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#openttd IRC Logs for 2008-02-02

---Logopened Sat Feb 02 00:00:43 2008
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02:54<@peter1138>oh ell
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03:27<Eddi|zuHause2>judtn tach
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03:35<LordAzamath>hmm.. it seems I've got a problem..
03:35<LordAzamath>I've got a broken grf.
03:35<LordAzamath>which is huge
03:36<LordAzamath>and I gotta fix it
03:36<hylje>tere tulemast
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03:36<LordAzamath>hylje: hmm..
03:36<LordAzamath>you finnish?
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03:38*LordAzamath wonders why do all Finns think they can speak Estonian... :P
03:38<hylje>the languages are like next to each other
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03:39<LordAzamath>and your sentence was grammatically correct, but nobody speaks that way :P
03:40<LordAzamath>'tere tulemast' is like '*welcome* to my realm' or something... not hello.. hello is 'tere' alone :P
03:41<@peter1138>Maybe that's what hylje meant :D
03:41<Rubidium>hmm, hylje owns oftc?
03:41*hylje hides
03:46<LordAzamath>hmm.. Today in 1920 Tartu Treaty was formed between Estonia and Soviet Union..
03:46<LordAzamath>So our independence war ended that day..
03:50<Gekz>lol hylje you seal you
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04:29<CIA-1>OpenTTD: peter1138 * r12042 /trunk/ (12 files in 2 dirs):
04:29<CIA-1>OpenTTD: -Fix [FS#1676]: Reimplement how rivers and canals are stored in the map, allowing the sea/river/canal status to also be
04:29<CIA-1>OpenTTD: stored for buoys, docks, locks and depots. All these are now allowed on rivers and removal of them will revert to the
04:29<CIA-1>OpenTTD: original water type.
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04:35<LordAzamath>anyone wants to test a grf?
04:36<LordAzamath>I just got all (hopefully) big aches from code removed
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04:36<LordAzamath>but I'm not sure I corrected everything
04:36<LordAzamath>I had some major flaws in there previously..
04:36<LordAzamath>ahh.. nvm.. I'll just post it into the forums :)
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05:32<HMage>мямя. всем привет.
05:36<Gekz>That's a bad Russian.
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05:37*Gekz spanks HMage
05:37<Gekz>И ам претендинг то кнов хов то спеак руссиан, бут алл и ам доинг ис транслитератинг енглиш инто цыриллицс! И ам со фуцкинг л33т.
05:38<Alberth>can somebody translate that, so we also understand it?
05:38<Gekz>it's just english transliterated into cyrillics
05:39<Alberth>\neg (lol) imho
05:39<Gekz>... what?
05:39<Gekz>that makes less sense than what I said in less words.
05:40<HMage>Gekz: :D
05:40<Alberth>I said "not(lol) imho"
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05:40<LordAzamath>I have finished with combined roadset :) Link
05:40<Amis>good day
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05:47<Amis>hmm do somebody know program with what you can send the application windows to try instead of minimazed
05:47<Gekz>LordAzamath: screenshot
05:48<LordAzamath>I'm making one
05:48<Gekz>Amis: alltray I think
05:48<Gekz>I can't quite remember
05:48<Gekz>Amis: there was on on
05:48<Gekz>search there
05:48<Amis>its alltray thx
05:49<Amis>hehh alltray is linux only :D
05:51<Gekz>I used one on windows
05:51<Gekz>thats why I said search portable freeware
05:51<Gekz>thats it
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05:53<Amis>okkey TrayIt is amazing :D
05:53<Amis>now i can send openttd to tray icon :D
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05:54<TinoDidriksen>Any particular reason you want to tray a game? That's kinda unusual.
05:55<Amis>to save some space
05:55<Amis>i have a bit lot window
05:56<TinoDidriksen>Better trick is to have taskbar on the left side of the screen and auto-hide enabled. Much more room for multiple windows.
05:57<Amis>the game at me is always running, if i dont use it i do not close it, just press pause any minimaze it, then when i want to play again i bring it up
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05:57<a1270>Virtual desktops are your friend.
05:57<Amis>too cimplicated for me :D
06:02<Gekz>LordAzamath: wheres my screeny!
06:02<LordAzamath>I'm makning an animation :P
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06:02<Amis>use flash!
06:02*Gekz stabs Amis
06:02<Gekz>never use flash.
06:02<Amis>why? lol
06:03<Gekz>stab yourself now.
06:03<Amis>flash is the best thing i ever seen :D
06:03<Gekz>you need to get out more, ay?
06:03<Amis>why do you hate it?
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06:04<Amis>why do you hate it?
06:05<Gekz_>it's pathetic.
06:05<Amis>just check this: i made this with flash for s friend a long time ago
06:06<Gekz_>no thanks
06:06<Gekz_>I don't do drugs.
06:06<Amis>i dont really understnad you
06:06<LordAzamath>gekz, there you go
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06:07<LordAzamath>and I can't make flash in linux atm.. And I'm not going to reboot to make flash
06:07<Amis>ahha :D
06:07<LordAzamath>Which doesn't mean I can't make flash
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06:07<Amis>i never said you cant
06:07<LordAzamath>ok.. actually I'll reupload it
06:07<LordAzamath>with bigger delays
06:08<Gekz_>tell me what I'm looking at
06:08<Gekz_>it just looks like randomly cropped images
06:10<LordAzamath>you are looking at roads..
06:10<Gekz_>I see no variation. Huzzah!
06:10<LordAzamath>for different climates/different countries
06:10<Gekz_>They all look like the same road on every climate to me
06:10<Gekz_>with the lines being yellow sometimes
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06:29<LordAzamath>this better?
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06:29<Gekz_>much better.
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07:00<yorick>when I switch climates, snow will appear, but will that snow stay when I switch back
07:01<LordAzamath>snow in temperate :)
07:01<yorick>with the correct grf, it will look nice
07:02<LordAzamath>like the opengfx newterrain
07:02<LordAzamath>which has smooth snow transition
07:02<LordAzamath>and supports snow in temperate and snow in arctic
07:02<yorick>I'm using the EraTe Snow Tiles
07:02<hylje>snow in tropic
07:03<LordAzamath>Zephyris wrote: "Adds snow in temperate sprites (not supported in yet, see by starting a sub-arctic game and switching climate to temperate)"
07:03<yorick>hylje, the snow will get replaced by desert
07:04<LordAzamath>they have the same sprite ID's..
07:05<LordAzamath>so to make a replacement to desert, you have to replace snow tiles and limit it to tropical landscape
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07:38<Amis>whats the best way to converting railway into monorail?
