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00:06:29 <Wolf01> 'night 00:06:33 *** Wolf01 [~wolf01@95.232.234.29] has quit [Quit: Once again the world is quick to bury me.] 00:07:28 <Eddi|zuHause> yes, autosave duplicates the map 00:07:46 <Eddi|zuHause> as a rough estimate, the map uses 9 bytes per tile 00:08:32 <Eddi|zuHause> plus what external storage there is for vehicles and industries etc. 00:09:02 <Eddi|zuHause> in busy games, cargo may take up a great deal of memory 00:11:32 *** Biolunar [~mahdi@blfd-4d0860ce.pool.mediaWays.net] has quit [Quit: All your IRC are belong to us] 00:20:59 *** KritiK [~Maxim@95-27-171-199.broadband.corbina.ru] has quit [Quit: Leaving] 00:25:41 *** Phoenix_the_II [~ralph@f72217.upc-f.chello.nl] has quit [Ping timeout: 480 seconds] 00:38:56 *** roadt [~roadt@114.96.132.176] has joined #openttd 00:51:30 *** valhalla1w [~valhallas@5070A0D5.static.ziggozakelijk.nl] has quit [Ping timeout: 480 seconds] 01:06:44 *** keoz [~keikoz@d83-189-49-84.cust.tele2.de] has joined #openttd 01:16:09 *** Frankr 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#openttd 07:37:45 *** DDR [~chatzilla@d66-183-118-10.bchsia.telus.net] has quit [Quit: for the love of god this is not safe for work] 07:48:50 <Terkhen> good morning 07:54:52 *** George [~George@212.113.107.39] has quit [Read error: Connection reset by peer] 07:59:57 *** APTX_ [APTX@2001:470:1f0b:1a9d:240:63ff:fefb:5994] has joined #openttd 08:00:09 *** APTX [APTX@2001:470:1f0b:1a9d:240:63ff:fefb:5994] has quit [Remote host closed the connection] 08:01:00 *** George [~George@212.113.107.39] has joined #openttd 08:09:18 <telanus> morning 08:09:39 *** andythenorth [~Andy@78-86-194-127.zone2.bethere.co.uk] has joined #openttd 08:22:04 *** andythenorth [~Andy@78-86-194-127.zone2.bethere.co.uk] has left #openttd [] 08:24:49 *** valhallasw [~valhallas@wirenat-ulcn.strw.leidenuniv.nl] has joined #openttd 08:28:19 <NGC3982> Morning. 08:28:26 <Supercheese> salve 08:28:53 <dihedral> hey 08:33:56 *** flaa [~flaa@188.141.45.124] has joined #openttd 08:36:17 *** Mucht [~Martin@chello084115143107.3.graz.surfer.at] has joined #openttd 08:41:40 * dihedral greets the Mucht 08:41:47 <Mucht> hey there! 09:06:43 *** ccfreak2k [~ccfreak2k@haqua.4chan.fm] has quit [Read error: Operation timed out] 09:30:42 *** Wolf01 [~wolf01@95.232.234.29] has joined #openttd 09:30:51 <Wolf01> morning o/ 09:31:05 <Supercheese> Good night, actually 09:31:07 <Supercheese> Valete 09:31:11 *** Supercheese [~Password4@76.178.163.204] has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 09:46:01 *** Biolunar [~mahdi@blfd-4d083df9.pool.mediaWays.net] has joined #openttd 09:53:33 *** M1zera [~Miranda@ip-78-102-217-126.net.upcbroadband.cz] has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 10:11:46 *** telanus1 [~telanus@196-210-244-116.dynamic.isadsl.co.za] has joined #openttd 10:13:03 <Warod> w 31 10:15:50 *** telanus [~telanus@196-210-244-116.dynamic.isadsl.co.za] has quit [Ping timeout: 480 seconds] 10:25:40 *** Arafangion [~Arafangio@203.116.63.254] has joined #openttd 10:30:44 *** roadt [~roadt@114.96.132.176] has quit [Ping timeout: 480 seconds] 10:31:04 *** Dodez [57b8ae03@ircip2.mibbit.com] has joined #openttd 10:33:04 <Dodez> Does the industry grow in FIRS like in vanilla ottd ? 10:37:34 *** Dodez [57b8ae03@ircip2.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 10:39:33 *** drac_boy [~drac_boy@bas1-ottawa08-1242499104.dsl.bell.ca] has joined #openttd 10:39:40 <drac_boy> hi 11:09:19 <drush> hi 11:12:56 <V453000> helo. 11:18:00 <Phazorx> hola 11:33:54 <drac_boy> how're all you three? 11:35:02 <V453000> this way. https://dl.dropbox.com/u/20419525/HOLY%20SHIT%20ANIMALS.png 11:37:48 <drac_boy> btw was just thinking about this slight odd question, do one-way road affect or not affect trams? I'm guessing latter but hmm 11:38:12 *** TheMask96 [martijn@polaris.ne2000.nl] has quit [Ping timeout: 480 seconds] 11:38:14 <V453000> yes, they dont 11:38:34 <drac_boy> yeah I couldn't imagine a tram coming to one facing it and 'freeze' :) 11:38:36 <drac_boy> thanks 11:39:15 <V453000> makes trams a bit less controllable [utterly dumb] .) 