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#openttd IRC Logs for 2014-09-02

---Logopened Tue Sep 02 00:01:00 2014
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00:48<LSky`>Anyone have a clue as to what could be happening here?
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01:48*andythenorth must not troll
01:48<andythenorth>not funny
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01:52<Rubidium>LSky`: sounds like a case of 'I have this nice patch pack, but want it to be able to join stable servers so I mess with the version' and/or 'I have this nice deep packet inspection firewall that messes around with my packets'
01:56<Rubidium>LSky`: it's most likely the first case though
01:56<LSky`>alright, thanks
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03:39<LordAro>Rubidium, the guy claims he's running standard stable, is there a way to force a crash log to prove otherwise?
03:39<LordAro>moin also
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05:08<LordAro>@seen DorpsGek
05:08<@DorpsGek>LordAro: I have not seen DorpsGek.
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05:14<@planetmaker>LordAro, as that's supposedly a release build, it's hard. But one might try alt+0 for a self-compiled one
05:14<@planetmaker>but that only crashes in debug builds
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06:12<@peter1138> 9422.028635] scsi 11:0:0:0: Direct-Access WD My Passport 0820 1012 PQ: 0 ANSI: 6
06:12<@peter1138>[ 9422.029006] scsi 11:0:0:1: Enclosure WD SES Device 1012 PQ: 0 ANSI: 6
06:12<@peter1138>the enclosure has a scsi id... o_O
06:13<@peter1138>does not support smart, heh
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07:11<Eddi|zuHause>only if compiled as a debug build :p
07:11<Eddi|zuHause>uhm, buffer'd
07:11<Eddi|zuHause>re: <LordAro> Rubidium, the guy claims he's running standard stable, is there a way to force a crash log to prove otherwise?
07:12<LordAro>heh :)
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12:36<Rubidium>LordAro: run a server, let him join and look at the error (Dnet=1 (or more) on the console of the server
12:40<Rubidium>though that doesn't tell you about the proof
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13:35<Wolf01>slow is the new fast!
13:37<@planetmaker>would it help, if we reset founder information of industries to game-founded when a company closes? Or change ownership when two companies merge?
13:37<@planetmaker>or is that weired when they change colour and looks?
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13:41<Wolf01>I didn't even noticed that player founded industries had those informations, so for me it doesn't matter :P
13:42<@planetmaker>there usually is no such indicator :)
13:43<@planetmaker>it's just some information stored in the map array without being used, sometimes to display some company colour in the industries. I know of no other usage anywhere
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13:51<DanMacK>@seen andythenorth
13:51<@DorpsGek>DanMacK: andythenorth was last seen in #openttd 12 hours, 2 minutes, and 4 seconds ago: <andythenorth> not funny
13:52<@planetmaker>chance are that he'll immediately show up, once you log-out, DanMacK :)
13:52<DanMacK>of course he will lol
13:52<@planetmaker>he'll then query when you've been seen last, too
13:52<@planetmaker>it's a well-established recurring pattern :P
13:57<frosch123>planetmaker: newgrf just use the colour iirc
13:57<frosch123>iirc there are even two variables per industries: company id of founder, and colour at the time of being founded
13:57<frosch123>also iirc the founder information is not used at all, but only the colour
13:57<@planetmaker>yeah, might be...
13:58<@planetmaker>hm... FIRS uses founder information for 'can be built' check. But that's before the industry's existence
13:59<frosch123>ChangeTileOwner_Industry <- oh, it is actually updated
14:00<frosch123>ah, i confused it with the "owner" variable, which is some silly variable that is always OWNER_NONE
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14:19*Alberth waits for andy
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14:39<@Alberth>o/ andy
14:39<@planetmaker>o/ :D
14:39<@planetmaker>patterned recurred
14:41<@Alberth>andythenorth: can you fire these heavy smoking train drivers?
