| --- | Log | opened Sat Apr 21 00:00:57 2007 |
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| 01:21 | <peter1138> | gah |
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| 02:17 | <CIA-2> | OpenTTD: peter1138 * r9706 /trunk/src/newgrf_town.cpp: -Codechange: Support NewGRF town var 40 'largertowns' variable properly. |
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| 02:27 | <CIA-2> | OpenTTD: peter1138 * r9707 /trunk/src/ (newgrf_spritegroup.cpp newgrf_spritegroup.h): -Codechange: Add some support for NewGRF var 7D, temporary storage array. |
| 02:28 | <peter1138> | he |
| 02:28 | <peter1138> | Town index (41) |
| 02:28 | <peter1138> | This returns the index of the town in the town array. This value is between 0 and 69 (inclusive) |
| 02:28 | <peter1138> | i think not :D |
| 02:31 | <Rubidium> | 0 and 65535 ;) |
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| 03:11 | <Wolf01> | hello |
| 03:24 | <CIA-2> | OpenTTD: KUDr * r9708 /branches/cpp_gui/ (168 files in 17 dirs): [cpp_gui] -Sync with trunk (r9633:9707) |
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| 03:49 | <Maedhros> | morning |
| 03:49 | <Wolf01> | morning |
| 03:49 | <hylje> | mourning |
| 03:50 | <HMage> | nom-nom |
| 03:51 | <CIA-2> | OpenTTD: maedhros * r9709 /trunk/src/newgrf_town.cpp: -Fix (r9706): Larger towns use t->larger_towns, not the town index. |
| 03:51 | <Maedhros> | sorry peter1138 ;) |
| 03:51 | <Wolf01> | SB(_transparent_opt, TO_START, TO_END, ~0) <- what deos mean the ~0? |
| 03:52 | <Wolf01> | *does |
| 03:54 | <Wolf01> | (peter1138 will kill me) |
| 03:55 | <maad> | Wolf01: it's bitwise NOT |
| 03:55 | <maad> | so 0x00 |
| 03:55 | <maad> | so ~0x00 == 0xFF |
| 03:56 | <Wolf01> | oh ok, it toggles all the bits |
| 03:56 | <maad> | yes |
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| 04:15 | <ln-> | maad: how do you know it's only 0xFF, not 0xFFFF, or 0xFFFFFFFF? |
| 04:21 | <Wolf01> | in fact, that is a uint |
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| 04:25 | <ln-> | yeah, so it is not 0xFF. |
| 04:27 | <Wolf01> | what bother is that it works in the same manner |
| 04:32 | <HMage> | it doesn't behave in the same manner |
| 04:32 | <HMage> | it doesn't always behave in the same manner* |
| 04:33 | <Maedhros> | in this case you're only using the first 6(?) bits of it, so it doesn't matter how big it is |
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| 07:23 | <peter1138> | Wolf01: why will i kill you? |
| 07:24 | <peter1138> | Maedhros: works better than before, either way ;-) |
| 07:24 | <Maedhros> | yup :) |
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| 07:50 | [~] | Maedhros resurrects his diagonal level crossings patch |
| 07:54 | <Wolf01> | wonderful! |
| 07:54 | <Wolf01> | [14:23:16][14:23:16] <peter1138> Wolf01: why will i kill you? <- because i'm always at work to extend the transparency options :D |
| 07:56 | <sai> | hey guys, is it at all possible to make good profit with buses in 1930 in the desert and the biggest cities with 300 inhabitants? |
| 07:58 | <sai> | my experience is, that there is no way at all to make money with buses or these transport trucks |
| 07:58 | <sai> | it is a pitty somehow, because why should I ever start to build buses or transporters, when they dont make profit?! |
| 08:00 | <ln-> | to help people move from one place to another. |
| 08:00 | <sai> | yeah, ok, but I mean, you cannot do this very long when you run out of money |
| 08:01 | <sai> | a bus costs 15,000, and until the bus made 15,000 of profit, it will take 15 years. until then you have other costs for the depts you made and the maintenance costs |
| 08:02 | <sai> | ^debts |
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| 08:05 | <Eddi|zuHause> | usually, an inner-city bus service will help grow the city |
| 08:07 | <sai> | well, I have 2 buses now circulating between two cities in the desert |
| 08:08 | <peter1138> | don't start in the desert :) |
| 08:08 | <sai> | but the cities dont grow (probably because they need water and food), and the buses dont make profit |
| 08:08 | <sai> | well, its not that I start the game |
| 08:09 | <Eddi|zuHause> | start in the grassy areas |
| 08:09 | <sai> | so, basically there is no sense to start in the desert in 1930, because it is just not possible to make profit with buses, right? |
| 08:10 | <Eddi|zuHause> | right |
