IRC logs for #openttd on OFTC at 2012-06-16
            
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08:39:18 <Wolf01> hello!
08:40:05 <__ln___> you could say that
08:42:13 <Alberth> moin Wolf01
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10:12:08 <hackalittlebit> morning folks
10:12:43 <Alberth> moin
10:14:50 <hackalittlebit> Hello albert, can you tell me if I have to choose between git and hg which one should I take (doing spring cleaning here :))
10:15:17 <hackalittlebit> I am inclined to hg
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10:15:55 <hackalittlebit> and is it possible to work with hg and svn together?
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10:17:34 <Alberth> hi
10:18:09 <Alberth> I use hg only, I tried git a few times very shortly, but its interface and me do not like each other
10:18:38 <Alberth> probably not in the last place because it uses the same set of commands as hg, except they all do something different :p
10:19:06 <Alberth> technically, there is not much difference, in the sense that they can both do about the same things
10:19:45 <hackalittlebit> ok thanks
10:20:14 <Alberth> you can work with hg and svn in various ways
10:21:06 <hackalittlebit> I'll try hg and experiment
10:21:06 <Alberth> what I do in Openttd is to have a local mirrir of the hg mirror, and from my local mirror I clone a new repo for each project that I do
10:21:26 <hackalittlebit> I see
10:21:42 <Alberth> SVN is sort of useless unless you have commit access
10:22:08 <Alberth> as you can check out, but never save your changes otherwise
10:22:48 <hackalittlebit> I understand alberth thanks.
10:23:19 <hackalittlebit> today going to really clean the mess here :)
10:23:20 <Alberth> but hg-svn integration does go further, you can checkout a svn repo as hg clone, and they even have push (commit in svn speak) support
10:23:42 <Alberth> but I never dared the latter :)
10:24:25 <Alberth> obviously, if you have only a few projects, you can use the openttd hg mirror directly instead of having a local mirror
10:24:39 <Alberth> it just costs a bit more network access
10:25:04 <hackalittlebit> no I am going to make local mirror
10:25:38 <Alberth> a hg clone is a full repo, that is, all history of the project comes with it
10:25:54 <Alberth> although if you clone at a local disk, it shares data afaik
10:26:22 <Alberth> it's great for locally searching the project history :)
10:27:42 <hackalittlebit> Last question Alberth?
10:28:01 <Alberth> no need to ask for asking, just ask :)
10:28:39 <hackalittlebit> FS5147 do you want me to perfect it more or is it sufficient for the time being?
10:28:53 * Alberth looks
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10:29:57 <Alberth> oh, I haven't looked at it for quite some time
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10:30:39 <hackalittlebit> frosch has made already some preparations in trunk I think
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10:31:34 <Alberth> speaking of the devil :)
10:32:31 <Alberth> frosch123: a copy of the last 20 minutes: http://paste.openttdcoop.org/show/1484/
10:33:00 <Alberth> nice clean windows, I think
10:33:22 <Alberth> I don't like the horizontal strips much, they don't seem to add much
10:34:40 <Alberth> hackalittlebit: the problem with polishing to perfectness is that you can continue doing that forever
10:34:56 <hackalittlebit> :)
10:35:11 <Alberth> so imho it is better to make a next step, implement it, so you can try it live, show other people, etc
10:35:12 <frosch123> i am using hgsvn if i have a large queue to commit
10:35:55 <frosch123> but it needs setting up for every queue again, since the history which travels back via ottd svn and hg is not the same which i push
10:36:09 <frosch123> due to svn doing stuff with keywords and times
10:36:32 <frosch123> but anyway, without svn-commit access there is no point in using svn
10:36:38 <frosch123> just use hg :)
10:36:49 <frosch123> (unless you ask michi or fonsinchen)
10:37:14 <hackalittlebit> frosch123 pyton and me don't go together :)
10:37:23 <hackalittlebit> I'll use hg
10:37:35 <hackalittlebit> thanks guys
10:37:50 <frosch123> i think you are cionfusing stuff :)
10:37:53 <Alberth> hackalittlebit: euhm, you do knwo that hg is written in Python, right? :)
10:37:56 <frosch123> hg uses python, while git does not
10:38:12 <Alberth> git uses 2 or 3 different languages :)
10:38:23 <hackalittlebit> no
10:39:41 <frosch123> wrt. fs#5147 we should code the mapgen window, and maybe remove some stuff from game settings (which we move to mapgen)
10:40:14 <hackalittlebit> shoot
10:40:17 <frosch123> for the other topics i see no convergence in what to do, and it does not look useful to wait on it
10:43:10 <hackalittlebit> frosch123: please reply in fs5147 and I will apply changes.
