IRC logs for #openttd on OFTC at 2012-05-29
            
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06:56:52 <Markk> Goedemorgen
06:57:04 <telanus> goedemorgen
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06:58:05 <Markk> Alles goed? :)
07:02:24 <NGC3982> is that dutch?
07:02:40 <NGC3982> ive recently noticed how extremely similar dutch and swedish is.
07:02:45 <Markk> Yep, it is.
07:03:02 <Markk> Swedish and Dutch is much more similar than Swedish and German.
07:03:09 <NGC3982> goedemorgen > god morgon. alles goed > allt gott, for instance.
07:03:10 <NGC3982> yes, indeed
07:03:18 <NGC3982> most swedes are unaware of it
07:03:21 <Markk> Yep
07:03:30 <NGC3982> oh wait, its you
07:03:32 <NGC3982> didnt read the nick
07:03:33 <NGC3982> hej Markk :D
07:03:36 <Markk> Oi :)
07:04:52 <Markk> Varför nickar du NGC3982?
07:05:56 <NGC3982> not trying to be too spread out with my usual nick
07:06:10 <NGC3982> i need to work a bit of damage control on my integrity
07:06:13 <NGC3982> im all over the internet :/
07:08:00 <Markk> ah
07:16:18 <telanus> :D
07:16:35 <telanus> dutch is cloe to Afrikaans too
07:16:42 <telanus> close*
07:18:30 <NGC3982> i would say the other way around
07:18:52 <Markk> telanus: No wonder. :)
07:18:55 <NGC3982> isnt afrikaans built on the colonial powers?
07:19:19 <NGC3982> seventeen century dutch-ish
07:19:22 <NGC3982> or something
07:19:23 <Markk> It's dutch from the beginning.
07:19:39 <Markk> I don't know if it's like Danish and Swedish or Swedish and Norwegian.
07:20:09 <NGC3982> well, afrikaans should exist simply by the fact of dutch people combining local linguistics with dutch.
07:20:12 <NGC3982> i guess
07:20:19 <Markk> yer
07:23:10 <telanus> NGC3982: Yip Afrikaans was once called Kitchen Dutch
07:23:56 <Markk> :D
07:24:13 <NGC3982> haha
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07:24:14 <NGC3982> neat.
07:24:28 <NGC3982> its like the swedish sknska dialect
07:24:47 <NGC3982> (should also move to africa)
07:25:42 <telanus> Our language guru's try and keep it close to the Dutch way of speaking.
07:26:03 <telanus> But don't really think they are succeeding
07:26:11 <NGC3982> ok
07:26:31 <NGC3982> is afrikaans a bit unpopular in dutch regions, or what?
07:27:46 <telanus> don't know. But I know the Dutch normally smile when they hear us speak
07:30:01 <NGC3982> ah, i see
07:30:15 <NGC3982> the dutch arent the most violent of people
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09:57:37 <drac_boy> hi
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10:15:16 <NGC3982> drac_boy: o/
10:16:05 <drac_boy> hi NGC3982? :)
10:18:04 <NGC3982> drac_boy: zup g! :)
10:18:12 <drac_boy> how're you?
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10:20:21 <NGC3982> tis' be neat. having lunch with my customer service.
10:24:49 <drac_boy> heh ok
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12:45:28 <hackalittlebit> default option looks nice :)
12:47:46 <hackalittlebit> s/ [ln 3075 && ln 3803] / [ln 3075 || ln 3803] / train_cmd.cpp r1198 (overkill ??)
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14:24:46 <Belugas> hello
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17:10:46 <Terkhen> hello
17:11:09 <andythenorth> o/
17:11:34 <andythenorth> a good Madrid summer Terkhen ?
