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00:04:24 <z-MaTRiX> hey-ho 00:05:02 *** TruePikachu [~chris@cpe-67-49-42-88.socal.res.rr.com] has quit [Quit: leaving] 00:05:59 <z-MaTRiX> waiting on r222222 00:12:30 *** Zuu [~Zuu@h-114-141.A98.priv.bahnhof.se] has quit [Ping timeout: 480 seconds] 00:14:50 *** KritiK [~Maxim@95-26-56-134.broadband.corbina.ru] has quit [Quit: Leaving] 00:34:41 *** Xaroth [~Xaroth@86.92.135.101] has joined #openttd 00:39:38 *** SirSquidness [~sirsquidn@zomg.dongues.com] has joined #openttd 00:40:20 <SmatZ> z-MaTRiX: r222222 will take many years 00:41:30 *** Xaroth__ [~Xaroth@86.92.135.101] has quit [Ping timeout: 480 seconds] 00:41:37 *** SirSquid1ess [~sirsquidn@rofl.dongues.com] has quit [Quit: MISSION ACCOMPLISHED] 00:51:12 *** Vikthor [~Vikthor@78-80-200-5.tmcz.cz] has quit [Quit: Leaving.] 00:56:42 *** SirSquid1ess [~sirsquidn@zomg.dongues.com] has joined #openttd 00:56:42 *** SirSquid1ess [~sirsquidn@zomg.dongues.com] has quit [] 01:11:33 *** KenjiE20 [~KenjiE20@92.11.14.158] has quit [Quit: WeeChat 0.3.4] 01:24:27 *** pugi [~pugi@p4FCC4A33.dip.t-dialin.net] has quit [Quit: I reject your reality and substitute my own] 01:31:32 <perk11> on what revision 1.1.0 beta 5 is based? 01:32:51 <FauxFaux> svn log --limit 2 svn://svn.openttd.org/tags/1.1.0-beta5 01:34:19 <perk11> ty 01:37:12 *** DDR [~DDR@d142-179-79-208.bchsia.telus.net] has joined #openttd 01:59:14 *** Chris_Booth_ [~chatzilla@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has joined #openttd 01:59:38 <Chris_Booth_> does anyone know if there is a limit of the size of a town(not a city) 02:00:07 <Chris_Booth_> since I am trying to grow one but it just doesn't seem to want to grow over 110k 02:01:55 <z-MaTRiX> win 02:02:24 <z-MaTRiX> created an xorg conf file, added custom monitor information and kde4 uses it 02:02:25 <z-MaTRiX> ;> 02:02:43 <z-MaTRiX> 1792x1344 02:53:06 *** snorre [~snorre@c692BBF51.dhcp.bluecom.no] has quit [Ping timeout: 480 seconds] 02:54:05 *** goblin [~goblin@krlh-5f72c780.pool.mediaWays.net] has quit [Quit: leaving] 03:02:15 <Eddi|zuHause> Chris_Booth_: it's a balance of growth vs. shrinking, not an actual limit 03:02:55 <Chris_Booth_> it has grown to 115k now but has got really slow, and that is with growth rate set to 4 03:04:12 *** snorre [~snorre@c692BBF51.dhcp.bluecom.no] has joined #openttd 03:05:51 <Nite> remember having 200k ppl 03:06:20 <Nite> and there where endless servers that had huuuuuge cities 03:06:29 <Nite> but is there a limit? 03:07:12 <Nite> there mus t be some theoretical limit 03:07:47 <perk11> a map size and close cities should limit it 03:08:07 <Chris_Booth_> well Nite I have got a city of 1million befor 03:08:21 <Chris_Booth_> but that wasn't at its limit 03:08:34 <perk11> wow 03:08:36 <Chris_Booth_> but due to growth factors towns grow slower than cities 03:08:40 <Eddi|zuHause> Chris_Booth_: it depends on various stuff 03:09:02 <Nite> honestly i dont remember what was the bigest i saw 03:09:15 <Eddi|zuHause> Chris_Booth_: long road tunnels from the town center to the outskirts may help 03:09:31 <Eddi|zuHause> Chris_Booth_: dead end roads hurt 03:09:33 <Nite> a simple grid? 03:09:39 <supermop> conceivable on coulbe make a newgrf with a house that help 1,000,000 people 03:09:43 <Chris_Booth_> I am using a complex grid and bridges 03:09:45 <Nite> later delete some roads of the grid skeleton 03:09:53 <supermop> *one could make 03:09:58 <Nite> why bridges tunnels 03:10:00 <Nite> ? 03:10:23 <Chris_Booth_> my metro network runs in tunnels 03:10:24 <Nite> r u playing anything online atm? chris_Booth_ 03:10:35 <supermop> holds 03:10:36 <Chris_Booth_> I am playing openttdcoop 03:10:42 <supermop> cannot type at all 03:10:43 <Eddi|zuHause> Nite: town growth walks along the road network. the longer the roads, the more likely it may fail to build a house 03:11:03 <Eddi|zuHause> Nite: so when you have long tunnels, the "distance" is reduced, thus it may be more likely to succeed 03:11:20 <Chris_Booth_> same effect with bridges 03:11:27 <Nite> ok the tunnel does not count as distance 03:11:36 <Chris_Booth_> but they dont run at the same level as my trains 03:11:44 <Chris_Booth_> they only count as 2 03:11:54 <Eddi|zuHause> Nite: tunnels don't have crossings. at each crossing, it may do a wrong decision 03:11:54 <Chris_Booth_> 1 for entrance 1 for exit portal 03:12:08 <Nite> but this doesent affect cargo payment i assume? 03:12:28 <Chris_Booth_> why would it? 03:12:29 <Eddi|zuHause> Nite: what does that have to do with cargo? 03:12:44 <Chris_Booth_> cargo payment is to do with distance traveled in time traveled 03:12:50 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has quit [Quit: TschÃŒÃ] 03:13:24 <Nite> because cargo is payed more the more squares it is transported 03:13:39 <Nite> but i guess just the two endpoints are calculated here 03:13:42 <Eddi|zuHause> Nite: but only the distance of the stations count 03:13:46 <Nite> (station signs) 03:13:48 <Eddi|zuHause> Nite: not the path inbetween 03:13:58 <Nite> as i thought, clear 03:21:16 <perk11> what's for admin_password in openttd.cfg? 03:22:10 *** `Fuco` [~dota.keys@188.123.106.105] has quit [Ping timeout: 480 seconds] 03:32:13 *** glx [glx@2a01:e35:2f59:c7c0:6da8:1a40:83a3:ca90] has quit [Quit: bye] 03:32:35 *** Chris_Booth_ [~chatzilla@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has quit [Ping timeout: 480 seconds] 03:47:16 *** dfox [~dfox@ip-94-113-89-201.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds] 03:56:34 <z-MaTRiX> sálálá 03:59:05 *** SirSquidness [~sirsquidn@zomg.dongues.com] has quit [Ping timeout: 480 seconds] 04:02:34 <__ln__> english only 04:07:55 *** a1270 [~a1270@72-24-233-98.cpe.cableone.net] has quit [Ping timeout: 480 seconds] 04:09:08 *** Nite [5472b1fc@ircip2.mibbit.com] has left #openttd [] 04:28:39 <perk11> really, there isn't any information on wiki or elsewhere on that admin_password setting 04:32:10 *** Chris_Booth [~chatzilla@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has quit [Ping timeout: 480 seconds] 04:39:27 *** SirSquidness [~sirsquidn@rofl.dongues.com] has joined #openttd 04:43:37 *** SirSquid1ess [~sirsquidn@zomg.dongues.com] has joined #openttd 04:46:00 *** Chrill [Chrill@ip68-8-120-178.sd.sd.cox.net] has quit [] 04:46:11 *** SirSquidness [~sirsquidn@rofl.dongues.com] has quit [Quit: MAXIMUM ERRANTNESS EXCEEDED] 05:08:21 *** Kurimus [Kurimus@dsl-tkubrasgw1-fe86de00-46.dhcp.inet.fi] has joined #openttd 05:25:04 *** perk11 [~perk11@81.17.157.195] has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 05:27:53 *** CaNsA [CaNsA@cpc4-live23-2-0-cust12.know.cable.virginmedia.com] has joined #openttd 05:28:13 <CaNsA> hey dudes, 05:28:55 <CaNsA> how can i add grf to an existing game in ottd r22002? 05:32:43 *** SirSquid1ess [~sirsquidn@zomg.dongues.com] has quit [Quit: Lost terminal] 05:36:26 *** a1270 [~a1270@72-24-233-98.cpe.cableone.net] has joined #openttd 05:39:34 <planetmaker> wow. You managed to ask the same question in the forums as also asked in the thread posted in previously. Congratulations. 05:50:11 *** kamnet [4cb171cd@ircip2.mibbit.com] has joined #openttd 05:51:37 *** SirSquidness [~sirsquidn@zomg.dongues.com] has joined #openttd 05:56:02 *** Eddi|zuHause [~johekr@p54B73504.dip.t-dialin.net] has quit [Remote host closed the connection] 05:56:19 *** Eddi|zuHause [~johekr@p54B7627E.dip.t-dialin.net] has joined #openttd 06:02:16 *** roboboy [~robotboy@CPE-58-173-41-16.nxzp1.ken.bigpond.net.au] has joined #openttd 06:24:46 *** supermop [~daniel_er@cpe-67-243-25-39.nyc.res.rr.com] has quit [Quit: supermop] 06:48:13 *** Mucht [~Martin@chello084115143107.3.graz.surfer.at] has quit [Remote host closed the connection] 07:10:08 *** amkoroew1 [~Heinz@p5B10766D.dip.t-dialin.net] has joined #openttd 07:11:32 *** Br33z4hSlut5 [~static.kp@92.68.154.34] has joined #openttd 07:12:22 *** DayDreamer [~DayDreame@94.142.234.1] has joined #openttd 07:15:34 *** amkoroew [~Heinz@p5B1071B3.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 07:17:10 *** Prof_Frink [~proffrink@5e06ec12.bb.sky.com] has quit [Ping timeout: 480 seconds] 07:21:01 *** Pulec [~pulec@static-cl093181068250.unet.cz] has quit [] 07:42:46 *** Wolfsherz [~Wolfsherz@p57A6FB26.dip.t-dialin.net] has joined #openttd 07:47:02 <dihedral> good morning 07:47:11 <kamnet> good morning 07:47:35 *** Cybertinus [~Cybertinu@tunnel3304.ipv6.xs4all.nl] has joined #openttd 07:51:48 <planetmaker> moin 07:53:11 <dihedral> if foundations support the ground you are building on - why not let foundations support the ground that would collaps, too? 07:53:28 <dihedral> e.g. with making one tile level on a slope 07:53:41 <dihedral> :-P 07:57:43 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has quit [Quit: âI-n-v-i-s-i-o-nâ 3.2 (July '10)] 07:59:35 *** james_o- [~james@host86-149-195-26.range86-149.btcentralplus.com] has quit [Ping timeout: 480 seconds] 08:00:13 *** valhallasw [~valhallas@5356EF9F.cm-6-7d.dynamic.ziggo.nl] has joined #openttd 08:00:36 *** Br33z4hSlut5 [~static.kp@92.68.154.34] has quit [Ping timeout: 480 seconds] 08:13:24 *** Br33z4hSlut5 [~static.kp@92.68.154.34] has joined #openttd 08:13:31 *** DayDreamer [~DayDreame@94.142.234.1] has quit [Read error: Connection reset by peer] 08:32:43 *** pugi [~pugi@p4FCC4A33.dip.t-dialin.net] has joined #openttd 08:35:50 *** valhallasw [~valhallas@5356EF9F.cm-6-7d.dynamic.ziggo.nl] has quit [Ping timeout: 480 seconds] 08:41:15 <Terkhen> good morning 09:08:26 *** HerzogDeXtEr1 [~Flex@88.130.188.54] has joined #openttd 09:14:51 *** HerzogDeXtEr [~Flex@88.130.169.125] has quit [Ping timeout: 480 seconds] 09:30:39 *** DoubleYou [~jkuckartz@ppp118-209-107-66.lns20.mel4.internode.on.net] has joined #openttd 09:31:39 <dihedral> anybody familiar with veeam? 