10:44:17 <frosch123> i have no settled opinon about the intro gui
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10:44:51 <frosch123> imo the mapgen gui needs coding
10:45:10 <frosch123> the difficulty settings need a discussion/decision what to do with them
10:45:20 <hackalittlebit> yes
10:45:27 <frosch123> and what would be the implications (esp. wrt. ai) if we remove it
10:45:44 <frosch123> i do not dare thinking further than that :)
10:45:54 <hackalittlebit> :)
10:45:57 <frosch123> the intro gui comes lated from my pov
10:46:47 <frosch123> *later
10:48:39 <hackalittlebit> frosch123: I will review it myself again, need time to think also, I'll give you my opinion in fs5147
10:49:12 <hackalittlebit> I am also not yet 100% happy about it.
10:50:28 <hackalittlebit> need to go pick up the kids, see you
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11:16:18 <teampedro> hello
11:17:00 <FLHerne> hello
11:17:34 <teampedro> i need a little help with setting a server up
11:20:14 * FLHerne doesn't know a whole lot about that :-( - I can try and answer questions if you want though...
11:20:34 <teampedro> ok thank you,
11:20:41 <FLHerne> What is it you want to know?
11:20:57 <Alberth> just dump the questions, and if someone knows, he/she will answer
11:21:07 * FLHerne wonders if anyone who does know what they're doing is online :P
11:21:23 <teampedro> right i have set my router up ok and my bother has his router set up for server but we cant connect to the game
11:21:31 <Alberth> probably not, sane admins are still in bed :)
11:22:09 * Alberth ponders how it can be ok if it does not work :p
11:22:23 <FLHerne> Does it show up in http://www.openttd.org/en/servers ?
11:22:29 <Alberth> right, did you also set the firewall in the router?
11:22:35 <Alberth> and inside the machine(s)?
11:22:40 <FLHerne> @ports
11:22:40 <DorpsGek> FLHerne: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
11:23:14 <teampedro> yer we have set the firewalls and set the TCP/UDP's
11:23:51 <Alberth> also, how "cant connect"? through the advertising service, or directly by typing the address of the other machine?
11:24:23 <teampedro> the game is adverised and just says network game connection lost
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11:25:54 <FLHerne> You might need to increase the map-download timeout?
11:26:01 <teampedro> ok
11:26:05 <Alberth> try a small map first
11:26:23 <FLHerne> If the connection is slow, it might timeout before the map finishes downloading
11:27:12 <Alberth> http://wiki.openttd.org/FAQ_multiplayer seems to have a lot of information
11:27:47 <Alberth> you can also try searching the forums, there are regularly people with connection problems
11:28:39 <teampedro> my bro has just made a server game and it appears in the list of servers on the site
11:29:29 <FLHerne> http://wiki.openttd.org/FAQ_multiplayer#People_get_disconnected_while_joining.2C_how_to_fix_that.3F might be the relevant bit of the page Alberth linked to
11:29:42 <frosch123> teampedro: if you have timeout issues, try a smaller map
11:29:49 * FLHerne is probably stating the very obvious, actually :P
11:30:09 <Alberth> FLHerne: np, people are bad at reading :p
11:30:18 <frosch123> 2kx2k maps are likely a bad idea with the average private upload connection
11:30:39 <FLHerne> If it disconnects instantly, perhaps the firewall at your end is blocking the connection?
11:30:56 <FLHerne> Unless you checked that already :-)
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12:49:23 <V453000> hello, could someone please give me a hint how could I code the following? I want to have passenger local trains be refittable to colour liveries for passengers cargo. Currently I only have sprites defined as PASS: spriteset_bla; ... Do I somehow make various versions of PASS, or is there some other way how to achieve that?
12:49:46 <V453000> Japanese train set does that for example, refittability to various colours
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13:01:46 <frosch123> V453000: use the "cargo_subtype_text" callback to define livery names
13:02:05 <frosch123> then use the "cargo_subtype" variable to select the graphics
13:04:37 <V453000> I will have a look into that, thanks frosch123!
