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#openttd IRC Logs for 2011-03-17

---Logopened Thu Mar 17 00:00:35 2011
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02:59<@planetmaker>moin
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03:43<avdg>moin
03:45<dihedral>good morning
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04:44<@Terkhen>good morning
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04:54<pikka>herp
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05:35<Wolf01>good morning
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06:20<pikka>good morning wolf
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07:38<Eddi|zuHause>good noon. :p
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08:10<pikka>good evening eddi
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08:11<pikka>how's tricks?
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08:13*andythenorth seeks a new FIRS cargo not available until maybe 1990s
08:14<V453000>space beer
08:14<confound>haha
08:14<andythenorth>I shall consider it
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08:15<andythenorth>the only thing I've thought of so far is windfarm components
08:15<pikka>tamagotchi
08:15<andythenorth>I ruled out asylum seekers as being a bit in bad taste
08:16<andythenorth>iphones
08:16<andythenorth>:P
08:16<pikka>and not exactly new in the 90s
08:16<andythenorth>indeed
08:16<andythenorth>'slaves' seems to be missing from my early games :P
08:16<pikka>iphones in the 90s?
08:16<andythenorth>or 'convicts'
08:17<andythenorth>pikka: could be 2000s
08:17<andythenorth>I just want something new to do at that point
08:18<V453000>electronics?
08:18<V453000>well that is goods
08:18<andythenorth>yeah
08:18<V453000>idk, uranium?
08:18<andythenorth>biofuels are just petrol
08:18<andythenorth>uranium is possible
08:18<andythenorth>but the quantities are tiny
08:18<V453000>?
08:19<V453000>you mean it is only primary -> power plant
08:19<andythenorth>and in small amounts yes
08:19<pikka>and the whole waste chain
08:19<pikka>hmm
08:20<V453000>why not in large amounts? do not tell me "realism" please :D
08:20<pikka>drunk foreign girls asking when I get off work
08:20<confound>there are enough of those to fill a train?
08:20<confound>sounds terrifying
08:20<andythenorth>pikka: is that a cargo in large or small quantities?
08:20<confound>pikka: I have what might be a stupid question about ukrs2.
08:21<andythenorth>I could add 'recyclables'
08:21<andythenorth>which come from town to a processing plant
08:21<V453000>andythenorth: cant you make any cargo a large quantity cargo just by prospecting a ton of mines?
08:21<andythenorth>V453000: yes
08:21<V453000>recyclables are interesting :)
08:21<confound>pikka: it seems like once the 1960s hit, there's no reason not to use the AL1 and then AL6 for pretty much everything, even big coal/iron trains, because they're cheap and have huge HP. am I doing it wrong?
08:22<andythenorth>it's a bit like reintroducing waste?
08:22<V453000>idk, will houses produce recycling or some waste yards?
08:22<andythenorth>waste yard I think
08:22<andythenorth>that's what happened previously with waste chain
08:22<andythenorth>it was mucho boring though
08:22<V453000>well, not really
08:23<V453000>although I would make such yards directly inside cities just like the pumps/shops
08:23<andythenorth>previously there was a 'waste collection point' in towns
08:23<andythenorth>with quite low production
08:23<andythenorth>and quite a lot of them
08:23<V453000>and as banks, 1 yard per ... 1000 population?
08:23<andythenorth>it could be that stores / petrol stations produce recyclables after a certain date
08:23<andythenorth>also junk yards
08:24<V453000>hmm
08:24<V453000>I think we could "say" that stores/petrol stations throw it to the dustbins and from there it is taken to junk yards "itself" :)
08:24<andythenorth>could be
08:25<V453000>store sells, does not really produce anythinng actually
08:25<andythenorth>currently the recycling plant exists, but is not in 0.6.x
08:25<V453000>:)
08:25<andythenorth>it is just a primary producing scrap metal / manufacturing supplies
08:25<andythenorth>but maybe it should accept recyclables
08:25<V453000>yes, that would fit nicely :)
08:25<V453000>although there would be one bad thing
08:25<andythenorth>would junk yard produce recyclables?
