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#openttd IRC Logs for 2007-04-02

---Logopened Mon Apr 02 00:00:17 2007
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05:14<`Alex`>hi all!
05:15<`Alex`>can somone tell me the exact ratio for train engine power: weight
05:18<hylje>it's somewhat the same as IRL
05:21<`Alex`>really? great
05:22<`Alex`>and what is the physics formula for 100% friction?
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05:34<Biff>100% friction?
05:34<Biff>oh, he left
05:56<valhallasw>100% friction? F_\textrm{friction}=\infty ?
05:56<hylje>yay, tex
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06:35<CIA-2>OpenTTD: maedhros * r9543 /trunk/src/ (5 files in 2 dirs):
06:35<CIA-2>OpenTTD: -Fix [FS#691]: Split up STR_ENGINE_NOT_BUILDABLE into four strings so it can be
06:35<CIA-2>OpenTTD: translated properly and remove "buildable", since it isn't actually a word.
06:37<Wolf01>i always thought that in english was sufficient to add -able -ly etc to a word to make a new word with sense :P
06:39<CIA-2>OpenTTD: maedhros * r9544 /trunk/src/lang/ (34 files in 2 dirs): -Cleanup (r9543): Remove unused strings.
06:40<Maedhros>Wolf01: :)
06:46<roboboy>with the port option in the cfg, does that change the client port or the server port?
06:47<Wolf01>if i remember well, both
06:49<tkoskine>ispell suggests "how about: build able, build-able" and both and seem to know buildable.
06:51<Maedhros>mm, those are probably american dictionaries though
06:52<roboboy>the only one it lists in the cfg is 3979 which seems o be the server port so thats the one I want to be able to change i think
06:53[~]roboboy bed soon
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07:07<Biff>bah, 2048x2048 is huuuge
07:07<Biff>wonder if i'll ever manage to build the whole map
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08:20<Thomas[NL]>on it is stated that signal-autocomplete is included into trunk. Is this wrong, because I can't find it in the latest nightly.
08:21<Thomas[NL]>oh they mean the current behaviour with Drag and Drop..
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08:33<Maedhros>someone seems to have misunderstood, or just not read the link they used as justification
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09:20<CIA-2>OpenTTD: belugas * r9545 /trunk/src/ (aircraft.h aircraft_cmd.cpp newgrf_config.cpp): -Documentation: Some corrections to previous doxygen work
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10:02<Thomas[NL]>I get an error while compiling latest nightly: [SRC] Compiling ai/default/default.cpp
10:02<Thomas[NL]>/home/###/openttd/src/ai/default/../../aircraft.h:74: error: expected ‘,’ or ‘...’ before ‘*’ token
10:02<Thomas[NL]>make[1]: *** [ai/default/default.o] Error 1
10:02<Thomas[NL]>make[1]: Leaving directory `/home/###/openttd/objs/release'
10:02<Thomas[NL]>make: *** [all] Error 2
10:02<Thomas[NL]>revision 9545
10:03<@Rubidium>latest nightly?
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10:03<@Rubidium>that would've been r9542
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10:06<peter1138>avi* indeed :p
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10:08<CIA-2>OpenTTD: rubidium * r9546 /trunk/src/aircraft.h: -Fix (r9545): several typos...
10:09<@Rubidium>Thomas[NL]: retry ;)
10:10<Thomas[NL]>fixed :)
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10:20<@Belugas>my fault
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10:29<Digitalfox[Work]>This is not a big thing, but when building a tunnel in a very large map like 1024 * 1024 or more, and using shift for previewing the money that will be spend on buying it it only goes to € 800,002,678, after this value the distance doesn't mind anymore, maybe this is a hard coed
10:30<Digitalfox[Work]>hard coded value, but it would be nice if it gave more preview
10:30<Jezral>Probably an integer max.
10:31<Digitalfox[Work]>By the way what's the max value for money? Is it also this value the 800,etc..
10:32<Jezral>I'd expect the max to be 4294967296 in whatever is the base currency.
10:33<peter1138>signed, so half that
10:33<Jezral>Oh right, you can go negative in TTD...
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10:42<peter1138>Jezral, it's also stored in 64 bits for the main values...
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12:12<Maedhros>grr, why must it be some complicated to stop towns building roads?
