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#openttd IRC Logs for 2011-08-25

---Logopened Thu Aug 25 00:00:45 2011
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03:03<Rubidium>moin dih
03:03<dihedral>hey :-)
03:03<dihedral>how are you today sir?
03:05<Rubidium>they'll fetch my laptop today to do some repairs they should've been done a long time ago
03:05<Rubidium>and that'll then take some 7-10 working days
03:09<Rubidium>but heh, it's only the sixth repair so far
03:14<andythenorth>technology is lame
03:14<Rubidium>no, tech support of a certain company (and probably many others) is stupid
03:15<Rubidium>1) overheating CPU, solution: new motherboard + loads and loads of cooling paste (the whole syringe)
03:15<andythenorth>is it a fruit flavoured company?
03:15<Rubidium>as added bonus: they break a bit of the connector between the palmrest and back of the laptop
03:16<Rubidium>andythenorth: nope
03:16<Rubidium>so they promise me to repair that the next time they come around
03:16<pjpe>apple has boss tech support
03:16<pjpe>logic board on my laptop went bad
03:16<pjpe>2 days later they put in a new one
03:16<pjpe>all fine
03:16<pjpe>only problem in 3 years
03:17<Rubidium>2) overheating CPU, due to too much cooling paste (week later): replace motherboard again, and now use no cooling paste. Works great, but they forget to give the tech dude the palmrest
03:17<Rubidium>3) they come to replace the thing broken in 1, but have taken the wrong bit
03:18<Rubidium>4) computer doesn't start up anymore; probably power supply broken. They replace the motherboard again, oh... and forget the palm rest
03:19<Rubidium>5) overheating problems once more... and break even more bits of the palm rest, they promise to replace it soon
03:19<Rubidium>(after the weekend soon)
03:19<Rubidium>on the wednesday after the weekend I call again... they again promise to send someone. Never got there
03:20<Rubidium>but heh, what harm can a not well connected back and palmrest do?
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03:20<appe>for god sake
03:20<Rubidium>6) sound fails occasionally. By twisting (one hand going up, one hand going down) the laptop it occasionally works again
03:21<appe>you really need to exaggerate the cooling paste to overheat the cpu
03:21<Rubidium>so... that's like 5 motherboards and 5 times sending someone over. That must've cost more than doing it right the first time, wouldn't it?
03:21<appe>or send you a new one.
03:22<pjpe>it isn't an hp is it
03:23<pjpe>those guys are pretty good at running a business in to the ground
03:23<andythenorth>a laptop costs how much to manufacture? €150?
03:23<Rubidium>andythenorth: a lot less since it's done by the Polish instead of the Irish
03:24<Rubidium>have not had a single problem with my Irish computer, but the Polish one is a disaster
03:25<Rubidium>or maybe I shouldn't have paid the 10 euros extra for a bluray drive instead of dvd drive, 4gb instead of 2gb and 3 years at home instead of 1 year carry in warranty. Maybe then everything would've been fine ;)
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03:26<Rubidium>although the Irish one starts to show some issues, but then that's been in heavy use for 6 years now and the issues are: some dead pixels and the hinge of the screen doesn't quite work anymore (though easily fixed by replacing the hinge yourself)
03:27<Rubidium>and that's in my opinion a pretty good track record for a computer
03:30<blathijs>Rubidium: Out of curiosity, what laptop brand was that?
03:31*__ln__ guesses Dell
03:32<Rubidium>hmm, the rant about moving from Ireland to Poland isn't enough? :)
03:32*andythenorth had a welsh computer
03:32<andythenorth>had / has
03:32<andythenorth>still works afaik
03:32<andythenorth>'lovingly made in Newport'
03:32<Rubidium>blathijs: in any case... Dell
03:35<blathijs>Rubidium: I hadn't read that part :-)
03:36<Rubidium>the major question will be what the brand for my next laptop will be
03:36<Rubidium>as there aren't many 1920x1200 15" laptops
03:37<Ammler>your eyes will say thanks
03:40<blathijs>Rubidium: I've got good a good (but expensive) experience with Lenovo since the beginning of this year
03:41<blathijs>Rubidium: Though I haven't needed to test their tech support yet
03:41<Rubidium>oh, the old IBMs?
03:41<Rubidium>at least, that's what I think about when I see thinkpad
03:42<blathijs>Rubidium: Yeah, this one is still in the old design. I think they made a few thinkpads that look more flashy recently
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04:04<@Terkhen>good morning
04:06<Ammler>blathijs: tech support is what counts, everyone can make working shit ;-)
04:07<Ammler>maybe you can "fake" an issue and test it
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04:25<xavexgoem>Is it OK to update a dead patch against a more current revision without permission? It's for timetable separation, and the guy who made it seems to have left.
04:25<xavexgoem>I'm just afraid there's a secret protocol I'm not aware of.
04:26<valhallasw>xavexgoem: that depends on the license
04:26<Rubidium>valhallasw: problem is that patches are generally not licensed
04:26<xavexgoem>yeah, that's not specified
04:27<valhallasw>xavexgoem: do you mean ?
04:27<Rubidium>although... I'd say you are given an implicit license to apply it to OpenTTD's sources
04:27<Rubidium>which basically means it's GPLv2
04:27<valhallasw>IMO it's reasonable to expect patches submitted to the bug tracker to fall under the OTTD license
04:27<xavexgoem>No, it's not MagicBuzz's, its Gathers'
04:27<xavexgoem>which afaik is only on the forum
04:27<valhallasw>Rubidium: you're implicitly licensed to apply it, yes, but not necessarily to redistribute the updated version
04:28<valhallasw>not sure about the patch between those versions, though ;-)
04:28<Rubidium>valhallasw: but if parts of it aren't GPLv2 licensed, then it must be stated. Otherwise the file that is patched will say it's GPLv2 licensed
04:29<Rubidium>which means everything in there is GPLv2 licensed
04:29<xavexgoem>Sooo... I have the post ready, should I add it to the forums or not?
04:29<Rubidium>so the only possible files that might cause problems are the new files, but usually they have the whole GPLv2 preamble as well
04:31<Rubidium>so they should be considered GPLv2 licensed as well
04:31<valhallasw>Hm. Not sure if the code added to files automatically takes the license on top, but GPLv2 of course demands changes to also be under GPLv2
04:32<Rubidium>even then, GPLv2 is "viral". So you may only link GPLv2 compatible .o files
04:32<valhallasw>which means it should be OK
04:32<valhallasw>yeah exactly
04:33<Rubidium>which in effect means that the patches are GPLv2 *or* less strict than GPLv2, but in all cases you can change the license to GPLv2 due to their license compatability and thus every OpenTTD patch is GPLv2
04:35<@peter1138>you can link whatever you like
04:35<@peter1138>it's distribution that matters
04:36<xavexgoem>can I be bold and hope for the best?
04:40<Rubidium>given the amount of others that have done so, I guess you can (but I'm not a lawyer)
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05:04<@Yexo>xavexgoem: there are two possible responses from the original author: 1. He is ok with it. 2. He doesn't like it, but to prevent you distributing the updating patch he has to say his original patch was not gpl, ie he was distributing it illegally
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05:14<SpComb>xavexgoem: as long as you make it clear who the origional author was, I'm sure it'll be fine with everyone
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05:27<mrclnz>hi people
05:29<mrclnz>I'm trying to handle bus/tram in the early games (egrvt) but I have a couple issues: in 'smallish' towns they make no profit and rating goes down (since I can't put a tram every 4 days)
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05:29<mrclnz>in big cities (>1000) stops get crowded and no amount of tram can handle it... is there a way???
05:30<Rubidium>they don't need a tram every 4 days
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05:30<mrclnz>I tried about every 10 days and it's not bad...
05:30<Rubidium>every stop should get on every 20 days
05:31<Rubidium>and the amount of passengers too high
05:31<mrclnz>but too few pax and they make no profit
05:31<mrclnz>every 20???
05:31<Rubidium>+shouldn't be
05:31<@Yexo>wasn't it every 50 days for the town rating?
