| --- | Log | opened Sat May 26 00:00:11 2007 |
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| 02:48 | <CIA-1> | OpenTTD: peter1138 * r9928 /trunk/src/settings.cpp: -Fix (r9805): Default display options were not set correctly. |
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| 02:59 | <CIA-1> | OpenTTD: rubidium * r9929 /trunk/src/road_cmd.cpp: -Fix [FS#803]: fix several drawing issues. |
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| 03:16 | <Wolf01> | hello |
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| 03:27 | <Wolf01> | i'm sorry if i ask too much about the cfg, but i can't find enough usefull the wiki: what is the difference between restart_game_date and restart_game_year? |
| 03:27 | <@peter1138> | restart_game_date doesn't exist |
| 03:28 | <Wolf01> | http://wiki.openttd.org/index.php/Restart_game_date <- |
| 03:28 | <@Rubidium> | IIRC nothing, only the fact that restart_game_date exists before like r6000 and restart_game_year after r6000 |
| 03:28 | <@peter1138> | ah, it was renamed |
| 03:28 | <Wolf01> | ok, so it is obsolete |
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| 03:48 | <Wolf01> | are trams compatible now? |
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| 03:59 | <skidd13> | Rubidium: I reworked the iconset #I -> http://www.tt-forums.net/viewtopic.php?t=31074&start=35 |
| 04:00 | <@peter1138> | again? |
| 04:00 | <@peter1138> | what do they represent |
| 04:01 | |-| | alanin changed nick to Alanin |
| 04:01 | <@peter1138> | ? |
| 04:02 | <skidd13> | The same, but I hope that Rubidium accepts them better. |
| 04:02 | <@peter1138> | same? |
| 04:02 | <skidd13> | goto, delete, skip |
| 04:03 | <skidd13> | peter1138: Aren't they clear enougth? |
| 04:03 | <@peter1138> | well, no, not really |
| 04:03 | <@peter1138> | personally i prefer the text buttons |
| 04:04 | <skidd13> | IMO the GUI with the text buttons looks a bit messy. ;) |
| 04:11 | [~] | Rubidium prefers messy over unclear |
| 04:12 | <skidd13> | :( |
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| 04:14 | <CIA-1> | OpenTTD: rubidium * r9930 /trunk/src/economy.cpp: -Fix (r9838): obiwan could cause vehicles to way a long time (2.5 years) at stations. |
| 04:17 | <@peter1138> | :D |
| 04:17 | <@peter1138> | that obiwan bloke gets blamed a lot... |
| 04:19 | <Ammler> | is it possible to habe something like tiptext (text where appear, when you are over the button)? |
| 04:19 | <Ammler> | lol, have |
| 04:19 | <hylje> | right-click |
| 04:21 | <Ammler> | omg, thats available, since when? |
| 04:21 | <Eddi|zuHause3> | since TT original :p |
| 04:22 | <Ammler> | aha, nice to know |
| 04:22 | <Eddi|zuHause3> | actually, i believe it was in the demo, too :) |
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| 04:47 | <@peter1138> | hmm, is the ringhoffer pha supposed to go only 15mph? :/ |
| 04:48 | <Vikthor> | I think so |
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| 04:50 | <@peter1138> | hmm, the sounds are screwy too |
| 04:50 | <@peter1138> | unless it's supposed to sound like that, heh |
| 04:52 | <Vikthor> | The sounds are not finished, well whole sets is not finished |
| 04:54 | <@peter1138> | well |
| 04:54 | <@peter1138> | ok then :) |
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| 04:57 | <Vikthor> | The good news is, that ufoun, coder of the set has just one exam left and then whole holidays to work on it :) |
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| 05:10 | <kaan> | goodmorning |
| 05:12 | <@peter1138> | cool |
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| 05:22 | <maddy> | hiho |
| 05:22 | <maddy> | Brianetta, what happend to the standardgameserver? |
| 05:26 | <Brianetta> | maddy: Server was physically relocated |
| 05:27 | <maddy> | ahh |
| 05:27 | <maddy> | when can we expect to play again? |
| 05:27 | <TrueBrain> | did it enjoy the relocation? |
| 05:32 | <Brianetta> | maddy: When I can be arsed to set it up |
| 05:33 | <maddy> | i see, can you reset celestars server? |
| 05:33 | <Brianetta> | Isn't Celestar about? |
