IRC logs for #openttd on OFTC at 2010-07-14
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01:06:11 <sylar182> hey, what command do I need to use in cygwin to apply a git patch?
01:11:11 <sylar182> $ patch < keyb_config_r20017_v1.8.patch bash: patch: command not found
01:13:40 <sylar182> downloaded the setup.exe from cygwin page and installed
01:14:02 <sylar182> any files I might be missing if I did that?
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03:58:20 <planetmaker> what a 'nice' bug to find, Rubidium. Kudos & thanks! :-)
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06:02:28 <Displacer> are there any AI ratings or comparison?
06:02:55 <Displacer> id like to know what is the most powerful AI to play with
06:03:54 <duckblaster> there is no single best AI, try them all ad see which you like best
06:08:14 <planetmaker> Displacer: there are comparisons
06:08:17 <planetmaker> but there's not the best as that depends on both chance and settings used
06:08:50 <planetmaker> E.g. look at the thread 'battle royale' in the NoAI sub-forums to general OpenTTD at tt-forums.net
06:09:20 <planetmaker> It has a few runs with a few AIs
06:18:30 <Displacer> planetmaker, thanks
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09:07:16 <CIA-9> OpenTTD: rubidium * r20138 /trunk/src/crashlog.cpp: -Change: also put the base set version number in the crash log
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10:54:45 <dih> does anybody know of a decent 'mail forwarder' so i can publish an "anonymous" email address ?
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10:55:36 <DDragon> hey all anyone know how to configure ISA Server 2004 to forward TCP and UDP Packets?
10:55:37 <planetmaker> google mail I mean
10:56:23 * dih recalls Dragon...... forums..... there was something
10:56:43 <dih> yeah, pm, i just thought there might be somthing nicer than google mail ^^
10:56:45 <DDragon> nothing came up on a search for me...
10:57:30 <dih> i did not mean it that way :-P
11:01:02 <DDragon> well all that aside i need to find out how to configure ISA Server 2004 to forward TCP and UDP on port 3979 so my server will show on the master server... if anyone knows how :S
11:02:02 <DorpsGek> dih: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
11:02:40 <dih> and ... was there no documentation for the server? no forums? no google results?
11:03:01 <DDragon> nope been all over it nothing.... or i wouldent be here atm :S
11:03:32 <DDragon> unfortunatly im not that savy with ISA at all to do it off the bat myself and my normal support is AWOL atm
11:07:42 <dih> requireing response time is nothing for unpaid services ;-)
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11:10:35 <DDragon> unfortunatly that deals with IIS not ISA its slightly differant :S
11:11:20 <DDragon> actualy it might help lol
11:11:27 <DDragon> ill let u know how it goes ...
11:11:49 <dih> correct you me if i should be wrong.... but iis is a web server, and isa is quite obviously stated 1) in the url 2) on the website
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11:15:10 <DDragon> eh :P as i said ill let u know
11:15:33 <TomyLobo> i guess there is no depot with multiple exits, right?
11:15:43 <dih> i do not need to know - i am not the one in need of that solution :-P
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11:43:59 <CIA-9> OpenTTD: terkhen * r20139 /trunk/src/town_gui.cpp: -Fix [FS#3902]: Found town window ignored all hotkeys (Zuu).
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11:55:47 <planetmaker> TomyLobo: depots are depots, no matter what newgrf you use. All newgrfs which change depots only change their graphical appearance
11:56:23 <TomyLobo> so, is there a patch? :)
11:56:44 <planetmaker> there are many patches
11:56:53 <planetmaker> But whether one tackles your desire... dunno
11:58:02 <Rubidium> you used to be able to enter a depot from the rear
11:58:40 <planetmaker> as a cheat to crash AI trains
11:59:56 <Rubidium> so it'll likely work in old OpenTTD's as well
12:00:58 <Noldo_> I remember seeing something blink out of the back wall of train depot when trying to reproduce the lonely wagon thing
12:01:12 <Rubidium> 0.4.6/0.4.8 seemed to have changelog entries that implied it was broken before
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12:01:54 <CIA-9> OpenTTD: terkhen * r20140 /trunk/src/genworld_gui.cpp: -Fix: Initialize the state of OnKeyPress at the world generation window (Zuu).
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12:03:42 <CIA-9> OpenTTD: terkhen * r20141 /trunk/src/ai/ai_gui.cpp: -Fix: Initialize the state of OnKeyPress at the AI debug window (Zuu).