| 08:10 | <peter1138> | as you said, you need to supply the towns with other stuff to make them grow |
| 08:10 | <sai> | its just, it became boring starting too late (~1950 with trains) and to connect some coal mines with the power plant... after few years I am a millionaire |
| 08:10 | <Eddi|zuHause> | and especially use busses mostly inner city. it's much more likely to generate profit |
| 08:10 | <sai> | this is new to me, "inner city buses"... |
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| 08:11 | <sai> | but I will try that, thanks |
| 08:11 | |-| | Frostregen_ changed nick to Frostregen |
| 08:19 | <Eddi|zuHause> | btw, i like the diagonal crossings, but they need some graphics that are compatible with the level crossings from the DBSet... |
| 08:20 | <CIA-2> | OpenTTD: truelight * r9710 /trunk/ (Makefile.src.in config.lib): -Add: added support for GCC 2.95. This makes MorphOS target alive again. With a big thanks to tokai and Rubidiumsvn status |
| 08:20 | <CIA-2> | OpenTTD: truelight * r9711 /trunk/src/stdafx.h: -Fix: don't include one system-header-file on MorphOS as it gives silly warnings and is unneeded for OpenTTD |
| 08:20 | <Eddi|zuHause> | and they should invoke all parallel crossings simultaneously (also for normal crossings) |
| 08:20 | <Maedhros> | Eddi|zuHause: it'll be possiblet to change the graphics via newgrf |
| 08:21 | <Eddi|zuHause> | "svn status"? i don't suppose that belongs there |
| 08:21 | <Maedhros> | activating all parallel crossings will be a lot more work though |
| 08:22 | <Eddi|zuHause> | well, you have code for activating adjacent diagonal level crossings anyway |
| 08:22 | <Eddi|zuHause> | just needs to be extended properly |
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| 08:23 | <Eddi|zuHause> | this would also solve the problem when two trains are on the same diagonal crossing, where not all crossings get disabled properly |
| 08:24 | <Eddi|zuHause> | i don't know if you fixed that since the miniin patch |
| 08:24 | <Maedhros> | i haven't touched it properly for quite a while |
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| 08:43 | <UndernotBuilder> | which is the feature that is being worked now for trunk? |
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| 08:51 | <Eddi|zuHause> | "the" feature?? |
| 08:51 | <UndernotBuilder> | I mean in what feature are working the devs now |
| 08:52 | <UndernotBuilder> | or features :) |
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| 08:53 | <UndernotBuilder> | and a question: is there a extended changelog to download? |
| 08:53 | <Eddi|zuHause> | read the previous commit messages, you might get some estimation that way |
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| 08:53 | <Eddi|zuHause> | "svn log" |
| 08:54 | <UndernotBuilder> | -Feature: Increase cargo types from 12 to 32 and enable newcargo flag in NewGRF |
| 08:54 | <UndernotBuilder> | loader. |
| 08:54 | <UndernotBuilder> | is that a preparative to newcargos? |
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| 08:54 | <UndernotBuilder> | !svn |
| 08:58 | <UndernotBuilder> | how do I filter the results by features (I use <command> | find "Feature:" in m$ batchfiles but which is the equivalent in cygwin? |
| 08:58 | <Maedhros> | svn log | grep 'Feature:' |
| 08:59 | <UndernotBuilder> | thanks |
| 08:59 | <peter1138> | rarely |
| 09:00 | <peter1138> | some features sneak in under other terms |
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| 09:48 | <peter1138> | whoever cleaned up the transparency gui broke the transmitter button, heh |
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| 10:03 | <valhallasw> | lol |
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| 10:13 | <Wolf01> | peter1138, for (uint i = TTW_WIDGET_START; i < TTW_WIDGET_END; i++) { is <= not < :) |
| 10:14 | <Wolf01> | oh, maybe you are still using TTW_WIDGET_SIGN and TTW_WIDGET_STRUCTURES |
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| 10:33 | <neli> | when can we have signals on bridges ? |
| 10:33 | [~] | neli has a very long queue in front of a bridge where trains also need to climb |
| 10:34 | <Tefad> | i think it's signals under bridges |
| 10:34 | [~] | Tefad shrugs |
| 10:34 | <Eddi|zuHause> | neli: when you program full flexible bridges |
| 10:35 | <Tefad> | i usually build a little island or similar to build one signal on when there's a queue |
| 10:35 | <neli> | Tefad: it's primarily the climb |
