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Log for #openttd on 20th April 2011:
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00:39:29  <Wolf01> 'night
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06:47:52  <Terkhen> good morning
06:48:39  <planetmaker> moin Terkhen
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07:09:09  <LordAro> moin all
07:11:10  <Markk> Moin
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08:16:44  <Mazur> Morning.
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10:41:21  <SmatZ> You won 990,784.00 GBP from LUKOIL COMPANY AWARD. Contact Mr Benson Parker for payment details.
10:41:23  <SmatZ> yay!
10:42:08  <andythenorth> now you can fund Openttd
10:42:12  <andythenorth> what shall we spend the money on?
10:42:25  <andythenorth> (a) a new logo
10:42:27  <SmatZ> real-world openttd! :)
10:42:28  <andythenorth> (b) bigger servers
10:42:36  <andythenorth> (c) underground railways
10:42:50  <SmatZ> :)
10:43:09  <SmatZ> underground railways are doable, but it would change openttd a lot
10:43:27  <Terkhen> servers for 255 companies and 65535 players
10:43:31  <SmatZ> eg. you would need user interface to build them
10:43:32  <SmatZ> :)
10:43:48  <SmatZ> also, later you would want to add sloped underground track...
10:43:54  <dihedral> decentralized multiplayer
10:43:59  <andythenorth> an interface to build things you can't see :P
10:43:59  * dihedral pokes SmatZ :-D
10:44:01  <SmatZ> hmm yeah :)
10:44:04  <SmatZ> :D
10:44:26  <SmatZ> I remember when I was trying to build something like that in locomotion, the game never did what I wanted
10:44:51  <SmatZ> or when I rotated the view, the track was built somewhere else than it looked like when I was building it...
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10:51:31  <andythenorth> underground is stupid
10:51:36  <andythenorth> might as well just use tunnels for it
10:51:50  <andythenorth> build nodes on the surface, built tunnels to them
10:52:29  <andythenorth> nothing else can be on the node tile
10:52:49  <andythenorth> use the map bits for signalling and crap
10:53:02  <andythenorth> node tile can look like a vent shaft or something
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11:13:16  <Eddi|zuHause> http://maps.google.de/?ie=UTF8&ll=51.507527,11.927826&spn=0.002311,0.005257&t=h&z=18 <-- so, who codes this as a newgrf-tram/bus-station? ;)
11:16:54  <peter1138> it's unrealistic!
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11:17:53  <peter1138> looks like an old industrial station converted to an out-of-town one
11:18:00  <peter1138> s/one/passenger station/
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12:08:58  <Eddi|zuHause> nope, never was industrial. first it was a single turning loop for the tram line from the right, and later they added a tram line from below, so they made it a double-loop
12:10:19  <Eddi|zuHause> i guess original plans to extend the line towards the top were scrapped in favour of the bus lines
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12:19:01  <Wolf01> hello
12:19:07  <peter1138> hmm
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13:00:34  <Belugas> hello
13:01:03  <Belugas> freezing rain pouring down over me
13:01:08  <Belugas> lovely
13:05:24  <Markk> I would like that right now.
13:05:52  <planetmaker> hm... around 20°C here right now. T-Shirt weather actually
13:05:54  <Belugas> come, as you are
13:06:00  <Belugas> as you were
13:06:00  <planetmaker> and not a single cloud :-)
13:06:06  <Belugas> as i want you to be
13:06:07  <Markk> Belugas: Nirvana :D
13:06:09  <Belugas> :D
13:06:47  <Belugas> one of the easiest songs to play EVER, but so cool to play!!
13:07:04  <Markk> :D
13:10:35  <Markk> 19 degrees here.
13:11:16  <Markk> Sunny and high humidity too, so it feels like 22-23.
13:13:25  * Belugas longs for some heat
13:13:59  <Belugas> 2 celcius :(
13:14:15  <Belugas> and rain mixed with freezing rain
13:14:22  * Belugas cries for a bit of sun!
