IRC logs for #openttd on OFTC at 2012-01-14
            
00:05:06 <Eddi|zuHause> Yexo: prblem with a script to check compiling is that it actually has to compile stuff... i don't think oberhümer has actually a compile environment set up
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00:06:17 <Eddi|zuHause> and i don't often make a full compile either, because sometimes i'm tremendously impatient
00:09:55 <Wolf01> 'night
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02:47:44 <Stimrol> !help
02:47:44 *** Stimrol was kicked by DorpsGek (Wrong channel. Retry in #openttdcoop.)
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03:16:01 <Stimrol> I am looking for help enableing newgrf industrial set on my server, I have loaded it and it works on singleplayer but not on multiplayer
03:16:57 <Stimrol> I have been looking on google for some hours how to do it, but cant find anything about doing this on server
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03:18:42 <Stimrol> so none of the 100 hundred people want to help me?
03:18:56 <Stimrol> or even point me in another direction
03:27:28 <Eddi|zuHause> you expect everyone to jump out at 4AM?
03:28:05 <Eddi|zuHause> anyway, the easiest method is making a savegame in single player, and uploading it to the server
03:31:42 <Stimrol> thanks, I will try this. I was just beting on different time-zones :)
03:33:46 <Eddi|zuHause> this community is like 90% european
03:34:17 <Stimrol> ahh, ok. Me too, but I will know this the next time :)
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08:20:40 <Terkhen> good morning
08:20:50 <coldgold> hey
08:21:53 <coldgold> im new here so how do you post a saved game onto here?
08:23:18 <Terkhen> you have to upload it somewhere... I don't know any good sites for that except megaupload-like sites
08:23:38 <Terkhen> if you want to get more feedback you can always create a thread at the forums and then link your post here
08:24:20 <coldgold> so is it kinda hard to download?
08:25:42 <Terkhen> not from the forums, the other sites force you to wait which is a PITA
08:26:14 <Terkhen> so I would create a thread at the forums, that's the simplest way and more people can give you feedback (I don't know what you want to do with the savegame, though)
08:34:48 <planetmaker> in the forums I'd attach the savegame directly
08:35:14 <planetmaker> most other sites are indeed annoying as hell ;-)
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08:36:11 <Terkhen> I guess we'll never know :P
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09:35:13 <Wolf01> morning!
09:36:06 <Terkhen> good morning Wolf01
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09:53:50 <andythenorth> morn
09:54:08 <Terkhen> hi andythenorth
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10:03:08 <andythenorth> planetmaker: you beat me to a reply - but dredging site has a dock in my game
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10:03:20 <andythenorth> it has no other way to provide a station
10:03:20 <planetmaker> hm, really?
10:03:46 <andythenorth> only one way to do it ;)
10:05:23 <planetmaker> yes, I DID check ingame. But it was shown too way above the crane so I didn't see it
10:06:03 <andythenorth> is the green bouy visible enough?
10:06:08 <andythenorth> that could be improved if needed
10:06:25 <Jogio> hi
10:06:28 <andythenorth> it's green on blue
10:06:59 <Jogio> planetmaker I have registered as translator now :-)
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10:07:39 <planetmaker> http://imagebin.org/193544 <-- easy to not see the dock, andythenorth
10:07:43 <planetmaker> great, Jogio
10:08:01 <andythenorth> I could make it red, or yellow.
10:08:03 <planetmaker> Unfortunately I've not yet found time to reply to the last postings
10:08:12 <planetmaker> andythenorth: wouldn't help, if you look at my screen ;-)
10:08:28 <andythenorth> could move the tile in the layout?
10:08:34 <Jogio> No problem
10:08:36 <planetmaker> might help, yes
10:08:42 <andythenorth> but then ships will load *over* the barge, iirc
10:08:56 <planetmaker> yes, I guess. Which looks... guly
10:08:58 <planetmaker> *ugly
10:09:05 <andythenorth> guly
10:09:08 <andythenorth> indeed
10:09:20 <andythenorth> I heard about NewStations once?
