IRC logs for #openttd on OFTC at 2010-04-28
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00:00:09 <PeterT> Read the topic, btw ;-)
00:00:25 <PeterT> the very last section :-)
00:00:25 <azulreus> but....i read the topic!
00:00:51 <azulreus> and....ai haven't a solutions to my problem
00:00:52 <PeterT> "Don't ask to ask, just ask"
00:01:09 <PeterT> azulreus: just ask your question, is what I meant.
00:01:19 <azulreus> do y now a channel Brazillian language?
00:01:36 <azulreus> sorry ..my vocabulary england...is very small ...
00:01:50 <PeterT> It's ok, try your best
00:02:53 <azulreus> -> i have the ...one "little-big" problem .....kkk
00:03:14 <azulreus> i user of -> Sidux ...debian based
00:04:23 <azulreus> and....yesterday the audio player ...Jokey de Mp3 ...and no have problema
00:04:50 <azulreus> but today ..to turn on de pc...simple..-> no audio
00:04:56 <PeterT> Ok, see known-bugs.txt
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00:05:23 <azulreus> i tried pulseaudio....and hard other metods....
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01:15:09 <Triglo> I am a fairly new ttd player. Anyone mind taking a look at one of my games and offering some pointers?
01:35:18 <theholyduck> it has alot of good tips
01:36:37 <theholyduck> it doesnt show corner length entirely sanely
01:36:41 <theholyduck> but it does give good tips
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06:50:15 <Terkhen> hmm... you are missing a g in debugging
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06:57:49 <peter1138> that first image is too wide
06:58:03 <peter1138> it is dumped below the box for the 'manual'
07:06:03 <DorpsGek> dih: I have not seen zottd.
07:06:15 <DorpsGek> dih: zodttd was last seen in #openttd 1 week, 4 days, 21 hours, 13 minutes, and 24 seconds ago: <zodttd> Cool. I don't mind code being refactored at all. :D
07:06:18 <planetmaker> peter1138: not here ;-)
07:06:50 <dih> anybody know how that kid's coming along? and his/her project?
07:07:32 * Terkhen tries to compile a minimal kernel again
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15:36:47 <Vampier> I'm trying to emulate the Panasonic a1-gt in openMSX
15:36:57 <Vampier> but I can't get it to work
15:37:39 <Vampier> something about roms not found
15:39:00 <SmatZ> this is not the openMSX you are looking for
15:39:51 <SmatZ> this is #openttd, and here OpenMSX is a open media music set
15:40:18 <Vampier> so how do I get the thing to work
15:40:56 <Vampier> Media Standard eXtention
15:42:07 <Vampier> why would you call it openmsx too?
15:42:12 <Vampier> that doesn't make any sense
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15:46:17 <Rubidium> Vampier: the number of permutations of 7 letters is quite limited
15:47:04 <Rubidium> and there are many many other "collisions"
15:47:20 <Vampier> Rubidium: I'm just pulling you guys legs
15:48:01 <Vampier> it's quite funny to see hits on the openMSX forums for people looking for openttd
15:48:25 <Vampier> I'm an openMSX (emulator) team member
15:49:04 <Vampier> I'm now following a quick tutorial on openTTD (youtube)
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15:51:03 <planetmaker> you're missing your nose, SmatZ ;-)
15:51:32 <Rubidium> oh noes... you made him wear his clown nose
15:51:41 <Vampier> ^_^ I had installed openTTD for quite some time on my computer, never got around playing it long enough to build something decent. This is more fun than sim city
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16:11:09 <Ammler> planetmaker: doesn't support openmsx?
16:12:35 <Ammler> planetmaker: read a bit back (Vamp1er)
16:14:30 <planetmaker> yes, I read that. But... I do support OpenMSX. Or one of those :-P
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17:24:37 <Guest1611> Is there an easy way to compile against curl?
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17:45:49 <CIA-6> OpenTTD: translators * r19735 /trunk/src/lang/ (7 files): (log message trimmed)
17:45:49 <CIA-6> OpenTTD: -Update from WebTranslator v3.0:
17:45:49 <CIA-6> OpenTTD: italian - 3 changes by lorenzodv
17:45:49 <CIA-6> OpenTTD: lithuanian - 6 changes by Devastator
17:45:49 <CIA-6> OpenTTD: luxembourgish - 3 changes by Phreeze
17:45:51 <CIA-6> OpenTTD: brazilian_portuguese - 26 changes by Tucalipe
17:45:51 <CIA-6> OpenTTD: russian - 4 changes by Lone_Wolf
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17:54:01 <Belugas> we use it in ottd now?
