| --- | Log | opened Mon Apr 02 00:00:17 2007 |
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| 02:35 | <Wolf01> | hello |
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| 05:14 | <`Alex`> | hi all! |
| 05:15 | <`Alex`> | can somone tell me the exact ratio for train engine power: weight |
| 05:18 | <hylje> | it's somewhat the same as IRL |
| 05:21 | <`Alex`> | really? great |
| 05:22 | <`Alex`> | and what is the physics formula for 100% friction? |
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| 05:34 | <Biff> | 100% friction? |
| 05:34 | <Biff> | oh, he left |
| 05:56 | <valhallasw> | 100% friction? F_\textrm{friction}=\infty ? |
| 05:56 | <hylje> | yay, tex |
| 05:56 | <valhallasw> | :) |
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| 06:35 | <CIA-2> | OpenTTD: maedhros * r9543 /trunk/src/ (5 files in 2 dirs): |
| 06:35 | <CIA-2> | OpenTTD: -Fix [FS#691]: Split up STR_ENGINE_NOT_BUILDABLE into four strings so it can be |
| 06:35 | <CIA-2> | OpenTTD: translated properly and remove "buildable", since it isn't actually a word. |
| 06:37 | <Wolf01> | i always thought that in english was sufficient to add -able -ly etc to a word to make a new word with sense :P |
| 06:39 | <CIA-2> | OpenTTD: maedhros * r9544 /trunk/src/lang/ (34 files in 2 dirs): -Cleanup (r9543): Remove unused strings. |
| 06:40 | <Maedhros> | Wolf01: :) |
| 06:46 | <roboboy> | with the port option in the cfg, does that change the client port or the server port? |
| 06:47 | <Wolf01> | if i remember well, both |
| 06:49 | <tkoskine> | ispell suggests "how about: build able, build-able" and both answer.com and thefreedictionary.com seem to know buildable. |
| 06:50 | <tkoskine> | s/answer/answers/ |
| 06:51 | <Maedhros> | mm, those are probably american dictionaries though |
| 06:52 | <roboboy> | the only one it lists in the cfg is 3979 which seems o be the server port so thats the one I want to be able to change i think |
| 06:53 | [~] | roboboy bed soon |
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| 07:00 | <roboboy> | gnight |
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| 07:07 | <Biff> | bah, 2048x2048 is huuuge |
| 07:07 | <Biff> | wonder if i'll ever manage to build the whole map |
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| 07:28 | <peter1138> | unlikely |
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| 08:09 | <@Belugas> | hello |
| 08:10 | <Wolf01> | hi |
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| 08:20 | <Thomas[NL]> | on http://wiki.openttd.org/index.php/Suggestions it is stated that signal-autocomplete is included into trunk. Is this wrong, because I can't find it in the latest nightly. |
| 08:21 | <Thomas[NL]> | oh they mean the current behaviour with Drag and Drop.. |
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| 08:33 | <Maedhros> | someone seems to have misunderstood, or just not read the link they used as justification |
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| 09:20 | <CIA-2> | OpenTTD: belugas * r9545 /trunk/src/ (aircraft.h aircraft_cmd.cpp newgrf_config.cpp): -Documentation: Some corrections to previous doxygen work |
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| 10:02 | <Thomas[NL]> | I get an error while compiling latest nightly: [SRC] Compiling ai/default/default.cpp |
| 10:02 | <Thomas[NL]> | /home/###/openttd/src/ai/default/../../aircraft.h:74: error: expected ‘,’ or ‘...’ before ‘*’ token |
| 10:02 | <Thomas[NL]> | make[1]: *** [ai/default/default.o] Error 1 |
| 10:02 | <Thomas[NL]> | make[1]: Leaving directory `/home/###/openttd/objs/release' |
| 10:02 | <Thomas[NL]> | make: *** [all] Error 2 |
| 10:02 | <Thomas[NL]> | revision 9545 |
| 10:03 | <@Rubidium> | latest nightly? |
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| 10:03 | <@Rubidium> | that would've been r9542 |
| 10:03 | <Thomas[NL]> | svn |
