IRC logs for #openttd on OFTC at 2013-12-13
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01:00:18 <Supercheese> Wow, NightGFX set is amazingf
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01:11:42 <Leszek> Hello everyone. I have the latest stable release (1.3.3) and I am wondering about "Timetable spreading of vehicles", acording to the wiki it was available sinze r25537. Am I wrong in thinking it was applied to 1.3.3?
01:12:22 <Supercheese> It might not make it to a stable until 1.4.X
01:12:28 <Supercheese> should check the changelog
01:12:43 <Leszek> Yea the changlelog is short on changes.
01:12:53 <Leszek> I has a whole bunch of fixes since the RC"s
01:13:14 <Leszek> But it is unclear as to what was added since the first RC and the last stable.
01:13:30 <DorpsGek> Supercheese: Commit by frosch :: r25537 /trunk/src (16 files in 3 dirs) (2013-06-30 14:36:31 UTC)
01:13:31 <DorpsGek> Supercheese: -Codechange: Optionally make WWT_MATRIX compute the number of rows and columns from the resize step size.
01:13:40 <DorpsGek> Supercheese: Commit by frosch :: r25536 trunk/src/newgrf_gui.cpp (2013-06-30 14:36:07 UTC)
01:13:41 <DorpsGek> Supercheese: -Cleanup: No need to set scrollbar capacity anywhere but in OnResize.
01:14:31 <LordAro> seems that number is wrong ;)
01:14:39 <DorpsGek> LordAro: An error has occurred and has been logged. Please contact this bot's administrator for more information.
01:14:44 <DorpsGek> LordAro: Commit by zuu :: r24537 /trunk/src (7 files in 3 dirs) (2012-09-21 19:58:18 UTC)
01:14:45 <DorpsGek> LordAro: -Feature: Scripts can be suspended even if the game is still progressing, thus break-on-log now works also for Game Scripts.
01:15:33 <DorpsGek> Supercheese: Commit by rubidium :: r25377 /trunk/src (4 files in 2 dirs) (2013-06-09 13:55:33 UTC)
01:15:34 <DorpsGek> Supercheese: -Feature: timetable spreading of vehicles by Ctrl+Click when setting a start date
01:15:49 <LordAro> damn, you found it first :p
01:15:54 <Leszek> r25377 ops you found it first
01:17:05 <Leszek> So then if I wanted to make use of this feature now I should be downloading the nightly's?
01:18:22 <Leszek> Good thing I came here, I have been spending the last few hours alternetly trying to google more info and trying to make a couple of ground vehicles spread out.
01:19:30 <Supercheese> must've been a typo, the link had the correct revision
01:19:54 <Leszek> Yes all the same numbers, they just doubled the 5 instead of the 7
01:28:01 <Leszek> I am looking at the Open TTD todo list, I was wondering about patch's that might make the game eventually, is there a list of those or no?
01:28:21 <Supercheese> all stuff like that is 100% up to dev discretion
01:28:32 <Supercheese> if they like it, it'll get trunked, if not it won't
01:29:28 <Leszek> ok thanks for the info.
01:33:32 <LordAro> Leszek, don't get discouraged though ;)
01:36:23 <Superuser> there is a high demand for fixes to the OS X port, though few OS X devs seem to be willing to devote their time to correcting these issues...
01:37:03 <LordAro> because OS X sucks? :p
01:37:08 <Leszek> I am not discouraged, ... one second
01:37:25 <LordAro> and there are no OS X developers who understand stuff well enough to implement it? :L
01:37:38 <LordAro> i mean, i think OTTD basically implements it's own display driver
01:38:54 <Leszek> as I was saying, its a free game and I am not contributing to it, if it doesn't have what I want I should do someting
01:39:23 <Leszek> Doesn't mean I don't want information on what is already happening.
01:40:20 <Superuser> wow, I just looked at the tracker again (first time in months)
01:40:21 <Leszek> the RCT wasn't in caps
01:40:38 <Superuser> I'm a Linux user, but seriously you guys >.>
01:40:43 <Leszek> I was just thinking the other day they should do an open RCT
01:40:46 <Superuser> j/k take it easy :)
01:41:02 <Superuser> I think we should do a "gritty reboot" of RCT
01:41:14 <Superuser> read: more "accidental" deaths, more madness.
01:41:24 <LordAro> patches much appreciated :)
01:41:52 <Leszek> A horror ride that randomly kills 1 in 50 riders...
