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#openttd IRC Logs for 2008-04-27

---Logopened Sun Apr 27 00:00:20 2008
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00:07<Phantasm>mynetdude: Yea, normally the vehicles are only made for the normal time inteval.
00:08<mynetdude>Phantasm indeed
00:08<mynetdude>but I have heard you can start the game with vehicles in the 1920s... trains were available long before 1900 in some places though
00:08<Phantasm>That is 1950-2050... Depending on the landscape, the time before that the trains etc come differs.
00:08<mynetdude>actually I can get it to start at 1930 with trains only
00:09<Phantasm>First successful steam locomotive was at 1804.
00:10<Phantasm>First commercially successful steam locomotive was at 1812.
00:10<mynetdude>would be neat to have victorian buildings/houses in ottd if you really want to go that far back
00:10<mynetdude>the buildings only depict anyting from 1920 on
00:10<Phantasm>Something like 1830 would be first viable starting time for train usage.
00:11<mynetdude>I agree
00:11<mynetdude>just imagine how slow they'd go :P
00:12<mynetdude>ohhh and think about how much more you'd need to be able to run a train in that era, you'd need coal/tender and water filling stations to fill the train's water boiler tank
00:12<mynetdude>and ice stations so you can fill "refer" cars with ice to keep your produce cold
00:12<Phantasm>mynetdude: They don't differ really from steam trains in OTTD.
00:13<Phantasm>They are just slow and not so powerful.
00:13<mynetdude>yeah true
00:13<Phantasm>Same requirements for running exist. They just aren't managed in OTTD.
00:13<Phantasm>Railroad tycoons take those things into account.
00:13<mynetdude>still would be cool to have that somehow in ottd
00:13<mynetdude>or maybe that should be an option
00:14<Phantasm>Something like 1830-2020 would be nice.
00:14<mynetdude>the the other thing is, in Railroad tycoon we didn't have depots you just replaced your trains right there as needed
00:14<Phantasm>2050 is too much into future to have anything real.
00:14<Phantasm>Or if someone really wants 200 years, then 1830-2030.
00:15<mynetdude>agh I suppose, but at 2050 by then you should have flying trains
00:15<Phantasm>In 1830, there were only 23 miles of railroad track laid in America. Ten years later the raidways had grown to over 2818 miles.
00:15<mynetdude>well there is one thing TTD/OTTD is missing, underground trains or above ground trains (like monorail at Disneyland) I know ottd has the monorail but its not above ground
00:16<mynetdude>which probably only took half a day to travel
00:16<mynetdude>but in 1830, that was before the 13 colonial/new england states
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00:16<mynetdude>they didn't have a need to travel over massive lands yet
00:17<Phantasm>In 1850, it was already 9021 miles.
00:17<Phantasm>Anyway, 1830 is the first historically viably start for trains.. Better might be 1835 or 1840 in OTTD sense.
00:18<mynetdude>what 20 years later?
00:18<mynetdude>well yeah in ottd it would make more sense to start in 1840-1860 really
00:18<Phantasm>In 1860, it was 30626, and in 1870, it was 52914.
00:19<mynetdude>thats a lot of track every 10 years
00:19<mynetdude>Phantasm are you from America?
00:19<mynetdude>wonder how that compares to other countries in the world during that era
00:19<Phantasm>Wikipedia just shows the numbers for America on locomotive history.
00:20<mynetdude>wikipedia doesn't show any other for non USA?
00:20<mynetdude>err or N America for that matter
00:21<Phantasm>There are loads of different pages which might have something, but I don't have time to look those all through.
00:22<Phantasm>But sure there was railway progress in Europe as well during those early times.
00:23<mynetdude>cool :)
00:23<Phantasm>Search there if you want to get more info.
00:24<mynetdude>will do :) thanks
01:03<mynetdude>ok last question then I will leave the chan alone for the night...
01:03<mynetdude>when you all do serious playing... do you do any terraforming or do you leave the terrain as is and build on the terrain as is and only do terraforming to make things connect more smoothly?
01:04<mynetdude>as in do you make sure your track stays flat all the time or do you care?
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02:01<mynetdude>hmm trams don't change directions?
02:06*mynetdude is away -( I'm sleeping... I can't be bothered to disconnect )- at 11:06p -( P:On / L:On )-
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02:06<hylje>mynetdude|Away: be bothered to turn off public away please
02:07<mynetdude|Away>was testing it, trying to keep it from using all servers
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02:11<mynetdude>cool the settings I used should fix that problem :)
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02:16<mynetdude>sorry I'm going for real now
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02:48<ln>doesn't look english to me.
02:49<Wolf01>so translate it, I can't understand languages other than English or Italian :)
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02:57<ln>Uno ICE est southlich de Fulda in unom ferroviatunnel in uno sheep herd collided e de-ferroviad.
02:58<Wolf01>that's worse than trying to read it in German :D
02:58<ln>really? ;)
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03:37<hylje>.. sheep?
03:38<ln>i bet they did that on purpose.
03:38<hylje>bloody sheep
03:39<hylje>to get to greener grass
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05:39<yorick> <-- one thing I know for sure, is that openttd is not ment have a winamp remote control
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05:43<jjr>Hi there
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05:44<yorick> <-- anyone concidering bruteforce?
05:45<yorick>would just need a script that inputs number, press enter, take screenshot, repeat procedure, if done, filter duplicated
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05:47<jjr>In some windows, mainly Patch settings, the text is sometimes extending past the window border and when the window is moved, patrs of that text out of window is left on screen. Wil it be fixed? It's annoying sometimes
05:47<yorick>enlighten us with your new strings
05:48<jjr>sry if this is already covered somewhere, I dont' have must time to search forums etc
05:48<yorick>search for text overflow
05:49<Alberth>to be precise, FS#1072
05:49<jjr>thx, I'll check it
05:49<yorick>but if you wish to enlighten us with your new fitting strings...
05:49<yorick>aaw...that sounded wierd
05:49<Alberth>modifying strings is a *lot* quicker
05:50<yorick>in english, there should be nothing overflowing
05:50<yorick>in other languages, you may blame the translators
05:51<Alberth>or the language :)
05:51<yorick>or both
05:52<yorick>the forbid trains & ships to make 90 deg turns (requires NPF) is actually faulty
05:52<yorick>because it also works with YAPF
05:54<yorick>and someone should remove that max station spread warning
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05:55<jjr>yorick> well in configure patches there are some very long ones
05:56<yorick>but they all fit in english
05:56<jjr>the labels baybe, but not tre settings... unless i have too wide font
05:57<jjr>how ho I send one?
05:58<jjr>never really used those
05:59<yorick>now is your turn
06:00<Alberth>hmm, FS#1781 is also about overflows (in patch settings)
06:01<jjr>yorick, will you be hete in next 2 hours?
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06:05<jjr>k, i'll try to upload a screenshot
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06:07<dih>yorick: i have a new nick for you
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06:07<dih>yorky porky
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06:12<yorick>yeah...making screenshots is hard
06:12<dih>of what?
06:12<dih>a dvd playing?
06:13<yorick>no, the patches window :D
06:13<yorick>he managed to shut down firefox for doing that
06:13<yorick>[12:05] <jjr> k, i'll try to upload a screenshot
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06:17<Alberth>the machine may be multi-tasking but the user not
06:17<dih>the computer needs an upgraded user :-P
06:18<yorick>still looking for a way to disable patch settings based on other things
06:19<yorick>pf_for_ships and pf_for_trains < 1; disable forbid trains & ships to make 90 deg turns
06:19<CIA-3>OpenTTD: peter1138 * r12910 /trunk/src/newgrf_engine.cpp: -Fix: Report reverse sprite status (FD/FE) to NewGRF for manually toggled vehicles.
06:20<dih>yorick: add that check where it checks for allow 90 degree turns before entering the moethod
06:21<dih>if(patches.allow_sharp_turns == 1 && patches.pf_for_trains < 1) {
06:21<dih>sorry patches.pf_for_trains > 0 ^^
06:22<yorick>I got that, the problem is that (requires NPF or higher) doesn't fit
06:22*dih pats yorky porky on the head
06:22<dih>you are doing a good job :-P
06:23*yorick gives dih a hearty slap
06:23<dih>c'mon :-P
06:23<dih>that nick is awsome
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06:36<yorick>oh heh
06:36<dih>yorick: how bad do you dislike yorige then?
06:36<Rubidium>*great* tasting cake ;)
06:36<dih>never got a piece
06:36<yorick>thanks for the riddle :)
06:37<Rubidium>dih: then you should've come
06:37<dih>i should have, yes
06:39<yorick>Karen_, what rev should that line be in?