14:41<andythenorth>hi all
14:41<andythenorth>there’s a ticket for that :P
14:41<andythenorth>$someone should do ti
14:41<andythenorth>it *
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14:43<andythenorth>Alberth: any volunteers? o_O
14:43<@Alberth>pondering about it, but not tonight, tooo sleepy
14:45<andythenorth>it’s only data
14:45<andythenorth>I’ll write the nml if it’s not there already
14:46<@Alberth>yeah, some offset x 8 :)
14:53*andythenorth considers finishing an MP game
14:53<andythenorth>about 2 years left
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15:23<b_jonas>so does the stable openttd release include diagonal rails in stations, or does this require some extra patches? if the former, are there nice gfx that contain such stations?
15:23<andythenorth>diagonal stations are not a thing
15:24<b_jonas>what... I've seen some pictures showing them. those pics might not have been made by the stable openttd, and they might not even work well of course, but they do seem to exist.
15:24<b_jonas>train stations of course
15:24<@planetmaker>stations like --- or ||| instead of /// or \\\ ?
15:25<@planetmaker>they don't exist
15:25<b_jonas>like --- |||
15:25<andythenorth>never been a thing :)
15:25<frosch123>there may be a fake-grf
15:25<frosch123>similar to diagonal airports
15:25<b_jonas>what? diagonal airports? what are those good for?
15:26<frosch123>fake graphics, just for the looks
15:26<frosch123>no actual game functionaliy
15:26<b_jonas>I mean, do we even have just airports rotated by right angles or mirrored?
15:26<b_jonas>frosch123: ok
15:26<frosch123>get 'ogfx+airports'
15:26<b_jonas>that's sad, because they looked god
15:26<@planetmaker>use OpenGFX+Airports
15:26<b_jonas>planetmaker: I see
15:26<@planetmaker>meh, frosch is just a tad faster :)
15:27*planetmaker goes emptying the washing machine ... :P
15:27<Eddi|zuHause>must be the leaping musces
15:27<frosch123>planetmaker: i did that 2 hours ago :p
15:28<b_jonas>diagonal tunnels are also not a thing, right? just to make sure
15:28<frosch123>there is some teleport-tunnel patch iirc
15:29<b_jonas>I understand why diagonal bridges would be difficult, but I don't know about diagonal stations
15:29<frosch123>something where you can arbitrarily put entrance on exit somewhere on the map
15:29<b_jonas>frosch123: heh
15:29<b_jonas>I only heared of some option that allows tunnels to cross each other
15:29<Eddi|zuHause>that was years ago
15:30<b_jonas>how long are the teleport tunnels to cross, and how are they priced?
15:30<frosch123>no idea, didn't try them
15:32<LordAro>wasn't there an *extremely* old patch by peter1138 (typically enough) which sort of did diagonal stations?
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15:33<frosch123>there have been several underground rail patches
15:33<frosch123>some diagonal road-rossing patch
15:33<frosch123>but i do not recall a diagonal station patch
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15:35<Rubidium>oh, come on... you don't remember ?
15:35<+michi_cc>There's at least a diagonal screenshot by peter, but I don't know if there ever was any proper patch.
15:35<frosch123>oh, right, i remember that image
15:35<b_jonas>is there ah
15:36<b_jonas>I don't remeber that thread
15:36<Rubidium>but then... that post is roughly mid way between when the patch was made and now
15:36<b_jonas>I've seen the thread for diagonal road crossing
15:37<Wolf01>mmmh, I might have somewhere my sloped station patch if you want to add it to the list
15:38<b_jonas>sloped station? that sounds dangerous. how do they couple and decouple trains there? what if the breaks fail?
15:38<Rubidium>that's no problem since we don't decouple
15:38<Rubidium>also... what is a slope?
15:38<b_jonas>yeah, I guess you do that only in depos
15:38<Rubidium>30 meters over 600+ kilometers, that's barely a slope
15:39<b_jonas>not in stations
15:39<Rubidium>otherwise, 30 meters over 5 meters, that's very unsafe even for rail tracks (you'd basically crash into it)
15:39<frosch123>Rubidium: the biggest issue is the angle between vehicle and ground. it's very incovenient to get in and out
15:39<b_jonas>isn't the height unit 5 meters?
