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00:01:36 *** supermop_ [~daniel_er@rrcs-72-43-171-87.nyc.biz.rr.com] has left #openttd [] 00:03:02 *** ar3k [~ident@ecy224.neoplus.adsl.tpnet.pl] has quit [Read error: Connection reset by peer] 00:03:22 *** ar3k [~ident@ecy224.neoplus.adsl.tpnet.pl] has joined #openttd 00:03:22 *** ar3k is now known as ar3kaw 00:04:48 *** ar3k [~ident@ecy224.neoplus.adsl.tpnet.pl] has joined #openttd 00:11:22 *** DanMacK [~DanMacK@206.191.69.149] has joined #openttd 00:11:35 *** ar3kaw [~ident@ecy224.neoplus.adsl.tpnet.pl] has quit [Ping timeout: 480 seconds] 00:13:17 *** Pikka [~chatzilla@d114-78-19-3.rdl800.qld.optusnet.com.au] has joined #openttd 00:18:11 *** HerzogDeXtEr1 [~Flex@88.130.170.250] has quit [Read error: Connection reset by peer] 00:18:56 *** supermop [~daniel_er@cpe-67-243-25-39.nyc.res.rr.com] has joined #openttd 00:19:57 <supermop> hello 00:21:30 *** HerzogDeXtEr [~Flex@88.130.170.250] has joined #openttd 00:21:34 *** KritiK [~Maxim@89-178-240-119.broadband.corbina.ru] has quit [Quit: Leaving] 00:25:06 <Pikka> hallo 00:25:23 *** JOHN-SHEPARD [~JOHN-SHEP@ALyon-158-1-9-51.w90-29.abo.wanadoo.fr] has joined #openttd 00:29:12 *** roboboy [~robotboy@CPE-58-173-41-16.nxzp1.ken.bigpond.net.au] has joined #openttd 00:30:32 *** JOHN-SHEPARD_ [~JOHN-SHEP@ALyon-158-1-114-58.w90-29.abo.wanadoo.fr] has quit [Ping timeout: 480 seconds] 00:30:38 *** ar3k [~ident@ecy224.neoplus.adsl.tpnet.pl] has quit [Read error: Connection reset by peer] 00:30:59 *** ar3k [~ident@ecy224.neoplus.adsl.tpnet.pl] has joined #openttd 00:31:05 *** ar3k is now known as ar3kaw 00:32:11 *** dfox_ [~dfox@ip-94-113-89-201.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds] 00:34:58 <supermop> aanything going on? 00:35:06 <supermop> or, 00:35:12 <supermop> anything positive going on? 00:35:59 *** anythingffs [~Miranda@5ad9452a.bb.sky.com] has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 00:38:39 <Pikka> this and that! 00:38:46 <Pikka> mostly this 00:38:48 *** Kurimus [Kurimus@dsl-tkubrasgw1-fe33dc00-53.dhcp.inet.fi] has quit [] 00:39:02 <Pikka> trying to get a grf finished by april 1st.. :P 00:39:13 <supermop> ah 00:39:25 <supermop> i shoud work on my grf today 00:39:31 <supermop> or maybe draw more 00:44:20 *** Chris_Booth [~chatzilla@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.15/20110303024726]] 00:50:15 *** Vikthor [~Vikthor@78-80-200-5.tmcz.cz] has quit [Ping timeout: 480 seconds] 00:56:43 *** ar3kaw [~ident@ecy224.neoplus.adsl.tpnet.pl] has quit [Read error: Connection reset by peer] 00:57:03 *** ar3k [~ident@ecy224.neoplus.adsl.tpnet.pl] has joined #openttd 00:57:03 *** ar3k is now known as ar3kaw 01:00:34 *** JOHN-SHEPARD_ [~JOHN-SHEP@ALyon-158-1-50-234.w90-29.abo.wanadoo.fr] has joined #openttd 01:01:42 *** ar3kaw [~ident@ecy224.neoplus.adsl.tpnet.pl] has quit 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#openttd 08:14:37 *** fonsinchen [~fonsinche@brln-4d0cd548.pool.mediaWays.net] has joined #openttd 08:17:21 *** ar3kaw [~ident@ecy224.neoplus.adsl.tpnet.pl] has quit [Ping timeout: 480 seconds] 08:24:54 *** andythenorth [~andy@115.242.114.129] has quit [Ping timeout: 480 seconds] 08:32:40 <CIA-7> OpenTTD: rubidium * r22235 /trunk/src/lang/unfinished/faroese.txt: -Add: stub for a Faroese translation 08:37:57 *** Zuu [~Zuu@h-114-141.A98.priv.bahnhof.se] has joined #openttd 09:01:59 *** adune [~adune@c-66-41-187-237.hsd1.mn.comcast.net] has joined #openttd 09:06:13 *** Progman [~progman@p57A1DEA1.dip.t-dialin.net] has joined #openttd 09:09:03 *** Kurimus [Kurimus@dsl-tkubrasgw1-fe33dc00-53.dhcp.inet.fi] has joined #openttd 09:11:19 *** HerzogDeXtEr1 [~Flex@88.130.182.204] has joined #openttd 09:18:17 *** HerzogDeXtEr [~Flex@88.130.170.250] has quit [Ping timeout: 480 seconds] 09:31:36 *** amkoroew1 [~Heinz@p5B103077.dip.t-dialin.net] has joined #openttd 09:36:20 *** Ruudjah [~opera@86.93.109.194] has joined #openttd 09:36:25 *** Ruudjah [~opera@86.93.109.194] has left #openttd [] 09:36:27 *** amkoroew [~Heinz@p5B1062BA.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 09:45:24 *** frosch123 [~frosch@frnk-590ffb8b.pool.mediaWays.net] has joined #openttd 09:55:19 *** pugi [~pugi@p4FCC33A7.dip.t-dialin.net] has joined #openttd 09:59:54 <frosch123> "Now some years passed and I have 3 OpenTTD installations running. 2 stable 1.0.5 each for one screen and 1 nightly that recieves frequent upgrades." <- :o 10:00:28 <frosch123> clearly the main advantage of multiple screens is that you can play two games simultaneiously :) 10:01:53 <planetmaker> :-D 10:04:04 <Terkhen> hello 10:04:30 <Terkhen> and you need two installations of 1.0.5 for that? can't you open the same one twice? 10:04:51 <fonsinchen> I've read of one guy who played a network game with himself on two screens so that he gets two fullscreen viewports into the same game. Maybe that's the same person. Having two installations for that is quite funny, indeed. 10:05:46 <Terkhen> :) 10:06:49 <frosch123> he, network game with yourself? i remember i did that with outpost 2, as it had no proper sandbox mode without annoying opponents 10:11:54 *** Krusen [~as.if@89.184.153.221] has joined #openttd 10:12:49 *** Scuddles [~notme@cm175.epsilon84.maxonline.com.sg] has joined #openttd 10:18:28 *** DoubleYou [~jkuckartz@ppp118-209-108-94.lns20.mel4.internode.on.net] has quit [] 10:25:55 *** andythenorth [~andy@115.242.59.113] has joined #openttd 10:28:30 *** Adambean [AdamR@82.hosts.reece-eu.net] has joined #openttd 10:28:55 *** fonsinchen [~fonsinche@brln-4d0cd548.pool.mediaWays.net] has quit [Ping timeout: 480 seconds] 10:30:30 *** tycoondemon [~ashnohoe@524B73C2.cm-4-4b.dynamic.ziggo.nl] has quit [Ping timeout: 480 seconds] 10:41:54 *** andythenorth [~andy@115.242.59.113] has quit [Ping timeout: 480 seconds] 10:43:21 *** Prof_Frink [~proffrink@5e0a2942.bb.sky.com] has joined #openttd 10:44:04 <CIA-7> OpenTTD: frosch * r22236 /trunk/src/order_gui.cpp: -Fix (r21457): Disarm a bear-pit, which r22226 almost fell into. 10:50:19 *** fjb [~frank@p5DDFE85D.dip.t-dialin.net] has joined #openttd 10:51:15 <Ammler> can't you make one openttd fullscreen on 2 screens? 10:51:46 <frosch123> that's the normal behaviour here 10:51:59 <Ammler> thought that is a os thing :-) 10:52:00 <frosch123> i cannot make fullscreen on a single screen though :) 10:52:14 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has joined #openttd 10:52:29 <frosch123> Ammler: rather a sdl thing. other applications make fullscreen on single screen 10:52:35 <fjb> Moin 10:52:40 <fjb> Quak frosch123 10:52:40 <frosch123> quak fjb 10:53:05 <Ammler> ck! 10:58:14 *** Chrill [Chrill@ip68-8-120-178.sd.sd.cox.net] has joined #openttd 10:58:36 <Eddi|zuHause> a "quack(salber)" is something different... 10:59:25 *** andythenorth [~andy@115.242.67.229] has joined #openttd 10:59:52 <frosch123> Eddi|zuHause: though they might use ingredients of toads and such :p 11:00:16 <Eddi|zuHause> frogs are not toads either ;) 11:00:17 <andythenorth> hello 11:03:20 *** Fast2 [~Fast2@p57AF991C.dip0.t-ipconnect.de] has joined #openttd 11:12:42 *** grzywacz [~grzywacz@89-78-180-180.dynamic.chello.pl] has joined #openttd 11:15:55 *** Fuco [~dota.keys@fuco.sks3.muni.cz] has joined #openttd 11:25:29 *** andythenorth [~andy@115.242.67.229] has quit [Ping timeout: 480 seconds] 11:27:04 *** KenjiE20 [~KenjiE20@92.12.7.71] has joined #openttd 11:27:49 <Zuu> On the two installation thing, I also first though it was useless, but decided to not comment on that as he might have made some tweaks so that they go auto-fullscreen on the right monitor. 11:30:38 <Zuu> (right as in the correct one - eg one on left and one in right direction ;-) ) 11:43:00 <Eddi|zuHause> you can do that with the -c option 11:45:21 <Eddi|zuHause> but in general, the person might just be cautious where two instances of the same installation may cause conflicts over temporary files 11:46:13 <Ammler> how does autosave work in that situation, btw.? 11:47:43 *** Biolunar_ [~mahdi@blfd-4d08f7cb.pool.mediaWays.net] has quit [Quit: All your IRC are belong to us!] 12:04:11 *** Chillosophy [~Chillosop@ip91350749.adsl-surfen.hetnet.nl] has joined #openttd 12:07:15 *** Pulec [~pulec@static-cl093181068250.unet.cz] has joined #openttd 12:12:57 *** Fast2 [~Fast2@p57AF991C.