01:42:12 <Leszek> LOL, thrill level really really hight
01:42:43 <Leszek> No I am not that mean. Even to sims.
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14:24:47 <krinn> bot have seen function ? (seeking zuu)
14:25:16 <DorpsGek> __ln__: zuu was last seen in #openttd 19 hours, 6 minutes, and 42 seconds ago: <Zuu> Hello
14:25:38 <DorpsGek> __ln__: Bjarni was last seen in #openttd 2 years, 9 weeks, 5 days, 14 hours, 6 minutes, and 32 seconds ago: <Bjarni> heh
14:26:17 <DorpsGek> peter1138: I have not seen tron.
14:26:47 <DorpsGek> __ln__: Darkvater was last seen in #openttd 3 years, 34 weeks, 5 days, 2 hours, 48 minutes, and 43 seconds ago: <Darkvater> good ol' days :)
14:27:50 <krinn> i wonder age of DorpsGek
14:28:27 <DorpsGek> peter1138: I have not seen dorpsgek.
14:29:01 <DorpsGek> Sacro: Dalestan was last seen in #openttd 3 years, 38 weeks, 1 day, 21 hours, 49 minutes, and 16 seconds ago: <DaleStan> <PeterT> Why would one have info version 5 instead of info version 7? <-- because you didn't use any Info version 6 or 7 features, and there was no header telling NFORenum to use any particular version.
14:29:21 <DorpsGek> __ln__: I have not seen dominik81.
14:29:48 <DorpsGek> peter1138: hackykid was last seen in #openttd 3 years, 40 weeks, 6 days, 5 hours, 9 minutes, and 25 seconds ago: <Hackykid> hi peter1138
14:30:14 <DorpsGek> Sacro: I have not seen KUDr.
14:30:46 <DorpsGek> Sacro: I have not seen Tron.
14:30:53 <DorpsGek> peter1138: brianetta was last seen in #openttd 2 years, 2 weeks, 2 days, 4 hours, 19 minutes, and 23 seconds ago: * Brianetta knows a Peter Nelson IRL
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14:31:56 <DorpsGek> Sacro: I have not seen richk.
14:32:03 <DorpsGek> Sacro: I have not seen richk87.
14:32:05 <DorpsGek> Sacro: I haven't seen anyone matching richk*.
14:32:12 <DorpsGek> peter1138: I have not seen richk67.
14:32:29 <DorpsGek> peter1138: I have not seen patchman.
14:32:51 <DorpsGek> Sacro: Singaporekid was last seen in #openttd 3 years, 37 weeks, 0 days, 18 hours, 44 minutes, and 43 seconds ago: <Singaporekid> I would play with that grf
14:33:12 <Sacro> It's strange how many people left so close
14:33:34 <peter1138> @seen benjamingoodger
14:33:34 <DorpsGek> peter1138: I have not seen benjamingoodger.
14:33:44 <Sacro> he's Goodger these days
14:33:51 <DorpsGek> krinn: I have not seen xopek.
14:34:00 <Sacro> and I can see him online now
14:34:10 <DorpsGek> Sacro: Krinn was last seen in #openttd 19 seconds ago: <krinn> @seen xopek
14:34:27 <DorpsGek> Sacro: I have not seen lws1984.
14:34:46 <DorpsGek> peter1138: gonewacko was last seen in #openttd 1 year, 45 weeks, 1 day, 16 hours, 13 minutes, and 13 seconds ago: <GoneWacko> now that's just not very nice
14:34:50 <DorpsGek> krinn: Noldo was last seen in #openttd 1 year, 2 weeks, 1 day, 4 hours, 43 minutes, and 29 seconds ago: <Noldo> but isn't it kind of the feature of a bridge to let them pass
14:35:01 <DorpsGek> Sacro: I have not seen Skiddles.
14:35:07 <DorpsGek> peter1138: yorick was last seen in #openttd 6 weeks, 2 days, 18 hours, 26 minutes, and 41 seconds ago: <yorick> "to unlock more than 100 trains, press the donate link below!"
14:35:14 <DorpsGek> Sacro: I have not seen DarkSSH.
14:35:19 <DorpsGek> krinn: mirQus was last seen in #openttd 3 years, 46 weeks, 4 days, 15 hours, 2 minutes, and 59 seconds ago: <mirQus> And in C++ you should compare/initialize pointers with 0. But I think it's goot do differentate integer 0 and empty pointer, so #define NULL 0 is a good thing in my book. ;)
14:35:21 <DorpsGek> peter1138: I have not seen gekz.
