| --- | Log | opened Thu May 31 00:00:21 2007 |
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| 02:21 | <CIA-1> | OpenTTD: peter1138 * r9995 /trunk/src/genworld.cpp: -Fix (r9962): Don't scroll the map at the start of a new game |
| 02:22 | <wboekabart> | morning peter1138 ;) |
| 02:22 | <wboekabart> | good way to start the day |
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| 02:34 | <CIA-1> | OpenTTD: rubidium * r9996 /trunk/src/ (road_cmd.cpp station_cmd.cpp): -Fix: be more strict when building/upgrading roads and/or road stops. |
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| 02:36 | <boekabart> | gettin' reaaaally close |
| 02:36 | <@Rubidium> | 0.6 isn't really that close |
| 02:36 | <boekabart> | LOL |
| 02:37 | <valhallasw> | I wonder what kind of function you could fit between revision and full version *grin* |
| 02:38 | <Vikthor> | Hi boekabart. I told Marek about your interest in aging tracks, did he contact you? |
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| 02:42 | <boekabart> | Vikthor: Yes he did! |
| 02:42 | <boekabart> | but also Ben_K is trying something out |
| 02:43 | <boekabart> | I hope to find some time today or tomorrow to try some coding |
| 02:44 | <Vikthor> | Wonderfull, I am looking forward to what will come out of this ;) |
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| 04:02 | <TheJosh> | hey |
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| 04:54 | <Luukland> | Frostregen__ you are welcome :) |
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| 06:34 | <boekabart> | http://lolcode.com/ |
| 06:34 | <Sionide> | oooold |
| 06:34 | <lolman> | boekabart, old ;) |
| 06:34 | <Sionide> | sorry boekabart ;) |
| 06:34 | <boekabart> | KTHXBYE |
| 06:35 | <Sionide> | i said day before yest, that i was gonna translate ottd into lolcode :p |
| 06:35 | <boekabart> | IZ TRAIN EMPTY NOWAI! |
| 06:36 | <@Bjarni> | maybe toyland could do with a lolcode addon |
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| 06:47 | <kaan> | hello |
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| 07:16 | <kaan> | :D just read wtf today and i stumbled over this http://worsethanfailure.com/Articles/Playground-Fun.aspx |
| 07:17 | <hylje> | silly netherlanders |
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| 07:35 | <eekee> | hehe |
| 07:36 | <eekee> | script languages... What if ottd had embedded script interpreters, but a different language for each region? |
| 07:36 | <eekee> | lolcode for toyland |
| 07:36 | <eekee> | Java for tropical (more than one reason...) |
| 07:37 | <Kjetil> | brainfuck for toyland |
| 07:37 | <eekee> | I dunno whether Python should be for temperate because it was named after Mony Python - British; or Northern because it was (iirc) designed originally by a scandinavian |
| 07:37 | <eekee> | Kjetil: yeah :D |
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| 07:39 | <Maedhros> | ye gods |
| 07:39 | <Maedhros> | i'd forgotten how slow the very early dbsetxl engines are... |
| 07:39 | <eekee> | ouch? |
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| 07:42 | [~] | eekee googles dbsetxl -- "ooh, propper hoppers" |
| 07:42 | <Maedhros> | yeah, it's nice :) |
| 07:42 | <Maedhros> | just very very slow to begin with ;) |
| 07:42 | <eekee> | heheh |
| 07:43 | <@peter1138> | 49km/h! |
| 07:43 | <@peter1138> | my poor BR92s |
| 07:43 | <eekee> | mew |
| 07:44 | <@peter1138> | although, the BR75s are out nwo |
| 07:44 | <eekee> | same speed as the... um... little 060 from the temperate region, right? I use them all through my game when I can, because they can turn a profit on lines so short that nothing else can, lol |
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| 07:45 | <@peter1138> | similar speed |
| 07:46 | <eekee> | right |
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| 07:47 | <eekee> | I usually play with "vehicles never expire" on, and just use whatever engine seems appropriate for each route, anyone else here play like that? |
| 07:48 | [~] | boekabart still didn't find out how to easily replace an old engine by a more modern replacement |