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 12:15:39 <__ln__> http://www.seisake.net/satamarata3/hrtnv_1.jpg 12:21:09 *** ar3kaw [~ident@aeru24.neoplus.adsl.tpnet.pl] has joined #openttd 12:22:17 *** Aylomen [~chatzilla@DSL01.83.171.174.161.ip-pool.NEFkom.net] has joined #openttd 12:27:17 *** ar3k [~ident@aeru24.neoplus.adsl.tpnet.pl] has quit [Ping timeout: 480 seconds] 12:35:12 *** Fast2 [~Fast2@p57AF991C.dip0.t-ipconnect.de] has joined #openttd 12:40:00 *** roboboy [~robotboy@CPE-58-173-41-16.nxzp1.ken.bigpond.net.au] has quit [Ping timeout: 480 seconds] 12:43:50 *** Aylomen [~chatzilla@DSL01.83.171.174.161.ip-pool.NEFkom.net] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.15/20110303024726]] 12:54:22 *** Devroush [~dennis@178-119-81-33.access.telenet.be] has joined #openttd 12:54:32 <planetmaker> http://www.tt-forums.net/viewtopic.php?p=935406#p935406 <-- nice one, Alberth :-) 12:55:50 *** Aylomen [~chatzilla@DSL01.83.171.174.161.ip-pool.NEFkom.net] has joined #openttd 12:57:37 *** Kurimus [Kurimus@dsl-tkubrasgw1-fe33dc00-53.dhcp.inet.fi] has quit [Ping timeout: 480 seconds] 12:57:52 *** Aylomen [~chatzilla@DSL01.83.171.174.161.ip-pool.NEFkom.net] has quit [] 12:59:39 <frosch123> planetmaker: s/grfwizard/grfmaker/ 12:59:58 <planetmaker> he, yeah 13:00:39 <frosch123> grfwizard is some stupid wrapper around grfcodec for people who cannot use a cli 13:01:31 <planetmaker> like the thread starter :-P 13:03:10 <Rubidium> we definitely should get a labview toolbox so he can clickity click together NewGRFs ;) 13:04:02 <Eddi|zuHause> a what? 13:04:25 <Alberth> lol 13:04:55 <Rubidium> Eddi|zuHause: you don't know G? 13:04:58 <frosch123> yeah, the important part of labview is, that everyone thinks he could learn it :p 13:05:24 <frosch123> Eddi|zuHause: G is a languages of fourth generation 13:05:32 <frosch123> ... or something like that is written on the box ... 13:05:52 <Eddi|zuHause> you mean like a meta-meta-language? 13:06:29 <Alberth> no, it's a visual programming language for making user interfaces 13:07:04 <Alberth> but everything is graphical, including eg +, and a for-loop 13:07:25 <Rubidium> Eddi|zuHause: http://www.tellusrfid.com/Portals/0/LabVIEW%20Code.png 13:07:57 <frosch123> it's actually quite nice for its purpose. the biggest drawback is that you need to have the same version installed everywhere, as it has basically no compatibility between even minor versions 13:08:22 <Rubidium> and it sucks w.r.t. source control 13:08:39 <Rubidium> open, scroll and save changes the "source code" 13:08:41 <Alberth> any non-textual language does :) 13:08:46 <Rubidium> and it's binary 13:08:53 <Rubidium> so you can't really diff it either 13:09:05 <planetmaker> that's the biggest drawback 13:09:28 <Alberth> people are doing research to fix that :) 13:09:33 <planetmaker> and the inability to show all cases of a switch or case statement at once 13:09:42 <frosch123> but it makes a nice handicraft work to attach a printout of the source to your paper :) 13:09:57 <planetmaker> but it has a very shallow learning curve. Initially 13:10:05 <planetmaker> It gets a lot steeper later on 13:11:03 <Alberth> you cannot open a C code block and start programming C like people do with Simulink? :p 13:11:09 <planetmaker> frosch123: nowadays you just make an electronic attachment ;-) 13:11:51 <frosch123> planetmaker: i doubt that can beat the look&feel of flip-book 13:11:52 <Alberth> planetmaker: then it is dead before you published it due to compability puzzles :) 13:12:48 <planetmaker> hehe :-) 13:13:00 <planetmaker> yes and yes. 13:13:18 <planetmaker> Though between minor versions programmes mostly (not always) work 13:19:11 *** KritiK [~Maxim@95-28-173-207.broadband.corbina.ru] has joined #openttd 13:22:39 <Eddi|zuHause> <Rubidium> Eddi|zuHause: http://www.tellusrfid.com/Portals/0/LabVIEW%20Code.png <-- ah, yes, i have worked with something similar before... 13:22:57 <Eddi|zuHause> it's actually quite funny if your code doesn't become too complex 13:23:34 <frosch123> no, it actually becomes quite funny when your code becomes complex :p 13:24:03 <Eddi|zuHause> frosch123: no, you mean "quite fun", that is something different ;) 13:24:32 <frosch123> also "quite funny", because everyone thinks it's easy before looking into the sub-vis :p 13:28:10 <Eddi|zuHause> well, back when i made my chemical facility control program, i made the easy calculations in such a visual language, and the complex calculations in "real code" ;) 13:30:08 <Eddi|zuHause> anyway, what does anyone think about this: www.informatik.uni-halle.de/~krause/longwag.grf www.informatik.uni-halle.de/~krause/longwagtest4.sav 13:36:42 <Eddi|zuHause> i think i got the alignment right now 13:36:58 <Eddi|zuHause> now i need something to fix (some of) the glitches 13:39:30 <frosch123> are you sure with the alignment? 13:40:01 <frosch123> i'm not sure about the perspective of certain angles 13:40:28 <frosch123> hmm, or does it tilt? 13:42:33 <frosch123> how many parts does one wagon consist one? 13:42:41 <Eddi|zuHause> the width of the roof is odd in some views, yes 13:42:45 <frosch123> s/one/of/ 13:42:48 <Eddi|zuHause> it's 3 parts 13:43:00 <Eddi|zuHause> 4/8 + 8/8 + 4/8 13:43:00 <frosch123> something like 4-8-4 ? 13:43:05 <Eddi|zuHause> only the middle one is visible 13:44:12 <frosch123> i guess it looks most weird due to wagons moving sidewards 13:44:35 <Eddi|zuHause> yeah, but you can't really prevent that 13:45:26 *** Chrill [Chrill@ip68-8-120-178.sd.sd.cox.net] has quit [] 13:46:14 <frosch123> maybe also use x_pos & 0xF and y_pos & 0xF and only consider the neighboured wagons when close to the edge of a tile 13:49:17 <Eddi|zuHause> maybe, but that needs patches like the one in http://bugs.openttd.org/task/2521 13:49:55 <CIA-7> OpenTTD: alberth * r22237 /trunk/src/engine_type.h: -Doc: Add some doxyments to structs and enums in engine_type.h 13:50:23 <Eddi|zuHause> this grf above uses 12 views for the vehicle. i tried 8 but it looks even more weird. and with only the 4 standard views they stick really far out of the rails 13:51:46 <Eddi|zuHause> other possibility might be to use 5 parts, 2+2+8+2+2, then the turning would be closer to the edge 13:54:30 *** Zuu [~Zuu@h-114-141.A98.priv.bahnhof.se] has quit [Ping timeout: 480 seconds] 13:56:44 *** Kurimus [Kurimus@dsl-tkubrasgw1-fe33dc00-53.dhcp.inet.fi] has joined #openttd 14:00:23 <CIA-7> OpenTTD: alberth * r22238 /trunk/src/engine_type.h: -Codechange (r8888): Also remove the now unused NUM_VEHICLE_TYPES constant. 14:00:25 <frosch123> maybe 4 + 4 + 8 works better as long as fs#3569 is not done 14:00:46 *** adune [~adune@c-66-41-187-237.hsd1.mn.comcast.net] has quit [Remote host closed the connection] 14:02:32 *** Nite [5472b1fc@ircip3.mibbit.com] has joined #openttd 14:06:41 <Nite> Hi 14:07:06 <Nite> ... searching for any nice servers with nice newgrfs, ecs or firs ... 14:07:39 <Nite> anything i might have overlooked? 14:10:08 *** alluke [~52b528fd@101.haydn.openttdcoop.org] has joined #openttd 14:10:32 <Eddi|zuHause> frosch123: yes, that seems to work better 14:11:13 <alluke> those japanese maglevs accelerate like tractors 14:13:09 <Eddi|zuHause> tractors have an insane amount of TE 14:15:19 <Eddi|zuHause> updated version: www.informatik.uni-halle.de/~krause/longwag.grf www.informatik.uni-halle.de/~krause/longwagtest5.sav 14:16:18 *** Intexon [~Intexon@blk-222-147-135.eastlink.ca] has joined #openttd 14:17:53 <alluke> well 0-100 in 10 years 14:18:20 <Eddi|zuHause> alluke: you mix something up there... 