05:31<@Yexo>for the stating rating more often
05:31<mrclnz>I'm talking station rating
05:31<mrclnz>iirc is 4 days (16 for ships)
05:31<Rubidium>Yexo: I seem to remember 20
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05:32<@Yexo>it's 20 "2.5-day" days
05:32<@Yexo>which makes for 50 days
05:32<mrclnz>yep it changed
05:32<@Yexo>the variable in the openttd code is called *_day, but it's actually 2.5 days
05:32<@Yexo>it never changed
05:32<mrclnz>I *clearly* remember 4 from original ttd
05:32<@Yexo>mrclnz: this was still about the town rating
05:33<@Yexo>for the stating rating it's 10 days, according to the wiki:
05:33<mrclnz>yes I'm reading that
05:33<Rubidium>ah, yes... makes sense
05:33<mrclnz>its computed every 2.5
05:33<Rubidium>so once every 50 days increases the town rating
05:34<mrclnz>Rubidium: no
05:34<Rubidium>if close enough to the city center
05:34<mrclnz>ah *town* rating
05:34<mrclnz>uhmm is town rating for anything different from building/razing stuff?
05:35<mrclnz>ok then for now I don't care for it:D
05:36<@Yexo>mrclnz: to get the best station rating you need to try to pickup cargo every 3 "2.5 days"
05:36<@Yexo>so maximum time between pickups is 7.5 days
05:36<mrclnz>uhm 8 days then...
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05:41<@Yexo>mrclnz: I fixed the table on the wiki
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05:58<mrclnz>Yexo: loool:P:P
05:58<mrclnz>ok thx
05:59<mrclnz>I remembered right for the original ttd
06:00<@Yexo>mrclnz: those same numbers are in the openttd code, but that code is not called every day but every 2.5 days
06:00<@Yexo>so I suspect that table is wrong, you have to multiply all the numbers by 2.5
06:00<@Yexo>which results in the numbers on the current openttd wiki
06:00<mrclnz>ok, just to know
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06:25<CIA-2>OpenTTD: rubidium * r22834 /trunk/src/fileio.cpp: -Codechange: unify some code, and extend it to work for other filenames that should end in a particular way
06:27<LordAro>is rubidium back up to his usual committing rate?
06:30<Rubidium>only for a short time though... vacation
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06:31<Rubidium>but not for long :(
06:31<CIA-2>OpenTTD: rubidium * r22835 /trunk/src/ (fileio.cpp fileio_func.h): -Codechange: keep track of the subdirectory we are looking through in the file scanner
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06:37<CIA-2>OpenTTD: rubidium * r22836 /trunk/src/ (3 files in 2 dirs):
06:42<TrueBrain>wuth? No commit message?
06:44*TrueBrain kicks CIA-2
06:46<Rubidium>out of memory?
06:46<@Yexo>TrueBrain: doesn't list the last 2 commits
06:46<Rubidium>yeah, likely...
06:46<Rubidium>apache is wasting ginormous amounts of memory
06:47<Rubidium>yay... freed half a GB of memory
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06:50<Rubidium>hg should be updated again
06:51<burtybob>Is it possible to modify something on the server side of the code without having to have a patched client?
06:51<SpComb>someone apachekilling
06:51<SpComb>burtybob: nothing that involves the actual game state
06:53<burtybob>Is it possible to take money from one company and give to another via the console in this manner is that game state?
06:56<SpComb>too liberal handling of byte-ranges in requests
06:57<Eddi|zuHause>burtybob: that should be possible, if you do it the right way
06:57<TrueBrain>lucky we have nginx as proxy, should avoid that ... _should_, not tested :P
06:57<Eddi|zuHause>burtybob: maybe that is already possible with the admin port
06:57<SpComb>just dropping the Range header is fine as a workaround
06:58<burtybob>As far as I can tell it isn't! I was thinking of hijacking the already existing function but putting in admin network and/or console access as well
06:58<TrueBrain>I wonder what is next .. moving to HTTP/1.0? :D
06:58<Rubidium>SpComb: I think more svn co
06:59<Hirundo>There's already a command to give money, it needs to be called with the giving company as current company
07:00<burtybob>Yeah in the C++ but I couldn't find one in the console
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07:03<Hirundo>AFAIK there is no such command (yet)
07:03<burtybob>Which is what I was asking about doing a server side only patch or would it change the game state?
07:05<burtybob>So basically if it's server side only do I just need to manually set the rev number to "1.1.1" for example
07:06<Hirundo>I think you could do it as a server-size patch, as long as you use DoCommandP so the command is sent to all clients
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07:12<burtybob>ok thanks
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07:55<LordAro>can someone confirm this edit?
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08:03<Ammler>this isn't a edit
08:03<Ammler>could be which you meant:
08:03<LordAro>this then: ;)
08:04<LordAro>so yes :L
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08:06<Ammler>I would not refer to a patch
08:07<LordAro>but the basic idea is right? i haven't got much idea when it comes to NML
08:07<Ammler>rather mention that the additional zoom levels are yet not supported by openttd
08:08<Ammler>(and then you can give a hint to the zoom level patch ;-)
08:09<Ammler>basically nml does support multiple zoom levels but that is independent of the patch
08:10<Ammler>the final tar does work with both, right?
08:10<Ammler>well, the final output :-)
08:11<Ammler>(which you tar, don't you)
08:11<LordAro>i have no idea... :)
08:16<LordAro>how's this? (refresh page)
08:17<LordAro>i was only really editing it because of me (basically) taking over the 32bpp_extra project
08:19<Ammler>the grf or the ez patch?
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08:46<mrclnz>uhmmm I really like yacd... but it's nearly impossible without automatic separation/advance timetables
08:46<LordAro>Ammler: grf
08:47<LordAro>ignore that :L
08:47<LordAro>mrclnz: most people manage without
08:49<mrclnz>LordAro: how do you avoid the trams piling up???
