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#openttd IRC Logs for 2016-02-08

---Logopened Mon Feb 08 00:00:40 2016
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11:16<Milek7>posting something on bugtracker is like sending it into /dev/null
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14:05<andythenorth>hogs hogs hogs
14:06<Eddi|zuHause>you missed a "g" at the end
14:06<@Alberth>nah, and can have a few hogs too :)
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14:24<Eddi|zuHause>so it's a horsehog?
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14:30<Wolf01> <- Italian Norwegian?
14:35*Rubidium wonders why some news outlets can be so stupid...
14:36<Eddi|zuHause>Wolf01: it somehow fails to mention what it's measuring
14:37<@Rubidium>making large claims that some tool can make eavesdropping on the police very simple, when all it is is looking for effectively the signal-to-noise ratio of the frequency the police uses
14:37<Wolf01>time to learn the language, from an english point of view I suppose, as english is not there
14:38<@Alberth>it's off the scale :p
14:38<Eddi|zuHause>but learn up to which level?
14:38<Wolf01>"understandable conversation"
14:39<Eddi|zuHause>Wolf01: sure, but that's just a guess on your part. it doesn't say that.
14:39<@Alberth>Rubidium: but "eavesdropping police" sounds so much better than "measuring radio transmission power by the police"
14:39<@Alberth>or even "locating the police" probably
14:40<Eddi|zuHause>Rubidium: but certainly knowing whether someone is in a room makes eavesdropping on that room way easier.
14:41<@Rubidium>now the criminals can see whether cops are nearby... yeah, so... let the cops game the system and occasionally send out some stronger signals
14:41<@Rubidium>makes criminals think police is on patrol nearby whereas they aren't
14:42<@Rubidium>but as always... it's bashing the system the police uses because it's "bad" (where the actual badness comes from not using it as specified/documented)
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14:45<Crisco>Can someone direct me to the original TT graphics file?
14:47<@Alberth>wow, it's still for sale :)
14:47<Crisco>Thanks - I thought it was downloadable and could be played on OpenTTD? Could you direct me to any alternative graphics that work with OpenTTD
14:48<Wolf01>V453000 is making some
14:48<Crisco>I used to play OpenTTD years ago. Redownloaded it the other day and the graphics seem very different to what I used to have
14:48<@Alberth>doesn't the windows installer download them automagically?
14:48<V453000>Crisco: you are looking for the TTD windows graphics instead of OpenGFX probably
14:48<@Alberth>oh, then you probably already have the opengfx data
14:49<V453000>I think the ttd base set should be made public for free usage tbh
14:49<@Alberth>Crisco: original graphics are copyrighted, and cannot be ditributed, so the only way is to buy a tycoon deluxe cd
14:49<V453000>since the original game is impossible to buy anymore
14:50<@Alberth>V: look at the link
14:51<Wolf01>I purchased mine at gamestop for 3.50€ :P
14:51<V453000>$70 for new?
14:52<V453000>I have one somewhere I bought some years ago but I don't feel any bad about redistributing the graphics files
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14:54<@Alberth>ha, buy locomotion, just $9.95 :)
14:54<V453000>how is that relevant? :D
14:55<@Alberth>who knows how much money you can make in a few years :p
14:56<V453000>ah you mean to re-sell
14:56<V453000>eh :P no
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14:57<AdmiralKew>Hi everyone
14:57<AdmiralKew>I just seriously got back into TTD
14:58<AdmiralKew>I'm not quite sure how to place path signals, however
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14:59<V453000>don't :) block signals let you learn the game better
15:01<@Alberth>path signals should be placed at the point where a waiting train does not bother you, eg by blocking a junction
15:02<AdmiralKew>So if I've got a 3-way junction, it'd be better to use block signals?
15:02<AdmiralKew>Here's my most successful path junction layout yet
15:03<@Alberth>signals look good, although the normal tactic is to have dedicated directions of traffic for tracks
15:04<@Alberth>as that gives much better results in throughput, and less surprises in trains going "in the wrong direction"
15:05<AdmiralKew>The lower three tracks service a pair of coal mines, while the uppermost one services the ore mine
15:05<AdmiralKew>I had to combine them all into one system when I started delivering the steel from it
15:06<@Alberth>so all tracks have traffic in both directions?
15:07<Milek7>how to insert line break in language file?
15:07<@Alberth>Milek7: {}
15:07<Milek7>ah, thanks
15:08<@Alberth>AdmiralKew: ah, one train for each mine would work
15:08<Wolf01>bah.. I tried to zoom
15:08<@Alberth>hmm, more than one might also work to some extent, until you run out of platforms (2 thus)
15:09<@Alberth>Wolf01: :) I try that too at times :p
15:10<Milek7>hm, there is bulitin function in squirrel for checking if element exist in array?
