IRC logs for #openttd on OFTC at 2010-10-22
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06:21:51 <planetmaker> good morning _Terkhen_ & all others
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08:41:04 <norbert79> Too pity there is no [vimeo] option in the forums... And the [vimeo] doesn't work :(
08:41:24 <norbert79> Using [youtube] brings nothing, since it's not a youtube link
08:41:41 <norbert79> and it's not on youtube... Oh well, you have to enjoy it using the link from here :)
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11:44:54 <xiong> It *is* true that Town grows the road into the grade crossing, past the do-not-enter sign, despite there being a station-building on the far side and the crossing so formed useless.
11:46:01 <Eddi|zuHause> yes. town growth is a little stupid in that way
11:46:14 <Mortomes|TGIF> I'd say that's more of a design flaw than a bug
11:46:40 <norbert79> In such cases I just remove the nely add portion of that road
11:46:56 <xiong> But I have not yet seen certainly Town remove the do-not-enter sign or another fireball at this carefully-watched point. Unless and until I see something I think is this again, and confirm it, then I retract my statement about fireballs on potential crossings so protected. And I apologize to any dev who feels slighted.
11:46:59 <Mortomes|TGIF> Or put a signal on the rail tile so they can't build there
11:47:15 <norbert79> xiong: How do you place a 'do not enter' sign?
11:47:51 <xiong> Yes, Mortomes|TGIF, I notice that they won't try to build a crossing over a signal. But that's to be expected. There are places where a road might be grown through a grade crossing but it is inconvenient to build a signal.
11:47:52 <Eddi|zuHause> norbert79: there's a one-way button when building road
11:48:12 <norbert79> Eddi|zuHause: I know, but never seen the 'do not enter' sign... :)
11:48:21 <xiong> Buying land is not a solution. That will not only block road traffic; it will block town growth. Town grows right through the do-not-enter sign.
11:48:23 <norbert79> Eddi|zuHause: I use it for creating highways/roadways :)
11:48:36 <Eddi|zuHause> norbert79: do-not-enter is basically one-way-ness in both ways
11:48:43 <xiong> norbert79, To answer your first question: Mark a road tile one-way against both ways.
11:49:01 <norbert79> Eddi|zuHause: Ah, right, never used it
11:49:04 <Noldo> ok, I've really lost touch with the development not
11:49:09 <norbert79> xiong: Yeah, got that, thanks
11:49:13 <xiong> See the shot. The tile to the NW of the grade crossing in the top shot is marked do-not-enter.
11:49:38 <xiong> I don't see another way to grow a town over rail without risk of crash.
11:49:59 <xiong> Town will not grow over a bridge; I suspect it will not grow through a tunnel.
11:50:16 <norbert79> a 3 tile long bridge solves the problem
11:50:28 <norbert79> and the town grows near the starting point tile and the ending point tile
11:50:40 <Eddi|zuHause> towns do grow over bridges and through tunnels
11:50:40 <Mortomes|TGIF> Towns will grow across bridges
11:51:04 <xiong> Really? I have not yet seen that. Perhaps Town grows more slowly across a bridge.
11:51:28 <Mortomes|TGIF> Maybe you have to build a few road tiles on the other end of the bridge before it will grow (That's what I usually do anyways)
11:51:34 <xiong> When all I had was dead-ends and bridges, Town did not grow over the rail. When I put in the do-not-enter grade crossings, it leapt.
11:52:02 <norbert79> xiong: Simple test: make two islands in the scneario editor, and place a town on one side, and push the 'grow' button... You will see how the town is growing with each click, and you will see the town growing after some bridges too
11:52:08 <xiong> Dunno. I'm happy with the do-not-enter and a dummy grade crossing. Costs nothing.
11:52:45 <Mortomes|TGIF> xiong: But that way towns won't be able to grow across "diagonal" rail
11:52:46 <xiong> I have not used the editor. May not be the first place for me to begin. Interesting thought.
11:53:14 <xiong> Mortomes|TGIF, I assume you like to bridge diagonal track for growth. Also interesting.
11:53:35 <Mortomes|TGIF> xiong: That's what I always do when I want to grow a town across track
11:53:47 <norbert79> God, remembering the times, when yoiu couldn't place a bridge over diagonal track-tiles... :)
11:53:58 <xiong> When I built the rail loop around this town, I had little cash for bridging. The do-not-enter signs are cheap.