12:03:58 <norbert79> Good afternoon Terkhen
12:04:25 <norbert79> hello planetmaker... Guess today is a busy day :)
12:05:31 <norbert79> Ah, and I thought it's not just a coincidence, that I was greeted by two just right after I have came inside :)
12:05:56 <planetmaker> it's your lucky day :-)
12:06:14 <norbert79> How are you all doing?
12:06:24 <Rubidium> if it's quiet, i.e. people don't have much to do, then the reply time is usually smaller
12:07:56 <norbert79> How you spy on something through IRC? :)
12:08:14 <Eddi|zuHause2> you spy EVERYTHING on irc
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12:08:40 <norbert79> Yes, true, this is why I am confused :D
12:08:50 <Rubidium> Pikka: do you have a non-gmail email address of DaleStan / have had contact with him in the last ~45 days?
12:10:30 <planetmaker> still no reply? :-(
12:21:00 <CIA-9> OpenTTD: terkhen * r20142 /trunk/src/vehicle.cpp: -Fix [FS#3880]: Ships were not marked as dirty when stopping inside a depot.
12:22:03 <dih> that's a long time even for dalestan ^^
12:23:50 <planetmaker> seems like he'd gone for good.
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12:28:04 <CIA-9> OpenTTD: terkhen * r20143 /trunk/src/ (ship.h ship_cmd.cpp): -Codechange: Remove RecalcShipStuff function.
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13:03:39 <Belugas> norbert79 and Pikka, I do salute you :)
13:04:34 <norbert79> today's indeed silent :)
13:06:10 <Terkhen> until someone goes offtopic :)
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13:09:56 <norbert79> Terkhen: I just don't dare to :D
13:10:38 <Belugas> what;s wrong with been off-topic?
13:10:54 <Belugas> would not be the first time, nor the last time ;)
13:12:27 <norbert79> Well, I am looking for the name to be exact of one girl, who could be seen on the net very often, just tried to show her to my colleague, but to be honest I got stuck
13:12:28 <Terkhen> nothing, when someone goes offtopic the silence ends
13:12:34 <Noldo_> It's the same as with mistakes, I sure hope haven't made the last one
13:12:55 <Terkhen> it seems that my point proved itself
13:13:12 <__ln__> norbert79: there are no girls on the internet
13:13:51 <norbert79> I know, that I once was able to figure out her name
13:14:08 <norbert79> but since I lost my browsing history, I got stuck again :)
13:15:05 <norbert79> __ln__: Still having the same opinion? ;-)
13:15:42 <__ln__> there are *photos* of girls of course
13:15:57 <norbert79> Ah, you mean girls within games
13:18:07 <andythenorth> I haz been in your graphics pillaging your pixels
13:21:25 <andythenorth> Pikka: does UKRS 2 include a china clay wagon?
13:21:31 <andythenorth> looks like one to me
13:21:54 <Pikka> it has covered versions of the 5 plank and MGR wagons, yep
13:22:25 <andythenorth> if I splurge a load of wagons for the add-on set, does that offend your sense of game balance?
13:23:15 <Pikka> I'm not so worried about balance for the addon set. everything will have suitable costs and balances anyway, so it's all good.
13:23:31 <Pikka> let me know if you want any original sprite sheets btw, probably easier to work with than decompiling :)
13:24:44 <Pikka> peter1138: server tiems? can has rcon? :P
13:25:11 <andythenorth> Pikka: I'm fine with the decomp for now, I'll pm you if I need more :)
13:26:01 * andythenorth ponders how to draw depressed-centre cement tanks in small pixels
13:26:08 <peter1138> why, i've not run one of those for... ages
13:45:04 * andythenorth has been posting graphics to the wrong pj1k thread :)
13:48:25 * Zuu hopes that was directed at something above
13:48:59 <andythenorth> drawing open wagons implies drawing load graphics
13:49:07 <andythenorth> silly move on my part
13:49:40 <Pikka> magically fixed the threads
13:49:57 <Pikka> or copying the load graphics from other wagons
13:50:03 * andythenorth steals the 'tarpaulin' load from Pikka
13:50:14 <Pikka> noo they be stealin my tarps
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14:02:24 <andythenorth> tarps cover a multitude of sins :P
14:02:46 <Sacro> with everything UK based and done by Pikka
14:02:59 <andythenorth> is ostriches a valid cargo?
14:03:03 <andythenorth> I could add it to FIRS
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14:03:16 <Pikka> andy, have you ever tried to put a tarp on an ostrich?
14:03:17 <andythenorth> s'pose it's just 'livestock' though :(
14:03:19 <Pikka> it's harder than it looks
14:03:25 <andythenorth> can't say I have
14:03:34 <Pikka> and it looks damn hard!
