| --- | Log | opened Sun Jun 17 00:00:06 2007 |
| 00:45 | <CIA-1> | OpenTTD: miham * r10173 /trunk/src/lang/piglatin.txt: -Add: Translations: added new language "Pig Latin". Already "pre-translated", only needs checking. Idea of Piglatin language was from Adam M-W |
| 00:46 | <Noldo> | wtf! |
| 00:47 | <MiHaMeK> | hmm, plural forms are bad |
| 00:52 | <MiHaMeK> | no problem, translator will fix it :) |
| 00:52 | <hylje> | when do we get hacker translation? |
| 00:52 | <hylje> | or klingon? |
| 00:53 | <Noldo> | or sindar |
| 00:53 | <hylje> | elvish?! |
| 00:53 | <MiHaMeK> | hylje: go ahead :) |
| 00:54 | <MiHaMeK> | hylje: i even thinking on a script kiddie 'translation' :-D |
| 00:54 | <hylje> | hacker translation would be a bunch of sed arguments |
| 00:54 | <MiHaMeK> | lol |
| 00:54 | <hylje> | s/ck/x/ s/o/0/ |
| 00:54 | <hylje> | etc |
| 00:55 | <hylje> | silly translations are great. |
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| 01:13 | <Sacro> | wtf? |
| 01:13 | <Sacro> | pig-latin ttd? |
| 01:13 | <Sacro> | how cool |
| 01:16 | <hylje> | why can't i clone trains from station train list |
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| 01:19 | <Sacro> | MiHaMeK: how about converting the town name generator as well |
| 01:20 | <MiHaMeK> | Sacro: hmm |
| 01:20 | <MiHaMeK> | Sacro: reasonable idea |
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| 01:51 | <Gekko> | will there be subways in openttd? |
| 01:51 | <hylje> | eventually |
| 01:51 | <hylje> | but we need new map array for that |
| 01:51 | <hylje> | or something else allowing arbitrary tunnels |
| 01:51 | <Gekko> | and this is in the process |
| 01:51 | <Gekko> | isnt it |
| 01:52 | <Gekko> | "yes" good. |
| 01:52 | <hylje> | not really |
| 01:52 | <Gekko> | lol |
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| 01:57 | |-| | Alanin changed nick to alanin |
| 01:58 | <Gekko> | and why don't I have electric rail in 1992? |
| 01:58 | <Gekko> | using the release of 0.5.2? |
| 01:58 | <Gekko> | no it is not disabled via the patch |
| 01:59 | <hylje> | do you have electric vehicles? |
| 01:59 | <Gekko> | nope. |
| 01:59 | <Gekko> | wait |
| 01:59 | <Gekko> | what exactly do you mean |
| 01:59 | <Gekko> | do I have them built |
| 01:59 | <hylje> | electric locomotives |
| 01:59 | <hylje> | buildable |
| 01:59 | <Gekko> | im on the arctic map |
| 01:59 | <Gekko> | and no |
| 01:59 | <hylje> | then its working as intended |
| 01:59 | <Gekko> | they arent available |
| 01:59 | <Gekko> | I didnt disable them though |
| 01:59 | <hylje> | neither subarctic or desert have electric conventional trains |
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| 02:00 | <Gekko> | oh. |
| 02:00 | <Gekko> | why? |
| 02:00 | <hylje> | and thus no electrified rail is available |
| 02:00 | <hylje> | the default grf |
| 02:00 | <Gekko> | yes but why |
| 02:00 | <Wolf01> | hello |
| 02:00 | <Gekko> | lol |
| 02:00 | <hylje> | it just is |
| 02:00 | <hylje> | there is no why |
| 02:00 | <hylje> | qed |
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| 02:19 | <Eddi|zuHause> | <Caemyr> the one leaving from depot will not wait at the signal till the station`s empty, but is returning to depot till the other train leaves <- make the 2-way signal a pre-signal exit (2x Ctrl-Click with signal tool)) |
| 02:20 | <Eddi|zuHause> | then the train will wait inside the depot |
| 02:21 | <Eddi|zuHause> | another option: leave one tile between the signal and the station |
| 02:21 | <Eddi|zuHause> | then the train will not turn around immediately, because two engines are facing at the signal |
| 02:21 | <CIA-1> | OpenTTD: miham * r10174 /trunk/src/lang/piglatin.txt: -Fix: [Translations]: piglatin plural forms had some problem.. |
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| 02:24 | <CIA-1> | OpenTTD: miham * r10175 /trunk/src/lang/piglatin.txt: -Fix: [Translations] Stupid me, {STRINGx} can only be used in english... |
| 02:24 | <Gekko> | oi |
| 02:25 | <Gekko> | what about those onroad bus stops |
| 02:25 | <Gekko> | like on TTDPatch? |
| 02:25 | <Rubidium> | yeah, what about them? |
| 02:25 | <hylje> | we had them since forever |
| 02:25 | <hylje> | :o |
| 02:25 | <MiHaMeK> | yes, piglatin no longer contain errors :) |
| 02:26 | <MiHaMeK> | could someone try that out? :) |
| 02:27 | <Gekko> | they arent on mine? |
| 02:27 | <Gekko> | hylje: how do I enable them? |
| 02:27 | <hylje> | use trunk? |
| 02:27 | <Gekko> | I use the stable version |
| 02:27 | <Gekko> | 0.5.2 |
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| 02:28 | <hylje> | stable doesnt get anything cool |
| 02:28 | <Gekko> | >_> |
| 02:28 | <Gekko> | why not. |
| 02:28 | <MiHaMeK> | Total I18N status: 95% - 5541 bad strings out of 116883 strings (2997 strings / language) |
| 02:28 | <Gekko> | and how can't bus stops be stable >_> |
| 02:28 | <Rubidium> | because they were added after 0.5 was branched |
| 02:28 | <Gekko> | better worded: how can bus stops be unstable. |
| 02:29 | <Gekko> | so they'll be in what. |
| 02:29 | <Gekko> | 0.6? |
| 02:29 | <Gekko> | or 0.5.3? |
| 02:29 | <Rubidium> | 0.6 |
