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Log for #openttd on 25th February 2009:
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00:13:54  <CIA-1> OpenTTD: rubidium * r15574 /trunk/src/economy.cpp: -Fix [FS#2680]: force unload not working when trying to force unload at the station where you received the cargo
00:15:05  <CIA-1> OpenTTD: yexo * r15575 /trunk/src/ (6 files in 3 dirs): -Codechange: Rename GameModes to GameMode and store _game_mode as GameMode instead of as byte.
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00:46:05  <CIA-1> OpenTTD: yexo * r15576 /trunk/src/ (8 files in 3 dirs): -Codechange: rename SwitchModes to SwitchMode and don't hardcode the values for that enum.
00:48:18  <CIA-1> OpenTTD: rubidium * r15577 /trunk/src/ (gfx.cpp network/network.cpp): -Codechange: bool _networking belongs in network/ not gfx.cpp
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01:22:04  <CIA-1> OpenTTD: rubidium * r15578 /trunk/ (6 files in 5 dirs): -Change: unexternalise squirrel.
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01:27:32  <CIA-1> OpenTTD: rubidium * r15579 /3rdparty/: [3rdparty] -Cleanup: svn:externalising heavily modified third party components with an unstable API doesn't work
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01:45:08  <Rubidium> someone failed at counting sheep it seems ;)
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02:02:03  <thingwath> in times of crisis, there are not enough sheeps to count...
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07:02:41  <dihedral> <SmatZ> [00:04:59] DorpsGek: doesn't seem to be significantly better in math than JJ <- they are both the same software!
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08:16:50  <planetmaker> good morning
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08:18:34  <dihedral> sir!
08:18:36  <dihedral> ;-)
08:19:08  <Forked> greetings
08:21:55  <dihedral> on friday all doom related channels will be removed from oftc \o/ :-P
08:22:14  <planetmaker> he...
08:22:44  <dihedral> oftc claims that the few doom related channels have a higher support-time than the entire network together :-P
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08:34:43  <Forked> why thank you, sir
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08:41:00  <petern> what's the reason for r15579?
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08:41:41  <petern> it breaks everyone's check out :D
08:42:20  <Rubidium> prevents people from committing to the wrong place
08:42:42  <Rubidium> and 15578 equally well breaks your check out
08:52:36  <petern> er
08:52:48  <petern> that's the one i meant :o
08:54:16  <Rubidium> that's so it's still possible to make bugfixes to the stable branches and it's much easier with svn up and 'normal' branches
08:54:52  <Rubidium> and those hg/git people don't complain every few hours that they had to manually update the squirrel dir
08:54:58  <petern> hehe
08:55:09  <Rubidium> hmm... interesting... copy paste CAN cause desyncs
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08:55:33  <petern> !
08:56:42  <Rubidium> as in 'exclamation mark' or as in 'not'?
09:01:07  <Rubidium> petern: any idea what FS#2662 is about? Or can't you understand him either?
09:02:15  <SmatZ> De_ghosty: is here and I reminded him about that task...
09:03:13  <Rubidium> SmatZ: so did I days ago, still no reaction
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09:13:33  <petern> more of a ?!
09:14:01  <petern> "signal block does not change"
09:14:07  <petern> that's not a bug report
09:14:39  <petern> i am not faffing around with grfs and savegames if the 'report' is so vague
09:16:47  <dihedral> @fs 2662
09:16:47  <DorpsGek> dihedral: http://bugs.openttd.org/task/2662
09:21:34  <petern> hmm, so many people don't bother removing their account setups after they're cancelled
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09:24:56  <Timitry> Hm, anyone by any chance knows in which tr... file the signals are?
09:25:17  <Timitry> *trg##.grf
09:25:24  <Timitry> The standard signals
09:25:44  <petern> yes, i do
09:25:59  <Timitry> And would you be so kind to tell me? ;-)
09:28:28  <Timitry> Hm, well, the OpenTTDw.grf has most if not all of them...
09:28:56  <petern> the original game only has one type of signal
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10:04:55  <dihedral> burp
10:07:23  <SmatZ> *cough*
10:14:57  <petern> what's up?
10:16:00  * dihedral pats SmatZ .... (that rhymes) .... on the back
10:17:07  <Eddi|zuHause> "if the only tool you have is a poet's mind, every sentence looks like a rhyme"
10:19:19  <petern> ?
10:19:45  <Eddi|zuHause> nevermind ;)
10:19:46  <dihedral> i think petern is confuddled
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12:13:14  <Firzen> Hi all. I wanted to translate some wiki articles into german and don't really know how to link the translated site to the original one. Wikipedia uses links like [[de:link]] but OpenTTD:Manual_of_style says I should use Translation:title_(de). May anyone enlighten me? :D
12:25:15  <planetmaker> good question actually :)
12:26:03  <planetmaker> You might try out both and see which is linked to or re-directed to, if you use the usual localized link, though.