09:31:51 <dihedral> i need to restore a single file 09:42:20 *** Br33z4hSlut5 [~static.kp@92.68.154.34] has quit [Read error: No route to host] 09:42:42 *** Br33z4hSlut5 [~static.kp@92.68.154.34] has joined #openttd 09:50:42 <CIA-11> OpenTTD: rubidium * r22006 /trunk/src/vehicle.cpp: -Fix [FS#4480]: smoke/sparks of trains would be shown under bridges, or rather through bridges 09:51:38 <CIA-11> OpenTTD: rubidium * r22007 /trunk/src/ (5 files in 2 dirs): -Change: only show one AI per unique ID instead of all versions in the output of "openttd -h" 09:53:12 <planetmaker> ah, the latter is nice :-) 09:55:21 <CIA-11> OpenTTD: rubidium * r22008 /trunk/config.lib: -Add [FS#4470]: log the command that invocated configure in config.log 09:56:04 *** George|2 [~George@212.113.107.39] has joined #openttd 09:56:05 *** George is now known as Guest563 09:56:06 *** George|2 is now known as George 10:01:22 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has joined #openttd 10:01:28 *** Guest563 [~George@212.113.107.39] has quit [Ping timeout: 480 seconds] 10:21:51 *** DayDreamer [~DayDreame@94.142.234.1] has joined #openttd 10:30:00 *** DDR [~DDR@d142-179-79-208.bchsia.telus.net] has quit [Ping timeout: 480 seconds] 10:42:09 *** roboboy [~robotboy@CPE-58-173-41-16.nxzp1.ken.bigpond.net.au] has quit [Ping timeout: 480 seconds] 10:47:50 *** Pulec [~pulec@static-cl093181068250.unet.cz] has joined #openttd 10:54:10 *** Pulec|XNB [~pulec@static-cl093181068250.unet.cz] has joined #openttd 10:55:31 *** KouDy [~KouDy@115.133.6.141] has joined #openttd 10:56:00 *** Pulec [~pulec@static-cl093181068250.unet.cz] has quit [Ping timeout: 480 seconds] 10:57:57 *** DoubleYou [~jkuckartz@ppp118-209-107-66.lns20.mel4.internode.on.net] has quit [Read error: Connection reset by peer] 10:59:55 *** Br33z4hSlut5 [~static.kp@92.68.154.34] has quit [Ping timeout: 480 seconds] 10:59:56 *** roboboy [~robotboy@CPE-58-173-41-16.nxzp1.ken.bigpond.net.au] has joined #openttd 11:02:50 *** DayDreamer1 [~DayDreame@94.142.234.1] has joined #openttd 11:08:21 *** DayDreamer [~DayDreame@94.142.234.1] has quit [Ping timeout: 480 seconds] 11:09:05 <Xaroth> http://tweakers.net/meuktracker/24995/openttd-110-beta5.html (dutch site) << in case somebody missed it yesterday, ottd got tweakered... 11:14:25 *** ar3k [~ident@eco66.neoplus.adsl.tpnet.pl] has joined #openttd 11:14:41 <blathijs> Hmm, the comment on that page seems to have a useful complaint 11:15:44 <blathijs> "Remove: Settings for vehicle speed in the vehicle view, long date in status bar, drawing of bridge pillars, support for depot orders, time tabling and joining of stations upon building" from the changelog is slightly confusing 11:15:50 <blathijs> Rubidium: ^^ 11:16:24 *** Wolfsherz [~Wolfsherz@p57A6FB26.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 11:18:11 <planetmaker> it says Remove: first item, 2nd item, 3rd item... 11:18:22 *** perk11 [~perk11@81.17.157.195] has joined #openttd 11:31:28 *** Eddi|zuHause2 [~johekr@p54B7627E.dip.t-dialin.net] has joined #openttd 11:33:45 *** perk11 [~perk11@81.17.157.195] has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 11:36:05 *** Eddi|zuHause [~johekr@p54B7627E.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 11:38:20 <blathijs> planetmaker: I mean that people might not interpret "Settings for" correctly, and thing those features are removed entirely 11:40:37 *** KenjiE20 [~KenjiE20@92.11.14.158] has joined #openttd 11:47:52 *** goblin [~goblin@krlh-5f73692e.pool.mediaWays.net] has joined #openttd 12:00:34 *** DanMacK [~DanMacK@206.191.69.149] has joined #openttd 12:04:52 <DanMacK> Hey all 12:04:59 <Terkhen> hi DanMacK 12:11:15 *** ar3k [~ident@eco66.neoplus.adsl.tpnet.pl] has quit [Ping timeout: 480 seconds] 12:23:55 *** dfox [~dfox@ip-94-113-89-201.net.upcbroadband.cz] has joined #openttd 12:39:21 *** fjb is now known as Guest578 12:39:22 *** fjb [~frank@p5DDFEFCE.dip.t-dialin.net] has joined #openttd 12:46:40 *** Guest578 [~frank@p5DDFDD63.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 12:47:06 *** roboboy [~robotboy@CPE-58-173-41-16.nxzp1.ken.bigpond.net.au] has quit [Ping timeout: 480 seconds] 12:58:35 *** ecke [~ecke@188.75.128.2] has joined #openttd 13:00:44 *** v3rb0_ [~v3rb0@78.84.201.137] has joined #openttd 13:01:03 *** v3rb0_ is now known as v3rb0 13:01:09 *** glx [glx@2a01:e35:2f59:c7c0:855f:3239:dcb:ae7] has joined #openttd 13:01:10 *** mode/#openttd [+v glx] by ChanServ 13:08:22 *** DanMacK [~DanMacK@206.191.69.149] has quit [Read error: Connection reset by peer] 13:30:37 *** Wilberfo1ce is now known as Wilberforce 13:38:22 *** Fuco [~dota.keys@188.123.106.105] has joined #openttd 13:40:47 *** Chris_Booth [~chatzilla@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has joined #openttd 13:41:15 *** koska [~koska@89.242.209.90] has joined #openttd 13:52:07 *** Rawh [rawh@lennardk2.student.utwente.nl] has quit [Remote host closed the connection] 13:55:24 *** DanMacK [~DanMacK@206.191.69.149] has joined #openttd 14:25:59 *** Chris_Booth_ [~chatzilla@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has joined #openttd 14:37:21 *** ar3k [~ident@eco66.neoplus.adsl.tpnet.pl] has joined #openttd 14:40:05 *** dfox [~dfox@ip-94-113-89-201.net.upcbroadband.cz] has quit [Read error: Operation timed out] 14:42:37 *** Scuddles [~notme@cm113.epsilon84.maxonline.com.sg] has joined #openttd 14:42:55 <Belugas> hello 14:45:02 <Scuddles> oh 14:52:11 <DanMacK> Hey Scuddles 14:53:08 <Scuddles> Hello DanMacK 14:58:28 *** Wolf01 [~wolf01@host213-236-dynamic.14-87-r.retail.telecomitalia.it] has joined #openttd 14:59:16 <Wolf01> hello 15:24:41 *** ecke [~ecke@188.75.128.2] has quit [Quit: more listen, more understand, more know] 15:27:42 *** Osai^2 is now known as Osai 15:32:59 *** tokai|mdlx [~tokai@port-92-195-237-202.dynamic.qsc.de] has joined #openttd 15:33:43 *** supermop [~daniel_er@rrcs-72-43-171-87.nyc.biz.rr.com] has joined #openttd 15:34:00 <supermop> hello 15:38:44 *** tokai|noir [~tokai@port-92-195-186-185.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 15:38:58 <planetmaker> hi supermop & Wolf01 15:39:28 <supermop> how is it going planetmaker? 15:50:57 *** goblin [~goblin@krlh-5f73692e.pool.mediaWays.net] has quit [Quit: leaving] 15:54:51 *** KouDy [~KouDy@115.133.6.141] has quit [Quit: Leaving.] 16:07:01 *** kamnet [4cb171cd@ircip2.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 16:20:12 *** Progman [~progman@p57A19B77.dip.t-dialin.net] has joined #openttd 16:22:27 *** ar3k [~ident@eco66.neoplus.adsl.tpnet.pl] has quit [Read error: Connection reset by peer] 16:22:55 *** ar3k [~ident@eco66.neoplus.adsl.tpnet.pl] has joined #openttd 16:26:19 <Rubidium> blathijs: I guess I should start using parenthesis to separate the parts 16:30:03 *** Adambean [AdamR@82.hosts.reece-eu.net] has joined #openttd 16:41:20 *** ar3k [~ident@eco66.neoplus.adsl.tpnet.pl] has quit [Ping timeout: 480 seconds] 16:41:27 *** ar3k [~ident@ecb58.neoplus.adsl.tpnet.pl] has joined #openttd 16:56:52 *** ar3k [~ident@ecb58.neoplus.adsl.tpnet.pl] has quit [Read error: Connection reset by peer] 16:57:41 *** ar3k [~ident@ecb58.neoplus.adsl.tpnet.pl] has joined #openttd 16:58:56 *** goblin [~goblin@krlh-5f73692e.pool.mediaWays.net] has joined #openttd 16:59:23 *** ack_ [ANONYMOUS@208.89.50.168] has left #openttd [] 17:03:28 *** Eddi|zuHause2 is now known as Eddi|zuHause 17:08:24 *** ar3k [~ident@ecb58.neoplus.adsl.tpnet.pl] has quit [Read error: Connection reset by peer] 17:11:37 *** |Jeroen| [~jeroen@d5152B25B.access.telenet.be] has joined #openttd 17:13:10 *** Prof_Frink [~proffrink@5e06ec12.bb.sky.com] has joined #openttd 17:29:19 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has quit [Quit: TschÃŒÃ] 17:31:24 *** Lakie [~Lakie@91.84.251.149] has joined #openttd 17:36:02 <DanMacK> Hey Lakie 17:36:12 <Lakie> Hi DanMacK 17:39:09 <planetmaker> salut you two :-) 17:45:41 *** Mucht [~Martin@chello084115143107.3.graz.surfer.at] has joined #openttd 17:47:14 <blathijs> Rubidium: Perhaps add a extra note "These features can no longer be disabled and are now always active" for the final release or something 17:48:58 *** pugi [~pugi@p4FCC4A33.dip.t-dialin.net] has quit [Quit: I reject your reality and substitute my own] 17:53:10 *** Nite [5472b1fc@ircip3.mibbit.com] has joined #openttd 17:53:18 <Nite> Hi 17:53:54 <Nite> the old mammoth trains setting was an equivalent to the max trainlenght 64 setting ? 17:54:28 <Eddi|zuHause> technically, the max train length is 50 17:54:46 <Nite> so why can i set it to 64 ? 17:54:56 <Nite> you mean stationsize is 50 max? 17:55:04 <Eddi|zuHause> don't know, but you can only have 100 vehicles 17:55:10 <Eddi|zuHause> in one train 17:55:16 <Eddi|zuHause> at least you used to... 17:55:51 <Nite> i try that (stationsize is also 64 btw) 17:58:16 *** Zuu [~Zuu@h-114-141.A98.priv.bahnhof.se] has joined #openttd 17:59:38 *** Scuddles [~notme@cm113.epsilon84.maxonline.com.sg] has quit [] 18:00:41 <peter1138> Well, are you saying that the new option should be limited to the range of the old option... for... some reason? 18:02:03 <Nite> seems teh 50 limit has fallen i can do 64 trains even with very short wagons 18:04:32 <Eddi|zuHause> interesting. never tried in a long time... 18:05:00 <Nite> how do i get information on how many wagons a train has without counting - max load / singel waggon load might work 18:05:48 <Nite> i like long trains though large station sizes make beaming toomcuh possible to not do it ;) 18:06:13 <V453000> you use 50 tile long trains? 18:06:26 *** mucht_home [~Martin@chello084115143107.3.graz.surfer.at] has joined #openttd 18:06:27 <V453000> or longer ... 