11:54:04 <Mortomes|TGIF> Usually I'll try to integrate a whole bunch of bridges/tunnels with the street grid
11:55:05 <xiong> I have come to think that there's not much point in intercity or even suburban road service. Either the town is small enough that it stays on one side of the rail, mostly; or it grows like cancer and demands huge rail pax service.
11:55:27 <xiong> Intracity service is something else and a backbone of my current strat.
11:56:01 <xiong> And just like SF's Muni, I'm unable to come anywhere close to meeting demand! ;P
11:56:18 <planetmaker> [13:53] <norbert79> God, remembering the times, when yoiu couldn't place a bridge over diagonal track-tiles... :) <-- old memories grow fuzzy
11:56:32 <planetmaker> And it's one of the things only noticed when it's suddenly not possible (anymore) ;-)
11:56:46 <norbert79> planetmaker: They indeed too... I had to almost redesign once one of my rail-tracks because of this 'problem' back then :)
11:57:01 <xiong> Anyway, grade crossing protected by do-not-enter is cheap, appears to encourage growth and not risk crashes.
11:57:45 <norbert79> xiong: Thats why I tend to create the roads foir a twon on my own, 'pre-designing' it's future state, so I am in control later
11:58:07 <Mortomes|TGIF> norbert79: Ah yes, I always had to tunnel underneath diagonal track for that, so annoying.
11:58:14 <planetmaker> I'm always confused by these many Americanisms ;-)
11:58:28 <xiong> With the so-called 3x3 grid -- which holds true from town to town -- filling in and extending is a snap.
11:58:31 <planetmaker> grade crossing -> level crossing etc pp
11:59:09 <norbert79> planetmaker: Well, I tend to use british recently, but basically, I just use a mix of both :)
11:59:23 <planetmaker> probably I do, too
12:00:09 <xiong> Why does the game refer to a 'truck' when the British term is 'lorry'? Especially when in a rail context, a truck is an element of a car.
12:00:28 <planetmaker> because most authors are non-native speakers
12:00:37 <planetmaker> and tend to mix up things
12:00:59 <planetmaker> and some things might even come from original TTD. Who knows
12:01:03 <xiong> So it's true: The game does not run on petrol or gas; it runs on a mid-Atlantic blend.
12:01:21 <norbert79> xiong: same reason why isn't there a pre-1998 and a 2006 post-reform based german translations... Basically there is no british and american language file, but one 'english' only
12:01:22 <planetmaker> also... 'truck' is both, AE and BE
12:01:38 <planetmaker> according to my dictionary
12:02:04 <norbert79> planetmaker: Yeah, some words are just used in every english speaking country
12:02:06 <planetmaker> norbert79: there IS an american English file
12:02:15 <norbert79> planetmaker: Hmm... Moment
12:02:27 <planetmaker> default=BE, and US-English is a separate language
12:02:53 <xiong> In China I met the Old Brit of my town, so called because he had been there longer than any other big-nose foreign ghost-devil. He said we were two people divided by a common language.
12:03:19 <norbert79> planetmaker: right english_US.lng
12:03:54 <planetmaker> to distinguish that makes also much more sense than modern and old German spelling
12:04:24 <planetmaker> rather an Austrian or Switzerdeutsch would make sense
12:04:48 <norbert79> planetmaker: Well, there is Schwitzer-Dütsch, Austrian, Alt-Deutsch, Fränkisch... Would be difficult indeed, thats why I proposed pre-1998 Hochdeutsch and post reform Hochdeutsch
12:05:03 <norbert79> well, it's not an easy topic though :D
12:05:27 <norbert79> Let's just stick to plain 2006 German rules
12:05:28 <planetmaker> norbert79: yes... but Austrian and Schwitzer-Dütsch translations can easily be added by the current way localizations work
12:05:56 <planetmaker> It's more difficult with a modern and a traditional way of the German language - it has no separate ISO codes
12:06:12 <norbert79> indeed, but that would require more resources, and even though I like dialects, I am no professional in all of them
12:06:14 <planetmaker> though of course it could be hacked into OpenTTD
12:06:37 <norbert79> Yeah, ISO would make sense, or the Linux way en_US, de_AT, etc...
