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#openttd IRC Logs for 2012-05-29

---Logopened Tue May 29 00:00:56 2012
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02:58<Markk>Alles goed? :)
03:02<NGC3982>is that dutch?
03:02<NGC3982>ive recently noticed how extremely similar dutch and swedish is.
03:02<Markk>Yep, it is.
03:03<Markk>Swedish and Dutch is much more similar than Swedish and German.
03:03<NGC3982>goedemorgen > god morgon. alles goed > allt gott, for instance.
03:03<NGC3982>yes, indeed
03:03<NGC3982>most swedes are unaware of it
03:03<NGC3982>oh wait, its you
03:03<NGC3982>didnt read the nick
03:03<NGC3982>hej Markk :D
03:03<Markk>Oi :)
03:04<Markk>Varför nickar du NGC3982?
03:05<NGC3982>not trying to be too spread out with my usual nick
03:06<NGC3982>i need to work a bit of damage control on my integrity
03:06<NGC3982>im all over the internet :/
03:16<telanus>dutch is cloe to Afrikaans too
03:18<NGC3982>i would say the other way around
03:18<Markk>telanus: No wonder. :)
03:18<NGC3982>isnt afrikaans built on the colonial powers?
03:19<NGC3982>seventeen century dutch-ish
03:19<NGC3982>or something
03:19<Markk>It's dutch from the beginning.
03:19<Markk>I don't know if it's like Danish and Swedish or Swedish and Norwegian.
03:20<NGC3982>well, afrikaans should exist simply by the fact of dutch people combining local linguistics with dutch.
03:20<NGC3982>i guess
03:23<telanus>NGC3982: Yip Afrikaans was once called Kitchen Dutch
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03:24<NGC3982>its like the swedish skånska dialect
03:24<NGC3982>(should also move to africa)
03:25<telanus>Our language guru's try and keep it close to the Dutch way of speaking.
03:26<telanus>But don't really think they are succeeding
03:26<NGC3982>is afrikaans a bit unpopular in dutch regions, or what?
03:27<telanus>don't know. But I know the Dutch normally smile when they hear us speak
03:30<NGC3982>ah, i see
03:30<NGC3982>the dutch arent the most violent of people
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06:15<NGC3982>drac_boy: o/
06:16<drac_boy>hi NGC3982? :)
06:18<NGC3982>drac_boy: zup g! :)
06:18<drac_boy>how're you?
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06:20<NGC3982>tis' be neat. having lunch with my customer service.
06:24<drac_boy>heh ok
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08:45<hackalittlebit>default option looks nice :)
08:47<hackalittlebit>s/ [ln 3075 && ln 3803] / [ln 3075 || ln 3803] / train_cmd.cpp r1198 (overkill ??)
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13:11<andythenorth>a good Madrid summer Terkhen ?
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13:12<@Terkhen>if by good you mean scorching hot then yes :)
13:13<@Terkhen>same temperature as in Granada, even if Madrid is more at the north
13:17<frosch123>i see, three degree more than here :)
13:22<@Terkhen>it will get worse :P
13:24<frosch123>i hope you have a casual dress code at work :)
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13:28<@planetmaker>hi terkhen, andy
13:28*andythenorth enforces a dress code
13:29<andythenorth>"dress like you care"
13:29<frosch123>i hopes it does not continue with "... and pay for the consequences" :p
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13:45<CIA-17>OpenTTD: translators * r24301 /trunk/src/lang/ (8 files): (log message trimmed)
13:45<CIA-17>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-17>OpenTTD: catalan - 1 changes by mtormo
13:45<CIA-17>OpenTTD: czech - 22 changes by RabbRubbish
13:45<CIA-17>OpenTTD: danish - 2 changes by beruic
13:45<CIA-17>OpenTTD: german - 218 changes by NG
13:45<CIA-17>OpenTTD: italian - 1 changes by lorenzodv
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13:48*telanus really need free time to update the Afrikaans translation
13:48<@Terkhen>just do a few strings everyday :)
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13:53<frosch123>yeah, just like we add a few strings every day :p
13:53<frosch123>btw. Terkhen, spanish is again incomplete :p
13:54<@Terkhen>done :)
13:55<frosch123>telanus: i hope the majority of the new strings contain at least some interesting stuff to know :)
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14:15<@Terkhen>hi Wolf01
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14:25<Nat_aS>why wont daimonds be profitable with anything other than a direct air-route?
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14:26<V453000>they are?
