| --- | Log | opened Fri Aug 24 00:00:10 2007 |
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| 03:16 | <TrueBrain> | Sacro: you made that? :) |
| 03:16 | <TrueBrain> | downside of MLCad is that you can't render in a simple way |
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| 03:44 | <Syphic> | hey |
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| 03:45 | |-| | mode/#openttd [+o Bjarni] by ChanServ |
| 03:45 | <Syphic> | anyone in here in the game by FacePLant? or something like that? |
| 03:46 | <@Bjarni> | what is FacePLant? |
| 03:46 | <Syphic> | one of the servers |
| 03:46 | <@Bjarni> | oh |
| 03:46 | <@Bjarni> | well, I'm not ;) |
| 03:47 | <Syphic> | Its called Face_Punch_***** |
| 03:47 | <Syphic> | are u playing any games? atm? |
| 03:47 | <@Bjarni> | actually I'm playing a cool game right now called RL |
| 03:48 | <Syphic> | RL? |
| 03:48 | <Syphic> | RealLive? |
| 03:48 | <@Bjarni> | it's about how other people will make you pay fortunes for nearly nothing |
| 03:48 | <Syphic> | oops RealLife* |
| 03:48 | <@Bjarni> | yeah |
| 03:48 | <Syphic> | ah ok |
| 03:48 | <@Bjarni> | the point is to avoid such incidents, which can be tricky :s |
| 03:49 | <Syphic> | got ya... well im more of a ttd person biz games |
| 03:49 | <Syphic> | what does NoBrk stand for? |
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| 03:50 | <TheMask96> | No Breakdowns |
| 03:50 | <Syphic> | thx |
| 03:50 | <Syphic> | so is anyone in here actually playing ttd? |
| 03:51 | <TrueBrain> | nah, we just hang here |
| 03:51 | <Syphic> | do yall even like the game |
| 03:53 | <Syphic> | anyways ltr |
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| 03:58 | <alex_> | Syphic has quit (Quit: The early bird may get the worm, but the second mouse gets the cheese) |
| 03:58 | <alex_> | WTF |
| 03:58 | <alex_> | what the hell is that supposed to mean? |
| 03:58 | <Rubidium> | that the first mouse dies in the mouse trap |
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| 04:09 | <Nickman> | hi all |
| 04:10 | <alex_> | lol Rubidium |
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| 04:39 | <TrueBrain> | http://devs.openttd.org/~truelight/lego030.png |
| 04:39 | <TrueBrain> | somehow I think it isn't that clear... |
| 04:39 | <Nickman> | looks cool |
| 04:39 | <TrueBrain> | but you can't really see the topleft thing of going down |
| 04:40 | <Nickman> | that is indeed hard to see |
| 04:40 | <TrueBrain> | then it is always a bit hard to see |
| 04:40 | <TrueBrain> | but still |
| 04:40 | <Nickman> | :) |
| 04:40 | <Nickman> | maybe you should see it on a bigger scale? |
| 04:40 | <TrueBrain> | means adding more tiles ;) |
| 04:40 | <Nickman> | like bigger platform |
| 04:40 | <Nickman> | :D |
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| 04:44 | <TrueBrain> | more often I am fighting Blender than that it is working for me :p |
| 04:44 | <TrueBrain> | hidden options all over the place :p |
| 04:44 | <Nickman> | hehe, you need to know the right keys to press ;) |
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| 04:51 | <Progman> | TrueBrain: is it a raised tile or corner? |
| 04:52 | <Progman> | maybe its better to use the roof-stones instead of this |
| 04:52 | <TrueBrain> | but then you can't build on it |
| 04:52 | <Nickman> | it's a bit slippery then :) |
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| 04:57 | <Progman> | am I right you are using only 3 level steps instead of 4? |
| 04:57 | <Progman> | maybe it works better if you start rasing at the edge of the tile |
| 04:57 | <TrueBrain> | 4 steps is the next floor |
| 04:58 | <TrueBrain> | in this case it looks like 3, but that is beause the top isn't part of the next floor yet |
| 04:58 | <TrueBrain> | hmm, height is fucked up anyway :( |
| 04:59 | <Progman> | can you raise a tile and post a screenshot? |
| 04:59 | <TrueBrain> | after correcting the height, I will |
| 05:01 | <TrueBrain> | http://devs.openttd.org/~truelight/lego031.png |
| 05:01 | <TrueBrain> | not 100% perfect yet |
| 05:04 | <Progman> | and if you use the relation "3 lego-steps ~ 1 ottd height"? |
| 05:04 | <TrueBrain> | but okay, it indeed is a 3 step |
| 05:05 | <Progman> | anyway, you get it ;) |
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| 05:21 | <TrueBrain> | hmm, I really need to make that 4 lego steps are 1 ottd height |
| 05:21 | <TrueBrain> | so far the attempts ... well... failed :p |
| 05:21 | <TrueBrain> | hehe |
| 05:23 | <Noldo> | so in that picture the top most stud of the slope is the same height as the top of the hill? |
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| 05:26 | <TrueBrain> | I need to make a few other pictures first, before I can see if this really works :) |
| 05:32 | <TrueBrain> | and now, now I need to pick up my gf :) Be back later, much later :p |
| 05:33 | <TrueBrain> | http://devs.openttd.org/~truelight/lego032.png |
| 05:33 | <TrueBrain> | far from perfect :p |
| 05:34 | <Progman> | but almost close ;) |
| 05:35 | <blathijs> | TrueBrain: That's rendered by openttd? Nice :-) |
| 05:36 | <Noldo> | I wonder hos the will could jump up more |
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| 05:45 | <kaan> | hi all |
| 05:46 | <Noldo> | s/hos/how/ and s/will/hill/ |
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| 06:01 | <Nickman^Away> | TrueBrain, looking good ;) |
| 06:02 | <Noldo> | TrueBrain: what git version do you use? |
| 06:02 | <Rubidium> | I guess gentoo's latest stable |
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| 06:16 | <TrueBrain> | hmm, it looked better then I thought :) |
| 06:16 | <TrueBrain> | how nice ;) |
| 06:21 | <Eddi|zuHause3> | i really like the new green |
| 06:24 | <blathijs> | TrueBrain: Did you try using the "schuine blokjes" for the slops instead of a stairs of blocks? |
| 06:24 | <blathijs> | angled bricks, would be the word |
| 06:25 | <TrueBrain> | blathijs: you can't build on those! |
| 06:26 | <Noldo> | :) |
| 06:28 | <blathijs> | :-) |
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| 07:20 | <svip> | Hm. |
| 07:20 | <svip> | What variable in _prices stores how much it cost to clear farmland? |
| 07:23 | <Maedhros> | have a look in ClearTile_Clear |
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| 07:30 | <svip> | GetClearGround, hm. :O |
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| 07:47 | <Digitalfox> | Hello :) |
| 07:48 | <Digitalfox> | What do i need to create a portuguese newgrf of town names?? Decode one already existing for other language and replace names or is there some tutorial? |
| 07:49 | <Maedhros> | this is the manual page: http://wiki.ttdpatch.net/tiki-index.php?page=ActionF |
| 07:49 | <izhirahider> | Digitalfox, hey |
| 07:50 | <+glx> | Digitalfox: I converted 2 of the original OTTD townname generators into action F http://glx.dnsalias.net:8080/openttd/townname/ |
| 07:50 | <izhirahider> | Digitalfox, Sorry for that, I haven't had time for it before |
| 07:50 | <Digitalfox> | hey izhirahider :) |
| 07:50 | <izhirahider> | and seriously, the newgrf thing kinda turned me down considerably |
| 07:50 | <Digitalfox> | izhirahider: I know, that's why i'm going to try |
| 07:52 | <izhirahider> | What time do you have for it? |
| 07:53 | <Digitalfox> | glx, tha's cool :) but if there were one in english, at least would be easier, but i can always translate sweden to english and then english to portuguese :) |
| 07:53 | <Digitalfox> | izhirahider: A lot ;) |
| 07:54 | <+glx> | Digitalfox: I can't convert the english generators because they use ReplaceWord() |
| 07:54 | <Digitalfox> | ok |
| 07:54 | <Digitalfox> | So anyone knows a good site for translating sweden to english? ;) |
| 07:55 | <+glx> | what do you want translate? |
| 07:55 | <colle> | http://lexin.nada.kth.se/swe-eng.html |
| 07:55 | <+glx> | there are just list of townname parts |
| 07:58 | <Digitalfox> | Well, for me is easy to just translate the names on sweden to portuguese and try to make the newgrf worl well :) |
| 07:58 | <izhirahider> | it doesn't work like that Digitalfox |
| 07:58 | <+glx> | you want to translate townnames? |
| 07:58 | <izhirahider> | our town generator is much more complex |
| 07:58 | <izhirahider> | it requires programming |
| 07:58 | <izhirahider> | I'm affraid newgrf doesn't allow that, only combinations per se |
| 07:59 | <Digitalfox> | Well i'll give it a shot anyway! |
| 08:01 | <+glx> | jpset_namw.grf uses only full names |
| 08:01 | <Digitalfox> | ok |
| 08:02 | <Digitalfox> | I'll try and see what i can do.. |
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| 08:03 | <+glx> | izhirahider: can I see your generator? |
| 08:03 | <izhirahider> | glx, thanks for asking. I'll quite busy at this time to send it though, maybe at some later time I can show you, if you don't mind |
| 08:04 | <+glx> | np |
| 08:06 | <TrueBrain> | http://devs.openttd.org/~truelight/lego033.png |
| 08:06 | <TrueBrain> | it looks ugly :( |
| 08:06 | <TrueBrain> | depth perception totally fails |
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| 08:08 | <+glx> | TrueBrain: wrong offset for one it seems |
| 08:08 | <Progman> | weird antialias thing |
| 08:08 | <TrueBrain> | glx: no, not all tiles are converted to the new coordinates :) |
| 08:09 | <TrueBrain> | and the red is just a silly thing of me :) |
| 08:10 | <+glx> | use a lighter green if possible |
| 08:10 | <TrueBrain> | still doesn't give any depth perception |
| 08:14 | <Noldo> | the slopes aren't exactly the same color in the originals |
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| 08:25 | <Eddi|zuHause3> | <TrueBrain> depth perception totally fails <- a grid might help that :) |
| 08:26 | <Eddi|zuHause3> | <Noldo> the slopes aren't exactly the same color in the originals <- yes, but here, slopes are not slopes, but steps of flat tiles, so you don't have "lighting effects" to explain the colours (especially on the backwards slopes) |
| 08:26 | <Nickman^Away> | it's a bit to green i think TrueBrain... :D |
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| 08:27 | <Nickman^Away> | to much of the same clour |
| 08:27 | |-| | Nickman^Away changed nick to Nickman |
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| 08:30 | <TrueBrain> | [15:25][15:25] <Eddi|zuHause3> <TrueBrain> depth perception totally fails <- a grid might help that :) <- nope, 1 tile itself doens't have depth perception |
| 08:30 | <@Belugas> | i'll go along glx's opinion: colors might do the trick |
| 08:30 | <TrueBrain> | Belugas: nope, tried :( |
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| 08:35 | <Noldo> | you are going to end up modeling it with blender |
| 08:35 | <frosch123> | Who wants to pay 4.99 pounds for TTDP? |
| 08:35 | <Eddi|zuHause3> | i'd suggest different colours per height level, but the system probably does not allow this |
| 08:35 | <TrueBrain> | this _is_ blender |
| 08:37 | <Noldo> | :( |
| 08:38 | <@Belugas> | for TTD<P> ??? |
| 08:39 | <frosch123> | The advertisment on openttd.org |
| 08:39 | <@Belugas> | TrueBrain, i guess that blender is good, but doing some manual modifications are good too :) |
| 08:39 | <@Belugas> | IIRC, this is the conclusion Wolf01 came up with |
| 08:40 | <@Belugas> | frosch123, i don't see that. Maybe a banner thing :( |
| 08:40 | <Noldo> | google ads |
| 08:41 | <joosa`> | e links |
| 08:41 | <joosa`> | pe1617.16 [Users #openttd] |
| 08:41 | <joosa`> | oops |
| 08:41 | <joosa`> | pe1617.16 [@Belugas ] [ BTH_ ] [ eQualizer ] [ marc-andre ] [ raimar3 ] [ TheMask96 ] |
| 08:41 | <joosa`> | sry, the mouse dropped and clicked paste |
| 08:43 | <joosa`> | I got a strong deja vu from that. |
| 08:44 | |-| | joosa` changed nick to joosa |
| 08:44 | <frosch123> | Well, it links to a page, where it seems you could buy TTDX with win XP support for 4.99 pounds. |
| 08:45 | <frosch123> | But the FAQ says: "All the games mentioned on this site are Abandonware. We do not sell these games. What we do sell, is the ability to play these games on Windows XP. The money that you pay, is ONLY buying our software and packaging costs." |
| 08:45 | <frosch123> | So I guess, they sell TTDP on a nice CD or something. |
| 08:46 | <ln-> | well that's not illegal. |
| 08:46 | <frosch123> | No, I just asked, who wants to buy TTDP for 4.99. |
| 08:46 | <@Belugas> | ho... TTDX... I kinda remember an offer similar to that one, but with the screenshot provided, it looked more like OTTD then TTDP |
| 08:46 | <ln-> | if they sell the "abandonware" game too, then it is illegal. |
| 08:46 | <@Belugas> | it was on EBay, IIRC |
| 08:47 | <frosch123> | Well the abandonware thingy is only in the "tiny things". I cannot see it on the main selling page. |
| 08:48 | <Noldo> | quite interesting business logic I have to say |
| 08:56 | <skidd13> | Today I found out a quite interesting point regarding the legal existence of openttd. Even if ATATRI forbids OpenTTD (What isn't legal anyway) they have to pay all the developers and patch writers for their work. =) And they probably won't. |
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| 10:03 | <svip> | :[ |
| 10:03 | <svip> | Should I add a button to the railway/road/etc. building toolbars. |
| 10:03 | <svip> | Or to the main toolbar. |
| 10:05 | <Eddi|zuHause3> | maybe add a submenu to the landscaping button, one entry opens the terraforming toolbar, and the other the "land usage" toolbar, with different sets of highlighting filters (town rating, tile owner etc.) |
| 10:06 | <Eddi|zuHause3> | railtype!! |
| 10:07 | <Eddi|zuHause3> | it's one of the long standing feature requests, a way to easily spot stray unelectrified pieces of rail |
| 10:07 | <Eddi|zuHause3> | and the tile highlighting sounds like the perfect solution |
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| 10:10 | <svip> | Aha! |
| 10:10 | <Eddi|zuHause3> | other idea for filter: accepted goods |
| 10:10 | <Eddi|zuHause3> | but that can be extended later :) |
| 10:10 | <svip> | :) |