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13:05:58 <nekomaster> Hello
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13:10:23 <nekomaster> bacon
13:11:13 <Alberth> it is?
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13:14:03 <nekomaster> just wondering what I should build for my passenger train
13:14:13 <nekomaster> British trains on the crete height map
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13:18:17 <Alberth> to play, you need loads to nice railway tracks
13:18:27 <Alberth> and stations in the cities, of course!
13:18:42 <Alberth> s/loads to/loads of/
13:18:48 <nekomaster> Lol, i know
13:19:21 <nekomaster> I got a coal line running 400 tons of coal to a power plant frequently. Though Im wondering what passenger train I should go with
13:19:56 <Alberth> oh, you mean what vehicle set?
13:20:06 <nekomaster> I have the money for 3rd conversion, but I wonder if i should go with a short fast diesel train, or a slightly slower and higher capacity 3rd EMU
13:20:42 <Alberth> ah, the nightmares of any tycoon :)
13:20:45 <nekomaster> lol
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13:21:02 <nekomaster> the emu is also 4000 pounds cheaper to run
13:21:30 <Alberth> that sounds like a good deal to me :)
13:22:05 <nekomaster> Hmm, so 260 Passengers at 75mph for 5000 GBP, or 240-50 Passengers at 80 MPH for 9000 GBP
13:23:01 <Alberth> but I don't ever get to the 3rd conversion, nor do I play with british train sets :)
13:23:08 <nekomaster> Lol
13:23:33 <nekomaster> I may be Canadian, but Im also part Scottish. I love most train sets, though North American and British trains are my fav's
13:23:39 <Alberth> but 5 mph does not sound convincing to me
13:23:43 <nekomaster> Lol
13:24:08 <nekomaster> in the game, 80 looks a good amount faster then 75 to me
13:24:11 <Alberth> I either play with the default set, or the opengfx+ one (which is almost default)
13:24:23 <nekomaster> Ahh
13:24:30 <nekomaster> well, do you ever use the EMU's
13:25:05 <Alberth> perhaps traction is better with the 80 ones?
13:25:12 <Alberth> what's EMU?
13:25:25 <nekomaster> Electric Multiple Unit
13:25:34 <__ln___> european monetary union
13:25:36 <Alberth> (aka, unlikely :) )
13:25:59 <nekomaster> BTW, the default stuff is close in looks and spec's to British trains
13:26:25 <Alberth> the original author lived in England, so that's to be expected :)
13:26:43 <nekomaster> Yeah
13:26:56 <nekomaster> no wonder why the north american stuff is so off
13:26:56 <nekomaster> :p
13:27:37 <nekomaster> btw, I think the 80MPH diesel has better TE
13:27:42 <nekomaster> 259 kN per unit
13:28:07 <nekomaster> the 3rd Rail EMU has 100 kN
13:28:09 <Alberth> America is very different, it's much larger, so I'd expect to see that back in the specs
13:28:25 <Alberth> ugh, that's not much
13:28:27 <nekomaster> Well the specs for the sub-artic stuff is rather off
13:28:40 <nekomaster> most of the sub-artic stuff looks like American stuff
13:28:53 <nekomaster> like the CS2400 and CS4000
13:29:41 <Alberth> could be, I never read real-world train specs :)
13:30:12 <nekomaster> hmm...
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13:30:54 <nekomaster> North American trains IRL are huge
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13:31:41 <Alberth> I come from the simulation/software side, OpenTTD is an interesting program in that respect
13:32:09 <nekomaster> I prefer to use real stuff in OpenTTD
13:32:28 <nekomaster> Usually Im using American/Canadian, british, or australian stuff
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13:34:18 <Alberth> that seems to be the preference of the majority of the players (and vehicle newgrf authors)
13:34:50 <nekomaster> Heh
13:34:59 <Alberth> which unfortunately leaves toyland very empty w.r.t. newgrf support
13:35:03 <nekomaster> Well, theres not much in the way of Australian stuff
13:35:44 <nekomaster> thats why ive been working on GARS, though its going kinda slow with me leading the my own project
13:36:12 <Alberth> yeah, being a tycoon also costs time ;)
13:36:20 <nekomaster> lol
13:36:55 <nekomaster> Though i wish i could get back the same flare I had for OpenTTD when i first started playing it
13:37:19 <nekomaster> It also doesnt help that I can never get comfortable for long on most maps
13:39:09 <Alberth> Yeah, I play for a few hours, and then I have had enough of it again. Starting at 1950, I never get further than about 1980 :)
13:39:37 <nekomaster> I hardly play for more then 5-10 years lately
13:39:50 <__ln___> *than
13:39:53 <nekomaster> i use to play it for hours, going from 1900's to 200's
13:39:55 <nekomaster> 2000's
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13:46:02 <nekomaster> herp
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15:29:49 <frosch123> Eddi|zuHause: what weird search did you do?