12:07:30 <norbert79> yet the lack of resource for these dialects might cause of getting the numbvers of missing transléated words go real high
12:07:41 <norbert79> showing a bad picture of the translation part
12:07:52 <norbert79> sending a false message
12:08:25 <planetmaker> norbert79: that way, en_US etc is what is (also) used
12:08:47 <planetmaker> besides a unique, grf-specific number
12:08:55 <planetmaker> *grf-spec-specific
12:08:57 <norbert79> planetmaker: Indeed...
12:09:26 <norbert79> or some none-existing languages could be also created, like drunk-english... :)
12:09:58 <norbert79> instead of truck it would "tfruchk"
12:11:13 <norbert79> Oh well, it's Friday :)
12:13:23 <norbert79> planetmaker: Do you listen to german radios occasionally? I am more like looking for some with rock or electronical music, and less commercials... I know the big ones, but is there any, sometimes unknown radio somewhere on the net too?
12:14:00 <planetmaker> norbert79: sure I do
12:14:35 <planetmaker> but I listen mostly to Deutschlandfunk - which is much talking, social, political background info etc
12:15:59 <norbert79> planetmaker: Will give that a try
12:16:11 <planetmaker> as said, not much music.
12:16:21 <planetmaker> More music on DeutschlandRadio
12:16:24 <CIA-2> OpenTTD: rubidium * r21006 /trunk/src/ (gfx.cpp string_func.h): -Fix (r21004): don't print the text direction character when ICU isn't linked and thus doesn't remove them
12:16:50 <planetmaker> both are without commercials at all
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12:17:46 <CIA-2> OpenTTD: rubidium * r21007 /trunk/src/strings.cpp: -Fix: don't consider the text direction character when searching for missing glyphs
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13:07:13 <__ln__> can i get the caller's number on a GSM/GPRS/3G modem?
13:10:21 <Eddi|zuHause> __ln__: you don't actually get the caller's number on digital telephone systems, you get a string that happens to default to the number, but could actually be anything...
13:10:40 <Eddi|zuHause> this "could be anything" was then abused to create SMS
13:10:47 <__ln__> Eddi|zuHause: i'd be happy with that too
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13:12:35 <__ln__> Noldo: it wouldn't be entirely on-topic on #openttd-poetry either, so i asked here.
13:13:41 <Eddi|zuHause> __ln__: then the answer is "yes, you can, but don't ask me how"
13:54:31 <__ln__> how can i get the caller's number on a GSM/GPRS/3G modem using a NewGRF? (on-topic!!)
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14:09:13 <SmatZ> __ln__: you will probably need to extend current newgrf specs
14:09:36 <planetmaker> add a link to the admin interface
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14:11:03 <xiong> Um, what is the largest possible range of station radii for airports?
14:13:15 <planetmaker> enable showing the catchment area and look and see
14:14:37 <planetmaker> for a different definition of 'possible' :-)
14:14:48 <Rubidium> oh, seems like OpenTTD clamps it to 10
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14:15:57 <xiong> I'm asking the for the largest possible range for any player, using any current grfs, any patches stable or near release, and including anything I may not have installed. Also, I want the lower bound, too.
14:16:15 <xiong> I *think* it is 6 -- 10 but I want to check.
14:17:49 <Rubidium> oh, any patches near release... lets make it 9,223,372,036,854,775,800 then :)
14:18:06 <xiong> I'm going to take that as a 'yes'.
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14:44:40 <CIA-2> OpenTTD: rubidium * r21008 /trunk/src/network/network_client.cpp:
14:44:40 <CIA-2> OpenTTD: -Change: don't make client reconnect waiting time depend on the company; in coop
14:44:40 <CIA-2> OpenTTD: games that does not spread clients at all, and most companies have a low number
14:44:40 <CIA-2> OpenTTD: causing it not to be spread out either. Use the ClientID instead. Based on a
14:44:40 <CIA-2> OpenTTD: patch by dihedral.
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16:14:17 <avdg> stopid disconnect, crashed openttd too -_
16:30:37 <CIA-2> OpenTTD: rubidium * r21009 /trunk/src/strings.cpp: -Fix: for the compact notation 1.000.000k and 1.000M would be shown depending on the initial (and later rounded) value. Make everything that would round to 1.000.000k be drawn as 1.000M as well.
