| --- | Log | opened Fri Feb 15 00:00:35 2008 |
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| 01:50 | <Forked> | Gonozal_VIII: compiled :) |
| 01:51 | <Gonozal_VIII> | yay :-) |
| 01:52 | <Gonozal_VIII> | first post updated |
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| 03:42 | <Morloth> | Morning :) |
| 03:42 | <Gonozal_VIII> | hi |
| 03:46 | <Morloth> | Finally found the right IRC channel :) |
| 03:46 | <Morloth> | there is one too at irc.freenode.net, but there are only like 4 people :P |
| 03:46 | <Gonozal_VIII> | it says oftc on the website ;-) |
| 03:47 | <Forked> | meep meep |
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| 03:51 | <globester> | woopwoop |
| 03:51 | <DJ-Nekkid> | nts nts |
| 03:53 | <Gonozal_VIII> | ntfs ntfs |
| 03:54 | <globester> | you're fat :( |
| 03:54 | <Gonozal_VIII> | i'm not!!!!11111132 |
| 03:56 | <globester> | yes you are!!01100110 01100001 01110100 01101101 01100001 01101110 00001101 00001010 |
| 03:57 | <Morloth> | definitely the correct channel ;) |
| 03:58 | -!- | peter1138 [~petern@petern.bnsnet.co.uk] has joined #openttd |
| 03:58 | -!- | mode/#openttd [+o peter1138] by ChanServ |
| 03:58 | <Gonozal_VIII> | hi to the peter |
| 03:59 | <@peter1138> | Yes, for I am back. |
| 03:59 | <@peter1138> | With some kind of vengeance! |
| 04:00 | <Gonozal_VIII> | :O |
| 04:00 | <@peter1138> | Oh, alright, maybe not... |
| 04:00 | <Morloth> | Btw, does any one know how to split code into several files using squirrel? I've read something about a require() method, but I don't know how to make this work |
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| 04:01 | <Gonozal_VIII> | you're making a new ai? |
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| 04:01 | <Morloth> | Yeah |
| 04:02 | <Gonozal_VIII> | that uses trains? |
| 04:02 | <Morloth> | No, not yet :). I'm competing in a programming contest where I'm only allowed to build roads |
| 04:04 | <Gonozal_VIII> | i've read about that contest... can't help you with your problem, i don't have the slightest idea about squirrel |
| 04:05 | <Morloth> | But I'd like to include trains once I've finished road vehicles, but it's 100 times harder :) |
| 04:05 | <Gonozal_VIII> | i know^^ |
| 04:06 | <Gonozal_VIII> | original ai sucks terribly at that part |
| 04:07 | <Morloth> | It's a hard problem to solve :) |
| 04:07 | <globester> | http://www.ctrlaltdel-online.com/comic.php |
| 04:07 | <globester> | :P |
| 04:09 | <Morloth> | I couldn't find a lot of AI's on the forms, are there any notable AI's out there besides of Wright's AI ? |
| 04:11 | <Gonozal_VIII> | ethan as a father O_o |
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| 04:23 | <@peter1138> | "To draw 32bpp graphics for OpenTTD you need to know how to model in 3D" |
| 04:23 | <@peter1138> | *sigh* |
| 04:23 | <@peter1138> | Wrong, wrong, and wrong... |
| 04:24 | <Gonozal_VIII> | well.. i wouldn't start drawing 32bpp stuff pixel by pixel.. or 8bpp with a 3d app... |
| 04:24 | <@peter1138> | You wouldn't, but there is no rule that says it needs to be done with a 3D modeller... |
| 04:26 | <@peter1138> | Conversely, Pikka's av8 was done with a 3D modeller... |
| 04:27 | <Gonozal_VIII> | well.. then change "you need" to "it helps" ;-) |
| 04:27 | <@peter1138> | No, I like to have a good moan now and then ;) |
| 04:28 | <Gonozal_VIII> | i don't think any automatic generated 8bpp stuff can look really good without manually fixing some pixels... |
| 04:29 | <Gonozal_VIII> | well ok... it can.. but that's luck then |
| 04:37 | <Forked> | note to self: water should not try to enter lungs when you drink |
| 04:37 | <Gonozal_VIII> | hehehe |
| 04:44 | <Eddi|zuHause2> | <Gonozal_VIII> that uses trains? <- afaik the API does not allow trains |
| 04:44 | <Gonozal_VIII> | bad api |
| 04:44 | <Eddi|zuHause2> | well, improve it ;) |
| 04:52 | <Morloth> | Well, you can work around the NoAI API, it's not mandatory to use it ;) |