13:14:24  <Markk> wtf
13:14:28  <Markk> Where are thou?
13:16:40  <Belugas> in the cold, damned
13:16:48  <Markk> Canada?
13:16:49  <Belugas> Montreal, Quebec, north Pole
13:16:53  <Markk> <3
13:17:14  <Markk> But isn't Montreal pretty far south for being Canada?
13:18:28  *** Mazur [~mazur@53550C29.cm-6-6a.dynamic.ziggo.nl] has quit [Ping timeout: 480 seconds]
13:19:26  <Belugas> quite.  we're just like 45 minutes frm the states.  We're lucky, in fact, there are people in the priovince that are receiving snow right now
13:19:30  <Belugas> and a pile of it!
13:19:41  <peter1138> i have sun
13:19:43  <peter1138> it's too hot, yes
13:19:48  <peter1138> 24°C in this office
13:20:33  <Markk> Belugas: wtf.
13:20:51  <Markk> I live in Ireland, the most rainy sheitisland, and it's nearly summer here.
13:21:43  <Belugas> say Yeah for Gulf Stream ;)
13:21:51  <Markk> Yep :D
13:21:55  <Belugas> that's what is eating up the continent
13:22:19  <Belugas> it totally misses us.  Instead, we have that stream coming down the arctic circle
13:22:29  <Belugas> thus the difference
13:22:42  <Markk> ah
13:22:44  <Markk> That sucks.
13:22:52  <Markk> How is Vancouver by this time of the year?
13:22:54  <Belugas> nope, that freezes ;)
13:23:29  <Belugas> I can't tell.  I was doing an install by remote yesterday, the guy was so boring we did not talk about the weater
13:23:39  <Markk> Haha
13:26:18  <Belugas> and I know that Calgary was a bit frisky as well yesterday :)
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13:28:17  <Belugas> -3 actually
13:28:29  <Belugas> so... looks like i should not complain too much :D
13:30:33  <Markk> wtf
13:30:40  <Markk> It's spring!
13:30:42  <Markk> Not winter
13:30:42  <Markk> :D
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13:46:25  <ZirconiumX> Hello all
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13:51:23  <andythenorth> playing a game causes me to invent lots of tickets
13:51:26  <andythenorth> mostly for me :P
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13:52:26  <ZirconiumX> least they aren't bus tickets
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14:00:54  <andythenorth> ZirconiumX: your feedback on FIRS graphics was useful - it inspired me to improve them more...
14:01:13  <andythenorth> does this one blend in in your view?
14:01:14  <andythenorth> http://www.tt-forums.net/download/file.php?id=143429
14:01:39  * ZirconiumX gives thumbs up
14:02:06  <ZirconiumX> it's not perfect - but as nothing can be - it's one of the best I've seen
14:02:33  * ZirconiumX thinks andythenorth should do a station set
14:02:38  <Terkhen> it loos quite nice :)
14:02:41  <Terkhen> looks*
14:03:29  <andythenorth> ZirconiumX: it won't be perfect :) while (a) I insist on using my own ground tile (b) I don't add fences (c) I make industries same size as town buildings, instead of compressed in size
14:03:55  <andythenorth> and I'm not simon foster :)
14:04:37  <ZirconiumX> I've seen thenew fishing harbour
14:04:47  <ZirconiumX> very good IMO
14:05:26  <andythenorth> fanks
14:08:35  <Ammler> [16:03] <andythenorth> and I'm not simon foster  <-- you are better
14:08:43  <andythenorth> not really
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14:09:08  <Ammler> but you might have used more time per sprite as he
14:09:10  <Ammler> :-)
14:09:11  <andythenorth> I have more time than he probably had
14:09:21  <andythenorth> I have been working on it for two years
14:09:28  <andythenorth> I don't know how long TTD production took
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14:19:59  <Belugas> nice looking, andythenorth
14:21:15  <andythenorth> ta much
14:21:19  * andythenorth back to work
14:24:54  <ZirconiumX> or play
14:30:20  <ZirconiumX> andythenorth: there appears to be a 'bulge' in the dairy exhaust pipe
14:30:47  <ZirconiumX> The dairy is a good sprite but the bulge looks 'wrong'
14:30:57  <andythenorth> there is a bulge - it's a collar on the chimney
14:31:12  <ZirconiumX> ah - sorry
14:31:22  <andythenorth> you may have a point
14:31:55  <ZirconiumX> could you either recolour it - or remove it
14:31:59  <andythenorth> maybe
14:32:13  <andythenorth> I don't enjoy criticism, but if it makes for better art...
