IRC logs for #openttd on OFTC at 2007-10-10
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08:43:44 <TrueBrain> [02:01] <Digitalfox> TrueBrain or Rubidium, i was reading the changelog of Flyspray, and i noticed that it's running 0.9.8 when the last version is 0.9.9.3.. <- we run a heavily modified FS, I dunno if we will ever update it
08:47:07 <ln-> an invitation for crackers?
08:47:34 * boekabart likes crackers - with cream cheese
08:48:29 <TrueBrain> ln-: running Windows is an invitation to crackes too, and I don't see most people upgrading to a real system any time soon
08:49:03 <boekabart> TrueBrain: totally below your level
08:49:27 <TrueBrain> and I like cheese :)
08:49:30 <TrueBrain> but the cake is a lie!!
08:50:15 <boekabart> I hope you're not referring to the r10000 cake
08:50:50 <boekabart> good, or else you wouldn't be getting a piece of the 0.6.0 cake :)
08:51:05 <TrueBrain> I wouldn't dare to talk bad about the r10000 cake
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11:55:29 <_42_> Phazorx, glx (glx@bny93-6-82-245-156-124.fbx.proxad.net) was last seen quitting #openttd.notice 9 hours 16 minutes ago (10.10. 02:39) stating "Quit: bye" after spending some time there.
11:58:49 <Phazorx> not sure who is interested - somewhere between 11226 and 11235 part of industry placement process for editor has been a bit screewed up...
12:00:08 <boekabart> Phazorx: please elaborate
12:00:10 <Phazorx> it seems that in 11235 and up, using PBI + UKRSBC on temeprate in scenario editor you can not place sawmill and foodplant (not in the meny of available industries)
12:01:05 <boekabart> Phazorx: interesting - in ttdpatch I assume they do show up?
12:01:11 <Phazorx> it is working as expected in 11226 witihn editor... the funky part is if you start a game via "new game" - industries are fine in both revisions
12:01:30 <Phazorx> they did show up in ottd, in 11208-11226
12:01:47 <boekabart> so in that case sawmill is placed on the map by the random generator?
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12:02:42 <Phazorx> for revisions 11208-11226 you can place all possible industries (as speced) in both new game and scenario editor
12:03:00 <Phazorx> in 11235 you can only see foodplant and sawmill if you started as "new game"
12:03:26 <Phazorx> if you used scenario editor - they are not available in there, or in started game using that scenario
12:06:23 <TrueBrain> 2000 servers ar elisted in masterserver
12:06:29 <TrueBrain> max offline lifetime is 30 days
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12:08:32 <TrueBrain> one person even runs it on port 80 :p
12:08:45 <TrueBrain> other on Half-Life ports :p
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12:20:01 <Phazorx> on related industry/ECS subject - anyone managed to get any vehicles out of vehicle plant, even if suppliying all 3 required cargo?
12:22:11 <boekabart> Phazorx: did you connect a rail to the plant, so that trains can exit?
12:23:05 <boekabart> Phazorx: UKRS BC is that pikkas brickchain?
12:27:11 <Phazorx> boekabart: has not much to do with trains or any other vehicle - undustry has no stockpile indicator and is not making anything, hence connecting it will not chnage the fact that it isnt working
12:27:37 <Phazorx> however to answer your Q - it has vaiting 4LV trucks and NARS trains fitted appropriatly to carry vehicles
12:28:04 <Phazorx> and yes UKRSBC is an addon of brickcjain to PBI
12:28:22 <boekabart> Phazorx: It might be a bug in the grf : I've checked them yesterday and recall to notice that Veh. Fact doesn't produce anything
12:29:32 <Phazorx> boekabart: i havent had time to check it with ttdp but i will and most likely it does produce things there
12:29:52 <boekabart> (with r11243 + ecs in the right order)
12:31:55 <boekabart> Phazorx: on the PBI problem: I see the problem too.
12:32:18 <boekabart> but this is interesting: I open the scenario editor -> industry list shows no sawmill
12:32:40 <boekabart> but many random industries button WILL place a bunch of them!
