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09:22:31 <poopypants> what 09:22:53 <planetmaker> electric rails and non-electric rails have each their own depot 09:23:15 <planetmaker> in an un-electrified depot you can't buy trains which are running using a pantograph 09:24:14 <poopypants> in my curent depot i can buy steam deisel and electrical trains and all the other carts but passenger 09:26:59 <Alberth> you have selected a filter on cargo ? 09:27:04 <planetmaker> aye. What year is it? Do you use any NewGRFs? Can you buy and build monorail or maglev trains / engines? 09:28:28 *** TheMask96 [martijn@89.104.166.242] has quit [Ping timeout: 480 seconds] 09:28:58 <poopypants> year-1988 09:34:15 *** TheMask96 [martijn@89.104.166.242] has joined #openttd 09:41:31 <Alberth> i guess we need a screen shot of the buy menu, or the save game 09:46:40 <poopypants> k 09:46:41 *** Thurak [~oftc-webi@87-194-20-232.bethere.co.uk] has joined #openttd 09:49:30 <Thurak> whats a good way to use rails 09:53:00 <Alberth> such that's used by train? 09:53:29 <poopypants> https://www.dropbox.com/s/0wxqzcr70bs5aea/open%20ttd.PNG 09:53:34 <Alberth> or trains, if you like a challenge :) 09:53:36 <poopypants> heres my screenshot 09:53:43 <poopypants> buy menu 09:54:32 <Alberth> why are they in grey? 09:54:48 <Xaroth|Work> gray colour scheme? 09:55:16 <Alberth> there's no colour at all 09:55:30 <Xaroth|Work> the steel car has some colour 09:55:53 <Xaroth|Work> and the wood one 09:56:06 <Alberth> ok, this has no obvious problems, it seems 09:58:18 <Thurak> my trains keep crashing into each other.. 09:58:26 <Xaroth|Work> use signals 09:58:39 *** sla_ro|master [~sla.ro@85.186.160.35] has quit [] 09:58:45 <Alberth> don't press "ignore signal" 09:59:03 <Thurak> which signal should you use 09:59:22 <Xaroth|Work> depends on the track 09:59:39 <Alberth> path signals usually give the best results 10:00:02 <Alberth> in particular, one-way path signals :) 10:00:14 <poopypants> anyone know my problem? 10:03:10 <Thurak> ok it seems to work now 10:03:14 <Thurak> but my trains are breaking so often 10:03:33 *** montalvo [~montalvo@papc-ma276.st-andrews.ac.uk] has joined #openttd 10:04:28 <Thurak> it lost 5% reliability in the time it took to fill up at station... 10:07:13 <Xaroth|Work> get a train that has more reliability 10:07:16 <Xaroth|Work> or service them more often 10:07:19 <Alberth> if you play with breakdowns on, you have to be careful to select a train with high reliability, and have enough depots to have it serviced regularly 10:08:12 <V453000> or turn the shit off :) 10:08:28 <planetmaker> poopypants, provide a savegame. And you didn't answer all of Alberth's and my questions. Cut-out screenshots also are much less informative than those taken by ctrl+s ingame 10:08:58 <planetmaker> especially the "use of newgrf" question likely boils down to "use a sane collection of NewGRFs" 10:10:56 <Thurak> whats the setting to disable breakdowns 10:11:25 <V453000> vehicle_breakdowns 10:11:28 <planetmaker> that exact setting ^ 10:11:42 <poopypants> i dont know what happened but they are back again 10:11:48 <poopypants> but thx anyway 10:11:50 <Thurak> i cant find it.. 10:11:53 <planetmaker> ... 10:12:20 *** poopypants [~oftc-webi@d110-32-101-41.meb801.vic.optusnet.com.au] has quit [Quit: Page closed] 10:12:54 <planetmaker> Thurak, advanced settings. Filter them for breakdown 10:13:12 <planetmaker> in older version that's in the difficulty settings 10:13:16 <Thurak> ahh it was under servicing 10:13:45 <Thurak> apparently i was on reduced... and they broke down several times before reaching the destination after less than 5 years 10:14:16 <planetmaker> 5 years is a long service interval :-) 10:14:27 <Thurak> i left them to service automaticaly 10:14:59 <planetmaker> then you likely can improve where depots are placed 10:15:03 <Alberth> yeah, but by default it's 150 days or so 10:15:22 <planetmaker> they need be able to find them when needed. 10:15:22 <Thurak> is 150 not enough then? 10:15:26 <planetmaker> it is 10:15:31 <planetmaker> well. depends :-) 10:15:37 <Thurak> i had several depots placed along the line 10:15:49 <planetmaker> I prefer forced servicing before or after stations and putting that explicitly in the order lists 10:16:24 <V453000> they will break down anyway regardless what you do :| 10:16:25 <planetmaker> as that also makes sure that it definitely services and I know then exactly when and where 10:16:57 <planetmaker> for moderate to long distance you likely want them to service after each of the terminal stations 10:17:46 *** retro|cz [~retro@ip-78-45-93-251.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds] 10:20:18 *** roboboy [~robotboy@0001164c.user.oftc.net] has joined #openttd 10:21:19 *** HerzogDeXtEr [~flex@i59F6C411.versanet.de] has joined #openttd 10:26:24 *** ntoskrnl [~not@a91-153-231-146.elisa-laajakaista.fi] has joined #openttd 10:28:54 <Thurak> time scale seems a little odd.. my trains seem to take over a year to get to destination 10:29:08 <Thurak> my money is vastly rising each trip they take, yet some of them get a loss of income last year 10:35:22 <Alberth> play 512x512 ? 10:38:10 *** zooks [~zooks@vhe-540241.sshn.net] has joined #openttd 10:41:46 <Thurak> i think it is on that 10:41:51 <Thurak> slow trains tho 10:44:03 <Alberth> scales are not unified or so, they are chosen such that it works for the game, which means different things live in different scales 10:44:38 <Alberth> the program is a game rather than a simulation :) 10:44:47 <V453000> XD 10:44:47 <V453000> XD 10:44:49 <V453000> XD 10:44:52 <V453000> scales 10:45:26 <Alberth> says the man with very fast slugs :D 10:46:05 <V453000> I just love the discussions about time or coordinate scales in openttd 10:46:11 <V453000> makes so little sense that its funny 10:48:40 <Alberth> some people are just obsessed with reality :D 10:48:59 <V453000> exactly, funny 10:52:16 <Thurak> how do i only have 60% transported, there is always a train loading up 10:53:41 *** TheMask96 [martijn@89.104.166.242] has quit [Ping timeout: 480 seconds] 10:56:21 <roboboy> Just wondering, how does OpenTTD detect NewGRFs for TTDPatch savegames and scenarios? 