| --- | Log | opened Wed May 23 00:00:26 2007 |
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| 03:56 | <boekabart> | Rubidium: did you get a chance to check those town-name scenarios? I've been searching a bit more, but can't find a reason why it would go wrong.... |
| 04:05 | <@peter1138> | yes |
| 04:06 | <@peter1138> | turns out the town name type (language) is stored for each town |
| 04:06 | <@peter1138> | so you can infact have multiple languages in a game... |
| 04:06 | <@peter1138> | countries? |
| 04:06 | <@peter1138> | so |
| 04:07 | <@peter1138> | do you fancy doing some gui work? |
| 04:07 | <boekabart> | yes, multiple countries |
| 04:07 | <boekabart> | me, gui work? |
| 04:07 | <@peter1138> | an additional button to give a name a new randomized name |
| 04:07 | <boekabart> | eh. by the by, did you see the ttdpatch rivers thing? |
| 04:07 | <@peter1138> | for the scenario editor |
| 04:07 | <@peter1138> | yes, of course |
| 04:08 | <@peter1138> | you started, they started, they finished, you didn't ;p |
| 04:08 | <boekabart> | They finished?? |
| 04:08 | <@peter1138> | well it's in the game |
| 04:08 | |-| | Jezral changed nick to TinoDidriksen |
| 04:08 | <@peter1138> | i understand there were a couple of bugs... |
| 04:08 | <boekabart> | They replaced canal gfx with river gfx |
| 04:08 | <boekabart> | that's all. And I didn't find the grf even |
| 04:09 | <boekabart> | implementation: if tileheight>sealevel { dont_flood } |
| 04:09 | <@peter1138> | well i doubt it works the same as your intentions |
| 04:09 | <@peter1138> | but to a player... 'rivers!' |
| 04:09 | <@peter1138> | so |
| 04:09 | <boekabart> | it's just an alternative canal gfx |
| 04:09 | <@peter1138> | what's your status? :) |
| 04:10 | <boekabart> | boss chasing me. no time. |
| 04:10 | <@peter1138> | boo! |
| 04:11 | <@peter1138> | £49,218,175,987,722.13 |
| 04:11 | <@peter1138> | someone tried to put a transaction through for that amount... |
| 04:11 | <@Rubidium> | how many times the GDP of the US is that? |
| 04:11 | <Sionide> | xe.com |
| 04:12 | <Sionide> | probably wouldn't let you do it |
| 04:12 | <Sionide> | but the exchange is roughly 2 ish so that's probably $100,000,000,000,000 |
| 04:12 | <@peter1138> | 97,302,149,171,609.27 USD |
| 04:12 | <boekabart> | which is about 7 times US GDP |
| 04:12 | <Tefad> | 100 trillion eh? |
| 04:12 | <@peter1138> | it does it... |
| 04:12 | <@peter1138> | no, billion |
| 04:12 | <Tefad> | US trillion |
| 04:13 | <boekabart> | ne, 100.000 billion |
| 04:13 | [~] | Tefad shakes fists at those who make large numbers complicated |
| 04:13 | <Sionide> | peter1138, a uk 100 billion? |
| 04:13 | <Sionide> | Tefad, the US system doesn't make any sense at all |
| 04:13 | <Tefad> | makes sense to me |
| 04:13 | [~] | Tefad shrugs |
| 04:13 | <Sionide> | cos it changes when you get to a billion, for no reason |
| 04:14 | <Tefad> | ho so? |
| 04:14 | <Tefad> | 1e3 thousand, 1e6 million 1e9 billion 1e12 trillion |
| 04:14 | <Sionide> | a uk billion, is a million million |
| 04:15 | <Tefad> | see that makes no sense to me |
| 04:15 | <TrueBrain> | isn't it an EU thingy? :) |
| 04:15 | <Tefad> | it's a non north america thing |
| 04:15 | <Sionide> | a thousand thousand is a 1,000,000... |
| 04:15 | <Tefad> | a million. |
| 04:15 | <Sionide> | yeah |
| 04:15 | <Tefad> | yes. |
| 04:16 | <Sionide> | thousand thousand = million. million million = billion. |
| 04:16 | <Tefad> | no. |
| 04:16 | <Sionide> | that makes sense |
| 04:16 | <Sionide> | a US thousand million, is a billion |
| 04:16 | <Tefad> | thousand thousand = million, thousand thousand thousdant is a billion, thousand thousand thousand thousand is a trillion. |
| 04:16 | <Tefad> | and i knew i'd screw one of those up. |
| 04:16 | <Sionide> | i also like to add, zillion, killian and jillion :D |
| 04:16 | <Sionide> | jillian* |
| 04:16 | <Sionide> | maybe |
| 04:16 | <Sionide> | lol |
| 04:17 | <Sionide> | no |
| 04:17 | <Sionide> | killion* duh |
| 04:17 | <boekabart> | trillian? |
| 04:17 | <Tefad> | no one really cares much after 1*10^12 anyway |
| 04:17 | <Sionide> | aye |
| 04:17 | <Tefad> | so trillion is as high as we can count without problems. |
| 04:17 | <boekabart> | peter1138: What exactly did you mean by the GUI thing? |
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| 04:18 | <boekabart> | change town name with a button, new random with 'new language' or 'same language' ? |
