IRC logs for #openttd on OFTC at 2007-06-05
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00:18:22 <Frostregen> Rubidium: are you here?
00:19:59 <Eddi|zuHause> at 2:19? probably not :p
00:22:00 <Eddi|zuHause> btw, for the rotation thing, i'd look into if it would be possible to do in the form (x+y) mod n
00:22:51 <Eddi|zuHause> xor is only useful for mod 2
00:22:52 <Frostregen> it was just coded straightforward
00:22:58 <Eddi|zuHause> but the diagonal bits have to be mod 4
00:23:05 <Frostregen> i think the best solution is a lookup-table
00:24:57 <Eddi|zuHause> well, lookup table should work, too :)
00:25:01 <Frostregen> also more robust against changes
00:26:00 <Frostregen> i would need someone to point out, what needs to be rewritten
00:26:11 <Eddi|zuHause> the algebraic solution depends on the correct order of the definitions
00:27:08 <Eddi|zuHause> and they might seem "magic" to people
00:27:43 <Frostregen> this is my problem...there is nothing looking magic anymore ;)
00:29:59 <Frostregen> first it needs to patch against trunk again...
00:30:56 <Eddi|zuHause> i probably can't help you with that problem...
00:36:36 <Frostregen> is it currently possible in trunk to have different signaltypes on one tile?
00:37:08 <Frostregen> or is GetSignalType(tile, Track) just a preparation for this?
00:40:10 <Frostregen> still on your station? :)
00:40:47 <Sacro> oh yeah, still on Simsig
00:41:05 <Jerub> Frostregen: it's possible to have two sets of signals on a single tile on two non intersecting tracks.
00:41:34 <Jerub> square tile with two diagnonal tracks running parallel through it.
00:41:53 <Frostregen> [21:28:21] <Sacro> i have 2 trains both waiting for the other
00:42:14 <Sacro> Frostregen: oh i gave up on that one, i'd totally broke the station
00:42:33 <Frostregen> Jerub: thx, this it what i want to know :)
00:42:53 <Frostregen> uhm, just to understand it right:
00:43:11 <Frostregen> 2 diagonal line on one tile. one is presignal, the other exit
00:43:50 <Frostregen> ok, compiles again
00:44:19 <glx> Frostregen: yes it is possible :)
00:44:38 <glx> even semaphore on one track and light on the other
00:45:17 <Frostregen> hmm, no free bits left for me
00:46:52 <glx> it depends on tile type and subtype, and how many bits you need
00:48:24 <glx> at least 23 free bits for rails (waypoints)
00:53:38 <Frostregen> i separated rails & signals
00:53:44 <Frostregen> because of signal complexity
00:54:35 <glx> signals are in m2 0..2 4..6 and m4 4..8
00:55:06 <Frostregen> i use the map accessors for retrieving them
00:55:38 <glx> yes it's better to use accessors :)
00:56:34 <glx> because bits can move ;) (I moved signals state bits from m2 to m4 when adding two types on one tile)
00:57:16 <Frostregen> moving bits in commands regularly kill c&p ;)
01:00:55 <Frostregen> just 1 bit missing :(
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01:26:40 <nitro4ce> hi. i can't run the game in linux. i get that i need some files like: sample.cat trg1r.grf trgcr.grf trghr.grf trgir.grf trgtr.grf
01:26:51 <nitro4ce> where can i get those files?
01:27:14 <glx> in the original cd of ttd
01:27:58 <nitro4ce> actually i don't have ttd.
