IRC logs for #openttd on OFTC at 2010-04-27
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07:58:29 <Mazur> Good Morning, Terkhen, dih, planetmaker.
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10:07:43 <PeterT> good morning Terkhen, dih, planetmaker, and Mazur
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10:16:39 <Eddi|zuHause> good morning <highlighting every person that has said anything in the last 6 hours>
10:16:58 <PeterT> good morning Eddi|zuHause :-P
10:23:02 <dih> i do enjoy being able to compile openttd in < 30s
10:27:31 <peter1138> i used to be able to in < 20s
10:27:35 <peter1138> but it's bloated a bit now
10:29:01 <ccfreak2k> dih, it takes longer to boot it on gamecube.
10:29:24 <dih> who on earth uses gamecube? ^^
10:30:10 <ccfreak2k> It doesn't have to be a gamecube. The wii can launch the binary too.
10:33:59 <Jolteon> Is there anything you can't play OpenTTD on? :p
10:34:00 <peter1138> you should see my 6502 port...
10:35:04 <Sacro> Rubidium: i have an SGI box here
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10:36:23 <Rubidium> is there sdl or allegro for irix/vms, then it'll likely work
10:40:41 <devilsadvocate> openttd runs on the wii?
10:41:12 * __ln__ has run openttd on PS3
10:41:14 <PeterT> openttd runs on devilsadvocate
10:42:15 <devilsadvocate> how is it so portable?
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10:42:51 <Eddi|zuHause> by "./configure && make"
10:43:31 <PeterT> <Sacro> that's what she said <-- ah, I see what you were referring to now :-D
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10:44:26 <ccfreak2k> devilsadvocate, I had to hack in controller support, but SDL was already mostly ported, and libogc supports a number of things itself such as mutices.
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10:49:35 <Eddi|zuHause> "controller support" means mouse movement and hotkeys?
10:49:44 <ccfreak2k> Means any kind of input.
10:50:03 <Eddi|zuHause> well, you have the osd keyboard for text input
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10:50:19 <ccfreak2k> Not unless OpenTTD contains the OSK.
10:50:36 <Eddi|zuHause> yes, click on any text input box to open it
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10:50:38 <planetmaker> you just need a mouse
10:51:21 <ccfreak2k> The controller is used for "mouse" input (joystick, A/B) and panning (d-pad).
10:51:31 <Eddi|zuHause> i'm not entirely sure how to open it in the console
10:55:18 <Eddi|zuHause> just make sure one of the keys emulates the "magic ctrl key"
10:56:47 <Eddi|zuHause> openttd uses lmb, shift+lmb, ctrl+lmb, shift+ctrl+lmb and rmb
10:57:36 <ccfreak2k> I could probably re-bind zoom to Y or something.
10:57:44 <Eddi|zuHause> rmb mostly for scrolling
10:58:04 <Eddi|zuHause> shift is for cost estimate
11:29:33 <Mazur> And ctrl for do it to area. (?)
11:30:35 <Mazur> Although there are functions missing that ability.
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12:00:14 <Eddi|zuHause> Mazur: ctrl has all kinds of magic behaviour
12:00:29 <Eddi|zuHause> Mazur: basically every button has a second meaning with ctrl
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14:47:29 <Eddi|zuHause> hey, i love the conclusively commented ttdp code :p
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15:40:14 <Eddi|zuHause> i think these flies are multiplying...
15:40:26 <Eddi|zuHause> each time i catch one, there appear two more...
15:41:15 <Eddi|zuHause> yeah, i wonder where those are... i usually have several spiders
15:41:28 <Terkhen> teach your cats to catch them
15:42:47 <Eddi|zuHause> they know that, but they are horribly inefficient
15:43:20 <Eddi|zuHause> actually, they seem to love doing that ;)
15:44:15 <Terkhen> yeah, mine aren't terribly efficient either
15:44:33 <__ln__> however, mines would be
15:48:25 <__ln__> say, an anti-tank mine against any number of flies.