15:40<Eddi|zuHause>train stations must be level, so the train doesn't roll away when the brakes are loose
15:41<Eddi|zuHause>b_jonas: no units are any meters...
15:41<andythenorth>iirc Eddi|zuHause has a diagonal crossings patch that he has forgotten
15:41<andythenorth>or it patched adjacent crossings on multiple tracks
15:41<andythenorth>one or the other
15:41<Eddi|zuHause>i have not forgotten.
15:41<Eddi|zuHause>it's just unfinished
15:42<andythenorth>the curse of our times
15:42<andythenorth>is anything finished?
15:43<frosch123>Eddi|zuHause: i have been twice at a station, where the train actually rolled back while people where entering, and someone yelled at the trani driver from the speakers to turn on the breaks
15:44<Eddi|zuHause>frosch123: that's because theory and practice are often not matching :p
15:44<Rubidium>frosch123: but the angle of 30 meters of height difference over 600+ kilometers is negligable. I reckon most stations have a higher inclination
15:44<andythenorth>this livery is awesome
15:45<Eddi|zuHause>Rubidium: but a slope is 50%
15:45<frosch123>Rubidium: what speeds to the doors close with? aren't they quite fast? don't get sliced up
15:45<Eddi|zuHause>8 height steps on 16 length steps
15:46<Rubidium>Eddi|zuHause: well, or even 30 meters over 5 meters, so what's that... 600%?
15:46<Rubidium>if you'd drive your maglev train at full speed "into" that, you'd definitely crash it
15:47<frosch123>downhill could be more interesting
15:47<Eddi|zuHause>well, we can't do that anymore, since they crashed the maglev into a service vehicle first...
15:47<frosch123>how far will it jump?
15:47<Wolf01>aaaaand I found it on page 28
15:47<Eddi|zuHause>frosch123: it doesn't jump, it levitates.
15:47<Rubidium>frosch123: which part?
15:48<Rubidium>cause I'd reckon it kinda desintegrates a bit
15:48<frosch123>your maglev driving straight and then reaching your 30/5 downhill slope
15:48<Wolf01>ahha! andythenorth liked the patch!
15:49<frosch123>Wolf01: i think i still have the bookmark :p
15:49<Rubidium>mostly because of inertia of the train and the undercarriage trying to follow the track
15:50<b_jonas>maglevs can handle it because they're magical anyway
15:50<Wolf01>wow, it was really old: r15778
15:51<Rubidium>that's only 5.5 years old
15:52<Wolf01>too bad I've never understood the grf code :/
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15:58<andythenorth>pikka understands the grf code
15:58<Pikka>does he
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15:59*andythenorth to the porridge
16:00<Eddi|zuHause>i'd really like sloped road stations, btw
16:00<b_jonas>Eddi|zuHause: drive-through ones?
16:01<Eddi|zuHause>yes. doesn't make a lot of sense for the other ones :p
16:01<frosch123>the other ones already are buildable on slopes :üp
16:01<andythenorth>would be handy
16:01*Pikka wants docks buildable on slopes
16:01<andythenorth>me too
16:01<b_jonas>frosch123: that doesn't really help if you want to connect the station to an adjacent road on the lower level
16:02<andythenorth>you stole the words from my mouth :(
16:02*andythenorth should type fasterererer
16:02<@planetmaker>lol, Pikka :)
16:02<Eddi|zuHause>docks on sloped rivers? :p
16:02<andythenorth>given the latency to BNE, he must type really fast :(
16:02<andythenorth>one day I’ll learn to type with more than one finger
16:03<b_jonas>and a pony too
16:03<Pikka>newairports on slopes
16:03<andythenorth>or anywhere
16:03<andythenorth>also newdocks
16:03<andythenorth>docks on water
16:03<andythenorth>airports on water
16:03<andythenorth>docks on airports
16:03<b_jonas>and large airports above the middle a city, supported by giant legs
16:04<b_jonas>s/middle/middle of/
16:04<Pikka>docks in the morning, docks in the evening, docks in the summertime
16:05<@planetmaker>docks in winter, too?