16:33:46 <CIA-2> OpenTTD: rubidium * r21010 /trunk/src/ (graph_gui.cpp settings_gui.cpp): -Fix [FS#4102]: the detailed performance rating window would occasionally be too narrow. Based on a patch by Krille
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17:36:34 <planetmaker> you might get a clue if you look at the nicklist
17:36:47 <roooCky> yes but that does not mean they are actually here
17:36:55 <dihedral> otherwise, this channel is empty
17:36:57 <planetmaker> you might get another clue, if you read the 2nd last entry of the channel's title
17:37:18 <dihedral> well, he did not ask to ask :-P
17:37:21 <roooCky> i wasn't asking to ask :)
17:37:23 <dihedral> he asked if someone was here :-D
17:37:36 <roooCky> ok can i ask you a question?
17:37:49 <roooCky> anyways, i have a problem with Network-Game Synchronization Failed
17:37:56 <roooCky> i am Giraffe from the forums
17:38:08 <planetmaker> you showed already twice that you can ask questions. I don't dwell on their ingenuity, though
17:38:47 <roooCky> i connect, new company, loads map and 1 second in, Network-Game Synchronization Failed
17:38:55 <dihedral> "every server" is too vague :-P
17:38:57 <planetmaker> and where did you get that version?
17:39:09 <roooCky> and it is literally ever server
17:40:00 <roooCky> any server you can find, same problem
17:40:01 <planetmaker> they're patched servers which only pretend to be 1.0.4
17:40:10 <planetmaker> they're both goal servers, right?
17:40:21 <planetmaker> (I know the first, but not the latter)
17:40:28 <dihedral> that is why i asked ;-)
17:40:36 <planetmaker> yes, don't bother. It's broken servers. The servers are not official
17:40:37 <dihedral> can you try to join the openttdcoop server?
17:40:39 <planetmaker> They just pretend
17:40:48 <roooCky> and how would i do that
17:40:49 <planetmaker> Yep, try the #openttdcoop Welcome Server
17:41:16 <planetmaker> do what? Join a server? Like you joined the others, too
17:41:35 <roooCky> do I click Add Server and type in #openttdcoop Welcome Server?
17:41:45 <planetmaker> how did you find the others?
17:41:55 <planetmaker> It shows in my server list
17:42:02 <avdg> just click on it, doesn't that work?
17:42:03 <roooCky> i just clicked Find Server
17:42:58 <roooCky> im looking again now, sec
17:43:21 <roooCky> there are OpenTTD.no - toyland, temp, sub servers
17:43:29 <roooCky> openttd.jens1.no servers
17:43:47 <dihedral> as mentioned before ;-)
17:44:12 <roooCky> #openttdcoop - the public server?
17:44:24 <dihedral> #openttdcoop Welcome Server?
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17:44:39 <roooCky> just ProZone and The Public Serer
17:44:54 <dihedral> avdg, that is a channel!
17:45:08 <roooCky> can i try going to the public server
17:45:19 <dihedral> roooCky, you cannot, that is a nightly not a stable
17:45:24 <planetmaker> stable.openttdcoop.org:3999 <-- you can try to enter manually, roooCky
17:45:41 <CIA-2> OpenTTD: translators * r21011 /trunk/src/lang/ (7 files in 2 dirs): (log message trimmed)
17:45:41 <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
17:45:41 <CIA-2> OpenTTD: catalan - 3 changes by arnau
17:45:41 <CIA-2> OpenTTD: croatian - 3 changes by UnderwaterHesus
17:45:41 <CIA-2> OpenTTD: frisian - 136 changes by gjannema
17:45:41 <CIA-2> OpenTTD: portuguese - 1 changes by nars
17:45:41 <CIA-2> OpenTTD: serbian - 2 changes by etran
17:46:57 <dihedral> roooCky, byt now we have some usable info ;-)
17:47:21 <dihedral> roooCky, can you privide some details about your computer please?
17:47:31 <planetmaker> ok, and you downloaded it from www.openttd.org?
17:47:46 <planetmaker> Not from a goal server's page or whatever?
