IRC logs for #openttd on OFTC at 2009-05-06
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01:03:58 <Eddi|zuHause> <TrueBrain> what is this lately about new ideas and stuff? Never seen it that active :p <- it's spring... makes people do... weird stuff
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03:54:24 <csokisnyuszi> anybody play ttd here?
04:14:08 <csokisnyuszi> i just tried openttd
04:14:31 <csokisnyuszi> its cool, but i miss the bugs from ttd ;>
04:22:16 <csokisnyuszi> for example the cheap water blowup using a dock, and place a flag to don't let water go back
04:24:10 <csokisnyuszi> while was bored, i've built a path for the maglev trains on water from the oil-refinery to the oil-platform in the middle of some ocean
04:31:11 <kkb110> making seaworld is also funny
04:31:37 <kkb110> flat all the map at once to water level
04:34:11 <csokisnyuszi> you can make some jokemap too
04:35:07 <csokisnyuszi> let map be at sea-level, place a square water somewhere hidden
04:35:20 <csokisnyuszi> let player notice after a while
04:35:28 <csokisnyuszi> waterworld is coming
04:36:12 <csokisnyuszi> did you know original TTD money counter overflows at longint to negative?
04:36:52 <kkb110> no I didn't know but it seems it'll take like 100 years to reach that negative balance
04:38:29 <csokisnyuszi> with effective railroad system you can overflow it faster
04:39:09 <csokisnyuszi> but i guess OpenTTD won't overflow to negative at 32bit limit
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04:42:23 <kkb110> typedef OverflowSafeInt64 Money; // :D
04:43:13 <csokisnyuszi> that'd be hard to overflow
04:44:36 <kkb110> and what even more is that. this type actually checks and prevents even if there is an overflow
04:47:21 <csokisnyuszi> so i can now have 9223372036854775806 euros
04:50:34 <csokisnyuszi> tried 2048x2048 map
04:54:07 <csokisnyuszi> looking forward for lev-5 maglev breaking mach-1 with a sonic boom and lev-6 @ mach-2 and lev-7 @ mach-3
04:58:22 <csokisnyuszi> like lev-5 be 50000hp lev6 be 200000hp lev7 be 1000000hp
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05:32:36 <DaleStan> Eddi|zuHause, planetmaker, SmatZ, and anyone else who is having problems with NFORenum: Please post in the thread on the forums. Anything said here will be forgotten before I have time to touch the source.
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07:54:42 <TrueBrain> "Anything said here will be forgotten before I have time to touch the source." <- you will all forget it, before he touches the source. Just so you know :p :p :p
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07:59:40 <TrueBrain> Either way, a very good morning to you all
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08:31:54 <Ammler> hello ladies and gentlemen :-/
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09:18:00 <TrueBrain> so what am I going to do today Pinky?
09:22:19 <frosch123> teach DorpsGek to kick everyone who joins 5 times within one hour
09:23:53 <TrueBrain> I considered that :p
09:24:38 <blathijs> So they can join _again_ ? :-p
09:25:02 <frosch123> yeah, so if they have autojoin, dorpsgek will kick them 10 times in a row, and then ban them
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09:48:03 <frosch123> bad luck, noone was fast enough to kick him, so no fun
09:48:13 <TrueBrain> frosch123: exactly what I was thinking :p
09:53:04 <CIA-3> OpenTTD: rubidium * r16238 /trunk/ (4 files in 3 dirs): -Change: improve/clarify some network related debug "error" messages by adding more information to them. Also give some clues on how to fix certain issues (like failing advertising).
09:57:14 <Hirundo> Can differences in the yapf cache cause desyncs?
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09:58:05 <TrueBrain> if YAPF caches differ on client and server, desyncs happens
09:58:14 <TrueBrain> (well .. not immediatly, but in the near future)
09:59:25 <Hirundo> OK, thanks for the information
09:59:43 * Hirundo runs and fixes desync in IS
10:00:23 <TrueBrain> last time I did track sharing ... YAPF needed a bit of patching ;) (and became somewhat slower :p)
10:02:42 <Hirundo> some YAPF patching has been done ... but notifying it that tracks have changed wasn't done at all
10:02:53 <TrueBrain> that will cause desyncs for sure :)
10:03:47 <Hirundo> fortunately the refresh algorithm isn't that sophisticated
10:04:15 <TrueBrain> a I-want-to-be-100%-sure-nothing-fucks-up-when-the-track-changes algorithm, if I am not mistaken ;)
10:04:35 <Hirundo> Although I fear... I will have to do more yapf patching, so segments end on owner changes :S
10:29:25 <petern> i've not noticed any desyncs with IS2, oddly
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10:43:10 <ohnoitsavram> Query: Cargo destinations/distributions - I have one powerplant A and I have some coal mines X Y Z, if I connect power plant B do I get more coal produced?
10:43:43 <ohnoitsavram> Is there any incentive to connect powerplant B to the network
10:44:17 <Chris_Booth> just the fact you will need to run trains from a - b
10:47:11 <ohnoitsavram> Well that's ok cause even in the current game there is no incentive to hook up more than one primary industry other than overloading
10:48:00 <ohnoitsavram> Then query number two: when it comes to passengers, why would I ever build a network, wouldn't it be the most profitable to just set up routes from one point on the map to the point furthest away
10:48:07 <ohnoitsavram> and keep all these routes exclusive
10:48:22 <ohnoitsavram> cause then I have all possible cargo going the furthest possible distance
10:50:34 <Noldo> yes, you are on to something
10:50:52 <ohnoitsavram> where as soon as I add another node to that network I have cargo going there and my profits actually decrease
10:51:45 <Noldo> I really starting to feel like writing the forums post about the different demografies of openttd players
10:53:51 <ohnoitsavram> Unless Unless Unless as I thought originally adding more nodes just means more passengers and cargo, then there's no problem
10:54:16 <ohnoitsavram> but if thats not the case then cargodest is seriously flawed in that it encourages players not to make networks
10:55:17 <fonsinchen> ohnoitsavram: read my last post in the cargodist forum
10:55:43 <fonsinchen> it's easy to implement passenger/cargo supply scaling on top of the linkgraph but I won't do it for now
10:57:04 <ohnoitsavram> I actually haven't used your patch yet but have been doing thought experiments about it in my head
10:57:15 <ohnoitsavram> what do you mean by supply scaling
10:58:37 <ohnoitsavram> Do you mean pre-emptive supply scaling, so things know where they want to go before any route there has been made
10:58:39 <fonsinchen> supply scaling := generate more cargo if more destinations are available.
10:59:08 <ohnoitsavram> How would that work for industries
10:59:30 <fonsinchen> you connect power plant B and get more coal for each coal mine connected.
10:59:38 <ohnoitsavram> Would it bypass the monthly production or would it determine monthly production
11:00:01 <fonsinchen> someone suggested modifying the cargo ratings at the stations
11:00:18 <fonsinchen> but you could also modify the production of the industries
11:00:33 <ohnoitsavram> Well it would be silly to have industry A produce 200 tonnes of coal a month but the station being capable of shipping 500 or something
11:00:47 <fonsinchen> you know what cargo rating is?
11:01:04 <fonsinchen> that's those percentage things you see in the station window
11:01:20 <fonsinchen> it determines how much of the produced cargo shows up at the station.
11:03:00 <ohnoitsavram> But then comes the problem for when station ratings are maxxed out
11:03:21 <fonsinchen> have you ever seen a 100% rating anywhere?
11:03:50 <ohnoitsavram> But I guess that's not even a problem at all
11:03:56 <fonsinchen> also you could artificially keep them low if fewer destinations are available.
11:05:10 <fonsinchen> as I said: that's details. The framework is there. As soon as the link graph is stable and accepted as the way to do things like this, someone can go and write a patch doing supply scaling.
11:05:32 <ohnoitsavram> Well alright but there's nothing wrong with talking about it
11:05:46 <fonsinchen> no, of course not. Did I say that?
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11:06:54 <ohnoitsavram> Station ratings would need to be very low for only one connection
11:07:28 <ohnoitsavram> You don't want it starting with 70% or something and going up by increments of 5% for each node added
11:07:35 <fonsinchen> no one said the scaling is linear.
11:07:56 <fonsinchen> you can make the starting value configurable.
11:08:19 <ohnoitsavram> On larger maps it'd need to be smaller, I'd think
11:08:26 <fonsinchen> and then apply some function to the number of destination to determine the actual rating.
11:08:28 <ohnoitsavram> Ideally the value would depend on possible nodes
11:08:36 <ohnoitsavram> I mena possible destinations
11:08:53 <ohnoitsavram> as in to get a 100% station rating you'd need to have all posible destinations hooked up
11:10:13 <ohnoitsavram> Just as long as you're getting marginal profits for each new destination you hook up the supply scaling is doing its job well
11:10:15 <fonsinchen> Well, personally I'd implement it by modifying the production values as the rating system is fairly fragile.
