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#openttd IRC Logs for 2009-06-23

---Logopened Tue Jun 23 00:00:05 2009
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04:30<dihedral>it's a shame brickland kind of vanished from the top threads in the forums
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04:45<dihedral>i would not mind contributing with something else... :-P
04:45<@petern>no, we don't want your semen
04:46*planetmaker certainly is not part of that "we"
04:46<planetmaker>I am
04:46<@petern>you do want it?
04:46<planetmaker>I need coffee
04:46<@petern>nice job ;p
04:46*planetmaker hides
04:47<SmatZ>you like milk in your coffee, right?
04:47<planetmaker>wrong :)
04:47<planetmaker>black is beautiful. ;)
05:03<dihedral>SmatZ, that's ugly :-P
05:03<dihedral>petern, i am talking about a socket, not semen
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05:11<SmatZ>hello trainlover
05:13<insulfrog>I'm having a good go on the latest ottd build at the minute :)
05:14<insulfrog>if all goes well, I might even post a few screens of my network on the forum
05:16*Rubidium wonders what insulfrog means with "the latest ottd build"
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05:25<insulfrog>ottd 0-7-1
05:25<insulfrog>(should have said latest stable build :p )
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05:37<dihedral>nice guess there Rubidium
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05:46<CIA-2>OpenTTD: smatz * r16631 /trunk/src/saveload/ (oldloader_sl.cpp town_sl.cpp): -Fix (r1826)(r1881)(r9613): loading of some town data from old savegames was broken
05:52<CIA-2>OpenTTD: smatz * r16632 /trunk/src/ (5 files in 2 dirs): -Codechange: rename Town::flags12 to Town::flags
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06:17<dragonhorseboy>just wondering but how do you add these automatic messages that welcomes new players to a game?
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06:20<dragonhorseboy>I can't figure out anything from the console :/
06:20-!-Netsplit <-> quits: FloSoft, fonsinchen, Sacro, Hirundo, Brianetta, Aali, Markk, Default_, Sionide, KingJ, (+1 more, use /NETSPLIT to show all of them)
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06:21<Ammler>dragonhorseboy: *.scr or Autopilot
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06:22<dihedral>dragonhorseboy, it's documented in the wiki
06:22<dragonhorseboy>oh autopilot...some name...
06:22<dihedral>or you can use something like autopilot or ap+
06:22<dihedral>however ap+ does not run on windows systems
06:22<@petern>if you want a simple message, one of the script files will do that
06:23<dihedral>as i said: that part is documented in the wiki
06:23<dragonhorseboy>hmm .. autopilot or auto pilot doesn't exist on wiki
06:23*dihedral slaps dragonhorseboy left and right and left and right and ....
06:23<dragonhorseboy>me kicks dihedral
06:24<dihedral>search for script or scr
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06:24<dragonhorseboy>scr no results again ..but did find some script pages I think
06:25<dihedral>well then have a look at them
06:25<dihedral>you really dont expect us to feed you pre-digested url's do you?
06:25<Yexo>dragonhorseboy: on_client.scr is executed as soon as a client joins
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06:27<dihedral>Yexo, that is executed whenever you join a server
06:27<dragonhorseboy>dihedral why don't YOU check for yourself next time dunny?
06:27<dihedral>i never said that autopilot was mentioned in the wiki
06:27<dragonhorseboy>"in the wiki" you said
06:27<dihedral>now read the next line
06:28<dihedral>i think it starts with the word OR
06:28<Yexo>dihedral: ah, you're right
06:28<Yexo>on_server_connect.scr is the correct one I think
06:28<dihedral>it's the other one :-P
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06:29<dihedral>dragonhorseboy, it's not my fault if you seem unable to read my message, or search the wiki, or any other search-able page on the web
06:30<dragonhorseboy>dihedral you clearly said "on the wiki" thats all there is
06:30<dragonhorseboy> << same as autopilot, no further comment
06:30<Yexo>dragonhorseboy: read his messages again
06:30<Yexo>"on the wiki" .... "or use something like autopilot"
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06:31<Yexo>in that other, not the other way around
06:31<dihedral>no wonder the readme.txt file never helps people
06:31<Yexo> <- good results
06:31<Yexo>how hard was that?
