Log for #openttd on 16th September 2015:
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05:56:59  <andythenorth> is a pikka
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06:24:36  <Flygon> Man
06:24:42  <Flygon> Every time I see Pikka's avatar
06:24:47  <Flygon> I become hungry for Cheese
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07:31:53  <wito> Note to self: Idea: TerraGen city placement tuning: Central, xy on normal distribution; Random, current; Even, xy on uniform distribution.
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08:32:47  <Wolf01> o/
08:32:53  <Pikka> wot wot
08:33:00  <Pikka> hello Wolf01 and Flygon and andythenorth
08:35:08  <andythenorth> how is Brisbanes?
08:35:12  <andythenorth> pikka bob
08:35:29  <Pikka> moderately wet
08:36:41  <Pikka> how are Bristols?
08:37:05  <andythenorth> moderately wet
08:37:14  * andythenorth is all about Brisbane again today
08:37:52  <Pikka> well, it's the place to be. or at least a place to be.
08:38:16  <andythenorth> it’s the place to talk to on the phone
08:38:22  * andythenorth is done with that now though
08:38:26  * Flygon boops at Pikka
08:38:29  <Flygon> Been making dinner xP
08:38:33  <andythenorth> apparently you have thunderstorms in BNE
08:38:46  <Pikka> we do
08:39:29  <andythenorth> did I mention NARS 2.5.1 is “Ultimate NARS” ?
08:39:41  <andythenorth> much better to use a grf I don’t have to fix myself :P
08:40:30  <Pikka> isn't it?
08:40:33  <andythenorth> can you make FIRS please also?
08:40:41  <Pikka> hmmm maybe.
08:40:47  <andythenorth> I keep adding bugs to it
08:41:07  <Pikka> I will add bugs to pineapple RVs or something
08:41:30  <andythenorth> I have a buggy RV set already
08:41:44  <andythenorth> I don’t see the upside for me in your offer, tbh
08:42:01  <Pikka> hmm true
08:42:10  <Pikka> but you already have FIRS also too as well
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08:42:39  <peter1138> double pikka
08:43:03  <Pikkaphone> at half the price
08:44:44  <peter1138> so if you were to start ottd from scratch... how would you start?
08:45:49  <Pikkaphone> I would start by posting a survey on my blog, maybe next week?
08:45:51  <andythenorth> is this a serious question, or a contest for best trolling answer?
08:46:41  <Pikkaphone> why not both?
08:47:00  <andythenorth> the trolling answer is “look at Simutrans, P1SIM, Train Fever etc and do the opposite”
08:47:14  <andythenorth> cos for whatever reason, they haven’t won
08:47:26  <Pikkaphone> yes
08:47:40  <andythenorth> my serious answers would be: make a list of things that are definite NO
08:47:57  <andythenorth> so it doesn’t fail because it tries to be a total pony farm
08:48:02  <andythenorth> and stick to C++
08:48:04  <andythenorth> also
08:48:08  <andythenorth> not language du jour
08:48:57  <andythenorth> and IMO the game is about building routes, that’s where the fun is
08:49:04  <andythenorth> everything else is secondary, or BAD FEATURE
08:49:23  <Pikkaphone> Hmmmmmmmmmm
08:50:42  <andythenorth> the game works, and as an open source project it has basically won massively
08:50:58  <andythenorth> so any new version can’t be “oh we got it all wrong, we need to rethink"
08:51:41  <andythenorth> that’s my 2p
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08:56:10  <wito> Oh! Build it from the ground up on a server-client architecture.
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08:56:57  <Pikkaphone2> on the other hand, why recreate openttd if openttd is already so good? Why not make something new?
08:57:16  <wito> Well, yeah.
08:57:17  <wito> Duh.
08:57:19  <wito> Don't.
08:57:25  <wito> But if you're gonna, you know?
