| --- | Log | opened Tue Feb 19 00:00:11 2008 |
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| 02:28 | -!- | debian__ [~debian@ti541210a340-1906.bb.online.no] has joined #openttd |
| 02:28 | <debian__> | Hello |
| 02:29 | <debian__> | I'm trying to install openttd on an windows compter, it tells me sample.cat is missing or corrupted. Why? |
| 02:29 | <debian__> | Anyonr here? |
| 02:29 | <ln-> | let me guess it's because your sample.cat is missing or corrupted. |
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| 02:30 | <ln-> | never ask if anyone is here, that's the most useless question possible. |
| 02:30 | <debian__> | ln-: It is an fresh install, how can it allready be missing or corupted? |
| 02:31 | <debian__> | ln-: The answer is usefull for me. |
| 02:31 | <debian__> | Do I need something before I download the game= |
| 02:31 | <debian__> | ? |
| 02:31 | <debian__> | Installed on my computer? |
| 02:32 | <ln-> | you need certain files from your Transport Tycoon Deluxe CD-ROM. |
| 02:34 | <ln-> | i'm sure all this is documented somewhere. |
| 02:34 | <debian__> | ln-: I thought it was free open source... |
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| 02:35 | <debian__> | So I need to pay for an cd to get the game? |
| 02:35 | -!- | Zaviori [~zavior@d195-237-7-167.elisa-laajakaista.fi] has joined #openttd |
| 02:36 | <globester> | nope |
| 02:36 | <ln-> | either pay for one, or steal one. |
| 02:37 | <debian__> | Where? |
| 02:38 | <ln-> | i bought the CD through amazon.co.uk. |
| 02:38 | <debian__> | How big is the files I need? |
| 02:39 | <globester> | couple mb |
| 02:39 | <globester> | the files are at orudge's site |
| 02:42 | <debian__> | Link? |
| 02:43 | -!- | peter1138 [~petern@217.151.109.242] has joined #openttd |
| 02:43 | -!- | mode/#openttd [+o peter1138] by ChanServ |
| 02:43 | <globester> | www.transporttycoon.net |
| 02:44 | <debian__> | Is it also free open-source? |
| 02:44 | <Fujitsu> | The data files can not legally be used without purchasing TTD. |
| 02:45 | <debian__> | how can I help making the graphic files you need? |
| 02:45 | <debian__> | I dont see a warning on the site... |
| 02:47 | <debian__> | I want to make all the grapics for you, where to start? |
| 02:48 | <Fujitsu> | There are a couple of graphics replacement projects. The 8bpp OpenGFX, and that for the new 32bpp graphics subsystem. |
| 02:52 | <debian__> | How do I eat forest? |
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| 04:05 | -!- | mode/#openttd [+o peter1138] by ChanServ |
| 04:05 | -!- | mucht_home is now known as Mucht |
| 04:08 | <blathijs> | michi_cc: Thanks! |
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| 04:14 | -!- | mode/#openttd [+v tokai] by ChanServ |
| 04:16 | <@peter1138> | So are we ready to make RC1 yet? ;) |
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| 05:11 | <demaker> | Hello all! |
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| 05:36 | -!- | Digitalfox [~chatzilla@bl7-183-32.dsl.telepac.pt] has joined #openttd |
| 05:36 | <Digitalfox> | peter1138 how dare you say RC1 :0 |
| 05:39 | <@peter1138> | Why? :p |
| 05:40 | <debian__> | How do I make money? |
| 05:40 | <keyweed_> | sell drugs. |
| 05:40 | <Digitalfox> | beta 4 just released yesterday, give it time to bug reports ;) |
| 05:41 | <debian__> | I'm using beta 4, I'm only loosing money... |
| 05:42 | <Yexo> | are you sure you aren't using transfer? |
| 05:42 | * | Digitalfox want's RC1 has soon has possible, i love that magic patch :0 |
| 05:42 | <debian__> | Where should I transport stuff? |
| 05:42 | <Yexo> | transporting coal from a coal mine to a powerplant is a good start |
| 05:42 | <debian__> | Where is my powerplant? |
| 05:43 | <Yexo> | There are multiple on the map, use the minimap to find them |
| 05:43 | <debian__> | It is no road/railroad to it |
| 05:43 | <Yexo> | http://wiki.openttd.org/images/4/4a/4_Types_of_railway.png |
| 05:43 | <Yexo> | that's a powerplant |
| 05:43 | <Yexo> | And you have to build the rail yourself ;) |
| 05:43 | <Yexo> | that's kinda the purpose of the game |
| 05:44 | <Yexo> | See http://wiki.openttd.org/index.php/Railway_construction |
| 05:46 | <debian__> | So I only build roads? |
| 05:47 | -!- | DJ-Nekkid [~DJNekkid@gprs-ggsn6-nat.mobil.telenor.no] has joined #openttd |
| 05:47 | <Yexo> | No, you can build rails too |
| 05:49 | -!- | ThePizzaKing [~jeff@c211-28-165-110.eburwd2.vic.optusnet.com.au] has joined #openttd |
