IRC logs for #openttd on OFTC at 2007-11-27
            
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04:16:43 <CIA-1> OpenTTD: belugas * r11532 /trunk/src/industry_cmd.cpp:
04:16:43 <CIA-1> OpenTTD: -Feature[newgrf]: Add decrement(0x0D) / increment(0x0E) production operations from result of production callback cb29/35.
04:16:43 <CIA-1> OpenTTD: Only var 0x93 will be affected by these operations
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08:19:35 <dihedral> hey
08:19:52 <dihedral> anything one can do about offensive pm's in the tt-forums?
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08:28:22 <DaleStan> dihedral: I don't recall that being explicitly mentioned in the rules. Talk to orudge; he may cause something to happen.
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08:29:45 <dihedral> thanks DaleStan
08:32:02 <dihedral> DaleStan: how about 1.(d) Flaming or abusing users in any way will not be tolerated and will lead to a warning.
08:33:22 * dihedral will contact orudge, yes :-P
08:33:26 <DaleStan> That looks like a pretty good one.
08:34:12 <dihedral> though if you say that i asked for it with my last past, then i'll accept that too
08:34:18 <dihedral> *post
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08:34:39 <dihedral> http://www.tt-forums.net/viewtopic.php?p=643640#p643640
08:47:32 <dihedral> http://www.tt-forums.net/viewtopic.php?p=643785#p643785 <-- LOL 'programming point of view'... read the OpenTTDLib thread and you'll know that he should not mentiong 'programming point of vew' :-D
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10:11:24 <Eddi|zuHause2> err... isn't that already implemented?!?
10:12:40 <dihedral> forcing companies to set a password?
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10:54:38 <Eddi|zuHause2> ah, that's what he meant...
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12:33:21 <dihedral> you silent lot...
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12:35:16 <SpComb> asdf
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12:58:27 <dihedral> :-)
13:07:16 <Ammler> :)
13:08:08 <Ammler> (Recall talk yesterday?)
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13:23:36 <dihedral> 14:08 < Ammler> (Recall talk yesterday?) <-- freak :-P
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13:26:47 <SpComb> hmm, all of my power station smoke plumes have frozen
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13:31:03 <Eddi|zuHause2> they're on strike because you did not pay them enough
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13:49:34 <Belugas> good goody day all
13:52:37 <Eddi|zuHause2> fjb would say "moin"
13:56:57 <dihedral> :-P
13:57:01 <dihedral> hello Belugas
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14:16:22 <skidd13> Hi
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14:22:36 <Sacro> rawr
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14:31:02 * dihedral pats Sacro on the head
14:31:22 <Sacro> yay!
14:32:01 * Belugas svn ups
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14:55:49 * Belugas wonders what would be the base cost of industry removal.
14:56:03 <Belugas> could not be simply build_industry
14:56:27 <Belugas> and yes, i know, removal of industries is only a hack right now
14:56:34 <Belugas> ad should remain free
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14:57:16 <Belugas> but, deep in my mind, i want to add the cost removal for newgrf industries that specify one
14:57:23 <Belugas> just to make it even more chanllenging :D
14:57:37 <Belugas> "hooo. you cheat? with newgrf? pay :D"
14:57:54 <Eddi|zuHause2> occasionally i'd want to fund an industry to move its location
14:58:44 <Belugas> a move-industry cost
14:59:01 <frosch123> Belugas: NewGrfWiki says, that TTDP uses house-removal base
14:59:35 <Eddi|zuHause2> just a random thought... not really a feature request
15:00:30 <Belugas> ha.. nice :)
15:00:38 <Belugas> thanks frosch123
15:01:13 <Ammler> Belugas: if you think about new base costs, foundations would also be worth to think about....
15:01:36 <Belugas> yeah yeah... i've heard it already ;)
15:01:45 <Ammler> :)
15:02:07 <Belugas> but i'm not talking here about adding new base cost...
15:04:55 <Belugas> i have two industries props that I have to implement fast, while i have the time and possibility to do so
15:05:08 <Belugas> and th removal cost is one of them
15:05:36 <Belugas> the other one is already started, just not completed, and giving me a tiny little bit of a problem...
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15:38:34 <fjb> Moin
15:40:07 <Eddi|zuHause2> see :p
15:44:09 <Belugas> reminds me the sound of my crying kid :)
15:44:25 * dihedral wonders if when belugas starts adding a base cost for removing industries, he might add something else too :-D
15:45:07 <Belugas> [10:03] <@Belugas> but i'm not talking here about adding new base cost...
