Config
Log for #openttd on 23rd April 2012:
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00:12:43  <Rhamphoryncus> % of cargo transferred, which is based on your station rating
00:15:31  <Rhamphoryncus> If you're using the Smooth Economy setting then below 60% it's 2 to 1 chance of decrease vs increase, above 60% it switches to 1 to 2 chance, and above 80% it's 1 to 5 chance
00:15:43  <Rhamphoryncus> more details can be found here: http://wiki.openttd.org/Game_Mechanics
00:17:04  <Rhamphoryncus> Skau1: rule of thumb: use the fastest train you can, make sure there's always one waiting to load, and build statues in every town as soon as you can easily afford it
00:17:30  <Rhamphoryncus> newly built vehicles and advertising campaigns give temporary boosts
00:17:42  <drac_boy> heh
00:17:49  <Skau1> i thought % transported was how many % i transported of what it made that month?
00:18:12  <Nat_aS> so did I
00:18:21  <Nat_aS> I'm glad I know now.
00:18:23  <Rhamphoryncus> It only gives you an amount proportional to your rating
00:18:42  <Rhamphoryncus> so if your rating is 60% then you get 60% of the production and 40% it tosses in the trash
00:18:56  <Skau1> the higher the better?
00:19:14  <Rhamphoryncus> yup
00:21:47  <Rhamphoryncus> A train speed of 321 km/h is when you can permanently max it out, in combination with the statue and always having a train waiting to load
00:24:09  * drac_boy generally gets 81-94% range on average rather easily and thats with conserative trains :-s
00:25:25  <Rhamphoryncus> drac_boy: are those aged trains though?  At least 3 years?
00:25:39  <drac_boy> no idea
00:25:58  <Rhamphoryncus> there's a 13% boost on brand new trains
00:27:20  <Rhamphoryncus> That, without any speed points, can put you to 79%
00:28:27  <Rhamphoryncus> Hrm.  Only 91 km/h to hit 80% without that
00:29:28  <drac_boy> heh I think I actually average 60-110km/h so that seem right
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01:15:25  <Skau1> if my friend join my company
01:15:28  <Skau1> what happends?
01:15:40  <Skau1> can he still just go back to his own after and continue as normal?
01:23:40  <Mazur> Of course, as long as he remembers its password.
01:23:56  <Mazur> And hte company does not go backrupt.
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01:56:54  <Skau1> if i have a "highway" for trains.. and i have a interception.. how do i make the train that is entering the highway wait if there is another train comming instead of the train that is standing on the highway has to stop
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02:08:56  <Rhamphoryncus> Skau1: called a "prio" or "priority merge it involves trickery with path and block signals
02:09:18  <Rhamphoryncus> http://wiki.openttd.org/Right-of-way_Merge
02:31:26  <Rhamphoryncus> err path and presignals
02:31:45  <Rhamphoryncus> Although you can use block signals too..
02:32:11  <Skau1> ill gotta find out more about that later
02:32:13  <Skau1> cant afford it
02:32:24  <Rhamphoryncus> You can't afford to build a signal?
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05:47:36  <NGC3982> life is hard
05:47:37  <NGC3982> :D
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06:25:47  <NGC3982> you guys are genuinly great at the english language
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06:26:00  <NGC3982> to a french correspondent, im trying to formulate myself correctly in english.
06:26:16  <NGC3982> im sending him a xls file contaigning orders
06:26:34  <NGC3982> thus, using "I have attached order file 3 for <project>".
06:26:40  <NGC3982> but that feels very swenglish
06:26:55  <NGC3982> like "Hej there, i have lagt till såm fajls får ju".
06:27:00  <NGC3982> any tips?
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06:53:16  <DabuYu> NGC3982: 'attached you'll finde order file 3 for project'
06:53:19  <DabuYu> *find
06:56:35  <NGC3982> so "order file" actually works?
06:56:47  <NGC3982> since its the litteral translation of the swedish word, it looks a bit funny
06:56:50  <NGC3982> at least for me as a swede: )
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07:53:54  <alexcosa> Hi, anyone know how to make a application like "online content" with that features in c++ or java ?
07:54:28  <alexcosa> finger
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07:54:42  <alexcosa> Hi, anyone know how to make a application like "online content" with that features in c++ or java ?
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07:55:48  <alexcosa> Hi, anyone know how to make a application like "online content" with that features in c++ or java ?
