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#openttd IRC Logs for 2008-02-11

---Logopened Mon Feb 11 00:00:01 2008
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01:08<Smoky555>hi all !
01:09<Smoky555>i have a question about compiling OpenTTD in MS VS 2005/2008 ...
01:11<Gonozal_VIII>nobody can answer if you don't ask ;-)
01:11<Smoky555>from some time, i get graphical artefacts after compiling, such as (page on russian). What's wrong?
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01:12<Gonozal_VIII>can't read that
01:13<Smoky555>artefacts on pictures, not in text
01:13<Gonozal_VIII>do you have a screenshot of that?
01:15<Gonozal_VIII>doesn't work
01:16<Gonozal_VIII>some forum error message
01:17<Gonozal_VIII>ah those
01:17<Gonozal_VIII>missing sprites
01:19<Gonozal_VIII>what version is that?
01:19<Smoky555>on other computer, WinXP, MSVS2005 - all compilings fine
01:19<Smoky555>verson of OpenTTD ? any version
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01:21<Gonozal_VIII>all those ? signs are missing sprites, i don't know why you're missing them
01:21<Gonozal_VIII>did you compile with a clean checkout?
01:22<Gonozal_VIII>all files there, no missing or corrupted openttdw.grf or something?
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01:24<Gonozal_VIII>i'm no developer and i don't know much about compilers... my advice would be to use a different compiler
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04:56<HMage>Smoky555: did you try to compile a _clean_ svn checkout?
04:57<HMage>do you use grfs that are checked out with the sources?
05:01<@peter1138>is it a norev or a rxxxx build?
05:02<Smoky555>rXXXX build, 0.6.0beta1-2-3, any...
05:02<@peter1138>what does it show in the title bar
05:06<Nicko[work]>доброго дня, Smoky555 ;)
05:15<Smoky555>peter1138: i can tell you here or on forums only tomorrow, because this problems is in my home comp.
05:15<Smoky555>Nicko[work]: è âàì òîãî æå ;)
05:16<Nicko[work]>utf8 pls ;)
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05:17<Smoky555>Nicko[work] : à ñåé÷àñ?
05:18<ln-_>Smoky555: see topic; UTF-8 is mandatory.
05:18<Nicko[work]>wrong encoding
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05:28<@peter1138>Smoky555, if it shows as norev then you'll need to manually specify its revision, somewhere (I'm not sure where off hand)
05:28<Smoky555>yes, i know, i did it
05:33<Gekz>Smoky555: hahahaha
05:34<Smoky555>peter1138: but if it shows as norev this artefacts MUST be present or not?
05:35<@peter1138>They will be present,
05:35<Smoky555>peter1138: ok, i see, thanks
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05:43<HMage>Smoky555: добрый день :)
05:43<HMage>Nicko[work]: тоже русскоговорящий?
05:43<HMage>я подозреваю, что ln-_ тоже :)
05:43<Gekz>И цан претенд то спеак руссиан анд отхер руссиан-лике лангуагес тоо!
05:44<Gekz>HMage: you can read it cant you
05:44<Nicko[work]>ВЛ85 форева!
05:44<HMage>it's makes you speak funny language that uses cyrillic :)
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05:45<Gekz>I love transliteration
05:46<HMage>yeah, it's same as if we'd write russian in latin
05:46<HMage>Ya mogu delat' vid chto govoryu na angliyskom b podobnyh yazykah!
05:46<Gekz>ᑦᓯᔅ ᐃᔅ ᑦᓴ ᐃᓕᑦᐃ ᓚᓐᒍᐊᒡ ᐅᕝ ᐴᒻ!
05:46<HMage>that's a lot of squares Geks
05:46<HMage>that's a lot of squares Gekz
05:46<Gekz>የስ፣ እ አም አ ሳታኒች!
05:47<Gekz>get some fonts fool!
05:47<HMage>I don't have font faces for that
05:47<HMage>I won't :P
05:47<Gekz>that was Inuktitut
05:47<Gekz>Canadian aboriginal
05:47*peter1138 attempts to convert a network to PBS withoutc rashes...
05:47<Gekz>እ ስሃልል ስሚተ ዮኡር ሶኡል!
05:47<HMage>йа креведко
05:47<Noldo>peter1138: are you allergic to it then?
05:47<Gonozal_VIII>oh... forgot to update post
05:48*HMage goes back to coding load-balancer
05:48<Smoky555>HMage: как щас, на русском или опять у меня что-то с кодовой страницей?
05:48<Gekz>I demand the azerty keyboard
05:48<HMage>Smoky555: да, теперь понятно
05:48<Gekz>I am using one hahahah
05:48<Gonozal_VIII>hmmm something went wrong... filesize too low
05:49<HMage>I have йцукен keyboard :D
05:49<Gekz>where's the question mark on this board ...
05:50<@peter1138>There -> ?
05:50<HMage>copy and paste it :)
05:50<Gekz>that's heathen talk
05:51<HMage>Gekz: AltGr+63 on keypad :)
05:51<Gekz>I r leet.
05:51<Gekz>I'll find you
05:52<HMage>I dunno what was that
05:52<HMage>ʚ <-- that's 666
05:52<HMage>e Ê į Ɣ ǹ ɞ ˃ ̨ ΍ ϩ ߒ ஻
05:52<HMage>I hope noone's client gets confused on above line
05:53<HMage>that's 101, 202, 303, 404, 505, 606, 707, 808, 909, 1001
05:53<Gonozal_VIII>nah, displays the black squares perfectly well
05:53<HMage>i r squared
05:53*blathijs is seeing a lot of squares :-)
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05:53<HMage>ȫ <-- square!
05:54<HMage>now I need to find triangle, circle and X
05:54<HMage>wait.. I have X already
05:54<@peter1138>Gah, my keypad is stuck in cursor mode... what's the keypress to toggle that?
05:54<HMage>hold altgr then type on keypad
05:54<@peter1138>Ah, shift-alt-numlock
05:54<HMage>no need to have numlock lit
05:55<HMage>I speak intergalactic
05:55<mikl>Nicko[work]: dirty boy ;)
05:55<HMage>dunno what I said though
05:56<HMage>probably "I need more practice on speaking intergalactic and oh by they way I'm an idiot"
05:56<Nicko[work]>this is eyes :P
05:56<Gekz>I just gulped and I got lock jaw
05:56<Gekz>I lose.
05:57<Nicko[work]>☭ in the soviet russia, unicode writes YOU! ☭
05:57<Gekz>In Soviet Russia, funny are your jokes.
05:57<Smoky555>HMage: для межгалактического лучше использовать русский разговорный -> минимум слов - максимум смысла
06:00<mikl>Smoky555: the only world I recognise there is "russkij" :)
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06:01<Gonozal_VIII>aaaaah filesize was wrong because i forgot to select the new files while creating the patch
06:01<ln-_>mikl: *world* ...
06:02<mikl>ln-_: ?
06:02<ln-_>13:00 < mikl> Smoky555: the only world I recognise there is "russkij" :)
06:02<mikl>I don't get it...
06:03<Gekz>ln-_: it's alright, dont weild that knife like that
06:03<Gekz>he's a small boy.
06:03<Smoky555>mikl : translating: for intergalactic speaking it is better to use russian spoken language -> minimum words - maximum sense
06:04<Gonozal_VIII>nah, that would be binary
06:04<mikl>heh :)
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06:05<keyweed_>conversations would get time consuming.
06:06<Gekz>I AM ONE WITH THE 1'S!
06:06<Gonozal_VIII>and what about the 0s? :O
06:06<Gekz>fuck the 0s
06:06<Gekz>theyre nothing to me
06:06<Gekz>this pun usage is a cancer.
06:07<Gonozal_VIII>try binary without them ;-)
06:07<Gekz>I can't
06:07<Gekz>binary is base 2
06:07<Gekz>without the 0's its not binary
06:07<Gekz>base 1 would kick ass
06:07<Gekz>1 11 111 1111 11111
06:08<Gonozal_VIII>well... you could still morse
06:08<Gekz>.--. -.- .-.--
06:08<Gekz>you'd think in this modern society we'd have polyphonic morse code
06:08<Gekz>tsk tsk
06:09<Hendikins>There is no base 1.
06:09<Gekz>Hendikins: Thank you for your valid input.
06:09<mikl>All your base...
06:09<Hendikins>mikl: Roses are red, violets are blue, all of my base, are belong to you? :P
06:10<mikl>Hendikins: that's so sweet of you ;)
06:12<Roujin>where the hell have i gotten into upon joining this channel oO
06:12<Roujin>had a nice long sleep gonozal? :)
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06:14<Gonozal_VIII>woke up at 2
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06:15<Roujin>you should really get your sleep rhythm straight...
06:16<Noldo>Roujin: it's not like this all the time
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06:20<Gonozal_VIII>new version
06:20<Gonozal_VIII>teh yays
06:21<CIA-5>OpenTTD: peter1138 * r12108 /trunk/src/newgrf_commons.cpp: -Fix [FS#1753]: X/Y axis swap for station tiles in GetNearbyTile() was wrong way around.
06:22<Roujin>yay you changed the filename ^^
06:24<Gonozal_VIII>loan patch is the new version with shift of course
06:26<Gonozal_VIII>and the pathfinder selection patch is a bit different coding stye wise but does the same
06:28<Gonozal_VIII>oh and i changed that error kamerat reported..
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06:28<Gonozal_VIII>bah... changed a lot, can't remember
06:28<Roujin>oh and i changed that error kamerat reported.. <-- in which patch?
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06:29<Gonozal_VIII>i didn't get that error, seems to be compiler dependant... but i added that cast
06:31<Roujin>whose paxdest did you include, anyways? or is there only one actually
06:31<Gonozal_VIII>the most recent version i could find
06:31<Roujin>i lost track of the paxdest topic some months ago i guess ^^
06:33<Gonozal_VIII>that version came with lots and lots of patchsettings, too much to mix with the other patches so i had to move them to a new tab
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06:34<Gonozal_VIII>hmmm you replied right after a screenshot of my version^^
06:35<Noldo>I like that pathfinder selection thing, I had similar thing in mind
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06:37<Roujin>is it nifty noldo?
06:38<Roujin>gonna check out your new pack gonozal :)
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06:41<Gonozal_VIII>digging throught the code, merging patches, trying to solve conflicts and such can be real fun :-)
06:41<SmatZ>Gonozal_VIII: what is this? :-D last five lines of the patch:
06:42<SmatZ>- } else {
06:42<SmatZ>+ } else { /*NTP is selected*/
06:42<SmatZ>you missed this one :)
06:42<Gonozal_VIII>i don't know... i keep deleting that but it always comes back
06:42<Gonozal_VIII>i missed that?