15:45:07 <Belugas> [10:06] <@Belugas> i have two industries props that I have to implement fast, while i have the time and possibility to do so
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15:45:46 <fjb> :-)
15:45:52 <fjb> !logs
15:45:53 <SpComb> Logs: http://spbot.marttila.de:8120/logs/oftc-ottd (old: http://zapotek.paivola.fi/~terom/logs/openttd )
15:46:53 <dihedral> Belugas: i was kidding...
15:48:51 <fjb> I need diagonal rail / road crossings... :-(
15:51:47 <Eddi|zuHause2> maedhros had a patch for that
15:52:07 <Eddi|zuHause2> but it turned out to be too difficult to handle simultaneous activation
15:52:21 <Eddi|zuHause2> also it probably broke with the addition of new road types
15:52:25 <fjb> Hm... :-(
15:52:29 <Eddi|zuHause2> (aka tram)
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15:52:56 <fjb> Then I need diagonal bridges and tunnels...
15:53:25 <Eddi|zuHause2> SmatZ was working on that, i believe
15:54:02 <fjb> That would be great.
15:54:31 <Eddi|zuHause2> http://devs.openttd.org/~truelight/SmatZ/tunnel.avi
15:54:46 <fjb> The stupid ai hast builds roads everywhere and has no mony left for vehicles... :-/
15:55:09 <Eddi|zuHause2> it's your fault to play with AI in the first place...
15:56:59 <fjb> It gets a bit boring to be alone in that world. The ai usually makes it a bit more coloufull. And a bit more difficult to build around it.
15:57:52 <Eddi|zuHause2> not in my world...
15:58:15 <fjb> At least it adds some more company colors...
15:58:30 <Eddi|zuHause2> you can use the subsidiaries patch ;)
15:58:47 <Eddi|zuHause2> and a 2cc set
15:58:48 <fjb> Maybe I should try it. :-)
15:59:09 <fjb> I'm using 2cc sets already. Looks really nice.
15:59:30 <Eddi|zuHause2> i never used one... always dbset
16:00:07 <dihedral> fjb: try the noai branch
16:00:19 <dihedral> it will only be as bad as you write the ai
16:00:43 <fjb> I tryed tropic. The houses there are cute. But BD in tropic? No, no... :-)
16:01:09 <fjb> Hm, a new ai. Added to the todo list.
16:02:28 <CIA-1> OpenTTD: belugas * r11533 /trunk/src/ (6 files):
16:02:28 <CIA-1> OpenTTD: -Codechange: Rename some unclear clear_x prices member names.
16:02:28 <CIA-1> OpenTTD: While at it, remove one unused entry on the clear_price_table array.
16:02:28 <CIA-1> OpenTTD: It is based on ground type, and the unused one was referencing a non existing one.
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16:13:17 <fjb> Going up hill diagonally would also be a great feature.
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16:17:07 <dihedral> having squirrel as a console language would also be great :-P
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16:20:04 <dihedral> esp. if ther then were options to do 'chat filtering' etc
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16:20:18 <dihedral> hello skidd13
16:20:44 <skidd13> Hi dihedral
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17:14:13 <CIA-1> OpenTTD: belugas * r11534 /trunk/src/ (4 files in 2 dirs):
17:14:13 <CIA-1> OpenTTD: -Feature(newgrf): Implement property 23h for Industries.
17:14:13 <CIA-1> OpenTTD: This will add a cost to the removal of an industry using the cheat magic bulldozer.
17:14:13 <CIA-1> OpenTTD: Note that the removal of regular or newgrf industries without specified removal cost will have no cost applied to.
17:14:13 <CIA-1> OpenTTD: This is a difference from original spec, where a default base cost is added.
17:15:13 <dihedral> :-)
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17:39:26 <dihedral> one of my servers running 0.6.0-beta1 just asserted
17:39:29 <dihedral> openttd: /var/www/users/openttd/stuff/0.6.0-beta1/src/road_map.h:22: RoadTileType GetRoadTileType(TileIndex): Assertion `IsTileType(t, MP_ROAD)' failed.
17:40:13 <skidd13> dihedral: Any idea when it happend?
17:40:24 <dihedral> unfort not
17:40:32 <skidd13> Savegame?
17:40:32 <dihedral> could this be caused by new grf's?
17:40:53 <LeviathNL> I don't think so.
