IRC logs for #openttd on OFTC at 2012-04-26
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00:53:49 <Nat_aS> if your engine takes up half the lenght of the train, that means your stations are too short right?
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02:09:20 <Nat_aS> why the fuck does a station that is the hub of my raill network have appaling station ratings?
02:09:40 <Nat_aS> and why does the town have an appaling rating dispite me doing nothing to it in decades?
02:12:36 <Rhamphoryncus> A crash can reset ratings to 0
02:13:45 <Rhamphoryncus> Destroying trees in the proximity of the town is the easiest way to drop town ratings to 0
02:15:18 <Rhamphoryncus> Replacing the trees (1/tile is sufficient) is the quickest way to get town rating back up
02:15:57 <Rhamphoryncus> But if only half the trees are gone.. destroy the other half too. Can't get any worse than 0 and replanting them will boost you back up :)
02:28:47 <Nat_aS> but I had not touched the trees in decades
02:28:58 <Nat_aS> also, I like how they care more about trees than filling in rivers
02:31:58 <Nat_aS> there needs to be a way to automaticly refresh advertising campaigns
02:43:01 <Rhamphoryncus> Build a statue instead
02:43:24 <Rhamphoryncus> Rivers are a new addition. I doubt they're even aware of them
02:51:11 <Nat_aS> no I mean like coastlines
02:51:22 <Nat_aS> not rive tiles, but waterways and such
02:51:34 <Rhamphoryncus> Ah, well.. yeah, it's silly ;)
02:52:02 <Nat_aS> that honestly should be the biggest town opinion infuencer.
02:52:32 <Nat_aS> IRL that's the only environmental infraction the government really cracks down on, at least in the US.
02:53:01 <Nat_aS> Cut down all the tress you want, chop the tops off of mountains, but if you so much as TOUCH a wetland, god help you.
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04:44:33 <andythenorth> Eddi|zuHause: should town industries like shops always locate next to road?
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05:00:47 <Nat_aS> hey, can industries make road tiles in themselves?
05:01:59 <andythenorth> what idea do you have?
05:03:13 <Nat_aS> I was jus thinking of having industries spawn with a 1 tile of road inside them as a parking lot
05:03:25 <Nat_aS> so you have a place ot put a loading dock
05:15:40 <Rhamphoryncus> You can leave an empty tile and setup the industry to graphically match the road station
05:16:09 <Rhamphoryncus> But.. what you really want is newgrf road stations so you can just pick the form that matches, just like for train stations
05:27:11 <Nat_aS> including ones you can build train tracks and stations on top of
05:27:21 <Nat_aS> and non platform station tiles
05:27:42 <Nat_aS> and the ability to controll which platform which trains stop at
05:34:18 <andythenorth> non-platform station tiles exist
05:40:01 <andythenorth> no open bugs in FIRS
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05:54:16 <Nat_aS> I know non track tiles exist, I mean ones that look like platforms but trains can't stop at them
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07:44:15 <cizra> The red line is what you'd expect from an _ideal_ schelduler (dividing the 1-thread compilation by number of cores). The blue line is measured.
07:46:14 <Nat_aS> below 40 there is no difference.
07:46:20 <cizra> Umm.. nothing :-) It's just nice to see that OpenTTD compilation is well parallelizable with simple make -j6
07:46:26 <Nat_aS> the interesting question is what causes that
07:46:37 <cizra> Nat_aS: Below 40 I run out of CPU cores.
07:46:53 <Nat_aS> I was reading it wrong
07:47:00 <Nat_aS> so it's almost exactly as predicted.
07:47:12 <peter1138> beyond 6 you're running out of IO/memory
07:47:32 <cizra> peter1138: Some time goes into scheduling.
07:47:46 <cizra> Context switches and whatnot all take some time.
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08:18:13 <Volley> cizra, ...: it's great that building OpenTTD scales so well with multiple cores, but i fear the average would not honor that aspect very much, and ask for how it scales to execute on multiple cores :)
08:18:27 <Eddi|zuHause> actually, if I/O were the issue, you would see some slight improvement beyond 6
08:18:41 <NGC3982> ah, the multiple core problem.
