Config
Log for #openttd on 26th July 2010:
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00:02:37  *** Dreamxtreme [Dreamxtrem@92.0.27.232] has joined #openttd
00:14:51  <MYOB> right, I give up for the evening
00:15:13  <Eddi|zuHause> maybe try allegro instead ;)
00:15:16  <MYOB> when the boyfriend start slagging me for spending too much time on something, its a baaad sign
00:15:25  <Eddi|zuHause> at least, it doesn't do resizing :p
00:15:28  <MYOB> Eddi|zuHause I was trying allegro, nearly built
00:15:45  <Eddi|zuHause> "nearly built" is a cool euphemism :p
00:16:01  <MYOB> Eddi|zuHause I ctrl-c'ed a compile
00:16:46  <MYOB> I suspect it'd have worked eventually :P
00:17:16  <Eddi|zuHause> what an interesting way to test something...
00:17:59  <MYOB> I'm not sitting in front of a terminal session all night
00:18:08  <MYOB> or leaving a PC with a jet engine of a fan on either
00:19:21  <Eddi|zuHause> get a quieter pc
00:19:49  <MYOB> at 1am? I do have a Tesco Extra here but even it balks at selling components...
00:22:01  <MYOB> although it now has "tech fixers" in it so maybe....
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01:00:53  <TruePikachu> Xrufuian: Kernel panic got caused by something
01:01:00  <TruePikachu> IDK what, though
01:01:30  <Xrufuian> Kernel panic = BSoD?
01:01:33  <TruePikachu> IDK if the savegame sync'd though
01:01:38  <TruePikachu> Approximatly
01:02:31  <Eddi|zuHause> wtf do you do to your system? i have never ever seen a kernel panic
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01:02:41  <TruePikachu> IDK what happened.
01:03:03  <TruePikachu> It might have been a crash from my network manager
01:03:03  <Xrufuian> Maybe that neighbor of yours?
01:03:08  <TruePikachu> No
01:03:17  <TruePikachu> They can't crash this
01:03:36  <Xrufuian> I don't know...
01:03:58  <TruePikachu> The thing is, whatever crashed crashed so badly I got panic
01:04:51  <TruePikachu> I had to do some heavy modifications to a network manager source code @ recompile it in order to ensure that it ONLY connects to my WAP
01:05:03  <TruePikachu> It may have been a bug in the modification
01:05:14  <TruePikachu> Which somehow went to the kernel
01:05:24  * TruePikachu is restarting KDE
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01:05:57  <Xrufuian> I think I'll work on my NewGRF in the meantime.
01:06:14  * TruePikachu is re-opening OpenTTD's Network connection
01:06:21  <TruePikachu> (the iptables)
01:06:46  * TruePikachu is NOT running the network manager
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01:06:58  * TruePikachu is restarting OpenTTD
01:07:27  <TruePikachu> Yeah, the savegame didn't fully sync to the HD, so it's corrupted
01:07:43  <TruePikachu> It was very good, though
01:08:03  <Xrufuian> I saved the game.
01:08:27  <TruePikachu> That was funny, how I blocked that one depot
01:08:48  <TruePikachu> (joke) Maybe that one AI got angry at me (/joke)
01:11:21  <TruePikachu> Xrufuian: I gtg, type up your stragety for NARS vehical setup and e-mail it to me
01:11:37  <TruePikachu> (what I mean is for consist building or w/e
01:11:38  <TruePikachu> )
01:12:01  <Xrufuian> Ok. Bye.
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05:16:00  <SmatZ> hello
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05:56:14  <planetmaker> moin
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06:14:56  * roboboy might reinstall DJGPP nd each Unix Util one by one
06:18:25  <planetmaker> right...
06:19:41  <roboboy> ./configure is entirely borked it seems
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06:37:58  <devilsadvocate> andythenorth, fyi : firs and cargodist have a few 'quirks'. not sure if its my fault or not, but handling the distribution of engineering supplies in large maps behaves strangely at times, and _all_ the production goes to one or two destinations instead of more
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07:09:30  <planetmaker> devilsadvocate: I don't guess that FIRS is designed to work with that. Consider it a bug of cargodist, not of firs
07:10:04  <planetmaker> it's impossible for newgrf authors to also cater for game-changing patches of all kinds
07:10:19  <devilsadvocate> i'm not saying its a bug. just noting that the two of them may have some issues if used together
07:10:20  <planetmaker> patches rather have to make sure they don't break those
07:10:52  <devilsadvocate> (since i did briefly discuss it with him a couple of weeks ago)
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07:18:48  <Terkhen> good morning
07:19:03  <SmatZ> hello Terkhen
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08:57:30  <peter1138> so i guess i still need a hashtable
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09:18:48  <fjb> Moin.
