IRC logs for #openttd on OFTC at 2008-07-14
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04:41:11 <douglas> someone wants to play?
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10:12:05 <rift_> when i want to destroy a building i have always the message "the city doesn't want to..." can i override that ?
10:12:25 <Yexo> you have to increase your town rating
10:13:00 <Yexo> you can do that in several ways: 1) providing good service on multiple staitons within the city range. 2) bribe the town. 3) Build lots of trees around the town
10:13:26 <MorgyN> I once spent 2 million on trees
10:14:33 <Yexo> cheat for the town rating? never seen that one
10:14:47 <Yexo> unless you mean the magic buildozer
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10:17:42 <peter1138> well cheat for removing buildings :)
10:34:24 <planetmaker> hm... just started to wonder: are there any plans to include automatic creation of rivers in the map generator?
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10:40:17 <Eddi|zuHause2> depends on your definition of "plan" :p
10:41:20 <planetmaker> :P well... what definition would the current status comply with?
10:48:41 <peter1138> plan = someone write it
10:57:40 * Celestar thinks he should update the wiki concerning orders
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11:02:09 <Celestar> I do hate appalling town ratins
11:04:10 <planetmaker> [13:02] <peter1138> plan = someone write it <-- thx. that's what I wanted to know :)
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11:07:50 <Noldo> planetmaker: how are you going to make rivers flow?
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11:08:18 <planetmaker> no idea yet. But a maximum gradient approach seems ok with some random noise
11:08:50 <planetmaker> and maybe some undulation for no gradient
11:10:39 <Noldo> I feel the current river consept is somehow counterintuitive
11:10:53 <planetmaker> there's no river concept, is it?
11:11:19 <planetmaker> you may build them manually - or is there a way to place them automatically that I'm not aware of?
11:12:31 <planetmaker> btw: I didn't pledge to do it - but I might have a look :)
11:12:33 <Noldo> there is, putting river graphics on a canal and saying it is a river
11:12:40 <Celestar> I want to run my OpenFOAM on one of the AMD 4870X2s
11:13:23 <planetmaker> Noldo: that's fine IMO. Water is water.
11:14:19 <planetmaker> never touch a running system. Nor never run a touchy system :P
11:15:09 <Noldo> I agree that it works fine the way it is but if you try to make this canal with river graphics flow it might not
11:16:00 <planetmaker> hm... I got the feeling that I don't get your point
11:17:23 <Noldo> having the water stay on a tile implies that is lower than the adjacent tiles
11:18:30 <Noldo> let's say we have a flat area and the river floods/flows to one of the tiles, what makes it not flow to all the other tiles that are the same height
11:18:59 <planetmaker> simply the such small height differences are not applicable in OpenTTD.
11:19:04 <planetmaker> we choose any direction
11:20:17 <planetmaker> I wouldn't care to model these tiny river bed height differences. It would add enormous complexity without gain
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11:21:21 <MorgyN> so.. could you direct water to flood a town, if they weren't letting you build an airport?
11:21:22 <planetmaker> a endpoint condition could be "all tiles higher or river" (= lake) or "adjacent tile=sea"
11:21:22 <peter1138> note that "lively rivers" is in no way official planning, heh
11:22:10 <planetmaker> yeah. I wouldn't want that. Just eye candy placement during map creation is my idea which I'd be happy with
11:22:16 <planetmaker> Not self-healing or flooding rivers
11:23:02 <Noldo> ok, then there is propably no problems
11:23:33 * Celestar wonders whether it is possible for a normal player to fill a 1024x1024 map within 100 game-years
11:24:08 <Forked> I've made a note to self.. play openttd today !
11:24:21 <Celestar> I mean ... fill in a brainful sort of way, not just clogging things up
11:24:41 <planetmaker> Celestar: I know my playing style wouldn't allow me to do that.
11:25:19 <Celestar> planetmaker: how is your "playing style?"
11:25:24 <planetmaker> but then: I'm a slow builder.
11:25:38 <planetmaker> I need to look at things and try to build a nice network
11:26:09 <planetmaker> building some eye candy stations in between etc :) - and I enjoy just watching how it works :)
11:26:21 <planetmaker> looking for things where to improve it.
