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#openttd IRC Logs for 2009-08-04

---Logopened Tue Aug 04 00:00:12 2009
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00:48<adam_vollrath>So how does automatic fetching of a server's NewGRF's work? Does the NewGRF need to be in the centralized repository?
00:49<adam_vollrath>DaleStan, sir, thank you for helping me out earlier.
00:51<adam_vollrath>Who should I talk to about inclusion in said repo?
00:52<DaleStan>Whoever wrote the GRF.
00:53<adam_vollrath>Good thing I didn't write it then.
00:55<adam_vollrath>I have it running on my dedicated server, and a handful of clients connected. (No problems yet.) I'd like to avoid having each of my guild-mates download that file tho, if possible.
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01:01<DaleStan>adam_vollrath: BTW, the Perl script only currently only handles lists containing exactly 825 names.
01:02<DaleStan>... And it's past my bedtime.
01:02<adam_vollrath>I know Perl.
01:02<adam_vollrath>Ok, sleep well. Thank you again.
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03:40<R0b0t1>Is there a way to "connect" stations? I figured these stations would be close enough, but no :\
03:40<R0b0t1>Hmm, I guess I could make some 1x1 stations over some tracks...
03:41<Aali>hold ctrl
03:42<dihedral>and check your station spread setting
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04:02<R0b0t1>Ok, well, I got the stations connected, but if I assign a train to go to the station (and intend it to use a large "dock", is it possible that it might decide to load on a 1x1 station?
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04:05<dihedral>if the 1x1 blocks are connected, yes
04:05<R0b0t1>So there's no prefference over a dock that'd fit the train? :S
04:05<dihedral>if no roads lead to rom, no one will get there
04:06<dihedral>docks are for ships
04:06<R0b0t1>Ok, station
04:06<dihedral>yes, there is a penalty system
04:06<dihedral>however, if all larger platforms are occupied, it will take what it can get
04:07<dihedral>+ 90 degree turns are ugly
04:07<dihedral>what on earth is the point of that station?
04:08<R0b0t1>I did it for the lulz.
04:08<R0b0t1>Well, I actually had a plan of making some main backbone lines
04:08<dihedral>i'd not call it very efficient :-P
04:08<R0b0t1>Going to the station, goods are dropped off at the station, and another train takes it back to the real destination
04:09<R0b0t1>It's so I don't have to coordinate all the resources
04:09<R0b0t1>'cause there might be coal way over there, but the best power plant for it might be farther away.
04:09<R0b0t1>My ideas are usually shit :P
04:10<dihedral>you want a load of cargo there, yet you have a huge amount of crossing tracks, 90 degree turns, and only terminus stations
04:10<dihedral>that kind of all lowers the throughput
04:11<dihedral>have a look at some of the stuff on the wiki ( and perhaps checkout the wiki of
04:12<dihedral>they have savegames in their archives you can have a closer look at
04:12<R0b0t1>savegames, that's good
04:15<dihedral>you use copy & paste?
04:15<R0b0t1>You mean copy and paste tracks etc?
04:15<dihedral>what else could you copy and paste?
04:15<dihedral>in openttd that is ^^
04:15<R0b0t1>Well no.
04:15<R0b0t1>I could never find it
04:18<R0b0t1>I just used hotkeys and it went pretty fast.
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04:49<R0b0t1>I just opened up a save with the newest svn openttd, and it said something about invalid train lengsh.
04:49<Aali>so, you messed up some newgrf somehow
04:49<R0b0t1>It did say something about that
04:49<R0b0t1>But I downloaded the old grf files and copied them in
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04:54<TrueBrain>"{WHITE}Order ombouwen mislukt gestopt {VEHICLE}" <- babblefish translations .. you got to love it :s
04:55<blathijs>What the hell was that originally?
04:55<TrueBrain>well, a bit crappy too: "{WHITE}Order refit failure stopped {VEHICLE}"
04:55<TrueBrain>not the best english of the game .. but the translation is worse
04:55<blathijs>Sounds like a fine translation then :-p
04:55<TrueBrain>I guess it means: the order to refit failed and stopped {VEHICLE}
05:03<TrueBrain>"STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_ARMORED_VAN" translated with "Gepantserde wagen"
05:03<TrueBrain>I don't think there are "wagens" on the rails ...
05:03<TrueBrain>hihi :)
05:06<TrueBrain>although stricly seen it is correct .. still it reads very funny :)
05:08<blathijs>Mjah, we also use the word "wagon", so I guess wagen is not the best translation
05:08<blathijs>then again, I'm not so sure what VAN is doing in the string id
05:08<TrueBrain>blathijs: it is also in the English
05:08<TrueBrain>"Armored Van"
05:08<TrueBrain>I have a whole other idea by that :)
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05:09<blathijs>I'd name the road vehicle van, not the train wagon...
05:10<TrueBrain>I agree, the english sucks here
05:10<TrueBrain>also: "Wood Truck"
05:12<blathijs>Actually, a Van is a railway car in british :-)
05:12<TrueBrain>really? Cool :)
05:12<TrueBrain>and Truck?