08:18:46 <Eddi|zuHause> while the difference would be higher before 6
08:19:28 <Eddi|zuHause> if you run "naive" tests, most things would be cached after the first test
08:19:35 <Eddi|zuHause> so I/O effect is reduced
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08:23:07 <Eddi|zuHause> first run: real 1m3.959s user 3m27.184s sys 0m15.616s
08:23:08 <Eddi|zuHause> second run: real 0m46.861s user 3m26.415s sys 0m14.391s
08:23:50 <Eddi|zuHause> not quite sure what this means, though :)
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08:32:54 <NGC3982> i often play single player on my own multiplayer game
08:33:18 <NGC3982> i set up the server at home and then connect with two clients (on each monitor to my computer)
08:33:45 <NGC3982> and i noticed the monstrous difference when limiting each client to each core
08:38:01 <Eddi|zuHause> that is your OSes problem
08:38:33 <NGC3982> it's not a problem, it works brilliantly.
08:38:43 <NGC3982> the only problem i had was not figuring it out before
08:39:02 <CornishPasty> Well it's your OS's problem for not being able to handle it itself
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09:07:11 <vichu97> i am new to this game
09:07:32 <vichu97> i bought turner turbo diesel for my trains
09:07:51 <vichu97> i am not able to join 2 of them together
09:08:03 <vichu97> i see only 1 which is at the starting
09:08:21 <vichu97> but the smoke is comin from the end too which is a carriage not an engine
09:08:32 <vichu97> smoke is comin from both ends
09:08:43 <Eddi|zuHause> screenshot? savegame?
09:08:51 <Eddi|zuHause> game version? newgrfs?
09:08:58 <vichu97> let me get u guys a screeshot
09:09:33 <Eddi|zuHause> this is the openttd channel, not the ttdpatch channel
09:10:03 <vichu97> see if u can clarify it
09:10:04 <Eddi|zuHause> we cannot solve bugs in ttdpatch
09:10:18 <vichu97> just see the screenshot and tell me
09:11:53 <vichu97> uploading the screenshot
09:12:39 <vichu97> and the turner turbo max is just 83 whereas its original max given in the details is 100mph and its horsepower is also lesser dan mentioned
09:13:00 <vichu97> see the image and tell me plz
09:13:08 <vichu97> tell me if i have done a mistake
09:13:44 <Eddi|zuHause> i hate image hosters...
09:14:52 <Eddi|zuHause> can you give me the direct link? not the wrapper?
09:16:43 <Eddi|zuHause> yes. not really much we can do about this
09:16:43 <vichu97> did u ee it eddi|zuhause?
09:19:04 <vichu97> yea someone helped me out in tycoon
09:19:10 <Eddi|zuHause> anyway, you should consider switching to openttd.
09:19:26 <Eddi|zuHause> download it at the openttd website
09:19:32 <cizra> Volley: Mmmhmm. That's a tricky one. Has anybody done any profiling on OpenTTD to figure out what actually consumes CPU time?
09:20:11 <NGC3982> cizra: what vichu97 said.
10:02:39 <cizra> NGC3982: Why do you play multi-player with yourself? I can see only one benefit, to use the other player to change terrain.
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10:20:01 <NGC3982> cizra: to use multiple screens.
10:20:45 <NGC3982> and, i kind of like having it running all the time (although paused when im not playing)
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10:34:44 <cizra> NGC3982: Mmmhmm. But you can't use the other screen for building or viewing the subwindows or anything. Just admiring the scenery?
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11:17:42 <Eddi|zuHause> cizra: you can log into the same company twice
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11:34:20 <Volley> cizra: you mean my performance problem? yes ... i did yesterday ... ( people in #ati asked me to do so ), and i got ... *digging up logs* 67.13% libfb.so
11:36:23 <Volley> however, a friend has a nvidia card and seems to suffer the same problem ... and it seems to have surfaced when upgrading to version 1.2
11:38:44 <Eddi|zuHause> Volley: what is your sprite cache size?
11:39:46 <Volley> Eddi|zuHause: default (?) - 64MB i think ...
