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#openttd IRC Logs for 2011-12-11

---Logopened Sun Dec 11 00:00:09 2011
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02:11<Rubidium>good morning
02:28<CIA-6>OpenTTD: rubidium * r23488 /trunk/src/video/allegro_v.cpp: -Fix [FS#4879] (r23241): artefacts when right click mouse moving with the allegro video driver
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03:24<andythenorth>it might be interesting if bananas knew (anonymously) whether a download was an upgrade of a previously downloaded grf, or a new download
03:25<@planetmaker>andythenorth: where does that make a difference?
03:25<andythenorth>stat porn
03:25<@planetmaker>ah. yes
03:26<andythenorth>I'm not actually sure what we'd conclude from it
03:26<andythenorth>but then...we don't have the data :P
03:28*andythenorth has data that proves HEQS has bugs
03:32<@planetmaker>does "it's software" suffice as evidence?
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03:49<@Terkhen>good morning
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03:49<b_jonas>planetmaker: yes
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03:57<@planetmaker>oh, you're so lucky, Ruger
03:59<@planetmaker>Ruger: the command suitable for the #openttdcoop public server usually warrant a kick when the right people are here ;-)
03:59<Jocke>Good thing the right people isnt here then ^^
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04:59<Lachie>hai hai
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05:10<sponge>Hi guys. I made a sort switch that will force trains longer than a certain size to take a side track, is there a way to do the same for trains shorter than a certain size?
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05:13<@planetmaker>sponge: it's the same problem. Just re-define 'side track'
05:14<sponge>planetmaker: ?
05:14<@planetmaker>if you can sort out trains longer than X, then you can do arbitrary size separation
05:15<sponge>there occurs a problem if there's a blockage on tht side trakc
05:15<@planetmaker>sort out lenght X+1 to one side track. Then sort out correct trains by allowing only trains longer than X-1
05:15<sponge>how can I allow trains longer than X-1 ?
05:16<@planetmaker>..."I made a sort switch that will force trains longer than a certain size to take a side track"
05:16<sponge>that doesnt prevent the shorter ones from taking it
05:16<@planetmaker>just force all trains on the "side track" and sort them on the main track
05:16<sponge>but i cant prevent the shorter ones from taking the same route as the long ones
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05:36<blergh>hi there!
05:37<blergh>i was wondering if the screenshot on contain any extra set of graphics or not?
05:37<blergh>the buildings seem more futuristic
05:37<blergh>that one in particular
05:37<@planetmaker>that's the total town replacement set in use
05:37<@planetmaker>in the years > 2020 or so
05:38<blergh>alright, can i find it in the forums?
05:38<@planetmaker>use online content
05:38<blergh>I dont follow, sorry
05:38<@planetmaker>via ingame download
05:38<blergh>im new to most of this
05:39<blergh>think ive got it now
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05:39<@planetmaker>there's only few good reasons to install newgrfs manually. Most players won't have that need
05:40<blergh>how many are you on the dev team
05:40<@planetmaker>look at the contacts page ;-)
05:40<blergh>this game is so awesome it seems like it can still get better
05:40<blergh>i think what ur doing is great
05:40<@planetmaker>I hope it can still get better ;-)
05:41<@planetmaker>a dozen people with more or less frequent contributions is a rough number
05:41<@planetmaker>that doesn't count any graphics development, though
05:41<@planetmaker>that comes all extra
05:43<blergh>anyway, thanks a lot :)
05:43<@planetmaker>and of course: the game is open-source. Anyone can submit patches and additions which we'll happily review
05:43<blergh>haha if only i were a little more techsavvy
05:44<@planetmaker>drawing graphics doesn't require being a tech savvy
05:45<@planetmaker>or composing music or sounds actually
05:45<appe>morning, people :)
05:45<@planetmaker>hi appe
05:47<appe>planetmaker: whats up
05:47<@planetmaker>the roof
05:48<@planetmaker>nope. Just kidding.
