Log for #openttd on 18th March 2014:
Times are UTC Toggle Colours
00:03:00  <Eddi|zuHause> __ln___: got a 4096 and a 2048 with 65772 points on my first game
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00:32:41  <peter1139> Eh... game ends at 2048 :S
00:32:49  <peter1139> Oh, there's a keep going. Ok.
00:54:00  <Eddi|zuHause> i got a 8192 on the normal one
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01:01:32  <_habnabit> in subtropical, if a city says 'growing every N days' after food/water have been delivered, and a month goes by where the city doesn't get food/water, does the counter for growth reset? or does it count down just on months where the city is watered/fed?
01:01:43  <_habnabit> i'm not entirely sure how city growth happens
01:06:08  <Eddi|zuHause> it stops at the current value and then continues
01:07:28  <_habnabit> ah okay
01:07:38  <_habnabit> just as long as it doesn't reset, haha
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07:48:59  <Celestar1> lalalala
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07:51:13  <V453000> moomoomoomoomoo
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09:46:35  <Pikka> omo
09:52:17  <planetmaker> moin
09:55:02  <Pikka> true
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10:51:50  <Celestar> dudes :P
10:53:29  <V453000> moo
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11:45:44  <Eddi|zuHause> weird. i set my wall clock two days ago, and it's running 15 minutes late...
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11:54:02  <__ln___> i think the rest of the world is running 15 minutes early
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13:31:15  <peter1139> How many SEO experts does it take to screw in a light-bulb, bulb, light, eco bulb, lighting, electricity, hardcore, xxx ?
13:32:30  <Celestar> wtf is SEO?
13:32:54  <Eddi|zuHause> "search enginge optimisation"
13:33:11  <Eddi|zuHause> things you do so your page gets first result on google
13:35:46  <Flygon_> brb, getting my site on the first page when googling "Pokemon"
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14:19:08  <Pinkbeast> Celestar: Spam by any other name would smell as spammy
14:21:30  <NGC3982> SEO is not spam related?
14:21:34  <NGC3982> It's a great thing.
14:21:48  <NGC3982> Although, maybe a tad ambitious.
14:31:42  <Flygon> peter1139: How many SEO experts would it take to get Trainz 2012 running on a desktop PC?
14:31:46  <Flygon> I need to calculate it
14:42:22  <juzza1> Pikka: did you find some way around the diagonal "squishing" described here ?
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14:55:26  <Flygon> Huh
14:55:29  <Flygon> I never noticed that
14:56:58  <Flygon> Despite the fact that i have actually drawn art with that exact flaw...
14:57:10  <Flygon> Not very good art, mind you
15:12:31  <Pikka> juzza1, yes
15:12:36  <Pikka> I stopped doing it :)
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15:15:35  <Pikka> I also stopped lengthening the vehicles in the horizontal and vertical views. I'm getting used to it. :P plus there's (a little) hope that if newgrf sets are released with correct-length vehicles, a dev might be willing to revisit the issue ;)
15:22:03  <Flygon> Ah, got it working
15:33:14  <juzza1> ah, i see
15:35:55  <juzza1> rendering some models myself and was wondering if you already found a nicer solution, but i guess i'll go with shortening diagonal views for now
15:36:51  <Flygon> brb $$$ nagging friends to make Vic AUS set that happens to have realistic lengths :B
15:37:46  <Pikka> juzza1; if you're rendering, I'd just do them straight, don't shorten them :)
15:38:41  <Pikka> no sense in doing extra work just to make your sprites look wrong...
15:40:36  * Pinkbeast sees the spectre of mixed stretched and unstretched consists looming
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15:41:03  <planetmaker> Pikka: that's actually a good approach. It gives more reason to actually revisit it and renders the argument 'would break everything' less correct ;)
15:41:15  <Pikka> that's my thinking, planetmaker :)
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16:00:39  <juzza1> I found an automated & non-destructive way to shorten the diagonals in blender, so no extra work required. But i'll keep your argument in mind though, if when i actually create something playable :P
16:00:51  <juzza1> if/when
16:04:20  <planetmaker> 32bpp seems to be the new kid in town :D
16:05:05  <Pikka> he didn't say he was doing 32bpp ;)
16:06:02  <planetmaker> that's true. But honestly, if you render, it would be somewhat stupid to not include 32bpp at least as well :)
16:06:26  <planetmaker> or so I believe. I've little experience with rendering myself
16:06:44  <peter1139> Oh, the old 28/29/32 length issue...
