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Log for #openttd on 21st January 2013:
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00:03:10  <Eddi|zuHause> anybody have a clue what this guy is talking about? http://www.tt-forums.net/viewtopic.php?f=68&t=64076&view=unread#unread
00:03:50  <Supercheese> Hmm
00:04:01  *** Devroush [~dennis@dD5765BAC.access.telenet.be] has quit []
00:04:19  <__ln__> he's got a big nose
00:05:01  <Supercheese> Perhaps he means an enumeration of named constants like http://dev.openttdcoop.org/projects/nml/repository/entry/nml/global_constants.py
00:05:32  <Supercheese> I've posted as much
00:05:41  *** Celestar_ [~vici@mnch-5d8543a4.pool.mediaWays.net] has quit [Ping timeout: 480 seconds]
00:08:10  <Eddi|zuHause> i've read it three times, and still no luck...
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00:14:56  <__ln__> the first and second paragraph make sense, although he a verb in the first one.
00:15:32  <__ln__> but the third.. no.
00:16:33  <Supercheese> Well, I've posted my conjecture...
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00:35:45  <__ln__> @seen orudge
00:35:45  <DorpsGek> __ln__: orudge was last seen in #openttd 23 weeks, 3 days, 11 hours, 36 minutes, and 32 seconds ago: <orudge> it's something like a euro per extra TB though
00:42:14  <Eddi|zuHause> wait, we could have extra TBs? why do we only have one of those, then? :p
00:44:07  <__ln__> they would probably constantly kick eachother from the channel if there were more
00:47:23  <Eddi|zuHause> hm, i guess you're right, it would probably not be helpful at all ;)
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03:20:13  <Sacro> why can \i not hear my steam trains in 1.2.3
03:20:17  <Sacro> :( i am le sad
03:20:38  <Supercheese> Hear as in no whistles when they start moving?
03:20:45  <Supercheese> Not hear*
03:22:09  <Supercheese> Sound effect potential problems: check if you are using the proper Base SFX set in the options menu
03:22:22  <Supercheese> check if OTTD has somehow been muted by the volume mixer
03:22:36  <Supercheese> check if OTTD's volume mixer has muted sounds
03:23:12  <Supercheese> Operating System-level mixer versus internal mixer, to be clear
03:23:31  <Sacro> Supercheese: yes
03:23:35  <Sacro> base sfx?
03:23:49  <Supercheese> Main Menu --> Game Options
03:23:52  <Sacro> original_windows
03:24:09  <Supercheese> if you switch to OpenSFX do the sounds work?
03:24:10  <Sacro> hmm, but i might be missing sample.cat
03:25:25  <Sacro> nope
03:25:28  <Sacro> still nothing
03:25:33  <Sacro> i can hear the normal ttd sounds
03:25:52  <Supercheese> just train whistles are gone?
03:25:57  <Supercheese> weird
03:26:25  <Supercheese> 1.2.3 shouldn't have the new sound effect advanced settings
03:27:02  <Sacro> oh, could it be that ukrs is too new?
03:27:22  <Supercheese> Oh, you've UKRS
03:27:51  <Supercheese> There's a parameter in UKRS that disables sounds, check to make sure that's not killing sounds
03:28:03  <Supercheese> Newgrf settings -> UKRS -> Set parameters
03:28:38  <Sacro> multiplayer
03:28:48  <Sacro> but they aren't disabled
03:30:11  <Supercheese> I think that's about the limit of my "remote debug" abilities... :S
03:31:14  <Supercheese> UKRS has custom sounds, well UKRS2 anyway
03:31:57  <Supercheese> if everything else works except vehicle running sounds, I would suspect the grf parameter
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03:41:10  <Sacro> LOOKS FINE
03:41:11  <Sacro> strange
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04:11:16  <Supercheese> Whooooooah, nmlc tells you the line numbers for error messages relative to #includes?