05:13<TrueBrain>in dutch it is ONLY a vehicle that drives on the road
05:13<blathijs>And the dictionary definition of truck and van both say "vehicle", not "road vehicle"
05:13<TrueBrain>so the english is correct
05:13<TrueBrain>but the dutch translation can't be "Truck"
05:14<TrueBrain>ddfreyne: please, read context
05:14<ddfreyne>if you need something else ;)
05:14<TrueBrain>don't start babbling something in random
05:14<ddfreyne>ah nm got it the wrong way around
05:17<TrueBrain>there, now they all say "wagon"
05:17<TrueBrain>much more sane in dutch :)
05:23<TrueBrain>blathijs: 'teveel' or 'te veel' bushaltes?
05:38<blathijs>te veel I think
05:38<TrueBrain>k :) That is now consistent too :p
05:38<blathijs>Vandale says "teveel" is a valid word
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05:38<TrueBrain>yeah, the reason I asked ;) Well .. I mark it, and at least now it is consistent
05:38<blathijs>Ah, "teveel" is the noun
05:39<blathijs>"te veel" is a description of having a surplus
05:39<TrueBrain>so "Te veel" it is :)
05:39<blathijs>TrueBrain: yup
05:39<TrueBrain>great :) Tnx!
05:39<TrueBrain>enough for this time of the day :)
05:39<TrueBrain>(up to 300+ strings :p)
05:40<blathijs>yay for TrueBrain :-)
05:40<Eddi|zuHause>doesn't count if it's one sed ;)
05:40<TrueBrain>I wish it was :p
05:40<TrueBrain>blathijs: and Yexo
05:41<Eddi|zuHause>well, it could be a big sed ;)
05:41<blathijs>Hmm, Yexo is Dutch too? :-)
05:41<TrueBrain>aren't most devs? :)
05:41<Eddi|zuHause>blathijs: i was surprised by that multiple times :p
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05:56<TrueBrain>brrr, all those floods, they can be so annoying
05:57<TheFlood>I have a weird problem, my game is stuck in fast farward (using 0.7.2)
05:57<TheFlood>even if I start a new game
05:58<TrueBrain>did you try pressing the >> icon?
05:58<TheFlood>any ideas?
05:58<TheFlood>yep =)
05:58<TheFlood>nothing happens
05:58<TrueBrain>tried pressing 'tab'?
05:58<TrueBrain>(the key)
05:58<TheFlood>no, will do
05:59<TheFlood>thx tab did it!
05:59<TheFlood>but the icon didn't so some bug it is then, but thx TrueBrain!
05:59<TrueBrain>I guess your OS just had the Tab hanging
06:00<Noldo_>sticky keys?
06:00<TrueBrain>my best guess :)
06:01<@Rubidium>TheFlood: tab 'overrides' the icon
06:01<@Rubidium>so as long as tab is pressed it'll always fast forward
06:01<TheFlood>ah ok
06:02<@Rubidium>and if the OS for some reason tells OpenTTD that the tab key is pressed, it's hard for OpenTTD to figure out it isn't really pressed
06:02<TheFlood>but i could write here without tabs all over, but maybe that's not related
06:02<@Rubidium>after all, OpenTTD doesn't have the magic to read your mind (yet)
06:02<TheFlood>using windows... I know! =)
06:02<TrueBrain>I am sure Rubidium will fix tha tproblem soon enough :p
06:03<Luette>is mind reading planned for 0.8.x? =)
06:04<TrueBrain>well, the latest patch failed horribly and resulted in 3 dead
06:04<TrueBrain>so not sure
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06:04<Luette>3 dead eh? Can I 'volunteer' some people for beta-testing... ;)
06:04<TrueBrain>if they are willing to sign the NDA, sure
06:05<Luette>"Dear Mr Bank Manager," ...
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06:15<@Rubidium>what's wrong with the bank manager?
06:15<TrueBrain>he stinks
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06:42<@Rubidium>DaleStan: one of the compile farm's compilers warns about nforenum. A description and fix can be found in
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06:44<TrueBrain>Rubidium: is that patch correct? 'opt' looks undefined
06:44<TrueBrain> uint opt;
06:44<TrueBrain> while(arg>>opt){
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06:45<@Rubidium>TrueBrain: arg is a istringstream, you know what that does to >> right?
06:46<TrueBrain>....... stupid fucking retarded C++
06:46<Eddi|zuHause>i agree
06:46<TrueBrain>who in his right mind ever thought that overloading >> was a good idea ...
06:47<Eddi|zuHause>overloading is not the problem. overloading with different abstract semantics is
06:48<TrueBrain>and I am still annoyed my dune2 doesn't run correctly :(
06:48<Noldo_>what are you trying to do with it?
06:50<TrueBrain>run it correctly
06:50<Eddi|zuHause>de- and recompile it for modern architectures
06:51<Eddi|zuHause>but he can't read all the hacks out of the x86 specs :p
06:51<TrueBrain>somewhere is hiding this very logic and simple problem
06:51<TrueBrain>but where ...
