IRC logs for #openttd on OFTC at 2012-01-22
            
00:01:38 *** KritiK has quit IRC
00:03:01 *** pugi has quit IRC
00:04:46 *** roboboy has quit IRC
00:06:02 *** supermop has quit IRC
00:07:28 *** Devroush has quit IRC
00:12:00 <frosch123> night
00:12:03 *** frosch123 has quit IRC
00:15:58 *** Progman has quit IRC
00:29:51 *** hbccbh has joined #openttd
00:32:28 *** sla_ro|master has quit IRC
00:42:35 <nat_as> instead of a magic bulldozer cheat, there should be a SHUT UP TOWN cheat
00:43:10 <nat_as> wont let you bulldoze anything, but WILL make towns stop bitching about there damn trees
00:43:54 <__ln__> *won't, *their
00:46:35 <flaa> HAX!
00:47:37 *** ABCRic has quit IRC
00:59:03 *** vodka has quit IRC
01:05:08 <nat_as> how do I stop road veichiles from driving in circles
01:05:17 <nat_as> if they just went straight they would get where they are going
01:05:33 <nat_as> but they seem incapible of not making a turn when they have the opertunity
01:05:50 <__ln__> *incapable, *opportunity
01:10:16 <flaa> *dick, *boobs, *licquor
01:12:21 *** Snail_ has joined #openttd
01:16:26 *** Westie has quit IRC
01:26:15 *** tokai|mdlx has joined #openttd
01:31:52 *** MJP has quit IRC
01:32:38 *** tokai|noir has quit IRC
01:33:56 *** flaa has quit IRC
01:38:38 *** DDR has quit IRC
01:47:38 <Eddi|zuHause> nat_as: usually means your road is blocked somewhere
01:52:20 *** valhallasw has quit IRC
02:20:42 *** DDR has joined #openttd
02:36:34 <nat_as> it's not cheating to use the add money tool to constantly bribe the local authority
02:36:41 <nat_as> the game practicaly forces you to do it.
02:38:23 *** supermop_ has joined #openttd
02:41:40 <DDR> That one actually never occurred to me. :P
02:43:09 <Eddi|zuHause> i never bribed a town
02:44:19 <DDR> I'll do it occasionally, late-game.
02:45:03 <Eddi|zuHause> when you have >20 stations in a town, it hardly matters
02:45:44 <nat_as> how do you GET 20 stations in a town withot bribing somebody
02:45:51 <nat_as> then aggain, I play on hilly maps with tons of trees
02:45:59 <nat_as> and nothing pisses them off more than cutting trees
02:46:17 <DDR> Worst-case scenario.
02:46:23 <Eddi|zuHause> you can build road stops, you know
02:47:20 <Eddi|zuHause> when you start in a town, build 2-5 road stops (depending on size). build trams or busses, then build the train station
02:47:21 <DDR> Long story short, nat_as, good performance at one station makes the town happy. Even if you have to start with one station, it's not too hard to build more.
02:48:05 <DDR> Hm... I like making large connected stations. One train-station, ctrl-connected to scattered bus and lorry stations.
02:48:08 <Eddi|zuHause> and after you built the train station, you can happily destroy as many trees as you want
02:48:28 *** Pulec has quit IRC
02:49:07 <Eddi|zuHause> the busses/trams will keep the rating up, and the trains bring in the real money
02:54:06 <nat_as> that still wont let me distroy and rebuild there nonsensical roads.
02:54:24 <nat_as> OR sometimes i have to do teraforming to even get a station connected
02:59:58 <nat_as> airplanes seem to be the best idea ever with cargo dist.
03:01:15 <Eddi|zuHause> i don't know how people get to that conclusion... i find aircraft horribly inefficent
03:01:36 <DDR> nat_as: Hold 'ctrl' while placing a station.
03:10:33 <Mazur> Is there a way to change a village into a town in Sub-Tropical, so that one can fund a water tower there?
03:11:24 <Mazur> Because there seems to be a catch 22: for growth, water is required, but for a water tower town status is required.
03:16:50 <Eddi|zuHause> what's a "village"?
03:17:54 *** hbccbh has quit IRC
03:18:04 <Mazur> A town that is not a town yet?
03:18:31 <Eddi|zuHause> in what game?
03:18:48 <Mazur> openttd
03:19:07 <Mazur> 1.2.0-beta3
03:19:15 <Eddi|zuHause> you realize that a water tower must be placed on top of a house, right?
03:19:24 <Mazur> No, I did not.
03:19:33 <Mazur> Lets try that.
03:21:37 <Mazur> Nice.
03:21:42 <Mazur> Thank you.
03:26:26 *** glx has quit IRC
03:30:11 *** hbccbh has joined #openttd
04:05:11 *** MinchinWeb has joined #openttd
04:29:36 *** DDR has quit IRC
04:33:36 *** DOUK has joined #openttd
04:34:06 *** pjpe has quit IRC
04:34:19 *** mahmoud has quit IRC
04:34:34 *** DDR has joined #openttd
04:44:27 *** pjpe has joined #openttd
04:50:00 *** pjpe has quit IRC
04:51:01 *** pjpe has joined #openttd
05:04:25 <xiong> Hm. A slightly buggy AI has failed to do much -- been running for years and it has no stations, no vehicles. But it has 4,294,967,290 road pieces of infrastructure -- none of which I can see on the map. What a peculiar number, too; neither a power of 2 nor a power of 2 less 1.
05:07:15 <MinchinWeb> which AI?
05:10:45 <Eddi|zuHause> so where is your bug report with a savegame before and after you noticed this?
05:11:24 *** MinchinWeb has quit IRC
05:12:08 *** cornjuliox has quit IRC
05:20:15 *** roboboy has joined #openttd
05:36:15 *** Elukka has quit IRC
05:51:57 <xiong> Denver & Rio Grande.
