Config
Log for #openttd on 9th August 2010:
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00:52:23  <Wolf01> 'night
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02:56:31  <kkb110> I'm compiling openttd on linux. but.. where should I change to use allegro instead of SDL?
02:57:17  <kkb110> I can see with_allegro and with_sdl variables here and there but I'm not sure where is the right place to change.
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03:06:18  <ccfreak2k> Probably in ./configure.
03:09:31  <kkb110> oh thanks I'll look at it
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06:04:34  <Dewin> I hate trying to refit a train for dual cargo types when they use the same base wagon. :-/
06:04:35  <Rubidium> kkb110: if you compile configure should automatically pick up allegro if it's there, however allegro has a lower priority than SDL so *if* SDL is available at run time that is chosen over allegro. In that case use openttd -vallegro or ./configure --without-sdl && make
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06:49:15  <CIA-2> OpenTTD: frosch * r20419 /trunk/ (8 files in 3 dirs): -Codechange: Rename dummy_land.cpp to void_cmd.cpp
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07:05:21  <dihedral> good morning
07:06:52  <trebuchet> son
07:10:56  <CIA-2> OpenTTD: frosch * r20420 /trunk/src/ (7 files): -Codechange: Add TileContext enum instead of using a bool.
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07:19:57  <CIA-2> OpenTTD: frosch * r20421 /trunk/src/tunnelbridge_cmd.cpp: -Change [FS#3947]: Make snowyness of bridgehead depend on the tileheight at the entry edge.
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07:31:03  <CIA-2> OpenTTD: frosch * r20422 /trunk/src/ (elrail.cpp newgrf_spritegroup.h tunnelbridge_cmd.cpp): -Change [FS#3947]: Resolve tracksprites on bridges always using the southern bridgehead as tile.
07:32:17  <CIA-2> OpenTTD: frosch * r20423 /trunk/src/ (4 files): -Change [FS#3947]: Make snow on bridges depend on bridgeheight.
07:33:21  <planetmaker> \o/ :-)
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09:15:30  <Terkhen> good morning
09:17:25  <frosch123> morning terkhen :)
09:18:18  <Rubidium> buenos días Terkhen
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10:59:54  <CIA-2> OpenTTD: terkhen * r20424 /trunk/src/ (7 files): -Fix: Rename members of TileContext (TC_NORMAL conflicted with an existing define on MinGW).
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11:48:58  <dihedral> ! a Sacro ...
11:50:01  <Sacro> oh noes
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12:27:42  <Wolf01> hello
12:28:47  <Eddi|zuHause> someone needs to erase my brain or something...
12:28:56  <Eddi|zuHause> i have a bad mis-association
12:29:18  <Eddi|zuHause> whenever someone talks of "sc2"... i think of "SimCity 2000"
12:29:28  <planetmaker> Eddi|zuHause, ask the MiB
12:29:41  <planetmaker> and hello :-)
12:29:56  <frosch123> no, it is starcraft 2 of course
12:30:20  <Eddi|zuHause> frosch123: yes, i know... but that's not what the reflex says :)
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13:36:39  <Wolf01> conceptual question: I have multiple custom controls in a form, each control is of the same type of the others and when I click on it, it should change its appearance to show the active one
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13:37:59  <frosch123> you mean a radiogroup?
13:38:23  <Wolf01> something like it, but it is a composition of more controls
13:38:39  <Wolf01> what's better to do between a method on the parent form which will be called and resets the "highlight" for all controls and sets the highlight to the clicked one, or another better method, like each control can access to the custom controls list and reset itself the highlight?
13:39:30  <Wolf01> it's more like the continuous form of msaccess
13:41:21  <andythenorth> Wolf01: is this html?
13:42:11  <Wolf01> no, vb.net
13:42:52  <ccfreak2k> I am thoroughly confused.
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13:53:17  <Wizzleby> So I notice some commit/build chatter in #openttd.notice these days about grfcodec and nforenum, what's going on with those lately?
