IRC logs for #openttd on OFTC at 2010-07-26
        
        
        
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00:02:37  *** Dreamxtreme has joined #openttd
 
00:14:51  <MYOB> right, I give up for the evening
 
00:15:13  <Eddi|zuHause> maybe try allegro instead ;)
 
00:15:16  <MYOB> when the boyfriend start slagging me for spending too much time on something, its a baaad sign
 
00:15:25  <Eddi|zuHause> at least, it doesn't do resizing :p
 
00:15:28  <MYOB> Eddi|zuHause I was trying allegro, nearly built
 
00:15:45  <Eddi|zuHause> "nearly built" is a cool euphemism :p
 
00:16:01  <MYOB> Eddi|zuHause I ctrl-c'ed a compile
 
00:16:46  <MYOB> I suspect it'd have worked eventually :P
 
00:17:16  <Eddi|zuHause> what an interesting way to test something...
 
00:17:59  <MYOB> I'm not sitting in front of a terminal session all night
 
00:18:09  <MYOB> or leaving a PC with a jet engine of a fan on either
 
00:19:22  <Eddi|zuHause> get a quieter pc
 
00:19:49  <MYOB> at 1am? I do have a Tesco Extra here but even it balks at selling components...
 
00:22:01  <MYOB> although it now has "tech fixers" in it so maybe....
 
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01:00:53  <TruePikachu> Xrufuian: Kernel panic got caused by something
 
01:01:30  <Xrufuian> Kernel panic = BSoD?
 
01:01:34  <TruePikachu> IDK if the savegame sync'd though
 
01:02:31  <Eddi|zuHause> wtf do you do to your system? i have never ever seen a kernel panic
 
01:02:41  <TruePikachu> IDK what happened.
 
01:03:03  <TruePikachu> It might have been a crash from my network manager
 
01:03:03  <Xrufuian> Maybe that neighbor of yours?
 
01:03:17  <TruePikachu> They can't crash this
 
01:03:58  <TruePikachu> The thing is, whatever crashed crashed so badly I got panic
 
01:04:51  <TruePikachu> I had to do some heavy modifications to a network manager source code @ recompile it in order to ensure that it ONLY connects to my WAP
 
01:05:03  <TruePikachu> It may have been a bug in the modification
 
01:05:14  <TruePikachu> Which somehow went to the kernel
 
01:05:24  * TruePikachu is restarting KDE
 
01:05:57  <Xrufuian> I think I'll work on my NewGRF in the meantime.
 
01:06:14  * TruePikachu is re-opening OpenTTD's Network connection
 
01:06:46  * TruePikachu is NOT running the network manager
 
01:06:58  * TruePikachu is restarting OpenTTD
 
01:07:28  <TruePikachu> Yeah, the savegame didn't fully sync to the HD, so it's corrupted
 
01:07:43  <TruePikachu> It was very good, though
 
01:08:27  <TruePikachu> That was funny, how I blocked that one depot
 
01:08:48  <TruePikachu> (joke) Maybe that one AI got angry at me (/joke)
 
01:11:21  <TruePikachu> Xrufuian: I gtg, type up your stragety for NARS vehical setup and e-mail it to me
 
01:11:37  <TruePikachu> (what I mean is for consist building or w/e
 
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06:14:56  * roboboy might reinstall DJGPP nd each Unix Util one by one
 
06:19:41  <roboboy> ./configure is entirely borked it seems
 
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06:37:58  <devilsadvocate> andythenorth, fyi : firs and cargodist have a few 'quirks'. not sure if its my fault or not, but handling the distribution of engineering supplies in large maps behaves strangely at times, and _all_ the production goes to one or two destinations instead of more
 
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07:09:30  <planetmaker> devilsadvocate: I don't guess that FIRS is designed to work with that. Consider it a bug of cargodist, not of firs
 
07:10:04  <planetmaker> it's impossible for newgrf authors to also cater for game-changing patches of all kinds
 
07:10:20  <devilsadvocate> i'm not saying its a bug. just noting that the two of them may have some issues if used together
 
07:10:20  <planetmaker> patches rather have to make sure they don't break those
 
07:10:52  <devilsadvocate> (since i did briefly discuss it with him a couple of weeks ago)
 
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08:57:30  <peter1138> so i guess i still need a hashtable
 
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10:17:01  <Wolf01> Should be possible to run OTTD with nVidia CUDA?
 
