Config
Log for #openttd on 15th October 2009:
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04:18:35  <Rhamphoryncus> I remember thinking years ago when playing ttd that previewing a vehicle increased the reliability it ultimately had.  Is that true, or is it just a myth?
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06:18:16  <planetmaker> good morning
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06:28:40  <Terkhen> good morning
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06:38:11  <boekabart> morning
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11:10:22  <Muxy> @seen luukland
11:10:22  <DorpsGek> Muxy: luukland was last seen in #openttd 17 hours, 40 minutes, and 54 seconds ago: <Luukland> Muxy? Goulp?
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14:34:29  <andythenorth> Hi Pikka
14:41:28  <andythenorth> I am working out how to implement production-boosting cargos in FIRS
14:41:37  <andythenorth> example: coal mine
14:41:50  <andythenorth> supplying Engineering Supplies will increase production
14:42:27  <andythenorth> but I need some help figuring out exactly how...
14:43:44  <Rubidium> I'd say: Action2Industries, operator 10 and variable 7C
14:45:06  * andythenorth ttdpatch wiki time
14:46:24  <andythenorth> I was thinking random production change
14:46:25  <andythenorth> http://wiki.ttdpatch.net/tiki-index.php?page=Callbacks#Monthly_random_production_change_35_
14:47:24  <andythenorth> Probably increasing current production by 32 units if Engineering Supplies have been delivered...
14:47:25  <andythenorth> http://wiki.ttdpatch.net/tiki-index.php?page=Callbacks#Random_production_change_29_
14:48:15  <andythenorth> In this way, players who consistently deliver engineering supplies will get *very* high production values, which is fun
14:48:55  <Rubidium> but what's going to consume those supplies?
14:48:58  <boekabart> not realistic probably, but fun ;)
14:49:02  <andythenorth> 'Engineering' :)
14:49:12  <boekabart> the miners in there, of course.
14:49:15  <andythenorth> The supplies will get 'consumed' by the production callback
14:49:31  <andythenorth> if no supplies are delivered in a month, production will fall by 32 units...
14:49:53  <andythenorth> down to a minimum of 32 and up to a max of about 2000
14:50:04  <boekabart> ow that sucks - means it basically becomes a 'converting' industry like.. factory
14:50:22  <andythenorth> But much slower than the way a factory does it
14:50:34  <andythenorth> month 1: coal mine is at 120t.  You deliver supplies
14:50:48  <andythenorth> coal mine increases production to 152t
14:50:52  <Rubidium> so delivering 1 a month for every month => high production, delivering 1000 in January, nothing in the rest of the year => very low production
14:51:13  <andythenorth> Rubidium: yes, I guess.
14:51:16  <andythenorth> Not ideal
14:51:20  <boekabart> yes but play for some years, all coal mines will be at 32.
14:51:29  <andythenorth> boekabart: correct
14:51:33  <andythenorth> also not ideal
14:51:43  <boekabart> i'd say: engineering supplies just add a bit to production
14:51:56  <boekabart> like... they build an elevator or dig some extra tunnels
14:52:03  <andythenorth> original plan was just to take multiply current production by 1.5 if supplies are delivered
14:52:05  <Rubidium> and increase the chance of production increase
14:52:17  <boekabart> but.. they don't need it to operate day-to-day
14:52:58  <andythenorth> partly i am stuck on what I can implement.  I'm not good enough at nfo to do it right...
14:53:07  <andythenorth> I can't do maths in nfo
14:53:12  <andythenorth> I have trouble with registers
14:53:14  <andythenorth> :|
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15:03:17  <andythenorth> How much influence over production at primary industries do we want?
15:03:25  <andythenorth> Lots, or just a bit (with some randomness)?
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15:12:05  <Eddi|zuHause> little...
15:12:33  <andythenorth> Eddi|zuHause: how little? :)
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15:14:14  <Pikka> andy: sorry, got disconnected
15:14:26  <Eddi|zuHause> i'm afraid a feedback loop like in ECS Vectors might be a little vulnerable to fluctuation
15:14:56  <andythenorth> Eddi|zuHause: I've never successfully played a game with ECS Vectors :|
15:15:05  <Eddi|zuHause> me neither ;)
15:15:19  <Belugas> Twiiiiiiiiiiiiiiiiiiiii
15:15:24  <Belugas> Twiiiiiiiiiiiiiiiiiiiii
15:15:29  <Belugas> ...
15:15:34  <Belugas> feedback loop
15:15:39  <andythenorth> hello Belugas
15:15:41  * Sacro unplugs Belugas
15:15:49  * Belugas bongs on desktop
15:15:52  <Pikka> andy: I got your pm, I'll see if I can knock up something commented :P
15:15:54  <andythenorth> Belugas: does your kid have an opinion on industry production?
15:16:03  <Belugas> candies?
15:16:03  <andythenorth> probably as useful as anyone else's
15:16:05  <Belugas> more!
15:16:22  <andythenorth> more!
15:16:25  <andythenorth> More I can do
15:16:40  <Belugas> In the midnight hours
15:16:41  <andythenorth> 2048t as default for every industry, forget the production boosting cargos?
15:16:42  <Belugas> she cries
15:16:44  <Belugas> more more more
15:16:53  <andythenorth> and only allow maglev?
15:17:43  <andythenorth> Pikka: thanks
15:18:30  <Eddi|zuHause> i'd like an 18th century industrial chain that produces like 1-4t per month, that you can handle with horses
15:18:30  <Pikka> heh
15:18:40  <Pikka> I'm just reading it and seeing if I can understand it myself :P
15:18:45  <Belugas> andythenorth, seriously, it might be a good idea.  jsut don't know how easy it could be to be done
15:19:06  <Eddi|zuHause> and the industrialisation starts with the introduction of railway into a region
15:19:09  <Belugas> nor if it would require some changes
15:19:31  <Eddi|zuHause> over the course of the next 100 years, the industries get more and more effective
15:21:46  <Eddi|zuHause> can you teach industries to start out only near a railway line?
15:24:23  <Pikka> no, you can't.  near a town, yes.
15:26:33  <Rubidium> Pikka: you can
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15:27:20  <Pikka> I don't know how/if the town rating variables now work in OTTD, with the possibility of >8 companies... but it /might/ be possible to check if the nearby town rates transport companies.
15:27:23  <Pikka> you can, Rubidium?
15:27:26  <Rubidium> callback 28 -> variable 62 -> bits of 'c'
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15:28:22  <Pikka> ah, yes
15:28:37  <Pikka> you can, then :)
15:29:07  <Eddi|zuHause> because the early industrialisation really depended on rail lines
15:29:35  <andythenorth> grr I got disconnected there :|
15:30:17  <andythenorth> Eddi|zuHause: what about canals / water transport?