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| 10:06 | <peter1138> | heh |
| 10:06 | <peter1138> | avi* indeed :p |
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| 10:08 | <CIA-2> | OpenTTD: rubidium * r9546 /trunk/src/aircraft.h: -Fix (r9545): several typos... |
| 10:09 | <@Rubidium> | Thomas[NL]: retry ;) |
| 10:10 | <Thomas[NL]> | fixed :) |
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| 10:20 | <@Belugas> | sorry |
| 10:20 | <@Belugas> | my fault |
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| 10:29 | <Digitalfox[Work]> | This is not a big thing, but when building a tunnel in a very large map like 1024 * 1024 or more, and using shift for previewing the money that will be spend on buying it it only goes to € 800,002,678, after this value the distance doesn't mind anymore, maybe this is a hard coed |
| 10:30 | <Digitalfox[Work]> | hard coded value, but it would be nice if it gave more preview |
| 10:30 | <Jezral> | Probably an integer max. |
| 10:31 | <Digitalfox[Work]> | yeah |
| 10:31 | <Digitalfox[Work]> | By the way what's the max value for money? Is it also this value the 800,etc.. |
| 10:32 | <Jezral> | I'd expect the max to be 4294967296 in whatever is the base currency. |
| 10:33 | <peter1138> | signed, so half that |
| 10:33 | <Jezral> | Oh right, you can go negative in TTD... |
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| 10:42 | <peter1138> | Jezral, it's also stored in 64 bits for the main values... |
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| 10:43 | <Jezral> | Ah |
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| 12:12 | <Maedhros> | grr, why must it be some complicated to stop towns building roads? |
| 12:12 | <Maedhros> | s/me// |
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| 12:51 | <edeca> | I've got 2 rails going into a station with a waypoint on each. 1/2 the trains are set to waypoint 1, 1/2 are waypoint 2. But if the queue is full, trains take the other track whichi can muck things up, any easy way to improve it/ |
| 12:59 | <Zuu> | edeca: How far is the waypoints from where the rail split into two? |
| 12:59 | <edeca> | Just after it |
| 12:59 | <edeca> | I have played with signals before/after and such |
| 13:00 | <Zuu> | Try move the split away a few signal-blocks. |
| 13:00 | <edeca> | Oh, interesting! |
| 13:00 | <edeca> | I'm just expanding the station anyway |
| 13:00 | <Zuu> | I don't know if that fixes it, I've not used waipoints that way much recently. |
| 13:01 | <edeca> | I've never used them before |
| 13:01 | <Zuu> | Sometimes I split a station in two, but never have had the problem that a train went to the wrong station. |
| 13:02 | <Zuu> | That is one station for raw-meterial to an industry and another for the output from the industry. |
| 13:03 | <edeca> | I've just expanded it anyway, I figure I have to do something with the first few millions |
| 13:03 | <edeca> | After this it's easy anyway :) |
| 13:03 | <edeca> | Just the pesky council to deal with |
| 13:03 | <Zuu> | But I can't see why doing it with waypoints would not work. Other than that YPAF chooses the "wrong" way because the track is blocked, but I'm surprised it does that. |
| 13:04 | <edeca> | Oh, I'm using NPF with a patched openttd, I love shared signal blocks too much |
| 13:07 | [~] | edeca gives up on waypoints for nwo |
| 13:07 | <edeca> | I'm off out too, thanks for your help Zuu |
| 13:14 | <Zuu> | edeca: You're welcome |
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| 13:31 | <Digitalfox[Home]> | Maedhros: Are you workingh on option to stop towns building roads? |
| 13:33 | <Maedhros> | Digitalfox[Home]: i'm having a go, yeah |
| 13:33 | <Digitalfox[Home]> | Cool :) |
| 13:35 | <Digitalfox[Home]> | And what do you think of this idea also?? |
| 13:35 | <Digitalfox[Home]> | http://www.tt-forums.net/viewtopic.php?t=30972&start=0 |