| 10:36 | <Eddi|zuHause> | neli: partial solution: build 2 bridges next to each other, so the trains can choose the free bridge |
| 10:36 | <neli> | maybe I can build two bridges so that two trains can climb paralelly |
| 10:36 | <Tefad> | so build two bridges and distribute them with a presignal block? |
| 10:36 | <neli> | right ;) |
| 10:36 | <Tefad> | ding |
| 10:36 | <Tefad> | man, it's been ages since i've played ottd |
| 10:37 | <neli> | it's quite a complicated crossing already, amongst housing :-S |
| 10:37 | <neli> | no free space |
| 10:38 | <Tefad> | well done |
| 10:38 | <Tefad> | tunnel it then? |
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| 10:44 | <neli> | ok made something |
| 10:44 | <UndernotBuilder> | Newcargos peter1138 Finished In Nightlies since r9638, 2007-04-15 |
| 10:44 | <UndernotBuilder> | is that right? :O |
| 10:44 | <neli> | presignals do not 'look' at the tracks ? |
| 10:45 | <neli> | just 'touchingness', not connectedness |
| 10:46 | <UndernotBuilder> | !openttd revision 9638 |
| 10:46 | <UndernotBuilder> | how is it? |
| 10:46 | <UndernotBuilder> | !openttd rev 9638 |
| 10:46 | <UndernotBuilder> | !version |
| 10:47 | <UndernotBuilder> | !openttd 9638 |
| 10:48 | <UndernotBuilder> | I can't find it |
| 10:48 | <+glx> | !openttd commit 6938 |
| 10:48 | <_42_> | Commit by Darkvater :: r6938 /trunk/ (gfx.c misc_gui.c order_gui.c) (2006-10-24 23:11:40 UTC) |
| 10:48 | <_42_> | -Codechange: Comments, typo, variable naming, whitespace, strecpy and simplification |
| 10:48 | <_42_> | of order_gui (only disable a single widget if not local player, all others aren't |
| 10:48 | <_42_> | visible anyways). |
| 10:48 | <+glx> | !openttd commit 9638 |
| 10:48 | <_42_> | Commit by peter1138 :: r9638 /trunk/src/ (6 files) (2007-04-15 16:20:35 UTC) |
| 10:48 | <+glx> | oops |
| 10:48 | <_42_> | -Feature: Increase cargo types from 12 to 32 and enable newcargo flag in NewGRF loader. |
| 10:49 | <Eddi|zuHause> | newcargo is finished, but there is no use for it without newindustries |
| 10:50 | <UndernotBuilder> | for changing acceptance of current industries? |
| 10:51 | <UndernotBuilder> | !openttd commit latest |
| 10:51 | <UndernotBuilder> | :( |
| 10:51 | <+glx> | without latest :) |
| 10:51 | <UndernotBuilder> | just a test |
| 10:51 | <UndernotBuilder> | !openttd commit 10000 |
| 10:51 | <UndernotBuilder> | that neither |
| 10:51 | <+glx> | doesn't exist |
| 10:52 | <UndernotBuilder> | I tested that |
| 10:52 | <UndernotBuilder> | but is near :) |
| 10:52 | <+glx> | we have a smart bot :) |
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| 11:00 | <peter1138> | so did i miss any commits? |
| 11:00 | <peter1138> | hmm, no :( |
| 11:00 | [~] | peter1138 sneezes loudly, instead |
| 11:01 | [~] | mggrant saw one by peter1138 ;) |
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| 11:02 | <Eddi|zuHause> | hm, i opened my last savegame (1 month ago), and immediately got a headache: http://users.informatik.uni-halle.de/~krause/Johannes Transporte,%2020.%20Okt%201925.png |
| 11:02 | <Eddi|zuHause> | grr, missed a space |
| 11:02 | <Eddi|zuHause> | http://users.informatik.uni-halle.de/~krause/Johannes%20Transporte,%2020.%20Okt%201925.png |
| 11:04 | <neli> | trains often seem to choose the 'wrong route' for me :( |
| 11:05 | <neli> | they choose to go through a station pre-signal block |
| 11:05 | <neli> | instead of the 'regular' non-station route |
| 11:05 | <Eddi|zuHause> | wrong signalling, i suppose |
| 11:05 | <Eddi|zuHause> | screenshot? |
| 11:05 | <Eddi|zuHause> | pathfinder setting? |
| 11:06 | <Eddi|zuHause> | you should enable YAPF for trains |
| 11:06 | <neli> | I'm using YAPF |
| 11:08 | <neli> | grrr deadlocked |
| 11:09 | <Eddi|zuHause> | so, where's the screenshot? |
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| 11:10 | <neli> | need to wait for it to happen |
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| 11:12 | <Maedhros> | hmm. all i have to do now is fight with (de)activating both halves of the crossing at once |
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| 11:15 | <neli> | Eddi|zuHause: http://neli.hopto.org:3980/~micha/screenshots/openttd/train-route.png |
| 11:15 | <neli> | the light green train is now using the purple route, while it should have chosen the light pink/orange one |
| 11:16 | <neli> | using pink will not need to wait for trains loading at chartfingbourne (pre-signal block there) |
