Config
Log for #openttd on 29th May 2012:
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06:48:51  <Markk> Goedemorgen
06:49:03  <telanus> goedemorgen
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06:50:04  <Markk> Alles goed? :)
06:54:23  <NGC3982> is that dutch?
06:54:39  <NGC3982> ive recently noticed how extremely similar dutch and swedish is.
06:54:44  <Markk> Yep, it is.
06:55:01  <Markk> Swedish and Dutch is much more similar than Swedish and German.
06:55:08  <NGC3982> goedemorgen > god morgon. alles goed > allt gott, for instance.
06:55:09  <NGC3982> yes, indeed
06:55:17  <NGC3982> most swedes are unaware of it
06:55:20  <Markk> Yep
06:55:29  <NGC3982> oh wait, its you
06:55:31  <NGC3982> didnt read the nick
06:55:33  <NGC3982> hej Markk :D
06:55:35  <Markk> Oi :)
06:56:51  <Markk> Varför nickar du NGC3982?
06:57:55  <NGC3982> not trying to be too spread out with my usual nick
06:58:09  <NGC3982> i need to work a bit of damage control on my integrity
06:58:12  <NGC3982> im all over the internet :/
06:59:59  <Markk> ah
07:08:17  <telanus> :D
07:08:34  <telanus> dutch is cloe to Afrikaans too
07:08:41  <telanus> close*
07:10:29  <NGC3982> i would say the other way around
07:10:51  <Markk> telanus: No wonder. :)
07:10:54  <NGC3982> isnt afrikaans built on the colonial powers?
07:11:18  <NGC3982> seventeen century dutch-ish
07:11:21  <NGC3982> or something
07:11:22  <Markk> It's dutch from the beginning.
07:11:38  <Markk> I don't know if it's like Danish and Swedish or Swedish and Norwegian.
07:12:08  <NGC3982> well, afrikaans should exist simply by the fact of dutch people combining local linguistics with dutch.
07:12:11  <NGC3982> i guess
07:12:18  <Markk> yer
07:15:09  <telanus> NGC3982: Yip Afrikaans was once called Kitchen Dutch
07:15:55  <Markk> :D
07:16:12  <NGC3982> haha
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07:16:13  <NGC3982> neat.
07:16:27  <NGC3982> its like the swedish skånska dialect
07:16:46  <NGC3982> (should also move to africa)
07:17:41  <telanus> Our language guru's try and keep it close to the Dutch way of speaking.
07:18:02  <telanus> But don't really think they are succeeding
07:18:10  <NGC3982> ok
07:18:30  <NGC3982> is afrikaans a bit unpopular in dutch regions, or what?
07:19:45  <telanus> don't know. But I know the Dutch normally smile when they hear us speak
07:22:00  <NGC3982> ah, i see
07:22:13  <NGC3982> the dutch arent the most violent of people
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09:49:35  <drac_boy> hi
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10:07:14  <NGC3982> drac_boy: o/
10:08:03  <drac_boy> hi NGC3982? :)
10:10:02  <NGC3982> drac_boy: zup g! :)
10:10:11  <drac_boy> how're you?
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10:12:19  <NGC3982> tis' be neat. having lunch with my customer service.
10:16:48  <drac_boy> heh ok
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12:37:25  <hackalittlebit> default option looks nice :)
12:39:44  <hackalittlebit> s/ [ln 3075 && ln 3803] / [ln 3075 || ln 3803] / train_cmd.cpp r1198 (overkill ??)
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14:16:43  <Belugas> hello
14:18:21  <Kylie> hi
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17:02:43  <Terkhen> hello
17:03:06  <andythenorth> o/
17:03:31  <andythenorth> a good Madrid summer Terkhen ?
