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MoveSnap -> snaps then move 08:43:52 *** Supercheese has quit IRC 08:44:09 *** Flygon_ has quit IRC 08:54:30 *** keoz has joined #openttd 09:07:39 <Ethereal_Whisper> http://i.imgur.com/WBVxD35.png I built an ugly SLH that works 09:09:19 <Wolf01> Don't you get lost? 09:10:37 *** markjones has joined #openttd 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? 09:15:39 *** welshdragon has quit IRC 09:16:02 <V453000> https://dev.openttdcoop.org/attachments/download/8125/WBVxD35.png 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 09:17:41 *** Biolunar has joined #openttd 09:18:26 <Ethereal_Whisper> http://i.imgur.com/LxAsBT5.png 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? http://i.imgur.com/FUEQ4dA.png 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> http://i.imgur.com/z4VbBpc.png 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, http://i.imgur.com/AAMGWGb.png 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 10:04:06 *** efess has joined #openttd 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? 10:58:07 *** tokai|noir has joined #openttd 10:58:07 *** ChanServ sets mode: +v tokai|noir 11:05:09 *** tokai has quit IRC 11:58:29 *** markjones has quit IRC 12:22:17 *** Flygon__ is now known as Flygon 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 12:28:53 *** sla_ro|master has quit IRC 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. 12:31:23 *** sim-al2 has joined #openttd 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 12:38:47 *** Snail has joined #openttd 12:42:34 <Flygon> Whelp 12:42:38 <Flygon> I gotta sleep 12:42:39 <Flygon> Night! 12:59:18 *** Snail has quit IRC 13:11:31 *** welshdragon has joined #openttd 13:19:49 *** welshdragon has quit IRC 13:26:14 *** welshdragon has joined #openttd 13:30:29 *** welshdragon has quit IRC 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 13:35:21 *** welshdragon has joined #openttd 13:35:45 <supermop___> not sure how fun that industry would be though 13:36:08 *** wCPO has joined #openttd 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 13:43:27 *** welshdragon has quit IRC 13:43:40 *** welshdragon has joined #openttd 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 13:49:24 *** sim-al2 has quit IRC 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 14:12:22 *** welshdragon has quit IRC 14:13:19 <supermop___> https://en.wikipedia.org/wiki/Cahokia#Decline 14:14:49 *** welshdragon has joined #openttd 14:14:56 *** smoke_fumus has joined #openttd 14:19:02 *** welshdragon has quit IRC 14:19:30 *** welshdragon has joined #openttd 14:19:37 <Eddi|zuHause> yes, but it was hardly the only representant of the mississippi culture 14:20:22 <Wolf01> https://translate.google.it/translate?sl=it&tl=en&js=y&prev=_t&hl=it&ie=UTF-8&u=http%3A%2F%2Fwww.adnkronos.com%2Ffatti%2Fcronaca%2F2016%2F10%2F25%2Ftrasporti-italia-spaccata-servono-miliardi-per-sanare-ritardi_A4qQIZGwaLruRKTt2QTi4L.html&edit-text=&act=url 14:20:25 <Wolf01> Nice 14:24:14 *** Alberth has joined #openttd 14:24:14 *** ChanServ sets mode: +o Alberth 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 14:42:21 *** markjones has joined #openttd 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 14:42:57 *** welshdragon has quit IRC 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 14:46:24 *** JacobD88 has joined #openttd 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 15:05:43 *** Milek7 has joined #openttd 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 15:22:44 *** wCPO has quit IRC 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> http://tag.wonderhowto.com/break-the-bottom-out-of-a-beer-bottle/ 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 15:32:25 *** markjones has quit IRC 15:32:50 *** welshdragon has joined #openttd 15:32:59 <Alkel_U3> also remids me of https://what-if.xkcd.com/6/ 15:34:57 <Eddi|zuHause> "the beeriest country" would be czechia? 