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#openttd IRC Logs for 2011-05-19

---Logopened Thu May 19 00:00:55 2011
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02:33<anujmore>Guys, can trains in OpenTTD follow a circular path? (A way that they never collide)
02:37<@planetmaker>anujmore: I'm not sure what you mean... but just try?
02:38<@planetmaker>did you, btw, see a train collide, if you did not press 'ignore signal'?
02:39<anujmore>planetmaker: Yes. The trains would never collide if they are following a circle path (No terminal point)
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02:48<@planetmaker>so... what's the issue / question?
02:49<anujmore>I can't get trains running in a loop. I start mapping the path with every station specified, and return to the station I started with.
02:50<anujmore>Still, only one train runs on the track. (Other cloned trains won't get out of the depot)
02:50<@planetmaker>oh, you didn't use any signals, did you?
02:50<@planetmaker>they're there for a reason
02:51<anujmore>Damn. I read an article on the wiki that explained how multiple tracks can be used with signal
02:51<anujmore>And I got intimidated by signals
02:51<@planetmaker>even one track...
02:51<@planetmaker>the wiki is a good starting point
02:52<anujmore>This one.
02:52<@planetmaker>Well. start with the basics. Also you talked about a circle. No need for double tracks.
02:52<anujmore>planetmaker: Yes. I was showing you the article that scared me.
02:53<@planetmaker>ah, sorry
02:53<Zuu>Especially, don't try to make dual tracks that allows overtaking. That will give even an experienced player problems :-)
02:53<@planetmaker>maybe also read
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02:55<anujmore>Zuu: That's too much for me. I am sure I wasn't even thinking of that
02:55<anujmore>planetmaker: On it
02:56<@planetmaker>anujmore: playing on a MP server and looking how others solve it might be an easy path to successful building, too
02:57<anujmore>Indeed. As of now I am reading the wiki and getting acquainted with the lesser known controls.
03:08<@Terkhen>good morning
03:09<anujmore>Terkhen: Afternoon. :|
03:10<@planetmaker>moin Terkhen
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05:12<andythenorth>Eddi|zuHause: Then as it was, then again it will be
05:12<andythenorth>An' though the course may change sometimes
05:12<andythenorth>Rivers always reach the sea
05:13<andythenorth>belugas might like that :
05:25<dihedral>good morning
05:28*planetmaker is sure that Belugas will like a good morning :-)
05:28<@planetmaker>hi dihedral
05:35<andythenorth>is less more?
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05:38<@Terkhen>depends on the context
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06:01<Eddi|zuHause>i'm sure "less presence of andythenorth" is not more ;)
06:01<andythenorth>I am finding 'less station sets' is more
06:01<andythenorth>and 'more RV sets' isn't adding much to my game :P
06:09<andythenorth>'less map size' is also more
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06:10<@planetmaker>sometimes this on-and-off is a tad annoying
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06:11<@planetmaker>andythenorth: with your constant on-and-off IRC you really should consider the use of a bouncer
06:11<@planetmaker>it makes talking to you a PITA
06:11<@planetmaker>I really don't know why you stopped using it in the first place
06:13<andythenorth>I couldn't understand it
06:13<andythenorth>it kept telling me I had messages and such
06:13<andythenorth>and it played me a welcome message every time I popped up
06:14<@planetmaker>it's not different from connecting directly. Yes you get a welcome message, though
06:14<andythenorth>normally I don't hang out in this channel when I'm at work, which is when I'm more skippy
06:14<andythenorth>in fact, I should do some work now :P
06:15<@planetmaker>yes. That's ok... but exactly that's the bouncer for...
06:15<@planetmaker>for the "skippy" periods
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06:17<@planetmaker>Depends a bit on irc client, I find it helpful to see those highlights from a backlog (if any). The rest of the playback can be ignored
06:20<@Terkhen>or to read discussions that you might have missed
06:20<@Terkhen>I usually give a quick look to the backlog and ignore most of it
06:22*dihedral nods
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06:22<@planetmaker>so do I, indeed
06:24<@planetmaker>like when I re-connect I see in the network window my highlights [16:21] muks [#gimp] planetmaker: when do you see this error?