| 05:49 | <debian__> | So Now I have money? |
| 05:50 | <debian__> | I'm still loosing a lot... |
| 05:50 | <debian__> | -360000 |
| 05:51 | <Yexo> | Can you post a savegame somewhere so I can have a look? |
| 05:51 | <debian__> | Jay, I earned 1.986$ |
| 05:52 | <debian__> | Railroads is magically apperaring, why? |
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| 05:52 | <Yexo> | Probably because you're playing with ai opponents which are building railroads |
| 05:53 | <Yexo> | You can disable them in the patch settings |
| 05:55 | <debian__> | Ok |
| 06:00 | -!- | Yexo_ [Yexo@32-88-ftth.onsneteindhoven.nl] has joined #openttd |
| 06:01 | <debian__> | Yexo: He wont try to steal my railroad area then? |
| 06:03 | <debian__> | This game is only point is to build roads? |
| 06:03 | <Yexo_> | The ai can't use your railroads |
| 06:03 | <Yexo_> | What he can do however, is building in an area you planned to build |
| 06:04 | <Yexo_> | About the point of this game: you can play it any way you like. |
| 06:04 | <Yexo_> | Some people like to play with only road vehicles |
| 06:04 | <Yexo_> | other people like to build massive rail networks with hundreds of trains |
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| 06:05 | <debian__> | The stupid train wont load cargo |
| 06:05 | <debian__> | ït goes back and fort from oil and powerplant |
| 06:06 | <Noldo> | oil doesn't goto the power plant |
| 06:06 | <debian__> | Seriously? |
| 06:06 | <debian__> | Where does it go? |
| 06:07 | <Yexo_> | oil goes to a refinery |
| 06:07 | <Yexo_> | click on the industry to see which cargo's it accepts |
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| 06:11 | <debian__> | The trainstation can store stuff? |
| 06:11 | <Yexo_> | sort of |
| 06:11 | <Yexo_> | all cargo generated by industries is delivered to a nearby station |
| 06:11 | <Yexo_> | but some is lost if you don't transport it in time |
| 06:13 | -!- | nzvip [~svip@192.38.109.188] has joined #openttd |
| 06:14 | <debian__> | But my coal trains is refuses to move... |
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| 06:16 | <debian__> | They are stuck in the garage |
| 06:18 | <ln-> | the depot, sir |
| 06:18 | <Yexo_> | Are your signals placed ok? |
| 06:18 | <Gekz> | is it an electric garage on a diesel track |
| 06:18 | <Gekz> | lol |
| 06:18 | <Gekz> | or vice versa |
| 06:18 | <Yexo_> | There can only be one train at the same time within one signal block |
| 06:18 | <debian__> | Oh |
| 06:19 | <Yexo_> | diesel depot with elektric rails isn't a problem :) |
| 06:19 | <debian__> | How can I fix the signal block thing? |
| 06:19 | <Yexo_> | http://wiki.openttd.org/index.php/Signals |
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| 06:25 | <debian__> | Can I have doubble rails too? |
| 06:25 | <Yexo_> | of course, just build two railroads next to eachother with oneway signals facing different directions |
| 06:27 | <Tefad> | LLRR RRLL heh. |
| 06:27 | <Yexo_> | :) |
| 06:27 | <Yexo_> | that's not exactly simple to start with :) |
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| 06:31 | <@peter1138> | What do L and R mean? |
| 06:31 | <Yexo_> | the driving side |
| 06:31 | <Yexo_> | LR is normal two way track |
| 06:31 | <debian__> | Noo, I started new game, noww I've wasted all the money... |
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| 06:32 | <Yexo_> | LLRR is four tracks, two going one way and two going the other way |
| 06:32 | <debian__> | Ther I got meny |
| 06:32 | -!- | Gekz [~brendan@124.183.21.103] has joined #openttd |
| 06:32 | <debian__> | How many wagons can An train have? |
| 06:32 | <@peter1138> | Is L and R some standard system? Because to mean it means nothing. |
| 06:32 | <Yexo_> | it's used in openttdcoop a lot |
| 06:32 | <@peter1138> | Yes, but I mean standard. |
| 06:33 | <Yexo_> | I have no idea :) |
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| 06:37 | <@peter1138> | So is LLRR RRLL: ↑↑↓↓ ↓↓↑↑ ? |
| 06:37 | <Yexo_> | yes |
| 06:38 | <@peter1138> | So if you had a loop... |
| 06:38 | -!- | fjb [~frank@p5485D291.dip.t-dialin.net] has joined #openttd |
| 06:38 | <@peter1138> | It would end up as ↓↓↑↑ ↑↑↓↓ on the other side...? |
| 06:38 | <fjb> | Hello |
| 06:38 | <Yexo_> | that's also possible |
| 06:38 | <Yexo_> | L and R don't have any particluar direction |
| 06:38 | <@peter1138> | but that's not LLRR RRLL any more... |