15:30:29  <andythenorth> early industrialisation really depended on water
15:30:30  <Eddi|zuHause> basically until the automobile started to take over, which was at least one century later
15:30:50  <Eddi|zuHause> andythenorth: yes, that's an option, too
15:31:03  <andythenorth> but rivers aren't in the map generator :)
15:31:14  <Eddi|zuHause> that's the next problem i was going to mention ;)
15:31:23  <andythenorth> these are good ideas though
15:31:34  <andythenorth> FIRS will run a long way back, possibly pr 1800
15:31:36  <andythenorth> pre *
15:32:03  <andythenorth> there are lots of possibilities for controlling industry position and production in nfo
15:32:08  <andythenorth> but above all it has to be fun :)
15:32:39  <andythenorth> I do prefer when there's a pattern to where industries locate, as in PBI for example
15:32:53  <Eddi|zuHause> yeah, and delivering 200t+ industries with horses is not fun ;)
15:32:59  <andythenorth> no
15:33:08  <andythenorth> but there will be 300t boats in FISH...
15:33:41  <Eddi|zuHause> and 18th century boats were not that heavy either
15:34:01  <Eddi|zuHause> they often were dragged by manpower
15:35:06  <andythenorth> 24t industries would be very appropriate
15:35:22  <andythenorth> FIRS early industries will be things like the farms, blacksmith, windmill, dairy etc
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15:36:03  <Eddi|zuHause> when i think of early industrialisation, weavers come into mind
15:36:22  <andythenorth> the textile mill will exist early
15:36:26  <andythenorth> it's quite big though
15:37:23  <andythenorth> the glass works is also an early industry
15:37:34  <andythenorth> and the brewery...important :)
15:37:35  <Eddi|zuHause> yes, the textile mill sounds like a good idea for the first "big" industry
15:38:36  <andythenorth> back to primary industry question...
15:38:47  <andythenorth> I've thought about it, and it comes down to two options
15:39:13  <andythenorth> 1. deliver engineering supplies regularly and get large production increases / decreases
15:39:14  <Pikka> andy: pm sent
15:39:33  <andythenorth> 2. deliver engineering supplies regularly and get small production increases / decreases
15:39:39  <andythenorth> Pikka: thanks
15:39:58  <Eddi|zuHause> http://upload.wikimedia.org/wikipedia/commons/a/ae/Ilia_Efimovich_Repin_(1844-1930)_-_Volga_Boatmen_(1870-1873).jpg <- inspiration for river boats ;)
15:41:03  <andythenorth> being a volga boatman looks rubbish
15:41:14  <Belugas> [11:32] <andythenorth> I do prefer when there's a pattern to where industries locate, as in PBI for example  <--- would be easy when the regions feature is done
15:41:26  <Belugas> for that, it needs to really kick in...
15:41:33  <Belugas> i'm such a lazy bum
15:41:37  <andythenorth> Belugas: this regions feature sounds pretty exciting :D
15:42:18  <Belugas> oh it is indeed
15:42:28  <andythenorth> Pikka: woah that code's doing a lot of smart stuff
15:42:48  <Belugas> what's more, i had it in mind for a while, and was abosultely stunned to see that Yexo did started it!
15:43:26  <Eddi|zuHause> well, there's also this famous song about the wolga boatmen
15:43:56  <Belugas> "don't ship the mariner"?
15:43:56  <andythenorth> Belugas: is there any documentation for it?  I looked at trac, but what are regions intended to do?
15:44:08  <Belugas> "the rime of the Ancien Mariner"?
15:44:27  <Belugas> "Childern fo the sea"?
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15:44:56  <Belugas> andythenorth, there is a difference between what Yexo and i plan
15:44:59  <Belugas> but basically, it's the same
15:45:03  <andythenorth> fight!
15:45:06  <Belugas> define some regions on the map
15:45:17  <Belugas> those regions can be assigned to different porpertis
15:45:33  <Eddi|zuHause> http://www.youtube.com/watch?v=8WD0WVL-HjE&feature=channel_page
15:45:38  <Belugas> like (in may case) cole regions, agriculture etc
15:45:54  <Eddi|zuHause> Belugas: please tell me that you know that song...
15:46:00  <Belugas> in Yexo's case, (iirc) it wouldbe usefull to define type of towns etc...
15:46:08  *** th1ngwath is now known as thingwath
15:46:19  <Belugas> no youtube at work, my poor Eddi|zuHause
15:46:40  <Belugas> and last time you gave me one, i felt unconscious watching it ;)
15:46:48  <andythenorth> Belugas: sounds interesting
15:47:23  <andythenorth> could certain industries *only* be built in certain regions?
15:47:34  <Belugas> so many interesting ideas i want to do in Open...
15:47:56  <Belugas> andythenorth, that is something i want to put forward indeed
15:48:10  <Belugas> thus cole regions...
15:48:36  <Belugas> dunno how yet
15:48:42  <Belugas> vaporware inmy case
15:50:54  <andythenorth> Belugas: FIRS will / might include survey camps...primary industries have to be built near a survey camp.
15:50:59  <andythenorth> Might achieve a similar result...
15:54:33  <Belugas> yeah, i guess
15:56:57  <Belugas> i am fucking frozen at my station
15:57:04  <Belugas> it's roughly 15 celcius
15:57:09  <Belugas> we are all wearig our coats
15:57:17  <Belugas> coffee does not help
15:57:19  <Belugas> gagagagagagagagaga
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15:59:04  <Eddi|zuHause> over here they invented heating for that...
15:59:42  <andythenorth> would it be annoying if primary industry production never increases without engineering supplies?
15:59:44  <andythenorth> probably
16:00:23  <Eddi|zuHause> yeah, it should increase, but only slightly
16:00:47  <andythenorth> ok so supplies need to be fun, but not essential
16:01:14  *** Rhamphoryncus [~rhamph@d199-126-251-5.abhsia.telus.net] has joined #openttd
16:01:27  <andythenorth> I think doubling or halving industry production is silly
16:02:15  <andythenorth> (looking at cb29)
16:03:31  <andythenorth> hmm..not understanding how default production values work
16:03:41  <andythenorth> how are they randomised?
16:03:59  <andythenorth> do they persist, or does the random production change modify the defaults?