17:48:30 <dihedral> though - the pc can probably not be the cause of a desync - that does not sound right
17:48:56 <dihedral> static grf's can be the cause of desyncs, right?
17:49:11 <roooCky> 64-bit windows, 4gb ram, dual core 2.10 ghz processor
17:49:27 <dihedral> do you have any static grf's?
17:49:37 <planetmaker> dihedral, they should not be. They're checked for being save
17:49:57 <planetmaker> *should* - I didn't test it for ages
17:50:18 <dihedral> is there more output to a desync?
17:50:19 <roooCky> could the problem be that i downloaded the 32-bit one to a 64-bit OS
17:50:43 <dihedral> if in doubt, can you try the 64bit version?
17:51:23 <planetmaker> can you try again?
17:51:31 <planetmaker> I enabled desync debug on the server
17:52:21 <planetmaker> that's all way too quick for my taste
17:52:41 <dihedral> planetmaker, desync output is also logged to a file
17:52:49 <dihedral> in the autosave directory
17:53:53 <roooCky> why thanks, is there no way to fix it now?
17:54:12 <roooCky> and put 64-bit version on
17:54:29 <dihedral> lets see if that changes something
17:55:26 <roooCky> but when is started the game this time, the background was all custom gfx
17:55:41 <roooCky> and it was just freshly installed
17:55:42 <planetmaker> are you sure you started another binary? And not the same old one via an icon on the desktop
17:56:03 <planetmaker> you used the installer?
17:56:14 <roooCky> installer yes and it asked me if i wanted to uninstall the last version
17:57:02 <planetmaker> I'm out of clues, I'm afraid
17:57:20 <planetmaker> you're the first one to have that problem with this version
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17:57:23 <dihedral> planetmaker, what was the debug ouptut
17:57:28 <planetmaker> And it has been downloaded by 200.000 people
17:57:51 <roooCky> you've got to be kidding me
18:00:22 <planetmaker> roooCky, definitely not
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18:01:34 <planetmaker> the output is with debug_level desync=3
18:01:52 <dihedral> what about using 9? :-P
18:02:04 <dihedral> and what is in the desync file?
18:02:23 <planetmaker> the thing I output below. Or what 'desync' file?
18:03:32 <dihedral> commands-out.log in the autosave folder
18:03:33 <planetmaker> dihedral, can your bot talk to the game?
18:03:40 <planetmaker> dihedral, then look at what I pasted
18:03:42 <dihedral> which version is it? ;-)
18:05:11 <planetmaker> say doesn't hm... I wasn't connected. Maybe it doesn't echo back to IRC
18:05:21 * avdg thinks openttdcoop needs to update revision again due bugfixes
18:06:39 <dihedral> say does not go back to irc, no
18:06:51 <planetmaker> dihedral, it seems to do something wrong with string treatment, though: [All] PublicServer: îTesting bot ;-)
18:07:05 <planetmaker> note the character before "T"
18:07:20 <dihedral> that is a colour code from openttd....
18:07:37 <planetmaker> looks wrong in the console ;-)
18:07:41 <dihedral> i'll have a look ;-)
18:08:22 <planetmaker> note, the file I downloaded today, from the link you gave me, seems to be dated as of 17 October
18:08:51 <dihedral> there is aminor fix in the bot api, yes
18:09:09 <dihedral> but not relevant for SimpleConsole
18:10:55 * planetmaker wants AdvancedLogging ;-)
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18:12:21 <dihedral> planetmaker, that chat message you posted, where was that from?
18:12:27 <dihedral> the answer from an rcon command?
18:12:52 <planetmaker> All from the bot's console
18:13:06 <planetmaker> I used it to 'say "Test message"
18:13:12 <planetmaker> and it echos it with colour code
18:14:54 <dihedral> hehe - i would have a fix :-D
18:16:05 <dihedral> it depends if Rubidium wants an openttd side fix or client side handling :-P
18:16:25 <davis> is there a newgrf that adds road- waypoints to the game?
18:16:26 <dihedral> i.e. send the colour stripped text from openttd, as it is printed on the console of the game itself
18:16:51 <dihedral> davis, non-stop drive through road stops?
18:17:14 <planetmaker> davis, they're called drive-through road stops
18:17:33 <davis> well to be fair , that works just as good on train stations , and still we got waypoints.