11:26:56 <planetmaker> and looking for a good way to add to the existing infrastructure
11:27:51 <planetmaker> [13:25] <Celestar> and realistic :D <-- depends upon what "realistic" means :)
11:33:09 <Celestar> planetmaker: network should look _somehow_ like real-world networks
11:36:44 <planetmaker> I'm a rail fan :). Not maglev or monorail :)
11:36:52 <Celestar> small-scale station with nice depot
11:38:04 <Celestar> well. no proper railway layout without PBS
11:38:22 <planetmaker> oh, you get good layouts without, too.
11:38:34 <Celestar> but then they're inefficient :)
11:38:49 <planetmaker> not at all. Proper building without is at least as efficient as with PBS :)
11:39:02 <Celestar> and btw: junctions are basically never mind-field. Always at stations only
11:39:38 <planetmaker> not quite for me. I hate it, if they become a bottle neck :P
11:39:39 <Ammler> Celestar: most ttd networks look like road traffic simulations...
11:40:38 <planetmaker> I'd like to see all asserts in PBS gone, though... maybe we should field test the latest version again on our servers :)
11:40:54 <peter1138> "never mind-field" ?
11:41:03 <Ammler> planetmaker: did you test them?
11:41:18 <peter1138> test, reproduce, report.
11:41:38 <planetmaker> Ammler: not really.
11:41:48 <Ammler> I had a small chat with michi, he had a bug in 8.1, which is removed in 8.2
11:41:55 <peter1138> what do you mean by look like road traffic?
11:41:59 <planetmaker> I just became prejudiced :P
11:42:31 <Ammler> peter1138: as Celestar already mentioned junctions between stations instead at stations.
11:42:35 <planetmaker> without good reason actually :S
11:42:48 <Ammler> and trains don't drive with timetable like cars.
11:42:57 <Celestar> aslo: my trains never go to depots with cargo loaded
11:43:30 <peter1138> usually if there's a junction in the middle of nowhere it's near where a station used to be
11:43:32 <planetmaker> timetables. How do I best use time tabled _travelling_ ?
11:43:36 *** fmauNeko is now known as fmauNekAway
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11:43:50 <Celestar> planetmaker: what does it actually _do_ ?
11:44:11 <fmauNeko> hmm, a firewall can block the server list ?
11:44:23 <peter1138> Ammler: how near does it need to be to be considered at a station? heh
11:44:26 <Ammler> fmauNeko: open port 3978
11:44:47 <planetmaker> Celestar: exactly my question :).
11:44:56 <Ammler> peter1138: I would say station itself should be the split/join :-)
11:45:09 <planetmaker> I know that you can tell a train to wait a certain time at a station. But to tell it use a specified time to travel... ?
11:45:12 <fmauNeko> 3978 & 3979 are opened :'(
11:45:12 <Ammler> well, there are junctions but not as much as we use.
11:45:25 <peter1138> junction there is quite away from the station
11:45:42 <Ammler> 3978 is for your server to be advertised,
11:46:01 <Ammler> maybe you just need to switch from LAN to internet?
11:46:11 <Celestar> peter1138: I'm not saying there aren'T exceptions
11:46:14 <fmauNeko> Ammler: i'm on internet :p
11:46:31 <fmauNeko> hmm, i found stg interesting
11:46:55 <fmauNeko> as I can read, my box serie has a lot of problems with UDP :'(
11:47:18 <planetmaker> fmauNeko: you could join wwottdgd.
11:47:27 <planetmaker> it should basically work the same for the public server
11:47:34 <Celestar> peter1138: that latter one is about 2 miles from the station. that's not far ..
11:47:35 <planetmaker> just different ip
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11:47:59 <fmauNeko> planetmaker: by command line
11:48:09 <peter1138> but not directly at the station, as ammler suggested
11:48:28 <fmauNeko> planetmaker: and i could join the ps, but as i was doing an upgrade while compiling my client :p
11:48:34 <Ammler> peter1138: do the tracks join there?