18:06:36 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has joined #openttd 18:06:45 <Nite> i test it with 64 train/station now 18:07:02 <V453000> I am not asking about testing but casual use :) 18:07:25 <Nite> is a fixed minimum spacing between industries possible 18:07:40 <planetmaker> yes 18:08:04 <Nite> - off ocurse it is more experimental atm - buzt i plan to have a game with 32 at least 18:08:20 <Nite> ok and how do i set that? 18:09:20 <planetmaker> (re-)code your industry newgrf 18:09:28 *** Bluelight [~chatzilla@45.80-202-82.nextgentel.com] has joined #openttd 18:09:43 <Nite> (if i set the min space between industries to doubel the station size i would not be able to beam) 18:10:02 <planetmaker> but there's somewhere in the adv. setting a min separation setting, too, IIRC 18:10:07 <Nite> can i set it for ottd in general in some config file? 18:10:17 <Nite> i will look for it 18:11:20 <planetmaker> settings->economy->industries->flat area around industries: n tile(s) 18:11:47 <planetmaker> but that does not generally stop industries being build adjacent. 18:12:20 *** v3rb0 [~v3rb0@78.84.201.137] has quit [Ping timeout: 480 seconds] 18:12:20 *** Mucht [~Martin@chello084115143107.3.graz.surfer.at] has quit [Ping timeout: 480 seconds] 18:12:53 <Nite> what is teh "flat area around industries" setting? 18:13:06 <Nite> oh you answered before asking 18:14:27 <planetmaker> :-) 18:15:40 <Nite> also flat around indus. is max 4 tiles 18:18:08 <Nite> i cannot switch off the ability to construct secondary industries :-O 18:18:49 <Nite> ? 18:21:39 *** Cybertinus [~Cybertinu@tunnel3304.ipv6.xs4all.nl] has quit [Ping timeout: 480 seconds] 18:23:10 <planetmaker> Nite: make it too expensive ;-) 18:23:26 <Nite> whats "variety distribution" in landscape generation for? 18:24:02 <planetmaker> not a few million but a few billion or trillion 18:24:13 <planetmaker> feature size so to speak 18:24:41 <Nite> you mean with basecost mod? i guess 18:26:39 <planetmaker> sure 18:27:25 *** DayDreamer1 [~DayDreame@94.142.234.1] has quit [Read error: Connection reset by peer] 18:27:47 <Nite> i always forget which fiel to delete to get the standard advancedsettings 18:28:39 *** DayDreamer [~DayDreame@94.142.234.1] has joined #openttd 18:28:52 <Rubidium> Nite: I guess you accidentally removed the wrong file in that case 18:29:21 <Eddi|zuHause> the wrong file is the one called readme.txt 18:29:23 <Zuu> Especially if you try to get the standard settings in a running game ^^ 18:29:38 <planetmaker> -.- 18:29:58 <Nite> also a little tiny detai i miss for some time in ottd is the red blinking square that indicates what tiel to change if you are unable to build a certain part of track ... (btw) 18:30:26 <Nite> - no i did not delete anything wrong ;) 18:30:57 <Nite> - i never grasped what readme.txt files are for anyway ;P 18:31:20 <planetmaker> you're not alone ;-) 18:31:31 *** frosch123 [~frosch@frnk-590ffb00.pool.mediaWays.net] has joined #openttd 18:32:28 <Nite> ok ok - i read 6.0 18:33:42 <frosch123> evening 18:33:52 <planetmaker> hello frosch123 18:33:54 <Nite> hi 18:33:57 <frosch123> hello frogs ! 18:45:50 <CIA-11> OpenTTD: translators * r22009 /trunk/src/lang/ (7 files): (log message trimmed) 18:45:50 <CIA-11> OpenTTD: -Update from WebTranslator v3.0: 18:45:50 <CIA-11> OpenTTD: belarusian - 2 changes by KorneySan 18:45:50 <CIA-11> OpenTTD: croatian - 11 changes by VoyagerOne 18:45:50 <CIA-11> OpenTTD: estonian - 3 changes by notAbot 18:45:52 <CIA-11> OpenTTD: romanian - 10 changes by kkmic 18:45:52 <CIA-11> OpenTTD: russian - 5 changes by KorneySan, Lone_Wolf, perk11 18:45:58 <bb10X> Why do roadvehicles only use 1 of the 2 lanes on one way roads? 18:46:03 *** bb10X is now known as bb10 18:48:09 <Eddi|zuHause> bb10: because the overtaking code can't handle it 18:48:39 *** z5000man [~z5000man@adsl-99-30-96-114.dsl.sfldmi.sbcglobal.net] has joined #openttd 18:49:27 <z5000man> Wait, TTD? Is this the open-source of Transport Tycoon? 18:49:48 <Eddi|zuHause> yes 18:49:55 <glx> no 18:49:59 <z5000man> no way, I love that game! 18:50:02 <glx> it's the deluxe one 18:50:18 <z5000man> okay, so like 1996 or so? 18:50:47 <Eddi|zuHause> no, we are in 2011, like the rest of the world. 18:50:51 <planetmaker> like 2011 18:51:02 <DanMacK> Transport Tycoon is Eternal 18:51:06 <z5000man> ah, I see. 18:51:10 <DanMacK> Dates do not matter 18:51:24 <z5000man> Are there a lot of players online now? 18:51:28 *** Biolunar [~mahdi@blfd-4db0f6c0.pool.mediaWays.net] has joined #openttd 18:52:16 <planetmaker> yes and no. Depends on the definition of both 'lots' and 'online' 18:52:36 <Eddi|zuHause> the amount of online players is probably below 1% of the total players 18:52:45 <planetmaker> I'd bet, too 18:52:58 * DanMacK has played online and enjoyed it... 18:53:08 <planetmaker> :-) 18:53:14 <z5000man> really? wow. Transport Tycoon was the foundation to so many games. 18:53:14 * DanMacK prefers to play solo though... AI's are generally just annoying 18:53:17 <planetmaker> That's why I got stuck with this game... 18:53:36 <planetmaker> ...playing online got me somewhat addicted to this game :-) 18:53:45 <DanMacK> It was the foundation, and that's why it's the most solid of all of them 18:54:33 * DanMacK has been playing off and on since it came out 18:54:43 <DanMacK> Now however, mostly on 18:55:15 <z5000man> My favorite game was on a US map, I started it in 1950 with 3 AIs, and played it through. A lot of time, but a lot of fun. 18:55:40 <Nite> also we often are asleep while playing ;P 18:56:10 <DanMacK> Should try that on Open TTD, starting on a large US Map with 3 new AI's and the North American Renewal Set :P 18:56:35 <z5000man> Do they have a custom US vehicle set?!?! 18:56:45 <Eddi|zuHause> yes 18:56:49 <z5000man> I might die. 18:56:50 <Nite> try nars2 18:56:57 <Eddi|zuHause> and a huge USA map 18:57:41 <z5000man> I just switched to linux, but I will try and figure this out. It sounds like major reminiscing... 18:57:41 *** koska [~koska@89.242.209.90] has quit [] 18:58:11 <DanMacK> several 18:58:54 <DanMacK> The North American Renewal Set is all trains 18:59:23 <Nite> there are some servers with it online 18:59:41 *** |Jeroen| [~jeroen@d5152B25B.access.telenet.be] has quit [Quit: oO] 19:02:20 *** Fenris3 [~fenris@p5DC6A6B3.dip.t-dialin.net] has joined #openttd 19:02:35 <Zuu> z5000man: Shouldn't be much/any harder on Linux than on Windows depending on how new you are on Linux. 19:04:49 *** Muddy [~muddy@playing.OpenTTD.no] has quit [Ping timeout: 480 seconds] 19:15:51 *** andythenorth [~andy@87.115.42.182] has joined #openttd 19:17:02 *** Muddy [~muddy@playing.OpenTTD.no] has joined #openttd 19:19:27 <DanMacK> Hey Andy 19:21:12 *** Cybertinus [~Cybertinu@tunnel3304.ipv6.xs4all.nl] has joined #openttd 19:26:53 <z5000man> Okay, it's up and going, but I don't have sound... 19:27:29 * dihedral sends z5000man a beep 19:29:08 <Zuu> z5000man: Do you have OpenSFX or sample.cat? 19:29:15 <z5000man> opensfx 19:30:34 <Zuu> no clue really. maybe it is related to the sound system that OpenTTD uses and is muted somehow. 19:31:06 <Zuu> (did you go to the music window and make sure the internal volume control in OpenTTD is > 0? ) 19:33:16 <dihedral> does sound work with everything else? 19:33:40 *** Bluelight [~chatzilla@45.80-202-82.nextgentel.com] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.13/20101203075014]] 19:35:30 <z-MaTRiX> hi 19:35:45 <dihedral> ah - you got your server back then, ey? :-D 19:36:08 <z-MaTRiX> 30224 < z-MaTRiX> created an xorg conf file, added custom monitor information and kde4 uses it 19:36:11 <z-MaTRiX> 030225 < z-MaTRiX> ;> 19:36:14 <z-MaTRiX> 030242 < z-MaTRiX> 1792x1344 19:38:29 <z5000man> yeah, but the songs were just rotating through very fast and making no sound on the menus either. 19:39:06 <Ammler> z5000man: that sounds more like music not sound :-) 19:39:47 <Ammler> you might need timidity 19:42:04 <z5000man> I thought maybe it might have something to do with having to direct the program through pulseaudio, because I was having problems on some other programs too. But I really don't know much about it. 19:42:50 <dihedral> i use pulse 19:44:20 <Ammler> z5000man: so timitdy is installed? 19:49:50 *** Vikthor [~Vikthor@78-80-200-5.tmcz.cz] has joined #openttd 19:52:59 *** simon_ [~simon@c83-248-184-165.bredband.comhem.se] has joined #openttd 19:53:44 *** tycoondemon [~ashnohoe@524B73C2.cm-4-4b.dynamic.ziggo.nl] has quit [Read error: No route to host] 19:53:50 <simon_> hej hej! I recently saved a multiplayer game and would like to continue it. Unfortunately I am not playing the company I used to play while in multiplayer... 19:53:57 <simon_> is there a way to change company without cheating? 19:54:05 <Zuu> Also for music you need a music pack. 19:54:19 <Zuu> But if it skips the songs you probably got songs :-) 19:55:13 <planetmaker> simon_: what's wrong about cheating the correct company? 19:55:54 <planetmaker> would you use it if it was called "switch companies" as it is in on a server? 19:57:58 <simon_> if you cheat, you won't get listed in the highscore table... 