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12:51<edeca>I've got 2 rails going into a station with a waypoint on each. 1/2 the trains are set to waypoint 1, 1/2 are waypoint 2. But if the queue is full, trains take the other track whichi can muck things up, any easy way to improve it/
12:59<Zuu>edeca: How far is the waypoints from where the rail split into two?
12:59<edeca>Just after it
12:59<edeca>I have played with signals before/after and such
13:00<Zuu>Try move the split away a few signal-blocks.
13:00<edeca>Oh, interesting!
13:00<edeca>I'm just expanding the station anyway
13:00<Zuu>I don't know if that fixes it, I've not used waipoints that way much recently.
13:01<edeca>I've never used them before
13:01<Zuu>Sometimes I split a station in two, but never have had the problem that a train went to the wrong station.
13:02<Zuu>That is one station for raw-meterial to an industry and another for the output from the industry.
13:03<edeca>I've just expanded it anyway, I figure I have to do something with the first few millions
13:03<edeca>After this it's easy anyway :)
13:03<edeca>Just the pesky council to deal with
13:03<Zuu>But I can't see why doing it with waypoints would not work. Other than that YPAF chooses the "wrong" way because the track is blocked, but I'm surprised it does that.
13:04<edeca>Oh, I'm using NPF with a patched openttd, I love shared signal blocks too much
13:07[~]edeca gives up on waypoints for nwo
13:07<edeca>I'm off out too, thanks for your help Zuu
13:14<Zuu>edeca: You're welcome
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13:31<Digitalfox[Home]>Maedhros: Are you workingh on option to stop towns building roads?
13:33<Maedhros>Digitalfox[Home]: i'm having a go, yeah
13:33<Digitalfox[Home]>Cool :)
13:35<Digitalfox[Home]>And what do you think of this idea also??
13:35<gravitone>towns should become a bit more complex in my opinion
13:36<Maedhros>i'm not desperately interested, personally
13:36<Maedhros>but i'll have a look at how it works
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14:38<CIA-2>OpenTTD: miham * r9547 /trunk/src/lang/ (13 files): (log message trimmed)
14:38<CIA-2>OpenTTD: -Update: WebTranslator2 update to 2007-04-02 21:37:30
14:38<CIA-2>OpenTTD: brazilian_portuguese - 2 fixed by tucalipe (2)
14:38<CIA-2>OpenTTD: bulgarian - 2 fixed by thetitan (2)
14:38<CIA-2>OpenTTD: catalan - 2 fixed by arnaullv (2)
14:38<CIA-2>OpenTTD: czech - 6 fixed by Hadez (6)
14:38<CIA-2>OpenTTD: dutch - 2 fixed by habell (2)
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14:47<CIA-2>OpenTTD: miham * r9548 /trunk/src/lang/ (brazilian_portuguese.txt norwegian_bokmal.txt): [Translations] -Fix: Fixed empty strings added by WT2 [note to self: really should fix this old bug in WT2]
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15:10<Thomas[NL]>why does svn co -r 9546 not work?
15:11<@Rubidium>did you specify what to check out?
15:13<Thomas[NL]>sigh, sorry for being stupid :)
15:13<peter1138>that's ok, you can't help it
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15:56<Smoovious>um... heads-up... vulnerability found in flyspray...