08:26<V453000>you would get manufacturing supplies from goods/food basically
08:26<V453000>but well, that is far better than if you got them from anything else
08:26<andythenorth>the store could produce independent of what's delivered
08:26<V453000>yes, junk yard (recyclables) -> recycling plant
08:27<Chris_Booth>junk would be nice
08:27<Chris_Booth>and waste would be nice from industries
08:27<V453000>nah, stores should just accept imo... I think making a new industry - junk yard - dependant on city population instead of any relation to the goods/food drop
08:28<Chris_Booth>you could make to store dependent on city size
08:28<Chris_Booth>like banks
08:28<Chris_Booth>1000 pop = 1 store
08:28<Chris_Booth>10000 = large store
08:28<Chris_Booth>ect
08:29<V453000>store? you mean junk yard? :)
08:29<Chris_Booth>and things like power plant and steel mills could create junk aswell
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08:29<V453000>that would be kind of over-combinating imo
08:29<andythenorth>been there, done that :P
08:30<Chris_Booth>junk yard should replace scrap metal place
08:30<andythenorth>something else that was suggested - make current junk yard production depend on town population, not supplies
08:30<andythenorth>there are problems with that though
08:30<Chris_Booth>and be in towns
08:31<V453000>just make a junk yard per 1000 pop
08:31<Chris_Booth>thats agreed then
08:32<Chris_Booth>a day for the history books
08:32<Chris_Booth>the day me and V453000 agree
08:32<Chris_Booth>another thing is the products junk yards would make
08:32<Chris_Booth>like scrap metal and broken glass and used plastics
08:33<Chris_Booth>or just one
08:33<andythenorth>I think:
08:33<andythenorth>current junk yard - unchanged -> scrap metal
08:34<andythenorth>new industry: recycling point -> recyclables -> recycling plant -> manufacturing supplies
08:34<andythenorth>and maybe scrap metal
08:34<andythenorth>hmm
08:34<andythenorth>how about a different cargo
08:34<andythenorth>'internet shopping' :P
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08:35<Chris_Booth>andythenorth you need to change the glass chain, to include recycled glass
08:35<Chris_Booth>the is just imo
08:36<Chris_Booth>but what am I saying I love FIRS as it is
08:36<andythenorth>I am only looking for small changes at this stage
08:37<andythenorth>I need something new from around 1990s...
08:37<Chris_Booth>Fish farms need to be fixed IMO
08:37<andythenorth>in what respects?
08:37<Chris_Booth>since they just die out
08:37<V453000>hm, 3 new cargoes? :D paper/glass/plastics for recycling ... hmm :)
08:37<Chris_Booth>they don't need supplies
08:37<Chris_Booth>but they just die
08:37<V453000>they work
08:37<V453000>just service them
08:38<V453000>they will not grow over 45t/month though
08:38<andythenorth>Chris_Booth: does that sound like this bug? http://dev.openttdcoop.org/issues/2355
08:38<Chris_Booth>you serviced them last game V453000, and they died
08:38<V453000>did they? :| hmm
08:38<andythenorth>there may well be a bug with them
08:38<andythenorth>you two might be further confirming it ;)
08:38<Chris_Booth>yes
08:38<V453000>then that probably is the case
08:39<Chris_Booth>I tryed them in an SP game and they died
08:39<andythenorth>bug
08:39<Chris_Booth>not sure if they need passenger to survive but if they need passengers the window should say
08:39<Chris_Booth>or they should take farm supplies
08:40<andythenorth>they shouldn't need anything to survive
08:40<V453000>fishing grounds? you do not feed the fish :p
08:40<andythenorth>it's just missing code :P
08:41<Chris_Booth>I don't care about max production, but they should behave like the scrap metal shain
08:42<Chris_Booth>isn't it also nice that finally we have an industry set the is playable
08:42<Chris_Booth>apart from standard set
08:42*confound agrees
08:44<V453000>we still miss the supplying mechanism, andythenorth :P
08:44<andythenorth>I have two preferred routes at the moment
08:44<andythenorth>(1) no change - easiest
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08:45<andythenorth>(2) higher production levels => more supplies needed for further boost
08:45<V453000>I kind of agree with 2 :p
08:45<andythenorth>my only objection to (2) is that it makes the readme / industry window strings very complicated
08:45<Chris_Booth>yes, that could be good
08:45<V453000>http://dev.openttdcoop.org/issues/2296 this is what I am talking about
08:46<Chris_Booth>1 and 2 would be good if parameters where used to swap between them
08:46<andythenorth>Chris_Booth: there are already too many parameters affecting the supply code
08:46<andythenorth>it's hard to debug
08:46<andythenorth>and may indeed already have bugs in 0.6.2
08:46<Chris_Booth>but just have supply 1 supply per month
08:46<Chris_Booth>shouldn't allow max production
08:46<Chris_Booth>which it does at the moment
08:47<V453000>Chris_Booth: see the issue I linked to :P I think that would cover it pretty well
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08:51<Eddi|zuHause>i think some kind of high-tech chain (sand->wafers->chips->goods)?
