IRC logs for #openttd on OFTC at 2009-06-23
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00:04:49 <CIA-2> OpenTTD: glx * r16630 /trunk/src/depend/depend.cpp: -Fix (r16629): forgot a continue
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08:30:26 <dihedral> it's a shame brickland kind of vanished from the top threads in the forums
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08:45:42 <dihedral> i would not mind contributing with something else... :-P
08:45:56 <petern> no, we don't want your semen
08:46:19 * planetmaker certainly is not part of that "we"
08:47:33 <SmatZ> you like milk in your coffee, right?
08:47:56 <planetmaker> black is beautiful. ;)
09:03:11 <dihedral> SmatZ, that's ugly :-P
09:03:24 <dihedral> petern, i am talking about a socket, not semen
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09:13:12 <insulfrog> I'm having a good go on the latest ottd build at the minute :)
09:14:22 <insulfrog> if all goes well, I might even post a few screens of my network on the forum
09:16:49 * Rubidium wonders what insulfrog means with "the latest ottd build"
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09:25:30 <insulfrog> (should have said latest stable build :p )
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09:37:25 <dihedral> nice guess there Rubidium
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09:46:42 <CIA-2> OpenTTD: smatz * r16631 /trunk/src/saveload/ (oldloader_sl.cpp town_sl.cpp): -Fix (r1826)(r1881)(r9613): loading of some town data from old savegames was broken
09:52:39 <CIA-2> OpenTTD: smatz * r16632 /trunk/src/ (5 files in 2 dirs): -Codechange: rename Town::flags12 to Town::flags
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10:17:28 <dragonhorseboy> just wondering but how do you add these automatic messages that welcomes new players to a game?
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10:20:20 <dragonhorseboy> I can't figure out anything from the console :/
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10:21:11 <Ammler> dragonhorseboy: *.scr or Autopilot
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10:22:01 <dihedral> dragonhorseboy, it's documented in the wiki
10:22:11 <dragonhorseboy> oh autopilot...some name...
10:22:13 <dihedral> or you can use something like autopilot or ap+
10:22:33 <dihedral> however ap+ does not run on windows systems
10:22:44 <petern> if you want a simple message, one of the script files will do that
10:23:01 <dihedral> as i said: that part is documented in the wiki
10:23:07 <dragonhorseboy> hmm .. autopilot or auto pilot doesn't exist on wiki
10:23:27 * dihedral slaps dragonhorseboy left and right and left and right and ....
10:23:37 <dragonhorseboy> me kicks dihedral
10:24:02 <dihedral> search for script or scr
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10:24:53 <dragonhorseboy> scr no results again ..but did find some script pages I think
10:25:30 <dihedral> well then have a look at them
10:25:44 <dihedral> you really dont expect us to feed you pre-digested url's do you?
10:25:58 <Yexo> dragonhorseboy: on_client.scr is executed as soon as a client joins
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10:27:04 <dihedral> Yexo, that is executed whenever you join a server
10:27:26 <dihedral> i never said that autopilot was mentioned in the wiki
10:27:43 <dragonhorseboy> "in the wiki" you said
10:27:53 <dihedral> now read the next line
10:28:02 <dihedral> i think it starts with the word OR
10:28:03 <Yexo> dihedral: ah, you're right
10:28:08 <Yexo> on_server_connect.scr is the correct one I think
10:28:10 <dihedral> it's the other one :-P
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10:29:07 <dihedral> dragonhorseboy, it's not my fault if you seem unable to read my message, or search the wiki, or any other search-able page on the web
10:30:12 <dragonhorseboy> dihedral you clearly said "on the wiki" thats all there is
10:30:46 <Yexo> dragonhorseboy: read his messages again
10:30:57 <Yexo> "on the wiki" .... "or use something like autopilot"
10:31:17 <Yexo> in that other, not the other way around
10:31:20 <dihedral> no wonder the readme.txt file never helps people
10:32:22 <dihedral> i should disable highlights on that word :-P
10:32:42 <dragonhorseboy> yexo..thats not wiki ;)
10:32:56 <Yexo> on_server_connect.scr - This script will be executed by the server whenever a client connects (useful for motd) <- from that wiki page
10:33:14 <dihedral> Yexo, that was exactly what i meant with 'predigested urls' :-P
10:33:27 <dihedral> it's like feedint that little kid some milk
10:33:28 <Yexo> just wanted to show how easy it was to ind
10:34:12 <Yexo> I have to press the f key harder then all other keys for it to be recognized
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10:35:42 <dihedral> crap - i just clicked the 'clear' button in my ignore list, rather than cancel
10:36:02 <petern> oh, i better watch what i say then
10:36:39 <dihedral> you were never there iirc - oh yes, once, for 5 mins or so :-P
10:36:40 <Ammler> "note for linux users" seems a bit outdated
10:37:28 <dihedral> after all, it is a wiki
10:37:46 <dihedral> then test it, and if your assumption is correct, update the wiki
10:38:03 <Yexo> it was correct, and is alread removed :)
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10:38:35 <dihedral> # run rabbit run rabbit run run run .....