04:13:26  <Supercheese> that is amazing
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07:36:35  <peter1138> moin
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07:45:20  <andythenorth> hey look
07:45:25  <andythenorth> v2.0 is 50% done
07:45:32  * andythenorth just re-read the original post http://www.tt-forums.net/viewtopic.php?f=29&t=47238
07:45:52  <andythenorth> now just need to convert those newgrfs, the squirrel code etc to C++
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07:47:20  <andythenorth> I do feel sorry for the chap who thinks he's being trolled
07:47:25  <andythenorth> not nice for him
07:47:29  <andythenorth> even if he's entirely wrong
07:47:38  <andythenorth> and doesn't have a shift key
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08:18:46  <peter1138> Core0 Temp:   +9.0°C
08:18:47  <peter1138> nice
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08:34:57  <Supercheese> a steampunk mod needs to be made
08:35:19  <Supercheese> airships, airships everywhere
08:35:54  <__ln__> while you're at it, make the steam engines run with steam power.
08:36:33  <FLHerne> av8 has two airships :P
08:36:48  <FLHerne> *three, even
08:36:56  * FLHerne forgot the modern one
08:37:29  <FLHerne> *four
08:37:45  <FLHerne> There were two modern ones, and I forgot both of them :-/
08:39:43  <Supercheese> Well, the first first powered and steerable aircraft was a dirigible made in 1852
08:40:12  <Supercheese> with a whopping 3 hp engine
08:40:30  <Supercheese> 6 mph wheee
08:40:31  <FLHerne> A complete airship/blimp set would be quite awesome , true :-)
08:40:53  <Supercheese> So if the headwind is more than 6 mph you go backwards :)
08:41:07  <planetmaker> moin
08:41:47  <planetmaker> oh, hi Supercheese, just for you, r24923+24924 ;-)
08:41:54  <Supercheese> Yes, :D
08:41:59  <Supercheese> muchas gracias
08:42:54  <planetmaker> did you also look at the screenshot I added to the issue before I actually looked at it?
08:43:19  <planetmaker> it tells two things: you want a slope check in your NewGRF. And what needed adding to the patch :-)
08:43:57  <peter1138> i think i alluded to it too
08:44:54  <Supercheese> Yeah, I already added disable autoslope
08:45:14  <Supercheese> didn't update grf on flyspray
08:46:48  <peter1138> right, should i replace my steamers with diesels or lectrics?
08:57:43  <Supercheese> steam >> all else
09:00:30  <peter1138> i beg to differ
09:06:38  <Supercheese> I'm not judging by efficiency, speed, power, or any of those silly things
09:06:52  <Supercheese> steam locomotives are just more awesome™
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09:29:44  <peter1138> corr, 8 deg C
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09:30:13  <Supercheese> I think your processor may have a cold, you should see a computer doctor :P
09:30:18  <peter1138> yeah
09:30:30  <peter1138> wonder what the air temp is
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09:33:38  <Supercheese> Meanwhile in Russia: http://rt.com/news/winter-snow-russia-weather-275/
09:35:29  <peter1138> i remember car-high snow drifts in the early 80s
09:39:58  <MNIM> Supercheese: I believe in Russia they call that "the streets are free of snow, good driving weather"
09:48:12  <Supercheese> Well, good night
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10:18:46  <Flygon> MNIM: In Australia, hoons call 47c weather "Good burnout weather"
10:18:50  <Flygon> Then they fry their engines
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10:57:06  <__ln__> http://wien.orf.at/news/stories/2567971/
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11:36:53  <peter1138> just looked outside and my eyes hurt :S
11:36:56  <peter1138> so bright...
11:39:28  <peter1138> bah
11:40:15  <peter1138> MC EMU from 191x is better than MC DMU from 1955 :S
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11:43:06  <peter1138> tube trains are too low capacity too :S
11:46:06  <Flygon> Tube trains are built on the loading gauge of a toothpick
11:46:32  <Flygon> For real capacity, you go Sydney Suburban
11:46:36  <Flygon> Shame about the loading time
11:46:37  <Flygon> Sooo
11:46:45  <Flygon> Go for Melbourne Comengs
11:46:54  <peter1138> yeah but they're crammed full instead :p
11:47:09  <Flygon> Melbourne Comengs aren't?