08:52<Eddi|zuHause>what do you think, andythenorth?
08:54<confound>that's an interesting idea. I was stuck on thinking of "electronics" separating from "goods" or something
08:55<V453000>I think that it just adds a cargo like "one of many" but the recyclables add a differently working one, which is far more interesting
08:59<@planetmaker>hm, sounds like an interesting industry chain for late 20th, early 21st century indeed :-)
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09:37<Pikka_>how rare
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09:55<@Belugas>hello
10:04<Pikka>hello Belugas
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10:17<@Belugas>Mister Pikka :)
10:17<@Belugas>hello there
10:18<@Belugas>been a while!
10:18<@Belugas>sorry for the lag, i
10:18<@Belugas>m
10:18<@Belugas>a bit busy :S
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10:27<Pikka>that's fine
10:27<Pikka>I've been busy myself
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11:03<supermop>good morning
11:13<@planetmaker>g'day
11:14<V453000>hi :p
11:14<supermop>how are you planetmaker?
11:14<supermop>made any new planets lately?
11:15<V453000>hm, why do I get the feeling like at least 10% of the chat here are greetings? :D
11:16<confound>hi V453000
11:17<V453000>hy
11:18<@planetmaker>I'm trying hard, supermop ;-)
11:19<Ammler>Hello V453000 :-)
11:19<Ammler>and hello poor rest
11:19<V453000>hello, Apfelsaft Drinker :P
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11:27<@SmatZ>hello V453000
11:27<@SmatZ>afternoon Ammler
11:27<V453000>hi ProperBeverage Drinker :P
11:28<@SmatZ>:-)
11:28<@planetmaker>heya the whole crowd, I'd say :-)
11:28<@SmatZ>hello planetmaker :)
11:28<V453000>planermaker: we are no crowd! :P
11:28<supermop>I feel like i haven't done anything on my grf in a long time
11:30<Ammler>bad boy
11:32<@planetmaker>very very bad. ALL other people have written 5 newgrfs within that time :-P
11:32<supermop>yep
11:32<@SmatZ>indeed
11:32<andythenorth>at least 99 grfs
11:32<@planetmaker>I want my money back. Oh well...
11:32<@SmatZ>:)
11:32<supermop>i did play a bit of a patchpack game on the airplane monday and yesterday though
11:35<supermop>so i will count that as 'playtesting' my grfs
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11:46<@planetmaker>there are people who play the game?
11:48<V453000>hm :)
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11:54<@Terkhen>:D
11:55<@Terkhen>hmmm... lately I have spent more time playing than coding
11:55<@planetmaker>good :-)
11:55<andythenorth>me too
11:55<andythenorth>bizarre
11:55<@Terkhen>^
11:56<@planetmaker>maybe "it's done" ;-)
11:59<andythenorth>is it bollocks :P
11:59<andythenorth>I could find at least 99 things to do :)
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12:00<andythenorth>wrt gameplay, the biggest thing I miss is more interesting town growth
12:00<@Terkhen>I have a few projects to finish too, but I'm stuck in the "ugly" parts :P
12:01<andythenorth>I am stuck in bug-fix-no-motivation land with FIRS
12:01<andythenorth>and my attempt at roadtypes is thoroughly stuck
12:02<@Terkhen>I should finish my scenario queue, but I have the feeling that I'm missing the big picture with my current implementation
12:03<andythenorth>what is a scenario queue?
12:03<@Terkhen>I meant a patch queue, the plan is to strip a scenario of everything NewGRF related and allow to restart it with a different choice of NewGRFs
12:05<@Terkhen>I still think that it should allow to save the stripped scenario somehow, so it can be distributed without all users needing to strip it first
12:06<supermop>thats a good idea
12:07<supermop>what's got you stuck with roadtypes, andy?
12:27<andythenorth>simply that I'm way out of my depth
12:28<andythenorth>I understand neither the game architecture, nor the programming language
12:28<andythenorth>either of those on its own would be less troubling
12:32<@peter1138>Did I ever publish my old code?