17:41:18 <dihedral> http://pub.dihedral.de/openttd/FP3/autosave4.sav <-- 2 mins before crash
17:41:42 <dihedral> autosave3.sav is 11 mins before crash
17:43:07 <skidd13> dihedral: Can I download seperate grf from the package or do I have to download the full package?
17:44:01 <dihedral> you would have to download the full package
17:44:13 <dihedral> it's the latest coop one
17:44:35 <Belugas> url?
17:44:51 <dihedral> http://openttdcoop.ppcis.org/wiki/index.php/GRF
17:44:56 <dihedral> http://openttdcoop.ppcis.org/newgrfs/ottdc_grfpack_6.zip
17:45:01 <Belugas> thanks
17:45:01 <LeviathNL> does not seem to crash on r11534 (all grf's loaded)
17:45:53 <dihedral> there was a desync error from one of the clients just before
17:46:03 <dihedral> 2 mins after he joined again it died
17:48:44 <dihedral> 18:48 < oh> I might actually have been trying to do a road connection between two close cities aswell yeah
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17:49:26 <dihedral> 18:49 < oh> I don't remember exactly, autoroad tool and a bridge across two diagonal rail lines
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17:53:22 <dihedral> 18:51 < oh> aberdston
17:53:23 <dihedral> 18:52 < oh> I'm not 100% sure what I was doing last, but it was either placing landbuys around that airport or trying to place road between aberdston and brentfingburg
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17:55:07 <Wolf01> hello
17:55:09 <dihedral> hi
17:55:27 <dihedral> skidd13: is that info enough?
17:57:16 <skidd13> dihedral: Not quite sure. Is this game a 100% 0.6b1 game?
17:58:39 <glx> dihedral: probably fixed by r11524
17:59:24 <dihedral> skidd13: no - it has server side patching for administrativ purposes
17:59:51 <dihedral> but if it's fixed in r11524 then that's fine :-)
17:59:53 <dihedral> :-P
18:00:54 <dihedral> the administrative patches are executing a script file every year, and my reload config patch
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18:10:26 <Sacro> rawr
18:10:46 * dihedral pats Sacro on the head
18:10:54 <Sacro> ^_^
18:11:10 <dihedral> it will all be ok Sacro :-P
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18:32:54 <Sacro> "COPENHAGEN (AFP) — Passengers at a Danish train station were left out in the cold on Monday when a couple began having sex in the waiting room, police said."
18:33:27 <SpComb> thinkofthechildren
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18:43:05 <Wolf01> "and Sacro was there"
18:43:16 <Sacro> :o
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19:06:16 <SmatZ> hello
19:07:42 <Wolf01> hi
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19:16:11 <DaleStan> Belugas: It sounds to me like the default value for industry prop 32 in OpenTTD is "zero", not "unspecified".
19:16:16 <DaleStan> *23
19:16:40 <Belugas> did I said unspecified somewhere?
19:17:09 * Belugas checks everything
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19:17:49 <DaleStan> Patch wiki: "None specified".
19:18:29 <DaleStan> Which sounds to me like "unspecified", not "specified to be 'none'".
19:22:34 <CIA-1> OpenTTD: miham * r11535 /trunk/src/lang/ukrainian.txt:
19:22:34 <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2007-11-27 20:21:42
19:22:34 <CIA-1> OpenTTD: ukrainian - 1 fixed by mad (1)
19:22:51 <Belugas> true, DaleStan
19:23:13 <Belugas> bad choice of words in fact.
19:23:21 * Belugas tries to reformulate
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19:24:38 <Belugas> "The default value is 1000 in TTDPatch for every default industry type, while it would rather be 0 (zero) for OpenTTD."
19:24:54 <Belugas> DaleStan: looks/sounds better?
19:25:24 * Belugas removed "rather"
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19:29:24 <DaleStan> I'd say just "The default value is 1000 in TTDPatch, and zero in OpenTTD". At least in Patch, the default appears to apply to all industries, whether default or NewGRF.
19:36:30 <Belugas> perferct :)
19:36:31 <Belugas> done
19:36:38 <Belugas> thanks for pointing it.
19:37:21 <Belugas> I'm not used to edit or change texts in ttdp wiki. I'll try to be more ... consistent in the futur
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20:14:05 <Wolf01> too many pictures to link, look the entire page, some situations are really funny: http://www.darkroastedblend.com/2007/11/airplane-oops-situations.html
20:16:32 <Wolf01> we might implement some new disasters for ottd
20:19:26 <Prof_Frink> Wolf01: http://farm3.static.flickr.com/2052/1812426828_f1a8b6e40a.jpg <-- Back a bit, back a bit... stop.. STOP!