| 06:39 | <demaker> | is it best to have different kind of transport or is it best to stick to airplanes etc? |
| 06:39 | <Yexo_> | it's only that every L-lane is going in the same direction, and opposite to any R-lane |
| 06:39 | <Yexo_> | demaker: whatever makes you have the most fun of your game :) |
| 06:40 | <demaker> | hehe okay.. i just love this game.. played it 10 years ago and startet yesterday hehe |
| 06:40 | <fjb> | demaker: And the patches you are using. Try to start an airplane only game with the passenger destinations patch. :-) |
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| 06:42 | <debian__> | Can an coal mine become empty? |
| 06:42 | <debian__> | How do I make an train turn in the railroad? |
| 06:42 | <fjb> | Yes it can. |
| 06:43 | <Yexo_> | but it normally won't if you provide good service |
| 06:44 | <fjb> | There is a button on the right side of the vehicle window that lets the train reverse. |
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| 06:56 | <demaker> | fjb, what do you mean? |
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| 07:00 | <demaker> | How do i upgrade busses etc? |
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| 07:14 | <Vikthor> | demaker: Just send it in depot sell the bus and buy new one |
| 07:14 | <Vikthor> | or use autoreplace |
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| 07:31 | * | Hendikins hrms, idly wonders how long it would take him to build openttd on his build farm |
| 07:31 | <Noldo> | time! |
| 07:33 | <Hendikins> | Need autofox to finish first. |
| 07:33 | <Hendikins> | I can build Firefox in 14 mins |
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| 07:34 | <@peter1138> | Takes my X2 5600+ 1 minute for a release build |
| 07:34 | <@peter1138> | 30 seconds for debug |
| 07:35 | <Yexo_> | depends whether I compile on windows or linux :) |
| 07:35 | <Yexo_> | linux is under 1 minute |
| 07:35 | <Yexo_> | windows can take up to 5 minutes |
| 07:36 | <Hendikins> | peter1138: My build farm is an X2 4800+, Turion X2 1.9GHz, Sempron 3000+ and dual Athlon MP 2600+ |
| 07:37 | -!- | Yexo_ is now known as Yexo |
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| 07:57 | <fjb> | Is there an option to preven trains from reversing in front of signals? |
| 07:57 | <fjb> | prevent |
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| 08:16 | -!- | mcbane [~Maui_key@p5498CEB8.dip.t-dialin.net] has joined #openttd |
| 08:16 | <mcbane> | ^,^ |
| 08:17 | <mcbane> | hmm george barly haning around here aye? |
| 08:17 | <mcbane> | *hangig |
| 08:18 | * | fjb can't remember seeing him here. |
| 08:18 | <Gonozal_VIII> | me neither |
| 08:19 | <Forked> | meep meep |
| 08:19 | <murray> | oO |
| 08:19 | <mcbane> | cause its fuuny with his closing mechanism. most close as intended except oilwells forest sawmills and a few other industries. |
| 08:22 | <fjb> | Not all industries are in the same stage of development. Beta 4 is the most advanced. |
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| 08:23 | <debian__> | Ok |
| 08:23 | <mcbane> | i have no clue about the grf coding but it have to be defined for every single industry? |
| 08:23 | <debian__> | But how can I make an lot of money? |
| 08:24 | <fjb> | Yes, for every single industry. |
| 08:24 | <mcbane> | arg |
| 08:24 | <debian__> | The stuff the oil raffinery makes, where should it go? |
| 08:24 | <fjb> | debian__: Use the cheat menu. :-) |
| 08:25 | <fjb> | debian__: Standard oil rafinery or an industry replacement grf? |
| 08:25 | <Noldo> | debian__: some cities accept goods |
| 08:25 | <mcbane> | debia_ if you use ECS potrol goes to gasstation and reafined stuff goes to chem industry |
| 08:25 | <debian__> | The thing that comes in beta4 |
| 08:25 | <Yexo> | goods ahve to be transported to towns |
| 08:25 | <Gonozal_VIII> | you get money for selling tracks, sell them all and you have more money |
| 08:26 | <Gonozal_VIII> | (that's how politicians think) |
| 08:26 | <mcbane> | yes and its a lie. |
| 08:26 | <fjb> | Some houses of towns are accepting good. They have to be in the station cachement area. Then that station accept goods. |
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| 08:29 | <debian__> | How many wagons can an train have? |
| 08:29 | <Sionide> | loads |
| 08:29 | <Sionide> | but it gets slower the more they are |
| 08:30 | <Gonozal_VIII> | no |
| 08:30 | -!- | Dark_Link^ [~glidegame@fw.dormnet.his.se] has joined #openttd |