14:26<V453000>I rather wonder how could they ever not be profittable as they cant decay?
14:26<frosch123>if you have expensive trains and rvs, and cheap aircraft, maybe :)
14:27<Nat_aS>I have a train from the mine to the station, and then a truck to the bank
14:27<Nat_aS>and the truck loses me money
14:27<V453000>which train set
14:27<Nat_aS>the train might also be losing me money, BUT it's mainly a coper ore train
14:27<Nat_aS>with two diamond cars
14:27<frosch123>Nat_aS: then change the payment leg percentage to something lower
14:28<V453000>well if only the truck is losing money, it is probably not transfering it any closer than it already was by the station, or something like that
14:28<V453000>if it goes to the opposite direction, transfer loses money
14:28<V453000>or ... only the vehicles which go the opposite direction, ofc
14:29<Nat_aS>oh, lowered it from 100 to 50%
14:29<Nat_aS>now it's earning money
14:29<V453000>oh :D
14:29<Nat_aS>Technicaly the station is farther away from the bank than the mine
14:29<Nat_aS>but it's the best I can do
14:29<V453000>well if one vehicle got 100% and the other got the rest, you can tell how much could it profit
14:30<Nat_aS>This reigon on the map is the part I saved for last, becasue the terrain is really inconveniant
14:30<Nat_aS>and most of the time I transport daimonds by air
14:30<Nat_aS>because AV8 has c130s and C17s
14:30<Nat_aS>which is awesome
14:31<Nat_aS>and perfect for moving diamonds.
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14:45<Nat_aS>There should be a lifetime profit display for trains
14:45<Nat_aS>that includes the cost of creating that train, as well as refits and such
14:48<andythenorth>there should be a pink unicorn :)
14:49<opa>unicorn train set would be nice
14:49<Nat_aS>Actualy andy
14:49<Nat_aS>a truck set would be really nice
14:50<Nat_aS>because HEQS is nice, but has no trucks, so I load it with EGRVTS, and that causes my depot menu to be overfull
14:50<opa>one unicorn could carry 1 ton of diamonds?
14:50<andythenorth>unicorns carry truffles
14:50<Nat_aS>a truck set that is desiged to be used with HEQS would be perfect
14:50<Zuu>Oh, forum has been fixed so that I don't need to add double backslashes before posting :-)
14:50<Nat_aS>because it's silly to have tractors carry goods to market
14:50<Zuu>Eg. when posting windows paths :-)
14:50<@Terkhen>try OpenGFX+ Road Vehicles :P
14:51<@Terkhen>my power/speed adjustments received no feedback :(
14:51<andythenorth>BANDIT is currently stuck
14:51<andythenorth>due to problems I can't / won't overcome :P
14:52<Nat_aS>yeah, I was aware at that, it was a jab at you
14:52<Nat_aS>and what problems/
14:52<andythenorth>can't make it work on the compile farm
14:52<andythenorth>don't know
14:52<andythenorth>haven't tried to debug it
14:52<Nat_aS>what's diffrent about it
14:53<Nat_aS>that sucks
14:53<andythenorth>don't know
14:53<andythenorth>I'd need to get cf ssh access and such
14:53<andythenorth>then spend time looking
14:53<andythenorth>then figure out the fix
14:53<andythenorth>then fix
14:53<andythenorth>real life happening
14:56<andythenorth>we all seem to have stuck projects right now
14:58<@Terkhen>I managed to unstuck one of mine :P
14:58<@Terkhen>well, two if you count ogfx-rv, but it is getting stuck again quite fast
14:59*frosch123 watches a chicken and an egg
15:00<Knogle>GSCompany::BuildCompanyHQ: An HQ can not be removed, only by water or rebuilding; If an HQ is build again, the old one is removed <- does that mean you can remove a HQ by building it on water?
15:00<andythenorth>planetmaker has a new build framework but I have no time to test it :P
15:00<andythenorth>Terkhen has an updated grf but no-one to test it :P
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15:00<@Terkhen>no one is interested I guess
15:00<@Terkhen>road vehicles = no interest
15:00<andythenorth>alberth has a translator app, but no-one to test it
15:00<@Terkhen>default = no interest
15:00<frosch123>Knogle: yes, but you have to clear the water shortly before
15:01<@Terkhen>if you mix both... :P
15:01*andythenorth has a truck set that won't compile :P
15:01<@planetmaker>hm... so many things to do
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15:01<Knogle>frosch123: Interesting...
