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#openttd IRC Logs for 2012-04-26

---Logopened Thu Apr 26 00:00:44 2012
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00:44<andythenorth>Eddi|zuHause: should town industries like shops always locate next to road?
00:45*andythenorth thinks yes
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01:00<Nat_aS>hey, can industries make road tiles in themselves?
01:02<andythenorth>what idea do you have?
01:03<Nat_aS>I was jus thinking of having industries spawn with a 1 tile of road inside them as a parking lot
01:03<Nat_aS>so you have a place ot put a loading dock
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01:14<andythenorth>NoGo :P
01:15<Rhamphoryncus>You can leave an empty tile and setup the industry to graphically match the road station
01:16<Rhamphoryncus>But.. what you really want is newgrf road stations so you can just pick the form that matches, just like for train stations
01:27<Nat_aS>and newgrf docks
01:27<Nat_aS>including ones you can build train tracks and stations on top of
01:27<Nat_aS>that would be awesome
01:27<Nat_aS>and non platform station tiles
01:27<Nat_aS>and the ability to controll which platform which trains stop at
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01:32*Nat_aS catches his breath
01:34<andythenorth>non-platform station tiles exist
01:40<andythenorth>no open bugs in FIRS
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---Logclosed Thu Apr 26 01:44:55 2012
---Logopened Thu Apr 26 01:45:01 2012
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01:53<Nat_aS>that are also tracks/
01:54<Nat_aS>I know non track tiles exist, I mean ones that look like platforms but trains can't stop at them
01:54<Nat_aS>purely cosmetic
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03:43<cizra>Heya. I did some tests, compiling OpenTTD on a 6-core CPU with various numbers of cores enabled. Here are the results:
03:44<cizra>The red line is what you'd expect from an _ideal_ schelduler (dividing the 1-thread compilation by number of cores). The blue line is measured.
03:45<Nat_aS>it stops
03:46<Nat_aS>below 40 there is no difference.
03:46<cizra>Umm.. nothing :-) It's just nice to see that OpenTTD compilation is well parallelizable with simple make -j6
03:46<Nat_aS>the interesting question is what causes that
03:46<cizra>Nat_aS: Below 40 I run out of CPU cores.
03:46<Nat_aS>oh derp
03:46<Nat_aS>I was reading it wrong
03:47<Nat_aS>so it's almost exactly as predicted.
03:47<Nat_aS>with minor deviation.
03:47<peter1138>beyond 6 you're running out of IO/memory
03:47<cizra>peter1138: Some time goes into scheduling.
03:47<cizra>Context switches and whatnot all take some time.
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04:18<Volley>cizra, ...: it's great that building OpenTTD scales so well with multiple cores, but i fear the average would not honor that aspect very much, and ask for how it scales to execute on multiple cores :)
04:18<Eddi|zuHause>actually, if I/O were the issue, you would see some slight improvement beyond 6
04:18<NGC3982>ah, the multiple core problem.
04:18<Eddi|zuHause>while the difference would be higher before 6
04:18*NGC3982 scrolls and read.
04:19<Eddi|zuHause>if you run "naive" tests, most things would be cached after the first test
04:19<Eddi|zuHause>so I/O effect is reduced
04:19<peter1138>yeah probably
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04:23<Eddi|zuHause>first run: real 1m3.959s user 3m27.184s sys 0m15.616s
04:23<Eddi|zuHause>second run: real 0m46.861s user 3m26.415s sys 0m14.391s
04:23<Eddi|zuHause>not quite sure what this means, though :)
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04:32<NGC3982>speaking of cores
04:32<NGC3982>i often play single player on my own multiplayer game
04:32<NGC3982>so to speak
04:33<NGC3982>i set up the server at home and then connect with two clients (on each monitor to my computer)
04:33<NGC3982>and i noticed the monstrous difference when limiting each client to each core
04:38<Eddi|zuHause>that is your OSes problem
04:38<NGC3982>it's not a problem, it works brilliantly.