16:06:52  <peter1139> Yeah, 32 bummed that one up.
16:07:44  <Pikka> true. rendering in 8bpp (a la av8) is a huge pain. :)
16:07:55  <Pinkbeast> But av8's so jolly
16:08:27  <Pikka> av9 will be better!
16:08:51  <Pikka> more pixels, more b!
16:09:22  <peter1139> 16x zoom!
16:09:33  <Pinkbeast> Remember I'm the person who built the YAMC YS-11 :-)
16:09:50  <Pikka> thanks :P
16:10:19  <Pinkbeast> Well, actually, I probably built the locomotive equivalent of the YAMC YS-11 but you know what I mean
16:11:36  <peter1139> Hey whatever happened to my RGB company colours patch...
16:12:07  <planetmaker> growing tentacles in a dark corner?
16:12:35  <peter1139> 13 months old :p
16:13:03  <planetmaker> what did it change?
16:13:24  <peter1139> Free-RGB company colours...
16:13:40  <Eddi|zuHause> weird shades of green and pink
16:13:47  <peter1139> Yup.
16:14:22  <planetmaker> ah
16:14:32  <peter1139> MY POOR EYS
16:14:34  <peter1139> +E
16:14:42  <Pikka> EYSE
16:14:44  <Xaroth|Work> EEYS?
16:14:49  <peter1139> :S
16:14:55  <planetmaker> still useull, I recon
16:14:59  <Pikka> MY POEOR EYS
16:15:01  <peter1139> ^B mode!
16:15:14  <peter1139> gotta love that van's offsets...
16:15:19  <Pikka> yes
16:15:24  <planetmaker> haha :)
16:15:48  <Pikka> hmm
16:15:51  <planetmaker> the train also has interesting ones
16:15:51  <Xaroth|Work> that truck looks attached to the train as well
16:16:00  <peter1139> Yeah the train's offsets are wrong too.
16:16:01  <Pikka> I *suppose* if I make a base set, I should use recolour masks
16:16:17  <planetmaker> you should
16:16:25  <Pikka> it's work though
16:16:31  <planetmaker> yes :(
16:16:46  <peter1139> Good luck with the edges...
16:17:14  <peter1139> Also I see I still suck at UI design... those colours sliders :p
16:17:56  <planetmaker> it misses adjacent or beneath the sliders a field where I can enter explicitly the colour value
16:18:13  <peter1139> Hah
16:18:17  <peter1139> And even a label...
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16:20:51  <peter1139> Bah, still not 4096 in that game...
16:20:55  <SpComb> 2048!
16:21:09  <peter1139> Yeah, 2048's hard enough.
16:22:21  <Xaroth|Work> got a link?
16:22:23  * Xaroth|Work bored
16:22:36  <SpComb>
16:22:56  <Eddi|zuHause> it's not that hard if you can follow your strategy, but at certain points it forces you to make a move against this strategy, and then you're screwed
16:23:04  <peter1139>
16:23:16  <peter1139> SpComb, ... nice
16:23:24  <Eddi|zuHause> SpComb: err :p
16:23:51  <SpComb> what? It's exactly the same gameplay mechanic :)
16:25:43  <Eddi|zuHause> SpComb: how many years does this take? :p
16:26:22  <SpComb> if 2048 is 2 minutes then 9007199254740992 would be somewhere around 16000 years
16:26:52  <SpComb> same difference
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16:30:33  <planetmaker> 4096 size, peter1139?
16:31:34  <Eddi|zuHause> i think there's a 16384 wobbling about in there now
16:32:27  <Xaroth|Work> nice one, SpComb
16:32:30  <Xaroth|Work> 4096 :P
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16:37:24  <Eddi|zuHause> 32768
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16:46:35  <Pikka> 16
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17:11:10  <peter1139> planetmaker, nah, just carrying on past 2048.