10:17:47  <Wolf01> I just changed my video card
 
10:18:09  <Wolf01> I can run Borderlands at full detail at 1920x1080 at 33422353FPS
 
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10:26:38  <Pikka> Yexo: about what we were talking about the other day (lack of cb10 on changing railtypes causing possible desyncs): are you on it or should I add it to flyspray so it doesn't get forgotten?
 
10:27:01  <Yexo> I've confirmed the problem but I'm not working on it
 
10:27:18  <Pikka> okay, I'll stick it up then, thanks :)
 
10:27:43  <Yexo> I'm not 100% sure, but I think the same problem can happen for other callbacks that are only called inthe depot and not when switching railtypes (maybe cb 36?)
 
10:28:03  <Pikka> cb36 seems to be called when switching railtypes just fine
 
10:29:01  <Pikka> TE, horsepower, running cost... seem to be the only sensible ones to change.
 
10:30:12  <Pikka> and speed, which I haven't tried changing yet
 
10:30:47  <Pikka> I'm sure one could cause desyncs by arbitrarily changing cargo capacity... but that would be a silly thing to do so it doesn't need fixing :)
 
10:32:06  <Pikka> perhaps someone who can read the source code should clarify on the wiki exactly which properties are cb36ed when...
 
10:32:43  <Pikka> at the moment it just says "most" and "others", very vague
 
10:43:29  <peter1138> gruargh, fucking stupid aol users
 
10:48:47  <planetmaker> <Pikka> I'm sure one could cause desyncs by arbitrarily changing cargo capacity... but that would be a silly thing to do so it doesn't need fixing :) <-- any error possible will be made at some stage :-)
 
10:49:22  <Pikka> of course, but it would be an error, planetmaker , and not a desirable thing to do :)
 
10:49:34  <Rubidium> I think wagon capacity is stored in the wagon and I reckon it's only updated in the depot
 
10:50:26  <Pikka> Rubidium: or when loading the game?
 
10:51:43  <Rubidium> it's updated whenever the consist changes
 
10:51:54  <Rubidium> but... ofcourse... the consist changes when loading a savegame
 
10:52:14  <__ln__> Wolf01: I don't think OpenTTD is parallel enough to benefit from CUDA.
 
10:57:28  <Pikka> ... and I failed to change the category to newgrf
 
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11:40:35  * andythenorth wonders 'roadtypes'?
 
11:41:06  <andythenorth> (for planning of which newgrf to work on next reasons)
 
11:44:46  <roboboy> Pikka, did you ever make hovs 2cc?
 
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11:45:42  * Rubidium ponders procrastination... but... must not do that
 
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11:49:22  <Rubidium> yes... the largest ship is buggery (glitchery)
 
11:49:29  <Rubidium> the log thingy is fancy though :)
 
11:49:32  <Pikka> needs more sailing, various and appropriate introduction dates and other sundry statistics :)
 
11:50:33  <Rubidium> and moar fish'n'ships
 
11:58:26  <andythenorth> I have to do this boring ticket :P
 
11:58:52  <andythenorth> FISH is full of bounding boxes problems ranging minor to major :(
 
11:59:04  <andythenorth> due to: "the sprites are too damn big"
 
11:59:22  <planetmaker> andythenorth, did you consider to provide scaled versions of the ships in the purchase menu?
 
11:59:34  <andythenorth> yes, and it would look awful, so no :)
 
12:00:16  <planetmaker> which DOES look aweful
 
12:00:38  <planetmaker> unconditionally ;-)
 
12:01:04  <andythenorth> planetmaker: looks like a bug in openttd to me
 
12:01:28  <planetmaker> depends upon the perspective
 
12:01:45  <planetmaker> if you add space to your strings (setx or spaces), then a user-generated string may well be without
 
12:01:55  <andythenorth> I've just reproduced it for FISH
 
12:02:00  <Rubidium> just be done with that by a comment (people shouldn't change the names anyways)
 
12:02:27  <andythenorth> How is it useful / interesting to change the vehicles names?
 