14:32:22  <ZirconiumX> recolour would be better IMO
14:32:29  <ZirconiumX> but - it's your work
14:32:32  <andythenorth> the bulge is realistic, but maybe doesn't look right.  There are other cases of it
14:32:37  <andythenorth> I'll try later
14:32:56  <ZirconiumX> ty
14:33:51  <ZirconiumX> and - is there a snowy harbour
14:33:59  <ZirconiumX> or slightly salty?
14:34:16  <andythenorth> ask yourself - how low does the snow line go?
14:34:17  <andythenorth> ;)
14:34:39  <ZirconiumX> 7 bottom
14:34:44  <ZirconiumX> hmm
14:34:50  <andythenorth> min height is level 2 for snow
14:34:52  <andythenorth> afaik
14:35:01  <andythenorth> although you can build fishing harbours in lakes above sea level
14:35:10  <andythenorth> but not likely when using terrain generator
14:35:16  <andythenorth> I would like a snowy version
14:35:19  <ZirconiumX> but maybe the salt deposited on the shipway
14:35:19  <andythenorth> it would look...neat
14:35:33  <planetmaker> well. You *can* set it lower via NewGRF. But you'd have to supply snowy shores as well
14:35:42  <andythenorth> that might be a worthwhile project...
14:35:53  <andythenorth> 'total snow'
14:35:58  <andythenorth> would look awesome
14:36:07  <ZirconiumX> and icy water
14:36:11  <dihedral> mini has been ordered :-)
14:36:12  <ZirconiumX> just oe problem
14:36:13  <andythenorth> yarp
14:36:13  <planetmaker> I *think* you can then not have a variable snow line
14:36:13  <dihedral> \o/
14:36:49  <planetmaker> hm... icy river sprites...
14:37:01  <andythenorth> yarp
14:37:09  <ZirconiumX> the small wooden ships of FISH going through thick ice
14:37:15  <ZirconiumX> is IMO unrealistic
14:37:17  <planetmaker> if height - snowline > 3 then use_frozen_water_sprites
14:37:19  <andythenorth> i would happily draw ice breakers
14:37:27  <andythenorth> my ships are all ice capable :)
14:37:33  <andythenorth> that's why they're so expensive :P
14:37:33  <planetmaker> :-)
14:37:40  <planetmaker> he.
14:37:42  <ZirconiumX> :D
14:37:51  <planetmaker> Actually I think costs should match the costs of standard vehicles.
14:38:10  <andythenorth> I think there should be a cost-parameter ;)
14:38:11  <planetmaker> If people want other costs, they can use base cost mods for that, or parameters :-P
14:38:24  <andythenorth> and for some reason my ship costs are currently all wrong
14:38:28  <ZirconiumX> cost multiplier param?
14:38:30  <planetmaker> andythenorth, yes, but one parameter must always be "matches default"
14:38:39  <andythenorth> I recently reset them right, now they are wrong again in my game
14:38:47  * andythenorth must have changed a difficulty setting somewhere
14:38:49  <planetmaker> and IMHO "best" is to match default by default :-P
14:38:55  *** Br33z4hSlut5 [~static.kp@92.68.154.34] has quit [Ping timeout: 480 seconds]
14:39:05  <ZirconiumX> Hmm
14:39:08  <planetmaker> of course they vary by the difficulty setting, sure
14:39:42  <ZirconiumX> and what about salty deposits on the harbour?