06:32<dihedral>i should disable highlights on that word :-P
06:32<Yexo> <- second result mentions:
06:32<dragonhorseboy>yexo..thats not wiki ;)
06:32<Yexo>on_server_connect.scr - This script will be executed by the server whenever a client connects (useful for motd) <- from that wiki page
06:33<dihedral>Yexo, that was exactly what i meant with 'predigested urls' :-P
06:33<Yexo>dihedral: I know
06:33<dihedral>it's like feedint that little kid some milk
06:33<Yexo>just wanted to show how easy it was to ind
06:33*dihedral gives Yexo an f
06:33*Yexo needs a new keyboard
06:34<Yexo>I have to press the f key harder then all other keys for it to be recognized
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06:35<dihedral>crap - i just clicked the 'clear' button in my ignore list, rather than cancel
06:36<@petern>oh, i better watch what i say then
06:36<dihedral>you were never there iirc - oh yes, once, for 5 mins or so :-P
06:36<Ammler>"note for linux users" seems a bit outdated
06:37<dihedral>then update it
06:37<dihedral>after all, it is a wiki
06:37<dihedral>then test it, and if your assumption is correct, update the wiki
06:38<Yexo>it was correct, and is alread removed :)
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06:38<dihedral># run rabbit run rabbit run run run .....
06:41<Eddi|zuHause>this gets more and more insane... because windows 7 ships without ie8, there cannot be an upgrade installation from vista, because ie7 needs to be removed...
06:42*SmatZ doesn't care
06:42<Eddi|zuHause>i shouldn't either...
06:44<CIA-2>OpenTTD: smatz * r16633 /trunk/src/ (aircraft_cmd.cpp openttd.cpp train_cmd.cpp): -Codechange: remove checks for consistency of newpool
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06:48<dragonhorseboy>!seen ammler
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06:49<Ammler>dragonhorseboy: still here :P
06:50<dragonhorseboy>heh hey
06:51<Eddi|zuHause>i do not remember seeing ammler.
06:51<dragonhorseboy>ammler btw thanks for creating that basecost.grf ;)
06:51<Eddi|zuHause>speaking of ignore list...
06:52<dragonhorseboy>took me a while to figure out parameters but now heh terraforming costs HECKS compared to the cheap old original prices ;)
06:52<@petern>who shall we +q today?
06:52<dihedral>i just cleared mine - need to set it up again
06:53<dihedral>petern, are you asking for a single nick or multiple?
06:54<Ammler>basecost.grf is my first grf and you could do it with a 10th of the code :-)
06:54<dragonhorseboy>ammler just wondering, did it matter which order in the newgrf should it be in or it doesn't matter?
06:54<Eddi|zuHause>let's +q CIA, he's only talking rubbish all the time :p
06:55<Ammler>well, as basecosts can be overwritten by every grf again
06:55<Ammler>it "can" matter
06:55<dragonhorseboy>at the top then I guess?
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06:55<Eddi|zuHause>no, at the bottom.
06:55<Ammler>depense, which costs you prefer ;-)
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06:56<@petern>it's spelled depends
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06:56<dragonhorseboy>thanks..that explained why some prices wouldn't take effect
06:56<Eddi|zuHause>well, it doesn't make sense to allow the changes to be reverted again... just keep it at default then...
06:57<dragonhorseboy>$738 for a piece of erail on flat ground and $16K on any sloped tile .. heh .. wish foundations and terraforming could be seperated but I guess it doesn't really matter
06:57<Ammler>yes, you can disable the setting of a properitiy with parameter 255
06:57<Eddi|zuHause>yes, that is one of the big disadvantages
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06:57<Eddi|zuHause>foundations are tied to terraforming
06:57<Eddi|zuHause>which defeats the point
06:58<dragonhorseboy>well at least very few foundations are really needed so I wouldn't mind it (its only when eg you're trying to squeeze a bridge over busy rails with only space for one raised tile than two at other end)
06:58<dragonhorseboy>eddi...true :S
06:58<Ammler>would the grf spec allow a new properity for foundaitions, or isn't that worth to mention?
06:58<Eddi|zuHause>i use foundations all the time...
06:58<dihedral>talk with DaleStan if you want 'em split
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06:59<Eddi|zuHause>foundations are key if you want to avoid heavy terraforming
06:59<dragonhorseboy>ammler..would be a good idea..considering roads are not worth jacking up the prices on (you know that roads don't like curves that much compared to rails heh)
07:00<dragonhorseboy>eddi the problem is many ottd players take the lazy route and terraform literally flat to plop their own "superstraight" or "massive sized stations" rails down .. I guess you can't always win
07:00<dragonhorseboy>not complaining to anyone in here (having seen ottd screenshots of single games) of course
07:01<Ammler>for wwottdgd build, we bound the foundations costs to the related costs of infrrastructure, like rail foundations to rails
07:01<dragonhorseboy>100x terraforming cost but not affecting foundations could make these particular players rethink their action hopefully
07:01<Eddi|zuHause>yes, i remember that patch
07:01<dragonhorseboy>(but being optional of course)
07:01<Eddi|zuHause>it touched lines at all kinds of places...
07:01<Eddi|zuHause>a hell to keep updated...