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10:13:10  <Wolf01> hoy
10:13:51  <__ln__> english only
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10:15:26  <Wolf01> I no habla Japanese
10:15:39  <Markk> :D
10:16:40  <__ln__> yo tampoco
10:17:01  <Wolf01> Should be possible to run OTTD with nVidia CUDA?
10:17:28  <__ln__> What part of it?
10:17:34  <Wolf01> all
10:17:47  <Wolf01> I just changed my video card
10:18:09  <Wolf01> I can run Borderlands at full detail at 1920x1080 at 33422353FPS
10:18:25  <Wolf01> It's spectacular
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10:26:38  <Pikka> Yexo: about what we were talking about the other day (lack of cb10 on changing railtypes causing possible desyncs): are you on it or should I add it to flyspray so it doesn't get forgotten?
10:27:01  <Yexo> I've confirmed the problem but I'm not working on it
10:27:18  <Pikka> okay, I'll stick it up then, thanks :)
10:27:43  <Yexo> I'm not 100% sure, but I think the same problem can happen for other callbacks that are only called inthe depot and not when switching railtypes (maybe cb 36?)
10:28:03  <Pikka> cb36 seems to be called when switching railtypes just fine
10:28:12  <Yexo> some parts of it, yes
10:28:16  <Yexo> but for all properties?
10:29:01  <Pikka> TE, horsepower, running cost... seem to be the only sensible ones to change.
10:30:12  <Pikka> and speed, which I haven't tried changing yet
10:30:47  <Pikka> I'm sure one could cause desyncs by arbitrarily changing cargo capacity... but that would be a silly thing to do so it doesn't need fixing :)
10:32:06  <Pikka> perhaps someone who can read the source code should clarify on the wiki exactly which properties are cb36ed when...
10:32:43  <Pikka> at the moment it just says "most" and "others", very vague
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10:43:29  <peter1138> gruargh, fucking stupid aol users
10:48:47  <planetmaker> <Pikka> I'm sure one could cause desyncs by arbitrarily changing cargo capacity... but that would be a silly thing to do so it doesn't need fixing :) <-- any error possible will be made at some stage :-)
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10:49:22  <Pikka> of course, but it would be an error, planetmaker , and not a desirable thing to do :)
10:49:34  <Rubidium> I think wagon capacity is stored in the wagon and I reckon it's only updated in the depot
10:49:35  <planetmaker> hu?
10:49:45  <planetmaker> ^ @ Pikka
10:50:26  <Pikka> Rubidium: or when loading the game?
10:51:43  <Rubidium> it's updated whenever the consist changes
10:51:54  <Rubidium> but... ofcourse... the consist changes when loading a savegame
10:52:14  <__ln__> Wolf01: I don't think OpenTTD is parallel enough to benefit from CUDA.
10:52:29  <FauxFaux> s/enough/at all/
10:55:00  <Pikka> there, flyspray'd
10:57:28  <Pikka> ... and I failed to change the category to newgrf
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11:35:33  <peter1138> meh
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11:40:14  <andythenorth> exactly
11:40:35  * andythenorth wonders 'roadtypes'?
11:41:06  <andythenorth> (for planning of which newgrf to work on next reasons)
11:44:46  <roboboy> Pikka, did you ever make hovs 2cc?