14:39:46  <planetmaker> andythenorth, because, if every newgrf has its own defaults, that may be reasonable from one newgrf's perspective. But not from a player who wants to use several newgrfs of the same type
14:39:46  <andythenorth> maybe
14:39:49  <ZirconiumX> from the seawater
14:39:54  <andythenorth> planetmaker: known issue yes /no ?
14:39:59  <andythenorth> cost parameter...
14:40:10  <planetmaker> uhm, what about it?
14:40:15  <planetmaker> doesn't fish have one?
14:40:20  <andythenorth> Not yet
14:40:23  <planetmaker> he
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14:40:31  <ZirconiumX> :)
14:40:32  <planetmaker> it should get one
14:40:35  <andythenorth> I have minimal objection to making the default match default vehicles
14:40:39  <andythenorth> planetmaker: there's a ticket for it :P
14:40:43  <planetmaker> :-)
14:40:44  <andythenorth> you went hiking
14:40:46  <andythenorth> instead
14:40:50  <planetmaker> :-D
14:40:55  <andythenorth> seemed odd, but you must have your fun I suppose :P
14:41:08  <planetmaker> me?
14:41:24  <andythenorth> yup
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14:41:33  * ZirconiumX goes off to do some demonstartion
14:41:35  <planetmaker> must be a pretty old ticket, I recon
14:41:56  <andythenorth> http://dev.openttdcoop.org/issues/2160
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14:44:31  <planetmaker> what's your reservation against matching default vehicles?
14:45:07  <andythenorth> not a lot
14:45:13  <andythenorth> it's just a change of attitude
14:45:16  <andythenorth> I can live with it
14:45:18  <planetmaker> :-)
14:45:37  <andythenorth> people like pikka and mb and zephyris have made grfs that adjust the gameplay according to their vision
14:45:42  <andythenorth> especially wrt costs etc
14:45:47  <planetmaker> Well, previously I also rather matched Pikka's costs / run costs (which is 0 / +2) - but overall, that's probably not the best approach
14:45:54  <andythenorth> matching default costs for ships and rvs is not optimal
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14:46:04  <andythenorth> ships and rvs are crippled in the original game
14:46:10  <andythenorth> which is fine, because it's a train game :P
14:46:12  <planetmaker> are they?
14:46:21  <andythenorth> I find them very hard to make money with
14:46:27  <andythenorth> it's an assertion, unevidenced
14:46:48  <planetmaker> the AIs contradict at least the RV theory
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14:47:02  <planetmaker> some of the most successful ones only use RVs
14:47:03  <andythenorth> although my response has been to make FISH much more expensive than defaults, so my argument may have gaping holes int
14:47:14  <planetmaker> and ships usually make a good profit when I use them
14:47:23  <andythenorth> well I may be plain wrong
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14:47:27  <andythenorth> it happens
14:47:36  <planetmaker> of course it does happen :-)
14:47:39  <andythenorth> and yes, matching defaults is not a bad idea
14:47:48  <andythenorth> it has the benefit of being simple and consisteny
14:47:51  <andythenorth> t /s
14:47:54  <planetmaker> But default ships with default industries... usually are in for good money. Like oil from rig to refinery
14:48:12  * ZirconiumX has probably ruined a sprite - in order to show something
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14:48:48  <planetmaker> andythenorth, sure enought the grf should always have the option to adjust also itself to match other than default levels, no doubt. I won't and don't want to argue there about that need
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14:49:01  <planetmaker> especially as there are so many different cost levels already :S
14:49:07  *** belyugasnotthere is now known as Belugas