14:35:32 <Sacro> now that's a name I don't recognise
14:35:59 <Sacro> zapotek.paivola.fi/~terom/logs :P
14:36:47 <DorpsGek> Sacro: Eddi|zuHause was last seen in #openttd 18 hours, 9 minutes, and 6 seconds ago: <Eddi|zuHause> so apparently you need one around every 100 years :)
14:36:51 <Eddi|zuHause> that is a very old URL :p
14:36:58 <Sacro> Eddi|zuHause: Yes, it's in my memory
14:37:29 <DorpsGek> peter1138: I have not seen joepie91.
14:37:39 <DorpsGek> peter1138: I have not seen zr40.
14:37:41 <DorpsGek> Sacro: petern was last seen in #openttd 1 year, 34 weeks, 0 days, 21 hours, 51 minutes, and 19 seconds ago: <petern> I wonder if there's such a thing as a decent android port...
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14:38:12 <Virtual-> I saw a Wii port for OpenTTD
14:38:15 <Virtual-> Didn't know there was one
14:38:29 <DorpsGek> peter1138: I have not seen pavel1269.
14:38:30 <Eddi|zuHause> you missed it by 22 minutes!
14:38:31 <DorpsGek> Sacro: ludde was last seen in #openttd 1 year, 22 weeks, 1 day, 7 hours, 35 minutes, and 8 seconds ago: <ludde> hej
14:39:06 <DorpsGek> Eddi|zuHause: I haven't seen anyone matching *xavius.
14:39:23 <DorpsGek> Eddi|zuHause: *x* could be glx (18 hours, 15 minutes, and 41 seconds ago), Xaroth|Work (22 hours, 38 minutes, and 4 seconds ago), apiecux (5 weeks, 1 day, 18 hours, 53 minutes, and 28 seconds ago), nex259 (5 weeks, 2 days, 1 hour, 49 minutes, and 6 seconds ago), ZxBiohazardZx (7 weeks, 1 day, 18 hours, 54 minutes, and 38 seconds ago), XaTriX (8 weeks, 4 days, 4 hours, 7 minutes, and 7 seconds ago), xaver (9 (37 more messages)
14:39:45 <DorpsGek> Eddi|zuHause: weeks, 5 days, 17 hours, 38 minutes, and 34 seconds ago), Malinux- (10 weeks, 0 days, 1 hour, 28 minutes, and 46 seconds ago), Caseus_Maximus (10 weeks, 2 days, 16 hours, 15 minutes, and 43 seconds ago), Xaroth (17 weeks, 1 day, 2 hours, 22 minutes, and 48 seconds ago), XeryusTC (19 weeks, 3 days, 21 hours, 14 minutes, and 10 seconds ago), xDraKx (19 weeks, 6 days, 21 hours, 17 minutes, and 35 (36 more messages)
14:40:03 <Eddi|zuHause> loots of useless highlights :p
14:41:19 <krinn> well forget weeks aren't years :)
14:41:42 <Eddi|zuHause> well those would be at the end of @more :p
14:41:49 <DorpsGek> Eddi|zuHause: seconds ago), APTX (28 weeks, 4 days, 17 hours, 1 minute, and 39 seconds ago), LunaVorax (28 weeks, 5 days, 15 hours, 18 minutes, and 0 seconds ago), BxTs (29 weeks, 1 day, 0 hours, 6 minutes, and 57 seconds ago), ardex (29 weeks, 5 days, 13 hours, 2 minutes, and 30 seconds ago), xata (32 weeks, 1 day, 21 hours, 46 minutes, and 17 seconds ago), TheBix (32 weeks, 4 days, 4 hours, 8 minutes, and (35 more messages)
14:42:40 <Eddi|zuHause> never heard those names...
14:42:42 <DorpsGek> Eddi|zuHause: 8 seconds ago), APTX_ (32 weeks, 5 days, 21 hours, 43 minutes, and 43 seconds ago), Muxy (32 weeks, 6 days, 16 hours, 36 minutes, and 38 seconds ago), ashleyx42 (34 weeks, 0 days, 16 hours, 37 minutes, and 51 seconds ago), ntx (34 weeks, 4 days, 20 hours, 23 minutes, and 59 seconds ago), XziDesk (36 weeks, 5 days, 13 hours, 55 minutes, and 49 seconds ago), rainbowtux (37 weeks, 5 days, 23 (34 more messages)
14:43:09 <Eddi|zuHause> what happened to Muxy anyway? he went away with Luukland?
