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#openttd IRC Logs for 2014-02-09

---Logopened Sun Feb 09 00:00:06 2014
---Daychanged Sun Feb 09 2014
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01:28<Pikka>there
01:28<Pikka>http://www.tt-forums.net/viewtopic.php?f=65&t=69986
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04:56<Pikka>honestly, this bloke over the back
04:56<Pikka>he yells at his little kids all day and then is surprised that they yell at each other
04:58<Elyon>:(
05:18<Flygon>Pikka: I'll lobby for parenting licenses if you lobby
05:29-!-TheBix [~Esh@c27-253-119-137.carlnfd2.nsw.optusnet.com.au] has joined #openttd
05:29<TheBix>hey guys
05:29<TheBix>are there any good scenarios that you guys would recommend playing?
05:31<Eddi|zuHause>depends on what you expect from a scenario
05:31<TheBix>what do you like?
05:31<TheBix>i've been playing my own scenarios although i've noticed its not possible to grow cities in them fro some reason
05:32<Eddi|zuHause>there are scenarios that portrait real world locations, such as Europe, USA, etc.
05:32<Eddi|zuHause>founding of towns by the player is a setting
05:32<Eddi|zuHause>check the advanced settings
05:33<Eddi|zuHause>by default the scenario will keep the setting that the creator set, but most things can be changed by the players
05:33<Eddi|zuHause>except certain map creation settings and NewGRFs
05:34<Flygon>Unless you enable NewGRF changing in the config file
05:34<Eddi|zuHause>there is a scenario modelling a fictional world called "Cindini" which used to be very popular, but i never played it
05:34<Flygon>I'd say "Complete the Europe scenario, complete with buses/trams"
05:34<Eddi|zuHause>the "story book" feature in 1.4.0-beta is quite new, i don't know if any scenarios use that yet
05:34<Flygon>But that's schmuck bait for the 4096 vehicle limit x.x
05:35<Eddi|zuHause>vehicle limit is 5000
05:35<Eddi|zuHause>per company
05:35<Flygon>Wait, it's 5000?
05:35<Flygon>Huh
05:35<Eddi|zuHause>so just make a different company
05:35<Flygon>Why did I think it was 4096? O_o
05:35<Flygon>Eddi: The issue with that is
05:35<Eddi|zuHause>the hard limit is 64000 i think
05:35<Flygon>Is that it makes CargoDist not really practical
05:35<Eddi|zuHause>yes
05:35<Flygon>Because I was using Trams and Buses as a feeder for railway stations
05:35<Eddi|zuHause>needs infrastructure sharing
05:36<Eddi|zuHause>which has a whole bucket of issues
05:36<Flygon>Lemme guess, uncapping it outright breaks old Savegames?
05:36<Eddi|zuHause>Flygon: not old savegames, but you'll have trouble keeping your savegame in newer versions when you update
05:36<Eddi|zuHause>Flygon: the limit is rather arbitrary
05:37<Eddi|zuHause>Flygon: can probably get away with changing like 3 lines
05:38<Flygon>If it's so 'easy' to uncap the vehicle limit, then why is the options cap of 5000 implemented indefinitely? Bar the whole "Preventing the shmuck bait of someone trying to run 25000 boats from a single company and wondering why the game lags so badly" thing
05:40-!-Andreas [~Andreas@c118116.upc-c.chello.nl] has joined #openttd
05:40<Flygon>I'm sorry if I sound accusatory, I really am not trying to be offensive somehow >_<
05:40<Flygon>I'm just genuinely curious about some of the caps
05:43<TheBix>theres no reason to even get that many vehicles in a map imo
05:43<Flygon>You'd hate some of my savegames then
05:44<Flygon>I was trying to 'complete' that 2048*2048 Europe scenario
05:44<Flygon>But then I realized I was completely boned when I realized I would hit the cap in vehicles
05:44<Flygon>In both boats and road vehicles
05:44<Flygon>I was having an extensive Tram network in every town to encourage growth and reputation
05:45<Flygon>And there's also the whole "Coaches" thing too
05:45<TheBix>i was playing on an australia scenario
05:45<TheBix>the cities won't grow for some reason
05:45<Flygon>The 1024*1024 one?