11:11:37 <ohnoitsavram> Thats a good idea but it might be hard to make compatible with grfs and the like
11:12:36 <ohnoitsavram> It makes economic sense too cause once two suppliers are competing for the same demander they'd both be trying to outdo eachother
11:12:40 <ohnoitsavram> and production would increase
11:15:44 <ohnoitsavram> yeah makes more sense than station ratings
11:16:26 <ohnoitsavram> Is there some kinda base modifier for production increases that grfs call from or do they just put their own values in and aren't affected by ottd source
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11:18:36 <Noldo> connection from competition to more stuff suplied isn't very clear to me
11:19:11 <Noldo> maybe if the prices dropped and that would lead to increased demand
11:19:22 <ohnoitsavram> Well think of it this way
11:19:30 <ohnoitsavram> We have one demander and one supplier
11:19:50 <ohnoitsavram> Its int he suppliers interest to be hitting demand elasticity and produce no more than that
11:19:56 <ohnoitsavram> as that's where he has max revenue
11:20:20 <ohnoitsavram> however as soon as you add a competitor, its in the competitors interest to lower the price and provide the same amount
11:20:40 <ohnoitsavram> in response to this the once-monopolist would have to do the same
11:20:48 <ohnoitsavram> and you would have a lowering of prices and an increase of supply
11:21:21 <ohnoitsavram> generally the mroe competition there is the more there is of every good and the more efficient every competing firm needs to be to stay in the game
11:21:30 <ohnoitsavram> If you can't produce at the low prices you're effed
11:23:01 <DorpsGek> Roujin: alberth was last seen in #openttd 14 hours, 49 minutes, and 43 seconds ago: <Alberth> Hmm, I knew it was a bad idea to stay up and commit stuff :(
11:23:47 <Eddi|zuHause> <Noldo> connection from competition to more stuff suplied isn't very clear to me <- there are very easy examples for that. consider the "browser war". while internet explorer had the competitor netscape, a lot of new browser versions were produced in short time, then IE had a monopoly, and there was almost no improvement for several years. suddenly, a new competitor Firefox appeared and took significant market share, again, there were
11:23:49 <Eddi|zuHause> several new IE versions in short time.
11:24:27 <Roujin> hmm.. who else regards himself as an expert about the openttd GUI system?
11:24:56 <Noldo> I'm feeling there is a difference in how coal and browsers work
11:25:09 <Noldo> in the economycal sence that is
11:26:09 <Eddi|zuHause> not in the sense that monopolys generally hurt the customers if they are not regulated
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11:26:32 <ohnoitsavram> Consider Coal mine A which is a monopoly
11:26:39 <ohnoitsavram> it can charge any price it wants right?
11:26:44 <Roujin> is there a way to use a WWT_TEXT widget so it automatically takes up the space it needs (depending on the selected language)?
11:27:23 <Noldo> ohnoitsavram: There need to be a increase in demand anyway
11:27:33 <ohnoitsavram> well yes but there's an optimal price for it to charge cause if it charges to much P(price)*Q(quantity) is smaller than it owuld have been for a price below that
11:27:55 <Roujin> I'm currently working on the content list, planning to introduce filters for each type of content {On/Off}
11:28:36 <ohnoitsavram> the point where it has the most revenue is where the monopolist is going to charge
11:28:55 <ohnoitsavram> As soon as a competitor comes in this point on your supply and demand curve moves to the right
11:29:07 <ohnoitsavram> which means more quantity
11:29:14 <ohnoitsavram> Also if you're not familiar with it
11:29:23 <ohnoitsavram> Supply creates its own demand
11:29:29 <Roujin> For this I changed the "Tag/name filter" text which is currently just drawn onto the window into a WWT_TEXT widget - drawback is that it may be too small for some languages
11:29:32 <ohnoitsavram> aggregate and real
11:30:24 <ohnoitsavram> yeah your demand curve become smore and more horizontal the more competitors there are
11:30:39 <ohnoitsavram> some economists will tell you it becomes perfectly horizontal in the perfect competition model
11:30:47 <ohnoitsavram> but it DOES get more horizontal
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11:32:21 <Noldo> I've always been a bit sceptical about the supply-side-economics
11:35:18 <ohnoitsavram> the easiest way to think about it is with a falling price more people will be able to buy the said product
11:35:27 <ohnoitsavram> and competition makes prices fall (obviously)
11:36:00 <Noldo> I thought that was what I originally said
11:38:53 <Noldo> but this is a part of the game that really needs some unrealisim because in single player game there is a monopoly of transport services
11:39:18 <ohnoitsavram> Transport services maybe but not industries
11:39:33 <ohnoitsavram> the way I think of it is you are paid for transporting
11:39:41 <ohnoitsavram> but the industries striek deals amongst themselves
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11:40:07 <ohnoitsavram> so two coal mines are trying to outbid eachother for the power stations dollar
11:40:16 <ohnoitsavram> but you don't play part in that
11:40:22 <ohnoitsavram> you just transport from a to b
11:40:23 <Noldo> but it might be realistical that the monopolistic transport company doesn't want to connect certain industries
11:40:49 <Noldo> in the original case the coal plant b
11:41:22 <Noldo> connecting is in the interest of the coal mines though
11:41:40 <ohnoitsavram> why isn't it in the interest of the transport company?
11:42:05 <Noldo> there is no money in it
11:42:34 <Noldo> all the coal is already transported to the coal plant and the infrastructure to do that is already paid for
11:42:57 <ohnoitsavram> But you can transport more coal by connecting another mine
11:43:02 <ohnoitsavram> why would you make less money?
11:43:36 <Noldo> that's true, but you can't make more money by connecting another coal plant
11:43:54 <ohnoitsavram> :S howcome you say that
11:44:58 <ohnoitsavram> You charge $40 a tonne of coal lets say cause charging anymore will mean you get less revenue (i.e $40 is monopoly price)
11:45:10 <ohnoitsavram> you connect more coal, the powerplant is happy to have more coal at the same price
11:45:14 <ohnoitsavram> you make more money
11:45:31 <ohnoitsavram> Maybe the price falls a little maybe
11:45:42 <ohnoitsavram> cause of the diminishing utility of extra units of coal to the powerplant
11:46:13 <ohnoitsavram> but it won't fall too much and if it does then it would be in your itnerest to connect another specific factor such as a powerplant
11:46:19 <Noldo> that's true, but you can't make more money by connecting another powerplant
11:46:21 <ohnoitsavram> and put the utility of coal back up
11:47:05 <ohnoitsavram> but but but externalities come into play here
11:47:35 <ohnoitsavram> What I mean is when you hook up another plant you create a competition among suppliers for the coal on the industry side of things (not related to your transport empire)
11:47:35 <Noldo> my hidden asumption seems to be that the one plant can burn it all
11:48:02 <ohnoitsavram> I mean among demanders
11:48:09 <ohnoitsavram> and when there is more demand there is more supply
11:48:31 <ohnoitsavram> So you SHOULD have an incentive to do so both in real world terms and in the game
11:48:49 <ohnoitsavram> that's what I was originaly talking to fonzo about
11:49:05 <Noldo> I agree about the in the game part
11:49:42 <Noldo> real word is too complicated to agree about anything
11:49:51 <ohnoitsavram> Well in this example
11:50:15 <ohnoitsavram> when you have competition among demanders that raises the price right?
11:51:23 <ohnoitsavram> Not in the short term
11:51:41 <ohnoitsavram> But in the long term increases in demand increase supply
11:51:47 <ohnoitsavram> if there is competition
11:52:16 <ohnoitsavram> even without competition come to think of it :S
12:02:24 <fonsinchen> that's all yadda. Try thinking about balanced gameplay, not about reality. If you create a perfectly realistic game that's unplayable what have you achieved? On the other hand if you create a really weird and unrealistic game which is very interesting to play I can see a utility for that.
12:06:11 <ohnoitsavram> I think giving the player incentive to connect as many industries as possible leads to good gameplay
12:06:31 <ohnoitsavram> It just so happens that it reflects reality, do we need to reject the idea just because it happens to do this?
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12:10:18 <fonsinchen> no, but the discussion about the reality aspects of the idea is irrelevant.
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12:14:46 <ohnoitsavram> Maybe, but it was fun. I already made it clear earlier that I think the best solution to the problem was to make adding destinations increase production
12:15:15 <ohnoitsavram> Then I went on to explain to Noldo how it reflects reality
12:15:28 <ohnoitsavram> Gee talking about all things real is really really taboo around these parts
12:20:28 *** Roujin_ is now known as Roujin
12:20:28 * Yexo wonders whether ohnoitsavram has already spotted the channel title
12:20:48 <ohnoitsavram> Yeah I got grilled the other day trying to figure out if the huge maps patch would lead to maps bigger than the surface area of the earth O_O
12:21:52 <petern> yeah, cos x by y arbitrary size tiles translate to surface area really well ;)
12:22:07 <ohnoitsavram> I assumed they were only one metre!
12:22:11 <ohnoitsavram> hell even if they were only one cm
12:22:28 <petern> good luck with that :D
12:22:35 <Roujin> ah! the content list window has resize step x set to 2 to make the half/half resizing work! what a hack!
12:22:44 <planetmaker> cos y can be anything between -1 and 1
12:22:58 <Roujin> and a nowhere-documented-hack on top of that! :P
12:31:22 <petern> it's self documenting :D
12:37:38 <Roujin> the problem is that I now introduced six buttons on the left half
12:38:20 <Roujin> that means each will be resized 1/6th of 1/2th of the resizing amount -> i need to set resize step to 12 or resizing will be borked
12:48:37 <CIA-3> OpenTTD: yexo * r16239 /trunk/src/ai/api/ai_order.cpp: -Fix (r16199): Use the stop/non-stop intermediate orderflags AIs can give for goto-depot orders
12:50:23 <Sacro> Anyone here used VBOs with OpenGL?
12:53:07 <Roujin> hm, changing resize step to 12 opens up a can of worms... then the window size (min + default) must also be a multiple of 12...