16:04:05  <Eddi|zuHause> i'm thinking along the line of: with a steady supply of engineering supplies, you get a higher average change, and when you stop supplying, it falls back
16:04:13  <andythenorth> Eddi|zuHause: I'm thinking the same
16:04:21  <andythenorth> that's why I'm trying to understand how the defaults work
16:04:30  *** nicfer1 [~Usuario@190.50.28.167] has joined #openttd
16:04:38  <Pikka> andy: there's a base number and a multiplier
16:04:45  <andythenorth> I'm thinking like 1 in 8 chance of increase without supplies, maybe 1 in 2 with supplies
16:04:52  <Pikka> the industries produce base^multiplier
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16:05:06  <andythenorth> Pikka: for each instance of an industry?
16:05:10  <Pikka> yes
16:05:14  <andythenorth> so they are randomised on construction
16:05:24  <andythenorth> (for base)
16:05:33  <Pikka> the base is fixed
16:05:49  <andythenorth> so the multiplier is what the random production change changes...
16:05:51  <Pikka> yes
16:05:54  <andythenorth> k
16:05:56  <andythenorth> makes sense
16:06:12  <andythenorth> if production < 1/4 base, industry closes?
16:06:39  <Pikka> yeah, if the multiplier gets too low
16:07:21  <andythenorth> Right I think I want to use cb 29 with value 0E
16:07:33  <andythenorth> or cb 35
16:08:13  * andythenorth needs to learn about random
16:08:31  <Pikka> hmm?
16:08:52  <Pikka> I don't know how often the "random production change" selects each industry
16:09:02  <andythenorth> Pikka: I'll use cb 35 - the monthly
16:09:07  <andythenorth> I want something like:
16:09:21  <andythenorth> no supplies waiting: 1 in 8 chance of 32 unit prod increase
16:09:23  <Pikka> I don't think cb35 existed when I started PBI... :o
16:09:34  <andythenorth> supplies waiting: 1 in 2 chance of 32 unit prod increase
16:09:42  <andythenorth> values subject to tweaking
16:09:47  <Pikka> sounds fair enough
16:10:21  <andythenorth> I can do random in python, but unfortunately python != nfo
16:10:27  <andythenorth> shame
16:10:40  <Pikka> :P
16:10:43  <Pikka> it's not too hard
16:12:59  <andythenorth> looks like cb 29 has random bits
16:13:30  <andythenorth> but I don't get how I do the equivalent of Math.floor(8 * Math.random()) to get a value in range 0 to 7
16:13:42  <andythenorth> or am I thinking wrong about this?
16:14:09  <Pikka> var 18 contains random bits
16:14:59  <Pikka> so if you want to get a number from 0-7, just grab 3 bits from that var
16:15:43  <Pikka> 18 00 07 will give you the lowest 3
16:16:37  <Pikka> (I assume cb35 has the same random bits, btw, since it says it works the same)
16:19:45  <andythenorth> and then use the result in a varaction 2 as per usual?
16:20:15  <andythenorth> I'd better go and write some pseudo code :)
16:20:57  <Pikka> yep, that's right
16:22:27  * andythenorth wonders how the bits are re-randomised...
16:22:40  <andythenorth> thinking of doing a 1 in 8 chance of production increase, or decrease
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16:23:11  <Pikka> I assume they're rerandomised every time the callback is called
16:23:23  <Pikka> wouldn't be very useful in the callback otherwise
16:23:51  <Pikka> 1 in 8 increase, 1 in 8 decrease, 6 in 8 neither?
16:24:11  <andythenorth> oh I get it
16:24:15  <Pikka> 18 00 07 02 <increase> 00 00 <decrease> 01 01 <neither>
16:24:37  <andythenorth> :)
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16:24:58  <Pikka> :thumbsup:
16:25:23  <andythenorth> back to the pseudo code...
16:25:41  <andythenorth> Pikka: maybe you and frosch123 should take shifts on nfo consultancy :)
16:25:49  <Pikka> I thought we did? :P
16:26:05  <Rubidium> don't forget the other nfo consultant
16:26:41  <andythenorth> Rubidium: I think there are several :)
16:26:53  <andythenorth> all very very helpful
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16:31:41  <Pikka> heh @ Whos
16:31:53  <Pikka> this is the guy who wanted to hide the IP address of his server
16:32:28  <blathijs> So he couldn't be "hacked" or something? :-)
16:32:40  <Eddi|zuHause> "please call me, but i won't give you my phone number"
16:33:28  <Belugas> feels like mb...
16:33:40  <Belugas> no pms, just emails
16:33:46  <Belugas> and... where is your address???
16:34:03  *** Muxy [~Muxy@nt2001.opsio.fr] has quit [Quit: Back to the Goulp]
16:34:05  <Eddi|zuHause> well, that was fairly easy to figure out, but that email is gone now
16:34:08  *** Polygon [~Poly@x0581b.wh7.tu-dresden.de] has joined #openttd
16:34:56  <blathijs> Eddi|zuHause: You should use the operator service then, since they'll just connect you without telling you the number :-p
16:35:50  <Eddi|zuHause> yeah, that's called "port forwarding" ;)
16:36:27  <blathijs> Or an open proxy :-p
16:37:06  *** frosch123 [~frosch@frnk-590c3f6b.pool.mediaWays.net] has joined #openttd
16:38:46  <Pikka> my point is that he wanted to hide the IP address of his server, and now he's started a new thread complaining that his server doesn't work "because he's finding wrong IP adress". :)
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16:44:10  <SpComb> yay, I referenced the OpenTTD wiki in my coursework assignment
16:44:21  <SpComb> "The solution is modeled on the author's extensive experience building train networks in Transport Tycoon, being to some degree a limited, simplified implementation of "Path Signals" as present in newer versions of OpenTTD"
16:44:47  <SpComb> (http://www.cs.hut.fi/Studies/T-106.5600/2009/HW1.shtml)
16:46:15  <andythenorth> http://wiki.ttdpatch.net/tiki-index.php?page=Callbacks#Random_production_change_29_
16:46:46  <andythenorth> does 0D increase *production* by 1, or the production *multiplier* by 1?
16:46:55  <nicfer1> hmmm, may run openttd on pandora?
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16:47:40  <frosch123> andythenorth: the multiplier
16:47:50  <andythenorth> that's more useful for me
16:47:54  <andythenorth> and hello frosch123
16:48:02  <andythenorth> you've come just at the right time :D
16:48:55  <Eddi|zuHause> Belugas: maybe this is more helpful for you than youtube: http://www.abc-edition.at/g/grafik/5001b.JPG (upper one) ;)
16:49:31  *** Lakie [~Lakie@91.84.251.149] has joined #openttd
16:49:32  <nicfer1> that uses a 600mhz arm processor, 256mb of ram, an powerful, opengl 2.0ES-compliant graphics card and a physical keyboard/joystick (1 digital and 2 analog nubs and four keys)
16:50:23  <Eddi|zuHause> that sounds sufficient
16:52:10  <nicfer1> hmmm... is 'faster' 600mhz for arm processors than 600mhz on x86 processors?
