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#openttd IRC Logs for 2007-06-17

---Logopened Sun Jun 17 00:00:06 2007
00:45<CIA-1>OpenTTD: miham * r10173 /trunk/src/lang/piglatin.txt: -Add: Translations: added new language "Pig Latin". Already "pre-translated", only needs checking. Idea of Piglatin language was from Adam M-W
00:47<MiHaMeK>hmm, plural forms are bad
00:52<MiHaMeK>no problem, translator will fix it :)
00:52<hylje>when do we get hacker translation?
00:52<hylje>or klingon?
00:53<Noldo>or sindar
00:53<MiHaMeK>hylje: go ahead :)
00:54<MiHaMeK>hylje: i even thinking on a script kiddie 'translation' :-D
00:54<hylje>hacker translation would be a bunch of sed arguments
00:54<hylje>s/ck/x/ s/o/0/
00:55<hylje>silly translations are great.
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01:13<Sacro>pig-latin ttd?
01:13<Sacro>how cool
01:16<hylje>why can't i clone trains from station train list
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01:19<Sacro>MiHaMeK: how about converting the town name generator as well
01:20<MiHaMeK>Sacro: hmm
01:20<MiHaMeK>Sacro: reasonable idea
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01:51<Gekko>will there be subways in openttd?
01:51<hylje>but we need new map array for that
01:51<hylje>or something else allowing arbitrary tunnels
01:51<Gekko>and this is in the process
01:51<Gekko>isnt it
01:52<Gekko>"yes" good.
01:52<hylje>not really
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01:58<Gekko>and why don't I have electric rail in 1992?
01:58<Gekko>using the release of 0.5.2?
01:58<Gekko>no it is not disabled via the patch
01:59<hylje>do you have electric vehicles?
01:59<Gekko>what exactly do you mean
01:59<Gekko>do I have them built
01:59<hylje>electric locomotives
01:59<Gekko>im on the arctic map
01:59<Gekko>and no
01:59<hylje>then its working as intended
01:59<Gekko>they arent available
01:59<Gekko>I didnt disable them though
01:59<hylje>neither subarctic or desert have electric conventional trains
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02:00<hylje>and thus no electrified rail is available
02:00<hylje>the default grf
02:00<Gekko>yes but why
02:00<hylje>it just is
02:00<hylje>there is no why
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02:19<Eddi|zuHause><Caemyr> the one leaving from depot will not wait at the signal till the station`s empty, but is returning to depot till the other train leaves <- make the 2-way signal a pre-signal exit (2x Ctrl-Click with signal tool))
02:20<Eddi|zuHause>then the train will wait inside the depot
02:21<Eddi|zuHause>another option: leave one tile between the signal and the station
02:21<Eddi|zuHause>then the train will not turn around immediately, because two engines are facing at the signal
02:21<CIA-1>OpenTTD: miham * r10174 /trunk/src/lang/piglatin.txt: -Fix: [Translations]: piglatin plural forms had some problem..
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02:24<CIA-1>OpenTTD: miham * r10175 /trunk/src/lang/piglatin.txt: -Fix: [Translations] Stupid me, {STRINGx} can only be used in english...
02:25<Gekko>what about those onroad bus stops
02:25<Gekko>like on TTDPatch?
02:25<Rubidium>yeah, what about them?
02:25<hylje>we had them since forever
02:25<MiHaMeK>yes, piglatin no longer contain errors :)
02:26<MiHaMeK>could someone try that out? :)
02:27<Gekko>they arent on mine?
02:27<Gekko>hylje: how do I enable them?
02:27<hylje>use trunk?
02:27<Gekko>I use the stable version
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02:28<hylje>stable doesnt get anything cool
02:28<Gekko>why not.
02:28<MiHaMeK>Total I18N status: 95% - 5541 bad strings out of 116883 strings (2997 strings / language)
02:28<Gekko>and how can't bus stops be stable >_>
02:28<Rubidium>because they were added after 0.5 was branched
02:28<Gekko>better worded: how can bus stops be unstable.
02:29<Gekko>so they'll be in what.
02:29<Gekko>or 0.5.3?
02:29<Sionide>Gekko, use a nightly
02:29<Rubidium>on the other hand, what version of TTDP were you using?
02:29<Gekko>and that's how far off.
02:30<Gekko>Sionide: I play online
02:30<Gekko>Rubidium: can't recall.
02:30<Sionide>Gekko, my server is r10166 :) got loads of on-road bus stops
02:30<peter1138>i bet it wasn't their last stable ;)
02:30<Rubidium>is it 2.0.0 or 2.5 beta/alpha something or 2.6 alpha something
02:30<Gekko>is there r10166 compiled for Debian somewhere?
02:30<Gekko>I can't compile it on this system
02:31<Rubidium>apt-get install g++ zlib1g-dev libpng-dev
02:31<Gekko>I'm not on Debian
02:31<Gekko>but can use .deb's
02:32<peter1138>people will use crazy linux distributions...
02:33<Gekko>Puppy Linux
02:33<Gekko>craziest of them all.
02:33<Rubidium>Gekko: can't you just use the i686 binary on ?
02:33<Gekko>if i saved this multiplayer game
02:33<Gekko>and loaded it in the nightly, would it work correctly?
02:34<Rubidium>it should; if it doesn't it is a bug
02:34<Gekko>trams! :O
02:34<Gekko>why didnt I use the nightly before
02:34[~]Gekko craps himself
02:45<Wolf01>what is piglatin?
02:46<MiHaMeK>Igpay atinlay
02:46<Sionide>Gekko, one extra level of zoom out...?
02:46<Rubidium>English for to show how dyslectic people would read words (I guess)
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02:52<Wolf01>lolman might learn piglatin and start to talk with it :P ellohay!
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03:06<peter1138>like sacro
03:07<Eddi|zuHause>Onay leasepay otnay... hm, this is really difficult for a non-native speaker
03:08<peter1138>Eddi|zuHause: s/for a non-native speaker//
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03:25<Wolf01>Amegay Optionsway OMG!
03:32<Wolf01>peter1138, do you think is possible to add the transparency save widget to trunk?
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03:41<peter1138>the what?
03:42<Wolf01>the widget to store the enabled transparencies
03:44<Wolf01>if active you can toggle with X off|saved, else you toggle on|off
03:45<Wolf01>give a look at it
03:47<Wolf01>mmmh, i don't know why in main_gui.cpp it find always a new line at the EOF
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03:58<Wolf01>eheh ellohay lolman!
03:58<lolman>Ello Wolf01!
03:59<Eddi|zuHause>i don't think he got it :p
04:00<Wolf01>(see what i can start) lolman, there is a new addition to OTTD, piglatin language, i think you must learn it
04:00<lolman>Oh I got it, I just don't wanna use it ;)
04:05<Wolf01>return 0;
04:06<Eddi|zuHause>kill -9 1
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04:09<Wolf01>see what you did!