05:56:02 *** Eddi|zuHause has quit IRC
05:56:22 *** Eddi|zuHause has joined #openttd
06:05:38 *** DDR has quit IRC
06:10:43 *** iconiK has joined #openttd
06:11:25 *** supermop_ has quit IRC
06:19:57 *** nat_as has quit IRC
06:29:54 *** cornjuliox has joined #openttd
06:59:25 *** hbccbh has quit IRC
06:59:50 *** hbccbh has joined #openttd
07:00:02 *** roboboy has quit IRC
07:01:58 *** Snail_ has quit IRC
07:13:46 *** DDR has joined #openttd
07:23:15 *** hbccbh has quit IRC
07:24:18 *** bryjen has quit IRC
07:33:56 *** TWerkhoven has joined #openttd
07:50:15 <Terkhen> good morning
07:51:28 <Rubidium> hi
08:08:54 *** kkb110 has quit IRC
08:09:29 *** kkb110_ has joined #openttd
08:09:58 *** valhallasw has joined #openttd
08:10:35 *** andythenorth has joined #openttd
08:14:11 <andythenorth> gninrom
08:17:49 *** kkb110_ has quit IRC
08:18:17 *** kkb110_ has joined #openttd
08:20:10 <planetmaker> moin
08:32:12 *** brandonr has joined #openttd
08:35:44 *** Chris_Booth has joined #openttd
08:40:13 *** andythenorth is now known as Guest146
08:40:13 *** andythenorth has joined #openttd
08:45:07 <andythenorth> if I use a numeric vehicle ID in nml, is that expressed in hex or dec?
08:45:10 * andythenorth assumes dec
08:47:12 <Terkhen> dec IIRC
08:47:31 <Terkhen> yes, and you can use 0x for hex values
08:54:26 *** Neon has joined #openttd
08:56:44 *** brandonr has quit IRC
08:59:15 *** Progman has joined #openttd
08:59:36 *** sla_ro|master has joined #openttd
09:08:16 *** TomyLobo has quit IRC
09:11:41 *** JVassie has joined #openttd
09:12:07 *** Zuu has joined #openttd
09:18:14 *** DayDreamer has joined #openttd
09:23:32 *** Markavian has quit IRC
09:24:23 *** Chris_Booth_ has joined #openttd
09:25:42 *** Chris_Booth__ has joined #openttd
09:26:24 *** peteris has joined #openttd
09:30:34 *** Chris_Booth has quit IRC
09:30:39 *** Chris_Booth__ is now known as Chris_Booth
09:31:27 *** hbccbh has joined #openttd
09:33:11 *** Chris_Booth_ has quit IRC
09:33:19 *** DayDreamer has quit IRC
09:33:47 *** MJP has joined #openttd
09:33:51 *** Chris_Booth_ has joined #openttd
09:36:02 *** Chris_Booth__ has joined #openttd
09:38:55 *** pjpe has quit IRC
09:40:31 *** Chris_Booth has quit IRC
09:40:45 *** Chris_Booth__ is now known as Chris_Booth
09:43:34 *** Chris_Booth_ has quit IRC
09:44:38 *** pjpe has joined #openttd
09:45:02 *** Cybertinus has joined #openttd
09:49:12 *** Pulec has joined #openttd
10:02:46 *** pugi has joined #openttd
10:07:16 <andythenorth> hmm
10:07:21 <andythenorth> which is better:
10:07:36 <andythenorth> - web CMS refuses to produce output which could break savegames if pasted into BANDIT
10:08:16 <andythenorth> - web CMS allows dangerous output to pass, because at least that way people are decoupled from upstream mistakes by me
10:08:17 <andythenorth> ?
10:08:40 <andythenorth> (in the second option, people could at least modify the bad output to fix it)
10:08:46 <andythenorth> whereas in the first, they just get nothing
10:13:47 *** ABCRic has joined #openttd
10:14:06 *** roboboy has joined #openttd
10:23:30 *** Zeknurn has quit IRC
10:23:49 *** Zeknurn has joined #openttd
10:31:42 *** pjpe has quit IRC
10:34:48 *** Alberth has joined #openttd
10:34:49 *** ChanServ sets mode: +o Alberth
10:45:54 *** Brianetta has joined #openttd
11:04:35 <andythenorth> nml \o/
11:04:46 <andythenorth> c pre-processor \o/
11:04:49 <andythenorth> BANDIT \o/
11:07:03 <TWerkhoven> how about option 3: on savegame breaking output, display error and ask the user to proceed at own risk?
11:07:58 *** Maarten__ has joined #openttd
11:09:11 *** Maarten_ has quit IRC
11:11:33 <andythenorth> :) to do that quickly would mean setting a query parameter on the url, this make it too easy to accidentally skip the error (by saving the url for example)
11:11:44 <andythenorth> doing more to handle that is tmwftlb
11:12:28 <Rubidium> just put the error in actionb in the NewGRF. Then if they want to override it, they simply need to remove it
11:12:36 *** TWerkhoven2 has joined #openttd
11:13:21 <andythenorth> would work
11:13:26 <andythenorth> I might just let them break savegames
11:13:41 <andythenorth> I don't expect many people to actually use this web thing
11:14:02 <andythenorth> the output will ship with the repo, and it needs the repo to build...
11:14:18 <andythenorth> btw, anyone want to try building BANDIT?
11:16:14 *** Wolf01 has joined #openttd
11:16:28 <Wolf01> hello o/
11:16:38 *** Maarten__ has quit IRC
11:17:21 *** Knogle has joined #openttd
11:19:27 *** TWerkhoven has quit IRC
11:19:56 *** TWerkhoven2 is now known as TWerkhoven
11:20:03 *** |Jeroen| has joined #openttd
11:22:34 *** Markavian has joined #openttd
11:23:49 *** Wolf01 has quit IRC
11:28:11 *** Wolf01 has joined #openttd
11:42:38 *** DDR has quit IRC
11:42:53 <Alberth> welcome back wolf
11:43:17 *** JVassie has quit IRC
11:43:38 *** JVassie has joined #openttd
11:45:15 <andythenorth> nml requires dates comma separated?
