Log for #openttd on 25th October 2016:
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07:58:24  <Wolf01> o/
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08:37:19  <Wolf01> Mmmh, I think I made a mistake somewhere... MoveSnap -> snaps then move
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09:07:39  <Ethereal_Whisper> I built an ugly SLH that works
09:09:19  <Wolf01> Don't you get lost?
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09:10:52  <Ethereal_Whisper> No
09:11:07  <V453000> the choices will not be super great once it gets into traffic
09:11:34  <Ethereal_Whisper> How do you mean V453000 ?
09:12:10  <V453000> from the SL, first you split to first ML line, then a split to another ML line, and on that same track is the split to the opposite direciton of the ML
09:12:13  <Wolf01> V453000, did you see the video about the conveyor belt I posted this night?
09:12:28  <V453000> it's better to split the lines first, each going to each ML direction, and choose from ML lines afterwards
09:12:35  <V453000> yes Wolf01 it has been on reddit
09:12:41  <Wolf01> :)
09:12:55  <Ethereal_Whisper> I'm not sure I follow you on that V453000
09:15:20  <Ethereal_Whisper> Oh, I see
09:15:38  <Ethereal_Whisper> I shouldn't share track between trains going in opposite directions is what you mean yeah?
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09:16:02  <V453000>
09:16:04  <V453000> well yeah
09:16:16  <V453000> the trains have no way how to choose between ML lines that way
09:16:20  <V453000> or, hardly
09:16:52  <Ethereal_Whisper> Oh, the blue line splits later
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09:18:26  <Ethereal_Whisper>
09:18:50  <V453000> well yeah I know
09:18:58  <V453000> and that's fine
09:19:16  <V453000> because SL chooses from ML line A or ML line B at one spot
09:19:23  <V453000> you can place presignals there and control che choice
09:19:34  <V453000> in the red place you can't because you still need to let trains go to blue
09:20:20  <Ethereal_Whisper> I see what you mean now
09:21:28  <V453000> ^_^
09:24:43  <Ethereal_Whisper> Am I understanding you properly by making this fix?
09:32:24  <Wolf01> Yes, that's better
09:33:53  <Ethereal_Whisper> Cheers
09:34:24  <Wolf01> But you can notice the bridge/tunnelfest this will end up
09:35:31  <Wolf01> That's why I build leveled junctions with PBS and I don't give a fuck about trains waiting for 2 seconds more
09:35:59  <Ethereal_Whisper> Well, it doesn't have a very high capacity, but it is only there at the moment serving 3 stations from the south (they all turn east to join the ML right now) and 4 from the north (1 turns east, 3 turn west)
09:43:24  <V453000> that's better yes Ethereal_Whisper
09:43:44  <V453000> Wolf01: the bigger the scale, the more disfunctional your PBS is :P
09:44:19  <Wolf01> It's not that I don't make bridges eh...
09:46:26  <Ethereal_Whisper> this is my slightly prettier SLH
09:46:46  <Ethereal_Whisper> I need to fix the tunnels underneath the SL, I don't know why I did that
09:46:51  <Wolf01> That ugly "U" track :(
09:47:09  <Ethereal_Whisper> It's a waiting bay before a station, it works
09:47:30  <Ethereal_Whisper> I forgot the setting again that enables overflows to work
09:47:45  <Wolf01> Why not building the station between the lake and the mine?
09:48:06  <Ethereal_Whisper> Now there's a thought
09:50:51  <Ethereal_Whisper> Wolf01,
09:51:38  <Wolf01> Better
09:52:01  <Wolf01> I would have connected it the other way, but this works too
09:53:07  <Ethereal_Whisper> Regarding station direction, I'd rather have the convoluted turnaround be in front of the entrance, so trains make it at least a tiny bit quicker to the drop station
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10:05:26  <Wolf01> Mmmh, why the "planning track" of the useless tracks grf doesn't show? Hit track limit with NuTracks?
10:08:28  <Wolf01> Seem so..
10:36:55  <Wolf01> A set with RVs for 1850?
10:37:14  <Wolf01> Maybe ships too?