10:09:22 <andythenorth> :P
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10:09:40 <planetmaker> :-P
10:10:19 <Jogio> How do you know how long a string can be, to be displayed correct?
10:11:08 <Jogio> are the strings saved in a txt datei somewhere for the installed game?
10:11:22 <Jogio> I could change it and look ingame
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10:11:39 <andythenorth> could swap the bouy for a boat
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10:14:53 <Jogio> andythenorth you are author of FIRS newgrf?
10:15:01 <andythenorth> one of
10:15:36 <Jogio> Jeah I play with FIRS in my actual game
10:15:45 <Jogio> good work:-)
10:15:49 <andythenorth> :)
10:16:04 <andythenorth> there a several others who also author
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10:24:33 <planetmaker> Jogio: you need to get strgen. Then you can compile the text files into language files
10:25:01 <planetmaker> http://www.openttd.org/en/download-strgen
10:25:04 <Jogio> ok
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10:32:43 <Yexo> Jogio: the maximum string length depends on where it is used
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10:54:01 <planetmaker> Jogio: I went through all our strings again and replied in the forums
10:54:13 <planetmaker> Do you care to update the translations where needed?
10:54:35 <planetmaker> In the strings under discussion... use your own judgement then ;-)
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11:05:50 <Jogio> ok thanks planetmaker
11:08:14 <Jogio> I will change all in the webtranslator tool when I get managed to compile to a language file and test ingame if it fits
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11:42:40 <Muxy> Hello Tycooners
11:43:27 <Muxy> about admin protocol, is there someone here who's using it ?
11:46:43 <Yexo> I think so
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11:54:20 <Muxy> yexo: you ?
11:54:30 <Yexo> no
11:54:38 <Yexo> @topic get -3
11:54:38 <DorpsGek> Yexo: Don't ask to ask, just ask
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11:54:46 <Yexo> ^^ please follow that
11:54:59 <Muxy> Yexo: ah ouais
11:55:29 <Muxy> i'm just asking if someone is using admin protocol on admin port
11:56:07 <Yexo> I'm sure a few people are using that. Was that really the information you wanted?
11:56:39 <Muxy> yes kind of
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11:57:18 <Yexo> there have been a few libraries. Also some questions have been asked in the forum about it by people attemting to use it
11:57:21 <Yexo> ....
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13:07:47 <Jogio> i see errors, not good
13:08:21 <Alberth> unless you are translating error messages, indeed ;)
13:08:33 <planetmaker> :-P
13:08:35 <Jogio> haha
13:08:38 <planetmaker> valid point, Alberth ;-)
13:09:12 <Jogio> they are still untranslated ^^
13:09:46 <Jogio> "/english.txt:4461: error: Undefined command 'TINY_FONT'"
13:10:09 <Jogio> many many errors like this
13:13:50 <Alberth> looks like an unlikely error to me (that is, there is probably something else wrong)
13:15:39 <Jogio> hmm yeah. maybe the file has a false text format
13:16:19 <Rubidium> or the strgen is too old
13:16:30 <Jogio> all things strgen don't understand have a "_" in it
13:16:31 <Rubidium> I guess it was not moved to the new compile farm
13:16:53 <Jogio> this was not a smiley
13:16:55 <Jogio> ^^
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13:17:22 <Jogio> "_"
13:17:48 <Alberth> turn off your auto-smiley plugin :)
13:17:57 <Jogio> i invented a new smiley, don't use its copyrighted by me
13:18:00 <Jogio> "_"
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13:30:11 <peteris> is there any configuration flag to point different .openttd directory? Or have to stick with symlinks for that?
13:30:28 <Alberth> yes
13:30:54 <Alberth> run openttd with -h to get a dump of options
13:32:41 <peteris> Alberth, but there's just for configuration file, I was looking to point to whole .openttd directory
13:32:58 <peteris> I need that because I run several different openttd versions
13:33:19 <planetmaker> why does the rest matter except cfg?