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13:10:46 <Belugas> [00:37] <csokisnyuszi> let map be at sea-level, place a square water somewhere hidden <--- i had an idea of towns on piles (therfor on water). I guess water world is not that far away...
13:15:21 <CIA-3> OpenTTD: frosch * r16240 /trunk/src/vehicle.cpp: -Fix: Make 'stop in depot'-orders only apply on the target depot, not those which are entered on the way to them.
13:42:43 <CIA-3> OpenTTD: rubidium * r16241 /trunk/src/3rdparty/squirrel/squirrel/sqvm.cpp: -Fix (r16181): regression failing due to wrongly initialised amount of traps
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13:54:11 <guru3> wow, if you take the top 10 used words of this channel, you could create an entire sentence
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13:56:17 <guru3> could think about something because which really should still would
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13:59:21 <frosch123> yup, that is said twenty times a day in this channel. no surprise they end up in the top 10
14:05:01 <Milloflex> i was wondering if it is possible to auto-follow a player in spectator mode?
14:05:22 <Milloflex> cause that would be a very good feature to learn others to play the game
14:05:49 <Roujin> there's no information sent to the server where the player is currently viewing
14:06:17 <Belugas> plus, a player can be in fact multiple users behind the same "company"
14:07:25 <Milloflex> yeah that i know of... just though it would be good to spectate a player directly aswell
14:07:43 <Forked> and a single user can have multiple views
14:08:12 <Milloflex> yes but yet again not what i'm after
14:08:25 <Aali> its possible to follow a company's actions with the center_company patch
14:08:32 <Belugas> Makes me think of "Being Malkovich" or whatever the title in english :)
14:08:45 <Aali> so you see what they do, but not what they're looking at
14:09:01 <Milloflex> hm seam pretty good
14:09:05 <Milloflex> where do i find this 'patch'?
14:09:55 <Roujin> yeah! no "nested widgets gave different results" message anymore!
14:10:06 <Roujin> man, nested widgets are a hassle :P
14:10:47 <Yexo> initially, yes, but I prefer to build a new gui window with the nested widgets above the old system
14:12:23 <Roujin> yeah, it's true that the old system is unflexible...
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14:14:01 <Belugas> Milloflex, i just had a though: your idea would be perfect too to spy on your opponent (taking for granted that NOW, you can efficiently play) and sabotage his efforts...
14:14:25 <Milloflex> could always be disabled
14:14:34 <Milloflex> dont have to be enabled on public servers
14:14:44 <Milloflex> more for private ones when you learn your friends to play etc
14:15:03 <Progman> Milloflex: there is a patch from the openttdcoop community
14:15:41 <Milloflex> does that mean i need to recompile code?
14:15:58 <Milloflex> or is it a in-game patch?
14:17:03 <Progman> every patch need to recompile the code
14:17:04 <Belugas> in-game patch it not for Openttd, quiote not possible, for nightlies at least.... You have to recompile the code indeed
14:18:26 <Milloflex> oh i see. then its not for me. no hurry with such a feature, just through it would be a good thing to have and that's what brought me here. :- )
14:18:55 <Milloflex> very cool to see how ttd has developed this past years. was a long time since i've played it now.
14:19:22 <Milloflex> really love the 'online content'. got great potential.
14:21:00 <Milloflex> one other thing. is it possible to magnify the game (kind of "zoom in")? cause i got a pretty big monitor for my computer, and the grafic and texts are a litle small to me in some situations...
14:23:25 <Milloflex> yeah, or use vistas magnifyer ;- )
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14:25:39 <Milloflex> there are some really odd stuff going on with the trains pathfinder... it tells me that a train is lost even though its right on track
14:26:24 <Milloflex> i even have put put some waypoints in the charp turn, but didn't help
14:27:23 <Yexo> can you upload a savegame somewhere reproducing that problem?
14:33:08 <Milloflex> of course it just stopped happening even though i didn't change anything. ;- )
14:33:25 <Milloflex> i'll try to catch it next time
14:33:50 <Ammler> Milloflex: don't you use YAPF?
14:34:00 <Milloflex> didn't change anything
14:34:06 <Milloflex> just downloaded the game yesterday
14:34:17 <Milloflex> so i have no idea :- )
14:34:32 <Ammler> maybe the train get lost, because you just changed some track tiles
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15:07:10 <CIA-3> OpenTTD: rubidium * r16242 /trunk/src/ (29 files in 5 dirs):
15:07:10 <CIA-3> OpenTTD: -Codechange: rework pausing
15:07:10 <CIA-3> OpenTTD: -Fix [FS#2864]: autopause and manual pausing conflict with eachother
15:07:11 <CIA-3> OpenTTD: -Fix: new game + pause on new game + autopause make the game not unpause on the first join
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15:18:00 <Chruker> Is it possible for the game to utilize additional CPU cores for the AIs?
15:19:13 <Chruker> But would it be trivial to add it? Like starting a new thread for the squirrel engine for each AI (or something like that)
15:21:43 <Progman> Chruker: what about players (in the same multiplayer game with AIs) who don't have a multi core system?
15:22:12 <planetmaker> Progman, that's not an argument.
15:22:19 <Belugas> plus, if it was possible, it would have already been done
15:22:31 <planetmaker> the same could be argued with different processor speeds otherwise.
15:26:00 <Chruker> progman, there is a huge difference between running the game engine (and all its data structures) as multicore. However the AI script engine should just be calling the game engine using thread safe functions (since it is essentially like a user).
15:26:51 <Belugas> what a marvelous idea
15:27:38 <petern> i'm pretty sure it was tried and removed
15:28:16 <petern> there is no threadsafe way to 'look at the map'
15:33:17 <Belugas> and that has always been the primary reason for no multi-core coding
15:33:45 <petern> there's always the hilarious suggestion of making a copy of the map...
15:34:22 <Belugas> funny no one came up with a XML'ed map...
15:34:27 <Belugas> o... yeah...they did...
15:34:41 <Belugas> but for saving, not for using
15:35:06 <Rexxars> 4096x4096 map... <Tile x="3403" y="590"></Tile>
15:35:12 <petern> only the suggestion, no?
15:35:18 <Rexxars> that would be a massive XML file :p
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15:44:02 <petern> # jeux sans frontières
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15:46:14 * totalwormage bites away the last bit of what used to be his nails
15:46:43 <Belugas> how long was it? Hope it was Nine Inch
15:47:04 <totalwormage> would've been fun hm ;]
15:49:37 <Xaroth> hah @ that multicore support topic
15:49:42 <Xaroth> poster posted only once.. that...
15:49:46 <Xaroth> never to be seen from again :P
15:50:17 <petern> those with grand ideas...
15:52:38 <Xaroth> the harder the disappointment :P
15:52:53 <Xaroth> though i do see his idea, somewhat
15:52:58 <Xaroth> he just doesn't know it won't work :P
15:56:25 <petern> ah well, mr ottd+500 spammer hasn't complained yet either
15:56:42 <Xaroth> anyways, time to go home
15:57:17 <petern> "I'll be back next weekend!" ah :D
16:00:07 <Belugas> #the man is dead, the man is dead
16:00:25 <petern> # ah ah aaaaaaaaaaaaaah
16:03:23 <Belugas> i really wonder how far SirXavius will be able to go, this time...
16:03:33 <Belugas> lat time he gained what? a few ground tiles, one industry or so?
16:03:50 <planetmaker> what? did he really produce something?
16:03:58 <planetmaker> or was he given by others?
16:04:17 <petern> he's able to produced a fuck-load of topics
16:04:42 <planetmaker> did he really produce something valuable?
16:05:44 *** Chris_Booth is now known as Booth
16:05:51 <Belugas> it was given to him by others, planetmaker. of course of course
16:06:20 <Belugas> one thing he can produce is indeed vaporware
16:06:56 <planetmaker> maybe that's why he's so "elevated" over the real problems for his tasks at had...
16:07:02 <Booth> i promise i wont annoy you all today
16:07:15 <Belugas> on the other hand, the least that can be said is that he cares for his ideas. just too bad he only has ideas
16:07:56 <Belugas> Booth? you annoyed someone? don't remember seen you around. sorry, didnot want to be arsh
16:08:06 <planetmaker> we shall see what will come of it. But I haven't really seen substantial replies.
16:08:33 <Booth> the spin off from black adder
16:08:36 <Belugas> [12:09] <planetmaker> maybe that's why he's so "elevated" over the real problems for his tasks at had... <--- yeah... welll... the look at his avatar gives a good idea on the man behind
16:08:36 <planetmaker> Belugas, he's usually hanging around in our channels :P
16:08:46 <planetmaker> hehe, yes Belugas :)
16:09:14 <Booth> i also asked you to hack 127.0.01
16:09:34 <Belugas> hanging around is fine, i don't care :) as long as no connect-disconnect franzy occurs...
16:10:32 <Booth> i gave you permision to ahck my PC aswell
16:10:32 <planetmaker> this is weired...
16:10:43 <Booth> and we talked about black adder
16:10:45 * planetmaker will relax, watch and enjoy the firework
16:13:25 * Belugas did not remember any of these
16:13:38 * Belugas does not remember any of these
16:13:57 <Belugas> don't even know what is black adder
16:14:11 <Booth> black adder is a british comedy program
16:14:47 <Booth> i also wanted under sea tunnels
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16:15:01 <frosch123> Booth: there is no need to hack your computer, belugas is already at the source of your money
16:15:28 <Booth> thats good i have no money
16:15:37 <Booth> i actualy have £3000 in loans
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16:18:27 <frosch123> they do not have any rule of their mail adresses, do they?