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17:12:32 <Terkhen> if by good you mean scorching hot then yes :)
17:13:26 <Terkhen> same temperature as in Granada, even if Madrid is more at the north
17:17:06 <frosch123> i see, three degree more than here :)
17:22:44 <Terkhen> it will get worse :P
17:24:44 <frosch123> i hope you have a casual dress code at work :)
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17:28:24 <planetmaker> :-D
17:28:35 <planetmaker> hi terkhen, andy
17:28:59 * andythenorth enforces a dress code
17:29:03 <andythenorth> "dress like you care"
17:29:30 <frosch123> i hopes it does not continue with "... and pay for the consequences" :p
17:31:17 <Terkhen> :)
17:33:10 <planetmaker> :-)
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17:45:45 <CIA-17> OpenTTD: translators * r24301 /trunk/src/lang/ (8 files): (log message trimmed)
17:45:45 <CIA-17> OpenTTD: -Update from WebTranslator v3.0:
17:45:45 <CIA-17> OpenTTD: catalan - 1 changes by mtormo
17:45:45 <CIA-17> OpenTTD: czech - 22 changes by RabbRubbish
17:45:45 <CIA-17> OpenTTD: danish - 2 changes by beruic
17:45:45 <CIA-17> OpenTTD: german - 218 changes by NG
17:45:45 <CIA-17> OpenTTD: italian - 1 changes by lorenzodv
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17:48:16 * telanus really need free time to update the Afrikaans translation
17:48:38 <Terkhen> just do a few strings everyday :)
17:49:01 <telanus> :-D
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17:53:09 <frosch123> yeah, just like we add a few strings every day :p
17:53:22 <frosch123> btw. Terkhen, spanish is again incomplete :p
17:54:25 <Terkhen> done :)
17:54:27 <Terkhen> thanks
17:54:42 <frosch123> :)
17:55:52 <frosch123> telanus: i hope the majority of the new strings contain at least some interesting stuff to know :)
17:58:46 <telanus> :D
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18:13:16 <Wolf01> 'quakening
18:15:41 <Terkhen> hi Wolf01
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18:25:27 <Nat_aS> UGH
18:25:42 <Nat_aS> why wont daimonds be profitable with anything other than a direct air-route?
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18:26:15 <V453000> they are?
18:26:40 <V453000> I rather wonder how could they ever not be profittable as they cant decay?
18:26:43 <frosch123> if you have expensive trains and rvs, and cheap aircraft, maybe :)
18:27:13 <Nat_aS> I have a train from the mine to the station, and then a truck to the bank
18:27:20 <Nat_aS> and the truck loses me money
18:27:25 <V453000> which train set
18:27:37 <Nat_aS> the train might also be losing me money, BUT it's mainly a coper ore train
18:27:42 <Nat_aS> with two diamond cars
18:27:43 <frosch123> Nat_aS: then change the payment leg percentage to something lower
18:27:45 <Nat_aS> Tropic
18:28:27 <V453000> well if only the truck is losing money, it is probably not transfering it any closer than it already was by the station, or something like that
18:28:36 <V453000> if it goes to the opposite direction, transfer loses money
18:28:48 <V453000> or ... only the vehicles which go the opposite direction, ofc
18:29:11 <Nat_aS> oh, lowered it from 100 to 50%
18:29:14 <Nat_aS> now it's earning money
18:29:18 <V453000> oh :D
18:29:30 <Nat_aS> Technicaly the station is farther away from the bank than the mine
18:29:42 <Nat_aS> but it's the best I can do
18:29:52 <V453000> well if one vehicle got 100% and the other got the rest, you can tell how much could it profit
18:30:04 <Nat_aS> This reigon on the map is the part I saved for last, becasue the terrain is really inconveniant
18:30:36 <Nat_aS> and most of the time I transport daimonds by air
18:30:49 <Nat_aS> because AV8 has c130s and C17s
18:30:51 <Nat_aS> which is awesome
18:31:03 <Nat_aS> and perfect for moving diamonds.
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18:45:32 <Nat_aS> There should be a lifetime profit display for trains
18:45:51 <Nat_aS> that includes the cost of creating that train, as well as refits and such
18:48:48 <andythenorth> there should be a pink unicorn :)
18:49:08 <opa> unicorn train set would be nice
18:49:32 <Nat_aS> Actualy andy
18:49:36 <Nat_aS> a truck set would be really nice
18:49:59 <andythenorth> ho
18:50:03 <Nat_aS> because HEQS is nice, but has no trucks, so I load it with EGRVTS, and that causes my depot menu to be overfull
18:50:11 <opa> one unicorn could carry 1 ton of diamonds?
