IRC logs for #openttd on OFTC at 2008-06-09
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07:39:49 <iAN_> good morning every single one
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08:32:04 <dih> why on earth are people not capable of accepting the lead of the developers
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08:33:12 <blathijs> dih: Referencing anything in particular?
08:37:41 <dih> i do not understand why players cannot accept the lead!
08:40:30 <blathijs> dih: But we wants so bad! :-p
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08:45:32 <peter1138> i'm not totally against the concept if it can be done properly
08:46:46 <dih> peter1138: my point being, that users should follow the lead the developers lay down for the project!
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08:54:02 <TiberiusTeng> or fork & branch & maintain & catching up ... the beauty of free software :p
08:54:35 <TiberiusTeng> but merely version bumping those patches made me crazy
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08:59:25 <TiberiusTeng> and I wish someday I'll clean OpenGL blitter enough to be considered merging into trunk ;-p
09:01:49 <planetmaker> to me that sounds like a looooong path ahead of you
09:02:01 <planetmaker> have strength and endurance :)
09:02:07 <blathijs> TiberiusTeng: You should probably start by trying to isolate different parts of it
09:02:13 <dih> then do it, but dont start whining around when it's not included!
09:02:22 <peter1138> one big problem with mine is the direct hooks in the sdl video driver
09:02:36 <TiberiusTeng> blathijs, I'm planning to do that
09:02:37 <blathijs> TiberiusTeng: eg, cleanups and small api changes that can be included independently
09:02:43 <peter1138> (world generation throws it)
09:02:59 <TiberiusTeng> mine even takes small screenshot correctly (?)
09:03:31 <TiberiusTeng> the problem is, OpenGL has to be initialized together with windowing system
09:03:46 <TiberiusTeng> so I think I'll make win32gl driver + opengl blitter
09:04:57 <blathijs> TiberiusTeng: Is that different from other blitters? I guess that other blitters need to do some SDL setup as well?
09:05:14 <blathijs> Or can they just do that after the sdl driver has set up other stuff?
09:05:23 <TiberiusTeng> and I need some hooks from scriptcache, e.g. calling blitter to release encoded sprite, not freeing them itself
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09:05:43 <TiberiusTeng> other (current) blitters just need a plain bitmap framebuffer, nothing more
09:06:19 <TiberiusTeng> so I think they don't need special help from drivers, and can be used with any (current) driver
09:09:39 <TiberiusTeng> on the other hand, if there's drivers for other platforms that do OpenGL initialization, then I think opengl blitter will happily work with them ...
09:10:14 <TiberiusTeng> but honestly I haven't dig into the SDL + OpenGL threading problem that peter1138 encountered
09:11:07 <blathijs> not dug into meaning you haven't encountered it, or haven't tried to solve it yet? :-)
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09:16:54 <TiberiusTeng> I didn't encountered it ...
09:17:10 <TiberiusTeng> because I didn't use SDL as display backend
09:17:30 <TiberiusTeng> I'm modifying win32 driver, adding wgl calls to create OpenGL environment
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10:34:55 <peter1138> TiberiusTeng: it was nothing to do with sdl
10:36:17 <TiberiusTeng> can you describe it in more detail? perhaps I'll stumble by it later ...
10:40:37 <Eddi|zuHause2> Mi Lei Long Di Do Di Delü
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10:49:25 <Pikka> Belugas Belugas Belugas
10:49:52 <Eddi|zuHause2> i don't think he is awake yet
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10:50:51 <Pikka> no.. but hopefully he'll notice when he is
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10:52:09 <dih> Pikka: you little nagger :-P
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11:03:28 <ln> was wird mit Lost passieren? imdb kennt nicht mehrere Episoden für Season 4.
11:09:38 <Eddi|zuHause2> they had to cut down the season from 16 to 14 episodes, but instead the two next seasons will be 17 instead of 16 episodes
11:10:47 <ln> but the previous ones were like ~22..24 episodes?
11:11:12 <Eddi|zuHause2> yes, they agreed on a fixed number of episodes to plan a definite end
11:11:26 <Eddi|zuHause2> and that agreement was 3 seasons à 16 episodes
11:15:39 <ln> hmm, so will there be what, 5 or 6 seasons total?
11:16:22 <Rubidium> rather at least that many
11:16:41 <Rubidium> they might make a new agreement when the old one has finished for more seasons
11:17:57 <Eddi|zuHause2> i don't think they will extend it
11:18:16 *** peter1138 changes topic to "0.6.1 | Website: *.openttd.org (DevBlog: blog, Translator: translator2, Gameservers: servers, Nightly-builds: nightly, NightlyArchive: archive, WIKI: wiki, SVN mailinglist: maillist, Dev-docs: docs, Patches & Bug-reports: bugs) | #openttd.notice for FS + SVN notices | UTF-8 please | No Unauthorised Bots | English Only | http://bugs.openttd.org/ for all related bugs/patches | No Lost talk"
11:19:50 * Rubidium wonders what happens when somebody who's Lost in the code comes in and asks questions...