| 08:30 | <Gonozal_VIII> | not with additional engines too |
| 08:30 | <debian__> | Can I have two trains? |
| 08:30 | <debian__> | On one train? |
| 08:30 | <Sionide> | yeah |
| 08:31 | <Sionide> | try it in the depot, build two then drag the second one to behind the first one |
| 08:31 | <Sionide> | and they couple up |
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| 08:35 | <debian__> | If I want an big network, like double lanes trains, how? |
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| 08:36 | -!- | mode/#openttd [+v glx] by ChanServ |
| 08:37 | <debian__> | Does the cityes want food? |
| 08:38 | <Yexo> | not when playing temperate |
| 08:38 | <Yexo> | just build your network piece by piece and extend it further |
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| 08:46 | <debian__> | Will the game go for ever? |
| 08:46 | <debian__> | It isnt done ever? |
| 08:46 | <Gonozal_VIII> | yes |
| 08:47 | <Yexo> | although you get your score in 2051 you can still play on after that date |
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| 09:10 | <debian__> | Some of my trains refuses to turn |
| 09:10 | <debian__> | How to make double lanes, and can they change lanes? |
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| 09:16 | <debian__> | I want this to work |
| 09:17 | <Noldo> | with some clever signaling |
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| 09:21 | <Gonozal_VIII> | quak |
| 09:21 | <mcbane> | quack? |
| 09:22 | <debian__> | quack? |
| 09:22 | <Gonozal_VIII> | no, quak |
| 09:22 | <frosch123> | quak :) |
| 09:23 | -!- | SmatZ [~smatz@a40-prg1-5-107.static.adsl.vol.cz] has joined #openttd |
| 09:28 | <mcbane> | frösche.. |
| 09:34 | <fjb> | Quak frosch123 |
| 09:34 | <frosch123> | moin fjb |
| 09:34 | <fjb> | :-) |
| 09:34 | <fjb> | frosch123: I missed you yesterday evening. |
| 09:34 | * | frosch123 was busy |
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| 10:02 | <DJ-Nekkid> | debian__: with SML ? |
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| 10:06 | <@peter1138> | SML? |
| 10:07 | <DJ-Nekkid> | shift/switch main line |
| 10:08 | <DJ-Nekkid> | http://83.243.128.249/ottd/sml.png |
| 10:09 | <@peter1138> | Even 'shift/switch main line' means nothing to me, so I doubt it can mean anything to a newbie... |
| 10:09 | <SmatZ> | DJ-Nekkid: why is it a 2-way exit presignal? |
| 10:10 | <@peter1138> | SmatZ, because the openttdcoop people like to abuse signals for other purposes... |
| 10:10 | <DJ-Nekkid> | SmatZ: because it wont work without :) |
| 10:10 | <SmatZ> | when train reverses because it has to wait for a long time, it blocks the ML |
| 10:11 | <SmatZ> | peter1138: I have to say I like it ;-) but sometimes, I don't understand that overuse |
| 10:11 | <DJ-Nekkid> | the trains will only enter the 2nd ML if it's free, if it's a 1way it will go to the combo and stay until it's free... |
| 10:12 | <DJ-Nekkid> | and peter1138; i were makeing the screenshot when u asked :) |
| 10:12 | <DJ-Nekkid> | *making* |
| 10:12 | <Yexo> | DJ-Nekkid: are you sure you didn't make a few mistakes there? |
| 10:12 | <DJ-Nekkid> | Yexo: not 100%, but i made aprox 100 of thoose last coop-game, and they worked |
| 10:13 | <SmatZ> | well, I played that game for a while, and this was the place where it was blocked |
| 10:13 | <DJ-Nekkid> | well, it is build according to mark's example... |
| 10:14 | <Yexo> | http://www.openttdcoop.org/wiki/images/7/70/SML2-Shifter.PNG |
| 10:14 | <Yexo> | that looks more like it |
| 10:14 | <Yexo> | the signal before exit 1way/combo 2way has to be a presignal |
| 10:14 | <DJ-Nekkid> | nope |
| 10:15 | <DJ-Nekkid> | because: |
| 10:15 | <Gonozal_VIII> | no need for a penalty, it's longer anyways |
| 10:15 | <Gonozal_VIII> | other version is better |
| 10:16 | <DJ-Nekkid> | Gonozal_VIII: mine? |
| 10:16 | <Gonozal_VIII> | yes |
| 10:16 | <@peter1138> | It's so ugly :o |
| 10:16 | <Gonozal_VIII> | yep, ugly^^ |
| 10:16 | <Gonozal_VIII> | but looks like it could work |
| 10:16 | <DJ-Nekkid> | Yexo: if the 2nd ml is not free, and the exit is not free (because the trains are closely packed) it's like haveing a 3 tile signalblock |
| 10:17 | <Gonozal_VIII> | longer signalblocks are very bad |
| 10:17 | <Yexo> | yes, but if there are both not free then it *is* desired behaviour to wait for the first one to become free, isn't it? |
| 10:17 | <Gonozal_VIII> | jams everything |
| 10:18 | <Gonozal_VIII> | trains should never stop |
