| --- | Log | opened Sun Jan 27 00:00:20 2008 |
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| 00:19 | <De_Ghost> | sooo anyone here? |
| 00:19 | <Gonozal_VIII> | nope |
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| 00:23 | <De_Ghost> | FAIL!! |
| 00:23 | <De_Ghost> | lol |
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| 02:20 | <Wolf01> | hello |
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| 03:54 | <yorick> | hello |
| 03:55 | <murray> | mornin |
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| 04:03 | -!- | mode/#openttd [+o peter1138] by ChanServ |
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| 04:17 | <SmatZ> | hello |
| 04:17 | -!- | globester [~woot@cc55302-a.zwoll1.ov.home.nl] has joined #openttd |
| 04:52 | <globester> | how strange, when i load the city stations grf, it's not working, everything is just greyed out |
| 04:57 | <Eddi|zuHause2> | globester: try different year |
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| 05:01 | <globester> | good idea, hadn't tried that yet :o |
| 05:02 | <globester> | yeah, that's it :/ |
| 05:03 | <globester> | i feel silly :/ |
| 05:07 | <Wilberforce> | hmmm.. perhaps that explains why stations in other grf'sb are greyed out?? |
| 05:07 | <Wilberforce> | only become active at certain years... |
| 05:13 | <globester> | yeah it does |
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| 05:17 | <Wilberforce> | excellent.. |
| 05:17 | <Wilberforce> | i have learned something today then |
| 05:21 | <mmcbane> | hmm why does ECS now have gold mine in temperate.... |
| 05:25 | <@peter1138> | why not? heh |
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| 05:36 | <mmcbane> | it was never there.. |
| 05:36 | <mmcbane> | i think |
| 05:41 | <mmcbane> | peter shouldnt that not happen(or to be fixed)? http://www.2and2.net/my.php?image=http://www.2and2.net/files/479c5ea67e4b3.png |
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| 05:46 | <@peter1138> | heh, funny you should mention that |
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| 05:53 | <mmcbane> | ? |
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| 06:01 | <CIA-1> | OpenTTD: peter1138 * r11993 /trunk/src/ (6 files): -Fix: Resize station/roadstop/dock/airport construction windows if cargo acceptance list is too long. |
| 06:02 | <mmcbane> | heh thanks.^,^ |
| 06:02 | <mmcbane> | not even needed a bugreport. |
| 06:04 | <@peter1138> | i was already working on it last night |
| 06:07 | <mmcbane> | cool |
| 06:08 | <mmcbane> | you guys do a really great job. |
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| 06:13 | <yorick> | I think I've found a bug with newindustries |
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| 06:18 | <yorick> | with PBI and UKRS brik chains, gravel and clay don't pay |
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| 06:26 | <yorick> | I've added it to the bug tracker |
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| 06:31 | <@peter1138> | only works if it was started with those cargo types available |
| 06:32 | <yorick> | and why doesn't PBI need that? |
| 06:32 | <@peter1138> | hmm? |
| 06:33 | <yorick> | PBI doesn't need to be started with the map, it could be added later in scenarios |
| 06:33 | <yorick> | but the addons do? |
| 06:36 | <@peter1138> | which scenario, europe or world? |
| 06:36 | <yorick> | world |
| 06:36 | <@peter1138> | urgh, too large :o |
| 06:37 | <yorick> | 2048x2048:) |
| 06:37 | <yorick> | http://bugs.openttd.org/task/1711 |
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| 06:39 | <yorick> | hello |
| 06:39 | <Gonozal_VIII> | hi |
| 06:42 | <@peter1138> | more than just gravel & clay don't pay |
| 06:42 | <Gonozal_VIII> | huh? |
| 06:43 | <@peter1138> | conversation from before you joined |
| 06:43 | <Gonozal_VIII> | could have guessed so... but i'm still half asleep |
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| 06:45 | <yorick> | ? |
| 06:45 | <yorick> | peter138: what else doesn't |
| 06:45 | <Gonozal_VIII> | you should write a bit more details |
| 06:45 | <@peter1138> | the other new cargo types |
| 06:45 | <yorick> | peter1138* |
| 06:45 | <yorick> | do, they're disable using the selectors ;) |
| 06:46 | <yorick> | fuel oil, lumber and plastic do |
| 06:46 | <@peter1138> | cargo payment rates are only set up at the start |
| 06:46 | <@peter1138> | so how you managed that i don't know |
| 06:47 | <Gonozal_VIII> | fuel oil, lumber and plastic replaces some default cargo then i guess |
| 06:47 | <yorick> | it doesnt |