07:55:55  <telanus> nope
07:58:33  <planetmaker> alexcosa: surely someone knows. But our bananas is an MySQL database with a django frontend. And C++ is the interface as found in OpenTTD
07:58:49  <planetmaker> Your question is *very* general and thus hardly can be sensibly answered
07:59:09  <planetmaker> (and no, I possibly can't answer detailed technical questions)
07:59:14  <planetmaker> on that matter
08:00:29  <alexcosa> i want to make a application like that opensource...
08:00:35  <alexcosa> usefull softs...
08:01:17  <planetmaker> it's not like it's closed source... http://vcs.openttd.org/svn/browser/extra/website
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08:08:46  <alexcosa> can i ask you a question on private? planetmaker?
08:08:58  <peter1138> best to ask questions in public
08:09:02  <planetmaker> ask in public
08:09:54  <planetmaker> much better chance someone who knows a better answer than me, most probably
08:10:15  <alexcosa> openttd would be released on steam?
08:11:40  <planetmaker> iirc their TOS don't work too well with the license. But I might mis-remember
08:12:18  <alexcosa> i have added the openttd to their submission maybe he will get :P
08:12:49  <telanus> With the "Latest nightly" (r181) of chips I get this: http://goput.it/c9h.png. Normal or not?
08:13:40  <telanus> or worse is this: http://goput.it/pkg.png
08:15:11  <NGC3982> what seems un-normal?
08:15:39  <planetmaker> the toolbar, I recon
08:16:03  <NGC3982> oh
08:16:05  <NGC3982> bummer.
08:16:23  <NGC3982> yes, well, that looks ..odd.
08:16:57  <planetmaker> but I recon it's one of the many other NewGRFs, esp. trackset newgrfs
08:17:24  <planetmaker> btw, telanus, it only makes sense to have _one_ town name newgrf active
08:17:50  <NGC3982> are images used in toolbars displayed via file names?
08:18:29  <peter1138> no
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08:22:13  <telanus> The problem goes away if I remove the chips nightly
08:24:26  <MNIM> planetmaker: I beg to differ! I would love to be able to run belgian/dutch/south-african town names all together if I could
08:24:49  <MNIM> (inb4 why don't you make a newgrf like that: much too much trouble for just a single user)
08:25:34  <planetmaker> MNIM: whatever the desire, only *one* townset can be active.
08:25:43  <planetmaker> whatever you put into that - is up to the newgrf maker
08:25:50  <MNIM> at the moment.
08:27:30  <telanus> Planetmaker: Only the British Town name is active
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08:34:28  <dihedral> greetings
08:34:53  <planetmaker> alexcosa: what's steams TOS? I don't find that
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08:34:59  <planetmaker> hi dihedral
08:35:03  <dihedral> wow - alexcosa posting the same question 3 times within 3 minutes? :-D
08:35:11  <dihedral> howdi planetmaker
08:35:18  <alexcosa> Hi, anyone know how to make a application like "online content" with that features in c++ or java ?
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08:35:27  <dihedral> ...
08:35:37  <dihedral> alexcosa, we have read your question
08:36:07  <planetmaker> err...
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08:36:18  <dihedral> and your question is so vague that most programmers should be able to answer: 'yes'
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08:37:29  <dihedral> so in case you do not specify it a little more ...
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08:37:54  <alexcosa> i want to make a aplication opensource with online content of most usefull programs...
08:37:59  <alexcosa> downlodable... :P
08:38:13  <alexcosa> like online content in the openttd
08:38:32  <dihedral> then start with the application, and work out a protocol
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08:39:01  <alexcosa> i dk how...
08:39:07  <dihedral> then dont do it
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08:41:26  <dihedral> if you just have the idea of something and what it could look like - go into app design and consider being employed for frontend work.
08:41:47  <dihedral> or mock up
08:45:37  <dihedral> and how are those, in this channel, with a common sense?
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08:55:55  * NGC3982 does the mambo.
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09:03:30  <Eddi|zuHause> @seen commmon sense
09:03:30  <DorpsGek> Eddi|zuHause: seen [<channel>] <nick>
09:03:37  <Eddi|zuHause> @seen common_sense
09:03:37  <DorpsGek> Eddi|zuHause: I have not seen common_sense.
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09:18:39  <dihedral> orugde-ios
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09:52:20  <Eddi|zuHause> http://wiki.openttd.org/Savegame_format <-- tried to rework/update the page, anyone see any mistakes/errors?
