IRC logs for #openttd on OFTC at 2012-08-01
            
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06:04:59 <NGC3982> agaran: ;)
06:07:31 <NGC3982> agaran: most of the company funded public roads around the various democratic countries, usually stay public.
06:08:46 <V453000> officially :P
06:09:51 <NGC3982> well, apple funded roads are of course not prohibited to unix developers.
06:10:00 <NGC3982> Most*, and Well*.
06:10:58 <andythenorth> V453000: would you like to draw a ship for FISH 2?
06:11:20 <V453000> I would love to andy, make my day 72 hours long though :P
06:11:20 <andythenorth> to make a break from trains and cats?
06:11:32 <andythenorth> everyone is so busy
06:11:41 <andythenorth> what happened to unemployment? :P
06:11:48 <V453000> :D
06:12:01 <NGC3982> I wish i could invent a clock
06:12:23 <V453000> even when I get some free time I have came up with like a bazillion ideas for NUTS which need to be implemented all at once
06:12:30 <V453000> so I need that sorted asap
06:12:34 <andythenorth> meh
06:12:41 <NGC3982> A clock that makes your personal day a hundred hours long.
06:12:44 <andythenorth> pixel drawing is in short supply
06:12:56 <V453000> mhm
06:12:57 <andythenorth> I have some offers of help from people I don't trust
06:13:05 <andythenorth> and some people I trust who are busy :P
06:13:09 <NGC3982> andythenorth: Time for me to learn to paint sprites, maybe?
06:13:16 <andythenorth> you can but try
06:13:18 <andythenorth> I learnt
06:13:32 <V453000> :P Maybe I will give it a try sometime ... I will have to investigate the style of fish tho
06:13:35 * NGC3982 would love to try it out, at least.
06:13:41 <andythenorth> V453000 started some documentation on painting ttd style
06:13:49 <NGC3982> On the Wiki?
06:13:51 <andythenorth> boats are the worst possible thing to draw
06:13:56 <V453000> :DD
06:14:08 <NGC3982> I'm on a boat (MF)!
06:14:15 <Supercheese> I figure rendering then editing has to be loads easier than painting from scratch...
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06:14:18 <andythenorth> the easiest thing to draw are trains that are symmetrical along two axes
06:14:23 <V453000> lately I have been trying various styles and I dont even know what do I actually like best atm :D
06:14:40 <NGC3982> V453000: Where can i find this ..documentation.
06:14:48 * NGC3982 thow's kitties at andythenorth
06:16:02 <V453000> ^ I wonder about that too, tt-foundry seems like not the spot :)
06:17:04 <andythenorth> http://dev.openttdcoop.org/projects/pixel
06:17:12 <V453000> oh noway :D
06:17:48 <andythenorth> e.g. http://dev.openttdcoop.org/projects/pixel/wiki/Contrast_in_single_colour_vehicles
06:18:15 <V453000> I know I wrote that ..
06:19:27 <V453000> oh
06:19:36 <V453000> jesus christ sorry im asleep yet :D
06:19:49 <V453000> [08:13] <andythenorth> V453000 started some documentation on painting ttd style <- I thought there was a : after my name
06:20:00 <V453000> meaning you started something xD
06:20:04 <V453000> <- dumb
06:20:44 <V453000> but yeah I would love to continue writing that stuff but atm I spend most of the time with nuts and also I am kind of confused atm about styles :D
06:21:05 <V453000> my redrawing of about 7 trains ended up having like 5 different styles
06:21:07 <V453000> ..
06:24:55 <V453000> I will see andy, I will probably at least try a ship, but I fear that it will restrain me in the styles too much ... will see
06:25:01 <V453000> also a ship is a lof of pixels :)
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06:30:07 <NGC3982> V453000: ;)
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06:35:06 <V453000> it is horrible, I once tried to draw a bigger building and a base tile and it is soooo much more pixels than a train is :D
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06:43:13 <Supercheese> Any Script-fu magic to batch convery .pngs to TTD palette?