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08:58:35  <andythenorth> Pikkaphone2 Pikkaphone3 Pikkaphone that also (something new)
08:59:02  <Pikkaphone3> yes
08:59:19  <wito> Pikkaphone3: Pikka nick and stick with it!
08:59:25  <andythenorth> casual game, more like Pocket Trains
08:59:36  <andythenorth> dip in, dip out
08:59:45  * andythenorth must to shower for a bit
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09:01:29  <Pikkaphone4> it's probably the storm
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09:05:13  <wito> 4?
09:05:20  <wito> This is getting out of hand.
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09:09:37  <wito> Huh.
09:10:13  <wito> Why would some of my trains take the up road and some take the down road in a spaghetti junction?
09:11:00  <wito> I'm using the bottom one from here:
09:11:11  <wito> And some trains use the underpass, and some go over the hills.
09:12:50  <wito> (Well, not the exact same design, I use PBS, but pretty similar.
09:21:11  <andythenorth> peter1138: you thinking of a re-implementation? o_O
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09:58:51  <peter1138> oh well he left :p
09:59:29  <wito> Well, with the logs and whatnots, ...
09:59:39  <wito> Besides, other people might be interested in hearing your answer.
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10:04:21  <Eddi|zuHause> he somewhat regularly does that :p
10:05:55  <wito> Who does what?
10:06:02  <wito> andythenorth hits and runs?
10:06:09  <wito> Or peter1138 reimplements OpenTTD?
10:08:38  <Eddi|zuHause> yes.
10:08:57  * wito thwaps Eddi|zuHause with a cat.
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10:09:43  <Eddi|zuHause> anyone else has this problem that steam hangs with 100% cpu when telling it to update?
10:10:17  <Eddi|zuHause> no, steam, i don't want to give you my phone number.
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10:14:57  <peter1138> heh
10:15:10  <peter1138> and no, no concrete plans, just idly wondering
10:16:16  <wito> Something like tweaking where cities are generated with TerraGen, what would that take?
10:16:34  <peter1138> problem with client-server is you'll always end up with data duplication
10:16:50  <peter1138> fine for mp but crappy for sp
10:17:17  <Eddi|zuHause> <wito> Why would some of my trains take the up road and some take the down road in a spaghetti junction? <-- that question doesn't make any sense
10:17:50  <wito> I disagree. :P
10:17:55  <peter1138> must be derailed
10:18:00  <wito> But all right, it might be poorly phrased.
10:18:19  <wito> Look at the bottom image in the link I .. well, linked.
10:18:27  <Eddi|zuHause> the picture you showed doesn't offer any path alternatives, so either you didn't use that junction, or you did something horrible to it
10:18:47  <peter1138> there are no roads in that picture
10:18:55  <wito> Path.
10:18:58  <wito> Not road.
10:19:22  <wito> My bad.
10:20:41  <wito> But my point is: There is a tunnel underpass for trains going straight through, and the left turning tracks that allow passage straight through as well.
10:21:00  <Eddi|zuHause> ah, i think i looked at the wrong picture
10:21:03  <wito> Some trains go over, via the turning tracks, and some use the underpass.
10:21:54  <Eddi|zuHause> that can happen if the path is still occupied by another train when making the decision
10:22:16  <Eddi|zuHause> the reservation will induce a heavier penalty than the few turns
10:22:26  <wito> Obviously.
10:22:30  <peter1138> best solution: don't use a crappy junction like that, make your own custom stuff.
10:22:43  <peter1138> and don't be scared of path signals
10:22:52  <wito> You say "when making the decision".
10:23:08  <wito> Is the decision made earlier than I might expect?
10:23:54  <wito> Anyway, the junction I -actually- use is a bit different from the image.
10:23:56  <Eddi|zuHause> if you use path signals, the decision is made upon passing the last signal before the junction, and if using block signals, it's made exactly on entering the junction tile
10:25:17  <Eddi|zuHause> actually, it may be on entering the tile before the last signal, with path signals
10:25:55  <Eddi|zuHause> (so if the signal can't turn green, you have one tile to make a full stop)
10:28:27  <wito> The junction as she is:
10:29:30  <peter1138> errrr
10:29:50  <peter1138> where are the trains?