11:20:13 <peter1138> they'd be lost in the code, not Lost in the code
11:20:45 <Rubidium> Lost keys are an issue I've had to deal with a long time ago... quite annoying
11:21:11 *** peter1138 changes topic to "0.6.1 | Website: *.openttd.org (DevBlog: blog, Translator: translator2, Gameservers: servers, Nightly-builds: nightly, NightlyArchive: archive, WIKI: wiki, SVN mailinglist: maillist, Dev-docs: docs, Patches & Bug-reports: bugs) | #openttd.notice for FS + SVN notices | UTF-8 please | No Unauthorised Bots | English Only | http://bugs.openttd.org/ for all related bugs/patches | No TV progra"
11:21:14 <Rubidium> hmm, must be too bored (never bored enough to ponder watching Lost though)
11:21:17 *** peter1138 changes topic to "0.6.1 | Website: *.openttd.org (DevBlog: blog, Translator: translator2, Gameservers: servers, Nightly-builds: nightly, NightlyArchive: archive, WIKI: wiki, SVN mailinglist: maillist, Dev-docs: docs, Patches & Bug-reports: bugs) | #openttd.notice for FS + SVN notices | UTF-8 please | No Unauthorised Bots | English Only | http://bugs.openttd.org/ for all related bugs/patches | No TV talk"
11:21:23 *** peter1138 changes topic to "0.6.1 | Website: *.openttd.org (DevBlog: blog, Translator: translator2, Gameservers: servers, Nightly-builds: nightly, NightlyArchive: archive, WIKI: wiki, SVN mailinglist: maillist, Dev-docs: docs, Patches & Bug-reports: bugs) | #openttd.notice for FS + SVN notices | UTF-8 please | No Unauthorised Bots | English Only | http://bugs.openttd.org/ for all related bugs/patches | No TV talk"
11:23:13 <Eddi|zuHause2> what TV? i thought this was broadcast over tha intartubes!
11:23:43 *** peter1138 changes topic to "0.6.1 | Website: *.openttd.org (DevBlog: blog, Translator: translator2, Gameservers: servers, Nightly-builds: nightly, NightlyArchive: archive, WIKI: wiki, SVN mailinglist: maillist, Dev-docs: docs, Patches & Bug-reports: bugs) | #openttd.notice for FS + SVN notices | UTF-8 please | No Unauthorised Bots | English Only | http://bugs.openttd.org/ for all related bugs/patches | No idiots"
11:24:02 <Eddi|zuHause2> no /topic talk! :p
11:25:21 <iAN_> aaaah!! that are subdomains
11:26:00 <Eddi|zuHause2> yeah... *.openttd.org --> insert [item from list] for *
11:26:06 <Rubidium> openttd.org/servers.php
11:26:40 <ln> peter1138: do you think always writing "ur" is the perfect solution for the confusion between "your" and "you're"?
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11:26:55 *** ln was kicked by peter1138 (wtf?)
11:27:19 *** peter1138 sets mode: -b *!*lanurm@*.utu.fi
11:28:23 <iAN_> In: Do you think always writing peapples is the perfect solution for the confusion between pears and apples?
11:28:51 <ln> iAN_: please switch to another font.
11:28:52 <Eddi|zuHause2> for highlighting it might be helpful to spell the name correctly
11:29:14 <iAN_> I use regular IRC without any fonts
11:29:30 <Eddi|zuHause2> whatever you use, it's the wrong one ;)
11:29:33 <ln> iAN_: using some braille screen for blind people?
11:29:59 <iAN_> bold italic underline is all I can use
11:30:21 <Eddi|zuHause2> but you can't tell the difference between I and l
11:32:03 <Ammler> has there something changed with server_advertise? (r13374)
11:33:51 <iAN_> so, you meant you are ln not IN
11:52:10 <Ammler> Now, I don't wonder anymore, why there are no newer nightly servers in the serverlist. ;-)
11:52:43 <Gekz> I want to play ottd on a braille monitor
11:57:46 <Ammler> because it doesn't work since some revs.
11:58:38 <iAN_> I have the feeling that the new grf parts don't display the correct used grfs too
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12:18:50 <Rubidium> booh.. slashdot's not working
12:18:56 <Rubidium> the world has ended...
12:20:05 <SpComb> someone broke slashdot :o
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12:27:18 <Ammler> Rubidium: also with last nightly?
