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#openttd IRC Logs for 2011-02-02

---Logopened Wed Feb 02 00:00:43 2011
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01:57<@Terkhen>good morning
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03:25<Wolfsherz>moin. da ist ein update für upstart in der aktualisierungsverwaltung. aber ich kann es nicht auswählen, woran liegt das?
03:26<Wolfsherz>sorry, wrong channel
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04:35<andythenorth>or lessing
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05:09<@planetmaker>good day
05:10<andythenorth>hi planetmaker
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05:18<V453000>elo :)
05:19<V453000>I know, I am getting notifications :) good, we will test it when the 0.6.x comes
05:21<andythenorth>coal will probably still dominate any game started in 1800s
05:21<andythenorth>and oil any game in 1900s
05:21<andythenorth>wood, iron and farms should be important in early games
05:22<andythenorth>fund / prospecting costs come into play as well
05:22<andythenorth>farms are quite cheap to build
05:22<andythenorth>and food / goods pay highly
05:22<V453000>:) ok
05:23*andythenorth ponders an ad-hoc patch to town growth in place of newgrf towncontrol
05:24<V453000>you mean different supplies would boost the town in different ways, or? :)
05:25<andythenorth>food / goods boosts town yes
05:26<V453000>construction things should too, imo :)
05:26<V453000>wait, that is goods, right? :D
05:27<V453000>played ECS not long ago -.-
05:27<V453000>(declaring I am not playing it ever agai)
05:29<@planetmaker>that's harsh
05:31<V453000>not really
05:32<V453000>ECS makes no sense for networking play imo
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05:39<@planetmaker>it might also make sense for our network way with a lot of parameter play
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05:43<V453000>I did apply all parameters I could have
05:44<V453000>but farms fluctuating from 0 in winter to 7000 productions in summer are just way too much
05:44<V453000>similar with other industries ... not really interested when each SLH looks more like a MSH when you have 2 mines and they produce like mad already in 1920 when you start in 1900
05:45<V453000>1) it just makes the network so simple :( 2) you just do not have the train/wagon power so early in the game
05:48*andythenorth back later
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09:51<CIA-11>OpenTTD: smatz * r21939 /trunk/src/ (depot.cpp saveload/oldloader_sl.cpp): -Fix (r16357): the check for valid depot wasn't strict enough
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10:20<@planetmaker>hi Belugas
10:27<@Belugas>how's life sir maker?
10:30<@planetmaker>cold outside again, but busy, so it's ok ;-)
10:30<@Belugas>same here
10:30<@planetmaker>though today is not too busy, but yeah :-)
10:31<@Belugas>cold, snowy (a 4 days snow storm is started), and busy :)
10:43<@Belugas>and i wanna go home!
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11:46<CIA-11>OpenTTD: planetmaker * r21940 /trunk/src/saveload/afterload.cpp: -Fix [FS#4460]: Not all vehicles should be tested to be inside a tunnel upon savegame load (SmatZ)
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13:07<DJNekkid>if there are anyone who like some good housemusic, here is a mixtape i did yesterday:
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13:20<@Belugas>house music... I sometimes do music in my house
13:20<@Belugas>does it count?
13:20<Markk>I play music in my house right now.
13:21<@Belugas>liar! you are typing on a keyboard
13:21<@Belugas>that could count as plang music...
13:21<Prof_Frink>My house can't play music.
13:21<Prof_Frink>It squashed the piano.
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13:45<CIA-11>OpenTTD: translators * r21941 /trunk/src/lang/unfinished/maltese.txt:
13:45<CIA-11>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-11>OpenTTD: maltese - 22 changes by peter88823
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14:11<supermop>you don't have to put on the red light?
14:12<@Belugas>I loved since i knew ya
14:17<@Belugas>The art of classic songs with minimal chords
14:17<supermop>we've got some devo playing in the shop right now...
14:17<supermop>have to say, I am happy with that
14:19<supermop>i need a bass
14:21<supermop>guitar, not fish
14:22<CIA-11>OpenTTD: smatz * r21942 /trunk/src/saveload/afterload.cpp: -Codechange: no need to convert GOINGUP/GOINGDOWN flags if they are cleared afterwards during savegame conversion
14:27<andythenorth>which refinery is better?
14:28<supermop>I like without the red building
14:29<supermop>it is confusing with the meat packer
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14:29<andythenorth>supermop: I tend to agree...
14:30<supermop>a refinery might neet a tall, building, but not with so many floor plates
14:30<@Belugas>i need my guitar as well...
