IRC logs for #openttd on OFTC at 2007-08-21
            
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00:29:24 <CIA-2> OpenTTD: belugas * r10955 /trunk/src/newgrf.cpp: -Fix: The substitute prop (0x08) of industry tiles does not behave as prop 0x08 of industry. Therefore, do not disable the old industry with value of 0xFF. Not a bug fix, just a spec compliance correction...
00:41:30 <Eddi|zuHause> "*handwave* this is not the bug that you search for"???
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00:51:20 <Belugas> nope, unfortunately :(
00:55:26 <Sacro> hmm
00:55:33 <Sacro> does a^b = b^a?
00:55:47 <Sacro> !calc 3^5
00:55:49 <_42_> Sacro: 243;
00:55:56 * Sacro guesses not
00:58:07 <Sacro> !calc 2^4^2^6
00:58:07 <_42_> Sacro: Runtime error (func=(main), adr=15): exponent too large in raise;
00:58:09 <Sacro> grr
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00:59:13 <Svish> hey!
01:00:38 <Eddi|zuHause> Sacro: depends on which "^" you mean
01:00:40 <Svish> help! openttd has started scrolling vertically!
01:00:45 <Svish> and I cant stop it!
01:00:49 <Svish> what to do??
01:00:52 <Sacro> Eddi|zuHause: no, i figured it
01:00:54 <Svish> loading doesnt help :S
01:01:02 <Sacro> Eddi|zuHause: oh, i meant powers
01:01:08 <Sacro> does a raised to the power b
01:01:14 <Eddi|zuHause> Svish: take you head off the ↓ button
01:01:17 <Sacro> equal b rasied to the a'th power
01:01:25 <Eddi|zuHause> Sacro: of course not...
01:01:33 <Svish> hm, helped to restart the game...
01:01:36 <Svish> puh...
01:01:40 <Svish> but what I really came here for was:
01:01:59 <Eddi|zuHause> 2*2*2 (=2^3) is something entirely different than 3*3 (=3^2)
01:02:01 <Svish> is there a reason why that replace function doesnt work for trains later than tgv?
01:02:51 <Eddi|zuHause> there are very rare exceptions... (like 2^4=4^2) but they are purely coincidental
01:03:07 <Svish> I have TGV and Eurostar trains, but I can only auto-replace them with that post train BR'IC125'
01:03:15 <Sacro> Eddi|zuHause: well that was the first one i thoguht of
01:03:17 <Sacro> and it worked
01:03:23 <Sacro> hence i just assumed it applied to all others
01:03:32 <Eddi|zuHause> Svish: on the bottom, select "electric"
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01:05:25 <Svish> aaaaah
01:05:30 <Svish> thank yoU!!
01:05:47 <Svish> doh... I have replaced all the tgv and eurostars manually :S
01:06:36 <Svish> Any advice when it comes to switching your whole rail system to monorail?
01:07:00 <Eddi|zuHause> don't :p
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01:07:36 <Svish> yeah, im thinking that too, lol, maybe wait until I get that magnetic thing..
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01:18:27 <Eddi|zuHause> get a grf vehicle set that discourages switching railtypes...
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02:07:30 <magda> hello everybody
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02:09:23 <Greyscale> Hey
02:09:32 <Greyscale> I have some aircraft plying a few routes
02:09:42 <Greyscale> but they don't appear to be making any aircraft income
02:09:50 <magda> i have some problems with my ttd
02:09:53 <magda> too
02:10:07 <Greyscale> regardless of everything else says that they made a large quantity of money
02:10:17 <Greyscale> but I'm not getting the money
02:10:18 <Greyscale> :|
02:10:29 <magda> when i build any station, nothing waits there
02:10:38 <magda> i'm not sure what the problem is
02:11:15 <magda> but i don't find people to be too helpful
02:11:25 <magda> they don't even respond
02:11:26 <Greyscale> magda, you need to set trains up so that they go to that station
02:11:31 <Greyscale> you need to set the train's orders.
02:11:40 <magda> i know
02:11:50 <Greyscale> magda, you have to wait a bit on IRC to get a responce.
02:11:59 <Greyscale> they're not watching this screen like vultures
02:12:43 <magda> but usually when u build a station, even before u set the trains to go there, it shows u how much of the stuff waits there
02:12:59 <magda> in my case there is nothing on any station i have built
02:13:15 <magda> i had a different version of ttd before, and it worked fine
02:13:35 <magda> then i had to reinstall my windows and i forgot to back up my ttd
02:14:22 <Smoovious> magda... that's what TTDX did... OpenTTD doesn't
02:14:36 <magda> the version i have got is not working properly
02:14:49 <Smoovious> OpenTTD, you won't see cargoes show up at a station until there is a demand for it
02:14:51 <magda> plus i set the option for the computer players as well
02:15:09 <magda> and they didn't appear at all
02:15:12 <Smoovious> computer players won't come out at exactly the time in the o ptions
02:15:28 <Smoovious> that's just the minimum
02:15:33 <magda> even if they were supposed to start half a year after me
02:15:59 <Smoovious> they aren't "supposed' to start thten... only not supposed to start earlier than t hen
02:16:21 <Greyscale> Smoovious, any idea about my no aircraft income issue?
02:17:03 <magda> smoovious, is this some new version of ttd that works that way with this cargoes?
02:17:07 <Smoovious> Greyscale... not really... look at your finances window... see what is costing you as much a s your aircraft is making
02:17:16 <Smoovious> this isn't TTDX... this is OpenTTD
02:17:25 <Greyscale> Smoovious, the aircraft says it has made 120000 this year
02:17:31 <Greyscale> I've not seen a penny of it
02:17:37 <Smoovious> look at the finances window...
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02:17:42 <Greyscale> I am.
02:17:49 <Greyscale> about 3000 going out.
02:17:53 <Greyscale> and NOTHING coming in
02:18:13 <Smoovious> no minuses for contruction, new vehicles, etc?
02:18:25 <Greyscale> Nope.
02:18:39 <Greyscale> its just flying from A to B, claiming to make money, then not.
02:18:46 <Smoovious> dunno then
02:18:47 <Greyscale> And I'm now broke.
02:19:09 <Smoovious> just have to wait for one o f the devs...
02:19:21 <Smoovious> whichh may be a while... most seem to be on EU time
02:19:40 <Greyscale> actually, I'm not getting *any* money in now
02:19:45 <Greyscale> not even my busses
02:19:53 <Greyscale> which claim to be pulling lots of dough too
02:20:10 <Smoovious> which version?
02:20:13 <Greyscale> 0.5.2
02:21:04 <Smoovious> try 0.5.3-RC2... that's more current
02:21:09 <Greyscale> link?
02:21:19 <Smoovious> http://www.openttd.org
02:21:22 <Greyscale> heh
02:21:42 <Greyscale> here we go again!
02:22:55 <Smoovious> magda... this isn't TTD... but sorta a next-generation of TTD... with a lot of changes... expansions... features... etc... you can't expect everything to work exactly lilke TTDX... the whole point of OpenTTD was to improve it...
02:24:13 <Smoovious> well, maybe not the _whole_ point... but most of the point
02:24:54 <magda> i did what u have suggested, i sent a train to some newly built station, and as soon as the train arrived, the station started to fill in with goods
02:24:56 <magda> thanks
02:25:11 <Smoovious> yw
02:25:19 <magda> is there anything else that is so different from the old version, that i should be avare of?
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02:25:52 <Smoovious> probably... too many to answer here... check the manual wiki on the website... it pretty much shows what's different there
02:27:24 <magda> ok, sure i will
02:27:27 <magda> thanks
02:27:53 <Belugas> Greyscale, you should make sure you are nor using tranfers in your vehicl orders
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02:29:35 <Greyscale> another question
02:29:40 <Smoovious> 42
02:29:44 <Greyscale> can I rotate the view ALA Sim City?
02:29:48 <Smoovious> no
02:29:51 <Greyscale> Smoovious, not quiet
02:29:54 <Greyscale> *quite
02:29:56 <Greyscale> feck
02:30:03 <Greyscale> thats a damn pain :|
02:31:17 <Belugas> no, it is TTD
02:31:32 <Belugas> any flavor of TTD has that
02:31:50 <Belugas> it would be way too much of a burden codewise-graphicswise to do so
02:33:00 <Greyscale> :|
02:33:11 <Belugas> don't sad-face me...
02:33:14 <Belugas> it is normal
02:33:19 <Greyscale> no, this is a sad face: :<
02:33:26 <Greyscale> this is a blank face: :|
02:33:32 <Greyscale> this is a happy face :>
02:33:34 <Belugas> well...
02:33:37 <Belugas> either way
02:33:43 <Greyscale> it was a bit of a blank stare
02:33:55 <Greyscale> anyway, I think this is because I am a moron
02:34:01 <Greyscale> LOL SET TO TRANSFER LOL LOL
02:34:04 <Belugas> this is not Sim City. You have to change your perception of waht the game is
02:34:22 <Greyscale> I know, Its just a pain to see around things some times
02:36:17 <Greyscale> is the smoke pluming from my aircraft fatal?
02:36:24 <Greyscale> now *thats* a quote...
02:37:06 <Eddi|zuHause> it's only fatal if you see a red dot transforming into a mushroom cloud :)
02:37:39 <Eddi|zuHause> the "normal" smoke just means the aircraft broke down and is moving at lower speed
02:37:48 <Greyscale> hurruh, it works
02:37:57 <Greyscale> Eddi|zuHause, thanks
02:38:13 <Greyscale> also: How can I stop the popups from, youknow, popping..
02:38:45 <Eddi|zuHause> on the right of the toolbar, there is a newspaper icon, if you click and hold there, you get to the news options
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02:40:17 <Greyscale> thanks :D
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02:44:54 <Fang> Everyone asleep? :)
02:45:29 <Greyscale> no
02:45:55 <Fang> woohoo! :D
02:46:14 <Eddi|zuHause> ywe
02:46:17 <Eddi|zuHause> yes!
02:47:34 <Belugas> almost
02:48:30 <Eddi|zuHause> nobody would believe me that we are actually 6 timezones apart...
02:49:28 <Greyscale> Eddi|zuHause, where are you then?
02:49:51 <Fang> so... erm... right... hello all... my first time on IRC ever... be gentle *blush*
02:51:09 <Fang> now if only I understood this program fully... damn horrid font...
02:51:12 * Greyscale pushes things int Fang's orfices. In other news: How can I make a mail plane drop by 4 airports, pick up whatever is there (not waiting for a full load) and then go to the next one?
02:51:36 <Fang> *squeals like a pig*
02:53:02 <goddamnit> !players
02:53:05 <Fang> me squeals like a pig again and hopefully properly this time...
02:53:11 <Fang> grrrr... or not :P
02:53:15 <goddamnit> ooops wrong chan
02:53:36 <Fang> never mind me, I'm just trying to work out things and not break them
02:54:00 <Eddi|zuHause> try /me :p
02:54:35 * Fang cheers
02:54:39 <Fang> woohoo!
