| --- | Log | opened Mon Jun 18 00:00:40 2007 |
| 00:19 | <Giddorah> | G'morning everyone :) |
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| 00:51 | <|Gekkko|> | Hey |
| 00:51 | <|Gekkko|> | i just got the latest nightly |
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| 00:52 | <Gekko> | trams are disabled? |
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| 03:17 | <CIA-1> | OpenTTD: miham * r10196 /trunk/src/lang/ (japanese.txt slovenian.txt): |
| 03:17 | <CIA-1> | OpenTTD: -Update: WebTranslator2 update to 2007-06-18 10:15:44 |
| 03:17 | <CIA-1> | OpenTTD: japanese - 2 fixed by ickoonite (2) |
| 03:17 | <CIA-1> | OpenTTD: slovenian - 3 fixed by Necrolyte (3) |
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| 04:54 | <TrueBrain> | lalalaa |
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| 05:27 | <TrueBrain> | you guys are boring! |
| 05:28 | <Gekko> | No i"m not. |
| 05:29 | <TrueBrain> | proof me wrong ;) |
| 05:30 | <Gekko> | lol prove not proof |
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| 05:31 | <Gekko> | I like to fly planes upside down |
| 05:31 | <Gekko> | put that in OpenTTD |
| 05:31 | <Rubidium> | Gekko: trams are not enabled when you don't have a newgrf that adds trams |
| 05:31 | <Gekko> | Rubidium: I relised that :) |
| 05:31 | <Gekko> | wow nice typo I have there |
| 05:31 | <Gekko> | >_> |
| 05:31 | <Gekko> | realised. |
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| 05:42 | <eekee> | Can you make a truck with a null cargo, but refittable? I mean, could I make a GRF with chassis cab trucks refittable to carry wood / ore / coal/ etc? |
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| 05:48 | <CIA-1> | OpenTTD: rubidium * r10197 /trunk/src/ (45 files in 4 dirs): -Codechange: replace int32 with CommandCost where appropriate. |
| 05:48 | <Eddi|zuHause2> | i see no reason why it shouldn't be |
| 05:49 | <Gekko> | eekee: sounds cool :) |
| 05:49 | <eekee> | ^^ |
| 05:50 | <Gekko> | eekee: you could make them carry 2 passengers initially |
| 05:50 | <Gekko> | two seats :P |
| 05:50 | <eekee> | hehe ya |
| 05:50 | <Gekko> | if people actually use it, they're idiots :) |
| 05:50 | <Gekko> | or me... |
| 05:50 | <Gekko> | lol |
| 05:50 | <eekee> | XD |
| 05:50 | <Gekko> | that sounds really cool though |
| 05:51 | <Gekko> | is there still a max. limit of vehicles that can be added to TTD? |
| 05:51 | <eekee> | I'm thinking of realism, & also freeing up road vehicle ID #s |
| 05:51 | <Gekko> | because that could be a way to minimize that problem. |
| 05:51 | <Gekko> | so you are on the same page as me :D |
| 05:51 | <eekee> | yep hehe, you can't actually /add/ any, only reuse numbers. |
| 05:51 | <Gekko> | goods truck could also be a food truck |
| 05:51 | <Gekko> | without looking odd. |
| 05:52 | <eekee> | Yeah & you can use 2nd company color to distinguish them. UKRS does that with it's train trucks |
| 05:52 | <Eddi|zuHause2> | yeah, like the wagons in the DBSet, they can be refitted to a lot of stuff |
| 05:52 | <Gekko> | Iron Ore and Steel in one truck |
| 05:53 | <Gekko> | Paper rolls in an oil tanker? xD |
| 05:53 | <Eddi|zuHause2> | that wouldn't work very well... |
| 05:53 | <Gekko> | mail truck and a paper truck? |
| 05:53 | <eekee> | paper trucks in TTD are flat bed, so they go with steel, wood, etc |
| 05:54 | <Gekko> | that's daft |
| 05:54 | <Gekko> | wouldnt the paper blow away? |
| 05:54 | <Gekko> | xD |
| 05:54 | <eekee> | no it's on tonne+ reels :D |
| 05:54 | <Gekko> | lol |
| 05:54 | <Gekko> | I <3 Purno's 2cc railset |
| 05:54 | <Gekko> | which hasnt been released yet |
| 05:55 | <eekee> | ever visited a printing factory IRL? A real production one, not a museum keeping little old flatbed presses running |
| 05:55 | <Gekko> | yes |
| 05:55 | <Gekko> | yes i have |
| 05:55 | <eekee> | The paper reels an be 1-5 tonnes or more :D |
| 05:55 | <Gekko> | but I'm not quite away alright? |
| 05:56 | <Gekko> | awake... |
| 05:56 | <Gekko> | not away |
| 05:56 | <Gekko> | my brain is away |
| 05:56 | <eekee> | okay, fair enough |
| 05:56 | <Gekko> | will there ever be a point where more vehicles could be added? |
| 05:57 | <Eddi|zuHause2> | if you program it... |