06:40<Rubidium>yorick: something fairly recent
06:41<Ammler>is Karen_ a bot , showing us that link every hour?
06:41<yorick>does it do that?
06:41<Rubidium>then she's kb-ed pretty soon
06:42<Karen_>Oh, my boss
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06:42*yorick solved another piece of the riddle!
06:42<yorick>"The Cake" reffers to the r10000 cake
06:43<dih>whats that
06:43<Rubidium>so 9999M should be the correct answer ;)
06:44<Ammler>@openttd commit 10000
06:44<@DorpsGek>Ammler: Commit by rubidium :: r10000 mapgen/README (2007-05-31 15:16:44 UTC)
06:44<@DorpsGek>Ammler: -Fix: the readme did not explain how to install the wonderfull ``world'' needed for mapgen.
06:44<yorick>mapgen, line 425 refers to generation seed
06:45<yorick>the bottom-left code screendump piece is actually around line 425
06:46<Rubidium>you need r10000 I guess
06:46<Ammler>how does "conditional order jump" work?
06:47<Rubidium>cause that code isn't current-ish trunk
06:47<yorick>I have no access to r10000
06:48<Rubidium>svn co svn://
06:48<Ammler>XeryusTC Post subject: Re: Japan Set Development
06:48<Ammler>Posted: Wed Apr 23, 2008 11:43 am
06:48<Ammler>Joined: Mon May 02, 2005 11:05 am
06:48<Ammler>Posts: 11155
06:48<Rubidium>anyhow... the arctic map uses a wwwwwwotttdg-whatever newgrf
06:48<Ammler>Location: localhost A quick question: is this set compatible with new industries sets? The previous version I have is only compatible with the default industries (thank god PBI re-uses those IDs) but not with the newer things like ECS or the brick chain.
06:48<Ammler>Don't panic
06:49<Ammler>#openttdcoop blog | #openttdcoop wiki | #openttdcoop public server | #openttdcoop member zone | #openttdcoop networking guides
06:49<Ammler>Last edited by XeryusTC 10 000 years in the future , edited 666 times in total.
06:49<Ammler>oh, sorry
06:49<dih>Rubidum: wwottdgd
06:49<Ammler>that was no wanted, wrong clipboard
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06:50<yorick>rubidium, then it would be case 'e': _switch_mode = SM_EDITOR; break;
06:50<Ammler>Error: NOT_REACHED triggered at line 291 of /home/marcel/bin/ottd/trunk/src/order_cmd.cpp
06:50<Ammler>openttd: /home/marcel/bin/ottd/trunk/src/openttd.cpp:120: void error(const char*, ...): Assertion `0' failed.
06:52<yorick>ah great, the riddle gave me a generation seed!
06:55<Rubidium>Ammler: you broke it! ;)
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06:57<Ammler>ah, I see it now
06:58<yorick>Rubidum, you know how to make people suspicious, don't you :)
06:59<Alberth>yorick: maybe 'curious'?
07:00<yorick>[12:40] <Rubidium> yorick: something fairly recent
07:00<yorick>Alberth, try to combine that Cake with
07:00<Rubidium>yorick: groups didn't exist before r9000
07:01<Rubidium>but that DeleteVehicleChain doesn't exist for a while (don't know the exact rev though)
07:01<Ammler>Rubidium: is there need of a save with that assert?
07:01<yorick>yes, but the left part is trunk-ish
07:01<Rubidium>yorick: but not too recent
07:02<Rubidium>Ammler: or it must be *very* easy to reproduce
07:02<Ammler>well, it happens all the time with that save
07:02<dih>yorick: is a odd page :-P
07:02<dih>quite funny actually
07:02<Ammler>I am not able to creat a cond jump
07:03<Ammler>but its a coop save :-)
07:03<Vikthor>Ammler: You have to click into order list
07:03<yorick>dih, you haven't come further than The Cake Is A Lie?
07:03<dih> is your gateway to sites on the Internet for openttd! Browse our resources or just try the search.
07:03<Ammler>Vikthor: I do
07:03<dih>yorick: no - i got passt that one
07:03<Ammler>I can use it with a new map.
07:05<Rubidium>now you mention it...
07:05<Rubidium>only 4 people know more than one 'lie' in the cake
07:07<Rubidium>though it is not well enough hidden to completely miss
07:09<dih>you never had a cake?
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07:10<dih>osai has past his 'best before' date :-D
07:11<yorick>hmm...the seed I got is the same as the title screen generation seed
07:11<yorick>but generated, it doesn't even look like the title screen
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07:11<Rubidium>don't use tgp then
07:12<yorick>that's what I did
07:12<Rubidium>ofcourse the getseed seed is wrong for 'old' savegames
07:13<Rubidium>because getseed got introduced around TGP (iirc)
07:13<yorick>someone must've done getseed on opntitle.dat
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07:14<yorick>yah...the getseed is obviously wrong
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07:18<yorick>the top-right corner of the pie :o
07:19<yorick>that train should always go into depot, then wait half-into depot
07:19<yorick>it's waiting half-into the tunnel
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07:23<yorick>I've been running that intro screen for 6 minutes fast-forwarded now, and there is no train that ever skips that depot
07:25<Rubidium>yorick: if you load the intro game 'in-game', then it doesn't behave as when it is in the intro game itself
07:26*yorick tried and got the same result
07:26<Rubidium>did you load it in trunk or 0.6.0?
07:27<dih>yorick: whats that for?
07:27<Rubidium>0.6.0 behaves differently (though wrongly)
07:27<yorick>what, dih?
07:27<yorick>I'm compiling r10000 now
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07:27<dih>what you lookin into the intro screen for?
07:28<yorick>rubidum said that there was something wrong with the one of the pie
07:28<yorick>and it has the same seed as I just got from
07:29<dih>what did you get from
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07:29<yorick>haven't you got anything?
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07:30<dih>i was given an account number and password...
07:30<yorick>what's the account number?
07:30<dih>did not write it down...
07:30*yorick slaps forehead
07:30<yorick>try getting there again
07:31<yorick>openttd.cpp:425 refers to the line that generates a see
07:32<yorick>what does getseed say on the intro game?
07:32<yorick>your account number, if I'm correct
07:33<dih>let me see if i can get back to that page....
07:33<yorick>The Cake Is a Clue!
07:33<Alberth>yorick: I have "Account No: 151298722"
07:34<Alberth>you want the pwd as well?
07:34<dih>lol Alberth
07:34<yorick>but why am I given the generation seed from the intro game?
07:36<dih>intro game and get seed returns your last generation seed if you entered on
07:36<dih>did you do that?
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07:37*yorick slaps getseed
07:40<dih>yorick: i noticed that when doing the getseed command for the squirrel stuff
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07:46<ooo4tom>squirrel stuff ? :s
07:46<dih>nutts n stuff
07:47<dih>if you aint got no nuts you should go 'n find some :-D
07:47<ooo4tom>i don't like nuts :|
07:47<yorick>you don't have?
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07:47<dih>i am quite attached to mine
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07:48<ooo4tom>walked into that one
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09:23<yorick>any chance for me to get fs#1890 committed?
09:25<Eddi|zuHause2>if you want to get [...] committed, go to sacro ;)
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09:58<dragonhorseboy>how're you?
09:59<yorick>doing fine :)
10:00<dragonhorseboy>you doing anything now?
10:01<ooo4tom>lol what a fine conversation lol
10:01<dragonhorseboy>I'm only just asking but yorick - up for a short quick game online?
10:01*dragonhorseboy pokes 4tom :p
10:01<yorick>what rev?
10:01<yorick>what newgrfs?
10:02<dragonhorseboy>yorick hmm's some of my questions to you first...
10:03<yorick>and maybe I'll even answer
10:03<dragonhorseboy>express only or normal mix of train types / which three climate you like or doesn't matter? / custom industry or just default? / any preference on the years range? (eg 1920's steam and early boxes or well you get the idea)
10:04<yorick>1. doesn't matter 2. temperate, arctic, or tropical 3. custom, preferably PBI 4. doesn't matter
10:04<dragonhorseboy>ok let me check about grfs .. one moment :p
10:05<ooo4tom>i don't have any grfs installed, i'm out
10:05<yorick>you can just install them ;)
10:05<ooo4tom>that means finding them, downloading them
10:06<yorick>that means downloading the grfpack from #openttdcoop
10:06<ooo4tom>hmm you do have a point
10:06<dragonhorseboy>yorick..true...there are only a few certain grfs that the grfpack doesn't have but then not many people actually use them (like eg with russiaplanes grf anyhow)
10:07<yorick>any suggestions about the pack should go to Ammler
10:07<yorick>russian planeset is in the pack ;)
10:07<dragonhorseboy>yeah? oh hm
10:07<Ammler>not yet :-)
10:07<dragonhorseboy>wasn't so last time I downloaded it
10:07<dragonhorseboy>oh lol :p
10:07<Ammler>its in 7.1
10:08<Ammler>or already in 7?