06:43:28 <Supercheese> convert*
06:46:52 <planetmaker> for *that* I don't have a script-fu magic. But would likely be feasible
06:48:33 * Supercheese has never coded script-fu
06:48:41 <Supercheese> or any GIMP automation, for that matter
06:49:50 <planetmaker> it looks difficult and needs a bit getting hang of. But ... then it's not terribly difficult
06:50:09 <planetmaker> I'd suggest to look through the gimp scripts pages. Likely such thing even exists (except another palette)
06:50:17 <Supercheese> Good heavens, so many parentheses
06:51:14 <Supercheese> Oh, looks like you can run batch commands from the command line
06:51:36 <Supercheese> or the script-fu console I suppose
06:51:48 <planetmaker> yes
06:54:04 <planetmaker> gimp -b -i -n < script
06:54:25 <andythenorth> V453000: ship is a *lot* of pixels :)
06:55:59 <andythenorth> and small ships aren't so much needed for FISH 2, they're mostly done ;)
06:56:33 <andythenorth> buildings are alright, once you understand the shading patterns
06:56:44 <andythenorth> the hardest thing is finding a correct shape
06:56:51 <andythenorth> and then organising the windows to look good
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06:57:14 <andythenorth> after that there are only 4 or 5 shading styles, just pick one and use it :P
06:57:43 <V453000> yeah windows are ass
06:58:23 <V453000> so only big ships ... k :D
06:58:40 <V453000> now I see why the recruitment :p
06:59:06 <andythenorth> they're actually not so bad, once you have the style, you can cut + paste large sections
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06:59:57 <V453000> hehe
07:00:41 <andythenorth> time for /me to go and learn how to render macros via the view callable
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07:00:52 <andythenorth> which is better than calling them directly from the template
07:00:59 <andythenorth> as there's less boilerplate
07:01:02 <andythenorth> but more indirection :(
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07:01:55 <V453000> was that english?
07:02:05 <planetmaker> yes
07:02:14 <V453000> :P
07:05:01 <andythenorth> it could actually be applied to FISH 2
07:05:06 <andythenorth> but it doesn't right now :P
07:05:17 <andythenorth> the macros in FISH 2 are called directly from the template
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07:05:54 <andythenorth> which leads to code like:
07:05:54 <andythenorth> <tal:call_global_template define="global_template load: global_template.pt" metal:use-macro="global_template" />
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07:06:09 <andythenorth> which is very loaded with boilerplate
07:06:19 <andythenorth> whereas I could learn how to do:
07:06:35 <andythenorth> ${view.macro(''global_template')}
07:06:42 <andythenorth> and get the same result
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07:11:29 <NGC3982> i was thinking.
07:11:55 <NGC3982> is there some third-party software for creating NewGRF's for non-coding users?
07:12:42 <Supercheese> GRFMaker only one I'm aware of, and it's severely lacking in many areas
07:12:50 <Supercheese> NML is currently best way to generate GRFs, IMHO
07:12:53 <NGC3982> i recently made some of my first draft for a report system in C#, and ive made a click-n-drag win32 program that essentially (and simply) can create files (and make somewhat decent linux commands).
07:13:30 <NGC3982> Supercheese: I see. I was actually thinking about making a simple "Make your own TTD bus!" program, just for kicks.
07:13:32 <V453000> nml is simple :p dont fear coding
07:13:35 <V453000> im not a coder either
07:14:01 <V453000> my code is probably also terrible, but nml is easy
07:14:02 <planetmaker> NGC3982: you're asking to code without coding
07:14:07 <NGC3982> I do not fear NML (although, i don't really code it). Im thinking about making a software with click-n-drag for simple vehicle GRF's, for other people.
07:14:15 <planetmaker> it's like writing without keyboard nor voice input
07:14:17 <NGC3982> As nothing more then a fun program.
07:14:27 <NGC3982> note: As nothing more then a fun program.
07:14:55 <V453000> idk how evolved are the grf makers etc :)
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07:15:49 <NGC3982> The thing is; Writing NML and creating a GRF with sucha software is almost identical to dito software, used to create important files for my business systems.