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| 05:40 | <CIA-1> | OpenTTD: rubidium * r9931 /trunk/src/ (elrail.cpp road_cmd.cpp tunnelbridge_cmd.cpp): -Fix: some glitches with catenary and bridges. |
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| 06:01 | <kaan> | I pay too much tax |
| 06:01 | <kaan> | so they decided that i should have some of it back :D |
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| 06:03 | <Thomas[NL]> | same here :) |
| 06:04 | <Hendikins> | mmm, apparently I'm a bad person for using exclusive rights to protect my income stream in a town I entered first :P |
| 06:05 | <Hendikins> | So I didn't appreciate my revenue being pilfered on a "long as possible to maximise income" air service. |
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| 06:49 | <Wolf01> | mmh i think the terrain generator places too many transmitters on the hills |
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| 06:53 | <mikegrb> | they should be in the ocean instead? |
| 06:53 | [~] | mikegrb runs |
| 06:53 | <Wolf01> | no, they should not be 20 in a 10x10 squares |
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| 07:02 | <Desolator> | I barely get transmitters :S |
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| 07:05 | <TrueBrain> | there is an ifcase: if (username == "Wolf01") PlantEvenMoreTransmitters(); |
| 07:05 | <TrueBrain> | but don't tell him :) |
| 07:08 | <@peter1138> | transmitters are planted, eh? |
| 07:08 | <Noldo> | sure |
| 07:08 | <valhalla1w> | maybe a console command should be added |
| 07:08 | <valhalla1w> | placetransmitters; |
| 07:20 | <CIA-1> | OpenTTD: truelight * r9932 /trunk/src/ (signs.cpp station.cpp): -Fix: can't assume a zoom-level with MarkAllViewportsDirty, causing segfaults when trying to load savegames in dedicated server via -g (reported by peter1138) |
| 07:22 | <Thomas[NL]> | hmm if you build a lorry bay you get the bus stop dialog |
| 07:23 | <Thomas[NL]> | also catchment-area etc |
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| 07:25 | |-| | mode/#openttd [+v glx] by ChanServ |
| 07:25 | <@peter1138> | eh? |
| 07:29 | <Thomas[NL]> | peter1138, http://www.xs4all.nl/~burgtvaj/ see those 2 screenshots |
| 07:32 | <hylje> | in before a screenshot of perpertual transmitter |
| 07:34 | <CIA-1> | OpenTTD: rubidium * r9933 /trunk/src/road_gui.cpp: -Fix (9925): unified a little too much. |
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| 07:50 | [~] | Hendikins sets himself up a dedicated server to practice on |
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| 08:01 | <CIA-1> | OpenTTD: rubidium * r9934 /trunk/src/road_cmd.cpp: -Fix (r9923): towns could remove 'half' tram tracks. |
| 08:01 | <hylje> | trams \o |
| 08:02 | <Hendikins> | Actually, I agree. Trams? |
| 08:03 | <Wolf01> | yeah, i tried them this morning |
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| 08:05 | <@Rubidium> | it really takes time before people notice new features... |
| 08:05 | <hylje> | well unless its a highly anticipated feature, people notice them when they become playable |
| 08:06 | <Hendikins> | Can I get a two second summary on the feature? (Usage, etc) |
| 08:07 | <hylje> | trains on roads |
| 08:07 | <Sionide> | "you can build trams" |
| 08:07 | <Hendikins> | hylje: So I can build railways on roads, and use standard railway rollingstock on them? |
| 08:08 | <Wolf01> | get a tram set grf then like rail tool you can switch to tram tracks with the road tool |
| 08:08 | <@DorpsGek> | TrueBrain: Commit by rubidium :: r9923 /trunk (18 files in 5 dirs) (2007-05-25 22:07:40 UTC) |
| 08:08 | <@DorpsGek> | TrueBrain: -Add: support for Action 0 Road vehicles, property 1C, bit 0. |
| 08:08 | <TrueBrain> | Rubidium: I also think it is very weird it took that long :p |
| 08:08 | <hylje> | link us with a tram grf |
| 08:08 | <Wolf01> | grfcrawler |
| 08:08 | <@Rubidium> | grfcrawler.tt-forums.net |
| 08:08 | <Sionide> | hmm |
| 08:10 | <Hendikins> | So the back end is built in, but we have no grfs built in? |
| 08:10 | <Wolf01> | we have tracks, but no trams |
| 08:11 | <@Rubidium> | Hendikins: newhouses didn't come with new houses either, nor did newstations come with new stations |