| 06:49 | <Gonozal_VIII> | there's a console command resetengines, right? somebody should probably make one for resetcargos :-) |
| 06:49 | * | yorick wants that! |
| 06:50 | <yorick> | the PBI wasnt added at the start, but added to a scenario built with 0.5.3 |
| 06:51 | <yorick> | peter1138: do you know where the cargo setup code is? |
| 06:52 | <yorick> | laaazy |
| 06:52 | <@peter1138> | of course i do |
| 06:52 | <yorick> | but you wont tell me |
| 06:56 | <yorick> | pff... I dont know where to start |
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| 07:08 | <yorick> | please give me a hint |
| 07:14 | <yorick> | it's a good idea of gonozal to add a resetcargos command |
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| 07:28 | <Scorcerer> | hello |
| 07:28 | <Gonozal_VIII> | hi |
| 07:29 | <Scorcerer> | i have a problem with openttd v0.5.3 regarding electric rails |
| 07:29 | <Scorcerer> | dunno if it's a bug |
| 07:29 | <Scorcerer> | i have disable_electric_rails option enabled |
| 07:30 | <Scorcerer> | so now electric trains should run on normal, non-electrified rails, right ? |
| 07:30 | <Gonozal_VIII> | i guess so... never tried that |
| 07:30 | <Eddi|zuHause2> | yes, in fact, there should be no electric rails |
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| 07:31 | <Scorcerer> | ok, so for now it works |
| 07:31 | <Scorcerer> | it's 1969 in the game and no electirc rails |
| 07:32 | <Scorcerer> | but, in the replace menu there is electric sh30 |
| 07:32 | <Scorcerer> | and only there |
| 07:32 | <Gonozal_VIII> | not in the buy vehicle menu? |
| 07:32 | <Scorcerer> | i can't build it in depot nor is it listed in available engines list |
| 07:33 | <Eddi|zuHause2> | best you post your problem and savegame in bugs.openttd.org |
| 07:33 | <Gonozal_VIII> | i guess that's a bug then but 0.5.3 is ancient, look if it's fixed in 0.6.0 beta 3 or trunk |
| 07:34 | <Scorcerer> | ah, okay, thanks |
| 07:34 | <Eddi|zuHause2> | but indeed, test it in 0.6.0-beta3 first |
| 07:34 | <Scorcerer> | and one more question, is 0.6.0b3 backward-compatible with saves from 0.5.3 ? |
| 07:35 | <Gonozal_VIII> | yes |
| 07:35 | <Eddi|zuHause2> | you can load all 0.5.3 savegames with 0.6.0 |
| 07:35 | <Eddi|zuHause2> | but not the other way |
| 07:35 | <Scorcerer> | ok |
| 07:47 | <Gonozal_VIII> | wtf how's that possible... i remember to have played with a patch where you could set "leave station if x other trains are loading" but i can't find anything about that patch |
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| 07:49 | <globester> | it's the improved loading algorithm |
| 07:49 | <globester> | oh wait, it's not |
| 07:50 | <Gonozal_VIII> | improved loading algorithm is something else and is in trunk |
| 07:50 | <globester> | yeah, i misread :P |
| 07:55 | <Eddi|zuHause2> | i also remember something about an additional orders patch |
| 07:56 | <Gonozal_VIII> | it's not on flyspray, that's where i looked first, in the forum search i found some people mentioning how great it is but no link and even google didn't help |
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| 08:06 | <Eddi|zuHause2> | there are hints that a "gigajum's additional orders patch" was in miniin |
| 08:06 | <Gonozal_VIII> | yes but couldn't find that |
| 08:08 | <Gonozal_VIII> | http://www.tt-forums.net/viewtopic.php?f=33&t=12193 |
| 08:08 | <Gonozal_VIII> | yay |
| 08:08 | <Eddi|zuHause2> | yeah, i just wanted to post that ;) |
| 08:08 | <Eddi|zuHause2> | r1148 ;) |
| 08:09 | <Gonozal_VIII> | i guess that would require a little bit of updating |
| 08:09 | <Gonozal_VIII> | but 1148 can't be the latest version if it's been in miniin |
| 08:10 | <Gonozal_VIII> | hmmm sacro |
| 08:15 | <@DorpsGek> | Gonozal_VIII: Commit by bjarni :: r11992 trunk/src/station_map.h (2008-01-27 02:09:46 UTC) |
| 08:16 | <@DorpsGek> | Gonozal_VIII: -Fix (r9905): When building two rail stations close to each other (with control) so they looked like one long track trains would see them as one (spotted and fixed by eddi) |
| 08:16 | <Gonozal_VIII> | seen that?^^ |
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| 08:27 | <Gonozal_VIII> | diffs all over the place... |
| 08:31 | <Eddi|zuHause2> | if the patch vanished after miniin, chances are, it never got ported to C++ |
| 08:32 | <Gonozal_VIII> | :-/ |
| 08:32 | <Eddi|zuHause2> | there once was a patches.zip in the miniin |
| 08:33 | <Gonozal_VIII> | i'm currenty reading the miniin topic... there was an attachment there with a fix for the patch... but nothing newer so far |