05:45<TheBix>and its kinda boring since i can't get parts of my industry to take off
05:45<TheBix>yeah i think thats it
05:45<Flygon>The ones in the desert need water
05:45<TheBix>i know that
05:46<TheBix>they're getting it
05:46<TheBix>and the food too
05:46<Flygon>Did they have a bus?
05:47<TheBix>yes but it didn't do much
05:47<TheBix>so i just built a dummy train station
05:47<TheBix>to catch the whole city
05:48<Pikka>often what happens with scenarios is people 'shape' the city
05:48<Pikka>and they knock out the centre road tile, or disconnect it
05:49<Pikka>if the tile at the centre of the town isn't a connected road tile, the town won't grow because it can't pathfind
05:50<SpComb>:o
05:50<SpComb>what if it's a bus stop?
05:50<Pikka>bus stops are road tiles, so that's fine
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05:52<TheBix>so
05:52<TheBix>why do they stop it growing?
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05:52<Pikka>who's "they"?
05:52<Pikka>the scenario creators don't mean to
05:53<TheBix>players
05:53<Pikka>they don't mean to either :P disconnecting the centre road tile stops the town growing because towns grow by pathfinding out along the roads from the centre until they find an empty tile
05:54<Pikka>if the roads aren't connected to the centre, it doesn't work
05:55<Pikka>I don't know for sure that this is your problem, btw
05:55<Pikka>I just mention it because I came across this problem today while testing my AI, one of the scenarios I tried it on had a town with a dud centre tile and I had to add in an allowance for that
05:56<TheBix>ah
05:56<TheBix>i think i put a bus stop in the middle
05:59<Andreas>I got a question about GSGoal
05:59<Andreas>how do I know the GoalID of a goal?
06:01<Andreas>I mean when you set up a goal, the parameters are: company, goal, type and destination
06:01<Andreas>but nowhere an ID
06:01<TheBix>also
06:01<TheBix>i saw a game on reddit
06:02<TheBix>that had like
06:02<TheBix>every tile was a city
06:02<TheBix>as in every tile was part of one
06:02<TheBix>so it was yuck
06:02<TheBix>as in it was good
06:02<Andreas>well reddit has some patched servers aswell so not everything you see there is possible in the 'normal' game
06:03<Andreas>+ if you play a citybuilder with multiple companies, chances are they will grow better than if you do it alone
06:04<TheBix>http://www.reddit.com/r/openttd/comments/1wx0d5/my_most_recent_ottd_map_in_the_year_2300_album/
06:04<TheBix>this one
06:06<Andreas>well that was a game till 2300 :p
06:07<TheBix>yes but my cities barely grow
06:07<TheBix>so even if it was 2300
06:07<Andreas>(map stil downloading, not so great internet speed here )
06:07<Andreas>what climate? sub-tropical?
06:08<TheBix>yep
06:08<TheBix>that's the australia one
06:08<TheBix>theres no electric trains which is annoying
06:09<Andreas>well all towns need to grow is 1000 lt of water, 1t of food and 4 regularly serviced stations
06:09<Andreas>then it should grow
06:09<Andreas>quite fast aswell
06:09<Andreas>(regular is at least once a month here)
06:09<TheBix>" 4 regularly serviced stations"
06:09<TheBix>that's crap I make all my stations the same lol
06:10<TheBix>as in one per town, or maybe two if i feed with busses
06:10<Andreas>nah, 4 seperate stations
06:10<TheBix>so do I just make 3 bus stations to feed the towns?
06:10<Andreas>I usually just let 2 busses drive circles in the center visiting 4 bus stops
06:10<TheBix>is that what I should do?
06:10<TheBix>yeah
06:11<Eddi|zuHause>iirc it was "5 stations"
06:12<TheBix>right, but they don't grow if I only have two or so yes?
06:12<Eddi|zuHause>much slower
06:12<Andreas>https://wiki.openttd.org/Towns
06:12<Andreas>5 indeed, in a 2 month period
06:12<Andreas>not 4 in 1 XD
06:13<Andreas>but I usually also have a train station, so 4 bus stops + 1 station does the trick
06:13<TheBix>and what does serviced mean?
