--- | Log | opened Tue Mar 12 00:00:25 2013 |
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01:03 | <Pikka> | Maybe it's because I'm Peruvian |
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05:10 | <andythenorth> | sometimes I wonder if I could not import 1 bazillion things to every python module |
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05:14 | <Pikka> | I don't |
05:14 | <andythenorth> | I bet |
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05:15 | <andythenorth> | Pikka chops, where is your HOQSV untracking table? |
05:15 | <andythenorth> | so I can copy it |
05:15 | <andythenorth> | for BANDIT |
05:15 | <andythenorth> | with sprinkles |
05:15 | <Pikka> | http://www.pikkarail.com/junk/after.png |
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05:16 | <Pikka> | It's not really bandity though |
05:16 | <Pikka> | http://www.pikkarail.com/junk/before.png is the old one |
05:18 | <andythenorth> | looks pretty bandity to me |
05:18 | <andythenorth> | as I cba to work out my own set |
05:19 | <andythenorth> | so nothing below 12t, because that's pointless |
05:19 | <andythenorth> | and you have unrealistically high top end |
05:19 | <andythenorth> | k |
05:20 | * | andythenorth considers a capapacity param |
05:21 | <andythenorth> | Pikka: you refitting the body type on rigids? |
05:21 | <Pikka> | yes |
05:21 | <andythenorth> | even with autorefit |
05:21 | <andythenorth> | ? |
05:21 | <Pikka> | I think so |
05:21 | <andythenorth> | ugh :) |
05:22 | <andythenorth> | I am thinking dropside, tanker |
05:22 | <andythenorth> | covers most evils |
05:22 | <Pikka> | it may be possible to avoid it |
05:22 | <andythenorth> | maybe a fridge |
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05:22 | <Pikka> | you may not have this problem with bandit, but I feel like limiting autorefit to certain vehicles is an unnecessary imposition of realism :) |
05:23 | <@peter1138> | :( |
05:23 | <Pikka> | otherwise I would probably limit autorefit to semis |
05:23 | <andythenorth> | I just don't like the visual hoo-haa when a tanker turns into a flatbed :P |
05:23 | <@peter1138> | not enough vehicles! ;( |
05:23 | <andythenorth> | there are 8 |
05:23 | <Pikka> | andythenorth, it might be difficult to avoid |
05:23 | <andythenorth> | it's a nice number |
05:23 | <andythenorth> | Pikka: it's impossible to avoid afaict |
05:23 | <andythenorth> | unless you like broken orders |
05:23 | <Pikka> | especially with no prop 25 for road vehicles |
05:23 | <Pikka> | :) |
05:24 | <andythenorth> | hmm |
05:24 | <Eddi|zuHause> | it's easy to avoid, just offer flatbeds and tankers as separate vehicles |
05:24 | <andythenorth> | Squid is 30CC |
05:24 | <andythenorth> | BANDIT might be 16CC |
05:24 | <Pikka> | there are 8? |
05:24 | <andythenorth> | do you see a pattern there? |
05:24 | <Pikka> | there are 16 |
05:24 | <andythenorth> | there is no spoon |
05:24 | <andythenorth> | biab |
05:25 | <Pikka> | bye |
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05:43 | <@peter1138> | Eddi|zuHause, yes |
05:47 | <andythenorth> | hmm |
05:47 | <andythenorth> | 4 tankers, 4 flatbeds, 3 artics |
05:47 | <andythenorth> | 11CC |
05:48 | <V453000> | severe lack of unicorns |
05:48 | <andythenorth> | they go in HEQS |
05:50 | <Eddi|zuHause> | you miss the boxcars of course |
05:50 | <V453000> | boxcars are boring |
05:50 | <V453000> | cargo aint visible in them :( |
05:51 | <andythenorth> | bye |
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06:22 | <Eddi|zuHause> | "if you write cryptocode, make sure that the memset that deletes your key does not get optimized out" |
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06:37 | <@peter1138> | heh |
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08:08 | <Pikka> | hoh |
08:12 | <@planetmaker> | huh |
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09:26 | <Sacro> | SET BLASTER=A220 I5 D1 T3 P330 H6 E620 |
09:27 | <goodger> | I am fairly sure you don't need to write AUTOEXEC.BAT any more, sacro |
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09:29 | <Sacro> | goodger: but then how does TTO know how to find my soundcard? |
09:29 | <Sacro> | best load mscdex as well |
09:55 | <@peter1138> | dosbox or real? |