| 08:35 | <mmcbane> | http://nightly.openttd.org/MiniIN/files/ miniin files. =) |
| 08:37 | <Eddi|zuHause2> | "Additional Orders r5450 in MiniIN gigajum" |
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| 08:37 | <Amis> | hello |
| 08:37 | <Gonozal_VIII> | i know, but i'm trying to find something a bit less ancient than 5xxx |
| 08:37 | <Gonozal_VIII> | hi |
| 08:37 | <mmcbane> | heh |
| 08:38 | <Eddi|zuHause2> | well, you can follow the updates of miniin |
| 08:38 | <Amis> | i need help, can somebody explain me how the semaphore works or can send me a link to a guide about it? |
| 08:39 | <Gonozal_VIII> | they work the same way as light signals, they just look different |
| 08:39 | <Gonozal_VIII> | and you build them with ctrl |
| 08:39 | <Amis> | uhm then why they have 3 different look? |
| 08:39 | <Gonozal_VIII> | ah, those are presignals |
| 08:40 | <Amis> | okkey those :D so how they work? |
| 08:40 | <Gonozal_VIII> | the yellow horizontal one turns red if all grey ones after it are red |
| 08:40 | <mmcbane> | the are r8*** |
| 08:41 | <Gonozal_VIII> | and the yellow vertical is a combination of yellow horizontal and grey |
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| 08:42 | <Amis> | oh man, you helped a lot :D thx really |
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| 08:46 | <Amis> | this new openttd is amazing :D |
| 08:46 | <Amis> | the 0.6.0 |
| 08:47 | <Gonozal_VIII> | gets better all the time |
| 08:47 | <Amis> | and as i know, it works with all its features without having the original ttd, is that right? |
| 08:48 | <Gonozal_VIII> | no not yet |
| 08:48 | <Amis> | what do i need to make it fully working |
| 08:48 | <Amis> | and what dont work without the ttd |
| 08:48 | <Gonozal_VIII> | but people are working on replacing the missing graphics and sounds |
| 08:48 | <SteamWilly> | could anyone provide me an openttd.cfg with all the newgrfs of grfpack6 activated? so that i don't have to activate them manually |
| 08:48 | <SteamWilly> | or at least the ones wich dont conflict |
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| 08:49 | <Amis> | so it export the graphics and sounds from the ttd, nothing else? |
| 08:49 | <Gonozal_VIII> | if you try to activate all of those grfs at once, your game will be quite messed up i think |
| 08:50 | <SteamWilly> | yes .. but maybe a good collection will be ok |
| 08:50 | <Gonozal_VIII> | yes, only sound and some graphic files |
| 08:50 | <Amis> | thx.. this chat is really usefull... that happens when people read the readme, there where i found this irc channel :) |
| 08:50 | <Amis> | im going to play now, byebye |
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| 08:51 | <Gonozal_VIII> | all of those grfs work... lots of combinations work... it's best if you pick the ones you like best and try if they work together |
| 08:53 | <SteamWilly> | this is a timeconsumting work ;) |
| 08:55 | <Gonozal_VIII> | bah, r5823 is the latest revision of the additional orders patch that i can find |
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| 08:57 | <Eddi|zuHause2> | like i said, the only other option you have is to follow the upgrade path through miniin |
| 08:57 | <Eddi|zuHause2> | that'll get you to r8xxx |
| 08:58 | <Eddi|zuHause2> | and then you have this hughe patch blocker ahead of you |
| 08:58 | <Gonozal_VIII> | yay... |
| 08:59 | <Eddi|zuHause2> | (i'm talking about c++) |
| 08:59 | <Gonozal_VIII> | i know |
| 08:59 | <Gonozal_VIII> | 2 languages i don't know instead of one |
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| 09:09 | <Amis> | im back with one more question :) |
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| 09:10 | <Amis> | so there are presignals, and whats that (i saw it on screenshot) where there are 2 lamps on the signals but only one of them green, the other is orange, and there arent any horizontal and vertical thing under the lamps |
| 09:11 | <Gonozal_VIII> | pbs... you don't have that |
| 09:11 | <Amis> | and what pbs is? |
| 09:11 | <Gonozal_VIII> | path based signalling |
| 09:11 | <Amis> | and why i dont have that |
| 09:11 | <Gonozal_VIII> | very advanced but causes a lot of problems |
| 09:12 | <Amis> | so i need to turn it on with that ttdx configurator? or its not avaliable right now for simple users? |
| 09:12 | <+glx> | it's not in openttd |
| 09:12 | <Eddi|zuHause2> | it's not available |
| 09:12 | <Amis> | ahha |
| 09:12 | <Gonozal_VIII> | ttdx configurator doesn't work in openttd (i guess) |
