Config
Log for #openttd on 19th June 2012:
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06:16:19  <Terkhen> good morning
06:18:49  <Zuu> good morning
06:20:46  <NGC3982> < Mister_Argent> oh god the android port of OpenTTD is wierd
06:20:49  <NGC3982> you can say that twice
06:20:56  <NGC3982> sure, its neat that someone tried
06:21:14  <NGC3982> but that port is so weird.
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07:44:08  <NGC3982> http://www.getacoder.com/projects/programming_c_87390.html
07:44:11  <NGC3982> sweet jessus
07:44:12  <NGC3982> -s
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08:17:52  <planetmaker> hi
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08:19:57  <NGC3982> morning pm
08:28:42  <planetmaker> hi NGC3982
08:31:28  <NGC3982> hm, irssi didnt hilight the nick.
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12:04:39  <kopoba> hello how to change curency in game it always want to use funt and dont want to save $ and how to lock minimum zoom level?
12:05:49  <NGC3982> kopoba: what do you mean by "funt"?
12:05:50  <Eddi|zuHause> kopoba: changes you make after the game start will only apply to that savegame, change things from the main menu if you want them to be remembered
12:06:10  <Eddi|zuHause> NGC3982: pound, obviously
12:06:41  <NGC3982> ob..viously?
12:06:41  <NGC3982> :D
12:06:54  <kopoba> ok curence problem is fixed
12:06:58  <kopoba> what about zoom?
12:07:04  <Eddi|zuHause> NGC3982: well, if you have minimal knowlege of language
12:07:21  <Eddi|zuHause> kopoba: minimum zoom is in the advanced settings, which are available from the main menu as well
12:07:25  <kopoba> latest version of ottd have too high zoom level
12:07:50  <NGC3982> Eddi|zuHause: i have never heard the word "funt" before. the swedish translation is "fountain". :3
12:08:22  <kopoba> what was default zoom level in priveous versions?
12:08:50  <Eddi|zuHause> NGC3982: well, there's a so called "consonant shift", which goes f->pf->p
12:09:00  <NGC3982> Eddi|zuHause: ah, i see.
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12:09:41  <Eddi|zuHause> kopoba: the new levels are x2 zoom in and x4 zoom in. select "normal zoom" for the previous behaviour
12:10:01  <kopoba> NGC3982 sorry for my bad english i was mean Pound on russian it sounds like funt
12:10:37  <NGC3982> kopoba: no problem. :)
12:10:47  <kopoba> Eddi|zuHause set maximum zoom level on 0?
12:10:47  <NGC3982> russian is a fantastic language
12:11:05  <Eddi|zuHause> kopoba: yes
12:11:24  <kopoba> Eddi|zuHause ok thanks =)
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12:11:31  <kopoba> NGC3982 http://translate.google.com/#auto|ru|Pound
12:11:50  <NGC3982> ? !
12:13:10  <Markk> Deutsch is an fantastischen sprache.
12:13:39  <Eddi|zuHause> only if you don't butcher it
12:14:03  <NGC3982> Markk: kÊft!
12:14:22  <Markk> Eddi|zuHause: ofc
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12:25:18  <Frank> hello... anyone here who could tell me something about callbacks for NoGo?
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12:28:31  <planetmaker> "something about callbacks for NoGo". Like that? :D
12:28:46  <planetmaker> @topic get -3
12:28:46  <DorpsGek> planetmaker: Don't ask to ask, just ask
12:29:33  <Frank> lol
12:29:39  <Frank> sorry
12:29:39  <Frank> ;-)
12:29:51  <Frank> no, I was studying a little on revision: 24290
12:30:02  <Frank> I want to create a callback for: whenhousedestroyed
12:30:30  <Frank> but I can't figure out where in this diff it gets the data from which it needs to detect it is "this action"
12:30:47  <Frank> hope you understand what I mean ;-)
12:31:49  <Frank> just for your info: revision 24290 adds a callback for ScriptEventExclusiveTransportRights
12:32:42  <glx> hmm so you want to add a callback ?
12:32:46  <Frank> exactly
12:33:15  <glx> most things in the diff are generated automatically
12:33:15  <Frank> for gamescripts to use
12:33:36  <Frank> I know, but I just wanted to check what exactly was added coding wise...
12:33:43  <glx> the real callback part is in town_cmd.cpp
12:33:46  <Frank> but every diff which adds a callback looks the same
12:34:03  <Frank> but I can't figure out where it hooks a specific function...