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| 07:49 | <eekee> | boekabart: scrap the engine (just the engine) & build the new one. It will come up with the same number & orders |
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| 07:50 | <eekee> | (Goes all the way back to TTD or TTO, that ^^) |
| 07:50 | <boekabart> | eekee: yeah that's not what I call easy... if you have 80 trains slowly expiring one by one |
| 07:51 | <eekee> | ohhhh ah |
| 07:51 | <eekee> | I think there's something in the global train list... |
| 07:51 | <eekee> | I also think I saw an upgrade button somewhere in the debot window, but not sure |
| 07:51 | <boekabart> | i hear there is something, never really searched. |
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| 07:58 | <iPandaMojo> | Yeah, there is a mass replace interface |
| 07:59 | <iPandaMojo> | It'll send them to depot automatically for you and everything |
| 08:00 | <iPandaMojo> | At the top UI bar, there's a train icon --- clicking it brings up a list of your traints |
| 08:00 | <iPandaMojo> | *trains |
| 08:01 | <boekabart> | iPandaMojo: and then? |
| 08:01 | <iPandaMojo> | Select "replace vehicles" from the dropdown next to the "Manage list" button to bring up the replace UI. |
| 08:01 | <iPandaMojo> | (e.g. the little down arrow) |
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| 08:01 | <boekabart> | thanks, I'll try that when next opportunity. I've been too lazy to look for it I guess. |
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| 08:36 | <boekabart> | Grass growing on unused tracks: http://www.tt-forums.net/viewtopic.php?p=591823#591823 |
| 08:36 | <Kjetil> | Cool :P |
| 08:38 | <hylje> | quite |
| 08:38 | <hylje> | now if we could have graceful borderpieces |
| 08:38 | <hylje> | it would be most perfect |
| 08:39 | <boekabart> | I guess if the sprites were a bit bigger |
| 08:39 | <boekabart> | extending into the next/previous graciously... that would work, right? |
| 08:40 | <hylje> | yep |
| 08:40 | <hylje> | it could and should start right away but a bushy border would be nice looking |
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| 09:16 | <CIA-1> | OpenTTD: miham * r9997 /trunk/src/lang/ (american.txt french.txt): |
| 09:16 | <CIA-1> | OpenTTD: -Update: WebTranslator2 update to 2007-05-31 16:16:13 |
| 09:16 | <CIA-1> | OpenTTD: american - 30 fixed by WhiteRabbit (30) |
| 09:16 | <CIA-1> | OpenTTD: french - 1 changed by glx (1) |
| 09:17 | <Kjetil> | OoO r10000 soon |
| 09:18 | <hylje> | 999 |
| 09:18 | <hylje> | 9 |
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| 09:29 | <CIA-1> | OpenTTD: rubidium * r9998 /trunk/src/fios.cpp: -Fix (r9990): possible null pointer dereferences on MorphOS. |
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| 09:54 | <clb> | could someone give me a hand? I built openttd on winxp/vs80 successfully but I suppose I'm missing something since when I try to run the game using my .exe, it complains about not being able to load any .grf -files. any ideas? |
| 09:54 | <Touqen> | Did you put the .grf files in the right location? |
| 09:55 | <clb> | I tried copying the .exe from the Release folder to the same directory where the openttd.exe resides in the latest release, openttd-0.5.2-win32.zip |
| 09:56 | <clb> | so the .grf's were in .\data\ relative to the exe, and I also tried putting the .grf's in the same directory as the exe, but no luck |
| 09:56 | <Touqen> | And your configuration file is correct? |
| 09:56 | <clb> | it just starts with 'Your 'openttd.grf' file is corrupted or missing!' |
| 09:57 | <Touqen> | clb: How are you starting it? |
| 09:57 | <clb> | I have openttd.cfg file in the same directory as the exe, and if I run the original openttd.exe from the 0.5.2 release, it starts fine |
| 09:57 | <clb> | directly from explorer, i.e. not in VS80 |
| 09:58 | <Touqen> | When you downloaded the sources from SVN, it should have included all that stuff in the directories that it gets built into and should be using that version of the files, not the ones from the lastest stable. |
| 09:59 | <clb> | ah ok, so it seeks differently relative to the .exe with the latest stable? |
| 09:59 | <@peter1138> | the grfs in trunk are different from those in 0.5.2 |