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| 05:52 | <CIA-1> | OpenTTD: frosch * r12142 /trunk/src/newgrf_cargo.cpp: -Fix [FS#1766]: Callback 0x3D always gets a cargobit in var 0x18, independent of grf version. |
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| 06:03 | <CIA-1> | OpenTTD: peter1138 * r12143 /trunk/src/ (engine.cpp engine.h oldloader.cpp): -Fix (r8038): Engine::preview_player does not contain a Player ID. Rename this to preview_player_rank and change back to a uint8 to avoid confusion. |
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| 06:28 | <foe> | Am I mute? |
| 06:29 | <Gonozal_VIII> | yes |
| 06:29 | <foe> | Goddamn |
| 06:29 | <Gonozal_VIII> | ^^ |
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| 07:38 | <guru3> | http://electricpotential.net/temp/landgen.php |
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| 07:40 | <Gonozal_VIII> | can't be more than 1 tile height difference between two tiles |
| 07:42 | <@peter1138> | There can... if you like artefacts :D |
| 07:43 | <Gonozal_VIII> | i know there can be from map array side... but there are no sprites for that |
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| 07:47 | <Gonozal_VIII> | oh, that's generated live? |
| 07:50 | <Noldo> | what is? |
| 07:51 | <Gonozal_VIII> | the link guru3 posted |
| 07:52 | <Gonozal_VIII> | reloaded it and got a diferent landscape |
| 07:53 | <Noldo> | so it seems |
| 07:55 | <Gekz> | I've had enough of homework |
| 07:55 | <Gekz> | and I'm only in my third week of year 11 lol |
| 07:55 | <Gekz> | this is not a good attitude. |
| 08:00 | <guru3> | yes it's generated live |
| 08:01 | <Gonozal_VIII> | guru, you can't just drop a link like that here and don't write anything about it^^ |
| 08:01 | <guru3> | ok |
| 08:01 | <guru3> | http://electricpotential.net/temp/landgen.php <--- check out the script i wrote to generate random landscapes complete with mini-towns |
| 08:01 | <guru3> | (trees and water in planning stages!) |
| 08:02 | <Gonozal_VIII> | is that for openttd or some other game? |
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| 08:02 | <dragonhorseboy> | hey |
| 08:02 | <guru3> | it's for fun really |
| 08:02 | <Gonozal_VIII> | ah |
| 08:02 | <guru3> | i haven't thought of any other application for it yet |
| 08:03 | <guru3> | i just can't really see wanting to play openttd with such a rough landscape |
| 08:03 | * | guru3 's smoothing algorithm doesn't work very well |
| 08:03 | <Gonozal_VIII> | could you scale everything up? |
| 08:03 | <guru3> | yes |
| 08:04 | <guru3> | it could be really massive if so desired |
| 08:04 | <guru3> | (line thickness doesn't scale though) |
| 08:04 | <guru3> | refresh |
| 08:04 | <dragonhorseboy> | rough landscape? |
| 08:05 | <guru3> | http://electricpotential.net/temp/landgen.php <--- check out the script i wrote to generate random landscapes complete with mini-towns (trees and water in planning stages!) |
| 08:05 | <@peter1138> | hh |
| 08:05 | <@peter1138> | It's so slow ;( |
| 08:05 | <Gonozal_VIII> | ah now i know what it reminds me of |
| 08:05 | <guru3> | cause it's a 3900x2340 image |
| 08:05 | <guru3> | even as a gif that's a MB or two |
| 08:05 | <Gonozal_VIII> | that's like the lots in sims |
| 08:05 | <guru3> | and it's only a 40/50KB/s upload |
| 08:06 | <guru3> | actually generation of a map this size is only a few seconds |
| 08:06 | <@peter1138> | Sloped roads! |
| 08:06 | <Gonozal_VIII> | hehe yes |
| 08:06 | <guru3> | it's more like massive cheating on how roads are drawn |
| 08:07 | <Gonozal_VIII> | grey tile with a yellow line along the middle... |
| 08:07 | <guru3> | yeah |
| 08:07 | <guru3> | if you look carefully that doesn't quite work graphically |
| 08:08 | <guru3> | which goes with all the problems im having trying to figure out water |
| 08:08 | <Gonozal_VIII> | sim city... sims... they have maps exactly like that |
| 08:08 | <guru3> | yup |
| 08:08 | <guru3> | if i made the tiles really massive and textured them |