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06:54<@Rubidium>if you find out, be certain that you give yourself a cookie... you've earned it by then ;)
06:54<TrueBrain>yes I would
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08:34<@Belugas>good <part of your day>
08:34<TrueBrain>Belugas: tnx for the movie-tip btw, it indeed is a good serie :)
08:34<Noldo_>seasons greatings
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08:36<@Belugas>glad you liked it :)
08:37<@Belugas>it's very well shot
08:37<@Belugas>the actors are good, so is the story line. Just that the "child-crying" stuff is a little big, in my opinion
08:38<@Belugas>i can imagine clrealy that there are some entities in Venus who do not aprpeciate the humans coming along to watch them out, and they are making all they can to avoid the visit
08:38<@Belugas>like.. sheis pregnant: not supposed to be pregnant while on a mission. he had a vasectomy who misteriously got cured
08:39<@Belugas>those two guys who had the same RARE heart defect AT THE SAME time
08:39<@Belugas>let say the plot is a tiny bit too big...
08:39<@Belugas>unless i'm just on LSD
08:41<TrueBrain>heheh :) Well, I hate series which wait too long with answers
08:41<TrueBrain>so we will see :)
08:42<@Belugas>don't agree with you
08:43<@Belugas>Hearth2 was one of the best series i've ever seen,
08:43<@Belugas>since all the answers were presented drop by drop, very slowly
08:43<@Belugas>and one drop of answer was followed by two more questions
08:43<dihedral>whale vs. brain :-P
08:43<@Belugas>too bad they cut it out
08:46<@Belugas>personnal taste, i'd say...
08:47<Eddi|zuHause>i'm watching the pilot right now
08:47<Eddi|zuHause>apparently the producer said it's going to be "grey's anatomy in space" or something...
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08:49<TrueBrain>in that case it will suck ass
08:49<TrueBrain>as you will never see any answers
08:49<TrueBrain>only more and more questions
08:49<TrueBrain>Belugas: and it is okay to give a few answers, and make more questions
08:49<TrueBrain>just ... you have to give answers
08:49<TrueBrain>take Lost .. it sucks ass, simply because you never ever get any answers
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08:51<Eddi|zuHause>the question-to-answer ratio clearly shifted in lost
08:52<dihedral>i liked lost season 1 :-P
08:52<@Belugas>although we now know why the plane crashed, we do not know who is Jacob, what is that black smoke, and why Jack loves a short aircut
08:52<Eddi|zuHause>you really need to learn where to put the 'h's ;)
08:53<fonsinchen>the zoom levels can be iterated over with two methods: ZOOM_LVL_MIN/MAX and ZOOM_LVL_BEGIN/END. Both are used in some places. I'm adding something like ZOOM_LVL_BLITTER_MIN/MAX or ..._BEGIN/END in order to allow for more zoom levels in the smallmap than in the blitter. As we have discussed a week ago, I'd like this to be included in trunk eventually. While doing that I'd like to unify the iterations. So: Which method of iterating is the preferred o
08:53<@Belugas>airchut? aircuth? ahircut?
08:54<fonsinchen>Or should I keep everything as it is and implement both?
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08:54<dihedral>fonsinchen, you find other MIN and MAX in the source?
08:54<dihedral>other BEGIN and END?
08:54<@Belugas>"My" prefered way would be MIN MAX
08:54<dihedral>and what are they used for?
08:54<fonsinchen>there are other begin and end at least
08:54<@Belugas>BEGIN END feels too much like Delphi
08:55<@Belugas>fonsinchen, basing a decision on what is still in trunk is not really th best. there are parts that need a lot of cleaning and sens-mahing
08:56<Alberth>fonsinchen: I'd assume at some points you'd want to iterate through all levels, and at other points iterate through the levels supported by the blitter, so I'd assume you want both ways in the code.
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08:57<dihedral>Alberth, if both are the same?
08:58<fonsinchen>Alberth, I think you got me wrong. Either there'll be ZOOM_LVL_MIN, ZOOM_LVL_MAX, ZOOM_LVL_BLITTER_MIN, ZOOM_LVL_BLITTER_MAX or there'll be ZOOM_LVL_BEGIN, ZOOM_LVL_END, ZOOM_LVL_BLITTER_BEGIN, ZOOM_LVL_BLITTER_END or all of therm.
08:59<fonsinchen>mind that BEGIN/END assumes that END is the last real zoom level + 1
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08:59<fonsinchen>in contrast to MIN/MAX
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09:00<Alberth>fonsinchen: given the fact there the values have order, I'd go for MIN/MAX.
09:01<fonsinchen>so that's two of you in favor of MIN/MAX and a lot who don't care. I'll take that as a word ... ;)
09:01<Alberth>fonsinchen: renaming to the other case afterwards does not seem difficult, so not a lot of harm done if you got it wrong :)
09:01<@Belugas>naaa... a byte...