08:50<mrclnz>even if I start them nicely spaced at the end they all cluster up and station rating suffers (and rating is vital for yacd it seems)
09:05<LordAro>mrclnz: i don't use trams :)
09:05<mrclnz>tram bus whatever:P
09:06<mrclnz>since with yacd you *have* to cover big cities buses and tram are the only viable solution
09:06*mrclnz has to learn to use the timetable then
09:06<LordAro>i haven't payed yacd much, but when i did i mostly used freight
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09:13<Hirundo>mrclnz: In not too large towns, I tend to assign a different route to every bus/tram
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09:21<CIA-2>OpenTTD: rubidium * r22837 /branches/1.1/ (8 files in 3 dirs):
09:21<CIA-2>OpenTTD: [1.1] -Backport from trunk:
09:21<CIA-2>OpenTTD: - Fix: [NewGRF] Always draw NewGRF supplied texts with a default colour (r22725)
09:21<CIA-2>OpenTTD: - Fix: [NewGRF] Do not restrict AdvVarAct2 to 255 operations (r22723)
09:21<CIA-2>OpenTTD: - Fix: If there is no point in opening the rail/air toolbar, do not open it for people who use hotkeys either rather than only for those using GUI elements (r22716, r22715, r22714)
09:21<CIA-2>OpenTTD: - Fix: [NoAI] Allow AIAirport::GetNoiseLevelIncrease() also for expired airports [FS#4704] (r22710)
09:24<CIA-2>OpenTTD: rubidium * r22838 /branches/1.1/ (12 files in 4 dirs):
09:24<CIA-2>OpenTTD: [1.1] -Backport from trunk:
09:24<CIA-2>OpenTTD: - Fix: Display the size of the leveled platform in the measurement tooltip of terraforming operations [FS#4708] (r22740, r22739)
09:24<CIA-2>OpenTTD: - Fix: Setting company passwords via the GUI on servers (including starting a company with the default password) failed, so no client could join that company [FS#4722] (r22738)
09:24<CIA-2>OpenTTD: - Fix: [NewGRF] The construction stage sprites were incorrectly selected in cases other than 1 or 4 sprites per set (r22731)
09:24<CIA-2>OpenTTD: - Fix: [NoAI] AITile::GetCargoAcceptance, AITile::GetCargoProduction and AIRail::BuildNewGRFRailStation did not check the cargo argument for validity (r22726)
09:27<CIA-2>OpenTTD: rubidium * r22839 /branches/1.1/ (8 files in 3 dirs):
09:27<CIA-2>OpenTTD: [1.1] -Backport from trunk:
09:27<CIA-2>OpenTTD: - Fix: [NewGRF] Also free allocated depot tables of NewGRF airports (r22760)
09:27<CIA-2>OpenTTD: - Fix: [NewGRF] Invalid memory access when querying the grfID of the default objects [FS#4730] (r22757)
09:27<CIA-2>OpenTTD: - Fix: When marking tile selections dirty, use the height information of the corners instead of the surface slope. This is more accurate when the foundation is kind of undefined [FS#4727] (r22755)
09:28<CIA-2>OpenTTD: - Fix: Make aircraft point to the exit when leaving the hangar [FS#4696] (r22743, r22742, r22741)
09:28<LordAro>woo, backports :)
09:30<CIA-2>OpenTTD: rubidium * r22840 /branches/1.1/ (7 files in 3 dirs):
09:30<CIA-2>OpenTTD: [1.1] -Backport from trunk:
09:30<CIA-2>OpenTTD: - Fix: Allow to demolish aqueducts built in the scenario editor [FS#4741] (r22821)
09:30<CIA-2>OpenTTD: - Fix: Towns expanding from the "wrong" side of a tunnel or bridge [FS#4731] (r22810, r22809)
09:30<CIA-2>OpenTTD: - Fix: [NewGRF] String codes for dates should use unsigned words, like old OpenTTD did before it learned dates before 1920 (r22774)
09:30<CIA-2>OpenTTD: - Fix: [NoAI] Clarify the meaning of AIStation::IsWithinTownInfluence(), AITile::IsWithinTownInfluence() and AITown::IsWithinTownInfluence() [FS#4702] (r22763)
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09:41<CIA-2>OpenTTD: rubidium * r22841 /branches/1.1/ (31 files in 3 dirs):
09:41<CIA-2>OpenTTD: [1.1] -Backport from trunk:
09:41<CIA-2>OpenTTD: - Fix: Compilation with GCC 4.7 (r22832, r22728, r22719)
09:41<CIA-2>OpenTTD: - Update: Translations
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09:46<CIA-2>OpenTTD: rubidium * r22842 /branches/1.1/ (12 files in 6 dirs):
09:46<CIA-2>OpenTTD: [1.1] -Backport from trunk:
09:46<CIA-2>OpenTTD: - Add: River graphics for the original base set (r22766)
09:51<Eddi|zuHause>mrclnz: i tend to set a roundtrip timetable slightly longer than the real time it takes (waiting times at the end stations) and space the trams out with the startdate
09:51<Eddi|zuHause>mrclnz: that is tedious without advanced timetables, but it generally works
09:52<Eddi|zuHause>usually every 10 days, 5 days or 3 days, depending how busy the line is
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09:59<mrclnz>Eddi|zuHause: that's what's I'm doing
09:59<mrclnz>it seems to work (but no profit:()
10:00<Rubidium>are you using an official version of OpenTTD, then maybe providing a savegame will help us understand your problem
10:00<Rubidium>although it might be incorrect use of transfer
10:00<mrclnz>trouble is at the beginning there are sloooow trams and so you need 8 of them to keep covered a city... but there are few pax
10:01<mrclnz>Rubidium: i'm trying yacd
10:01<@planetmaker>good day
10:01<mrclnz>maybe pax at the beginning is not a good strategy:P
10:01<mrclnz>well, learnt to schedule trams anyway thx
10:02<Rubidium>maybe you don't have a route the passengers want to take
10:02<Rubidium>take a look at the town window; are you providing service to the given towns?
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10:06<Eddi|zuHause>mrclnz: yacd with passengers is actually easier than freight
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10:14<V453000>yacd is hard?
10:15<V453000>I felt like it makes everything easier
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10:43<Rubidium>V453000: depends on your playing style; those #openttdcoop games where they transport everything to a single location will horribly fail if there are multiple secondary/tertiary industries of that type scattered around the map
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10:48<Ackmey>Hey everyone
10:48<@Terkhen>hi Ackmey
10:49<Ackmey>I have a question regarding the local authority... how do you get them to like you? I've taken to building airports early between large town, and they're profitable and everything, but then the town starts hating me because I can't keep up with the passenger demand, which screws me later on when I want to upgrade my airport but can't
10:50<dihedral>give them money
10:51<valhallasw>or build trees
10:51<Ackmey>I tried building trees, they still hated me. :D
10:52<Rubidium>yep, bribing... either directly or by trees is always the way for politicians
10:52<Ackmey>and where's the bribing thing? I have it turned on in options but I cant find it anywhere in game
10:52<Rubidium>if you click on the town's name there'll be a window
10:53<V453000>Rubidium: no they wont fail at all, none of any advanced networking is needed for yacd
10:53<Rubidium>and there will be a button with actions to do in that window
10:53<Ackmey>Yeah under local authority but it's not there
10:53<Ackmey>I see the advertising campaigns I can do
10:53<Ackmey>but nothing else
10:53<Rubidium>then you don't have enough money yet
10:53<Rubidium>you need quite a bit of money to get the bribing option
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10:54<valhallasw>you might want to know bribing can go wrong
10:55<Ackmey>I'll be aware of that :P
10:55<Ackmey>One more thing... what do you guys generally do on startup of a game? Build busses? Boats? Industry and any particular kind? I've been playing MP with my friend who is also new and he's been stomping my face in constantly. :(
10:56<Ackmey>cant figure out what he's doing differently than me
10:56<valhallasw>trains, generally
10:56<valhallasw>they allow you to transport large amounts of cargo over large distances
10:56<Ackmey>Would I still aim for an airport early?
10:57<Katje>if I leave openttd running long enough, will all the cityies merge into one super city ?
10:58<Katje>Ackmey: passengers over a long distance, with coal as a backup to provide steady income
10:58<Ackmey>train or plane passengers?
11:04<Ackmey>which train should I use early, the cheap Kirby Paul or the Chaney?
11:07<Pinkbeast>Coo, someone playing with vanilla trains.
11:08<Pinkbeast>In vanilla you basically always want the latest engine available. The increases in running cost are more than made up by increases in power.
11:09<Pinkbeast>And typically your early moneymaker is coal from a mine to a power station. Counterintuitively, don't pick a pair super close together - the further apart the better, provided you have the cash to build the line at all.
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11:12<Ackmey>okay thanks
11:12<Ackmey>so with long deliveries I should make my trains with as many carriages as possible?
11:13<Pinkbeast>As long as the engine can get it up to full speed, pretty much yes.
11:14<Pinkbeast>Also the vanilla engine sets don't really distinguish passenger and freight locomotives.
11:14<Ackmey>How do I know what's the proper horsepower to load carried ratio, or how long I can afford to make my train with a given engine?
11:15<Pinkbeast>Experience (sigh, sorry)
11:15<Pinkbeast>Also remember you can always bring a train back to the depot for more wagons.
11:16<Ackmey>But then I need to upgrade my station size
11:16<Pinkbeast>Right, but upgrading a station where the train enters and leaves from the same end is 2 seconds' work
11:16<Ackmey>dont you need to destory and replace it?
11:16<Pinkbeast>I'm just looking up the stats on the vanilla engines...
11:16<Pinkbeast>Nope, you can add extra station tiles to an existing station.
11:17<Ackmey>Ohh okay
11:17<Pinkbeast>I would guess the Jubilee would pull about a five-tile freight train if you have a x3 cargo weight multiplier or more if not.
11:18<Ackmey>5 tiles not including the locomotive itself?
11:18<Pinkbeast>I'm not quite sure how far along you are - are you still building single-track one-train operations like the wiki suggests
11:19<Pinkbeast>5 tiles total (because you always think in terms of station sizes and the whole train has to fit)
11:19<Ackmey>I'm pretty new
11:19<Ackmey>so the station would be 3 tiles to fit that, right?
11:19<Pinkbeast>Er... no, the station would be 5 tiles long
11:20<Pinkbeast>That's 5 _tiles_ of train. Not 5 wagons.
11:20<Pinkbeast>In recent releases the train length in tiles is displayed as you create it in the depot.