12:34:19  <glx> +        AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
12:34:20  <glx> +        Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
12:34:24  <Frank> yeah
12:34:30  <Frank> just wanted to paste that one ;-)
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12:34:57  <Frank> but in these lines, how does the script knows it's about "ScriptEventExclusiveTransportRights"
12:35:00  <glx> the game just fires events that can be catched by scripts
12:35:11  <Frank> ah, is there a list of these events?
12:35:59  <Frank> I tried to search this list, but until now couldn't find it...
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12:36:43  <glx> http://noai.openttd.org/api/trunk/classAIEvent.html shows existing events
12:37:41  <Frank> uhm, yeah, but these are the events that are allready in the AI framework... I actually want to add a event
12:38:21  <Frank> which is actually done in revision 24290
12:39:35  <Frank> to me it looks like the lines in town_cmd.cpp do the trick
12:39:41  <Frank> AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
12:39:41  <Frank> Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
12:40:08  <Frank> but I can't figure out where it catches the data from which is specific to this event (ExclusiveTransportRights)
12:40:45  <Frank> to put it simple: how does this line knows that this event is triggered right now?
12:40:52  <Frank> in-game
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12:45:40  <glx> these events are triggered in TownActionBuyRights()
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12:49:58  <glx> so you want to trigger your new callback in ClearTownHouse()
12:50:24  <glx> (the function that actually removes a house)
12:52:08  <glx> or in ClearTile_Town() if you want to trigger only for removal resulting on a player action
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13:08:52  <Frank> allright glx, thanks, I will try :-)
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13:39:07  <Belugas> hello
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14:45:53  <peter1138> anyone for t-sql?
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14:54:40  <Belugas> yurk
14:55:08  <Belugas> touched it once, ten feet poll
14:55:22  <Belugas> not my cup of coffee, i'd say
14:55:59  <Belugas> hello sir, btw
14:56:03  <peter1138> got a performance problem :-(
14:56:07  <peter1138> hi :-)
14:56:23  <peter1138> so ... between '2012-06-01' and '2012-07-01' ... is fast
14:56:45  <peter1138> but ... set @sdate = '2012-06-01' set @edate = '2012-07-01' ... between @sdate and @edate ... is slow
14:58:36  <SpComb> you forget the optimizer voodoo dance
15:00:35  <peter1138> yeah but
15:02:25  <peter1138> yeah but
15:03:04  <Belugas> have you tried select @sdate = '..  instead of set?
15:03:41  <Belugas> not sure if it would make a diff. both area about assignments
15:03:52  <peter1138> nope
15:03:54  <peter1138> but
15:04:06  <peter1138> i just tried making @sdate and @edate parameters to an sp
15:04:10  <peter1138> and that ... works... wtf?
15:04:44  <Belugas> maybe the system was accessing global value on each row evaluation?
15:04:59  <Belugas> while in sp, i's local to the proc
15:05:13  <Belugas> dunno, just thinking randomly
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15:23:29  <glx> it's MS :)
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15:38:42  <Anpa> Hi
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17:07:37  * NGC3982 thinks about building a grf where passengers stimulate oil rig production.
17:08:17  * Alberth proposes to use NML for that purpose
17:10:59  <planetmaker> hullo Zuu: http://www.tt-forums.net/viewtopic.php?f=29&t=57878&p=1029026#p1029026
17:13:31  <Zuu> great
17:21:24  <Zuu> It would be great if someone who more recently worked with the Swedish translation (eg. the translator who requested the change) take a look at your suggestion and comment on it. I might simplify things too much just because I've not though so much about these problems recently.
17:24:16  <planetmaker> I assume it's the same Joal as in the forums. Or so I hope. But you're right, I should reply by e-mail, too
17:26:18  * FLHerne wonders what the traffic light suggestion thread is for :o
17:28:39  <FLHerne> It seems to have very little apparent purpose :-(
17:29:02  <frosch123> it's the reincarnation of the highway thread
17:29:58  <FLHerne> I never found out what that was, either :P
17:33:40  <Alberth> the never-ending quest to make OpenTTD a realistic simulation of reality
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17:35:41  <CIA-8> OpenTTD: translators * r24349 /trunk/src/lang/french.txt:
17:35:41  <CIA-8> OpenTTD: -Update from WebTranslator v3.0:
17:35:41  <CIA-8> OpenTTD: french - 2 changes by OliTTD
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17:35:55  <Alberth> o/
17:36:03  <frosch123> let's try to make the world an unrealistic simulation of openttd
17:36:08  <Wolf01> evening o/
17:36:38  <Alberth> frosch123: isn't it already?