07:01<Ammler>just 8 times higher, iirc.
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07:02<Eddi|zuHause>yes, had a lot of "<< 3"s
07:02<Eddi|zuHause>which is against the code style, btw.
07:02<Ammler>wwottdgd had no style at all ;-)
07:02<dihedral>dragonhorseboy, you will not get a lot of people playing on your server ;-)
07:02<dihedral>Ammler, that is NOT true
07:03<Eddi|zuHause>Ammler: that's why it was a "use once" patchpack ;)
07:03<dihedral>YOU have no style, that does not mean that none of the others did not try to make sure style was used where possible
07:03<dragonhorseboy>dihedral...then would you pls explain why blowing 7-tile-high mountain down to flat ground is reasonable when in real life that never even happens one bit at all
07:03<Ammler>yes and will eber be
07:03<dihedral>dragonhorseboy, i am not talking with you!
07:03<dihedral>my f. word
07:03<Ammler>one day :-)
07:03<dihedral>at least i for my part payed attention to style
07:04<dihedral>phazorx did too
07:04<dihedral>planetmaker pays attention to style
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07:06<Ammler>he, was it bilbo or hackalittlebit, who mentioned a nice patch, where you need rise a tile, if you like lower somewhere else.
07:07<dragonhorseboy>ammler do you think that it could be plausible to check for how close to city the active tile is and adjust road construction price accordingly?
07:07<dragonhorseboy>ammler..that sounds interesting..if you dug up some soil from one place you have to dump it somewhere else :) (my own thought on that)
07:08<Eddi|zuHause>Ammler: that was in discussion very very long ago
07:08<Eddi|zuHause>i'm sure i had that discussion with Brianetta a few years ago
07:09<Ammler>I can remember Belugas answered but not sure anymore, if it was sarcastic
07:09<planetmaker>dragonhorseboy, that certainly is possible to code. But it isn't quite cheap on the CPU afaik
07:09<Eddi|zuHause>if you can only terraform 10 tiles in one direction, it makes screwing up the map very difficult
07:09<planetmaker>Eddi|zuHause, that patch exists. Even twice.
07:09<planetmaker>Once as a server-side only thing and 2nd as a usual patch which is needed for both, server and client
07:10<planetmaker>afaik we had the server-side one in wwottdgd/2
07:10<Ammler>oh, you mean the non-tf patch at all?
07:10<planetmaker>with the limitation set to 1 tile
07:10<planetmaker>hard coded that is. But that could be changed
07:10<dragonhorseboy>planetmaker hmm yeah true...I was thinking of on the basis of that a road far out in the lone landscape (eg for small coal mine) would be cheap but as you get closer to city it'll start rising (sidewalks, more maintenance, etc in a sense) to being the most expensive right in middle of the city
07:10<dragonhorseboy>may not always work out ideally but its only a thought
07:10<Yexo><planetmaker> Eddi|zuHause, that patch exists. Even twice. <- even more then that
07:10<Eddi|zuHause>1 tile is quite a pain, i suppose...
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07:11<planetmaker>Eddi|zuHause, well... depends on what you want :)
07:11<planetmaker>If you want a low terraform game. That's fine
07:11<Ammler>did we use the patch on wwottdgd/2?
07:11<planetmaker>It's not like you usually need much tf
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07:11<Ammler>can't remember
07:11<Eddi|zuHause><dragonhorseboy> ammler do you think that it could be plausible to check for how close to city the active tile is and adjust road construction price accordingly? <-- i believe there once was a patch that adjusted the clear tile costs like that
07:11<dragonhorseboy>planetmaker...I don't mind terraforming a bit there and there but I hate when entire mountains/etc are levelled just because "its in the way"
07:11<planetmaker>Ammler, it wasn't active. But we could have activated it as it was compiled into the binary
07:12<dihedral>in wwottdgd2 we had the option to disable tf per company
07:12<planetmaker>it was accessible via rcon
07:12<dihedral>and enable it of course
07:12<planetmaker>aye. Even that :)
07:12<dragonhorseboy>eddi hmm .. cost to clear tile .. that could had worked as well
07:12<Ammler>ah, now, indeed
07:12<Eddi|zuHause>planetmaker: i rather often need to terraform in order to place a station
07:12<dihedral>well... i think it was in wwottdgd2 :-P
07:12<Eddi|zuHause>other stuff is usually fine
07:12<Yexo>speaking about wwottdgd, are there plans for a third event?
07:12<planetmaker>Eddi|zuHause, but usually one doesn't need big TF for that either. I mean... stations can be placed in steps up a slope, too :)
07:12<dihedral>Eddi|zuHause, you, yes, but try to do that with 50 people in a multiplayer game :-P
07:13<planetmaker>Yexo, plans: yes.