11:46:12 <andythenorth> yup
11:47:43 <andythenorth> only the year matters anyway :P
11:55:05 *** JVassie_ has joined #openttd
12:00:46 *** frosch123 has joined #openttd
12:01:37 <andythenorth> mmm
12:01:50 <andythenorth> also quak
12:02:00 *** JVassie has quit IRC
12:02:31 <frosch123> moin :)
12:03:52 *** JVassie_ has quit IRC
12:17:41 <andythenorth> industries
12:17:46 <andythenorth> might be interesting to figure out one day
12:18:46 <andythenorth> some properties are intrinsic to the industry type and are fine in newgrf (production etc)
12:18:59 <andythenorth> the open / close / availability / placement behaviour might not be intrinsic to the industry type
12:24:18 *** lollercaust has joined #openttd
12:24:31 <Wolf01> Zuu, I'm trying your tutorial, looks really nice, but I have some suggestions
12:25:42 <Zuu> okay
12:26:57 <Zuu> You might want to post your suggestions to the forums to keep thing there. But anyway your suggestions are welcome.
12:29:40 <Wolf01> just 2 things I found a bit tricky: 1) I have a newgrf for aircrafts (av8) and the aircraft you ask to build is not on the list; 2) when you ask to click on the airport to add the go-to order, you should skip to the next step, because one might not notice the order has already been added and continues to click on the airport
12:29:43 <Alberth> andy: would the difference be local versus global? (production is local, open/close is more global)
12:33:11 *** Westie has joined #openttd
12:33:25 <andythenorth> Alberth: I think so
12:33:44 <andythenorth> if we didn't have current spec, how should it work?
12:33:46 * andythenorth isn't sure
12:34:26 <planetmaker> then probably the game should have a global override on closing and opening
12:34:28 * andythenorth isn't convinced that a central script is the answer for example
12:34:41 <andythenorth> de-centralisation can often be better
12:34:45 <andythenorth> but in this case...
12:34:49 <planetmaker> just as there are many scenarios where you don't want industry to change
12:37:03 <Zuu> Wolf01: 1) Will not be a problem when the tutorial gets shiped as a scenario, which is the plan as soon as OpenTTD supports a work flow that doesn't require creating the scenario from scratch at each release
12:37:45 <Zuu> 2) That is planned, but GSOrder doesn't exist yet, so I can't access the orders of a vehicle. (a feature request has been created on FS)
12:38:46 <Wolf01> oh, ok, known "bugs" then ;)
12:39:06 <Zuu> yep, perhaps I should have documented them even better :-)
12:39:50 <Zuu> An open question that I've not commented on is that I plan to somehow indicate in the windows when they auto-progress and when you have to click on continue.
12:40:04 <Zuu> One way would be to use different text on the button on the two cases.
12:40:25 <frosch123> Zuu: Would it be useful if signs placed in scenario would belong to the GS? That would make the visible in game even if competitor's signs are hidden and would protect them from being edited. OTOH GS woujld see them as if the signs were placed by them. Now... would that be useful to pass information to the GS for the scenario, or would it rather confuse the GS ?
12:40:53 <Wolf01> It would be good to have a way to read previous steps in case one clicked on "continue" in a hurry
12:42:25 <Wolf01> lunch time
12:43:36 <Zuu> frosch123: I think it quite make sense if the GS ownership is the same as none ownership. But I know that in OpenTTD the GS has a diety ownership constant.
12:44:00 <Zuu> It would also make sense if the GS signs are not hidden by the "hide competitor signs" setting.
12:44:11 <frosch123> they are not .)
12:44:16 <frosch123> but scenario signs are hidden
12:44:17 <Zuu> and probably also if not signs owned by "none"
12:44:26 <frosch123> because signs of bankrupt companies shall be hidden
12:44:32 <Zuu> Oh, yes
12:44:39 <Zuu> Thats probably why I did it so
12:44:51 <frosch123> yes, there is a comment in the code :p
12:45:00 <Zuu> After having 10-20 bankrupt AIs in a game you get tired of seeing all the old signs :-)
12:46:17 <Zuu> So your suggestion is that signs placed in the scenario editor belong to the "diety" instead of "none"
12:46:22 <frosch123> yes
12:46:41 <frosch123> you could also then make the gs refer to that location
12:47:02 <frosch123> (though it cannot be too cryptic since it is player visible)
12:47:29 <frosch123> hmm, otoh the gs could read them on start and then remove :o
12:47:33 <Zuu> I think it will just be easier to hardcode coordinates or town/industry indices.
12:48:04 <Zuu> Reading them at start and then removing could do, as long as you store that information in the save game.
12:48:38 <frosch123> yes, the gs would have to save it itself afterwards
12:49:47 <Zuu> It's an interesting question and I don't know what is right or wrong on the visibility question of signs. I guess different scenario designers will have a different opninion.
12:50:27 <Zuu> Though, that setting didn't exist in 1.1, so perhaps the most transparent way for old users is that signs placed in scenario editor are always player visible?
12:51:06 <frosch123> you mean also display signs of bankrupt companies?
12:51:18 <Zuu> Hmm, nope
12:51:36 <Zuu> oh, I get your point, signs in old scenarios will be hidden.
12:51:53 <frosch123> i can convert them on load as i like
12:52:07 <frosch123> but either scenario signs behave like GS signs or like bankrupt-company signs
12:52:08 *** KritiK has joined #openttd
12:52:17 <frosch123> i.e. i won't add a third way :)
12:52:22 <Zuu> :-)
12:54:22 <Zuu> I think for a GS you have a point that if available, you could use diety signs to mark locations. However, for the case when you have a GS closly connected to a scenario, you can as well hardcode coordinates etc. So I think the decision should be made more on what is usable for players.