11:44:54  <Pikka> nope
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11:45:10  * Pikka wanders roadtypes
11:45:14  <roboboy> ok
11:45:42  * Rubidium ponders procrastination... but... must not do that
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11:48:16  <Pikka> do it later, Rubidium
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11:48:43  <Pikka> andy: ships please
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11:49:22  <Rubidium> yes... the largest ship is buggery (glitchery)
11:49:29  <Rubidium> the log thingy is fancy though :)
11:49:32  <Pikka> needs more sailing, various and appropriate introduction dates and other sundry statistics :)
11:50:33  <Rubidium> and moar fish'n'ships
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11:58:19  <andythenorth> ok ships
11:58:26  <andythenorth> I have to do this boring ticket :P
11:58:26  <andythenorth> http://dev.openttdcoop.org/issues/1134
11:58:52  <andythenorth> FISH is full of bounding boxes problems ranging minor to major :(
11:59:04  <andythenorth> due to: "the sprites are too damn big"
11:59:22  <planetmaker> andythenorth, did you consider to provide scaled versions of the ships in the purchase menu?
11:59:34  <andythenorth> yes, and it would look awful, so no :)
12:00:09  <planetmaker> http://dev.openttdcoop.org/issues/1150 <-- you'll have that problem, too
12:00:16  <planetmaker> which DOES look aweful
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12:00:38  <planetmaker> unconditionally ;-)
12:01:04  <andythenorth> planetmaker: looks like a bug in openttd to me
12:01:10  <planetmaker> nope
12:01:14  <planetmaker> not quite
12:01:28  <planetmaker> depends upon the perspective
12:01:45  <planetmaker> if you add space to your strings (setx or spaces), then a user-generated string may well be without
12:01:55  <andythenorth> I've just reproduced it for FISH
12:02:00  <Rubidium> just be done with that by a comment (people shouldn't change the names anyways)
12:02:27  <andythenorth> How is it useful / interesting to change the vehicles names?
12:02:39  <planetmaker> Dunno. I only did it ages ago
12:02:46  <andythenorth> remove the button and see if anyone complains?
12:03:05  <planetmaker> they will
12:04:27  <andythenorth> I'll wait for an actual bug report before I truncate the FISH sprites
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12:09:07  <Ammler> renaming was a pre-newgrf feature, iirc
12:09:20  <Ammler> doesn't TTD already support that?
12:09:54  <Ammler> maybe openttd could disable that feature for newgrfs?
12:11:18  <planetmaker> iirc it was already in TTD, yes
12:11:23  <planetmaker> but I might be wrong :-)
12:16:10  <glx> it's a pre-action 0 feature
12:17:40  <Ammler> the guy which reported the bug did accidentially click on it, so you really should think about, if it is really worth the effort to change all sprites or whatever...
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12:18:16  <Ammler> I guite much like the flags on the 2cc set
12:18:21  <Ammler> quite*
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12:27:26  <Eddi|zuHause> what the hell is a "ten-four"?
12:27:56  <planetmaker> fourteen?
12:27:57  <Rubidium> something US-police-ish
12:29:58  <Rubidium> Eddi|zuHause: http://www.spychannels.com/blog/2010/01/all-the-police-radio-codes-10/
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12:37:09  <Eddi|zuHause> ah, that makes sense
12:39:02  <Pikka> goodnight wallyweb
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12:45:18  <Belugas> hello
12:47:26  <peter1138> largest ship is "buggery"? what?
12:47:29  <Wolf01> hello
13:02:51  <CIA-2> OpenTTD: alberth * r20221 /trunk/src/ (music_gui.cpp town_gui.cpp window.cpp window_gui.h): -Codechange: Move unscrolled row calculation into a function.
13:03:52  <CIA-2> OpenTTD: alberth * r20222 /trunk/src/ (window.cpp window_gui.h): -Add: Add functions to compute the row in a scrolled widget.
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13:09:00  <CIA-2> OpenTTD: alberth * r20223 /trunk/src/ (19 files in 3 dirs): -Codechange: Replace scrolled row calculations by a call to GetScrolledRowFromWidget().