07:39<toet>use the converter
07:39<Amis>uhm... wow... thats the best? then i have to replace all trains one by one
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09:07<LordAzamath>ok guys.. now get me some fedback :) It's kinda weird talking to myself in that thread
09:12*yorick needs screenshot from LordAzamath
09:13<yorick>its the post below
09:13<LordAzamath>and the fruit plantation is one post more below :D
09:14<yorick>looks ok
09:14*yorick accidentaly opened info with msinfo
09:15<LordAzamath>but what do you think of fruit plantation?
09:16<yorick>too green
09:16<yorick>and brown
09:16<yorick>looks like plastic toy trees
09:16<yorick>and they have a strange cross underneath
09:17<LordAzamath>originally, it's a line not a cross..
09:18<LordAzamath>and the green/brown is taken from zephyris' sprites..
09:19<LordAzamath>and actually, they are same trees.. just the darker one is starting to die :D
09:19<yorick>are trees multicolored in real
09:20<yorick>the bottom side white
09:20<yorick>upper side brown
09:20<Gonozal_VIII>yes, some
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09:21<Gonozal_VIII>ah the trunks^^
09:24<Gonozal_VIII>what's that ugly yellow grid stuff in the middle of some crossings in the 2nd gif?
09:28<LordAzamath>dunno.. Zephyris' sprites
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09:31<Alberth>dark/light tree-lines in the first plantation are less nice than in second imo, probably due to viewing angle.
09:32<Alberth>not sure about the cross at the bottom, I think a line would be better. In the second plantation, you probably don't want that line in the same direction as the tree-lines
09:37<Alberth>would shifting even tree rows a few pixels improve things? (it would be less of a line then)
09:37<LordAzamath>ok.. added screenie with line :)
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09:39<Gonozal_VIII>maybe the whole thing a bit less symmetrical (not a rectangle) and with a small building
09:40<Gonozal_VIII>hmmm no
09:40<Gonozal_VIII>won't work i guess^^
09:40<Amis>how can i increase the allowed number of airports in openttd? if its possible
09:41<Gonozal_VIII>you mean that 2 per city thing?
09:41<LordAzamath>Gonozal_VIII: I've got only two tiles (the trees and the terrain) to work with
09:41<Gonozal_VIII>yes i thought about that right after i wrote it
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09:43<Amis>so Gonozal_VIII how can i increase that?
09:43<Gonozal_VIII>modify the code
09:44<Amis>uhm... any easier way? or explain me what do i have to do to make that, with what i open, with what i make exe etc...
09:44<Gonozal_VIII>oh you can't compile... then it's probably not a good idea to modify the source
09:45<Amis>im only a player...
09:45<Alberth>incrase number of cities perhaps?
09:46<yorick>won't work
09:46<yorick>if you want to place more than 2 airports in 1 city
09:46<yorick>all airports in a city will be seen as belonging to that city
09:47<Gonozal_VIII>or you could try to NOT abuse the balance issues the planes have and play with trains, rvs and ships instead :P
09:48<Amis>i need one more airport... i have 2 heliport and now i cant place that fckng intercontinental...
09:48<Gonozal_VIII>interconti has helipads
09:49<Amis>i got a town with 27.000, the heliports are in the MIDDLE and in use, the airport goes next to the town
09:50<Gonozal_VIII>remove helipad, place airport outside the city where it still accepts passengers and mail and establish some bus/tram routes to carry them there :P
09:51<Amis>okkey lets make traffic chaos......
09:51<Alberth>the town asked for it, didn't they...... :)
09:52<Amis>i limited the size of the town so it grow inside a 40x40 field, so it make more big houses and less small houses... so the city is small and big too
09:52<Amis>thats why itll cause traffic chaos :D
09:54<Gonozal_VIII>airport could never handle all those passengers anyways, you can only collect them from a small fraction of the city
09:54<Gonozal_VIII>or you use huge passenger trains...
09:55<Amis>well i dont like airplanes at all because if one crash it ruin all station's rate in the city... but now the city is too big for only trains and trams :D
09:56<Gonozal_VIII>airports have low capacity compared to trains
09:56<Amis>but airports are good to make large accept range for other stations :)
09:57<Gonozal_VIII>trams and transfer :P
09:57<Alberth>maybe 40x40 was too big for a city?
09:57<Amis>too big?
09:57<Gonozal_VIII>should be managable with a lot of trams and trains
09:58<Amis>yeah trams, i love em, thats the best in the 0.6.0 :)
09:58<Alberth>if you don't want air-ports, but you need them due to growth....
09:58<Gonozal_VIII>i use helipads only for tourists
09:59<Gonozal_VIII>yay new atlantis episode download complete :D
09:59<Gonozal_VIII>away watching
10:00<Amis>what Alberth?
10:01<Alberth>what I said previously, your 40x40 limit may be too large
10:01<Amis>why? that 40x40 area is filled with houses
10:03<Amis>btw im not that good in openttd cuz i have it since last week, but i played with the original ttd when i was young :D
10:05<Alberth>wow, that's a big city!
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10:06<Amis>and big cause i limited the area where it can build houses, if you let the town "just" grow it will make a lot small useless house
10:08<Alberth>you limit it by making a road around it that cannot be connecte to outwards, I see. Nice trick.
10:08<Amis>yea :D
10:10*yorick is patching openttd to remove cheats-used status
10:10<yorick>its for a scenario
10:11<yorick>no, and not the #osqc!
10:12<yorick>some has to have snow on the mount everest
10:12<yorick>>needs climate switching
10:12<Amis>you wanna send texas to siberia?
10:14<yorick>even more fun, I can make scenarios with a cheat enabled without having the used status
10:14<Alberth>sounds like a candidate for a cmd-line option :)
10:14<Amis>or you can make records without having the status turned on :)
10:15<yorick>go patching it yourself, only 1 line to change
10:16<yorick>in misc_gui.cpp :)
10:19<Amis>with what you complain it?
10:19<Amis>lol... compile* i mean
10:20<Alberth>a c++ compiler usually
10:20<Amis>ahh its free hurray
10:21<Amis>whats the adress of the openttd translate page? i wanna apply
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10:21<Amis>or whats the email where i can do it
10:21<Alberth>no idea
10:22<yorick>ask MiHaMeK or Bjarni
10:23<Amis>i already talked with mihamek, he said he'll mail me the conversation cause i wasnt.. so i could not understand that at that time... but i havent recieved the mail yet
10:27<Amis>oh wait... i got the mail :D just recieved it :D
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10:28<Zoeff>Meep. anyone around?
10:28<Alberth>about 103 other persons
10:29<Zoeff>That aren't idling
10:29<Amis>99 AFK :D
10:29<Zoeff>So erm, is autorenew broken in beta3 or an I just an idiot?
