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#openttd IRC Logs for 2014-11-07

---Logopened Fri Nov 07 00:00:46 2014
00:01-!-supermop [~supermop@d110-33-191-54.sun801.vic.optusnet.com.au] has joined #openttd
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00:08<supermop>yo
00:09<Pikka>yoyo
00:09<supermop>nice summer day down here
00:09<supermop>probably just normal for you though
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00:11<supermop>i want a 24/7 taco shop
00:13<Supercheese>sounds like a business opportunity
00:14<supermop>common sense in most of the world
00:14<supermop>not down here where tacos are at a premium though
00:15<supermop>wouldn't be surprised if victorian law forbade a 24/7 taco shop
00:15<supermop>anyway what to do
00:20<Supercheese>buy the ingredients yourself eh
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00:24<supermop>that is what ive been reduced to
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00:36<Flygon>supermop
00:36<Flygon>If a 24/7 Hungry Jacks is legal
00:36<Flygon>I'm pretty sure a 24/7 Taco Shop will send less people to the dunny
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00:39<Flygon>And now I want a Taco
00:39<Flygon>supermop, North-West suburbs, right?
00:39<Flygon>Let's drive to the nearest Taco Shop :D
00:40<supermop>la condesa is good, but not really that cheap nor 24/7
00:43<Flygon>Ehh
00:43<Flygon>...
00:43<Flygon>Well, I'm still in the mood for a Taco
00:43<Flygon>But Sunbury doesn't have any real good Taco places
00:43<Flygon>=/
00:44<supermop>melbourne seems to have maybe four
00:45<Flygon>How many are in or around the CBD? >_>"
00:46<supermop>hmmmm
00:46<supermop>0?
00:49<Supercheese>No Taco Bells there?
00:49*Supercheese knows little about non-US food chains
00:49<Supercheese>ours is open until 2 am
00:49<Supercheese>3 on weekends
00:51<supermop>fortunately few of the yum brands chains here
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01:21<argoneus>ayy
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02:02<Flygon>supermop, Supercheese: Sunbury DOES have a Taco Bell
02:02<Flygon>But it's relatively subdued and more of a higher end food place
02:03<Flygon>Not like you just walk in, order a box of burritos, and walk out after 5 minuttes
02:03<supermop>beer time
02:03<supermop>cidre i guess
02:05<supermop>actually perry
02:07<supermop>firs must separate out various fruits and grains
02:07<supermop>how are we supposed to play not knowing if we are delivering cognac or whiskey, or summer ale, or bitter ale, or belgian triple
02:08<supermop>generic alcohol cargo is bad feature!
02:08<supermop>also i must be allowed to carry tanker ships full or cognac
02:08<V453000>I AGREE
02:08<V453000>I wanted beer
02:08<V453000>"alcohol"
02:08<V453000>duh
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02:34<Supercheese>simple edit to the grf
02:35<Supercheese>grab the langfile, ctrl+h alcohol to beer
02:35<Supercheese>recompile
02:35<Supercheese>oh wait FIRS has some insane compile process doesn't it
02:36<Supercheese>well if one of you is Aussie English translator, just head to https://translator.openttdcoop.org/translation/firs/en_AU and change the relevant strings
02:36<Supercheese>may be simpler than compiling on your own
02:38<@planetmaker>you could introduce sub cargoes for your vehicles. Alcohol (beer), Alcohol (cognac), ...
02:38<@planetmaker>which just would be different liveries for the same thing
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02:39<Supercheese>would be more work than a line or two on eints though
02:40<Supercheese>well, presuming they have translator access
02:40<Supercheese>they have / one has
02:40<andythenorth>FIRS just needs the python deps installed
02:40<andythenorth>then you hit make
02:40<andythenorth>and then you wait
02:40<andythenorth>and then you wait
02:40<andythenorth>and then you’re done
02:41<andythenorth>unless you have Windows
02:41<andythenorth>then dunno
02:41<Supercheese>well at least one user already built a beer flotilla: http://www.tt-forums.net/viewtopic.php?f=47&t=71474#p1134724
02:41<@planetmaker>firs builds extremely quickly. 3 times in 4 minutes.