14:18:29 <alluke> how 14:18:45 <Eddi|zuHause> alluke: tractors have extremely high acceleration, but very low top speed 14:19:04 <alluke> okay then smartypants 14:19:09 <Eddi|zuHause> alluke: your maglevs are the opposite 14:19:11 <alluke> how about an oil tanker 14:19:25 <Eddi|zuHause> yes, that comes closer ;) 14:19:26 <alluke> or no 14:19:39 <alluke> the maglevs top is 502 14:19:46 <alluke> but they accelerate dead slow 14:20:21 <Eddi|zuHause> the only thing that has higher acceleration than a tractor is a bulldozer 14:21:00 <alluke> ye ye 14:21:07 <alluke> but you got my point 14:21:48 <alluke> they should be like rockets 14:24:57 <Eddi|zuHause> complain to the grf author 14:29:08 <peter1138> Hurr 14:29:35 *** JVassie [~James@92.27.149.231] has joined #openttd 14:33:52 *** andythenorth [~andy@115.242.109.201] has joined #openttd 14:35:06 <alluke> andy 14:35:12 <alluke> are you going to fix the trams 14:35:56 <alluke> ecs cereals are carried in a boxcar 14:37:17 <peter1138> Yeah, boxes of Cornflakes, Shreddies and Grape nuts. 14:37:38 <alluke> youre hilarious 14:37:49 *** adune [~adune@c-66-41-187-237.hsd1.mn.comcast.net] has joined #openttd 14:38:19 <andythenorth> hello 14:38:27 <andythenorth> alluke: no 14:38:28 <andythenorth> never 14:39:11 <alluke> why 14:39:23 <alluke> in firs and normal industries theyre carried in a hopper 14:39:41 <andythenorth> because I am feeling capricious :D 14:39:50 <alluke> are you discriminating rival industry set 14:40:01 <andythenorth> no 14:40:06 <frosch123> Eddi|zuHause: that even looks good :) 14:40:06 <andythenorth> but I am not developing HEQS at the moment 14:40:12 <andythenorth> alluke: raise a ticket here: http://dev.openttdcoop.org/projects/heqs/issues 14:40:17 <andythenorth> it will be in HEQS 1.1 14:40:24 <andythenorth> ;) 14:40:39 <andythenorth> or 1.01 or whatever I call it 14:40:58 <alluke> yes 14:41:17 <andythenorth> I'll do HEQS 1.01 in a few months 14:41:23 <alluke> ok 14:41:29 <alluke> just a little code change 14:41:35 <andythenorth> right now I'm doing other projects ;) 14:41:39 <alluke> there is already sprites for grain 14:41:57 <andythenorth> raise the ticket ;) 14:42:21 <andythenorth> and in other news 14:42:29 <andythenorth> where's my clicky-pointy newgrf GUI ? 14:42:47 <alluke> wut 14:44:06 <alluke> whats mud-plugger 14:45:11 <alluke> heyeyey 14:45:16 <alluke> are you kidding me 14:45:16 <alluke> HEQS 2 will feature (slightly smaller) cargo capacities for many vehicles, to better match NARS 2 and UKRS 2. The original capacities are set to balance with eGRVTS. New capacities will be balanced with FIRS production. Probably 25% lower. 14:45:36 <alluke> the ukrs2 capacities are unrealistically low 14:46:03 <andythenorth> alluke: http://dev.openttdcoop.org/issues/1283 14:46:12 <andythenorth> is what you're reading? 14:46:17 <alluke> yes 14:46:27 <alluke> what else :P 14:46:34 <andythenorth> you don't like the idea? 14:46:54 <alluke> well 14:47:01 <alluke> i like the idea of realistic capacities 14:47:07 <alluke> but ukrs2 is way too low 14:47:12 <alluke> compare to any other sets 14:47:32 <alluke> the biggest cars available carry only 20 tons 14:47:54 <alluke> while other sets have 40-60 14:47:58 <alluke> irl even more 14:48:55 <andythenorth> well, it was a player request :P 14:49:00 <andythenorth> funny things, player requests 14:49:06 <alluke> indeed 14:49:07 <andythenorth> you implement one, someone else whines 14:50:31 <alluke> well see 14:50:31 <andythenorth> Rubidium: that was a remarkably restrained reply in the forum thread :o 14:58:20 <Rubidium> the one where I told somewhat he doesn't know shit about stuff? 14:58:54 <Eddi|zuHause> in my experience, people who say "i'm not an idiot" are usually exactly that ;) 14:59:15 <alluke> im an idiot 14:59:19 <planetmaker> Eddi|zuHause: I refrained from writing that sentence slightly paraphrased in that thread ;-) 14:59:39 <planetmaker> like... "why do you then behave like one?" ;-) 14:59:40 <Eddi|zuHause> planetmaker: yes, i read that ;) 14:59:55 <Eddi|zuHause> i can imagine the part in <> ;) 15:00:28 <Nite> sure about that 20 tons? later waggons? 15:02:11 <alluke> i am 15:02:18 <alluke> see yourself 15:02:34 <alluke> put in ukrs2, year 3k, and start game 15:02:40 <alluke> sort the wagons by capacity 15:02:49 *** Fast2 [~Fast2@p57AF991C.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 15:03:00 *** neli [micha@112-231.ftth.onsbrabantnet.nl] has quit [Ping timeout: 480 seconds] 15:03:03 <alluke> ukrs has awfully unrealistic capacities 15:04:12 <Eddi|zuHause> alluke: ukrs2 might not be finished in the later stages 15:04:43 <alluke> ? 15:05:04 <Eddi|zuHause> alluke: i mean: the later wagons and engined might not be done yet 15:05:14 <Nite> i think the max 33 tons coal or 30K liters oil in nars2 are ok ... 15:05:24 <Nite> about requests: 15:05:51 <Nite> if one side wants 40 and the other 60 choose 40 ? 15:06:08 <Nite> 20 / 60 = 40 i mean 15:06:33 <Nite> whatever i look forward to ukrs2 15:07:40 <Nite> iam a bit worried about the out of scale thing in ottd atm ... 15:08:16 <Nite> industreis too close together if u choose large station size ... sums it up 15:08:41 <Nite> more statoin than track between is simply odd 15:08:45 <planetmaker> openttd has a game-specific scale 15:08:58 <Nite> larger maps do help 15:09:08 <planetmaker> it's a game with its own laws, not meant to simulate any particular reality 15:09:10 <Nite> or would if industreis could be more sparsly 15:10:14 <Scuddles> What about the polybulk hoppers that don't carry coal anymore like they did in the old ukrs? 15:10:24 <Nite> iam not into realism at al 15:10:36 <Nite> l 15:10:54 <alluke> i am 15:10:58 <Nite> but, ottd orients on realistik things kind of 15:11:06 <Nite> c 15:11:12 <Nite> *cough* 15:11:23 <alluke> i suggested parameters for realistic and ttd capacities 15:11:59 <Nite> gameplay comes first 15:12:03 <alluke> yes 15:12:24 <alluke> big capacities are good for gameplay 15:12:45 <Nite> and building almost no track but statoins only is odd even in an unrealistic way 15:13:00 <Nite> you can have longer tarins for more capacity? 15:13:08 <alluke> lol? 15:13:11 <alluke> hoe else 15:13:12 <alluke> how 15:13:35 <Nite> but then you need bigger maps ... 15:13:42 <Scuddles> Exactly, I can't even connect the 20 coal mines to a power plant with ukrs 15:13:58 <Scuddles> As if the train capacities weren't low enough, the industry gets full by the time I connect three of them 15:14:20 <Nite> 20 coal mines is an extreme cluster 15:14:44 <Nite> (btw i almost only play ECS, so one coalmine is enough) 15:14:49 <Nite> i dislike clustering 15:14:50 <alluke> i play too 15:14:59 <alluke> but 10 coal mines are more fun 15:15:16 <alluke> with nearly 10k ton trains carrying the stuff out 15:15:55 <Nite> 10 caolmines jsut use space on the map - 1 mine producing same as 10 normal ones is very gamaplay/construciton freindly 15:16:10 <planetmaker> alluke: why do you think that big capacities are good for gameplay? 15:16:38 <alluke> because you dont have to buy 1000 trains 15:16:45 <alluke> and 8-line networks 15:16:46 <Nite> hihg capacity IS fun: building a network that can do it 15:16:55 <Scuddles> Probably because one train would be able to carry an entire year's production in a single trip 15:16:56 <alluke> unrealitic 15:17:01 <alluke> take a look at kiruna for example 15:17:15 <planetmaker> alluke: as it's a transport game... building transportation means is what it's about.... 15:17:54 <alluke> yes? 15:17:57 <alluke> thats what im doing 15:19:01 <Nite> the scale is odd in many cases ecs produces almost to much, firs produces nothing at all, vanilla produces nicely but has no variety ... its all bad ;-P 15:19:11 <Nite> oddttd 15:19:49 <Nite> * not to be taken seriously 15:20:06 *** TGYoshi [4da7286d@ircip1.mibbit.com] has joined #openttd 15:20:31 *** TGYoshi [4da7286d@ircip1.mibbit.com] has quit [] 15:20:36 *** TGYoshi [4da7286d@ircip3.mibbit.com] has joined #openttd 15:20:40 <TGYoshi> hai all 15:21:18 <Nite> and i like pikkas trainsets most of all - only very bad decision was making regearing using a cargo slot (!) 15:21:43 <Eddi|zuHause> i agree 15:22:53 <Nite> well and making "futuretrains" weaker than old ones ... is ... odd 2 15:23:29 <Eddi|zuHause> i have never reached the "future" era ever since i started playing openttd 15:24:01 <Nite> well i reach it every week ... 15:24:26 <alluke> ok 15:24:41 <alluke> i built 20 tile coal trains from canset and ukrs2 15:24:53 <Nite> did u ... 