Config
Log for #openttd on 17th February 2011:
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00:25:20  <supermop> hello
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02:19:11  <xiong> http://wiki.openttd.org/Star_Junction#Industrial_Star
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02:47:34  <supermop> is planetmaker on?
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04:42:28  <supermop> was there ever any agreement on standard railtype lables?
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05:24:19  <planetmaker> moin
05:24:53  <planetmaker> supermop: http://wiki.ttdpatch.net/tiki-index.php?page=RailtypeLabels <-- not really an agreement, but a list of what is used by some
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05:26:19  <supermop> thanks
05:27:45  <supermop> can i use a switch to change the depot for regular rail depending on if a railtype grf is loaded or not?
05:28:06  <planetmaker> yes
05:29:02  <supermop> so if no railgrfs are loaded, use depot a for RAIL, if there is one loaded, use B
05:29:04  <planetmaker> the question is: do you want to check a railtype or a grf?
05:29:30  <supermop> well
05:29:42  <planetmaker> you can check for the presence of a railtype. And you can check for the presence of a grf
05:29:54  <planetmaker> the first is much more generic
05:30:22  <planetmaker> and a single grf may or may not provide a railtype, depending on ... whatever it likes
05:31:06  <supermop> if no other grfs are oaded, RAIL is in normal rail, so it should use my metal shed, but if a grf like nutracks is loaded, RAIL is the slowest rail, so it should use my brick shed
05:31:36  <planetmaker> ah, ok.
05:32:55  <planetmaker> I guess I'd always check for the availability of the railtype (like what I posted yesterday) and then check for the presence of a specific grf:
05:33:29  <supermop> ok
05:34:18  <planetmaker> swich (FEAT_RAILTYPES, SELF, nutracks_present, grf_future_status(grfid)) { ...
05:35:06  <planetmaker> or maybe better, add somewhere a check for different railtypes which write a paramter:
05:35:51  <planetmaker> other_grf_param = grf_future_status(grfid) + 2*grf_future_status(grfid2) ...
05:36:57  <planetmaker> switch (FEAT_RAILTYPES, other_grf_present, other_grf_param) { 1: graphics_id1; 2: graphics_id2; default_graphics; }
05:37:46  <planetmaker> or similar
05:39:05  <supermop> ok
05:42:42  <planetmaker> did you manage to get nml running?
05:43:10  <supermop> not yet
05:43:25  <supermop> i havent downloaded that or python yet
05:43:47  <supermop> but i did write some code that I think will give roughly the effect i want
05:44:09  <supermop> i also drew a couple more depots to procrastinate
05:44:09  <planetmaker> aye
05:44:14  <planetmaker> :-)
05:45:24  <supermop> is there a way to specify custom foundations in nml?
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05:57:05  <planetmaker> not sure
05:57:31  <supermop> ok
05:57:37  <planetmaker> I'm not even sure what things could have custom ones. Only thing I know are stations
05:57:47  <planetmaker> you can - of course - replace the default ones
05:58:12  <supermop> well it is pretty late for me, so I am going to go to bed and look into it tomorrow
05:58:31  <planetmaker> :-) 7am here
05:58:39  <supermop> 1 am here
05:59:07  <supermop> good night for now, and thanks
05:59:58  <planetmaker> good night
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07:42:37  <Terkhen> good morning
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07:56:32  <Eddi|zuHause> planetmaker: since when are commit messages "not obscure"? :p
07:56:58  <Eddi|zuHause> planetmaker: the bigger the feature, the more obscure are the commit messages .p
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10:50:16  <zydeco> greetings
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10:54:32  <Terkhen> hi zydeco
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11:15:55  <fjb> Moin
11:18:37  <planetmaker> moin fjb & zydeco
11:20:46  * fjb would like to wave to planetmaker but can not see that far.
11:21:38  * zydeco doesn't recognise that language, but assumes it's a greeting
11:22:26  <fjb> It is a German greeting.
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11:23:08  <zydeco> I see
11:32:19  <SmatZ> http://www.tt-forums.net/viewtopic.php?p=930646#p930646 so well disguised spam I even clicked that link :)
11:33:38  <Rubidium> then you haven't really read the post
11:34:06  <planetmaker> Nah, today the weather is too hazy to look that far.