10:38:40  <Eddi|zuHause> egrvts and sailing ships?
10:39:19  <Eddi|zuHause> FISH should probably work
10:39:42  <Wolf01> FISH starts 1870 iirc, egrvts is compatible with FIRS?
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12:22:27  <Flygon> Part of me wants to see a ship set starting from 1AD
12:22:34  <Flygon> Through to 1800
12:22:38  <Flygon> Simply because.. er
12:22:39  <Flygon> Derp :D
12:23:00  <Flygon> Of course, we'd need to somehow limit town growth, and also need some extensive industry sets...
12:23:22  <Wolf01> Sailing ships and horse carts until 1800
12:24:28  <Alkel_U3> also losing cargo to bandits in heavily forested areas :P
12:24:34  <Wolf01> XD
12:24:36  <Eddi|zuHause> Flygon: i imagine sailing and rowing ships evolved a bit in that timeframe
12:24:45  <Flygon> A bit
12:24:52  <Flygon> :P
12:25:00  <Flygon> It's just a shame OTTD's time mechanics are so rigid
12:25:20  <Flygon> Otherwise having the game go relatively 'quickly' from 1AD to 1800...
12:25:21  <Flygon> As in
12:25:30  <Flygon> The closer to 1800-1850
12:25:34  <Flygon> The slower time goes
12:25:36  <Wolf01> With a point of gamescripts and newgrfs could be addressed
12:26:14  <Wolf01> Game time not, and I don't want to daylength again
12:26:24  <Flygon> Yeah, that's the issue
12:26:34  <Eddi|zuHause> Flygon: you mean like civilization, where the first turns are 100 years and the last turns are 1 year (or even shorter)?
12:26:36  <Flygon> And gamescripts not being able to 'handle' towns kinda sucks
12:26:45  <Flygon> Eddi: That sorta curve, yeah
12:27:32  <Flygon> (It'd be kinda neat to see a USA scenario starting in, say, 1400, with just a few towns, and then more towns get made as the years go by, thanks to gamescripting. Because, y'know, colonization by Europeans)
12:28:13  <Eddi|zuHause> 1400 sounds a bit early
12:28:14  <Flygon> (Though, I suspect an 'Australia' scenario would be more sane with that subject. 1778 is much closer to the steam locomotive's invention >_>)
12:28:38  <Eddi|zuHause> there was probably not a lot of serious settlement into the USA before 1700
12:28:46  <Flygon> 1500, sorry
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12:29:05  <Flygon> Either way, gotta give those known large native American settlements a chance to shine :P
12:29:53  <Flygon> ...
12:29:59  <Flygon> Nobody make a "Slave" cargo, please.
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12:32:01  <Eddi|zuHause> a super-shallow research shows that settlement in virginia started around 1600
12:33:16  <Wolf01> <Eddi|zuHause> 1400 sounds a bit early <- not if you count Vikings on Greenland & Terranova
12:33:39  <Eddi|zuHause> no, i don't count those.
12:34:17  <Flygon> I mean, I'm counting semi-permanant Native American colonies, but then I remembered that applying Western GRF sets is a bit bizarre
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12:42:34  <Flygon> Whelp
12:42:38  <Flygon> I gotta sleep
12:42:39  <Flygon> Night!
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13:33:55  <supermop___> Eddi|zuHause: Mississippian cities flourished around 900-1300
13:34:51  <supermop___> plenty of trade up and down river with smaller nations outside of their region, as well as some artifacts suggesting communication with central american peoples
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13:35:45  <supermop___> not sure how fun that industry would be though
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13:36:09  <supermop___> corn farm, clay pit, quarry, fishing ground
13:36:46  <supermop___> obsidian from pacific north west?