| 09:13 | <Amis> | im lost.. i have too much tycoon... ttdpatch openttd, the original tycoon.. |
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| 09:16 | <Gonozal_VIII> | you can do everything you could do in the original game in both patch and open but the additional features of them are different |
| 09:16 | <Amis> | you said that the horizontal pres. turn red when all grey behind it turn red, then which greys count? is there a square distance limit? i hope you know what i mean |
| 09:17 | <Gonozal_VIII> | those without any other signals in between |
| 09:18 | <Amis> | so in this order: pres. horizontal --- simple signal --- grey pres. the grey will not count? |
| 09:18 | <Gonozal_VIII> | yes, then the horizontal will act like a normal signal |
| 09:18 | <Amis> | okkey thx |
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| 09:22 | <Gonozal_VIII> | strange... i checked out r5470 of trunk to apply the advanced orders patch for 5470... when i try to apply it, tortoisemerge writes: fetching revision 5470 of file bla and then aborts with "file not found: revision 11993 of bla" |
| 09:24 | <Eddi|zuHause2> | use patch.exe |
| 09:24 | <Eddi|zuHause2> | (from mingw) |
| 09:25 | <Eddi|zuHause2> | patch -p0 -i <file> |
| 09:25 | <Eddi|zuHause2> | have fun with the GUI updates ;) |
| 09:36 | <Gonozal_VIII> | but i can't fix conflicts that way? |
| 09:39 | <Gonozal_VIII> | what's that "fetching file" crap anyways, file is already there... |
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| 09:50 | <Amis> | again: one-way roads. and what are those roads where there are 2 arrows pointing to both side and a red something in the middle |
| 09:50 | <Gonozal_VIII> | that's a good question |
| 09:51 | <Amis> | so you dont know? |
| 09:51 | <Gonozal_VIII> | no |
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| 09:53 | <Gonozal_VIII> | i guess it's some kind of "click here to change direction that way" indicator |
| 09:53 | <Eddi|zuHause2> | Gonozal_VIII: there should not be any conflicts if you have the exact same revision |
| 09:54 | <Eddi|zuHause2> | tortoise merge occasionaly screws up because it does a 3-way diff |
| 09:54 | <Eddi|zuHause2> | but you don't need 3 way |
| 09:54 | <Gonozal_VIII> | i guess i used the miniin diff... downloaded too many files and they don't have revision or version in the name |
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| 10:11 | <Amis> | still nobody who could answer my question? |
| 10:13 | <Maedhros> | Amis: that means "road vehicles are not allowed to enter this tile at all" |
| 10:13 | <Amis> | and then what can enter? |
| 10:13 | <Maedhros> | nothing |
| 10:13 | <Amis> | maybe trams? |
| 10:14 | <Gonozal_VIII> | trams are road vehicles ingame |
| 10:14 | <Eddi|zuHause2> | trams are not affected by one way roads |
| 10:14 | <Maedhros> | exactly |
| 10:14 | <Amis> | and: how do i build road for trams, cuz the option is disabled |
| 10:14 | <yorick> | load a tram grf |
| 10:14 | <Gonozal_VIII> | you need a tram grf loaded |
| 10:14 | <Amis> | can be download from:? |
| 10:14 | <Eddi|zuHause2> | grfcrawler |
| 10:15 | <Gonozal_VIII> | http://grfcrawler.tt-forums.net/index.php?do=list&cid=105 |
| 10:16 | <Gonozal_VIII> | that question gets asked all the time... devs should really include the generic tram set... |
| 10:16 | <Amis> | yea |
| 10:17 | <Amis> | what do you think, which tram grf is the best? |
| 10:17 | <Eddi|zuHause2> | most are still in development |
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| 10:17 | <Gonozal_VIII> | and it depends on how you define best |
| 10:18 | <Eddi|zuHause2> | like the version of modern tram set i have, it has big problems with sprite offsets |
| 10:20 | <Gonozal_VIII> | Standard Gauge Tram Track <-- that grf is in the wrong category btw |
| 10:20 | <Amis> | if there are a lot grf in a package, i have to add all manually? |
| 10:20 | <yorick> | no |
| 10:20 | <yorick> | you don't have to add anything |
| 10:20 | <Gonozal_VIII> | huh?^^ |
| 10:20 | <yorick> | except the grfs you want |
| 10:21 | <Eddi|zuHause2> | you should only have one grf of each type |
| 10:21 | <yorick> | you may have more than 1 station grf |
| 10:21 | <Eddi|zuHause2> | except if they specifically say they are compatible |
| 10:22 | <Amis> | i know that, but if i download a package with grfs for road, railway etc... i have to all all manually if its not in one grf? |
| 10:22 | <Gonozal_VIII> | it can be faster to add grfs directly to the cfg than through the ingame grf menu because you can copy&paste the filenames there, a lot of them in one go... |