16:18:41 <planetmaker> he. ty, Belugas :) read about the same. Just a lot shorter
16:19:19 <planetmaker> at least by quickly skimming through it
16:19:24 <frosch123> ah, that is the thing he meant when he told he started thinking about it years ago
16:19:54 <planetmaker> frosch123, who's "they"?
16:20:19 <frosch123> Belugas: have you read TrueBrain's post in that topic oO
16:20:41 <frosch123> planetmaker: [bstone,marco,sullivan,rgilbert,msz,kemm,chris,vigna]@cs.ucsb.edu
16:21:16 <Booth> that go flat at the wrong time
16:22:23 <Belugas> nope, not yet, frosch123
16:22:24 <Xaroth> Belugas: and most of em said 'yes' :P
16:22:31 <Xaroth> next time rig the votes to say no :-)
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16:22:45 <frosch123> "It sounds like a very cool and fun idea :) Work it out and make something of it :) If you need in-depth help, you can always ask me (although I will not help you with programming or what so ever). Also if you need SVN, webpage or access to the compile-farm, just let me know :)"
16:23:03 <frosch123> esp. the "work it out" part :p
16:23:08 <planetmaker> that's what TB wrote? Nice!
16:23:19 <frosch123> Sun Jul 09, 2006 2:05 pm
16:23:34 <Xaroth> back in the days he was supportive :P
16:23:44 <frosch123> so we can easily blame TB for all that
16:24:53 <Xaroth> oo, EvE online turned 6 today
16:24:59 <planetmaker> nice to have found scape goat.
16:25:04 <planetmaker> And such a nice one :)
16:28:13 <Belugas> hehe... that is soo TrueBrain :)
16:28:40 <Belugas> but take note, he never said "I'll do it", and that is exactly what SirXavius would love to see happen
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16:56:11 <Milloflex> why is there two diffrent sets of signals?
16:57:22 <Xaroth> ones are semaphores, others are signals
16:57:31 <Xaroth> the difference, is the existance, or lack, of electricity
17:00:49 *** ChanServ sets mode: +v tokai
17:11:32 <Eddi|zuHause> a) they look cute
17:11:51 <Eddi|zuHause> b) there are many more, but only two can be active at the same time
17:13:09 <frosch123> c) you can set the "automatically build semaphores before"-setting to 1492 and never question yourself what signal you just built
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17:30:56 <Chruker> the indians lose america
17:34:31 <Ammler> oh, indeed, expected something ttdish
17:40:18 <Eddi|zuHause> Ammler: "random number below any sane start date"
17:41:02 <Eddi|zuHause> hm... i really can't play this game without cargodest anymore...
17:41:09 <Ammler> hehe, even random numbers have sense, if frosch uses them.
17:43:02 <Ammler> did you try cargod_i_st
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18:07:29 <Milloflex> in the train details there should be the total lenght of train aswell as total capacity sum of each cargo
18:07:50 <Milloflex> ah, foudn total cargo
18:08:59 <Milloflex> is there a way to default to 'totalt cargo' when opening up the train details?
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18:29:26 * Belugas envisions a patch that would save all visual window properties with horror
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18:49:00 * frosch123 envisions a gui that can save its state itself
18:51:16 *** TinoDid is now known as TinoDidriksen
19:01:30 <Milloflex> you only need to save the latest train detail windows, or the latest plane detali window... and restore the last used tab
19:01:33 * Eddi|zuHause would like a way to configure the "speed buttons" on the order window
19:02:31 <frosch123> yeah, I guess the hardest part is to decide whether the gui shall be described using xml or using squirrel
19:05:02 <Eddi|zuHause> a propos... did anything ever come out of the squrirrel-grf thingie?
19:05:26 <Belugas> welll... obviously not in trunk
19:06:05 <Belugas> [14:51] * frosch123 envisions a gui that can save its state itself <- you stole my vision!
19:09:50 <frosch123> and I did not even credit you :p
19:10:28 <Eddi|zuHause> last time i checked, visions did not fall under copyright...
19:11:00 <Belugas> nor under implementations :)
19:11:17 <frosch123> last time someone claimed right about an idea got flamed on the forums and then decided to pretend it would have been fun :)
19:11:53 <csokisnyuszi> someone knows why time flies so fast?
19:12:24 <Belugas> because there is wind?
19:15:38 <Milloflex> i think its because we are trying to grasp to much at once
19:16:26 <Belugas> in my case, it's because i'm crumbling under work :S
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19:30:38 <Eddi|zuHause> hm... anyone got a spare RMB? mine is really failing right now...
19:31:27 <petern> laptop not fast enough :d
19:32:26 <Booth> i have some elbow greese so you fix the old one
19:41:06 <el_en> when will the first international openttd meeting be held?
19:42:04 <frosch123> when? no idea, but if you ask 'where?', then here
19:42:52 <SmatZ> there have been several meetings, just nobody cared to invite you, el_en
19:43:14 <el_en> frosch123: do you mean germany, or some more specific 'here'?
19:43:43 <petern> there was the r10000 meet of may 2007
19:44:00 <el_en> i remember, but was it international?
19:44:18 <dihedral> with the fake cake :-P
19:44:24 <frosch123> hmm, that is also an idea, I am right in the middle between smatz and the dutchies, and near enough to an airport for belugas
19:44:32 <petern> and there were the irc developer meetings
19:44:36 <petern> they were international...
19:45:01 <Booth> can i get the euro start to where you are?
19:45:08 <Booth> or will i have to use the plane?
19:48:28 <Belugas> this channel is already international...
19:49:13 <frosch123> or at pikka's house
19:49:43 <el_en> Montréal might be too expensive for poor little europeans. otherwise not a bad idea.
19:49:43 <Belugas> Depends which pikka you're talking about...
19:49:50 <Booth> what about a location incovenient for all of us
19:50:20 <frosch123> I think at pikkabird is already fine
19:50:35 <Belugas> great! I'll bring hy wetsuit :D ICE DIVING!!!
19:50:57 <PierreW> hi, i got 2 train grf's included, but most of the trains do not show up - are there also other grf-types, that could break up train-grf's?
19:50:59 <Booth> dont go to france they might think we are invading
19:51:34 <Booth> have you activated the mutli train grf option?
19:53:11 <Booth> ooh alpine skiing in the south pole
19:53:17 <PierreW> crap, that one i forgot
19:53:42 *** ChanServ sets mode: +o Bjarni
19:53:45 <Eddi|zuHause> i have an idea, everybody gets some football-enthusiastic friends to sponsor a ticket to south africa for the world cup there
19:53:54 <Belugas> PierreW, it might becasue you've not reached the introduction date
19:54:01 <Eddi|zuHause> then we can ignore the football, and have a TTD-meeting instead
19:54:10 <el_en> speaking of the Copenhagen....
19:54:41 <PierreW> can other (non-train) sets also overwrite train-sets? like tram/bus etc?
19:55:26 <Booth> if they are using the same ID's
19:56:08 <petern> el_en, you evil man, you summoned him
19:56:15 <petern> or should that be 'ellen' hehe
19:56:37 <PierreW> k thx for your replies
19:58:36 <Bjarni> I was busy with an exam
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20:21:59 <TrueBrain> [18:23] <Xaroth> "Idea!?!?" ... "NO!" <- That AINT NICE! :'(
20:25:33 <TrueBrain> Xaroth: if anything, I always help out people with subprojects .. for example IS2 .. I hate the idea, I still compile it in the CF! So that is not a nice comment of yours .. pfffffff :p
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20:26:28 <SmatZ> but there are many people who like it :)
20:26:35 <SmatZ> and users are very important...
20:26:41 <TrueBrain> so? Should I change my opinion because of others? :p
20:27:01 <SmatZ> you are doing the right thing now
20:27:48 <TrueBrain> cool :) What is it? :p
20:27:53 <Booth> true brain dont you like IS2?
20:27:53 <Belugas> let's vote on features!
20:28:16 <Eddi|zuHause> he just said that, why ask again?
20:28:17 * Belugas is personnaly so freaking against it...
20:28:19 <Booth> tunnel to built at a level less that 0M (under sea tunnels)
20:28:57 <TrueBrain> I hate (and really hate) newgrf ... so what? :) I hope I can have my opinion ... although in this world I am not sure about that :)
20:29:11 <Xaroth> [TrueBrain]: Xaroth: if anything, I always help out people with subprojects .. for example IS2 .. I hate the idea, I still compile it in the CF! So that is not a nice comment of yours .. pfffffff :p << har har har
20:29:14 <TrueBrain> but I am very sure that line above will be abused in some conversation saying all devs don't like newgrf ... that always happens :p
20:29:21 <TrueBrain> Xaroth: I am going to kill your servers at Evo!
20:29:26 <TrueBrain> as soon as I found them .....
20:29:33 <Xaroth> one of our servers is called... evo...
20:29:40 <Xaroth> .. and it died the one day i had the day off :P
20:30:06 <TrueBrain> petern: good for you ;)
20:30:08 <Xaroth> yeh, not har har to me, i was queueing for rollercoasters :P
20:30:19 <Xaroth> boss called me 'uh, we have an issue'
20:30:30 <Xaroth> i replied 'yeh, same here, this queue is taking fooking forever'
20:30:34 <Bjarni> <Belugas> let's vote on features! <-- great idea
20:30:35 <Xaroth> .. he didn't like that reply :/
20:31:37 <Bjarni> SmatZ: I don't think we are supposed to tell what we vote. You know it's kind of like electing a government. You vote for somebody and then you will not tell anybody what you voted
20:31:38 <TrueBrain> I am also pro features!