10:41:55 <Eddi|zuHause> this gets more and more insane... because windows 7 ships without ie8, there cannot be an upgrade installation from vista, because ie7 needs to be removed...
10:42:47 <Eddi|zuHause> i shouldn't either...
10:44:59 <CIA-2> OpenTTD: smatz * r16633 /trunk/src/ (aircraft_cmd.cpp openttd.cpp train_cmd.cpp): -Codechange: remove checks for consistency of newpool
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10:49:35 <Ammler> dragonhorseboy: still here :P
10:51:32 <Eddi|zuHause> i do not remember seeing ammler.
10:51:57 <dragonhorseboy> ammler btw thanks for creating that basecost.grf ;)
10:51:59 <Eddi|zuHause> speaking of ignore list...
10:52:25 <dragonhorseboy> took me a while to figure out parameters but now heh terraforming costs HECKS compared to the cheap old original prices ;)
10:52:26 <petern> who shall we +q today?
10:52:27 <dihedral> i just cleared mine - need to set it up again
10:53:25 <dihedral> petern, are you asking for a single nick or multiple?
10:54:29 <Ammler> basecost.grf is my first grf and you could do it with a 10th of the code :-)
10:54:45 <dragonhorseboy> ammler just wondering, did it matter which order in the newgrf should it be in or it doesn't matter?
10:54:56 <Eddi|zuHause> let's +q CIA, he's only talking rubbish all the time :p
10:55:08 <Ammler> well, as basecosts can be overwritten by every grf again
10:55:23 <dragonhorseboy> at the top then I guess?
10:55:35 <Eddi|zuHause> no, at the bottom.
10:55:50 <Ammler> depense, which costs you prefer ;-)
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10:56:32 <dragonhorseboy> thanks..that explained why some prices wouldn't take effect
10:56:37 <Eddi|zuHause> well, it doesn't make sense to allow the changes to be reverted again... just keep it at default then...
10:57:13 <dragonhorseboy> $738 for a piece of erail on flat ground and $16K on any sloped tile .. heh .. wish foundations and terraforming could be seperated but I guess it doesn't really matter
10:57:15 <Ammler> yes, you can disable the setting of a properitiy with parameter 255
10:57:39 <Eddi|zuHause> yes, that is one of the big disadvantages
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10:57:53 <Eddi|zuHause> foundations are tied to terraforming
10:57:58 <Eddi|zuHause> which defeats the point
10:58:31 <dragonhorseboy> well at least very few foundations are really needed so I wouldn't mind it (its only when eg you're trying to squeeze a bridge over busy rails with only space for one raised tile than two at other end)
10:58:41 <dragonhorseboy> eddi...true :S
10:58:45 <Ammler> would the grf spec allow a new properity for foundaitions, or isn't that worth to mention?
10:58:47 <Eddi|zuHause> i use foundations all the time...