| 10:18 | <Gonozal_VIII> | so presignal entry bad |
| 10:18 | <DJ-Nekkid> | Gonozal_VIII: i agree... |
| 10:18 | <@peter1138> | And this is why I don't play openttdcoop. It's so tedious. |
| 10:18 | <DJ-Nekkid> | peter1138: it's actually fun... |
| 10:19 | <DJ-Nekkid> | last game lasted more then 300 years |
| 10:19 | <DJ-Nekkid> | that's more then 70 hours |
| 10:19 | <DJ-Nekkid> | if it were not close to 400 |
| 10:19 | <fjb> | But some people have more fun building pretty lines through beautiful landscapes. |
| 10:20 | <DJ-Nekkid> | sure! |
| 10:20 | <SmatZ> | yeah, without terraforming :) |
| 10:20 | <Gonozal_VIII> | i try to combine that :-) lines where trains never have to stop or slow down but that still look good |
| 10:20 | * | SmatZ likes no-terraforming maps with 1000+ trains ;) |
| 10:20 | <SmatZ> | and at least 1024x1024 map :-D |
| 10:21 | <fjb> | Without isn't always possible, but with as few terraforming as possible. |
| 10:21 | <fjb> | 1024x1024 map is nice in multiplayer, but I feel lost on it in a single player game. |
| 10:21 | <SmatZ> | :) |
| 10:22 | <Yexo> | I normally build them like this |
| 10:22 | <Yexo> | http://www.student.tue.nl/V/t.i.marinussen/sml.png |
| 10:22 | <SmatZ> | for how long trains? |
| 10:22 | <SmatZ> | TL3? |
| 10:22 | <Yexo> | not measured this time :) |
| 10:22 | <Yexo> | tl 3 indeed |
| 10:23 | <fjb> | SmatZ: I looked at the makefiles fpr OpenTTD, but I don't know enough about automake etc. to make new makefiles for OpenTTD to compile it all at once. |
| 10:23 | <Yexo> | just type ./configure |
| 10:23 | <SmatZ> | fjb: neither me :( |
| 10:24 | <fjb> | You need at least two options for gcc to make it work. And it may have sideeffects on varaible and function scope. |
| 10:26 | <@peter1138> | Why would you want to compile it all at once? |
| 10:26 | <fjb> | To get an far more optimized executable. |
| 10:27 | <fjb> | Optimisation is local to a single input file now. It would be global to the whole OpenTTD source then. |
| 10:27 | <@peter1138> | Right... |
| 10:27 | <Yexo> | you can try cat *.h *.cpp > gcc :) |
| 10:28 | <Yexo> | that should be | g++ |
| 10:28 | <SmatZ> | you have to -I correct directories |
| 10:29 | <fjb> | Or use some smarter make replacement. |
| 10:29 | <Eddi|zuHause2> | | grep -v '#include "' |
| 10:29 | <Noldo> | fjb: what on earth are you talking about? |
| 10:29 | -!- | Morloth [~b.ridder@mail.tjip.com] has joined #openttd |
| 10:29 | <Morloth> | Hi everyone! :)_ |
| 10:30 | -!- | yorick [~yorick@s55924da0.adsl.wanadoo.nl] has joined #openttd |
| 10:31 | <fjb> | Noldo: the current source is compiled one source file at a time. Optimisation is local to that file. gcc has a global optimizer option where the optimisation is global to the whole code base. But it has to be called with all source files as arguments at once. |
| 10:31 | <fjb> | Hi Morloth |
| 10:31 | <Noldo> | aha |
| 10:37 | <Morloth> | Does someone have time to review & commit my patch for NoAI @ http://bugs.openttd.org/task/1783, please? |
| 10:37 | <+glx> | Morloth: split it in many parts (it's way too big) |
| 10:37 | <Morloth> | I'd like to develop NoAI furder but I don't want to create patches which depend upon patches; Things get messy :) |
| 10:38 | <+glx> | and I don't like your change for GetCargoProduction and GetCargoAcceptance |
| 10:38 | <+glx> | better add functions to just tell if it accepts or produces |
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| 10:39 | <+glx> | and keep the GetCargo* as they are |
| 10:39 | <Morloth> | glx: But the old methods didn't gave any sensable information |
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| 10:39 | <+glx> | maybe for you, but some AI writer may want to know the exact amount |
| 10:40 | <Morloth> | glx: Hmmz... Perhaps you're right, but I don't see the sense in the numbers it returned |
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| 10:40 | <+glx> | it is the numbers you can see when you use the query tile tool |
| 10:41 | <Morloth> | But what does an acceptance of 24 mean as to an acceptance of 16 or 2? |
| 10:42 | <Morloth> | Thought it was kinda dodgy, those functions |
| 10:42 | <Morloth> | But I'll rewrite it one I get home tonight and create a new patch :) |
| 10:43 | <Morloth> | Would be good to see NoAI back on track again |
| 10:45 | <+glx> | higher acceptance means your station has less chance to stop accepting stuff when the town decides to replace/remove buildings |