10:30:05  <wito> Well, there aren't any in the junction right now.
10:31:49  <wito> Actually, that's not true.
10:31:59  <wito> There's one on the east-bound turning track.
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10:43:56  <wito> Anyway, I get the sense that the junction might be over-signalled, is that just me being paranoid?
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10:53:19  <Wolf01> i would put only 4 signals in that junction, at the entrances of the lines
10:56:56  <wito> Wouldn't that impact capacity under load?
10:57:30  <peter1138> do you have load?
10:57:42  <wito> Fair point. :P
10:58:06  <Wolf01> i usually play eyecandy, not scrooge mcduck mode
10:58:22  <Wolf01> so, 4-8 trains per line
10:59:56  <Wolf01> also my junctions are just plain, no tunnels or bridges if not really needed
11:00:41  <Wolf01> and if i need money, i purchase one or two aircrafts :P
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11:12:28  <dlhero> wito: nice junction
11:16:31  <wito> I like it.
11:21:05  <wito> It's nicely sized for 5 tile trains, and you can't see from that picture, but it's aligned so that a 2x2 grid city can grow around it neatly.
11:21:14  <wito> With minimal interruption to the city.
11:22:12  <dlhero> do you have any pictures about it?
11:22:49  <dlhero> i usually do 7length*5platforms on the city's line and start doing long distances
11:23:00  <dlhero> 7*5 terminus
11:23:50  <wito> I do 5x4
11:24:30  <dlhero> any pictures?
11:25:36  <wito> Yeah, hang on.
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11:26:07  * andythenorth has problems generally with Steam :(
11:26:36  <wito> dlhero:
11:27:03  <wito> The four southern tracks is the inter-city, the two northern are local service.
11:28:01  <Eddi|zuHause> i don't really have problems with steam, except for this self-update
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12:47:50  <Flygon> Man
12:47:56  <Flygon> Y'all make amazing junctions
12:48:01  <Flygon> Meanwhile mine are boring af
12:48:19  <Flygon> I just end up building for speed
12:48:29  <Flygon> Which, given OTTD's idiosyncracies
12:48:46  <Flygon> Tends to lead to me building complicated cloverleafs rather than high capacity junctions
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12:52:00  <planetmaker> cloverleaves are... big and slow :)
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13:06:08  <Sylf> big and slow is coop's style. *shameless plug*
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13:09:51  <Flygon> planetmaker: I find it hard to find other 'compact' 4 way interchanges that're high seed (as in... 5 tile long straights)
13:10:03  <Flygon> That, and, they can tend to look elegant if done right
13:10:05  <Flygon> eg. trumpets
13:10:21  <Flygon> Of course
13:10:30  <Flygon> Half the problem is that you can't build bridges horizontally or vertically
13:10:32  <Flygon> Only diagonally
13:10:37  <planetmaker> Flygon, depending on the engine you use and on the actual train length, it may vary a lot on how long straight stretches need to be
13:11:09  <Flygon> My HSTs tend to be EMUs doing 200km/h+ around 7-14 tiles long
13:11:26  <Flygon> Depending on where on the map
13:11:38  <Flygon> The interchanges will be very compact and need a lot of thinking through
13:11:44  <Flygon> Or simply be non-weaving cloverleafs
13:12:14  <planetmaker> design also depends on your average signal distance
13:12:16  <Flygon> Lemme try and show an example
13:12:59  <Flygon> Oh man
13:13:08  <Flygon> So hard to adjust to the camera after being used to Ragnarok Online
13:13:15  <planetmaker> :)
13:13:16  <Flygon> (inveted camera)
13:17:11  <Flygon> You can tell I haven't been on OTTD for a while
13:17:14  <Flygon> 1.5.0...
13:17:19  <Flygon> Any specific new features?