12:28:22 <SmatZ> Ammler: it was fixed in r13433
12:29:22 <SmatZ> hmm commits are not displayed here
12:29:46 <Ammler> sometimes CIA needs a day for it :-)
12:30:08 <SmatZ> today's nightly should work
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12:55:13 <Pikka> but still no belugas! :P
12:57:30 <Pikka> I wanted him to code another var for me
12:58:14 <Pikka> a long date equivalent of B0 Date when industry was built in days since 1920
12:58:36 <CIA-3> OpenTTD: truebrain * r13431 /branches/noai/src/ (console_cmds.cpp settings.cpp):
12:58:36 <CIA-3> OpenTTD: [NoAI] -Fix: AIs in multiplayer is no longer an experimental thing
12:58:36 <CIA-3> OpenTTD: [NoAI] -Fix: start_ai now reports nicer errors when it fails
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13:14:51 <Belugas> and indeed, here i am!
13:15:04 <Belugas> and i've spoken to the man already
13:15:30 <peter1138> i thought he was a coding drawing machine
13:16:55 <Belugas> impressions can be deceiving :)
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13:27:26 * ben_goodger gives pikka some ravioli
13:27:51 <thejanitor> Hey my buildottd doesnt seem to be worker
13:28:53 <thejanitor> "index was out of range. Must be non-negative and less than the size of the collection. "
13:29:02 <thejanitor> and it just sits there with the bar scrolling
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13:51:59 <Eddi|zuHause2> there should be an appropriate thread on the forums for bottd problems
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14:41:14 <CIA-3> OpenTTD: truebrain * r13432 /branches/noai/src/players.cpp: [NoAI] -Fix r13290: in case of a network-client, AI_StartNewAI() should never be called
14:43:14 <iAN_> it enables the grid in PaintShopPro V7.2
14:43:27 <Amis> thats why my game stopped working and cpu was on 100%
14:43:39 <Amis> than, how do i turn off grid?
14:44:08 <Amis> the grid... the lines between the squares
14:44:27 <Amis> i could turn it off before (long time ago)
14:44:38 <Belugas> the ground sprites are drawn with it
14:44:44 <iAN_> I think I have "no grid" in my games too
14:44:50 <Belugas> you NEVER could do that before
14:45:01 <Amis> maybe that wasnt openttd
14:45:06 <Belugas> unless you had ground sprites withouth the lines
14:45:06 <iAN_> Belugas: I don't see a "grid" in my games (?!)
14:45:46 <Amis> to where it saved that "giant screenshot"?
14:45:53 <glx> put it in the [newgrf-static] section to use it online
14:46:12 <glx> Amis: same as other screenshots
14:46:26 <Eddi|zuHause2> or My Games\Openttd
14:47:30 <glx> you have a big amount of ram or it's a small map
14:47:33 <Amis> now i really now why cpu was on 100%
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14:48:30 <Amis> any idea on with what i can open tha screenshot? :D
14:49:14 <glx> you may need to use an image splitter first
14:49:46 <Eddi|zuHause2> most viewing programs tend to try to unpack the whole picture in memory
14:49:46 <iAN_> whatfor did you make the screenshot?
14:50:30 <Amis> iAN_: for nothing, but i was curios what can handle this file size :)
14:52:08 <Eddi|zuHause2> an unpacked image of a 2048x2048 map is likely bigger than the RAM of most PCs
14:52:35 <iAN_> thats why swap-space is for
14:52:50 <Amis> hmmm photoshop could open it :)
14:52:52 <CIA-3> OpenTTD: truebrain * r13435 /branches/noai/src/players.cpp: [NoAI] -Fix r13432: still the statements were wrong ... 3rd time is the charm :)
14:52:59 <blathijs> I think gimp handles large images as well
14:53:16 <Eddi|zuHause2> iAN_: then there is still the address space barrier ;)
14:54:13 <Eddi|zuHause2> CIA-3 is not very reliable today, it appears
14:54:39 <iAN_> is there a difference between "build on slopes" and "build on steep slopes" ?
14:55:04 <planetmaker> what's a steep slope?
14:56:40 <SmatZ> steep slopes are really steep
14:56:52 <SmatZ> height difference between lowest and highest point is 2
14:57:04 <SmatZ> foundation on it can't be flattening
15:00:00 <planetmaker> ah, right. diagonal :)
15:00:24 <iAN_> hrmm.. didn't that always work? to built on those slopes?
15:01:07 <planetmaker> didn't think of those :) Thx.
15:01:35 <SmatZ> in 0.4.8, you couldn't build on steep slopes
15:02:42 <iAN_> I switched from ttdpatch to openttd with 0.6.*
15:04:14 <DorpsGek> SmatZ: Amis was last seen in #openttd 11 minutes and 24 seconds ago: <Amis> hmmm photoshop could open it :)
15:04:14 <iAN_> yes. _I_ know. Thats why I asked. I still try to figure out the "differences"
15:06:40 <peter1138> Eddi|zuHause2, isn't that one a bug?