| 11:16 | <peter1138> | neli: probably a high tunnel penalty |
| 11:17 | <neli> | hmm the tunnel is very short |
| 11:17 | <peter1138> | hmm |
| 11:17 | <peter1138> | i don't see a tunnel penalty anyway :o |
| 11:18 | <Eddi|zuHause> | i'd say a red signal penalty |
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| 11:18 | <Eddi|zuHause> | if the signal on the first right turn is red, the train will go straight on |
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| 11:19 | <Eddi|zuHause> | solution would be, to remove the straight on route completely |
| 11:19 | <Eddi|zuHause> | so the train has no choice anymore |
| 11:19 | <neli> | but trains need to be able to go to the top station |
| 11:19 | <neli> | (chartfingbourne, name not visible I see now) |
| 11:20 | <neli> | oh you mean they can go down and up again, anyway |
| 11:21 | <Eddi|zuHause> | but you could move the transition from the right track to the left station track 1 tile, so the train can not turn around there anymore |
| 11:21 | <Eddi|zuHause> | could get signalling problems then, but your junction has strange signalling anyway :p |
| 11:21 | <neli> | move 1 tile in what direction ? |
| 11:22 | <Eddi|zuHause> | towards the bridge |
| 11:23 | <neli> | then I also need to move the pre-signal |
| 11:23 | <Eddi|zuHause> | yes |
| 11:23 | <neli> | but there is a merge before the bridge |
| 11:23 | <Eddi|zuHause> | yeah, then make two entry signals |
| 11:24 | <neli> | can make both those pre-signals |
| 11:25 | <Eddi|zuHause> | what use has that 2 way signal behind the depot? |
| 11:25 | <neli> | trains can go from depot onto bridge |
| 11:26 | <Eddi|zuHause> | it's a weird junction :p |
| 11:26 | <neli> | why ? :) |
| 11:26 | <Eddi|zuHause> | lots of very sharp turns |
| 11:27 | <neli> | I could move the depot back one tile, so those two sharp bends will be gone |
| 11:27 | <neli> | if that makes you feel better ;) |
| 11:27 | <Eddi|zuHause> | look at my screenshot, no diagonal section is shorter than 3 tiles |
| 11:28 | <Eddi|zuHause> | ok, it's cheating, because it uses PBS, but... |
| 11:28 | <Tefad> | that color is peach btw |
| 11:30 | <neli> | Eddi|zuHause: my layouts tend to 'origanically grow' ;-) |
| 11:30 | <Eddi|zuHause> | origamically? :p |
| 11:30 | <neli> | what's the advantage of longer diagonal sections ? |
| 11:31 | <Eddi|zuHause> | trains do not slow down that much |
| 11:31 | <neli> | some trains are on the same track |
| 11:31 | <Eddi|zuHause> | of course, that depends on "realistic acceleration" |
| 11:31 | <neli> | s/track/'block' |
| 11:32 | <Eddi|zuHause> | yeah, PBS are cool :) |
| 11:32 | <neli> | then you don't need as much bridges and tunnels and stuff either |
| 11:33 | <Eddi|zuHause> | yes, but that is not the point |
| 11:33 | <neli> | does PBS work reliably ? |
| 11:33 | <Eddi|zuHause> | no :) |
| 11:34 | <neli> | then I missed the point a bit I'm afraid |
| 11:34 | <Eddi|zuHause> | you have to be careful |
| 11:34 | <Eddi|zuHause> | there are a few situations where they do not work, so you have to avoid those |
| 11:34 | <neli> | trains crash into each other sometimes ? |
| 11:35 | <Eddi|zuHause> | yes, especially if you a) force them through a signal, b) mess with the signal block and c) they reverse without proper exit signal |
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| 11:36 | <Eddi|zuHause> | but like i said, the point was not about pbs, it was about longer diagonal sections |
| 11:36 | <Eddi|zuHause> | which will naturally mean larger junctions, and you might be low on space... |
| 11:37 | <neli> | my junctions tend to be quite cramped |
| 11:37 | <neli> | growing cities etc. |
| 11:37 | <Eddi|zuHause> | but you will have more places to put signals on |
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| 11:38 | <Eddi|zuHause> | e.g. on your current junction you have tracks that are in the same signal block, but they do not really meet each other |
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| 11:38 | <neli> | yes that's annoying |
| 11:39 | <neli> | PBS would solve that, no ? |
| 11:39 | <Eddi|zuHause> | yes, PBS should solve that |
| 11:40 | <Eddi|zuHause> | bridges over everything might also help your junction |
| 11:41 | <Eddi|zuHause> | only there is no version of OTTD that has both features :) |
| 11:41 | <Eddi|zuHause> | but there is a bridge patch for MiniIN |
| 11:42 | <neli> | your Kreuzstadt station has some tracks reversed direction ? |