20:32:24 <TrueBrain> Booth: good for you, I hope you enjoy IS2 :)
20:32:40 <Booth> i do and i thank you for it
20:32:47 <SmatZ> Bjarni: actually... it doesn't work this way here :) most people say who they voted for... at least among friends :)
20:32:55 <TrueBrain> I believe that I made parts of IS2 ... not sure if they ever used my patch :p
20:32:59 <SmatZ> fooo Lisboa Treaty was accepted by senate :-x
20:33:17 <TrueBrain> (just to highlight the fun in it .. that I dislike a feature I worked on myself ... :p)
20:33:31 <TrueBrain> I am even not 100% sure I like NoAI .. but that is an other story :)
20:33:53 <Bjarni> <SmatZ> fooo Lisboa Treaty was accepted by senate :-x <-- are you surprised?
20:34:01 <TrueBrain> you should stop putting spaces between words ... 'true brain' .. 'no ai' ...
20:34:33 <Bjarni> EU told all member countries to accept it and since some countries had elections which rejected the treaty the new EU order was not to have an election
20:34:35 <SmatZ> Bjarni: it wasn't 100% sure, maybe 75%...
20:34:36 <frosch123> [22:34] <Bjarni> <SmatZ> fooo Lisboa Treaty was accepted by senate :-x <-- are you surprised? <- I am
20:34:55 <Ammler> around 40 downloads for IS2, is that much?
20:35:13 <TrueBrain> (sorry, not meant in a bad way)
20:35:36 <TrueBrain> Ammler: can I suggest to get a dev behind IS2, so it can be put on openttd.org? Mostly gives a slightly bigger crowd
20:36:00 <Bjarni> and is controlling all countries in a way that will eventually make countries leave the union
20:36:09 <TrueBrain> (oh wait .... I already suggested that ... damn, I always repeat myself :) Sorry about that ;))
20:36:26 <TrueBrain> mostly = most likely
20:36:35 <TrueBrain> why do my brains work faster than my fingers?!
20:36:53 <Xaroth> because you have a true... brain?
20:36:55 <Bjarni> TrueBrain: because you are on speed?
20:37:06 <Xaroth> wait, scratch that, i agree with Bjarni :P
20:37:15 <Bjarni> maybe I shouldn't joke about that
20:37:17 <TrueBrain> Xaroth: are you ... sure?
20:37:27 <TrueBrain> petern: doesn't all 'great new features' have? :)
20:37:46 <Ammler> petern: in "gameplay" or codewise?
20:38:00 <Bjarni> last time I joked about it the target for the joke started telling about his experience with speed and other drugs and he assummed that everybody did drugs regularly :s
20:38:19 <petern> some simple technical things
20:38:24 <petern> some impossible social things
20:38:45 <TrueBrain> haha, the social aspect .. always a bitch :)
20:38:53 <Booth> we havent found them in our testing yet
20:38:58 <Ammler> hmm, devs aren't around.
20:39:19 <petern> sharing costs aren't affected by inflation
20:39:37 <Booth> but you just raise them yuor self
20:39:41 <TrueBrain> [22:38] <Booth> we havent found them in our testing yet
20:39:42 <TrueBrain> [22:39] <Booth> we found that
20:39:45 <petern> TrueBrain, good isn't it
20:39:47 <TrueBrain> that should be a bash quote :)
20:39:56 <Ammler> Booth: and you did report it?
20:40:05 <petern> Booth, you can but there's a limit
20:40:12 <Ammler> or was Swallow around?
20:40:23 <petern> when inflation is really high you still basically give your stuff away, heh
20:40:29 <Booth> i just said planetmaker reported it
20:40:40 <Booth> well inflation works at 1.03
20:40:53 <Ammler> IRC has sometimes lags, sorry ;-)
20:41:03 <Booth> unless you play for millions of year you will never reach a limit as far as i can see
20:41:21 <Yexo> inflation is capped at 180 years iirc
20:41:37 <TrueBrain> oeh, a Yexo!!! :) Hello Yexo :)
20:41:51 <petern> even so, everything else tracks inflation...
20:41:51 <TrueBrain> how are you doing? :)
20:42:13 <Yexo> have some time for openttd again :)
20:42:15 <petern> possibly finer controls are desired on who can do what, and how much is costs them
20:42:21 <TrueBrain> always a good thing ;)
20:44:18 <Booth> when is cargo dest going into trunk (if ever),(if it has a date)
20:44:33 <TrueBrain> oeh, I love saying that :) Can't get enough of that :)
20:44:48 <Eddi|zuHause> <Bjarni> SmatZ: I don't think we are supposed to tell what we vote. You know it's kind of like electing a government. You vote for somebody and then you will not tell anybody what you voted <- wait... i learned that you tell everyone what you voted and if it is the wrong vote, you will get all kinds of visits that will convince you to change your vote...
20:44:55 <Eddi|zuHause> is that not how it works?
20:46:11 <Bjarni> that is how it works if you are stupid enough to tell who you voted for
20:46:41 <PierreW> is 0.9 the newest version of DBset?
20:47:02 <frosch123> I have a newgrf labeled dbsetxl 0.9 :)
20:47:22 <PierreW> only have 0.82 and don't knwo where to fetch a newer one
20:47:42 <Bjarni> if somebody calls you and tell they are making a survey and ask you who you voted for then I have been informed that they have "interesting" questions after being told which party you voted for last time
20:47:59 <Yexo> frosch123: that one isn't a publicly available version, right?
20:48:01 <frosch123> PierreW: search for dbsetxl ecs extension, then you have the newest stuff of it
20:48:10 <Bjarni> like they assume no education if you vote for certain parties
20:49:09 <frosch123> Yexo: it is some test newgrf with a single engine I got somewhere, where the author was to lazy to replace the title, and iirc it was publicity available
20:49:10 <petern> here they know who you voted for anyway...
20:49:43 <Ammler> grfcodec -d dbset.grf && cat sprites/dbset.nfo | sed s/0.82/0.9/ > sprites/dbset0.9.nfo && grfdocec -e dbset.grf or something like that.
20:49:45 <petern> it all has tracking numbers on
20:50:33 <Yexo> cat sprites/dbset.nfo | sed <- that's so useless, sed can input from files itself
20:50:34 <Bjarni> isn't that violating the principle about anonymity at elections?
20:50:52 <TrueBrain> Yexo: convention :) To keep the pipe clear :)
20:50:54 <frosch123> Ammler: maybe "sed -i 's/0.82/0.9 /' dbsetxlw.grf" also works :p
20:50:54 <Ammler> :-D I said something like that
20:51:44 <petern> no doubt the excuse is it's used to prevent voting fraud...
20:51:45 <Eddi|zuHause> <Bjarni> that is how it works if you are stupid enough to tell who you voted for <- well, in "real democracies", i.e. in ones that have "democratic" in their name, the voting cabin is just there "pro forma", and when you make a single step towards it, your name gets written down, as it is likely that you voted with "no" then :p
20:51:47 <Yexo> TrueBrain: I still don't like those useless uses of cat
20:52:17 <TrueBrain> Yexo: I always use it :) As I tend to postfix or prefix a grep or something in it later on
20:52:38 <Yexo> I can see some uses for it, but not in this case
20:52:53 <Bjarni> Eddi|zuHause: single step?
20:52:54 <Vikthor> Eddi|zuHause: That's also true for "democracies" have word socialistic in the name :)
20:52:55 <TrueBrain> as I said: convention .. that is what it is for me
20:54:12 <TrueBrain> habbit .. would fit too :p
20:55:06 <Eddi|zuHause> Yexo: the problem is, when you do not use "cat", the filename is at the end of the command, so when you want to change the replacement/search/whatever command, you have a lot of cursor movement
20:55:13 <Yexo> it works, and that's what counts most of the time for those simple bash scrits
20:55:45 <Eddi|zuHause> like "grep <pattern> <filename>" vs. "cat <filename> | grep <pattern>"
20:56:04 <Eddi|zuHause> you reverse the order, and can access the pattern more easily on the command line
20:56:07 <Yexo> true, then I use it sometimes myself too
20:56:47 <Eddi|zuHause> often those command lines grow incrementally
20:56:57 <TrueBrain> pipes .. you got to love them :)
20:56:59 <Xaroth> grep <pattern> <filename> | less
20:57:15 <TrueBrain> cat <filename> | grep <pattern> | less
20:57:21 <TrueBrain> I always fuck up the pattern .. rarely the filename :p
20:58:04 <Yexo> so put the less before grep too :p
20:58:11 <TrueBrain> wish that worked .... :(
20:59:02 <Eddi|zuHause> you should pipe your thoughts through sed ;)
20:59:11 <TrueBrain> mind controlled computers ...
20:59:32 <Xaroth> mind controlling computers, just as far away :P
21:00:46 <csokisnyuszi> tried 2048x2048 map
21:00:50 <csokisnyuszi> looking forward for lev-5 maglev breaking mach-1 with a sonic boom and lev-6 @ mach-2 and lev-7 @ mach-3
21:01:06 <TrueBrain> you already said that once ...