12:26:21  <planetmaker> Maybe Rubidium knows the answer though :)
12:26:24  <MrFrans> yea, just try the one in the manual.
12:26:44  <MrFrans> it should create the link to page where the translation should be.
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12:28:08  <planetmaker> hm... seems to re-direct to the English one :P
12:30:20  <MrFrans> Maybe check other translated pages and see how those are linked to.
12:30:38  <MrFrans> and what the title should be.
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12:32:32  <Firzen> I'll try [[de:title]] and then see... I noticed that this will be displayed if the link does not exist but seems to not appear if the link exists (in preview) so maybe it'll work.
12:32:37  <dihedral> http://www.youtube.com/watch?v=8AyVh1_vWYQ
12:32:40  <dihedral> hehe
12:33:08  <dihedral> can you perhaps find out who wrote the instructions on the translation thingy
12:33:12  <Firzen> And btw there is no translation anywhere actually, is it?
12:33:13  <dihedral> and perhaps contact that person
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12:33:35  <dihedral> it does not make sense to do it different if all languages follow a certain way, and there might be a valid reason for the difference
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12:34:42  <Firzen> Yeah. But i wonder if I shoul do things like Translation:OpenTTD:title then for OpenTTD: pages...
12:35:03  <Firzen> should*
12:37:51  <MrFrans> fyi: Airplane Crash near amsterdam. http://twurl.nl/2iczdn
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12:50:23  <planetmaker> [13:33]	<Firzen>	And btw there is no translation anywhere actually, is it? <-- not that I'm aware of. Unfortunately.
12:50:47  <planetmaker> Given some questions in especially the German forum a "rtfw" would be nice sometimes :)
12:51:15  <Firzen> rtfw?
12:51:31  <MrFrans> read the fucking wiki, i think.
12:51:45  <Firzen> Ah xD
12:51:47  <MrFrans> instead of rtfm anual.
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12:52:26  <planetmaker> yeah :)
12:53:35  <Firzen> A GRF is just a change of some graphics and no object addition, isn't it?
12:53:45  <Firzen> Or did I get that wrong...
12:53:45  <planetmaker> uhm...
12:53:47  <MrFrans> can be both.
12:53:52  <planetmaker> what's a "object addition"?
12:54:00  <Firzen> A new object.
12:54:04  <Firzen> In the game.
12:54:04  <MrFrans> a new train.
12:54:09  <Firzen> e.g.
12:54:13  <planetmaker> yeah. can be.
12:54:19  <planetmaker> It can also be neither.
12:54:29  <planetmaker> It can be just that e.g. power plants learn to close down
12:54:32  <Firzen> Because I'd really like to add some industries.
12:54:58  <planetmaker> or it can be that bridges cost 64 as much as usual
12:55:13  <Firzen> So GRF is something like a general Add-On
12:55:16  <planetmaker> or it can be that the silicon and wood bridge switch their images.
12:55:19  <planetmaker> Yes.
12:55:27  <Firzen> OK.
12:55:29  <MrFrans> Yea, planetmaker I'm thinking newgrf button in the game, should be called addons. So people who aren't part of dev community can understand what it means.
12:55:43  * MrFrans should probably post that on the forum.
12:55:50  <planetmaker> I introduced in the German ingame strings the word "Erweiterung" for anything like newGRF, AIs...
12:55:53  <Firzen> What do GRF mean btw?
12:56:01  <planetmaker> grf. graphics
12:56:07  <planetmaker> but... it's an ancient name
12:56:10  <planetmaker> it's just grf
12:56:16  <planetmaker> graphics resource file
12:56:21  <MrFrans> erweiterung is expansion, right?
12:56:25  <planetmaker> yes
12:56:26  * MrFrans is dutch
12:56:47  <Firzen> But "Graphics" misses the point, doesn't it?
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12:56:51  <MrFrans> yes
12:57:07  <planetmaker> well, yes
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12:57:14  <planetmaker> grf = graphics resource file
12:57:31  <planetmaker> so... adding new properties to existing graphics is a valid option, too
12:57:49  <planetmaker> or changing.
12:57:59  <Firzen> You could now just pretend it's not your fault and define it as "GameaddonResourceFile" :P
12:58:12  <planetmaker> Generic ;)
12:58:20  <planetmaker> General
12:58:22  <MrFrans> it basically also tells what a graphic can do. If you see the graphic as a object.
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12:58:34  <planetmaker> sort-of
12:58:53  <Firzen> Though this game just contains graphics <.<
12:59:07  <planetmaker> ...?
12:59:36  <Firzen> No 3D models or collisions like in 3D games
12:59:48  <Firzen> Only oldschool 2D graphics ^^
12:59:59  <Firzen> Located so that they look like a world.
13:00:11  <planetmaker> The result is what matters
13:00:20  <Firzen> It's unique.
13:00:22  <Firzen> Still.