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12:35<@Terkhen>I don't remember seeing any roadtypes code besides the old repo at hg.openttd.org
12:36<andythenorth>peter1138: I don't remember seeing it
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12:37<@planetmaker>http://hg.openttd.org/developers/peter1138/roadtypes.hg/
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12:38<@peter1138>Nope
12:38<@planetmaker>hm, not?
12:39<@Terkhen>that repo seems to be dead anyways
12:39<@planetmaker>quite :-(
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15:05<flitz>hi, just out of curiosity, in the source code there are many calls to Window::CreateNestedTree(int) but there is only a definition of Window::CreateNestedTree(int, bool), is there something I don't know about ?
15:06<frosch123>the bool as a default argument
15:06<frosch123>+h
15:07<@SmatZ> void CreateNestedTree(const WindowDesc *desc, bool fill_nested = true);
15:08<@SmatZ>also, that's the reason why I don't like default arguments, or overloading
15:08<@SmatZ>searching for the definition is complicated
15:08<flitz>hm, I was thinking of that but when making a small test example of that case it gave me a compiler error
15:08<flitz>I just looked through the files with cat and grep and found the window.cpp for the definition
15:08<frosch123>important is the .h :)
15:09<frosch123>SmatZ: what are you doing instead? one-line wrapper functions with slightly different names?
15:09<flitz>there is no window.h ;)
15:09<@SmatZ>frosch123: yup :
15:10<@SmatZ>)
15:10<frosch123>that would make it imo a lot more harder to find usages of a function
15:10<@SmatZ>well
15:10<flitz>SmatZ: worked with g++, for some reason I was using gcc before and that gave me the error, thanks
15:10<Eddi|zuHause>flitz: it doesn't matter what it's called
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15:10<frosch123>flitz: window_gui.h
15:11<@SmatZ>if the name of original function is "function()", and name of derivates is "function_Tile()", "function_Bool()", it's enough to grep for "function"
15:11<@SmatZ>but yes, your argument is valid
15:11-!-alluke [~52b528fd@101.haydn.openttdcoop.org] has joined #openttd
15:11<alluke>andy
15:11<@SmatZ>FauxFaux:
15:11<@SmatZ>oops
15:11<@SmatZ>flitz: gcc should determine the type by file extension
15:12<alluke>http://www.tt-forums.net/viewtopic.php?f=67&t=53362
15:12<frosch123>alluke: unless andy is back in europe, he is probably quite asleep
15:12<@SmatZ>flitz: and you should use some commonly used file extension for C++ files
15:13<flitz>.h and .cpp
15:13<@SmatZ>flitz: for C++, it's .cc, .cp, .cxx, .cpp, .CPP, .c++, .C
15:14<@SmatZ>flitz: don't run "gcc file.h", unless you want to create PCH
15:14<@SmatZ>just compile the .C file
15:14<flitz>I never ran gcc on the header file
15:14<@SmatZ>ok, then I don't know why it failed for you :)
15:14<alluke>uk ≠ europe
15:15<@SmatZ>uk ⊂ europe
15:15<Eddi|zuHause>depends on who you ask.
15:15<flitz>what failed was just an arbitrary example :)
15:15<Eddi|zuHause>but india probably is not part of europe :p
15:15<flitz>I was just unclear about the definition being used for CreateNestedTree because I didn't see the default value
15:16<Eddi|zuHause>alluke: anyway, what do you actually want to tell us?
15:18<alluke>nothing
15:18<alluke>jsut wanted to show andy the link
15:18<@Alberth>SmatZ: searching for the definition is complicated <-- doxygen docs fixes that problem :)
15:19-!-enr1x [~kiike@62.57.224.180.dyn.user.ono.com] has joined #openttd
15:20<@SmatZ>Alberth: ok :) well, it's most likely my fault, I should learn new things :)
15:20<@SmatZ>I am not far that old not to :P
15:22<@SmatZ>or use some IDE / better editor :)
15:23<DJNekkid>action7/9, contitiontype 0D/0E (availability of railtype)... Is that a pos. in the RTT or the 'real' thing? (i.e. "xxxx" or "00")
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15:24<frosch123>DJNekkid: a label
15:24<DJNekkid>oki :)
15:25<DJNekkid>thanx mate :D
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15:57<supermop>hello
15:58<@Alberth>hello
15:59<__ln__>hello
16:00<Chrill>bai
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16:00<supermop>how is everyone?