06:24<@planetmaker>[16:54] mitch__ [#gimp] planetmaker: what kind of uri is your script trying to access? and then I can answer that, ignore the rest
06:25<@planetmaker>it shows also the use of meaningful highlights ;-)
06:25<@Terkhen>oh, you can use the bouncer to access other networks?
06:26<@planetmaker>Terkhen: in principle yes. It'd need another user afaik. But you can have others, if you like
06:26<@planetmaker>at least another user is what I use :-)
06:27<@Terkhen>ok, I don't really need it for now but I'll keep this in mind :)
06:27<@planetmaker>I see that in principle the configuration allows for several networks for one user, but that never works for me.
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06:27<@planetmaker>sure, just drop a line, it's no effort
06:27<@planetmaker>when needed
06:28<@Terkhen>ok, thanks :)
06:28<@Terkhen>hi Wolf01
06:31<dihedral>i use the bouncer for 2 networks too ;-)
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06:32<@peter1138>anyone finished vehicles in vehicles yet? :p
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06:41<andythenorth>someone probably has
06:41<andythenorth>but they can't find their code :
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07:16<Ammler>rv transit with trains :-)
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07:17<Ammler>does that exists somewhere else than in CH?
07:18<@planetmaker>"autozug"? yes
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07:18<__ln__>"autojuna"? yes
07:18<Ammler>well, I meant more like trucks-train :-)
07:20<@planetmaker> <-- like that?
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07:21<Ammler>planetmaker: doesn't that sound like containers?
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07:24<Ammler>__ln__: basically the vehicles itself aren't cargo
07:25<__ln__>but yes, also civilian truck trailers are sometimes transported on rail over here
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07:26<Ammler>called "Rolling Road"
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07:29*planetmaker gives andythenorth a cup of steaming hot tea
07:30<andythenorth>this vehicle in vehicle business will lead to a whole new game :P (or requests for same)
07:30<andythenorth>and I for one welcome our new vehicle-enclosing overlords
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07:31<@planetmaker>it would definitely change the game a lot
07:31<Eddi|zuHause>Ammler: the railway to Sylt had car transport for ages
07:31<@planetmaker>at least an impact as cargod*st
07:31<Ammler>Eddi|zuHause: yes, but the car as cargo
07:32<__ln__>trucks in ferries would be nice
07:32<Ammler>I only found this non-CH example:
07:32<Eddi|zuHause>Ammler: no, car as in people who want to go there put their car on the train.
07:32<Ammler>well, then you call teh people as cargo?
07:34<Eddi|zuHause>Ammler: basically on Sylt the railway does the job that other islands handle with ferries
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07:35<Eddi|zuHause>it has a rail connection to the main land, but not a road connection
07:36<andythenorth>trailer-train / motor-rail etc is pretty common
07:36<Ammler>but there would be a road the same way?
07:36<Ammler>well, don't you see the difference?
07:37<Markk>Why is it called Sylt?
07:37<Eddi|zuHause>Markk: ask the north-friesians
07:38<Markk>Sylt is jam for me.
07:39<Ammler>andythenorth: nobody yet is able to show a exmaple outside of the alpes
07:39<Eddi|zuHause>Ammler: what exactly are you getting at?!
07:39<Ammler>so I wouldn't call that common :-)
07:39<andythenorth>Ammler: I don't see the point
07:39<andythenorth>there are literally tens of thousands of piggyback units in operation across the US
07:40<andythenorth>they are even in the UK, despite minimal loading gauge
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07:43<@peter1138>example of what?
07:46<@peter1138>ah, truck on trains, yes...
07:47<Ammler>andythenorth: yes, you found another example in India so there are 2 on the whole globe, is that common? :-)
07:48<andythenorth>you mean specifically rolling road?
07:48<andythenorth>rather than trailer on flatcar?