13:54:10  <Eddi|zuHause> Wolf01: can't you put them in a separate panel or so, that way you don't have to mess with the parent form
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13:55:09  <frosch123> Wizzleby: read forums
13:55:12  <Wolf01> the problem is that I need to use them both as buttons to do an action and to show informations on the main form when higlighted
13:55:23  <Wolf01> *+h
13:55:58  <Wizzleby> frosch123: thanks
13:56:26  <frosch123> the grf development forums of course
13:56:32  <frosch123> :)
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15:23:46  <Fixed> hello... is there any possibility to see where are all my 100 busses heading to? Now i frustrated :)
15:25:16  <planetmaker> well... there's the vehicle list
15:25:44  <planetmaker> If you use shared orders and possibly group vehicles with the same, it gets much easier to keep track of what goes where
15:25:51  <planetmaker> But it needs some effort to setup
15:26:19  <planetmaker> If they all have individual orders / not shared. Then you have to check each one separately
15:27:32  <Fixed> Well... i got shared orders for cities and also i'm grouping them (now). Soo there's no way to see destinations in that vehicle list :(
15:28:52  <Fixed> Also that busses all tend to broke very fast 24 (out of 12) so i need to rebuy them... but again is there any easier way? (no upgrades available)
15:28:56  <Eddi|zuHause> iirc that was only implemented for ships and airplanes...
15:29:10  <VVG> Why would you want to see destinations of all vehicles if you use shared orders and group vehicles?
15:29:21  <Eddi|zuHause> Fixed: check advanced settings -> vehicles -> renew
15:32:47  <planetmaker> Fixed, if you use shared orders, then it's sufficient which route they go - or why do you need the current destination of all vehicles?
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15:43:55  <Fixed> planetmaker: to group them :)
15:44:26  <Eddi|zuHause> Fixed: you can add all shared vehicles to the same group
15:45:22  <planetmaker> ^
15:45:30  <Fixed> Eddi|zuHause: that's interestin... how?
15:45:38  <planetmaker> Fixed, just click on "add all vehicles with shared orders" in the group view
15:45:43  <Eddi|zuHause> so. you go to the "ungropued" list, move one vehicle to the group, and then add all shared to that group from the manage list dropdown
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15:46:45  <Fixed> Eddi|zuHause, planetmaker: Thanks
15:46:52  <Fixed> now i see
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17:39:04  <lol--lol> hi
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17:39:40  <lol--lol> some 1 here?
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17:40:53  <Rubidium> @seen 1
17:40:53  <DorpsGek> Rubidium: I have not seen 1.
17:41:14  <Rubidium> none of the 1s are here.
17:42:01  <lol--lol> can jou help me?
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17:43:22  <planetmaker> please read the channel topic
17:43:28  <Terkhen> it is difficult to answer that question without knowing your problem
17:43:31  <planetmaker> the 2nd last thing
17:43:38  <Rubidium> can't answer that before knowing what I might possible help you with
17:43:43  <glx> @topic get -2
17:43:43  <DorpsGek> glx: Don't ask to ask, just ask
17:44:00  <planetmaker> :-P
17:44:08  <Terkhen> :)
17:44:32  <planetmaker> That sounds here like "point made" :-P
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17:45:12  <lol--lol> how do i change setting in lann game i did : setting order.improved_load               i don't know how to put it on right now
17:45:58  <CIA-2> OpenTTD: translators * r20425 /trunk/src/lang/ (10 files in 2 dirs): (log message trimmed)
17:45:58  <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
17:45:58  <CIA-2> OpenTTD: simplified_chinese - 14 changes by pda1573
17:45:58  <CIA-2> OpenTTD: traditional_chinese - 32 changes by josesun
17:45:58  <CIA-2> OpenTTD: chuvash - 25 changes by mefisteron
17:45:59  <CIA-2> OpenTTD: croatian - 3 changes by VoyagerOne
17:45:59  <CIA-2> OpenTTD: estonian - 44 changes by KSiimson
17:46:07  <planetmaker> that didn't really change
17:46:31  <planetmaker> how you did it once, should still work
17:46:57  <lol--lol> i never did it before
17:47:17  <planetmaker> when game is running: adv. settings -> vehicles
17:47:37  <planetmaker> if you want it default for new games. do the same from the main menu
17:47:40  <lol--lol> no adv. station
17:47:57  <planetmaker> vehicle != station
17:48:13  <lol--lol> wel it is an load game and i whas to lazy to change it in load game
17:48:23  <lol--lol> i did download it from mega
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18:07:15  <andythenorth> evening
18:07:37  <planetmaker> moin andythenorth
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18:17:10  <CIA-2> OpenTTD: rubidium * r20426 /trunk/known-bugs.txt: -Update: the known bugs (part by Eddi|zuHause)
18:29:25  <CIA-2> OpenTTD: rubidium * r20427 /trunk/src/music/ (dmusic.h win32_m.h): -Revert (r20105): even though MCI has less problems with wrongly pitched songs than dmusic, it crashed instead.