11:47:43  <Flygon> http://images.theage.com.au/2008/09/24/216454/st_flindersstreet-420x0.jpg
11:49:48  <Flygon> That's part of the reason DD trains failed in Victoria
11:50:02  <Flygon> Only 2 doors per car practically exploded loading times
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12:14:01  <__ln__> http://fpganes.blogspot.se/2013/01/luddes-fpga-nes.html
12:16:59  <peter1138> cool
12:17:25  <Flygon> __ln__: I wish him luck
12:18:00  <Flygon> Y'know what'd be genius though?
12:18:16  <Flygon> Using an FPGA to replicate the Mega Drive for the 32x extension on the Mega Drive
12:21:35  <Flygon> Oh, wait
12:21:39  <Flygon> He actually did it
12:28:48  <peter1138> hmm, order lists
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12:35:44  <peter1138> anyone done hierarchical groups?
12:35:50  <peter1138> or thought it might be useful?
12:37:52  <Pinkbeast> I'd settle for non-exclusive groups
12:38:52  <peter1138> that's harder than hierarchical
12:39:23  <Pinkbeast> I don't know what the data structure is, alas.
12:40:12  <peter1138> non-exclusive means you need to store an entry for each item, which introduces a dynamically sized list
12:40:38  <Pinkbeast> Linked lists are surely not beyond human ingenuity. :-/
12:40:38  <peter1138> heirarchical means there's still only one entry, and the group gets a single parent entry
12:41:23  <peter1138> Pinkbeast, sure it's possible, but arguably more work for less benefit
12:42:39  <FLHerne> peter1138: I thought it might be useful
12:42:42  <Pinkbeast> What I really want from groups is to say "Nominate one train in this group" (or RV etc, but it's more use for trains); "autoreplace/renew will make any other train in the group like this train". It is nontrivial because of the need to see if any of the existing components are useful, but...
12:42:49  <peter1138> would also be nice for group names to be unique per company per vehicle class, rather than just per company
12:43:12  <Eddi|zuHause> peter1138: "non-exclusive groups" as in "filter results" may be useful
12:43:22  <Eddi|zuHause> it's already done for stations
12:43:37  <Eddi|zuHause> for certain values of "already done"
12:43:46  <peter1138> Eddi|zuHause, in the window which lists the groups?
12:44:04  <Eddi|zuHause> no, but on each station you can get the filtered list of all vehicles using this station
12:44:08  <Pinkbeast> Ah, but I can get the extra utility with hierarchies as well as non-exclusivity. Perhaps better with hierarchies.
12:44:37  <Eddi|zuHause> peter1138: i think Alberth had some thoughts about groups
12:44:57  <peter1138> Eddi|zuHause, i don't know what you're asking for there
12:45:11  <peter1138> you get a list of vehicles using the station, then what?
12:45:24  <Eddi|zuHause> peter1138: i'm not sure either
12:46:05  <peter1138> i also think a separate way of listing order lists would be cool
12:46:17  <peter1138> similar to how simutrans does lines
12:46:38  <Pinkbeast> Giving order lists a life in and of themselves would be brilliant.
12:46:51  <Eddi|zuHause> peter1138: have you checked out the recent Timetable Improvement Patch on the forum?
12:46:55  <peter1138> no
12:47:03  <peter1138> NIH! reinvent!
12:47:24  <Eddi|zuHause> it attempts to do routes in a sane way
12:47:33  <Eddi|zuHause> i haven't had time to test it, though
12:47:47  <peter1138> sounds like another thing that should be split up
13:05:59  <Flygon> Incidentally, one thing always bugged me about autoreplacing trains
13:06:12  <Flygon> The inability to replace a double-headed train with one single head
13:06:29  <Flygon> I've had cases where an American 10 Wheeler evolves into a LOK2000 Double Head
13:08:05  <peter1138> come up with a way to tell the game to replace 2 heads with 1
13:08:27  <Eddi|zuHause> there is a patch for that :p
13:08:32  <peter1138> haha
13:08:42  <peter1138> it was probably crap then
13:08:48  <Eddi|zuHause> "template based train replacement" or so
13:09:14  <peter1138> it's all newgrf's fault
13:09:18  <peter1138> too many variables
13:09:46  <peter1138> could be handled by pinkbeast's earlier suggestion
13:10:31  <Flygon> Eddi: I agree with that
13:10:34  <Flygon> MOST USEFUL
13:10:34  <peter1138> no idea how to fit that into the gui though
13:10:50  <peter1138> but i suck at uis apparently
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13:11:09  <Flygon> Let's play textmode OpenTTD
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13:14:53  <peter1138> damn it, i replaced an aging unreliable ship
13:15:03  <peter1138> (manually replaced)
13:15:10  <peter1138> sent the old one to the depot and it autorenewed :S
13:16:41  <Flygon> Y'know what'd be cool?
