IRC logs for #openttd on OFTC at 2008-09-08
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00:24:48 <eekee> Major improvements happened in the 90s. Rail was neglected until then
00:24:58 <eekee> (in britain, of course)
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00:39:28 <ben_goodger> eekee: you refer to the mass closure of branch lines, and continued privatisation that has since caused worse conditions and more wasted money than ever before?
00:41:33 <eekee> ben_goodger: possibly, but the trains are a lot nicer and more people seem to use them (at least where they exist)
00:43:29 <ben_goodger> first great western [named "most late of all operators"] has just completed a series of overhauls to its mk3 stock that require the passenger to remove his legs before boarding, and ensure that the only thing they can see is a huge grey "F" that is embossed onto the seat in front
00:45:21 <ben_goodger> I could continue anecdoting rhetorically, but I must go to bed now
00:45:27 <ben_goodger> good morning/evening
00:46:37 * eekee is, incidentally, glad to be in the south east, after that comment
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06:27:21 <CIA-1> OpenTTD: matthijs * r14272 /trunk/ (Makefile.bundle.in Makefile.src.in):
06:27:21 <CIA-1> OpenTTD: -Fix [Makefile]: Always pass an explicit delimiter to the "cut" command, in
06:27:21 <CIA-1> OpenTTD: case there are platforms where tab is not the default.
06:39:28 <peter1138> "22:41 Eddi|zuHause> and KUDr definitely appeared as someone who really knows what he was doing..." < Except he said he didn't know C++ ...
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06:45:42 <Pikka> shall I make an 'official' request for the vars I want on the forums?
06:46:25 <peter1138> Yes please. I think I did it, but I've forgotten where :o
06:47:04 <Pikka> think you added the vars or made a request?
06:48:47 <peter1138> Think I added them to one of my checkouts, but I can't find it...
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07:07:11 <peter1138> The reason I can't find it is that I hadn't written it...
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07:28:35 <peter1138> Hmm, I guess the new compile farm is capable of building releases?
07:31:48 <Rubidium> only for platforms that can be compiled on it, i.e. macosx, morphos and os/2 can't be made yet
07:34:10 * Celestar wonders whether to do work or play or code :P
07:34:18 <peter1138> Bah, I could do with a small laptop that actually contains a powerful processor :o
07:34:49 <Celestar> peter1138: how small?
07:35:26 <Rubidium> you mean a EEE pc (or clone) with a Quad Core Xeon or so?
07:36:01 <Celestar> DC is perfectly fine for a laptop imho. (=
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07:37:32 <peter1138> Rubidium, yes, that sounds perfect.
07:37:56 <Pikka> battery life of 5 minutes...
07:38:38 * Rubidium personally doesn't like EEE pcs, they're too small for me to type properly on it.
07:39:01 <Celestar> peter1138: Lenovo T400, Sony Z series.
07:39:06 <peter1138> Well... it doesn't need a keyboard either...
07:39:18 * Pikka doesn't mind his eee. it runs OTTD quite well :P
07:39:19 <peter1138> Just processing power, screen, and a trackpad/ball
07:39:50 <peter1138> Maybe this is a bit specialized ;o
07:40:55 <Celestar> peter1138: trackpad but no keyboard?
07:44:34 <Celestar> do we have a script to remove unused strings from other languages?
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08:56:25 <TrueBrain> Celestar: next time please leave a message for what you are poking me ;) Much easier :)
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08:59:25 <Celestar> TrueBrain: rebuilding cargodest of course (=
09:00:20 <TrueBrain> how should I know ;) But okay, Yexo told me :p
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09:10:24 <Brianetta> Today's Dilbert is rofl funny
09:10:39 <Brianetta> I didn't actually leave the chair
09:14:14 <TrueBrain> Brianetta: it is not that funny, but still very nasty :p
09:17:54 * peter1138 wonders if anything more is planned for 0.6.3.
09:20:11 <Brianetta> TrueBrain: I have a nasty streak
09:20:18 <Brianetta> Just look at the difficulty on my server
09:20:30 <Brianetta> peter1138: The difficulty is due to gradual loading
09:20:46 <Brianetta> The same save, loaded up with gradual loading off is much easier
09:20:56 <Brianetta> Vehicles spend more time moving
09:21:23 <TrueBrain> Brianetta: the one from yesterday on eht other hand, is very amuzing :)
09:23:02 <peter1138> Brianetta, the problem is that vehicles now load cargo packets that arrive after the vehicle arrived, so vehicles can spend ages waiting if it trickles in slowly.
09:23:32 <peter1138> This seems to affect vehicles even without gradual loading enabled.
09:24:44 <peter1138> So a full station will load quickly without gradual loading, but a station that is not full but still sees cargo regularly will cause the train to take a long time to load.
09:25:33 <Brianetta> Gradual loading provides a longer window for the loading of extra packets
09:25:56 <Brianetta> It's definitely easier not to go bankrupt with gradual off
09:26:05 * Brianetta thinks these very hard settings rock
09:27:54 <SmatZ> peter1138: do you plan to change that behaviour?
09:30:52 <roboboy> brian what happens if one does not set a password on your standard server?
09:33:34 <Celestar> loading a cargo wagon IRL takes some time
09:33:51 <Rubidium> peter1138: what about some more bugs still open @ bugs.openttd.org?
09:46:31 <peter1138> SmatZ, it would be nice but I don't really know how it works now :o
09:46:46 <peter1138> Rubidium, good point.
09:46:47 <Brianetta> roboboy: Your company gets autocleaned in a month
09:47:11 <peter1138> See, at 3 months I would've been alright yesterday.
09:47:17 <Brianetta> Yeah, it's like, set a password or never quit.
09:47:22 <Pikka> that's why my companies always disappear :P
09:47:28 <peter1138> More like, set a password or never desync :o
09:47:43 <Brianetta> peter1138: An unintended benefit
09:47:44 <TrueBrain> peter1138: it takes you a month to rejoin?
09:47:59 <peter1138> TrueBrain, it does when I'd started preparing dinner.
09:48:46 <Brianetta> Getting errors on the console
09:48:58 <Brianetta> about vehicles arriving at the wrong stop
09:49:38 <peter1138> FS#2268 sounds easy to fix.
09:50:49 <Brianetta> With gradual loading, my train spends half its time stationary at the platform
09:51:01 <Brianetta> It's not to do with new passengers arriving, there are thousands waiting
09:51:30 <peter1138> It should load / unload regularly.
09:51:58 <Brianetta> with the setting off, it spends about 2 days on the platform
09:53:24 <Brianetta> Currently it spends 10 an d a half days at platform
09:54:24 <Brianetta> Bah, my train's at its end-of-life, and I can't afford a new one yet
09:54:30 <Brianetta> That's slow progress
09:55:05 <Brianetta> I can *almost* afford a second train now
09:55:15 <Brianetta> That should double my income
09:55:38 <Brianetta> but will double my loan repayments
09:57:52 * Pikka points out that with NARS2, trains cost a lot less to run when they're sitting in the platform than when they're driving, so the effect is somewhat countered. :O
09:57:55 <Brianetta> Interesting that upgrading to a Super Sprinter would just about wipe out my profits
09:58:18 <Brianetta> Pikka: Are you planning to revisit UKRS one day, with improvements like that?
09:58:29 <Brianetta> Yeah, he was desyncong yesterday
10:05:23 <Celestar> english question: comma before which, who, that (relative pronoun): yes or no?
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10:07:28 <Celestar> no english here to answer my question?
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10:08:05 <peter1138> Celestar, if necessary. Not like German...
10:08:05 <Vikthor> Celestar: AFAIK at least at that it depends on the context
10:09:20 <CIA-1> OpenTTD: rubidium * r14273 /trunk/findversion.sh: -Change: make findversion.sh aware of release tags and make it output the REV without the branch name so the CF can use that.