13:00:38  <Firzen> Though there is this LocoMotion.
13:00:47  <MrFrans> which is also 2d
13:00:48  <planetmaker> then play Locomotion or TransportEmpire
13:01:00  <planetmaker> or whatever. I didn't look at any :P
13:01:25  <MrFrans> transport empire isn't a playable game yet, is it?
13:01:33  <planetmaker> dunno. Might be :)
13:01:43  <Firzen> 3D xD
13:01:44  <planetmaker> but probably not :P
13:01:47  <MrFrans> yea
13:02:18  <planetmaker> what would you gain by 3D? Not much. And loose 100% performance.
13:02:34  <Firzen> But TTD is very comprehensive. Will take very long time to remake this.
13:03:05  <Firzen> 360°-view :P
13:03:35  <MrFrans> Yea.
13:03:41  <MrFrans> Mostly the models.
13:03:50  <Firzen> Plus x and y axis rotation and free zoom.
13:03:53  <planetmaker> With the introduction of the advanced and selectively invisibility features the need to rotate the map in order to see whether you can build X there or not also vanished completely
13:04:23  * MrFrans nods
13:04:55  <planetmaker> You don't need 3D-models for free zoom. You just need vector graphics
13:04:59  <Firzen> If all ppl would think like planetmaker the computer research would have stopped 20 years ago and we'ld use DOS ^^
13:05:11  <planetmaker> Firzen: no.
13:05:35  <MrFrans> true for about the zoom.
13:05:36  <planetmaker> But there are things which don't make sense within a certain framwork
13:05:43  <planetmaker> +e
13:05:51  <Firzen> Vector textures? :o
13:06:18  <Firzen> Shame on me this game consists of textures xD
13:07:05  <MrFrans> basically it is graphice that scales to higher resolution when you zoom in. I believe it does this, by describing the graphic mathimatically.
13:07:06  <Firzen> Games are more successfull the more they imitate the reality.
13:07:16  <MrFrans> hah.
13:07:47  <MrFrans> you mean the more they imitate movie reality.
13:07:58  <Firzen> Yeah.
13:08:00  <MrFrans> which does not equal reality,
13:08:20  <Firzen> In case of TTD the real reality
13:08:43  <Firzen> I never saw a film about TTD xD
13:10:05  <MrFrans> Most games don't equal reality, they just have prettier pictures. I wish life had so much bloom as games nowadays have.
13:11:07  <MrFrans> "We make the world dark and dirtier because that is real" "Now it looks depressing, let's at glow and bloom" "Oh pretty" "More!" "More!"
13:11:15  <planetmaker> realistic (what is that) doesn't mean necessarily more gaming fun
13:11:26  <MrFrans> exactly planetmaker
13:11:53  <planetmaker> the charm of this game imo is exactly the style of the graphics and how things are handled.
13:12:17  <Firzen> I like the Multi-Window Feature ^^
13:12:19  <planetmaker> adjusting it to some kind of 3d locomotion-like graphics is... a depressing thought
13:12:37  <planetmaker> (from what I see in the screeshots
13:13:14  <Firzen> Yeah these 3D worlds don't look serious and not realistic.
13:13:25  <Firzen> More like plastic.
13:13:33  <planetmaker> cheap one at that
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13:15:57  <Firzen> Is there an option how much subventions are offered per annum/month/whatever?
13:16:21  <planetmaker> not afaik.
13:16:28  <planetmaker> They're useless anyway :P
13:16:51  <Firzen> The subventions?
13:16:54  <planetmaker> sure
13:17:04  <planetmaker> going for them is IMO a waste of money and time
13:17:10  <planetmaker> I never look for or at them
13:17:30  <Firzen> Yes, but I take them as missions to not have to be creative.
13:17:31  <planetmaker> there are always more profitable projects without subsidies.
13:17:55  <Firzen> Yeah
13:17:59  <planetmaker> even then. Pick two random industries which can exchange cargo and you're most likely better off
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13:18:39  <Firzen> It's too simple to get rich.
13:19:08  <planetmaker> start with less loan, high interest, very early and increased costs
13:19:15  <MrFrans> http://www.vgcats.com/comics/?strip_id=224
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13:19:33  <Firzen> Sounds like a possible solution planet ^^
13:19:43  <planetmaker> starting 1970 with 1M loan and low interest and normal costs is... indeed no challange money-wise.
13:19:47  * Firzen forgot that he plays always as easy as possible.
13:20:08  <planetmaker> two airports, two planes and an annual income of 1 million is at least guaranteed.
13:20:16  <Firzen> Yeah.
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13:20:40  <MrFrans> locomotion isn't all that different planetmaker. it has just a few more rotations for the trains. how it looks depends on the graphics developer.
13:20:51  <planetmaker> though felicitus' new train AI was more successfull with his train route :)
13:20:54  <Firzen> Is the Multiplayer from Open TTD or is it a native TTD Feature?