07:15:53 <NGC3982> So, why not.
07:16:22 <NGC3982> Such a*
07:17:35 <NGC3982> planetmaker: Yes, it surely wont make users able to create new industries, make their own sprites or similar changes. Though, it would be fun partly as a coding experience for myself, and maybe a fun treat to new-to-coding-and/or-OpenTTD users.
07:17:43 <V453000> well it wont hurt anybody? :p
07:17:50 <NGC3982> Exactly.
07:18:03 <NGC3982> Im sorry if i gave the impression of trying to create something official. :P
07:18:32 <V453000> I dont think you were answered about the program but about coding in general
07:18:51 <planetmaker> :-) jo
07:18:52 <NGC3982> Yes, i noticed.
07:19:10 <planetmaker> I don't say it's bad. It may even be fun
07:19:26 <planetmaker> but it will always be much more limited than the written programmes
07:19:34 <NGC3982> Yes, indeed.
07:19:38 <planetmaker> heck, even NML puts more restrictions on a NewGRF than plain NFO does
07:19:57 <NGC3982> NFO is some kind of ancient moon language.
07:20:04 <planetmaker> though in the nml/nfo case that is offset by the far superior way to create more complex expressions and structures
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07:20:48 <NGC3982> It's on. Im going to try it out.
07:20:58 <NGC3982> And i think ill start with a web based GRF-creator
07:21:39 <NGC3982> Hm, i don't think i need anything else then a web based creator (read: Generator).
07:22:35 <V453000> web based?
07:22:46 <Supercheese> Yeah, if you just want to make a couple of vehicles, a web-based doohickey that outputs NML which is then compiled to grf shouldn't be that tedious
07:23:18 <planetmaker> NGC3982: I'm thinking of a web-frontend to the devzone where you can upload your nml and sprites and it will compile for you
07:23:20 <Supercheese> or appropriate some of the meta-config stuff from other projects, even
07:23:31 <planetmaker> such solution exists in principle. But one cannot update the sprites. which sucks
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07:28:39 <NGC3982> V453000: Yes.
07:28:49 <NGC3982> planetmaker: Absolutely.
07:29:00 <NGC3982> I have already made the default sprite for a train
07:29:12 <NGC3982> That the user can download, edit and reupload
07:29:34 <NGC3982> (At least in theory. Im no NML pro, so im waiting for principal errors in my creation).
07:31:05 <NGC3982> Supercheese: Yes, exactly. At least it's a fun thing to toss around C# with.
07:31:32 <NGC3982> Though; Where can i find information on the OpenTTD menu color scheme, and font?
07:32:06 <planetmaker> look at it ingame?
07:32:22 <planetmaker> not sure what you mean, though
07:32:29 <NGC3982> planetmaker: Im sorry, but i fail to reach up to the genious:ness of guessing a fonts name.
07:32:39 <NGC3982> Let's say the fonts of the main menu.
07:33:05 <planetmaker> as newgrf you don#t chose font
07:33:27 <planetmaker> it's a user setting in the openttd.cfg
07:33:38 <planetmaker> both size and font. Default is the sprite font coming with your base set
07:33:44 <NGC3982> Even for the main menu in Windows?
07:33:48 * NGC3982 looks
07:33:56 <planetmaker> every text in openttd
07:34:12 <planetmaker> the wiki will tell you how to change it
07:35:13 <NGC3982> (Y)!
07:35:25 <planetmaker> http://wiki.openttd.org/FAQ_troubleshooting#My_User_Interface_is_too_small_to_read
07:37:44 <NGC3982> Ah, there we are.
07:37:49 <NGC3982> That makes it a bit irrelevant
07:38:03 <NGC3982> Of course, the font isnt always the same for all systems.
07:38:17 * NGC3982 thanks and moves on.