| 04:18 | <Sionide> | does that make, a UK trillion, a billion billion? |
| 04:18 | <Tefad> | it depends on your definition of sense |
| 04:18 | <@peter1138> | brazillion! |
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| 04:18 | <Tefad> | Sionide: i have no idea |
| 04:18 | <@peter1138> | boekabart: language as set in the settings |
| 04:18 | <Sionide> | many 0z |
| 04:18 | <Sionide> | 0s* |
| 04:18 | <Sionide> | weqpojflwekfnwfnwoef |
| 04:18 | <Tefad> | but using your logic . . |
| 04:18 | <Sionide> | so tired |
| 04:18 | <@peter1138> | boekabart: i.e. ignore the town's existing language |
| 04:18 | <@peter1138> | anyway |
| 04:19 | <@peter1138> | UK billion is now the same as a US billion, due to common usage |
| 04:19 | <Tefad> | million is 1000*1000, billion is 10^12, trillion is 10^24?! |
| 04:19 | <@peter1138> | old usage is thousand, million, milliard, billion, billiard, trillion, trilliard... |
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| 04:19 | <Tefad> | what the |
| 04:19 | <Tefad> | i've never heard of -iard |
| 04:19 | <Sionide> | me neither |
| 04:20 | <Sionide> | what about... |
| 04:20 | <@peter1138> | of course not, you're an uneducated American ;-) |
| 04:20 | <Tefad> | har har |
| 04:20 | <Sionide> | kilo, mega, giga, tera, peta, exa |
| 04:20 | <Tefad> | those are SI |
| 04:20 | <Sionide> | i think those are right |
| 04:20 | <Tefad> | unless you're talking about bytes |
| 04:20 | <Tefad> | then they get screwy. |
| 04:20 | <@peter1138> | http://en.wikipedia.org/wiki/Milliard |
| 04:20 | <TrueBrain> | doesn't make it less SI :) |
| 04:20 | <boekabart> | peter1138: I'll take a look; but for this it must first be possible to change the language in scen. editor |
| 04:20 | <@peter1138> | boekabart: yes... your first patch is fine for that |
| 04:21 | <Tefad> | TrueBrain: true, but it gets complicated depending on context |
| 04:21 | <Tefad> | and the new binary prefixes aren't accepted very well.. as most think of it as pedantic |
| 04:21 | <TrueBrain> | Tefad: simple solution: kiB MiB GiB TiB PiB |
| 04:21 | <Tefad> | ^ |
| 04:21 | <Tefad> | pedantic. |
| 04:21 | <TrueBrain> | you have no idea how much it is used over here |
| 04:21 | <Tefad> | people come after me for using them : ) |
| 04:21 | <@peter1138> | 49 terapounds? |
| 04:22 | <Tefad> | peter1138: uh.. wtf? |
| 04:22 | <@peter1138> | what? |
| 04:22 | <TrueBrain> | Tefad: I refuse to not use them, and when someone says to me: kB, I assume 1000; so they addept fast :) |
| 04:22 | <Tefad> | yes, but you probably have weight somewhere |
| 04:22 | <TrueBrain> | I am just 70 kilo! :p |
| 04:22 | <Tefad> | i have dumb americans with authority and they get pissed. |
| 04:22 | <TrueBrain> | (bad joke) |
| 04:23 | <TrueBrain> | they can get pissed all they want, I refuse to use unclear statements :) |
| 04:23 | <Tefad> | well it is usually in casual chat environments this happens : ) |
| 04:23 | <@peter1138> | drunk americans, eh? |
| 04:23 | <TrueBrain> | Tefad: true |
| 04:23 | <TrueBrain> | Tefad: and documentation |
| 04:25 | <TrueBrain> | but okay, time to find myself a shower |
| 04:25 | <@Rubidium> | TrueBrain: Karwei has lots of them |
| 04:26 | <TrueBrain> | Rubidium: I rather have one where I can stand naked under without being looked at by others (unless of course it is my gf) |
| 04:29 | <Tefad> | aww shy |
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| 04:50 | <@peter1138> | gah, my cyrus admin login isn't working :/ |
| 04:50 | <@peter1138> | it's just being a normal login, heh |
| 05:08 | |-| | mode/#openttd [+o Belugas] by ChanServ |
| 05:17 | <boekabart> | peter1138: How do you feel about the ttdpatch water by the way, I actually like the idea a lot. Combined with deep sea level, I think it's just the amount of realism ottd needs. it's not supposed to be a terrain/water simulation game. |
| 05:18 | <boekabart> | all dynamics make the game slower, are tricky to control... don't think we need them. |
| 05:18 | <@peter1138> | fine |
| 05:20 | <boekabart> | ok so it's OK if I aim for those 2 in one, or would you rather see 2 separate patches (sealevel/rivers) |
| 05:21 | <boekabart> | they are kind of ... dependent... i'm afraid, they do need a lot of the same changes both. |
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| 05:31 | <@peter1138> | quite |