10:58:49 <dihedral> talk with DaleStan if you want 'em split
10:59:42 <Eddi|zuHause> foundations are key if you want to avoid heavy terraforming
10:59:44 <dragonhorseboy> ammler..would be a good idea..considering roads are not worth jacking up the prices on (you know that roads don't like curves that much compared to rails heh)
11:00:31 <dragonhorseboy> eddi the problem is many ottd players take the lazy route and terraform literally flat to plop their own "superstraight" or "massive sized stations" rails down .. I guess you can't always win
11:00:47 <dragonhorseboy> not complaining to anyone in here (having seen ottd screenshots of single games) of course
11:01:24 <Ammler> for wwottdgd build, we bound the foundations costs to the related costs of infrrastructure, like rail foundations to rails
11:01:28 <dragonhorseboy> 100x terraforming cost but not affecting foundations could make these particular players rethink their action hopefully
11:01:40 <Eddi|zuHause> yes, i remember that patch
11:01:42 <dragonhorseboy> (but being optional of course)
11:01:50 <Eddi|zuHause> it touched lines at all kinds of places...
11:01:56 <Eddi|zuHause> a hell to keep updated...
11:01:58 <Ammler> just 8 times higher, iirc.
11:02:17 <Eddi|zuHause> yes, had a lot of "<< 3"s
11:02:26 <Eddi|zuHause> which is against the code style, btw.
11:02:41 <Ammler> wwottdgd had no style at all ;-)
11:02:42 <dihedral> dragonhorseboy, you will not get a lot of people playing on your server ;-)
11:02:49 <dihedral> Ammler, that is NOT true
11:03:11 <dihedral> YOU have no style, that does not mean that none of the others did not try to make sure style was used where possible
11:03:11 <Eddi|zuHause> Ammler: that's why it was a "use once" patchpack ;)
11:03:14 <dragonhorseboy> dihedral...then would you pls explain why blowing 7-tile-high mountain down to flat ground is reasonable when in real life that never even happens one bit at all
11:03:35 <dihedral> dragonhorseboy, i am not talking with you!
11:03:58 <dihedral> at least i for my part payed attention to style
11:04:10 <dihedral> planetmaker pays attention to style
11:06:48 <Ammler> he, was it bilbo or hackalittlebit, who mentioned a nice patch, where you need rise a tile, if you like lower somewhere else.
11:07:02 <dragonhorseboy> ammler do you think that it could be plausible to check for how close to city the active tile is and adjust road construction price accordingly?
11:07:24 <dragonhorseboy> ammler..that sounds interesting..if you dug up some soil from one place you have to dump it somewhere else :) (my own thought on that)
11:08:03 <Eddi|zuHause> Ammler: that was in discussion very very long ago
11:08:50 <Eddi|zuHause> i'm sure i had that discussion with Brianetta a few years ago
11:09:02 <Ammler> I can remember Belugas answered but not sure anymore, if it was sarcastic
11:09:11 <planetmaker> dragonhorseboy, that certainly is possible to code. But it isn't quite cheap on the CPU afaik
11:09:11 <Eddi|zuHause> if you can only terraform 10 tiles in one direction, it makes screwing up the map very difficult
11:09:31 <planetmaker> Eddi|zuHause, that patch exists. Even twice.
11:09:51 <planetmaker> Once as a server-side only thing and 2nd as a usual patch which is needed for both, server and client
11:10:13 <planetmaker> afaik we had the server-side one in wwottdgd/2
11:10:15 <Ammler> oh, you mean the non-tf patch at all?
11:10:23 <planetmaker> with the limitation set to 1 tile
11:10:31 <planetmaker> hard coded that is. But that could be changed
11:10:37 <dragonhorseboy> planetmaker hmm yeah true...I was thinking of on the basis of that a road far out in the lone landscape (eg for small coal mine) would be cheap but as you get closer to city it'll start rising (sidewalks, more maintenance, etc in a sense) to being the most expensive right in middle of the city
11:10:48 <dragonhorseboy> may not always work out ideally but its only a thought
11:10:49 <Yexo> <planetmaker> Eddi|zuHause, that patch exists. Even twice. <- even more then that
11:10:51 <Eddi|zuHause> 1 tile is quite a pain, i suppose...
11:11:09 <planetmaker> Eddi|zuHause, well... depends on what you want :)
11:11:19 <planetmaker> If you want a low terraform game. That's fine
11:11:30 <Ammler> did we use the patch on wwottdgd/2?
