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#openttd IRC Logs for 2009-11-26

---Logopened Thu Nov 26 00:00:40 2009
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04:23<bartavelle>hello
04:23<Luukland>...
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05:10<Terkhen>good morning
05:12<planetmaker>\o/ @ Rubidium! Timetable separations, yeah! :-) (or do I mis-understand?)
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05:16<Eddi|zuHause>i only saw start dates, not separation
05:20<fjb>moin
05:22<Eddi|zuHause>from what i see, the expected arrival/departure and the start date have been included, so it misses the autoseparation [headway], the virtual 24h clock, the station timetables and probably more pieces
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05:43*Rubidium sees Eddi has good eyes
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05:50<@Rubidium>though I'm having some thoughts about the whole 24h clock especially on the savegame compatability side
05:55<planetmaker>given a start date and the usual travel times... can't that be used for a separation (if I don't share orders)?
05:57<@Rubidium>it can, but then you already could without anything that I just added by 'timing' the arrival+late counter reset just right
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06:09<Eddi|zuHause>planetmaker: yes, but it's very tedious, especially if adding vehicles to an existing line
06:12<@Rubidium>too bad headway isn't perfect either; I haven't been able to find the trick to set a start date *and* use headway
06:12<@Rubidium>vehicles always seem to end up having timetables that do not coincide with my wishes
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06:16<Eddi|zuHause>yeah, and i totally can't handle this inner-city traffic without a subway...
06:18<@Rubidium>6 inch or footlong subway?
06:19<Eddi|zuHause>the bigger the better ;)
06:19<planetmaker>size matters, eh? ;-)
06:21<Eddi|zuHause>www.informatik.uni-halle.de/~krause/Paderborn%20Transport,%2011.%20Jul%201967.png
06:23<@Rubidium>that's quite an old build
06:23<Eddi|zuHause>i hate scp... it says "100%" while it is not finished by far...
06:23<@Rubidium>agreed
06:23<@Rubidium>although... from scp's point of view it has sent 100% to the OS' send buffer
06:24<Eddi|zuHause>then i should decrease the send buffer somewhere..
06:24<Eddi|zuHause>where do i do that?
06:25<Eddi|zuHause>yes, the build is from when i updated the timetable patch...
06:26<@Rubidium>/proc/sys/net/core/wmem_max ?
06:27<Eddi|zuHause>says 131071
06:27<Eddi|zuHause>is that byte?
06:28<@Rubidium>I hope so :)
06:29<@Rubidium>cause ~128 MiB is a bit excessive
06:30<Eddi|zuHause>hm, no, that didn't help
06:30<@Rubidium>then I have no clue
06:31<Eddi|zuHause>still says 100% (of 528KB) immediately
06:31<@Rubidium>except limiting the upload speed
06:34<CIA-4>OpenTTD: rubidium * r18296 /trunk/src/vehicle_gui.cpp: -Codechange: show the next 4 orders instead of the first 4 orders in the ship/aircraft vehicle lists
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06:36<@Rubidium>Eddi|zuHause: what do I have to envision with the station timetables?
06:36<Eddi|zuHause>i'm not sure either, i think i screwed up that part of the gui when updating
06:37<@Rubidium>oh... ctrl-click on the vehicle in the station window
06:37<Eddi|zuHause>some things are very hidden ;)
06:38<Eddi|zuHause>there was also some thing about sorting vehicles by planned arrival, expected arrival or lateness
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06:53<Eddi|zuHause>this city is even worse: www.informatik.uni-halle.de/~krause/Paderborn%20Transport,%2031.%20Jul%201967.png
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07:01<asilv>i should perhaps make an option to reduce passenger/mail generation for swedish shouses set at some point...
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07:09<Eddi|zuHause>that could be useful
07:10<Eddi|zuHause>but possibly coordinate that with other house sets like TTRS or TaI
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07:12<asilv>Tai is quite different from other houseset with its town size restrictions etc, and should not be mixed with other sets imo. I agree for other sets however
07:13<asilv>the problem is that the two main housesets ttrs and nacities don't seem to be actively developed anymore
07:15<planetmaker>there's a 3rd set: swedish ;-)
07:16<Eddi|zuHause>no, that's the set we are originally talking about ;)
07:16<planetmaker>and I would still like to convince you to use the DevZone as your repository ;-)
07:16<asilv>i guess i could ask zimmlock if he allows to make updated "cargodist edition" of ttrs, with reduced passengers and modified house propabilities
07:16<planetmaker>asilv: the TTRS license should allow to modify it. It explicitly grants this permission
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07:17<Eddi|zuHause>anyway, as you are here, i have a very basic concern with all the house sets out there: why do the houses have to be green?
