IRC logs for #openttd on OFTC at 2012-04-23
            
00:17:45 <Rhamphoryncus> % of cargo transferred, which is based on your station rating
00:20:34 <Rhamphoryncus> If you're using the Smooth Economy setting then below 60% it's 2 to 1 chance of decrease vs increase, above 60% it switches to 1 to 2 chance, and above 80% it's 1 to 5 chance
00:20:45 <Rhamphoryncus> more details can be found here: http://wiki.openttd.org/Game_Mechanics
00:22:07 <Rhamphoryncus> Skau1: rule of thumb: use the fastest train you can, make sure there's always one waiting to load, and build statues in every town as soon as you can easily afford it
00:22:33 <Rhamphoryncus> newly built vehicles and advertising campaigns give temporary boosts
00:22:44 <drac_boy> heh
00:22:52 <Skau1> i thought % transported was how many % i transported of what it made that month?
00:23:15 <Nat_aS> so did I
00:23:23 <Nat_aS> I'm glad I know now.
00:23:25 <Rhamphoryncus> It only gives you an amount proportional to your rating
00:23:44 <Rhamphoryncus> so if your rating is 60% then you get 60% of the production and 40% it tosses in the trash
00:23:58 <Skau1> the higher the better?
00:24:16 <Rhamphoryncus> yup
00:26:49 <Rhamphoryncus> A train speed of 321 km/h is when you can permanently max it out, in combination with the statue and always having a train waiting to load
00:29:12 * drac_boy generally gets 81-94% range on average rather easily and thats with conserative trains :-s
00:30:27 <Rhamphoryncus> drac_boy: are those aged trains though? At least 3 years?
00:30:41 <drac_boy> no idea
00:31:00 <Rhamphoryncus> there's a 13% boost on brand new trains
00:32:23 <Rhamphoryncus> That, without any speed points, can put you to 79%
00:33:30 <Rhamphoryncus> Hrm. Only 91 km/h to hit 80% without that
00:34:31 <drac_boy> heh I think I actually average 60-110km/h so that seem right
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01:20:27 <Skau1> if my friend join my company
01:20:31 <Skau1> what happends?
01:20:42 <Skau1> can he still just go back to his own after and continue as normal?
01:28:43 <Mazur> Of course, as long as he remembers its password.
01:28:59 <Mazur> And hte company does not go backrupt.
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02:01:56 <Skau1> if i have a "highway" for trains.. and i have a interception.. how do i make the train that is entering the highway wait if there is another train comming instead of the train that is standing on the highway has to stop
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02:13:58 <Rhamphoryncus> Skau1: called a "prio" or "priority merge it involves trickery with path and block signals
02:14:20 <Rhamphoryncus> http://wiki.openttd.org/Right-of-way_Merge
02:36:29 <Rhamphoryncus> err path and presignals
02:36:48 <Rhamphoryncus> Although you can use block signals too..
02:37:13 <Skau1> ill gotta find out more about that later
02:37:16 <Skau1> cant afford it
02:37:27 <Rhamphoryncus> You can't afford to build a signal?
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05:52:40 <NGC3982> life is hard
05:52:40 <NGC3982> :D
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06:30:51 <NGC3982> you guys are genuinly great at the english language
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06:31:04 <NGC3982> to a french correspondent, im trying to formulate myself correctly in english.
06:31:19 <NGC3982> im sending him a xls file contaigning orders
06:31:38 <NGC3982> thus, using "I have attached order file 3 for <project>".
06:31:43 <NGC3982> but that feels very swenglish
06:31:59 <NGC3982> like "Hej there, i have lagt till sm fajls fr ju".
06:32:04 <NGC3982> any tips?
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06:58:20 <DabuYu> NGC3982: 'attached you'll finde order file 3 for project'
06:58:23 <DabuYu> *find
07:01:38 <NGC3982> so "order file" actually works?
07:01:51 <NGC3982> since its the litteral translation of the swedish word, it looks a bit funny
07:01:54 <NGC3982> at least for me as a swede: )
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07:58:58 <alexcosa> Hi, anyone know how to make a application like "online content" with that features in c++ or java ?
07:59:32 <alexcosa> finger
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07:59:46 <alexcosa> Hi, anyone know how to make a application like "online content" with that features in c++ or java ?
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08:00:52 <alexcosa> Hi, anyone know how to make a application like "online content" with that features in c++ or java ?