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10:30<Amis>what i noticed that the autorenew do not work when you have no breakdown and you have no-service-no-breakdown option on
10:30<Zoeff>they're both on
10:31<Zoeff>with breakdowns you mean them stopping every once in a while with black smoke, right?
10:32<Zoeff>yer thats on
10:32<yorick>try sending the train to depot
10:32<Zoeff>and yer, it gets replaced during a service so if there are no services then it wont work..heh
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10:32<Zoeff>did that, both to service and just to depot
10:32<yorick>did you turn on autorenew
10:32<Zoeff>(using the button that gives all trains that order)
10:32<Zoeff>in the configure patches menu
10:33<yorick>go submitting a bug report!
10:33<Amis>do you have enough money?
10:33<Amis>it works for me
10:33<Zoeff>just under 100 million euros
10:33<Zoeff>well its beta3, so im wondering if its already known >_>
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10:34<Zoeff>The engines that need to be replaced do not exist anymore though, but I did select some new versions in the Replace Vehicles menu
10:34<yorick>try in nightly
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10:34<Zoeff>in nightly?
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10:38<Zoeff>They left me! Cries!
10:39<LordAzamath>hmm.. I have heard of Snow in Temperate, but Snow in Toyland?
10:40<yorick>hmm...the anti-cheat indication works!
10:40<Tefad>did you try to cheat?
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10:41<yorick>every cheat removes the cheat-used sign :)
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10:42<Tefad>unless someone is smooth and hacks their client
10:42<Tefad>but then you get desyncs i would think
10:43<yorick>cheat from cheat menu, I mean
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10:44<Yorick|AFK>afk now
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10:48<RoRTom>hi all
10:48<Amis>funny & ugly
10:48<RoRTom>has anyone a good coop didicated server config?
10:48<RoRTom>i want to compare with mine :\
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10:50*Zoeff slaps Yorick|AFK around a bit with a large trout
10:50<RoRTom>can i make the time go by slower?
10:51<RoRTom>in the server setting?
10:51<Gonozal_VIII>only with daylength patch
10:52<RoRTom>mhm, thx i assumed that :|
10:52<Eddi|zuHause2>i opened a .jpg screenshot
10:52<Eddi|zuHause2>now my eyes hurt
10:52<Amis>lol send it to me :D
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10:53<Eddi|zuHause2>it is your screenshot...
10:53<Amis>why your eyes hurt?
10:53<Eddi|zuHause2>because it's jpg?!?
10:53<Prof_Frink>Amis: It's a screenshot of hello.jpg
10:53<Eddi|zuHause2>Amis: use png
10:54<Amis>paint dont know it, and i did not wanted to send the whole screen
10:54<Amis>i use it when i post full screen :)
10:54<Eddi|zuHause2>Amis: use the openttd function of "screenshot"
10:54<Gonozal_VIII>new climate: crapland
10:54<Gonozal_VIII>brown base sprites, yellow water...
10:55<Amis>what Eddi|zuHause2?
10:55<Amis>what option? where? who? why?
10:55<Eddi|zuHause2>alternatively hold down the mouse on the ? icon
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10:56<Amis>so whats the problem with jpg? :D if its 10 quality it has the same looking as a png
10:56<Eddi|zuHause2>you think??
10:57<Amis>yeah, the only shit jpg is what you save with Paint
10:57<Gonozal_VIII>try to read text in it then ;-)
10:57<Eddi|zuHause2>the quality on that screenshot of yours is really bad
10:57<Amis>lets see. a few mins
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10:57<Eddi|zuHause2>and you can't make jpg do lossless
10:57<Amis>(btw its cuz its not 100% zoom)
10:59<Amis>wait.. you think i posted some jpg on forum? noooo
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11:00<Eddi|zuHause2>it doesn't matter if you post it on the forum or here
11:01<Eddi|zuHause2>Amis: the problem with bad jpg's become really apparent when you zoom in a little on the picture...
11:02<Amis>bad jpgs <<< thats what the normal people save with paint, 5 quality, thats not general for all jpg
11:02<Eddi|zuHause2>LordAzamath: i really hope there will be a version of these roads without the yellow crossing thingy, it looks really ugly
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11:02<Eddi|zuHause2>i wouldn't use it just because of that
11:02<LordAzamath>there actually is..
11:02<LordAzamath>the default road
11:02<LordAzamath>for opengfx
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11:03<Eddi|zuHause2>btw what about rail crossings?
11:04<LordAzamath>I don't know.. because I only coded the sprites Zephyris gave me..
11:04<SmatZ>[16:57:41] <Eddi|zuHause2> and you can't make jpg do lossless <-- you can
11:05<LordAzamath>but I guess these will be done together with tunnels..
11:05<Eddi|zuHause2>SmatZ: no, jpg is never lossless
11:05<LordAzamath>but then it really has to be separate
11:05<Eddi|zuHause2>jpg2000 has a lossless mode
11:06<Eddi|zuHause2>but i have never seen anyone using these
11:06<Amis>jpg can be lossless, at 10 (max) quality, but then it has huge size
11:06<Amis>like my screenshot of 1152xdunno resolution 1 MB
11:06<Eddi|zuHause2>it is not lossless...
11:06<Eddi|zuHause2>believe me
11:07<Amis>it is, i know how it works, it divide the pic into 8x8 or 4x4 parts then it make the res lower inside that and decrease the color depth
11:08<SmatZ>JPEG2000 is better for photos than PNG if you want lossless compression
11:08<Amis>best is BMP :D
11:08<Amis>or tiff
11:10<Gonozal_VIII>openttd has a limited palette, png is good with that
11:11<Gonozal_VIII>i know
11:11<Amis>what if in the next few years they invent the 16 bit openttd? :D
11:12<Prof_Frink>Amis: Unlikely.
11:12<Eddi|zuHause2>SmatZ: i know, but it's not the average-user's-paint-standard-jpg
11:12<Prof_Frink>32bit OTOH...
11:13<Eddi|zuHause2>32bit is already implemented
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11:13<Eddi|zuHause2>just you don't see a difference, because the sprites are still 8bit
11:14<Amis>OpenTTD 8.5.7 - 32bit color - Requirements: min. 5800 MHz CPU, 3D video card, 2 GB free disk space, 1280x1024
11:15<Gonozal_VIII>1280x1024 <-- too small
11:15<Amis>than 1280x1024 minimum :D
11:17<LordAzamath>ok.. I released the Fruit Plantation v0.1...
11:17<svippy>5800 MHz?!
11:17<LordAzamath>and now I'm away
11:17<Gonozal_VIII>7050*3000 will be default resolution by then....
11:17<svippy>There are no CPUs like that ... at least in the consumer market.