07:43:17 <Supercheese> Well, good night folks
07:43:21 <Supercheese> Valete omnes
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07:46:05 <Terkhen> good morning
07:52:58 <NGC3982> Hm
07:53:06 <NGC3982> While planning a layout for this
07:53:24 <NGC3982> I noticed that making the conditions for a GRF-maker is very, very simple.
07:53:47 <NGC3982> The thing that will make my brain implode might be the transition between NML to .grf.
07:54:24 <Terkhen> just write nml code and use nml to translate it to the final grf
07:54:30 <Terkhen> just make it write*
07:54:53 <NGC3982> Making the NML documentation and code is super-power-turtle simple
07:55:16 <NGC3982> My problems come with communicating with the BSD shell
07:55:24 <NGC3982> It's a local (and a permission) issue i have to solve at first.
07:55:52 <NGC3982> I don't have 'my own' server systems for this.
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08:12:18 <agaran> NGC3982: yup, but i mean in ottd when i build road in city, then fund reconstruction, i still see same road tiles count in infrastructure
08:13:49 <NGC3982> agaran: I see. I do not know the official reason for why that happends, but i guess it's more about accounting the correct amount of infrastructure, more then who actually owns the tile of road.
08:15:04 <agaran> still, company pays for owned tiles.. then reconstruction is pointless because it dont move burden of paying for roads to city
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08:23:10 <peter1138> I think you don't know what reconstruction is for :-)
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08:23:43 <agaran> could be, but i just wanted to change that ugly road count to zero ;-)
08:23:58 <peter1138> Fund the reconstruction of the urban road network. Causes considerable disruption to road traffic for up to 6 months.
08:24:12 <peter1138> That's the tooltip for it.
08:24:42 <peter1138> Does that give you a clue to its purpose?
08:25:38 <agaran> it is to annoy drivers of course
08:26:02 <peter1138> Not exactly.
08:26:09 <agaran> i know ;-)
08:26:50 <agaran> some sort of border around company owned ground would be nice to find that pesky roads too.. ;)
08:27:40 <peter1138> If you don't want to own roads, simply don't build them.
08:28:31 <agaran> thank you very much for help
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08:28:36 <peter1138> :-)
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08:36:50 <NGC3982> planetmaker: Please enlighten me in what clue that should give agaran.
08:42:06 <peter1138> I was assuming they might say "no" and then go from there...
08:42:15 <peter1138> (P.S. I'm not planetmaker)
08:42:48 <peter1138> The purpose of 'Fund road reconstruction' is to hinder the operation of other players road vehicles.
08:42:49 <NGC3982> Oh, sorry.
08:43:09 <NGC3982> peter1138: Oh, i see. That was actually not what i have been using it for.
08:43:41 <NGC3982> I actually thought it would passivly expand cities in greater extent (as long as i don't have any busses en-route).
08:55:20 <Eddi|zuHause> actually, road reconstruction could also be a "disaster"
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09:01:35 <NGC3982> Yes, i have noticed that while clicking the wrong row in town settings.
09:01:37 <NGC3982> ;-(
09:01:54 <NGC3982> Eddi|zuHause: Or oh, you mean litteraly?
09:02:22 <Eddi|zuHause> yes, i mean along the lines of ufos and zeppelins
09:03:28 <NGC3982> Ah, i see.
09:04:46 * NGC3982 first read 'zerglings'
09:18:38 <Eddi|zuHause> i never played that game
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09:28:47 * __ln__ has seen a real zeppelin fly past his apartment
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09:30:51 <__ln__> quite a TTD moment
09:32:52 <FLHerne> __ln__: Are you sure? I wasn't aware that any rigid airships were still flyable?
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09:33:06 <NGC3982> Here in Sweden, blimps and zeppelin's are a real rarety.
09:34:09 <NGC3982> FLHerne: Zeppelin Luftschifftechnik still make highly flyable utility airships, as both blimps and zeppelins.
09:34:24 <NGC3982> For instance, the Zeppelin NT
09:35:04 <FLHerne> NGC3982: Ah, ok. Didn't know the company was still around :P
09:35:22 <NGC3982> Im sorry, but i think im a bit wrong, actually.