12:54:55 <Yexo> not all GS have to be connected close to a scenario
12:55:11 <Yexo> for the tutorial that's obviously useful, however for other GS maybe not as much
12:55:48 <Zuu> So you suggest that in a losely connected case there could be a toolbox GS where you using signs can activate different behaviours?
12:55:52 <Yexo> you could write a GS that tracks how many cities you connect for example, where there are only x cities that count (which can be marked in a scenario by signs)
12:56:39 <Yexo> same could hold for the tutorial GS: if you use signs you can easily create a different scenario without having to modify the script
12:56:40 <Zuu> Numeric configs I guess to some point can be done in the GS configuration, but configurating locations of things is easier with signs.
12:56:52 <frosch123> what about the reverse case? would gs be surprised if they encounter signs which they did not place?
12:57:07 <Zuu> Usually not
12:57:22 <Yexo> if it's known now it can be documented and GS that don't like it can remove all signs when they're started
12:57:43 <frosch123> ok, then i make scenario signs OWNER_DEITY.
12:57:58 <frosch123> there does not seem any disadvantage to not do it that way :)
13:00:18 *** glx has joined #openttd
13:00:19 *** ChanServ sets mode: +v glx
13:00:53 <Zuu> Usually I would loop over all signs until I find one which match some criteria, so looping past an unexpected sign is not really a problem.
13:01:54 <Yexo> we might get complains from users that they can't remove scenario signs in-game (when not running a GS)
13:01:55 <Zuu> Unless of course that it triggers the criteria when it really shouldn't do.
13:02:29 <frosch123> Yexo: he, i thought it would be a feature if they are not editable :p
13:02:43 <Yexo> yes, scenario creates will see it that way ;)
13:04:13 <Zuu> ... but not those users who think they own the right to do whatever they want, including screwing their games :-)
13:05:07 <Zuu> Colud be fixed if the company cheat is extended so that you can switch to diety.
13:05:30 <Yexo> or we could tell them to load their game in the scenario editor
13:05:31 <Zuu> hmm, fixed is maybe not the right word though.
13:05:55 <Yexo> or allow those signs to be removed if the scenario developer setting is on (or script developer?, dunno which would be more fitting)
13:16:29 *** andythenorth has quit IRC
13:21:44 *** Jogio has joined #openttd
13:22:42 <Jogio> hello "_"
13:23:16 *** iconiK has quit IRC
13:23:34 <appe> afternoon, germans and animals
13:23:59 *** iconiK has joined #openttd
13:24:54 <Jogio> hey you are the ape here
13:24:58 *** iconiK has quit IRC
13:25:16 *** cmircea has joined #openttd
13:27:43 <appe> :)
13:30:28 <frosch123> do we need to be careful with the M-word?
13:31:12 <appe> m?
13:31:32 <appe> maltesers? mick jagger? mnchen?
13:33:12 <frosch123> http://wiki.lspace.org/wiki/Monkey
13:35:52 <appe> ah, terry pratchet <3.
13:36:21 <Jogio> http://www.merkur-online.de/nachrichten/bayern/mm-busfahrerin-bremst-frosch-entlassen-189610.html
13:36:29 <Jogio> "_"
13:37:51 *** cmircea has quit IRC
13:39:06 *** cmircea has joined #openttd
13:40:55 *** MNIM has quit IRC
13:44:46 *** ABCRic has quit IRC
13:46:21 *** andythenorth has joined #openttd
13:46:39 * Rubidium waits for Alberth to use the M-word ;)
13:50:06 <Jogio> m*****
13:50:44 *** MNIM has joined #openttd
13:50:53 <Jogio> i'm bored of this jokes, will go to bananas
13:54:04 <CIA-1> OpenTTD: frosch * r23835 /trunk/src/ (4 files in 2 dirs): -Change [FS#4999]: Make signs placed in scenario editor belong to the GS. That way they are always shown in game and are not editable.
14:03:03 *** Dozzer_X has joined #openttd
14:03:13 <Dozzer_X> What does the infrastructure mentenance?
14:03:45 <frosch123> cost money
14:04:20 <Dozzer_X> But what does it do in fact?
14:04:24 <Dozzer_X> Something positive?
14:04:33 <Dozzer_X> Or it repairs roads?
14:04:53 <frosch123> it's more like a difficulty/balancing setting
14:05:00 <frosch123> it really only costs money
14:05:27 <frosch123> penalising many signals and redundant junctions
14:14:18 *** IchGuckLive has joined #openttd
14:14:33 *** Jogio has quit IRC
14:15:18 <IchGuckLive> hi all does a monorail not transport Food
14:15:49 <IchGuckLive> the eagon icon is not present in 1.1.2
14:16:06 <IchGuckLive> trainwagon
14:17:37 <Yexo> depends on the NewGRFs you use
14:17:53 <Yexo> which icon exactly are you talking about?
14:18:19 <IchGuckLive> the food wagon to bay in the depo
14:18:23 *** brendan10211 has joined #openttd
14:18:41 <Yexo> you're making no sense to me
14:18:57 <IchGuckLive> http://bugs.openttd.org/task/4707
14:18:59 <Yexo> try making some screenshots to show the problem
14:19:23 <IchGuckLive> http://bugs.openttd.org/task/4707/getfile/7648/bug.png
14:19:26 <Yexo> update OpenGFX
14:19:34 <Yexo> as you can read in that bug report
14:20:54 <IchGuckLive> can i update this without losing the game ?