11:17<Amis>something like that... you have to use the newest HD-TV for openttd
11:17<svippy>Don't wave all that fancy DRM at me.
11:18<Prof_Frink>Amis: HDTV? I think you mean UHDV.
11:18<Amis>im out of date :( :)
11:18<svippy>I think he means UHUHDTV.
11:19<Amis>i mean the 0.01mm wall-integrated 3D virtual TV
11:19<Gonozal_VIII>wall integrated?
11:19<Gonozal_VIII>okular implant
11:20<Prof_Frink>Gonozal_VIII: the pdf reader?
11:20<LordAzamath>brain implant openttd?
11:21<Gonozal_VIII>just brain implanted wlan... openttd doesn't have to run locally :-)
11:21<Amis>*clap* - game paused 2 step - fast forward
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11:45<Amis>yay reached 30.000 population and its still inside the 40x40
11:47<Yorick>why does Luxembourg, Luxembour. fit and Luxembourg, Luxembourg not as town name?
11:48<Gonozal_VIII>string length limited by pixel, not chars maybe?
11:49<SmatZ>it should be 20 chars
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11:51<SmatZ>hmm no, really it is limited to text width
11:54<Alberth>Zoeff: Problem confirmed in rev12030 trunk
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11:59<Eddi|zuHause2>Yorick: just write "Luxemburg" ;) has less characters ;)
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12:04<LordAzamath>Rubber plantation
12:06<Madassasin>hi guys
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12:11<Amis>the option with what you could build plantations and others is removed?
12:11<UnderBuilder>hmmm... why removed PBS? a lot of users want it
12:11<UnderBuilder>even if buggy, it can at least stop the buggers
12:11<Yorick>not coded for NPF
12:12<Amis>that option removed?
12:13<Amis>"the option with what you could build plantations and others is removed?"
12:13<Yorick>you still can
12:13<Yorick>options are never removed
12:13<Yorick>dunno where
12:14<SmatZ>Amis: Economy patches - Primary industry creation method
12:14<Amis>lol that?
12:14<Amis>and whats prospecting?
12:15<UnderBuilder>for those who want PBS, activate NPF
12:16<UnderBuilder>for those who want performance, go YAPF
12:16<Noldo>there is no PBS
12:16<Gonozal_VIII>not just performance... vehicles get lost a lot with npf
12:16<Madassasin>if you really want pbs go code it!
12:16<Yorick>prospecting = you pay less, and the place is random
12:17<Yorick>Madassasin, there is already a patch for that
12:17<Amis>ahha thx
12:17<Gonozal_VIII>and most of the time it doesn't work
12:17<Madassasin>yeah, but it's still not ready to be used
12:17<Noldo>ships suck with both though
12:17<Madassasin>the old pbs was, but it was very buggy and yapf owns npf
12:18<Madassasin>Noldo: the old pathfinder is best for ships
12:18<Eddi|zuHause2><UnderBuilder> hmmm... why removed PBS? a lot of users want it <- err... you are like 2 years late
12:18<Noldo>Madassasin: agreed
12:19<Madassasin>maybe if you compile with -O3 (I think it's -O2 right now) you might get some improvement, but I doubt it
12:19<Eddi|zuHause2>and PBS was not removed because it wouldn't work with YAPF
12:19<Eddi|zuHause2>YAPF was created because PBS didn't work at all
12:19<Madassasin>that's a good reason, though
12:20<Madassasin>yapf was made because npf was a resource hog
12:20<Eddi|zuHause2>YAPF was created to introduce new PBS on top of it
12:20<UnderBuilder>why not put at least a minimal capacity of PBS for stopping the 'where's PBS?' threads
12:21<Eddi|zuHause2>UnderBuilder: there are like two new implementations out there
12:21<Madassasin>UnderBuilder: PBS isn't a big priority, and nobody is interested in doing it
12:21<Madassasin>plus the old PBS is way too buggy
12:21<Eddi|zuHause2>Madassasin: that is totally not the case
12:22<Yorick>READ THE FORUMS, there is a newPBS patch
12:22<Eddi|zuHause2>there are multiple people interested, but it's a really complex and difficult project
12:22<Madassasin>yes, but does it work like the old pbs? no, it's incomplete, the old implementation was nearly complete, but buggy
12:22<Amis>man... watching Shock TV... amazing... cant stop laughing :D
12:22<Eddi|zuHause2>the old implementation was not very good
12:23<Eddi|zuHause2>the new ones have very interesting concepts
12:23<Madassasin>I know, but it was better then the new one in terms that it was nearly complete
12:23<Madassasin>last time I read that topic, it had trouble with depots
12:23<Eddi|zuHause2>it was not "nearly complete" it was "semi-working with unmaintainable code and unsurmountable bugs"
12:24<Eddi|zuHause2>and completely it died with the C++ port of openttd
12:25<Eddi|zuHause2>because nobody could update it
12:25<Madassasin>openttd wasn't "ported" to C++, just some parts were rewritten using some niceties that C++ gives, but most of the code is C as well
12:26<Eddi|zuHause2>Madassasin: then go ahead, check out /branches/pbs, and update it to trunk
12:27<Madassasin>I haven't messed with major C++ code, so what makes you think I can learn the internals of oepnttd in a blink?
12:27<Eddi|zuHause2>then don't pretend you know what's going on
12:27<Eddi|zuHause2>the PBS was removed because of the reasons i mentioned
12:28<Eddi|zuHause2>openttd wouldn't be in the state it is now if they left it in
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12:37<Digitalfox>It's possible to use pikka industries + Tourists industries set?
12:40<ln->good morning
12:41<Maedhros>on which day - saturday or sunday? or is it just morning because you've only just woken up?
12:42<LordAzamath>hmm.. ln- should be in same time-zone as I... it's 19:41 ^^
12:42<ln->isn't it a good time to wake up now...
12:47<UnderBuilder>there is a patch, but not in trunk. users will still complain
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12:49<Madassasin>UnderBuild: then go improve it
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12:50<UnderBuilder>I do not know C(++) programming
12:51<Gonozal_VIII>you know java?
12:52<Gonozal_VIII>almost the same for functions and stuff
12:52<UnderBuilder>the basicals
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12:57<valhallasw>Gonozal_VIII: yeah, except C++ fucks with your memory ;)
12:57<LA[blackout]>My eletricity just went out :(
12:58*valhallasw points out LA[blackout] is online
12:58<LA[blackout]>now yes
12:58<LA[blackout]>but Lordazmath soon pings out
12:58<Gonozal_VIII>my modem and router don't work without electricity :-/
12:58<LA[blackout]>then I'll rechange my nick :D
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12:59<valhallasw>just an electricity hickup then?
