IRC logs for #openttd on OFTC at 2010-01-04
            
00:01:51 <welshdragon> ooh
00:01:57 <welshdragon> i have 2 errores
00:02:00 <welshdragon> *errors
00:02:23 <peter1138> there you go then
00:02:24 <PeterT> helller, your name is a combination of "Hellen" and "Keller"
00:02:50 <welshdragon> how can i tell what it is?
00:03:09 <welshdragon> the hard drive is only 2 months old
00:04:01 <peter1138> ...
00:04:09 <peter1138> if it's in memtest... then it's memory...
00:04:32 <welshdragon> RAM or hard drive?
00:04:37 <peter1138> memory...
00:04:42 <dashavoo> welshdragon: memory is RAM
00:04:52 <welshdragon> right
00:05:00 <welshdragon> .... shit :(
00:05:20 <Eddi|zuHause> welshdragon: if it's not older than 2 years you can probably get it replaced
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00:06:41 <Eddi|zuHause> welshdragon: also if it's isolated to a few sections, you can add something like "memmap=1M$0x18e00000" to the kernel line in the boot loader
00:06:54 <welshdragon> it is
00:07:10 <welshdragon> they are errors within 20MB of each other
00:07:29 <Eddi|zuHause> then read the documentation for memmap
00:08:27 <peter1138> well, let the memtest finish
00:08:30 <peter1138> could well be more
00:09:00 <Zuu> Also, IIRC windows can not do memmap so if you dual boot it may be a good idea to replace the ram.
00:09:04 <Eddi|zuHause> write down the addresses anyway ;)
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00:10:08 <glx> yes and if you can, test each module separately
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00:10:39 <Terkhen> good night
00:10:39 <welshdragon> ifailing address 00021dd4230
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00:10:58 <welshdragon> failing address: 00020dd4250
00:11:07 <welshdragon> only those 2
00:11:14 <glx> let it finish :)
00:11:17 <welshdragon> and it's on test #7
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00:11:34 <glx> @base 16 10 20dd4250
00:11:34 <DorpsGek> glx: 551371344
00:13:08 <peter1138> meaningless ;)
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00:49:23 <welshdragon> meh
00:49:27 <welshdragon> cba to compile
00:50:50 <peter1138> oh, you stopped the memtest early?
00:51:35 <welshdragon> it kept going in circles
00:51:41 <welshdragon> so was evidently finished
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01:17:41 <Eddi|zuHause> yes, it does that, because some memory errors show only after running for several times
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01:29:16 <PeterT> why is the limit 15 companies for a multiplayer game?
01:30:01 <Eddi|zuHause> because 8 wasn't enough for some people
01:30:10 <PeterT> no, but why isn't it more
01:30:22 <PeterT> We just had a game where 15 companies wasn't enough
01:30:32 <Eddi|zuHause> because that needed more space in the map array
01:30:49 <PeterT> is that a bug?
01:31:07 <Yexo> no
01:31:08 <PeterT> can the 15 company limit be extended someady?
01:31:13 <PeterT> *someday
01:31:19 <Yexo> yes, but it's very unlikely
01:31:23 <PeterT> why?
01:31:24 <Eddi|zuHause> it's really unlikely
01:31:31 <PeterT> desyncs and such?
01:31:32 <Eddi|zuHause> because i said it above.
01:31:34 <Yexo> <Eddi|zuHause> because that needed more space in the map array
01:31:43 <PeterT> Sorry
01:31:56 <PeterT> better question: What does map "array" mean
01:32:30 <Yexo> do you know what an array is?
01:32:43 <Eddi|zuHause> array is a programming concept of storing a long list of uniform data structures
01:33:28 <Eddi|zuHause> so if you have 1 million map tiles, you put them in an array of length 1 million
01:34:01 <Eddi|zuHause> and that's the map array
01:35:39 <Eddi|zuHause> the "problem" is, that for an array to work, all tiles must use the same amount of bits
01:36:43 <glx> anyway the map array is not the only problem :)
01:37:10 <PeterT> so you would need to increase the "array" number
01:38:11 <Yexo> the amount of memory per tile would have to be increased
01:38:17 <Eddi|zuHause> increasing the size of the tiles is possible, but should be done _very_ rarely
01:39:14 <Yexo> it's currently 9 bytes I think, each extra byte added takes up 4mb for a 2048x2048 map
01:39:30 <Yexo> so unless there is a very good reason for it it won't be increased
01:39:52 <PeterT> is there a patch to increase the max companies somewhere?