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13:18:22  <Flygon> ( btw, one example of me using a cloverleaf-type leaf due to it being faster and prettier)
13:18:31  <Flygon> So, your standard cloverleaf...
13:18:35  <Flygon> Now to eliminate weaving
13:18:57  <V453000> gg
13:19:52  <Flygon> This idea's falling apart as I type
13:19:58  <Flygon> Because it still has some weaving
13:20:03  <Flygon> This is why I don't write the Wiki
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13:26:14  <planetmaker> Flygon, the cloverleaf in the first one is totally fine: it doesn't cause any join before split. And depending on trains might also be fast enough
13:26:23  <planetmaker> but a bridge in the other line would still be shorter :)
13:26:26  <Flygon> It's very slow xP
13:26:36  <V453000> cloverleaf is fine
13:26:58  <V453000> .
13:28:41  <wito> My bane is the ever-elusive station.
13:29:10  <wito> I've yet to settle on a design I -really- like for stations.
13:29:38  <Flygon> Okay, so
13:29:40  <Flygon> As it turns out
13:29:45  <Flygon> Eliminating the weaving
13:29:49  <Flygon> Makes the cloverleaf utterly massive
13:30:18  <Flygon> But allows for far more 'buffering'...
13:30:47  <Flygon>
13:30:51  <Flygon> Er, not UL'd yet
13:31:14  <Flygon> Okay, UL'd
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13:31:21  <planetmaker> I find it most compelling that you define 'openttd' as a form of art though ;)
13:31:31  <planetmaker> most people probably would call it 'game' :P
13:31:35  <Flygon> Oh, uhm
13:31:42  <Bowen> hey guys
13:31:50  <Flygon> You don't want to know what's inside the actuall /Art/ folder
13:32:00  <Flygon> Heya Bowen
13:32:00  <V453000> especially if you build something as shitty as a cloverleaf, it has nothing to do with art :P
13:32:15  <Flygon> C'mon V453000
13:32:23  <Flygon> I built the least shitty cloverleaf ever!
13:32:35  <Flygon> Welll
13:32:49  <Flygon> It could be improved if I upgraded parts of the quad to sex, but
13:33:04  <Flygon> 1. It'd be overkill for double track
13:33:15  <Flygon> 2. I'm not aiming for orgasmic :B
13:36:11  <Flygon> Point is
13:36:24  <Flygon> It's WAY more aesthetically pleasing, and has more effective capacity
13:36:28  <Flygon> Than this sort of thing :B
13:37:20  <alluke> roro terminuses dont please me :P
13:37:47  <alluke> loading stuff onto trains is usually impossible
13:38:59  <Flygon> Don't set it to "Full Load
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13:39:39  <alluke> i mean that the forklifts cannot accerss the trains
13:40:12  <alluke> before i do anything i think would it work irl :P
13:40:54  <Flygon> Uhm...
13:40:56  <Flygon> RoRo exists irl
13:41:06  <Flygon> It's used for things like Mineral/Coal transfers
13:41:10  <Flygon> And Oil transfers
13:41:40  <Flygon> And other such things
13:43:28  <Sylf> whats a roro terminus?
13:43:30  <alluke> yeah, they just require building roads to each platform
13:43:53  <Flygon> That's generally why most RoRo terminuse IRL have just one platform
13:43:59  <Flygon> One sec Sylf
13:44:03  * Flygon rummages Dropbox
13:44:10  <alluke> roll-on roll-off
13:44:21  <Sylf> roro station?
13:44:34  <Flygon> I can find this, but not RoRo :U
13:44:35  <andythenorth> wtf are all these junctions anyway
13:44:39  <Sylf> terminus to me means dead-end starion
13:44:40  <andythenorth> why don’t my games have these problems?
13:45:25  <Flygon> Sylf: Basically...
