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#openttd IRC Logs for 2012-04-05

---Logopened Thu Apr 05 00:00:38 2012
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03:20<__ln__>'d 'ning
03:21<@planetmaker>g' 'ning
03:30<dihedral>good morning
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03:36<__ln__>is there a latin or greek based, scientific-sounding term for taking the dog out for a walk?
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03:45<dihedral>cogito ergo *bark*
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06:55<V453000>I see the forum section of Problems with OpenTTD is particularly funny
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09:28<@Belugas>good day :)
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10:41<Eddi|zuHause>that was the wrong textbox
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10:42<@peter1138>that's not a very secure password
10:42<Eddi|zuHause>that wasn't even a password :)
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11:10*andythenorth does some low-level ponder
11:10<andythenorth>mostly about how much codeine can safely be eaten for backache
11:10<CornishPasty>eat ALL THE CODEINE! *disclaimer: Not a doctor*
11:11<blathijs>codeine, is that the stuff compilers run on? :-)
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11:15<andythenorth>what does this code do?
11:17<Eddi|zuHause>codeine is basically a "depleted" version of heroine
11:18<CornishPasty>Refined, Eddi|zuHause :P
11:18<CornishPasty>It's still hallucinogenic and addictive
11:18<andythenorth>codeine does not help me understand that industry code
11:19<Eddi|zuHause>CornishPasty: well. "depleted" uranium is still radioactive...
11:19<CornishPasty>Eddi|zuHause: I know :P
11:23*andythenorth wishes industry closure would just go away
11:26<andythenorth>can I remove closure from FIRS?
11:26<andythenorth>it doesn't work
11:26<andythenorth>Terkhen: :)
11:27<Eddi|zuHause>andythenorth: didn't we have this discussion already a year ago?
11:27<andythenorth>about 7 times
11:27<andythenorth>closure doesn't work
11:27<andythenorth>it's costing me boring support time
11:27<andythenorth>I don't use it in my games
11:27<andythenorth>hence, removal I think
11:27<Eddi|zuHause>in how far is it supposed to "work"?
11:27<andythenorth>I don't know
11:28<andythenorth>seems to be based on transport and/or received cargo
11:28<Eddi|zuHause>andythenorth: why need it be more than a simple switch "no closure"/"default closure"?
11:29<andythenorth>because if I leave it at 'default closure', I get support requests, but I like your idea
11:29<andythenorth>do you have a newsletter? I wish to subscribe...
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11:48<andythenorth>anybody care to FIRS ok to mark as 1.0?
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11:52*Zuu usually plays with the default industries. He could say both yes or no :-)
11:54<andythenorth>every time I get a FIRS support request, my heart sinks :P
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11:59<Zuu>I never really got any bug reports from anyone unless asking for them for one of my larger projects. Thus there is not really any point of doing RCs or Betas :-p
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12:02<Zuu>I have noticed though that while the Windows downloads are more, only 10% of the windows visitors get the program while about 50% of the linux visitors get it. Of course with reservation for errors in the statistics etc. But its an interesting relation.
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12:21<frosch123>andythenorth: does it feature several economies? :p
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13:10<jackyf>hi people, I'm trying to understand the cargo delivery start date (and can't find anything about it in wiki): is it the date when the vehicle starts moving away? or the date when the cargo is loaded to the vehicle? or something else?
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13:21<Eddi|zuHause>jackyf: when the cargo is loaded
13:21<@Belugas>sniff sniff
13:21<@Belugas>Jim Marshall died today
13:21<@Belugas>age 88
13:22<@Belugas>Rest his soul in peace and long live Rock n Roll!
13:22<Eddi|zuHause>no idea who that is
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13:28<andythenorth>it goes to 11
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13:37<jackyf>Eddi|zuHause: ack, thanks.
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13:45<CIA-1>OpenTTD: translators * r24094 /trunk/src/lang/ (finnish.txt latvian.txt polish.txt vietnamese.txt):
13:45<CIA-1>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-1>OpenTTD: finnish - 3 changes by jpx_
13:45<CIA-1>OpenTTD: latvian - 11 changes by Parastais
13:45<CIA-1>OpenTTD: polish - 20 changes by Kilian
13:45<CIA-1>OpenTTD: vietnamese - 2 changes by myquartz
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14:36*Alberth knocks on the channel
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14:37<channel>channel knocks back
14:37<@Alberth>hi channel!
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14:38<@Alberth>glad there is still life here :)
14:38<isitdoneyet>there is?