15:06:47 <iAN_> ah. junction bridge heads is missing :-/
15:07:51 <Belugas> funny... been called the ultimate patch, once...
15:07:59 <Belugas> engine pool, that is...
15:08:00 <iAN_> do I have to set train orders to "non stop" on a waypoint? or is that "non stop" irrelevant
15:08:20 <SmatZ> engine pool is very fine
15:08:40 <peter1138> is it even possible?
15:08:43 <SmatZ> depends on your patch settings...
15:09:00 <SmatZ> if "TTDPatch compatible non-stop" is set
15:09:26 <SmatZ> if not, then non-stop is non-stop at intermediate stations
15:09:59 <SmatZ> with old order system ;)
15:11:30 <iAN_> where can I read more about "enginepool"?
15:13:01 <iAN_> search on "enginepool" shows Showing below 0 results starting with #1.
15:13:13 <SmatZ> iAN_: search at tt-forums
15:13:22 <frosch123> iAN_: Too make it short: If you are a TTD player it is the best feature ever. If you are a newgrf artist, it is the worst bug ever :)
15:18:22 <Sacro> heh, someone used i'd've on the forums
15:22:36 <peter1138> i'd've thought that's fairly common
15:23:39 <Sacro> i'd'ven't thought it possible to abuse apostraphes like that
15:24:44 <peter1138> i'd've is at least in common usage
15:25:21 <iAN_> I read a lot about "engine pool" and threads about it, but to be honest, I didn't understand much+
15:26:03 <peter1138> "n't" isn't, on its own
15:26:31 <peter1138> iAN_: i wouldn't worry, it's not particularly interesting
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15:27:25 <Belugas> iAN_, simple. BEFORE, there was a limited number of grf engines (read types of) that could be add/replaced to the game. The engine pool multiplied that minimum by a lot.
15:27:33 * TiberiusTeng always wondered how much disk space www.tt-forums.net has
15:29:30 <Sacro> /dev/hdv1 172G 94G 79G 55% /
15:35:09 <Eddi|zuHause2> you have too many hard drives ;)
15:35:45 <Belugas> all my harddrives combined are equalling his smaller one :(
15:36:31 <Eddi|zuHause2> i found that any new harddrive i bought was at least twice as big as the previous one
15:36:50 <Eddi|zuHause2> my first harddrive was 80MB
15:36:57 <Eddi|zuHause2> my newest one is 1TB
15:37:11 <blathijs> Eddi|zuHause2: I'm doing that for the last three (320GB / 160GB / 80GB)
15:37:27 <blathijs> Eddi|zuHause2: The other two before that were also 80GB, but I found them too loud :-)
15:37:33 <Eddi|zuHause2> the biggest step was from 2GB to 40GB
15:38:24 * blathijs did 800MB / 4GB / 20GB / 80GB / 80GB / 80 GB / 160GB / 320GB I think :-)
15:38:33 <blathijs> and 80GB / 160GB for my notebook
15:38:41 <blathijs> oh well, off for shopping
15:38:57 <Sacro> my current pc has 500/500/500/80
15:39:12 * SmatZ 120MB 500MB 3GB 20GB (1GB notebook) ... later I don't know
15:39:31 <TiberiusTeng> damn, once I was thinking 32bit for 4GB addressing space is way too large
15:40:11 <SmatZ> with 100MB HDD and 4MB RAM
15:40:31 <Roest> damn rich kid with 4 MB RAM
15:40:34 <planetmaker> my first pc had a whopping 20MB HD - and I think something like 2MB of ram...
15:40:52 <planetmaker> 286 - those were the times :P
15:41:10 <Sacro> me? no, this is before EDO :p
15:41:10 <TiberiusTeng> 386DX-33 with 4MB RAM
15:41:13 <SmatZ> I doubt EDO for 286 ;-)
15:41:22 <TiberiusTeng> and that was the PC I played TTO ...
15:41:24 <planetmaker> Dunno actually. :)
15:41:36 <Belugas> 8086, 640k, 20mb, 5 1/4 floppy, green screen
15:41:44 <SmatZ> EDOs came with later 486's (I think)
15:41:44 <Belugas> woooo... that was awesome!
15:41:48 <planetmaker> wouldn't want OTTD on that... :)
15:42:02 <fjb> I'm starting to feel old now.
15:42:03 <frosch123> Belugas: really 8086 oO, or 8088?
15:42:22 <Belugas> too long ago, can't remember ;)
15:43:31 <TiberiusTeng> I just remember that 'ridge'-looking TT interface ...