| 05:57 | <eekee> | someone sugested it in this thead in the TTDPatch graphics forums, & I think someone said it would break a lot of stuff. I'm always skeptical of such breakage claims, but they usually mean a lot more work would have to be put in |
| 05:58 | <Gekko> | because you'd have to tell everything that 5 isnt the last number |
| 05:58 | <Gekko> | 7 is |
| 05:59 | <Gekko> | they'd all be like "BUT ITS BEEN 5 SINCE 1995! I AINT CHANGIN'." |
| 05:59 | <Gekko> | OpenTTD hits it with some trout, it's all good. |
| 05:59 | <eekee> | hehe |
| 06:00 | <Gekko> | 10kb/s breaks my balls. |
| 06:01 | <eekee> | bahahahaha >D |
| 06:01 | <eekee> | http://www.tt-forums.net/viewtopic.php?p=598232#598232 |
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| 06:01 | <eekee> | That's in the TTDPatch gfx forum since that's where the thread that gave me the idea was |
| 06:02 | <Gekko> | lol |
| 06:02 | <Gekko> | high five. |
| 06:03 | <eekee> | ^_^ |
| 06:04 | <CIA-1> | OpenTTD: rubidium * r10198 /trunk/src/fileio.h: -Fix (r10194): did not search all search paths. |
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| 06:08 | <Purno> | Gekko , thanks |
| 06:09 | <Gekko> | :D |
| 06:09 | <Gekko> | when do you think it will be nearly complete? |
| 06:09 | <Gekko> | couple of months? |
| 06:09 | <Purno> | can't say |
| 06:09 | <Purno> | the coder will have very little time the coming years |
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| 06:11 | <eekee> | years? New baby? New job? |
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| 06:16 | <Gekko> | release the unclean code and allow someone to fix it? |
| 06:16 | <eekee> | It's probably already in an accessable branch isnt' it? |
| 06:17 | <eekee> | Hey does OTTD support new industries? I ask because I loaded up the mars conversion grf & the industries retained the Toyland names and... squeaks... D: |
| 06:17 | <Rubidium> | not yet, but it's under development |
| 06:17 | <eekee> | ok cool |
| 06:18 | <eekee> | I can still rename industries & cargos with action 4 can't I? |
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| 06:19 | <Maedhros> | cargos yes, industries no |
| 06:23 | <eekee> | dang :/ |
| 06:23 | <eekee> | ah well |
| 06:27 | <eekee> | Can I restrict the available bridges for each track type, or or change the bridge speed / cost / length settings? |
| 06:28 | <@peter1138> | http://wiki.openttd.org/index.php?title=Peter1138/NewBridges |
| 06:28 | <@peter1138> | ^^ that's how far i got with documenting my plans for bridges :o |
| 06:29 | <eekee> | k :D |
| 06:29 | <eekee> | LOL ok |
| 06:30 | <@peter1138> | actually i have a little more than that |
| 06:30 | <@peter1138> | but only a little;) |
| 06:31 | <eekee> | ok hehe |
| 06:31 | <@peter1138> | but speed, cost & length are adjustable, iirc |
| 06:31 | <@peter1138> | track type restriction isn't |
| 06:31 | <eekee> | ahh cool cool |
| 06:33 | <eekee> | I'm checking what can be done now, because I'm making a lunar 'climate' & would rather make it & get it out there than wait for new features |
| 06:34 | <Gekko> | I'm out peeps, cya later |
| 06:34 | <eekee> | bai! |
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| 06:40 | <Phazorx> | lunar climate? |
| 06:41 | <Phazorx> | no plains or combustion engine, 1/6th of gravity? |
| 06:41 | <Phazorx> | and ability to throw cargo rather than transporting some tiles away :) |
| 06:41 | <mikegrb> | just don't throw it too hard, might go into orbit |
| 06:42 | <Phazorx> | ... and there is no water too as well as treess |
| 06:42 | <Phazorx> | and instead of nlo crashing/disasters you get lunahod robbing your trains |
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| 06:42 | <TheJosh> | hey all |
| 06:44 | <Phazorx> | hey |
| 06:44 | <eekee> | hiyya |
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| 06:45 | <eekee> | Phazorx: :D I didn't think of throwing or lunahod, but ya! |
| 06:45 | <Phazorx> | well it will be boring w/o it |
| 06:45 | <eekee> | :P |
| 06:46 | <Phazorx> | and instead of transmiter tower - appolo program remains and unremovable US banners |
| 06:46 | <eekee> | You want to code the throwing transport then? :D |
| 06:46 | <Phazorx> | actually i'd rather code something stats related |
| 06:46 | <Phazorx> | similar to long forgotten stats patch |