| 08:14 | <@Rubidium> | TrueBrain: yes, it's very strange people didn't notice it sooner ;) |
| 08:15 | <TrueBrain> | people are so not intersted in those things :( |
| 08:15 | |-| | Alanin changed nick to alanin |
| 08:16 | <Wolf01> | i wonder if one day will be possible to have chains of tram carriages like trains |
| 08:16 | <hylje> | that's silly |
| 08:16 | <Wolf01> | i tried the serbian tram set and i like it, but not the blue big tram, wich is way to long when turning |
| 08:16 | <Vikthor> | I already noticed around 1:30 AM, an so did probably everybody, who was paying attention to his channel at that time |
| 08:17 | <@Rubidium> | when somebody implements articulated road vehicles |
| 08:18 | <hylje> | bi-articulated road vehicles! |
| 08:18 | <hylje> | would we need roadstop lengths too? ;p |
| 08:19 | <Sionide> | do the tram grfs have "ding ding" sounds in 'em? |
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| 08:20 | <Wolf01> | just one question, if 2 players want to build a tram network in the same city, how tracks are handled? i mean, can the trams use both players tracks? |
| 08:20 | <+glx> | that's something to try :) |
| 08:22 | <Wolf01> | uhm, doesn't seem i can play with trams in multiplayer |
| 08:22 | <Sionide> | should they be allowed to or not? |
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| 08:23 | <Sionide> | how's the subsiduries patch coming along? |
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| 08:24 | <+glx> | ok they can drive on others tracks, but they are easily blocked by others' depots |
| 08:26 | <Wolf01> | i found a little "bug" in title screen, paper trucks can't drive through the bridge, they exit the tunnel and turn around |
| 08:27 | <TrueBrain> | paper trucks? :p |
| 08:28 | <Wolf01> | those little road vechicles with 2 rolls of paper |
| 08:29 | <Wolf01> | they are in the top left corner |
| 08:30 | <Wolf01> | "are"... they sometimes come out there |
| 08:31 | [~] | Zr40 pokes TrueBrain |
| 08:34 | <TrueBrain> | @kick Zr40 |
| 08:34 | |-| | Zr40 kicked [#openttd] DorpsGek [TrueBrain] |
| 08:34 | |-| | Zr40 [~Zr40@zr40.xs4all.nl] has joined #openttd |
| 08:34 | <TrueBrain> | I hate it when people poke me for now reason at all |
| 08:35 | <Zr40> | I don't randomly poke people |
| 08:35 | [~] | Wolf01 poke TrueBrain "not" not "now" |
| 08:35 | <Zr40> | "no", you mean :) |
| 08:35 | <Zr40> | anyway... 104? :) |
| 08:35 | <TrueBrain> | if you correct someone Wolf01, do it correctly or not at all :) |
| 08:36 | <Wolf01> | i'm not english, i can mistake, you not ;) |
| 08:36 | <TrueBrain> | why poke me for it |
| 08:36 | <TrueBrain> | i = I |
| 08:36 | <TrueBrain> | i can mistake = I can make mistakes |
| 08:36 | <TrueBrain> | that said, I am not English too, so your argument fails |
| 08:36 | <kaan> | eigther, not too :P |
| 08:37 | <TrueBrain> | eigther? :p |
| 08:37 | <TrueBrain> | kaan: but I am glad someone noticed it :) (most Dutch people fail totally to see it is wrong) |
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| 08:38 | <kaan> | thats what you get for mixing danish with german, english and french ;) |
| 08:38 | <Zr40> | what about incorrect apostrophe's? (typo intended) |
| 08:38 | <TrueBrain> | Zr40: yeah |
| 08:39 | <Wolf01> | anyway, why i can't use trams in multiplayer? |
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| 08:44 | <@Rubidium> | because the server doesn't have the required GRFs |
| 08:45 | <Hendikins> | Wolf01: If you're on a box that can compile, I've got a server up that can do trams on r9934 |
| 08:46 | <Hendikins> | Wolf01: Grab the trams from http://www.tt-forums.net/viewtopic.php?t=19850 and jump on to autofox.ath.cx |
| 08:46 | <Wolf01> | uhm, i started the server with the same cfg as the single player game |
| 08:47 | <Wolf01> | i already have it, i can play on single player mode |
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| 08:52 | [~] | Hendikins can play trams on multi |
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| 08:55 | |-| | alanin changed nick to Alanin |
| 08:56 | <Wolf01> | oops i forgot that newgrfs are saved with scenarios too |