12:59-!-LA[blackout] is now known as LordAzmath
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12:59<LordAzamath>dunno what it is :D
12:59<LordAzamath>I think overload maybe..
13:00<LordAzamath>and it was like... DARK here :P
13:00<Gonozal_VIII>wouldn't get any darker here than it already is
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13:08<UnderBuilder>my openttd is lagging terribly but cpu usage is at ~10%
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13:08<UnderBuilder>I'm playing the hardcore server
13:10<LordAzamath>then it's server's fault, which can't andle the load... OR you have like... very slow net
13:11<UnderBuilder>I have 256k down/100k up
13:12<UnderBuilder>there are also 10 ships in the game
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13:19<Amis>holy lol
13:20<Amis>29x32 area - 33442 people :D :D :D
13:21<Amis>and its still growing
13:21<Amis>i love this road-block-town thing
13:22<Amis>am i talking to myself? *echo* *echo* *echo*
13:23<Eddi|zuHause2>*echo* *echo* *echo*
13:24<Amis>i am crazy doing a map only to test how big a city can in a limited area :)
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13:24<UnderBuilder>the server is really screwed up
13:24<Eddi|zuHause2>Amis: you could instead of blocking the city adjust the road style setting to "no roads"
13:24<Amis>no roads?
13:24<Eddi|zuHause2>then you can adjust city growth area by building the roads yourself
13:24<Eddi|zuHause2>the town will not build additional roads under any circumstances
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13:24<LA[blackout]>hmm.. Beware, LordAzamath pings out soon
13:24<Amis>a new option?
13:25-!-LA[blackout] is now known as LordAzamath
13:25<Eddi|zuHause2>"new" as in several months old, yes
13:25<Amis>"Select town-road layout?
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13:29<UnderBuilder_>I just BSODed
13:29<Amis>blees you
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13:32<Amis>okkey good night all.
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13:51<Yorick>hmm...what stops the snow&desert in temperate patch from being included?
13:52<Gonozal_VIII>stuff, you know?
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13:55<UnderBuilder>what stuff?
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13:57<UnderBuilder>what stuff?
13:57<Yorick>THE stuff...
13:57<UnderBuilder>what stuff?
13:58<Yorick>real life
13:58<UnderBuilder>but there is no desert&snow patch ready
13:58<Yorick>there is
13:59<Gonozal_VIII>map array should be a bit modified to have some bits that define the ground sprite in every tile
13:59<Gonozal_VIII>4 bit should be enough
13:59<Gonozal_VIII>maybe 5
14:00<Maedhros>umm, no
14:00<Gonozal_VIII>what no? sure
14:00<Maedhros>a ground sprite can be any sprite, thus it needs up to 32 bits
14:00<Gonozal_VIII>no not that way
14:00<Gonozal_VIII>e.g. 0001 for grass
14:01<Gonozal_VIII>0000 for void
14:01<Maedhros>and what about new houses, new industries, new stations, etc. etc. ?
14:01<Gonozal_VIII>1111 for defined by grf
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14:01<Maedhros>the game can already determine what ground sprite to draw based on the tile type and anything else it needs which is already in the map array
14:01<Gonozal_VIII>but not unified
14:02<Eddi|zuHause2>the ground type only defines how it should look like, the actual sprite is calculated in a special function, which could include newgrf callbacks
14:03<Gonozal_VIII>i know how that works now, i've looked at the code
14:03<Maedhros>there is no sensible way of unifying it without storing the ground sprite id in the map, which is completely pointless because all the information you need is already there
14:03<Gonozal_VIII>of course not ground sprite id
14:04<Gonozal_VIII>like i said... it reads 0001 and draws flat grass + tileh
14:04<Gonozal_VIII>0010 same with desert
14:04<Gonozal_VIII>or whatever
14:04<Maedhros>instead of reading MP_CLEAR and drawing grass, the way it does now?
14:05<Gonozal_VIII>it reads the subtype and density, that's 5 bit
14:05<Gonozal_VIII>and works differently for all types
14:05<Gonozal_VIII>kind of a mess
14:05<DaleStan>Gonozal_VIII: There are nineteen different slopes. In arctic, there are a least 4 different snowinesses for each slope. That's 76 possibilities already, ignoring roads, rail, trees, and anything else that can't be dynamically newgrf adjusted.
14:06<Gonozal_VIII>the slopes are no problem, that's in tileh
14:07<Gonozal_VIII>it only needs the sprite set
14:07<Gonozal_VIII>those are limited
14:07<Maedhros>yes, limited to 16 if you want to only use 4 bits
14:08<Gonozal_VIII>i wrote or 5 ;-) didn't count them yet
14:08<Gonozal_VIII>but i'm going to
14:08<DaleStan>Roads have 30 different groundsprites, rail at least 28.
14:09<Gonozal_VIII>road and rail should be drawn seperately
14:09<DaleStan>Actually, I think roads might be 45.
14:09<Maedhros>they are drawn separately
14:09<DaleStan>But they aren't. The road is part of the ground sprite.
14:09<Gonozal_VIII>i know, that can be changed
14:09<Maedhros>oh, that's what you mean
14:10<Gonozal_VIII>would make combining road and terrain sets also a lot easier
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14:11<LordAzamath>that means dropping support for current trg* graphics
14:11<DaleStan>... And I just came up with 16 more rail sprites.
14:11<LordAzamath>if you want different graphics..
14:12<Gonozal_VIII>you can still use them + some extra sprites that only have rail/road + transparency
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14:13<Gonozal_VIII>rail already has those sprites
14:13<LordAzamath>only for junctions
14:13<Gonozal_VIII>they could work everywhere
14:13<LordAzamath>that would render a big part of trggish grf absolote..
14:14<Gonozal_VIII>and that's a bad thing because?
14:14<LordAzamath>so even for space consideration, it would be wiser to get new graphics
14:14<Gonozal_VIII>well... you're helping at that part ;-)
14:14<LordAzamath>the mandatory grfs take 1,3 Mb
14:15<LordAzamath>and openttd(w) takes 371kb
14:17<LordAzamath>and it would drop the support for existing newgrfs too..
14:17<LordAzamath>and why can't we have that extra rail sprite or whatever currently? because the original graphics are (c)
14:17<Gonozal_VIII>could still draw their road/rail sprites
14:20<Eddi|zuHause2>you are talking about at least 3 toally different things here
14:20<Gonozal_VIII>i'm talking about storing stuff differently in the map array
14:21<Gonozal_VIII>doesn't have to change any grf stuff for that
14:21<Gonozal_VIII>but makes it possible
14:21<UnderBuilder>where is the snow&desert patch?
