IRC logs for #openttd on OFTC at 2012-09-11
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05:59:22 <Supercheese> Are there vehicle variables that determine whether a vehicle is moving upwards/downwards on a slope?
05:59:38 <Supercheese> so that you could provide separate sprites for inclined vehicles?
06:01:08 <Supercheese> well, not so much "moving on a slope" as "is on a slope"
06:10:17 <Supercheese> Hmm, timezones must mean fewer people are on here right now
06:10:48 <__ln__> or maybe not timezones, just that it's early morning
06:11:23 <Supercheese> It's 11:11 PM here
06:12:45 <__ln__> i think the concept of timezones insults people who believe the world is flat.
06:15:50 <__ln__> 11:11 PM is pacific time or something?
06:16:07 <Supercheese> Yep, GMT -8 (not accounting for daylight savings wizardry)
06:16:33 <Supercheese> I have no idea if daylight savings means I'm effecively -7 right now, -8, or -9 :S
06:17:06 * Supercheese wonders if other countries have daylight savings or equivalents
06:17:17 <__ln__> unfortunately most countries do
06:18:51 <Supercheese> Hmm, I don't see any vehicle variables for slope-status
06:35:42 <Hirundo> Supercheese: You can check the z-pos, if it is not divisible by 8 you are on a slope
06:35:59 <Supercheese> Oh, that would work I suppose
06:36:04 <Supercheese> check direction is easy
06:37:19 <Hirundo> I'm not sure if it's that easy, to determine whether you're going up or down
06:37:43 <Supercheese> symmetrical vehicles shouldn't matter
06:37:50 <Supercheese> but yeah, non-symmetric hmm
06:38:07 <Supercheese> wait... is symmetrical or symmetric the correct adjective
06:38:31 <Hirundo> Even for symmetric vehicles there are both both / (going up) and \ (going down) sprites
06:38:59 <Hirundo> I dunno... non-native speaker here
06:39:10 <Supercheese> looks like symmetric, from quick Googling
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06:42:20 <Supercheese> Oh, I see what you mean now
06:42:48 <Supercheese> Guess you'd have to... store the previous Z pos temporarily?
06:44:13 <Hirundo> you can't store stuff either temporarily or permanently for vehicles
06:44:45 <Supercheese> Well, that wasn't what I'm working on right now anyway, just a thought I had (that others likely have had before)
06:45:20 <Hirundo> AFAIK CETS has something similar, but they compose a vehicle out of several parts
06:45:57 <Hirundo> so you can obtain the z differences between them and use that to pick your sprite
06:46:10 <Supercheese> that would indeed do it
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10:01:24 <NGC3982> I fail to find documentation on this
10:01:41 <NGC3982> But, the Vacuum Tube Train NewGRF only supports goods/pax/mail?
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15:34:18 <onix> i am freaking out a little bit....just installed openttd for the first time...build to railway stations....connected them via railways...build a depot....can buy wagons but no locomotives....its the year 1950 :/
15:35:56 <planetmaker> or just the default install and no mods / extensions / whatever?
15:36:24 <onix> just installed..maybe i did click something? how can i check it?
15:36:46 <planetmaker> they're not active without some interference, so you should be safe.
15:36:56 <planetmaker> is it a scenario or a self-created random map?
15:37:05 <onix> the acivated newgrf list is empy
15:37:23 <planetmaker> and the railtype?
15:38:07 <onix> climate? "normal" one :)...green grass :D
15:38:24 <onix> railtype? dunno...should i create a new map or can i check it?
15:39:22 <planetmaker> you can probably build normal rail or electrified
15:39:45 <planetmaker> so no desert and snow anywhere, right? then it's temperate :-)
15:43:31 <Terkhen> if you are playing temperate, without newgrfs, using default railtype, in 1950, you should be able to build trains
15:43:58 <planetmaker> ^^ yes. I'm not at home. Otherwise I'd ask you to post a savegame of what you just started playing
15:44:19 <planetmaker> to me it looks like you might have loaded an (old) broken scenario
15:44:44 <planetmaker> but on a new random map that should just show you some engines in 1950
15:44:48 <Terkhen> please upload a complete screenshot that shows the date, you can use ctrl+s for this
15:45:07 * Terkhen is not at home either
15:46:37 <onix> 2050...started a new map
15:46:57 <onix> so in 2050 there are no more maps?