06:13<TheBix>picking up or dropping off?
06:13<Eddi|zuHause>load or unload at least one piece of cargo
06:13<Eddi|zuHause>so a coal mine station counts as well
06:13<Eddi|zuHause>doesn't have to be passengers or mail
06:14<TheBix>okay
06:14<TheBix>also, one problem is since there's no production bonuses in the vanilla game
06:14<TheBix>i can't get industry moving really
06:14<TheBix>like i can never get enough production going to actually need more than a few trains
06:15<Eddi|zuHause>primary industries "grow" when you service it more than 67% station rating
06:15<Andreas>if you play long enough and ratings are high, some will grow quite big
06:15<Eddi|zuHause>that usually involves "always have a train waiting to pick up"
06:15<Andreas>but is does take more time than with most industry grfs indeed (to grow a lot I mean)
06:16<Andreas>but no GS experts here that can explain how GoalID works?
06:17<Elyon>TheBix: you may want to look into buying statues in the related towns of industries
06:17<Elyon>as that can give you a rating boost. There are three tiers of station ratings when it comes to industry production increases
06:17<Eddi|zuHause>Andreas: Zuu is the resident GS expert
06:17<Elyon>tier 2 is at 67% as Eddi|zuHause mentioned, and I believe tier 3 is 80%
06:18<Eddi|zuHause>Elyon: that may depend on the NewGRF
06:18<Andreas>heeh Eddi|zuHause, I kinda guessed that judging from the forum :)
06:18<Elyon>TheBix: other factors are how little cargo is waiting (less is better) and the velocity of the last vehicle to enter the station (up to 255 km/h)
06:18<Elyon>Eddi|zuHause: ah, true that
06:18<TheBix>grow as in produce more?
06:18<Elyon>yes
06:19<Eddi|zuHause>Elyon: ECSVectors has a pretty steep requirement for growth, the default industries are way more relaxed
06:19<Elyon>I believe the maximum production rate is ~2500 tonnes/kilolitres etc. per month
06:19<Elyon>Eddi|zuHause: I see, I didn't know that actually
06:19<Elyon>well, I haven't played with ECS so
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06:19<Elyon>but FIRS uses some supply of engineering/farm supplies I believe?
06:19<Elyon>but that only goes to 4 times production
06:19<Andreas>Eddi|zuHause, the requirements are steep indeed, but once you meet them it does grow faster than the regular ones
06:20<Andreas>at least that is the impression I had...
06:20<Eddi|zuHause>Andreas: but with wagon speed limits, it's practically impossible to maintain an 80% rating
06:21<Andreas>true...
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06:26<Pikka>oh sugar
06:26<Pikka>I hit the wrong checkbox and for the last hour I've been rendering in greyscale D:
06:27<Pikka>wow
06:27<Pikka>more than the last hour D:
06:27<Pikka>how far back do I have to redo...? :/
06:27<Eddi|zuHause>just script it :)
06:29<Pikka>"just"
06:30<Andreas>OTTD in greyscale when playing before a certain date sounds nice (not for cc by the way XD)
06:30<Eddi|zuHause>i played TT on a greyscale monitor
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06:30<TheBix>a ufo just landed on the tracks
06:30<Eddi|zuHause>Andreas: it's just a trivial recolouring needed
06:31<TheBix>luckily it landed at the end of the line so it isn't causing any trouble
06:31<Eddi|zuHause>TheBix: the trouble starts later :p
06:31<TheBix>i know
06:31<TheBix>the wiki ruined the surprise
06:32<Eddi|zuHause>particularly when you don't pay attention to it
06:32<Andreas>a few days ago I noticed that the ufo in z-base is octagonal, not round :p
06:32<TheBix>wait
06:33<Eddi|zuHause>never used zbase
06:33<TheBix>how long do I have to wait
06:33<TheBix>till the ufo "leaves" ?