04:17<lolman>Eddi|zuHause, killing init? O_o
04:17<lolman>(And yes I'm 10 minutes late)
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04:47<peter3141592653589793238462643>mmm, pie. i like pie.
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05:00<Eddi|zuHause>11833 is the number of the telephone information of the german telekom
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05:15<CIA-1>OpenTTD: maedhros * r10176 /trunk/src/order_gui.cpp: -Fix (r10071): Deselect the currently selected order when clicking on an empty part of the orders window.
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05:15<Chris82>good morning
05:15<Chris82>I have a problem compiling r10170
05:16<Chris82>it compiles fine but when I start a dedicated server I can't join
05:16<Chris82>it just shows the server offline in the server list
05:16<Chris82>do I need to enable networking somehow?
05:16<Smoovious>1 is the number every single other number is divisible by into a whole number
05:16<Eddi|zuHause>!openttd port
05:16<_42_>Eddi|zuHause: OpenTTD uses TCP and UDP port 3979 for server <-> client communication and UDP port 3978 for masterserver (advsertise) communication (outbound)
05:16<Eddi|zuHause>you got that?
05:17<Chris82>r10116 works fine, but the newer versions all don't work as dedicated server :(
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05:17<peter1138>they dpo
05:17<Smoovious>did you check to see if ottd is actually listening on the ports?
05:17<peter1138>maybe not for you, but they work
05:18<peter1138>i can see a whole three right now
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05:19<ln->may i suggest something?
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05:24<ln->what was the preferred rand()-style function to use?
05:24<ln->or is rand() ok?
05:24<peter1138>depends where it is
05:24<peter1138>command or interface?
05:24<ln->e.g. train_cmd.cpp
05:28<Eddi|zuHause>there is a multiplayer-safe random and a multiplayer-unsafe "interactive random" function
05:28<Rubidium>Eddi|zuHause: the "safe" random is unsafe if used incorrectly
05:29<Eddi|zuHause>one is used in commands, and the other in interface
05:30<ln->poll: who thinks "passanger" is the correct way to spell "passenger"?
05:30<Eddi|zuHause>it's probably better to say "multiplayer-(un)synchronised"
05:30<Eddi|zuHause>poll: negative
05:30<Eddi|zuHause>only if they are actually "angry" :)
05:31<ln->ok, then someone please apply this patch:
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05:44<Eddi|zuHause>minimum waiting time for user patches is 6 months, don't you know'?
05:44<ln->i know.
05:45<ln->although i got my comment-only "then->than" patch accepted surprisingly fast.
05:45<stillunknown>Wow, i always thought you could have patches applied within 180 days.
05:47<CIA-1>OpenTTD: peter1138 * r10177 /trunk/src/ (ai/trolly/trolly.cpp train_cmd.cpp): -Fix: Passengers has one A and two Es (ln)
05:47<peter1138>"eachothers" :o
05:48<Eddi|zuHause>you spelt his name wrong :)
05:48<blathijs>ln-: it's passenger, not passanger (unless you mean something entirely different, of course) :-)
05:49<hylje>completely different
05:49<Smoovious>hmm... computer players in multiplayer don't resume under the AI on loaded savegames...
05:50<Smoovious>in trunk
05:50<stillunknown>AI in multiplayer does not default to on iirc.
05:50<Smoovious>stillunknown... yes, I'm aware of that... they are turned on in the settings
05:51<Smoovious>guessing that there wasn't a bit set in the savegame that it was an AI company
05:52<Smoovious>dunno if the AI branch is showing the same behavior or not
05:54<Smoovious>k... nvm the guess... it looks like it iss in the experimental AI... turned it off, left the old AI on, and it is doing something...
05:55<Smoovious>anyone know who was doing the new AI in trunk?
05:55<Smoovious>Truelight it looks like
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06:02<CIA-1>OpenTTD: maedhros * r10178 /trunk/src/newgrf.cpp: -Fix: Don't deactivate newgrf files when skipping the rest of the file during the initialisation stage.
06:04<skidd13>Any dev comments to FS#856?
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06:07<Maedhros>what's the advantage of doing it that way?
06:07<Smoovious>cuz its dynamic!
06:14<skidd13>extendability, readability
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06:23<TheJosh>did i just see "A src/lang/piglatin.txt" correctly?
06:24<TheJosh>that is the funnyest thing I have ever seen
06:24<TheJosh>not quite, but close
06:24<hylje>its true
06:24<TheJosh>ha ha ha ha ha!
06:24<OwenS>ip-pay atin-lay is in =P
06:25<OwenS>ig-pay even
06:25<TheJosh>ahway ahway ahway ahway ahway!
06:26<TheJosh>one bug though. pig-latin is very large textually, and the 'onfigurecay atchespay' (configure patches) window has text floating outside the window
06:28<TheJosh>simmilar problems in a few other places (buttons mainly)
06:28<TheJosh>i think im going to have to leave my game in piglatin
06:28<TheJosh>while were on the subject of languages, is it very hard to make a new town name set? i would like to make an 'Australian Town Names' set\
06:30<Rubidium>action F?
06:30<OwenS>NewGRF Action F I beleive he means
06:30<Rubidium>newgrf stuff
06:31<TheJosh>does NewGRF cover town names? i just want one thats built-in, like all the other town name languages
06:32<ln->look at src/namegen.cpp
06:33<OwenS>Hmm... How would I execute a command on all clients just before a person connects?
06:33<TheJosh>isnt there scripts you can setup in the scripts/ directory?
06:33<Rubidium>OwenS: what kind of command?
06:33<OwenS>One which destroys all of the Squirrel VMs
06:34<TheJosh>my bad
06:34<Rubidium>why would you want to do that?
06:34<OwenS>Rubidium: Because otherwise someone doing "state=last;last=exits_free" for example would desync all new clients
06:36<Eddi|zuHause>OwenS: shouldn't the VM states be saved, rather?
06:37<OwenS>Eddi|zuHause: Squirrel VMs are full of pointers...
06:37<Rubidium>in which scenario would they need to have a "state" between game ticks?
06:37<OwenS>Rubidium: I can't stop them unless I destroy and recreate the VM every time
06:38<TheJosh>i have worked out the town names...expect to see "Wagga Wagga" some time soon!
06:38<Eddi|zuHause>OwenS: i am not talking about a technical implementation...
06:39<Eddi|zuHause>i am saying you can't expect people to write "multiplayer safe" scripts
06:39<OwenS>Eddi|zuHause: Exactly. So I don't
06:40<Eddi|zuHause>but why discard information that you already have?