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06:04<appe>so, no roof
06:04<appe>must be cold
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06:16<appe>still working on the opentttron-track
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06:37<CIA-6>OpenTTD: yexo * r23489 /trunk/src/console_gui.cpp: -Change: don't wrap around the console history and give an empty line if you click the down-key enough
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06:47<CIA-6>OpenTTD: yexo * r23490 /trunk/src/ (4 files in 4 dirs): -Add [FS#2750]: OpenBrowser function to open a browser on major OSes
06:54<CIA-6>OpenTTD: rubidium * r23491 /trunk/known-bugs.txt: -Document [FS#4846]: why we're not saving settings when OpenTTD crashes
06:57<CIA-6>OpenTTD: yexo * r23492 /trunk/src/ (lang/english.txt network/network_content_gui.cpp): -Feature: add 'view website' button to the online content window
07:02<Eddi|zuHause>add wiki and homepage buttons to the main window?
07:03<Eddi|zuHause>and the ? menu
07:04<@Yexo>yes, need to think of the best place for that
07:06<@planetmaker>imho the main menu needs rework... newgrfs, ai, part of settings, part of options need all go to a separate new game menu
07:08<@planetmaker>oh, difficulty, too
07:10<Rubidium>but settings and game options aren't new game only
07:10<Eddi|zuHause>game options i agree, but settings not.
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07:11<Eddi|zuHause>potentially split off all GUI (unsaved) options and put them into game options
07:13<@planetmaker>Rubidium: Eddi|zuHause, that's why I wrote "part of" for both settings and options
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07:15<Eddi|zuHause>while reviewing settings: additionally to on/off and increase/decrease buttons, there could be dropdown buttons for certain settings
07:16<@planetmaker>yes, that would be nice for some.
07:16<@planetmaker>would be needed e.g. for townnames
07:18<Eddi|zuHause>townnames would have to move out of the game settings
07:18<Eddi|zuHause>as well as driving side
07:20<CIA-6>OpenTTD: rubidium * r23493 /trunk/src/error_gui.cpp: -Fix (r23476): clearing errors didn't clear the currently shown critical error
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07:30<@planetmaker>you mean options, Eddi|zuHause ?
07:30<@planetmaker>yes, they're imho genuine new game settings
07:31<@planetmaker>as are newgrf settings
07:31<@planetmaker>and AI
07:31<@planetmaker>and all the settings saved in a savegame
07:31<@planetmaker>thus NOT the UI, but all else
07:31<@planetmaker>well, neither networking, but ;-)
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07:46<@planetmaker>but maybe I should follow this gui approach more
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07:49<andythenorth>planetmaker: :)
07:50<andythenorth>next year...
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07:53<@Yexo>would also reduce the amount of people changing settings in the main menu and expected it to affect their savegame
07:55<CIA-6>OpenTTD: yexo * r23494 /trunk/src/ (4 files in 2 dirs): -Feature: [NewGRF] action14 node INFO->URL_ to add an url
07:55<CIA-6>OpenTTD: yexo * r23495 /trunk/src/newgrf_gui.cpp: -Feature: button in NewGRF window to open URL from action14
07:57*andythenorth simply can't keep up with new newgrf features :)
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07:58<@planetmaker>and who's to blame? Just you, andythenorth! :-P
07:59<@planetmaker>always wanting moaaar ;-) :-P
07:59<andythenorth>I need more coders :P
07:59<andythenorth>to fix my bugs
08:03<@peter1138>andythenorth andythenorth andythenorth draw some EZ sprites ;)
08:03<@Alberth>we're just making sure you don't get bored during the xmas holidays :)
08:03<@peter1138>xmas what?
08:04<andythenorth>xmas what?
08:04<andythenorth>I have a baby due any time
08:04<andythenorth>officially in 7 days
08:05<andythenorth>peter1138: I am saving my pixels for drawing road sprites
08:05<@peter1138>EZ road sprites!
08:05<Rubidium>64bpp EZ ;)
08:05<andythenorth>EZ wastes pixels :P
08:05<andythenorth>it's powers of 2 more pixels
08:06<andythenorth>why not just render them?
08:07<@peter1138>render from what?
08:07<andythenorth>tubro squid or such?