06:33<Eddi|zuHause>TheBix: depends on how far it's from the map edge, mostly
06:34<TheBix>not too far
06:34<TheBix>crap here it comes
06:34<Andreas>*boom*
06:34<TheBix>yep
06:35<TheBix>did barely any damage
06:35<Eddi|zuHause>yes, but it will completely screw up the network if you pay no attention
06:35<Eddi|zuHause>also, UFOs have the habit of repeatedly picking the same tile
06:36<Eddi|zuHause>especially if only a small part of the map is covered
06:40<@planetmaker>moin
06:40<@planetmaker>Pikka, what programme do you use to render?
06:40<Pikka>3dsm
06:41<Pikka>it could all be properly batched and done without intervention, I'm just very unorganised
06:41<@planetmaker>but doesn't run on linux, right?
06:42<Pikka>I don't think so. it barely runs on windows 7.
06:42<@planetmaker>I've a spare cpu core where blender can work on openttd sprites. Or any other programme running on linux for that purpose
06:43<Elyon>good morning :)
06:43<Eddi|zuHause>i have 6 cores
06:43<Eddi|zuHause>and don't do much with it
06:43<@planetmaker>Eddi|zuHause, I also have more cores. But I don't dare to spend all my server's cores on rendering ;)
06:43<Eddi|zuHause>i'm way too lazy
06:44<Pikka>yeah.. it's not the actual rendering that takes the time, it's the swapping out textures and stuff. like I said, I'm very disorganised. :)
06:44<@planetmaker>could possibly dare to spend a 2nd. But first see how it works with one. Long ago that someone used that service
06:44<Eddi|zuHause>like half a year ago i did some mess with the boot menu of my server, and didn't bother to fix it. so now every time the power shuts off, i have to attach a keyboard and a monitor to boot manually
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06:45<Wolf01>hello o/
06:46<Elyon>hiya
06:47<TheBix>any advantage to saying no to vehicle offers?
06:48<Pikka>if you say yes and then don't build one, you don't get any more offers for a little while
06:48<TheBix>ah
06:48<TheBix>well i just said yes and converted my whole road fleet
06:48<TheBix>via autoreplace
06:48<TheBix>so we'll see
06:49<TheBix>i have breakdowns turned off
06:49<TheBix>so I have no worrries
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06:51<Pikka>is it me or are the forums very slow?
06:51<Eddi|zuHause>yes
06:52<foobar1337>hi, I always wondered, also back in the 90th in original TT: When destroying farmland, does the productivity of the corresponding farm decrease? if yes: how much per tile?
06:52<Eddi|zuHause>it's not you, it's mee
06:52<Eddi|zuHause>foobar1337: no
06:53<foobar1337>so, destroying farmland has the only negative of being extremly expensive?
06:53<Eddi|zuHause>foobar1337: farmland is for destroying trees without the town getting angry :)
06:53<Pikka>orudge has spilt tea down the back of the servers again...
06:55<foobar1337>and another question: the forums are full of patches for the game code. Who decides if a patch will be included into the official build? And what are the exact requirements for this?
06:55<Eddi|zuHause>foobar1337: the people deciding is the core developer team (list is on the website). most of these people are found here
06:56<Eddi|zuHause>foobar1337: the quality standards are pretty high. it starts with the code style, which you also find on the wiki
06:57<Eddi|zuHause>then there's a debate whether the feature fits the game's style, may block other similar or better features, or other stuff
07:00<TheBix>omg
07:00<TheBix>ufo landed in the same spot
07:01<TheBix>except a little closer now because the previous spot was blown up
07:01<Eddi|zuHause>TheBix: that's what i meant
07:01<TheBix>does this happen often?
07:01<Eddi|zuHause>yes
07:01<TheBix>ufos landing in the same spot over and over?
07:01<TheBix>wow
07:02<TheBix>can I disable ufo landings?
07:02<@Alberth>they are smart things :p
07:02<Eddi|zuHause>you can disable all desasters
07:02<TheBix>but will they keep landing in the same spot?
07:02<TheBix>indefinitely?
07:02<TheBix>or do they do it a few times and then stop?