02:54:46 <Fang> thankyou :)
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02:57:58 <Fang> woohoo, it works :)
03:00:09 <Fang> I hope I'm not angering everyone by being a newbie for a bit
03:00:41 <Eddi|zuHause> don't worry about it, you'll anger enough people anyway :p
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03:00:56 <Fang> ah, so you have heard of me eh ;)
03:02:46 <Belugas> either way, you're not the only newbie today
03:02:50 <Belugas> so you're among the norm ;)
03:03:04 <Belugas> but behave, please
03:03:22 <Fang> that's always good to know... I think I have this program down by now at least... except for my damn font-colour...
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03:04:38 <Greyscale> COLOURS
03:04:58 <Greyscale> bed time
03:05:03 <Greyscale> night night
03:05:04 <Fang> it is?
03:05:07 <Fang> sleep well :)
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03:09:30 <Fang> a ping timeout?
03:10:14 <Fang> dare I ask if that's like a 'linkloss' or 'idling out'?
03:11:58 <Belugas> dunno
03:12:05 <Belugas> totally dunno
03:12:56 <Fang> oh well... I'll find out some day
03:20:40 <Eddi|zuHause> in most cases it's the remnants of an unclean disconnection
03:21:07 <Eddi|zuHause> (also called 'ghost')
03:21:31 <Fang> so a link loss rather than idling out, gotcha
03:25:27 <Fang> is this a normal state of this channel btw? or is it sometimes bustling with activity? (I'm not complaining, just wondering if I caught everyone busy at work or fast asleep)
03:27:43 * Belugas is busy at debugging, and falling asleep at the same time
03:28:22 <Fang> do I smell some funky typos and errors on the horizon? :P
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03:32:42 * Fang is away: I'm doing... erm... yes... important things ;)
03:32:44 <Belugas> hope not
03:32:49 * Fang is back (gone 00:00:08)
03:33:47 <Fang> I'm half falling asleep myself... think I'll give in to it... at least I now know this works and I can come check back lateron. Good luck debugging :)
03:34:12 <Belugas> Eddi|zuHause, i've found it
03:34:25 <Belugas> i need to find a way around
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03:34:37 <Belugas> i think i over did it
03:34:54 <Eddi|zuHause> great :) go to sleep :p
03:36:39 <Eddi|zuHause> might occasionally give better results :p
03:37:03 <Belugas> good advice :)
03:37:21 <Belugas> if you want to get rid of coal mine shafts :
03:37:39 <Belugas> DrawTile_Industry
03:38:09 <Belugas> the two first instances of GetIndustryTileSpec, add a false parameter
03:38:13 <Belugas> good night
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03:53:19 <Sacro> SquireJames: you made it :)
03:53:22 <SquireJames> :)
03:53:40 <SquireJames> I must admit, this program still puzzles me
03:54:21 <SquireJames> As do TTD and OpenTTD really, I made a few sprites of a Leader Class and a EM1 once but, i've long forgotten how and i struggle with it
03:54:33 <Sacro> mmm, 6.3 is out now afaik
03:54:51 <SquireJames> linkage?
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03:57:06 <SquireJames> Version 6.3 of what exactly?
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04:00:05 <Sacro> mIRC
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04:01:42 <SquireJames> Pressed the wrong button and accidentally signed out
04:01:47 <SquireJames> anyways, Version 6.3 of what?
04:04:18 <SquireJames> hellooo
04:07:37 <SquireJames> hello?
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04:10:41 <Sacro> SquireJames: mIRC
04:11:43 <SquireJames> oh
04:11:55 <SquireJames> well, i'm not sure what version I use but, it works
04:12:18 <Sacro> you are on 6.21
04:14:31 <SquireJames> Is there any reason to upgrade?
04:22:33 <Sacro> dunn
04:22:35 <Sacro> i dont use it
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07:03:40 <Lachie> hey
07:03:59 <Lachie> I was wondering if someone could answer a question for me?
07:04:42 <manveru> Lachie: if you don't ask you'll never know
07:05:25 <Lachie> true.
07:06:01 <Lachie> Are there any figures available for what a 24/7 server would use bandwidth and performance wise, on average?
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07:08:47 <Phazorx> Lachie: really depends on many factors
07:08:59 <Phazorx> empty server will use almost none of eaither
07:09:14 <Lachie> like I said, on average.
07:09:31 <Phazorx> really hard to say
07:09:49 <Phazorx> cpu consumption is high for complex games, bandwith usage is always low tho
07:09:53 <Lachie> okay, worst case scenario, shall we say?
07:10:04 <Lachie> max players, spectators even, on a big map.
07:10:15 <Phazorx> networking has little overhead
07:10:38 <Phazorx> even 10 players connected are not major factor in performances unless thre is no vicles in the game
07:11:00 <Lachie> I'm more interested how much bandwidth it would use per month ;)
07:11:04 <Phazorx> but depending on circumstances i'd say 2000 trains will max out 3Ghz machine
07:11:21 <Lachie> looking at hosting a 24/7 community server here at home, wondering if my plan will handle it.
07:11:24 <Phazorx> Lachie: 10 connected players use ~5kb/s
07:11:47 <Phazorx> a conencting client downloads the map
07:12:04 <Phazorx> if you will have often reconnects for any reason - more map DLs
07:12:23 <Phazorx> map can be as little as 20k and as big as 6meg
07:12:47 <Lachie> aye
07:13:38 <Phazorx> averaging is really a toughty
07:13:42 <Lachie> aye
07:13:48 <Phazorx> too many parameters
07:13:54 <Lachie> under 10GB per month?
07:14:06 <Lachie> (can't be bothered with the maths atm xD)
07:14:11 <Phazorx> depends, but possibly in most cases it will be
07:14:40 <Lachie> thanks for the help
07:14:43 <Lachie> I'm WhiteHand, btw.
07:15:10 <Phazorx> i thought you are Lachie....
07:15:24 <Lachie> 'tis my IRC nick.
07:15:37 <Lachie> WhiteHand is my forums name ;)
07:15:43 <Phazorx> i see
07:16:58 <Phazorx> 5KB/s = ~370MB/mo
07:17:06 <Lachie> heh
07:17:08 <Lachie> fair enough
07:17:41 <Phazorx> say your map is 1M on average and you have 100 ppl connecting daily - 3G/mo
07:18:15 <Phazorx> 5KB/s is unlikely even, since 10 ppl wont be on your server all time
07:18:18 <Lachie> hmm, considering 100 peeps is a very rich estimation for a community server like mine will be, that should do just fine.
07:18:29 <Lachie> cheers
07:18:30 <Phazorx> coopers server is the only one i seen ful for any substantial amounts of time
07:18:39 <Lachie> aye
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07:20:26 <Lachie> if I were to run a literally dedicated OTTD server (ie. nothing else running at all) what sort of specs would you think I'd need?
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08:19:22 <Maedhros> morning
08:19:39 <Bjarni> morning
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09:02:31 <CIA-2> OpenTTD: rubidium * r10956 /branches/NewGRF_ports/ (10 files in 3 dirs): [NewGRF_ports] -Codechange: start refactoring the airport specific code to be more generic so it can be used for non-aircraft ports too.
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09:24:13 <Noldo> Rubidium: I noticed you had used CommandCost toguard a multiplication against overflow in strings.cpp when converting currencies
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09:40:21 <Rubidium> yeah, it's not very nice, but it does the job (and it doesn't duplicate code)
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09:42:05 <Noldo> Rubidium: the not-niceness hit me quite hard :)
09:43:21 <Noldo> I can work around it very easily, so it's not a big problem
09:44:22 <Noldo> but it makes it a bit less nice
09:44:41 <Bjarni> Noldo: if you think you can make the code nice and it still works without any sideeffects, then go ahead and try
09:45:25 <Bjarni> you make it sound like a simple task
09:45:40 <Bjarni> it might be if you get the right idea to do it
09:46:32 <Noldo> sorry, I didn't mean to sound like that
09:47:13 <Noldo> and of cource being hit by the not-niceness was 75% my own fault
09:47:46 <Noldo> 20% was c++'s
09:47:57 <Bjarni> I didn't mean to indicate that you were rude or anything. It would be constructive if you found a way to improve the code readability without hurting anything else
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09:48:29 <Bjarni> we can use increased readability in the source
09:49:01 <Rubidium> especially in the area of autore* ;)
09:49:25 <Bjarni> I have a plan about that area
09:49:33 <Noldo> Money is now typedeffed to int64, is it out of the question to make it a class?
09:50:03 <Bjarni> I'm not sure it will work fast enough to satisfy myself though, so I'm still working on it
09:50:24 <Bjarni> why would you make it a class?
09:50:28 <Rubidium> Noldo: no, but it could (again) cause unwanted side effects
09:50:49 <Noldo> true, and will propably be quite a lot of work
09:51:05 <Bjarni> I fail to see benefits from making it a class :/
09:51:20 <Bjarni> it just needs to store a single number. That's what ints are for
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09:52:02 <Rubidium> Bjarni: you could override multiply, add, divide and substract functions with a class
09:52:17 <Bjarni> hmm... good point
09:53:21 <Bjarni> so basically it could automatically set the cost in the stats when you just do "p->money -= v->cost"?
09:53:34 <Noldo> the multiplication was in my mind too
09:54:22 <Noldo> that feels like streching it a bit too much
09:54:28 <Bjarni> what would the benefit be to multiply differently than standard multiplications?
09:54:35 <Noldo> overflow protection
09:54:42 <Bjarni> ahh
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09:58:46 <Noldo> also part of the suprice effect I had was caused by Money being implicitly casted to StringID
10:00:23 <Noldo> maybe I will just start a new working copy and see if how much work it would be to make Money a class
10:02:10 <Nickman> hi all
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10:06:25 <Noldo> hi
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10:13:21 <Smoky555> hi ! does anybody know, OpenTTD-SVN maillist is working or not? i have 2 subscription addresses, but i recieve nothing since 10930 announce ...
10:14:15 <Rubidium> TrueBrain: ^^^
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10:19:49 <YOYO-NL> sigh suse is driving me nuts :P
10:23:17 <Rubidium> poor YOYO-NL
10:23:25 <Rubidium> what isn't it doing?
10:24:36 <YOYO-NL> it keeps saying it doenst have the right permissions
10:24:42 <YOYO-NL> for the make cmd
10:24:52 <Bjarni> !openttd commit 10931
10:24:54 <_42_> Commit by rubidium :: r10931 /trunk/src/station.cpp (2007-08-18 22:56:58 UTC)
10:24:55 <YOYO-NL> chmoded the map 56 times
10:24:56 <_42_> -Fix [FS#1131]: when a station was destroyed and a vehicle was still loading, changing the current order of the loading vehicle caused a crash. This could happen with removing docks and oil rigs.
10:25:20 <Bjarni> !openttd commit 10930
10:25:22 <_42_> Commit by richk :: r10930 /branches/NewGRF_ports/bin/data/ (seaplaneport.grf sprites/seaplaneport.nfo sprites/seaplaneport.pcx) (2007-08-18 00:48:24 UTC)
10:25:24 <_42_> [NewGRF_ports] -Fix: seaplaneport.grf was only available in temperate.
10:25:26 <_42_> -Change: runway numbers for water runways now in blue/teal.
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10:37:43 <Rubidium> how did you chmod the map?