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| 08:08 | <guru3> | it'd be exactly like openttd |
| 08:09 | <guru3> | should i take some of the new buildings and slap them on? |
| 08:09 | <Gonozal_VIII> | hmmm textures instead of terrain sprites |
| 08:09 | <guru3> | xD |
| 08:09 | <Gonozal_VIII> | could be worth a try^^ |
| 08:09 | <guru3> | do let me point out |
| 08:09 | <guru3> | that this would be a terrible rendering engine to use for a game |
| 08:10 | <Gonozal_VIII> | more like a proof of concept |
| 08:10 | <guru3> | watching step by step animation of the generation is pretty cool though |
| 08:10 | <guru3> | massive files though |
| 08:11 | <guru3> | http://guru3.net/temp/landgen.gif <--- animation of a few versions back |
| 08:12 | <Tefad> | ack, my firefox is .. dying |
| 08:12 | <Tefad> | ok back. |
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| 08:14 | <Gonozal_VIII> | do you notice the grid? |
| 08:14 | <remaxim> | hi Belugas |
| 08:14 | <Gonozal_VIII> | somehow not really random |
| 08:14 | <guru3> | in the animation or already generated maps? |
| 08:14 | <Gonozal_VIII> | generates a grid of ridges |
| 08:14 | <Gonozal_VIII> | both |
| 08:15 | <guru3> | well yeah |
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| 08:15 | <guru3> | there's also random cliffs |
| 08:15 | <guru3> | as "rand" as it gets is rand() |
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| 08:16 | <guru3> | part of that could also be the only partial smoothing of the map that i do |
| 08:16 | <guru3> | i like a combination of rolling hills and rough terrain |
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| 08:18 | <Gonozal_VIII> | ridges seem ok... but that they run along both axis, crossing each other doesn't seem right |
| 08:18 | <guru3> | if the ridges were probably randomly distributed |
| 08:18 | <guru3> | they could be between you and things like the towns |
| 08:19 | <guru3> | and would look very odd |
| 08:19 | <guru3> | so i restricted them to one corner |
| 08:19 | <guru3> | or really, i didn't write the code for the other corner |
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| 08:28 | <CIA-1> | OpenTTD: peter1138 * r12144 /trunk/src/aircraft_cmd.cpp: |
| 08:28 | <CIA-1> | OpenTTD: -Codechange: Adjust aircraft slowing algorithm so that very fast |
| 08:28 | <CIA-1> | OpenTTD: aircraft slow down more rapidly than slower aircraft. This prevents them |
| 08:28 | <CIA-1> | OpenTTD: from reaching the end of the runway at high speed, and also stops slow |
| 08:28 | <CIA-1> | OpenTTD: aircraft from slowing down too much at the start of the runway. |
| 08:29 | <@peter1138> | essay :o |
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| 08:30 | <Noldo> | was the negative acceleration constant earlier? |
| 08:30 | <@peter1138> | No |
| 08:31 | <@peter1138> | it was current speed / 48 |
| 08:31 | <@peter1138> | well |
| 08:31 | <Noldo> | ok |
| 08:31 | <@peter1138> | what happened was the max speed is limited to current speed - (current speed / 48) |
| 08:32 | <@peter1138> | it worked but not for very fast planes, because the limit is calculated once per tick |
| 08:32 | <@peter1138> | and by then it's already moved n pixels... |
| 08:32 | <dragonhorseboy> | peter...yeah true...too fast for typical ticks :p |
| 08:32 | <@peter1138> | so slower planes slowed down more rapidly because they travelled less distance and had more time to slow down |
| 08:33 | <@peter1138> | err, that explains it badly, but i know what i mean ;) |
| 08:33 | <Noldo> | yes |
| 08:33 | <dragonhorseboy> | seriously I always wondered why the default openttd planespeed was too fast :p |
| 08:33 | <SmatZ> | peter1138: nice change |
| 08:33 | <Noldo> | discrete simulation is a bitch |
| 08:33 | <@peter1138> | dragonhorseboy, i've not adjusted the plane speed, but that is coming... |
| 08:33 | <dragonhorseboy> | can't *even* see your own sonic jet for more than a blink of eye >_< |
| 08:33 | <Gonozal_VIII> | huh? |
| 08:33 | <Gonozal_VIII> | you'll change the planespeed to unrealistic again? |