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02:42<@planetmaker>yeti builds one time in four hours
02:42<Supercheese>well, the relative disk spaces required are orders apart methinks
02:42<Supercheese>what with the filesizes
02:43<@planetmaker>0.7M vs. 180M
02:43<Supercheese>indeed
02:56<andythenorth>I make way too many mistakes for a 1 hour compile time
02:56<andythenorth>nothing would ever ship
02:57<@planetmaker>a not-new compile of yeti would be much faster, too
02:57<V453000>(:
03:02<andythenorth>maybe I should profile FIRS to find the slow
03:05<andythenorth>also Iron Horse is fricking slow in single-threaded
03:05*andythenorth distracted
03:07<andythenorth>oh that was before I found a stupid range function
03:07<andythenorth>now it is just slow
03:08<@planetmaker>andythenorth, I don't think that < 1 minute can constitute as 'slow'
03:08<andythenorth>it was 1:45 on the rev I was looking at
03:08<andythenorth>but tip is faster
03:08<andythenorth>I fixed one python function and got 40s back
03:08<andythenorth>that was about 40% speedup
03:09<andythenorth>might try profiling FIRS to see if there’s anything similar
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04:10<supermop>computer continues to inexplicably turn off
04:11<supermop>most recently while nothing was running
04:14<@peter1138>Powersaving :p
04:16<@peter1138>"Anyway, I like 'stupidly large maps' because they are more realistic."
04:17<@peter1138>Hahah
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04:34<V453000>.
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05:00<argoneus>.
05:01*Jinassi burps loudly
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06:02<argoneus>rude
06:10<Eddi|zuHause>that is a weird song.
06:15<@peter1138>?
06:23<argoneus>Q(''Q) boxer
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08:27<andythenorth>hmm
08:27<andythenorth>maybe SlowTTD
08:27<andythenorth>for daylength reasons
08:28<@peter1138>SlowpenTTD?
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08:39<V453000>xd
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08:54<Quatroking>little big adventure is currently free on http://www.gog.com, scroll down the page
08:54<Quatroking>just spreading the word
08:55<@peter1138>Thanks
08:56<@Belugas>Rubibium, I am sorry as well I could not contribute to the development of your country lol!
08:56<@Belugas>hello all
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09:03<@peter1138>Hmm, now to find a Windows machine to play it on :S
09:04<Eddi|zuHause>that was a DOS game
09:05<Eddi|zuHause>i think
09:05<Eddi|zuHause>back then, the LBA demo was on the same CD as the TT demo
09:06<Quatroking>woah, 382mb
09:06<Quatroking>that's.. a little big
09:06<Quatroking>*rimshot*
09:09<Eddi|zuHause>what? my installation is 43MB
09:11<@planetmaker>depends on whether it comes with a root kit or without ;)
09:11<Eddi|zuHause>well, knowing GOG, it comes with dosbox included, but that's not 340MB either :p
09:11<@planetmaker>:)
09:14<Quatroking>it came with dosbox, yeah
09:14<Quatroking>Eddi|zuHause, http://a.pomf.se/lsrxxk.png
09:14<Quatroking>installed size
09:16<@peter1138>Doesn't install with Wine :(
09:17<Quatroking>http://www.gog.com/support/support_view/bgeneral_troubleshooting_faq_linux_ubuntu_mint_gamesb
09:18<Quatroking>oh, that's about games with linux installer
09:24<Eddi|zuHause>well, if it doesn't install, you have a 30 day money back guarantee :)
09:25-!-frosch123 [~frosch@frnk-4d00d1a3.pool.mediaWays.net] has joined #openttd
09:26<@peter1138>Sure.
09:27<@peter1138>The ceaseless requests for day length...
09:27<@peter1138>We should remove that ancient patch that puts the day in the status bar :p
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09:28<Eddi|zuHause>what does that solve? :p
09:28<Eddi|zuHause>the day was always visible in the savegame
09:28<@peter1138>Perception of time :)
09:29<frosch123>"(...) this reduced area for repainting should suffice. If not, adjust the offsets used below." <- lol
09:30<frosch123>this should be correct, if not, well, fix it :p
09:30<@peter1138>r26899?
09:30<frosch123>something in that area
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09:32<@peter1138>As the reduced area is too reduced... what was wrong with the old code?
09:33<frosch123>it would draw the complete map for one tile
09:33<frosch123>since it would extent the area to draw accounting for 256 potential height levels
09:36<@planetmaker>hm, where's that quote from, frosch123 ? MHL thread @ tt-f?