| 10:11 | <Eddi|zuHause3> | it could also be a submenu entry of another button |
| 10:11 | <Eddi|zuHause3> | like where the transparency toolbar is |
| 10:11 | <Eddi|zuHause3> | that even sounds like a better idea :) |
| 10:12 | <svip> | Huh? |
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| 10:13 | <Eddi|zuHause3> | you know the transparency gui? |
| 10:13 | <svip> | I do not. |
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| 10:14 | |-| | Frostregen_ changed nick to Frostregen |
| 10:16 | <Eddi|zuHause3> | svip: in the options menu (the one with the wrench), there is "game options", "difficulty options", "patch options", "newgrf options" and "transparency options" |
| 10:17 | <svip> | Ah. |
| 10:17 | <svip> | Sounds like a plan. |
| 10:20 | <Eddi|zuHause3> | there you can add "highlighting options" |
| 10:21 | <svip> | Good idea. |
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| 10:44 | <frosch123> | bye, going home... |
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| 10:47 | <TrueBrain> | k, girlfriend is sleeping |
| 10:47 | <TrueBrain> | back to the blender |
| 10:48 | <@peter1138> | with the frogs? |
| 10:48 | <TrueBrain> | kwak! |
| 10:48 | <Eddi|zuHause3> | frogs say "quak" here... |
| 10:48 | <TrueBrain> | does it look like I care? :p |
| 10:49 | <Eddi|zuHause3> | do you care if i said 'yes'? |
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| 10:50 | <TrueBrain> | yes |
| 10:50 | <TrueBrain> | as it means I can run an other @kick line ;) |
| 10:50 | <TrueBrain> | MWHAHAHAHAHAHHAHAHAHAHAHAHAHA |
| 10:50 | <TrueBrain> | HA |
| 10:50 | <TrueBrain> | HA |
| 10:51 | <Eddi|zuHause3> | hmm... i'm not in a mood to be kicked right now... |
| 10:51 | <TrueBrain> | pfew :p |
| 10:54 | <TrueBrain> | bah, I need a real artist in here :p |
| 10:54 | <TrueBrain> | as I can't make it like I would like to :p |
| 10:55 | <svip> | :P |
| 10:56 | <TrueBrain> | I can't get this depth visible :( |
| 10:57 | <TrueBrain> | I guess I need a second sun :) |
| 10:58 | <@Belugas> | in here, frogs would rather sound like "wrebbit" ;) |
| 10:59 | <Eddi|zuHause3> | those are american frogs :p |
| 11:00 | <svip> | Hm. |
| 11:00 | <svip> | SVN question. |
| 11:00 | <svip> | If I rename a file, how do I coupe with that? |
| 11:00 | <svip> | Like with svn add stuff. |
| 11:01 | <TrueBrain> | svn move |
| 11:01 | <@Bjarni> | svn move file new_file |
| 11:01 | <TrueBrain> | amazing how simple life is :p |
| 11:01 | <@Bjarni> | svn help move (if you really need to read this) |
| 11:01 | <@Bjarni> | you might want to read "svn help" anyway to see what it can do for you |
| 11:01 | <Nickman> | so, no progress on thebricks TrueBrain? :) |
| 11:02 | <TrueBrain> | backward progress :p |
| 11:02 | <Nickman> | that's bad progress :D |
| 11:02 | <Nickman> | I'm at episode 18 of heroes ATM :) |
| 11:03 | <Eddi|zuHause3> | that's where *insert really bad spoiler here*? |
| 11:03 | <Nickman> | hehe :D |
| 11:03 | <Nickman> | I don't really care about spoilers, but the rest in here might ;) |
| 11:03 | <Eddi|zuHause3> | i care... |
| 11:03 | <TrueBrain> | but we don't care about the rest :) |
| 11:03 | <TrueBrain> | you is all that matters! |
| 11:03 | <@Bjarni> | wtf is heroes? |
| 11:03 | <Nickman> | lol |
| 11:04 | <Nickman> | a series |
| 11:04 | <Eddi|zuHause3> | the greatest series on earth... |
| 11:04 | <TrueBrain> | Bjarni: clearly you aren't :p |
| 11:04 | <Nickman> | the greatest? hehe |
| 11:04 | <Eddi|zuHause3> | yeah, it's way beyond lost... |
| 11:04 | <Nickman> | Lost gives to little answers and to much questions :) |
| 11:05 | <@Bjarni> | yeah, I might not care about spoilers from heroes |
| 11:05 | <Eddi|zuHause3> | Bjarni: you would if you watched it... |
| 11:05 | <@Bjarni> | and "episode 18 of heroes" kind of gave the series part of it away ;) |
| 11:06 | <TrueBrain> | http://devs.openttd.org/~truelight/lego034.png |
| 11:06 | <TrueBrain> | at least I have the height figured out |
| 11:06 | <TrueBrain> | hmm, not 100%, but almost in fact :p |
| 11:07 | <Nickman> | that's cool :) |
| 11:07 | <Nickman> | the tiles going down on the top right have a bug in them |
| 11:07 | <Eddi|zuHause3> | the steps look kind of irregular... especially the backwards down steps |
| 11:07 | <Nickman> | yep |
| 11:08 | <TrueBrain> | on the back are wrong somehow yes |
| 11:08 | <TrueBrain> | but to the front are perfect, as far as I can tell |
| 11:08 | <Eddi|zuHause3> | yeah, but the half-slopes have different step size than the full slopes |
| 11:08 | <TrueBrain> | full slopes are the only one done |
| 11:08 | <TrueBrain> | ignore the rest |
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| 11:09 | <Eddi|zuHause3> | the upwards slopes on the right also have a wrong step height |
| 11:09 | <TrueBrain> | ? |
| 11:10 | <Nickman> | how are you making them nowe TrueBrain? |
| 11:10 | <TrueBrain> | Nickman: via Blender |
| 11:10 | <Nickman> | :D |
| 11:10 | <Nickman> | you can test the commandline rendering ;) |
| 11:11 | <TrueBrain> | that too :) |
| 11:11 | <Nickman> | go for it ;) |
| 11:11 | <Nickman> | :D |
| 11:11 | <TrueBrain> | just the light is wrong |
| 11:11 | <TrueBrain> | which sucks |
| 11:12 | <TrueBrain> | I can also make it a bit transparent? :) |
| 11:12 | <Nickman> | :p |
| 11:12 | <Nickman> | there is a lightning setup somewhere on the forums? |
| 11:12 | <TrueBrain> | yes |
| 11:12 | <TrueBrain> | via wiki |
| 11:12 | <TrueBrain> | in a blender file |
| 11:12 | <TrueBrain> | not the most clear way, if you ask me |
| 11:12 | <TrueBrain> | but okay |
| 11:12 | <Nickman> | :p |
| 11:13 | <Nickman> | make it clearer ;) |
| 11:14 | <svip> | Hm, Eddi|zuHause3. |
| 11:14 | <svip> | I have formed an idea! |
| 11:14 | <TrueBrain> | oh-oh |
| 11:14 | <Nickman> | :D |
| 11:14 | <svip> | How about we allow the users to pick which "tile" type they want to use for a specific highlight. |
| 11:14 | <Sacro> | TrueBrain: did you see my rendering? |
| 11:14 | <TrueBrain> | Sacro: I believe so yes |
| 11:14 | <svip> | Like "use select highlight for A, and inner highlight for B." |
| 11:14 | <TrueBrain> | it was pretty nice :) |
| 11:15 | <TrueBrain> | too bad it is almost imposisble to go from MLCad to any real renderer |
| 11:15 | <Sacro> | TrueBrain: real... like POV-RAY? |
| 11:15 | <svip> | So there will be small drop down menus showing all possible zoning. |
| 11:15 | <TrueBrain> | POV really sucks :s |
| 11:15 | <Sacro> | or like Blender? |
| 11:15 | <Sacro> | you can go ldraw -> blender |
| 11:15 | <svip> | Does text in a window require a widget? |
| 11:15 | <TrueBrain> | Sacro: tried, I couldn't find anything |
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| 11:17 | <svip> | And how do I make a drop down box widget? |
| 11:17 | <Nickman> | maybe a plugin TrueBrain? |
| 11:18 | <TrueBrain> | Nickman: tried, I couldn't find anything |
| 11:18 | <Nickman> | look harder!!! :D |
| 11:18 | <Nickman> | I wanna play with lego :( |
| 11:18 | <Eddi|zuHause3> | svip: hm, i don't really like that idea... either only use the inner highlighting, or make a colour variant for the outer highlighting, if it would collide with mouse selection (white, red, blue) |
| 11:19 | <TrueBrain> | currently I am confirming my upwards slope is pixel perfect |
| 11:19 | <TrueBrain> | and it is :) :) |
| 11:19 | <Nickman> | ;) |
| 11:19 | <TrueBrain> | oh doh |
| 11:19 | <TrueBrain> | not 100% |
| 11:19 | <TrueBrain> | like 95% :p |
| 11:19 | <Nickman> | that's not the way to roll! |
| 11:19 | <svip> | I disagree, I still like it, Eddi|zuHause3. |
| 11:20 | <Eddi|zuHause3> | svip: the GUI should not get too complicated |
| 11:20 | <svip> | That's why people pick some sane choices for the "outer" highlight. |
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| 11:20 | <svip> | It won't. |
| 11:20 | <TrueBrain> | k, then I wonder, the backwards going down stuff |
| 11:20 | <TrueBrain> | does it just LOOK wrong |
| 11:20 | <TrueBrain> | or is it really wrong... |
| 11:21 | <Nickman> | is IS :D |
| 11:21 | <Nickman> | it cuts off a piece |
| 11:21 | <TrueBrain> | no, it looks wrong |
| 11:21 | <TrueBrain> | because it misses other tiles |
| 11:21 | <Nickman> | when there are two tiles below each other |
| 11:21 | <Nickman> | the upper one seems to be to high |
| 11:22 | <Nickman> | it covers to much of the tile below it |
| 11:22 | <Sacro> | TrueBrain: google ldraw to blender |
| 11:22 | <TrueBrain> | Sacro: I searched for ldr to blender :p |
| 11:22 | <Nickman> | :p |
| 11:23 | <Sacro> | TrueBrain: a rather primitive scanner? |
| 11:23 | <TrueBrain> | would be useful if you could load them directly :) |
| 11:23 | <TrueBrain> | but I have to say I am not using the correct scaling :s |
| 11:23 | <Sacro> | hmm, the site is wrong |
| 11:24 | <Sacro> | well i can render to a bmp |
| 11:24 | <Sacro> | but if i can export to blender, that'd be easier |
| 11:24 | <Sacro> | cos then i can just do models |
| 11:24 | <TrueBrain> | you want models :) |
| 11:24 | <TrueBrain> | anyway, the Z-scaling isn't the same as the X/Y scaling |
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| 11:24 | <TrueBrain> | that I needed to make it look right |
| 11:24 | <TrueBrain> | (else you go up twice as fast) |
| 11:25 | <Sacro> | mmm |
| 11:25 | <Sacro> | it's not orthographic is it? |
| 11:25 | <TrueBrain> | but for most other things that won't be a real problem I guess... |
| 11:26 | <TrueBrain> | Sacro: I refuse to comment on it, as I have it always wrong :p |
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| 11:26 | <TrueBrain> | hmm, I wish I knew how to change the grid in Blender :) |
| 11:26 | <TrueBrain> | hi skidd13, wb :) |
| 11:26 | <Sacro> | TrueBrain: hehe |
| 11:26 | <Sacro> | well i did a nice model of a freight wagon |
| 11:26 | <TrueBrain> | It was very nice indeed :) |
| 11:27 | <TrueBrain> | find a way to get it imported :) |
| 11:27 | <Sacro> | i shall |
| 11:27 | <Sacro> | well do you want PNG renders? |
| 11:27 | <Sacro> | or a model? |
| 11:27 | <TrueBrain> | model would be best |
| 11:27 | <TrueBrain> | as then we can apply the same lightning as all other models |
| 11:27 | <TrueBrain> | and proofs Nickman's concept, that the 32bpp site should only accepts blender files :) |
| 11:28 | <Nickman> | ;) |
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| 11:28 | <Sacro> | yes, alright |
| 11:28 | <TrueBrain> | hmm, it looks like on the backwards stuff, the drawing is done in the wrong order... |
| 11:28 | <skidd13> | TrueBrain: :) |
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| 11:29 | <Sacro> | grrr, the web.mac.com is down |
| 11:29 | <Nickman> | that too could be possible TrueBrain ;) |
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| 11:30 | <Wolf01> | hello |
| 11:30 | <TrueBrain> | hi Wolf01 :) |
| 11:30 | <TrueBrain> | http://devs.openttd.org/~truelight/lego034.png <- via Blender :) |
| 11:30 | <Wolf01> | nice :) |
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| 11:31 | <TrueBrain> | it is a bit wrong |
| 11:31 | <TrueBrain> | just slightly |
| 11:31 | <TrueBrain> | but it annoys me |
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| 11:31 | <_Ben_> | TrueBrain is it the slightly increase for the 4th step thats a bit wrong? |
| 11:31 | <Priski> | lego theme would be lot nicer than toyland |
| 11:32 | <TrueBrain> | _Ben_: yes, the height of a single tile just doesn't work out with the next tile |
| 11:32 | <TrueBrain> | so step 1 and step 4 are a mismatch |
| 11:32 | <TrueBrain> | about 0.2 pixel :p |
| 11:32 | <_Ben_> | It seems to work really nicely on the slope on the bottom right, why not mirror that? |
| 11:32 | <TrueBrain> | _Ben_: they _are_ mirrored... Blender -> Anim, 4 frames with different viewpoint |
| 11:33 | <_Ben_> | I mean mirror the render (for the bottom to front facing sides |
| 11:33 | <_Ben_> | ) |
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| 11:34 | <TrueBrain> | they should be an exact mirror... let me check |
| 11:35 | <TrueBrain> | bah, even thinking seems to fail.. it is hot in here :( |
| 11:36 | <Wolf01> | i hope that when you'll finish it you'll remember to credit me :D |
| 11:36 | <TrueBrain> | hehe :p |
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| 11:37 | <TrueBrain> | _Ben_: btw, thisone you might know: the backwards going down thingies have very bad depth view, because the light comes from the front (where the user looks from) |
| 11:37 | <TrueBrain> | any easy way to give it back some depth prespective? |
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| 11:38 | <_Ben_> | brightness-contrast in PS, or paint.net (not shore about gimp). maybe hue-saturation a little also |
| 11:38 | <TrueBrain> | is it possible via Blender? |
| 11:39 | <_Ben_> | hmm, yes, changing the diffuse settings should do it, I'm not exactly shore how to do that, I always do it post render, as its quicker to get correct |
| 11:39 | <TrueBrain> | hehe :) |
| 11:39 | <svip> | Does WE_PAINT mean? |
| 11:39 | <TrueBrain> | any chance you also know how to change the grid-size in Blender? :p |
| 11:40 | <Wolf01> | svip: put there what you need to paint |
| 11:40 | <svip> | As in drawing the window? |
| 11:40 | <Wolf01> | is a window event |
| 11:40 | <Wolf01> | usually there you draw the widgets and other things |
| 11:41 | <_Ben_> | TrueBrain: no idea I'm affriad. The grid is usually just used to give an idea of scale, you move things relative to it, rather than changing it |
| 11:41 | <TrueBrain> | _Ben_: but you have this lovely clipping |
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| 11:41 | <TrueBrain> | clipping = snap |
| 11:41 | <TrueBrain> | having lego it would be very useful to use snap to grid :) |
| 11:41 | <Wolf01> | TrueBrain, but in lego you can see the grid :D |
| 11:42 | <svip> | Okay... |
| 11:42 | <svip> | That's a pretty messed up window. |
| 11:42 | <Wolf01> | in temperate you don't... at least, i've never seen a grid around in real world |