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15:01:03 <Sacro> fuck, someone has done most of the UK in simutrans with realistic looking trains
15:01:09 <Sacro> I wonder if they could be newgrf'd
15:14:21 <Rubidium> hmm... Tron wasn't seen?
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15:21:52 <DorpsGek> Rubidium: I have not seen beriuc.
15:21:58 <DorpsGek> Rubidium: beruic was last seen in #openttd 3 years, 48 weeks, 0 days, 18 hours, 55 minutes, and 18 seconds ago: <beruic> Belugas: Did you mean the General Transport Tycoon or General OpenTTD?
15:22:17 <Rubidium> you won't find anything older than that; that's as far as the bot's database goes
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15:39:59 <peter1138> Well that's just cheating.
15:44:19 <DorpsGek> Sacro: dragonhorseboy was last seen in #openttd 1 year, 41 weeks, 3 days, 17 hours, 38 minutes, and 57 seconds ago: <dragonhorseboy> going for now..have fun :p
15:45:21 <DorpsGek> __ln__: Yexo was last seen in #openttd 1 year, 1 week, 6 days, 2 hours, 28 minutes, and 49 seconds ago: <Yexo> <NGC3982> The station glitches are CHIPS related. I adressed it to Andy the other day, and it seems like it's b0rked in some way. <- it's still in the issue tracker for CHIPS, but I haven't had time to look at it yet
15:46:09 <__ln__> he might win the idling competition
15:46:31 <krinn> he's really idle since a year ?
15:48:07 <LordAro> iirc, pm said he was active in other places (facebook?)
15:48:43 <MNIM> LordAro: real life. *gasp*
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15:51:10 <krinn> really none have news about him ?
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16:50:40 <APTX> Eddi|zuHause: what's with the pointless highlights
17:14:04 *** TheMask96 has joined #openttd
17:20:44 <peter1138> What's with the idling and never talking and then complaining when your nick is mentioned twice by a bot...
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17:24:47 <Sacro> We could troll other devs
17:24:51 <DorpsGek> Sacro: blathijs was last seen in #openttd 1 week, 4 days, 8 hours, 16 minutes, and 15 seconds ago: <blathijs> djgummikuh: How did you update the server? Did you restart it?
17:24:53 <DorpsGek> Sacro: Belugas was last seen in #openttd 3 days, 2 hours, 49 minutes, and 4 seconds ago: <Belugas> hello
17:25:27 <DorpsGek> Sacro: I have not seen lolman.
17:25:32 <DorpsGek> Sacro: I have not seen JohnUK89.
17:40:41 <DorpsGek> LordAro: peter1138 was last seen in #openttd 1 minute and 23 seconds ago: <peter1138> hmm
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18:47:13 <Belugas> im there sacrp, don;t worry ;)
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19:18:02 <andythenorth> so if there was a callback on construction actions
19:18:08 <andythenorth> something could sit and watch that
19:18:14 <andythenorth> then plant objects
19:19:21 <peter1138> Put it in an ini file.
19:20:15 <andythenorth> I was looking at those objecty things
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19:51:12 <andythenorth> so who knows about track sets?
19:51:18 <andythenorth> I need one with narrow gauge in
19:51:42 <andythenorth> has to be compatible with Metro Track Set 2.1.0
19:55:04 <andythenorth> well what we have here is the cathedral
19:55:07 <andythenorth> and the biizarre
19:56:30 <peter1138> What does Eric Raymond have to do with it?
19:58:33 <andythenorth> there are many market stalls to buy your railtypes from
19:59:03 <Rubidium> andythenorth: railpro?
20:00:43 * andythenorth is now reading a magazine about the rail industry
20:00:48 <andythenorth> that's where google gets you :P
20:04:14 <andythenorth> could put that in FIRS
20:06:48 <frosch123> andythenorth: do you still need to know which articulated part a vehicle is?