| 08:34 | <@peter1138> | Gonozal_VIII, patch option of course |
| 08:34 | <Gonozal_VIII> | well... it's unrealistic anyways but i think it's a good thing that it's now in scale with the other vehicles |
| 08:34 | <@peter1138> | SmatZ, notice there is no mention of physics or realistic in there ;) |
| 08:34 | <dragonhorseboy> | gonozal...if that means I can actually be able to click on the plane, yes -_- |
| 08:34 | <keyweed> | we *can* change the laws of physics! |
| 08:34 | <Gonozal_VIII> | just open the vehicle list... |
| 08:35 | <dragonhorseboy> | otherwise as its been I often have to hope to catch it inside the airport (where its only crawling) or try find where it is in the vehicle list |
| 08:35 | <dragonhorseboy> | gonozal..doesn't work with the way numberings disappear when you use custom name somehow |
| 08:35 | <@peter1138> | now, do i make this plane_speed option a divisor, so that 1 is fastest, or a multiplier, so that it works like ttdpatch... |
| 08:35 | <@peter1138> | the former is simpler |
| 08:35 | <Gonozal_VIII> | numberings disappear? |
| 08:35 | <@peter1138> | and who cares about confusing ttdpatch players ;) |
| 08:35 | <dragonhorseboy> | peter.... I'll say the multiplier for sure |
| 08:36 | <dragonhorseboy> | gonozal...yeah when I rename a plane its suddenly not able to sort right in the list for some reason and so needs some hunting to find it (in the tiny print no less) |
| 08:36 | <Gonozal_VIII> | why didn't you report that then? |
| 08:37 | <dragonhorseboy> | did mention it a long time ago but seem that in several betas they're not bothering yet |
| 08:37 | <@peter1138> | dragonhorseboy, bugs.openttd.org |
| 08:37 | <@peter1138> | if it's not on there, then it will be forgotten about. |
| 08:38 | <@peter1138> | (if it is on there, it may just get ignored, but at least you can complain ;)) |
| 08:38 | <Gonozal_VIII> | and i would say divisor |
| 08:39 | <Gonozal_VIII> | no floaty point stuff... |
| 08:39 | <dragonhorseboy> | but either way I've rather been using planes more toward remote freight services these days tho (thanks a lot xussrplaneset :p ) as trying to get different planes to migate into a busy airport is just stressful enough to want to just use rails+ships alone instead at times hehe |
| 08:39 | <dragonhorseboy> | (for re cities that is) |
| 08:40 | <Gonozal_VIII> | planes didn't get any balancing when their speed was fixed... |
| 08:40 | <Gonozal_VIII> | income should be lowered |
| 08:40 | <@peter1138> | problem is income is only done on distance and time, |
| 08:41 | <@peter1138> | which doesn't happen in real life |
| 08:43 | <Gonozal_VIII> | what else? adjustable ticket prices? |
| 08:43 | <Noldo> | suply/demand based pricing |
| 08:45 | <dragonhorseboy> | noldo..how would that work? a town of 1600 accepts goods just like a city of 21000 would |
| 08:45 | <Gonozal_VIII> | houses need stockpiling, i wrote that a lot |
| 08:45 | <dragonhorseboy> | I'm not so sure about that |
| 08:45 | <Gonozal_VIII> | stockpiling rocks |
| 08:46 | <dragonhorseboy> | gonozal..so how am I supposed to connect this large city station to a small town without having too much passengers sitting (and so killing the rating) at the city one? ;) |
| 08:46 | <@peter1138> | actually i think cargo income can be adjusted by newgrf... |
| 08:46 | <@peter1138> | in a dynamic "let the newgrf do the calculation" way |
| 08:47 | <Noldo> | interesting |
| 08:47 | <@peter1138> | mmm, yes it can |
| 08:47 | <@peter1138> | Hmm, but it doesn't actually say anything about the transportation method... |
| 08:47 | <Gonozal_VIII> | connect the big one to multiple small ones or something like that |
| 08:48 | <@peter1138> | just distance, time and amount of cargo |
| 08:48 | <dragonhorseboy> | gonozal...doesn't really work when you're used to having towns:low in difficulty settings |
| 08:48 | <Gonozal_VIII> | big city should be happy with its only connection to a small town? |