10:08<Ammler>yes, its in 7.0 :)
10:09<yorick>the tupolev will be in 7.1
10:09<yorick>* New: Addons for Russian Planeset: Tupolev-204, Boeing787
10:09<Ammler>that release will probably be today :-)
10:10<ooo4tom>so whats going on about this game ?
10:10<yorick>ukrs with wagon speed limits on are always very liked inside my head :)
10:11<yorick>and patched, maybe?
10:11<yorick>YAPP & Tracksharing?
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10:14<planetmaker>Did I read "OpenTTDGrf-Pack 7.1 will be released today"? :)
10:14-!-Roest [] has joined #openttd
10:14<yorick>yes, you did
10:15<Ammler>with 0.6.1
10:17<ooo4tom>nothing happening with this game now :(
10:17<Roest>alberth my strategy worked so far
10:18<Alberth>keep fingers X-ed :)
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10:19<dragonhorseboy>hmmm (well not 100% but meh :p ) game .. reduced breakdown too
10:19<dragonhorseboy>sounds good?
10:19<Roest>. I managed to patch through cygwin but I'm getting the same problems (even tried Roest's and it corrupted four folders)
10:19<Roest>damn bad press
10:19<yorick>no breakdowns
10:20<yorick>Roets, compile with mingw
10:20<dragonhorseboy>yorick and why not? :p
10:20<yorick>just because
10:20<yorick>because you just can't make any good networks with it
10:20<yorick>that isn't permanently jammed
10:20<Roest>na, that's just someone with less clue than me saying
10:20-!-ooo4tom [] has quit [Quit: Leaving.]
10:21<yorick>Roets, say him to download BuildOpenTTD
10:21<Roest>some people don't evne understand the concept of bottd
10:22<yorick>you open it, select branch, select patch, and press compile
10:22<Roest>see, so many possibilities for user errors
10:23<Roest>wow an ICE drove into a herd of sheep yesterday
10:23<yorick>dragonhorseboy, patched or not?
10:23<yorick>and what revision, 0.6.1-RC1, or trunk?
10:24<Alberth>Roest: He found a fix for the problem
10:24<dragonhorseboy>hm...looks like someone need to fix openttd+ukrsi .. no gravel are showing up.. guess I'll have to handmake the map
10:24<yorick>no, try original mapgen ;)
10:24<yorick>or try PBI!!!!
10:24<planetmaker>ukrs doesn't change industries
10:25<yorick>UKRSI does
10:25<yorick>but it's old
10:25<dragonhorseboy>yorick... not quite so
10:25<yorick>and do not used, but use pbi and pikbrikw
10:25<dragonhorseboy>pbi is only adding what ukrsi missed out isn't it?
10:25<yorick>pbi is the new ukrsi split down into parts ;)
10:26<dragonhorseboy>hm I'm confused now..I thought one grf was to readd the gravel/etc that the original one missed
10:26<yorick>pikbrikw.grf is adding the gravel
10:26<Roest>it's in german, but the picture says it all
10:26<yorick>the addons
10:26<dragonhorseboy> what is that grf named as?
10:27<yorick>Pikka's basic industries
10:27<yorick>and addon
10:27<Alberth>we should also have eye candy with ambulances and police cars with disasters
10:27<Roest>an rescue helicopters
10:28<Alberth>road blocks
10:28<yorick>we already have road blocks
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10:30<dragonhorseboy>where the hell is that scenario I told it to save
10:30-!-Boyinblue0 [~admin@] has quit [Read error: Connection reset by peer]
10:30<dragonhorseboy>its not even in openttd folder :/
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10:30<dragonhorseboy>mehs *wonder about playing with no quarries*
10:30<yorick>why scenario
10:30<dragonhorseboy>made a random map and want load into editor to add the missing quarries
10:30<yorick>just add PBI, PBI addon, UKRS, UKRS Addon
10:31<dragonhorseboy>(as its not EVEN generating any itself)
10:31<yorick>because it has requirements unseen in TerraGenisis
10:31<dragonhorseboy>well where the hell is the saved map tho?
10:32<dragonhorseboy>where's mydocs?
10:33<dragonhorseboy>either way no quarries since I'll rather like to start the game already
10:33<yorick>my documents?
10:33<yorick>what version?
10:34<dragonhorseboy>just 0.6.0 itself and the server is named 'yorickdragon' (which is what I often do for private games heh)
10:34<dragonhorseboy>password's just 'yorick' (I often do that so I don't get someone trying to join with no grfs)
10:34<yorick>you can't
10:35<yorick>you need to have the grf's to join
10:35<dragonhorseboy>well either way get in already? :p hehehe
10:35<dragonhorseboy>be back in a second anyhow
10:36<yorick>not the right grfs
10:37<yorick>please stick to the versions used by openttdcoop
10:39<yorick>that UKRSI brick chain, I have 1.2
10:40*hylje bricks yorick
10:40*yorick falls ontop of hylje
10:40*hylje is knocked unconscious
10:41*Roest kicks hylje
10:41<Roest>just to wake you up again
10:41<yorick>sst---you were unconscious!
10:41<dragonhorseboy>hm the newgrf saying its in /ottdc_grfpack/ folder (only thing that isn't is newship/newstation which are in /MB/ instead)
10:41<dragonhorseboy>tell you what..its been like 40 minutes already..I'll just do with a different grf set on a fun map...
10:47<yorick>quarries don't work with 0.6
10:47<yorick>only with 0.6.1 again :)
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10:48<yorick>so better upgrade to 0.6.1-RC1, dragonhorseboy ;)
10:49<dragonhorseboy>ok think I have a silly map for a bit of fun now
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10:49<dragonhorseboy>yorick..try look in the server list now hopefully
10:49<dragonhorseboy>breakdown's off and vehicles expiring is also off as well :p
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11:05<Alberth>who put all those comma's after the wndproc in the WindowDesc constants? :P
11:05<CIA-3>OpenTTD: truebrain * r12911 /branches/noai/ (12 files in 4 dirs): [NoAI] -Add: added AIEventVehicle(List|WaitingInDepot|Unprofitable) (Yexo)
11:06-!-mynetdude|Away is now known as mynetdude
11:13<yorick>anyone up to playing on server?
11:14*peter1138 is
11:14<mynetdude>yorick, I read a couple comments made by you earlier today that had some interest to me
11:15<mynetdude>#1 station spread... you said the error should be removed, why? The error should only be removed once the station spread can be removed
11:15<mynetdude>if you can make your trains however long you want them, then you should be able to make your stations as long as your trains
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11:16<mynetdude>also how the heck do trams work, they don't reverse like trains it seems
11:16<@peter1138>trams are road vehicles
11:17<mynetdude>just with different graphics
11:17<mynetdude>yeah but I have seen normal road vehicles turn around at the end of the road, trams aren't doing that
11:17<yorick>mynetdude, the game doesn't get slower by higher station spread
11:18<yorick>peter1138, 0.6, using coop grfpack, name yorickdragon, pass yorick
11:18<mynetdude>yorick, you mean the game gets slower
11:19<dragonhorseboy>yorick mind you there's only two company slots
11:19<dragonhorseboy>I kinda have it that way with many of these 'private' games
11:20<dragonhorseboy>six people can speculate tho ;)
11:20<yorick>mind one of the companies is unpassworded
11:20<dragonhorseboy>yours ;)
11:21<mynetdude>well have fun with that while I beat up the trams that don't work right
11:21<mynetdude>cuz if they are road vehicles they should behave like them
11:22<@peter1138>ah, don't have all the grfs
11:22<Celestar>good day
11:23<yorick>coop grfpack?
11:25-!-Karen_ [] has joined #openttd
11:26<yorick>get me another clue :)
11:26<Karen_>Don't brute-force, it will get you banned
11:26<Rubidium>Karen_: hope you didn't use the random seed of that game as 'key', cause that's random because the intro savegame is too old to contain the seed
11:27<yorick>banned from?
11:27<Karen_>Our clues are perfect, never wrong, and the answer is always there.
