IRC logs for #openttd on OFTC at 2008-06-13
⏴ go to previous day
00:00:17 <CIA-3> OpenTTD: smatz * r13502 /trunk/src/gfx.cpp: -Fix (r11212): drawing of zoomed out partial sprites could cause deadlocks or crashes
00:33:21 *** Eddi|zuHause2 has joined #openttd
01:17:25 <CIA-3> OpenTTD: belugas * r13503 /trunk/src/toolbar_gui.cpp: -Fix(r13173)[FS#2073]: Wrong widget numbers & event handlers were assigned to the zoom in and out buttons in the scenario editor
01:58:00 <CIA-3> OpenTTD: belugas * r13504 /trunk/src/toolbar_gui.cpp: -Codechange: enumify some widgets for scenario editor. More work is required.
02:11:54 *** egladil has joined #openttd
04:06:46 *** [alt]buster has joined #openttd
04:08:06 *** [alt]buster is now known as [com]buster
04:14:32 *** [alt]buster has joined #openttd
04:14:34 *** [alt]buster is now known as [com]buster
04:32:28 *** BigBoss has joined #openttd
05:36:33 *** [alt]buster has joined #openttd
05:36:35 *** [alt]buster is now known as [com]buster
05:37:30 *** einKarl has joined #openttd
05:39:00 *** Frostregen has joined #openttd
05:50:36 <CIA-3> OpenTTD: rubidium * r13505 /trunk/src/players.cpp:
05:50:36 <CIA-3> OpenTTD: -Fix: clear the memory for the new AI during the loading of a savegame so it
05:50:36 <CIA-3> OpenTTD: does not try to execute commands generated in a different savegame, which could
05:50:36 <CIA-3> OpenTTD: be resulting in the AI trying to give orders to stations that do not exist.
06:26:30 *** [alt]buster has joined #openttd
06:29:32 *** [alt]buster is now known as [com]buster
07:07:19 *** GoneWacko has joined #openttd
07:28:18 *** [com]buster has joined #openttd
07:29:45 *** tokai|ni has joined #openttd
08:10:20 *** [alt]buster has joined #openttd
08:10:22 *** [alt]buster is now known as [com]buster
08:11:17 *** stillunknown has joined #openttd
08:33:52 *** dR3x4cK has joined #openttd
09:11:19 *** Vikthor has joined #openttd
09:12:08 *** [com]buster has joined #openttd
09:20:45 *** TiberiusTeng has joined #openttd
09:29:18 *** Brianetta has joined #openttd
09:51:28 <peter1138> something like that
10:28:52 <Wuisch> told my father to press ctrl alt delete.
10:29:22 <Wuisch> offcourse he presses them seperately
10:30:42 *** egladil_ibook has joined #openttd
10:31:41 <peter1138> it's two words, yes.,
10:34:28 <Wuisch> now yer just making stuff up!
10:35:06 <Wuisch> a horse is a horse of course?
10:35:16 *** [com]buster has joined #openttd
10:37:35 <Wuisch> the english language it confuses us
10:41:07 *** Alberth has joined #openttd
10:42:34 <Wuisch> turn 15 Degree's to port
10:44:58 *** Progman has joined #openttd
10:56:39 <Eddi|zuHause2> no, i don't attend any courses right now ;)
11:02:59 <iAN_> good morning to every single one!
11:03:24 <iAN_> anyone here from southwest Germany?
11:07:56 <Eddi|zuHause2> nobody lives in southwest germany...
11:08:05 <Eddi|zuHause2> they speak a horrible dialect
11:35:49 <Ammler> Eddi|zuHause2: german?
11:36:16 <Eddi|zuHause2> viewing from your side maybe :p
11:43:33 *** thejanitor has joined #openttd
11:46:05 <thejanitor> Me and my friend are playing over the net and he keeps on getting the desync error and being kicked
11:46:10 <thejanitor> we are using a non patched version
11:49:19 <Vikthor> might be nice to tell which version it is ;)
11:50:52 <Vikthor> And if you use any NewGRF so should tell us too
11:51:20 <thejanitor> do newGRFs cause desyncs as well?
11:52:23 <thejanitor> stolen trees / GRVTS set / Generic Tram Set / Aviators Aircraft
11:54:29 <Ammler> thejanitor: not that we know of
11:54:57 <Ammler> we play witth about 30 NewGRFs and has no desyncs :-)
11:55:58 <Ammler> where did you get the binaries?
11:56:56 <Ammler> can you reproduce the desync?
11:57:34 <thejanitor> nah its seemlying random
11:57:50 <thejanitor> he desynced 3 times in a row 30 minutes aog and hasnt desycned again
12:01:58 <thejanitor> how do you get desert towns to grow? the town has food/water and passendgers and hasnt grown ever, its been a good 10 years since it has been linked up
12:02:49 <Eddi|zuHause2> maybe the station is not close enough to the town center?
12:05:09 <thejanitor> do they all need to be close?
12:09:26 *** Wezz6400 has joined #openttd
12:14:05 <Eddi|zuHause2> there should be an indicator in the town window whether the town gets food and water
12:15:30 <peter1138> hmm, maybe that value's internal
12:15:43 <Eddi|zuHause2> i have never seen it ingame
12:15:49 *** Boyinblue0 has joined #openttd
12:16:04 <Eddi|zuHause2> but i don't play arctic or tropic very often ;)
12:16:23 <peter1138> ah, passengers and mail is shown
12:16:36 <Pikka> passengers and mail produced is shown
12:16:43 <Eddi|zuHause2> only the generated ones
12:17:49 <Pikka> TTDP has "Cargo accepted last month at all stations: Passengers: Mail: Goods: Food: Water:" ;)
12:18:41 <peter1138> hmm, don't think ottd ever cares about goods
12:19:21 <Eddi|zuHause2> maybe newgrfs do ;)
12:19:35 *** dragonhorseboy has joined #openttd
12:21:34 <dragonhorseboy> just wondering if anyone may know but I thought I recall some larger steam locomotives had like something on the rear drive axle that let it go sideway just a bit to fit on tighter curves?
12:22:34 <peter1138> at an angle does not mean sideways, ever
12:23:08 <peter1138> i guess the usual arrangement would be to only have flanges on the outer wheels
12:24:04 <dragonhorseboy> hm thanks nevertheless
12:24:12 <dragonhorseboy> how're you if you don't mind me asking anyhow? ;)
12:25:45 <Eddi|zuHause2> middle axles often could move sidewards a few mm
12:26:06 <Eddi|zuHause2> first and last axles could go at an angle
12:26:17 <Eddi|zuHause2> sometimes the first two
12:26:49 <Eddi|zuHause2> 1'C1' and 2'C1' were common axle schemes
12:27:08 <Eddi|zuHause2> especially for express passenger engines
12:27:37 <dragonhorseboy> heh thanks...was sure it wasn't just my memory from reading various steam locomotive stories (most of them in magazines)
12:27:38 <Eddi|zuHause2> freight engines had axle schemes like D or even E
12:28:47 <Pikka> peter: any plans to copy the ttdp behaviour where articulated vehicle parts use the livery override of the first vehicle in the articulate, rather than the first vehicle in the consist? :)
12:29:34 <Eddi|zuHause2> i am still against this concept of livery overrides
12:29:37 <peter1138> that should already happen, but i guess it doesn't as you asked
12:30:41 <Pikka> how can you be "against" it, Eddi?