11:39:38 <Eddi|zuHause> this whole thing needs a better concept 11:39:46 <Eddi|zuHause> one-way roads are pretty useless 11:40:59 *** flaa [~flaa@188.141.45.124] has quit [Ping timeout: 480 seconds] 11:41:50 <V453000> not really it gives road vehicles at least some control similar to train signals 11:41:53 <drac_boy> Eddi|zuHause yeah, I've never bothered with the grf that added it to the patch anyway 11:42:42 *** TheMask96 [martijn@polaris.ne2000.nl] has joined #openttd 11:47:23 <Phazorx> coopers use one way roads to direct road traffic to loading array, you can pack 4 vehicles to single lorry/bus station in that fashion 11:53:24 <V453000> depends where really, sometimes 2way roads do not hurt anything either, but for the sake of at least some system on the network I think you always need at least some 2way roads 11:54:22 <Eddi|zuHause> V453000: ok, it gives you "control"... but what for? 11:54:54 <Eddi|zuHause> V453000: other than forbidding the road that leads across a railway crossing, i have never seen a use for it. and since then, the pathfinder has been adapted to avoid crossings 11:54:58 <V453000> for evading an inevitable mess of 2way roads? 11:55:39 <Eddi|zuHause> V453000: while for rails, making them one-way increases capacity, for road it reduces capacity 11:55:42 <V453000> when you reach serious amount of RVs and need to split traffic into multiple roads, 1ways are 100% necessary 11:56:08 <V453000> yeah, capacity of a single roads; but 2 way roads cant really be managed well in large scale 11:56:51 *** Frankr [~chatzilla@cpc4-pres13-2-0-cust231.pres.cable.virginmedia.com] has joined #openttd 11:56:58 <Phazorx> http://blog.openttdcoop.org/files/pictures/busy.PNG 11:57:01 <V453000> RVs would start turning around in spots and doing similar stuff 11:57:14 *** Frankr [~chatzilla@cpc4-pres13-2-0-cust231.pres.cable.virginmedia.com] has quit [] 11:57:18 <NGC3982> How cute. 11:57:49 <Phazorx> http://blog.openttdcoop.org/files/pictures/pickup1.PNG 11:57:54 <Eddi|zuHause> Phazorx: that only "works" because LV4 does not have articulated vehicles 11:58:09 <Phazorx> Eddi|zuHause: what's the problem with a-vehicle? 11:58:19 <Eddi|zuHause> Phazorx: they can't overtake 11:58:51 <Phazorx> i wonder why not 11:59:04 <Eddi|zuHause> it's a code restriction 11:59:42 <V453000> https://dl.dropbox.com/u/20419525/1way_roads.png from http://wiki.openttdcoop.org/images/f/f7/CARnage4999.sav 12:00:00 <V453000> if there were 2way roads, RVs would start to randomly go around stuff 12:00:14 <V453000> it is a bit of an extreme case, but .. 12:00:41 <Eddi|zuHause> there's a road connection missing on the left 12:00:56 <V453000> purposedly 12:01:19 <V453000> you cant really make RVs detect if the line is full or not with a priority so sometimes you just have to cut the option :) 12:02:42 <Eddi|zuHause> V453000: what i mean: if one-way roads would have a sane concept how it can occupy both lanes, it would probably need a much smaller junction 12:03:15 <V453000> well yeah but that doesnt technically change anything in the general logic of road vehicles 12:03:21 <V453000> like ... signals on bridges 12:03:33 <V453000> yeah, allows to make things smaller, but generally doesnt reach anything 12:04:02 <V453000> I think there should remain the decision of "do I waste throughput by 1way road or can I maintain 2way roads" 12:04:14 <V453000> just like "do I have single bridge enough, or do I need to multiply" 12:04:36 <V453000> both making 1way roads "sane" or having signals on bridges would remove such option, adding no other 12:05:44 <Phazorx> Eddi|zuHause: why is there such code restriction btw? 12:06:11 <Eddi|zuHause> Phazorx: nobody ever touched that code to adapt it to articulated vehicles 12:06:21 <drac_boy> Phazorx probably to do with first section following second section 12:06:51 <drac_boy> as I recall some time ago there was some bugs about bus leaving depot but the second section did not quite "follow" first one :) 12:20:54 *** TGYoshi [~TGYoshi@86.81.146.146] has joined #openttd 12:23:18 *** valhallasw [~valhallas@wirenat-ulcn.strw.leidenuniv.nl] has quit [Remote host closed the connection] 12:25:27 *** valhallasw [~valhallas@wirenat-ulcn.strw.leidenuniv.nl] has joined #openttd 12:27:43 <drac_boy> what do you think of canals? (not rivers yeah) 12:28:47 *** Rhamphoryncus [~rhamph@d161-184-227-133.abhsia.telus.net] has joined #openttd 12:29:28 <V453000> ships dont exist in openttd. 12:31:33 <drush> V453000 what do you mean they don't 12:32:47 <V453000> they dont. 12:36:36 <__ln___> they dont or they don't? 12:37:03 <drush> is there a word like "dont"? 