| 10:45 | <Morloth> | But you'd recommend I create 2 separate patches? 1) Make methods static. 2) The added functions ? |
| 10:46 | <+glx> | it's always better to do small patches |
| 10:47 | <Morloth> | I'll keep that in mind :) |
| 10:47 | <+glx> | or at least 1 patch for 1 change |
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| 10:47 | <Gonozal_VIII> | yes because devs are lazy people and don't want to read more than 10 lines at once |
| 10:48 | <Gonozal_VIII> | hehehe |
| 10:48 | <Morloth> | glx: I kinda got over excited I guess and coded away at NoAI the last couple of days :) |
| 10:48 | <+glx> | Gonozal_VIII: not only, it's easier to understand 1 change than 10 when you read a diff |
| 10:48 | <Gonozal_VIII> | i know, i know ;-) |
| 10:48 | <Gonozal_VIII> | just kidding |
| 10:48 | <Morloth> | hehe :) |
| 10:51 | <@peter1138> | That's okay, you're on ignore now |
| 10:52 | <NukeBuster> | speaking of small patches.. |
| 10:53 | <yorick> | ping * |
| 10:53 | <NukeBuster> | did anyone take a look at http://bugs.openttd.org/task/1670? |
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| 10:55 | * | Maedhros has looked, yes |
| 10:56 | * | SmatZ too |
| 10:56 | <NukeBuster> | :) |
| 10:56 | <NukeBuster> | Do you have an opinion about it? |
| 10:56 | <Gonozal_VIII> | been looking |
| 10:57 | <SmatZ> | I think it can be useful |
| 10:57 | * | Belugas has seen it, but has no opinion, since not playing nor doing MP |
| 10:58 | <NukeBuster> | :) |
| 10:58 | * | Maedhros agrees with Belugas |
| 10:58 | <Gonozal_VIII> | opinions are for people that can't make their own reality |
| 10:59 | <Maedhros> | that makes no sense |
| 10:59 | <Gonozal_VIII> | sure does |
| 10:59 | <Morloth> | I'm signing off, cya guys tonight! |
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| 10:59 | <Gonozal_VIII> | everything is the truth then |
| 11:01 | <Maedhros> | and that makes you indifferent to everything? you don't like it, dislike it, anything? |
| 11:02 | <Gonozal_VIII> | yep |
| 11:03 | <SmatZ> | :-) |
| 11:04 | <Gonozal_VIII> | why would you dislike something you made yourself? |
| 11:04 | -!- | XeryusTC [~irc@cc332161-a.sneek1.fr.home.nl] has joined #openttd |
| 11:05 | <Gonozal_VIII> | or like it... if you don't know different |
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| 11:09 | <@peter1138> | Isn't there already a password on join thing? |
| 11:09 | <@peter1138> | hmm |
| 11:09 | <NukeBuster> | not in trunk (as far as I know) |
| 11:09 | <@peter1138> | Ah, there's the default password thing |
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| 11:11 | <NukeBuster> | there was a discussion about that in the suggestions forum |
| 11:12 | <NukeBuster> | This got into trunk quite recently, though it have two disadvantages - in game you don't see whether there is some password or not (you have to look into the config file to check for that) |
| 11:12 | <NukeBuster> | Second, it is stored in plaintext in config file. If you do not realize that and send config file to someone (like with some bug report to the bugtracker) ... oops, your password just became public. |
| 11:12 | <NukeBuster> | Oops.. |
| 11:12 | <NukeBuster> | (that was posted by Bilbo) |
| 11:13 | <NukeBuster> | http://www.tt-forums.net/viewtopic.php?f=32&t=35633 |
| 11:15 | <+glx> | NukeBuster: usually the .cfg is not needed for bug reports (as all important settings are in the .sav) |
| 11:15 | <NukeBuster> | ok |
| 11:16 | <+glx> | but we may ask for it, or at least some specific settings |
| 11:16 | <NukeBuster> | is it possible to change the default password in game? |
| 11:16 | <+glx> | dunno |
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| 11:30 | <@peter1138> | Isn't that what the button does? |
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| 11:39 | <Draakon> | hello |
| 11:40 | <Gonozal_VIII> | hi |
| 11:40 | <Draakon> | what's up? |
| 11:41 | <Gonozal_VIII> | the opposite of down |
| 11:41 | <Draakon> | ? |
| 11:42 | <Gonozal_VIII> | that's up |
| 11:42 | <Draakon> | lol |
| 11:42 | <Gonozal_VIII> | well, you asked :-) |
| 11:42 | <Draakon> | :P |
| 11:44 | <NukeBuster> | Peter1138, that's indeed what the button does. |
| 11:45 | <NukeBuster> | I just like the fact it would pop up if you don't have it set. |
| 11:46 | <@peter1138> | Well, add it then ;) |
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| 11:47 | <NukeBuster> | Well that's the patch :) |