10:57:26 *** TheMask96 [martijn@polaris.ne2000.nl] has joined #openttd 11:01:39 <Alberth> scenarios are savegames 11:01:55 <roboboy> I imagine it's done by reading one of the savegame chunks that are defined in http://projects.tt-forums.net/projects/ttdpatch/repository/revisions/2386/entry/trunk/patches/loadsave.asm 11:01:58 <roboboy> I know that 11:02:13 <Thurak> if its a savegame it wont use NewGRFs 11:02:23 <roboboy> and that is true for both TTDP and OpenTTD 11:02:54 <Alberth> yeah, it would be a chunk somewhere 11:03:33 <roboboy> I get a warning from OpenTTD that there are missing GRFs and that theyv'e been disabled. I have copied the GRF from my TTDPatch installation to my OpenTTD shared newgrf folder and activated it 11:03:35 <peter1138> So I just had a successful meeting in the office, and now I'm working from home for the rest of the afternoon. 11:03:40 <peter1138> Is it acceptable to have a beer? :p 11:04:17 <Alberth> trunk/src/saveload/newgrf_sl.cpp would be the code 11:04:29 <roboboy> I should point out that the scenario from TTDPatch could be considered "corrupt" 11:04:59 <Alberth> activation doesn't mean anything when loading a game, it picks the newgrfs from the file 11:05:16 <roboboy> as TTDPatch also fails to display the station from the GRF when loading it 11:05:34 <roboboy> but it being activated should mean OpenTTD can find the GRF 11:05:35 <peter1138> I thought TTDPatch just had a list of NewGRFs in its config file which it always loaded. 11:05:53 <Alberth> I don't know how good the ttdpatch support is in openttd 11:05:54 <SpComb> peter1138: but is acceptable to have a beer and a game of openttd? 11:06:07 <roboboy> but it saves them to the savegame 11:06:20 <peter1138> SpComb, not sure when I last played a game of OpenTTD :( 11:06:48 <Alberth> ls -lt ~/.openttd/save/autosave :) 11:06:49 *** Chrill [Chrill@c83-253-81-174.bredband.comhem.se] has joined #openttd 11:07:13 *** jonty-comp [~jonty@000128f3.user.oftc.net] has quit [Ping timeout: 480 seconds] 11:07:23 <roboboy> I bet no one has ever tried loading a TTDPatch save game loaded into the TTDPatch scenario editor then saved as a scenario and then into OpenTTD as a scenario before 11:07:29 <Thurak> with Av8 is there anything that can move over 1000 tiles 11:08:13 *** Ristovski [~rafael@31.11.127.74] has joined #openttd 11:08:20 <Alberth> i thought you were playing 512x512? 11:08:28 <roboboy> I think I will have to look firther into TTDPatches code to fix this bug I am looking into 11:08:44 <Alberth> but I think av8 implements limited aircraft range 11:09:09 <Alberth> maybe you can disable it with a parameter (but you'd need to start a new game then) 11:10:38 <Thurak> ive been stating over several times 11:12:37 *** kais58___ [~kais58@cpc8-cwma7-2-0-cust113.7-3.cable.virginmedia.com] has quit [Read error: Operation timed out] 11:12:37 <Xaroth|Work> roboboy: why the hell would somebody want to do that? 11:13:08 <roboboy> to test either TTDPatch's saving code or OpenTTD's loading code 11:13:27 *** tigeroo [~tigeroo@pool-108-12-34-223.syrcny.fios.verizon.net] has quit [Quit: ~ Tigeroo ~] 11:13:36 <roboboy> I just did and I get told there are missing GRFs that are visible to OpenTTD 11:13:49 *** tigeroo [~tigeroo@pool-108-12-34-223.syrcny.fios.verizon.net] has joined #openttd 11:14:40 <roboboy> I know TTDPatch is broken somewhere in that process now as I was checking that TTDPatch's scenario loading code wasn't broken 11:15:14 <roboboy> now to go in with a debugger and work out where in the saveing code is broken 11:15:26 *** kais58___ [~kais58@cpc8-cwma7-2-0-cust113.7-3.cable.virginmedia.com] has joined #openttd 11:18:22 <Thurak> on a 512x512 map, is it 724 tiles from corner to corner, or is it calculated some other way 11:20:37 <peter1138> Probably manhatten distance. 11:21:45 *** Hendrick [~Hendrick@212.93.105.25] has joined #openttd 11:25:43 *** kais58___ is now known as kais58|AFK 11:29:31 *** Chrill [Chrill@c83-253-81-174.bredband.comhem.se] has quit [] 11:32:02 *** Supercheese [~Superchee@98.145.159.76] has quit [Read error: Connection reset by peer] 11:32:34 *** Supercheese [~Superchee@98.145.159.76] has joined #openttd 11:40:35 <SpComb> peter1138: no time like the present 11:41:54 <__ln__> manhatten? 11:42:26 <peter1138> Fat fingers. 11:47:04 <Thurak> do trains work well on short distances? 11:47:53 <peter1138> Yes. You got less profit for short distances, of course, but then that applies to all vehicles. 11:49:27 <Thurak> but planes dont seem to work very well on short distance because of landing circles 11:49:42 <Thurak> cars/trains dont have that, so i guess that makes them better options for short distances 11:52:10 <V453000> trains always work best 11:52:37 <peter1138> Even boat-trains. 11:53:05 <Thurak> trains are annoying to setup tho 11:53:10 <Thurak> expecialy over long distances 11:53:58 <V453000> especially boat-trains :> 11:54:05 <V453000> how are trains annoying to setup? :d 11:57:12 <Thurak> the rails 11:57:19 <Thurak> and for some reason my trains dont like working as i expect 11:59:14 <V453000> you should probably go play tetris instead if you dont like building rails XD 11:59:17 *** Japa_ [~Japa@117.201.101.233] has quit [Read error: Connection reset by peer] 12:00:27 *** Japa_ [~Japa@117.201.110.51] has joined #openttd 12:00:46 <Thurak> aww 12:00:49 <Thurak> well, i have a train station 12:00:57 <V453000> seriously openttd is mainly about rails 12:00:57 <Thurak> there is always a train loading, but it says im only transporting 75% 12:01:14 <peter1138> MOAR TRAINS 12:01:21 <V453000> yes because it is almost impossible to have 100% station rating in the long term 12:01:30 <V453000> see wiki.openttd.org and search for station ratings 12:01:41 <V453000> exactly peter1138 :> 12:01:55 <Thurak> its the forest im looking at for transported % 12:02:15 <V453000> yes, and the % transported is influenced by station ratings 12:03:20 <V453000> http://wiki.openttd.org/Station_rating#Station_rating 12:04:05 <Thurak> and the tonns of wood produced is just dropping 12:04:10 <Thurak> it was 99 when i started, its now 60 12:04:36 <peter1138> Happens. 