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10:04 | <Eddi|zuHause> | Sacro: but dosbox sets these automatically by default |
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10:29 | <@Belugas> | hello |
10:32 | <Sacro> | Eddi|zuHause: ooh nice |
10:32 | <Sacro> | i should use a full screen dosbox at work |
10:32 | <Sacro> | with norton commander |
10:40 | <Eddi|zuHause> | and mscdex you don't need either, you just mount with "-t cdrom" |
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10:42 | <Sacro> | :( |
10:42 | <Sacro> | :o |
10:42 | <Sacro> | there's no Eddi |
10:43 | <goodger> | I am sure he'll be back |
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11:14 | <andythenorth_> | Bon apples |
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11:25 | <andythenorth_> | So original ttd has about 30 trucks per climate |
11:25 | <andythenorth_> | I was thinking 10 :p |
11:25 | <andythenorth_> | Too boring? |
11:27 | <@peter1138> | original trucks aren't refittable though |
11:28 | <andythenorth_> | Nope |
11:28 | <andythenorth_> | I forgot mail trucks |
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11:28 | <andythenorth_> | Probly better have some of those :p |
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11:29 | <andythenorth_> | Does anyone transport nail by truck ? ? |
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11:29 | <andythenorth_> | Nail / mail / phone keyboard |
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11:33 | <@peter1138> | yeah i have done |
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11:42 | <andythenorth_> | Postman pat van? Or 18 wheeler? o_O |
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12:03 | <Pikka> | in OpenTTD, andy, or IRL? |
12:03 | <Pikka> | http://www.flickr.com/photos/quarterdeck/8459968861/ |
12:08 | <Pikka> | looking at the main north brisbane mail centre in google earth, I can see about 30 postman pat vans, half a dozen 3-axle heavy rigids, and about 8 artics |
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12:09 | <Pikka> | the postman pat vans are used for brisbane distribution, actual delivery is done by motorbike for letters and contractors for parcels |
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12:10 | <Pikka> | hmm, maybe those aren't semis, they're very large 3 axle trucks |
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12:40 | <andythenorth_> | In that case, no pat vans |
12:41 | <andythenorth_> | Big rigid trucks ftw everywhere |
12:41 | <Pikka> | hooray |
12:41 | <Pikka> | more realistic than pat vans for inter-city transport, which is what you're mostly doing in OpenTTD anyway |
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12:43 | <andythenorth_> | I still haven't figured out any theme |
12:43 | <andythenorth_> | I like a thene :p |
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13:12 | <supermop> | i want a grid/line drawing monochrome base set |
13:13 | <supermop> | so i can play at work more surrepticiously |
13:13 | <HerzogDeXtEr> | lol |
13:16 | <supermop> | green dimetric grass and cartoonish hills looks blatantly like non work from across the room |
13:17 | <V453000> | lol |
13:18 | <V453000> | you could replace all sprites with letters |
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13:27 | <V453000> | is it just me or does TTRS+FIRS wtfbork? |
13:27 | <V453000> | 3.13 for TTRS and 0.10.0 for FIRS |
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13:34 | <frosch123> | ttrs has some parameters to disable banks |
13:34 | <frosch123> | or other fancy cargos/industries |
13:35 | <V453000> | it doesnt :s |
13:38 | <frosch123> | ah, well, you need version 4 |
13:38 | <frosch123> | http://dev.openttdcoop.org/projects/ttrs4 |
13:39 | <frosch123> | iirc the main feature of that version is that switch |
13:39 | <frosch123> | to enable compatibility with industry sets |
13:39 | <V453000> | o_O |
13:40 | <frosch123> | http://dev.openttdcoop.org/projects/ttrs <- hmm, maybe that one is more correct |
13:40 | <V453000> | that aint on bananas though |
13:40 | <V453000> | hasnt there been some bank changing in version like 3.10 already? |
13:41 | <frosch123> | so, i only dreamed all of that? |
13:42 | <frosch123> | planetmaker: tell me :) |