15:24:59 <alluke> both have the biggerst wagons available 15:25:23 <Nite> are u in an online game? (no i assume) 15:25:27 <alluke> train 1 (canadian) 15:25:38 <alluke> 2420 tons of coal 15:25:47 <alluke> each car carrying 55 tons 15:25:57 <alluke> train 2 (uk) 15:25:59 <Nite> i think about 1000 tons a train are oki 15:26:12 <alluke> 1100 tons of coal 15:26:18 <alluke> 25 tons each 15:26:21 <Nite> i have NO idea what real trains carry usually 15:26:28 <alluke> exactly 15:26:42 <Nite> exactly what? 15:26:45 <Eddi|zuHause> that depends... 15:26:59 <Eddi|zuHause> on loading gauge and permissible axle weight 15:27:31 <Eddi|zuHause> for a 4-axle wagon in europe, 40t is probably a good estimate 15:28:55 <Nite> why estimate, numbers must be given somewhere, i mean you are the trainheads ;P 15:29:16 <Eddi|zuHause> i tried searching, but haven't found a suitible ressource 15:30:13 <Nite> there are some ottd players that know all about such stuff, iam nOt one of them 15:32:10 <Nite> and google is your friend 15:32:16 <alluke> in here we have 4-axle hopper, with capacity of 67.5 tons 15:32:25 <Nite> the net is full of trainspotters ... 15:32:31 <alluke> http://www.vaiski.net/vaunut/taimnt.jpg 15:32:34 <alluke> theres a pic 15:33:10 <Nite> US has 120 ton waggons, off course rather long ones ... 15:35:04 <Nite> i conclude that 20 tons is really rather small ... 15:35:20 <Nite> but then ukrs2 is not finished ... 15:35:46 <alluke> yes 15:36:04 <alluke> and that 25 ton wagon is called monster box 15:37:32 <Nite> is "ton" always kilos? or pounds? 15:37:38 <Nite> * confused 15:38:18 <planetmaker> Nite: there's ton and ton and ton ;-) 15:38:24 <planetmaker> metric, imperial and US 15:38:54 <planetmaker> similar variance as 'mile' 15:38:58 <Nite> but is it at least roughly the same, as hp and hp? 15:39:13 <Nite> ok googled 15:39:43 <Nite> us ton is 2000 pounds but 900 kg 15:40:02 <Eddi|zuHause> not even pound is the same as pound ;) 15:40:30 <planetmaker> http://en.wikipedia.org/wiki/Ton#Units_of_mass.2Fweight 15:40:41 <Nite> http://en.wikipedia.org/wiki/Ton 15:42:21 <andythenorth> HEQS in many places treats US ton as metric ton :P 15:42:27 <andythenorth> so some vehicles are currently *bigger* than RL :D 15:42:31 <Nite> where is this going, what tons do we have in ottd then ? (1000 kg? or just ottd tonnes?) 15:42:35 <andythenorth> meanwhile.... 15:42:53 <andythenorth> I am playing a 150 year test game with FIRS, UKRS 2, HEQS, eGRVTS and FISH 15:42:56 <andythenorth> and capacities are fine 15:43:10 <andythenorth> I have no problems with UKRS 2 15:43:16 <Nite> forgot what heqs is 15:43:29 <planetmaker> slow, big rvs 15:43:45 <andythenorth> http://www.tt-forums.net/viewtopic.php?f=67&t=37912 15:43:46 <Nite> ah yeah 15:44:10 *** neli [micha@50-231.ftth.onsbrabantnet.nl] has joined #openttd 15:44:16 <andythenorth> the only problem I have with UKRS 2 capacities is that I need all the tiles I can get for stations 15:44:18 <Eddi|zuHause> alluke: but your example wagon has an exceptionally high axle weight, which may only be run on very specific lines, not generally across europe 15:44:25 <Nite> how "ready" seems ukrs2 today? 15:45:15 <alluke> it was just an example of realistic hopper 15:46:00 <Nite> all the tiles you can get is64 then ? ,9 15:46:20 *** andythenorth_ [~andy@115.242.124.138] has joined #openttd 15:46:32 <Nite> (i like stationspread 14 - 20) 15:47:24 *** fonsinchen [~fonsinche@brln-4d0cd548.pool.mediaWays.net] has joined #openttd 15:47:27 <Nite> well "generalyl across europe" woudl be very different ... 15:47:43 <Nite> i like it to be oriented on the maximum 15:48:21 <Nite> since You build the lines so you could build them 4 high tonnage 15:48:31 *** Chris_Booth_ [~chatzilla@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has joined #openttd 15:48:39 <Eddi|zuHause> Nite: but just taking the extreme examples doesn't usually make for good gameplay value 15:48:39 <Nite> Hi 15:49:06 *** Chris_Booth_ is now known as Chris_Booth 15:49:21 <Nite> true! gamplay counts in the end 15:49:37 <Nite> not to easy, not to hard, not odd 15:51:24 <Nite> ... more railtypes for different tonnage ... where am i thinking 15:51:37 *** dfox_ [~dfox@ip-94-113-89-201.net.upcbroadband.cz] has joined #openttd 15:51:53 <Nite> extreme micromanegement ... is it good? 15:52:17 *** andythenorth [~andy@115.242.109.201] has quit [Ping timeout: 480 seconds] 15:52:21 <planetmaker> make it so and try 15:52:30 <planetmaker> personally I'm not entirely convinced 15:52:42 <planetmaker> But then... speed limits might not be the best choice either 15:53:05 <planetmaker> And axle weight has not yet been tried really. Mostly as it needs modification of both, a railtype and a vehicle newgrf 15:54:11 <Nite> meaning "wagonspeedlimits" ? 15:54:39 <planetmaker> afaik that's what mb plans with his German tracks and DB set. So, if you're going to make a test setup, you could re-use its labels by taking an existing grf to use them. And then modify a train newgrf accordingly to obey the different types 15:54:59 <Nite> the autospeedlimits for curves/corners are fine it hink 15:55:52 <planetmaker> you would / could simply declare the light wagons compatible to both rail types. But the heavy axle wagons only compatible to the re-inforced tracks. Thus they could not go on the light weight tracks 15:56:13 <Nite> in the end 15:56:34 <Nite> everyone would simply only build the best railtype for sure 15:56:46 <Nite> because in ottd you always have money like hay 15:57:02 <planetmaker> but if there's only a fast, low axle weight and a slow, heavy axle weight and a VERY expensive 3rd one? 15:57:10 <planetmaker> or maybe not even the latter? 15:58:09 <frosch123> Nite: that few? i tend to have more money than hay 15:58:31 <Nite> not too bad, one railtype for beginning the game ond one for when you are rich ... VERY rich 16:00:02 <Nite> comes to mind that there are also never really cheap or expensive trains, they all cost roughly the same ... 16:00:20 <Nite> in the end 16:00:29 <Nite> you always buy the most powerfull 16:00:41 <planetmaker> define 'powerful' 16:01:04 <Nite> the one wiht teh most horsepower KN and or speed 16:01:09 <Nite> the best one 16:01:13 <planetmaker> actually 'power' or 'tractive efford' or 'max speed' or another combination thereof? 16:01:26 <planetmaker> or maybe throw in running costs for more fun 16:01:39 <frosch123> Nite: there are at least three best engiens: most tractive effort, most speed, and least cost 16:01:40 <planetmaker> there is not a 'best one' with good train sets 16:01:47 <Nite> well speed and HP/KN mathers very much 16:01:54 <andythenorth_> hmm 16:01:55 <Nite> prices do not mather 16:02:02 <planetmaker> running costs do matter, though 16:02:05 <andythenorth_> there is usually a best-ish engine 16:02:13 <planetmaker> price not so much 16:02:22 * andythenorth_ disagrees 16:02:23 <Nite> but it turned out when you raise the running costs the start of the gaem takes for ever 16:02:29 <frosch123> if you service a some industry with very low production, and your train has only like 2 wagons, then the price and running cost matters 16:02:32 <andythenorth_> yes 16:02:37 <andythenorth_> but not by the time it's 1995 16:02:42 <andythenorth_> and you have 10k popn cities 16:02:54 <Nite> usually there is one fastest and one most powerfull engine you end up with 16:03:23 <andythenorth_> the more interesting restrictions are things like 'the fastest one can't haul mail' 16:03:25 *** fonsinchen [~fonsinche@brln-4d0cd548.pool.mediaWays.net] has quit [Ping timeout: 480 seconds] 16:03:28 <andythenorth_> or 'fastest one is 8 cars only' 16:03:38 <Nite> a train with 2 waggons is more a vehicle ... 16:04:33 <frosch123> yeah, you might use heqs as well for such routes 16:04:41 <andythenorth_> hmm 16:04:55 <andythenorth_> in my FIRS test game, I did scrap trains on most short runs 16:05:01 <andythenorth_> and use trams / trucks instead 16:05:03 <Eddi|zuHause> http://de.wikipedia.org/w/index.php?title=Datei:Lastgrenzenraster.jpg&filetimestamp=20060617133556 <-- an example of freight wagon capacity: read: "S": 100km/h, "**": can run 120km/h, but needs additional breaking power, "A:39,0" 39t on track class A (16t/axle), "B:47,0": 47t on track class B (18t/axle), "C:55,0": 55t on track class C (20t/axle) 16:05:17 <Nite> money is no object in ottd ... 