07:17<planetmaker>along the lines of "free to use and modify for (O)TTD(P) use"
07:17<planetmaker>uh?
07:17<asilv>i don't draw them i just code :p
07:18<asilv>but whats wrong with green houses?
07:18<asilv>and there aren't that many of them anyway
07:18<Eddi|zuHause>not many? about half of the houses in every city here are green...
07:19<Eddi|zuHause>green is ugly...
07:20<asilv>if I count correctly there are two green houses in swedish set
07:21<asilv>many others have green roofs however
07:23<Eddi|zuHause>take for example this screenshot: www.informatik.uni-halle.de/~krause/Paderborn%20Transport,%2011.%20Jul%201967.png <- between Mühlheim Transfer and Mühlheim Zentrum there are two houses with green roof and one with green front, and lots of other houses that way, not counting the TTRS ones
07:27<asilv>well i'm not sure if there is anything wrong with green spesifically, but maybe there are too many colourful buildings in general
07:27<Eddi|zuHause>yes, and there are too many skyscrapers in TTRS, and lots of other stuff...
07:28<Eddi|zuHause>in general, many GRFs focus too much on "beautiful" desinger-stuff, and miss out on the basic stuff
07:28<asilv>somewhat true, i agree
07:30<planetmaker>Eddi|zuHause: with "basic stuff" you mean the not-so-fancy houses?
07:30<Eddi|zuHause>yes, for example
07:30<Eddi|zuHause>also bridges
07:30<planetmaker>e.g. kind of default houses which add to the usual urban tristesse?
07:30<Eddi|zuHause>or stations
07:31<planetmaker>Well... bridges and stations are separate grfs IMO.
07:31<planetmaker>each
07:32<planetmaker>something worthwhile to take up sometime might be to enhance TBRS with the snowy and japanese bridge versions. Other versions are there, too. And make one newgrf out of it.
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07:33<planetmaker>asilv: but one thing I just wrote in a forum posting: it's nice that you have your set GPL. Only it allowed me to understand how those things really work by looking at it as good examples :-)
07:33<asilv>i'm not sure how the snowy versions could be used as there is no varaction2 for bridges
07:33<planetmaker>thanks! :-)
07:34<planetmaker>oh, there isn't? Hm... sad
07:34<asilv>it's good if it's helpfull to someone
07:34<asilv>I have to admit that it isn't very well commented in many places
07:35<planetmaker>only the wiki alone at my disposal would have left me wondering in places, I think
07:35<planetmaker>it's alright, I think :-)
07:36<asilv>well, you haven't seen the new road sensitive buildings code
07:36<planetmaker>So IMO it was a good example that it helped to have open source, even if it isn't copied, it helps by example :-)
07:36<asilv>it's one big hack :p
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07:36<planetmaker>hehe :-)
07:37<asilv>as it uses animition frames to store information about house directions
07:37<planetmaker>I thought of going in that direction, too. There are some houses in the comic set which seem to have a preferred road side.
07:37<planetmaker>Depending on the road layout I would use one house or another
07:37<planetmaker>couldn't that be done with varaction 60+x instead?
07:38<asilv>yes, but then they change direction when for example bus station is built
07:38<planetmaker>hm, that's bad indeed.
07:40<asilv>so I decide the direction when house is built with var (maybe 64?) and store that with animation frame
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07:41<asilv>62 it is not 64
07:43<planetmaker>what about 67?
07:43<planetmaker>or 66
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07:44<planetmaker>it doesn't give you road. But it gives you "no house"
07:45<asilv>hmm, but then houses could be facing to water or industries or whatever
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07:47<planetmaker>they could, yes
07:47<planetmaker>But you can check for water by means of 62
07:47<blathijs>How about 42?
07:47<Sacro>it's a good number
07:49<planetmaker>blathijs: "nearby" is needed, so it needs to be some 60+x number. But yeah...