11:11:35 <planetmaker> It's not like you usually need much tf
11:11:47 <Eddi|zuHause> <dragonhorseboy> ammler do you think that it could be plausible to check for how close to city the active tile is and adjust road construction price accordingly? <-- i believe there once was a patch that adjusted the clear tile costs like that
11:11:51 <dragonhorseboy> planetmaker...I don't mind terraforming a bit there and there but I hate when entire mountains/etc are levelled just because "its in the way"
11:11:52 <planetmaker> Ammler, it wasn't active. But we could have activated it as it was compiled into the binary
11:12:01 <dihedral> in wwottdgd2 we had the option to disable tf per company
11:12:01 <planetmaker> it was accessible via rcon
11:12:06 <dihedral> and enable it of course
11:12:08 <planetmaker> aye. Even that :)
11:12:16 <dragonhorseboy> eddi hmm .. cost to clear tile .. that could had worked as well
11:12:20 <Eddi|zuHause> planetmaker: i rather often need to terraform in order to place a station
11:12:23 <dihedral> well... i think it was in wwottdgd2 :-P
11:12:26 <Eddi|zuHause> other stuff is usually fine
11:12:49 <Yexo> speaking about wwottdgd, are there plans for a third event?
11:12:57 <planetmaker> Eddi|zuHause, but usually one doesn't need big TF for that either. I mean... stations can be placed in steps up a slope, too :)
11:12:59 <dihedral> Eddi|zuHause, you, yes, but try to do that with 50 people in a multiplayer game :-P
11:13:05 <planetmaker> Yexo, plans: yes.
11:13:16 <Ammler> Yexo: wiki about day 3 exists, but not more :-)
11:13:17 <planetmaker> A person who actually starts working on it: not yet really
11:13:30 <dihedral> aint gonna be me :-P
11:13:33 <Yexo> hehe, it's always the same problem
11:13:42 <planetmaker> I dare say my time currently doesn't allow me to start the patch pack necessary for it.
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11:13:57 <Ammler> well, the year isn't over, it might still be possible
11:14:13 <dihedral> planetmaker, it's a nasty amount of work :-) but you know that
11:14:34 <dihedral> + it'll be hard to top the last 2
11:14:58 <planetmaker> I now would tackle it completely differently. Especially as I didn't know hg queues back then.
11:14:59 <Ammler> he, I can remember as we did day one, we thought about repeatîng it multiple times per year :-)
11:15:32 <planetmaker> Using that would have saved me so much time, I don't want to think about it ;)
11:15:39 <dragonhorseboy> hmm...I made the damned plane prices too high
11:15:45 <Ammler> yexo, we still wait for your "killer" feature ;-)
11:15:45 <dragonhorseboy> heh.. *fiddles some more*
11:16:08 <planetmaker> IS2 will be part of it. Has to be.
11:16:16 <planetmaker> But that alone is not sufficient.
11:16:28 <planetmaker> Yexo, that's one of the things which would be truely nice for it
11:16:48 <Ammler> you didn't have that repo, last time we spoke about :-)
11:16:57 <planetmaker> But I didn't check it properly
11:17:00 <Yexo> it has been there or quite a while
11:17:06 <planetmaker> Ammler, it's up for... long
11:17:21 <Ammler> I guess, you mentioned to make a repo with.
11:18:23 <Yexo> peterns railtypes would be very nice with that
11:18:32 <planetmaker> Yexo, it was my impression, though, that it's not yet quite in a state to be tested. What's it status then actually?
11:18:58 <planetmaker> Though I'm not sure how much newgrf support that needs.
11:19:05 <dihedral> you don't very often end a sentence on 'with'
11:19:20 <Yexo> planetmaker: it works (as far as I know), but the gui is a bit rough
11:19:22 <planetmaker> That's nothing I'm going to bother with ;)
11:19:26 <petern> dihedral, who are you conversing with?
11:19:26 <Ammler> well, we could them "hack" together maybe
11:19:56 <dihedral> petern, see the 'very often' part of my reply, yes?
11:20:04 <planetmaker> Yexo, well... that's not a major problem then, I guess...?
11:20:21 <petern> dihedral, see my hidden smiley?
11:20:39 <planetmaker> petern, trunkify it :P
11:20:46 <dihedral> "works" is all Ammler needs to consider it "ready for trunk"
11:21:09 <petern> tunnels are still an issue as they depend on landscape type. other bits don't.