| 06:47 | <eekee> | fairy snuff |
| 06:47 | <Phazorx> | i have a feelign industries will be scarce there tho |
| 06:48 | <mikegrb> | a golf ball factory |
| 06:49 | <eekee> | XD |
| 06:49 | <eekee> | Phazorx: so should towns..... |
| 06:49 | <Ailure> | hmm |
| 06:49 | <Ailure> | imagine the industry chains |
| 06:49 | <Phazorx> | why ? little grays are crawling all other the place there |
| 06:49 | <Ailure> | if you had to include every minor industry in existance |
| 06:49 | <eekee> | hehehe |
| 06:49 | <eekee> | hehe Ailure |
| 06:49 | <Phazorx> | i can see cheese mine being a part of some chain for sure btw :) |
| 06:50 | <eekee> | pffff XD |
| 06:50 | <Phazorx> | gotta give props to Mr Jules Verne |
| 06:50 | <TheJosh> | hey i just did a svn update (to 10178) and it wont compile anymore |
| 06:50 | <eekee> | ooh yum, blue brie |
| 06:50 | <Phazorx> | heh that answers whether we want to test your patch btw :) |
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| 06:51 | <eekee> | ^^; |
| 06:51 | <TheJosh> | no it was comipling before the update |
| 06:51 | <TheJosh> | ill test with a vanilla build |
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| 06:52 | <eekee> | funny, I thought I grabbed 10179 with svn but it's reading as 10178 |
| 06:53 | <TheJosh> | there is a configure option to change that |
| 06:54 | <eekee> | oh? |
| 06:54 | <TheJosh> | now its compiling, but when i go to update the other one again, I get 'inconsistant newlines' so annoying |
| 06:54 | <TheJosh> | ./configure -r i think |
| 06:54 | <eekee> | ah, ty |
| 06:54 | <hylje> | eekee: if the nightly revision is a commit elsewhere than trunk, trunk gets inconsistent revisions |
| 06:54 | <eekee> | oic! |
| 06:55 | <TheJosh> | all thorough it? its such a pain |
| 06:55 | <eekee> | ah no big deal then |
| 06:55 | <hylje> | eekee: compile farm sets the exact revision |
| 06:55 | <eekee> | (not for me anyway) |
| 06:55 | <TheJosh> | it only happens to my texteff.cpp |
| 06:55 | <hylje> | and local copy gets it from svn, which thinks the trunk's rev is a bit lower |
| 06:56 | <eekee> | hylje: I often play with a friend who compiles fron svn |
| 06:56 | <eekee> | *from |
| 06:56 | <TrueBrain> | [13:54][13:54] <hylje> eekee: if the nightly revision is a commit elsewhere than trunk, trunk gets inconsistent revisions <- what kind of gibberish are you talking? |
| 06:56 | <hylje> | english |
| 06:56 | <eekee> | svn-gibberish, I thought |
| 06:57 | <eekee> | Made some sense to me, the svn counting revisions whether or not they're in trunk, but maybe I've only half thought it through |
| 06:58 | <TrueBrain> | svn commits are global, no matter where they go |
| 06:58 | <TrueBrain> | so it happens that 'trunk' skips revisions from time to time |
| 06:58 | <TrueBrain> | but both 10179 and 10178 are in trunk |
| 06:58 | <TrueBrain> | also, the make-system knwos about it, and uses the last revision that was a commit to the trunk |
| 06:58 | <eekee> | Ah yes, what I thought was happening |
| 06:58 | <hylje> | it appears make uses the revision as in svn info |
| 06:59 | <TrueBrain> | (say, revision 1 and 3 are in trunk, but 2 and 4 are not, and you do a checkout, you get a compile with revision 3) |
| 06:59 | <eekee> | yeah that's what I understood hylje's statement to mean |
| 06:59 | <TrueBrain> | it has little to do with 'nightly revision' :s |
| 06:59 | <hylje> | just as planned |
| 07:00 | <eekee> | hehe |
| 07:00 | <hylje> | TrueBrain: the revision that is picked in compile-farm |
| 07:00 | <TrueBrain> | hylje: is always the latest version commited to the trunk |
| 07:00 | <TrueBrain> | which is always the version you get when you do a checkout at the same time |
| 07:02 | <TrueBrain> | in other words: if you tihnk you need to change the revision number manually, you did something wrong. |
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| 07:02 | <hylje> | well |
| 07:03 | <hylje> | sometimes when i update to a revision (svn up), the default configure's perceived revision is not the same as the revision given to svn up |
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| 07:03 | <eekee> | heh, if you grab the source tarball from the nightlies page you have to set the revision manually. Why is that? |