12:30:49 *** skidd13 has joined #openttd
12:31:47 <Eddi|zuHause2> i am against relying on the fact that there will always be a "front engine" present
12:32:14 <Eddi|zuHause2> wagons do not change colour just because you switch the engine
12:32:42 *** skidd13 has joined #openttd
12:33:44 <Pikka> so we should use a seperate vehicle ID for every single possible vehicle appearance we want to use, and then disallow coupling of inappropriate ones?
12:34:14 <Eddi|zuHause2> no, there still are refits
12:35:57 <Pikka> so we should require people to click a few extra buttons every time they build a train, for no real purpose?
12:37:03 <Eddi|zuHause2> <déjà vu>no, you could make "virgin" wagons automatically take a refit upon connecting for the first time, and then have that persist</déjà vu>
12:37:48 <Pikka> so you're not actually "against" livery overrides?
12:38:38 <Eddi|zuHause2> let's say, i am "against" the current implementation and usage of the feature
12:39:17 <Eddi|zuHause2> because, like i previously said, there might not be a "front engine" to rely on in the future
12:39:24 <Pikka> it should be quite possible to code a grf that has the behaviour your after
12:39:47 <Eddi|zuHause2> but the presence of this feature prevents development in that direction
12:42:56 <Noldo> there has to be atleast one engine in a train?
12:45:15 <Pikka> I expect var2 type 82/86/8A is more of a hinderance than livery override 3.
12:46:30 <Pikka> and I think you might be fighting a losing battle trying to convince grf authors to stop using features because one day someone might possibly want to change how they work. :)
12:47:12 <Noldo> aren't there wagons that provide power to move the train?
12:50:04 <peter1138> actually that feature should be dropped, imho
12:50:08 <yorick> those are seen as engines, I think
12:50:10 <peter1138> cb36 is more useful
12:50:14 <yorick> or should be seen as ~
12:50:22 <peter1138> also there was a bug in it which dbsetxl uses
12:50:27 <Pikka> the powered wagons feature, peter?
12:50:31 <peter1138> so dbsetxl's ice3 is overpowered
12:51:00 <Pikka> I never liked it, and never used it... like you said, we now have cb36. :) but it should be kept for backwards compatibility I guess.
12:51:18 <peter1138> the documentation on it was wrong for a long time
12:51:26 <peter1138> it said 0x40 is unpowered, which is not true
12:51:48 <Pikka> callback 36, Noldo... changing vehicle properties (speed, power, cost etc)
12:51:52 <peter1138> i don't know if MB has noticed, he
12:54:14 <Noldo> \o/ managed to find something I was looking for from the specs
12:55:26 <Noldo> why are callbacks under action2 ?
12:56:02 <peter1138> because a (var)action2 chain is needed to use them
12:57:38 <Noldo> and what is 82/84/8A pikka mentioned earlier?
12:58:24 <Pikka> type 82/84/8A var2s read data from the "related object" (which, for train vehicles, is the lead locomotive)
12:58:42 <Pikka> while 81/83/89 reads data from the vehicle itself
12:59:43 <glx> Noldo: callbacks are special action 2
13:02:36 <Pikka> 85 and 86, not 83 and 84...
13:02:50 <Pikka> but you know what I meant
13:03:25 <Noldo> it's like an address that also tells the size of the returned value
13:04:08 <Noldo> is it used with something that tells what kind of information you are fetching?
13:04:22 *** yorick is now known as Guest451
13:04:22 *** yorP is now known as yorick
13:04:44 <Pikka> the variable, which is the next byte in the var2
13:06:48 <Pikka> eg 81 C4 = "year this vehicle was built", 82 F2 = "refit cycle of the lead locomotive"
13:08:34 <peter1138> Pikka: do you know if "related object" is changed for articulated parts? heh
13:09:13 <CIA-3> OpenTTD: truebrain * r13506 /branches/noai/ (5 files in 2 dirs):
13:09:13 <CIA-3> OpenTTD: [NoAI] -Change [API CHANGE]: like AIVehicle, AIStation, .. restrict AISign to only your own signs
13:09:13 <CIA-3> OpenTTD: [NoAI] -Remove [API CHANGE]: the change above makes AISign::GetOwner() obsolete, and is therefor removed
13:09:14 <peter1138> hmm, it's not in open
13:09:38 <peter1138> but there is that relative scope thing now
13:11:04 <Pikka> I don't think I've ever relied on it, if it is. I mean, a lot of things you might want to know you can assume will be the same for all parts of an articulated vehicle (eg, date built...)
13:17:05 *** einKarl has joined #openttd
13:17:54 *** egladil has joined #openttd
13:19:14 *** [com]buster has joined #openttd
13:20:44 <Eddi|zuHause2> well, obviously these variables are affected, too
13:24:11 <dragonhorseboy> re steam locomotives again - are pony axles usually only for guiding and not much of weight carrying at all? (compared to the trailing axles having to take the firebox/cab/etc)
13:28:17 <Eddi|zuHause2> usually, you want to have most weight on the driven axles, for tractive effort
13:28:45 <Eddi|zuHause2> but most tracks have also a limit for axle weight
13:29:08 <CIA-3> OpenTTD: peter1138 * r13507 /trunk/src/train_cmd.cpp: -Fix (r12856): first engine change should've been moved too
13:29:11 <Eddi|zuHause2> which may differ when it is a main or a side railway
13:29:24 <dih> apparently there was a 'yellow state' (for signals) in old (4.x) versions of OpenTTD
13:29:36 <dih> or is it no longer needed?
13:29:43 <Ammler> dih: well, not yellow state
13:29:46 <Eddi|zuHause2> that was a patch
13:30:08 <Ammler> just waiting trains didn't accelrating immediatly on green signals.
13:30:45 <Ammler> so driving trains on the other branch had prio. How was that called?
13:31:30 <Sacro> dih: we're only up to 0.6
13:32:35 <Ammler> not at #openttdcoop, we celerbraing our 100. game with 0.4.5 :-)
13:33:46 <Ammler> just to remember what we all get from you the last 2-3 year.
13:34:16 *** Pikka is now known as Pikka|afk
13:34:58 * fjb even can't imagine to play without YAPP anymore.
13:35:25 *** skidd131 has joined #openttd
13:37:31 <dragonhorseboy> ammler really -- running non-nightly 0.4.5 now?