12:02:39  <planetmaker> Dunno. I only did it ages ago
 
12:02:46  <andythenorth> remove the button and see if anyone complains?
 
12:04:27  <andythenorth> I'll wait for an actual bug report before I truncate the FISH sprites
 
12:09:07  <Ammler> renaming was a pre-newgrf feature, iirc
 
12:09:21  <Ammler> doesn't TTD already support that?
 
12:09:54  <Ammler> maybe openttd could disable that feature for newgrfs?
 
12:11:18  <planetmaker> iirc it was already in TTD, yes
 
12:11:23  <planetmaker> but I might be wrong :-)
 
12:16:10  <glx> it's a pre-action 0 feature
 
12:17:40  <Ammler> the guy which reported the bug did accidentially click on it, so you really should think about, if it is really worth the effort to change all sprites or whatever...
 
12:18:16  <Ammler> I guite much like the flags on the 2cc set
 
12:27:26  <Eddi|zuHause> what the hell is a "ten-four"?
 
12:27:57  <Rubidium> something US-police-ish
 
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12:37:09  <Eddi|zuHause> ah, that makes sense
 
12:47:26  <peter1138> largest ship is "buggery"? what?
 
13:02:51  <CIA-2> OpenTTD: alberth * r20221 /trunk/src/ (music_gui.cpp town_gui.cpp window.cpp window_gui.h): -Codechange: Move unscrolled row calculation into a function.
 
13:03:52  <CIA-2> OpenTTD: alberth * r20222 /trunk/src/ (window.cpp window_gui.h): -Add: Add functions to compute the row in a scrolled widget.
 
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13:09:00  <CIA-2> OpenTTD: alberth * r20223 /trunk/src/ (19 files in 3 dirs): -Codechange: Replace scrolled row calculations by a call to GetScrolledRowFromWidget().
 
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13:22:27  <Eddi|zuHause> mass, volume and density don't really match
 
13:22:45  <DorpsGek> Eddi|zuHause: 1.06896551724
 
13:23:40  <Eddi|zuHause> accuracy is kinda low
 
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13:58:23  <planetmaker> Diesel is a non-explosive liquid under usual circumstances
 
13:58:58  <Rubidium> especially when the diesel truck is empty :)
 
13:59:04  <planetmaker> but surely the train looks mis-placed somewhat :-P
 
13:59:14  <planetmaker> Rubidium, actually: especially then NOT
 
13:59:27  <planetmaker> explosive is the air-diesel gas mixture
 
13:59:31  <planetmaker> but not the liquid
 
14:00:46  <Rubidium> planetmaker: but empty truck -> less inertia -> less likely to rupture the tank
 
14:01:14  <planetmaker> the inertia is anyway provided >90% by the train in all cases
 
14:01:42  <Rubidium> and... a train doesn't have that much momentum anymore after plowing through a buffer and a building
 
14:02:01  <planetmaker> :-) I already wondered how the truck got there...
 
14:02:38  <Rubidium> though it's stupid that trains can't run to the station there... it's not electrified, so that can't be broken and the train did get completely of the tracks
 
14:02:49  <Rubidium> or is a buffer that important
 
14:03:16  <Rubidium> it would've be a lot more fun when the building and buffer weren't there :)
 
14:03:40  <Alberth> the idea of a buffer is that this does not happen, isn't it?
 
14:03:55  <planetmaker> sound very much like :-)
 
14:04:09  <Rubidium> the idea of a buffer is to "help" when the train goes slightly too fast
 
14:04:31  <Rubidium> it doesn't help when you forget to brake
 
14:05:02  <planetmaker> the train obviously was MUCH too fast, yes
 
14:05:32  <peter1138> so, er, where's the track?
 
14:06:41  <glx> seems there's track on the left
 
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14:18:57  <andythenorth> Rubidium: was that a rail grinding train?
 
14:25:24  <Alberth> possibly, it was said to be a maintenance train
 
14:28:39  <Eddi|zuHause> Rubidium: but the wagon positions are fairly similar after the crash :p
 
14:30:16  * roboboy might give in to compiling OpenTTD under DOS
 
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14:59:39  <Mazur> From what I can gtell from googleearth, the eol buffer might have been just left of the framce of the picture.  Train said to have been going slower than 40 km/h or else Automatic Brakes would have been applied.
 