09:35:36 <NGC3982> The Zeppelin NT is defined as 'semi-rigid'.
09:35:36 <__ln__> FLHerne: yes, i'm sure, it was this one: http://www.pelastamalmi.org/en/news/yokoso2.html
09:36:46 <FLHerne> NGC3982: Yeah, but it counts as a Zeppelin in the more accurate sense... :-)
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09:37:14 <NGC3982> Ah, i see.
09:37:17 <FLHerne> __ln__: Sorry. My mistake :P
09:37:41 <NGC3982> FLHerne: I guess the "Zeppelin" zeppelin is un-flyable with modern air regulations.
09:38:35 <NGC3982> Wich also makes me think about one of the most unusable vehicle in all of NewGRF vehicles.
09:39:31 <FLHerne> NGC3982: The AV8 one is awesome :D
09:41:09 <NGC3982> :P
09:42:01 <FLHerne> I had >50 of them in one game. They look great over shipping... :-)
09:42:59 <NGC3982> :D
09:43:11 <NGC3982> Yeah, that's about it. It looks good.
09:46:16 <FLHerne> And moves passengers :P
09:46:58 <FLHerne> A little slow, but competitive with rail at the time
09:49:27 <__ln__> A trip to the US on a Zeppelin must have cost ridiculously much back then...
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11:03:41 <NGC3982> Oh my, the blistering furnace of activity in this channel.
11:04:54 <NGC3982> Where's andy when you need passive IRC activity.
11:04:56 <NGC3982> ;)
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11:32:42 * FLHerne gets urinated on by a rat :-(
11:35:11 <planetmaker> tmi
11:36:25 <FLHerne> :P
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11:54:59 <drush> hi everyone!
11:55:40 <drush> I'm trying to compile openttd on linux, statically. I get told that libz.a cannot be located, although it is in my toolchain's lib directory
11:55:51 <drush> what am I possibly doing wrong?
11:57:33 <planetmaker> can you paste the (complete) output?
11:57:53 <planetmaker> and the one of your configure run
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11:58:30 <drush> of course planetmaker
11:58:37 <planetmaker> sounds to me like that lib dir not being part of the linker options
12:00:27 <drush> http://pastebin.com/c3WKtyEe
12:01:39 <planetmaker> first error is missing zlib in the path
12:03:06 <drush> http://pastebin.com/yE1kscta
12:03:54 <drush> and btw, libz.a has been compiled with that same toolchain as well
12:05:22 <planetmaker> yes... but it is not returned as found when running the automatic lib detection. Try to configure zlib directly with --with-zlib=/path/to/zlib.a
12:05:46 <drush> thank you planetmaker, I will try this
12:06:44 <planetmaker> maybe the automatic detection can be improved.. config.lib:2496:2618
12:07:12 <drush> planetmaker it worked :D thank you very much
12:07:56 <planetmaker> np
12:11:23 <drush> as for lib detection,
12:12:40 <drush> the $PATH with a ps3 toolchain is such:
12:12:48 <drush> PS3DEV=/usr/local/ps3dev
12:12:59 <drush> PATH=$PATH:$PS3DEV/bin
12:13:03 <drush> PATH=$PATH:$PS3DEV/ppu/bin
12:13:06 <drush> PATH=$PATH:$PS3DEV/spu/bin
12:17:18 <planetmaker> the ppu/bin and spu/bin look anything than generic...
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12:24:58 <drush> planetmaker: their bin directories have typical compiler tools you'd find in a gcc 4.7.0 bin directory
12:25:17 <drush> or an android ndk gcc bin directory
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12:54:52 <planetmaker> http://www.tt-forums.net/viewtopic.php?p=1037438#p1037438 \o/
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13:04:43 <drush> seaplane? that's crazy
13:05:09 <drush> or call me old fashioned
13:05:23 <planetmaker> well, not really supported so far properly
13:05:48 <planetmaker> I'm mostly delighted by the "I attach an open source license"
13:06:00 <NGC3982> what's it about?