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15:43:50 <TiberiusTeng> and the lack of presignals
15:43:53 <frosch123> I still have such a machine the cellar. Long time it was the only machine to play certain games, until I discovered dosbox ...
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15:45:21 <TiberiusTeng> a Core 2 Duo didn't make OTTD much different ... at least when not compiling it
15:46:28 <SmatZ> but I miss oneway signals there
15:48:25 <TiberiusTeng> TTDPatch & OpenTTD is just too good to be true ... (well, they're true now ;) thanks all contributors)
15:54:53 <TiberiusTeng> oh, a question, how to 'display' uploaded picture attachment in the forum post? just can't find that syntax :Q
15:55:45 <SmatZ> TiberiusTeng: only small pictures are displayed
15:55:57 <SmatZ> or if there is any other way, I don't know
15:56:23 <TiberiusTeng> so there's a resolution limit? how large is it?
15:57:11 <TiberiusTeng> hmm ... that's fine, just curious ...
16:01:08 <Ammler> TiberiusTeng: afaik, the limit is "just" a defined as constant, you can rise it wilth changing the source.
16:02:15 <TiberiusTeng> no, I want to show some pictures in tt-forums.net forum ;)
16:05:43 <Belugas> Ammler, which limit were youthining of?
16:05:56 <Ammler> resolution of ottd :-)
16:06:22 <Ammler> someone needed once a bigger size for his double screen.
16:06:34 <Belugas> as far as i know, resolution is not hardocoded
16:06:54 <Belugas> do you have a dual screen?
16:07:33 <Belugas> indeed, there is none, now...
16:09:41 <TiberiusTeng> hmm ... dual screen OTTD ?
16:09:54 <TiberiusTeng> maybe a dual window (?) OTTD then maximize it on both screens
16:11:12 <Ammler> no idea, don't have that big size :-)
16:11:21 <Ammler> it was a forum thread.
16:11:59 <Roest> we knew you have a small one
16:12:23 <dih> always the 11 year olds have to come along with such lines
16:12:35 <dih> and dont realize they are talking to people 2x or 3x their age!
16:13:03 <Roest> who pissed in your coffee
16:14:51 <TiberiusTeng> sometimes I miss that doublesize mode ...
16:15:19 <Belugas> what??? you have your tooth brush on your work station???
16:15:53 <TiberiusTeng> oh, nevermind :p
16:17:05 <TiberiusTeng> I think it's easy to do a 'free-zooming' feature with OpenGL ... but there's at least two problems on my mind
16:17:19 <TiberiusTeng> 1. original pixel fonts looks sucks when zoomed
16:17:53 <TiberiusTeng> 2. it's difficult to do it entirely on driver side, without help of blitter side
16:17:58 <peter1138> the sprite edges look dodgy when not at exactly 1:1
16:18:26 <Eddi|zuHause2> there are typically two problems with increased zoom: 1) the base graphics need to be available in higher resolution, 2) the vehicles "jump" several pixels on each tick
16:19:26 <TiberiusTeng> I won't touch this feature, at least not now
16:19:44 <TiberiusTeng> now trying to optimize palette access ...
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16:21:14 <TiberiusTeng> string colormap's fixed, fine; GRF palettes are fixed, fine; but the rotating palette animation need some clever trick ...
16:21:51 <TiberiusTeng> now I'm making & uploading palette on each BM_COLOUR_REMAP draw request, which is a little slow ...
16:22:12 <Eddi|zuHause2> 32bpp animated must have some tricks regarding that also
16:22:48 <TiberiusTeng> but I really don't understand, just 256 * 3 bytes of texture to graphics card, maybe it's the card's pipeline flushing that makes it slow
16:23:52 <Sacro> could you not use models instead of sprites?
16:24:04 <hylje> that'd involve, say, building models
16:24:18 <TiberiusTeng> Eddi|zuHause2, it just directly look the remap palette, without any need of translation & transfering.
16:24:22 <hylje> it'd be mucho nice to have them exist side by side
16:24:29 <hylje> but i'm happy with sprites
16:24:34 <Sacro> hylje: yes, but a fair few 32bpp sprites where made in blender anyway
16:25:02 <TiberiusTeng> they need to render to PNG before appearing in OTTD for now
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16:26:03 <TiberiusTeng> hmm. are there regular 32bpp-sprites users here?
16:28:18 <fjb> Apropos palette, why does OpenTTD not change over to the windws palette entirely? The grfs from the dos version of the game could be converted at startup. The game knows if the grfs from the original game are the dos or windows versions.
16:30:17 <peter1138> it has been considered
16:30:27 <peter1138> as in thought about
16:30:32 <peter1138> just nobody ever bothered actually doing it
16:30:47 <frosch123> though you would also have to convert recolor sprites
16:30:54 <TiberiusTeng> ahh! I could write palette rotating logic in shaders!!