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06:43<SmatZ>there is missing a space..
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06:50<Roujin>something is modifying the czech.txt and that makes turtoisesvn go mad
06:50<Gonozal_VIII>vehicle speed limits
06:50<Roujin>gives an error
06:50<Gonozal_VIII>just don't modify that file if you don't use czech
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06:51<Roujin>but where does the error come from
06:52<Gonozal_VIII>i don't know... maybe i broke the encoding of the strange chars...
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06:53<mikl>Gonozal_VIII: can't you just revert it?
06:54<Gonozal_VIII>i don't even know what's wrong there
06:55<Gonozal_VIII>some error like line bla and line bla (looks exactly the same) are not the same
06:56<Roujin>not exactly the same for me, for me one of the lines has a : or such instead of some accented special character
06:56<Roujin>but meh
06:57<Roujin>i don't care about custom languages anyways, always play in english (even if i'm not a native english speaker)
06:57<Gonozal_VIII>me too
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06:58<Gonozal_VIII>and almost every string is too long for the windows in german..
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07:00<Gonozal_VIII>ah now i see the difference too
07:00<Gonozal_VIII>didn't notice it before
07:00<Gonozal_VIII>e with upside down ^ on top is broken
07:01<Roujin>use a normal e instead...
07:02<Roujin>it's a little wrong then, but at least it will work :P
07:02<Roujin>(my opinion)
07:02<Gonozal_VIII>i'll just remove the czech^^
07:02<Gonozal_VIII>only one patch has that anyways, others use english strings
07:04<Gonozal_VIII>your idea wouldn't work because it's not the new strings that get the error but the old ones before
07:05<Roujin>fine then :P i won't complain about your patch not supplying czech language for the speedlimit patch ;)
07:07<Gonozal_VIII>removed the czech lines.. nobody will notice (i hope)^^
07:09<Gonozal_VIII>how does one even type an upside down ^ ?
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07:15<Roujin>uhm.. with a czech keyboard, or alternatively if you know the right ascii code or something? :P
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07:16<Gekz>czech isnt a language
07:16<Gekz>its a mess
07:17<Roujin>i found a C with a downside ^, its alt+268 :P
07:20<Gonozal_VIII>w00t where's the attachement
07:20<Gonozal_VIII>i guess i didn't click submit
07:20<Gekz>one day software will vbe lost
07:20<Gekz>lost in time
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07:21<Gonozal_VIII> <-- version without can't patch that thingy
07:29<Roujin>i think you made a mistake gonozal, english.txt seems not to include the new lines of the pathfinder selector
07:30<Gonozal_VIII>hmmm that's bad
07:30<Roujin>or wait
07:30<Gonozal_VIII>but it works in my compiled version
07:31<Roujin>nah my mistake probably
07:32<Roujin>should have done make clean
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07:38<Roujin>ah now i know what it was
07:38<Roujin>the lines that were removed from the english file because they aren't needed anymore
07:39<Roujin>the other language files start to complain because they still have the old line and the master file hasn't
07:39<Roujin>just warnings though
07:43<SmatZ>it won't help, unused strings have to be removed from all language files
07:44<@peter1138>Or just put up with the warnings, heh
07:44<Gonozal_VIII>i didn't get those warnings...
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07:54<CIA-5>OpenTTD: smatz * r12109 /trunk/src/aircraft_cmd.cpp: -Fix [FS#1745](r8973): use tile index 0 for planes in the air, so it cannot have an invalid tile index
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08:31<@peter1138>Well, bollocks
08:31<@peter1138>Bollocks bollocks bollocks
08:32<Gonozal_VIII>no idea what that means and i don't think i want to know
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08:41-!-mode/#openttd [+o glx] by DorpsGek
08:41-!-mode/#openttd [-b *!~Sogard@*] by glx
08:41-!-mode/#openttd [-o glx] by DorpsGek
08:42<Roujin>@gonozal: i think it refers to the feces of a male cow, in british english.
08:43<Gonozal_VIII>didn't know that feces has gender specific names
08:43<Roujin>no, but cows have
08:43<Roujin>they're called bull.
08:45<Roujin>and the word peter used is the UK equivalent to bull's feces in US language
08:45<Roujin>as far as i remember
08:45<@peter1138>You are strange.
08:48<Roujin>but it does have the meaning "poor quality" or "useless"
08:49<Roujin>which would be, more colloquial, "bullshit"
08:49<Roujin>as i told
08:50<@peter1138>Well it doesn't refer literally to cow manure
08:51<Roujin>it doesn't. literally.
08:51<@peter1138>Also it's spelled "faeces"...
08:52<Roujin>oh, it's faeches in british english.. again something new i learned
08:53<Roujin>that will surely come in handy some time...
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08:54<Roujin>interesting that british will rather mention testicles in a situation where americans would mention f(a)eces of a male cow.
08:55<Roujin>well, enough talking about that... who's hungry now? xD
08:56<Gonozal_VIII>i just finished eating
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08:57<dragonhorseboy>just wondering but whats with openttd being split into two 9x and nt downloads?
08:58<HMage>dragon or horse boy: that's because windows 9x doesn't support unicode
08:58<dragonhorseboy> strange I have unicode installed
08:58<HMage>windows 9x doesn't support unicode natively
08:58<+glx>well vecause it doesn't nativelly
08:59<HMage>that's why a separate download
08:59<HMage>different binaries for those os'es that know about unicode and for those that just heard of it :P
09:00<@peter1138>So there you have it.
09:00<+glx>and even with unicows.dll, some things don't work well
09:00<dragonhorseboy> does the nt version look for specific os version or its just dumb?
09:00<HMage>dragonhorseboy: it calls for functions that don't exist on 9x
09:00<+glx>and it checks os version on start
09:01<dragonhorseboy>glx..meh so there's no way to have one download (to r-only boot disc) for both oses?
09:02<dragonhorseboy><already has good unicode (its other softwares I got here too)
09:02<Gonozal_VIII>stop using ancient windows?
09:02<HMage>windows 98 isn't supported for a long time officially by microsoft
09:02<dragonhorseboy>gonozal..tell me where I can even find 2K/SP4 for sub-$40 and I'll consider that
09:02<dragonhorseboy>but till then...there..enough said ;)
09:02<+glx>we could use dynamic loading for unicows.dll and use pointers to functions, but that's a lot of work, for a little benefit
09:02<HMage>dragonhorseboy: move to linux for example :)
09:02<HMage>it's free
09:03<Gonozal_VIII>fckgwrhqq2yxrkt8tg6w2b7q8 ;-)
09:03<HMage>on the other side...
09:03<dragonhorseboy>hmage..not going work with directx8.1/glide1.3 games and many dll-needy desktop softwares? ^_^
09:03*HMage uses pirated version of linux :D
09:04*Gonozal_VIII uses pirated version of xp
09:04<HMage>I bet you'll find an alternative to your software in linux
09:04<dragonhorseboy>hmage..don't think so (especially gui-wise...I've already tried gimp short time and its just too difficult already)
09:04<Gonozal_VIII>gimp rocks
09:05<HMage>find anything that's sub 40$ and more sueful than gimp
09:05<HMage>but sueful is nice too
09:05<dragonhorseboy>well for someone who already recalls most keystrokes in photohop6 (and the fact its on two different oses too) ... gimp just fail too hard
09:07<+glx>you can define all shortcuts in gimp
09:07<dragonhorseboy>glx...well I never coudl figure that out tho (and gimp doesn't even run on my second main system at all so a bit moot to have to try learn two different ones)
09:07<dragonhorseboy>to our own allright?
09:08<Gonozal_VIII>again... stop using 9x, that's like watching black and white tv
09:08<dragonhorseboy>gonozal...not true
09:08<dragonhorseboy>you probably mean 3.1
09:09<Gonozal_VIII>98 was 10 years ago, 10 year old os is way outdated
09:10<dragonhorseboy> tell me why early 90's cars still get used daily? about same point there - why bother upgrading just because of version numbers?
09:10<keyweed_>cars are generally better engineerd then microsoft products.
09:10<dragonhorseboy>(not trying to cause an arguement anyhow heh)
09:10<Gonozal_VIII>software has a much shorter life circle than cars
09:10<dragonhorseboy>keyweed..well for the footnote I've ran with not one single reinstall/repair for several years ... and its still going ^_^ (even with 3 gpu card switches)
09:10<ln-_>dragonhorseboy: cars of the 90's are still compatible with most roads.
09:11<dragonhorseboy>don't think the software/game list have changed much aside to keeping up with browsers and other things like that
09:11<keyweed_>dragonhorseboy: there are sopwith camels that still fly, doesn't say much over their flying abillities
09:12<dragonhorseboy>hm just thought of something else....
09:13<dragonhorseboy>this is only a random thought but couldn't there be a "fat" openttd that'll look for certain files to run in unicode mode or not? (kinda a loose reimisch of the fat 68k/ppc softwares)
09:13<dragonhorseboy>no harm in silly thoughts :p
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09:14<keyweed_>wrong. silly thoughts can be very harmfull
09:14<keyweed_>see: SCO
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09:15<dragonhorseboy>hm...either way just for the only difference in 9x/nt downloads being the openttd.exe file itself or is there more in the folder?
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09:19<dragonhorseboy>(like eg having one openttd folder with an openttd.exe and openttd2.exe both sharing same grfs/etc on the disc - thats what I meant above)
09:20<Gonozal_VIII>then do so
09:20<dragonhorseboy>so its just only openttd.exe itself that differs, nothing else in folder already - correct?
09:21<CIA-5>OpenTTD: smatz * r12110 /branches/noai/src/squirrel_std.cpp: [NoAI] -Fix [FS#1746]: possible segmentation fault when trying to load another script file
09:21<Gonozal_VIII>if it's the same version it should be
09:21<dragonhorseboy>heh thanks a lot anyhow
09:21<Gonozal_VIII>with different version grfs could be different
09:21<Gonozal_VIII>lang files obviously
09:22<dragonhorseboy>hm...can't remember how long ago its been ever since I looked at the public server heh
09:22<dragonhorseboy>still kinda remember that one where I helped a bit from the start .. made one or two coal lines :p
09:22<Gonozal_VIII>what public server?
09:22<Gonozal_VIII>there are hundreds
09:23<dragonhorseboy>the coop one...its the only one with that name in the server list as far as I recalled (everyone else just used usernames)
09:24<Gonozal_VIII>openttdcoop is also just a name
09:26<dragonhorseboy>either way how often do you play openttd gonozal?
09:27<Gonozal_VIII>more programming now than playing..