11:34:16  <planetmaker> When the weather is good, I can see the Brocken, though
11:34:19  <SmatZ> not really read, but it didn't look like spam on the first sight :)
11:34:58  <planetmaker> meh
11:36:29  <planetmaker> zydeco, using 'moin' as greeting usually is an indicator for a person from the North(-Western) part of Germany ;-)
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11:56:39  <fjb> Usually I can see Braunschweig, but today I can not even see the Harz Mountains, not even the hill beside the village.
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12:27:52  <planetmaker> I find it ironical nowadays when browsing the German and the English forum: in the English there's a thread "Is OpenTTD getting too complex?". In the German one that translates to "OpenTTD too simple?"
12:28:26  <Rubidium> # isn't it ironic ;)
12:28:39  <zydeco> hahaha
12:31:33  <Terkhen> :D
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12:37:40  <DanMacK> Hey all
12:38:20  <peter1138> ironical, eh?
12:39:20  <scdls> look who thinks he's clever dan
12:39:55  <DanMacK> lol
12:40:06  <planetmaker> moin DanMacK
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12:44:32  <DanMacK> how goes it?
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12:48:13  <dihedral> planetmaker, show's which nations mind works more complex? :-D
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12:51:27  <planetmaker> hehe
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12:51:35  <Z4ndX> Hi..
12:51:38  <planetmaker> Hi
12:52:03  <Z4ndX> Iv downloaded af map, denmark.scn, where do i put it ?
12:52:09  <Z4ndX> Using Debian
12:52:13  <planetmaker> DanMacK, all is fine, I hope for you, too ;-)
12:52:25  <Z4ndX> And do i need to add it to the cfg ?
12:52:35  <Eddi|zuHause> Z4ndX: in ~/.openttd/scenarios or something
12:52:50  <planetmaker> Z4ndX, readme section 4.2
12:52:58  <planetmaker> or was it a do-not-readme? ;-)
12:53:01  <V453000> I wonder how stupid does one need to be to cry that OpenTTD is too complicated
12:53:03  <Z4ndX> not in /usr/share/games/openttd ?
12:53:23  <Z4ndX> planetmaker: Only made it to 4.1 ;)
12:53:55  <planetmaker> Z4ndX, then you'd have seen the table of contents and I'll have to assume you deliberately didn't read the section relevant for your question ;-)
12:54:15  <Z4ndX> Your right.. i Didnt :)
12:54:23  <Z4ndX> Will do, right away.
12:54:32  <Eddi|zuHause> Z4ndX: you can put it there, too, but usually you don't have write access there
12:54:40  <planetmaker> generally ~/.openttd and it's obvious sub-dirs are good
12:54:49  <planetmaker> on *nix systems
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12:55:29  <Terkhen> V453000: all those settings might confuse a new user (even if they are labeled "advanced" and the game is perfectly playable with the defaults)
12:55:54  <V453000> yes, they they are idiots who expect to know everything after first day of playing
12:55:59  <Terkhen> :D
12:56:03  <V453000> like if this was some retarded counter strike or wat
12:56:57  <planetmaker> well. Maybe it'd be indeed good to have 'basic' and 'advanced' - where 'advanced' needs enabling via editing the cfg ;-)
12:57:18  <V453000> seriously, every normal person will start playing and see what they can learn over time and slowly try this and that, piece by piece
12:57:22  <planetmaker> but then the same whining will start as with newgrf changes on a running game
12:57:32  <planetmaker> yeah :-)
12:57:48  <Terkhen> or two different GUIs, with the advanced one requiring to be enabled explicitly
12:57:58  <planetmaker> that's what I meant :-)
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12:58:05  <Terkhen> but I suspect someone would just enable it and ask why it is so complicated
12:58:06  <V453000> the same with the amount of newGRFs. I heard like 100 times from idiots that they do not play with newGRFs because there is too many of them ...
12:58:20  <planetmaker> he
12:58:27  <planetmaker> well, there are.
