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#openttd IRC Logs for 2014-08-24

---Logopened Sun Aug 24 00:00:06 2014
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03:54<Wolf01>hi hi
03:57<@Alberth>moin
04:00<LordAro>niom
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04:40<@Alberth>hi andy
04:40<andythenorth>bonjour
04:41<andythenorth>is everything awesome?
04:41<andythenorth>yes!
04:41<andythenorth>https://www.youtube.com/watch?v=StTqXEQ2l-Y
04:41<@Alberth>yeah, I removed the functor classes
04:43<andythenorth>that’s awesome
04:46<@Alberth>awesome!
04:46<@Alberth>how is the smoke?
04:48<andythenorth>awesome
04:48<andythenorth>kind of wondering if the game is nearly done
04:48<andythenorth>I think newgrf spec is now complete
04:48<andythenorth>only thing I can remember that needs doing is consists
04:48<andythenorth>everything else is content
04:48<andythenorth>oh and the UI could use some more love :)
04:49<@Alberth>all ponies fulfilled?
04:50<@Alberth>I think we need contracts for more goal-ish games
04:50<andythenorth>hmm
04:50<andythenorth>most ponies done
04:50<andythenorth>some turned out to be lame
04:51<andythenorth>I dunno about contracts, I haven’t tried designing a GS yet
04:53<@Alberth>http://wiki.openttd.org/Alberth/Contracts some random notes about it, as the CmdCreateSubsidy call was considered to be wrong, so it needs a redesign for the implementation
04:56<andythenorth>actual spec :) wow
04:58<Eddi|zuHause>thing i'm currently missing is purchase menu variations. like select a model, and then have buttons similar to station menu where you can select different types of this model (e.g. liveries, or articulated lengths)
04:59<Eddi|zuHause>while at it, add a dropdown to select refitted cargo on construction
05:01<Eddi|zuHause>this could also offer a new way to deal with "regearing"
05:01<NGC3982>What is the maximum value får max_companies?
05:01<Eddi|zuHause>15
05:02<andythenorth>Eddi|zuHause: that’s livery support? Someone proposed a way to do it?
05:02<@Alberth>(10:59:18) Eddi|zuHause: while at it, add a dropdown to select refitted cargo on construction <-- that will be difficult due to newgrf weirdnesses, iirc
05:02<andythenorth>I miss flat docks for inland waterways
05:02<@Alberth>newgrf specs should be extended so the game can get better information from it
05:02<andythenorth>and multi-stop docks would ruin my ship-based gameplay style :)
05:02<Eddi|zuHause>Alberth: how is that weirder than creating the list of refittable cargos that is already in the menu?
05:03<@Alberth>it's too often "try and see if it fails" currently
05:03<Eddi|zuHause>yes. but i don't see that as a problem
05:03<Eddi|zuHause>at least not in this case
05:03<@Alberth>you might not, but other people will
05:04<Eddi|zuHause>the newgrf specs won't ever be perfect
05:04<andythenorth>I think vehicles should stop changing stats on refit
05:04<andythenorth>it’s a silly pattern
05:04<andythenorth>that’s my £0.02
05:04<Eddi|zuHause>and if you think they are, coders will do weird things with them and break your view :p
05:05<Eddi|zuHause>andythenorth: that's where these "views" (as MB called them) could come in
05:05<Eddi|zuHause>they would be set at purchase time, and cannot be changed later
05:06<andythenorth>actually I have refittable-capacity on ships so I should STF up :)
05:06<Eddi|zuHause>it's ok, but it'll become a "BAD FEATURE" once we have a better method
05:06<andythenorth>I do think these big sets should just put all their vehicles in the vehicle list
05:07<NGC3982>I guess a patch would be needed to exceed max_companies > 15
05:07<Eddi|zuHause>NGC3982: that would be a serious dive into the core mechanics
05:07<@Alberth>yeah, and it's probably bigger than a single line
05:07<andythenorth>we’re not short of vehicle IDs
05:07<andythenorth>hmm
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05:08<andythenorth>allow newgrf to specify arbitrary filtering parameters for purchase menu filters?