06:40<OwenS>Eddi|zuHause: So that "state=last;last=exits_free" doesn't desync people trying to connect
06:40<Eddi|zuHause>Rubidium: load balancing for example
06:41<Rubidium>OwenS: then I would resort to tearing down the VM each tick, so it forces people to write proper mp safe code
06:42<OwenS>Rubidium: Tearing it downs fast. I'm more concerned about creating one (Think about 1 million CPU cycles)
06:42<OwenS>at least
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06:42<OwenS>And theres a VM for every signal
06:43<Chris82>Hi again, I get a weird error message when I run openttd.exe -D on r10178
06:43<Chris82>Error! Couldn't load the renderer 'null' the selected blitter depends on
06:43<Chris82>what does that mean?
06:43<hylje>null rendere is broken, heh
06:43<Chris82>I get this error for any version ~>10120
06:44<Rubidium>OwenS: I would just use one VM for all signals, otherwise you've got thousands of VMs
06:44<OwenS>Rubidium: Only one per programmable signal
06:44<Rubidium>well, people will program lots of signals I guess
06:44<Chris82>hylje: Any idea how to fix this?
06:44<OwenS>Rubidium: I doubt most games will have more than 50
06:45<OwenS>But, otherwise, it's possible for someone to interfere with someone elses
06:45<Eddi|zuHause>still there needs to be a way to save vm states... the AI certainly needs to do so, too
06:45<Rubidium>that's why they should be stateless
06:45|-|Wolf01|AWAY changed nick to Wolf01
06:45<Maedhros>Chris82: which operating system are you running?
06:45<OwenS>Hmm.. 1 VM per player?
06:46<Chris82>Windows Vista x86, Windows XP x86, Windows Server 2003 x64, everywhere the same issue
06:46<Eddi|zuHause>1 VM per player sounds good
06:46<OwenS>Question is, where to tear it down?
06:46<Maedhros>Chris82: self compiled, or downloaded from the nightly page?
06:46<Rubidium>OwenS: not?
06:46<Chris82>Downloaded from SVN URL with TortoiseSVN and compiled with Visual Studio
06:47<OwenS>Rubidium: Huh?
06:47<Chris82>r10116 works fine, but the latest versions don't
06:47<Rubidium>just let the signals be a single functions without any global variables
06:47<Maedhros>10116 is probably before the null blitter got added
06:47<Chris82>can you shortly explain what the null blitter is?
06:47<Maedhros>it works fine here (linux), so i suspect something is a bit squiffy with the msvc project files
06:48<Maedhros>it doesn't draw anything at all
06:48<OwenS>Rubidium: AFAIK, Squirrel doesn't allow me to stop globals
06:48<Eddi|zuHause>Chris82: previously, the game drew everything in a buffer, and the dedicated server just threw that buffer away, now it is not drawn at all
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06:49<Smoovious>um... programmable signals? (sounds interesting)
06:49<Chris82>Maedhros: Maybe a problem with DirectX ?
06:50<Smoovious>or is it programming signals, and not railroad signals being talked about
06:50<OwenS>Nope, ingame programmable signals
06:51<Smoovious>ingame... so... railroad?
06:51<Smoovious>ok... I'm still interested. :) is there a thread that discusses em?
06:51<Chris82>Maedrhos: I just checked and the problem exists on any Windows version since r10121
06:52<Chris82>All previous version work fine with the -D switch
06:52<Maedhros>well yes, before 10121 there was no null blitter, so the dedicated server didn't try to use it :)
06:53<Chris82>I have a fix
06:53<Chris82>When I run "openttd.exe -D -b 8bpp-optimized" it works =)
06:53<peter1138>hmm, null blitter/renderer breaks on win32 dedicated?
06:53<Chris82>although I am not quite sure what's the result of this, but at least the dedicated server starts
06:53<Chris82>yeah peter
06:54<Chris82>but when I run the above line I think the null blitter is not used and it works with the latest trunk
06:54<OwenS>Rubidium: So, where would I tear the VMs down?
06:55<Rubidium>at the end of a game tick
06:55<OwenS>Actually, no...
06:55<OwenS>The biggest expense is parsing the code
06:55<OwenS>That methods just gonna do that every frame multiple times...
06:57<Hendikins>qfh: If a town has 0 people in it, how can my company have a rating from that town? :P
06:58[~]Hendikins slaps nick completion
06:58<Maedhros>terraforming? servicing industries (maybe)?
06:59<Hendikins>Sure, I terraformed it down to zero people, but if there is nobody there then surely nobody can rate it :P
07:01<skidd13>BUG: somehow I got temperate trees in tropic. (latest trunk)
07:01<Smoovious>the firm that keeps track of, and evaluates, everyone's ratings, are based in a different town
07:03<Maedhros>skidd13: i haven't... got a screenshot? and are you using any grfs that might be replacing trees?
07:03<Hendikins>Smoovious: So if I bulldoze every town to zero, I'm unrated? :P
07:04<Chris82>I added a bug report for the Null blitter error :) for the time being I just use the addition switches
07:04<skidd13>Maedhros: stolen trees, but they worked fine before. Because of them I noticed it. :)
07:04<OwenS>Rubidium: IMO, parsing the code again every time the signal needs to change state is too slow. As such, the only option is the way I have it now and everyone destroys their Squirrel VM when someone connects
07:06<Maedhros>skidd13: before when? i'm also using stolen trees and they aren't showing up in tropic :)
07:06<Smoovious>Hendikins... no... the down the firm is based in, is located about 50-60 squares to the NW of the northernmost corner of the map, in another region... you're not licensed to work there so you don't have a map that covers them
07:07<Maedhros>hmm, bugger. the dbsetxl isn't loading any more
07:07<Eddi|zuHause>you mean your last commit broke it?
07:08<Maedhros>yup, looks like it
07:08<skidd13>Maedhros: screenie:
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07:11<Chris82>@Maedhros: I am using the DBSETXL with 10178 right now, is there a newer version already?
07:12<Maedhros>no... it's working again now, and i haven't changed anything. strange :/
07:13<Chris82>hmm I only noticed that the planeset doesn't work with the latest trunk, but the aviator set works
07:15<skidd13>Maedhros: I should say that 'I use the stolen trees as static newgrf.
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07:16<Rubidium>OwenS: that's going to result in bug reports that their signal code doesn't work when somebody joins
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07:17<Maedhros>skidd13: so do i, but they're still not showing up. :) have you got a savegame?
07:17<OwenS>Rubidium: Hmm... Does Squirrel support creating a COW clone VM?
07:17<skidd13>I load the coop sandbox savegame #6
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07:27<peter1138>skidd13: yes
07:27<peter1138>skidd13: they are NOT temperate trees
07:27<peter1138>they are SAC's trees
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07:28<OwenS>eekee: SAC created the Stolen Trees GRF
07:29<eekee>ah ^^
07:30<skidd13>I had them only in temperate before (last week)
07:30<OwenS>skidd13: No, some always appear in subtropics
07:31<Smoovious>did you change or reset a parameter on the GRF?