| 05:31 | <boekabart> | you're the dev, your call. |
| 05:31 | <Sacro> | he's like, some kind of developer |
| 05:33 | <boekabart> | how kind he is, is the question actually :) |
| 05:36 | <@peter1138> | yay, my forward/back mouse thumb buttons work :D |
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| 06:20 | <kaan> | hi all |
| 06:20 | <@peter1138> | hi |
| 06:21 | <TrueBrain> | hi |
| 06:21 | <TrueBrain> | (I like this game :)) |
| 06:22 | <@peter1138> | oh, it's a game? |
| 06:22 | <@peter1138> | hmm |
| 06:24 | <TrueBrain> | oh, you didn't know :s |
| 06:24 | <Eddi|zuHause3> | how can million, milliard, billion, billiard, etc. thing make no sense to someone? |
| 06:26 | <Eddi|zuHause3> | http://en.wikipedia.org/wiki/Milliard |
| 06:26 | <TrueBrain> | too little, too late |
| 06:26 | <Eddi|zuHause3> | there, everyone except the stupid americans use it |
| 06:26 | <TrueBrain> | if you read a backlog, do it fully, or not at all :p |
| 06:26 | <ln-> | !seen meush |
| 06:26 | <_42_> | ln-, MeusH (~MeusH@host-ip195-138.crowley.pl) was last seen quitting #openttd.wt2 1 week 14 hours 45 minutes ago (15.05. 20:41) stating "Read error: Connection reset by peer" after spending 3 hours 30 minutes there. |
| 06:27 | <TrueBrain> | @seen MeusH |
| 06:27 | <@DorpsGek> | TrueBrain: MeusH was last seen in #openttd 1 week, 0 days, 17 hours, 23 minutes, and 16 seconds ago: <MeusH> @kick Bjarni |
| 06:27 | <Eddi|zuHause3> | of course, the british have to act as the americans' pet again :p |
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| 06:30 | |-| | mode/#openttd [+o Bjarni] by ChanServ |
| 06:30 | <@Bjarni> | hi guys |
| 06:30 | <@Bjarni> | anything interesting going on here? |
| 06:30 | <TrueBrain> | nope |
| 06:30 | <@Bjarni> | :/ |
| 06:31 | <@Bjarni> | well. I decided to show up more or less just because I thought it could be cool to do so right now. The power company is doing some cable work, so I don't have any power |
| 06:31 | <@Bjarni> | and then I got the idea to go on IRC on UPS power |
| 06:31 | <@Bjarni> | just to try it :) |
| 06:32 | <Eddi|zuHause3> | you must be _really_ bored :p |
| 06:32 | [~] | SpComb gets to put his upses to the test quite often |
| 06:32 | <@Bjarni> | haha |
| 06:32 | <TrueBrain> | bah, my zoom-in stuff has glitches :( |
| 06:33 | <@Bjarni> | actually not. I have plenty to do, but I decided to try this anyway |
| 06:33 | <Eddi|zuHause3> | go play some "analogue" games, like the people did 100 years ago, before there was electricity :p |
| 06:33 | <valhallasw> | Bjarni: what about socializing with the people who are lynching you because they can't do their work? :+ |
| 06:33 | [~] | Bjarni is at home preparing for an exam |
| 06:33 | <SpComb> | why does one ever IRC? Why does one spend money so as to be able to stay on IRC during powerouts? Who knows... |
| 06:34 | <@Bjarni> | actually it's not to stay on IRC. I entered AFTER the power died :p |
| 06:34 | <@Bjarni> | and the idea of the UPS is lightning protection, not IRC battery life |
| 06:34 | <SpComb> | so you shut down everything before the scheduled power outage and then later on decided to use up your USP battery instead? |
| 06:34 | <@Bjarni> | that's just a bonus |
| 06:34 | <@Bjarni> | no |
| 06:35 | <@Bjarni> | didn't shut down anything |
| 06:35 | <SpComb> | we get powerouts frequently here - http://zapotek.paivola.fi/~terom/ups-info/ |
| 06:35 | <@Bjarni> | 13,4 min |
| 06:35 | <@Bjarni> | :p |
| 06:36 | <@Bjarni> | I have been on battery power for like 15 minutes now |
| 06:36 | <@Bjarni> | considering they said it would take half an hour, I might have enough power to stay online all the time |
| 06:36 | <SpComb> | our school's network (but not zapotek) lasts 1-2 hours on ups power (one switch seems to go down after on hour, but others last up to two), although it doesn't help much with the six-second or four-hour power outages |
| 06:37 | <@Bjarni> | however since there is little going on here and I have to study, I don't feel like I should push my UPS to the limit |
| 06:37 | <Eddi|zuHause3> | Bjarni: s/hour/day |
| 06:37 | <SpComb> | someone needs to invest in a small generator :P |
| 06:37 | <SpComb> | Bjarni: preseving uptime is always a good thing |
| 06:37 | <@Bjarni> | yeah |
| 06:37 | <@Bjarni> | I can safe myself from starting generator power :p |
| 06:37 | <@Bjarni> | bbl |