16:52:20  <nicfer1> or is that incomparable?
16:52:43  <Eddi|zuHause> i don't know enough about arm for that...
16:52:51  <Belugas> Eddi|zuHause, i'm sorry to disappoint you.  I cannot read partitions like that.  only tablatures.  i know my notes, but i totally forgot what they represent on that writing
16:52:53  <Eddi|zuHause> most likely completely incomparable
16:54:28  <fjb> nicfer1: ARM should be faster than x86.
16:54:30  <Belugas> i kow my scales too.... dorian, phrygian etc... etc... but read notes... naaaa.. i was able at one point.  i played violin way back then (from 6 to 12 years) then mother Rock Guitar called me and blew me away from that field
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16:54:40  <andythenorth> lets see if I broke the game
16:54:41  <andythenorth> ...
16:59:27  <andythenorth> ooops
16:59:51  <andythenorth> cb35 won't work if not enabled in action 0 (forehead slap)
17:01:19  <andythenorth> need to set bit values 4, 20, and 80.
17:01:28  <andythenorth> how do I do that  :O
17:01:42  <andythenorth> I get 04 01 which is not a byte
17:02:22  <Eddi|zuHause> you do know that 20+80=A0?
17:02:40  <andythenorth> then + 4 = A4
17:02:56  <andythenorth> cookie for Eddi|zuHause
17:03:13  <Rubidium> \b104 ?
17:03:44  <Eddi|zuHause> Rubidium: no, that is not what he wants ;)
17:04:21  *** Seberoth [~seberoth@xdsl-84-44-239-66.netcologne.de] has quit [Read error: Connection reset by peer]
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17:05:03  <Rubidium> Eddi|zuHause: why not?
17:05:42  <Rubidium> 4 + 20 + 80 = 104 and let grfcodec convert that to hex using \b<dec>
17:06:56  *** ecke [~ecke@213.195.231.53] has quit [Ping timeout: 480 seconds]
17:09:15  <frosch123> iirc there was some unfinished feature that allowed \b(4 20 80 + +)
17:09:16  * fjb doesn't think that 80 decimal is the same as 80 hex.
17:09:32  <frosch123> err \b(0x04 0x20 0x80 + +)
17:10:48  <Rubidium> hmm, that's a good point ;)
17:13:11  <nicfer1> (14:09:22) frosch123: iirc there was some unfinished feature that allowed \b(4 20 80 + +)
17:13:11  <nicfer1> (14:09:23) ***fjb doesn't think that 80 decimal is the same as 80 hex.
17:13:31  <andythenorth> http://paste.openttd.org/217407
17:13:33  <nicfer1> how comes that there's one second of difference between those messages?
17:13:43  <nicfer1> if fjb so fast?
17:13:50  <nicfer1> is*
17:13:58  <andythenorth> I build my code up in stages....if I've understood that pastebin code correctly, industry should reduce production pretty fast
17:13:58  <Rubidium> 1) network lag
17:14:04  <Rubidium> 2) he replied to someone else
17:14:04  <frosch123> nicfer1: don't ignore rb
17:14:27  <andythenorth> returning 08 to cb 29 decreases production by 32
17:14:31  <Rubidium> 3) with frosch123 you need quick reflexes if you want to wish him a good night
17:14:34  <andythenorth> only in game, it doesn't :|
17:14:45  * fjb is fast.
17:14:55  <nicfer1> oh I understand
17:15:05  *** TrainzStoffe [~mirc@237.203.216.81.static.g-td.siw.siwnet.net] has joined #openttd
17:15:15  <nicfer1> happened to me in various IRC channels
17:15:44  <nicfer1> must be the international connection latency
17:16:21  *** Muxy [~Benoit@smtp.bdelalande.net] has joined #openttd
17:17:39  <fjb> nicfer1: The reply was to Rubidium but was also suitable to frosch123.
17:18:25  <nicfer1> aha there's the problem
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17:22:32  <Pikka> andy: industries only run cb29 when they're picked by the random production changer, that doesn't happen every month for every industry.  also, is there an action 0 bit for cb29?
17:23:01  *** Progman [~progman@p57A1FF32.dip.t-dialin.net] has quit [Remote host closed the connection]
17:23:41  * andythenorth slaps self on forehead (again)
17:24:00  <andythenorth> tries with cb 35
17:24:57  <andythenorth> Pikka: yes there is an action 0 bit for cb29 and cb 35
17:25:39  <andythenorth> yay result
17:25:44  <andythenorth> every iron mine just closed
17:25:55  <andythenorth> returning 08 to cb 35 is pretty brutal :)
17:26:28  <andythenorth> could be time for a celebration tea
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17:34:46  <MyCatVerbs> Hey Andy. I thought the iron mines always closed all by themselves in practice? :)
17:40:45  <andythenorth> 04	Do the standard random production change as if this industry was a primary one.
17:40:54  <andythenorth> but what is the standard random production change?
17:40:57  *** b_jonas [~x@dsl51B6187C.pool.t-online.hu] has joined #openttd
17:41:20  <CIA-4> OpenTTD: rubidium * r17776 /trunk/src/ (6 files in 2 dirs): (log message trimmed)
17:41:20  <CIA-4> OpenTTD: -Codechange: [SDL] make "update the video card"-process asynchronious. Profiling
17:41:20  <CIA-4> OpenTTD: with gprof etc. hasn't shown us that DrawSurfaceToScreen takes a significant
17:41:20  <CIA-4> OpenTTD: amount of CPU; only using TIC/TOC it became apparant that it was a heavy
17:41:20  <CIA-4> OpenTTD: CPU-cycle user or that it was waiting for something.
17:41:21  <CIA-4> OpenTTD: The benefit of making this function asynchronious ranges from 2%-25% (real time)
17:41:23  <CIA-4> OpenTTD: during fast forward on dual core/hyperthreading-enabled CPUs; 8bpp improvements
17:41:57  <Pikka> andy: it randomly doubles or halves or neithers the production, or increases/decreases by 1 in OTTD with smooth economy.
17:42:30  <andythenorth> Pikka: ta very much
17:42:40  <andythenorth> I think this is going to be pretty simple then
17:42:53  <andythenorth> no supplies supplied: let the game do production changes
17:43:02  *** |Jeroen| [~jeroen@94-224-31-113.access.telenet.be] has quit [Quit: oO]
17:43:07  <andythenorth> supplies supplied: random chance of production increase
17:43:39  <boekabart> asynchronious?
17:43:44  <boekabart> asynchronous!