08:00:59 <telanus> nope
08:03:37 <planetmaker> alexcosa: surely someone knows. But our bananas is an MySQL database with a django frontend. And C++ is the interface as found in OpenTTD
08:03:53 <planetmaker> Your question is *very* general and thus hardly can be sensibly answered
08:04:13 <planetmaker> (and no, I possibly can't answer detailed technical questions)
08:04:18 <planetmaker> on that matter
08:05:33 <alexcosa> i want to make a application like that opensource...
08:05:39 <alexcosa> usefull softs...
08:06:21 <planetmaker> it's not like it's closed source... http://vcs.openttd.org/svn/browser/extra/website
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08:13:50 <alexcosa> can i ask you a question on private? planetmaker?
08:14:02 <peter1138> best to ask questions in public
08:14:06 <planetmaker> ask in public
08:14:58 <planetmaker> much better chance someone who knows a better answer than me, most probably
08:15:19 <alexcosa> openttd would be released on steam?
08:16:44 <planetmaker> iirc their TOS don't work too well with the license. But I might mis-remember
08:17:22 <alexcosa> i have added the openttd to their submission maybe he will get :P
08:17:53 <telanus> With the "Latest nightly" (r181) of chips I get this: http://goput.it/c9h.png. Normal or not?
08:18:44 <telanus> or worse is this: http://goput.it/pkg.png
08:20:15 <NGC3982> what seems un-normal?
08:20:43 <planetmaker> the toolbar, I recon
08:21:07 <NGC3982> oh
08:21:09 <NGC3982> bummer.
08:21:27 <NGC3982> yes, well, that looks ..odd.
08:22:01 <planetmaker> but I recon it's one of the many other NewGRFs, esp. trackset newgrfs
08:22:28 <planetmaker> btw, telanus, it only makes sense to have _one_ town name newgrf active
08:22:54 <NGC3982> are images used in toolbars displayed via file names?
08:23:33 <peter1138> no
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08:27:17 <telanus> The problem goes away if I remove the chips nightly
08:29:30 <MNIM> planetmaker: I beg to differ! I would love to be able to run belgian/dutch/south-african town names all together if I could
08:29:53 <MNIM> (inb4 why don't you make a newgrf like that: much too much trouble for just a single user)
08:30:38 <planetmaker> MNIM: whatever the desire, only *one* townset can be active.
08:30:48 <planetmaker> whatever you put into that - is up to the newgrf maker
08:30:54 <MNIM> at the moment.
08:32:34 <telanus> Planetmaker: Only the British Town name is active
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08:39:32 <dihedral> greetings
08:39:57 <planetmaker> alexcosa: what's steams TOS? I don't find that
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08:40:03 <planetmaker> hi dihedral
08:40:07 <dihedral> wow - alexcosa posting the same question 3 times within 3 minutes? :-D
08:40:15 <dihedral> howdi planetmaker
08:40:22 <alexcosa> Hi, anyone know how to make a application like "online content" with that features in c++ or java ?
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08:40:31 <dihedral> ...
08:40:41 <dihedral> alexcosa, we have read your question
08:41:11 <planetmaker> err...
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08:41:22 <dihedral> and your question is so vague that most programmers should be able to answer: 'yes'
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08:42:33 <dihedral> so in case you do not specify it a little more ...
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08:42:58 <alexcosa> i want to make a aplication opensource with online content of most usefull programs...
08:43:03 <alexcosa> downlodable... :P
08:43:17 <alexcosa> like online content in the openttd
08:43:36 <dihedral> then start with the application, and work out a protocol
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08:44:05 <alexcosa> i dk how...
08:44:11 <dihedral> then dont do it
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08:46:30 <dihedral> if you just have the idea of something and what it could look like - go into app design and consider being employed for frontend work.
08:46:51 <dihedral> or mock up
08:50:41 <dihedral> and how are those, in this channel, with a common sense?
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09:00:59 * NGC3982 does the mambo.
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09:08:34 <Eddi|zuHause> @seen commmon sense
09:08:34 <DorpsGek> Eddi|zuHause: seen [<channel>] <nick>
09:08:41 <Eddi|zuHause> @seen common_sense
09:08:41 <DorpsGek> Eddi|zuHause: I have not seen common_sense.
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09:23:44 <dihedral> orugde-ios
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09:57:25 <Eddi|zuHause> http://wiki.openttd.org/Savegame_format <-- tried to rework/update the page, anyone see any mistakes/errors?