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| 06:41 | <hylje> | no |
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| 06:54 | <boekabart> | TrueBrain: checking the 16x zoom bug? |
| 06:54 | <hylje> | ug? |
| 06:54 | <hylje> | bug? |
| 06:54 | <boekabart> | #794 |
| 06:55 | <hylje> | okay |
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| 07:16 | <@Bjarni> | power came back late |
| 07:17 | <@Bjarni> | it took them more than the 30 minutes they said :/ |
| 07:17 | <@Bjarni> | !logs |
| 07:17 | <SpComb> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
| 07:24 | <ln-> | maybe it was simply not windy enough |
| 07:25 | <@Bjarni> | :p |
| 07:25 | <@Bjarni> | the western part of the country is powered by windmills. We are still coal powered and nobody wants to pay for a cable to connect us to the windmills, so I will rule out the weather conditions |
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| 07:32 | <Maedhros> | hi * |
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| 07:46 | <CIA-1> | OpenTTD: maedhros * r9900 /trunk/src/ (11 files): -Codechange: Separate the variables for how to highlight a land area and what to do with it afterwards. |
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| 08:12 | <Jerub> | man that was satisfying |
| 08:12 | <Jerub> | playing on 'Hard' difficulty is more fun than I though. |
| 08:13 | <Jerub> | er thought. |
| 08:13 | <Jerub> | My coal train network (long distance coal is the only way to make money starting off) just turned into a very long oiltrain network. |
| 08:14 | <Jerub> | next thing to do is to take the mainlines to 4 instead of 2 tracks. |
| 08:16 | |-| | Nigel_ changed nick to Nigel |
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| 08:34 | <Biff> | group.h:27: Group* GetGroup(uint): Assertion `index < _Group_pool.total_items' failed. |
| 08:34 | <@peter1138> | doing what? |
| 08:35 | <Biff> | did nothing, just compiled up new version and the game crashes after 30 seconds or so |
| 08:35 | <@peter1138> | ok, please send me the savegame |
| 08:35 | <Biff> | ok, you want the core dump aswell? |
| 08:35 | <@peter1138> | no |
| 08:37 | <Biff> | dcc =) |
| 08:37 | <@peter1138> | stalled... |
| 08:38 | <Biff> | oh, sorry |
| 08:38 | <Biff> | maybe i should put on web |
| 08:38 | <Biff> | 1 sec |
| 08:38 | <Biff> | http://discrete.eimot.no/~magne/openttd/Gl%c3%b8slia%20Transport,%204th%20Feb%201996.sav |
| 08:38 | <Biff> | wait, should i zip it maybe? |
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| 08:39 | <Biff> | ok, bzip didnt do any good |
| 08:39 | <Biff> | i'll just leave it like that |
| 08:40 | <@peter1138> | it's compressed anyway |
| 08:40 | <Biff> | cool, i didnt know :-) |
| 08:40 | <@peter1138> | mmm, 30KB/s |
| 08:41 | <Biff> | i'll kill off bittorrent, it should hit 70KB/s at least |
| 08:41 | <Biff> | bad connection and big savegames are not the best combo |
| 08:41 | <Eddi|zuHause3> | that's faster as my download speed :p |
| 08:41 | <Biff> | i hope noone else tries to download it tho |
| 08:41 | <Biff> | :-P |
| 08:41 | <Eddi|zuHause3> | than? |
| 08:42 | <Biff> | then it will be even slower |
| 08:42 | <Eddi|zuHause3> | you could have uploaded it to the bugtracker instead :) |
| 08:42 | <Biff> | true, that would be wiser |
| 08:43 | <Biff> | or i could upload it to the university |
| 08:43 | <@peter1138> | 30 seconds you say? |
| 08:44 | <@peter1138> | doing... nothing |
| 08:44 | <Biff> | something like that. took more like 1 minute now when i tried last |
| 08:44 | <Biff> | yeah, or just moving around on the map a bit |
| 08:44 | <@peter1138> | ok |
| 08:44 | <@peter1138> | vehicle replacement |
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| 08:45 | <Biff> | oh |
| 08:45 | <@peter1138> | right |
| 08:45 | <@peter1138> | i can fix that |
| 08:45 | <Biff> | i use the ukrs set btw, if that means something |
| 08:46 | <@peter1138> | no |
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| 08:52 | <CIA-1> | OpenTTD: maedhros * r9901 /trunk/src/ (8 files): -Codechange: Decide what to do with selected land areas based on the specific variable, not how it was highlighted. |
| 08:53 | |-| | Brianetta [~brian@82-39-52-234.cable.ubr03.benw.blueyonder.co.uk] has joined #openttd |
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| 08:59 | <arex\> | How important are the coverage area for a station? Say I have a station that only covers one tile/square of a natural resource - how big a problem is that gonna be? :P |