| 02:29 | <Gekko> | gah |
| 02:29 | <Sionide> | Gekko, use a nightly |
| 02:29 | <Rubidium> | on the other hand, what version of TTDP were you using? |
| 02:29 | <Gekko> | and that's how far off. |
| 02:30 | <Gekko> | Sionide: I play online |
| 02:30 | <Gekko> | Rubidium: can't recall. |
| 02:30 | <Sionide> | Gekko, my server is r10166 :) got loads of on-road bus stops |
| 02:30 | <peter1138> | i bet it wasn't their last stable ;) |
| 02:30 | <Rubidium> | is it 2.0.0 or 2.5 beta/alpha something or 2.6 alpha something |
| 02:30 | <Gekko> | is there r10166 compiled for Debian somewhere? |
| 02:30 | <Gekko> | I can't compile it on this system |
| 02:31 | <Rubidium> | apt-get install g++ zlib1g-dev libpng-dev |
| 02:31 | <Gekko> | I'm not on Debian |
| 02:31 | <Gekko> | but can use .deb's |
| 02:31 | <Gekko> | ironic., |
| 02:32 | <peter1138> | :o |
| 02:32 | <peter1138> | people will use crazy linux distributions... |
| 02:33 | <Gekko> | Puppy Linux |
| 02:33 | <Gekko> | craziest of them all. |
| 02:33 | <Rubidium> | Gekko: can't you just use the i686 binary on nightly.openttd.org ? |
| 02:33 | <Gekko> | hmm |
| 02:33 | <Gekko> | if i saved this multiplayer game |
| 02:33 | <Gekko> | and loaded it in the nightly, would it work correctly? |
| 02:34 | <Rubidium> | it should; if it doesn't it is a bug |
| 02:34 | <Gekko> | excellent |
| 02:34 | <Gekko> | trams! :O |
| 02:34 | <Gekko> | why didnt I use the nightly before |
| 02:34 | [~] | Gekko craps himself |
| 02:45 | <Wolf01> | what is piglatin? |
| 02:46 | <MiHaMeK> | Igpay atinlay |
| 02:46 | <MiHaMeK> | http://en.wikipedia.org/wiki/Pig_Latin |
| 02:46 | <Sionide> | heh |
| 02:46 | <Wolf01> | omg |
| 02:46 | <Sionide> | Gekko, one extra level of zoom out...? |
| 02:46 | <Rubidium> | English for to show how dyslectic people would read words (I guess) |
| 02:46 | <Gekko> | lol |
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| 02:52 | <Wolf01> | lolman might learn piglatin and start to talk with it :P ellohay! |
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| 03:06 | <peter1138> | like sacro |
| 03:07 | <peter1138> | :o |
| 03:07 | <peter1138> | EwGRFnay |
| 03:07 | <Eddi|zuHause> | Onay leasepay otnay... hm, this is really difficult for a non-native speaker |
| 03:08 | <peter1138> | Itquay |
| 03:08 | <peter1138> | Eddi|zuHause: s/for a non-native speaker// |
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| 03:25 | <Wolf01> | Amegay Optionsway OMG! |
| 03:25 | <Wolf01> | XDDD |
| 03:32 | <Wolf01> | peter1138, do you think is possible to add the transparency save widget to trunk? |
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| 03:41 | <peter1138> | the what? |
| 03:42 | <Wolf01> | the widget to store the enabled transparencies |
| 03:44 | <Wolf01> | if active you can toggle with X off|saved, else you toggle on|off |
| 03:45 | <Wolf01> | http://wolf01.game-host.org/OTTD_related/patches/transparency_save_widget_10175.diff |
| 03:45 | <Wolf01> | give a look at it |
| 03:47 | <Wolf01> | mmmh, i don't know why in main_gui.cpp it find always a new line at the EOF |
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| 03:58 | <Wolf01> | eheh ellohay lolman! |
| 03:58 | <lolman> | Ello Wolf01! |
| 03:59 | <Eddi|zuHause> | i don't think he got it :p |
| 04:00 | <Wolf01> | (see what i can start) lolman, there is a new addition to OTTD, piglatin language, i think you must learn it |
| 04:00 | <lolman> | Oh I got it, I just don't wanna use it ;) |
| 04:05 | <Wolf01> | return 0; |
| 04:06 | <Eddi|zuHause> | kill -9 1 |
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| 04:09 | <Wolf01> | see what you did! |
| 04:17 | <lolman> | Eddi|zuHause, killing init? O_o |
| 04:17 | <lolman> | (And yes I'm 10 minutes late) |
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| 04:47 | <peter3141592653589793238462643> | mmm, pie. i like pie. |
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| 05:00 | <Eddi|zuHause> | 11833 is the number of the telephone information of the german telekom |
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| 05:15 | <CIA-1> | OpenTTD: maedhros * r10176 /trunk/src/order_gui.cpp: -Fix (r10071): Deselect the currently selected order when clicking on an empty part of the orders window. |
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| 05:15 | <Chris82> | good morning |
| 05:15 | <Chris82> | I have a problem compiling r10170 |
| 05:16 | <Chris82> | it compiles fine but when I start a dedicated server I can't join |
| 05:16 | <Chris82> | it just shows the server offline in the server list |
| 05:16 | <Chris82> | do I need to enable networking somehow? |
| 05:16 | <Smoovious> | 1 is the number every single other number is divisible by into a whole number |
| 05:16 | <Eddi|zuHause> | !openttd port |
| 05:16 | <_42_> | Eddi|zuHause: OpenTTD uses TCP and UDP port 3979 for server <-> client communication and UDP port 3978 for masterserver (advsertise) communication (outbound) |
| 05:16 | <Eddi|zuHause> | you got that? |
| 05:17 | <Chris82> | r10116 works fine, but the newer versions all don't work as dedicated server :( |