11:40:09 <Eddi|zuHause> try making that larger, like 500 or so
11:40:12 <Volley> the config has a line "max_sprite_cache_size = 64"
11:40:55 <Volley> hmm ... would that work? i think i stumbled over a wiki description somewhere mentioning that 64 is the maximum
11:41:20 <Eddi|zuHause> wikis are notoriously outdated
11:42:08 <Volley> ( also: if it would be a sprite cache issue, would there still be a huge ( ~10x ) performance difference when switching to a different graphic driver? )
11:43:20 <Eddi|zuHause> who says you have only one performance issue? :)
11:43:27 <NGC3982> cizra: as Eddi|zuHause said. :)
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12:39:41 <drac_boy> telanus forget it, it can't even carry at least 1 tonne of freight :p
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12:49:15 <Eddi|zuHause> @calc 25e6-7486258
12:49:15 <DorpsGek> Eddi|zuHause: Error: invalid syntax (<string>, line 1)
12:49:29 <Eddi|zuHause> @calc 25*10**6-7486258
12:49:29 <DorpsGek> Eddi|zuHause: 17513742
12:49:42 <Eddi|zuHause> @calc (25*10**6-7486258)/9
12:49:42 <DorpsGek> Eddi|zuHause: 1945971.33333
12:50:25 <drac_boy> telanus try find something that can actually haul more than 10 tonnes and maybe we'll see :p
12:50:33 <Eddi|zuHause> @calc (25*10**6-7486258)/9-314561-562054-562054-393680
12:50:33 <DorpsGek> Eddi|zuHause: 113622.333333
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13:05:24 <Skau1> i just thought of another way to slow down trains
13:05:44 <Skau1> just use bridges at the same level and you can predefine your speed :P
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13:25:45 <Eddi|zuHause> can someone confirm that this has no functional changes? www.informatik.uni-halle.de/~krause/rating_speed_cleanup.diff ?
13:26:30 <Eddi|zuHause> this shouldprobably be turned into a method of xxxVehicle
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15:14:20 <Rhamphoryncus> Eddi|zuHause: if GetDisplayMaxSpeed is right then the name of it is completely nonsensical
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15:16:59 * Rubidium wonders why Rhamphoryncus thinks the name is nonsensical
15:17:26 <Rhamphoryncus> It sounds like it's converting for display, ie km/h or mph (or m/s), but it's not
15:18:07 <Rubidium> it's converting it into a value useful for displaying
15:18:35 <Eddi|zuHause> as per the documenting comment, it converts to km/h-ish
15:19:07 <Eddi|zuHause> vichu: use the online content menu to download AIs, then you don't have to extract anything
15:19:27 <vichu> i downloaded from online only
15:19:34 <vichu> but it gave me a zipfile
15:19:41 <vichu> so where to extract it?
15:20:26 <Eddi|zuHause> vichu: you should not download the files directly, you might be missing dependencies and everything
15:20:42 <Eddi|zuHause> vichu: start the game, and click "online content"
15:22:39 <vichu> so now i downloaded a ai
15:22:56 <vichu> so can i use my already saved one and will the ai's come there also?
15:23:10 * NGC3982 never seen BaNaNas before.
15:27:48 <Eddi|zuHause> vichu: if the game already has some AI companies, then those cannot be replaced, if you don't have them, it will pick a random AI to start a new company after a while
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15:43:24 <Skau1> @calc ( ( (9576/10) * 384 ) / 20 ) * 846
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16:10:23 <andythenorth> FIRS has a problem with broken industry chains on smaller and/or steeper maps
16:10:30 <andythenorth> large industries can't locate
16:10:50 <andythenorth> I thought adding some split layouts for larger industries (i.e. gaps) would help
16:10:59 <andythenorth> it mostly doesn't :P
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16:13:13 <Eddi|zuHause> it won't. either you have flat layouts, so the game can terraform a platform (with some limitations), or you have layouts that can be put on arbitrary landscape
16:14:16 <Eddi|zuHause> as soon as you use the callback for landscape, the game will not terraform
16:16:10 <andythenorth> I should read industry_cmd for terraforming
16:16:13 <andythenorth> I've looked before
16:16:44 <andythenorth> so to fit arbitrary landscape I need either
16:16:48 <andythenorth> (1) smaller layouts
16:16:51 <Eddi|zuHause> it's either "make flat land" or "no change"
16:16:56 <andythenorth> (2) layouts that match slope
16:17:41 <Eddi|zuHause> were "make flat land" includes a configurable border around the industry (0-4 tiles)
16:18:05 <andythenorth> lots of FIRS industries use just one tile, which has land shape flags set for no slope
16:18:16 <andythenorth> which demands 100% flat tiles
16:18:45 <andythenorth> not doing that cause issues with garbled graphics
16:19:02 <Eddi|zuHause> i was annoyed recently because the oil pump didn't allow steep slope
16:19:10 <andythenorth> I thought I allowed that
16:19:18 <Eddi|zuHause> not in the ancient version i used
16:19:51 <Eddi|zuHause> no idea if that was fixed
16:20:09 <andythenorth> iirc I made as many industries as possible steep-slope friendly
16:21:13 <Eddi|zuHause> just provide a "smaller layouts" economy for the others
16:21:37 <andythenorth> it's probably worth me figuring out some minimal sized layouts anyway
16:22:10 * andythenorth wonders if terrain steepness setting is available to newgrf
16:22:59 <andythenorth> probably wise, decouples newgrf from terrain generator
16:23:59 <andythenorth> could force the first layout built to always be the smallest
16:24:12 <andythenorth> increasing the number of potential sites for other types
16:24:31 <Eddi|zuHause> no, just make it a parameter
16:25:02 <andythenorth> shouldn't have to be a user choice though, it's not a very interesting thing to choose :P
16:25:31 <andythenorth> mostly only affects the quarry / clay pit
16:25:39 * andythenorth needs talking into drawing a sloped version for those
16:25:40 <Rhamphoryncus> fun fact: if you alt-tab in linux (gnome/ubuntu/whatever), but release the alt key before the tab key, openttd will activate fast forward
16:26:52 <andythenorth> if I split industries to multiple tiles I break savegames
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16:48:08 <Eddi|zuHause> andythenorth: how do you think savegames get broken?