05:08<Eddi|zuHause>andythenorth: yes, but a) we need better vehicle list filtering then, and b) you get prototypes for each individual variation of the vehicle, which becomes messy
05:08<andythenorth>like tags, vehicle is in n sets according to tags defined
05:09<NGC3982>Eddi|zuHause: Ouch.
05:09<andythenorth>‘Suburban electric engines’, ‘Vossloh engines’ etc
05:09<@Alberth>some notion of "these are variations of the same thing" would be useful
05:09<NGC3982>I guess more than 15 full fledged teams on a huge map requires more than core mechanics on my part. :/
05:09<Eddi|zuHause>andythenorth: this "views" method may ease the GUI problem, because it adds a separate layer instead of cramming everything into the same layer
05:09<andythenorth>property: ‘inherits from’, ID of parent
05:10<@Alberth>NGC3982: you think we don't check if making such values larger is easily possible, and enlarge them if so?
05:10*andythenorth is just armchair commenting, the purchase menu is a solved problem for me :)
05:10*andythenorth smug
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05:12<@Alberth>NGC3982: but for what it's worth, a single player can push openttd into the CPU limit already, assuming each company builds just as fast, 15 companies do that in 1/15th of the time. If you raise the limit, you reach that point even faster
05:12<NGC3982>Alberth: You do not have to talk to me like i hate you for not having a higher value, thank you.
05:13<@Alberth>NGC3982: I don't feel that way, just explaining that such numbers are not chosen by random
05:13<Eddi|zuHause>NGC3982: we went through serious trouble back when we extended 8 to 15
05:14<NGC3982>I see.
05:14<@peter1138>If there's one thing worse than decorating, it's watching my other half make a really cack-handed attempt at oding it o_O
05:14<andythenorth>will you be helping?
05:14<Eddi|zuHause>what's a "cack-hand"?
05:14<NGC3982>-a +o.
05:14*NGC3982 giggles.
05:14<andythenorth>don’t google image search that
05:15<NGC3982>Jesus
05:15<Eddi|zuHause>i wasn't going to :p
05:15<NGC3982>Too late
05:15<@Alberth>lol
05:15<andythenorth>oh it was a clean search anyway
05:15*andythenorth had to try
05:15<Eddi|zuHause>it's way too close to two german words that should never go in the same sentence :p
05:16<NGC3982>On the Android version, it auto corrected it to cock in hand
05:16<Eddi|zuHause>but i'm still curious on what was actually meant...
05:16<NGC3982>And it actually turned up to be more of a rooster result.
05:16<NGC3982>Google <3.
05:17<Eddi|zuHause>wasn't there a thing about "giant cock"?
05:21<@peter1138>andythenorth, i asked if she wanted me to do it, she said no...
05:21<andythenorth>free pass in that case
05:21<Eddi|zuHause>peter1138: you know that when women say "no" there's a 50% chance they meant "yes"?
05:22<@peter1138>i image-searched cackhanded and... got a picture of david cameron
05:22<@peter1138>Eddi|zuHause, it was a very forceful no
05:22<@peter1138>Eddi|zuHause, which probably means it's even more likely a yes :p
05:22<Eddi|zuHause>don't take advice from a random stranger on the internet, anyway :p
05:23<@peter1138>:D
05:23<Eddi|zuHause>also, i once learned the "rule of three". only when an english person says "no" for the third time, they actually meant it.
05:24<Eddi|zuHause>question: "do you want cake?" answer: "no, don't trouble yourself." meaning: "yes, please."
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05:27<andythenorth>it’s *way* more complicated than that
05:27<andythenorth>you’d have to know about context, time of day, percieved social class (on both sides)
05:28<andythenorth>and that’s just for starters
05:29<andythenorth>also, so the game isn’t quite done?
05:29<andythenorth>but nearly?
05:30<Eddi|zuHause>oh, another thing i wanted: random value in parameter.
05:30<Eddi|zuHause>i think there was some controversy about when to actually randomize it.
05:31<andythenorth>in a14?
05:31<andythenorth>:o
05:31<Eddi|zuHause>the a14 modification is the trivial part
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05:38<Eddi|zuHause>https://bugs.openttd.org/task/5487
05:43<andythenorth>bbl
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05:44<Eddi|zuHause>i think we need a method of randomization that's agnostic to changing the number or order of active newgrfs
05:45<+michi_cc>Map seed is definitely the easiest thing I guess.