12:04:41 <V453000> will probably grow in the long term though 12:04:42 <peter1138> Don't put all your eggs in one basket. 12:04:59 <V453000> -> MOAR INDUSTRIEZ 12:05:04 <V453000> :) 12:05:13 <peter1138> That's why we build networks. 12:05:16 <Thurak> ive got airships running passengers but airships are about to go out of date 12:05:32 <peter1138> Meh, they're pretty much a novelty item. 12:06:44 <Thurak> they are doing very well 12:08:44 <Thurak> well, the trains are making a nice profit i guess 12:10:31 <Thurak> started on 1920, its now 1950, i have £3.3million 12:10:55 <V453000> so you probably dont know how to spend the money anymore, yet you care about profit 12:10:56 <V453000> gg 12:11:59 *** Zuu [~Zuu@212.112.47.66] has joined #openttd 12:12:58 <Thurak> im waiting for the next size airport to unlock 12:14:28 <planetmaker> aircraft are not the best profit makers... trains scale much better to demand 12:27:10 <Thurak> are planes still bad to use then with Av8? 12:31:51 <planetmaker> planes are bad to use with airports ;-) 12:31:58 <V453000> :D 12:32:02 <V453000> (y) 12:32:32 <planetmaker> av8 planes are not worse or better in terms of through-put than default ones. Just that you got more, got realistic names, and got range limitations 12:33:00 <V453000> the range is majorly wtf 12:33:19 <Thurak> well planes dont have infinite fuel 12:33:24 <planetmaker> well... yes. no. 12:33:41 <Thurak> but... if its got a range of 600, and you make it fly to an airfield 599 blocks away, it can circle around it for 4 hours if nessesary :P 12:33:59 <V453000> I suppose it is nice in the terms of making at least some variety in aircraft, but not being able to see some gui thing how far can my plane go, is just annoying and nothing else :| especially as autoreplacing changes these values 12:34:21 <planetmaker> such thing is usually taken into account anyway, Thurak. That *is* realistic; contrary to what you seem to assume in your joking remark ;-) 12:35:13 <Thurak> well yes, planes normally carry something like the fuel needed to get to the nearest different airport + 15mins or something like that 12:35:51 <Thurak> yeah some way to measure distance would be nice 12:36:11 <V453000> realistic discussion ftw 12:40:49 <Thurak> can you turn trees off? i find that they make building rails a bit harder as you cant see waht your doing sometimes 12:41:16 <Alberth> try 'x' and/or CTRL+x :) 12:42:21 <Thurak> thx, that should help 12:42:40 <Alberth> although anyone playing a realistic game would refrain from such cheats ;) 12:42:48 <roboboy> just remember you will still be charged for removing them 12:44:07 <V453000> XD 12:45:52 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Read error: Connection reset by peer] 12:46:33 *** Hendrick [~Hendrick@212.93.105.25] has quit [Quit: Truly, the end of days.] 12:46:53 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 12:48:05 *** tycoondemon [~ashnohoe@ip503d7ac1.speed.planet.nl] has joined #openttd 12:51:32 *** tycoondemon [~ashnohoe@ip503d7ac1.speed.planet.nl] has quit [] 12:51:53 *** tycoondemon [~ashnohoe@ip503d7ac1.speed.planet.nl] has joined #openttd 12:53:56 <roboboy> gnight peoples 12:56:54 *** retro|cz [~retro@ip-78-45-93-251.net.upcbroadband.cz] has joined #openttd 13:03:45 <planetmaker> g'night roboboy 13:07:23 *** roboboy [~robotboy@0001164c.user.oftc.net] has quit [Ping timeout: 480 seconds] 13:10:24 <Thurak> finally got a railway thats somewhat alright 13:10:42 <Thurak> about 170 in length 13:10:53 <Thurak> £13k per round trip 13:16:29 *** Hendrick [~Hendrick@212.93.100.47] has joined #openttd 13:16:55 <planetmaker> money figures are so... uncomparable. Currency, inflation enabled yes/no, choice of NewGRFs, map size, starting year, competition. They all have tremendous influence on whether an income number is an achievement or not :-) 13:18:19 <Belugas> hello 13:20:59 <Thurak> its an achievement if you consider how new i am to openttd :P 13:21:46 <Thurak> wtf did i do that for 13:21:56 <Thurak> i put the station about 20 tiles away from where it was supposed to be 13:23:41 <planetmaker> heya Belugas 13:26:33 <Belugas> hello sir planetmaker :) 13:26:47 <Belugas> lovely friday, before long weekend! 13:27:15 <Belugas> yes, peter1138... monday i do NOT work@work! 13:27:44 <planetmaker> oh yes, lovely. Lovely windy, rainy. Quite autumn like :D 13:27:52 <planetmaker> But weekend is near. Very near :-) 13:28:51 <Belugas> sat: suny, sun:sunny, mon:rain. today: dazzling! 13:28:56 <Belugas> can't complain ;) 13:29:16 <Belugas> all the trees are turning redish, so yeah... fall is there alright 13:37:35 <Prof_Frink> It's just clouded over on the Costa del Purbeck. 13:49:26 <Thurak> why is the game doing this to me D: every time i order a large replacement, half way through a new vehicle thats much better comes out 13:52:12 <Alberth> you have a newgrf with too many vehicles :) 13:53:08 <Thurak> dont think so, ive got one for hover cars, Av8, and vacuum trains, but im miles away from getting the trains or cars 13:58:14 <planetmaker> Thurak, it's variety. Offers you choice for different situations and needs ;-) 13:58:19 <planetmaker> Not 'too many' :D 13:58:40 <Thurak> im just being unlucky with my choice of when to upgrade :P 14:00:32 <planetmaker> just skip two of three updates :-) 14:01:22 <Alberth> or give up on the idea that all your trains must use the same engine 14:01:51 <planetmaker> you don't buy a new car every year just because the manufacturer releases a "new" version 14:03:46 <Terkhen> hello 14:04:37 <Alberth> unless you're bored, and have no idea what to do with your money :p 14:05:46 *** sla_ro|master [~sla.ro@85.186.160.35] has joined #openttd 14:09:21 <planetmaker> yeah, those people do exist :D 14:09:22 <planetmaker> hi Terkhen 14:13:16 *** Hendrick_ [~Hendrick@212.93.100.47] has joined #openttd 14:18:23 *** Hendrick [~Hendrick@212.93.100.47] has quit [Ping timeout: 480 seconds] 14:21:27 *** zooks [~zooks@vhe-540241.sshn.net] has quit [Ping timeout: 480 seconds] 14:23:09 <Eddi|zuHause> "X.Org fixes 20 year old security hole" 14:26:56 <peter1138> ? 