14:03:43 <andythenorth> I remember an ostrich farm scam once though
14:04:03 <Pikka> they're the other other other other other white meat
14:05:03 <peter1138> Sacro! UKRS *AND* PJ1K?
14:05:15 <Sacro> perhaps one or the other
14:05:28 <peter1138> perhaps i should eat
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15:00:13 <andythenorth> Pikka: could you pm the template for tank wagons (the 45t kind)?
15:01:01 <Pikka> you mean the "welded tank", or the bogie tank?
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15:04:04 <Pikka> good, 'cause there aren't any bogie tanks yet :P
15:08:55 <CIA-9> OpenTTD: terkhen * r20144 /trunk/src/ (5 files in 3 dirs): -Feature: Allow to configure the delay of hover events, or to disable them completely.
15:54:42 <oniik> hey. I am trying to get into using some GRFs. The FIRS looked cool, but after having built a nice track system and a locomotive, I find that there are no wagons to carry things like scrap metal. Are those in a seperate grf?
15:56:07 <planetmaker> you need also a trainset grf
15:56:26 <andythenorth> oddly enough, I am drawing a scrap wagon for UKRS2
15:56:35 <planetmaker> 2cctrainset, nars2, ukrs, japanese to name only a few
15:59:02 <planetmaker> oniik, you could get all. But you better only use one
16:00:12 <oniik> it sounds a bit weird, but all train sets contain special wagons for this one addon that has new stuff like scrap metal?
16:01:35 <planetmaker> none contains a "special" wagon. But each of those will have a wagon which can transport it
16:01:35 <planetmaker> or maybe also more
16:01:35 <planetmaker> you might need to refit that wagon to scrap metal
16:02:02 <planetmaker> as the default cargo might be another one.
16:02:02 <planetmaker> But in the purchase menu you are told which cargos can be refit
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16:02:08 <oniik> so for instance, "2cc Trainset, FIRS, FISH, Generic buff, Generic Cars, Improved Road Vhicles"
16:02:44 <planetmaker> yeah, Even though I don't know "improved RV"?
16:03:05 <planetmaker> you might want to use egrvts and / or heqs as additional road vehicle sets. They support those cargos, too
16:03:09 <oniik> i just found it on Check Online Content. looked promising
16:03:35 <oniik> generally find road vehicles an unviable strategy so want them better
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16:04:18 <andythenorth> road vehicles are a massively viable strategy using eGRVTS and HEQS
16:04:28 <oniik> ok ill use those two instead then
16:04:30 <andythenorth> HEQS vehicles will murder some trains over short distances
16:04:40 <andythenorth> oniik: got any water on your map?
16:05:10 <andythenorth> if you have any lakes / seas, get FISH
16:05:14 <planetmaker> andythenorth, he has already FISH :-)
16:05:26 <oniik> i do, but never tried it yet
16:05:35 <planetmaker> you shameless plug-er, you! ;-)
16:07:05 <oniik> oh so ur the maker, I'll be sure to come back when I dont understand it ;)
16:07:39 <oniik> holy.. lots of veheciles now
16:08:33 <oniik> and lots of train stuff too. yea almost a new game. this will be fun :)
16:08:57 <oniik> gonna go with a small map and start very early to get a little a time i thin
16:13:39 <oniik> what variety distrubution do ppl use?
16:15:07 <planetmaker> large or very large
16:15:26 <oniik> high or very high u mean?
16:15:39 <planetmaker> but that's just me. If the map is very stretched, smaller values look better
16:16:01 <planetmaker> I use it only in my translation and don't know the English anymore ;-)
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16:20:25 <JakeGrimshaw> I don't suppose there is a way to get German characters (umlaut etc) into Openttd ?
16:20:29 <JakeGrimshaw> a key combination or something
16:21:40 <glx> same as any other software
16:22:19 *** ChanServ sets mode: +v tokai
16:23:47 <JakeGrimshaw> ah, it seems I have had a shocker
16:29:08 <oniik> hmm the glass works just ate al lthe sand but didnt produce any goods or man. supplies
16:31:05 <planetmaker> you need to try to transport it
16:31:05 <planetmaker> cargo is not automagically transferred to a station
16:31:40 <oniik> i dont understand, i am supplying sand to it
16:32:35 <planetmaker> yes. But you don't try to take goods from it
16:33:01 <planetmaker> an industry doesn't deliver goods to a station unless someone tried to get them from there
16:33:05 <oniik> so when i try to take man supplies it will understand to make it
16:33:11 <planetmaker> same with the sand station: there was no sand waiting UNTIL you sent a train
16:33:25 <oniik> i know. i was looking at the industry, not the station
16:33:35 <planetmaker> but are you sure that man. supplies is not an INPUT cargo?