13:36:56  <supermop___> obsidian -> farm supplies
13:37:46  <supermop___> vikings harvested berries for some probably disgusting wine
13:38:18  <Eddi|zuHause> supermop___: and then 90% of the inhabitants die because some europeans passed through the area
13:39:22  <supermop___> well the Iroquois nations yes, but Mississippians died out about 200 years before first Spanish arrived in the area due to agricultural collapse
13:39:37  <Eddi|zuHause> not what i heard
13:40:22  <supermop___> Cahokia was long abandoned by the time missionaries set up a monastery on top of the main temple mound in the late 1500s
13:40:29  <Eddi|zuHause> the first spanish expedition from florida to the mississippi found a rather rich culture, and 100 years later the settlers found mostly empty space
13:40:42  <Wolf01> It would be cool if a game script could make a city to unpopulate gradually and die (like the bug happened in an old OTTD revision)
13:42:14  <Eddi|zuHause> Wolf01: just set growth speed to 0
13:42:16  <supermop___> Eddi|zuHause: some groups from the north moved into the st. louis area afterwards, but the mound building soceity was no longer present at that time
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13:44:12  <supermop___> idk maybe there is new evidence in the last 10 years
13:44:44  <supermop___> but that was the consensus last time i did any academic study of the topic
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14:04:09  <Eddi|zuHause> supermop___: i mean, there was an expedition by Hernando de Soto in 1539, who found still "active" parts of the mississippi culture, and one by Tristan de Luna y Arellano in 1559 who found the same areas widely deserted
14:07:26  <Eddi|zuHause> similarly, the first attempts to settle newfoundland failed because the area was too densely populated, and later the settlers found lots of untouched land
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14:13:19  <supermop___>
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14:19:37  <Eddi|zuHause> yes, but it was hardly the only representant of the mississippi culture
14:20:22  <Wolf01>
14:20:25  <Wolf01> Nice
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14:26:47  <Eddi|zuHause> Wolf01: i'm not quite sure what the actual news is
14:26:55  <Alberth> o/
14:27:30  <Eddi|zuHause> something about a traffic reform, and most of the rail infrastructure is in the south while most of the traffic is in the north? and then something about highways and ports
14:29:40  <Wolf01> As usual Title says something about just 2 words of the article and then they talk about a more dispersive argument
14:30:21  <Wolf01> The news is: we have a shitty rail network and it will cost big money to upgrade
14:41:54  <Wolf01> So, if I delete some code here and there and change a variable swap to a multiplication, I can really simplify the code... the problem is to get the multiplication right
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14:42:27  <argoneus> Alberth: I was wondering
14:42:33  <argoneus> is tight coupling inherently bad?
14:42:38  <argoneus> ie two classes having references to eachother
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14:42:57  <argoneus> I can't really figure out how to do it w/o
14:44:27  <Wolf01> Like parent-child?
14:45:57  <argoneus> more like siblings
14:45:58  <argoneus> like
14:46:01  <argoneus> I have a Game class
14:46:06  <argoneus> that handles all the local game logic
14:46:21  <argoneus> but then I also want to have a separate network entity that handles all the incoming/outgoing network stuff
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14:46:25  <argoneus> but
14:46:37  <argoneus> this network entity needs to have a reference to the Game to call its functions based on received messages
14:46:41  <argoneus> and the Game should also be able to send network messages
14:46:51  <argoneus> so I have a reference to eachother in them but apparently this is """"bad design""""
14:47:03  <Wolf01> Yes, it is
14:47:27  <argoneus> I just don't want to pollute the game class with buffers and such
14:47:29  <argoneus> so I split it into two
14:47:32  <argoneus> but idk how to make them work together
14:48:52  <argoneus> I'm not a fan of overengineered solutions using an abstractnetworkinterfacefactory
14:49:04  <argoneus> how should I do it, then?