| 08:59 | <boekabart> | afaik, it needs to cover 4 at least |
| 09:02 | <CIA-1> | OpenTTD: peter1138 * r9902 /trunk/src/group_cmd.cpp: -Fix (r9898): Don't check group owner when adding a vehicle to the 'default' group. |
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| 09:06 | <@peter1138> | Biff: that's yours... |
| 09:06 | <Biff> | sweet, thanks. ill try |
| 09:07 | <@Belugas> | not really, boekabart. Some tiles of the industry/resource actually are producing stuff. Query tool can show that. So the coverrage of the station must touch a producing tile |
| 09:08 | <boekabart> | how about accepting? same thing? |
| 09:08 | <boekabart> | How do I submit a change to a translation, just noticed some wrong plurals in dutch |
| 09:08 | <boekabart> | Trein{P "" s} should be Trein{P "" en} |
| 09:09 | <+glx> | find the dutch translator and tell him |
| 09:09 | <@Belugas> | boekabart, accepting is nased on the same pattern, indeed |
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| 09:10 | <boekabart> | Schip{P "" s} Sch{P ip epen} |
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| 09:10 | |-| | boekabart [~boekabart@81.58.27.138] has quit [Read error: Connection reset by peer] |
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| 09:14 | <Eddi|zuHause2> | there used to be a translator channel, like #openttd.wt2 or so |
| 09:15 | <@Belugas> | wt2 is still available |
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| 09:22 | <boekabart> | Maedhros: could it be that you just broke the level-land tool? |
| 09:23 | |-| | graeme [~graeme@88-104-96-92.dynamic.dsl.as9105.com] has quit [Ping timeout: 480 seconds] |
| 09:23 | <@peter1138> | works for me |
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| 09:24 | <boekabart> | did I, then? |
| 09:26 | <Maedhros> | boekabart: works for me, too... |
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| 09:30 | <Maedhros> | i won't deny it's certainly possible i broke something though ;) |
| 09:30 | <boekabart> | compiling trunk |
| 09:30 | <boekabart> | ... |
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| 09:36 | <boekabart> | level land tool is broken |
| 09:36 | <boekabart> | in scenario editor at least |
| 09:36 | <boekabart> | trunk |
| 09:36 | <boekabart> | 9002 |
| 09:37 | <boekabart> | in game it works |
| 09:37 | <Maedhros> | ah, the scenario editor |
| 09:37 | <Maedhros> | yeah, that's probably my fault |
| 09:41 | <Maedhros> | the demolish land tool is broken there too |
| 09:41 | <@peter1138> | why is it different in the scenario editor anyway... |
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| 09:43 | <boekabart> | peter1138: it's free there :) |
| 09:43 | <CIA-1> | OpenTTD: maedhros * r9903 /trunk/src/main_gui.cpp: -Fix (r9901): Make the demolish and level land tools work in the scenario editor again. |
| 09:44 | <boekabart> | peter1138: done; rivers as in ttdpatch |
| 09:44 | <boekabart> | now I just need the gfx |
| 09:44 | <@peter1138> | hmm |
| 09:44 | <@peter1138> | use theirs! |
| 09:44 | <boekabart> | not published yet! |
| 09:44 | <@peter1138> | or not |
| 09:44 | <boekabart> | I asked permission, but they are not there yet |
| 09:45 | <boekabart> | 2 issues left: cannot yet convert coast into waterfall, and cannot convert canal to river |
| 09:45 | <boekabart> | (the other way around works) |
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| 09:49 | <boekabart> | fixed both issues |
| 09:49 | <XeryusTC> | boekabart: canal -> river seems more "natural" than the other way around |
| 09:50 | <boekabart> | scenario editor: whatever :) |
| 09:50 | <boekabart> | ingame: we have to choose: either be able to convert river to canal (why??) or no conversions allowd |
| 09:50 | <boekabart> | currently, i think you can convert |
| 09:51 | <Biff> | peter1138: works great now |
| 09:51 | <boekabart> | yes, you can |
| 09:52 | <boekabart> | convert, that is. funny: it's 2x as expensive as building a new canal it seems |
| 09:52 | <Eddi|zuHause2> | you might make "river-coast" tiles unable to be passed by ships (i.e. needs at least 3 tiles wide rivers), then converting river to canal could make sense |
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| 09:53 | <boekabart> | eddi: true |