04:38<NGC3982>the only problem i had was not figuring it out before
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04:39<CornishPasty>Well it's your OS's problem for not being able to handle it itself
04:39<NGC3982>ah, yes, true.
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05:00<vichu97>anyone help me?
05:01<vichu97>i got a small prob
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05:03<vichu97>help me
05:03<vichu97>anyone to help me?
05:06<mal2>what is your problem?
05:07<vichu97>someone to help me
05:07<vichu97>i am new to this game
05:07<vichu97>i bought turner turbo diesel for my trains
05:07<vichu97>i am not able to join 2 of them together
05:08<vichu97>i see only 1 which is at the starting
05:08<vichu97>but the smoke is comin from the end too which is a carriage not an engine
05:08<vichu97>smoke is comin from both ends
05:08<vichu97>1 end engine
05:08<vichu97>other end carriage
05:08<Eddi|zuHause>screenshot? savegame?
05:08<Eddi|zuHause>game version? newgrfs?
05:08<vichu97>let me get u guys a screeshot
05:09<vichu97>for windows 7
05:09<Eddi|zuHause>this is the openttd channel, not the ttdpatch channel
05:09<vichu97>no its just a bug
05:10<vichu97>see if u can clarify it
05:10<Eddi|zuHause>we cannot solve bugs in ttdpatch
05:10<vichu97>just see the screenshot and tell me
05:11<vichu97>uploading the screenshot
05:12<vichu97>and the turner turbo max is just 83 whereas its original max given in the details is 100mph and its horsepower is also lesser dan mentioned
05:13<vichu97>see the image and tell me plz
05:13<vichu97>tell me if i have done a mistake
05:13<Eddi|zuHause>i hate image hosters...
05:14<vichu97>did u see the pic?
05:14<Eddi|zuHause>can you give me the direct link? not the wrapper?
05:15<vichu97>there u go
05:16<Eddi|zuHause>yes. not really much we can do about this
05:16<vichu97>did u ee it eddi|zuhause?
05:18<cizra>NGC3982: Which OS?
05:18<vichu97>windows 7
05:19<vichu97>yea someone helped me out in tycoon
05:19<Eddi|zuHause>anyway, you should consider switching to openttd.
05:19<Eddi|zuHause>download it at the openttd website
05:19<cizra>Volley: Mmmhmm. That's a tricky one. Has anybody done any profiling on OpenTTD to figure out what actually consumes CPU time?
05:20<NGC3982>cizra: what vichu97 said.
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06:02<cizra>NGC3982: Why do you play multi-player with yourself? I can see only one benefit, to use the other player to change terrain.
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06:20<NGC3982>cizra: to use multiple screens.
06:20<NGC3982>and, i kind of like having it running all the time (although paused when im not playing)
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06:34<cizra>NGC3982: Mmmhmm. But you can't use the other screen for building or viewing the subwindows or anything. Just admiring the scenery?
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07:17<Eddi|zuHause>cizra: you can log into the same company twice
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07:34<Volley>cizra: you mean my performance problem? yes ... i did yesterday ... ( people in #ati asked me to do so ), and i got ... *digging up logs* 67.13%
07:34<Volley>( perf top )
07:36<Volley>however, a friend has a nvidia card and seems to suffer the same problem ... and it seems to have surfaced when upgrading to version 1.2
07:38<Eddi|zuHause>Volley: what is your sprite cache size?
07:39<Volley>Eddi|zuHause: default (?) - 64MB i think ...