15:35:14 *** welshdragon has quit IRC 15:35:48 *** welshdragon has joined #openttd 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") 15:46:42 *** Compu has joined #openttd 15:51:50 *** CompuDesktop has quit IRC 15:59:50 *** gelignite has joined #openttd 16:00:49 <Eddi|zuHause> why do i even bother starting a civ game? the moment anyone declares war i'm screwed... 16:02:02 *** TheMask96 has quit IRC 16:06:35 *** TheMask96 has joined #openttd 16:20:49 *** welshdragon has quit IRC 16:23:12 *** welshdragon has joined #openttd 16:24:38 *** sla_ro|master has joined #openttd 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 16:39:24 *** welshdragon has quit IRC 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. 16:40:20 *** wCPO has joined #openttd 16:40:55 <Ethereal_Whisper> Yeah, most have a formal name of "Kingdom/Empire of ____" or "____ Republic" or "Republic of _____" etc. 16:42:44 *** JacobD88 has quit IRC 16:48:02 *** Progman has joined #openttd 16:52:42 *** frosch123 has joined #openttd 16:56:25 *** JacobD88 has joined #openttd 16:57:50 *** Gja has joined #openttd 17:00:02 *** welshdragon has joined #openttd 17:04:14 *** welshdragon has quit IRC 17:04:54 *** welshdragon has joined #openttd 17:05:09 *** glx has joined #openttd 17:05:09 *** ChanServ sets mode: +v glx 17:09:09 *** welshdragon has quit IRC 17:20:22 *** JacobD88 has quit IRC 17:23:19 *** welshdragon has joined #openttd 17:23:22 *** Gja has quit IRC 17:27:11 *** andythenorth has joined #openttd 17:28:53 <Alberth> o/ 17:29:37 *** Gja has joined #openttd 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 17:54:17 *** wCPO has quit IRC 17:54:41 <Alkel_U3> Who let Michael Bay into Factorio? https://gfycat.com/UnacceptableEnchantingKingsnake 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 18:16:23 *** welshdragon has quit IRC 18:16:34 *** welshdragon has joined #openttd 18:19:22 <Ethereal_Whisper> million on new vehicles to upgrade my trains, ow 18:21:17 *** aard has joined #openttd 18:24:57 *** Supercheese has joined #openttd 18:26:25 <Wolf01> Ok, the version I locked was 0.14.11, the .12 had that problem, .16 seem to work 18:26:27 *** HerzogDeXtEr has joined #openttd 18:33:52 *** frosch123 has quit IRC 18:43:24 <V453000> good 19:09:46 <Ethereal_Whisper> I reached 500 trains in single player for the first time ever 19:10:04 *** keoz has quit IRC 19:11:22 <Ethereal_Whisper> And billion bank balance also for the first time ever :O 19:17:44 *** welshdragon has quit IRC 19:18:58 *** smoke_fumus has quit IRC 19:34:34 *** welshdragon has joined #openttd 19:35:35 *** Supercheese has quit IRC 19:39:49 *** sla_ro|master has quit IRC 19:43:29 *** welshdragon has quit IRC 19:47:44 *** wCPO has joined #openttd 19:54:24 *** welshdragon has joined #openttd 19:58:24 *** Speedy has quit IRC 19:59:52 *** sim-al2 has joined #openttd 20:04:29 *** wCPO has quit IRC 20:04:44 *** Speedy` has joined #openttd 20:04:54 *** Speedy` is now known as Speedy 20:08:51 *** andythenorth has quit IRC 20:10:24 <Eddi|zuHause> i once overflowed the bank account in TTO 20:27:50 *** Alberth has left #openttd 20:58:32 *** Gja has quit IRC 21:10:39 *** aard has quit IRC 21:11:08 *** keoz has joined #openttd 21:12:32 <Wolf01> Eddi, do you still have the link about the rant of the Facebook's programming language? 21:15:22 *** wCPO has joined #openttd 21:16:34 *** welshdragon has quit IRC 21:28:04 *** wCPO has quit IRC 21:30:29 *** efess has quit IRC 21:39:22 *** welshdragon has joined #openttd 21:41:33 *** gelignite has quit IRC 21:56:29 *** efess has joined #openttd 22:01:22 *** Progman has quit IRC 22:52:51 *** Snail has joined #openttd 22:53:31 *** efess has quit IRC 22:54:07 *** keoz has quit IRC 22:57:30 *** efess has joined #openttd 23:04:43 <Wolf01> http://img-9gag-fun.9cache.com/photo/a8pWBM1_460sv.mp4 lolwhat 23:23:10 <Wolf01> 'night 23:23:12 *** Wolf01 has quit IRC 23:25:29 *** techmagus has quit IRC 23:25:57 *** techmagus has joined #openttd 23:30:48 *** Speedy has quit IRC 23:31:13 *** Speedy` has joined #openttd 23:31:29 *** Speedy` is now known as Speedy 23:45:46 *** Snail has quit IRC 23:47:54 <Eddi|zuHause> the facebook what?