07:31<CIA-1>OpenTTD: rubidium * r10179 /trunk/ (5 files in 2 dirs):
07:31<CIA-1>OpenTTD: -Fix: spritecache wasn't in source.list, thus wasn't in the MSVC project files.
07:31<CIA-1>OpenTTD: -Fix: Pig Latin wasn't in the MSVC project files.
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07:34<skidd13>never noticed that some appeared in tropic.
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07:41<eekee>hmm, r10145 is segfaulting every time I try to get a particular roadveh to move, no matter what pathfinder is in use
07:43<Rubidium>and r10179?
07:44<eekee>getting & compiling
07:50<eekee>hmm, I'll have to watch for segfaulting when the truck moves naturally too
07:52<eekee>it's at a truck depot on full load. If I go to it's orders window & press skip, moments later there's a segfault. when I left it, there was also a segfault around the time it probably would have moved anyway. I'll need to keep an eye on it
07:52<Thomas[NL]>There is only one company colour in r10178 :/ ?
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07:56<TheJosh>3 colours in a game im playing
07:57<TheJosh>and all the colours are avaliable for me to change to
07:57<eekee>r10179 crashed on skip
07:58<TheJosh>ill test it
08:00<TheJosh>is the truck in the depo full loading when you click 'skip'?
08:00<eekee>and segfaulted on normal start when it gets a full load too
08:00<eekee>TheJosh: yep
08:00<TheJosh>what truck is it?
08:00<TheJosh>year? NewGRFs?
08:01<eekee>rubber truck. Sec...
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08:01<eekee>no newgrfs. Well, 2 have been added, serbian tram & a refittable tram I made, but neither has been used.
08:01<TheJosh>modified source?
08:01<eekee>sec == second I was going to look at the model
08:01<ln->when will we have something like this in ottd:
08:02<Maedhros>ln-: when someone draws one...
08:03<eekee>year is complex, it's a game I mostly played in 2005, left it in November, loaded up from that save game today. Back then the year wrapped so it says 2090 but should be 23rd or maybe 24th century
08:03<ln->Maedhros: it needs more than that, notice that the thing is not an engine.
08:03<ln->the engine is at the other end of the train, pushing it.
08:03<TheJosh>shared or personal orders
08:04<eekee>ahh! Truck model is listed as a Duro Djakovic 201, which I think should be a tram
08:04<Maedhros>ln-: well, how am i supposed to notice that? :p
08:05<Eddi|zuHause>ln-: there was a "drive backwards" feature discussed previously
08:05<eekee>Yep, the Serebian tram set replaces a couple of rubber trucks. Never had reason to notice that before
08:05<ln->Maedhros: either with your eyes or legs. there is no pantograph, for instance.
08:05<Eddi|zuHause>and if you mean the wagons:
08:05<ln->Eddi|zuHause: what was the result of discussion?
08:05<Eddi|zuHause>i don't know, i did not follow it that closely
08:06<Maedhros>pendolinos don't have the pantograph on the first engine either, but they have engines at both ends
08:06<TheJosh>meh. now i know my loading indicators work for trucks
08:06<eekee>I'll have to scrap the rubber trucks before loading the grf I guess. I was gonna scrap em anyway so no big deal
08:07<TheJosh>i htink ive killed all the bugs...
08:08<Eddi|zuHause>poor bugs :(
08:08[~]eekee stomps on bugs! D: \o/
08:09<@DorpsGek>Rubidium: Open Bugs: 32; Not assigned: 18; Closed this week: 41; Opened this week: 23
08:09<Rubidium>TheJosh: there are still 32 left :D
08:09<TheJosh>i was talking about bugs in my patch
08:10<TheJosh>i shoudl also remove the debugging messages...1 message for every loading indicator creation, updation and removal
08:10<TheJosh>17 trains, 66 road veichles, 2 aircraft, 10 ships
08:11<TheJosh>not a big game but still generateing a lot of should see Pile
08:12<TheJosh>im off
08:12<TheJosh>cya all
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08:12<Thomas[NL]>2CC isn't a patch setting is it?
08:12<Maedhros>nope, but you need to have loaded a vehicle set that supports it
08:13<Thomas[NL]>I use UKRS
08:14<Thomas[NL]>which supports it if I'm not mistaking
08:14<Maedhros>it does
08:15<Maedhros>well, i get the 2cc options with ukrs in r10178...
08:16<Thomas[NL]> :S
08:17<Thomas[NL]>If i load an 2cc save-game i get this error: Error: NOT_REACHED triggered at line 349 of /home/thomas/openttd/src/texteff.cpp
08:17<Thomas[NL]>openttd: /home/thomas/openttd/src/openttd.cpp:107: void error(const char*, ...): Assertion `0' failed.
08:18<Rubidium>savegame saved with 16x zoom I guess
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08:20<Thomas[NL]>hm seems some newgrf is causing it
08:21<Thomas[NL]>hirotrams.grf disables it if yu put it after ukrs
08:22<eekee>I'm glad to see the train lost messages are back to reasonable standards, I've loaded that old save game of mine before, & could hardly play it for lost messages, lol
08:26<Rubidium>Thomas[NL]: the following should solve the 2cc issue
08:26<CIA-1>OpenTTD: rubidium * r10180 /trunk/src/newgrf.cpp: -Fix (r10167): do not reset the 2cc loaded feature setting when a (later) newgrf does not have 2cc.
08:26<Thomas[NL]>ok grat Rubidium!
08:28<CIA-1>OpenTTD: rubidium * r10181 /trunk/src/openttd.cpp: -Fix (r10093): clamp the zoom level so it won't try to use a wrong zoom level when loading an old savegame.
08:28<Rubidium>and this the issue with that savegame that couldn't be loaded
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08:28<Thomas[NL]>thank you :)
08:31<minime>peter1138: that roadstop patch is now in TTDP and I posted the changes to OTTD + modified GRF on the forums
08:32<minime>just to let you know, since you suggested I do the changes
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08:43<Wolf01>peter1138, the transparency save widget was interesting? it may need some more work?
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08:49<Wolf01>is ottd going to support one or more zoom_in?
08:50<peter1138>mine won't anyway
08:50<Eddi|zuHause>not for a long time, probably...
08:50<eekee>why not when it supports zoom out? *confuzled*
08:51<Rubidium>because zoom-in needs to fabricate pixels out of thin air
08:51<Wolf01>the right question should be: why not when it supports 32bpp now?
08:51<peter1138>and because the internal game unit wouldn't allow smooth movement
08:51<peter1138>what does 32bpp have to do with it?
08:52<eekee>I'd do a cheap & dirty duplicate pixels. I also happen to like old sprite art, lol
08:52<Eddi|zuHause>peter1138: interpolation
08:53<Rubidium>yeah, too bad sprites are 63x31 and need to be 127x63. Please write a fast interpolation for that that doesn't use floating point
08:53<Wolf01>and using a system like the 32bpp branch?