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20:32:21  <Terkhen> good night
20:38:29  <Rubidium> night Terkhen
20:40:53  <TomyLobo> is there any way to remove the slowdown of trains when entering a depot?
20:41:04  <TomyLobo> it's kind of excessive with 24 length trains
20:41:25  <Rubidium> yes, use slow trains
20:41:35  <TomyLobo> -_-
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20:46:39  <dihedral> :-D
20:46:45  <dihedral> nice one Rubidium
20:46:48  <dihedral> :-)
20:47:33  <Rubidium> I even seem to remember really slow aircraft speeding up after touchdown
20:49:23  <Rubidium> Wizzleby: you noticed the RCs for grfcodec and nforenum, then I hope you're testing them as well and giving some information back to make packaging in gentoo easier; you should actually try the latest mercurial checkouts though as I've changed even more stuff w.r.t. compiling
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20:59:30  <TomyLobo> http://img405.imageshack.us/img405/5596/phillipsco21510513.png why do my trains take line A and never line B?
20:59:42  <TomyLobo> agh nm waypoint missing :D
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21:15:06  <Wizzleby> Rubidium: yeah, I've been testing the grfcodec and nforenum RCs since I mentioned it in this channel. I packaged them and pushed to the gamerlay overlay. I was able to drop all our downstream patches, and simply write a Makefile.local, it seems to be a lot kinder than previously. I'll make live ebuilds for them too at your suggestion, it would be a great boon to maintaining the ebuilds anyway
21:17:10  <Rubidium> then you're either not using the RCs or you couldn't drop all patches :)
21:17:34  <CIA-2> OpenTTD: rubidium * r20428 /branches/1.0/ (12 files in 6 dirs):
21:17:34  <CIA-2> OpenTTD: [1.0] -Backport form trunk:
21:17:34  <CIA-2> OpenTTD: - Fix: Strip non-printable characters before showing it in an edit box, so when renaming a vehicle type you won't get the 'SETX stuff' that some NewGRFs use [FS#3974] (r20220)
21:17:34  <CIA-2> OpenTTD: - Fix: NewGRFs that defined a vehicle without either loaded or loading groups could crash OpenTTD [FS#3964] (r20199)
21:17:35  <CIA-2> OpenTTD: - Fix: [NewGRF] Crash when GetNearbyTileInformation is used to get the terrain type of a MP_VOID tile [FS#3963] (r20197)
21:17:35  <CIA-2> OpenTTD: - Fix: Inconsistencies w.r.t. to km/h vs km-ish/h as 'base' unit for aircraft speeds [FS#3870] (r20164)
21:17:38  <Rubidium> as one patch I found in gentoo's changelog after the RCs were made
21:18:03  <Rubidium> and the whole CFLAGS for CXX stuff isn't done in the RCs as well
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21:22:38  <Wizzleby> Rubidium: I did notice that, hence why I was able to drop the ugly-as-hell build patch that was used before. The RCs aren't in the main portage tree yet though, here's the one for grfcodec as it is in gamerlay: http://git.overlays.gentoo.org/gitweb/?p=proj/gamerlay.git;a=blob_plain;f=games-util/grfcodec/grfcodec-1.0.0_rc1.ebuild;hb=HEAD
21:24:10  <Wizzleby> no patches applied. Basically, the ugly-as-hell 'build' patch was able to be dropped, as simply making sure Makefile.local was in order was sufficient
21:24:30  <Rubidium> CC / CFLAGS isn't used in "head" of grfcodec/nforenum, so that can be dropped as well
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21:25:09  <Rubidium> also shouldn't dobin be more of a copy of doman, i.e. just list grfcodec in the 'diff,id,merge' list?