12:32:53 <Phazorx> boekabart: i tested with 11238 (right after glx fixed sulphur) and full set of all ECS on temperate in grfid order
12:34:23 <Phazorx> boekabart: PBI+BC on temperate, last i tried was 238 - it was not placing them in many either
12:34:44 <boekabart> Phazorx: after hitting build many, they do show up in the list
12:35:20 <boekabart> wait a sec, now I restart the game, and they still show up
12:37:35 <boekabart> Phazorx: wait, I had a slightly modified version
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12:42:05 <boekabart> Phazorx: also in 11235 I cannot reproduce the PBI+brick problem
12:43:21 <boekabart> clean 11235, newgrfs only PBI + brickchain (v1.2 both), click scenario editor, click industries button, lists sawmill and food plant.
12:44:25 <Phazorx> care to take a look at scenario i was trying to make for one of coop games?
12:48:12 <boekabart> Phazorx: you have to admit those 2 weren't the only grfs you used :)
12:48:48 <boekabart> I've opened it in scenario editor, 16 grfs not found
12:49:00 <boekabart> sawmill is missing, but food plant is there
12:50:08 <Phazorx> boekabart: i have to admit yes
12:50:22 <Phazorx> noe of them affect secanario editors choice of available vehciles
12:50:32 <boekabart> well apparently they do :)
12:51:30 <Phazorx> well considering you dont even have them
12:51:35 <Phazorx> and it isstill affected
12:51:51 <boekabart> well: loaded newgrfs: pbi, bc, newbr0.41, ttrs3.02, newdepots, basic platf, genbufstop, dutchstations(yellow), contstation, indstations,newstations, usstations,av8(y), longveh(y),gertrams, ukrentrains + addon, newships
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12:52:24 <Ammler> boekabart: GRF Pack of #openttdcoop
12:52:27 <boekabart> Food Processing Plant shows above clay pit, below bank
12:55:08 <boekabart> Phazorx: ok, I 'deleted' all newgrfs except PBI/BC from my hdd, and started your scenario: fodd processing plant is there, sawmill isn't
12:55:31 <Phazorx> boekabart: okay i have to figure what is with FP on my end
12:55:40 <Phazorx> and sawmills are different issue then?
13:00:38 <Phazorx> got report form another player on not having sawmill
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13:07:30 <boekabart> Phazorx: i don't know what it is, I do see the food processing plant whatever I do. Do you have a url / dcc for the grf pack?
13:11:58 <Phazorx> boekabart: it is coop grf
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13:19:29 <boekabart> Phazorx: With all those in place, I still see the same in you scn: no sawmill, but FoodProcessingPlant is there
13:19:59 <boekabart> can you PM me the [newgrf] section for this whole selection of grfs?
13:20:12 <boekabart> so I can test making a scn with it from scratch
13:24:25 <boekabart> Phazorx: i can't load your scn with 11226 :( save version increased do you have a scn saved with 11226?
13:24:44 <Phazorx> boekabart: i used different scn then
13:24:54 <Phazorx> this one is made for 235
13:34:05 <Phazorx> and 226 one load fine in 235 gamne with sawmills
13:34:15 <Phazorx> we re actualy playing it ATM on public server
13:36:39 <boekabart> Phazorx: i really cannot reproduce your problem from scratch - tried 226 235 and latest, with the full grf list you sent
13:36:56 <boekabart> only the sawmill is and keeps missing in that 1 scenario, no matter what i do
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13:39:35 <Phazorx> as i mentioned FP is a different issue
13:39:41 <Phazorx> but sawmill is the problem
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13:46:57 <Greyscale> youtube is banned yet google video/the throngs of other ones aren't?
13:48:28 <boekabart> Phazorx: When I delete all grfs and load your svn, I do see the sawmill - when I undelete only PBI, it's gone
13:48:50 <Phazorx> бут ин 226 ит ис фине
13:48:56 <Phazorx> but in 226 it is fine
13:49:21 <boekabart> in 235 it's fine too here - just not when I load your scn
13:49:21 <glx> lol english written in cyrillic :)
13:49:27 <boekabart> yes, i could understand the cyrillic too
13:50:08 <boekabart> (I used to visit bulgaria a lot when I lived in Romania)
13:51:02 <Phazorx> glx: i have custom layout
13:51:09 <Phazorx> phonetic one - very convinient
13:51:46 <Phazorx> boekabart: so with 246 and grf list i pasted you can get sawmills in editor?