08:07<andythenorth>my CGI days are behind me :P
08:08<@peter1138>the roads aren't bad
08:08<@peter1138>could do with less white line though
08:08<@peter1138>the grass smells
08:08<@peter1138>and the vehicles are too large
08:08<andythenorth>is that diesel smoke over the train?
08:08<andythenorth>or glitches :P
08:09<@peter1138>there's a small breeze clearly
08:09<andythenorth>it's a shame the lighting is so ugly
08:09<andythenorth>it's a pity the 32bpp crew didn't set their lighting up correctly
08:10<Rubidium>andythenorth: they haven't decided which lighting setup to use
08:10<@planetmaker>nor an approx scale even by the single features
08:10<andythenorth>most of the sprites I've seen are lit with a similar rig afaik
08:10<@planetmaker>they haven't defined much
08:11<andythenorth>scale looks ok
08:11<andythenorth>it's an attractive screen shot :)
08:11<andythenorth>but /me is welded to pixels
08:11<andythenorth>there's no challenge to cgi
08:12<andythenorth>find a real vehicle, compress the scale a bit, render
08:12<andythenorth>maybe finding nice textures is hard, but they seem to be doing pretty well so far
08:12<@peter1138>and i've always said that 32bpp and ez don't need to be renders ;)
08:12<andythenorth>don't need to be
08:12<andythenorth>might as well be
08:13<andythenorth>if I was doing EZ, I'd render them
08:18<andythenorth>Eddi|zuHause: wrt model life discussion from other day - why do I need to use the "Retire vehicle early" property?
08:18<andythenorth>I was considering just not setting that prop at all...
08:19<Eddi|zuHause>andythenorth: to not fill the buy list with completely outdated vehicles
08:19<andythenorth>if I just set model life, without that prop - same effect?
08:19<Eddi|zuHause>say, a vehicle has a lifetime of 40 years, and 10 years later the next better vehicle becomes available
08:19<Eddi|zuHause>then you have for 30 years both vehicles in the list, while only the newer one will be actually bought
08:20<Eddi|zuHause>so you set vehicle life to 40, and retire early to 30, then it's removed as soon as the next one is available
08:20<andythenorth>and this avoids the randomisation issue?
08:20<andythenorth>[of vehicle life]
08:20<Eddi|zuHause>or actually, vehicle life to 40, model life to 50, and retire early to 40
08:21<Eddi|zuHause>this doesn't avoid any randomisation
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08:29<andythenorth>Eddi|zuHause: I'm probably misreading spec, but I don't see how using retire early prop will affect buy list
08:30<andythenorth>as compared to not using it :)
08:30<Eddi|zuHause>andythenorth: it's the _only_ thing it affects.
08:30<andythenorth>I read it as affecting reliability
08:30<Eddi|zuHause>the reliability curve is fixed
08:31<Eddi|zuHause>well, randomized, but not affectable by newgrf other than by setting model life
08:42<andythenorth>ascii ftw
08:42<andythenorth>so if model life is n
08:42<andythenorth>and retire early is r
08:43<andythenorth>why not just set shorter model life, instead of calculating n-r?
08:43<Eddi|zuHause>because you'll have brandnew vehicles with low reliability then
08:44<andythenorth>is the length of phase 1 proportional to model life?
08:44<Eddi|zuHause>no, 1 and 3 is fixed, 2 is variable
08:47<Eddi|zuHause>how vehicles with different build dates behave
08:47<Eddi|zuHause>the "xx" marks the phase with bad reliability before the end of the vehicle life
08:47<andythenorth>so that's counter-intuitive to players
08:48<andythenorth>so I can do this, but it won't solve your HEQS problem
08:48<Eddi|zuHause>rule of thumb: retire early should be roughly the same as vehicle life
08:52<andythenorth>Eddi|zuHause: typically HEQS has 25 year model life, and new models are introduced after 21 years
08:53<andythenorth>do you know which vehicles are spamming your buy menu?