07:13<Ammler>Yexo: wiki about day 3 exists, but not more :-)
07:13<planetmaker>A person who actually starts working on it: not yet really
07:13<dihedral>aint gonna be me :-P
07:13<Yexo>hehe, it's always the same problem
07:13<planetmaker>I dare say my time currently doesn't allow me to start the patch pack necessary for it.
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07:13<Ammler>well, the year isn't over, it might still be possible
07:14<dihedral>planetmaker, it's a nasty amount of work :-) but you know that
07:14<planetmaker>indeed :)
07:14<dihedral>+ it'll be hard to top the last 2
07:14<dihedral>patch wise
07:14<planetmaker>I learnt a lot.
07:14<planetmaker>I now would tackle it completely differently. Especially as I didn't know hg queues back then.
07:14<Ammler>he, I can remember as we did day one, we thought about repeatîng it multiple times per year :-)
07:15<planetmaker>Using that would have saved me so much time, I don't want to think about it ;)
07:15<dragonhorseboy>hmm...I made the damned plane prices too high
07:15<dragonhorseboy>heh.. *fiddles some more*
07:15<Ammler>yexo, we still wait for your "killer" feature ;-)
07:16<planetmaker>IS2 will be part of it. Has to be.
07:16<Yexo>Ammler: did you check ?
07:16<planetmaker>But that alone is not sufficient.
07:16<Ammler>Yexo: :-o
07:16<planetmaker>Yexo, that's one of the things which would be truely nice for it
07:16<Ammler>you didn't have that repo, last time we spoke about :-)
07:16<Yexo>no idea
07:16<planetmaker>But I didn't check it properly
07:17<Yexo>it has been there or quite a while
07:17<planetmaker>Ammler, it's up for... long
07:17<Ammler>I guess, you mentioned to make a repo with.
07:17<Yexo>6 weeks now
07:18<Yexo>peterns railtypes would be very nice with that
07:18<planetmaker>Yexo, it was my impression, though, that it's not yet quite in a state to be tested. What's it status then actually?
07:18*dihedral give Ammler an 'it'
07:18<planetmaker>Yexo, that, too.
07:18<planetmaker>Though I'm not sure how much newgrf support that needs.
07:19<dihedral>you don't very often end a sentence on 'with'
07:19<Yexo>planetmaker: it works (as far as I know), but the gui is a bit rough
07:19<planetmaker>That's nothing I'm going to bother with ;)
07:19<@petern>dihedral, who are you conversing with?
07:19<Ammler>well, we could them "hack" together maybe
07:19<dihedral>petern, see the 'very often' part of my reply, yes?
07:20<planetmaker>Yexo, well... that's not a major problem then, I guess...?
07:20<Yexo>no :)
07:20<@petern>dihedral, see my hidden smiley?
07:20<dihedral>always do :-)
07:20<@petern>railtypes works
07:20<planetmaker>petern, trunkify it :P
07:20<dihedral>"works" is all Ammler needs to consider it "ready for trunk"
07:21<@petern>tunnels are still an issue as they depend on landscape type. other bits don't.
07:21<@petern>level crossings never got done either
07:21<dihedral>*cough* socket *cough*
07:21*dihedral grins
07:21<@petern>and some work is needed to increase the number of railtypes, as the config file gives values 4+ special meanings
07:21<planetmaker>petern, you mean as tracks and road graphics didn't get separated? Or...?
07:22<planetmaker>And I don't understand the part with tunnels giving problems either...
07:22<@petern>look at the sprites, and you'll see
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07:27<Brianetta>Eddi: I remember Belugas' response. It was initially sarcastic until I mentioned actual gameplay benefits. Then the discussion kind of dried up.
07:32<dragonhorseboy>hmm guess the basecost.grf seem to do something funny to want to cause totalbridgerenewal to not load on the map
07:33*dragonhorseboy checks some more
07:35<dragonhorseboy>hm seem to had been a high value glitch..never mind :p
07:35<Ammler>as I said, very early grf, but it shouldn't do more then just some Action0 and Action7/9, maybe disable the costs for bridges
07:36<Eddi|zuHause>Brianetta: that sounds like exactly every other discussion ;)
07:37<dragonhorseboy>well lowering the parameter bought the grf back active so.. nothing for you to worry about ammler ;)
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07:37<dragonhorseboy>seem I had misread what the default was and I think I must had for a second caused the bridges to cost $$$$$$$$$$$
07:38<dragonhorseboy>now the stone viaduct takes about 4000 pounds to be built about five tiles long ;)
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07:39<planetmaker> <-- you meant that list of sprites there, petern, yes?