07:50<asilv>anyway, some people complained that houses should not in general change direction after they are built, no matter what happens. and the code already works so it is not that big problem
07:50<planetmaker>:-)
07:50<planetmaker>I guess you have kind of eternal animation frames?
07:51<asilv>yes the frame selection code is run if frame is 0, otherwise frames 1-8 show the direction
07:52<asilv>and frame is never changed if it isn't 0
07:53<asilv>George gets credit for the idea
07:53<planetmaker>good one, yes
07:53<planetmaker>probably better than many checks
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07:56<asilv>yeah, it isn't actually that big hack, but using animation frames to store information just feels wrong
07:58<planetmaker>I agree. Somewhat. But if you skip the animation from that, it's right again :-)
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08:05<planetmaker>Anyway, I'm looking forward to the next version! :-)
08:07<asilv>should be out soon
08:07<asilv>maybe even tomorrow
08:08<asilv>but before end of the month anyway
08:13<planetmaker>wow. Good news :-)
08:17<asilv>i'm still wondering whether the 42 was serious suggestion or a hitchhiker's guide reference :p
08:18<planetmaker>I think it was serious. But 62 would be more appropriate as you don't want to investigate the very tile of your house ;-)
08:18<planetmaker>but anything is possible
08:19<asilv>42 is town zone
08:19<planetmaker>yes
08:19<planetmaker>ah, damz, they don't correspond
08:20<planetmaker>http://wiki.ttdpatch.net/tiki-index.php?page=VarAction2Houses <-- btw. Anyone who can clearify what's the difference between feature 07, vars 60 and 61?
08:20<planetmaker>Looks to me like some kind of error...
08:22<asilv>60 = original ttd houses, 61 = newgrf houses from the same grf, i think
08:22<planetmaker>maybe I just don't understand the difference between "new" and "old" type house number.
08:22<planetmaker>yeah, maybe.
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08:24<asilv>for houses each grf has it's own ids so there can be multiple houses with same id without problems, unlike vehicles for example
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08:28<asilv>so without 2 variables ottd wouldn't know if you want to look for origal house with id 00 or newgrf house with same id
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08:35<planetmaker>hm... makes sense.
08:38<Eddi|zuHause>hm... headway gets somewhat confused when replacing vehicles...
08:46<Eddi|zuHause>hm²... something suddenly slows down my game
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09:36<@Belugas>hello
09:38<Sacro>Posso restare la notte?
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09:56<CIA-4>OpenTTD: frosch * r18297 /trunk/src/vehicle_base.h: -Fix: Preserve timetable-start when auto-replacing/-renewing.
09:56*Sacro notes his uni friend has just piped nano into grep :\
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10:28<Eddi|zuHause>that does not sound exceptionally useful
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11:29<CIA-4>OpenTTD: rubidium * r18298 /trunk/ (known-bugs.txt readme.txt): -Document: that the dummy AI message is because 'you' don't have an AI... and how to 'solve' the issue; way too many people are ignorant
11:31<@Belugas>buwahahahah!!!
11:31<@Belugas>thus social statement is shared by a few people around ;)
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11:47<CIA-4>OpenTTD: rubidium * r18299 /trunk/src/ai/api/ai_changelog.hpp: -Update: the ai changelog document
11:53<CIA-4>OpenTTD: rubidium * r18300 /branches/0.7/ (7 files in 3 dirs):
11:53<CIA-4>OpenTTD: [0.7] -Backport from trunk:
11:53<CIA-4>OpenTTD: - Update: readme / AI changelog (r18299, r18298)
11:53<CIA-4>OpenTTD: - Fix: [NewGRF] When starting a new game the values of action D variable 13 were incorrect [FS#3324] (r18207)
11:53<CIA-4>OpenTTD: - Add: Experimental option to try to statically link to libicu (r18147)
11:53<CIA-4>OpenTTD: - Change: One more developer added to the history of OpenTTD (r18111)
11:58<PeterT>what's a backport from trunk?
11:59<PeterT>all the features in trunk are now implemented in 0.7?
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12:01<SmatZ>no
12:01<SmatZ>only those mentioned in the commit
12:02<dihedral>SmatZ, :-)
12:02<Sacro>sounds like time for a new release...