15:47:36 <Terkhen> in 2050 you will not have default trains
15:48:36 <Terkhen> but in 1950 you should have default trains too
15:50:32 <Eddi|zuHause> onix: click on the little train icon in the main toolbar, then you get to the train list, there you have a button "available vehicles". if this list shows more vehicles than your depot, you have chosen the wrong railtype
15:50:48 <Eddi|zuHause> onix: to change railtypes, click and hold the rail icon
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15:52:38 <Bad_Brett> Anyeone with a creative idea on how to add company colors on this one?
15:54:56 <Elukka> hm. bright company colors sorta look awkward on old stuff like that
15:55:02 <Eddi|zuHause> Bad_Brett: the jackett of the driver, and/or the roof of the wagon?
15:55:21 <Eddi|zuHause> Bad_Brett: or a sign on the side of the wagon?
15:57:22 <Bad_Brett> jacket or sign might be to small to see at normal zoom level... I guess the roof or the wooden part would be the best
15:58:11 <Eddi|zuHause> the wooden things that hold the oxes?
15:59:13 <Eddi|zuHause> Bad_Brett/Supercheese: had any chance to test the patches i posted?
15:59:45 <Bad_Brett> i meant the wagon. perhaps i could make some nice pattern on the roof
16:00:22 <Bad_Brett> Nope... I read your post but unfourtunately I have no clue on how to run the patch :)
16:00:57 <Eddi|zuHause> Bad_Brett: well. try one of the compiling guides on the wiki :)
16:01:37 <Bad_Brett> Hehe... I will, but I've been busy animating those godamn oxen all afternoon :)
16:02:13 <Bad_Brett> Oh well... guess it's time to learn
16:11:00 <Bad_Brett> Installing now... let's see if I can get this to work
16:12:02 <V453000> does that SkiddLow guy talk any sense at all ever, or is that just me?
16:12:27 <V453000> I havent yet understood a single of his contributions on the forums
16:12:39 <V453000> ok maybe some pointless ones :>
16:13:10 <Eddi|zuHause> V453000: that's what you get for using online translators...
16:13:55 <Eddi|zuHause> i'm sure he's a nice kid and all, but what he does doesn't help his cause.
16:14:13 <Eddi|zuHause> i have also no clue whether he actually understands any of the answers
16:14:33 <V453000> guess he doesnt if he takes it from the translator
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16:19:26 <planetmaker> Well, I think he posted sprites in the WAS thread
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17:31:09 <Supercheese> Oh sheesh, this Skiddlow guy
17:31:26 <Supercheese> reading his posts gives me a headache
17:32:14 <planetmaker> it's very difficult to read. But he's kind. He's making an honest effort.
17:32:14 <Supercheese> I'm tempted to just dismiss him as an imbecile, but then he posts decent screenshots and contributes sprites to WAS
17:32:25 <planetmaker> If you don't understand him either ignore it or ask kindly
17:32:30 <Supercheese> so I cannot merely dismiss him
17:33:46 <Supercheese> He is indeed trying
17:34:05 <planetmaker> and that needs a lot of courage and persistence in what he does
17:35:47 <Bad_Brett> yep! you asked for it :)
17:36:09 <planetmaker> sports time... see you later
17:36:17 <Supercheese> I hope it can be easily split apart into three components, to facilitate coding it as a vehicle
17:36:36 <Supercheese> since the first two pairs of oxen will be the same
17:37:07 <Supercheese> are you planning to code your graphics into a grf yourself, or has anyone volunteered to do it?
17:37:26 <Bad_Brett> they're actually a bit different so it might very well be three parts
17:37:43 <Supercheese> you can use random bits to make the oxen vary slightly though they use the same sprites
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17:38:02 <Bad_Brett> that's right... good idea
17:39:01 <Bad_Brett> well... at first i was hoping that someone would help me, but with nml i can do much of it on my own
17:39:27 <Supercheese> If you need help, I volunteer :)
17:39:50 <Bad_Brett> really? much appreciated
17:40:12 <Supercheese> just let me release my next grf first, should happen later today :)
17:40:39 <Bad_Brett> yes, of course... nothing is ready here anyway :)
17:41:09 <Supercheese> Well, even with no sprites yet, there's a lot of coding groundwork to be done
17:41:24 <Supercheese> (and there are a few sprites)
17:41:26 <Bad_Brett> what kind of grf are you going to release?