17:43:53  *** frosch123 [~frosch@frnk-590c3f6b.pool.mediaWays.net] has quit [Remote host closed the connection]
17:44:05  <Sacro> your mum is asyncronous
17:44:54  *** boekabart is now known as asyncronouss_son
17:45:27  <CIA-4> OpenTTD: translators * r17777 /trunk/src/lang/ (4 files in 2 dirs):
17:45:27  <CIA-4> OpenTTD: -Update from WebTranslator v3.0:
17:45:27  <CIA-4> OpenTTD: basque - 7 changes by Thadah
17:45:27  <CIA-4> OpenTTD: danish - 8 changes by krak
17:45:27  <CIA-4> OpenTTD: greek - 47 changes by fumantsu
17:45:29  <CIA-4> OpenTTD: thai - 43 changes by sf_alpha
17:45:45  <asyncronouss_son> happy r17777 everyone!
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17:49:15  <andythenorth> why would industry production decrease if I am controlling both the random change cb and monthly production change cb?
17:49:31  <andythenorth> (assume I am only increasing with my code)
17:49:50  *** asyncronouss_son is now known as boekabart
17:50:31  <Pikka> it wouldn't
17:50:59  *** Terkhen [~Terkhen@204.68.220.87.dynamic.jazztel.es] has joined #openttd
17:51:41  <andythenorth> must be doing something wrong then :)
17:51:43  <Terkhen> good evening
17:51:52  <_ln> buenas tardes
17:51:52  <andythenorth> grr
17:51:53  <Pikka> how are you gentlemen
17:53:30  <andythenorth> iron ore mine: month 1 80t
17:53:34  <andythenorth> month 2 90t
17:53:41  <andythenorth> month 2 and a bit: 88t
17:53:44  <andythenorth> month 3 99t
17:54:04  <andythenorth> but I have no code for decrease, and I think I'm handling all production change cbs
17:54:17  <andythenorth> nothing is being transported...
17:54:25  <Rubidium> months don't have a set number of production moments
17:54:40  <Rubidium> some months have 8, others 9 (or something like that)
17:54:48  <andythenorth> k
17:54:49  <Pikka> yes
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17:54:54  <andythenorth> makes perfect sense
17:55:01  <andythenorth> winner
17:55:13  <andythenorth> I need a faster 'fast forward' in game :D
17:55:27  <Pikka> turn off "full animation", that speeds it up quite a lot
17:55:52  <Belugas> would make more sens to collect data on a yearly basis
17:55:54  <Belugas> UNLESS
17:56:00  <Belugas> you are running a 256*256 map
17:56:06  <boekabart> and update to 17776, 2% - 25% difference !
17:56:15  <Belugas> then you'll be truely monthly
17:56:28  <Rubidium> use r17776+ + disable full animation + disable full detail + use sdl + use 32bpp + use a small map + use a small resolution + zoom in + scroll to a corner
17:56:53  <andythenorth> just turning off full animation is scarily faster!
17:57:18  <Rubidium> oh, disable autosave
18:00:12  *** Zahl_ [~Zahl@e179086027.adsl.alicedsl.de] has joined #openttd
18:00:30  <b_jonas> hello
18:02:09  <Alberth> hello
18:04:09  <Pikka> get out you fools!
18:04:18  <Alberth> bye
18:04:21  *** Alberth [~hat@a82-95-164-127.adsl.xs4all.nl] has left #openttd []
18:04:27  <Pikka> muahahaha
18:04:33  <Pikka> come back you fools!
18:05:45  *** Alberth [~hat@a82-95-164-127.adsl.xs4all.nl] has joined #openttd
18:05:51  <Alberth> hello
18:06:19  *** MyCatVerbs [~mycatverb@lurkingfox.co.uk] has quit [Quit: BRB, charset is wrong.]
18:06:31  <Pikka> hello Alberth
18:06:42  <Alberth> hello Pikka :)
18:07:39  *** MyCatVerbs [~mycatverb@lurkingfox.co.uk] has joined #openttd
18:07:41  *** Zahl [~Zahl@78.52.123.117] has quit [Ping timeout: 480 seconds]
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18:13:11  <andythenorth> hey it's kind of working
18:13:17  <andythenorth> it being production boosting
18:14:37  <MH-Nick> hey guys,
18:14:42  <MH-Nick> first time playing multiplayer but having version mismatch problems
18:14:51  <MH-Nick> just upgraded to 0.7.3, and trying to join a game with the same but still seeing the version mismatch,
18:14:55  <MH-Nick> anything i'm missing?
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18:16:25  <b_jonas> I should try openttd once
18:16:33  <Rubidium> in the window where you see that version mismatch error, what version of OpenTTD does it say the server is running?
18:16:50  <MH-Nick> the same, 0.7.3
18:17:22  <Rubidium> how's the server called?
18:17:52  <Rubidium> and is the error really "version mismatch" or is it something else?
18:18:59  <MH-Nick> an eg. one i'm looking at is !!!Luukland's Server!!!   -  I'm seeing the 'version mismatch' error and the Join button is shaded out
18:19:27  <Eddi|zuHause> MH-Nick: what does your title bar say which version you have?
18:20:09  <MH-Nick> hm, its reading its off as r14550
18:20:28  <Rubidium> then you're definitely not running 0.7.3 :)
18:20:30  <Eddi|zuHause> then that's not 0.7.3
18:20:49  <MH-Nick> ye.. :/
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18:23:12  <Alberth> b_jonas: before you know it, you're hooked to the game ;)
18:23:28  <b_jonas> I'm already hooked to ttd, and I'm playing ttdpatch right now
18:23:42  <b_jonas> and I'm trying to understand how to use presignals
18:24:20  <MH-Nick> ah ha :)
18:24:26  <MH-Nick> reinstalled the updated and its working fine
18:24:33  <MH-Nick> cheers guys
18:25:39  <b_jonas> or in general how I should set up this goods transport where I want to run three trains but I can only use two tracks
18:25:40  <fjb> Presignals become green when one exitsignal becomes green.
18:26:10  <b_jonas> I want to know if I can use presignals in cases where the stations are large enough but I can't use enough tracks
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18:26:30  <b_jonas> the simplest method would be to just buy the pink company that's blocking my way and then I can build a triple track
18:26:56  <fjb> You don't need a track for each train.
18:27:02  <b_jonas> sure I don't
18:27:08  <Alberth> b_jonas: nah, that's too easy :)
18:27:11  <b_jonas> I can do that without pre-signals as well
18:27:20  <b_jonas> but I wonder if pre-signals give a better way
18:27:39  <boekabart> shouldn't PBS signals help you enough?
18:27:51  <b_jonas> boekabart: yeah, those would certainly help
18:27:56  <fjb> boekabart: He is usinf TTDRatch.