14:21<Gonozal_VIII>that will work then
14:21<Eddi|zuHause2>exactly, but these last 30 lines here did not at all touch that part
14:22<Gonozal_VIII>i didn't bring it in that direction ;-)
14:22<Eddi|zuHause2>but you went along and got distracted
14:23<UnderBuilder>I can't find the thread
14:23<Gonozal_VIII>but while being distracted i've been looking through trg1r grf for ground sprites
14:24<Eddi|zuHause2>UnderBuilder: snow AND desert is impossible
14:26<Gonozal_VIII>btw were those rock tiles without grass around the border ever used anywhere?
14:26<UnderBuilder>then what is that patch?
14:26<Eddi|zuHause2>scenario editor?
14:26<Eddi|zuHause2>no idea
14:27<Eddi|zuHause2>i don't usually pay attention to rocks
14:27<UnderBuilder> <Yorick> hmm...what stops the snow&desert in temperate patch from being included?
14:27<UnderBuilder>the patch he mentions
14:28<Eddi|zuHause2>he is talking rubbish
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14:39<LordAzamath>hmm.. if snow and desert in Temperate is inpossible...
14:40*LordAzamath wants only snow in temperate
14:40<LordAzamath>which is actually seeable with current trunk..
14:40<@orudge`>snow in tropical!
14:40*orudge` is in the tropics right now, and there's lots and lots of snow!
14:40<@orudge`>(funnily enough, I jest)
14:41<LordAzamath>orudge`: If you wait, I can make a grf -> desert to snow :P
14:41<Eddi|zuHause2>orudge`: shouldn't you have like summer down there?
14:44<LordAzamath>Yorick: You played on #wwottdgd ?
14:44*LordAzamath joins #wwottdgd
14:46<@orudge`>Eddi|zuHause2: yes, I was on the beach today
14:46<@orudge`>it was lovely
14:46<@orudge`>I'm a bit sunburnt now, alas
14:47<Eddi|zuHause2>a friend just returned from half a year in La Réunion, she really hated the cold here ;)
14:49<yorick>LA: I did, yes
14:53<Gonozal_VIII>desert with snow nogood, right?
15:06<@orudge`>well, deserts can be hot or cold
15:06<@orudge`>desert doesn't i
15:06<@orudge`>*doesn't necessarily imply hot
15:08<Gonozal_VIII>6 bit would enable all terrain types at once
15:08<Gonozal_VIII>2 bit for temperate/arctic/rainforest/desert
15:09<Gonozal_VIII>and 4 bit for clear/third grass/two third grass/grass/hilly/rocky/water/9 field types
15:09<Gonozal_VIII>snow depends on height
15:10<Gonozal_VIII>can even have different heights for different first 2 bits :-)
15:14<yorick>go coding
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15:21<Tefad>arctic = desert.
15:21<Tefad>usually people think of "desert" as having sand, not snow though.
15:21<Gonozal_VIII>not if you want them both on the same map
15:21<Gonozal_VIII>in ttd desert is the sandy hot type
15:22<Tefad>i don't think there's any place that has both in same general area..
15:22<Tefad>without temperate between
15:22<Tefad>though i could be wrong . .
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15:28<Eddi|zuHause2>Gonozal_VIII: the main thing you are forgetting is transition between terrain types
15:28<Gonozal_VIII>can be calculated on the fly, doesn't need storing
15:29<Eddi|zuHause2>calculating "on the fly" might be too time consuming
15:29<Gonozal_VIII>desert rainforrest transition does that
15:29<Eddi|zuHause2>doesn't mean it's a good idea ;)
15:30<Gonozal_VIII>then store transitions too?
15:30<Eddi|zuHause2>you can't store everything ;)
15:31<Gonozal_VIII>you said it's too complicated to calculate ;-)
15:31<Gonozal_VIII>storing transitions would be 2 more bits
15:31<Eddi|zuHause2>yes, the two ideas are conflicting ;)
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15:33<Gonozal_VIII>map generator would have to avoid generation of regions where 3 zones meet... but that shouldn't be too hard
15:33<Eddi|zuHause2>i don't think that
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15:34<yorick>it doesn't generate them anyway :-)
15:35<Gonozal_VIII>two extra bits, same system as the first two bits... if they are the same... no transition... different.. transition
15:35<Eddi|zuHause2>Gonozal_VIII: especially with varying snowline you can't avoid it
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15:35<Gonozal_VIII>snowline doesn't change the zones
15:35<Gonozal_VIII>zones are fixed like desert now
15:36<ln->someone could modify the map to allow all three climates on the same map.
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15:36<Gonozal_VIII>that's what i'm talking about
15:36<Gonozal_VIII>2 bits for climate, 4 bits for terrain
15:36<HMage>ямям. всем спокойной ночи.
15:37<Gonozal_VIII>evtl another 2 bit for neighbouring climate
15:37<Eddi|zuHause2>"evtl" is not even close to english ;)
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15:38<Gonozal_VIII>what's correct english for that?
15:38<Gonozal_VIII>clear ground, 1/3 grass, 2/3 grass, grass, hilly, rocky, water, field 1, field 2, field 3, field 4, field 5, field 6, field 7, field 8 and field 9
15:39<Gonozal_VIII>those are the terrain types in those 4 bits
15:39<Gonozal_VIII>no abbreviation?
15:40<Eddi|zuHause2>i don't know much about english abbreviation rules
15:41<Eddi|zuHause2>anyway, english "eventually" and german "eventuell" are false friends
15:41<Gonozal_VIII>i know that
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15:43<ln->HMage: Что ето "ямям"?
15:44<LordAzamath>jamjam... HMage likes to jam :P
15:44<LordAzamath>or he is listening to song "jamming"
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16:04<Eddi|zuHause2>i'm not sure wether "Mehdorn" is a good name to use in a transport simulation ;)
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16:05<Gonozal_VIII>i knew i've heard that name somewhere
16:05<Mehdorn>:-) thats what I thought when I had to fill the "useranme" field
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16:07<Gonozal_VIII>so what are you looking for?
16:08<Mehdorn>download link fo the openttcoop server
16:08<Gonozal_VIII>that would be the one i gave you^^
16:09<Mehdorn>it's ok :-)
16:09<Gonozal_VIII>or do they have modified version now?
16:09<CIA-1>OpenTTD: rubidium * r12044 /trunk/src/viewport.cpp: -Fix [FS#1741]: crash when centering on a vehicle (aircraft) that is outside of the map.
16:09<Eddi|zuHause2>Mehdorn: you might have better luck in #openttdcoop
16:09<Roujin>i just read that the commit introduces a crash ^^
16:10<Roujin>gotta reboot, brb...