19:59:07 <Eddi|zuHause> simon_: the other option would be joining a multiplayer game hosted locally, but you will need twice the processor power 19:59:12 <simon_> I mean, there could be a paramter to load a game, that you play company #nr 19:59:36 <simon_> or something like that 19:59:50 <simon_> yea, I won#t host the game... 20:00:12 *** tycoondemon [~ashnohoe@524B73C2.cm-4-4b.dynamic.ziggo.nl] has joined #openttd 20:00:34 <z5000man> I went through the install on timidity and the configure action ended with this line "configure: error: no acceptable C compiler found in $PATH 20:00:42 <dihedral> ctrl+c will as far as i know give you the only option, or host a server simply by loading the save game in the 'start server' window 20:00:50 <dihedral> then you can simply 'move' to the company 20:01:09 <simon_> jah, I know... but thanks anyt 20:01:10 <simon_> way 20:01:15 <dihedral> it will not affect anything else, as nobody will be able to connect to your server at home unless you have setup forwarding 20:01:23 <dihedral> and it will not show up in the list 20:01:32 <dihedral> if you have forwarding configured, chose another port ;-) 20:01:36 <Eddi|zuHause> z5000man: use your package manager to install 20:02:03 <Eddi|zuHause> z5000man: don't compile unless you need to 20:03:04 *** Adambean [AdamR@82.hosts.reece-eu.net] has quit [Quit: Gone fishing] 20:06:15 <Rubidium> simon_: just start a non-dedicated server with that game (without advertising), and then join the right company. You might need to "spectate" before you're able to join another company 20:06:30 *** enr1x [~kiike@84.228.23.95.dynamic.jazztel.es] has joined #openttd 20:07:32 <dihedral> Rubidium, can you clarify that? the 'spectate before join' part 20:08:01 <simon_> he means that you dont join or create a company 20:08:07 <simon_> right from the beginning 20:08:24 <simon_> you can also just watch a game without actually playing a company 20:08:33 <dihedral> you start as company one, i do not see why you need to join specators first before joining another company ;-) 20:09:39 *** Fast2 [~Fast2@p57AF8C11.dip0.t-ipconnect.de] has joined #openttd 20:09:47 <Rubidium> dihedral: I'm not sure that it works from company to company, so instead of checking it I wrote that it might be needed 20:09:57 <Rubidium> like saying you might need to relogin before some changes take effect 20:10:03 <dihedral> ah :-) 20:10:07 <dihedral> i was just curious ;-) 20:10:20 <dihedral> yes, you should be able to simply move between companies freely :-) 20:10:21 <Rubidium> in 99% of the times it works just right, but it's just the 1% that goes wrong you don't want to write a second message for 20:10:23 <dihedral> especially as server 20:10:40 <Rubidium> I'm not talking about the "move" command though 20:10:51 <dihedral> eh? 20:11:38 <Nite> (a merge companies option comes to mind here ... btw ) 20:12:07 <z5000man> okay. Timidity is installed 20:12:18 <dihedral> which would be the same as buying it out 20:14:42 <Rubidium> dihedral: you know... the company windows having the "join" button and the company dropdown (occasionally) having the "spectate" option? 20:14:46 <Nite> true, teh same but without bancrupcy before 20:15:16 <Rubidium> z5000man: are you trying to make the music play or the sound effects? 20:15:44 <Rubidium> if it's the music, you might need to manually start the music in-game as when it fails to play the music it automatically stops trying 20:16:09 <Nite> just merge two existing companies if two players agree ... (not a must have, but a often thought idea i guess) 20:16:40 <z5000man> Rubidium: either would be nice 20:17:40 <z5000man> quick question first. Is the game supposed to be installed in a certain directory? 20:17:42 <Rubidium> known-bugs.txt lists some problems with PulseAudio; it may be related with your problem 20:18:08 <z5000man> ill check it out 20:34:20 <Nite> no ceartain directory afaik 20:36:09 <andythenorth> DanMacK: salt cargo for FIRS? 20:37:15 <DanMacK> Was thinking so 20:37:50 <DanMacK> Can go to Stockyard/packing plant, fish harbour and possibly builder's yard 20:37:54 <andythenorth> where does it come from? 20:37:57 <DanMacK> Can also serve as a source of chemicals 20:38:03 <DanMacK> Salt mine 20:38:06 *** Wolfsherz [~Wolfsherz@p57A6FB26.dip.t-dialin.net] has joined #openttd 20:38:25 *** Kurimus [Kurimus@dsl-tkubrasgw1-fe86de00-46.dhcp.inet.fi] has quit [] 20:38:44 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has quit [Remote host closed the connection] 20:44:26 *** xiong [~xiong@netblock-68-183-230-230.dslextreme.com] has joined #openttd 20:45:45 <CIA-11> OpenTTD: planetmaker * r22010 /trunk/src/industry_cmd.cpp: -Feature-ette [FS#4131]: [NewGRF] Test all possible industry layouts during construction and add another pony to andy's stables 20:46:37 <andythenorth> hah ha 20:46:45 <andythenorth> will that make 1.1? 20:46:47 <andythenorth> or too late? 20:47:17 <CIA-11> OpenTTD: planetmaker * r22011 /trunk/src/industry_cmd.cpp: -Codechange: Rename a few variables and enhance code clearity 20:47:53 <xiong> It seems my vehicles don't service when their service interval is reached. I've checked; and it's not a marginal thing: I just watched a road vehicle scheduled to service every 105 days bypass a depot although it was over 150 days since serviced. What can cause this, aside from setting 'no service if no breakdowns'? Is timetabling involved? Do go-to-depot orders screw up automatic servicing? Do all pros just order servicing explicitl 20:47:53 <xiong> y, or force it, so the issue is considered trivial? 20:48:09 <planetmaker> that'll be in 1.1 20:48:12 <CIA-11> OpenTTD: planetmaker * r22012 /trunk/src/industry_cmd.cpp: -Add: [NewGRF] Test all industry layouts also when prospecting 20:48:16 <andythenorth> great 20:48:26 <andythenorth> I can use that :) 20:48:35 <planetmaker> :-P Who would guess ;-) 20:48:36 <andythenorth> making FIRS use 1.1 is no problem 20:50:02 <xiong> Oh, and yes, I have another hypothesis: that non-stop orders appear to suppress servicing. Trouble is, none of these seem to hold consistently. I've googled, wiki'd, forumed, and experimented. What am I missing? 20:52:02 <planetmaker> oh, salt cargo? That'd open the option to create Stockfisk ;-) 20:52:08 *** Wolfsherz [~Wolfsherz@p57A6FB26.dip.t-dialin.net] has quit [Quit: Verlassend] 20:52:10 <planetmaker> And re-build the town of Kristiansund ;-) 20:52:22 <planetmaker> and ship that stockfisk to all over the world ;-) 20:52:35 <xiong> Lutefisk. 20:53:59 <supermop> salt would be great for pre- and early industrial economies 20:54:05 <planetmaker> yeah :-) 20:54:07 *** ABCRic [~ABCRic@12.247.189.46.rev.vodafone.pt] has joined #openttd 20:54:15 <planetmaker> much better than valuables :-) 20:54:29 *** Zuu [~Zuu@h-114-141.A98.priv.bahnhof.se] has quit [Quit: Leaving] 20:54:55 <supermop> a little less needed in a post modern world, but essential before refrigeration et al 20:55:11 <planetmaker> that's why I mentioned stockfisk ;-) 20:55:14 <supermop> also, it is needed to make ice cream 20:55:30 <DanMacK> well, the brine is... ;) 20:55:36 <supermop> pickles! 20:55:39 <planetmaker> :-) 20:55:59 * DanMacK starts drawing a pickle car for NARS... 20:56:12 <planetmaker> salt car! 20:56:17 <andythenorth> we need somewhere for veggies to go :) 20:56:31 <supermop> if your train is too late delivering BEER, it becomes vinegar, and you have to reroute it to the pickle factory 20:56:33 <planetmaker> vegie soup needs a grain of salt, too ;-) 20:56:40 <planetmaker> lloool 20:56:50 *** pugi [~pugi@p4FCC4A33.dip.t-dialin.net] has joined #openttd 20:56:59 <Belugas> a grain? a lot! 20:57:20 * Belugas shivers at the possible taste of unsalted vegie soup 20:57:59 <planetmaker> :-) depends on the grain size, Belugas ;-) 20:59:16 <planetmaker> http://en.wikipedia.org/wiki/File:Saltmill.jpg <-- a bit larger - and you can buy it by the m^3 en bloc 20:59:36 <peter1138> "en bloc" 21:00:51 <supermop> could aalso get it from shallow coastal waters 21:01:30 <Nite> you can use dried vegetables for veggi soup then you need less or no salt at all ... 21:01:54 * andythenorth forsees an entire food and drink economy 21:01:59 * andythenorth votes for jam 21:02:39 * DanMacK senses a FIRS revamp for toyland 21:03:02 <planetmaker> hm... *that* might make sense. Not toy, but food land :-) 21:03:07 <supermop> well, things like salt, pickles, cured fish and meats, and alcohol at one time comprised much of the transport economy 21:03:11 <Nite> votes for zwetschkenknoedel and powidltatschgerl :P 21:03:11 <Belugas> quite :D 21:03:25 <planetmaker> apple pie transporter. Salt lorrey, soup cettle... :-) 21:03:27 <planetmaker> yummi 21:03:38 <Belugas> ho... 21:03:44 <andythenorth> sausage 21:03:46 * Belugas starts to get hungry 21:03:49 <planetmaker> oh... the soup cettle wagon... - are you up for that, DanMacK ? 21:03:50 <Belugas> BIG TIME 21:03:54 <supermop> good thing i just ate 21:04:17 <planetmaker> or what we could use now already the sweets jars on the flatbed :-D 21:04:25 <andythenorth> food land 21:04:29 <planetmaker> :-) 21:04:35 <planetmaker> I'd feel at home :-P 21:04:38 * andythenorth wonders about resurrecting block-land mod 21:04:53 <andythenorth> cargos: 1x1 bricks, 1x2 bricks, 4x2 plates 21:04:56 <Nite> i just ordered japanese food - so mail could be ... 21:05:06 <andythenorth> no PAX 21:05:09 <andythenorth> minifigs instead 21:05:11 <DanMacK> Special bricks pay more 21:05:30 <planetmaker> :-) 21:05:36 <DanMacK> Statue would be an old school large fig :P 21:05:49 <supermop> plastic mine -> injection mold 21:06:07 <DanMacK> Would trains be in push, 4.5V and 9V varities? 21:06:25 <Nite> hÀ? 21:06:28 <andythenorth> rail types 21:06:34 <supermop> blue, grey 21:06:39 <DanMacK> Monorail 21:06:40 <Eddi|zuHause> anyone remembers 4.5V "flat" batteries? ;) 21:06:45 <andythenorth> roads already look like road plates 21:06:49 <andythenorth> Monorail was epic 21:06:53 <Eddi|zuHause> i haven't seen one of those in years ;) 21:06:54 *** z5000man [~z5000man@adsl-99-30-96-114.dsl.sfldmi.sbcglobal.net] has quit [Read error: Connection reset by peer] 21:06:55 <supermop> sah a bunch of old blue track while i was in London 21:07:05 <supermop> saw 21:07:28 <andythenorth> http://www.brickshelf.com/cgi-bin/gallery.cgi?f=460457 21:07:39 <andythenorth> http://www.brickshelf.com/cgi-bin/gallery.cgi?f=460455 21:07:59 <supermop> differentiate between the town airport monorail and the various space monorails? 21:08:28 <supermop> actually, 21:08:31 <Nite> i remember those electronic "things" that needed up to 3 different kinds of batteries - 9v block some aa and a coin cell ... 21:08:41 <supermop> why has no one ever considered brio? 21:08:46 <Wolf01> million$$$ in lego parts :S 21:08:50 * DanMacK tyhought about it 21:08:59 <Nite> omg brio 21:09:10 <supermop> would look better in locomotion perhaps... 