12:58:52  <V453000> yes, but it makes a whole new dimension for OpenTTD
12:58:52  <Yexo> well, that's better than the people that play with too many newGRFs
12:58:59  <planetmaker> And there's a huge amount which is not really worth playing with in the vast majority of cases
12:59:07  <Terkhen> well, at the beginning I did not want to play with NewGRFs because I was too lazy to try them and to find a set that I liked :P
12:59:15  <planetmaker> but they still serve sometimes corner cases
12:59:20  <V453000> sure
12:59:22  <planetmaker> hehe :-)
12:59:30  <Z4ndX> Okay red the do-not-readme.txt :) .. But dosent say where to put the *.scn file or what to write in the cfg
12:59:40  <V453000> but damn ... why cant people just try one newGRF, see how it goes, and try something else in the next game
12:59:44  <V453000> it is only that simple
13:00:02  <V453000> instead they say NO, there is too many, I am not playing with it, I rather bitch around
13:00:12  <Terkhen> Z4ndX: in the scenario subfolder of the folder mentioned there
13:00:23  <planetmaker> V453000, it's an un-deletable myth that NewGRFs are just graphics... that's why
13:00:49  <V453000> he :) guess that myth comes from the same group of people I am reffering about :p
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13:00:55  <Terkhen> yes, we should rename them to addons or, even better, DLC
13:01:01  <Terkhen> then it would be clear :)
13:01:08  <Z4ndX> Terkhen: Should there be a subfolder called scenario ? ..
13:01:18  <planetmaker> if there isn't, create one
13:01:21  <Terkhen> ^
13:01:23  <Z4ndX> :)
13:02:21  <V453000> Terkhen: and make there an IQ test when people launch OpenTTD, requiring at least 30 to be able to download anything or change any settings
13:03:28  <Terkhen> well, that's the current trend; make games simpler and simpler
13:03:41  <Z4ndX> Terkhen: What should i edit in my cfg to load the map ?
13:03:42  <Rubidium> V453000: but even Sandy (a Bornean Orangutan) has an IQ of 75
13:03:48  <Terkhen> Z4ndX: nothing
13:03:59  <Eddi|zuHause> Z4ndX: nothing, you can pick the scenario from the main menu
13:04:20  <V453000> Rubidium: yes, but it feels to me like 70% of OpenTTD community has below 20
13:04:22  <Z4ndX> Using a dedicated server.. No grafic
13:04:34  <Terkhen> openttd -h
13:05:02  <Eddi|zuHause> V453000: i don't think you realize what a "low IQ" is
13:05:06  <planetmaker> I think you might need to copy it to the save folder and rename it to *.sav
13:05:14  <planetmaker> ./openttd -g filename.sav
13:05:25  <planetmaker> but maybe it works with scenarios, too
13:05:42  <Z4ndX> Okay will try
13:05:50  <Rubidium> V453000: then OpenTTD must be really well known in that community
13:05:58  <Terkhen> IIRC it worked with scenarios, but I'm not sure
13:06:29  <V453000> well, as long as you do not adapt OpenTTD to the stupid people, I am fine with it :p
13:07:29  <Z4ndX> Terkhen: Nothing in man pages
13:07:57  <Terkhen> did you try it?
13:09:02  <Z4ndX> the openttd -h ? yes..
13:09:14  <Z4ndX> same as man pages
13:09:18  <Terkhen> openttd -g (scenario.scn)
13:09:40  <Terkhen> if it does not work you will need it to do what planetmaker said
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13:10:48  <Z4ndX> planetmaker: It worked :) .. Thanks very much.
13:10:53  <Z4ndX> *Thank you
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13:39:15  <planetmaker> http://www.tt-forums.net/viewtopic.php?f=29&t=52827&start=20 <-- he, thank you V453000 :-)
13:39:57  <V453000> for what? :D just my not so subtle opinion as always
13:40:18  <planetmaker> well yes. But it's a great praise of the game as it is :-)
13:40:43  <V453000> me playing it as actively as I do for the time I do says the same, or more if you add the level in which I play it
13:40:55  <planetmaker> I know :-)
13:41:11  <planetmaker> But reading it is another thing :)
13:41:22  <V453000> without a doubt :)
13:44:26  <planetmaker> and it's well written and placed in that thread, too :-)
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13:46:18  <Wolf01> hello
13:46:49  <dihedral> nice post :-)
13:46:57  <dihedral> hopefully that'll shut the shouter
13:47:13  <dihedral> hello Wolf01
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14:17:55  <wargh> I looked at the Wiki page what "#opcodes before AI is suspended" does, but I'm still not sure exactly what this does.
