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#openttd IRC Logs for 2014-03-24

---Logopened Mon Mar 24 00:00:44 2014
00:25<Supercheese>I usually build stations as I go
00:25<Supercheese>Start at one town, build line to town 2, build station, build line to town 3...
00:26<+glx>first step is usually the station because you can kill many trees while building the line ;)
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00:58<Flygon>Hmm
00:58<Flygon>I see
00:58<Flygon>I tend to avoid building the station first in case I need to change the route
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04:05<dihedral>greetings
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04:11<Xaroth|Work>o/
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08:52<Eddi|zuHause>[24.03.2014 05:58] <Flygon> I tend to avoid building the station first in case I need to change the route <-- i do it the opposite, building the stations first ensures that your town rating is high enough, then you can freely terraform
08:53<Flygon>Hmm
08:53<Flygon>I do suppose you go broke far less easily than me
08:54<Flygon>I tend to build up the town popularity rates by building trams
08:54<Flygon>I build an extensive Tram network in every town
08:54<Flygon>Use buses (when it's practical enough) in outer suburbs
08:54<Flygon>And then drive the trainline through slowly
08:54<Flygon>As I build money to bribe and whatnot
08:55<Flygon>I end up with games where Trams make a substantial amount of $$$
08:55<Flygon>Instead of being just supplimentaru
08:55<Flygon>In my current game
08:55<Flygon>Trams make 2x the income of trains
08:55<Flygon>But
08:55<Flygon>Most of my rail lines aren't operational yet due to not being built
08:55<Flygon>As in, not fully built
08:55<Flygon>Only...
08:55<Eddi|zuHause>well i put stations on the edge of the town, and feed it with trams
08:55<Flygon>2 railway lines are operational
08:56<Flygon>Compared to every town with a planned station (and feeder system) having a tramline (suburbs of London, really)
08:56<Flygon>At least 30 suburbs with a Tram system
08:56<Eddi|zuHause>i build my network incrementally. start with two towns, and add another one, or sometimes two, if they form a line
08:57<Flygon>I do normally do that
08:57<Flygon>But I ended up choosing a UK scenario
08:57<Flygon>And... well
08:57<Eddi|zuHause>i generally don't use the tree cheat
08:58<Flygon>This's London we're talking about
08:58<Flygon>The Tram profit alone is worth a fortune
08:58<Flygon>Even starting in 1830
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09:25<Eddi|zuHause>Flygon: what usually happens with my games is, that i end up with stations that have open ends for attaching another line, which gets never built. especially on large maps
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09:25<andythenorth>hmm
09:25<andythenorth>no love for Tropic Basic in the FIRS poll :(
09:25<andythenorth>http://www.tt-forums.net/viewtopic.php?f=26&t=41607&start=3440&view=viewpoll
09:25<Flygon>Oh man
09:26<Flygon>I get that a lot on my maps
09:26<Flygon>Even on lines I've opened up
09:26<Flygon>I end up building open ends on low level branch lines
09:26<Flygon>...
09:26<Flygon>That end up being inadequet when I do build the new line
09:26<Flygon>Because there'd be too much congestion
09:26<Flygon>Cue reeengineering big bits of line for a flyove
09:26<Flygon>flyover*
09:27<Eddi|zuHause>like i build a line from A to B via C, and in C i plan the station as a crossover with a line from D to E via C, but either D-C or C-E never get built
09:28<Eddi|zuHause>of course, reengineering happens as well, but that was not the problem ;)
09:37<fjb>Moin
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09:41<Flygon>Menta
10:02<Flygon>Okay
10:02<Flygon>Excellent
10:02<Flygon>Got the second urban line completed
10:02<Flygon>The Londoners are going to punch me in the face for making almost all the line terminuses Balloon Loops
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14:37<frosch123>LordAro: any suggestion for fs#5952?
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14:43*LordAro looks
14:44<LordAro>:D
14:44<LordAro>closed: worksasintended
14:44<LordAro>:p
14:45<@DorpsGek>Commit by translators :: r26426 trunk/src/lang/polish.txt (2014-03-24 18:45:17 UTC)
14:45<@DorpsGek>-Update from WebTranslator v3.0:
14:45<@DorpsGek>polish - 3 changes by McZapkie
14:49<frosch123>added a dictionary link
14:49<LordAro>huh, wasn't aware that you didn't come up with it yourself :p
14:50<frosch123>i learned it from rb
14:50<frosch123>but google knows it in many places
14:53<frosch123>isn't flash considered dead?
14:53<frosch123>why would anyone port ottd to it?
14:55<Supercheese>Because they can?
14:59<@peter1138>Someone did it?
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15:00<frosch123>apparently
15:00<frosch123>same llvm cross compiler approach as for the javascript port
15:00-!-luaduck is now known as luaduck_zzz
15:01<frosch123>https://www.tt-forums.net/viewtopic.php?f=33&t=70227
15:01<frosch123>but i thought javascript is the new cool kid in town (again), while noone uses flash anymore
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15:13*Wolf01 waves hello o/
15:13<maddy_>can I rebuild a river which I accidentally broke with land tools?