17:38:23  <Alberth> I am still not very rich, even though I play the real -world game for several decades already
17:39:07  <frosch123> check the running cost parameter
17:39:10  <NGC3982> im trying to find on what year the first xUSSR (the NewGRF) trains pops up?
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17:39:23  <NGC3982> google didnt help this time.
17:39:24  <NGC3982> :(
17:39:55  <__ln___> Alberth: have you tried planting a thousand trees to gain popularity?
17:40:21  <frosch123> NGC3982: enable engines never expire, advance to 3000 and check the purchase list for introduction dates
17:40:40  <Alberth> I must say I haven't, but I don't do that in OpenTTD either :p
17:40:40  <FLHerne> If I owned a small hill, I'd spend ages reshaping it with 45° angles :P
17:40:46  <__ln___> ... or building a tunnel from netherlands to india to gain money
17:40:50  <NGC3982> frosch123: oh, neat. thank you.
17:41:13  <Alberth> there is money in India?
17:42:30  <Alberth> FLHerne: that would not match reality, the height is 1/2 the width, so the angle should be 22.5 degrees
17:42:30  <Sacro> hmm
17:43:38  <FLHerne> 45° on the horizontal ones anyway
17:43:59  <Alberth> :)
17:44:05  <FLHerne> Or perhaps not, as nonperspective has to be retained...
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17:44:33  <FLHerne> Presumably strange shaping would be required to make that work :-)
17:44:42  <Alberth> obviously the way we buy rectangular pieces of land is broken
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18:32:26  * FLHerne came up with a better (?) DNS hierarchy: http://ask.slashdot.org/comments.pl?sid=2925511&cid=40372121
18:42:19  <Eddi|zuHause> hm... i just realized that vancouver has the same latitude as southern germany...
18:43:23  <Zuu> What is the proper place for creating a thread about a scenario that uses GS? The scenario forum or GS forum? Or one in each?
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18:45:26  <Yexo> I'd say it depends on what you want to show
18:46:15  <Yexo> it it's about a nice scenario that uses a GS as sideline in the scenario forum, if it's a show of your GS just packed as a scenario in the GS forum
18:46:16  <Zuu> I think I will go to the scenario forum to see if it can give some interest of scenario creators to use GS.
18:46:39  <Yexo> maybe create a locked post in the GS forum pointing to the thread in the scenario forum?
18:46:59  * Mister_Argent is finally getting a hang of the game!
18:47:44  <Mister_Argent> quick question, though. in a desert map, how much food does a town need to get for it to display as "Food: DELIVERED" in the town details window?
18:47:56  <Yexo> 1 ton per months, unless that changed recently
18:47:59  <Mister_Argent> ah.
18:48:16  <Mister_Argent> this town has delivery vans and a train going to it dropping off food, but that's not apparantly enough...
18:48:37  <Mister_Argent> http://i.imgur.com/fIZUf.png
18:48:38  <Yexo> if you use a GS it depends on that
18:48:47  <Eddi|zuHause> Mister_Argent: you need water as well, during the same month
18:49:03  <Mister_Argent> ah. yeah, it's grown a bit -- it was 1,500-ish when i took control.
18:49:23  <Yexo> I don't see any town trains/trucks in that image
18:49:23  <Mister_Argent> also, yeah, there's separate train lines for water/food/goods/diamonds -- Inefficient, but it pays a bit more :p
18:49:30  <Yexo> are you sure one has arrived this month?
18:49:35  <Mister_Argent> yeah, the trucks are coming from the nearest food processing plant, which is 3 towns away
18:49:41  <Mister_Argent> same detail with the train
18:49:54  <Mister_Argent> the issue isn't so much the food as the distance
18:50:36  <Mister_Argent> Also, the Bakewell 300 is AWESOME
18:51:14  <Eddi|zuHause> Mister_Argent: distance is irrelevant, you need to make sure the trains arrive often enough
18:51:42  <Mister_Argent> what i'm getting at is that 'There's only one train and one van, but it isn't arriving enough because of the distance'
18:51:59  <FLHerne> Get more trains then :P
18:52:07  <Mister_Argent> and vans :P
18:52:43  <Mister_Argent> i'm trying to delibarately make Dendtown bigger -- it's already the largest town on the map, but i want it to be a city.