09:27<dragonhorseboy>ah ^_^
09:27<Gonozal_VIII>messing with the code is fun^^
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09:31*dragonhorseboy will just leave major coding to someone else and just *play* myself :p
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09:44<dragonhorseboy>how're you fjb?
09:45<Gonozal_VIII>hi fjb
09:45<fjb>I'm fine, thanks.
09:46<dragonhorseboy>doing okay here as well - just trying to find certain grfs somewhere and not much luck yet ;)
09:46<fjb>What are you looking for?
09:49<+glx>get ottd_coop pack
09:50<dragonhorseboy>heh well doesn't really matter much but anyhow: custom road stations, any new ground tiles, transmitter replacement (I knew there was one), and maybe s-bahn cars [rail]
09:51<Roujin>custom road stations, any new ground tiles -> OpenGFX replacement pack
09:51<fjb>Most of it should be here:
09:51<fjb>TTRS has new road stations.
09:52<@peter1138>TTRS' depots and road stations are *UGLY*
09:52<dragonhorseboy> know if its ttrs2 or ttrs3?
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09:54<fjb>They are in TTRS3. And some don't like them...
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09:55<dragonhorseboy>ttrs3 hm...only having ttrs2 (as trying 3 just gave strange errors) .. but I guess its nothing big because most of the times I'm just using the thru halts except in case of small towns with no loops of their own yet
09:56<dragonhorseboy>got to love the thru halts .. makes it easier to stuff more traffic through them :p
09:56<@peter1138>they're not so ugly in ttrs3 either
09:58<dragonhorseboy>hm just a dumb question re seeing one blog post on the openttdcoop current openttd can run custom industries now?
10:00<Gonozal_VIII>yes but you don't want current openttd, 0.1.0 works too, why upgrade
10:00<fjb>Yes, it is the nightly builds and in 0.6-beta.
10:01<dragonhorseboy>fjb...I was always wondering when that day would finally come at all heh
10:01<dragonhorseboy>so I guess the next question possible still left would be when will full pbs be back? :p
10:01<fjb>That day was last autumn...
10:01<fjb>Full pbs is back with a patch.
10:01<dragonhorseboy>fjb..heh..well you get the point tho...I never played openttd much offline because the basic industries just got a bit boring at times
10:03<dragonhorseboy>new industries + pbs = my favorite style of network in ttdp and now seem openttd could do it too finally *rolls eyes*
10:03<fjb>dihedral usually runs his servers with custom industries.
10:04<dragonhorseboy>dihedral? is that a listed server? *goes look*
10:04<fjb>The OpenTTD project started after TTDP. And the whole game had to be implemented. That takes time.
10:05<fjb>dragonhorseboy: Yes, look for fairplay and dihedral in the list.
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10:10<dragonhorseboy>hmm all three fairplay servers are listed as no grfs but I did notice peter has a server with pikka's industry grf
10:10<dragonhorseboy>looking at site above now
10:11<simo>what's the idea behind those fair play servers
10:11<@peter1138>Yeah, mine is patched with pbs
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10:13<dragonhorseboy>I've always kinda liked pbs especially for I frequently have double mainlines ending into a stubend 2-platform station
10:13<fjb>Single track lines are working for the first time as expected with the new PBS.
10:13<dragonhorseboy>(no need to have any fancy signals..just a dumb X junction
10:14<Eddi|zuHause3>single track lines and twoway stations are THE advantages of PBS
10:14<@peter1138>tidier junctions...
10:14<hylje>dragonhorseboy: terminal
10:15<hylje>peter1138: tidier switching
10:15<dragonhorseboy>eddi...well for me..train1 on downlineenters platform1 while train2 exits platform2 to upline at same times
10:15<@peter1138>points :o
10:15<fjb>In my actual game I'm in 1953 and still having single track lines only.
10:15<dragonhorseboy>admittly I do still use advanced station junctions sometimes when I need 3+ platforms to two lines
10:16<dragonhorseboy>hmm damn I forgot what they called the kind of junctions I used now....
10:16-!-TinoM [] has quit [Ping timeout: 480 seconds]
10:16<dragonhorseboy>is there a list of common junctions somewhere?
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10:25<dragonhorseboy>*pokes silly irc*
10:26*hylje makes dragonhorseboy silly
10:27*dragonhorseboy pokes hylje for no reason
10:27*hylje counterattacks with double power
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10:28<dragonhorseboy>so anyway...
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10:28<dragonhorseboy>I'm not sure if its just not common or why is there no screenshot for hmm...ugh how do I explain it...
10:29<Eddi|zuHause3>my junctions did not change much with PBS
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10:30<fjb>dragonhorseboy: Make a screenshot.
10:31<@peter1138>Eddi|zuHause3, that... looks strange
10:31<Eddi|zuHause3>due to PBS, i need only 4 instead of 6 platforms for the mainline tracks
10:31<@peter1138>You have pre-signal exit PBS signals...?
10:31<@peter1138>How did you manage that...
10:32<Eddi|zuHause3>this is pre-PBS
10:32<@peter1138>Oh :p
10:32<hylje>contary to how it looks
10:33<hylje>Eddi|zuHause3! show the after pic too!
10:33<Eddi|zuHause3>yes, my line is not that fast ;)
10:35<Eddi|zuHause3>like i said, track didn't change much
10:36<@peter1138> < my boring shot
10:36<@peter1138>I would've done it like that without pbs though ;)
10:36<hylje>peter1138: GRIM and DARK
10:36<@peter1138>Isn't it!
10:36<hylje>not to mention brown
10:37<hylje>you're well into making ottd fit for the modern gaming
10:37<@peter1138> < heh, yellow ;o
10:39<@peter1138>Whoops, Sacro is now down to 14 trains
10:40<Eddi|zuHause3>,%201.%20Jul%201981.png <- i have more PBS stations
10:40<dragonhorseboy>took a while but here's my best quick ascii attempt for now:
10:40<dragonhorseboy>*looks at above link*
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10:42<dragonhorseboy>heh peter interesting one you have
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10:43<dragonhorseboy>peter1138 just asking but you have any site for your ukrs+yapp server or just the openttd server page?
10:43<Eddi|zuHause3>,%201.%20Jul%201981#1.png <- and the one that never worked correctly with presignals
10:45<Eddi|zuHause3>,%2023.%20Jan%201952.png <- i can't rebuild that one because of the waypoints
10:48<dragonhorseboy>dumb question - is there still a irc log of these tycoonz/openttd channels somewhere?
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10:50<dragonhorseboy>ah ty
10:51<dragonhorseboy>anyone in here build individual lines/networks too? or is everyone else just like into single mass network all the times?
10:51<@peter1138>no site
10:52<dragonhorseboy>thanks anyhow peter1138 is it like a 24/7 server anyhow?
10:52<@peter1138>I suppose it is 'like' a 24/7 server...
10:52<dragonhorseboy>heh hmm well maybe another day I'll have to try it ;)
10:52<@peter1138>Eddi|zuHause3, waypoints stop you rebuiling?
10:53<Eddi|zuHause3>at least the version i have does not reserve beyond waypoints
10:53<@peter1138>oh... yeah, tyhat
10:53<@peter1138>do they need to be there?
10:54<@peter1138>you could put them further out with normal signals before
10:54<Eddi|zuHause3>yeah, to sort the trains on the correct platform
10:54<@peter1138>or a pbs signal directly after
10:54<@peter1138>nasty though
10:54<@peter1138>i'm guessing that'll be fixed for the next version
10:54<Eddi|zuHause3>well, yes, but that needs bigger rebuild than just signal replacement
10:55<dragonhorseboy>this is one of the reason I do individual lines frequently...little cross-traffics ^_^
10:55<dragonhorseboy>to our own ways I guess
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10:58<Eddi|zuHause3>individual lines are boring...
10:59<dragonhorseboy>eddi...bah they're not :p
11:02<dragonhorseboy>fjb you still there?
11:03<dragonhorseboy>just curious if you saw the ascii pastebin I tried draw before?
11:04<fjb>Yes, I saw it.
11:04<dragonhorseboy>heh ok just had to check ^_^
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11:06<fjb>Kind of work around missing PBS.
11:06<Eddi|zuHause3>for terminal stations, i think it's not worth it...
11:06<dragonhorseboy>well when its only 2 or 1 platform I just let pbs take its work since a bit lazy :p
11:07<Eddi|zuHause3>they work sufficiently well with normal signals
11:07<dragonhorseboy>eddi...not really
11:07<fjb>Eddi|zuHause3: Depends on the size of the terminal station...
11:07<Eddi|zuHause3>plus, most of the time the PBS paths are blocked anyway
11:07<dragonhorseboy>if one train tries enter a diagonal length while another one exits..they'll face each others... hence why need presignalling there
11:07<Eddi|zuHause3>i mean if it's just one double track line reaching there
11:08<Eddi|zuHause3>presignalling, sure, but not PBS
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11:08<Eddi|zuHause3>the gain in efficiency is marginal
11:09<dragonhorseboy>yeah? eddi..well if I didn't have pbs a lot of trains would be standing at red just because the simple crossover junction is blocked only on one side
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11:09<yorick>I don't mind it at all, Gonozal_VIII :)
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11:10<Eddi|zuHause3>yes, but at most every second entering/exiting will not block the full crossing
11:11<dragonhorseboy>eddi...exactly and thats where pbs is nice so one train entering straight can still let other train exit straight in the same block
11:12<dragonhorseboy>reminds me I dunno why many people still try add depots right next to station junctions .. not the best place all the times heh
11:12<dragonhorseboy>always see a jam where one train tries leave depot and finds all platforms full = gridlock
11:12<Eddi|zuHause3>i don't use depots for servicing
11:13<simo>do you play on the public servere?
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11:13<Eddi|zuHause3>dragonhorseboy: depots behave as presignal now
11:13<dragonhorseboy>me I usually just place the depot somewhere in middle of the line
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11:13<dragonhorseboy>(works better that way depot for entire line rather than two endpoint depots)
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11:15<dragonhorseboy>hmm which of that reminds me
11:15<dragonhorseboy>any of you use that station layout where the platform is located sandwiched between both mainlines?
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11:16<Eddi|zuHause3>what do you mean?