14:39<isitdoneyet>far as I can see, it's just me, moaning
14:39<@Alberth>nothing exciting happened?
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14:40<@Alberth>apparently not :)
14:41<Tintinfan> hmm does anybody here have any knoweldge on .tcl files :/
14:41<@Alberth>yeah, that's quite on-topic :D
14:41<@Alberth>I have last seen them I think 12 years ago or so :)
14:41<Tintinfan>Well I am trying toget autopilot ap+ to work on a VPS
14:42<Tintinfan>however, the .tcl file refuses to load.
14:43<@Belugas>Eddi|zuHause: Jim Marshall is the founder of the Marshall amps company. He's the one who created those superb amps that defined the sound of rock and metal for such a long period of tine :)
14:43<@Belugas>was the founder
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14:43<Tintinfan>arrrghhh i think it might work now
14:43<Tintinfan>the joys of linux command line
14:43*Alberth enjoys that much indeed :)
14:44<Tintinfan>well it doest seem to work anyway :/
14:44<@Belugas>Eddi|zuHause: he created his first amps out of the Fender amps, at that time, so England could have their own british amps (Fender been american)
14:44<@Alberth>ok, problem solved thus, and I didn't even ask a counter question :p
14:44<Tintinfan>gah the problems have only just started!
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14:45<Tintinfan>want the error? :P
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14:45<@Alberth>wow, it's as recent as Nov 2011. I thought it was long dead
14:46<@Alberth>Tintinfan: if it makes you feel better :) It is about 100% certain I won't know what to do with it :)
14:47<@Alberth>don't know about autopilot stuff either, sorry
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14:50<Tintinfan>well this seems tobe a pain :P
14:51<@Alberth>automagic systems always are
14:54<@Alberth>but nobody seems to bother to make a better solution available
14:54<@Alberth>not that we really need it, given that we often have more servers than online players
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14:59<@Alberth>nice, I even installed LaTeX :)
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15:18<xiong>Hey, did RC4 move openttd.cfg? It started with a few settings wrong; I checked and the file is fine.
15:21<drac_boy>xiong looks like that actually makes two of us now weirdly enough, I think theres something broken about ottd not checking its own place first
15:22<xiong>In fact, what I just said makes no sense. Virtually all settings, grfs, and so forth were properly set. The game must have loaded the file.
15:22<Rubidium>I'd be surprised if it did
15:22<Rubidium>but... maybe you've been playing with some patched versions of OpenTTD
15:22<xiong>Did *what*?
15:22<xiong>Previous game played with RC2.
15:24<xiong>The lost settings all seem to do with maintenance. I had the intervals set to percents; and fairly well tuned, too, I thought. I just discovered that the reason I'm having so many breakdowns is that my maints were all in days.
15:25<drac_boy>so hmm zxbiohazardxz isn't here but anyone else interested in a quick but decent game using chrill's ottd build?
15:25<FLHerne>Is the most recent infra-sharing patch actually for r22944?
15:26<Rubidium>that's ancient so it breaks my configuration file ;)
15:26<FLHerne>It doesn't apply cleanly to it
15:26<Rubidium>FLHerne: doesn't sound wrong; maybe it's included in some patch pack
15:26<Rubidium>FLHerne: it doesn't apply to r22944?
15:26<FLHerne>That's right :-P
15:26<Rubidium>then it's not for r22944
15:27<FLHerne>Seems like r22943 might work though, the times in the files match better
15:27<Rubidium>r22944 is only language changes
15:27<xiong>I'm sorry, Rubidium; do you have some insight on this? Is the issue obvious but I can't see it?
15:28*drac_boy was going to host it for the record
15:28<FLHerne>Well, may as well try it anyway...definitely claims to be for 22944, I even checked out the source again just in case
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15:29<xiong>I now have 72 RVs and 8 trains, all of which have maint intervals of 150%. Either I abandon the game or manually change each vehicle; I don't know of another solution. You might say I'd like to know how I got here.
15:29<xiong>{Apart from the obvious point that I might have checked this before playing too many years.}
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15:34<FLHerne>Hmm. Predictably, r22943 doesn't work either. Any ideas why that would be?
15:34<FLHerne>Patch from
15:35<drac_boy>btw just wondering about it but would it had been a 0-4-4 or something else for a steam railmotor that had one chassis atop two bogies but only the front one is driven?
15:36<xiong>Oh that's right. The autorenew settings were blown away, too. Just those: autorenew and maint.