14:18:48  <peter1138> it's the number of instructions an AI can perform in a certain time period before other processing happens
14:19:30  <planetmaker> wargh, AI build speed is related to that
14:19:37  <wargh> So basically a higher value makes it "smarter"?
14:20:16  <wargh> Or at least build faster.
14:20:52  <Rubidium> it reduces the amount of thinking it can do, not the amount of building
14:21:41  <Rubidium> though depending on the amount of thinking the AI *might* be building less, but that is merely a side effect of reducing the amount it may think in a game tick
14:21:55  <planetmaker> well. But AIs need to figure out where and what to build :-)
14:22:16  <planetmaker> So yes, most likely it will mostly influence their initial hiatus till they do something at all
14:22:17  <Rubidium> true, but that has nothing to do with building
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14:22:45  <Rubidium> for building a few hundred opcodes is more than enough
14:23:09  <wargh> I should just increase it to whatever my computer can handle then to get teh AI to be as good as it can ba?
14:23:38  <Eddi|zuHause> it depends on many things
14:23:45  <planetmaker> especially on the AI
14:23:58  <Eddi|zuHause> the least of all: the amount of AIs you start simultaneously
14:25:28  <wargh> I've tested about 11 of the AI's a lot the past few days to find the best ones to use. I wish they would be a bit better at building rail, and do it more often
14:26:04  <Yexo> you could disable the other transport types and force the AIs to build rails that way
14:26:22  <wargh> IÀve done that with two AI's. But it seldom goes well
14:26:23  <Yexo> as for being better at it, specific suggestions are always welcome
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14:26:49  <wargh> The main problem is surely that I like hilly maps with lots of water
14:27:13  <wargh> Not sure much can be done about it from the AI's point of view
14:27:13  <Yexo> that kind of maps is indeed very difficult
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14:37:02  <wargh> My computer sure didn't lite opcode set to 250 000 at least. :P
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14:38:56  <wargh> ANyone that could recommend a value for a Core2Duo 3Ghz?
14:39:00  <planetmaker> I guess it's an uint16
14:39:15  <planetmaker> oh, like :-)
14:39:33  <planetmaker> wargh, just increase it in factors of two from the default value
14:39:54  <peter1138> Your computer didn't like it?
14:40:38  <wargh> Yeah, typo
14:45:27  <wargh> Is there a way to restart the AI if it fails at it's first atempt to build and goes out of money? As it is now it just stays around for a long while without going bankrupt but still lack money to build another route.
14:45:45  <Yexo> reload ai in the ai debug window
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14:46:29  <wargh> Thanks
15:00:08  <Mazur> Or buy up hte company.
15:00:13  <Belugas> hello
15:00:18  <Mazur> Hi.
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17:35:47  <supermop> good afternoon
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17:40:24  <Terkhen> hi supermop
17:41:29  <supermop> hi Terkhen
17:41:34  <supermop> how's it going?
18:03:44  <Eddi|zuHause> downhill
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18:19:06  <Belugas> haaa... starting to emerge from morning-hell!
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18:22:31  <Eddi|zuHause> wait... morning? man... my sleep cycle totally adjusted with "real time" this week... it's so unusual...