08:53<Eddi|zuHause>i don't really remember
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08:58<andythenorth>@seen frosch123
08:58<@DorpsGek>andythenorth: frosch123 was last seen in #openttd 14 hours, 21 minutes, and 31 seconds ago: <frosch123> at least i did not heard anything about the shutdown being canceled
08:58<andythenorth>probably sleeping :P
09:04<Eddi|zuHause>why do i _every time_ have to fix the repo after an oberhümer commit?
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09:06<andythenorth>sounds like working with me :P
09:06<andythenorth>I have so many directories named firs.borked, heq.borked etc
09:07<andythenorth>Eddi|zuHause: if you see the 'too many dump trucks' issue again -
09:07<andythenorth>I'll fix it once I know what the issue is...otherwise it's a bit lucky dip tbh
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09:16<andythenorth>why might auto-refit choose a different subtype?
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09:39<Ruger><Ruger> !password
09:39<Ruger><@planetmaker> oh, you're so lucky, Ruger
09:39<Ruger><@planetmaker> Ruger: the command suitable for the #openttdcoop public server usually warrant a kick when the right people are here ;-)
09:39<Ruger>bit harsh no?
09:39<Ruger>considering it says to do that on your website
09:40<@Alberth>at #openttd ?
09:41<Rubidium>I'd like to see a page that does say that
09:41<Ruger>First of all, be sure to join our IRC channel (#openttdcoop). You will get information on games and servers. Players find together in the channel and start new or continue existing games. For further connection details, look at the Public Server Page. The password can be found using the command !password in the IRC channel, as the password changes on a regular basis.
09:41<@Alberth>this is #openttd, not #openttdcoop
09:41<Ruger>oh pish
09:43<Ruger>oh go me, i clicked the wrong irc link and didnt notice :|
09:43*andythenorth can't figure out how to crash ottd
09:43<Ruger>for hours....
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09:48<Eddi|zuHause>"i have seven airports and can't build more" :p
09:48<Eddi|zuHause>andythenorth: alt+0?
09:49<andythenorth>he arrives when needd
09:49<andythenorth>frankly a bit spooky
09:52<frosch123>well, it's not as bad on weekends than on workdays when i might be flooded by 10 questions on 3 channels when i just sat down from work :p
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09:53<andythenorth>work :P
09:56<frosch123>he, i have a tool for that :p
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10:14<Tom_Soft>Çäðàâñòâóéòå ðåáÿòà!
10:14<Tom_Soft>Êòî ìîæåò ïîìî÷ü?
10:14<Tom_Soft>Ó ìåÿí íå âèäíî ñåðâåðîâ â OpenTTD! =(
10:14<Tom_Soft>Help me!
10:14<Rubidium>use UTF8 and English, the rest we generally can't understand
10:15<Rubidium>as what you wrote was mostly latin characters with diacritics
10:16<Tom_Soft>I have not seen the list of servers in the game
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10:17<Tom_Soft>Sorry, i'm from Russia
10:18<Tom_Soft>Help me, dear friend! I'm not running a server in the game when choosing Internet
10:19<Rubidium>most of the time it's a firewall blocking the traffic to or from our server
10:19<andythenorth>frosch123: is there any way to trigger 'auto-refit chooses a subtype that changes lengths' ?
10:19<frosch123>set up an explicit autorefit order
10:19<frosch123>i.e. not "refit to available"
10:20<Tom_Soft>[21:18] <Rubidium> most of the time it's a firewall blocking the traffic to or from our server
10:20<Tom_Soft>[21:18] <andythenorth> f
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10:38<blergh>hello again
10:38<blergh>i got the total town thingy but hasnt seemed to work
10:38<blergh>im at 2078 now and no fancy buildings
10:38<blergh>i play on temperate
10:41<@planetmaker>did you activate it in the newgrf settings?
10:43<frosch123>before starting the game
10:45<@planetmaker>in other words: downloading an extension is not enough. You also need to select them for use in the next new game
10:51<andythenorth>frosch123: limiting auto-refit to same subtype might cause bug reports...
10:51<andythenorth>[incorrect bug reports]
10:52<andythenorth>if previous refit differs, is there a way to tell the player what's going on?