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16:57:09 <andythenorth> Eddi|zuHause: garbled graphics
16:57:20 <andythenorth> I can work around it by leaving crufty code in place
16:57:34 <andythenorth> I try to avoid legacy support :P
16:58:02 <Eddi|zuHause> andythenorth: i have no idea what you are doing
16:58:36 <andythenorth> for example, industry foo uses tile 1
16:58:53 <andythenorth> I make it use instead tiles 1, 2, 3
16:59:10 <andythenorth> which have different land shape flags
17:00:00 <andythenorth> this makes it possible to build on slopes whilst ensuring some tiles remain on the same height wrt each other
17:00:31 <andythenorth> but savegames using existing graphics will 'break' unless I leave legacy graphics code in place
17:01:26 <Lg|Baxxster> trains can't crash themselves
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17:01:50 <Baxxster> Skau1 had one going in a looping circle, it just worked perfectly
17:02:09 <Eddi|zuHause> Baxxster: yes. this is on purpose
17:04:14 <Eddi|zuHause> Baxxster: you can prevent crashes with other trains by using signals, but you cannot prevent crashes with your own train
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17:07:36 <andythenorth> so why is CheckIfCanLevelIndustryPlatform prevented when custom shape check is in use?
17:07:46 * andythenorth assumes good reason, but it's somewhat tiresome
17:08:12 <andythenorth> custom shape check is also the only way to prevent terraforming under an industry after it is built
17:08:21 <Eddi|zuHause> andythenorth: custom shape check would be useless if the area is flattened in the process
17:08:36 <andythenorth> that assumes only one purpose for custom shape check ;)
17:08:42 * andythenorth checks his facts
17:09:28 <andythenorth> maybe I'm confusing autoslope with custom shape check
17:10:34 * Alberth is somewhat annoyed about the lack of a WT for NewGRF projects
17:10:40 <andythenorth> Alberth: write one?
17:10:50 <andythenorth> then we can rewrite bananas in it
17:11:04 <andythenorth> so FIRS quarry uses custom shape check for:
17:11:09 <Alberth> I'd rather first write a back-end
17:11:16 <andythenorth> - preventing building in desert (lots of sand there)
17:11:26 <andythenorth> - preventing building on slopes (wtf?)
17:11:40 <andythenorth> - preventing building directly adjacent to another industry
17:12:24 <Alberth> 'shape' check for not adjacent building? :)
17:12:35 <andythenorth> it's the correct method :)
17:12:56 <andythenorth> shape check is a catch all method for querying nearby tile data ;)
17:13:20 <Alberth> I was suspecting that, it sounds NewGRF-ish enough to be true :)
17:14:27 <andythenorth> maybe it's time for terraforming hints
17:14:35 <andythenorth> but only if they're compatible with custom shape check :P
17:14:39 <andythenorth> which might be hard
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17:43:39 <mororokvirc> must change source list. bud why ?
17:45:10 <CIA-1> OpenTTD: translators * r24181 /trunk/src/lang/german.txt:
17:45:10 <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
17:45:10 <CIA-1> OpenTTD: german - 2 changes by Jogio
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17:45:50 <Eddi|zuHause> mororokvirc: please set "LC_ALL=C" and produce that output again
17:48:48 <mororokvirc> Eddi|zuHause: why ?
