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#openttd IRC Logs for 2009-06-20

---Logopened Sat Jun 20 00:00:00 2009
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00:42<Eddi|zuHause>hey, if i save a session in kde, where does the saved file go?
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05:05<@petern>frosch123, you implied that the toolbar menu's don't resize?
05:06<frosch123>they already do?
05:06<@Rubidium>not in Y-direction ;)
05:07<@Rubidium> <- see, not scaled in Y-direction ;)
05:07<frosch123>and not when using SETXY :p
05:07<@petern>they don't?
05:08<@petern>mind you, using very large fonts highlights a problem with the font renderer
05:08<@Rubidium>what is 'very large'?
05:09<@Rubidium>font_size UINT64_MAX?
05:12<@petern>Rubidium, good luck rendering font_size UINT64_MAX
05:14<@Rubidium>shouldn't be that much of a problem; the margins will be so large that they're outside of your viewport
05:15<@petern>oh dear
05:15<@petern>aa text doesn't work these days
05:15<frosch123>using setxy for aa is cheating anyway
05:18<frosch123>oz wants to experiment with custom fonts and setxy in the canadian trains set. the only thing I can think of them being used is to put thousands of "." characters of different colours to render some image in the details :p
05:18<@petern>aa text is broken in 0.7 too. pom te pom
05:18<@petern>guess nobody uses it ;)
05:19<frosch123>ah, that aa, so not the aa of aalib
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05:23<frosch123>didn't dv created a new ottd-useful just for enabling aa?
05:23<@petern>that was for better hinting
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05:27<rortom>was cargodest merged already?
05:28<@petern>hmm, odd
05:29<@petern>bitmap.palette_mode is returning FT_PIXEL_MODE_MONO for me
05:29<@petern>when it's not
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05:35<@petern>oh wank
05:35<CIA-1>OpenTTD: peter1138 * r16602 /trunk/src/fontcache.cpp: -Fix (r13831): Antialiased fonts broken; check pixel_mode instead of palette_mode. (Why did it work at some point?)
05:35<@petern>should be 13832
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05:52<fonsinchen>SLE_CONDNULL(1, 0, 120) <--- this means that in savegames after version 120 this field isn't present, right? So basically this is a hidden savegame bump ... nasty.
05:53<@Rubidium>it doesn't bump the savegame ;) nothing changes for any trunk/0.7 savegame ;)
05:54<fonsinchen>but for any patches bumping the savegame it leads to mysterious errors.
05:54<fonsinchen>I just spend an hour tracking that problem.
05:54<fonsinchen>cargodist has a savegame version of 170
05:55<fonsinchen>So if I saved a game before that change and try to load it afterwards it doesn't work
05:55<@petern>ahh, you're messing around like that
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05:55<fonsinchen>even though neither me nor you have "officially" bumped the savegame
05:56<@petern>it wouldn't make any difference
05:56<fonsinchen>If there had been a savegame bump in trunk I would have noticed.
05:57<SmatZ>so do you want us to bump savegame version for you when this happens?
05:57<@petern>there's no need to change it in trunk because there is no difference at the current savegame version
05:58<fonsinchen>Well, at least I have learned something.
05:58<SmatZ>that's always good thing
05:59<@petern>^ looks damaging :s
06:00<@Rubidium>someone has had too much time
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06:13<@petern>have we got enough for 0.7.2 yet? ;)
06:13<@Rubidium>you want to make a release for each commit?
06:14<@petern>thought there was some other stuff too
06:15<@Rubidium> <- not that much (yet)
06:16<@Rubidium>unless you should know more bugfixes that ought to be backported
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06:29<@petern>openttd patch :D
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07:25<CIA-1>OpenTTD: smatz * r16603 /trunk/src/ (map.cpp map_type.h settings.cpp table/settings.h): -Codechange: enumify map size limits (based on a patch by Bilbo)
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09:36<jeng>I wonder where there "destroy everything" cheat has gone in 0.7.x.
09:37<frosch123>nowhere, it's still ctrl-alt-c
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09:55<jeng>heh. my inability to wikisearch shall be remembered forever ;)
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11:06<CIA-1>OpenTTD: alberth * r16604 /trunk/src/ (fontcache.cpp gfx_type.h): -Codechange: Use FS_BEGIN for iterating over fonts.
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11:13<Alberth>+o :)
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11:14<Eddi|zuHause>o hell...