17:03:57  *** telanus [~Barney_Er@196-210-244-73.dynamic.isadsl.co.za] has joined #openttd
17:04:29  <Terkhen> if by good you mean scorching hot then yes :)
17:05:23  <Terkhen> same temperature as in Granada, even if Madrid is more at the north
17:09:03  <frosch123> i see, three degree more than here :)
17:14:41  <Terkhen> it will get worse :P
17:16:41  <frosch123> i hope you have a casual dress code at work :)
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17:20:21  <planetmaker> :-D
17:20:32  <planetmaker> hi terkhen, andy
17:20:56  * andythenorth enforces a dress code
17:20:59  <andythenorth> "dress like you care"
17:21:27  <frosch123> i hopes it does not continue with "... and pay for the consequences" :p
17:23:14  <Terkhen> :)
17:25:07  <planetmaker> :-)
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17:37:41  <CIA-17> OpenTTD: translators * r24301 /trunk/src/lang/ (8 files): (log message trimmed)
17:37:41  <CIA-17> OpenTTD: -Update from WebTranslator v3.0:
17:37:41  <CIA-17> OpenTTD: catalan - 1 changes by mtormo
17:37:41  <CIA-17> OpenTTD: czech - 22 changes by RabbRubbish
17:37:41  <CIA-17> OpenTTD: danish - 2 changes by beruic
17:37:42  <CIA-17> OpenTTD: german - 218 changes by NG
17:37:42  <CIA-17> OpenTTD: italian - 1 changes by lorenzodv
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17:40:12  * telanus really need free time to update the Afrikaans translation
17:40:35  <Terkhen> just do a few strings everyday :)
17:40:58  <telanus> :-D
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17:45:06  <frosch123> yeah, just like we add a few strings every day :p
17:45:19  <frosch123> btw. Terkhen, spanish is again incomplete :p
17:46:22  <Terkhen> done :)
17:46:24  <Terkhen> thanks
17:46:39  <frosch123> :)
17:47:48  <frosch123> telanus: i hope the majority of the new strings contain at least some interesting stuff to know :)
17:50:43  <telanus> :D
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18:05:13  <Wolf01> 'quakening
18:07:37  <Terkhen> hi Wolf01
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18:17:23  <Nat_aS> UGH
18:17:39  <Nat_aS> why wont daimonds be profitable with anything other than a direct air-route?
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18:18:12  <V453000> they are?
18:18:36  <V453000> I rather wonder how could they ever not be profittable as they cant decay?
18:18:40  <frosch123> if you have expensive trains and rvs, and cheap aircraft, maybe :)
18:19:10  <Nat_aS> I have a train from the mine to the station, and then a truck to the bank
18:19:17  <Nat_aS> and the truck loses me money
18:19:21  <V453000> which train set
18:19:33  <Nat_aS> the train might also be losing me money, BUT it's mainly a coper ore train
18:19:39  <Nat_aS> with two diamond cars
18:19:39  <frosch123> Nat_aS: then change the payment leg percentage to something lower
18:19:41  <Nat_aS> Tropic
18:20:23  <V453000> well if only the truck is losing money, it is probably not transfering it any closer than it already was by the station, or something like that
18:20:32  <V453000> if it goes to the opposite direction, transfer loses money
18:20:44  <V453000> or ... only the vehicles which go the opposite direction, ofc
18:21:07  <Nat_aS> oh, lowered it from 100 to 50%
18:21:11  <Nat_aS> now it's earning money
18:21:14  <V453000> oh :D
18:21:27  <Nat_aS> Technicaly the station is farther away from the bank than the mine
18:21:38  <Nat_aS> but it's the best I can do
18:21:49  <V453000> well if one vehicle got 100% and the other got the rest, you can tell how much could it profit
18:22:01  <Nat_aS> This reigon on the map is the part I saved for last, becasue the terrain is really inconveniant
18:22:33  <Nat_aS> and most of the time I transport daimonds by air
18:22:45  <Nat_aS> because AV8 has c130s and C17s
18:22:48  <Nat_aS> which is awesome
18:23:00  <Nat_aS> and perfect for moving diamonds.
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18:37:29  <Nat_aS> There should be a lifetime profit display for trains
18:37:47  <Nat_aS> that includes the cost of creating that train, as well as refits and such
18:40:45  <andythenorth> there should be a pink unicorn :)
18:41:04  <opa> unicorn train set would be nice
18:41:28  <Nat_aS> Actualy andy
18:41:33  <Nat_aS> a truck set would be really nice
18:41:55  <andythenorth> ho
18:42:00  <Nat_aS> because HEQS is nice, but has no trucks, so I load it with EGRVTS, and that causes my depot menu to be overfull
18:42:08  <opa> one unicorn could carry 1 ton of diamonds?