16:31:36 <Ammler> it would "fix" the problem for MP games.
16:31:50 <frosch123> and figure out if there are evil grf coders, modifying recolorsprites by action6...
16:32:43 <fjb> Hm, only the grfs from the original game would have to be modified, and they have no advanced features.
16:33:13 <fjb> And all other grfs would have to be the windows version.
16:40:49 <TiberiusTeng> DoPaletteAnimations have too many arithmetic magics ... ~_~
16:43:29 <SpComb> so who's going to prove that OpenTTD's signalling system is turing-complete?
16:43:42 <SpComb> implement a brainfuck interpreter using it
16:53:09 <peter1138> fjb: it's not a language, so...
17:03:48 <Belugas> design me a new interface for the show next week...
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17:31:19 <HenkdeVries> heh how do you guys make such huge junctions :P mine always result in chaos
17:31:52 <Prof_Frink> HenkdeVries: Chaos is fun.
17:32:12 <Prof_Frink> Just know what you have to link, then run tracks wherever they'll fit.
17:32:34 <HenkdeVries> True.. But not when trying to build a massive railway
17:33:07 <HenkdeVries> Ah well until I finally understand how it all works, I'll stick to copying the ones on the wiki :)
17:33:12 <Prof_Frink> No, it doesn't start that way
17:33:25 <Prof_Frink> It starts as two tracks joining, which is easy.
17:33:51 <Prof_Frink> It turns into utter chaos as you have more and more coal mines delivering to one power station
17:34:48 <Prof_Frink> The only thing I specifically try to do is have merges as late as possible, and splits as early as possible.
17:34:54 <HenkdeVries> Still, I'm having problems even with the easiest junctions
17:35:51 <peter1138> helps flow tremendously
17:35:51 <Prof_Frink> And generally, more parallel tracks == more capacity
17:35:56 <peter1138> so that's clover leafs out
17:36:21 <Prof_Frink> It's all about the Whirlpool for a 4-way interchange
17:36:56 * fjb always builds only simple junctions.
17:53:40 <TiberiusTeng> peter1138, could you describe the OpenGL threading problem you encountered before?
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18:04:44 <Amis> Why i can't rename he bouys?
18:04:55 <hylje> they don't belong to you
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18:11:05 <Belugas> normal. I'm sure it's waht you were going to say ;)
18:14:12 <HenkdeVries> lol why would you want to rename bouys?
18:17:58 <fjb> Same reason why you remane waypoints.
18:24:16 <Belugas> when they belong to you, cool, no problem...
18:24:49 <frosch123> one could argue, that everyone should be allowed to rename them...
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18:27:56 <SmatZ> or that buoys should have owner
18:29:49 <frosch123> Well the original AI never built ships. So orginally buoys always belonged to the human player. I.e. the whole multiplayer stuff is flawed and should be reverted :p
18:30:39 <SmatZ> I think TTO wasn't planned with AI originally
18:30:46 <SmatZ> so it shouldn't be the reason
18:30:51 <SmatZ> but I am not really sure
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18:41:25 <HenkdeVries> Airplanes ruin the whole game in multiplayer
18:41:45 <planetmaker> then switch them off
18:42:21 <planetmaker> (or ask the admin to do so or start next game w/o)
18:43:14 <SmatZ> or use planeset that changes prices according to planespeed
18:43:27 <SmatZ> it's your fault you don't know how to play with planes
18:45:16 <HenkdeVries> Lol now it's my fault :P
18:45:22 <HenkdeVries> Admin won't restart the whole game for me
18:45:35 <HenkdeVries> and I can host but no-one sees me for some reason
18:45:35 <Belugas> well... there are plenty of ways to control the planes.
18:45:37 <SmatZ> then go to another server
18:45:41 <Belugas> Whos fault is it if you do not know them?
18:46:26 * HenkdeVries blames Belugas too
18:47:00 * Belugas just turns his head around and quit the room wrapped in all his dignity
18:47:14 <HenkdeVries> well belugas, apparently the whole world is against you!
18:47:25 <HenkdeVries> or atleast 2 people.
18:47:30 *** Belugas sets mode: +o SmatZ
18:47:48 * HenkdeVries suddenly agrees with belugas too
18:48:06 *** HenkdeVries was kicked by SmatZ (User terminated!)
18:48:32 <planetmaker> User terminated! ^
18:49:03 <planetmaker> and he doesn't return... :S
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18:49:36 <HenkdeVries> it says 'no idiots' in the rules
18:49:43 <planetmaker> try that smiley: :)
18:49:46 <HenkdeVries> I thought you kicked me for no reason but nvm then !