12:38:30 <Eddi|zuHause> first result of google is french :) 12:38:53 <Eddi|zuHause> and then lots of "don't" 12:40:29 <drac_boy> -_- 12:41:07 *** George|2 [~George@212.113.107.39] has joined #openttd 12:41:07 *** George is now known as Guest3263 12:41:07 *** George|2 is now known as George 12:43:56 <drush> http://i.imgur.com/PDoim.png 12:46:42 *** Guest3263 [~George@212.113.107.39] has quit [Ping timeout: 480 seconds] 12:48:44 *** Frankr [~chatzilla@cpc4-pres13-2-0-cust231.pres.cable.virginmedia.com] has joined #openttd 12:49:06 *** Frankr [~chatzilla@cpc4-pres13-2-0-cust231.pres.cable.virginmedia.com] has quit [] 12:49:56 <V453000> why do you make a screenshot of empty lake with a shore 12:49:57 <V453000> point invalid 12:50:14 <drush> how? 12:50:18 <drush> the ships are palpable 12:50:21 <Eddi|zuHause> i just see a bunch of pixels... what was the point? 12:50:30 <drush> that they exist 12:50:32 <drush> in ottd 12:50:38 <Eddi|zuHause> pixels exist? 12:50:43 <drush> on a screen 12:51:42 <V453000> photoshopped 12:51:47 <V453000> nothing so stupid exists in openttd 12:51:48 <drush> LOL 12:55:34 <Phazorx> this reminds me of FS#1063 12:55:52 *** Stimrol [~Stimrol@dsl-149-87-36.hive.is] has quit [Ping timeout: 480 seconds] 12:56:01 <drush> http://i.imgur.com/oXdCD.png 12:56:36 <NGC3982> That looks so cute. 12:56:49 *** Stimrol [~Stimrol@dsl-149-87-36.hive.is] has joined #openttd 12:57:25 <NGC3982> drush: I dont understand. What's wrong? 12:57:50 <drush> NGC3982 supposedly ships don't exist in this game 12:59:50 <NGC3982> According to what? 13:01:13 <V453000> I like the amount of confusion I caused 13:01:17 <drush> ^ 13:01:47 <drush> I can agree that they don't exist as a means of making srs cash 13:02:05 <drush> they're helpful for when you can't afford infrastructure 13:02:43 <NGC3982> I think i should leave this discussion before i get some kind of stroke. 13:02:45 <V453000> even if they made billions per second it would not make them less dumb to use 13:03:31 <drush> while they make money, remember about the first principle of investment 13:03:37 <drush> don't waste money 13:03:40 <NGC3982> Im sorry, but different vehicles exists to ccreate diversity, right? 13:03:44 <NGC3982> -c 13:03:46 * drac_boy actually prefers to use ships at times 13:03:51 <drac_boy> NGC3982 agreed with you 13:03:53 <NGC3982> I love ships. 13:04:16 <drush> I prefer ships on small maps because building lots of infrastructure ruins your reputation with local auths 13:04:26 <drush> thus ruining your bzns prospects 13:04:39 * NGC3982 loves hem because they are cute and make up fun games. 13:05:34 *** glx [glx@2a01:e35:2f59:c7c0:1c3a:44af:cdb2:91d7] has joined #openttd 13:05:38 *** mode/#openttd [+v glx] by ChanServ 13:05:55 <drush> also, ships are immune to disasters 13:05:58 <drush> afaik 13:06:31 <drush> I never saw a ship get mauled by an incoming train or crash on the landing strip 13:06:47 <drush> but that'd be fun to watch though 13:06:50 <NGC3982> :D 13:08:30 <drush> speaking of disasters, 13:09:13 <drac_boy> heh I use small ships if I'm finding that the land-going option means going a bit of long way around plus long bridge spans .. which sometimes isn't worth it if its only a hundred tonnes each month or so 13:10:21 <drush> http://i.imgur.com/pRJFw.png 13:10:22 <Phazorx> Rubidium... we should have an iceberg-like disaster 13:10:34 <drush> Phazorx I agree 13:10:35 <Phazorx> ships are meant to sink 13:11:02 <drac_boy> Phazorx problem is.. iceberg != tropical 13:11:04 <drac_boy> heh 13:11:11 <Phazorx> drush: this game is actualy about ifrastructure management, ships and planes are 2 vehicle types that require none 13:11:32 <drush> drac_boy in tropical we could have nigerian/somalian pirates instead ;) 13:11:40 <Phazorx> planes at least queue for landings, ships just pile up everywhere defying every imaginable space constraints 13:11:47 <drac_boy> Phazorx did you forgot about landscaping and property useage? :) 13:11:57 <Phazorx> which is none for ships 13:12:03 <drac_boy> Phazorx actually..there is 13:12:15 <drac_boy> docks...the depots...any canals privately owned...etc 13:12:27 <drush> yeah but what he means 13:12:30 <drac_boy> and buoys if you want to count that as land property as well 13:12:32 <Phazorx> 6 tiles (and that is including the docks) are you kidding me? 13:12:37 <drush> is that ships can stack on each other 13:12:39 <drac_boy> Phazorx .. more than 10 at times 13:12:48 <drush> planes, cars and trains cannot overlay each other 13:13:01 <Phazorx> oh geez... mainatance for shipline is almsot like a half of my single station? 