21:09:26 <Eddi|zuHause> what's brio? 21:09:29 <Nite> i hate stuff that uses batteries btw 21:09:35 <supermop> gaaah 21:09:37 <supermop> brio 21:09:42 <supermop> is awesome and swedish 21:09:58 <supermop> and wood 21:10:01 <Eddi|zuHause> is that an oxymoron? :p 21:10:36 <supermop> i had a little pair of brio engineer's overalls when i was 3 or 4 21:10:46 <planetmaker> brio... the wooden rails? 21:10:50 <Nite> it had magnetic coupling 21:11:03 <planetmaker> they still have. And they still dwell in my living room 21:11:55 <planetmaker> I usually combined the brio rails with the Lego town ;-) 21:12:06 <supermop> when i was about 5 i really wanted the brio series 0 shinkansen 21:12:22 <supermop> now they seem to have a brio n700 21:12:43 <Eddi|zuHause> ah... wood... we poor Ossis only had plastic railways :) 21:13:04 <supermop> brio 225 in swallow: http://img3.toysperiod.com/img/cache/c4/100x75/r213a4s264z244n5j4o5l2q264p2p22384.jpg 21:13:36 <Eddi|zuHause> that picture is... tiny 21:13:49 <supermop> wanted that even before i really understood what an 1c225 was 21:13:56 <supermop> ic 21:14:04 <andythenorth> I had red plastic trains 21:14:05 <supermop> best i could find on google 21:14:09 <andythenorth> same style as brio 21:14:11 <andythenorth> but plastic :) 21:14:43 <supermop> executive: 21:14:45 <supermop> http://www.collectibles-articles.com/antique/collectible-image-large/brio-intercity-train-mint-in-box_180605882164.jpg 21:15:20 *** planetmaker [~planetmak@101.haydn.openttdcoop.org] has left #openttd [] 21:15:25 *** planetmaker [~planetmak@101.haydn.openttdcoop.org] has joined #openttd 21:15:28 *** mode/#openttd [+o planetmaker] by ChanServ 21:15:40 * andythenorth had this: http://www.mattheweaves.co.uk/2008/07/30/red-plastic-train-set/ 21:15:55 <andythenorth> that Andrew in the blog post is not me 21:16:13 <andythenorth> the turntable was geared and fricking awesome 21:16:14 <planetmaker> ugly 21:16:21 <planetmaker> wood is so much better :-) 21:16:39 <andythenorth> aesthetics don't beat nostalgia :) 21:16:49 <planetmaker> hehe :-) - quite 21:17:33 <supermop> a train set to a little kid is beautiful no matter what 21:17:47 <andythenorth> http://www.hobbiesplus.com.au/gunzelgallery/toltoys_trains.htm 21:17:52 * DanMacK had a set similar to that 21:17:52 *** DayDreamer [~DayDreame@94.142.234.1] has quit [Read error: Connection reset by peer] 21:19:17 <andythenorth> must be something about it that leads to pixel drawing :) 21:20:55 <supermop> lego and brio certainly get some of the credit for me going into architecture 21:21:00 <Nite> infants brio had similar rule problems as ottd - blocking and crashing someones vehicles i remember lead to agressive fights 21:21:42 <supermop> which might not have been a good influence afterall, as architects don't make any money 21:25:52 <Wolf01> yesterday I spotted the turntable in Milan: http://maps.google.it/?ie=UTF8&ll=45.472111,9.260501&spn=0.00139,0.004128&t=h&z=19 it seem to be always full of engines and cars 21:26:10 <frosch123> night 21:26:16 *** frosch123 [~frosch@frnk-590ffb00.pool.mediaWays.net] has quit [Remote host closed the connection] 21:26:34 <supermop> i looked at that one when drawing my larger roundhouse 21:28:35 <Wolf01> this one is the largest junkya...trainyards I've ever seen 21:28:40 * DanMacK hasn't played with that particular grf in awhile... 21:28:45 *** Nite [5472b1fc@ircip3.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 21:28:49 *** asilv [~as@h-62-142-160-55.joensuunelli.fi] has joined #openttd 21:28:58 *** Nite [5472b1fc@ircip3.mibbit.com] has joined #openttd 21:29:21 <DanMacK> Then again, none of my games have really had trains in awhile... 21:29:48 <supermop> i think i have fixed the glitches it had 21:30:03 * DanMacK will have to check it out 21:30:08 <supermop> and i have drawn tons of new stuff for a version .3 21:30:09 <supermop> but 21:30:20 <DanMacK> but? 21:30:23 <supermop> i havent found time over the last 4 months to code at all 21:30:57 <supermop> as 10 minutes of coding takes me about 2-3 hours of trying to learn what to do 21:31:00 <DanMacK> Understandable 21:31:16 <supermop> i have no aptitude for computer language at all 21:32:31 <Rubidium> just ask Tank for the right program 21:32:49 <supermop> ? 21:33:25 *** mucht_home [~Martin@chello084115143107.3.graz.surfer.at] has quit [Remote host closed the connection] 21:33:25 *** andythenorth [~andy@87.115.42.182] has quit [Read error: Connection reset by peer] 21:33:28 *** andythenorth [~andy@87.115.42.182] has joined #openttd 21:33:55 <Eddi|zuHause> :p 21:33:57 <supermop> actually, thats the reason i am on irc in the first place, trying to find out how to code the stuff i drew in november 21:34:07 <Rubidium> aptitude is Debian's (and its derivatives) tool to install programs 21:34:28 <supermop> never used irc before 21:34:28 <DanMacK> lol 21:34:47 <Rubidium> Tank is the operator in "The Matrix" who installs programs into people 21:35:00 <Wolf01> ahahah right :D 21:35:08 <Prof_Frink> Yummy. 21:35:28 <Eddi|zuHause> i haven't seen a good matrix reference in years :) 21:36:11 <Rubidium> sorry to disappoint you 21:38:55 <Eddi|zuHause> 16 heightlevels are definitely not enough 21:39:44 <xiong> Does anyone know any of the reasons why interval servicing can be ignored, apart from 'no service if no breakdowns'? What other reasons can there be for a vehicle to follow its orders blindly when it is overdue for service? 21:40:06 <Rubidium> are you saying the maps are too big? 21:40:49 * dihedral loves reading the backlog and finding out nicknames that seem to be generally ignored :-D 21:40:58 <andythenorth> xiong: vehicles have been doing that for ages 21:41:08 <andythenorth> I never found the cause 21:41:13 * Eddi|zuHause wonders whether xiong is actually still ignoring me 21:41:21 <Nite> they do it when they dont have a path to the depot 21:41:25 <dihedral> the list of 'generally' seems to exclude andythenorth and Eddi|zuHause :-D 21:41:30 <xiong> andythenorth, Good to know, I guess. 21:41:35 <andythenorth> they also do it when they do have a path 21:42:01 <andythenorth> RVs do it a lot 21:42:05 <xiong> Nite, Um, yes. Then there's the case that a road vehicle passes right by a depot, even though it's way overdue. 21:42:09 <Eddi|zuHause> hm... i can't even find a spot where it generated 16 heightlevels. most hills are only like 12 21:42:19 <andythenorth> xiong: use explicit servicing orders 21:42:24 <andythenorth> or turn off breakdowns 21:42:35 <andythenorth> it's not a good fix, but it's a fix :P 21:42:41 <xiong> andythenorth, That was my thought, to always include servicing, one way or another. 21:43:02 <andythenorth> it ought to get fixed, but exploring the pathfinder is way beyond me right now 21:43:07 <xiong> I wanted to know if others had the same issue. You say yes, so that's good, I guess. 21:43:13 <Rubidium> automatic servicing doesn't work when the depots are too far from the main network, in amount of pathfinder penalty 21:43:26 <Nite> i almost always service by force ore order 21:43:33 <andythenorth> xiong: it will only be addressed if (a) it can be predictably reproduced (b) someone's interested in fixing it 21:43:44 <xiong> Rubidium, How does that account for a road vehicle driving right past a depot? 21:43:52 <Rubidium> when you use path signals, it will search from the end of the reserved track. Thus... if you reserved past the depot it won't be going there 21:43:57 <Nite> autoservcing jamming systems too much or sending trains where they should not go 21:44:51 <Rubidium> finally vehicles check for automatic servicing at an interval (something like a day or so; don't know the exact value), so it can be too far away at one point and then have reserved the path past the depot at the next evaluation 21:44:55 <andythenorth> planetmaker: thanks for fixing cb28 21:44:56 <xiong> Well, what about timetables, non-stop orders, and explicit depot orders? Do these affect interval servicing in any way? 21:45:33 <Eddi|zuHause> this can't be right... i have tested about every mountain i could find, and could terraform at least one level higher, often two 21:45:48 *** dageek [~dageek@2001:8b0:ff85:0:223:6cff:fe87:e49c] has joined #openttd 21:45:54 <Eddi|zuHause> is there an obiwan in clamping in the terrain generator? 21:46:03 <xiong> That is, is a vehicle more likely to skip servicing if it is proceeding non-stop; or if it is late on its timetable; or if it has an explicit depot order somewhere in its orders? 21:46:15 <Nite> any idea when the next beta is upon us? 21:46:18 <planetmaker> you're welcome, andythenorth - I'm sure it'll also be my pleasure :-) 21:46:22 *** dageek [~dageek@2001:8b0:ff85:0:223:6cff:fe87:e49c] has left #openttd [] 21:46:32 <andythenorth> I can now start on some interesting FIRS stuff 21:46:56 <Eddi|zuHause> Nite: there just was one. how often do you think there are any?!? 21:47:00 <andythenorth> DanMacK: you're right, no eGRVTS vehicles for alcohol :o 21:47:06 <Rubidium> Eddi|zuHause: have you tried the lowest sea level? 21:47:06 <andythenorth> maybe I screwed up the cargo classes 21:47:33 <Rubidium> for what it's worth I have no idea about the implementation of TGP, so it's just guess work 21:47:48 <xiong> Also, only vaguely related to the previous: Is there a reason that a timetabled vehicle will not waste any early time in a depot or at a waypoint? It will only ever waste (idle, dwell) at a station, which usually is the last (busy) place I want that. 21:48:05 <Eddi|zuHause> Rubidium: seems to be the same 21:48:31 <supermop> xiong: i build 'yards' as stations to give them somewhere to wait 21:48:33 <andythenorth> DanMacK: NARS 2 has....generous...refits for Alcohol :P 21:48:37 <Rubidium> when a vehicle has explicit depot orders automatic servicing won't happen 21:49:01 <xiong> Rubidium++ # the big AHA 21:49:06 <Wolf01> 'night all 21:49:09 <xiong> Why is this not documented anywhere?? 