07:40<Eddi|zuHause>try making that larger, like 500 or so
07:40<Volley>the config has a line "max_sprite_cache_size = 64"
07:40<Volley>hmm ... would that work? i think i stumbled over a wiki description somewhere mentioning that 64 is the maximum
07:41<Eddi|zuHause>wikis are notoriously outdated
07:42<Volley>( also: if it would be a sprite cache issue, would there still be a huge ( ~10x ) performance difference when switching to a different graphic driver? )
07:43<Eddi|zuHause>who says you have only one performance issue? :)
07:43<NGC3982>cizra: as Eddi|zuHause said. :)
07:43<Volley>hehe - true
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08:37<telanus>Here is an idea for a grf designer:
08:39<drac_boy>telanus forget it, it can't even carry at least 1 tonne of freight :p
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08:49<Eddi|zuHause>@calc 25e6-7486258
08:49<@DorpsGek>Eddi|zuHause: Error: invalid syntax (<string>, line 1)
08:49<Eddi|zuHause>@calc 25*10**6-7486258
08:49<@DorpsGek>Eddi|zuHause: 17513742
08:49<Eddi|zuHause>@calc (25*10**6-7486258)/9
08:49<@DorpsGek>Eddi|zuHause: 1945971.33333
08:50<drac_boy>telanus try find something that can actually haul more than 10 tonnes and maybe we'll see :p
08:50<Eddi|zuHause>@calc (25*10**6-7486258)/9-314561-562054-562054-393680
08:50<@DorpsGek>Eddi|zuHause: 113622.333333
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09:05<Skau1>i just thought of another way to slow down trains
09:05<Skau1>just use bridges at the same level and you can predefine your speed :P
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09:25<Eddi|zuHause>can someone confirm that this has no functional changes? ?
09:26<Eddi|zuHause>this shouldprobably be turned into a method of xxxVehicle
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11:14<Rhamphoryncus>Eddi|zuHause: if GetDisplayMaxSpeed is right then the name of it is completely nonsensical
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11:16*Rubidium wonders why Rhamphoryncus thinks the name is nonsensical
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11:17<Rhamphoryncus>It sounds like it's converting for display, ie km/h or mph (or m/s), but it's not
11:18<Rubidium>it's converting it into a value useful for displaying
11:18<Eddi|zuHause>as per the documenting comment, it converts to km/h-ish
11:18<vichu>where to extract ai
11:19<Eddi|zuHause>vichu: use the online content menu to download AIs, then you don't have to extract anything
11:19<vichu>i downloaded from online only
11:19<vichu>but it gave me a zipfile
11:19<vichu>so where to extract it?
11:20<vichu>i got it from here ^^^
11:20<Eddi|zuHause>vichu: you should not download the files directly, you might be missing dependencies and everything
11:20<Eddi|zuHause>vichu: start the game, and click "online content"
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11:22<vichu>thx a lot bro
11:22<vichu>i got it now
11:22<vichu>so now i downloaded a ai
11:22<vichu>so can i use my already saved one and will the ai's come there also?
11:23*NGC3982 never seen BaNaNas before.
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11:27<Eddi|zuHause>vichu: if the game already has some AI companies, then those cannot be replaced, if you don't have them, it will pick a random AI to start a new company after a while
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11:43<Skau1>@calc ( ( (9576/10) * 384 ) / 20 ) * 846
11:43<@DorpsGek>Skau1: 15554488.32
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12:10<andythenorth>FIRS has a problem with broken industry chains on smaller and/or steeper maps
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12:10<andythenorth>large industries can't locate
12:10<andythenorth>I thought adding some split layouts for larger industries (i.e. gaps) would help
12:10<andythenorth>it mostly doesn't :P
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12:13<Eddi|zuHause>it won't. either you have flat layouts, so the game can terraform a platform (with some limitations), or you have layouts that can be put on arbitrary landscape
12:14<Eddi|zuHause>as soon as you use the callback for landscape, the game will not terraform
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12:16<andythenorth>I should read industry_cmd for terraforming
12:16<andythenorth>I've looked before
12:16<andythenorth>so to fit arbitrary landscape I need either
12:16<andythenorth>(1) smaller layouts
12:16<Eddi|zuHause>it's either "make flat land" or "no change"
12:16<andythenorth>(2) layouts that match slope
12:17<Eddi|zuHause>were "make flat land" includes a configurable border around the industry (0-4 tiles)
12:18<andythenorth>lots of FIRS industries use just one tile, which has land shape flags set for no slope
12:18<andythenorth>which demands 100% flat tiles
12:18<andythenorth>not doing that cause issues with garbled graphics
12:19<Eddi|zuHause>i was annoyed recently because the oil pump didn't allow steep slope
12:19<andythenorth>it doesn't?