13:13:09 <drush> unless they do it on themself like here http://i.imgur.com/pRJFw.png 13:13:26 <drush> which isn't really possible 13:13:27 <drac_boy> drush problem is...how do you have a northbound ship and southbound ship "meet" at a single-width canal? hence why its done like that on purpose 13:13:48 <drac_boy> roads at least already come with 2 lanes 13:13:54 <drush> drac_boy I think they could wait at the other side of the canal until its clear 13:14:05 <drac_boy> drush that'll be complicated..how do you even tell what a water route is then? 13:14:36 <drush> we can assume that water works just like roads 13:15:02 <drush> and that canals work like signalized railroads 13:15:07 <drac_boy> drush and calculate 900+ water tiles each tick? I'm still too unsure about that 13:15:17 <drush> you got a point 13:15:42 <drac_boy> yeah, these alternative ship pathfinders still don't exactly do much else for cpu load on some servers yet 13:18:16 *** sla_ro|master [slaco@78.96.213.97] has quit [Quit: DANGER sla.ro is OFFLINE DANGER] 13:20:41 *** Arafangion [~Arafangio@203.116.63.254] has quit [Ping timeout: 480 seconds] 13:23:06 <drac_boy> drush at least if theres one thing comforting..its that its not only ships 13:23:20 <drac_boy> planes actually don't 'see' each others as soon as they are out of any airport zones :) 13:23:34 <drac_boy> otherwise there would had been a lot of mid-air crashes :) 13:30:01 <Phazorx> more aestetically worring the fact that planes dont see buildings 13:30:25 <drac_boy> only happens at mountaintop skyscapers as far as I can tell :) 13:31:02 <Phazorx> happens all the time with ttrs and perhaps even default if there are buildings right at the end of runaway 13:31:19 <drac_boy> oh runaway...well yeah that figures now 13:31:28 <Eddi|zuHause> Phazorx: but opposing to simcity, you have no way of controlling the buildings here 13:32:10 <drush> Phazorx 9/11 13:32:13 <Phazorx> Eddi|zuHause: well actually you do, and pretty much same way as in real world 13:32:31 <Phazorx> you buy/lock area around 13:33:19 <Phazorx> while you can not control what kind of buildings can be there, you can avoid having them at all 13:34:04 <Eddi|zuHause> that sounds stupid 13:34:22 <Phazorx> realistic 13:34:42 <Phazorx> have you seen many large airports situated in busy downtonws? 13:34:44 <drac_boy> I'm going off for a bit... be back later tho :) 13:34:49 *** drac_boy [~drac_boy@bas1-ottawa08-1242499104.dsl.bell.ca] has left #openttd [I'm done being in this room!] 13:35:02 <Eddi|zuHause> Phazorx: berlin tegel? 13:36:12 <Phazorx> looking at gmaps... cant even find runaway there 13:36:33 <Phazorx> ahh now i see 13:36:41 <Phazorx> we;; it has forest around it 13:36:45 <Phazorx> quite a bit of forest 13:37:27 <Eddi|zuHause> there was also the smaller berlin tempelhof, but that one is already closed 13:37:27 <Phazorx> people generally dont enjoy sounds of jets, so it;s quite understandable that no one wants to live/work there even if it would be allowed 13:38:08 <Eddi|zuHause> well tegel was supposed to get closed 2 months ago 13:38:16 <Phazorx> there are a few that actualy are in downtown 13:38:27 <Eddi|zuHause> but they had a major fuckup with the new airport 13:38:40 <Phazorx> like LGA or YTO 13:38:47 <Phazorx> but their runaways are facing water 13:39:22 <Phazorx> Eddi|zuHause: my point still stands - there should be no building (especially tall) next to runaways 13:39:24 <Eddi|zuHause> the new airport was supposed to be in schönefeld, which is directly outside of city borders 13:39:50 <Eddi|zuHause> Phazorx: make a newairports grf with larger airport area surrounding the runway then 13:40:48 <V453000> XD 13:40:58 <Eddi|zuHause> (can only expand the two lower directions though, as afaik there is no way to move the "anchor point" of the state machine from the northern tile) 13:40:59 <Phazorx> Eddi|zuHause: probably not quite proper aproach 13:41:22 <Phazorx> imho there should be 2 mechanisms in action 13:41:33 <Eddi|zuHause> Phazorx: it's the approach that is permitted by current gameplay mechanics 13:41:51 <Belugas> hello 13:42:08 <Phazorx> 1st you are not supposed to place airport to close to existing town, and second there should be a growth limitting factor in area nearbay so town would