13:38:02 <peter1138> Ammler, i don't even remember what is and isn't in it
13:39:25 *** skidd131 has joined #openttd
13:39:45 <Ammler> 1. bridges over a lot of things, 2. autoslope/foundations, 3. improved chat, 4. NewGRF support in general, what else?
13:39:55 *** Skidd13 has joined #openttd
13:40:26 <Ammler> but it was already quite stable
13:42:26 <planetmaker> autosignal is missing, too
13:43:32 *** Guest323 was kicked by Belugas (bye bye me)
13:43:55 <Boyinblue0> also there is a problem with the screen resolution as in the minimize buttons do not work sometimes
13:46:26 <dragonhorseboy> hmm *might have to check out the server if I feel like it*
13:47:40 <dih> Ammler: sure about autoslope? foundations maybe! but autoslope?
13:48:16 * dih is aware of some missing console stuff in .4
13:48:40 <dih> + some missing acceleration patches
13:49:23 <Eddi|zuHause2> autoslope was new in 0.6
13:49:57 <Eddi|zuHause2> building on steep foundations was probably in 0.5, not sure
13:52:40 <dragonhorseboy> hm didn't one of you have like a zillion different versions of openttd folders?
13:53:10 <Eddi|zuHause2> doesn't everyone here?
13:53:54 <dragonhorseboy> eddi so do you have all versions installed down to the first early few ones? ;)
13:55:49 <Eddi|zuHause2> how about you ask the question that _REALLY_ interests you?
13:55:54 <dih> dragonhorseboy: svn up -r <rev> simply gets what you want :-P
13:56:25 <dih> actually not that funny i dont think :-P
13:56:26 <dragonhorseboy> well I only have two openttd folders aside to one ttdx and one ttdp ones ^-^
13:56:48 <yorick> just compiling them when you need them works for me
13:56:57 * yorick looks into 2gb openttd archive
13:57:34 <yorick> which is cleaned up some time ago
13:58:22 <yorick> if I want to play a singleplayergame, I usually compile some patches together, and play with that version
13:58:39 <yorick> but openttd just updates too quickly :)
13:58:47 <yorick> I have to go now, bye!
13:59:04 *** stillunknown has joined #openttd
13:59:56 * dragonhorseboy doesn't think I have ever updated for quite some time (except for certain grfs themself especially industry station v0.6.3 etc)
14:02:11 <fjb> peter1138: Did you update your bridges over low parts of stations and other things patch?
14:02:19 *** raimar3 has joined #openttd
14:03:58 <fjb> I tried it some months ago (just before the 0.6 branch) and I did get it working. I guess my chances will not be higher now.
14:05:38 <Eddi|zuHause2> these sentences do not make sense
14:07:21 <fjb> Oh, yes, thank you Eddi|zuHause2.
14:21:53 *** Slowpoke has joined #openttd
14:24:04 *** dragonhorseboy has left #openttd
14:34:44 *** Pikka|afk is now known as Pikka
14:41:07 <Eddi|zuHause2> is that an Ook! dialect?
14:45:19 <peter1138> for articulated parts
14:53:11 <peter1138> have you done it yet?
14:53:19 *** Wezz6400 has joined #openttd
14:53:29 <Eddi|zuHause2> are we there yet?
14:54:00 <Prof_Frink> I love horses, best of all the animals
14:56:33 <peter1138> yes! i am a long way from home
14:57:11 <Belugas> I know you are but what am i?
14:58:49 <Belugas> Take me somewhere nice
15:00:55 * Prof_Frink takes Belugas to the carp ark
15:01:44 <peter1138> stop coming to my house
15:02:46 <Eddi|zuHause2> sorry, i lost you...
15:02:59 <Pikka> carp ark? a ship for fish?
15:03:01 <Belugas> you are the winner ;) I give up!
15:03:31 <peter1138> may nothing but happiness come through your door
15:03:54 <Pikka> but what of articulated parts?
15:04:06 <peter1138> articulated carparks
15:04:28 <peter1138> oh! how the dogs stack up
15:04:48 * Belugas cries! Don't even have those ones!
15:08:24 <Pikka> entertaining though this is...
15:18:38 <Ammler> Germans run the whole day a TiPP server without any crash...
15:18:42 <CIA-3> OpenTTD: glx * r13508 /trunk/src/genworld_gui.cpp: -Fix (r7733): incorrect usage of strtoul
15:21:46 *** einKarl has joined #openttd
15:23:59 <peter1138> Ammler, does that mean it should all be committed?
15:26:56 <einKarl> an intergrated Version, with Yapp and infrastructure sharing
15:27:32 <Ammler> Pikka: Tiberius Patch Pack
15:31:39 <einKarl> the rare part is, that the combined patches work in networkgame since a few hours ;)
15:32:18 <einKarl> without desync, lagg and co
15:33:52 <peter1138> yet another integrated build
15:34:36 <stillunknown> yet another dead end
15:34:59 <Ammler> well, they are a good replacement to MiniIN
15:35:22 <peter1138> or according to all the openttd detractors, yet another lot of savegames that don't work in trunk and therefore prove that openttd is crap
15:36:17 <stillunknown> in reality they aren't openttd savegames.
15:36:38 <Ammler> save compatibility is crap, indeed.
15:36:58 <peter1138> and not our (the devs) job
15:37:32 <Ammler> but sadly patches don't think about too
15:37:55 <Ammler> I don't think, it would be that hard.
15:40:57 *** birdspider has joined #openttd
15:43:53 <CIA-3> OpenTTD: glx * r13509 /branches/noai/ (24 files in 4 dirs): [NoAI] -Sync: with trunk r13472:13508.
15:52:41 *** GoneWacko has joined #openttd
15:59:28 *** daspork has joined #openttd
16:01:23 *** daspork has joined #openttd
16:16:21 <fjb> It is great that the TiPP server runs without desyncs. But I would not like all that patches in trunk. But it shows how mature most of the patches are. YAPP and infrstructure sharing would be my favourids for inclusion into trunk if there last problems are resolved.
16:19:23 <Belugas> i am so against infrastructures...
16:20:48 <planetmaker> at the current stage it's far from anywhere completed IMO (if you're referring to the patch) ^
16:22:16 <fjb> I'm refering to the patch. Waht is the problem with the infrastructure? The ability to block opponents tracks?
16:22:38 <Vikthor> fjb: First of all it's too big
16:22:41 <planetmaker> Both with respect to code and game-wise.
16:23:04 <fjb> I would not vote for an inclusion now.
16:23:17 <Vikthor> And since there are quite some issues it will grow bigger
16:23:51 <planetmaker> I think there migth be a two or even more-step approach:
16:24:06 <fjb> There are other big things that got included. Big patches can get broken down.