13:17:23  <Flygon> Me thinking before talking
13:22:00  <Pinkbeast> peter: I'd do it by having a way to nominate the master train in the group UI.
13:22:00  <peter1138> :-)
13:22:15  <Pinkbeast> All other autoreplace commands would then only affect the master train.
13:22:36  <Pinkbeast> [ I say train but clearly this should work for anything, just less usefully ]
13:23:01  <Pinkbeast> An obvious gotcha is that it has to check for autorefit orders and refit/not refit vehicles appropriately.
13:30:37  <peter1138> hmm
13:34:33  <FLHerne_> peter1138: Diagonal bridges or tunnels would help the Trarningworth situation a bit :P
13:34:59  <FLHerne_> Alternatively, crossing tunnels, with a sanity check...
13:39:17  <Pinkbeast> peter: I would suggest; if a vehicle has no autorefit orders it refits to match the master. If it has an autorefit order which would be impossible to execute when vehicles changed, COMPLAIN. If neither is true, change to master, refitting in depot to match the previous consist as best as possible.
13:39:52  <peter1138> well i'm not coding it :p
13:48:30  * Maedhros wonders what's happened to beningway transport's ship 5, on peter's server
13:48:33  <Eddi|zuHause> "can't compare datetime.datetime to function" ... so would you PLEASE tell me WHERE that is done?!?
13:54:50  <peter1138> heh
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14:42:27  <Belugas> hello
14:44:52  <peter1138> Belugas
14:44:57  <peter1138> http://imgur.com/gallery/lo6xQ
14:46:51  <Belugas> sir peter1138 :)
14:47:11  <Belugas> lol
14:47:24  <Belugas> that's what I call a bump on the head ;)
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14:47:58  <Belugas> "porpoise" ???
14:48:06  <peter1138> i know right
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15:04:56  <dots> trying to build(learn) fail safe shifters, but i can't find out what kind of signals to use
15:05:04  <dots> anyone push me in the right direction?
15:06:52  <Pinkbeast> Surely http://blog.openttdcoop.org/2010/01/13/fail-safe-joiners-priorities-and-the-cyclotron-example/ has screenies with the right signals?
15:09:06  <dots> thanks, can't believe i didn't see that :)
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15:15:56  <peter1138> pfft, path signals all the way :p
15:17:37  <NGC3982> http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/quadruple_full_featured_cyclotron.png
15:17:43  <NGC3982> Sweet jesus.
15:21:04  <peter1138> crazy
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15:43:11  <V453000> not quite effective, either :)
15:44:30  <Eddi|zuHause> so wth is this supposed to do?
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15:45:09  <V453000> its "aim" is to keep trains joining at full speed -the cyclotron that is
15:45:32  <V453000> which is pretty worthless, as it works on probability so trains do not really join too precisely
15:45:41  <V453000> the fail-safe shifter is a bit better
15:45:51  <NGC3982> I understand the fail-safe
15:46:03  <V453000> but there is probability again - but in this case can "easily" be fixed
15:46:06  <NGC3982> But i guess experimentation is never to be frowned upon.
15:46:07  <NGC3982> :P
15:46:13  <Eddi|zuHause> but what is the point of "joining in full speed" if you make a giant useless loop into the whole line?
15:46:48  <V453000> that loop is aside Eddi, it is the loop where train is waiting for the time when it could join the main line
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15:47:29  <V453000> http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/ this is probably the absolute maximum possible
15:47:58  <V453000> 200 000 goods per months from the refinery complex kind of confirms that :)
15:48:03  <Eddi|zuHause> i know, the cyclotron is the small loop in the middle, which works on "if gap is not big enough, do another round"
15:48:09  <V453000> but there is one thing to note
15:48:17  <V453000> yeah exactly Eddi
15:48:18  <Eddi|zuHause> the giant loop around it makes pretty much zero sense
15:48:26  <NGC3982> It looks hilarious.