14:21:01 <Yexo> yes
14:21:13 <Yexo> in the main menu, go to online content, click the button before opengfx, download
14:21:18 <Yexo> than load your savegame again
14:21:33 <Yexo> but why are you still using 1.1.2? You should update OpenTTD as well
14:21:40 <Zuu> Base sets can be updated without affecting your save games.
14:22:10 <Zuu> (in other way than that the new graphics/sounds/music will be used)
14:24:01 <IchGuckLive> im laying soince 20Gameyears without a food train car thats missi
14:24:36 <planetmaker> you're also missing a bunch of letters ;-)
14:26:03 <IchGuckLive> its there !
14:26:08 <IchGuckLive> Thanks
14:27:00 <IchGuckLive> whats the game aspectiv after all is connected to keep it up 75% or i got money enoff now 32Mio
14:27:28 *** brendan10211 has quit IRC
14:27:44 *** Priski has joined #openttd
14:28:43 *** roboboy has quit IRC
14:30:55 <IchGuckLive> Thanks to all there is now no need for conventionell rails anymore if i can transport everything with monorail or maglift
14:32:19 <IchGuckLive> this is naybe a thing to think about Transport Tycoon is not always everything allowd it makes the game more special as you can only get serten loads on serten rails
14:32:46 <IchGuckLive> in order then you need to bring all 3 Rail systems to your mayer cities
14:33:16 <IchGuckLive> and to the plants only that that takes the production
14:33:19 *** Neon has quit IRC
14:33:58 <andythenorth> IchGuckLive: that's controlled by whichever vehicle newgrfs you choose
14:35:31 <IchGuckLive> thanks you can transport all production by all type Bus Car Ship Train
14:36:19 <IchGuckLive> woudt be more interesting if you can only transport production by 1 or 2
14:37:30 <IchGuckLive> for example if you only can transport FOOD (as id playd ) with standard train and Street car
14:38:06 <IchGuckLive> the other way now you can do roundcourse and trains that carry everything in the round
14:38:43 <IchGuckLive> if only food by lowspeed you need to produce in short diastance
14:38:52 <IchGuckLive> to get high value
14:39:40 <IchGuckLive> oh i see also all the signals now hase changed thats bad
14:40:09 *** Rhamphoryncus has joined #openttd
14:40:34 <IchGuckLive> ok i will stay with that till 50 game years ind then see
14:40:52 * MNIM derps
14:41:15 <IchGuckLive> Have a nice sunday its raining here
14:41:20 *** IchGuckLive has quit IRC
14:41:22 * MNIM notes to self: you don't need to ./configure or make with binaries >.<
14:41:38 *** roboboy has joined #openttd
14:49:39 *** roboboy has quit IRC
15:05:01 *** Biolunar has joined #openttd
15:10:01 *** lollercaust has quit IRC
15:14:59 <Zuu> Is there a point of the tutorial supporting changing settings like QuickGoTo in the middle of the tutorial?
15:15:49 <Zuu> Eg. does it need delayed execution of the check.
15:18:27 *** lollercaust has joined #openttd
15:21:40 <Alberth> the simplest (from the user pov) would be if you support both
15:22:01 <Alberth> but that may be tmwftlb
15:24:55 <Yexo> Zuu: checking once (just before that part of the tutorial is started) should be enough
15:25:28 <Yexo> checking at the start of the tutorial might be problematic if the users saves the game and continues later (with changed settings)
15:26:14 *** peteris has quit IRC
15:26:28 <Zuu> I've now implemeted the version where it checks just before it need to tell you to do it.
15:27:02 <appe> some of you train buffs might be able to help me with this
15:27:08 <Zuu> But I realized that I could do it when the chapter is loaded and create a shorter list of steps in the memory. But I don't know if that is really a point.
15:27:17 <appe> did pobeda make train parts back in the cccp day?
15:27:25 <Zuu> Yexo: Good point
15:31:54 <planetmaker> it's sssr, appe ;-)
15:32:58 <appe> :p
15:39:48 <andythenorth> hmm
15:39:52 * andythenorth ponders
15:40:11 <andythenorth> truck weight needs to be: truck weight + (num trailers * trailer weights)
15:40:27 <andythenorth> or sum(weight of consist vehicles)
15:45:56 *** ABCRic has joined #openttd
15:46:17 *** Dozzer_X has quit IRC
15:53:19 <CIA-1> OpenTTD: frosch * r23836 /trunk/src/newgrf.cpp: -Fix (r23145): If a vehicle is not refittable to any cargo in the CTT, then pick the first refittable cargoslot.
15:58:15 *** hbccbh has quit IRC
16:01:09 *** lollercaust has quit IRC
16:02:06 *** JVassie_ has joined #openttd
16:12:09 <SmatZ> I was considering buying Portal 2, to play it in coop mode with my gf
16:12:21 <SmatZ> but then I realised I would actually have to buy 2 copies of the game
16:12:23 <SmatZ> so meh
16:12:41 <__ln__> and now you're playing OpenTTD in coop with her?
16:12:56 <SmatZ> no
16:12:57 *** flaa has joined #openttd
16:13:03 <SmatZ> I am not playing with her anything
16:13:07 <glx> SmatZ: just wait for some discount
16:13:08 <SmatZ> just some desk games sometimes
16:13:14 <glx> happens quite often
16:13:28 <Rubidium> SmatZ: I've heard there's a game that doesn't cost money ;)
16:13:41 <SmatZ> :-)
16:13:52 <SmatZ> maybe we should start playing ottd together
16:13:54 <SmatZ> or sth
16:14:00 <SmatZ> the life is getting quite boring lately :P
16:14:16 <SmatZ> glx: I would prefer orignal, boxed game
16:26:23 *** Maarten has joined #openttd
16:34:00 *** Guest167 has joined #openttd
16:34:19 <Guest167> hola / hello
16:34:39 <Zuu> Hello guest #167
16:38:33 *** Guest167 has quit IRC
16:43:58 *** JVassie has joined #openttd
16:50:27 *** JVassie_ has quit IRC
16:54:15 *** Devroush has joined #openttd
16:55:26 *** Elukka has joined #openttd
17:10:36 <MNIM> heh. lickable pixels. I thought pixels were hazardous for your health?