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20:19:46 <Wolf01> eheh :D
20:20:22 <SmatZ> hmm no new bugs today
20:23:27 <dihedral> is that a question?
20:23:38 <SmatZ> just a comment
20:23:42 <Prof_Frink> Is this?
20:23:46 <SmatZ> if you find any, please submit it
20:23:55 <Belugas> naa....
20:24:04 <Belugas> if you find any, please fix it
20:24:06 <SmatZ> is that a question?
20:24:11 <SmatZ> yes...
20:24:33 <Prof_Frink> SmatZ: BUG: openttd is unable to make tea.
20:24:51 <Prof_Frink> Severity: Ubercritical
20:24:54 <SmatZ> hmm should fix it :-/
20:27:44 <Prof_Frink> SmatZ: There's also an unspecified cheatybug in multiplayer
20:28:33 <SmatZ> Prof_Frink: please post a way to reproduce it :-P
20:28:52 <Prof_Frink> All I know is:
20:28:53 <Prof_Frink> [20:24:51] < prottt> hey, is it possible to do something against cheaters?
20:28:53 <Prof_Frink> [20:25:06] < prottt> one guy in multiplayer is making somehow money
20:29:26 <SmatZ> depends what version it is
20:29:46 <SmatZ> many cheats / exploits were fixed in 0.5.3
20:30:03 <SmatZ> maybe he just have very profittable company though...
20:30:14 <glx> and depends on how it makes money
20:31:39 <Prof_Frink> SmatZ: "in" or "since"? 'cause it is 0.5.3
20:31:48 <SmatZ> in
20:32:07 <SmatZ> there was a way to eanr money by buying shares in a bankrupted company
20:32:55 <Prof_Frink> Looks like this is insider trading
20:33:22 <Sacro> Prof_Frink: yeah it is
20:33:22 <Prof_Frink> Buy shares in co. -> send all your money -> sell
20:33:31 <Sacro> tunel is a dummy company
20:33:34 <SmatZ> hmm yes
20:33:37 <SmatZ> exactly
20:33:56 <SmatZ> "tunel" - I heard this word has Czech origins for this meaning :-D
20:34:13 <Sacro> Prof_Frink: not unspecified
20:34:15 <Sacro> tis well known
20:34:29 <Prof_Frink> It was unspecified at the time
20:36:02 <SmatZ> when there was a privatisation, people bought government companies, sent all money to some other company... and let the company die :-p
20:36:09 <SmatZ> no wonder people do not like privatisation
20:37:32 <SmatZ> there were too bad laws
20:37:41 <SmatZ> (and are)
20:39:42 <SmatZ> hmm I should really fix some bugs I reported :-/
20:40:27 <Belugas> lol
20:40:29 <Belugas> yeah :D
20:40:41 <Belugas> that would be cool ;)
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20:41:15 <SmatZ> ^_^
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20:54:05 <dihedral> night ladies :-)
20:54:20 <hylje> night lady
20:54:45 <Belugas> bye sweety
20:54:58 <hylje> :3
20:55:04 <hylje> sweetheart
20:55:11 * dihedral slaps hylje
20:55:15 <dihedral> not infornt of Belugas !!
20:55:45 <Belugas> lol
20:55:46 <hylje> ooh, embarassed?
20:56:10 <dihedral> no - just sticking to priorities
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21:19:29 <Belugas> DaleStan, how does ttdp handle the rail conversion cost ? To your knowledge, is it the same as in ottd? Is there a special mechanism been written?
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22:02:57 <DaleStan> Belugas: Cost of rail conversion is, I believe, the same as the net cost of clearing and rebuilding the tile. Brief tests support this.
22:03:46 <Gonozal_VIII> normal to electric is cheaper
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22:05:18 <Gonozal_VIII> no... everything is cheaper
22:06:06 <Gonozal_VIII> hmm
22:06:15 <Gonozal_VIII> lalala
22:15:12 <Gonozal_VIII> doesn't make much sense...
22:16:04 <Gonozal_VIII> converting to a railtype costs the same no matter what type the rail had before
22:17:08 <Gonozal_VIII> ok, makes sense... but since when do you get the same for clearing a maglev and clearing a normal rail? :S
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22:21:45 <Wolf01> convert rail should cost like: remove old track cost + build new track cost
22:25:02 <Wolf01> or maybe without the remove cost, as the player has a big ammount of money when he decides to convert all his routes at once, but i think that not all the people will agree
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22:25:48 <Gonozal_VIII> remove cost is same for every railtype, i think that used to be different
22:26:33 <SmatZ> no
22:26:59 <SmatZ> I am almost sure it was alway the same
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22:28:05 <SmatZ> http://dev.openttd.org/~smatz/convert_price.diff that should fix it
22:28:55 <fjb> Hm, I'm having a problem with Pikka's industries in tropic climate. Refinaries are not buildable. The error states that this industry must be build below snow line. How funny...