15:48:41  <peter1138> you know my thoughts on this stuff
15:49:11  <Eddi|zuHause> they're probably along my thoughts on this stuff :p
15:49:15  <V453000> point this, the shifting mainline is done for one thing - to make expanding extremely easy - you just clone another set of shifters and a line, done ... which is extremely boring and dumb
15:49:44  <V453000> therefore we dont use this technique ever anymore, since that game I posted
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15:54:28  <V453000> NGC3982: an overview page here http://wiki.openttdcoop.org/Shift_Mainlines
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15:57:43  <peter1138> fuuuuu
15:57:50  <peter1138> just burnt my mouth on hot cheese :S
16:08:42  <peter1138> when planting trees is there a max range?
16:08:49  <peter1138> for it to affect town rating
16:09:13  <V453000> I think so
16:09:51  <NGC3982> <@peter1138> just burnt my mouth on hot cheese :S
16:09:54  <NGC3982> Life sure is unfair.
16:10:01  <peter1138> bloody town hates me despite providing a service and planting trees :p
16:10:08  <peter1138> NGC3982, first-world-problems
16:10:10  <V453000> that was for <@peter1138> you know my thoughts on this stuff :P
16:10:19  <V453000> justice
16:10:33  <peter1138> :p
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16:15:48  <andythenorth> http://www.railpictures.net/viewphoto.php?id=421972&nseq=0
16:15:50  <andythenorth> ^ neat
16:16:52  <peter1138> woo, HST
16:17:30  <peter1138> not much point mind you, i don't have any fast empty lines
16:17:58  <Rubidium> peter1138: we got a fast empty line
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16:18:45  <Rubidium> if the HST doesn't desintegrate upon hitting snow flakes, it'll be good enough ;)
16:20:35  <peter1138> wrong type of snow
16:23:14  <andythenorth> peter1138: who is winningest?
16:23:32  <peter1138> green yellow teal blue
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16:27:37  <andythenorth> my trains are old
16:27:38  <andythenorth> and broken
16:27:58  <peter1138> yeah
16:28:20  <peter1138> FISH ships appear immune to reliability
16:28:24  <peter1138> (maybe normal ships are too)
16:28:54  <peter1138> last serviced 17 years ago, reliability 58%
16:29:16  <peter1138> ooh, better, reliability: 81%
16:29:22  <peter1138> last serviced 58 years ago
16:29:30  <peter1138> 156 breakdowns in that time
16:29:45  <V453000> they are awesome, face it
16:29:51  <V453000> :))
16:30:10  <peter1138> fish dates are weird anyway
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16:42:33  <Eddi|zuHause> is that like dog years?
16:56:09  <Sacro> hrrrm, so sound works in single player
16:56:12  <Sacro> this is strange
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17:58:50  <peter1138> ahh, weird al on the radio
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18:08:32  <frosch123> my name is darth vader?
18:10:21  <peter1138> eat it
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18:23:32  <peter1138> hmm
18:23:50  <peter1138> any way to specify a default value for missing saveload variables?
