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#openttd IRC Logs for 2014-03-16

---Logopened Sun Mar 16 00:00:33 2014
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03:50<George>is there a nml property for var E2 (Current vehicle's movement state)?
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03:56<Phreeze>anybody watched formula1 ?
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04:31<Phreeze>haha this is amazing:
04:31<Phreeze>snowplow at highspeed :D just watched a flick about a steamengine that's used to plow snow
04:33<andythenorth>I suppose putting classes in the moduel __init__ is bad
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04:34<andythenorth>module *
04:56<Phreeze>just about to hear the australian national anthem, sounds nice
04:56<Phreeze>compared to many others
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05:07<Wolf01>hi hi
05:07<__ln___>ciao ciao
05:08<andythenorth>wonder why the game is so dog slow on OS X now
05:08<andythenorth>if I turn off 'full animation' it's acceptable
05:16*andythenorth inserts terrible puns into code
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05:34<andythenorth>importing modules where the name is given as string
05:36<andythenorth>might be better to not do that
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05:48<Phreeze>is " used for commuters" or "used for commuting passengers" the better choice ?
05:52<@Alberth>I'd prefer the latter, as I have no idea what "commuters" are
05:54<LordAro>Alberth: people who travel to work
05:54<LordAro>usually >10 miles
05:55<@Alberth>makes sense, assuming Phreeze listed two sentences that are closely related :)
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05:58<andythenorth>Alberth: importing modules by looping over a list of module names (strings) - stupid idea? More trouble than it's worth?
05:58<@Alberth>I'd think so, but you may want to look into a plugin system for Python to realize that
05:59<@Alberth>I have never been much of a fan of plugin systems, too tricky in adding code you didn't intend to have
06:00<andythenorth>I'll just ignore it
06:00<@Alberth>another reason for me is that static analysis by eg pylint or epydoc becomes difficult, but that may not be a problem for you
06:01<andythenorth>it's also a bit magical
06:01<@Alberth>you always try to do these weird things, I wonder why
06:02<@Alberth>could it be you really want to be able to read data files, but with more power than plain text?
06:03<@Alberth>so it gets wrapped in Python syntax, but then you get to load these python files, which isn't really easy
06:04<@Alberth>you really need to specify code that gets executed? ie what if you use json as input?
06:05<@Alberth>that's "dead" data, no way to execute the json stuff, but apparently something in your setup will go wrong then
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06:06<Phreeze>Alberth, if you know german, commuters are "Pendler"
06:07<@Alberth>If you really need execution of code, I'd switch to making my own data language, but that may be more work than you want/need.
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06:08<@Alberth>Phreeze: from the context, I gather what they are. My point was mostly that "commuters" may be a term that is not known to everybody, a little more simpler wording may be easier for those users.
06:08<Phreeze>dictionary says, it's ok ^^
06:08<Phreeze>it's an unread additional text for trains, so nobody cares anyway ;)
06:09<@Alberth>so you're asking while you already made up your mind? :) (either is fine by me, you asked, I answered. You are free to ignore my answer)
06:13<Phreeze>i hoped that someone would know both terms, and tell me what's the usual usage^^
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06:13<Phreeze>other question:
06:13<Phreeze>in the train item, a train can have the proeprty length: 1.. 8 , so how do i tell it, my train has length 9 ? just leave the 8 ?
06:17<@Alberth>Phreeze: you have the hope that the entire world agrees that some term is universally better than another related term? :)
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06:18<Phreeze>i dont ask the world, i ask the irc channel ^^
06:20*Alberth waves hi
06:20<Phreeze>hiskill __ln___
06:20<Phreeze>hi pm
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06:35<Phreeze>watching black sabbath live from a 2013 concert, lol that old ozzy osbourne is still alive :D
06:36<Phreeze>running around like E.T.....
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06:43<Phreeze>in the depot, which sprite is used for the display of the engine ?
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06:59<@Alberth>there is a separate sprite for that, afaik, but no idea how to specify that
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07:12<Pikka>full animation is the devil's work
07:12<andythenorth>Alberth: fwiw, what I was thinking about was __import__('module_name')
07:12<andythenorth>I don't think I should
07:12<andythenorth>bonsour Pikka
07:13<andythenorth>Pikka: I believe devils can be rented on amazon mechanical turk
07:13<andythenorth>maybe you could pay for the problem to go away?