17:54:54 <Guest1611> I came up with a hack for it
17:55:24 <Guest1611> I added -lcurl somewhere, and I managed to get a message to Twitter
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17:56:35 <planetmaker> Guest1611: you can reach the same probably already by hacking one of those wrapper scripts
17:56:48 <planetmaker> or rather not hacking but making a small plug-in for them
17:57:06 <KenjiE20> also curl method's only good for the next couple months
18:01:00 <planetmaker> peter1138: IIRC there a changes to the twitter API announced
18:01:52 <KenjiE20> basic auth is being dropped in favour of oAuth
18:04:05 <planetmaker> did someone test the sprite picker tool with the 32bpp-anim blitter? Does it work as intended?
18:09:14 <peter1138> not like there's any proper set of 32bpp sprites to use...
18:09:22 <planetmaker> well. It doesn't work for me as I hope.
18:09:44 <planetmaker> But it doesn't work for me with that blitter enabled even if I don't have any 32bpp sprites
18:10:04 <peter1138> so don't use that blitter
18:10:24 <planetmaker> I seem to get "random" sprites displayed. But "don't use"... doesn't sound like a satisfying solution ;-)
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18:11:18 <peter1138> maybe it just doesn't work :P
18:15:11 <planetmaker> peter1138: yeah, but that's what I'm asking: doesn't it work or does it only not work for me? :-)
18:16:26 <d1gdug> i have a technical question on openttd, i was a ttdpatch player and recently i wanted to return to play this fantastic game, so i decided to try openttd
18:16:52 <peter1138> i don't know, i've never looked at it
18:17:33 <planetmaker> d1gdug: technically you're in the right channel then ;-)
18:17:51 <d1gdug> basically when i was playing on ttdpatch, i was heavily using "Automatic creation of presignal setups"
18:18:25 * planetmaker wonders what qualifies as "Automatic creation of presignal setups"
18:18:27 <d1gdug> when a train enters the block the signals are all automatically changed to presignals or PBS
18:18:47 <planetmaker> not implemented (nor will it, I think)
18:19:02 <planetmaker> path signals in OpenTTD work differently from TTDP's
18:19:14 <planetmaker> fundamentally different, so I am told
18:19:33 <d1gdug> really ? i ahve to read the wiki and the manual a bit more
18:19:54 <planetmaker> place a path signal only where I want to allow a train to stop
18:20:03 <planetmaker> no entry or exit signals required for that
18:21:36 <d1gdug> i'm still convinced that a button that automatically converts blocks to pre-signals could be a good idea and would speed up network constructions
18:22:09 <planetmaker> d1gdug: you can cycle through all signals types by just ctrl+click on a signal
18:22:40 <planetmaker> and honestly: I'd be anything but delighted to see your proposal implemented, if I could not get rid of it by default
18:23:15 <planetmaker> there's no gain to have everything path-signaled as you only place them at the entry of such block
18:24:06 <d1gdug> sure, i understand that, that's why i was thinking about a button and not automatic conversion like ttdpatch
18:25:05 <planetmaker> I don't quite understand how it would work though and where it is of use :-)
18:25:16 <peter1138> openttd path signals don't work in blocks
18:25:17 <planetmaker> If I build something I can chose the proper signal straight away...
18:25:23 <peter1138> so automatic conversion wouldn't work
18:25:43 <peter1138> i make everything path signals :p
18:25:59 * planetmaker only places path signals where needed
18:26:05 <planetmaker> otherwise I use normal signals
18:26:31 <peter1138> normal signals were only left in for savegame compatibility...
18:26:41 <peter1138> sorry, old block signals
18:27:37 <d1gdug> oh, ok, thanks guys, i think that the best thing to do is to go and play openttd a while and see how it feels different from ttdpatch :D
18:28:06 <d1gdug> the larger map is really impressive :D
18:28:25 <peter1138> and smaller maps, don't forget :p
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18:43:45 <frosch123> /* virtual */ int GetBytesPerPixel() { return 5; } <- no wonder, it fails :/
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18:45:42 <frosch123> it was not reopened, was it?
18:46:03 <frosch123> but yes, i already fixed a bug yesterday in the same line :p
18:46:33 <SmatZ> it wasn't reopened, but pm asks for reopen :)
18:49:41 <SmatZ> frosch123: how do I access "spritepicker"?
18:50:04 <frosch123> enable newgrf_developer_tools, and then under the landinfo menu
18:50:38 <SmatZ> I guess it works only for newgrfs then :)
18:51:10 <frosch123> what do you have in mind?