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13:45<CIA-4>OpenTTD: translators * r18301 /trunk/src/lang/ (9 files): (log message trimmed)
13:45<CIA-4>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-4>OpenTTD: dutch - 20 changes by habell
13:45<CIA-4>OpenTTD: finnish - 10 changes by jpx_
13:45<CIA-4>OpenTTD: german - 20 changes by planetmaker
13:45<CIA-4>OpenTTD: greek - 30 changes by
13:45<CIA-4>OpenTTD: hungarian - 1 changes by alyr
13:48<planetmaker>he... greek changes?
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13:55<Chrill>by whooo?
13:55*Chrill just updated the Swedish
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13:59<SmatZ>by
13:59<asilv>aah, that guy!
14:01<Sacro>then i look at you, and the world's alright with me
14:01<Sacro>just one look at you, and i know it's gonna be, a lovely daaaaaaaaaaaaaaay!
14:03<Chrill>Sacro, stick to singing in #tycoon :P
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14:04<Sacro>hehe
14:04<Sacro>bah, damn you bisn
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14:43<Eddi|zuHause>how good a rating do i need to tear down a hospital? (TTRS)
14:44<SmatZ>I am not sure you can ever do that
14:44<SmatZ>I remember I was trying to do that once, and failed
14:45<SmatZ>but I don't remember how high rating I had
14:45<Chrill>I think it's doable
14:45<Chrill>not sure
14:45<Chrill>but i think it is
14:45<Chrill>with top rating or whatever
14:45<Chrill>Excellent
14:45<Chrill>not sure though
14:46<Eddi|zuHause>why do i have a forest that produces 0 wood?
14:46<Eddi|zuHause>(standard industries)
14:47<frosch123>was it just created?
14:47-!-Timmaexx [~quassel@port-92-201-52-253.dynamic.qsc.de] has joined #openttd
14:48<SmatZ>or is going to die
14:49<@Belugas>or you;re on pause, which could explain the hospital not possble to destroy...
14:50*Belugas hides
14:50<SmatZ>Eddi|zuHause: oh, it was "Hotel Praha" what I couldn't destroy
14:50<Eddi|zuHause>frosch123: no, it was there for ages, and produced something before
14:51<Eddi|zuHause>frosch123: it started producing again
14:51-!-Terkhen [~Terkhen@71.68.220.87.dynamic.jazztel.es] has joined #openttd
14:51<frosch123>maybe the monthly production is lower than the amount that is needed to issue transport to station
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14:52<Eddi|zuHause>hm... cargodist and airplanes are hopeless...
14:53<SmatZ>http://devs.openttd.org/~smatz/private/mypatches/show_this_month_cargo_r18100.diff reminds me of this patch :)
14:55<Eddi|zuHause>when does the next larger airport appear?
14:56<Eddi|zuHause>i only have city airport in 1978
14:56<frosch123>1980 metropolitan
14:57<frosch123>1983 commuter
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15:11<Timmaexx>Are there any news from the airport branch?
15:11<planetmaker>No :-(
15:12<planetmaker>There must have been a black whole somewhere or so... :S
15:12<Timmaexx>I want to thank for including founding towns! Never thought it would ever go in trunk!
15:14<SmatZ>:-)
15:14<SmatZ>I wonder why so many people requested that feature :)
15:14<SmatZ>but there you go ;)
15:14<planetmaker>But it was SmatZ who did it ;-)
15:14<PeterT>SmatZ: What is magic_bulldozer_v3_and_force?
15:14-!-andythenorth [~andy@87.114.163.221.plusnet.thn-ag1.dyn.plus.net] has quit [Ping timeout: 480 seconds]
15:14<planetmaker>obviously a patch name :-P
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15:15<SmatZ>PeterT: enabling/disabling magic bulldozer and multiplayer-unsafe patches via dedicated console
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15:15<frosch123>PeterT reading "private" stuff again?
15:15<SmatZ>it saves&reloads the game, so it won't desync
15:15<SmatZ>frosch123: it's not that private ;)
15:15<PeterT>Oh
15:15<PeterT>cool patch
15:15<planetmaker>handy at times, yes
15:15<PeterT>frosch123: It's on the internet, it's not private
15:16<SmatZ>it used to be "private", but it's quite known :-p
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15:16<frosch123>ah, you switched the "private" and "public" folders, as noone looks into "public" anyway
15:17<PeterT>Your dev page is awesome
15:17<PeterT>@SmatZ
15:17<SmatZ>hehe :)
15:17<Timmaexx>@ planetmaker, that was clear
15:17<SmatZ>all devs have awesome pages, some just more private than me :)
15:17<PeterT>does no_airport.diff disable airports?