10:09:45 <sulai> and I would like to help with the german translation
10:09:50 <Celestar> peter1138: what would constitute wuch a nessecity?
10:10:11 <peter1138> Celestar, depends on the context, as Vikthor said ;)
10:10:35 <Celestar> as mixing processes bring the reactants into direct molecular contact, which is required for a chemical reaction to actually take place.
10:10:54 <peter1138> If a native speaker would pause while saying the phrase out loud, then use a comma. Or something like that.
10:11:05 <Celestar> I'd say no comma there
10:11:43 <peter1138> Without is fine there.
10:12:30 <Celestar> $BOSS wants comma. Methinks $BOSS should concentrate on the semantics, not the syntax
10:12:48 <sulai> peter1138 is editing src\lang\german.txt the only thing I have to do to help translating? What about strgen ?
10:13:07 <peter1138> Well the prefered way is with a webtranslator account.
10:14:18 <peter1138> Celestar, what's more important, "... direct molecular contact" or "chemical reaction ..."?
10:16:09 <Celestar> peter1138: direct molecular contact
10:16:27 <peter1138> Then with the comma is fine.
10:17:42 <Celestar> can't believe I'm fighting over a comma
10:20:10 <Celestar> I could spend the time coding :P
10:22:12 <sulai> does the translation of WT2 directly go into the trunk?
10:23:45 <Celestar> in regular intervals
10:24:09 * Brianetta reckons the comma is better there than not
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10:24:37 <Brianetta> Many commas in English are a matter of style. Most publishers have a style guide; many are contradictory.
10:27:52 <Brianetta> Wow, there are web sites where you can send a live lobstergram
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10:33:48 <Brianetta> A lobster. To your door. Alive and clicking.
10:34:24 * Brianetta ponders whom to surprise with a lobster
10:35:00 <Brianetta> Stopping trains to make level crossings safer is a daft idea.
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10:35:31 <Brianetta> It's not like the train cares a jot whether a road vehicle just exploded.
10:37:09 <Celestar> Brianetta: but railway crossings have a signal (=
10:37:31 <peter1138> And a speed limit, usually.
10:37:36 <Brianetta> Celestar: They do. When was the last time an HST stopped for you?
10:38:32 <Brianetta> ECML level crossing speed limits are 100mph
10:38:39 <Brianetta> That's really crawling
10:38:40 <Rubidium> if HST means Hopelessly Slow Train, then it wasn't very long agao (though it didn't wait for me)
10:38:52 <peter1138> Brianetta, I think you keep typing trains instead of road vehicles...
10:39:02 <Celestar> Brianetta: not for me, but I heard that happened. If the signal doesn't indicate the crossing to be clear, the driver will stop the train.
10:39:40 <Celestar> Brianetta: yeah. 160km/h in Germany. There were a few till 200km/h, but that idea was dropped in the 90s
10:39:57 <peter1138> "Trains don't stop for trains in the UK"
10:40:14 <peter1138> "don't really care how many trains my snow ploughs^W^Wtrains hit"
10:41:11 <Brianetta> Usually road vehicles don't even feature in my OpenTTD universe
10:41:19 <Brianetta> They're just things that occasionally explode
10:41:26 <Celestar> Brianetta: I consider it a stupid idea as well. Better would be: 1) to limit crossing to 160km/h, 2) to have the RV check that the tile behind the crossing is free.
10:41:43 <Brianetta> Celestar: Presignal the corssing for RVs (:
10:41:47 <peter1138> Enough space for the length of the RV.
10:42:13 <Brianetta> I think that moreplayers should stop their vehicles on my level crossings
10:42:37 <Brianetta> Until there's a risk of derailment, I'm fine with that.
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10:51:20 <Celestar> there are radar-controlled railway crossings
10:52:24 * roboboy feels that patch could be abused by players sticking rvs on oponents crossings.
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10:59:18 <sulai> <Celestar> Brianetta: I consider it a stupid idea as well. Better would be: 1) to limit crossing to 160km/h, 2) to have the RV check that the tile behind the crossing is free. <-- even then road vehicles will crash if they are broken down, queued or stopped on the level crossing
10:59:52 <peter1138> Oh, I missed the Tour of Britain today.
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11:00:44 <peter1138> sulai, why *shouldn't* they?
11:01:19 <Brianetta> Reminds me of that guy who wanted cargo to not lose money if left at a station
11:01:24 <Celestar> peter1138: because normally the train would stop IRL if you have a broken down vehicle on the track.
11:01:50 <peter1138> If there's enough time.
11:02:00 <peter1138> Queue or stopped is just bloody stupid, however.
11:02:01 <Brianetta> The trainwould certainly *try* to stop
11:02:08 <Celestar> peter1138: normally crossings close minutes before the train arrives.
11:02:24 <Brianetta> I'm at least nice enough to use long signal blocks
11:02:41 <Celestar> at least longer than the longest train
11:02:55 <Rubidium> Celestar: yeah, we had that here too. Though they also opened before the train arrived...
11:03:02 <peter1138> Basically we could improve vehicle behaviour, rather than changing train behaviour.
11:03:06 <Brianetta> I always do with PBS; without,t he only short blocks are at junctions
11:03:20 <Celestar> does it work and is it desync safe?
11:04:00 <peter1138> Hmm, that's an old patch...
11:04:15 <Celestar> but it shouldn't be too difficult, right?
11:04:41 <peter1138> Well, it will need to handle articulated RVs too, now.
11:04:59 <Celestar> peter1138: porting the vehicle detail window cleanup to trunk means rewriting it :(
11:05:15 <peter1138> Celestar, that's why you should've done it against trunk first ;)
11:05:24 <roboboy> I know its old but it does the job
11:05:27 <Celestar> peter1138: yeah, but (=
11:05:54 <Celestar> peter1138: I kinda forgot (=
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11:06:05 <Celestar> peter1138: I'll just keep the cleanup until cargodest is trunkified
11:06:12 <Brianetta> Maglev versus Model T
11:06:47 <Celestar> maglev level crossing should be forbidden :P
11:06:57 <CIA-1> OpenTTD: smatz * r14274 /trunk/src/timetable_gui.cpp: -Fix (r10237): nonexistant order could be selected in the timetable window (causing SIGFPE)
11:07:12 <Celestar> well, theoretically they are possible ...
11:07:13 <Rubidium> I reckon the bottom of the maglev train will be completely wracked by the steel Model T
11:07:32 <Celestar> Rubidium: don't underestimate the mass of those magnets (=
11:08:30 <Celestar> Maglevs are much lighter than normal trains, but they're still very heavy vehicles (weight per seat)
11:08:48 <Brianetta> Rubidium: Transrapid hugs the track; it's not going to bounce over. It'll be a fight to the death.
11:09:11 <Celestar> when last a Transrapid crashed, it didn't look healthy
11:09:20 <Rubidium> Celestar: yeah, but there's tricky control mechanisms and such, and even when it "hugs" the track, all kinds of debri will go under the train
11:10:33 <sulai> <peter1138> sulai, why *shouldn't* they? <-- because i think it's better game play. vehicles are weak enough in the game. so why let them crash ;)
11:11:12 <Celestar> RVs just have an unnatually long loading time.
11:11:25 <Celestar> a bus typically loads/unloads faster than a normal train.
11:11:37 <Celestar> we should reflect that in-game
11:11:48 <Celestar> er .. wrong window :P
11:11:52 <sulai> I like the patch of gigajum too... waiting in front of the level crossing if it can't get through
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11:15:44 <peter1138> Do you want me to port it then?
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11:17:11 <peter1138> sulai: I don't think removing crashs results in "better game play"
11:17:30 <Celestar> peter1138: not really. just to have a look
11:18:32 <peter1138> Do we need the sub-window declarations in the headers?