13:21:09  <planetmaker> I *think* OpenTTD.
13:21:18  <Firzen> I like this MP.
13:21:20  <Firzen> <3
13:21:51  <Firzen> Though I don't get how to setup a custom server,
13:21:53  <Firzen> ,=.
13:22:39  <blathijs> Firzen: TTD had multiplayer, but only two-player IIRC
13:22:48  <blathijs> Firzen: OpenTTD's multiplayer is completely rewritten
13:22:48  <planetmaker> just start your game as multiplayer and select to run the server :)
13:22:53  <planetmaker> or run it with openttd -D
13:24:47  <Firzen> Will the companies be deleted after an amount of time if they don't get under 0 $?
13:25:22  <planetmaker> yes.
13:25:38  <planetmaker> four consecutive quarters below 0$
13:25:48  <planetmaker> (always the 1st day of the quarter counts only)
13:26:03  <Firzen> and above 0$?
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13:27:41  <planetmaker> why should they?
13:28:01  <planetmaker> oh, you're so poor. I've pitty. I'll shoot you?
13:28:51  <Firzen> I mean if a company has no players and runs on a root server
13:29:11  <Firzen> Will it survive?
13:29:19  <Rubidium> depends on the settings
13:29:20  <Firzen> If it has a positive income
13:29:44  <planetmaker> depends upon config.
13:30:01  <Firzen> k. I think it's all set up in this cfg file that's described on the wiki!?
13:30:18  <planetmaker> yes/always after n months/only without password after n months
13:30:49  <planetmaker> I guess
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14:24:45  <Brokkoli> hi
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14:24:57  <Brokkoli> is anyone here who can halp me with newgrfs?
14:25:05  <Brokkoli> is have a question for tihs line:
14:25:06  <Brokkoli>    53 * 14	 02 02 0C 81 86 00 FF 01 0B 00 00 00 00 00
14:25:28  <Brokkoli> what is "var 86" i cannot find it out..
14:26:22  <petern>  VarAction2Vehicles
14:26:22  <petern> Variational Action 2 Variables for Vehicles 	print
14:26:22  <petern> history
14:26:22  <petern> NewGraphicsSpecs -> GRFActionsDetailed -> Action2 -> VariationalAction2 -> VarAction2Vehicles
14:26:26  <petern> << VarAction2Advanced 	VariationalAction2 	VarAction2Stations >>
14:26:28  <petern> Variational Action 2 Variables for Vehicles
14:26:31  <petern>     * Variational Action 2 Variables for Vehicles
14:26:31  <Brokkoli> yes
14:26:33  <petern>           o Position and length (40, 41)
14:26:35  <Brokkoli> so here
14:26:36  <Brokkoli> http://marcin.ttdpatch.net/sv1codec/TTD-locations.html#_VehicleArray
14:26:36  <petern>           o Consist cargo (42)
14:26:38  <petern>           o Player info (43)
14:26:41  <petern>           o Aircraft info (44)
14:26:43  <petern>           o Curvature info (45)
14:26:46  <petern>           o Motion counter (46)
14:26:48  <petern>           o Vehicle cargo info (47)
14:26:51  <petern>           o Vehicle type information (48)
14:26:53  <petern>           o Count Veh.ID occurence (60)
14:26:56  <petern>           o Modflags (FE and FF)
14:26:58  <petern> Variable	Size	Content
14:27:01  <petern> 40	D	Position in consist and length of consist
14:27:03  <petern> 41	D	Position in and length of chain of consecutive vehicles with same ID
14:27:06  <petern> 42	D	Cargo types transported by consist
14:27:08  <petern> 43 *	D	Player info
14:27:11  <petern> 44	D	Aircraft info
14:27:13  <petern> 45	D	Curvature info
14:27:16  <petern> 46	D	Motion counter
14:27:19  <petern> 47	D	Vehicle cargo info
14:27:21  <petern> 48 *	D	Vehicle type information
14:27:24  <petern> 49 a	D	Year of construction (long format, 0 based)
14:27:26  <petern> 60	D	Count Veh.ID occurence
14:27:29  <petern> 97	B	Tick counter, increased every engine tick
14:27:31  <petern> B4	W	Current speed (note, units different for each vehicle type)
14:27:34  <petern> B9	B	Cargo type (type B from the list at CargoTypes; climate dependent)
14:27:36  <petern> C0	W	Vehicle age in days (not valid for wagons bought before alpha 61)
14:27:39  <petern> C4	B	Year built (counted from 1920), note this is modified when Cht: Year is used
14:27:42  <petern> C6	W	Vehicle type ID (useful for Callback 1D)
14:27:44  <petern> C8	B	Sprite type; FD for trains forward, FE or FF when reversed
14:27:47  <petern> C9	B	Day counter; increased daily
14:27:49  <petern> wtf
14:27:52  <petern> that is *not* the bit i selected :(
14:27:54  <petern> and irssi didn't prompt either :(
14:28:04  <petern> sorry about that
14:28:05  <petern> right
14:28:05  <KenjiE20> lol
14:28:13  <Brokkoli> *g*
14:28:16  <Brokkoli> but what now?