| 11:43 | <Eddi|zuHause> | each track can be entered from one side, and exited in both |
| 11:43 | <neli> | oh, you allow trains to reverse at stations ? |
| 11:43 | <Eddi|zuHause> | PBS does not support real 2-way stations |
| 11:43 | <Eddi|zuHause> | yes |
| 11:43 | <Eddi|zuHause> | it's a vital component of my network ;) |
| 11:44 | <Eddi|zuHause> | a train can enter each second track |
| 11:45 | <Eddi|zuHause> | http://users.informatik.uni-halle.de/~krause/Johannes%20Transporte,%204.%20Sep%201925.png <- a less crowded station |
| 11:46 | <neli> | you never have deadlock problems with these many junctions ? |
| 11:47 | <Eddi|zuHause> | i do have deadlock problems, but more because of the long trains |
| 11:48 | <neli> | if I don't build bridges to keep the 'main line' free, then exiting trains will get caught up with incoming ones |
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| 11:49 | <neli> | I usually allow trains to arrive from two directions and leave in two directions |
| 11:51 | <Wolf01> | [18:43:32][18:43:32] <Eddi|zuHause> PBS does not support real 2-way stations |
| 11:51 | <Wolf01> | neither presignals, but they are still here |
| 11:51 | <Eddi|zuHause> | btw. some of my trains are 15 tiles long |
| 11:51 | <Eddi|zuHause> | Wolf01: i did not say that was the reason why they were not included |
| 11:51 | <Eddi|zuHause> | but that is the reasoning behind my signalling |
| 11:54 | <neli> | http://neli.hopto.org:3980/~micha/screenshots/openttd/joh-trans-1925-okt-20.png |
| 11:54 | <neli> | Eddi|zuHause: the things highlighted in light green I cannot allow, I have to build bridges or tunnels for those |
| 11:55 | <Eddi|zuHause> | i know... that is the main reason why i use PBS |
| 11:55 | <Eddi|zuHause> | or, one of the main reasons |
| 11:55 | <neli> | I can imagine :) |
| 11:55 | <Eddi|zuHause> | the other reason is intelligent presignalling on single-track sections |
| 11:56 | <Eddi|zuHause> | btw, the lowest one is on a dead end station, you have those, too :) |
| 11:56 | <Thomas[NL]> | Are PBS like signals used in real-life? |
| 11:57 | <Eddi|zuHause> | they are supposed to come close to that, Thomas[NL] |
| 11:57 | <neli> | oh, I couldn't see it was end-of-line |
| 11:57 | <Eddi|zuHause> | you can check out the miniin and try them, but that version is not going to be in the main OTTD version |
| 11:58 | <Eddi|zuHause> | no, of course you couldn't, that's why i told you :p |
| 11:58 | <neli> | btw, what's the reason for the (c) disadvantage you listed above: 'they reverse without proper exit signal' ? |
| 11:58 | <neli> | ok :) |
| 11:58 | <Eddi|zuHause> | it's very technical |
| 11:59 | <Eddi|zuHause> | if a train cannot find a way to an exit signal, it cannot reserve a path |
| 11:59 | <Eddi|zuHause> | so when the train reverses (due to long waiting, for example) |
| 11:59 | <Eddi|zuHause> | and it came through a one way signal |
| 11:59 | <Eddi|zuHause> | it cannot reserve a path through that signal |
| 11:59 | <Eddi|zuHause> | so it does not reserve a path at all |
| 11:59 | <ln-> | http://i171.photobucket.com/albums/u287/birne999999999/DSC00276.jpg |
| 11:59 | <Eddi|zuHause> | so other trains view the track as empty |
| 12:00 | <Eddi|zuHause> | it's a misdesign |
| 12:00 | <Eddi|zuHause> | and the main rejection reason |
| 12:00 | <Eddi|zuHause> | because it causes crashes without user interference |
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| 12:01 | <Eddi|zuHause> | ln-: err... i had a mouse loooong before i have seen my first windows |
| 12:02 | <Eddi|zuHause> | and that looks like an apple computer, btw :) |
| 12:02 | <neli> | the picture has a mac lol |
| 12:02 | <ln-> | indeed, and all other sources tend to say that it was apple that first introduced the mouse to consumers. |
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| 12:02 | <Thomas[NL]> | http://en.wikipedia.org/wiki/Computer_Mouse#Early_mice |
| 12:03 | <Maedhros> | ah, but that's not what the caption says ;) |
| 12:03 | <neli> | Eddi|zuHause: but shouldn't the train stop at the one-way signal then ? |
| 12:03 | <neli> | or do other trains run into this signal block |
| 12:03 | <Eddi|zuHause> | neli: the train will stop, but other trains do not know the train is there, and enter the block |
| 12:04 | <neli> | when reversing it can at least reserve until the one-way signal ? |
| 12:04 | <neli> | that should prevent a crash |