07:13<Pikka>I prefer to just turn full animation off
07:13<@Alberth>ok, never studied that primitive, an dI don't think I want to :)
07:14<andythenorth>I think I'd regret it
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07:46<Phreeze>animation is cool, i really like on the steamers on the nars set
07:46<Pikka>"full animation" is the water/fire/flashinglight palette cycling.
07:47<Phreeze>flashinglight is easy ^^
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07:53<andythenorth>we hate subtype refits that are just for controlling graphics?
07:54<@Alberth>let all graphics run free !
07:55<Pikka>we do, andythenorth!
07:55<andythenorth>we do!
07:55<andythenorth>I do
07:55<andythenorth>I'd like a way to let players have optional graphics for containers
07:55<andythenorth>without having a specific truck for it
07:56<andythenorth>do we also hate the trailers changing on articulated trucks if refitted?
07:56<Pikka>flatbed + goods or anything without specific graphics = containers
07:57<andythenorth>containers are a bit more special in IH and Squid - they're a limited range of express cargos
07:57<andythenorth>that may make no sense in RL, but it seems to work
07:58<V453000>not having every cargo with specific sprites =bad :P
07:58<andythenorth>I'll just include container trucks :P
07:58<Pikka>define "every cargo", V453000 :)
07:59<V453000>every cargo :)
07:59<V453000>aka in 1 game, no two cargoes look the same
07:59<Pikka>so you have 4294967296 variations of every vehicle?
08:00<andythenorth>he does
08:00<andythenorth>you should see his spritesheet
08:00<Phreeze>he means probably cargotype ?
08:00<andythenorth>he's not even generating graphics
08:00<andythenorth>all drawn and placed manually
08:00<andythenorth>but he says he has 'no time' ;)
08:00<@Alberth>pixel perfect
08:00<Taede>is it any surprise he doesnt have any time left?
08:01<frosch123>you just have to find tasks that he can do in parallel to drinking beer
08:01<Phreeze>i like it when i start a 3d game, and VLC just crashes everytime. thx win8
08:01<Phreeze>(cause was fine in win7..)
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08:02<V453000>3 files for one generation of wagons
08:02<V453000>(means all cargoesú
08:02<andythenorth>I am just going to make container trucks over-capacity and too fast
08:02<andythenorth>that will sort it out
08:03<Phreeze>he probably has little dwarfs that draw all those pixels
08:03<andythenorth>Pikka: what is correct number of RVs?
08:03<andythenorth>for 1870-2020
08:04<andythenorth>I have 40
08:04<andythenorth>thinking of putting courier vans back in
08:04<andythenorth>for mail + valuabalalalles
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08:06<Pikka>I have 17, including passenger trams. but I'm not as into trucks as some people.
08:06*andythenorth is quite into trucks
08:07<andythenorth>Pikka: do you use HEQQQSSes
08:08<Pikka>I have it loaded but I don't often use the veehicles therein
08:09<andythenorth>HEQSes must die
08:10<Pikka>must they?
08:10<andythenorth>too big, too silly, too bored of seeing it
08:10<andythenorth>also it's 1.5.1
08:10<andythenorth>so 'done'
08:10<andythenorth>someone should fix the clay refit bug though
08:12<frosch123>yeah, it's easier to get things undone than done
08:13<V453000>andythenorth: in case you needed some small cargo sprites which would fit on trucks
08:13<andythenorth>I am short on ducks
08:13<andythenorth>thanks, that's useful
08:13<Pikka>make sure they're in a row
08:13<andythenorth>bubble is nice
08:14<V453000>-> cannot be nice
08:15<andythenorth>does anyone actually transport mail by truck?
08:15<andythenorth>I only use trains
08:16<V453000>inside of the town, sometimes
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08:39<Flygon>Okay, since my translator's a tad busy
08:39<Flygon>I'm going to have to outsource this to somewhere odd
08:40<Flygon>Does anyone here natively speak or write French without any use of machine translators?
08:40<Flygon>I want to have a three word sentence translated
08:42<Phreeze>what's the sentence ?
08:43<Flygon>Ah, sorry
08:43<Flygon>Got distracted by someone
08:44<Flygon>"The Petite Flower", where Petite doubles as both a name for the (female) character and her statue
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08:44<Flygon>Her physical stature. Her social stature is undefined.