11:20<Ackmey>so the one locomotive, and 9 wagons
11:20<Pinkbeast>If all the vanilla wagons are half a tile exactly which I think they are.
11:21<Pinkbeast>Probably you don't have a cargo weight multipler and can make longer trains, but you'll make money with a Jub and 9 coal wagons, and you can extend it later.
11:22<Pinkbeast>You want to get into double track very soon. Pretty well your only fixed cost is a per-station fee - so you want to get all the production of that coalmine out the station - so you want multiple trains
11:23<Ackmey>How far is a good distance?
11:24<Ackmey>Uh what I just got a message telling me my new plane has too few orders on its schedule, but it has two?
11:24<Pinkbeast>As far as you can afford to build the line (sigh experience again, sorry) - as a complete noob, I would suggest starting with a coalmine and power station which can't be seen on the same screen, ideally with flattish terrain between them and no farmland
11:24<Pinkbeast>... building on farmland costs about 4x building in open country
11:24<Pinkbeast>What are the orders?
11:24<Ackmey>Oh okay didnt know that
11:24<Ackmey>the orders are just two towns
11:25<Pinkbeast>Um. If you won't tell me what the orders are, I can't really say why this has happened.
11:25<Ackmey>Haha sorry, it's
11:26<Ackmey>!: Go to Hentfield Airport Hangar, 2:Go to Sanington Hangar
11:26<Pinkbeast>Right, neither of those are what you want.
11:26<Ackmey>Why the hangar
11:26<Pinkbeast>You want to click on a part of the airport that's not the hangar.
11:26<Ackmey>That was silly of me
11:27<Pinkbeast>A nice thing in recent releases is that you can give vehicles a go-to-depot order. A nasty consequence is that, because hangars are built into airports, this can happen.
11:27<Pinkbeast>"Not enough orders in the schedule" only counts orders where cargo pickup and dropoff might happen, so...
11:28<Ackmey>Thanks for all the help by the way
11:28<Pinkbeast>No worries, it can be a bit daunting.
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11:29<Pinkbeast>In particular it would be nice if the default vehicle set was better, but I'd hesitate to recommend another set out of the gate
11:30<Ackmey>Are passengers just a "commodity" that a town produces? Like any other industry?
11:31<Pinkbeast>Yes, and (in vanilla) they don't care where they go, which will produce a number of odd consequences.
11:32<V453000>towns are much better than industries :) industry just grows, but town can be easily controlled how much should it grow :)
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11:32<V453000>downside is that a town requires some effort, industry just connection :)
11:32<Ackmey>So I could say, just bring passengers from a big town to a tiny little 100 pop town?
11:32<V453000>for example, why not
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11:33<V453000>but you might like 2 or more larger stations exchange the passengers so your trains are most of the time full
11:33<Pinkbeast>Yes. There's a lot to be said for this, too - normally with pax operations you can't use full load orders because you don't know which end will produce the most pax, but with this you do.
11:34<Pinkbeast>In vanilla I tend to build connections between individual towns for pax and not worry too much about what's going on
11:34<V453000>it is best to make a transfer station for each big town/ town cluster
11:34<Pinkbeast>pax = passengers
11:35<Ackmey>A transfer station?
11:35<Pinkbeast>One failing of OTTD (in my view) is that cargos have little flavour of their own
11:35<Pinkbeast>Ackmey> Don't worry about it now! Get your coalmine->power money spinner up first
11:35<Pinkbeast>Flavour; transporting a passenger is very similar to transporting a mailbag to transporting a tonne of coal to...
11:35<Ackmey>alright I'll start a new game and try that out
11:36<V453000>but openttd does not fail there really, it is made the best way possible for playability
11:36<V453000>and for amount of possible solutions
11:36<V453000>if a passenger starts saying "I want there" it forces you to obey instead of be creative and try to make your own network
11:36<Pinkbeast>On the contrary - if cargoes were more differentiated, you could start with the one that suits you best, then move onto a more challenging one
11:37<Pinkbeast>V453> Well, it doesn't have to be "I want there".
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11:37<V453000>well, what then
11:37<Pinkbeast>For example, one of the old cargodest patches had passengers walk between nearby stations. I thought this was a brilliant idea. All of a sudden, passengers are unique!
11:38<V453000>I would hate that happening
11:38<V453000>passengers rather randomly switch between my stations
11:38<V453000>probably unexpectably
11:38<Pinkbeast>No, you misunderstand.
11:39<Pinkbeast>You could build a completely conventional network... but if you had two stations nearby in a city, passengers would sometimes journey to one and transfer out by the other.
11:39<V453000>and how would you solve that
11:39<Pinkbeast>Likewise I like sets like UKRS(2) that provide very different wagons for different cargos, given them more flavour.
11:40<V453000>when one of your stations suddenly gets less passengers for no real reason
11:40<Pinkbeast>No station receives less passengers because of this.
11:40<V453000>then where do they go from
11:40<V453000>or to
11:40<Ackmey>Okay I just booted up, got 200,000$. Does this seem like a good distance? --
11:41<Pinkbeast>"if you had two stations nearby in a city, passengers would sometimes journey to one and transfer out by the other." # which part of this is unclear, please?
11:41<V453000>more far = better Ackmey
11:41<V453000>well you have 2 stations
11:41<V453000>each of them has some trains servicing it
11:41<V453000>you expect each station to have some amount of passengers incoming
11:41<Pinkbeast>Ackmey> That's fine - albeit a pity about the expensive farmland in between - for "my first coal service"
11:42<V453000>and they suddenly go to the other one?
11:42<V453000>that makes no sense to me
11:42<Pinkbeast>They go to the other one when in vanilla their journeys would be complete.
11:42<Mazur>But it would make a profit, Ackmey, but slower than if you can find a pair farther apart.
11:42<Ackmey>found a better one with no farmland
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11:42<V453000>I see what you mean
11:42<V453000>but well, still :) looks messy
11:42<V453000>you either unload (deliver) or transfer
11:43<V453000>and that still needs to "know" "I want to go there"
11:43<Pinkbeast>Look, if you like the way passengers are just like lumps of coal, you're entitled to your opinion. I'm just saying I don't share it.
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11:44<Pinkbeast>Again, a good passenger distribution patch doesn't have to just be "I want to go there" (indeed cargodist isn't, although it has its own issues).
11:44<V453000>I can live with that but you were giving example of something else than "I want to go there" which is involved in the "walking"
11:44<Ackmey>Does the distance from an industry affect anything in regards to the station? (As long as it's in the catchment zone ofc)
11:44<Pinkbeast>ack> No.
11:45<Pinkbeast>But what you actually said was "if a passenger starts saying "I want there" it forces you to obey instead of be creative and try to make your own network" and the "walking" does nothing of the kind.
11:45<V453000>no but it cant walk without I want there
11:46<Pinkbeast>You can build a silly passenger network exactly as you can in vanilla if you please. The same is true of cargodist.
11:46<V453000>not really
11:46<Pinkbeast>Nope, cargodist could have walking without "I want there".
11:46<Pinkbeast>In cargodist, cargoes are routed wherever you build capacity. An individual cargo has a destination in mind, but only because you built the route.
11:47<Pinkbeast>... personally I think this is absurd for passengers and mail but whatever floats your boat
11:47<Ackmey>How far apart should I place depots along my track?
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11:47<Pinkbeast>Ackmey> One near the entrance to each station generally suffices... but servicing is a vexed question
11:47<V453000>depends a lot
11:47<Pinkbeast>In the cargodist world, there's nothing to obey. Cargo goes where you let it go.
11:48<V453000>when you play for a long time you will see that less depots = better
11:48<V453000>I personally build technically none
11:48<V453000>Pinkbeast: then what is the difference between cargodist and vanilla in your opinion
11:49<Pinkbeast>For passenger service, the obvious difference is that you don't have to fiddle around with transfer orders and the absurd case of busses returning empty and suchlike.
11:49<Pinkbeast>And that passengers can make journeys involving multiple stations.
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11:49<V453000>so you just connect things and the game solves it itself, just like PBS - you put a signal and dont bother, it will work somehow
11:50<V453000>which takes away a lot from openttd
11:50<Pinkbeast>And... as soon as you build a complex network it produces vast hordes of passengers, which goes rapidly from being a challenge to totally absurd, which is part of why I don't think it's right.