09:02<@Belugas>but those who did not replied may just be not listening ;)
09:02<Alberth>or busy hacking away in the code, or be outside sun-bathing :)
09:02<fonsinchen>OK, no matter if it's a word or a byte, I'll go with MIN/MAX now.
09:05<Alberth>dihedral: the question is, is there a difference in intention? If yes, then use different names, even if the actual values are the same.
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09:07<bb10>Anyone ever thought of implementing subway/metro? :P
09:07<dihedral>hehe - it did not look like a difference in intention, only a question of using MIN/MAX over BEGIN/END
09:07<dihedral>bb10: search the forums
09:07<@Belugas>bb10... what a WONDERFULL IDEA?
09:07<dihedral>go on, shoot him!
09:07<dihedral>you are allowed to!
09:07<Noldo_>Belugas: don't feed the...
09:08<dihedral>hampster ^^
09:08<Eddi|zuHause>bb10: go ahead with the implementation...
09:08<bb10>Eddi|zuHause: I realize it
09:08<bb10>'s hard.
09:08<dihedral>a friend of mine has a hampster, he called it "Haribo" :-D
09:09<@Belugas>bb10, it's indeed quite hard. enormous lot of problems to solve.
09:09<Eddi|zuHause>that doesn't need to be stopping you, bb10 ;)
09:09<@Belugas>the whole idea is how to miplement the underground properly
09:09<bb10>yeah :P
09:09<@Belugas>and not only that, but also how to manipulate it
09:09<dihedral>hehe - every level a separate layer :-)
09:10<dihedral>yay for the map array
09:10<@Belugas>and of course, to be orignial with the approach, and not just copy over Locomotion's interface
09:11<dihedral>hehe - do an array for all available levels, do an array for surface tiles, ......
09:11<dihedral>and planes crash into too high mountains :-)
09:11<@Belugas>and require a 2 gig computer...
09:11<@Belugas>just for openttd...
09:11<dihedral>at least!
09:11<Eddi|zuHause>bb10: the idea was to split the "surface layer" into 16x16 parts, and then generate matching off-map 16x16 grids for the underground railways. then make the vehicle_enter_tile function aware of off-map-tiles
09:11<dihedral>was it not NekoMaster who bought a new computer just for openttd,
09:11<Alberth>we have plenty of CPU core waiting for you
09:11<dihedral>and because he could not watch youtube vids?
09:12<Eddi|zuHause>the underground layers will only be generated on-demand
09:12<dihedral>how boring ^^
09:13<dihedral>hehe - and then trees on the surface die if their roots are destroyed by tunnels :-P
09:13<Eddi|zuHause>bb10: if you can implement that cleanly, you'll be the hero ;)
09:13<dihedral>and finally oil wells can have a depth too
09:14<Eddi|zuHause>bb10: and of course, "underground" can also equivalently be "overground"
09:14<bb10>Eddi|zuHause: I would if I had the coding knowledge :D
09:14<Eddi|zuHause>bb10: well, that's something you can fix easily ;)
09:14<Alberth>heh, finally multiple levels with air planes.
09:15<bb10>like monorails on an elevated track?
09:15<Eddi|zuHause>bb10: yes
09:15<bb10>nice :D
09:15<Alberth>sure, that won't be much of a problem then
09:15<dihedral>Alberth, flying above and below bridges ^^
09:16<dihedral>while at it, it might be worth to create hell at the edge of the world in case a train falls down
09:16<Alberth>I just watched 'dam busters' with the bouncing bomb in WW2, we can do that in OpenTTD then too !
09:16<TrueBrain>Alberth: go for it!
09:17<Alberth>well, bb10 will start with subways first
09:17<TrueBrain>oh, cool
09:17<TrueBrain>when will he be finished?
09:17<Eddi|zuHause>three weeks.
09:18<TrueBrain>cool, I will write this in my agenda!
09:18<TrueBrain>that will be such a good day :)
09:18<dihedral> <- did you mean this?
09:19<TrueBrain>why are you laughing?
09:19*dihedral pets the cat
09:19<TrueBrain>we are serious here
09:19<bb10>I can draw you a subway in 3 weeks :D
09:19<Eddi|zuHause>we are serious cat
09:19<dihedral>TrueBrain, to get a feeling for the source he perhaps will start off with a patch pack :-P
09:20<Eddi|zuHause>why does youtube suddenly say i have a too old version of flash player?
09:20<Noldo_>dihedral: now that's just mean :|
09:20<+glx>dihedral: nice one
09:22<TrueBrain>too much talk, too little work
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09:23<@Belugas>bummer, TrueBrain :(
09:31<fonsinchen>New zoom levels:
09:32<fonsinchen>I have to use the blitter zoom levels also in main_gui.cpp, viewport.cpp and saveload/misc_sl.cpp as there we can't use anything the blitter doesn't support.
09:33<fonsinchen>Any comments?
09:35-!-Tefad [] has quit [Ping timeout: 480 seconds]
09:35<Alberth>I am missing comments, rather
09:35<@Belugas>i look and i look
09:35<fonsinchen>yes, I will add some
09:36<@Belugas>i'd put the out first. seems more logical to me
09:37<fonsinchen>it was called ZOOM_LVL_NORMAL before, I didn't change it
09:37<fonsinchen>but then I have to change the order in various arrays which depend on the lower zoom levels being the first ones ...