17:12:31 <planetmaker> only those with the sharp corners
17:13:01 *** Dozzer_X has joined #openttd
17:14:42 <MNIM> oh
17:15:22 <MNIM> what's the recommended settings for FIRS btw? I'm seriously considering switching from ECS to FIRS
17:15:42 <Dozzer_X> What does the infrastructure mentenance?
17:15:59 <Yexo> cost money
17:16:01 <Dozzer_X> It consumes 20,000,000 JCL per year, but it doesn't do anything at all
17:16:12 <frosch123> hmm, i am in the replay of today
17:16:25 <Yexo> it's more like a difficulty/balancing setting
17:16:25 <Dozzer_X> But does it give something in plus?
17:16:30 <Yexo> frosch123: :p
17:16:34 <MNIM> frosch123: deja vu, eh?
17:16:37 <Dozzer_X> Oh I understand :P
17:20:57 <andythenorth> MNIM: recommended? Vehicles? Game settings? Map?
17:20:59 <andythenorth> :)
17:21:49 <andythenorth> what do you need to know?
17:22:16 <MNIM> ehh, well, parameters for the newgrf, and possibly game settings
17:26:34 *** Chris_Booth has quit IRC
17:33:21 *** Dozzer has joined #openttd
17:35:39 <MNIM> huh, for some reason I can't build a fishing harbour, it keeps telling me 'site unsuitable'
17:36:44 <andythenorth> MNIM: needs to be near a town
17:37:15 <andythenorth> really, industry placement needs a much better preview
17:37:19 <andythenorth> but I dunno how to do that :P
17:37:45 <andythenorth> there are no particular game settings required
17:38:04 <MNIM> ahah
17:38:05 <andythenorth> FIRS won't work so well on small or very mountainous maps
17:38:39 *** Dozzer_X has quit IRC
17:38:50 <andythenorth> parameters are a matter of choice
17:38:53 <MNIM> meh, I play at 1k^2 maps standard, and I usually build a gradually rising mountain range towards one side of the mao
17:38:55 <MNIM> *map
17:39:13 *** Chris_Booth has joined #openttd
17:39:38 <andythenorth> I am recommending the 'improved' station rating setting, especially on big maps, and especially if you like long slow trains
17:39:45 <andythenorth> not needed for co-op style play :P
17:39:50 <Rubidium> @calc sqrt(1024)
17:39:50 <DorpsGek> Rubidium: 32
17:39:54 <Rubidium> darn it ;)
17:42:05 <CIA-1> OpenTTD: rubidium * r23837 /trunk/src/ (3 files in 3 dirs): -Feature [FS#4994]: [NoGo] Allow querying orders of vehicles
17:43:13 *** TWerkhoven[l] has joined #openttd
17:53:09 <Zuu> Yay! :-)
17:54:52 <Rubidium> now you can make the code much more complex
17:54:59 <Rubidium> "heh moron, you clicked on the hangar!"
17:55:48 <Zuu> I just figured out that OpenTTD works fine in regard of upgrading GS in running games as indicated by MinVersionToLoad. So I can setup a scenario workflow that will work. Though I think I'll need some sort of makefile/script.
17:56:42 <Zuu> Before release I think what I need to do is to load the scenario with the GS set to allow load old versions, save the scenario again to update the GS version and then change the GS to not accept old versions again.
18:01:33 *** NOUK has joined #openttd
18:06:25 *** DOUK has quit IRC
18:09:30 *** Snail_ has joined #openttd
18:13:39 *** Dozzer has quit IRC
18:16:48 <CIA-1> OpenTTD: rubidium * r23838 /trunk/src/station_cmd.cpp: -Fix [FS#5000]: assertion got hit when destroing a dock when a ship was loading
18:24:04 <Zuu> Hmm, that would need a way to load a scenario into the editor on the command line. But with a separate OpenTTD install, I might be able to do that using the scripts?
18:25:43 *** nplus has quit IRC
18:25:50 <frosch123> you can load a game directly into the se from command line
18:25:56 *** Guest172 has joined #openttd
18:26:04 <Guest172> hola, alguien en espaol?
18:26:05 <Zuu> But that loads the game into game mode.
18:26:23 *** |Jeroen| has quit IRC
18:26:24 <Zuu> I want to load a scenario into the scenario editor and save it to file and then quit again.
18:26:25 <Guest172> hola, alguen habla espaol?
18:26:26 <Yexo> Guest172: this channel is English only
18:26:29 <frosch123> also with -e ?
18:26:31 <__ln__> Guest172: no es permitido hablar español en ese canal
18:26:39 <Guest172> ok
18:26:59 <andythenorth> permitido un puqueno
18:27:03 <andythenorth> muy puqueno
18:27:06 <Zuu> -e doesn't take an argument it seems.
18:27:10 *** Devroush has quit IRC
18:27:24 <frosch123> you mean -e and -g cannot be combined?
18:27:26 <Guest172> now?
18:29:28 <Zuu> -e and -g can't be combined.
18:29:46 <Zuu> Furthermore the "load" command seems to only look for save games, not scenarios.
18:30:35 <Guest172> how can i actualice my railway?
18:30:37 <Zuu> If there was a way to load + save the scenario with the console, I could use a script file for that as there is a script that appears to run when a new game is started.
18:30:57 <Guest172> how can i actualice my railway train?
18:31:38 <Zuu> actualice? as in?