18:50:21 <andythenorth> unicorns carry truffles
18:50:26 <Nat_aS> a truck set that is desiged to be used with HEQS would be perfect
18:50:33 <Zuu> Oh, forum has been fixed so that I don't need to add double backslashes before posting :-)
18:50:38 <Nat_aS> because it's silly to have tractors carry goods to market
18:50:45 <Zuu> Eg. when posting windows paths :-)
18:50:52 <Terkhen> try OpenGFX+ Road Vehicles :P
18:51:07 <Terkhen> my power/speed adjustments received no feedback :(
18:51:16 <andythenorth> http://www.tt-forums.net/viewtopic.php?f=26&t=46297
18:51:47 <andythenorth> BANDIT is currently stuck
18:51:57 <andythenorth> due to problems I can't / won't overcome :P
18:52:05 <Nat_aS> yeah, I was aware at that, it was a jab at you
18:52:08 <Nat_aS> and what problems/
18:52:39 <andythenorth> can't make it work on the compile farm
18:52:48 <Nat_aS> why?
18:52:51 <andythenorth> don't know
18:52:55 <andythenorth> haven't tried to debug it
18:52:56 <Nat_aS> what's diffrent about it
18:53:05 <Nat_aS> that sucks
18:53:06 <andythenorth> don't know
18:53:20 <andythenorth> I'd need to get cf ssh access and such
18:53:24 <andythenorth> then spend time looking
18:53:28 <andythenorth> then figure out the fix
18:53:29 <andythenorth> then fix
18:53:36 <andythenorth> [shrug]
18:53:40 <andythenorth> real life happening
18:56:50 <andythenorth> we all seem to have stuck projects right now
18:58:02 <Terkhen> I managed to unstuck one of mine :P
18:58:25 <Terkhen> well, two if you count ogfx-rv, but it is getting stuck again quite fast
18:59:48 * frosch123 watches a chicken and an egg
19:00:06 <Knogle> GSCompany::BuildCompanyHQ: An HQ can not be removed, only by water or rebuilding; If an HQ is build again, the old one is removed <- does that mean you can remove a HQ by building it on water?
19:00:07 <Knogle> :P
19:00:10 <andythenorth> planetmaker has a new build framework but I have no time to test it :P
19:00:20 <andythenorth> Terkhen has an updated grf but no-one to test it :P
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19:00:47 <Terkhen> no one is interested I guess
19:00:51 <Terkhen> road vehicles = no interest
19:00:53 <andythenorth> alberth has a translator app, but no-one to test it
19:00:55 <Terkhen> default = no interest
19:00:57 <frosch123> Knogle: yes, but you have to clear the water shortly before
19:01:01 <Terkhen> if you mix both... :P
19:01:04 * andythenorth has a truck set that won't compile :P
19:01:16 <planetmaker> hm... so many things to do
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19:01:25 <Knogle> frosch123: Interesting...
19:01:52 <andythenorth> mostly I am grepping 49323 python files right now
19:01:58 <frosch123> andythenorth: Terkhen: planetmaker: playing with nuts is fun though :p
19:02:14 <Knogle> There should be an easier way to do it tho, especially if you make a gamescript where you claim towns and it's already been claimed.
19:02:25 * Knogle goes to test it anyway
19:03:23 <planetmaker> has a crappy license, though
19:04:54 <Nat_aS> god Egrvts is retarted
19:05:02 <Nat_aS> so many trucks that look exactly the same
19:05:07 <Nat_aS> Fffffffffsssss
19:05:07 <andythenorth> hmm
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19:05:19 * andythenorth mentions ingratitude
19:05:52 <andythenorth> it's free, quite well drawn, what's not to like?