14:49:27  <Wolf01> You shouldthink which class should handle the work, I would make the network stuff an API and the games handles all the game stuff, while asks the network API to send things and reacts to network events when receives things
14:49:51  <argoneus> well that's what I'm doing
14:49:54  <argoneus> except
14:49:59  <argoneus> "reacts to network events when receives things"
14:50:00  <argoneus> how
14:50:08  <argoneus> the network class receives the message
14:50:08  <Wolf01> Event handlers
14:50:09  <argoneus> and parses it
14:50:17  <argoneus> what do I do with the parsed message
14:50:23  <argoneus> if I can't just call game->dothething()
14:51:49  <Wolf01> You will have Network.OnReceivedData += delegate(byte receivedData) { statement statement DoStuffWithData(); }
14:52:30  <Wolf01> When Network receives data it triggers the OnReceivedData and executes all events associated with it
14:53:02  <Wolf01> I do it with timers
14:53:37  <argoneus> well
14:53:37  <argoneus> uh
14:53:48  <argoneus> I want to parse the message inside the network handler already
14:53:51  <Wolf01> All the code is in Game
14:54:09  <Ethereal_Whisper> I just built my game's first BBH
14:54:10  <Ethereal_Whisper> Whee
14:54:12  <Wolf01> Yes, you can parse it in the Network and pass the parsed variables to the delegate
14:54:36  <argoneus> so the idea is
14:54:44  <argoneus> (I'm using python so I'll have to look it up)
14:54:46  <argoneus> but basically
14:55:04  <argoneus> Game class has onHello()
14:55:12  <argoneus> Network class has onRawMessage()
14:55:16  <argoneus> when the message is receives
14:55:17  <argoneus> d
14:55:29  <argoneus> network handler parses it, realizes it's a Hello, and notifies whoever cares that there's a Hello message from the network?
14:55:37  <argoneus> and Game then does the rest
14:56:04  <argoneus> *something* like that?
14:56:24  <Wolf01> I have the Renderer which works that way, since Renderer doesn't know how to render everything, every object which need to render something needs to have access to the Renderer, but only to tell it what to draw, not how to prepare the texture, resetting the device, clearing the screen
14:57:19  <argoneus> hmm
14:57:22  <argoneus> but basically
14:57:25  <argoneus> the whole idea is
14:57:31  <argoneus> that Game doesn't care if it receives its data from the network
14:57:37  <argoneus> or by pigeon mail
14:57:42  <argoneus> it just cares what to do when it receives such a message?
14:57:47  <Wolf01> Yes
14:58:11  <argoneus> well
14:58:20  <argoneus> hm
14:58:27  <argoneus> still dunno how to avoid tight coupling
14:58:32  <argoneus> network notifies Game when something arrives
14:58:37  <argoneus> but what if Game needs to send something over the network
14:58:44  <Wolf01> Doesn't py have closures or delegates?
14:58:53  <argoneus> maybe does I never used them
14:58:58  <Alberth> it does
14:58:59  <argoneus> I never used delegates in any language
14:59:07  <argoneus> thinking now might be a good time to start
14:59:25  <argoneus> it's still difficult for me to visualize
14:59:31  <argoneus> because tight coupling makes sense in my head
14:59:40  <argoneus> two people work together and keep exchanging information
14:59:50  <argoneus> if the game relies on network and vice versa
14:59:51  <argoneus> why is it bad?
15:00:10  <argoneus> it's not like network connection is optional in a chat client
15:00:19  <Wolf01> Delegates are like "I hand you this, you can call me when you need me to do this"
15:00:37  <Alberth> def f(msg):  # handle message ; return
15:00:37  <Alberth> outbox = f
15:00:37  <Alberth> mesg = #receive mesg
15:00:37  <Alberth> outbox(mesg)
15:01:13  <argoneus> isn't that just a function reference/pointer
15:01:41  <Alberth> yeah, other languages use more expensive words for it
15:01:45  <Wolf01> Yes
15:02:08  <argoneus> I guess I'm stupid because I still don't see how this will help
15:02:09  <argoneus> :(
15:02:22  <Wolf01> OpenTTD for example uses them in newgrf loading
15:02:24  <argoneus> if I only needed network to notify Game, then I would
15:02:25  <argoneus> but
15:02:26  <Alberth> closure is when you attach an object to it
15:02:29  <argoneus> I need them to notify eachother
15:02:35  <argoneus> can I really avoid tight coupling in that case
15:02:46  <argoneus> or should I, even
15:03:11  <Ethereal_Whisper> How should I handle priority merges when building a BBH?
15:03:38  <Alberth> basically you make a number of 'outboxes' for received messages. When you get a new message call the  handler 'here is a new message'
15:03:41  <Ethereal_Whisper> It's a T junction, I'd imagine the traffic splitting up and turning either right or left should yield right of way, right?