12:19<andythenorth>I thought I allowed that
12:19<Eddi|zuHause>not in the ancient version i used
12:19<andythenorth>does in tip
12:19<Eddi|zuHause>no idea if that was fixed
12:20<andythenorth>iirc I made as many industries as possible steep-slope friendly
12:21<Eddi|zuHause>just provide a "smaller layouts" economy for the others
12:21<andythenorth>it's probably worth me figuring out some minimal sized layouts anyway
12:22*andythenorth wonders if terrain steepness setting is available to newgrf
12:22<andythenorth>seems not
12:22<andythenorth>probably wise, decouples newgrf from terrain generator
12:23<andythenorth>could force the first layout built to always be the smallest
12:24<andythenorth>increasing the number of potential sites for other types
12:24<andythenorth>NoGo :P
12:24<Eddi|zuHause>no, just make it a parameter
12:25<andythenorth>shouldn't have to be a user choice though, it's not a very interesting thing to choose :P
12:25<andythenorth>mostly only affects the quarry / clay pit
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12:25*andythenorth needs talking into drawing a sloped version for those
12:25<Rhamphoryncus>fun fact: if you alt-tab in linux (gnome/ubuntu/whatever), but release the alt key before the tab key, openttd will activate fast forward
12:26<andythenorth>if I split industries to multiple tiles I break savegames
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12:48<Eddi|zuHause>andythenorth: how do you think savegames get broken?
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12:57<andythenorth>Eddi|zuHause: garbled graphics
12:57<andythenorth>I can work around it by leaving crufty code in place
12:57<andythenorth>I try to avoid legacy support :P
12:58<Eddi|zuHause>andythenorth: i have no idea what you are doing
12:58<andythenorth>for example, industry foo uses tile 1
12:58<andythenorth>I make it use instead tiles 1, 2, 3
12:59<andythenorth>which have different land shape flags
13:00<andythenorth>this makes it possible to build on slopes whilst ensuring some tiles remain on the same height wrt each other
13:00<andythenorth>but savegames using existing graphics will 'break' unless I leave legacy graphics code in place
13:01<Lg|Baxxster>trains can't crash themselves
13:01-!-Lg|Baxxster is now known as Baxxster
13:01<Baxxster>Skau1 had one going in a looping circle, it just worked perfectly
13:02<Eddi|zuHause>Baxxster: yes. this is on purpose
13:02<Baxxster>how come?
13:04<Eddi|zuHause>Baxxster: you can prevent crashes with other trains by using signals, but you cannot prevent crashes with your own train
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13:05<andythenorth>lo Alberth
13:05<@Alberth>hi andy
13:07<andythenorth>so why is CheckIfCanLevelIndustryPlatform prevented when custom shape check is in use?
13:07*andythenorth assumes good reason, but it's somewhat tiresome
13:08<andythenorth>custom shape check is also the only way to prevent terraforming under an industry after it is built
13:08<Eddi|zuHause>andythenorth: custom shape check would be useless if the area is flattened in the process
13:08<andythenorth>that assumes only one purpose for custom shape check ;)
13:08*andythenorth checks his facts
13:08<@Alberth>hi Terkhen
13:09<andythenorth>maybe I'm confusing autoslope with custom shape check
13:10*Alberth is somewhat annoyed about the lack of a WT for NewGRF projects
13:10<andythenorth>Alberth: write one?
13:10<andythenorth>learn pyramid?