18:32:40 <Guest172> to get mono-railway
18:33:03 <frosch123> Zuu: http://paste.openttdcoop.org/show/966/ <- makes -e -g work
18:33:10 <Guest172> and new trains
18:34:02 <planetmaker> http://wiki.openttd.org/Reemplazar_veh%C3%ADculos/Es <-- Guest172
18:34:34 <planetmaker> Guest172: and browse our wiki more :-)
18:34:42 <planetmaker> especially the tutorial sections
18:36:49 <Zuu> frosch123: looks good
18:37:03 <CIA-1> OpenTTD: frosch * r23839 /trunk/src/openttd.cpp: -Feature: Allow command line options -e and -g to be combined to load saves/scenarios directly into SE.
18:38:57 <Zuu> Also, it would be useful if the save command could understand to save scenarios. Eg. don't append .sav if you have .scn.
18:39:25 <Zuu> But I guess you can fix that in the filesystem by renaming the file.
18:39:39 <Eddi|zuHause> should just add "save_scenario" and "load_scenario" commands
18:40:13 <Eddi|zuHause> and "save_heightmap" and "load_heightmap" while at it
18:46:15 <CIA-1> OpenTTD: translators * r23840 /trunk/src/lang/ (11 files in 2 dirs): (log message trimmed)
18:46:15 <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
18:46:15 <CIA-1> OpenTTD: catalan - 11 changes by arnau
18:46:15 <CIA-1> OpenTTD: croatian - 11 changes by VoyagerOne
18:46:15 <CIA-1> OpenTTD: dutch - 3 changes by lordbartjeh
18:46:16 <CIA-1> OpenTTD: german - 1 changes by Jogio
18:46:16 <CIA-1> OpenTTD: italian - 3 changes by lorenzodv
18:49:29 <Alberth> Guest172: click and *HOLD* the 'rail button' in the main display toolbar to select different rail types: http://wiki.openttd.org/Game_interface#Construction
18:53:28 *** itp has joined #openttd
18:53:58 *** lordofwar67 has joined #openttd
18:54:04 <lordofwar67> Hello all
18:54:11 <Alberth> hi
18:54:31 <Alberth> you seem to be at the wrong channel, we are quite peaceful here :)
18:54:39 <lordofwar67> I have a question i just installed the new beta openttd 1.2.0-beta3
18:54:52 <lordofwar67> Right channel for such a question ?
18:54:57 <Alberth> sure
18:55:16 <lordofwar67> When i join a multiplayer game i can't see the other playes station names and such
18:55:30 <lordofwar67> Is there anyway to turn that back on
18:55:37 <Yexo> yes, under the wrench button
18:55:46 <Yexo> "competitors signs and station names" or something like that
18:56:02 <lordofwar67> Indeed i found it =) Thanks guys. Awesome there is an IRC channel for this game =)
19:00:01 *** Priski has quit IRC
19:00:32 <Hirundo> I've seen plenty of questions about that, perhaps 'visible' would be a better default value
19:01:10 *** Guest172 has quit IRC
19:04:20 <Yexo> the value is added to an existing bitmap IIRC, so while the default probably is visible already, it doesn't work for any users that update and have an existing config file
19:04:25 <planetmaker> the wrench might be a cogwheel, though
19:05:22 <andythenorth> it's always nice when the icons vary :D
19:05:28 <andythenorth> makes it much easier to support
19:06:27 *** HerzogDeXtEr has joined #openttd
19:08:58 *** Priski has joined #openttd
19:09:25 *** itp has quit IRC
19:13:42 *** HerzogDeXtEr1 has quit IRC
19:16:23 <Zuu> I tried the original graphics today for the first time in several years and that wrench actually more look like a hay stack fork.
19:24:53 <planetmaker> :-D
19:29:02 <Zuu> Now that we have GSOrders, you could order a vehicle to go to two subsequent depots and a teleport GS will know where to teleport the vehicle. :-)
19:29:30 <Zuu> The main problem with the teleport GS is that it will only work well on empty vehicles :-)
19:29:46 <Rubidium> doubtful ;)
19:36:01 *** DDR has joined #openttd
19:37:07 *** flaa has quit IRC
19:37:35 *** pjpe has joined #openttd
19:47:09 <Hirundo> What if the vehicle is no longer available for buying?
19:49:29 *** Alberth has left #openttd
19:50:52 <Eddi|zuHause> *don't go hunting mammoths with just one club warrior*
19:53:14 *** kkb110_ has quit IRC
19:54:53 *** kkb110 has joined #openttd
20:06:51 *** lordofwar67 has quit IRC
20:07:00 <frosch123> did you know that you can increase the infrastructure cost of competitors by adding road pieces to their roads? :p
20:07:08 <frosch123> (turning straight road into junctions)
20:07:41 <Zuu> Hirundo: THen you spam the user with news messages and ask them to set up an autoreplace rule.
20:08:49 <Zuu> frosch123: sounds like something for rondje
20:09:14 *** Kurimus has quit IRC
20:09:14 *** Xrufuian has joined #openttd
20:09:16 <frosch123> i am unsure how long it takes to pay off :)
20:09:29 *** Kurimus has joined #openttd
20:14:41 *** kkb110_ has joined #openttd
20:14:41 *** kkb110 has quit IRC
20:21:34 *** DDR_ has joined #openttd
20:26:48 *** DDR has quit IRC
20:27:01 *** DDR_ is now known as DDR
20:27:45 *** TomyLobo has joined #openttd
20:35:12 *** kkb110_ has quit IRC
20:35:21 <andythenorth> hmm
20:35:24 *** kkb110 has joined #openttd
20:35:48 <andythenorth> for RVs, how about nml summarises weight of consist vehicles and applies it to lead vehicle?
20:35:52 <andythenorth> or would that suck?
20:36:14 <Eddi|zuHause> i do that in the generator script
20:36:30 <andythenorth> I'm going to do it too
20:36:38 <andythenorth> I just wonder why every author has to write python to do it :P
20:37:05 <andythenorth> on the other hand
20:37:12 <andythenorth> what weight should I apply anyway?