22:29:14 <SmatZ> :-)
22:29:37 <Gonozal_VIII> try building it on water :-)
22:30:00 <fjb> Good idea. I just tried it only o land yet.
22:30:52 <fjb> And almost everything need fuel oil... :-(
22:32:35 <fjb> No, doesn't work on water either. :-P
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22:49:20 <fjb> The industry things it is in arctic climate.
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22:49:56 <SmatZ> computers cannot think
22:50:02 <SmatZ> nor industries...
22:51:28 <ln-> they were thinging
22:51:35 <fjb> :-P
22:51:39 <SmatZ> :-D
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22:53:51 <fjb> You are really helpful in solving the fuel crises.
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23:01:31 <fjb> Towns are having an better roads option. But what they really need is a better bridges option: http://www.myimg.de/?img=TropicExpress25Mr193c81f.png :-)
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23:09:31 <Eddi|zuHause2> what set are the new cantilever bridges from?
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23:15:13 <Digitalfox> fjb: What newgrf is this ?? :\ http://img.photobucket.com/albums/v514/Digitalfox/whatnewgrfisthis.png
23:15:33 <Gonozal_VIII> newships
23:15:46 <Digitalfox> newships?? :\
23:15:57 <Digitalfox> Haven't seen it before
23:16:08 <glx> it's a very old newgrf
23:16:14 <Digitalfox> oh
23:16:20 <Digitalfox> pretty cool
23:16:28 <Gonozal_VIII> http://www.ewetel.net/~michael.blunck/ttd/download.html
23:16:53 <DaleStan> I can't name it, but I recognize it. Those are docks in the upper circle and a ship depot in the lower.
23:17:05 <Digitalfox> But it's not part of michael newships set :\
23:17:27 <Gonozal_VIII> not?
23:17:43 <Digitalfox> Well it's not in newships set..
23:17:51 <fjb> Here ist a screenshot of all grfs: http://www.myimg.de/?img=TropicExpress1Jan192175422.png
23:18:00 <Digitalfox> but i've only tried in climate
23:18:08 <Gonozal_VIII> http://gonozalviii.go.funpic.de/OpenTTD/newgrf.htm <-- must be in one of those
23:18:56 <fjb> The harbour is from newships or container fright station and harbour.
23:19:16 <fjb> I think it must be container fright station and harbour.
23:19:17 <Gonozal_VIII> container fright station and harbour <-- only fake
23:19:30 <Gonozal_VIII> no real docks, only train stations
23:19:36 <Gonozal_VIII> it's not from there
23:20:01 <Digitalfox> ok, thanks for the info.. I was reading the logs and found that screenshot, so i camne here to find out what dock was that :)
23:20:16 <fjb> Hm, it is not from new ships.
23:20:28 <Digitalfox> good night everyone :)
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23:20:51 <Gonozal_VIII> nope, deactivated newships, still there...
23:22:01 <fjb> Industrial station renewal?
23:22:17 <Gonozal_VIII> yes, that's it
23:24:16 <fjb> GRFs are fun if you have the right combinations. Some people think the more the better. Some are thinking that they get many more vehicles by loading many vehicle grfs at once...
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23:25:01 <Gonozal_VIII> normally i only use grfs when i know what they do... but i didn't know it with the industrial station renewal...
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23:26:21 <Wolf01> 'night
23:26:27 <Gonozal_VIII> night
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23:26:43 <fjb> That happens. I know a server where the admins are thinking that loading three train sets at once is a good idea and gives them many more vehicles. :-)
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23:28:40 <Gonozal_VIII> it could make sense to load more than one if they don't use all ids and you want to have some of set 1 and some of set 2... like with lv4 and trams
23:28:49 <Gonozal_VIII> -could + can
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23:29:47 <Sacro> "Your moms like fast-forward routing, she allows me to send my packets into her, before I even finish telling her my name."
23:30:18 <SmatZ> hmm sex
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23:30:33 <SmatZ> it is everywhere
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23:31:30 <fjb> Yes, but three of the big train sets is not a good idea, especially if water wagons start to emit diesel smoke and mal wagons look like tenders.