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11:23<dragonhorseboy>one moment.. ascii coming up again ^_^
11:24<hylje>Eddi|zuHause3: 2 rails, station is two platformed rails in the middle, one rail extra on each end
11:27<dragonhorseboy>on a footnote I remember that the latter stations were often only 2-3 tiles long because well duh most of the times the only thing that stopped was a single railcar + mail car with occassional coach or two
11:28<dragonhorseboy>but yeah when it became like eg diesellok+8 cars I do replace it with a nice real city station by then :">
11:30<dragonhorseboy>and just in case, I'll just say this: to our own ;)
11:32<dragonhorseboy> seem easy to just stuff the station between lines for light traffic - no need to do any bridges/tunnels to access both directions you know :)
11:32<hylje>you could, like, have the platfrms on the sides
11:35<dragonhorseboy>heh well thats another doubletrack are never next to each others most of the times :">
11:35<dragonhorseboy>thats the thing with building single line through heavier terrains then adding the second line 'wherever it can go' rather than trying to lay parallel to the original one especially if there's lot of diagonal mountains
11:36<dragonhorseboy>sometimes I even have one line crossing others ... don't look at me..just drive the trains already! *whistles*
11:36<dragonhorseboy>hm yeah I should mention I rarely use flat terrians at all myself...usually 'hilly'
11:41<dragonhorseboy>hylje just asking but what kind of terrain/water do you like most of the times?
11:41<hylje>or mountainous
11:41<dragonhorseboy>heh into boats/planes I presume?
11:41<hylje>no, just small confined markets
11:41<dragonhorseboy>ah ok
11:42<dragonhorseboy>me I just like all four modes (heh its fun with the russia planeset tho...flying large coal/whatever load, meh :p )
11:42<dragonhorseboy>usually hilly with little/moderate water myself btw
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11:43<hylje>in soviet russia cargo moves YOU!!
11:43<dragonhorseboy>hylje heh have you ever tried george's russia planeset yet?
11:44<hylje>i'm not too into newgrf
11:44*fjb doesn't what to know what people are moved by in Russia.
11:44<dragonhorseboy>hylje...ah ok
11:44<dragonhorseboy>fjb heh ^_^
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11:47<dragonhorseboy>hm brb (to ponder which station grfs to keep :p )
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12:06<dragonhorseboy>quiet isn't it?
12:07<yorick>it is
12:07<Gonozal_VIII>hi yorick
12:08*keyweed_ enjoys the silence
12:08<Gonozal_VIII>your patch is in
12:08<yorick>I know ^^
12:09<Gonozal_VIII>did you see the modifications i made?
12:09<yorick><yorick> I don't mind it at all, Gonozal_VIII :)
12:09<yorick>at openttd.cpp
12:09<yorick>I'm not really familiar with that kind of things
12:10<@Belugas>anyone with a compiler who would test this humble patch, see iF does compile and has not missed any conversion?
12:10<@Belugas>wold be appreciated
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12:11<yorick>what does it do?
12:12<hylje>messes with bridges
12:13<Gonozal_VIII>does nothing...
12:13<yorick>it replaces Bridge with BridgeSpec
12:13<Gonozal_VIII>yes... just the name
12:13<yorick>are you really thinking it would not be compiling?
12:13<SmatZ>I compiled it for Belugas
12:13<SmatZ>it doesn't compile
12:14<Gonozal_VIII>why would it not compile? it's just a varname changed
12:14<yorick>I'm compiling
12:14<yorick>Gonozal_VIII: maybe preparations are made before
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12:17<Gonozal_VIII>newgrf.cpp line 1180
12:17<@Belugas>may have forgotten some... that is why
12:17<@Belugas>like that one :)
12:17<yorick>it isn't very hard to make a search&replace script...
12:18<Gonozal_VIII>i did a search for "Bridge "
12:18<Gonozal_VIII>case sensitive and with the space
12:18<@Belugas>yorick, sorry, but my envirronement at work (where i am right now) does not allow me to do any C/C++ stuff
12:18<@Belugas>at home, another story
12:18<@Belugas>but i'm not at home
12:19<Gonozal_VIII>windows search function^^
12:19<yorick>you're devving at work...
12:20<Gonozal_VIII>tunnelbridge_cmd.cpp line 1145
12:21<Gonozal_VIII>that should be all
12:22<@peter1138>dragonhorseboy, "to our own" <-- it's "to each our own"
12:24<@Belugas>i'm devving at work indeed, not the only one who does that, either ;) and windows does not give you line, as grep does :P
12:24<Gonozal_VIII>stupid sh crashing several times before it works
12:24<Gonozal_VIII>windows doesn't give the line directly but you can open the file and do ctrl+f ;-)
12:25*yorick has sh on windows ^^
12:25<yorick>comes with MSYS
12:25<Gonozal_VIII>well, me too
12:26<Gonozal_VIII>and it crashes and crashes and crashes
12:26<yorick>try rxvt or using msys.bat
12:27<dragonhorseboy>peter...heh ok ;)
12:27<Gonozal_VIII>no rule to make target bla/rev.cpp, needed by rev.d wtf?
12:28<Gonozal_VIII>ah, it's the vlc player
12:28<yorick>..... :D
12:28<Gonozal_VIII>sh doesn't work with vlc open
12:29<+glx>it does for me
12:29<yorick>it does @here
12:29<Gonozal_VIII>well, it doesn't here
12:29<+glx>what's the version of vlc?
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12:30<Gonozal_VIII>no idea?
12:32<dragonhorseboy>brb to start some lunch for myself
12:36<CIA-5>OpenTTD: belugas * r12111 /trunk/src/ (5 files in 2 dirs): -Codechange: Rename Bridge to BridgeSpec, out of consistensy with other Specs in used.
12:39<dragonhorseboy>back for a moment ;)
12:40<dragonhorseboy>just a slight silly question but I presume some of these simplier opengfx files probably could still work in win/ttdp as well? (like eg the chimera replacement and so)
12:41<DaleStan>If they use NFO they work. If they rely on tarchives, they don't.
12:43<dragonhorseboy>ok thanks dalestan ;)
12:44<dragonhorseboy>also I guess certain things like the newairport airports etc are out of luck yet too ^_^
12:45<hylje>hmm i managed to crash trains on depot
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12:51<+glx>STR_NULL is never drawn, STR_EMPTY is
12:52<Gonozal_VIII>how do you draw emptyness?
12:52<Forked>enclose it in something so everywhere there is something.. except there? ;\ .. sorry I'll go away again
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13:00<dragonhorseboy>hm damn so many opengfx grfs I like..... :p
13:00<dragonhorseboy>me like the new rv stations too heh
13:09<CIA-5>OpenTTD: glx * r12112 /branches/noai/src/ai/ai_squirrel.cpp: [NoAI] -Fix: prevent buffer overruns when creating full-length script-name
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13:16<dragonhorseboy>me going for now so bye ;)
13:16<dragonhorseboy>and bye peter ^_^
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13:19<CIA-5>OpenTTD: glx * r12113 /branches/noai/src/squirrel_std.cpp: [NoAI] -Fix: memory leak in require()
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13:36<@Bjarni>are you by any chance AlexFili or related to him?
13:36<+glx>don't think so :)
13:37<@Bjarni>maybe we should just let him answer the question himself ;)
13:38<@Belugas>i don't think so either :)
13:38<@Belugas>and hello Bjarni
13:39<Sacro>argh a Bjarni
13:40<alexboom>no i'm not alexfili
13:40<alexboom>who is he?
13:40<@Bjarni>somebody you wouldn't want to be :P
13:41<@Bjarni>he is the guy who installed SDL and couldn't get it to work and after two hours he started wondering if it mattered that he skipped the .h files because he didn't know where to put them
13:42<Forked>learning through ones mistakes
13:42<@Bjarni>Forked: well... the problem is that he made nothing but mistakes like that for ages
13:42<@Bjarni>and he wanted us to answer why it didn't work
13:43<alexboom>hey that's fun because i have a noob question
13:43<@Bjarni>and we ended up telling him that he might not be the best guy to try to make a tricky port of OpenTTD
13:43<+glx>and he wanted to port openttd for DS without any knowledge in coding :)
13:43<alexboom>he may be young and impetuous
13:44<Forked>at least I know I don't do coding.. I can compile though
13:44<@Bjarni>and very little understanding of resource usage so the limited amount of RAM wasn't present in his world
13:44<alexboom>i saw a 14 years old kid one day who wanted... to develop a new OS, because he was enough of windows!
13:44<@Bjarni>fair enough
13:44<@Bjarni>the motivation were certainly present
13:45*Forked impatiently waits for an email
13:45<@Bjarni>from a broken mail system?
13:45<alexboom>so my ultimate noob question is: which newgrf is Amacheer using for this nice looking station?
13:45<alexboom>Ameecher, sorry
13:45<Maedhros>alexboom: newstations.grf
13:46<Forked>I ..forked out (he he) 43 pounds (including shipping) for a preorder of X3: reunion special edition for linux... and hoping they put me in the beta so I can start playing it now :o
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13:46<alexboom>thanks Maedhros
13:46<@Bjarni><alexboom> hey that's fun because i have a noob question <-- you were right... I give you that ;)
13:47<alexboom>meeeh :p
13:47<@Bjarni>well identifying grf files based on screenshots can be tricky
13:47<alexboom>i've been looking for this stations for ages, trying many newgrf, except the one with that obvious name
13:47<@Bjarni>and can trick all of us once in a while :s
13:49<alexboom>whoa it looks lovely
13:50<@peter1138>Especially Ameecher's secret stations...
13:54<Forked>probably the lock ness station .. only talked aobut and seen in screenshots.. but no sign of the actual grf..
13:54<Forked>I have no sense of humour and I apologize.
13:55<alexboom>no it's cool, i like humour :)
13:55*Maedhros coded a fair amount of the grf, but the rest is secret even from him ;)
13:56<Maedhros>unless Ameecher's managed to get hold of a different set of secret stations, anyway
13:58<@peter1138>The passenger one with end-ramps
13:58<alexboom>ok i'm leaving, thanks for your help bye
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13:58<yorick>when did tile.h split up?
13:58-!-Dark_Link^ [] has joined #openttd
13:59<@Bjarni>check the log
13:59<@Bjarni>it can tell you everything
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14:00<yorick>@openttd youngest
14:00<@DorpsGek>yorick: latest: r12113
14:00<yorick>@calc 12113*3
14:00<@DorpsGek>yorick: 36339
14:00<yorick>yes, that many lines are in the logs ;)
14:00<yorick>at least
14:01<Maedhros>true, but svn log tile_func.h will be much shorter...
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14:03<yorick>r1117, thanks
14:03<yorick>@openttd commit r1117
14:03<@DorpsGek>yorick: Invalid arguments for _commit.
14:03<yorick>@openttd commit 1117
14:03<@DorpsGek>yorick: Commit by tron :: r1117 /trunk (53 files) (2004-12-15 22:18:54 UTC)
14:03<@DorpsGek>yorick: Move map arrays and some related macros into their own files map.c and map.h
14:03<yorick>loong time ago ;)
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14:07*Sacro is going to italy D:
14:07<ChrisCF>having some difficulty loading a scenario - file version is too old
14:07<@peter1138>Sacro, why?