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13:20:47  <__ln__> http://www.wolframalpha.com/input/?i=One+Cubic+parsec+of+Coca+Cola
13:22:27  <Eddi|zuHause> mass, volume and density don't really match
13:22:45  <Eddi|zuHause> @calc 3.1/2.9
13:22:45  <DorpsGek> Eddi|zuHause: 1.06896551724
13:23:40  <Eddi|zuHause> accuracy is kinda low
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13:57:25  <Rubidium> hmm... a diesel train driving into a truck for carrying diesel doesn't quite make an explosion like happens in OpenTTD... http://www.dumpert.nl/mediabase/foto/98a844a1_20100726Stavoren_Treinongeval_26.jpg
13:58:11  <planetmaker> :-)
13:58:23  <planetmaker> Diesel is a non-explosive liquid under usual circumstances
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13:58:58  <Rubidium> especially when the diesel truck is empty :)
13:59:04  <planetmaker> but surely the train looks mis-placed somewhat :-P
13:59:14  <planetmaker> Rubidium, actually: especially then NOT
13:59:27  <planetmaker> explosive is the air-diesel gas mixture
13:59:31  <planetmaker> but not the liquid
14:00:46  <Rubidium> planetmaker: but empty truck -> less inertia -> less likely to rupture the tank
14:01:14  <planetmaker> the inertia is anyway provided >90% by the train in all cases
14:01:42  <Rubidium> and... a train doesn't have that much momentum anymore after plowing through a buffer and a building
14:02:01  <planetmaker> :-) I already wondered how the truck got there...
14:02:38  <Rubidium> though it's stupid that trains can't run to the station there... it's not electrified, so that can't be broken and the train did get completely of the tracks
14:02:49  <Rubidium> or is a buffer that important
14:03:16  <Rubidium> it would've be a lot more fun when the building and buffer weren't there :)
14:03:39  <Alberth> the idea of a buffer is that this does not happen, isn't it?
14:03:55  <planetmaker> sound very much like :-)
14:04:09  <Rubidium> the idea of a buffer is to "help" when the train goes slightly too fast
14:04:31  <Rubidium> it doesn't help when you forget to brake
14:04:53  <planetmaker> :-)
14:05:02  <planetmaker> the train obviously was MUCH too fast, yes
14:05:32  <peter1138> so, er, where's the track?
14:06:23  <Rubidium> peter1138: Stavoren
14:06:40  <glx> seems there's track on the left
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14:18:56  <andythenorth> Rubidium: was that a rail grinding train?
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14:25:23  <Alberth> possibly, it was said to be a maintenance train
14:26:20  <Eddi|zuHause> wtf?
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14:28:39  <Eddi|zuHause> Rubidium: but the wagon positions are fairly similar after the crash :p
14:30:16  * roboboy might give in to compiling OpenTTD under DOS
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14:59:39  <Mazur> From what I can gtell from googleearth, the eol buffer might have been just left of the framce of the picture.  Train said to have been going slower than 40 km/h or else Automatic Brakes would have been applied.
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15:08:08  <Rubidium> Mazur: that's assuming the train had ATB
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15:08:16  <Rubidium> after all, it's an Italian train
15:08:25  <Rubidium> andythenorth: yup
15:08:49  <Mazur> Rubidium, it's what they said on the NOS news.
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15:09:42  <Rubidium> Mazur: they say so much on television, like that the firefighters couldn't find any traces of CO2 in the air near a burning building
15:10:17  <Mazur> But am I seeing correct that that are only locs?  That would have been a shitload intertia.
15:10:26  <glx> that was a nice combustion ;)
15:10:42  <Rubidium> nah, it's just specialised wagons for grinding the rails
15:11:16  <Mazur> Rubidium: But still mostly machinery, ergo mass, I expect.
15:11:34  <glx> yeah it looks heavy
15:11:51  <glx> but that's expected
15:11:56  <Rubidium> Mazur: http://nos.nl/artikel/174296-trein-ramt-winkel-bij-station-stavoren.html?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+nosjournaal+%28NOS+Journaal+Nieuws%29 the audio about "Prorail over ongeluk Stavoren", around 03:00... they say that from 09:00 in the morning trains will be running again
15:12:20  <Rubidium> at this moment... prorail.nl says it's still going to take at least the rest of this day
15:12:36  <Rubidium> ofcourse, that's only a factor 3-ish in hours
15:13:06  <Rubidium> but apply that factor to the train's speed...