08:46<Flygon>This will be a title for an artwork
08:46<Flygon>The character in question isn't literally a flower, but the flower is metaphorical
08:48<Phreeze>La petite fleur
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08:49<Flygon>I owe you one, mate
08:49<Flygon>Thank you :)
08:49<Phreeze>as "petite" means "small", with an "e" as it's female, "fleur" means "flower"
08:49<Phreeze>even google translate would do the job there xD
08:49<Flygon>x3 I distrust Google Translate
08:49<Flygon>If it can't handle Finnish, if it can't handle Asian Finni- I mean Japanese
08:49<Flygon>I will not bother with it
08:50<Flygon>I want a human doing my ambiguous translation work
08:50<Flygon>I can trust a human :)
08:50<Flygon>Thank you
08:50<Phreeze>finnish is too hard ;)
08:51<Flygon>Good thing I know a surprising amount of Finns O_o
08:51<Phreeze>srsly, i don't even know what "beer" means in finnish
08:51<Flygon>They may be perfectionist bastards
08:51<Flygon>But they're the right sort of bastards
08:51<Phreeze>must be something like starköl or so xD
08:51<Flygon>And have a language so cromulently untranslatable via Google that it makes for fantastic art titles!
08:52<Flygon>My friend and I broke the language completely when we came up with the title "Munitusmuna"
08:52<Flygon>Which... had Finns asking us what it means
08:57<Phreeze>hm..was just finishing a DMU and just realized it had no lights....oops
08:58<Flygon>Been there, done that
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09:19<V453000>[14:14] <@Jam35> !password [14:14] <@coopserver> Jam35: combat [14:15] <@coopserver> *** Game still paused (connecting clients, number of players) [14:15] <@coopserver> *** Jam35 has joined [14:15] <@coopserver> *** Game still paused (number of players) [14:15] <@Jam35> how is 'combat' in ottd code
09:19<V453000>EXPLAIN :D
09:22<Phreeze>is it possible to code an articualted 9/8 + 9/8 train ?
09:23<Phreeze>i wonder if it overlaps in the ----- view or not
09:23<frosch123>V453000: disaster_cmd.cpp
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09:23<frosch123>combat aircraft and combat helicopter
09:24<frosch123>Phreeze: you can do by making vehicles articulated
09:24<Phreeze>will try and see
09:24<Phreeze>Trial and error, best programming philosophy
09:24<frosch123>many sets use multiple articulated parts for longer vehicles, while not every part has a visible sprtie
09:25<Phreeze>yeah, it's easy to use shorter parts
09:25<Phreeze>but with'll see and learn
09:45<V453000>it is possible to code above 8/8 for a single vehicle?
09:45<V453000>even if it is, it is terribly stupid idea
09:45<V453000>8/8 is what is functionally best
09:45<V453000>and its multipliers
09:46<V453000>I also have trains which look shorter, but they always keep the 8/8 thing
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09:54<Pikka>but the gaaaaaaps
09:55<V453000>-> draw properly for 2x 4/8 or 8/8 or make the vehicle give together a multiplier of 8/8? :D
09:55<Phreeze>gaps are eliminated by shorter than 8 trains
09:55<Phreeze>but i got an emu, that is longer than standard
09:55<V453000>which can cause brutal bugs withtrain length phreeze
09:56<Phreeze>which type of bugs ?
09:56<V453000>like trains saying 4.0 in depot but not fitting in 4 tile stations, trains saying 4.0 and slowing down in 4 tile curves
09:56<V453000>the shit that shouldnt happen
09:56<Phreeze>technically it's an 8+8 train ;)
09:56<Phreeze>just grafically, it has to look longer
09:57<V453000>obviously size of the sprite doesnt matter, as long as it stays 8/8, it is fine
09:57<Phreeze>i think i just shorten the gfx for that articulated to 8/8
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09:57<frosch123>V453000: the issue with vehicles longer than 8/8 is, that a train can traverse a tile on horizontal/vertical track without any vehicle being on the tile. thus it is possible to remove the track between two wagons
09:58<frosch123>luckily ottd forbids vehicles specifiying such lengths in the first place :)
09:58<V453000>1/8 breaks everything already
09:58<V453000>therefore correct number of 3/8, 5/8 or 7/8 just as much
09:58<Pikka>if it does, that's surely a bug and should be reported? :)
09:58<V453000>not sure about 2/8
09:59<V453000>Pikka: I did, I was told it is not quite solvable
09:59<frosch123>i think it was solved
09:59<V453000>in fact when I was testing UKRS 2
09:59<V453000>was? :d
09:59<V453000>remember the name/Id?