08:54<peter1138>that's just silly
08:54<Rubidium>Wolf01: maybe you haven't noticed that it's glitchy in all and every direction
08:54<Wolf01>yes a little
08:54<Wolf01>trees in the middle of the road etc.. but who cares?
08:55<Rubidium>everybody but you
08:55<eekee>quite, lol
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08:57<Wolf01>yes it looks bad with nice graphics close to the 8bpp, something that i hate, but if all the graphics will be of the same kind maybe...
08:58<peter1138>it's too large
08:58<peter1138>way too large
08:59<Rubidium>and busses "jumping" 16 pixels isn't nice either
08:59[~]Maedhros wonders how bad ships would look
09:00<hylje>peter1138: maybe it's just zoomed so close
09:00<Wolf01>oh, now i understand
09:00<eekee>heh, if I didn't have a headache I'd be delving into the gfx code now, & not to do anything complex either. :D Actually, if I didn't have a headache I'd still be wasting my time in SL, but there you go
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09:21<SmatZ>at only last few changes are displayed, can I browse older notes elsewhere?
09:22<Rubidium>only with svn log (we had a trac, but trac was (and maybe still is) very broken on large repos with lots of accesses
09:23<Maedhros>you can use gitweb, although it'll be a little behind sometimes...
09:23<Rubidium>(up to 10 minutes or so)
09:26<SmatZ>Rubidium: where is that svn log, only at #openttd.notice ?
09:26<SmatZ>Maedhros: thanks, it looks great :)
09:27<Maedhros>np :)
09:30<SmatZ>I found it (in release notes for 0.5.2 ) - Fix: Planes made a 270 degree turn instead of a 90 degree turn on the southern runway of the intercontinental airport [FS#743] (r9725)
09:30<SmatZ>at International airport, there is the same problem...
09:31<SmatZ>sometimes when Concorde is landing, it slows down to 49kmh immediately, sometimes it breaks at whole runway...
09:31<SmatZ>no breakdowns
09:31<SmatZ>is that intended?
09:32<Maedhros>no, but it's a known bug, i think
09:33<SmatZ>ok then :) i couldn't find it at
09:33[~]Maedhros wonders whether he can be arsed trying to make realistic acceleration for road vehicles
09:34<Eddi|zuHause>do RV have a mass and power?
09:35<Maedhros>not at the moment
09:35<Eddi|zuHause>i don't suppose they have a problem with TE ;)
09:35<Maedhros>they don't have that, either ;)
09:35<Eddi|zuHause>well, trams might get some :)
09:36<Maedhros>in fact, all they do have at the moment is a max speed, and a current speed that gets halved when turning corners or going up hills
09:37<Eddi|zuHause>town roads should have 50km/h limit
09:38<Eddi|zuHause>i.e. roads that are adjacent to a house
09:38<Maedhros>they could, but it would make
09:38<Maedhros>...most buses useless, later in the game :)
09:38<Maedhros>(stupid enter key)
09:39<Eddi|zuHause>yeah... you could introduce high speed roads, that would not have that limitations
09:39<eekee>Is the main window code in viewport.cpp?
09:40<Eddi|zuHause>or generally straight roads that have another straight road adjacent
09:40<Maedhros>eekee: it's probably in main_gui.cpp, but that depends on exactly which bit you want :)
09:40<eekee>Maedhros: ty :)
09:40<Eddi|zuHause>(would mean they still have to slow down on crossings)
09:41<Maedhros>heh, highways!
09:41<eekee>zoom code, specifically the tile zoom
09:41<eekee>I'll prolly find it eventually
09:42<Maedhros>ah, that stuff probably *is* in viewport.cpp
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09:42<eekee>righty, ty :)
09:42<SmatZ>you could introduce gas stations to make the game more realistic :-D
09:43<Eddi|zuHause>here, 4-lane roads within cities can go up to 80km/h, but all crossings with traffic lights are limited to 70km/h
09:44<Maedhros>there aren't really any rules like that here
09:45<Maedhros>villages tend to be 30mph, unless they're on a main road, in which case they can be up to 60mph
09:45<Maedhros>residential parts of towns can be 20mph, but main roads in towns can be up to 60mph, or 70mph if they're dual carriageways
09:45<Maedhros>it's usually 30 or 40mph though
09:46<eekee>here anything with street lights is 30mph unless there's little repeater signs. Anything without is 60mph if not dual carrigeway, 70mph if d/c; again unless repeaters. They've recently brought the speed limits down all over the country though, lots of extra signs
09:51<Eddi|zuHause>sure i mean with special speed signs...
09:52<Eddi|zuHause>i have not seen 100km/h roads within city limits... usually they have a "city exit" sign on the onramp
09:53<SmatZ>we have 50kmh city limits, 80kmh limit for highways/speedways in city, 90 outside the city, 130 outside city highways/speedways
09:54<SmatZ>limit can be increased by up to 30 kmh by a sign
09:54<SmatZ>but i have not seen any speed limit incease outside the city...
09:55<SmatZ>speedway = 4 lane road
09:55<SmatZ>only some 4-lane road are speedways ... they are just some kind of worse highways :)
09:56<Eddi|zuHause>autobahn is never within city limits, and speed is unlimited unless otherwise mentioned (for cars < 3,5t)
09:57<Eddi|zuHause>rules for autobahn also apply to similar roads that are not declared as autobahn
09:57<SmatZ>Deutschland has very liberal road rules :)
09:57<Eddi|zuHause>i.e. 4 lanes and a barrier in the middle
09:58<Zr40>what's with the german names? :)
10:02<SmatZ>I really dislike the 0.0 limit for alcohol... not because I would like to drive drunk, but because sometimes one cannot be sure if he doesn't have like 0.1 :(
10:02<Eddi|zuHause>they're names... neither "highway" (= 'Hochstraße') nor "speedway" (= 'Schnellstraße') i consider proper translations
10:02<Smoovious>here the max is 0.08
10:02<SmatZ>0.08 % ?
10:03<Smoovious>yeah... 0.1 is pretty drun
10:03<Zr40>Eddi|zuHause: well, german *words* just look odd in non-german languages :) but if it's a name, capitalize the first letter :)
10:03<SmatZ>afaik, in Britain, the is 0.08 %, 0.05 in Germany, Austria and many other countries
10:03<SmatZ>but we have 0... I was talking about 0.1 prom, 0.01%
10:03<Eddi|zuHause>Zr40: i (almost) never capitalise in IRC
10:04<Eddi|zuHause>i consider it spoken language...
10:04<Zr40>yet, you capitalize IRC
10:04<Eddi|zuHause>yes, abbreviations are an exception to the rule :)
10:05<Smoovious>IRC = Internet Relay Chat... irc = infectious rectal chaffing
10:06<Eddi|zuHause>Zr40: additionally, they are technically not names in the sense of "John" or "Germany"
10:07<Eddi|zuHause>and i have seen native english speakers use the word "autobahn"
10:08<ln->i.e. it's a noun, but not a proper noun.