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21:26:54  <Wizzleby> Rubidium: noted wrt CC / CFLAGS, will incorporate those changes with the live ebuilds (and thus the next bump of the RCs) later tonight
21:27:21  <Wizzleby> well.. I was lazy with the dobin, cause ${PN} evaluates to 'grfcodec', so I inserted it that way
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21:28:18  <Wizzleby> your suggestion is more readable though
21:29:01  <Rubidium> and the homepage can be set more sanely to dev.openttdcoop.org/projects/grfcodec (or something); see my forum post for the correct url
21:29:55  <Eddi|zuHause> <Rubidium> I even seem to remember really slow aircraft speeding up after touchdown <- i have seen that with trains as well, a train with 60km/h max speed suddenly went 67km/h inside the depot
21:30:17  <Wizzleby> Rubidium: here's nforenum's ebuild: http://git.overlays.gentoo.org/gitweb/?p=proj/gamerlay.git;a=blob_plain;f=games-util/nforenum/nforenum-4.0.0_rc1.ebuild;hb=HEAD
21:30:57  <Wizzleby> Rubidium: Noted wrt the homepage, will fix the homepage later tonight also. I am not currently at a box with my ssh keys, or I would fix now
21:35:32  <Rubidium> basically the same comments hold there as well
21:38:33  <CIA-2> OpenTTD: rubidium * r20429 /branches/1.0/src/ (7 files in 2 dirs): (log message trimmed)
21:38:33  <CIA-2> OpenTTD: [1.0] -Backport from trunk:
21:38:33  <CIA-2> OpenTTD: - Fix: The caption of the 'Available vehicle' lists was black, whereas for building those vehicles, which uses the exact same window, it was white (r20244)
21:38:33  <CIA-2> OpenTTD: - Fix: Refit costs from refit orders are subtracted from the vehicle yearly income [FS#3988] (r20234)
21:38:35  <CIA-2> OpenTTD: - Fix: Road vehicles could be dead locked with one way roads. This allows one
21:38:35  <CIA-2> OpenTTD: wayness to be removed if there are vehicles on a tile; it does not allow you to
21:38:37  <CIA-2> OpenTTD: add one wayness to roads that have vehicles on them as it makes turning vehicles
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21:45:13  <planetmaker> woah. What a string of backports
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21:46:41  <Rubidium> yeah... that's a bit of the "problem" of being really picky for the last two weeks before a release w.r.t. backports
21:47:01  <darkomen> Hi all
21:47:17  <darkomen> are graphists needed for some projetcts?
21:48:31  <CIA-2> OpenTTD: rubidium * r20430 /branches/1.0/src/ (11 files in 3 dirs):
21:48:31  <CIA-2> OpenTTD: [1.0] -Backport from trunk:
21:48:31  <CIA-2> OpenTTD: - Fix: Initialize fund-industry buttons when opening window (r20386)
21:48:31  <CIA-2> OpenTTD: - Fix: Update cursor dimensions when reloading grfs resp. changing base graphics, so the cursor does not glitch if it becomes bigger (r20384)
21:48:31  <CIA-2> OpenTTD: - Fix: Stop vehicle following after zooming out [FS#3989] (r20361)
21:48:33  <CIA-2> OpenTTD: - Fix: [NoAI] Ship depots were constructed along the wrong axis [FS#4004] (r20348)
21:48:35  <CIA-2> OpenTTD: - Fix: When it is known the loading an old savegame is going to fail, bail out immediately (using an exception) instead of going on until e.g. the expected number of byte is read (r20247)
21:49:15  <Rubidium> there's always a need for people with graphical skills, although here the projects generally require a skill of pixel painting
21:49:44  <darkomen> ok
21:49:57  <Zuu> You could check out the graphics development forum at tt-forums
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21:50:14  <darkomen> ok thank you
21:50:18  <Zuu> http://www.tt-forums.net/viewforum.php?f=66
21:50:34  <darkomen> i dont think that Pixel Art is difficult
21:51:19  <Zuu> Note that there is both OpenTTD and TTDPatch. Some artwork/objects are for both games and some are just for one of them.