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| 05:17 | <peter1138> | they dpo |
| 05:17 | <peter1138> | *do |
| 05:17 | <Smoovious> | did you check to see if ottd is actually listening on the ports? |
| 05:17 | <peter1138> | maybe not for you, but they work |
| 05:18 | <peter1138> | i can see a whole three right now |
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| 05:19 | <ln-> | may i suggest something? |
| 05:19 | <Eddi|zuHause> | no. |
| 05:19 | <ln-> | damn. |
| 05:20 | <mikegrb> | heh |
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| 05:24 | <ln-> | what was the preferred rand()-style function to use? |
| 05:24 | <ln-> | or is rand() ok? |
| 05:24 | <peter1138> | depends where it is |
| 05:24 | <peter1138> | command or interface? |
| 05:24 | <ln-> | e.g. train_cmd.cpp |
| 05:28 | <Eddi|zuHause> | there is a multiplayer-safe random and a multiplayer-unsafe "interactive random" function |
| 05:28 | <Rubidium> | Eddi|zuHause: the "safe" random is unsafe if used incorrectly |
| 05:28 | <Eddi|zuHause> | yeah |
| 05:29 | <Eddi|zuHause> | one is used in commands, and the other in interface |
| 05:30 | <ln-> | poll: who thinks "passanger" is the correct way to spell "passenger"? |
| 05:30 | <Eddi|zuHause> | it's probably better to say "multiplayer-(un)synchronised" |
| 05:30 | <Eddi|zuHause> | poll: negative |
| 05:30 | <Eddi|zuHause> | only if they are actually "angry" :) |
| 05:31 | <ln-> | ok, then someone please apply this patch: http://users.utu.fi/lanurm/ottd/passanger.diff |
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| 05:42 | <ln-> | anyone? |
| 05:44 | <Eddi|zuHause> | minimum waiting time for user patches is 6 months, don't you know'? |
| 05:44 | <ln-> | i know. |
| 05:45 | <ln-> | although i got my comment-only "then->than" patch accepted surprisingly fast. |
| 05:45 | <stillunknown> | Wow, i always thought you could have patches applied within 180 days. |
| 05:47 | <CIA-1> | OpenTTD: peter1138 * r10177 /trunk/src/ (ai/trolly/trolly.cpp train_cmd.cpp): -Fix: Passengers has one A and two Es (ln) |
| 05:47 | <peter1138> | heh |
| 05:47 | <peter1138> | "eachothers" :o |
| 05:48 | <Eddi|zuHause> | you spelt his name wrong :) |
| 05:48 | <blathijs> | ln-: it's passenger, not passanger (unless you mean something entirely different, of course) :-) |
| 05:49 | <hylje> | completely different |
| 05:49 | <Smoovious> | hmm... computer players in multiplayer don't resume under the AI on loaded savegames... |
| 05:50 | <Smoovious> | er |
| 05:50 | <Smoovious> | in trunk |
| 05:50 | <Smoovious> | :P |
| 05:50 | <stillunknown> | AI in multiplayer does not default to on iirc. |
| 05:50 | <Smoovious> | stillunknown... yes, I'm aware of that... they are turned on in the settings |
| 05:51 | <Smoovious> | guessing that there wasn't a bit set in the savegame that it was an AI company |
| 05:52 | <Smoovious> | dunno if the AI branch is showing the same behavior or not |
| 05:54 | <Smoovious> | k... nvm the guess... it looks like it iss in the experimental AI... turned it off, left the old AI on, and it is doing something... |
| 05:55 | <Smoovious> | anyone know who was doing the new AI in trunk? |
| 05:55 | <Smoovious> | Truelight it looks like |
| 05:56 | <ln-> | http://users.utu.fi/lanurm/ottd/increased_passenger_safety-multiplayer_unsafe.diff |
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| 06:02 | <CIA-1> | OpenTTD: maedhros * r10178 /trunk/src/newgrf.cpp: -Fix: Don't deactivate newgrf files when skipping the rest of the file during the initialisation stage. |
| 06:04 | <skidd13> | Any dev comments to FS#856? |
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| 06:07 | <Maedhros> | what's the advantage of doing it that way? |
| 06:07 | <Smoovious> | cuz its dynamic! |
| 06:08 | <Maedhros> | heh |
| 06:14 | <skidd13> | extendability, readability |
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| 06:23 | <TheJosh> | did i just see "A src/lang/piglatin.txt" correctly? |
| 06:23 | <Maedhros> | mmhmm |
| 06:24 | <OwenS> | O_o |
| 06:24 | <TheJosh> | that is the funnyest thing I have ever seen |
| 06:24 | <TheJosh> | not quite, but close |
| 06:24 | <hylje> | yes |
| 06:24 | <hylje> | its true |
| 06:24 | <TheJosh> | ha ha ha ha ha! |
| 06:24 | <OwenS> | ip-pay atin-lay is in =P |
| 06:25 | <OwenS> | ig-pay even |
| 06:25 | <TheJosh> | ahway ahway ahway ahway ahway! |
| 06:26 | <TheJosh> | one bug though. pig-latin is very large textually, and the 'onfigurecay atchespay' (configure patches) window has text floating outside the window |
| 06:27 | <OwenS> | heh |
| 06:28 | <TheJosh> | simmilar problems in a few other places (buttons mainly) |
| 06:28 | <TheJosh> | i think im going to have to leave my game in piglatin |
| 06:28 | <TheJosh> | while were on the subject of languages, is it very hard to make a new town name set? i would like to make an 'Australian Town Names' set\ |
| 06:30 | <Rubidium> | action F? |
| 06:30 | <TheJosh> | huh? |
| 06:30 | <OwenS> | NewGRF Action F I beleive he means |
| 06:30 | <Rubidium> | newgrf stuff |
| 06:31 | <TheJosh> | does NewGRF cover town names? i just want one thats built-in, like all the other town name languages |