| 08:56 | <Wolf01> | that is a bad thing... savegames ok, but scenarios... |
| 08:56 | <@Rubidium> | scenarios are savegames... |
| 08:57 | <Maedhros> | and if you didn't save the newgrfs you wouldn't be able to use newhouses, newindustries, or new-any-other-objects in the scenarios |
| 08:58 | <Wolf01> | i need to make a copy of that scenario with the required grfs |
| 09:06 | <Hendikins> | Well, I like trams :P |
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| 09:24 | <CIA-1> | OpenTTD: rubidium * r9935 /trunk/src/station_cmd.cpp: -Fix: could not build a drive through station when there when you own the tram bits and the town owns the road. |
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| 09:28 | <Hendikins> | Is it just me, or are trams more effective at getting pax than buses? |
| 09:29 | <TrueBrain> | you ever been at a city with trams? |
| 09:29 | <Hendikins> | Melbourne. |
| 09:29 | <XeryusTC> | trams > busses |
| 09:29 | <TrueBrain> | then you should know you can move many more people with trams over busses |
| 09:30 | <Hendikins> | TrueBrain: I'm thinking getting cargo, not moving it. |
| 09:30 | <Sionide> | do trams have to replace lorries though? |
| 09:38 | <XeryusTC> | Sionide: that's the coder's fault :P |
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| 09:40 | [~] | Hendikins builds a tram line from one end of the map to the other to test the revenue |
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| 09:47 | <kaan> | why isnt trams in trunk a news item? |
| 09:49 | <Hendikins> | There isn't a nightly with it yet? |
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| 09:52 | <Hendikins> | hrm, 9 grand for 93 pax on an 80km/h tram from one end of a 256x256 map to the other |
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| 10:20 | <CIA-1> | OpenTTD: truelight * r9936 /trunk/src/zoom.hpp: -Fix: (Un)ScaleByZoom missed a minus sign in some cases |
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| 10:43 | <PlayMeNow> | Trams are in...trunk???? |
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| 10:45 | <TrueBrain> | no, but the code for it is |
| 10:46 | <hylje> | :o |
| 10:46 | <Desolator> | so how long 'till I can play with them? |
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| 10:47 | <+glx> | compile yourself or use next nightly |
| 10:47 | <Vikthor> | And get some tram set |
| 10:48 | <Desolator> | :D |
| 10:48 | <Desolator> | Godd job! |
| 10:49 | [~] | Desolator powers up VC++, updates to latest revision and starts compiling |
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| 11:19 | <CIA-1> | OpenTTD: truelight * r9937 /trunk/src/gfx.h: -Codechange: don't define a function that is never declared or used |
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| 12:01 | <CIA-1> | OpenTTD: bjarni * r9938 /trunk/src/autoreplace_cmd.cpp: |
| 12:01 | <CIA-1> | OpenTTD: -Fix [FS#799]: 100 wagons train + replace engine |
| 12:01 | <CIA-1> | OpenTTD: Replacing a unit in a train will now remove the old unit before adding the new one. This will solve issues when max train length has been reached |
| 12:02 | <hylje> | so.. that feature was really used for once? |
| 12:02 | <@Bjarni> | well, I got a bug report where somebody learned that this didn't work |
| 12:02 | <@Bjarni> | he had two engines pulling 99 wagons o_O |
| 12:03 | <@Bjarni> | sounds American to me |
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| 12:06 | <CIA-1> | OpenTTD: maedhros * r9939 /trunk/src/vehicle.cpp: -Fix (r3139): EngineHasArticPart(v) is only valid for trains. |
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| 12:08 | <yeti_> | hi :) |
| 12:08 | <@Bjarni> | yikes |
| 12:08 | [~] | Bjarni runs away |
| 12:09 | <yeti_> | what a lovely welcome |
| 12:09 | <yeti_> | ;) |
| 12:09 | <@Bjarni> | we are being invaded by non-excisting monters |
| 12:09 | <yeti_> | non-existing monster wonders how to use that tram bits stuff that the svn log talks about |
| 12:09 | |-| | Thomas[NL] [~thomas@vdburgt.xs4all.nl] has joined #openttd |
| 12:09 | <@Bjarni> | add a tram grf |
| 12:10 | |-| | DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has quit [Quit: www.sexybiggetje.nl] |