16:24:20 <Belugas> lotsd of problems with it, from my point of view
16:24:23 <planetmaker> allowing usage of infrastructure without payments and second is payments
16:24:32 <TiberiusTeng> speaking of save game format ...
16:24:33 <Belugas> conceptually, it's a dirty stuff
16:24:34 <fjb> But what is the general problem with the idea of infrastructure sharing?
16:24:51 <TiberiusTeng> is there any future plans to make it more 'feature differences' proof ?
16:24:54 <Belugas> the game has always been each on his corner
16:25:21 <fjb> Raods are always shared, also canals.
16:25:24 <Belugas> so, all the checks for ownership and rights and all that needs to be reviewed and accomodate
16:25:44 <Belugas> towns do not build railtrack :P
16:26:13 <fjb> Towns do not build canals. :P
16:26:35 <Vikthor> Belugas: Well that's what the patch does, inserts various checks if that operation can be done
16:26:42 <Belugas> water is for everyone :P :P
16:27:06 <TiberiusTeng> or ... I guess, patches should handle their own 'chunk' types instead of modifying current ones?
16:27:26 <fjb> Tell that our local water works...
16:27:39 <planetmaker> Yeah, all checks are agains (owner || sharing allowed) so to say
16:27:57 <Belugas> modifying trunk chunks leads to incompatibility right at the start
16:28:40 <TiberiusTeng> so it IS using an scalable format now, but need some documentation/tutorial/notice about 'using' it I think ...
16:28:59 *** frosch123 has joined #openttd
16:29:26 <planetmaker> didn't get you, TiberiusTeng
16:30:16 <Belugas> as soon as you open the door to shared tracks, you open the door to excess, cheats, bad behaviours and stupid requests. For me, it's a Pandora Box that should not be opened at all
16:30:36 <Belugas> just like subsidiaries stuff
16:30:53 <planetmaker> hm... how do you cheat with shared tracks?
16:31:01 <planetmaker> Enjoy your meal :)
16:31:07 <Touqen> planetmaker: park your train on someone else's mainline
16:31:25 <planetmaker> Touqen: that's one of the points: allow the _track owner_ command the trains.
16:31:32 <planetmaker> and probably the train owner
16:31:43 <Touqen> planetmaker: It's still problematic .
16:32:06 <planetmaker> yes. But then there's the setting which disallows usage of your tracks :)
16:32:20 <TiberiusTeng> I'm now trying to figure out what those flag means, by reading source code ...
16:32:24 <wok> ohai guys.. how do I unban clients from the server?
16:32:27 <Touqen> If you pick a particularly dense section of track to block, it might be a while before the owner notices that his mainline is blocked and now he's got a backup of monumental proportions
16:32:31 <planetmaker> Though I don't know what happens, if you stop your train and then the other one disallows usage
16:32:47 <Belugas> [12:28] <planetmaker> hm... how do you cheat with shared tracks? <-- well... i do not want to find out, nor to give the opportunity to find out either
16:32:57 <TiberiusTeng> Understanding the SaveGame Handler < hasn't written yet :p
16:33:39 <Vikthor> Belugas: every new addition has potential for cheats
16:33:56 *** Pikka is now known as Pikka|afk
16:34:24 <TiberiusTeng> and it's passing data with _sl all around ... ugh.
16:34:35 <ZsoL> Has anybody done a 2way feed service before?
16:34:41 <planetmaker> On the other hand the cheat possibility is low, if you have the possibility to disallow usage of your infrastructure.
16:35:03 <planetmaker> Tracks need connections. Just don't leave empty connections.
16:35:12 <Belugas> Vikthor, it's why it's a duty to balance the yeas and the nos to avoid the most prone to disaster ones
16:35:34 <fjb> Level crossings and the ability to buy land also tend to be used as cheats...
16:35:40 <ZsoL> I'll try to be more specific
16:35:47 <TiberiusTeng> and for example ... I can't quite understand the difference between CH_ARRAY and CH_SPARSE_ARRAY
16:36:02 <planetmaker> ZsoL: you cannot use transfer of the same cargo in two directions.
16:36:21 <planetmaker> you then might pick up the cargo which you just delivered there
16:36:29 <ZsoL> thats exactly my problem
16:36:30 <TiberiusTeng> (well I can guess by the name ...)
16:36:34 <planetmaker> no way around except two stations.
16:36:54 <ZsoL> no intention of implementing it?
16:38:03 <frosch123> hint: seconding belugas might cause op-ing
16:38:30 <wok> hey, i had to ban a client on a server, how do i go about unbanning him?
16:38:47 <Belugas> saying sorry, for a first...
16:39:22 <planetmaker> hm... do I have reason to be sorry? Hm... :)
16:39:44 * planetmaker wonders whether I now have
16:40:27 *** Belugas sets mode: +o frosch123
16:44:25 <frosch123> Belugas knows how to drill dogs :p
16:45:18 <Belugas> the infr strucure stuff...
16:45:27 <Belugas> it might be a tiny little better
16:45:49 <Belugas> if ever there was a feature that would allow the player to refuse sharing a portin of tracks
16:46:59 <Belugas> because, as in **** moment of concentration **** R E A L L I F E **** (that was hard to write...) not all the network is usable by other companies
16:47:03 *** Skidd13 has joined #openttd
16:47:06 <Vikthor> Belugas: Yes, that was already thought of, I think that should be better handled by programmable signals/waypoints or something like that
16:47:27 <Vikthor> along with limiting acces on other criterions than vehicle owner
16:47:31 <Belugas> whatever the means. it's the feature that is required
16:48:01 <planetmaker> which indeed would be very handy.
16:48:19 <planetmaker> "you may use my shitty coal train track - but stay off my shiny shinkansen tracks" :D
16:49:02 <Belugas> something like taht, yes
16:50:07 <frosch123> infrastructure sharing would also balance the game, as you could also crash opponents' trains instead of only road vehicles
16:50:37 <planetmaker> hehe. Nice balancing :)
16:50:42 <TiberiusTeng> I don't think it's balancing at all :p
16:51:07 <TiberiusTeng> but infrastructure sharing is really a plus for sure
16:51:40 <Belugas> maybe, jusdts not sure in which direction :P
16:51:43 <planetmaker> But I guess the issue of being able to crash a competitors train is unavoidable by ANY solution to track sharing
16:52:04 <Belugas> ho.. it's avoidable... forget the collision tests!
16:52:19 <planetmaker> as long as you can modify signals, you can play with the path finders.
16:52:39 <planetmaker> :) That'd be a feature for a 4th climate: ghost world
16:53:05 <planetmaker> rewrite the palette to a murky gray-green and forget collisions :P
16:57:07 <Belugas> nice... see waht you did? skidd13 is pissed off and went away!
17:06:14 * planetmaker will go eat something 100% ghost free now
17:12:36 *** [com]buster has joined #openttd
17:13:25 <Touqen> Peanut Butter and Marshmallow Fluff sandwiches!