09:59<frosch123>michi_cc, likely in 1.2
10:00<V453000>I mean name of ticket
10:00<V453000>well, even if that, 8/8 functionally is a very good standard ;)
10:02<frosch123>"Fix: Change the centre of train vehicles to depend on the vehicle length instead of being fixed at 4/8th of the original vehicle length to make sure shortened vehicles do not block tiles they should not block FS#2379, FS#3569 (r23290) "
10:02<Phreeze>it's good for wagons...
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10:02<frosch123>the very last item on 1.2 changelog :p
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10:05<V453000>will have a look later frosch123 (: thanks regardless
10:09<Flygon>Is it possible for articulated vehicles
10:09<Flygon>To articulate into themselves?
10:09<Flygon>eg. having jocabs bogies show by having the bogie be seperate from the carriages it's under
10:09<Flygon>And when the carriages turn on a sharp curve
10:09<Flygon>The carriages are 90 degress angled from eachother
10:09<Flygon>But the jocabs in the middle is 45 degreed from them
10:10<Flygon>And the bogie would be literally underneath the carriage sprite?
10:10<Flygon>Or is the system too limited?
10:10<Pikka>no, it is not possible to do that
10:10<Flygon>That throws a lot of ideas into jeaopardy
10:10<Pikka>I mean
10:10<V453000>you mean a 2-part wagon having a 3rd part in between?
10:11<Flygon>I mean a wagon having the wheels/axles/bogie be physically seperate from the wagon itself
10:11<Flygon>And to move independantly
10:12<Flygon>As they do irl with jocabs on tight curves
10:12<V453000>I have no idea about trains irl
10:12<V453000>but why would wagon be separate from wheels :d
10:12<V453000>though I think you could do that
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10:12<Flygon>Notice how there's three bogies for two carriages
10:12<Flygon>The middle bogie holds BOTH carriages
10:13<V453000>have wheels as first 3/8, then 2/8 middle - sprtiw with wagon, and then 3/8 again with wheels
10:13<Flygon>To be represented ingame, the wheels would have to be UNDER the two carriage sprites
10:13<V453000>I dont see how would that work
10:13<V453000>I cant even imagine that on the sharp corner
10:14<Flygon>If I had any drawing skill outside of boobs on a calculator, I'd show you what I mean
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10:14<V453000>boobs are nice
10:14<Flygon>Not the ones I draw on a tablet
10:15<Flygon>Either way, the curves are sharp enough that jocabs on a Tram made more sense than an articulated tram wiht two bogies each
10:16<Flygon>And having this representable ingame would be a beautiful little touch
10:20<Phreeze>flygon, 3 parts are not possible
10:20<Phreeze>either the vehicle is a 3 part or 2 part
10:20<Flygon>Yes, I gathered that
10:20<Phreeze>bogies are fixed ;)
10:21<Flygon>I still think it's quite misrepresentative
10:21<Flygon>Particulary since it's a distinctive feature for some vehicles
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10:30<Phreeze>which means ?
10:32<Flygon>Having the axles fixed to the tramcar itself looks silly for the trams with jocabs bogies
10:32<Flygon>Because this means their (exposed, in the case of the B-class Tram) bogies splits into two axles/bogies when curving in OpenTTD
10:32<Flygon>I gotta sleep
10:32<Flygon>Hyvaa yota!
10:36<Phreeze>openttd has only 8 directions
10:36<Phreeze>some pixels to draw a train
10:36<Phreeze>that's so limited, you cant watch over those details
10:37<@planetmaker>draw the trains in 4x. Then you have quite some room for details
10:37<@planetmaker>And you'll gather a HUGE fanclub
10:38<@planetmaker>and you won't have time for the next three years :P
10:40<Phreeze>i wonder where that guy is, who draw that western style 32bpp
10:40<Phreeze>it looks fantastic, but was never released
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10:45<andythenorth>so if I add some kind of mail / valuables truck, like a UPS package car, or an armoured post truck
10:45<andythenorth>how many generations does it need?
10:45<andythenorth>can I just do one, with 65mph or so, from 1930?