| 07:03 | <TrueBrain> | if you do not override the revision via configure, the make system always uses the right revision |
| 07:03 | <TrueBrain> | eekee: as it isn't a SVN checkout ;) |
| 07:04 | <eekee> | oh mew |
| 07:04 | <TrueBrain> | hmm, we might be able to fix that though... |
| 07:04 | <eekee> | ^^ |
| 07:04 | <hylje> | magic! |
| 07:04 | <eekee> | heheee |
| 07:04 | <TrueBrain> | hmm, good one eekee |
| 07:04 | <eekee> | ^^' |
| 07:04 | <@peter1138> | TrueBrain: then when somebody modifies it it won't show as M |
| 07:04 | <TrueBrain> | peter1138: very true |
| 07:04 | <TrueBrain> | so we might just want to postfix it with S or something |
| 07:04 | <TrueBrain> | as in: source-tarball |
| 07:05 | <TrueBrain> | so: opentd-r10101S |
| 07:05 | <TrueBrain> | at least gives a tiny bit more info |
| 07:05 | <TrueBrain> | hmm |
| 07:05 | <TrueBrain> | no, useless |
| 07:05 | <TrueBrain> | you are right :) |
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| 07:08 | <Eddi|zuHause2> | it also won't show M if they force the revision... |
| 07:09 | <TrueBrain> | Eddi|zuHause2: but in that case they are informed about the risk they are taking |
| 07:09 | <TrueBrain> | we can only advise people, never disallow it |
| 07:09 | <TrueBrain> | (the nature of Open Source ;)) |
| 07:11 | <eekee> | ^^' |
| 07:12 | <Eddi|zuHause2> | for that case, you could create a checksum over all source files... if it does not match, add an M |
| 07:12 | <@peter1138> | heh |
| 07:12 | <@peter1138> | too much effort |
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| 07:18 | <Smoovious> | as long as we're talking revisions... whenever I compiled with vc2005, via svn, althought I haven't tried to compile in the past month, it always came up norev000... where would I set the rev? |
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| 07:29 | <eekee> | that's odd... you know rail & monorail have sprites of just the track in \ / | _ directions? Where's the equivalent maglev junctions? |
| 07:29 | <hylje> | missing |
| 07:29 | <Maedhros> | no, just hard to see |
| 07:29 | <Maedhros> | most of the maglev track is actually the ground tile |
| 07:30 | <hylje> | :o |
| 07:30 | <Maedhros> | the track itself is the black bars that go across the grey bit |
| 07:31 | <hylje> | whoa |
| 07:31 | <eekee> | yeah... |
| 07:31 | <eekee> | I can't even find sprites for the black bars. *looks harder* |
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| 07:40 | <eekee> | Ahuh! I think I have them |
| 07:41 | <eekee> | yep: sprites 1169-1173 in trg1r |
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| 07:43 | <eekee> | ok brain derailed. I don't need the bars I need the track. *cuts out* |
| 07:43 | <hylje> | derailed :o |
| 07:44 | <eekee> | hehe |
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| 07:54 | [~] | eekee wonders whether to keep the ditches either side of maglev track or just lay the cut-out tracks on flat terrain for a slightly neater look |
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| 08:30 | <Gekko> | loins! |
| 08:30 | <Gekko> | whats new coming to openttd |
| 08:30 | <Gekko> | ? |
| 08:31 | <Biff> | naked girls |
| 08:31 | <dihedral> | yay |
| 08:31 | <Gekko> | oh rly? |
| 08:31 | <Gekko> | on buses or what |
| 08:31 | <Gekko> | :) |
| 08:32 | <Nickman> | no, real naked girls ;) |
| 08:32 | <Nickman> | in 32bpp |
| 08:32 | <dihedral> | does autoclean_protected = 0 no protected companies get ignored, or their pass gets cleared right away? |
| 08:32 | <SmatZ> | Naked Girls tileset |
| 08:33 | <dihedral> | talking about 0.5.2 |
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| 08:33 | <Gekko> | Nickman: :o |
| 08:33 | <Gekko> | reaaaaaaaally? |
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| 08:34 | <SmatZ> | Gekko: the reason why this thread exists -> http://tt-forums.net/viewtopic.php?t=2083&postdays=0&postorder=asc&start=4200 |
| 08:37 | <Gekko> | eh? |
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| 08:37 | <SmatZ> | nevermind, sometimes I try to be funny :( |
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| 08:40 | <Gekko> | lol |
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| 08:41 | <Gekko> | why dont we turn boat #'ds into trains? |