11:16<Alberth>sort of, yeah
11:23<Alberth>LOL: Trying to install Fedora 11: 'your file system must be ext4'. Hmm, ok (switching to ext4 in the menu). Fedora 11: 'cannot boot from ext4, please select a different format'.
11:24<@Rubidium>that's a good way to prevent bugreports for other packages than the installer
11:25<CIA-1>OpenTTD: alberth * r16605 /trunk/src/ (fontcache.cpp gfx_func.h): -Codechange: Move ASCII_LETTERSTART to the right source file.
11:27<frosch123>so it forces you to setup partitions for /boot, /usr, /home, /tmp, /opt and / ?
11:27<Alberth>/boot and / (where /boot should be ext3 and / should be ext 4)
11:28<Alberth>s/ 4/4/
11:28<Alberth>and I have a /home, but that is not required.
11:28<+glx>but a very good idea :)
11:29<Alberth>yeah, it saves me copying my own data with each upgrade :)
11:30<welshdragon>can i ask for some help with a non openttd problem?
11:31<Alberth>you can try
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11:34<welshdragon>never mind
11:34<welshdragon>i've somewhat solved the issue
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11:49<CIA-1>OpenTTD: alberth * r16606 /trunk/src/ (autoreplace_gui.cpp gfx_func.h gfx_type.h): -Doc: Added/fixed doxygen comments.
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11:50<PeterT>how do i make it so that when i open xchat, it automatically loads #openttd, #openttdcoop
11:51<welshdragon>there is a setting
11:53<welshdragon>i don't know
11:53<welshdragon>i'm not on my desktop
11:53<welshdragon>poke me in a few hours
11:53<PeterT>ill figure it out by then
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11:56<+glx>favorites maybe
11:57<PeterT>where is that
11:57<+glx>dunno it was just a suggestion
11:58<welshdragon>server window
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12:07<jeng>I enabled "Show reserved tracks" in Advanced Settings, but I do not see a noticable difference. Where can I?
12:08<@petern>are you using maglev?
12:09<jeng>don't tell me it's not implemented for maglev ;)
12:09<Aali>it is
12:09<Aali>but its not very visible
12:10<jeng>ah I saw something.. track just went darker
12:10<Aali>reserved tracks look very similar to normal ones
12:11<jeng>perhaps in a future version, a complete color translucently superimposed would work better
12:11<Eddi|zuHause>the problem is not the recolouring
12:11<Eddi|zuHause>the problem is that the majority of the maglev track is not actually track
12:11<Eddi|zuHause>so there is nothing to recolour
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12:12<jeng>that's why I would recommend to draw an independent fullcolor line above the track
12:12<Eddi|zuHause>this can easily be solved by replacing the maglev tracks
12:12<+glx>there's a grf for that :)
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12:22<andythenorth>grr. I have more than the optimum amount of Neko and Brantwan in my grf threads :|
12:22<Aali>optimum amount = none?
12:25<Eddi|zuHause>what's a Brantwan?
12:26<andythenorth>Aali: well it's nice to have users. So none might be a bit harsh
12:26<andythenorth>Eddi|zuHause: look in the recent pages of FIRS or HEQS threads, you'll find out ;)
12:26<Eddi|zuHause>do i really want to...
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12:32<andythenorth>newgrf sound problem:
12:32<andythenorth>trying to add *bigger* vehicle noises to HEQS
12:35<frosch123>experiemt with different types and amounts of leading and trailing whitespace for the filename
12:37<andythenorth>frosch123: different *types* of whitespace??
12:37<frosch123>though I have no idea what is the state of grfcodec wrt. to that. there were versions which appended the character 13 of the windows-newline to the filename
12:37<frosch123>andythenorth: like tabs and spaces and such :)
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12:46<andythenorth>frosch123: well I've tried some variations, but no joy :(
12:47<andythenorth>interesting - renum seems to have *it's* preferred idea of what whitespace to apply
12:48<andythenorth>probably driver error on my side
12:48<andythenorth>I'll check my code in later if anyone else wants to try ;)
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13:51<CIA-1>OpenTTD: translators * r16607 /trunk/src/lang/ (estonian.txt russian.txt):
13:51<CIA-1>OpenTTD: -Update: WebTranslator2 update to 2009-06-20 17:50:41
13:51<CIA-1>OpenTTD: estonian - 1 changed by lible (1)
13:51<CIA-1>OpenTTD: russian - 31 fixed, 40 changed by Lone Wolf (71)
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13:52<Svish>any tips on how I can prevent industries from disappearing??