05:46<Eddi|zuHause>michi_cc: but then we need a method of decorrelating so several newgrfs requesting random values don't change the same way
05:47<+michi_cc>Isn't that method called 'different authors'? :p
05:47<Eddi|zuHause>no :)
05:48<Eddi|zuHause>different authors will still use the same bit to turn on or off a certain feature. without decorrelation your can only have both features on or both features off
05:49<@Alberth>one seed, sort newgrfs on name or md5 hash, generate a number for each newgrf
05:49<berndj-blackout>if a town has a sawmill right next to it, and i build a station that touches both, i get a station that accepts goods, but the sawmill also produces goods. does the town grab some of the sawmill's goods?
05:49<Eddi|zuHause>we could seed the newgrf parameter generator with (map_seed XOR grfid) and then generate random values from there
05:49<@Alberth>berndj-blackout: no, you always have to transport cargo
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05:50<Eddi|zuHause>that means the parameter values can be deterministically reproduced, and they will be uncorrelated between different grfs, but stay constant through reordering, removing/aading or updating the grf
05:51<berndj-blackout>Alberth, hmm, so if i unload a train full of goods from a factory far away, do the factory goods get used by the town or does the train just load it back up again (transfer instruction NOT set)
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05:53<@Alberth>berndj-blackout: anything you unload without transfer which is accepted by the environment will be delivered to the environment
05:54<@Alberth>so your far-away goods will be delivered to the town
05:54<@Alberth>you probably want to set "no loading" too, or the sawmill goods will be loaded
05:55<Eddi|zuHause>berndj-blackout: if you use a goal script that wants to record how many goods you delivered to a town, the (original) name of the station decides which town the goods will be added to.
05:55<@Alberth>note that this assumes not using cargo-dist, as the rules change then
05:56<Eddi|zuHause>berndj-blackout: the sawmill goods cannot be consumed by the town, because goods cannot be delivered to the same station they originated from
05:57<berndj-blackout>Alberth, i'm running 1.4.1, is cargo-dist available there?
05:57<Eddi|zuHause>if you don't use "no loading", you need another station to unload the goods, otherwise the train will just go back and forth fully loaded, not earning anything
05:58<@Alberth>berndj-blackout: it is
05:58<berndj-blackout>yeah that's how i noticed the problem, i think my goods train got filled up with sawmill goods and had no more room to load goods from the factory
05:58<Eddi|zuHause>berndj-blackout: use "unload all" in combination with "no loading" to resolve that
05:58<berndj-blackout>ah, i must give cargo-dist a try sometime. i believe it helps make for a more sane transfer?
05:59<@Alberth>forcibly unload at the fasctory, set no-loading at the town
05:59<Eddi|zuHause>yes, cargodist essentially makes automatic transfers
06:00<@Alberth>you'll have some goods that don't disappear, but otherwise it works
06:03<Eddi|zuHause>no, forcibly unload at the sawmill
06:04<Eddi|zuHause>forcibly unloading at the factory will just make you load the same cargo again that you just unloaded
06:06<@Alberth>:o good point
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06:34<@DorpsGek>Commit by michi_cc :: r26758 /trunk/src (3 files in 2 dirs) (2014-08-24 10:34:43 UTC)
06:34<@DorpsGek>-Fix [FS#5972]: [OSX] Implement more of the text editing API to prevent crashes and improve IME support.
06:35<+michi_cc>Let's see how much mess this is going to do again, but at least it is an OSX-only mess.
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06:52<Eddi|zuHause>sounds terrible
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07:46<frosch123>it always scares me, when someone from my timezone posts on the forums at 7:10 in the morning on a sunday
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07:48<@Alberth>:)
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08:20<Eddi|zuHause>that happens to me when i fail to fall asleep...
08:21<frosch123>huh? you are still trying?
08:21<frosch123>i think you haven't slept in at least the past 5 years
08:22<Eddi|zuHause>i do. but sometimes from 10:00-18:00
08:23<Eddi|zuHause>which doesn't align particularly well with other people's office times...
08:23<Eddi|zuHause>and then they call you at 12:00
08:24<Eddi|zuHause>or the mail lady rings at 14:00 asking whether she can leave a package for $neighbour
08:31<Eddi|zuHause>wtf does this mean? "kern :warn : [Sun Aug 24 12:06:40 2014] KBD BUG in ../../../../../../../../drivers/2d/lnx/fgl/drm/kernel/gal.c at line: 304!"
