Im desperately wanting this for my night shifts but Im unable to run a loader at the moment! Doh!Turulo wrote:Also available for PSP Unofficial for now.
http://openttd.teamjak.net
OpenTTD 0.5.0-RC5
Moderator: OpenTTD Developers
You can downgrade to 1.50 if your psp has 3.03 firmware or later.Ben_K wrote: Im desperately wanting this for my night shifts but Im unable to run a loader at the moment! Doh!
http://pspupdates.qj.net/Are-you-ready- ... /aid/80842
Then upgrade to 3.10-OE to be able to run hombrew on latest firmware.
That will be much more likely to happen when the mingw cross compiler toolkit can actually compile for Win64; now there is no way to automatically make a Windows 64 binary without actually using Windows and the compile farm is a Linux.Invisble wrote:Now all that is needed is a nightly release for the windows 64bit platforms :D
The first signs of a x86_64 compiler for mingw have shown, but it is still in a highly experimental state.
Do bear in mind that the OE firmwares are modifications which are in breach of the license agreement from Sony, which renders the license void. Simply speaking, it's a pirate version, no matter how you get it or what you already own.
PGP fingerprint: E66A 9D58 AA10 E967 41A6 474E E41D 10AE 082C F3ED
i dont know if it has to do with RC5
But im getting this messages from the console:
RC 3 Server
Rc 5 Server
Has it to do with RC 5?
If not contact through PM plz
But im getting this messages from the console:
RC 3 Server
Code: Select all
Recived invalid packet type 173
Code: Select all
Recived invalid packet type 173 from ***.***.***.***:portnumber
If not contact through PM plz
YOYO, that's just providing you with additional information about where the invalid UDP packet is coming from. It lets you check the IP address against those of your players, and determine whether it's legitimate traffic or some loser somewhere trying to exploit your machine.
PGP fingerprint: E66A 9D58 AA10 E967 41A6 474E E41D 10AE 082C F3ED
I was wondering about this too The Directsound driver works great with Vista. I was hoping it would make it into the final 0.5.0.RvL wrote:Thank you for this release!
Is it possible to insert the DirectSound driver, written by Darkvater, in the next release?
As you can read in this topic, (some?) Windows Vista users are experiencing very choppy soundeffects (Win32 WaveOut driver) while music (DirectMusic driver) is okay. This is because you can't address the soundcard directly through DirectX any more.
Darkvater has written a DirectSound driver which works perfectly. But the only release with this driver is in that topic and you can't play multiplayer with it.
Guess what! I got a fever! And the only prescription...... is MORE COWBELL!
Hello all, I'm one of the Traditional Chinese translator of OpenTTD.
I don't know if this is the right place to ask translation related questions here, but I'll go anyway
We are having problems (I believe Jap/SC are having the same problem) on the date translation and the Company League table. First of all, could the date format be re-arranged to YYYYMMDD ? It looks more natural to Chinese and Japanese when the dates are in Chinese characters (kanji).
BTW, I noticed that the date and the position of company in the league table are using the same set of strings(1st, 2nd, etc...). Since the literal representation of dates and positions are quite different (Think of "day 1" and "No. 1"). Do we have any workarounds?
Thanks for answering and for developing such a good game!
I don't know if this is the right place to ask translation related questions here, but I'll go anyway
We are having problems (I believe Jap/SC are having the same problem) on the date translation and the Company League table. First of all, could the date format be re-arranged to YYYYMMDD ? It looks more natural to Chinese and Japanese when the dates are in Chinese characters (kanji).
BTW, I noticed that the date and the position of company in the league table are using the same set of strings(1st, 2nd, etc...). Since the literal representation of dates and positions are quite different (Think of "day 1" and "No. 1"). Do we have any workarounds?
Thanks for answering and for developing such a good game!
you mean like this?thomasau wrote:Hello all, I'm one of the Traditional Chinese translator of OpenTTD.
I don't know if this is the right place to ask translation related questions here, but I'll go anyway
We are having problems (I believe Jap/SC are having the same problem) on the date translation and the Company League table. First of all, could the date format be re-arranged to YYYYMMDD ? It looks more natural to Chinese and Japanese when the dates are in Chinese characters (kanji).
BTW, I noticed that the date and the position of company in the league table are using the same set of strings(1st, 2nd, etc...). Since the literal representation of dates and positions are quite different (Think of "day 1" and "No. 1"). Do we have any workarounds?
Thanks for answering and for developing such a good game!
(I did a dirty hack. I just want to know if I understood you correctly before making the code nice)
Also the English town names really stick out. Ever wondered about making Chinese town names?
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- date string test.png (30.68 KiB) Viewed 5311 times
Exactly! Of course we also need a "year" character appended to the year, so the proper date format in Chinese will look like YYYY "year" MM "month" DD "day". It would be nice if we can modify the date format directly through the translator2 interface.Bjarni wrote:
you mean like this?
(I did a dirty hack. I just want to know if I understood you correctly before making the code nice)
Also the English town names really stick out. Ever wondered about making Chinese town names?
About the town names, how many cases we have to provide? Because Chinese town names are somewhat... irregular. But anyway English town names are okay for me.
You can do as the French guys ended up doing: find a list of all "province capitals" or cities with more than x citizens and considering the population of China, it would generate enough town names. The actual town limit in the game is rather high though. Generally town names are generated based on substrings that are joined together at random, but if the town names are too irregular for that solution, then the list will have to be rather long.thomasau wrote:About the town names, how many cases we have to provide? Because Chinese town names are somewhat... irregular. But anyway English town names are okay for me.
Finally I have some ideas on it. But where should I start? Other than submitting a diff of namegen.h(And what about the compatibility of UTF-8 on different compilers?), are there anything I have to take care with?Bjarni wrote:Generally town names are generated based on substrings that are joined together at random, but if the town names are too irregular for that solution, then the list will have to be rather long.
Thanks for answering.
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