Config
Log for #openttd on 5th December 2016:
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00:05:08  *** Flygon_ has quit IRC
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00:13:53  <SpComb^> and irssi /window list truncates the query window number to 3 digits... so after window 999 you get 100...101...102..
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01:17:54  <Wolf01> 'night
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06:54:26  <__ln__> Xaroth|Work: /window close 30 1135
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07:10:30  <Alkel_U3> good morning
07:10:46  <Alkel_U3> the storm, is it over?
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10:42:48  <crem> o/
10:43:02  <crem> ugh. Irssi doesn't handle dcc spam well.
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11:57:45  <Alkel_U3> my weechat took it well but I got "can't log that, too many open files" after some 1500 queries
11:59:32  <crem> irssi opened gazillion windows, I don't know how many, it only shows first 30, but doing anything, like closing one window took ~5 minutes.
11:59:43  <crem> So the easiest think was to kill and restart.
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12:08:01  <Alkel_U3> I just did /buffer close 8-800 a few times, glad it can do that :-)
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12:11:34  <Wolf01> o/
12:11:48  <V453000> yo
12:11:50  <Wolf01> Shit, nickserv timing does not work
12:12:21  <V453000> shitserv nick timing?
12:12:27  <Wolf01> Yes
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12:16:35  *** ChanServ sets mode: +o orudge`
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12:21:12  <Wolf01> BTW, channel still +R
12:21:45  <V453000> +RETARD ?
12:21:51  <V453000> seems correct?
12:22:08  <peter1138> what's that, registered only?
12:22:08  <Wolf01> No, "real world"
12:22:15  <Wolf01> Yes, registered
12:22:27  <Wolf01> That's why I had problems with my script
12:23:14  <Wolf01> I think it's not enough to stop bots, most of them are registered
12:23:50  <crem> Anyone received that 994M file from spammers? Is it at least something interesting?
12:23:58  <V453000> XD
12:23:58  <peter1138> heh
12:24:06  <peter1138> @mode -R
12:24:14  <peter1138> or not
12:24:23  <Wolf01> Yes, I'm running it, it's wonderful, better than NMS
12:24:29  <peter1138> don't think dorpsgek listens to me
12:31:58  <Wolf01> It's a bit picky on who can give him orders
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15:47:56  <Wolf01> Mmmh, has "click on city/stations names in chat panel" been already requested before?
15:58:11  <Alberth> probably
16:00:22  <Alberth> iirc zuu tried implementing to recognize such names in the story page, but that never worked out
16:02:00  <Alberth> names are kind of hopeless anyway, too much room for typos
16:02:19  <Wolf01> There's autocomplete with tab for those
16:02:27  <Alberth> :O
16:02:41  <Wolf01> Maybe when they get autocompleted they can also be converted to a sort of link
16:03:08  <Wolf01> Work only for cities
16:03:27  <Alberth> I always use an external chat client, so it would fail :p
16:04:03  <Alberth> I still need to make a TLA town name set, to get rid of all the long names :p
16:05:34  <Alberth> another option is to attach position information to the names, so you can mostly predict where at the map the town is
16:05:44  <Alberth> would need an extension of action F
16:06:01  <Alberth> give a part a position
16:06:39  <Alberth> then generate a map, with random names, then afterwards swap names to match their location as good as possible
16:06:53  <Alberth> would at least work somewhat :p
16:17:29  <Wolf01> Writing coordinates would be simplest?
16:18:47  <Alberth> in the general case, a name consists of several text-parts, so you need to compose a coordinate out of that
16:19:35  <Alberth> I think you could have positive or negative values for each part, and add them together
16:20:27  <Alberth> where likely you want some form of scale, so the relevant name part has the biggest influence, and a suffix like "-west" only a small influence
16:21:25  <Alberth> hmm, maybe the current station name pattern could be an inspiration here
16:23:17  <Alberth> obviously, biggest selling point would be realism, rome would be somewhere center south at a map of europe, and kopenhagen somewhere north-ish
16:23:53  <Alberth> but it does make navigating a map simpler if you pick a known distribution of the names
16:25:36  <Alberth> in particular random maps :p
16:26:18  <Wolf01> Yes, usually known places are easy to find
16:27:18  <Alberth> the problem with the implementation is that generating a name is done by composing it from various parts, and this is done before you pick a position for the city, I think
16:28:24  <Alberth> hmm, you could derive the position from the name after creating the name, that would be simpler than swapping afterwards
16:28:54  <Wolf01> This talk reminds me of http://xkcd.com/1759/
16:29:07  <Alberth> although quality of the position variations in the town name set then immediately influences the map generation
16:29:53  <Wolf01> There's a problem if you rename a city too
16:31:07  <Alberth> nah, towns do not move if you change names :p
16:31:32  <Alberth> I don't like to live north, let's rename the town to a more southern city :p
16:31:50  <Alberth> would be fun if that worked :p
16:34:34  <Alberth> The Shire in central England, yeah, seems fine to me :)
16:35:02  <Alberth> South England has a better climate though
16:40:24  <Alberth> we could prefer building new house of a city closer to its desired position :p
16:40:33  <Alberth> sloooowly moving it
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18:05:28  <frosch123> @mode -R
18:05:28  *** DorpsGek sets mode: -R 
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20:12:03  <andythenorth> o/
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20:48:47  <Lejving> lag is gone for us at openttdcoop =)
20:49:17  <Lejving> thanks a lot!
20:52:31  <V453000> fonsinchen: & frosch ^ :) thank you very much
20:53:08  <fonsinchen> you're welcome. Good to know it works
20:53:54  <V453000> can't notice any serious lag spikes like before
20:54:02  <V453000> we'll add more trains to test further ;)
20:54:11  <V453000> for science!
20:57:36  <LordAro> openttdcoop - pushing the boundaries of openttd since 2010orwhenever
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21:34:38  <V453000> lol 2010
21:34:40  <V453000> nope :P
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22:09:10  <Flygon> Right
22:09:19  <Flygon> Regged my nick, finally
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