14:27:55 <Eddi|zuHause> CVE-2013-4396 14:30:06 *** tycoondemon [~ashnohoe@ip503d7ac1.speed.planet.nl] has quit [] 14:33:32 *** workstaro0o [~oftc-webi@62.58.16.80] has quit [Quit: Page closed] 14:35:31 *** tycoondemon [~ashnohoe@ip503d7ac1.speed.planet.nl] has joined #openttd 15:03:53 <Thurak> so painful watching my trains climb a mountain .. 15:04:53 <Alberth> add another engine 15:05:03 <Alberth> or use shorter trains :) 15:05:42 <Eddi|zuHause> or enable "realistic" acceleration 15:06:27 <Belugas> or flattten the mountain 15:06:31 <Belugas> or add a tunnel 15:07:07 <Thurak> well im on 1952 atm 15:07:26 * Alberth uses a long track to go up a hill: http://devs.openttd.org/~alberth/long_way_up.png 15:07:30 <Thurak> im just going to accept it i think, it makes £100k per trip 15:07:47 <Thurak> the track is straight for almost 1000 tiles 15:08:07 <Alberth> how boring 15:08:24 <Thurak> its pretty good tho 15:13:11 <V453000> go use superstrong class :P 15:13:42 <Alberth> good idea :) 15:15:12 *** KouDy [~koudy@188.75.190.58] has joined #openttd 15:16:38 <Pinkbeast> ... write the patch for banking engines :-/ 15:17:00 <V453000> why :) 15:19:02 <Pinkbeast> ... because the occasional case where you have to double-head something for umpty billion tiles so it can make its way up one lousy hill is vexing and, depending on where you're from, unprototypical? 15:19:43 <V453000> wait what is a banking engine ._. 15:20:35 <Pinkbeast> In British steam-era usage (and maybe some other places), you stop at the bottom of a steep hill and a "banking engine" is coupled on at the back. 15:20:47 <V453000> lol 15:20:55 <Pinkbeast> The name means what it does, not what it _is_ - there were very few dedicated banking engines. 15:21:06 <V453000> why not set max_height to 1 already XD 15:21:12 <V453000> cause that is all it would do for gameplay 15:21:58 <Pinkbeast> https://en.wikipedia.org/wiki/MR_0-10-0_Lickey_Banker is the odd case of a locomotive built to go up a particular bank 15:22:27 <Pinkbeast> Er, no, it seems clear it would have very different effects to setting max_height to 1 15:23:03 *** TomyLobo [~foo@91-65-113-111-dynip.superkabel.de] has joined #openttd 15:25:55 <Eddi|zuHause> banking engines are still very common in germany 15:26:28 <Eddi|zuHause> but they are not a "dedicated series" anymore 15:26:30 <V453000> germany trains are obviously in the steam age :P 15:26:35 <V453000> typically the ICEs :P 15:26:51 <Pinkbeast> Eddi|zuHause: Well, "Big Bertha"'s very much the oddball in being a dedicated banking design. 15:27:13 <Eddi|zuHause> yes, even ICEs sometimes get a banking engines, when less than half the motor units are operational 15:27:39 <Pinkbeast> Oh, there's the LNER U1 (https://en.wikipedia.org/wiki/LNER_Class_U1) as well 15:28:09 <Eddi|zuHause> well the bavarians had http://de.wikipedia.org/wiki/Bayerische_Gt_2Ã4/4 15:28:20 <Pinkbeast> But Bertha's more specific to one bank inasmuch as she couldn't go around many of the corners on the rest of the railway. 15:29:12 <Eddi|zuHause> well german steep lines tend to have the sharpest corners as well 15:29:29 <Eddi|zuHause> there's very little places where you go straight up the hill :p 15:29:40 <Pinkbeast> Yes, Bertha couldn't have been used on other banks, even. :-/ 15:29:59 <Pinkbeast> That German one's a bit mad, most impressive 15:34:10 <DorpsGek> Commit by planetmaker :: r25827 trunk/src/lang/english.txt (2013-10-11 15:34:04 UTC) 15:34:11 <DorpsGek> -Fix [FS#5768]: Unify capitalization of strings used in Sort-By dropdown menu 15:40:03 <Thurak> whats an easy way to convert from regular to electric rails 15:40:14 <Thurak> would i just have to sell all the trains, and replace all rails 15:40:35 <Eddi|zuHause> there is a "convert" button on the right of the rail toolbar 15:41:02 <Eddi|zuHause> just drag this over your rails, and you're done 15:41:16 <Pinkbeast> Thurak: It only gets hard when converting to monorail/maglev where the existing trains can't run 15:41:17 <Thurak> oh wait, the steam/diesel trains would still run over electric wont they 15:41:17 <Eddi|zuHause> then use the autoreplace function 15:41:28 <Eddi|zuHause> yes 15:41:28 <Thurak> autoreplace? 15:41:35 <Thurak> for autoreplace do you mean for rails or the trains 15:41:48 <Eddi|zuHause> convert is for rails, replace is for trains 15:41:52 <Thurak> ok 15:42:01 <DorpsGek> Commit by planetmaker :: r25828 trunk/src/widgets/dropdown.cpp (2013-10-11 15:41:55 UTC) 15:42:02 <DorpsGek> -Doc [FS#5785]: Description of parameters for ShowDropDownMenu was partially swapped (3298) 15:42:47 <peter1138> +r? 15:42:49 <Thurak> ahh so i can just drag the upgrade over my whole map, yay :D 15:43:13 <Eddi|zuHause> naybe "3298" is a nickname? :p 15:43:18 <Eddi|zuHause> +m 15:43:23 <Eddi|zuHause> -n 15:43:31 <peter1138> mickmane 15:43:40 <Eddi|zuHause> yes 15:44:49 <Pinkbeast> Thurak: If you're at the money-is-irrelevant point, yes. :-/ 15:45:05 <Thurak> im at the point where money is somewhat irrelevant 15:45:26 <Thurak> i cant convert oceans to land yet, but converting rails is easy 15:45:35 <Alberth> too easy, imho 15:46:11 <Pinkbeast> With NuRails I find the point where you have to do line-by-line upgrades is at least later 15:46:24 <Eddi|zuHause> use a track set with extreme cost progression 15:47:26 <Thurak> well i have the vacuum trains newGRF, i think it said they can go up to 4100mph 15:47:37 <Thurak> not sure what the acceleration is like tho 15:48:00 <planetmaker> 10 cm/s^2 ;-) 15:48:06 <V453000> one of the dumber newGRFs :) 15:48:42 <Pinkbeast> I miss the UKRS1 goods/pax maglevs that didn't just replace the whole universe 15:48:46 <Eddi|zuHause> yeah, almost as unrealistic as NUTS :p 15:49:16 <V453000> why do you miss them? :) 15:49:19 <V453000> they are still there? 15:49:40 <Pinkbeast> Because UKRS2 is so compelling in other respects I use it instead. 