14:49:14  <andythenorth> I think we know the winning answer ;)
14:49:15  <planetmaker> which all claim to be "I solve the economy thing"
14:49:19  <planetmaker> yup :-P
14:49:33  <andythenorth> I am currently using 1/4 costs for HEQS in my game :P
14:49:37  <andythenorth> and I made the damn thing
14:49:45  <planetmaker> :-D
14:50:06  <planetmaker> Maybe I should start again trying to convince DJN that default costs should not be insane ;-)
14:50:19  <planetmaker> he has like +3/+2 or so
14:50:33  <planetmaker> it's only usable with giant maps
14:50:48  <planetmaker> the larger the map -> the larger the costs and run costs may be
14:51:24  <andythenorth> I liked your idea of trying to balance against sets automatically
14:51:38  <andythenorth> but it would be troubling to implement
14:51:47  <andythenorth> a better way might be for suggested values
14:51:57  <planetmaker> yes, I haven't forgotten it. And to some degree... it is feasible. Also with a default of 0/0 cost settings
14:51:58  <andythenorth> maybe in the description, or readme
14:52:13  <planetmaker> that could well be done additionally
14:52:37  <planetmaker> and would give some real value to the readme
14:53:20  * andythenorth wishes there was an agreed standard for setting costs
14:53:26  <andythenorth> but there's no way to figure one out
14:53:30  <andythenorth> nor will we all agree
14:53:43  <andythenorth> nor does that make good gameplay
14:53:46  <andythenorth> something like cost / ton
14:53:53  <andythenorth> cost / ton mile
14:54:02  <andythenorth> but the results wouldn't be useful
14:54:56  <planetmaker> you need to figure at least also speed
14:55:06  * ZirconiumX has ruined a sprite
14:55:07  <ZirconiumX> http://www.thelumpit.net/something.png
14:55:18  <ZirconiumX> something like that for salty deposits
14:55:21  <ZirconiumX> ?
14:55:53  <andythenorth> grime!  slime!  salt!  sea dogs!
14:55:55  <andythenorth> I'll consider it
14:56:21  <andythenorth> tropic buildings have mildew :)
14:56:27  <andythenorth> maybe there's a case
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14:56:33  * ZirconiumX runs andythenorth-ish to english translator
14:56:33  <andythenorth> I'd rather have a frozen sea
14:56:42  <andythenorth> you'll be lucky
14:56:46  <andythenorth> I'm english english
14:56:47  <ZirconiumX> I'll consider it = It's hopeless
14:56:52  <andythenorth> so I don't speak the language
14:57:27  <ZirconiumX> it is though
14:57:31  <ZirconiumX> IMO
14:57:47  <andythenorth> put it in the FIRS thread, see what others say
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15:00:50  <ZirconiumX> http://www.tt-forums.net/viewtopic.php?f=26&t=41607&p=942748#p942748
15:00:57  <ZirconiumX> now we wait
15:01:08  <ZirconiumX> for everyone to laugh at me :(
15:01:30  <andythenorth> or not ;)
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15:02:39  <ZirconiumX> Well - I've *ruined* your sprite - and rushed it beyond any vain hope of it looking good
15:03:09  <andythenorth> it's ok
15:03:12  <andythenorth> I have backups :P
15:04:55  <ZirconiumX> lol
15:05:10  <ZirconiumX> [CHIPS development thread] MAYO, KETCHUP, SALT + VINEGAR
15:05:29  <ZirconiumX> I'm more a WORCESTER SAUCE myself
15:08:53  <SmatZ> why "hopeless" sprite?
15:09:46  <ZirconiumX> because I am a feeble drawer
15:10:00  <ZirconiumX> and the salt looks way too bright
15:10:14  <ZirconiumX> and I've drawn it in the wrong place
15:10:19  <SmatZ> I don't see any salt there
15:10:30  <ZirconiumX> my sprite
15:10:42  <ZirconiumX> look at the original
15:10:48  <ZirconiumX> and then look at mine
15:11:08  <ZirconiumX> you should see that there are white spots
15:11:11  <ZirconiumX> that's me
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15:11:31  <SmatZ> ok :)
15:12:38  <planetmaker> hm, andythenorth do fishing harbours require water or really sea?