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| 11:48 | <NukeBuster> | if you create a new company and no default password set then: ShowNetworkCompanyPasswordWindow(); |
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| 12:16 | <Sacro> | :D |
| 12:16 | <Sacro> | Big 'O' notation! :D |
| 12:19 | -!- | LordAzamath [~LordAzama@ip208.cab23.ltln.starman.ee] has joined #openttd |
| 12:20 | <Eddi|zuHause2> | O no... he figured us out... |
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| 12:20 | <Eddi|zuHause2> | they're called 'Landau Symbols' btw. |
| 12:21 | * | LordAzamath is going to say hello in a moment, be ready! |
| 12:21 | <LordAzamath> | hellp |
| 12:21 | <LordAzamath> | hello |
| 12:21 | <LordAzamath> | * |
| 12:21 | <Eddi|zuHause2> | you, sir, are massive failure in person ;) |
| 12:22 | <LordAzamath> | true |
| 12:22 | <LordAzamath> | ^^ |
| 12:22 | <LordAzamath> | but atleast I've got beta-4 downloading atm.. |
| 12:23 | <Eddi|zuHause2> | i'm stuck with 12066 for a while, because i can't be bothered with savegame compatibility |
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| 12:23 | <dih> | :-) |
| 12:23 | <LordAzamath> | hello dih :) |
| 12:24 | <Sacro> | LordAzamath: you failed that quite amusingly |
| 12:24 | <LordAzamath> | yeah, I know ^^ |
| 12:25 | <LordAzamath> | had to ask help because my keyboard.... well let's say I don't feel comfortable with it :P |
| 12:25 | * | LordAzamath is listening the Queen cassete "A kind of magic" ^^ |
| 12:26 | <Gonozal_VIII> | yay queen |
| 12:26 | <Eddi|zuHause2> | michi_cc: have you considered a feature of 'real' PBS? in order to reserve a path, every switch leading to this path from 'outside' must be secured, otherwise no path can be locked (= speed limit 40km/h), this prevents crashing trains from the side ('Flankenfahrt') |
| 12:27 | <Eddi|zuHause2> | 'secured' means either the next switch is in a position not leading to this path, or a derailment device is installed |
| 12:28 | <Gonozal_VIII> | the switches don't switch... |
| 12:29 | <LordAzamath> | pain is so close to pleasure.. But that's completely unrealted to current topic ^^ |
| 12:29 | <Sacro> | http://msdn.microsoft.com/events/hero/images/bio-vsg-03.gif <- hahhaha |
| 12:29 | <Eddi|zuHause2> | no, but a train without reserved path cannot take that switch even if it wants to |
| 12:29 | <Sacro> | Eddi|zuHause2: catch point? |
| 12:30 | <@peter1138> | 'real' PBS? heh |
| 12:30 | <Sacro> | peter1138: yes |
| 12:30 | <Sacro> | though i want ABS :( |
| 12:30 | <LordAzamath> | tt-forums has another spammer.. |
| 12:30 | <Eddi|zuHause2> | Sacro: you can e.g. safely force a train through a signal without path |
| 12:30 | <Sacro> | but i fear that'd be hard to implement |
| 12:30 | <Sacro> | Eddi|zuHause2: actually, IRL it is up to the signalman to make sure all points are locked |
| 12:30 | <LordAzamath> | I tried to report post, but it was already reported :D |
| 12:31 | <Eddi|zuHause2> | Sacro: german signal control stations have devices that ensure these lockings, otherwise the signal cannot be turned green |
| 12:31 | <Eddi|zuHause2> | signals have an 'override' for that, but it's not a green light, but a white light |
| 12:31 | <@peter1138> | How does this relate to PBS? |
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| 12:33 | <Eddi|zuHause2> | like i said, it provides more safety in case someone is messing around... |
| 12:34 | <Sacro> | Eddi|zuHause2: yes, but a signalman can give permission for a train to pass a red |
| 12:34 | <Sacro> | otherwise how would you get passed a TCF |
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| 12:34 | <Sacro> | *pst |
| 12:34 | <Sacro> | *past |
| 12:34 | <Eddi|zuHause2> | TCF? |
| 12:34 | -!- | frosch123 [~mtce@pascal.math.tu-clausthal.de] has quit [Remote host closed the connection] |
| 12:34 | <Sacro> | track circuit failure |
| 12:35 | <Sacro> | short circuit between the lines, hopefully makes all signals show red |
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| 12:36 | <Eddi|zuHause2> | yes, that is like the 'ignore signal' switch in the game |
| 12:36 | <@peter1138> | So... |
| 12:36 | <@peter1138> | You should manually ensure it's safe if you're going to fiddle with that... |
| 12:37 | <Eddi|zuHause2> | not 'so'... i was just throwing this into the discussion |
| 12:37 | <Eddi|zuHause2> | but it's going the wrong way ;) |
| 12:38 | <Sacro> | Eddi|zuHause2: yes, same concept |