13:52<Svish>i transport their goods like crazy, but suddenly they just... dissappear...
13:52<Alberth>nothing really.
13:53<@Rubidium>a) don't use industries that have a resource limit
13:53<Svish>which ones is that?
13:53<@Rubidium>b) don't use industries that, by code, can only decrease in volume (i.e. oil wells)
13:53<Svish>and where do I see what limit they have...
13:53<Eddi|zuHause>depends on if you are using newgrfs
13:53<Svish>some forests just died here... would think they were kind of renewable? :p
13:54<@Rubidium>c) disable the "magic bulldozer" cheat as that also allows towns and AIs to destroy industries
13:54<Svish>towns will distroy their own industries?
13:54<Hirundo>some forests disappear... others appear... isn't that *realistic* ? /runs and hides
13:55<Svish>I guess that is true...
13:55<@Rubidium>after all, Lehman Brothers still exists ;)
13:55<jeng>d) use cheat to increase production ;)
13:55<Svish>is there a... non-cheat way of increasin production?
13:55<Svish>like... what decides the production?
13:55<@Rubidium>see wiki
13:56<@Rubidium>especially the game mechanics (or how is it called?) section thereof
13:56<jeng>prod = 1 - lazyness
13:58<jeng>I wonder - and this is also true in the real world - why are oil carriers, or anything fluid in general, cylindric?
13:59<Alberth>max volume vs min surface
13:59<CIA-1>OpenTTD: rubidium * r16608 /extra/masterserver_updater/ (4 files in 2 dirs): [MSU] -Change: kill idle connections instead of waiting for the OS timing them out (2 minutes vs 5 days)
13:59<jeng>yet they don't do it for ore
14:00<Alberth>ore is not fluid :p
14:00<jeng>but you'd still get more volume for less surface
14:01<Eddi|zuHause>it's different for open containers
14:01<Alberth>yes, but for some reason it is not optimal in our economy
14:01<jeng>also, if a maglev browses around with 643km/h, small particles like ore or grain in *open* containers would surely fly away ;-)
14:02<Eddi|zuHause>that's why no amount of ore or grain has ever been transported with a maglev
14:02<Eddi|zuHause>and "open" does not mean it is open during transport, but more that it is "open-able"
14:03<frosch123>vacuum trains!
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14:03<frosch123>there the grain will not fly away
14:03<Eddi|zuHause>with modern hoppers, top is openable for loading, and bottom is openable for unloading
14:03<Alberth>no air-resistance either
14:03<Eddi|zuHause>that is difficult to do with round objects
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14:04<Svish>hm... why does it say that i have transported only 71%, when as far as I can see I grab everything that comes out of it?
14:05<Eddi|zuHause>"transported" is the average station rating during the last month
14:05<Eddi|zuHause>getting 67% station rating is "normal"
14:05<jeng>Svish: it seems to depend on the time cargo is lying around
14:05<Svish>so it doesn't have anything to do with how much I have transported?
14:05<Eddi|zuHause>getting 100% is next to impossible
14:05<jeng>Eddi|zuHause: oh you can get 98% fairly reliable
14:05<Svish>does nearby towns affect production?
14:05<Eddi|zuHause>well, the higher the rating, the more you get to transport
14:05<Svish>like, how big they are, how much they hate you, etc.?
14:06<Svish>jeng: how do you get it up to that?
14:06<Eddi|zuHause>a statue in the town will get you +10% station rating
14:06<jeng>Svish: to always have a train there
14:06<andythenorth>new version of HEQS released :)
14:06<Eddi|zuHause>the exact formula can be found in the wiki
14:06<Eddi|zuHause>you get bonuses for fast vehicles, and for new vehicles
14:06<CIA-1>OpenTTD: alberth * r16609 /trunk/src/widget.cpp: -Codechange: Introduction of widget sizes and offsets used while drawing.
14:06<jeng>Svish: that's expensive however
14:07<andythenorth>Brantwan is reporting 20mph > 22 mph. That's a bug report I'm not going to look into 9.9
14:07<Wolfsherz>is there a way to make the signals better viewable?
14:09<frosch123> <- you might find some signal graphics there
14:09<frosch123>though likely they do not have suitable ottd-specific one-way-pbs-signal graphics
14:10<Hirundo>andythenorth: since when can articulated vehicles overtake in the first place?