17:18:20 <dih> could IS have a patch option so that server admins could chose if to allow it or not?
17:18:43 <dih> and a ranking system per companies shared tracks
17:19:34 <dih> i.e. number of company own trains passed this track, number of foreign trains, number of own train crashes, number of foreightn train crashes
17:19:47 <dih> then people can judge themselves weather to use it or not :-P
17:20:06 <dih> nice thing would be 'depot sharing'
17:20:25 <dih> let the foreign trains enter your tracks, force the trains into a depot and sell :-D
17:21:40 <Touqen> Can't sell what you don't own. That'd be theivery.
17:22:13 <dih> and why can i not sell what is on my tracks?
17:22:38 *** [com]buster has joined #openttd
17:27:20 <fjb> Yeah, I sell everybody who enters my property.
17:27:49 <planetmaker> dih: IS has MANY patch options and is configurable to dis/allow it. Allow indiviual fees or admin dictated ones..,
17:28:33 * dih has never played with IS before
17:28:40 <planetmaker> it's infrastructure sharing. so also depots, airports, docks, stations.
17:28:54 <planetmaker> you get a bonus, if people buy in your depot :P
17:29:20 <planetmaker> but it has not "I charge you x and him y per track tile"
17:29:44 <dih> yeah, but i can muck up people's trains whilst they are on my network
17:29:50 <planetmaker> but for sure you can only sell what you own.
17:30:01 <planetmaker> dih: yes, you can.
17:32:29 <dih> # swiss soccer playing turkey :-D
17:32:30 <planetmaker> whew. I'm so happy I'm already home. It just started raining like hell...
17:33:53 <planetmaker> I've seen that :)
17:34:37 <Ammler> I also don't think the programmable signals are ready until then, so we should have a 2. hack, like we had on our 1.
17:35:22 <Ammler> so waypoints are only passable by the owner.
17:35:29 <planetmaker> What kind of hack, Ammler?
17:35:51 <dih> wwottdgd is one big one :-D
17:36:08 <planetmaker> ^that for sure, especially thanks to your extensions :P
17:36:15 * Belugas hides away, been noticed by dih
17:36:35 <planetmaker> :) yours, dih. But it wouldn't be wwottdgd without :)
17:36:36 * Belugas , from afar, waves at dih and jumps in his hole!
17:36:53 <planetmaker> sorry, dih, I'm rude :)
17:37:12 <Belugas> dih, is he rude? Should I kick him?
17:37:19 <dih> Ammler: bad idea (your patch thing)
17:37:29 <dih> nobody should be allowed to start stop trains :-D
17:38:05 <planetmaker> but, dih, any chance for an update? Or do you think it's not required to be updated?
17:38:19 * dih gets a lawn mower, connects a hose to the exhaust pipe of it, and shoves the other end down Belugas' hole.
17:38:41 <dih> pm: i have time after wednesday
17:38:52 <dih> he asked for it, c'mon :-P
17:38:57 <Belugas> and guess what? You're only throwing water in the ocean!
17:39:08 <Belugas> ice hole... ever heard of it??
17:39:28 <dih> only if prefixed with an 'n'
17:40:09 <Belugas> man... are we flying high...
17:40:30 <planetmaker> ties the niveau with a rope to the table in order to avoid it fleeing completely
17:40:31 * dih spreads his arms and flaps
17:40:35 <Belugas> ass ice ... twist the mouth long enough, it will sound alike!
17:41:08 * dih does not want to know the Belugas' link between ass and ice
17:41:20 <dih> ice in the shape of donkeys?
17:42:07 <Belugas> i think that's what they calld in english...
17:42:26 <planetmaker> hm... how do I stop minding? ;)
17:42:26 <Belugas> too subtle for you, i guess ;D
17:42:29 <dih> never heard 'silly ass' from an older guy before?
17:42:41 <dih> and with older i mean at least double _your_ age
17:43:16 <planetmaker> dih: Dummarsch doesn't translate literally...
17:43:32 <dih> i like your reaction Belugas :-D
17:47:33 *** Frostregen has joined #openttd
17:53:08 <Sacro> seems they are the same
17:56:04 *** Brianetta has joined #openttd
18:13:06 <planetmaker> can someone tell me where DoCommandP is defined or - even better - how I find that out myself quickly? a grep for "DoCommandP" will basically give me all files...
18:14:53 <planetmaker> sounds just too reasonable. Yes :)
18:14:59 <Roujin> command_func.h / command.cpp
18:15:17 <fjb> What is the new conditional oder jump?
18:15:50 <Roujin> select it, click on an existing order in your list, then you'll see
18:17:14 <Roujin> basically it inserts an order that says "jump to order #x" if [variable] is below/above/equal to [value], where you can select stuff like loading percentage for the variable and specify the other stuff
18:18:17 <Roujin> the if ... part should have been in the quotes as well of course ;)
18:19:58 <fjb> Now I only have to find out how to use it.
18:25:36 <fjb> Hm, ist it possible to sort the order list?
18:26:26 <planetmaker> fjb: You can drag some orders
18:26:45 <planetmaker> but IIRC not conditional jumps
18:26:53 <frosch123> Sorting the order list? Like first driving to stations starting by A, then B, ... ?
18:27:53 <fjb> Resort it. And yes, ideed are some movable. Never knew that.
18:31:53 <planetmaker> I also only found out by chance.
18:34:51 <yorick> why don't rivers have nice specific error messages? "Could not build canal"
18:35:31 *** skidd13 has joined #openttd
18:36:03 <Belugas> can yuo find out if they can?
18:36:26 <yorick> Ammler seems to succeed in it with his patch
18:36:59 <yorick> DoCommandP(end_tile, start_tile, 2, CcBuildCanal, CMD_BUILD_CANAL | CMD_MSG(STR_CANT_PLACE_RIVERS));
18:37:33 <Ammler> that patch was from Roujin, I wouldn't be able to make that
18:37:33 <Belugas> i would like to see the diff
18:38:58 <planetmaker> any style errors are mine, I guess :P
18:39:09 *** michi_cc has joined #openttd
18:39:09 *** ChanServ sets mode: +v michi_cc
18:42:39 <Belugas> mmh... how to extract only the message part...
18:42:59 <Belugas> because of course, we do not want to build rivers ingame, don't we?
18:43:23 <yorick> which kind of belugas are you today?
18:43:35 <yorick> planetmaker, he means they don't
18:43:40 <Ammler> Belugas: it would be nice
18:43:51 <planetmaker> yorick: I understood that :)
18:44:10 <yorick> +STR_CANT_PLACE_RIVERS :{WHITE}Can't place rivers here...
