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#openttd IRC Logs for 2013-04-12

---Logopened Fri Apr 12 00:00:16 2013
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01:01<FastNinja>Hi, I'm trying to make random town name generator in nml but I know very little about the syntax. For example in this line from a group of names : text("Goodridge Corners", 4), what is the significance of the number at the end?
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03:43<@planetmaker>probability. relative to the total of all probabilities given that way
03:46<@planetmaker>http://newgrf-specs.tt-wiki.net/wiki/NML:Town_names_parts
03:46<@planetmaker>hm, I'm way too late :-P
03:46<Supercheese>you have join/leave notices disabled?
03:46<Supercheese>d'you*
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04:17<dihedral>greetings
04:18<@planetmaker>hi dihedral
04:19<dihedral>:-)
04:19<dihedral>hey pm
04:20<dihedral>just getting a new wildcard cert for openttdcoop ;-)
04:25<@planetmaker>oh, nice :-)
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05:03<dihedral>there seems to be an issue
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05:53<juzza1>anyone know why there are no hard-coded american town names in openttd? even the original ttd has american names
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07:44<Ristovski>http://i.imgur.com/QQUKTpZ.png
07:44<Ristovski>because screw signals
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08:03<andythenorth>planetmaker: that bug report sounds very dubious
08:03<andythenorth>(FIRS)
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08:14<@planetmaker>juzza1, I'm pretty sure that original TTD has not
08:15<@planetmaker>and for what it's worth: Townnames can be added much more versatile via a NewGRF
08:15<@planetmaker>and there won't be any new townnames added hard-coded to the game
08:15<@planetmaker>(rather the existing hard-coded ones removed)
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08:24<juzza1>original has English, French, German, American, Latin-american and Silly. I agree the newgrf option is much better, it's just a bit inconsistent right now
08:26<@planetmaker>That might be TT. Not TTD
08:27<@planetmaker>Anyway, removing is difficult, if you don't want to break existing savegames
08:27<@planetmaker>Adding just adds more historical ballast where we have better alternatives
08:28<juzza1>i just installed ttd 95 and those were the options, and ok
08:29<@planetmaker>thus the answer to your original question is: hysterical raisins ;-)
08:31<juzza1>kk :)
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08:42<Ristovski>http://bugs.openttd.org/task/5524
08:42<Ristovski>lol
08:46<@planetmaker>he. Likely you're right that it should be considered a bug
08:48<V453000>interesting
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08:49<@planetmaker>nice method for griefers :-P
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09:44<@Terkhen>hello
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09:49<@Rubidium>planetmaker: that bug also works the other way around; a griefer buying land that nobody can build something past anymore
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09:50<V453000>bugfix by rcon ban and server discipline :>
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10:01<Eddi|zuHause>"chips with 6 sides have better multicore support", i seem to be missing some concept there
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10:28<alandarev>I am trying to debug not mine game script. It throws an error that script stopped working and no useful information in debug window, what stock function in a script causes this exception? Can I search for something like (GSGame.exit) to identify all possible exit points?
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11:29<peter1139>so, er
11:29<peter1139>what should i do with my pi?
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12:48<alandarev>where did Electric rails go???
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12:54<alandarev>I an't find electric railways, why?
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13:03<Eddi|zuHause>because you play default vehicles in tropic or arctic?
13:04<Pinkbeast>Or turned on the option that disables them?
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13:12<V453000>I wonder about the % of questions asked here that google could answer
13:12<V453000>if I ignore just checking settings
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13:15<@Alberth>evenink
13:15<frosch123>moin albert :)
13:20<alandarev>can I enforce tycoon UI closer to left corner? When I spreadi to 2 monitors, the menu is divided between two and is now tough to use
13:20<frosch123>do you mean the menubar?
13:20<frosch123>you can configure menubar and statusbar in advanced settings to be on the left, right or center
13:21<@Alberth>alandarev: tycoon? what game are you playing?
13:22<alandarev>Alberth: OTTD
13:23<@Alberth>Perhaps you mean OpenTTD? But that game is not written as tycoon nor as OTTD
13:25<alandarev>frosch123: thank you
13:26<alandarev>Alberth: :( okay, OpenTTD
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13:45<@DorpsGek>Commit by translators :: r25178 trunk/src/lang/unfinished/gaelic.txt (2013-04-12 17:45:08 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>gaelic - 14 changes by GunChleoc
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16:04<Wolf01>balls!
16:05<andythenorth>yeah
16:05<andythenorth>also forums have scored bingo
16:05<andythenorth>*every* one of the top few posts in all the sub-forums I check is full of shit
16:06<andythenorth>usually there's one or two good ones or so
16:07<Wolf01>why does it take so much time to install and configure a webserver (AMP)? when you need something particular (for example xdebug) you can't rely on those pre-packaged installations :(
16:08<Wolf01>and now, it doesn't like the folder name
16:11<@Alberth>o/
16:11<Wolf01>hello Alberth
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16:39<alandarev>is there any known issue with vehicles replace function in 2cc train set? I am having 1.5 mil, but trains are not replaced using replace feature window :(
16:41<frosch123>do they ever enter a depot?
