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#openttd IRC Logs for 2015-11-08

---Logopened Sun Nov 08 00:00:24 2015
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02:58<andythenorth>o/
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03:23<@Alberth>moin
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03:47<andythenorth>sunday cat
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04:54<Wolf01>hello o/
05:02<Wolf01>maintainability... i think it's one of the most difficult words i know
05:03<Wolf01>just after supercalifragilisticexpialidocious
05:09<@Alberth>depends on how long you want to do it :)
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05:10<Wolf01>in the first case is the transformation from maintenance->maintain->maintainability, because i can't even think about maintainability directly
05:11<@Alberth>tbh I don't think you can solve that problem at all, since you cannot predict future directions of software development
05:12<@Alberth>it quite soon ends up as "I must be able to understand this 10 years from now"
05:13<Wolf01>eh, i just don't want to recompile the entire game every time i want to change a tile on a level, so maintainability this time is easy, just put levels outside the game
05:13<@Alberth>ah, much shorter time frame :)
05:14<@Alberth>yep, put stuff in data files as much as possible
05:14<@Alberth>you get quite far even with simple file formats like ini format
05:14<@Alberth>unless you get json, yaml, or xml (yuck) out of the box
05:15<@Alberth>then just use those :)
05:15<Wolf01>i think it's easier with xml in .net
05:17<@Alberth>not really, but the framework pushes you to believe that
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05:42<Wolf01>mmmh, MapController.Render(MapRenderer) or MapRenderer.Render(MapController)... IoC pattern is difficult sometimes
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05:56<@Alberth>quak
05:56<frosch123>hola
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05:59<Wolf01>o/
06:00<Pikka>o/
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06:42<andythenorth>lo Pikka
06:42<andythenorth>also bob
06:42<Pikka>'lo!
06:43<andythenorth>I have never played Fallout but https://www.flickr.com/photos/moriartus/22224911154/in/dateposted/
06:43<Pikka>exactly
06:43<Pikka>I'm all preloaded, ready for tomorrow. :)
06:46<Wolf01>yeah
06:47<Wolf01>i'll wait christmas or my birthday for it... dying inside a bit every day
06:48<Wolf01>but 2 days to legacy of the void which i already preordered on july
06:51<andythenorth>it’s nice Lego also
06:52<DDR>oo, nice lego
06:52<frosch123>stop preordering video games - or something
06:52<Pikka>"stop preordering video games except fallout 4", I think. Lego is always nice.
06:53<frosch123>you can preorder ottd 1.6 :p
07:01<andythenorth>I am pre-ordering FIRS 2
07:01<Pikka>fancy
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07:24*andythenorth invents fake monorail
07:25<Pikka>you could call it "X2001"
07:25<andythenorth>yair
07:25<andythenorth>is it faster, or bigger, or cheaper though?
07:26<andythenorth>compared to choo-choo trains
07:28<Pikka>no
07:28<Wolf01>bah, inconsinstent accessibility... i just want to return an array of MyInterface, don't bother me with silly things :|
07:30<@peter1138>IEnumerable<IInterface>
07:31<Wolf01>i don't think is that the problem
07:33<Wolf01>the classes/interfaces don't have accessibility modifier, i should make everything public
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08:10<Wolf01>fuck, i just noticed the content manager of monogame already has a service provider
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08:32<Wolf01>so, i can't load png images from the content manager and must create textures directly from file, nice
08:43<@Alberth>so much for providing service :)
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08:52<Eddi|zuHause>sounds like a use for a pipe
08:53<Wolf01>i'm already doing that, there's the pipeline tool
08:53<Wolf01>but seem that it doesn't like png files
08:53<Wolf01>at least not 32bpp ones
08:54<Eddi|zuHause>maybe needs access to the end of the file?
08:54<Wolf01>i don't know, i just want to add some resources to my game
08:55<Wolf01>i don't even know how to save images which aren't jpeg or bmp changing the compression or the bpp
08:56<Eddi|zuHause>sounds like something that the library should take care of
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10:01<drac_boy>hi
10:22<drac_boy>when's a coal powered locomotive not a steam locomotive? :P
10:23<drac_boy>hehe
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10:24<Eddi|zuHause>when the coal is not used to heat up water
10:26<Eddi|zuHause>like, there are oil powered steam engines, where the oil is burned to heat up water, and the heated water ("steam") is used to move pistons. and there are oil powered non-steam engines (usually called "diesel engine"), where the burning of the oil moves the pistons directly
10:29<Eddi|zuHause>now, i have not heard of any engine that burns coal directly, but you can burn coal or wood in low-oxygen environments to create carbon monoxide, which can then be used as engine fuel
10:30<Eddi|zuHause>trucks have been fired this way post-war, due to fuel shortages
10:31<drac_boy>or theres always these http://www.northeast.railfan.net/images/tr_nw2300c.jpg
10:31<drac_boy>coal turbine (but as usual for early tech that one died due to too frequent coaldust abrasion problem with the turbine blades)
10:33<drac_boy>as for wood .. yeah I believe I read about that before .. gasification, weaker than plain gasoline but still worked tho (theres someone who has a Saab 900 that runs on a homemade gasification trailer)
10:33<Eddi|zuHause>there's also a process called "coal hydration", where coal is turned into oil. but it's not really practiced (anymore) as extracting oil from the ground is significantly cheaper
10:37<drac_boy>hmm just asking since we're getting close to that topic .. what do you think of running steam fireboxes on pulverized coal?