14:28:18  <petern> yes, when you get to the ttd locations bit, you need to subtract 0x80 from the variable
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14:28:27  <Brokkoli> is it this: 06 	L 	Pointer to the schedule string (see location 01C18), FFFFFFFF if N/A
14:28:32  <Brokkoli> ok
14:28:49  <petern> whatever a schedule strnig is...
14:28:52  <Brokkoli> makes no sense to me
14:28:57  <Brokkoli> yes... i dont know
14:29:13  <Brokkoli> and dont know why someone wohul check it there
14:29:42  <Brokkoli> and compare a byte of it to 0
14:29:44  <petern> is it definitely for a vehcile?
14:29:49  <Brokkoli> since its a pointer it can be anything
14:30:01  <Brokkoli> i got that from decompiling a grf
14:30:18  <Brokkoli> 02 should be a vehicle as i think
14:30:35  <Brokkoli> ah ship
14:30:54  <petern> 02 is yes, but it's possible it's misfeatured, although i think that is disallowed now
14:31:13  <petern> if the feature of the action 3 is also 02, then it's ship, yes
14:31:29  <petern> and if someone tests var 0x86 in ottd, it won't work :D
14:31:36  <petern> what grf is it?
14:31:38  <Brokkoli> how can i check that?
14:31:47  <Brokkoli> the nshp_ecs.grf
14:31:51  <petern> follow the action 2 forward
14:32:06  <Brokkoli> last lines are
14:32:07  <Brokkoli>    53 * 14	 02 02 0C 81 86 00 FF 01 0B 00 00 00 00 00
14:32:07  <Brokkoli>    54 * 14	 02 02 0D 81 0C 00 FF 01 0C 00 18 18 00 00
14:32:07  <Brokkoli>    55 * 6	 03 02 00 00 0D 00
14:33:07  <petern> callback 18
14:33:24  <petern> AI construction hmm
14:34:16  <petern> in that case it's special
14:34:20  <petern> http://wiki.ttdpatch.net/tiki-index.php?page=Callbacks#AI_construction_purchase_selection_18_
14:34:36  <Brokkoli> ok thanks
14:34:41  <Brokkoli> so its
14:34:42  <Brokkoli> 86	B	AI construction event
14:34:43  <petern> but
14:34:54  <petern> callback 18 is not done through feature 2...
14:34:57  <petern> hm
14:35:09  <petern> or perhaps the feature does not matter in that case
14:37:05  <Brokkoli> hm
14:37:45  <Brokkoli> but thanks it helped me a lot
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14:49:01  <Brokkoli> does the new openttd ai use that at all?
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14:50:14  <Felicitus> howdy
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14:50:58  <Felicitus> hmm, i just transported 450.000 liters of water over a distance of 1000 squares in about 250 days - but i only got an income of 112k :(
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14:53:30  <Felicitus> is the time factor relative to the distance or is it separate?
14:53:42  <Brokkoli> should be relative
14:54:19  <Felicitus> hmm, then i dont understand why it is only 112k
14:54:38  <Felicitus> when i calculate it manually, it should be over one million
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14:56:48  <Brokkoli> http://wiki.openttd.org/wiki/index.php/Cargo_income
14:56:56  <planetmaker> hey Felicitus :)
14:57:04  <Brokkoli> not relative
14:57:36  <planetmaker> Felicitus: the first water arrived at the station way before the train left. The generation time of the water counts afaik
14:58:02  <planetmaker> but most likely that doesn't suffice to explain the difference.
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14:58:13  <dihedral> oi
14:58:19  <dihedral> rosenkohl!
14:58:28  <planetmaker> yummi ;)
14:58:28  <Brokkoli> huch
14:58:35  <Belugas> Felicitus, have you checked the source code when doing your manual calculation?
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14:59:21  <Felicitus> Belugas: yes
14:59:30  <Felicitus> but maybe i've overlooked something
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14:59:57  <Felicitus> planetmaker: yes, i know that, the second train only made 160k even tough it left immediately
15:00:11  <planetmaker> k :)
15:00:17  <Felicitus> maybe the max days of the cargo is not depending on the distance
15:00:37  <planetmaker> uhm... no, it isn't afaik.