18:27:56  <b_jonas> but this is only ttdpatch
18:27:57  <Alberth> they can make a train wait *before* the junction
18:28:09  <andythenorth> looks like I need to learn something about variable scope in varaction 2 chains...
18:28:10  <fjb> TTDPatch
18:28:13  <b_jonas> I will try PBS in openttd certainly
18:28:18  <Rubidium> fjb: ttdpatch has more signal types than openttd
18:29:19  <fjb> Rubidium: Yes, but PBS is associated with YAPP in my brain.
18:29:27  <b_jonas> PBS would help a great deal in that I can run three or four trains on two tracks in such a way that one breaking down can't block the path for the others
18:29:39  <b_jonas> I think I can't do that without PBS
18:29:56  <b_jonas> I mean in a way that if one breaks down then _any_ other can still pass
18:34:01  <b_jonas> I also want signal-less depots but ttdpatch can't give those to me either
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18:34:18  <fjb> There should be examples in the TTDPatch wiki.
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18:35:30  <b_jonas> there's a good example savegame with two stations with presignals
18:37:18  <andythenorth> would there be an easy way to show the current industry production multiplier in the industry window
18:37:19  <andythenorth> ?
18:37:37  <Rubidium> andythenorth: depends on what you call easy
18:37:45  <andythenorth> copy and paste :P
18:37:58  <andythenorth> I guess I go and look in the savegame internals right?
18:38:04  <Rubidium> andythenorth: anyhow... callback 3a
18:38:04  <andythenorth> there's nothing here
18:38:05  <andythenorth> http://wiki.ttdpatch.net/tiki-index.php?page=VarAction2Industries
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18:51:58  <b_jonas> the greatest feature I like in ttdpatch is the hotkeys for the buttons of the train and road toolbars
18:52:16  <b_jonas> and openttd has that too
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18:52:32  * Rubidium reckons TTD has them too
18:54:24  <SpComb> OpenTTD's Path-Signals are different (and better) than TTDPatch's PBS signals
18:55:42  <Eddi|zuHause> even TT had these hotkeys
18:56:50  <_ln> indeed
18:57:20  <Belugas> the greatest feature i like in TTD is that you can have trains and planes and trucks and ships
18:57:25  <Belugas> wow... that is soooo cool
18:57:43  <_ln> not to mention, soooo realistic
18:58:24  <Belugas> you want a kick? you want one?  please... say so!
18:58:53  <Rubidium> so!
18:59:08  *** _ln was kicked from #openttd by Belugas [SO!!!!!]
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18:59:41  <_ln> Belugas: wasn't unrealistic to expect that.
18:59:52  <Belugas> :)
19:02:54  <Rubidium> so... time to make some dinner? so desu
19:04:36  <b_jonas> Rubidium: they have only 1-4
19:04:40  <b_jonas> ttdpatch has more
19:04:41  *** bb10 [~nn@dhcp-077-249-031-191.chello.nl] has quit [Ping timeout: 480 seconds]
19:05:31  <b_jonas> it has ` for dozer, 5 for dinamite, 6 for raise, 7 for lower, 8 for depot, 9 for station, 0 for signal, - for bridge, = for tunnel, \ for buy land
19:05:43  <b_jonas> just 1 to 4 isn't enough
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19:09:43  <TrueBrain> this is #openttd, right?
19:10:51  <Eddi|zuHause> occasionally
19:11:04  <TrueBrain> hehe
19:11:10  <TrueBrain> fair enough ;)
19:11:27  <Belugas> naaaa... it's #reality_check
19:11:33  <Eddi|zuHause> it's not like this is more off-topic than the usual talk around here :p
19:11:57  * TrueBrain hugs Belugas
19:12:56  <b_jonas> TrueBrain: yep
19:13:09  <b_jonas> TrueBrain: I'm explaining why I should try openttd later
19:13:13  <b_jonas> it has those hotkeys too
19:13:23  <TrueBrain> yes, that is indeed the only good reason :)
19:13:24  <TrueBrain> haha
19:13:35  <TrueBrain> in the years I read many reasons .. but this one makes it to the top10 (not number 1 :p)
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19:23:35  <TrueBrain> "AH! A BEAR!" - "AH! A BLACK PERSON!"
19:24:05  <Eddi|zuHause> the cleveland show might get funny ;)
19:24:22  <TrueBrain> I love the intro: "And HE gets his own show?!"
19:24:41  <TrueBrain> "I misread a signal, it happens!"
19:24:46  <Eddi|zuHause> TrueBrain: did you watch the matching family guy episode yet? :p
19:25:06  <TrueBrain> I don't really watch family guy .. only when I am really bored
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19:31:44  <insulfrog> hi all
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19:40:47  <_ln> j
19:41:03  <_ln> ok, that was return, not backspace.
19:41:22  <_ln> anyway, it is illegal to drink alcohol on the streets of amsterdam?
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19:44:31  <andythenorth> stupid stupid ISP
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19:47:05  <boekabart> _ln: it might be on some, but only i case there is a local (street/area) restriction
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19:49:02  <andythenorth> Which is better:
19:49:17  <andythenorth> 1. industry production increases if Engineering Supplies waiting to be processed
19:49:32  <andythenorth> 2. industry production increases if Engineering Supplies delivered in last 30 days
19:49:33  <andythenorth> ??
19:50:16  <davis> are there any "good" openttd servers asides from openttdcoop , i kind of remember "brianettas standard" with UKRS(?) but seems like it went offline a while ago // sorry for crosschatting.
19:50:20  <_ln> boekabart: ok, thanks, i was watching some tv documentary which made the simplification that it's simply illegal.
19:51:58  <TrueBrain> boekabart: "open dronkenschap" is still illegal ;)
19:53:36  <Eddi|zuHause> andythenorth: how about: you consume 1 engineering supply every 30 days?
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19:54:33  <andythenorth> Eddi|zuHause: it will be something like that, but the processing callback and the production change callback are pretty disconnected
19:54:46  <andythenorth> I don't want to get into storing things in registers....
19:54:58  <Eddi|zuHause> davis: i suggest sorting the servers for number of clients ;)
19:55:10  <andythenorth> this is to decide the production change multiplier
19:55:19  <andythenorth> not just the production for 1 month
19:55:19  <davis> well it's not about clients , rather about , uhm
19:55:20  <Eddi|zuHause> davis: should give you a pretty decent idea about "good" servers
19:55:23  <davis> some certain level?