18:24:41  <Rubidium> "set" it in saveload
18:24:58  <peter1138> yup
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18:29:07  <Terkhen> hello
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18:30:06  <Wolf01> oink
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18:46:03  <DorpsGek> Commit by translators :: r24931 /trunk/src/lang (10 files) (2013-01-21 18:45:47 UTC)
18:46:04  <DorpsGek> -Update from WebTranslator v3.0:
18:46:05  <DorpsGek> croatian - 1 changes by VoyagerOne
18:46:06  <DorpsGek> danish - 7 changes by Elias
18:46:07  <DorpsGek> dutch - 1 changes by habell
18:46:08  <DorpsGek> finnish - 1 changes by jpx_
18:46:09  <DorpsGek> icelandic - 1 changes by Stimrol
18:46:10  <DorpsGek> italian - 1 changes by lorenzodv
18:46:11  <DorpsGek> korean - 61 changes by telk5093
18:46:12  <DorpsGek> brazilian_portuguese - 11 changes by Tucalipe
18:46:13  <DorpsGek> russian - 2 changes by Lone_Wolf
18:46:14  <DorpsGek> turkish - 18 changes by magnum06
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19:27:58  <Alberth> moin
19:31:02  <Wolf01> hello Alberth
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19:47:57  <Snail> meow
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19:57:23  <FLHerne_> Typical, no andythenorth :-(
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20:32:07  <Alberth> you missed him by about 12 minutes :)
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20:38:36  <andythenorth> FLHerne_: I rejoined
20:38:51  <FLHerne_> andythenorth: Hi
20:39:00  <FLHerne_> I left you a message ;-)
20:39:23  <andythenorth> peter1138: is this game on fast forward somehow?
20:39:45  <andythenorth> FLHerne_: where? :P
20:40:01  <FLHerne_> Spaghetti Jct. :P
20:42:49  <andythenorth> ah the tug bug
20:42:52  <andythenorth> known issue ;)
20:42:53  <andythenorth> thanks
20:44:00  <FLHerne_> Ah, known already...I guess it is quite obvious :P
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21:34:31  <frosch123> night
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21:52:57  <andythenorth> planetmaker: for the 'build a big stable network' style of coop play - how does industry production increase fit?
21:53:13  <andythenorth> 'just add more trains'?
21:55:13  <planetmaker> yes. That's how it's handled
21:55:37  <planetmaker> but what is bad is erratic production changes, or very large ones. Especially decreases :-)
21:55:58  <andythenorth> thinking of nicking Pikka's idea about eras for industry production
21:56:10  <andythenorth> so increases come with technology changes
21:56:28  <andythenorth> simply time based
21:56:34  <andythenorth> with some randomness per industry instance
21:56:44  <Supercheese> technology increase + supplies delivered?
21:56:56  <andythenorth> supplies stays
21:56:57  <Supercheese> or just the former?
21:56:59  <Supercheese> k
21:57:02  <andythenorth> supplies = boost
21:57:08  <andythenorth> time-based = base production
21:57:12  <Supercheese> roger
21:57:28  <andythenorth> base production for ships / horses / steam engines needs to be quite low
21:57:34  <andythenorth> then later it needs to be higher
21:57:44  <andythenorth> p1kka has charts and crap about it
21:58:55  <Supercheese> powerpoints? :P
21:59:20  <Supercheese> it's not a believable presentation without crappy powerpoints!
22:00:03  <andythenorth> also I might make supplies requirement less onerous
22:00:08  <andythenorth> currently 30t / 120t
22:00:14  <andythenorth> 15t / 60t might be better
22:00:26  <andythenorth> all the games I've played, not enough supplies
22:00:36  *** oskari89 [oskari89@62-241-226-106.bb.dnainternet.fi] has quit []
22:00:58  <Supercheese> Parameter!
22:01:06  <andythenorth> might be valid in this case
22:01:08  <Supercheese> Divide supply requirements by param
22:01:11  <Supercheese> default 1
22:01:15  <andythenorth> but it's yet another thing to forget to set in an MP game :P
22:01:28  <andythenorth> all those people who recommend parameters...
22:01:35  <andythenorth> ...are people who have newgrf developer tools on :P
22:01:38  * Supercheese likes parameters
22:01:51  <andythenorth> most players don't get to test them much imo
22:01:57  <andythenorth> we see the grf lists
22:01:59  <andythenorth> they're big
22:02:15  <Supercheese> yeah, I do agree the newgrf dev-folk do a lot more with params than most
22:02:15  <andythenorth> can't imagine people starting lots of games just to find perfect parameter setting
22:02:27  <andythenorth> it's fine when you can change them in game :P
22:02:50  <Supercheese> I sat down once and configured the parameters on my giant grf list, saved it as preset so I won't have to do it again
22:02:58  <andythenorth> then I change the grf :P
22:03:02  <Supercheese> problem comes when ... yes that
22:03:59  <andythenorth> Supercheese: have you played FIRS with the boost behaviour?