| 10:22 | <Amis> | ahha |
| 10:22 | <Amis> | one more question: |
| 10:22 | <Eddi|zuHause2> | don't edit the cfg while the game is running |
| 10:22 | <Amis> | are you bored of my newbie questions? |
| 10:22 | <Gonozal_VIII> | yes, don't do that... changes will be gone after game quits |
| 10:22 | <Eddi|zuHause2> | yes, so what? :p |
| 10:24 | <Gonozal_VIII> | followed by another noob question by me... what are those @@ some numbers @@ lines in a .diff file? |
| 10:24 | <@peter1138> | line numbers |
| 10:25 | <Gonozal_VIII> | makes sense^^ thanks |
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| 10:26 | <Amis> | the 0.6.0 is standalone or a patch to 0.5.3? lol |
| 10:27 | <Eddi|zuHause2> | rXXXXX is an "upgrade", X.X.X is a "full version" |
| 10:27 | <Amis> | so openttd-0.6.0-beta3-win32.exe is a full ver, then wheres the file where i can add grfs? :) |
| 10:28 | <Gonozal_VIII> | the cfg is generated after you start the game the first time |
| 10:28 | <Amis> | next to the exe? |
| 10:28 | <Gonozal_VIII> | ... after you close the game the first time |
| 10:28 | <Eddi|zuHause2> | correction, after you exit the game for the first time |
| 10:29 | <Amis> | cuz seems it dont wanna make that file... |
| 10:29 | <Gonozal_VIII> | "my documents" |
| 10:29 | <Eddi|zuHause2> | hm, it should be somewhere in your personal directory, i believe |
| 10:29 | <Amis> | lol! why there? |
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| 10:30 | <Gonozal_VIII> | you can have for example 0.5.3 and 0.6.0 at the same time installed and use the same settings |
| 10:30 | <Amis> | uhm, my 0.5.3 used the install directory to create cfg files |
| 10:30 | <Gonozal_VIII> | but if you copy/move the cfg next to the exe, it uses it from there |
| 10:30 | <Amis> | ahha |
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| 10:31 | <Eddi|zuHause2> | use of a common directory for all openttd installations is a new feature of 0.6 |
| 10:32 | <Eddi|zuHause2> | also, you can share the same installation with different users, each having different configs |
| 10:32 | <Amis> | okkey now what i really miss is an understandable changelog and a description of the use of the new features. |
| 10:33 | <Gonozal_VIII> | that's MY laptop, nobody touches that! |
| 10:33 | <Gonozal_VIII> | ^^ |
| 10:33 | <Eddi|zuHause2> | "svn log" ;) |
| 10:33 | <Gonozal_VIII> | description is in the wiki |
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| 10:35 | <Gonozal_VIII> | http://www.tt-forums.net/viewtopic.php?f=29&t=35809 <-- changelog |
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| 10:36 | <Amis> | what do i have to do to force the new grfs into the old scenarios? impossible? |
| 10:36 | <Amis> | i mean not adding one by one |
| 10:36 | <Gonozal_VIII> | hmmmm only one by one there afaik |
| 10:37 | <Gonozal_VIII> | and some grfs don't work when loaded into an existing game |
| 10:37 | <Gonozal_VIII> | especially industries |
| 10:38 | <Amis> | ahha now i know, that "buses, trucks cant enter" road only allowed for trams |
| 10:39 | <Gonozal_VIII> | i would just remove the road then^^ |
| 10:39 | <Amis> | yeah... |
| 10:39 | <Eddi|zuHause2> | Gonozal_VIII: then the town will rebuild it |
| 10:39 | <Gonozal_VIII> | it can do that over player owned tram tracks? |
| 10:40 | <Eddi|zuHause2> | there needn't be tram tracks |
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| 10:40 | <Gonozal_VIII> | well i know... but if there are? |
| 10:42 | <Gonozal_VIII> | doesn't matter, i don't care where towns place thei roads^^ |
| 10:42 | <Gonozal_VIII> | r |
| 10:42 | <Eddi|zuHause2> | i have not seen towns building over tram tracks, but i believe that is due to the road layout, not because it is forbidden |
| 10:43 | <Gonozal_VIII> | and that's town owned tram track then? |
| 10:43 | <Gonozal_VIII> | tiles can only have one owner and such.. |
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| 11:00 | <Eddi|zuHause2> | the first owner wins? |
| 11:00 | <Gonozal_VIII> | why does tortoisemerge always try to download the head revision instead of the one it should? |
| 11:01 | <Eddi|zuHause2> | i'm not sure if it is meanwhile possible to have different road owners |
| 11:01 | <Gonozal_VIII> | but the precious bits! |
| 11:06 | <Gonozal_VIII> | - v->current_order.flags = 0; |
| 11:06 | <Gonozal_VIII> | + //v->current_order.flags = 0; |
| 11:06 | <Gonozal_VIII> | not that's a strange thing to do |
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| 11:07 | <Gonozal_VIII> | just commented out... |