18:44:18 <Ammler> at least until the livery rivers is implemented
18:44:23 <yorick> - DoCommandP(end_tile, start_tile, 2, CcBuildCanal, CMD_BUILD_CANAL | CMD_MSG(STR_CANT_BUILD_CANALS));
18:44:23 <yorick> + DoCommandP(end_tile, start_tile, 2, CcBuildCanal, CMD_BUILD_CANAL | CMD_MSG(STR_CANT_PLACE_RIVERS));
18:44:59 <Ammler> Belugas: it would be fair to use the whole patch :P
18:45:15 <Belugas> ok, then, nothing will be in trunk
18:45:19 <Belugas> as it would be unfair
18:45:24 * Belugas goes back in real life
18:48:52 <yorick> buoys don't need an owner, do they?
18:49:37 <yorick> autoclean didn't clean them in 0.5, AFAIK
18:51:41 * Belugas thinks that someone it is known and has been explained why
18:56:40 <Rubidium> other ships might be using the buoys
18:57:38 <yorick> and how's that somehow?
18:59:53 <Mchl> what IRC client people are using for windowas these days?
19:01:07 <Prof_Frink> IRC from Windows? Putty.
19:02:04 <Mchl> are you all satisfied with these?
19:02:05 <Belugas> never heard of "^"befre
19:02:14 <yorick> I want to use Xchat, but can't compile it
19:02:38 <Ammler> that should disqualify it...
19:02:41 <planetmaker> hehe :). Mchl: mostly yes.
19:02:49 *** mucht_home has joined #openttd
19:02:58 <Belugas> i am, otherwise, i'd change it :)
19:03:13 <Mchl> am asking, cause it seems I'll be less linux and more windows user in near future
19:03:42 <Mchl> and last time I used IRC in winndows, PIRCH was still developed
19:03:49 <Prof_Frink> Mchl: linux box, irssi, screen and putty.
19:04:04 <Mchl> care to lend me a linux box? :P
19:04:33 <Prof_Frink> Get an eeebox and stick it in a coupboard
19:04:37 <yorick> Mchl, it also runs on windows
19:05:04 <yorick> I'd like to use a irssi proxy with bersirc, but the proxy won't run
19:05:13 <Prof_Frink> The only irssi build I frond for Windows lacked things like perl support
19:05:37 <yorick> they have an official one
19:06:13 <Mchl> i don't think i need perl in IRC client
19:06:40 <Prof_Frink> But you need perl for nickcolor.pl, keepnick.pl and screen_away.pl
19:08:09 <yorick> Belugas, KVIrc looks interesting
19:08:11 * Belugas remembers the good old days of BBS
19:08:27 <Belugas> i hate changing just for changing
19:08:29 <Mchl> even I don't remember these days
19:09:01 <Belugas> hey... it was before Internet was so widely avaiable
19:09:20 <Mchl> I read a lot about BBS, never used one though
19:09:42 <Belugas> i even remember a friend who made it so we could hook in the internet through the bbs itself
19:09:46 <Belugas> pretty wild at the time
19:13:08 <CIA-3> OpenTTD: truebrain * r13510 /branches/noai/src/ai/api/ai_abstractlist.cpp: [NoAI] -Fix: be a tiny bit more strict for AIAbstract.Valuate() (check the type of the first 2 params)
19:15:05 <Mchl_> OMG... chatzilla look ugly
19:16:31 <yorick> it allows displaying the water toolbar in the scenario editor and could easily be modified to display the river button ingame
19:16:42 <yorick> like 6 lines, methinks
19:17:15 <Ammler> yorick: the patch for ingame rivers is already done.
19:17:31 <Ammler> or doesn't it work anymore?
19:17:58 <yorick> but this one involves aqueducts in the scenario editor
19:18:25 <yorick> just thinking of them combined
19:19:20 <Ammler> well, the patch we use isn't from me, I have no clue about :-)
19:19:21 <planetmaker> keep them seperated. Doesn't hurt.
19:19:36 <planetmaker> But both certainly are nice :)
19:19:56 <planetmaker> small is beautiful wrt patches
19:20:33 <planetmaker> Ammler: I've got an IS running where the track owner ONLY may start / stop vehicles
19:20:46 <planetmaker> Backdraw: you cannot start a train from a foreign depot either
19:21:01 <Ammler> planetmaker: also foreign trains?
19:21:21 <Ammler> well, thats even better :-)
19:21:39 <Ammler> so you can use foreign depots only for service
19:22:12 <Ammler> if someone has a dedicated line, you can't just add yor own trains.
19:22:16 <Roujin> what if you order your train to go to depot and it will go to a foreign one?
19:22:29 <planetmaker> I'd guess, yes... checking...
19:23:41 <Ammler> well, then we need a hack for that too, trains should only be able to use foreign depots for service.
19:23:56 <planetmaker> yes, it will use any
19:24:14 <planetmaker> nearest available - as usual
19:24:26 <planetmaker> actually it's a one-line patch/hack.
19:24:39 <Ammler> if you send a train to depot, if will only go to your own depots, thats realistic isn't?
19:25:07 <planetmaker> hm... maybe not well... desync :S
19:25:49 *** [1]Roujin has joined #openttd
19:26:23 <planetmaker> :( my ottd desynced. Is it comparable?
19:26:43 <Belugas> sincere condoleances, [1]Roujin
19:26:57 <Belugas> hope nothing of any value was on it
19:29:30 <[1]Roujin> it "only" bluescreened and rebooted.. should really send it to repair soon, I think there's something f**'ed up with the interiors :/
19:31:12 <planetmaker> either that or trojaned
19:33:33 *** michi_cc_ has joined #openttd
19:36:34 *** skidd13 has joined #openttd
19:42:39 <Pikka|afk> who wants a cookie?
19:42:42 *** Pikka|afk is now known as Pikka
19:43:09 *** mucht_home has joined #openttd
19:43:22 *** mucht_home is now known as Mucht
19:43:57 <Pikka> Mchl: a cookie of awesomeness, not a cookie of browser
19:44:20 <Pikka> I need to know.. how to get hold of random bits in a var2. :O
19:44:34 <Pikka> I'm sure it's staring me right in the face but I can't find it.
19:44:54 <Mchl> if so... I don;t want it... that's realm of secret knowledge keepers
19:45:22 <Pikka> my secret knowledge bucket has a hole in it
19:46:50 <Buschi> hi i found here http://wiki.openttd.org/ a nice map but they dont say witch grf files i need in the game i can play only singleplayer without the grf files is anywhere a pack with nearly all grfs?
19:47:36 <Pikka> you shouldn't *need* any grfs, Buschi. It's not like lomo. :P
19:47:58 <planetmaker> what's the principle difference between _local_player and _current_player ?
19:48:32 <Buschi> in single player the game warns me and than i can play in multiplayer he close instaed of warning
19:48:45 <glx> planetmaker: _local_player is always you
19:49:16 <glx> _current_player is the active one
19:49:28 <planetmaker> hm... and _current_player is *someone*. What does 'active' mean^?