11:21:16 <petern> level crossings never got done either
11:21:34 <dihedral> *cough* socket *cough*
11:21:42 <petern> and some work is needed to increase the number of railtypes, as the config file gives values 4+ special meanings
11:21:51 <planetmaker> petern, you mean as tracks and road graphics didn't get separated? Or...?
11:22:17 <planetmaker> And I don't understand the part with tunnels giving problems either...
11:22:59 <petern> look at the sprites, and you'll see
11:27:59 <Brianetta> Eddi: I remember Belugas' response. It was initially sarcastic until I mentioned actual gameplay benefits. Then the discussion kind of dried up.
11:32:30 <dragonhorseboy> hmm guess the basecost.grf seem to do something funny to want to cause totalbridgerenewal to not load on the map
11:33:00 * dragonhorseboy checks some more
11:35:17 <dragonhorseboy> hm seem to had been a high value glitch..never mind :p
11:35:37 <Ammler> as I said, very early grf, but it shouldn't do more then just some Action0 and Action7/9, maybe disable the costs for bridges
11:36:49 <Eddi|zuHause> Brianetta: that sounds like exactly every other discussion ;)
11:37:00 <dragonhorseboy> well lowering the parameter bought the grf back active so.. nothing for you to worry about ammler ;)
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11:37:21 <dragonhorseboy> seem I had misread what the default was and I think I must had for a second caused the bridges to cost $$$$$$$$$$$
11:38:33 <dragonhorseboy> now the stone viaduct takes about 4000 pounds to be built about five tiles long ;)
11:41:14 <dragonhorseboy> jeeze..maybe I set this one too high .. 198000 pounds for a city airport :S
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11:41:36 <planetmaker> but there I don't see the climate dependence for tunnels...
11:43:35 <Yexo> planetmaker: "2 sprites for each direction, first sprite is underlay, second sprite is entrance. " <- I think the underlay sprite should depend on the climate
11:44:29 <petern> dragonhorseboy seriously needs to learn the difference between 'had' and 'have'
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11:44:42 <Eddi|zuHause> the entrance depends on climate, too, because there grows grass on the default tunnel entrances
11:47:22 <planetmaker> Yexo, well... it could. But is it needed?
11:48:06 <Eddi|zuHause> yes, it is. because the default tunnel entrances must be converted to the same internal format as newgrf railtypes
11:48:07 <Yexo> yes, tunnel entrances with grass around it don't it in artic, let alone tropic / toyland
11:50:11 <planetmaker> Yexo, well, yes. But it *could* be drawn climate-independent, just above the slope, IF you restrict yourself to stone only.
11:50:19 <planetmaker> But agreed, it would look better, if it's adopted.
11:51:04 <Ammler> would that also aloow multiple tunnels for same type at once?
11:52:15 <Eddi|zuHause> tunnel types as equivalent to bridge types could be useful
11:52:26 <planetmaker> Ammler, not as I understand it :)
11:52:38 <planetmaker> hehe. Tunnel types the same as bridge types :P
11:52:57 <planetmaker> ttrs - not only total town... but also total tunnels... ;)
11:53:11 <Eddi|zuHause> that, and varaction2 for bridges/tunnels, could solve the climate problem
11:53:41 <Ammler> ttes, extend, not just replacement ;-)
11:53:43 <Eddi|zuHause> people have been longing for snowy bridges, too
11:54:07 <Eddi|zuHause> a "total extension" does not make a lot of sense :p
11:55:06 <Eddi|zuHause> is that what you buy from these email advertisements?
11:56:08 <Ammler> if they pass the spamfilter, you should seriously consider them...
11:56:42 <Eddi|zuHause> apparently, they don't ;)
11:58:29 <dragonhorseboy> yeah I do wish foundations and terraform were seperate prices
11:58:41 <dragonhorseboy> but oh well..I think its reasonably useable for now
11:59:44 <dragonhorseboy> 600 pounds for one straight sloped and one straight rails verus 75000 pounds for both on a foundation
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12:11:49 <CIA-2> OpenTTD: smatz * r16634 /trunk/src/ (5 files in 2 dirs): -Codechange: use Company::IsHumanID() instead of IsHumanCompany()
12:15:54 <Yexo> what is the meaning of action0 industries prop 09, the size variable? wiki.ttdpatch says: "D size The size of the whole definition, excluding numlayouts and size". Is that in in bytes or the total number of tiles defined?