20:37:26 <andythenorth> if I put all vehicle weights into the lead vehicle, the TE is insanely too high
20:38:19 <andythenorth> should I add any weight at all?
20:39:26 *** Westie has quit IRC
20:39:37 *** Knogle has quit IRC
20:40:42 *** Westie has joined #openttd
20:40:50 *** itp has joined #openttd
20:42:43 <Eddi|zuHause> you can calculate the TE accordingly
20:43:25 <Eddi|zuHause> (lead_vehicle_weight*original_te+other_vehicle_weight)/total_weight
20:44:05 <andythenorth> of course :)
20:44:12 * andythenorth should have thought of that :P
20:45:38 *** pjpe has quit IRC
20:45:44 *** pjpe has joined #openttd
20:46:56 <andythenorth> hmm
20:47:10 <andythenorth> for articulated trucks, instead of splitting capacity, I could cheat the TE
20:47:24 <andythenorth> that would require maths :P
20:50:18 *** lollercaust has joined #openttd
20:51:21 *** lollercaust has quit IRC
20:52:01 *** lollercaust has joined #openttd
21:00:04 *** TWerkhoven2[l] has joined #openttd
21:06:46 *** itp has left #openttd
21:06:56 *** TWerkhoven[l] has quit IRC
21:08:54 *** TWerkhoven2[l] is now known as TWerkhoven[l]
21:16:54 *** roboboy has joined #openttd
21:17:41 <CIA-1> OpenTTD: frosch * r23841 /trunk/src/economy.cpp: -Fix: Clear NewGRF vehicle cache when their owner changes. (esp. vehicle var 43)
21:18:34 <MNIM> hmmmh. it's a shame you can't use multiple town name GRFs at once.
21:22:25 *** ABCRic has quit IRC
21:25:06 <Wolf01> 'night
21:25:11 *** Wolf01 has quit IRC
21:26:43 <CIA-1> OpenTTD: rubidium * r23842 /trunk/src/object_cmd.cpp: -Change [FS#5001, FS#5002]: do not let towns (ever) remove objects
21:27:16 <CIA-1> OpenTTD: rubidium * r23843 /trunk/src/network/ (network_command.cpp network_internal.h): -Fix: minor issue with replaying ;)
21:34:58 <__ln__> interesting timelapse (germany): http://www.youtube.com/watch?v=ZCoasHqrbgo
21:36:49 <appe> hehe, cute
21:44:43 <SpComb> the caternary is not straight
21:45:03 <Rubidium> that's by design
21:45:06 <andythenorth> saves wear
21:45:18 <SpComb> oh, interesting
21:45:34 <Rubidium> not really saves, but spreads the wear of the pantograph more evenly
21:45:44 <Rubidium> the wear on the wire is just the same
21:46:01 <SpComb> makes sense
21:50:12 * Rubidium has access to such "movies" on a daily basis
21:50:58 <Eddi|zuHause> typically it's built so the majority of the wear is on the pantograph
21:51:30 <Eddi|zuHause> pantograph is made of weaker material (carbon), while the wire is made of stronger material (copper)
21:52:18 <frosch123> Eddi|zuHause: obviously a pantograph has contact to more wire per day, than a piece of wire has contact to pantographs
21:52:59 <frosch123> the length of all pantographs of all trains is certainly less than the length of all wires :p
21:53:23 *** roboboy has quit IRC
21:53:46 <Eddi|zuHause> hehe :)
21:53:59 <Eddi|zuHause> but the idea is that pantographs are easier to replace than wires
21:54:27 <Rubidium> and easier to inspect
21:54:45 <Rubidium> checking the wires takes a laser and quite a bit of image processing
21:54:48 *** DDR has quit IRC
21:55:45 <SpComb> import opencv
21:59:32 <Rubidium> not sure whether that's fast enough when going 120 kph ;)
21:59:55 *** Progman has quit IRC
22:06:47 *** itp has joined #openttd
22:06:50 *** itp has left #openttd
22:08:58 *** andythenorth is now known as Guest187
22:08:58 *** andythenorth has joined #openttd
22:09:27 *** Guest187 has quit IRC
22:12:16 *** cmircea has quit IRC
22:16:44 *** TWerkhoven[l] has quit IRC
22:21:23 <CIA-1> OpenTTD: michi_cc * r23844 /trunk/src/ (economy.cpp saveload/company_sl.cpp station_cmd.cpp): -Fix (r23414): Infrastructure count for stations wasn't updated properly on company takeover. And don't count buoys while loading a game either.
22:21:54 *** TWerkhoven has quit IRC
22:31:55 *** andythenorth has quit IRC
22:32:58 <frosch123> night
22:33:01 *** frosch123 has quit IRC
22:38:37 *** JVassie_ has joined #openttd
22:39:32 *** DDR has joined #openttd
22:44:27 *** JVassie has quit IRC
22:46:01 <Terkhen> good night
22:50:50 *** JVassie has joined #openttd
22:52:51 *** Chris_Booth has quit IRC
22:55:57 *** JVassie_ has quit IRC
23:05:39 *** Pulec has quit IRC
23:11:41 *** Pulec has joined #openttd
23:14:24 *** JVassie has quit IRC
23:15:49 *** Cybertinus has quit IRC
23:27:06 *** valhallasw has quit IRC
23:29:33 *** KenjiE20 has quit IRC
23:29:55 *** KenjiE20 has joined #openttd
23:36:13 *** KenjiE20 has joined #openttd
23:38:47 *** sla_ro|master has quit IRC
23:43:22 *** MJP has quit IRC
23:48:15 *** KritiK has quit IRC
23:54:44 *** guru3 has quit IRC
23:57:04 *** Zuu has quit IRC