15:17<SmatZ>I guess so, yes
15:18<PeterT>You don't know for sure?
15:18<SmatZ>I do
15:19<frosch123>PeterT: noone can be sure about some patch, if the number of patches passes some hundrets
15:19<PeterT>How did you get this picture? http://devs.openttd.org/~smatz/3d/tunnel.png
15:19<PeterT>that's true frosch
15:19<frosch123>i guess smatz pressed ctrl+s for ingame screenshot
15:19<SmatZ>yeah
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15:20<PeterT>with what patch?
15:20<SmatZ>with that one in that directory?
15:21<frosch123>11060 :o, it thought it was yesterday
15:21<SmatZ>yeah :(
15:21<Eddi|zuHause>that was ages ago
15:21<planetmaker>:-) Hey, that's even before my openttd time. So aaaages ago ;-)
15:21<SmatZ>hehe
15:22<Eddi|zuHause>this is really hopeless... my air capacity must increase tenfold...
15:23<frosch123>Eddi|zuHause: do you need 16/4 aircraft speed?
15:24<Eddi|zuHause>no... the speed is not really that important... the landing strips and loading bays are the limiting factors
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15:30<@Belugas>he eagle has not yet landed
15:30<@Belugas>mmh...
15:30<@Belugas>forgot toscroll :S
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15:33<@Belugas>[15:17] <SmatZ> all devs have awesome pages, some just more private than me :) <-- some are not really dev oriented anymore...
15:33<SmatZ>hehe :)
15:34<PeterT>What's the chance of small map/minimap zoom getting into trunk?
15:34<SmatZ>high
15:34<PeterT>Soon?
15:35<frosch123>if you finish it :p
15:35<PeterT>What's not finished about it?
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15:35<frosch123>i guess i forgot :p
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15:37<SmatZ>someone has to understand why it looks as it looks now :) and if there is a way to simplify it
15:37<SmatZ>I spent some time with it, but I am not finished
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15:40<PeterT>Thanks SmatZ
15:40<PeterT>Also, is diagonal level and clear destined to fail?
15:41<planetmaker>pssst: you ask a lot of questions
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15:41<SmatZ>:o)
15:41<@petern>some of you are going to die
15:41<@petern>martyrs of course
15:41-!-Grelouk [~Grelouk@3.108.200-77.rev.gaoland.net] has quit [Ping timeout: 480 seconds]
15:42<@petern>to the freedom that i will provide
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15:46<@Belugas>i know what you're doing !
15:46<@Belugas>i'm pingpong-ing with a xylophone
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16:03<Eddi|zuHause>that is so funny... i am on 16th february, and one of my trams already made -1.5Mio DM ;)
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16:04<@Belugas>proof that OTTD is not a realistic game!
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16:06<SmatZ>public transport undergoing sounds quite realistic
16:13<@Belugas>trams?
16:13<@Belugas>16th century?
16:13<@Belugas>yeah :)
16:13<SmatZ>hehe :)
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16:44<Eddi|zuHause>err... the linkgraph view on the minimap is an extreme ressource hog... does it repeatedly calculate all the values on redraw or what?
16:48<planetmaker>it needs to draw all vehicles
16:50<Eddi|zuHause>but it does not repeatedly need to redraw everything
16:52<Eddi|zuHause>i have the feeling that the metropolitan airport is even more useless than the city airport
16:52<Fast2>Is there a quick way for measuring the length from one point on the map to another (in tiles)?
16:53<Fast2>Oh, I did'nt say hello: Hello :D
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17:01<planetmaker>hi.
17:01<planetmaker>Yes, there is. If it's a straight line
17:01<planetmaker>look for "measurment tool" in the advanced options in the UI section
17:01<@Belugas>didn't meush got his tool in trunK?
17:01<planetmaker>and set it to "enable"
17:01<@Belugas>yeah.. that one
17:01<planetmaker>quite handy.