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16:56<alandarev>frosch123: yes, I got breakdowns on
16:56<frosch123>do you get news messages why it fails?
16:56<frosch123>maybe you disabled news for vehicle advice?
16:58<alandarev>frosch123: no news :( and it's multiplayer, all 3 of us having this issue, before 2cc they would replace fine
16:59<frosch123>well, send one train manually to depot
16:59<frosch123>and click the upgrade button in the depot
16:59<frosch123>maybe that one tells something
17:00<alandarev>ok
17:00<alandarev>i click on upgrade button in a depot, the train is not being upgraded, no messages :(
17:00<alandarev>except train is waiting in depot
17:01<frosch123>are you sure you set up autoreplace? :p
17:01<alandarev>hold on a second, it was wrong train
17:02<frosch123>you know, there are options like only replacing when old and such
17:02<alandarev>yes, i manually sent it to depot and it automatically replaced
17:02<alandarev>without clicking on a button
17:03<alandarev>indeed they are not getting to depots
17:03<alandarev>i do not get why, their reliability is stuck at 47% and is set to get to maint at 50%
17:04<frosch123>50% means 50% of max reliability
17:04<frosch123>so, unless they have 96% at max
17:04<frosch123>*94
17:04<HellTiger>it takes pretty long some times, until trains getting replaced
17:04<HellTiger>i thought it was a bug. but it wasnt
17:04<Supercheese>Just disable breakdowns, or rm breakdowns entirely :P
17:05<frosch123>yeah, that's how the losers do it :p
17:05<Supercheese>"1.4.0 -[Fix] Removed breakdowns"
17:05<Supercheese>XD
17:06<alandarev>thanks for suggestions
17:06<frosch123>won't happen as long as >50% of active devs play with breakdowns :p
17:06<Supercheese>April Fool's? :P
17:06<@Alberth>nope
17:06<frosch123>we never made an april fools joke
17:07<Supercheese>Maybe I should try breakdowns on, I haven't in years
17:07<@Alberth>unless the joke was that it was no joke :p
17:07<Supercheese>meta-jokes
17:08<@Alberth>Supercheese: having to setup your tracks to cope with stopped trains is much more challengine
17:08<@Alberth>*challenging
17:09<Supercheese>Indeed; I wouldn't know where to start. Add points every so often to quad-track setups, I guess
17:10<andythenorth>night
17:10<@Alberth>quad-track ? wow :)
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17:10<Supercheese>I don't normally quad-track
17:10<Supercheese>But I'd presume it'd help with breakdowns
17:11*Supercheese shrugs
17:11<@Alberth>I normally have 2 tracks in one direction, sometimes 3 if it is really busy
17:12<@Alberth>and I don't push everything over one set of tracks :)
17:12<Supercheese>Oh, when I say "quad" I mean "two tracks one way + two tracks the other way"
17:12<Supercheese>LL+RR, perhaps is a way to say that
17:12<Supercheese>I'm not much of a network designer, normally I just throw tracks out with no planning :P
17:13<@Alberth>oh, my tracks are often not balanced, with freight multiplier, loaded trains are slower than unloaded trains, so you need less tracks at the 'empty' side :)
17:13<@Alberth>me also 'designs' that way :D
17:14<@Alberth>it causes need to do a lot of track rebuilding, which is fun to do
17:14<@Alberth>obviously while they are being used :)
17:15<Supercheese>no build-while-paused? :O
17:15<@Alberth>nah :)
17:16<@Alberth>it's pretty safe if you don't mess with signals while a train waits at it :)
17:18<@Alberth>good night
17:18<Supercheese>'night
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17:30<alandarev>i am enjoying 2cc and its difficulty, but the amount of trains is killing me!!! could you suggest something similar in balance-wise but way less choice?
17:31<frosch123>disable "engines never retire"
17:31<frosch123>:p
17:32<alandarev>it is disabled
17:32<frosch123>anyway, is 2cc balanced at all?
17:32<frosch123>i thought it only has pax trains
17:32<alandarev>2cc offers all train types
17:33<alandarev>just look at that maount of trains: http://josh.c-servers.com/web/2013_04_12_22_33_08_OpenTTD_1.3.0.png
17:33<alandarev>and it's 1968 date
17:34<frosch123>lately i have only played with nuts
17:34<Eddi|zuHause> <frosch123> we never made an april fools joke <-- like saying there was a release but there wasn't a release?
17:34<frosch123>it is likely the set with the most engines, giving most choices, but it also groups them for easy navigation
17:34<frosch123>Eddi|zuHause: ah, true :)
17:35<Eddi|zuHause>or releasing openlomo :p
17:35<frosch123>the keyboard broke before we could type "candidate" or so
17:35<frosch123>that was no official joke :) only peter joined them
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17:44<Eddi|zuHause>man, how can a series be so stupid that it's actually painful to watch?
17:44<@Rubidium>so... any program at Fox?
17:45<Eddi|zuHause>i was just trying to reply "i meant fictional series", but then... :p
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20:13<Wolf01>'night
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20:35<frosch123>night
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20:40<Eddi|zuHause>day.
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---Logclosed Sat Apr 13 00:00:19 2013