19:05:54 * planetmaker wonders where Nat_aS has made a less retarted (sic!) one
19:06:03 <andythenorth> for a long long time it was the only decent truck set
19:06:32 <planetmaker> I still consider it quite decent. You just must not play with realistic accel for RV then
19:06:43 <Terkhen> or try to transport alcohol :P
19:06:51 <Terkhen> eGRVTS could use a big update
19:07:02 <Terkhen> but it still has too many vehicles for my taste
19:07:14 <planetmaker> it could. I think it's being done, though. Slowly, ever so slowly
19:07:19 <Terkhen> ogfx-rv has too few
19:07:20 <Terkhen> :P
19:07:22 <planetmaker> As usual no feedback, I guess
19:07:25 <planetmaker> he :-P
19:07:32 <Nat_aS> It's just anoying scrolling past a million tucks that look exactly the same
19:07:37 <frosch123> go to simuscape then :p
19:07:39 <Terkhen> well, at least eGRVTS gets *some* feedback
19:07:40 <Nat_aS> with minor diffrences in stats
19:07:51 <Terkhen> the life of the road vehicle newgrf developer is hard
19:08:06 <andythenorth> especially when the newgrf won't compile
19:08:22 <Terkhen> andythenorth: you can't blame your users for that :P
19:08:28 <andythenorth> ho
19:08:30 <andythenorth> why not? :P
19:08:43 <Terkhen> well, you can, but you would blame them without reason :)
19:09:57 <Nat_aS> I think HEQS is my favorite newfrg
19:10:19 <Terkhen> it's certainly one of mine
19:10:22 <Nat_aS> the only thing that would improve it would be if there were sets of trucks and busses to go with it
19:10:33 <Terkhen> trucks and busses are not HEQ
19:10:37 <Nat_aS> I know
19:10:40 <planetmaker> it has a few unique selling points
19:10:52 <Terkhen> you can add a different set for that, there is no reason to include them in HEQS IMO
19:11:10 <Terkhen> andythenorth: did HEQS get autorefit?
19:11:14 <planetmaker> indeed. It'd be a dilution of heqs. And it'd not serve it well. On the contrary
19:11:17 <Nat_aS> no, I'm saying there should be a GRF designed to be used next to HEQS
19:11:21 <Nat_aS> that adds trucks and busses
19:11:26 <Knogle> frosch123: You don't happen to have an example of it? :P
19:11:29 <andythenorth> Terkhen: yes but it can cause an assert iirc
19:11:32 <Nat_aS> because all the road veichile sets are designed to be complete
19:11:42 <Terkhen> an assert in OpenTTD? :O
19:11:45 <Nat_aS> and thus cause redundencey and mismatching when used with HEQS
19:11:46 <frosch123> Knogle: clear 4 sea tiles, and build a hq before it gets reflooded
19:11:49 <Terkhen> did you report that?
19:11:57 <andythenorth> I had it reported to me by Rubidium
19:12:12 <andythenorth> I think it's now trapped, I didn't check recenrlty
19:12:16 <andythenorth> recently /s
19:12:25 <Terkhen> I missed that, it must be from before I started to pay attention again
19:12:31 <Terkhen> but I recently checked all bugs and I did not see that one
19:12:36 <Knogle> frosch123: I'm with you that far, but how do I figure the tile # for the top right corner for example?
19:13:11 <Nat_aS> Hmm, does station rating consider feeders?
19:13:12 <frosch123> i thingk GSTile has some function to test for water
19:13:24 <Nat_aS> because it seems like the best way to boost a station rating is to use feeders
19:13:32 <frosch123> but ofc, if the entire map has no water, you are doomed ;p
19:13:41 <frosch123> then you need to terraform at the border to make sea :p
19:13:47 <andythenorth> Terkhen: http://dev.openttdcoop.org/issues/3342
19:13:53 <Nat_aS> have a fleet of tiny RVs take cargo to a station a few tiles away, and then load it onto one giant train
19:13:58 <Nat_aS> that only comes once a year
19:14:08 <Nat_aS> tricking the station raiting
19:14:37 <Terkhen> andythenorth: I see :/
19:14:49 <Terkhen> it would be nice to have autorefit in HEQS :P
19:14:58 <Terkhen> what about FISH?
19:15:03 <andythenorth> planned
19:15:04 <frosch123> Nat_aS: station rarting is affected a lot by the amount of time since cargo was loaded last
19:15:05 <Knogle> frosch123: yes, GSTile::IsWaterTile
19:15:08 * Terkhen is planning a test game soon-ish
19:15:19 <frosch123> so, best case is when a vehicle is constantly waiting for loading
19:15:48 <Knogle> frosch123: But I don't know which tile is which :|
19:15:51 <andythenorth> some of HEQS has auto-refit
19:15:58 <frosch123> when using FISH i only ever build the island trader :s
19:16:03 <andythenorth> because...?
19:16:05 <Nat_aS> yeah, and it's biased against large trains/ships which come infrequently.