| 08:41 | <Gekko> | ;screw boats xD |
| 08:41 | <Gekko> | I <3 Trams. |
| 08:42 | <Gekko> | it got hit by a train twice >.> |
| 08:45 | <eekee> | trams you have to wait for the crashed one to go before letting it's clone leave the depot |
| 08:46 | <Gekko> | why |
| 08:46 | <eekee> | otherwise the clone will wait behind the crashed one until it clears... and then move onto the tracks regardless of whether there's a train on them or not! |
| 08:47 | <Gekko> | haha |
| 08:47 | <eekee> | wierd lol |
| 08:47 | <Gekko> | take that serbian tram! |
| 08:47 | <eekee> | boom! |
| 08:48 | <Gekko> | any other tram grfs? |
| 08:48 | <Gekko> | serbian angers the blood |
| 08:48 | <Gekko> | slavic anglicised *shivers* |
| 08:49 | <eekee> | there's a german set, and a UK set under construction |
| 08:49 | <Gekko> | hmm |
| 08:50 | <Gekko> | how hard is it to make a grf? |
| 08:50 | <Gekko> | i'd make an aussie tram set if itt was ewasy |
| 08:51 | <Eddi|zuHause2> | there's a tutorial on the ttdpatch wiki |
| 08:52 | <Gekko> | that wasnt my question. |
| 08:52 | <Eddi|zuHause2> | it is usually not hard to follow a tutorial :p |
| 08:53 | <Eddi|zuHause2> | and no, it is not an answer to your question, but a hint on how you can answer it yourself... |
| 08:54 | <eekee> | I followed that tutorial but used data from the Serbian set instead of the original, & made a couple other changes, came up with a refittable tram fairly easily. Took me time, & double-checking, but it wasn't hard as such |
| 08:55 | <Gekko> | how long did it take? |
| 08:55 | <Gekko> | my trams wil be green with the company stripe with medfium windows |
| 08:56 | <eekee> | afternoon & evening, for one tram. This is starting from knowing nothing about trams |
| 08:56 | <Gekko> | excellent |
| 08:56 | <eekee> | ^^ |
| 08:56 | <Gekko> | tomorrow, or 16 hours |
| 08:57 | <eekee> | ^^ |
| 08:57 | <Gekko> | i shall attempt. |
| 08:57 | <Gekko> | linux for the win! |
| 08:57 | <Gekko> | time to learn xara, mtpaint & gimp |
| 09:00 | <eekee> | ^^ |
| 09:00 | <eekee> | I'm using gimp, never even heard of the other 2. |
| 09:01 | <eekee> | I don't think gimp's ideal for paletized art, but I don't know if pain programs that are would be any good for the saturation & contrast changes I'm making |
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| 09:09 | <Gekko> | eekee: try mtpaint |
| 09:09 | <eekee> | k |
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| 09:10 | <eekee> | Gekko: Does it have layers? Because they're, like, my modus operandii |
| 09:11 | <vertigo> | Does someone know how to fix this "problem / bug" http://i26.photobucket.com/albums/c103/vertigo117/hmmz.png |
| 09:12 | <Gekko> | eekee: dunno, try it? |
| 09:12 | <eekee> | mew, k |
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| 09:22 | <eekee> | ere, anybody know if 1/6th gravity would mean 1/6th the tractive effort, for ordinary rail locos? |
| 09:23 | <Gekko> | ? |
| 09:24 | <Gekko> | lol |
| 09:25 | <Phazorx> | eekee: steem and disel wont work there btw |
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| 09:25 | <eekee> | Phazorx: you don't say? :) |
| 09:25 | <Phazorx> | and yes traction will be proportionaly smaller since friction is based on weight not mass |
| 09:26 | <Phazorx> | eekee: i meant they should not :) |
| 09:26 | <eekee> | :) |
| 09:26 | <eekee> | hehe |
| 09:26 | <eekee> | muclear-powered steam engine..... |
| 09:26 | <Phazorx> | possible |
| 09:27 | <XeryusTC> | Phazorx: most friction comes from air friction, not roll friction |
| 09:27 | <Phazorx> | train crash would mean end of game tho |
| 09:27 | <XeryusTC> | especially on the higher speeds |
| 09:27 | <Phazorx> | XeryusTC: eh... traction effort? |
| 09:27 | <@peter1138> | heh, vertigo... |
| 09:27 | <@peter1138> | but they left :/ |
| 09:27 | <eekee> | XeryusTC: if it wasn't for roll friction, the train couldn't flipping start moving :D |
| 09:27 | <Phazorx> | and btw - another bonus |
| 09:27 | <eekee> | it's /that/ friction we're talking about |
| 09:27 | <XeryusTC> | eekee: barrings... |
| 09:27 | <Phazorx> | no air no resistance |
| 09:27 | <eekee> | I knoooooow! |
| 09:28 | <Gekko> | eekee: put a tr_ain in a vacuum |
| 09:28 | <Phazorx> | i meant that for XeryusTC as responce to his comment |