11:18:33 <sulai> peter1138 for road vehicle users, it does
11:18:41 <peter1138> I do use road vehicles.
11:18:50 <peter1138> I build bridges over track.
11:19:10 <sulai> you can do that too with the patch enabled
11:19:50 <sulai> if you don't want your trains stopped by vehicles, just build a bridge
11:19:51 <peter1138> With your patch, I can make trains useless.
11:20:18 <sulai> you can make trains useless even without my patch ;P
11:20:19 <peter1138> Plonk a crossing down and stop a bus on it...
11:20:44 <sulai> let your train go over the red signal and crash the stopped bus...
11:21:28 <peter1138> Your patch is bloody silly, and won't appear in trunk, so have fun :)
11:22:02 <sulai> It's not my first priority to see the patch in the trunk
11:22:09 <sulai> It's more an experiment
11:22:25 <Noldo> virtual model railroad crowd might like it
11:22:30 <sulai> I think it works quite good with PBS
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11:23:26 <peter1138> Noldo, no, they tend to favour the R-word.
11:23:46 <sulai> peter1138: maybe you should give the patch a try and just try a game with it enabled?
11:25:35 <sulai> all transportation types should be balanced. And I think preventing road vehicles to crash all the times is a step in the right direction
11:25:56 <Noldo> you can do that with bridges
11:26:07 <Noldo> balacing is best done with costs
11:26:18 <Brianetta> The London Stock Exchange has suspended trading
11:26:34 <eekee> and having vehicles wait on level crossings looks incredibly stupid
11:27:09 <peter1138> Oh, technical glitch :)
11:27:10 <sulai> Noldo: yes you can, even with the patch enabled... it needs more space to build a bridge but you can do more traffic load
11:28:00 <peter1138> Gigajum's solution is what I want to see done.
11:28:04 <Brianetta> Technical glitch is probably a euphemism for market crash
11:28:35 <eekee> I hope not, the british economy has got scarily bad in just a few weeks
11:29:03 <sulai> Gigajum's solution and PBS should prevent 90% of all crashes
11:29:05 <Brianetta> The economy is as good as people's confidence in it
11:29:23 <sulai> 10% are broken vehicles on the level crossing... shit happens ^^
11:30:11 <Brianetta> Mor vehicles lose fights with maglevs
11:30:15 <sulai> Brianetta: yes maybe even less
11:30:43 <Brianetta> They cross when it's safe, then a Satrun V rocket on magnets comes out of nowhere and passes right through them
11:31:44 <peter1138> See, vehicles should automatically reserve x-tiles ahead of them... but then that messes up pathfinder operation...
11:32:21 <sulai> Brianetta thats right... if you put PBS signals in a good distance, the level crossing gets barred early enough. But it needs the care of the track builder
11:32:33 <eekee> lol "saturn 5 on magnets", I like
11:32:43 <Brianetta> So does that patch that stops trains
11:33:23 <Brianetta> Now,as a rail operator, I do care enough to do that
11:33:31 <Brianetta> because trains aren't stopped
11:34:01 <welshdragon> here's a question for you devs: can i have two openttd programs, one that runs nightlies,a nd the other that runs stables?
11:34:19 <sulai> hm I think Gigajum's solution is better than stopping trains
11:34:21 <peter1138> Yes. Just put them in different directories.
11:34:30 <welshdragon> peter1138, ok cool
11:35:11 <sulai> Gigajum's solution should make level crossings really safe (except those busses broken on level crossings)
11:35:31 <peter1138> Gigajum's solutions should work well except for adjacent crossings.
11:36:13 <Brianetta> Adjacent crossings should work too
11:36:21 <sulai> but Gigajum's solution does have disadvantages: a) adjacent crossings: RV are too slow and get caught by trains b) maglevs still kill RV
11:37:31 * peter1138 suspects, if the railtype stuff hits trunk, that someone will make a NewGRF that prevents monorail and maglev level crossings...
11:37:40 <Brianetta> sulai: Why do you believe adjacent crossings to remain a problem with that solution?
11:38:09 <Yexo> peter1138: how much work has to be done before the railtype stuff can hit trunk?
11:38:31 <eekee> monorails should be overhead anyway
11:38:45 <Brianetta> eekee: Not necessarily
11:38:59 <peter1138> Level crossings need to be finished, and callbacks added.
11:39:16 <peter1138> Oh, and tunnel entrances need sorting out.
11:39:18 <sulai> Brianetta: if there are say 2 crossings next to each other... RV will wait until both are free and the RV can reach the other side. while RV is traveling through, another train might come over the 2nd level crossing and catch the bus
11:39:45 <peter1138> It is, by about 1 foot ;)
11:39:50 <Brianetta> sulai: RV won't wait ntil both are free
11:39:51 <sulai> Brianetta a RV must get through all adjacent crossings which needs more time
11:40:03 <Brianetta> If one closes, it'll stop
11:40:33 <welshdragon> what people should do is have a pbs signal in front of a crossing (least 6 tiles) like in real lifw
11:40:34 <sulai> <Brianetta> If one closes, it'll stop <-- this means RV stops on the first level crossing
11:40:53 <sulai> ...if the second one closes
11:41:09 <Brianetta> I mean, while it's crossing
11:41:20 <Brianetta> if one of the level crossings closes, it will stop for it
11:41:35 <sulai> Brianetta in front of all crossings?
11:41:46 <Brianetta> AFTER having passed the first
11:42:31 <sulai> Brianetta: yes but if a RV has to stop at the second level crossing of 2 adjacent crossings, then it has to stop on the first level crossing... and can be caught there
11:42:46 <welshdragon> the adjacent problem could be solved by pbs again, if the path is clear, then the train can pass, if there is an obstruction to the next pbs signal, then the train must stop
11:43:03 <roboboy> rvs are safe inbetween two crossings
11:43:09 <Brianetta> there's a spot between all crossing which is safe to wait for shorter vehicles
11:43:20 <sulai> welshdragon: this is what my patch does... but most people dont like trains to stop for vehicles
11:43:38 <Brianetta> sulai: Trains shouldn't be able to stop on a dime like that
11:44:01 <Brianetta> Click stop on a heavy train; that's how they are supposed to stop
11:44:14 <Brianetta> Red signals give trains magic brakes, unfortunately
11:44:27 <Brianetta> as does the end of the track
11:44:43 <sulai> Brianetta whats the point?
11:45:52 <Celestar> Brianetta: I think that clicking on stop still takes too little distance :P
11:46:04 <Brianetta> Celestar: I do too, tbh
11:46:08 <sulai> I think it's okay how trains stop at signals... its a game after all.
11:46:17 <welshdragon> ok, why not use the principlr of real life
11:46:18 <Brianetta> A game? You sound like Belugas
11:46:22 <Celestar> sulai: I don't agree (=
11:46:37 <eekee> stopping at stations is already too realistic for fun lol
11:47:25 <sulai> hehe yes too much realism in a game is no good for fun
11:47:36 <eekee> watching a maglev shoot towards a station and crawl into it...
11:47:36 <Brianetta> sulai: In which case, let the RVs explode.
11:47:41 <sulai> thats why: trains should stop for road vehicles!!
11:47:45 <Celestar> so "fun" means that you have trains driving bumper-to-bumper?
11:48:26 <Brianetta> bumper to bumper is how you can tell the realism fans from the others
11:48:29 <sulai> Brianetta: thats one of the main reasons, RV explode right now in the game... the goal is to prevent such things
11:48:46 <Brianetta> sulai: But preventing it removes fun
11:48:53 <Celestar> I think the game would be much more fun if you need to put thought into how to optimize junctions/stations for speed
11:48:57 <welshdragon> IRL, train pathing uses green > double yellow > single yellow > red, in fact it uses more then that, but you get the idea
11:48:59 <sulai> because there are less crashes?