| 10:00 | <clb> | ah ok, I'll try the svn data files out and see how it goes |
| 10:00 | <Touqen> | clb: That's why nightlies don't include "just" the binary, but they include other stuff too. |
| 10:02 | <clb> | thanks! now it runs fine |
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| 10:11 | <Iron> | hello |
| 10:11 | <clb> | ok now, then doing the same feat in linux.. I first run ./configure which goes through fine, then make, which also succeeds, and finally when I run the binary, it just returns to prompt immediately without any warning whatsoever. |
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| 10:13 | <Iron> | why is that that i have a coal mine which i transport coal from but i can only achieve that 69% of coal is transported, while i run 3 trains on the line, 1 train always waiting at the station to load up (they're set up to full load) |
| 10:14 | <Iron> | and my rating on the station is high, 82% |
| 10:14 | <Iron> | oh damn, wait, nevermind |
| 10:15 | [~] | Iron slaps forehead |
| 10:15 | <CIA-1> | OpenTTD: rubidium * r9999 /trunk/ (12 files in 5 dirs): -Feature: make it possible to disallow busses and lorries to go a specific way on straight pieces of road. |
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| 10:17 | <izhirahider> | oh |
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| 10:17 | <izhirahider> | Who's the milestoner? :) |
| 10:18 | <hylje> | rubi most likely |
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| 10:22 | <Wolf01> | hello |
| 10:22 | <clb> | is there a way to build the binary in linux with some verbose/debug output so I could track why it would be failing? |
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| 10:27 | <skidd13> | Is there a way to convert a SpriteID to Sprite? |
| 10:28 | <Rubidium> | GetSprite(..) ? |
| 10:28 | <Rubidium> | SpriteID is something completely different than a Sprite |
| 10:28 | <Wolf01> | uhm, one way roads? |
| 10:30 | <Wolf01> | about r10k, I bet on Belugas for newindustries :D |
| 10:30 | <skidd13> | GetSprite is what I was looking for. Thanks. |
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| 10:31 | <@peter1138> | $ svn up |
| 10:31 | <@peter1138> | At revision 10000. |
| 10:31 | <boekabart> | :) |
| 10:31 | <lolman> | Just another rev then? |
| 10:31 | <Sionide> | woo! |
| 10:32 | <Touqen> | 9999 one way roads? |
| 10:32 | <boekabart> | yes |
| 10:32 | <Sionide> | neat |
| 10:32 | <boekabart> | well prep for it i think |
| 10:32 | <Touqen> | interesting |
| 10:32 | <Wolf01> | you might be so evil to make a void revision for 10k |
| 10:32 | <boekabart> | Rubidium did :) |
| 10:32 | <Rubidium> | what? lies! |
| 10:32 | <Wolf01> | :D |
| 10:33 | <boekabart> | hm |
| 10:33 | <Rubidium> | svn log -r HEAD:10000 svn://svn.openttd.org |
| 10:33 | <boekabart> | someone or something did |
| 10:33 | <boekabart> | yeah, empty |
| 10:33 | <boekabart> | not even a date |
| 10:34 | <clb> | well I got the dedicated server running, but other than that, it won't do anything in client mode at all. |
| 10:35 | <@Belugas> | maybe this will please you for the "loss" of 10k : http://devs.openttd.org/~belugas/Industries/OilPowered.png |
| 10:35 | <@Belugas> | ;) |
| 10:36 | <Wolf01> | i'm so sad i might be going home when r10k happens :( |
| 10:36 | <boekabart> | Wolf01: IT HAS HAPPENED |
| 10:36 | <boekabart> | it's an empty void commit by no-one |
| 10:36 | <boekabart> | someone had that all planned |
| 10:36 | <boekabart> | or it's an SVN feature |
| 10:36 | <lolman> | I bet it was Rubidium |
| 10:36 | <Wolf01> | i don't see it in cia |
| 10:37 | <boekabart> | heh, the betting starts again |
| 10:37 | <boekabart> | Wolf01: (5:33:11 PM) Rubidium: svn log -r HEAD:10000 svn://svn.openttd.org |
| 10:37 | <lolman> | r10000 | (no author) | (no date) | 1 line |
| 10:37 | <Wolf01> | that's a fake ;) |
| 10:38 | <@peter1138> | Belugas: COMMIT! |
| 10:38 | <@peter1138> | wait, i'm not Born_Acorn... |
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| 10:40 | <@Belugas> | but close ;) |
| 10:41 | <CIA-1> | OpenTTD: belugas * r10001 /trunk/src/ (industry.h newgrf.cpp table/build_industry.h): -Codechange: Add support for removing dynamically allocated newgrf data |
