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#openttd IRC Logs for 2012-06-08

---Logopened Fri Jun 08 00:00:11 2012
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05:32<Jupix2>are there statistics somewhere of how many copies of openttd get downloaded through the main website monthly?
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05:34<lugo>Jupix: is a good start
05:38<NGC3982>24k downloads a week?!
05:38<NGC3982>sweet jesus.
05:40<Knogle>is there any openttd servers statistics?
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05:44<Sacro>100%[======================================>] 729,067,520 73.6M/s in 9.5s
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05:54<lugo>*slow clap*
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08:03<andythenorth>lugo: HEQS!
08:03<andythenorth>we need roadtypes :(
08:06-!-Eddi|zuHause2 is now known as Eddi|zuHause
08:06<Eddi|zuHause>the joy of tilt-shift!
08:06<Eddi|zuHause>you never know which one is real and which one is a model
08:09<NGC3982>i fail to understand the naming
08:09<NGC3982>what's tilted, and what's shifting?
08:09<andythenorth>it's about the axis of the lens
08:09<andythenorth>these lenses were originally popular for correcting distortions when shooting architecture
08:09<andythenorth>but they have other uses
08:10<andythenorth>and digital cameras can fake the effect rather well
08:10<NGC3982>oh, i see
08:10<NGC3982>i actually thought everything about it was digital
08:10<NGC3982>and computer processed
08:11<Eddi|zuHause>NGC3982: because models are small and you are usually very close to them, you have a very limited range of focus, while photographing "real" scenes, your range of focus is much wider due to the distance. these lenses "fake" this effect
08:11<NGC3982>it's really cute
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08:35<frosch123>@base 16 10 58
08:35<@DorpsGek>frosch123: 88
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09:34<Eddi|zuHause>what's with this inflationary use of animal-oracles?
09:47<frosch123>do they involve frogs?
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10:05<@Terkhen>Knogle: to my knowledge only
10:09<Knogle>That's not what I meant though :P
10:10<Knogle>like, daily/monthly/yearly stats of online players
10:10<frosch123>on good days there are more clients than servers
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10:12<frosch123>and that 0.6.2 server is for sure the ottd server with the longest uptime ever
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11:13<supermop>i just sold a large number of chairs
11:13<supermop>which i never thought would be part of my job
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11:24<supermop>also i dont get commission
11:24<supermop>which is a shame as the order was 67k usd
11:30<supermop>all going to your country,
11:42<supermop>what have you been up to andy?
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12:06<andythenorth>mostly being grateful for recent commits
12:08<supermop>to trunk?
12:09<@Terkhen>which ones? :P
12:09<supermop>neat. What's new?
12:11<andythenorth>road vehicle bounding boxes
12:11<andythenorth>more important than they sound
12:15<@Terkhen>no idea, what does that do? :P
12:17-!-Nat_AFK is now known as Nat_aS
12:18<Eddi|zuHause>the same as it did for trains
12:18<Eddi|zuHause>make the bounding box shorter when the vehicle is shorter
12:19<frosch123>not quite the same
12:19<frosch123>they still do not turn aruond the center
12:19<frosch123>which is actually noticeable in corners
12:20<@Terkhen>I see
12:21<@Terkhen>I suppose that it does not affect ogfx-rv at all :P
12:24<frosch123>you might now see more cleary when you misaligned vehicles
12:24<frosch123>oh, and actually there is a change you will notice
12:24<frosch123>rv are now always 32px in vehicle lists
12:25<frosch123>so you might want to check the vehicle list/details/whatever for alignment of the horizontal view
12:25<@Terkhen>thanks, I'll do that :)
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12:29<frosch123>hai albert
12:29<@Terkhen>hi Alberth :)
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12:46<andythenorth>frosch123: is it plausible that rvs might rotate around center?