14:31*Belugas nods at the red building too
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14:33<supermop>i am going to lunch, but i would be happy to talk about buildings further thereafter, andy
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14:34*andythenorth needs to understand bounding boxes
14:34<andythenorth>how very very very dull
14:34<andythenorth>FIRS has multiple errors
14:34<andythenorth>sprites that flicker that shouldn't
14:35<andythenorth>sprites that should animate but don't
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14:35<andythenorth>dunno if I can be arsed with that
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14:38<andythenorth>stupid game:
14:38<andythenorth>I *could* do an n tile check for water
14:39<andythenorth>but it might be sub-optimal
14:39<V453000>good for trains :)
14:56<Prof_Frink>So... less good if you have disasters off?
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15:13<Eddi|zuHause>hm... civ5 is in some kind of endless loop-ish
15:13<Eddi|zuHause>in top it stays at 105% cpu
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15:16<andythenorth>supermop: sugar refinery building was based on rl
15:16<andythenorth>but I don't think it's needed
15:17<andythenorth>I reckon the brick built building is gone
15:18<supermop>there are alot of amazing brick warehouse and factory building in NJ off the NEC
15:19<supermop>i'll have to bring a camera next time I go down to princeton
15:19<supermop>there were also a lot of good ones in st. louis
15:23<supermop>i saw that you had done some work on the forge as well
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15:27<DJNekkid>im trying build openttd with that miscrosoft express 2008 thingy
15:27<DJNekkid>but i get an error:
15:27<DJNekkid>3>z:\openttd\openttdsource\trunk\src\language.h(17) : fatal error C1083: Cannot open include file: 'unicode/coll.h': No such file or directory
15:27<DJNekkid>any helpful hints or tips?
15:29<@SmatZ>DJNekkid: did you get openttd-useful?
15:30<DJNekkid>yes... looking at this page right here:
15:30<DJNekkid>oh crap
15:30<DJNekkid>i've "inclided" the wrong dir
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15:35<DJNekkid>now, lets see how it goes
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15:47<DJNekkid>built was successful
15:47<DJNekkid>should not the .exe be in trunk/bin?
15:47*SmatZ doesn't have a clue
15:47<@SmatZ>at least it built for you :)
15:47<DJNekkid>yea, thats the good part :D
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15:49<DJNekkid>apparently 1 was skipped
15:49<DJNekkid>========== Build: 4 succeeded, 0 failed, 0 up-to-date, 1 skipped ==========
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15:50<DJNekkid>but that was the debug
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16:20<@SmatZ>such hard delineators can be dangerous
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16:32<DaBroMfld2>good evening
16:32<@Terkhen>hi DaBroMfld2
16:32<DaBroMfld2>i've got a question for openttd
16:32<DaBroMfld2>i'm in year 2139
16:32<DaBroMfld2>and i have 166 ttrains
16:33<DaBroMfld2>can i replace the trains by the same model, when they are too old?
16:33<DaBroMfld2>it's very stupid to replace 30 trains manually
16:35<@Yexo>if the same model is still available, yes, you can
16:35<DaBroMfld2>it is available
16:35<@Yexo>sorry, see this:
16:35<@Terkhen>or depending on what you mean
16:35<@Yexo>autoreplace is to replace it with a different type
16:36<DaBroMfld2>yeah, great!
16:37<DaBroMfld2>now i found it in the extended settings, too
16:37<DaBroMfld2>thank you very much
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16:37<DaBroMfld2>good bye
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16:46*andythenorth has a new thing to draw :)
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16:49<supermop>but a little modern for the firs kiln?
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16:50<andythenorth>there will have to be variations by date
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16:57<CIA-11>OpenTTD: rubidium * r21943 /trunk/src/ (roadveh.h roadveh_cmd.cpp): -Codechange: document and unmagicify some bits of road vehicle overtaking
17:00<supermop>so after the forge and kiln, which industries do you plan on working on?
17:01<CIA-11>OpenTTD: smatz * r21944 /trunk/src/disaster_cmd.cpp: -Codechange: give name to one magic constant
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17:06<CIA-11>OpenTTD: rubidium * r21945 /trunk/src/ (roadveh.h roadveh_cmd.cpp): -Codechange: simplify setting the overtaking counter and remove the magic from its numbers
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17:13<CIA-11>OpenTTD: rubidium * r21946 /trunk/src/roadveh_cmd.cpp: -Fix [FS#4447]: assertion/funny behaviour when a road vehicle reverses while overtaking, so abort the overtake attempt when reversing the road vehicle
17:16<andythenorth>supermop: there's an iron works waiting for graphics
17:17<andythenorth>then that's it for a bit
17:17<andythenorth>ship 0.6
17:17<supermop>is that a solicitation?