09:37<frosch123>no, from trunk source
09:37<@planetmaker>:D
09:38<@planetmaker>that's worse
09:38<frosch123>it's not the worse
09:38<frosch123>i can barely hold myself from ranting
09:38<@planetmaker>I actually would hope that ice111 would make it a priority to fix the issue
09:38<Eddi|zuHause>but! the patch was well tested!!
09:39<frosch123>planetmaker: i don't know where the code originates from
09:39<@planetmaker>doesn't matter :)
09:40<@planetmaker>MHL is his baby... and I consider this time to prove that he supports his code past trunk inclusion
09:41<Quatroking>peter1138, LBA is installing just fine with wine
09:41<Quatroking>running ubuntu 14.04
09:43<@peter1138>frosch123, I looked at it and thought it looked massive complex and then ran away.
09:43<@peter1138>But as he already made clear he doesn't understand how it works...
09:43<@peter1138>Quatroking, yeah but I don't use Ubuntu.
09:44<Quatroking>oh, nevermind, runtime error'd
09:44<Quatroking>:(
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10:02<Marshy>I guess day length requests are a common thing then? :)
10:04<andythenorth>pretty common
10:04<andythenorth>only a couple per day though
10:06<Marshy>3 would be one too many
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10:07<Quatroking>will we ever have the ability to build our overly complex networks underground
10:07<Eddi|zuHause>yes, no, maybe?
10:08<Quatroking>i don't know
10:08<andythenorth>yes or no or maybe
10:08<andythenorth>the funny thing is
10:08<Quatroking>should i repeat the question
10:08<andythenorth>given that most of the foamers want to watch the trains
10:08<Quatroking>malcom in the middle theme etc.
10:08<andythenorth>why do they also want to build underground?
10:08<andythenorth>seems contrary
10:08<andythenorth>how will they see the 65 different engines they have available in 1970
10:08<andythenorth>and all their realistic combinations of wagons and coaches and stuff
10:09<andythenorth>underground
10:09<andythenorth>?
10:09<Quatroking>NL has a few underground stations
10:09<Marshy>'foamers' ?
10:09<Quatroking>Schiphol and Rotterdam Blaak for example are both underground
10:09<andythenorth>http://www.urbandictionary.com/define.php?term=Foamer
10:09<andythenorth>forums are full of foamers
10:09<Marshy>oh, that's a new one
10:11<Marshy>Will have to start firing it at my brother and see how he reacts, the foamer
10:11<@peter1138>Hmm, too many cables :S
10:11<Quatroking>it's pretty much the only feature I'm missing in openttd, underground and suspended stations/rails
10:11<Quatroking>it's a feature Locomotion has but openttd doesn't
10:12<@peter1138>LoMo AI :D
10:18<Marshy>Underground networks though, surely it wouldn't be possibly, and the best we can do is 'underground' Metro stations?
10:18<andythenorth>double the map
10:19<andythenorth>have a swooshy up-down animation to move between separate screens
10:19<andythenorth>like some games that move between floors
10:19<andythenorth>underground aircraft
10:19<andythenorth>underground boats
10:19<andythenorth>just shift all the palette to grey for underground
10:19<andythenorth>underground towns
10:20<Rubidium>underground cats
10:20<Quatroking>underground nuke shelters
10:21<Marshy>etc
10:21<Marshy>sounds possible
10:21<andythenorth>underground Rubidium mines
10:22<Marshy>underground crystal caves
10:23<Quatroking>kinda surprises me those industries haven't been added by someone
10:23<Rubidium>andythenorth: that mine would not be really viable; there's only demand for 2 to 4 tonnes a year on the whole world
10:23<andythenorth>Rubidium: depends how far it’s transported
10:23<Quatroking>uranium industry chains sounds nice
10:23<andythenorth>could be worth $10000,000 / tonne
10:24<Quatroking>mine uranium, transport it to nuke factories
10:24<Quatroking>then transport the nukes to army bases
10:24<andythenorth>then game over
10:24<andythenorth>critical mass
10:24<Quatroking>army bases also accept weapons which are created by weapon factories, and people
10:24*andythenorth considers a critical mass GS
10:24<andythenorth>transport enough cargo to one place, map is dynamited
10:24<andythenorth>can GS dynamite?
10:24<@planetmaker>yes
10:25<andythenorth>even immovables?
10:25<@planetmaker>I think so.
10:25<@planetmaker> actually 'critical mass' in reverse: station explodes, if too much cargo waiting :)
10:26<Quatroking>"A nuclear explosion at Timbletown's Nuke Factory has lowered production by 80%!"