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15:20:48  <Eddi|zuHause> 120km/h doesn't look like a usual speed for such a train
15:21:17  <Rubidium> I doubt it was working at the time, as that's likely done at pretty low speeds
15:21:46  <Eddi|zuHause> yeah, that's to be expected. but i can't imagine it going more than like 80
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15:22:44  <Eddi|zuHause> typical shunting engines don't have more than 60km/h max speed on "open" track
15:26:04  <Rubidium> finally found the "specs" of a rail grinding train (in US measurements though)
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15:26:45  <Rubidium> it says almost 200 meters, travel speed 80 km/h, 1090 tons
15:30:21  <Rubidium> Mazur: the 40 km/h you've mentioned is only valid for the old ATB, which isn't used on the track to Stavoren (it uses ATB-NG, like most non-electrified track in the NL)
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16:09:38  <planetmaker> http://www.heise.de/newsticker/meldung/Wenn-Hacker-Hacker-hacken-1045511.html <-- hehe. A phishing toolkit with backdoor ;-)
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16:10:12  <[hta]specx> hi all
16:10:32  <[hta]specx> I found a bug, but Im not sure if its intentional behaviour or not
16:10:55  <planetmaker> an intentional behaviour is not a bug
16:10:59  <[hta]specx> a truck at temperate bank can load & unload at same station
16:11:18  <[hta]specx> in other words, a temperate bank accepts his own valuables
16:11:48  <planetmaker> You can unload it again. But it isn't accepted?
16:11:54  <planetmaker> If the goods vanish: then it's a bug
16:11:59  <[hta]specx> yes, bank accepts his own gold.
16:12:07  <planetmaker> do you get paid?
16:12:14  <[hta]specx> not sure
16:13:27  <andythenorth> if it's the same station, distance is 0
16:13:34  <andythenorth> so payment won't be great :P
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16:14:19  <planetmaker> [hta]specx: any newgrfs involved?
16:14:28  <planetmaker> and got a savegame?
16:14:36  <[hta]specx> no newgrfs
16:14:43  <[hta]specx> zero payment
16:14:54  <[hta]specx> just old fashioned temperate bank
16:16:00  <[hta]specx> no payment at same station, neither payment when using two stations
16:16:02  <planetmaker> temperate banks accept valuables, not gold. Translation error? :-)
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16:16:11  <[hta]specx> i mean valuables
16:16:14  <[hta]specx> no gold
16:16:18  <[hta]specx> so no payment
16:16:18  <planetmaker> ok, just checking :-)
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16:17:01  <[hta]specx> IMHO its a bug then
16:17:06  <Eddi|zuHause> i think distance must be >10 tiles for payment
16:17:11  <[hta]specx> payment or not
16:17:17  <[hta]specx> Eddi: nope
16:17:32  <Eddi|zuHause> cargo won't be accepted at the same station, but it will at another station at the same industry
16:17:46  <Eddi|zuHause> that's not a bug, it's the design
16:17:55  <[hta]specx> since if you have a factpry in same town you want to deliver goods, two docks opposite of each other with one tile water makes ships make a profit
16:18:18  <planetmaker> with the same station I cannot follow your description. Just testing atm
16:18:21  <[hta]specx> Eddi: no, valuables is still accepted at same station truck loads
16:18:41  <planetmaker> the vehicle doesn't unload here
16:18:46  <[hta]specx> 1. load valuables at station x 2. unload and leave empty at station x
16:18:47  <Eddi|zuHause> [hta]specx: savegame?
16:19:09  <Eddi|zuHause> [hta]specx: that should make the cargo be piled up
16:19:18  <[hta]specx> it doesnt
16:19:18  <Eddi|zuHause> not delivered to the industry
16:19:49  <Eddi|zuHause> that might be a bug
16:19:58  <[hta]specx> ah
16:20:00  <[hta]specx> wait
16:20:05  <[hta]specx> when station is the same
16:20:11  <[hta]specx> it indeed piles up the stuff
16:20:29  <[hta]specx> but when a secondary station is involved, the secondary station make the bank accept his own valuables
16:20:41  <Eddi|zuHause> yes
16:20:45  <Eddi|zuHause> that's what i said
16:20:49  <[hta]specx> yes, sry.
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16:21:20  <planetmaker> two different station: that's fine indeed
16:21:24  <[hta]specx> but your first statement: "i think distance must be >10 tiles for payment" seems not be true
16:21:51  <planetmaker> well... that statement might be found *somewhere* :-)
16:21:59  <[hta]specx> so the bug would be that temperate banks accept their own valuables when 2 different stations are involved
16:22:03  <planetmaker> but might just as well be wrong
16:22:17  <planetmaker> [hta]specx: that's not a bug
16:22:21  <planetmaker> that's by design
16:22:31  <planetmaker> same goes for mail and passengers
16:22:53  <andythenorth> cargo has no destination in the vanilla game
16:22:55  <planetmaker> or for industry sets with other cargos also possibly with other cargos
16:22:57  <[hta]specx> why would that be fine?