18:23:09  <flitz> hi, I wanted to ask whether my idea for a little patch seems feasable or not, I didn't find much about it on the forums
18:23:12  <Rubidium> wait... emerge? man... you're using Gentoo now? :D
18:23:34  <flitz> its about 'automatically' adding wagons to trains
18:25:37  <Rubidium> feasible in terms of possible to implement: definitely, feasible to get it into the official versions as a "little patch": probably not; general concensus seems to be going for "autoreplacing" consists, so you say: trains looking XYZ this should look like ABCD after autoreplace
18:25:41  <Wolf01> I want a patch for train templates :|
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18:26:46  <flitz> implementation is not the problem, I've been toying with some ideas in my head, which would make sense
18:27:16  <Rubidium> and adding wagons is a subset of autoreplacing consists, which means it'll be some orders of magnitudes bigger, but also way more flexible
18:27:33  <flitz> the scenario is that I often start in early years and play with sets like the UK Renewal, where engines are weak and trains are short in the beginning
18:28:05  <flitz> but since I built up quite some until I get better engines, adding additional wagons becomes a real chore quickly
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18:29:23  <flitz> the most simple idea would be, to just tell trains of a given group to have a given 'minimal length' and take the first wagon of a train as template to lengthen an incoming train via autoreplace-gui
18:32:35  <Eddi|zuHause> flitz: the problem is like Rubidium stated. "simple" patches offer too little flexibility to be generally included. it just opens another request about slightly more flexibility. and then again...
18:33:03  <Eddi|zuHause> flitz: so better do it right once.
18:33:23  <Eddi|zuHause> (at least for this special case)
18:34:56  <blathijs> Though "once" might not mean "in a single patch" ;-)
18:36:23  <flitz> So rather than adding a function to lengthen trains, there should be a function to make a train look like shape [XYZ] ?
18:37:07  <Yexo> indeed, a function to replace every train that looks like [ABC] with a train that looks like [XYZ].
18:37:30  <Yexo> lengthening trains would be the special case of replacing trains that look like [ABB] with [ABBBB]
18:37:45  <Terkhen> it has been discused here a few times as "consists", I don't remember if there was a thread at the forums too
18:38:09  <Yexo> I'm quite sure alberth made multiple forum posts about it, not sure if there is a single topic for it
18:38:15  <flitz> the problem of purely adding wagons was on the forums some years ago
18:38:35  <flitz> seems to have been dropped I think
18:39:04  <Yexo> well, there have been a lot of suggestions on the forum that have never been implemented
18:41:24  <flitz> The shape of a train could be composed in the same style as you build a train in the depot. This could be then used as template for train replacement. Doesn't sound too difficult actually.
18:41:36  <Yexo> that is the idea
18:41:48  <Yexo> problems arise from the fact that in the depot you've already bought the train
18:42:07  <Yexo> when you build the template you're just building a template, you're not actually buying any vehicles
18:42:32  <Yexo> at least, that's one idea. Another is to let the user build the desired train first and set autoreplace between two trains, remove the concept of "consist without a train"
18:43:52  <Yexo> further problems come from a lot of discussions about how groups should work, since autoreplace is currently tightly bound to the groups feature that has impact too
18:44:02  <flitz> This autoreplace-gui is used for groups indiviually. Why not let there be such a replacement-template be stored per group and be used when autoreplace is checked ?
18:44:09  <flitz> ah okay, I see.
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18:44:33  <Yexo> sure, you can store a replacement-template per group, but how to create that template?
18:44:54  <flitz> the replacement-gui gets a depot-like gui addition
18:45:02  <Yexo> also keep in mind that newgrfs can disallow attaching certain wagons to certain engines, and openttd doesn't know about that until the vehicles are actually bought
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18:45:53  <CIA-11> OpenTTD: translators * r22091 /trunk/src/lang/ (5 files in 2 dirs):
18:45:53  <CIA-11> OpenTTD: -Update from WebTranslator v3.0:
18:45:53  <CIA-11> OpenTTD: simplified_chinese - 41 changes by ww9980
18:45:53  <CIA-11> OpenTTD: danish - 23 changes by beruic, krak
18:45:53  <CIA-11> OpenTTD: brazilian_portuguese - 125 changes by Luis_Mizuchiro
18:45:54  <CIA-11> OpenTTD: thai - 19 changes by kenny
18:45:54  <CIA-11> OpenTTD: urdu - 15 changes by yasirniazkhan
18:45:58  <CIA-11> OpenTTD: rubidium * r22092 /trunk/src/network/network_server.cpp: -Fix-ish (r22068): when you change a boolean to a enum, check specifically for a particular value
18:46:04  <flitz> this is a problem, the code that checks this would need to be integrated into this function too
18:47:18  <Belugas> Rubidium?  Gentoo? ENOPARSE
18:47:47  <Terkhen> lots of updates to translations :)
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18:48:28  <Rubidium> Belugas: emerge is the package "management" tool of Gentoo
18:49:06  <Rubidium> and Gentoo is a Linux distribution
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18:50:37  <flitz> Terkhen: I could provide two of them immediately ;)
18:51:51  <Belugas> haaaa...