15:10<AdmiralKew>The four track layout outside the platforms was to help remedy that
15:12<Milek7>ah, it looks it is in squirrel 3, but not 2 :(
15:14<@Alberth>yeah, the point is, a safe spot is in front of the signal, which means an outgoing at the platform train going in the same direction is stuck at the platform. The 2nd platform is then needed to clear the outgoing track
15:15<@Alberth>now if you have 3 trains in one direction, the 3rd train could in theory be at the 2nd platform and you have a deadlock
15:15<@Alberth>but these things happen when you have a single track to/from a mine
15:17<AdmiralKew>It does happen sometimes
15:19<@Alberth>you can make small part double track
15:20<@Alberth>enough to store all trains that may want to go in, thus always leaving a track free for outgoing traffic
15:20<AdmiralKew>That's what I did with some parts of the system
15:21<@Alberth>alternatively, instead of 4 tracks dual direction, use 1 track and 1 track out, until the point where the tracks diverge
15:21<@Alberth>*1 track in
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15:22<@Alberth>that should have enough storage for all trains
15:23<AdmiralKew> On another note, I'm rather proud of my yearly income
15:24<Milek7>you have inflation enabled?
15:26<@Alberth>I prefer to play more sandbox-ish :)
15:28<AdmiralKew>Though, I can't fathom how to deliver goods to cities
15:29<@Alberth>? build a station near the center, bring goods ?
15:37<frosch123> <- allow to set custom sound ids via properties as well
15:42<AdmiralKew>Has there been a decision on merging stations after they're built in later builds?
15:42<frosch123>do you mean distant join?
15:44<Eddi|zuHause>merging stations that are already built will never happen
15:44<Eddi|zuHause>you can only attach new parts to an existing station
15:45<AdmiralKew>Is this an engine limitation?
15:46<frosch123>no, just noone added a method to the gui
15:46<frosch123>usually you know during construction what you want to join
15:47<frosch123>unless you fail to select the right station in the distant join window, and only notice after you have already routed the viehlces
15:47<frosch123>like i did last weekend :p
15:47<frosch123>but the easy workaround is to add the correct station to the shared vehicle orders behind the wrong station, and then delete the wrong station from the orders
15:48<frosch123>that will make all vehicle skip to the right order
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16:00<AdmiralKew>I bought exclusive rights to the only city my opponent was servicing
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16:06<@DorpsGek>Commit by frosch :: r27507 /trunk/src (4 files) (2016-02-08 22:05:57 +0100 )
16:06<@DorpsGek>-Add: [NewGRF] Allow custom sound IDs in RV property 0x12, ship property 0x10 and aircraft property 0x12.
16:06<AdmiralKew>How stable is the nightly/beta by the way?
16:08<sim-al2>It usually works fine, but since changes are being made daily, bugs could potentially occur
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16:14<AdmiralKew>Like Cataclysm DDA then!
16:14<AdmiralKew>Is there a changelog I could look at?
16:14<@Alberth>commit log
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16:16<frosch123>it's more than stable, it's even stagnant :p
16:17<AdmiralKew>Also, I did this to my opponent out of sheer spite
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16:17<Milek7>>changes daily
16:17<frosch123>AdmiralKew: poor ai, are you not ashamed?
16:18<AdmiralKew>Money, m'boy
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16:31<AdmiralKew>Should I set my buses to wait for a full load?
16:32<@Alberth>they are not full already?
16:32<AdmiralKew>I've got 1000 passengers at most stations
16:34<@Alberth>yeah, buses tend to be hopeless at getting all pax moved, so they are full by default already
16:35<AdmiralKew>Also, is there a newGRF out there that allows you to move passengers to industries?
16:36<@Alberth>but check your buses :p
16:36<@Alberth>euhm, yeah, the mczapkie one, how was it called again
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16:37<@Alberth> perhaps
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16:44<Milek7>rather that:
16:45<AdmiralKew>Oooh, thanks
16:46<AdmiralKew>Is it compatible with ECS?
16:46<Milek7>no, it is whole industry set
16:46<Milek7>industry sets cannot be mixed
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17:38<AdmiralKew>Also, where have the OpenGFX+ addons gone?
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18:48<AdmiralKew>I get fees under 'ship running costs' but I'm not operating any ships at all
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20:30<AdmiralKew>So, one of the GRFs I've downloaded somehow gives me a monthly ship running cost even though I haven't had any ships yet
20:36<AdmiralKew>Not sure if it's HEQS, Iron Horse, eGRVTS or OpenGFX+ Vehicles
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20:52<Eddi|zuHause>it sounds really unlikely that is the reason
20:53<AdmiralKew>Could also be FISH
20:54<Eddi|zuHause>well, that one definitely has ships in it
20:56<AdmiralKew>Not FISH
20:57<AdmiralKew>The ship upkeep thing is gone
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20:57<AdmiralKew>but now I'm dealing with a negative ship income
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21:04<AdmiralKew>It's something regarding ECS
21:05<AdmiralKew>Could be ECSext
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21:25<AdmiralKew>It's something native to ECS
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---Logclosed Tue Feb 09 00:00:41 2016