16:02<peter1138>"can be exploited to display project summaries of private projects"
16:03<@Rubidium>sounds quite different from "Performing actions as admin without password"
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16:03<ada`ubuntu>hey all
16:04<ada`ubuntu>first of all Id like to say a huge thanks to all developers for this game, found it today, I was always a big fan of TTD even played it last year :)
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16:12<Digitalfox[Home]>ada`ubuntu: I'm not a developer, but has a user i hope you have a lot of fun with openttd, welcome to this comunity :)
16:13<ada`ubuntu>just played an hour with it and honestly, I would never imagine a game with 10 year old engine can amuse me that much :)
16:13<ada`ubuntu>browsing wiki for GRF and other stuff, hundreds of new stuffs need to learn
16:14<ada`ubuntu>and thanks hehe :)
16:15<ada`ubuntu>yesterday I got the Transport Giant I wanted some tycoon action, but after 1 hour of playing I was sick, nice gfx but stpd control, stpd AI. <3 openttd :)
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16:15[~]Rubidium advices to turn of the AI in OpenTTD ;)
16:16[~]Rubidium rather advices to play with 'intelligent' opponents, i.e. multiplayer ;)
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16:17<ada`ubuntu>first of all I need to learn controlling this new game, then you multiplayer :)Ö
16:17<Smoovious>but the advanced ai is good if you wanna generate lots of road traffic to run d own. :)
16:17<Smoovious>it only makes road vehicles
16:18<Eddi|zuHause2>the complete AI system is being overhauled
16:19<Smoovious>yeah, and i'm so looking forward to that
16:19<Eddi|zuHause2>in the NoAI branch, everything concerning the old AI is ripped out, and a new AI interface is being created, then "anyone" can script an AI, and plug it into the interface
16:20<Smoovious>end up having different ai companies with different personalities
16:20<Eddi|zuHause2>"AI with multiple personality disorder" :)
16:20<ada`ubuntu>sounds good
16:21<Eddi|zuHause2>reminds me of the film "identity" ;)
16:21<ada`ubuntu>btw a quick question, in what cases its possible to have an aircraft crashed?
16:22<ada`ubuntu>too small airport?
16:23<Eddi|zuHause2>random chance when landing
16:23<Eddi|zuHause2>small airport increases that chance drastically
16:24<ada`ubuntu>saw there are a lot good stuffs about autoreaplacing when too old and stuff, is it possible to either autoreplace a crashed plane or 'clone' its destinations?
16:26<Eddi|zuHause2>yes, click on the hangar, there is a button "clone vehicle", then click on the crashed vehicle, it will copy the orders
16:26<Eddi|zuHause2>(ctrl+click will share orders)
16:26<ada`ubuntu>cheers :)
16:38<ada`ubuntu>Downloaded the newstations grf file from its homepage, added to the conf file and even loaded it ingame but no change - old stations are the same
16:39<Eddi|zuHause2>no, it only affects new stations
16:39<Eddi|zuHause2>it's probably better to add grfs with the ingame menu
16:40<ada`ubuntu>when its asking that it can crash blabla?
16:41<ada`ubuntu>ok well :) copied into data/newgrf editet config file as the wiki told me to, gone ingame and loaded in the main menu and even tried in the ingame menu
16:41<ada`ubuntu>but both same effects: old and new stations models are the same
16:41<Eddi|zuHause2>the wiki is probably out of date
16:42<Eddi|zuHause2>if you load a savegame, the config file is ignored, it loads the same grfs it was saved with
16:42<Eddi|zuHause2>load the game, and then modify grfs with the gui
16:43<Eddi|zuHause2>some grfs (that do not alter gameplay) can be put into [newgrf-static] section, it will then automatically be "force-loaded", no matter what the savegame says
16:44<Eddi|zuHause2>for example catenary grfs, or tree grfs
16:44<Eddi|zuHause2>that won't work with stations, though
16:45<ada`ubuntu>its working now if I start a new game
16:45<ada`ubuntu>so im unable to force old savegames to use new grfs?
16:46<peter1138>use the gui in game
16:46<ada`ubuntu>wee working :)
16:48<ada`ubuntu>'Tardtown' :)
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16:57<ada`ubuntu>leaving aswell thanks for the help and goodnight
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19:01<CIA-2>OpenTTD: belugas * r9549 /trunk/src/newgrf_callbacks.h: -Codechange: Add definition of callbacks and callback masks for both industries and industry tiles
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19:14<CIA-2>OpenTTD: belugas * r9550 /trunk/src/ (industry.h table/build_industry.h):
19:14<CIA-2>OpenTTD: -Codechange: Add notion and data of industry appearing chances, both in game and in creation mode.
19:14<CIA-2>OpenTTD: Not used yet.
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19:34<Nakilon>i have a question...
19:34<Nakilon>does building "headquarters" increase my rating in town where i'll build it?
19:35<Nakilon>or maybe increase rating on stations of this town?
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20:44<Nakilon>one more question
20:44<Nakilon>what about more languages on
20:45<Nakilon>for example, translate articles in russian ?
20:45<Nakilon>as i can see, there is only english version of
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---Logclosed Tue Apr 03 00:00:05 2007