15:00:46  <Brokkoli> no its not
15:00:54  <Felicitus> hmm that would explain it
15:01:03  <Brokkoli> it thats correct: http://wiki.openttd.org/wiki/index.php/Cargo_income
15:01:03  <Felicitus> so every day counts once i'm over the late days variable
15:01:45  <Felicitus> ok, so if i make that distance in less than 80 days i would theretically get the full amount
15:02:04  <planetmaker> if you teleport, you'd get even more :P
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15:02:21  <Brokkoli> less than 20 days i think
15:03:11  <Brokkoli> and when its over 20+80 days, time doesn't matter anymore
15:03:32  <Brokkoli> last was wrong
15:03:54  <Brokkoli> of cause it matters
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15:15:30  <Felicitus> hmm next time i'll stick with something where max_days are 255
15:19:07  <planetmaker> :P
15:19:37  <planetmaker> the AI is anyway making huge ass money with the trains, choosing good routes
15:20:18  <planetmaker> definitely more profitable than AdmiralAI with rails:)
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15:25:43  <Felicitus> thanks :)
15:25:56  <Felicitus> but i guess it will fail if the routes are too long (just as me :))
15:28:09  <planetmaker> hm... maybe that's what the problem was when I tested it yesterday. It didn't get beyond the first rail line.
15:28:17  <planetmaker> it is a 256 x 1024 map
15:28:31  <planetmaker> you find it in the forums
15:30:01  <planetmaker> it just collected money but the only KI debug output which continued to get added occasionally was related to the not implemented save function
15:30:30  <Firzen> BtW what about the Trams? Can't build trails for them...
15:31:13  <planetmaker> Firzen: you need a tram grf...
15:31:32  <Firzen> Oo k
15:31:56  <Firzen> Why aren't they included by default like electric trails?
15:31:57  <planetmaker> also, it's a road type (accessible similar to different rail types)
15:32:16  <planetmaker> the images are. But no vehicles. So no point making them available
15:32:55  <Firzen> I see...
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15:51:34  <Brokkoli> Firzen: i would use egrvts.grf for trams
15:51:47  <Brokkoli> thats a good collection there
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15:52:08  <Brokkoli> and its in the content downloader
15:52:23  <Firzen> k thx
15:52:45  <planetmaker> indeed. It's currently one of the best vehicle sets around
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15:54:31  <planetmaker> and it's afaik the only one which allows you to reasonably play from ~1870 onwards
15:55:02  <KingJ> I always start around 1980 or later, I hate slow transport
15:55:23  <Brokkoli> i start 1855 most times :D
15:55:49  <Brokkoli> sadly no streamship-set exists
15:55:58  <Brokkoli> or i dont know any
15:56:08  <Forked> Spanish Galleon
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16:06:58  <PierreW> firzen is like furzen. its just one key away. </being_a_stupid_german>
16:07:57  <Firzen> Unfortunately
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16:25:12  <AmixE90> Hi
16:26:07  <AmixE90> What do you think of Kurts servers?
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16:32:05  <Belugas> kurts has a big mouth :)
16:32:55  <AmixE90> Any plans for next release?
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16:39:25  <frosch123> yes, remove support for human players
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16:43:30  <AmixE90> Ahh, so that you have to get a MorphOS based PPC machine to play :)
16:43:56  <Belugas> [11:41] <frosch123> yes, remove support for human players <--- YES YESYYES!!!!
16:45:37  <AmixE90> Cats instead?
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16:46:16  <Brokkoli> apes
16:46:31  <Belugas> openttd already support apes...
16:46:47  <AmixE90> Planet of the apes?
16:50:39  <Rubidium> AmixE90: which one?
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17:01:12  <CIA-1> OpenTTD: rubidium * r15580 /trunk/src/network/network_content.cpp: -Fix [FS#2684]: last activity time not properly updated causing downloads to be aborted after a minute.
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17:08:46  <AmixE90> Rubidium: all of them
17:08:58  <AmixE90> :)
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17:35:39  <Swallow> If rail type A is compatible with rail type B, is B then also guaranteed to be compatible with A?
17:36:03  <Sacro> no
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17:37:31  <KingJ> Normal and electrified rails as a good example of non-backwards compatibility
17:38:13  <Swallow> electric is compatible with normal v.v.
17:38:19  <frosch123> compatible != powered
17:39:29  <KingJ> Oh, oops
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17:56:30  <Swallow> I added an FS task, although fixing it is currently unneeded: http://bugs.openttd.org/task/2685
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18:00:59  <petern> well it's closed :p
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18:07:02  <Belugas> ooooops...
18:07:43  <Belugas> was on a conference call, was getting bored, gone through the "news" and... bang!
18:07:46  <Belugas> closed it :)
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18:09:04  <Forked> but you're less bored now? :)
18:09:45  <Belugas> not really... Vadim is still around, playuing with my nerves ;)
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18:19:00  <Brokkoli> is the mapgenerator bug in the beta known? when having no water at the borders in tropic climate there i green land at the borders
18:19:05  <Brokkoli> looks a bit strange
18:19:46  *** goodger [~ben@host81-155-192-33.range81-155.btcentralplus.com] has quit [Ping timeout: 480 seconds]
18:19:51  <Brokkoli> not an important bug, though ;)
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18:20:28  <frosch123> post it to bugs.openttd.org :)
18:22:23  <Yexo> Brokkoli: is the land at all borders completely green?