11:49:09 <eekee> oh for crying out loud, bumper to bumper is not a train thing, it wouldn't be a train GAME even if they were bumper to bumper
11:49:12 <Brianetta> it's not like my trains get hurt
11:49:49 <Brianetta> not a train thing. I keep forgetting the exploding boxes are a transport idea...
11:50:03 <Celestar> what are we fighting about in the first place anyway?!
11:50:40 <eekee> I'm not sure actually ^^' I did get a bit upset when you overgeneralised my idea when I was trying not to overgeneralise yours, Celestar
11:50:42 <sulai> Celestar: I fight for safer road vehicles ;)
11:51:01 <Celestar> so you want trains to move either at max speed or stop. I don't. I'd prefer having the accelerate and decelerate gradually. Possibly more gradually than they do now.
11:51:07 <Brianetta> Road vehicles can be prefectly safe. Just keep them off the tracks.
11:51:27 <Penny> Celestar: I agree with that.
11:51:38 <sulai> Brianetta what if a track builder builds tracks over your roads silently ;P
11:52:11 <Brianetta> On my server, road crossings give RVs an insanely high pathfinding penalty. If there's another way, they'll take it.
11:52:15 <eekee> Oh what I was going to say was I'd like trains to be more gradual at signals (less sudden) and less gradual at stations
11:52:33 <Celestar> hence we need a check that the RV only enters the crossing if it can clear on the oder end.
11:52:50 <Celestar> eekee: I'd think trains so slow down at signals like they do at stations.
11:53:03 <Celestar> eekee: and clearly, accelerate more slowly than they slow down of course.
11:53:12 <sulai> Brianetta actually this is done by my patch: it reserves the track tile for the RV and the train is free to find another way
11:53:15 <Brianetta> Trains should be able to overrun signals and ends of line, like in Locomotion
11:53:41 <Brianetta> sulai: The train's on rails. Level crossings are usually in cities, which are a spider-web of roads.
11:53:42 <eekee> Celestar: yeah, basically
11:54:04 <Brianetta> My track isn't going to be reserved by any road vehicle.
11:54:12 <sulai> <Celestar> hence we need a check that the RV only enters the crossing if it can clear on the oder end. <-- right, but it's not that easy for adjacent crossings or maglev crossings
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11:55:08 <Brianetta> It would be funny if, instead of making a signal-style stop, it sent a stop command to an oncoming train. Then we'd see if it could slow down in time...
11:56:01 <eekee> oh main that would make major headaches for track planning. You'd also have to be able to assign speed limits to sections of track so trains had a chance of stopping
11:56:11 <sulai> Brianetta in the moment the train driver sees the bus plus some reaction time ;)
11:56:32 <eekee> then realism would call for blind corners...
11:56:36 <Brianetta> It's going to stop half a train-length *through* the bus
11:57:03 <sulai> Brianetta depends how fast and heavy the train is and when the train driver starts to stop
11:57:06 <Brianetta> Blind corners is fine by me. I don't mind placing distant signals.
11:57:53 <sulai> Celestar: speed limit and RV waiting for free tiles at the end of (adjacent) level crossings should do...
11:58:13 <Celestar> sulai: that should be doable without too much hassle methinks
11:58:19 <sulai> Celestar: but speed limit must be lower if there are more adjacent level crossings to give the RV time to get over there
11:58:27 <Celestar> Noldo: speed limits for trains on level crossing, of course
11:59:02 <Brianetta> Perhaps a minimum speed for RVs, too
11:59:10 <Brianetta> No less than 50kmh, etc
11:59:35 <sulai> Brianetta there are RV that have max speed of 48kmh...
12:00:08 <eekee> the most useful busses in grvts have that top speed
12:00:15 <Celestar> during the time you have a RV of max speed of 48km/h, you have slow trains as well. Where's the point?
12:00:37 <Noldo> sulai: you can make an rv with max speed much lower
12:00:48 <Rubidium> Celestar: between the well and the Where
12:01:12 <Celestar> we should consider reducing aircraft crashes.
12:01:22 <Celestar> on a large game with many planes, you have a crash a year
12:01:28 <Celestar> which sounds kind of stupid
12:02:02 <Rubidium> Celestar: it balances with the complexity of building rail/road/ship routes
12:02:12 <sulai> Brianetta: ever tried level crossings in locomotion ;)
12:03:30 <MrMist> I've found a bug in the sourcecode
12:03:39 <MrMist> AND I'm able to fix it
12:03:50 <MrMist> I've actually fixed it
12:03:54 <Noldo> good for you, now go to bugs.openttd.org
12:04:47 <MrMist> Noldo: But it's not a BUG per se. It's a calculation "error" in how income is calculated for cargo
12:05:00 <Celestar> Rubidium: yes, but planes have no usable capacity until the Metro airport comes around
12:05:06 <Noldo> MrMist: is it a manhattan distance this?
12:05:29 <MrMist> Noldo: And I've already fixed it..
12:05:47 <MrMist> Noldo: I can show you a graph on how income value is currently being calculated
12:05:59 <Celestar> MrMist: open a bug report and attach the fix to it (=
12:06:22 <SmatZ> it's not a bug, it's a feature
12:06:44 <SmatZ> the further you take cargo, the more money you earn! a bug! :-)
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12:11:41 <peter1138> That doesn't really explain the problem.
12:11:43 <MrMist> Noldo: sshot_bad is the original graph, ss_fixed is the fixed
12:12:56 <peter1138> They say a picture is worth a thousand words. Sometimes that's bollocks :)
12:13:19 <MrMist> eekee: because I like encryption
12:14:12 <MrMist> peter1138: It's the income graph as presented within openttd as well, however this one is based on the math in the source code
12:14:27 <eekee> a self-signed certificate is of rather limited value
12:14:35 <MrMist> peter1138: It shows how income decrease as you spend longer time
12:14:38 <Brianetta> eekee: Not to the person who made it
12:15:23 <peter1138> MrMist, your screenshots don't say how it was fixed...
12:15:31 <Noldo> MrMist: add the diff to bugs.openttd.org
12:15:35 <MrMist> I'll submit a bug report
12:15:35 <eekee> oh I see the pointy glitch in the graph of current cargo payment
12:16:06 <MrMist> eekee: And it's kinda strange it's made that way. Thing is, the fixed one WILL affect gameplay
12:16:43 <MrMist> But it seems strange that suddenly the income increase some again during those "glitches".
12:16:51 <MrMist> So... if you're REALLY lucky.....
12:16:51 <eekee> will make payment a bit easier to predict for certain cases. That's cool with me
12:18:37 <MrMist> So... I'll submit this as a "patch" then?
12:20:57 <MrMist> this isn't really a bug, is it ?
12:21:50 <planetmaker> however you want to call it, bug, feature or glitch.
12:22:36 <SmatZ> it depends, but I would select Bug :)
12:23:40 <planetmaker> bugs bugger SmatZy PatchY ;)
12:23:54 * planetmaker goes back to work
12:29:46 <Rubidium> MrMist: the current payment code looks fine to me
12:29:59 <Rubidium> even when I plot a graph of it
12:33:52 <eekee> the spikes could be an artifact of the process used to test. mathematicians have to be on guard against those when they use computers
12:34:20 <SmatZ> I didn't see any spikes
12:37:50 <sulai> I just wanted to register to WT2 but mail delivery failed to translator@openttd.org
12:41:07 <Rubidium> that's most likely an error somewhere at your end
12:41:57 <MrMist> Rubidium: I've got a masters in math
12:42:18 <sulai> Rubidium I'll try with another email account
12:42:40 <sulai> Rubidium but the emailadress is correct?