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16:34:45 <oniik> yea it is under the heading of Production last month
16:37:32 <oniik> ok it did produce man spupplie,s but the industry info window still says 0.. ah because it is "last month"
16:43:11 <oniik> jeez 9 cars that can take wood
16:43:35 <TomyLobo> are there any non-temperate/subarctic/subtropic/toyland settings?
16:43:47 <TomyLobo> like, introduced by a newgrf or something
16:45:43 <planetmaker> quote from an AI description: "damn authority manager" - brings peaсe in intercourses with local authorities ;)" <-- I'm sure a native speaker would formulate that differently :-D
16:46:23 <TomyLobo> peace in intercourse hmmm
16:47:32 <TomyLobo> <planetmaker> an industry doesn't deliver goods to a station unless someone tried to get them from there - you could at least make trains wait for 1 item if it's a primary industry and it's guaranteed that something arrives really soon
16:47:59 <TomyLobo> just so it's not such a pain to get subsidy routes set up :)
16:48:14 <planetmaker> TomyLobo, then use "full load all" or "full load any". As such: fix your orders
16:48:27 <TomyLobo> yeah, i use that once and turn it off afterwards
16:48:34 <TomyLobo> that's what i meant by pain
16:49:02 <planetmaker> why would you want to turn it off at a primary industry anyway?
16:49:05 <Rubidium> or use that setting that makes cargo go to stations even if there isn't a demand
16:49:21 <TomyLobo> primary industries always generate something
16:49:35 <planetmaker> <Rubidium> or use that setting that makes cargo go to stations even if there isn't a demand <--hm... I keep forgetting that, too :-)
16:50:06 <planetmaker> yes. But they don't always make business with you.
16:50:17 <TomyLobo> so if you have a primary industry and a train is waiting, it will get cargo within a finite amount of time
16:50:51 <TomyLobo> well it's just in the case that they dont do business with anyone
16:51:05 <planetmaker> Remember: it's not your industry. You're just their trucking company
16:51:25 <TomyLobo> it's just a convenience feature
16:51:35 <planetmaker> Yes. But what's wrong with sending vehicles there which _always_ load full?
16:52:01 <TomyLobo> well sometimes you dont want to load full
16:52:35 <planetmaker> Why should I send a half-loaded coal train around the map?
16:52:59 <TomyLobo> because it might be just around town
16:54:04 <oniik> i always use full load on everything, then i skip them manually some times
16:54:15 <oniik> for primary stuff it always makes sense to reduce cost that way i think
16:54:35 <planetmaker> it's different for passengers. Sometimes
16:54:36 <oniik> adjust size of train instead of let it just take whatevers there and leave
16:54:58 <TomyLobo> subsidies are mostly passengers :)
16:55:08 <TomyLobo> well the ones i take, anyway
16:55:10 <planetmaker> TomyLobo, or, if you want it to wait: give it a timetabled order. Let it wait X days and leave then
16:55:35 <planetmaker> so... also that is possible
16:55:41 <planetmaker> TomyLobo, I have an open bet, that subsidies are not worth to take care of ;-)
16:56:09 <TomyLobo> except if you do what i do
16:56:15 <oniik> well. arent there a grf that fixes that. seems like it should'
16:56:43 <TomyLobo> oniik you can set the multiplier higher in the difficulty settings dialog
16:57:48 <oniik> i know, but i think planetmaker knew that when making the bet
16:57:58 <TomyLobo> subsidies can pay off your initial investment quickly
16:58:35 <TomyLobo> unless you set up elaborate contraptions
16:58:37 <planetmaker> planes do so, too
16:59:01 <planetmaker> and distance is more important
16:59:35 <planetmaker> but not using them was not part of the bet :-P
16:59:35 <TomyLobo> i have these 2 cities
16:59:50 <TomyLobo> or well, atm it's 1 city with 2 parts :D
17:00:05 <TomyLobo> i made a subsidy route there early
17:00:22 <TomyLobo> and since then i've been given subsidies at least 5 times
17:00:39 <TomyLobo> and the passenger volume is considerably larger now since both towns grew
17:01:28 <TomyLobo> so i keep getting triple income on the already decent income from my tram route between those cities
17:01:35 <planetmaker> hm. I thought it'd be fixed that an existing route gets subsidies.