13:52:10 <glx> yeah normal cyrillic layout is not easy to find on an azerty keyboard ;)
13:52:40 <Phazorx> i just decieded not to bother learning cyrilic one ever
13:53:09 <boekabart> Phazorx: yes, with 226, 235 and 246, grf list from you (all there), i have sawmill
13:54:14 <glx> with normal layout you can't type ё in ingame console
13:54:55 <Phazorx> glx i also have alt + in english doing cyrilic
13:58:31 <boekabart> Phazorx: I removed all but PBI from your scn (in-game) - restarted the game and loaded : still no sawmill
13:58:39 <boekabart> what the *hell* does this scn do!
14:00:45 <Phazorx> you should be able to get the seed
14:01:04 <Phazorx> boekabart: unzip the scn i sent and compare with same you make
14:01:16 <boekabart> no they BOTH have the problem
14:01:32 <boekabart> I saved your scn with almost all GRFs removed
14:03:33 <Phazorx> boekabart: but if you make one with same grfs you dont get the issue
14:05:29 <boekabart> ah, i see your idea
14:06:39 <Eddi|zuHause> err... how do i adjust the YAPF penalty for turning around in a depot? [ingame console]
14:07:18 <boekabart> Phazorx: seed is 3741083378, what is the map size?
14:08:32 <Greyscale> does a restart on the same seed yield an identical map?
14:08:44 <boekabart> Should, but Neh, doesn't result in the same map now
14:08:46 <Eddi|zuHause> that seemed to work, thanks
14:09:12 <Eddi|zuHause> needed something that is bigger than the station penalty...
14:09:41 <Phazorx> perhaps other params matter as well?
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14:32:06 <Phazorx> fp was a fluke but sawmils are not
14:32:29 <boekabart> Phazorx: this is made by loading your scn?
14:32:54 <Phazorx> removing all grfs and hitting editor button
14:33:06 <Phazorx> this is blank default map
14:33:58 <Phazorx> 1st 4 chars for MD5: fa22 & 6912
14:36:58 <huma> yay! expedition 16 is in the sky :)
14:52:40 <ln-> dan moet er eerst een vertaalmatrix voor dit systeem worden opgesteld.
14:53:07 <TrueBrain> I read dutch, that can't be good, wait, let me look again
14:53:10 <TrueBrain> yeah, still dutch :p
14:54:01 <TheMask96> TrueBrain: then at first a translation matrix has to be set up.
14:54:17 <Brianetta> Just watch out for translation agents
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14:56:08 <ln-> minder geklets, en meer synthehol
14:56:27 <glx> someone is asking for a kick :)
14:57:03 <TrueBrain> it is that the last word was wrong
14:57:46 <boekabart> TrueBrain: sintz'nhol?
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15:15:43 <ln-> la capsule de la nacelle contient des informations de navigation.
15:15:59 <TrueBrain> ln-: what are you doing? :P
15:16:38 <ln-> TrueBrain: watching star trek tng dvds. what does it look like?
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15:41:38 <Eddi|zuHause> hm... i have a fear that my wagons got a loading speed of 0... the train is waiting forever 13% loaded
15:49:33 <Eddi|zuHause> no, there are passengers there, but they don't enter...
15:50:30 <ln-> they need a sergeant or something yelling at them.
15:52:30 <Eddi|zuHause> this is the DBSetXL with Alpine, long distance passenger wagons, 1938
15:52:59 <Eddi|zuHause> the older ones work fine
15:53:08 <Eddi|zuHause> but the new ones just refuse to load anything
15:53:37 <Eddi|zuHause> the mail wagon also works fine
16:08:17 <Eddi|zuHause> this is totally silly, it only applies if the wagons are attached to a BR 05
16:08:38 <Eddi|zuHause> it works alright with a BR 01 or BR 18, but then they don't get a dining car
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16:14:26 <Eddi|zuHause> i can't figure this out, it works correctly in temperate
16:15:59 <Eddi|zuHause> it must be some wagon override that goes wrong...
16:16:38 *** ChanServ sets mode: +o Bjarni
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16:28:42 <ln-> sænk skjoldene og teleportér herover. samarbejd, ellers udsletter vi skibet.