19:16:12 <andythenorth> Terkhen: HEQS won't be fixed until I convert it to python
19:16:19 <andythenorth> which can't happen because BANDIT won't compile
19:16:22 <Terkhen> python? sounds crazy :P
19:16:34 <Nat_aS> wait? Island traider refits itself automaticly?
19:16:36 <Nat_aS> huh?
19:16:47 <frosch123> Knogle: http://wiki.openttd.org/AI:Need_To_Know#Game_Mechanics
19:16:48 <Terkhen> Nat_aS: use a NewGRF that redefines how station ratings work
19:17:01 <Knogle> frosch123: thank you! :)
19:17:12 <Nat_aS> I was just asking, is feeders a good way to trick the station raiting?
19:17:35 <andythenorth> yes
19:17:54 <frosch123> island trader is the fastest ship, and has the enough capacity for all my needs
19:17:55 <andythenorth> you can max out ratings easily with HEQS dump trucks feeding ships / trains
19:18:06 <andythenorth> or you can use FIRS with 'improved' station ratings
19:18:09 <frosch123> FISH lacks interesting introduction dates
19:18:18 <andythenorth> FISH lacks a danmack
19:18:31 <planetmaker> OpenTTD graphics lack a DanMacK
19:18:31 <Nat_aS> yeah, My problem with FISH is how slow everything is
19:18:40 <Nat_aS> I use island traider because it's fast-ish
19:18:45 <Nat_aS> but wish I could use the others
19:19:04 <Terkhen> ships are slow :P
19:19:11 <planetmaker> and meant to be slow
19:19:56 <Nat_aS> the game can't handle slow things on large maps
19:20:07 <Nat_aS> a ship can take years to get to port on modern maps
19:20:19 <andythenorth> shrug
19:20:21 <andythenorth> build trains
19:20:23 <Nat_aS> if there was a boat speed factor like the train speed factor that could fix things
19:20:29 <Nat_aS> trains can't into water
19:20:34 <andythenorth> build bridges
19:20:35 <Nat_aS> some maps have island
19:20:42 <Nat_aS> island bridges are silly
19:20:47 <andythenorth> just build giant bridges with maglev
19:20:50 <andythenorth> problem solved
19:20:58 <planetmaker> bridge-mania ;-)
19:21:29 <Terkhen> either that or use ships
19:21:34 <Terkhen> and ships are slow :)
19:21:41 <andythenorth> I should make BANDIT compile
19:22:05 <Terkhen> if that makes you release a new set and fix HEQS then yes, you should
19:22:18 <Nat_aS> I don't think ships should be 'fast' but I think they should be less slow
19:22:25 <frosch123> yeah, but only ships are able to transport the masses of sweets, but sweet payment decreases so fast :(
19:22:26 <andythenorth> what about my 49323 python files?
19:22:29 <planetmaker> then... make a newgrf, nat_as
19:23:36 * FLHerne wants the 'boat speed factor' :P
19:23:51 <Nat_aS> Fish is nice thought, it just needs a boat speed factor
19:24:00 <Nat_aS> maybe as a perameter
19:24:00 <andythenorth> GPL
19:24:08 <andythenorth> patch it
19:24:14 <FLHerne> If boats were 50% faster, I'd use even more than I do already :D
19:25:04 <FLHerne> andythenorth: Indeed. Time required to learn C++ and then OTTD system would be longer than I have spare atm :-(
19:25:17 <FLHerne> Maybe in July...
19:25:27 <andythenorth> just patch the newgrf
19:25:30 <andythenorth> it takes 10 mins
19:25:33 <Nat_aS> Diddo
19:25:55 <Nat_aS> it could be called flying fish!
19:27:04 <FLHerne> 10 mins...including installing NML compilers etc?
19:28:56 <Terkhen> that would take longer
19:29:19 <Terkhen> and besides that... unless it was converted FISH is not in NML
19:29:39 <Terkhen> pnfo is... scary :)
19:31:12 <planetmaker> :-D
19:31:21 <planetmaker> I'd simply make an add-on newgrf in NML
19:31:31 <Terkhen> yes, that would be simpler
19:31:36 <planetmaker> which modifies ship speeds of FISH
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19:39:18 <Nat_aS> Call it flying fish!
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20:49:19 <planetmaker> good night
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21:04:39 <frosch123> night
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21:18:25 <Wolf01> 'night all
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21:24:49 <Terkhen> good night
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