| 12:04 | <Eddi|zuHause> | well, it should, but it was not designed that way |
| 12:05 | <Eddi|zuHause> | reserved paths have to end on an exit signal |
| 12:05 | <neli> | or, don't allow trains to reverse :) |
| 12:05 | <Eddi|zuHause> | btw. the other main rejection reason was that the code is very ugly, and not maintainable, so nobody really tried to fix these problems |
| 12:06 | <Eddi|zuHause> | there is a new PBS attempt planned, but it's gonna take some time to do properly |
| 12:06 | <Eddi|zuHause> | and it is planned from scratch, not trying to fix this failed PBS attempt |
| 12:07 | <neli> | right |
| 12:07 | <neli> | does MiniIN use the same PBS code ? |
| 12:07 | <Eddi|zuHause> | MiniIN uses the old PBS code |
| 12:07 | <Eddi|zuHause> | with some minor fixes |
| 12:11 | <Eddi|zuHause> | mainly conflicts with other patches, like realistic acceleration and diagonal crossings |
| 12:14 | <neli> | diagonal crossings as in, crossings of roads and tracks ? |
| 12:14 | <Eddi|zuHause> | yes |
| 12:16 | <Eddi|zuHause> | remember, most patches in the MiniIN have some quirks |
| 12:16 | <Eddi|zuHause> | and multiplayer is probably unplayable |
| 12:16 | <neli> | do you have your own combination of sources, to be able to play PBS ? |
| 12:16 | <neli> | is realistic acceleration a net speed gain for trains ? |
| 12:16 | <Eddi|zuHause> | i have miniin, together with a personal patch for bridges over everything |
| 12:17 | <Eddi|zuHause> | realistic acceleration adds support for tractive effort |
| 12:18 | <Eddi|zuHause> | and some other acceleration changes in sharp curves and slopes |
| 12:18 | <neli> | 'tractive effort' ? |
| 12:18 | <Maedhros> | tractive effort is in trunk as well |
| 12:18 | <Maedhros> | and possibly the 0.5 releases too, but i'm not sure about that |
| 12:19 | <Eddi|zuHause> | i'm not sure either... |
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| 12:20 | <Eddi|zuHause> | apply www.informatik.uni-halle.de/~krause/bridge_miniin.diff if you are feeling brave :) |
| 12:21 | <Eddi|zuHause> | brb bbq |
| 12:22 | <graeme> | do tilting trains get a speed boost on corners in openttd? |
| 12:23 | <Maedhros> | no, not at the moment |
| 12:24 | <graeme> | ahh thought not |
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| 12:45 | <Eddi|zuHause> | http://users.informatik.uni-halle.de/~krause/Johannes%20Transporte,%201.%20Sep%201924.png <- another big station |
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| 13:05 | <UnderBuilder> | now the request is.... newindustries :] |
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| 13:06 | <Digitalfox[Home]> | UnderBuilder: If we send a milion dollars to belugas, he will be fast ;) |
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| 13:07 | <UnderBuilder> | but there is a question... is really complete newcargos? because it was released too fast :S |
| 13:08 | <UnderBuilder> | or someone bribed peter1138? |
| 13:08 | <Digitalfox[Home]> | Well for what i understand it's finished, but peter1138 will be the best person to answer that |
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| 13:11 | <TrueBrain> | we lately get large bribes, so if you want something done, feel free to send one too :p :p :p |
| 13:12 | <Wolf01> | i want a bride instead :P |
| 13:13 | <TrueBrain> | 555-RUSSIA |
| 13:13 | <Wolf01> | lol |
| 13:13 | <UnderBuilder> | bride? |
| 13:13 | <peter1138> | UnderBuilder: if it's 'too fast' because we've been working on it for a few months, then i don't know what 'too slow' would be |
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| 13:22 | <UnderBuilder> | but newcargos (NOT newindustries) is fullworking or only partially? |
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| 13:28 | <Thomas[NL]> | it says Finished in the roadmap so I presume it is |
| 13:32 | <neli> | Eddi|zuHause: your cities seem kinda boring :P |
| 13:32 | <neli> | quite repetitive buildings |
| 13:33 | <Eddi|zuHause> | well, it's 1925, and only the standard buildings |
| 13:33 | <Eddi|zuHause> | there are like 5 available |
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| 13:37 | <neli> | in what year did you start ? |
| 13:41 | <Eddi|zuHause> | 1920, but with daylength x32 |
| 13:42 | <neli> | aha is it configurable |
| 13:42 | <Eddi|zuHause> | yes |
| 13:42 | <neli> | a day takes only 2 seconds here or so |
| 13:42 | <Eddi|zuHause> | yes, and with this setting, a day lasts as long as a month would in a normal game |