17:02<planetmaker>Then use the cost estimation so that you don't accidentially build the road or rail
17:02<planetmaker>or rather control, if nothing is built - you cannot remove unbuilt things ;-)
17:04<CIA-4>OpenTTD: smatz * r18302 /trunk/src/town_cmd.cpp: -Fix [FS#3328](r18281): city size multiplier was ignored when generating new game
17:05<Fast2>OK, I'll try it.
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17:10<Coco-Banana-Man>hooray =) @r18302
17:10<Forked>=)
17:11<SmatZ>:)
17:12<Coco-Banana-Man>thanks SmatZ :)
17:12<@Belugas>waht the hell am i still doing here????
17:13*Belugas leaves in a hurry
17:13<@Belugas>BYE!
17:13<PeterT>bye
17:14<Fast2>Bye Belugas
17:14<Coco-Banana-Man>bye Belugas
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17:15<Fast2>Hmmm, I can't find the option... But I found the changelog of version r6800. Is this not an extra tool?
17:16<frosch123>i would search under interface
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17:17<Fast2>If this is "oberfläche" in the german version, than is it not there.
17:18<frosch123>interface->display options->measurement tool
17:19<Coco-Banana-Man>which option? The city size multiplier?
17:19<frosch123>oberfläche->darstellung->abmessungen
17:19<Fast2>"Beim Bauen Tooltip mit Abmessungen anzeigen"?
17:19<Eddi|zuHause>yes
17:20<Coco-Banana-Man>ah, that one..
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17:22<Eddi|zuHause>hm... my game got suddenly really really slow...
17:22<Fast2>I admit, I overlooked it. But it's still not an extra tool. A oppourtunity to get the length of a track, you are planning to build, would be great :)
17:23<Eddi|zuHause>that is exactly what it does
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17:24<Fast2>I meant with all the curves
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17:25<Eddi|zuHause>that's a whole new level of difficulty...
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17:30<Fast2>But you could think on and integrate a planning tool for tracks, where you could , for example, compare the costs of two different variants. (If some developers have time and feel like implementing it :) )
17:31<Eddi|zuHause>honestly, i think it's rather unlikely to happen
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17:33<frosch123>i would like a undo knob
17:36<Fast2>In singleplayer mode, there is already like undo (save and load again :) 9
17:37<Fast2>I considered it interesting, but I know it's much work.
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17:38<frosch123>but autosave is so slow when playing on 2k x 2k
17:38<Fast2>Yes, that's right. By the way: I'm saving by myself.
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17:39<Fast2>You could try to improve the saving process ;)
17:40<PeterT>@seen Born_Acorn
17:40<@DorpsGek>PeterT: Born_Acorn was last seen in #openttd 20 weeks, 2 days, 7 hours, 54 minutes, and 23 seconds ago: <Born_Acorn> Bbl
17:40<frosch123>if would rather decrease max map size to 512x512
17:41<Fast2>I'm playing on 1024^2 and it's pretty fast (but I'm still at the beginning)
17:41<Fast2>Big maps are cool
17:42<Fast2>It's time to leave for me. Good night.
17:43<frosch123>iirc i only once tried to play a 1024^2 map: it was the first game with ottd 0.4.0.1 after previously playing ttdp, and i though "cool, big maps". i guess i explored the map for about 1 minute, and then wondered who coded such a stupid thing :p
17:45<@Rubidium>guess the most 'big map size' fanatics 'just' want a 1048576x2 map so the can run trains over very long distances making very huge amounts of money
17:45<Fast2>One time, I even had a 2048^2 :D That was slow (and I would say it's only interesting for large multiplayer games). But 1024 is good, I think.
17:46<planetmaker>Fast2: it's not even interesting for MP games
17:46<CIA-4>OpenTTD: frosch * r18303 /trunk/src/widget.cpp: -Fix: Widget indices are valid when >= 0.
17:46<planetmaker>People simply cannot play those maps online. You never use such map to their potential and 1024^2 is WAY more fun
17:46<planetmaker>2048^2 stay empty
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17:47<planetmaker>our (un-written) rule is: not more than 1 million tiles
17:47<@Rubidium>so... no 1024x10248 then
17:47<@Rubidium>s/8//
17:47<planetmaker>well... Computers simply don't handle it :-)
17:48<Fast2>255 people in 15 companies, saving and loading their previously played game could get that map full. :)
17:48<planetmaker>oh... :-) well, the "computer" million
17:48<frosch123>Fast2: likely you hit the 64k vehicle limit before it is filled
17:48<@Rubidium>@base 10 2 1000000
17:48<@DorpsGek>Rubidium: 11110100001001000000
17:48<@Rubidium>@base 2 10 1000000
17:48<@DorpsGek>Rubidium: 64
17:48<frosch123>except you are one of those building 20 parallel tracks for 5 trains
17:48<@Rubidium>planetmaker: that's 'only' 64 :)
17:49<planetmaker>hm? oh :-P
17:49<Fast2>frosch123: No, I'm trying the other way round: using less tracks.