18:42:18  <andythenorth> unicorns carry truffles
18:42:23  <Nat_aS> a truck set that is desiged to be used with HEQS would be perfect
18:42:30  <Zuu> Oh, forum has been fixed so that I don't need to add double backslashes before posting :-)
18:42:35  <Nat_aS> because it's silly to have tractors carry goods to market
18:42:41  <Zuu> Eg. when posting windows paths :-)
18:42:49  <Terkhen> try OpenGFX+ Road Vehicles :P
18:43:03  <Terkhen> my power/speed adjustments received no feedback :(
18:43:12  <andythenorth> http://www.tt-forums.net/viewtopic.php?f=26&t=46297
18:43:44  <andythenorth> BANDIT is currently stuck
18:43:54  <andythenorth> due to problems I can't / won't overcome :P
18:44:02  <Nat_aS> yeah, I was aware at that, it was a jab at you
18:44:05  <Nat_aS> and what problems/
18:44:35  <andythenorth> can't make it work on the compile farm
18:44:45  <Nat_aS> why?
18:44:48  <andythenorth> don't know
18:44:51  <andythenorth> haven't tried to debug it
18:44:53  <Nat_aS> what's diffrent about it
18:45:02  <Nat_aS> that sucks
18:45:03  <andythenorth> don't know
18:45:17  <andythenorth> I'd need to get cf ssh access and such
18:45:21  <andythenorth> then spend time looking
18:45:25  <andythenorth> then figure out the fix
18:45:26  <andythenorth> then fix
18:45:32  <andythenorth> [shrug]
18:45:37  <andythenorth> real life happening
18:48:46  <andythenorth> we all seem to have stuck projects right now
18:49:59  <Terkhen> I managed to unstuck one of mine :P
18:50:21  <Terkhen> well, two if you count ogfx-rv, but it is getting stuck again quite fast
18:51:45  * frosch123 watches a chicken and an egg
18:52:03  <Knogle> GSCompany::BuildCompanyHQ: An HQ can not be removed, only by water or rebuilding; If an HQ is build again, the old one is removed <- does that mean you can remove a HQ by building it on water?
18:52:04  <Knogle> :P
18:52:07  <andythenorth> planetmaker has a new build framework but I have no time to test it :P
18:52:17  <andythenorth> Terkhen has an updated grf but no-one to test it :P
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18:52:44  <Terkhen> no one is interested I guess
18:52:48  <Terkhen> road vehicles = no interest
18:52:49  <andythenorth> alberth has a translator app, but no-one to test it
18:52:52  <Terkhen> default = no interest
18:52:54  <frosch123> Knogle: yes, but you have to clear the water shortly before
18:52:58  <Terkhen> if you mix both... :P
18:53:00  * andythenorth has a truck set that won't compile :P
18:53:13  <planetmaker> hm... so many things to do
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18:53:22  <Knogle> frosch123: Interesting...
18:53:49  <andythenorth> mostly I am grepping 49323 python files right now
18:53:55  <frosch123> andythenorth: Terkhen: planetmaker: playing with nuts is fun though :p
18:54:11  <Knogle> There should be an easier way to do it tho, especially if you make a gamescript where you claim towns and it's already been claimed.
18:54:22  * Knogle goes to test it anyway
18:55:19  <planetmaker> has a crappy license, though
18:56:51  <Nat_aS> god Egrvts is retarted
18:56:58  <Nat_aS> so many trucks that look exactly the same
18:57:03  <Nat_aS> Fffffffffsssss
18:57:04  <andythenorth> hmm
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18:57:15  * andythenorth mentions ingratitude
18:57:48  <andythenorth> it's free, quite well drawn, what's not to like?