| 11:08 | <Gonozal_VIII> | i'll delete it, deleting is way cooler |
| 11:09 | <Gonozal_VIII> | all the cool kids delete |
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| 11:14 | <Amis_> | heh dc... |
| 11:14 | <Amis_> | so |
| 11:14 | <Amis_> | is that a bug the with turning on hte invisible building options the fruit plantation (and maybe other industries) do not become invisible? as i remember in 0.5.3 it worked well |
| 11:15 | <Amis_> | forget it |
| 11:15 | * | Gonozal_VIII forgets it |
| 11:15 | <Amis_> | i see theres a new options called Transparency options |
| 11:15 | <Amis_> | option* |
| 11:19 | <SmatZ> | Amis_: yeah, ctrl+x |
| 11:19 | -!- | Amis [~IceChat7@dsl5400EB36.pool.t-online.hu] has quit [Ping timeout: 480 seconds] |
| 11:19 | <Amis_> | any admin here? please kick my stucked clone Amis, not Amis_ |
| 11:20 | <Amis_> | lol |
| 11:20 | <Amis_> | somebody can read in my mind :P |
| 11:20 | <SpComb> | Amis_: /msg nickserv help ghost |
| 11:20 | -!- | Amis_ is now known as Amis |
| 11:20 | <Amis> | what sp? |
| 11:20 | <SpComb> | Amis: register your nickname with nickserv, and you can then ghost it if it's inuse |
| 11:21 | <Amis> | "ghost it"? |
| 11:21 | <Gonozal_VIII> | or wait 8 minutes... |
| 11:21 | <SpComb> | also applies if some other person takes your nickname |
| 11:21 | <Gonozal_VIII> | if your connection is lost, your nick stays on the irc server for 8 minutes until ping timeout |
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| 11:31 | <aleex> | how to reset an company? |
| 11:31 | <aleex> | "rcon PW reset_company 2" |
| 11:31 | <aleex> | doesn't work |
| 11:31 | <Gonozal_VIII> | no pw |
| 11:32 | <aleex> | ah |
| 11:32 | <aleex> | doens't work ;< |
| 11:32 | <aleex> | company 2 (player 2) |
| 11:34 | <Eddi|zuHause2> | might start counting with 0? |
| 11:34 | <aleex> | no |
| 11:34 | <aleex> | tried 1 |
| 11:34 | -!- | UnderBuilder [~chatzilla@168.226.106.244] has joined #openttd |
| 11:36 | <aleex> | "remove an idle company from the game. usage: reset_company ID |
| 11:36 | <aleex> | bt doesn't work |
| 11:37 | <+glx> | rcon rcon_pw command |
| 11:37 | <+glx> | should work |
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| 11:37 | <aleex> | doesn't |
| 11:37 | <aleex> | rcon PW reset_company 2 |
| 11:37 | <aleex> | doesn't work |
| 11:38 | <+glx> | try rcon PW "reset_company 2" |
| 11:38 | <aleex> | ok |
| 11:38 | <aleex> | ah |
| 11:38 | <aleex> | thx! |
| 11:38 | <aleex> | anyone want to play with us? |
| 11:39 | <aleex> | 0.6.0-beta3 |
| 11:39 | <aleex> | all allowed, 1.000.000 euro, open-end |
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| 11:45 | <aleex> | hm ;< |
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| 11:54 | <yorick> | any dev's thoughts on implementing a resetcargos command for the console? |
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| 12:15 | <Eddi|zuHause2> | last time it was discussed, there was something about factoring in inflation |
| 12:16 | <Amis> | hmm i alway wanted to know what decide which train is the next... somebody? because its the the order of arrival |
| 12:16 | <Gonozal_VIII> | hehe a friend of mine sent me a screenshot of his router config to take a look at... it was a terrible jpg and i couldn't read anything so i asked him to send me a png instead... then he sent me the same file, renamed to .png^^ |
| 12:17 | <Eddi|zuHause2> | Amis: the train that can start up the fastest |
| 12:19 | <Amis> | and when (cause i have this now) all trains are the same? lev4 with empty goods wagons |
| 12:19 | <Prof_Frink> | Gonozal_VIII: Just be glad it wasn't the .jpg saved as .bmp renamed to .png |
| 12:19 | <Amis> | cause it seems to be random.. it should be the order of arrival |
| 12:19 | <Eddi|zuHause2> | Amis: train id most probably |
| 12:21 | <Eddi|zuHause2> | the waiting time is not stored anywhere, and it would need some kind of arbiter to allow a train to start up, this is really unlikely to work with the current signalling system |
| 12:21 | <Amis> | hehh... |
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| 12:27 | <LordAzamath> | hello |
| 12:28 | <Gonozal_VIII> | no need to store waiting time, lists rock |
| 12:28 | <Amis> | lol |
| 12:30 | <Gonozal_VIII> | ah i guess the game loops through all vehicles at once... |
| 12:30 | <yorick> | I gotta go |
| 12:30 | <yorick> | bye |
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| 12:30 | <Gonozal_VIII> | not just the ones inside the depot... kk that's problematic then |
| 12:31 | <Gonozal_VIII> | the depotcode could flag it as first and then the other vehicles that are not first skip their tick |