21:49:17 *** Wolf01 [~wolf01@host213-236-dynamic.14-87-r.retail.telecomitalia.it] has quit [Quit: Once again the world is quick to bury me.] 21:49:24 <xiong> So it's true! 21:49:40 <Eddi|zuHause> with lowest sea level there's a funny agglomeration of fishing grounds in every tiny pond :p 21:49:56 <andythenorth> Eddi|zuHause: hah 21:50:02 <andythenorth> indeed 21:50:09 <xiong> I can put a vehicle on a year-long loop around the map and if there's a goto-depot order anywhere in it, it will ignore all interval scheduling. 21:50:16 <andythenorth> fishing grounds do try and cluster too, which makes it worse 21:50:31 <andythenorth> Eddi|zuHause: if you provide code....they could scale by map size :P 21:50:35 <xiong> I thought might have been my subjective impression. 21:51:19 <xiong> Rubidium, What about non-stop orders and being late on timetable? Do these also interfere with interval servicing? 21:51:36 *** DanMacK [~DanMacK@206.191.69.149] has quit [Read error: Connection reset by peer] 21:51:39 <supermop> or you could use a station that looks like a depot..... 21:51:39 <Nite> sry i didnt track when the 1.1.0b5 came out Eddi|zuHause 21:51:58 <Eddi|zuHause> there don't seem to be any fishing harbours... 21:52:15 <Eddi|zuHause> or at least very rarely 21:52:17 <andythenorth> Eddi|zuHause: that can happen 21:52:27 <andythenorth> they use the 'build in town' flag 21:52:50 *** Fenris3 [~fenris@p5DC6A6B3.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 21:52:50 <andythenorth> it's proven that they won't appear on some maps 21:53:00 <andythenorth> I might re-implement my own version of build-in-town 21:53:09 <andythenorth> a bit less restrictive 21:53:13 <xiong> supermop, My rail stations are built to force depoting. I tend to put road freight on timetable, since it's dropping, say, engineering supplies and needs to be predictable. 21:53:19 <Nite> you mean auto servicing will thenb not happen at all? or just because it is serviced before autoservice? rubidium 21:53:27 *** DanMacK [~DanMacK@206.191.69.149] has joined #openttd 21:53:59 <Nite> Nite: avoids to use timetabeling - its just confusing me 21:54:55 <xiong> supermop, The point being that arrival intervals are critical for primary industry growth. So, I've been putting a secondary stop a few tiles before the actual drop-off truck stop and putting extra time in there, in the timetable, then hustling the truck out of the waiting-stop to the real stop. I'd rather have that waiting-stop be a depot, obviously. 21:55:47 <Rubidium> xiong: http://docs.openttd.org/vehicle_8cpp_source.html#l00170 21:56:06 <xiong> Nite, I believe that what Rubidium said was that any goto-depot order at all will suppress interval servicing. 21:56:18 <xiong> Rubidium, I'll look but I seriously doubt that I'll understand it. 21:57:04 <andythenorth> DanMacK: we can now plan windmill for FIRS :) 21:57:31 <xiong> I'm not a software guy; I'm an old hardware dog. 21:57:56 <Eddi|zuHause> andythenorth: it's way better with the slightly hihger sea level 21:58:01 <xiong> Nite, Timetabling is difficult for me, too; but I'm starting to figure it out. 21:58:04 <andythenorth> Eddi|zuHause: yeah 21:58:22 <andythenorth> I'm not sure fishing industries are really compatible with minimum water 21:58:58 <andythenorth> I wouldn't mind implemeting special case code for it, but only if someone else devises it :) 21:58:59 <xiong> Nite, Part of it is the question of order #1. Since most orders loop around, it doesn't seem to matter which is first. I usually start my orders with the loading station and create vehicles at a depot near there; which makes sense, right? 21:59:40 <xiong> You could just as well make order #1 the unloading station but then, newly created vehicles would want to unload first, which seems unreasonable. 22:00:13 <xiong> But -- big but -- if you're timetabling, then (at least in my case), arrival time is critical, not departure. 22:00:13 <Eddi|zuHause> dihedral: i "generally" can't ignore people ;) 22:01:43 <Eddi|zuHause> andythenorth: might just have a "disable water-based industries" parameter, along the lines of "economies" 22:01:44 <xiong> So, create all your new timetabled vehicles at a depot very near the unloading station, and with the unloading station order being order #1. Create them all with shared orders, and send exactly one of them out of the depot on its way, with "Autofill". 22:02:04 <andythenorth> Eddi|zuHause: that's one possibility 22:02:24 <Nite> sry i do not get your train orders withoug seeing them xiong 22:02:28 <Eddi|zuHause> i'm not sure if the newgrf can detect land generation settings 22:02:35 <xiong> That's the hard part, the part that frankly goes against my grain. Leave all the other vehicles in the depot until the first one has come back around. The very last order in the schedule is the depot itself. 22:02:58 <xiong> Nite, I don't timetable trains; I timetable trucks. Trains are best handled with full-load orders. 22:03:02 <Eddi|zuHause> fishing grounds seem to often come in pairs 22:03:07 <Eddi|zuHause> not sure if that's useful 22:03:22 <Nite> its simply overly tedious having to release the vehicles one by one in the distances you watn between them 22:03:31 <xiong> In any case, my orders wouldn't look much different from any others. It's not the list; it's the way its managed. 22:03:50 <Nite> so i only use the "wait for X days" sheldomly 22:03:59 <Eddi|zuHause> but it looks fine overall 22:04:09 <Nite> where can i look at it? 22:04:11 <Eddi|zuHause> almost every pond with a fishing ground also has a fishing harbour 22:04:20 <xiong> Nite, That I agree. You need to keep a sharp eye on the 'clock' and figure out, mentally, how often the vehicles must go out. But you can use the 'start date' feature to speed this up. 22:04:45 <andythenorth> Eddi|zuHause: they try to colocate 22:04:55 <xiong> You still need to do quite a bit of simple arithmetic and deal, somehow, with the issue of the odd number of days per month. 22:05:09 <andythenorth> fishing harbours try to build within 64 pixels of fishing grounds 22:05:11 <andythenorth> and vice versa 22:05:17 <andythenorth> with some randomness 22:05:24 <planetmaker> good night 22:05:29 <Eddi|zuHause> andythenorth: it seems appropriate in general 22:05:41 <andythenorth> it is good on a high water map 22:05:51 <andythenorth> however it's not optimal on low water maps 22:05:56 <andythenorth> I've opened a ticket 22:06:00 <andythenorth> try it on an 80% water map 22:06:04 <supermop> xiong, i was suggesting stations as a shameless plu 22:06:06 <andythenorth> it's a thing of beauty :) 22:06:08 <xiong> Nite, You've seen http://wiki.openttd.org/Timetable --? I have issues with this page; I think I could do a bit better. But it's certainly much better than anything I can show you now. 22:06:18 <xiong> supermop, 'plu'? 22:06:25 <Nite> again, at which server can i look at it? 22:06:53 <xiong> Nite, Sorry, I just don't understand. What server for what? 22:07:22 <supermop> plg 22:07:28 <supermop> plug 22:07:37 <xiong> This is a complex, feature-rich game. People play it in very different ways. I never play on a server; I play locally. 22:08:02 <xiong> And no, Nite, I wouldn't want to show you anything I have got going now, since I'm in the process of changing my thinking. 22:08:07 <Nite> thats what i meant xiong 22:08:28 <xiong> Also, the point is not what you see; it's how you get there. It's a process, not a state. 22:08:51 <Nite> sure you can keep your ottd intimacy ;) 22:08:57 <CIA-11> OpenTTD: rubidium * r22013 /trunk/src/ (company_func.h depot_cmd.cpp functions.h timetable_cmd.cpp): -Codechange: move some functions out of functions.h 22:09:13 <xiong> The whole issue of timetabling is sufficiently complex that there are a number of patches floating around out there to set headway automatically for a group of vehicles. I'm all for it! 22:09:44 <supermop> i like the depature boards patch 22:09:57 <supermop> makes it much easier for me 22:09:59 <xiong> I'm especially incensed that when you set timetables in ticks that times are still set and shown in days -- dated days, too. 22:10:36 <xiong> I do not like numerical dates and I don't like dates of any sort, anywhere, that don't conform to ISO format. 22:11:04 <Nite> well what we want from timetables is clear at least - "a vehicel at a station every X days" 22:11:14 * andythenorth does wonder 22:11:18 <andythenorth> is newstations stalled? 22:11:20 <supermop> use departure boards, then you only have to worry about a 24 hour clock 22:11:27 <Nite> BUT i found teh fulload or not tactics best - so no timetable for me so far 22:11:30 <xiong> Sorry; that came out self-contradictory. Combine the two: I don't like numerical dates except as YYYY-MM-DD. 22:11:30 <supermop> what is that, andy? 22:12:06 <Nite> newstatins where very fine, they are still not on bananas are they? 22:12:07 <xiong> Nite, Usually I agree. But what about engineering supplies or farm supplies? These need to be distributed on a scheduled basis. 22:12:38 <Rubidium> andythenorth: isn't it oldstations by now? Isn't it like mid previous decade? 22:12:52 * andythenorth looks in his checkout :o 22:12:59 <xiong> It's irrelevant whether one crate or 20 are delivered but the industry has to get at least one delivery per month; for safety's sake, let's say once per 20 days or even 15. 22:13:09 <Nite> they can also be handeled with condi orders 22:13:39 <xiong> It does no good at all to deliver twice as much the next month if you skipped this one. So, full load doesn't cut it. 22:13:41 <Rubidium> newstations v0.44: Dec 28 2005 22:13:47 <Eddi|zuHause> as far as i can see, the clamping in tgp.cpp:993 is never actually reached. so there must be another limit before 22:13:59 <andythenorth> newfoo 22:14:06 <xiong> I have two solutions: The first is timetabled road vehicles, which I do agree, Nite, are tricky and time-consuming to set up. 22:14:37 <Nite> i think conditional orders are perfectly fine and logical to set up 22:14:44 <xiong> The other is to run a small train into the accepting station and *transfer* the goods out. Oddly enough, transferred goods will *not* be consumed by industry! 