18:52:17  <Belugas> Gentoo -> Linux, that i knew :)
18:52:32  <Belugas> but that's about all I know :)
18:52:47  <Belugas> on Gentoo, of course...
18:53:15  <Rubidium> and "emerge world" is (IIRC) the command to fetch, compile and install all new versions
18:53:30  <peter1138> Except those that it decides not to.
18:54:01  <flitz> more or less all :)
18:55:20  <Terkhen> flitz: feel free to apply as a translator for those translations
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19:17:22  <Alberth> andy figured out what the game is all about, I see :D
19:19:17  *** KenjiE20 [~KenjiE20@92.11.230.132] has quit [Remote host closed the connection]
19:19:17  <__ln__> http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=613083
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19:20:49  <Terkhen> :O
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19:23:14  <andythenorth> has anyone backed up the TTD repo into a tinfoil shoe box?
19:23:15  <andythenorth> http://www.bbc.co.uk/news/science-environment-12493980
19:24:49  <Terkhen> half of the earth surface will not be affected, right?
19:26:00  *** KenjiE20 [~KenjiE20@92.11.230.132] has quit [Remote host closed the connection]
19:26:23  <andythenorth> dunno
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19:27:09  <Eddi|zuHause> there was a time a few years back where aurora borealis was visible in northern germany
19:27:40  <Eddi|zuHause> most notable effect: the UFO phone lines were ringing constantly :p
19:28:15  <Terkhen> :D
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19:28:44  <Eddi|zuHause> i was too far south to see it, though...
19:29:07  <__ln__> what's remarkable is that there are UFO phone lines in germany
19:29:09  <Terkhen> let's just hope they don't reach me then :)
19:29:12  <ctibor> i have seen it on 48°48'
19:29:34  <Eddi|zuHause> i'm about the same latitude as london
19:30:13  * Terkhen is at about 37º
19:31:30  * __ln__ 60°27'
19:31:56  <Eddi|zuHause> i'm around 51°-ish
19:35:42  <Eddi|zuHause> it probably was a cloudy night...
19:36:37  * __ln__ 60° 27' 2.5194"
19:38:02  <Eddi|zuHause> and why wouldn't there be ufo hotlines in germany? it's not like the USA has a monopoly on nutjobs :p
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19:51:03  <peter1138> anyone know where electric fence lives? :S
19:52:16  <peter1138> hmm, well, the official one seems to be... old
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20:02:02  <Belugas> oops... ninjamserver killed...
20:02:03  <Belugas> restored
20:02:13  <Belugas> oops... wrong channel
20:02:24  <Belugas> undo knob... where are you????
20:03:32  *** Fenris [~fenris@p5DC6BF52.dip.t-dialin.net] has joined #openttd
20:03:42  <Eddi|zuHause> tell me more about this ninja that thou speakest of
20:04:06  <Eddi|zuHause> speakst?
20:04:12  <Eddi|zuHause> whatever.
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20:10:19  <Belugas> ninjam is a service qhere two (and/or more) can play together musical intruments over the internet
20:10:43  <Belugas> that what peter and i are using when life allows me to reach out to him :)
20:11:11  <Belugas> very cool, very impressive
20:11:20  <Belugas> apart when communication is not good
20:11:26  <Belugas> then, it's frustrating
20:14:51  *** Wolfsherz [~Wolfsherz@p57A6DC7F.dip.t-dialin.net] has quit [Quit: Verlassend]
20:16:26  <Belugas> so... if you have an instrument that can be hooked to a computer (via line out, via mic, via a program, via whatever), you launch your ninjam client,
20:16:37  <Belugas> you connect to a pre-defined server,
20:17:05  <Belugas> you play and one measure after you connected, you receive what the other(s) is(are) playing
20:17:27  <Belugas> collaborative music
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20:29:12  <Eddi|zuHause> sorry, all my instruments are "analogue"
20:31:55  <Belugas> so?