15:08:08  <Rubidium> Mazur: that's assuming the train had ATB
 
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15:08:16  <Rubidium> after all, it's an Italian train
 
15:08:49  <Mazur> Rubidium, it's what they said on the NOS news.
 
15:09:43  <Rubidium> Mazur: they say so much on television, like that the firefighters couldn't find any traces of CO2 in the air near a burning building
 
15:10:17  <Mazur> But am I seeing correct that that are only locs?  That would have been a shitload intertia.
 
15:10:26  <glx> that was a nice combustion ;)
 
15:10:42  <Rubidium> nah, it's just specialised wagons for grinding the rails
 
15:11:16  <Mazur> Rubidium: But still mostly machinery, ergo mass, I expect.
 
15:12:20  <Rubidium> at this moment... prorail.nl says it's still going to take at least the rest of this day
 
15:12:36  <Rubidium> ofcourse, that's only a factor 3-ish in hours
 
15:13:06  <Rubidium> but apply that factor to the train's speed...
 
15:20:48  <Eddi|zuHause> 120km/h doesn't look like a usual speed for such a train
 
15:21:17  <Rubidium> I doubt it was working at the time, as that's likely done at pretty low speeds
 
15:21:46  <Eddi|zuHause> yeah, that's to be expected. but i can't imagine it going more than like 80
 
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15:22:44  <Eddi|zuHause> typical shunting engines don't have more than 60km/h max speed on "open" track
 
15:26:04  <Rubidium> finally found the "specs" of a rail grinding train (in US measurements though)
 
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15:26:45  <Rubidium> it says almost 200 meters, travel speed 80 km/h, 1090 tons
 
15:30:21  <Rubidium> Mazur: the 40 km/h you've mentioned is only valid for the old ATB, which isn't used on the track to Stavoren (it uses ATB-NG, like most non-electrified track in the NL)
 
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16:10:32  <[hta]specx> I found a bug, but Im not sure if its intentional behaviour or not
 
16:10:55  <planetmaker> an intentional behaviour is not a bug
 
16:10:59  <[hta]specx> a truck at temperate bank can load & unload at same station
 
16:11:18  <[hta]specx> in other words, a temperate bank accepts his own valuables
 
16:11:48  <planetmaker> You can unload it again. But it isn't accepted?
 
16:11:54  <planetmaker> If the goods vanish: then it's a bug
 
16:11:59  <[hta]specx> yes, bank accepts his own gold.
 
16:13:27  <andythenorth> if it's the same station, distance is 0
 
16:13:34  <andythenorth> so payment won't be great :P
 
16:14:19  <planetmaker> [hta]specx: any newgrfs involved?
 
16:14:28  <planetmaker> and got a savegame?
 
16:14:55  <[hta]specx> just old fashioned temperate bank
 
16:16:00  <[hta]specx> no payment at same station, neither payment when using two stations
 
16:16:02  <planetmaker> temperate banks accept valuables, not gold. Translation error? :-)
 
16:16:18  <planetmaker> ok, just checking :-)
 
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16:17:01  <[hta]specx> IMHO its a bug then
 
16:17:06  <Eddi|zuHause> i think distance must be >10 tiles for payment
 
16:17:32  <Eddi|zuHause> cargo won't be accepted at the same station, but it will at another station at the same industry
 
16:17:46  <Eddi|zuHause> that's not a bug, it's the design
 
16:17:55  <[hta]specx> since if you have a factpry in same town you want to deliver goods, two docks opposite of each other with one tile water makes ships make a profit
 
16:18:18  <planetmaker> with the same station I cannot follow your description. Just testing atm
 
16:18:21  <[hta]specx> Eddi: no, valuables is still accepted at same station truck loads
 
16:18:41  <planetmaker> the vehicle doesn't unload here
 
16:18:46  <[hta]specx> 1. load valuables at station x 2. unload and leave empty at station x
 
16:18:47  <Eddi|zuHause> [hta]specx: savegame?
 