09:52:38  <Eddi|zuHause> that is how i understood the source code, i have not tested any of this
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10:59:22  <Skau1> what is the best way to avid traffic chaos if a train breaks down on the main rail?
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10:59:42  <krinn> hi
10:59:55  <Skau1> hi
11:07:59  <Eddi|zuHause> turn off breakdowns :)
11:08:22  <Skau1> lol
11:08:40  <Eddi|zuHause> seriously, any automatic measures to circumvent broken down trains will instead cause additional disturbances during normal traffic
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11:10:20  <Skau1> so 2 lanes in each direction and use the other one only if there is something blocking the main lane wont do it?
11:11:10  <planetmaker> try. IMHO not worth it
11:11:20  <Skau1> maybe not
11:12:24  <Skau1> yesterday my friends train broke down too many times, so all his traffic stopped
11:12:38  <Skau1> we're talking a reliability at 3%
11:12:52  <V453000> just turn off breakdowns :)
11:12:53  <Skau1> the train was new and just maintanced
11:12:58  <Eddi|zuHause> Skau1: if you have switching places between the lanes, trains will (almost) arbitrarily switch lanes, blocking off trains coming from behind
11:13:01  <Skau1> thats like cheating
11:13:02  <Skau1> :P
11:14:13  <Skau1> just got a message that one of my trains were lost.. but it wasnt :S
11:14:25  <planetmaker> it surely was.
11:14:45  <Skau1> if it was, it found its way on its own.. and pretty fast
11:15:19  <Skau1> and i got 10 trains with the exact same orders
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11:20:31  <Rienzilla> howdy
11:23:29  <Rhamphoryncus> Skau1: temporarily lost does indeed happen.  Stopping at the near side of a terminal station will do it.  So will construction that involves briefly removing a track or placing a signal backwards
11:24:17  <Rhamphoryncus> A lost train will try to wander your network, which usually results in it finding a way again
11:25:08  <Skau1> aha
11:25:10  <Skau1> good to know
11:26:10  <Skau1> if transport rating is 59% .. do this mean i should attempt to higher the transportation?
11:26:26  <planetmaker> that's ok. Above 66% is better
11:26:40  <planetmaker> A statue in town migth give you 10%
11:26:50  <Skau1> its an oilrig
11:31:37  <planetmaker> also that has a town which it belongs to
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11:54:25  <Skau1> is it possible to move or build a new depot so that the orderlists changes automaticly?
11:55:17  <krinn> no, but with share orders, you will need to add the new depot location one time
11:58:17  <Skau1> not all trains have the same orderlist
11:58:29  <Skau1> but every train has this depo in common
11:58:36  <Skau1> depot
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12:02:04  <krinn> then 1 time per group of trains with share order, if you don't use share order, then 1 time per train
12:02:27  <krinn> must be why share orders exist...
12:02:31  <V453000> you can also use the "go to nearest depot" order instead of setting an order to go to a specific depot btw
12:03:48  <Skau1> can i enable share orders or do this only count if i cloned the trains/orders?
12:05:11  <krinn> pickup train2, open orders and do Goto and Ctrl+Click on the train you wish order sharing
12:05:49  <Skau1> what is the "Add shared vehicle" option?
12:09:52  <krinn> http://wiki.openttd.org/Orders#Shared_Orders as i don't know what "Add shared vehicle" is, and where you see this
12:11:37  <Skau1> if you select a group
12:11:44  <Skau1> you will find it under manage list
12:14:15  <krinn> i'm not sure, never use it, for me it should add all vehicle that have share orders in that group
12:15:29  <krinn> yet it just do that
12:19:22  <Skau1> and one more thing.. is there  a way to convert trains to monorail ?
12:20:01  <krinn> no, a patch exist that do that
12:20:56  <krinn> the easy solve is using a newGRF that add a railtype that allow both trains to run on it
12:21:15  <Skau1> so in other words.. you need to cheat? :P
12:21:33  <krinn> no, as the railtype limit your train speed
12:21:59  <Skau1> monorails cant run on normal rails.. or the other way around in real world
12:22:06  <Skau1> so.. cheat.. :P
12:22:49  <krinn> then do like real world: remove the trains, convert rails & depot to monorail, rebuild the train :)
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13:49:09  <Skau1> is there a way to remove selfbuilt industries?