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18:22:37  <Yexo> here it's green at some places and desert at others
18:23:47  <Brokkoli> yes sometimes it's desert
18:23:51  <Brokkoli> but too much green
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18:30:59  <energetic> @seen Felicitus
18:30:59  <DorpsGek> energetic: Felicitus was last seen in #openttd 3 hours, 5 minutes, and 3 seconds ago: <Felicitus> but i guess it will fail if the routes are too long (just as me :))
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18:32:52  <Belugas> My opinion : not a bug. Random assignation
18:33:46  <Yexo> I'm not so sure, he's right that there is a bit too much green
18:33:53  <Yexo> more than 'random' would explain
18:33:54  <frosch123> Half-Desert is decided by checking the neighboured tiles, how does it deal with MP_VOID ?
18:34:07  <Yexo> no special at all
18:34:08  <Yexo> iirc
18:34:16  <Yexo> bu tI have to go now
18:34:27  <frosch123> so a TropicZone is also generated for MP_VOID tiles?
18:34:51  <energetic> oh, only 7581 errors when compiling
18:35:11  <Brokkoli> maybe thats the reason
18:35:56  <Brokkoli> on my servers current map there is no desert at the borders at all.. all green
18:37:04  <Brokkoli> some generated maps have desert at the borders
18:37:11  <Brokkoli> but only some
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18:45:31  <CIA-1> OpenTTD: translators * r15581 /trunk/src/lang/ (17 files): (log message trimmed)
18:45:31  <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2009-02-25 18:44:53
18:45:31  <CIA-1> OpenTTD: afrikaans - 7 changed by Ludslad (7)
18:45:31  <CIA-1> OpenTTD: catalan - 3 fixed by arnaullv (3)
18:45:31  <CIA-1> OpenTTD: czech - 3 fixed by Hadez (3)
18:45:31  <CIA-1> OpenTTD: danish - 12 fixed, 13 changed by ThomasA (25)
18:45:31  <CIA-1> OpenTTD: dutch - 3 fixed by habell (3)
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18:46:40  <frosch123> TropicZone generation looks fine, and also when I generate a map I cannot see any special green tiles
18:47:00  <frosch123> there is both desert, half-desert and green land at all borders
18:47:16  <frosch123> s/both/everything/
18:47:29  <Brokkoli> maybe have a look at my server
18:47:56  <Brokkoli> stne openttd is the name
18:48:02  <frosch123> meh, then I would have to install beta1
18:48:05  <Brokkoli> ok
18:48:21  <Brokkoli> i could save the map
18:49:54  <Brokkoli> or maybe the bug isnt in the nightlys?
18:50:13  * frosch123 compiles beta1
18:50:43  <Brokkoli> i will show you a screenshot
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18:51:25  <Brokkoli> http://einniemand.dyndns.org/openttd/greenedges.jpg
18:52:09  <Brokkoli> too much green i think ;)
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18:53:03  <frosch123> hehe, those sharp borders look weird
18:53:15  <Brokkoli> they do
18:53:30  <frosch123> btw. you can do .png screenshots with ctrl-s
18:54:14  <Brokkoli> yes i forgot ;)
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18:59:05  <frosch123> found the problem: desert is not generated next to water, and the water check wraps around the map
18:59:31  <frosch123> also present in trunk
18:59:36  <Brokkoli> ok
19:00:02  <frosch123> you always have those green borders, if there is water on the opposite side :)
19:00:27  <Brokkoli> ah
19:00:33  <Brokkoli> yes i had 2 warter borders
19:00:35  <Brokkoli> -r
19:00:44  <Brokkoli> and 2 non water.. so it's clear ;)
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20:44:22  <Felicitus> hmm, is there a maximum of goods a factory can produce? seems to stuck at something like 2k crates, no matter how much stuff i feed into it
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20:46:05  <Felicitus> ah okay forget the question
20:46:10  <Felicitus> its now up to 3k :D
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20:56:14  <Felicitus> wheeee 4k crates
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21:01:33  <Felicitus> is it crazy to have an 8 track main line to deliver goods?
21:02:20  <Prof_Frink> Depends. If there's a one-track bottleneck then yes.
21:02:51  <SmatZ> Felicitus: around 25k crates
21:03:51  <Felicitus> SmatZ: okay, that will take a while to break that limit
21:04:21  <Felicitus> Prof_Frink: well, i started out with a regular 2 track and the problem was, that everything got stuck because of breakdowns...so i expanded to 4, then to 8
21:04:26  *** Mark_ [~M4rk@5351EC68.cable.casema.nl] has quit [Ping timeout: 480 seconds]
21:05:52  <Felicitus> so right now, the 4 tracks on each side are independent of each other...i wonder if that will change with pbs
21:05:55  <welshdragon> Felicitus: got any screenies?