| 06:32 | <ln-> | look at src/namegen.cpp |
| 06:33 | <OwenS> | Hmm... How would I execute a command on all clients just before a person connects? |
| 06:33 | <TheJosh> | isnt there scripts you can setup in the scripts/ directory? |
| 06:33 | <Rubidium> | OwenS: what kind of command? |
| 06:33 | <OwenS> | One which destroys all of the Squirrel VMs |
| 06:33 | <TheJosh> | opps |
| 06:34 | <TheJosh> | my bad |
| 06:34 | <Rubidium> | why would you want to do that? |
| 06:34 | <OwenS> | Rubidium: Because otherwise someone doing "state=last;last=exits_free" for example would desync all new clients |
| 06:36 | <Eddi|zuHause> | OwenS: shouldn't the VM states be saved, rather? |
| 06:37 | <OwenS> | Eddi|zuHause: Squirrel VMs are full of pointers... |
| 06:37 | <Rubidium> | in which scenario would they need to have a "state" between game ticks? |
| 06:37 | <OwenS> | Rubidium: I can't stop them unless I destroy and recreate the VM every time |
| 06:38 | <TheJosh> | i have worked out the town names...expect to see "Wagga Wagga" some time soon! |
| 06:38 | <Eddi|zuHause> | OwenS: i am not talking about a technical implementation... |
| 06:39 | <Eddi|zuHause> | i am saying you can't expect people to write "multiplayer safe" scripts |
| 06:39 | <OwenS> | Eddi|zuHause: Exactly. So I don't |
| 06:40 | <Eddi|zuHause> | but why discard information that you already have? |
| 06:40 | <OwenS> | Eddi|zuHause: So that "state=last;last=exits_free" doesn't desync people trying to connect |
| 06:40 | <Eddi|zuHause> | Rubidium: load balancing for example |
| 06:41 | <Rubidium> | OwenS: then I would resort to tearing down the VM each tick, so it forces people to write proper mp safe code |
| 06:42 | <OwenS> | Rubidium: Tearing it downs fast. I'm more concerned about creating one (Think about 1 million CPU cycles) |
| 06:42 | <OwenS> | at least |
| 06:42 | |-| | Chris82 [~chris@p579E1AC9.dip.t-dialin.net] has joined #openttd |
| 06:42 | <OwenS> | And theres a VM for every signal |
| 06:43 | <Chris82> | Hi again, I get a weird error message when I run openttd.exe -D on r10178 |
| 06:43 | <Chris82> | Error! Couldn't load the renderer 'null' the selected blitter depends on |
| 06:43 | <Chris82> | what does that mean? |
| 06:43 | <hylje> | null rendere is broken, heh |
| 06:43 | <Chris82> | I get this error for any version ~>10120 |
| 06:44 | <Rubidium> | OwenS: I would just use one VM for all signals, otherwise you've got thousands of VMs |
| 06:44 | <OwenS> | Rubidium: Only one per programmable signal |
| 06:44 | <Rubidium> | well, people will program lots of signals I guess |
| 06:44 | <Chris82> | hylje: Any idea how to fix this? |
| 06:44 | <OwenS> | Rubidium: I doubt most games will have more than 50 |
| 06:45 | <OwenS> | But, otherwise, it's possible for someone to interfere with someone elses |
| 06:45 | <Eddi|zuHause> | still there needs to be a way to save vm states... the AI certainly needs to do so, too |
| 06:45 | <Rubidium> | that's why they should be stateless |
| 06:45 | |-| | Wolf01|AWAY changed nick to Wolf01 |
| 06:45 | <Maedhros> | Chris82: which operating system are you running? |
| 06:45 | <OwenS> | Hmm.. 1 VM per player? |
| 06:46 | <Chris82> | Windows Vista x86, Windows XP x86, Windows Server 2003 x64, everywhere the same issue |
| 06:46 | <Eddi|zuHause> | 1 VM per player sounds good |
| 06:46 | <OwenS> | Question is, where to tear it down? |
| 06:46 | <Maedhros> | Chris82: self compiled, or downloaded from the nightly page? |
| 06:46 | <Rubidium> | OwenS: not? |
| 06:46 | <Chris82> | Downloaded from SVN URL with TortoiseSVN and compiled with Visual Studio |
| 06:47 | <OwenS> | Rubidium: Huh? |
| 06:47 | <Chris82> | r10116 works fine, but the latest versions don't |
| 06:47 | <Rubidium> | just let the signals be a single functions without any global variables |
| 06:47 | <Maedhros> | 10116 is probably before the null blitter got added |
| 06:47 | <Chris82> | can you shortly explain what the null blitter is? |
| 06:47 | <Maedhros> | it works fine here (linux), so i suspect something is a bit squiffy with the msvc project files |
| 06:48 | <Maedhros> | it doesn't draw anything at all |
| 06:48 | <OwenS> | Rubidium: AFAIK, Squirrel doesn't allow me to stop globals |
| 06:48 | <Eddi|zuHause> | Chris82: previously, the game drew everything in a buffer, and the dedicated server just threw that buffer away, now it is not drawn at all |
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| 06:49 | <Smoovious> | um... programmable signals? (sounds interesting) |
| 06:49 | <OwenS> | Aha |
| 06:49 | <Chris82> | Maedhros: Maybe a problem with DirectX ? |
| 06:50 | <Smoovious> | or is it programming signals, and not railroad signals being talked about |
| 06:50 | <OwenS> | Nope, ingame programmable signals |
| 06:51 | <Smoovious> | ingame... so... railroad? |
| 06:51 | <OwenS> | Yep |
| 06:51 | <Smoovious> | ok... I'm still interested. :) is there a thread that discusses em? |
| 06:51 | <Chris82> | Maedrhos: I just checked and the problem exists on any Windows version since r10121 |
| 06:52 | <Chris82> | All previous version work fine with the -D switch |