09:57:43 <Eddi|zuHause> that is how i understood the source code, i have not tested any of this
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11:04:27 <Skau1> what is the best way to avid traffic chaos if a train breaks down on the main rail?
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11:04:46 <krinn> hi
11:05:00 <Skau1> hi
11:13:03 <Eddi|zuHause> turn off breakdowns :)
11:13:26 <Skau1> lol
11:13:44 <Eddi|zuHause> seriously, any automatic measures to circumvent broken down trains will instead cause additional disturbances during normal traffic
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11:15:24 <Skau1> so 2 lanes in each direction and use the other one only if there is something blocking the main lane wont do it?
11:16:14 <planetmaker> try. IMHO not worth it
11:16:25 <Skau1> maybe not
11:17:28 <Skau1> yesterday my friends train broke down too many times, so all his traffic stopped
11:17:43 <Skau1> we're talking a reliability at 3%
11:17:56 <V453000> just turn off breakdowns :)
11:17:58 <Skau1> the train was new and just maintanced
11:18:03 <Eddi|zuHause> Skau1: if you have switching places between the lanes, trains will (almost) arbitrarily switch lanes, blocking off trains coming from behind
11:18:05 <Skau1> thats like cheating
11:18:06 <Skau1> :P
11:19:17 <Skau1> just got a message that one of my trains were lost.. but it wasnt :S
11:19:30 <planetmaker> it surely was.
11:19:50 <Skau1> if it was, it found its way on its own.. and pretty fast
11:20:23 <Skau1> and i got 10 trains with the exact same orders
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11:25:36 <Rienzilla> howdy
11:28:33 <Rhamphoryncus> Skau1: temporarily lost does indeed happen. Stopping at the near side of a terminal station will do it. So will construction that involves briefly removing a track or placing a signal backwards
11:29:21 <Rhamphoryncus> A lost train will try to wander your network, which usually results in it finding a way again
11:30:13 <Skau1> aha
11:30:15 <Skau1> good to know
11:31:14 <Skau1> if transport rating is 59% .. do this mean i should attempt to higher the transportation?
11:31:31 <planetmaker> that's ok. Above 66% is better
11:31:44 <planetmaker> A statue in town migth give you 10%
11:31:55 <Skau1> its an oilrig
11:36:41 <planetmaker> also that has a town which it belongs to
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11:59:30 <Skau1> is it possible to move or build a new depot so that the orderlists changes automaticly?
12:00:22 <krinn> no, but with share orders, you will need to add the new depot location one time
12:03:22 <Skau1> not all trains have the same orderlist
12:03:34 <Skau1> but every train has this depo in common
12:03:41 <Skau1> depot
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12:07:09 <krinn> then 1 time per group of trains with share order, if you don't use share order, then 1 time per train
12:07:32 <krinn> must be why share orders exist...
12:07:36 <V453000> you can also use the "go to nearest depot" order instead of setting an order to go to a specific depot btw
12:08:53 <Skau1> can i enable share orders or do this only count if i cloned the trains/orders?
12:10:16 <krinn> pickup train2, open orders and do Goto and Ctrl+Click on the train you wish order sharing
12:10:54 <Skau1> what is the "Add shared vehicle" option?
12:14:57 <krinn> http://wiki.openttd.org/Orders#Shared_Orders as i don't know what "Add shared vehicle" is, and where you see this
12:16:42 <Skau1> if you select a group
12:16:49 <Skau1> you will find it under manage list
12:19:20 <krinn> i'm not sure, never use it, for me it should add all vehicle that have share orders in that group
12:20:34 <krinn> yet it just do that
12:24:27 <Skau1> and one more thing.. is there a way to convert trains to monorail ?
12:25:06 <krinn> no, a patch exist that do that
12:26:01 <krinn> the easy solve is using a newGRF that add a railtype that allow both trains to run on it
12:26:20 <Skau1> so in other words.. you need to cheat? :P
12:26:38 <krinn> no, as the railtype limit your train speed
12:27:04 <Skau1> monorails cant run on normal rails.. or the other way around in real world
12:27:11 <Skau1> so.. cheat.. :P
12:27:54 <krinn> then do like real world: remove the trains, convert rails & depot to monorail, rebuild the train :)
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13:54:14 <Skau1> is there a way to remove selfbuilt industries?