14:11<Wolfsherz>well, i do find the standard-signals nice, but i use the german signals because they suit well to the dbsetxl, but all signals are just too small to see imo
14:15<Svish>is there any official replacement for the old transport tycoon graphics files and such?
14:15<Eddi|zuHause>there is opengfx, but it is unfinished
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14:17<jeng>I now tried "Show reserved tracks" with monorail instead, where it is more visible, but still it only reserves one segment at a time instead of the entire junction.
14:17<@petern>then you're not using pbs signals
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14:19<Svish>yeah, the show reserved tracks works nicely here. but they kind of brake (or behave weirdly) if I mix them with regular ones in a block (that what you call it?)
14:20<Eddi|zuHause>well, do not mix them.
14:21<andythenorth>petern: well they might slow down no?
14:21<andythenorth>incidentally, i before e?
14:22<@petern>actually they behave as expect when you mix them, just people don't expect that, heh
14:22<@petern>unless after c
14:22<@petern>or in some other places arbitrarily
14:22<andythenorth>(making dinner for two, *and* svn up-ing an OTTD checkout. Hmm, can I make sense of C++?)
14:22<andythenorth>maybe a beer would help
14:22<SmatZ>beer always helps
14:22<andythenorth>doesn't help nfo
14:23<Alberth>except remembering how it helped the next morning may be hard :)
14:24<DaleStan>Or maybe enough wasn't used.
14:24<andythenorth>Alberth: there's a varaction 2 for that. you just need to look in the wiki. the whole wiki. I promise it's there
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14:25<Alberth>I wouldn't know, I never drink beer
14:26<andythenorth>Apparently there are no tools available
14:26<andythenorth>I thought there were some. Must have gone missing
14:26<andythenorth>Can anyone see the tools?
14:27<andythenorth>Might as well give up then.
14:27<Svish>is it smart to use the full load stuff on passengers too?
14:27<andythenorth>grr svn: Can't connect to host '': No route to host
14:28<Eddi|zuHause>Svish: usually not, as you transport passengers both ways, but each side is not producing passengers at an equal rate
14:28<Svish>ah, thats true
14:28<Svish>good point
14:28<Eddi|zuHause>so while the train takes ages to fill up on one side, the passengers pile up hopelessly on the other side
14:29*SmatZ is imagining "pile of hopeless passengers"
14:29<Eddi|zuHause>you can make use of timetables, to have a train waiting constantly
14:29<Svish>lol @ SmatZ
14:29<Eddi|zuHause>but the better alternative is to install a local road/tram transport network
14:31<Eddi|zuHause>SmatZ: problem with your interpretation is that it would need to be an adjective there, but i used an adverb, so it references "to pile" (the verb) instead of "passenger" (the noun)
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14:32<Svish>when trains are sharing orders, will they share timetables too?
14:32<SmatZ>Eddi|zuHause: I just took random words from your message and imagined them
14:32<SmatZ>Svish: yes
14:33<Eddi|zuHause>Svish: there is a patch that helps synchronizing the timetables
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14:34<SmatZ>timetables are bound to orders
14:34<SmatZ>but maybe I misunderstood your question
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14:35<Svish>seems like they are synced when orders are shared
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14:45<Eddi|zuHause>yes, but you cannot equally space them apart when you add more vehicles
14:45<Eddi|zuHause>and you cannot synchronise timetables of non-shared orders
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15:24<CIA-1>OpenTTD: rubidium * r16610 /trunk/src/lang/english.txt: -Fix: remove rogue space before '?'
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15:31<Eddi|zuHause>why do these spaces always have to go rogue?
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15:39<Alberth>any character can go rogue, there are just many spaces in the language files.
15:44<@petern>Eddi|zuHause, you mean rogue ?
15:45<Eddi|zuHause>of course :p
15:46<Eddi|zuHause>Alberth: yeah, that was a big oversight of mr. morse, back when he evaluated the frequency of the characters
15:46<Eddi|zuHause>he did not consider space to be a character back then
15:47<Eddi|zuHause>which resulted in a not optimal code
15:48<@petern>thk fk vey dnt hv txtspk bk thn
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16:04<PeterT>can i get some help with aliases?
16:04<PeterT>here is the problem:
16:04<PeterT>i type alias modme "name 'Peter {MOD}'"
16:04<PeterT>then it works all the time, until i close openttd
16:05<PeterT>and open it again
16:05<PeterT>then it doesnt work
16:05<PeterT>what should i do?