| 10:41 | <nairan> | yay |
| 10:41 | <Wolf01> | doh |
| 10:41 | <nairan> | like someone worte they left it out |
| 10:41 | <nairan> | *wrote |
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| 10:41 | <Wolf01> | how evil :D |
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| 10:43 | <Wolf01> | i must keep silence next time :P |
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| 10:58 | <UndernotBuilder> | !openttd commit 10000 |
| 10:58 | <_42_> | Commit by rubidium :: r10000 (none) (2007-05-31 15:16:44 UTC) |
| 10:58 | <UndernotBuilder> | lolz |
| 10:58 | <UndernotBuilder> | !openttd commit 10001 |
| 10:58 | <_42_> | Commit by belugas :: r10001 /trunk/src/ (industry.h newgrf.cpp table/build_industry.h) (2007-05-31 15:40:36 UTC) |
| 10:58 | <_42_> | -Codechange: Add support for removing dynamically allocated newgrf data |
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| 10:59 | <UndernotBuilder> | Rubidium fooled all :D |
| 10:59 | <UndernotBuilder> | oh, and I didn't know that was possible to commit a empty revision |
| 10:59 | <skidd13> | check 9999 ;) |
| 10:59 | <UndernotBuilder> | I know |
| 10:59 | <boekabart> | Rubidium: so it WAS you after all |
| 11:00 | [~] | Wolf01 goes home |
| 11:00 | |-| | Wolf01 [~Wolf01@host58-235-dynamic.4-87-r.retail.telecomitalia.it] has left #openttd [] |
| 11:00 | <UndernotBuilder> | so... mr. X wins |
| 11:00 | |-| | orudge [~orudge@91.84.56.243] has quit [Ping timeout: 480 seconds] |
| 11:00 | <@Belugas> | UndernotBuilder : it was not en ampty revision :) it has stuff, believe me. |
| 11:01 | <Ailure> | ah |
| 11:01 | <Ailure> | oh heh |
| 11:01 | <Ailure> | most of the revisions in a school project i'm in |
| 11:01 | <Ailure> | is like that |
| 11:01 | <Ailure> | since we're too lazy commenting what we did |
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| 11:01 | |-| | mode/#openttd [+o orudge] by ChanServ |
| 11:02 | <UndernotBuilder> | so the nearest guess was the mr.x one: |
| 11:02 | <UndernotBuilder> | Or just skip 10k and go from r9999 just to r10001. |
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| 11:15 | <ledow> | Just popped in to say... Thanks Rubidium for the one-way roads. :-) |
| 11:16 | <Maedhros> | !openttd ports |
| 11:16 | <Maedhros> | !openttd port |
| 11:16 | <_42_> | Maedhros: OpenTTD uses TCP and UDP port 3979 for server <-> client communication and UDP port 3978 for masterserver (advsertise) communication (outbound) |
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| 11:25 | <Wolf01> | hello |
| 11:27 | <Sacro> | why can't one way roads have junctions? |
| 11:27 | <hylje> | one-way roads?! |
| 11:27 | <Sacro> | and why can't you convert a 1 way to 2 way automatically? |
| 11:28 | <Wolf01> | because you must set the flag in the pieces after and before the junction |
| 11:28 | <Wolf01> | as in ttdpatch |
| 11:28 | <Sacro> | Wolf01: oh? |
| 11:28 | <boekabart> | like rails, you set the sign somewhere on the road |
| 11:28 | <boekabart> | around the crossings or in the middle |
| 11:28 | <Rubidium> | ttdpatch pretends to support it on junctions, but it doesn't work on junctions |
| 11:29 | <Rubidium> | *and* making it work properly on junctions would require 4 times as much bits |
| 11:29 | <Wolf01> | and i like it as it is |
| 11:29 | <Sacro> | true |
| 11:29 | <Sacro> | though it'd be better if there was an "autoconvert to 2 way if needed" switch |
| 11:30 | <hylje> | its not like road junctions use a load of bits? |
| 11:30 | <Wolf01> | and now i must find a way to get the main title scroll bugfree |
| 11:30 | <Rubidium> | hylje: are you really sure about that? |
| 11:30 | <hylje> | no |
| 11:31 | <Sacro> | hmm |
| 11:31 | <Sacro> | when you drag over a one way street with one way the other way, bad things happen |
| 11:32 | <@peter1138> | "Can't build road here..." |
| 11:32 | <Sacro> | holding ctrl shouldn't toggle the status |
| 11:32 | <@peter1138> | should be "Can't make road one-way here..." or something |
| 11:32 | <Sacro> | ctrl should be always one way |
| 11:32 | <@peter1138> | nice |
| 11:33 | <Rubidium> | Sacro: and how to make a unaccessible road and/or remove onewayness? |
| 11:33 | <Sacro> | Rubidium: R |