22:14:55 * andythenorth does update newairports branch 22:15:11 <andythenorth> last synced to trunk Nov 2010 22:15:17 <andythenorth> so not very stalled, no 22:15:27 <Rubidium> oh... that newstations 22:15:33 <Eddi|zuHause> what does this magic 3 do? MakeClear(tile, CLEAR_GRASS, 3); 22:15:57 <CIA-11> OpenTTD: rubidium * r22014 /trunk/src/ (functions.h openttd.h): -Codechange: move some more functions out of functions.h 22:16:06 <xiong> Then, I put a tiny loop of road with two truck stops on it and set a single truck to load and unload at the same station. This can be slowed down, if it's rationing out the EngSups or FarmSups too quickly; if a backlog accumulates, a second truck can be laid on. 22:16:15 <Yexo> Eddi|zuHause: it sets the level of clear ground, ie bare ground = 0, fully grown grass = 3 22:16:31 *** Fast2 [~Fast2@p57AF8C11.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 22:16:40 <Eddi|zuHause> Yexo: aha. 22:16:49 * andythenorth proposes newnamingconvention 22:16:56 <xiong> Nite, I don't understand how conditional orders address the issue of delivering supplies to primary industries. 22:17:03 <Nite> they will be consumed if the industry accepts them at the moment you transfer, but at station "stored" ones will not be consumed later in game 22:17:04 <Eddi|zuHause> Yexo: is there an enum for that? 22:17:11 <Yexo> as far as I know not 22:17:50 <Yexo> see clear_map.h:21 22:17:56 <Yexo> Ground types. Valid densities in comments after the enum. 22:18:20 <Nite> you could also use a small truck and asecond station to feed teh industry constantly ... but its really hard to describe it all in words 22:18:30 <Nite> examples are best 22:19:51 <xiong> Nite, I tried the second station. It's not needed. If you transfer to the accepting station, rather than unload, the supplies stay until the loop truck delivers them, by loading and unloading. You don't even really need more than one truck stop but then the pathfinder complains about 'too few orders'. 22:20:13 *** KritiK [~Maxim@95-25-51-102.broadband.corbina.ru] has joined #openttd 22:21:08 <Eddi|zuHause> bah... you can't see the mountains in temperate :p 22:21:34 <Nite> ic - with 2 orders it will complain about two identical orders ;) 22:21:59 *** Biolunar [~mahdi@blfd-4db0f6c0.pool.mediaWays.net] has quit [Quit: All your IRC are belong to us!] 22:22:06 <xiong> Now, this *is* something relatively simple and something that can be apprehended pretty clearly with a static screenshot, with or without a saved game. Would anyone like to see a page put up for 'Regular Deliveries with Transfer Orders'? 22:22:28 <xiong> Nite, Dunno. Fiddle with it. Make one order load, one unload. Works for me. 22:22:34 <CIA-11> OpenTTD: rubidium * r22015 /trunk/src/ (command.cpp economy.cpp functions.h texteff.hpp): -Codechange: move yet another pair of methods from functions.h 22:22:35 <andythenorth> xiong: would it be easier just to patch FIRS? :P 22:22:44 <Nite> why dont just start a server and load your savegame - so anyone intrested could be in it? 22:22:49 <andythenorth> or do you enjoy the challenge? 22:22:52 <xiong> andythenorth, For me? Impossible. 22:23:34 <andythenorth> for me....less so :P 22:23:39 <xiong> Nite, You don't want me to run an OTTD server. I have not got any knowledge of how to do so -- and my machine is a laptop, so availability would be rather unpredictable. 22:23:49 <CIA-11> OpenTTD: rubidium * r22016 /trunk/src/ (command.cpp command_type.h): -Fix [FS#4479]: when paused and having the allowed actions while paused setting on "no actions" cheating money would fail 22:24:28 <xiong> andythenorth, Anyway, what would you patch? I don't have any issues with the regular delivery requirement. I'm having some issues with interval servicing. I have two good solutions to regular delivery. 22:24:56 <andythenorth> well as long as you're having fun ;) 22:25:14 <Nite> 4 your purpose xiong, you klick "multiplayer - start server" and set it up ... 22:25:51 <xiong> In fact, my actual approach tends to be hybrid. I run a train full of supplies out to a station and transfer them. Then, I run a loop truck to deliver to the industry. For nearby industries, I run a timetabled truck route out, which also works off some of the surplus. 22:26:20 <xiong> Nite, You are telling the dunce to pretend to be the professor. 22:26:52 <Nite> i am doing what? 22:27:06 <xiong> There are a very few things about this game that I understand well enough to tell someone else about. Certainly, I'm not going to set up Xiong's Demonstration OTTD Server'. 22:27:21 <xiong> ... especially not on a laptop. 22:27:36 <Nite> its not harder than to setup a singelplayer game 22:27:53 <Nite> if your connection is fine you will be fine 22:28:20 * andythenorth ponders some way to auto-fence industry tiles 22:28:29 <Nite> (dedicated server is littel harder because you should know console commands) 22:28:50 <xiong> Nite, I'm not sure you understand the point; I'm sorry. I have a laptop. I suspend its operations during most of each day. I only have it up for a couple hours at a time. 22:29:28 <xiong> And although I could, in theory, run a server, what would be on it? What would I provide to other people, that they could not get elsewhere and better? 22:29:59 <CIA-11> OpenTTD: rubidium * r22017 /trunk/src/ (14 files in 4 dirs): -Codechange: move MarkTileDirtyByTile to viewport_func.h 22:30:12 <supermop> well you could play cooperatively with a few of your friends, that have similar schedules, and similar play styles 22:30:19 <xiong> Any idiot can run a web server -- as we've seen. The challenge is to invent or gather worthwhile content to put out with it. 22:31:12 <xiong> supermop, Um, again, to what purpose? If such people exist, I can think of better things for us to do together. 22:31:43 <supermop> well, if that is your argument, why play games at all, 22:31:48 <xiong> I mean, sorry, but I find the suggestion bizarre. Do you all want to come over to my house to play? I don't get it. But then, when I was a kid, I always played alone. 22:31:56 <DanMacK> Night all 22:32:07 *** DanMacK [~DanMacK@206.191.69.149] has quit [Quit: Bye for now!] 22:33:06 <supermop> andythenorth; what do you mean by that? 22:33:28 <supermop> i have been trying to do something like that for my yard tiles for months 22:33:52 <Nite> we are not invading your hous by tracking you ip findung your identity xiong, some woudl just take a look what you have built 22:33:57 <xiong> I run several servers, of one sort or another; and for each, I try to provide something that you just can't get anywhere else. I mean, if someone else is doing better, why should I provide a crappy alternative? 22:34:05 <andythenorth> supermop: it would use a bit mask to specify where to draw fences for a tile 22:34:17 <xiong> Nite, I don't have too much worth showing. 22:34:17 <supermop> yeah 22:34:24 <supermop> that is what i was trying to do 22:34:36 <Nite> kk it was just an idea ... 22:34:37 <andythenorth> it can be done with nfo, but would be a bit bonkers 22:34:52 <supermop> i ran into trouble with the number of possible sprites 22:35:05 <Nite> since you seem to have something worth about chatting ;) xiang 22:35:30 <supermop> seemed too hard to set up action 2 chain to handle 16 different possible states 22:35:30 <xiong> Nite, This is, perhaps largely, a matter of orientation. If you want to know how somebody does something, I suspect, you want to join his server and observe, maybe ask questions, maybe ask him to do something while you watch. 22:36:14 <andythenorth> supermop: exactly 22:36:14 <xiong> But if I want to know how somebody does something, I want him to tell me where he has written up the documentation explaining it. I want words and pictures that don't change over small periods of time. 22:36:23 <andythenorth> meanwhile rail tiles have something to auto-fence them 22:36:38 <andythenorth> possibly it could be adapted to fence industry tiles 22:37:11 <andythenorth> I should read that code 22:37:15 <Eddi|zuHause> ... either i edit the wrong file, or all my changes don't have any effect :( 22:37:16 <andythenorth> but not tonight :) 22:37:34 <CIA-11> OpenTTD: rubidium * r22018 /trunk/src/ (12 files): -Cleanup: remove some (now) unneeded includes of functions.h 22:37:37 <Eddi|zuHause> andythenorth: the rail fences are stored in the map array 22:37:40 <xiong> I'm not chatting here to teach you how to deliver cargo to FIRS primary industries. That just came up. I wanted to ask about interval servicing and I got my answer: Don't do it; service explicitly, like the pros. That was one of my first choices. 22:37:58 <Eddi|zuHause> andythenorth: on each tileloop, the fences are adjusted, if necessary 22:38:12 <Eddi|zuHause> (same as grass growth etc.) 22:38:15 <CIA-11> OpenTTD: rubidium * r22019 /trunk/ (12 files in 3 dirs): -Codechange: s/functions.h/clear_func.h/ 22:38:15 <andythenorth> Eddi|zuHause: which bits? 22:38:22 <xiong> If I *did* want to explain what I've learned about regular delivery, I would do so in the form of a wiki page. It would never occur to me to run a dynamic server to demonstrate. 22:38:22 <andythenorth> nvm, the docs will tell me :) 22:38:58 <Eddi|zuHause> andythenorth: m4 bits 3..0 22:39:07 <xiong> I might attach a savegame but that's brittle: might break under the next patch; or you might not have the same NewGRFs loaded. 