07:41<dragonhorseboy>jeeze..maybe I set this one too high .. 198000 pounds for a city airport :S
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07:41<planetmaker>but there I don't see the climate dependence for tunnels...
07:43<Yexo>planetmaker: "2 sprites for each direction, first sprite is underlay, second sprite is entrance. " <- I think the underlay sprite should depend on the climate
07:44<@petern>dragonhorseboy seriously needs to learn the difference between 'had' and 'have'
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07:44<Eddi|zuHause>the entrance depends on climate, too, because there grows grass on the default tunnel entrances
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07:47<planetmaker>Yexo, well... it could. But is it needed?
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07:48<Eddi|zuHause>yes, it is. because the default tunnel entrances must be converted to the same internal format as newgrf railtypes
07:48<Yexo>yes, tunnel entrances with grass around it don't it in artic, let alone tropic / toyland
07:50<planetmaker>Yexo, well, yes. But it *could* be drawn climate-independent, just above the slope, IF you restrict yourself to stone only.
07:50<planetmaker>But agreed, it would look better, if it's adopted.
07:51<Ammler>would that also aloow multiple tunnels for same type at once?
07:52<@petern>Eddi|zuHause, nope
07:52<Eddi|zuHause>tunnel types as equivalent to bridge types could be useful
07:52<planetmaker>Ammler, not as I understand it :)
07:52<planetmaker>hehe. Tunnel types the same as bridge types :P
07:52<planetmaker>ttrs - not only total town... but also total tunnels... ;)
07:53<Eddi|zuHause>that, and varaction2 for bridges/tunnels, could solve the climate problem
07:53<Ammler>ttes, extend, not just replacement ;-)
07:53<Eddi|zuHause>people have been longing for snowy bridges, too
07:54<Eddi|zuHause>a "total extension" does not make a lot of sense :p
07:54<@petern>penis extension
07:55<Eddi|zuHause>is that what you buy from these email advertisements?
07:56<Ammler>if they pass the spamfilter, you should seriously consider them...
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07:56<Eddi|zuHause>apparently, they don't ;)
07:58<dragonhorseboy>yeah I do wish foundations and terraform were seperate prices
07:58<dragonhorseboy>but oh well..I think its reasonably useable for now
07:59<dragonhorseboy>600 pounds for one straight sloped and one straight rails verus 75000 pounds for both on a foundation
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08:11<CIA-2>OpenTTD: smatz * r16634 /trunk/src/ (5 files in 2 dirs): -Codechange: use Company::IsHumanID() instead of IsHumanCompany()
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08:15<Yexo>what is the meaning of action0 industries prop 09, the size variable? wiki.ttdpatch says: "D size The size of the whole definition, excluding numlayouts and size". Is that in in bytes or the total number of tiles defined?
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08:23<+glx>industries ?
08:23<+glx>prop 09 are overides
08:24<dragonhorseboy>hey glx how're you? :)
08:25<Yexo>sorry, prop 0A
08:26<Korenn>it's a simple byte count, isn't it?
08:26<Yexo>I don't know
08:26<Korenn>of all the bytes that will follow it
08:27<+glx>how many bytes in layouts (variable size)
08:27<Yexo>OpenTTD handles it as number of tiles including the terminating 00 80's
08:27<Yexo>ok, so it should be the byte count
08:27<dragonhorseboy>hey belugas
08:27<Yexo>hello Belugas
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08:28<@Belugas>hello both of ya
08:28<@Belugas>i see i have been highlighted twice. Cool. Don't know what it is about. One day maybe i'll know...
08:29<+glx>free hl without text ?
08:29*dihedral also highlights Belugas
08:29<Eddi|zuHause>Belugas is always a highlight
08:30<@Belugas>glx, no it had text. just that I could not find the conversation it was linked to
08:30<Eddi|zuHause>hm... if i installed an apache, how do i start it?
08:30<@Belugas>Eddi|zuHause dihedral
08:30<dihedral>who asked you dragonhorseboy ?
08:30<Eddi|zuHause>/ignore Belugas
08:31*dihedral starts his ignore list and has his first addition
08:31<@Belugas>about the last you'll hear from me, i'm on my way to yet another certification
08:32<dihedral>hope for more money this time?
08:35<dragonhorseboy>belugas how many do you have now?
08:35<dihedral>more than you are old :-P
08:36<dragonhorseboy>20 papers seriously? :P
08:37<dihedral>oh - i would have guessed you somewhere along the lines of 14-16
08:38<dragonhorseboy>you missed way too low then
08:41<planetmaker>ho Belugas :)
08:41<@Belugas>i do not count the certifications made... only those that i still have to go through
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08:41<dragonhorseboy>oh ok
08:41<@Belugas>and those are the worse..