11:28<Rubidium>Karen_: then you must know all the gimping that has been done with that r10000 screenshot
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11:29<yorick>real cakes don't exists
11:29<yorick>all of them are gimped
11:30<hylje>delicious cake
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11:31<Rubidium>which reduces the amount of persons that could've made the riddle to three
11:31-!-mode/#openttd [+o orudge] by ChanServ
11:31<Roest>yorick there's only 2 clients allowed and you're using a grf not in the coop pack :P
11:31<yorick>2 companies, no?
11:31<yorick>ah wel, that new industrial stations renewal
11:31<yorick>download it
11:32-!-Gekz [~brendan@] has joined #openttd
11:32<Roest>total bridge renewal set test_version #2
11:33<Karen_>Oh, my boss
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11:33<yorick>it's in the legacy 7beta1 pack
11:33<Roest>yorickdragon 2/2-2/2
11:34<Roest>you just failed at getting another player
11:34-!-mode/#openttd [+b *!*riddle@*] by peter1138
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11:36<yorick>working on it
11:36<Roest>hmm no tram grf with the 0.6.1 RC
11:37<Celestar>Roest: I thought 0.6.0 came with one?
11:37<yorick>get in
11:38<Roest>celestar yes it did
11:38<Sacro>wtf is with Karen_?
11:38<yorick>Roest, yorickdragon 2/3-2/3
11:38<Roest>gimme a sec
11:38<Sacro>well i have the first clue sovled :D
11:39<yorick>you get a pass and account-number
11:39<Sacro>onto the 2nc
11:39<yorick>and openttd.cpp:425
11:39<Sacro>has taken me days to get this far
11:40<Sacro>generation_seed = InteractiveRandom();
11:40<yorick>it took me one day
11:40<yorick>your account number is a generation seed
11:40-!-dR3x4cK [] has quit [Quit: dR3x4cK]
11:41<Sacro>my account number is over 1000000
11:41<yorick>it's a seed
11:41<Sacro>and what does it seed?
11:41<Sacro>do i need to compile code her?
11:41<yorick>map generation sed
11:42<yorick>thats as far as I got
11:42<yorick>it doesn't really mean anything, I think
11:42<Sacro>and now what...
11:42<Roest>yorick wtf is it with you and outdated grfs
11:43<yorick>drahonhorseboy *
11:43<Sacro>yorick: but the account number changes each time
11:43<Sacro>so how can it work as a seed?
11:43<yorick>you can login and logout with it
11:43<yorick>but no more that I know of
11:43<yorick>it's just a valid seed
11:44<Sacro>so... generation_seed = InteractiveRandom();
11:44<yorick>probably generated by that code
11:44<yorick>you might need to try to login with another seed
11:44<Sacro>but with no password...
11:44<yorick>does your password start with 5?
11:45<yorick>number & password must be related somehow
11:47<yorick>tomorrow: other day, other clue?
11:47<Sacro>!calc 1+1
11:47<Sacro>@calc 1+1
11:47<@DorpsGek>Sacro: 2
11:48<Sacro>@calc 1476686700 % 2306
11:48<@DorpsGek>Sacro: 398
11:48<Sacro>nope, not that
11:48<yorick>@calc 1379191397 % 5215
11:48<@DorpsGek>yorick: 1207
11:49<yorick>@calc 398 % 3
11:49<@DorpsGek>yorick: 2
11:49<yorick>@calc 1207 % 3
11:49<@DorpsGek>yorick: 1
11:49<Rubidium>lol ;)
11:49<Rubidium>you can get numeral account numbers/passwords ;)
11:49<Sacro>we have a clue
11:49<Sacro>Rubidium: eh?
11:51<yorick>Roest, you still coming?
11:51-!-mynetdude is now known as mynetdude|Away
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11:54<Roest>grf mismatch and i'm too lazy to dig it out of osme ancient internet elephant cemetary
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11:57<Sacro>yorick: where is InteractiveRandom() defined?
11:59<yorick>src/core/random_func.hpp:static inline uint32 InteractiveRandom() { return _interactive_random.Next(); }
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12:02<Sacro>yorick: indeed
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12:03<yorick>line 66
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12:17<mynetdude>hmm I can't figure out why this tram is screwed... it won't turn around and I can't manually change directions so it is officially bugged cuz it wants to go forward
12:17<Roest>i have a good idea what it is
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12:18<Roest>the track is turning and there's a stup of track in one direction
12:18<Roest>and the tram got stuck there
12:18<mynetdude>no the track was not turning
12:19<mynetdude>it was a straight piece of track
12:19<mynetdude>oh wait, no its stuck at the end of the tramway station
12:19<mynetdude>it should turn around there, as any other road vehicle would do the same thing
12:20<Roest>a tram needs tracks, probably one of the reasons why it's called a tram
12:21<mynetdude>there... finally I got it working
12:21<mynetdude>well duh, but I was told that it is considered a road vehicle, why??? I don't know
12:24<yorick>very well then, dragonhorseboy
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12:25<dragonhorseboy>sorry yorick..mouse was supposed to go on 'give money'
12:25<dragonhorseboy>weird menu if you ask me
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12:26-!-orudge- is now known as orudge
12:27<dragonhorseboy>yorick I hope you're there >_<
12:27<yorick>Been kicked all over the place today, tired of it.
12:27-!-orudge [] has quit []
12:27<dragonhorseboy>well I was meant to give you $ for all the road troubles :/
12:27<yorick>which I didn't have
12:27-!-orudge [] has joined #openttd
12:28<dragonhorseboy>well the operating graph was like me being 3-4 times higher than you so I thought I'll give you $ for all that extra road works
12:28<dragonhorseboy>roest..what? its true ^-^
12:30-!-mode/#openttd [+o orudge] by ChanServ
12:30<dragonhorseboy>well brb for a moment then going build more highways myself as well
12:30<Roest>go start a game without crappy conflicting grfs
12:30<yorick>and with trains
12:31<yorick>I didn't remember my password
12:31<dragonhorseboy>yorick....server or company password?
12:31<Roest>best excuse for not rejoining a crappy game
12:32<dragonhorseboy>ah hmm one moment :p
12:32<yorick>I set it to 1395710978609 or something
12:32<yorick>so others wouldn't join my company
12:33<dragonhorseboy>hmm is there a way for server to reset password or is it only a reloading of the game that does that?
12:35<yorick>reloading the game, but if you do, do it without crappy conflicting grfs
12:35<mynetdude>I have been kicked from ottd games "on accident" before... so I know the feeling
12:35<Ammler>CIV is MP safe without TS btw.
12:36<mynetdude>I'm not saying it wasn't accidental, but it sure seems to happen every now and then
12:36<Sacro> <- hotlinking is wrong, don't do it (nsfw)
12:36<dragonhorseboy>the only thing is the 4LV has a white/red '!' on it but then thats because I'm making it drive on wrong side -_-
12:36<yorick>Ammler, but thats the only patch I really like from it
12:37<Ammler>daylength seems neat too
12:37<dragonhorseboy>hmm either way...trying finish one leg of the highway here then will see re reloading
12:37<Ammler>and YAPP of course
12:37<yorick> <-- should update this one then
12:38<Ammler>that one is MP safe
12:38<yorick>but not configurable
12:38<Ammler>but I am not able to update it
12:38<Ammler>and only comp 1 has shared tracks
12:46<yorick>Ammler, should post it into
12:47-!-wgrant [] has quit [Ping timeout: 480 seconds]
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12:47<Ammler>yorick: I already did...
12:47<Ammler>some time ago
12:47<Ammler>Victor was at the CIV server and we spoke about ti
12:47<Eddi|zuHause2>w'ha't ab'out t'he a'po'st'rop'hes'?
12:49<Eddi|zuHause2>*note to self* don't answer to questions in the buffer :p
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12:50<Roest>you probably asnwered earlier, it just took you so long to type it out
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12:50<Vikthor>Ammler, well we have been playing with CIV at Tycoonez and even when we disabled TS, we were still getting desyncs
12:50<Vikthor>unfortunately we haven't been able to narrow id town to one patch
12:51<Vikthor>* it
12:51<Vikthor>* it down
12:51<Eddi|zuHause2>what kind of patches do you have?
12:52<Ammler>Vikthor: after I disabled TS, I had no desyncs anymore
12:53<Vikthor>Ammler: did you start new game, or just disabled the patches and went on?
12:53-!-Yexo [] has quit [Quit: Ik ga weg]
12:54<Ammler>just disabled the whole TS
12:54<yorick>new game?