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17:50<@Rubidium>use ships if you don't have enough space
17:50<Fast2>5 trains on one track with a few waiting places
17:50<planetmaker>Fast2: but then you don't need too big maps. It's easy to get 1500 trains going on even 512x1024
17:50<frosch123>i'm always impressed by screenshots on the forums with huge junctions, lots of track, but hardly trains :p
17:50<planetmaker>hehe ^
17:50<Fast2>frosch123: They're just looking cool. That's the reason for building them :)
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17:51<frosch123>no, without running trains they look stupid
17:51<frosch123>even more stupid than with blocked trains
17:51<Fast2>That's a matter of your point of view.
17:51<Fast2>*lol*
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17:52<Fast2>But I really have to go now
17:52<Fast2>Bye!
17:56<PeterT>How long is an OpenTTD year?
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17:56<frosch123>@calc 365*74*0.03
17:56<@DorpsGek>frosch123: 810.3
17:56<planetmaker>13.x minutes
17:56<frosch123>@calc 365*74*0.03/60
17:56<@DorpsGek>frosch123: 13.505
17:56<PeterT>what is that formula?
17:57<PeterT>days in a year * ??? * ???
17:57-!-Progman [~progman@p57A1F8A7.dip.t-dialin.net] has joined #openttd
17:57<frosch123>that is the formula of immortalness
17:58<planetmaker>frosch123: you miss 42 in it. And some coffee spillt there, too
17:58<frosch123>the "74" is mentioned at least once a week in this channel
17:58<PeterT>@calc 13.505*11
17:58<@DorpsGek>PeterT: 148.555
17:58<PeterT>I was trying to figure out how long until there is maglev in #openttdcoop
17:59<planetmaker>30 milliseconds a tick. A day is 74 ticks
17:59<PeterT>Oh
17:59<PeterT>0.03?
17:59<frosch123>@base 18 10 42
17:59<@DorpsGek>frosch123: 74
17:59<planetmaker>:-D
17:59<frosch123>planetmaker: i am just using decimal for computations
18:00<frosch123>no idea why others use 18-system
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18:00<planetmaker>frosch123: yes. Along those lines I'll never be 30 ;-)
18:01<planetmaker>@base 10 16 25
18:01<@DorpsGek>planetmaker: 19
18:01<planetmaker>@base 10 16 23
18:01<@DorpsGek>planetmaker: 17
18:01<frosch123>you are unsure about your age?
18:01<planetmaker>(which we actually played on a friend of mine: on her 23rd birthday she got a cake with a 17 on it - with that very explanation ;-)
18:02<planetmaker>(I'm older :-P )
18:02-!-Arvid_ [~m4r3z@16.81-166-200.customer.lyse.net] has quit [Ping timeout: 480 seconds]
18:02<frosch123>is she studiing cs, or only all her friends? :p
18:02-!-Arvid_ [~m4r3z@16.81-166-200.customer.lyse.net] has joined #openttd
18:03<planetmaker>neither nor ;-)
18:03<planetmaker>But there are other things you can study where you also become nerdy ;-)
18:03<frosch123>oh, they are all grf artists?
18:03<planetmaker>(she's a physicist)
18:04-!-Progman [~progman@p57A1F8A7.dip.t-dialin.net] has quit [Remote host closed the connection]
18:05<frosch123>chemist can also play such "games" :p
18:07-!-asilv [~as@h-62-142-160-55.joensuunelli.fi] has quit []
18:08<planetmaker>but there "base" gets an even more extended meaning :-P
18:08<planetmaker>(and might 'solve' problems in a different manner :-P )
18:10<planetmaker>Time for bed.