08:42<planetmaker>what kind of certificates is that? Like certified to know his way around... C on an intel processor? :P
08:42<@Belugas>like PA-DSS... at the top of the burk...
08:42<@Belugas>no... payment processing stuff
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08:42<@Belugas>like i did yesterday evening, instead of having fun with real life
08:44<dragonhorseboy>hmm I just thought of another thing for ottd grfs..
08:45<dragonhorseboy>a small grf that disables the original station or at least overwrite it to a crude simple low platform instead :p
08:45<dragonhorseboy>it just seem so out of place compared with most custom stations
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08:51<Yexo>I don't think it's possible to disable it, but you can probably replace the sprites with empty ones / simple low platform ones
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08:53<insulfrog>gotta go
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09:01<dragonhorseboy>ty yexo .. going for a while now ;)
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09:40<@Belugas>time for DeathMole, not for PG...
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10:40<@Rubidium>heh, haven't heard that German greeting before
10:40<dihedral>well, at least he knows where to find his answers :-P
10:41<Luette>hi everyone
10:43<dihedral>yes, and now? :-P
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10:44<dihedral>now that is a nick one gets to see very seldom
10:44<dihedral>hello rortom
10:51<@Belugas>sery veldom?
10:51<@Belugas>mery seldov?
10:52<@Belugas>dery selvom?
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11:42<Timmaexx>Good Evening
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11:43<dihedral>you are missing a k and an f
11:43<Luette>maybe even two Fs
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11:45<Timmaexx>Hi Mettalhead
11:45<dihedral>yes :-P
11:45<dihedral>2 Fs
11:47*dihedral gives Mettalhead an o and another r
11:47<Mettalhead>thank you
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11:49<Timmaexx>dihedral? Why can't join your Auto Nightly Server? Is it offline?
11:50<Xaroth>it's a trap!
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11:54<dihedral>how should i know what problems you have??
11:54<Mettalhead>i don't know what you meen
11:55<valhalla1w>dihedral: is your crystal sphere broken again?
11:55<valhalla1w>you should be more careful
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11:56<@Belugas>#crystal ball
11:57<svip>I win at graph design.
11:57<svip>In your face, Belugas.
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12:07<Korenn>I have a question about beginner level newindustries nfo coding. anyone who could help me?
12:08<Yexo>only if you ask your question (but probably I can't help you anyway)
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12:12<@Belugas>Korenn, ask, and whenever someone (much requested one) can answer, he/she (yes yes yes, there are some ladies now and then) will
12:13<Korenn>that's true. alright then:
12:13<@Bjarni>using plain text as a way to communicate is a clever way to hide the fact that women exists
12:13<@Bjarni>for all we know half of the channel are women
12:14<@Bjarni>btw hello everybody :)
12:14<Korenn>I have a new industry in an nfo that changes the printing works to accept cargo. this all works nicely and the industry window in-game shows the new requirements. But how do I now update the industry tiles so that the map actually accepts the cargo?
12:14<Korenn>to accept new cargo*
12:15<Korenn>I tried updating the relevant industry tiles, but that doesn't seem to do anything. I seem to be missing a link
12:19<valhallasw>svip: what did you create? a graphviz plugin that outputs openttd maps?
12:20<@Bjarni>that would be really interesting
12:20<@Belugas>iirc, Korenn, you need to override the old indutiles with new ones, holding new cargo
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12:21<Korenn>Belugas: override, not substitute?
12:21<frosch123>override :)
12:21<frosch123>resp. both
12:22<frosch123>alternatively you can replace the tilelayout of the industry to use the new tiles, instead of the original ones
12:22<Yexo>if I understood it correctly, substitute only sets the tile that will be displayed if you newgrf is no longer available. Can someone confirm that?
12:23<Korenn>I'd prefer to start with only changing the existing tiles and tackle new layouts as a later step :)
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12:23<frosch123>correct, and it initialises your new with the properties of the old one
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12:24<frosch123>[18:23] <Korenn> I'd prefer to start with only changing the existing tiles and tackle new layouts as a later step :) <- but note that overriding the tiles might affect other grfs, so when you later define a layout you would likely remove the tile-override again
12:24<frosch123>so your way is not the straight-forward one :)
12:25<Korenn>yes, I understand that changing layouts later might undo what I'm doing now, but this is a learning process :P
12:26<Korenn>so, if I get this correctly: below my industry definition, I should add a new action 0, feature 09, that sets for tiles 2b..2e (printing works) properties 08 and 09 for that tile, and set the acceptance?
12:27<frosch123>sounds correct
12:28<Korenn>ok, thanks. I'll muck around some more then :D
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12:31<Korenn>yay, progress \o/
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12:38*Belugas takes a little bit of his time to eat up the meal
12:39<svip>valhallasw: Unfortunately not.