18:57:51  * planetmaker wonders where Nat_aS has made a less retarted (sic!) one
18:57:59  <andythenorth> for a long long time it was the only decent truck set
18:58:29  <planetmaker> I still consider it quite decent. You just must not play with realistic accel for RV then
18:58:40  <Terkhen> or try to transport alcohol :P
18:58:47  <Terkhen> eGRVTS could use a big update
18:58:58  <Terkhen> but it still has too many vehicles for my taste
18:59:11  <planetmaker> it could. I think it's being done, though. Slowly, ever so slowly
18:59:15  <Terkhen> ogfx-rv has too few
18:59:17  <Terkhen> :P
18:59:18  <planetmaker> As usual no feedback, I guess
18:59:21  <planetmaker> he :-P
18:59:29  <Nat_aS> It's just anoying scrolling past a million tucks that look exactly the same
18:59:34  <frosch123> go to simuscape then :p
18:59:35  <Terkhen> well, at least eGRVTS gets *some* feedback
18:59:37  <Nat_aS> with minor diffrences in stats
18:59:47  <Terkhen> the life of the road vehicle newgrf developer is hard
19:00:02  <andythenorth> especially when the newgrf won't compile
19:00:18  <Terkhen> andythenorth: you can't blame your users for that :P
19:00:25  <andythenorth> ho
19:00:27  <andythenorth> why not? :P
19:00:40  <Terkhen> well, you can, but you would blame them without reason :)
19:01:53  <Nat_aS> I think HEQS is my favorite newfrg
19:02:15  <Terkhen> it's certainly one of mine
19:02:19  <Nat_aS> the only thing that would improve it would be if there were sets of trucks and busses to go with it
19:02:30  <Terkhen> trucks and busses are not HEQ
19:02:33  <Nat_aS> I know
19:02:36  <planetmaker> it has a few unique selling points
19:02:48  <Terkhen> you can add a different set for that, there is no reason to include them in HEQS IMO
19:03:07  <Terkhen> andythenorth: did HEQS get autorefit?
19:03:10  <planetmaker> indeed. It'd be a dilution of heqs. And it'd not serve it well. On the contrary
19:03:13  <Nat_aS> no, I'm saying there should be a GRF designed to be used next to HEQS
19:03:17  <Nat_aS> that adds trucks and busses
19:03:22  <Knogle> frosch123: You don't happen to have an example of it? :P
19:03:26  <andythenorth> Terkhen: yes but it can cause an assert iirc
19:03:29  <Nat_aS> because all the road veichile sets are designed to be complete
19:03:39  <Terkhen> an assert in OpenTTD? :O
19:03:42  <Nat_aS> and thus cause redundencey and mismatching when used with HEQS
19:03:43  <frosch123> Knogle: clear 4 sea tiles, and build a hq before it gets reflooded
19:03:45  <Terkhen> did you report that?
19:03:54  <andythenorth> I had it reported to me by Rubidium
19:04:08  <andythenorth> I think it's now trapped, I didn't check recenrlty
19:04:13  <andythenorth> recently /s
19:04:22  <Terkhen> I missed that, it must be from before I started to pay attention again
19:04:28  <Terkhen> but I recently checked all bugs and I did not see that one
19:04:33  <Knogle> frosch123: I'm with you that far, but how do I figure the tile # for the top right corner for example?
19:05:08  <Nat_aS> Hmm, does station rating consider feeders?
19:05:08  <frosch123> i thingk GSTile has some function to test for water
19:05:20  <Nat_aS> because it seems like the best way to boost a station rating is to use feeders
19:05:28  <frosch123> but ofc, if the entire map has no water, you are doomed ;p
19:05:37  <frosch123> then you need to terraform at the border to make sea :p
19:05:44  <andythenorth> Terkhen: http://dev.openttdcoop.org/issues/3342
19:05:50  <Nat_aS> have a fleet of tiny RVs take cargo to a station a few tiles away, and then load it onto one giant train
19:05:55  <Nat_aS> that only comes once a year
19:06:05  <Nat_aS> tricking the station raiting
19:06:33  <Terkhen> andythenorth: I see :/
19:06:45  <Terkhen> it would be nice to have autorefit in HEQS :P
19:06:55  <Terkhen> what about FISH?
19:06:59  <andythenorth> planned
19:07:01  <frosch123> Nat_aS: station rarting is affected a lot by the amount of time since cargo was loaded last
19:07:02  <Knogle> frosch123: yes, GSTile::IsWaterTile
19:07:04  * Terkhen is planning a test game soon-ish
19:07:15  <frosch123> so, best case is when a vehicle is constantly waiting for loading
19:07:45  <Knogle> frosch123: But I don't know which tile is which :|
19:07:47  <andythenorth> some of HEQS has auto-refit
19:07:54  <frosch123> when using FISH i only ever build the island trader :s
19:08:00  <andythenorth> because...?
19:08:01  <Nat_aS> yeah, and it's biased against large trains/ships which come infrequently.