20:07:00 <frosch123> position within articulated vehicle
20:08:52 <andythenorth> solved it compile side ;)
20:09:04 <andythenorth> do you have a new feature? o_O
20:10:52 <andythenorth> I think with that, I could probably cut down ID use, and do a *lot* of cb36
20:11:11 <andythenorth> although currently that's a non-problem :)
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20:11:58 <andythenorth> each articulated conist could just use 2 IDs
20:14:01 <andythenorth> would probably end up with fewer switches
20:14:05 <andythenorth> fewer property blocks
20:14:07 <andythenorth> faster compile maybe
20:14:33 <andythenorth> all significant props are on lead part anyway, so they don't matter
20:14:56 <frosch123> same articulated id for all vehicles? :p
20:15:05 <andythenorth> nah, that ends up being a headache
20:15:17 <andythenorth> I'd have to keep checking lead ID
20:15:25 <andythenorth> there would be some monster switch chain :D
20:15:56 <andythenorth> frosch123: if that's a viable spec extension, I'm sold
20:16:03 <andythenorth> I could see if it's a better way to code this set
20:16:18 <andythenorth> better to recode (again) now than when the set is 10x bigger :P
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20:18:53 <andythenorth> 4th time is the charm
20:19:03 <andythenorth> 4 recodes on an unreleased set :)
20:21:10 <DorpsGek> Commit by frosch :: r26157 /trunk/src (newgrf_engine.cpp vehicle_base.h) (2013-12-13 20:21:04 UTC)
20:21:11 <DorpsGek> -Feature: [NewGRF] Vehicle variable 4D for determining the position within an articulated vehicle.
20:21:24 <andythenorth> that easy eh? :)
20:21:43 <andythenorth> so does nml need to know about that var?
20:22:30 <frosch123> wiki, nforenum, nml
20:22:37 <frosch123> that's the order or so :p
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20:27:12 * andythenorth looks at nml code
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20:33:11 <planetmaker> andy, does 'position_in_articulated_vehicle' sound like an acceptable variable name?
20:35:22 <frosch123> planetmaker: there are two, from front and from back
20:35:27 <frosch123> they are similary to 40 and 41 wrt that
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20:36:30 <frosch123> position_in_consist, position_in_consist_from_end, position_in_vehid_chain, position_in_vehid_chain_from_end <- it should match those
20:37:15 <frosch123> so, yeah, positition_in_articulated_vehicle and position_in_articulated_vehicle_from_end would fit, but would be quite long :p
20:38:23 <planetmaker> yeah. just checked the commit. long variable names...
20:38:30 <planetmaker> I came up with the same
20:38:41 <planetmaker> I wonder whether they should be shorter
20:39:16 * peter1138 ponders actually using his sims 3 key
20:40:35 <Taede> arciculated lorries are commonly referred to as artics, so you might get away with position_in_artic_from_end etc
20:40:59 <andythenorth> long names are fine
20:41:06 <andythenorth> just trim vehicle to veh
20:41:39 <planetmaker> agreed. It's even more consistent then
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20:48:47 <planetmaker> so, when you get the notification in devzone channel of successful build of NML the variables will be available, andythenorth
20:49:29 <planetmaker> (another advantage of this CF - it updates itself immediately with new nml / grfcodec / pixa)
20:49:38 <andythenorth> new features DanMacK ;)
20:49:51 <andythenorth> we might go from 10 IDs per IH 'vehicle' to 2
20:49:53 <DanMacK> Features for what? lol
20:49:56 <andythenorth> but don't go using them all up :P
20:50:19 <andythenorth> means another recode :P
20:50:36 <andythenorth> I could do it now (no IH for christmas) or later (less broken savegames)
20:52:31 <DorpsGek> Commit by frosch :: r26158 trunk/src/table/newgrf_debug_data.h (2013-12-13 20:52:25 UTC)
20:52:32 <DorpsGek> -Fix: NewGRF inspect window lacked several newer variables.
20:54:14 <andythenorth> sometimes I could use an 'inspect individual vehicle' option for trains
20:54:22 <andythenorth> can't think of an easy way to do that though
20:54:36 <frosch123> just use the left/right buttons at the top
20:55:05 * DanMacK would like the "Replace Vehicles" option to replace with same type
20:55:30 <frosch123> it's called autorenew
20:55:42 <andythenorth> my favourite new features are the existing ones I didn't know about
20:55:46 <andythenorth> been a few of these recently
20:55:59 <DanMacK> but I don't want to replace everything
20:56:13 <DanMacK> I like the option to select what I want to auto-replace
20:56:31 <andythenorth> where are the left/right buttons?
20:57:20 <andythenorth> I've been playing 1.3.0 for too long :P
20:57:23 <frosch123> pff, what were you using?
20:57:36 <andythenorth> that is very useful
20:57:46 <andythenorth> especially for IH with 3 vehicles per 'unit'
20:59:35 <andythenorth> DanMacK: do you happen to know which railtype grf we can use for NG?