10:41:51 <YOYO-NL> chmod -R 777 /windows/D/OpenTTDServer
10:44:28 <Rubidium> you probably need to mount that partition differently so you can write to it
10:44:50 <YOYO-NL> i can write on it :)
10:45:07 <Rubidium> apparantly not everywhere
10:45:40 <YOYO-NL> hmm well the strange thing is that it seems to affect only the lang files
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10:46:37 <YOYO-NL> as you can see on http://paste.openttd.org/204
10:47:45 <Rubidium> that's not your only problem though
10:48:50 <Rubidium> anyhow, what does "ls -l strgen/strgen" give return? (in /win/D/ottd/)
10:50:13 <YOYO-NL> -rwxrwxrwx 1 root users 29138 Aug 20 16:29 strgen/strgen
10:53:25 <Rubidium> strange
10:53:32 <Rubidium> you can "just" run strgen/strgen?
10:53:51 <Maedhros> what does the output of `mount` say about that partition?
10:54:35 <YOYO-NL> uhhm mean from the partition manager of the fstab file?
10:55:07 <YOYO-NL> ah
10:55:12 <YOYO-NL> wait i passte it
10:56:06 <YOYO-NL> http://paste.openttd.org/205
10:56:51 <Maedhros> yeah, /win/D is mounted "noexec", which means you can't run strgen on it
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10:57:21 <Maedhros> you either need to remount it without noexec, or if you can't do that with ntfs, compile openttd on a different partition
10:57:46 <YOYO-NL> hmmm with a remount
10:58:07 <YOYO-NL> i need to reset the permissions for the disk again? or do they keep preserved?
10:59:18 <Maedhros> i have no idea. if it was a native filesystem the permissions would be preserved, but...
11:00:12 <YOYO-NL> hmmm moving through mount option aint stumbeling on a option wich had anything to do with the exec cmd
11:01:09 <YOYO-NL> or do i have to place exec in the fstab option line?
11:01:37 <CIA-2> OpenTTD: rubidium * r10957 /branches/NewGRF_ports/src/ (9 files): [NewGRF_ports] -Codechange: reduce the dependency on AT_XXX enums and airport_type.
11:01:53 <Maedhros> je ne sais pas. look at the ntfs-3g manpage ;)
11:03:24 <YOYO-NL> k
11:04:34 <Eddi|zuHause> i really think you should be migrating to another FS
11:06:45 <Rubidium> FAT12 ;)
11:07:15 <Eddi|zuHause> haha :p
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11:10:01 <YOYO-NL> lawl
11:10:06 <YOYO-NL> thats verry old
11:10:15 <YOYO-NL> but i agree
11:10:19 <YOYO-NL> would be better
11:11:17 <YOYO-NL> if it was only for the security :)
11:11:18 <Smoky555> OpenTTD: rubidium * r10957 ... - nothing in SVN-Mailing-List :(
11:11:28 <Eddi|zuHause> FAT12 can only handle 2MB or so...
11:11:56 <Rubidium> Eddi|zuHause: rather 32 MiB
11:12:03 <YOYO-NL> some say fat32 has also a limmit
11:12:18 <YOYO-NL> but other reach 160 GB with there disk in fat32
11:12:26 <Rubidium> yes, like a 4 GB file size limit
11:13:02 <Eddi|zuHause> !calc 2^11
11:13:02 <_42_> Eddi|zuHause: 2048;
11:13:44 <Eddi|zuHause> 2MB with a 512B cluster size (=1 sector)
11:14:06 <Rubidium> Eddi|zuHause: you can stilll have larger clusters
11:14:37 <Eddi|zuHause> i have never seen that option for FAT12
11:15:05 <Rubidium> it's what the wiki says (could be wrong though)
11:16:24 <Eddi|zuHause> well, it is probably not very useful anyway...
11:16:42 <Rubidium> :O
11:17:12 <Rubidium> windows formats < 16 MB volumes still as fat12
11:18:18 <Eddi|zuHause> i have never ever seen a drive between 2MB and 32MB
11:21:03 <Rubidium> I have
11:21:27 <Rubidium> ok, it's a flash drive, but it was 16 MB "large"
11:22:29 <YOYO-NL> aint preserving its perm. Well just have to fix that i guess :)
11:23:42 <Eddi|zuHause> YOYO-NL: there's probably also a default permission mount option
11:24:22 <Eddi|zuHause> "umask" possibly
11:25:06 <YOYO-NL> thats correct
11:25:14 <YOYO-NL> need to reset that one in order to keep acces
11:25:21 <YOYO-NL> standard is 0002
11:25:25 <YOYO-NL> has to be 0000
11:26:41 <Eddi|zuHause> or change owner/group at mount time
11:28:35 <YOYO-NL> wel one disk is formatted to ext3
11:33:27 <Eddi|zuHause> i don't know how your free disk space is distributed, but if you can get a partition half empty, you can reduce it to half size, and create a new partition in the empty space, then copy everything, replace first partition, copy everything back, remove second partition, resize first partition to maximum
11:37:59 <Noldo> new disk is the solution
11:38:11 <YOYO-NL> lol
11:40:02 <Rubidium> Noldo: "dd if=/dev/zero of=/dev/hdc bs=1048576" works quite efficiently too
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11:51:57 <Fang> Hellooooooo nurse?
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11:54:05 <Fang> welcome back Eddi :)
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12:03:56 <Fang> Hmmm... A lot of people on this channel for it to be this quiet... Shame...
12:06:25 <Noldo> most are just extras
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12:06:43 <Fang> extras?
12:06:50 <Noldo> like in the movies
12:07:20 <Fang> heh... didn't know you could get hired to be that online :P easy money :P
12:07:59 <Maedhros> heh, if only :)
12:08:07 <Noldo> I think they are mostly motivated by the cause
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12:09:29 <Fang> well having people show support for the cause is also a good thing of course... I'm new to the whole IRC thing myself (logged on for the first time a few hours ago) and I only a week ago or so discovered OpenTTD...
12:10:21 <Fang> when reading about the IRC channel for it I just wanted to come check it out... plus hoping to have some (probably rather silly and newbie-like) questions answered that I couldn't find anything about on the wiki... and I did search there for several days :P
12:11:08 <Noldo> idling is part of the irc culture
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12:11:27 <Fang> I'll have to work on that skill then :P
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12:12:05 <Maedhros> it's also best to just ask questions - you might find people coming out of the woodwork to answer them :)
12:12:34 <Eddi|zuHause> is there actually an #idlerpg here?
12:12:47 <Nameeater> anyone here run autopilot and able to get it to actually connect to an irc server?
12:13:19 * Fang has felt a bit scared and intimidated to pose newbie-questions about the OpenTTD-project that's not useful on a technical level...
12:14:27 <Maedhros> don't worry about that - we're pretty friendly in here
12:14:30 <Fang> I guess I can always risk it and if ppl bite my head off or flame me away for being in the wrong location then I can go hide under my duvet :P
12:15:44 <Fang> well... I have no coding or graphical experience to speak off... but I'm very excited about the OpenTTD project... TTD was one of my all-time favourite games ever... so this version and functionality rules :D... I was wondering what the future plans of it is though... I read the roadmap on the wiki, but that's rather limited and short...
12:17:08 <Fang> specifically I noticed it has the NewGRF functionality so users can create their own changes... but I was wondering if it is intended for future editions to always be supplied bare-minimum and then people have to pick their favourite GRF files created by others or themselves... or if there is some 'official' batch being made that is distributed and installed with the base program...
12:17:12 <Fang> (I hope that made sense)
12:17:54 <Maedhros> there's not going to be an official set of grfs that we distribute
12:18:07 <Maedhros> it'll always be up to people to choose the grfs that suit them best
12:18:44 <Maedhros> and we don't really have an overall goal that we're working towards
12:19:05 <Maedhros> we just tend to find things that interest us and have a go at that :)
12:19:08 <Fang> so future versions of the game will contain the same items/vehicles/buildings as the current version does?
12:19:20 <Maedhros> yup
12:21:20 <Fang> ah... understandable... bit of a shame from my viewpoint though... I was hoping the base game would be expanded in that respect as well as functionality...
12:22:10 <Fang> they/you did add some things to the base game for distribution though... the new airports... how come those made it into the release and don't require someone to browse around and select a grf file for download and addition to the game?
12:23:02 <Maedhros> because it's so much easier to hard-code airports into the game
12:23:17 <Maedhros> but even now someone's working towards making it possible to supply newgrf airports
12:23:23 <Fang> ah, so merely a convenience thing...
12:26:53 <Fang> I guess I was just hoping for future releases to come with an 'officially endorsed and balanced grf vehicle set' that the 'OpenTTD project' include as they are balanced for game usage and meet the graphical quality standards and so forth...
12:27:12 <Fang> maybe I'm the only one thinking along those lines and no-one else would want it :) Oh well :)
12:27:55 <Maedhros> well, the original vehicles fit those criteria :p
12:28:17 <Fang> heheheh, true :) and I do enjoy them tremendously :)
12:30:26 <Fang> if someone is working towards making airports in newgrf files... does that mean future releases might have the currently new airports removed again and will require whichever newgrf file will contain them to be downloaded?
12:30:55 <Maedhros> because they were part of the game, the newgrf containing them will probably be distributed with openttd
12:31:17 <Fang> goody :D now entice some people to do the same with vehicles :P
12:31:41 <Maedhros> airports were a special case, it's not going to happen again :p
12:32:38 <Fang> heh... damn... I'll have to wait for someone out there to develop JUST the right grf file that meets my hopes...
12:34:02 <Fang> I wish I could someone help and add to the project effort... it's truly one of my all-time favourite games and I was as excited as I was when I first played the game when I found this one online... but I don't suppose I have any skills to contribute...
12:36:01 <Maedhros> back in a bit
12:36:19 <Fang> bring me a sandwich back would ya :P
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12:52:00 <svip> O_o
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13:03:09 <svip> Is there an efficient way to loop through all the tiles within a specific viewport?
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13:17:03 <svip> Anyone?
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13:32:29 <frosch123> Hello
13:32:44 <frosch123> Is a DC_QUERY_COST command send over the network and executed on every client?
13:34:40 <Belugas> svip, i think there are some macros around, in map.h , tile.h or something like that. can't remember exactly
13:34:49 <Belugas> hello frosch123
13:35:12 <Belugas> i don't have a clue about network comand, cannot help you
13:37:52 <Fang> oooh, hello there again Belugas :) All fresh and awake again are you? :)
13:37:55 <hylje> :3
13:39:41 <Belugas> kinda, Fang. I'm at work with a ton of stuff to do, i came late at work because i overdid it yesterday evening and my mug of coffee is not filled up yet :S
13:39:47 <Belugas> but hello to you too :)
13:40:26 <Greyscale> How do you load and unload at an airport without it taking off, coming around and landing again?
13:41:40 <glx> Greyscale: don't use load or unload orders in this case
13:41:58 <Belugas> seems like a pretty silly idea, Greyscale. What's the point of it? Debugging?
13:42:21 <Greyscale> I have a commercial passenger/mail flight from A to B
13:42:28 <Greyscale> all it ever does is A to B
13:42:41 <Greyscale> I want to drop off and pick up people at A, then drop and pickup at B
13:42:45 <glx> so as I said don't use Load or Unload
13:42:47 <Greyscale> rinse repeat
13:42:50 <Greyscale> TransfeR?