12:54<Ammler>and enabled all other patches
12:54<yorick>or just disabled using patches?
12:55<Ammler>disabled over console in a running game
12:55-!-TinoM [] has quit [Quit: Verlassend]
12:55<Ammler>the one you know from .dev
12:56<Celestar>man you guys are committing at neckbreak speed. I hardly keep up with reading the logs :o
12:56<Vikthor>Ammler: well that did not worked for us
12:57<Ammler>did Bjarni already commit his patch?
12:57<Ammler>the new autoreplace
12:57<Vikthor>Ammler: can I download a save, i would like to compare configs
12:57<dragonhorseboy>sorry was afk to eat hot lunch :p
12:58-!-yorick [] has quit [Quit: HydraIRC -> <- Like it? Visit #hydrairc on EFNet]
12:58<Vikthor>thank you
12:58<Ammler>if you like to have a current one, go to, type !save and that will be game.sav
12:59-!-jp [] has quit [Quit: jp]
12:59<Ammler>or a autosave
13:01<dragonhorseboy>great...ran out of $900K loan on the highways :p
13:02<dragonhorseboy>got it almost over halfway across map tho
13:02<dragonhorseboy>hm going restart server anyhow..
13:02*peter1138 wonders if dragonhorseboy plays like roboboy
13:02<dragonhorseboy>peter..what you mean?
13:03<@Bjarni><Ammler> did Bjarni already commit his patch? <-- not yet
13:03<dragonhorseboy>yorick any time you want to your company has no password now :p
13:03<@Bjarni>I'm reading through it right now to make sure it's ok
13:04<Ammler>new version since this morning?
13:05<Prof_Frink>Hmm, should 0.6.1-RC1 be in t'topic?
13:05<dragonhorseboy>how does roboboy play anyhow?
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13:09<Sacro>alas... poor yorick
13:09<dragonhorseboy>sacro...yeah where's yorick anyhow? :/
13:09<Sacro>how should i know
13:10<Sacro>i only stalk one person in here
13:10<dragonhorseboy>heh :p
13:10<dragonhorseboy>me wondering if I should find another manager for blue company (I'm green) on this map
13:10-!-Osai is now known as Osai`off
13:13<dragonhorseboy>hey dih
13:14*dragonhorseboy pokes yorick for the last time out of curiousity
13:14<dih>he aint here
13:15<dih>Sacro: "So yeah... stuck on the second question... anyone past it?" <-- same here
13:17-!-Osai`off is now known as Osai
13:19<dragonhorseboy>well if anyone sees yorick tell him I fixed both the road issue and resetted the company passwords ... and that I might be back around 3-4 hours later or tomorrow morning
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13:20<dih>yeah - forget it :-P
13:20<mynetdude>like resetted is a word
13:20<Roest>and he didnt tell you how he did it
13:20<dih>or what he set it to
13:20<Prof_Frink>dih: Placed in a badger's home?
13:21<mynetdude>setteted? wth? that is just a bad word in my taste
13:21<dih>setteted was to reflect resetted :-D
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13:23<mynetdude>oh I know, but still a silly word to use
13:23<mynetdude>incorrectly anyway
13:24<Eddi|zuHause2>only a german mind can think of such words :p
13:25<Sacro>germans just stick words together till they get roughly what they mean
13:31<dih>stop bitchin about germans
13:31<Eddi|zuHause2>mine was a compliment ;)
13:31<Eddi|zuHause2>you are not lost yet ;)
13:33<Sacro>Eddi|zuHause2: no, we won...
13:39-!-Progman [] has quit [Remote host closed the connection]
13:41<dih>Sacro: get past the second question on that odd page and give us the answer... then we'll let you win ^^
13:41<Sacro>we only have that one clue
13:41<Sacro>and tis cryptic
13:42<Roest>omg lol
13:42<Roest>someone dug up the chrisIN thread
13:42*dih shovles dirt back onto the thread
13:43<mynetdude>uh oh
13:43<Roest>slowly but surely i start to think those dilbert comics are more like reality
13:43<mynetdude>guess you guys don't like it?
13:43<Wolf01>I want to timetable some trains to load at a station for 50 days
13:43<Wolf01>1) full load & 50 days: the train stays there until full loaded, almost 150 days
13:43<Wolf01>2) load if available & 50 days: the train loads what it finds and go to next order
13:43<Wolf01>I didn't timetable all the orders, only the station I needed, should I timetable all the orders and travel?
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13:44<mynetdude>I don't understand timetabling
13:44<dih>Wolf01: would it help if you did this auto fill option and then set the timetable for the statiosn?
13:44<mynetdude>and why would you want the train to stay there over a month and 1/2 you need daily service or weekly service :P
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13:47<Wolf01>seem to work better, but not for all trains which share the orders
13:49<Wolf01>the train which I use to change the timetable stays for the time I put there, the other one behave like there isn't a timetable
13:49<mynetdude>I also noticed that if your train carries more than one type of cargo (pax, mail, goods) it will take longer to load
13:50<Wolf01>mynetdude, sometimes when industries have low output is better to deliver the cargo also if not full loaded, because they pay running costs (why?) also if they are stopped at a station
13:50<Wolf01>and I usually don't use multiple cargo trains
13:52<mynetdude>well for low output I just make the train stay until full load
13:53<mynetdude>no need for timetabling that I can see I don't see how it changes anything I have tried making it change but I saw no effect
13:54<Wolf01>with low output and full load the train pays a lot of running costs, and more it is long, more it takes to load and more it pays
13:55<mynetdude>either that or I make the train shorter and have it run back and forth
13:56<mynetdude>either full loading or making the train shorter to match the output is easiest IMHO
13:56<Wolf01>with timetables you can force the train to leave after some days of loading, so it load time is like a train with 1/2 of length
13:56<mynetdude>so are you saying that if the train is not timetabled it will try to load all its cars first?
13:57<mynetdude>that shouldn't happen unless you use full load
13:59-!-gfldex_ is now known as gfldex
14:02<Wolf01>it's a little hard for me to eplain this, but, if your train normally, with enough available cargo, full loads in 10 days
14:03<Wolf01>if the industry drop the production, your train will load, for example, in 100 days
14:03<Wolf01>so, if you limit the load time to 50 days, you have a 1/2 train loaded
14:04<Wolf01>without sending all the trains to depot an cut them
14:04<mynetdude>I see your point, but your train shouldn't full load unless you have full load set
14:05<mynetdude>cutting the stay time is probably an ideal solution
14:05<Wolf01>the train doesn't full load
14:05<Wolf01>if the industry can't produce enough cargo to full load a train in 50 days, it doesn't full load
14:06<CIA-3>OpenTTD: bjarni * r12912 /trunk/src/ (vehicle_gui.cpp vehicle_gui.h): -Codechange: overloaded ChangeVehicleViewWindow() so each argument can be either a Vehicle pointer or a VehicleID
14:06<ln>a Bjarni™ commit.
14:07<@Bjarni>actually I made one big diff and now I split it into smaller parts (to make bug hunting, log reading and so on easier)
14:07<Wolf01>if I set to load only what the train finds, it will enter the station, sees nothing and delivers "air", with timetable I can make it wait to load at least 2 wagons and make profit
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14:10<Wolf01>the problem is: if they are full loaded after 20 days, should them wait other 30 days because I timetabled 50 days?
14:10<mynetdude>ah well rather than timetabling why not a feature to tell the game how many cars to load
14:10<Wolf01>that's the questions :D
14:10<mynetdude>well then there needs to be an IF THEN statement
14:10<Wolf01>because you can do it with timetable, since the running costs are time based and not cargo based
14:11<mynetdude>if the train is fully loaded after 20 days then leave, otherwise stay until 50 days
14:11<Wolf01>yes that's is what I'm asking hot to do :P
14:11<Wolf01>dinner time
14:12<mynetdude>also whats the thing about the train running on time or not? Does that mean anything or have any effect?
14:12<mynetdude>have fun, I'm hungry... I gotta do a couple things
14:12<Eddi|zuHause2>if it is running on time, it will stick to waiting times in the stations
14:13<Eddi|zuHause2>if it is not running on time, it is leaving as fast as it can
14:13<Eddi|zuHause2>problem is, the autofill does not account for a sufficient safety margin
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14:13<Eddi|zuHause2>so after you do an autofill run, you have to adjust the waiting times
14:13<mynetdude>so what about travel time?
14:14<mynetdude>why is travel timetabled?