15:30:04 <frosch123> i ended up with 400000+ usages of "ttd"
15:30:48 <Eddi|zuHause> site:tt-forums.net TTD -"Open TTD"
15:31:10 <frosch123> hmm, "ttd" -"open ttd" -"ttd patch" site:tt-forums.net gives me 46700 now
15:31:19 <frosch123> -"ttd patch" gave quite an impact
15:32:24 <frosch123> oh, capitalisation? :o
15:37:15 <__ln___> stop the press, i've found a flaw in openttd
15:37:23 <frosch123> i have no idea, sometimes it says 400000 sometimes 50000
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15:38:10 <frosch123> __ln___: we sell commas only in packs of dozen
15:39:08 <__ln___> I bought a ferry that is traveling at 15 mph when imperial units are in use.
15:39:52 <__ln___> since when do ships travel miles per hour rather than nautical miles per hour, aka knots?
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15:41:01 <drac_boy> hi
15:43:20 <frosch123> __ln___: the ottd world is no sphere, you cannot go from one side of the map to the other
15:43:25 <frosch123> so, knots make no sense
15:46:23 <__ln___> real-life definitions of units are irrelevant as the scale of things is nowhere near realistic in ottd world.
15:48:01 <drac_boy> heh heh
15:50:01 <tokai|mdlx> Just change the label, aka: display "kn" instead "mph"? :)
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15:51:45 <__ln___> can't do that, 15 mph is only 13 knots.
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16:19:07 <Eddi|zuHause> something's utterly wrong with civ5 now... the gui "lags", i.e. when i go in one city, it shows the data of the previous city i was in
16:19:47 <Eddi|zuHause> or when i switch units, it doesn't switch the options what i can do with the unit with it
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17:24:37 <Alberth> A forest with 0 tonnes production, would that qualify as an opengfx+industries bug?
17:25:17 <frosch123> no :)
17:25:43 <frosch123> either it is newly planted
17:25:48 <Alberth> nope
17:26:01 <frosch123> or it produces so few cargo, that it only distributed the production every two months
17:26:15 <Alberth> that could be the case :p
17:26:26 <frosch123> or, it produces wood by cutting trees, and they are all gone
17:26:37 <Alberth> nope
17:26:48 <Alberth> aka, production is too low thus :)
17:26:53 <Alberth> thanks
17:28:50 * Alberth destroys the station
17:30:26 <Eddi|zuHause> i thought production below 4 per cycle will cause the industry to close?
17:30:36 <Eddi|zuHause> (for default industries)
17:31:25 <frosch123> it works different for smooth economy
17:31:50 <frosch123> and production is not immediately pushed to stations, but there is a minimum amount to transfer
17:33:08 <Eddi|zuHause> around 8-ish, i thought
17:33:20 <frosch123> smooth economy seems to be only limited by 1 per cycle
17:33:24 <frosch123> so, yes 8 per month
17:33:59 <frosch123> and forests distribute at 30
17:34:19 <frosch123> so, 3 months with zero production, 4 month with 32 :)
17:34:28 <frosch123> s/4/4th/
17:35:02 <Eddi|zuHause> ha, i love this discussion: "the game is not realistic, the trains turn 45°" - "no, i play CETS" :p
17:35:16 <frosch123> lol
17:35:19 <Alberth> :D
17:45:16 <CIA-2> OpenTTD: translators * r24345 /trunk/src/lang/vietnamese.txt:
17:45:16 <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
17:45:16 <CIA-2> OpenTTD: vietnamese - 11 changes by nglekhoi
18:28:55 * Pulec will be back
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18:42:27 <Terkhen> hello
18:42:37 <Rubidium> http://maps.google.ca/maps?q=the+village+idiot+pub,+toronto&hl=en&ll=43.654287,-79.391045&spn=0.001983,0.001556&sll=49.891235,-97.15369&sspn=58.347972,50.976562&hq=the+village+idiot+pub,&hnear=Toronto,+Toronto+Division,+Ontario&t=m&z=19&layer=c&cbll=43.654286,-79.391554&panoid=Pz9uItq4gZPNVtaSyNeRbw&cbp=12,326.48,,0,1.87 ;)
18:43:04 <DorpsGek> it's named after me?