09:37<Alberth>what does "zoomlevels below" mean? is that smaller or bigger values?, if bigger, 'below' seems a bit ambigious.
09:38<fonsinchen>I can rephrase that
09:38<fonsinchen>"zoom levels with higher resolution" perhaps?
09:39<Alberth>sounds better
09:39<@Belugas>fonsinchen,if the purpose is to add the zooms in, i'd say that it does not matter how the current implementation is done. - personnal impressions -
09:40<fonsinchen>I can leave out the IN zoom levels for now.
09:41<fonsinchen>I can also change all those arrays if you REALLY want that ... but I suggest you give that a second thought.
09:43<@Belugas>can't tell... hard at work... :(
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10:08<Alberth>help join
10:08<Alberth>sorry, mising / :)
10:09<dihedral>Alberth, do that with msg nickserv identify too please :-P
10:10<Alberth>I never got that to work here
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10:43<fonsinchen>does the coding style allow arithmetics with enums? Like "offset[zoom - ZOOM_LVL_BLITTER_MIN]"
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10:47<+glx>why not ?
10:48<fonsinchen>because there were some problems with casting enums to ints and I don't know if that is done internally here.
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11:04<@Rubidium>oh... I'm starting to have faith in that the Serbian translation will be done within 10.000 revisions of it's initial (empty) addition
11:08<welshdragon>as my internet is being slow, can i create a new company in the console?
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11:12<welshdragon>never mind, i just did it
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12:51<OcTic>hope you dont mind if i idle an support
12:52<@Rubidium>we only mind if idling includes frequent reconnects
12:53<@Belugas>and spamming
12:54<OcTic>both shouldnt be a problem
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13:13<@Belugas>so then, you are welcome, OcTic
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13:16<CIA-1>OpenTTD: rubidium * r17060 /trunk/src/lang/english.txt: -Codechange: reorder 1/3 of the strings so they are more logically grouped (rest still needs to be done)
13:19<Eddi|zuHause>do you remove the old "STR_XYZ1" relics off the string names while you're there?
13:21<OcTic>im struggling with train signals
13:21<@Rubidium>Eddi|zuHause: what STR_XYZ1 relics?
13:21<Eddi|zuHause>something resembling original string-ids in some of the old string names?
13:22-!-ecke [~ecke@] has quit [Quit: ecke]
13:22<@Rubidium>Eddi|zuHause: and which strings would have such string id?
13:22<Eddi|zuHause>i haven't checked english.txt in a while ;)
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13:28<@Belugas>OcTic, have yu checked the wiki about the signals?
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13:28<OcTic>yea ive read most of the wiki, but i havnt grasped them yet
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13:45<keoz>when i compile openttd directly from sources, the sources being located in /usr/local/src, can i assume that the installation prefix will be /usr/local ?
13:45<CIA-1>OpenTTD: translators * r17061 /trunk/src/lang/ (7 files): (log message trimmed)
13:45<CIA-1>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-1>OpenTTD: dutch - 313 changes by TrueBrain, Yexo
13:45<CIA-1>OpenTTD: english_US - 5 changes by agenthh
13:45<CIA-1>OpenTTD: korean - 24 changes by telk5093
13:45<CIA-1>OpenTTD: portuguese - 112 changes by SupSuper
13:45<CIA-1>OpenTTD: serbian - 98 changes by etran
13:46<TrueBrain>Rubidium: the floor is yours
13:46<@Belugas>yeah, TrueBrain and i have finish dancing on it
13:47<Aali>hmm, was keyboard scrolling always superfast in fast-forward?
13:47<Aali>it's incredibly annoying
13:48<Aali>it's practically unuseable when tapping the key takes you half across a 512x512 map :/
13:48-!-fjb [] has joined #openttd
13:48<keoz>mmh ... installation directory... /
13:48-!-Chimpbama [] has joined #openttd
13:49<keoz>isn't it possible to specify an installation location for make install ?
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13:50<+glx>keoz: ./configure --help
13:51-!-Chimpbama [] has quit [autokilled: spammer. Mail with questions (2009-08-04 17:51:20)]
13:51<keoz>oh. Thank you
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14:04<CIA-1>OpenTTD: rubidium * r17062 /trunk/src/ (72 files in 5 dirs): -Change: unify the naming of some 125 strings
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14:19<DJNekkid>any dutch ppl here?
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14:34<TrueBrain>maybe I should play a game of TT ...
14:34<TrueBrain>that is such a long time ago ..
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14:38<Yexo>good evening
14:38<TrueBrain>howdie Yexo!