13:33:51 <Alberth> you can share the .openttd stuff, just put the config file next to the program
13:33:55 <planetmaker> isn't it even an advantage to have all newgrfs, ais and scenarios only once on your machine (desktop or server)
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13:35:44 <Alberth> peteris: why don't you want to share the .openttd directory?
13:36:49 <planetmaker> on #openttdcoop we specifically share the .openttd dir and just use a different cfg
13:38:19 <Ammler> we do not share .openttd, we use the working dir, imo
13:38:31 <planetmaker> and symlink .openttd
13:38:42 <Ammler> .openttd is used to get data
13:38:54 <planetmaker> that's the point...
13:38:58 <Ammler> but saves, screens etc go to working dir
13:40:47 <peteris> Alberth, because versions are totally different, like 1.1.0 32bit models EZ version and trunk version? :) They complain about each other quite much :)
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13:42:47 <Alberth> ouch, custom builds :(
13:42:56 <planetmaker> peteris: and where does the .openttd come into play there?
13:43:24 <Alberth> Section 4.2 of the readme explains how the program looks for the directory
13:43:25 <planetmaker> you just need a different cfg
14:03:14 <CIA-1> OpenTTD: rubidium * r23798 /tags/1.1.5/ (10 files in 4 dirs): -Release: 1.1.5
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14:43:38 <Elukka> http://i195.photobucket.com/albums/z113/Elucca/yard.png
14:43:40 <Elukka> so many tracks
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16:19:22 <appe_> hm, on my dedicated server, how do i change parameters while its running?
16:20:50 <planetmaker> via rcon
16:20:54 <appe_> hm, ok
16:20:59 * appe_ reads up
16:21:00 <planetmaker> rcon set xy ab
16:21:11 <planetmaker> rcon set max_trains 1500
16:21:28 <planetmaker> maybe I'm missing some "
16:22:12 <appe_> blast, i have replaced my rcon password
16:23:48 <planetmaker> right. It will need a password. I'm used to only using it via ap+ which does that for me
16:24:44 <appe_> :)
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16:25:14 <appe_> ill just re-check the config file
16:28:13 <Ammler> if you use ap+, use !rcon via irc
16:40:51 <glx> rcon password "command with spaces"
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16:52:23 <appe_> ah, i see
16:52:31 <appe_> since, the rcon passord wasnt specified in the config
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16:53:09 <Ammler> rcon via irc does direct console manipulations, so you don't need rcon for ap+
16:57:17 <glx> if there's no rcon password in cfg, rcon is unavailable
16:57:27 <glx> password is required
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17:09:03 <__ln__> shall i spoil the latest episode of Dexter?
17:10:16 <Terkhen> the answer to shall I spoil... is always no
17:10:23 <Terkhen> in this particular case I'm still at the 2nd season
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17:12:40 <__ln__> plenty of good stuff left to watch then
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17:18:40 <dnicholls> evening all
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17:22:41 <Terkhen> yup
17:22:43 <Terkhen> hi dnicholls
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17:25:31 <planetmaker> hi dnicholls
17:29:30 <dnicholls> planetmaker: re VAST, better to talk about it in devzone channel?
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17:30:55 <planetmaker> probably
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17:55:35 <NonNobisSolum> hi
18:01:55 <Alberth> hi
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18:21:38 <Eddi|zuHause> __ln__: that's a fine way to get permbanned anywhere...
18:27:40 * Jogio slaps planetmaker around a bit with a large fishbot
18:27:57 <Jogio> haha ups
18:29:59 <planetmaker> ...
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18:40:39 <Eddi|zuHause> "the keys are like right next to each other"
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18:45:36 <CIA-1> OpenTTD: translators * r23799 /trunk/src/lang/ (german.txt spanish.txt unfinished/tamil.txt):
18:45:36 <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
18:45:36 <CIA-1> OpenTTD: german - 7 changes by planetmaker
18:45:36 <CIA-1> OpenTTD: latvian - 3 changes by
18:45:36 <CIA-1> OpenTTD: spanish - 1 changes by Terkhen
18:45:38 <CIA-1> OpenTTD: tamil - 49 changes by aswn
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19:44:35 <CIA-1> OpenTTD: rubidium * r23800 /trunk/src/command.cpp: -Codechange: also desync log failed commands
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21:30:39 <andythenorth> an RV action 2 chain has registers?