| 13:35 | <gravitone> | towns should become a bit more complex in my opinion |
| 13:36 | <Maedhros> | i'm not desperately interested, personally |
| 13:36 | <Maedhros> | but i'll have a look at how it works |
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| 14:38 | <CIA-2> | OpenTTD: miham * r9547 /trunk/src/lang/ (13 files): (log message trimmed) |
| 14:38 | <CIA-2> | OpenTTD: -Update: WebTranslator2 update to 2007-04-02 21:37:30 |
| 14:38 | <CIA-2> | OpenTTD: brazilian_portuguese - 2 fixed by tucalipe (2) |
| 14:38 | <CIA-2> | OpenTTD: bulgarian - 2 fixed by thetitan (2) |
| 14:38 | <CIA-2> | OpenTTD: catalan - 2 fixed by arnaullv (2) |
| 14:38 | <CIA-2> | OpenTTD: czech - 6 fixed by Hadez (6) |
| 14:38 | <CIA-2> | OpenTTD: dutch - 2 fixed by habell (2) |
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| 14:47 | <CIA-2> | OpenTTD: miham * r9548 /trunk/src/lang/ (brazilian_portuguese.txt norwegian_bokmal.txt): [Translations] -Fix: Fixed empty strings added by WT2 [note to self: really should fix this old bug in WT2] |
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| 15:10 | <Thomas[NL]> | why does svn co -r 9546 not work? |
| 15:11 | <@Rubidium> | did you specify what to check out? |
| 15:13 | <Thomas[NL]> | sigh, sorry for being stupid :) |
| 15:13 | <peter1138> | that's ok, you can't help it |
| 15:13 | <peter1138> | *ducks* |
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| 15:14 | <Wolf01> | 'nigth |
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| 15:56 | <Smoovious> | um... heads-up... vulnerability found in flyspray... http://secunia.com/advisories/24702/ |
| 16:02 | <peter1138> | "can be exploited to display project summaries of private projects" |
| 16:02 | <peter1138> | heh |
| 16:03 | <@Rubidium> | sounds quite different from "Performing actions as admin without password" |
| 16:03 | |-| | ada`ubuntu [~ada@catv-50633e82.catv.broadband.hu] has joined #openttd |
| 16:03 | <ada`ubuntu> | hey all |
| 16:04 | <ada`ubuntu> | first of all Id like to say a huge thanks to all developers for this game, found it today, I was always a big fan of TTD even played it last year :) |
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| 16:12 | <Digitalfox[Home]> | ada`ubuntu: I'm not a developer, but has a user i hope you have a lot of fun with openttd, welcome to this comunity :) |
| 16:13 | <ada`ubuntu> | just played an hour with it and honestly, I would never imagine a game with 10 year old engine can amuse me that much :) |
| 16:13 | <ada`ubuntu> | browsing wiki for GRF and other stuff, hundreds of new stuffs need to learn |
| 16:14 | <Digitalfox[Home]> | :) |
| 16:14 | <ada`ubuntu> | and thanks hehe :) |
| 16:15 | <ada`ubuntu> | yesterday I got the Transport Giant I wanted some tycoon action, but after 1 hour of playing I was sick, nice gfx but stpd control, stpd AI. <3 openttd :) |
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| 16:15 | [~] | Rubidium advices to turn of the AI in OpenTTD ;) |
| 16:16 | [~] | Rubidium rather advices to play with 'intelligent' opponents, i.e. multiplayer ;) |
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| 16:17 | <ada`ubuntu> | first of all I need to learn controlling this new game, then you multiplayer :)Ö |
| 16:17 | <Smoovious> | but the advanced ai is good if you wanna generate lots of road traffic to run d own. :) |
| 16:17 | <Smoovious> | it only makes road vehicles |
| 16:18 | <Eddi|zuHause2> | the complete AI system is being overhauled |
| 16:19 | <Smoovious> | yeah, and i'm so looking forward to that |
| 16:19 | <Eddi|zuHause2> | in the NoAI branch, everything concerning the old AI is ripped out, and a new AI interface is being created, then "anyone" can script an AI, and plug it into the interface |
| 16:20 | <Smoovious> | end up having different ai companies with different personalities |
| 16:20 | <Eddi|zuHause2> | "AI with multiple personality disorder" :) |