20:59:55 <andythenorth> I only know of the old NG Rails, which isn't railtypes
21:00:28 <Zuu> andythenorth: I've read short about IH in the logs. It sounds good with a set with only useful choises. I played a different game a few weeks ago - Cities in Motion 2 - where you only have 3 different busses - yet all of them have a usage and I don't feel that I miss out any bus.
21:00:51 <andythenorth> Zuu :) So far IH is managing that
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21:00:59 <andythenorth> would you agree DanMacK ?
21:01:44 <Zuu> andythenorth: Will IH only be one type of vehicles (eg. RV) or also trains?
21:01:58 <andythenorth> we have an RV set planned, but not now
21:02:18 <andythenorth> maybe after roadtypes is done :P
21:03:04 <DanMacK> Oberhumer has a NG set on the Fruit Store
21:03:20 <andythenorth> I think Nutracks probably has some
21:03:20 <DanMacK> "Narrow Gauge Track Types"
21:03:23 <andythenorth> it has everything :(
21:03:33 <andythenorth> I don't have an engine to test with yet though
21:03:41 <andythenorth> and engines won't appear if they have no railtype
21:03:49 <andythenorth> and railtypes won't appear if there's no engines
21:03:55 <DanMacK> I'd say look at that one
21:04:05 <DanMacK> and what are you waiting for, you have the test sprite :P
21:04:11 <andythenorth> coding it now ;)
21:04:14 <andythenorth> need a railtype grf
21:04:29 <andythenorth> so this cape gauge stuff - are we going to make that default to 'normal rail'?
21:04:36 <andythenorth> or make people install a railtype grf?
21:04:44 <andythenorth> normal seems better
21:05:05 <DanMacK> the "Narrow Gauge" for the cape gauge will be 2'6"
21:05:19 <andythenorth> so I have to set some labels up *inside* IH
21:05:25 <andythenorth> internal to the grf only
21:05:34 <andythenorth> for the 2'6" stuff
21:05:42 <andythenorth> and then CAPE or whatever for the other stuff
21:06:40 *** eQualizer has joined #openttd
21:47:06 <DorpsGek> Commit by frosch :: r26159 extra/website/bananas/views.py (2013-12-13 21:47:01 UTC)
21:47:07 <DorpsGek> [website] -Fix: Use grfid to compute md5sum of .grf files in base graphics.
21:48:10 <frosch123> does it give +1/+1 ?
21:56:47 <planetmaker> if tapped it will provide black mana ;)
21:57:13 <planetmaker> did I mention that I absolutely do NOT like that cardgame? :P
21:57:30 <frosch123> i barely know the real cardgame
21:57:59 <frosch123> i only know the supposedly easier game inspired by it
21:58:12 <frosch123> does the original also have bananas?
21:58:23 <planetmaker> No clue. I don't own a single card of it
21:58:50 <planetmaker> selling a dozen cards for a dozen euros always seemed not worth my money ;)
21:59:52 <frosch123> esp. since "limited" is likely more fun, but even more expensive
22:00:16 <frosch123> well, i guess you can reshuffle them
22:04:40 <andythenorth> DanMacK: so my game currently has in the menu: NG rail, rail, elrail, metro, and metro (with catenary) :P
22:04:46 <andythenorth> the last one is kind of pointless :)
22:24:04 *** DarkAce-Z is now known as DarkAceZ
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22:33:40 * andythenorth watches a slow slow slow compile :(
22:34:10 * Supercheese wishes there was a TTD nighttime base set, rather than OpenGFX
22:34:23 <Supercheese> although the OGFX night set is damn impressive
22:34:44 <andythenorth> Supercheese: patch the game's palette
22:34:51 <andythenorth> 255 colours -> black :P
22:34:57 <Supercheese> not just palette, the lighted windows
22:35:03 <Supercheese> and other details
22:35:27 <frosch123> nah, power outage and new moon
22:35:41 <frosch123> do you have candles? i have none
22:35:51 * Supercheese has battery-powered candles
22:35:54 <andythenorth> just light the trains :P
22:35:55 <frosch123> at least none i would find in the dark :p
22:36:13 <andythenorth> the purple window shades are mostly only used for the windows
22:36:18 <andythenorth> move those to yellow :P
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23:29:46 <stanek> How does one set up emacs to properly handle openttd's code style? it's currently giving me a hard time with tabs :P
23:31:24 <glx> by using another editor ?
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