15:37<Eddi|zuHause>drac_boy: i don't think that scheme neatly applies to anything other than pure steam engines
15:38<drac_boy>thats what I was wondering about too. so just call it a 'steam coach' rather than providing the usual axle numbering then I'm going to assume
15:38<Eddi|zuHause>drac_boy: you don't call a wagon a 4-0-4 either
15:38<drac_boy>ha its not powered :P
15:38<Rubidium>FLHerne: don't use that diff; it seems to be made by someone without much understanding of diff and/or conflict solving
15:39<xiong>Okay, I seem to have found a cutting point on this issue. I start a new game from scratch and settings are all okay. I start from the scenario I created and it's all wrong. But I'm quite certain I did not touch those settings when I created the scenario. Is this a bug or a short between hat and seat?
15:39<drac_boy>btw there is something else I did recall from a website before tho...
15:39<Rubidium>FLHerne: e.g. in the first 'screen' of the diff I already see an unresolved conflict
15:40<FLHerne>Ah, ok. I'll try the one before and see if that works
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15:40*FLHerne tries to stick lots of patches together, with limited success
15:41<drac_boy>it explained the whyte system. eg an odd french locomotive might had been a 2-2-4 except that the problem is that it actually had three drive axles not one
15:41<drac_boy>under the whyte system it was a hmm..I forgot now .. but you get the idea :-/
15:42<drac_boy>the photo looked like a normal 0-6-0T except that an idler axle was added near middle due to rail weight restrictions
15:42<Eddi|zuHause>yes, i know that website
15:42<Eddi|zuHause>don't remember what it's called though
15:44<drac_boy>at least diesel and electrics are easier to make sense of
15:44<Eddi|zuHause>the french system has the same problem of describing this engine properly, though. they just count the axles instead of the wheels. so what an english person would call a 0-6-0 a french person would call a 030
15:44<drac_boy>letter for powered axle and number for unpowered axle..or afaik
15:44<xiong>Okay, I have duplicated this. I have entered the editor, checked settings, created the required single town, saved and rechecked the settings. Then I exited the editor and "played" the scenario; and without doing anything else, I first checked settings.
15:44<Eddi|zuHause>drac_boy: yes, that's the german system
15:44<drac_boy>so we would have eg A1A-B .... C-C .... B ... etc
15:45<xiong>Essentially, all the settings for autorenew and maintenance have been lost. Is this a bug or a feature?
15:45<Eddi|zuHause>drac_boy: that would make your steam railcar a B'2'
15:45<Eddi|zuHause>' denotes a movable bogey
15:46<Eddi|zuHause>(instead of a fixed axle)
15:46<drac_boy>I wonder if that technically would make Lima Shay a B'B' and B'B'B' but I have never heard anyone using that tho
15:46<Eddi|zuHause>not sure what a shay is
15:47<drac_boy>its a geared locomotive, originally built for cheaply laid logging rails but soon found other uses too
15:47<drac_boy>I think it was specific to north america although a few examples ended up exported to other countries too (not to count out that mexico got a few too)
15:48<Eddi|zuHause>if each axle is driven by a separate engine, it would be a Bo'Bo', if they are connected to the same engine, it's B'B'
15:49<Eddi|zuHause>e.g. most modern electric engines are Bo'Bo', some are Co'Co'
15:50<drac_boy>you know that thats probably how they came up with the name for that green diesel in Thomas didn't you? ;)
15:50<Eddi|zuHause>i have never seen Thomas
15:51<Eddi|zuHause>the germans built a steam engine with axle scheme 1'Do1'
15:51<drac_boy> just so you know
15:51<Eddi|zuHause>i.e. 4 separately driven axles, instead of being connected by rods
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15:52<drac_boy>hi alberth
15:52<Eddi|zuHause>in whyte-notation that would be something obscure like "2-2-0+0-2-0+0-2-0+0-2-2"
15:53<drac_boy>btw eddi I found the source of the locomotive I was thinking of and it was 4-2-2 not 2-2-4 but still same "problem" exists nevertheless...