| 08:49 | <dragonhorseboy> | gonozal..if thats what it takes to keep the station low or empty on loads then yes ^_^ (sometimes the trains only earn well one direction then barely cover their own expense on way back...especially in tropical too) |
| 08:53 | <dragonhorseboy> | anyway be back in a moment |
| 08:54 | <@peter1138> | Heeeee, really slow planes :o |
| 08:54 | <@peter1138> | I guess I've got used to fast aircraft. |
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| 08:58 | <dih> | :-) |
| 09:01 | -!- | Greyscale is now known as Greysc[a]le |
| 09:02 | <SpComb> | :-( |
| 09:03 | <Gonozal_VIII> | :-| |
| 09:03 | <+glx> | :/ |
| 09:03 | <SpComb> | =|:D-|-> |
| 09:03 | <@peter1138> | ¦¬| |
| 09:03 | <dih> | at least now i know how everybody is doing :-P |
| 09:06 | <SpComb> | 'tis nice weather, and excellent *potential* for a good day |
| 09:06 | <dih> | hehe |
| 09:06 | <dih> | the potential is not dependant on the weather though :-P |
| 09:07 | -!- | frosch123 [~mtce@pascal.math.tu-clausthal.de] has joined #openttd |
| 09:07 | -!- | Progman [~progman@p57A1D40D.dip.t-dialin.net] has quit [Read error: Connection reset by peer] |
| 09:07 | <SpComb> | well, the weather adds on to it |
| 09:08 | -!- | Progman [~progman@p57A1D40D.dip.t-dialin.net] has joined #openttd |
| 09:08 | <SpComb> | but just about every potential good-day-aspect failed |
| 09:08 | <dih> | LOL |
| 09:08 | <dih> | poor Progman |
| 09:08 | <dih> | or did you mean the weather spoiled it? |
| 09:09 | <keyweed> | good day? someone invested 100 milion in SCO. this is not a good day. |
| 09:09 | <keyweed> | unless you're a lawyer |
| 09:09 | <dih> | or are on either side of that investment |
| 09:10 | <Progman> | dih: what? |
| 09:10 | <keyweed> | i don't think investing in SCO will make a profit. it will just make other peoples life miserable. i don't even think they want to make a profit, they just want to attack linux. |
| 09:10 | <dih> | [15:08][15:08] * Progman (~progman@p57A1D40D.dip.t-dialin.net) has joined #openttd |
| 09:10 | <dih> | [15:08][15:08] <SpComb> but just about every potential good-day-aspect failed |
| 09:11 | <SpComb> | heh, that as well |
| 09:12 | <Forked> | invested in sco? sounds like a sure way to lose it all |
| 09:13 | <SpComb> | "This significant financial backing is positive news for SCO's customers, partners and resellers who continue to request upgrades and rely upon SCO's UNIX services to drive their business forward," he said. |
| 09:13 | <keyweed> | http://www.groklaw.net/article.php?story=20080214125705140 |
| 09:13 | <Progman> | dih: dont get it |
| 09:13 | <SpComb> | "who continue to request [...] rely upon SCO's UNIX services to drive their business" |
| 09:13 | <SpComb> | I meant, "who continue to [...] rely upon SCO's UNIX services to drive their business" |
| 09:14 | <dih> | Progman: you joined the channel, and all of SpComb's outlooks for a good day vanish... |
| 09:14 | <keyweed> | who continue to rely upon SCO to sue their businesses? |
| 09:14 | <SpComb> | would you seriously want to invest 100M into a company that has *those kind of people* as customers? |
| 09:14 | -!- | Greysc[a]le is now known as Greyscale |
| 09:15 | <dragonhorseboy> | back |
| 09:17 | <dih> | dragonhorseboyback? |
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| 09:18 | <Gonozal_VIII> | dragonhorseboywhowasawaybutisnowback |
| 09:18 | <dragonhorseboy> | dih..I was afk :p |
| 09:19 | <dih> | AuF Klo |
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| 09:26 | <Eddi|zuHause2> | :p |
| 09:26 | <dragonhorseboy> | so how're you eddi? ;) |
| 09:26 | <dih> | he is afk :-D |
| 09:27 | <Eddi|zuHause2> | yeah, that's a good idea actually ;) |
| 09:27 | <dragonhorseboy> | hehe |
| 09:27 | <dih> | lol |
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| 09:28 | <Eddi|zuHause2> | better ;) |
| 09:29 | <dih> | thanks for the details |
| 09:29 | <Eddi|zuHause2> | it's your fault ;) |
| 09:30 | <Eddi|zuHause2> | i would never have mentioned anything ;) |