21:01:43 <Xaroth> to be exact, you said the exact same 15 hours ago O_O
21:01:48 <Belugas> he owns a train? man.. what a rich guy...
21:01:57 <csokisnyuszi> didn't know everybody logs
21:01:58 <TrueBrain> Belugas: I own trains too ... very small ones
21:02:12 <Belugas> hey... got a few millions to spare? we'd like to buy back the rights of TTD
21:02:20 <Xaroth> csokisnyuszi: you're in a channel full of geeks (and geekettes) ... ofcourse we log
21:02:32 <Belugas> my son owns THOMAS trains!
21:02:37 <TrueBrain> well .. all he knows for sure I log :p
21:02:40 <csokisnyuszi> Belugas, sure, just bought 71 aeroplanes
21:02:48 <TrueBrain> Belugas: mwhahahahaha :p
21:03:10 <csokisnyuszi> but i like maglev trains more
21:03:13 <Booth> how much are the copy rights to ttd?
21:03:19 <Belugas> csokisnyuszi, just in gold. only need one plane...
21:03:40 <Belugas> Booth, no one even know who have the rights
21:03:57 <Xaroth> there's no value to 'copyright' ... it doesn't have a set value.
21:03:59 <Belugas> done snot look like it
21:04:12 <Booth> does the copy right even stand anymore?
21:04:25 <Belugas> technically yes, they are still valid
21:04:25 <TrueBrain> stop putting spaces between words where they don't belong!
21:04:29 <Eddi|zuHause> noone is admitting to own the rights because it would cause a legal debate on who REALLY owns the rights
21:04:40 <Eddi|zuHause> and neither side sees it worth the effort
21:04:58 <Eddi|zuHause> so the situation is unlikely to change
21:05:02 <petern> run out? no, ttd is not yet 50/70 years old...
21:05:27 <TrueBrain> Eddi|zuHause: not really ... there is only a debate who owns the distribution rights
21:05:33 <petern> or is it life + 50 years... never mind
21:05:42 <Xaroth> US copyright used to be 14/28 years
21:05:58 <TrueBrain> Xaroth: wasn't CS from uk?
21:06:02 <Yexo> petern: it's that I think
21:06:09 <Eddi|zuHause> european copyrights are usually life of the author + 70 years
21:06:10 <dihedral> Yexo, i like your post ^^
21:06:12 <TrueBrain> copyright law changed, didn't it?
21:06:22 <Xaroth> it changed several times
21:06:23 <TrueBrain> in US I believe ..read something about that this week ...
21:06:38 *** worldemar has joined #openttd
21:06:48 <Eddi|zuHause> the european commission changed the performer's rights recently
21:06:49 <TrueBrain> either way, CS has most of the rights, that is for sure
21:06:56 <Yexo> dihedral: the one to Alain? all you said was true, but I feared he'd take only the negative points again
21:07:08 <Xaroth> A work that is created on or after January 1, 1978, is automatically protected from the moment of its creation for the period of the author's life plus an additional 70 years after the author's death.
21:07:19 <csokisnyuszi> everybody here only plays OpenTTD ?
21:07:26 <TrueBrain> yes, only, we play no other games
21:07:30 <TrueBrain> we signed an agreement for that
21:07:33 <Xaroth> Works for hire or those published anonymously are protected for 95 years from date of publication or 120 years from date of creation, whichever is the shorter period.
21:07:37 <Xaroth> according to that page.
21:08:04 <TrueBrain> so games ar enot running out any time soon :p
21:08:11 <dihedral> though i must say, i enjoyed "i cannot say you did not come very far - that'd be wrong - you started from 0 and got to 1 (on a scale from 1 to 10)"
21:08:16 <Xaroth> so technically, by that, it'd mean that copyright runs out in 2048 at it's earliest
21:08:26 <Xaroth> and that's only if CS made it in 78, and died shortly after....
21:08:38 <TrueBrain> neither are true :)
21:08:55 <Xaroth> expect.. somewhere around 2079 at earliest :P
21:09:12 <TrueBrain> but we are only interested in the distribution rights
21:09:20 <TrueBrain> then we can supply the ttd-graphic files with it
21:10:08 <csokisnyuszi> i thought there is an open graphiic set already available
21:11:07 <Booth> why not just replace all game graphics with sets (such as DB set)
21:11:25 <Booth> or the added TTO graphics
21:11:48 <Xaroth> TTO graphics have the same copyright issues as the TTD graphics
21:11:52 <Xaroth> so don't bother with those
21:12:35 <csokisnyuszi> what do you think about including truecolor photographs with alpha channel in the game for graphics?
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21:12:37 <Booth> how does ttdpatch work with the graphics?
21:12:50 <Xaroth> csokisnyuszi: good luck :)
21:12:56 <TrueBrain> csokisnyuszi: photographs?!
21:13:06 <TrueBrain> either way, 32bpp is already supported, including alpha channel ...
21:13:06 <Booth> just use the original game graphics?
21:13:09 <Xaroth> TTDPatch is just a program to 'alter' the original game
21:13:28 <Booth> isnt that all openttd is?
21:13:32 <csokisnyuszi> TrueBrain, yep, į thought real photos instead of drawings
21:13:39 <Ammler> it does patch the original binary.
21:13:39 <Xaroth> no, ottd doesn't 'alter' the original game
21:13:45 <Xaroth> it re-creates/re-does it
21:14:21 <Booth> sorry if i just upset people for not knowing
21:14:39 <Xaroth> it's better to not know and be open about it, and not know and pretend to know
21:15:05 <TrueBrain> we have enough of the latter ....
21:15:18 <Ammler> the current 32bpp graphics are very nice.
21:15:23 <csokisnyuszi> TrueBrain, sure game hacking is advanced ;>
21:15:44 <Xaroth> advanced is a relative term
21:15:50 <Booth> what even happened to the 3D stuff smatz was working on?
21:15:59 <csokisnyuszi> is it advanced to park a taxi on the wall?
21:16:28 <TrueBrain> depends on the size of the taxi
21:16:34 <TrueBrain> I have no problems putting a 3cm taxi on the wall
21:17:01 <Booth> i could put any taxi on any wall aslong as it was made from iron or steel
21:17:10 <Booth> with my mega electro magnet
21:20:08 <Booth> GTA is a great game with out patches
21:20:18 <TrueBrain> stop with those spaces! Grr ...
21:20:51 <TrueBrain> and there was an other one ...
21:21:07 <TrueBrain> petern: yeah :) But at least I am consistent :p
21:21:29 <TrueBrain> consistantly wrong :p
21:21:32 <csokisnyuszi> another world is just cool
21:22:05 <Chruker> will the AIRail.BuildNewGRFRailStation function always work, regardless of whatever graphics and settings the user have?
21:22:07 <TrueBrain> do they say Har Har?
21:23:01 <jonty-comp> < TrueBrain> consistantly wrong :p <-- *consistently
21:23:22 <Xaroth> nothing wrong with lazytown.. the girl's legal ffs :P
21:23:40 <jonty-comp> bing bang diggiriggidong
21:23:46 <Booth> knowone want to hear my joke
21:25:02 <TrueBrain> now I am out of candy ....
21:26:32 <csokisnyuszi> not neccesarily complicated combination of constant consistency
21:26:56 <TrueBrain> nice alliteration (is that the correct english translation? :))
21:28:02 <Yexo> you just replaced 'ie' with 'ion' and hoped it was english too? :p
21:28:14 <TrueBrain> yeah :p It sounded okay ;)
21:28:29 *** Milloflex has left #openttd
21:32:13 <TrueBrain> ARgh .... I hate it when series stop when it is just getting good!!! (was watching Fringe)
21:32:44 <csokisnyuszi> reason why serial killers don't stop
21:32:55 <TrueBrain> cruwl comparising ...
21:33:53 <Eddi|zuHause> yes, watch Dexter instead :p
21:39:25 <CIA-3> OpenTTD: yexo * r16243 /trunk/src/ai/api/ (ai_tunnel.cpp ai_tunnel.hpp): -Fix [FS#2875]: CmdBuildTunnel could be called with invalid parameters from the api code, causing crashes later
21:40:59 <TrueBrain> Windows 7 MCE is much better than Windows Vista MCE
21:41:03 <CIA-3> OpenTTD: yexo * r16244 /trunk/src/ai/api/ai_tunnel.cpp: -Fix [NoAI]: Make sure AITunnel::BuildTunnel returns what the documentation says it does
21:48:47 <TrueBrain> so who killed this conversation?
21:56:31 *** Nite_Owl has joined #openttd
21:57:02 *** nightstalker has joined #openttd
21:57:30 <Ammler> hg has at least better initial usage, a 500k bzr repo is only 200k converted to hg.
21:57:45 *** nightstalker has left #openttd
21:57:53 <Ammler> i hope that will change with size.
21:59:36 <TrueBrain> Ammler: repos sizes of such decentralized vcses is a bit tricky
21:59:39 <Ammler> oh, it has no work copy
22:04:11 <TrueBrain> well ... boring :) Night all!!
22:04:25 <csokisnyuszi> what do you think about making openttd an alien vs predator type grafx 3d game?
22:04:53 <Ammler> but bzr without work dir is still 10% bigger
22:09:07 *** Cybertinus has joined #openttd
22:09:12 <Forked> what happend to the +500 threads?