15:04:45  <argoneus> isn't that basically tight coupling
15:04:54  <argoneus> if I have a reference to other class' functions?
15:05:07  <argoneus> might as well just keep a reference to the whole thing and call them manually, no?
15:05:19  <Wolf01> Ethereal_Whisper: you mean when a train has to decide between left or right with no consequences?
15:05:22  <argoneus> I'm sorry if I'm being stupid :(
15:05:25  <argoneus> I just don't get it
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15:05:55  <Alberth> an alternative is that everybody gets the new message itself at some regular interval
15:06:08  <Ethereal_Whisper> Wolf01, I think I answered my own question actually, thanks though :)
15:06:57  <argoneus> so basically
15:07:02  <Alberth> teddybear programming for the win :)
15:07:07  <argoneus> instead of game knowing about network and network knowing about game
15:07:17  <argoneus> game knows about network, game registers its own functions in the network event handlers
15:07:25  <argoneus> and also registers network's functions in its own event handlers
15:07:30  <argoneus> so I only keep one reference around?
15:07:31  <argoneus> or what
15:09:21  <Alberth> I think the main trick is that you want a set of "known destinations" that you use, without really caring what's behind it
15:10:07  <Alberth> the function you get delivers the message by whatever means it needs to, but you don't care
15:11:07  <Alberth> that way, you can add or remove addressees, without breaking the network part
15:11:11  <Wolf01> [17:07:24] <argoneus> and also registers network's functions in its own event handlers <- one or the other, Game should register its function for NetworkEvents, and should call directly Network function when needs to send... Game doesn't have a "OnINeedToSendThisViaNetwork" event
15:12:02  <argoneus> oh, true
15:12:10  <argoneus> well
15:12:21  <argoneus> I'll keep network ignorant to the rest of the program then
15:12:29  <argoneus> and just keep a list of event handlers in the network class
15:12:31  <argoneus> does that work?
15:12:41  <argoneus> and classes can register there
15:12:48  <argoneus> that's ok right
15:12:50  <Wolf01> You can even reuse Network for another game if you do it well
15:13:06  <argoneus> so all network will do
15:13:13  <argoneus> is receive messages, parse them, and delegate them
15:13:27  <argoneus> ignoring any game or whatever that may or may not exist
15:13:28  <argoneus> right?
15:13:32  <Wolf01> Right
15:13:35  <argoneus> and the game will use the network's api
15:13:36  <argoneus> to send stuff
15:13:48  <argoneus> ok ebin cheers
15:13:49  <Wolf01> And if there's no delegate for that event, it does nothing
15:13:52  <argoneus> yeah
15:14:04  <argoneus> now to figure out
15:14:07  <argoneus> how to tie a GUI into all this
15:14:16  <argoneus> uh oh
15:14:35  <Wolf01> You can add delegates from the gui too
15:14:55  <Wolf01> So when network receives a message the gui flases an indicator
15:15:01  <Wolf01> *flashes
15:15:10  <argoneus> OH WAIT
15:15:13  <argoneus> I JUST REALIZED
15:15:19  <argoneus> until now
15:15:22  <argoneus> I thought I'd do something like
15:15:35  <argoneus> network receives message and parses it -> then passes it to Game -> Game updates the GUI
15:15:38  <argoneus> but I just realized
15:15:44  <argoneus> if I do the event meme
15:15:52  <argoneus> where it's parsed and pre-processed fully in the network part
15:15:57  <argoneus> I just need it to notify both the game and the GUI
15:15:59  <argoneus> and it will work
15:16:01  <Wolf01> :)
15:16:04  <argoneus> right?