13:45:29  <Flygon> No reversing
13:45:32  <Sylf> 1. people build on absolute flat maps
13:45:43  <Flygon> The train stops, and unloads or loads
13:45:47  <Flygon> Then continues on forwards
13:45:54  <Flygon> Most games I play are based on IRL maps x:
13:45:56  <Sylf> 2. copy-paste-able constructs
13:46:30  <Sylf> i never see cloverleaf rail junctions irl
13:46:44  <Flygon> That's because they're pointless IRL
13:46:53  <Sylf> unless you tell me i've been living in a cave
13:46:56  <alluke> all multilevel rail junctions i know are two-way
13:46:56  <Flygon> IRL, we can build curved multi-stacked bridges
13:47:05  <alluke> Y-shaped
13:47:06  <Flygon> In OpenTTD, this is impossible
13:47:43  <Sylf>
13:47:46  <Sylf> :P
13:48:32  <Flygon> I'm not saying OpenTTD doesn't have more 'efficient' methods
13:48:42  <Flygon> I just think a lot of them look bad
13:49:01  * Flygon uploading a screenshot
13:51:10  <Flygon> This is how I USUALLY play
13:54:20  <alluke> looks very similar to mine
13:54:49  <alluke> those "city networks" at that page make me cry
13:54:52  <Flygon> Aiming to be as realistic as possible?
13:54:54  <alluke> the cities are totally raped
13:54:56  <alluke> yep
13:55:05  <Flygon> Granted, mine don't look very American
13:55:10  <Flygon> I modelled after Australian example x:
13:55:14  <Flygon> Hence the driving on the Left
13:55:21  <Flygon> I'd be confused if I tried to account for driving to the right
13:55:24  <alluke> this is the biggest city network ive made
13:56:24  <Flygon> OOoh wow
13:56:26  <Flygon> I like itt!!!!
13:56:40  <alluke> thanks :D
13:57:13  <Flygon> I tend to struggle
13:57:15  <Flygon> A LOT
13:57:18  <Flygon> On hilly maps
13:57:32  <Flygon> I tend to aim for 7 tiles long in preplanning
13:57:41  <Flygon> Even if the initial stations are just 3-4 tiles long...
13:57:53  <Flygon> This means I have very hard-to-plan hilly lines
13:58:01  <alluke> yeah
13:58:10  <alluke> placing station is the hardest thing
14:00:01  <Flygon> Though
14:00:04  <Flygon> My overplanning
14:00:13  <Flygon> Also means that I tend to have a LOT of ghost branchlines
14:00:14  <Flygon> As in
14:00:17  <Flygon> Either barely built
14:00:19  <Flygon> OR half built
14:00:23  <Flygon> Or... yeah
14:00:59  <NGC3982> Senapssill.
14:01:25  <Flygon> Kinda like American ghost offramps xp
14:01:50  <alluke> mustard herring?
14:02:08  <Flygon> Some of my favorite games though
14:02:16  <Flygon> Are those where I've built freeways
14:02:22  <Flygon> They look very natural
14:02:25  <NGC3982> Mustard herring <3.
14:07:52  <Flygon> Hmm
14:08:00  <Flygon> Found the savegame I was looking for where I had a full cloverleaf
14:08:01  <Flygon> But
14:08:13  <Flygon> It turns out I simplified the exchange to make it smaller and have less directions
14:08:14  <Flygon> lol
14:08:48  <Flygon> Oh my god
14:08:52  <Flygon> I found my FINLAND game
14:08:55  <Flygon> SUOMIVITTUPERKELE
14:10:39  <Flygon> I should probably just
14:10:44  <Flygon> Give you the .sav file alluke
14:10:51  * andythenorth must to leave this channel
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14:10:55  <Flygon> Because a screenshot won't do it justice
14:11:15  <Flygon> Odd
14:11:18  <Flygon> My save is outdated
14:11:24  <Flygon> Crap.