19:08:08  <andythenorth> Terkhen: HEQS won't be fixed until I convert it to python
19:08:16  <andythenorth> which can't happen because BANDIT won't compile
19:08:19  <Terkhen> python? sounds crazy :P
19:08:31  <Nat_aS> wait? Island traider refits itself automaticly?
19:08:33  <Nat_aS> huh?
19:08:43  <frosch123> Knogle: http://wiki.openttd.org/AI:Need_To_Know#Game_Mechanics
19:08:44  <Terkhen> Nat_aS: use a NewGRF that redefines how station ratings work
19:08:57  <Knogle> frosch123: thank you! :)
19:09:09  <Nat_aS> I was just asking, is feeders a good way to trick the station raiting?
19:09:31  <andythenorth> yes
19:09:50  <frosch123> island trader is the fastest ship, and has the enough capacity for all my needs
19:09:51  <andythenorth> you can max out ratings easily with HEQS dump trucks feeding ships / trains
19:10:03  <andythenorth> or you can use FIRS with 'improved' station ratings
19:10:05  <frosch123> FISH lacks interesting introduction dates
19:10:14  <andythenorth> FISH lacks a danmack
19:10:27  <planetmaker> OpenTTD graphics lack a DanMacK
19:10:28  <Nat_aS> yeah, My problem with FISH is how slow everything is
19:10:37  <Nat_aS> I use island traider because it's fast-ish
19:10:42  <Nat_aS> but wish I could use the others
19:11:01  <Terkhen> ships are slow :P
19:11:08  <planetmaker> and meant to be slow
19:11:52  <Nat_aS> the game can't handle slow things on large maps
19:12:04  <Nat_aS> a ship can take years to get to port on modern maps
19:12:16  <andythenorth> shrug
19:12:18  <andythenorth> build trains
19:12:20  <Nat_aS> if there was a boat speed factor like the train speed factor that could fix things
19:12:26  <Nat_aS> trains can't into water
19:12:31  <andythenorth> build bridges
19:12:31  <Nat_aS> some maps have island
19:12:39  <Nat_aS> island bridges are silly
19:12:44  <andythenorth> just build giant bridges with maglev
19:12:47  <andythenorth> problem solved
19:12:55  <planetmaker> bridge-mania ;-)
19:13:26  <Terkhen> either that or use ships
19:13:30  <Terkhen> and ships are slow :)
19:13:37  <andythenorth> I should make BANDIT compile
19:14:02  <Terkhen> if that makes you release a new set and fix HEQS then yes, you should
19:14:14  <Nat_aS> I don't think ships should be 'fast' but I think they should be less slow
19:14:22  <frosch123> yeah, but only ships are able to transport the masses of sweets, but sweet payment decreases so fast :(
19:14:23  <andythenorth> what about my 49323 python files?
19:14:26  <planetmaker> then... make a newgrf, nat_as
19:15:32  * FLHerne wants the 'boat speed factor' :P
19:15:47  <Nat_aS> Fish is nice thought, it just needs a boat speed factor
19:15:56  <Nat_aS> maybe as a perameter
19:15:57  <andythenorth> GPL
19:16:04  <andythenorth> patch it
19:16:11  <FLHerne> If boats were 50% faster, I'd use even more than I do already :D
19:17:01  <FLHerne> andythenorth: Indeed. Time required to learn C++ and then OTTD system would be longer than I have spare atm :-(
19:17:13  <FLHerne> Maybe in July...
19:17:24  <andythenorth> just patch the newgrf
19:17:27  <andythenorth> it takes 10 mins
19:17:29  <Nat_aS> Diddo
19:17:52  <Nat_aS> it could be called flying fish!
19:19:00  <FLHerne> 10 mins...including installing NML compilers etc?
19:20:52  <Terkhen> that would take longer
19:21:15  <Terkhen> and besides that... unless it was converted FISH is not in NML
19:21:35  <Terkhen> pnfo is... scary :)
19:23:08  <planetmaker> :-D
19:23:18  <planetmaker> I'd simply make an add-on newgrf in NML
19:23:28  <Terkhen> yes, that would be simpler
19:23:33  <planetmaker> which modifies ship speeds of FISH
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19:31:14  <Nat_aS> Call it flying fish!
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20:41:15  <planetmaker> good night
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20:56:35  <frosch123> night
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21:10:21  <Wolf01> 'night all
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21:16:46  <Terkhen> good night
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