16:31:03 <Bjarni> hmm... sounds like it could be Kazon
16:35:17 <Eddi|zuHause> i guess for now i should sell this BR 05 again
16:35:35 <Eddi|zuHause> it's a silly engine to use on a hilly route with lots of (slow) bridges anyway
16:36:05 <Bjarni> BR 05 is not designed for hills at all
16:36:17 <Bjarni> sacrifice everything for speed
16:37:36 <Eddi|zuHause> i should electrify the other half of the route and use a E16
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16:47:39 <Greyscale> Whats the maximum station cargo limit?
16:48:30 <Eddi|zuHause> not since cargopackets
16:49:10 <Greyscale> Eddi|zuHause, what is it then for a 2x4 station?
16:49:24 <Wolf01> i never got more than 4096
16:49:34 <Wolf01> passengers for example
16:49:40 <Greyscale> because I have big boats grf and a 10m litre tanker half-unloaded, stock piled up to 5550ish and then it just pissed the oil away
16:50:22 <Eddi|zuHause> i have no real idea
16:50:41 <Eddi|zuHause> but the 4096 limit should have been lifted
16:51:08 <ln-> la forza è irrelevante. la resistenza è inutile. noi vogliamo migliorarci, assumeremo le vostre caratteristiche biologiche. la vostra cultura si adatterà per servirci.
16:52:15 <Bjarni> ln-: which to a human understandable language
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16:54:11 <skidd13> Wolf01: You wrote the transparency GUI. Is there a possibility to extend it to have an optional full transparency like the one with the trees?
16:54:27 <Wolf01> yes, i have it done for houses
16:54:41 <Wolf01> but there is a problem with TTRSv3
16:54:55 <Wolf01> which cause the game to crash if you make the houses transparent
16:55:47 <skidd13> It would be cool to have it for everything. (like full visible -> transparent -> only ground -> full visible)
16:56:25 <Wolf01> yes it should be possible
16:57:23 <Wolf01> i already made "click on widget" for transparency, "ctrl+click" for total invisibility
16:57:24 <Belugas> invisible ground tiles...
16:57:40 <Wolf01> for both trees and houses
16:57:49 <Belugas> transparent ground tiles
16:57:58 <Belugas> hello Wolf01 and skidd13 :)
16:58:44 <Eddi|zuHause> <Belugas> transparent ground tiles <- we need that for "advanced tunnels"
16:59:02 <skidd13> But the thing I mainly miss with the transparency is that I've to set it everytime new.
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17:00:13 <Bjarni> transparent ground tiles aren't good enough
17:00:51 <Bjarni> we should use something like DV once made: a max height limiter (for display only), so we can look well at tunnels under tunnels
17:01:06 <Bjarni> too bad DV didn't code it in a way that worked with the trunk
17:01:07 <Belugas> Bjarni, indeed. It would require some process for drawing the underneath non-existant rails/road
17:01:35 <Wolf01> [18:58:52] <Eddi|zuHause> <Belugas> transparent ground tiles <- we need that for "advanced tunnels" <- we need that for deepwater
17:01:52 <Bjarni> I can imagine some fairly complex tunnel layouts under towns and hills
17:02:08 <Bjarni> Wolf01: ahh, that would be nice
17:02:31 <Bjarni> but it's not the universal solution. Transparent water tiles would be nice though
17:02:34 <Belugas> i doubt boekabart coded that
17:02:43 <Belugas> i don't remember he did anything like it
17:03:21 <Belugas> drawinf the underwater tunnels
17:03:34 <Bjarni> it was Darkvater, who coded the max height display thingie
17:03:36 <Greyscale> Bjarni, yes. 2050 could get underground water tunnels
17:03:43 <Greyscale> no real point to them, they're just pimp.
17:03:51 <hylje> is it not feasible to turn some tiles around the mouse transparent automagically?
17:03:55 <Greyscale> Because thats 42 years into the future?
17:03:56 <Bjarni> we have plenty of underwater tunnels today
17:04:04 <ln-> kracht en verzet zijn zinloos. om ons te verbeteren nemen we uw biologie en technologie in ons op. uw beschaving zal de onze dienen.
17:04:09 <Greyscale> nono, those glass ones :D
17:04:23 <Greyscale> And here we see a ZOMG SHARK!
17:04:31 <Wolf01> oh, we live in the future? and the channel tunnel?