17:02:34 <TomyLobo> well i can still send them to a third city instead to wait for subsidies ^^
17:02:44 <TomyLobo> i have one such setup elsewhere
17:03:44 <planetmaker> it's not that I avoid them. I even get them sometimes by chance, connecting the right things for them just then
17:04:02 <planetmaker> But... a well-though-out network won't be changed just because there's a subsidy.
17:04:04 <planetmaker> Much too much work
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17:07:05 <oniik> this % transported. i get the feeling it isnt really what it says literally. how to get it to 100%?
17:07:20 <TomyLobo> trams and ships arent really part of any network
17:07:28 <oniik> have something there loading 100% of the time
17:07:33 <TomyLobo> oniik huuuuge trains
17:07:51 <oniik> why does the size matter?
17:08:01 <Rubidium> the percentage transported is the percentage that is sent to you station which is related to the rating of the cargo at that station
17:08:20 <Rubidium> size of train does not matter though
17:08:23 <TomyLobo> well having an 80 car train allows you to just keep it hanging around the station for a full month
17:08:55 <TomyLobo> or whatever fits one month's worth of cargo
17:09:12 <Rubidium> what matters are the things that make a station rating higher: low amount of waiting cargo, recent visit, fast vehicles, new vehicles, statue
17:09:51 <TomyLobo> if there are no opponents, dont they just send all stuff to you no matter what?
17:09:56 <Rubidium> an extremely long vehicle will give you a low waiting cargo and recent visit, but you can do the same with smaller (but more) trains
17:10:37 <TomyLobo> i thought rating is just important for industry growth
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17:14:08 <oniik> when u want to deliver primary and pick up secondary with the same train. how do you make it do that?
17:16:30 <oniik> use the time table somehow?
17:17:47 <Pikka> if it has wagons for both cargos, you don't need to give it any special orders, it should just load.
17:18:44 <oniik> doesnt really. the industry says 8 ton steel produces 8 ton man supplies, but i end up with just a tad man supplies and a poor rating
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17:21:22 <oniik> trying "stay for 3 days"
17:23:43 <oniik> seems better, but now a problem on the other side, since I have full load it loads the thing it is suppose to transfer/leave as well
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17:26:28 <Alberth> ah, a KDE update, I was waiting for that
17:27:03 <Rubidium> won't that break more than it fixes?
17:29:19 <Alberth> it cannot break much more :p
17:36:43 <CIA-9> OpenTTD: rubidium * r20145 /trunk/src/ (depot_gui.cpp smallmap_gui.cpp window.cpp window_gui.h):
17:36:43 <CIA-9> OpenTTD: -Codechange: keep original RMB->tooltip behaviour when hovering is disabled and
17:36:43 <CIA-9> OpenTTD: there is no handled right click event for the widget, i.e. if a widget would
17:36:43 <CIA-9> OpenTTD: handle the right click you won't see the tooltip anymore by right clicking; by
17:36:43 <CIA-9> OpenTTD: enabling hovering you would get access to that tooltip again.
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17:45:52 <CIA-9> OpenTTD: translators * r20146 /trunk/src/lang/ (12 files in 2 dirs): (log message trimmed)
17:45:52 <CIA-9> OpenTTD: -Update from WebTranslator v3.0:
17:45:52 <CIA-9> OpenTTD: simplified_chinese - 110 changes by pda1573
17:45:52 <CIA-9> OpenTTD: traditional_chinese - 2 changes by pda1573
17:45:52 <CIA-9> OpenTTD: chuvash - 25 changes by mefisteron
17:45:53 <CIA-9> OpenTTD: czech - 1 changes by Hadez
17:45:53 <CIA-9> OpenTTD: finnish - 2 changes by jpx_
17:50:19 <andythenorth> Pikka: 'missing' locos from UKRS - missing by design yes / no?
17:50:35 <Pikka> you mean the deltic? :P yes.
17:51:50 <andythenorth> why no deltic incidentally? 3,300hp, 110mph....
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17:52:23 <Pikka> because every multiplayer UKRS game I've ever seen has been full of nothing but deltics on coal and grain trains
17:52:57 <andythenorth> how about a passenger only version?
17:53:08 * andythenorth doesn't really care, just interested in the set design
17:53:21 <Pikka> well there's no "realistic" reason to limit it
17:53:30 <Pikka> but people misusing it annoys me :P
17:53:42 <Pikka> so, they get a peak instead, which I don't care if people put on coal trains. :)
17:53:55 <Pikka> and an HST that's passenger only
17:54:33 <Pikka> I wonder if this code I just wrote works...