14:07<Sacro>peter1138: a holiday
14:07<ChrisCF>(savegame was re-saved later, scenario was not)
14:07<@peter1138>Too old?
14:07<ChrisCF>where is the savegame revision in the file?
14:08<Wolf01>Sacro, where do you want to go?
14:08<+glx>in first 8 bytes
14:08<@peter1138>Should still be loadable...
14:08-!-Frostregen [] has quit [Ping timeout: 480 seconds]
14:08<Sacro>Wolf01: doing Rome, Venice and Pisa
14:08<yorick>ChrisCF: its compressed using zlib
14:08<Wolf01>nice choose :)
14:08-!-Frostregen_ is now known as Frostregen
14:08<Wolf01>i suggest Turin too
14:08<Prof_Frink>:o ChrisCF!
14:09<Sacro>Wolf01: its a week long coach trip
14:09<Sacro>we don't get much say in the destiatoins
14:09<+glx><yorick> ChrisCF: its compressed using zlib <-- still version is in first 8 bytes
14:09<Sacro>but to be honest
14:09<ChrisCF>Prof_Frink: You ain't seen me, right? :)
14:09<Sacro>i'd rather do turin in a driving holiday
14:09<Sacro>with minis etc
14:09<@orudge>ChrisCF is alive :o
14:09<ChrisCF>first four are "OTTZ" (magic number I guess)
14:09<yorick>and the next?
14:10<ChrisCF>next is 0x00 0x4f 0x00 0x00
14:10<ChrisCF>so I guess that's rev 79
14:10<+glx>@calc 16 10 4f
14:10<@DorpsGek>glx: Error: invalid syntax (line 1)
14:10<SmatZ>@base 16 10 4f
14:10<@DorpsGek>SmatZ: 79
14:10<yorick>79 should be loadable
14:11<ChrisCF>third-party patches and all that ...
14:11<@peter1138>should be unless it's ... yeah, that
14:11<yorick>only way is to update that patch
14:11<ChrisCF>not looking to play just yet - just need to open it
14:12<yorick>or see its source and make a few CONDNULL
14:12<ChrisCF>rev number at least tells me how many times I need to re-save it :)
14:12<yorick>what patch was it saved with?
14:12<ChrisCF>ChrisIN - thankfully he's got a compatibility list (*somewhere* ...)
14:13<yorick>there is no way in getting it back to trunk
14:13<ChrisCF>19:07 < ChrisCF> not looking to play just yet - just need to open it
14:13<Wolf01>nice to know that compile farm failed today :)
14:13<yorick>Savegame Compatibility History (the second build is the last version loading savegames from the first build):
14:13<yorick>r10341- up to r10351-ChrisIN; r10351- up to r10488-ChrisIN; r10488- up to r10580-ChrisIN; r10507- up to r10780-ChrisIN; r10580- up to r10982-ChrisIN;
14:13<yorick>r10604- up to r11060-ChrisIN; r10931- up to r11174-ChrisIN; r11174- up to r11192-ChrisIN.
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14:14<ChrisCF>digging through his changelog now ...
14:14<yorick>what error?
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14:16<@Belugas>i know...
14:17<yorick>your patch broke a few things
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14:17<yorick>/compile_farm/openttd/nightly/compile_dir/src/tunnelbridge_cmd.cpp: In function 'void GetTileDesc_TunnelBridge(TileIndex, TileDesc*)':
14:17<yorick>/compile_farm/openttd/nightly/compile_dir/src/tunnelbridge_cmd.cpp:1145: error: expected initializer before '*' token
14:17<yorick>/compile_farm/openttd/nightly/compile_dir/src/tunnelbridge_cmd.cpp:1146: error: 'brspc' was not declared in this scope
14:17<Maedhros>yorick: it's already fixed
14:18<@Belugas>it is, by the way, not hard to fix :P
14:18-!-pm|away is now known as planetmaker
14:27<CIA-5>OpenTTD: peter1138 * r12114 /trunk/src/tunnelbridge_cmd.cpp: -Fix (r12111): missed one Bridge -> BridgeSpec
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14:29<@peter1138>Slow :o
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14:30<hylje>Sogard: clones necessary?
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14:34<SmatZ>lol, Sogard again
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15:03<Dentist>Hi all, i'm having problems setting up my server under debian. Its loading the game fine, and reading the config correctly, but it is ignoring the patches setting. The server is using 0.6.3-beta3
15:03<Dentist>any ideas?
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15:04<Maedhros>Dentist: are you sure it's reading the *right* config?
15:04<Dentist>yes, it is setting things such as the server name fine
15:05-!-ChrisCF [] has left #openttd ['night all]
15:05<Maedhros>hmm. which patch settings is it ignoring, and is this a new game or a saved game / scenario?
15:06<Dentist>its a scenario, and its ignoring things such as realistic train acceleration. are the patch settings hardcoded into the scenario?
15:06<Maedhros>yeah, they are
15:06<Dentist>okay, thanks, that explains it
15:06<Maedhros>well, not hardcoded, but they're loaded with the savegame
15:06<Maedhros>you should be able to change them with the console though
15:07<Dentist>yeah thats what I meant by hardcoded
15:07<Dentist>but the console ignores the patch settings, however, i'm going to edit them in the scenario editor, might that help?
15:08<Maedhros>that'll work, yes
15:08<Maedhros>but using `patch <name> <value>` after the game has loaded should work too
15:08<Dentist>its not a problem to download the scen from my server and then change said patches and reupload
15:08<Dentist>oh you have to prefix it with patch, ok thanks
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15:24<yorick>openttd using 40% after building 74 ships and ordering them using YAPF to go to the other side of the maps :)
15:24<dih>diagonal, from bottem left to upper righte, and vice versa? or just straight up
15:25<dragonhorseboy>yorick... 40% ?
15:25<yorick>using a normal generated map, 512x512
15:26<dih>yes - but striaght or diagnoally going ships
15:26<yorick>dragonhorseboy: on a 1.6 ghz ;)
15:26<dih>you know that openttd can only use one core :-)
15:27<dragonhorseboy>yorick...heh thats strange..needing a lot more than 100mhz just to send ships ^_^
15:27<Sacro>dih: openttd & ; openttd
15:27<Sacro>there, using 2 cores
15:27<yorick>means I've successfully updated the regional yapf pathfinder patch...
15:27<dih>who sais that the second instance will deff get assigned to the second core?
15:28<Sacro>dih: hmm...
15:29<Sacro>its an err...
15:29<Sacro>25% chance i think
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15:32<nappe1>good evening...
15:32<dragonhorseboy>hey nappel
15:32<nappe1>anyone seen Gonozal_VII lately?
15:33<dragonhorseboy>nappel..I did late morning but then that would be at least 4-5 hours ago ^_^
15:33<dragonhorseboy>just came on a few minutes ago now
15:33<Roujin>define "lately"
15:33<yorick>@seen Gonozal_VIII
15:33<@DorpsGek>yorick: Gonozal_VIII was last seen in #openttd 2 hours, 18 minutes, and 33 seconds ago: <Gonozal_VIII> night
15:33<nappe1>Sacro, do I recal wrong, or was it you, who started day length patch?
15:34<Sacro>nappe1: nope, it was me
15:34<Roujin>he might be sleeping now since he got up 19:30 hours ago iirc
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15:34<nappe1>ah... I thought that there's a bot to tell these things, but didn't know the syntax. :) thanks for that.
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15:35<nappe1>Sacro: I am about make one of the most wanted optional features to it.. income downscaling lineary to time multiplier.
15:35<Sacro>heh, sweet
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15:36<nappe1>oookay... head revision with latest dl patch compiles without errors, time to make some changes...
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15:46<yorick>I have to go now
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15:52<Dentist>is there a feature in 0.6.0b3 to oneclick signal a whole line?
15:58<Roujin>In tests, 0x09 out of 0x0A l33t h4x0rz prefer it :) <-- heh that's a nice one
15:59<Roujin>argh, what's the invalid string called?
16:00<Roujin>not STR_INVALID?
16:01<CIA-5>OpenTTD: glx * r12116 /trunk/ (3 files in 2 dirs): -Fix (r12083): little typos in source.list
16:04<Roujin>ah what the heck, then i'm doing it properly instead :P
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16:21<ln-_>okay.... 4x02 revealed some new things, mostly questions, and increased the wtf-level by 30 per cent.
16:22<Brianetta>Learn about Tcl (:
16:30<dragonhorseboy>dalestan you there?
16:30<DaleStan>No. :p
16:30<dragonhorseboy>either way if grfcodec is saying it can't find a *.nfo then that means the grf in question is one of these latter you mentioned before and I possible couldn't convert it without some work
16:32<@Belugas>got to go home now
16:32<@Belugas>see you
16:32<DaleStan>It means that the nfo isn't in ./sprites. You can tell grfcodec what directory to look in for the nfo after you specify the name of the GRF you're creating.
16:32<dragonhorseboy>bye belugas
16:33<dragonhorseboy>dalestan... the grf is in same place as grfcodec.exe itself (and grfcodec already knows where the sprites folder is...I already converted some other grfs before so I know its working fine)
16:33<dragonhorseboy>the grf in question is if you had to ask ^_^
16:34<DaleStan>The location of the GRF doesn't matter when you're encoding.
16:34<dragonhorseboy>oh hm ok
16:38<dragonhorseboy>hm has to be something with these gfx grfs .. two of them are complaining about nfo's
16:38<DaleStan>Did you decode before you tried to encode?
16:40<dragonhorseboy>hm heh sorry thats a new one to I see both pcx and nfo files for it
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16:46<dragonhorseboy>hm think I'll just have to try it another day..still not quite going right
16:55<dragonhorseboy>thanks still dalestan
17:01<dragonhorseboy>bye wolf01
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17:01<nappe1>I have had too much time obiously, as I have studied the whole economy (cargo rates and how the cargo pakcet system works) from source code... Maybe next thing would be try to make my own economy...
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17:02<dragonhorseboy>nappel hehe does your own economy have a cargo class named "workers" that goes from city to most industries? :p
17:02<dragonhorseboy>I always wondered about that sometimes
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17:04<nappe1>dragonhorseboy: no, but I do have some "groovy" ideas. :)
17:05<nappe1>but before that I need to get this day lenght modification to work. :)
17:07<dragonhorseboy>nappel ah heh good luck ;)
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17:12<dragonhorseboy>nappel the problem is that if you try extend the day length .. the vehicles still run same alak "more profits in slower day than otherwise a normal day" issue
17:12<dragonhorseboy>is that what it was right?