12:40<svip>valhallasw: It's a graph that shows over time the incidents of when persons have eaten to our lunch group.
12:40<svip>As well as tracking the average price for the meals.
12:40<svip>And what's more; it's SVG!
12:41<valhallasw>I have no idea what is charted there
12:41<valhallasw>but it looks pretty nice
12:42<valhallasw>except the fact there are two vertical and horizontal axis
12:42<valhallasw>with no description
12:42<valhallasw>I mean, horizontal is time
12:42<valhallasw>that much is obvious
12:43<svip>valhallasw: Descriptions are intended for coming.
12:44<valhallasw>your site kills google translate:
12:45<svip>valhallasw: Just like IE, Google needs to support SVG.
12:45<valhallasw>this is just the main EggsML site
12:45<svip>Well, it contains SVG.
12:46<svip>The indicates below "gennemsnitlig stuff" is embedded SVG.
12:46<valhallasw>ah, right
12:49<svip>valhallasw: In addition, the graph uses JavaScript to allow you to hover over the lines.
12:50<valhallasw>javascript in svg
12:50<valhallasw>I'm not quite sure if I find that creepy or neat
12:50<svip>Javascript is awesome.
12:51<valhallasw>but.. in an image?
12:55<svip>valhallasw: SVG is so much more than image.
12:55<svip>valhallasw: If illustrations cannot be interactive, what's the point in living?
12:56<valhallasw>svip: if that was true, we would be extinct by now ;)
12:59<@Belugas>#IIIIIIIIIII'm a Dinosauuuuuuur
12:59<@Belugas>#Somebody's digging my bonnnnnes
13:06<@Bjarni>valhallasw: tip of the day: when google translate fails then you have to do like me
13:06<@Bjarni>read the original language
13:06<valhallasw>learn danish?
13:06<@Bjarni>it's not that tricky
13:06<@Bjarni>I just did
13:06<valhallasw>I know :P
13:07<valhallasw>what I would like is a google translate overlay on the original page
13:07<valhallasw>instead of the opposite
13:07<valhallasw>so you can just find the meaning of the words you don't recognise easily
13:07<@Bjarni>interesting idea
13:08<valhallasw>but.. I have to go :)
13:08<@Bjarni>you mean like you have the original page and then if you put the mouse over a word it looks up the word?
13:08<valhallasw>the opposite of the normal google translate
13:08<@Bjarni>I think there is a firefox plugin, which can do that
13:08<valhallasw>where you get the translated page with a hover popup with the original text
13:09<valhallasw>anyway, /gone :)
13:09<@Bjarni>bye valhallasw
13:09<@Bjarni>have a nice time learning Danish
13:10<@Bjarni>svip: bf ate 20 times and never paid anything???
13:10<@Bjarni>looks like you get cheated
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13:33*Prof_Frink pinks Belugas' floyd
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13:43<Korenn>How do I change the sprites associated with an industry tile?
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13:46<@Rubidium>action 1 or action A depending on how you do it (I think)
13:47<Korenn>I don't want to overwrite the sprites, I just want a different sprite ID to be drawn
13:48<@Rubidium>oh, so instead of the coal tower you want the copper tower (as analogy) without changing sprites?
13:51<@Rubidium>you need to make a new tile layout where you use the different sprite ID
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13:51<Korenn>there's a sprite id in the layout? *goes to look again*
13:51<@Rubidium>isn't there?
13:52<Yexo>prop 0A
13:52<Korenn>as far as I can see, there's only the offset the industry tile
13:52<frosch123>in action2 for industry tiles you can refer to default ttd sprites and to sprites of action1
13:52<Korenn>yexo: prop 0a of what?
13:52<Yexo>industries, you give a TileID
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13:53<Yexo>B oldtile An old tile type to be put on the given tile
13:53<Korenn>frosch123: ah right, so I need to make a new sprite set that refers to the old ttd sprites?
13:53<frosch123>either that, are you use the old tiles as yexo said :)
13:53<@Belugas>a pseudo sprite, that is...
13:54<Korenn>Yexo: yeah but with that approach I can't change the cargo acceptance, nor refer to non-industry sprites (say, houses)
13:54<Yexo>I just realised that
13:55<Yexo>so do what frosch123 said
13:56<Korenn>frosch123: so then I need an action3 to link the sprite set to the industrytile?