13:54:17 <Skau1> i misplaced it
13:54:22 <Skau1> a sawmill
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13:57:59 <Eddi|zuHause> the magic bulldozer cheat
13:59:29 <Skau1> another think.. if i spam "Fund new buildnings"
13:59:55 <Skau1> will this work, or will i have to wait a while between each time for it to have any effect?
14:00:17 <Eddi|zuHause> you either fund buildings or you don't. it won't double-fund them
14:00:41 <Skau1> its not enough just to fund once?
14:03:34 <Eddi|zuHause> if you fund it once, the effect lasts about a month or so
14:04:09 <Eddi|zuHause> but the effect won't add up. if you fund a second time, it will last a month from that point on
14:04:25 <Eddi|zuHause> it will not last two months if you fund twice in a short time
14:10:10 <Skau1> industries cant be removed without cheat? right?
14:13:05 <V453000> if you wait for long enough and it isnt a power plant xD
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14:34:27 <Skau1> is there a way to adjust the zoom levels?
14:34:33 <Skau1> i would love to be able to zoom abit more...
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14:39:39 <Eddi|zuHause> in 1.2.0 you can zoom in up to 4x
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14:58:10 <supermop> only one at work today means i can draw sprites
14:58:25 <peter1138> Do I really want to spend £240 on an ADSL router?
14:58:44 <Rubidium> peter1138: I wouldn't
14:59:26 <Skau1> better spend a buck on ISDN!
14:59:50 <blathijs> peter1138: What does it do? Bond a dozen ADSL lines together for fiber-speed? :-)
15:00:05 <peter1138> ASDL/VDSL/3G (via dongle)
15:00:23 <peter1138> VPNs, VLANs, VoIP (FXO & FXS)
15:00:32 <peter1138> NAS (with a USB HDD)
15:00:48 <peter1138> IPv6, heh
15:00:53 <peter1138> and that's about it. yeah. bit much.
15:01:17 <peter1138> I should get a crappy Cisco for £20,000 instead, yeah.
15:02:34 <SpComb> buy a router with decent hardware, and put OpenWRT on it!
15:02:43 <SpComb> and it will do anything that you're able to compile and configure
15:04:19 <supermop> ok i should know this but,
15:04:26 <supermop> in dimetric
15:04:44 <supermop> a railrod tie looks a certain way in the / view,
15:05:01 <peter1138> You mean a sleeper?
15:05:02 <supermop> in the / slope up view, it will look wider?
15:05:13 <supermop> if you prefer
15:05:26 <peter1138> Why would it look wider?
15:06:28 <peter1138> Considering it'll be the same actual size, and there's no perspective, you would just need to shift them up.
15:06:44 <supermop> the upward slope would meant the plane of the track is slightly closer to parallel to the plane of the viewer
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15:07:58 <supermop> ie, looking straight down on a track, the top of the ties/sleepers will look fuller than looking at it from a glancing angle
15:08:25 <supermop> the upward slopes are closer to that situation than the flat track
15:09:27 <peter1138> possibly by a very small percentage
15:11:51 <peter1138> if you're taking that into consideration, you also need to consider that the track will be 17.888 units long instead of 16
15:15:09 <supermop> yep
15:15:27 <supermop> and the top rail surface will look slightly wider
15:16:59 <peter1138> but the width of the tile doesn't change
15:17:02 <Skau1> can you connect to a 1.0.4 server if you have a 1.2.0 client?
15:17:06 <peter1138> so how can that be?
15:17:07 <peter1138> Skau1, no
15:18:18 <supermop> the track goes like /
15:18:42 <supermop> so the rail has a - and a | component to its width
15:18:55 <supermop> the - width of the tile doesnt change
15:19:19 <supermop> but the apparent | with does on slopes that face the viewer
15:19:44 <supermop> so the | component of the rail's width should be proportionally larger
15:20:18 <peter1138> render it
15:20:20 <peter1138> much easier ;)
15:20:50 <peter1138> although technically not easier where it changes gradient
15:26:39 <Baxxster> How do you disable the "Try out this vehicle!" thingy? ;P
15:32:09 <Rubidium> start in 2050 ;)
15:33:10 <supermop> i used to do that
15:33:32 <supermop> and i am pretty handy with rhinoceros
15:34:03 <supermop> but i found texturing things to be a pain - so hard to find good free textures,
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15:34:22 <supermop> and then you need to trace it anyway to get it to look good in 8bpp
15:35:21 <supermop> i did 3d model my roundhouse though to figure out what angles a 16-gon would have in tt's dimetric view
15:36:11 <supermop> i started out by modelling my monorail track, but gave up because the concrete looked stupid and just free handed it
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15:46:05 <Fori> Hi!