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01:49:36 <CIA-1> OpenTTD: belugas * r10040 /trunk/src/ (newgrf_commons.cpp newgrf_commons.h newgrf_house.cpp): -Codechange: Make the function GetTerrainType public, as other functions require it
04:03:58 *** ChanServ sets mode: +v tokai
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06:20:14 <CIA-1> OpenTTD: miham * r10041 /trunk/src/lang/ (czech.txt french.txt hungarian.txt ukrainian.txt):
06:20:14 <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2007-06-05 08:19:09
06:20:14 <CIA-1> OpenTTD: czech - 34 fixed by Hadez (34)
06:20:14 <CIA-1> OpenTTD: french - 3 fixed by glx (3)
06:20:14 <CIA-1> OpenTTD: hungarian - 4 fixed by miham (4)
06:20:15 <CIA-1> OpenTTD: ukrainian - 4 fixed by mad (4)
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06:30:53 * roboboy pokes arround in here a bit
06:32:37 <peter1138> in trunk, but not in 0.5.x
06:32:53 <peter1138> so technically they're both correct ;)
06:32:54 <XeryusTC> roboboy: it's a wiki, go fix it
06:33:55 <roboboy> I wanted to know which was right
06:34:09 <roboboy> so Ill try and fix it
06:34:35 <Smoky555> did somebody remember, what the patch was to edit persent of loading trains/roadveh on stations?
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10:40:52 <CIA-1> OpenTTD: peter1138 * r10042 /trunk/src/ (settings.cpp spritecache.cpp spritecache.h):
10:40:52 <CIA-1> OpenTTD: -Codechange: Replace hardcoded spritecache size with a configuration
10:40:52 <CIA-1> OpenTTD: option, sprite_cache_size. The default size is 2MB and the value can
10:40:52 <CIA-1> OpenTTD: range from 1 to 64MB. If you experience slow-downs when scrolling the
10:40:52 <CIA-1> OpenTTD: map, try increasing this setting.
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10:51:08 <Ailure> not too soon after trams were implented, I started hearing plans about implenting Trams where I live.
10:51:23 <hylje> thats just coincidience
10:51:43 <Ailure> still that was kinda surprising
10:52:05 <Ailure> the local transport company had been rather succeful as more and more people take the bus and train :p
10:56:18 <Ailure> Red is where they might build trams
10:56:19 <izhirahider> STR_GROUP_ADD_SHARED_VEHICLE : Add Shared Vehicles. What's a shared vehicle? Should it be vehicles with *shared orders*?
10:56:24 <Ailure> black is where they currently have railways
10:56:39 <Ailure> dotted is where they might build out railway network D:
10:56:54 <peter1138> izhirahider: i think so
10:58:47 <hylje> Ailure: enjoy your sprvagens
10:59:59 <Ailure> However they aren't build ing anything yet
11:00:18 <Ailure> but seeing how people are using the existing trains and buses more and more, they probably do it.
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12:02:14 <CIA-1> OpenTTD: truelight * r10043 /trunk/src/gfx.cpp:
12:02:14 <CIA-1> OpenTTD: -Change: make templates of the blitters, based on zoom and mode, which makes the optimizing better, and therefor a higher blitter speed (tnx boekabart)
12:02:14 <CIA-1> OpenTTD: -Codechange: unify the MainBlitter a bit more
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12:36:18 <neli> hehe "Codechange" ... if there was no change, there was no need to commit anything :P
12:39:07 <boekabart> this accident is not supported in ottd; trucks ripping open trains..
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12:40:29 <Noldo> hmm, level crossing accidents usually work the other way around
12:40:33 <boekabart> ...were listed on the train's manifest... all trains have passenger manifests in .au?
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12:42:09 <neli> trains don't even need maintenance in ottd when they run into a truck
12:42:29 <boekabart> i don't like that, personally, should at least break down
12:44:52 <Eddi|zuHause3> <Noldo> hmm, level crossing accidents usually work the other way around <- in germany there was a huge accident when a passenger train full of children hit a fuel truck...
12:48:06 <Eddi|zuHause3> i believe it's the second worst train accident in german history
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13:10:33 <neli> Eddi|zuHause3: the worst one was the highspeed train against the bridge ?