12:42:43 <SmatZ> MrMist: I think bacis school would be enough to find this kind of problem :)
12:42:44 <MrMist> Rubidium: What material type do you test it on?
12:43:00 <SmatZ> MrMist: have you opened the bug report yet?
12:43:12 <Rubidium> MrMist: they call it a spreadsheet
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12:44:33 <MrMist> Rubidium: How many samples do You take? You'll have to sample every day
12:50:02 <MrMist> Noldo: eekee: See the URL?
12:51:58 <Rubidium> MrMist: I did take a same for every "day"
12:52:31 <MrMist> for which material type?
12:52:36 <MrMist> and using which formulae?
12:52:55 <Rubidium> the one in the code and "random" cargo type
12:53:03 <Rubidium> i.e. with custom days1 and days2
12:53:43 <MrMist> Heh... I'm quite sure I'm right on this.
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12:54:40 <MrMist> I can prove mathematically that the calculations are NOT continous between them
12:57:01 <MrMist> It's just a matter of seing if f1(28) = f2(28) for any cargo type
12:57:03 <Rubidium> you code does nothing more than making the line steeper
12:57:15 <MrMist> Rubidium: hehe... yes, it does
12:57:24 <MrMist> Rubidium: Do you see the graphs?
12:57:51 <MrMist> I wouldn't go to all this trouble if it was right in the code
12:57:58 <Rubidium> yeah, I've seen the graphs
12:58:06 <Rubidium> but my own graph shows something completely different
12:58:14 <MrMist> Then you've done something wrong
12:58:50 <MrMist> I COULD if you really want it
13:00:17 <MrMist> Also, IN the source code, it saus that the slope should be -2
13:00:25 <MrMist> the original actually isn't
13:02:31 <SmatZ> hmm ok add 2* to days_over2...
13:03:41 <MrMist> SmatZ: Sorry... not really
13:03:59 <MrMist> days_over_days2 = transit_days - days2 in that case
13:11:40 <SmatZ> days2 is time from days1
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13:14:01 <MrMist> Huh? Not according to the spec?
13:16:23 <peter1138> I don't see spikes...
13:17:55 <MrMist> SmatZ: Where are the days1 and days2 values defined ?
13:18:12 <peter1138> In table/cargo_const.h
13:18:22 <peter1138> Oh, that's literal.
13:21:10 <MrMist> SmatZ: I still can't find the definition that days2 = days from days1
13:21:34 <SmatZ> * if t<=T1 then timefactor=255
13:21:35 <SmatZ> * else if t<=(T1+T2) then timefactor=255-(t-T1)
13:21:36 <SmatZ> * else timefactor=255-(t-T1)-(t-T1-T2)
13:22:29 <Rubidium> now define days_over_days1 = t - T1 and replace that in the above
13:22:51 <Rubidium> if dod <= 0 then timefactor=255
13:23:01 <Rubidium> if dod <= T2 then timefactor=255-dod
13:23:33 <Rubidium> else timefactor=255-dod-(dod-T2) = 255-2*dod+T2
13:24:07 <Rubidium> so our implementation is an exact implementation of the specifications (as just mathematically proven)
13:24:35 <peter1138> And there are no spikes ;)
13:24:37 <Rubidium> now imagine T1=4 and T2=6
13:25:14 <Rubidium> for t=10 this yields 249, for t=11 it is 247 and for t=12 it is 245
13:25:27 <Rubidium> when I use MrMist's algorithm the values are:
13:25:44 <Rubidium> for t=10 this yields 249, for t=11 it is 250 and for t=12 it is 247
13:26:11 <MrMist> i didn't know that days2 was relative to days1. I thought they were absolute
13:26:40 <Rubidium> so your model was incorrect
13:26:52 <MrMist> I based them on wron presumptions
13:26:54 <peter1138> So we don't need to change anything :D
13:26:55 <Rubidium> and thus any results gathered from said model
13:26:57 <MrMist> I'm recalculating here
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13:35:25 <MrMist> Ok, ok.. my bad. You're right. I didn't know days2 was relative to days1
13:36:52 <SmatZ> MrMist: thanks for your effort anyway :)
13:37:21 <peter1138> Yeah, now can we have our time back? ;)
13:39:15 <MrMist> SmatZ: heh... sorry for that one. I really thought I had something here
13:39:41 <SmatZ> no problem, people tend to be ecstatic when they think they have found a bug ;)
13:40:38 <SmatZ> "excited" is maybe better word
13:41:36 <MrMist> SmatZ: Thanks ;) At least I tried... I was just trying to get my head around income
13:42:07 <MrMist> If I only knew that days2 was relative, this wouldn't have happened at all
13:42:12 <MrMist> now to creating some new graphs :D
13:42:35 <MrMist> Any overview of top speeds for etc. trains?
13:43:09 <MrMist> I'd like to create a graph which outlines the profitability when extending a route, compared to the speed one could expect from a train etc
13:43:49 <MrMist> hmm... guess I could use percentages
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13:46:32 <Belugas> SmatZ, excited is not hard enough as an emotion ;)
13:49:24 <Belugas> MrMist, the learning curve may be steep, but when you really start to understand the system, you'll find that it has been ironed out by a couple of years of maintenatnce
13:50:14 <Belugas> so, when you think yuio have found a bug, think twice about it and check the whole code around the said functionnality ;)
13:50:31 <MrMist> Belugas: I was trying to
13:52:13 <Belugas> i know :) and because of this, you're already a step ahead of most so-called patchers ;)
13:52:42 <eekee> finding problems in a bug report is a little like finding bugs in the first place. sometimes it takes another pair of eyes
13:54:11 <MrMist> I still can't get my head around the "days of transit" in the formula though... seems waaay to steep
13:55:26 <eekee> I think if it wasn't so steep it wouldn't make much difference to most games?
13:56:10 <eekee> although I guess some map/grf combinations may push the envelope
13:56:34 <MrMist> But it doesn't look like the one in the game !?
13:58:32 <MrMist> seems like the values in my graph ends up at t = 125 or something, where the graph in the game ends up at t = 200
13:59:49 <MrMist> eekee: Thanks for the help then :)
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14:52:14 <Brianetta> Took me form 1991 to 2020 to pay off my initial loan
14:52:25 <Brianetta> 30 years isn't so bad
14:57:39 <penfold> Do you think you've been playing the same game too long when your profit is over 1 trillion? :P
14:58:07 <Belugas> no, it could mean you're really performant or that you have cheated ;)
14:58:43 <Ammler> the company value or the income counts
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14:59:10 <Ammler> I could also just let a game run...
14:59:11 <penfold> I'm scared of an integer overflow :)
14:59:18 <planetmaker> or your inflation is way off scale when the year is too advanced
14:59:34 <davis-> like with the rv coop game :s
14:59:44 <penfold> well the year is like 2688 or somethin
14:59:54 <planetmaker> lol. With inflation?
15:00:07 <davis-> that would explain the trillion
15:00:08 <penfold> can't remember the inflation setting.
15:00:23 <planetmaker> well. With inflation 1 trillion in 2688 is not too difficult, I guess
15:01:38 <Ammler> "your profit is over £1 trillion?" <-- hmm, is that income?
15:02:09 <penfold> bank balance, not company value
15:02:50 <penfold> oh well, provides lots of bribery money.
15:03:11 <SmatZ> inflation won't last longer than 130 (?) years
15:03:21 <SmatZ> in 0.6 and trunk, that is..
15:03:58 <SmatZ> and you don't have to be scared about overflow
15:04:02 <SmatZ> it should be overflow safe
15:04:14 <SmatZ> just you will stop at 2^63-1
15:04:41 <DorpsGek> SmatZ: Error: Something in there wasn't a valid number.