08:32<__ln__>i wonder if the day length on Mars would be sufficient, as there's an additional 36 minutes or so more per day dedicated for sleeping.
08:32<__ln__>if we decide to slow down the rotation of earth, i'm all for it.
08:32<__ln__>or embrace the 25-hour clock.
08:33<Eddi|zuHause>or XKCD's 28 hour clock?
08:33<frosch123>Eddi|zuHause: google says RAID
08:34<Eddi|zuHause>frosch123: but the file sounds more like a graphics thing?
08:34<frosch123>http://www.spinics.net/lists/linux-btrfs/msg35072.html
08:35<frosch123>Eddi|zuHause: too many abbreviations :p KBD means keyboard to me
08:36<Eddi|zuHause>frosch123: that seems very unrelated
08:36<Eddi|zuHause>"fglrx" is the AMD (formerly ATI, formerly firegl) proprietary linux graphics driver
08:41<NGC3982>Meow.
08:43<frosch123>Eddi|zuHause: so clearly it wants you to enter the drm content id via the on-screen-keyboard
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09:03<NGC3982>U gaiz r asum
09:05<Eddi|zuHause>you read too much ichc
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10:20<keoz>Am I wrong or there was, on the DevZone, a project for rewriting a TTRS new version 4 in nml ? I can't manage to find it ...
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10:22<Eddi|zuHause>i've never heard of that
10:23*Alberth hasn't seen any of that
10:24<andythenorth>michi_cc: what does 5972 fix? Do you want it tested?
10:25<keoz>Ok. Looks like I must have been dreaming :p
10:26*andythenorth remembers that he can look on FS
10:26<@Alberth>in dreams, lots of things (can) happen :)
10:26<andythenorth>some days, I wonder how I get through simple tasks
10:26<Eddi|zuHause>keoz: there's a project to rewrite 2ccset in nml
10:26<@Alberth>and ecs
10:27<Eddi|zuHause>and a never existing british set :p
10:27<andythenorth>no british sets ever exist
10:27<keoz>I'm conservative. I only play UKRS.
10:28<andythenorth>projects are weird
10:28*andythenorth doesn’t do projects
10:28<andythenorth>just newgrfs
10:28<andythenorth>that ship or get binned
10:28<andythenorth>how are flat docks going to work then?
10:28<andythenorth>can we just build them on the water tile?
10:29<Eddi|zuHause>most likely you place them like airports, and one (or more) sides of them will be marked as docking places
10:29<keoz>I knew about 2cc, I didn't about ECS.
10:29<keoz>Ok. So it's time to make a big rewrite of TTRS too :)
10:29<Eddi|zuHause>and by "airports" i mean "newgrf-definable state machines"
10:29<andythenorth>Eddi|zuHause: sounds good, does it depend on any vapourware, like New Stations / New Airports / New Foo
10:30<andythenorth>:P
10:30<Eddi|zuHause>i suppose that's a "yes" :p
10:30<andythenorth>shall we have a small bet on when they might reach trunk?
10:30<andythenorth>assuming that neither you nor me can fix the result?
10:30<andythenorth>€10?
10:31<Eddi|zuHause>with the opening date of BER (berlin airport)
10:31<andythenorth>:)
10:31<Eddi|zuHause>that's the german equivalent of a duke nukem forever :p
10:32<andythenorth>I heard
10:33<@Alberth>did someone say openttd was finished?? :)
10:33<andythenorth>well
10:34<andythenorth>‘nearly’
10:34<andythenorth>just a few little things to do
10:34<@Alberth>ok :)
10:34<Eddi|zuHause>90% done. now for the other 90%...
10:36<andythenorth>diminishing returns :P
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10:44<andythenorth>so how big is a flat dock?
10:44<andythenorth>1 tile? 2x1
10:44<andythenorth>a big complex like an airport?
10:46<Eddi|zuHause>depends...
10:47<Eddi|zuHause>usual river docks are usually a bit cut off from the actual river, to reduce water movement
10:48<Eddi|zuHause>so if i were to make a dock newgrf, the docks definitely would be more like a 3x5 area
10:48<Eddi|zuHause>that can be connected to a river via canals
10:49<andythenorth>and ships have to go in a specific bay?