15:12:56  <planetmaker> if it's "only" water, there's indeed a case for snowy harbours: on lakes ;-)
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15:18:40  <andythenorth> planetmaker: that is a point of pain
15:18:45  <andythenorth> as I have no control over that anyway
15:18:55  <andythenorth> (it's that partially fixed location bug from a few months back)
15:19:11  <andythenorth> 'water tile' is not a very specific thing for newgrfs
15:21:10  <ZirconiumX> LOL
15:21:22  <ZirconiumX> http://www.tt-forums.net/viewtopic.php?f=26&t=51515#p916696
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15:21:47  <ZirconiumX> 7th lne
15:21:54  <ZirconiumX> Line
15:22:11  <ZirconiumX> To add to the list, let's remind that holding s*** while drawing a line makes it vertical/horizontal/ 45° angled.
15:23:00  <ZirconiumX> he misspelt shift to *AHEM*
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15:35:10  <planetmaker> andythenorth, well, 'water' is not very specific. But IMHO it isn't wrong either to allow harbours on lakes ;-)
15:36:55  <planetmaker> but I do understand the 'need' to get more specific feed-back
15:41:08  <andythenorth> planetmaker: bbl on this ;)
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17:03:56  <andythenorth> favour
17:04:19  <andythenorth> can anyone ping 213.133.67.181 and see if packets are lost?
17:04:50  <supermop> i have no idea how to do that
17:04:54  <Mazur> Does not seem like it.
17:05:29  <Mazur> over 40 successful so far.
17:05:41  <andythenorth> thanks
17:05:43  <andythenorth> anyone else?
17:05:50  <Mazur> 70
17:06:05  <andythenorth> Mazur: what's your location (country is close enough)?
17:06:06  <Mazur> 75 packets transmitted, 71 received, 5% packet loss, time 75042ms
17:06:09  <Mazur> NL
17:06:22  <andythenorth> thanks
17:06:23  <Mazur> rtt min/avg/max/mdev = 23.147/28.131/70.788/6.034 ms
17:06:43  <Mazur> np
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17:14:56  <Hendikins> I can't help but think I should be using a dedicated server right now. I've got a game that keeps moving between my desktop and laptop.
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17:48:20  <CIA-1> OpenTTD: translators * r22354 /trunk/src/lang/ (8 files): (log message trimmed)
17:48:20  <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
17:48:20  <CIA-1> OpenTTD: czech - 3 changes by SmatZ
17:48:20  <CIA-1> OpenTTD: dutch - 1 changes by habell
17:48:20  <CIA-1> OpenTTD: finnish - 1 changes by jpx_
17:48:22  <CIA-1> OpenTTD: italian - 1 changes by lorenzodv
17:48:22  <CIA-1> OpenTTD: russian - 1 changes by Lone_Wolf
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18:14:38  <andythenorth> how many menu groups in a station set is ideal?
18:14:41  <andythenorth> more?
18:14:42  <andythenorth> or less?
18:16:18  <SmatZ> more or less
18:16:42  <SmatZ> I think more groups is better
18:16:51  <SmatZ> if the stations are split logically
18:21:16  * Hendikins ponders how hard it would be to have a wait for full load of specific cargo, for when dealing with say, passenger jets.
18:22:06  <__ln__> not realistic; the passengers would complain
18:22:10  <SmatZ> aircraft always wait only for full pax, afaik
18:22:24  <SmatZ> even when set to "full load"
18:24:00  <Hendikins> SmatZ: I've found they'll take off with zero pax and full mail.
18:24:34  <Hendikins> I'd rather have them wait for full passengers irrespective of mail loaded (and whack on a couple of aircraft refitted for mail to soak that cargo up)
18:25:23  <Hendikins> It would also be applicable to mixed trains, etc.
18:25:25  <SmatZ> Hendikins: even when you set it to "full load"? (not "full load any")
18:25:29  <SmatZ> but yeah
18:25:40  <SmatZ> maybe there's a feature request for that somewhere
18:26:08  <Hendikins> SmatZ: Full load waits for mail too.