17:54:52 <Belugas> i wonder that every day
17:54:54 <andythenorth> why not test it?
17:57:34 * andythenorth examines UKRS 2 engine list
17:57:40 <andythenorth> can't see anything really missing
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18:02:26 <Pikka> and my code doesn't work :[
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18:03:30 <andythenorth> Pikka: try fixing it?
18:04:20 <andythenorth> Pikka: how about a grid for the set? 3250hp, 80mph, superseded within 6 years by the bone :P
18:04:47 * andythenorth ponders a hoover
18:04:49 <Pikka> I think the bone is fine
18:05:08 * andythenorth fancies a high-hp diesel a bit earlier
18:05:24 <andythenorth> or double up some type 2s I guess
18:05:39 * andythenorth could see double-headed choppers from the window when growing up
18:05:56 <andythenorth> probably got that to blame for the entire rest of my life :P
18:06:34 <Pikka> duhhhhhhhhhhhhhhhhhhhhh @ me
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18:08:38 <andythenorth> Pikka: you've probably set a range wrong
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18:08:54 <andythenorth> or your varaction 2 chain is looping
18:08:58 <Pikka> or the variable I'm attempting to test
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18:09:15 <Pikka> which often happens when you're trying to do something out of the ordinary :)
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18:09:25 <andythenorth> or it's an 80+ var and you're forgetting to add 80
18:09:28 <Pikka> I know it works for aircraft...
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18:09:34 <Pikka> they're all 80+ vars :P
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18:09:51 <andythenorth> or you need a cb result to be xx 80 and you're returning xx 00
18:10:01 * Pikka is trying to test the altitude of a rail vehicle
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18:10:11 <andythenorth> I should make myself a list of all the mistakes I make that frosch123 spots for me :P
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18:10:29 <Pikka> for certain reasons! ;)
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18:10:40 <andythenorth> this is a little noisy
18:10:55 <lennard> I have a hard time believing they are all evil :P
18:11:23 <Pikka> chatzilla automatically mutes the join messages after a while, which is nice.
18:11:44 <Rubidium> lennard: why? It's probably a botnet doing something very similar from lots of clients. Then it's easy to figure out who's bad and who isn't
18:12:23 <^Spike^> i can easily say that's a botnet trying that
18:12:38 <^Spike^> GECOS info seems the same crap.. 2-3 ips join at same time
18:12:46 <lennard> hmm, looking back further, yeah, you're right :P
18:13:23 <^Spike^> small ones compared to what i've seen personally but well :)
18:37:03 <Pikka> I guess this isn't going to work, callbacks aren't run often enough :)
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18:38:41 <frosch123> hmm thunderstorm approaching :)
18:39:49 <Eddi|zuHause> no cloud on the sky far and wide
18:40:03 <andythenorth> Pikka: trains go slower at altitude? Due to atmospheric pressure?
18:40:52 <ccfreak2k> This host has been violated by network policy.
18:43:03 <Rubidium> frosch123: that thunderstorm isn't that potent (at least it wasn't as potent as the one of the day before yesterday)
18:43:43 <Eddi|zuHause> why don't the english people have an equivalent word for "vorgestern" and "übermorgen"?
18:44:09 <Eddi|zuHause> "the day before yesterday", "the day after tomorrow" <-- both way too long
18:44:47 <Rubidium> Eddi|zuHause: because "we" didn't have them a thousand years ago?
18:45:38 <Eddi|zuHause> do the dutch have these words?
18:45:54 <Rubidium> Eddi|zuHause: eergister / overmorgen
18:46:01 <Belugas> avant-hier / sur-lendemain
18:46:14 <andythenorth> Pikka: class 73?
18:46:24 <andythenorth> with shiny rail-type goodness?
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18:51:06 * andythenorth already had some scrap loads
18:51:08 <andythenorth> that saves time :)
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19:18:57 <andythenorth> ow. rail types stuff makes my brain ache
19:23:15 <CIA-9> OpenTTD: rubidium * r20147 /trunk/src/lang/english.txt: -Change: make some of the english strings more consistent with eachother and OpenTTD's behaviour
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19:29:27 <CIA-9> OpenTTD: rubidium * r20148 /branches/1.0/ (13 files in 5 dirs): (log message trimmed)
19:29:27 <CIA-9> OpenTTD: [1.0] -Backport from trunk:
19:29:27 <CIA-9> OpenTTD: - Add [Debian]: Debug symbols package (r20129)
19:29:27 <CIA-9> OpenTTD: - Change: Improve desync debugging and crash log data (r20138, r20136)
19:29:27 <CIA-9> OpenTTD: - Fix: Ships were not marked as dirty when stopping inside a depot [FS#3880] (r20142)
19:29:29 <CIA-9> OpenTTD: - Fix: Some windows ignored all hotkeys [FS#3902] (r20141, r20140, r20139)
19:29:31 <CIA-9> OpenTTD: - Fix: Do not allow building a rail track to the water using a tree-tile [FS#3695] (r20110)
19:29:35 <planetmaker> testing fs3947.diff...