10:09<Zr40>have those native English speakers been to Germany, by any chance? :)
10:09<Eddi|zuHause>i don't know, but they were specifically referring to the german autobahn
10:10<Zr40>but that's like saying 'North Sea' to refer to the North Sea
10:11<Eddi|zuHause>and your point is?
10:11<Zr40>'Autobahn' refers to the German highways, not any highway
10:12<Maedhros>english speakers would probably use "autobahn" because they don't know about german capitalisation rules ;)
10:12<Eddi|zuHause>and i was specifically talking about germany
10:13<ln->because this is an english channel, Eddi|zuHause should change his nick to Eddy|toHouse
10:13<Zr40>I think I used the wrong context.
10:13<Zr40>ln-: nicks aren't bound to channels
10:14<Eddi|zuHause>ln-: actually it is "at home"
10:14<Eddi|zuHause>"to home" would be "nach Hause"
10:15<Eddi|zuHause>and this is the only channel i am in on this network :)
10:15<ln->Eddi|zuHause: i know, but let's be as literal as possible even if meanings get wrong. :)
10:16<Eddi|zuHause>what would be a literal translation of "ln-" then?
10:17<ln->maybe ll- or lg- or ...
10:17<@Bjarni>line next-- (look at previous line)
10:17<@Bjarni>so ln- is an infinitive loop aka an unwanted behaviour :P
10:18<Eddi|zuHause>infinite != infinitive
10:18[~]Bjarni causes some more at the spelling tool
10:18<@Bjarni>it acts up once in a while :(
10:18<hylje>ifinitive loop D:
10:19<peter1138>is not curses :p
10:19<@Bjarni>sez ryiob nvk< busc
10:19<SmatZ>online dictionary - zu Hause, im Haus, daheim, zu Haus, heim
10:19<Eddi|zuHause>oh, right, curses... i already wondered...
10:19[~]Bjarni shuts up
10:20<@Bjarni>that's a sure way not to make mistakes
10:22<ln->i think bjarni is right now thinking about misspelled words.
10:22[~]Bjarni just rebooted his keyboard
10:22<@Bjarni>or whatever you would call it
10:22<@Bjarni>the y key stopped working
10:22<@Bjarni>unplugging it and plugging it in again fixed it
10:23<@Bjarni>wtf happened???
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10:26<Eddi|zuHause>on a proper keyboard, it would have been the z key :)
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10:43<Smoovious>doncha just hate when a server you wanna play on is using GRF's that you can't download anymore?
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10:44<Smoovious>or multiple versions are in t he wild, all with the same version #, or no version # at all?
10:44<kaan>hello all
10:44[~]Smoovious shrug.
10:45<Rubidium>Smoovious: in OTTD MP you'll now at least know they aren't compatible instead of creating a desync fest
10:46<Smoovious>yeah... doesn't help trying to keep multiple versions of GRF's availlable tho...
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10:49<CIA-1>OpenTTD: rubidium * r10182 /trunk/ (25 files in 5 dirs):
10:49<CIA-1>OpenTTD: -Codechange: rewrite most part of the file loading/searching to be more flexible.
10:49<CIA-1>OpenTTD: -Codechange: add support for personal directories on Windows.
10:49<CIA-1>OpenTTD: -Fix [FS#153, FS#193, FS#502, FS#816, FS#854]: fix issues related to fixed names, fixed places of files/directories and application bundles.
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10:56<CIA-1>OpenTTD: rubidium * r10183 /trunk/config.lib: -Fix (r10182): some bashism sneaked in.
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11:27<Eddi|zuHause> <- why is there no 0.5.2?
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12:27<Rubidium>because TrueBrain was lazy?
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12:39<Wolf01>some questions: i want to make a landscape for toyland in 32bpp, can i use what colors i want or there is a limit? the transparency color is still the blue or can i use the alpha channel?
12:41<peter1138>alpha is fully supported
12:41<Wolf01>so cut out the background is sufficient?
12:41<peter1138>but: don't use alpha on the edges of tiles that are on the ground
12:42<peter1138>only for bits that are drawn on (like buildings)
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12:42<peter1138>in fact, don't use any alpha on ground tiles :)
12:43<hylje>Wolf01: TOYLAND?!
12:43<hylje>show it sum love!
12:44<Wolf01>i want to make a lego landscape
12:44<Wolf01>or better, a total conversion like mars landcape
12:45<hylje>lego trains
12:45<peter1138>well make your mind up :)
12:45<Wolf01>but now i'm undecided and i'm working only on the plain tile, i don't know if is better to have big studs or only pixel studs
12:46<Wolf01>with big studs the tiles look better, but is like building with technic over duplo bricks
12:46<kaan> I think each tile should have 4 studs
12:47<hylje>its duplo
12:47<Eddi|zuHause>probably better to have 4x4 studs
12:47<Wolf01>i put 5 studs
12:47<Noldo>Wolf01: make any kind of playable and free graphics and I'll love you for ever
12:47<Eddi|zuHause>5? what kind of lego is that supposed to be?
12:50<Eddi|zuHause>i still think 4x4 studs per tile is a good choice
12:50<Smoovious>think the round ones have 5 pegs...
12:50<Smoovious>one in the center
12:51<Smoovious>but 4x4 makes more sense. :)
12:51<Eddi|zuHause>no, the round ones are 2x2
12:51<Smoovious>or if you want big blocks, do 1 peg per tile
12:51<Smoovious>no, I mean the bigger one
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12:53<Eddi|zuHause>hm, i don't remember any bigger round lego tiles
12:54<Wolf01>bigger round tiles are 2442, like a 4*4 without angle studs
12:54<Eddi|zuHause>i had wheels from another kind of plastic block toy thing, but they were more like 6x6, with a stud missing on each edge
12:54<Eddi|zuHause>yeah, like that
12:55<hylje>a landscape made out of round blocks would be most appropriate for toyland
12:59<Eddi|zuHause>tiles are still square
12:59<Smoovious>still tho, 2x2 per square should be good... 4x4 may be too much
12:59<hylje>what about the slope tiles?
13:00<Eddi|zuHause>the current toyland tiles are also 4x4, i believe
13:00<Smoovious>step them using those real thin tile that keep breaking when you try to pry em apart
13:00<Eddi|zuHause>yeah, slopes could be shaped like stairs
13:00<Smoovious>llike, the whole landscape, make into the sheet base-tile
13:01<hylje>water is blue tiles :)
13:01<hylje>ground is shades of green
13:02<hylje>if possible, hills transition to white D:
13:02<Wolf01>but then i need 4*4 tiles for slopes... they will look a step if i use 2*2
13:02<Eddi|zuHause>coast is a yellow row of small tiles, and the other steps are green
13:02<Eddi|zuHause>always use 4x4 tiles
13:03<Eddi|zuHause>will definitely make it more consistent
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13:13<Smoovious>that's the point to make em look like a step. :)
13:18<CIA-1>OpenTTD: rubidium * r10184 /trunk/src/lang/ (5 files): -Fix: remove empty strings that are clearly bad. WT2 shouldn't add them anymore.