18:49:59 <HenkdeVries> what's wrong with the smiley?
18:50:13 <planetmaker> don't anger the OpenTTD gods ;)
18:50:33 <HenkdeVries> the Gods hate the happy smiley?
18:50:47 <planetmaker> I don't think so...
18:50:54 <Rubidium> isn't it the mad cow smiley?
18:51:36 <HenkdeVries> ah, netherlands vs. italy is on, afk
18:51:58 <planetmaker> he. good and graceful excuse found ;)
18:52:47 <Rubidium> NL vs. It sounds like a reason to no go AFK
18:52:49 <Belugas> planetmaker, you got my PM?
18:53:15 <planetmaker> uh... no. on the forums? via IRC?
18:53:21 * planetmaker goes checking... sorry
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18:53:53 <jojo_110110010> Is there any OpenTTD developer?
18:54:17 <Rubidium> there are for sure no 434 developers ;)
18:54:19 <jojo_110110010> I've got a suggestion and i'm too lazy to register to the phorum...
18:54:23 <Belugas> IRC indeed planetmaker
18:54:50 <SmatZ> did you search at forums, wiki and bugs.openttd.org ?
18:55:02 <jojo_110110010> nothing like it :)
18:55:25 <jojo_110110010> How about to make a "Favorite server list"? :)
18:55:55 <glx> there's already something like that
18:55:58 <SmatZ> not suggested for the first time
18:56:06 <planetmaker> bugger... how do I access private IRC messages... I'm on a different comp now turned on half an hour ago...
18:56:22 <glx> openttd remembers the last used server
18:56:42 <SmatZ> but I quite like the idea of "favourite" servers
18:56:53 <glx> and if you use the "add" button they are stored in the config too
18:57:06 <jojo_110110010> yeah it does remember, but only if you typed it in "add button"..
18:57:28 <SmatZ> yeah, and for some reason, the list resets semetimes :-x
18:59:03 <jojo_110110010> So... My suggestion is accepted? Which programming language is OpenTTD developed? C? I know Python, so if it is useful, i'd like to help you :)
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18:59:34 <Ammler> It is much easier then registering at Pornums
19:00:19 <Rubidium> it's just added on a big big list of suggestions without any certainty of something being done with it
19:01:10 <jojo_110110010> Rubidium: oh... I didn't see it on wiki.. Was it there?
19:02:44 <jojo_110110010> nevermind... Ok.. That's everything what i wanted to say :)
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19:29:43 <XeryusTC> planetmaker> bugger... how do I access private IRC messages... I'm on a different comp now turned on half an hour ago... <- you're on our bouncer right?
19:33:52 <HenkdeVries> Rubidium: I am dutch, that's why it's a reason to watch the match :) Oh and it's 2-0 for the Netherlands :D
19:35:05 <Rubidium> so it looks that soccer hell's going to continue longer than just the first round? That really sucks
19:36:01 <HenkdeVries> Why do you hate the Netherlands?
19:36:39 <HenkdeVries> misread the sentence
19:36:40 <XeryusTC> soccer should be burned alive *evil*
19:36:59 <HenkdeVries> lol, I hate soccer too, but not when the national team plays :D
19:37:14 <Rubidium> and I hate soccer because all those (few) "'real' supporters" completely destroy all the fun
19:37:24 * HenkdeVries throws XeryusTC's ashes into the sea
19:37:30 <Rubidium> and because all the stupid crap that's associated with it
19:37:34 <HenkdeVries> very true rubidium
19:37:58 <HenkdeVries> but I'm going back to second half now, afl
19:38:58 <planetmaker> XeryusTC: thanks. I should somewhere not that down...
19:39:11 <dih> his ashes will rain down on us some time...
19:40:06 <XeryusTC> planetmaker: *away should notify you if it got PMs while you were away :P
19:40:41 <planetmaker> dih told me yesterday the same... but my memory :P
19:40:50 <dih> if - and only if - that module is enabled :-P
19:41:37 <dih> i once gave Osai admin rights on the bouncer
19:41:46 <dih> and he tried /msg *status shutdown
19:41:57 <dih> and wonderd why the bouncer was gone!
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20:39:40 <HenkdeVries> Netherlands won 3-0 :D
20:39:52 <HenkdeVries> they kicked italy's ass ^^
20:40:35 <HenkdeVries> so back to OpenTTD
20:42:31 <Wolf01> I don't like soccer :P
20:43:19 * Rubidium likes Wolf01's attitude
20:46:25 * HenkdeVries agrees with Wolf01 but likes the European cup games anyway
20:47:12 <HenkdeVries> Never get them to work properly
20:47:19 <HenkdeVries> yeah, no one expected that
20:47:30 <jordi> I care not about football, but 3-0 is somehow "wow" anyway :)
20:48:05 <HenkdeVries> It certainly is, according to Italian newspapers we 'stood no chance in hell' if I may translate it in that way
20:48:09 * Rubidium wonders why 5 games went unmentioned
20:48:59 <HenkdeVries> Anyway, it was a pretty good match. Now I'm going back to my goddamn signals
20:50:10 <HenkdeVries> I'll just use trucks then
20:50:34 <HenkdeVries> goddamn signals.. I'll get them to work properly >=(
20:50:43 <planetmaker> HenkdeVries: have a look at the wikis of OpenTTD and OpenTTDcoop.