18:52:18 <planetmaker> it works for all sprites. :-)
18:53:53 <planetmaker> frosch123: seems to work fine with 32bpp-anim with that diff :-)
18:55:40 <planetmaker> SmatZ: I don't mind, if grf developer are called newgrf developer :-P
18:55:55 <planetmaker> (as long as the tools work for them, too ;-) )
18:58:32 <peter1138> SmatZ is a weird chap who doesn't use any
18:58:42 <peter1138> and uses old acceleration too!
19:01:01 <SmatZ> I used old acceleration model in my old games, and I use those for occasional testing ;)
19:05:34 <andythenorth> electricity just keeps getting suggested. Maybe I should just go ahead and implement it in FIRS?
19:06:39 <Belugas> don't rely on suggestions. Just do what your guts are telling you to do. You're the boss. You're the Master of the Plan. The rest is just "Buzz Of The Day"
19:06:54 <peter1138> ALL THE BEST FREAKS ARE HERE
19:07:42 <andythenorth> My guy says eliminate the power station in FIRS. It's pointless
19:08:24 * SmatZ says "nay" to industries that never disappear when not supplied
19:08:35 <andythenorth> no power stations == no electricity problem?
19:08:47 <Terkhen> electricity implementation seems too much work for something that will not move around :P
19:09:07 * SmatZ plays SimCity 2000... and thinks about OpenSC2k
19:09:25 <peter1138> SmatZ, lincity? hehe
19:09:36 <SmatZ> peter1138: it's too far from perfect :(
19:09:49 <SmatZ> my girlfriend listens to marillion :)
19:11:54 <SmatZ> last.fm is no longer free here :(
19:12:27 <peter1138> i never play tunes from it
19:12:28 <andythenorth> so no power station....no wind turbines either! :|
19:13:54 * planetmaker would like the wind turbines... :S
19:14:09 <Terkhen> me too, they look nice :)
19:14:17 <andythenorth> but what is their purpose? :P
19:14:23 <andythenorth> they produce nothing
19:14:27 <planetmaker> wasting eng. supplies
19:14:56 <planetmaker> or let them produce engergy cells
19:14:59 <Prof_Frink> Wind turbines instead of transmitters?
19:15:16 <andythenorth> can't someone knock up an implementation of NewObjects?
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19:17:42 * Belugas started it, almost did it, but got ... rerouted somewhere else
19:18:19 <peter1138> hurr, two jean-michel jarre tracks in a row
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19:19:33 <CIA-6> OpenTTD: frosch * r19736 /trunk/src/gfx.cpp: -Fix [FS#3802]: Spritepicker still failed for 32bpp-anim blitter.
19:19:40 <Belugas> SmatZ, just download the Bloody Time Zones catalog. That's all that matter!
19:20:45 <Belugas> and if last.fm asks for a fee, i know a place where it's always free
19:21:38 <planetmaker> outch... last.fm's German translation could be better... :-)
19:22:02 <planetmaker> song title last made love to: ... (if litterally translated back into English)
19:24:15 <andythenorth> apart from eye candy, this is the other reason for wind farms:
19:25:27 <peter1138> "Iceweasel prevented this site from opening a pop-up window"
19:25:39 <andythenorth> yes, they do try and make money from ads :P
19:26:58 <andythenorth> maybe DanMacK can be persuaded to draw wind turbine wagons
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19:37:56 <Terkhen> it does not sound like a cargo that would be transported frequently
19:38:26 <andythenorth> no, it's a micro-management challenge
19:38:32 <andythenorth> occasionally that might be fun :)
19:38:40 <planetmaker> They just inaugurated a large off-shore windpark up North here...
19:38:50 <Eddi|zuHause> andythenorth: subtype of engineering supplies?
19:38:51 <planetmaker> I guess quite some of those things needed transporting :-)
19:39:04 <andythenorth> Eddi|zuHause: yep
19:39:14 <Eddi|zuHause> planetmaker: around here, those are typically transported by truck
19:39:24 <planetmaker> Eddi|zuHause: here, too.
19:39:30 <planetmaker> But hardly to an off-shore place :-P
19:39:48 <planetmaker> And I'd assume in those quantities they used some rail, too. But I don't really know
19:40:39 <planetmaker> but actually trucks shipping around wind turbine parts are not too infrequent tbh
19:41:48 <Eddi|zuHause> yeah, they had some every few weeks for a while
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19:41:59 <andythenorth> round about 1990 I usually get a bit bored just building routes. I think a micro-challenge might be fun
19:42:22 <andythenorth> especially if there was a goals framework....