| 12:10 | <@Bjarni> | then they will show up on their own |
| 12:10 | <@Bjarni> | well, you need to use a revision where it's added, so either wait for the nightly build (an hour) or compile yourself |
| 12:11 | <yeti_> | i am compiling myself already, didn't know i need a grf though :) |
| 12:11 | <yeti_> | also, what it the difference between "better roads" and thos grid-options? |
| 12:12 | <Maedhros> | as far as i remember, better roads just ensure there's at least one tile between roads, while grids do what they say on the tins |
| 12:13 | <yeti_> | ah, okay :) |
| 12:13 | <yeti_> | is it possible that some of the latest revisions changed the default pathfinder from yapf back to npf? |
| 12:14 | <Maedhros> | it's possible, but i doubt it ;) |
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| 12:15 | [~] | Sacro|Laptop hrumphs |
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| 12:23 | <mikegrb> | I thought you could build a new bigger airport directly over an old airport to replace it? |
| 12:23 | <Sacro|Laptop> | nope |
| 12:23 | <mikegrb> | oh :< |
| 12:23 | <mikegrb> | so must blow it away |
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| 12:30 | <Maedhros> | what |
| 12:30 | <Maedhros> | beckham's back in the england squad? |
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| 12:53 | <@Bjarni> | why do people believe that I'm Dutch??? |
| 12:53 | <@Bjarni> | REALISIERTER KURSGEWINN VON 400% IN 5 TAGEN! <-- this is my new spam o_O |
| 12:53 | |-| | juancuka [juancuca@200-55-120-154.dsl.prima.net.ar] has joined #openttd |
| 12:54 | <@Bjarni> | sent by some Dutch guy |
| 12:54 | <skidd13> | Sounds mor like german. I get exactly this spam too. |
| 12:55 | <@Bjarni> | actually it's an odd mixture of languages |
| 12:55 | <juancuka> | !password |
| 12:56 | <juancuka> | lol, wrong chat |
| 12:56 | <@Bjarni> | juancuka: what are you trying to do? |
| 12:56 | <skidd13> | no coop here ;) |
| 12:56 | <juancuka> | :P |
| 12:56 | <@Bjarni> | get the root password to all OTTD servers? |
| 12:56 | <juancuka> | something like that... sshh! |
| 12:56 | <juancuka> | tought I was in the coop chat room lol |
| 12:56 | <@Bjarni> | I'm not going to tell you :p |
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| 13:19 | <Wolf01> | bye |
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| 13:23 | <Ailure> | about 60 revisions to the 10k number |
| 13:23 | <Ailure> | :p |
| 13:24 | <hylje> | how very interesting |
| 13:24 | <Ailure> | indeed |
| 13:24 | <Ailure> | I can talk a half eternity about it |
| 13:25 | <hylje> | show me |
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| 13:25 | |-| | mode/#openttd [+b *!*Gamefreak@194.47.44.*] by Bjarni |
| 13:25 | <@Bjarni> | now I want to see you talk about it :p |
| 13:26 | <hylje> | that wasn't really nice |
| 13:26 | |-| | mode/#openttd [-b *!*Gamefreak@194.47.44.*] by Bjarni |
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| 13:26 | <@Bjarni> | removing voice wasn't enough |
| 13:26 | <Ailure> | :p |
| 13:27 | <Ailure> | as long it's not a kickban, I don't take offence ;) |
| 13:27 | <@Bjarni> | great |
| 13:27 | <@Bjarni> | that means that I can do it again :D |
| 13:27 | <Ailure> | hmm |
| 13:27 | <Ailure> | the tram depot looks little funny |
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| 13:29 | <Ailure> | hmm, what is the best set with trams? :p |
| 13:30 | <Ailure> | haha |
| 13:30 | <Ailure> | that's kind of funny, but realistic |
| 13:30 | <Ailure> | if there's no u-turn at the end of a tramline |
| 13:31 | <Ailure> | the trams just get stuck |
| 13:31 | <@Bjarni> | wasn't that fixed yesterday? |
| 13:31 | <@Bjarni> | I guess not |
| 13:31 | <Ailure> | heh |
| 13:31 | <Ailure> | well |
| 13:31 | <Maedhros> | was it ever considered broken? |
| 13:32 | <Ailure> | the nightly was compiled for almost a half hour ago |
| 13:32 | <@Bjarni> | well |
| 13:32 | <@Bjarni> | I did consider it broken |
| 13:32 | <Ailure> | so I guess not |
| 13:33 | <@Bjarni> | well, it is an issue that a vehicle is stuck |
| 13:33 | <@Bjarni> | in real life it would reverse |