| 11:42 | <_Ben_> | ah, I see what you mean. In max its called the angle snap toggle. I'm not shore where that is in blender, but try searching for that name |
| 11:42 | <TrueBrain> | k, tnx :) |
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| 11:46 | <TrueBrain> | _Ben_: Nickman had to idea to only allow .blend files to be uploaded for the 32bpp website, so we have the source files, instead of just the PNG.. bad idea / good idea? |
| 11:47 | <Nickman> | and we render the PNG files ourselfs on a server ;) |
| 11:47 | <Nickman> | (I could provide some CPU power for that matter ;)) |
| 11:47 | <_Ben_> | TrueBrain, It would certaintly be a good idea to get hold of the source of models, otherwise preview shots are nothign more than a teezer |
| 11:48 | <TrueBrain> | but are .blend files all that we need? I mean, you already talk about doing it post-render, some changes |
| 11:48 | <Nickman> | I think the .blend files (or other "source" files should be neccesary) and maybe the PNG should be uploaded to... |
| 11:48 | <_Ben_> | 2 problems. a lot of people don't use blender, including myself most of the time. 2) a lot of people seem to be reluctant to release models under gpl, but would prefer credit (cc-sa) |
| 11:49 | <Nickman> | credit CAN be provided... |
| 11:49 | <Nickman> | that won't be much of a problem I think? |
| 11:49 | <Nickman> | the one that uploads the source gets the credit... |
| 11:49 | <Noldo> | Nickman: gpl doesn't promise that everybody who uses the file gives credit |
| 11:50 | <TrueBrain> | credits aren't the problem, as long as we, as OpenTTD Developers Team, are free to do with the graphics (and source files) what ever we want |
| 11:50 | <TrueBrain> | I have no idea which licenses provide that :) |
| 11:50 | <Nickman> | No, but when they upload the file to this site, their name is next to it, so whoever downloads them, sees who it is from... |
| 11:50 | <TrueBrain> | Nickman: more when we release a 32bpp set (if ever) |
| 11:50 | <Nickman> | what do you mean? The credit will be gone then? |
| 11:51 | <TrueBrain> | Nickman: there are, what, 10000 images? |
| 11:51 | <_Ben_> | hmm, well if its specific to openttd, they could be completly copyright as long as there is personally permission that openttd can use them, and release them. But then the release of openttd with graphics would have to hold that liecence, so if its all gpl as it currently is? then there would be an issue |
| 11:51 | <Nickman> | Place it somwhere in a txt file or somthing, where do the credits of the developers go? :) |
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| 11:51 | <TrueBrain> | Nickman: long long long long long list :) |
| 11:51 | <TrueBrain> | _Ben_: I will ask around which licenses fits both |
| 11:51 | <Nickman> | yeah... |
| 11:51 | <Nickman> | (y) |
| 11:51 | <Nickman> | oeps |
| 11:51 | <Nickman> | no kick TrueBrain :s |
| 11:52 | <_Ben_> | cool, cheers. Would be nice to resolve that. I think a lot of artists would be motivated if credit is enshored |
| 11:52 | <TrueBrain> | credits, as in, naming who made which image, can't be a real issue |
| 11:52 | <TrueBrain> | just it will be a long list :p |
| 11:52 | <Nickman> | where are the credits of the developers? |
| 11:52 | <TrueBrain> | readme.txt |
| 11:52 | <Nickman> | yeah... indeed |
| 11:52 | <Nickman> | well |
| 11:52 | <Nickman> | make the list longer when needed ;) |
| 11:53 | <TrueBrain> | ideal, for us, would be that they give up the credits as GPL to OpenTTD Developer Team, and get credits in graphics.txt or what ever :) |
| 11:53 | <_Ben_> | yeah |
| 11:54 | <Nickman> | credits won't be that big of a problem I think :) |
| 11:54 | <Nickman> | there are a lot of ways of handling it |
| 11:55 | <Nickman> | I'm off to dinner ;) |
| 11:55 | <Sacro> | TrueBrain: i can't release models under the GPL |
| 11:55 | <Noldo> | GPL is a not the clearest license there is when it comes to media files |
| 11:55 | <TrueBrain> | I believe Creative License is the counter-part of GPL for images? |
| 11:55 | <Sacro> | at least, i don't think so |
| 11:55 | <_Ben_> | Sacro: why is that? |
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| 11:58 | <TrueBrain> | now I need to find this 'diffuse' option :p |
| 11:58 | <Sacro> | _Ben_: the renderings are free for personal/non commercial |
| 11:58 | <TrueBrain> | Sacro: we are non-commercial :) (we don't ask money :p) |
| 12:00 | <Wolf01> | TrueBrain, if i can find some .ldr of lego buildings, do you think that is possible to use them for brickland? |
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| 12:00 | <TrueBrain> | Wolf01: Sacro claims it can be done :) |
| 12:00 | <TrueBrain> | I couldn't find it |
| 12:00 | <_Ben_> | Truelight, In blender I think its called Amb and Ref, and there under the materials, wich is the red dot right of 'panels' |
| 12:00 | <TrueBrain> | k, tnx :) |
| 12:00 | <TrueBrain> | Materials I know to find :) |
| 12:01 | <TrueBrain> | ah, there, hidden! :) |
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| 12:01 | <_Ben_> | you are altering the materials rather than the LS though, so would need to do it to each. I have no idea on blend enviroment settings, which would be the other way to go about it |
| 12:01 | <Tekky> | Hi, I have a short question: The Signls Auto Completion Patch is in trunk, but not the corresponding signal GUI, is that correct? |
| 12:02 | <TrueBrain> | _Ben_: all my objects are linked to one single object, so changes to materials is instant for all :p |
| 12:02 | <Wolf01> | (and since the work is based on my hard work, maybe is me who should decide what license to use, don't you think so?) |
| 12:02 | <_Ben_> | ah, referenceing meshes. Thats pretty efficient |
| 12:02 | <TrueBrain> | Wolf01: we are not talking about brickland, a bit more general :) |
| 12:03 | <TrueBrain> | _Ben_: yeah, I hate doing things more often then strictly needed :p |
| 12:03 | <Wolf01> | ah ok |
| 12:03 | <TrueBrain> | Wolf01: and you no longer have a saying in what I do, as I started from scratch :p MWHAHAHAHAHAHAHAHA :) |
| 12:04 | <Wolf01> | the idea is mine, the images are derived from my work :) |
| 12:04 | <Wolf01> | i copyrighted the use of 4 studs per side |
| 12:05 | <Wolf01> | so you can use from 1 to 1000000 but not 4 or 0 |
| 12:05 | <Wolf01> | :D |
| 12:05 | [~] | TrueBrain hugs Wolf01 :) |
| 12:05 | <TrueBrain> | how is your road going? |
| 12:05 | <TrueBrain> | is lego your work? |
| 12:05 | <TrueBrain> | cool :p |
| 12:05 | <TrueBrain> | but don't worry, you will get the credit you deserve :p |
| 12:05 | <TrueBrain> | nah, Wolf01, I doubt I will ever finish this any way, I just want to see if 32bpp has enough in it to make stuff like tiles :) |
| 12:06 | <Wolf01> | why not? |
| 12:06 | <TrueBrain> | too much work :p :p |
| 12:06 | <Sacro> | Wolf01: yep, ldr is fine |
| 12:08 | <Wolf01> | sacro, if you have some buildings... i can do 2 villas and some vehicles with my building instructions |
| 12:08 | <Sacro> | Wolf01: there are lots of instructions onine |
| 12:08 | <TrueBrain> | lol, and all of a sudden we are done with brickland ;) |
| 12:08 | <TrueBrain> | hehe |
| 12:08 | <Sacro> | and i have a huge box of them at home that I will collect |
| 12:08 | <Sacro> | TrueBrain: i've done a level crossing :p |
| 12:09 | <TrueBrain> | I have many many many instructions :p |
| 12:09 | <Sacro> | hehe |
| 12:09 | <Sacro> | it was great |
| 12:09 | <Sacro> | i spent ages rummaging around looking for parts |
| 12:09 | <Sacro> | it was like being 8 again |
| 12:09 | <TrueBrain> | my brother and I played it for ages :) |
| 12:09 | <Wolf01> | i prefer to not use stuff i find online, specially when i'm not sure about copyrights and licenses |
| 12:09 | <Sacro> | Wolf01: mmm, |
| 12:09 | <TrueBrain> | but I dunno if you can use any of the instructions at all |
| 12:10 | <Wolf01> | i crawl every day brickshelf |
| 12:10 | <Wolf01> | and i found a lot of stuff |
| 12:10 | |-| | Wezz6400_ [~Wezz6400@ndb.demon.nl] has joined #openttd |
| 12:10 | <Sacro> | TrueBrain: well we don't have to |
| 12:11 | <Sacro> | i was just having fun finding different types of bricks |
| 12:11 | <TrueBrain> | yeah, me 2 :) but it was ment for Wolf01, as he clearly wanted to copy the instructions |
| 12:11 | <Sacro> | well... |
| 12:11 | <Sacro> | i was going to steal the big yellow lego station |
| 12:11 | <Sacro> | http://news.lugnet.com/trains/?n=29412&t=i&v=a <- so nice |
| 12:12 | <TrueBrain> | but please first try to get a good image from ldr format |
| 12:12 | <TrueBrain> | or a blender |
| 12:12 | <Sacro> | i will upload some renderings later |
| 12:12 | <Sacro> | i need a users.tt-forums.net page |
| 12:13 | <TrueBrain> | as I truely wonder if we can make correct renders from ldr |
| 12:13 | <Sacro> | oooh, a class 06 shunter |
| 12:13 | <Sacro> | yes we can |
| 12:13 | <_Ben_> | the nice thing about a lego set is that it would only take a short while to create all the bits in one blend file, then just reference that and build up many models |
| 12:13 | <Sacro> | either through pov-ray, or blender |
| 12:13 | <TrueBrain> | Sacro: show me :) |
| 12:13 | <Sacro> | TrueBrain: i'm not at home :p |
| 12:13 | <TrueBrain> | _Ben_: exactly what I am trying to do right now :) |
| 12:14 | <TrueBrain> | _Ben_: just it takes a bit of time.... as Blender isn't the most logic application :( |
| 12:14 | <TrueBrain> | for example, it claims that you can link multiple colors to one object, but when you try to change it in your Proxy object, it refuses.... |
| 12:14 | <TrueBrain> | grr |
| 12:14 | <Sacro> | and my battery is dying here |
| 12:15 | <Sacro> | oooh |
| 12:15 | <TrueBrain> | but okay, I now have a height problem... stupid scaling :p |
| 12:15 | <Sacro> | a BR APT |
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| 12:15 | <TrueBrain> | wait, it is supposed to be duplo... |
| 12:15 | <TrueBrain> | so I can scale down the Z an extra 50% |
| 12:15 | <Sacro> | you can't make anything good out of duplo |
| 12:15 | <Sacro> | the bricks are too big |
| 12:15 | <TrueBrain> | no, the idea was: ground-tiles are 4x4 |
| 12:15 | <TrueBrain> | but you build 16x16 on them |
| 12:15 | <_Ben_> | hmm, I could model up some lego bits quite quickly maybe...although I havn't got the time at the sec. I have a lego man if its ever needed though! < http://s57.photobucket.com/albums/g226/ben_robbins_/?action=view¤t=legoman4.png |
| 12:16 | <Wolf01> | but you can stick together duplo with normal lego |
| 12:16 | <TrueBrain> | _Ben_: the lego man was very cool :) |
| 12:16 | <TrueBrain> | _Ben_: and you spent time on things that are much more important (temperate climate :p) |
| 12:16 | <TrueBrain> | and let us fiddle around with lego ;) hehe :) |
| 12:16 | <TrueBrain> | oh, yes, now the scale is much better :) :) |
| 12:16 | <_Ben_> | ar crap, so tempting...A lego set would be so good, although I would love to do x4 zoom for that also |
| 12:17 | <TrueBrain> | _Ben_: the stuff I currently make is x4 zoom ready I believe :p |
| 12:17 | <TrueBrain> | but okay, lego is limited in size |
| 12:17 | <Wolf01> | http://www.libertybusiness.it/negozi/elbashop/catalogo/images/big_3465-45c4b39f.jpg eheh |
| 12:17 | <TrueBrain> | so I dunno if that would really help :) |
| 12:17 | <TrueBrain> | omg Wolf01!! |
| 12:17 | <TrueBrain> | we need thatone :p |
| 12:17 | <Noldo> | Thomas! |
| 12:18 | <_Ben_> | thats sweet. Maybe I'll make some lego bits later tonight. Still messing with scaling at the moment, trying to work out some decent ratios |
| 12:18 | <Sacro> | http://www.brickshelf.com/cgi-bin/customview.cgi?include=Train :D |
| 12:18 | <Wolf01> | http://upload.wikimedia.org/wikipedia/commons/thumb/e/e0/LEGO-01.jpg/752px-LEGO-01.jpg <- see |
| 12:18 | <TrueBrain> | as you can see, enough stuff to base our work on :p |
| 12:20 | <+glx> | Wolf01: so 4x4 duplo means 8x8 "normal" |
| 12:20 | <Wolf01> | yes |
| 12:20 | <TrueBrain> | glx: 8x8 indeed |
| 12:20 | <TrueBrain> | silly me with 16x16.. that is wrong :) |
| 12:24 | <_Ben_> | TrueBrain: I proposed that trains could be made to 1:2, but I think I'm going to change that back to 1:1. I said it because of tunnels and bridge, but I think we can get away with it if the tunnels are modelled well. But the other concern would be train length. Is it plausable that trains will be able to be longer at some point? If so, would we need to model the trains in elements so parts of the train can disapear at differnt times as it goes into a tunne |
| 12:24 | <_Ben_> | l? |
| 12:25 | <TrueBrain> | _Ben_: I truely wouldn't know |
| 12:25 | <TrueBrain> | I think a wagon shouldn't exceed a single tile for now |
| 12:25 | <Nickman> | so, any progress on the lego TrueBrain? :) |
| 12:25 | <_Ben_> | the tunnels only give room for about half a tile long trains really, so for that problem 2 or 1 tiles would be the same |
| 12:26 | <@Belugas> | personally, if you ask me, i would way that the proportions of today's game should not change in any kind of 32bpp project. |
| 12:26 | <Eddi|zuHause> | Tekky: no, a different auto completition patch is in trunk, which has no gui |
| 12:26 | <TrueBrain> | hmm.. Rubidium / peter1138 / Maedhros: any input from you guys on this? |
| 12:26 | <@Belugas> | would loose the aspect., the feel.. |
| 12:26 | <TrueBrain> | I agree with you Belugas |
| 12:26 | <TrueBrain> | I personally dislike big-anything |
| 12:27 | [~] | Belugas hugs TrueBrain |
| 12:27 | <TrueBrain> | brrrr |
| 12:27 | <Nickman> | :p |
| 12:27 | <TrueBrain> | but that is just personally :) |
| 12:28 | <@Belugas> | i know! We should ask athanasio :) such a priceless resource ;) |
| 12:28 | <TrueBrain> | :) |
| 12:28 | <TrueBrain> | Nickman: I believe I finally got it :) |
| 12:28 | <TrueBrain> | trying them in game right now... |
| 12:28 | <Nickman> | the logo's? |
| 12:28 | <Nickman> | lego's |
| 12:28 | <TrueBrain> | oh boy oh boy :) |