13:49:12  <Skau1> i misplaced it
13:49:17  <Skau1> a sawmill
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13:52:54  <Eddi|zuHause> the magic bulldozer cheat
13:54:24  <Skau1> another think.. if i spam "Fund new buildnings"
13:54:50  <Skau1> will this work, or will i have to wait a while between each time for it to have any effect?
13:55:12  <Eddi|zuHause> you either fund buildings or you don't. it won't double-fund them
13:55:36  <Skau1> its not enough just to fund once?
13:58:29  <Eddi|zuHause> if you fund it once, the effect lasts about a month or so
13:59:04  <Eddi|zuHause> but the effect won't add up. if you fund a second time, it will last a month from that point on
13:59:20  <Eddi|zuHause> it will not last two months if you fund twice in a short time
14:05:05  <Skau1> industries cant be removed without cheat? right?
14:07:59  <V453000> if you wait for long enough and it isnt a power plant xD
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14:29:21  <Skau1> is there a way to adjust the zoom levels?
14:29:28  <Skau1> i would love to be able to zoom abit more...
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14:34:34  <Eddi|zuHause> in 1.2.0 you can zoom in up to 4x
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14:53:05  <supermop> only one at work today means i can draw sprites
14:53:19  <peter1138> Do I really want to spend £240 on an ADSL router?
14:53:38  <Rubidium> peter1138: I wouldn't
14:54:21  <Skau1> better spend a buck on ISDN!
14:54:45  <blathijs> peter1138: What does it do? Bond a dozen ADSL lines together for fiber-speed? :-)
14:54:59  <peter1138> ASDL/VDSL/3G (via dongle)
14:55:17  <peter1138> VPNs, VLANs, VoIP (FXO & FXS)
14:55:27  <peter1138> NAS (with a USB HDD)
14:55:42  <peter1138> IPv6, heh
14:55:47  <peter1138> and that's about it. yeah. bit much.
14:56:12  <peter1138> I should get a crappy Cisco for £20,000 instead, yeah.
14:57:28  <SpComb> buy a router with decent hardware, and put OpenWRT on it!
14:57:37  <SpComb> and it will do anything that you're able to compile and configure
14:59:14  <supermop> ok i should know this but,
14:59:20  <supermop> in dimetric
14:59:39  <supermop> a railrod tie looks a certain way in the / view,
14:59:55  <peter1138> You mean a sleeper?
14:59:56  <supermop> in the / slope up view, it will look wider?
15:00:07  <supermop> if you prefer
15:00:20  <peter1138> Why would it look wider?
15:01:23  <peter1138> Considering it'll be the same actual size, and there's no perspective, you would just need to shift them up.
15:01:39  <supermop> the upward slope would meant the plane of the track is slightly closer to parallel to the plane of the viewer
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15:02:53  <supermop> ie, looking straight down on a track, the top of the ties/sleepers will look fuller than looking at it from a glancing angle
15:03:20  <supermop> the upward slopes are closer to that situation than the flat track
15:04:21  <peter1138> possibly by a very small percentage
15:06:46  <peter1138> if you're taking that into consideration, you also need to consider that the track will be 17.888 units long instead of 16
15:10:04  <supermop> yep
15:10:22  <supermop> and the top rail surface will look slightly wider
15:11:54  <peter1138> but the width of the tile doesn't change
15:11:56  <Skau1> can you connect to a 1.0.4 server if you have a 1.2.0 client?
15:12:00  <peter1138> so how can that be?
15:12:02  <peter1138> Skau1, no
15:13:13  <supermop> the track goes like /
15:13:37  <supermop> so the rail has a - and a | component to its width
15:13:50  <supermop> the - width of the tile doesnt change
15:14:14  <supermop> but the apparent | with does on slopes that face the viewer
15:14:38  <supermop> so the | component of the rail's width should be proportionally larger
15:15:12  <peter1138> render it
15:15:14  <peter1138> much easier ;)
15:15:44  <peter1138> although technically not easier where it changes gradient
15:21:33  <Baxxster> How do you disable the "Try out this vehicle!" thingy? ;P
15:27:04  <Rubidium> start in 2050 ;)
15:28:05  <supermop> i used to do that
15:28:26  <supermop> and i am pretty handy with rhinoceros
15:28:58  <supermop> but i found texturing things to be a pain - so hard to find good free textures,
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15:29:17  <supermop> and then you need to trace it anyway to get it to look good in 8bpp
15:30:15  <supermop> i did 3d model my roundhouse though to figure out what angles a 16-gon would have in tt's dimetric view
15:31:05  <supermop> i started out by modelling my monorail track, but gave up because the concrete looked stupid and just free handed it
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15:41:00  <Fori> Hi!