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16:10<Mehdorn>:-o wrong channel
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16:13<ln->wtf, Lost is continuing?
16:14<Maedhros>for as long as people are watching it, i guess
16:15<ln->but this scriptwriters' strike and all?
16:15<Gonozal_VIII>no that logic doesn't work
16:15<Maedhros>oh, good point
16:15<Gonozal_VIII>lots of series were shut down despite people watching them
16:16<SpComb>Logs: (old: )
16:16<Maedhros>well, yes. i was missing a few words there, like "enough" ;)
16:16<ln->now downloading 4x01...
16:16*Maedhros doesn't think we want to know
16:18*Roujin shamelessly advertises the new versions of his patches... ^^
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16:18<LordAzamath>Shame, Roujin, shame"
16:18*Roujin 's patches obviously aren't liked by MDGrein
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16:24<LordAzamath>good night
16:24-!-LordAzamath [] has left #openttd [Kopete 0.12.5 :]
16:27<ln->downloading 4x01 at mere 700 kB/s through HTTP.
16:32<Eddi|zuHause2>ln-: they finished 8 out of 16 episodes before the strike started
16:32<Eddi|zuHause2>and the channel decided to show these 8 episodes anyway
16:32<ln->only 16 per season?
16:33<Eddi|zuHause2>yes, they ordered 3 more seasons of 16 episodes last year
16:33<Eddi|zuHause2>with the definite ending in season 6
16:33<ln->but season 3 was like 23 episodes.
16:33<Gonozal_VIII>and the definite final ending in season 10
16:33<Eddi|zuHause2>yes, 1 and 2 were 24 episodes
16:34<Eddi|zuHause2>Gonozal_VIII: i have my doubts of that happening :p
16:35<Gonozal_VIII>so you think it will continue after season 10?
16:35<Eddi|zuHause2>with a series like lost you can't just go on producing not knowing you'd be picked up for next season again on a yearly basis
16:35<Eddi|zuHause2>you need to plan far ahead with the story
16:35<Eddi|zuHause2>to resolve everything on a single spot
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16:36<Gonozal_VIII>there's a story?
16:36<Eddi|zuHause2>after you resolve _anything_ the show would get really boring
16:36<Gonozal_VIII>they just make shit up
16:36<Eddi|zuHause2>yes, that is the story ;)
16:36<Gonozal_VIII>and after that shit is stirred enough, they make up some new
16:37<Eddi|zuHause2>i think fixing the number of episodes was the best thing they could do
16:37<Eddi|zuHause2>so they can plan on really going out with a bang
16:38<Gonozal_VIII>like world exploding and stuff?
16:38<Eddi|zuHause2>i wouldn't put it past them :p
16:39<Gonozal_VIII>doesn't that stupid number crap have something to do with world end anyways?
16:39<Gonozal_VIII>well... i've only seen some random episodes
16:40<Eddi|zuHause2>that's not a good approach to watch the series ;)
16:40<Gonozal_VIII>i noticed that^^
16:41<Gonozal_VIII>they run around in the jungle...
16:41<Gonozal_VIII>next time they run around in some buildings...
16:41<Gonozal_VIII>things explode...
16:41<Gonozal_VIII>jungle again...
16:47<ln->watching now, i'll spoil you in about 50 minutes.
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17:02<Eddi|zuHause2>i've already seen the episode ;)
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17:12<OSuKaRu^-^_>I have the 0.6.0 version of openttd and just dont work the 32bpp tiles
17:13<OSuKaRu^-^_>How i make it work?
17:13<OSuKaRu^-^_>other fact: im using linux
17:14<OSuKaRu^-^_>i read the readme file
17:15<+glx>openttd -h
17:15<OSuKaRu^-^_>and, in fact, a file called 32bpp.txt
17:15<OSuKaRu^-^_>but i get nothing
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17:15<+glx>do you have some .tar?
17:16<SmatZ>OSuKaRu^-^_: is your problem running OTTD in 32bpp mode, or loading 32bpp graphics?
17:17<OSuKaRu^-^_>i dont know
17:17<OSuKaRu^-^_>maby both
17:18<OSuKaRu^-^_>im just dont know what to do
17:19<OSuKaRu^-^_>and im having hopes to see the things in the new zoom levels, if is possible
17:19<OSuKaRu^-^_>sorry for my chunky english
17:19<+glx>more zoom in is not in official builds
17:20<OSuKaRu^-^_>well, never mind
17:22<OSuKaRu^-^_>by the way, They doing amazing things
17:22<OSuKaRu^-^_>im cheering up to do my own stuff
17:23<OSuKaRu^-^_>but i dont know how
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17:41<Madassasin>does OTTD use DirectMusic (or whatever it's called) for the MSVC build?
17:42<Madassasin>I'm asking because I got the nov 2007 directx sdk and: ..\src\music\dmusic.cpp(13) : fatal error C1083: Cannot open include file: 'dmksctrl.h': No such file or directory
17:45<Species8472>lol god killed dihedrals server :<
17:46<OSuKaRu^-^_>other thing
17:46<OSuKaRu^-^_>where i put the .diff files to make them work?
17:47<Madassasin>you need to apply them to the source code and compile openttd
17:47<Madassasin>what operating system are you using?
17:47<Rubidium>Madassasin: the more recent DirectX SDKs have removed that header
17:48<OSuKaRu^-^_>Madassasin : im usin debian
17:48<Madassasin>yeah, so is there any way to compile it without midi? I don't care bout the music
17:48<OSuKaRu^-^_>in other words: linux
17:48<Zuu>OSuKaRu^-^_: use the tool "patch"
17:48<Madassasin>OSuKaRu^-^: one sec
17:48<Rubidium>Madassasin: there is a compile flag that you can remove to remove dmusic compilation. How you exactly do that is something I do not know
17:49<Sacro>Madassasin: yes it does, drop back to the SDK before that
17:49<Sacro>April 07 possible
17:49<Zuu>OSuKaRu^-^_: patch -p0 < filename.diff
17:49<Sacro>patch -p0 -i filename.diff
17:49<Madassasin>I'm not gonna dl 500 megs again and wait 1 hour for it to install!
17:49<Zuu>While you are standing in your openttd source directory.
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17:50<Sacro>Madassasin: no sound for you then :p
17:50<Madassasin>go there OSuKaRu
17:50<Rubidium>Sacro: sound doesn't need dmusic, only the music needs it
17:51<Sacro>OSuKaRu^-^_: actually, debian is GNU/Linux
17:51<Sacro>Rubidium: pffffft :p
17:51<+glx>Madassasin: in project properties, remove WIN32_ENABLE_DIRECTMUSIC_SUPPORT from preprocessor definitions
17:51<Madassasin>can we stop with the name crap? use debian, we know what it is
17:51<Madassasin>thanks glx
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17:52<Sacro>should I consider writing a music patch for Vista/DX10/VS2008
17:52<+glx>and music can work without direct music
17:52<Madassasin>also, is there any good reason for telling MSVC to make it smaller instead of faster?