17:11:24  <peter1139> Though there's an 8192 one that's the same size... must be hard :S
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17:14:17  <Eddi|zuHause> not that hard, just licky
17:14:23  <Eddi|zuHause> 'lucky
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17:24:56  <peter1139> git rebase lol
17:25:06  <peter1139> 13 months of commits...
17:28:17  <Eddi|zuHause> nobody touched GUI code :p
17:28:25  <peter1139> Surely so...
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17:37:06  <peter1139> Yeah, right, let's see if this builds...
17:37:20  <peter1139> Probably should've test-compiled each rebase fix.
17:37:29  <peter1139> Gotta live dangerously :D
17:38:08  <Eddi|zuHause> put the rebases into a higher level versioning system :p
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17:45:16  <peter1139> Hmm, WindowDescs not longer const.
17:49:53  <peter1139> I remember when ottd took 15 seconds to compile on this machine :S
17:49:57  <peter1139> Pre-C++ of course.
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18:00:25  <peter1139> You know you've done good when it all compiles. And then fails to link.
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18:13:39  <DorpsGek> Commit by planetmaker :: r26412 /branches/1.4 (3 files in 3 dirs) (2014-03-18 18:13:33 UTC)
18:13:40  <DorpsGek> [1.4] -Change: We have a new titlegame (Fleashosio)
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18:36:20  <Eddi|zuHause> you've had the same machine since the C++ port?
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18:44:18  <peter1139> Yes
18:44:40  <peter1139> 2008
18:45:25  <DorpsGek> Commit by translators :: r26413 /trunk/src/lang (luxembourgish.txt polish.txt) (2014-03-18 18:45:17 UTC)
18:45:26  <DorpsGek> -Update from WebTranslator v3.0:
18:45:27  <DorpsGek> luxembourgish - 2 changes by Phreeze
18:45:28  <DorpsGek> polish - 1 changes by xaxa
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19:13:00  <andythenorth> o/
19:14:37  <planetmaker> \o
19:16:45  <Lacsap> Does anyone know why music doesnt work on ottd for mac?
19:17:06  <Lacsap> Everuthing else work even sound FX so I really don't get it
19:18:08  <andythenorth> Lacsap: which OS X?
19:18:20  <Lacsap> Mavericks
19:18:22  <andythenorth> hmm
19:18:26  <andythenorth> not working for me either
19:18:30  <andythenorth> just won't play
19:18:38  <andythenorth> but I'm sure it works on my wife's mac when our toddler plays
19:18:45  <andythenorth> both mavericks
19:19:28  <Lacsap> hmm thats really weird, I tried to download all music sets but none of them works
19:19:41  <Lacsap> But all sounds FX works
19:21:53  <andythenorth> same
19:22:07  <andythenorth> what ottd version?
19:22:46  <Lacsap> 1.3.3
19:22:54  <andythenorth> ok it works for me if I compile my own
19:23:00  <andythenorth> but not with a pre-compiled binary
19:23:13  <Lacsap> Oh wait I got it
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19:23:31  <Lacsap> Seems to be a bug reading the sounds volume value from the forum I checked
19:23:35  <Wolf01> hello o/
19:23:49  <Lacsap> When you get in a game just click the music icon and move the music volume slider
19:24:01  <Lacsap> Hello Wolf01
19:25:17  <andythenorth> Lacsap: just won't play for me
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19:25:22  <andythenorth> playback doesn't start
19:25:29  <andythenorth> might be a different issue :P
19:26:43  <Lacsap> andythenorth Did you click the play button after moving the slider?
19:26:49  <andythenorth> yes
19:28:29  <Lacsap> Hmmm then I really have no idea what it could be:/
19:29:10  <Wolf01> steam down again...
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19:36:33  <Phreeze> hi.
19:36:49  <Phreeze> anybody uses mirc ? Mine's asking for there a free skinnable good alternative ?