18:53:31  <Mister_Argent> is ferrying oil from rigs to processing plants a good source of profit, or should i keep things more on-shore?
18:58:51  <FLHerne> Ships are fun :D
19:02:17  <planetmaker> Mister_Argent: if you mean 'city' just the normal way: sure. But if you mean it in the sense of the game which has towns and cities: not feasible.
19:02:46  <planetmaker> Some towns are (depending on settings) chosen on map creation to become 'cities'. And that means nothing more or less than that they start out bigger and might grow a bit faster.
19:02:55  <planetmaker> (all other conditions being equal)
19:03:17  <FLHerne> planetmaker: It's a 'city' already, looking at screenshot...
19:03:32  <planetmaker> ok :-) I didn't see any screenshot
19:03:38  <Mister_Argent> ah. well, what i'm going for is higher population
19:04:18  * FLHerne wonders why there are so many ultra-inefficient stations :P
19:04:33  <FLHerne> At Dendtown, I mean
19:05:53  <Mister_Argent> the inefficiency is intentional :P
19:05:58  <Mister_Argent> Longer tracks -> more profit.
19:06:01  <Mister_Argent> also, i'm lazy.
19:06:29  <planetmaker> Mister_Argent: longer tracks != longer distance between station signs. Only that matters though
19:06:38  <Mister_Argent> ah.
19:06:59  <FLHerne> I'm referring to potential train throughput, not distance :-)
19:07:34  <FLHerne> Why not just have one combined station, rather than 4 small ones?
19:07:46  <Zuu> planetmaker: am I right that I should direct any request to manually set dependencies of bananas to R. or T.?
19:07:55  <Mister_Argent> ...eh...well, i wasn't quite thinking ahead when i set the first station up.
19:08:54  <planetmaker> Zuu: no and yes. Best place is our info@ address. But de-facto that might be true
19:09:20  <Zuu> Ok, I'll send an email there.
19:09:23  <FLHerne> Not so hard to expand them...are you using individual single-track lines for everything?
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19:10:48  <Mister_Argent> aside from one or two stations, yes.
19:10:59  <Mister_Argent> in retrospect, my infrastructure has severe efficiency issues :P
19:11:18  <Mister_Argent> On the other hand, this is my first single-player game where i haven't crashed and burned violently within the first decade.
19:11:42  * FLHerne is a member of the 6-track-mainline-to-everywhere fraternity :D
19:12:02  <FLHerne> Ah well, each to his own :-)
19:12:42  * Mister_Argent has ,512 right now and that's slowly accumulating.
19:12:59  <Mister_Argent> 4,512
19:13:18  <FLHerne> :-(
19:13:39  <FLHerne> Get some more then! :P
19:13:41  <Mister_Argent> if i didn't spend anything or repay the starter debt i'd propably have closer to 0,000 something
19:13:52  <Mister_Argent> yeah. i'm gonna sit back and watch some twin peaks while the cash builds up
19:14:01  <Mister_Argent> ...or maybe restart in a less violently inefficient way.
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19:48:11  <frosch123> Zuu: does it matter which steel mill is delivered?
19:50:18  <Zuu> frosch123: Any of the two on the main island is okay.
19:50:38  <Zuu> You can also deliver to both and the script will sum up the production.
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19:51:06  <frosch123> ok :)
19:51:28  <planetmaker> that sounds like a nice scenario :-)
19:52:21  <TrueBrain> Zuu: done (FYI)
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19:53:54  <Zuu> TrueBrain: Thank you
19:56:23  <Zuu> Its fairly easy to cheat on, but for now I think its good enough to be released and those who play SP will as always have to decide on the rules themself.
19:57:29  *** Elukka [Elukka@78-27-90-14.bb.dnainternet.fi] has quit []
19:57:54  <Zuu> You could for example collect lots of iron ore in a station over several months and then deliver it. Or you could take the challenge and stay away from such tactics.
20:03:50  <frosch123> hmm, scenarios make it actually more obvious what settings are not company settings, though they should be
20:03:59  <Alberth> good night
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20:05:42  <Zuu> After making that scenario, I realized that it would have benefited from BaseCost mod with increased cost of terraform. Still I hope the incentives to reach the goal is high enough compared to trying to connect the islands yourself.
20:06:33  <Zuu> frosch123: Any setting in particular that you have in mind?