16:05<Eddi|zuHause>underground airports!
16:05<b_jonas>Eddi|zuHause: hehe
16:05<LordAro>underwater airports!
16:05<andythenorth>no docks in winter
16:05<andythenorth>water is frozen innit
16:05<b_jonas>bridges over airports
16:05<andythenorth>silly planetmaker
16:06<Eddi|zuHause>i'd settle for airports on bridges...
16:06<Eddi|zuHause>it's a great view driving on the autobahn and seeing a plane cross your way.
16:07<b_jonas>also bridges containing turns, diagonal tracks, signals, junctions, slopes, stations, stations on slopes, stations with turns and diagonals and junctions and slopes, all on the same bridge
16:07<@planetmaker>thinking of the one close to your home, eh, Eddi|zuHause ?
16:07<@planetmaker>indeed that looks quite awesome
16:07<Eddi|zuHause>that would be too obvious :p
16:08<b_jonas>although that would be sort of like Locomotion where you can build almost any rail or road stuff in the air or underground
16:12<b_jonas>ah right, the tunnels crossing each other is a cheat
16:15<andythenorth>how would we even spec flat docks?
16:15*andythenorth has no idea
16:15<andythenorth>I guess it needs all kinds of newgrf complications and such
16:15<andythenorth>just two flat tiles is out of the question
16:15<b_jonas>what does "flat docks" mean?
16:16<b_jonas>how would it work?
16:16<Rubidium>Eddi|zuHause: but why not use the autobahn for landing?
16:17<Eddi|zuHause>Rubidium: they did that.
16:17<b_jonas>Rubidium: ah, you want a road passing through the airport runway?
16:17<Eddi|zuHause>several strips in both east and west were prepared to be used as landing strips in wartime
16:18<andythenorth>flat docks are just flat
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16:18<b_jonas>oh, you mean they wouldn't be on sea level, but in raised water squares?
16:18<Eddi|zuHause>which means no grass on the middle strip, and no bridges, or at least no pillars under the bridges
16:18<b_jonas>connected to the sea with locks?
16:19<andythenorth>just on the ground
16:19<andythenorth>next to rivers and canals
16:19<b_jonas>like, on canals
16:19<Eddi|zuHause>b_jonas: you can have canals (and thus flat shores) on sea level.
16:20<Pikka>how does it know what direction to go it if there are multiple water tiles around the flatbit, andythenorth?
16:20<b_jonas>Eddi|zuHause: yeah
16:20<b_jonas>that too
16:20<andythenorth>Pikka: player chooses?
16:20<b_jonas>I didn't think of canals because I haven't used them much
16:20<Eddi|zuHause>Pikka: no autodirection, choose direction like for other stations
16:20<andythenorth>or like build road - move the cursor in the tile
16:21<andythenorth>I tried patching for flat docks, but just got an assert when a ship tried to route to it iirc
16:21<andythenorth>I kind of like the docks on slopes
16:21<andythenorth>they look so nice
16:21<b_jonas>instead of a flat dock, could we just have an ordinary dock on a flat tile with sloped foundations under it automatically?
16:22<andythenorth>also unlike docks on coasts, docks inland are much harder to integrate with train stations
16:22<andythenorth>which is a bonus
16:22<andythenorth>especially in cities
16:22<andythenorth>it encourages lots of terraforming which is important
16:22<b_jonas>like airports?
16:23<andythenorth>airports don’t need much terraforming
16:23<+michi_cc>andythenorth: You don't need to spec anything, see Of course, this table doesn't say anything about how it is supposed to look like :)
16:23<andythenorth>they seem to build anywhere these days
16:23<andythenorth>you can build an airport on top of a mountain in recent ottd
16:23<b_jonas>andythenorth: what? don't they require land that's almost flat?
16:24<b_jonas>like, within one level difference?