07:48<Ammler>yes, of course
07:48<andythenorth>what about Eurotunnel :P
07:48<andythenorth>you talk specifically about trucks?
07:48<Ammler>hmm, true
07:49<@peter1138>eurotunnel carries trucks too
07:49<Ammler>well, in most cases, the vehicle is the cargo
07:49<andythenorth>Ammler: I don't see the distinction as important, if we talk about vehicle-in-vehicle
07:49<andythenorth>truck can have a trailer *in* it
07:50<andythenorth>then offload that to a train or whatever
07:50<Ammler>like containers
07:50<Ammler>oh, I was just curious
07:51<Ammler>also quite special for the alpes is that there exists also roads the same way
07:52<dihedral>the alps are like swiss cheese anyway :-D
07:52<@planetmaker>the older the better?
07:53<dihedral>full of holes :-P
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08:00<Eddi|zuHause><Ammler> also quite special for the alpes is that there exists also roads the same way <-- but the point was that the roads shouldn't be used
08:04<andythenorth>all wagons / trailers / coaches would become containers
08:04<andythenorth>except for a few randoms like brake vans
08:05<andythenorth>engines would haul a consist of n invisible wagons, which can load any wagon
08:05<andythenorth>it would be nuts
08:05<andythenorth>but means you could leave wagons / trailers etc loading at industries for 0 running cost
08:05<Eddi|zuHause>problem is length of the wagon-placeholders
08:05<Ammler>[14:04] <andythenorth> all wagons / trailers / coaches would become containers <-- that is already supported by openttd
08:05<Eddi|zuHause>Ammler: wagons contain something, but nothing can contain wagons
08:07<Ammler>andythenorth: the point is that the rv is loaded to the train and unloaded and continues, container transport wouldn't be special
08:07<Eddi|zuHause>Ammler: "container" is a vehicle that can be loaded onto other vehicles, but cannot move itself
08:08<Ammler>yep, as said, openttd supports that already
08:08<Eddi|zuHause>the difference to current gameplay is that the container-transporter doesn't care about the cargo that the container holds
08:08<Eddi|zuHause>so e.g. a ship can load 3 containers with coal and 5 containers with goods
08:08<Eddi|zuHause>without refitting
08:08<Eddi|zuHause>and that is _not_ supported by the game.
08:09<Ammler>or just use same cargo for everything
08:09<Ammler>^ :-)
08:09<Eddi|zuHause>you are being silly...
08:10<Ammler>with yacd, that doesn't need to be unfunny :-)
08:12*andythenorth is baffled by this conversation :)
08:12<andythenorth>but anyway
08:12<Ammler>sorry :-P
08:12<andythenorth>vehicles in vehicles is bonkers
08:13<@planetmaker>it's realistic ;-)
08:13<Ammler>and sounds easier as containers
08:18<andythenorth>describing it as containers is a distraction
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08:35<Eddi|zuHause>implementing containers first and later extending the functionality to road vehicles may be an advantage
08:35<Eddi|zuHause>with the completely new vehicle type of containers you don't have to worry about existing stations/depots
08:36<@planetmaker>aaargh. My sanity...
08:40<Ammler>you shouldn't have helped at all such guys
08:43<Ammler>hmm, it has openttd download only, transpot tycoon links to amazon
08:44<Ammler>"Das inzwischen freigegebene Original l├Ądt man sich von der Fangemeinde herunter." <-- hehe
08:47<@planetmaker>"freigegebene Original?"? Did I miss something?
08:48<__ln__>probably something about "abandonware" once again
08:49<Eddi|zuHause>hm... i have a feeling something broke the stuck trains patch...
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08:53<Ammler>Eddi|zuHause: indeed :-)
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09:09<@Belugas>thanks andythenorth for the lyrics :) but... WHERE ARE THE CHORDS????
09:10<Eddi|zuHause>we definitely need a "length 8" button in the station gui...