18:26:13  <SmatZ> hmhm
18:29:33  <Hendikins> Both behaviours are what I would expect (wait for full load of any one cargo or both), but not what I'd be after.
18:32:35  <dihedral> "We will ask for your FTP credentials and automatically transfer the latest stable ocPortal to your server over an encrypted connection." <- LOL
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18:46:49  <Eddi|zuHause>  <andythenorth> I don't know how long TTD production took <-- the TTO manual had a section on game development, but i don't have it anymore... i lost it a long time ago
18:47:20  <andythenorth> if I tried I could probably find out
18:47:33  <andythenorth> the guy who fixed my windows used to work at microprose
18:47:43  <andythenorth> :P
18:47:50  <andythenorth> such a glamorous life I lead
18:47:54  <supermop> oooh
18:48:43  <supermop> thinking of micropose makes me think of the red micropose logo fading in over the TTO theme
18:49:00  <andythenorth> makes me think of the chipping sodbury mop dance
18:49:01  <supermop> such an awesome song
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18:59:08  <Terkhen> :)
19:01:37  <__ln__> anyone been following the news about the election in finland?
19:05:32  <supermop> vaugley
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19:07:39  <Prof_Frink> andythenorth: I believe this is an accurate account of the development process: http://nylon.net/ttd/bible/bible.htm
19:09:05  <andythenorth> ho
19:09:08  <andythenorth> probably
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19:24:18  <andythenorth> I have YAPF for my ships
19:24:33  <andythenorth> doesn't solve an issue with silly ships though :)
19:24:42  <andythenorth> ship in a closed body of water
19:24:57  <andythenorth> trying to route to a depot in another body of water, land separated
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19:25:09  <andythenorth> there is no valid route to that depot
19:25:17  <andythenorth> but it tries anyway :P
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19:34:40  <Eddi|zuHause> i do remember this paragraph in the manual where he talked about "coding an AI that makes sensible routes" :p
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19:53:41  <andythenorth> bye
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20:51:37  <yorick> s/compiler/assembler/
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22:10:25  <andythenorth> evenings
22:11:02  <SmatZ> because two evenings are better than one!
22:13:13  <andythenorth> if I could have two evenings for the price of one, I would be happy
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22:20:18  <Terkhen> good night
22:25:31  <SmatZ>  good night Terkhen
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22:39:29  <Wolf01> 'night all
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22:51:22  <pikka> gentlemen
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22:54:59  <SmatZ> we got signal
22:58:24  <pikka> I see the briefcase is still safe, actually. :)
22:58:40  <pikka> but main screen turn on works too.
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23:07:45  <pikka> I'm tired
23:08:12  *** aber [~Adium@gb049.stw.stud.uni-saarland.de] has quit [Quit: Leaving.]
23:08:18  <pikka> only 9.5 hours til I can go home D:
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23:19:14  <Lakie> My reply ok pikka? 'tis a little vague on the specifics but should point him in the right direction?
23:19:31  * Belugas supports your pain, pikka
23:19:55  <Lakie> About putting random bits of code together and hoping?
23:20:19  *** TheMask96 [martijn@pride.vhost.ne2000.nl] has joined #openttd
23:20:28  <Belugas> always pray when adding random bits of code...  and compile first!
23:20:36  <Lakie> Hehe
23:20:41  <Belugas> ...look who is talking :S
23:21:07  <Lakie> To be fair, I've been hoping that those two would start trying to undertand the concepts they are using.
23:21:43  <Lakie> Well, I stick random bits of code in at times, but I always make an effort to understand what its doing...
23:21:54  <Lakie> Otherwise its effectively useless. :)
23:22:00  *** Absurd-Mind [~peter@p5495936C.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds]
23:22:46  <Belugas> quite :)
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23:35:57  * Belugas goes down and starts the TV-wife time :)
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23:50:04  <pikka> having a tv wife must be good :)
23:52:10  <DanMacK> lol
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