10:52<frosch123>well, we might need some way to limit the selection in the explicit refit gui
10:52<CIA-6>OpenTTD: yexo * r23496 /trunk/src/3rdparty/squirrel/squirrel/sqvm.cpp: -Fix: [Squirrel] Provide a proper error message when the _cmp meta-function doesn't return an integer
10:52<frosch123>something like the transitive hull of all possible autorefits, starting from current cargotype and all depot-order-refits
10:53<frosch123>but sounds complicated :p
10:55<andythenorth>sounds complicated :P
10:55*andythenorth considers disabling auto-refit
10:55<andythenorth>for trams
10:55<CIA-6>OpenTTD: frosch * r23497 /trunk/src/ (5 files in 3 dirs): -Add: Advanced display setting to control the linewidth in graphs. (ChillCore)
10:56<@planetmaker>andythenorth: so a tram can't load coal or iron ore without visiting a depot? ;-)
10:57<andythenorth>this just has a bad smell to it
10:57<andythenorth>the smell originates with subtypes
10:57<@planetmaker>how so?
10:57<@planetmaker>you know how long your tram is depending on subtype
10:58<@planetmaker>you have the full info available of previous and desired
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10:59<andythenorth>meh where did my signal go :(
10:59<andythenorth>if the previous order was 'auto-refit any available' it's not predictable what the current subtype will be
11:00<andythenorth>perhaps it is actually
11:00<andythenorth>I'll add the auto-refit cb and await complaints :P
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11:02*andythenorth thinks vehicles need another set of persistent storage, not hacks on cargos
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11:05<andythenorth>frosch123: the refit cb will need to be called for all vehicles in consist, not just lead vehicle?
11:09<frosch123>you must implement it for all, else only parts of the vehicle might be refitted
11:09<frosch123>(i.e. for all refittable parts)
11:09<andythenorth>I'm bouncing the ticket
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11:10<andythenorth>too much toddler to do this
11:10<andythenorth>I've disabled auto-refit instead
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11:21<frosch123>trash the subtype refits to different lengths, and add them as separate vehicles :p
11:22<frosch123>also easier for ais
11:25<@Yexo>AIs can't even refit to a subtype
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11:31<Eddi|zuHause>that's a problem with the AI interface then, not the grf
11:32<Eddi|zuHause>AIs must be able to do anything a player could do
11:33<frosch123>like reading the reame
11:34<frosch123>Eddi|zuHause: i am sure ai authors will appreciate it, if their ai can select between subtypes "long" and "short"
11:35<frosch123>they only have to teach their ai to understand english, which must be easy judging by the amount of humans who can do it
11:37<@Alberth>just one lucky instance copied a few milliard times :p
11:37<Rubidium>what about translations? ;)
11:39<Eddi|zuHause>"reading the readme" is what cb18 is supposed to do
11:40<frosch123>"supposed" is nicely said :)
11:41<Eddi|zuHause>it's not my fault that nobody even attempted to find a useful spec in the last 3 years
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11:42<frosch123>even if there would be one, which grf would implement it?
11:44<@Yexo>every spec would fail as soon as the enginepool gets involved
11:44<@Yexo>and it's placing the code in the wrong location
11:44<@Yexo>an AI should pick the engine, not a grf
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11:45<frosch123>it's the same discussion like what shall newgrfs say about industry opening/closure and what shall gs do :)
11:45<@Yexo>what could work isntead is a callback or some properties that provide static information
11:46<@Yexo>frosch123: that's not a real discussion since the implementation for grf control was already in place
11:51<Eddi|zuHause>how about something like this: for each (grf) { engines.append(grf.cb18("give me an engine sutibile for <cargo>, <train length> and <distance>")) } for each (engine) { consist = engine.grf.cb18("give me wagons for <engine>, <cargo>, <train length> and <distance>") }
11:53<Eddi|zuHause>then engine and wagons would be guaranteed to come from the same grf
11:53<@Yexo>only that is missing information about how hilly the route is
11:54<@Yexo>two identical routes, one completely flat and one very hilly should possible result in different engines
11:54<@Yexo>also the decision might depend on the cargo weight modifier, do grfs even have access to that?