09:10<Eddi|zuHause>it's the most common thing i build, occasionally 12 or 15
09:11<@planetmaker>probably rather it should get a freely configurable 7th or 8th length
09:11<@planetmaker>but you know how it goes :-P
09:12<Eddi|zuHause>planetmaker: i'm not only speaking about MTSS
09:12<@planetmaker>I know
09:12<@planetmaker>I didn't mean it specific to any station set
09:13<@planetmaker>it makes sense. I rather meant: patches welcome
09:13<Eddi|zuHause>i'm not touching GUI stuff! :p
09:13<@peter1138>ooh, pretty
09:13<@planetmaker>hm, does the berlin main station build again, also?
09:13<Eddi|zuHause>planetmaker: that is a fresh build of r22476
09:14<Eddi|zuHause>planetmaker: it's difficult do do right, though
09:14<@planetmaker>then I was just too stupid to build it properly
09:14<Eddi|zuHause>the plaza in front must be exactly 8 tiles by drag&drop (putting 8 individual tiles won't do it)
09:14<@planetmaker>and I couldn't be bothered to pull out the readme
09:14<@planetmaker>tsk. Bad (code) design
09:18<Chris_Booth>nice stations, which sets are those Eddi|zuHause?
09:18<Eddi|zuHause>Chris_Booth: the "Modular Train Station Set" (by Red*Star)
09:18<Chris_Booth>is that on Bananas?
09:19<Chris_Booth>or will I have to google it?
09:19<Eddi|zuHause>"Modern", not "Modular"
09:19<Eddi|zuHause>it's in the forums only, i believe
09:19<Eddi|zuHause>and it's very beta...
09:19<Chris_Booth>aaah ok will have to look on tt-ms then
09:19<Eddi|zuHause>on tt-forums, not tt-ms
09:20<Chris_Booth>aah ok will search tt-forums thanks eddi
09:21<andythenorth>in what way is YACD not already like having contracts between industries for supply?
09:21<andythenorth>what would contracts add to that?
09:21<andythenorth>seems dumb
09:22*andythenorth should probably not visit tt-forums any more
09:22<Eddi|zuHause>andythenorth: the majority of suggestions is dumb ;)
09:22<andythenorth>it's just a source of rage
09:22<andythenorth>and stupidity
09:22*andythenorth has stopped visiting lego forums
09:22<Chris_Booth>ooh lego
09:23<@peter1138>i tend to think of subsidies as a kind of contract
09:23<@peter1138>Eddi|zuHause, ah... 5 years in the making ;)
09:28<Eddi|zuHause>peter1138: was it really only 5 years? :p
09:34<Chris_Booth>MTSS is sweet
09:35<Chris_Booth>love that berlin station
09:36<@planetmaker>the look of the stations is quite good. The usability of the set is quite low, though given the exact construction instructions one has to follow to end up at not completely broken stations
09:37<Eddi|zuHause>it's not for small maps, you need quite a lot of space
09:38<Chris_Booth>planetmaker for coop Sbahn games they would work will for the drop stations
09:38<Chris_Booth>but I agree the are big eyecandy stations, not very flexable
09:38<@peter1138>yacd is shocking
09:38<@peter1138>i've managed to enjoy a game without any newgrfs
09:39<Eddi|zuHause>what a crazy idea!
09:39<andythenorth>I might have to try it
09:39<andythenorth>[when hell freezes over]
09:39<andythenorth>yacd without ships?
09:40<Chris_Booth>Ships let me just be sick in my mouth
09:40<Chris_Booth>I hate ships!
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09:40<Chris_Booth>they are just to easy to use
09:42<@peter1138>well except for placing buoys everywhere
09:43<Chris_Booth>peter1138 that is easy, just boring adding lots of orders to your ships
09:43<Eddi|zuHause>before destinations, i hardly ever used ships... or trucks...