14:14<Eddi|zuHause2>to allow for a late train to catch up
14:14<mynetdude>think that the timetable is overly complicatec
14:14<Eddi|zuHause2>with timetables, you can e.g. create "holes" in the cargo traffic, to allow a fast passenger train to get through without stopping
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14:15<mynetdude|Away>Eddi|zuHause2, that sounds kinda difficult to do although a great idea
14:15<Ammler>Eddi|zuHause2: with maedhros patch, but thats not in trunk now?
14:16<ln>Ammler: english only.
14:16<Eddi|zuHause2>Ammler: what patch?
14:16<Ammler>where you can set dates
14:16<Eddi|zuHause2>timetabling needs a synchronisation feature, yes
14:17<Ammler>he posted it in general section, thats why I saw it late
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14:18<Ammler>didn't try it yet
14:19<Ammler>[20:16] <ln> Ammler: english only. <-- sorry for my bad english. :-)
14:19<Eddi|zuHause2>i don't browse the forums often
14:19<Ammler>I don't browse the general section usually
14:19<Ammler>only Graphics and development
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14:26<Wolf01>I'm playing a little with timetables now, I succeeded to reduce the negative profit of 2 trains from -40M to -9M with "load if available" and "stay for xx days"
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14:29<bowman>I've only used to avoid passenger transport from bunching together
14:32<bowman>+timetables :)
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15:50<ooo4tom>seems quiet this evening
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16:09<CIA-3>OpenTTD: bjarni * r12913 /trunk/src/ (8 files):
16:09<CIA-3>OpenTTD: -Add: ability to backup and restore a player's economic data and data for a vehicle (or chain of vehicles)
16:09<CIA-3>OpenTTD: Autoreplace uses this with the following benefits:
16:09<CIA-3>OpenTTD: -Mass autoreplace (the button in the depot window) will now estimate costs correctly
16:09<CIA-3>OpenTTD: -Autoreplace now either replaces correctly or manages to keep the original vehicle (no more broken trains)
16:09<CIA-3>OpenTTD: Thanks to Ammler for testing this
16:11<Sacro>Bjarni: i want thanks :(
16:11<@Bjarni>then you should test when I ask for testers
16:11<@Bjarni>instead of going into C# mode
16:13<@Bjarni>it's not too late to test it
16:13<@Bjarni>but I think Ammler managed to find whatever issues it still contained at the time
16:13<Ammler>you are welcome Bjarni :-) well, I just tested what I needed, dunno if there is something else...
16:14<planetmaker>^^ selfish you! ;)
16:14<Ammler>did you also fix the problem with the dualhead?
16:14<@Bjarni>I tested "something else" pretty well but you managed to find a GRF with some rules I didn't test for
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16:15<@Bjarni><Ammler> did you also fix the problem with the dualhead? <-- it will not fuck up the train anymore but it will not replace it either. I know how to fix it but the patch were getting too big as it was
16:15<@Bjarni>I expect the train in question can replace within the next 5 of my commits
16:16<@peter1138>hmm, no conflicts... that's ominous
16:17<@Bjarni>well it's still an improvement compared to how autoreplace worked before this commit as it would break the train
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16:18*Sacro plays around in blender
16:18<@Bjarni>meaning this commit didn't break it and AFAIK didn't break anything else
16:20-!-dragonhorseboy [] has joined #openttd
16:20<@Bjarni>hello dragonhorseboy
16:20*Bjarni tries to make sense of that name
16:21<@Bjarni>looks like it's 3 more or less random words joined together
16:21<dragonhorseboy>very funny :p
16:21<dragonhorseboy>how're you?
16:22<@Bjarni>@openttd commit 12913
16:22<@DorpsGek>Bjarni: Commit by bjarni :: r12913 /trunk/src (8 files) (2008-04-27 20:09:29 UTC)
16:22<@DorpsGek>Bjarni: -Add: ability to backup and restore a player's economic data and data for a vehicle (or chain of vehicles)
16:22<@DorpsGek>Bjarni: Autoreplace uses this with the following benefits:
16:22<@DorpsGek>Bjarni: -Mass autoreplace (the button in the depot window) will now estimate costs correctly
16:22<@DorpsGek>Bjarni: -Autoreplace now either replaces correctly or manages to keep the original vehicle (no more broken trains)
16:22<@DorpsGek>Bjarni: (...)
16:22<@Bjarni>you can do anything but feel great after committing something like this :)
16:22<Ammler>coop ps is full another time
16:23<Ammler>I would like more slots :-P
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16:23<Eddi|zuHause2>there's probably a "not" missing there, Bjarni
16:24<dragonhorseboy>ammler...heh..and I'm wondering what to do with like at least four different server saves in only three days .. its making me a bit clueless on why its so difficult to finish any online games
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16:24<dragonhorseboy>what do I really know tho
16:26<@Bjarni>Eddi|zuHause2: looks like it
16:26<mynetdude>I noticed each player in the multiplayer game can save the same version of the map and play it on their own offline or host it to be played by others as well
16:26<@Bjarni>luckily I do a lot more proof reading on the stuff I commit than the stuff I write in IRC
16:26<dragonhorseboy>mynetdude...not quite that easily with more than one company slot tho
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16:26<Eddi|zuHause2>you can use the company cheat
16:27<mynetdude>what do u mean dragonhorseboy?
16:27<mynetdude>if there is more than one company slot, well they just wouldn't be "AI" right?
16:27<Eddi|zuHause2>he means you cannot choose the company you want to join if you load in singleplayer, you'll always join company 0
16:28<dragonhorseboy>that as well
16:28<mynetdude>really? cuz I loaded my multiplayer map and got my company not the company 0
16:28<mynetdude>unless my company happened to be company 0?
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16:33<Eddi|zuHause2>if you were the first person to join
16:34<mynetdude>oh ok
16:35<mynetdude>but then it'd be worthless because all the company slots would not be AI
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16:41<dragonhorseboy>hey tokai
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19:28<mynetdude>this is interesting:
19:28<mynetdude>oops let me get tinyurl
19:28-!-Leviath [] has quit [Quit: Leaving]
19:31<@Bjarni> <-- or you could just give the correct URL to begin with :P
19:33<@Bjarni>looks interesting
19:33<@Bjarni>I will take a look tomorrow
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19:50<Eddi|zuHause2>what part about that is "interesting"?
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20:08<mynetdude>Eddi|zuHause2 what part? the railcar itself
20:08<mynetdude>nah tinyurl was better IMHO
20:08<Eddi|zuHause2>what's special about it?
20:09<Sacro>anyone wanna talk about pens? join #penisland!
20:09<mynetdude>nevermind, wrong link... that link goes to a blog
20:10<mynetdude>Sacro isn't this like family PG-13 only kind of stuff??? I don't want to know about penis really
20:10<Sacro>mynetdude: nope, penisland
20:10<Sacro>the island of pens
20:10<Eddi|zuHause2>you don't know about pen-island?
20:10<mynetdude>sorry but it looks spelled the other way :( now I feel stupid
20:11<Sacro>haha :p
20:11<mynetdude>why do I want to talk about pens though?
20:11<mynetdude>Sacro now you know what I am talking about :P
20:11<Sacro>wait till you hear about molestationnursery
20:11<mynetdude>Mole Station Nursery sounds like molestation of kids :P
20:11<Eddi|zuHause2> <- proof
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20:13<mynetdude>what I really wanted to show was not the blog
20:14<mynetdude>for some reason the link to the blog I thought was the colorado railcar website becaue I had clicked on a link from the blog and the link did not change in my browser's URL unless I break out of the frame
20:14<Eddi|zuHause2>way too colourful
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20:14<mynetdude>from reading the blog though I have some ideas for my ottd map
20:14<mynetdude>Eddi|zuHause2 I have to agree, but thats not the point
20:15<Eddi|zuHause2>so... what is special about THAT?
20:15<mynetdude>Eddi|zuHause2 two things: 1. I'd like to see "winged" trains in ottd if that is possible for at least the EMUs 2ndly I'd like to see some colorado rail cars in OTTD :)
20:15<mynetdude>I didn't say its special, I just said its interesting
20:16<Eddi|zuHause2>what do you mean "winged"?
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20:16<Neiponi>I have a question
20:16<Eddi|zuHause2>i have an answer
20:17<Neiponi>:) What do I do when I ran it in safemode and it says I'm not registered properly?
20:17<mynetdude>Eddi|zuHause2 read the blog, "winged" is when you join two complete trains together that are going to the same destination and split at a junction
20:17<Eddi|zuHause2>a what?