| 09:32 | <dih> | perhaps you should register the nick Eddi|aufKlo2 too |
| 09:32 | <dragonhorseboy> | ^_^ |
| 09:32 | <dragonhorseboy> | well what both of you doing now? |
| 09:33 | <dih> | i am mainly chatting with TB |
| 09:33 | <dih> | and having a bigger pbs game |
| 09:34 | -!- | Greyscale is now known as Greysc[a]le |
| 09:34 | <dragonhorseboy> | dih...pbs game? |
| 09:34 | <Eddi|zuHause2> | i am uploading www.informatik.uni-halle.de/~krause/Ravenswald%20Transport,%2017.%20Okt%201981.png |
| 09:34 | <Eddi|zuHause2> | (60%) |
| 09:35 | <Eddi|zuHause2> | then i'm going to watch skins |
| 09:35 | <dih> | a game with pbs |
| 09:35 | <dih> | yapp? |
| 09:35 | <dragonhorseboy> | ah hm dih..is that 0.6.3-3 or something else? |
| 09:36 | <Eddi|zuHause2> | no PBS signals there... wasn't high priority |
| 09:36 | <yorick> | dragonhorseboy: you mean yapp? |
| 09:36 | <Eddi|zuHause2> | could make use of them, but the station works alright how it is |
| 09:36 | <Eddi|zuHause2> | should be 100% now |
| 09:37 | <dih> | 12062 with the yapp patch |
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| 09:37 | <dragonhorseboy> | dih..oh ok |
| 09:37 | <Eddi|zuHause2> | i have 12066 |
| 09:37 | <Eddi|zuHause2> | i win ;) |
| 09:37 | <dih> | is there a new yapp version out? |
| 09:37 | <dragonhorseboy> | <only has either 0.6.3-beta3 and the last ever MiniIn builds here |
| 09:38 | <Eddi|zuHause2> | Tekky said michi_cc announced one for yesterday |
| 09:38 | <dragonhorseboy> | and then yet I might be stopping using both soon since its a bit tiring trying to keep borrowing the windows pc |
| 09:38 | <Gonozal_VIII> | but there wasn't one :-( |
| 09:39 | <@Belugas> | 0.6.3 beta3 ?? wow... i've really been asleep for a long time ! |
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| 09:40 | <dragonhorseboy> | belugas...what? :p hehe |
| 09:40 | <Eddi|zuHause2> | how does everybody like the picture? |
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| 09:41 | <keyweed> | looks good |
| 09:41 | <Gonozal_VIII> | well... missed the whole 0.6.0 release... then branchification and update to 0.6.1 and 0.6.2... |
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| 09:41 | <keyweed> | i had to reload it three times to get the bottom part form some odd reason but very sexy S curve |
| 09:42 | <Gonozal_VIII> | yep, only upper half loaded |
| 09:42 | <Eddi|zuHause2> | yeahm because i was not done uploading |
| 09:42 | <keyweed> | ah. good reason. |
| 09:43 | <Eddi|zuHause2> | s/m/,/ |
| 09:43 | <@peter1138> | There is no 0.6.3 beta 3... |
| 09:43 | <Eddi|zuHause2> | the keys are like next to each other |
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| 09:43 | <@peter1138> | Eddi|zuHause2, that joke only works when they're not :o |
| 09:44 | <Eddi|zuHause2> | that's why i brought it up ;) |
| 09:44 | -!- | globester [H@cc363166-a.groni1.gr.home.nl] has joined #openttd |
| 09:44 | <Eddi|zuHause2> | it's reverse irony ;) |
| 09:44 | <Gonozal_VIII> | so normal statements are funny now because they are not wrong? |
| 09:45 | <Eddi|zuHause2> | no, because they got taken so out of context that they are already back in the right context ;) |
| 09:45 | <dih> | what is actually wrong with the nightly page? |
| 09:46 | <@peter1138> | dih, we added code to it... "if ($remote_user == "dih") exit()" |
| 09:47 | <dih> | yeah right! |
| 09:48 | <keyweed> | $remote_user ne 'dih' || die; |
| 09:48 | * | keyweed ponders. |
| 09:49 | <murray> | throw new dihException() |
| 09:49 | <Eddi|zuHause2> | it's german, it's "die Bart" ;) |
| 09:49 | <keyweed> | only if Bart is a girl |
| 09:49 | <Eddi|zuHause2> | that's a simpsons quote |
| 09:49 | <keyweed> | hm. i don't watch cartoons. |
| 09:50 | <keyweed> | i only know one simpsons quote. 'doh' |
| 09:51 | <DJ-Nekkid> | hmm, why isnt this code working? it dont give any warnings or errors in nforenum ... |
| 09:51 | <DJ-Nekkid> | -1 * 0 02 00 00 81 40 00 FF 01 AA 00 00 00 AB 00 //<-- if first entity, use AA, else use AB |