11:50<Pinkbeast>What, don't tell me you don't like PBS?
11:50<V453000>of course not
11:51<V453000>well I like it but when I see what it makes people do, I dont like it
11:51<Pinkbeast>You prefer the old-style massive cloverleaf junctions??
11:51<V453000>nothing to do with PBS
11:51<V453000>or an alternative
11:51<Pinkbeast>Er, yes, that has everything to do with PBS, because the capacity of a vaguely prototypical junction is much greater with PBS.
11:52*mrclnz is wrestling with the 'I want go there' done by yacd :P:P
11:52<Pinkbeast>mrc> The main downside to YACD seems to be that it breaks FIRS supplies quite badly
11:53<Pinkbeast>But also I don't think either "I want to go there" or "go where I'm sent" are right for passengers.
11:53<V453000>simply said, PBS makes people build shit and never learn otherwise... so technically you could say nothing is greater with PBS
11:53<Ackmey>Is it better to build my tracks in an L shape from one station to the other or to cut "diagonally" through tiles which would force me to bend the rail around when the terrain is cooperating?
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11:54<Pinkbeast>Ackmey> It depends - you have to learn what makes for fast train transit times. You can always build a cheap route now and upgrade it later
11:54<mrclnz>Pinkbeast: I disabled the yacd part for cargo:P
11:54<Pinkbeast>V453> What an utterly remarkable point of view.
11:55<Pinkbeast>I honestly would have said before now that no-one could possibly remember the absurd junctions we had to build with block signalling with anything but horror.
11:56<Mazur>Maybe "we" have gotten better at how to build them with block sigs, now?
11:56<Pinkbeast>mrc> I mean, if it's 18xx and I build the Liverpool-Manchester railway, I should get a different number of pax to if I connect Liverpool-Manchester when the rest of the country is covered in railways.
11:57<mrclnz>uhm *theorically* the estimator in yacd should provide for that, but I only started playing yesterday
11:58<Pinkbeast>Mazur> There are definite limitations to what can be done with block signalling without resorting to the absurd cloverleafs with which the wiki is littered.
11:59<Pinkbeast>yacd still seems to produce the "hm, more people are waiting at this station than the total population of the town" issue which unless it's Clapham Junction I don't believe
11:59<Mazur>Pinkbeast, we have build numerous multi-line to multi-line T-junctions without a single cloverleaf from the moment I first joined.
11:59<Mazur>We just don't seem to do crossroads anymore.
11:59<Pinkbeast>Mazur> I'm guessing you're an openttd-coop person?
12:00<Mazur>Whenever I can.
12:00<Ackmey>Is it necessary for me to include maintenance orders in my train routes?
12:01<Mazur>The Wiki is seriously outdated in many parts, in that is hasn't caught up with modern builds, though everything in it still stands, of course.
12:01<Pinkbeast>Ackmey> No, but it may be advisable
12:01<Mazur>Ackmey, nope, unless you have a very long route and want to forestall some breakups.
12:02<Mazur>Ackmey, most people disable breakdowns, as tghey feel it adds nothing but annoyance to the game.
12:02<Ackmey>So on something say the length of the screencap I posted I wouldnt really need to?
12:02<Mazur>And then maintenance is unnecessary.
12:03<Ackmey>Okay thanks
12:03<Pinkbeast>Ackmey> On a route with no junctions, there's no need at all.
12:03<Ackmey>So I built 2 coal routes
12:03<Ackmey>Have very little money left
12:03<Ackmey>Just have to sit around and wait for income now?
12:04<Mazur>That, or borrow more if you can.
12:04<Pinkbeast>Yes, are you at the maximum loan?
12:04<Ackmey>No I didn't take out any more loan then I had when I started
12:04<Mazur>But that would be useless unless you can build a full route.
12:05<Mazur>Well, then for 200k more you should be able to add a similar second route and double your income.
12:05<Pinkbeast>Er or unless (as I suspect) he may not have enough trains to service the existing routes fully
12:06<Mazur>Hah, yes, I'm so accustomed to think of a complete route with at least three trains I'd forgotten he might not have them.
12:07<Pinkbeast>Mazur> I still think you're going to go through a lot of dances to deal with the slightly silly fact that, under block signalling, two trains can't pass on parallel tracks if there's a join between them.
12:07<Pinkbeast>... obviously you know this fact, I'm not trying to tell it to you
12:07*Mazur nods.
12:08<Pinkbeast>And I don't see that coping with that restriction adds a lick of gameplay. It's just annoyance.
12:08<Mazur>I was thinking if I could remember an occasion that troubled me, and I'm not sure.
12:08<Ackmey>Would the coal mine tell me 100% transported if the route was fully serviced?
12:08<Mazur>80 at most.
12:08<Pinkbeast>I think the thing is that, correct me if I'm wrong, -coop games go straight from basic moneymaker to monstrously high capacity networks
12:09<Mazur>Nope, we usually start with 2 lines or 3 at most.
12:09<Pinkbeast>Ackmey> No. It's fully serviced if there's never any cargo waiting at the station, with a train always "waiting for full load"
12:09<+michi_cc>Pinkbeast: The "too much passengers" problem isn't really a problem of cargo destinations. It's simply the fact that the cargo generation of the default houses is tuned for vanilla play.
12:09<Mazur>And recently we ended up with a 7 line wide system.
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12:09<Mazur>Three separate upgrades,
12:10<mrclnz>Ackmey: the 100% transported is mostly impossible:P
12:10<Mazur>Which is where the Coop part comes in.
12:10<+michi_cc>Which is why some of the patch packs add a pax reduction patch which somebody could easily add to YACD as well.
12:10<Pinkbeast>michi> I don't think that's entirely true. If the cargo generation was fit for a large cargod?st network, it would be very hard to make money from the first pax line at all.
12:10<Ackmey>so should I have my traisn set to wait for full load?
12:10<Pinkbeast>Ackmey> On anything but pax/mail, yes.
12:11<Mazur>Otherwise they'll be away from hte coal loading station all hte time transporting only a little.
12:11<Mazur>Muchg more efficient to have them wait for a full load.
12:12<Pinkbeast>Well, it's not quite that bad - if there aren't enough of them, there will be a full load to pick up every time
12:12<Mazur>Pinkbeast, but then you lose cargo.
12:12<Pinkbeast>michi> Part of the issue there, I think, is the scale of OpenTTD. If I build the first pax line it's not like Liverpool-Manchester at all, it's more like Whitby-Grosmont
12:12<Mazur>Not much, I give you, but still.
12:13<mrclnz>Pinkbeast: I agree, with YACD it's very difficult to have profit since you need a lot of station and you get few PAX
12:13<Mazur>I'm off to watch T.
12:14<Ackmey>Ahhh, my stations were much too close together for 2 trains
12:14<Ackmey>I've got both of them sitting waiting, one's at 40% load the other's got nothing
12:15<Pinkbeast>Ackmey> You always in practice want 2, so one can always be loading. If they make a profit, don't sweat it.
12:15<Pinkbeast>If you only had one your rating may have dropped, reducing the available cargo. See how it shakes out.
12:15<+michi_cc>Pinkbeast: Substitute cargo generation with vehicle capacity or whatever. In the end it's simple mathematics. A three stop circle route with a capacity (amount/time) can use the whole capacity to transport pax from each stop. For a simplified cargo cargodest where each stop produces 50/50 for the other two stations, the incoming vehicle will still be half full and so outgoing capacity of each stop is only half of vanilla.
12:17<Pinkbeast>michi> But what I'm saying is that because of that the effective capacity drops radically over time as I build a network, far more quickly than vehicle capacity increases.
12:17<Pinkbeast>So if the number of pax is appropriate once the full network is built, it was very hard for me not to have gross overcapacity in the beginning...
12:17<Ackmey>Pinkbeast: Yeah it works fine actually, the second train gets back to the mines just as the first reaches 75% load so there's not much waiting around and there's allways a train loading
12:18<Pinkbeast>... and this is exacerbated by the way that I can't actually build an initial line connecting two very large cities.