14:38<Xaroth>TrueBrain: Evo is HOT, even though it was almost 30C outside.. it was still FOOKING HOT inside :(
14:39<Yexo>TrueBrain: lots of nice translations today :)
14:39<TrueBrain>Xaroth: haven't been there in ages ... but that doesn't sound too good
14:39<Xaroth>well apparently that's what it's supposed to do
14:40<Xaroth>the cooled tubes are still cool
14:40<Xaroth>but behind the servers will get hotter if it's hot outside
14:40<TrueBrain>ah :)
14:40<TrueBrain>yeah, that is normal
14:40<TrueBrain>Green DC :)
14:45<Eddi|zuHause>did i ever tell you how i love downloads that go at 227B/s
14:46<Xaroth>nope, but i doubt you'll ever will
14:46<SpComb>although even that's 1.8kbaud
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14:47<Eddi|zuHause>Fazit: filefront is shit...
14:55<TrueBrain>no shit?
14:58-!-TinoDid is now known as TinoDidriksen
15:03<Eddi|zuHause>yes, shit.
15:04<TrueBrain>ah, shit :)
15:06<Eddi|zuHause>hm, on watching the start of the second episode, i wonder what the name of the "Apfelmännchen" (the fractal) is in english...
15:07<TrueBrain>I know what you mean, and I have no idea
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15:10<Eddi|zuHause>err... "unzip -t" is awful... it lists thousands of lines of "... OK", and then says "at least one error"... care to tell me where?
15:10<TrueBrain>welcome to unzipe
15:10<TrueBrain>enjoy your stay
15:10*OwenSX48BD wonders how one of his routers has managed to go back several passwords
15:11-!-OwenSX48BD is now known as OwenS
15:11<Eddi|zuHause>so not only did the download take forever, the file is also corrupted
15:11<OwenS>Oh wait, it hasn't. I'm looking at the wrong router...
15:13<OwenS>I should probably just give my two BT 2-Wires the same password to avoid confusion...
15:13<Eddi|zuHause>it's also cool... it says every error message twice...
15:13<TrueBrain>Eddi|zuHause: and still you miss it ;)
15:13<frosch123>Eddi|zuHause: the download was fine, but your harddisk failed to store it :p
15:13<Eddi|zuHause>well, i grepped for all lines that did not end with "OK" :)
15:14<Eddi|zuHause>frosch123: no, upon further investigation, several people mentioned that the file is corrupted
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15:18<andythenorth>ah a new nick
15:18<andythenorth>why don't we just make the whole damn game boxes?
15:18<andythenorth>way easier?
15:18<@Belugas>yeah :D
15:18<@Belugas>less realism is always welcome, at least from me ;D
15:19<TrueBrain>hmm ... ads with scientology commercials
15:19<TrueBrain>me no like do
15:22<@Rubidium>andythenorth: take a look at the earliest OpenGFX... that had lots of boxes
15:24<OcTic>night guys
15:24-!-OcTic [] has quit [Quit: <@St3baS> they having a guitar hero comp for south african colours next weekend <@St3baS> hahahaha fuck i wanna go <@St3baS> "I PLAY GUITAR HERO PROVINCIA]
15:30<+glx>it still has boxes ;)
15:31<fjb>Matchboxes for toyland.
15:34<@Belugas>andythenorth, it was a joke. i admire your work, really
15:35<@Belugas>and petert, well... he's a !@#$%^&
15:35<andythenorth>hey, if I was easily offended, there's no way I'd be hanging around and asking dumb questions in #openttd ;)
15:35<@Belugas>well... you DO learn and work
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15:38<frosch123>you like boxes? just press ctrl+b
15:38-!-DPyro [] has joined #openttd
15:40<TrueBrain>please don't say nothing; it is not polite
15:40<andythenorth>hmm boxes.
15:40<andythenorth>hey what feature can I ask for today?
15:40<andythenorth>prize for the correct answer
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15:41<xmakina>i actually /me <box> :S
15:41-!-KingJ is now known as kingj
15:42<andythenorth>the correct answer was: 'any I like, as long as I can code it'
15:43<frosch123>s/can/do not have to/
15:44<andythenorth> we say in English
15:45<andythenorth>well, I'd better go draw some more boxes
15:46<TrueBrain>frosch123: when I press ctrl+b I see artifects :(
15:46<frosch123>TrueBrain: svn blame -> svn log -> fs -> read why it is not worth to deal with them
15:46-!-kingj is now known as KingJ
15:47<TrueBrain>frosch123: I don't say you should :) I only complain you gave me something to do, and now I see all kinds of artifects! IT SCARES ME! :)
15:47<frosch123>but there are also lots of boxes
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15:47<andythenorth>where are the artefacts? I want artefacts too.
15:48<andythenorth>give me artefacts!!
15:48<TrueBrain>@kick andythenorth this is a nasty glitch .. I keep on kicking you out of this channel .. dunno what happens
15:48-!-andythenorth was kicked from #openttd by DorpsGek [this is a nasty glitch .. I keep on kicking you out of this channel .. dunno what happens]
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15:49<frosch123>yeah, don't distract tb from playing ttd
15:50<TrueBrain>nah, I noticed my WT3 live patch was applied .. so I worked a bit on WT3.1 now :p
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15:51<andythenorth>if a vehicle is 100px long in the east-west view (side on), how long if it's on the diagonal? It's basic pythagoras...