20:31:58  <Belugas> mine too are :)
20:32:10  <Belugas> mine too is...
20:32:16  <Belugas> i only have one guiter :S
20:36:56  <peter1138> UNDO KNOB
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20:43:49  <andythenorth> where am I?
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20:45:43  * andythenorth is at lat 51.4742 apparently
20:46:46  <peter1138> f.lux?
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21:06:15  <CIA-11> OpenTTD: rubidium * r22093 /trunk/src/network/network_gui.cpp: -Fix [FS#4514]: The server list did not get sorted with one item in it, so the "position in the list" variable was never updated causing problems when using the keyboard shortcuts for scrolling
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21:16:08  <krinn> hi all
21:16:30  <krinn> how can i get the cargo type a vehicle is using if it has no cargo load ?
21:17:10  <krinn> (with noai)
21:19:03  <krinn> i mean, does AIVehicle.GetCapacity will be 0 if the vehicle can't currently (not refit for it) handle it ?
21:19:43  <Yexo> AIVehicle.GetCapacity is 0 is the vehicle can't currently handle it, but it might be able to handle it after refitting
21:20:18  <krinn> ah great! so i can just foreach all cargo until i found > 0 that means that vehicle currently is fit for that cargo
21:20:42  <Yexo> yes, but keep in mind that a single vehicle can be able to transport multiple cargos at the same time
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21:21:07  <Yexo> aircraft with passengers/mail is the simplest example
21:21:10  <krinn> yes, but not trucks if i'm right
21:21:19  <Yexo> articulated trucks can have that too
21:21:44  <Yexo> although that's currently only a theoretical problem as I don't know of any road newgrf that uses articulated trucks with multiple cargo types
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21:22:15  <krinn> ouf!
21:22:28  <krinn> what is the purpose of AIVehicle.GetUnitNumber ?
21:23:08  <krinn> it's clear, it return the unitnumber, but what is it? :)
21:23:38  <Yexo> it's a unique number which is also part of the default vehicle name
21:23:42  <Rubidium> ever seen the numbers next to vehicles in e.g. the vehicle lists?
21:23:48  <Yexo> train #10 has unitnumber 10
21:24:38  <krinn> thank you
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21:28:56  <krinn> that unitnumber is taken from the name or an internal fixed number ?
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21:30:21  <krinn> it's to get clear why this number exist when you have vehicleID and if altering the name won't alter that function?
21:31:35  <Yexo> an internal fixed number
21:32:37  <Yexo> every vehicle-part has a vehicleID (also every wagon of a train, the shadow of aircraft, the rotors of a helicopter) while only front vehicles (front engine / wagon of a train, a truck, etc.) has a unit number
21:33:07  <Yexo> basically the vehicleID is something internal to make the game work but the unit number is also shown to the user in a few places
21:34:34  <krinn> not harming, looks just a bit a dup no ?
21:35:05  <Yexo> it's necesary to generate a unique vehicle name like "Train #xy"
21:35:41  <Yexo> in theory the vehicleID could be used for that, but then you wouldn't get nicely increasing numbers
21:35:58  <Yexo> as AI you can safely ignore the number
21:36:15  <krinn> ok, because train #xy could have multi-vehiculeID when using more trains engine in train
21:36:48  <krinn> something to stay stable even i switch train engine from pos 1 to 2...