21:52:05  <planetmaker> darkomen: also have a look at http://wiki.ttdpatch.net/tiki-index.php?page=DrawingSprites http://wiki.ttdpatch.net/tiki-index.php?page=PalettesAndCoordinates and possibly http://dev.openttdcoop.org/projects/home/documents
21:52:21  <planetmaker> Well, this is the OpenTTD channel ;-)
21:52:28  <darkomen> thank you
21:52:33  <Rubidium> planetmaker: don't you need better signal sprites?
21:52:40  <planetmaker> oh yes, I do
21:52:44  <planetmaker> Very dearly indeed
21:52:52  <Zuu> planetmaker:  Yep, just making sure he does not start to contribute for a set that is TTDPatch only ;-)
21:52:53  <planetmaker> Can I hire you for that, darkomen ?
21:53:17  <planetmaker> The base graphics could need an overhaul for their sprites of train signals.
21:53:20  <darkomen> you can, but i never tried pixel art
21:53:26  <planetmaker> they're hard readable
21:53:44  <darkomen> so i have to try before helping
21:53:50  <planetmaker> :-)
21:53:56  <planetmaker> Try with signals :-P
21:53:57  <CIA-2> OpenTTD: rubidium * r20431 /branches/1.0/src/ (8 files):
21:53:57  <CIA-2> OpenTTD: [1.0] -Backport from trunk:
21:53:57  <CIA-2> OpenTTD: - Fix: PBS reservations were always displayed on halftile foundations if the railtype uses overlays [FS#4013] (r20408)
21:53:57  <CIA-2> OpenTTD: - Fix: Make the default minimum width for editboxes 10 pixels to prevent crashes [FS#4010] (r20394)
21:53:57  <CIA-2> OpenTTD: - Fix: Prevent buying more vehicles than allowed or buying companies when you'd get too many vehicles [FS#3993] (r20393, r20392, r20391, r20390)
21:54:01  <darkomen> ^^
21:54:19  <Zuu> One can always try. :-)
21:54:36  <Zuu> I tried on the fizzy drinks factory.
21:55:28  <Rubidium> I did the airport preview sprites, some boxed toyland buildings and lots of pure white pixels
21:55:32  <Zuu> Roujin was quicker though on finding an object that can be drawn even with a coders arc capabilities. He drawn a tree for toyland. :-)
21:55:38  <Rubidium> oh, and I can't draw at all :)
21:55:46  <Zuu> s/arc/art
21:56:12  <planetmaker> hehe :-)
21:56:27  <Zuu> The tree in question was mostly a pole if I recall correctly.
21:56:33  <planetmaker> but all ended up quite nice
21:57:00  <Zuu> Yep, I'm surprised how consistent OpenGFX ended up.
21:58:02  <planetmaker> darkomen: the current ones are found in http://dev.openttdcoop.org/projects/opengfx/repository/show/sprites/pcx in either infra06.pcx or infra08.pcx
21:58:03  <Zuu> Though, improvements like better signals are always welcome. :-)
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21:59:05  <CIA-2> OpenTTD: rubidium * r20432 /branches/1.0/src/ (8 files):
21:59:05  <CIA-2> OpenTTD: [1.0] -Backport from trunk:
21:59:05  <CIA-2> OpenTTD: - Fix: Make snow on bridges depend on bridgeheight and make snowyness of bridgeheads depend on the tileheight at the entry [FS#3947] (r20424, r20423, r20422, r20421, r20420)
21:59:05  <CIA-2> OpenTTD: - Fix: During world generation the snow-mapbits are not yet available, so test the snowline variable directly (as they were before) [FS#4017] (r20418)
21:59:53  <darkomen> thank you planetmaker
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22:00:27  <planetmaker> 06
22:00:42  <planetmaker> near the bottom of that huge pcx file
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22:12:20  <CIA-2> OpenTTD: rubidium * r20433 /branches/1.0/ (58 files in 3 dirs): [1.0] -Backport: a lot of string updates from trunk
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22:13:58  * Zuu senses that an RC is soon comming.
22:14:40  <Rubidium> Zuu: nah, just wanted to clear the queue
22:14:57  <Rubidium> and there were a huge amount of strings that needed updating
22:15:03  <Zuu> Oh, ok.