14:11:24  <alluke> hahah
14:11:31  <Flygon> I keep losing my OpenTTD saves
14:11:42  <Flygon> Because the OpenTTD saves aren't kept in the OpenTTD root folder
14:11:47  <Flygon> Default to My Documents
14:11:53  <Flygon> And whenever I change PCs
14:11:59  <Flygon> I don't copy over My Documents
14:12:04  <alluke> why not
14:12:11  <Flygon> Because my entire life, I never used them because I thought they were stupid
14:12:21  <Flygon> But apperantly it's now a requirement for modern PC apps to use My Documents
14:12:27  <Flygon> And I take it as a personal insult
14:12:51  <Flygon> Being made to use My Documents actually feels like an insult to my intelligence by Microsoft
14:12:54  <Flygon> I'm serious x:
14:13:11  <Flygon> Still, something scavenged
14:14:52  <alluke> all your metros are overground
14:15:08  <Sylf> change where openttd.cfg is located
14:15:24  <Flygon> Sylf: Yeah =/
14:15:27  <Sylf> put that in your openttd root folfer
14:15:35  <Flygon> alluke: Nah, not always
14:15:46  <Flygon> Just with the Finland game, it was far easier to make work
14:15:48  <Sylf> and you get saves in the root folder too
14:15:50  <Flygon> Also I was feeling Japanesa
14:16:07  <Flygon> Clearer screenie
14:16:13  <Flygon> But 50 years earlier
14:16:56  <Flygon> Note the flat junctions, too x:
14:18:23  <alluke> 2cc trains
14:18:45  <alluke> not bad network
14:19:07  <Flygon> My network building techniques have improved since then
14:19:39  <alluke> those river-lakes are nice
14:19:56  <Flygon> Finland aint the land o the lakes for nothing
14:20:01  <Flygon> Shame they're not useful for shipping
14:20:15  <alluke> connect them with canals
14:20:18  <peter1138> hmm
14:20:25  <Flygon> alluke: Even then
14:20:25  <peter1138> i should try playing ottd some time
14:20:30  <Flygon> Finland's just too sparsely populated
14:20:37  <Flygon> By the time the bigger lakes WOULD be useful
14:20:47  <Flygon> I'dve had heavy rail used to fill where ships would've been good
14:21:33  <Flygon> What I REALLY want to do
14:21:37  <alluke> southeast finland  has much inland waterway traffic
14:21:47  <alluke> passenger and freight
14:21:52  <Flygon> Is have a 4096*4096 map of Victoria, centralized on Melbourne
14:22:03  <Flygon> And try to create my own vision of the transit network...
14:22:14  <Flygon> As in, have a very very detailed Melbourne ect
14:22:20  <Flygon> Suburbs visible...
14:22:27  <Flygon> Like that map with London and it's suburbs visible
14:22:29  <Flygon> But up to 11
14:23:35  <Flygon>
14:24:46  <Flygon> Amusingly, this would've been a great map for ships
14:24:47  <Flygon> But...
14:24:57  <Flygon> Hovercraft weren't available in 1835 when I built the network
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14:42:01  <alluke__> triple me
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15:02:31  <KrunchyAl> where is FIRS in bananas?
15:03:04  <alluke__> thought the same
15:03:12  <alluke__> it has disappeared from there
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15:21:25  <V453000> stable does not support it
15:21:28  <V453000> get trunk :)
15:21:44  <Alberth> o/ V
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15:36:49  <alluke__> my train needs bigger loco
15:36:59  <alluke__> it cannot keep the 80kmh top speed on uphills
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15:42:39  <Flygon> alluke__
15:42:45  <Flygon> You're missing the correct solution
15:42:49  <Flygon> Tim Taylor that shit
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15:42:54  <alluke__> what?
15:42:59  <Flygon> Add more Loco until it works correctly
15:43:09  <alluke__> i would but the length is limited :P
15:43:19  <Flygon>
15:43:27  <Flygon> Make it longer xP
15:43:38  <alluke__> cba
15:45:03  <Flygon> Bugger xP
15:45:05  <Flygon> Anyway
15:45:07  <Flygon> Good night
15:45:09  <Flygon> And remember
15:45:17  <Flygon> Tim Tayloring stuff always works
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15:47:02  <alluke__> night?