13:06:03 <NGC3982> wait
13:06:05 <NGC3982> seaplane?
13:06:10 <NGC3982> W, W and S*.
13:06:14 * NGC3982 looks into it.
13:06:40 * NGC3982 tries it out.
13:07:10 <planetmaker> it misses a seaport :-)
13:08:04 <planetmaker> though... if someone creates a seaport... it might be added to ogfx-airports
13:09:33 <NGC3982> Sea..port?
13:12:27 <NGC3982> "-Place Newobject watertiles around it to fence it off from flooding"
13:12:35 <NGC3982> What is a "Newobject watertile"?
13:13:20 <NGC3982> oh
13:13:21 <NGC3982> wait
13:13:22 <NGC3982> it works.
13:13:38 <FLHerne> NGC3982: A NewObject that looks exactly like a watertile, IIRC :P
13:14:25 <FLHerne> Is it now possible to make multiple airport types of the same size (sharing the current statemachines) ?
13:14:55 <NGC3982> FLHerne: I see, so i can't use this in-game just as it is?
13:15:02 <NGC3982> I simply loaded the GRF and fooled around with it.
13:15:25 <planetmaker> like... http://www.youtube.com/watch?v=Fpg74rYrqB4&feature=related
13:15:33 <FLHerne> It works in-game, but IIRC replaces the small airport
13:15:34 <planetmaker> FLHerne: yes, that's feasible
13:16:17 <FLHerne> I was wondering if it could be made to not do that, because otherwise I can't land airships anywhere :P
13:16:24 <drush> an airport in the middle of the sea
13:16:29 <planetmaker> you can even change their footprint. The statemachine is hooked to the tile of the upper corner of the virtual rectangle
13:16:41 <drush> something like the 4th level (I think so) in tomb raider 2
13:17:18 <drush> or like the modern oil rig in classic environment, where helis can land
13:17:26 <drush> except that one could support planes
13:18:01 <FLHerne> planetmaker: Does NML do airports yet? I might play around with that :-)
13:18:17 <planetmaker> FLHerne: ogfx-airports is written in NML
13:18:24 <FLHerne> I assume they don't have a build-on-water flag yet :P
13:18:32 <planetmaker> they don't. Indeed
13:18:51 <FLHerne> Feature suggestion: Add one :P
13:20:53 <planetmaker> FLHerne: jain... there it makes sense to change that IMHO to a runway-specific flag
13:21:06 <planetmaker> which needs newgrf statemachines kinda
13:21:15 <planetmaker> and the aircraft class "seaplane"
13:21:51 <planetmaker> so yes, makes sense. But I'd like to see it in a bit more context :-)
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16:18:34 <FLHerne> peter1138: Laptop?
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16:32:22 <Alberth> evenink
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17:09:46 <Aztec> Is it possible to have a terminus station where two trains can enter (or one enter, one exit) at once?
17:09:57 <Supercheese> Sure
17:10:00 <Alberth> yes, use PBS signals
17:11:53 <Aztec> Sometime I wonder if that thing on top of my neck actually works ... i even build such a station once.
17:12:41 <Supercheese> Well, you typed that, didn't you? I figure some synapses somewhere had to function for that to happen ;)
17:12:55 <Alberth> context switching is hard :)
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17:45:17 <CIA-4> OpenTTD: translators * r24451 /trunk/src/lang/unfinished/thai.txt:
17:45:17 <CIA-4> OpenTTD: -Update from WebTranslator v3.0:
17:45:17 <CIA-4> OpenTTD: thai - 37 changes by sf_alpha
17:59:23 <telanus> stupid Question time with your host telanus : what's the difference between fork-fork-ogfx-trains and fork-ogfx-trains?
18:02:20 <Aztec> Stupid Answer: Fork-Fork does work with Spoons, Fork doesn't. Sorry, I can't really help you.
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18:05:56 <planetmaker> telanus: there's no difference... except stupid commits. for testing purposes
18:06:12 <telanus> ah, thank you
18:06:57 <planetmaker> but where do you find those repos?