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10:37<frosch123>i guess the still most popular method is to have a coal power plant and an electric engine
10:42<drac_boy>yeah, one of the few issues with pulverized coal is keeping it contained .. and re having the stroker/jet designed to handle it well as well
10:42<drac_boy>drg nevertheless did try a few of them, the tender was always very unique photos-wise. heres an example anyhow: http://www.worldrailfans.info/Articles/Europe/GermanSteamImages/DRG-DB/DR58-1353.jpg
10:43<drac_boy>for stationary engines I guess that pulverized coal probably is a bit easier to deal with but I wouldn't know a lot tbh
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10:53<drac_boy>anyway going off for a bit..have fun with grfs or whatever it is you got now eddi :p
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10:55<frosch123>sometimes eddi has a weird reputation
11:00<Eddi|zuHause>not sure this has anything to do with _my_ reputation
11:00<Eddi|zuHause>and the last time i told him i had no clue about steam engine technology, he left 5 minutes ago.
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12:17<andythenorth>meow
12:17<frosch123>there is cat
12:21<andythenorth>allegedly
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12:45<@DorpsGek>Commit by translators :: r27439 trunk/src/lang/spanish.txt (2015-11-08 18:45:08 +0100 )
12:45<@DorpsGek>-Update from WebTranslator v3.0:
12:45<@DorpsGek>spanish - 7 changes by SilverSurferZzZ
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14:16<Pikka>well
14:17<frosch123>thirsty?
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15:20<fjb>Moin
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16:53<drac_boy>hi
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17:25<drac_boy>heh? ^
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17:28<drac_boy>hi andy
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17:36<drac_boy>hm guess going afk to have supper anyhow
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18:13<Afdal>So
18:13<Afdal>I'm curious if this has been discussed before
18:13<Afdal>or rather what the discussion resulted in
18:13<Afdal>Has there ever been talk of implemented another breakdown system?
18:13<Afdal>implementing
18:14<Afdal>I think a simple modification of the current system would be enough that people would play with them on more when making huge networks
18:14<Afdal>Just make it so that vehicles don't break down at all if their reliability is above a certain %
18:15<Eddi|zuHause>there is an "improved breakdowns" patch
18:15<Afdal>oh yeah :v?
18:16<Afdal>is it this one? http://www.tt-forums.net/viewtopic.php?t=39518
18:16<Eddi|zuHause>that sounds right
18:17<Eddi|zuHause>there may be more up to date versions
18:18<Afdal>that seems to be fairly geared around realism
18:19<Afdal>the main problem with breakdowns will always be their random nature
18:19<Afdal>I feel like a way to make their behavior deterministic, like my suggestion, would be the best solution that would make people want to use them again
18:20<Eddi|zuHause>any form of breakdowns would always come with a non-zero chance of happening. there will never be 100% reliability
18:20<Eddi|zuHause>what the current breakdowns are missing are mitigation techniques
18:20<Afdal>Well that's what I mean,
18:20<Afdal>if you can just keep a vehicle serviced above X% reliability
18:20<Afdal>that would be great
18:21<Afdal>the mechanic would still be in play
18:21<Afdal>and you would have to work with it
18:21<Eddi|zuHause>i mean, not that breakdonws never should happen, but when a breakdown happens, you have a chance to work around it
18:21<Afdal>except you could make the kind of super duper optimized networks that you can with them off
18:22<Eddi|zuHause>you can't simultaneously have breakdowns and not have breakdowns
18:28<Afdal>Seems like such a simple option to add
18:28<Afdal>I think it might only be a few lines of code
18:28<Afdal>oh wait you gotta code in the settings GUI element too
18:39<Eddi|zuHause>a) even "a few lines" might mean several hours of work
18:39<Eddi|zuHause>b) i don't think the specific change you requested is desireable
18:40<Afdal>._.
18:40<Afdal>If only you could implement this with a newGRF
18:41<Afdal>I'd do it myself .~.
19:21<Wolf01>you can play with breakdowns disabled
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20:37<Wolf01>'night
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---Logclosed Mon Nov 09 00:00:25 2015