| 11:33 | <Sacro> | unaccessable? |
| 11:33 | <Sacro> | shouldn't be allowed |
| 11:33 | <Sacro> | i keep overlaying roads and losing the one-way-ness |
| 11:33 | <Sacro> | its a pain |
| 11:34 | <boekabart> | it should works the same as railway signals imho, interface wise |
| 11:35 | <Sacro> | boekabart: yes |
| 11:35 | <Sacro> | err... maybe |
| 11:36 | <Wolf01> | found a bug |
| 11:36 | <Sacro> | and depots should convert the road peice in front |
| 11:36 | <Sacro> | and then join |
| 11:36 | <Wolf01> | and this time in trunk |
| 11:37 | <Wolf01> | to replicate it: build a road depot in the middle of nothing, purchase a vehicle, start the vehicle |
| 11:37 | <Wolf01> | asserts something on road type |
| 11:39 | <Wolf01> | GetRoadTileType(t) == ROAD_TILE_NORMAL |
| 11:40 | <Wolf01> | can i get a medal? |
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| 11:42 | <Sacro> | road_map.h:163: DisallowedRoadDirections GetDisallowedRoadDirections(TileIndex): Assertion `GetRoadTileType(t) == ROAD_TILE_NORMAL' failed. |
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| 11:46 | |-| | mode/#openttd [+v glx|away] by ChanServ |
| 11:47 | <CIA-1> | OpenTTD: rubidium * r10002 /trunk/src/roadveh_cmd.cpp: -Fix (r9999): don't try to get the disallowed directions from a road depot... |
| 11:47 | <boekabart> | !commit 10002 |
| 11:48 | |-| | glx changed nick to Guest758 |
| 11:48 | |-| | glx|away changed nick to glx |
| 11:48 | <Rubidium> | boekabart: just be patient |
| 11:50 | <Wolf01> | peter1138, somebody recalled to my mind that i have some improvements for the transparent options, do you want some of them in separate patches? |
| 11:53 | [~] | boekabart had too much coffee today |
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| 11:56 | <Progman> | placing a one-way road vertical to an existing road build a junction, this should be rejected imo |
| 11:57 | <Rubidium> | huh? |
| 12:00 | <Progman> | wait a moment, slicing the screenshots... |
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| 12:03 | <Progman> | http://img3.shareavenue.com/image.php?file=dfb3b03674c2b872d7ec548f0dd3aa614d03959f <- before the first ctrl-click |
| 12:04 | <@Bjarni> | !logs |
| 12:04 | <SpComb> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
| 12:04 | <Progman> | http://img4.shareavenue.com/image.php?file=243e202be50a0a07a523be96b07de47948b42794 <- after the first ctrl-click |
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| 12:05 | <Progman> | http://img3.shareavenue.com/image.php?file=fb74156fc5902c8b7500823b96c576581ff86a74 <- expected error message at second ctrl-click |
| 12:05 | <Progman> | so, imo it shouldn't build a junction if you try to build a one-way road vertical to an existing road |
| 12:05 | <Noldo> | oneway roads? |
| 12:06 | <Progman> | Noldo: green arrows on the 3. image |
| 12:07 | <boekabart> | Are fast vehicles supposed to overtake slow ones? |
| 12:07 | <boekabart> | ah they do :) |
| 12:07 | <hylje> | highways! |
| 12:07 | <hylje> | now we need crazy road pathfinder caching |
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| 12:07 | <hylje> | so we could have crazy amounts of rvs |
| 12:07 | <boekabart> | but slow down a lot while passing |
| 12:09 | <Progman> | ouu, overtake can be dangerous, if the miss a drive (if you have high-ways) ;) |
| 12:09 | <boekabart> | i just built a highway |
| 12:10 | <hylje> | omg |
| 12:10 | <boekabart> | and the fast busses do overtake the 56 kmh lorries |
| 12:10 | <boekabart> | but slow down to 50 first |
| 12:10 | <hylje> | :( |
| 12:10 | <boekabart> | like women passing on a highway |
| 12:10 | <hylje> | how do you pass someone at -6km/h speed difference |
| 12:10 | <boekabart> | FIRST slow down |
| 12:10 | <boekabart> | then accelerate and overtake |
| 12:10 | <Noldo> | boekabart: tell them they don't have to |
| 12:10 | <boekabart> | Noldo: easier sais than done :) |
| 12:11 | <boekabart> | said |
| 12:11 | <Progman> | but it looks cool anyway |
| 12:11 | <boekabart> | i think RVs accelerate slower than trains in ottd :( |
| 12:11 | <hylje> | rvs have less HP |
| 12:11 | <hylje> | in general |
| 12:12 | <boekabart> | hylje: also less tonnes |
| 12:12 | <Sacro> | tonnage |