15:41:53  <__ln__> where?!
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15:53:55  <Skau1> why doesnt my wood trains drop off all their wood at the saw mill station?.. it allways leaves with about 20% left
15:54:10  <Skau1> its marked to unload all in the orders
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15:57:59  <Eddi|zuHause> also make it "no loading"
15:58:08  <Eddi|zuHause> you probably have a forest in reach of the dropoff station
15:58:23  <Skau1> i have no loading
15:58:57  <Skau1> but yes, i had a forest in reach
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16:01:58  <Baxxster> Hm. I just saw his train skip dropping off. Orders are identical to other trains that work. No woods nearby at all. Unload all is also on.
16:04:06  <Skau1> and leave empty
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16:10:03  <Skau1> is it possible to empty the carts without removing them?
16:10:31  <Skau1> it looks like i have picked up some wood from the main station that it wont drop off at the same place
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16:29:36  <Eddi|zuHause> the "unload all" combined with "no loading" should do that
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16:31:42  <supermop> so the X piece of track gets its own sprite
16:31:56  <supermop> rather than compositing the / and \ overlays
16:32:10  <Eddi|zuHause> afair, yes
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16:32:25  <supermop> I am guessing this is to prevent ties/sleepers of one being drawn over the other?
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16:49:33  <Terkhen> hello
16:50:31  <Baxxster> Hey
16:50:48  <Baxxster> What's the flashing red circle on the news-status bar?
16:51:25  <glx> hidden news
16:51:27  <frosch123> either autosave, or a news message that is disables ni th enews message
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16:51:34  <frosch123> *settings
16:51:43  <Baxxster> ah, ok. thanks
16:53:16  <NGC3982> in english, does it sound logical to use "backbone" as a word for "the other product we wish to sell if the first one fails"
16:53:19  <NGC3982> ? :)
16:53:29  <andythenorth> hello
16:53:39  <NGC3982> i.e: "we wish to use product 2 as backbone, if product 1 fails."
16:53:40  <krinn> what are limitation of text in sign ? i know the 31 chars limit, but wish to get others, like if a charset or language could also put one....
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17:08:21  <Rubidium> NGC3982: that doesn't sound right; fallback sounds better to me, but I'm not a native English speaker (or writer)
17:10:55  <NGC3982> ah, yes
17:10:56  <NGC3982> true.
17:15:22  <Mazur> Any native ENglish speakers here?  What is a general name for all/any contraptions on a playing ground, be it swingset, slide, climbing thingy.
17:15:39  <Mazur> s/name/term/
17:15:45  <andythenorth> play equipment?
17:15:53  <andythenorth> playground equipment
17:15:57  <andythenorth> or just 'playground'
17:15:59  <Rubidium> dangerous?
17:16:34  <krinn> gamefield
17:16:39  <Mazur> equipment!
17:16:47  <Mazur> Thanks.
17:18:04  <Mazur> I was defining a new "Meaning of Liff" on QI forum.
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17:40:15  <CIA-1> OpenTTD: translators * r24174 /trunk/src/lang/ (afrikaans.txt ukrainian.txt):
17:40:15  <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
17:40:15  <CIA-1> OpenTTD: afrikaans - 3 changes by telanus
17:40:15  <CIA-1> OpenTTD: ukrainian - 1 changes by edd_k
17:42:30  * andythenorth needs to allow an industry to be built in multiple town zones
17:42:53  <andythenorth> can't see how to do it
17:51:35  <andythenorth> maybe I just don't bother :)
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18:04:44  <andythenorth> maybe a range check
18:05:15  <andythenorth> gah, how big is town zone 0? :P
18:06:07  <andythenorth> hmm, but with tweaking this will be good
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18:36:01  <andythenorth> hmm
18:36:07  <andythenorth> town zones don't work as I thought
18:37:51  <andythenorth> docs are clear enough though
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18:39:42  <andythenorth> TOWNZONE_OUTSKIRT doesn't appear there are at least 48 houses
18:39:46  <andythenorth> which is not intuitive :P
18:40:19  <andythenorth> whereas TOWNZONE_OUTER_SUBURB exists when there are more than 16 houses, but less than 56
18:40:28  <andythenorth> then it disappears again
18:40:46  <andythenorth> this makes town zones strange and not entirely useful
18:41:03  <andythenorth> [at least for industry placement]
18:45:31  <andythenorth> or I'm reading it wrong
18:45:44  * andythenorth might misunderstand his own head next
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18:50:59  <andythenorth> hmm
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18:51:30  <andythenorth> if builders yards don't build in small towns, then any NoGo based on 'building supplies = growth' will fail :|
18:52:13  <andythenorth> do all towns have a zone
18:52:14  <andythenorth> ?