13:42:56 <Greyscale> But then I made $0
13:43:00 <glx> nothing
13:43:12 <glx> just goto A and goto B
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13:43:17 <Greyscale> ...
13:43:19 <Greyscale> fuck
13:43:23 <Greyscale> I wish it was more obvious
13:43:23 <YOYO-NL> lol
13:43:47 <glx> but they will only get available passenger and not wait for full load
13:43:52 <Greyscale> thats fine
13:44:08 <Greyscale> because I've got about 2000 people waiting and only 3 x 220 seats
13:46:13 <Belugas> ha... ok. since yu didn't mentionned A to B, I tough you wanted the plane(s) to work on one and only one airport...
13:46:35 <Belugas> i really need to empty up that mug...
13:46:51 <glx> Belugas: go get more coffee :)
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13:47:53 <Belugas> yeah, i think i need a lot more :S
13:49:44 <YOYO-NL> lucky you tomorrow im dammed to a office with no computer communications at all. Stupid company pollicy
13:50:09 <Fang> it's a company policy to deprive you of computer usage?
13:50:20 <Fang> is this to prevent addition and check employees for withdrawl-symptoms?
13:50:41 <YOYO-NL> dunno prolly abuse of the net ect ect
13:53:14 <Noldo> I'm at work right now
14:43:49 <svip> Hm, Bjarni.
14:43:51 <svip> Not really.
14:43:56 <svip> But I did find the Tile struct.
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14:44:34 <svip> Which is basically what I need to get information about each tile. :o
14:46:16 <svip> I just assume, Bjarni, that the viewport somehow stored the tiles within it.
14:46:39 <svip> Or if you get a tile by checking if it was within the viewport's pixel range.
14:46:48 <svip> Or hopefully the whole lot.
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15:34:00 <Bjarni> svip: err... what are you talking about? :)
15:34:08 <svip> :/ Well...
15:34:12 <svip> I don't want to ask every tile every time.
15:34:25 <svip> So if the viewport could give me a set of tiles within its viewpoint, that would be nice.
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15:36:24 <peter1138> you lookup the viewport's position and size, then go from there
15:36:59 <svip> But its size and position are pixels, right?
15:38:43 <svip> peter1138: Still sounds like I have to loop through all tiles on the map to see if they exist within the viewport.
15:42:37 <svip> And I did do my share on reading about the dpi in the viewport.
15:43:08 <Maedhros> this sounds much more complicated than it needs to be, surely
15:43:15 <svip> :( I know.
15:43:29 <svip> But how do I get tiles when I have the position and size?
15:43:41 <Maedhros> can't you see how station catchment areas work, and go from there?
15:43:52 <svip> Huh?
15:43:59 <svip> Station catchment?
15:44:03 <peter1138> if you know the viewport position you can get the map coordinates
15:44:17 <peter1138> therefore you can iterate over each tile in the viewport
15:44:20 <svip> The viewport stores the map coordinates?
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15:44:34 <peter1138> well it's got to know what to draw some how
15:44:51 <svip> Yeah, but I thought it used that *vp->dpi thingie.
15:45:03 <svip> Which appears to be a pixel range, and not a map coordinate range.
15:45:09 <peter1138> that's the screen boundary
15:45:13 <svip> Indeed.
15:45:17 <svip> That's what I assumed.
15:45:41 <svip> So instead of giving my function the vp->dpi, I should just give it the whole vp?
15:46:14 <svip> :/ Wait, it's vd.dpi.
15:47:06 <Maedhros> surely all you're doing is drawing boxes around tiles. that's done all over the place, including when building stations and showing the catchment area
15:47:22 <Maedhros> and i don't think any of them worry about where the viewport is
15:47:34 <svip> Indeed.
15:47:43 <svip> But that's because they draw around a specific area.
15:47:55 <svip> And I don't want to draw over the entire map at once.
15:47:58 <svip> Too much load.
15:48:33 <svip> While the station catchment is done relative to where the pointer is.
15:48:36 <Maedhros> well, DrawTile is only called for tiles that are shown
15:48:47 <Maedhros> so why not put your function in there?
15:49:02 <svip> :o
15:49:06 <svip> That is a splendid idea.
15:51:12 <svip> Hm, Maedhros, I cannot seem to find a DrawTile idea, only a lot of variants.
15:53:29 <Maedhros> it's part of ViewportAddLandscape, there isn't actually a DrawTile function it seems
15:54:06 <svip> Ah.
15:54:11 <svip> Within the do {} loops?
15:54:35 <Maedhros> yes. draw_tile_proc calls the DrawTile_xxx functions
15:56:03 <Eddi|zuHause> sounds like a place to introduce proper virtual calls...
15:56:18 <svip> Hm, so I could just add my function call after the "DrawTileSelection()" line?
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16:03:35 <svip> What does TileIndex store?
16:03:55 <glx> the tile index in the maparray
16:04:01 <glx> it's just a number
16:04:04 <svip> Okay.
16:04:19 <svip> So I can use it to get information about the tile?
16:04:42 <glx> using the accessors yes
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16:05:43 <svip> Can I get the Tile struct using the TileIndex?
16:05:50 <svip> And which function is that?
16:06:24 <Noldo> I wonder if I can make my custom class castable to something
16:06:52 <svip> _m[tile], glx?
16:07:02 <glx> yes but use accessors
16:07:10 <svip> Huh?
16:07:26 <svip> Explain. It's been a while since I last entered the terminology of C.
16:07:42 <glx> GetTileTyp(tile) ...
16:07:56 <svip> Ah.
16:08:28 <glx> we avoid direct access to the map so it's easier to modify the maparray later
16:08:57 <svip> Ah, I see.
16:09:18 <glx> accessors are in*_map files
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16:11:23 <Noldo> I don't know how nice it is but I needed to add .toint64() member to Money
16:12:53 <glx> Money is an int64 already
16:13:03 <glx> typedef int64 Money;
16:13:14 <Noldo> not in my world ;)
16:14:02 <Sacro> hmm
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16:18:41 <Belugas> [12:14] <Noldo> not in my world ;) <-- and which world would that be?
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16:21:10 <Noldo> Belugas: it's the let's see how much work this random thing would be
16:21:28 <Noldo> and this time the random thing is making Money a class
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16:22:44 * Belugas does not want to know anything more :P I've have enough of my own problems ;)
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16:41:00 <svip> What does GetTownByTile return if there is no town, glx?
16:41:03 <svip> null?
16:41:06 <svip> NULL*
16:43:08 <svip> How do I find out if the current player has a rating by the local town?
16:43:15 <svip> Hm.
16:43:22 <svip> Must be ratings[MAX_PLAYERS].
16:43:28 <svip> Then how do I find the id of the current player?
16:43:52 <Bjarni> if I wait long enough, you will figure it out :p
16:44:02 <svip> :[
16:44:05 <svip> GetCurrentPlayer()?
16:44:08 <Bjarni> it's very simple
16:44:11 <svip> Something simple like that?
16:44:21 <Bjarni> you make it too complicated
16:44:26 <svip> :( Sorry.
16:44:29 <Bjarni> you asked for the ID, not the player
16:44:53 <svip> I assume the ratings area in the Town is stored by ID's.
16:44:58 <svip> s/area/array
16:45:07 <Bjarni> but... are you sure you don't want to hardcode it to the local player?
16:45:21 <svip> For now, I will.
16:45:42 <Bjarni> we have two global vars called _CURRENT_PLAYER and _LOCAL_PLAYER
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16:45:51 <svip> Uh.
16:45:55 <svip> And the differences is?
16:46:20 <Bjarni> wait, that's not it
16:46:23 <Bjarni> hmm
16:46:27 <TrueBrain> lowercase
16:46:41 <TrueBrain> _current_player changes all of the time, _local_player is always the player controlling the GUI
16:46:53 <Bjarni> it's lowercase :p
16:46:54 <TrueBrain> (where _current_player is controlling the current command)
16:47:58 <svip> :o
16:48:21 <svip> So if I do town->rating[_local_player], I'd get some sort of problem or what?
16:48:35 <svip> Well town->ratings*
16:49:20 <TrueBrain> BIG problem
16:49:30 <svip> I'd assume so.
16:49:47 <svip> Well, what do I do then?
16:50:43 <TrueBrain> town->ratings[_current_player]? I dunno, I have no idea where you are talking about :)
16:51:06 <svip> I want the ratings from the current town about the local player.
16:51:25 <TrueBrain> for GUI: use _local_player
16:51:30 <TrueBrain> for DoCommands: use _current_player
16:51:45 <svip> GUI then.
16:52:00 <svip> But ratings[] is indexed by int values, right?
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16:53:12 <TrueBrain> by PlayerIDs, and oh, just use the source-search function of which ever application you use
16:53:18 <TrueBrain> and see how other pieces of code access it
16:53:23 <Wolf01> hello
16:53:27 <TrueBrain> hi Wolf01 :)
16:53:30 <TrueBrain> how is brickland going?
16:54:12 <svip> Brickland?
16:54:13 <Wolf01> it is hard to draw :P
16:54:16 <svip> I thought it was blockland.
16:54:21 <svip> Or is that something different?
16:54:49 <Wolf01> i'm fixing alignment glitches, specially with road lines
16:55:07 <Wolf01> but when i fix one direction, the other breaks :D
16:55:11 <hylje> :>
16:55:18 <TrueBrain> hehe :)
16:55:20 <hylje> find the balance!
16:55:52 <Wolf01> yes, that's why i'm trying to antialias (by hand) the lines as soon i draw them
16:56:04 <Belugas> hello Wolf01
16:56:10 <Wolf01> hi Belugas :D
17:00:54 <Belugas> yeah to brickland :)
17:03:19 <svip> Uh, what is the rating in, TrueBrain?
17:03:22 <svip> 0 to 100?
17:03:36 <svip> And what if they have no opinion of someone?
17:03:41 <svip> Is it 0 or NULL?
17:03:43 <svip> Or -1?
17:05:05 <SquireJames> hello again
17:05:27 <TrueBrain> and oh, just use the source-search function of which ever application you use
17:05:27 <TrueBrain> [18:53] <TrueBrain> and see how other pieces of code access it
17:05:30 <TrueBrain> hi SquireJames
17:06:15 <TrueBrain> svip: we are not here to pave the road for you so you can just walk over it... we just don't have the time. So please first search the code yourself, there is plenty of documentation telling you such simple questions :)
17:06:34 <svip> :o
17:06:39 <TrueBrain> and if you can't figure it out after searching, try us again :)
17:07:48 <SquireJames> This may sound strange, but, i am trying to use the "bigdepots" grf in OpenTTD and apparently (according to Sacro) its an invalid grf
17:07:56 <Belugas> and he is not mean when saying that, svip :)
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17:08:11 <svip> :) I did not take it as that either, Belugas.
17:08:11 <SquireJames> it doesent even appear in the add list in the newgrf menu
17:08:42 <glx> what is its grfid?
17:08:49 <SquireJames> Since I can't seem to work out why a simple depot change is incompatible (when theres another modern depot grf that works fine)
17:09:05 <SquireJames> how do i find out what its grfid is?
17:09:40 <SquireJames> the simplest way I can see to make it work is to copy the modern depot and the invalid big depots
17:10:04 <SquireJames> and then copy the graphics (pcx?) from one to the other, save as a new grf and it should work
17:11:07 <SquireJames> or is that naively simple?