15:14<maddy_>canals? at least it looks the same, guess that is ok :)
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15:28<Supercheese>Sadly, you cannot rebuild rivers
15:28<Supercheese>canals only
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16:38<Pulec>but why, with the amount of money tycoon is making you could build a spaceship
16:42<CommanderZ>Hey guys, I'm looking at planetmaker's suggestions on distant join station behavior from https://bugs.openttd.org/task/5951
16:42<CommanderZ>Hey guys, I'm looking at planetmaker's suggestions on distant join station behavior from FS#5951
16:42<CommanderZ>I have a quick question - when I build a station which adjoin to two other stations without holding CTRL, I get the error "adjoining to more than one station...". Why not pop up the station choice dialog instead?
16:46<frosch123>that's what fs#4185 refers to
16:46<frosch123>it should ignore opponents stations, and ask you if there are two of your company
16:49<CommanderZ>And I assume it should only display stations in the immediate vicinity if distant join is disabled
16:51<frosch123>no idea about that
16:51<frosch123>may be confusing as well, if there are different join-list windows
16:52<CommanderZ>There can only be one, the previous one gets closed if a new one is to be opened
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16:53<frosch123>hmm, didn't the join station window list the stations sorted by distance anyway?
16:53<frosch123>or was that only a patch or suggestion?
16:53<CommanderZ>Yeah, it seems to do that currently
16:55<frosch123>i guess listing all would be more consistent and less magical
16:56<frosch123>also less work :p
16:56<CommanderZ>So if you choose a station too far away, it fails with an error box later?
16:57<frosch123>i would hope that the window already today only lists stations which are joinable
16:58<frosch123>[21:49] <CommanderZ> And I assume it should only display stations in the immediate vicinity if distant join is disabled <- anyway, i was refering to that
16:59<frosch123>i think there should only be one join window for distant or adjacent join, no separate windows
17:00<frosch123>basically, non-distant join joins with adjacent station if it is uniquely defined
17:00<frosch123>in all ohther cases the window should popup independent of whether you enabled or disabled distant join
17:00<frosch123>or whetheer you pressed ctrl
17:03<frosch123>hmm. oh... were you refering to the advanced setting for disabling distant join?
17:03<frosch123>then it may indeed make sense to only list adjacent ones :p
17:04<CommanderZ>Yes. But now I realized there is not only an option to enable/ distant join, but also a setting to enable/disable adjoining stations
17:04<CommanderZ>The plot thickens and the number of cases to consider grows exponentially :/
17:04<frosch123>oi, maybe we can get rid of the latter one
17:08<frosch123>there are reasons to forbid distant join since some people consider it cheating
17:08<frosch123>but i have not heard of anyone wanting to forbid more stations
17:11<V453000>sounds pretty pointless to me
17:17<CommanderZ>Hmm, this setting seems to only have been introduced with 0.6.0, so it is no prehistoric thing. I wonder what the reasoning was.
17:18<frosch123>what? adjacent_stations should be pre-historic
17:18<frosch123>distant_join_stations may be 0.6
17:19<frosch123>adjacent_stations is r9905, distant_join_stations is r14919
17:20<frosch123>ok, so adjacent_stations is indeed 0.6 :p
17:20<frosch123>and distant_join is 0.7
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17:34<frosch123>night
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19:25<Wolf01>'night
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21:48<Supercheese>Ugh, I need to go back and add accusatives to all cargoes
21:48<Supercheese>:(
21:52<Supercheese>Why didn't I do that in the first place...
21:53<Eddi|zuHause>what the hell do you need those for?
21:53<Supercheese>In a few places
21:53<Supercheese>especially "no longer accepts {CARGO}"
21:53<Supercheese>I could flip to passive
21:54<Supercheese>{CARGO} is no longer accepted
21:54<Supercheese>but then I'd need ablative on the station name...
21:58<Supercheese>hmm
21:58<Eddi|zuHause>oh, that makes me believe that the reason why german gets away with no cases is that in most places, the case only changes the article, not the word
21:59<Supercheese>yeah, Latin you need to decline the word for case all the time
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21:59<Eddi|zuHause>and the article gets embedded in the parent string via the gender tag
22:00<Eddi|zuHause>articles and adjectives
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22:04<Eddi|zuHause>so if a {STRING} were to insert an adjective instead of a noun, german would need cases
22:05<Supercheese>if German nouns don't need to change based on case, then yeah they're not required
22:05<Eddi|zuHause>at least i can't quickly find a noun that changes on case
22:05<Supercheese>but I seem to need at least genitive accusative and dative on cargoes for Latin...
22:06<Supercheese>since station names do not have cases available
22:06<Supercheese>and thus should stay nominative if at all possible
22:07<Eddi|zuHause>i think the welsh translation wanted cases for town names, which was pretty much impossible to fulfill
22:07<Supercheese>yeah I would love to have cases for town names for Latin
22:07<Supercheese>it's very difficult without at least the locative
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22:07<Supercheese>:|
22:08<Supercheese>eh, I'll make do
22:10<Supercheese>I see Russian also needed accusatives on cargoes
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22:16<Eddi|zuHause>a place where german would need cases is, if the game were to assemble a string like "{no|one|many} X"
22:17<Eddi|zuHause>but all current occurances of no/one/many are fixed, not dynamic
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---Logclosed Tue Mar 25 00:00:46 2014