| 09:28 | <Gekko> | test theories. |
| 09:28 | <Phazorx> | actualy |
| 09:28 | <Phazorx> | there will be tons of air like friction there |
| 09:28 | <eekee> | oh sorry |
| 09:28 | <Phazorx> | due to dust |
| 09:29 | <eekee> | hmm, train vibration will kick up a bit.... |
| 09:29 | <Phazorx> | so nice 'steam smoke' effect can be put to use even on mlevs |
| 09:29 | <Gekko> | openttds |
| 09:29 | <Gekko> | s4space |
| 09:30 | <eekee> | do you think a mag-lev will kick up much? I'm thinking mag-levs will be used a lot since the lift is cheaper & ordinary rails so much less effective |
| 09:30 | <Gekko> | trains to mars from earth lool. |
| 09:30 | <Phazorx> | well ground vibration will raise dust |
| 09:30 | <Phazorx> | wont matter what kind of poer source they use |
| 09:30 | <Phazorx> | actualy |
| 09:30 | <Phazorx> | mlev howvers right ? |
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| 09:32 | <Phazorx> | so theoretically there will be less physical dislocation of track in case of mlev |
| 09:32 | <eekee> | yeah, but it's kept up & pulled along by magnets in the track as well as the train. |
| 09:32 | <eekee> | Yeah, a little, but not much. |
| 09:32 | <Phazorx> | problem is - 1/6 of gravity means dust coulds hang for hours/days |
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| 09:33 | <Phazorx> | oh yeah... ramps |
| 09:33 | <Phazorx> | accelerating up will be same or harder issue, but maintaining sped will be 6 times easier |
| 09:34 | <Gekko> | lol flight |
| 09:34 | <Gekko> | from hills |
| 09:34 | <eekee> | hahaha |
| 09:35 | <eekee> | Will have to limit maglevs to below the lunar escape velocity.... actually no, we won't! The track could pull down as easily as up |
| 09:36 | <Gekko> | lol |
| 09:36 | <eekee> | (remember it pulls left-right automatically in a self-correcting way too) |
| 09:37 | <Phazorx> | it will pull track as much up as train down |
| 09:37 | <SmatZ> | you dont need planes, you can just throw the goods from one place to another |
| 09:37 | <Phazorx> | and given amount of trains coopers games have - with some luck and resonance effect we can deorbit the moon :) |
| 09:38 | <eekee> | XDDD |
| 09:38 | <Phazorx> | SmatZ: from and throw path - no doubt |
| 09:38 | <Phazorx> | however no one canceled mass along with gravity |
| 09:38 | <Phazorx> | meaning goods will be a bit.... damaged on arrival |
| 09:38 | <eekee> | :) |
| 09:39 | <Phazorx> | desipte ease of takeoff :) |
| 09:39 | <SmatZ> | :-) |
| 09:39 | <Gekko> | Phazorx: no American spelling. |
| 09:39 | <eekee> | ooh... mag-lev accellerator launched 'planes' |
| 09:39 | <Phazorx> | american? |
| 09:39 | <Gekko> | cancelled or nada :P |
| 09:40 | <eekee> | The americans have sane spelling lol |
| 09:40 | <Gekko> | nein. |
| 09:40 | <CIA-1> | OpenTTD: KUDr * r10199 /trunk/src/yapf/yapf_costrail.hpp: -Fix [FS#884, YAPF]: 'target_seen' flag that is set prematurely in some cases (1 tile long cached segment followed by target station) stops on assert (immeR) |
| 09:40 | <Phazorx> | sorry, lack of sleep affects my brainpowered spellchecker |
| 09:40 | <Phazorx> | and i rarely bother to correct mistakes anyway |
| 09:40 | [~] | eekee is British, has to put up with arcane wierdness introduced by a franglophillic royalty over the last few hundreds of years |
| 09:41 | [~] | Gekko is Australian, UK's alien offspring. |
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| 09:41 | [~] | Phazorx has excuse of being russian, and english being 3rd language :o) |
| 09:41 | <eekee> | :) |
| 09:42 | <Gekko> | liar! |
| 09:43 | <eekee> | Oh my nephews became Australian citizens recently. Their dad was born there, but his family moved away when he was like, 1 month old, lol |
| 09:43 | <Gekko> | owned. |
| 09:44 | <eekee> | hehe |
| 09:44 | <Gekko> | i was 3 when ttd came out >.> |
| 09:44 | <Gekko> | 8 when i played dos version |
| 09:44 | <eekee> | ^^ |
| 09:44 | <eekee> | ever play toyland? |
| 09:45 | [~] | eekee guesses no, or not for long <_<; |
| 09:45 | <Gekko> | never. |
| 09:45 | <eekee> | heh ^^ |
| 09:45 | <Gekko> | so gay. |
| 09:45 | <Gekko> | arctic <3 |
| 09:45 | <eekee> | ^^ |
| 09:46 | <eekee> | Arctic.. tropical... didn't like temperate so much, the green gets on my nerves after a bit |