| 06:52 | <Maedhros> | well yes, before 10121 there was no null blitter, so the dedicated server didn't try to use it :) |
| 06:53 | <Chris82> | I have a fix |
| 06:53 | <Chris82> | When I run "openttd.exe -D -b 8bpp-optimized" it works =) |
| 06:53 | <peter1138> | hmm, null blitter/renderer breaks on win32 dedicated? |
| 06:53 | <Chris82> | although I am not quite sure what's the result of this, but at least the dedicated server starts |
| 06:53 | <Chris82> | yeah peter |
| 06:54 | <Chris82> | but when I run the above line I think the null blitter is not used and it works with the latest trunk |
| 06:54 | <OwenS> | Rubidium: So, where would I tear the VMs down? |
| 06:55 | <Rubidium> | at the end of a game tick |
| 06:55 | <OwenS> | Actually, no... |
| 06:55 | <OwenS> | The biggest expense is parsing the code |
| 06:55 | <OwenS> | That methods just gonna do that every frame multiple times... |
| 06:57 | <Hendikins> | qfh: If a town has 0 people in it, how can my company have a rating from that town? :P |
| 06:58 | [~] | Hendikins slaps nick completion |
| 06:58 | <Maedhros> | terraforming? servicing industries (maybe)? |
| 06:59 | <Hendikins> | Sure, I terraformed it down to zero people, but if there is nobody there then surely nobody can rate it :P |
| 07:01 | <skidd13> | BUG: somehow I got temperate trees in tropic. (latest trunk) |
| 07:01 | <Smoovious> | the firm that keeps track of, and evaluates, everyone's ratings, are based in a different town |
| 07:03 | <Maedhros> | skidd13: i haven't... got a screenshot? and are you using any grfs that might be replacing trees? |
| 07:03 | <Hendikins> | Smoovious: So if I bulldoze every town to zero, I'm unrated? :P |
| 07:04 | <Chris82> | I added a bug report for the Null blitter error :) for the time being I just use the addition switches |
| 07:04 | <skidd13> | Maedhros: stolen trees, but they worked fine before. Because of them I noticed it. :) |
| 07:04 | <OwenS> | Rubidium: IMO, parsing the code again every time the signal needs to change state is too slow. As such, the only option is the way I have it now and everyone destroys their Squirrel VM when someone connects |
| 07:06 | <Maedhros> | skidd13: before when? i'm also using stolen trees and they aren't showing up in tropic :) |
| 07:06 | <Smoovious> | Hendikins... no... the down the firm is based in, is located about 50-60 squares to the NW of the northernmost corner of the map, in another region... you're not licensed to work there so you don't have a map that covers them |
| 07:07 | <Maedhros> | hmm, bugger. the dbsetxl isn't loading any more |
| 07:07 | <Smoovious> | down=town |
| 07:07 | <Eddi|zuHause> | you mean your last commit broke it? |
| 07:08 | <Maedhros> | yup, looks like it |
| 07:08 | <skidd13> | Maedhros: screenie: http://img510.imageshack.us/img510/8405/cooptrans23dez2090iy7.png |
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| 07:11 | <Chris82> | @Maedhros: I am using the DBSETXL with 10178 right now, is there a newer version already? |
| 07:12 | <Maedhros> | no... it's working again now, and i haven't changed anything. strange :/ |
| 07:12 | <peter1138> | :o |
| 07:13 | <Chris82> | hmm I only noticed that the planeset doesn't work with the latest trunk, but the aviator set works |
| 07:15 | <skidd13> | Maedhros: I should say that 'I use the stolen trees as static newgrf. |
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| 07:16 | <Rubidium> | OwenS: that's going to result in bug reports that their signal code doesn't work when somebody joins |
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| 07:17 | <Maedhros> | skidd13: so do i, but they're still not showing up. :) have you got a savegame? |
| 07:17 | <OwenS> | Rubidium: Hmm... Does Squirrel support creating a COW clone VM? |
| 07:17 | <skidd13> | I load the coop sandbox savegame #6 |
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| 07:27 | <peter1138> | skidd13: yes |
| 07:27 | <peter1138> | skidd13: they are NOT temperate trees |
| 07:27 | <peter1138> | they are SAC's trees |
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| 07:28 | <eekee> | SAC? |
| 07:28 | <OwenS> | eekee: SAC created the Stolen Trees GRF |
| 07:29 | <eekee> | ah ^^ |
| 07:30 | <skidd13> | I had them only in temperate before (last week) |
| 07:30 | <OwenS> | skidd13: No, some always appear in subtropics |
| 07:31 | <Smoovious> | did you change or reset a parameter on the GRF? |
| 07:31 | <CIA-1> | OpenTTD: rubidium * r10179 /trunk/ (5 files in 2 dirs): |
| 07:31 | <CIA-1> | OpenTTD: -Fix: spritecache wasn't in source.list, thus wasn't in the MSVC project files. |
| 07:31 | <CIA-1> | OpenTTD: -Fix: Pig Latin wasn't in the MSVC project files. |
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| 07:34 | <skidd13> | never noticed that some appeared in tropic. |
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| 07:41 | <eekee> | hmm, r10145 is segfaulting every time I try to get a particular roadveh to move, no matter what pathfinder is in use |
| 07:43 | <Rubidium> | and r10179? |
| 07:44 | <eekee> | getting & compiling |