13:10<andythenorth>then we can rewrite bananas in it
13:11<andythenorth>so FIRS quarry uses custom shape check for:
13:11<@Alberth>I'd rather first write a back-end
13:11<andythenorth>- preventing building in desert (lots of sand there)
13:11<andythenorth>- preventing building on slopes (wtf?)
13:11<andythenorth>- preventing building directly adjacent to another industry
13:12<@Alberth>'shape' check for not adjacent building? :)
13:12<andythenorth>it's the correct method :)
13:12<@Alberth>I believe you :)
13:12<andythenorth>shape check is a catch all method for querying nearby tile data ;)
13:13<@Alberth>I was suspecting that, it sounds NewGRF-ish enough to be true :)
13:14<andythenorth>maybe it's time for terraforming hints
13:14<andythenorth>but only if they're compatible with custom shape check :P
13:14<andythenorth>which might be hard
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13:42<mororokvirc>hi, aim lama, debian erroro, no packet, link THX for help
13:43<mororokvirc>must change source list. bud why ?
13:45<CIA-1>OpenTTD: translators * r24181 /trunk/src/lang/german.txt:
13:45<CIA-1>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-1>OpenTTD: german - 2 changes by Jogio
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13:45<Eddi|zuHause>mororokvirc: please set "LC_ALL=C" and produce that output again
13:48<mororokvirc>Eddi|zuHause: why ?
13:49<Eddi|zuHause>mororokvirc: because my czech is a little rusty...
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13:52<mororokvirc>Eddi|zuHause: I understand that there are no packages just have to change the source package, but I do not know for what and I do not know where
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13:54<Eddi|zuHause>mororokvirc: maybe you should ask that in a debian channel
13:54<@Alberth>we cannot read what it says, so giving help is nearly impossible
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13:54<@Alberth>why do dev tools do localization :(
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13:55<mororokvirc>Eddi|zuHause: Thank you for your help maybe I just found something I'm not sure of the source package, but thanks.
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14:00<NGC3982>someone said rusty.
14:00<@Alberth>no, it was not someone
14:01<andythenorth>why is there no AU language?
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14:02<andythenorth>means FIRS can't be translated to australian
14:02<andythenorth>are languages just some header file info or such?
14:02*andythenorth remembers something about phone codes :P
14:02<@Alberth>en_au :)
14:02<Eddi|zuHause>"AU" is the "golden language"? :)
14:02<@Alberth>perhaps also make a en_gb :)
14:03<andythenorth>I've found the ottd lang files, but where's the table defining their use?
14:03<andythenorth>can't see it in src/tables
14:03<andythenorth>nor in lang.h
14:04<@Alberth>generated from src/lang/english.txt
14:04<@Alberth>somewhere in objs/debug/ltable/strings.h or os
14:05<@Alberth>objs/lang/table/strings.h actually
14:06<andythenorth>what's the easiest way to get australian added?
14:09<@Alberth>good question
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14:10<@Alberth>firs parameter?
14:11<andythenorth>lang is lang
14:11<andythenorth>one and only one way :P
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14:13*andythenorth can't find what english_us.lng should be called
14:13<andythenorth>nml source doesn't seem to map names to codes
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14:14<andythenorth>oh it's arbitrary
14:14*andythenorth understands
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14:17<andythenorth>splitting gb / us lang files is a bad idea?
14:17<andythenorth>means the readme / changelog / manual / release announcements are wrong
14:20<@Alberth>for FIRS, I think it is a good idea, as it ends the discussion about the kind of English used.
14:20<andythenorth>I conclude same
14:25<Eddi|zuHause>it doesn't matter what the file is called, only the #grflangid in the file matters
14:28<andythenorth>Builders Yard, Builder's Yard or Builders' Yard?