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17:13<nappe1>well, if my patch works, cargo-rates are cut in half on 2x :)
17:14<dragonhorseboy>yeah I can see where you're going now :)
17:14<nappe1>looking good so far... (running test right now...)
17:14<Eddi|zuHause3><ln-_> okay.... 4x02 revealed some new things, mostly questions, and increased the wtf-level by 30 per cent. <- you are pretty damn late...
17:15<Eddi|zuHause3>and there are only ever more questions
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17:15<Eddi|zuHause3>every question met with another question, never an answer .... err... wrong show ;)
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17:16<dragonhorseboy>eddi heh
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17:17<Eddi|zuHause3>i could look up the exact quote, but i am too lazy...
17:18<Eddi|zuHause3>and elrail.cpp is a big myth, too...
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17:19<Eddi|zuHause3>i figure that i need the wire bits to define the PCP, but the trackbits for the PPP, but the code determining these is totally mixed
17:19<nappe1>it works... Next I need to look at the Cargo Payment Rates Graph, as it does not auto scale with the graphs automatically...
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17:23<Eddi|zuHause3>oh boy, elrail.cpp is a big mess...
17:23<Eddi|zuHause3>what exactly did go through Celestars head back then?
17:25*Maedhros is fairly sure elrail.cpp is not a myth :-P
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17:40<dragonhorseboy>hey fjb ;)
17:41<Eddi|zuHause3> <- i consider this finished now, unless there are any objections
17:42<Prof_Frink>FS#1761 — Eddi|zuHause3's pr0n stash
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17:43<ln-_>Eddi|zuHause3: they sort of promised some answers by the end of the series in the interviews of season 2 extras.
17:45<Eddi|zuHause3>ln-_: yeah, it's a heroes quote ;)
17:47<Eddi|zuHause3>ln-_: and the "promise" should not be read as "we give answers at the end of the series", but rather "if we give any answers, the series ends"
17:50<ln-_>also they told what the final answer will not be. now there is only infinity minus one alternatives left.
17:50<Maedhros>good night
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18:05<NukeBuster>how do I suppress commands being printed on the shell in linux? Something with @echo
18:06<SpComb>suppress them being printed where from where?
18:06<Prof_Frink>send them to /dev/null
18:06<SpComb>.sh scripts don't, by default, write themselves out to stdout
18:06<NukeBuster>from a shell script
18:07-!-Osai is now known as Osai^zZz
18:07<NukeBuster>or makefile rather
18:07<SpComb>if you want the output from a command to go nowhere, > /dev/null
18:07<NukeBuster>ok thank you.
18:07<Prof_Frink>if you want the errors to follow, 2>&1
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18:20<dragonhorseboy>afk for supper
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18:21<Roujin>why is every bit in the map array already in use for road tiles? meh
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18:24<Roujin>i guess i could steal a bit from the owner of the third road type... :P
18:25<Eddi|zuHause3>i think somebody already has plans for that ;)
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18:26<Roujin>for the third road type?
18:27<Roujin>what could that be?
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18:27<Eddi|zuHause3>i think it was reserved for highway support
18:27<Roujin>don't think so..
18:28<Roujin>it would be a third type like tram is the second type
18:28<Roujin>meaning a tile can have any combination of the three types on it
18:28<Eddi|zuHause3>m6 appears to have some free bits
18:28<Roujin>nah, they are used globally
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18:29<Eddi|zuHause3>so? onramp tiles and stuff
18:29<Eddi|zuHause3>no, not all of them
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18:29<Roujin>0,1 = tropic zones, 6,7 = bridge above stuff
18:29<Eddi|zuHause3>6&7 are for bridges above, and 1&2 are for tropic climate only
18:29<Eddi|zuHause3>means 2..5 are for free use
18:29<Roujin>yeah and inbetween is reserved for third road type layout ;)
18:30<Roujin>NW SW SE NE bit makes 4 bits ;)
18:30<Eddi|zuHause3>where does it say that?
18:30<Eddi|zuHause3>ah, there
18:30<Eddi|zuHause3>hard to spot ;)
18:30<Eddi|zuHause3>gee... thanks :p
18:30<Roujin>well i could steal the highest bit from m1...
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18:32<Roujin>probably messy...
18:33<Eddi|zuHause3>what exactly are you trying to do?
18:34<Roujin>exploring if it would be possible to make something like traffic lights
18:35<Roujin>but somehow there's a little lack of unused bits for road tiles oO
18:35<dragonhorseboy>traffic lights? who the hell need any animated ones? the ai'll probably keep running red lights :p
18:36*dragonhorseboy hehes
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18:39<Roujin>hmm if that third type was indeed planned for a kind of highway, they should have just used one bit to switch normal road to highway
18:39<Slayerofrage>lol @ ai running red lights
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18:40<dragonhorseboy>slayerofrage well the only things ai rvs are programmed to stop for is by another vehicle blocking the road or its in a depot anyhow ;)
18:40<dragonhorseboy>so yeah active traffic lights they might ignore
18:40*dragonhorseboy hehs
18:43<nappe1>something very weird happens on Cargo payment rates graph...
18:44<Slayerofrage>lol yeah dragonhorseboy, it would be a lot of work, to make the ai use traffic lights, and to not much benifet unless there is a lot of traffic
18:45<nappe1>it is using same method to return array with the values as the real deliveries, yet draw graph scales the y-axis as tit would not be. (aka. same scale, without depeding time factor, which makes the values sunk down as unreadable mess)
18:45<dragonhorseboy>slayerofrage yeah...but imagine your traffic went N-S through intersection while AI's went E-W through the same one ... you'll get a lot of emergency brake stomping because your light was green but the ai right there is just blatting by :p
18:45<nappe1>tit == it ;)
18:45<dragonhorseboy>nappel...ah heh ^_^
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18:48<Eddi|zuHause3>Roujin: highway needs more than just a flag wether it is normal road or highway
18:49<Slayerofrage>true dragonhorseboy, the road system needs an overhaul anyway, though with dtrs, and one way roads more intresting possibilities
18:49<Eddi|zuHause3>like i said already, proper onramps, for example
18:49<Slayerofrage>drive through road stops
18:50<dragonhorseboy>I just call them thru halts myself ^_^
18:50<dragonhorseboy>they ARE!
18:50<Eddi|zuHause3>yeah, that common of an abbreviation... everybody should know it...
18:50<dragonhorseboy>go in.... go out - no turnarounds needed
18:50<Eddi|zuHause3>that was ironic
18:50<dragonhorseboy>and these ones with the parking spots? just plain halts to me :p
18:51<dragonhorseboy>halt vs thru halts hehehe
18:51*dragonhorseboy chuckles
18:51<Slayerofrage>id call the the ones with bays a logistical nightmare (or a stop sign) with anything more than a few buses routed to them
18:51<dragonhorseboy>'s something different for you....
18:51<dragonhorseboy>"roads? where we're go we don't need roads"
18:52<dragonhorseboy>(bonus if you knew the movie)
18:53<Slayerofrage>dont know the movie have heard the quot
18:54<dragonhorseboy>slayerofrage.... two hints: movie was first set in 1985 -and- one actor was michael j. fox
18:55<Slayerofrage>Back to the future
18:55<Slayerofrage>Do know the quote now lol
18:55<dragonhorseboy>that was the quote for when doc came back to pick up marty and then decided that jennifier should come too as "this concerns her too" (hmm or was that the exact quote? I forgot)
18:56<dragonhorseboy>because seem he had came back from future and was taking both of them with him to october 2015 ... I don't recall what the day was
18:56*Slayerofrage thinks dargonhorseboy has watched that movie far to many times
18:56<dragonhorseboy>what? *whacks you*
18:56<dragonhorseboy>it was a good movie allright? :p
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18:56<dragonhorseboy><has the 3 tapes and book .. on top of a few years old triology 3-dvd set box too
18:57<dragonhorseboy>I use the dvds mainly for the outtakes/etc tho
18:58<fryfrog>i'm trying to understand pre-signal :/
18:58<fryfrog>i read and read and read, and play around...
18:58<Slayerofrage>ahh the delight of working out presignals lol
18:58<fryfrog>but, they are still defeating me :/
18:58<fryfrog>what i'd really like to find is a save game (or picture) of some... newb train layouts to help me understand :)
18:58<dragonhorseboy>slayerofrage just asking but you recall the scene of the alternative 1985 where biff had marty cornered on the rooftop?
18:59<dragonhorseboy>that one quite scared me the first few times I watched that
18:59<fryfrog>1.21 jiggawatts?
18:59<dragonhorseboy>fryfrog....just asking but you able to post a screenshot of the junction in question that you're trying to presignal? I probably could help
19:00<Slayerofrage>Dragonhorseboy: i cant recall that scene lol, i only watch it when it comes on the tv (when i rarely watch tv) lol
19:00<fryfrog>it is less trying to pre-siginal a specific junktion and more trying to figure out how they work so i can make good pre-signals everywhere
19:00<dragonhorseboy>slayerofrage oh blah :p
19:00<dragonhorseboy>fryfrog...hmmm can't help then sorry ^_^
19:00<fryfrog>ok :)
19:01<Slayerofrage>isnt there a guide on the wiki?
19:01<fryfrog>i've read it, and a few others... i guess my brain is just not making the logical connection
19:01<fryfrog>i mean, i *sort* of understand them
19:01<Slayerofrage>i also remember openttd coop had a good guide for pre signals
19:01<fryfrog>and i can create a *sort* of complex network that works... but then, occasionally the trains will get stuck and i'll be like "humm, wtf"
19:02<Slayerofrage>co-operative they play coop games
19:02<fryfrog>google returns an irc channel?
19:02<fryfrog>ah, and they have a wiki! :)
19:02<fryfrog>TRHANKS ;)
19:02<fryfrog>erm, capslokc :)
19:02<fryfrog>and spelling :/
19:02<Slayerofrage>lol np
19:03<Slayerofrage>you know reading peoples problems with presignals on the forums, i wonder how anyone is ever gonna learn pbs if they get it working lol
19:03<Slayerofrage>still i want pbs lol
19:03<fryfrog>what does "at least LL___RR or higher" mean?
19:04<fryfrog>i stumbled on a page about pbs, it sounded like it'd make things easier with it's "debug" mode showing how a train will path
19:04<Eddi|zuHause3>fryfrog: two rails on "left" side, space inbetween, two rails on "right" side
19:04<fryfrog>ah, so that would be 2 one ways in each direction?