13:42 | <V453000> | idk I havent heard about anything such going on lately ... but that doesnt mean it couldnt have happened :) |
13:42 | <frosch123> | http://dev.openttdcoop.org/issues/1287 |
13:43 | <V453000> | Updated by foobar over 2 years ago |
13:43 | <frosch123> | "That is a good idea. IF (VALU/GOLD/DIAM) THEN have bank as industry; ELSE have bank as house." |
13:43 | <frosch123> | so, apparently it is compatible with firs |
13:44 | <V453000> | well yea, but I just tried FIRS 0.10.0 and TTRS3.13 and all houses were banks |
13:44 | <V453000> | it used to work as far as I remember |
13:44 | <frosch123> | ah, that's a different issue |
13:44 | <frosch123> | it's fixed in r42 |
13:44 | <frosch123> | which is unreleased |
13:44 | <frosch123> | http://dev.openttdcoop.org/projects/ttrs/repository <- r39 is 3.13 |
13:45 | <frosch123> | r42 fixed banks appearing in too early years |
13:45 | <frosch123> | so, you have to start your game after 1930 |
13:45 | <frosch123> | or all will be banks :) |
13:45 | <V453000> | alright it only happens with some certaion settings |
13:46 | <frosch123> | startyear is the important one |
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13:47 | <V453000> | oh |
13:47 | <V453000> | WTF :d |
13:47 | <V453000> | I dont want to start the game before 1930 :d |
13:48 | <frosch123> | add another house set :p |
13:48 | <frosch123> | with houses before 1930 |
13:49 | <frosch123> | or poke pm or foobar to release an update :p |
13:49 | <V453000> | well I just used japanese buildings instead of TTRS but I will give them a poke when I see them |
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13:58 | <@planetmaker> | frosch123, V453000 IIRC I added a switch to disable banks as industries to TTRS |
13:58 | <V453000> | any chance you remember which version is that in? :) |
13:58 | <@planetmaker> | So yes, I added it specifically to be compatible with FIRS ;-) |
13:58 | <frosch123> | planetmaker: nope, you didn't :p |
13:59 | <@planetmaker> | I did not? Hm... |
13:59 | <frosch123> | foobar added an autodetection of cargos |
13:59 | <@planetmaker> | Maybe I detected FIRS and then disabled the industry banks only |
13:59 | <frosch123> | and v's issue was a different one |
13:59 | <frosch123> | but nevertheless there is no current ttrs release :) |
14:00 | <@planetmaker> | with the house thing fixed? |
14:00 | <frosch123> | r39 is the last tag |
14:00 | <frosch123> | r42 fixes the bug v encountered |
14:00 | <frosch123> | fix is from 2012-06, last release from 2011-11 |
14:00 | <@planetmaker> | hm, I guess I could make a new release :-) |
14:01 | <@planetmaker> | but first I'll try get still some bread and then dinner before I starve to death |
14:01 | <@planetmaker> | finding drivers for old hardware... is a big PTIA |
14:01 | <@planetmaker> | especially obscure hardware |
14:01 | <V453000> | ho :) |
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14:45 | <@DorpsGek> | Commit by translators :: r25084 /trunk/src/lang (3 files in 2 dirs) (2013-03-12 18:45:19 UTC) |
14:45 | <@DorpsGek> | -Update from WebTranslator v3.0: |
14:45 | <@DorpsGek> | catalan - 2 changes by arnau |
14:45 | <@DorpsGek> | korean - 2 changes by telk5093 |
14:45 | <@DorpsGek> | gaelic - 2 changes by GunChleoc |
14:46 | <andythenorth> | Game Script? |
14:46 | <andythenorth> | MP? |
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15:06 | <andythenorth> | frosch123: ^ ? |
15:06 | <frosch123> | not today |
15:06 | * | andythenorth makes newgrfs in that case |
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15:38 | <Wolf01> | hello |
15:38 | <@Alberth> | hi Wolf01 |
15:39 | <Wolf01> | "Optimizing game files"... taking ages |
15:39 | -!- | k4be [~k@2001:5c0:1502:8c00:6e62:6dff:fec0:87cb] has joined #openttd |
15:40 | <k4be> | hey |
15:40 | <@Alberth> | hi |
15:42 | <k4be> | i'm looking for solution to this message "Error: Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt." on a dedicated server built from source |
15:42 | <k4be> | compared the directories with working server on gentoo, found no differences |
15:42 | <k4be> | i think it can't find the files |
15:43 | <Wolf01> | is the openttd.cfg in the same directory of the game or it is in a user directory? |
15:43 | <frosch123> | k4be: emerge opengfx |