16:24<andythenorth>well yes
16:24<andythenorth>I always build them at sea personally
16:24<andythenorth>unlike Boris
16:24<andythenorth>michi_cc: wtf is that? :)
16:24<andythenorth>I never saw it before
16:25<andythenorth>also we should have more terraformings
16:25<andythenorth>otherwise where will the terrapins come from?
16:26<@planetmaker>hehe, michi_cc :)
16:27<+michi_cc>frosch123: I was just digging that up myself :p
16:27<@planetmaker>andythenorth, it's one of the most un-used features in NewGRF land. It's how I define in OpenGFX+Landscape the -- and | rivers, by actually using the dike map
16:27<+michi_cc>Look, there's even a test grf:
16:27<frosch123>anyway, for rivers and canals it would be much nicer if the dock was along the water, not into the water
16:28<frosch123>i would expect them to be in ttdpatch.grf
16:28<andythenorth>planetmaker: one day will you help me ‘fix’ ottd rivers with that? (for original base set)
16:28<b_jonas>frosch123: nice
16:28<andythenorth>I have 60% of the sprites or so
16:28<@planetmaker>andythenorth, too much pain to code in NFO for me... but I'll port it to OpenGFX base set eventually. Probably before 1.5
16:28<andythenorth>no rush
16:28<frosch123>though possible docks would be nicer also at sea, if along the water :p
16:28<andythenorth>I have plenty of bugs left to introduce to other sets
16:28<@planetmaker>it's only copy&paste for that :)
16:29<@planetmaker>the biggest pain is copying the generation from the 200MByte gimp file to OpenGFX :P
16:29<@planetmaker>and removing the gridless parts
16:30<andythenorth>frosch123: +1
16:30<andythenorth>also on corner slopes
16:30<b_jonas>as for docks, it's nice how I can put rail-less railway station tiles next to them to make them look bigger and nicer
16:30<b_jonas>even if technically a single two-tile dock can handle any number of ships, because the ships don't take up space, it looks nicer if the docks are larger and have squares with cargo boxes
16:31<@planetmaker>indeed, docks along the shore would be nice. We need NewDocks anyway, with multiple load places :P
16:31<b_jonas>planetmaker: for multiple load places, you can just use railway newstation tiles combined with multiple docks. only probably all ships will use the same loading place.
16:32<andythenorth>b_jonas: did you just ask for multi-stop docks? Shameful behaviour.
16:32<@planetmaker>andythenorth, no, I did
16:32<b_jonas>andythenorth: what?
16:32<b_jonas>no, I'm fine with just one shop, as long as there's some extra facilities on the land next to it
16:33<b_jonas>one loading area
16:33<b_jonas>one stop
16:33<b_jonas>but loading facilities like storage areas and cranes on the land
16:33<b_jonas>that can be done easily with newstations
16:33<b_jonas>I like grf station tiles
16:33<b_jonas>so much eyecandy
16:34<andythenorth>too much eye candy causes blindness
16:34<andythenorth>or is that something else?
16:34<andythenorth>Eddi|zuHause: best come back reply I think
16:35<andythenorth>I have no answer to that
16:36<@planetmaker>err-no-context, too
16:36<Eddi|zuHause>needs to be more specific
16:36<andythenorth>how many funny replies did you do today? :o
16:36<andythenorth>is there a list
16:38<@planetmaker>:) The replies of both of your are totally in line
16:38<Eddi|zuHause>doesn't matter if there's only one. if it's pushed out of short term memory, it needs the right context to be accessed again
16:38<andythenorth>I now know who Eddi|zuHause actually is
16:39<andythenorth>there are only 33 people in the world, everyone on irc is actually somebody I already know :P
16:39<andythenorth>I won’t reveal who the others of you are :P
16:39<frosch123>andythenorth: daylength factor 40000?