| 13:34 | <Ailure> | true |
| 13:34 | <Ailure> | trams seems pretty much to be road vehicles |
| 13:34 | <Ailure> | that can't turn around |
| 13:34 | <Ailure> | and have to use some track that can be put over road too |
| 13:35 | <Ailure> | been awhile since I saw trams here in Sweden :) |
| 13:35 | <Ailure> | I only seen them in gothenbrug |
| 13:36 | <@Bjarni> | I have only seen them in one location in Denmark |
| 13:36 | <Ailure> | http://upload.wikimedia.org/wikipedia/commons/9/97/G%C3%B6teborg_sp%C3%A5rvagn.jpg |
| 13:36 | <@Bjarni> | in a museum that built a line into a forest |
| 13:36 | <hylje> | tramways should have a switch to change directions at dead ends |
| 13:37 | <Ailure> | the tram depot |
| 13:37 | <Ailure> | makes me think on a road depot taken over a mad scientist for some reason |
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| 13:40 | <@Bjarni> | heh |
| 13:41 | <Ailure> | hmm |
| 13:41 | <Ailure> | since when was road free to clear |
| 13:41 | <Ailure> | and tramways costs 1 pound to clear |
| 13:49 | <@peter1138> | ... |
| 13:49 | <@peter1138> | you're playing a different game to me |
| 13:50 | <Ailure> | or a GRF that causes it to break |
| 13:51 | <Ailure> | hmm |
| 13:51 | <Ailure> | no that wasn't the case |
| 13:52 | <Ailure> | even with default settings, roads are still free to clear |
| 13:52 | <Ailure> | this is in the latest nightly |
| 13:53 | <@peter1138> | hmm, yeah |
| 13:57 | <Ailure> | heh |
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| 14:07 | <Desolator> | I found as bug with trams |
| 14:07 | <@Bjarni> | only one? |
| 14:07 | <Desolator> | you can clone any truck or bus in a tram depot, but it won't be able to get out even if I add a road going to it |
| 14:07 | <Desolator> | I got about 3 buses stuck... |
| 14:08 | <@peter1138> | hehe |
| 14:08 | <@peter1138> | it doesn't check road type i guess |
| 14:08 | <Desolator> | yep |
| 14:08 | <@peter1138> | you can sell them though, i suppose? |
| 14:08 | <Desolator> | isn't there a way to delete them? like in TTDP |
| 14:08 | <Desolator> | no |
| 14:08 | <@peter1138> | oh |
| 14:08 | <@peter1138> | o_O |
| 14:08 | <Desolator> | they're not in the depots, they are under the gfx |
| 14:08 | <Desolator> | O.o indeed |
| 14:09 | <@peter1138> | ah, they leave the depot but then go no further...? |
| 14:09 | <Desolator> | yes |
| 14:09 | <Desolator> | no matter what I try... |
| 14:09 | <Desolator> | though trams can be cloned in normal rv depot, and will run if I add tracks to it |
| 14:09 | <Desolator> | I didn |
| 14:09 | <Desolator> | I didn't know that buses can't drive off-road... |
| 14:09 | <Desolator> | :P |
| 14:10 | <Desolator> | Do you want a savegame? |
| 14:10 | <@peter1138> | they'd get stuck in mud! |
| 14:10 | <Desolator> | not if empty |
| 14:10 | <Wolf01> | not in tropic |
| 14:10 | <@peter1138> | no |
| 14:10 | <Maedhros> | quicksand? |
| 14:10 | <@peter1138> | sounds fairly fundamental ;p |
| 14:10 | <@peter1138> | i blame bjarni |
| 14:10 | <@peter1138> | he wrote all the clone code ;) |
| 14:10 | <Desolator> | well peter can you at least some how delete them? |
| 14:10 | <+glx> | very easy to reproduce so no need for a savegame :) |
| 14:10 | <@peter1138> | Desolator: yeah, roll back to an older save |
| 14:10 | [~] | Bjarni blames Rubidium |
| 14:11 | <Desolator> | I don't have one... |
| 14:11 | <hylje> | autosave |
| 14:11 | <@Bjarni> | he allowed building of all road vehicles |
| 14:11 | <@peter1138> | dum dum dah! |
| 14:11 | <Desolator> | nope...all recent |
| 14:11 | <@Bjarni> | and just blocked building them with the GUI, not the command |
| 14:11 | <@peter1138> | the weather was crap today |
| 14:11 | <Desolator> | I cloned them by mistake in the first year...and 11 passed |
| 14:11 | <@peter1138> | i blame bjarni |
| 14:12 | [~] | Bjarni nominates Desolator as PTB |
| 14:12 | <Desolator> | peter, can you delete them from the save? |
| 14:12 | <Desolator> | PTB? |
| 14:12 | <@Bjarni> | Person To Blame |
| 14:12 | <Desolator> | hey! |
| 14:12 | <@Bjarni> | it's really important to have one |
| 14:12 | <Maedhros> | with much skill, cunning, and a hex editor, yes |