16:23:07  <[hta]specx> for pax it is logical
16:23:12  <planetmaker> is it?
16:23:22  <Eddi|zuHause> [hta]specx: origin is defined by first station, not by producing industry
16:23:24  <planetmaker> why should I pay to go from my house's door to my trash bin?
16:23:26  <[hta]specx> a town would accept his own pax because it's moving them within town
16:23:32  <Eddi|zuHause> that's the game design.
16:23:43  <Eddi|zuHause> [hta]specx: what if the town only has one building?
16:23:45  <[hta]specx> but for valuables for a bank to accept his own stuff seems offbeat to me
16:24:13  <planetmaker> it's the station it is transported from
16:24:16  <[hta]specx> can't think of other industries producing the same stuff as they accept
16:24:23  <[hta]specx> besides mail and pax
16:24:33  <planetmaker> consider it security service to transfer money from stores to the bank
16:24:48  <planetmaker> [hta]specx: engineering supplies ;-)
16:25:03  <planetmaker> or manufacturing supplies
16:25:21  <[hta]specx> that does not make sense to me?
16:25:36  <[hta]specx> a town with one building indeed would emulate same situation
16:25:49  <[hta]specx> provided the building is big enough to produce/accept pax+mail
16:26:37  <[hta]specx> consider it security service to transfer money from stores to the bank
16:26:38  <[hta]specx> lol
16:27:01  <planetmaker> as you don't make money with it. anyway and it'd mean to change quite some fundamental things and given one can explain it like I did above (money transfer to / from stores), it's all fine IMHO
16:28:19  <[hta]specx> but there are no valuables stores in the game
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16:29:53  <planetmaker> even a successful shoe store or grocery will have at the end of the day some valuables
16:30:09  <planetmaker> simply called money
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16:33:45  <planetmaker> seems like EOD ;-)
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16:40:57  * roboboy is bored and should go to sleep
16:41:51  * roboboy orders a new planet from planetmaker
16:42:02  <planetmaker> oh, thank you :-)
16:44:36  <roboboy> what sorts of planets do you make?
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16:52:15  <planetmaker> mostly terrestrial ones
16:52:32  <planetmaker> if they eat too much, they become the big ones, though
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16:55:52  <roboboy> may I have a pluto sized planet please?
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17:01:52  <roboboy> gnight
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17:13:29  <planetmaker> [18:55]	<roboboy>	may I have a pluto sized planet please? <-- dwarf planets are sufficiently around. No problem
17:13:42  <planetmaker> Just another icy body far far away without relevance :-P
17:13:48  <Ploes> pluto isnt a planet.
17:14:17  <planetmaker> That's why I correctly call it a 'dwarf planet'
17:15:02  <Ploes> i didnt think it got that title anymore. or so said steven fry anyway.
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17:15:50  <planetmaker> I know, though
17:16:40  <planetmaker> If IAU changed that definition again, it'd be quite publicly known
17:17:49  <Ploes> well, QI says we have 5 moons, so its all a load of nonsence!
17:17:52  <planetmaker> All those objects like Pluto, Vesta, Ceres, Quaoar are officially called 'dwarf planets' as of the IAU meeting in 2006
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17:23:30  <planetmaker> http://en.wikipedia.org/wiki/Dwarf_planet
17:24:27  <Ploes> you could have editid that in the time it took to get the link
17:24:36  <Ploes> but ill conseed that Wiki is likly correct
17:24:38  <Ploes> this time
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17:25:38  <planetmaker> it is. And history would tell you edits...
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17:34:38  * peter1138 grumbles at valgrind somewhat
17:35:08  <peter1138> lots of "Conditional jump or move depends on uninitialised value(s)"
17:35:23  <peter1138> but it won't tell me what's uninitialized
17:35:45  <peter1138> only thing i can see it's it's a fixed size char array that's been snprintf'd too
17:36:17  <Eddi|zuHause> the "testing dilemma": don't tell me things are wrong, tell me things are right!