16:05:37 <Eddi|zuHause> "braking", not "breaking" 16:05:49 <Nite> bascost mod is realyl very good 16:06:01 <Eddi|zuHause> there's also a track class D (22.5t/axle) and E (25t/axle) 16:06:16 <frosch123> Nite: still you want every single line to be profitable in it self (resp. i want that :p ) 16:06:47 <Nite> (i do not always care) 16:08:51 <Nite> can ottd handle more than 4 railtypes atm? 16:08:57 <Eddi|zuHause> 16 16:09:06 <Nite> ic 16:12:51 *** Zuu [~Zuu@h-114-141.A98.priv.bahnhof.se] has joined #openttd 16:17:28 <Eddi|zuHause> planetmaker: http://www.tt-ms.de/forum/showthread.php?tid=5034&pid=72026#pid72026 <-- the link is not clickable 16:17:50 *** alluke [~52b528fd@101.haydn.openttdcoop.org] has quit [Ping timeout: 480 seconds] 16:20:13 <planetmaker> thx, Eddi|zuHause 16:20:22 <Nite> after some thought 16:21:27 <Nite> big wagons are good (gameplay wise) as huge stations are no fun on medium sized maps because industreis are too close togehter 16:21:45 <Nite> often industreis are only 30 - 40 tiles appart 16:22:12 <Nite> which woudl mean with station size 20, you would not need any track at all 16:22:12 <Eddi|zuHause> Nite: that actually means, industry production should scale with mapsize 16:22:21 <Nite> just stations 16:22:54 <Nite> not quite 16:23:06 <Nite> bigger maps bigger stations 16:23:37 <Nite> the onyl thing i see clear is that industries are often too close togethere 16:23:43 <Nite> ... 16:24:12 <Nite> can you switch of building of industreis by player completely in 1.1.0 ? 16:27:09 <Eddi|zuHause> i don't think so 16:27:30 <Eddi|zuHause> but you can switch off building industries automatically by the game 16:29:33 *** dada_ [~dada_@195-241-69-171.ip.telfort.nl] has joined #openttd 16:29:46 <Alberth> indeed you cannot disable funding new industries 16:30:24 <TGYoshi> What's the use of the train controll posts? 16:30:33 <Nite> however in ecs building new industreis is sometimes rather restricted to certain places 16:30:55 <planetmaker> TGYoshi, call them waypoints and it might become clearer to you 16:31:05 <Nite> TGYoshi guess why are they called waypoints 16:31:07 <planetmaker> consider two routes which lead to the same destinations 16:31:15 <TGYoshi> Ok :P 16:31:34 <TGYoshi> I thought you used 1x1 stations for that :] 16:31:45 *** ecke [~ecke@188.75.128.2] has joined #openttd 16:31:59 <Nite> or consider you want trains only to go to certain paltforms of a station 16:32:14 <Alberth> Nite: industries can limit the spot where they can be built 16:32:31 <planetmaker> TGYoshi, you can do that - but only if you use non-stop goto orders 16:32:31 <Nite> Alberth Thats what i meant 16:32:43 <planetmaker> without non-stop orders they'd seriously mess up your traffic 16:33:16 <Alberth> Nite but that is not related to user-funded building of industries 16:33:26 <Nite> use waypoints for waypoints simply 16:34:10 <planetmaker> though there usually is little need for waypoints ;-) 16:34:37 <Nite> that depends a lot 16:35:19 <Nite> i often needed them if a station has to do both - laoding and unloading 16:35:51 <planetmaker> that's indeed one of the very few use cases 16:36:12 <Nite> or, less often, having a quad track with slow-freight and fast-pax lanes 16:36:17 <planetmaker> which cannot be solved differently, IF you want to use one station for loading and unloading 16:36:19 <TGYoshi> Cool, thanks xD 16:36:39 <Nite> it is not very few in my games, i often use such stations ;) 16:36:49 <planetmaker> :-) 16:37:02 <planetmaker> Nite, you save space by just using a drop and a pickup station 16:37:12 <planetmaker> and it's not detrimental either 16:37:46 <TGYoshi> btw 16:37:59 <TGYoshi> Is there a way to provide a whole rail of signals immediately? 16:38:05 <planetmaker> yes 16:38:07 <planetmaker> drag it 16:38:12 <TGYoshi> I just made a rail to the other side of the map.. 16:38:12 <Nite> sometiems this does not work because one of the staotins would not be connected to the industry then 16:38:15 <planetmaker> from an existing signal 16:38:15 <TGYoshi> yes I know xd 16:38:23 <Nite> it depends 16:38:35 <TGYoshi> But I mean to fill an un-filled rail with signs immediately 16:38:38 <Nite> ctrl& drag siganls 16:38:41 <TGYoshi> as it's kinda turny 16:38:56 <planetmaker> TGYoshi, that's what I mean, too, yes ;-) 16:38:57 <Alberth> as long as it doesn't branch :) 16:39:00 <planetmaker> ^ 16:39:15 *** Wolfsherz [~Wolfsherz@p579D6E80.dip.t-dialin.net] has joined #openttd 16:39:23 <TGYoshi> Omg cool 16:39:26 <TGYoshi> Thanks :D 16:39:37 <Nite> most of the "ctrl" functions are unknown by many ... 16:39:39 <Alberth> that will be 5 euro :D 16:39:44 <TGYoshi> That's logic 16:39:48 <planetmaker> http://wiki.openttd.org/Hidden_features 16:39:49 <TGYoshi> As they are stated nowhere 16:39:49 <TGYoshi> x] 16:39:54 <planetmaker> they are 16:40:12 <planetmaker> they should always be mentioned in the tooltip. And most on that wiki page 16:40:15 <Nite> its almost like: if you cannot do something first try it with ctrl down ... 16:40:20 *** andythenorth_ [~andy@115.242.124.138] has quit [Ping timeout: 480 seconds] 16:40:34 <TGYoshi> lol 16:40:39 <planetmaker> unless, of course, your language translator did not translate the ctrl features 16:40:53 <Nite> *lol* that they are even called "Hidden" 16:41:10 <TGYoshi> I see 16:41:16 <Nite> like shared orders are hidden but essential 16:41:18 <planetmaker> they're not obvious. And the tooltip explanation is not particularily old either 16:41:24 <TGYoshi> Tooltips take so long to load 16:41:25 <TGYoshi> XD 16:41:32 <Nite> right mouse button 16:41:40 <TGYoshi> I still don't know how to do shared orders 16:41:41 <planetmaker> TGYoshi, configure them to use a shorter hover time 16:41:44 <TGYoshi> It's so confusing xD 16:41:44 <planetmaker> Nite, not by default 16:41:56 <Nite> well copy trains and hold ctrl 16:42:01 <Nite> = shared orders 16:42:02 <TGYoshi> The advanced settings is WAAYYYYY to rich of settings xD 16:42:05 <TGYoshi> O.O 16:42:15 <TGYoshi> Normal copy = No shared? 16:42:19 <Nite> or copy orders and hold ctrl = also shared orders 16:42:29 <TGYoshi> pfff complicated game xd 16:42:46 <planetmaker> TGYoshi, there's a difference between "same orders" and "shared orders" 16:43:00 <planetmaker> The latter make it easier as you modify one, all others follow that modification, too 16:43:11 <Nite> just pin down that ctrl and play as normal, you will be amazad what you will be able to! 16:43:27 <CIA-7> OpenTTD: alberth * r22239 /trunk/src/ (engine.cpp engine_base.h engine_type.h): -Doc: Further engine doxyment additions. 16:43:31 <planetmaker> hm. Maybe it should be reversed for cloning / copying a vehicle 16:43:32 <TGYoshi> lol 16:44:23 <Nite> a switch for shared order priority or not could work yes ... 16:44:38 <TGYoshi> ehh how to build double-signs? xd 16:44:45 <planetmaker> yet another advanced setting, Nite ? ;-) 16:44:56 <planetmaker> TGYoshi, path signals are always only one-sided 16:45:03 *** Vikthor [~Vikthor@78-80-200-5.tmcz.cz] has joined #openttd 16:45:04 *** Lakie [~Lakie@91.84.251.149] has joined #openttd 16:45:07 <TGYoshi> D= 16:45:51 <Nite> in fact i would like to see most new features with an on/off setting in teh advorders. 16:45:57 <planetmaker> hm, why do the cooling systems of power plants fail only now? 16:46:18 *** Vinnie_nl [~vinniep@5356A6F6.cm-6-7c.dynamic.ziggo.nl] has joined #openttd 16:46:21 <Nite> the first path siganl can be passed from behind 16:46:39 <Nite> but it is no signal from behind (ignored by trains) 16:47:03 *** glx [glx@2a01:e35:2f59:c7c0:84c0:8b65:9c00:ab01] has joined #openttd 16:47:06 *** mode/#openttd [+v glx] by ChanServ 16:47:11 <Alberth> planetmaker: they don't, /me remembers that in the summer cooling systems of a powerplant here could not cope with the heat either :) 16:47:15 <TGYoshi> . . . 16:47:17 <Nite> planetmaker poor japan 16:47:17 <Alberth> hi glx 16:47:19 <TGYoshi> Train too long error :/ 16:47:24 <Vinnie_nl> an other openttd channel :) 16:47:44 <Alberth> is there more than one ? 16:47:53 <Vinnie_nl> yes 16:48:10 <Vinnie_nl> but it is a secret :P 16:48:18 <Alberth> #openttdcoop perhaps? 16:48:21 <Nite> hidden 16:48:28 <Vinnie_nl> shhhhh 16:48:33 <lugo> you have to ctrl-click to join that channel 16:48:37 <Alberth> Nite: just like our features? 