19:35:25 <oniik> my trains are REALLY slow now, even though it says 109km/h. how do I calculate if I have loaded them too much?
19:35:44 <CIA-9> OpenTTD: rubidium * r20149 /branches/1.0/src/lang/ (20 files): [1.0] -Backport: lots of language updates
19:36:33 <Zuu> oniik: As far as I know the displayed speed (at the bottom of the train window) should be the actual speed.
19:36:35 <planetmaker> oniik: let them run and look how fast they are
19:36:38 <planetmaker> the train view always tells the current speed (that what you get when just clicking on it)
19:37:02 <oniik> yea it is running at 50km
19:37:18 <CIA-9> OpenTTD: terkhen * r20150 /trunk/src/town.h: -Cleanup: Remove an unused function header.
19:38:03 <oniik> really slow acceleration as well. 9 km/h hmm this must be just bad trains
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19:39:37 <oniik> need to try something else, is there a way to grab the seed in game?
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19:39:50 <Zuu> Terkhen: Nice to see that you commited the fix of hotkey steeling. Depending on your current mood you might also want to consider FS#3891 - Remove autofocus of the edit box in the new town window.
19:40:01 <planetmaker> frosch123: did you add some magic that also bridges get snow, irrespective of the ground tile height?
19:40:08 <Alberth> playing with realistic train acceleration?
19:40:11 <planetmaker> if so, some SetDirty is missing there. Snow only got drawn when it needed re-drawing
19:40:30 <oniik> Alberth: i dunno, possibly
19:40:55 <Alberth> oniik: original acceleration is very slow :)
19:40:57 <planetmaker> e.g. when I move over it with a mouse
19:41:06 <oniik> so realistic is better?
19:41:14 <frosch123> planetmaker: middle bridgetiles now always access the south bridgehead
19:41:43 <Alberth> ie it depends on how you want to play the game
19:41:46 <planetmaker> frosch123: ok. Then they need a SetDirty after the no-snow time is passed and snow needs adding
19:41:46 <Zuu> different, but prefered by many players as it encourage you to do wider turns and think about slow down distance for trains at stations.
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19:41:59 <planetmaker> (straight after building nothing has snow of course)
19:42:13 <planetmaker> But that's a VERY nice goody, frosch123 :-)
19:42:40 <Zuu> 'realistic' however, make trains better at climbing hills which could be discussed how realistic that is. :-p
19:42:45 <oniik> hm used same seed but got different setup
19:43:12 <planetmaker> oniik: different newgrf?
19:43:21 <planetmaker> different settings somewhere?
19:43:26 <Alberth> Zuu: Like adam : I reject reality, and substitute my own :)
19:43:38 <oniik> no, everythign the same i think, it was almost same, but one industry was missing
19:52:09 <Terkhen> Zuu: I will take a look at it soon
19:54:14 <Zuu> It is more of change in behaviour than a fix. But since typing in the edit box is not the only usage of the window, I don't think the edit box sholud get autofocus and make the global hotkeys unusable even if you don't want to edit the editbox.
19:56:13 <Alberth> Belugas: glad at least one of us is happy
19:57:08 <frosch123> planetmaker: updated
19:57:15 <frosch123> it looks weird nevertheless :)
19:57:37 <frosch123> the bridge gets snowy when the south head gets snowy, independent of north thead
19:57:50 <Zuu> (partially) loose your hearing and you'll start to hear funny things :-) Muhaha :-)
19:58:48 <planetmaker> frosch123: but... in principle one could find the bridge height, no?
19:59:28 <frosch123> well, yes, but the current approach was to always use the snowflag from the tileloop
19:59:40 <frosch123> and imo a bridge should be completely snowy or not at all
19:59:41 <Zuu> On the news yesterday they talked about a model in politics but I heard they were takling about a brothel :-p
19:59:50 <frosch123> so maybe the north tile should also check the southtile
20:00:01 * andythenorth ponders what to draw next for UKRS
20:00:11 <andythenorth> train wagons are ridiculously easy to draw :o
20:02:11 <planetmaker> frosch123: I think it could be ok to apply the usual height rules to bridges, even if it means the level tracks are snowy and the ramps not
20:02:31 <frosch123> well, what about desert and other stuff?