| 09:54 | <boekabart> | the opening screen canal is a river now |
| 09:54 | <boekabart> | (owner is water in that game) |
| 09:55 | <boekabart> | Eddi|zuHause2: I'd rather add a tiletype, shallow river or so, for that. |
| 09:55 | <boekabart> | actually, also for deep river, now it's determined 'by tileheight' (>sealevel), which I don't like |
| 09:56 | <Eddi|zuHause2> | i'm sure water has plenty of free bits for this :p |
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| 10:00 | <Eddi|zuHause2> | in the next step, one could introduce "small ships" which can run on shallow rivers, "big ships" which can run on deep rivers, and "huge ships" which can only run on ocean water |
| 10:00 | <boekabart> | like roadtypes, rivertypes |
| 10:00 | <boekabart> | hm |
| 10:00 | <Haclet> | Hi guys :) |
| 10:00 | <boekabart> | anyway, gotta run, this is what I've got so far: http://boekabart.googlepages.com/boekabart_deepwater_8.diff |
| 10:01 | |-| | Sacro|Laptop [~Ben@adsl-87-102-15-154.karoo.KCOM.COM] has joined #openttd |
| 10:03 | <Haclet> | I have question about Polish language. The code of text files is utf-8 , right? |
| 10:04 | <Eddi|zuHause2> | yes |
| 10:04 | <Haclet> | And when I switch to polish language - I don't see correct polish letters . |
| 10:04 | <Eddi|zuHause2> | since version 0.5.0 |
| 10:04 | <Eddi|zuHause2> | there's a readme for that |
| 10:04 | <Haclet> | I am using last one from svn :) |
| 10:04 | <boekabart> | Haclet: use truetype font |
| 10:05 | <Haclet> | Okej - I'll read readme first :) |
| 10:05 | <boekabart> | small_font=arial , medium_font=arial large_font=arial in openttd.cfg |
| 10:05 | <boekabart> | the emty small_font= are already there |
| 10:05 | [~] | boekabart is gone |
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| 10:53 | <arex\> | To pick up AND deliver mail between two cities, but waiting for full trains, what orders do I have to use? Unload and Load in both cities? |
| 10:53 | <hylje> | full load |
| 10:54 | <arex\> | Only full load both places? |
| 10:54 | <Noldo> | unload is automatic to an accepting station |
| 10:54 | <arex\> | Thanks |
| 10:55 | <Sacro|Laptop> | orly? |
| 10:55 | <hylje> | YA RLY |
| 10:56 | <Sacro|Laptop> | no wai |
| 10:56 | <hylje> | yes wai |
| 10:56 | <Sacro|Laptop> | srsly? |
| 10:56 | <@Bjarni> | we need to improve spelling in this channel |
| 10:56 | <hylje> | no |
| 10:56 | <@Bjarni> | so it will become a human understandable language |
| 10:56 | <hylje> | what |
| 10:57 | <hylje> | a channel is a language nowadays? |
| 10:57 | <@Bjarni> | the language in here should be human understandable. The channel itself should not be a language :p |
| 10:58 | <@peter1138> | ORLY |
| 10:58 | <hylje> | YA RLY |
| 11:03 | <@peter1138> | oh, ok |
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| 11:09 | |-| | mode/#openttd [+v tokai] by ChanServ |
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| 11:12 | <Eddi|zuHause2> | yes, switch the channel language to german :p |
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| 11:18 | <@Bjarni> | Eddi|zuHause2: I said human understandable :p |
| 11:19 | <@Bjarni> | but then again it's still an open question if Sacro is a human or not |
| 11:28 | |-| | Wolf01 [~wolf01@host183-234-dynamic.8-87-r.retail.telecomitalia.it] has joined #openttd |
| 11:28 | <Wolf01> | hello |
| 11:30 | <Maedhros> | hi Wolf01 |
| 11:30 | <Maedhros> | you might be interested in this: http://devs.openttd.org/~maedhros/adjacent_stations-r9903.diff :) |
| 11:31 | <Wolf01> | hi Maedhros! i made what you wanted a week ago: rebuild the adjacent tiles |
| 11:31 | <Maedhros> | yeah, this patch allows that too :) |
| 11:32 | <Wolf01> | i added adjacent station support for roads, docks and airports too |
| 11:32 | <@peter1138> | raid |
| 11:32 | <@peter1138> | inexpensive development... |
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| 11:37 | <Maedhros> | ooh, it's time for neighbours |
| 11:39 | <@peter1138> | oh dear |
| 11:40 | <CIA-1> | OpenTTD: peter1138 * r9904 /trunk/ (config.lib readme.txt): -Codechange [FS#798]: Add OpenBSD support to configure (matthias) |
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| 11:50 | <Wolf01> | Maedhros: http://wolf01.game-host.org/OTTD_related/patches/adjoin_stations_9904.diff |
| 11:50 | <Wolf01> | if you want to give a look |