| 09:51 | <DJ-Nekkid> | -1 * 0 02 00 01 81 10 00 FF 01 18 80 01 01 FF 80 //<-- the 18 is VehID |
| 09:51 | <DJ-Nekkid> | -1 * 0 02 00 02 81 0C 00 FF 01 00 00 16 16 01 00 //<-- Articulation |
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| 09:51 | <Eddi|zuHause2> | sure it shouldn't be "00 00 AA 00"? |
| 09:52 | <DJ-Nekkid> | nope :) |
| 09:52 | <Eddi|zuHause2> | if between '00' and '00', use 'AA 00' |
| 09:52 | <DJ-Nekkid> | as in FF 01 00 00 AA 00 AB 00 ? |
| 09:53 | <Eddi|zuHause2> | yes |
| 09:53 | <Eddi|zuHause2> | but don't take my word for it |
| 09:53 | <DJ-Nekkid> | ill try |
| 09:53 | <Eddi|zuHause2> | same reversal for the other ones, of course |
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| 09:54 | <DJ-Nekkid> | //!!Error (62): Offset 8: ID 00 has not been defined. |
| 09:54 | <DJ-Nekkid> | so i guess not, but brb |
| 09:55 | <Eddi|zuHause2> | fine |
| 09:55 | <@peter1138> | It is right... |
| 09:55 | <@peter1138> | Group (W), Low (B), High (B) |
| 09:58 | <Eddi|zuHause2> | 01 00 16 16 //Goto Set 01 wenn Callback zwischen 16 und 16 |
| 09:58 | <Eddi|zuHause2> | 00 00 //Sonst Goto Set 00 |
| 09:59 | <Eddi|zuHause2> | i think that one you got reversed |
| 10:03 | <Gonozal_VIII> | oh noes, german comments |
| 10:03 | <dragonhorseboy> | :) |
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| 10:06 | <Eddi|zuHause2> | have i ever mentioned that i dislike programming in assembler? ;) |
| 10:06 | * | dragonhorseboy pokes eddi with ASM links ;p |
| 10:06 | <dragonhorseboy> | hehehehe |
| 10:07 | <+glx> | Eddi|zuHause2: how is you NFO compiler ? ;) |
| 10:07 | <Eddi|zuHause2> | i haven't had time for it lately |
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| 10:18 | <DJ-Nekkid> | back btw |
| 10:19 | <dragonhorseboy> | ;) |
| 10:21 | <DJ-Nekkid> | btw, the symptome is that i only get the orignial sprite (SH40 sprite), and only one of them when i build the train |
| 10:21 | <DJ-Nekkid> | but; this way instead u mean? |
| 10:21 | <DJ-Nekkid> | -1 * 0 02 00 02 81 0C 00 FF 01 00 00 16 16 01 00 //<-- Articulation |
| 10:21 | <DJ-Nekkid> | -1 * 0 02 00 02 81 0C 00 FF 01 01 00 16 16 00 00 //<-- Articulation |
| 10:22 | <DJ-Nekkid> | but yea! that worked! |
| 10:22 | <+glx> | it uses 0001 for cb 16 |
| 10:22 | <+glx> | 0000 for others |
| 10:23 | <DJ-Nekkid> | hey |
| 10:23 | <DJ-Nekkid> | ehm |
| 10:23 | <DJ-Nekkid> | yey! |
| 10:24 | <DJ-Nekkid> | now i "know" articulation :) |
| 10:24 | <DJ-Nekkid> | now the next trick would be callback 36 and the "additional info" callback |
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| --- | Log | closed Fri Feb 15 11:23:16 2008 |
| --- | Log | opened Fri Feb 15 11:23:18 2008 |
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| 11:23 | -!- | Irssi: #openttd: Total of 97 nicks [4 ops, 0 halfops, 3 voices, 90 normal] |
| --- | Log | closed Fri Feb 15 11:28:56 2008 |
| --- | Log | opened Fri Feb 15 11:35:35 2008 |
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| 12:38 | <CIA-1> | OpenTTD: belugas * r12145 /trunk/src/ (rail_cmd.cpp table/track_land.h): |
| 12:38 | <CIA-1> | OpenTTD: -Codechange: includes should be at the top of the source file |
| 12:38 | <CIA-1> | OpenTTD: -Codechange: undefine a defined macro once work is finished, just in case |
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| 13:00 | <CIA-1> | OpenTTD: frosch * r12146 /trunk/src/table/ (road_land.h station_land.h unmovable_land.h): -Codechange: Use macros to build DrawTileSeqStruct-tables in station_land and unmovable_land. |
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| 13:15 | <Wolf01> | evening |
| 13:16 | <@peter1138> | Hi. |
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| 13:21 | <CIA-1> | OpenTTD: frosch * r12147 /trunk/src/table/ (station_land.h unmovable_land.h): -Codechange: Use macros to build DrawTileSprites-tables in station_land and unmovable_land. |