15:49:56 <V453000> 2 looks pretty bad to me 15:50:34 <Pinkbeast> Don't use it, then. 15:50:36 *** DDR [~chatzilla@184.71.170.250] has joined #openttd 15:50:43 <V453000> I dont? :) 15:51:45 *** Sturmi [~sturmi@p4FEDCE06.dip0.t-ipconnect.de] has joined #openttd 15:53:52 <Thurak> can you disable those mesages at the bottom that say when something is running negative profit 15:54:45 <Pinkbeast> Thurak: Trouble is, sometimes they matter. Feeder services strike again? 15:55:00 <Thurak> no its just because the rail is so long 15:55:24 <Thurak> it can take them over a year to get around 15:55:45 <Thurak> so it will have a loss of £5000 or so, but when it then gets to the end, it makes me £300k 15:56:00 <Pinkbeast> That's a bit of a special case. :-/ 15:56:34 <Sturmi> yes you can disable them, its somewhere in the advanced settings 15:58:34 <Thurak> ahh something to spend my millions on, concorde 15:59:22 <Thurak> derp... concorde can only go 1000 tiles 15:59:35 <V453000> lol 15:59:43 <V453000> njoy realism XD 16:00:03 <Pinkbeast> Couldn't you stop it with no load/unload at an intermediate airport? 16:01:02 <V453000> XD 16:01:21 <Sturmi> will concorde crash in y2000 16:04:21 <Thurak> shortly after i think 16:06:26 *** valhallasw [~valhallas@zeroshell2.strw.leidenuniv.nl] has quit [Quit: leaving] 16:11:43 *** TheMask96 [martijn@polaris.ne2000.nl] has quit [Ping timeout: 480 seconds] 16:16:43 *** TheMask96 [martijn@polaris.ne2000.nl] has joined #openttd 16:17:30 <planetmaker> hm... can anyone follow FS#5783? http://bugs.openttd.org/task/5783 16:19:52 <Thurak> is there an easy way to upgrade an airport 16:20:01 <Thurak> or must i send all the planes somewhere else and rebuild 16:20:02 <planetmaker> destroy. And re-build. 16:20:11 <Thurak> ok, gota work out what to do with the planes then.. 16:20:18 <planetmaker> And then be mad that local authority doesn't allow re-building ;-) 16:20:28 <planetmaker> you can close airports... 16:20:55 <Eddi|zuHause> i just click on every approaching plane and skip to next order 16:21:07 <Eddi|zuHause> until the airport is empty 16:21:35 <Eddi|zuHause> pausing helps a lot :) 16:23:04 <Thurak> i send all to hangar, and sold all in the airport i was going to replace :P 16:23:08 <Thurak> then rebought htem again 16:25:21 *** montalvo [~montalvo@papc-ma276.st-andrews.ac.uk] has quit [Quit: Textual IRC Client: www.textualapp.com] 16:26:02 *** Progman [~progman@p57A1B2DC.dip0.t-ipconnect.de] has joined #openttd 16:26:22 *** oskari89 [oskari89@62-241-226-106.bb.dnainternet.fi] has joined #openttd 16:38:41 *** valhallasw [~valhallas@5070A0D5.static.ziggozakelijk.nl] has joined #openttd 16:44:26 <Taede> i think he means that the goto-button in vehicle orders no longer shows as active, though the cursor is still in 'assign next click as go-to order' mode 16:46:13 <Taede> depends on which goto-dropdown option you select, the bug seems to manifest when having goto active, then clicking 'share orders' from the drop-down 16:46:18 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 16:46:21 *** mode/#openttd [+v glx] by ChanServ 16:47:45 <Taede> is that helping or am i just confusing you even more? 16:52:21 *** retro|cz [~retro@ip-78-45-93-251.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds] 16:55:01 <planetmaker> maybe that's it... I found that the button remains active 16:56:16 <Taede> <- using r25826 16:56:27 *** andythenorth [~Andy@194.168.185.226] has joined #openttd 16:56:57 <planetmaker> ah, yes. It remains not active when selecting another option a 2nd time 16:57:14 <planetmaker> ty 16:58:09 <andythenorth> o/ 17:09:38 *** kais58|A1K [~kais58@cpc8-cwma7-2-0-cust113.7-3.cable.virginmedia.com] has joined #openttd 17:11:18 *** kais58|AFK [~kais58@cpc8-cwma7-2-0-cust113.7-3.cable.virginmedia.com] has quit [Ping timeout: 480 seconds] 17:25:33 *** frosch123 [~frosch@frnk-590fc314.pool.mediaWays.net] has joined #openttd 17:29:56 <Thurak> great.. i add more trains and im now making smaller profits 17:30:24 <Pinkbeast> Thurak: Are they running empty? 17:30:37 <Thurak> no, i think i might need to make it 2 rails each way 17:31:30 <andythenorth> @seen danmack 17:31:30 <DorpsGek> andythenorth: danmack was last seen in #openttd 6 days, 20 hours, 39 minutes, and 38 seconds ago: <DanMacK> not yet 17:32:10 <Thurak> on the bright side i have 6 trains in station all the time ready to accept the coal 17:32:49 *** andythenorth [~Andy@194.168.185.226] has quit [Quit: andythenorth] 17:35:58 <Pinkbeast> That may be, er, too many trains. 17:45:27 <DorpsGek> Commit by translators :: r25829 /trunk/src/lang (english_US.txt vietnamese.txt) (2013-10-11 17:45:19 UTC) 17:45:28 <DorpsGek> -Update from WebTranslator v3.0: 17:45:29 <DorpsGek> english_US - 2 changes by Supercheese 17:45:30 <DorpsGek> vietnamese - 9 changes by nglekhoi 17:48:00 <Thurak> well im trying to improve the coal mine atm 17:48:09 <Thurak> hopefully it will rise enough to fill this many trains eventually 17:50:42 <Pinkbeast> Sell the trains for now, use the capital elsewhere, keep an eye on "waiting cargo" to see when it improves. I suggest. 17:51:07 <Thurak> each train delivery makes me £800k 17:51:12 <Pinkbeast> But (not to be Captain Obvious) if waiting for full loads, line capacity is used up by the mine's production, not by waiting empty trains. 17:51:12 <Thurak> the trains cost less than that 17:51:41 <Pinkbeast> Thurak: I daresay, but you still can't deliver more coal than the mine produces and the excess trains are wasted. 17:51:53 <Thurak> yeah its set to full loads, and now i added more signals and improved the lines a bit, the coal mine is the bottleneck 17:52:28 <Thurak> true, but the coal output can increace 17:52:33 <Thurak> ive futureproofed it 17:52:49 <Pinkbeast> I suppose if money is semi-irrelevant... 17:53:05 <Pinkbeast> The thing to watch for is where capacity decreases and you get a backlog of trains waiting to get into the station. 17:53:40 <Thurak> ahh time to upgrade to maglev 17:55:05 <Pinkbeast> *blink* weren't you in the 50s last time we checked? 