15:49:58 <Terkhen> you'll need a great number of flies to trigger the mine
15:50:43 <__ln__> a mine can be remotely triggered using wires, if necessary
15:51:52 <DJNekkid> are there any keybard-shortcut to open the newgrf window when a game is started?
15:53:06 <__ln__> i've listened to an anti-tank mine explode at about 500 meters distance. was noisy.
15:53:09 <DJNekkid> ctrl-alt-n or something :) (a'la cheat)
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15:56:58 <Eddi|zuHause> DJNekkid: revive the customizable shortcuts patch
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17:20:23 <frosch123> hmm, planetmaker: are you using a 32bpp blitter?
17:20:43 <frosch123> and btw. the spritepicker has nothing to do with "tiles"
17:26:40 <frosch123> ah, i remember, pitch was in pixels, not in bytes
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17:30:18 <CIA-6> OpenTTD: frosch * r19732 /trunk/src/gfx.cpp: -Fix [FS#3802]: Spritepicker failed for 32bpp blitters due to pitch measured in pixels rather than bytes.
17:32:22 <CIA-6> OpenTTD: frosch * r19733 /trunk/src/newgrf_debug_gui.cpp: -Change: Set var 60+x parameters in the inspect window per feature.
17:36:53 <__ln__> fkh: "lol" is not punctuation, and cannot be used to end a sentence.
17:37:17 <fkh> __ln__ this is irc not a document
17:38:07 <__ln__> fkh: do you have any evidence to back up your claim?
17:41:49 * Belugas backs up __ln__ claims
17:46:10 <CIA-6> OpenTTD: translators * r19734 /trunk/src/lang/ (14 files in 2 dirs): (log message trimmed)
17:46:10 <CIA-6> OpenTTD: -Update from WebTranslator v3.0:
17:46:10 <CIA-6> OpenTTD: traditional_chinese - 10 changes by josesun
17:46:10 <CIA-6> OpenTTD: croatian - 3 changes by UnderwaterHesus, VoyagerOne
17:46:10 <CIA-6> OpenTTD: dutch - 2 changes by habell
17:46:11 <CIA-6> OpenTTD: finnish - 2 changes by jpx_
17:46:11 <CIA-6> OpenTTD: french - 2 changes by glx
17:59:36 * andythenorth wonders if "Newgrf debug tools" means the version is bumped to 2.0? Then that particular thread could be locked :P
18:00:55 <Eddi|zuHause> what a great idea :p
18:01:06 <andythenorth> I got all I wanted from 2.0
18:01:25 <andythenorth> I guess we can't ship "2.0" without documentation :|
18:01:49 <peter1138> you didn't want... road types...? ;p
18:01:58 <Rubidium> peter1138: no, only for 10.0
18:02:04 <peter1138> that's more likely :)
18:02:06 <andythenorth> want yes. expect to get soon? No
18:02:20 <andythenorth> anyway, if road types ships, it just adds to my backlog of 'newgrf todo'
18:04:02 <andythenorth> Ship smoke for 2.0?
18:04:30 <dih> rephrase: pathfinding of ships sucks
18:05:00 <andythenorth> yeah, they don't follow coasts or anything, and they pay no attention to tides and currents :P
18:05:56 * andythenorth has been awake since 2.30am and working most of that time
18:06:09 <andythenorth> sense may be even less than usual
18:10:06 <enr1x> there are some spelling errors in the catalan set name for the station and town names for openttd. as i am native catalan speaker, i'd be happy to check them
18:10:11 <enr1x> is there any way to do it myself?
18:16:13 <frosch123> checkout the source, edit src/table/townname.h and submit the diff :)
18:18:27 <__ln__> whether such a patch would be accepted is not 100% certain.
18:18:46 <enr1x> it's just spelling mistakes
18:19:15 <enr1x> you guys can have a look at it and decide, obviously
18:19:53 <frosch123> __ln__: why would it not?