11:48:53 <planetmaker> fmauNeko: fmauNeko try a pre-build nightly. Just download it.
11:49:06 <Ammler> or do they just share "foundations"
11:49:55 <peter1138> in the latter case, yeah, they share
11:50:01 <peter1138> like Celestar's picture :D
11:50:01 <fmauNeko> planetmaker: okay :)
11:52:14 <Ammler> peter1138: so the join/split itself is at station :-)
11:54:00 <peter1138> there's a split outside of guildford but that's just after some tunnels
11:55:15 <Celestar> lol just spent 30k on an autosingla process :D
11:56:30 <peter1138> whoever wrote that version of autosignals needs a pat on their back
11:59:41 <Celestar> well. it was a long route
11:59:45 <Celestar> about 150 tiles I think
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12:02:30 <planetmaker> oh, our 100th game was version 0.4.7 - without autosignal. That was annoying :)
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12:09:20 * fmauNeko rebuilds his suse packages with data integrated and no overwriting on the stable :)
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12:32:45 <fmauNeko> why nightlies executables are linked against libexpat.so.0 and libexpat.so.1 ?
12:37:21 <peter1138> they're linked against one of them, and something else is linked against the other
12:37:27 <peter1138> but that's dependent on your system
12:41:00 <ln> the same thing translated for those who don't like proper english: "their not", "but thats dependant on ur system"
12:42:30 * Celestar wonders why two of his trains always generate an "is lost" message the moment the arrive at their planned stations
12:42:40 <MorgyN> i'm in ur code, commenting your blocks...
12:57:39 <Celestar> building through stations in cities is close to impossible
12:58:20 <Forked> underground stations patch ! gogogo :p
13:02:39 <Brianetta> Most city centre stations are double-plus-un-young in the first place.
13:02:53 <Brianetta> The city grows around the lines.
13:03:08 <Doorslammer|BRSet> Having trouble setting up a server on Beardie's cpmpy, anyone help?
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13:07:40 <Doorslammer|BRSet> Bye then :P
13:08:39 <Doorslammer|BRSet> everywhere?
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13:10:55 <Eddi|zuHause2> <Celestar> building through stations in cities is close to impossible <- that's why the paxdest patch is so great, you can place the station outside the city and then provide a tram or bus system through the city
13:11:34 <peter1138> Eddi|zuHause2: yeah, like real life
13:11:57 <Eddi|zuHause2> don't say the "r"-word, it'll scare belugas ;)
13:12:04 <peter1138> i didn't say that one :)
13:12:25 <Eddi|zuHause2> yeah, but you got kinda close ;)
13:26:06 <Sacro> someone revived my patch thread
13:27:24 <Doorslammer|BRSet> So, server help...
13:27:37 <Doorslammer|BRSet> Tried everything, still not showing up
13:28:39 <Celestar> oh .. "patch thread" .. I somehow read "thread patch" :)
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13:29:06 <Eddi|zuHause2> same difference ;)
13:37:32 <Sacro> Celestar: Sacro's daylength patch!
14:08:25 <Celestar> Eddi|zuHause2: does it ... work?
14:08:52 <Eddi|zuHause2> the current implementation has serious multiplayer trouble
14:10:20 <Eddi|zuHause2> and the behaviour of passengers when there are parallel routes could be improved
14:12:30 <Eddi|zuHause2> and when you build new routes, it takes a pretty long time for the passengers to accept it
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14:54:35 <Celestar> heh has anyone tried the OpenGL blitter?
14:55:25 <glx> quickly but it worked for me
14:55:44 <Celestar> is it really that fast? :D
14:57:40 <glx> it's not slower at least :)
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15:38:57 <DorpsGek> dih: rortom was last seen in #openttd 3 days, 18 hours, 54 minutes, and 3 seconds ago: <rortom> gn8\
15:39:43 <DorpsGek> Sacro: Bjarni was last seen in #openttd 1 week, 4 days, 19 hours, 31 minutes, and 49 seconds ago: <Bjarni> I didn't have any
15:41:09 <dih> that's a weekend of a weekend
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15:53:19 <DorpsGek> Celestar: food was last seen in #openttd 1 year, 11 weeks, 3 days, 22 hours, 3 minutes, and 31 seconds ago: <food> hi dihedral, hi others
15:54:41 <DorpsGek> Progman: seen [<channel>] <nick>
15:55:07 <DorpsGek> Progman: I have not seen a_girl.