07:03<Eddi|zuHause>they come indefinitely. the landing place is "random", but the distribution is not very balanced
07:03<foobar1337>Oh, then I have an UI suggestion: The town list is a button with only one sub entry. Wouldn't it be good to put this into the world map button menu, where it also fits semantically?
07:03<@Alberth>afaik they are attracted by large quantities of track, so until you stop laying track there, they'll keep coming
07:04<@Alberth>they are the single reason why I disabled disasters
07:04<Eddi|zuHause>foobar1337: there will be a "found town" menu entry if you enabled that
07:05<Eddi|zuHause>Alberth: well technically, they pick a random spot on the map to land on, and then track down the next rail tile from that point, so when you have large empty spaces, any tile they pick within that space results in the same rail tile being chosen
07:05<foobar1337>ah, I see. But this would also fit into the world map button, wouldn't it (I exepct city related stuff in the world information). The found town button could also be directly in the town list window, imho.
07:05<TheBix>is there any info on the net about 4 lane junctions?
07:06<Eddi|zuHause>foobar1337: the buttons are mostly historical, there is no real reason to change them
07:07<foobar1337>yes there is: clean UI for new player. ;)
07:07<TheBix>wow
07:07<TheBix>theres a ufo now flying over my map
07:07<TheBix>i have disasters turned off
07:07<TheBix>so idk what its doing
07:07<Eddi|zuHause>foobar1337: i don't think there is much to be gained
07:08<Eddi|zuHause>TheBix: when the ufo spawned before you turned off disasters, it will not disappear
07:08<TheBix>will it just fly around indefinitely?
07:08<foobar1337>I'm used to it, because I started with TT in the 90th, but OpenTTD has added a lot of stuff, so even I slowly start to find the UI getting to complex.
07:08<Eddi|zuHause>TheBix: not entirely sure. but in any case, no new ones will appear
07:09<@Alberth>TheBix: http://wiki.openttdcoop.org/Line_hierarchy
07:09<TheBix>its gone now
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07:18<TheBix>guys do the devs have any plays for properly implementing priorities?
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07:19<Andreas>TheBix, generally if your network is not 'balanced' (in other words traffic in all directions is not equal) there is no need for a 4 lane junction in which the trains can go from any lane to any direction
07:19<Andreas>so ususally if you try that things will just get worse :p
07:20<@planetmaker>I find it much more conveniently to build junctions properly right from the start
07:20<@planetmaker>then I can extend the network where I see fit without a broken junction falling onto my feet later
07:21<Eddi|zuHause>i don't usually have 4 lanes
07:22<Eddi|zuHause>and if i do, it's essentially two separate 2-lane lines
07:22<Eddi|zuHause>which makes junctions look much different
07:22<@planetmaker>depends on how I build. Some tracks start to need be double-tracked soon usually
07:25<Andreas>hehe well PM if I am not mistaken you are used to the coop building style, which is a bit beyond the average player I guess
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07:27<TheBix>from what i was just reading
07:28<TheBix>the co op building style is just a lot of exploits
07:28<Eddi|zuHause>that's one of the reasons i don't play that way
07:29<Andreas>lol
07:30<@planetmaker>I don't think that "coop style" means to use exploits. The main definition is to build a proper network with as few slow-downs as feasible
07:30<@planetmaker>what you call 'exploits' are used with some scenarios, but basically only is using knowledge about path finder
07:31<@planetmaker>when I build for myself, I don't use many special constructs. But still build a network which allows nice flow
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07:31<@planetmaker>quak
07:31<frosch123>moin
07:31-!-Miauw [~Miauw@2a02:1810:a800:7a00:d878:b3da:5e86:2651] has joined #openttd
07:31<LordAro>o/
07:32<@Alberth>hi hi
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07:33<@Alberth>Miauw: if you post a picture or a savegame, people can help you with your trains running in circles
07:34<Miauw>Thanks for remembering :P
07:34<Miauw>I'll put a pic up soon.
07:34<Miauw>Not really circles
07:34<Miauw>A train goes into a station
07:34<Miauw>and sometimes it just decides to turn around in the station
07:34<Miauw>at which point it can't find a way around
07:34<Miauw>I've made sure they can't get in from the other side with a one-way path signal
07:35<@Alberth>one possibilty is that the tracks further down the stream is broken in some way
07:35<Andreas>[11:59] <Andreas> how do I know the GoalID of a goal?