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18:59:08  <Wolf01> hello
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19:03:59  * andythenorth needs to think some more
19:04:24  <andythenorth> or find someone better at thinking :P
19:04:32  <andythenorth> Eddi|zuHause: where should builders yards be built?
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19:10:15  <drac_boy> hi
19:12:55  <NGC3982> have some of you used different themes on the new gmail layout?
19:14:49  <planetmaker> andythenorth: town zone1 is always present
19:14:59  <andythenorth> not zone0?
19:15:04  <andythenorth> http://newgrf-specs.tt-wiki.net/wiki/TownZones
19:15:06  <planetmaker> whatever is the most outer one
19:15:31  <andythenorth> so TOWNZONE_EDGE is valid for all towns?
19:15:37  <andythenorth> [is the way I read the code]
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19:48:31  <supermop> so long as i have to make an X track sprite, should i draw frogs on it?
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19:50:12  <Rubidium> those don't have frogs, do they?
19:50:40  <Rubidium> after all, they're not switches
19:50:41  <supermop> hmm ive never seen a 90 degree flat crossing in real life
19:51:10  <andythenorth> planetmaker: the good news is I understand the CPP macros used for location checks etc :)
19:51:13  <supermop> ive seen frogs or something like them on Xs that are very shallow in angle
19:51:20  <andythenorth> writing BANDIT three times with CPP was worth it :P
19:51:40  <Rubidium> supermop: http://www.stationblauwkapel.nl/images/image123.jpg
19:51:48  <supermop> also what to the ties under the center of such a crossing look like?
19:52:08  <supermop> no ties...
19:52:17  <planetmaker> nice, andythenorth :-)
19:52:29  <andythenorth> I'm still going to moan about CPP :)
19:52:38  <andythenorth> but at least code is getting written ;)
19:52:49  <planetmaker> an andy who has nothing to moan about is no andy :-P
19:53:26  <planetmaker> it somehow helps make things better ;-)
19:53:50  * andythenorth has an idea :o
19:53:51  <Rubidium> http://www.stationblauwkapel.nl/images/image002.jpg <- closer one
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19:53:55  <andythenorth> ho ho
19:54:13  * andythenorth wonders if CPP will accept "${FOO}" as identifiers
19:54:21  <andythenorth> :P
19:54:42  <supermop> Hmm, have they always been like this? i guess i just will not draw them in the center
19:54:57  <supermop> or if i should try to draw those plates beneath
19:55:03  <Rubidium> http://www.nicospilt.com/k/k61621.JPG <- and the catenary
19:55:30  <supermop> (i am trying to make my own rail grf as its the only way i can figure out how to get all of my depots in game
19:55:56  <supermop> im drawing it in 8bpp EZ in PS
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19:57:28  <Rubidium> one of those four crosses is unique in the Netherlands; it's the only one that's connected to four crosses topologically
20:00:31  <supermop> so i am just drawing the regular sprites in false colors,
20:00:49  <supermop> then i can substitute colors for different rail types
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20:07:50  <supermop> those crossings do at least have an extra inner rail so i'll draw that
20:09:06  <supermop> is it possible to specify other special sprites for other junctions than the x?
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20:22:41  <frosch123> night
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20:55:10  <Terkhen> good night
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21:09:29  <Skau1> is it possible to change signal lights to test the effect? instead of actually pushing a train through it
21:10:40  <FLHerne> Skau1: I don't think so - why would you want to?
21:10:52  <Skau1> to see if my lights wrok correctly
21:11:42  <FLHerne> But surely if you're changing them manually, you don't know if they're working or not?
21:12:20  <Skau1> if i change one light to simulate a train
21:12:27  <Skau1> to see how the rest reacts
21:12:53  <FLHerne> Oh, I see now....still doesn't work though IIRC :P
21:13:16  <FLHerne> s/doesn't work/isn't a feature/
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21:20:57  <krinn> how can i grab byte value of a char in squirrel ?
21:21:24  <krinn> that damn tointeger() doesn't work
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22:08:23  <Wolf01> 'night
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