19:55:37  <davis> well as in servers with players from irc
19:55:45  <davis> servers that arn't full of people that terraform the whole map
19:56:04  <davis> a good selection of newgrf would be a plus aswell :p
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19:57:52  <Rubidium> oh... I had a server without people who terraformed the whole map a while ago
19:58:40  <davis> maybe it's not only the server , even though i love newgrf. i miss servers with thoughtful players
19:58:42  <Rubidium> although you'd probably run away screaming :)
19:59:21  <Eddi|zuHause> you ran a toyland server? :p
19:59:38  <Rubidium> no, a 0.3.5 server
19:59:49  <Eddi|zuHause> ah, yes, i remember ;)
19:59:59  <davis> haha
20:01:52  <Zuu> Which is then understandable that nobody came there and terafromed it to death. Nobody would go to the extent of obtaining a 0.3.5 client just to do that. :-)
20:02:17  <Rubidium> it probably didn't even have draggable leveling ;)
20:02:30  <TrueBrain> Rubidium: so you suggest that we all play a few versions below the latest stable? :)
20:03:13  <Rubidium> if 'stable' includes the nightlies, then why not :)
20:03:21  <Rubidium> (at least if you want OSX clients)
20:03:24  <Zuu> Low enough that there are not just some random people who have forgot to update their clients.
20:03:57  <davis> =)
20:04:53  *** Muxy [~Benoit@smtp.bdelalande.net] has joined #openttd
20:05:24  <Zuu> Playing on non-nightly versions is probably also quite effective since then everyone has to compile themself. Though that is a bit tedious depending on how frequent updates are made.
20:06:18  <davis> optional someone could setup another server and make it similear to the coop system , e.g requesting password via irc
20:06:33  * davis shrugs
20:07:27  * Zuu liked when he got a special URL to retreive the password. Unfortuatelly Ammler removed that one after a year or something. :-)
20:07:31  *** andythenorth_ [~andy@87.112.235.186] has joined #openttd
20:07:37  <andythenorth_> grr everytime I want to ask an nfo question I get timed out
20:07:38  *** andythenorth [~andy@87.114.171.116.plusnet.thn-ag1.dyn.plus.net] has quit [Ping timeout: 480 seconds]
20:07:43  *** TheMask96- [martijn@greed.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds]
20:09:08  <Eddi|zuHause> so what was the question?
20:09:22  *** FR^2 [frr@frquadrat.de] has quit [Quit: Der Worte sind genug gewechselt, lasst mich auch endlich Taten sehn!]
20:10:08  <Zuu> That said I don't really see a problem of having to join an IRC channel to retreive the password for a game server.
20:11:25  <davis> Well , assuming that the "irc community" has more knowledge in/with openttd than the average public player
20:11:43  <davis> it might raise the quality level of an "public" game
20:11:44  <davis> :p
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20:15:35  <CIA-4> OpenTTD: rubidium * r17778 /trunk/src/debug.h: -Fix: remove unneeded newline from 'TOC' debug lines.
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20:38:57  <Pikka> davis: yeah, I miss brianetta's servers, and petern's server...
20:39:02  <Pikka> wb andy
20:39:24  <Brianetta> Pikka: You and Sacro are the only ones who've ever even commented, to my knowledge.
20:39:54  <andythenorth> grr internet
20:40:20  <andythenorth> my ADSL doesn't like the rain
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20:40:33  <andythenorth> I've put an nfo question on the forums
20:40:33  <andythenorth> http://www.tt-forums.net/viewtopic.php?f=68&t=45512&p=825054#p825054
20:40:42  <Sacro> :(
20:41:38  <Pikka> sorry Brianetta. :o fwiw scuddles was saying the same thing on steam not long ago
20:42:14  <Pikka> andy: I do exactly that in the iron ore mine example I sent you
20:42:52  <andythenorth> Pikka: I'm just reading that now...
20:43:04  <Pikka> a flag to do something only once a month.  if I'm reading what you want to do correctly. :)
20:43:21  <andythenorth> yes
20:43:26  <andythenorth> sort of
20:43:32  <Pikka> hmm
20:43:40  * Pikka reads more carefully
20:43:59  <andythenorth> more a flag to say 'there was cargo waiting this month'
20:44:12  <Pikka> right
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20:44:55  <Pikka> in that case... even easier...
20:44:57  * Pikka wikis
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20:47:08  <Pikka> I'd say set a flag during the production callback
20:47:11  *** andythenorth_ [~andy@87.115.167.148] has joined #openttd
20:47:22  <Pikka> I'd say set a flag during the production callback
20:47:33  <Pikka> and then check/clear it in the monthly?
20:47:42  <andythenorth_> using the grebs logs as my irc client sucks :P
20:47:46  <andythenorth_> Pikka: yep
20:48:06  <andythenorth_> exactly
20:48:06  * andythenorth_ scared of registers
20:48:14  <Belugas> me too...
20:48:19  <Belugas> sales registers that is...
20:48:57  <Pikka> there's nothing to 'em
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20:49:43  <Pikka> you write to them by calculating the value, then use an advanced 2 operator 10 and var 1A 00 <register #>
20:49:51  <Pikka> and you read them just like any other action 2 variable
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20:55:21  <Pikka> speaking of drawing, I don't suppose you have the coaster hull with no superstructure, do you?  I was thinking of trying to turn it into a generic 19th century sailing ship
20:56:44  <Pikka> it wouldn't be too hard to take it off myself, of course :)
20:57:03  * davis =)
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20:57:17  <Pikka> there he goes
20:57:19  <Pikka> there he goes again
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20:57:40  <davis> he'll be back , maybe.
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20:58:07  <andythenorth> Pikka: I'll have a look
20:58:08  <Sacro> Brianetta: revive the server :(
20:58:22  <davis> indeed
20:58:33  <Sacro> ooh, monospace font with cyrillics
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20:59:05  <Pikka> Brianetta: when http://www.pruplethingz.com/ttdp/blog/1000tl1.png is ready for testing, perhaps? :P
21:00:05  <Sacro> sexy
21:01:09  <davis> what set is that , ukrs?
21:01:22  <Pikka> nope
21:01:24  <Pikka> :P
21:01:39  <davis> haha , help me out then
21:01:43  <davis> i didn't play in ages.
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21:02:14  <Pikka> it's a set that's not been released or publically discussed yet, so it wouldn't help if you had :P
21:02:15  <frosch123> railroad tycoon had "mogul" in america and "spinner" in uk iirc
21:02:46  <Pikka> mogul is the general term for a 2-6-0, frosch
21:03:01  * frosch123 knew he had no clue
21:03:19  <davis> ah , thanks. :)
21:03:36  <Pikka> and spinner for british 4-2-2s, particularly the midland 115 class
21:03:54  <Pikka> NARS has a 2-6-0 Mogul too :)
21:04:13  <Eddi|zuHause> 4-2-2 sounds like a weird setup..