13:19<Wolf01>what do you think?
13:19<Wolf01>is only a tryout
13:20<peter1138>what's the yellow for?
13:20<peter1138>ah, it's a shore sprite
13:20<Smoovious>might be doable
13:20<Maedhros>heh, if you finish this i might actually play toyland :)
13:21<peter1138>i think the bumps need to move South-East a bit
13:21<Smoovious>maybe paste a few next to each other in your next sample?
13:21<peter1138>pushed right up to the NW edge but there's loads of space at the SE edge
13:21<Smoovious>well, the tile is sloped too
13:22<Smoovious>it looks fine to me... adds to the sense of depth
13:22<CIA-1>OpenTTD: rubidium * r10185 /trunk/ (3 files in 2 dirs): -Codechange: make the bounding boxes of the drive through road stops a little larger so NewGRFs authors have more possibilities when replacing them (minime).
13:25<Wolf01>updated, same file
13:26<Wolf01>the edges are a little thick but i think i'll remove some of them
13:27<Maedhros>why the horizontal lines? as far as i remember my lego sets never had them...
13:27<Smoovious>yeah, that looks good... grid lines noticeably darker, but not obviously so... :)
13:28<Smoovious>maybe it is a sheet of single-peg tiles glued together?
13:28<Wolf01>yeah, i was trying to say that
13:29<Smoovious>Maedhros has a point tho
13:29<Wolf01>i think i'll remove the top edges
13:29<OwenS>Wolf01: Interesting
13:30<OwenS>May I suggest darkening the colours slightly, more in line with real (reflective) lego bricks?
13:30<Smoovious>maybe lighten up the grid lines within the tile a bit?
13:30[~]Smoovious grins.
13:30<Wolf01>yes, i'm a little blind, i can only see in 16 colors, so i need to find somebody who can tell me the right colours ;)
13:30<hylje>Wolf01: oo, hence toyland?
13:31<OwenS>16? Thats awfully binary
13:34<Wolf01>ok, i think it looks better now
13:35<peter1138>don't use lego's name ;)
13:35<peter1138>just use "brick" or something
13:35<hylje>Anonymous Studded Blocks TTD
13:35<Wolf01>i'll call it brickland climate
13:35<Smoovious>um... the game grid lines are too hard to see now... maybe darken them slightly/
13:35<peter1138>that looks fine
13:35<OwenS>Just a thought: You don't get 4x4 bricks...
13:35<Wolf01>maybe i'll draw them darker than the step lines
13:36<hylje>is it me or does the beach slope seem sharper than the grass slope?
13:36<OwenS>Just you =P
13:36<peter1138>Wolf01: here's a tip: put the half the borders on, but put them on all sides
13:36<Smoovious>that's my thinking... makes eyeing out a route easier
13:36<peter1138>so only the 'outer' pixel contains the darker edge pixel
13:36<Wolf01>ok, i'll try
13:37<peter1138>it will give you more central edge
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13:38<Smoovious>dunno, looks ok... tho the 'beach' part makes me wanna think 'widget' when I look at it... like it has a blade on the end.
13:38|-|Wolf01 changed nick to Wolf01|AWAY
13:50<Eddi|zuHause>hm... i think the slope tiles are too much slope and too little step
13:51<peter1138>hmm, yeah
13:51<peter1138>the single line should be two
13:51<Smoovious>just finish spending a couple game-years building a cross-map route for cargo, of around 800 tiles in length, and just as I finish and start buying the train, the indutry I'm going to drop off at announces closure... .....................................
13:52<OwenS>Smoovious: fund new industry?
13:52<Smoovious>can't afford it yet... only 1955...
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13:52<OwenS>Smoovious: Aah
13:52<Smoovious>this was supposed to be my money-train
13:53<Smoovious>I swear, the game does this on purpose!
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13:56<kaan>has anyone tinkered with using 7z instead of zlib?
13:57<Maedhros>i don't think so
13:57<kaan>ill try it
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14:00<CIA-1>OpenTTD: glx * r10186 /trunk/src/video/win32_v.cpp: -Fix (FS#876): don't mess desktop when using alt-tab (win32)
14:01<ln->did the original game mess the desktop when using alt-tab?
14:01<+glx>can't remember
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14:05<Eddi|zuHause>i mostly played TTO (DOS), and DOS games usually screw themselves up when using alt-tab
14:07<peter1138>usually they only worked full screen
14:08<kaan>does OTTD run on any 16 bit systems?
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14:27<kaan>good, thanks peter
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14:31<Rubidium>that first part of the url :)
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14:44<peter1138>$ svn diff | wc 2365 8022 74748
14:44<peter1138>pom te pom
14:46<CIA-1>OpenTTD: rubidium * r10187 /trunk/src/airport_movement.h: -Fix: don't do a 270 degree turn on the international airport when a 90 degree turn is enough.
14:50<@orudge>peter1138: pommy
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15:09<CIA-1>OpenTTD: rubidium * r10188 /trunk/src/ (fileio.cpp fileio.h openttd.cpp saveload.cpp):
15:09<CIA-1>OpenTTD: -Codechange: make it a little easier to load a savegame from the console:
15:09<CIA-1>OpenTTD: -g <absolute path>
15:09<CIA-1>OpenTTD: -g <relative path from current working directory>
15:09<CIA-1>OpenTTD: -g <relative path from within the savegame directory>
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15:14<CIA-1>OpenTTD: truelight * r10189 /trunk/projects/generate:
15:14<CIA-1>OpenTTD: -Add: added a safety check in MSVC project generate script to make sure we do
15:14<CIA-1>OpenTTD: not use filenames with the same name in different directories, as MSVC is plain
15:14<CIA-1>OpenTTD: stupid and can't handle that (go wine to Billy or something if you want it fixed
15:14<CIA-1>OpenTTD: properly)
15:16<Maedhros>heh, if you want it fixed properly it's probably best not to give wine to people :p
15:16<TrueBrain>typo :(
15:16<Maedhros>although i suppose he wouldn't be the one doing the coding, so it may work anyway :)
15:16<TrueBrain>happens to all of us :p
15:16<Maedhros>yeah, i know :)
15:17<TrueBrain>but it is always cool to rub it into someones face
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15:17<TrueBrain>I know :p
15:17<peter1138>oh, wine/whine
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15:23<Mind7>mediom --->
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15:30<CIA-1>OpenTTD: truelight * r10190 /trunk/ (37 files in 6 dirs):
15:30<CIA-1>OpenTTD: -Codechange: merged renderer and blitter to one single class API: blitter
15:30<CIA-1>OpenTTD: -Codechange: introduced a hierachy of blitters to avoid a lot of code duplication
15:30<CIA-1>OpenTTD: Note: this allows much easier adding other types of video-drivers, like OpenGL
15:32<Wolf01>uhg, colors are really difficult to put together
15:32<Wolf01>or at least something that is not lime-pink-electric blue
15:33<peter1138>you've got 16 million colours to choose from!