| 14:12 | <Desolator> | damn... |
| 14:12 | <@Bjarni> | preferable without PTB knowing about the PTB status |
| 14:12 | <@peter1138> | or a debugger... |
| 14:12 | <Maedhros> | or that :) |
| 14:12 | <Desolator> | who wrote the save code? |
| 14:13 | <@Bjarni> | ludde... in a way to make it TTD compatible |
| 14:13 | <Desolator> | then I know where to go :P |
| 14:13 | <+glx> | Desolator: why? It is very easy to understand |
| 14:13 | <@Bjarni> | yeah |
| 14:13 | <@Bjarni> | CS |
| 14:13 | <Desolator> | I'm not the best at understanding HEX, you know... |
| 14:13 | <+glx> | you just need to uncompress it first |
| 14:14 | <@Bjarni> | yeah, that will help |
| 14:14 | <@Bjarni> | or save it uncompressed |
| 14:14 | <Desolator> | how?! |
| 14:14 | <@Bjarni> | edit openttd.cfg |
| 14:14 | <@Bjarni> | set compression to "none" |
| 14:14 | <Desolator> | ok... |
| 14:14 | <+glx> | then load and save |
| 14:14 | <@Bjarni> | you can't edit openttd.cfg while the game is running |
| 14:15 | <@Bjarni> | or rather, then the game will overwrite it without reading it |
| 14:15 | <+glx> | but he can save, edit, load and save |
| 14:15 | <Desolator> | there's no compression setting in the cfg |
| 14:15 | <@Bjarni> | the game needs to load the new setting for compression |
| 14:15 | <@Bjarni> | savegame_format = |
| 14:16 | <Desolator> | ... |
| 14:16 | <Desolator> | weird names |
| 14:16 | <@Bjarni> | that is luddeish for compression method :p |
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| 14:16 | <Desolator> | lol |
| 14:16 | <Desolator> | brb |
| 14:17 | <@peter1138> | might not be compression... |
| 14:17 | <@peter1138> | savegame_format = pgp? ;p |
| 14:17 | <hylje> | uncompressed savegames are hueg |
| 14:17 | <@peter1138> | secure savegames, hehe |
| 14:17 | <@Bjarni> | hylje: yeah |
| 14:17 | <Desolator> | on, now what? |
| 14:17 | <@Bjarni> | uncompressed savegames is a debug thing |
| 14:18 | <hylje> | peter1138: rot13 |
| 14:18 | <+glx> | Desolator: find the VEHS chunk and fix it |
| 14:18 | [~] | Bjarni just had another idea |
| 14:18 | <Desolator> | how do I fix it? |
| 14:18 | <@Bjarni> | hack the load savegame code to delete all road vehicles that aren't trams that are in tram tiles |
| 14:19 | <Desolator> | good idea.... |
| 14:19 | <@Bjarni> | might be faster than searching though all the hex |
| 14:19 | <Desolator> | so what do I need to find in the hex after VEHS? |
| 14:20 | <+glx> | Bjarni's idea is good (prevents savegame corruption if the hex editing is wrongly done) |
| 14:20 | [~] | Bjarni decides to take a look at this bug to avoid other people from getting the same problem |
| 14:21 | <Desolator> | make me learn c++! |
| 14:21 | <hylje> | workaround code D: |
| 14:21 | |-| | kaan [jfk@82.192.152.195] has quit [Ping timeout: 480 seconds] |
| 14:21 | <Desolator> | then I can change the code |
| 14:21 | <@Bjarni> | you don't have to know C++ |
| 14:21 | <@Bjarni> | C will do |
| 14:21 | <Desolator> | lol... |
| 14:21 | <@Bjarni> | I'm serious |
| 14:21 | <hylje> | you can change random bits of the code and see if it'll compile |
| 14:21 | <Desolator> | I know lua... |
| 14:22 | <@Bjarni> | close enough |
| 14:22 | <@Bjarni> | I hope |
| 14:22 | <Desolator> | lol @ hylje |
| 14:22 | <@Bjarni> | :D |
| 14:22 | <@Bjarni> | then I say the hex editor would be faster |
| 14:22 | <Desolator> | I be god dammed if I understand any of the hex |
| 14:23 | <Desolator> | the dump is all dots and ÂÂÂÂÂÂÂs |
| 14:23 | <@Bjarni> | read it as hex, not ASCII |
| 14:23 | <Desolator> | I did... |
| 14:23 | <Desolator> | need a screenie of Notepad++? |
| 14:23 | <+glx> | VEHS is not the easier chunk |
| 14:24 | <Desolator> | I have the addres, raw hex, and the hex dump |
| 14:24 | <Ailure> | hmm |
| 14:24 | <Ailure> | again |
| 14:24 | [~] | Desolator blames ludde for coding a weird format |
| 14:24 | <+glx> | Desolator: how many vehicles in the savegame? |
| 14:25 | <Desolator> | only rvs or all? |
| 14:25 | <+glx> | all |
| 14:25 | <Desolator> | umm...*checks* |
| 14:26 | <Desolator> | 35 |
| 14:26 | <Desolator> | brb |