10:49<andythenorth>one per stop
10:49<Eddi|zuHause>yes
10:49<Eddi|zuHause>ocean docks would be somewhat larger structures with moles and stuff
10:50<Eddi|zuHause>sort of like MariCo
10:50<andythenorth>sure it’s not overkill? o_O
10:50<Eddi|zuHause>where marico is to docks like fakeairports is to airports
10:56<andythenorth>ho ho
10:56<andythenorth>adding smoke shows just how wrong some of FISH sprites are
10:56<andythenorth>the ratio of | - \ / is so wrong :D
11:14<andythenorth>so all ships, all smoking, all the time?
11:20<Eddi|zuHause>or it just shows how wrong ttd's | - \ / dimensions are
11:22<LordAro>complain to CS/<artist guy>
11:25<andythenorth>the smoke does look fricking awesome for ships :)
11:25*andythenorth is far too excited by just a few pixels on an outdated game with outmoded graphics :P
11:27*andythenorth wonders which ships to use the black smoke for
11:27<andythenorth>and which the white
11:29<@Alberth>white for pax, as it looks better for the public :p
11:29<@Alberth>or when it's heavily loaded use black
11:29<andythenorth>intriguing idea
11:29<andythenorth>I think white for most
11:29<andythenorth>might save black for special occasions
11:29<@Alberth>white looks best probably
11:30<andythenorth>black looks like breakdown
11:30-!-Vinnie [~Vinnie@54681098.cm-12-1a.dynamic.ziggo.nl] has joined #openttd
11:30<Vinnie>hello, McZapkie here toanswer question on his newgrf?
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11:31<andythenorth>could easily over-complicate ship smoke triggers I think :)
11:31<andythenorth>speed, load, motion counter, day of week :P
11:31<Eddi|zuHause>air temperature, wind speed, ...
11:32<@Alberth>breakdowns are black smoke?
11:32<Eddi|zuHause>aircraft breakdowns emit black smoke
11:33<andythenorth>it would be nice if the diesel spawn type spawned when a ship changes direction
11:33<andythenorth>would look about right
11:33<andythenorth>I could probably patch that :P
11:33<andythenorth>diesel smoke spawn for ships is otherwise pretty useless
11:33<@Alberth>good idea :)
11:34<andythenorth>it’s currently quite specific to trains
11:35<@Alberth>maybe only for manouvres at low speed you should emit diesel smoke
11:35<@Alberth>or big changes in direction, but that may be hard to detect
11:36<andythenorth>http://paste.openttdcoop.org/raw/3671/
11:36<andythenorth>current diesel spawn routine
11:36<@Alberth>Vinnie: not by that nick
11:36<@Alberth>note that irc nicks can be different from forum names
11:37<andythenorth>how would I patch that ^ for ship changing direction?
11:38<@Alberth>:O
11:38<@Alberth>you think I can give you an answer to that right now? :)
11:39<andythenorth>he :)
11:39<andythenorth>it was more of a thinking-out-loud question ;)
11:40<@Alberth>:o we have a Ship class
11:41<andythenorth>VEH_SHIP?
11:41<frosch123>how do ships need more power when turning?
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11:41<frosch123>andythenorth: you wouldn't patch that
11:41<frosch123>you would add a new spawning model
11:41<andythenorth>oic
11:41<andythenorth>or I could do it in newgrf
11:41<andythenorth>it just seems that the spawn models are mostly useless for ships :)
11:42<andythenorth>steam is fine
11:42<andythenorth>but quite...productive
11:42<andythenorth>diesel is 90% useless
11:42<andythenorth>electric is 90% useless
11:42<andythenorth>but I could write my own newgrf handlers
11:42<frosch123>well, you can easily make the smoke less dense via the callbacks
11:42<andythenorth>yes
11:43<andythenorth>modulo motion counter over 2
11:43<andythenorth>or something
11:43<andythenorth>and I can probably check extended vars for vehicle is turning or whatever
11:43<andythenorth>I’m sure there’s lots of things to hook to
11:43<frosch123>there are no vars for turning
11:43<frosch123>only for articulated vehicles :p
11:44<andythenorth>well, there’d be something
11:44<andythenorth>it doesn’t have to be science, just has to look right :)
11:44<andythenorth>but I did wonder about making the built-in stuff a bit better
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11:45<@Alberth>getting smoke from the drawn pipes is already major progress :)
11:45<andythenorth>yes
11:45*andythenorth is not complaining
11:45<@Alberth>if you have 2 pipes, you could make them emit smoke in turns :)
11:46<andythenorth>yes
11:46<andythenorth>odd / even
11:46<@Alberth>wouldn't that look odd? (or even)
11:46<andythenorth>:P
11:47<andythenorth>hmm, the black smoke might be needed for really big ships
11:47<andythenorth>the diesel smoke looks a bit thin
11:47<Vinnie>Alberth, by what nick or dont you know?