12:24:30 <dragonhorseboy> hey glx how're you? :)
12:26:22 <Korenn> it's a simple byte count, isn't it?
12:26:32 <Korenn> of all the bytes that will follow it
12:27:00 <glx> how many bytes in layouts (variable size)
12:27:05 <Yexo> OpenTTD handles it as number of tiles including the terminating 00 80's
12:27:18 <Yexo> ok, so it should be the byte count
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12:28:57 <Belugas> i see i have been highlighted twice. Cool. Don't know what it is about. One day maybe i'll know...
12:29:18 * dihedral also highlights Belugas
12:29:33 <Eddi|zuHause> Belugas is always a highlight
12:30:10 <Belugas> glx, no it had text. just that I could not find the conversation it was linked to
12:30:17 <Eddi|zuHause> hm... if i installed an apache, how do i start it?
12:30:36 <Belugas> Eddi|zuHause dihedral
12:30:47 <dihedral> who asked you dragonhorseboy ?
12:31:09 * dihedral starts his ignore list and has his first addition
12:31:21 <Belugas> about the last you'll hear from me, i'm on my way to yet another certification
12:32:13 <dihedral> hope for more money this time?
12:35:02 <dragonhorseboy> belugas how many do you have now?
12:35:46 <dihedral> more than you are old :-P
12:36:30 <dragonhorseboy> 20 papers seriously? :P
12:37:15 <dihedral> oh - i would have guessed you somewhere along the lines of 14-16
12:38:07 <dragonhorseboy> you missed way too low then
12:41:35 <Belugas> i do not count the certifications made... only those that i still have to go through
12:41:48 <Belugas> and those are the worse..
12:42:14 <planetmaker> what kind of certificates is that? Like certified to know his way around... C on an intel processor? :P
12:42:20 <Belugas> like PA-DSS... at the top of the burk...
12:42:33 <Belugas> no... payment processing stuff
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12:42:52 <Belugas> like i did yesterday evening, instead of having fun with real life
12:44:46 <dragonhorseboy> hmm I just thought of another thing for ottd grfs..
12:45:16 <dragonhorseboy> a small grf that disables the original station or at least overwrite it to a crude simple low platform instead :p
12:45:26 <dragonhorseboy> it just seem so out of place compared with most custom stations
12:51:01 <Yexo> I don't think it's possible to disable it, but you can probably replace the sprites with empty ones / simple low platform ones
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13:01:09 <dragonhorseboy> ty yexo .. going for a while now ;)
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13:40:56 <Belugas> time for DeathMole, not for PG...
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14:40:34 <Rubidium> heh, haven't heard that German greeting before
14:40:58 <dihedral> well, at least he knows where to find his answers :-P
14:44:44 <dihedral> now that is a nick one gets to see very seldom
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15:43:19 <dihedral> you are missing a k and an f
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15:47:18 * dihedral gives Mettalhead an o and another r
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15:49:52 <Timmaexx> dihedral? Why can't join your Auto Nightly Server? Is it offline?
15:54:19 <dihedral> how should i know what problems you have??
15:54:49 <Mettalhead> i don't know what you meen
15:55:02 <valhalla1w> dihedral: is your crystal sphere broken again?
15:55:06 <valhalla1w> you should be more careful
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16:07:11 <Korenn> I have a question about beginner level newindustries nfo coding. anyone who could help me?
16:08:00 <Yexo> only if you ask your question (but probably I can't help you anyway)
16:09:33 *** ChanServ sets mode: +o Bjarni
16:12:07 <Belugas> Korenn, ask, and whenever someone (much requested one) can answer, he/she (yes yes yes, there are some ladies now and then) will
16:13:30 <Korenn> that's true. alright then:
16:13:33 <Bjarni> using plain text as a way to communicate is a clever way to hide the fact that women exists
16:13:59 <Bjarni> for all we know half of the channel are women
16:14:15 <Bjarni> btw hello everybody :)
16:14:39 <Korenn> I have a new industry in an nfo that changes the printing works to accept cargo. this all works nicely and the industry window in-game shows the new requirements. But how do I now update the industry tiles so that the map actually accepts the cargo?