16:01<Wolf01>different
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16:03<@Terkhen>the same
16:04<__ln__>as anyone
16:04<Eddi|zuHause>"you are unique, just like everyone else"
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16:30<krinn>hi all
16:30<krinn>no questions today :)
16:31<MapperOG>alright!
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16:47<CIA-10>OpenTTD: rubidium * r22256 /trunk/os/rpm/ (openttd-rpmlintrc openttd.changes openttd.spec): -Update [FS#3375]: RPM spec file (Ammler)
16:48<Ammler>danke schön :-)
16:49-!-flitz [~me@dslb-188-097-228-200.pools.arcor-ip.net] has quit [Quit: flitz]
16:49<Rubidium>what? Throwing shoes to me?
16:50<Rubidium>hmm, or am I a shoe?
16:50<Ammler>oh, still "English only"
16:50<@SmatZ>:P
16:50<Ammler>stupid channel
16:50<@SmatZ>Ammler: #openttdcoop has English only too
16:50<Ammler>shht
16:50<@SmatZ>:)
16:51<Rubidium>Ammler: ö -> oe for those that fail to find the umlaut
16:51<Rubidium>right?
16:51<Ammler>Rubidium: indeed :-D
16:51<Rubidium>makes it "schoen", which is "shoe" in Dutch
16:51<@SmatZ>oh
16:51<Rubidium>in any case... had to shoehorn the patch in :(
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17:15<CIA-10>OpenTTD: rubidium * r22257 /branches/1.1/ (54 files in 4 dirs): [1.1] -Backport from trunk: language updates
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17:17<DanMacK>Hey all
17:19<supermop>hi dan
17:26<supermop>is andy around?
17:26<supermop>had an idea for heqs trams
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17:29<@planetmaker>supermop: create a ticket at the bug tracker :-)
17:29<supermop>tiny mail refits
17:29<supermop>like the chicago tunnel company railroad
17:32<supermop>or basically the ability to refit the trams to very short trains, for almost any cargo
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17:39<supermop>also one of these would be fun:
17:39<supermop>http://www.flickr.com/photos/mrjorgen/2373845/
17:39<supermop>not reall 'heavy' in any sense of the word
17:39<supermop>really
17:40<DanMacK>That'd be for the LEQS :P
17:40<DanMacK>Capacity - 1 crate of goods
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17:51<Eddi|zuHause>supermop: so you can transport exactly 1 supply per month? :p
17:52<Eddi|zuHause>i have an idea: why not apply the same loading time calculation to road vehicles like for trains, when the station is not long enough?
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18:29<supermop>i think that needs a lot more station work
18:29<supermop>like new ports
18:30<Eddi|zuHause>how is that related?
18:31<supermop>i was under the impression that it will allow ports, airports and road stations to be more flexible
18:32<supermop>so you could essentially have a platform length for road stops
18:32<Eddi|zuHause>that may be, but you can still find out the length of the platform by counting the adjacent road stops in the current system.
18:32<supermop>hmm
18:33<supermop>also i am not sure if RVs count as actually being long for things other than blocking the next RV behind them
18:34<Eddi|zuHause>they have a length for moving etc. it's the same as an articulated rail vehicle. i don't see a problem there
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18:36<supermop>if a long rv stops at the first stop, blocking 3 other stops behind it, is it aware that it is also occupying those stops?
18:36<Eddi|zuHause>i'm pretty sure it does
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18:37<supermop>so is some extra thing in the newgrf spec all that is needed?
18:38<Eddi|zuHause>no. has nothing to do with the newgrf spec
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18:40<@Yexo><supermop> if a long rv stops at the first stop, blocking 3 other stops behind it, is it aware that it is also occupying those stops? <- not sure about that, but that's irrelevant
18:41<@Yexo>Eddi|zuHause: although the idea is not original, I like it
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19:05<supermop>brb
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19:13<@Terkhen>good night
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19:52<krinn>good night
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20:00<confound>does heqs expect "realistic road vehicle acceleration" on?
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20:09<Eddi|zuHause>no
20:09<Eddi|zuHause>i'm not sure if the values for that are actually balanced...