07:35<Andreas>[12:01] <Andreas> I mean when you set up a goal, the parameters are: company, goal, type and destination
07:35<Andreas>[12:01] <Andreas> but nowhere an ID
07:35<Andreas>sorry, just hoped somebody that can help me woke uo
07:35<Andreas>*up
07:36<frosch123>that function to create a goal returns the id
07:36<@Alberth>the path finder then concludes the train is pointing in the wrong direction
07:36<Miauw>It doesn't happen all the time though
07:36<frosch123>you have to save it yourself
07:36<Miauw>It happens SOMETIMES
07:36<Miauw>and if I turn the train around again, it works
07:36<Miauw>http://img.ie/mpczt.png
07:36<Miauw>Here's a pic
07:37<Miauw>I use path signals over the entire track
07:37<Andreas>ah tnx frosch123, I think I get it, will try :)
07:37<@planetmaker>what path finder analysis are we supposed to do from that limited screenshot without train, its orders and the stations related to orders?
07:37<Miauw>Give me a sec
07:38<@Alberth>the problem with two-way signals is that they are 2-way, and trains tend to claim long paths in the "wrong" direction with them
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07:39<@Alberth>also, path reservations don't stop at a station platform, they continue to the next signal
07:39<Miauw>http://img.ie/wlltg.png
07:40<Miauw>Alberth: Oh, so I should just replace all signals with one-way signals?
07:40<@planetmaker>would probably help in this situation, yes
07:40<@planetmaker>btw, do you know the ingame screenshot feature? :D
07:41<Andreas>tnx frosch123 it works now XD
07:41<@Alberth>that reduces the chances of getting weird claimed paths a lot!
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07:41<Andreas>so simple, yet I was starting to slowly loose my mind :p
07:41<@Alberth>ie the train may find the path to the mines (the next station) blocked, so it goes the other way around
07:42<@Alberth>two-way signals discourage it, but if there is no other solution, the path finder will do that
07:43<@Alberth>did you try letting the train run?
07:43<@Alberth>it'd be fun to see where it goes :)
07:43<Miauw>planetmaker: I don't know the button
07:43<Miauw>I've let the trains run, and it seems to work
07:43<@planetmaker>? icon has it
07:43<@planetmaker>or short cut: ctrl+s
07:44<Miauw>Also I named my currency farts so that's why I didn't take a full-screen screenshot :P
07:44<Miauw>Wait
07:44<Miauw>Does the in-game screenshot take screenies at full resolution (even if you're zoomed out?)
07:44<@planetmaker>it creates an image of the whole window
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07:44<@planetmaker>there's a giant screenshot, but be prepared for a wait :)
07:44<@planetmaker>and there's the zoomed-in screenshot
07:44<Miauw>Ah
07:45<@planetmaker>that's the display area at 1x zoom
07:45<@planetmaker>even if you zoomed-out
07:45<Miauw>Oh, alright
07:45<Miauw>I'll keep that in mind
07:46<@planetmaker>for quickly showing something they are very handy :)
07:46<@planetmaker>well. Also for slowly showing something :D
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07:56<@DorpsGek>Commit by fonsinchen :: r26319 trunk/src/map_type.h (2014-02-09 12:56:36 UTC)
07:56<@DorpsGek>-Change: Allow map sizes up to 4096x4096.
07:57<Pikka>the mad fool
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08:00<frosch123>but... the map has only 4094x4094 tiles!
08:01<@planetmaker>what about the big map patch!?!!elf111
08:02<@planetmaker>back to jenkins api
08:04<@DorpsGek>Commit by alberth :: r26320 /trunk/src (5 files in 5 dirs) (2014-02-09 13:04:50 UTC)
08:04<@DorpsGek>-Add: Label for both the filter category and filter type in the advanced settings window.
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08:05<@DorpsGek>Commit by alberth :: r26321 /trunk/src (lang/english.txt settings_gui.cpp) (2014-02-09 13:05:46 UTC)
08:05<@DorpsGek>-Feature: Warn the user about missing setting search results due to filtering.