21:04:43  <Eddi|zuHause> one driven axle and 3 undriven ones...
21:04:47  <Pikka> yep
21:05:11  <Pikka> plenty of speed 'cause they didn't lose much to friction, no coupling rods.  but rather poor TE. :)
21:05:26  <Pikka> http://en.wikipedia.org/wiki/Midland_Railway_115_Class
21:05:44  <Pikka> locomotion's 4-2-2 is a http://en.wikipedia.org/wiki/GNR_Stirling_4-2-2
21:06:02  <Eddi|zuHause> i never played locomotion
21:06:08  *** andythenorth [~andy@87.114.140.86.plusnet.thn-ag1.dyn.plus.net] has quit [Ping timeout: 480 seconds]
21:06:39  <_ln> i bought locomotion as soon as it was released, and...
21:07:03  *** andythenorth [~andy@87.112.66.54.plusnet.ptn-ag2.dyn.plus.net] has joined #openttd
21:07:05  <Eddi|zuHause> i have a locomotion CD that my brother gave me...
21:07:15  <andythenorth> ah ha
21:07:45  <Pikka> I have the music from locomotion in my TTD playlist... that's about all it's good for. :P
21:07:57  <andythenorth> Pikka: still scared of registers
21:08:08  <andythenorth> got a branching action2 chain hack for the same result
21:08:10  <_ln> and I wonder if they still haven't released a fixpak that would fix the flaws of UI.
21:08:23  <andythenorth> but I think it's lame to duck the issue :P
21:08:45  <insulfrog> I quite like locomotion becaue you have a bit more flexability in creating unique junctions and station placement
21:09:16  <andythenorth> going to try setting the flag
21:09:29  <Pikka> um
21:09:41  <Pikka> ya
21:09:57  <_ln> locomotion certainly has some advantages and nice ideas compared to *TTD.
21:10:23  <andythenorth> so instead of returning a result, or an action 2 id, I just write to the register?
21:10:27  <andythenorth> crazy talk
21:10:30  <Pikka> no
21:10:31  <insulfrog> one junction you can have in locomotion is the '4 level stack interchange'
21:10:43  <Pikka> you still have to return a result...
21:11:48  <andythenorth> oh poop
21:11:51  <andythenorth> as we say in the north
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21:12:12  <Pikka> hehe
21:12:30  <Pikka> the writing to the register happens as part of the adv. 2 calculating
21:13:33  <Pikka> thanks for the link :)
21:13:36  <andythenorth> If I branch an action 2 chain, will everyone else promise not to notice?
21:13:48  <andythenorth> even though I should do things properly
21:14:12  <Pikka> what's wrong with branching an action 2 chain?
21:14:47  <andythenorth> nothing
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21:14:55  <Pikka> :P
21:14:57  <andythenorth> but it does create spaghetti code
21:15:12  <Pikka> not really
21:16:05  <Pikka> but maybe we're thinking of different things :P
21:16:48  <andythenorth> I'll stick my code on the forum in a minute...if it works
21:16:56  <Pikka> okay
21:18:34  <insulfrog> brb
21:21:16  *** Progman [~progman@p57A1FF32.dip.t-dialin.net] has joined #openttd
21:21:47  <davis> "Both OpenTTD and TTDPatch are not totally standalone games—while OpenTTD does not need the Transport Tycoon Deluxe executables, it needs the game's graphics files"
21:21:52  <davis> is that still valid , due opengfx?
21:22:35  <Rubidium> it is still valid for 0.7, it isn't valid for trunk anymore (with opengfx + opensfx or nosound)
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21:23:21  <davis> ah okay
21:24:25  <Pikka> btw andy, you need a fish link in your sig
21:26:22  <andythenorth> :)
21:26:28  <andythenorth> "FISH is Ships"
21:27:23  <Pikka> yeah, I got to the thread via your website. :P
21:28:40  <insulfrog> back
21:29:42  <Eddi|zuHause> nobody cared
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21:32:05  <Pikka> now now...
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21:35:39  * davis slaps Pikka around a bit with a large trout
21:35:58  <davis> let's force Bri*anetta to re-open his server
21:36:01  <davis> :3
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21:36:21  <Pikka> you first
21:36:39  <davis> haha
21:36:57  <davis> 	Age before beauty.
21:37:10  <davis> go ahead :p
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21:47:27  <Pikka> code looks quite reasonable, andy :P
21:48:02  <Pikka> not dissimilar to what I do with my stockpiling... the more there is waiting, the faster it gets processed :)
21:50:10  <andythenorth> well I might stick with it because it works and it doesn't make my brain hurt
21:51:04  <Zuu> andythenorth "FISH is Ships"  <-- not "FISH n Ships"? :-)
21:51:23  <andythenorth> :P
21:51:26  <andythenorth> ok bedtime
21:51:44  <andythenorth> final scores: nfo 2, /me 1
21:51:54  <andythenorth> so I lose
21:52:28  <andythenorth> |glum
21:52:51  <andythenorth> but tomorrow is another day!
21:52:54  <andythenorth> ;)
21:53:10  <Zuu> Yea, then the scores are reset again :-)
21:53:25  <andythenorth> one day someone will do something sane, like implement a python - nfo compiler
21:53:31  <andythenorth> and world peace
21:53:43  <Rubidium> but... tomorrow starts in 7 minutes if you accept my timezone :)
21:54:07  <andythenorth> well I'd better get some sleep before tomorrow comes then.
21:54:09  <andythenorth> good night
21:54:22  <Pikka> g'night
21:54:23  <Rubidium> python and sane :)
21:54:35  *** andythenorth [~andy@87.114.22.44.plusnet.thn-ag3.dyn.plus.net] has quit [Quit: andythenorth]
21:55:17  <Eddi|zuHause> <andythenorth> one day someone will do something sane, like implement a python - nfo compiler <-- hey, i did something like that ;)
21:55:56  <Eddi|zuHause> only i did not get to the varaction2 part
22:00:07  <Terkhen> good night
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22:03:24  <Eddi|zuHause> the problem with basing it on python is that python has no "case" statement, but that is the fundamental structure of a varaction2
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22:31:23  <Sacro> where do all the cool kids play openttd now?
22:32:24  <Rubidium> at home?
22:32:43  <Rubidium> although probably... not?
22:32:51  <Sacro> which server :(
22:32:56  * Sacro misses Brianetta's Standard :(
22:33:00  <Sacro> i want some UKRS action
22:35:29  * insulfrog is creating a nice huge network :D
22:41:32  <Sacro> heh
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23:24:41  <insulfrog> well, time for me to goto bed, night all :)
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23:36:06  <Rubidium> bye Stoffe
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