12:19<Pinkbeast>"Start with coal", yes, but if I am using something like 2cc or UKRS2 my first locomotive is only fit for short-distance pax operations
12:19<Pinkbeast>michi> To be clear, I'm not complaining about YACD here. I just think it's a hard problem
12:20<Pinkbeast>... and appreciate that my Holy Grail, what I feel would be an ideal flavour of passenger operations, is _very_ hard and something I should work on myself if I care.
12:23<Ackmey>So now that I've got two full coal runs and 200k what should I do?
12:24<Pinkbeast>How big's the map?
12:25<Pinkbeast>What I generally do in vanilla is hook up every other coalmine (to the same power station) and then do the same for other industry types
12:26<Ackmey>so a coalmine from way the hell on the other side of the map, hook it up to that same power station?
12:26<Pinkbeast>Well, maybe. The downside is it's a cheese, the "this coal is from India, it must be valuable" cheese
12:27<Pinkbeast>On the other hand, building and servicing the line and particularly managing the station at the power station will be challenging.
12:27<Pinkbeast>Or... are those 5-tile trains overpowered? Try running longer ones.
12:27<Ackmey>Well they're getting all the coal into the power station
12:28<Ackmey>They're a bit slow though
12:28<Ackmey>the jubilee has trouble on hills
12:28<Pinkbeast>OK, so these trains are long enough, and this makes route construction in hilly country a challenge.
12:28<Ackmey>The longer the line the more trains I need too
12:29<Ackmey>and what will be the hard part about managing my station at the plant?
12:29<Pinkbeast>Eventually a _lot_ of trains are going to be arriving, and you want to get them all in and out without getting in each other's way
12:30<Ackmey>but theyre all on seperate tracks?
12:30<Pinkbeast>Well, that makes the power station station(s) take up a lot of space.
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12:31<Ackmey>but trains wont even enter a track that another train is already on will they?
12:31<Pinkbeast>No, they won't.
12:32<Pinkbeast>Unless you remove signals with trains approaching them or explicitly order trains to pass red signals, you'll never have a shunt
12:33<Pinkbeast>... which is good because any shunt completely destroys both trains blocking the tracks for about forever
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12:34<Ackmey>Eek signals
12:35<Ackmey>is there an option to hide trees?
12:35<Ackmey>So damn annoying
12:35<Ackmey>found it
12:35<Pinkbeast>Yes, there are transparency options.
12:35<Pinkbeast>But bear in mind that local authorities love trees _more than life itself_.
12:36<Ackmey>well I dont have a choice if I'm laying down line
12:36<blathijs>Pinkbeast: There's no need to see trees to plant more, right?
12:36<Pinkbeast>So if you are building near a town, try and avoid trees. Which you can't, because the whole sodding map is covered in them.
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12:36<Eddi|zuHause>the trick is to build your station first :p
12:37<Pinkbeast>Eddi> Yeah.
12:37<Eddi|zuHause>(or better: a whole bus/tram service)
12:37<CIA-2>OpenTTD: planetmaker * r22843 /trunk/src/saveload/ai_sl.cpp: -Fix [FS#4748]: Harden savegame load against too many ai config settings (monoid)
12:37<Pinkbeast>Ackmey> "eek signals"> well, as soon as you run more than 2 trains on one of those lines, you're going to want signals :-)
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12:39<Ackmey>Oops >.>
12:39<Ackmey>I just made a 3line parallel route
12:39<Ackmey>No service in the middle line
12:42<Pinkbeast>Er, are you running one train per line?
12:42<Ackmey>as of now yes
12:43<Ackmey>I take it that's bad
12:43<Pinkbeast>Well, it rapidly involves a prohibitive number of lines and platforms.
12:45<Ackmey>I should have one line going from any given coal mine to any given factory
12:45<Ackmey>that branch out at both ends?
12:45<Pinkbeast>Well, say the production of one of your coal mines increases fifteenfold. So you need 30 trains to service it where now you have 2. What then?
12:46<Pinkbeast>Unless production gets enormous or you're building junctions and routing multiple industries' trains down the same line, the usual thing is to build two lines - one for trains running one way, one for trains running the other
12:48<Pinkbeast> and may help. Start at the bottom of the second document, it describes a lot of intermediate stages you don't need to bother with if you have two lots of line already.
12:49<Pinkbeast>But basically:
12:50<Pinkbeast>Always use path signals, the rightmost kind. Use one-way signals (the very rightmost with a board on) only to make sure trains use the right track.
12:51<Pinkbeast>At the exit from a station you want path signals facing the platforms, then a crossover, then one-way signals to make sure trains use the right track.
12:51<Pinkbeast>Then add signals along the route to let trains go closer together.
12:51<Pinkbeast>Oh, earlier I said "Unless you remove signals with trains approaching them or explicitly order trains to pass red signals, you'll never have a shunt". Add to that "or build track in front of trains that lets them hit each other"
12:52<Ackmey>So a train entering any given part of a station can ecit wherever it wants?
12:52<Pinkbeast>No, and I don't understand why you think I mean that.
12:52<Ackmey>No I mean
12:53<Ackmey>Yeah, nevermind
12:53<Ackmey>My bad
12:55<Pinkbeast> shows a large passenger station on this principle.
12:55<Pinkbeast>Depot at the entrance, one-way signal on each line, giant crossover to let trains in and out.
12:55<Ackmey>So i nthat picture
12:55<Ackmey>There are two one way lines
12:55<Ackmey>And 4 trains can use the system
12:56<Pinkbeast>4 trains can be in the station at any given time, yes
12:57<Pinkbeast> is the same without the wrinkle of having 4 platforms
12:58<Ackmey>4 trains can use that??
12:58<Pinkbeast>No, only 2 can use that at once.
12:58<Pinkbeast> is a "ro-ro" station, which you'll end up wanting later for higher capacity.
12:59<Ackmey>That one seems simpler
12:59<Pinkbeast>Simpler, but takes up more space.
12:59<Pinkbeast>Particularly once trains get faster, when they can't turn sharp corners without slowing down.
13:00<Ackmey>How does one assign starting money in a scenario? I'm gonna practice this without the headache of trees and terrain everywhere
13:00<Pinkbeast>I wouldn't do that if I were you.
13:00<Pinkbeast>You've got a real network now - it's more fun with a real challenge to meet.
13:01<Ackmey>I'm just going to mess around for a few mins until I understand the signal and merging mechanics
13:01<Ackmey>And then do a real game
13:01<Pinkbeast>IN that case you can start a new game and use cheats to give yourself a giant bushel of money
13:02<Pinkbeast>Also if you've built a passenger station as far into a town as possible, as you'll appreciate, turning it into a ro-ro station needs you to demolish vast chunks of town for the return loop of track. It's not very practical.
13:03<Pinkbeast>... you can also then use the magic bulldozer cheat to demolish everything and flatten the entire landscape, and now you can play with signals to your heart's content
13:04<Pinkbeast>But a path signal is quite simple. A train will wait at it until it has clear track ahead to the next signal it wants to go to (or to the destination).
13:04<Ackmey>I just used a blank scenario
13:05<Pinkbeast>I find wrestling the scenario creator to let me do stuff is actually slower than cheating up a pile of money but it's up to you
13:05<Ackmey>I'll just cheat money into the scenario
13:06<Pinkbeast>The main gotcha with path signals only comes once you're building junctions; you don't want a train to wait somewhere it blocks crossing track
13:09<@peter1138>well that's no different to block signals
13:10<Pinkbeast>Um. I would say that it is, because there is no way with ordinary block signals to prevent a train from waiting somewhere it blocks crossing track
13:12<Pinkbeast>With PBS, removing that signal helps. A train doesn't enter that area until it can advance to clear the crossing line.
13:12<Pinkbeast>But with block-based signals it doesn't. Even after it clears the line it still blocks it
13:13<Ackmey>What's the difference between electric and semaphore signals?
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13:13<Pinkbeast>_Entirely_ cosmetic.
13:14<hifi>could I concult in pm with someone who worked with the TTD asm before OpenTTD had everything reimplemented?
13:14<Pinkbeast>There is no gameplay difference whatsoever between a semaphore signal and the corresponding electric signal.