| 13:43 | <Eddi|zuHause> | so 5 years time would actually be 60 years in a normal game |
| 13:44 | <Eddi|zuHause> | that is wrong |
| 13:44 | <Eddi|zuHause> | 5 years => 160 years |
| 13:45 | <neli> | what's the speed in the original ttd ? |
| 13:46 | <neli> | my feeling says it's faster in openttd |
| 13:46 | <Maedhros> | 74 * 27 microseconds in TTD, 74 * 30 microseconds in openttd |
| 13:46 | <Eddi|zuHause> | i don't know, but there was a difference between TTD[P] and OTTD, i believe |
| 13:47 | <Eddi|zuHause> | see, OTTD is actually slower :) |
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| 13:49 | <Wolf01> | i wanted to make the daylength more configurable, without the "xMULTIPLIER" and with "## seconds|minutes|hours" and the last "daylength 1:1" |
| 13:50 | <Wolf01> | but i abandoned the patch when i knew that a daylength will be in the gamebalanche |
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| 13:52 | <UnderBuilder><Eddi | zuHause> 1920, but with daylength x32 |
| 13:53 | <UnderBuilder> | so you use mini in |
| 13:53 | <Eddi|zuHause> | yes, i said that before |
| 13:54 | <peter1138> | no newhouses ;( |
| 13:55 | <Eddi|zuHause> | you can't have everything :p |
| 13:55 | <peter1138> | you can! |
| 13:55 | <peter1138> | play ttdpatch :D |
| 13:56 | <Wolf01> | no big maps! |
| 13:56 | <Eddi|zuHause> | i can't customise that... |
| 13:56 | <Eddi|zuHause> | and i can live without newhouses... |
| 13:57 | <Eddi|zuHause> | i could use trams and passenger destinations though... |
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| 14:02 | <peter1138> | there's a fat old lady outside the saloon |
| 14:03 | <peter1138> | laying out the credit cards she plays fortune |
| 14:03 | <+michi_cc> | Rubidium: here you go: 5ccba7e9c033f175addacaf97b49e7c0 http://www.icosahedron.de/openttd/openttd-0.5.1-win64.zip |
| 14:04 | <+michi_cc> | Rubidium: I was successfully distracted by work from actually reading irc :) |
| 14:10 | <Maedhros> | night all |
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| 14:10 | <@Belugas> | [14:21][14:21] <UnderBuilder> but newcargos (NOT newindustries) is fullworking or only partially?<---- fully working. Just that right now, it does not do very much. |
| 14:11 | <@Belugas> | if you look at the sources, you will see |
| 14:11 | <@Belugas> | and on this happy note, i resume gardening |
| 14:11 | <@Belugas> | 21 celcius! |
| 14:11 | <@Belugas> | heavan :D |
| 14:11 | <@Belugas> | heaven |
| 14:11 | <peter1138> | nice |
| 14:12 | <peter1138> | i just did a little |
| 14:12 | <@Belugas> | also will be the beer afterward :D |
| 14:12 | <peter1138> | exactly :D |
| 14:12 | <@Belugas> | enjoy, i am gone ;) |
| 14:14 | <UnderBuilder> | I better test a grf that adds a new cargo but no a industry |
| 14:15 | <peter1138> | ukrsi works |
| 14:15 | <peter1138> | industries are ignored, of course |
| 14:15 | <peter1138> | george's ecs stuff only works with the newindustry flag set (which is hardcoded to off at the moment) |
| 14:16 | <peter1138> | michael blunck's newcargo grf works too |
| 14:22 | <peter1138> | but it's not like i haven't tested it ;p |
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| 14:30 | <peter1138> | and a voice called out |
| 14:30 | <peter1138> | SHOOT |
| 14:30 | [~] | Wolf01 dies |
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| 14:43 | <neli> | if a station reaches out to two cities, will it get cargo from both ? |
| 14:44 | <peter1138> | yes |
| 14:44 | <peter1138> | stations get cargo from the area they cover, not from the city |
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| 14:45 | <neli> | hmm, so 'max' passengers in a city is if you would cover the whole city ? |
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| 14:46 | <peter1138> | can he fail, armed with his chocolate surprise? |
| 14:46 | <Rubidium> | fail in what? |
| 14:46 | <peter1138> | it's just the size of the city |
| 14:47 | <peter1138> | Rubidium, sleeping with Juliet |
| 14:48 | <neli> | so the houses outside the coverage area don't generate cargo for that station ? |
| 14:48 | <peter1138> | neli: correct |
| 14:48 | <neli> | so two stations in a large city, with their coverage area not overlapping will never compete for passengers ? |
| 14:49 | <peter1138> | also correct |
| 14:49 | <neli> | thanks that clears up |