15:04:46 <DorpsGek> SmatZ: 9223372036854775808
15:04:58 <DorpsGek> SmatZ: 9223372036854775808
15:05:14 <SmatZ> hmm, how can it end in 8
15:07:04 <penfold> SmatZ: was just kidding about the overflow :)
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15:21:41 <Muppis> Hm, i'm still kinda new to OTTD, and i've been reading the wikipost about signals, but i still cant get them to work O.o
15:21:49 <Muppis> You know of any like FAQ or smth?
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15:35:09 <Progman> the basic one? one-way signals? presignals? "advanced" signals (aka YAPP-signal)?
15:36:20 <Muppis> There is the one (Click and place) and it's the one ctrl+click
15:36:27 <Muppis> It's the ctrl click i dont get :p
15:36:54 <Progman> you mean the semaphores?
15:37:29 <Muppis> Yeah, there is like small signs on them
15:38:04 <Progman> there is no difference between this semaphores and "traffic like" signals
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15:38:15 <Kloopy> (apart from how they look, of course)
15:38:17 <Progman> only the difference you see
15:38:36 <Muppis> Aha, but when you can get like small signs under them, like "Exit-way" etc
15:38:45 <Progman> so like if you playing eyecandy-like you maybe want old-school looking semaphores
15:38:56 <Progman> that can be on both types
15:39:12 <Muppis> "Entry Pre-signals" according to the wiki
15:39:32 <Progman> and the image which is shown
15:39:55 <Progman> build the signal first
15:40:03 <Progman> then ctrl-click on it
15:40:13 <FauxFaux> Turn on the signal gui!
15:40:27 <Progman> to circle throw normal->entry->exit->both->(advance->)normal
15:41:20 <Muppis> So, i place the entry signal where i want the train to enter (or well, a free spot in the station) and exit for them to exit right
15:41:46 <Progman> these presignal entry-exit stuff is for some further signal logic
15:42:01 <Progman> it doesn't mean its for an entry and exit of a station
15:43:22 <Progman> presignal is like blocking the train further away from passing
15:44:07 <Muppis> ah, so when the left train leaves, the lights will turn green for the train coming in to the station?
15:44:14 <Progman> so the train dont wait inside the junction and blocking it, and maybe facing the wrong line which isn't free
15:44:29 <Progman> as the block after the white-exit-signal gets free, yes
15:45:07 <Muppis> Signals is tricky tbh :p
15:45:31 <Progman> you really didn't know whats possible with these signals ;)
15:46:00 <Muppis> Still having some problems directing my trains when they're running on the same track, but i'll get it i guess :p
15:46:05 <eekee> I got the hang of pre-signals nicely. Now I'm trying to get the hang of advanced; I haven't quite got the hang of all aspects of them
15:46:26 * LA is looking for some screw-up saves he could fix
15:46:47 <eekee> LA: screwed-up layout or bugged saves?
15:47:09 <eekee> the last few saves of one of my favourites is bugged
15:47:14 <LA> cos I cba to start a new game :P
15:47:59 <eekee> I'd like to see what someone else makes of one of my games. It works well, but every time I want to add a new bit of track it's a nightmare
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15:48:11 <LA> eekee, upload it somewhere
15:48:23 <LA> I'll fix the most ugly junctions
15:50:04 <LA> fauxfaux: quite *inefficient*
15:50:39 <FauxFaux> It's actually not, once you've added signals (and the thee other quaters)
15:51:13 <LA> tunnels are too long way without signals
15:53:04 <FauxFaux> There're very few sharp corners, and the long tunnels are basically braking distance.
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16:00:59 <LA> FauxFaux: Basically, this is what I think is an efficent station.. It should have the same kind of exit though too, but I couldn't be arsed to do it just ofr example
16:02:24 <eekee> LA: I'd say there's a fair chance of trains blocking multiple platforms in that
16:03:01 <LA> I did it with 0.6.2, so no pbs possible
16:05:26 <eekee> I can't work out if the 16x16 junction is any good or not :)
16:05:36 <LA> I just downloaded the nightly
16:05:42 <LA> I don't have all your grfs though :/
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16:06:18 <LA> any idea why you have breakdowns on?
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16:06:47 <eekee> I always have them on. I'm always looking for an extra challenge of one sort or another
16:06:52 <fjb> Because it gets boring with breakdowns off. :-)
16:08:33 <LA> wat central hub were you talking about=
16:10:32 <eekee> me? There's a very cluttered lot near Sedinghead Cross Mines and west of there, and the maglev bit by Fruway-on-sea Heights doesn't work that well
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16:13:47 <LA> we.. it indeed clutters when a train breaks down there ;)
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16:19:28 <eekee> There's actually a few trains missing. I converted from default trains to ukrs and had to scrap all my old trains & make new ones
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16:47:42 <Kalten_> Is there a way to get a train to only unload 50% cargo?
16:48:10 <Celestar> not at the moment. why would you do this?
16:48:47 <Kalten_> I wanted to drop vehicles on a number of mines with only 1 train
16:48:58 <Celestar> then wait for cargodest (=
16:49:22 <Kalten_> Ah, so it might be possible in the future?
16:49:36 <Celestar> in the future, the cargo will tell you where it wants to go (=
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16:59:13 <Celestar> hm ... does anyone have some large non-cargodest savegame around?
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17:01:22 <Ammler> what are you looking for?
17:02:44 <Celestar> wondering whether the game works without cargodest
17:02:52 <Celestar> it asserts while switching :P
17:14:27 <peter1138> Right, what am I fixing tonight?
17:14:42 <peter1138> Oh... my light apparently. The bulb just blew :o
17:15:43 <Celestar> peter1138: you help me? (=
17:15:56 <Celestar> peter1138: with finishing up cargodest
17:17:18 <Celestar> peter1138: not much left to do :P
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17:22:09 * Celestar thinks peter1138 ran away because of work :P
17:24:05 <CIA-1> OpenTTD: frosch * r14275 /trunk/src/lang/ (37 files in 2 dirs): -Change: Rename 'Configure patches' to 'Advanced settings'.
17:24:34 <peter1138> That's fightin' talk.
17:26:07 <Celestar> peter1138: will you ? :P
17:26:26 <dih> Celestar, will he talk or fight?
17:26:57 <Celestar> comon I'm tired as hell and I don't manage to keep the screen in focus :P
17:27:00 <peter1138> I might do these level crossings.
17:27:00 <dih> i need a good groupware... :-S
17:27:11 <el_En> i'm detecting a great disturbance in the force
17:27:19 <dih> Celestar, a better groupware
17:27:42 <dih> opengroupware is good, but deving kinda stalled
17:27:42 <Belugas> i need a better lonelyware!
17:27:45 <Celestar> dih: what's wrong with kolab?
17:28:28 <dih> i want something web-based
17:28:43 <Celestar> afaik kolab can do that
17:29:12 <dih> something that does _not_ require to run it's own mail server
17:29:24 <dih> and the webinterface fetches from another imap server
17:29:31 <dih> thanks Belugas you are a real help
17:30:00 <Celestar> dih: afaik it has one
17:30:05 <Celestar> it's not very advanced.
17:30:12 <dih> squirrelmail only used to have the webmail stuff
17:30:23 <dih> yeah then it's no real use :-P
17:30:50 <dih> simple groupware is nasty
17:31:09 <dih> like i said - opengroupware was awsome
17:31:10 <peter1138> Why do we have 'Advanced Settings' when there is no 'Settings'?
17:31:19 <Celestar> peter1138: need advice.
17:31:32 <Celestar> peter1138: (and help coding) :P
17:32:05 <dih> Celestar, i prefere roundcube.net as a mail client :-D
17:32:18 <Celestar> I hate all that web-based stuff, do I can't help you
17:32:24 <Celestar> dih: stupid idea. Google calendar?
17:32:27 <el_En> peter1138: good question, but the most important thing is that it's not patch-something anymore.