15:47:16  <alluke__> its 18.47 here :P
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18:09:25  <andythenorth> o/
18:30:48  <TrueBrain> I am going to move our "Gateway" VM from one machine to the other; sadly this means all TCP connections to will be interrupted, and will be unreachable for ~5 minutes (depending how long it takes for OVH to migrate the failover IP to the new machine, basically). Doing my best to keep it as small as possible, the downtime :)
18:32:35  <frosch123> bye DorpsGek
18:35:20  <andythenorth> it didn’t reply :(
18:35:22  <andythenorth> how rude
18:38:20  <TrueBrain> okay .. that should have been it
18:38:26  <frosch123> it's scary to get powered down
18:38:27  <TrueBrain> for IPv4 at least :P
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18:39:20  <TrueBrain> too bad I couldnt recover IPv6 fast enough :(
18:40:26  <andythenorth> hmm no OOM for me on OS X 10.10
18:40:33  * andythenorth wonders what map size he’s using in that FS
18:40:52  <frosch123> he is using 32bit build and 32bpp graphics
18:41:00  <frosch123> the latter results in 2gb of spritecache
18:41:15  <frosch123> so, eventually the game dies of memory fragmentation
18:46:52  <andythenorth> boom
18:48:11  * andythenorth roaming in flyspray
18:48:14  <andythenorth> for entertainment
18:48:51  <frosch123> just don't troll/flame people :)
18:49:14  <frosch123> fs is no forum replacement
18:51:53  <andythenorth> I think my answer here was ok
18:51:56  <andythenorth> I hope
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18:57:48  <andythenorth> I don’t understand this one
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19:03:35  <planetmaker> TrueBrain, our mover :)
19:04:02  <TrueBrain> :D
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19:07:37  <frosch123> yay, dorpsgek!
19:07:45  <TrueBrain> w00p
19:09:37  * andythenorth roams in flyspray, gets bored
19:09:44  <andythenorth> it’s not actually very dramatic any more
19:09:56  <andythenorth> some OOM, some reasonable-but-not-happening-ever requests
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19:12:45  <andythenorth> this is solved
19:12:50  <andythenorth> it’s cdist behaving correctly
19:13:01  <andythenorth> use ‘no loading'
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19:18:56  <andythenorth> really, he needs to know refit costs as a finances item?
19:19:10  <andythenorth> how do I employ people with such fantastic attention to detail :O
19:20:24  <andythenorth> I think this was fixed by fonso, there were a bunch of bugs with station cargo assignment that got solved
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19:25:04  * andythenorth looks at commits
19:27:54  <andythenorth> meh, nothing that proves the issue was fixed
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20:00:14  <andythenorth> how would I use to check if industry limit is increased in 1.5.2?
20:00:41  <andythenorth> cos we’re using svn-style tags, and I don’t understand how to use those :)
20:03:50  <Alberth> find the increasing commit, then see if it's in 1.5.0
20:06:01  <andythenorth> can’t find it in the changelogs
20:07:03  <andythenorth> commit is;a=commit;h=f3ae30112582c1dc7bd72cac73d50a7718a0dcbe
20:07:11  <andythenorth> I could just test the binary with FIRS and see if it breaks :P
20:07:18  <andythenorth> but I need to set a min. version for Bananas
20:07:29  <andythenorth> I’d rather be accurate
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20:11:51  <frosch123> andythenorth:;a=summary  but, actually, read the changelog :)
20:13:00  <andythenorth> ok so industry limit isn’t increased in 1.5.x
20:13:11  <andythenorth> which is why I can’t find it in changelogs :)
20:14:18  <andythenorth> thanks :)
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20:50:26  <andythenorth> fun game is fun
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23:45:53  <Wolf01> 'night
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