08:06<@DorpsGek>Commit by alberth :: r26322 /trunk/src (lang/english.txt settings_gui.cpp) (2014-02-09 13:06:35 UTC)
08:06<@DorpsGek>-Feature: Warn the user about empty setting search results too.
08:08<Sacro>\o/
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09:36<Oldskool>hi guys, I'm about to fiddle around with the source code a bit and maybe apply a patch, I was wondering if VS Express 2013 is also supported? Wiki only goes up to 2010 version, is that for a reason or just not updated yet? :)
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09:39<frosch123>usually the critical thing is not the compiler, but the sdl
09:40<frosch123>and i remember lots of warnings with some newer version, which may annoy you or may not
09:42<Oldskool>That would annoy me, yes ;) I'd better get the 2010 version just to be sure then. Thanks for clearing it up.
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10:00<@DorpsGek>Commit by fonsinchen :: r26323 /trunk/src (landscape.cpp table/settings.ini) (2014-02-09 15:00:30 UTC)
10:00<@DorpsGek>-Fix: update some constants related to map size.
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11:02<Fadi|ircc>do you guys know what coudl cause massive fps drops?
11:02<Fadi|ircc>could*
11:02<@Alberth>sprite cache
11:03<Fadi|ircc>what? :o
11:03<@Alberth>too many vehicles
11:03<@Alberth>ships without buoys at regular distances
11:03<Fadi|ircc>so there's no fix for that?
11:04<Fadi|ircc>It was fine for me 4 hours ago even with that many vehcles
11:05<@Alberth>you just watched the game for the last 4 hours?
11:05<Fadi|ircc>I mean I played fine 4 hours ago, I closed it down, went out then came back to find massive lag
11:05<Fadi|ircc>I'm playing on the coop server btw
11:05<@Alberth>maybe your machine dropped performance due to batteries or so?
11:05<Fadi|ircc>;-;
11:07<Fadi|ircc>English for dummies please, translate it to that :/
11:07<@Alberth>you have these smart machines nowadays that try to save energy
11:07<@Alberth>mostly by reducing cpu performance, eg when on low batteries or so
11:08<Fadi|ircc>are you talking about laptops?
11:08<@Alberth>anything mobile, mostly :)
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11:08<Fadi|ircc>I have a desktop m8
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11:08<@Alberth>I don't know what happened in the last 4 hours of the game
11:09<@Alberth>so just making suggestions
11:09<Fadi|ircc>:/
11:09<@Alberth>you could try loading a previous save game, and see whether it is the machine or the game itself
11:10<@Alberth>another thing you can try is load a save of the current game as stand-alone
11:10<@Alberth>and check whether the fast-forward button speeds up the game
11:10<@Alberth>if not, you're at the limit of the cpu
11:10<@Alberth>alternatively, you can check the cpu load
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11:11<@Alberth>on full load, it's 100% * ( 1 / number_of_cores )
11:11<@Alberth>ie 25% on a 4 core machine
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12:03<Miauw>Hm, any way to put all vehicles with shared orders in one group?
12:03<@planetmaker>yes. you can ctrl-drag them there iirc
12:03<Miauw>Thanks
12:05<@Alberth>wasn't there a menu option in a dropdown somewhere?
12:05<@Alberth>I haven't tried groups in a long time though
12:06<frosch123>the dropdown allows adding all shared to an existing group
12:07<frosch123>the ctrl+drag allows moving all shared to a different or new group
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13:45<@DorpsGek>Commit by translators :: r26324 /trunk/src/lang (6 files) (2014-02-09 18:45:42 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>catalan - 17 changes by juanjo
13:45<@DorpsGek>english_US - 1 changes by Supercheese
13:45<@DorpsGek>finnish - 7 changes by jpx_
13:45<@DorpsGek>german - 7 changes by planetmaker
13:46<@DorpsGek>russian - 4 changes by Lone_Wolf
13:46<@DorpsGek>spanish - 7 changes by Terkhen, juanjo
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14:17<@DorpsGek>Commit by frosch :: r26325 /trunk/src/lang (48 files in 2 dirs) (2014-02-09 19:17:21 UTC)
14:17<@DorpsGek>-Fix/Cleanup (r26320): Remove non-existent string from translations.