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19:24:15 <Alberth> DorpsGek: I think you were first
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20:01:36 <CIA-2> OpenTTD: frosch * r24346 /trunk/src/widget.cpp: -Fix: EQUALSIZE widget containers within EQUALSIZE containers were initialised with wrong sizes.
20:02:05 <Wolf01> EQUALCEPTION
20:02:27 <Wolf01> (I bet somebody was waiting for this)
20:02:40 * Alberth nods (but not me)
20:03:01 * frosch123 neither
20:03:16 * Alberth thinks it was the CIA-2
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20:45:34 <SpComb> not all widget containers are created equal
20:48:03 <Alberth> luckily not, it would be very boring :)
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20:58:30 <Terkhen> good night
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21:33:30 <ErichEckner> Hi!
21:33:30 <ErichEckner> I'm trying to compile the src of openttd on a debian-based machine, but ./configure complains about missing lzma although it is installed ... any suggestions?
21:34:48 <ErichEckner> btw: I had the same issue under mingw on windows, but with some cfg-path-editing it went working (same thing doesn't seem to work under linux)
21:34:51 <cornishpasty> ErichEckner: which lzma package is installed? Install the -dev package too
21:35:57 <frosch123> it's actually called "xz-devel"
21:36:01 <frosch123> not "lzma"
21:36:56 <frosch123> hmm, no, remembered wrong. the package is indeed called "liblzma-dev"
21:36:57 <ErichEckner> liblzma5, liblzma-dev, xz-lzma, lzma-dev are installed
21:38:09 <ErichEckner> now i tried lzma instead of xz-lzma, but this won't work either
21:38:43 <ErichEckner> lzma-dev si version 9.22-2
21:38:47 <ErichEckner> *is
21:39:27 <frosch123> what does "pkg-config liblzma --libs" tell you?
21:40:19 <ErichEckner> ... that this command is unknown ^^
21:40:36 <frosch123> so, you need pkg-config
21:40:47 <ErichEckner> lets see ... :-)
21:41:38 <ErichEckner> okay, now he complains about something else, but I'll try to get thio work, thx!
21:43:20 <frosch123> http://wiki.openttd.org/GNU/Linux#Debian_and_Ubuntu <- might also want to take a look at that
21:43:23 <ErichEckner> okay, configure runs through
21:43:49 <ErichEckner> hmm
21:44:07 <ErichEckner> obviously I forgot some packages (I read the wiki before :-D)
21:45:30 <ErichEckner> okay, compiling seems to work, too :-) (but this still doesn't explain, why i had to edit the PKG_CONFIG_PATH in mingw manually so he would find my liblzma ... but no problem *hehe*)
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21:54:01 <Mister_Argent> Quick newbie question -- Will making planes fly to further cities result in me getting more cash per flight?
21:55:27 <Mister_Argent> Also, in temperate maps, what's the best way to make cities grow?
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21:55:56 <glx> a bus network
21:56:05 <Mister_Argent> ah.
21:56:07 <ErichEckner> Mister_Argent: yes, it will (propably -> look in the Diagrams at the lowest one)
21:56:42 <Mister_Argent> Okay. just want to make sure i'm not making too big of a mistake by making my only plane fly to a city clear across the map.
21:56:59 <Mister_Argent> (on a 1024*1024 map)
21:57:17 <Mister_Argent> Also, assuming you're turning a profit, is leaving the game running a good or a bad idea?
21:57:18 <ErichEckner> you get paid by distance _and_ travel time (more time, less income)
21:57:21 <glx> that may be a too long distance (time wise)
21:57:23 <Mister_Argent> ah.