go around expanding 13:42:27 *** argoneus_ [~argoneus@ip-78-102-118-47.net.upcbroadband.cz] has joined #openttd 13:42:42 <Phazorx> noise as factor i think already is sort of "considered" 13:43:29 <Eddi|zuHause> yes it is. but it fails to override noise factor of a small town if a big city nearby demands a large airport 13:43:38 <Eddi|zuHause> which is "not realistic" 13:43:42 <V453000> welcome to realistic discussion Belugas :) 13:45:04 <Phazorx> Eddi|zuHause: sounds liek matter of priorities, and while some municipality demands airport it's up to player to figure out where to put it 13:47:42 <Belugas> bah... 13:49:20 <Belugas> it's always the player who decides everything, anyway.. 13:49:33 *** argoneus [~argoneus@ip-78-102-118-47.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds] 13:50:27 <Phazorx> Belugas: i mean the engine has contraints and player makes decisions on how to comply to them best from own interest point of view 13:51:37 <Belugas> yup 13:51:40 <Belugas> agreed 13:52:24 <Belugas> so the other way around would be to have towns specifying in which area an airport would be desirable, an what type, further more 13:52:48 <Phazorx> Belugas: and then you need town/city limits to figure out authority 13:52:53 <Phazorx> and it's a whole differnt game then 13:53:32 <Eddi|zuHause> Phazorx: btw look at how i placed the airports in my last game: http://www.informatik.uni-halle.de/~krause/Loisachkirchen%20Transport,%2013.%20Apr%202027.png 13:54:03 <Phazorx> Eddi|zuHause: i do similar setups in "natuarl looking games" 13:54:11 <Phazorx> even for large stations 13:54:30 <Phazorx> having local commuter network and feeders for large terminals is an obvious choice imo 13:55:23 <Phazorx> and having roads as grouth restraints is pretty much what i said earlier about player owning area next to runaways 13:55:24 <Eddi|zuHause> this was a YACD came, btw. 13:55:43 <Phazorx> i still cant get to yacd to work with recent version though 13:56:02 <Phazorx> do you have an updated repo somewhere or you just use old verion? 13:56:12 <Eddi|zuHause> that was a really old version 13:56:17 <Phazorx> i see 13:57:43 *** jstepien [~jstepien@galera.ii.pw.edu.pl] has joined #openttd 13:58:23 *** roadt [~roadt@114.96.132.176] has joined #openttd 14:04:14 *** Prof_Frink [~proffrink@94.13.8.182] has joined #openttd 15:20:26 *** valhallasw [~valhallas@wirenat-ulcn.strw.leidenuniv.nl] has quit [Ping timeout: 480 seconds] 15:25:59 *** sla_ro|master [slaco@78.96.213.97] has joined #openttd 15:27:36 *** Elukka [Elukka@78-27-97-92.bb.dnainternet.fi] has joined #openttd 15:36:39 *** TheMask96 [martijn@polaris.ne2000.nl] has quit [Ping timeout: 480 seconds] 15:39:27 *** Phoenix_the_II [~ralph@f72217.upc-f.chello.nl] has joined #openttd 15:40:03 *** Phoenix_the_II [~ralph@f72217.upc-f.chello.nl] has quit [Read error: Connection reset by peer] 15:41:11 *** TheMask96 [martijn@polaris.ne2000.nl] has joined #openttd 15:55:37 *** drac_boy [~drac_boy@bas1-ottawa08-1242499104.dsl.bell.ca] has joined #openttd 15:55:40 <drac_boy> hi 15:56:31 *** ccfreak2k [~ccfreak2k@haqua.4chan.fm] has joined #openttd 16:11:26 *** telanus1 [~telanus@196-210-244-116.dynamic.isadsl.co.za] has quit [Quit: Konversation terminated!] 16:28:59 *** drac_boy [~drac_boy@bas1-ottawa08-1242499104.dsl.bell.ca] has left #openttd [I'm done being in this room!] 16:29:56 *** Mucht [~Martin@chello084115143107.3.graz.surfer.at] has quit [Remote host closed the connection] 16:29:58 *** flaa [~flaa@188.141.45.124] has joined #openttd 16:34:08 *** Frankr [~chatzilla@cpc4-pres13-2-0-cust231.pres.cable.virginmedia.com] has joined #openttd 16:34:22 *** Frankr [~chatzilla@cpc4-pres13-2-0-cust231.pres.cable.virginmedia.com] has quit [] 16:55:16 *** argoneus_ [~argoneus@ip-78-102-118-47.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds] 16:56:01 *** roadt [~roadt@114.96.132.176] has quit [Ping timeout: 480 seconds] 16:58:21 <NGC3982> Calm down, damnit! 