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17:17:12 <SquireJames> people?
17:19:32 <SquireJames> I've noticed, when I speak, everyone else goes silent
17:20:07 <Sacro> http://lidars.narod.ru/index.files/image2049.png <- something seems fishy about that version number
17:20:09 <Eddi|zuHause> that ought to make you wonder :p
17:20:15 <Sacro> Rubidium: did you not notice that :)
17:21:07 <Belugas> [13:20] <SquireJames> I've noticed, when I speak, everyone else goes silent <--- Sorry, i've forgot i should be glued to this screen 24/7
17:21:19 <Wolf01> lol
17:21:20 <Belugas> you;re not really patient, are you?
17:21:38 <SquireJames> Your quite hostile, aren't you?
17:21:39 <svip> The sprite ids, what do they refer to?
17:21:50 <svip> And what if I want to insert some new sprites, what I do?
17:21:55 <Sacro> SquireJames: you're
17:22:06 <Belugas> not hostile. just annoyed that 6 minutes seems to be an eternity for you
17:22:17 <Prof_Frink> Sacro: Pedantry.
17:22:21 <Sacro> Belugas: you have plenty of spare time then
17:22:23 <Sacro> Prof_Frink: yes
17:22:31 <Sacro> Prof_Frink: if i hadn't have done it, then orudge might have :p
17:22:32 <SquireJames> Then don't talk to me, if your hostile at me actually wanting to be answered when I ask a question
17:22:34 <Belugas> well... not really
17:22:38 <Sacro> SquireJames: you're
17:22:51 <Eddi|zuHause> omg, that picture looks horrible...
17:23:10 <Sacro> Eddi|zuHause: i'm curious how OpenTTD 0.4.7 on BeOS supports 32bpp
17:23:12 <SquireJames> and Sacro, why do you keep saying "you're" are me
17:23:18 <SquireJames> *at me
17:23:24 <Sacro> SquireJames: I'm correcting your English
17:23:43 <SquireJames> ah,I see my mistake
17:23:44 <svip> It's not "your", it's "you're", SquireJames.
17:23:47 <svip> :> Good.
17:23:54 <Eddi|zuHause> have you never listened? "there is nothing 32bpp in those grfs"
17:24:04 <Sacro> Eddi|zuHause: orly?
17:24:11 <Sacro> and wasn't that the lighthouse stolen from RA2?
17:24:17 <SquireJames> Sorry, i seem to forget my grammar when I have someone being a short tempered git at me
17:24:32 <Belugas> SquireJames, i just want to remind you that people do some stuff other than IRC. And if you do not have an answer right away, it may just be because a) they are away b) they are searching for you c) they try to understant your question d) anything else
17:25:06 <Prof_Frink> Sacro: I knew I'd seen it before...
17:25:07 <SquireJames> But why take it so personally, as if I were personally berating you?
17:25:11 <Wolf01> e) dining
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17:25:41 <Sacro> I've reported it to orudge as spam, but i might re-report it as copyright theft
17:25:43 <SquireJames> I was simply commenting, with implied humour (not anger) that the conversation dries up when I speak
17:25:54 <Belugas> i did not took it personnaly, i was making an ironic situation to show you that thinks are not always what you think they are
17:26:03 <Eddi|zuHause> f) ignoring you
17:26:38 <Belugas> i.e. a roomy irc chat might be quite an empty one, eventually
17:27:24 <SquireJames> So, to return to the topic in question, does that seem the best way to get an old invalid grf to work?
17:27:52 <Belugas> well... to be honest, i practice myself been as sacarstic as Dalestan can be, but i think i still have to practice!
17:27:55 <glx> you first need to check its grfid
17:27:57 <Eddi|zuHause> Sacro: it is simply a weird conglomerate of totally unfitting sprites...
17:28:04 <Belugas> but to answer your question, you should decode it first
17:28:08 <Belugas> grfcodec
17:28:26 <Belugas> that, at least, will give us the grfid glx i requesting
17:28:40 <SquireJames> I've done a little grf coding before , so i'll give that a go
17:28:55 <Belugas> maybe you could find why it does not load too
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17:29:04 <glx> I think the invalid grf is one made with grdtogrf without the right args so its grfid is FFFFFFFF
17:29:17 <Belugas> could be that too, yes :)
17:30:19 <SquireJames> If it helps, it used to work back in TTDPatch
17:30:23 <svip> I assume the PALETTE sprites store colours?
17:31:04 <SquireJames> Does an incompatibility between TTDPatch and OpenTTD indicate any particular problem?
17:31:09 <glx> SquireJames: TTDP takes grfid FFFFFFFF as system sprite
17:31:43 <SquireJames> Ah, so its a good bet its a grfid error then
17:33:38 <svip> What's the different between drawing on ground and drawing on top of foundation?
17:34:04 <glx> different slope
17:34:27 <glx> you usually draw on ground when it's flat
17:35:16 <SquireJames> brb
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17:36:56 <SquireJames5> back
17:37:12 <svip> :/ I wonder if this compiles.
17:39:38 <SquireJames5> right, i've extracted the bigdepots.grf
17:40:21 <SquireJames5> So, how do i find the grfid now?
17:40:30 <glx> in action 8
17:41:38 <svip> :o glx, why didn't it compile the new file I've added in the src dir?
17:41:54 <SquireJames5> 8 sprites/bigdepots.pcx 370 8 09 45 64 -9 -29
17:42:00 <SquireJames5> that it?
17:42:13 <glx> no that is the 8th sprite
17:42:28 <glx> xxx * xxx 08 ...
17:42:34 <glx> that's the line you want
17:42:47 <SquireJames5> 1 * 27 08 02 "" 00 "Created by GRDTOGRF" 00
17:42:53 <CIA-2> OpenTTD: richk * r10958 /branches/NewGRF_ports/ (3 files in 2 dirs): [NewGRF_ports] -Fix: Remove deleted files from source.list, and rebuild the VCproj files.
17:42:56 <glx> svip: what is your compiler?
17:42:59 <svip> gcc
17:43:11 <glx> add the file(s) in source.list
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17:43:53 <SquireJames5> is that the right file?
17:44:03 <glx> yes looks like FFFFFFFF
17:44:25 <SquireJames5> rightho, so what i'll try first is to extract the modern rail depots
17:44:38 <SquireJames5> and then copy the nfo file entry of action 8
17:44:45 <Eddi|zuHause> no, just change those 4 letters, and reencode
17:44:48 <glx> no you just need to modify the line and recompile
17:45:11 <Belugas> indeed, it is FFFFFFFF
17:45:29 <svip> :[
17:45:36 <svip> Why am I getting trivial errors?
17:45:41 <glx> like?
17:45:48 <svip> Like this: /home/svip/workspace/OpenTTD/home/svip/openttd-dev/trunk/src/macros.h:121: error: `uint' does not name a type
17:46:06 <Sacro> haha
17:46:11 <Belugas> can you show a diff?
17:46:12 <svip> I apologies for the long directory path.
17:46:14 <Sacro> thast sounds quite broekn
17:46:22 <svip> So does your English.
17:46:29 <glx> missing include I think
17:46:36 <Sacro> svip: my English is fine, my typing is slightly lacking
17:46:41 <svip> :P
17:46:42 <glx> does it happen when compiling your new file?
17:46:46 <svip> Yes.
17:46:47 <SquireJames5> change the 4 letters to anything in particular?
17:46:51 <Tlustoch> what is SLOPE_STEEP?
17:46:58 <SquireJames5> or just a number of my own choice?
17:47:14 <Eddi|zuHause> SquireJames5: it will take the ascii codes of the letters as grfid
17:47:15 <glx> svip: add #include "stdafx.h" in your file before other includes
17:47:29 <Belugas> SquireJames5, the usual way would be yuor initial plus a two digit verison number
17:47:46 <glx> like "SJ" 01 01
17:47:55 <Eddi|zuHause> alternatively, replace the string with hex values (AB CD EF 01)
17:48:28 <SquireJames5> okeedokes
17:48:34 <Belugas> Tlustoch : it is an indicator of the way the tile is inclined
17:48:53 <Belugas> and i think it is 0x15
17:49:32 <svip> Meh, glx, didn't work.
17:50:46 <Belugas> wrong, it is 0x10
17:50:51 <Belugas> look in slope.h
17:50:53 <Eddi|zuHause> Tlustoch: if you look in docs/tileh.png, the tiles numbered 23,27,29 and 30 are steep slopes
17:51:07 <Nickman> Anyone here knows how to return a pointer in Squirrel? :)
17:51:13 <glx> svip: it should
17:51:30 <SquireJames5> thank you gentlemen, it worked :)
17:51:38 <svip> Well... I am still looking at the same set of errors, glx.
17:53:55 <Eddi|zuHause> Tlustoch: basically, tileh is 5 bits, 4 bits indicating which corners are raised, and the 5th indicating that one corner is raised 2 levels (the steep slope bit)
17:55:28 <glx> svip: post a diff somewhere
17:55:54 <glx> don't forget to svn add your files before running svn diff
17:55:56 <Tlustoch> How can be one corner raised 2 levels? You can have only one level difference on one square.
17:56:06 <svip> svn add?
17:56:16 <svip> Ugh.
17:56:21 <Eddi|zuHause> Tlustoch: look at the picture
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17:58:04 <svip> How do I do that, glx?
17:58:18 <glx> svn add newfile
17:59:14 <svip> Hot crackers. :[
17:59:14 <svip> svn: Your .svn/tmp directory may be missing or corrupt; run 'svn cleanup' and try again
17:59:14 <svip> svn: Can't open file 'media/.svn/tmp/entries': No such file or directory
17:59:34 <svip> I did try the cleanup.
17:59:45 <glx> how did you get the source?
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17:59:55 <svip> Through svn checkout
18:00:25 <glx> svn add should work then
18:01:11 <svip> But I get that message each time I do svn add.
18:01:24 <Eddi|zuHause> svip: go into the right directory?
18:01:30 <svip> The trunk directory?
18:01:37 <svip> Or the src dir?
18:01:46 <Eddi|zuHause> trunk should suffice
18:01:55 <svip> Well... I still get the error.
18:03:37 <svip> Okay, glx.
18:03:41 <svip> Now I have a .diff file.
18:04:13 <glx> put it somewhere so we can check it and see what's wrong
18:04:16 <svip> www.sviip.dk/random/zoning2.diff
18:04:37 <Tlustoch> Is there some easy way to check if I can build road from one square to another? Especially if the slopes are ok?
18:04:46 * glx is goes to eat, he will look later
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18:05:41 <Eddi|zuHause> Tlustoch: make a tileloop and query with the build road command?
18:06:00 <Eddi|zuHause> or in the NoAI branch there should be AI functions for that
18:06:35 <svip> I'll bbl as well.
18:06:54 <Eddi|zuHause> svip: there is inconsistency in spelling of "zoning" vs. "zoneing"
18:07:08 *** Wolf01|AWAY is now known as Wolf01
18:07:14 <Tlustoch> What is tileloop?
18:08:06 <Greyscale> Feature request: Ability to keep vehicle details pane open whilst closing the vehicles viewport
18:08:13 <Greyscale> either that or roll the two into one
18:08:41 <Eddi|zuHause> Tlustoch: "FOR_EACH_TILE(t)"?