22:10:06 <Eddi|zuHause> maybe they went 500 years into the future
22:10:08 <Nite_Owl> someone stuck a fork in them
22:12:14 <Yexo> someone merged them to one topic
22:14:31 <Ammler> he should rather merge it to wiki
22:17:31 <Yexo> he should start working on it (making sprites I mean)
22:21:45 <CIA-3> OpenTTD: rubidium * r16245 /branches/0.7/src/ (7 files in 4 dirs):
22:21:45 <CIA-3> OpenTTD: [0.7] -Backport from trunk:
22:21:45 <CIA-3> OpenTTD: - Fix: Hardcoded (old sized) MAX_COMPANIES constant (r16182)
22:21:45 <CIA-3> OpenTTD: - Fix: Do not try to reserve path for trains crashed in station [FS#2866] (r16178)
22:21:45 <CIA-3> OpenTTD: - Fix: Forbid joining AI companies via the 'move' and 'join' console commands/multiplayer lobby (r16176, r16175)
22:21:45 <CIA-3> OpenTTD: - Fix: The overflowsafe type did not like dividing by int64 larger than MAX_INT32 causing division by negative numbers and small anomolies when drawing graphs [FS#2855] (r16130)
22:23:23 <Eddi|zuHause> preparing a 0.7.1?
22:23:39 <Nite_Owl> I just had the same thought
22:25:03 <csokisnyuszi> btw a teleport gate would mess the gameplay? ;>
22:25:08 <Nite_Owl> 0.8 which just be branched off from the current trunk not backported
22:25:27 <Xaroth> csokisnyuszi: stabbing a spork in your eye will mess your eyesight? :)
22:26:30 <Eddi|zuHause> csokisnyuszi: every change messes with gameplay. what you really should ask is if you can get it balanced somehow, to make it interesting for players
22:27:42 <Nite_Owl> pardon my bad impression of The Muppets Swedish chief
22:28:15 <csokisnyuszi> sure it would be interesting, make teleport station at one edge of the map, and at other edge, people step in, then step out at the other station
22:28:15 *** Zantor64 has joined #openttd
22:28:34 <Nite_Owl> let me see if I can find a reference
22:28:43 <Eddi|zuHause> these are not the droids that you search
22:29:11 <Zantor64> I am seeking railroad junction help
22:29:40 <Zantor64> I am replacing a conventional roundabout with something more sophisticated as to reduce gridlock
22:29:49 <Zantor64> if I have my trains staggered right I don't get it but now and again it happens
22:30:22 <Zantor64> on one of the ends of the junction I have a 6-platform terminus station
22:30:32 <Nite_Owl> Oops - bad spelling - Chef
22:30:36 <Xaroth> has some nice junctions
22:30:43 <csokisnyuszi> į think į will make some screenshots
22:31:19 <Zantor64> well I have 3 platforms on one set of in/out tracks and 3 more on another set of in/out tracks and I was wondering how I could reduce it without holding up traffic
22:31:35 <Eddi|zuHause> i don't know, my junctions never look like the openttdcoop ones...
22:32:04 <CIA-3> OpenTTD: rubidium * r16246 /branches/0.7/ (16 files in 5 dirs): (log message trimmed)
22:32:04 <CIA-3> OpenTTD: [0.7] -Backport from trunk:
22:32:04 <CIA-3> OpenTTD: - Fix: [Squirrel] the traps variable wasn't restored, causing try/catch blocks to be 'forgotten' during a suspend (r16181)
22:32:04 <CIA-3> OpenTTD: - Add: [NoAI] Two new error codes to AITile: ERR_AREA_ALREADY_FLAT and ERR_EXCAVATION_WOULD_DAMAGE (r16171)
22:32:04 <CIA-3> OpenTTD: - Add: [NoAI] AITile::Get(Min|Max|Corner)Height (r16166)
22:32:05 <CIA-3> OpenTTD: - Add: [NoAI] Several functions to AIOrder to check the what kind of order an order is [FS#2801] (r16165)
22:32:07 <CIA-3> OpenTTD: - Fix: [NoAI] AIOrder::GetOrderDestination and AIOrder::GetOrderFlags didn't work on ORDER_CURRENT when the vehicle was loading/leaving in a station (r16165)
22:32:34 <csokisnyuszi> wow that's some insane junction
22:33:17 <Zantor64> but no other cheats have been used
22:34:03 <Eddi|zuHause> NEVER EVER push BMPs through the internet
22:34:04 <Zantor64> can you not read it?
22:34:12 <Xaroth> the intertubes will be clogged!
22:34:19 <Zantor64> plus it's nto all that big
22:34:26 <Eddi|zuHause> openttd produces them by itself
22:34:36 <csokisnyuszi> į pulled it down using gigabit
22:34:44 <Eddi|zuHause> in the game settings, you can chose the screenshot format
22:34:49 <Eddi|zuHause> then press ctrl+s
22:35:04 <Zantor64> I'm not totally unfamiliar with the game. I've been playing it off and on since christmas
22:35:41 <Eddi|zuHause> now compare the file sizes ;)
22:35:42 <Zantor64> see the 4 tracks on the north side? that's what I'm trying to figure out what to do with
22:35:51 <Zantor64> I noticed just in the upload, Eddi
22:36:29 <Zantor64> I considered an advanced roundabout but I thought that a Star would do better
22:37:33 <CIA-3> OpenTTD: rubidium * r16247 /branches/0.7/src/ (11 files in 3 dirs): (log message trimmed)
22:37:33 <CIA-3> OpenTTD: [0.7] -Backport from trunk:
22:37:33 <CIA-3> OpenTTD: - Fix: [NoAI] Make sure AITunnel::BuildTunnel returns what the documentation says it does (r16244)
22:37:33 <CIA-3> OpenTTD: - Fix: [NoAI] CmdBuildTunnel could be called with invalid parameters from the API code, causing crashes later [FS#2875] (r16243)
22:37:33 <CIA-3> OpenTTD: - Fix: [NewGRF] ActionB should use the online parameters from GRFFile instead of
22:37:35 <CIA-3> OpenTTD: the initial user-specified values from GRFConfig. Also use the values as they
22:37:37 <CIA-3> OpenTTD: were set when the ActionB was executed, not as they are set when the message is
22:38:01 <Zantor64> I don't always consider compressed formats because I occasionally scan photographs at 600x600dpi
22:38:17 <csokisnyuszi> go round and roud is cool until all trains fit in it
22:38:25 <Eddi|zuHause> things you have to ask with that kind of junction: do trains really need to get from every entrance to every exit? which directions do the most trains take?
22:38:52 <Zantor64> most frequent are east, west, and north (north being upper-right)
22:39:12 <Eddi|zuHause> directions are always "from-to"
22:39:41 <Zantor64> well I wouldn't have a six platform station if I didn't need it
22:39:49 <Zantor64> to and from the big station is frequent
22:39:51 <Eddi|zuHause> you have 5 bidirectional entrances into your junction
22:40:02 <csokisnyuszi> i guess train's AI searches a path to the destination, and takes the nearest free path
22:40:05 <Zantor64> two of which go to the same station
22:40:21 <Zantor64> I had to split it cuz I was getting bottlenecks
22:40:30 <Zantor64> otherwise I'd only have one set
22:41:42 <Eddi|zuHause> then, why do you use a LRLR setup? an LLRR setup might reduce the number of trains which will have to cross, or you don't need every entrance to be able to reach both station exits
22:41:49 <Eddi|zuHause> would simplify your junction
22:43:16 <Xaroth> why not convert it to just 1 entry/exit line?
22:43:47 <Zantor64> LOL csokisnyuszi there is no way I need something that large and comples
22:44:07 <Eddi|zuHause> and if you update to 0.7, you might want to check out the path signals
22:44:51 <Eddi|zuHause> are those the shinkansen tracks?
22:45:41 <Zantor64> it looks like it has a presignal
22:45:53 <Xaroth> not really complicated, but 6 stations to 1 entry/exit is easily doable
22:46:21 <csokisnyuszi> how about make connection to every direction? <;
22:46:29 <csokisnyuszi> and use reserve path signal
22:46:40 <Zantor64> that's a good idea, using a path signal
22:46:46 <Zantor64> I'm redoing it and will upload a screenie when I"m done
22:48:40 <csokisnyuszi> have someone tries printout of 2048x2048 map to bmp yet?
22:50:23 <Yexo> if that's a pbs one-way signal, you can remove all the exit signals in front of the station
22:50:37 <Zantor64> that path signal is one-way
22:50:48 <Yexo> it was more a question whether or not it was a path signal
22:51:26 <Zantor64> one-way path based signal
22:51:36 <Zantor64> now back to the 4-way junction
22:52:06 <csokisnyuszi> will this be cool at the station?
22:52:07 <Zantor64> I was looking at adv. roundabout, star, or tetrathorp
22:52:17 <Zantor64> did you look at my new station setup?
22:52:41 <csokisnyuszi> haven't tried this setup before
22:52:54 <Zantor64> oh did I come up with something new?
22:53:16 <csokisnyuszi> maeby but never did a screenshot
22:53:21 <Yexo> that depends what you call new
22:53:25 <csokisnyuszi> į have some savegames
22:53:46 <Yexo> it might be new for you and csokisnyuszi, this station setup (with just a single pbs signal) is not new for me
22:53:55 <Nite_Owl> you may want to try it with one way PBS signals facing into the platforms
22:54:02 <csokisnyuszi> btw original ttd savegames will work on openTTD ?