20:07:08  <frosch123> currently i encountered that the service interval settings are not my default ones
20:07:27  <frosch123> oh, an ai started
20:07:34  <frosch123> "idleMore" :)
20:08:28  <frosch123> Zuu: the first cheat i would have thought of would be to increase the ship limit
20:08:28  <Zuu> Yep, I could have tricked with the savegame/scenario state so that the GS make that AI start before I upload the scenario to bananas, but I havn't done so yet.
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20:12:39  <frosch123> 330/345
20:13:13  <Zuu> but you already got the AI started news message?
20:13:33  <frosch123> i did not notice any news
20:13:47  <frosch123> i just was watching the debug gui to check the goal progress
20:13:53  <frosch123> and noticed that there is an ai as well
20:14:10  <Zuu> When you reach the goal, the GS will use all those money in the IdleMore company to raise land. As the API doesn't permit a GS to raise land for free.
20:14:24  <frosch123> oh
20:17:31  <frosch123> interesting animation
20:17:41  <Zuu> yep, I though so too :-)
20:17:50  <frosch123> hit the goal randomly before connection the last industry
20:18:18  <frosch123> wasn't it possible to scroll the viewport?
20:18:19  <Zuu> I didn't actually play test it, but perhaps the goal should be a bit higher then.
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20:18:45  <frosch123> well, the production varies quite a lot in my vase
20:18:46  <Zuu> Its possible in SP. So yes, I could do that.
20:18:52  <frosch123> most of the time 150
20:18:55  <frosch123> sometimes 0
20:19:01  <frosch123> now 390 once
20:19:06  <Zuu> ok
20:21:44  <Zuu> I guess the scenario is a bit shallow in the sence that there is no further goals afther you connected the two islands. But at least it shows what you can do with the IdleMore trick :-)
20:22:45  <frosch123> well, the funds are also quite high :)
20:23:32  <frosch123> anyway 4 years for the goal
20:23:46  <frosch123> slightly less
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20:40:27  <Terkhen> good night
20:41:42  <frosch123> hmm... google suggests me to update to a more modern browser, which one might that be? :p
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20:48:56  <Wolf01> 'night all
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21:00:28  <Rubidium> afternoon!
21:03:46  <__ln___> you're suffering from jetlag or something
21:04:31  <Zuu> technically I'd say its also after noon here :-)
21:05:19  <Zuu> at least if you split "afternoon" apart.
21:05:35  <Rubidium> pff, it's not even evening yet
21:11:05  <Rubidium> and it's hot in he re
21:12:21  <Rubidium> 33 °C (feels like 43 °C)
21:13:02  <frosch123> at least you are still using sane units :)
21:13:29  <NGC3982> 33C in the late evening?
21:13:40  <NGC3982> i cant sleep in anything over 17C.
21:13:55  <Rubidium> low last night was 20
21:16:07  <Zuu> Although officially using sane units, that country where Rubidium is got plenty of imported products with imperial units.
21:17:10  *** brambles [brambles@79.133.200.49] has quit [Quit: leaving]
21:18:00  * Zuu learnt that the hard way when wondering why the food took so long time to get ready in the stove. :-)
21:18:06  *** brambles [brambles@79.133.200.49] has joined #openttd
21:18:13  <Zuu> s/stove/oven/
21:18:58  <NGC3982> :)
21:20:14  * NGC3982 stretches Zuu 8 furlongs long, 10 cables wide and 40 thou thick.
21:20:55  <Rubidium> http://www.youtube.com/watch?v=WfhmacGktQQ (dutch though)
21:22:02  <Rubidium> football is boring though (at least until the last quarter/half)
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21:37:51  <Starkdop> hi everyone
21:37:55  <Starkdop> i've a question
21:38:03  <Rubidium> 42
21:38:42  <Starkdop> i creating a website for the francophone community of openttd
21:39:46  <Rubidium> you're aware of http://www.openttd.fr/ ?
21:39:54  <Starkdop> and i would like to know if can i copy the design of openttd.org
21:39:58  <Starkdop> no
21:40:04  <Starkdop> i create a new website
21:40:11  <Starkdop> openttd-fr.com
21:40:37  <Starkdop> yes
21:40:38  <Starkdop> but
21:41:10  <Starkdop> it's grave to make an other website?
21:41:17  <FLHerne> how is a .com address appropriate for a site for a non-commercial game?