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14:24<Miauw_>I tried to take a fully zoomed-in screenshot
14:24<Miauw_>My computer bluescreened
14:26<@planetmaker>hehe
14:26<frosch123>really? is your os from the last millenium?
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14:26<Miauw_>it's windows 7
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14:27<Miauw>I think the stop error was gpu-related
14:27<Miauw>I've had gpu bsod's before
14:27<Miauw>Aero caused weird artifacts and crashing
14:27<Miauw>so now it's off
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14:53<@Alberth>kamnet is becoming a townname newgrf build service :)
14:53<@planetmaker>yeah :P
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15:29<frosch123>yeah, but i am worried that people want a list of 10 fallback townname sets
15:30<frosch123>those regional sets always have only a few names, which do not suffice for 4kx4k
15:30<frosch123>(yay, topic of the day :p )
15:30<frosch123>maybe there should be a us townname set, with parameters for each state
15:31<frosch123>maybe eddi wants to do something like that for germany :p
15:31<Flygon>What'd be interesting is, is having townsets that're Urban and Regional specific...
15:31<Flygon>As in
15:31<frosch123>hmm, i recall pm did add north/south parameters to the german townname set
15:32<Flygon>Names largely reserved just for large cities, then ones reserved for towns around large cities
15:32<Flygon>Then the rest
15:32<frosch123>Flygon: for that you have to change quite some stuff in the town generation
15:32<frosch123>currently you assign the name first, then plant houses
15:32<@planetmaker>frosch123, I have there 5 townname sets in the NewGRF
15:32<@planetmaker>east / west / north / south
15:32<Flygon>Just sayin' them as I sees them x3
15:32<@planetmaker>and joint
15:32<frosch123>for your approach you would have to plant all houses of all towns first, then assign names to them
15:33<Flygon>Anyway
15:33<Flygon>I gotta go surprisingly urgently
15:33<Flygon>Trains don't wait!
15:34<frosch123>they do, if you are the driver
15:37<@DorpsGek>Commit by rubidium :: r26326 trunk/src/openttd.cpp (2014-02-09 20:37:36 UTC)
15:37<@DorpsGek>-Fix [FS#5871]: when autosaving the message about a save already happening could be shown, even though the code's intention was to not show it (MJP)
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15:38<@planetmaker>err, what?
15:39<@planetmaker>ah
15:43<@Rubidium>that joint town name set should then contains the (inner) join of the names in the regional sets (for fun)
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15:45<frosch123>hmm, rb just gave me an idea: why has there been no chemistry nerd, who made a townname set with melecule names
15:46<@planetmaker>oh!
15:46<frosch123>parameters: element names, anorganic molecule names, organic molecule names
15:46<@planetmaker>di-hydrogen-monoxide :P
15:46<@Rubidium>though those names are generally quite long
15:46<frosch123>yeah, they could keep up with the icelandic names
15:47<@Rubidium>((2R,3R,4S,5S,6R)-2-[(2S,3S,4S,5R)-3,4-dihydroxy-2,5-bis(hydroxymethyl)oxapent-2-yl]oxy-6-(hydroxymethyl)oxahexane-3,4,5-triol)
15:47<frosch123>maybe the elements parameter would distinguish between the classical elements, and the weird ones beyond uranium
15:48<@Rubidium>it would be fun to put names like the one I just mentioned onto the declaration of food; people will go beserk
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16:10<@DorpsGek>Commit by fonsinchen :: r26327 /trunk/src (3 files) (2014-02-09 21:10:25 UTC)
16:10<@DorpsGek>-Fix [FS#5901]: Take care of next_station when reassigning from MTA_DELIVER to MTA_TRANSFER.
16:13<Wolf01>'night
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18:07<Eddi|zuHause><Rubidium> it would be fun to put names like the one I just mentioned onto the declaration of food; people will go beserk <-- how is that worse than "E345"?
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---Logclosed Mon Feb 10 00:00:18 2014