09:44<Chris_Booth>turcks can be fun
09:44<Chris_Booth>I lve RV games
09:44<Eddi|zuHause>i play destinations for about 3 years now
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09:45<Chris_Booth>I played cargodest, then dist but not a huge player of branches
09:45<Chris_Booth>apart for IS2
09:45<Eddi|zuHause>first time with PaxDest v3, around July 2008
09:46<Eddi|zuHause>it had some crazy hiccups periodically when it recalculated the links
09:47<Chris_Booth>I went bankrupt a few times when Cargodist lost link when merged with IS2
09:48<@Belugas>nice screenshot, those train stations from TTMS
09:49*peter1138 liked the original cargo dest
09:49<@peter1138>and the rewrite I & celestar did
09:50<@peter1138>never played cargo dist though
09:50<@peter1138>i liked subsidiaries too :D
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09:50<Eddi|zuHause>oooooh... really old times :p
09:52<Ammler>what was the difference to the is patches?
09:52<Chris_Booth>not sure what as different from IS1 and IS2
09:52<Chris_Booth>would have to ask the 2 different authors
09:53<Eddi|zuHause>i think IS left out several features from subsidiaries
09:53<Ammler>hmm, I meant rather the difference from subsidiaries to is
09:53<__ln__>@seen celestar
09:53<@DorpsGek>__ln__: celestar was last seen in #openttd 17 weeks, 6 days, 4 hours, 36 minutes, and 18 seconds ago: <Celestar> hahah
09:55<@peter1138>subsidiaries had company ownership, company switching, individual sharing fees, etc
09:55<@Terkhen>was the original cargodest very different from yacd?
09:56<Ammler>many more desyncs :-P
09:57<Eddi|zuHause>Terkhen: fairly different. especially the way destinations are chosen
09:57<Eddi|zuHause>cargodest and cargodist have assigned destinations by available links, yacdest assigns by available industries, irrespective of actual links
09:58<Ammler>so cargodest was more like cargodist as yacd
09:58<@Terkhen>oh, I prefer yacd then
09:59<Eddi|zuHause>cargodest and cargodist have completely different internals
10:00<Ammler>well, afaik, there exists already cargodist based on yacd
10:00<@Yexo>cargodest distributed cargo over available destinations, but IIRC it didn't take the capacity of the links into account
10:01<Eddi|zuHause>Ammler: yes, it throws away all the internals from cargodist, and only ports the choosing of destinations
10:01<@peter1138>and simutrans was doing yacd-style destinations several years ago ;p
10:01<@peter1138>(also using up tons of memory doing so)
10:02<Ammler>yacd is just a multiplayer of cargos, basically :-)
10:02<Ammler>with "autotransfer"
10:03<Eddi|zuHause>yeah, i remember lengthy discussions on whether simutrans-style destinations are desireable
10:04<@Terkhen>but that cargodist over yacd patch proves that we can have both :P
10:06<Ammler>cargodist is a nice a desirable option
10:06<Ammler>else you become just a slave of the game
10:07*peter1138 grumbles about the tree problem
10:08<Ammler>and dist based on yacd might make it a big chance to have it MP stable
10:09<Chris_Booth>so YACDist Ammler?
10:09<@planetmaker>it exists :-)
10:10<Chris_Booth>wow I was just messing
10:12*andythenorth should work
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10:17<@Belugas>funny... i never actually played with those big projects
10:17<@Belugas>makes me wonder when i should be able to start doing so...
10:17<Ammler>the last big project you played was newhouses/industries ;-)
10:17<Eddi|zuHause>what the berlin main station is missing is lower level platforms in the orthogonal direction
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10:18<@Belugas>true, Ammler
10:18<@Belugas>i think..
10:18<Ammler>3 years ago or more?
10:18<Eddi|zuHause>3 years sounds about right
10:19<@Belugas>that much???
10:19<Ammler>at least :-P
10:19<@Belugas>wow... time flies...
10:19<Eddi|zuHause>no, must be longer than 3 years
10:20<Eddi|zuHause>my Ravenswald game was already with alpine grf, so at least 4 years
10:20<@Belugas>i have difficulties realizing it's been that long... almost feel like 6 months ago, to the amx
10:21<Ammler>5 main versions between so nearly 5 years :-D
10:22<@Belugas>ha... come on... not that lng!