15:43 | <k4be> | ~/.openttd user directory |
15:44 | <k4be> | this is not gentoo, i'm trying building from source on centos |
15:44 | <k4be> | it works correctly on gentoo |
15:44 | <Wolf01> | I usually make "portable" installations (with the .cfg in the same directory) and always works |
15:45 | <k4be> | the ~/.openttd is copied from working system |
15:45 | <frosch123> | it should be in /usr/share/games/openttd/baseset |
15:45 | <frosch123> | or so |
15:45 | <frosch123> | maybe share and games is switched :) |
15:47 | <Wolf01> | uh, nice, I have 14MB of updated grfs to download :P |
15:47 | <k4be> | also not starting after rm -r ~/.openttd |
15:47 | <@planetmaker> | not much. Use zbase. And wait for an update there, Wolf01 ;-) |
15:48 | <@planetmaker> | lol, k4be of course not :-) |
15:48 | <k4be> | it installed in /usr/local atm, different than in gentoo |
15:48 | <@planetmaker> | you need to provide a base set in one of the search paths of the openttd binary |
15:49 | <k4be> | how to find out which are these paths? |
15:49 | <@planetmaker> | which easiest is done by using your package manager |
15:49 | <@planetmaker> | readme :-) |
15:49 | <@planetmaker> | line... 188 or so... |
15:49 | <@planetmaker> | http://vcs.openttd.org/svn/browser/tags/1.3.0-RC2/readme.txt#L266 |
15:50 | <Wolf01> | whoa, what you have done?! I updated the game and suddenly buttons, buttons everywhere |
15:52 | <k4be> | it installed its files in /usr/local/games and /usr/local/share/games |
15:52 | <k4be> | do i have to change install prefix for it to work? |
15:54 | <k4be> | or is there a way to put paths in command line arguments or openttd.cfg? can't find any info in docs |
15:55 | <@planetmaker> | k4be, just symlink opengfx then into your homedir's ~/.openttd/baseset |
15:55 | <@planetmaker> | or the whole baseset dir |
15:56 | <@planetmaker> | ln -s /usr/local/share/games/baseset ~/.openttd/baseset/sys-base |
15:56 | <@planetmaker> | or something like that |
15:56 | <@planetmaker> | IFF there's a baseset folder in /usr/local/share/games/baseset |
15:59 | <k4be> | /usr/local/share/games/openttd/baseset/ it's there |
15:59 | <k4be> | but still won't start |
16:00 | <k4be> | gentoo tools often breaks things (as in avr-gcc case - source build works, gentoo build does not), but in case of openttd they did good job :) |
16:03 | <szaman> | you may use: strace -e open ./openttd |
16:03 | <szaman> | to see where the binary try to search |
16:05 | <@Alberth> | Alternatively, read the donotreadme: http://vcs.openttd.org/svn/browser/trunk/readme.txt#L266 |
16:07 | <k4be> | i just read it for the sixth time :) |
16:07 | <@planetmaker> | note that there's no search path with *local* in it |
16:08 | <@Alberth> | k4be: please make a pastebin with what you have where |
16:09 | <k4be> | http://wklej.org/id/979978/ looks like it finds some files from baseset (search for "= 4") |
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16:11 | <szaman> | and there *is* some *local* paths :] |
16:11 | <szaman> | *are* |
16:12 | <@Alberth> | what .grf files are in that sys-base ? |
16:16 | <k4be> | /home/k4be/.openttd/baseset/sys-base/openttd.grf |
16:16 | <k4be> | on working system: /usr/share/games/openttd/baseset/openttd.grf |
16:16 | <@Alberth> | that's not a base set |
16:17 | <@Alberth> | http://vcs.openttd.org/svn/browser/trunk/readme.txt#L194 |
16:18 | <@Alberth> | describes base sets |
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16:18 | <@Alberth> | ie zbase, open-gfx, or trg* (the original ttd files) |
16:18 | <@Alberth> | hi Zuu |
16:19 | <Wolf01> | lolwut, how I'm supposed to download 5.3GB @49KB/s? |
16:19 | <Zuu> | Hello Alberth |
16:19 | <Wolf01> | hi Zuu |
16:19 | <k4be> | it seems there is missing share/games/openttd/data directory |
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16:23 | <k4be> | ok, probably solved, copied /usr/share/games/openttd/data/ from gentoo to /usr/local/share/games/openttd/data/ |
16:23 | <@Alberth> | base sets don't hide in non-existing directories :) |
16:24 | <k4be> | and it seems to start correctly |
16:24 | <DDR> | \o/ |
16:24 | <k4be> | but i don't know why "make install" did not put it there |
16:25 | <@Alberth> | make install of what? openttd? |
16:25 | <@Alberth> | if so, it's because openttd does not come with a base set |