| 12:12 | <boekabart> | all RVs accelerate faster than trains |
| 12:12 | <boekabart> | in real life |
| 12:12 | <hylje> | irl trains are underpowered :-) |
| 12:12 | <boekabart> | no, rv's are overpowered |
| 12:12 | <boekabart> | who needs to hit 60mph in 5 secs? |
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| 12:15 | <Wolf01> | peter1138, are you there? |
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| 12:17 | <Progman> | Rubidium: you get what I mean? |
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| 12:18 | <Rubidium> | yes, now I do... but I wonder whether it is really wanted because adding this warning would mean you cannot make one big one way road through (other) crossing roads |
| 12:21 | <Progman> | ou, you can hold and drag |
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| 12:22 | <hylje> | when 1way roads are ready |
| 12:22 | <hylje> | someone patch town AI to upgrade "mainline" streets to 2 tile |
| 12:22 | <boekabart> | hold/drag: you can, but it cancels the first one if you do it like on rails |
| 12:23 | <Rubidium> | boekabart: you do not make any sense |
| 12:23 | <boekabart> | :) |
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| 12:24 | <hylje> | well |
| 12:24 | <hylje> | welcome to the club it seems |
| 12:24 | <Progman> | one-way doesn't work for trams, do it? |
| 12:25 | <boekabart> | Rubidium: Here goes. I build a 'one way' arrow, ok. |
| 12:25 | <Sacro> | yeah... just route them round in a circle |
| 12:25 | <Sacro> | they can't turn around on their own can they? |
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| 12:25 | <boekabart> | then with ctrl, I drag from there along the road |
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| 12:26 | <boekabart> | the whole drag'area becomes oneway, but the initial tile loses its arrow |
| 12:26 | <Rubidium> | oh... that |
| 12:26 | <Rubidium> | that's because these work a little different |
| 12:27 | <boekabart> | Rubidium: to be honest... I think I'd be easier for most users if the UI for oneway would work more like the signal ui |
| 12:27 | <Rubidium> | you 'toggle' the one way status |
| 12:27 | <boekabart> | the clicking on the right side of the road with the right direction just made the lack of autoroad worse imho |
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| 12:27 | <boekabart> | a rotate, left, right, block, free would be user-friendlier I think? |
| 12:28 | <boekabart> | with a separate button like the signal button |
| 12:30 | <boekabart> | i like the feature though, just built a cloverleaf for cars |
| 12:30 | <hylje> | :o |
| 12:30 | <boekabart> | to bad cars don't seem to pass on bridges |
| 12:32 | <boekabart> | Rubidium: the worst is the 'blocked road' sign, since it IS linked to a direction but you cannot see it |
| 12:32 | <Rubidium> | boekabart: if you can get proper graphics for both autoroad and the signal stuff (maybe even some roadside stop boards?) |
| 12:32 | <Progman> | http://wiki.openttd.org/index.php/Roadway_construction#Building_one-way_roads \o/ |
| 12:32 | <Rubidium> | boekabart: why can't you see the blocked road sign? |
| 12:32 | <Rubidium> | aren't those arrows clear enough? |
| 12:33 | <boekabart> | i see it, but not the direction (NW or SE) it's linked to |
| 12:33 | <boekabart> | i click SE, then middle, i have a block |
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| 12:33 | <boekabart> | but cannot change it to NW from there, only back to SW |
| 12:33 | <Rubidium> | you can; just ctrl click on the sw part |
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| 12:34 | <boekabart> | no, it changes back to SW |
| 12:34 | <Rubidium> | then you (probably) fail in clicking properly, because it works for me |
| 12:35 | <Progman> | works for me too |
| 12:36 | <Progman> | but is a little bit confusing as you click on SW on a blocked tile and the NE arrow appears (as logical as you 'remove' the SW-one-way-info) |
| 12:36 | <boekabart> | NOW i get it |
| 12:36 | <boekabart> | click on the place where you DONT want it |
| 12:36 | <boekabart> | .... |
| 12:36 | <Rubidium> | boekabart: wrong |
| 12:37 | <Rubidium> | you click on the place where you want to toggle the oneway-status of |