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| 13:34 | <CIA-1> | OpenTTD: frosch * r12148 /trunk/src/ (13 files in 2 dirs): -Codechange: Merge 'image' and 'pal' of DrawTileSeqStruct into one PalSpriteID |
| 13:35 | <Noldo> | I wonder if it would be worth it to make facade objects for the different pathfinders |
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| 13:40 | <@peter1138> | What is a façade object in relation to a pathfinder? |
| 13:40 | <Gonozal_VIII> | strange question :S |
| 13:40 | * | blathijs has never heard of the term |
| 13:41 | <CIA-1> | OpenTTD: frosch * r12149 /trunk/src/ (13 files in 2 dirs): -Codechange: Merge 'ground_sprite' and 'ground_pal' of DrawTileSprites into one PalSpriteID |
| 13:41 | <yorick> | what's that? |
| 13:41 | <Gonozal_VIII> | and the c is broken |
| 13:41 | <@peter1138> | The context is "<Noldo> I wonder if it would be worth it to make facade objects for the different pathfinders" |
| 13:41 | <yorick> | what's facade objects? |
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| 13:42 | <Gonozal_VIII> | abstract class or interface (java stuff)? |
| 13:42 | <Noldo> | object that has the interface to use a bigger contruct that is hidden behind it |
| 13:42 | <hylje> | interface |
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| 13:42 | <hylje> | high-level interface* |
| 13:43 | <hylje> | makes a large complex thing a small black box |
| 13:43 | <@Belugas> | ho... i undestand Noldo's point |
| 13:43 | <@Belugas> | and they will become kinda pluggable devices |
| 13:43 | <Gonozal_VIII> | same methods are called no matter what pathfinder is in use... |
| 13:43 | <@Belugas> | since they all have the same entry in the system, same singature and such |
| 13:44 | <Gonozal_VIII> | basic oo stuff |
| 13:44 | <@peter1138> | Like the blitters and drivers... |
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| 13:48 | * | Belugas nods |
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| 14:10 | <ln-> | hmm, a lesbian kiss in DS9. |
| 14:11 | <@Belugas> | so? lesbians cannot kiss too? |
| 14:12 | <Gonozal_VIII> | they can |
| 14:12 | <Gonozal_VIII> | and they should do it a lot^^ |
| 14:12 | <ln-> | i doubt the actresses are really lesbians. |
| 14:13 | <Prof_Frink> | Mmm, lesbians |
| 14:14 | <@Belugas> | i doubt the actresses are really in space ;D |
| 14:14 | <Noldo> | :D |
| 14:15 | <Prof_Frink> | Mmm, lesbians in space |
| 14:17 | <Sacro> | zero g boobs |
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| 14:20 | <Prof_Frink> | Can I say... rule 34? |
| 14:21 | <Gonozal_VIII> | for lesbians in space? are you kidding? |
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| 14:24 | <Noldo> | hmm, RoadFindPathToStop doesn't have any code for OPF |
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| 14:55 | <Noldo> | why on earth is that done with a goto |
| 14:56 | <@peter1138> | why not? heh |
| 14:56 | <Noldo> | :) |
| 14:57 | <Noldo> | RoadFindPathToDest functione |
| 14:57 | <Noldo> | -e |
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| 15:04 | <ln-> | Belugas: of course they are not in space, they'd suffocate. they are on the space station. |
| 15:04 | <Noldo> | Maybe rvs aren't the best choice to do proof of consept on |
| 15:04 | <Gonozal_VIII> | unless they're vampire space lesbians, vampires don't breath |
| 15:05 | <ln-> | Gonozal_VIII: +e |
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| 15:05 | -!- | Gonozal_VIII is now known as Gonozal_VIIIe |
| 15:06 | <@Belugas> | hooo.. vampires.... me love! |
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| 15:18 | <guru3> | http://electricpotential.net/temp/landgen.php <--- it's got lakes now! |
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| 15:24 | <SpComb> | blockylegolandmassivegifimagethatloadsreallyslowly! |
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| 15:24 | * | guru3 mutters about slow connection |
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| 15:25 | <dih> | hello Belugas |
| 15:25 | <Prof_Frink> | Mmm, lesbian vampires in space |