18:18:37 <planetmaker> well, roads are no tracks ;-)
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18:18:53 <planetmaker> though you have some point there, there's not much point to waypoints anyway
18:19:05 <planetmaker> they're just a special kind of station anyway. Codewise
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18:35:14 <dihedral> perhaps it might be a good thing to handle it client side ;-)
18:35:24 <dihedral> in case there is ever something that will display the colours
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19:11:10 <Muxy> What do you think of a new disaster : if langage is french, then all trains stop because of strike...
19:11:28 <planetmaker> but maybe too realistic ;-)
19:11:37 <Muxy> too muech realistic for Beluge ?
19:11:45 <Belugas> to say the least, yeah :)
19:11:51 <planetmaker> rather couple it to the town names ;-)
19:12:16 <Belugas> towns that refuse vehicles to come in...
19:12:22 <Belugas> that could be fun fun
19:12:46 <Eddi|zuHause> better than the german disaster: if a station is constructed after 2000, the government is thrown over :p
19:14:35 <avdg> ^- seems like new openttd software is already updated to the new network protocol
19:21:58 <dihedral> that disaster does exist (partially)
19:22:13 <dihedral> and it needs to be invoked manually
19:22:19 <dihedral> and has a console command
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19:32:17 <Eddi|zuHause> it'll be in the history books: the three events that had the most influence over germany: throwing the regents out of a window of the castle of prague, murdering the successor of the throne in sarajevo and building a train station in stuttgart...
19:32:47 <Eddi|zuHause> (1618, 1914 and 2010)
19:38:07 <theholyduck> the peace at west-phalen or however you spell it
19:38:16 <theholyduck> is the IMPORTANT one methinks
19:38:25 <theholyduck> especially in terms of the rest of the world
19:38:29 <theholyduck> and/or history :p
19:38:40 <theholyduck> its when the prinicple of state soverigenity was established
19:47:59 <Eddi|zuHause> the peace of westphalia is kind of a direct result of one of the above...
19:49:18 <Eddi|zuHause> in order to have a peace, you must first have a war
19:49:29 <Eddi|zuHause> and the start of the war was the "defenestration of prague"
19:49:51 <planetmaker> [21:49] <Eddi|zuHause> in order to have a peace, you must first have a war <-- definitely not
19:53:22 <Eddi|zuHause> planetmaker: care to give an example of a (relevant) peace treaty that didn't have a (significant) war before?
19:54:43 <planetmaker> given the state of the world as it is and was it's always possible to say that there was a war 'before'
19:54:53 <planetmaker> but for example the entente cordiale
19:55:56 <planetmaker> besides I challanged that there cannot be peace without being war before. Treaties mostly are only made after the war.
19:56:14 <planetmaker> Though the peace treaty after WW2 was made a significant time after the cease fire
19:58:12 <CIA-2> OpenTTD: frosch * r21012 /trunk/src/tunnelbridge_cmd.cpp: -Codechange: Deduplicate some code. (Hirundo)
20:04:25 <CIA-2> OpenTTD: frosch * r21013 /trunk/src/tunnelbridge_cmd.cpp: -Cleanup: Replace some magic value mappings with existing conversion functions. (Hirundo)
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20:50:41 <dihedral> i am somehow muddled
20:51:02 <dihedral> but is colour in a string sent in 3 bytes?
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20:51:59 <Rubidium> somewhere in E000 to E2000 but then UTF-8 encoded
20:53:28 <dihedral> ah - i get my mistake :-P
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21:13:10 <dihedral> Sorry, Rubidium, never realized that there was another 'Project'
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21:20:57 <Zuu> Working on a title game - it is almost too silent :-)
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21:22:35 <planetmaker> that's good news, Zuu :-) (you working on a title game, that is)
21:23:30 <Zuu> I found a assert/bug while working on it which I've posted to bugs.openttd.org
21:24:16 <frosch123> appreciated, already reproduced :)
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21:26:26 <Zuu> frosch123: reading your comment - is it a bug in the reverse code regardless of where the train is?
21:26:50 <frosch123> i think it is related to the train being partly on a bridge
21:28:03 <Zuu> I would guess so as well. The bridge make things more complicated.