19:39:57  <Lacsap> On my windows machine I'm using HexChat which is pretty nice but it's a lot different from Mirc
19:49:46  * Pinkbeast fails to comprehend "skinnable good"
19:52:00  <DorpsGek> Commit by frosch :: r26414 /branches/1.4 (13 files in 4 dirs) (2014-03-18 19:51:54 UTC)
19:52:01  <DorpsGek> [1.4] -Update: documentation
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20:01:09  <DorpsGek> Commit by frosch :: r26415 tags/1.4.0-RC1/ (2014-03-18 20:01:02 UTC)
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20:01:10  <DorpsGek> -Release: 1.4.0-RC1
20:01:42  <andythenorth> o_O
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20:04:43  <andythenorth> lo Alberth
20:04:51  <Alberth> hi hi
20:05:22  <planetmaker> hey ho
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20:16:59  * andythenorth choosing truck names
20:20:35  <andythenorth> ha
20:20:41  <andythenorth> Albert is on my list :
20:20:51  <andythenorth> coincidentally :P
20:20:59  <andythenorth> maybe I should name a roster after devs
20:21:22  *** Alberth is now known as notadev
20:21:58  <planetmaker> :P
20:22:17  <andythenorth> notadev: you should have changed to notatruck
20:22:21  <planetmaker> No tad ev? :P
20:23:00  <notadev> andythenorth: nah, that's too close to your acronyms :p
20:24:49  *** notadev is now known as Alberth
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20:33:28  <V453000> thoughts about making everything purchaseable in nuts 1-tile long?
20:33:36  <V453000> e.g. 2 or 4 articulated wagons
20:33:43  <V453000> and 1-tile trains
20:34:01  <V453000> losing-wagons-during-autoreplace-to-longer-engines not anymore ?:D
20:34:05  <andythenorth> I don't use nuts much, but it would make sense
20:34:42  <V453000> it makes a lot of sense :d
20:35:00  <V453000> only thing you lose is amount of flexibility and freedom to get e.g. 1.5 tile worth of engines (3)
20:36:09  <andythenorth> shrug
20:36:21  <V453000> :D
20:36:25  <andythenorth> I'm not your best source of feedback though :)
20:36:33  <andythenorth> not being a dedicated user of NUTS...
20:36:54  <V453000> sane logic is enough you dont have to use things to logically think
20:37:28  <V453000> nobody uses n.5 tile trains anyway
20:37:33  <V453000> always full tiles
20:38:08  <Alberth> not sure, I usually add wagons until it looks alright :)
20:38:50  <V453000> yeah
20:38:51  <frosch123> V453000: i don't think it is needed
20:38:51  <planetmaker> V453000, not 1-tile but 0.5 tile
20:38:54  <V453000> but that until can be even simplier
20:38:59  <frosch123> when do you autoreplace to a different engine class?
20:39:00  <planetmaker> otherwise everything is articulated...
20:39:12  <V453000> obviously pm, things would indeed be articulated to 1 tile
20:39:12  <frosch123> it's only important that vehicles of the same class have the same length
20:39:27  <planetmaker> and the one-wagon composition for e.g. supplies or mail doesn't work too well then either
20:39:33  <V453000> its not frosch123, once you autoreplace to any 1-tile train, you cant go back to 0.5 tile train without missing oen wagon
20:39:39  <frosch123> and i don't want a small engine to be one tile long :p
20:39:54  <V453000> pm, that can be solved by giving the engine capacity - or to some engines
20:40:11  <V453000> small engine can be articulated with a tender for example
20:40:13  <planetmaker> nah
20:40:32  <andythenorth> are they all 0.5 or 1 tile currently?
20:40:34  <Alberth> just don't care about the 0.5 tile :)
20:40:56  <planetmaker> I never found it difficult to the the length right with 0.5-tile vehicles
20:41:03  <planetmaker> it only gets ugly for other lengths
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20:41:06  <frosch123> andythenorth: nuts specifically assembles short wagons to 0.5 tile long articulated units
20:41:19  <V453000> ^
20:41:22  <frosch123> which is an incredible nice way to make autoreplace work with wagon length
20:41:39  <frosch123> and makes every train grf from before nuts look like shit
20:41:43  <V453000> pm I know, not difficult there, the autoreplace is bigger part ... and clicking 2 times instead of 5 is just convenient
20:41:55  <frosch123> it was the most attonishing feature i noticed when first playing with nuts
20:42:04  <V453000> :)
20:42:13  <andythenorth> I am +1 to that feature, I have seen it
20:42:19  <andythenorth> maybe I could persuade Dan to do it in in IH
20:42:25  <V453000> I agree, it is one of the greatest ones tbh
20:42:31  <andythenorth> but I think the 10/8 vehicles are here to stay in IH
20:42:33  <V453000> you just need 4/8 wagons
20:42:36  <V453000> LOL 10/8
20:42:43  <V453000> make it 16/8 I do that too
20:43:09  <andythenorth> hmm
20:43:11  <frosch123> V453000: i am worried about the trailer of animal trains
20:43:13  <andythenorth> 20/16 doesn't work
20:43:19  <frosch123> might be smelly
20:43:21  <andythenorth> when do 10s and eights converge?