20:02:41 <frosch123> randombits... (if there are any)
20:02:58 <TomyLobo> planetmaker makes sense, the snow slides down :)
20:03:26 <planetmaker> TomyLobo: I mean vice versa
20:05:06 <frosch123> planetmaker: always the south head
20:05:11 <planetmaker> the wooden bridges I mean
20:05:27 <planetmaker> yeah. but shouldn't they be snowy? Or one of them?
20:05:32 <frosch123> and if you build a plain track next to the bridge with the same foundations/slope, you will have the same snowynes
20:06:11 <planetmaker> one of the bridges should have snow, if I understood you. Wrong?
20:06:54 <Eddi|zuHause> it likely uses the "uncorrected" snowyness function
20:07:48 <frosch123> i.e. if you build an uphill track next to the bridgehead, it will not be snowy either
20:09:14 <frosch123> so this is just another case of missing snowdensity
20:09:41 <planetmaker> ah, you mean it that way
20:10:56 <planetmaker> hm... I think I'd prefer bridges to have snow or not depending upon the actual height of the track
20:11:04 <frosch123> though of course you have the problem, that the track is always one level higher than the heads
20:11:21 <frosch123> planetmaker: and in case of ramped bridges?
20:11:22 <planetmaker> frosch123: it's not. look at the bridges I show
20:11:35 <planetmaker> yes, for ramped. But the "ramp" may be level, too
20:11:56 <planetmaker> in those cases it looks funny
20:12:19 <planetmaker> while... it probably looks funny with /---\ bridges, if only the --- part is snowy
20:12:51 <planetmaker> so it's a bit of a trade - off. But IMHO it's more consistent, if it depends upon track height
20:17:03 <oniik> nooo i got tons of cars with the wrong order, they transfer and the full load. was there a share order thing i can do to quickly fix all the cars?
20:18:04 <Rubidium> if they shared orders in the first place you would need to change the order only once. If that's not the case you have to make them share orders first
20:19:11 <CIA-9> OpenTTD: rubidium * r20151 /branches/1.0/src/lang/ (16 files): [1.0] -Backport: more language updates (the ones the simple script failed on)
20:19:18 <oniik> where is the share order thing?
20:24:56 <Zuu> oniik: Have you read the orders page on the wiki?
20:24:57 <CIA-9> OpenTTD: frosch * r20152 /trunk/src/window.cpp: -Fix: Silence a gcc warning.
20:26:12 <CIA-9> OpenTTD: frosch * r20153 /trunk/src/newgrf_commons.cpp: -Fix (r20125): Make the snowchecks for clear land and trees consistent with the other tiletypes.
20:26:12 <ccfreak2k> Seems like a warning is something you'd want to fix rather than squelch.
20:27:53 <oniik> ah ok thanks. a little hidden but
20:28:48 <frosch123> so bridges at the same height but with ramped/flat heads have different snowyness, but both the same as the neighboured track
20:29:36 <frosch123> (diff is against newer revision of course)
20:40:17 <planetmaker> sorry, phone. Both the same as neighbor tracks...
20:41:00 <planetmaker> that's still inconsistent with /---- or ---\ bridges ;-)
20:41:10 <planetmaker> those which have only one ramp
20:41:33 <frosch123> hmm, true, did not consider that
20:41:34 <planetmaker> Though... what's consistency here
20:42:49 <frosch123> i guess i'll sleep a bit over that :)
20:43:24 <planetmaker> and with a bit luck it'll rain here while I sleep. The wind bodes well :-)
21:03:21 <Ammler> somehow the default debug level is broken, it does show the list of ais
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21:16:28 * Belugas runs home, needing a big rest
21:16:55 <Rubidium> nightynight o big white whale :)
21:17:27 <Eddi|zuHause> help! Rubidium has the poet's desease
21:18:00 <Rubidium> help! Eddi|zuHause has typo disease
21:18:51 * andythenorth has sleepy desease
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21:35:16 <BCMM> why do i get "autorenew failed on train X (money limit)", when I have enough money to replace the locomotive?
21:36:40 <planetmaker> BCMM: it won't use all money. Check in your adv. settings how much must remain
21:37:12 <planetmaker> it's a protection so that autoreplace won't leave you w/o all money
21:37:22 <planetmaker> usually it's 500.000 GBP or so
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23:04:06 <oniik> on the timetable, wht does the last Travel for mean? the travel time to the first stop?
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