10:26<@planetmaker>has lowered life expectancy by 80%
10:26<Quatroking>what life
10:28<@peter1138>Wasn't there a Rubidium industry?
10:29<@planetmaker>yes
10:29<@planetmaker>rip-off from HOMM
10:29<andythenorth>I wonder if FIRS should have Rubidium in it?
10:30<andythenorth>now it’s just highlight trolling :P
10:30<Rubidium>planetmaker: there's a caesium factory in Canada which has rubidium as a by product
10:31<Rubidium>I guess they deliver both caesium and rubidium by mail due to the annual demand of respectively 30 tonnes and 3 tonnes
10:31<andythenorth>does anyone mine peter1138 ?
10:31<Rubidium>waiting till a FISH-ship is full would take way too long ;)
10:31<andythenorth>or Belugas ?
10:31<@planetmaker>he :)
10:31<Rubidium>oh... that other Rubidium industry...
10:32<@peter1138>Replace the submarine with a beluga?
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10:38<@Belugas>good iead :) will make the game even more -R
10:39<@peter1138>But 4096x4096 maps counteract the antirealism.
10:40-!-pixar [~Mychomize@46-236-110-230.customer.t3.se] has joined #openttd
10:41<@Belugas>bah... if they want those massize cpu consuming maps...
10:41<@Belugas>lol
10:41<@Belugas>256*256 ;)
10:43-!-oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit []
10:48<andythenorth>8*8192 please
10:48<SpComb>olde
10:50<Quatroking>there should be an industry chain in openttd that exports anime and weeaboos
10:51<Quatroking>also Funassyi
10:51<Eddi|zuHause>i should probably be glad that i don't know what that is
10:52<Quatroking>well here is a video of Funassyi https://www.youtube.com/watch?v=1WDDOk_GECc
10:52<Eddi|zuHause>i won't watch that either
10:53-!-liq3 [~liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit []
10:53<Quatroking>there's explosions?
10:54<@peter1138>Explosions in the Sky?
10:54<@planetmaker>it's called fireworks
10:55<@planetmaker>But just don't do that at sea. Might get more expensive than you recon ;)
10:55-!-Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd
10:55<@peter1138>http://www.youtube.com/watch?v=Ziw4yd5R0QI
10:55<@Belugas>Explosions inthe Sky? somebody found out How To Destroy angles ?
10:55<@Belugas>buwhahahha
10:56<@peter1138>Dat bass
10:56<@peter1138>Belugas, thanks :D
10:56<@Belugas>;)
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10:59<andythenorth>o/
11:01*andythenorth listens
11:02<@Alberth>venturing into suggestions land eh?
11:02*planetmaker now wants sprites for a curious beluga
11:05<@Belugas>one that smokes when surfacing?
11:07*andythenorth makes suggestions
11:07<@planetmaker>Belugas, if you insist. But I would also do with on which just blows a bit foam around ;)
11:10<Marshy>or threatens children
11:10<Marshy>http://i.imgur.com/yfMrVFa.gif
11:12<@planetmaker>I was actually serious... beluga sprites instead of the curious sub marine would be an excellent easter egg
11:12<@planetmaker>will you draw that for me, andythenorth ? :)
11:12<@planetmaker>pretty please :)
11:13<@peter1138>In glorious 32bpp 4x zoom technicolour?
11:13<@planetmaker>no, 8bpp
11:13<@planetmaker>though I'd take 32bpp 4x as well :P
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11:13<@planetmaker>he could also include it as easter egg into fish / squid
11:15<andythenorth>planetmaker: get wotsit to render it
11:15<andythenorth>V453000:
11:15<andythenorth>that’s the one
11:15<@planetmaker>nah, I didn't ask your for a rendered version. Just a 8bpp 1x version :)
11:15<andythenorth>I can draw the version of it underwater
11:16<@planetmaker>:P
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11:16<@Belugas>lovely idea, planetmaker :D
11:18<Marshy>Do we have room for a whaling industry?
11:18<andythenorth>make it a newobject
11:18<andythenorth>we could
11:18<andythenorth>http://3.bp.blogspot.com/_Q-PuSGjFHvY/SJqvC773mgI/AAAAAAAABRc/r9TSTZWaCXY/s1600-h/5746833.jpg
11:22<Marshy>Wouldn't be tasteless at all to have piles of dead blooded Baluga sat on a pixel dock sprite
11:22<@planetmaker>you definitely should play more first-person shooters, Marshy
11:22<@planetmaker>this is the wrong game for violence
11:24<Marshy>Oh I can't do FPS, fail a mission too many times and the controller gets thrown, my own method of violence
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11:41<EdwardRech>Hi???