| 12:38 | <Sacro> | you have to make sure the way is clear |
| 12:38 | <Sacro> | the ability to lock stes of points in a certain drection would be nice |
| 12:38 | <Sacro> | as would having choseable crossover/single slip/double slip |
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| 12:39 | <Eddi|zuHause2> | anyway, in all these special cases which circumvent a locked path, speed limit is 40km/h |
| 12:40 | <Eddi|zuHause2> | and sometimes, they tell the train driver to "drive on sight" [e.g. he has to stop behind a train already waiting in the next block] |
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| 12:41 | <@peter1138> | Sacro needs his realistic track simulation :o |
| 12:41 | <@peter1138> | Didn't locomotion show switch states visually? |
| 12:42 | <@peter1138> | More pixels to show it in, of course. |
| 12:42 | <Morloth> | glx: Sorry to bother you again, but I'm still not sure how to submit a patch which changes almost all methods in NoAI static. Should I create a patch which applies to all files or do you want a different patch per file? |
| 12:43 | <+glx> | if you can do it in steps it's better |
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| 12:44 | <Morloth> | glx: ok :) |
| 12:46 | <LordAzamath> | how could I force compiling of specific revision? |
| 12:46 | <CIA-1> | OpenTTD: smatz * r12186 /trunk/src/sound.cpp: -Fix [FS#1784](r12169): assert when trying to play tile sound at NW border of map (placing buyos, leveling land) |
| 12:46 | <Sacro> | peter1138: yes, i do want it to be more real |
| 12:46 | <Sacro> | though i would prefer it if i could make sure a train cannot switch lines on a crossover |
| 12:47 | <Sacro> | until we get digonal bridges |
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| 12:48 | <Eddi|zuHause2> | LordAzamath: svn up -rXXXX |
| 12:48 | <LordAzamath> | agh.. what's revision for beta4 then? |
| 12:48 | <LordAzamath> | I downloaded source this time |
| 12:48 | <Sacro> | LordAzamath: /tags/0.6.0-beta4 |
| 12:49 | <LordAzamath> | so svn co .../tags/0.6.0-beta4 ? |
| 12:49 | <LordAzamath> | or can I up it too? |
| 12:49 | <Sacro> | no ... |
| 12:49 | <+glx> | co |
| 12:49 | <Sacro> | oh |
| 12:49 | <Sacro> | yes, http://... |
| 12:49 | <+glx> | you can also export if you don't plan to modify it |
| 12:49 | <LordAzamath> | I would've thought it's svn... |
| 12:50 | <LordAzamath> | glx, I originally asked for that.. exporting in that case |
| 12:50 | <LordAzamath> | I didn't know how to call it :D |
| 12:50 | <Eddi|zuHause2> | LordAzamath: if you have source without svn, there is a ./configure option for the revision string |
| 12:50 | <LordAzamath> | ./configure and? |
| 12:50 | <+glx> | not needed for releases |
| 12:50 | <Eddi|zuHause2> | ./configure --help |
| 12:50 | <Sacro> | make! |
| 12:51 | <Eddi|zuHause2> | also, you can svn switch if you have a trunk checkout |
| 12:52 | <LordAzamath> | one question, why don't releases read the external location for data files? I now have to move manually all trg*r grfs.. :( |
| 12:52 | <Sacro> | ./configure --prefix=? |
| 12:52 | <Eddi|zuHause2> | you can also configure the paths it searches in |
| 12:52 | <Sacro> | yes... |
| 12:52 | <CIA-1> | OpenTTD: belugas * r12187 /trunk/ (readme.txt src/misc_gui.cpp): -Add: frosch as dev. Last, but not least |
| 12:52 | <Sacro> | cos i have /usr/share/openttd{,-svn} |
| 12:53 | <LordAzamath> | aghh nvm |
| 12:53 | <+glx> | and by default it tries install and home without specifying it in configure |
| 12:53 | <LordAzamath> | I'll stay at compiling nightlys :D, easier.. |
| 12:53 | <debian__> | Can it jump from station to station? |
| 12:53 | <LordAzamath> | ? |
| 12:54 | <Sacro> | debian__: pardon? |
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| 12:55 | <Gonozal_VIII> | teleporting?^^ |
| 12:55 | <Sacro> | dih_: bounce bounce bounce |
| 12:57 | <Sacro> | Limitation disturbs me very sprites. Goes it throw out limitation? |
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| 12:58 | <dih_> | Sacro: those are isp issues |
| 12:59 | <Sacro> | dih_: hehe, sucky isp |
| 12:59 | * | Sacro is on uni wifi |
| 12:59 | <Sacro> | but my bouncer seems stable enough |
| 12:59 | <Sacro> | ssh + screen + irssi ftw |
| 13:00 | <UFO64> | irssi? |
| 13:00 | <Sacro> | irssi! |
| 13:00 | <UFO64> | oh |
| 13:00 | * | UFO64 makes note to speak out words before he asks what they mean |
| 13:00 | <Sacro> | jfgi ;) |
| 13:00 | <Prof_Frink> | irssi! |
| 13:02 | |