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17:36:53  <Alberth> nah, then you get much more output, if all is well
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17:38:15  <CIA-2> OpenTTD: frosch * r20224 /trunk/src/rail_cmd.cpp: -Fix [FS#3976]: Depot did not become unsnowy, when snowline rises.
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17:45:30  <CIA-2> OpenTTD: translators * r20225 /trunk/src/lang/ (portuguese.txt romanian.txt slovak.txt):
17:45:30  <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
17:45:30  <CIA-2> OpenTTD: portuguese - 11 changes by SupSuper
17:45:30  <CIA-2> OpenTTD: romanian - 16 changes by tonny
17:45:30  <CIA-2> OpenTTD: russian - 37 changes by
17:45:32  <CIA-2> OpenTTD: slovak - 11 changes by keso53
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17:51:45  <planetmaker> yipieh @ snowy depots :-)
17:52:04  <Alberth> non-snowy depots, actually
17:52:50  <planetmaker> actually yes
17:53:38  <planetmaker> it got snowy but it never melted again in that testgame ;-)
17:54:14  <Alberth> depots are a cool place to be :)
17:54:25  <planetmaker> seemed like they added a very powerful coolant system to their roofs. Indeed ;-)
18:08:26  <andythenorth> hi hi
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18:29:37  * andythenorth ponders
18:35:46  <Eddi|zuHause> for a german, "hi hi" sounds like a very sinister laugh...
18:36:01  <planetmaker> hehe :-)
18:36:49  <Eddi|zuHause> like an old woman living in a hut in the woods would do, before it starts shoving the children in the oven
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18:41:28  <Alberth> Eddi|zuHause: no more dubliners for you
18:42:00  <Eddi|zuHause> what's a dubliner?
18:42:55  <Alberth> http://www.free-lyrics.org/The-Dubliners/274873-Welia-Welia-Walia.html
18:43:25  <Alberth> http://en.wikipedia.org/wiki/The_Dubliners
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18:53:03  <Cian> Rubidium it looks like my problems last night were something to do with SDL and the graphics driver in virtualbox...
18:55:06  <Eddi|zuHause> Alberth: hm... i was more thinking of HÀnsel und Gretel, when writing that...
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19:33:54  <Belugas> andythenorth, QUITE remarquable, tanks :)
19:33:59  <Belugas> hem... i meant... thanks
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20:25:58  <Eddi|zuHause> "Any mistake at this point will doom you, and your colonists, to certain death. Have a nice day."
20:26:19  <frosch123> outpost 1 ?
20:26:33  <frosch123> (one of the most crappiest unfinished games ever)
20:31:58  <Wolf01> I have outpost 2, but is absurdly difficult from the 4th or the 5th mission
20:32:39  <frosch123> hmm, i cannot remember whether i managed outpost 2, or failed at the last level
20:32:56  <frosch123> hmm, but aren't there difficulty levels?
20:33:13  <frosch123> though i seem to remember that they worked the other way around or so :p
20:33:25  <Wolf01> it's really easy at the beginning, then in one mission there's an escalation of difficulty
20:34:54  <Wolf01> I remember that in one campaign you must flee from the lava and earthquakes, the other campaign instead you must face a viral form which infects the map, you have to build walls lava-proof or virus-proof but they go down in 2 seconds... then what do you do?
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20:35:27  <frosch123> don't build walls :)
20:35:56  <frosch123> lava is easy in most cases, as you can see in advance where it goes
20:36:54  <frosch123> well, and iirc all disasters are deterministic, so you know what is going to happen
20:37:50  <Wolf01> I always play the lava campaign indeed, at least I can build on cliffs and I'm safe, until the enemy arrives with combat vehicles...
20:38:58  <Wolf01> or I play the "free colony game"
20:39:14  <frosch123> yeah, the combat vehicles are annoying if they come from outside the map
20:39:32  <frosch123> espcially if your own colony is at the very border :p
20:40:11  <frosch123> one of the "free colony games" has the enemy on the map, so you have a chance to shoot them down completely, and then build in piece :p
20:42:58  <Wolf01> nice.. I just installed Diablo 2, I'm on win7 and there are some incompatibilities, so I see only a black screen, so I ran it in windowed mode... it's a little post stamp...