| 12:37 | <Sacro> | its a toggle |
| 12:37 | <Rubidium> | and the red thing means that both are "on" |
| 12:37 | <Sacro> | which isn't very intuitive |
| 12:37 | <boekabart> | NOW i get it!! |
| 12:37 | <Sacro> | boekabart: yes... but it takes some headscratching |
| 12:37 | <boekabart> | sure does! |
| 12:38 | <boekabart> | basically you place a "don't enter here" sign |
| 12:38 | <Sacro> | "both-one-way road" |
| 12:38 | <boekabart> | riiight |
| 12:38 | <Sacro> | err... thats 2 way then |
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| 12:38 | <Sacro> | should be a both-no-way |
| 12:38 | <Sacro> | or a dead end |
| 12:38 | <boekabart> | then the gfx should be smth red, not green :) |
| 12:38 | <Progman> | it is |
| 12:38 | <boekabart> | i mean the other one :) |
| 12:39 | <boekabart> | Rubidium: I guess there is no place for 1-way signs on bridge heads, is there? |
| 12:39 | <Progman> | http://wiki.openttd.org/index.php/Image:Oneways.png |
| 12:40 | <Rubidium> | technically there is place |
| 12:41 | <Rubidium> | but you say CTRL click cycling is "easier" to understand? |
| 12:41 | <Rubidium> | but... |
| 12:41 | <boekabart> | actually, placing them like rail signals |
| 12:41 | <Rubidium> | when you do it like signals and you "place" these "one way signs" on the road, you won't see them as the normal signals are "allow both dirs" |
| 12:41 | <boekabart> | i see the button icon already: the one way sign :) |
| 12:42 | <Rubidium> | boekabart: that's not a button |
| 12:42 | <boekabart> | we'll make it |
| 12:42 | <boekabart> | (or have it made) |
| 12:42 | <boekabart> | i mean: as in 'the universal one-way sign', the red O with the white - |
| 12:43 | <boekabart> | Rubidium: yes, so the 4 'signal' states you cycle through are left, right, none, open |
| 12:43 | <boekabart> | open beiing without gfx |
| 12:43 | <Rubidium> | but what should the "default" (first) state be? |
| 12:43 | <boekabart> | if you want me to, i can have a go at it |
| 12:43 | <boekabart> | default = open |
| 12:43 | <boekabart> | like now |
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| 12:43 | <boekabart> | ah, the 'next'? |
| 12:44 | <boekabart> | same as with rails |
| 12:44 | <boekabart> | north |
| 12:44 | <boekabart> | (open) -> north, south, closed -> open |
| 12:44 | <boekabart> | svn up |
| 12:44 | <boekabart> | sorry |
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| 12:44 | <Rubidium> | boekabart: you can try to do it, but do it properly |
| 12:45 | <Sacro> | nooo, just disable the toggle mode |
| 12:46 | <Sacro> | i like up dragging and down dragging |
| 12:46 | <Sacro> | but make it OR 1 with ctrl |
| 12:46 | <Sacro> | and AND 0 without |
| 12:46 | <Sacro> | rather than XOR |
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| 12:46 | <boekabart> | Sacro: but why drag, you need the sign only once on the road |
| 12:47 | <Sacro> | boekabart: you have to drag for the road anyway |
| 12:47 | <boekabart> | Sacro: I don't see a good reason why to do it different than for rail |
| 12:48 | <boekabart> | just out of symmetry |
| 12:48 | <Sacro> | boekabart: alright... |
| 12:49 | <Sacro> | just get rid of the damn toggle |
| 12:49 | <Sacro> | its a pain |
| 12:49 | <TrueBrain> | BOE! |
| 12:49 | <Rubidium> | whaaah |
| 12:49 | <TrueBrain> | :) Gna! |
| 12:51 | <Progman> | the toggle is fine |
| 12:52 | <Progman> | as you use half-tiles for road-builds |
| 12:52 | <Progman> | so these fits the road-build style |
| 12:52 | <Progman> | http://img4.shareavenue.com/image.php?file=d5f768fe14c747a7079960293c23cc4cf3af24eb btw. ;) |
| 12:53 | <boekabart> | nice |
| 12:53 | <Sacro> | ooh |
| 12:53 | <Sacro> | we can do pretty road junctions now |
| 12:54 | <boekabart> | sacro: well there is a small problem still: http://boekabart.googlepages.com/ProblemWithSmallRoadClover.png |
| 12:55 | <TrueBrain> | boekabart: how is that a problem? |
| 12:55 | <boekabart> | so you need to make em a bit bigger, at least 1 tile between the small and big loop with a sign, like Progman has. |
| 12:55 | <Sacro> | yeah... |
| 12:55 | <Sacro> | cos you can't have one way over a junction |
| 12:55 | <boekabart> | TrueBrain: Try doing that on a real freeway. |
