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Log for #openttdcoop.devzone on 2nd February 2010:
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01:16:56  <Webster> Latest update from devactivity: World Airliners Set - Revision 589: Fixed a few Errors and Changed Aircraft Standard Livery from ... <http://dev.openttdcoop.org/projects/worldairlineset/repository/revisions/589> || Avignon - Revision 567: -Change: Added notification on irc connect. <http://dev.openttdcoop.org/projects/avignon/repository/revisions/567>
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09:32:02  <Hirundo> I'm not planning to do anything with the watch companies GUI patch
09:53:30  <Hirundo> And looking at the patch file didn't change my mind
10:05:31  <planetmaker> The watch company patch is IMO a cheat, not usuable in general multiplayer
10:08:55  <Rubidium> I'd immediately rewrite my client so it sends some bogus commands just to confuse the thing :)
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11:29:12  <Ammler> buidling and deleting a sign every other tile ;-)
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13:10:49  <Webster> Latest update from devactivity: Redmine - Revision 3200: Refactor: Move recipients method into acts_as_event <http://dev.openttdcoop.org/projects/redmine/repository/revisions/3200>
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17:03:38  <Webster> Latest update from devactivity: World Airliners Set - Revision 590: Added new Parameter for Running and Purchase Costs, for Cargo... <http://dev.openttdcoop.org/projects/worldairlineset/repository/revisions/590>
17:18:42  <Webster> Latest update from devactivity: World Airliners Set - Feature #733 (New): Parameters <http://dev.openttdcoop.org/issues/733>
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17:45:34  <dragonhorseboy> hey
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18:37:15  <Webster> Latest update from devactivity: World Airliners Set - Revision 591: Changes to the 1F_Dutch file <http://dev.openttdcoop.org/projects/worldairlineset/repository/revisions/591>
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19:51:35  <dragonhorseboy> andythenorth you still around? (unless its busy work you're stuck in heh)
19:51:44  <dragonhorseboy> :P
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20:24:21  <Webster> Latest update from devactivity: TTDViewer - Revision 4: -Add: Very simple error message popup when loading of images fails. <http://dev.openttdcoop.org/projects/ttdviewer/repository/revisions/4> || TTDViewer - Revision 3: -Codechange: Add some Glue to align main buttons. <http://dev.openttdcoop.org/projects/ttdviewer/repository/revisions/3> || TTDViewer - Revision 2: -Fix: TTDDisplay did not clear the background before drawing leaving remn... <http://dev.openttdcoop.org/projects/ttdviewer/repository/revisions/2>
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20:36:08  <andythenorth> evening
20:36:32  <dragonhorseboy> how're you? ;)
20:37:06  <andythenorth> better than other times
20:37:16  <dragonhorseboy> :)
20:37:56  <dragonhorseboy> andythenorth so a industry only has 3 input and 2 output max but a town building technically could have up to 255 total of in&out?
20:39:13  <andythenorth> dragonhorseboy: yes industry 3 in 2 out
20:39:27  <andythenorth> you can change them when built, but not dynamically as far as I can see
20:39:29  <Webster> Latest update from devactivity: World Airliners Set - Revision 592: Various changes. Cleaned up 737-700 code and added 2 new airc... <http://dev.openttdcoop.org/projects/worldairlineset/repository/revisions/592>
20:39:42  <andythenorth> buildings I haven't coded, but it looks like they can have 255  *out*
20:39:45  <andythenorth> dunno about in
20:40:37  <dragonhorseboy> heh well because I was thinking about the various raw industries then realized that you theriocally probably could send a low-stockpile-limited amount of them to a town warehouse/store (or a combination too) building instead
20:41:11  <dragonhorseboy> so for a dumb simple example.. farm grain to town instead of farm>factory then factory goods to town
20:41:47  <dragonhorseboy> but some others such as coal etc would still have to go through an industry first because.. who really buy coal off the store shelf nonstop?
20:42:20  <dragonhorseboy> not saying I'll actually do it but that probably solves some cargo issues I've been thinking about especially re WOOL
20:43:56  <dragonhorseboy> wool = clothes :)
20:46:47  <andythenorth> dragonhorseboy: get yourself fitted out with some kind of diagram or table, then we can have a look...it's like trying to see the inside of your brain at the moment ;)
20:47:47  <dragonhorseboy> lol andythenorth well still I was actually thinking about this when I saw your 'general store' and wondering why it wouldn't accept fruit, wool, etc then I realized that maybe it could only if it was a town building instead etc
20:48:03  <dragonhorseboy> and anyway funny that you mentioned it I've been working on the first scheme a bit
20:49:19  <dragonhorseboy> before you ask, you can enforce a town building to be only built once per town .. its kinda the same thing behind the default 2x2 stadium anyhow
20:49:40  <dragonhorseboy> so its easy to make sure that the low stockpile limit doesn't run out of control
20:49:56  <dragonhorseboy> I'm still trying to figure out the whole house nfo stuff tho so.. dunno yet :)
20:51:12  <dragonhorseboy> andythenorth anyway on a lighter topic...