22:54:07 <Nite_Owl> in front of the platforms
22:54:20 <Yexo> Nite_Owl: that's only needed if it's a drive-though station / terminus statino combined
22:54:31 <Yexo> csokisnyuszi: they should, if they don't, poke SmatZ
22:54:35 <Zantor64> well this is my first time trying path-based signals, nite_owl
22:55:26 <Nite_Owl> Hmmm - I will keep that in mind Yexo
22:55:54 <Zantor64> but I when I learned presignals I used them extensively
22:56:28 <Eddi|zuHause> www.informatik.uni-halle.de/~krause/Ravenswald%20Transport,%2018.%20Dez%201982.png <- check this one
22:57:09 <Eddi|zuHause> draw the individual entrances separated as far as possible
22:57:29 <Eddi|zuHause> those are 4 entrances
22:57:36 <Eddi|zuHause> 3 double track, 1 single track
22:57:46 <Eddi|zuHause> and a 4 track station
22:58:45 *** Zantor64 has joined #openttd
22:58:47 <csokisnyuszi> how can i do cool screenshots in openttd?
22:59:00 <Zantor64> oops doggone mibbit and pushing wrong buttons by accident
22:59:20 <Xaroth> pour liquid nitrogen over your screen
22:59:21 <csokisnyuszi> mean good quality, not zoomed-out
22:59:37 <Yexo> csokisnyuszi: sure, just press ctrl+s
22:59:47 <Yexo> and if you don't want a zoomed-out screenshot, be sure to zoom-in first :p
23:00:24 <Zantor64> well I've leveled the area down one level
23:00:28 <Zantor64> hopefully I wil have room for this
23:01:56 <Zantor64> I have another question about path-based signals and one-way stations
23:01:57 <csokisnyuszi> searching for screenshot file...
23:02:18 <Zantor64> is it possible to use one path-based signal for a multiplatform one-way station?
23:02:28 <Eddi|zuHause> csokisnyuszi: on windows, most likely in "My Documents\OpenTTD"
23:02:48 <Eddi|zuHause> then in ~/.openttd
23:03:55 <Eddi|zuHause> maybe your image viewer is zoomed out?
23:03:57 <Yexo> hmm? it should be a copy of the screen you saw at the time you took a screenshot
23:04:15 <csokisnyuszi> Noldo, full size is small
23:04:23 <Xaroth> Zantor64: I think the linux users outnumber the windows users in this channel, so be careful :P
23:04:27 <csokisnyuszi> nooo, full size is small
23:04:46 <Zantor64> I was teasing, xaroth
23:05:07 <Xaroth> I know, but when yer outnumbered 2 to 1 that might be dangerous :P
23:05:47 *** Klanticus has joined #openttd
23:06:06 <Eddi|zuHause> that reminds me of a sketch in a tv show a few years ago
23:06:10 <Zantor64> I wish modern commercial games would be ported to linux
23:06:22 <Zantor64> using OpenGL and OpenAL for platforms
23:06:37 <Eddi|zuHause> there was a scene, people with white pointy hats masking their face, siting around a table
23:07:15 <Xaroth> EvE used to be linux compatible
23:07:16 <Eddi|zuHause> one of the guys draws their hat off, it's a black guy shouting "surprise"
23:07:40 <Eddi|zuHause> then the picture stops with an "alert"-noise
23:08:07 <Eddi|zuHause> and the subtitle says "98% of all jokes happen at the wrong party"
23:08:19 <csokisnyuszi> you can't see much out of this...
23:09:44 <Eddi|zuHause> i'm not sure if i really want to see much of this...
23:09:46 <csokisnyuszi> idea is to make 2 one-way lines, and connect the stations
23:09:51 <Eddi|zuHause> it has 90° turns and all...
23:10:10 <Xaroth> real men play without 90 degree turns
23:10:35 <Zantor64> my very first successful rail network was a mess
23:10:42 <Zantor64> but then it was on a rather small map, 62x128
23:10:50 <Zantor64> but when I went up to 128x128
23:10:53 <Zantor64> boy did I have room to make stuff owrk
23:11:35 <csokisnyuszi> 2048x2048 gives you much space
23:11:38 <Eddi|zuHause> oh i remember my first networks...
23:11:50 <Eddi|zuHause> boy what had i fun after the AI taught me about signals :p
23:12:12 <Eddi|zuHause> that was with the TT Demo, limited to 2 years of playing, and without manual
23:13:21 <csokisnyuszi> Eddi|zuHause, well i found this the cheapest effective solution
23:13:40 <csokisnyuszi> cost was primary concern
23:15:27 <csokisnyuszi> hmm trees are sometimes confusing even if transparent
23:15:58 <Xaroth> make em full transparent?
23:16:19 <Xaroth> I play with full-transparent trees most of the time
23:16:44 <csokisnyuszi> yep, they are annoying don't see the traffic lights
23:19:56 <Zantor64> I'm slowly building up size
23:20:05 <Zantor64> I have a 256x256 in the works, but the size keeps intimidating me
23:21:25 <Zantor64> now to get rid of those 90 degree turns
23:21:50 <csokisnyuszi> there was no space for this many lines :(
23:21:57 <CIA-3> OpenTTD: rubidium * r16248 /branches/0.7/ (7 files in 3 dirs):
23:21:57 <CIA-3> OpenTTD: [0.7] -Backport from trunk:
23:21:57 <CIA-3> OpenTTD: - Fix: Improve corner case order handling: mark order as done only when actually done, obey non-stop orders, do only stop/refit at the depot in the order (r16240,r16228,r16199,r16198,r16187)
23:21:57 <CIA-3> OpenTTD: - Fix: Use the stop/non-stop intermediate orderflags AIs can give for goto-depot orders (r16239)
23:22:22 <Zantor64> tho that is very impressive
23:22:29 <Eddi|zuHause> i don't see how this is either "cheap" or "effective"
23:22:33 <Zantor64> I haven't even endeavored to do something that complex
23:22:37 <csokisnyuszi> this is a test setup
23:23:34 <Xaroth> you could have done with 2 entry lines and 2 exit lines easily
23:23:58 <Xaroth> or go for 3/3 and add a few more station lines
23:24:34 <Xaroth> yeh, as i said, unefficient use of space :P
23:25:45 <Eddi|zuHause> i can guarantee you that this station can be served by 2 parallel lines instead of 7. possibly even 1 (per direction)
23:26:15 <csokisnyuszi> o.c. this is a small town
23:26:39 <Eddi|zuHause> i don't mean the town
23:26:44 <Yexo> csokisnyuszi: how many trains are running between those stations?
23:26:55 <Eddi|zuHause> i mean the number of tracks at the station vs. the number of tracks inbetween stations
23:26:58 <csokisnyuszi> į have tried 15+
23:27:18 <Xaroth> that's 2 lines one way, two lines another, and that station can be visited from both ways entrance or exit
23:27:20 <csokisnyuszi> but wasn't enough passengers
23:27:36 <Yexo> only that little? you can easily run 20 trains per track / 3-wide station, at least if there is some distance between those towns
23:27:43 <Nite_Owl> Ooo - late - must go get food - later all
23:27:51 <Xaroth> serves around.. 30-ish trains full load/unloading
23:28:42 <Eddi|zuHause> csokisnyuszi: come back when you have 150 trains runnign on that...
23:28:54 <csokisnyuszi> so į made some how to inefficiently use 7 lines screenshot :)
23:29:06 <Xaroth> csokisnyuszi: quite :P
23:29:14 <Xaroth> 1-on-1 lines are always inefficient
23:29:27 <Eddi|zuHause> Xaroth: that is around 20 per track
23:29:33 <Xaroth> most stations are more than doable with just 2 lines, one for one way, one for another
23:29:50 <Xaroth> Eddi|zuHause: 256^2 map, both ends of map, should easily hold 30 per track i think
23:29:54 <Eddi|zuHause> which matches what Yexo wrote
23:31:05 <Zantor64> and thanks for the help
23:33:19 <csokisnyuszi> Xaroth, made the junction all right?
23:33:23 *** Eddi|zuHause has joined #openttd
23:33:50 <csokisnyuszi> Zantor64, made the junction all right?
23:34:10 <Eddi|zuHause> you could check out this savegame: www.informatik.uni-halle.de/~krause/Ravenswald%20Transport,%202.%20Jan%201972.sav
23:34:17 <Eddi|zuHause> it has a few cute junctions
23:34:48 <Zantor64> now to plant trees and stuff
23:36:00 <Eddi|zuHause> doesn't look too bad, but leaves room for improvement
23:36:06 <csokisnyuszi> plant cute girls there
23:36:19 <Zantor64> well I'm still learning stuff about laying track and all
23:36:22 <Zantor64> but I have basics down
23:38:11 <Zantor64> how can I conquer the intimidation of large maps?
23:38:40 *** ChanServ sets mode: +v tokai
23:38:43 <Eddi|zuHause> daylength patch helps ;)
23:38:52 <Zantor64> where can I find that?
23:39:55 <Eddi|zuHause> the game above was a 1024x2048 map (i think), and it was played with daylength x4, and even after 50 years, only half the map was connected
23:41:07 <Zantor64> where can I find daylength?
23:41:29 <Eddi|zuHause> sacro contributed one line.
23:52:51 <Zantor64> now I'm having lost trains everywhere
23:53:17 <csokisnyuszi> you can always use waypoints
23:58:04 <Zantor64> it was a pbs that wasn't working right
23:58:13 <Zantor64> putting presignals back in fixed it
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