01:40:04 <PeterT> if so, at least a patch would be *out* there
01:40:08 <Yexo> no
01:40:11 <Eddi|zuHause> i don't think so
01:40:12 <PeterT> so people could use it
01:40:13 <glx> network is also a problem
01:40:19 <glx> too big packets
01:41:04 <glx> IIRC
01:41:15 <PeterT> too big packets = desyncs
01:41:44 <Yexo> no, just crashes / errors / not being able to join a multiplayer game, not sure what exactly
01:41:47 <Eddi|zuHause> you have a very wrong understanding of what a "desync" is
01:42:06 <PeterT> that's probably true
01:42:29 <glx> anyway servers are already rarely full :)
01:42:34 <Eddi|zuHause> i think the UDP packets that are used for server advertising have the problem with limited size
01:42:58 <glx> so I don't see the need for more players on a server
01:43:32 <peter1138> Eddi|zuHause, "you have a very wrong understanding" is enough
01:43:54 <PeterT> glx: You didn't see our previous IS2.1.1 game, then
01:44:27 <glx> so you want to add bugs in an already buggy build ?
01:44:50 <PeterT> http://openttd.jontysewell.net/saves/2.2.1/join_4b411a8e.sav
01:48:00 <Eddi|zuHause> really, you should not count on the 15 company limit being changed any time soon
01:48:35 <PeterT> I see
01:49:32 <peter1138> it took quite some effort to increase it from 8
01:49:38 <peter1138> plus there are only 16 company colours
01:51:23 <__ln> 15 companies is too much anyway
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01:54:35 <peter1138> --2304-- VALGRIND INTERNAL ERROR: Valgrind received a signal 11 (SIGSEGV) - exiting
01:54:38 <peter1138> --2304-- si_code=80; Faulting address: 0x0; sp: 0x403C8AE70
01:54:41 <peter1138> valgrind: the 'impossible' happened: Killed by fatal signal
01:54:44 <peter1138> nice
02:10:27 <peter1138> got it
02:11:15 <PeterT> got what
02:11:50 <__ln> it
02:12:25 <PeterT> can I have an it
02:12:28 <PeterT> it.it
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02:18:38 <Eddi|zuHause> no.
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02:32:48 <CIA-1> OpenTTD: peter1138 * r18709 /trunk/src/ (7 files in 3 dirs): -Fix (r10227,FS#3464): Animation buffer for 32bpp-anim blitter was only validated during sprite blitting, other drawing operations didn't check it. Initial startup and window resize could therefore lead to crash.
02:33:54 <peter1138> ^ that
02:34:14 <peter1138> hope it still compiles for other systems, i can only test on linux+sdl ;)
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03:58:26 <De_Ghosty> 4 mb?
03:58:29 <De_Ghosty> no pronlem
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08:35:03 <heller> to make a portable version just move config and save to where exe is?
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08:47:57 <heller> in what situation do ppl use trams?
08:48:07 <heller> they are slower and kinda bulky
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08:57:25 <Xaroth> heller: seeing there's no real goals in TTD, I guess for looks :)
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09:04:53 <George> Hi
09:05:09 <George> a question about random action 2 and CB 17
09:05:22 <George> 2595 * 17 02 07 CF 00 8C 05 00 00 5A 12 00 00 00 00 10 10 40
09:05:22 <George> 2596 * 17 02 07 CF 85 0C 00 FF FF 01 00 80 17 00 17 00 CF 00
09:05:22 <George> 2597 * 39 02 07 FF 80 00 00 10 C0 00 C1 00 C2 00 C3 00 C4 00 CF 00 CF 00 CF 00 CF 00 CF 00 CF 00 CF 00 CF 00 CF 00 CF 00 CF 00
09:05:22 <George> 2598 * 7 03 07 01 F7 00 FF 00
09:05:45 <George> Why do I get CF view?