19:49:45 <glx> the one for whom DoCommand is done
19:49:49 <Pikka> Buschi; in multiplayer, you need to have the same grfs as the server or it will desync you.
19:50:12 <planetmaker> ah. ok. Thx, that helped - hopefully - a lot, glx
19:50:29 <Ammler> Buschi: you don't need a map for Multiplayer
19:50:38 <Ammler> the map will be downloaded from the server
19:51:27 *** UnderBuilder has joined #openttd
19:51:41 <Buschi> i am the server if i play with my friend if i wand start wit the scenario TheNetherland he says i dont have the grfs and he bring me back to main menu
19:52:27 <Ammler> load the save in SP and save it
19:52:34 <Ammler> and use that save for the MP
19:52:52 <Buschi> i can load it but the new save file has the same prob
19:54:00 <peter1138> Pikka: uh, random action 2 maybe?
19:54:19 <glx> Buschi: open it in scenedit and remove the grfs
19:54:22 <peter1138> unless you mean something else :)
19:54:50 <Ammler> glx: doesn't that happen automatically, if you load it in SP?
19:56:19 <peter1138> ah yes, random action 2 does things based on the bits, instead of just giving you the bits
19:56:20 <Ammler> Buschi: all grfs with a red square.
19:57:38 <CIA-3> OpenTTD: truebrain * r13511 /branches/noai/ (3 files in 2 dirs): [NoAI] -Fix: add a reference to objects given in Valuate(), so they remain valid during their usage. This allows nameless functions (lambda functions) in Valuate() on long lists.
19:57:42 <Ammler> Belugas: can you also remove the desync thing, so you are able to build rivers with patched client?
19:57:53 <peter1138> "remove the desync thing"? what?
19:57:55 <Buschi> i remove it now it works
19:58:44 <Belugas> nevr mind peter1138, it's the fruit of a nut-cracked brain
19:59:16 <Belugas> pretty commun these days... :)
20:02:03 *** insulfrog has joined #openttd
20:02:37 <peter1138> Pikka: i guess it needs a new var :o
20:03:42 <peter1138> well, or your method :o
20:12:56 <insulfrog> Pikkabird, is that you?
20:13:37 <insulfrog> yay, another trainz member :p
20:13:47 <Sacro> hey insulfrog, you should join us in #simsig too
20:14:11 <Sacro> Pikka: no, it really is you
20:15:03 <Pikka> for a given value of "is", Sacro...
20:15:46 *** Pikka is now known as Pikka|afk
20:17:21 <insulfrog> im currently on the openttdcoop server atm
20:18:12 * insulfrog thinks why i originally came here :p
20:19:13 *** mucht_home has joined #openttd
20:19:24 <CIA-3> OpenTTD: truebrain * r13512 /branches/noai/src/ai/ (5 files in 2 dirs):
20:19:24 <CIA-3> OpenTTD: [NoAI] -Fix: don't load a library over and over, but keep track of which libraries we have loaded (per AI) and re-use it where possible (reduces memory-footprint)
20:19:24 <CIA-3> OpenTTD: [NoAI] -Fix: change the fake-library-name-counter to a per AI value, not global
20:19:24 <CIA-3> OpenTTD: [NoAI] -Fix: Load the script inside the thread, not in the main thread. This avoids unneeded error-handling
20:19:36 <insulfrog> I have heared that there was a feature on the MiniN (which is discontinued, i know) where you are allowed to run your trains on other company's line but i forgot what its called :p
20:21:32 <Pikka|afk> Belugas doesn't like it ;)
20:21:52 <glx> me neither (was a hell to sync miniin because of it)
20:22:32 <SmatZ> insulfrog: maybe tracksharing
20:23:19 <insulfrog> I think its a great little feature, perhaps If I know what to do, perhaps I *could* try and do some improvement
20:23:44 <insulfrog> @SmartZ: thats a good name for it
20:24:11 <SmatZ> well, tracksharing and subsidiaries are two different patches
20:24:17 <insulfrog> that subsideries thingy
20:24:39 <SmatZ> subidiaries = you can control more companies
20:24:59 <SmatZ> tracksharing = you can use tracks / depots / stations of other companies
20:25:05 <insulfrog> and track-sharing is it does exactly it says on the tin ;)
20:27:57 <planetmaker> insulfrog: well: it allows you to use other players infrastructure - if they allow you to.
20:28:09 <insulfrog> I do have MS Visual Studio
20:28:56 <insulfrog> but I never seem to got round to use it properly :)
20:31:10 * insulfrog and goes and does some digging around
20:32:45 * insulfrog found what he has been looking for
20:34:25 <planetmaker> hm... how many owners can a tile have?
20:35:25 <planetmaker> or put differently: what will GetTileOwner(tile) return, if player 1 and 2 own it?
20:35:50 <Belugas> can you try and see what it does?
20:36:10 <planetmaker> what will a check GetTileOwner(tile) == _current_player result in...? hm... yes I can :P
20:36:23 <frosch123> If you are talking about roads (and not IS), try GetRoadOwner()
20:36:38 <planetmaker> actually: I'm working on IS :)
20:37:04 <Belugas> i think you may have to adapt the system then...
20:37:05 <planetmaker> And used GetTileOwner to determine who may control a train.
20:37:44 * planetmaker goes testing some stuff
20:37:44 <frosch123> In trunk railroad have only one owner :s
20:37:57 <planetmaker> in IS they have, too.
20:38:22 <planetmaker> Is there a proc to check for track ownership?
20:38:29 <planetmaker> (instead of tile)
20:40:22 <SmatZ> it is always equal to track owner
20:49:51 <Wuisch> by the amount of fireworks i'm Guessing holland won with soccer?
20:52:08 <valhallasw> at least, last time I checked it was 3(NL)-1(FR)
20:54:57 <insulfrog> right im off, cya :)
20:54:59 *** insulfrog has left #openttd
21:00:45 *** mucht_home is now known as Mucht
21:05:41 *** dragonhorseboy has joined #openttd
21:08:17 * Belugas is leaving the office and happily goes in a well eearned weekend
21:11:09 <dragonhorseboy> any of you know if double tenders were usually on separate trucks or its possible that there could had been an articulated tender somewhere?
21:16:53 *** KritiK_ has joined #openttd
21:21:12 *** KritiK_ is now known as KritiK
21:22:34 <planetmaker> bye Belugas & have a nice WE
21:36:39 <Smari> Question, slightly off-topic: I'm wondering what software was used during the initial decompiling of TTD... I've got my eye on going through the process with another game (Fragile Allegiance) and after having been reading through hexdumps and disassembly outputs for two days I'm getting to be fairly sure there's a faster way.
21:38:31 <Smari> IDA. Yes. Damnit, don't want to spend $500 :P
21:39:17 <Smari> Yah. There's always that. But does IDA run on anything besides Windows?