21:41:18  <frosch123> copying the website directly has little use. it is supposed to get a french translation itself
21:41:29  * FLHerne finds such things annoying :P
21:41:44  <frosch123> FLHerne: it means com-munity :)
21:41:52  <Starkdop> @FLHerne yeah, .org it's better
21:42:05  <FLHerne> frosch123: :D
21:43:19  <Starkdop> i'm bad in webdesign and the design of openttd.org is cool
21:44:16  <Starkdop> is it a bad idea to make an other francophone website? (with a server)
21:45:11  <Starkdop> A la limite y pas des français ici ? Ca sera mieux pour se faire comprendre ;)
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21:47:53  <Starkdop> and openttd.fr is sooooo long to load, the design is... bad and it would be nice to remake a new website
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21:48:55  <Rubidium> I don't think creating a second site is a good idea as it will only split the community making both smaller
21:50:11  <Starkdop> i thinks like this too
21:51:26  <Starkdop> but, i feel openttd.fr is dead
21:52:23  <Starkdop> I was motivated :D
21:53:44  <Starkdop> i have an other idea
21:54:29  <Starkdop> I ask to the admin of openttd.fr if can i remake the website, and become the coder...
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21:54:44  <cornishpasty> FLHerne: .com stands for .COol Man
21:54:54  <Starkdop> because i've already started the conception of the website
22:01:54  <frosch123> night
22:01:58  <Zuu> Starkdop: If you feel the site is slow, it might help to donate towards a faster server.
22:02:00  *** frosch123 [~frosch@frnk-590f4b14.pool.mediaWays.net] has quit [Remote host closed the connection]
22:02:12  <Zuu> Fast servers tend to cost money.
22:02:51  <Zuu> Of course, also the way the site is coded has a large impact on the speed.
22:03:38  <Starkdop> i know
22:03:47  *** Eddi|zuHause [~johekr@p57BD58AF.dip.t-dialin.net] has quit [Read error: Operation timed out]
22:04:15  <Starkdop> so
22:05:07  <Starkdop> if course, if a create a new openttd.fr, it will divided the french community
22:05:09  *** Eddi|zuHause [~johekr@p57BD5642.dip.t-dialin.net] has joined #openttd
22:05:35  <Starkdop> and there aren't many people in the community of openttd, in the world i mean
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22:15:07  <glx> of course openttd.fr is slow, it's a home server
22:15:42  <Eddi|zuHause> my precious uptime :(
22:16:37  <glx> pff and muxy is never on this chan
22:16:58  <Eddi|zuHause> glx: we kicked him once, and he never came back?
22:17:54  <glx> Starkdop: you can try to reach muxy on epiknet #openttd chan (he's the server owner)
22:18:36  *** Zuu [~Zuu@h-114-141.a98.priv.bahnhof.se] has quit [Ping timeout: 480 seconds]
22:18:51  <Eddi|zuHause> my logs say he was here this year
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22:48:11  <Mister_Argent> is 117 Tonnes of Ore good for a coal mine?
22:48:24  <Sacro> No
22:48:30  <Sacro> Coal mines tend not to dispense ore
22:48:47  <Mister_Argent> ...er, clicked on another mine adjacent to it
22:48:52  <Mister_Argent> anyway, 108 tonnes of coal
22:48:58  <NGC3982> a year?
22:49:07  <Sacro> yearly that's terrible
22:49:10  <Sacro> monthly isn't amazing
22:49:11  <Mister_Argent> "Production last month: 108 tonnes of coal"
22:49:17  <Mister_Argent> ah. i'll keep looking, then.
22:49:18  <Sacro> it's not high
22:49:26  <Sacro> high would be 140/160ish
22:49:28  <Mister_Argent> is there a way to sort mines by production rate like how you can sort towns by population?
22:49:30  <Sacro> Yes
22:49:34  <Sacro> industries list
22:49:37  <Sacro> sort it
22:49:45  <Sacro> though it doesn't filter by type afaik
22:50:03  <NGC3982> Mister_Argent: its not particurly high. though, you can calculate the worth of "much" or "low" simply by looking on how much coal your average train can pull a month.
22:52:09  *** mal2 [~mal2@port-92-206-53-25.dynamic.qsc.de] has quit [Ping timeout: 480 seconds]
22:53:13  <Mister_Argent> Oooh, just found a nice one
22:53:21  <Mister_Argent> 162 tonnes of coal last month
22:53:28  <Mister_Argent> with two power plants nearby
22:54:13  <Sacro> that's better
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23:53:07  <Mister_Argent> quick question -- do the radio antennas do anything?
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