11:42<@planetmaker>no clue. Maybe hey.
11:42<andythenorth>maybe
11:42<andythenorth>or ho
11:42<andythenorth>or even ho??
11:42<andythenorth>or bibble?
11:42<andythenorth>what about ¿¿hi
11:42<EdwardRech>Or Privet?
11:42<andythenorth>arret
11:42<EdwardRech>(That's hi in Russian)
11:42<@planetmaker>definitely hihi
11:43<EdwardRech>So I've been lurking the zbase thread a bit and stuff and I had this thought - is it possible to somehow contribute to the graphics development of either packs?
11:43<@planetmaker>I would very much think so, yes
11:44<EdwardRech>Perfect! How can I contribute?
11:44*andythenorth considers Dead Whale Docks
11:44<andythenorth>peter1138: MultiDeadWhaleDocks
11:44<andythenorth>on bouys
11:44<EdwardRech>Dead Whale Docks???
11:44<@planetmaker>How do you want to contribute, EdwardRech ? What do you want to see changed?
11:45<EdwardRech>Well, I'd just want to help anyhow I could, really :)
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11:45<Marshy>Muhahah
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11:46<@planetmaker>For one, the ground tiles need an overhaul in several ways: the edges are anti-aliased. That's bad and needs to change.
11:46-!-zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd
11:46<@planetmaker>Also their texture is a bit... boring. Thus a nicer one for them would also be a good idea. Also that involves re-rendering them, of course
11:47<EdwardRech>Sounds fun! Is it for zbase?
11:47<@planetmaker>you asked about that... so yes
11:47<@peter1138>Heh
11:48<EdwardRech>I'll take a look :) Is it possible to get the source files for easier shading?
11:48<@planetmaker>yes. Checkout the zbase repository
11:48<@planetmaker>there is quite a bit of a graphics chain from the blender files to the final sprites
11:49<@planetmaker>http://dev.openttdcoop.org/projects/zbase/
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11:50<@planetmaker>http://dev.openttdcoop.org/projects/zbuild/repository is actually the main repository from which you can build it
11:50<@planetmaker>the first one only contains the graphics
11:50<EdwardRech>Ah, I see :D
11:50<@planetmaker>but the build process does not include the rendering which was done with blender. Nor the post-processing
11:51<EdwardRech>Yeah, I know that
11:51<EdwardRech>I was reading his blog post
11:51<@planetmaker>yeah, they explain the process. Good that you found it already :)
11:51<EdwardRech>Yeah :D
11:51<EdwardRech>It explains it all very well
11:52<@planetmaker>:)
11:53<@planetmaker>EdwardRech, but indeed for the ground sprites some of the process will need changing. Dunno where exactly, probably in the blender / render. To get rid of the antialiasing
11:53<EdwardRech>It's fairly easy actually
11:53<@planetmaker>there's.... somewhere a thread in tt-forums which explains where the ground tiles lack....
11:54<EdwardRech>Where can I find the blend files though? :P
11:54<andythenorth>bye
11:54<@planetmaker>they're in the first repo, aren't they?
11:54<andythenorth>bb tomorrow
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11:54<@peter1138>Yeah, they're in http://dev.openttdcoop.org/projects/zbase/repository
11:55<EdwardRech>Oh, didn't see that
11:55<EdwardRech>*facepalms* :P
11:55<@peter1138>Also all the vehicles need redoing, cos they're way too big.
11:55<@peter1138>(At least, rail and road)
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11:55<@planetmaker>they could be shrunk a bit, too, yes
11:56<@planetmaker>but I think the biggest impact can be done with ground tiles first
11:56<EdwardRech>Yeah, i think so too :)
11:56<EdwardRech>*I
11:57<@planetmaker>EdwardRech, one thing I'd like see changed, too, are the sea shore and river sprites
11:57<@planetmaker>that will need serious work to get them looking more natural instead of the straight lines
11:57<EdwardRech>Well, that might be a bit harder :)
11:57<@planetmaker>I want them to look somewhat similarily irregular as the OpenGFX rivers I drew... rivers are rivers and no canals. Same for sea shores. And currently it's... the worst part imho
11:58<frosch123>what's the current pegi for starwars? 6? or 0?