17:55:20 <Thurak> yeah 17:55:25 <Thurak> 2025 now 17:56:04 *** oskari892 [oskari89@62-241-226-106.bb.dnainternet.fi] has joined #openttd 17:58:55 <Thurak> damn, hills really slow down maglevs 17:59:05 <Thurak> tho quick acceleration again after 17:59:19 <Pinkbeast> I forget how fast the game is without a daylength patch... time to start digging canyons? 18:00:46 <Thurak> canyons? 18:01:03 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginmedia.com] has joined #openttd 18:01:16 <Thurak> when i get the vacuum trains in a few years ill make a long flat straight line over the sea :P 18:01:23 <Pinkbeast> If hills slow down maglevs, remove the hills. # some people find this a bit gamey 18:01:25 <Thurak> since i have enough cash to make a land bridge 18:01:57 <andythenorth> adventures in python #1812 18:02:03 <andythenorth> self.some_list = [self] 18:02:07 <andythenorth> Alberth: ?? ^ 18:02:08 <andythenorth> wise? 18:02:38 *** oskari89 [oskari89@62-241-226-106.bb.dnainternet.fi] has quit [Ping timeout: 480 seconds] 18:02:41 <Thurak> 4100 km/h trains.. maybe i should make a 2k map next 18:03:03 <Sturmi> o.O 18:03:15 <Alberth> andythenorth: doesn't look wrong, but it depends a bit on what "some_list" represents 18:03:35 <andythenorth> something I want to iterate over later, calling item.method() 18:04:09 <andythenorth> it's only going to put a reference to the object in, right? 18:04:12 <Alberth> I would expect that list to be in some more global class 18:04:18 <andythenorth> I'm not going to get stuck in some recursion? 18:04:30 <Alberth> no, it'll work fine 18:04:45 <andythenorth> I could rearchitect it to be less odd 18:04:48 <andythenorth> but that involves work 18:04:55 <andythenorth> and the only payoff is elegance :P 18:05:10 <Alberth> unless you call a method that walks over some_list recursively :) 18:05:37 <andythenorth> well self.some_list is in __init__ 18:05:47 <andythenorth> so if I called __init__ in the iterator, that will go badly 18:06:03 <andythenorth> I'll refactor it iff it solves the actual problem 18:06:03 <andythenorth> :) 18:06:24 <Alberth> no, what I mean is def f(): for x in self.some_list: x.f() 18:06:52 <andythenorth> yeah 18:07:01 <andythenorth> that might be unwanted 18:11:45 *** Thurak [~oftc-webi@87-194-20-232.bethere.co.uk] has quit [Quit: Page closed] 18:21:11 *** kais58|AFK [~kais58@cpc8-cwma7-2-0-cust113.7-3.cable.virginmedia.com] has joined #openttd 18:21:15 <andythenorth> so putting 8/8 graphics on 1/8 leading part does cause tunnel clipping 18:21:18 <andythenorth> for the record 18:21:28 *** kais58|AFK is now known as kais58___ 18:22:52 *** kais58|A1K [~kais58@cpc8-cwma7-2-0-cust113.7-3.cable.virginmedia.com] has quit [Ping timeout: 480 seconds] 18:22:54 <peter1138> Suprise.. 18:35:11 * Belugas is back behind his keyboard 18:35:25 * Belugas is away from keyboard, fetching some coffee 18:36:44 * Belugas is back behind his keyboard, burping 18:37:05 <Belugas> it's fun, isn't it? you all know what i'm doing :P 18:39:35 <peter1138> Err... 18:40:03 <andythenorth> can you instagram us a picture? 18:40:06 <andythenorth> on twitter? 18:42:35 <Rubidium> evening 18:43:04 <Eddi|zuHause> andythenorth: well my template solves tunnel clipping 18:43:20 <andythenorth> Eddi|zuHause: I am prepping to copy your template :) 18:43:41 <andythenorth> I concluded it's easier to copy your template into my compiler 18:43:51 <andythenorth> than adapt your compiler to the existing set ;) 18:44:02 <Eddi|zuHause> hehe :) 18:44:24 <Eddi|zuHause> you should easily be able to skip the part about turning angles 18:49:13 <peter1138> Oooh, I found 50p 18:49:40 <andythenorth> instagram 18:49:47 <Supercheese> 50 vertical lines progressive scan? 18:49:52 <andythenorth> what actually is instagram? 18:50:28 <peter1138> A silly image sharing site with a frontend program designed to apply shoddy filters to make photos like bad Polaroids. 18:50:34 <peter1138> +look 18:52:19 *** Wolf01 [~wolf01@host180-136-dynamic.244-95-r.retail.telecomitalia.it] has joined #openttd 18:52:26 <Wolf01> hello 18:52:57 <Alberth> hello 19:06:36 <andythenorth> hmm 19:06:46 <andythenorth> how many graphics blocks can a vehicle have in nml? 19:06:53 <andythenorth> just 1, or > 1? 19:07:58 <andythenorth> compiles fine with > 1 19:08:13 <frosch123> likely only the last one takes effect 19:08:35 <andythenorth> seems that all work 19:08:48 <andythenorth> I don't repeat callbacks 19:08:54 <planetmaker> yes, they all should work. If you define one callback twice, the last of those should be used 19:08:54 <andythenorth> each block handles different stuff 19:08:58 <planetmaker> maybe it's an error then 19:09:21 <andythenorth> afaict all is fine 19:09:35 <planetmaker> yes. Just defining the same callback several times not 19:10:01 *** APTX [APTX@aptx.org] has joined #openttd 19:10:07 <andythenorth> ta 19:20:34 <andythenorth> hmm, most recent commits are translations 19:20:46 <andythenorth> so how about fixing newgrf effect vehicles? o_O 19:22:07 *** sla_ro|master [~sla.ro@85.186.160.35] has quit [] 19:26:39 *** sla_ro|master [~sla.ro@85.186.160.35] has joined #openttd 19:28:26 *** tokai|mdlx [~tokai@port-92-195-94-142.dynamic.qsc.de] has joined #openttd 19:32:21 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Read error: Operation timed out] 19:56:21 *** perk11 [~perk11@broadband-46-242-13-101.nationalcablenetworks.ru] has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 20:00:20 *** kristal [~quassel@198-91-175-49.cpe.distributel.net] has joined #openttd 20:06:29 *** Haube [~michi@77-20-40-44-dynip.superkabel.de] has joined #openttd 20:10:29 <andythenorth> fun times with 'bad marshal data' 20:10:30 <andythenorth> :P 20:10:45 <Alberth> :) 20:10:50 *** oskari892 [oskari89@62-241-226-106.bb.dnainternet.fi] has quit [] 20:10:50 * andythenorth hunts down .pyc files 20:11:20 <Alberth> find . -type f -name "*.pyc" -print 20:11:46 <andythenorth> how handy 20:12:40 *** kristal [~quassel@198-91-175-49.cpe.distributel.net] has quit [Remote host closed the connection] 20:18:10 <Alberth> it can also delete them for you ;) 20:21:55 <andythenorth> I have been using rm src/*.pyc etc 20:21:59 <andythenorth> seems to work 20:22:04 * andythenorth is leet at unix :P 20:22:23 <Alberth> yeah, shell globbing is quite powerful :) 20:30:47 *** KritiK [~Maxim@0001264a.user.oftc.net] has joined #openttd 20:40:04 * andythenorth is having significant 'meh' about this train set 20:49:16 <andythenorth> I have to wrap all vehicles up in some silly pseudo consist object 20:49:23 <andythenorth> and do loads of boilerplate admin 20:50:24 <Taede> hire an assistant? 