15:16:13  <Wolf01> Yup
15:19:53  <Wolf01> Now I need to change the whole movement part of my code, need to introduce friction... at least I don't need gravity this time or the speed need to be a vector
15:19:55  <argoneus> actually not quite
15:19:56  <argoneus> damn
15:20:03  <argoneus> because if the network message is invalid
15:20:07  <argoneus> it may need to verify with the game first
15:20:10  <argoneus> well
15:20:14  <argoneus> then I'll just call gui updates from the game
15:20:14  <argoneus> w/e
15:20:19  <argoneus> not much of an issue
15:20:33  <argoneus> just give Game events
15:20:37  <argoneus> and the GUI will feed off those
15:20:39  <argoneus> it all makes sense now
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15:25:11  <Alkel_U3> Has anybody encountered an exploding beer bottle? It happened to me for second time already today at checkout.
15:25:52  <Wolf01> Suddenly beer out of nowhere :D
15:26:37  <Alkel_U3> well, it was in my hand, so, it didn't really just foof into reality :D
15:27:11  <Alkel_U3> I just touched it with another one and it went boom
15:27:38  <Wolf01> You touched it in the right blast point
15:28:12  <Alkel_U3> I really have to learn where that is - it's the exact same kind of beer as before
15:28:36  <Alkel_U3> at least this time it happened before I put it in my backpack
15:29:43  <Wolf01> From the web: "I found out today, that if you take a full beer bottle, (with about 1.5 in of air at the top), and you hit the top with the right amount of force with your hand or fist, you can make the bottom of the bottle fall out!"
15:30:05  <argoneus> what kind of crappy beer bottles do you have
15:30:14  <argoneus> I haven't seen that happen and I live in a beer country
15:30:59  <Wolf01>
15:31:17  <Alkel_U3> I happen to live in the beeriest country, I really can't explain, either D:
15:32:15  <Alkel_U3> yeah, the bottle trick is well-known, that's not really the the cause :D
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15:32:59  <Alkel_U3> also remids me of
15:34:57  <Eddi|zuHause> "the beeriest country" would be czechia?
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15:36:17  <Alkel_U3> I don't prefer that ridiculous new name but yes. At least from consumption standpoint. :-)
15:36:38  <Eddi|zuHause> that's new? i've been saying that for years
15:37:38  <argoneus> Alkel_U3: ahoj
15:37:41  <argoneus> also
15:37:42  <argoneus> czechia is dumb
15:37:52  <argoneus> I dont' like it
15:37:54  <Alkel_U3> oh right, german language has had it like that
15:37:55  <argoneus> don't*
15:38:05  <Eddi|zuHause> when i was a kid, and czechoslovakia broke up, i was told the new country's name is "Tschechien"
15:38:25  <argoneus> isn't it like
15:38:31  <argoneus> tsechische republik
15:38:32  <argoneus> or something
15:38:34  <argoneus> in german
15:38:47  <Eddi|zuHause> it might be, but i have never heard anyone say that
15:39:19  <Eddi|zuHause> well, ok, i have heard czechs say something like that...
15:39:51  <Wolf01> It's the same for Italy, it's Italian Republic but nobody ever calls it like that
15:39:52  <Eddi|zuHause> you might also hear the name "Tschechei"
15:39:55  <Alkel_U3> argoneus: alright you're in danger. Avoid stressing Vysoký Chlumec - Markýz, lest it explodes into your face :D
15:40:45  <argoneus> Alkel_U3: I only drink kozel/gambrinus
15:40:47  <argoneus> so I'm gucci
15:40:57  <Alkel_U3> :(
15:41:38  <Eddi|zuHause> (the word "Tschechei" (female) would usually be used with the definite article, so "die Tschechei" or "in der Tschechei")
15:42:18  <Eddi|zuHause> (which is in line with many other place names ending in "-ei")
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16:00:49  <Eddi|zuHause> why do i even bother starting a civ game? the moment anyone declares war i'm screwed...
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16:35:51  <Ethereal_Whisper> Eddi|zuHause, I've known it as "Tschechische Republik" which is analogous to the English name "Czech Republic"
16:36:05  <Ethereal_Whisper> No one calls it "Czechia" even though in theory, we could
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16:39:59  <Alkel_U3> Well, most countries have a formal, long name and a shorter one used in normal speech, Czech Republic hasn't had that short one until recently.