15:46:58 <__ln__> where?!
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15:59:00 <Skau1> why doesnt my wood trains drop off all their wood at the saw mill station?.. it allways leaves with about 20% left
15:59:16 <Skau1> its marked to unload all in the orders
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16:03:04 <Eddi|zuHause> also make it "no loading"
16:03:13 <Eddi|zuHause> you probably have a forest in reach of the dropoff station
16:03:29 <Skau1> i have no loading
16:04:02 <Skau1> but yes, i had a forest in reach
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16:07:04 <Baxxster> Hm. I just saw his train skip dropping off. Orders are identical to other trains that work. No woods nearby at all. Unload all is also on.
16:09:12 <Skau1> and leave empty
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16:15:09 <Skau1> is it possible to empty the carts without removing them?
16:15:36 <Skau1> it looks like i have picked up some wood from the main station that it wont drop off at the same place
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16:34:42 <Eddi|zuHause> the "unload all" combined with "no loading" should do that
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16:36:48 <supermop> so the X piece of track gets its own sprite
16:37:02 <supermop> rather than compositing the / and \ overlays
16:37:16 <Eddi|zuHause> afair, yes
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16:37:31 <supermop> I am guessing this is to prevent ties/sleepers of one being drawn over the other?
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16:54:39 <Terkhen> hello
16:55:37 <Baxxster> Hey
16:55:54 <Baxxster> What's the flashing red circle on the news-status bar?
16:56:30 <glx> hidden news
16:56:33 <frosch123> either autosave, or a news message that is disables ni th enews message
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16:56:40 <frosch123> *settings
16:56:49 <Baxxster> ah, ok. thanks
16:58:21 <NGC3982> in english, does it sound logical to use "backbone" as a word for "the other product we wish to sell if the first one fails"
16:58:24 <NGC3982> ? :)
16:58:34 <andythenorth> hello
16:58:45 <NGC3982> i.e: "we wish to use product 2 as backbone, if product 1 fails."
16:58:46 <krinn> what are limitation of text in sign ? i know the 31 chars limit, but wish to get others, like if a charset or language could also put one....
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17:13:27 <Rubidium> NGC3982: that doesn't sound right; fallback sounds better to me, but I'm not a native English speaker (or writer)
17:16:01 <NGC3982> ah, yes
17:16:01 <NGC3982> true.
17:20:27 <Mazur> Any native ENglish speakers here? What is a general name for all/any contraptions on a playing ground, be it swingset, slide, climbing thingy.
17:20:45 <Mazur> s/name/term/
17:20:51 <andythenorth> play equipment?
17:20:59 <andythenorth> playground equipment
17:21:02 <andythenorth> or just 'playground'
17:21:05 <Rubidium> dangerous?
17:21:40 <krinn> gamefield
17:21:45 <Mazur> equipment!
17:21:53 <Mazur> Thanks.
17:23:10 <Mazur> I was defining a new "Meaning of Liff" on QI forum.
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17:45:21 <CIA-1> OpenTTD: translators * r24174 /trunk/src/lang/ (afrikaans.txt ukrainian.txt):
17:45:21 <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
17:45:21 <CIA-1> OpenTTD: afrikaans - 3 changes by telanus
17:45:21 <CIA-1> OpenTTD: ukrainian - 1 changes by edd_k
17:47:36 * andythenorth needs to allow an industry to be built in multiple town zones
17:47:59 <andythenorth> can't see how to do it
17:56:41 <andythenorth> maybe I just don't bother :)
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18:09:50 <andythenorth> maybe a range check
18:10:21 <andythenorth> gah, how big is town zone 0? :P
18:11:13 <andythenorth> hmm, but with tweaking this will be good
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18:41:07 <andythenorth> hmm
18:41:13 <andythenorth> town zones don't work as I thought
18:42:57 <andythenorth> docs are clear enough though
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18:44:48 <andythenorth> TOWNZONE_OUTSKIRT doesn't appear there are at least 48 houses
18:44:52 <andythenorth> which is not intuitive :P
18:45:26 <andythenorth> whereas TOWNZONE_OUTER_SUBURB exists when there are more than 16 houses, but less than 56
18:45:35 <andythenorth> then it disappears again
18:45:52 <andythenorth> this makes town zones strange and not entirely useful
18:46:09 <andythenorth> [at least for industry placement]
18:50:38 <andythenorth> or I'm reading it wrong
18:50:50 * andythenorth might misunderstand his own head next
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18:56:05 <andythenorth> hmm
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18:56:36 <andythenorth> if builders yards don't build in small towns, then any NoGo based on 'building supplies = growth' will fail :|
18:57:19 <andythenorth> do all towns have a zone
18:57:20 <andythenorth> ?