| 07:50 | <eekee> | hmm, I'll have to watch for segfaulting when the truck moves naturally too |
| 07:50 | <peter1138> | "naturally"? |
| 07:51 | <eekee> | normally |
| 07:52 | <eekee> | it's at a truck depot on full load. If I go to it's orders window & press skip, moments later there's a segfault. when I left it, there was also a segfault around the time it probably would have moved anyway. I'll need to keep an eye on it |
| 07:52 | <Thomas[NL]> | There is only one company colour in r10178 :/ ? |
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| 07:56 | <TheJosh> | 3 colours in a game im playing |
| 07:57 | <TheJosh> | and all the colours are avaliable for me to change to |
| 07:57 | <eekee> | r10179 crashed on skip |
| 07:58 | <TheJosh> | ill test it |
| 07:59 | <TheJosh> | worksforme |
| 08:00 | <TheJosh> | is the truck in the depo full loading when you click 'skip'? |
| 08:00 | <eekee> | and segfaulted on normal start when it gets a full load too |
| 08:00 | <eekee> | TheJosh: yep |
| 08:00 | <TheJosh> | what truck is it? |
| 08:00 | <TheJosh> | year? NewGRFs? |
| 08:01 | <eekee> | rubber truck. Sec... |
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| 08:01 | <TheJosh> | sec? |
| 08:01 | <eekee> | no newgrfs. Well, 2 have been added, serbian tram & a refittable tram I made, but neither has been used. |
| 08:01 | <TheJosh> | modified source? |
| 08:01 | <eekee> | sec == second I was going to look at the model |
| 08:01 | <ln-> | when will we have something like this in ottd: http://www.railfaneurope.net/pix/ch/SBB_CFF_FFS/car/IC2000/Bt/2000_210501rp.jpg |
| 08:01 | <eekee> | nope] |
| 08:01 | <TheJosh> | sorry |
| 08:02 | <Maedhros> | ln-: when someone draws one... |
| 08:02 | <TheJosh> | 10178? |
| 08:03 | <eekee> | year is complex, it's a game I mostly played in 2005, left it in November, loaded up from that save game today. Back then the year wrapped so it says 2090 but should be 23rd or maybe 24th century |
| 08:03 | <ln-> | Maedhros: it needs more than that, notice that the thing is not an engine. |
| 08:03 | <ln-> | the engine is at the other end of the train, pushing it. |
| 08:03 | <TheJosh> | shared or personal orders |
| 08:04 | <eekee> | ahh! Truck model is listed as a Duro Djakovic 201, which I think should be a tram |
| 08:04 | <Maedhros> | ln-: well, how am i supposed to notice that? :p |
| 08:05 | <Eddi|zuHause> | ln-: there was a "drive backwards" feature discussed previously |
| 08:05 | <eekee> | Yep, the Serebian tram set replaces a couple of rubber trucks. Never had reason to notice that before |
| 08:05 | <ln-> | Maedhros: either with your eyes or legs. there is no pantograph, for instance. |
| 08:05 | <Eddi|zuHause> | and if you mean the wagons: http://www.ewetel.net/~michael.blunck/ttd/br143.png |
| 08:05 | <ln-> | Eddi|zuHause: what was the result of discussion? |
| 08:05 | <Eddi|zuHause> | i don't know, i did not follow it that closely |
| 08:06 | <Maedhros> | pendolinos don't have the pantograph on the first engine either, but they have engines at both ends |
| 08:06 | <TheJosh> | meh. now i know my loading indicators work for trucks |
| 08:06 | <eekee> | I'll have to scrap the rubber trucks before loading the grf I guess. I was gonna scrap em anyway so no big deal |
| 08:06 | <eekee> | heheh |
| 08:07 | <TheJosh> | i htink ive killed all the bugs... |
| 08:08 | <Eddi|zuHause> | poor bugs :( |
| 08:08 | [~] | eekee stomps on bugs! D: \o/ |
| 08:09 | <@DorpsGek> | Rubidium: Open Bugs: 32; Not assigned: 18; Closed this week: 41; Opened this week: 23 |
| 08:09 | <Rubidium> | TheJosh: there are still 32 left :D |
| 08:09 | <TheJosh> | i was talking about bugs in my patch |
| 08:10 | <TheJosh> | i shoudl also remove the debugging messages...1 message for every loading indicator creation, updation and removal |
| 08:10 | <TheJosh> | 17 trains, 66 road veichles, 2 aircraft, 10 ships |
| 08:11 | <TheJosh> | not a big game but still generateing a lot of debug...you should see Pile |
| 08:12 | <TheJosh> | im off |
| 08:12 | <TheJosh> | cya all |
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| 08:12 | <Thomas[NL]> | 2CC isn't a patch setting is it? |
| 08:12 | <Maedhros> | nope, but you need to have loaded a vehicle set that supports it |
| 08:13 | <Thomas[NL]> | I use UKRS |
| 08:14 | <Thomas[NL]> | which supports it if I'm not mistaking |
| 08:14 | <Maedhros> | it does |
| 08:15 | <Maedhros> | well, i get the 2cc options with ukrs in r10178... |
| 08:16 | <Thomas[NL]> | http://www.xs4all.nl/~burgtvaj/no2cc.png :S |
| 08:17 | <Thomas[NL]> | If i load an 2cc save-game i get this error: Error: NOT_REACHED triggered at line 349 of /home/thomas/openttd/src/texteff.cpp |
| 08:17 | <Thomas[NL]> | openttd: /home/thomas/openttd/src/openttd.cpp:107: void error(const char*, ...): Assertion `0' failed. |
| 08:18 | <Rubidium> | savegame saved with 16x zoom I guess |
| 08:19 | <Thomas[NL]> | possible |
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| 08:20 | <Thomas[NL]> | hm seems some newgrf is causing it |
| 08:21 | <Thomas[NL]> | hirotrams.grf disables it if yu put it after ukrs |