12:46<frosch123>currently they do not
12:47<frosch123>but it might improve the look in corners, if they would
12:47<andythenorth>it won't affect newgrf offsets
12:48<frosch123>if you make the correct, it will be fine
12:48<frosch123>if you mess them up while trying to compensate for the non-centric rotation it will become worse :)
12:48<andythenorth>I'm going to change that for hes 2
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13:14<@Alberth>Terkhen: patch for opengfx-rv dutch translation. the only real change is at line 3, where the website is removed. The empty lines are entries that need no translation, there is no real need to insert them in the file.
13:15<@Alberth>oops :)
13:15<@Terkhen>Alberth: thank you :)
13:16<@Terkhen>the first part of the description changed slightly in english, also the graphics credits
13:16<@Alberth>I'll check again then
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13:19<frosch123>thanks for reminding me, that there is such an url thingie
13:19<frosch123>debugveh lacked it
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13:22<@Alberth>Terkhen: update sorry for the unfinished first attempt
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13:24<@Terkhen>Alberth: thank you for your translation :)
13:25<@Belugas>liked that joke :
13:25<@Alberth>FooBar did most of the work, I just made minor adjustments :)
13:25<@Alberth>Belugas: hehe :)
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13:26<@Alberth>hi Wolf the first
13:26<Wolf01>hello Alberth
13:27<@Terkhen>hi Wolf01
13:27<Wolf01>hi Terkhen
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13:45<CIA-1>OpenTTD: translators * r24334 /trunk/src/lang/ (dutch.txt hungarian.txt latvian.txt):
13:45<CIA-1>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-1>OpenTTD: dutch - 11 changes by habell
13:45<CIA-1>OpenTTD: hungarian - 189 changes by IPG
13:45<CIA-1>OpenTTD: latvian - 14 changes by Parastais
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13:52<Eddi|zuHause>Belugas: is the joke "this site is down for maintenance"?
13:53<frosch123>the joke are missing parentheses
13:57<@Belugas>of course, Eddi|zuHause :) of course!
14:16<Wolf01>"this site is down for maintenance()"?
14:18<Wolf01>(sorry, too much php/jquery today)
14:19<frosch123>wow, some idiot downloaded debugveh within one minute from bananas :p
14:20<Wolf01>maybe one of those which does check all the content
14:20<frosch123>well, at least i managed to become the second downloader myself :)
14:21<frosch123>let's see what download count i get with another newgrf which has no use for the average user :p
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14:24<@Alberth>you should make one called nop.grf which does nothing :)
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14:25<@Terkhen>frosch123: I predict that you will get many downloads and even random "why my vehicles have become boxes" posts in unrelated threads at tt-forums
14:26<frosch123>yeah, let's hope for that
14:26<frosch123>though i rather expect posts like: i really like these boxes, but the vehicle stats are completely useless
14:26<@Terkhen>hah :D
14:27<@Alberth>and suggestions like 'an open box at the top so you can transport bulk' :)
14:28<@Alberth>although to keep in style, you'd have to use small boxes as bulk :)
14:28<frosch123>well, i will blame foobar
14:28<frosch123>the code looks exactly as in the nml tutorial, so what could be wrong? :)
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14:36<andythenorth>frosch123: I expect cargo support
14:37<frosch123>they transport all cargos which are piece goods or express, but not passengers or refridgerated
14:38<frosch123>the longer vehicles have quite high capacities
14:38<frosch123>but quite low power for it
14:38<frosch123>though they are also quite cheap
14:39<frosch123>so, the 1/8 train engines might be quite good actually
14:39<andythenorth>frosch123: no cargo graphics? :P
14:39<frosch123>you can choose from 8 colours :p
14:40<frosch123>oh, please, someone should start a lightning discussion :)
14:40<@Alberth>perhaps start discussing smoke now?
14:41<andythenorth>is the lighting correct?