18:08:48 <Wolf01> Greyscale, i wanted a window style like locomotion, but seem that devs hate it ;)
18:09:06 <Greyscale> never played locomotion
18:09:25 <Greyscale> also: little blobs above traffic lights so I can actually *see* what it is
18:09:35 <Greyscale> and being able to set them manually would be nice
18:09:56 <Greyscale> and the drag-to-place thing for the lights is nice, but I can't make them one-way without manually clicking
18:10:56 <Eddi|zuHause> svip: tried moving the "#include <zoning.h>" (order of includes)?
18:10:58 <Tlustoch> But with build road command, the road is actually built. I only want to check if the road can be build.
18:11:22 <Eddi|zuHause> Tlustoch: you have to provide the appropriate flags
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18:13:56 <Wolf01> Greyscale: http://www.chrissawyer.com/images/drivermode1.gif
18:14:14 <Greyscale> yeah, like tabs
18:14:25 *** nckomodo has quit IRC
18:14:32 <Greyscale> the buttons down the side acting like tabs instead of cluttering the UI with windows
18:14:42 <Tlustoch> Probably not implemented in NoAI :(
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18:16:01 <Wolf01> the only problem is that all the gui should be rewritten to allow this, and all the windows must be bigger because of the writings in them
18:19:58 <Belugas> Tlustoch, you could use DC_QUERY_COST instead of the DC_EXEC one used for build road
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18:45:59 <Belugas> hey skidd13
18:46:06 <Belugas> questin for your : TTRS3 + Pikkas industries
18:46:14 <Belugas> was this basic or ukrsi?
18:47:13 <skidd13> TTRS3??? I didn't use TTRS3
18:47:19 <skidd13> IIRC
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18:48:13 <Belugas> you did :)
18:48:17 <Belugas> i haver to logs for it
18:48:20 <skidd13> Where?
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18:59:07 <svip> <Eddi|zuHause> svip: there is inconsistency in spelling of "zoning" vs. "zoneing" << Hm?
18:59:12 <svip> Never heard of the word "zoneing".
18:59:26 <Eddi|zuHause> well, it's in your diff :p
18:59:58 <svip> Well, I cannot find that spelling through a search through
19:00:08 <svip> Oh.
19:00:11 <svip> In the language files.
19:00:47 <svip> Shouldn't be that difficult to change.
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19:03:49 <Wolf01> I noticed this when i zoomed out, the trains were crossing the full screen faster than the planes. Should this happen ??
19:03:50 <Wolf01> i'm forced to answer: "yes, because of parallax effect"
19:03:53 <Wolf01> XD
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19:12:34 <Dephenom> Wolf01, i think there was a patch that corrected this, i may be wrong tho, what version are you running?
19:12:53 <Wolf01> latest nightly
19:13:04 <Dephenom> hmm
19:13:10 <Dephenom> strange
19:13:18 <Dephenom> not sure then
19:17:26 <svip> glx?
19:17:35 <svip> How much are you filling yourself up with?
19:17:45 <glx> a lot :)
19:17:58 <svip> Did you check my code?
19:18:32 <glx> yes I fail to see what's wrong in it
19:18:39 <glx> maybe post the compile log
19:20:37 <svip> In what header is Point defined?
19:21:11 <Eddi|zuHause> svip: btw. codestyle, in danish.txt you use tabs for aligning
19:21:11 <Noldo> \o/ almost done
19:21:22 <svip> Oh right, I forgot about removing that.
19:21:38 <glx> svip: use the search function of your text editor :)
19:21:49 <svip> :( It sucks apparently.
19:21:53 <svip> To search in C code that is.
19:21:59 <glx> gfx.h
19:22:04 <svip> grep found it.
19:22:04 <Eddi|zuHause> that
19:22:11 <Eddi|zuHause> 's what you have grep for
19:22:13 <Noldo> Belugas: it's about 3 hours work
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19:23:20 <beetlejuice> hello
19:24:26 <beetlejuice> anyone here?
19:25:01 <beetlejuice> ?
19:25:05 <beetlejuice> hi
19:25:07 <beetlejuice> hi
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19:25:34 <peter1138> haha
19:25:37 <svip> :]
19:28:25 <Sacro> peter1138: perhaps if we say his name 3 times he might come back
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19:29:13 <svip> Argh.
19:29:17 <svip> Now openttd crashes.
19:29:18 <svip> openttd: /home/svip/workspace/OpenTTD/home/svip/openttd-dev/trunk/src/town_map.h:19: TownID GetTownIndex(TileIndex): Assertion `IsTileType(t, MP_HOUSE) || IsTileType(t, MP_ROAD)' failed.
19:29:18 <svip> Aborted
19:29:40 <peter1138> hmm, battery at 18%... maybe i should plug it in
19:29:53 <glx> you didn't check tile type before calling GetTownIndex()
19:30:32 <svip> Oh.
19:31:12 <svip> How do I check that then?
19:31:26 <svip> I know that the Tile struct stores those bytes, but all I have is TileInfo.
19:31:38 <svip> :/ Wait, TileInfo->tile is the Tile, yes?
19:31:58 <glx> ti->tile yes
19:32:03 <peter1138> TileIndex
19:32:05 <peter1138> not Tile
19:32:09 <svip> Right.
19:32:52 <glx> on top your function just add if (!IsTileType(t, MP_HOUSE) && !IsTileType(t, MP_ROAD)) return;
19:33:31 <svip> Where t is ti->tile?
19:33:45 <glx> yes
19:34:13 <CIA-2> OpenTTD: richk * r10959 /branches/NewGRF_ports/src/ (8 files): [NewGRF_ports] -Change: Rename FSMState to FSMCommand. nof_elements changed to num_positions. nof_depots changed to num_depots.
19:34:28 <svip> Beautiful, glx.
19:34:32 <svip> Now it only highlights roads.
19:34:40 <svip> And houses.
19:35:18 <glx> that's the only thing you can get with GetTownIndex
19:35:49 <svip> Therefore I will do it differently.
19:36:59 <svip> Okay, glx.
19:37:08 <svip> Now I just need to make it not be *on* when I start the game.
19:37:36 <svip> :( And, they lack different colours though.
19:38:19 <svip> Oh right.
19:38:25 <svip> That depends on what I saved it as. :D
19:38:42 <svip> How do I colour the select thingie?
19:39:03 <Eddi|zuHause> use a different coloured sprite?
19:39:19 <svip> I thought it was combination of "image" and "pal".
19:40:08 <Eddi|zuHause> well, maybe look at how company colours are done
19:40:36 <svip> :o
19:40:45 <Eddi|zuHause> either that, or how transparency is done
19:40:49 <svip> Where is that done?
19:41:00 <Eddi|zuHause> how should i know?
19:41:03 <Wolf01> you can ask me for this
19:41:10 <svip> Then I ask you for that.
19:41:21 <svip> Pretend I asked, Wolf01.
19:41:28 <Wolf01> for the transparency
19:41:30 <Eddi|zuHause> the answer is 42.
19:41:33 <svip> :O
19:42:05 <Wolf01> there is an AddSortableSpriteToDraw function somewhere
19:42:13 <Wolf01> there you can set the palette
19:42:22 <svip> I have used exactly that function.
19:42:47 <svip> Wolf01: "AddSortableSpriteToDraw(SPR_SELECT_TILE + _tileh_to_sprite[ti->tileh], opinion_colour, ti->x, ti->y, 0x10, 0x10, 1, ti->z + 7);"
19:43:06 <svip> opinion_colour is a PALETTE_ colour.
19:43:11 <Wolf01> ok
19:43:56 <peter1138> might need a bit set
19:44:07 <Wolf01> for transparency yes
19:44:39 <peter1138> hmm, yeah, not for normal colour maps
19:49:30 <svip> Stupid red.
19:49:34 <svip> Why does it flash?
19:49:49 <Greyscale> is there any way to turn off air crashes?
19:51:30 <alex_> no planes
19:51:44 <Wolf01> because the palette cycling flashes the red
19:51:49 <svip> Okay.
19:51:54 <Belugas> svip, there are colours used for some special effects
19:51:55 <Wolf01> so you must use a different red
19:51:56 <svip> But the PALETTE_TO_RED doesn't work.
19:52:09 <Belugas> Wolf01, you beat me :)
19:52:46 <Wolf01> because as a long i know, there isn't a PALETTE_TO_RED
19:53:01 <svip> :/ I am looking right at it.
19:53:02 <Eddi|zuHause> svip: docs/ottd-colour-palette.gif shows all available colours
19:53:15 <svip> PALETTE_TO_RED = 0x30B,
19:53:18 <Wolf01> uhm
19:55:34 <svip> I am disappointed in that palette, Eddi|zuHause.
19:55:50 <svip> I thought I was added red, but instead I got the 1-9 colours of purple.
19:57:31 <Eddi|zuHause> why should it matter to me what you thought?
19:57:51 <svip> Cause now everything is pink. ;-;
19:57:57 <Eddi|zuHause> i was just pointing in a vague direction...
19:59:03 <SquireJames5> hmmm, puzzling, anyone here know why a steel mill wouldn't give steel to my railway station thats in the catchment area?
19:59:22 <SquireJames5> i'm delivering huge amounts of iron ore to it, but my steel train never loads a single piece
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20:00:12 <svip> Did you check if it actually produces any steel?
20:00:21 <SquireJames5> yup
20:00:29 <SquireJames5> 586 tons this month
20:00:36 <svip> Did you check that your steel train can actually pick up steel?
20:00:50 <svip> And it doesn't have waggons of a different kind?
20:01:53 <SquireJames5> nope, i'm using the UKRS and I have a Webb 0-8-0 Freight Engine with 16 Bolster Waggons, that say "Capacity 18 tonnes of Steel"
20:02:22 <svip> Hm, take a screenshot?
20:02:32 <SquireJames5> its at the platform next to the one that the Iron Ore Train pulls in, and is actually 1 tile closer to the Mill than the Iron ore train
20:02:35 <svip> Of course, with some windows open that can help resolve some clues.
20:02:38 <Eddi|zuHause> are there already two other stations that pick up steel?
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20:03:23 <SquireJames5> nope just 1 station for the town
20:03:52 <SquireJames5> Okay, screenshot taken
20:04:06 <CIA-2> OpenTTD: richk * r10960 /branches/NewGRF_ports/src/ (aircraft_cmd.cpp fsmport.h newgrf_engine.cpp water_cmd.cpp): [NewGRF_ports] -Change: Remove delta_z from the FSMport class. Will need to replace code at places marked with TODO.
20:05:11 <SquireJames5> Its trying to send it to you svip
20:05:45 <Eddi|zuHause> rather upload it to an image hoster or something...
20:06:47 <SquireJames5> okay
20:12:23 <SquireJames5> http://img114.imageshack.us/img114/4756/southernrailway9thdec19hb7.png
20:14:12 <SquireJames5> Any clues? I'm out of ideas myself
20:14:20 <Belugas> looks like your steel mill is way too far from the station
20:15:13 <svip> But the station accepts Iron Ore.