20:18<Eddi|zuHause2>oh yes, that'd be part of shunting... if anyone ever codes that :p
20:19<Eddi|zuHause2>Neiponi: i'm afraid you should rephrase that question
20:19<Tefad>Neiponi: don't know what you're talking about
20:20<Neiponi>I have downloaded the file
20:20<Neiponi>and unzipped it
20:20<Neiponi>Now when I try to run it it says I'm not registered properly
20:20<Neiponi>or something
20:20<Eddi|zuHause2>which windows .zip file?
20:20<Eddi|zuHause2>and what is the exact message?
20:21<Neiponi>The mav/TTD one on the Downloads topic...
20:21<Neiponi>Hold on, I'm bringing up the message now
20:21<Neiponi>It says, "Error reading registry"
20:22<Neiponi>The title in the blue at the top of the window was "Initialization Error"
20:22<mynetdude>Eddi|zuHause2 that is considered shunting? I saw a video of two trains connecting with automatic coupling locks that is all computerized they do it either at the junction or at the station
20:22<Eddi|zuHause2>openttd does not use the registry
20:22<planetmaker>hehe :D. OpenTTD trojan :P
20:23<Neiponi>That's what I thought - it doesn't use it...
20:23<Neiponi>I hope it isn't a trojan...
20:23<planetmaker>where did you get that file from?
20:23<Neiponi>The forum topic of the downloads on this site...
20:24<planetmaker>a zip file itself cannot write to the registry.
20:24<mynetdude>ah, I wouldn't get it from the forum, the openttd website has its own download link
20:24<Eddi|zuHause2>Neiponi: try this page
20:24<planetmaker>and don't use the installer for windows. installer suck
20:24<mynetdude>ah I did, and it works fine
20:25<Neiponi>Ok, but then how do I get the missing files? The .cat?
20:25<mynetdude>just make sure you have the data files it needs
20:25<Eddi|zuHause2>from your original TTD cd
20:25<planetmaker>from your ttdx cd?
20:25<Neiponi>...except I don't have a TTD cd...
20:25<mynetdude>or you can install without the data files, then copy the data files from the data zip which you can download also
20:25<planetmaker>search google for ttd
20:26<Neiponi>Thank you so much! (As you can tell, I'm not the smartest at .zip files or copying downloads...)
20:26<Eddi|zuHause2>the installer should search if you have the data files already on your HD
20:26<Eddi|zuHause2>and automatically copy them
20:27<Neiponi>Hmm...what compatibility do the files have to be? I tried browsing for files from the download
20:27<Neiponi>and nothing would show up
20:29<mynetdude>Neiponi they have to be the windows version of the data files, you can use the DOS version but some graphics will look funny
20:29<Eddi|zuHause2>the files would be called trg*.grf
20:29<mynetdude>Eddi|zuHause2 is there any chance someone will code above ground or subways or perhaps the "3rd rail" track setups?
20:30<mynetdude>cool :) I'll be here to test it
20:30<Eddi|zuHause2>could take a while ;)
20:30<mynetdude>I've got time, I'm only 28
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20:34<Neiponi>One more question...what's the path to the missing files on the .zip folder?
20:34<mynetdude>well what missing files are you talking about?
20:34<Neiponi>...if that's the right one and I'm not totally messed up lol
20:34<Neiponi>The .cat and the other ones that I need to copy for the OpenTTD download
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20:36<mynetdude>oh you mean the data files
20:36<Neiponi>I think so...;)
20:36<mynetdude>the data files will be stored in C:\program files\openTTD\data\
20:37<Neiponi>The missing data files? The .cat files?
20:37<Neiponi>There's nothing there...
20:37<mynetdude>I don't know about .cat files I only know how to install mine... the others here are better at it than me :(
20:37<Eddi|zuHause3>yes, because you have to take them from the other zip file
20:38<Yexo>Neiponi: have a look at
20:40<Neiponi>The Windows patch is downloading now...I hope it works...
20:40<Eddi|zuHause3>not the patch
20:40<Eddi|zuHause3>the data files
20:41<Neiponi>Oh we go again lol
20:41<Eddi|zuHause3>if people would ever listen...
20:41<Yexo>Neiponi: you need the original game
20:42<Neiponi>Alright I'm on the thing which needs the thing I'm downloading anyway...
20:42<mynetdude>Yexo: you only need the data files from the original game, I don't have the original game just the data files from it
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20:42<Neiponi>How did you get those, mynet dude?
20:42<Yexo>mynetdude: I know that, but that's not important now. What is important, is that Neiponi gets the data files
20:42<mynetdude>I did a search for it
20:43<Yexo>Neiponi: either from a copy of the original game or from someone else with a copy of it
20:43<mynetdude>Yexo thats my point, all he needs is the data files not the game
20:44<Eddi|zuHause3>don't post such links here!
20:45<Neiponi>Alright, what next?
20:46<mynetdude>Eddi|zuHause3 why not?
20:47<Yexo>Eddi|zuHause3: you're right, I shouldn't have posted it
20:47<mynetdude>infact if I recall correctly actually gives a link to the data files
20:47<mynetdude>or at least gives you another link to where to find it
20:48<Yexo>mynetdude: I can't find such a link anywhere and don't think there is one
20:48<Neiponi>OMG!!! IT runs!!! THANK YOU SO MUCH GUYS!!! (Sorry for the caps, I don't think it'll do underline or italics)
20:48<Neiponi>Thank you again!
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20:49<mynetdude>Yexo, I don't remember but I do recall there was a link from the openttd site linking to another site or whatnot
20:50<Eddi|zuHause3>like this?
20:50<Eddi|zuHause3>or this?
20:50<Eddi|zuHause3>i think italics is non-standard
20:50<Eddi|zuHause3>some clients understand it, others not
20:51<mynetdude>yeah speaking of that, I want more colors mIRC has only like 12 colors
20:51<teeg>no you do not
20:51<teeg>colours suck ass :(
20:51<Eddi|zuHause3>problem is, ^U and ^B are free, but ^I coincides with the tab character
20:51<Eddi|zuHause3>colours come in 16s
20:52<Eddi|zuHause3>but i'm quite sure they are disabled here
20:53<Eddi|zuHause3>like they are in any sane channel
21:01<Rubidium>mynetdude: only to the forum and irc
21:02<mynetdude>teeg lol
21:03<mynetdude>wth are you talking about U and B?
21:03<mynetdude>sorry I don't understand, only to the forum and irc?
21:03<mynetdude>no I see colors, the mIRC colors that is
21:03<mynetdude>you don't see them because they are clientside
21:04<teeg>gah. why did the forum decide to die just now? :(
21:05<mynetdude>yeah thats a problem when you are so intrigued in something
21:05<Rubidium>mynetdude: does not directly link to any download side of TTD. Indirectly it does, but well... that's because you can indirectly go to via the forum too.
21:07<Rubidium>@kick Yexo giving links to illegal software is still forbidden in here.
21:07<Rubidium>stupid bot!
21:07<Yexo>shouldn't have posted the second link
21:07<mynetdude>Rubidium yeah I was looking at the first link, it had a general link to the forums or to google
21:08<mynetdude>and it even warned that he didn't condone downloading the game, I didn't download the game just the data files
21:08<mynetdude>then again, you can buy TTD for $10 at some places
21:08<mynetdude>hey look at this
21:08<Rubidium>mynetdude: downloading the game files is as illegal as downloading the game
21:09<mynetdude>oh, didn't know it was the same thing
21:09<mynetdude>which is stupid
21:09<teeg>mynetdude: it's a copyright thing
21:09<mynetdude>well that makes sense
21:09<teeg>besides, ttd costs what? $5?
21:10<teeg>"o noes mah wallet will die"
21:10<mynetdude>what I said about $10ish depending where you go
21:10<teeg>I wonder what amazon'll charge for it
21:10<mynetdude>but TBH Chris Sawyer should redesign TTD with better graphics/engine
21:10<teeg>he did
21:10<mynetdude>but thats when he came out with RRT3
21:10<Rubidium>mynetdude: called Locomotion
21:10<teeg>locomotion, but its pathfinding code sucks
21:10<mynetdude>ech you call that new/redesigned?
21:11<teeg>it has curvy tracks!
21:11<teeg>it's improved! :P
21:11<mynetdude>ohhh hmm good point
21:11<mynetdude>ok we'll have to carry on this discussion in an hour bbl
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21:12<teeg>hm, does locomotion have diagonal roads? I could only be arsed to play locomotion for 2 hours half a year ago or something, I got too pissed off at its pathfinding code and its road/track building UI
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21:35<DaleStan>Belugas: Have you done anything more on callback 37? I very much want to add the definition that bits 8..15 of CB37 are set to 02 for the industry directory window.