16:06<+glx>alias are not saved :)
16:06<+glx>put in a .scr
16:07<+glx>autoexec.scr I think
16:07<PeterT>what is that for?
16:07<PeterT>and where do i put it
16:07<+glx>in scripts
16:07<PeterT>autoexec? what does that stand for
16:08<Yexo> "auto exec(ute)" :p
16:08<+glx>there's also game_start
16:08<+glx>but I think autoexec is the one you want to edit
16:09<PeterT>yes, but when does it auto execute? and what?
16:09<+glx>when you start openttd
16:10<PeterT>oh, i get it, i make the autoexec with the alias command, then it will do it.
16:10<PeterT>great, thanks
16:10<PeterT>and another thing
16:10<PeterT>is there such thing as a shared scripts folder?
16:11<+glx>same as other openttd dirs IIRC
16:11<PeterT>thanks, gonna make that now
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16:23<PeterT>with what command do i start a script?
16:26<PeterT>it says, "Usage: 'exec <script> <?>"
16:26<PeterT>what is the "?" for?
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16:50<PeterT>what happend to the autoclean_novehicles command? it doesnt work
16:51<@Rubidium>it never was a command
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17:00<Yexo>I remember a patch that added something like that
17:00<Yexo>but I don't know who wrote it or what it was called
17:00<@Rubidium>Yexo: it is/was peter "I have a patch for that" n
17:01<@Rubidium>and it is in trunk
17:01<@Rubidium>it's just not a command in any way
17:01<@Rubidium>so trying to play with it as a command won't work
17:02<@Rubidium>it's actually also in 0.7
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17:03<PeterT>im looking at the wiki
17:03<PeterT>thats why im asking
17:03<PeterT>Feature: Add autoclean_novehicles setting which will, when autoclean_companies is true, remove any company with no vehicles and no active client after autoclean_novehicles-months (r15848)
17:05<@Rubidium>setting != command
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17:05<PeterT>thats what i do?
17:06<PeterT>setting !autoclean_novehicles 1
17:06<+glx>without !
17:06<PeterT>hold on then
17:06<dragonhorseboy>is that like to flush out companies that doesn't even have one single vehicle owned?
17:06<dragonhorseboy>hm didn't know autoclean had that
17:06<PeterT>i hate when people make companies and dont use them
17:06<+glx>like join look leave
17:07<Potatoe>Question. How can I fetch the town name of a given town? ( I can't wrap my head around the code in viewport.. it makes no sense to me :\
17:07<dragonhorseboy>glx...ever heard of SPECULATE? heh .. i guess some people can be a bit thick th
17:07<+glx>I spectate
17:07<+glx>but typical users don't
17:07<dragonhorseboy>like I thought..thick to even think
17:08<dragonhorseboy>are they going play? if not..stop creating a company
17:08<Potatoe>Any programmers here?
17:08<PeterT>whats the best 4 way junction, for speed (PAX)
17:08<+glx>now you can even create a company without disconnect
17:08<dragonhorseboy>but anyway I was wanting to ask .. are there any grfs to increase costs in the game (not the vehicle ones alone)
17:08<@Rubidium>Potatoe: where do you want the town name?
17:08<Potatoe>rubi: I just want it as a string to send to a user
17:08<@Rubidium>because this only tells the viewport the ID of the town and it's population
17:09<dragonhorseboy>peterT..just not a flat junction...and no S curve .. simple enough? :P
17:09<PeterT>is there a name for one like that?
17:09<@Rubidium>Potatoe: take a look at the tab completion code in network/network_chat_gui.cpp
17:09<+glx>no easy way for that Potatoe
17:09<Potatoe>yes.. how can I fetch it from elsewhere when I have a pointer to the town object
17:09<Potatoe>ok. thanks
17:09<+glx>except GetString()
17:09<+glx>with right args
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17:11<@Rubidium>glx: that can be found in the tab completetion code ;)
17:12<+glx>indeed, but as I said it's not an easy way ;)
17:13<dragonhorseboy>or at least how difficult could it be to write a nfo file to add 'construction cost: very high' to difficulty? heh :p
17:14<PeterT>there is a difficutly setting for that
17:14<dragonhorseboy>petert..but does it even have 'very high'?
17:14<PeterT>guess not
17:14<@Rubidium>dragonhorseboy: about as difficult as writing a nfo that adds internet browsing to OpenTTD
17:15*DaleStan likes.