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10:56<supermop>good morning
11:00<Ammler>good evening
11:05<Eddi|zuHause>hm... there are white flakes flying around
11:05<Eddi|zuHause>but it's not snow...
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11:14<Ammler>vulcano :-)
11:15<Eddi|zuHause>not many active volcanos around here, i'm afraid :p
11:21<@peter1138>any vulcans?
11:24<Eddi|zuHause>not seen any of those either
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11:44<@planetmaker> <--- D:
11:44<@planetmaker>I don't dare to comment on that list of active newgrfs
11:45*peter1138 remembers the days when nothing much would load
11:46<@peter1138>when the whole 'resolver' stuff wasn't designed right
11:48<Eddi|zuHause>he could have just updated after the bugfix...
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11:52<@Terkhen>that list is really scary :P
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11:53<Eddi|zuHause>apart from really confident names like "test file", i have really seen worse :p
11:54<Eddi|zuHause>most of them are station grfs, they are harmless
11:56<@planetmaker>and like half a dozen house sets
11:57<Eddi|zuHause>hm, can newgrf change default airport's introduction dates?
11:57<@planetmaker> <-- yes
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12:01<Eddi|zuHause>does NML do that yet?
12:02<@planetmaker>nml supports airports. IIRC completely, but I didn't check recently
12:02<Eddi|zuHause>that doesn't contain anything
12:04<Eddi|zuHause>ah, i was on the wrong page
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12:40<CIA-1>OpenTTD: planetmaker * r22477 /trunk/readme.txt: -Doc: Update readme with more extensive information on directories used, font configuration and how to deal with missing NewGRFs
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12:51<ZirconiumX>hello all
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13:26<DanMacK>Hey all
13:36<Ammler>call the upcoming stable release then you have 1.1.1 free for november :-)
13:36<Ammler>or release 10 other releases between
13:38<@Belugas>or call it Openttd 2011 November
13:38<@Belugas>hey DanMacK
13:43<Eddi|zuHause>we should call it after the year in some totally different calender, like jewish or muslim :p
13:44<Eddi|zuHause>and take a different calendar with each major release ;)
13:44<Eddi|zuHause>should hurry up with the mayan calendar, though :p
13:45<CIA-1>OpenTTD: translators * r22478 /trunk/src/lang/ (croatian.txt estonian.txt italian.txt):
13:45<CIA-1>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-1>OpenTTD: croatian - 1 changes by VoyagerOne
13:45<CIA-1>OpenTTD: estonian - 7 changes by notAbot
13:45<CIA-1>OpenTTD: italian - 1 changes by lorenzodv
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13:47<Eddi|zuHause>damn, i can't possibly draw anything if i don't have a model that i could put into the right position
13:47<Eddi|zuHause>i should try a 3D model ;)
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13:50*peter1138 remembers the days when 'everyone' thought 32bpp meant to-scale graphics, smooth rail curves, and underground stuff, etc...
13:50*andythenorth remembers when it was all black and white
13:51<andythenorth>especially all the fields
13:51<andythenorth>when it was all just fields
13:52<andythenorth>is it time for BANDIT?
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14:25<andythenorth>is vehicles-in-vehicles done yet?
14:25<andythenorth>means we don't need rv-wagons
14:25<andythenorth>so I can make a truck set :P
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14:30<SliGo>thanks god you all are here
14:30<SliGo>that is so nice
14:31<__ln__>i'm not here
14:31<SliGo>where are you?
14:32<@Belugas>here, you said it yourself :D
14:33<SliGo>the question was not for all of you
14:33<SliGo>only for in
14:33<@planetmaker>And one should trust the word of the god of the deep seas, eh? ;-)
14:34*Terkhen is in his room
14:34<SliGo>god bless ya fellas
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14:36<@Belugas>hahaha... he's not worthy to have his first letter in uppercase :D it's a L, not an uppercase i!!
14:36<SliGo>who cares
14:36<@planetmaker>like beLugas ? ;-)
14:36<SliGo>i don't
14:36<@Belugas>on the forums, yes. but here, i'm the Mightly Belugas!