16:19:09  <Eddi|zuHause> [hta]specx: that should make the cargo be piled up
 
16:19:18  <Eddi|zuHause> not delivered to the industry
 
16:19:49  <Eddi|zuHause> that might be a bug
 
16:20:05  <[hta]specx> when station is the same
 
16:20:11  <[hta]specx> it indeed piles up the stuff
 
16:20:29  <[hta]specx> but when a secondary station is involved, the secondary station make the bank accept his own valuables
 
16:20:46  <Eddi|zuHause> that's what i said
 
16:21:21  <planetmaker> two different station: that's fine indeed
 
16:21:24  <[hta]specx> but your first statement: "i think distance must be >10 tiles for payment" seems not be true
 
16:21:51  <planetmaker> well... that statement might be found *somewhere* :-)
 
16:21:59  <[hta]specx> so the bug would be that temperate banks accept their own valuables when 2 different stations are involved
 
16:22:03  <planetmaker> but might just as well be wrong
 
16:22:17  <planetmaker> [hta]specx: that's not a bug
 
16:22:31  <planetmaker> same goes for mail and passengers
 
16:22:53  <andythenorth> cargo has no destination in the vanilla game
 
16:22:55  <planetmaker> or for industry sets with other cargos also possibly with other cargos
 
16:22:57  <[hta]specx> why would that be fine?
 
16:23:07  <[hta]specx> for pax it is logical
 
16:23:22  <Eddi|zuHause> [hta]specx: origin is defined by first station, not by producing industry
 
16:23:24  <planetmaker> why should I pay to go from my house's door to my trash bin?
 
16:23:26  <[hta]specx> a town would accept his own pax because it's moving them within town
 
16:23:32  <Eddi|zuHause> that's the game design.
 
16:23:43  <Eddi|zuHause> [hta]specx: what if the town only has one building?
 
16:23:45  <[hta]specx> but for valuables for a bank to accept his own stuff seems offbeat to me
 
16:24:13  <planetmaker> it's the station it is transported from
 
16:24:16  <[hta]specx> can't think of other industries producing the same stuff as they accept
 
16:24:23  <[hta]specx> besides mail and pax
 
16:24:33  <planetmaker> consider it security service to transfer money from stores to the bank
 
16:24:48  <planetmaker> [hta]specx: engineering supplies ;-)
 
16:25:03  <planetmaker> or manufacturing supplies
 
16:25:21  <[hta]specx> that does not make sense to me?
 
16:25:36  <[hta]specx> a town with one building indeed would emulate same situation
 
16:25:49  <[hta]specx> provided the building is big enough to produce/accept pax+mail
 
16:26:37  <[hta]specx> consider it security service to transfer money from stores to the bank
 
16:27:01  <planetmaker> as you don't make money with it. anyway and it'd mean to change quite some fundamental things and given one can explain it like I did above (money transfer to / from stores), it's all fine IMHO
 
16:28:19  <[hta]specx> but there are no valuables stores in the game
 
16:29:53  <planetmaker> even a successful shoe store or grocery will have at the end of the day some valuables
 
16:30:09  <planetmaker> simply called money
 
16:33:45  <planetmaker> seems like EOD ;-)
 
16:40:57  * roboboy is bored and should go to sleep
 
16:41:51  * roboboy orders a new planet from planetmaker
 
16:42:02  <planetmaker> oh, thank you :-)
 
16:44:36  <roboboy> what sorts of planets do you make?
 
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16:52:15  <planetmaker> mostly terrestrial ones
 
16:52:32  <planetmaker> if they eat too much, they become the big ones, though
 
16:55:52  <roboboy> may I have a pluto sized planet please?
 
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17:13:29  <planetmaker> [18:55]	<roboboy>	may I have a pluto sized planet please? <-- dwarf planets are sufficiently around. No problem
 
17:13:42  <planetmaker> Just another icy body far far away without relevance :-P
 
17:14:17  <planetmaker> That's why I correctly call it a 'dwarf planet'
 
17:15:02  <Ploes> i didnt think it got that title anymore. or so said steven fry anyway.
 
17:16:40  <planetmaker> If IAU changed that definition again, it'd be quite publicly known
 
17:17:49  <Ploes> well, QI says we have 5 moons, so its all a load of nonsence!
 