09:07:46 <George> line 2596 should, IMHO disallow CF view
09:07:58 <George> But I get it in the map!
09:08:32 <George> Does randomizing happen after CB 17?
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09:14:31 <Terkhen> good morning
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09:42:24 <planetmaker> <heller> in what situation do ppl use trams? <-- I don't consider 80km/h and 350 people slow and bulky...
09:42:40 <planetmaker> probably even faster. Dunno by heart
09:43:27 <roboboy> what LA rating do I need to remove a whole tile of road?
09:43:49 <roboboy> hm don't need the answere as the game let me build even though my rating didnt change
09:46:06 <Xaroth> then you won't get the answer :)
09:46:11 <Xaroth> o/ planetmaker
09:46:40 <roboboy> it would still be interesting to know, I looked at the wiki and it confused me
09:47:01 <Xaroth> I wouldn't know either :P
09:47:02 <planetmaker> moin Xaroth :-)
09:47:12 <planetmaker> roboboy, look at the source code ;-)
09:48:24 <roboboy> I was wondering if it would be possible to change the way signs are displayed when station signs are set to be transparent as I find it annoying not being able to see who owns a sign without going to the sign list when signs are set to transparent.
09:49:45 <planetmaker> the owner can change anyway ;-)
09:50:10 * roboboy knows but the current owner is still useful
09:50:33 <roboboy> and I also just prefer them being left that way
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09:53:34 <Eddi|zuHause> roboboy: so you simply change the font colour like for the station signs?
09:53:48 <Eddi|zuHause> shouldn't be that difficult
09:55:56 <roboboy> that would also work =
09:56:24 <roboboy> either would suffice and I think changing the colour of the text would be cleaner
09:58:09 <roboboy> should all the settings in the dificulty settings be greyed out in mp for clients?
09:58:47 <Eddi|zuHause> most of them
09:59:45 <roboboy> I can not change any of them but some are not gryed out
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10:00:51 <Eddi|zuHause> i don't really know multiplayer
10:01:02 <roboboy> ok
10:01:14 <George> Eddi|zuHause: Hi, > Does randomizing happen after CB 17?
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10:02:08 <Eddi|zuHause> George: sorry. no clue.
10:02:24 <George> How it can be tested?
10:03:16 <George> Or should I simply make a bugreport because of that? Of feature request?
10:05:29 <bartavelle> hello
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10:25:52 <George> tokai: May be you know > Does randomizing happen after CB 17?
10:27:28 <tokai> I don't know, sorry. :)
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10:30:25 <peter1138> George, the house doesn't exist during CB 17, so there will be no random data
10:30:48 <George> Is it possible to change it?
10:32:05 <peter1138> hmm, they could be placed in var10
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10:33:10 <George> You mean place it in var 10 and then apply to the house when it is build? IMHO, that's fine
10:33:30 <peter1138> yes
10:33:38 <George> I made a feature request for that FS#3477
10:34:56 <peter1138> hehe, piggy bank
10:35:13 <George> It was just a test :)
10:35:31 <George> It should not appear ;)
10:35:51 <George> CB 17 returned 00 80 for it
10:37:23 <peter1138> the question is, are the random bits available as normal in ttdpatch?
10:37:50 <George> as normal?
10:39:44 <peter1138> the way you expected it to work to start with
10:39:59 <peter1138> does your code you posted work in ttdpatch :)
10:43:22 <peter1138> the wiki says variables are not available, so probably not
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10:53:08 <George> I do know, never tested in TTDP
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11:02:44 <peter1138> if you could do a quick test case that would be grand
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11:03:09 <peter1138> there is a patch attached to FS#3477 to do the var10 change as well
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11:08:45 <George> sorry, I do not compile, could you provide win32 executable?
11:10:41 <George> Do I understand it right, that in CB 17 I should check var 10 and disable house in case of random value 0Fh, that is used for varianth CF?