14:38<Eddi|zuHause>behind the seven hills?
14:38<@planetmaker>SliGo: if you have questions, the only way to get them answered is to ask them. Not to ask whether you may ask them. Not to tell you're going to ask... ;-)
14:39<SliGo>planetmaker: i didn't do anything like that
14:39<SliGo>and i don't have questions either
14:41<@Belugas>ho cool :) then, you are indeed welcome ^_^
14:42<SliGo>oh thanks
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14:47<@planetmaker>now, that was a peculiar visitor
14:49<@Belugas>he'll be nack, now that he is invited
14:49<@Belugas>mhh.. too many vampire series lately :S
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15:01<Eddi|zuHause>don't watch "priest" then ;)
15:14<@Belugas>is it good? you've seen it?
15:15<@Belugas>my wife and i are interested :)
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15:19<Eddi|zuHause>hm... it sounded good at first, but i was a bit disappointed
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15:20<Eddi|zuHause>i think it was a little too short for a movie, it ended right when it started to get good...
15:32<@Belugas>i guess we'll wait for the dvd then :)
15:32<@Belugas>thanks for the report L)
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15:38<gar>anyone on =\
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15:51<@Belugas>i'm on coffee, does it count?
16:03-!-supermop [] has joined #openttd
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16:15<@Belugas>and i'm on debug as well...
16:15<+glx>again ??? ;)
16:21<Zuu>Hmm, how does Belugas work in debug mode?
16:21<Zuu>Can we have a call stack of you? ;-)
16:22-!-Vikthor [] has joined #openttd
16:23<Eddi|zuHause>"debugging is twice as difficult as coding, so if you are coding as brilliantly as possible, you are not brilliant enough to debug the code"
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16:25<frosch123>evening girls
16:26<frosch123>sadly noone answers :)
16:27<+glx>what did you expect ?
16:28<__ln__>@seen girls
16:28<@DorpsGek>__ln__: I have not seen girls.
16:30<frosch123>you can always try :)
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16:40<@Belugas>i'm on debug mode like 50% of the time :)
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16:56<SigHunter>i have a large city (150k citizens) and since some time its losing citizens, gets more and more green spots (like cheese o.0) and i dont know why that is, anyone an idea?
16:56<SigHunter>its down to 109k already
16:56<andythenorth>they do that
16:57<andythenorth>I think it's a bug
16:57<SigHunter>108 :(
16:57<andythenorth>post a bug report with savegame
16:57<SigHunter>i thought im just doing something wrong
16:58<SigHunter>im not thaat into the game mechanics
16:58<SigHunter>maybe they are out of food :>
16:58<@Belugas>i'd say the latter rather than the former...
16:58<@Belugas>ho... late... night all]
17:03<CIA-1>OpenTTD: frosch * r22479 /trunk/src/ (company_base.h company_type.h economy.cpp): -Codechange/Fix: Months != quarters. (xi)
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17:16*Terkhen ponders starting a new yacd game
17:16*andythenorth ponders bedtime
17:16<andythenorth>yacd needs a new truck set
17:16<@Terkhen>that's a good option too :)
17:16<andythenorth>I shall make it
17:17<andythenorth>when I have time
17:17<@Terkhen>what kind of set?
17:17<andythenorth>with trucks
17:17<Eddi|zuHause>one with both small and large vehicles in every time
17:17<andythenorth>or you could extend opengfx rvs
17:17<andythenorth>Eddi|zuHause: exactly
17:17<andythenorth>the progression of vehicles always get bigger + faster is not correct for yacd
17:18<andythenorth>nor rl for that matter
17:18<Eddi|zuHause>too often vehicle sets follow the scheme later => bigger
17:18<Eddi|zuHause>but that is totally useless in some cases
17:18<@Terkhen>more types of trucks in opengfx+ road vehicles would be awesome
17:18<andythenorth>Eddi|zuHause it made sense in original game
17:18<Eddi|zuHause>you need large vehicles even in earlier times
17:18<Eddi|zuHause>and you need small vehicles even in later times
17:18<andythenorth>and meanwhile, much as I love egrvts
17:19<andythenorth>55t and 75mph seems high
17:19<andythenorth>for later vehicles
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17:19<andythenorth>uk max gross weight is 44t afaik
17:19<@Terkhen>right now, opengfx+ road vehicles only has the "default truck" models, three generations that get increased capacity and speed on each iteration
17:20<andythenorth>a range is needed
17:20<andythenorth>something like 7t, 15t, 25t
17:21<andythenorth>in BANDIT I'll probably offer multiple similar models - I like that kind of choice
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17:21<@Terkhen> <--- right now these are the models
17:21<andythenorth>weight is vehicle weight? or capacity?