17:17<andythenorth>no :)
17:17<supermop>heh ok
17:17<andythenorth>a statement of intent
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17:19<andythenorth>good night
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17:21<CIA-11>OpenTTD: smatz * r21947 /trunk/src/saveload/afterload.cpp: -Fix (r21195): crash when converting a savegame with vehicles crashed in a tunnel entry, or with vehicles reversing there
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17:33<@Terkhen>good night
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17:40<CIA-11>OpenTTD: smatz * r21948 /trunk/src/roadveh_cmd.cpp: -Fix: road vehicle was moved under the bridge when it was destroyed by an UFO while on a bridge
17:49<TrueBrain>and I thought that was a feature!
17:50<TrueBrain>(how the ... did anyone ever notice thatone? :p)
17:50<supermop>i was none the wiser...
17:52<@SmatZ>TrueBrain: it started crashing :)
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18:06<CIA-11>OpenTTD: smatz * r21949 /trunk/src/disaster_cmd.cpp: -Change: randomize the vehicle a small UFO targets, do not use the one with lowest index
18:09<V453000>changes to disasters ... interesting, I wonder who plays with em :D
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18:18<bcool>I'm running version 1.0.5 and I've paid off the initial loan completely, yet two years later I'm still paying interest on it. Is this a bug?
18:19<bcool>or is it some part of the loan I'm unaware of?
18:19<V453000>thats ... interesting :) never met that issue
18:19<@planetmaker>savegame? Or is it just old statistics? I mean... they don't suddenly make it unhappend that you had a loan once
18:20<@planetmaker>bcool: do you have a savegame for me?
18:21<bcool>sorry I don't.
18:22<@planetmaker>well... then it is approx impossible to answer your question
18:23<bcool>I think I can recreate it.
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18:36<Rubidium>I think he can't
18:37<V453000>me would trust Rubidium on that ;[
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18:53<DJNekkid>grats to me! playing with my first self-compiled version on windows :)
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19:07<bcool>okay, I have a savegame showing my problem.
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19:07<bcool>3 years and the game is still collecting interest on the loan.
19:08<bcool>despite having been paid off.
19:08<@SmatZ>bcool: can you upload it somewhere?
19:09<bcool>one sec
19:10<bcool>I created a quick custom scenario.
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19:10<bcool>For easy cash.
19:12<V453000>is there any formula to count how much passengers could be produced by 3 million world population in total?
19:12<V453000>(per month)
19:13<@SmatZ>bcool: that savegame doesn't show any "Loan interest" for Plonningville Transport
19:13<@SmatZ>it just shows some Property maintenance
19:14<@SmatZ>and Other
19:14<@SmatZ>which is... I don't remember now what is that :)
19:14<bcool>I'm seeing loan interest.
19:14<@SmatZ>what version do you have?
19:15<bcool>oh, that is other. Whoops
19:15<@SmatZ>hmm 1.0.5
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19:16<bcool>sorry for being a noob
19:17<V453000>bcool: person who admits being a noob, is not a noob :P
19:17<V453000>just made a mistake ;) shit happens
19:17<@SmatZ>no problem :)
19:21<bcool>I assume Other goes up due to inflation?
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19:31<+glx>aren't other related to landscaping ?
19:32<V453000>that is construction
19:32<V453000>other is founding industries, sending money to companies, and idk what else :)
19:32<+glx>maybe I'll search in the source if I really want to know :)
19:47<Eddi|zuHause>errr... when switching off mammoth trains, i can only make 9 halftiles long trains, instead of 10
19:48<Eddi|zuHause>unless it's a dual-headed engine
19:50<Eddi|zuHause>and i can make 18 halftiles, when attaching dual headed engines together
19:51<Eddi|zuHause>so there's a) an obiwan with the length, and b) missing check for dualhead/articulated
19:53<Eddi|zuHause>and independently from this: ctrl+click to turn around vehicles that are shorter than 1 halftile is incorrect
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20:00<evo-devo>Are there any servers that accepts new players?
20:02<Eddi|zuHause>this is more a development channel. server owners are usually not here. check the multiplayer lobby in the game, sometimes the servers have websites
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20:17<Ammler>every server without password accepts new players
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---Logclosed Thu Feb 03 00:00:41 2011