19:05<fryfrog>i liked ttd cause it was like my very own massive play train set :)
19:05<Andel>but remember to signal them correctly
19:05<Eddi|zuHause3>don't listen to the coopers too closely, they are building huge ass unrealistic networks
19:05<Andel>locomotion is better though
19:05<Eddi|zuHause3>fine tuned for mega high throughput
19:05<Slayerofrage>fryfrog: <- presignal guide
19:06<fryfrog>can coop games share the same rail network?
19:06<nappe1>there's something _very_ fishy going on at DrawGraph()... It even shows correct max values if I print them to console, but the y-axis scale is still doubled. So, it's quite lot of console printing to hunt down, where it doubles y-axis line labels...
19:06<Eddi|zuHause3>several players can join the same company
19:06<Eddi|zuHause3>but you cannot share rails between companies
19:07<Eddi|zuHause3> <- station where presignals work quite well
19:08<Eddi|zuHause3> <- station where presignals don't work
19:08<dragonhorseboy> know whats funny?
19:08<fryfrog>what sort of station is that? it looks different?
19:08<dragonhorseboy>I used to play a short co-op game with someone for several game years some time ago? it was some kind of mini-in version that somehow everyone suddenly abandoned -_-
19:09<dragonhorseboy>you should had seen the way red trains were loading at white stations etc :p
19:09<Eddi|zuHause3>fryfrog: the passenger stations are from the newstations grf, the others from several industrial stations grf
19:09<dragonhorseboy>its true tho
19:10<Eddi|zuHause3>miniin had the subsidiaries patch included, yes
19:10<Eddi|zuHause3>but it has become unmaintainable
19:10<Slayerofrage>the miniin was err intresting
19:10<Eddi|zuHause3>but it was decided that this patch should not come into trunk
19:11<dragonhorseboy> come? it was rather working quite well with 4 players....but I do kinda recall there was just one problem tho...
19:11<dragonhorseboy>silly diagonal road crossings didn't build themself right (when it was the town doing it)....
19:11<Eddi|zuHause3>and lots of desyncs were reported
19:11<dragonhorseboy>often the new tiles end up 90 degree from the adjacent road tile
19:11<@Belugas>that and many more
19:11<@Belugas>plus, it was one of the biggest patches ever
19:11<Slayerofrage>it was buggy when i played it
19:11<@Belugas>VERY intrusice
19:11<dragonhorseboy>desyncs? odd.... this was canada/us/australia/uk (literally..four different countries heh) with canada hosting
19:12<Eddi|zuHause3>why would countries matter?
19:12<dragonhorseboy>hm or maybe for some reason we got too lucky?
19:13<nappe1>Subsidiaries patch was pretty stable, many ofd the other patches in MiniIn weren't...
19:13<Eddi|zuHause3>the diagonal crossings were a neat experiment, but didn't work out too well
19:14<dragonhorseboy>eddi...yeah I kept seeing too many misaligned ones from towns -- like as if uhh yeah as if anyone could bother building S curved rails instead
19:14<nappe1>and for example Day Length was set up as client side patch, so each client could have their own time space continum, which caused these disconnections in it. (yes, some othjers do like Back to The Future ;) )
19:15*dragonhorseboy pokes nappel to get out of 2008 already :p
19:15<Slayerofrage>hmm back_to_the_futurew.grf lol
19:15<Eddi|zuHause3>i don't mean that, that could possibly have been fixed, but there was an issue with half-closed crossings when you had several parallel tracks
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19:16*nappe1 has serious troubles with Day Lenght patch already, without BTTF making changes in code in revisions committed to trunk several years ago... ;)
19:16<dragonhorseboy>slayerofrage lol
19:16<Eddi|zuHause3>and the PBS reservation was never really fixed
19:17<dragonhorseboy>nappel...ha....can I ask you something....insert random quotes that was only in BTTF into your committs and see who else has a laughter :p
19:17<dragonhorseboy>"great scott!" would be a good one for difficult messy lines
19:17<dragonhorseboy>or marty's "holy shit" for a line thats just not what it should be
19:18*dragonhorseboy chuckles
19:18<dragonhorseboy>and this could keep going in ;)
19:18<dragonhorseboy>oh yeah "what the hell is going on?" (biff watching delorean go from 1985 to 2015) too :)
19:18<nappe1>come on! how on earth this thing can even work?? :D
19:18<Eddi|zuHause3>dragonhorseboy: have you considered getting treatment?
19:19<dragonhorseboy>eddi....umm....get lost? ;)
19:19<Eddi|zuHause3>i have lost
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19:19<Slayerofrage>could be intresting to have ingame quotes lol!
19:20<Eddi|zuHause3>all episodes that aired yet
19:20<Slayerofrage>Though id prefer Get to ze chopper!! when you create a heliport now that would make me laugh
19:20<dragonhorseboy>slayerofrage :p
19:21<nappe1>I print out at console that says 208,182,156,130,104,78,52,26,0 and at the same time, on screen I have graph where values go 416,364,312,260,208,156,104,52,0 and those are printed in the very same part of the code, from exactly same arrays. :D
19:21<Slayerofrage>ahh eddi: i was wondering what you were on about (i have lost..) then figured it out with the episodes lol
19:21<dragonhorseboy>nappel heh
19:21<dragonhorseboy>nappel...that reminds me of something tho...
19:22<dragonhorseboy>james bond looking through finance papers and telling a young lady nearby that the figures are round
19:23<dragonhorseboy>as if 'figures' could be refering to both the lady and the papers altogether :p
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19:26<dragonhorseboy>hm either way just asking but anyone in here use ecs or nah?
19:27<Slayerofrage>esc.. sometimes i use it, sometimes i find it gets in the way of a good game
19:28<Slayerofrage>i find it can be a pain with some nightlys
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19:34<dragonhorseboy>slayerofrage I'll have to agree
19:34<Slayerofrage>i like the concept of ecs
19:35<Slayerofrage>but some of the vectors within it seem confused
19:35<Slayerofrage>Also for the smaller game, to many industry types, make it difficult to have any real network
19:36<dragonhorseboy>at least you can pick which ecs vector you'll rather like to have now can't you?
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19:36<fryfrog>stupid question... what does "split before join" mean?
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19:36<Slayerofrage>yeah i think you can have the different vectors is good
19:36<dragonhorseboy>brb anyhow
19:37<Slayerofrage>Though if im feeling really ready for a challenge a big map with them all can be fun
19:37<Slayerofrage>fryfrog: in a pbs concept?
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19:38<Slayerofrage>correction fryfrog: in a presignal concept lol
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19:38<fryfrog>i'm not sure, is "split before merge" related to pre-siginaling?
19:39<Eddi|zuHause3>no, it is related to general junction layout
19:39<Eddi|zuHause3>every "merge" (meaning two (one way) lines joining up) is a possible slowdown for the trains
19:40<Eddi|zuHause3>so you want to avoid unnecessary merges
19:40<fryfrog>so you split first hopefully to reduce the number of trains?
19:40<Eddi|zuHause3>yes, let only those trains go over the merge that have to
19:40<Slayerofrage>yeah as in you would have an offramp before an onramp is a good way of dscribing it
19:40<fryfrog>is it literally "do a split before the merge happens" or is it more like a mantra, try to split instead of merge?
19:41<fryfrog>i are gets it now: )
19:41<fryfrog>those openttdcoop guys are hardcore :)
19:41<Eddi|zuHause3>yes, they are ;)
19:41<Slayerofrage>well some of thier junctions are un-nescerrily big
19:41<Eddi|zuHause3>have you actually loaded one of their games?
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19:42<Slayerofrage>eddi: yeah some of thier saved-game networks are fascinating to watch
19:42<fryfrog>i should do that later
19:43<fryfrog>are there save games somewhere in the wiki?
19:43<Eddi|zuHause3>there's a game archive somewhere
19:43<Roujin>check publicserver archive
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19:44<Eddi|zuHause3>be sure to have a decent sized PC, and have NPF off ;)
19:44<fryfrog>ok :)
19:47<Eddi|zuHause3>if you like a challenge, spot the weak points in my presignalling ;),%2029.%20Dez%201955.png
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19:48<Eddi|zuHause3>(turn around in stations is activated)
19:49<fryfrog>sweet jesus
19:49<fryfrog>any reason you use semaphores instead of lights?
19:49<Eddi|zuHause3>cuteness ;)
19:49<Slayerofrage>its 1955 ;)
19:49<Eddi|zuHause3>it's an old shot
19:49<fryfrog>i wish you could rotate or zoom in sometimes
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19:50<Eddi|zuHause3>i use light (PBS) signals there now
19:50<fryfrog>you can change the year that semaphores are used
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19:50<fryfrog>i lowered it to like 1950, i just found reading the lights to be easier :)
19:50<fryfrog>green, red... easy :)
19:51<fryfrog>those are some long ass trains!
19:51<fryfrog>so what is the coal output on those sort of mines you are pulling from?
19:51<fryfrog>wait, i don't even see a coal mine
19:52<Sacro> <- free monitor cleaning
19:52<Eddi|zuHause3>i gather the coal from several coal mines
19:52<Eddi|zuHause3>with transfer order
19:52<fryfrog>ah, i see
19:52<Eddi|zuHause3>that is also realistic ;)
19:52<Slayerofrage>I always prefer through platforms for big stations, hate my freight trains slowing my passenger expresses
19:52<Slayerofrage>waypoints all the way
19:53<fryfrog>so how do you *start*?
19:53<fryfrog>do you build a small line for profit?
19:53<fryfrog>or just start out indending to go big?
19:53<Eddi|zuHause3>wait... i have pictures...
19:54<Slayerofrage>depends on what im doing fryfrog, sometimes small lines for profits is good, i avoid air networks till last though, otherwise its to easy
19:54<fryfrog>do you use the grf files from coop?
19:54<Eddi|zuHause3>,%204.%20Nov%201921.png <- did i upload that one?
19:54<fryfrog>or do you just have some of your own that you use?
19:54<Eddi|zuHause3>no, that is the DBSetXL
19:54<Slayerofrage>fryfrog: theres lots of good grfs in the forum!
19:55<Slayerofrage>which catenary you using eddi??
19:57<Slayerofrage>ahh thought so!! i like that one!