22:04:09  <Supercheese> not as much as I should
22:04:26  <Supercheese> been too busy making grfs to play much, last game was Jan4-5 IIRC
22:04:30  <peter1138> bah, can't work out my tree list method
22:04:52  <Supercheese> I am currently making a Montgolfier balloon, aircraft in 1783!
22:06:14  <andythenorth> carry mail
22:06:47  <Supercheese> mostly crazy Frenchmen :P
22:09:36  <Zuu> Hmm, using "show game options" as debug action for testing new GUI features is quite useful as it simplifies changing back to a English from Arabic :-p
22:12:12  <Supercheese> Blah, Login to Bananas --> "This page does not yet exist"
22:12:38  <Zuu> Its knows since ages
22:12:41  <Supercheese> login still works, just the redirect doesn't, yeah
22:12:45  <Zuu> just go to the page you want.
22:13:01  <Supercheese> minor annoynace
22:13:36  <Supercheese> Hmm, if I update a grf on bananas, I can't change the name?
22:14:03  <Zuu> imho, improving bananas on dependency management have higher priority than fixing the login redirect.
22:14:49  <Zuu> The name is afaik not possible to change.
22:15:18  <Zuu> Of course anyone with dB access could change it, but the webUI doesn't allow it. The reason for this is probably to keep things sane.
22:15:31  <Supercheese> I was thinking of updating the Hot Air Balloon grf to change the name to "Eyecandy Aircraft" and add more stuff to it than just a modern hot air balloon
22:16:10  <Supercheese> Or should I upload it as a separate grf entry?
22:16:11  <andythenorth> barrage balloon
22:16:14  <andythenorth> for my castle
22:16:17  <andythenorth> also
22:16:18  <andythenorth> bye
22:16:19  *** andythenorth [~Andy@cpc23-aztw25-2-0-cust33.aztw.cable.virginmedia.com] has quit [Quit: andythenorth]
22:16:21  <Supercheese> that would be a stationary object :P
22:16:26  <Supercheese> d'oh, he bailed
22:16:39  <Wolf01> 'night
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22:25:53  <peter1138> ah, a bit of recursion works
22:26:18  <Supercheese> God, the orange company color recolors are terrible
22:26:38  <Supercheese> there's so little difference in lightness everything just looks bleagh
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22:32:03  <peter1138> you need an rgb remap!
22:32:18  <Supercheese> Why, yes, I suppose I do :)
22:35:16  <peter1138> oh dear, a mix of portishead's glory box and war of the worlds... along with some rapping
22:36:19  <Supercheese> wat
22:36:31  <peter1138> you need an rgb remap!
22:36:33  <peter1138> oh dear, a mix of portishead's glory box and war of the worlds... along with some rapping
22:36:36  <peter1138> even
22:36:38  * Zuu tries to figure out a easy use case for click-on-parameter detection.
22:37:01  <peter1138> on bbc 6music
22:37:08  <Zuu> I only can think of allowing to click the URL in content download window.
22:37:10  <Supercheese> O_o
22:37:55  <peter1138> ah, it's tricky - hell is around the corner
22:37:59  <Zuu> Allowing to click town names in chat may also be possible and probably not too hard to do.
22:38:27  <Zuu> as long as the chat window can receive clicks...
22:38:43  <Supercheese> If someone pastes a url in chat, clickable on that as well?
22:39:50  <Zuu> My WIP allows inserting control codes into strings which can the be used to detect if somone clicked on one of the prepaired regions within a string.
22:40:26  <Zuu> If one implements a pharser to indentify URLs, that is possible.
22:41:48  <Zuu> My biggest argument against it all togeather is that the usability may get damaged if it is applied wrongly for things where a clear button would be easier to discover.
22:45:04  <Zuu> The reason why I made a serious attempt on this was however to allow users to click on eg. town names, industries etc. in the story book: http://devs.openttd.org/~zuu/goal-gui/story-book3.png
22:46:03  <Zuu> (note that it should say "click on next to continue", it is just a typo in the screenshot)
22:47:49  <Supercheese> Yes, I can see how linking to specific towns would be very helpful there
22:54:40  <peter1138> cool, hierarchical groups
22:55:20  <Supercheese> all right, I really should actually play a game; all code and no play makes for dull cheese
23:06:47  <Eddi|zuHause> Zuu: HTML!