20:43:23  <andythenorth> 80/80
20:43:30  <V453000> frosch123: just articulate a couple more =D
20:43:32  <planetmaker> lol, frosch123 !
20:44:11  <Alberth> andythenorth: 40
20:44:19  <andythenorth> silly andythenorth
20:44:31  <V453000> I looked at the engines, and most of them are double head-able (as most people double head them anyway), or they can be easily adapted to fit 1-tile scheme
20:44:40  <V453000> many of them are 1-tile already in fact
20:45:09  <V453000> making wagons 1-tile (double-articulateld in compare to what there is now), is just for convenience when purchasing but isnt necessary at all
20:45:13  <V453000> engines is more key
20:49:58  <planetmaker> well. Maybe it would work. Dunno :)
20:50:09  <planetmaker> newgrf parameter! :P
20:50:19  <V453000> this is way too brutal for a parameter imo :)
20:50:29  <planetmaker> yeah :)
20:50:40  <V453000> I will add a parameter to have only universal wagons and not the other 3 flatbed/hopper/tanker, that yeah
20:50:58  <V453000> but changing length of trains :D idk
20:53:40  <DorpsGek> Commit by planetmaker :: r26416 trunk/src/company_gui.cpp (2014-03-18 20:53:34 UTC)
20:53:41  <DorpsGek> -Fix [FS#5947]: Shares button state was not appropriately updated when switching setting or company (frosch)
20:57:00  <frosch123> @topic set 1 1.4.0-RC1, 1.3.3
20:57:00  *** DorpsGek changed the topic of #openttd to: 1.4.0-RC1, 1.3.3 | Website: * (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: hg, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only | for dev-talk | #openttd.notice for commit notices
21:01:25  <planetmaker> but I really really like the NUTS overview of vehicles
21:01:34  <V453000> (:
21:01:40  <planetmaker> and the clear structuring into sections / use cases
21:01:54  <V453000> gameplay system :)
21:01:58  <planetmaker> yeah
21:02:06  <planetmaker> not used too often :P
21:02:07  <V453000> btw I made it work with expiring vehicles already
21:02:22  <V453000> only the bottom line of final choice remains in late years
21:02:33  <V453000> the purchase menu started getting a tad fat :D
21:02:38  <planetmaker> :)
21:03:00  <V453000> best part is anybody can turn that off :)
21:03:06  <V453000> or even in running game and resetengines
21:03:53  <frosch123> nuts engine overview always makes me think about chemistry :p
21:04:17  <V453000> lol
21:04:25  <V453000> makes me think about drugs
21:04:27  <V453000> guess that is close
21:04:51  <V453000> HM
21:05:04  <V453000> I guess there is no way to make articulated engine also double-headed eh :D
21:05:21  <V453000> suppose I could make them wagons simply look as an engine head at the rear, solved
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21:07:02  <V453000> pm I said that to about everybody, draw a scheme before making a newgrf, if it makes sense, it might be useful ... but shit can you do :)
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21:09:51  <dxtr> Can I compile openttd without graphical libraries if I intend to run it on a dedicated server?
21:10:32  <Alberth> compiling is not problem, running it, is :)
21:10:37  <andythenorth> pretty good this RV set, no?
21:10:56  <dxtr> Alberth: Why?
21:11:06  <Alberth> or do you mean video drivers with "graphical libraries" ?