| 12:32 | <CIA-1> | OpenTTD: maedhros * r11994 /trunk/src/ (15 files in 2 dirs): -Codechange: Remove numbers from string names where the strings aren't present in TTD, since they don't correspond to either TTD's TextIDs or OpenTTD's StringIDs. |
| 12:34 | <CIA-1> | OpenTTD: maedhros * r11995 /trunk/src/lang/ (39 files in 2 dirs): -Cleanup (r11994): Change the string names in all the other languages. |
| 12:38 | <Eddi|zuHause2> | who said anything about depots? |
| 12:39 | <Eddi|zuHause2> | yay for full recompile that changes nothing ;) |
| 12:42 | <Maedhros> | :-P |
| 12:43 | <LordAzamath> | hmm.. what do you think of the structure of this.. (yes I'm drawing again :P ) http://www.tt-forums.net/viewtopic.php?f=36&t=35310&start=720#p660414 |
| 12:43 | <Eddi|zuHause2> | man, these TGP landscapes just scream for diagonal tunnels.. |
| 12:43 | <DJ-Nekkid> | anyone i can bother with a couple .nfo/newgrf questions ? (VarAction2's) |
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| 12:43 | -!- | Greysc[a]le is now known as Greyscale |
| 12:44 | <Eddi|zuHause2> | a propos varaction2... i was about to implement something... |
| 12:44 | <DaleStan> | DJ-Nekkid: There are several people you can bother. But none who can answer without seeing the questions. |
| 12:44 | <DJ-Nekkid> | hehe... well ... |
| 12:45 | <LordAzamath> | Eddi|zuHause2: TGP? |
| 12:45 | <Eddi|zuHause2> | TerraGenesis Perlin, the standard map generator of openttd |
| 12:45 | <DJ-Nekkid> | DaleStan/someone i have a MU... with <--- and ---> (different light + active phanto on the one in the back) ... ive understood i need action1 + 2 for front, then action 1 + 2 for back, and then i'm stuck :) |
| 12:46 | <DJ-Nekkid> | -1 * 0 02 00 AC 00 40 <fill in more here> :) |
| 12:46 | <DaleStan> | Did you read the VariationalAction2 and VarAction2Vehicles pages? |
| 12:46 | <DJ-Nekkid> | yes i did, but they didnt take me tooo far... |
| 12:47 | <DaleStan> | (That's very unlikely to be valid as the fourth and fifth bytes of an action 2, by the way.) |
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| 12:49 | <DJ-Nekkid> | hmm... |
| 12:50 | <Scorcerer> | does it matter what patch settings i have enabled when creating map, or server always uses it's own settings written in openttd.conf? |
| 12:51 | <DaleStan> | If the fourth byte is <nument1>, the fifth byte is rarely larger than 0F, and if the fifth byte is <var>, the fourth byte needs to be <type>, not <nument1>. |
| 12:51 | <Eddi|zuHause2> | settings are taken from the savegame, so it does matter what you have when creating the map |
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| 12:56 | <Scorcerer> | ok, thanks |
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| 12:58 | -!- | Digitalfox [~chatzilla@bl7-180-98.dsl.telepac.pt] has quit [Read error: Connection reset by peer] |
| 12:59 | <DJ-Nekkid> | DaleStan: so something like -1 * 0 02 00 AC 00 40 00 FF 01 AA 00 00 00 AB 00 ? |
| 12:59 | <DaleStan> | 40 isn't any better as nument1 than nument2, and it's not a valid type. |
| 13:00 | <Eddi|zuHause2> | this is how you learn to loathe NFO ;) |
| 13:00 | <DaleStan> | Except that I missed the 00. |
| 13:00 | <DJ-Nekkid> | 40 is in my head the "count vehicle thingy" |
| 13:00 | <Gonozal_VIII> | i know that -1 * 0 is wrong, for the rest i have no idea :-) |
| 13:01 | <Gonozal_VIII> | ^^ |
| 13:01 | <DaleStan> | But that's not a variational 2. A variatioal 2 has a byte 81, 82, 85, 86, 89, or 8A as the fourth byte. |
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| 13:02 | <DaleStan> | If the fourth byte is 00..7F, it's standard, if the fourth byte is 80 or 83 it's random. All other values (84, 87, 88, 8B--FF) are invalid. |
| 13:03 | <DJ-Nekkid> | well, it isnt random... it's fixed... |
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| 13:04 | <DaleStan> | No, it's variaitiona. See the line before. |
| 13:04 | -!- | Mucht [~Mucht@members.openttdcoop.org] has joined #openttd |
| 13:04 | <DaleStan> | *variational |
| 13:08 | -!- | lekro [~lekro@S01060014513484ae.ss.shawcable.net] has joined #openttd |
| 13:09 | <Amis> | holy lol... that 2300 km/h at the new planes... REALLY fast... this realistic plane speed integration is nice :D |
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| 13:10 | <Amis> | they just... loading *blink* unloading |
| 13:13 | <Gonozal_VIII> | wait until the teleporters come available... |
| 13:13 | <Amis> | in 2542? |
| 13:13 | <Amis> | Teleport Tycoon Deluxe... |