16:49:37 <Nite> * hides under desk 16:50:40 <TGYoshi> Ctrl D= 16:52:58 *** SystemParadox [~simon@proxima.systemparadox.co.uk] has joined #openttd 16:54:42 *** goblin [~goblin@dslb-088-067-068-236.pools.arcor-ip.net] has joined #openttd 17:12:31 *** alluke [~52b528fd@101.haydn.openttdcoop.org] has joined #openttd 17:13:55 *** goblin [~goblin@dslb-088-067-068-236.pools.arcor-ip.net] has quit [Quit: leaving] 17:14:22 <Eddi|zuHause> did the guy really create another forum account to rant in his own thread? 17:14:25 *** goblin [~goblin@dslb-088-067-068-236.pools.arcor-ip.net] has joined #openttd 17:14:37 <planetmaker> I wonder the same 17:17:00 *** Macha [~Macha@109.76.57.51] has joined #openttd 17:17:04 *** Macha [~Macha@109.76.57.51] has left #openttd [] 17:18:35 <Lakie> This BillSargent? 17:18:37 *** TGYoshi [4da7286d@ircip3.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 17:19:07 <Eddi|zuHause> Lakie: http://www.tt-forums.net/viewtopic.php?p=935445#p935445 17:21:44 <Lakie> Well, from what I see it might be possible, the latest posts of both users don't share ips though, but both have posted from this one ip previously 17:25:06 <Lakie> Seems an odd think to register to say though 17:35:55 <frosch123> hehe, so he went to a different pc? :p 17:36:50 <Lakie> So, it starts with a complaint about breaking the engine through 'obserd speeds', then goes on to basically flame openttd and the lack of 'easy access programming'*... 17:37:00 <Lakie> Its possible 17:37:19 <Lakie> Seems silly to be honest, complaining over things he doesn't really seem to understand 17:38:23 <Lakie> Heh, 'multi-core' support... 17:38:38 * planetmaker likes Alberth's reply on that :-) 17:39:35 <Lakie> Well, it's simple, storage and splitting of the 'threads' would be fair too much effort to maintain... 17:39:38 * Lakie flees 17:40:31 <frosch123> well, if it's the same guy, splitting makes no sense, rather lock it 17:41:16 <frosch123> oh, confused "splitting into threads" with "splitting the forum thread" :s 17:41:28 <Lakie> Heh 17:42:07 <Alberth> was just about to comment on lack of multi-cores at the forum :p 17:43:19 * Lakie wonders why users insist on it these days. 17:46:17 <Eddi|zuHause> it's one of those buzz-wordy things 17:46:59 <Eddi|zuHause> a year or two ago everybody requested some facebook-style flash game 17:47:32 <Lakie> I guess 17:48:06 <Eddi|zuHause> multi-core processors are common nowadays even on the low-budget systems 17:48:36 <Lakie> Aye, but that doesn't nessarily mean certain apps will run any better on them 17:48:58 <planetmaker> it depends on how parallel-izable they are... 17:49:34 <Lakie> I know, hence certain apps. ;) 17:49:49 <planetmaker> and I trust the judgement of the people I know who looked at it... much more than a random bloke appearing and ranting about its need. 17:50:58 <Lakie> Aye, sounds like a pretty interesting subject for a PhD, Alberth 17:51:25 <Eddi|zuHause> well, it's like Alberth said. having both multi-player-synchronisation and (properly balanced) multi-thread-support is near impossible. you'd have to design the game from scratch 17:51:40 <Alberth> even then it won't work, I think 17:51:54 <Alberth> everything needs the single shared resource, the map 17:52:05 <Lakie> = bottleneck? 17:52:19 <planetmaker> It *might* work somewhat, if the global access of the PF to the map was restricted. 17:52:28 <planetmaker> But it'd mean to scrap A* 17:52:42 <planetmaker> And go with a lot of complaint about "why does my train go there..." 17:52:46 <Alberth> yep, It's like having 8 people, and only one piece of paper with all the data :) 17:52:48 <planetmaker> not a good option ;-) 17:52:54 <Lakie> Hmm... such hostile attitudes, also the whole we use this so we own you attitude... 17:53:51 <Lakie> Also, I think he fails to understand, 'text files', script languages which are internally compiled to binary-ish code. 17:54:08 <planetmaker> those people always forget that everybody who contributes to this game (by whatever means and extend) does it purely for his or her own joy. 17:54:09 <Alberth> and then to suggest XML :p 17:54:26 <Nite> any idea why i sometimes can drag an order in a list and somtimes simply cannot? 17:54:51 <Lakie> That just gets processed with the various data extracted into the binary format needed... 17:54:57 <Alberth> Nite afair you cannot drag a selected order 17:56:41 <Nite> but when i klick an order it is selected automatically 17:57:59 <Nite> ok works now ... 17:58:36 <frosch123> Nite: iirc it somehow depends whether the order is selected or not 17:59:01 <frosch123> yeah, what albert says :) 17:59:47 <Alberth> at least we have the same idea about why :) 18:01:14 <Nite> ok ok, it gets selected in the process of dragging, but it must not be preselected. 18:06:15 *** Macha [~Macha@109.76.57.51] has joined #openttd 18:08:05 *** Macha [~Macha@109.76.57.51] has left #openttd [] 18:08:11 <Nite> any way of allowing "non uniform stations" but disallowing "split up stations"? 18:09:00 <Nite> well bad idea because ppl would get to destination old style 18:09:01 <Yexo> no 18:09:44 <Nite> uniform stations could prevent beaming very much, though its hard 18:10:33 <Nite> or could you still beam with truckstops? 18:11:29 <planetmaker> Nite, just reduce the station spread 18:12:08 <Nite> i know 18:12:22 <SmatZ> Nite: yes, you could use truck stops as well 18:12:24 <Nite> but then i cannot has lengthy train 18:12:38 <Nite> yeah triead that truckstops 18:13:56 *** Chris_Booth__ [~chatzilla@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has joined #openttd 18:14:02 <Nite> having an idea about non beaming 18:15:29 <Nite> vehicles that load actually have to be near the industry they want to laod from, not stations 18:16:01 <Nite> vehicles/trains 18:16:20 *** Chris_Booth [~chatzilla@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has quit [Ping timeout: 480 seconds] 18:16:25 <Nite> iam right am i? 18:17:09 <Nite> or both, vehicles and the station ahve to be near loadingindustry ... 18:17:25 <Yexo> <Nite> vehicles that load actually have to be near the industry they want to laod from, not stations <- that greatly limits station size 18:17:41 <Nite> true 18:17:49 <SmatZ> Nite: just reduce station spread :P 18:18:21 <Nite> but then i cannot has lenghty train 18:18:34 *** Devroush [~dennis@178-119-81-33.access.telenet.be] has quit [] 18:18:37 <Yexo> how long trains do you want? 18:18:54 <alluke> 64 tiles 18:19:10 <Nite> 20 18:19:19 <Yexo> so set station spread to 20 18:19:25 *** Hyronymus [~chatzilla@s53757898.adsl.wanadoo.nl] has joined #openttd 18:19:42 <Hyronymus> yexo, private please 18:19:46 <Nite> but hten you can beam 18:20:35 <Nite> it salmost no use brainstorming the beaming issue 18:21:01 <Nite> - bigger maps industries faaaaaaaaaar apart 18:21:01 <Eddi|zuHause> conceptual question: in a projected fix for the shortened-vehicles-issue, will there be a newgrf-way to enforce compatibility with the new/old way of things, and how far will this compatibility go? 18:23:32 <Nite> a brutal new way of playing ottd, would be that the game only accepts deliveries that it wants first, giving out many subsidies that once archeived last forever ... like that? 18:24:00 <Nite> like a hard easy cargodist 18:24:12 <Nite> dest ... dust 18:24:41 <Eddi|zuHause> Nite: rewriting the subsidy system is totally independent from cargodist 18:25:05 <Eddi|zuHause> Nite: by all means, make a good proposal about that. 18:25:08 <Nite> yes it is ... 18:25:41 <Nite> " ... proposal about that." so you like it? 18:26:59 <Eddi|zuHause> Nite: there's not really much to like about yet... 18:27:09 <grzywacz> Any idea why my trucks are not overtaking broken ones on one-way roads? :< 18:27:40 <Eddi|zuHause> grzywacz: articulated trucks cannot overtake 18:28:02 <Nite> well and there wil be no more to like - get more subsidies that last forever and hunt them ... 18:28:20 <grzywacz> Eddi|zuHause, no, old-style trucks 18:28:35 <grzywacz> They overtake on normal roads, but fail on one-way O_o; 18:28:44 <Nite> broken down on bridge or (near) intersection ? 