21:11:09  <Phreeze> cool set, but all look the same ^^
21:11:26  <Alberth> if you do, yes you can, there is a null video driver
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21:12:57  <Alberth> not sure how much you will gain, having a bit of unused video code shouldn't hurt much
21:13:13  <V453000> looks amazing andythenorth
21:13:14  <V453000> =D
21:14:14  * Alberth ponders about a truckname generator
21:15:11  <frosch123> is that related to the aroai name generator?
21:15:28  <dxtr> Alberth: The issue being that I don't have X or a monitor connected
21:15:43  <dxtr> And therefore I don't have SDL or <insert library name here> installed
21:15:53  <dxtr> And I just assumed I needed SDL
21:15:53  <dxtr> :
21:15:55  <dxtr> :p
21:16:02  <frosch123> dxtr: configure --enable-dedicated
21:16:07  <dxtr> Yeah I noticed that
21:16:16  <dxtr> Compiling right now
21:16:19  <frosch123> that's as few dependencies as it gets
21:16:32  <frosch123> wrt. graphics libs
21:17:14  <frosch123> but you will need the base graphics nevertheless due to weird histerical reaons
21:17:51  <dxtr> I don't like weird hysterical reasons :/
21:18:10  <frosch123> i believe there is a minmal set "nogfx" or so :)
21:19:03  <planetmaker> I'm not sure there is :)
21:19:23  <frosch123> <- hmm
21:20:01  <frosch123> there is a branch, no idea whether it works
21:20:10  <planetmaker> hm :)
21:20:26  <frosch123> but well, it is only disk space
21:21:01  <frosch123> without blitter no spritecache, and thus no actual sprites loaded
21:21:15  <frosch123> only the weird ones :)
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22:05:10  <andythenorth> Alberth: what would your truck name inputs be?
22:06:04  <frosch123> just pick some children series
22:06:09  <frosch123> and same them after the characters
22:06:13  <frosch123> *name
22:06:18  <frosch123> muppets or something
22:06:23  <Alberth> truck name fragments, just like the town name generator?
22:06:25  <frosch123> or my little pony
22:06:49  <frosch123> little pony may be weird for "trucks" though :p
22:07:09  <glx> transformers then ;)
22:07:12  <andythenorth> Alberth: so all same graphics?
22:07:17  <andythenorth> just randomise some stats?
22:07:59  <Alberth> euhm, how are trucknames related to graphics or stats?
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22:19:33  <andythenorth> Alberth: once you've made names, you have to make a grf :)
22:19:39  <andythenorth> it's only a small step from one to the other
22:19:44  <andythenorth> names are the major part of the work ;)
22:20:50  <Alberth> perhaps do it the other way around? then you have stats to find a fitting name :)
22:22:56  <V453000> if you pick names by songs, you get WAY more names than you could possibly use :D
22:23:10  <V453000> I am most limited by "amount of functionally useful models I thought of"
22:23:19  <V453000> which is about 45 atm :D
22:23:51  <Alberth> most songs are about love, which is a lovely topic as well
22:24:19  <V453000> I dont have songs about love in nuts.
22:27:55  <Alberth> being in love is being nuts in a good way :p
22:29:44  <V453000> point taken :D
22:29:48  <frosch123> night
22:29:52  <V453000> gn
22:29:52  <Alberth> night
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22:33:42  <planetmaker> good night, too
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22:50:39  <Eddi|zuHause> <V453000> thoughts about making everything purchaseable in nuts 1-tile long? <-- for short (2 or 3 tiles) trains it may be bad for gameplay if you have to "waste" a whole tile for the engine
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22:51:57  <Hazzard> !players
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22:52:25  <Hazzard> dammit
22:53:40  <V453000> Eddi|zuHause: if the engine has thesame amount of capacity as one wagon, it doesnt change a thing :)
22:53:46  <V453000> but thanks :)
22:54:01  <Eddi|zuHause> V453000: then what's the point of wagons?
22:54:09  <V453000> they are nice? :D
22:54:19  <Eddi|zuHause> but they are "realistic" :p
22:54:26  <V453000> still have double the capacity per tile, and have no power
22:54:46  <Eddi|zuHause> i find the idea weird.