11:47<frosch123>@seen mc*
11:47<@DorpsGek>frosch123: mc* could be McxCZE (23 hours, 15 minutes, and 51 seconds ago), mczapkie (17 weeks, 2 days, 23 hours, 37 minutes, and 58 seconds ago), or Mchl (4 years, 20 weeks, 6 days, 7 hours, 13 minutes, and 35 seconds ago)
11:48<Vinnie>damn 17 weeks
11:48<Vinnie>and thanks\
11:48<@Alberth>it's not really seen, but rather "spoke"
11:49<frosch123>@seen mczapkie
11:49<@DorpsGek>frosch123: mczapkie was last seen in #openttd 17 weeks, 2 days, 23 hours, 39 minutes, and 14 seconds ago: <mczapkie> hello
11:49<frosch123>not useful either :p
11:49<@Alberth>people that never talk don't show up in seen
11:49<Vinnie>But you worked on opengfx industries
11:50<Vinnie>he made some adjustments and made it a manpower opengfs industries newgrf
11:50<@Alberth>well, at least you now know the nick he uses :)
11:50<Vinnie>you know anything about that project?
11:50<@Alberth>besides knowledge about its existence? no
11:50<LordAro>@topic get 3
11:50<@DorpsGek>LordAro: Don't ask to ask, just ask
11:51<@Alberth>Vinnie: he means just ask what you want to know, there are many people here, and one of them might know the answer
11:52<andythenorth>Vinnie: just ask in the forum, wait for him to show up?
11:52*andythenorth wonders if there is a hack for hovercraft spray effect
11:52<Vinnie>I know but its probably in vain, here it goes.
11:52<Vinnie>His grf gives the ability to increase productions of primaries but for some it does not work
11:52<andythenorth>http://thecoastalpath.files.wordpress.com/2014/03/53-southsea-hovercraft.jpg
11:53<andythenorth>Vinnie: he’s been answering forum questions, just ask there
11:53<@Alberth>local rain :p
11:53<Vinnie>we have enough service rating but still
11:53<Vinnie>no increasses in production
11:53<andythenorth>he was there at 10.28 today
11:54<Vinnie>i will
11:54<Vinnie>thanks guys
11:54<@Alberth>you could try reading the source code, and compare an industry that works with one that doesn't work
12:05<andythenorth>smoke from two funnels is awesome!
12:05<andythenorth>everything is awesome!
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12:06<frosch123>i heard if passenger ships have 4 funnels, 3 of them are fake
12:06<andythenorth>yes
12:06<andythenorth>just for looks
12:07<@Alberth>it looks awesome
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12:07<andythenorth>http://en.wikipedia.org/wiki/Four_funnel_liner
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12:35<andythenorth>Alberth: how would contracts interact with exclusive contract rights?
12:35-!-MTsPony [~MTsPony@008-086-128-083.dynamic.caiway.nl] has joined #openttd
12:35<@Alberth>good question
12:36<@Alberth>subsidies are affected, aren't they?
12:37<andythenorth>I’ve only seen exclusive used once, in an MP game
12:37<@Alberth>are there any good use cases for exclusive contract rights?
12:37<andythenorth>griefing
12:37<andythenorth>beating the AI
12:37<@Alberth>you could make a town really for you, which can beuseful in a city builder
12:38<@Alberth>just don't run an AI :)
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12:39<andythenorth>mostly I don’t ;)
12:39<andythenorth>griefing is valid though, no?