| 12:28 | <_Ben_> | I think we should keep them as close to the original as posible, but at higher zoom things need to be scaled consitently, and there is little consitency for original graphics. When you zoom in an see a TGV that is only 6.25m long it really looks odd. It would be nice to have the width/height scales the same, but allow full length, and that wouldn't effect game play dramatically |
| 12:28 | <Rubidium> | (rail)road vehicles must not exceed the current size of the vehicles, otherwise you are going to get into one *very* big hell with blitting and such. Even though it's fairly broken at this moment, it is going to get much worse with larger vehicles. |
| 12:29 | <Nickman> | show us!!! :D |
| 12:29 | <TrueBrain> | DOH! Almost :'( |
| 12:29 | <Rubidium> | and stop using those "measures" everyone has given for the size of a tile. They do not apply to anything. |
| 12:29 | <TrueBrain> | Rubidium: take a deep breath :) |
| 12:29 | <Eddi|zuHause> | hm, for lego vehicles, 16x16 would be a much better scale |
| 12:30 | <Rubidium> | TrueBrain: YOU wanted my input ;) |
| 12:30 | <TrueBrain> | let me explain a few things Rubidium: currently we are trying to gather information for artists to create 32bpp image |
| 12:30 | <TrueBrain> | it needs a guideline |
| 12:30 | <@Belugas> | _Ben_, although i understant your point, i think that changing proportion ingame, depending of the zomm level, might bring a whole lot of problems, been technical or visual or even else |
| 12:30 | <Eddi|zuHause> | means a vehicle can be 4x8 |
| 12:30 | <TrueBrain> | bah, so close, yet so far away :( |
| 12:30 | <+glx> | a small lego wagon (no bogie) is 6x16 |
| 12:31 | <Rubidium> | TrueBrain: but the "measurement" that a tile is *always* 12.5 or 25 meter is stupid and won't work. |
| 12:31 | <TrueBrain> | Belugas / glx: you 2 were right, making it brighter did do the trick, just not in the way I expected :) |
| 12:31 | <TrueBrain> | Rubidium: therefor _Ben_ suggested to scale Trains and Aircrafts 1:2, and Ships 1:3 I believe |
| 12:31 | <@Belugas> | French Power!! |
| 12:31 | <Eddi|zuHause> | glx: all cars i have seen are 4x?? |
| 12:31 | <Rubidium> | in that case the steel mill would span the whole map |
| 12:31 | <TrueBrain> | the reason we have this talk :) |
| 12:31 | <Rubidium> | and a big oil tanker 60 tiles |
| 12:32 | <_Ben_> | big oil tankers (biggest in the world) would be 8 |
| 12:32 | <+glx> | Eddi|zuHause: cars are 4x yes but wagons are 6x |
| 12:32 | <Eddi|zuHause> | i have never had lego rail... |
| 12:32 | <_Ben_> | a more suitable one for the game could be modelled to be about 3-4 and still look plausable |
| 12:32 | <+glx> | I only have http://guide.lugnet.com/set/7710 |
| 12:32 | <Eddi|zuHause> | and the monorail stuff (airport shuttle, space shuttle) were also 4x?? |
| 12:33 | <TrueBrain> | k, time to wake up my girlfriend and get some food :) Be back later |
| 12:33 | <Eddi|zuHause> | s/get/get her to make/ :p |
| 12:33 | <TrueBrain> | http://devs.openttd.org/~truelight/lego035.png |
| 12:33 | <TrueBrain> | _Ben_: tnx for the help with Blender :) |
| 12:33 | <svip> | Hm. |
| 12:33 | <Nickman> | wake her up TrueBrain? :p |
| 12:33 | <svip> | I notice that the WE_CLICK area can be appointed to something. |
| 12:33 | <_Ben_> | truebrain: no problem, bye |
| 12:33 | <svip> | But how do I do that? |
| 12:34 | <@Bjarni><Eddi | zuHause> i have never had lego rail... <-- poor you. The 12 V system was pretty cool. You could put the tracks on normal blocks/plates and if you put two plates next to it, it would be at the same level as the rail, so cars could drive on it |
| 12:34 | <+glx> | TrueBrain: yes better like that |
| 12:34 | <Rubidium> | in my opinion we should keep to the current scaling of vehicles and structures. Changing the scaling makes it impossible to have 8bpp and 32bpp with the same binary. |
| 12:34 | <TrueBrain> | as you can see btw, the tileset is getting there... REALLY close now :) |
| 12:34 | <svip> | I mean, how do I create the widget and refer it to a specific area in the window? |
| 12:34 | <@Bjarni> | so yes, I built a combined road/rail ferry :) |
| 12:34 | <Nickman> | looking good TrueBrain, only need more depth now :D |
| 12:34 | <TrueBrain> | Nickman: it has as much depth as the original set |
| 12:34 | <Nickman> | yeah, but it looks flatter :D |
| 12:34 | <TrueBrain> | that is because not all tiles are finished |
| 12:34 | <TrueBrain> | or you mean it the other way |
| 12:34 | <_Ben_> | Rubidium, the problem is there is no current scale, its a mix. Its very hard to model to that |
| 12:34 | <TrueBrain> | on which I say: who cares :p |
| 12:35 | <Nickman> | I think it needs some harder outlines :) |
| 12:35 | <Nickman> | ;) |
| 12:35 | <@Bjarni> | I think the elevation will appear better when the steep slopes are done as well |
| 12:35 | <TrueBrain> | but okay, bbl |
| 12:35 | <Nickman> | ;) |
| 12:35 | <Rubidium> | _Ben_: maybe it's hard to model, but having 8 tile ships is even harder to program correctly |
| 12:35 | <_Ben_> | Rubidium, I think a 3 tile ship could be plausable for an oil tanker, and that is as large as they would be |
| 12:35 | <Eddi|zuHause> | svip: maybe look how the transparency gui did it |
| 12:36 | <_Ben_> | at 1:3 wich is the proposal a hover craft would be about 1.2 tiles, wich is the same as it is currently |
| 12:36 | <Rubidium> | _Ben_: graphically maybe, but technically it's virtually impossible |
| 12:36 | <@Bjarni> | _Ben_: yeah, and it would look better if the ships are unable to move through each other, but we need some better code to handle it |
| 12:36 | <_Ben_> | rubidium, technically in what sence? reality, or are you refering to programming? |
| 12:36 | <Rubidium> | as you need to extend the pathfinders heavily to find routes that are *at least* 3 tiles wide |
| 12:37 | <Eddi|zuHause> | _Ben_: he means programming |
| 12:37 | <Rubidium> | the docks need to become 3 tiles longer, ship "depots" need to be much bigger |
| 12:37 | <_Ben_> | Rubidium, a oil tanker wouldn't be 3 tiles wide, I was refering to length |
| 12:38 | <_Ben_> | Rubidium, for realism the dock would need to be 3 tiles long, but there is no reason that it couldn't work on a current dock |
| 12:38 | <Rubidium> | _Ben_: but when it needs to turn, the length of the ship has to still fit in the water |
| 12:39 | <_Ben_> | that is true. A better example for a problem would be the a380 scaled at 1:2. It would struggle around the current airports.. |
| 12:39 | <Rubidium> | i.e. when going around a sharp corner there must be enough space so the ship "fits" in the water and doesn't go onto land |
| 12:40 | <_Ben_> | is it not proposed/intended to have differnet water depths? larger ships should stay in deeper water, that way they would avoid coast. (I've probably scanned over a tricky problem rather casually there) |
| 12:40 | <@Belugas> | svip, almost anything that you declare in the widget array can be a button. But look more to something like WWT_TEXTBTN,WWT_PUSHTXTBTN and others alike |
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| 12:40 | <Rubidium> | well, *any* vehicle bigger than 1 tile is getting blitting errors that are most likely virtually impossible to solve nicely. And any (rail)road vehicle larger than 1/2 a tile is going to get the same issues. |
| 12:40 | <@Belugas> | svip: they are grouped in the arrays of type Widget |
| 12:41 | <svip> | Yeah yeah. |
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| 12:41 | <@Belugas> | svip: with WE_CLICK, you react to the number of the widget itself, zero based, using e->we.click.widget |
| 12:41 | <svip> | I understand that. |
| 12:41 | <@Belugas> | pretty easy, once you now how it workd :) |
| 12:41 | <svip> | :< Yeah. |
| 12:42 | <Rubidium> | _Ben_: but with deeper water, you still need the "deep" water part to be wide enough to turn etc. |
| 12:42 | <_Ben_> | rubidium, would deep water exsist next to land? |
| 12:43 | <svip> | :[ Eddi|zuHause, I tried. |
| 12:43 | <svip> | But I still can't figure it out. |
| 12:43 | <@Belugas> | _Ben_: maybe, if we can attract Boekabart in :) |
| 12:43 | <svip> | Some magic is going on. |
| 12:43 | <Rubidium> | no, but ships that need deep water should not be in shallow water |
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| 12:43 | <_Ben_> | rubidium: for planes/ships its actually less of a concern I think, as we can make them only up to a certain size and have all the rest a beleivable size. But for trains, nearly every single train that is width/height to a beleivable scale, is way longer than half a tile. |
| 12:44 | <Eddi|zuHause> | svip: gui stuff is magic all over the place :) |
| 12:44 | <svip> | :O |
| 12:44 | <Greyscale_> | hey, I built server version r10948 and it won't let me connect because the server revision is norev000 |
| 12:44 | <Eddi|zuHause> | i can't really help you there... |
| 12:44 | <Greyscale_> | what the crap? |
| 12:44 | <Noldo> | you need to fake the revision |
| 12:45 | <Eddi|zuHause> | Greyscale_: norev000 can connect to all versions (although that might give nasty results) |
| 12:45 | <Greyscale_> | fffff |
| 12:45 | <Greyscale_> | how? |
| 12:45 | <Greyscale_> | the *server* is norev000 |
| 12:45 | <Noldo> | ah ok |
| 12:45 | <@Belugas> | _Ben_, one thing for sure, if rescaling for train occurs, pretty good chances that newgrf support (as we know it) would have to be disabled, to some degree |
| 12:45 | <Rubidium> | obviously you have to fake the revision of the client |
| 12:45 | <@Belugas> | trains and vehicls would bnot follow the same rules |
| 12:45 | <Greyscale_> | how? |
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| 12:46 | <Noldo> | Greyscale_: there is rev.something that holds the revision number |
| 12:46 | <Greyscale_> | its windows. |
| 12:46 | <Greyscale_> | (client) |
| 12:46 | <Greyscale_> | and a linux server |
| 12:46 | <Greyscale_> | I just can't win |
| 12:46 | <Greyscale_> | why the hell is the server reporting norev? |
| 12:47 | <_Ben_> | Belugas: hmmm right. I won't pretend to understand why on that. |
| 12:47 | <Greyscale_> | the client AND the server are both r10948 |
| 12:47 | <Eddi|zuHause> | Greyscale_: possibly not used svn? |
| 12:47 | <Greyscale_> | no, got it from the nightlys |
| 12:47 | <Eddi|zuHause> | svn is required to get the correct revision number automatically |
| 12:47 | <Greyscale_> | dunno how to use git/svn |
| 12:48 | <Greyscale_> | fffffffffffffffffff... |
| 12:48 | <Greyscale_> | how do I do it manually? |
| 12:48 | <Greyscale_> | Surely its just a flag |
| 12:48 | <Greyscale_> | anyone got a git tutorial for this? |
| 12:48 | <Eddi|zuHause> | Greyscale_: ./configure --help |
| 12:48 | <Eddi|zuHause> | --revision=rXXXX overwrite the revision detection. |
| 12:48 | <Eddi|zuHause> | Use with care! |
| 12:49 | <Greyscale_> | yay! |
| 12:49 | <svip> | _zoning.outer = (EvaluationMode)e->we.dropdown.index + 3; << That won't work. |
| 12:49 | <svip> | C doesn't like that conversion. |
| 12:49 | <svip> | Should I make an IntToEvaluationMode function? |
| 12:49 | <Eddi|zuHause> | what is that +3 for? |
| 12:49 | <svip> | That I do not know yet. |
| 12:49 | <svip> | Please. |
| 12:50 | <CIA-3> | OpenTTD: KUDr * r10973 /trunk/src/waypoint.cpp: -Fix [FS#1154]: update wp->xy when waypoint is moved (Catalan) |
| 12:50 | <svip> | Let's focus on the question at hand. |
| 12:50 | <Greyscale_> | compile is going |
| 12:50 | <Eddi|zuHause> | svip: what is the error it actually gives? |
| 12:51 | <Rubidium> | svip: casts have higher priority than + |
| 12:51 | <Eddi|zuHause> | svip: i assume its a priority error |
| 12:51 | <Eddi|zuHause> | so add () |
| 12:53 | <svip> | Woo. |
| 12:53 | <svip> | That worked. |
| 12:55 | <@Belugas> | _Ben_, maybe there are stuff that could be simply deactivated on the fly... don't know with precision. But i thnink that while no sets are available, it would be pretty much like blowing in the wind... |
| 12:55 | <svip> | Ugh. |
| 12:55 | <svip> | Now it crashes horribly. |
| 12:55 | <@Belugas> | but looking at how george's long vehicles can sometimes present strange behaviours, i would say there are indeed much work to be done |
| 12:56 | <@Belugas> | good for you svip :) |
| 12:56 | <svip> | Error: !String 0x1B01 is invalid. Probably because an old version of the .lng file. |
| 12:56 | <@Belugas> | bad for you :( |
| 12:56 | <_Ben_> | Belugas/Rubidium: Is there a way that rather than trains going into tunnels and popping out the other side as 1 graphic, that artists could make trains out of more than 1 sprite, but work as 1 train?. That way they can disapear in steps as they go into the tunnel.. (again, I'm treading into an area I don't really understand, but its just an idea) |
| 12:56 | <_Ben_> | the other option, which I would do in premier is masking, rather than getting rid of elements of the sprite, just mask it out |
| 12:56 | <Rubidium> | then that vehicle will "bend" in corners |
| 12:56 | <@Belugas> | dunno, really dunno |
| 12:57 | <_Ben_> | rubidium: I don't mean that 1 train is made from 2 units, but just 2 sprites. So usually they would work as 1 |
| 13:04 | <Greyscale_> | _Ben_, easier solution: |
| 13:04 | <Greyscale_> | Have the train go through the tunnel tile itself and have the tunnel sprite be made of two |
| 13:04 | <Greyscale_> | front and back |
| 13:04 | <Greyscale_> | and just pass the train sprite between |
| 13:04 | <Greyscale_> | </no idea what he's talking about> |
| 13:06 | <Rubidium> | _Ben_: then the train is made up as two units, *or* you want to rewrite the complete backend of OTTD, which isn't going to happen on such scale |
| 13:06 | <Rubidium> | Greyscale_: obviously yes. The problem is that the train part is going to show over the stuff drawn on the tile *after* the tunnel entrance. |
| 13:07 | <Greyscale_> | then hide it after the tunnel entrance |
| 13:07 | <Greyscale_> | just make it invisible :o |
| 13:07 | <Greyscale_> | or something |
| 13:07 | <Greyscale_> | I dunno |
| 13:07 | <_Ben_> | sigh, thats what we are talking about |
| 13:08 | <Rubidium> | Greyscale_: that is what happens and requires the trains to be at most half a tile long... |