15:56:32 <dih> Celestar: why do you have to highlight me?
16:00:23 * Celestar is waiting for an insurance guy to visit hi,
16:00:34 <Celestar> I'm really really going pay him back
16:00:51 <Celestar> He phone-spammed me like every day for about two weeks.
16:01:23 <Celestar> I finally said yes. He's now driving to my office (about 120miles from where he is), just to hear me telling him that I don't want no damn insurance from him
16:01:26 <planetmaker> o_O - so how are you going to pay him
16:03:59 <Celestar> apparently he's on commission and things havbe been lean this year
16:04:31 <planetmaker> gah. You evil guy :)
16:04:51 <planetmaker> Nice one, though. They can get really pesty...
16:06:14 <Celestar> well I would have preferred not to do it, but my stab-people-in-the-face-though-the-phone-line device was out of service
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16:30:21 <planetmaker> Celestar: sometimes it helps to be _really_ unfriendly
16:30:53 <Bloody> I don't see any text in text only ???????
16:30:55 <planetmaker> or you turn around the call: try to sell him something :P
16:31:18 <planetmaker> that's a bloody aweful error description :P
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16:32:27 <planetmaker> Bloody: you should always state OS, OpenTTD version, what you try to achieve and where exactly your error is
16:32:43 <planetmaker> OpenTTD has no text only mode
16:35:36 <planetmaker> k. And what is the "text only mode"?
16:36:02 <planetmaker> talking about the chat? the console? ...?
16:36:08 <planetmaker> dedicated server?
16:37:20 <planetmaker> or rather: what do you try to do?
16:37:53 <Bloody> I trying to read readme:)
16:37:55 <planetmaker> I have honestly no clue
16:38:22 <planetmaker> you could open it with the text editor of your choice
16:39:30 <Bloody> I'm reading now... sry I don't know english well
16:40:14 <planetmaker> has that been your problem?
16:40:53 <Bloody> The current font if missing some of the charaters used in the texts for this language. Read the readme to see how to solve this.
16:41:42 <Bloody> I down't know where is this tip
16:42:36 <Mchl> Bloody: see the link I posted
16:42:36 <Bloody> I have same trouble...
16:43:15 <planetmaker> then it's a trouble with your computer in general...
16:43:41 <Mchl> also see section 9.0 in readme.txt
16:43:58 <Mchl> starts with: With the added support for font-based text selecting a non-latin language...
16:44:19 <planetmaker> sorry... misunderstood. withdraw my comment :P
16:45:35 <Bloody> Russian stay in default:(
16:46:10 <Mchl> surely you have some cyrylic font installed on your system
16:46:38 <Mchl> if you do, edit openttd.cfg as advised in readme.txt
17:23:30 <KingJ> Do cargo payments also rise with inflation?
17:23:47 <peter1138> at a different rate, however
17:37:38 <peter1138> 1% lower, so if the main inflation is 4%, then it is increased at 3%
17:39:34 <KingJ> That would explain the decline in profits
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18:22:42 <Eddi|zuHause2> i always play with inflation off
18:22:50 <Eddi|zuHause2> as suggested in the dbsetxl readme ;)
18:25:39 <KingJ> i'm going to start going that
18:27:51 <Yorick> how exactly is that 55clients-patch done?
18:28:14 <Yorick> I tried just changing the max_clients constant...but the server then crashes
18:29:51 <hylje> it does magic stuff that works around crashes
18:30:16 <Yorick> where can I find the magic?