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11:30:26 <tennel> hello, i have a question about the OpenTTD logo. Stands the logo under Copyright or another license. I'm planing to print it on a t-shirt.
11:31:12 <blathijs> I think its GPL licensed, just like the rest of the sources
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11:31:53 <tennel> ok, thanks. Is it available as an SVG?
11:31:56 <Ammler> the svg version is done by a wikipedia guy afaik
11:32:14 <Rubidium> tennel: yes, see the media directory of a trunk checkout
11:32:14 <blathijs> tennel: I think there is an SVG in the source tarball
11:33:16 <tennel> ty, and have a nice day
11:35:25 <CIA-1> OpenTTD: rubidium * r18710 /trunk/src/ (4 files): -Fix [FS#3478]: the wrong town is mentioned in the error when trying to make one way roads of town owned roads
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12:25:24 <George> peter1138: test GRF provided for FS#3477
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14:33:44 <CIA-1> OpenTTD: yexo * r18711 /trunk/docs/landscape.html: -Doc: update landscape documentation about m1 (tile owner)
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16:38:05 <CIA-1> OpenTTD: peter1138 * r18712 /trunk/src/fontcache.cpp: -Fix (r5167): Spurious character spacing with free type fonts for small and large font sizes.
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17:44:16 <planetmaker> :-D @ Yexo
17:44:24 <planetmaker> same answer in the same minute to the same thread ;-)
17:44:34 <Yexo> hehe :)
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17:55:10 <CIA-1> OpenTTD: rubidium * r18713 /trunk/src/station_gui.cpp: -Fix [FS#3476]: the join station window didn't account for scrolling, so if you did scroll the station was not joined with the selected station
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17:58:51 <Eddi|zuHause> err... what? :p
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18:04:02 <fjb> The station list in the window did visibly scroll, but you always got the station that was displayed at that position in the list before you started scrolling.
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18:05:31 <CIA-1> OpenTTD: rubidium * r18714 /trunk/ (5 files in 3 dirs): -Codechange: move the TileArea struct to it's own header
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18:12:41 <CIA-1> OpenTTD: rubidium * r18715 /trunk/src/ (5 files): -Codechange: make StationFinder a subclass of TileArea
18:16:44 <CIA-1> OpenTTD: rubidium * r18716 /trunk/src/ (4 files in 2 dirs): -Codechange: pass a TileArea to FindStationsAroundTiles
18:17:44 <Eddi|zuHause> hm... it's missing the "supercool-feature" commit...
18:18:06 <peter1138> -Feature: NewFeatures
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18:18:48 <planetmaker> -Feature: Hidden Feature
18:19:10 <Noldo> now that's a commit message
18:21:16 <Eddi|zuHause> too bad it's spoiled now
18:21:19 <CIA-1> OpenTTD: rubidium * r18717 /trunk/src/ (14 files in 3 dirs): -Codechange: use TileArea in industry instead of three separate variables. Also make use of TileArea functions for determining the 'width' and 'height' of an industry.
18:27:48 <peter1138> well this lots smells of clean up to me ;)
18:27:52 <peter1138> -s
18:28:56 <Eddi|zuHause> yeah. rubidium is on a big cleaning spree this past year ;)
18:29:34 <Eddi|zuHause> but it usually ends with a "make feature XY actually useful, now that it is cleaned up" :)
18:30:21 <CIA-1> OpenTTD: rubidium * r18718 /trunk/src/ (9 files in 2 dirs): -Codechange: make a wrapper macro for looping TileAreas
18:30:54 <Yexo> this smells like something I should use in newairports, thus making it more work
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18:32:05 <peter1138> heh
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18:34:13 <CIA-1> OpenTTD: yexo * r18719 /trunk/ (10 files in 4 dirs): -Feature: don't delete the rough/rocky status of a tile when it's covered by snow, this allows rocky tiles under snow if you have a variable snowline
18:35:03 <planetmaker> yeah! :-)
18:35:15 <planetmaker> nice feature :-)
18:36:22 <frosch123> it only lacks the "do not let snow line changes hurt my eyes"-feature
18:37:02 <planetmaker> hu? say again please?