| 13:08 | <_Ben_> | rubidium: right, well a rewrite of the backend of OTTD obviously isn't an option! |
| 13:08 | <Greyscale_> | :| |
| 13:09 | <_Ben_> | rubidium: So 1 unit can only hold 1 sprite for a train? And that/those sprite/s must appear/dissapear at the same point? |
| 13:09 | <Greyscale_> | anyway, I wish there was another way of running it other than in screen |
| 13:09 | <Rubidium> | _Ben_: rewrite meaning completly starting from scratch |
| 13:09 | <Greyscale_> | like, a deamonise function |
| 13:09 | <Greyscale_> | (for dedicated builds) |
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| 13:11 | <_Ben_> | Rubidium: yeah, I didn't mean to sound sarcasitc, of corse thats not a viable option |
| 13:13 | <Eddi|zuHause> | Greyscale_: an example of something being drawn beyond a tunnel entrance: http://www.informatik.uni-halle.de/~krause/elrails.png (wrong type of catenary being drawn) |
| 13:14 | <Rubidium> | Eddi|zuHause: that's already solved, isn't it? |
| 13:14 | <Eddi|zuHause> | (that bug is fixed meanwhile) |
| 13:15 | <Greyscale_> | Eddi|zuHause, what am I looking at in that picutre? |
| 13:15 | <Eddi|zuHause> | Greyscale_: the catenary goes into the tunnel entrances, and sticks out behind them |
| 13:15 | <Greyscale_> | OH I SEE |
| 13:15 | <Greyscale_> | Right. :| |
| 13:16 | <Greyscale_> | Yeah, its a bit minor, but yeah, thats a bit annoying |
| 13:16 | <Greyscale_> | one-way light setting would be nice too |
| 13:16 | <Greyscale_> | so I can mass-set a load one way |
| 13:16 | <Greyscale_> | because I have miles of two lanes of one way track |
| 13:16 | <Greyscale_> | and its a bitch to light it up |
| 13:16 | <Greyscale_> | :/ |
| 13:17 | <Eddi|zuHause> | Greyscale_: there is signal autocompletition, just click&drag on an existing signal with ctrl pressed |
| 13:18 | <_Ben_> | Rubidium: Ok...another idea/question. If additional train sprites are created, would a render of half the train be able to replace the full train as it goes into the tunnel? |
| 13:18 | <Greyscale_> | ... Eddi|zuHause I never knew that |
| 13:18 | <Greyscale_> | I'll try it now |
| 13:19 | <Eddi|zuHause> | yeah, it's kind of a hidden feature :) |
| 13:19 | <Greyscale_> | OH WOW |
| 13:20 | <Greyscale_> | <3 |
| 13:20 | <Greyscale_> | eddi wins 5 internets |
| 13:20 | <@Bjarni> | we don't have any hidden features |
| 13:20 | <@Bjarni> | it's open source |
| 13:20 | <Greyscale_> | you just saved me hours of pain and suffering |
| 13:20 | <@Bjarni> | we have poorly and not well known features |
| 13:20 | <Greyscale_> | :P |
| 13:20 | <@Belugas> | _Ben_, just an idea : draw the train as if it was one tile long, but in fact is 2 half tile |
| 13:20 | <@Bjarni> | *poorly documented |
| 13:20 | <@Belugas> | if you see what i mean... |
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| 13:21 | <Eddi|zuHause> | some people do not even know that you can click and hold the icons to get other railtypes :) |
| 13:21 | <_Ben_> | Belugas: possibly, can you illaberate? sounds similar to what I said, but I dought it's the same |
| 13:22 | <Eddi|zuHause> | Belugas: a suggestion: allow wagons with a "no bend" flag, to attach two half-wagons together |
| 13:22 | <@Bjarni> | Eddi|zuHause: I remember when I got the monorail in the TT days. I thought it was great until I realised that I was unable to build normal rails anymore. Then I thought it was really bad :p |
| 13:22 | <@Bjarni> | took me ages to figure out to hold down the rail button XD |
| 13:23 | <Noldo> | :) |
| 13:23 | <Eddi|zuHause> | i never got to monorail age on my 386 :p |
| 13:23 | <@Bjarni> | I used a 486 |
| 13:23 | <@Bjarni> | but it was not mine :( |
| 13:23 | <Eddi|zuHause> | i not even got electric |
| 13:23 | <@Belugas> | _Ben_ : usually, there is a separation between each wagon of a train. Drawing them a bit wider as if the there were only o... |
| 13:23 | <@Belugas> | haaa.. forget it |
| 13:23 | <@Belugas> | not good of an idea... |
| 13:24 | <@Belugas> | Eddi|zuHause, i guess it wold be, dunno. got to dig in sources i'm not familliar with |
| 13:24 | <Eddi|zuHause> | you just have to enforce that the wagon is always positioned relative to the wagon in front of it |
| 13:25 | <Eddi|zuHause> | and you could restrict that to articulated vehicles |
| 13:25 | <Eddi|zuHause> | so you don't get issues with such a wagon being in the front of the train |
| 13:29 | <Greyscale_> | I went on the "AsiaStar" last night |
| 13:29 | <Greyscale_> | returning from france-land |
| 13:29 | <Greyscale_> | And why is there no EMU's? |
| 13:30 | <Noldo> | EMU? |
| 13:30 | <Greyscale_> | Like the dash diesel or the something-manly but electric |
| 13:30 | <Greyscale_> | DMU = Diesel multiple unit; EMU = electric multiple unit |
| 13:30 | <Noldo> | right, I have a feeling I've asked that before and will ask again |
| 13:32 | <Eddi|zuHause> | Greyscale_: there are, in newgrf sets |
| 13:32 | <Greyscale_> | Noldo, What is confusing you? |
| 13:32 | <Greyscale_> | Its a little shitty train which is entirely electric and has no drive unit |
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| 13:33 | <Eddi|zuHause> | and technically, TGV and EuroStar are EMUs |
| 13:33 | <Greyscale_> | its just like the Dash diesel but elecrtic |
| 13:33 | <Greyscale_> | yes yes, TIM and AsiaStar, but I mean like the Dash |
| 13:33 | <Greyscale_> | no drive units, just powered carrages |
| 13:33 | <Eddi|zuHause> | Greyscale_: try UKRS |
| 13:34 | <Greyscale_> | Huh? |
| 13:34 | <Eddi|zuHause> | it's a newgrf set based on british vehicles |
| 13:34 | <Eddi|zuHause> | from what i have seen it's closest to the original vehicles |
| 13:35 | <_Ben_> | greyscale: http://www.pikkarail.com/ttdp/ukrs/download.htm |
| 13:35 | <Noldo> | Greyscale_: The M |
| 13:37 | <Greyscale_> | ah |
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| 14:19 | <CIA-3> | OpenTTD: rubidium * r10974 /trunk/src/ (roadveh_cmd.cpp station.cpp station.h station_cmd.cpp): -Fix [FS#1144, FS#1155]: road vehicles that could not (properly) use a road stop still tried to go to that road stop. |
| 14:21 | <Tekky> | what are "articulated" road vehicles? What does that word mean? |
| 14:22 | <Rubidium> | http://m-w.com/dictionary/articulated |
| 14:23 | <Tekky> | thanks, but I still have no idea what "articulated" means in the context of road vehicles :) |
| 14:23 | <Noldo> | http://bugs.openttd.org/task/1149 does anyone agree with me about changes like this |
| 14:23 | <_Ben_> | Tekky: they bend, they have a pivot point in them. So a lorry is often called an artic |
| 14:23 | <Rubidium> | Tekky: 2a |
| 14:23 | <Tekky> | ah, yes.... Thx.... |
| 14:25 | <Tekky> | articulated road vehicles are only available in newGRFs, aren't they? |
| 14:28 | <Rubidium> | Noldo: there are quite a few spacing mismatches in that diff |
| 14:28 | <Rubidium> | like /256 and removing whitelines or adding too much spaces |
| 14:30 | <Noldo> | I seem to be a bit tired, I almost pasted a single space as an example |
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| 14:41 | <Greyscale_> | request: The in-road busstops/truck stops should be placable over road tiles |
| 14:41 | <Greyscale_> | without having to clear it first |
| 14:41 | <Rubidium> | Greyscale_: it is... |
| 14:42 | <Rubidium> | you just need to own the road, or the patch that the towns accept it must be enabled |
| 14:42 | <Rubidium> | but you cannot build them on roads of opponents |
| 14:42 | <Greyscale_> | roads should automaticly be council owned |
| 14:43 | <Rubidium> | they shouldn't |
| 14:43 | <Rubidium> | as then they can be removed by opponents |
| 14:45 | <Eddi|zuHause> | but unused roads should be able to change owner... |
| 14:47 | [~] | Bjarni wonders |
| 14:47 | <@Bjarni> | I'm looking though my hd and I found a dir containing two directories, both called "music" |
| 14:47 | <@Bjarni> | not music1 and music2, but music |
| 14:47 | <@Bjarni> | but they are different |
| 14:49 | <@Bjarni> | I'm pretty sure there is something I'm missing in this |
| 14:49 | <CIA-3> | OpenTTD: miham * r10975 /trunk/src/lang/ (croatian.txt finnish.txt): |
| 14:49 | <CIA-3> | OpenTTD: -Update: WebTranslator2 update to 2007-08-24 21:49:23 |
| 14:49 | <CIA-3> | OpenTTD: croatian - 1 fixed by knovak (1) |
| 14:49 | <CIA-3> | OpenTTD: finnish - 4 changed by tonihele (4) |
| 14:52 | <Noldo> | does "(/openttd/trunk) (revision 22)" matter on line "--- src/engine_gui.cpp (/openttd/trunk) (revision 22)" in a diff |
| 14:53 | <Rubidium> | with a proper "patch" (the executable) it shouldn't (but it depends on the place in the patch) |
| 14:55 | <svip> | :| |
| 14:56 | <svip> | :O |
| 14:56 | <svip> | A Mac! |
| 14:56 | <@Bjarni> | don't tell me you didn't knew that |
| 14:56 | <svip> | I didn't until now. |
| 14:56 | <@Bjarni> | ... |
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| 14:57 | <svip> | Well... |
| 14:57 | <svip> | You hadn't made it apparent! |
| 14:57 | <@Bjarni> | I disagree |
| 14:57 | <svip> | Oh. |
| 14:57 | <@Bjarni> | I'm the mac porter |
| 14:57 | <svip> | How so? |
| 14:57 | <svip> | I did not realise. |
| 14:57 | <svip> | I haven't checked the credits yet. |
| 14:57 | <@Bjarni> | you should |
| 14:58 | <svip> | Hm. |
| 14:58 | <svip> | I am just wondering... |
| 14:58 | <svip> | Never mind. |
| 14:58 | <svip> | If Christ Sawyer should follow Toys for Bob. |
| 14:58 | <svip> | -t |
| 14:58 | <@Bjarni> | I know some people think of him as a god, but still.... |
| 14:59 | <svip> | :/ Toys for Bob released their major game's source code ten years after it was released (1992). |
| 14:59 | <svip> | "The project began in 2002 when the original creators Fred Ford and Paul Reiche III released the source code of the 3DO version as open source under the GPL." |
| 15:00 | <Eddi|zuHause> | svip: the problem is a) that CS repeatedly stated that he does not like what people have done to "his" game, and b) that he probably does not have the (sole) copyright to release anything |
| 15:00 | <svip> | But sadly, SC2 isn't as free as OTTD. |
| 15:01 | <svip> | a) < And yet people see him as a god. b) < Makes sense. |
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| 15:02 | <@Bjarni> | <svip> a) < And yet people see him as a god. <--- well, you should explain that one since you clearly sees him as a god |
| 15:02 | <svip> | I do? |
| 15:03 | <svip> | O_o |
| 15:03 | <@Bjarni> | [21:58:31][21:58:31] <svip> If Christ Sawyer should follow Toys for Bob. |
| 15:03 | <@Bjarni> | [21:58:35][21:58:35] <svip> -t |
| 15:03 | <Rubidium> | the t is too far from the s and the spacebar for it to be a typo ;) |
| 15:03 | <svip> | :/ |
| 15:03 | <_Ben_> | haha..hmm |
| 15:03 | <Eddi|zuHause> | but that would imply that you see christ as god, which is clearly not the case either :) |
| 15:04 | <svip> | Rubidium, sometimes you start a word, and then you forget how you wanted to end it, and you end up typing something else. |
| 15:04 | <svip> | Because you don't type by character, you type by word. |
| 15:04 | <Eddi|zuHause> | christ is, if anything, the "son of god" |
| 15:04 | <svip> | Accordingly he is also god. |
| 15:04 | <svip> | The son of god is also god. |
| 15:04 | <svip> | That is like giving birth to yourself. |
| 15:04 | <Eddi|zuHause> | only if his dad dies, and he inherits the family company :) |
| 15:04 | <svip> | Makes sense? |
| 15:04 | <svip> | I thought not. |
| 15:06 | <Eddi|zuHause> | you clearly missed the point where it says "you shall not have any gods beside me" |
| 15:06 | <@Bjarni> | maybe he is a polytheist |
| 15:07 | <svip> | Hm. |
| 15:07 | <svip> | Did I say "a god"? |
| 15:07 | <svip> | I think not. |
| 15:07 | <svip> | But I am neither. |
| 15:07 | <svip> | I am not religious at all. |
| 15:07 | <Eddi|zuHause> | you are, you just do not recognise it |
| 15:09 | <Eddi|zuHause> | i totally believe that there is someone who has "root-access" to the "universe-simulator" |
| 15:09 | <svip> | :| |
| 15:09 | <svip> | That is not being religious. |
| 15:09 | <Eddi|zuHause> | so, what do you think "being religious" is? |
| 15:09 | <svip> | Is to commit yourself to a bigger project. |
| 15:10 | <svip> | But regardless of evidence against your project. |
| 15:10 | <svip> | You refuse to disconnect. |
| 15:10 | <Eddi|zuHause> | and what do you work for? money? then money is your religion... |
| 15:10 | <svip> | Work? |
| 15:10 | <svip> | There is not work in it. |
| 15:10 | <svip> | By project I mean a group/community. |
| 15:10 | <svip> | Not a project as building a house. |
| 15:11 | <svip> | Eddi|zuHause, I'd like if you stop putting words in my mouth. |
| 15:11 | <Eddi|zuHause> | <svip> But regardless of evidence against your project. |
| 15:11 | <Eddi|zuHause> | <svip> You refuse to disconnect. |
| 15:11 | <svip> | My English sucks. |
| 15:11 | <Eddi|zuHause> | that is not part of any definition of "religion" |
| 15:11 | <svip> | I am quite aware. |
| 15:12 | <Eddi|zuHause> | it may be part of some interpretations of certain churches, but that is not what religion is about |
| 15:12 | <svip> | But religion is not about you believing some one has a root-access either. |
| 15:13 | <Eddi|zuHause> | by the words of my maths teacher: religion is a set of rules, that can neither be proven nor disproven |
| 15:13 | <Eddi|zuHause> | (followed by the words: by that definition, maths is the only religion) |
| 15:14 | <svip> | Indeed. |
| 15:14 | <CIA-3> | OpenTTD: richk * r10976 /branches/NewGRF_ports/src/ (aircraft.h engine.h newgrf.cpp): |
| 15:14 | <CIA-3> | OpenTTD: [NewGRF_ports] -Change: Additional changes to further support seaplanes. Checks now made in IsAircraftBuildable for seaplane requirement. |
| 15:14 | <CIA-3> | OpenTTD: Seaplaneport has bit 3 of subtype set. |
| 15:14 | <CIA-3> | OpenTTD: Seaplane has bit 3 set in Action0Aircraft Prop 09 (Helicopter support). This overrides helicopters, so at the moment, no seaplane helicopters are permitted. |
| 15:14 | <svip> | Cause most religions has things that *can* be proven or disproven. |