16:58:27 *** c_korn [~korn@p57A76FF8.dip.t-dialin.net] has joined #openttd 16:59:57 <c_korn> hello, I have problem with openttd 1.2.2 on Ubuntu 12.04. after first starting the game and downloading OpenGFX-0.4.4 the download progress stops at 99% and the only output on the terminal is: shm_open() failed: Function not implemented 17:01:18 *** pugi [~pugi@host-091-097-075-220.ewe-ip-backbone.de] has joined #openttd 17:06:02 *** Biolunar [~mahdi@blfd-4d083df9.pool.mediaWays.net] has quit [Quit: All your IRC are belong to us] 17:12:11 *** glx is now known as Guest3285 17:12:11 *** glx_ [glx@2a01:e35:2f59:c7c0:1c3a:44af:cdb2:91d7] has joined #openttd 17:12:11 *** mode/#openttd [+v glx_] by ChanServ 17:12:11 *** glx_ is now known as glx 17:12:49 <Yexo> good evening 17:13:31 <c_korn> forget what I said. /dev/shm was missing in my chroot. works now. soon to be published on playdeb.net 17:13:34 *** c_korn [~korn@p57A76FF8.dip.t-dialin.net] has left #openttd [Software you want www.getdeb.net] 17:13:51 <SpComb> chroot Oo 17:18:14 *** orudge [~orudge@owenrudge.net] has quit [Read error: Operation timed out] 17:18:16 *** Guest3285 [glx@2a01:e35:2f59:c7c0:1c3a:44af:cdb2:91d7] has quit [Ping timeout: 480 seconds] 17:20:30 *** argoneus_ [~argoneus@ip-78-102-118-47.net.upcbroadband.cz] has joined #openttd 17:21:49 *** DDR [~chatzilla@d66-183-118-10.bchsia.telus.net] has joined #openttd 17:22:28 *** Born_Acorn [~bornacorn@yoda.zernebok.com] has quit [Ping timeout: 480 seconds] 17:29:07 *** Alberth [~hat3@2001:980:272e:1:21a:92ff:fe55:fc8d] has joined #openttd 17:29:10 *** mode/#openttd [+o Alberth] by ChanServ 17:29:53 <Alberth> wiebadiedoe 17:50:15 <Eddi|zuHause> hm, i don't understand simearth... technology advanced kinda fast until industrial and atomic age, but the atomic always dies out... 17:53:26 *** TheMask96 [martijn@polaris.ne2000.nl] has quit [Ping timeout: 480 seconds] 17:54:29 *** frosch123 [~frosch@frnk-590fd5c5.pool.mediaWays.net] has joined #openttd 17:57:03 *** TheMask96 [martijn@polaris.ne2000.nl] has joined #openttd 18:14:18 *** drush [~drush@80-254-76-197.dynamic.swissvpn.net] has quit [Read error: Operation timed out] 18:15:07 * NGC3982 notes to V453000 that Zombie Slain still is one of the better engine names ever. 18:15:11 *** orudge [~orudge@owenrudge.net] has joined #openttd 18:15:29 *** Born_Acorn [~bornacorn@yoda.zernebok.com] has joined #openttd 18:15:45 <V453000> what 18:16:06 *** mode/#openttd [+o orudge] by ChanServ 18:20:34 <CIA-2> OpenTTD: translators * r24478 /trunk/src/lang/luxembourgish.txt: 18:20:34 <CIA-2> OpenTTD: -Update from WebTranslator v3.0: 18:20:34 <CIA-2> OpenTTD: luxembourgish - 3 changes by Phreeze 18:24:27 *** drush [~drush@cpc1-gors1-0-0-cust291.7-3.cable.virginmedia.com] has joined #openttd 18:31:45 *** andythenorth [~Andy@cpc23-aztw25-2-0-cust33.aztw.cable.virginmedia.com] has joined #openttd 18:31:52 <andythenorth> bonjours 18:33:57 <Alberth> hi hi 18:35:18 <andythenorth> hmm 18:35:24 <andythenorth> I want to type /moi in irc instead of /me 18:35:25 <andythenorth> :P 18:37:42 <SpComb> mui 18:40:00 *** drush [~drush@cpc1-gors1-0-0-cust291.7-3.cable.virginmedia.com] has quit [Quit: Wychodzi] 18:40:19 <Eddi|zuHause> it's just a matter of setting up an alias 18:40:24 <Eddi|zuHause> depending on your client 18:40:32 <andythenorth> my client is not clever 18:40:39 <Kjetil_> fire it 18:40:42 <andythenorth> anyway, been thinking about FIRS primaries 18:41:07 <andythenorth> they should probably, under certain conditions, be allowed to close 18:41:30 <andythenorth> I prevent them closing entirely (parameter option), which keeps the map relatively full of them 18:41:40 <andythenorth> which is a problem for new industries 18:43:08 <Alberth> today I thought about letting newgrf know of the state of an industry-type 18:43:55 <Alberth> that is, whether there are not enough or too many of a type 18:44:04 <andythenorth> hmm 18:44:10 <andythenorth> the probability is supposed to signal that 18:44:18 <andythenorth> it's limited / obscure ? 18:44:46 <andythenorth> I'm not going to change any of this in FIRS btw until there is more plan :) 18:44:49 <andythenorth> but I had some ideas 18:45:08 <Alberth> probability says how many there should be, not how many there actually are 18:45:34 <Alberth> the latter is needed if a newgrf is going to decide what to do 18:46:03 <Alberth> unless we move that decision to the game engine completely :p 18:47:08 <Alberth> ie suppose there are supposed to be 10 of a type, but there are 5, so the type can get info like "50% coverage" or so 18:47:59 <Alberth> on the other hand, when there are 12 present, you'd get "120%" 18:48:19 <Alberth> which could then be used by the newgrf whether or not to close down 18:49:35 <andythenorth> that can be done now, cb29 / 35 and var 67 or similar 18:49:58 <andythenorth> wonder if it would be