| 09:46 | <@peter1138> | heh |
| 09:46 | <eekee> | or used to, I've got hardened to such things, lol |
| 09:47 | <Phazorx> | stolen trees... thats's a one big reason to play temperate |
| 09:47 | <Gekko> | green makes me angry. |
| 09:50 | <eekee> | makes me feel a bit... sorta ill, especially in the shade that TTD temperate uses |
| 09:50 | <Gekko> | lol |
| 09:51 | <eekee> | Tropical's not so bad, but I still find I much prefer to look at the brown areas |
| 09:54 | <Gekko> | me too :) |
| 09:54 | <Eddi|zuHause2> | i hate the brown "grass" of arctic... |
| 09:54 | <Gekko> | i love the farms |
| 09:54 | <Gekko> | after i nuke em:: |
| 09:55 | <Eddi|zuHause2> | i think we should get the alpine set supported... |
| 09:55 | <Gekko> | supported? |
| 09:55 | <Gekko> | wait alpine |
| 09:55 | <eekee> | mmm, I find it a bit icky too |
| 09:56 | <Gekko> | thats pure snow. |
| 09:56 | <eekee> | heheh |
| 09:57 | <Eddi|zuHause2> | Gekko: http://www.ewetel.net/~michael.blunck/ttd/alpineclimate.html |
| 09:57 | <Gekko> | seen it i believe |
| 09:58 | <Eddi|zuHause2> | i think it requires newindustries |
| 09:58 | <Gekko> | cool. |
| 09:58 | <Eddi|zuHause2> | and probably other stuff like varying snowline is not implemented |
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| 09:59 | <@peter1138> | it is actually |
| 10:00 | <Eddi|zuHause2> | cool... but it's just a minor feature :) |
| 10:00 | <Gekko> | i need sleep nowe |
| 10:00 | <Gekko> | ttyl guys b:) |
| 10:00 | <@peter1138> | yeah, and another one we stole ;p |
| 10:00 | <eekee> | nite |
| 10:01 | <Eddi|zuHause2> | why invent new features if there are still so many to steal :p |
| 10:03 | <eekee> | :D |
| 10:05 | [~] | eekee goes to research lunar dust |
| 10:06 | <eekee> | oh btw, I think we should steal ttdpatch features :) I'm gettign jealous of their grf lol! |
| 10:08 | <@Belugas> | not steal. Honnour their work by implementing it. |
| 10:08 | <@Belugas> | looks better ;) |
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| 10:13 | <eekee> | Yeah :) |
| 10:13 | <skidd13> | Is newgrf action5 type 09 supported? |
| 10:13 | <skidd13> | aka one way road arrows? |
| 10:14 | <Maedhros> | yup |
| 10:15 | <eekee> | ooh |
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| 11:00 | <Digitalfox> | Hi everybody :) |
| 11:01 | <TrueBrain> | hi Digitalfox |
| 11:03 | <Digitalfox> | I'm starting a new game and some settings from 10199 are new to me, since I've been playing a savegame from the 95** revision and didn't update it since newgrf patch change ( caused me problems ).. What does "smooth viewport scrolling" does? Searched the wiki but it's not there yet.. |
| 11:04 | <TrueBrain> | switch it on :) |
| 11:04 | |-| | Jezral [~projectjj@users.kollegienet.dk] has joined #openttd |
| 11:05 | <Digitalfox> | TrueBrain: My idea was also to put the description on wiki, since it's not there :) |
| 11:05 | <TrueBrain> | then ask peter1138 :) |
| 11:05 | <Digitalfox> | But i'll try and see if i can understand what it does ;) |
| 11:05 | <TrueBrain> | peter1138: |
| 11:05 | <TrueBrain> | peter1138 is all knowing :) |
| 11:05 | <Digitalfox> | yep :) |
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| 11:09 | <Digitalfox> | What is a good default service interval for aircraft when breakdown are disabled and my only care is accidents with aircraft? |
| 11:10 | <Digitalfox> | 400 days? |
| 11:10 | <TrueBrain> | 0 |
| 11:10 | <Digitalfox> | lol |
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| 11:10 | <@peter1138> | no servicing is necessary if breakdowns are disabled |
| 11:11 | <izhirahider> | Digitalfox, "smooth viewport scrolling": "deslocamento suave do ecrã quando usas o rato" |
| 11:11 | <izhirahider> | now try to cramp that up into a translation, impossible |
| 11:11 | <Digitalfox> | izhirahider: Oh ok :) Obrigado.. |
| 11:15 | <elmex> | wow. i'm gone for one week and there is some weird bi-directional pbs floating around the wiki |
| 11:15 | <TrueBrain> | the wiki has many things |
| 11:15 | <TrueBrain> | is not really related to your not being here :) |
| 11:20 | <Digitalfox> | but peter1138, aircraft reliability doesn't influence accidents?? I thought so... :\ |
| 11:21 | <Digitalfox> | I thought the lower more accidents would occur. |