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| 15:17 | <Eddi|zuHause> | anyway, you seem to not have a clear distinction between "religion" and "church" |
| 15:17 | <svip> | I do. |
| 15:18 | <svip> | But it doesn't seem that way, I agree. |
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| 15:27 | <@Bjarni> | <Eddi|zuHause> anyway, you seem to not have a clear distinction between "religion" and "church" <-- is that another way of saying "you don't care about any of them?"? |
| 15:28 | <Eddi|zuHause> | hm, that is kinda an overinterpretation on your part :p |
| 15:31 | <@Bjarni> | it was a question, not a statement ;) |
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| 15:51 | <Tekky> | I am currently studying the YAPF source code which makes heavy use of templates and I don't understand the following piece of code: |
| 15:51 | <Tekky> | template <class Types> |
| 15:51 | <Tekky> | class CYapfFollowAnyDepotRailT |
| 15:51 | <Tekky> | { |
| 15:51 | <Tekky> | public: |
| 15:51 | <Tekky> | typedef typename Types::Tpf Tpf; |
| 15:51 | <Tekky> | I don't understand what Types::Tpf means? |
| 15:52 | <Tekky> | does this mean that Types must be of a variable type which has a Tpf member? |
| 15:53 | <Rubidium> | no, Types is a class, which has Tpf as declared type |
| 15:53 | <Tekky> | i.e. the class that is used in "Types" must have a Tpf tpedef? |
| 15:53 | <Tekky> | tpedef= typedef |
| 15:54 | <Tekky> | that means that only classes with a Tpf typedef in its namespace can be used in the "Types" Template? |
| 15:55 | <Tekky> | otherwise the compiler would produce an error? |
| 15:56 | <Rubidium> | guess so |
| 15:56 | <Tekky> | Ok, thanks! |
| 16:00 | <Eddi|zuHause> | <Bjarni> it was a question, not a statement ;) <- it was a suggestive question, which is pretty close to a statement :) |
| 16:00 | <Rubidium> | Tpf seems to be the "container" with all pathfinder related functions (cost determination, node follower, cache and other stuff) |
| 16:01 | <Rubidium> | but yes, YAPF is hard to read and understand |
| 16:02 | <Tekky> | Container? Like an STL container which contains a variable? Or just a class with a list of functions? |
| 16:02 | <Rubidium> | but that's because it uses some pretty nifty features of templates |
| 16:02 | <Tekky> | yes, I noticed :) |
| 16:02 | <Rubidium> | just a class with functions |
| 16:02 | <Tekky> | ok, thanks. |
| 16:02 | <Rubidium> | but it isn't really a class when the compiler is finished with it |
| 16:03 | <Tekky> | I guess most of the work in implementing my new PBS signalling system will be to understand YAPF :) |
| 16:03 | <Rubidium> | it just optimizes all "overhead" of calls and virtual calls out of it (when compiling without -noinline) |
| 16:05 | <Tekky> | Virtual calls? I thought virtual functions can only be called at runtime and therefore the overhead cannot be optimized at compile time? |
| 16:05 | <Rubidium> | I think that PBS only needs to touch yapf_costrail.hpp |
| 16:05 | <svip> | cpp* |
| 16:06 | <Rubidium> | svip: I wish you luck in finding yapf_costrail.cpp |
| 16:06 | <Tekky> | yes, that is the file I am currently looking at :) |
| 16:06 | <svip> | Oh right. |
| 16:06 | <svip> | Header file. |
| 16:06 | <svip> | :P |
| 16:06 | <Rubidium> | Tekky: not really virtual as in normal classes |
| 16:07 | <Tekky> | Rubidium: Ah, with "virtual calls" you didn't mean calls of virtual functions? |
| 16:07 | <Rubidium> | but it "looks" virtual as the classes using Tpf assume that a given function exists |
| 16:08 | <Tekky> | aha |
| 16:08 | <Tekky> | yes, it is like being "compile-time virtual" :) |
| 16:08 | <Rubidium> | exactly |
| 16:08 | <Tekky> | instead of "run-time virtual" |
| 16:09 | <Tekky> | cool, I didn't know that C++ templates had such a feature... and I guess for such reasons OpenTTD had to drop support for MS Visual C++ 6.0 because it didn't support all these template features. |
| 16:12 | <Eddi|zuHause> | that is exactly the reason :) |
| 16:12 | <Rubidium> | and the advantage of "compile-time virtual" is that the compiler can still optimize it ;) |
| 16:15 | <Tekky> | yep... I must say I am impressed with templates..... I should have used them a long time ago instead of programming C-style.... |
| 16:16 | <Rubidium> | though they make compiling slow |
| 16:17 | <Tekky> | really? I did not notice much difference in compiling yapf and the other parts of OpenTTD. |
| 16:17 | <Rubidium> | what compiler? |
| 16:17 | <Rubidium> | I guess MSVC |
| 16:18 | <Tekky> | yes, MS VC++ .NET 2003 |
| 16:19 | <Rubidium> | that does basically everything after is "woeshish" through the files |
| 16:19 | <@Bjarni> | the faster the computer is, the less you pay attention to how long each file takes to compile |
| 16:19 | <+glx> | compiling is fast with VC but linking is dead slow for release builds |
| 16:20 | <Tekky> | by the way, which compiler is best for compiling OpenTTD? Do all compilers produce a similarly fast executable file? Or does OpenTTD run faster when compiled on a particlular compiler? |
| 16:20 | <Rubidium> | don't think anybody ever tested that |
| 16:20 | <@Bjarni> | did we ever test that? |
| 16:20 | <Rubidium> | and it's hard to test anyway |
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| 16:20 | <+glx> | for debug builds gcc is better |
| 16:20 | <+glx> | they are playable :) |
| 16:20 | <@Bjarni> | heh |
| 16:21 | <Rubidium> | for windows < 2000 GCC is also better ;) |
| 16:21 | <Rubidium> | and everything non-windows for that matter |
| 16:21 | <Tekky> | you mean > 2000, don't you? |
| 16:21 | <Rubidium> | no < 2000 |
| 16:21 | <+glx> | non unicode builds works in win98/ME |
| 16:22 | <+glx> | VC 2005 just removed win95 support |
| 16:22 | <Tekky> | aha.... |
| 16:23 | <+glx> | that's why I make win9x release with gcc |
| 16:23 | <Tekky> | does Visual C++ 2005 Express also have a good optimizer? Or do I have to get the Pro Version to get a good optimizer? |
| 16:23 | <Rubidium> | and for win64 MSVC is still "certainly" better than GCC |
| 16:24 | <+glx> | I think the optimizer is the same for both |
| 16:24 | <+glx> | pro just supports more things like wince |
| 16:25 | <Tekky> | does the Express Edition of MS VC++ 2005 also have a Profiler? |
| 16:25 | <+glx> | <Rubidium> and for win64 MSVC is still "certainly" better than GCC <-- of course mingw64 is far from finished |
| 16:27 | |-| | DaleStan [~Dale@pool-71-98-103-180.ipslin.dsl-w.verizon.net] has joined #openttd |
| 16:28 | <Tekky> | I guess I need the Pro Edition for a good profiler... |
| 16:28 | <+glx> | Tekky: I don't think so |
| 16:28 | <Tekky> | Hmmm, maybe I should upgrade to MS VC++ 2005 then..... |
| 16:28 | <svip> | Ah, Tekky is writing PBS. |
| 16:28 | <Tekky> | yes, I am currently studying YAPF in order to implement PBS. |
| 16:28 | <svip> | Hm. |
| 16:28 | <svip> | I wouldn't continue work. |
| 16:28 | <svip> | But I cannot explain why it crashes each time now. |
| 16:28 | <+glx> | VS express misses "integration" (ie you need VWD for asp and VC# for the managed code if you want a nice code "coloration") |
| 16:29 | [~] | glx returns to TV |
| 16:30 | <Tekky> | hehe, I actually use EditPad Pro (http://www.editpadpro.com/) for coding because I can program my own syntax coloring in it :) |
| 16:30 | <Rubidium> | hmm, copy con is so much simpler ;) |
| 16:31 | <Tekky> | lol |
| 16:31 | <Tekky> | svip: Are you trying to get the old PBS path to work? |
| 16:31 | <svip> | Not at all. |
| 16:31 | <Tekky> | svip: Are you trying to get the old PBS patch to work? |
| 16:31 | <Rubidium> | ever tried to make a file called "con" on a Windows system. |
| 16:31 | <svip> | I said no. |
| 16:31 | <Tekky> | sorry, I reposted because I wrote "path" instead of "patch' :) |
| 16:32 | <svip> | I knew what you meant. ;) |
| 16:32 | <Wolf01> | http://xkcd.com/305/ lol |
| 16:33 | <@Bjarni> | :) |
| 16:34 | <@Bjarni> | did you guys know that there is a Thomas the tank engine theme park in Japan? |
| 16:34 | <Rubidium> | ofcourse there is... it's like that |
| 16:34 | <@Bjarni> | in Japan!!!! not England where the story originates, but Japan o_O |
| 16:34 | <Rubidium> | "comic" |
| 16:34 | <Tekky> | Rubidium: con means "console", I think... so if you write "copy con file.txt" your console input goes to file.txt. |
| 16:34 | <+glx> | rigth |
| 16:35 | <Rubidium> | Tekky: yes, but try to make a file called con on your windows system ;) |
| 16:35 | <Rubidium> | explorer won't let you do it |
| 16:35 | <svip> | When does this happen? |
| 16:35 | <svip> | if (index >= _langtab_num[tab]) { |
| 16:35 | <Tekky> | lol, yes, I just tested that..... |
| 16:36 | <+glx> | it fails without msgbox |
| 16:36 | <svip> | Huh? |
| 16:36 | <Rubidium> | I even wonder whether windows can actually open or delete files called con |
| 16:36 | <Wolf01> | like lptN or comN |
| 16:36 | <Wolf01> | where N is a number |
| 16:37 | <Rubidium> | lpt/i/ :O |
| 16:37 | <Tekky> | svip: We were talking about the filename "con" on Windows :) |
| 16:39 | <Tekky> | svip: I guess your question has to do with language support... I have not looked much at that part of OpenTTD, but if you tell me in what file that line is that you are talking about, I will take a look and see what it could mean. |
| 16:40 | <Rubidium> | for some reason (probably a drop down box), it tries to "read" a StringID that has no string defined to it. |
| 16:40 | <Wolf01> | http://www.youtube.com/watch?v=sRTcHnjNd5E :O |
| 16:41 | <svip> | Ah, Rubidium. |
| 16:41 | <svip> | That is my problem. |
| 16:41 | <svip> | Because it happens when I try to open a drop down box. |
| 16:41 | <svip> | case ZTW_OUTER: case ZTW_OUTER_DROPDOWN: |
| 16:41 | <svip> | ShowDropDownMenu(w, zone_types, (int)_zoning.outer, ZTW_OUTER_DROPDOWN, 0, 0); |
| 16:42 | <svip> | zone_types contains 3 strings. |
| 16:42 | <svip> | If that is any help. |
| 16:43 | <@Bjarni> | http://youtube.com/watch?v=wDz-OvC1Ef0 <-- found it. Thomas the tank engine theme park o_O |
| 16:43 | <Rubidium> | zone_types isn't terminated by invalid string |
| 16:43 | <svip> | Huh? |
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| 16:45 | <@Bjarni> | http://youtube.com/watch?v=p9rlwbsVoyM <-- this one appears to be great.... if only I could understand what they said :s |
| 16:47 | <Eddi|zuHause> | this is weird, i had a crash, and afterwards a file that was not touched for a long time is trunkated... |
| 16:48 | <@Bjarni> | you mean your system or app crashed? |
| 16:48 | <Eddi|zuHause> | system... |
| 16:49 | <Tekky> | better do a chkdsk -f if you are using Windows.... |
| 16:49 | <@Bjarni> | then it crashed while writing to it and before it wrote the modification date |
| 16:49 | <@Bjarni> | or something |
| 16:49 | <Eddi|zuHause> | where "long time" means it was one of the last files touched before, but it was not active at the time of crash |
| 16:50 | <@Bjarni> | are you using windows? |
| 16:50 | <Tekky> | I guess that file was still in the write cache and it wasn't flushed before the system crash. |
| 16:50 | <@Bjarni> | that sounds very likely |
| 16:51 | <Tekky> | You had better check your file system. This can be done with chkdsk /f if you are using windows..... |
| 16:51 | <Wolf01> | 'night |
| 16:51 | <Eddi|zuHause> | pah... windows :p |
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| 16:52 | <Eddi|zuHause> | i am now running reiserfsck --rebuild-tree, but it may have been too much changed before i noticed... |
| 16:52 | <Eddi|zuHause> | and it takes ages... |
| 16:54 | <svip> | Tekky. |
| 16:54 | <svip> | Are you going to create like new "one-way" thingies? |
| 16:54 | <svip> | Perhaps... |
| 16:55 | <svip> | You should make a thing where you drag along a piece of track, and then it becomes in that direction. |
| 16:55 | <svip> | Label with small arrows on the track. |
| 16:55 | <svip> | Beneath the trains. |
| 16:55 | <Tekky> | Yes, I am planning to make an option for a signal to be one-way or two-way.... |
| 16:55 | <svip> | And it uses the same method as auto-completion for the signals does. |
| 16:55 | <svip> | So when it meets an intersection, station or a signal it stops. |
| 16:56 | <svip> | For long routes, it would be wise to do the way signing first, and when you put a signal on a one-way track, it automatically selects the appriate signal. |
| 16:56 | <Eddi|zuHause> | i am not sure if that is an intelligent suggestion... |
| 16:57 | <svip> | How so? |
| 16:57 | <Eddi|zuHause> | and it is certainly not related to pbs |
| 16:57 | <svip> | True. |
| 16:57 | <svip> | But some people claim to make PBS really work, the signalling system itself needs to be redefined. |
| 16:57 | <Tekky> | Well, I was actually thinking more of having a one-way-sign on the other side of the signal if that track is one-way.... But I haven't made any decisions on that, yet. |
| 16:57 | <Greyscale_> | Why have my lights turned into semphor signals? |
| 16:58 | <Eddi|zuHause> | because you clicked ctrl? |
| 16:58 | <Greyscale_> | how do I undo it? |
| 16:58 | <svip> | Remove it. |
| 16:58 | <Eddi|zuHause> | remove it, build another one |
| 16:59 | <Greyscale_> | ta |
| 16:59 | <Tekky> | I consider signal auto-completion a secondary issue.... My first priority is to get the signals to work at all :) |
| 17:00 | <Greyscale_> | What is the little yellow thing on the signal now? |
| 17:01 | <Eddi|zuHause> | Greyscale_: ever looked at the wiki about signalling? |
| 17:01 | <Greyscale_> | no |
| 17:01 | <Greyscale_> | linky? |
| 17:02 | <Eddi|zuHause> | topic? |
| 17:02 | <Tekky> | http://wiki.openttd.org/index.php/Signal |
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| 17:04 | <Tekky> | svip: What I am actually trying to do is to make most track bi-directional in the long run. |
| 17:04 | <svip> | Hm. |
| 17:05 | <Tekky> | svip: But my first new PBS release will not support bi-directional double track yet. |
| 17:05 | <svip> | Ah. |
| 17:05 | <Tekky> | svip: Of course, nobody should be forced to use bi-directional track if he preferse one-directional track. |