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23:31:51 <Gonozal_VIII> hehehe
23:32:56 <fjb> They are still thinking everything is working correct. But you only get the vehicles from the last train set. Just with added features. :-)
23:33:25 <fjb> Atleast I could convince them, that 6 tram sets at once should be an one time experiment.
23:33:48 <fjb> And ofcourse they never read the readmes of the grfs they are using.
23:35:03 <Gonozal_VIII> how should anybody know that a file called "readme" should be read
23:35:35 <fjb> I don't know. I would never hve expected...
23:35:42 <fjb> have
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23:41:00 <SpComb> hmm, rapidly scrollling in and out is bad for your health
23:41:25 <Sacro> is anyone here good with mediawiki
23:41:39 <SpComb> it just made me sneeze
23:42:01 <fjb> :-)
23:42:01 <SpComb> Sacro: Nikerabbit is
23:42:07 <Sacro> hmmm
23:42:17 <Sacro> we really should collate all the Visual Studio information into one page
23:42:29 <SpComb> "reboot into linux and use gcc instead"
23:42:42 <fjb> SpBot: Set the viewport to follow an airplane circling over an airport. :-)
23:42:57 <SpComb> fjb: while scrolling in and out?
23:42:58 <fjb> :-)
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23:43:19 <SpComb> besides, I can't build an airport
23:43:22 <fjb> SpBot: No, just without scrolling should do.
23:43:40 <fjb> SpBot: Why can't you?
23:43:43 <Eddi|zuHause2> Sacro: you do know what "we need to" means?
23:43:59 <Sacro> Eddi|zuHause2: don't question my english :p
23:44:11 <SpComb> it's October 2088, my company went bankrupt decades ago
23:44:44 <Eddi|zuHause2> no, i don't mean the meaning, i mean the _real_ meaning ;)
23:44:49 <Gonozal_VIII> how did you manage to go bankrupt?
23:45:03 <Gonozal_VIII> that's a difficult task
23:45:04 <SpComb> Gonozal_VIII: didn't touch the game after joining it, just left the client open
23:45:16 <Gonozal_VIII> ah...
23:45:22 <SpComb> hmm... perhaps the smoke plumes not moving has something to do with the fact that the date's been stuck on the 27th of October 2088 for quite a while now
23:45:26 <SpComb> help, my time's stuck!
23:45:42 <Gonozal_VIII> lost connection to the server
23:45:44 <fjb> Oh, poor company...
23:46:00 <SpComb> Gonozal_VIII: shouldn't it throw you out into the main menu then?
23:46:10 <SpComb> fjb: also, I'm SpComb, not SpBot
23:46:14 <SpComb> although both of them do hilight me
23:46:22 <Gonozal_VIII> not when you loose the internet connection
23:46:22 <SpComb> (as does MyOTTD)
23:46:48 <fjb> Oh, sorry
23:46:56 <SpComb> you mean it doesn't use SO_KEEPALIVE or do application-level livelyness checks?
23:47:23 <Gonozal_VIII> ?
23:47:36 <fjb> SpComb: Maybe somebody just stole your time. :-)
23:47:42 <Belugas> thanks fopr answer, DaleStan
23:47:54 <SpComb> besides, the server and the client are on the same LAN, and both are definately alive
23:48:05 <Gonozal_VIII> hmmm
23:48:29 <Gonozal_VIII> i have that every time my internet connection resets
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23:49:13 <fjb> Belugas: Do you have any idea why Pikka's refinery things it is above the snow line when it is in subarctic climate?
23:49:31 <Gonozal_VIII> because it is
23:49:37 <Gonozal_VIII> snow everywhere
23:49:59 <fjb> Red snow? This is not the martian climate. :-P
23:50:31 <Gonozal_VIII> red?
23:50:48 <fjb> I meant subtropic climate ofcourse, sorry.
23:51:02 <fjb> I'm getting tired, I think.
23:51:16 <Sacro> Just seen a sign outside B&Q: "Stainless Steel Sinks".
23:51:16 <Sacro> Bit obvious, I thought.
23:52:30 <fjb> :-)
23:52:43 <fjb> many ships proved it.
23:52:47 <Gonozal_VIII> it has 7,8times the density, it has to sink :-)
23:56:00 <fjb> Proving that theory is an usual way to make a ship famous.
23:57:55 <Gonozal_VIII> hmmm if you replace the water with mercury no ships will sink anymore
23:59:21 <fjb> That is a really good idea. No problems with ice beneath the sea.