18:37:19 <planetmaker> you mean changing snow lines hurt the eyes? :-)
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18:37:59 <CIA-1> OpenTTD: rubidium * r18720 /trunk/src/water_cmd.cpp: -Codechange: simplify looping and validation of CmdBuildCanal
18:38:13 <planetmaker> why? Due to the way the tile loop works? with the stripe-like decay or emergance of snow?
18:38:16 <frosch123> don't you get dizzy when looking at a screen of grass tiles which all change their snow amount at once?
18:39:18 <planetmaker> but yes, I'm a fan of only gradual and small snow line changes. But a bit doesn't hurt :-)
18:39:29 <planetmaker> it looks a bit ugly on a big plane of the same height.
18:39:57 <CIA-1> OpenTTD: rubidium * r18721 /trunk/src/ai/api/ (ai_tilelist.cpp ai_tilelist.hpp): -Codechange: simplify adding/removing rectangles of tiles from AITileLists
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18:45:55 <CIA-1> OpenTTD: translators * r18722 /trunk/src/lang/ (10 files in 2 dirs): (log message trimmed)
18:45:55 <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
18:45:55 <CIA-1> OpenTTD: croatian - 36 changes by
18:45:55 <CIA-1> OpenTTD: finnish - 2 changes by jpx_
18:45:55 <CIA-1> OpenTTD: french - 1 changes by glx
18:45:56 <CIA-1> OpenTTD: german - 1 changes by planetmaker
18:45:56 <CIA-1> OpenTTD: greek - 36 changes by fumantsu
18:49:40 <CIA-1> OpenTTD: rubidium * r18723 /trunk/src/ (terraform_cmd.cpp terraform_gui.cpp tree_cmd.cpp): -Codechange: also simplify looping over an area when building trees, desert, rocky areas or leveling land
18:51:02 <CIA-1> OpenTTD: yexo * r18724 /trunk/src/vehicle_cmd.cpp: -Fix [FS#3475] (r17899): refitting a non-refittable vehicle to it's default cargotype failed, causing problems for AIs
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19:13:50 <Lathund> I just downloed OpenTTD and ran the game direcly from the folder. However, I dont have any icon for it, where should the missing icon be?
19:15:42 <Rubidium> what OS?
19:15:43 <Yexo> where did you expect an icon?
19:16:35 <Lathund> Ubuntu
19:17:04 <Lathund> In the GNOME panel.
19:18:16 <Rubidium> it should be in the media directory
19:19:14 <Lathund> Hm, found some icons there.
19:19:43 <Lathund> But I still get a "generic" icon in the panel?
19:23:55 <Eddi|zuHause> in which way did you install it?
19:25:21 <Lathund> I didnt. I just ran the game from the folder I downloaded.
19:25:26 <Eddi|zuHause> when i run directly from an svn-checkout i must create a symlink bin/media ../media
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19:42:42 <CIA-1> OpenTTD: frosch * r18725 /trunk/ (17 files in 6 dirs):
19:42:42 <CIA-1> OpenTTD: -Add: [NoAI] AIWaypoint::WaypointType and AIWaypoint::HasWaypointType().
19:42:42 <CIA-1> OpenTTD: -Change: [NoAI] Constructor of AIWaypoint now takes a WaypointType to also handle buoys.
19:42:42 <CIA-1> OpenTTD: -Remove: [NoAI] AIBuoyList.
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20:17:02 <PeterT> Wow, lots of revisions today
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20:23:31 <planetmaker> http://vcs.openttd.org/svn/browser/trunk/docs/landscape.html <-- are those docs somehow also accessible in a way to view them as html (and not as source)?
20:24:49 <planetmaker> I know that I can open the file locally. But I'd like to link it in a way so that it can be viewed conveniently
20:25:12 <frosch123> http://svn.openttd.org/trunk/docs/landscape.html <- that removes at least the stuff around it
20:25:26 <frosch123> now you only need to cheat the mimetypes
20:25:41 <frosch123> same for the .png
20:25:46 <planetmaker> http://hg.openttd.org/openttd/trunk.hg/raw-file/ed5d37886257/docs/landscape.html works... nvm then :-)
20:25:56 <frosch123> maybe the svn property would help
20:26:07 <planetmaker> thanks though. Oh, and thanks for the grf-checking yesterday :-)
20:26:34 <SpComb> is the base GRF set network-client-independant?