21:58:03 <ErichEckner> i think it's better to invest your money
21:58:30 <frosch123> letting the game run unwatched only works if you disable breakdowns (due to vehicle aging), plane crashes and disasters
21:58:35 <Mister_Argent> ah.
21:59:46 <Mister_Argent> Ooookay. i've dived into the red since establishing this airline, so i'm just gonna sell the plane and think on a smaller scale for a bit.
21:59:59 <Mister_Argent> It's pretty clear that my transport company isn't quite ready to handle things on that scale.
22:00:32 <Mister_Argent> "Prefinghill transport will be sold off or declared bankrupt unless performance increases soon!"
22:00:46 <Mister_Argent> ... is it normal to have extreme difficulty for the first five or six games?
22:00:53 <frosch123> airports are quite expensive
22:00:58 <frosch123> they have high maintenance cost
22:01:05 <frosch123> so you need many planes to make them work
22:01:05 <Mister_Argent> yeah. maybe i should just focus on buses or railroads for now.
22:01:11 <ErichEckner> try busses and/or trains
22:01:14 <ErichEckner> jepp
22:01:26 <Mister_Argent> i've got a good bus set up and one ferry.
22:01:36 <glx> coal train is an easy money maker
22:01:49 <Mister_Argent> Okay, back up out of the red.
22:02:15 <Mister_Argent> Since it'll actually cost me money to destroy the airports, i should propably just leave them there until i can support air infrastructure again.
22:02:31 <frosch123> no, they will cost you money even if unused
22:02:40 <Mister_Argent> oh. well then, time to meet Mr. Demolish Tool.
22:02:44 <frosch123> they will likely bankrupt you :p
22:02:49 <Mister_Argent> http://i.imgur.com/8yMkp.png This is what i've got so far -- any advice?
22:03:07 <Mister_Argent> (the airport is, of course, gone now.)
22:03:24 <glx> wood line is quite short
22:03:45 <Mister_Argent> Yeah. propably could have just used a road for that...
22:04:19 <Mister_Argent> Hmm, there's a coal mine and a power plant adjacent to the town that'd be propably pretty simple to link up.
22:04:51 <ErichEckner> look for something to transport on rails (coal, ore, ...), that doesn't loose value quickly
22:05:03 <Mister_Argent> Yeah. looking at shuttling coal to a power plant right now.
22:05:31 <Mister_Argent> http://i.imgur.com/b16c5.png Would rail or road be best for this? Not pictured is a little gap in the river.
22:05:51 <glx> I'd use rail
22:05:58 <Mister_Argent> Yeah. got enough cars as-is.
22:05:59 <ErichEckner> me too
22:06:10 <glx> what is the production of the mine ?
22:06:27 <Mister_Argent> Coal.
22:06:30 <Mister_Argent> the power plant needs coal.
22:06:33 <glx> I now that ;)
22:06:35 <ErichEckner> the amount
22:06:51 <Mister_Argent> 90 tons of coal.
22:07:02 <glx> not a big one
22:07:08 <Mister_Argent> There's a iron mine nearby too. modifying the railroad to link to it would be trivial.
22:07:16 <Mister_Argent> *to continue to it
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22:07:41 <Mister_Argent> Now that i've gotten rid of the aircraft stuff i'm slowly accumulating again.
22:07:46 <ErichEckner> i would link the coal mine 90 tons is enough for the beginning
22:08:02 <glx> yes for a start it's enough
22:08:31 <Mister_Argent> yeah. i intend to expand a bit once i'm accumulating cash a bit faster, so for now it should work.
22:11:12 <Mister_Argent> Is there any way to add words/name parts to the town name generator?
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22:12:00 <Mister_Argent> is it like Dwarf Fortress where there's a 'Dictionary' file that you just drop words/etc. into as required?
22:13:11 <frosch123> you can add town names via newgrfs, which is a binary format and needs some kind of compilation
22:13:18 <Mister_Argent> ah.
22:13:20 <ErichEckner> btw: compilation worked fine and since I have downloaded opengfx, openttd even starts ;-)
22:13:21 <frosch123> there are multiple town names available in the content download
22:13:59 <Mister_Argent> hmm, there's a farm near my town but no factory to connect it with...
22:15:02 <frosch123> there should always be at least one factory
22:15:06 <frosch123> on the map
22:15:10 <Mister_Argent> yeah.