| 12:55 | <Sacro> | or one way on bridges :o |
| 12:55 | <TrueBrain> | good you never saw me drive :) |
| 12:56 | <Sacro> | TrueBrain: at least you save petrol |
| 12:56 | <TrueBrain> | my point ;) |
| 12:56 | <boekabart> | a solution is to remove the inner loops, and make the outer ones 2 way |
| 12:56 | <TrueBrain> | so one-way doesn't work on bridges? :) |
| 12:56 | <boekabart> | you can't pass on those outer loops in real life anyway |
| 12:56 | <boekabart> | TrueBrain: you can't place the signs |
| 12:56 | <Sacro> | boekabart: you can :p |
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| 12:56 | <boekabart> | Sacro: YOU can :) |
| 12:56 | <hylje> | :o |
| 12:56 | <TrueBrain> | "willen is kunnen" |
| 12:57 | <Sacro> | hylje: you alright there? |
| 12:57 | <hylje> | no |
| 12:57 | <hylje> | why? |
| 12:57 | <Sacro> | methinks he may have figured out r9999 |
| 12:57 | <TrueBrain> | I like how Rubidium describe things :) |
| 12:57 | <hylje> | who |
| 12:57 | <hylje> | what |
| 12:57 | <boekabart> | 1 thing is sure: the one way roads is going to cause a whole lot of traffic on the forums I think |
| 12:57 | <Sacro> | TrueBrain: it made me think for a second |
| 12:57 | <Sacro> | boekabart: but at least the traffic is now controllable |
| 12:58 | <Sacro> | can you have 2 vehicles side by side in a stop yet? |
| 12:58 | <boekabart> | Sacro: I'm very much FOR one way roads, that's not the thing |
| 12:58 | <Sionide> | if you start putting one way rounds into towns, you can muck up the AI's buses |
| 12:58 | <boekabart> | Sionide: You need to own the roads |
| 12:58 | <Sionide> | ahh |
| 12:58 | [~] | Sionide hasn't played with it yet |
| 12:58 | [~] | Sacro builds a level crossing and claims the road |
| 12:58 | <Sacro> | actually, that got fixed D: |
| 12:58 | <Sacro> | i liked that trick in tto |
| 12:58 | <boekabart> | Sacro: who didn't |
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| 12:59 | <boekabart> | there is the same thing with trams now :) |
| 12:59 | <Progman> | trams follow the same mechanic? |
| 13:00 | <Progman> | (don't have one atm.) |
| 13:00 | <Rubidium> | boekabart: what are you talking about? |
| 13:01 | <scia> | :O openttd: /home/scia/openttd/trunk/src/road_map.h:22: RoadTileType GetRoadTileType(TileIndex): Assertion `IsTileType(t, MP_STREET)' failed. |
| 13:01 | <scia> | Aborted (core dumped) |
| 13:02 | <hylje> | heh trams can collide with RVs without problems |
| 13:03 | <boekabart> | doh: on a one way signed road, cannot make a tram cross/juntion/curve |
| 13:03 | <hylje> | tramway is road |
| 13:03 | <Rubidium> | boekabart: that sounds like an issue |
| 13:03 | <Rubidium> | scia: and? |
| 13:03 | <boekabart> | Rubidium: sorry: tramways can cross, but not junction |
| 13:03 | <scia> | I build a bridge |
| 13:04 | <boekabart> | Rubidium: and can't turn |
| 13:04 | <scia> | and sent a vehicle over it |
| 13:04 | <scia> | the bridge is not connected to a road on the other side so it should reverse |
| 13:04 | <scia> | that is how it occurre |
| 13:04 | <scia> | d |
| 13:05 | <boekabart> | but |
| 13:05 | <boekabart> | Rubidium: but: if I have a tram turning into a straight road, and want to add a one way sign to it, i can |
| 13:06 | <Rubidium> | boekabart: as I said, that's a "problem"; tram tracks shouldn't care about onewayness |
| 13:06 | <boekabart> | same for a tram junction on straight road |
| 13:06 | <boekabart> | so, bug is in tramway building code, too many checks? |
| 13:06 | <Rubidium> | well, rather not enough checks ;) |
| 13:08 | <boekabart> | Anyway, trams on a one way street aren't a good idea since they will drive the wrong way :) |
| 13:08 | <hylje> | ha |
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| 13:12 | <CIA-1> | OpenTTD: rubidium * r10003 /trunk/src/roadveh_cmd.cpp: -Fix (r9999): crash when vehicle had to turn on a bridge. |
| 13:12 | <CIA-1> | OpenTTD: rubidium * r10004 /trunk/src/road_cmd.cpp: -Fix: trams can always intersect/have junctions on one way roads (because they only work for busses and lorries). |
| 13:13 | <boekabart> | Rubidium: you fast one you |
| 13:14 | <scia> | thanks Rubidium :) |
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