20:26:46 <planetmaker> yes
20:27:02 <frosch123> even the used palette is
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20:35:50 <rane> hey, I'm trying to use newgrf packs on a dedicated linux server (with CLI) but can't seem to figure out how, any advice?
20:36:23 <frosch123> set up the game locally with a gui, then copy openttd.cfg and the grfs to the server
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20:37:40 <planetmaker> copying the cfg might be a bad idea.
20:37:50 <planetmaker> just copying newgrf and savegame suffice
20:38:07 <planetmaker> (assuming that the server's cfg holds IP information and alike)
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20:59:37 <rane> hmm, it's complaining that it can't find the NewGRF pack
20:59:53 <rane> I copied the .tar file
21:00:13 <rane> to ~/.openttd/content_download/data
21:00:40 <rane> as it was on the windows machine
21:03:23 <Eoin> dont stick GRFs in the content_download
21:03:24 <rane> problem solved, changed backslash to forward slash
21:03:29 <Eoin> they go in the main data
21:03:32 <rane> well
21:03:42 <Eoin> oh your on linux
21:03:45 <Eoin> strange being that is :D
21:10:32 <CIA-1> OpenTTD: rubidium * r18726 /trunk/ (8 files in 3 dirs):
21:10:32 <CIA-1> OpenTTD: -Fix [FS#3463]: with non-uniform industries the 'supplies' text when building a station could be incorrect (missing a cargo)
21:10:32 <CIA-1> OpenTTD: -Change [NoAI]: AITile::GetCargoProduction now returns the number of producers and not the number of tiles of producers.
21:10:32 <CIA-1> OpenTTD: -Fix [NoAI]: AITileList_IndustryProducing would omit some tiles for at which a station would get cargo.
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21:26:58 <rane> is there any newgrf train set you would recommend for casual 2-player coop playing?
21:27:13 <Eoin> Well
21:27:17 <PeterT> Dutch Trainset, rane
21:27:20 <Eoin> do you like british trains? german trains?
21:27:27 <Eoin> north american?
21:27:29 <Eoin> or a mix of all
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21:28:28 <rane> well, no preference in that sense, just something that looks decent and has no game-breaking effects
21:28:49 <Eoin> well
21:28:56 <rane> there aren't too many engines when playing with default settings
21:28:58 <Eoin> id suggest 2CC but id probably get eaten alive
21:29:09 <Eoin> so use UKRS :D
21:29:36 <rane> does UKRS still have monorail/maglev etc. when playing on temperate?
21:30:08 <Eoin> i dont think it adds engines for it
21:30:10 <Eoin> 2CC does
21:30:14 <rane> also, I read it's not sub-arctic or sub-tropical compatible
21:30:27 <Eoin> i think
21:30:27 <Eoin> :D
21:38:30 <gathers> just tried to turn on music again and found I now need bin/gm/orig_win.obm in ~/.openttd/gm/ for the music set to be found?
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21:40:42 <gathers> but how come I don't need bin/data/orig_win.obg (or orig_win.obs) in ~/.openttd/data/
21:41:03 <Yexo> because it's already somewhere else where openttd can find it?
21:42:02 <gathers> shouldn't orig_win.obm be as well then?
21:43:06 <Yexo> I don't know where you put it
21:43:14 <Yexo> or where the installer puts those files on linux by default
21:43:30 <gathers> haven't used the installer, compiled myself
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21:44:02 <gathers> so they're found from that bin/data or bin/gm
21:44:35 <rane> by the way, what does variety distribution mean in world generation options?