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18:07:50 <Wolf01> hello
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18:09:24 <Alberth> evenink Wolf01
18:29:35 <Wolf01> it's a bit boring today
18:35:59 <Aztec> I hate breakdowns. :/
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18:48:08 <Alberth> but they make track design so much more interesting
18:48:25 <Supercheese> I've played with breakdowns disabled ever since 1996
18:49:29 <Alberth> also, they make picking an engine more complicated
18:50:03 <Alberth> without breakdowns you can just pick the biggest one, even if it sucks in reliability
18:50:23 <frosch123> yeah, when playing with default vehicles you have to enable breakdowns
18:50:31 <frosch123> else the vehicle selection is silly
18:50:36 <Supercheese> Well, I also haven't played with default vehicles in ages
18:51:09 <frosch123> if you play with something like nars, which provides updates without adding new vehicles, playing with breakdowns is silly
18:51:28 <frosch123> that's why i dislike nars :)
18:52:18 <andythenorth> NARS ftw :D
18:52:33 <Supercheese> Doesn't support autorefit yet, IIRC
18:52:39 <Supercheese> Only flaw atm
18:52:48 <V453000> NARS is really weird
18:53:19 <V453000> I especially dont understand why do doubled trains behind each other have 2x power while when you put them on each end of train they have like 1.5x only
18:53:32 <andythenorth> meh
18:53:34 <andythenorth> tuples
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19:07:07 <CIA-4> OpenTTD: rubidium * r24452 /branches/1.2/ (6 files in 4 dirs):
19:07:07 <CIA-4> OpenTTD: [1.2] -Backport from trunk:
19:07:07 <CIA-4> OpenTTD: - Fix: In some cases ships could be covered with land [FS#5254] (r24449, r24439)
19:07:07 <CIA-4> OpenTTD: - Fix: Copy constructor and assignment operator cannot be implicit template specialisations [FS#5255] (r24448)
19:07:07 <CIA-4> OpenTTD: - Fix: Make (non-refittable) vehicles with invalid default cargo unavailable [FS#5256] (r24438)
19:07:07 <CIA-4> OpenTTD: - Change: Allow passing C(XX)- and LDFLAGS to the compilation of helper binaries such as depend, strgen and settingsgen (r24432, r24429, r24427)
19:10:29 <CIA-4> OpenTTD: rubidium * r24453 /branches/1.2/src/lang/ (8 files in 2 dirs): [1.2] -Backport from trunk: language updates
19:18:17 <CIA-4> OpenTTD: rubidium * r24454 /branches/1.2/ (7 files in 5 dirs): [1.2] -Update: some documentation
19:24:19 <CIA-4> OpenTTD: rubidium * r24455 /tags/1.2.2-RC1/ (. readme.txt src/os/windows/ottdres.rc.in src/rev.cpp.in): -Release: 1.2.2-RC1
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19:34:54 <newbie> Good evening all
19:35:26 <frosch123> grandmaster?
19:39:06 <newbie> grandmaster? No :-) But I love Openttd
19:40:55 <newbie> I have a question I have been trying to figure out. When I play in a multiplayer game, and the server is gone when I log on to continue, but I have saved a copy of the game on my PC before leaving the game. HOw can I log back into my company to continue the game when the server is not available?
19:41:00 <newbie> is it possible?
19:43:19 <frosch123> press ctrl+alt+c
19:43:28 <frosch123> hmm, or only ctrl+c
19:43:46 <newbie> ok, I will try this tip
19:44:15 <frosch123> it's ctrl+alt+c
19:44:23 <frosch123> or "cmd" in weird machines
19:44:55 <frosch123> press that after loading the game in sp
19:44:57 <newbie> ctlr+alt+c did it, thanks a lot, you have saved my day
19:45:15 <newbie> I can continue my quest for millions :-)
19:46:00 <newbie> have a nice evening, thanks a lt
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20:22:57 <Supercheese> Whoah whoah whoah, what the heck. I define a new cargo, set it to have the same town growth effect as goods, and the default houses automatically accept it?