| 14:54 | <Wolf01> | and if you put 2 piece of the same station with the station walking in way to have the city into a big square where the station tiles are the non-adjacent corners you can gather passengers from the entire city |
| 14:55 | <peter1138> | i don't belong here, said old tessa out loud |
| 14:56 | <neli> | follow the track stupid presignal! :( |
| 14:56 | <Wolf01> | they can't be stupid, they are mathematically correct |
| 14:57 | <Wolf01> | so there is a user error :P |
| 14:57 | <neli> | or the mathematical rules are wrong |
| 14:57 | <peter1138> | signals only care about connections, not paths |
| 15:00 | <neli> | moving a station one square to make space is NP hard |
| 15:01 | <neli> | city rebuilds before I can put it back |
| 15:01 | <Wolf01> | that's why exist the purchase land tool |
| 15:01 | <+glx> | use shortcuts |
| 15:01 | <neli> | even shortcuts are too slow |
| 15:02 | <+glx> | destroy, pause, choose the tool, place the cursor, unpause, build |
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| 15:02 | <tsimpa> | Hi! |
| 15:03 | <tsimpa> | first time here |
| 15:03 | <Wolf01> | hi |
| 15:04 | <Eddi|zuHause> | better than no first time at all :p |
| 15:05 | <Sacro> | Eddi|zuHause: come in on your second? |
| 15:06 | <Eddi|zuHause> | err... no comment :p |
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| 15:12 | <dihedral> | have a q |
| 15:12 | <dihedral> | for curiosity |
| 15:13 | <dihedral> | *out of |
| 15:13 | <dihedral> | when trying to fund a water tower (tropical) |
| 15:13 | <dihedral> | what are the requirements? |
| 15:13 | <tsimpa> | enough money? |
| 15:13 | <Sacro> | dihedral: 3 legs |
| 15:14 | <Sacro> | otherwise it'll fall over |
| 15:14 | <dihedral> | thanks - very helpful :-P |
| 15:14 | <dihedral> | it sais "site unsuitable" |
| 15:14 | <+glx> | try on a house |
| 15:14 | <dihedral> | wow |
| 15:15 | <dihedral> | now that would be odd ... or not? |
| 15:16 | <tsimpa> | how long are your typical rail lines? |
| 15:16 | <tsimpa> | on a 512x512 map, is it good idea to transfer from one end to another? |
| 15:19 | <neli> | the farther the more profit, usually |
| 15:19 | <peter1138> | depends how you want to play :) |
| 15:19 | <neli> | if sufficiently fast |
| 15:21 | <tsimpa> | so depends on stage? |
| 15:21 | <tsimpa> | i have monorails, fast as hell |
| 15:21 | <tsimpa> | bad thing is, that there is not much production - gold |
| 15:23 | <CIA-2> | OpenTTD: peter1138 * r9712 /trunk/src/town_cmd.cpp: -Codechange: Implement accepted cargo types and cargo acceptance (there is a difference) callbacks for newhouses. |
| 15:26 | <dihedral> | i do transfer from one corner to the other |
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| 15:27 | <dihedral> | well... not transfer - deliver would be a more suitable word |
| 15:28 | <dihedral> | still think that it is odd having to click on a house to build a water tower... |
| 15:29 | <neli> | do you have to build stations adjacent to have them being connected ? |
| 15:29 | <neli> | or is there some way to combine two stations without them being adjacent |
| 15:30 | <Wolf01> | there's a patch |
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| 15:34 | <Eddi|zuHause> | or, you have to build station tiles in between, and remove them afterwards |
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| 15:35 | <Thomas[NL]> | you have to remove one station first, if they are already build |
| 15:47 | <Wolf01> | i'm thinking about activating the invisible trees with the transparency gui, what do you think about ctrl+click on the transparent tree widget? |
| 15:48 | <Wolf01> | (it'll draw also a X on the widget if the invisible trees is enabled, waiting for a new button graphic) |
| 15:50 | <Wolf01> | or maybe a red/green circle like the vehicle stopped/running "led" |
| 15:51 | <peter1138> | that's a flag |
| 15:52 | <Wolf01> | and where i've seen that? |
| 15:52 | <Wolf01> | i don't remember |
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| 15:53 | <Wolf01> | maybe ttdpatch newgrfs |
| 15:53 | <Wolf01> | or the profit circle in vehicles list |
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| 15:59 | <neli> | hehe factory is producing 1800 crates of goods/month |
| 15:59 | <neli> | I'm not keeping up, how strange |
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| 16:03 | <Eddi|zuHause> | hm, my factory is only producing 17000 per month |
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