21:06:01  <Felicitus> welshdragon: i can make one
21:06:45  <Prof_Frink> 8 tracks and no pbs? Ouch.
21:06:58  <Felicitus> Prof_Frink: 0.6.3 multiplayer
21:07:05  <Felicitus> but the tracks aren't connected to each other
21:07:37  * welshdragon can't wait for 0.7.0 multiplayer
21:07:41  <welshdragon> pbs!
21:09:07  <Felicitus> i still have to learn pbs for the AI
21:11:27  <Felicitus> welshdragon: http://www.timohummel.com/ttd/
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21:25:07  <CIA-1> OpenTTD: frosch * r15582 /trunk/src/ (landscape.cpp landscape.h): -Cleanup: Remove unused function AdjustTileCoordRandomly(). Btw. it would also cause desyncs and wrap around the map.
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21:28:33  <Noldo> nice "btw"
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21:30:04  <CIA-1> OpenTTD: frosch * r15583 /trunk/src/ (7 files): -Fix: Do not use TILE_MASK when you do not want to wrap around them map.
21:30:07  <frosch123> old ai stuff :)
21:30:41  <Felicitus> ;)
21:30:48  <Felicitus> Yexo: are you here?
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21:45:30  <CIA-1> OpenTTD: yexo * r15584 /trunk/src/ (11 files in 2 dirs): -Codechange: Move several variables from variables.h to more appropriate headers.
21:47:04  <Yexo> Felicitus: yes :)
21:47:29  <Yexo> missed the highlight for some reason
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21:51:06  <CIA-1> OpenTTD: yexo * r15585 /trunk/src/ (industry_cmd.cpp map_func.h town_cmd.cpp unmovable_cmd.cpp): -Codechange: Remove TILE_ASSERT and replace all instances with assert(tile < MapSize()).
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21:57:54  <Felicitus> Yexo: is there an API call to find out if a train is dual headed?
21:58:07  <Yexo> no, and there won't be one either
21:58:16  <Yexo> apart from dualheaded, a train can also be articulated
21:58:23  <Felicitus> whats articulated?
21:58:33  <Yexo> consisting of multiple parts
21:58:39  <Felicitus> ah okay
21:58:49  <Felicitus> so i have to build the engine and then get the train length?
21:58:57  <Yexo> and you're not interested if it's articulated or dual-headed, you're interested in the length of the engine, right?
21:59:03  <Felicitus> right
21:59:17  <Yexo> the length of the train is only available (even to openttd) after the engine is bought
21:59:17  <Felicitus> because sometimes, it builds a turner turbo and then the train is one waggon too long
21:59:46  <Yexo> the way I solved that in admiralai: buy the engine, add wagons untill the entire train is just too long, then sell the last wagon again
22:00:15  <Felicitus> i guess i will do it the same way
22:00:31  <Yexo> some newgrfs also have wagons that are shorter then the default wagons, and in those cases you want to buy more wagons to get the same train length
22:00:37  <Yexo> to just checking the lenght of the engine isn't enough
22:01:27  <Felicitus> yes i noticed that in another gam
22:01:28  <Felicitus> e
22:03:09  <Yexo> petern: imo it'd be better to disable the whole base graphics set dropdown in the game, not only disable all entries
22:03:16  <Yexo> that way it's directly visible you can't change it
22:04:19  <Ammler> why isn't that possible?
22:04:44  <Yexo> Ammler: are you talking about the train length?
22:04:50  <Yexo> that's because of newgrf callbacks
22:04:54  <Ammler> no
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22:05:02  <Ammler> the base gfxs
22:05:26  <Yexo> ah, dunno exactly what the reason was you couldn't change it ingame
22:06:13  <petern> well
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22:06:34  <petern> it matches the other disableable dropdown
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22:06:35  *** [1]KenjiE20 is now known as KenjiE20
22:07:02  <Yexo> hmm, you're right
22:07:51  <Felicitus> okay, i'm in bed now
22:07:52  <Felicitus> good night
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22:10:06  <Eddi|zuHause> speaking of spaces... the parameter list should work with commas, too, right?
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22:33:02  <Sacro_> Ahh OSX
22:34:52  <petern> Ahh Windows Vista
22:35:43  <SmatZ> Ahh Gentoo Linux
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22:41:41  <Tefad> Ahh broken operating systems.
22:41:49  <Tefad> (all of them. they're all broken.)
22:42:08  <Sacro_> especially that MorphOS
22:42:35  <Belugas> Ahhhh.... HOME!!
22:42:58  <SmatZ> bye bye Belugas
22:43:26  <Belugas> bye SmatZ :) enjoy the night,  as well as the silent other ones :)
22:43:32  <SmatZ> :o)
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22:45:19  <petern> Hmm, yes, I suppose I ought to head to bed.
22:48:18  <SmatZ> night petern
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