18:10<planetmaker>Have a good night :-) Quak! ;-)
18:10<frosch123>yeah, i should also leave
18:10<frosch123>night
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18:13<PeterT>@calc 2000/4.5
18:13<@DorpsGek>PeterT: 444.444444444
18:13<PeterT>444.4444/365
18:14<PeterT>@calc 444.4444/365
18:14<@DorpsGek>PeterT: 1.21765589041
18:14<PeterT>@calc 4.5*365
18:14<@DorpsGek>PeterT: 1642.5
18:14<PeterT>@calc 4.5*730
18:14<@DorpsGek>PeterT: 3285
18:15<welshdragon>PeterT, what are you calculating for?
18:15<PeterT>Posts per day
18:15<welshdragon>aah
18:15<PeterT>How many posts per year is what I'm figuring out
18:15<PeterT>The first two equations were messy
18:20<PeterT>@calc 13.5*9
18:20<@DorpsGek>PeterT: 121.5
18:20<PeterT>@calc 13.5*9/60
18:20<@DorpsGek>PeterT: 2.025
18:20<PeterT>@calc 13.505*9
18:20<@DorpsGek>PeterT: 121.545
18:34<Terkhen>good night
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18:59<PeterT>Can anybody on windows shed some light on this? http://bugs.openttd.org/task/3327
19:02<Xaroth>resize the window from the top?
19:03<Xaroth>or, run it from a cmd console?
19:03<PeterT>Canont resize
19:04<PeterT>Running it from a console doesn't show it in console, it just opens that window
19:04<SmatZ>what answer do you expect?
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19:04<PeterT>Well, how do other windows users use the --help window
19:04<SmatZ>it's a message box with information
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19:06<SmatZ>PeterT: when I run it under wine, I have no problems in fitting it to 1280x960 screen
19:06<PeterT>You resized it?
19:07<SmatZ>PeterT: http://devs.openttd.org/~smatz/help.png
19:08<PeterT>So why can't mine do that?
19:08<SmatZ>coz vista suxx
19:08<PeterT>I agree
19:08<SmatZ>I really don't know what should I answer :-p
19:10<PeterT>Argh
19:10<SmatZ>PeterT: your window isn't much bigger than mine, your screen is just too small
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19:12<PeterT>Is it dangerous to try to join a server with a modified build?
19:12<PeterT>User build is modified
19:12<SmatZ>it depends
19:13<SmatZ>you computer may burn
19:13<PeterT>I just patched r18279 with diaganol level and clear
19:13<SmatZ>so yes, it is dangerous
19:13<PeterT>and I did ./configure --revision=r18279
19:13<SmatZ>don't try it, you will desync
19:13<SmatZ>(nothing worse than desync can't usually happen)
19:13<PeterT>Ok
19:13<PeterT>Too late, sorry
19:13<SmatZ>:-p
19:14<PeterT>I'm already compiling
19:14<PeterT>another question: why does each blitter needs it's own cpp file?
19:14<SmatZ>you will desync/be kicked after using of those diagonal abilities
19:14<SmatZ>why not?
19:14<SmatZ>code readability
19:14<PeterT>jw
19:14<KenjiE20>why does anything? why not put openttd in one big cpp
19:14<SmatZ>organisation
19:14<KenjiE20>:P
19:14<SmatZ>yeah
19:14<SmatZ>:)
19:15<PeterT>why not put openttd in one big cpp <--- good idea
19:16<+glx>some compilers may not like that
19:16<+glx>some compilers may do better optimisation too :)
19:16<PeterT>Kenji/others: do you always go to bed at 12AM?
19:17<KenjiE20>why not?
19:17<+glx>and 12AM was 1 hour ago
19:17<PeterT>Well, Kenji lives in England
19:18<PeterT>why not? <--- depends, when do you get up?
19:18<KenjiE20>I get up when I get, why do you care?
19:19<PeterT>Lucky...
19:23<PeterT>@SmatZ: I just tested it, it worked
19:23<PeterT>:)
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19:25<PeterT>@SmatZ: no desyncs either, I'm going to test some more
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19:51<PeterT>@calc 13.5*3
19:51<@DorpsGek>PeterT: 40.5
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21:02-!-mode/#openttd [+v tokai] by ChanServ
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21:47<PeterT>@calc 13.5*-5
21:47<@DorpsGek>PeterT: -67.5
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---Logclosed Fri Nov 27 00:00:40 2009