17:17:52  <planetmaker> All those objects like Pluto, Vesta, Ceres, Quaoar are officially called 'dwarf planets' as of the IAU meeting in 2006
 
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17:24:27  <Ploes> you could have editid that in the time it took to get the link
 
17:24:36  <Ploes> but ill conseed that Wiki is likly correct
 
17:25:38  <planetmaker> it is. And history would tell you edits...
 
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17:34:38  * peter1138 grumbles at valgrind somewhat
 
17:35:08  <peter1138> lots of "Conditional jump or move depends on uninitialised value(s)"
 
17:35:23  <peter1138> but it won't tell me what's uninitialized
 
17:35:45  <peter1138> only thing i can see it's it's a fixed size char array that's been snprintf'd too
 
17:36:17  <Eddi|zuHause> the "testing dilemma": don't tell me things are wrong, tell me things are right!
 
17:36:53  <Alberth> nah, then you get much more output, if all is well
 
17:38:15  <CIA-2> OpenTTD: frosch * r20224 /trunk/src/rail_cmd.cpp: -Fix [FS#3976]: Depot did not become unsnowy, when snowline rises.
 
17:45:30  <CIA-2> OpenTTD: translators * r20225 /trunk/src/lang/ (portuguese.txt romanian.txt slovak.txt):
 
17:45:30  <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
 
17:45:30  <CIA-2> OpenTTD: portuguese - 11 changes by SupSuper
 
17:45:30  <CIA-2> OpenTTD: romanian - 16 changes by tonny
 
17:45:30  <CIA-2> OpenTTD: russian - 37 changes by
 
17:45:32  <CIA-2> OpenTTD: slovak - 11 changes by keso53
 
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17:51:45  <planetmaker> yipieh @ snowy depots :-)
 
17:52:04  <Alberth> non-snowy depots, actually
 
17:53:38  <planetmaker> it got snowy but it never melted again in that testgame ;-)
 
17:54:14  <Alberth> depots are a cool place to be :)
 
17:54:25  <planetmaker> seemed like they added a very powerful coolant system to their roofs. Indeed ;-)
 
18:35:46  <Eddi|zuHause> for a german, "hi hi" sounds like a very sinister laugh...
 
18:36:49  <Eddi|zuHause> like an old woman living in a hut in the woods would do, before it starts shoving the children in the oven
 
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18:41:27  <Alberth> Eddi|zuHause: no more dubliners for you
 
18:42:00  <Eddi|zuHause> what's a dubliner?
 
18:53:03  <Cian> Rubidium it looks like my problems last night were something to do with SDL and the graphics driver in virtualbox...
 
18:55:06  <Eddi|zuHause> Alberth: hm... i was more thinking of Hänsel und Gretel, when writing that...
 
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19:33:54  <Belugas> andythenorth, QUITE remarquable, tanks :)
 
19:33:59  <Belugas> hem... i meant... thanks
 
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20:25:59  <Eddi|zuHause> "Any mistake at this point will doom you, and your colonists, to certain death. Have a nice day."
 
20:26:33  <frosch123> (one of the most crappiest unfinished games ever)
 
20:31:58  <Wolf01> I have outpost 2, but is absurdly difficult from the 4th or the 5th mission
 
20:32:39  <frosch123> hmm, i cannot remember whether i managed outpost 2, or failed at the last level
 
20:32:57  <frosch123> hmm, but aren't there difficulty levels?
 
20:33:13  <frosch123> though i seem to remember that they worked the other way around or so :p
 
20:33:25  <Wolf01> it's really easy at the beginning, then in one mission there's an escalation of difficulty
 
20:34:54  <Wolf01> I remember that in one campaign you must flee from the lava and earthquakes, the other campaign instead you must face a viral form which infects the map, you have to build walls lava-proof or virus-proof but they go down in 2 seconds... then what do you do?
 
20:35:27  <frosch123> don't build walls :)
 
20:35:56  <frosch123> lava is easy in most cases, as you can see in advance where it goes
 
20:36:54  <frosch123> well, and iirc all disasters are deterministic, so you know what is going to happen
 
20:37:50  <Wolf01> I always play the lava campaign indeed, at least I can build on cliffs and I'm safe, until the enemy arrives with combat vehicles...
 