17:04:37 <Eddi|zuHause> clearly, ln- now got to the borg episodes...
17:04:38 <Bjarni> the tunnel in London is from 185x... I think
17:05:00 <Bjarni> that was a really early underwater tunnel, but it did work
17:05:08 <Greyscale> Wolf01, NOOOO GLASS TUNNELS
17:05:20 <Greyscale> Underwater tunnels made of rock and concrete are boring
17:05:24 <Eddi|zuHause> the first tunnels in london were for horse wagons
17:05:30 <Eddi|zuHause> that's why they are not straight
17:05:45 <Wolf01> they already have glass tunnels in aquariums
17:05:47 *** ln- was kicked by Belugas (in english, please)
17:06:07 <Greyscale> Wolf01, for trains!
17:06:18 <Greyscale> Just eyecandy really
17:06:43 <Eddi|zuHause> i have never seen TNG in english...
17:06:49 <Wolf01> and what forbid you to place a railroad inside an aquarium?
17:08:16 <Bjarni> <Eddi|zuHause> i have never seen TNG in english... <-- it's way better than in German. It was a pain to see Klingons speak German :s
17:09:07 <Bjarni> we should use brickwalls for early tunnels
17:10:54 *** skidd13|dinner is now known as skidd13
17:12:39 <ln-> Belugas: strength is irrelevant. resistance is futile. we wish to improve ourselves. we will add your biological and technological distinctiveness to our own. your culture will adapt to service ours.
17:13:10 <Belugas> but... didn't glx adviced you to stop quoting?
17:14:05 <Eddi|zuHause> next thing you know is that "TNG quotes = ban" replaces "youtube links = ban" in the topic :p
17:14:57 <skidd13> What about "Non TTD related qoutes = ban"? :P
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17:15:55 <Prof_Frink> What about linkpot links?
17:18:43 <Eddi|zuHause> there does appear a train in TNG... does that make it OTTD related?
17:20:39 <Prof_Frink> Only if you're making a grf of it
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17:29:52 <BigBB> Does a dev have time to speak with me about my "extended player faces selection dialog"-patch?
17:30:31 <ln-> you could try the /dev/null
17:31:57 <Belugas> BigBB, i did not had time to look at it deeply. I just did looked at the toolbarfix, though
17:33:17 <Eddi|zuHause> i vaguely remember what happened the last time someone came with a "better faces" patch
17:33:18 <Belugas> I just hope you did not included the same errors as your predecessor, though
17:34:03 <BigBB> skidd13 help me much, so I think: no
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17:34:46 <skidd13> I'm no garantee that it works ;)
17:40:38 <Belugas> When time allows it, i'll look at it
17:47:00 <Wolf01> i'm thinking about some enhancements for the transparency options... is saving to the openttd.cfg difficult to do?
17:47:55 <skidd13> Wolf01: IIRC the extended player faces patch does this.
17:53:17 <BigBB> Wolf01: it's that what the patch change in: settings.cpp and variables.h
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18:02:59 <Ihmemies> i can't find the option to build those weird victorian era traffic marks off
18:03:25 <Ihmemies> it builds those crappy white and red things by default, when i want standard red-green lights
18:06:24 <Ihmemies> why the game even has those )=(&=)&()=&(
18:07:05 <boekabart> Ihmemies: it's a setting : build semaphores before....
18:07:24 <boekabart> if you don't like them, set it to the year 1500 or so (although 1930 will do)
18:07:56 <boekabart> Ihmemies: and the fucking game has them because fucking people cared enough about them to add them.
18:08:07 <boekabart> sorry about that :)
18:11:10 <Ihmemies> people shouldn't care about old junki
18:11:27 <boekabart> Ihmemies: people should definately not care about what other people care about
18:11:35 <Wolf01> uhm, i should add the TO_ enum for transparency options, which make things a lot easier to understand
18:12:23 <boekabart> Wolf01: while @ it, change the 2 uint8/bytes used to store transp. flags, to uint32 s - 8 bits is just not enough for every patch ;)
18:13:24 <Wolf01> i just declared it uint when i added the save widget ;)
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18:15:04 <Wolf01> uhm.. there is already the TO_ enum... why is not used in main_gui.cpp is a mistery
18:23:49 <Wolf01> ok, it saves, but i need to rewrite the part which disables the transparencies in the intro screen
18:24:17 <Wolf01> it overwrites what i load from the cfg
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18:29:57 <gagarin> I've got a problem working on may shared & contracts patch
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19:06:00 <Wolf01> do you think that there is a single place where i can backup the _transparent_opt before clearing it for the intro game?