20:51:37  <dragonhorseboy> I still keep mulling about being able to draw the farm fields as animal grazing pens instead but the problem I got is that..
20:52:00  <dragonhorseboy> sure it may work but the issue is that the edge fences don't automatically rebuild themself along your rails when you cut through the middle of such fence as far as I can tell :/
20:52:28  <dragonhorseboy> same to the hedges when building over default farm crop fields so
20:55:19  <dragonhorseboy> andythenorth if I'm not nitpicking on you too much..mind if I asked about road tiles in general?
20:55:48  <andythenorth> go on
20:57:38  <dragonhorseboy> think non-city roads should have a visible shoulder whether its paved just like the road itself or gravel filled (look bit like the rail ballast by then)? it would fill the remaining green space between the road surface itself and the border of the tile naturally
21:00:01  <dragonhorseboy> oh yeah and do you think road tunnels should be lighted or not? thats one thing I've always debated about especially partially because I like the lighted road tunnels included in the czech grfs
21:03:43  <andythenorth> road tunnels should be lit
21:06:23  <dragonhorseboy> yeah
21:10:38  <dragonhorseboy> andythenorth would you mind seeing traffic lights (nonanimated of course) inside cities?
21:11:02  <andythenorth> roujin has a patch for it
21:12:24  <dragonhorseboy> well mine is simple rehash of the original road tiles for now.. stop signs when without sidewalk and traffic lights when with sidewalk .. I know its not perfect for certain town population sizes but eh
21:15:40  <dragonhorseboy> andythenorth what you doing now if you mind me asking?
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21:20:23  <dragonhorseboy> (btw just so you know..I know there's many included and diff-applyable features for ottd but I want to keep the grf completely patch-compactible so)
21:40:22  <dragonhorseboy> actually..I keep wondering whats stopping programmable signals from being added to ottd
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22:17:54  <Hirundo> The non-existence of a proper implementation?
22:18:23  <dragonhorseboy> hirundo..how do you call signals non-existence? heh reminds me of a silly comic strip
22:18:38  <Hirundo> link?
22:19:00  <dragonhorseboy> one sec
22:20:48  * Hirundo ponders whether the word 'proper' needed more emphasis
22:29:23  <dragonhorseboy> can't find the screenshots I had made from quite some time ago so failing to be able to explain it in pictures now but here's the main info article http://uwe.s2000.ws/ttdx/signal/restrictions.php?lang=en
22:29:24  <Webster> Title: TTDX railways and other stuff - Signals - Restrictions & Programming (at uwe.s2000.ws)
22:30:15  <dragonhorseboy> a lot of these would be more useful to network-heavy 2048x2048 maps than in the patch at all
22:52:05  <dragonhorseboy> hirundo btw are you really a bird? heh
22:52:20  <Hirundo> I am a turing test-compliant bird
22:52:28  <dragonhorseboy> very funny
22:53:29  <Hirundo> regarding signals - Is there any *proper*  implementation for *OpenTTD*? If not, QED
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23:04:37  <Ammler> there are some for waypoints
23:16:22  <dragonhorseboy> sorry for asking but which climate was it again where the bank both produced and demanded valuables?
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23:31:09  <Ammler> dragonhorseboy: temperate
23:31:13  <Ammler> oh, and good night :-)
23:31:33  <PeterT> Good night
23:31:41  <PeterT> Ammler: You aren't in #jonty anymore :-(
23:32:17  <Ammler> I "cleaned" up my client :-)
23:33:04  <dragonhorseboy> back
23:33:41  <dragonhorseboy> ammler ty
23:33:42  <Ammler> PeterT: nothing bad with that
23:33:56  <PeterT> Ammler: Please join again
23:34:00  <PeterT> it is lonely without you
23:34:07  <dragonhorseboy> not really lol petert :P
23:34:08  <Ammler> I just don't have any mood to join openttd games currently
23:34:17  <PeterT> You don't have to join
23:34:26  <PeterT> dragonhorseboy: shut up :-p
23:34:32  <Ammler> :-)
23:34:50  <Ammler> what server do you run currently?
23:34:55  <PeterT> IS2?
23:35:23  <dragonhorseboy> petert...no you need to leave ammler's choice alone :P
23:36:01  <Ammler> dragonhorseboy: I will :-P
23:55:12  <dragonhorseboy> hmm if you only wanted three letters for your cargo label.. does it matter which end the '_' goes on?

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