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16:40:55  <Ethereal_Whisper> Yeah, most have a formal name of "Kingdom/Empire of ____" or "____ Republic" or "Republic of _____" etc.
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17:28:53  <Alberth> o/
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17:31:26  <Wolf01> o/
17:33:43  <andythenorth> o/
17:38:35  <Eddi|zuHause> Ethereal_Whisper: who is "we"?
17:38:45  <Ethereal_Whisper> Americans
17:43:19  <andythenorth> also cats
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17:54:41  <Alkel_U3> Who let Michael Bay into Factorio?
17:57:14  <Wolf01> :O
17:57:16  <V453000> haha foqr Klonan
17:59:35  <Wolf01> You might need to do barrel buffers to separate refineries
17:59:55  <Wolf01> It could destroy your entire factory
18:02:04  <Alkel_U3> or sections of pipe where you alternate empty and full with pumps
18:02:19  <V453000> or just not set your refinery on fire
18:02:39  <V453000> haha I just modded the fuck out of steel furnaces
18:02:43  <V453000> adding modules :D
18:03:24  <Alkel_U3> I have once, by mistake. I had the flamethrower selected and pressed space instead of alt.
18:03:24  <Wolf01> :D
18:04:28  <Alkel_U3> Still, not as bad as that other time when I thought I had flamethrower selected and it was rocket launcher instead.
18:04:39  <Alkel_U3> Loaded with a nuke.
18:05:03  <Wolf01> XD
18:05:14  <Alkel_U3> But I DID kill that one mutated biter.
18:05:32  <Alkel_U3> Also myself.
18:05:54  <Wolf01> I'm waiting for the next stable, I'm pissed off by map generator changes midgame :(
18:06:12  <V453000> 0.14 is pretty much stable
18:06:22  <V453000> the only remaining bug is some map sending shit in specific cases
18:06:42  <Wolf01> Still you change something every now and then breaking my maps
18:06:48  <Alkel_U3> yeah, I was also very surprised at the tears on the map when playing .13
18:07:04  <V453000> well the map generator might change again in 0.15 so ...
18:07:24  <Wolf01> I start a new clean game every version
18:07:51  <V453000> I'm thinking about starting a new 0.15 map now, but it will probably turn into an abomination
18:08:08  <Wolf01> You already have 0.15?
18:08:13  <V453000> obviously
18:09:06  <Wolf01> Heh, yes, you need to test those new tracks in some way
18:09:09  <V453000> mainly testing the new science, and also playing with high resolution :>
18:09:17  <V453000> yeah
18:09:20  <Wolf01> Fuck high res :D
18:09:37  <V453000> but the current 0.15 obviously is missing basically all of the new big planned features
18:09:58  <V453000> so if I start it now, over time I might even lose save compatibility, or just get a really wtf map
18:10:12  <Wolf01> I'm stuck with 0.14.12 on my tablet, newer ones don't work well
18:10:20  <Wolf01> Missing gui and stuff
18:10:36  <V453000> missing gui? wtf
18:10:50  <Wolf01> Yes.. I see the strings but not the gray panel
18:11:09  <Wolf01> Also I seem I can't find buttons XD
18:11:16  <V453000> okay... ._.
18:11:21  <V453000> could you report it pls?
18:11:59  <Wolf01> I should update again, maybe it was due to a bug that was fixed
18:14:36  <V453000> hopefully
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18:19:22  <Ethereal_Whisper>  million on new vehicles to upgrade my trains, ow
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18:26:25  <Wolf01> Ok, the version I locked was 0.14.11, the .12 had that problem, .16 seem to work
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18:43:24  <V453000> good
19:09:46  <Ethereal_Whisper> I reached 500 trains in single player for the first time ever
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19:11:22  <Ethereal_Whisper> And  billion bank balance also for the first time ever :O
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20:10:24  <Eddi|zuHause> i once overflowed the bank account in TTO
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21:12:32  <Wolf01> Eddi, do you still have the link about the rant of the Facebook's programming language?
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23:04:43  <Wolf01> lolwhat
23:23:10  <Wolf01> 'night
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23:47:54  <Eddi|zuHause> the facebook what?

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