19:42:23 <Eddi|zuHause> i quickly get bored by excessive micro management
19:42:47 <Eddi|zuHause> especially if it has no effect
19:43:11 <andythenorth> but "Deliver 2000t of ENSP to Foobar windfarm" might be fun for a bit
19:43:55 <Eddi|zuHause> like i said previously, these goals should replace subsidies
19:44:25 <Terkhen> yeah, subsidies are boring
19:44:54 <andythenorth> I haven't used a subsidy since 1894 :P
19:45:29 <SpComb> hmm, autosep is hit by the command.cpp changes
19:47:51 <planetmaker> hmpf... the appendix proves to be the major reading :S
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20:10:05 <andythenorth> zeppelins delivering ENSP in 2009. Pikka style :)
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20:18:26 <Nite_Owl> Scenario editor -> land generation tool -> reset landscape -> is supposed to remove all user placed stuff (rails, roads, stations, etc) but it throws an assert/crash dealing with tunnels and bridges
20:19:20 <Nite_Owl> this is when a .sav is changed to a .scn and then loaded as a scenario
20:19:32 <Nite_Owl> is this a known problem
20:19:47 <planetmaker> Nite_Owl: maybe. Depends upon version. Try in newest
20:19:58 <planetmaker> something like that was recently fixed
20:20:15 <planetmaker> then try nightly :-)
20:21:07 <Terkhen> IIRC that was the nightly with broken bridges
20:21:15 <Terkhen> should be fixed in latest nightly
20:22:30 <Rubidium> next time give the right version on the first try
20:22:42 <Nite_Owl> tried to answer a question about that on the forum but wanted to test it first
20:24:20 <SpComb> am I the only one with buggy rmb scrolling under VirtualBox?
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20:29:25 <Belugas> ho... ho... ho... that song... the Haaaaaa Factor!!!!!
20:32:49 <Nite_Owl> Works now - thanks again
20:33:29 <peter1138> woah, was that really 2008? :s
20:44:00 <Belugas> tempus fugit, sir Nelson, tempus fugit...
20:48:34 <Belugas> bad cat... mhh... exquisite :D
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20:49:17 <Belugas> is it bad or bat??? you wrote bat, but I swear it's bad
20:51:15 <Belugas> better than no song :)
20:52:32 <Belugas> and it's marvelous :)
20:53:59 <Belugas> now that's what can be called a Song. A Hymn. A Trademark. A Milestone!
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21:11:05 <peter1138> hurr, that's annoying
21:13:11 <peter1138> pc locked up proper like
21:18:14 <__ln__> "es gibt ein X in der nähe" oder "es ist ein X in der nähe"?
21:18:37 <peter1138> where's my breakfast?
21:20:52 <__ln__> it's hardly breakfast time yet
21:22:54 <Nite_Owl> depends on your time zone
21:23:48 <__ln__> a decent britishman synchronizes breakfast times only with GMT
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21:40:50 <__ln__> 00:18 < __ln__> "es gibt ein X in der nähe" oder "es ist ein X in der nähe"?
21:43:40 <__ln__> what's the almost part?
21:44:27 <__ln__> ja, natürlich, aber es ist irc :/
21:46:10 <__ln__> ein deutsch hat heute gesagt, daß finnen "es gibt" zu oft sagen, und daß "ist" besser wäre.
21:46:54 <Eddi|zuHause> that is my feeling as well ;)
21:49:05 <Eddi|zuHause> if i try to put my intuition into words, i'd say you use "gibt" when X is far away, and "ist" when X is near
21:50:12 <__ln__> okay, that makes some sense
21:50:23 <Eddi|zuHause> like in "Es gibt ein Museum in München", but "Da ist eine Parkbank dort drüben"
21:53:29 <__ln__> better not think with the english 'there is' construct in mind then, 'cause it would mislead
21:56:50 <__ln__> another german thing learned about this week: knocking on the table
21:57:05 <Eddi|zuHause> yeah, they do that ;)
21:57:56 <SpComb> I don't think I've ever actually witnessed any germans doing that
21:58:08 <Eddi|zuHause> it's customary to knock on the table when lots of people are sitting around it, and you don't want to greet everyone individually
21:59:00 <Eddi|zuHause> especially if you don't know the people very well
21:59:09 <__ln__> and also something like in a university context after a presentation, instead of applause
21:59:23 <Eddi|zuHause> oh, that, yeah, that as well :)
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