18:31:18 <Yorick> peter1138: I wish it'd assert :)
18:31:41 <hylje> that's gonna futz with multiline asserts
18:32:10 <planetmaker> I got an assert with previous nightly
18:32:32 * Chrill has added a Jeremy Clarkson and a Robert Kubica on Facebook
18:32:45 <planetmaker> is r13697: NOT_REACHED triggered at line 101 of /usr/src/packages/BUILD/openttd-svn/src/vehicle_gui.h
18:33:35 <planetmaker> Yorick: read the blog entry and download all patches
18:33:46 <planetmaker> udpfix is your friend
18:33:56 <planetmaker> it links to a zip with all wwottdgd patches
18:34:23 <Yorick> and on the FIRST client I want to join it
18:38:24 <frosch123> planetmaker: you should post a detailed report to bugs.openttd.org
18:38:47 <planetmaker> unfortunately I have no idea what exactly triggered it... :S
18:39:06 <planetmaker> but most people on the server asserted...
18:40:13 <Yorick> I wish I knew why it crashes ^^
18:40:57 <planetmaker> yorick: I've no idea...
18:41:16 <Yorick> I'd say I don't have all patches needed
18:41:44 <planetmaker> you have the overall diff
18:41:51 <planetmaker> which was actually used
18:42:05 <planetmaker> that's everything in there
18:42:07 <Yorick> it changes only ONE constant
18:42:28 <planetmaker> and that works, if nothing else is changed.
18:42:38 <planetmaker> but crashes for >11 clients
18:42:46 <Yorick> if it was that easy they would have put it into trunk
18:42:51 <planetmaker> that's what the udp hack is for
18:44:04 <Yorick> but it asserts without the udphack, right?
18:44:29 <planetmaker> only for many clients afaik
18:44:36 <planetmaker> and only a server
18:49:06 <Yorick> ok, now it just kicks out everyone on 12 clients
18:49:55 <planetmaker> Yorick: that's expected
18:50:13 <Yorick> expected...yes, but is there a fix
18:50:49 <planetmaker> that's the udpfix
18:56:19 <ln> which key activates the machine guns?
18:57:33 <Prof_Frink> ln: Press and hold the "power" button for seven seconds to unlock the machineguns powerup.
19:06:36 * Chrill is listening to Aerosmith - Eat The Rich
19:11:09 * Chrill is listening to Sabaton - Hellrider
19:11:21 <ln> Chrill: thank you for sharing that with us
19:11:32 <Chrill> sorry, it's a bug im tryin to fix with it
19:11:37 <Chrill> it spams it to all windows
19:12:22 * Chrill is listening to Sabaton - The price of a mile
19:12:46 <Chrill> it tells mIRC itself every time a track changes, Sacropoop
19:12:57 * Chrill is listening to Sabaton - Panzerkampf
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19:13:31 * Chrill is listening to Sabaton - Cliffs of Gallipoli
19:13:51 <Chrill> I'll return when i fixed this
19:16:11 <Chrill> apologies for earlier spam
19:16:46 * yexo waits for the next "Chrill is listening to ..." line :p
19:16:51 * Chrill is NP Sabaton - The price of a mile [05:55]
19:21:03 <Yorick> I think it would help if I knew what the errors meant
19:24:38 <hylje> software caused connection abort
19:26:47 <peter1138> -ENOTACALLBACKRESULT
19:27:04 <DJNekkid> well, the point is, the 2nd part wont be shorter
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19:28:11 <DJNekkid> well, thanx, i think
19:28:32 <abbmaz> would someone like to play shared structure patched game on the net?
19:28:34 <DJNekkid> sometimes im so stupid :)
19:29:11 <abbmaz> there's a binary available for download
19:30:24 <yexo> abbmaz: openttdcoop might be something for you (www.openttdcoop.org or #openttdcoop)
19:32:32 *** Prof_Frink is now known as BRIAN_BLESSED
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19:41:13 <kyevan> I tried Locomotion. What the hell were they thinking with RCT-style track laying!?
19:46:43 <planetmaker> Is it intended, that the depot window closes itself after you built 21 vehicles in a row without doing anything else like closing the open vehicle windows?