20:15:51 <Belugas> station pushes the ore to the industry
20:15:57 <Belugas> industry does not push
20:16:16 <Belugas> so you have to build your station closer to the mill
20:17:12 <SquireJames5> As svip says, the station accepts the ore
20:17:23 <SquireJames5> so why would it not deposit its steel there
20:17:34 <Belugas> [16:16] <@Belugas> station pushes the ore to the industry
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20:18:06 <SquireJames5> I've had arrangements like this before and it has worked
20:18:37 <Belugas> does it push?
20:18:39 <Belugas> mmmh
20:19:22 <Belugas> either way, you should alwaus build yur station so itscatchment area includes the industry
20:19:31 <Belugas> which is really not the case right now
20:21:33 <Belugas> that is why, on the station-building-gui, there is a button saying Show Catchment (or somwething similar)
20:22:44 <SquireJames5> I did that
20:22:56 <SquireJames5> otherwise, why would i try and ship ore to a station that didnt accept it
20:23:04 <SquireJames5> the steel mill is in the catchment
20:23:16 <Belugas> then, i cannot tell
20:23:32 <Belugas> but jusding from the screenshot, it seems really far from the station
20:23:43 <SquireJames5> well, i've bulldozed some houses
20:24:00 <SquireJames5> and leapfroged a lorry depot to the steel mill
20:24:19 <SquireJames5> and now the train loads steel, so it seems for whatever reason, the mill accepted my iron
20:24:41 <SquireJames5> but it didn't think my station was in its catchement, or something of the sort
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20:26:00 <Noldo> I need some sleep now
20:33:34 <svip> ottd-colour-palette.gif image.
20:33:37 <svip> What does the numbers refer to?
20:33:44 <svip> And how do I get them as a SpriteID?
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20:39:49 <Belugas> good night
20:40:52 <Phazorx> that's kina early for bedtime by MTR clock
20:41:01 <svip> :<
20:42:39 <Belugas> nope, i'm leaving the office to go home, and i doubt i will be able to work tonigh. but most europeans are abut to/if not already done/ sleep :)
20:42:48 <Belugas> andi'm runnign to catch my bus
20:42:50 <Belugas> gone
20:44:59 <Wolf01> i noticed a bad thing... toyland has support for only 2 stages of the terrain: clear and grassy, i drawn 4 stages like the temperate :/
20:49:04 <svip> :<
20:51:19 <Eddi|zuHause> then probably some stages are mapped to the same sprite?
20:51:51 <Wolf01> but the sprites are all present in the trgtr.grf
20:51:55 <Wolf01> from 0 to 75
20:52:02 <Wolf01> all the four stages
20:52:16 <Wolf01> but the 2,3,4 are identic
20:52:32 <svip> How do I check if a tile is within a town's area?
20:52:33 <Wolf01> i thought was only graphically... but i was wrong
20:52:40 <svip> I just figured it wasn't using GetTileOwner(). :[
20:54:21 <Eddi|zuHause> so the stages are there, but not accessed? or they are there, get accessed, but just look the same?
20:54:41 <Wolf01> they are there but not accessed
20:55:02 <Eddi|zuHause> svip: look in the code of the query window
20:55:22 <svip> Query window?
20:56:02 <Eddi|zuHause> the question mark icon on the right...
20:56:09 <svip> Hm.
20:56:23 <svip> I had been looking for that code.
20:56:26 <svip> But couldn't find it.
20:58:10 <Eddi|zuHause> most likely in misc_gui.cpp
21:03:50 <Eddi|zuHause> it was probably said before: if you search for such code, the easiest way is to look for the text in your_lang.txt, and then look where that stringid is used
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21:05:07 <Wolf01> 'night
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21:14:59 <svip> :D Eddi|zuHause.
21:15:53 <svip> What you say about that: http://www.isarapix.com/pix95/1187730934.png
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21:18:04 <Eddi|zuHause> for great justice!!
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21:19:03 <Eddi|zuHause> now recolour that map in 4 colours, with adjacent areas having different colours
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21:20:05 <svip> Oooh, that was not my original intend.
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21:21:10 <Eddi|zuHause> well, it gets easier with more colours, 4 is the minimum for planar graphs
21:21:25 <svip> But the colours was suppose to represent something.
21:21:31 <svip> As you can see in the topic.
21:21:35 <svip> http://www.tt-forums.net/viewtopic.php?f=33&t=33701
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21:23:58 <Eddi|zuHause> you honestly want to use 2 colours on the same tile?
21:25:54 <svip> Read the final line on the first post.
21:26:39 <svip> But I am unsure what Blue or Yellow should each be used for.
21:26:50 <svip> Blue for "bad" and Yellow for "good"?
21:27:49 <Eddi|zuHause> rather use (light) blue for "good" and orange for "bad"
21:28:01 <svip> Good idea.
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21:29:31 <Dephenom> hi guys, just trying to compile the "new destinations" patch into my copy of ottd yet i keep getting "openttd: /home/paul/Games/openttd/src/openttd.cpp:110: void error(const char*, ...): Assertion `0' failed." and the game aborts. any reason for this or should i not bother with this patch
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21:30:13 <svip> I have still not figured out how these colours work, Eddi|zuHause.
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21:30:23 <svip> I thought I used the ids in that palette.
21:30:48 <Eddi|zuHause> Dephenom: start with "openttd -d <number>" to get an idea what goes wrong
21:31:04 <Eddi|zuHause> start with 1 and go higher, if that does not give you a clue
21:31:48 <Eddi|zuHause> Dephenom: also, for custom patches, ask the patch author... you cannot expect to get support here
21:32:20 <Rubidium> Dephenom: the error before that "assertion" is the real error
21:32:46 <Dephenom> Eddi|zuHause, ok will do, thanks for your help anyway
21:33:01 <Rubidium> the assertion is just there to "kill" the application is such a manner that the debugger is triggered
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21:34:39 <svip> Noone in here can tell me how to use the ottd-colour-palette.gif image?
21:34:48 <svip> Well, how I read it, and use the numbers I read off it.
21:35:27 <svip> All I get now is pink.
21:37:01 <Eddi|zuHause> you need a recolour map... each pixel in the sprite has a 8 bit number indicating the colour on the .gif, what you need is a description like "replace all pixels with colour 8 to colour 25"
21:37:19 <svip> Wait wait.
21:37:28 <svip> I thought I gave it a sprite with was the image.
21:37:33 <svip> And a sprite which was the colour.
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21:37:39 <svip> The image and the pal.
21:37:59 <Eddi|zuHause> a sprite is a big array of pixels
21:38:08 <svip> Indeed.
21:38:23 <Eddi|zuHause> and a recolour map is a big array of colours
21:38:31 <svip> I'd assume so.
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21:38:49 <Eddi|zuHause> and i have no idea how that is implemented any further...
21:38:54 <Bjarni> ohh palette fun
21:39:16 <Bjarni> never looked into it
21:39:34 <Bjarni> I went as far as to try porting grfcodec... that didn't turn out well :8
21:41:02 <svip> And there is no guide on how working with these colours work?
21:41:07 <svip> There is an image and that's all?
21:41:58 <Rubidium> only a few colors are affected by the different "color" palettes
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21:42:05 <Eddi|zuHause> i am not going to find that out, if that is what you expect...
21:42:17 <svip> I am not.
21:42:21 <svip> I am just hoping someone knows.
21:43:05 <Eddi|zuHause> either it's in the wiki, or it's commented, or you find out what the code actually does, or you are screwed
21:43:19 <Rubidium> svip: http://wiki.ttdpatch.net/tiki-index.php?page=PalettesAndCoordinates
21:43:20 <Bjarni> Darkvater once made a diff to display all colours ingame, so you could see them and pick the colour you like
21:43:36 <Bjarni> it was never committed though and I'm not sure how to get it today
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21:44:48 <Eddi|zuHause> Bjarni: docs/ottd-colour-palette.gif
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21:48:03 <RichK67> hi all
21:48:23 <RichK67> any nfo/graphics guys out there?
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21:53:59 <svip> Rubidium, my real question is, how do I insert a "select" tile and recolour it?
21:54:09 <svip> There is one that makes it blueish, and one that makes it flash red.
21:54:36 <RichK67> check in viewport.cpp....
21:54:44 <svip> That I have.
21:54:56 <RichK67> it draws the higlight with a sprite colour remap
21:54:57 <svip> And I've already done what I thought should be done.
21:55:07 <svip> But apparently that didn't work.
21:55:21 <svip> I'd assume as much.
21:55:41 <svip> And I also assume that all the sprites palettes it had was used to recolour things.
21:55:55 <svip> But apparently not "select tiles".
21:57:12 <RichK67> the select tiles use id 15, as the white location... and this gets remapped.... in other colour maps, this value stays white
21:57:38 <svip> Hmmm...
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22:03:26 <RichK67> get grfcodec & nforenum... decode trg1r.grf, and then use nforenum to beautify it.... then look at sprites 771-773 (the flashing red, red, and blue colour remaps) ... i sorted out a green remap for my newgrf_ports project that way
22:04:19 <DaleStan> Bjarni: I believe patchman made grfcodec (at least mostly) BE-compatible in 1508.
22:05:16 <Bjarni> that's not the issue, remember?
22:05:37 <Bjarni> we looked at the issues with LE OSX a while ago
22:05:52 <Bjarni> and it didn't produce usable grf files
22:06:01 <svip> I am still a bit confused, RichK67.
22:06:10 <Bjarni> I can't remember what the issue was though
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22:13:34 <RichK67> svip: lol ... yeah, me too... the sprite recolour map is a 257 byte sprite, starting with a 00, and then having 256 bytes of colour remaps
22:14:02 <RichK67> ie if you want to make colour 88 transparent, then set byte 89 of the remap to 00
22:14:34 <RichK67> and then when you use DrawSprite, use the colour map as the palette
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22:38:01 <svip> RichK67, can you make up a quick code example?
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22:39:24 <RichK67> no, cos it wouldnt be quick
22:39:37 <svip> :(
22:39:58 <svip> :[ I'm confused on how to do it.
22:40:04 <svip> Where is this "colour remap" you speak of?
22:40:12 <svip> And how do I get it a colour number?
22:40:28 <RichK67> but if you want to see one in action, take a look at how i used it in the NewGRF_ports branch, commit 10889
22:41:28 <svip> Hm.
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22:42:02 <RichK67> it is always useful to refer to the newgrf wiki... (god, did i really say that) ... http://wiki.ttdpatch.net/tiki-index.php?page=PalettesAndCoordinates and for the sprites ... http://wiki.ttdpatch.net/tiki-index.php?page=Action0Stations#Sprite_layout_09_
22:42:04 <svip> This screenshot might explain my problems: http://tt-forums.net/download.php?id=77050
22:43:01 <RichK67> well, you have *a* recolour working, just maybe not the one you want
22:43:16 <svip> Yeah.
22:43:23 <svip> But it always gives me pink.
22:43:52 <RichK67> what sprite pallette are you giving it?
22:44:26 <svip> Right now I am using the PALETTE_TO_[colour]
22:44:33 <svip> Defined in spirtes.h
22:44:36 <svip> sprites.h*
22:45:17 <RichK67> as i said before, the highlight is painted in colour 15... check what colour 15 maps to in most of the palettes... you'll find its pink
22:45:40 <svip> Well...
22:45:44 <svip> Then how do I change that?