20:43:26  <frosch123> virtual box is your friend :)
20:45:10  <frosch123> i have a 98vm only for orion 2 :p
20:45:24  <planetmaker> hm... somehow the "<" and ">" are converted to "¡" and "¿"
20:45:30  <Wolf01> I'll try more solutions first, the first thing to do is to patch to latest version
20:45:58  <Wolf01> planetmaker, keyboard keys or ottd?
20:46:08  <planetmaker> in latex ;-)
20:46:12  <Alberth> planetmaker: $<$
20:46:13  <Wolf01> ah :)
20:48:29  <Wolf01> mmmh, I'm trying to get bad blocks error messages from my NAS, I got them (about 20) until I sent an email to the support center, they asked me for a screenshot and now all bad blocks disappeared
20:49:26  <Wolf01> it might be because I plugged it to the UPSed plug?
20:52:33  <frosch123> night
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20:58:42  <Wolf01> eheh with the last patch it supports wide screens, plus no-cd :P
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21:06:51  <andythenorth> how did I break Arctic?
21:07:04  <andythenorth> I can't get towns to generate above snowline, I've tried about 20 maps
21:07:16  <andythenorth> makes Arctic kind of pointless
21:07:29  <andythenorth> (I want towns that need food to grow)
21:07:53  <andythenorth> am I doing something wrong? :(
21:08:07  <planetmaker> andythenorth: clean trunk?
21:08:13  <andythenorth> yup
21:08:26  <planetmaker> works for me then....
21:08:35  <planetmaker> rough surface and mountainous?
21:08:54  <andythenorth> yup
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21:09:59  <andythenorth> screw it.  actually playing the game is over-rated anyway
21:11:35  <andythenorth> the map generator has way too many options.  There are something like 4x4x6x4 combinations of landscape settings, multiplied by a 10 digit random seed and the random map edges
21:11:44  <andythenorth> and
21:11:49  <Sacro> andythenorth: the game?
21:11:56  <Sacro> Prof_Frink: don't look now
21:12:08  <Rubidium> andythenorth: and still people think it's not configurable enough
21:12:17  <andythenorth> it's far from configurable
21:12:28  * Prof_Frink throws Sacro off an alp
21:12:28  <andythenorth> it's only configurable in the way that magic eight ball is configurable
21:12:46  <andythenorth> it's only configurable in the way that picking a random number is configurable
21:12:50  * andythenorth rants a bit less
21:13:00  <andythenorth> the sea level is *very* configurable :)
21:13:37  <andythenorth> the number of towns and industries are very configurable
21:13:48  <andythenorth> the terrain is frustrating
21:14:04  <andythenorth> 20 mins of random guesses just to try and get some towns above snowline
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21:14:29  * andythenorth has an idea
21:14:38  <planetmaker> snow line maybe too high?
21:14:42  <andythenorth> 2...
21:15:21  * andythenorth googles to see if savegames  canbe modified in scenario editor?
21:15:38  <planetmaker> andythenorth: yes. rename to *.scn and go ahead
21:16:10  <andythenorth> that means I can randomly place towns in scenario editor
21:16:24  <planetmaker> you could fund them ingame
21:16:50  <planetmaker> buy your own town ;-)
21:21:12  <andythenorth> renaming savegame didn't work.  OpenTTD won't find the file.
21:21:19  * andythenorth is going to bed :[
21:21:29  <andythenorth> sad sad sad :P
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21:45:28  <Wolf01> 'night
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22:24:51  <BlackXanthus> evenin all
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23:00:23  <NoBrainHere> Hi.
23:00:45  *** NoBrainHere is now known as JetWorm
23:02:04  <JetWorm> Is Atari likely to release TT(D) for tablet PC?
23:02:43  *** DDR [~chatzilla@66.183.112.164] has quit [Ping timeout: 480 seconds]
23:03:03  <JetWorm> some crappy tablet with linux-nobody-cares-about and P1-level CPU.
23:03:20  *** Goulp [~Goulp@main.goulp.net] has quit [Ping timeout: 480 seconds]
23:04:27  <JetWorm> or about as crappy netbook (like Pandora)
23:05:41  <JetWorm> And if it occurred, what'd you do?
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23:47:36  <Terkhen> good night
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