17:49:31 <Eddi|zuHause> mororokvirc: because my czech is a little rusty...
17:52:30 <mororokvirc> Eddi|zuHause: I understand that there are no packages just have to change the source package, but I do not know for what and I do not know where
17:54:03 <Eddi|zuHause> mororokvirc: maybe you should ask that in a debian channel
17:54:12 <Alberth> we cannot read what it says, so giving help is nearly impossible
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17:54:34 <Alberth> why do dev tools do localization :(
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17:55:31 <mororokvirc> Eddi|zuHause: Thank you for your help maybe I just found something I'm not sure of the source package, but thanks.
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18:00:22 <Alberth> no, it was not someone
18:01:40 <andythenorth> why is there no AU language?
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18:02:04 <andythenorth> means FIRS can't be translated to australian
18:02:12 <andythenorth> are languages just some header file info or such?
18:02:28 * andythenorth remembers something about phone codes :P
18:02:53 <Eddi|zuHause> "AU" is the "golden language"? :)
18:02:56 <Alberth> perhaps also make a en_gb :)
18:03:38 <andythenorth> I've found the ottd lang files, but where's the table defining their use?
18:03:43 <andythenorth> can't see it in src/tables
18:04:06 <Alberth> generated from src/lang/english.txt
18:04:33 <Alberth> somewhere in objs/debug/ltable/strings.h or os
18:05:44 <Alberth> objs/lang/table/strings.h actually
18:06:57 <andythenorth> what's the easiest way to get australian added?
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18:11:07 <andythenorth> one and only one way :P
18:13:04 * andythenorth can't find what english_us.lng should be called
18:13:12 <andythenorth> nml source doesn't seem to map names to codes
18:14:38 <andythenorth> oh it's arbitrary
18:17:07 <andythenorth> splitting gb / us lang files is a bad idea?
18:17:24 <andythenorth> means the readme / changelog / manual / release announcements are wrong
18:20:29 <Alberth> for FIRS, I think it is a good idea, as it ends the discussion about the kind of English used.
18:25:59 <Eddi|zuHause> it doesn't matter what the file is called, only the #grflangid in the file matters
18:28:14 <andythenorth> Builders Yard, Builder's Yard or Builders' Yard?
18:28:22 * andythenorth hates the silly apostrophe
18:30:38 <Alberth> just do what you like in the master language file, and let the translators figure it out :p
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19:29:03 <andythenorth> FIRS steep slopes check doesn't work
19:30:00 <andythenorth> global_constants.py has '4' for IS_STEEP_SLOPE
19:30:56 <Eddi|zuHause> the result of XXX & (1<<4) is of course 1<<4, not 1
19:31:14 <Eddi|zuHause> you should do "0 : next; errtext;"
19:32:46 <andythenorth> this might be a bad fix :P
19:33:01 <andythenorth> I suspect I was relying on this being broken elsewhere :)
19:34:38 <andythenorth> Eddi|zuHause: that works thanks
19:34:47 <andythenorth> now I have to change lot s of industries :P
19:55:15 <andythenorth> -ve: industries on steep slopes look bad
19:55:36 <andythenorth> +ve: industries on steep slopes makes for fewer broken chains with steep maps
20:11:11 <Skau1> i just read about conditional orders
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20:47:58 <Eddi|zuHause> @calc (25*10**6-15956017)/6
20:47:58 <DorpsGek> Eddi|zuHause: 1507330.5
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21:05:03 <frosch123> ah, my usualy spelling error again.... "immediatelly"
21:06:45 <Eddi|zuHause> i'm a dia telly?
21:07:09 <DorpsGek> frosch123: cia-1 was last seen in #openttd 3 hours, 21 minutes, and 59 seconds ago: <CIA-1> OpenTTD: german - 2 changes by Jogio
21:08:56 <V453000> what is the max production of a candyfloss forest? Isnt it 2295 as other industries? I just got 2550
21:09:12 <frosch123> the production is limited by the number of tiles
21:09:53 <frosch123> well, what i said applies only to processing industries
21:10:08 <frosch123> are you using smooth economy?