16:26 | <@Alberth> | you typically share the baseset with all openttd copies, no need to have a new baset set for every openttd install |
16:26 | <@Alberth> | so most users already have a base set when downloading or building openttd |
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16:27 | <k4be> | but in gentoo it did come, also windows users seemed not to have such problems |
16:27 | <TWerkhoven> | even on gentoo, the baseset only comes along because emerge has opengfx/sfx/msx as dependencies, they are separate ebuilds |
16:28 | <Rubidium> | k4be: sounds like your centos compile is without freetype/fontconfig, so the automatic downloading of base sets when one is missing does not work |
16:29 | <k4be> | so why haven't i learned it after reading readme file for 6 times? |
16:29 | <Rubidium> | also the windows installer has the option to download a base set (which might even be the default) |
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16:31 | <@Alberth> | k4be: what is missing in the readme file? |
16:32 | <Rubidium> | k4be: that freetype+fontconfig are needed for "automatic" downloading of a base set seems to be an omission, however I doubt many people will read it if it is hidden in section 7.1 |
16:32 | <Rubidium> | which is where it belongs, just like the lzma/zlib 'requirements' |
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16:34 | <WOOHOO> | "www.iBooter.us - Cheap, Affordable, Strong Output, Dedicated Servers. Best Booter on Market" |
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16:34 | <Wolf01> | I do want! Oh, too late |
16:35 | <k4be> | so i think configure should say i'm going to have problems :) |
16:35 | <Rubidium> | it's not necessarily a problem |
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16:47 | <Zuu> | Once you have a base set in ~/.openttd/baseset you will not have any problem if the bootstrap base set downloading is not working due to missing dependency. |
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16:51 | <frosch123> | night |
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17:11 | <Wolf01> | where is hidden the news ticker configuration panel? |
17:11 | <Zuu> | You can configure news in advanced settings in 1.3/nightly. |
17:11 | <@Alberth> | in the advanced settings it is in |
17:11 | <Zuu> | Just enter "news" in the advanced settings filter and those settings should probably appear. |
17:12 | <Zuu> | (given that you use OpenTTD in English) |
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17:13 | <mathieumaes> | Hi all! I have a question |
17:14 | <mathieumaes> | is it possible to reserve a certain station track for certain trains or goods ? |
17:14 | <Wolf01> | waypoints http://bbsimg.ngfiles.com/1/24030000/ngbbs4fde12a1a93b4.jpg |
17:14 | <mathieumaes> | I have 4 trains loading stuff and 6 trains unloading stuff in the same station with only 4 tracks... I want to make sure that the 4 loading trains don't block all 4 tracks |
17:15 | <Zuu> | You can use a waypoint to force all other trains to use the other platforms, and a separate for the trains to use the reserved platforms. |
17:15 | <Zuu> | I usually split unloading and loading into two separate stations. |
17:15 | <Zuu> | Those have no reason to use the same station ID. |
17:16 | <mathieumaes> | I suppose that could work |
17:16 | <mathieumaes> | thanks! |
17:16 | <@Alberth> | it also reduces head-aches about blocking :) |
17:17 | <mathieumaes> | yeah |
17:17 | <mathieumaes> | but what if you are loading 2 different goods ? |
17:18 | <@Alberth> | 3 stations? |
17:18 | <Zuu> | Either split loading into two stations or use waypoints to restrict access. |
17:18 | <@Alberth> | loading needs just a few platforms |
17:19 | <@Alberth> | you can have the other trains waiting in front of it |
17:19 | <Zuu> | Eg. use one entry at the left for grain and one entry to the right for liverstock. The grain trains have access to plattform 1 to 4 and livestock is given access to plattform 3 to 6. |
17:19 | <@Alberth> | at least, if you have enables the advanced/improved loading algorithm |
17:19 | <Wolf01> | mmmh, I think I need a setting for "closing of industries served by the player", it desn't seem to be handled by the "production changes of industried served by the player" |