19:57<Slayerofrage>lol trams
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19:59<fryfrog>So a post suggests "NARS" (I assume North American Renewel Set) but I'm not sure how to *find* it :/
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19:59<Eddi|zuHause3>(these two pictures belong together)
20:00<Slayerofrage>Eddi: like the idea of a mountain line
20:00<Eddi|zuHause3>fryfrog: generally,
20:00<Slayerofrage>Always been tempted to do a Mont Blanc scenario
20:03<Eddi|zuHause3>now those same places a few years later
20:05<Slayerofrage>Intresting like the way your down and up are opposite to me!! My upline(s) are always left lol
20:05<Slayerofrage>Tis the being in the uk that does it
20:06<Eddi|zuHause3>driving on left scares me
20:06<Slayerofrage>I go to euroupe quite a bit, its weird when i come back to the uk and im back on the left
20:07<Slayerofrage>speaking of europe id love to see some finnish grfs and scenarios
20:07<Eddi|zuHause3>,%201.%20Jul%201981#1.png <- the station that did not work with presignals works perfectly with PBS
20:08<Eddi|zuHause3>yes, i like finished grfs also ;)
20:08<Eddi|zuHause3>hm, doesn't seem to like #
20:08<Eddi|zuHause3>what's the ascii representation of that?
20:12<Eddi|zuHause3>PS: you don't speak of "up" and "down" lines in germany
20:12<Slayerofrage>,%201.%20Jul%201981%231.png this the one??
20:13<Eddi|zuHause3>that's something for centralistic networks
20:13<Eddi|zuHause3>Slayerofrage: if you actually see the picture there, yes
20:13<Slayerofrage>or the uk where we cant run trains on time lol
20:13<Slayerofrage>i think the Uk renewal set should simulate leaves on the track, and give the train a penalty lol
20:13<Eddi|zuHause3>rail development in germany was not very centralistic ;)
20:14<Eddi|zuHause3>"trains on time", you only have that in japan
20:14<Slayerofrage>Ive travelled the ICE, its pretty effiecent compared the Uk network
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20:15<Eddi|zuHause3>don't travel with ICEs on fridays or sundays ;)
20:16<Slayerofrage>I travelled from Geneva to Weener (Ostfriesland) then Weener to hamburg on Nye, and then Hamburg to Koln, on new years day without a hitch
20:17<Slayerofrage>Wheras the uk id have probably been two hours late for that distance each direction
20:18<Eddi|zuHause3>general rule: if you can't write ö, write oe!!
20:18<Eddi|zuHause3>no, really
20:18<Eddi|zuHause3>that's the only correct replacement
20:19<fryfrog>So given one of those coop style main lines (LL__RR), would the two LL have splits/merges to eachother to allow faster trains to pass slower enes?
20:19<Eddi|zuHause3>same with ä->ae and ü->ue
20:19<fryfrog>(well, the two RR too, i imagine)
20:19<Eddi|zuHause3>fryfrog: that won't work
20:19<nappe1>Something mystical goes on in the graph drawing but I am unable to find it... That seems to be Rubidium's code, so I might ask from him directly whenever I can reach him... for now, I'll release patch with note that Cargo Graphs are messed up.
20:20<fryfrog>so the L and the other L are mostly isolated? except at junctions?
20:20<Slayerofrage>nappe from the figures you posted earlier there seems to be a x2 multiplier hidden somewhere!
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20:22<nappe1>Slayerofrage: there is... or more likely it's actually bug causin overflow somewhere in the code that makes the variables to draw on screen...
20:22<Eddi|zuHause3>fryfrog: really, i suggest you watch one of the games "live"
20:22<nappe1>because the values are stored correctly to memory, but the drawing code somehow doubles them.
20:23<Slayerofrage>fryfrog: or download a saved game and reverse engineer the network to understand it
20:23<fryfrog>yeah, i guess that'd be the smart thing to do :)
20:24<Slayerofrage>Nappe: its weird that the drawing code would double them though
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20:29<nappe1>Slayerofrage: yeah, I know... but still, I debugged that values were stored right and when the part that gets the string was ran, it had doubled value.
20:29<nappe1>very weird.
20:30<nappe1>or then it's obious my own mistake in some flags, but which I can't just figure out...
20:30<nappe1>anyways, it's 3:30am here, so I am off to bed. more tomorrow. :D
20:30<Slayerofrage>lol laters
20:31<nappe1>nevertheless, the patch works as should be, but the graphs aren't really readable. ;)
20:31<nappe1>but, now some sleep...
20:31<nappe1>see ya guys
20:31*nappe1 is away
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20:49<Slayerofrage>lol wb
20:50<dragonhorseboy>ty :p
20:50<dragonhorseboy>so what you doing now?
20:50<Slayerofrage>at the minute playing carsts monster scenario
20:51<Slayerofrage>Got some nice distrubution centres going on
20:51<Slayerofrage>and playing with motorways and rvs lol
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20:54<Slayerofrage>Would be nice if trucks had a proper bay system though
20:54<dragonhorseboy>me just looking through grfs and so to download/convert for my final grf folder
20:54<Slayerofrage>I have that many grfs ive lost count
20:55<dragonhorseboy>30+ seriously?
20:55<Slayerofrage>I have about three or four different versions of the game i play
20:55<Slayerofrage>I have a couple of nightly's with different sets loaded, and 0.6 with a different set
20:56<Slayerofrage>so i dont have to mess about with grfs when i start a scenario, or new game
20:56<Slayerofrage>I use the DBset one a lot though
20:57<Slayerofrage>and one of the nightlies is with ecs setup
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20:57<Slayerofrage>What grf's you using anyway dragonhorse?
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20:58<dragonhorseboy>still not quite sure yet....just trying build a grf folder again (after having never played for quite some time due to other things) thing for sure is I have like at least 3 nice trainsets already (1 per climate)
20:59<dragonhorseboy>still deciding between dbsetxl and a few other smaller ones for temperate alone yet
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21:00<Slayerofrage>DBsetXL is nice
21:00<Slayerofrage>I also use UKRenewal is another load of the game
21:01<Slayerofrage>loads of different stations, Canadianset, Brickfreight, City,
21:01<Slayerofrage>Oh yeah Container harbour
21:01<Slayerofrage>For some eyecandy
21:02<Slayerofrage>Also newships is good
21:04<Slayerofrage>UK trainset
21:04<Slayerofrage>With all the Uk trains, Diesals, HST 125 and new virgin trains
21:05<dragonhorseboy>you know..I kinda tried ukrs before but not that sure if I really like it...doesn't seem to be much interesting choices till quite later on (like the Vossloh etc)
21:06<Slayerofrage>Lots of steam train choices
21:06<dragonhorseboy>the range of steam locomotives was kinda nice tho..especially sometimes even speed vs traction too
21:06<dragonhorseboy>slayerofrage...well.. dbsetxl has a lot of electrics mixed in too so thats one
21:07<dragonhorseboy>slayerofrage do you ever use the 2-10-0 thats present in ukrs tho?
21:07<Slayerofrage>Sort of
21:07<Slayerofrage>Kind of gets defunct by the deltic though
21:07<dragonhorseboy>I used to a few should had seen the one time I had several drag of doubleheaded 2-10-0's hehe
21:07<Slayerofrage>and i love deltics lol
21:08<dragonhorseboy>and the doubleheading was for a good reason too...often kept losing some speed on the few long slopes
21:08<Slayerofrage>lol true
21:08<dragonhorseboy>but otherwise usually been just single (except in case of the dmu/emu's and which of I dunno why pikka couldn't let them be mixed in later version blah)
21:09<Slayerofrage>I use the UK renewal set more cause i know the trains really well and can imagine where they will run too lol
21:09<Slayerofrage>and it looks good to my eye
21:09<Slayerofrage>espcially with some of teh UK scenarios
21:10<Slayerofrage>Though i tend to use the DBSet for most things now though
21:10<dragonhorseboy>well why can't I even use any individual engine with any of the early dmus tho? :p
21:10<Slayerofrage>Thats the way the actual trains were built
21:10<dragonhorseboy>well here's the problem...
21:11<dragonhorseboy>why don't they have a fatter engine to power themself then?
21:11<Slayerofrage>They had engines on both coaches connected, and Metrol cammel, bulit the dmu's as short commuter sets
21:11<Slayerofrage>With the intention on running branch lines and high frequency's slow commuter lines
21:13<dragonhorseboy>one time I actually had two cammell's with one coach each and guess what was leading on the head? a 2-6-4T else they would have kept kneeling on the sloped twists
21:13<dragonhorseboy>silly how just a little more traction helped a lot :p
21:14<Slayerofrage>The UK set is pretty realistic to actual train speeds, abiltys and timescales in the uk
21:14<dragonhorseboy>otherwise if it was for real the 2-6-4T would probably had just be sitting at a helper base station as the cammell ran into the cities themself but then got banked among the twisty country
21:15<Slayerofrage>The cammell would have crept along, and becuase of thier designs wouldnt have been used for high gradient lines
21:15<Slayerofrage>They still arnt
21:16<Slayerofrage>A lot of the high lines in the uk up until the 80's were served by class 37's (EE37 in the set i think)
21:16<Slayerofrage>coach and four
21:16<dragonhorseboy> what am I even supposed to use over the hills without needing to place long platforms at the towns otherwise? hehe
21:18<dragonhorseboy>anyway brb again
21:18<Slayerofrage>a metrocammel would be used on low gradient commuter and metro and flatish branch lines
21:19<Slayerofrage>but yeah some of the realism can get in teh way of gameplay ;)
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21:29<Slayerofrage>Ive just found some really nice grfs
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21:30<fryfrog>keeping them to yourself? :)
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21:30<Slayerofrage>bah they arnt released yet :(
21:30<Slayerofrage>Theres an ikea grf being devolped
21:30<Slayerofrage>i know its eyecandy
21:31<fryfrog>i fired up the NARS and it was neat
21:31<Slayerofrage>but i like my cities to look realistic
21:31<fryfrog>it sure added a lot of new engines
21:31<Slayerofrage>Try DBSetXL fryfrog
21:31<Slayerofrage>and Long Vech's
21:31<fryfrog>Isn't that one EU trains?
21:31<fryfrog>er, DB that is
21:31<Slayerofrage>Theres also a UK set
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21:32<Slayerofrage>just makes it more pleasing to the eye
21:32<fryfrog>can you... load up more than 1 trains/wagons grf?
21:32<fryfrog>ie, us and eu trains?
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21:34<Slayerofrage>Not really
21:34<Slayerofrage>As the Grf replaces the engine ids and resets speeds capacity's etc
21:34<Slayerofrage>And there is only a finite number of trains you can have available
21:39<CIA-5>OpenTTD: glx * r12117 /trunk/ (3 files in 2 dirs): -Fix (r12115): strgen compilation was broken
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22:05<CIA-5>OpenTTD: belugas * r12118 /trunk/src/ (bridge.h newgrf.cpp table/bridge_land.h tunnelbridge_cmd.cpp): -Codechange: Put the two descriptions of bridges in an array instead of two single variables, following the transport type it represents
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22:12<Slayerofrage>God damn it you dont make it easy to make 32pp models lol
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---Logclosed Tue Feb 12 00:00:38 2008