10:46<@planetmaker>or 3 if you take the horse carriage
10:46<andythenorth>tram before about 1930
10:46<@planetmaker>or 4 if you invent a future version
10:46<andythenorth>1930-1970, 1970-2020
10:46<andythenorth>50mph, 70mph
10:46<Phreeze>or 5 if you want to draw one for the mars set ;)
10:46<andythenorth>I don't want to draw any :P
10:46<@planetmaker>then use one :D
10:47<andythenorth>stats upgraded, invert the colours?
10:47<andythenorth>one sprite :P
10:47<@planetmaker>well. yeah. Just make it technically two vehicles
10:47<Phreeze>a "ball"
10:48<@planetmaker>start to become a recolouring-maniac, too :P
10:50<andythenorth>recoloring is easy :)
10:51<andythenorth>code does that
10:51<@planetmaker>then indeed use that. No problem
10:52<Phreeze>damn i'm just to stpid to figure out how to offset the articulated part of a train
10:52<@planetmaker>just like non-articulated ones
10:55<Phreeze>not really, as if i change the offset in the template, it's changed for both parts
10:55<Phreeze>so i created a template for the articulated length 9/8 train
10:55<Phreeze>and wont to fix the glitch by adjusting the offset
10:57<@planetmaker>9/8 will glitch. As a single articulated part (just as single vehicle) can only be 8/8 length and drawing code is made to tailor that
10:57<@planetmaker>thus two 9/8 following eachother will probably always look bad
10:58<Phreeze>train is coded 8/8. so if the graphics is 4 pixels wider, i just wanted to set the "x" offset -4
10:58<Phreeze>ah yes, but i forbit adding additional cars
10:58<@planetmaker>well. But that means it overlaps its allowed space to the front. So yes, it will glitch
11:00<andythenorth>these step vans probably haven't changed much since 1950s
11:00<andythenorth>at least, at TTD scale, the differences are zero
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11:03<andythenorth>if you want 9/8 vehicles you need magic
11:06<Phreeze>i *%çç%&/* the 9/8, i'll convert the crap to 8/8 now
11:06<Phreeze>wasted 2hours on the shit
11:06<Phreeze>@step vans: they onvolved in aerodynamics...backwards
11:15<andythenorth>Phreeze: you're doing trains?
11:15<Phreeze>kind of...
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11:16<Phreeze>i'm not a pro and tought myself using the NML tutorial
11:16<Phreeze>for now i use the pixel tool to create gfx, and then modify it in PS
11:17<andythenorth>for what it's worth, it took me more than a week to add 9/8 and 10/8 vehicles to Iron Horse
11:17<andythenorth>and it would have been longer without stealing ideas from Eddi
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11:27<Eddi|zuHause>loads more ideas where those came from :p
11:27<andythenorth>what do we think about randomising between containers and box trailers at build time?
11:27<andythenorth>randomising is tedious?
11:28<Eddi|zuHause>randomising is not a big problem
11:29<Eddi|zuHause>i randomize 1st/2nd/3rd class
11:29<andythenorth>no pikka :P
11:29<andythenorth>I think I know what pikka thinks
11:30<andythenorth>pikka thinks 'have fewer trucks'
11:30<andythenorth>a _slow_ 150t heavy haulage truck is a stupid novelty, right?
11:31<andythenorth>I want to add it because it would look good, but it has zero use
11:31*andythenorth removes it
11:31<frosch123>just make it run 300 km/h downhill
11:32<Eddi|zuHause>andythenorth: HEQS
11:32<andythenorth>I am out to eliminate HEQS in my games :P
11:32<frosch123>if you cannot make reaonsable vehicle differences with engine statistics, add the driver personality
11:32<andythenorth>but yeah
11:32<andythenorth>frosch123: that overlaps with a thought I had about drivers ;)
11:33<andythenorth>Can I randomise the 'driver' for each vehicle at construction time? o_O
11:33<frosch123>subtype refit "french driver"
11:33<andythenorth>what else is cb36 for ?
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11:42<andythenorth>so I deleted two trucks, and can fit 2 mail trucks in
11:42<andythenorth>'yay' etc
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11:44*andythenorth wonders how many trucks in ogfx+
11:45<andythenorth>quite minmmmal
11:46<andythenorth>only 4 buses and 3 trams
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11:55<Eddi|zuHause>light/heavy/bus/tram times new vehicle every 20 years for 100 years => ca. 24
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11:57<Eddi|zuHause>could also do single/trailer/dump/bus/tram => ca. 30
11:58<andythenorth>I am pretty happy with 'truck' and 'specialist trucks' which comes out at 32
11:58<andythenorth>it's high, but I don't mind
11:58<andythenorth>it's the buses and trams that make it silly :P
11:59<andythenorth>8 buses and trams seems high for 1870-2000
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12:15<Eddi|zuHause>can't have enough busses and trams :=
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13:57<Phreeze>nobody watching Nascar ?