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14:06:00 <Nickman> Osai: wanna join the public server? :)
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14:58:34 <TinoM> i noticed a "bug" : when you try joining a MP server with missing grf --> yellow button. now you can extract the missing grfs into the data directory. but you have to exit ottd to get the green button. just going back to the main and using the rescan function in the grf settings doesn't do it
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15:01:03 <TinoM> a rescan button on the server join screen would be "nice-to-have" ;)
15:01:36 <peter1138> nicer would be automatic file monitoring...
15:01:41 <peter1138> alas, not very cross platform ;p
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15:08:29 <Eddi|zuHause3> <neli> Eddi|zuHause3: the worst one was the highspeed train against the bridge ? <- yes.
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15:33:23 <skidd13> I'm not 100% sure, but it seems that the old town layouts build no straight roads on streight tramtracks. The new ones do.
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15:58:46 <UndernotBuilder> jasper must be very happy with one way roads lolz
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16:01:32 <skidd13> But if he'd read src/road.h he'll get mad.
16:02:09 <skidd13> ROADTYPE_HWAY = 2, <- Hm what cold that be.
16:03:05 <Belugas> I doubt very much he is the kind of guy who spend his free time reading code... no matter how well written it is :P
16:03:50 <Sacro> and the code round here isn't very well written
16:04:04 <Sacro> especially if its by a certian dutch/danish/netherlandian person
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16:07:02 <Sacro> skidd13: i'm not prejudiced
16:07:47 <skidd13> Then it must be experience... LOL
16:08:09 <Eddi|zuHause3> we have a word for this :p
16:10:06 <Eddi|zuHause3> "Schadenfreude" is when you make fun of other people's bad luck
16:10:21 <Sacro> yeah, i was taught that by the simpsons
16:11:10 <Eddi|zuHause3> that kind of thing probably got lost in the translation...
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16:13:24 <Bjarni> is orudge in Australia???
16:13:35 <Bjarni> I mean he is upside down compared to Sacro
16:13:53 <Eddi|zuHause3> i'd blame sacro :p
16:14:01 <Sacro> i guess orudge is facing north
16:14:26 <Eddi|zuHause3> i mean Sacro is closest to a vampire we got :)
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16:15:52 <Eddi|zuHause3> or with the words of Jack Sparrow: "up is down"
16:18:56 <Bjarni> using 2p2 software doesn't have to make you talk like a pirate :p
16:19:35 <Bjarni> it just shows how much I use it xD
16:19:50 <Eddi|zuHause3> yes, i think you hid that well :p
16:20:48 <Eddi|zuHause3> everybody hide!!
16:20:56 <Bjarni> I could make the robot at uni run some 2p2 stuff.... it should work
16:21:08 <Bjarni> but then again it would make little sense to do so, but I could
16:21:29 <Eddi|zuHause3> universities might react badly on p2p
16:21:40 <Bjarni> that wouldn't be the only issue'
16:21:53 <Bjarni> the firewall would also act funny
16:22:04 <Bjarni> but I was more thinking like that it should be possible
16:22:14 <Eddi|zuHause3> i mean, besides the questionable legality, it also causes lots of traffic
16:22:16 <Bjarni> I could also host an OTTD game
16:22:37 <Bjarni> but without a monitor and being firewalled... it would make little sense
16:23:33 <Bjarni> but I like the idea: the server is a mobile robot that can host games
16:23:49 <Bjarni> and if the clients are too nasty to it, then it will just drive away xD
16:24:11 <Bjarni> people can get driven off a server. In this case people can drive off the server
16:24:39 <Bjarni> too bad it wouldn't work
16:25:25 <Bjarni> also I think we should only run the software we write ourselves on it
16:26:13 <Bjarni> like the app that will make it speed up when it detects an object in front of it because you make a signed error in the speed difference request
16:31:44 * skidd13 is persistent and asks again for a dev review for his move orders patch @flyspray. :) Please.
16:32:26 <Wolf01> me too, but for the transparency fixes
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17:18:00 <nitro4ce> hi. installed the game but cannot play internet games.
17:21:00 <Belugas> have yu seen this page?