11:58<@planetmaker>yes, that requires serious graphics work
11:58<@planetmaker>6, frosch
11:58<@planetmaker>maybe even 12
11:58<frosch123>well, there is some disney advertising, it looks like 0 to me :p
11:59<frosch123>it's a bit like matrix, there was never a sequel
12:00<EdwardRech>Matrix had a sequel though
12:01<frosch123>EdwardRech: http://xkcd.com/566/ <- they didn't
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12:41<Quatroking>can anyone explain "plane speed factor" for me
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12:43<@planetmaker>it's literally self-explanatory. 1/1, 1/2 or 1/4 times the indicated speed wrt other vehicles
12:44<Quatroking>so, like, if I put it on 1/1 it'll go faster?
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12:45<b_jonas>Quatroking: it means that if a plane says it goes 900 km/h in the info box, then with 1/4 plane speed it actually only goes with 225 km/h, as fast as a train gonig 225 km/h, even if it says 900 km/h in the window
12:46<b_jonas>Quatroking: I think that's the default behaviour in ttd
12:46<b_jonas>whereas 1/1 means it really goes as fast as it claims
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12:47<Quatroking>ooohhhh
12:48<@peter1138>Yeah, it's game balance breaking :p
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13:03<@peter1138>SmatZ's map layers!
13:03<@peter1138>For better bridges and underground :p
13:04<Quatroking>does it matter if I use path signals everywhere or do you guys suggest something else
13:05<@peter1138>I suggest path signals everywhere.
13:06<@Alberth>in particular on rail tracks
13:06<@peter1138>Well, yes, only on rail tracks at safe waiting points
13:07<Quatroking>oh I was planning on using path signals on my boats
13:07<Quatroking>alright I'll only use them for my trains then
13:07<Quatroking>bumme
13:07<Quatroking>+r
13:07<@peter1138>Well
13:07<@peter1138>There is a "wet rails" set...
13:08<Quatroking>wat
13:16<@Alberth>http://www.tt-forums.net/viewtopic.php?p=1072185#p1072185
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13:17<andythenorth>http://en.wikipedia.org/wiki/Freight_rate
13:17<andythenorth>$100,000 coal
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13:21<Eddi|zuHause>they certainly have "signals" for entering locks over here
13:23<Eddi|zuHause>andythenorth: although in europe, the maximum train length is 250 axles (because of axle counters overflowing at 255) and 25t per axle
13:24<andythenorth>Eddi|zuHause: can’t they use a dword?
13:24<Eddi|zuHause>andythenorth: sure, if you wait another 50 years for the devices to be replaced
13:24<andythenorth>:P
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13:26<@peter1138>Wait, for real?
13:26-!-JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit [Quit: JacobD88]
13:27<Eddi|zuHause>peter1138: well, the 250 axle limit is real. the reason was some rumor i picked up a few years ago
13:27<@peter1138>Heh, articulated "ships"
13:27<@peter1138>Eddi|zuHause, ah k :)
13:28<andythenorth>peter1138: :P
13:28<Eddi|zuHause>peter1138: i'm sure if you try hard enough you can get exceptions for certain routes
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13:39<Quatroking>Free Metro 2033 on humble bundle: https://www.humblebundle.com/store?utm_source=Twitter&utm_medium=Link&utm_campaign=Free%20Metro%202033
13:40<Eddi|zuHause>never heard of that game
13:41<Quatroking>really?
13:41<Quatroking>it's a pretty popular series
13:41<@Alberth>really
13:42<Quatroking>it's about metro stations so it fits right in this channel
13:42<Quatroking>also russia
13:42<@Terkhen>as usual, the book is better
13:42<@Terkhen>:P
13:47<@Alberth>maybe the game is so bad, they have to give it away :p
13:48<@peter1138>It's a couple of years old.
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13:57<Quatroking>fast forward changes the fps from 30 to 60 doesn't it
13:57<Quatroking>is there a way to make pause always run at 60fps?
13:58<Eddi|zuHause>that is not what fast forward does
13:58<Quatroking>then I was told wrong
13:59<Eddi|zuHause>normal operation introduces a pause every tick to get to 33fps. fast forward removes that pause
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13:59<Quatroking>oh okay
13:59<Quatroking>can that pause also be removed when running in pause mode?