21:31:02 <andythenorth> but probably not in the buy menu
21:31:53 <Eddi|zuHause> registers are available in the buy menu, but most variables not
21:32:04 <andythenorth> can I put an nml identifier in a register?
21:32:16 <andythenorth> does it resolve to a word or such?
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21:32:25 <Eddi|zuHause> it resolves to the vehicle id
21:32:42 <andythenorth> hmm
21:32:44 <andythenorth> interesting
21:32:49 <Eddi|zuHause> or possibly to the action2-id
21:33:15 <Eddi|zuHause> or if it's a railtype, to the index in the tracking table
21:33:18 <andythenorth> I need to pass an identifier to a templated varaction 2, with minimum of cpp madness
21:33:27 <Eddi|zuHause> same for cargotypes, etc.
21:33:28 <andythenorth> I've done it two ways with CPP, I like neither of them
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21:41:28 <michi_cc> andythenorth: NML doesn't support it so far, but I guess your templating/repetition problems could be reduced by using procedures (var 7E).
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21:51:26 <andythenorth> possibly
21:51:47 <andythenorth> I don't really see how nml would support procedures
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22:24:27 <Eddi|zuHause> andythenorth: a "procedure" is technically nothing different than calling a varaction2 within a varaction2
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22:25:14 <Eddi|zuHause> so instead of switch(name, formula) { choice } you have switch(name, other_switch) { choice }
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22:29:06 <andythenorth> I don't understand why you'd do that with nml
22:29:16 <andythenorth> maybe I miss something
22:29:39 <andythenorth> you can call switches globally by identifier anyway
22:29:49 <andythenorth> I guess you'd could put stuff in registers
22:30:21 <andythenorth> I never found a use for procedures in nfo either though :)
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22:31:34 <vb> help
22:32:28 <vb> In a time not long gone I have changed so that towns only grow if they get enough people/goods/mail, how to change that back? Also, destroy the ring.
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22:35:19 <Terkhen> good night
22:35:52 <Eddi|zuHause> andythenorth: you could for example have a switch(capacity_switch, <some variable>) { 0: return 20; 1: return 30; return 40; } and a switch(graphics, capacity_switch) { 0..25: g1; g2; }
22:36:15 <vb> halp
22:36:33 <Eddi|zuHause> probably a stupid example
22:37:00 <Eddi|zuHause> vb: which version are you playing?
22:37:05 <vb> 1.2 beta
22:37:07 <andythenorth> k
22:37:07 <andythenorth> not entirely
22:37:44 <andythenorth> Eddi|zuHause: you could get the same result with a (possibly horrible) set of branches?
22:37:47 <Eddi|zuHause> vb: then you need to go to the game menu, change the AI/game script settings to disable game script, and start a new game
22:38:19 <vb> i changed that setting somewhere in the advanced settings afaik
22:39:06 <Eddi|zuHause> vb: not sure if that setting exists, but if it does, it would be in economy->towns
22:39:40 <vb> nevermind, found the issue
22:39:53 <vb> it was the neighboursareimportant gamescript
22:40:06 <vb> can i remove it if it's allready applied in a saved game?
22:40:18 <Eddi|zuHause> i don't think so
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22:40:38 <vb> oh well, it was a new game anyway, thanks for the help
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22:42:07 <vb> is it normal that in desert gamemode it asks me for water and food to grow?
22:42:13 <vb> i don't want it to be like that
22:42:44 <vb> that gamescript is disabled
22:43:01 <Eddi|zuHause> yes, that is the default TTD behaviour
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23:05:08 <vb> why do i need caboose in 1968?
23:05:13 <vb> 66
23:09:47 <Eddi|zuHause> because your newgrf says so?
23:11:11 <Eddi|zuHause> mäh, i want to introduce type checking to the read script, but i keep tripping into more and more pitfalls
23:11:28 <Wolf01> 'night all
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