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15:51<andythenorth>maybe not, maybe I need some cos / tan / sin
15:51<andythenorth>bleargh, it's like work
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15:52<DJNekkid>most trains i've seen are 16px wide in / and \ views
15:52<DJNekkid>and 32px wide in __ view
15:53<frosch123>andythenorth: 50, ttd is that distortional
15:53<DJNekkid>seems so :)
15:54<frosch123>btw. I still have no seens a convincing reason, why rv with 32px are better than rv with 28px
15:55<frosch123>except 32 is dividable by 8, while 28 is not
15:56<andythenorth>what is the angle of the diagonal to the horizontal? I get 46'
15:56<frosch123>or 60°
15:56<frosch123>two pixel horizonal, one pixel vertical
15:57<andythenorth>what's atan 1/2 ?
15:57<frosch123>asin 1/2 = 30°
15:57<+glx>@calc atan(1/2)
15:57<@DorpsGek>glx: 0.463647609001
15:57<frosch123>acos 1/2 = 60°
15:58-!-DPyro [] has joined #openttd
15:58<andythenorth>have I made a dumb tan / cos mistake?
15:58<frosch123>no, you assume that vehicle keeps its length in all directions
15:59<frosch123>but it is quite some longer horizontall/vertically
16:00<andythenorth>hmm...this rarely matters for RVs, they rarely visible on diagonals for long
16:00<andythenorth>it doesn't matter for industires
16:00<andythenorth>but it does matter for ships...quite a lot
16:01<frosch123>I guess for ships and planes you can do correct math without distortion
16:01<andythenorth>MB has a ratio of about 0.87
16:02<frosch123>@calc sin(60*pi/180)
16:02<@DorpsGek>frosch123: 0.866025403784
16:02<frosch123>that one?
16:02<andythenorth>simon foster seems to have about 0.77 for ships
16:02<andythenorth>but hey, blocks are easy to resize :)
16:02<frosch123>be careful, that you do not clip them :)
16:03<andythenorth>in what respect?
16:04<frosch123>to make boxes smaller you can either scale them, or cut one side
16:06<andythenorth>Mmmm, I think I'll scale not clip. The boxes might be a short lived thing. Enjoy em while you can .
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16:28<OwenS>5.2KB/s download? WTF? I know the SDN servers are much faster!
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16:36*TrueBrain hugs Belugas
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16:37<TrueBrain>DephNet[Paul]: would you mind staying or leaving? You join/leave so often in a day, without really saying anything .. starts to become more an annoyance ...
16:38<@Belugas>thus... grrrrrrrrr
16:38<TrueBrain>@kban "DephNet[Paul]" 60 would you mind staying or leaving? You join/leave so often in a day, without really saying anything .. starts to become more an annoyance ...
16:38-!-mode/#openttd [+b *!] by DorpsGek
16:38-!-DephNet[Paul] was kicked from #openttd by DorpsGek [would you mind staying or leaving? You join/leave so often in a day, without really saying anything .. starts to become more an annoyance ...]
16:38<TrueBrain>works better in backlogs :)
16:38-!-Nite_Owl [] has joined #openttd
16:39<TrueBrain>morning Nite_Owl
16:39<Nite_Owl>Hello all
16:39-!-frosch123 [] has quit [Remote host closed the connection]
16:39<Nite_Owl>Hello TrueBrain
16:39-!-mode/#openttd [-b *!] by DorpsGek
16:40-!-kingj is now known as KingJ
16:40<TrueBrain>KingJ: sounds like really useful renames :p Ghehehe :)
16:40<TrueBrain>what movie to watch tonight ..
16:40<KingJ>Oops, forgot to turn that off
16:42<TrueBrain>as penalty, give me a movie I haven't seen and I want to watch tonight :)
16:42-!-KingJ is now known as kingj
16:42<TrueBrain>Mind the: "I want to watch"
16:43<Nite_Owl>The Big Sleep
16:43<TrueBrain>again, mind the ... sigh :p
16:43<TrueBrain>ghehe :)
16:43<Nite_Owl>Hard to beat a good Bogart film
16:46<Nite_Owl>unless, of course, it is a good Bogart & Bacall film
16:47-!-|Luette| [] has quit [Quit: KVIrc 3.4.2 Shiny]
16:48-!-Brianetta is now known as Brianetta_expired
16:48<TrueBrain>poor Brianetta_expired
16:48<TrueBrain>didn't know you had an expire date
16:49-!-Brianetta [] has joined #openttd
16:49<Brianetta>New Brianetta! Fresh!
16:49<TrueBrain>I was about to call the newspaper
16:50<TrueBrain>that they should replace all Brianetta soon
16:50-!-Brianetta_expired [] has quit [Quit: Tschüß]
16:51<TrueBrain>well, I am going to expire myself too; good night all!!
16:53<Nite_Owl>later TrueBrain
16:53<@Belugas>bye bye mister True Brain
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16:59<andythenorth>130px ships are going to overlap terrain somewhat.