13:59<Eddi|zuHause>no
13:59<Quatroking>it'd make scrolling faster
14:00<Quatroking>well, smoother
14:00<Eddi|zuHause>disable smooth scrolling?
14:00<Quatroking>that's disabled
14:00<Eddi|zuHause>then enable it?
14:00<Quatroking>that's not what I mean
14:00<Quatroking>when running fast forwarded, scrolling goes faster/smoother while running paused is slower/choppy
14:01<Eddi|zuHause>anyway, the fixed fps is used for other things like chat
14:01<Eddi|zuHause>you will not find anybody who is willing to touch that code.
14:02<Quatroking>okay
14:10<@peter1138>Eh, I looked at it.
14:11<@peter1138>But you end up slowing the game down.
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14:25<@peter1138>Oh yeah, and it's per-video backend, so... urgh :S
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14:34<Wolf01>hello
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14:43<Quatroking>whenever my game auto-saves it pauses the game, can I make it not pause the game?
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14:44<@planetmaker>us a faster multi-core machine
14:44<Quatroking>oh no wait it just randomly pauses
14:44<Quatroking>does setting the "update distribution graph" setting too low cause this?
14:45<Quatroking>because I'm fairly sure a 4ghz i7 2700k should be able to pull off openttd
14:45<@planetmaker>probably ;)
14:45<+glx>what's map size ?
14:45<Quatroking>4096
14:45<+glx>that's why :)
14:46<@planetmaker>yup
14:46<Quatroking>yeeaah it's the monthly update according to AI/Game Script debug
14:47<Quatroking>wait, so this is the game script that's being crap?
14:47<+glx>big map means a huge amount of industries
14:47<+glx>and all of them update their output at the same time
14:48<Quatroking>alright, I'll restart with 2048 then
14:49<+glx>you can try a non square map if you want 4096 on a size
14:50<+glx>like 4096*256
14:50<Quatroking>nah, 2048^2 will do
14:51-!-Pereba [~UserNick@179.178.240.43] has joined #openttd
14:51<+glx>anyway for me a big map is useless as it's almost "empty"
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14:52<@peter1138>Very low towns, very low industries, lots of room for track/road/ship/impenetrable mountains...
14:52<Wolf01>I like big maps because are almost empty
14:52<@peter1138>512 or 1024 suffices for that, though.
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14:53<Wolf01>I often build long pieces of straight tracks to reach a far away industry just to see trains rolling
14:53<Quatroking>I've been playing a lot with boats lately
14:53<@peter1138>Hmm, I ought to tweak my landscape generator parameters.
14:53<@peter1138>TGP isn't as nice as real perlin though :(
14:54<Wolf01>yes please, better landscapes :D
14:54<@peter1138>Wolf01, get hm4 from bananas ;)
14:54<@peter1138>(It is an example from my generator)
14:54<Wolf01>good
14:55<@peter1138>Needs trunk though due to the heightmap importer changes.
14:57<Wolf01>which size?
14:57<Wolf01>oh, 1024, it does tell...
14:58<@peter1138>Yeah, my perlin algorithm took 8 minutes to make a 4096x4096 heightmap, and it turned out bad :(
14:59<Wolf01>ok, that one, yes I already tried it, it's better at 512 because of those straight lines at the bottom corner
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14:59<@peter1138>Depends on the number of height levels.
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15:01<Wolf01>I usually set it to 64
15:01<Quatroking>just started a new 4096^2 map, turned out to be the game script I had running on the previous map
15:01<Quatroking>this map isn't pausing every month for 135 ticks
15:01<Wolf01>but with 16 levels is more playable
15:02<@peter1138>between 23 and 31 was favourable, iirc.
15:02<Wolf01>it's a good map
15:03<@peter1138>Ah, TGP algorithm can do 4096x4096 in about 6 seconds.
15:03<@peter1138>Just need to tweak it :(
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15:06<@peter1138>Wonder what this'll look like.
15:06<@peter1138>8000 rivers takes a while to make ;(
15:07<Wolf01>I use "few", but on big maps it's still too much
15:17<@peter1138>Heh, scrolling speed is dependent on framerate :s
15:37-!-NillyVanilly [~oftc-webi@77.119.128.105.wireless.dyn.drei.com] has joined #openttd
15:38<NillyVanilly>Hello
15:39-!-Zuu [~Zuu@h-114-162.a98.priv.bahnhof.se] has joined #openttd
15:40<NillyVanilly>can i buy a server? My friend and i wont play in a privat server
15:43<@planetmaker>NillyVanilly, we don't sell servers here
15:43<@planetmaker>But it's easy to simply setup openttd and run it as a server
15:43<Zuu>Just make sure you forward ports if the server is behind a router.