17:22<@Terkhen>vehicle weight
17:22<@Terkhen>capacity is adjusted per cargo, but it also increases a bit with each generation
17:22<@Terkhen>everything is copied from the default trucks, but you can see the differences better in that file
17:23<Eddi|zuHause>truck generations are too far apart
17:23<Eddi|zuHause>imho something like "a new vehicle every 10 years" should be appropriate
17:24<andythenorth>Eddi|zuHause: you've seen how NARS2 handles upgrading vehicle models?
17:24<@Terkhen>if you give me two new sprites for the truck heads I could easily add two generations between the existing ones
17:24<Eddi|zuHause>andythenorth: i have not played NARS2, but "upgrading models" is generally a bad idea, since you cannot do autoreplace then
17:24<andythenorth>it's the downside of the idea :(
17:24<andythenorth>HEQS does it too
17:24<@Terkhen>also it would not be appropiate for opengfx+ road vehicles: too different from the default behavior
17:24<andythenorth>it's good, but bad
17:25<Eddi|zuHause>it's more than a "downside"
17:26<andythenorth>it has an upside though :)
17:27<andythenorth>the alternative is spam in the buy menu
17:28<Eddi|zuHause>you can avoid that by retiring models early
17:28<andythenorth>what about with 'vehicles never expire' :P
17:28<Eddi|zuHause>but not too early, i frequently get annoyed by GermanRV that i cannot copy a tram anymore, because that exact model has been phased out
17:28<Eddi|zuHause>andythenorth: that is a non-issue.
17:28<andythenorth>it is for me :P
17:29<andythenorth>plus the annoying "can't clone vehicle" issue annoys me
17:29<andythenorth>as you said
17:30<andythenorth>extend newgrf
17:30<andythenorth>provide a model number
17:30<andythenorth>must always increment
17:30<andythenorth>teach auto-replace about that
17:30<andythenorth>probably not a complicated cb tbh
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17:31<andythenorth>just need to remember to branch nfo for buy menu :P
17:31<andythenorth>otherwise it will fail to work as intended
17:31<andythenorth>if someone could just implement that...I'll test it :)
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17:33<Eddi|zuHause>i think it's a totally crazy idea...
17:33<andythenorth>Eddi|zuHause: does that make sense? ^
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17:41<andythenorth>Eddi|zuHause: I'm sure there's a solution somehow
17:41-!-andythenorth [] has quit [Quit: andythenorth]
17:41<Eddi|zuHause>if you can't get the suggestion past a moderate person like me, how do you run it past extremists like MB or Rubidium [opposite sides each :p]?
17:51<@Terkhen>whenever I start a new game I spend a lot of time fiddling with the options until I get a map I like...
17:52<Rubidium>Eddi|zuHause: I guess the idea has to reach me first; somewhat got a mental filter on ideas as 99.9% is just repeats
17:53<Rubidium>though there's one repeated idea I like very much almost every day, and some days even multiple times
17:54<Eddi|zuHause>join IRC!
17:57<frosch123>night rubidium
17:57<frosch123>night :)
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18:31<@Terkhen>good night
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19:18<longbyte1>I need some help
19:18<longbyte1>why does it say local authorities does not allow to do this
19:18<longbyte1>stop idling
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19:19<longbyte1>ok thanks
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---Logclosed Fri May 20 00:00:56 2011