21:40:50 <Sacro> IDA Pro is a Windows or Linux hosted multi-processor disassembler and debugger that offers so many features it is hard to describe them all.
21:41:05 <Smari> OpenTTD is brilliant btw. Worth mentioning since I'm here. A lot of tax payer money has been spent with me slacking off in OpenTTD.
21:43:56 <Smari> Will ships be improved at all in coming versions?
21:44:03 <Smari> I feel that ships are way too powerless.
21:45:34 <dragonhorseboy> powerless...how?
21:47:06 <Smari> Like, compared to other modes of transport ships are very weak. Hardly worth using at all.
21:47:45 <Smari> I was thinking about this earlier and I challenged my friend to a net game with all modes of transport except ships forbidden... it was extremely hard to get to a level of income comfort.
21:47:55 <dragonhorseboy> smari...I've never had any problem with ships
21:48:31 <dragonhorseboy> I've put them on more or less for fluid cargo and coastal-shortdistance goods runs
21:51:22 <Smari> Compare Yate Cargo ship to Darwin 300 converted for cargo hauling.
21:51:48 <Smari> In reality the benefit of using ships is they haul oh so much more cargo.
21:52:39 <Smari> In TTD the ships haul similar loads to the biggest planes and go significantly slower, with a similar life span and a pretty high price tag all things considered.
21:53:22 <Smari> Also, there are relatively few types of ships compared to aircraft.
21:54:19 <dragonhorseboy> 'few types'? have you see newships grf yet? just wondering
21:55:47 *** ben_goodger has joined #openttd
21:56:14 <Smari> I haven't actually checked it out, no.
21:57:01 <peter1138> it still only has 10 ships
21:57:09 <peter1138> or whatever the limit was
21:57:34 <dragonhorseboy> at least its more friendly toward custom cargos :p
22:06:59 <Smari> Off to play with newships. Thanks for info.
22:08:07 *** HerzogDeXtEr1 has joined #openttd
22:10:52 <dragonhorseboy> smari :p what trainset you using?
22:12:06 <[1]Roujin> SmatZ: I think he was talking about a given set, that has existed before enginepool was known of. AFAIK with the enginepool it should be possible for a grf to contain more than [the old limit] ships
22:12:49 <[1]Roujin> but it won't make an old set (which existed before the engine pool) suddenly contain more ships, that is.. ;)
22:23:45 <Smari> dragonhorseboy, which do you recommend?
22:35:00 <Ammler> How do I switch off YAPP on a yapp build?
22:36:25 <Progman> just dont use the signals ;)
22:36:43 <ben_goodger> evening, gentlemen [and ladies, improbably]
22:36:55 <Ammler> there is no setting to disable it?
22:38:08 <dragonhorseboy> sorry was afk...
22:38:12 <dragonhorseboy> smari you still there?
22:43:40 <ecke> is there any stable version of ottd with sharing of railway tracks?
22:44:33 <dragonhorseboy> ecke I've and still am playing with the last mini-in from time to time but if you don't want get that all I can think of is for you to compile your own openttd with that one patch added in
22:45:09 <ecke> i need stable version which can be playeble for longet time over net
22:46:32 <ecke> i dont want play with friends 6 hours and then have snyc error and no countinuation
22:46:44 <dragonhorseboy> sync error = usually the network ;)
22:46:52 <dragonhorseboy> (well...ethernet network I mean)
22:47:19 <ecke> i mean error which block other playing
23:04:39 <dragonhorseboy> any of you ever liked thomas the tank engine?
23:13:26 <dragonhorseboy> fjb...new and/or old?
23:16:28 <dragonhorseboy> I liked the old one (especially when produced by Britt) but the newer one from the usa company is pretty much almost all downhill that I can't bother ever buying it :/
23:17:36 * dragonhorseboy has several tapes (one is a christmas special too even) from britt here
23:22:35 <Ammler> a german server runned it the whole day without crash
23:22:47 <Ammler> it might still running :-)
23:27:32 <dragonhorseboy> hm that server looks nice only..why uk vehicles in german? no mercedes.grf or something instead? :p
23:27:42 * dragonhorseboy is just looking at server details
23:28:59 <Ammler> :-) they seem to have a long day only 14 years for the whole day
23:31:33 <Smari> dragonhorseboy, yup, just got back.
23:31:49 <Smari> I sadly haven't actually messed about with new GRFs enough until now.
23:31:56 <Smari> It severely changes the experience..
23:32:45 <dragonhorseboy> smari heh well you want hear what I like to use for temperate climate almost all the times? ;)
23:37:34 <dragonhorseboy> dbsetxl, russia planes, newships, newstations, industry stations, czech stations, tram tracks (with revised halt sprites), canals, wooden dock, ttrs2 (town replacement), long vehicles, hm and several other minor landscape/building grfs
23:41:06 <dragonhorseboy> it keep having bugs and I never could understand why so
23:41:55 <peter1138> but you use long vehicles which is buggy by design
23:42:14 *** lobster_MB has joined #openttd
23:42:29 *** Pikka|afk is now known as Pikka
23:42:57 <dragonhorseboy> well I've never seen one single bug ever since I used it through the v3-1/2 and then also the v4 versions
23:43:22 <dragonhorseboy> (aside to them not always fitting right into these old deadend road stations)
23:45:24 * Pikka writes a random action 2 that goes to 128 var action 2s
23:46:12 <dragonhorseboy> beside when I look at it there's german trains, german&nearby road vehicles, and neighbouring russia planes .. kinda just about almost perfect
23:46:23 <dragonhorseboy> need some german-specific town buildings yet tho but not too nitpicky on that
23:46:48 <dragonhorseboy> (and yes I play it with DEM currency)
23:47:47 <peter1138> clearly ignore the single most obvious bug in lv4 -- they're too long
23:48:04 <Belugas> baa... it's jsut bounding box problem...
23:48:31 <Pikka> it's just a george-drew-them-ridiculously-large problem. :P
23:49:21 <dragonhorseboy> well then someone explain to me why almost all trains look too large for the town buildings and some industries? ;)
23:49:40 <dragonhorseboy> there's never really one single scale in ttdp save openttd I guess
23:49:43 <Belugas> I've got my ghost-track! I've got my ghost-track! tralalalereuh
23:50:41 <Pikka> what is a ghost track, Belugas?
23:51:07 <Belugas> something wonderfull that willkeep me out of OpenTTD for a little bit :D
23:51:39 <Belugas> it's a musical track on a multi-track recorder that is really a draft
23:52:09 <Belugas> so you record with a better finish all the instruments, while keeping the original idea as a guideline
23:52:19 <Belugas> see you in a few moments :D
23:55:56 <dragonhorseboy> either way if there was a way to have 2x2 road stations then I'm sure that even B-trains would have no problem fitting in (if not a bit weirdly due to no smooth turning)
continue to next day ⏵