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20:29<Wolf01>'night
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20:35<supermop>gah
20:35<supermop>this train is coming in at 65 minutes for a complete run
20:35<supermop>every other train on the line is a multiple of 30
20:36<supermop>I cannot shave off any more time
20:36<supermop>so i will just have to have it lay up for 25 minutes
20:37-!-ProfFrink [~proffrink@5e01febd.bb.sky.com] has joined #openttd
20:38<supermop>and neither of its termini have the extra platforms for that
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20:39<confound>Eddi|zuHause: that makes sense of how terrible things seem with it on :)
20:41<Eddi|zuHause>might want to discusss that in the thread
20:41<supermop>i guess i could bump it to 75, and see how i can make that fit
20:41<confound>well, I don't normally play with it on anyway eddi
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20:42<confound>in which case the heqs stuff is really good
20:42<Eddi|zuHause>confound: still needs fixing, though.
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20:43<confound>I guess. I try to avoid bringing up problems that don't affect me and for which I have no useful suggestions :)
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22:42<ZackG>hi
22:42<ZackG>anyone there
22:44<DanMacK>Not for long :P
22:44<ZackG>is it just me or I cant add grfs to a scenario
22:44<ZackG>im using the new 1.1.0 RC2
22:45<Eddi|zuHause>yes, this feature has been removed, because it caused too many issues
22:46<ZackG>wow....
22:46<ZackG>rly?
22:47<ZackG>|:-(
22:47<ZackG>that means that I cant create a scenario with grfs?
22:47<DanMacK>One should be able to add grfs in the scenario editor
22:48<ZackG>hmmm
22:48<Eddi|zuHause>yes, you can, but you need to set up the grfs from the main menu first
22:48<ZackG>hmmm
22:48<ZackG>what beta revison did this ngrf system change
22:48<DanMacK>AWhile back
22:48<ZackG>ill look at the changes system
22:49<Eddi|zuHause>just once you started the scenario editor, you can't change them anymore
22:49<DanMacK>It's the same one that prevents one from changing the climate icons on the main screen
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22:49<ZackG>lol
22:49<ZackG>hmmm
22:49<DanMacK>Which was nice
22:49<ZackG>what I mean is that revision did this occur
22:49<Eddi|zuHause>DanMacK: that has a completely different reason
22:50<ZackG>whats dumb is that I cant open scns tha thave missing grfs
22:50<ZackG>which is retarded
22:51<DanMacK>Eddi, I still think it's annoying because some people can't RTFM
22:51<Eddi|zuHause>it's not retarded, because grfs are such a fundamental part of the game that changing or removing them can cause too much damage
22:52<ZackG>Dan are you saying that I cant read?
22:54<Eddi|zuHause>there are some grfs out there that are practically unusable because the author added and removed lots of grfs during the creation process
22:54<Eddi|zuHause>some scenarios, i mean
22:55<DanMacK>No, I'm saying that the changes were mainly done because people swap out grfs when they don't know what they;re doing and complain about it, when readingt he manual would have prevented that
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22:56<ZackG>sry ABOUT THAT
22:56<ZackG>caps
22:56<ZackG>anyways
22:56<ZackG>are you saying that I cant read
22:57<ZackG>*facepalm
22:58<DanMacK>no, I'm saying that the people that mixed grfs and complained about the results can't read
22:58<ZackG>ah
22:58<ZackG>hmmm
22:59<DanMacK>Question, if I have a scenario active as my title screen with a newgrf, can I change the climate tile, or do I have to manually change my main grf?
23:00<ZackG>not sure
23:00<ZackG>bt what im wondering is how to get fertilizer using Pikka's ECS agriculture
23:00<DanMacK>The Mars grf used to change the toyland climate icon, now it doesn't
23:00<ZackG>and his machinary vector is not downloadable
23:00<DanMacK>ECS isn't Pikka's, it's George's
23:00<ZackG>so I cant load the southeast US scenario
23:00<ZackG>I thought it was pikkas
23:00<DanMacK>nope
23:01<ZackG>anyways
23:01<ZackG>how do I get fertilizer
23:01<ZackG>and I cant download the machinary vector
23:01<DanMacK>Look on George's site
23:01<ZackG>from thettd content window
23:01<ZackG>kk
23:01<DanMacK>Laters
23:01-!-DanMacK [~DanMacK@206.191.69.149] has quit [Quit: Bye for now!]
23:01<ZackG>he never told me george's website
23:01<ZackG>damn....
23:16-!-glx [glx@2a01:e35:2f59:c7c0:d5ab:c60e:8dab:e0c0] has quit [Quit: bye]
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23:37<lugo>ZackG, http://george.zernebok.net/newgrf/downloads.html#decs
---Logclosed Fri Mar 18 00:00:36 2011