20:50:53 <HenkdeVries> I'll 'never' get them to work, that is
20:51:00 <HenkdeVries> I did, planetmaker
20:51:11 <HenkdeVries> Still they don't run very well
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20:52:15 <planetmaker> with pre-signals think backwards :)
20:53:04 <HenkdeVries> I already tried pre-signals
20:53:20 <HenkdeVries> Well at least the trains run now, but they have to turn around sometimes :(
20:53:47 <blaab> ITALY SUCKS BALLZ MUAWHUHAUWHAUWHAUWHAW
20:54:12 <planetmaker> HenkdeVries: then it's rather a network than a signaling problem.
20:54:38 <HenkdeVries> blaab: Yes it does. planetmaker: Hmmh could be, I'll try to edit it a bit
20:56:06 <HenkdeVries> No, I'm starting over. Just created a huge map, low cities and stuff just to try to build a working train network
20:56:23 <HenkdeVries> Thanks for the tut btw
21:00:45 <HenkdeVries> I still have difficulties
21:00:59 <HenkdeVries> after following both openttd and openttdcoop's tutorials
21:01:34 <stillunknown> What kind of problems?
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21:07:11 <HenkdeVries> well, it probably has to do with the network
21:07:38 <HenkdeVries> but my trains constantly have to stop in front of each other, causing one to turn around and stuff
21:07:50 <HenkdeVries> which basically, just sucks
21:10:27 <stillunknown> So, find the place that causes the congestion.
21:19:29 <HenkdeVries> WEll enough openTTD for me
21:24:43 <CIA-3> OpenTTD: truebrain * r13436 /branches/noai/src/ai/api/ai_controller.cpp:
21:24:43 <CIA-3> OpenTTD: [NoAI] -Change: call the constructor of the SQ when the ->Start() is called of
21:24:43 <CIA-3> OpenTTD: AIController. This makes sure the SQ code is always executed inside the thread,
21:24:43 <CIA-3> OpenTTD: and not inside the main-thread. This has no change what so ever for AIs.
21:35:03 <fjb> Help! My trains get loaded faster than they are able to leave the station. :-/
21:36:29 <fjb> I feared that answer... But where to build them. No space left there.
21:36:53 <Sacro> fjb: you'd rather they leave quicker than they can load?
21:37:27 <fjb> No, they load faster than the can leave!
21:39:25 <fjb> The trains are too slow or the loading ist too fast.
21:40:11 <Progman> switch the "improve loading" setting
21:40:34 <Progman> then they load slower as they must wait for the preceding train to load
21:41:56 <Kiloman> what's too slow about it? they get loaded and then are stuck waiting for open track to leave?
21:42:01 <fjb> I could try to make the trains longer. But I doubt that that would help enough.
21:42:35 <Progman> show us a screenie of your station
21:42:49 <fjb> No, the track is free. The trains accelerate too slow and even the top speed woul be too slow.
21:42:58 <Kiloman> sounds like you need more engines
21:43:31 <Kiloman> and to enable realistic acceleration
21:44:10 <fjb> Then top speed is still a problem. I never hat that problem before. A second line could be the solution, or even more lines to different directions.
21:44:30 <fjb> Realistic accelertion is already enabled.
21:44:55 <Kiloman> if your engines are not powerful enough for the load you won't ever hit max speed, even on a flat straightaway
21:45:13 <Kiloman> how many cars do you have, and how many engines?
21:45:39 <Progman> simply show us the station which jams ;)
21:45:46 <fjb> I know, but still top speed would be too low.
21:46:04 <Kiloman> as the kids say, "pics or ban"
21:46:28 <fjb> 26 cars and 2 most powerful engines, going downhill from the station.
21:46:44 <Progman> screenshot or it isn't happend
21:49:22 <fjb> Hm, more trains to diffenrent direction should be the solution. That is the "more lines" solution.
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22:15:31 <Eddi|zuHause2> *mental note* do not read the suggestions forum
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22:34:03 <fjb> Eddi|zuHause2: What happened?
22:34:23 <Eddi|zuHause2> it's full of shit...
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22:36:40 <fjb> Oh, thought you found something unusual there.
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