14:02<andythenorth>Eddi|zuHause: see any purpose for fast inter-city coaches?
14:02<andythenorth>or is that trains?
14:02<Eddi|zuHause>andythenorth: not the right person to ask
14:03<andythenorth>how do you do cdist pax between smaller towns?
14:03<andythenorth>or you don't?
14:10<Eddi|zuHause>let me phrase it this way: you don't solve the game's bias against trains by not including effective alternatives
14:11<Eddi|zuHause>i'd probably be more inclined to use busses if the game came with pre-built roads between towns
14:14<frosch123>you know there is a gs for that
14:14<Eddi|zuHause>yeah, i just didn't play for a long time :)
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14:17<andythenorth>pikka's AI solves it too ;)
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14:27<Phreeze>why prebuild roads ?
14:27<Phreeze>they are cheap, easy to place
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14:36<Xaroth|Work>Phreeze: why would anybody want to watch a few dozen cars take left turns for hours upon ends?
14:36<Phreeze>cause if you're not deaddumb, you know that it's not only leftturms
14:37<Phreeze>morea action going on than in F1, so why not
14:41<Eddi|zuHause>that assumes people wuld be interested in F1 in the first place
14:42<Phreeze>if they are not interested in motorsports, i assume they wont watch either ^^
14:43<Xaroth|Work>I used to like F1, before they dumbed it down
14:43<Xaroth|Work>now it's just nascar without the rednecks
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14:45<@DorpsGek>Commit by translators :: r26403 /trunk/src/lang (belarusian.txt swedish.txt) (2014-03-16 18:45:15 UTC)
14:45<@DorpsGek>-Update from WebTranslator v3.0:
14:45<@DorpsGek>belarusian - 91 changes by Wowanxm
14:45<@DorpsGek>swedish - 1 changes by spacejens
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14:52<frosch123>i thought f1 is mostly about the rules, and how to circumvent them
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15:06<Eddi|zuHause>i don't know where i heard this, but there is a sport where the only rule is that a game can never be repeated with the same rules
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15:09<frosch123>there is "dragon poker" in the MYTH series
15:09<frosch123>by robert asprin
15:44<NGC3982>What is a MYTH series.
15:51<andythenorth>I think this would clip bridges
15:52<NGC3982>I bit of an issue when you guys release a new version is that my players will have to re-build their stuff on the never-ending servers.
15:52<NGC3982>In Sweden, it's a "I-landsproblem".
15:52<frosch123>have you heard about savegames?
15:56<NGC3982>Hehe, i know.
15:57<NGC3982>Where do i find install files on older OpenTTD versions? I notice the site does not contain a link to any kind of archive.
15:59<Phreeze>replace the number by the one you want
15:59<Phreeze>2nd google link ;)
15:59<NGC3982>Why, thank you.
15:59<Phreeze>no prob
16:02<frosch123>remains the question what google wants with 0.5.2
16:13<andythenorth>is it weird if a truck switches between dump trailer and covered hopper trailer?
16:13<andythenorth>at stations
16:15<frosch123>next question
16:16<andythenorth>nothing else changes appearance in the game
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16:16<frosch123>because every trailer can be covered
16:16<frosch123>the driver may just be too lazy to put it on, if not required
16:16<frosch123>dbset switched coveredness of train hoppers already 10 years ago
16:18<andythenorth>I really like these lime kilns, dunno why§ion=attach&attach_rel_module=post&attach_id=291603
16:21<andythenorth>this is quite different to a normal dump truck though, no?
16:22<NGC3982>I wonder why you don't build tank units to be placed partly on-top of the trucks rear part.