| 17:05 | <svip> | Hehe. ;o |
| 17:05 | <Eddi|zuHause> | bi-directional single-track and bi-directional stations are more important |
| 17:05 | <svip> | s/he* |
| 17:06 | <svip> | Indeed. |
| 17:06 | <Tekky> | Here in Germany, all newly built double track is bi-directional on both sides. I would like OpenTTD to support that. |
| 17:07 | <Tekky> | At least in the long run. |
| 17:07 | <Eddi|zuHause> | especially "intelligent presignalling", as in, a signal turns red if all suitible exits are red, not if all exits are red (even unreachable and dead ends) |
| 17:07 | <Tekky> | But it is very complicated and KUDr persuaded me to first release a simple PBS version which doesn't support bi-directional double track yet. |
| 17:08 | <Eddi|zuHause> | yes, but it only matters if there are works on one track, so it is closed :) |
| 17:08 | <Eddi|zuHause> | so you need a way to discourage using the "reverse" track, without completely forbidding it |
| 17:10 | <Eddi|zuHause> | also it needs serious load balancing |
| 17:10 | <Tekky> | Eddi: What you said about "suitable exits" does not apply to my signalling system because I don't use signals on the exit of intersections. In my signalling system, such exit signals are unnecessary. They don't exist in reality, either, because signals are only placed in places where trains are supposed to wait. And because trains are supposed to wait only in front of intersections, you only place signals in front of intersections, |
| 17:10 | <Tekky> | Eddi: not behind them. |
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| 17:11 | <Tekky> | For example, a roro station would look like this in my signalling system: http://wiki.openttd.org/images/a/a3/Rpbs_img10.png |
| 17:12 | <Eddi|zuHause> | Tekky: yes, but then you need to have a way to mark a dedicated exit without having a signal there |
| 17:13 | <svip> | I am having a problem with the drop menus. |
| 17:13 | <svip> | It gives me values 4 too high. |
| 17:13 | <Eddi|zuHause> | svip: because you did "+3"? |
| 17:13 | <svip> | No. |
| 17:13 | <svip> | I removed that. |
| 17:14 | <Tekky> | Eddi: well, you cannot mark dedicated exits in my system, but you could put one-way signs on entry tracks so that the pathfinder will not attempt to use them as exit tracks. |
| 17:15 | <svip> | Doing that, Eddi|zuHause, doesn't change anything... |
| 17:16 | <svip> | Wait... |
| 17:16 | <Eddi|zuHause> | Tekky: so your system assumes that a train fits between the end of the junction and the next signal |
| 17:16 | <svip> | Sorry. |
| 17:16 | <svip> | Just me being foolish. |
| 17:16 | <Eddi|zuHause> | i guess that might work, too |
| 17:16 | <Tekky> | Eddi: For example, take this bi-directional roro station (which doesn't work with current OpenTTD signalling): http://wiki.openttd.org/images/8/8b/Rpbs_img14.png. On the two entry tracks, one could put one-way signals. Then the pathfinder will only consider the two exit tracks as possible exits. |
| 17:17 | <Eddi|zuHause> | it is just incompatible with most existing networks |
| 17:17 | <Eddi|zuHause> | which means you will again need a way to keep non-PBS |
| 17:17 | <Tekky> | Eddi: Yes, in my first version, I am assuming that signals are only placed in safe waiting locations for trains. |
| 17:18 | <Tekky> | Therefore, signals should only be placed in places where it is indeed safe for the train to wait. |
| 17:18 | <Greyscale_> | how do I enable quantum loading on a server? |
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| 17:19 | <Rubidium> | loading every game state at the same time? |
| 17:20 | <Greyscale_> | and there is no wiki entry for town_layout |
| 17:20 | <Eddi|zuHause> | hm... --rebuild-tree did not help... |
| 17:20 | <@Bjarni> | <Tekky> Here in Germany, all newly built double track is bi-directional on both sides. I would like OpenTTD to support that. <-- I want that too, but it would be really complicated to code |
| 17:20 | <@Bjarni> | also it's a fairly new way of building tracks |
| 17:22 | <Greyscale_> | anything you can link me to about it? |
| 17:22 | <Tekky> | Eddi: Well, trains also block intersections in the current OpenTTD signalling system, so I see no disadvantage of my system if it is applied to existing networks... except for cases in which pre- and exit-signals are used.... |
| 17:22 | <@Bjarni> | it wouldn't help much with only two tracks as it would lock each track in one direction. It would help if you add a 3rd track, that can be used to take over broken trains and stuff |
| 17:23 | <Tekky> | Bjanri: a third bi-directional track with two outer one-way tracks should be easy to implement, because I don't require unsafe signals and "weak" reservations as I do with bi-directional double track. |
| 17:24 | <Tekky> | Bjarni: because there is never any danger of a lockup. |
| 17:24 | <Eddi|zuHause> | Tekky: any sane network uses plenty of pre- and exit signals |
| 17:26 | <Tekky> | Eddi: hmmmm, I am thinking whether my PBS method is compatible with pre- and exit signals..... |
| 17:27 | <Tekky> | the problem is that pre- and exit signals use block signalling while my PBS signals use path signalling. I'm not sure whether they are compatible.... |
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| 17:33 | <svip> | Okay. |
| 17:33 | <svip> | Apparently I fail at creating cross file static variables. |
| 17:33 | <Rubidium> | that isn't strange |
| 17:34 | <svip> | That I fail? |
| 17:34 | <svip> | Why thank you. :P |
| 17:34 | <Rubidium> | static variables are meant to be only in one file |
| 17:34 | <svip> | Hm. |
| 17:34 | <svip> | I want a variable I change in one file and read in another. |
| 17:34 | <Rubidium> | except when you're talking about static variables in classes |
| 17:35 | <svip> | Should I do like here in variables? |
| 17:35 | <svip> | VARDEF GameOptions _opt; |
| 17:36 | <svip> | Just a link I picked out from variables.h |
| 17:37 | <Eddi|zuHause> | how about just un-static-ing the variable, and put it in a header included by both files? |
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| 17:38 | <svip> | Then I get these messages. |
| 17:38 | <svip> | viewport.o(.bss+0x64): multiple definition of `_zoning' |
| 17:38 | <svip> | main_gui.o(.bss+0x8): first defined here |
| 17:40 | [~] | Bjarni just saved around 460 EUR (3400 DKK) |
| 17:40 | <@Bjarni> | :D |
| 17:40 | <svip> | :O |
| 17:40 | <svip> | 3400 DKK on what? |
| 17:41 | <@Bjarni> | I fixed my DVD/HDD recorder myself |
| 17:41 | <svip> | \o/ |
| 17:41 | <@Bjarni> | the HD had a zillion bad blocks, so I replaced the HD myself and reformatted it |
| 17:41 | <svip> | Bjarni, can you perhaps help me with my cross-file variable? |
| 17:41 | <@Bjarni> | with a spare HD that I didn't even use anyway |
| 17:41 | <svip> | And you installed Linux on it I assume. |
| 17:42 | <@Bjarni> | no, it's one of those HDD recorders (replacement for video) that you connect to the TV |
| 17:42 | <svip> | :| |
| 17:42 | <svip> | I know. |
| 17:42 | <svip> | There is MythTV you know for Linux. |
| 17:42 | <svip> | It has an awesome strip-commercial algorithm. |
| 17:43 | <svip> | That can remove commercials from recordings. |
| 17:44 | <@Bjarni> | I don't consider that an issue with TV2 ;) |
| 17:44 | <svip> | :P |
| 17:44 | <svip> | But I am still in deep water. |
| 17:44 | <svip> | Cause my code won't compile! |
| 17:44 | <@Bjarni> | lucky you |
| 17:45 | <svip> | No. |
| 17:45 | <@Bjarni> | my source will not compile either :p |
| 17:45 | <svip> | Not lucky me. |
| 17:45 | <svip> | :[ I want to make a cross-file variable. |
| 17:45 | <@Bjarni> | I know what's wrong with mine... I just haven't had time to solve it yet |
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| 17:45 | <@Bjarni> | so you want to make a global var |
| 17:46 | <@Bjarni> | shouldn't be tricky, but are you sure it's needed? |
| 17:46 | <svip> | :[ Yes. |
| 17:46 | <@Bjarni> | go read src/variables.h |
| 17:47 | <svip> | I did. |
| 17:47 | <svip> | And then I tried VARDEF on it. |
| 17:47 | <svip> | Didn't work either. |
| 17:47 | <svip> | Should I add my variable to variables.h instead of zoning.h? |
| 17:47 | <@Bjarni> | you are making this more complicated than it has to be :P |
| 17:47 | <svip> | You are not helping me by stating that. |
| 17:47 | <@Bjarni> | VARDEF is defined as something else in some header file |
| 17:48 | <@Bjarni> | make sure you include that file |
| 17:48 | <svip> | No no. |
| 17:48 | <svip> | It's not that it doesn't know VARDEF. |
| 17:48 | <@Bjarni> | then what is the problem? |
| 17:48 | <svip> | It's that I get these messages when linking. |
| 17:48 | <svip> | zoning_cmd.o(.text+0x225): In function `DrawTileZoning(TileInfo const*)': |
| 17:48 | <svip> | : undefined reference to `_zoning' |
| 17:49 | <@Bjarni> | hmm |
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| 17:49 | <@Bjarni> | I think you have to make the var in a cpp file as well... same line, but without VARDEF |
| 17:50 | <@Bjarni> | otherwise it ends up as a pointer to some .o file containing this, but no .o files contains this var and the linker fails |
| 17:50 | <svip> | But wouldn't that mean declaring it twice? |
| 17:50 | <@Bjarni> | no |
| 17:51 | <@Bjarni> | because if you use VARDEF, it's actually using external, so it's telling that this variable exists in some file and you can access it |
| 17:51 | <Maedhros> | what is VARDEF, and how is it different to extern? |
| 17:51 | <svip> | That worked. |
| 17:52 | <@Bjarni> | Maedhros: I don't know why ludde used a define to call external VARDEF :s |
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| 17:52 | <@Bjarni> | never asked him |
| 17:52 | |-| | RichK67 [~RichK67@194.164.100.143] has joined #openttd |
| 17:52 | <RichK67> | hi all |
| 17:53 | <CIA-3> | OpenTTD: richk * r10977 /branches/NewGRF_ports/ (12 files in 4 dirs): (log message trimmed) |
| 17:53 | <CIA-3> | OpenTTD: [NewGRF_ports] -Feature: Added multi-tile depot support. |
| 17:53 | <CIA-3> | OpenTTD: In the newgrf depot list, each depot is defined as x, y, FSMposition. The |
| 17:53 | <CIA-3> | OpenTTD: FSMposition is the location in the state machine that has the moving data that |
| 17:53 | <CIA-3> | OpenTTD: defines where the hangar is. Thus, you can enter a depot at several locations, |
| 17:53 | <CIA-3> | OpenTTD: but you always exit at the same location (unless you define it as a separate |
| 17:53 | <CIA-3> | OpenTTD: depot). |
| 17:54 | <svip> | Hm. |
| 17:54 | <svip> | He enters and already is there report about his doings. |
| 17:54 | <svip> | Great man. |
| 17:54 | |-| | Progman [~progman@p57A1C9B1.dip.t-dialin.net] has quit [Remote host closed the connection] |
| 17:54 | <RichK67> | i always like to watch my commit messages roll by :) |
| 17:55 | <svip> | :) |
| 17:55 | <RichK67> | also, its handy if people have questions |
| 17:56 | <RichK67> | you can get some way out whacky effects with that feature... i had a/c entering the lower hangar of the international, but exiting from the upper hangar :) but at least it proved the principle |
| 17:57 | <svip> | lol |
| 17:57 | <svip> | Magic plane. |
| 17:57 | <RichK67> | teleporters R us |
| 17:57 | <Greyscale> | a/c? |
| 17:57 | <RichK67> | aircraft |
| 17:57 | <Greyscale> | aircraft? |
| 17:57 | <Greyscale> | oh |
| 17:57 | <Greyscale> | :P |
| 17:58 | <svip> | Shush! |
| 17:58 | <svip> | It crashes. |
| 17:58 | <svip> | openttd: /home/svip/openttd-dev/trunk/src/spritecache.cpp:471: const void* GetRawSprite(SpriteID, bool): Assertion `sprite < _spritecache_items' failed. |
| 17:58 | <RichK67> | balls |
| 17:58 | <RichK67> | what sort of airport |
| 17:59 | <svip> | Airport? |
| 17:59 | <RichK67> | ah... trunk... its not my branch |
| 18:00 | <svip> | :P |
| 18:00 | <RichK67> | phew |
| 18:01 | <RichK67> | sudden paranoia attack there ;) |
| 18:01 | <Sacro> | grr |
| 18:01 | <RichK67> | i saw some screenies of the overlays... looks like you got the colours working nicely |
| 18:01 | <Sacro> | annyone any idea how to use a PC when windows will see neither the keyboard or the mouse> |
| 18:01 | <Eddi|zuHause> | he is struggeling on GUI work afaik :p |
| 18:02 | <ln-> | Sacro: speech recognition |
| 18:02 | <Sacro> | RichK67: would that work for trains? |
| 18:02 | <RichK67> | nope... state machines only atm |
| 18:03 | <+glx> | Sacro: try pressing the power button for more than 5s |
| 18:03 | <Sacro> | ln-: i don't think it'd understand me |
| 18:03 | <Sacro> | glx: i did, it got me back to the start |
| 18:03 | <+glx> | usb or ps2? |
| 18:04 | <RichK67> | although i see no reason why you couldnt just test for adjacent depots, and have the most northwest one as the keydepot |
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| 18:09 | <Sacro> | this motherboard has no ps2 ports |
| 18:09 | |-| | Gebruiker [~chatzilla@84-245-3-240.dsl.cambrium.nl] has quit [Read error: Connection reset by peer] |
| 18:09 | <Sacro> | and refuses to work with my microsoft keyboard and trust mouse |
| 18:09 | <svip> | ps/2* |
| 18:09 | <svip> | Microsoft keyboard? |
| 18:09 | <svip> | Why not get yourself an old IBM keyboard. |
| 18:09 | <svip> | From the good days. |
| 18:09 | <svip> | The eighties. |
| 18:09 | <Sacro> | usb? in the 80s? |
| 18:09 | <svip> | :/ Screw that. |
| 18:09 | |-| | Eddi|zuHause [~johekr@p54B7602D.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] |
| 18:09 | <svip> | Get a motherboard from then as well. |
| 18:10 | <svip> | My motherboard supports PS/2. |
| 18:15 | <svip> | glx: ;-; |
| 18:16 | <svip> | What does this mean: |
| 18:16 | <svip> | openttd: /home/svip/openttd-dev/trunk/src/spritecache.cpp:471: const void* GetRawSprite(SpriteID, bool): Assertion `sprite < _spritecache_items' failed. |
| 18:17 | <RichK67> | you are trying to reference a sprite that is outside of the range of sprites cached |
| 18:17 | <svip> | :/ |
| 18:17 | <+glx> | ie non loaded sprite or non existing sprite |
| 18:17 | <RichK67> | could be either |