20:38:58  <Wolf01> or I play the "free colony game"
 
20:39:14  <frosch123> yeah, the combat vehicles are annoying if they come from outside the map
 
20:39:32  <frosch123> espcially if your own colony is at the very border :p
 
20:40:11  <frosch123> one of the "free colony games" has the enemy on the map, so you have a chance to shoot them down completely, and then build in piece :p
 
20:42:58  <Wolf01> nice.. I just installed Diablo 2, I'm on win7 and there are some incompatibilities, so I see only a black screen, so I ran it in windowed mode... it's a little post stamp...
 
20:43:26  <frosch123> virtual box is your friend :)
 
20:45:10  <frosch123> i have a 98vm only for orion 2 :p
 
20:45:25  <planetmaker> hm... somehow the "<" and ">" are converted to "¡" and "¿"
 
20:45:30  <Wolf01> I'll try more solutions first, the first thing to do is to patch to latest version
 
20:45:58  <Wolf01> planetmaker, keyboard keys or ottd?
 
20:48:29  <Wolf01> mmmh, I'm trying to get bad blocks error messages from my NAS, I got them (about 20) until I sent an email to the support center, they asked me for a screenshot and now all bad blocks disappeared
 
20:49:26  <Wolf01> it might be because I plugged it to the UPSed plug?
 
20:58:42  <Wolf01> eheh with the last patch it supports wide screens, plus no-cd :P
 
21:06:51  <andythenorth> how did I break Arctic?
 
21:07:04  <andythenorth> I can't get towns to generate above snowline, I've tried about 20 maps
 
21:07:16  <andythenorth> makes Arctic kind of pointless
 
21:07:30  <andythenorth> (I want towns that need food to grow)
 
21:07:53  <andythenorth> am I doing something wrong? :(
 
21:08:07  <planetmaker> andythenorth: clean trunk?
 
21:08:26  <planetmaker> works for me then....
 
21:08:35  <planetmaker> rough surface and mountainous?
 
21:09:59  <andythenorth> screw it.  actually playing the game is over-rated anyway
 
21:11:36  <andythenorth> the map generator has way too many options.  There are something like 4x4x6x4 combinations of landscape settings, multiplied by a 10 digit random seed and the random map edges
 
21:11:49  <Sacro> andythenorth: the game?
 
21:11:56  <Sacro> Prof_Frink: don't look now
 
21:12:08  <Rubidium> andythenorth: and still people think it's not configurable enough
 
21:12:17  <andythenorth> it's far from configurable
 
21:12:29  * Prof_Frink throws Sacro off an alp
 
21:12:29  <andythenorth> it's only configurable in the way that magic eight ball is configurable
 
21:12:46  <andythenorth> it's only configurable in the way that picking a random number is configurable
 
21:12:50  * andythenorth rants a bit less
 
21:13:00  <andythenorth> the sea level is *very* configurable :)
 
21:13:37  <andythenorth> the number of towns and industries are very configurable
 
21:13:48  <andythenorth> the terrain is frustrating
 
21:14:04  <andythenorth> 20 mins of random guesses just to try and get some towns above snowline
 
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21:14:38  <planetmaker> snow line maybe too high?
 
21:15:21  * andythenorth googles to see if savegames  canbe modified in scenario editor?
 
21:15:38  <planetmaker> andythenorth: yes. rename to *.scn and go ahead
 
21:16:10  <andythenorth> that means I can randomly place towns in scenario editor
 
21:16:24  <planetmaker> you could fund them ingame
 
21:16:50  <planetmaker> buy your own town ;-)
 
21:21:12  <andythenorth> renaming savegame didn't work.  OpenTTD won't find the file.
 
21:21:19  * andythenorth is going to bed :[
 
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23:02:04  <JetWorm> Is Atari likely to release TT(D) for tablet PC?
 
23:03:03  <JetWorm> some crappy tablet with linux-nobody-cares-about and P1-level CPU.
 
23:04:27  <JetWorm> or about as crappy netbook (like Pandora)
 
23:05:41  <JetWorm> And if it occurred, what'd you do?
 
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continue to next day ⏵