22:39:11 <andythenorth> not enough industry bits free :( 22:39:14 <Eddi|zuHause> andythenorth: for rail tiles 22:39:22 <xiong> ... or may want to set any one of a hundred variables differently than I have. 22:39:31 <Yexo> xiong: a savegame made with trunk without any newgrfs is quite safe 22:39:36 <xiong> I understand that running a server obviates that. 22:39:49 *** simon_ [~simon@c83-248-184-165.bredband.comhem.se] has quit [Quit: leaving] 22:39:56 <Yexo> andythenorth: I count 3 free bits, I assume you'll need 4 for proper fences 22:40:07 <xiong> Yexo, Yes. And I definitely don't want to do that. Especially when demonstrating how to serve a FIRS industry. 22:40:13 <CIA-11> OpenTTD: rubidium * r22020 /trunk/src/lang/croatian.txt: -Fix: load of failures of WT3 to properly validate some strings... 22:40:17 <xiong> Yexo, That reminds me. Where is penntowns? 22:40:21 <Yexo> ah, in that case a wiki is better indeed ;) 22:40:25 * andythenorth wonders if industries will ever need sloped fences 22:40:28 <Yexo> still sitting in my inbox, sorry 22:40:45 <Yexo> shouldn't be much trouble to get it up, but I forgot about it 22:41:14 <andythenorth> if using custom foundations for a tile prevented fences....then sloped fences would never be needed 22:41:29 <xiong> Yexo, It's not an issue for me, really; I have a version running on my own machine and that's enough. But it irks me a bit not to see it -- only a small bit. Hope you see my point in mentioning it. 22:41:39 * andythenorth does think 22:42:01 <Yexo> xiong: sure, I'll get it up on coop devzone / bananas as soon as possible 22:42:28 <Eddi|zuHause> why does the name "Fred" suddenly appear in my head? :p 22:42:49 <xiong> On another note -- and this has nothing to do with you, Yexo, don't take it that way -- I see nobody has done a thing with bigsig, even though I broke my own word and published the graphics to forum. So much for 'draw it and they will build'. 22:43:17 <andythenorth> Yexo: did you get stuck with newairports? Or bored :) 22:43:20 <andythenorth> or other stuff? 22:43:33 <Yexo> all of them ;) 22:43:44 <andythenorth> is it pathologically stuck? 22:43:48 <Yexo> got stuck, I've got some ideas on how to circumvent that but that means rethinking part of the spec 22:43:55 <Yexo> which is not exactly fun 22:43:58 *** TruePikachu [~chris@cpe-67-49-42-88.socal.res.rr.com] has joined #openttd 22:44:01 <andythenorth> ho 22:44:28 <andythenorth> my motive is not pure 22:44:33 <xiong> Actually, Yexo, I think I could reasonably demo regular servicing with transfer orders, with a plain vanilla game. It just wouldn't have the same... juice. 22:44:44 <andythenorth> stations for industries on water are a bit unsatisfactory currently 22:45:02 <Yexo> I know :) 22:45:15 *** ABCRic [~ABCRic@12.247.189.46.rev.vodafone.pt] has quit [Quit: Goodbye, world...] 22:45:35 <Yexo> actually custom stations for ships would be a lot easier than for aircraft (assuming ships can never change their z-position) 22:45:48 <andythenorth> ships would be fine 22:45:51 <xiong> I wish that someone, instead of asking me to explain game mechanics I don't understand well, would ask me to draw graphics, which I do understand. 22:46:00 <andythenorth> it's trickier if there are also helipads for the same station 22:47:08 <andythenorth> currently it is possible to go heli-fishing in FIRS 22:47:13 <andythenorth> heli-logging yes 22:47:17 <andythenorth> heli-fishing: less so 22:47:22 <Prof_Frink> heli-mining? 22:47:28 <andythenorth> he 22:47:33 * TruePikachu doesn't understand revisions r21954-r21958 22:48:05 <andythenorth> they got discussed in forum 22:48:08 <Yexo> useless settings which almost everyone has the same value 22:48:18 <TruePikachu> Being... 22:48:21 <Yexo> or where it didn't make sense at all to have them enabled 22:48:33 *** Progman [~progman@p57A19B77.dip.t-dialin.net] has quit [Remote host closed the connection] 22:48:46 <andythenorth> Yexo: if ship stations could be done...I have four or so industries and would make use of them :) 22:49:03 <andythenorth> it's silly to be delivering PAX to the fishing ground :P 22:49:14 <andythenorth> there is no 'mafia' industry in FIRS 22:49:28 <Yexo> I don't want to implement the part for ships only to realize later that the spec needs to be changed for aircraft 22:49:34 <andythenorth> I understand 22:49:36 <Yexo> so while ships are easier they 'depend' on aircraft 22:49:50 <andythenorth> that's what was said the last n times I asked as well :D 22:49:51 <CIA-11> OpenTTD: rubidium * r22021 /trunk/src/ (18 files in 6 dirs): -Fix (r22019): ofcourse make doesn't notice files are gone, so it doesn't recompile everything that needs to be recompiled... 22:51:35 <TruePikachu> When is the 1.1.0 EDA? 22:52:38 <Yexo> some time after 1.1.0-RC1 22:52:56 <TruePikachu> Oh, beta come before RC? 22:52:58 * andythenorth just had a disgusting idea 22:53:00 <Yexo> yes 22:53:18 <andythenorth> I could patch the magic 'water industry' station tile 22:53:21 * TruePikachu just thought you were using the term 'beta' instead of 'rc' 22:53:32 <andythenorth> so it doesn't have acceptance if the industry is not the default oil rig 22:53:38 <andythenorth> it's ugly 22:53:50 <andythenorth> but the industry code has a gazillion ugly special cases already 22:54:20 <glx> TruePikachu: beta are special nighties 22:54:34 <glx> RC are done after branching 22:54:44 <Yexo> andythenorth: but that breaks newgrfs that expect that behavior from the magic water tile 22:55:24 <andythenorth> special case for those newgrfs :P 22:55:48 <andythenorth> check an action 14 property :P 22:55:57 <andythenorth> hard code it so it still works with ECS 22:56:09 <andythenorth> or have patience and wait :P 22:56:23 <andythenorth> option 4 is least work 22:56:29 <andythenorth> but hardest 22:56:33 <TruePikachu> So you're trying to turn an oil rig into a fishing rig? 22:56:38 <andythenorth> oh yes 22:57:17 * andythenorth ponders redrawing some graphics for fishing grounds 22:57:17 <TruePikachu> having trouble keeping the fishermen away, eh? 22:57:27 <andythenorth> what are these fishing rigs you speak of? 22:57:49 <TruePikachu> I coldn't cume up with a better word. 22:57:53 <TruePikachu> *come 22:57:59 <TruePikachu> *couldn't 22:58:32 <TruePikachu> Just imagine an oil rig, but it pumps up fish ;) 22:59:58 <andythenorth> well maybe 23:00:11 <andythenorth> or a 'fishing-with-explosives grounds' 23:00:47 * andythenorth does go to bed 23:00:52 *** goblin [~goblin@krlh-5f73692e.pool.mediaWays.net] has quit [Quit: leaving] 23:00:55 <xiong> Delivering chemicals to this industry may increase production. 23:01:02 <andythenorth> good night ;) 23:01:31 *** andythenorth [~andy@87.115.42.182] has left #openttd [] 23:02:18 *** asilv [~as@h-62-142-160-55.joensuunelli.fi] has quit [Quit: asilv] 23:10:20 *** X-2 [~X-2@5ED662EB.cm-7-7b.dynamic.ziggo.nl] has quit [Remote host closed the connection] 23:13:49 <supermop> later 23:13:55 <supermop> oops 23:14:04 <supermop> hadn't scrolled down all the way 23:14:24 *** perk11 [~perk11@81.17.157.195] has joined #openttd 23:19:10 *** xiong [~xiong@netblock-68-183-230-230.dslextreme.com] has quit [Ping timeout: 480 seconds] 23:20:11 *** Vikthor [~Vikthor@78-80-200-5.tmcz.cz] has quit [Quit: Leaving.] 23:26:03 *** Eddi|zuHause [~johekr@p54B7627E.dip.t-dialin.net] has quit [Remote host closed the connection] 23:27:18 *** Eddi|zuHause [~johekr@p54B7627E.dip.t-dialin.net] has joined #openttd 23:28:58 <TruePikachu> Lol @ one of these 'towns' 23:29:25 <TruePikachu> 5 residents, comprises entirely of 3 road tiles and what looks like a hurch 23:29:33 <TruePikachu> *church 23:29:52 <TruePikachu> In the middle of the water on the smallest possible island 23:30:42 <TruePikachu> "New Fludinghattan Ridge" 23:31:02 <TruePikachu> Name is bigger that the town in full zoom-in 23:31:48 <TruePikachu> Scary thing is that it's marked as a city... 23:41:19 <TruePikachu> Hmmm...what's an "Unnamed Finance"? 23:47:55 <TruePikachu> Wait, you know not-really-there bridges and tunnels? 23:48:22 <TruePikachu> Are those to help prevent issues with other companies (w/o infrastructure sharing)? 23:49:07 <Eddi|zuHause> wtf are you talking about?!? 23:49:24 <TruePikachu> Bridges and tunnels do not actually exist 23:49:34 <Eddi|zuHause> so? 23:49:36 <TruePikachu> (according to some guys here/on the forums) 23:50:06 <TruePikachu> I'm wondering if the fact that they don't exist is intentional so as to not create problems with other companies 23:50:34 <Eddi|zuHause> it is intentional, but has nothing to do with companies. how do you get that idea? 23:50:36 <TruePikachu> Theoretically, if it existed, nobody else could pass under the bridge 23:50:49 <TruePikachu> Land wnership 23:50:52 <TruePikachu> *ownership 23:51:03 * TruePikachu is having an off day with tping 23:51:14 <TruePikachu> ^^ see? 23:51:35 *** Dreamxtreme [~Dre@92.30.71.188] has quit [Read error: Connection reset by peer] 23:51:54 <TruePikachu> And when I say "pass under", I mean "even build rails or such under" 23:52:19 *** pugi [~pugi@p4FCC4A33.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 23:52:38 <Eddi|zuHause> no, that's not it 23:52:42 <TruePikachu> Oh... 23:52:46 *** pugi [~pugi@p4FCC51F3.dip.t-dialin.net] has joined #openttd 23:53:15 <Eddi|zuHause> when the bridges were "there", you could only build straight rails or roads under them, and no signals or crossings or such 23:53:30 <Yexo> TruePikachu: some tiles can have up to 3 different owners, so that's definitely not the problem 23:53:32 <TruePikachu> Oh... 23:53:52 <TruePikachu> Yexo: you are a psychic 23:54:12 *** Dreamxtreme [~Dre@92.30.71.188] has joined #openttd 23:54:44 * TruePikachu literally just figured out that one piece of land can have 3 owners 23:55:08 <TruePikachu> 'figured' as in mathematically, not experimentially 23:55:34 <TruePikachu> But it only works in 2 unique tiles (or 1 tile if you count rotations) 23:56:22 * TruePikachu presses Alt-F7 - bbl 23:59:01 *** amkoroew1 [~Heinz@p5B10766D.dip.t-dialin.net] has quit [Quit: Leaving.]