21:35<DaleStan>Also, I'm still sitting on that nasty extra-parameters code; did you say that you'd discussed better solutions, and if so what came of that?
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22:04<mynetdude>hmm hey teeg is there any possibility ottd could use the locomotion graphics so we can get curved track/roads?
22:05<mynetdude>anyway I posted some links, not of what I was looking for but I thought they were interesting while I was in the quest to find pictures of 1930s railroad stations to see if they had platforms unlike so many movies I have seen that have scenes pre 1900s
22:09<teeg>mynetdude: highly doubtful, at least not without a rewrite of some sort. I suspect that rewrite would take more time etc than it would give back, and that's just getting it working to start with, let alone getting trains to look good while using the turns
22:11<mynetdude>teeg, well don't the trains look good in locomotion? I have it (shhhh, you know the thing about illegal downloading in whole or in part)
22:11<mynetdude>but I don't play it so I am considering getting rid of it anyway
22:12<mynetdude>I took one look at the UI and wasn't really thrilled with it
22:12<teeg>hell, even diagonal roads are a sore spot, go figure how curved tracks would be received. And to be honest I don't really see the point of it either, I think it's cute as it is.
22:12<teeg>mynetdude: I haven't spent more than 2 hours with it myself, but a friend of mine complained that the trains didn't quite stick to the tracks, i.e. they were "floating on air"
22:12<teeg>which doesn't really look all that good
22:12<mynetdude>tbh diagnal roads aren't needed, they just make design of layouts easier
22:13<mynetdude>well then I don't see how locomotion is "improved" than TTD it sounds like a botched job of trying to upgrade TTD
22:13<mynetdude>but then again, TTD and Loco aren't the same game
22:14<teeg>That's my take on locomotion as well. when I said it was improved, I should probably have written it as "improved"
22:14<mynetdude>lol I could kind of tell you were kidding
22:15<teeg>I don't remember how the pathfinding code in the original TTD was, but locomotion's pathfinding really sucks ass. I made 4 or 6 bus stops in a small town (10x10 tiles or something) and setup a few buses to do the loop around the town
22:15<mynetdude>but still I'd like to see an TTD/OTTD style play with better graphics to some degree, although I have to admit the current classic graphics is still pretty good for that game
22:15<teeg>and most of the time at least one bus would suddenly decide to go awol
22:15<teeg>perhaps the busdriver's a drunkard :(
22:15<mynetdude>I have played Trainz (I still have that game) the AI is very much like OTTD/Loco it will go awol at times
22:16<mynetdude>but Trainz is not an transport tycoon game its a train simulator
22:17<teeg>I was going to try to make ottd more oo, but the more I delve into ottd's code, the more I feel like rewriting everything. And if I do go down that road, then I have a few other ideas I might try to explore... which I probably might as well, since I'm getting the feeling that what I'm working on will be too big a change to be accepted, ever. and updated graphics is not high on that list. :P
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22:19<mynetdude>like I said the graphics isn't really "horrible" to say... and it still looks good for the kind of game it is and I would still keep the graphics but having updated graphics would be cool because newer graphics can show/do more
22:19<teeg>big fancy term: object oriented. what I should be calling it is probably more like "restructuring the code", not "OO", since OO seems to trigger all sorts of reactions.
22:19<teeg>mynetdude: what kind of graphics can show/do more?
22:20<mynetdude>though I did see on one of the wikis that there is a "TTD" project going on, a whole new transport tycoon kind of game
22:20<mynetdude>well I don't know if graphics can "do" more but they sure have more effects I suppose
22:20<mynetdude>oh ok I know a bit about oo at the fundamental levels
22:21<mynetdude>but not enough to say much
22:22<teeg>same here. my grandiose ideas for radical improvement of ottd have mostly fizzed into nothing as I fiddled around with test code, and I figured out that what I was thinking of was either not possible, or would make the surrounding code even clunkier than it is now, which is not what I was hoping for, to say the least
22:23<mynetdude>well at least you're able to see what is possible and isn't or what is realistically feasible
22:24<mynetdude>I just hope that OTTD could expand more (and it already has) to reflect on what is currently available in real life
22:24<mynetdude>like underground subways, SimCity takes this into account, above ground rail, I don't recall if SC has this, but I know SC has above ground highways though
22:25<mynetdude>then again TTD/SC are two different types of games
22:26<teeg>I would like an underground subway myself, along with tunnels which can go up/down/change direction
22:26<teeg>and bridges which can go up in elevation f.ex
22:28<mynetdude>well if the up/down bridge fx is possible it would not look like a smooth curve or something I don't know, I suppose its possible
22:29<mynetdude>hell, something cool to add to ottd is underground cities in the future kind of thing
22:31<teeg>btw, you could probably look at
22:31<teeg>seems like it could be an interesting alternative to ottd
22:31<teeg>if it hasn't died that is
22:34<boes_>i just think a cool feature to have would be tunnels that turn, but as i understand what has been said about the code, only the entrance/exit are actully mapped right now, so that would make it very difficult
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22:37<mynetdude>boes_ good point
22:37<mynetdude>but you are right it would be nice to have turning/curved tunnels... I know of one tunnel that does that sorta in real life as Amtrak uses it daily here on the west coast
22:38<boes_>subway tunnels turn in quite a few cities,
22:38<mynetdude>if you're familiar with the Coast Starlight trains #11 and #14 N/S bound trains pass through the Willamette Pass but it is in tunnel sections
22:38<teeg>almost all tunnels I've been in curve
22:38<mynetdude>boes_ oh yeah duh, BART is a good example of one, the tunnel has a long curvature when crossing the bay
22:38<teeg>at least most of the tunnels along the older roads along the coast of norway do
22:39<mynetdude>I have been in tunnels that are almost perfectly straight but it is not a very long tunnel
22:40<boes_>eisenhower tunnel in colorado has a 45% turn to it, if iirc
22:40<mynetdude>heck I'd like to see different types of tunnels, like "half cut" where the tunnel is like a C the side wall is not present on one side
22:41<boes_>tunnels under water would be cool as well
22:41<mynetdude>Amtrak's Coast Starlight goes through the Willamette pass that is kinda like that, at certain parts of the turn part of the tunnel is exposed to the outside
22:41<boes_>but i'll stop wishing for things that require the massive rewrite of the mapping code
22:41*mynetdude has never been through the eisenhower tunnel yet
22:42<boes_>if you ever get the chance, to go east bound through it, from the right hand lane look out to the right, it's a long way to the bottom of the valley before you go into it
22:43<mynetdude>boes_ does Amtrak run through there?
22:43<mynetdude>errr my bad you said "lane"
22:43<boes_>not that i'm aware, only road
22:43<mynetdude>lol its an automobile tunnel
22:44<mynetdude>lolz I tend to stay away from driving in the right hand lane where there are steep inclines especially where there are no guardrails
22:44<mynetdude>they scare the crap out of me
22:45<boes_>there's no guard rails there, they do have boulders along the side, but a small car could easly go between them
22:45<teeg>actually, I'll try to get to one of the world's longest (if not the longest) road tunnel sometime this summer:
22:45<teeg>I think it's mostly straight, with maybe an elevation change at the middle to keep water out or something
22:45<mynetdude>I know NYC has some of the longest tunnels
22:46<mynetdude>there's this cool tunnel I forget the name of it... but its in Virginia part of it is underwater you enter at land, you come out somewhere justbefore land again
22:46<teeg>oh. I was wrong
22:46<teeg> it's curved AND with elevation changes
22:47<teeg>oh, I just remembered another thing a friend of mine wanted: signals on bridges and in tunnels, to keep the flow up
22:47<mynetdude>oh yeah... I was going to ask about signaling for trams
22:48<mynetdude>better yet... have trams share the same roads as automobiles do
22:48<mynetdude>I know that autos don't need signals in ottd
22:48<mynetdude>but when I think of trams I think of lightrail
22:48<mynetdude>unless trams and lightrails are different?
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22:49<mynetdude>AFAIK lightrail trains are required to follow the same traffic laws of red/green lights as cars do
22:50<mynetdude>the only exception is when they are stopped at a station on a city block they have their own signal and cars will be stopped with a normal traffic signal that are in conjunction to lightrail signals
22:51<teeg>hm. almost 5am
22:51<teeg>might have to consider sleeping...
22:54<mynetdude>sleep sux
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---Logclosed Mon Apr 28 00:00:54 2008