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| 11:59 | <Wolf01> | why do you increased the savegame number? there is no need to save the adjoin stations with savegame |
| 11:59 | <Wolf01> | like buildonslopes |
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| 12:01 | <Maedhros> | no, but there is to add a patch option |
| 12:02 | <Wolf01> | you can always add it to the cfg |
| 12:02 | <Wolf01> | s/add/save |
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| 12:02 | <Maedhros> | no, everyone in a network game needs the same value ;) |
| 12:03 | <Wolf01> | oh, yes, i forgot that |
| 12:04 | <Wolf01> | mine don't require that because all players have it always enabled |
| 12:04 | <Wolf01> | just don't use ctrl when placing a station and you don't use the feature |
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| 12:05 | <@peter1138> | you might want it disabled in network games |
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| 12:06 | <Wolf01> | i wrote it exactly to have it enabled in network games :P |
| 12:07 | <Wolf01> | network/with ai |
| 12:07 | <Wolf01> | because of the lack of space around industries when all the players want to pick up/deliver at the same one |
| 12:16 | <@peter1138> | yeah, not everyone wants that |
| 12:17 | <Wolf01> | i know you are everyone ;) so i'm adding the patch option |
| 12:19 | <Ammler> | Will enhanced tunnels be possible in OTTD? (http://users.tt-forums.net/ameecher/ben_k_tunnel.html) |
| 12:19 | <Maedhros> | hopefully |
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| 12:20 | <Ammler> | but there is actually no patch availabe? |
| 12:20 | <Maedhros> | not yet, nope |
| 12:21 | <@peter1138> | *cough* |
| 12:21 | <@peter1138> | one exists, but is not available... |
| 12:21 | <Noldo> | :) |
| 12:22 | <Ammler> | no nice: http://www.tt-forums.net/files/scr4_167.png |
| 12:22 | <@peter1138> | no nice? |
| 12:22 | <@peter1138> | a bit confusing... |
| 12:22 | <Maedhros> | oooh :) |
| 12:23 | <Ammler> | hmm, just imagine what possible |
| 12:23 | <@peter1138> | well my patch just isn't ready yet |
| 12:23 | <@peter1138> | i was quite surprised to find a bus going down a railway tunnel, i must say :o |
| 12:23 | <Ammler> | ah, that means YOU are working on it, well :) |
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| 12:24 | <Ammler> | and that means, it will go to trunk fast |
| 12:24 | <@peter1138> | haha |
| 12:25 | <hylje> | looks rather good |
| 12:26 | <Ammler> | hylje: would be revolution for hub building |
| 12:26 | <hylje> | nah |
| 12:26 | <hylje> | would just make them a little smaller |
| 12:26 | <Ammler> | like newbridges |
| 12:26 | <UndernotBuilder> | do you know that with desolator's MediaX player applications can give instructions to the media player for playing foo track, change to bar one, etc.? |
| 12:27 | <UndernotBuilder> | we can use it to replace OTTD's media player when version 1.2 of MediaX is released |
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| 12:29 | <Ammler> | hylje: you don't need to double mainlinebridges (only 2 instead of 3 tiles) |
| 12:30 | <hylje> | yes |
| 12:30 | <hylje> | but we need signaled tunnels and bridges to truly get rid of doubling |
| 12:31 | <Ammler> | oh no, than building hubs isn't realy challenge anymore |
| 12:31 | <Ammler> | -y |
| 12:32 | <hylje> | nah |
| 12:32 | <hylje> | we'd up the ante |
| 12:33 | <CIA-1> | OpenTTD: maedhros * r9905 /trunk/src/ (10 files in 2 dirs): -Feature: Allow building new stations adjacent to existing stations by holding down control. Based on a patch by Wolf01. |
| 12:33 | <Maedhros> | Wolf01: there you go :) |
| 12:33 | <Wolf01> | good |
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| 12:34 | <Wolf01> | i was looking for a method to extend the stations in the adjoined area too |
| 12:35 | <Wolf01> | something like "start to drag over the station you want to get it stationID" |
| 12:35 | <UndernotBuilder> | Nice :D |
| 12:36 | <UndernotBuilder> | but instead of doing it why not code something more useful like newindustries? |
| 12:37 | <Maedhros> | hah |
| 12:37 | <Touqen> | Isn't newindustries progressing? |
| 12:37 | <Biff> | peter1138: btw, there is a building in the samegave i gave you earlier that makes the game crash |
| 12:37 | <Maedhros> | isn't this useful? |
| 12:37 | <Biff> | if you click ? on it |
| 12:37 | <UndernotBuilder> | yes, but I see most useful newindustries |