17:32:43 <dih> Google has too much details as it is, not gonna feed it my cal also
17:33:07 <dih> band practice, and i have the snuffles
17:33:13 <dih> means i cannot really play the sax!
17:36:15 <frosch123> Poll: a) "Add 'non-stop' orders by default" b) "Create 'non-stop' orders by default" c) "Make orders 'non-stop' by default" d) ...
17:36:51 <frosch123> as replacement for "TTDP compatible nonstop handling"
17:37:13 <Celestar> New orders are nonstop by default?
17:37:38 *** welshdra-gone is now known as welshdragon
17:37:39 <frosch123> d) "New orders are 'non-stop' by default"
17:37:41 <Celestar> easied to understand
17:37:57 <frosch123> el_En: in nightlies yes, in 0.6 no
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17:39:43 <el_En> will changing that setting affect already existing schedules?
17:40:10 <el_En> ok, in that case the word 'new' makes sense.
17:40:21 <SmatZ> this change won't go to 0.6
17:40:36 <Celestar> New orders are nonstop by default
17:41:06 <frosch123> Celestar: 'non-stop' is used in the order gui
17:41:16 <frosch123> so for consistency...
17:41:49 <Celestar> frosch123: yeah .. sorry
17:42:27 <el_En> Celestar's latest suggestion + '-'
17:42:48 <frosch123> you mean [19:39] <frosch123> d) "New orders are 'non-stop' by default"
17:43:08 <SmatZ> tt-forums.net has poll capability...
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17:43:37 <Belugas> and that will end up in futile and sterile debates...
17:43:38 <Celestar> isn't this a bit too trival for a forum poll?
17:43:49 <frosch123> oh noes, then I would get hundreds of questions what the option does, and what it does in 0.6, and that ttdp is far better, ...
17:44:00 * Belugas hugs Celestar! We think alike!!!
17:44:07 <Celestar> What loo paper should Celestar buy when he goes shopping next time.
17:44:48 *** [alt]buster is now known as [com]buster
17:44:51 <el_En> frosch123: you are doing great work by finally fixing these strings.
17:46:20 <frosch123> well, actually I am _producing_ great work by removing the old translations to force a retranslation :)
18:07:26 <nicfer> one question, in what file are recorded the TTD intro sprites?
18:09:07 <yorick> one of the trgxx files, I think TRGIR.GRF
18:15:09 <nicfer> trgir.grf also has got the ending cutscenes?
18:18:19 *** Yeggs-work is now known as Yeggstry
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18:33:37 <Forked> (..hammer online: age of reckoning)
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18:39:19 * welshdragon whinges at Brianetta
18:39:41 <Brianetta> welshdragon: Do you have a modified client?
18:39:47 <Brianetta> Only you are desyncing that frequently
18:40:09 <welshdragon> no, i have a standard release
18:41:01 <welshdragon> could just be i'm on wifi
18:41:02 <peter1138> I don't think there's much point chasing this one.
18:41:13 <peter1138> Could be in one of the already committed fixes.
18:41:54 <welshdragon> does this relate to me?
18:41:58 <Celestar> peter1138: In the Train Details Window, what should we display in the "cargo" tab?
18:42:21 <peter1138> Same as we always did.
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18:46:24 <peter1138> '!' is not a letter.
18:46:56 <TrueBrain> neither was the \n between those lines
18:47:36 <Sacro> TrueBrain: nice to know
18:48:40 <TrueBrain> you make no sense to me
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18:51:46 <welshdragon> Brianetta, oh Brianetta, i de sync'd ahgain
18:51:59 *** thingwath has left #openttd
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18:52:06 <Prof_Frink> welshdragon: Stop failing.
18:52:14 <Sacro> welshdragon: stop losing the game
18:52:54 <welshdragon> Sacro, come on skype
18:55:26 * peter1138 ponders getting his big monitor out.
18:55:41 * welshdragon just lost the game
18:55:47 <TrueBrain> Sacro: if you ever want welshdragon kicked, just let me know
18:56:05 <Prof_Frink> TrueBrain: From irc, or in reality?
18:56:17 <TrueBrain> Prof_Frink: does it matter?
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19:00:19 <Prof_Frink> Oh yes, it's perfectly safe.
19:00:27 <Prof_Frink> You, on the other hand, are not.
19:03:09 *** ChanServ sets mode: +v tokai
19:04:29 <welshdragon> i live on the edge of danger. me
19:15:15 <Sacro> TrueBrain: he's moving house soon, will be less than 5 mins from here
19:15:18 <Sacro> I can kick him in person
19:15:42 <TrueBrain> so you don't need me, good :)
19:18:40 <nicfer> I think that presignals should be replaced with programable signals TTDP-style
19:20:55 <CIA-1> OpenTTD: frosch * r14276 /trunk/src/ (40 files in 3 dirs): -Fix: Rename one of the advanced settings, as 'TTDPatch compatible nonstop handling' wasn't a correct description anymore.
19:22:47 <FauxFaux> Aaagh, I have to learn a new name for the crazy setting?
19:23:39 <frosch123> you can also stick to 0.6
19:24:26 <Aylomen> I never learned, how it is called... I see TTDPatch and now, that this setting is evil ;)
19:26:49 <welshdragon> Sacro, you wouldn't kick me
19:27:13 * Prof_Frink 's weapon is bigger.
19:27:13 <nicfer> replaced because 'programming' them provides the same options than presignals and more
19:27:39 <Sacro> welshdragon: meh, still, could get shin to yiff you
19:28:19 <peter1138> FURRIES. Just say NO.
19:28:28 <Prof_Frink> Squirrels with tits?
19:28:31 <Sacro> he does keep massaging my back
19:28:36 <Sacro> peter1138: i live with one
19:28:41 <Sacro> and another is due to move in
19:29:24 * peter1138 plays with Phun 4.22
19:29:24 <Prof_Frink> Sacro: Is your SSID "yiffhouse"?
19:29:39 <peter1138> I've got water-suspension :o
19:30:06 <DaleStan> nicfer: Repaced, no. Presignals is by far the most common usage case, and having that compiled in is far faster, both in required player time and in execution time, than having custom-programmed signals.
19:32:37 <nicfer> removing them requires less sprites
19:33:06 <nicfer> maybe make presignals a default type of programmed signals?
19:34:09 <peter1138> There is no sprite limit, so that doesn't gain you anything.
19:35:00 <MrMist> Train speeds... how do I transform kmh/mph to tiles per day
19:35:35 <frosch123> though there is limit in the length of the ctrl-click signal-cycle to stay sane
19:37:00 <nicfer> if we remove presignal graphics, they can used for advanced signals AKA pbs
19:38:21 <SmatZ> MrMist: 128kph = 1/16 of tile / day (iirc, not really sure - you may simply measure it)
19:41:43 <SmatZ> tested, it is ~4,5 tiles / day
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19:51:35 <MrMist> SmatZ: Thanks :) I'll be calculating some more here
19:51:45 <the_bat> guys where I may download GRFs ???
19:54:58 <el_En> do urls have genders now
19:58:51 <Belugas> ho ho ho. hilarious comment by our in-house genius named el_En
20:00:23 <the_bat> damn I need generic tram set 0.4
20:01:08 <the_bat> the page have wrong link to download the file it's the same as link to the forum about generic tram set 0.4
20:01:36 <glx> it's installed with openttd 0.6.2
20:01:39 *** [com]buster has joined #openttd
20:02:42 <Brianetta> That graph looks like the maximum of a negative square function and a linear function
20:03:16 <the_bat> I have 0.6.2 but I can't connect to some servers because I don't have this GRF
20:03:41 <the_bat> U sure it's included in 0.6.2???