20:23:07 <Supercheese> That's completely unexpected, but very neat
20:24:31 <Supercheese> Nope, probably due to something else
20:24:44 <Supercheese> Hmm
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20:28:34 <Supercheese> Very weird, new cargo seems to be overriding passenger acceptance in towns
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20:32:37 <Supercheese> Hmm, methinks I am doing something wrong
20:34:15 <frosch123> Supercheese: if in doubt, houses likely accept cargo slot 5
20:34:49 <frosch123> if it overrides pax, you used cargoslot 0
20:34:53 <frosch123> you should not do that :p
20:34:58 <Supercheese> err
20:35:09 <Supercheese> there's no "cargo_slot" in NML
20:35:16 <Supercheese> Is that "number"?
20:35:22 <frosch123> it's the item id
20:35:39 <Supercheese> err... sorry, I don't know what that is in NML
20:35:46 <frosch123> you cannot reasonably autoassign cargo ids
20:35:51 <Supercheese> it's got a new cargo label
20:35:51 <frosch123> you have to put some thought into it
20:36:06 <Supercheese> do I have to define all cargos?
20:36:11 <Supercheese> I currently only have one
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20:36:26 <Supercheese> hoping to just add it on top of the defaults
20:36:36 <frosch123> http://newgrf-specs.tt-wiki.net/wiki/NML:Item <- the <ID> part is _very_ important for cargos
20:37:15 <Supercheese> Oh that seems backwards, is the ID the second or third argument?
20:37:22 <Supercheese> item (<expression> [, <ID> [, <expression>]]) {
20:37:25 <Supercheese> indicates second
20:37:35 <Supercheese> but later it says the third (optional) argument is the numerical id
20:38:02 <Supercheese> anyway, I think that will fix things
20:38:24 <frosch123> ah, yeah, might be that you have to put some identifies in <ID> and the real number in the third
20:38:33 <Supercheese> trying that now
20:38:39 <frosch123> anyway, looks like cargoslots are very well hidden from the specs
20:38:43 <frosch123> andy deleted too much :)
20:39:00 <Supercheese> fixed
20:39:02 <Supercheese> thanks
20:39:26 <frosch123> http://newgrf-specs.tt-wiki.net/index.php?title=CargoTypes&oldid=2861 <- type b of the original cargos is important
20:39:28 <Supercheese> Hmm, should add some of this info somewhere
20:39:41 <frosch123> if you reuse a slot, you replace an existing cargo
20:39:51 <frosch123> if you use a higher number, you add a new one
20:40:09 <frosch123> (resp. overwrite the definiton of some other grf :p)
20:40:19 <Supercheese> ya
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20:41:01 <frosch123> http://newgrf-specs.tt-wiki.net/wiki/CargoDefaultProps <- ah, that's the right page
20:42:01 <Supercheese> Yeah, cargo ID stuff needs to get added to the appropriate NML spec pages
20:42:06 * Supercheese investigates
20:47:44 <Supercheese> Added info: http://newgrf-specs.tt-wiki.net/wiki/NML:Item
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21:08:43 <frosch123> are you an antique roman if you start counting with 1?
21:13:51 <Alberth> or a mathematician :)
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21:16:52 <Rubidium> or a pascal person?
21:17:46 <Wolf01> 'night all
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21:24:34 <frosch123> @set topic 1 1.2.1, 1.2.2-RC1
21:24:34 *** DorpsGek changes topic to "topic 1 1.2.1, 1.2.2-RC1"
21:25:01 <frosch123> @op
21:25:01 *** DorpsGek sets mode: +o frosch123
21:25:15 *** frosch123 changes topic to "1.2.1 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: vcs, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only"
21:25:27 <frosch123> @topic set 1 1.2.1, 1.2.2-RC1
21:25:27 *** DorpsGek changes topic to "1.2.1, 1.2.2-RC1 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: vcs, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only"
21:25:36 <frosch123> @deop
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21:38:35 <Terkhen> good night
21:44:26 <frosch123> night
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