14:42<andythenorth>yeah, looks ok
14:42<andythenorth>frosch123: this really convinces me I was wrong about smoke
14:42<andythenorth>we *do* need newgrf effect vehicles
14:42<andythenorth>so you can have smoke cubes
14:43<andythenorth>making your grf also suitable for debugging effect vehicles :P
14:43<frosch123>i disabled all effects to not block the view on the boxes
14:43<andythenorth>parameter :P
14:50<@Terkhen>smoke is boring
14:50<@Terkhen>it adds nothing besides eyecandy
14:53<andythenorth>that argument can be extended to other things ;)
14:53<andythenorth>graphics are boring
14:54<andythenorth>they add nothing besides eyecandy
14:55<@Terkhen>you might be on to something there
14:56<@Terkhen>I agree, we should move to an ASCII interface
14:56<andythenorth>that would rock
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14:57<FLHerne>@seen pikka
14:57<@DorpsGek>FLHerne: pikka was last seen in #openttd 2 weeks, 6 days, 12 hours, 22 minutes, and 24 seconds ago: <Pikka> hello Alberth
14:57*Alberth slaps DorpsGek
14:58<FLHerne>Andythenorth: UKRS2 and FIRS don't play at all nicely in terms of cargo support. Is that for UKRS2 thread or FIRS?
14:59<andythenorth>you have to live with it
15:00<FLHerne>Where then? :P
15:00<andythenorth>nowhere :)
15:00<FLHerne>But cement tanks really should carry cement... :-(
15:01<andythenorth>pikka doesn't care about that
15:01<andythenorth>or he might
15:01<FLHerne>Also, they shouldn't carry fish :P
15:01<andythenorth>well post in UKRS2 thread and ask then
15:01<andythenorth>it's definitely not FIRS
15:02<andythenorth>been there, done that :P
15:02<FLHerne>Ok. Pass it on to him, then? Bias, maybe? :P
15:03*FLHerne finds a forum to complain in :P
15:04<@Alberth>off-topic sounds ok :p
15:04<andythenorth>put it in ukrs2 thread
15:05<@Alberth>after a search it has not been posted before
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15:09<FLHerne>I'll probably make a proper check of what is/isn't compatible tomorrow, then. There seem to be quite a few obvious mismatches...
15:09<FLHerne>Thanks, anyway :-)
15:17<@Terkhen>cargo compatibility is always problematic :)
15:17<Nat_aS>>looking up what to buy for a new computer, People tell me to get a better GPU than CPU
15:19<@Alberth>or OpenTTD
15:20<@Terkhen>why would you need to get a new computer just for dwarf fortress? I doubt that it is very resource expensive, except maybe at map generation
15:20<Nat_aS>All the cool games hog CPU speed
15:20<Nat_aS>have you ever played DF Terkhen?
15:20<@Alberth>for some form of 'cool', yeah :)
15:20<Nat_aS>it's probably the most complex game with ASCII graphics.
15:20<Nat_aS>even outside of mapgen
15:20<@Terkhen>Nat_aS: no, I'm just making wild assumptions :)
15:21<@Alberth>programming is a much more complicated game
15:21<Nat_aS>each creature has it's own pathfinding, and there is fluid dynamics for liquids and TEMPERATURE.
15:21<Nat_aS>it simulates air temprature.
15:21<Nat_aS>Fires or floods can send FPS to a crawl.
15:21<@Terkhen>wow, that thing is crazy :P
15:22<andythenorth>making games is a much better game
15:22<Nat_aS>also toady is a mathmatician, not a progrmer
15:22<Nat_aS>it's spagethi coded to hell and back, and he wont let anybody optomize it for him
15:22<Nat_aS>so it's even worse than it sounds resource wise.
15:23<@Terkhen>sounds like the usual closed source one man project :P
15:24<Nat_aS>he needs to open the source, but he does not want to lose control of it.
15:24<Nat_aS>which is ridiculous
15:24<Nat_aS>it will always be his game.
15:25<@Terkhen>sounds familiar
15:25<Nat_aS>but yeah, DF makes 1024x1024 ottd maps with 500 trains look like nothing.
15:25<@Terkhen>I played DF once, but I found the learning curve to be more like a wall
15:26<@Terkhen>but all those procedurally generated stuff sounds interesting
15:26<Nat_aS>it's fun once you figure out the counterintuitive interface.