14:28*andythenorth hates the silly apostrophe
14:30<@Alberth>just do what you like in the master language file, and let the translators figure it out :p
14:37<andythenorth>done :P
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15:29<andythenorth>FIRS steep slopes check doesn't work
15:29<andythenorth>dunno why
15:30<andythenorth> has '4' for IS_STEEP_SLOPE
15:30<Eddi|zuHause>the result of XXX & (1<<4) is of course 1<<4, not 1
15:31<Eddi|zuHause>you should do "0 : next; errtext;"
15:32<andythenorth>this might be a bad fix :P
15:33<andythenorth>I suspect I was relying on this being broken elsewhere :)
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15:34<andythenorth>Eddi|zuHause: that works thanks
15:34<drac_boy>hi Wolf01
15:34<andythenorth>now I have to change lot s of industries :P
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15:55<andythenorth>-ve: industries on steep slopes look bad
15:55<andythenorth>+ve: industries on steep slopes makes for fewer broken chains with steep maps
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16:11<Skau1>i just read about conditional orders
16:11<Skau1>that is just perfect!
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16:19<@Terkhen>good night
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16:47<Eddi|zuHause>@calc (25*10**6-15956017)/6
16:47<@DorpsGek>Eddi|zuHause: 1507330.5
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16:59<andythenorth>good night
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17:05<frosch123>ah, my usualy spelling error again.... "immediatelly"
17:06<Eddi|zuHause>i'm a dia telly?
17:07<frosch123>@seen cia-1
17:07<@DorpsGek>frosch123: cia-1 was last seen in #openttd 3 hours, 21 minutes, and 59 seconds ago: <CIA-1> OpenTTD: german - 2 changes by Jogio
17:08<V453000>what is the max production of a candyfloss forest? Isnt it 2295 as other industries? I just got 2550
17:09<frosch123>the production is limited by the number of tiles
17:09<frosch123>oh, candyfloss
17:09<frosch123>well, what i said applies only to processing industries
17:10<V453000>I know :z
17:10<frosch123>are you using smooth economy?
17:10<frosch123>@calc 255 * 9
17:10<@DorpsGek>frosch123: 2295
17:10<V453000>that is the usual maximum
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17:11<frosch123>well, i would believe if it can get 8 more or so
17:11<Eddi|zuHause>there is something that makes it 255*10
17:11<frosch123>but not 250
17:11<Eddi|zuHause>at least all kinds of documentation say that
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17:11<Eddi|zuHause>usually it says "forests", but i guess that nobody tested this for toyland
17:12<frosch123>@calc (256*9 + 1) / 74
17:12<@DorpsGek>frosch123: 31.1486486486
17:12<frosch123>you need 32 days for that
17:14<frosch123>oh, candyfloss forrest transports in units of 30
17:14<V453000>what does that mean?
17:14<frosch123>@calc 255 * 9 + 29
17:14<@DorpsGek>frosch123: 2324
17:14<Nat_aS>how do you make daimonds profitable?
17:15<frosch123>V453000: all industries stockpile their production and only transfer it to a station if they reach a certain amount
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17:15<frosch123>30 is quite a lot
17:15<frosch123>the other industries have 5 or 8
17:16<frosch123>so if you have a candyfloss forest that produces 12 per month
17:16<frosch123>it only delivers every 2.5 months
17:16<frosch123>battery farm has also 30
17:16<frosch123>hmm, normal forest as well
17:17<frosch123>yeah, those 3
17:17<Eddi|zuHause>i have no idea what makes forests produce 10 times in a month, but all documentation i ever read said that
17:18<frosch123>the tropic lumbermill produces more often :)
17:18<frosch123>hmm, actually i have no idea how often that one produces
17:18<V453000>these things have like 256 max production dont they
17:18<frosch123>probably it uses the tileloop as well, so also 8 or 9
17:18<Eddi|zuHause>i don't think it does
17:19<frosch123>lumbermil produces a fixed amount per tree
17:19<frosch123>and cuts trees at constant rate
17:19<Eddi|zuHause>anyway, 255*10 is the only sane explanation for that number
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17:20<V453000>indeed, I thought the same on the first sight
17:20<V453000>are some months longer than others?