19:47:05 <Chrill> kyevan: they were thinking: Make some graphics and smack it into an exisiting engine
19:47:09 *** fmauNeko is now known as fmauNekAway
19:47:37 <yexo> planetmaker: yes, because there is a limit on the amount of open windows
19:48:07 <planetmaker> is there? I was under the impression that it was removed some time ago, but I may be wrong :)
19:51:08 <yexo> window_gui.h: MAX_NUMBER_OF_WINDOWS = 25;
19:53:20 <yexo> it looks like you can change that constant without any problems, but I'm not entirely sure
19:53:40 <planetmaker> hm.. a bug which I cannot reproduce is not worth much, I guess...
19:54:03 <planetmaker> yexo: :) I've no problem with 25 windows - it's cluttered enough
19:54:15 <kyevan> Chrill: Aaah. Makes sense, I guess
19:54:19 <planetmaker> I was just testing some things and wondered
19:54:38 <kyevan> (I really don't see why they couldn't have used the path-building interface, but whatever.)
19:55:00 <Chrill> kyevan, the RCT interface was great when building coasters since you turned everywhere, all the time
19:55:13 <Chrill> it's not as functional with roads and rails stretching straight as far as possible
19:55:31 <kyevan> I love it, for coasters. Even for the trains on RCT it's a little not-nice, but really understandable there.
19:55:52 <Chrill> anyone knows of a good downloadable scenario for RCT2?
19:55:55 <kyevan> (Randomly, has anyone played with the data files from RCT? I had a really stupid idea the other day >_>)
19:56:06 <kyevan> Chrill: I only have RCT1... and my disk is cracked :(
19:56:47 <kyevan> (I can always torrent it. I have a license, I have a disk, it's just damaged. I might not be LEGALY in the clear, but I'm in the clear morally.)
20:06:18 <yexo> just like more pages created recently by him
20:30:02 <kyevan> Is documentation on the master server available?
20:30:43 <Rubidium> nothing more than the source code
20:33:19 <Rubidium> why? what do you intend to do?
20:33:26 <kyevan> (I'm thinking about writing a fancy updater/launcher that downloads (if needed) and launches the right revision.)
20:43:11 <Yorick> why do you need the master server for that?
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20:50:49 <Chrill> kyevan, isn't there an AutoUpdate already though?
20:54:11 <kyevan> Yorick: The master server communication is to figure out what the right revision for a particular game is :P
20:54:38 <Yorick> the master server sends only IP
20:54:53 <Rubidium> the masterserver doesn't even know the revisions
20:54:57 <kyevan> Oh boy, then I also get to probe servers >_>
20:55:10 <kyevan> But I'd still need to ask it for what servers to probe.
20:55:14 <SpComb> well, the masterserver updater
20:55:58 <Yorick> SpComb: the masterserver asks it to the server
20:56:14 <Yorick> kyevan: looked at openttdlib?
20:56:26 <kyevan> Yorick: No, I haven't.
20:56:42 <kyevan> I haven't even heard of it :P
20:56:56 <Yorick> openttdlib.dihedral.de
20:58:30 <kyevan> Hmm, could be useful as an alternate implimentation to look at.
20:58:38 <kyevan> Probably a CLEANER implimentation at that :P
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21:49:08 <gigi> I have a problem with newgrf - if anyone can help
21:49:31 <yexo> only if you tell us what your problem is :p
21:49:34 <gigi> to be more specific I have installed ECS vectors
21:49:46 <gigi> but I do not have the ships to transport some of the new cargos
21:49:47 <kyevan> if(self.are(Emotion.HAPPY) && self.know(Emotion.HAPPY, true)) {
21:49:54 <gigi> I mnaged to have trains and rvs
21:50:38 <gigi> but I cannot find the grf which gives me the ships able to carry the new cargo (like fish, beer and stuff like that)
21:51:05 <planetmaker> gigi: newships by micha blunck
21:51:38 <planetmaker> glx: micha is a common short for michael :)
21:52:20 <gigi> but it does not want to load
21:52:27 <gigi> it stays disabled at all tine
21:52:30 <glx> you need newships.grf too
21:52:41 <planetmaker> load order may matter. and that ^
21:53:06 <glx> nshp_ecs is just an addon for newships
21:53:09 <planetmaker> as for trains. yes
21:54:05 <gigi> for trains oldwagons-newcargos.grf is not enough ?