19:06:59 <Wolf01> like "there is already an option which should be X in intro game but Y = loaded from cfg for the normal game?"
19:07:25 <boekabart> most (if not all) options are stored in the save game
19:07:49 <Belugas> in his case, i doubt it would be required, though
19:08:11 <Belugas> i know it can be done, it's just a macro versus another
19:08:21 <Belugas> just that i cna't remebere which one is
19:08:36 <Wolf01> all can be done... is only the way that count ;)
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19:32:53 <Wolf01> but one question: i can't get why somebody asked to save the transparency...
19:34:01 <Belugas> i though of adding saving the state too...
19:34:12 <Belugas> just didn't actually do it
19:34:35 <BigBB> if somebody ever play with e.g. transparent trees.
19:34:37 <Belugas> just that i really do not like the idea of a patch option
19:34:49 <Wolf01> somebody will kill me, but i'll add another variable to variables.h
19:35:26 <Phazorx> Belugas: for PBI and capacity
19:35:36 <Phazorx> does estimate menas anything?
19:36:02 <Phazorx> cuz it smees to went from 0 to 100
19:37:04 <boekabart> Phazorx: Does the same happen in TTDPatch? :p
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19:37:21 <Phazorx> i dont think i want to play it THAT long
19:38:20 <boekabart> I hardly think Belugas is supposed to know exactly what pikkabird programmed in his grf, right?
19:38:35 <boekabart> ask pb/the community, on the forum
19:38:39 <Belugas> never played that long . Just.. doing tests
19:38:50 <Wolf01> who hooo recompiling all 'cause a little variable!
19:39:03 <Belugas> and indeed, i do not know how each grf behaves
19:39:08 <glx> Wolf01: try changing english.txt :)
19:39:16 <Belugas> Wolf01, quite expected :)
19:39:52 <glx> changing stdafx.h is a nice full recompile one
19:40:10 <boekabart> still, english.txt wins
19:40:45 <glx> doesn't touch all source files
19:40:45 <boekabart> nope, changing strgen wins the mother of all battles :)
19:40:46 <Wolf01> make clean && make wins too
19:41:36 <Prof_Frink> boekabart: Don't be silly
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20:14:53 <Wolf01> ok, now i save only the transparencies, and only if the save widget is set when exiting a game
20:15:10 <Wolf01> to use the saved transparencies on a new or loaded game
20:15:37 <Wolf01> you must open the toolbar, and with NO transparency enabled
20:15:52 <Wolf01> enable the save widget
20:16:12 <Wolf01> with ctrl+x you are able to restore the saved transparencies
20:17:07 <Wolf01> if you press the save widget with some transparencies enabled, you overwrite the saved ones, which is the normal behavior
20:20:51 <Wolf01> uhm, i must fix something i said before: transparencies are always saved when you exit the game
20:21:35 <glx> transparency is reset in intro
20:21:55 <Wolf01> not if you use 2 variables
20:22:48 *** Hendikins is now known as Hendikins|Work
20:27:10 <Wolf01> uhm, a little bug, the loading indicators is not saved
20:30:05 <Eddi|zuHause> www.informatik.uni-halle.de/~krause/Ravenswald%20Transport,%2012.%20Mai%201939.png <- this is what happens if you turn a tiny mountain pass station into a hub station
20:31:34 <Eddi|zuHause> [... and don't have PBS]
20:32:54 <Wolf01> oh, somebody enjoys with transparent options :D
20:32:54 <Eddi|zuHause> i only have that open because they reset every time i load :p
20:33:30 <Wolf01> (the loading indicators)
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20:38:21 <Wolf01> it don't break savegame compatibility, it saves on the cfg
20:38:33 <Eddi|zuHause> oh, that should be fine
20:39:18 <Wolf01> daylength is another story, it needed to be saved because of network desyncs
20:42:11 <Eddi|zuHause> yes, but i don't do network :p
20:42:55 <Eddi|zuHause> but currently i have other stuff i should be doing...