16:39<@planetmaker>sounds about right. Maybe a bit too much
16:40<@planetmaker>@calc 24*3600 / 74
16:40<@DorpsGek>planetmaker: 1167.56756757
16:40<@planetmaker>@calc 24*3600 / 74 / 0.03
16:40<@DorpsGek>planetmaker: 38918.9189189
16:40<@planetmaker>but then, that's good. Still time for food and loo ;)
16:41<andythenorth>took the kids here today
16:41<andythenorth>travelled about 4.5 miles on it :P
16:42<@planetmaker>looks like great fun :)
16:42<Pikka>choo choo
16:43<Pikka>my grandmother's husband had a 5" gauge black five
16:44<Pikka>when he died she gave it to the museum... they don't want it, it's in the back of a shed out at ipswich somewhere.
16:45<andythenorth>they should give it to Strawberrry Line :P
16:45<andythenorth>also, does Banananaans keep old versions of grfs around for scenarios that need them?
16:45<Pikka>it does
16:45<andythenorth>how kind
16:46<Eddi|zuHause>we have a somewhat larger scale over here...
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16:48<Guest1281>Hello, I want to help with the openttd development and to get started I wanted to build openttd. But this Tutorial doesn't work for me
16:48<Eddi|zuHause>at which point does it fail?
16:49<Guest1281>2.8 Navigate to Configuration Properties -> VC++ Directories. is my problem. I don't find the VC++ Directories?
16:49<andythenorth>michi_cc: so spec is good? Just needs ottd implementation? o_O
16:49<Eddi|zuHause>hm, i can't help with that. i have no VC here
16:50<andythenorth>Pikka: scripted any games?
16:50<Guest1281>how do you build?
16:50<Pikka>getting there, andythenorth
16:51<Pikka>just up the road... haven't been out there in years, though
16:53<andythenorth>it’s enormous
16:55<andythenorth>“This place is insane..."
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16:58<andythenorth>spose it’s bedtime
17:00<Pikka>spose it's GS time D:
17:01<andythenorth>Pikka: opinion on cargo sprites for boots?
17:01<andythenorth>yes / no / mebbe
17:01<Pikka>if you can be bothered?
17:02<andythenorth>depends if I can find a short cut
17:02<andythenorth>is everything crates, bulk cargo, or logs?
17:02<andythenorth>or do I have to do better than that?
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17:02<Pikka>pretty much everything is those things
17:02<Pikka>or tanker
17:02<andythenorth>what about haybales
17:02<andythenorth>or cows?
17:02<andythenorth>or tractors?
17:02<andythenorth>are they all logs?
17:03<Pikka>too much work. I think haybales are boxes and cows go inside?
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17:03<andythenorth>I could do crates + bulk, then recolour them in code
17:03<andythenorth>not too much work
17:04<andythenorth>everything else, way too much work
17:04<Pikka>code recolouring though
17:04<Pikka>so 8bpp
17:04<andythenorth>I am so 8bpp
17:04<andythenorth>I could recolour them in 32bpp, python doesn’t care
17:04<andythenorth>but the indexed palette does :P
17:04<Pikka>pre-recolour them
17:05<andythenorth>precolour indeed
17:05<Pikka>not recolour in OpenTTD? in that case, carry on.
17:05<andythenorth>also I don’t understand this newfangled millions of colours
17:05<andythenorth>where I come from, computers have 16 colours
17:05<andythenorth>256 is showing off
17:06<Eddi|zuHause>the first computer games i played had 4 colours. in a world with mostly black and white monitors
17:06<andythenorth>4 :o
17:06<Eddi|zuHause>where "white" actually meant "green"
17:06<andythenorth>the first game I played had 1 colour
17:07<Eddi|zuHause>that sounds boring
17:07<andythenorth>I’m not counting black :P
17:07<Eddi|zuHause>so you mean 2 colours
17:07<andythenorth>but as one of them is created by turning the crt gun off…
17:07<andythenorth>I don’t count it
17:08<andythenorth>the only true 1 colour game I can think of would be called something like ‘can you induce an epileptic fit'
17:08<andythenorth>or ‘decode morse code'
17:08<andythenorth>or something
17:08<andythenorth>and even that needs whole screen on / off, so still 2
17:08<Eddi|zuHause>the only way you get 1 colour is if you turn off the screen
17:09<Eddi|zuHause>so you can play a sound-only game
17:09<Eddi|zuHause>(like actual morse code :p)
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17:11<andythenorth>don’t seem to have a screenshot of the game
17:11<andythenorth>anyway car racing
17:11<andythenorth>two lines, one blob for the car
17:11<andythenorth>circles for obstacles
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17:12<@peter1138>Remember when arcade games (Remember arcade games?) use monochrome screens with colour filters stuck on in certain places?