16:15:38 <Korenn> I tried updating the relevant industry tiles, but that doesn't seem to do anything. I seem to be missing a link
16:19:01 <valhallasw> svip: what did you create? a graphviz plugin that outputs openttd maps?
16:20:14 <Bjarni> that would be really interesting
16:20:45 <Belugas> iirc, Korenn, you need to override the old indutiles with new ones, holding new cargo
16:21:27 <Korenn> Belugas: override, not substitute?
16:22:15 <frosch123> alternatively you can replace the tilelayout of the industry to use the new tiles, instead of the original ones
16:22:44 <Yexo> if I understood it correctly, substitute only sets the tile that will be displayed if you newgrf is no longer available. Can someone confirm that?
16:23:01 <Korenn> I'd prefer to start with only changing the existing tiles and tackle new layouts as a later step :)
16:23:15 <frosch123> correct, and it initialises your new with the properties of the old one
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16:24:28 <frosch123> [18:23] <Korenn> I'd prefer to start with only changing the existing tiles and tackle new layouts as a later step :) <- but note that overriding the tiles might affect other grfs, so when you later define a layout you would likely remove the tile-override again
16:24:38 <frosch123> so your way is not the straight-forward one :)
16:25:23 <Korenn> yes, I understand that changing layouts later might undo what I'm doing now, but this is a learning process :P
16:26:58 <Korenn> so, if I get this correctly: below my industry definition, I should add a new action 0, feature 09, that sets for tiles 2b..2e (printing works) properties 08 and 09 for that tile, and set the acceptance?
16:28:26 <Korenn> ok, thanks. I'll muck around some more then :D
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16:38:03 * Belugas takes a little bit of his time to eat up the meal
16:39:54 <svip> valhallasw: Unfortunately not.
16:40:10 <svip> valhallasw: It's a graph that shows over time the incidents of when persons have eaten to our lunch group.
16:40:16 <svip> As well as tracking the average price for the meals.
16:40:28 <svip> And what's more; it's SVG!
16:41:44 <valhallasw> I have no idea what is charted there
16:41:49 <valhallasw> but it looks pretty nice
16:42:10 <valhallasw> except the fact there are two vertical and horizontal axis
16:42:17 <valhallasw> with no description
16:42:51 <valhallasw> I mean, horizontal is time
16:42:55 <valhallasw> that much is obvious
16:43:29 <svip> valhallasw: Descriptions are intended for coming.
16:45:13 <svip> valhallasw: Just like IE, Google needs to support SVG.
16:46:14 <svip> The indicates below "gennemsnitlig stuff" is embedded SVG.
16:49:34 <svip> valhallasw: In addition, the graph uses JavaScript to allow you to hover over the lines.
16:50:23 <valhallasw> I'm not quite sure if I find that creepy or neat
16:51:14 <valhallasw> but.. in an image?
16:55:26 <svip> valhallasw: SVG is so much more than image.
16:55:46 <svip> valhallasw: If illustrations cannot be interactive, what's the point in living?
16:56:10 <valhallasw> svip: if that was true, we would be extinct by now ;)
16:59:42 <Belugas> #IIIIIIIIIII'm a Dinosauuuuuuur
16:59:51 <Belugas> #Somebody's digging my bonnnnnes
17:06:31 <Bjarni> valhallasw: tip of the day: when google translate fails then you have to do like me
17:06:37 <Bjarni> read the original language
17:07:10 <valhallasw> what I would like is a google translate overlay on the original page
17:07:19 <valhallasw> instead of the opposite
17:07:34 <valhallasw> so you can just find the meaning of the words you don't recognise easily
17:08:11 <valhallasw> but.. I have to go :)
17:08:12 <Bjarni> you mean like you have the original page and then if you put the mouse over a word it looks up the word?
17:08:22 <valhallasw> the opposite of the normal google translate
17:08:24 <Bjarni> I think there is a firefox plugin, which can do that
17:08:35 <valhallasw> where you get the translated page with a hover popup with the original text
17:09:21 <Bjarni> have a nice time learning Danish
17:10:05 <Bjarni> svip: bf ate 20 times and never paid anything???