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22:21:08 <frosch123> night
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22:21:12 <Mister_Argent> adios
22:21:15 <ErichEckner> cu
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22:30:25 <doppelganger_> hello, I have a quick question: how do I get the oil from the oil wells to the oil refinery?
22:30:40 <doppelganger_> it's been driving me crazy and the wiki isn't helpful at all
22:31:27 <glx> you just transport it
22:31:54 <glx> place a station near oil wells and one near refinery
22:32:03 <doppelganger_> i created a truck station near the refinery, bought an oil truck
22:32:27 <doppelganger_> let me try that
22:32:58 <ErichEckner> upto here your approach sounds good
22:33:11 <doppelganger_> i created a truck station near the wells
22:33:20 <doppelganger_> but in "accept" it says "nothing"
22:33:33 <doppelganger_> the truck station near the refinery is all set though
22:33:33 <ErichEckner> the wells don't accept anything
22:33:41 <ErichEckner> they _deliver_
22:34:02 <doppelganger_> I know, but how do I see if my truck station took the wells into account?
22:34:22 <doppelganger_> by "into account" i mean it's within range of the truck station
22:34:26 <ErichEckner> just give your truck orders and wait
22:34:54 <doppelganger_> do I have to connect the wells to some road or something?
22:35:00 <glx> no
22:35:04 <ErichEckner> then you may click on the wells and see if the oil gets transported (if there are more than one nearby)
22:35:09 <ErichEckner> no
22:35:22 <doppelganger_> ok i'm gonna try that now
22:35:22 <glx> the station area should just cover the wells
22:35:26 <doppelganger_> thanks for your help so far
22:36:47 * Mister_Argent started over. He has 1 oil train and 1 coal train.
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22:38:39 <doppelganger_> seems to be working
22:38:53 <Mister_Argent> Yeah. i'm delivering oil by train from wells to a refinery.
22:40:35 <Mister_Argent> "Can't build truck station... Trudinghall local authority refuses to allow this."
22:40:44 <Mister_Argent> Guess someone doesn't want my business.
22:40:44 <doppelganger_> thanks for your help it's working I can get back to not sleeping and playing this game :)
22:40:56 <glx> Mister_Argent: plant trees
22:41:12 <ErichEckner> glx: this helps?
22:41:15 <glx> town authorities like trees a lot
22:41:17 <Mister_Argent> Can i weaponize my trains at all?
22:41:22 <ErichEckner> .. haven't tried the nice way before ...
22:41:59 <Mister_Argent> Here, Trudinghall City Council. have some random trees so i can take all your money.
22:42:32 <glx> check your rating while planting trees, it should improve
22:42:39 <Mister_Argent> rating?
22:43:40 <ErichEckner> you're right
22:43:48 <Mister_Argent> ....oh, the town is propably mad at me because i blew up a bunch of their existing trees so i could see what i was doing
22:44:05 <ErichEckner> press "x"
22:44:20 <Mister_Argent> ...dang, wish i'd known about that before
22:44:48 <ErichEckner> there's a whole bunch of shortkeys
22:44:56 <Mister_Argent> should propably take a wiki walk
22:44:59 <ErichEckner> (esp. ctrl is heavily used)
22:45:03 <glx> http://wiki.openttd.org/Transparency_options
22:45:42 <Mister_Argent> Is a coal mine that outputs 153 tonnes a month good?
22:45:55 <glx> not bad yes
22:46:20 <Mister_Argent> Ah. i seem to be accumulating cash for now so i'll take a quick wiki walk while my trains and truck do their work.
22:46:41 * Mister_Argent has two trains, one coal and one oil. he also has a single truck sending processed oil to a nearby town.
22:47:06 <Mister_Argent> http://i.imgur.com/8JRkS.jpg
22:47:30 <Mister_Argent> (is there a mod that adds Wind farms, solar panels and so on? or is that stuff that's already in and i just have no access to it because it's 1960?)
22:47:37 <glx> this town accepts goods ????
22:47:48 <glx> seems too small for me
22:47:56 <Mister_Argent> ...oh, the depot says just mail. wierd, when i put it down it said goods...
22:47:57 <Mister_Argent> dang.