21:37:01  <Yexo> vehicleID is not unique per company
21:37:22  <Yexo> if you buy a train engine and 3 wagons they'll get vehicleIDs 0, 1, 2 and 3 (assuming no other vehicles exists at the time)
21:37:39  <Yexo> when you start it and the engine generates some steam, the steam is a special vehicle that gets vheicleID 4
21:37:49  <Yexo> now another company buys a truck, it'll get vehicleID 5
21:38:03  <krinn> i see what you mean now, and naming that train with 1st vehicleID won't stay stable if i move that vehicle at last pos
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21:38:13  <Yexo> you buy another train engine, vehicleID 6 but unit number 2
21:38:39  <Yexo> it wouldn't be nice to show "Train #1" and "Train #6" to the user when he only build 2 trains
21:38:49  <krinn> yes agree
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21:57:05  <Zuu> I never noticed the GetUnitNumber function in the API. :-)
21:57:21  <krinn> :) i notice things people don't see
21:57:48  <Belugas> I see I see said the blind man
21:57:59  <Belugas> high sea high sea sid the mariner
21:58:50  <krinn> pretty sure you're not drinking only water belugas
21:58:53  <Belugas> I-C I-C said the diod
21:59:06  <Belugas> :)
21:59:10  <krinn> :)
21:59:21  <Belugas> what to expect, end of day, which was a pure hellish one!
21:59:37  <krinn> did you see the little doxygen bug ?
21:59:40  <Zuu> IC IC said the train entusiast
22:00:11  <krinn> the AIStation doesn't appears as an AIObject class, i'm sure it should
22:00:56  <krinn> http://noai.openttd.org/docs/1.0.5/classAIObject.html <--
22:01:05  <Belugas> i see bugs all day long
22:01:10  <Belugas> i'm tired of bugs
22:01:18  <Belugas> even more when they are not mine!
22:01:23  <Belugas> going home now...
22:01:24  <Zuu> krinn: It does for trunk
22:01:34  <Belugas> goona play guitar and Limbo!
22:02:02  <Zuu> Also in 1.0.5 as far as I can see.
22:02:23  *** JOHN-SHEPARD [~JOHN-SHEP@ALyon-158-1-67-115.w90-29.abo.wanadoo.fr] has quit [Ping timeout: 480 seconds]
22:02:24  <Zuu> I see AIObject <- AIBaseStation <- AIStation
22:02:24  <krinn> :) we don't have the same page so
22:02:47  <krinn> ah ok i see it too so
22:03:22  <krinn> told you i see also dead people ?
22:05:47  <Wolf01> 'night
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22:10:36  * Zuu prefere seeing deaf people over dead people
22:11:23  * krinn think Zuu can't speak to them in both case
22:11:49  * Zuu thinks krinn is wrong
22:12:30  * Zuu even know some ASL
22:12:53  <krinn> is that sign language ?
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22:13:58  <Zuu> ASL is the American Sign Language.
22:14:52  <krinn> oh, i was even thinking it only exist one universal one
22:15:37  <krinn> but i never really think about it, seems logic is per language :P
22:15:40  <Zuu> As likely as there would be only one universal spoken language.
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22:21:32  <Zuu> But at least some sign languages use the same letter signs. Eg A-Z in the US is the same as A-Z in Germany. But UK use another one and Sweden yet another one.
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22:22:43  <krinn> some must be common, the C letter should be a half close hand or something like that no ?
22:25:02  <krinn> must be hard to learn
22:30:58  <Zuu> The C letter in ASL and here in Sweden use the same hand shape but in a different angle.
22:31:15  <Zuu> In the UK they use a two-handed letter system.
22:32:47  <krinn> they speak it by using letters?
22:33:31  <krinn> i was thinking the language use more a visual shortcut for words, well, comomn words
22:33:57  <krinn> dunno, but like putting hand in your heart to say heart... things like that
22:35:21  <Zuu> the letters are mostly used to spell out names and for short words. For most words there exist a sign. Also it is not just signed english/british/swedish etc. but uses another grammar etc.
22:36:04  <krinn> yeah, as i said, must be really hard to learn
22:36:56  <Zuu> yes since it is a language of its own that you have to learn.
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23:11:10  <Terkhen> good night
23:11:34  <zydeco> bye Terkhen
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23:15:06  <CIA-11> OpenTTD: yexo * r22094 /trunk/src/hotkeys.cpp: -Fix [FS#4510]: remove invalid keycodes when reading hotkeys.cfg
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