15:26<Nat_aS>and it has ambition that most games lack
15:26<@Terkhen>sorry, I'm already spoiled by modern achievement-driven games :)
15:27<Nat_aS>Achievement Unlocked! Completed the tutorial!
15:27<@Terkhen>I don't get an achievement just for starting the tutorial?
15:27<@Terkhen>not worth playing IMO
15:28<@Terkhen>just kidding, I'm not that spoiled, but I still need a game that is designed taking the user experience into account somewhat
15:28<@Terkhen>and I'm not talking about the ASCII part :P
15:29<Nat_aS>the ASCII graphics are the least obtuse part of the interface
15:29<Nat_aS>although I usualy switch to a square font face or tileset
15:30<Nat_aS>because tiles being taller than they are wide makes things hard to plan visualy
15:31<andythenorth>oh dear
15:31<andythenorth>DF looks worryingly good
15:32<Nat_aS>I have not played it in a while
15:32<Nat_aS>it should run good on my gaming laptop though
15:32<Nat_aS>i7 and 6gb ram
15:33<Nat_aS>but back to computers, what's a good motherboard.
15:33<@Terkhen>if it doesn't, the DF guy seriously needs to do some optimizations :P
15:33<Nat_aS>and should I get a case with a built in PSU?
15:33*Terkhen has no idea about motherboards
15:33<@Terkhen>they are stuff that get all the other stuff working together
15:34<andythenorth>DF looks fricking awesome
15:34*andythenorth spent a childhood playing games like that, approximately
15:34<Rhamphoryncus>andythenorth: DF involves intense multidimensional simulation.. but it does need optimization, heh
15:34*andythenorth has no idea about computers
15:35<andythenorth>what are computers for?
15:39<@Terkhen>spending money on them
15:40<andythenorth>they're boxes?
15:40<andythenorth>I think we have some in the office somewhere to prop the door open
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15:57*andythenorth ponders articulated trucks in – view
15:57<andythenorth>excessive spacing
15:57<andythenorth>side effect of defining them as 32px?
15:58<andythenorth>32px is correct imo
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16:02-!-Nat_AFK is now known as Nat_aS
16:02<Nat_aS>oh yeah, andy
16:02<Nat_aS>the big mining truck
16:02<Nat_aS>the futuristic one
16:03<Nat_aS>it looks kinda strange on bridges and in depots
16:03<Nat_aS>because of it's size
16:03<Nat_aS>but you probably know this, and can
16:03-!-Firartix [~artixds@2a01:e35:2ee1:7050:762f:68ff:fea5:ba0] has quit [Ping timeout: 480 seconds]
16:03<Nat_aS>can't fix it anyhow
16:03<andythenorth>seen it in a tunnel?
16:03<andythenorth>or sticking out the top of a tunnel? :P
16:03<Nat_aS>it's even worse in tunnels lol.
16:05<andythenorth>default trains also have this slightly odd movement from \ to – views
16:05<Nat_aS>at first I thought the other dumptrucks were too small
16:05<Nat_aS>then I realized they were just the right size lol.
16:06<andythenorth>they're as large as can be without insane clipping
16:06<Nat_aS>TTD's scale is Chibi anyways
16:06<Nat_aS>Trains are shorter and wider than IRL
16:06<Nat_aS>and roads = houses = train tracks
16:07<Nat_aS>looking cute and being playable are more important than precise scale
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16:21<andythenorth>good night
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16:41<@Terkhen>good night
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16:51<yno>is it possible to replace old vehicles automatically? I mean, when there is no newer version of the vehicle
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18:14<Wolf01>'night all
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18:44<Eddi|zuHause>and the winner of todays memory leakage contest is:
18:44<Eddi|zuHause>... okular!
18:45<Eddi|zuHause>2GB for a program that sits idle in the background
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---Logclosed Sat Jun 09 00:00:13 2012