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22:45:56 <DaleStan> PALETTE_TO_*, unless I miss my guess, recolors only the company-color blues.
22:46:05 <svip> Ooh.
22:46:21 <svip> Well, there are some for TILES SELECT, but there are very few of those.
22:46:28 <svip> Only 3 if I am correct.
22:46:34 <RichK67> try using PALETTE_SEL_TILE_BLUE
22:46:48 <RichK67> DaleStan: correctamundo
22:47:35 <RichK67> yup... and they are sprites 771-773 .... as i said, use grfcodec and nforenum to look at those sprites in the .nfo of trg1r.grf
22:47:48 <RichK67> you will see, almost *all* locations are 0
22:47:57 <RichK67> except the few useful ones
22:48:08 <svip> That worked, RichK67.
22:48:15 <svip> Using the SEL_TILE_BLUE that is.
22:48:39 <svip> :/ grfcodec won't run though.
22:49:12 <svip> grfcodec: /usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.5' not found (required by grfcodec) \\ grfcodec: /usr/lib/libstdc++.so.6: version `CXXABI_1.3.1' not found (required by grfcodec) \\ grfcodec: /usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.4' not found (required by grfcodec)
22:49:32 <glx> compiled yourself?
22:49:38 <svip> Nope.
22:49:43 <RichK67> so then, you could edit one of the supporting .grf files, and add your recolour map to the list in sprites.h (as i said, look at commit 10889)
22:50:33 <RichK67> i created a green recolour map, for land tiles during placement of seaplane airports
22:53:04 <DaleStan> svip: Either update your C and C++ libraries, or try compiling yourself: svn co svn://svn.ttdpatch.net/misc/grfcodec && cd grfcodec && make grfcodec
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22:53:21 <svip> I compiled it myself, and it works now.
22:53:41 <DaleStan> What distro you running?
22:53:45 <svip> Slackware.
22:54:11 <DaleStan> Ah. I compiled on Ubuntu, which is ... Debian-based, I think?
22:54:21 <svip> It is.
22:54:44 <svip> The nfo of trg1r.grf, RichK67?
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22:58:07 <meggie> hello,
22:58:11 <meggie> i'm new to ttd
22:58:13 <svip> :o
22:58:37 <meggie> the game is cool
22:58:57 <meggie> however i have no clue what to do with produced goods
22:59:04 <svip> :[ RichK67, I cannot decode the grf file.
22:59:15 <svip> I try, and it says everything worked, but I cannot find the decoded files.
22:59:20 <glx> meggie: deliver them to towns
22:59:21 <Bjarni> meggie: you should transport it ;)
22:59:21 <meggie> who accepts them?
22:59:29 <Bjarni> towns
22:59:31 <meggie> i know that lol
22:59:34 <Bjarni> if they are big enough
22:59:49 <DaleStan> svip: They should appear in the sprites directory.
22:59:52 <meggie> but all the towns accept only passangers, mail and food
22:59:52 <RichK67> if you've done it right, the files will be in a subdirectory called sprites
22:59:55 <meggie> but not goods
23:00:06 <svip> Where?
23:00:10 <svip> In the working directory.
23:00:12 <RichK67> DaleStan: there sure is an echo in here ;)
23:00:18 <svip> Or the directory file is in?
23:00:36 <RichK67> below file's directory
23:00:51 <svip> There we go.
23:00:54 <RichK67> eg. .grf in data .... .nfo and .pcx in data/sprites
23:01:02 <svip> :[ I thought it would put them in the directory I was working in.
23:01:06 <meggie> Bjarni: so what u are saying is that my towns are too small and that is why they don't accept any goods?
23:01:09 <glx> bla.grf -> sprites/bla.nfo and sprites/bla.pcx
23:01:10 <Bjarni> meggie: if you look at the buildings with the questionmark tool, then you will notice that some buildings requests 1/8 or 3/8 goods. You need to have a combined total of at least 8/8 in a station's catchment area for it to accept goods
23:01:22 <svip> Not very UNIX like.
23:01:30 <svip> I disapprove of that part.
23:02:07 <svip> The fact that the [<Directory>] is relative to where the grf file is, and not what pwd would return.
23:02:17 <RichK67> bah... *nix snobbery ...
23:02:35 <DaleStan> But quite useful on OSen where the pwd will report C:/WINDOWS far more often than is appropriate.
23:02:38 <meggie> let me check and make sure i understand what u are saying
23:02:52 <meggie> i used to play ttd a long time ago
23:02:55 <RichK67> so you would prefer to disassociate the decode from the file it relates to?
23:03:12 <meggie> and openttd has more options which i'm not familiar with
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23:03:13 <svip> Personally, yes.
23:03:25 <svip> Or at least point it out in the help file.
23:03:25 <RichK67> *shudder*
23:04:16 <svip> How do I read a .nfo file, RichK67?
23:04:24 <svip> Let's not get into that UNIX stuff.
23:04:31 <glx> with a text editor
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23:05:10 <svip> :| And this is where I add some sprites?
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23:08:08 <svip> So what am I looking for in this nfo file, RichK67?
23:08:09 <RichK67> i wouldnt add them to that file, better to go in your own .grf file, that you add into the sprite list within gfxinit.cpp
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23:08:25 <svip> Okay.
23:08:37 <RichK67> sorry... create your own .nfo, and then encode with grfcodec -d
23:08:45 <svip> -e*
23:08:49 <svip> -d << decode.
23:08:52 <svip> I got that one right.
23:08:56 <RichK67> yeah... its late
23:09:05 <svip> The id's on the left on the nfo.
23:09:07 <svip> Are they important?
23:09:20 <svip> I mean, I can start from 0 again in my nfo file, right?
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23:09:28 <RichK67> the sprite numbers, no... grfcodec will sort them out
23:10:13 <RichK67> but you will need an action 1 to define the set, and say "one sprite coming up"... then have your remap
23:10:46 <RichK67> in fact, scrub that
23:10:52 <RichK67> no need for the action1
23:11:17 <svip> I basically just need copy the select tiles in the original file, and turn them into something I can use? :D
23:11:25 <RichK67> if you are loading it directly in using gfxinit.cpp ... check out the example of airports.grf
23:12:10 <glx> RichK67: only in NewGRF_ports for now I think
23:12:22 <RichK67> yeah, take a look at the tiles you want to remap, and see what colours they use in the graphic... this tells you which you want to remap
23:12:53 <RichK67> glx: i was meaning check out how airports.grf is loaded in via gfxinit.cpp ...
23:13:37 <Sacro> Bjarni: she has mucho big breasts
23:13:41 <glx> I though you added the green selection in airports.grf
23:15:30 <RichK67> not the fact that in newgrf_ports it has a remap too... although if you take a look at http://git.openttd.org/cgi-bin/gitweb.cgi?p=svn/NewGRF_ports.git;a=commitdiff;h=19501bfae66b2b2718d75c958ce164c82071662a
23:16:15 <RichK67> svip: that link shows you how i added the green tile recolour to the branch im working on
23:16:40 <RichK67> you just need to sort out where you put your sprite, and how to link it in
23:18:58 <RichK67> although, you only really need be concerned with the change to viewport.cpp and sprites.h ... if you want to tack your sprite into an existing one, then thats the way to go... if you want to add your own separate graphics file, you will need to look at how airports.grf is loaded via gfxinit.cpp, and borrow that
23:19:06 <svip> Hm.
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23:19:33 <svip> Okay.
23:19:51 <svip> I am going with the "create my own" grf.
23:19:57 <svip> I am just wondering how to do the colouring.
23:20:00 <RichK67> neater
23:20:10 <svip> Cause I am just creating the white "back ones".
23:20:39 <svip> Can I just create a full rectangle of a specific colour, and then through it over it, or woot?
23:23:15 <RichK67> err, you could take the highlight graphics from trg1r.grf, and fill them in with the colour you want, but then you would need to map the new graphics into the overlay code... not impossible, but a lot of effort
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23:24:32 <RichK67> personally i would try to work with using the existing highlight tiles, but change their colour as required
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23:25:23 <glx> I think he needs to make an "inner" highlight tile sprite
23:25:48 <Bjarni> Sacro: AFAIK there aren't any big breasts in here, but feel free to prove me wrong :)
23:26:53 * mikegrb raises his shirt
23:27:23 <Bjarni> ...
23:27:28 <Bjarni> "his"
23:27:29 <DaleStan> "his". Not exactly an encouraging pronoun there.
23:27:36 <mikegrb> <3
23:27:47 <mikegrb> Bjarni: you didn't specify!
23:27:49 <Bjarni> Sacro said "she"
23:27:59 <Bjarni> so I replied based on "she"
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23:28:18 <Bjarni> but ok, I learned one thing
23:28:24 * Bjarni notes that mikegrb is fat
23:30:58 <svip> When did Sacro say such?
23:31:23 <mikegrb> nah, just ripped ;)
23:31:23 * mikegrb flexes his pecks
23:31:23 <Bjarni> you know, I had a feeling that somebody would reply like you did
23:31:40 <svip> And you hoped it was a female?
23:31:47 <Bjarni> but I thought it would be pointing at somebody else saying "he has big boobs"
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23:31:59 <Bjarni> [01:13:37] <Sacro> Bjarni: she has mucho big breasts
23:32:08 <Bjarni> "she" usually indicates a female
23:32:19 <svip> But who is he referring to?
23:32:28 <svip> And I notice the "leet" time stamp in that timestamp.
23:32:31 <Bjarni> that's another very good question
23:32:32 <svip> 13:37
23:32:46 <glx> do the conversion ;)
23:32:52 <svip> :o
23:33:01 <svip> Working on this inner highlight tiles, glx.
23:33:31 <glx> anyway don't worry about what Sacro's saying ;)
23:33:39 <svip> I probably need to keep them separate from the others, so I can colour them differently, yeah?
23:33:57 <Bjarni> knowing Sacro, he could be imagine some big titted girl who he have never seen in real life
23:34:08 * Sacro whistles
23:34:13 <Sacro> and admires the link Bjarni sent him
23:34:22 <svip> What link?! O_O
23:34:34 <Bjarni> ...
23:34:51 * Bjarni wonders what Sacro is up to
23:34:54 <RichK67> gnight
23:34:58 <glx> svip: yes and you can place them with AddSortableSpriteToDraw()
23:35:00 <svip> :o Night.
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23:35:10 <svip> Good good.
23:36:19 <glx> just change one of the sprite base in your DrawZoningSprites() and it should work
23:36:41 <glx> provided you have made all inner sprites ;)
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23:41:43 <svip> :O
23:41:49 <svip> But I still need to figure out the colours.
23:43:12 <glx> start without recoloring
23:43:18 <glx> you'll add it later
23:44:18 <glx> 1) draw the inner
23:44:18 <glx> 2) draw it in the right color
23:44:35 <glx> allways progress with small steps
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23:51:19 <svip> glx?
23:51:56 <svip> http://www.isarapix.com/pix88/1187740306.png
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23:53:05 <glx> based on original?
23:53:25 <Brianetta> 400 day time piece that can spontaneously and catastrophically fail, endangering bystanders:
23:53:25 <Brianetta> http://erkelzaar.tsudao.com/models/ultra/german-tb.htm
23:53:28 <svip> Indeed, glx.
23:53:52 <glx> now make a grf using these sprites
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