15:34<Wolf01>yes but i can distinguish only 16 colors
15:35<peter1138>you only need shades of primary/secondary colours anyway ;)
15:35<Wolf01>that's the worst part!
15:36<CIA-1>OpenTTD: rubidium * r10191 /trunk/ (config.lib src/stdafx.h): -Backport (r9148 from NoAI): detecting of CPU type (32 vs 64 bits).
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15:40<CIA-1>OpenTTD: truelight * r10192 /trunk/src/video/ ( win32_v.cpp): -Fix r10190: forgot to change the includes of win32 and cocoa video-driver
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15:44<hylje>mm.. video updates
15:47<CIA-1>OpenTTD: truelight * r10193 /trunk/src/blitter/ (6 files): -Fix r10190: somehow an other partly-patch was applied too
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16:04<Wolf01>if there is a difficult thing to draw in isometric projection are the stairs -_-'''
16:05<peter1138>good job ttd isn't isometric :D
16:06<Eddi|zuHause>but almost :p
16:07<Eddi|zuHause>i once tried to construct a hexagon in isometric view :)
16:07<Wolf01>ok, the steps looks cool, now i'll paint them and add the studs
16:11<Eddi|zuHause>isometric view is sin(alpha)=1/2, openttd uses tan(alpha)=1/2, so the angle is slightly off
16:13<peter1138>axonometric :D
16:14<peter1138>(116.565°, 116.565°, 126.87°)
16:14<peter1138>instead of 120°
16:15<Wolf01>can i change the shape of the slopes?
16:15<Maedhros>not really
16:15<Maedhros>especially not if vehicles are going to be moving on them
16:15<Wolf01>not much, only to make stairs
16:16<TrueBrain>stairway to heaven?
16:16<TrueBrain>night all :)
16:16<Eddi|zuHause>stairway to legoland :p
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16:17<Eddi|zuHause>but what do you need to change in order to get stairs?
16:19<OwenS>Wolf01: I don't think it would matter if tracks etc were redesigned
16:24<Wolf01>i think it is almost all wrong
16:24<Wolf01>but it is an idea
16:26<OwenS>Doesn't look that bad
16:26<peter1138>the edges have to be as they are in ttd
16:26<peter1138>hmm, i think
16:27<Wolf01>if i make all the other slopes to fit, it should have the shape i want
16:27<CIA-1>OpenTTD: rubidium * r10194 /trunk/src/ (fileio.cpp fileio.h): -Codechange: prefer the current working directory above the user's home directory when openttd.cfg exists in the current working directory, otherwise prefer the home directory.
16:27<peter1138>how will you do half slopes?
16:27<Wolf01>good question
16:28<Eddi|zuHause>with steps in both directions, probably
16:29<eekee>ooh Lego ^^ hehe
16:29<Eddi|zuHause>just make sure the track on the lower end of the half tile is not overlapping with the first step
16:31<CIA-1>OpenTTD: rubidium * r10195 /branches/noai/ (112 files in 11 dirs): [NoAI] -Sync: with trunk r10119:10194.
16:32<Wolf01>i think i'll post it in the forum, maybe i'll get some graphical suggestions
16:37<Smoovious>just put a smaller lego piece in just one corner
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16:39<Eddi|zuHause>btw. i think the tiles should start with a step at the top, and the bottom flat with the adjacent tile, instead of now that the bottom is the first step, and the top is flaT
16:40<Eddi|zuHause>i.e. like this:
16:40<Eddi|zuHause>. _
16:40<Eddi|zuHause>. |
16:40<Eddi|zuHause>. _
16:40<Eddi|zuHause>not this:
16:40<Eddi|zuHause>. _
16:40<Eddi|zuHause>. |
16:41<Eddi|zuHause>with the upper version, you can lay a \ track on it, without additional offset
16:42<Eddi|zuHause>get what i mean?
16:43<peter1138>i do ;)
16:44[~]Smoovious econds Eddi|zuHause
16:44<Wolf01>i'm trying to build it with lego ;)
16:45<Eddi|zuHause>just remove one layer of tiles from each step
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17:02<Wolf01>what do you think?
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17:03<peter1138>nice modeling :)
17:03<SmatZ>I like lego, hope to see it in real game :)
17:04<peter1138>can that give you an axonometric view?
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17:04<peter1138>Wolf01: i think your half-flat is wrong though
17:05<peter1138>the flat bit needs to be one lower
17:05<Eddi|zuHause>well, not if he does the flat tiles the same height
17:05<Eddi|zuHause>he just needs to cut off the vertical edges from the bottom
17:06<Eddi|zuHause>and add vertical edges at the top instead (on normal slopes)
17:06<Wolf01>uhm, you are right peter1138
17:08<Eddi|zuHause>but that might cause trouble when two opposite slopes meet at the top
17:08<Eddi|zuHause>you'd have a "null" tile sticking out
17:10<Wolf01> maybe also Eddi|zuHause is right
17:10<peter1138>Wolf01: yeah
17:11<peter1138>Wolf01: in that case the other half-flat tile is too low at the top
17:11<peter1138>either way you do it there will be oddness
17:12<Wolf01> looks good with the tiles close
17:13<Eddi|zuHause>well, yes, but you cannot place a rail at the top-half-slop if it is one tile too low
17:14<Eddi|zuHause>you need to add another layer there
17:15<Eddi|zuHause>and also you might get in trouble with the sprite sorter, if flat tiles suddenly get "depths"
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17:23<Wolf01> loool
17:25<Wolf01>ok, is too much for me for today, night everybody
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19:23<Eddi|zuHause>i have seen that location before...
19:24<Eddi|zuHause>i'm pretty sure it's the very same spot, just different trains
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19:59<Digitalfox>wow!! How may wagons caa train have, that cargo looks to 30 or more?? :\
19:59<Digitalfox>*can a train
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20:54<Ailure>I just love being a smartass
20:55<Ailure>[02:19] <ln->
20:55<Ailure>haha that reminds me about that picture on the ttdpatch page showing off mammoth trains somehow :p
20:55<Ailure>from back when it was a new featuer
20:55<Ailure>which is for a quite long time ago now
21:04<TinoDidriksen>Hmm, Transport Tycoon Biblical Edition..."Who can build the best donkey cart service in the Holy Land"
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22:03<Ailure>19th century transport would be fun to try
22:04<Ailure>but anything earlier would be silly
22:04<Ailure>considering the scale of the game anyway
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22:39<mikk36>mornin' :)
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---Logclosed Mon Jun 18 00:00:40 2007