20:50:32 <andythenorth> good call 20:51:57 *** Alberth [~hat@a82-95-164-127.adsl.xs4all.nl] has left #openttd [] 20:52:46 <andythenorth> Eddi|zuHause: can I pick your brain on terminology 20:53:04 <andythenorth> the code is fricking simple, but distinguishing concepts is not :P 20:54:19 * andythenorth can't even formulate a sensible question :P 20:54:39 <andythenorth> the fundamental problem is that vehicles can contain vehicles 20:54:41 <andythenorth> which is all wrong 20:54:49 <andythenorth> because then vehicles can contain vehicles which contain vehicles 20:54:52 <andythenorth> recursively 20:55:01 <frosch123> meta vehicles :) 20:55:03 <TinoDidriksen> The well known truck truck truck. 20:55:16 <andythenorth> it's stupid :P 20:55:27 <andythenorth> the problem is only that I can't think of correct terms :P 20:55:32 <andythenorth> 'consist' is already taken 20:56:02 <andythenorth> the case I need to handle is vehicles with visible articulated parts 20:56:24 <andythenorth> each visible articulated part is made up of invisible parts and visible parts 20:56:43 <andythenorth> all of these are just vehicles, except that the first vehicle is an articulated vehicle 20:56:43 <Taede> construct? 20:56:48 <Eddi|zuHause> yes, that's how CETS works 20:56:49 <Taede> golem? 20:57:09 <frosch123> vehicles and sub-vehicles 20:57:12 <andythenorth> Eddi|zuHause: do you have terminology? 20:57:27 <andythenorth> I know the spec inside out for this, but I've never dealt with this insanity before :P 20:57:30 <andythenorth> it's a non issue for RVs 20:57:33 <Eddi|zuHause> i call the invisible parts "slice" 20:57:33 <frosch123> units and sub-vehicles 20:58:12 <andythenorth> ok, so vehicles are made up of slices 20:58:42 *** valhallasw [~valhallas@5070A0D5.static.ziggozakelijk.nl] has quit [Quit: zzz] 20:58:47 <Eddi|zuHause> yes, one vehicle consists of either 1 or 3 slices (technically the code allows flexibility here, but those are the only ones used) 20:59:14 <Eddi|zuHause> then an articulated consist can have multiple vehicles (like engine and tender, or MU) 20:59:24 <andythenorth> so you use consist for that? 20:59:33 <andythenorth> even though it conflates with ottd's definition of consist? 20:59:39 <Eddi|zuHause> not entirely sure 21:00:03 <Eddi|zuHause> the code only talks about "articulated parts", never the whole unit 21:00:21 <andythenorth> ok 21:00:38 <andythenorth> and each articulated part might have capacity etc? 21:00:45 <Eddi|zuHause> yes 21:00:54 <andythenorth> and that is always on the first slice of the articulated part? 21:01:02 <andythenorth> unless it's invalid for an articulated part? 21:01:07 <Eddi|zuHause> except for weight, which the stupid specs don't allow (yet) 21:01:10 <andythenorth> in which case it goes on the leading part of the consist 21:01:31 <andythenorth> and all of this is worth it to allow 10/8 long sprites? 21:01:39 <andythenorth> we can't just patch ottd? :P 21:02:02 <andythenorth> (I know you have the turning angles case) :) 21:02:44 <Eddi|zuHause> andythenorth: look in scripts/write_engine.py, i have there two sections "properties_slice" and "properties_master" 21:02:58 <andythenorth> got it 21:03:02 <Eddi|zuHause> "master" is only for the part that gets actual capacity, speed and stuff 21:03:13 <Eddi|zuHause> and "slice" mostly sets everything to 0, except length 21:03:24 <andythenorth> and you define master as first in list? 21:03:36 <andythenorth> looks like 21:04:01 <Eddi|zuHause> yes. looks like :) 21:04:22 <andythenorth> where's the input file in the repo? 21:04:31 <andythenorth> want to see how you define trailing vehicles with stats 21:04:32 <Eddi|zuHause> src/table/blah 21:04:56 <andythenorth> oh it's quite big :) 21:05:24 <Eddi|zuHause> use https://docs.google.com/spreadsheet/ccc?key=0AkXAVZqXTFQxdHM3UlpWM1hPZWpfeTlkdnZsMldjSkE&hl=de#gid=0 for better overview 21:05:30 <andythenorth> ta 21:06:15 <andythenorth> also big 21:06:34 <Eddi|zuHause> tenders etc. get "dummy" entry, which makes them never available for purchase 21:06:39 <andythenorth> yeah 21:06:56 <Eddi|zuHause> then they get stats as usual 21:07:13 <andythenorth> the tricky case I have is something like part 1 (50t) part 2 (33t) part 3 (80t) 21:07:19 <andythenorth> also each part has different lengths etc 21:07:38 <andythenorth> I need a clean interface to define that, which was not in scope for the original set design 21:07:46 <Eddi|zuHause> in "Set" column the "spec" entry controls the availability 21:09:03 <Eddi|zuHause> and the front vehicle gets an entry in the "artic" columns to decide which vehicle will be attached 21:09:39 <andythenorth> bingo 21:09:51 * andythenorth has been thinking about it all wrong 21:09:56 <andythenorth> just do this old style 21:09:59 <Eddi|zuHause> andythenorth: like i said, weight is currently problematic, because it's completely ignored by the game 21:10:05 <andythenorth> yeah 21:10:20 <andythenorth> but that's resolvable 21:10:25 <andythenorth> I solved it for BANDIT 21:10:29 <Eddi|zuHause> i think i handle that in processing.py somewhere 21:10:39 <andythenorth> it is a total PITA though 21:10:47 <andythenorth> articulated consist stuff is a train wreck :P 21:11:17 <andythenorth> I can see why pikka gave up on this 21:11:44 <frosch123> night 21:11:48 *** frosch123 [~frosch@frnk-590fc314.pool.mediaWays.