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19:04:14 <Wolf01> hello
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19:09:06 * andythenorth needs to think some more
19:09:30 <andythenorth> or find someone better at thinking :P
19:09:38 <andythenorth> Eddi|zuHause: where should builders yards be built?
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19:15:21 <drac_boy> hi
19:18:01 <NGC3982> have some of you used different themes on the new gmail layout?
19:19:55 <planetmaker> andythenorth: town zone1 is always present
19:20:06 <andythenorth> not zone0?
19:20:10 <andythenorth> http://newgrf-specs.tt-wiki.net/wiki/TownZones
19:20:13 <planetmaker> whatever is the most outer one
19:20:37 <andythenorth> so TOWNZONE_EDGE is valid for all towns?
19:20:43 <andythenorth> [is the way I read the code]
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19:53:38 <supermop> so long as i have to make an X track sprite, should i draw frogs on it?
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19:55:18 <Rubidium> those don't have frogs, do they?
19:55:46 <Rubidium> after all, they're not switches
19:55:47 <supermop> hmm ive never seen a 90 degree flat crossing in real life
19:56:16 <andythenorth> planetmaker: the good news is I understand the CPP macros used for location checks etc :)
19:56:20 <supermop> ive seen frogs or something like them on Xs that are very shallow in angle
19:56:27 <andythenorth> writing BANDIT three times with CPP was worth it :P
19:56:46 <Rubidium> supermop: http://www.stationblauwkapel.nl/images/image123.jpg
19:56:55 <supermop> also what to the ties under the center of such a crossing look like?
19:57:14 <supermop> no ties...
19:57:23 <planetmaker> nice, andythenorth :-)
19:57:36 <andythenorth> I'm still going to moan about CPP :)
19:57:44 <andythenorth> but at least code is getting written ;)
19:57:56 <planetmaker> an andy who has nothing to moan about is no andy :-P
19:58:32 <planetmaker> it somehow helps make things better ;-)
19:58:57 * andythenorth has an idea :o
19:58:57 <Rubidium> http://www.stationblauwkapel.nl/images/image002.jpg <- closer one
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19:59:01 <andythenorth> ho ho
19:59:20 * andythenorth wonders if CPP will accept "${FOO}" as identifiers
19:59:27 <andythenorth> :P
19:59:48 <supermop> Hmm, have they always been like this? i guess i just will not draw them in the center
20:00:03 <supermop> or if i should try to draw those plates beneath
20:00:10 <Rubidium> http://www.nicospilt.com/k/k61621.JPG <- and the catenary
20:00:36 <supermop> (i am trying to make my own rail grf as its the only way i can figure out how to get all of my depots in game
20:01:03 <supermop> im drawing it in 8bpp EZ in PS
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20:02:34 <Rubidium> one of those four crosses is unique in the Netherlands; it's the only one that's connected to four crosses topologically
20:05:37 <supermop> so i am just drawing the regular sprites in false colors,
20:05:56 <supermop> then i can substitute colors for different rail types
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20:12:56 <supermop> those crossings do at least have an extra inner rail so i'll draw that
20:14:12 <supermop> is it possible to specify other special sprites for other junctions than the x?
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20:27:47 <frosch123> night
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21:00:17 <Terkhen> good night
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21:14:35 <Skau1> is it possible to change signal lights to test the effect? instead of actually pushing a train through it
21:15:46 <FLHerne> Skau1: I don't think so - why would you want to?
21:15:58 <Skau1> to see if my lights wrok correctly
21:16:49 <FLHerne> But surely if you're changing them manually, you don't know if they're working or not?
21:17:27 <Skau1> if i change one light to simulate a train
21:17:33 <Skau1> to see how the rest reacts
21:18:00 <FLHerne> Oh, I see now....still doesn't work though IIRC :P
21:18:23 <FLHerne> s/doesn't work/isn't a feature/
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21:26:04 <krinn> how can i grab byte value of a char in squirrel ?
21:26:30 <krinn> that damn tointeger() doesn't work
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22:13:30 <Wolf01> 'night
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