| 08:22 | <eekee> | I'm glad to see the train lost messages are back to reasonable standards, I've loaded that old save game of mine before, & could hardly play it for lost messages, lol |
| 08:26 | <Rubidium> | Thomas[NL]: the following should solve the 2cc issue |
| 08:26 | <CIA-1> | OpenTTD: rubidium * r10180 /trunk/src/newgrf.cpp: -Fix (r10167): do not reset the 2cc loaded feature setting when a (later) newgrf does not have 2cc. |
| 08:26 | <Thomas[NL]> | ok grat Rubidium! |
| 08:27 | <Thomas[NL]> | *great |
| 08:28 | <CIA-1> | OpenTTD: rubidium * r10181 /trunk/src/openttd.cpp: -Fix (r10093): clamp the zoom level so it won't try to use a wrong zoom level when loading an old savegame. |
| 08:28 | <Rubidium> | and this the issue with that savegame that couldn't be loaded |
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| 08:28 | <Thomas[NL]> | thank you :) |
| 08:29 | <peter1138> | heh |
| 08:31 | <minime> | peter1138: that roadstop patch is now in TTDP and I posted the changes to OTTD + modified GRF on the forums |
| 08:32 | <minime> | just to let you know, since you suggested I do the changes |
| 08:32 | <peter1138> | yeah |
| 08:32 | <peter1138> | thanks |
| 08:32 | <minime> | np |
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| 08:43 | <Wolf01> | peter1138, the transparency save widget was interesting? it may need some more work? |
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| 08:49 | <Wolf01> | is ottd going to support one or more zoom_in? |
| 08:50 | <peter1138> | no |
| 08:50 | <peter1138> | mine won't anyway |
| 08:50 | <Eddi|zuHause> | not for a long time, probably... |
| 08:50 | <eekee> | why not when it supports zoom out? *confuzled* |
| 08:51 | <Rubidium> | because zoom-in needs to fabricate pixels out of thin air |
| 08:51 | <Wolf01> | the right question should be: why not when it supports 32bpp now? |
| 08:51 | <peter1138> | and because the internal game unit wouldn't allow smooth movement |
| 08:51 | <peter1138> | what does 32bpp have to do with it? |
| 08:52 | <eekee> | I'd do a cheap & dirty duplicate pixels. I also happen to like old sprite art, lol |
| 08:52 | <Eddi|zuHause> | peter1138: interpolation |
| 08:53 | <Rubidium> | yeah, too bad sprites are 63x31 and need to be 127x63. Please write a fast interpolation for that that doesn't use floating point |
| 08:53 | <Wolf01> | and using a system like the 32bpp branch? |
| 08:53 | <Wolf01> | http://www.tt-forums.net//files/021__sloped_roads_146.png |
| 08:54 | <peter1138> | that's just silly |
| 08:54 | <Rubidium> | Wolf01: maybe you haven't noticed that it's glitchy in all and every direction |
| 08:54 | <Wolf01> | yes a little |
| 08:54 | <Wolf01> | trees in the middle of the road etc.. but who cares? |
| 08:55 | <Rubidium> | everybody but you |
| 08:55 | <eekee> | quite, lol |
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| 08:57 | <Wolf01> | yes it looks bad with nice graphics close to the 8bpp, something that i hate, but if all the graphics will be of the same kind maybe... |
| 08:58 | <peter1138> | it's too large |
| 08:58 | <peter1138> | way too large |
| 08:58 | <eekee> | yeah |
| 08:59 | <Rubidium> | and busses "jumping" 16 pixels isn't nice either |
| 08:59 | <eekee> | argh! |
| 08:59 | <hylje> | transition! |
| 08:59 | [~] | Maedhros wonders how bad ships would look |
| 09:00 | <hylje> | peter1138: maybe it's just zoomed so close |
| 09:00 | <Wolf01> | oh, now i understand |
| 09:00 | <eekee> | heh, if I didn't have a headache I'd be delving into the gfx code now, & not to do anything complex either. :D Actually, if I didn't have a headache I'd still be wasting my time in SL, but there you go |
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| 09:21 | <SmatZ> | at https://cia.vc/stats/project/OpenTTD only last few changes are displayed, can I browse older notes elsewhere? |
| 09:22 | <Rubidium> | only with svn log (we had a trac, but trac was (and maybe still is) very broken on large repos with lots of accesses |
| 09:23 | <Maedhros> | you can use gitweb, although it'll be a little behind sometimes... http://git.openttd.org/cgi-bin/gitweb.cgi?p=svn/trunk.git |
| 09:23 | <Rubidium> | (up to 10 minutes or so) |
| 09:26 | <SmatZ> | Rubidium: where is that svn log, only at #openttd.notice ? |
| 09:26 | <SmatZ> | Maedhros: thanks, it looks great :) |
| 09:27 | <Maedhros> | np :) |
| 09:30 | <SmatZ> | I found it (in release notes for 0.5.2 ) - Fix: Planes made a 270 degree turn instead of a 90 degree turn on the southern runway of the intercontinental airport [FS#743] (r9725) |
| 09:30 | <SmatZ> | at International airport, there is the same problem... |
| 09:31 | <SmatZ> | sometimes when Concorde is landing, it slows down to 49kmh immediately, sometimes it breaks at whole runway... |
| 09:31 | <SmatZ> | no breakdowns |
| 09:31 | <SmatZ> | is that intended? |
| 09:32 | <Maedhros> | no, but it's a known bug, i think |
| 09:33 | <SmatZ> | ok then :) i couldn't find it at bugs.openttd.org |
| 09:33 | [~] | Maedhros wonders whether he can be arsed trying to make realistic acceleration for road vehicles |
| 09:34 | <Eddi|zuHause> | do RV have a mass and power? |
| 09:35 | <Maedhros> | not at the moment |