| 12:38 | <Maedhros> | *shrug* i want to see newindustries too, but that doesn't mean i'm not going to look at anything else |
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| 12:38 | <Wolf01> | mmmh |
| 12:38 | <Wolf01> | where are we arrived? |
| 12:38 | <Noldo> | 0.6.0 Roadmap looks quite complete |
| 12:39 | <UndernotBuilder> | !wiki roadmap |
| 12:39 | <Wolf01> | [19:36:38][19:36:38] <UndernotBuilder> but instead of doing it why not code something more useful like newindustries? |
| 12:39 | <Wolf01> | [19:36:56][19:36:56] <Wolf01> but i think the simplest method is the Frostregen one: if you adjoin 2 or more stations, a popup appear to ask what station you want to extend |
| 12:39 | <Wolf01> | [19:37:12][19:37:12] <Wolf01> because i'm able to code only little things |
| 12:39 | <Wolf01> | [19:37:23][19:37:23] <Wolf01> you can see my failure with daylenght |
| 12:39 | <Wolf01> | i hate when mirc says "connected" but it isn't |
| 12:39 | <Biff> | Wolf01: dont use mirc then :-P |
| 12:40 | <Touqen> | *cough*irssi*cough* |
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| 12:44 | <@Belugas> | [13:36][13:36] <Touqen> Isn't newindustries progressing? <--- little by little. Be sure you will all kow when it will be done |
| 12:45 | <@Belugas> | which means : wait and wait! |
| 12:45 | <Touqen> | I was just asking because UndernotBuilder was complaining. |
| 12:46 | <@Belugas> | it's ok, i just wanted to advise i'm still on it :) |
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| 12:46 | <@Belugas> | and i have to admit it's a tedious job |
| 12:47 | <Wolf01> | this time was the router |
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| 12:48 | <Touqen> | I'm sure. |
| 12:48 | <Touqen> | Out of boredom I tried hacking PBS onto YAPF |
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| 12:49 | <Touqen> | KUDr has a very interesting programming style. |
| 12:49 | <hylje> | in what way |
| 12:50 | <Touqen> | It's just non-obvious. |
| 12:50 | <hylje> | yapf is supposed to have performance |
| 12:50 | <Touqen> | You're point being? |
| 12:50 | <Touqen> | Your* |
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| 12:51 | <hylje> | it ought to have non-obvious stuff that squeezes a bit more performance |
| 12:51 | <Touqen> | It's not so much that it's the speed optimizations that are non obvious. It's just the way he instantiates some things. |
| 12:51 | <@Belugas> | how far have you been, Touqen? |
| 12:51 | <Touqen> | It take a moment to really wrap one's head around it. |
| 12:52 | <Wolf01> | good work Maedhros, really more functional than my one |
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| 12:53 | <Touqen> | Belugas: w.r.t. to what? |
| 12:54 | <Touqen> | err |
| 12:54 | <Touqen> | I have a redundant "to" in there. |
| 12:54 | <@Belugas> | [13:47][13:47] <Touqen> Out of boredom I tried hacking PBS onto YAPF <--- that |
| 12:54 | <Touqen> | Oh. |
| 12:55 | <Touqen> | The signallling is still a bit messed up and it doesn't clear the reservations at the right time. |
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| 12:56 | <Touqen> | So in terms of it "working" it currently doesn't really. |
| 12:56 | <Touqen> | Most of the time was spent figuring out yapf. |
| 12:57 | <@Belugas> | good good :) |
| 12:57 | <@Belugas> | keep it up :) |
| 12:57 | <@peter1138> | Biff: probably due to a change affecting ttrs3 |
| 12:58 | <@peter1138> | Biff: so "don't do that"... it won't occur in new games |
| 12:59 | <Biff> | ah |
| 12:59 | <Biff> | ok |
| 13:00 | <Biff> | do any of the pathfinders check how much traffic there is? |
| 13:00 | <@peter1138> | no |
| 13:00 | <@Rubidium> | YAPF does |
| 13:00 | <@Rubidium> | somewhat |
| 13:00 | <@peter1138> | it shouldn't do |
| 13:00 | <@Rubidium> | by looking at red signals |
| 13:01 | <Biff> | just the next red signal? or the amount of red signals on a possible path? |
| 13:02 | <hylje> | both actually |
| 13:02 | <hylje> | iirc |
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| 13:08 | <Maedhros> | time to go and watch the football, i think |
| 13:08 | <Maedhros> | see you later |
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| 13:11 | <Eddi|zuHause2> | i think YAPF adds different penalties a) if the next signal is red, b) if the last signal is red, and c) if any of the next 10 signals are red |
| 13:12 | <hylje> | tunable |
| 13:12 | |-| | |