17:15<dragonhorseboy>rubidium..meh..sometimes I wonder if there's just no way to quit having $200M in the 1990's even if you avoid creating any planes or large express trains
17:15<dragonhorseboy>like as if why are most cost always seeming too low even with difficulty jacked up (except for dbsetxl's purchase prices alone oddly)
17:16<@Rubidium>start in the 1990s?
17:16<dragonhorseboy>rubidium...railroads didn't start in the 1990s did they?
17:16<dragonhorseboy>else where were the 2-6-0's?
17:16<@Rubidium>railroad companies did
17:17<@Rubidium>there are even transport companies that started in the 1990s
17:17<dragonhorseboy>show me a 4000+miles owning company with town passenger service that started in the 1990s? ^-^
17:17<Xaroth>there's probably a few in the US
17:17<Xaroth>big country n all
17:18<@Rubidium>dragonhorseboy: prorail?
17:18<dragonhorseboy>xaroth...not really...its either tourist trains or amtrak/commuter for most longer routes
17:18<Xaroth>yeh but seriously
17:18<@Rubidium>prorail started in 1995
17:18<Xaroth>that's not even 20 years ago
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17:21<@petern>pom te pom
17:21<@petern>i have a patch for that
17:23<dragonhorseboy>pom te pom? heh
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17:55<Potatoe>how can I extract the player name from a user through the "NetworkClientSocket" he's connected with?
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18:07<@Rubidium>Potatoe: get the client info from the socket and get the name from there? Anyhow, don't expect more replies from me as I'm gone ;)
18:07<@Rubidium>(my IRC client will stay though)
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18:11<jeng>Hm. What must amount to a great-profit map is when there are two places on the opposite of the end of the map, each having a Steelmill and an Iron Ore Mine next to each other.
18:14<Alberth>passengers service with airplanes is also good
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18:16<Eddi|zuHause>jeng: depending on speed, there is an optimum distance where profit does not increase anymore
18:16<jeng>well according to "Cargo Payment Rates", the payment is per distance per speed
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18:26<Eddi|zuHause>yes. but there is a maximum delivery time
18:26<Eddi|zuHause>which unfortunately the graph does not tell...
18:29<jeng>how long is it?
18:29<Eddi|zuHause>depends on cargo
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18:49<PeterT>hi chirs
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---Logclosed Sat Jun 20 19:14:57 2009
---Logopened Sat Jun 20 19:15:04 2009
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19:15-!-Irssi: #openttd: Total of 106 nicks [5 ops, 0 halfops, 3 voices, 98 normal]
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19:22<CIA-1>OpenTTD: belugas * r16611 /trunk/src/autoreplace_gui.cpp:
19:22<CIA-1>OpenTTD: -Doc Fix(r16606): "then" became "the" and now is gone.
19:22<CIA-1>OpenTTD: In other words, fix a comment ;)
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19:48<Eddi|zuHause>"true since febuary but i only use to give ideas and i only posted on this is my third thread" <- omg, he made 60 posts across 3 threads?
19:49<jeng>Does it matter how many squares a station ("coverage area highlight") touches of an industry?
19:49<jeng>...on the cargo, I guess?
19:49<Eddi|zuHause>no, on the industry
19:49<jeng>a list somewhere?
19:50<Eddi|zuHause>e.g. with oil refineries, only few of the tiles actually accept oil
19:50<jeng>I've noticed that
19:50<Eddi|zuHause>so you have to cover these exact tiles
19:50<jeng>same goes with cargo outputs (i.e. wells)
19:50<jeng>but once it does appear in the "accepted:" list, does it matter?
19:50<Eddi|zuHause>or the food processing plant in PBI has two tiles which accept 4/8 grain, so you have to cover both
19:51<Eddi|zuHause>anything above 8/8 does not matter
19:52<Eddi|zuHause>possibly a future implementation of cargo destinations could make use of these values, though
19:52<Eddi|zuHause>in lack of a proper measurement of the "size" of an industry
19:52<jeng>ah hah!
19:53<jeng>hm, what is the implication of a “4/8” accept?
19:53<Eddi|zuHause>like with houses
19:53<jeng>a 4/8 *supply* would mean something to me
19:54<Eddi|zuHause>if you have below 8/8, the cargo is not accepted
19:54<jeng>ok, now it's clear
19:54<jeng>But if you have below 8/8, it would not show up in the "Accepts:" list, would it.
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21:02<Nite_Owl>Hello all
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---Logclosed Sun Jun 21 00:00:02 2009