nice? 18:50:13 <andythenorth> might need to stay within bounds, not aim for a single integer target 18:50:25 <andythenorth> otherwise every game tends to same industry mix 18:54:57 <Alberth> var67 sounds terribly complicated 18:55:55 <Alberth> also, you cannot add all probabilities of the industries, so you cannot compute your own relative amount that you should have 18:58:19 <andythenorth> no 18:58:28 <andythenorth> and I'd have to map scale it 18:59:00 <andythenorth> and it would be more code to maintain :P 19:04:23 <Rubidium> andythenorth: just make an alias for /moi to /me ;) 19:07:28 <Kjetil_> hm. shouldn't the amount of industries in a area follow the population count of nearby towns ? 19:08:20 *** Pixa [~pixa@85.210.77.203] has joined #openttd 19:09:30 <andythenorth> yes 19:09:33 <andythenorth> absolutely 19:09:45 <andythenorth> why though? 19:10:34 <Kjetil_> Industries needs workers 19:11:37 <Alberth> industries have underground dungeons where they keep their workers 19:11:42 *** Honza [~Miranda@2.237.broadband7.iol.cz] has joined #openttd 19:11:46 <Kjetil_> ah 19:12:26 <Rubidium> actually, only two industries need workers: steel mills and oil rigs. With oil rigs you got a pretty good chance to return, but steel mill workers are used as coal 19:15:01 <Kjetil_> I guess if one where aiming for realism the industry mix would be dependent on the current decade 19:16:00 *** Progman [~progman@p57A1B492.dip.t-dialin.net] has joined #openttd 19:16:48 *** tokai|mdlx [~tokai@port-92-195-82-185.dynamic.qsc.de] has joined #openttd 19:16:51 <NGC3982> Alberth: Like in Dungeon Keeper? 19:17:05 <NGC3982> The steel mill does look like a potential top of the Dungeon Keeper scenes. 19:17:06 <Alberth> no idea, never played that 19:17:09 <NGC3982> Just sayin'. 19:17:11 <NGC3982> :P 19:17:21 *** Djohaal [~Djohaal@177.96.81.159] has joined #openttd 19:19:41 *** drush [~drush@80-254-76-225.dynamic.swissvpn.net] has joined #openttd 19:20:46 *** Qra_Muralha [b19c17a4@ircip1.mibbit.com] has joined #openttd 19:21:47 *** Qra_Muralha [b19c17a4@ircip1.mibbit.com] has quit [] 19:22:55 *** tokai|noir [~tokai@port-92-195-119-249.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 19:23:11 <NGC3982> Oh fart. How i hate pressing the wrong buttons in the town window. 19:23:56 <Kjetil_> Did you pay for road reconstruction ? 19:24:32 <Rubidium> just turn the undo knob! 19:24:45 <Kjetil_> turn it all the way to eleven 19:24:56 <NGC3982> Kjetil_: Yes.. 19:25:13 <NGC3982> My word, FIRS+NUTS is fantastic. 19:26:30 <drush> lol road reco 19:26:47 <drush> perfect for ruining competitor's urban transport 19:27:02 <drush> much better than traing-camping 19:28:24 <NGC3982> I find myself reluctant on playing that aggressively 19:29:52 <drush> NGC3982 it's just business 19:30:05 <NGC3982> :) 19:30:38 <drush> but yeah if you can afford a new train to run over a few of your competitor's cars, 19:30:47 <drush> then why not also ruin their local auth rep 19:31:15 <drush> "competitor transport blazes in a fireball. 25 killed. don't ride their buses!" 19:31:31 <NGC3982> :D 19:32:21 *** Prof_Frink [~proffrink@94.13.8.182] has quit [Ping timeout: 480 seconds] 19:33:45 <Kjetil_> now if we only added ground-to-air missiles 19:34:08 <NGC3982> Or terrorism. 19:34:38 <Kjetil_> Corporate armies 19:35:50 <NGC3982> Mobsters 19:35:58 <NGC3982> Or galactic events 19:36:13 <NGC3982> "Cannot deliver goods to station. Town evaporated." 19:38:22 <Kjetil_> "Umbrella corporations HQ bombed. Company president killed." 19:38:42 <andythenorth> how do I strip all .orig files from a src dir? 19:38:54 <Alberth> rm *.orig ? 19:39:03 <andythenorth> needs to recurse 19:39:23 <andythenorth> it's deeply nested python packages :P 19:39:32 <SpComb> find 19:39:38 <andythenorth> "flat is better", except in python packages :P 19:39:41 <Alberth> find src -type f -name "*.orig" -exec rm "{}" ";" 19:39:56 * andythenorth tests 19:40:05 <Alberth> or somewhat safer: find src -type f -name "*.orig" | xargs rm 19:40:31 <andythenorth> worked, thanks 19:40:38 <Alberth> (safer as in you can leave out the "| xargs rm" part :D 19:41:47 <Eddi|zuHause> what's "safer" with leaving out xargs than with leaving out -exec? 19:42:09 <Eddi|zuHause> the second version fails with spaces 19:42:36 <Eddi|zuHause> needs -print0 | xargs -0 19:45:16 *** DDR [~chatzilla@d66-183-118-10.bchsia.telus.net] has quit [Ping timeout: 480 seconds] 19:46:37 *** Frankr [~chatzilla@cpc4-pres13-2-0-cust231.pres.cable.virginmedia.com] has joined #openttd 20:02:26 *** Progman [~progman@p57A1B492.dip.t-dialin.net] has quit [Remote host closed the connection] 20:05:58 <michi_cc> Alberth: How about just passing -delete to find? No problem with spaces, strange chars or whatever. 