21:44:49 <gathers> putting the music files (no obm) in .openttd used to work up until recenty
21:44:54 <Yexo> rane: easiest way to find out is by trying
21:44:58 <rane> I am
21:45:07 <Yexo> put it to high, generate a new map, don't change any settings, then set it to none and generate a map again
21:45:18 <Yexo> it's most visible on mountainous maps
21:47:21 <gathers> rane, two previous answers to the same question I found in chatlog: "size of landscape features roughly speaking" and "it controls whether a hilly landscape is hilly in all places or also mountainious and flat in some"
21:47:26 <Yexo> gathers: no idea, it works fine that way in my windows local compile
21:47:56 <rane> gathers: high variety would be the latter, I guess?
21:48:25 <Yexo> yes
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21:53:05 <Eoin> hmm
21:53:19 <Eoin> is there any way to compile for linux.. in windows
21:53:28 <Sacro> Yes
21:53:31 <Eoin> need linux cargodist for mate, but his linux wont compile
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21:54:04 <Rubidium> is fixing you mate's install easier than setting Windows up to compile for Linux? Quite likely
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21:54:11 <Eoin> well
21:54:16 <Eoin> welshdragon get yer arse here
21:54:46 <Rubidium> oh... you need to compile binaries for welshdragon?
21:54:48 <gathers> Yexo, nevermind what I said about orig_win.obm being needed in .openttd, I just got confused because you can't change music sets when a game is running, only from the title menu
21:54:50 <Eoin> yeh
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21:55:12 <Yexo> oh, I didn't know that either
21:55:27 <gathers> sorry for the noise
21:55:38 <Yexo> no problem at all
21:55:55 <Rubidium> Eoin: then his install isn't broken, it's just that his hardware is broken... so you'll likely get complaints that the binary you made crashes all the time
21:56:36 <Eoin> well
21:56:42 <Eoin> he has a mac
21:56:50 <Eoin> wonder if he could built it on mac
21:56:54 <Eoin> build*
21:57:08 <gathers> what linux are you compiling for?
21:57:34 <Eoin> he is doing it in ubuntu 9.1
21:57:40 <Eoin> err 9.10
21:58:14 <Noldo> shouldn't be too hard
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21:58:46 <gathers> have 9.04 but I dunno if I could build something that works for 9.10
21:59:00 <CIA-1> OpenTTD: rubidium * r18727 /trunk/src/ (7 files in 2 dirs): -Fix [FS#3480]: some invalid gender/plural indices in strings, which could eventually cause crashes.
21:59:56 <Eoin> well
22:00:00 <Eoin> It should work on 9.10
22:00:31 <Noldo> you just need a compiler and some libs
22:01:34 <glx> anyway he has RAM errors
22:01:35 <Rubidium> Noldo/Eoin: last night we have had a *very* long discussion about welshdragon's problem. It turned out that his memory is broken (so says memtest) and as a result of that gcc segfaults compiling even the most simple things
22:01:45 <Noldo> :D
22:01:47 <Eoin> you did? :O
22:01:54 <Eoin> i fell asleep at 10pm lol
22:02:16 <PeterT> oh noes, that's wayyy too early to sleep, ain't it?
22:02:19 <Eoin> so basically he cant compile it himself
22:02:34 <glx> even running it may fail
22:02:38 <Yexo> so basically he should replace his ram before he doesn anything else with his computer
22:02:53 <Eoin> or just stick to his mac
22:03:02 <Yexo> or that ^^
22:03:12 <Eoin> right, time to get him to compile on his macbook :D
22:03:38 <Eoin> my cargodist game is lonley :(
22:05:06 <PeterT> lol, mac + developing = explosion
22:06:18 <Eoin> ah dear
22:06:24 <Eoin> ill be lonley on cargodist then :D
22:07:15 <andythenorth> just compile it on the mac, it's trivial. slow, but trivial
22:07:34 <Eoin> fucking hell
22:07:38 <Eoin> my pc froze again
22:07:46 <Eoin> im healing a 25 man raid on WoW :|
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22:10:36 <__ln> http://gallery.mkkm.fi/112/helsinki/04-01-2010-raideliikenneonnettomuus/_MG_7101.jpg.php
22:10:38 <gathers> Eoin, want to help test if my timetable separation patch works on network games, with cargodist? If you could compile it for yourself that is
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22:14:02 <Eoin> Well
22:14:08 <Eoin> i have compiler set up on my pc
22:14:12 <Eoin> but it dosent seem to work :D
22:14:47 <Noldo> __ln: you can't have that on openttd because there can be no wagons without an engine
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22:15:41 <peter1138> ttp://fuzzle.org/~petern/ottd/middle.png < almost
22:15:43 <gathers> Eoin, perhaps some other time then :P
22:15:43 <peter1138> +h
22:15:51 <Eoin> well
22:15:54 <peter1138> although if it had no engine it wouldn't be able to leave the depot...