22:54:48  <V453000> probably even more than doble, I wont give trains full 1 wagon of capacity, only to some
22:54:54  <V453000> the idea is functionally perfect
22:54:56  <Eddi|zuHause> you mix two things that shouldn't be mixed
22:54:58  <V453000> free autoreplace
22:55:00  <andythenorth> V453000: don't bother with wagons and engines
22:55:03  <andythenorth> just do units
22:55:08  <andythenorth> powered, with cargo capacity
22:55:09  <V453000> andythenorth: ... :)
22:55:19  <V453000> that is functionally less interesting
22:55:30  <V453000> Eddi|zuHause: "shouldnt" says who :P
22:55:49  <Eddi|zuHause> V453000: my software engineering lecture
22:56:03  <andythenorth>
22:56:10  <V453000> I dont think that has anything to do with train able to load coal? :D
22:56:29  <V453000> andythenorth:  :)
22:56:36  <Eddi|zuHause> V453000: it's all software
22:56:42  <V453000> exactly :)
22:57:18  <V453000> so please how is allowing trains to carry cargo (pax trains almost always do that btw) a problem software-wise? :D
22:57:25  <Eddi|zuHause> i don't think "it goes against my core beliefs" will stop you :p
22:57:35  <V453000> yeah, no :D
22:57:53  <Wolf01> 'night all
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22:57:59  <V453000> is loading pax/mail/valu/diam/gold against your core belief? :D
22:58:38  <Eddi|zuHause> i think i actually have an engine like that (minus the pax) :p
22:58:55  <V453000> see :D
22:59:01  <V453000> how is coal different
22:59:12  <V453000> just another cargo label software wise
22:59:37  <Eddi|zuHause> V453000: the point was, if you focus on gameplay instead of "realism", why have the difference between wagons and engines at all?
23:00:15  <V453000> because one gives power, one doesnt :)
23:00:16  <V453000> choice
23:00:19  <V453000> more trains or more wagons
23:00:25  <V453000> more engines*
23:00:38  <V453000> plus it obviously is aesthetically nice
23:01:20  <Eddi|zuHause> i don't think either of us are going to be convinced tonight :p
23:01:37  *** bdavenport [] has quit [Ping timeout: 480 seconds]
23:01:46  <V453000> no, probably not :D ps, can engine have more than 32k power? I am unable to feed nml more than 32k :d
23:01:56  <V453000> but I believe 65k should be max
23:02:22  <Eddi|zuHause> kW or hp?
23:02:43  <V453000> I didnt put that there
23:02:52  <V453000> I just put 40 000 and it broke :D
23:02:56  <V453000> 25 000 works
23:03:16  <V453000> how do I add the units to it if it is by a switch?
23:03:23  <V453000> power: 							magice4_wetrail_power_switch;
23:03:26  <V453000> in graphics {}
23:04:32  <Eddi|zuHause> i don't think you can use units in switches
23:04:40  <V453000> well yeah
23:04:43  <V453000> that I understand
23:05:00  <V453000> is there a way to append it before the ";" in the power definition somehow?
23:05:01  <Eddi|zuHause> anyway, callback results are 15 bits, not 16 bits
23:05:08  <V453000> O
23:05:18  <V453000> so the only thing is that I cant define it by callback?
23:05:36  <V453000> so it has to be done in the item property thing?
23:05:38  <Eddi|zuHause> yes, should work as property
23:05:43  <V453000> aha!
23:05:46  <V453000> thanks, will try right away
23:06:27  <V453000> well it compiles :)
23:08:47  <V453000> btw Eddi I will make an exception for you and leave one of the engine classes as 8/8 not 16/8 :P
23:09:34  <Eddi|zuHause> that sounds useful. assuming people generally autoreplace within the same class
23:09:48  <V453000> well it is a logic engine so they cant autoreplace to it :D
23:10:04  <Eddi|zuHause> errr... :p
23:10:19  <V453000> I knew you would appreciate the exception!
23:10:25  <V453000> anyway the power thing works, thanks very much :)
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23:11:02  <Eddi|zuHause> the bill is in the mail :)
23:11:33  <V453000> what does that mean? :D
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23:29:47  <andythenorth> night
23:29:48  *** andythenorth [] has quit [Quit: andythenorth]
23:33:08  <V453000> cya

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