18:19:59 <__ln__> i'm just an innocent bystander and no control over what is accepted and what not, though.
18:20:21 <__ln__> frosch123: because changing town name generator's output affects on old games also.
18:22:04 <frosch123> if you mean the conflict with custom names, that check should have been removed from everywhere
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18:23:16 <__ln__> i don't know how bizarrely it works internally, i've just been told earlier by devs that town name generators cannot be changed in order to avoid changing existing names in savegames.
18:23:45 <frosch123> you cannot add/remove names
18:25:13 <__ln__> can i change all names as long as the max number of permutations remains the same?
18:25:53 <frosch123> i guess it also checks for duplicates, so make sure there is only one way to create a specific name
18:26:47 <frosch123> and don't start replacing name with completely different ones
18:27:25 <__ln__> a-ha, so that would cause trouble after all?
18:30:40 <Belugas> see? i'm confused now
18:31:04 <__ln__> may i ask why can't the generated names be saved as text when the game begins? that way modifying the generator would not mess stuff up.
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18:33:19 <__ln__> let me guess, "because that's the way it was in TTD"
18:33:54 <Eddi|zuHause> the german town name generator was different in TT(D), now i don't find stuff anymore when loading ancient savegames
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20:06:40 <andythenorth> planetmaker: FIRS won't build for me, stuck on dependencies
20:06:47 <andythenorth> make: *** No rule to make target `Makefile.dep', needed by `depend'. Stop.
20:06:59 <andythenorth> I've deleted the .dep file (which usually fixes this)
20:07:06 <andythenorth> I've also used make clean etc
20:17:58 <andythenorth> planetmaker: solved. missing file
20:19:38 <Markk> Can you build new citys in a ongoing game? i have a weak memory of that.
20:22:09 <frosch123> hmm, there is no wiki article about it :(
20:22:34 <frosch123> so: you need to enable it in advanced settings, and then the option is in the dropdown of the same button as townlist
20:27:45 <Markk> Can create a wikiarticle about it.
20:28:29 <frosch123> that would be very welcome :)
20:44:53 <planetmaker> <frosch123> hmm, planetmaker: are you using a 32bpp blitter? <-- yes, I do.
20:46:45 <frosch123> btw. you do not click on tiles with the tool. you click a pixel and get all sprites overlapping with that pixel. so you also get gui sprites and effect vehicles and such. however, it does only consider the spritebounds and not the transparency.
20:48:56 <planetmaker> yeah. But as I wrote, I got completely unrelated things ;-)
20:49:05 <planetmaker> But you probably refer to tt-ms...
20:49:30 <frosch123> not unrelated, just a three quarter to the left :p
20:49:42 <planetmaker> :-) well... that is / was my explanaition why the debug tool is in the land area information
20:50:38 <planetmaker> he :-) I figured somewhat to the left. But... I didn't figure what exactly as not all those sprites IIRC could be overlapping one single pixel
20:51:00 <planetmaker> at least I wouldn't expect two ground tiles to do so... hm... maybe.
20:51:18 <frosch123> as i said: only sprite bounds, no transparency
20:52:23 <frosch123> (and changing that would need special code for every blitter)
20:54:25 <Eddi|zuHause> there should (almost) always be two ground sprites overlapping
20:54:59 <planetmaker> Eddi|zuHause, now that I said it, I realized that, too ;-)
21:18:17 <planetmaker> frosch123: that's still mighty weired.
21:18:27 <planetmaker> I now got a list which is only four different trees
21:18:31 <planetmaker> which is highly unlikely
21:19:11 <frosch123> usually you should get at least one groundtile :)
21:19:34 <frosch123> well, it works for me :p
21:22:09 <Rubidium> tralalalalosxlalalalalaislalalalalnotlalalalalalasupportedlalalalalala
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21:47:03 <planetmaker> hm... now I have two cursor sprites
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