18:29:46 <grzywacz> Nite, ah, so it doesn't work on bridges? Good to know. 18:32:51 <Nite> grzywacs afaik 18:35:35 <Eddi|zuHause> that's correct 18:45:35 <CIA-7> OpenTTD: translators * r22240 /trunk/src/lang/ (esperanto.txt greek.txt unfinished/faroese.txt): 18:45:35 <CIA-7> OpenTTD: -Update from WebTranslator v3.0: 18:45:35 <CIA-7> OpenTTD: esperanto - 9 changes by Christopher 18:45:35 <CIA-7> OpenTTD: faroese - 71 changes by FastNinja 18:45:35 <CIA-7> OpenTTD: greek - 20 changes by fumantsu 19:11:52 *** alluke [~52b528fd@101.haydn.openttdcoop.org] has quit [Ping timeout: 480 seconds] 19:15:41 *** Wolfsherz [~Wolfsherz@p579D6E80.dip.t-dialin.net] has quit [Quit: Verlassend] 19:30:43 *** ar3kaw [~ident@aeru24.neoplus.adsl.tpnet.pl] has quit [Quit: âI-n-v-i-s-i-o-nâ 3.2 (July '10)] 19:31:28 <Nite> there can be a bulldoze limit in 1.1.0 rc2 ? 19:31:56 <Nite> ... demolish limit ... 19:32:13 <SmatZ> yes 19:32:37 *** ar3k [~ident@aeru24.neoplus.adsl.tpnet.pl] has joined #openttd 19:32:38 *** ar3k is now known as ar3kaw 19:51:25 *** Fast2 [~Fast2@p57AF991C.dip0.t-ipconnect.de] has joined #openttd 20:03:27 *** Devroush [~dennis@ip-83-134-166-14.dsl.scarlet.be] has joined #openttd 20:03:28 *** Chrill [Chrill@ip68-8-120-178.sd.sd.cox.net] has joined #openttd 20:13:23 *** Chrill [Chrill@ip68-8-120-178.sd.sd.cox.net] has quit [] 20:19:24 *** Nite [5472b1fc@ircip3.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 20:29:15 *** supermop [~daniel_er@cpe-67-243-25-39.nyc.res.rr.com] has joined #openttd 20:29:33 <supermop> hello 20:35:10 <Markk> Moo 20:35:59 <supermop> i was wondering about how bridge sprites are composited, how exactly do the pillars work? 20:35:59 *** Macha [~Macha@109.76.57.51] has joined #openttd 20:36:02 *** Scuddles [~notme@cm175.epsilon84.maxonline.com.sg] has quit [Quit: bye] 20:36:04 *** Macha [~Macha@109.76.57.51] has left #openttd [] 20:36:55 <supermop> and, can a railtype have a non default foundation(hat is a unique foundation for, say, monorail) 20:37:17 <Eddi|zuHause> pillars are something mysterious and messed up. it should be completely rewritten (together with action 1/2/3 support for bridges) 20:37:28 <supermop> yeah, 20:37:44 <supermop> i wanted some flexibility there, but i assumed it would not be possible 20:38:16 <supermop> I assume the bridge has no way of determining if there is something under it once it has been built 20:38:28 <Eddi|zuHause> no 20:38:42 <Eddi|zuHause> only slope is considered, nothing else 20:39:07 <supermop> that is, if you had a trestle, you could not omit the pillars on a tile if a road was there 20:39:56 <supermop> ok 20:40:05 <supermop> giving up on that idea 20:40:34 <supermop> can different sprites be used for different heights of pillars? 20:41:05 <Eddi|zuHause> no 20:41:15 <supermop> ok 20:41:26 <supermop> not having much luck here 20:41:30 <supermop> next question 20:41:38 <Eddi|zuHause> afaik there's a sprite for the first level, and one for all consecutive levels 20:41:45 <supermop> ah! 20:41:48 <supermop> really? 20:41:53 <Eddi|zuHause> "first" being the top one 20:42:05 <supermop> is first closest to bridge deck, or closest to ground? 20:42:07 <supermop> ah ok 20:42:40 <supermop> I would like one sprite for first, one for last, and a third for aall in between 20:42:48 <supermop> but i can live withought 20:42:48 <Eddi|zuHause> but my knowledge of this is rather vague 20:43:08 <supermop> sorry to be pestering you so much on it 20:43:26 <Eddi|zuHause> supermop: really, the solution to this is exposing this to newgrf by an action1/2/3 chain with the appropriate variables 20:43:49 <Eddi|zuHause> but nobody bothered to implement that yet... 20:43:54 <supermop> and that needs a patch? 20:44:16 <Eddi|zuHause> worse. it needs writing a patch. 20:44:16 <supermop> what can i do as someone who draws to help that along? 20:44:21 <frosch123> there is only one pillar sprite, but since the bridge floor is drawn above the pillars, you can use that to overdraw the top of the pillars with something else 20:44:43 <supermop> to fake a deck thickness? 20:45:22 <supermop> would it be rude for me to make a wisshlist of newgrf features for bridges in the forums? 20:45:46 <Eddi|zuHause> supermop: not at all. it's always important to know what the grf coders actually want. 20:45:52 <supermop> either in ottd suggestions or newgrf technical sub forum? 20:45:57 <supermop> ok 20:46:07 <frosch123> supermop: there is already some topic somewhere 20:46:09 <supermop> here is another question: 20:46:12 <Eddi|zuHause> newgrf technical would probably be better. depending on how technical your suggestion is 20:47:03 <supermop> how is the railtype sprite composited on the bridge deck? that is, is it possible for some rails (monorail) to have a narrower deck? 20:47:13 <Eddi|zuHause> supermop: ideally, you would create an example spec extension, and a testing-grf, so someone who wants to implement it has a real testing environment 20:47:22 <supermop> ok 20:49:00 *** bryjen [~bryjen@75.81.201.131] has joined #openttd 20:49:03 <Eddi|zuHause> it used to be possible to have bridges for one single railtype only, but i don't know if that has changed 20:49:32 <supermop> i would prefer that, but it seems it would rapidly eat up the availible slots 20:50:20 <Eddi|zuHause> my intuition tells me it should be possible, but it needs to be researched 20:50:50 <supermop> ok 20:50:56 <supermop> lastly for now 20:52:05 <supermop> can railtypes have unique foundations? 20:52:17 <Eddi|zuHause> anyway, if it's possible, the bridge must know about the railtype, the railtype can't know about the bridge. 20:52:39 <Eddi|zuHause> i know that stations can have custom foundations. don't know about railtypes 20:52:49 <supermop> and does a tile with foundation always have to draw the flat tile over the foundation sprites? 20:53:49 <Eddi|zuHause> i know that industry tiles can choose to skip the foundation/flat tile 20:54:02 <frosch123> rails have no custom foundations 20:54:17 <supermop> so there is a precedent, at least in another feature type 20:54:18 <supermop> ok 20:54:37 <frosch123> station tiles can have custom foundations, but they need to be flat on the top if there is rail 20:54:59 <Eddi|zuHause> i think lots of these features are disabled for railtypes out of performance concerns 20:55:38 <Eddi|zuHause> it should be relatively easy to programatically allow it 20:56:22 <supermop> the idea,, would be for a monorail tile's foundation sprite to be a simple pillar in the center of the tile, so if you could omit the flat tile sprite, you would have the beam appear to be raised above the slope on a column 20:58:08 <Eddi|zuHause> TTO had a monorail bridge completely without pillars, only the rail 20:58:20 <supermop> so if i draw a bunch of bridges that couuld be made with the above ideas, and post them, that might make it easier to convince people of the benefit of these features? 20:58:24 <supermop> yeah 20:58:25 <Eddi|zuHause> i don't know why they removed that in TTD 20:58:35 <supermop> i played tto, not ttd 20:58:45 <Eddi|zuHause> same for me 20:58:54 <supermop> so i miss the monorail looking morre like a 60's ALWEG 20:59:28 <Eddi|zuHause> the sand-y track base is also weird 20:59:44 <Eddi|zuHause> but i haven't reached the monorail time in ages... 21:00:03 <supermop> the monorail in the trench makes sense, but i'd like something more in the style of the real equipment in the 60s 21:00:40 <supermop> and have a newgrf that introduces it as a light passenger solution in the 60s, not a high speed heavy rail in the 2000s 21:00:59 *** bryjen [~bryjen@75.81.201.131] has quit [Quit: Leaving] 21:01:06 <Eddi|zuHause> that makes some sense, yes. 21:01:22 <supermop> i thought of how i would balance it, 21:01:57 <Eddi|zuHause> what i also could imagine is a tram-like monorail system, with raised monorail that doesn't block trucks 21:02:21 <supermop> and decided that the ability of some cheaper infrastructure in return for low freight capacity woud make sense 21:02:23 <supermop> yes, 21:02:25 <supermop> well 21:02:35 <Eddi|zuHause> which comes back to the problem of "allow 3 roadtypes per tile" 21:02:50 <Eddi|zuHause> which we have discussed in lengths here 21:02:56 <supermop> if you could make a monorail only bridges that was relatively cheap 21:03:11 <supermop> you could run a monorail over city streets 21:03:34 <supermop> you would just have to build little hills for signals and turns 21:04:02 <Eddi|zuHause> it would also open the possibility of a raised/lowered lightrail system without a real layered map 21:04:15 <Eddi|zuHause> (aka subway) 21:04:46 <Eddi|zuHause> with the restriction that subway can only run along roads in the city, which is fairly realistic 21:05:38 <supermop> ccan a railtype forbid junctions? 