15:54<drac_boy> scroll down to the one photo you see and theres the headscratcher :-)
15:54<Eddi|zuHause>it had 8 pistons, each axle being driven by a pair of pistons
15:54<Eddi|zuHause> <- that has some pictures
15:55<drac_boy>btw eddi german actually had another steam locomotive that had 2 pistons per axle (in a V2 shape..almost like the engine in your car)
15:55<Eddi|zuHause>that's the one i mean as well
15:56<Eddi|zuHause>see the link
15:56<drac_boy>ah yeah should had looked first, thats the one
15:57<drac_boy>interesting that they took the body shape of the BR.05
15:58<drac_boy>so what did you think of that supposed 4-2-2? :)
15:58<Eddi|zuHause>why not? streamlining was "in fashion" back then. and this was supposed to be an express engine
15:58<drac_boy>yeah, there is that other german streamline I liked but I sometimes keep forgetting the class number too often
15:59<Eddi|zuHause>it had some problems starting up, but once it was running it was pretty smooth, because not a lot of vibrating mechanical components
15:59<drac_boy>it was a streamlined tank locomotive (not something you usually would think of) for short express trips. and painted in purple+yellow which also matched the coaches it hauled
15:59<Eddi|zuHause>drac_boy: that's the BR 61
16:00<drac_boy>heh thanks
16:00<drac_boy>who else ever did streamlined tank locomotives after all? ;)
16:01<Eddi|zuHause>drac_boy: the idea was to save time by not having to turn the engine around
16:01<Eddi|zuHause>drac_boy: however, bought with the additional cost of refilling on both ends of the line
16:03<Eddi|zuHause>drac_boy: there's another streamlined tank engine. the BR 60 of the 1936 double-decker trains
16:03<Eddi|zuHause>it didn't go as fast, though
16:03<Eddi|zuHause>but it could operate in push-pull service
16:04<Eddi|zuHause>so didn't need to move to the other end
16:08<Rubidium>what an ugly train
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16:17<Achilleshiel>anyone knows what the min. income is in the performence?
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16:18<drac_boy>sorry had some problem with stupid bell :-s
16:19<drac_boy>so anyhow the offer's still open for if anyone want try a quick game later on ^_^
16:20<@Alberth>Achilleshiel: I would guess the smallest income of a vehicle
16:22<@Alberth>lol, there is a wiki page, but nobody bothered to add an explanation of the items :)
16:22<Achilleshiel>i noticed:P
16:22*drac_boy never bother with that one particular graph at all
16:22*Alberth hasn't either
16:23<@Alberth>Achilleshiel: maybe you can do that?
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16:25<Achilleshiel>maybe, but the min. income and min. profit
16:25<Achilleshiel>are still weird
16:28<@Alberth>tooltip does not explain?
16:28<drac_boy> have battery locomotives or not
16:29<@Alberth>good for transporting batteries to the toy factory :)
16:30<@Alberth>Achilleshiel: it does for me
16:30<Achilleshiel>Alberth: here either:P
16:30<Achilleshiel>but you have to wait for centuries
16:30<Achilleshiel>i will place it on my todo-list:P
16:30<@Alberth>switch it to the right mouse button :p
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16:31*FLHerne finishes updating infra-sharing to current trunk (hopefully)
16:31<Achilleshiel>yeah, i knew that:P
16:32<FLHerne>or not, quite a few errors left it seems
16:32<@Alberth>FLHerne: until the next Translator commit :)
16:33<FLHerne>this updating thing is a nuisance, especially without much experience with the language
16:33<FLHerne>I'll probably try again tomorrow
16:34<drac_boy>alberth you're funny..I was thinking of real battery locomotives :p
16:35<Eddi|zuHause>FLHerne: do smaller steps in the update process at a time. like max 100 revisions, check if there are no conflicts or whether they are easy to resolve. then save your intermediate work in a new diff file and go on. if you find really difficult conflicts, go back to the previous state, and make even smaller steps
16:36<Eddi|zuHause>FLHerne: if you know which exact revision conflicts, then that usually has also information in it how to resolve them
16:36<FLHerne>That's what I've been doing, mostly
16:37<FLHerne>It's just that I resolve the conflicts wrong sometimes, and then it doesn't work :-(
16:38<FLHerne>Luckily, there don't seem to be many major changes, so enough trial & error should get me there eventually :P
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16:42<Eddi|zuHause>well, infrastructure sharing really doesn't do much beyond removing some artificial "is this the same company" checks
16:45<FLHerne>It probably should do more actually - there are some problems from a gameplay POV
16:46<FLHerne>Convenient for me that it doesn't, though...
16:48<drac_boy>just wondering, can you have a town building that does appear but not end up in too many numbers regardingly of population size?
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17:01<DDR>RC4's looking good. Nice work.