17:22:12 <Belugas> thank you would have been appreciated :S
17:22:42 <Bjarni> people aren't polite anymore :(
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17:53:53 <scia> on behalf of mr/mrs nitro4ce I thank you ;)
17:54:53 <Bjarni> somehow it's not the same
17:55:03 <Bjarni> but you are welcome anyway ;)
17:55:27 <Belugas> scia, thank you, it is a good move :)
17:55:47 <stillunknown> Is there anything on a railway that could somehow many it appear as MP_ROAD?
17:56:00 <stillunknown> MP_STREET i mean
17:56:20 <Bjarni> maybe we should all be more polite and we can see if the visitors will be more polite as well
17:56:28 <Bjarni> somehow I don't think that plan will work though :/
17:56:42 <Bjarni> stillunknown: road/rail level crossings... if anything
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18:04:52 * stillunknown is having assert fun :-(
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18:07:47 <Bjarni> that's both good and bad. It's good that you are able to detect the bugs before declaring your diff to be completed :)
18:09:01 <peter1138> yes, level crossings
19:00:20 <Unaimed> What does it mean when a tile is marked dirty?
19:01:08 <TrueBrain> that it will be redrawn in the next drwaing round
19:32:08 <Gorre> is it just me, or is the 'NewGRF Settings' editor in game menu really creating absolute ways to grf files instead of relative ones?
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19:35:32 <Luukland> peter1138 i have an idea, shouldn't it be great if you can build airports on water?
19:36:17 <glx> Gorre: yes but only for windows it seems
19:36:25 <peter1138> airports as well known for being built on water?
19:37:01 <Luukland> yes, because in the town there is no place
19:37:13 <Luukland> look at Shanghai Airport, Tokyo Airport
19:37:20 <Luukland> they all drift in the ocean
19:37:46 <Gorre> uhm, consider using the landscape tool then..
19:37:56 <glx> Gorre: but you can modify the cfg by hand to remove all the path before data/ and it will work
19:38:23 <peter1138> i think you'll find they're built on reclaimed land
19:38:27 <Gorre> glx: of course, i just wondered if this glitch is well known..
19:38:29 <Belugas> Luukland : the ISLAND on which they sit is dirfting, not the airports :)
19:38:49 <Luukland> then you have an airportisland
19:39:08 <peter1138> use the landscape tools
19:39:27 <Luukland> why are you so mean to me everytime i come here peter1138?
19:41:47 <Luukland> I am only here to tell my ideas, not to ruin this channel or something
19:41:49 <Eddi|zuHause3> i think you are too sensitive...
19:41:53 <Gorre> just, imagine, that everyday, dozens of luuklands come here with some kind of supadupa AMUSTHAVE suggestion..
19:42:06 <Luukland> Well i can get into that one
19:42:21 <Luukland> but it has a slight truth in it
19:44:36 <Belugas> Luukland : what you suggest can be done with the landscape tool, it does not have to be a feature. That is what it all means :)
19:45:18 <Luukland> sorry for bothering your time
19:45:31 * Luukland gives peter1138 a nice hug
19:45:48 <Luukland> next time i wont see anything to you ok? :)
19:46:25 <laci> hello, I have a beginner question
19:47:12 <laci> where should goods delivered to? (i assume cities, but it shows that it does not accept goods)
19:47:57 <boekabart> they need specific buildings in the city, accepting goods
19:48:10 <boekabart> usually cities of about 800-1000 people have a building like this
19:49:43 <glx> put a bus line in a city to make it grow
19:50:36 <laci> i only have trains and aircrafts
19:50:54 <boekabart> well passenger service does the same to cities, i think
19:51:07 <boekabart> but, in 72 you should have cities accepting goods
19:51:39 <boekabart> play a bit with where you put the station: the coverage needs to hit the building accepting the goods (probably a bigger building, but i'm not certain of that)
19:53:13 <laci> thx 4 the advice, i'm going back to play now:)
20:18:04 <eekee> What can i do if my rating with a town is going down even though I'm not building? I have an tramway in town, unused because they wouldn't let me build the 2nd station, might removing it help?