12:41<@Alberth>I tend to think so yeah
12:41<@Alberth>added your qiestions to the list of ponderings, thanks
12:41<@Alberth>*question
12:42<andythenorth>oh
12:42<Rubidium>London has a quite interesting definition of week
12:42<andythenorth>the sad moment when I’m away for 2 days, and find I don’t have a laptop power adapter
12:42<andythenorth>I guess it’s a lesson to take a break
12:42<andythenorth>no ipad either
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12:49<@Alberth>Rubidium: it ends at thursday evening?
12:49<Rubidium>Alberth: no, it's 31 days long
12:50<LordAro>:D
12:50<LordAro>Rubidium, you having fun?
12:50<Rubidium>http://www.visitlondon.com/things-to-do/whats-on/special-events/london-events-calendar?ref=nav <- "Kids Week"
12:50<Rubidium>LordAro: not really... trying to figure out what will be fun next weekend
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12:50<LordAro>ah
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12:53<Rubidium>Kate Bush must be really good though... since the tickets are 500 GBP
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13:01<@Alberth>at least she really expensive :p
13:01<@Alberth>+is
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13:32<andythenorth>Got the kids' ipad
13:35<andythenorth>Might be flappy, hate these ios app things
13:36<andythenorth>My ipad is just for checking weather on bbc site
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13:45<@DorpsGek>Commit by translators :: r26759 /trunk/src/lang (italian.txt spanish.txt) (2014-08-24 17:45:30 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>italian - 50 changes by lorenzodv
13:45<@DorpsGek>spanish - 138 changes by juanjo
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14:24<andythenorth>what could a hydroelectric power industry do?
14:25<andythenorth>Nothing, it's a bad feature :p
14:27<frosch123>sounds like eddi's three-phase-current-to-hosepipe-converter
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14:44<andythenorth>Ios
14:44<andythenorth>Is crap
14:44<andythenorth>iOS *
14:44<andythenorth>It has to be because tablets are crap
14:45*andythenorth hates tablets
14:45<andythenorth>The irc apps all disconnect when backgrounded
14:45<andythenorth>Aggressive power saving rules
14:46*andythenorth back to pen and paper
14:47<avdg>Not even a backgroundprocess allowed? Sounds sad...
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15:45<frosch123>night
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17:21<edeca>Perhaps I'm just not understanding cargodist as it's the first time I've used it, but it seems to be sending almost all cargo to the nearest station even with the distance percentage turned to 0%
17:21<edeca>And trains with the destination in their orders aren't loading
17:21<edeca>Do I need to do something different to normal?
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17:38<MTsPony>perhaps it should be at 100 instead of 0?
17:38<edeca>Well I just discovered the station:planned view
17:38<edeca>And it's actually quite well balanced across the 3 destinations
17:38<edeca>Just older cargo has built up
17:39<MTsPony>:)
17:39<edeca>And it's not loading onto trains that have the destination in their orders
17:39<edeca>That bit I don't understand
17:39<MTsPony>beats im, im a cargodist noob. i just know something in cargodist could cause a desync :p
17:39<edeca>Heh
17:39<MTsPony>i believe it will be fixed soon, hopefulyl
17:39<edeca>I only ever play SP really
17:40<edeca>Bah why isn't it loading, hm
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17:48<Eddi|zuHause>that usually has to do with lack of shared orders or something
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18:19<Wolf01>'night
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18:34<__ln__>https://scontent-b-fra.xx.fbcdn.net/hphotos-xap1/t31.0-8/10560474_10152613317011840_3935915955057346058_o.jpg
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21:22<Supercheese>Oop, found a typo in base translation
21:23<Supercheese>off to flyspray
21:32<Supercheese>also made a change to hopefully address FS #6097
21:34<berndj-blackout>if i sell a train that's in a depot with passengers, does amnesty international complain about my selling them into slavery? or is nothing except opportunity to deliver lost by selling a loaded train?
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21:47<Supercheese>The latter
21:47<Supercheese>nothing really happens
21:48<Supercheese>although autorenew/autoreplace seems to keep cargo around, so won't make your full vehicles suddenly empty when autoreplaced
21:48<Supercheese>manual sales still remove all cargo though
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---Logclosed Mon Aug 25 00:00:10 2014