22:15:56 <Eoin> PeterT could compile it
22:16:34 <PeterT> peter1138: Your link is missing an "h"
22:16:43 <peter1138> hence "+h"
22:16:47 <Eoin> he did say +h
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22:16:58 <Sacro> what happened to /o/ ?
22:17:13 <peter1138> still there
22:17:24 <rane> is there a way to "ping" a position in the map, like say, in warcraft3 to bring players attention on some place?
22:17:32 <rane> I find signs a bit inconvenient to use
22:17:40 <Eddi|zuHause> __ln: i'm not entirely able to put my finger on it, but something in that picture looks wrong...
22:17:42 <planetmaker> scrollto x
22:17:45 <Eoin> and wtf is with your consist? :D
22:18:41 <peter1138> well it's a test innit
22:18:47 <Eoin> innit blud
22:18:54 <Eddi|zuHause> peter1138: needs a (newgrf-y) way to define that the front vehicle must be a steering wagon
22:19:44 <Eoin> PeterT: be a darling and fix my compiler when im done on WoW :D
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22:20:00 <PeterT> Eoin: Later, I have homework to do
22:20:05 <PeterT> at 6:00 PM?
22:20:06 <dragonhorseboy> hey
22:20:09 <PeterT> 12:00AM your time
22:20:13 <Eoin> sure
22:20:20 <Yexo> rane: use the land information tool to get the tileid, then use "scrollto tileid" to scroll to that tile
22:20:20 <Eoin> now, to wow!
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22:26:39 <CIA-1> OpenTTD: yexo * r18728 /trunk/src/clear_cmd.cpp: -Fix: don't mark all tiles dirty in the artic tileloop
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22:48:20 <PeterT> Alberth: Are you in here?
22:51:11 <dragonhorseboy> probably doesn't look like it?
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23:00:30 <CIA-1> OpenTTD: yexo * r18729 /trunk/src/company_gui.cpp: -Fix [FS#3427]: the lock in the company gui was only drawn for your own company
23:01:41 <Eoin> yay Yexo fixed it!
23:02:49 <PeterT> Yexo: Thanks for that
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23:12:07 <PeterT> andythenorth: You have some translators: http://www.tt-forums.net/viewtopic.php?p=845727#p845727
23:14:06 <andythenorth> PeterT: thanks
23:14:44 <PeterT> looks like some people are so obsessed with FIRS that they would take their 75 minutes to translate
23:15:17 <Yexo> ....
23:15:27 <Yexo> ever considered howmuch time creating FIRS has cost?
23:15:53 <PeterT> a lot
23:16:31 <Lakie> less than openttd?
23:16:33 <Lakie> ;)
23:16:54 <andythenorth> planetmaker: ^^ I've committed the polish language pnfo file, but I don't know how to make it available as a language?
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23:18:05 <andythenorth> also...good night :)
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23:20:23 <rane> are there any scenarios or something like that with path signals so that I could see live examples on how they function, I tried reading wiki but still don't get it when and how to use them
23:20:47 <Yexo> try downloading one of the openttdcoop savegames
23:20:55 <Yexo> they might be a bit massive but they have all kind of signalling
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23:25:48 <rane> okay, thanks
23:34:16 <rane> why are my UKRS trains going max. 96km/h regardless of higher speed reported in train information?
23:34:38 <Yexo> not enough power?
23:34:44 <PeterT> are you using coal wagons?
23:34:58 <rane> bolster wagons refitted to wood
23:35:01 <glx> wagon speed limit
23:35:19 <rane> yeah, that's it...
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