13:59<+glx>usual 0/1/2/3 chain
13:59<Korenn>except if I'm using the old TTD sprites I can dispense with the action 1. I think I get it :)
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14:20<frosch123>Korenn: yes, action1 is only needed for custom sprites
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16:23<Nite_Owl>Hello all
16:23<Nite_Owl>Hello SmatZ
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16:30<CIA-2>OpenTTD: rubidium * r16635 /trunk/src/settings.cpp: -Fix: a couple of MSVC 64 bits warnings
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16:33<CIA-2>OpenTTD: smatz * r16636 /trunk/src/ (station.cpp station_base.h): -Codechange: no need to initialize already zeroed variables by zero in station and rs constructors, remove debug output
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16:39<CIA-2>OpenTTD: smatz * r16637 /trunk/src/ (debug.cpp debug.h): -Cleanup: remove unused _debug_station_level
16:49<CIA-2>OpenTTD: rubidium * r16638 /branches/0.7/src/ (8 files in 3 dirs):
16:49<CIA-2>OpenTTD: [0.7] -Backport from trunk:
16:49<CIA-2>OpenTTD: - Fix: Loading of some town data from old savegames was broken (r16631)
16:49<CIA-2>OpenTTD: - Fix: [NewGRF] Some of the var action 2 80+ variables contained wrong values from NewGRF perspective (r16615, r16613)
16:49<CIA-2>OpenTTD: - Fix: Antialiased fonts broken; check pixel_mode instead of palette_mode (r16602)
16:49<CIA-2>OpenTTD: - Fix: Give a more meaningful error message when console commands expect an integer but do not get one (r16600)
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16:57*Belugas runs home
16:57<@Belugas>night night
16:58<Nite_Owl>later Belugas
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17:13<CIA-2>OpenTTD: smatz * r16639 /trunk/src/ (station.cpp station_base.h): -Codechange: enumify RoadStop::status, move definition of short functions to header file
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17:45<CIA-2>OpenTTD: smatz * r16640 /trunk/ (19 files in 5 dirs): -Codechange: move roadstop stuff to separate files
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19:31<CIA-2>OpenTTD: smatz * r16641 /trunk/src/train_cmd.cpp: -Codechange: reduce number of multiplications done in FindTrainCollideEnum() to minimum
19:32<z-MaTRiX>how did you do that ?<;
19:32<z-MaTRiX>were some extra multiplications?
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19:42<CIA-2>OpenTTD: smatz * r16642 /trunk/src/genworld_gui.cpp: -Codechange: use map size limits enum at one more place
19:44<SmatZ>z-MaTRiX: if x+y > 7, x*x+y*y can't be <= 25
19:44<SmatZ>positive, integer numbers
19:45<Sacro>Yes it can
19:45*Sacro has got 24.5
19:45<SmatZ>where did your integers go?
19:45<Sacro>oh no
19:45<Sacro>not integener
19:46<Sacro>oh yes it can
19:46<SmatZ>show me
19:46<Sacro>if x = 3 and y = 4
19:46<SmatZ>3+4 !> 7
19:46<Sacro>true that
19:46*Sacro has got confused
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20:02<Eddi|zuHause>ohhh... alain has a new project
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20:12<Yexo>I'm wondering how much time it'll cost for him to give up :p
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21:09<@Belugas>ho... so much fun fun fun @ work work work
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21:41<Eddi|zuHause>you should work less, i presume
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21:52<@Belugas>tell that to my boss :(
21:52<@Belugas>and i'm not speaking of my wife here :P
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22:31<@Belugas>damned... HOW does he get THAT sound???
22:32<@Belugas>If ever anyone knows personnaly Jeph Jacques, ask him about Conniptions
22:32<Eddi|zuHause>i don't think so...
22:33<@Belugas>that's VERY unfortunate
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22:34<Eddi|zuHause>and is "Conniption" a pun lost in translation?
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22:45<@Belugas>i dunno what it means
22:45<@Belugas>it's a song
22:45<@Belugas>and it's amazing
22:45<@Belugas>search for DeathMole
22:45<@Belugas> or something like that
23:01<Eddi|zuHause>i go with "or something"
23:02<Eddi|zuHause>it's an "n" too much
23:03<Eddi|zuHause>nonlatin characters in filenames... not the brightest idea...
23:04<Eddi|zuHause>ok... step 3 complete... signing up at the drive manufacturer's website for a warranty replacement...
23:05<Eddi|zuHause>now for step 4: shipping...
23:05<Eddi|zuHause>i have a fear that this requires me leaving the house...
23:07<@Belugas>reminds me of
23:07<@Belugas>which i'll go right now
23:07<@Belugas>good luck, Eddi|zuHause
23:07<@Belugas>whatever you;re doing :)
23:08<Eddi|zuHause>i'm replacing a hard drive
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23:09<Eddi|zuHause>step 1 was finding enough space to copy the data, step 2 was removing the drive from the case
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---Logclosed Wed Jun 24 00:00:08 2009