17:10:12 <Bjarni> looks like you get cheated
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17:33:45 * Prof_Frink pinks Belugas' floyd
17:43:53 <Korenn> How do I change the sprites associated with an industry tile?
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17:46:19 <Rubidium> action 1 or action A depending on how you do it (I think)
17:47:03 <Korenn> I don't want to overwrite the sprites, I just want a different sprite ID to be drawn
17:48:49 <Rubidium> oh, so instead of the coal tower you want the copper tower (as analogy) without changing sprites?
17:51:04 <Rubidium> you need to make a new tile layout where you use the different sprite ID
17:51:23 <Korenn> there's a sprite id in the layout? *goes to look again*
17:52:15 <Korenn> as far as I can see, there's only the offset the industry tile
17:52:17 <frosch123> in action2 for industry tiles you can refer to default ttd sprites and to sprites of action1
17:52:47 <Korenn> yexo: prop 0a of what?
17:52:57 <Yexo> industries, you give a TileID
17:53:10 <Yexo> B oldtile An old tile type to be put on the given tile
17:53:11 <Korenn> frosch123: ah right, so I need to make a new sprite set that refers to the old ttd sprites?
17:53:35 <frosch123> either that, are you use the old tiles as yexo said :)
17:53:37 <Belugas> a pseudo sprite, that is...
17:54:39 <Korenn> Yexo: yeah but with that approach I can't change the cargo acceptance, nor refer to non-industry sprites (say, houses)
17:55:23 <Yexo> so do what frosch123 said
17:56:51 <Korenn> frosch123: so then I need an action3 to link the sprite set to the industrytile?
17:59:49 <Korenn> except if I'm using the old TTD sprites I can dispense with the action 1. I think I get it :)
18:20:21 <frosch123> Korenn: yes, action1 is only needed for custom sprites
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20:30:15 <CIA-2> OpenTTD: rubidium * r16635 /trunk/src/settings.cpp: -Fix: a couple of MSVC 64 bits warnings
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20:33:03 <CIA-2> OpenTTD: smatz * r16636 /trunk/src/ (station.cpp station_base.h): -Codechange: no need to initialize already zeroed variables by zero in station and rs constructors, remove debug output
20:39:53 <CIA-2> OpenTTD: smatz * r16637 /trunk/src/ (debug.cpp debug.h): -Cleanup: remove unused _debug_station_level
20:49:01 <CIA-2> OpenTTD: rubidium * r16638 /branches/0.7/src/ (8 files in 3 dirs):
20:49:01 <CIA-2> OpenTTD: [0.7] -Backport from trunk:
20:49:01 <CIA-2> OpenTTD: - Fix: Loading of some town data from old savegames was broken (r16631)
20:49:01 <CIA-2> OpenTTD: - Fix: [NewGRF] Some of the var action 2 80+ variables contained wrong values from NewGRF perspective (r16615, r16613)
20:49:01 <CIA-2> OpenTTD: - Fix: Antialiased fonts broken; check pixel_mode instead of palette_mode (r16602)
20:49:02 <CIA-2> OpenTTD: - Fix: Give a more meaningful error message when console commands expect an integer but do not get one (r16600)
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21:13:00 <CIA-2> OpenTTD: smatz * r16639 /trunk/src/ (station.cpp station_base.h): -Codechange: enumify RoadStop::status, move definition of short functions to header file
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21:45:01 <CIA-2> OpenTTD: smatz * r16640 /trunk/ (19 files in 5 dirs): -Codechange: move roadstop stuff to separate files
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23:31:55 <CIA-2> OpenTTD: smatz * r16641 /trunk/src/train_cmd.cpp: -Codechange: reduce number of multiplications done in FindTrainCollideEnum() to minimum
23:32:32 <z-MaTRiX> how did you do that ?<;
23:32:51 <z-MaTRiX> were some extra multiplications?
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23:42:50 <CIA-2> OpenTTD: smatz * r16642 /trunk/src/genworld_gui.cpp: -Codechange: use map size limits enum at one more place
23:44:22 <SmatZ> z-MaTRiX: if x+y > 7, x*x+y*y can't be <= 25
23:44:37 <SmatZ> positive, integer numbers
23:45:34 <SmatZ> where did your integers go?
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