21:10:47 <V453000> that is the usual maximum
21:11:04 <frosch123> well, i would believe if it can get 8 more or so
21:11:04 <Eddi|zuHause> there is something that makes it 255*10
21:11:22 <Eddi|zuHause> at least all kinds of documentation say that
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21:11:59 <Eddi|zuHause> usually it says "forests", but i guess that nobody tested this for toyland
21:12:13 <frosch123> @calc (256*9 + 1) / 74
21:12:13 <DorpsGek> frosch123: 31.1486486486
21:12:21 <frosch123> you need 32 days for that
21:14:15 <frosch123> oh, candyfloss forrest transports in units of 30
21:14:57 <Nat_aS> how do you make daimonds profitable?
21:15:07 <frosch123> V453000: all industries stockpile their production and only transfer it to a station if they reach a certain amount
21:15:34 <frosch123> the other industries have 5 or 8
21:16:02 <frosch123> so if you have a candyfloss forest that produces 12 per month
21:16:08 <frosch123> it only delivers every 2.5 months
21:16:20 <frosch123> battery farm has also 30
21:16:40 <frosch123> hmm, normal forest as well
21:17:24 <Eddi|zuHause> i have no idea what makes forests produce 10 times in a month, but all documentation i ever read said that
21:18:06 <frosch123> the tropic lumbermill produces more often :)
21:18:22 <frosch123> hmm, actually i have no idea how often that one produces
21:18:37 <V453000> these things have like 256 max production dont they
21:18:39 <frosch123> probably it uses the tileloop as well, so also 8 or 9
21:18:40 <Eddi|zuHause> i don't think it does
21:19:05 <frosch123> lumbermil produces a fixed amount per tree
21:19:09 <frosch123> and cuts trees at constant rate
21:19:10 <Eddi|zuHause> anyway, 255*10 is the only sane explanation for that number
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21:20:10 <V453000> indeed, I thought the same on the first sight
21:20:38 <V453000> are some months longer than others?
21:20:57 <V453000> when I was reading the 2550 it was in September
21:21:04 <V453000> August is longer isnt it
21:21:18 <frosch123> aug 31, sep 30, okt 31
21:21:20 <V453000> could that make the one more 255
21:21:44 <DorpsGek> Rubidium: 8.99607843137
21:21:57 <V453000> guess that would mean I would be gettingi t every 2nd month with good probability .. :)
21:22:46 <Rubidium> it can't produce 10 times in a month, unless it's more than 31 days long
21:29:52 <Rubidium> V453000: what version of OpenTTD do you run?
21:32:17 <Rubidium> it might be the "transporting" that makes it look like it produced 2550
21:33:19 <Rubidium> the production triggers incrementing an internal value of the industry. This happens every 256 ticks (so 8 or 9 times at tick, with 9 being more common)
21:34:21 <Rubidium> the transporting moves cargo from this internal value of the industry to the stations and updates the 'transported' and 'produced' counts you see in the GUI. This happens on the basis of the tile loop
21:35:39 <Rubidium> so with 9 being more common, I'd imagine two months after eachother with 9. In both cases the last one is pretty near the end of the month. In the first month the 'transporting' doesn't happen before the end of the month and in the second is happens just before the end of the month
21:35:56 <Rubidium> this would then, theoretically, be seen as 10 productions in a month
21:36:27 <V453000> I see :) thanks for the explanation
21:37:40 <xahodo> Is there something wrong with the website or has r24181 failed to build for win64? The website gives a file not found error when I try to download that revision.
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21:41:29 <Rubidium> xahodo: seems the hungarian mirror failed to sync for some reason
21:43:06 <frosch123> hmm, yeah, that could work. V453000: does the industry maybe have really few tiles?
21:44:31 <frosch123> the effect rb describes is more likely if the industry has less tiles
21:44:45 <V453000> well candyfloss forest has quite a lot of tiles
21:44:47 <frosch123> though it won't work with a signle tile i guess
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22:40:48 <CIA-1> OpenTTD: frosch * r24182 /trunk/src/saveload/town_sl.cpp: -Fix [FS#5169-ish]: The population of a town was computed incorrectly for overridden houses when loading a game.
22:40:48 <CIA-1> OpenTTD: frosch * r24183 /trunk/src/town_cmd.cpp: -Fix [FS#5169]: Town radii were not updated immediatelly after construction/destruction of houses, resulting in desyncs.
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23:17:29 <V453000> what could possibly be the reason that my openttd 1.2.0 crashes with the opengfx+trains nightly 411? (with the 32bpp ez trains)
23:32:54 <Eddi|zuHause> what could possibly be a crash.log/dmp/sav useful for?
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