| 09:35 | <Eddi|zuHause> | i don't suppose they have a problem with TE ;) |
| 09:35 | <Maedhros> | they don't have that, either ;) |
| 09:35 | <Eddi|zuHause> | well, trams might get some :) |
| 09:36 | <Maedhros> | in fact, all they do have at the moment is a max speed, and a current speed that gets halved when turning corners or going up hills |
| 09:37 | <Eddi|zuHause> | town roads should have 50km/h limit |
| 09:38 | <Eddi|zuHause> | i.e. roads that are adjacent to a house |
| 09:38 | <Maedhros> | they could, but it would make |
| 09:38 | <Maedhros> | ...most buses useless, later in the game :) |
| 09:38 | <Maedhros> | (stupid enter key) |
| 09:39 | <Eddi|zuHause> | yeah... you could introduce high speed roads, that would not have that limitations |
| 09:39 | <eekee> | Is the main window code in viewport.cpp? |
| 09:40 | <Eddi|zuHause> | or generally straight roads that have another straight road adjacent |
| 09:40 | <Maedhros> | eekee: it's probably in main_gui.cpp, but that depends on exactly which bit you want :) |
| 09:40 | <eekee> | Maedhros: ty :) |
| 09:40 | <Eddi|zuHause> | (would mean they still have to slow down on crossings) |
| 09:41 | <Maedhros> | heh, highways! |
| 09:41 | <eekee> | zoom code, specifically the tile zoom |
| 09:41 | <eekee> | I'll prolly find it eventually |
| 09:42 | <Maedhros> | ah, that stuff probably *is* in viewport.cpp |
| 09:42 | |-| | Tobin [~Tobin@c58-107-50-36.eburwd7.vic.optusnet.com.au] has joined #openttd |
| 09:42 | <eekee> | righty, ty :) |
| 09:42 | <SmatZ> | you could introduce gas stations to make the game more realistic :-D |
| 09:43 | <Eddi|zuHause> | here, 4-lane roads within cities can go up to 80km/h, but all crossings with traffic lights are limited to 70km/h |
| 09:44 | <Maedhros> | there aren't really any rules like that here |
| 09:45 | <Maedhros> | villages tend to be 30mph, unless they're on a main road, in which case they can be up to 60mph |
| 09:45 | <Maedhros> | residential parts of towns can be 20mph, but main roads in towns can be up to 60mph, or 70mph if they're dual carriageways |
| 09:45 | <Maedhros> | it's usually 30 or 40mph though |
| 09:46 | <eekee> | here anything with street lights is 30mph unless there's little repeater signs. Anything without is 60mph if not dual carrigeway, 70mph if d/c; again unless repeaters. They've recently brought the speed limits down all over the country though, lots of extra signs |
| 09:51 | <Eddi|zuHause> | sure i mean with special speed signs... |
| 09:52 | <Eddi|zuHause> | i have not seen 100km/h roads within city limits... usually they have a "city exit" sign on the onramp |
| 09:53 | <eekee> | yeah |
| 09:53 | <SmatZ> | we have 50kmh city limits, 80kmh limit for highways/speedways in city, 90 outside the city, 130 outside city highways/speedways |
| 09:54 | <SmatZ> | limit can be increased by up to 30 kmh by a sign |
| 09:54 | <SmatZ> | but i have not seen any speed limit incease outside the city... |
| 09:55 | <SmatZ> | speedway = 4 lane road |
| 09:55 | <SmatZ> | only some 4-lane road are speedways ... they are just some kind of worse highways :) |
| 09:56 | <Eddi|zuHause> | autobahn is never within city limits, and speed is unlimited unless otherwise mentioned (for cars < 3,5t) |
| 09:57 | <Eddi|zuHause> | rules for autobahn also apply to similar roads that are not declared as autobahn |
| 09:57 | <SmatZ> | Deutschland has very liberal road rules :) |
| 09:57 | <Eddi|zuHause> | i.e. 4 lanes and a barrier in the middle |
| 09:58 | <Zr40> | what's with the german names? :) |
| 10:02 | <SmatZ> | I really dislike the 0.0 limit for alcohol... not because I would like to drive drunk, but because sometimes one cannot be sure if he doesn't have like 0.1 :( |
| 10:02 | <Eddi|zuHause> | they're names... neither "highway" (= 'Hochstraße') nor "speedway" (= 'Schnellstraße') i consider proper translations |
| 10:02 | <Smoovious> | here the max is 0.08 |
| 10:02 | <SmatZ> | 0.08 % ? |
| 10:03 | <Smoovious> | yeah... 0.1 is pretty drun |
| 10:03 | <Smoovious> | k |
| 10:03 | <Zr40> | Eddi|zuHause: well, german *words* just look odd in non-german languages :) but if it's a name, capitalize the first letter :) |
| 10:03 | <SmatZ> | afaik, in Britain, the is 0.08 %, 0.05 in Germany, Austria and many other countries |
| 10:03 | <SmatZ> | but we have 0... I was talking about 0.1 prom, 0.01% |
| 10:03 | <Eddi|zuHause> | Zr40: i (almost) never capitalise in IRC |
| 10:04 | <Eddi|zuHause> | i consider it spoken language... |
| 10:04 | <Smoovious> | ah |
| 10:04 | <Zr40> | yet, you capitalize IRC |
| 10:04 | <SmatZ> | :) |
| 10:04 | <Eddi|zuHause> | yes, abbreviations are an exception to the rule :) |
| 10:05 | <Smoovious> | IRC = Internet Relay Chat... irc = infectious rectal chaffing |
| 10:05 | <SmatZ> | :-D |
| 10:06 | <Eddi|zuHause> | Zr40: additionally, they are technically not names in the sense of "John" or "Germany" |
| 10:07 | <Eddi|zuHause> | and i have seen native english speakers use the word "autobahn" |
| 10:08 | <ln-> | i.e. it's a noun, but not a proper noun. |
| 10:09 | <Zr40> | have those native English speakers been to G |