| 13:13 | <Gonozal_VIII> | yes, exactly 2542 |
| 13:14 | <hylje> | :o |
| 13:14 | <Gonozal_VIII> | you just put them everywhere and they generate money without you doing anything |
| 13:15 | <Amis> | nono... you have to buy a man who carry the cargo out of the industry |
| 13:15 | <Amis> | thats about... 12$ a month |
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| 13:16 | <Gonozal_VIII> | i guess in the year 2542 you don't have to buy people anymore, you just clone them |
| 13:17 | <Amis> | clone them in the depot? |
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| 13:17 | <@peter1138> | remember to ctrl-clone them |
| 13:18 | -!- | Greyscale is now known as Greysc[a]le |
| 13:18 | -!- | Greysc[a]le is now known as Greyscale |
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| 13:18 | <Amis> | so in 2542 i sti to my hyper-super computer, i put my child into the scanner and ctrl-klikk it, now i have twins |
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| 13:18 | <Amis> | sit* |
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| 13:22 | <Gonozal_VIII> | oxygen was gone... could barely breath for a while there |
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| 13:25 | <Amis> | what if i apply 2 tram grf? |
| 13:26 | <Gonozal_VIII> | depends on which ids they use |
| 13:27 | -!- | dih is now known as anhedral |
| 13:27 | <Amis> | and what if i remove the grf i use now for trams and load a new, what will happen to the trams i have now? |
| 13:27 | <Gonozal_VIII> | nothing |
| 13:27 | <Amis> | ? |
| 13:27 | <Amis> | but the grf they used will no longer exist |
| 13:28 | <Gonozal_VIII> | until you apply changes :-) |
| 13:28 | <Amis> | ............ |
| 13:28 | <Wolf01> | they might become toyland trucks |
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| 13:28 | <aleex> | someone who wants to play with us? |
| 13:29 | <Chrill> | Sure |
| 13:29 | <Chrill> | GRFs? Version? and all that? |
| 13:29 | <aleex> | 0.6 beta3 |
| 13:29 | <aleex> | all allowed, 1mio euro |
| 13:29 | <aleex> | openend |
| 13:30 | <aleex> | 1gbit |
| 13:30 | <Chrill> | ?? |
| 13:31 | <Gonozal_VIII> | openttd only needs some kbit |
| 13:31 | <Amis> | hahaha the trams became steel trucks but they still move ont the rail :D |
| 13:31 | <Gonozal_VIII> | but it's nice to have a fast connection to load the map while joining |
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| 13:37 | <Eddi|zuHause2> | how's the weather in austria? |
| 13:37 | <Eddi|zuHause2> | the news were telling something about storms, flying roofs and power failures |
| 13:37 | <Amis> | in middle europe yeah lol |
| 13:37 | <LordAzamath> | in northern part too (few days ago...) |
| 13:37 | <Amis> | wind wind wind... |
| 13:37 | <Amis> | nothing else |
| 13:37 | <Amis> | its not cold btw |
| 13:37 | <Wolf01> | here in italy is really nice instead, flying frogs, red rain, people walking with the hands... |
| 13:37 | <Amis> | totally normal |
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| 13:37 | <LordAzamath> | what happens if I use two actionAs for one sprite in same grf.. w/o any action7 or stuff... |
| 13:37 | <LordAzamath> | Wolf01: But what about Napoli? :P |
| 13:37 | <@peter1138> | it gets replaced twice |
| 13:37 | <LordAzamath> | does it load both sprites? |
| 13:38 | <@peter1138> | no |
| 13:38 | <LordAzamath> | I mean can I have two sprites, when they don't overlap |
| 13:38 | <Gonozal_VIII> | no wind here, mountains all around |
| 13:38 | <LordAzamath> | baah |
| 13:38 | <Wolf01> | ah over there... bah, they like to swim in the trash |
| 13:38 | <LordAzamath> | I was just thinking of transparent windows.. :P |
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| 13:40 | <Amis> | lol gonzol surronded with mountains, i live on the top of a mountaind, now imagine how hard the wind is here |
| 13:40 | <LordAzamath> | peter1138: But is there a possibility to have more sprites in replacement than in the original? Like I have rail depot, which consists of two sprites, but I want to define three sprites... That's not possible? |
| 13:41 | <Gonozal_VIII> | how high is that mountain? |
| 13:41 | <LordAzamath> | (or to be accurate 4 sprites :P ) |
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| 13:41 | <Amis> | i dont know :D but the street end at the top, and the last house is mine, so no protection against the wind, no house, no trees |
| 13:42 | <LordAzamath> | poor guy.. NAAAT!! |
| 13:42 | <Gonozal_VIII> | don't want to pay your heating bills then |
| 13:42 | <LordAzamath> | ^^ |
| 13:42 | <Amis> | |