21:54:33 <glx> it is enough as it modifies the wagons
21:55:40 <gigi> ok lemme try the ships now :)
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21:57:40 <kyevan> What's the reason for the line size limit?
22:00:38 <ArmEagle> hmm, seems like I managed to get someone to spend time modelling for 32bpp(-zoom)
22:00:53 <ArmEagle> is there a special channel for that too, or just the forum?
22:01:40 <SmatZ> I don't think there is any channel for 32bpp
22:02:10 <ArmEagle> I guess mainly the blender thread.
22:02:42 <ArmEagle> There's already quite some models made (or at least WIP). But they often haven't resulted in sprites yet.
22:12:29 <kyevan> ... Why does the train length indicator in the depot screen, etc show floor instead of ceiling?
22:13:05 <kyevan> (er, translation: why does it round down, not up?)
22:13:36 <kyevan> That made no sense, glx.
22:14:08 <glx> build a train, look at the indicated length and check how it fits in a station
22:14:30 <kyevan> That's how I DISCOVERED this.
22:14:39 <kyevan> I'm wondering what the REASONING is
22:14:53 <kyevan> (Since this way, it can show 14 and not fit in 7-tile stations, etc)
22:15:39 <glx> 14 should fit in a 7-tile station
22:16:41 <kyevan> Sure, unless it's actually 14.5
22:16:41 <Rubidium> for me it rounds up though
22:17:21 <kyevan> (Water tanks, for example, have this issue)
22:17:57 <glx> max size for a wagon is half-tile
22:18:03 <kyevan> Rubidium: Whatever set is running on #openttdcoop 's public server
22:18:16 <kyevan> glx: Sure, there are quarter-tile cars, though
22:18:39 <Eddi|zuHause2> i've had trains showing length 7 perfectly fit in a 3 tile station
22:18:53 <Eddi|zuHause2> i don't know what you mean with "it shows floor"
22:21:15 <kyevan> ceiling(1.0000001) -> 2
22:21:18 <Eddi|zuHause2> i know what a floor function is
22:21:30 <Eddi|zuHause2> but i don't believe that it behaves like this
22:22:12 <glx> (v->u.rail.cached_total_length + 7) / 8 <-- that's ceil
22:22:35 <glx> the problem is then the grf not OTTD
22:24:53 <Eddi|zuHause2> the DBSet early wagons have length 7/8, electric engine 6/8, engine + 6 wagons = (7*6+6)/8 = 8*6/8 = 6, steam engine has 7/8 -> 7*7/8 = 49/8 = 7, that is exactly what the depot shows
22:25:51 <Rubidium> kyevan: it's a bug in the NewGRF; if you reverse the wagons they do not fit and if you add a wagon behind a reversed wagon they overlap
22:26:07 <kyevan> Eya, whatever. It makes no sense, I can't reproduce it now.
22:26:26 <glx> btw it looks like UKRS :)
22:26:29 <kyevan> Oh, so "it's someone else's fault"? :P
22:26:46 <glx> we use the data given by the grf
22:27:00 <kyevan> glx: see the :P, I understand what's going on there
22:27:31 <Rubidium> if a NewGRF tells that a vehicle is 1 wide and it gives OpenTTD a sprite that is actually 2 wide there's nothing we can do to stop it
22:27:49 <Rubidium> especially because the too wide sprites are sometimes used to make trains look nicer
22:28:01 <kyevan> Rubidium: But it should be treated, in logic, as 1 tile wide still, right?
22:28:40 <kyevan> It fit visually, according to the thing, it SHOULD have fit logicaly, but it was sticking out enough to break my presignals somehow
22:28:41 <Rubidium> the length you see in the depot window is the exact same length used everywhere else
22:28:59 <glx> the wagon seems to be outside the station, but if you look at the signal it isn't
22:29:12 <kyevan> glx: I had the other situation
22:29:22 <kyevan> It seemed to be inside, and it was sticking out.
22:29:34 <kyevan> Eh. Whatever. It's not THAT big an issue.
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