17:52<Madassasin>(eg /Os instead of /Oi (to favor speed))
17:52<Zuu>Sacro: Depends maybe on orudges new soundsystem plans?
17:53<+glx>Sacro: not needed, the only way is using mmsys.dll (ie current -m win32)
17:54<Rubidium>then why do we have dmusic?
17:54<Madassasin>can't wait for a orudge's patch
17:54<+glx>hmm it is winmm.dll indeed
17:54<+glx>and we have dmusic because winmm can fail
17:55<Madassasin>what in M$ world can't fail?
17:55<Rubidium>the failing
17:55<Madassasin>good enough :P
17:55<Zuu>The fail-reports can fail though.. :p
17:56<Zuu>good enough it reminded be later so I was offered to re-send them. :p
17:57<+glx>I never had any problems with winmm, but I remember many bug reports about not working music
17:57<Madassasin>I don't really care about the music, I care about the game
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17:57<Madassasin>I even disable the music
17:57<Madassasin>it's annoying
17:57<SmatZ>you can play the music in external application anyway
17:58<Rubidium>ieuw... timidity :(
17:58<Madassasin>(damn fobar2000, it can't play 192 kbit ogg vorbis without the sound being choppy)
17:58<Madassasin>SmatZ: exactly
17:58<ln->spoilers for Lost 4x01: well yeah, hmm, nothing new really is revealed, so hard to spoil.
17:58<Rubidium>and by saying that he spoiled the whole episode
17:59<ln->except if i lied.
17:59<SmatZ>Harry Potter dies
17:59<ln->and if i didn't, it's still very characteristic of a Lost episode not to reveal anything new.
18:00<Madassasin>didn't harry die in 6?
18:00<SmatZ>ln-: so it is characteristic for Lost that there is anything new in each episode? boring, isn't it? :)
18:00<Madassasin>we need #openttd-offtopic
18:00<SmatZ>Madassasin: I don't know, really :(
18:01<ln->Madassasin: so that you canl talk about music?
18:01<Sacro> hehe XD
18:02<Madassasin>guys, #openttd-offtopic :D
18:02<ln->Madassasin: who are you to tell us what's offtopic?
18:02<Madassasin>me :P
18:04<Madassasin>come in, I'm giving free beer :P:P
18:06<Madassasin>how does open manage utf8? wchar_t or multibyte?
18:08<Rubidium>utf8 is a byte (char) way of writing multibyte characters
18:09<Madassasin>to be honest, I'm totally confused with this unicode support, there are many unicode encodings, quite some ways of representing them...arghh
18:12<fjb>Sprites? Drawing is fun:
18:14<Madassasin>Rubidium: does UTf-8 need char, signed char or unsigned char?
18:14<Rubidium>doesn't really matter
18:14<Madassasin>that's good
18:14<Rubidium>it's basically all the same
18:15<Rubidium>but where do you want to use it?
18:15<Madassasin>where would you use encodings?
18:15<Rubidium>uhm... needing to know whether something is signed or unsigned doesn't mean you are thinking about texts, but about loading them somewhere
18:16<Madassasin>well, windows registry
18:16<Gonozal_VIII>signed char :-)
18:16<Madassasin>as the api requires to pass unsigned char*, which is annoying, as reinterpret_cast does...nothing
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18:21<Madassasin>hmm: LINK : fatal error LNK1104: cannot open file 'dxguid.lib'
18:21<Madassasin>that doesn't look good at all
18:24<+glx>Madassasin: of course, you need to update linker options too
18:25<Madassasin>oh yeah...
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18:39<@orudge`>[19:54:06] <Madassasin> can't wait for a orudge's patch <-- shall get it finished when back in Britain
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18:41<Sacro>orudge`: i thought you where going back to Wales/Scotland D:
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18:42<@orudge`>Sacro: Well
18:42<@orudge`>We'll be flying back to Gatwick on Thursday
18:42<@orudge`>then I'll be driving back up to Wales
18:42<@orudge`>and then, probably the next day, driving back up to Scotland
18:43*orudge` watches TV
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19:25<CIA-1>OpenTTD: belugas * r12045 /trunk/src/newgrf_spritegroup.cpp: -Feature-ette(newGRF): Add support for var 12, Variational Action 2
19:27<@Belugas>small feature, not really a big thing...
19:27<@Belugas>nothing to be claimed high and strong
19:28<Gonozal_VIII> Game mode, 0 in title screen, 1 in game and 2 in editor <-- that?
19:29*Belugas is impressed, a user who knows about the inner parts of grf...
19:29<Gonozal_VIII>so one could disable industry placement rules in the editor with that if one wants to?
19:29<+glx>or a user who knows where to look in docs
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19:33<@Belugas>Gonozal_VIII, it's up to the writer to decide what to do with it, but indeed, it can be one of the possibilities
19:33<@Belugas>glx has a point :)
19:33<Gonozal_VIII>of course i didn't know that without looking
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19:34<Gonozal_VIII>does patch support that too?
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19:48<Gonozal_VIII>action 2s can choose between action as based on all kinds of stuff... is there a way to choose between action as the same way? not just the static way with 7 or 9?
19:48<Gonozal_VIII>some randomified grass and such :-)
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20:33<CIA-1>OpenTTD: richk * r12046 /branches/NewGRF_ports/bin/data/ (4 files in 2 dirs): [NewGRF_ports] -Fix: Helipad now in NewGRF airport files, rather than reference into openttdw.grf.
20:34<Gonozal_VIII>wow, newgrf ports update
20:34<CIA-1>OpenTTD: richk * r12047 /branches/NewGRF_ports/bin/data/ (seaplaneport.grf sprites/seaplaneport.pcx): [NewGRF_ports] -Change: new tarmac interior for seaplaneport depot. Graphic from skidd13.
20:35<Gonozal_VIII>two of them :-)
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20:44<Gonozal_VIII>Real programmers set the universal constants at the start such that the universe evolves to contain the disk with the data they want.
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20:54<DaleStan>xkcd is good.
20:54<Gonozal_VIII>yep :D
20:59<Eddi|zuHause3>and what's the emacs command to that?
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22:37<CIA-1>OpenTTD: belugas * r12048 /trunk/src/ (bridge.h tunnelbridge_cmd.cpp): -Cleanup: Move some strings in the original bridge array, adjust documentation a bit.
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---Logclosed Sun Feb 03 00:00:34 2008