11:54<Eddi|zuHause>ok. that's some refinement to what parameters to pass
11:54<@Yexo>yes, but that quickly makes the decision so hard that's it's not feasible to implement in a grf
11:55<Eddi|zuHause>well, the callback could just pass a "hilly" flag and a "long distance" flag
11:56<Eddi|zuHause>then it's the AI's job to figure out what is what
11:56<@Yexo>1) AIs will still need to figure out what to do for newgrfs that don't support this
11:56<@Yexo>2) Do you think many grfs will implement this?
11:56<Eddi|zuHause>i probably would
11:57<frosch123>i think implementing some vehicle construction sandbox is easier
11:58<frosch123>then the ai can for free try stuff until it finds something useful
11:58<frosch123>and the same is needed for consist-based replacement anyway
11:58<Eddi|zuHause>frosch123: but that doesn't cover telling "you need a caboose at the end of a long train"
12:07<andythenorth>what "should" happen with GS and industry closure?
12:07*andythenorth knows
12:10<frosch123>it will result in the least common divider
12:11<andythenorth>can AI measure the ruling grade on a route?
12:11<andythenorth>and get the HP, train weight, and TE
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12:12<frosch123>iirc we had some ideas about functions returning weight/te for loaded/unloaded vehicles, but never implemented them :p
12:12<andythenorth>it seems deceptively simple
12:13<frosch123>we wanted to hide stuff like freight train multiplier from the api
12:13<andythenorth>for trains, the locomotive(s) should be selected to get the train over the ruling grade at a certain speed
12:13<frosch123>and directly return the right loaded weight
12:13<andythenorth>if there are multiple choices, then the lowest cost per ton, or per ton-mph should be used
12:14<andythenorth>but then...reliability needs to be factored in
12:14<andythenorth>and vehicle cost, depreciated (amortised) over expected lifetime
12:14<andythenorth>with an acturial factor for anticipated accidents
12:16<andythenorth>then...if you have a lot of intermediate stops, you might be concerned about acceleration
12:16<andythenorth>and a six axle unit might be easier on the track than a four axle unit, so infrastructure needs to be considered
12:17<andythenorth>does the unit have dynamic brakes, if you have a steep downgrade?
12:17<andythenorth>or do you rely on having enough air :P
12:18<andythenorth>and also....which one looks best?
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13:12<@Alberth> one ship that did not fit under the bridge :)
13:17<@peter1138>needs more on it
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13:18<@Alberth> the dutch article about it
13:19<@Alberth>empty container, lots of height, and little weight :p
13:20<Hirundo>Judging by the photo the captain can be lucky that there were containers on the ship at all, else the bridge and his forehead would've collided
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13:45<Eddi|zuHause>we need that in openttd :p
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13:45<CIA-6>OpenTTD: translators * r23498 /trunk/src/lang/ (7 files): (log message trimmed)
13:45<CIA-6>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-6>OpenTTD: english_US - 3 changes by Rubidium
13:45<CIA-6>OpenTTD: finnish - 3 changes by jpx_
13:45<CIA-6>OpenTTD: german - 2 changes by planetmaker
13:45<CIA-6>OpenTTD: italian - 13 changes by Snail_, lorenzodv
13:45<CIA-6>OpenTTD: russian - 13 changes by Lone_Wolf
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13:49<swissfan91>hi everyone
13:49<@Alberth>not sure if everyone is still here though
13:50<swissfan91>i really want to somehow get a glacier into OTTD, how would I do that? I was thinking NewObjects, but that could be laborious. Any other ways?
13:51<@planetmaker>arctic climate and low snow line
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13:52<swissfan91>I was thinking it would look good to have some snow/ice when the snow line recedes.
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13:52<swissfan91>obviously a glacier above the snowline looks just like snow.
13:52<@Alberth>newobject would be the solution I think
13:54<swissfan91>ok. There's no way it could someone tie in with rivers?