| 11:22 | <@peter1138> | nope, it's just random |
| 11:23 | <Digitalfox> | oh ok, thanks for explaining :) |
| 11:25 | <Smoovious> | and if breakdown are diabled, also look to see if servicing is also disabled |
| 11:26 | <@peter1138> | that's a patch option, yeah |
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| 11:35 | <stillunknown> | What was the shortcut for transparency options? |
| 11:35 | <+glx> | ctrl-x |
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| 11:43 | <CIA-1> | OpenTTD: rubidium * r10200 /trunk/src/ (13 files in 3 dirs): -Codechange: add "shortcut" for !CmdFailed (CmdSucceeded). |
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| 11:44 | <skidd13> | Do one way arrows affect trams? |
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| 11:45 | <Maedhros> | skidd13: no |
| 11:46 | <stillunknown> | By design? |
| 11:46 | <stillunknown> | Or just happens to be that way. |
| 11:46 | <skidd13> | I wonderd cause arrows on rail crossings are permitted but on tram crossings allowed. |
| 11:47 | <stillunknown> | permitted == allowed |
| 11:47 | <stillunknown> | You're missing a not somewhere ;-) |
| 11:47 | <skidd13> | ups. permitted -> not allowed |
| 11:48 | <Maedhros> | they're ignored by design |
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| 11:49 | <Wolf01> | hello |
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| 11:56 | <Wolf01> | ok, again at work at brickland! |
| 11:58 | <stillunknown> | brickland is? |
| 11:59 | <@peter1138> | Wolf01's 32bpp toyland replacement |
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| 12:01 | <stillunknown> | But toyland is already perfect. |
| 12:01 | <@peter1138> | alright |
| 12:01 | <stillunknown> | Perfectly broken that is ;-) |
| 12:01 | <@peter1138> | Wolf01's new 32bpp landscape |
| 12:02 | <Wolf01> | and houses and vehicles... |
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| 12:09 | <TrueBrain> | I wonder if he can get it finished, would be fun :) |
| 12:13 | <Wolf01> | eh, if i can finish the landscape i think i can finish the whole project |
| 12:13 | <Wolf01> | doesn't matter how much time |
| 12:13 | <Wolf01> | i take |
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| 12:19 | <dihedral> | TrueBrain: nearly got the openttdlib php class ready |
| 12:19 | <Noldo> | phplib? |
| 12:20 | <dihedral> | a class to query your server and get back stats, like the masterserver does |
| 12:20 | <dihedral> | i.e. for your own website |
| 12:21 | [~] | Rubidium is always going to like the C++ variant because that has a maintainability cost of about 0 :) |
| 12:22 | [~] | dihedral does not know c++ to be pleasing Rubidium in such a way :-P |
| 12:23 | <dihedral> | and as it was php before it was given to me, i am mainly doing a tidy up job |
| 12:23 | <dihedral> | besides it had already been removed from svn when i started working on it |
| 12:24 | <dihedral> | + a c++ variant could be a little more tricky to include in webpages :-P |
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| 12:26 | <Rubidium> | dihedral: true, but the C++ has free maintainability; *if* you change the network game server querying protocol, the C++ variant only needs a svn up && make |
| 12:26 | <TrueBrain> | but the need for a PHP lib is understandable |
| 12:26 | <TrueBrain> | as not everyone can run a C++ application on his webhost ;) |
| 12:26 | <Rubidium> | true, very true |
| 12:27 | <Rubidium> | I've got nothing against the phplib, it's just that I like the C++ one because of maintainability |
| 12:27 | <hylje> | if people ran python on their webhosts you could have c++ libs for them |
| 12:27 | <hylje> | but no, you got php D: |
| 12:28 | <Sacro> | how do you stop nightlies from using My Documents? |
| 12:28 | <hylje> | you dont? |
| 12:28 | <Sacro> | well thats just stupid |
| 12:29 | <+glx> | Sacro: you get the next nightly :) |
| 12:29 | <Sacro> | and can i use 32bpp graphics now? |
| 12:30 | <Sacro> | and how do i add a load of grfs in1 go... |
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| 12:36 | <stillunknown> | sacro: yes and not sure if that's possible yet |
| 12:39 | <@peter1138> | 1) yes, 2) edit yer config ;) |
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