16:22<Eddi|zuHause>there's no reason why a truck can't switch trailers at station
16:23<andythenorth>I'm going to try it
16:23<andythenorth>and see if it's weird
16:23<andythenorth>there's no reason we don't do lots of things, except we just don't :)
16:23<andythenorth>trains could switch wagons? But they don't :P
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16:24<frosch123>trains mostly always drive the same routes with the same cargo type
16:25<frosch123>pax trains drive the same anyway
16:25<frosch123>cargo trains mostly transport regular heavy load
16:25<frosch123>also mostly the same routes
16:25<frosch123>just the containers may change
16:27<Eddi|zuHause>well there used to be "local cargo" trains which did loads of shunting, but someone decided that it wasn't economical enough, so it's not done very often anymore
16:29<andythenorth>I was referring purely to the game :)
16:29<andythenorth>I could just make a universal wagon type and switch graphics, but I think it would be...odd?
16:29<frosch123>check nuts
16:30<Eddi|zuHause>i'll probably provide that as an option for CETS
16:30<andythenorth>I have :D
16:30<frosch123>it has the regular types hopper, flatbed and tanker; and an universal in addition
16:31<frosch123>it just has no covered box vans, for known reasons
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16:31<andythenorth>anyone use HEQS?
16:32*andythenorth is having an idea
16:32<frosch123>i use heqs trams in about every game
16:32<andythenorth>what about the mining trucks/
16:32<Eddi|zuHause>maybe: open wagon: autorefit to all cargos except liquid, hopper: larger capacity but no autorefit
16:33<andythenorth>iirc, the open wagons in IH refit ~everything
16:33<frosch123>i think i built some crawlers some time for some insane downhill route
16:33<andythenorth>actually, so do the general cargo trucks in this RV set
16:33<frosch123>but i do not remember ever having build regular trucks
16:34<frosch123>Eddi|zuHause: so, meanwhile you also agree with livestock cabriolets?
16:34<Eddi|zuHause>frosch123: what?
16:35<Eddi|zuHause>frosch123: cows were often transported in open wagons
16:35<andythenorth>IH open car: refits everything but pax, mail
16:36*andythenorth ponders
16:38<andythenorth>hurgh, as usual, problem is realism
16:40<Eddi|zuHause>only if you make it one
16:40<andythenorth>I am trying to find a way to sidestep it
16:41<Phreeze>[21:31:49] andythenorth )) anyone use HEQS?
16:41<Phreeze>i am :)
16:41<Phreeze>tram-narrow gauge valuables thingy
16:41<Phreeze>if that is from HEQS...
16:41<andythenorth>that is a HEQS thingy probably
16:44<Eddi|zuHause>Phreeze: unless you mean the CarGoTram from GermanRV
16:44<Phreeze>i have longvehicles too
16:44<Phreeze>but i think its Heqs
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16:45<Eddi|zuHause>i think you can filter the engine list by GRF
16:45<andythenorth>so I delete two other trucks and add some open bulk trucks
16:45<andythenorth>problem solved
16:46<andythenorth>dunno what problem it was
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17:42<Eddi|zuHause>EEEVIL, i got a 4096 :p
17:42<__ln___>4096 of 2048?
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17:43<__ln___>well done
17:43<Eddi|zuHause>score of 44368
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17:55<Eddi|zuHause>aww, game over :/
17:56-!-frosch123 [] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn]
17:57<__ln___>i suppose there is already need for a support group like "2048s anonymous"
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18:03<__ln___>NGC3982: you're not even a power of 2.
18:05<andythenorth>RV set is 50% done
18:05<andythenorth>as long as you don't mind all trucks looking same
18:05<andythenorth>and stats are nonsense
18:05<NGC3982>My size is equivalent.
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18:11<Eddi|zuHause>andythenorth: congratulations, you're almost as far along as CETS :=
18:11<andythenorth>it took you a weekend to get that far?
18:16<Eddi|zuHause>well, somewhat :)
18:16<Eddi|zuHause>with interruptions... ;)
18:17<Eddi|zuHause>from my first experiments with longer wagons to current state, maybe 4 years?
18:17<andythenorth>I am cheating
18:17<andythenorth>copy-paste another set :P
18:18<Eddi|zuHause>oh, december 2007...
18:20<andythenorth>also sleeping time for andythenorth
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18:21<peter1139>There should be a patch for that.
18:23<+glx>in your usual place ?
18:32<Eddi|zuHause>arrest the usual suspects!
18:37<Wolf01>'night all
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18:38<NGC3982> ERROR: XBPyThread::stop - script /storage/.xbmc/addons/ didn't stop in 5 seconds - let's kill it
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---Logclosed Mon Mar 17 00:00:34 2014