| 16:20 | <ada`ubuntu> | sounds good |
| 16:21 | <Eddi|zuHause2> | reminds me of the film "identity" ;) |
| 16:21 | <ada`ubuntu> | btw a quick question, in what cases its possible to have an aircraft crashed? |
| 16:22 | <ada`ubuntu> | too small airport? |
| 16:23 | <Eddi|zuHause2> | random chance when landing |
| 16:23 | <Eddi|zuHause2> | small airport increases that chance drastically |
| 16:24 | <ada`ubuntu> | saw there are a lot good stuffs about autoreaplacing when too old and stuff, is it possible to either autoreplace a crashed plane or 'clone' its destinations? |
| 16:26 | <Eddi|zuHause2> | yes, click on the hangar, there is a button "clone vehicle", then click on the crashed vehicle, it will copy the orders |
| 16:26 | <Eddi|zuHause2> | (ctrl+click will share orders) |
| 16:26 | <ada`ubuntu> | cheers :) |
| 16:38 | <ada`ubuntu> | Downloaded the newstations grf file from its homepage, added to the conf file and even loaded it ingame but no change - old stations are the same |
| 16:39 | <Eddi|zuHause2> | no, it only affects new stations |
| 16:39 | <Eddi|zuHause2> | it's probably better to add grfs with the ingame menu |
| 16:40 | <ada`ubuntu> | when its asking that it can crash blabla? |
| 16:40 | <Eddi|zuHause2> | what? |
| 16:41 | <ada`ubuntu> | ok well :) copied into data/newgrf editet config file as the wiki told me to, gone ingame and loaded in the main menu and even tried in the ingame menu |
| 16:41 | <ada`ubuntu> | but both same effects: old and new stations models are the same |
| 16:41 | <Eddi|zuHause2> | the wiki is probably out of date |
| 16:42 | <Eddi|zuHause2> | if you load a savegame, the config file is ignored, it loads the same grfs it was saved with |
| 16:42 | <ada`ubuntu> | ah |
| 16:42 | <Eddi|zuHause2> | load the game, and then modify grfs with the gui |
| 16:43 | <Eddi|zuHause2> | some grfs (that do not alter gameplay) can be put into [newgrf-static] section, it will then automatically be "force-loaded", no matter what the savegame says |
| 16:44 | <Eddi|zuHause2> | for example catenary grfs, or tree grfs |
| 16:44 | <Eddi|zuHause2> | that won't work with stations, though |
| 16:45 | <ada`ubuntu> | its working now if I start a new game |
| 16:45 | <ada`ubuntu> | so im unable to force old savegames to use new grfs? |
| 16:46 | <peter1138> | use the gui in game |
| 16:46 | <ada`ubuntu> | wee working :) |
| 16:48 | <ada`ubuntu> | 'Tardtown' :) |
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| 16:56 | <peter1138> | g'night |
| 16:57 | <ada`ubuntu> | leaving aswell thanks for the help and goodnight |
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| 19:01 | <CIA-2> | OpenTTD: belugas * r9549 /trunk/src/newgrf_callbacks.h: -Codechange: Add definition of callbacks and callback masks for both industries and industry tiles |
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| 19:14 | <CIA-2> | OpenTTD: belugas * r9550 /trunk/src/ (industry.h table/build_industry.h): |
| 19:14 | <CIA-2> | OpenTTD: -Codechange: Add notion and data of industry appearing chances, both in game and in creation mode. |
| 19:14 | <CIA-2> | OpenTTD: Not used yet. |
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| 19:33 | <Nakilon> | hi |
| 19:34 | <Nakilon> | i have a question... |
| 19:34 | <Nakilon> | does building "headquarters" increase my rating in town where i'll build it? |
| 19:35 | <Nakilon> | or maybe increase rating on stations of this town? |
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| 20:44 | <Nakilon> | one more question |
| 20:44 | <Nakilon> | what about more languages on http://wiki.openttd.org/? |
| 20:45 | <Nakilon> | for example, translate articles in russian ? |
| 20:45 | <Nakilon> | as i can see, there is only english version of wiki.openttd.org |
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| --- | Log | closed Tue Apr 03 00:00:05 2007 |