22:15:25  <Zuu> So that you once again can focus on the refactoring? :-)
22:16:20  <Dewin> Argh.  I want to like FIRS so much, but it does some silly things like... place all my forests on one side of the map and the only sawmill on the opposite side.
22:16:28  <Rubidium> well, the what-string-to-backport-and-then-generate-a-diff-for-that script doesn't quite work 100%, so multiple commits might be needed
22:17:27  <Zuu> Dewin: Unless your map is overly huge, that sounds like you'll get good profit from that.
22:17:50  <planetmaker> [00:16]	<Dewin>	Argh. I want to like FIRS so much, but it does some silly things like... place all my forests on one side of the map and the only sawmill on the opposite side. <-- sounds desirable to me.
22:18:12  <Dewin> I want it to be more... interesting. :-p
22:18:14  <Zuu> Generate some money from eg coal and then build your wood imperium.
22:18:30  <Rubidium> although... 1.1 MiB, 10 KiB of chunks that didn't patch right... not that bad for a simple script trying to "merge" two already quite different language files
22:18:57  <Rubidium> 1.1 MiB of actually committed language changes in r20433
22:19:29  <Dewin> I realize that it's trivial to just run coal from one side of the map to the other for $billions
22:19:51  <Zuu> Okay, but then, the others are possible to do manually using string IDs hopefully. Knowing all those languages would be harder.
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22:20:52  <Rubidium> Zuu: yes, but knowing that this part went pretty well means less to worry about when the next RC is near
22:22:14  <Zuu> Dewin:  Well, there is a point where it is no longe more profitable to transport things futher away. A point where the reduction because of transport time is higher than the gain for further distance.
22:22:26  <planetmaker> Dewin: once you have the money you can fund industries where you like them
22:22:37  <planetmaker> clustering of certain primary industries is a feature
22:22:47  <planetmaker> of FIRS
22:23:23  <Zuu> Rubidium: Good point
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22:24:03  <Dewin> yeah, my complaint was mostly that the secondary industries were located so far from the primaries.  I certainly don't mind clustered primary industries
22:24:20  <planetmaker> that might be chance
22:24:38  <Rubidium> did talk a bit with DaleStan a while ago about why there weren't any new TTDP betas. Problem was primarily that the changelog wasn't kept up to date and 4 years of changelog searching wasn't something he fancied doing
22:24:39  <planetmaker> I don't think there's a distance between wood and saw mill coded in FIRS
22:24:42  <Dewin> seems to happen consistently... though oddly enough, less if I turn down 'variety distribution' which I thought just affected the landscape.
22:25:11  <planetmaker> variety distribution should only affect landscape
22:25:26  <planetmaker> But it changes the availability of suitable landscape for industries
22:25:29  <Rubidium> my 1.1.0-beta1 changelog is less than 200 revs behind HEAD, which is quite reasonable
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22:26:28  <Zuu> so that changelog is compiled manually?
22:26:44  <Rubidium> yes
22:27:00  <planetmaker> Zuu: there's no chance to do it only via script. It may aid, but not work un-supervised
22:27:13  <Rubidium> otherwise... good luck writing a script to determine what's worth mentioning
22:27:21  <planetmaker> ^
22:27:47  <Zuu> um yes that would be like those inteligent bots that can speak giberish with you :-)
22:28:07  <Rubidium> like what fixes are just fixes of bugs introduced in "recent" trunk and which fix bugs already present in 0.1.0
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23:24:37  <Eddi|zuHause> <Rubidium> my 1.1.0-beta1 changelog is less than 200 revs behind HEAD, which is quite reasonable <-- you have another half year to get hopelessly behind :)
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23:28:32  <Eddi|zuHause> <Dewin> I realize that it's trivial to just run coal from one side of the map to the other for $billions <-- it's far from trivial if you have a low starting credit...
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23:54:05  <blst> Quick question that's a bit silly to take on the forums: I created a dedicated server yesterday, me and 2 friends played on it for a few hours and then we left it. Now when I try to join it today it simply says "Server full" even though no clients are connected and maxclients is set to 16. Am I missing something really obvious?
23:54:19  <Wolf01> 'night all
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