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20:46:24 <Wolf01> is ttf currently down?
21:09:51 *** boekabart has left #openttd
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21:39:00 <_42_> Bjarni: OpenTTD uses TCP and UDP port 3979 for server <-> client communication and UDP port 3978 for masterserver (advsertise) communication (outbound)
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21:44:06 <Ailure> the forums stopped working for me
21:45:11 <Bjarni> Ailure: now I have to ban you for breaking the forum
21:45:15 <Ailure> at elast it's not my connection
21:45:30 <Ailure> by loading a few pages
21:46:59 <SpComb> works fine from my server in germany
21:47:11 <SpComb> but not from my university connection in finland
21:47:15 <Bjarni> at least it's not only me this time
21:47:34 * SpComb proxies himself via his server in germany to bypass this broken piece of the internets
21:47:39 <Bjarni> it sucks last time because then the problem turned out to be my ISP DNS server
21:48:08 <BigBB> I'm in germany too and I have no forum. First it has a latency of a few minutes, but now....
21:48:29 <Bjarni> SpComb broke it so he can have it for himself
21:48:43 <Bjarni> posting stuff on a forum that only one person can read must be great fun
21:48:55 <SpComb> well, the datacenter that this server's in has an uplink from eweka, where tt-forums.net is hosted
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21:50:08 <SpComb> bah, I was just about set up some port-forwarding on marttila.de
21:54:11 <Sacro> SpComb: you where going to set us up the bomb?
21:57:45 <Sacro> Prof_Frink: you have no chance to survive make your time
22:00:50 <SpComb> zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig
22:00:55 <SpComb> 80-character wide terminals are a relic
22:02:23 <Eddi|zuHause> so are wooden spoons...
22:03:53 *** |Bastiaan| has joined #openttd
22:04:14 <SpComb> I agree, it's pretty bad form to use wooden spoons in your source code
22:07:29 *** Digitalfox has joined #openttd
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22:15:11 <Chaladirnik> hi Ive been away from the project for half a year or something... have some larger improvements been made in the ai section?
22:16:47 <Eddi|zuHause> is "half a year" before or after creation of the NoAI branch?
22:16:51 <BigBB> AFAIK only in the AI-branch not in the trunk.
22:17:49 <Eddi|zuHause> for a second, you looked like Bjarni...
22:18:00 <Eddi|zuHause> same colour, same starting letter...
22:21:28 <Prof_Frink> Eddi|zuHause: Don't be silly
22:21:39 <Prof_Frink> Bjarni is purple, BigBB is pink.
22:22:49 <BigBB> that is from client to client different
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22:30:31 <Eddi|zuHause> "if you do not see two straight lines on this picture, you need to go to a doctor"
22:32:05 <Eddi|zuHause> this might be a bad perspective, but i think the right rail is much higher than the left rail...
22:46:15 <Digitalfox> Well since most of you guys must have +/- my age, do you guys remember a TV Series of Flash Gordon made in the 80s 90s ( no it's not an animated series ).. Someone remembers? I don't find any info about it..
22:49:28 * glx remembers a movie with this name
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22:50:44 <Digitalfox> Well Flash Gordon is the hero who moves at speed of light.. ;)
22:51:30 <Digitalfox> Maybe i'm confusing it.. :\
22:52:51 <Digitalfox> you are right glx.. I was mixing it ..
22:56:02 <Digitalfox> Damn so the show only had one season 22 episodes.. What's up with TV shows from US, almost none resist's the fisrt season.. Oh well it may be fun to watch at least a season..
22:58:49 <Eddi|zuHause> Digitalfox: they made a remake of flash gordon
22:59:36 <Digitalfox> Eddi|zuHause: yeah, but i was mistaken, i was talking about flash the guy who moves at speed of light
23:43:35 <huma> these evil cities don't like terraforming
23:44:16 <huma> even though i'm trying to clean the space for a nice airport
23:45:25 <Eddi|zuHause> apparently they like if you totally waste their forests, and plant them from scratch
23:46:33 <huma> it was a mountainside. levelled it up a little :)
23:49:01 <huma> planted bunch of trees. well, helped a little. my rating is mediocre now :)
23:49:52 <glx> enough to build an airport :)
23:54:14 <svippy> :( That reminded me of the idiot airport joke.
continue to next day ⏵