| 18:17 | <+glx> | start gdb to see the "invalid" value |
| 18:17 | <svip> | :/ That does not make sense. |
| 18:18 | <ln-> | first recompile with debug symbols enabled |
| 18:18 | <+glx> | right ./configure --enable-debug=3 |
| 18:18 | <svip> | Moo. |
| 18:18 | <+glx> | so it doesn't inline either |
| 18:18 | <RichK67> | if you've added your own .grf, but not adjusted the "end of sprites" marker appropriately, then its easy to get this |
| 18:19 | <svip> | Hmm... |
| 18:19 | <svip> | I did add my own grf. |
| 18:19 | <svip> | ;o |
| 18:19 | <RichK67> | hence me mentionning |
| 18:19 | <+glx> | I can't remember myself adjusting an "end of sprite" marker when adding flags.grf |
| 18:20 | <RichK67> | yeah, its sort of automatic if you add them right |
| 18:20 | <RichK67> | gfxinit load_index IIRC |
| 18:21 | <+glx> | I guess it's a bug in his code, maybe an unitialised var used as SpriteID |
| 18:21 | <+glx> | svip: show the diff :) |
| 18:21 | <svip> | :[ |
| 18:22 | <svip> | :| |
| 18:22 | <svip> | Have I completely forgot how gdb works? |
| 18:22 | <svip> | I am trying to run the program. |
| 18:23 | <+glx> | well with the diff I can try gdb :) |
| 18:23 | <RichK67> | otherwise, its trying to reference beyond the end of the sprites... depends where you added your sprites... if to the end, its most likely your code at fault |
| 18:23 | <svip> | But I keep getting "no such file or directory". |
| 18:24 | <svip> | Starting program: /home/svip/openttd-dev/trunk/bin/openttd |
| 18:24 | <svip> | Cannot exec : No such file or directory. |
| 18:25 | <Sacro> | right, modelling time |
| 18:25 | <Sacro> | !seen TrueBrain |
| 18:25 | <_42_> | Sacro, please look a bit closer at the memberlist of this channel. |
| 18:25 | <Sacro> | stupid bot |
| 18:25 | <Sacro> | @seen TrueBrain |
| 18:25 | <@DorpsGek> | Sacro: TrueBrain was last seen in #openttd 5 hours, 50 minutes, and 4 seconds ago: <TrueBrain> but okay, bbl |
| 18:26 | <+glx> | Sacro: don't worry if he kicks you when he returns :) |
| 18:26 | <Sacro> | glx: why would he kick me? |
| 18:26 | <Sacro> | tis Bjarni who does that |
| 18:26 | <+glx> | he doesn't like to be highlighted |
| 18:26 | <Sacro> | but Bjarni likes to recieve the sex of paying men |
| 18:28 | |-| | Digitalfox [~chatzilla@bl7-176-212.dsl.telepac.pt] has quit [Quit: Bye] |
| 18:31 | <@Bjarni> | wtf |
| 18:32 | <@Bjarni> | Sacro is talking garbage again |
| 18:32 | <svip> | :s |
| 18:32 | <@Bjarni> | I guess I shouldn't be surprised |
| 18:32 | <svip> | Still doesn't change that gdb is being a bitch with me. |
| 18:32 | <svip> | Curse you, gdb. |
| 18:32 | <svip> | Just run the damn program already! |
| 18:33 | <Sacro> | right, i have an ldraw -> blender converter |
| 18:33 | <Sacro> | time to render some LEGO |
| 18:34 | |-| | Darkebie [~dkb@d5153D5CD.access.telenet.be] has quit [Ping timeout: 480 seconds] |
| 18:34 | <+glx> | svip: gdb ./openttd ? |
| 18:34 | <svip> | (gdb) run |
| 18:34 | <svip> | Starting program: /home/svip/openttd-dev/trunk/bin/openttd |
| 18:34 | <svip> | Cannot exec : No such file or directory. |
| 18:34 | <svip> | I am baffled. |
| 18:35 | <+glx> | weird |
| 18:42 | <RichK67> | gnight |
| 18:42 | |-| | RichK67 [~RichK67@194.164.100.143] has quit [Quit: RichK67] |
| 18:50 | <svip> | :/ I'm going to bed. |
| 18:50 | <svip> | Night! |
| 19:03 | <Greyscale> | How do I replace an old bus? |
| 19:04 | <+glx> | sell the old, buy the new |
| 19:04 | <+glx> | or use autoreplace |
| 19:04 | <Tekky> | there are two ways I know of.... either use autoreplace or send the vehicle to a depot and do it manually. |
| 19:05 | <Greyscale> | autoreplace? |
| 19:05 | <Greyscale> | How? |
| 19:05 | <Tekky> | autoreplace only works if you have enough money. You can configure it in the patches window. |
| 19:05 | <+glx> | vehicle list, hold "manage list", select "replace" |
| 19:06 | <+glx> | Tekky: that's autorenew |
| 19:06 | <Tekky> | oh... ah, yes.... |
| 19:06 | <+glx> | but maybe that's what Greyscale wants :) |
| 19:07 | <Greyscale> | learn something every day |
| 19:07 | <Greyscale> | I want to upgrade my rickety old crap |
| 19:07 | <Tekky> | Greyscale, do you want to replace an old vehicle with an identical new one? Or do you want to replace an older model of a bus with a newer model? |
| 19:08 | <Tekky> | ah, you want to upgrade.... for that you should use autoreplace, as glx said. |
| 19:08 | <Greyscale> | upgrade the crappy old busses |
| 19:08 | <Greyscale> | does it stagger-upgrade them? |
| 19:10 | <Greyscale> | Why oh why is my friend's cele 1.6 heavilly loaded on a 2048x2048 map and my PPC 300Mhz is dandy on a 1024x2048 map? |
| 19:11 | <+glx> | ships and yapf maybe |
| 19:11 | <Greyscale> | neither has ships yet |
| 19:11 | <Greyscale> | yapf? |
| 19:11 | <Greyscale> | and the PPC has a more complex network |
| 19:13 | <@Bjarni> | I once tested an 800 MHz G4 against a 1,2 GHz pentium. The G4 was faster at playing DivX |
| 19:13 | <@Bjarni> | 1 Hz PPC != 1 Hz x86 |
| 19:13 | <@Bjarni> | but |
| 19:13 | <+glx> | CISC != RISC |
| 19:14 | <@Bjarni> | 1,6 vs 300.... we should have known which one would be the fastest in that test |
| 19:15 | <Greyscale> | Damn. Dash diesel has no electric replacement |
| 19:15 | <Greyscale> | does it get one in the future? |
| 19:15 | <Greyscale> | (I'm at 2021) |
| 19:15 | <+glx> | electric rail? |
| 19:16 | [~] | Bjarni detects a user input error |
| 19:16 | <Greyscale> | yeah |
| 19:16 | <@Bjarni> | at least I think so |
| 19:16 | <Greyscale> | There are no EMU's in this game. I complained earlier. |
| 19:16 | <Greyscale> | :| |
| 19:16 | <@Bjarni> | you should be able to replace diesel to electric without any problems |
| 19:16 | <+glx> | use newgrfs |
| 19:16 | <Greyscale> | But there is no Dash diesel replacement |
| 19:16 | <Greyscale> | glx, which? |
| 19:17 | <@Bjarni> | ahh, like that |
| 19:17 | <Greyscale> | glx, what? |
| 19:17 | <Greyscale> | glx, explain? |
| 19:17 | <Greyscale> | :{ |
| 19:17 | <Greyscale> | :P |
| 19:17 | <Greyscale> | I know nothing it seems D: |
| 19:17 | <@Bjarni> | http://grfcrawler.tt-forums.net |
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| 19:18 | <+glx> | http://wiki.openttd.org/index.php/Newgrf <-- outdated as it says nothing about the newgrf window |
| 19:19 | <+glx> | so to make it simple: |
| 19:19 | <+glx> | download the grf and put it in data |
| 19:19 | <+glx> | open the newgrf window |
| 19:19 | <+glx> | add the grf |
| 19:19 | <Greyscale> | with grf's, does it run WITH the current ones or are they replaced? |
| 19:20 | <+glx> | they are replaced |
| 19:20 | <Greyscale> | and if it is on the server, do clients download them? |
| 19:20 | <Greyscale> | (if not, why not?) |
| 19:20 | <Sionide> | that would be a sweet ass patch |
| 19:20 | <Greyscale> | damn. It'd be cool if you could collect all kinds of trains |
| 19:20 | <Greyscale> | yes, it would |
| 19:20 | <+glx> | and clients need the same grfs |
| 19:20 | <Greyscale> | damn. |
| 19:20 | <Greyscale> | Patch is required :P |
| 19:21 | <Greyscale> | If I knew my shit I'd go for it |
| 19:21 | <+glx> | too much work :) |
| 19:21 | <+glx> | maybe one day |
| 19:21 | <Greyscale> | well it downloads the map |
| 19:21 | <Nickman> | goodnight all |
| 19:21 | <Eddi|zuHause2> | the clients only need to have the file, it gets activated automatically |
| 19:21 | <Greyscale> | it may as well download the grfs and apply them while its there |
| 19:21 | <+glx> | will never happen |
| 19:21 | <Eddi|zuHause2> | copyright issues |
| 19:21 | <Greyscale> | Eddi|zuHause2, why? |
| 19:22 | <Greyscale> | Its not actually containing anything copyright itself |
| 19:22 | <Greyscale> | it is a mode of copying a file from A to B |
| 19:22 | <Eddi|zuHause2> | each grf file is copyright protected |
| 19:22 | <Greyscale> | Then have "Do you agree to this licence" and wack a licence in with the grf |
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| 19:23 | <Greyscale> | somefile.grf and somefile.licence |
| 19:23 | <+glx> | each grf has it's own licence |
| 19:23 | <Greyscale> | Makes me wish I knew C now |
| 19:23 | <Eddi|zuHause2> | it's also other issues, like having outdated versions circling around |
| 19:23 | <Greyscale> | if the server has it, it doesn't matter |
| 19:23 | <Greyscale> | just download whatever the server has |
| 19:23 | <+glx> | and users complaining about grf bugs |
| 19:24 | <Greyscale> | less fiddling, more it-just-works |
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| 19:24 | <Eddi|zuHause2> | it may have bugs that were long fixed |
| 19:24 | <Greyscale> | server maintainers responcibility |
| 19:25 | <Eddi|zuHause2> | the server owner might not even notice that there is a new version out |
| 19:25 | <@Bjarni> | I have a lot of grf files in my shared data dir. Should solve client/server issues if you just dump all of them in there |
| 19:25 | <Greyscale> | eddi, and? |
| 19:25 | <Eddi|zuHause2> | but he will, if people report that they cannot join with their new version, and cannot get the old version anywher |
| 19:25 | <Greyscale> | still the server maintainers fault. |
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| 19:26 | <Greyscale> | Eddi|zuHause2, doesn't matter, the clients pull it from the server |
| 19:26 | <Eddi|zuHause2> | they don't, that is exactly the point |
| 19:26 | <+glx> | Greyscale: anyway it will never happen |
| 19:26 | |-| | ThePizzaKing [~jeff@c211-28-164-69.eburwd2.vic.optusnet.com.au] has joined #openttd |
| 19:26 | <Greyscale> | so the server has it and hands it out to all the users who try to connect without it |
| 19:26 | <Eddi|zuHause2> | the grf author has full control that he is the only person the people get the grf from |
| 19:26 | <Greyscale> | glx, you saying that makes me want to learn C++ |
| 19:27 | <Greyscale> | then that responcibility to get the grf's owner's permission to redistribute is that of the server maintainers. |
| 19:27 | <+glx> | you can code it if you want but it will never be in openttd |
| 19:27 | <Greyscale> | Its damn well making me want to. |
| 19:27 | <@Bjarni> | it would make little sense to code if the server will not contain the code |
| 19:28 | <@Bjarni> | both ends should be able to handle a grf transfer for a patch to be useful |
| 19:28 | <Eddi|zuHause2> | the issue has been discussed so often... |
| 19:28 | <Eddi|zuHause2> | and every time it was decided that it is not going to happen |
| 19:29 | <@Bjarni> | with the grf window and the ability to use subdirs and stuff in data and a shared data dir, I don't see the problem |
| 19:29 | <@Bjarni> | you can just put every single grf file in there if you like |
| 19:30 | <Eddi|zuHause2> | the only thing that _might_ have a chance of happening, is that you get a link to grfcrawler from within openttd, but that adds a lot of unnecessary dependencies |
| 19:30 | <+glx> | and not all grfs are in grfcrawler |
| 19:31 | <Eddi|zuHause2> | that is a whole other issue :) |
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| 19:55 | <@Bjarni> | goodnight |
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| 21:25 | <Greyscale> | What do the little red/yellow/green balls in the train list mean? |
| 21:26 | <Greyscale> | and what happens if I run a train beyond its lifetime? |
| 21:30 | <ThePizzaKing> | Are they the profit indicators? |
| 21:30 | <ThePizzaKing> | Green is good |
| 21:30 | <ThePizzaKing> | Red is bad |
| 21:31 | <ThePizzaKing> | Orange is average |
| 21:31 | <ThePizzaKing> | Grey is 'the train is too young to tell' |
| 21:32 | <ThePizzaKing> | And running a train beyond its lifetime causes its reliability to decrease (which means nothing if you have breakdowns disabled) |
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| 21:49 | <Greyscale> | ThePizzaKing, means nothing then :P |
| 21:55 | <ThePizzaKing> | Though, I think if you want really high ratings on your stations, you need to have a newish carriage/vehicle servicing it regularly |
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| 21:58 | |-| | mode/#openttd [+o orudge] by ChanServ |
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| 23:14 | <Greyscale> | WTF |
| 23:14 | <Greyscale> | All the trains are missing from the build panel |
| 23:15 | <Greyscale> | Aah, can't buy diesels |
| 23:21 | <Greyscale> | Feature request: Underground stops. |
| 23:22 | <Greyscale> | Because trying to wedge railway stations into packed in already-grown city's without leveling entire blocks is a sonofabitch |
| 23:22 | <Greyscale> | like, a 7 square station underground with a 1 square "head" on the surface would be kickass. |
| 23:29 | |-| | Alltaken [~chatzilla@121-72-235-8.cable.telstraclear.net] has joined #openttd |
| 23:29 | <Sacro> | mmm, i can render :D |
| 23:30 | [~] | Sacro ponders where everyone is |
| 23:37 | <De_Ghost> | subway? |
| 23:39 | <_Ben_> | hmm, 32 lego bits done. Time for bed now. http://i57.photobucket.com/albums/g226/ben_robbins_/legobits.png?t=1188016709 |
| 23:45 | <Sacro> | _Ben_: what you done? |
| 23:45 | <Sacro> | just layed em out and rendered them? |
| 23:45 | <_Ben_> | modelled them... |
| 23:45 | <Sacro> | :o |
| 23:45 | <Sacro> | hate to say this |
| 23:45 | <Sacro> | but you can import them into blender |
| 23:46 | <_Ben_> | ha, thats ok, I actually made them slightly higher detail so I can use them for somethign else I'm doing |
| 23:46 | <Sacro> | well |
| 23:46 | <Sacro> | i assume you can render at a very high level |
| 23:46 | <Sacro> | but i don't know how to use blender |
| 23:46 | <_Ben_> | I've modelled the underneath sections as well, I'm not shore what the detail is like on the ones that you say can be inported |
| 23:47 | <Sacro> | hmmm |
| 23:47 | <Sacro> | i didn't look |
| 23:47 | <_Ben_> | oh ewll, it was a good way to waste the evening, if there of use to anyone on the forum there there, if not, oh well! |
| 23:47 | <_Ben_> | anyway, night |
| 23:47 | <Sacro> | :) night |
| 23:48 | <Noldo> | morning |
| --- | Log | closed Sat Aug 25 00:00:48 2007 |