13:55<@planetmaker>swissfan91: something like the "fenced_land" from ogfx+landscape. Just w/o fences and with a permanent snow cover on the tiles (and some border on the outer tiles)
13:55<swissfan91>technically a frozen river of ice ;)
13:55<@planetmaker>nah, that doesn't work, technically
13:55<@planetmaker>you can only construct it manually
13:55<@planetmaker>of course one could write a river newgrf which shows above a certain height different sprites.
13:55<@planetmaker>But only the river as gracier would look strange
13:56<swissfan91>indeed it would.
13:58<swissfan91>do newobject tiles only recognise snow, and no snow? none of the transitions inbetween?
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14:07<@Yexo>they can do transistions too
14:08<swissfan91>Does that count for all tiles (town buildings)?
14:09<@planetmaker>yes, you can do that
14:10<@planetmaker>you may have noticed that opengfx rivers and firs industries obey snow and desert transitions
14:10<swissfan91>So i can draw say, a town building with full snow on the roof, and then one with tiny bits of snow on the roof, and it will change through the seasons?
14:11<@planetmaker>you need to draw it with 1/4, 2/4, 3/4 and 4/4 snow density
14:11<@planetmaker>and 0/4
14:11<@planetmaker>though I'd draw the building. And then draw the snow separately as layer
14:11<@planetmaker>in separate sprites
14:11<@Alberth>not if you only allow building above the snow limit :)
14:11<@planetmaker>Alberth: that's hard for variable snowline
14:12<swissfan91>what are the advantages for having snow as separate sprites?
14:12<@planetmaker>graphically you can adjust the building colours for example w/o touching snow
14:12<@Alberth>change the building only one time ?
14:12<@planetmaker>if you have it in layers
14:13<@Alberth>planetmaker: above the perma-snow line then :)
14:13<swissfan91>ah ok. anyway I must go, thank you guys.
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15:58<xahodo>I'm playing a busy game (1000+ vehicles, about a quarter of the map is one big town). The map is 1024x1024 and I am the server (on the slower computer). When I open a window my friend gets to deal with unbearable lag and eventually loses the connection.
15:59<@peter1138>opening a window causes lag on another client?
15:59<Rubidium>what version of OpenTTD?
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16:01<xahodo>peter1138: yes
16:01<xahodo>We tried with a new game (nothing built), problem does not occur.
16:02<Rubidium>the nightlies are (for a few days and will be for the coming few days) quite a bit slower than usual
16:02<Rubidium>though opening a window shouldn't affect networking at all
16:03<Rubidium>oh, any specific window? Or is it really just any window? (hard to believe because you normally have at least 3 windows open)
16:03<@Terkhen>good night
16:03<xahodo>I have tried with local authorities and vehicles.
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16:08<xahodo>CPU info and graphics resolution for both systems: server athlonxp 3200+ (2.2GHz, 1024x768), client athlon64x2 (2.2GHz, 1920x1200).
16:08<xahodo>Now here's the bizarre: when he's host, there is no lag problem.
16:11<xahodo>Of note is that this computer has 1 core, the other has 2 cores.
16:11<Rubidium>so he might actually be having a slower computer (core speed, not total possible speed)
16:12<Rubidium>in any case, an opened window propagates nothing through the network, so it shouldn't influence speed at all
16:15<@Yexo>xahodo: did you check cpu usage before and after you open a window on both computers?
16:19<xahodo>my cpu usage is steady between 85% and 95%. His usage of a regularly somewhat above 50%. Why, I do not know.
16:20<+glx>your cpu usage is quite high
16:20<xahodo>I have never encountered this strange behavior before.
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16:23<xahodo>...and we have had a number of cpu intensive openttd games (which ended up with about the same amount of cpu usage from openttd as this game).
16:23<xahodo>want a savegame to look at? :)
16:24<@Yexo>xahodo: if his usage is a bit above 50% he actually has the slower computer
16:24<@Yexo>at least as far as openttd is concerned, since most of the code only uses a single core
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16:39<xahodo>here's the savegame:
16:39<xahodo>Oh, there's quite a bunch of newgrfs in use.
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16:52<xahodo>Well, I'm off for the night.
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20:39<Eddi|zuHause>that is good to know.
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---Logclosed Mon Dec 12 00:00:25 2011