| 14:27 | <@Bjarni> | heh, the same bug can make you build trams in normal road depots |
| 14:28 | <@Bjarni> | and I'm halfway though with a fix for it |
| 14:30 | <Desolator> | back |
| 14:30 | <Desolator> | the trams can exit normal road depots |
| 14:31 | <Desolator> | or where were we with save editing? |
| 14:33 | <@peter1138> | ooh, a slope ug |
| 14:33 | <@peter1138> | +b |
| 14:34 | <Maedhros> | Desolator: this *might* remove those trams for you: http://devs.openttd.org/~maedhros/remove_trams.diff |
| 14:34 | <Maedhros> | but it's completely untested, so use at your own risk ;) |
| 14:35 | <Desolator> | I'll take the risk |
| 14:36 | <Desolator> | but they are buses.... |
| 14:36 | <Maedhros> | ah |
| 14:36 | <hylje> | then you have no trams but buses about |
| 14:36 | <Desolator> | stuck in tram depots |
| 14:37 | <Maedhros> | then put a ! in front of HASBIT(EngInfo... and change ROADTYPE_ROAD to ROADTYPE_TRAM :) |
| 14:37 | <Desolator> | ok thanks |
| 14:38 | <Desolator> | if (!HASBIT(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM) && is ok? |
| 14:38 | <Maedhros> | yup |
| 14:39 | <Desolator> | and !HASBIT(GetRoadTypes(v->tile), ROADTYPE_TRAM)) { ? |
| 14:39 | <Desolator> | hmm, that must be left intact |
| 14:40 | <Desolator> | ok, i'll see if it works |
| 14:41 | <Desolator> | and give you a virtual beer if it does |
| 14:44 | <@Bjarni> | heh |
| 14:44 | <@Bjarni> | now I kind of fixed it |
| 14:44 | <@Bjarni> | now you can't build the wrong type in a depot anymore |
| 14:44 | <@Bjarni> | because now you can't build road vehicles :p |
| 14:45 | <+glx> | trams are road vehicles :) |
| 14:45 | <Desolator> | they technically are road vechicles |
| 14:45 | <@Bjarni> | I know |
| 14:45 | <Desolator> | but actually they're light rail vehs |
| 14:45 | <hylje> | road vehicles |
| 14:45 | <hylje> | ON RAILS |
| 14:45 | <Desolator> | police rail bikes! |
| 14:46 | <+glx> | Desolator: internally they are road vehicles |
| 14:46 | <Desolator> | I know |
| 14:46 | <Desolator> | so you can put them on roads without having a tram crash a car |
| 14:46 | <Desolator> | but we need crash checks for rvs, too |
| 14:47 | <Desolator> | the normal rvs would break down, or if a tram hits a normal rv, it'd blow it |
| 14:48 | <Desolator> | I love how open copies ttdp features but implements them in the best way |
| 14:48 | <Desolator> | :D |
| 14:48 | <+glx> | like PBS ? |
| 14:49 | <Desolator> | except that |
| 14:49 | <Desolator> | btw someone should try to rewrite that for 0.6 |
| 14:49 | <Desolator> | as newindustries will take some time *points at Bjarni* |
| 14:51 | <@peter1138> | coo, another bug ;p |
| 14:51 | <@peter1138> | maybe i should put all these on bugs... |
| 14:53 | <Sacro|Laptop> | Bjarni: what use is opening cylinder cocks |
| 14:56 | <@peter1138> | you said cocks, hurr hurr |
| 14:56 | <@Bjarni> | now I fixed the bug |
| 14:56 | <@Bjarni> | but now it just silently fails... I better add some text |
| 14:57 | |-| | Brianetta [~brian@82-39-52-234.cable.ubr03.benw.blueyonder.co.uk] has joined #openttd |
| 14:58 | <@Bjarni><Sacro | Laptop> Bjarni: what use is opening cylinder cocks <-- it's done when starting a steam locomotive. It is to blow out the condensed steam (now water) because water is too heavy to blow out the normal exhaust pipe |
| 14:59 | <Sacro|Laptop> | Bjarni: ahh, right |
| 14:59 | <@Bjarni> | it's not an issue while driving because then the amount of water is so little that the steam can take the water with it, but when it has a while to collect a lot of water, then it will break the piston if the engine just drives without caring |
| 15:00 | <@Bjarni> | that and it looks great on a cold and/or foggy day :D |
| 15:00 | <@peter1138> | hehe |
| 15:01 | <@Bjarni> | I have a video of a steam locomotive starting on a foggy day. The whole engine disappears in steam and you can't see it |
| 15:01 | <Sacro|Laptop> | hmm, my brake pipe is unhappy |
| 15:01 | <Sacro|Laptop> | i left it at 18 Inches HG |
| 15:01 | <Sacro|Laptop> | and its gone back up to 21 |
| 15:01 | <@Bjarni> | and you can't hear me laughing. I tried not to laugh too loud in order to save the clip |
| 15:02 | <@Bj |