23:07:16  <peter1138> http://fuzzle.org/~petern/ottd/hgroup1.png
23:07:22  <peter1138> http://fuzzle.org/~petern/ottd/hgroup2.png
23:08:10  <Zuu> peter1138: Looks nice (except that I never play with groups ;-)  )
23:09:15  <Eddi|zuHause> peter1138: i need a "manage list"->"split this group into sub-groups based on <criterium>" feature
23:09:47  <peter1138> code it then
23:10:11  <Eddi|zuHause> most notably "split the ungrouped-group into shared orders"
23:16:27  <Eddi|zuHause> also: group-based livery colours!
23:16:39  <Supercheese> ^
23:18:51  <Eddi|zuHause> with hierarchical groups, i'd want to split my roadvehicles into: top-group: "(largest) city in its orders", sub group: "shared orders (lines)"
23:19:01  <peter1138> now i remember why we don't discuss ottd related stuff in here
23:19:02  <Eddi|zuHause> then give each city its own colour scheme
23:19:06  <peter1138> it's always off-topic suggestions :p
23:19:21  <Stimrol> I was trying to start openttd with crontab, that doesnot seam to work. Is it difficult to make openttd to a service job
23:19:51  <Eddi|zuHause> Stimrol: you need to set DISPLAY and stuff in the crontab
23:20:12  <peter1138> not for a dedicated server
23:20:29  <Stimrol> yes trying to start dedicated server with autopilot
23:20:57  <Eddi|zuHause> whatever, it's mostly the "stuff" probably
23:21:18  <Stimrol> what I am trying to do is to update server after nightly update then start it again
23:21:53  <Stimrol> so it checks if updateded at 20:00 then stop server and start again, little script run from crontab
23:22:05  <Eddi|zuHause> Stimrol: you could try starting a login shell (su -) so it loads the profile, then run the script within that
23:22:21  <Eddi|zuHause> Stimrol: otherwise we need more information (like actual error messages)
23:23:39  <Stimrol> problem is there is no error message, I used "tee" to make log. The server seams to start but then it is not started. Can pase last line of log
23:25:13  <Stimrol> paste*
23:26:39  <Terkhen> good night
23:26:52  <Supercheese> night
23:29:24  <Stimrol> I am going to try to start the server with debug level 2 and see what it says
23:31:31  <Eddi|zuHause> Stimrol: have you tried it without autopilot first? do you load a specific savegame?
23:32:28  <Stimrol> no, that is true, I should maybe try that. And not I dont load a savegame, just random seed
23:33:30  <Stimrol> if I run the altered update script from bash then it works, but if I do it from crontab then it stops after "Starting year: 1950"
23:35:16  <Eddi|zuHause> that does not look like openttd is actually started
23:36:23  <Eddi|zuHause> again, you're probably missing some environment setup that your usual bash-profile has, but the crontab doesn't
23:38:02  <Stimrol> that is probably the case, could maybe fix it if I would cd to the right directory, just thinking aloud :)
23:39:14  <NGC3982> Did anyone of you ever use Sketchup?
23:39:30  <Stimrol> no I do that, try with openttd -D next
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23:48:59  <Maedhros> doesn't a dedicated server listen on stdin?
23:49:45  <glx> there is the admin port or the console
23:50:33  <Maedhros> i was thinking that since cron doesn't open stdin, openttd might just exit immediately if you tried to run it that way
23:51:15  <Stimrol> this crontab work if the script calls openttd -D but not autopilot.tcl
23:51:31  <Maedhros> hmm, ok
23:52:15  <Stimrol> I am using autopilot because it is very nice to have the server connected to the irc to read if there was some problem or sugestion from players afterwards
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23:53:47  <Stimrol> problem is there is no error message why the autopilot stops, it just seams to stop after is announces what year it starts at
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23:57:12  <Stimrol> if I make the script sleep for like some sec before it finishes, does it work like that that autopilot can finish running all it does?
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