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17:14<Eddi|zuHause>FLHerne: but those are some fairly fundamental conceptual problems. the actual implementation is probably rather trivial
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17:15<Eddi|zuHause>FLHerne: i had an unfinished and probably buggy patch that removed transfer payment, it always payed actual money for each leg. but this is one giant abuse loophole
17:17<FLHerne>Eddi|zuHause: Because you can send cargo in circles endlessly?
17:17<Eddi|zuHause>FLHerne: yes
17:17<drac_boy>eddi yeah better to just leave it as "paid" in the vehicle profits but not really yet paid till the final vehicle actually arrives to its real endpoint
17:17<Chris_Booth>You show the lights that stop me turn to stone
17:17<drac_boy>am I right?
17:18<Eddi|zuHause>drac_boy: that's what it does currently. but with that you cannot distribute the income amongst companies
17:18<drac_boy>eddi ah yeah I think jamie was complaining a bit about that when he saw very little profits even although he had a lot of passengers, most of them were transfering off to the other two companies :-s
17:18<FLHerne>Perhaps log the distance travelled by each vehicle, then calculate and pay for each leg when the cargo is delivered?
17:18<drac_boy>I guess thats a hard problem .. I dunno what to tell you :-/
17:19<Eddi|zuHause>drac_boy: the company making the final delivery will get all the money
17:19<FLHerne>To the final destination I mean
17:19<Chris_Booth>You shine It when I'm alone
17:20<drac_boy>flherne one thing I could think would be to put in an additional check that checked that the cargo did actually unload at the end of the line before paying all player(s) in question?
17:20<drac_boy>so that'll avoid the loophole where A and B keep passing off to each others
17:21<Chris_Booth>what about C drac_boy ?
17:21<FLHerne>What I meant was to count how far each vehicle carried a packet, then on delivery to an industry the profit would be shared according to relative distance by each vehicle
17:22<drac_boy>flherne it'll be interesting to see that
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17:22<Eddi|zuHause>FLHerne: a cargopacket can only be of a fixed size, so remembering something "for each vehicle" is a fundamental design change
17:23<Eddi|zuHause>FLHerne: ways to achieve that were discussed in the above topic
17:23*FLHerne alternates between reading and typing
17:24<drac_boy>heh I'm doing the same too flherne....typing a lot more into my table here
17:24<drac_boy>not feeling like drawing yet .. maybe tonight or tomorrow :)
17:26<Eddi|zuHause>FLHerne: basically the idea was that for each loading into a vehicle, you create a new cargo packet with the same "amount" of cargo, linking the previous one. then you have the whole history available at the delivery. with the cost of larger and more fragmented memory footprint
17:29*FLHerne 's
17:30<FLHerne>oh, that works does it?
17:30<Rubidium>that's going to explode even more than you think, as now packets are much less likely to be merged due to the difference in history
17:30*FLHerne 's keyboard is invaded by dwarf hamsters
17:31<Eddi|zuHause>Rubidium: i think trying to merge packets is useless, actually
17:31<Eddi|zuHause>Rubidium: unless at the source station
17:31<Rubidium>currently it's far from useless
17:31<Chris_Booth>Eddi|zuHause: I think France is useless but that is a different topic
17:32<drac_boy>heh flherne
17:32<FLHerne>Luckily 25 grams is too little to press the keys down, which makes them an improvement on rats :P
17:32<Eddi|zuHause>Rubidium: anyway, you can't solve the problem sufficiently without recording the full transport history
17:33<Rubidium>as you'd get 4-6 packets into each vehicle of a train and in 95% of the time they can be merged
17:33<Rubidium>just due to gradual loading alone
17:34<Eddi|zuHause>Rubidium: but that is already more like 75%, because there might be an "age" step between two loading steps
17:36<Chris_Booth>night Wolf01
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17:37<Rubidium>in any case, currently trying to merge packets costs less time than the extra time needed for iterating over the unmerged packets (loading/unloading/aging)
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17:38<Rubidium>so even if you keep a pointer with history in the cargo packets, you'll spend more time with just moving/aging cargo packets
17:39*drac_boy needs to thank purno for that old but helpful drawing tutorial one day
17:39<Rubidium>hmm... compile speed of roughly 1 file per 2 minutes. OpenTTD's going to take a while till completion
17:40<drac_boy>rubidium what computer is this?
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17:40<FLHerne>I'll bet it's faster than my Powerbook :P
17:40<Rubidium>although emulated
17:41<drac_boy>hmm well if its x86 as a host I'm not too surprised
17:41<FLHerne> also, why are you compiling for SPARC anyway?