21:05:53 <Eddi|zuHause> if you mean road-crossings, yes 21:06:02 <supermop> meaning rail junctions 21:06:04 <Eddi|zuHause> if you mean switches in the rails, no 21:06:47 <Eddi|zuHause> except for ski-lifts, it was never seriously considered 21:06:58 <supermop> so that you could have concrete monorail beams, and steel beams, with only the steel beams able to make switches 21:07:12 <supermop> with steel beam much more expensive 21:07:38 <supermop> so that monorail itself is cheap, but complex junctions are expensive 21:07:52 <Eddi|zuHause> supermop: might instead just make switches really expensive 21:07:59 <supermop> is that possible? 21:08:07 <supermop> would save a rail typee? 21:08:11 <Eddi|zuHause> i think not, but it would be a serious request 21:08:18 <supermop> ok 21:08:45 <supermop> easier to make the case for than a junction_permitted setting? 21:08:50 <Eddi|zuHause> there are people out there who request things like maintenance cost for rails 21:09:08 <Eddi|zuHause> so at least you'd easily find some allies ;) 21:09:38 <supermop> maybe not the allies that would make me look good in the eyes of the Devs though.... 21:10:17 <Eddi|zuHause> it's really not that bad ;) 21:14:19 *** ar3kaw [~ident@aeru24.neoplus.adsl.tpnet.pl] has quit [Quit: âI-n-v-i-s-i-o-nâ 3.2 (July '10)] 21:14:46 <supermop> i've mentioned this idea before: 21:14:59 <supermop> but needs actions 123 21:16:14 <supermop> have a bridge of type x owned by company 1 change sprites if another bridge of type x owned by company 1 is built next to it 21:17:32 <supermop> to create the appearance of a wider bridge 21:17:40 *** ar3k [~ident@aeru24.neoplus.adsl.tpnet.pl] has joined #openttd 21:17:42 *** ar3k is now known as ar3kaw 21:18:03 <planetmaker> supermop, that needs a re-write or rather extension of the newgrf specs for bridges 21:18:24 <planetmaker> that'd be well-received, if done properly. But it has to be done... 21:18:28 <supermop> but would adding action 2 support allow it? 21:18:38 <planetmaker> depends on the variables made available 21:18:40 <supermop> so i know what to ask for? 21:19:14 <planetmaker> probably it could be done to some extend. But it'll need careful looking at 21:20:26 <supermop> ok 21:20:38 <supermop> sort of related question: 21:21:06 <supermop> what are the set of railtype sprites without ballast used for? 21:21:50 <Rubidium> junctions, path reservations 21:21:57 <supermop> ok 21:22:17 <planetmaker> junctions + path 21:22:19 <planetmaker> hm. slow 21:22:29 <supermop> could a bridge use just those sprites rather than the ballast sprites? 21:23:21 <planetmaker> for bridges a railtype has separate sprites defined. So it could even use a 3rd type of sprites 21:23:39 <supermop> i did not know that 21:23:41 <planetmaker> or it could even do that depending on the bridge sets loaded. But not depending on the bridge type 21:24:04 <supermop> ok 21:24:25 <supermop> sorry to be asking so many questions 21:26:27 <planetmaker> http://hg.openttdcoop.org/nml/raw-file/tip/docs/railtypes.html#railtypes-property <-- see the available graphics blocks for railtypes 21:26:36 <planetmaker> (scroll a bit down to the appropriate heading) 21:31:44 <CIA-7> OpenTTD: frosch * r22241 /trunk/src/ (40 files in 3 dirs): -Codechange: Add additional to-be-used parameter to OnInvalidateData(). 21:32:25 <CIA-7> OpenTTD: frosch * r22242 /trunk/src/ (window.cpp window_func.h window_gui.h): -Codechange: Let OnInvalidateData() decide itself what to do immediately in command scope, and what to do asynchronously in GUI-scope. 21:32:53 <CIA-7> OpenTTD: frosch * r22243 /trunk/src/ai/ (ai_gui.cpp api/ai_log.cpp): -Codechange: Make AIDebugWindow::OnInvalidateData() handle command-/GUI-scope itself. 21:33:14 <CIA-7> OpenTTD: frosch * r22244 /trunk/src/ (4 files): -Codechange: Make vehicle windows handle command-/GUI-scope invalidations themself (from autoreplace and refitting). 21:33:43 <CIA-7> OpenTTD: frosch * r22245 /trunk/src/ (vehicle.cpp vehicle_gui.cpp): -Codechange: Make vehicle lists handle command-/GUI-scope invalidations themself. 21:34:09 <CIA-7> OpenTTD: frosch * r22246 /trunk/src/ (order_gui.cpp timetable_gui.cpp): -Fix: Process order window invalidations for specific orders in command-scope. 21:34:33 <CIA-7> OpenTTD: frosch * r22247 /trunk/src/ (10 files in 2 dirs): -Codechange: Update comments wrt. ForceRebuild() in command-scope. 21:35:02 <CIA-7> OpenTTD: frosch * r22248 /trunk/src/ (ai/ai_gui.cpp misc_gui.cpp network/network_chat_gui.cpp): -Codechange: Make OnInvalidateData() process 'delete this;' already in command scope. 21:36:06 <CIA-7> OpenTTD: frosch * r22249 /trunk/src/ (ai/ai_gui.cpp fios_gui.cpp): -Codechange: Process some more invalidation of IDs during command scope. 21:46:10 *** Hyronymus [~chatzilla@s53757898.adsl.wanadoo.nl] has quit [Remote host closed the connection] 21:52:57 *** Fast2 [~Fast2@p57AF991C.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 22:01:08 *** Zuu [~Zuu@h-114-141.A98.priv.bahnhof.se] has quit [Ping timeout: 480 seconds] 22:02:22 *** sla_ro|master [~slaco@95.76.27.160] has quit [Quit: "Peace trough power" - Kane] 22:02:45 *** goblin [~goblin@dslb-088-067-068-236.pools.arcor-ip.net] has quit [Quit: leaving] 22:05:40 <CIA-7> OpenTTD: frosch * r22250 /trunk/src/ (engine.cpp newgrf.cpp): -Cleanup (r16378): Engines poolitems do not need a flag for validness anymore. The pool knows that on its own. 22:05:52 *** frosch123 [~frosch@frnk-590ffb8b.pool.mediaWays.net] has quit [Remote host closed the connection] 22:11:22 *** Krusen [~as.if@89.184.153.221] has quit [Read error: Connection reset by peer] 22:13:11 *** Tosse [d576be0e@ircip1.mibbit.com] has joined #openttd 22:14:02 *** Tosse [d576be0e@ircip1.mibbit.com] has quit [] 22:16:42 <Terkhen> good night 22:23:49 <SmatZ> good night Terkhen! 22:29:38 *** Alberth [~hat@a82-95-164-127.adsl.xs4all.nl] has left #openttd [] 22:32:30 <Zonta1> Good Evening or Afternoon 22:32:49 <SpComb> those commit fests smell like git-svn to me 22:32:52 <Zonta1> Anyone here know a way to host a City builder or some short of goal server? 22:33:31 <Eddi|zuHause> hg might be more common around here than git 22:34:03 <SpComb> hg can't commit to svn, I thinks 22:34:06 <Eddi|zuHause> but yes, it's not the first time that there was a batch-commit of prepared patches 22:35:40 *** Lakie [~Lakie@91.84.251.149] has quit [Quit: Sleep.] 22:45:42 *** Progman [~progman@p57A1DEA1.dip.t-dialin.net] has quit [Remote host closed the connection] 22:56:55 *** KouDy [~KouDy@ip-89-176-30-124.net.upcbroadband.cz] has quit [Quit: Leaving.] 23:06:17 *** TinoDidriksen [~TinoDidri@alpha.visl.sdu.dk] has quit [Quit: http://tinodidriksen.com/] 23:08:26 *** Rediz [~arstilj1@leka.hut.fi] has quit [Remote host closed the connection] 23:08:42 *** Rediz [~arstilj1@leka.hut.fi] has joined #openttd 23:09:02 *** TinoDidriksen [~TinoDidri@alpha.visl.sdu.dk] has joined #openttd 23:13:09 *** grzywacz [~grzywacz@89-78-180-180.dynamic.chello.pl] has quit [Remote host closed the connection] 23:16:02 *** Pulec [~pulec@static-cl093181068250.unet.cz] has quit [] 23:18:38 <planetmaker> Zonta1: like any other server as well. But you'll need to write those patches first. 23:23:56 *** Intexon [~Intexon@blk-222-147-135.eastlink.ca] has quit [Read error: Connection reset by peer] 23:25:35 *** Kurimus [Kurimus@dsl-tkubrasgw1-fe33dc00-53.dhcp.inet.fi] has quit [] 23:28:59 *** Adambean [AdamR@82.hosts.reece-eu.net] has quit [Quit: Gone fishing] 23:37:39 *** tokai|mdlx [~tokai@port-92-195-48-26.dynamic.qsc.de] has joined #openttd 23:39:31 *** dada_ [~dada_@195-241-69-171.ip.telfort.nl] has quit [Quit: Goodbyte] 23:43:41 *** tokai|noir [~tokai@port-92-195-42-241.dynamic.qsc.de] has quit [Ping timeout: 480 seconds]