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13:15<hifi>CCHyper: first
13:15<Pinkbeast>I build semaphore signals until I start to build electric rails; I then build electric signals on new electric rails and anywhere I rework signalling, which gives a nice appearance.
13:16<Pinkbeast>Bear in mind that signalling is grossly unprototypical; there are no caution signals, nor any way to make semaphore signals work with distant/home as controlled from individual boxes
13:16<Eddi|zuHause>"beer in mind" is a good idea :p
13:17<Pinkbeast>It is about pub o'clock
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13:17<@peter1138>hifi, you won't find anyone here
13:17<hifi>no? surprising
13:18<@planetmaker>it was never written in asm... ;-)
13:19<hifi>you be trollin', right?
13:19<__ln__>what wasn't?
13:19<hifi>didn't openttd come from reverse-engineering the decompiled game?
13:20<Pinkbeast>Certainly TTDP. But the odds of finding a TTDP hacker randomly on-channel are pretty low.
13:21<Ackmey>How do you rotate a one-way signal?
13:21<Pinkbeast>Click it
13:21<Pinkbeast>... with the signal gui active
13:22<hifi>mm, any way to contact one? we're probably going to reverse-engineer a win32 game but we need some starting points and possible tools so thought OTTD would be a good place to ask as it has the same roots
13:22<Pinkbeast>I would ask on the TTDP section of the forums, but not hold out much hope.
13:22<@planetmaker>hifi: ask in #opendune
13:22<@planetmaker>they did that recently and successfully and not like >6 years ago
13:23<hifi>but they had a 16 bit game
13:23<@planetmaker>what makes you think ttd is different?
13:23<hifi>oh, crap
13:23<andythenorth>planetmaker: hello
13:23<hifi>forgot it didn't have a win32 port
13:23<@planetmaker>hi andythenorth :-)
13:23<__ln__>hifi: are you sure reverse-engineering is the right way to go?
13:24<hifi>__ln__: what would make you ask that?
13:24<andythenorth>planetmaker: comments wrt supplies? Or are you sick of it? I think there might be some wisdom in his points...
13:24<hifi>there are countless crappy remakes
13:24<@planetmaker>I haven't followed things this week. Anything new?
13:24<hifi>what we want is the original game recompilable and portable
13:24<Pinkbeast>Which win32 game, OOI?
13:24<hifi>Red Alert
13:24<@planetmaker>But honestly I'm still quite fed up with the supply discussion
13:24<andythenorth>planetmaker: some comments in the FIRS thread wrt names is all
13:25<@planetmaker>it's going circles. for the nth time now already
13:25<andythenorth>maybe because it confuses too many people?
13:25<@Terkhen>I doubt that
13:25<@Terkhen>have you checked the amount of responses you get whenever you suggest to remove supplies?
13:25<__ln__>hifi: because OpenTTD is plagued by a lot of limitations that exist because "it was that way in the original game".
13:26<hifi>__ln__: we want those limitations at first
13:26<hifi>at least
13:26<@Terkhen>it's just that the vast majority of players that understand supplies don't feel the need to post about them
13:26<@planetmaker>IMHO all has been said. And... I'd just repeat yet another time what I think is right as those "points" IMHO don't hit home, either
13:26<andythenorth>oh removing is not happening - assuming we can devise a better algorithm (I think we can)
13:26<andythenorth>this was just the naming issue
13:26<andythenorth>sometimes these long-running arguments come to a good conclusion
13:26*Rubidium wonders how many of the current OpenTTD devs have actually read/worked on understanding original TTD code
13:26*Terkhen wouldn't be able to understand a single line of the original code :P
13:26<@planetmaker>andythenorth: the unified name IMHO is a selling point. I thought I made that quite clear
13:26<CCHyper>was wondering that too
13:26<__ln__>hifi: it may be hard to change those later on.
13:26<Pinkbeast>What __ln__ said. In particular, consider Simutrans's underground layers and the contrast with OTTD
13:27<CCHyper>are any of the original devs still about?
13:27<andythenorth>so his suggestion is "farm production boosters" etc
13:27<andythenorth>which isn't bad actually
13:27<@planetmaker>sounds aweful
13:27<hifi>__ln__: better than crappy new engines that don't follow the original game at all :)
13:27<Rubidium>CCHyper: the original dev isn't
13:27<Rubidium>@seen ludde
13:27<@DorpsGek>Rubidium: I have not seen ludde.
13:27<andythenorth>so the crowd votes against "farm production boosters" ?
13:27<@Terkhen>I do
13:27<@planetmaker>I do
13:27<andythenorth>I am flexible on these
13:27<Rubidium>so... not seen in the last 3 years
13:27<__ln__>hifi: don't make it crappy then.
13:27<andythenorth>I have to allow for English -> translation
13:27<Pinkbeast>"Boosters" doesn't mean that, as a noun - it's a bit of a rocket.
13:28<hifi>__ln__: try not to, thats why we want to ask around first to get a good stat
13:28<andythenorth>what makes obvious sense to me in UK English seems to really trip up some people
13:28<andythenorth>especially those whose languages are more....rigourous
13:28<@Terkhen>his stance seems to be: either realistic names or names that seem to be taken from a shoot em up
13:28<andythenorth>aren't these things almost impossible to translate into german etc?
13:28<andythenorth>is the impression I got
13:28<mrclnz>Terkhen: IIRC original TTD was assembly:D
13:28<@planetmaker>andythenorth: I have - IMHO - found nice translations
13:29*Terkhen wouldn't have a clue about how to translate booster
13:29<@planetmaker>it's not the easiest. But so what?
13:29<Pinkbeast>hifi> Write an engine in which the original game can be implemented is surely the answer
13:29<andythenorth>my german ist nichts so gut :)
13:29<@planetmaker>Translation is never a 1:1 thing
13:29<@Terkhen>mrclnz: yes, and?
13:29<mrclnz>Terkhen: well, there is not very much to *read* :D
13:29<@Terkhen>of course it has
13:29<Pinkbeast>I have to admit, I think he's hung up on trying to translate "supplies" rather than pick a word that gives the same idea in German.
13:29<hifi>Pinkbeast: we really want to go this way :)
13:29<CCHyper>i have a highly marked up database of the C&C Red Alert code, but limited class structures
13:30<__ln__>mrclnz: you could say the same about french, and many people would still disagree.
13:30<@planetmaker>andythenorth: in German translation there I cannot translate it always with the same word for 'supplies', but yes, that's it
13:30<andythenorth>would it be easier for players to call it something better?
13:31<andythenorth>I have no love for the supplies word, I'm just not smart enough to improve it further
13:31*mrclnz just being unlucky... the only refinery on the map is on a mountain:D
13:31<@planetmaker>andythenorth: naming it different in English doesn't help translations
13:31<CCHyper>thanks anyway guys!
13:31<@planetmaker>and in English "supplies" is an awesome word for this purpose
13:31<@planetmaker>Translations should be no issue at all on how something in English is called
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13:32<@planetmaker>it's the translator's task. Not yours to worry about
13:32<@planetmaker>only lazy or unimaginative translators complain about the original being changed
13:32<@planetmaker>s/being/needing a/
13:32<Ammler>"Verbrauchsmaterial" :-)
13:33<andythenorth>unimaginative? highly likely. This game probably has a relatively high proportion of people who have something like an autism spectrum disorder
13:33<Ammler>how did you translate it?
13:33<andythenorth>trains are a characteristic autistic obsession
13:33<__ln__>for the sake of argument, let's assume ludde had designed the world map data structure from scratch, allowing building underground, below sea level, etc. a lot of things would be better.
13:33<@planetmaker>Ammler: yes, it's one option
13:34<@planetmaker>esp. for manufacturing supplies :-)
13:34<mrclnz>__ln__: that's calling for an heavy refactoring...
13:34<mrclnz>it's like going from doom to quake:D
13:34<Ammler>ah well, if you have 2 words in english, it should be easy to translate
13:35<andythenorth>Verbrauchsmaterial = ??
