IRC logs for #openttd on OFTC at 2012-09-19
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00:06:48 <BadBrett> sometimes it feels like i'm being ...gibed? is that the word? :)
00:07:27 <Kitty> hmm, replace vehicles doesn't allow you to replace helicopters with normal aircraft...
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00:33:36 <Mazur> A helicopter isn't an aorcraft, but a cakemixer. Or to puree potato. Yabe make a slushi.
00:36:32 <Kitty> wtf, I don't know what set of vehicles this comes from, but I have just been able to purchase an airship that carries 150 tonnes of coal
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00:43:57 <Kitty> just hte idea of an airship to move coal amuses me
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00:53:41 <BadBrett> actually, not too long ago they wanted to use airships to transport timber from siberia... but for some reason it didn't work out
00:53:58 <Supercheese> insufficient vespene ga-... I mean, helium
00:54:26 <Supercheese> ATI FirePro V5700 Graphics Card for $60
00:54:41 <Supercheese> probably only valid for the next few minutes (Woot-off)
00:55:50 * Supercheese is not affiliated with woot in any way
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05:48:02 <Supercheese> what's the term for when a whole bunch of people get logged off and then auto-relog? netsplit?
05:48:36 <Supercheese> seems like one happened a couple hours back
05:51:19 * Supercheese loves the new ctrl+arrow and ctrl+del in text fields
05:51:39 <Supercheese> very helpful for dealing with station names
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06:09:17 <NGC3982> Supercheese: Oh, I have to try that.
06:18:55 <Supercheese> yes, in trunk nightly
06:19:09 * Supercheese wonders if "trunk nightly" is redundant
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08:04:50 <peter1138> top - 09:04:46 up 30 days, 4:06, 11 users, load average: 8.93, 7.88, 7.41
08:04:55 <peter1138> Cpu(s): 9.5%us, 38.8%sy, 0.0%ni, 10.6%id, 0.0%wa, 0.0%hi, 41.1%si, 0.0%st
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08:09:07 <Eddi|zuHause> 41.1%si ... is that worse than 98%wa?
08:15:31 <peter1138> Whatever it is, it's making shit slow :S
08:15:44 <Eddi|zuHause> maybe you're facing a DDoS :)
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08:31:04 <peter1138> No, it's something with the system. Starts of fine but slowly gets worse.
08:37:21 <NGC3982> Probably a train deadlock in the feeder-system.
08:37:27 <NGC3982> Harr, harr. Pun, pun.
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13:25:55 <mrttd> ajdghpoiasudhgpoaihpoifhpweoifh
13:26:12 <planetmaker> there's an irc test channel... #test
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14:26:39 <Hanfboy4000> hi together :) id like to translate some english websites of the open ttdwiki into german but i haven´t got access to do this. i want to be a part of this community so what should i do to translate items into german?
14:27:23 <Hanfboy4000> where i can register?
14:27:31 <Hanfboy4000> i didnt find anything
14:27:59 <dihedral> that is the first challenge of being part of the community
14:28:29 <Hanfboy4000> hahaha good joke :D ok then i have to solved this problem :D
14:29:02 <planetmaker> right... the wiki's login doesn't offer a register as it seems
14:30:31 <planetmaker> or rather... account.openttd.org
14:30:35 <dihedral> i thought it was funny
14:31:13 <planetmaker> moderately. As the wiki - opposed to the other services - doesn't link back to account.openttd.org
14:31:37 <planetmaker> which in my book is not a good user experience :-)
14:33:38 <Hanfboy4000> thanks a lot guys :D
14:34:06 <planetmaker> looking forward to your translations :-)
14:36:32 <planetmaker> woot? when I'm logged-in I see a link on the log-in page which allows me to go to account creation :D
14:37:18 <dihedral> bugs... bugs everywhere
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14:38:55 <planetmaker> do other users who are logged-in see the "create account", too?
14:40:44 <planetmaker> lol The boolean really works the wrong way around it seems. But I can't edit that page. At least via web
14:45:41 <fjb> It's not a bug, it's a security feature.
14:46:25 <planetmaker> to not even offer any clue as of where you can register?
14:48:35 <fjb> You can only register after autheticating yourself, thus proving you are authorized to register yourself.
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15:15:51 <CIA-1> OpenTTD: rubidium * r24532 /trunk/src/network/core/udp.cpp: -Change: try to read more UDP packets per game loop
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17:03:02 <frosch123> damn, i am totally lost in xkcd
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17:03:20 <Supercheese> yeah, it's amazing
17:03:29 <Supercheese> I should try to wget all the images
17:03:29 <frosch123> i cannot find back home :p
17:03:43 <Supercheese> 1n1w.png, I think is home
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17:04:14 <frosch123> oh i think i made it to the surface again
17:06:13 <Supercheese> someone put THAT up fast
17:06:37 <blathijs> Supercheese: It's been there for most of the day already :-)
17:07:00 <Supercheese> you mean most of the night
17:07:03 <blathijs> Also, I think that pretty much every IRC channel I'm in has been talking about today's XKCD. Nice :-)
17:07:37 * Supercheese is not factoring in the wizardry that is daylight savings
17:08:29 <frosch123> yay, i managed to drag once aound
17:08:35 <Eddi|zuHause> "i wonder if there's life up there"
17:08:44 <Eddi|zuHause> and then there's someone surfing on a plane :)
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17:12:09 <FLHerne> frosch123: I am too :o
17:13:40 <Endymion_Mallorn> Silly question: If I have the EGRVTS NewGRF on my machine, is there any reason to download GRVTS?