17:20 | <Ristovski> | Jokes about german sausages are the wurst |
17:20 | <@Alberth> | Wolf01: industry closures are all put on one big heap indeed |
17:21 | <@Alberth> | but in my experience it happens very seldomly that an industry closes on you, just turn on the negative profit warning instead :) |
17:22 | <Wolf01> | meh, I have a fruit plantation near a city and already got an alert, so I wanted to know if it closes down |
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17:24 | <Zuu> | You can set up a dummy truck that loads fruit from it while building your rail connection. |
17:25 | <@Alberth> | Wolf01: ah, a warning in the industry window or so? |
17:25 | <Wolf01> | no, it closes down because is too near to the city, it doesn't have production problems |
17:26 | <Wolf01> | I already blocked the city from that side, but I don't know if it's enough |
17:28 | <Wolf01> | nothing that I can't handle by keeping the industry window open minimised, so if it closes, it mean that the industry has gone |
17:28 | <@Alberth> | I didn't even know it did that :o |
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17:31 | <SigHunter> | setting engine_renew is "on" but vehicles dont get renewed automatically when old, using 1.3.0 RC2, is there some other setting required for this to work? |
17:32 | <@planetmaker> | you gotta have enough money, engines need have possibility to visit depot. and they need still be available |
17:33 | <SigHunter> | i have cars that are 20/15 years old, i have 14 million €, limit is set to 200k €, engine is availlable, renew date is set to 5 |
17:33 | <SigHunter> | when i send them to depot they drive in and out without anything happening |
17:33 | <Wolf01> | maybe they are lazy |
17:34 | <@planetmaker> | savegame? |
17:34 | <@Alberth> | try it manually? |
17:34 | <SigHunter> | Alberth: you mean send to depot and then press that "renew button"? doesnt do anything either |
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17:35 | <SigHunter> | planetmaker: is this setting savegame dependant? |
17:35 | <SigHunter> | it was disabled but i enabled it later with rcon |
17:35 | <@planetmaker> | yes, fo course. |
17:35 | <SigHunter> | crap |
17:35 | <@planetmaker> | changing it in the main menu won't change it ingame |
17:35 | <@planetmaker> | only for newly started games |
17:35 | <@Alberth> | SigHunter: No, I mean drive in, drag/drop the engine yourself |
17:35 | <SigHunter> | and even not with rcon? |
17:36 | <@Alberth> | not if you loaded the game after that |
17:36 | <@planetmaker> | it's a setting every player can set themselves in MP |
17:36 | <@planetmaker> | so no rcon needed |
17:36 | <@Alberth> | but look in the settings to see its status |
17:36 | <@planetmaker> | thus rcon will be ineffective. It's a per-company setting |
17:37 | <SigHunter> | i dont know why i tried it that weird way |
17:37 | <SigHunter> | just set it in advanced settings and it works :D |
17:37 | <SigHunter> | thought it was some kind of serverside setting |
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17:53 | <Wolf01> | "oil refinery decreases production essentially"... what? |
17:54 | <@Alberth> | 'essentially' is not in the current language files here |
17:54 | <Wolf01> | ecs |
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17:59 | <@Alberth> | I found ecs way too demanding to be much fun |
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18:02 | <@planetmaker> | Wolf01, he probably means eventually (instead of essentially) |
18:03 | <@Alberth> | good night |
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18:15 | <Wolf01> | good night too |
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18:18 | <CR7> | portuga |
18:18 | <CR7> | há |
18:18 | <CR7> | ? |
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18:56 | <Eddi|zuHause> | http://i.imgur.com/WBTEwKs.jpg |
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19:02 | <__ln__> | might be photoshopped |
19:05 | <Eddi|zuHause> | WHAT?!? i was so sure it was a real photo :/ |
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22:34 | -!- | Flygon_ is now known as Flygon |
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--- | Log | closed Wed Mar 13 00:00:26 2013 |