20:03:54 <Brianetta> the_bat: It isn't if you're checking out svn
20:03:58 <Brianetta> somebody forgot to include it
20:04:22 <SmatZ> I am not sure, I think it was forgotten in 0.6.2 - but maybe in the official tag or so
20:04:27 <the_bat> so what can I do to fix it???
20:04:37 <Brianetta> It's not in the official tag
20:04:45 <Brianetta> It's in the official binary packages
20:04:57 <the_bat> but lot of servers us it
20:05:11 <Brianetta> the_bat: Do you use svn?
20:05:23 <Brianetta> the_bat: Do you use svn???
20:05:36 <Brianetta> obviously you don't *(:
20:05:52 <Brianetta> woah, space bar craziness
20:06:37 <the_bat> I mean I have bad version
20:07:56 <the_bat> I get the package for my debian and it works without problems
20:11:05 <the_bat> damn where I may find correct link to download generic tram set v0.4?
20:11:35 <Belugas> first place i would look for is on Zephyris's signature
20:13:39 <the_bat> I can't find the link on the forum but .... ah THX SO MUCH
20:14:05 <SmatZ> errr Belugas posted it...
20:14:33 <SmatZ> so nobody would expect you could overlook that :-P
20:14:44 <the_bat> download link open the forum page
20:14:56 <the_bat> thanks for corrrect link
20:23:50 <peter1138> Bah, infinite strength hinges can be forced open :(
20:24:15 * peter1138 ponders a better solution
20:24:25 <peter1138> A simple hook works but is a pain to attach :o
20:37:12 *** ChanServ sets mode: +o Bjarni
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20:39:16 * Sacro does a ./configure & ; make
20:39:48 <Eddi|zuHause> <CIA-1> OpenTTD: frosch * r14275 /trunk/src/lang/ (37 files in 2 dirs): -Change: Rename 'Configure patches' to 'Advanced settings'. <- YAY ;)
20:41:52 <Prof_Frink> Eddi|zuHause: Now, to merge the other settings into it, and lose the "Advanced"
20:42:09 <el_En> Eddi|zuHause: it was about time for that. should have been done 4 years ago.
20:54:21 <welshdragon> Brianetta, your server fail
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20:57:13 <Sacro> welshdragon: what happened?
21:04:27 <SmatZ> Eddi|zuHause: interesting, I prefer "Sie" over "du" (similiar forms in Czech)... I hear "du" from ads/servers/everything for teenagers and I find it disguisting :-P
21:04:53 <SmatZ> "are we friends or what you call me this way?" my opinion
21:05:15 <SmatZ> maybe in Germany, the situation is different
21:05:37 <Eddi|zuHause> well, games are very informal...
21:06:20 <Eddi|zuHause> but for broadcast media, "du" is very weird... it should be "ihr" (plural)
21:07:33 <Eddi|zuHause> it really depends on context... in some companies, "du" is used between colleagues who hardly know each other, in others, it's only "sie"
21:08:40 <Eddi|zuHause> where "Sie" would be fitting is the prototype offer window, as it represents a formal letter that is exchanged between companies
21:08:53 <TrueBrain> [22:39] * Sacro does a ./configure & ; make <- that most likely gives you an error .. why fork the ./configure and start the make without waiting for the ./configure to finish .. you are so weird ..
21:09:14 <Eddi|zuHause> but not in the right click hints that are addressed to the player
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21:09:41 <el_En> and if you wanted to do that (although it doesn't make any sense), why not simply say "./configure & make"
21:09:47 <SmatZ> Eddi|zuHause: ok thanks :-)
21:09:51 <welshdragon> Sacro, i joined, then desync'd
21:10:00 <welshdragon> sorry, was playing uplink
21:10:29 <Ammler> src: (Not a versioned resource)
21:10:42 <Ammler> with hg repos since yesterday.
21:11:21 *** Osai is now known as Osai^zZz
21:13:30 <TrueBrain> Ammler: 'with hg repos' .. how clear :p
21:14:13 <TrueBrain> it is not like we have like 15 hg repos.. :p
21:14:18 <Ammler> TrueBrain: well, I had no problems until yesterday
21:14:19 *** welshdragon is now known as welshdra-gone
21:14:39 <TrueBrain> I always love users with clear problem reports
21:14:42 <TrueBrain> they make life so easy :)
21:14:59 <Ammler> shall I try hmm, how it that called trunk hg?
21:15:01 <Eddi|zuHause> i smell irony ;)
21:15:30 <Ammler> cargodest is well merged with trunk
21:16:09 <TrueBrain> Eddi|zuHause: yeah ..
21:16:23 <Ammler> it works with trunk...
21:16:36 <TrueBrain> so someone messed up a sync
21:17:13 <TrueBrain> but .. compiles fine here
21:17:17 <TrueBrain> so you messed up ;)
21:17:27 <Ammler> also compled well on my server
21:17:52 <TrueBrain> rerun configure, might help :p Hehe :)
21:18:08 <Ammler> you really think, I didn't try?
21:18:10 <TrueBrain> what am I going to watch next ...
21:18:20 <Ammler> runed also make mrproper
21:18:20 <TrueBrain> Ammler: check if you don't have any diff ('hg diff' / 'hg status')
21:18:49 <TrueBrain> found a movie, night all :)
21:19:19 <Ammler> good night TrueBrain, enjoy :P
21:21:28 <Eddi|zuHause> <TrueBrain> what am I going to watch next ... <- robot chicken :p
21:23:17 <TrueBrain> Eddi|zuHause: Stealth
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21:23:44 <Eddi|zuHause> is that the movie with the AI airplane?
21:25:15 * SmatZ can't reproduce Ammler's issue in trunk\
21:25:32 <Ammler> [23:16] <Ammler> it works with trunk...
21:25:43 <SmatZ> sorry too many text to read
21:27:15 <Ammler> well, I delete my hg repo and check out new
21:35:33 <Ammler> but possible with those makefile changes the last time
21:36:07 <SmatZ> true... I had to reconfigure before compiling
21:36:21 <Ammler> how do you reconfigure?
21:36:52 <SmatZ> ./configure insert_your_params :)
21:37:02 <SmatZ> but ./configure --reconfigure is available too
21:37:20 <Prof_Frink> ./configure --deconfigure ?
21:37:28 <Ammler> I deleted config.cache
21:37:34 <Eddi|zuHause> aw i hate it... every time i see a gas mask, i think "are you my mommy?" :p
21:37:48 <Prof_Frink> Eddi|zuHause: Don't blink.
21:37:52 <Sacro> Eddi|zuHause: Are you my mummy?
21:38:07 * Prof_Frink unfurls the banner
21:38:22 <Prof_Frink> Sally Sparrow for Companion '10
21:40:55 <Eddi|zuHause> i heard some rumors that torchwood season 3 is only going to be 5 episodes...
21:41:10 <Prof_Frink> That's 5 too many.
21:41:27 <Prof_Frink> Unless Moffat's taking over that too
21:41:31 <el_En> off-topic; can someone give me two or more reasons why switching to HG would be a better idea than SVN? (currently using CVS, platforms Linux, Mac, Win.)
21:42:46 <Prof_Frink> el_En: It's more efficient - 2 keypresses vs 3
21:43:37 * Brianetta has the DVD to hand
21:46:42 <Eddi|zuHause> el_En: with hg, you can commit local changes
21:48:21 <el_En> merging is supposed to be less painful in HG than in SVN?
21:51:19 <Eddi|zuHause> that i can't judge, but at least your local changes are versioned then
21:51:45 <Eddi|zuHause> hg won't magically resolve conflicts
21:53:37 <el_En> in at least CVS, it's not the conflicts that create the pain, but finding out revision numbers between which you want to merge for each file, and merging one file at a time.
21:54:20 <el_En> maybe that's a little better in SVN with its global revision numbering.
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