20:21:49 <eekee> Hum, gonna try removing the unused stuff
20:22:32 <Eddi|zuHause3> eekee: i believe having unserviced stations reduces the rating even more
20:22:37 <Eddi|zuHause3> try building trees
20:22:44 <eekee> oh yes trees, thank you
20:29:47 <eekee> The trees worked. They worked a lot quicker when I removed the unused stations, but then I would have had to build them again
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20:49:53 <CIA-1> OpenTTD: peter1138 * r10044 /trunk/src/newgrf.cpp: -Fix: Minor NewGRF debug message fixes, and skip sprites of an unsupported Action 5 feature.
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21:05:11 <izhirahider> guys, I probably asked this before, but a freight tram != passenger tram because ... ?
21:06:07 <izhirahider> trams are giving me a very hard time translating
21:07:55 <peter1138> because freight is freight and passengers are passengers
21:08:26 <eekee> same as bus depot is different to truck depot, I guess
21:10:00 <izhirahider> some freight == any cargo other than passangers
21:10:16 <izhirahider> that's what I needed to know
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21:41:42 <CIA-1> OpenTTD: peter1138 * r10045 /trunk/src/newgrf.cpp: -Codechange: Process Action 8 during GLS_RESERVATION to allow Action 7/Action 9s to work properly
21:48:25 <Eddi|zuHause3> izhirahider: an example of a freight tram is the "CarGoTram" in the city of Dresden
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21:55:56 <Sacro> anyone gonna fix it? :P
21:56:15 <Rubidium> oh skidd13, why did you add a patch that does multiple things to flyspray?
21:56:55 <Rubidium> can you split the non-move patch stuff from it and add it as a separate patch?
21:56:55 <skidd13> What are you talking about?
21:57:11 <skidd13> you mean the comments?
21:57:26 <Rubidium> yes, comments and changes to those tables
21:57:40 <izhirahider> Eddi|zuHause3, they are quite rare though
21:58:03 <Rubidium> Sacro: what's the bug in there?
21:58:18 <Sacro> Rubidium: the level crossing shouldn't have road
21:58:23 <Eddi|zuHause3> they probably were less rare in the 1920s
21:58:41 <Eddi|zuHause3> which is said to be the peak time of tram systems
21:58:44 <Rubidium> Sacro: it should; it's a design choice
21:58:57 <Sacro> Rubidium: why should it/
22:00:11 <Rubidium> t is an intentional design choice that you can only have rail-tram crossings with road beneath it. It does not draw anything wrong because there is actually road beneath the tram (a road vehicle can drive over them).
22:00:15 <Rubidium> c) if the road crossing gets gets replaced by a newgrf, the tram crossing would have a different look (flashing ligtht vs bar)
22:00:18 <Rubidium> The reason why I've chosen that you always need to have road beneath is is:
22:00:21 <Rubidium> a) I don't like to redraw a few hundred sprites to allow tram only rail crossings
22:00:24 <Rubidium> b) if those rail sprites are changed made almost none NewGRF replacement would contain the sprites for these crossings
22:01:45 <Rubidium> another solution is just not allowing tram-rail crossings
22:02:41 <Eddi|zuHause3> although i have never actually seen one
22:03:10 <Rubidium> I've heard about a elrail - eltram crossing in Hungary
22:03:59 <Eddi|zuHause3> every time tram and rail cross here, there are bridges
22:06:34 <Eddi|zuHause3> there might have been some in the past, but the inner city rail lines were closed a very long time ago
22:06:43 <Eddi|zuHause3> before i was born, i believe
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22:17:15 <CIA-1> OpenTTD: rubidium * r10046 /trunk/src/order_gui.cpp: -Documentation: add some documentation in order_gui (skidd13).
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23:13:30 <Phazorx> peter1138: if gradual loadin off - improved loading works as before ?
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