17:41:35 <Supercheese> arg, damn enter key
17:41:40 <Supercheese> a "fake subway" grf
17:41:50 <Supercheese> where subway consists are coded as road vehicles
17:41:54 <Bad_Brett> cool! do you have any pictures?
17:42:01 <Supercheese> not yet, part of what I need to do
17:42:25 <Supercheese> it's got some limitations and issues, but they're fairly minor IMHO
17:42:40 <Supercheese> have a class to get to shoot
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18:49:01 <DorpsGek> __ln__: Bjarni was last seen in #openttd 48 weeks, 4 days, 18 hours, 29 minutes, and 54 seconds ago: <Bjarni> heh
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19:12:05 <Eddi|zuHause> his previous "famous last words" were way better :)
19:18:03 <Bad_Brett> Eddi: compiling your patched version right now... should i use variable 0xB8?
19:21:14 <Eddi|zuHause> i can not guarantee that it works, though
19:21:19 <Bad_Brett> alright, i'll give it a try
19:21:55 <Eddi|zuHause> and the order of the offsets is reversed now, it starts at 255 and counts down to 0 before it moves
19:23:19 <Bad_Brett> ok... but that shouldn't really matter, right?
19:23:28 <Eddi|zuHause> oh, i think i found the first error/corner case. the range that i map to might be 256..1, so the patch may need an additional -1 in the formula
19:23:59 <Eddi|zuHause> but that is uncritical, so i'll wait for your test before i update
20:11:04 <Eddi|zuHause> that is borderline evil...
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21:05:34 <Bad_Brett> ok, i keep getting that "No available language packs" error, though i definately built "langs" as well... what files do i need to copy to run the game?
21:07:10 <Bad_Brett> nevermind, found it
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21:24:13 <NGC3982> Why onearth is that spelled with an i.
21:32:12 <Bad_Brett> alright, it works... now, how can I access variable 0xB8?
21:58:03 <Eddi|zuHause> "var[0xB8,0,0xFF]"
21:58:36 <Eddi|zuHause> (obviously you'd just write "B8" in NFO :p)
21:59:03 <Bad_Brett> oh thanks... it's that easy? :)
21:59:35 <Eddi|zuHause> NGC3982: because "finite" is derived from latin
22:00:16 <NGC3982> Ah, yes. That sounds logical.
22:01:44 <Eddi|zuHause> (same root as the word "finish", btw)
22:09:57 <Bad_Brett> hmm... i see no difference... maybe i failed to apply the patch
22:29:40 <NGC3982> I dont understand this
22:30:04 <NGC3982> What's up with Germany's stop-n-turn's with the nuclear reactors?
22:30:48 <Eddi|zuHause> Bad_Brett: did you apply all three patches?
22:31:48 <Eddi|zuHause> Bad_Brett: how did you apply the patches, did you recompile afterwards, was the game closed during that recompilation, and did you start the right .exe?
22:46:15 <Bad_Brett> i applied them using tortoiseSVN before compiling...
22:51:31 <Bad_Brett> perhaps i need to update openttd.grf
23:21:02 <Supercheese> Can one use the refit_cost callback for a vehicle that changes length when refiting to refund money when refitting down to fewer parts and then charge more money when refitting back to more parts?
23:26:27 <Eddi|zuHause> Supercheese: afair that should be possible
23:26:48 <Eddi|zuHause> Bad_Brett: no changes to openttd.grf are necessary
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23:30:18 <Bad_Brett> then i'm clueless. the variable works, but only the first sprite is shown so it seems to be cache issue, which suggests that i didn't patch it properly
23:31:26 <Bad_Brett> the problem is that it looks patched and I have recompiled it several times... maybe supercheese can get it running?
23:43:55 <Eddi|zuHause> it might well be that my anticache-hack may be wrong/nonfunctional
23:44:08 <Eddi|zuHause> but i can't investigate that at this time
23:46:27 <Bad_Brett> yep... it's bedtime
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