22:47:58 <ErichEckner> you should think about building diagonal rails
22:48:14 <Mister_Argent> my other train has plenty of 'em, but yeah.
22:48:26 <ErichEckner> speeds up trains factor 2
22:48:54 <glx> or at least longer curves
22:50:20 <Mister_Argent> okay. my oil truck's now driving to the semi-nearby town of plenninghall. it's far enough away that i propably would have been better off using trains, though...
22:50:23 <glx> diagonal rails were a bad thing in multiplayer when you couldn't bridge over them, but now it's ok
22:50:37 <Mister_Argent> Yeah. i'm not ready for multiplayer yet...
22:50:59 <ErichEckner> you may play cooperative in multiplayer ...
22:51:00 <Mister_Argent> I still haven't had a single player game where i have made it more than three years or so
22:51:23 <glx> signals on every tile was not nice either at that time :)
22:51:28 <Mister_Argent> Gonna move on to co-op when i know i won't drag all the other players down with me
22:52:03 <Mister_Argent> is 40 tons of grain/120 items of livestock good for a farm?
22:52:15 <ErichEckner> worth a try
22:52:17 <Mister_Argent> there's one near this town i could link up pretty cheaply.
22:52:30 <glx> low grain, but for cow it's nice
22:52:57 <ErichEckner> you shouldn't only link the shortest routes
22:53:21 <glx> yeah it depends on cargo payment rates
22:53:33 <glx> for coal longer lines are better
22:53:42 <glx> long lines with long trains
22:53:53 <ErichEckner> i like to transport cheap cargo over long distances, so breakdowns won't matter this much
22:54:10 <ErichEckner> and with long trains, of course :-)
22:54:16 <glx> and always have a vehicle loading
22:54:28 <Mister_Argent> i apologize if i come off as a bit 'dumb' with regards to all this, i'm still pretty new and this is a bit of a different sort of game from Dwarf Fortress, in spite of their similarities.
22:54:38 <Mister_Argent> do quite like the game so far, even if i'm no good at it :P
22:54:42 <Mister_Argent> (yet)
22:54:42 <glx> the best is to have a full train leave while an empty one come
22:59:56 <ErichEckner> a new question: I've successfully compiled openttd and got it started (after manually installing some graphic-stuff into bin/baseset), now I've reverted to revision 22553 in order to apply chills patchpack, but now it complains about missing graphics again ...
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23:00:50 <Mister_Argent> "Can't build truck station... Plenninghall local authority refuses to allow this."
23:00:58 <Mister_Argent> The Plenninghall Local Authority can go soak their head.
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23:08:46 <ErichEckner> he also complains about missing generictramset (I had this installed once before), but claims to just ignore it ... :-/
23:11:49 <Mister_Argent> when i make a railroad/road crossing, is all the signal stuff handled automatically?
23:13:21 <ErichEckner> yes
23:13:24 <Mister_Argent> ah.
23:13:38 <ErichEckner> but you should be careful with crossing many rails at once
23:14:14 <ErichEckner> because cars might stop on a rail at a closed crossing
23:15:48 <ErichEckner> i tend to use bridges, since i crashed a bunch of busses this way :-D
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23:37:13 <Mister_Argent> Okey, Plenninghall need to be less stuck up about me putting things in their city
23:37:38 <Mister_Argent> Guess Monfingpool will be my pilot town for the whole bus thing. Plenninghall's loss.
23:42:03 <ErichEckner> it's sometimes annoying, when a city refuses to build bus-stops or stations because you have connected it before via road, bridges, train, etc. and have leveled some land therefor ...
23:42:32 <Mister_Argent> is there a way to weaponize trains? i want to send a train or two crashing through Plenninghall.
23:43:14 <Mister_Argent> ...one of my trains just broke down /in the depot/
23:43:25 <Mister_Argent> in the depot /at a crossing/
23:44:05 <ErichEckner> they always do ;-)
23:44:11 <Mister_Argent> Road vehicle 1's profit last year was -924 / Road Vehicle 4's profit last year was -176 / Road Vehicle 2's profit last year was -924
23:44:27 <Mister_Argent> Road vehicle 3's profit last year was -924
23:44:34 <Mister_Argent> ...maybe i should just stick to trains?
23:45:50 <ErichEckner> dunno
23:46:07 <ErichEckner> cars ar my girlfriends responsibility ...
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