17:42<Rubidium>a bug report
17:42<Eddi|zuHause>"because he can" :p
17:42<Rubidium>though I couldn't reprodue the issue on PPC
17:42<FLHerne>Someone reported a bug on SPARC!?
17:42<__ln__>why not
17:43<Rubidium>anyhow, I'm weird ;)
17:43<FLHerne>True..."why not" answers anything
17:43<Rubidium>I've also ran an OpenTTD server on s390
17:44*__ln__ has run OTTD on Solaris/SPARC
17:45*FLHerne tried on m68k, but without much success
17:45<drac_boy>just wondering but any idea on a different term to use for the few locomotives here rather than 'light' 'heavy' etc? or is that the better way to go even although its not perfect?
17:46<Rubidium>sissy / monster?
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17:46<drac_boy>heh thats a funny one
17:46<__ln__>i have also created patches for compiling OTTD on Solaris... so i fail to see what's so strange about someone reporting a bug on SPARC. :)
17:47<Rubidium>compiling file #14
17:48<drac_boy>rubidium the reason I was wondering about it was because "heavy" just does not seem to really mean what it does when its only heavy in one but not both senses
17:48<drac_boy>but I could just stick with it if I have to
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17:48<FLHerne>Never having even seen a SPARC machine, I was surprised that anyone played OTTD on one :P
17:49<Eddi|zuHause>Rubidium: you should come back tomorrow then :p
17:49<drac_boy>flherne I have had thought a bit about one sparc computer but the problem is the high cost just in the cpu alone so its not worth the hassles
17:49<FLHerne>As a persistent m68k and PPC user, I probably shouldn't have been
17:50<drac_boy>I do keep wondering about being able to get one particular acorn computer tho
17:51<FLHerne>Which kind?
17:52<Rubidium>obviously ;)
17:52<drac_boy>that one
17:52<drac_boy>you're too funny rubidium :p
17:53<FLHerne>Very beige :P
17:54<FLHerne>My own dream computer would be a G5 quad, but they're still expensive :-(
17:55<drac_boy>FLHerne heh here they go for about $200-$1200cad depending on configuration and re whether have or not have a lcd to go with it
17:55<Eddi|zuHause>Rubidium: i don't get this keyboard. it's missing some letters, and they're in a weird order
17:56<drac_boy>$200 usually gets you just the single-1.6 or -1.8 with the base graphic card and maybe keyboard thrown in but no lcd
17:57*Rubidium wonders why an ancient computer could be a dream computer. Isn't one that looks great, does anything you want (almost) instantly, uses very little energy and make no noise besides the sound that's played through the sound card
17:58<Rubidium>also, why is it pay -> paid and play -> played?
17:58<FLHerne>drac_boy I know - I keep looking out for them. I also finally saw your IRC PM thingy
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17:58<Rubidium>ohoh... ai_instance.cpp
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17:58<Eddi|zuHause>Rubidium: because they're silly, these brits
17:59<Eddi|zuHause>(i'm sure i researched the proper translation for this phrase before, but i keep forgetting)
17:59<@Terkhen>good night
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18:07<drac_boy>going out to eat so..bye for now :)
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18:18<+michi_cc>Rubidium: I hope the sparc OS is at least sane. I once tried to compile OTTD on a PA_RISC system with HP-UX, which is truely the most shitty system I've ever seen. I gave up after I finding syntax errors in system supplied header files.
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20:44<drac_boy>what to do now...
20:51<drac_boy>sahri its too early yet :)
20:51<Sahri>like how early :P
20:52<drac_boy>close to 2 hours early
20:53<Sahri>What time is it there?
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21:00<drac_boy>close to 9pm
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21:14<drac_boy>sahri you already asleep on the keyboard? heh heh
21:14<Sahri>Nope but I'm about to :P
21:16<Sahri>I dunno why it is but in the subtropical climate I have a problem getting enough passengers to fill my lorries but that's most likely because the city growth relies on cargo there
21:16<Sahri>I mean buses
21:16<drac_boy>dunno, tropical towns isn't something I've really bothered with sorry :)
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21:17<Sahri>I don't really like the other climates. Toyland was fun but they hardly get new vehicles
21:18<drac_boy>heh well I rarely ever play with the original vehicles of any sort anymore so I dunno :)
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21:27<Sahri>I'm still pretty clingy to the original though I do like the stuff people made for OpenTTD
21:27<Sahri>But I'm heading off now
21:27<drac_boy>bye sahri
21:27<Sahri>Keeling over from sleep =_=
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---Logclosed Fri Apr 06 00:00:49 2012