15:01<andythenorth>mostly I am grepping 49323 python files right now
15:01<frosch123>andythenorth: Terkhen: planetmaker: playing with nuts is fun though :p
15:02<Knogle>There should be an easier way to do it tho, especially if you make a gamescript where you claim towns and it's already been claimed.
15:02*Knogle goes to test it anyway
15:03<@planetmaker>has a crappy license, though
15:04<Nat_aS>god Egrvts is retarted
15:05<Nat_aS>so many trucks that look exactly the same
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15:05*andythenorth mentions ingratitude
15:05<andythenorth>it's free, quite well drawn, what's not to like?
15:05*planetmaker wonders where Nat_aS has made a less retarted (sic!) one
15:06<andythenorth>for a long long time it was the only decent truck set
15:06<@planetmaker>I still consider it quite decent. You just must not play with realistic accel for RV then
15:06<@Terkhen>or try to transport alcohol :P
15:06<@Terkhen>eGRVTS could use a big update
15:07<@Terkhen>but it still has too many vehicles for my taste
15:07<@planetmaker>it could. I think it's being done, though. Slowly, ever so slowly
15:07<@Terkhen>ogfx-rv has too few
15:07<@planetmaker>As usual no feedback, I guess
15:07<@planetmaker>he :-P
15:07<Nat_aS>It's just anoying scrolling past a million tucks that look exactly the same
15:07<frosch123>go to simuscape then :p
15:07<@Terkhen>well, at least eGRVTS gets *some* feedback
15:07<Nat_aS>with minor diffrences in stats
15:07<@Terkhen>the life of the road vehicle newgrf developer is hard
15:08<andythenorth>especially when the newgrf won't compile
15:08<@Terkhen>andythenorth: you can't blame your users for that :P
15:08<andythenorth>why not? :P
15:08<@Terkhen>well, you can, but you would blame them without reason :)
15:09<Nat_aS>I think HEQS is my favorite newfrg
15:10<@Terkhen>it's certainly one of mine
15:10<Nat_aS>the only thing that would improve it would be if there were sets of trucks and busses to go with it
15:10<@Terkhen>trucks and busses are not HEQ
15:10<Nat_aS>I know
15:10<@planetmaker>it has a few unique selling points
15:10<@Terkhen>you can add a different set for that, there is no reason to include them in HEQS IMO
15:11<@Terkhen>andythenorth: did HEQS get autorefit?
15:11<@planetmaker>indeed. It'd be a dilution of heqs. And it'd not serve it well. On the contrary
15:11<Nat_aS>no, I'm saying there should be a GRF designed to be used next to HEQS
15:11<Nat_aS>that adds trucks and busses
15:11<Knogle>frosch123: You don't happen to have an example of it? :P
15:11<andythenorth>Terkhen: yes but it can cause an assert iirc
15:11<Nat_aS>because all the road veichile sets are designed to be complete
15:11<@Terkhen>an assert in OpenTTD? :O
15:11<Nat_aS>and thus cause redundencey and mismatching when used with HEQS
15:11<frosch123>Knogle: clear 4 sea tiles, and build a hq before it gets reflooded
15:11<@Terkhen>did you report that?
15:11<andythenorth>I had it reported to me by Rubidium
15:12<andythenorth>I think it's now trapped, I didn't check recenrlty
15:12<andythenorth>recently /s
15:12<@Terkhen>I missed that, it must be from before I started to pay attention again
15:12<@Terkhen>but I recently checked all bugs and I did not see that one
15:12<Knogle>frosch123: I'm with you that far, but how do I figure the tile # for the top right corner for example?
15:13<Nat_aS>Hmm, does station rating consider feeders?
15:13<frosch123>i thingk GSTile has some function to test for water
15:13<Nat_aS>because it seems like the best way to boost a station rating is to use feeders
15:13<frosch123>but ofc, if the entire map has no water, you are doomed ;p
15:13<frosch123>then you need to terraform at the border to make sea :p
15:13<Nat_aS>have a fleet of tiny RVs take cargo to a station a few tiles away, and then load it onto one giant train
15:13<Nat_aS>that only comes once a year
15:14<Nat_aS>tricking the station raiting
15:14<@Terkhen>andythenorth: I see :/
15:14<@Terkhen>it would be nice to have autorefit in HEQS :P
15:14<@Terkhen>what about FISH?