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 21:12:27 <andythenorth> right, bed time 21:12:35 <andythenorth> thanks Eddi|zuHause you have cheered me up ;) 21:14:10 <Eddi|zuHause> andythenorth: there are some details about the table on the very bottom, if you want to understand some things :) 21:14:41 <andythenorth> seen them 21:15:40 <andythenorth> I still don't quite see how I'm going to solve this 21:15:50 <andythenorth> it's become a death march now ;P 21:15:56 <andythenorth> but I have more ideas 21:16:11 <andythenorth> I won't be happy until I've understood it for myself 21:16:34 <andythenorth> traditionally I'd build articulated consists by just defining each trailing part as a vehicle 21:16:40 <andythenorth> and then building them 21:16:44 <andythenorth> but that's simply not possible here 21:16:54 <andythenorth> I have to wrap each trailing part up in some pseudo vehicle crap 21:17:14 <andythenorth> which all has to be referenced from lead part 21:17:45 <andythenorth> if articulated parts could themselves be articulated it would be trivial ;) 21:19:46 *** Sturmi [~sturmi@p4FEDCE06.dip0.t-ipconnect.de] has quit [Quit: Sturmi] 21:20:23 *** HerzogDeXtEr1 [~flex@i59F6DD55.versanet.de] has joined #openttd 21:21:26 <andythenorth> I guess I just introduce a consist class 21:21:40 *** HerzogDeXtEr1 [~flex@i59F6DD55.versanet.de] has quit [Read error: Connection reset by peer] 21:22:09 <Eddi|zuHause> yeah, sounds sensible. just have to flatten it for the articulated callback 21:23:13 <andythenorth> it's more boilerplate in my python files defining each vehicle too :P 21:23:17 <andythenorth> but I'll live with it 21:23:24 <andythenorth> the alternative is complicated 21:24:11 <andythenorth> my code starts to look like javascript 21:24:20 <andythenorth> nested brackets and crap everywhere 21:27:02 *** HerzogDeXtEr [~flex@i59F6C411.versanet.de] has quit [Ping timeout: 480 seconds] 21:28:28 <andythenorth> Eddi|zuHause: does this formatting look all wrong to you? (don't worry about actual code content) http://pastebin.com/raw.php?i=H5AyAk79 21:29:24 <Eddi|zuHause> i'd probably not align it to the position of (, and put a newline behind the ( 21:29:45 <Eddi|zuHause> blah foo( 21:29:48 <Eddi|zuHause> x 21:29:50 <Eddi|zuHause> y 21:29:52 <Eddi|zuHause> z 21:29:55 <Eddi|zuHause> ) 21:31:20 <andythenorth> ta 21:31:59 <Wolf01> 'night 21:32:04 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 21:37:12 <andythenorth> bye 21:37:13 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginmedia.com] has quit [Quit: andythenorth] 21:39:46 *** jjavaholic_ [~jjavaholi@grahamg63.plus.com] has quit [Read error: Connection reset by peer] 21:47:08 *** Zuu [~Zuu@212.112.47.66] has quit [Read error: Operation timed out] 21:47:16 *** Elukka [~Elukka@a91-152-213-89.elisa-laajakaista.fi] has quit [Ping timeout: 480 seconds] 21:47:59 *** jjavaholic [~jjavaholi@grahamg63.plus.com] has joined #openttd 21:58:20 *** Alice3 [~Alice@cpc18-grim14-2-0-cust478.12-3.cable.virginmedia.com] has quit [] 21:59:51 *** ntoskrnl [~not@a91-153-231-146.elisa-laajakaista.fi] has quit [Ping timeout: 480 seconds] 22:32:22 *** djura-san [~djura-san@djura-san.user.oftc.net] has joined #openttd 22:33:11 <djura-san> hi there. I started playing this addictive game but i have one question: is there any way to save opened windows and load them when i load save? It is really annoying that i have to do that every single time 22:35:05 <Eddi|zuHause> no, that is not (yet) possible 22:35:35 <djura-san> aha, "yet" part indicates that it will be in future. Thank you for that info :) 22:36:05 *** sla_ro|master [~sla.ro@85.186.160.35] has quit [] 22:36:49 <djura-san> also one more question: is there time limit to this game? i started at 1930 but can i play it till... 4506? 22:37:12 <gynter> single player or online? 22:37:22 <gynter> on online it depends on server settings 22:38:02 <djura-san> offline 22:38:07 <djura-san> (single player) 22:38:10 <gynter> afaik not 22:39:08 <djura-san> wow, i'm starting to like this game a lot. IT looks a little old but i'm used to this in linux world: looks old (graphics) but the internals and mechanics are mindblowing. 22:39:33 <Eddi|zuHause> there is a "score" calculated at 2050, but you can play on until the year 5000000 22:39:51 <Eddi|zuHause> (you can play on afterwards, but it won't count the years up anymore) 22:40:02 <gynter> djura-san: well it's pased on TTD 22:40:05 <djura-san> thank you for your answers, i will push my luck till i can :) 22:40:14 <Eddi|zuHause> the original game is from 1994 22:40:18 <gynter> yes 22:40:36 <gynter> djura-san: http://en.wikipedia.org/wiki/Transport_Tycoon 22:40:50 <djura-san> yes, i figured that much out. I like the fact that i can build minimal game and just enjoy it 22:41:28 <djura-san> 64x64 tile, no founding industries and a little money. It is just too good 22:41:52 <gynter> Yes, I like small maps too 22:43:04 <djura-san> i managed to earn 1.900.000⬠with 156 rail parts. only 2 trains, no headache. Really a pleasure to play it 22:44:06 <Supercheese> While you cannot save opened windows, you can save their default size and save whether or not they are uncloseable when pressing del (or other key if you've remapped) 22:44:58 <Supercheese> the little square button deals with default sizing, while the pin/tack button deals with closeability ('stickiness') 22:46:00 <gynter> djura-san: you should play online :) 22:46:23 <djura-san> gynter: i dont like online play in general but thank you for the tip. 22:48:45 <djura-san> oh i got monies to build a bank. let's see how will that work :) 22:54:49 *** Progman [~progman@p57A1B2DC.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:58:03 <Eddi|zuHause> you build two banks and shove valuables back and forth 23:01:57 <djura-san> i figured out that i would need 2 banks so i went out to upgrade rail > monorail. Monies monies :) 23:06:21 *** Ristovski [~rafael@31.11.127.74] has quit [Quit: Leaving] 23:07:02 <djura-san> okay, thank you for this chat, i will go now. Have a nice day/evening :) 23:07:09 *** djura-san [~djura-san@djura-san.user.oftc.net] has quit [Quit: goes to :ninjamode:] 23:09:35 *** Jomann [~abchirk@e179036213.adsl.alicedsl.de] has quit [Remote host closed the connection] 23:31:51 *** Bad_Brett [~bad@78-69-118-27-no42.tbcn.telia.com] has joined #openttd 23:32:07 *** Devroush367 [~dennis@dD5765BAC.access.telenet.be] has quit [] 23:40:07 <Bad_Brett> hihiihhhihiihihiih 23:52:09 *** Hendrick_ [~Hendrick@212.93.100.47] has quit [Quit: Truly, the end of days.]