15:45<NillyVanilly>we includet the Firewall. and can not play
15:45<Zuu>@ports
15:45<@DorpsGek>Zuu: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
15:45<Zuu>Did you try to open those ports?
15:46<NillyVanilly>yes
15:46<Zuu>Both TCP and UDP?
15:47<@planetmaker>both on router and your pc's firewall?
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15:47<IG2>hi
15:47<NillyVanilly>this is my friend
15:47<Zuu>Hello
15:47<NillyVanilly>UDP
15:48<Zuu>You need to forward/open both UDP and TCP
15:48<IG2>hi we already tried to switch off firewall completely
15:48<Zuu>Do you got a router?
15:48<IG2>the funny thing is we were able to play a few days agao
15:48<@planetmaker>is the server set to advertize?
15:48<IG2>yes we got the "3Webcube"
15:48<IG2>we trie advertice an without
15:48<@planetmaker>eh... I mean in openttd.cfg
15:49<@planetmaker>(no idea what 3webcube is)
15:49<Zuu>I guess it is a router
15:49<Zuu>But it could also be the name of their game
15:49<IG2>yes thats the router
15:50<IG2>ill search for the openttd.cfg
15:50<Zuu>Assuming it is NAT, have you forwarded 3979 and 3978 to the PC where the server is?
15:50<Zuu>@ports
15:50<@DorpsGek>Zuu: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
15:50<IG2>yes
15:51<Zuu>If it advertize, and you wait 10-15 minutes it should show up on http://www.openttd.org/servers. If it doesn't there is something not working either with port forwarding or firewall blocking.
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15:52<Zuu>("It" being your OpenTTD server)
15:52-!-IG2 [~oftc-webi@91.141.1.173.wireless.dyn.drei.com] has joined #openttd
15:52<Zuu>("It" being your OpenTTD server)
15:54<Zuu>Another possible error is that you did set up port forwarding some days ago when you got it working, and your PC that acts as server got a new local IP and now the forwarding doesn't work anymore.
15:55<Zuu>In the router admin page you can often bind MAC adresses to IPs so that computers stay at the same local IP forever.
15:55<IG2>ok i forwardet thm again now...
15:55<IG2>i have an UMTS router so my ip changes
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15:59<NillyVanilly>german?
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16:16<@peter1138>Cos there aren't enough servers.
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16:26<Quatroking>for what reason do boats not collide with each other?
16:26<Quatroking>are they 2spooky4me?
16:27<@planetmaker>no-one told them to collide
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16:45<Eddi|zuHause>it's like cartoon characters. they don't fall down until someone tells them they're in the air
16:51<Supercheese>road vehicles also have a tendency to pass through each other at times
16:52<@planetmaker>yes... quantum drive
16:55<Eddi|zuHause>also on crossings when they go in different directions
16:56<Quatroking>road vehicles do try to park next to each other though
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17:19<Wolf01>'night
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18:01<frosch123>V453000: they killed 6 pool!
18:01<frosch123>:/
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18:02<@planetmaker>6 pool?
18:03<frosch123>the most important starcraft opening, where you stay at the initial 6 workers and go directly for rush offensive
18:04<frosch123>now broken by raising the initial worker count to 12
18:04<@planetmaker>I guess I should have played starcraft more extensively :P
18:05<frosch123>well, iirc broodwar only started with 3 workers. i think there was a 4 pool build or something
18:05<frosch123>V would know better
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18:09<argoneus>wow frosch123
18:09<argoneus>it's called 4 pool
18:09<argoneus>because you start with 4 workers
18:09<argoneus>also
18:09<argoneus>you start with 6 workers in sc2
18:09<frosch123>yeah, it has been some time :p
18:09<argoneus>and 6pool is viable
18:09<frosch123>yes, 6pool in hots, but the first announcement of lotv says 12
18:10<frosch123>that's the point of what i said :p
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18:15<Supercheese>yikes, 12 workers?
18:16<frosch123>i guess the intention is to skip the early game
18:16<frosch123>but well, it never ended with what it started in any of the releases
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---Logclosed Sat Nov 08 00:00:48 2014