17:20<frosch123>yes :p
17:20<V453000>when I was reading the 2550 it was in September
17:21<V453000>August is longer isnt it
17:21<Rubidium>@calc 31/(256/74)
17:21<@DorpsGek>Rubidium: 8.9609375
17:21<frosch123>aug 31, sep 30, okt 31
17:21<V453000>could that make the one more 255
17:21<Rubidium>@calc 31/(255/74)
17:21<@DorpsGek>Rubidium: 8.99607843137
17:21<V453000>guess that would mean I would be gettingi t every 2nd month with good probability .. :)
17:22<Rubidium>it can't produce 10 times in a month, unless it's more than 31 days long
17:23<Rubidium>@calc 2550/30
17:23<@DorpsGek>Rubidium: 85
17:23<V453000>hm :)
17:29<Rubidium>V453000: what version of OpenTTD do you run?
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17:32<Rubidium>it might be the "transporting" that makes it look like it produced 2550
17:33<Rubidium>the production triggers incrementing an internal value of the industry. This happens every 256 ticks (so 8 or 9 times at tick, with 9 being more common)
17:34<Rubidium>the transporting moves cargo from this internal value of the industry to the stations and updates the 'transported' and 'produced' counts you see in the GUI. This happens on the basis of the tile loop
17:35<Rubidium>so with 9 being more common, I'd imagine two months after eachother with 9. In both cases the last one is pretty near the end of the month. In the first month the 'transporting' doesn't happen before the end of the month and in the second is happens just before the end of the month
17:35<Rubidium>this would then, theoretically, be seen as 10 productions in a month
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17:36<V453000>I see :) thanks for the explanation
17:37<xahodo>Is there something wrong with the website or has r24181 failed to build for win64? The website gives a file not found error when I try to download that revision.
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17:38<V453000> :P
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17:41<Rubidium>xahodo: seems the hungarian mirror failed to sync for some reason
17:43<frosch123>hmm, yeah, that could work. V453000: does the industry maybe have really few tiles?
17:44<V453000>few tiles?
17:44<frosch123>the effect rb describes is more likely if the industry has less tiles
17:44<V453000>well candyfloss forest has quite a lot of tiles
17:44<frosch123>though it won't work with a signle tile i guess
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18:40<CIA-1>OpenTTD: frosch * r24182 /trunk/src/saveload/town_sl.cpp: -Fix [FS#5169-ish]: The population of a town was computed incorrectly for overridden houses when loading a game.
18:40<CIA-1>OpenTTD: frosch * r24183 /trunk/src/town_cmd.cpp: -Fix [FS#5169]: Town radii were not updated immediatelly after construction/destruction of houses, resulting in desyncs.
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19:17<V453000>what could possibly be the reason that my openttd 1.2.0 crashes with the opengfx+trains nightly 411? (with the 32bpp ez trains)
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19:32<Eddi|zuHause>what could possibly be a crash.log/dmp/sav useful for?
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20:34<Baroks>help me
20:39<Skau1>hum what the hell
20:39<Skau1>why do i only get like .. 1/10 of what i usually recived for oil now?
20:44<Baroks>ican't use the 32bpp grafic in 1.2
20:44<V453000>use different resolution of openttd
20:44<V453000>it is a buge
20:47<Baroks>y have the baseset.tar in 32bpp but its not work
20:47<V453000>oh, no clue about the base set, thought you mean the trains
20:50<Baroks>what is the problem?
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21:50<Nat_aS>what can cause a station to have a bad rating?
21:51<Nat_aS>more accurately, what can cause a station with an excellent mail rating to have a bad passenger rating?
21:51<Nat_aS>this station receves several PAX trains and three airplanes every day
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23:13<Nat_aS>well I figured out how to make Diamonds profitable.
23:13<Nat_aS>put them on mail trains
23:13<Nat_aS>high speed mail trains
23:13<Nat_aS>with only two stops
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---Logclosed Fri Apr 27 00:00:45 2012