20:05:58 *** pugi [~pugi@host-091-097-075-220.ewe-ip-backbone.de] has quit [Read error: Connection reset by peer] 20:07:32 <Alberth> useful to know, thanks 20:20:30 *** pugi [~pugi@host-091-097-075-220.ewe-ip-backbone.de] has joined #openttd 20:26:28 *** Muxy [~Muxy@main.goulp.net] has joined #openttd 20:26:55 <Muxy> Hello here 20:29:12 <Muxy> Yexo: i put some stuff for NoAI VehicleOld, if you have some time, can you, please, take a look at it ? 20:31:19 <andythenorth> Friday night, and andythenorth is doing work 20:31:21 <andythenorth> which is good 20:34:01 *** Zuu [~Zuu@h-114-141.a98.priv.bahnhof.se] has joined #openttd 20:39:39 *** KritiK [~Maxim@176.14.193.107] has joined #openttd 20:58:10 <Yexo> Muxy: later this weekend 21:18:25 <andythenorth> bed 21:18:27 *** andythenorth [~Andy@cpc23-aztw25-2-0-cust33.aztw.cable.virginmedia.com] has left #openttd [] 21:38:22 <Terkhen> good night 21:44:23 *** HerzogDeXtEr1 [~Flex@i59F6B876.versanet.de] has quit [Read error: Connection reset by peer] 21:45:39 *** HerzogDeXtEr [~Flex@i59F6B876.versanet.de] has joined #openttd 21:55:45 *** DDR [~chatzilla@d66-183-118-10.bchsia.telus.net] has joined #openttd 21:59:40 *** Wakou [~stephen@host86-156-51-246.range86-156.btcentralplus.com] has joined #openttd 22:11:53 *** Honza [~Miranda@2.237.broadband7.iol.cz] has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 22:13:50 *** Alberth [~hat3@2001:980:272e:1:21a:92ff:fe55:fc8d] has left #openttd [] 22:17:13 <frosch123> night 22:17:16 *** frosch123 [~frosch@frnk-590fd5c5.pool.mediaWays.net] has quit [Remote host closed the connection] 22:42:28 *** glx [glx@2a01:e35:2f59:c7c0:1c3a:44af:cdb2:91d7] has quit [Quit: bye] 22:44:07 *** sla_ro|master [slaco@78.96.213.97] has quit [Quit: DANGER sla.ro is OFFLINE DANGER] 22:44:09 *** glx [glx@2a01:e35:2f59:c7c0:1c3a:44af:cdb2:91d7] has joined #openttd 22:44:12 *** mode/#openttd [+v glx] by ChanServ 22:49:01 *** pugi [~pugi@host-091-097-075-220.ewe-ip-backbone.de] has quit [] 22:58:20 *** Zuu [~Zuu@h-114-141.a98.priv.bahnhof.se] has quit [Ping timeout: 480 seconds] 23:16:35 *** TGYoshi [~TGYoshi@86.81.146.146] has quit [Quit: Hugs to all] 23:30:54 *** AsteconnL [~chatzilla@host-89-243-184-67.as13285.net] has joined #openttd 23:33:11 <AsteconnL> Greetings all! My name isn't Dave 23:35:58 <V453000> hi Dave 23:36:08 <TrueBrain> is it John? 23:36:26 <AsteconnL> Negative 23:36:31 <TrueBrain> Ben? 23:36:34 <TrueBrain> Steve? 23:36:40 <TrueBrain> owh, this will take a while; how long do you have? 23:36:41 <AsteconnL> Nope 23:36:53 <AsteconnL> I'm likely to be awake until 4am BST o.o 23:36:54 <V453000> I just feel like in a lunatic asylum where a new insane person comes and introduces themself ... especially saying "My name isnt..." 23:37:24 <TrueBrain> I think it is Dave, and it is just to make us burst our heads 23:38:41 <AsteconnL> You would be incorrect, sir! 23:42:05 <Mazur> Liar. 23:42:18 <Mazur> Is rail in reverse. 23:42:39 <Mazur> I'm a little airplane. 23:43:43 <AsteconnL> Greetings Mazur 23:44:11 <AsteconnL> Depending on the target of your initial statement you are either correct or incorrect. 23:45:00 <Wakou> Is there any news about 32bpp? the game is not as good any more. 23:45:20 <Wakou> How do i regress my install to when it worked? 23:48:26 <Mazur> Radical way: remove the lot and reinstall. Less radical: identify which newGRFs are 32npp and remove those. 23:50:58 <AsteconnL> Gentlemen - I am struggling to decide upon a locomotive for my network, needed for a short passenger linem, with UKRS2. I have narrowed it down to the choice of either the 0-6-0 Austerity, the 2-6-2 Ivatt, the 4-4-2 suburban, or the 0-6-0 Pannier. I could use the Railcar, but it's not terribly reliable 23:51:35 *** AsteconnL is now known as Asteconn 23:53:44 <Mazur> You play with breakdowns? 23:54:13 <Mazur> Sorry, hardly any masochists around here. 23:57:36 <Asteconn> Yes. Yes I do :D 23:58:30 *** Melkyore [HanzoJR@pc-94-52-101-190.cm.vtr.net] has joined #openttd 23:59:40 <Melkyore> I hate not asking about asking a question 23:59:44 <Melkyore> anyway