21:28:21 <frosch123> ... while being in a station at the same time or so
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21:41:29 <dihedral> frosch123, then it might work with tunnels too?
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21:46:25 <TrueBrain> # ITS SO FLUFFY IM GONNA DIE!
21:49:34 <Zuu> planetmaker: I've just posted a screenshot of my current work to forums
21:51:53 <planetmaker> looks like it can become a very promising candidate :-)
21:52:09 <planetmaker> it still needs more detail in the \ axis
21:53:45 <Zuu> I also got the idea of a large switch yard going from top left to bottom right and then having other transport modes available at each side of it.
21:54:11 <planetmaker> yes, maybe something like that :-)
21:55:02 <Zuu> It would be cool if one could set train waiting times at waypoints as they look better than 1-tile stations and does not give a penalty for short platforms.
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21:57:48 <planetmaker> the newgrf argument doesn't count here, I guess ;-)
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21:59:42 <planetmaker> hm... one big criterion between 1.0 and 1.1: bridge pillars :-)
22:01:47 <Zuu> Yea, now that you're a dev you got to know by heart how to identify which stable version a screenshot has been made by. :-)
22:03:02 <planetmaker> Are the town labels in your screenshot not shown or how did you get the few houses next to the airport and bridge entry?
22:03:21 <Zuu> The town labels are not shown
22:03:43 <Zuu> The only labels I forgot to turn off were the loading indicators as they are turned off at a different place.
22:04:35 <planetmaker> anyway, it's nice to have those very few village houses scattered there
22:05:11 <planetmaker> btw, I'd expect the airport to have some road connection to the larger nearby town on the other river side
22:05:30 <frosch123> Zuu: your game is stopped, that is why it is so quiet
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22:06:28 <frosch123> anyway, i like the truck->ship feeder
22:06:38 <planetmaker> yep, that's lovely
22:06:49 <Zuu> Just that I have forgot to set transfer orders on the oil tanker :-p
22:07:12 <planetmaker> and it's also noted that there are 3 company colours :-)
22:07:32 <Zuu> All those blue goods trucks go non-stop-via stops outside of the view so while they are many, they do not generate any sounds.
22:08:45 <planetmaker> a company HQ might fit somewhere, maybe near the South-West of the highway bridge in the village
22:08:47 <Zuu> planetmaker: One critism at my 1.0 title game was that it had too many company colors, so I cut down on them this time.
22:08:57 <Zuu> Hmm, yea a HQ is missing.
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22:09:30 <planetmaker> besides... many CC imho are not a point to criticise :-)
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22:09:47 <planetmaker> but many make it more difficult to design ;-)
22:10:57 <Zuu> well, I think it is nice to have a few, but I have to agree that 8 or more gets too much.
22:11:26 <Zuu> If you have 8 companies then it's hard to not overdo the amount of vehicles.
22:12:18 <planetmaker> I had three... so you know what I consider a good number ;-)
22:14:15 <planetmaker> might be nice, if you find a way to demonstrate the difference between path and block signals
22:16:13 <frosch123> during the 1.0 titlegame series there were like two parties. one for showing lots of stuff /possible crowded), and one for showing lots of landscape
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22:16:22 <frosch123> at least it looked like that to me :)
22:16:54 <planetmaker> I was definitely one of the first
22:17:24 <frosch123> or in other words: the second round contained the games i voted best and worst for
22:17:25 <planetmaker> Zuu: a oil right with heli support?
22:18:46 <Zuu> There is a oil rig to the right (outside of view)
22:19:22 <Zuu> I would need to destroy some land in order to get a olirig into the river and rebuild the mountain again.
22:20:33 <planetmaker> I thought of the upper part of the screen
22:20:43 <planetmaker> it might fit there anyway w/o much work
22:21:34 <planetmaker> it might give the train yard there some (new) meaning
22:21:52 <planetmaker> and I might go to bed now :-)
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22:35:44 <Zuu> Bed sounds like a good idea indeed :-)
22:52:08 <dihedral> nicely done frosch123
22:52:08 <CIA-2> OpenTTD: frosch * r21014 /trunk/src/train_cmd.cpp: -Fix [FS#4179](r20098): Reversing of trains in stations while last wagon was in a depot or on a bridge-/tunnelhead caused trouble.
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