15:15<frosch123>Nat_aS: station rarting is affected a lot by the amount of time since cargo was loaded last
15:15<Knogle>frosch123: yes, GSTile::IsWaterTile
15:15*Terkhen is planning a test game soon-ish
15:15<frosch123>so, best case is when a vehicle is constantly waiting for loading
15:15<Knogle>frosch123: But I don't know which tile is which :|
15:15<andythenorth>some of HEQS has auto-refit
15:15<frosch123>when using FISH i only ever build the island trader :s
15:16<Nat_aS>yeah, and it's biased against large trains/ships which come infrequently.
15:16<andythenorth>Terkhen: HEQS won't be fixed until I convert it to python
15:16<andythenorth>which can't happen because BANDIT won't compile
15:16<@Terkhen>python? sounds crazy :P
15:16<Nat_aS>wait? Island traider refits itself automaticly?
15:16<@Terkhen>Nat_aS: use a NewGRF that redefines how station ratings work
15:17<Knogle>frosch123: thank you! :)
15:17<Nat_aS>I was just asking, is feeders a good way to trick the station raiting?
15:17<frosch123>island trader is the fastest ship, and has the enough capacity for all my needs
15:17<andythenorth>you can max out ratings easily with HEQS dump trucks feeding ships / trains
15:18<andythenorth>or you can use FIRS with 'improved' station ratings
15:18<frosch123>FISH lacks interesting introduction dates
15:18<andythenorth>FISH lacks a danmack
15:18<Nat_aS>yeah, My problem with FISH is how slow everything is
15:18<@planetmaker>OpenTTD graphics lack a DanMacK
15:18<Nat_aS>I use island traider because it's fast-ish
15:18<Nat_aS>but wish I could use the others
15:19<@Terkhen>ships are slow :P
15:19<@planetmaker>and meant to be slow
15:19<Nat_aS>the game can't handle slow things on large maps
15:20<Nat_aS>a ship can take years to get to port on modern maps
15:20<andythenorth>build trains
15:20<Nat_aS>if there was a boat speed factor like the train speed factor that could fix things
15:20<Nat_aS>trains can't into water
15:20<Nat_aS>some maps have island
15:20<andythenorth>build bridges
15:20<Nat_aS>island bridges are silly
15:20<andythenorth>just build giant bridges with maglev
15:20<andythenorth>problem solved
15:20<@planetmaker>bridge-mania ;-)
15:21<@Terkhen>either that or use ships
15:21<@Terkhen>and ships are slow :)
15:21<andythenorth>I should make BANDIT compile
15:22<@Terkhen>if that makes you release a new set and fix HEQS then yes, you should
15:22<Nat_aS>I don't think ships should be 'fast' but I think they should be less slow
15:22<frosch123>yeah, but only ships are able to transport the masses of sweets, but sweet payment decreases so fast :(
15:22<andythenorth>what about my 49323 python files?
15:22<@planetmaker>then... make a newgrf, nat_as
15:23*FLHerne wants the 'boat speed factor' :P
15:23<Nat_aS>Fish is nice thought, it just needs a boat speed factor
15:24<Nat_aS>maybe as a perameter
15:24<andythenorth>patch it
15:24<FLHerne>If boats were 50% faster, I'd use even more than I do already :D
15:25<FLHerne>andythenorth: Indeed. Time required to learn C++ and then OTTD system would be longer than I have spare atm :-(
15:25<FLHerne>Maybe in July...
15:25<andythenorth>just patch the newgrf
15:25<andythenorth>it takes 10 mins
15:25<Nat_aS>it could be called flying fish!
15:27<FLHerne>10 mins...including installing NML compilers etc?
15:28<@Terkhen>that would take longer
15:29<@Terkhen>and besides that... unless it was converted FISH is not in NML
15:29<@Terkhen>pnfo is... scary :)
15:31<@planetmaker>I'd simply make an add-on newgrf in NML
15:31<@Terkhen>yes, that would be simpler
15:31<@planetmaker>which modifies ship speeds of FISH
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15:39<Nat_aS>Call it flying fish!
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16:49<@planetmaker>good night
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17:18<Wolf01>'night all
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17:24<@Terkhen>good night
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21:08<jamaka2001>i got banned on the welcome server and i need help
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21:08<jamaka2001>in openttd
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21:12<jamaka2001>i need help here
21:13<jamaka2001>someone please answer
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23:48<xiong>I shall answer: Hello! But I can be of no use whatsoever; please accept my apologies.
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---Logclosed Wed May 30 00:00:57 2012