16:59<andythenorth>Probably most won't be that large
16:59<andythenorth>but our friend Dan MacK was quite keen on having some that big
16:59<andythenorth>anyway, bedtime
17:00<andythenorth>good night
17:00<Nite_Owl>but no hovercraft
17:00<Nite_Owl>later andythenorth
17:01*Nite_Owl must come up with a replacement for the word 'hovercraft'
17:01-!-andythenorth [~andy@] has quit [Quit: andythenorth]
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17:05<@Belugas>time to GOOOOOOOOO HOOOME!
17:05-!-Azrael- [] has quit [Read error: Operation timed out]
17:06<Nite_Owl>later Belugas
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17:07<Eddi|zuHause><frosch123> asin 1/2 = 30° <- that is not what openttd uses, that would be 1 pixel up, 2 pixels diagonal. openttd uses 1 pixel up, 2 pixels right, which makes about 25°
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17:09<Eddi|zuHause>@calc atan(1/2)*180/pi
17:09<@DorpsGek>Eddi|zuHause: 26.5650511771
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17:22<OwenS>I wish WINE would learn to clean up it's gamma settings after itself
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17:50<xmakina>Can NoAI generate a random number?
17:51<DJNekkid>should i ble able to switch between two sets of liverynames based on a year? (use a var2 81 C4 to change, and call that in the CB19?)
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17:54<Eddi|zuHause>i seem to recall a discussion with MB that it's not possible
17:57<DJNekkid>oki... :)
17:57<DJNekkid>thats what i seemed to find out, but i asked just in case i did something wrong :)
17:59<DJNekkid>i'll do it the old fashioned way then
17:59*xmakina reads up on AIBase.RandRange
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18:20<CIA-1>OpenTTD: rubidium * r17063 /trunk/src/ (51 files in 3 dirs): -Fix: terraform toolbar had the wrong tooltip for building trees.
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18:27<DJNekkid>guess i cant change power via livery numbers either
18:27<DJNekkid>hmm ... pikka did that, atleast TE and max speed in nars...
18:28<DJNekkid>but ... he may have used the other trick as well
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18:56<CIA-1>OpenTTD: rubidium * r17064 /trunk/src/lang/english.txt: -Codechange: reorder another 1/3 of the strings
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19:38<Eddi|zuHause2>i think there are a few problems with this series...
19:39<Eddi|zuHause2>first of all, they use imperial measures...
19:39<@Rubidium>what's "this"
19:39<Eddi|zuHause2>"defying gravity"
19:40<Eddi|zuHause2>and they are promoting the dream scene a little aggressively for them to resolve it only in 5 seasons
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19:40<Eddi|zuHause2>and i constantly think "where the hell do i know this blonde girl from..."
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19:41<@Rubidium>dead like me?
19:41<Eddi|zuHause>yeah, you're right
19:42<@Rubidium>"the series" to be correct, not the movie
19:42<Eddi|zuHause>i haven't seen the movie
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21:54<Aali>is it a feature or a bug that when trains are moving into depots, they wont stop until all trains have stopped moving?
21:55<Aali>as in, I can't modify a train that is in the depot while another one is still entering
21:55<Aali>because the red flag is still green
21:56<Aali>only when the last train has fully entered the depot do they really stop
21:56<Aali>in r17057
21:56<@Rubidium>train or wagon?
21:57<@Rubidium>I can just modify trains that are stopped in the depot when another train enters
21:57<@Rubidium>can't modify non-stopped trains though
21:58<Aali>the problem is that a train that has fully entered the depot hasn't stopped, because another one is entering
21:58<Aali>once the second train enters, they both stop
21:59<@Rubidium>that doesn't make sense
21:59<Aali>I know
21:59<Aali>thats why I asked
21:59<@Rubidium>because the distance between trains is quite large
21:59<Aali>it shouldn't be happening
21:59<Aali>but somehow it did
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22:00<@Rubidium>got a savegame somewhere?
22:01<Aali>it may be relevant that both trains were going for autoreplace first, then were told to go to nearest depot (before they reached it)
22:01<Aali>I'll try to reproduce it
22:01<Aali>got it
22:04<Aali>required newgrfs should be available via content service
22:04<Aali>train 14 is in the depot, train 23 is entering
22:04<Aali>they both have green flags and they both stop once train 23 is in the depot
22:05<@Rubidium>got a save from just before this happens?
22:05<Aali>no but I was able to reproduce it easily
22:06<Aali>I'll see what I can do
22:07<@Rubidium>I can 'reproduce' the 'output', but in my case it's kind of valid; when a train enters start another train and order it to go into the depot
22:07<Aali>well, thats not what I did
22:07<Aali>atleast not directly
22:10*Rubidium is off to bed though
22:11<Aali>hmm, it's easily reproducable by letting a train go halfway out the depot and then tell it to go back in while another train is waiting to go in at the signal
22:11<Aali>thats not what I did to trigger it originally, but there's obivously some kind of issue here
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---Logclosed Wed Aug 05 00:00:25 2009