17:13<andythenorth>happy times
17:14<andythenorth>oh here we go
17:14<andythenorth>mine was white on black, not blue
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17:18<Eddi|zuHause>peter1138: i have never seen such an abomination
17:18<Guest1281>dmusic.cpp is missing what did I wrong?
17:19<Eddi|zuHause>Guest1281: either you forgot to install something or you didn't set up the search path properly
17:19<frosch123>wasn't there something that you need to use an ancient sdk for ottd?
17:20<Eddi|zuHause>afair that was actually optional
17:20<Guest1281>I'm sure I did everthing mentioned in the tutorial. Yes the Windows SDK but I installed it already
17:23<Eddi|zuHause>there might be a switch to disable compiling with dmusic
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17:24<frosch123>dmusic was removed in 2005 or something :p
17:26<@peter1138>Eddi|zuHause, space invaders did it...
17:26<frosch123> <- 2007 even :p
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17:34<Wolf01>'night all
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18:59<@peter1138>Checksums match for track 1
18:59<@peter1138>Rip quality: 94.49 %
19:02<|xk05|>is there an 'official' #openttd server?
19:06<@peter1138>god no, that would require playing the game
19:06<+glx>and administrating it ;)
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19:17<Guest1281>Hello, now i get error C1001: An internal error has occurred in the compiler. \trunk\src\3rdparty\squirrel\squirrel\squtils.h
19:17<Eddi|zuHause>that appeared in the forum somewhere...
19:18<Guest1281>search did not help me a lot
19:20<Guest1281>It can not be so difficult to build this software
19:20<Guest1281>Search said:No suitable matches were found. with the query squtils.h
19:23<Eddi|zuHause>something like but doesn't seem helpful
19:31<+glx>maybe clean and rebuild
19:32<Guest1281>@glx i did this already. How do you guys build the game?
19:33<Eddi|zuHause>most people here use linux, or mingw on windows
19:33<Eddi|zuHause>and other people just download the precompiled binaries
19:34<+glx>precompiled win32 and win64 builds are built with MSVC
19:34<Eddi|zuHause>anyway, as said in the thread, "internal error" is nothing that can be fixed by us
19:35<+glx>yes that's a compiler problem
19:36<Guest1281>ok do you know which version of MSVC do you use? Do you provide images of the build farm?
19:39<+glx>I use express 2012, compile farm uses 2010
19:41<Guest1281>I use 2013
19:41<+glx>but I use windows7.1sdk compiler, not the one from VS
19:44<+glx>(v110 complains about macro redefinitions)
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19:44<Guest1281>yes but you can turn this off
19:45<Guest1281>What IDE do you guys use with Linux
19:45<+glx>console :)
19:48<Guest1281>for sure ;)
19:50<Guest1281>be honest
19:52<+glx>I edit files with kate
19:57<@peter1138>she doesn't mind
19:57<@peter1138>vim, personally
19:57<@peter1138>or monodevelop for .net stuff
19:58<@peter1138>or eclipse... never
19:59<Guest1281>so no auto code completion and such features ?
20:02<@peter1138>you can have that in vim if you want
20:02<@peter1138>i don't bother
20:03<@peter1138>pressing keys or clicking buttons to select whichever auto completion crap comes up with rather distract my coding
20:03<Eddi|zuHause>look up function declarations/signatures/docstrings would sometimes help
20:04<@peter1138>that would require documenting it :p
20:11<Guest1281>ok i think i try it with ubuntu and an vm in combination with eclipse
20:13<Guest1281>thats why i like java write it once, compile it or run it everywhere
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21:13<Pikka>who broke the forums, then?
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---Logclosed Wed Sep 03 00:00:08 2014