13:35<mrclnz>Ammler: read the 'gettext' manual, it says a lot about the difficulties in translating/localizing
13:35<@planetmaker>probably better one^
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13:37<@planetmaker>andythenorth: anyway, I don't feel like answering in the supply issue... it'd show that I'm annoyed, it'd repeat what I wrote, it'd have no effect
13:37<@planetmaker>thus: pointless
13:37<andythenorth>I had no answer either
13:37<andythenorth>either he's right or wrong at this point
13:37<andythenorth>there's not much debate left
13:37<@planetmaker>thus I decided: let the issue rest. Pikka way
13:38<@planetmaker>and do what I consider right ;-)
13:38<andythenorth>if an improvement can be found, I'd accept it. But we don't think the suggestion is an improvement
13:38<@planetmaker>i.e.: change nothing there :-P
13:38<andythenorth>and vehicle authors need to stop fricking whining about those cargos
13:38<@planetmaker>also only unimaginative ones whine there ;-)
13:38<@planetmaker>having the option to draw it as this or that is IMHO nice and a bonus
13:39<@planetmaker>and not a backdraw... as he sees it
13:39<@planetmaker>thus we principally cannot agree
13:39*andythenorth might just leave it then
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13:42<@planetmaker>with the current way I could, for example, make a train set which displays FMSP randomly as fertilizer bags, vehicles, seeds, oil cans, lumber pieces,... whatever. Nice colourful train
13:42<@planetmaker>detailing that cargo would spoil this joy
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13:44<@Terkhen>unless the vehicle set author does not want to think about what he should be drawing
13:44<andythenorth>sensible vehicle authors draw crates :P
13:44<andythenorth>and ship more newgrfs
13:44<Pinkbeast>crates> "first-person shooter supplies"?
13:44<@Terkhen>but yes, crates :P
13:44<@Terkhen>I considered OpenGFX+ Road Vehicles feature complete as soon as it had crates
13:45<CIA-2>OpenTTD: translators * r22844 /trunk/src/lang/ (dutch.txt greek.txt romanian.txt russian.txt):
13:45<CIA-2>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-2>OpenTTD: dutch - 4 changes by habell
13:45<CIA-2>OpenTTD: greek - 1 changes by kyrm
13:45<CIA-2>OpenTTD: romanian - 1 changes by kkmic
13:45<CIA-2>OpenTTD: russian - 1 changes by Lone_Wolf
13:45*Terkhen is surprised by the crazy amount of things you can do with the custom profit callback
13:46<@Terkhen>enjoy, planetmaker
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14:50<perk111>can you help me pls? I'm trying to run a dedicated server on Linux, but can't make openttd 1.1.2 to see grf files and sets. I tried ~/.openttd/data, ~/.openttd/content_download/data, openttd binary directory, but none of this works. I used content_download directory from windows version
14:51<@Terkhen>what do you mean with "nothing works"? the server runs but it detects no NewGRFs? the server is not able to run at all?
14:52<perk111>Error: Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.
14:52<perk111>and lot of missing grfs errors
14:52<Eddi|zuHause>then you forgot to copy something over from windows
14:53<@Terkhen>as the error says, you are missing the base graphics set, check that section of the readme
14:54<perk111>Oh the windows installer copies opengfx to program files
14:54<perk111>so I missed it
14:54<perk111>but is doesn't explain missing grfs error
14:55<perk111>ini: ignoring invalid NewGRF 'ecs_town_vector-1.1.219jun2011\ecstown.grf': not found
14:55<perk111>ini: ignoring invalid NewGRF 'ecs_construction_vector-b527dec2010\ecsconstw.grf': not found
14:55<perk111>ini: ignoring invalid NewGRF 'ecs_basic_vector_ii-1.1.219jun2011\ecsbas2.grf': not found
14:55<perk111>ini: ignoring invalid NewGRF 'ecs_chemical_vector_ii-1.1.219jun2011\ecschem2.grf': not found
14:55<perk111>ini: ignoring invalid NewGRF 'ecs_agricultural_vector-1.1.219jun2011\ecsagri.grf': not found
14:55<perk111>like that
14:55<@Terkhen>\ is used by windows
14:55<@Terkhen>linux uses /
14:55<@Terkhen>therefore, your openttd.cfg is now invalid
14:55<@Terkhen>you can either replace all entries of currently selected NewGRFs by hand or remove them all and select them again
14:56<perk111>oh thanks
14:56<perk111>I have no X on server, so by hand is my option
15:00<perk111>It worked, thanks a lot
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15:12<@Terkhen>hi Wolf01
15:20<appe>64x64 maps <3.
15:21<mrclnz>appe: how do you fit stuff in there?:P
15:21<andythenorth>why sugar cane deserves it's own cargo label in FIRS:
15:23<appe>mrclnz: i don't, actually. i realized making small systems work well makes the game better
15:23<appe>at least for me, that doesnt really know how to play openttd properly.
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16:07<@Terkhen>good night
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16:37<Wolf01>'night all
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16:43<pjpe>what do the MKCOLOUR_XXXX MKCOLOUR_XXXY and so on macros in smallmap_gui do?
16:43<pjpe>it times a colour by a bit mask but i don't understand why
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16:53<LordAro>goood morning!
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16:54<appe>i dont get it
16:54<appe>where do i send goods in sub-tropical?
16:55<@Alberth>sufficient large towns afaik
16:56<appe>bigger then on the normal maps?
16:56<appe>(or what ever you call the first type of map)
16:57<@Alberth>not sure, I think not, but it has been a long time that I moved goods on such maps
16:57<@Alberth>pjpe: filtering colours
16:58<appe>ah, ok.
16:59<@Alberth>pjpe: 0x100 * x == (x << 8)
17:00<pjpe>what does it mean in terms of rgb
17:00<@Alberth>nothing, x is a 8 bit colour index
17:01<pjpe>yeah now i'm confused again
17:01<@Alberth>the MKCOLOUR macro creates a 4 pixel wide 'list' of colours to blit to the screen
17:02<LordAro>Alberth: how's this?
17:03<@Alberth>pjpe: take a screen shot of a smallmap window, and enlarge it enough to see the individual pixels
17:04<@Alberth>LordAro: this->max_str_length is not initialized to 0
17:06<@Alberth>loop at lines 156-159 can become this->max_str_length = max(this->max_str_length, GetStringBoundingBox(this->readme_text_lines[i]).width)
17:07<LordAro>done :)
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17:09<@Alberth>252 may be wrong if "\n\0" at the end, at first sight
17:10<@Alberth>stripping of non-printable chars is gone?
17:11<@Yexo>it'll just add an empty string as last line
17:11<@Yexo>which essentially is the same as the readme file if it ends with a newline
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17:12<@Alberth>yeah, nothing goes really wrong
17:13<@Alberth>It looks very interesting, I must say. Was about to go to bed, so no time now.
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17:15<LordAro>yeah, stripping is gone, until i work out how to do it with smallvectors
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17:15<LordAro>(you can thank rub idium for the samllvectors :) )
17:15*Alberth makes a note of the paste number
17:16<LordAro>only major thing not working is the scrollbars
17:16<LordAro>..but i'll bug you about that later :)
17:17<@Alberth>one way you can do it, is in two stages. first strip the stuff you don't want, next look for \n and append to the small vector
17:18*LordAro nods
17:21<@Alberth>replacing the strchr() call by a loop to look for the \n character is probably best for understanding how to merge those loops
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17:21<appe>steve jobs is dead
17:23<@Alberth>LordAro: hmm, line 240 might modify one character before 'this->readme_text' if it starts with a \n
17:24<@Alberth>LordAro: anyways, nice job. Will look at it in more detail in the weekend probably
17:24<LordAro>thank you :)
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17:28<LordAro>pjpe: html source comment: "This page is by no means a good method of seeing if Steve Jobs is dead"
17:28<pjpe>good enough for me
17:28<LordAro>:) especially considering 'Nope' is hardcoded
17:52<@planetmaker>good night
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19:09<Ackmey>Hey guys
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20:09<Ackmey>Is there any way I can buy out/take over other companies in an old MP game that is now in SP mode?
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21:11<Eddi|zuHause>Ackmey: have you enabled buying shares, and are the companies more than 7 years old?
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---Logclosed Fri Aug 26 00:00:47 2011