17:14:35 <FLHerne> Endymion_Mallorn: A 32bppEZ version of GRVTS is available, there's no corresponding one for eGRVTS yet :P
17:15:04 <FLHerne> If you're not using 32bppEZ, there's no need to have GRVTS anymore
17:16:40 <Endymion_Mallorn> Ah, awesome.
17:17:27 <Supercheese> Sounds like a song
17:17:36 <Eddi|zuHause> a really bad one...
17:17:41 <Eddi|zuHause> if you're old enough :p
17:18:02 <Endymion_Mallorn> I've been playing with EGRVTS for a while now, so when I ran across GRVTS in GRFCrawler, I raised an eyebrow. And what did you do, Simonn?
17:18:33 <FLHerne> Endymion_Mallorn: The 'e' stands for 'extended', I think ;-)
17:18:58 <Eddi|zuHause> yeah, obviously your train line is too short :)
17:19:06 <Eddi|zuHause> Simonn: just turn the train around
17:19:18 <Simonn> there used to be two trains, but I had capacity problems so I added a third
17:19:20 <Endymion_Mallorn> It does. Which is why I wondered if the un-extended had anything that the extended didn't.
17:19:22 <Simonn> but didn't notice that they were too short
17:19:30 <Simonn> How do I turn em around
17:19:40 <Simonn> I tried editing their orders and skipping the station
17:19:44 <Simonn> but they won't turn around
17:19:47 <Eddi|zuHause> there's a "turn around" button in the train view
17:19:52 <FLHerne> Endymion_Mallorn: The extended one has largely the same as the original, but then extended :P
17:20:15 <FLHerne> eGRVTS2 is completely different though
17:20:19 <Simonn> ooo theres a signal force train to continue
17:20:23 <Simonn> gonna try that one first
17:20:29 <FLHerne> (And hasn't been properly released yet)
17:20:39 <Eddi|zuHause> Simonn: that is a "create a big explosion" button
17:20:53 <Eddi|zuHause> Simonn: i strongly recomment you to never use it
17:21:08 <Eddi|zuHause> expecially in conjunction with path signals, it's pretty much useless
17:21:21 <Simonn> aa they are path signals
17:21:41 <Simonn> do you know any GRFs like so I can buy vehicles
17:21:56 <Simonn> Like double deck maglev trains
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17:22:10 <Simonn> which transport like 2000 passengers
17:22:27 <Simonn> my hub is useless, it's congested so much I don't know what to do
17:22:37 <planetmaker> happened to me, too today, frosch. Hi Alberth
17:23:18 <Endymion_Mallorn> Either way, thanks for the answer - bbl.
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17:23:33 <Supercheese> Av8 late aircraft have, what, 600 passenger capacity?
17:23:51 <Supercheese> throw a couple of those on an international airport, that'll get things moving
17:24:09 <Simonn> all my aircrafts are 600 passengers
17:24:23 <Supercheese> then you need some better trains
17:24:36 <Supercheese> you running any trainsets or just default vehicles?
17:24:39 <Simonn> and all of them have a queue
17:25:09 <Simonn> I run standard trains I think
17:25:16 <Simonn> The Chimron or something
17:25:25 <Simonn> but that's not the problem I need double decker wagons
17:25:30 <Simonn> like 100 passengers per wagon instead of 40
17:25:37 <Supercheese> you need to get a new trainset then
17:25:37 <Simonn> this is the future I'm having overpopulation troubles
17:25:41 <Supercheese> which means starting a new game
17:26:04 <Supercheese> if you don't want to start a new game, you're stuck with 40 pax per wagon
17:26:12 <Supercheese> (well, technically not)
17:26:18 <Eddi|zuHause> i think the transrapid in DBSetXL has like 120 passengers per wagon
17:26:23 <FLHerne> Simonn: Get a house set that makes less people :P
17:26:42 <Simonn> can't I put that in with an existing map?
17:26:43 <Supercheese> but I'll definitely not recommend adding a train grf in a running game
17:26:47 <Supercheese> thought it is possible
17:26:58 <Eddi|zuHause> Simonn: not if you already have trains
17:27:08 <planetmaker> Supercheese, adding that trainset to the existing game, will 100% screw up the game
17:27:26 <planetmaker> it will screw up that much that it most likely will crash.
17:27:42 <planetmaker> I'm not exagerating here
17:28:34 <Simonn> come on there has to be a way
17:28:47 <Eddi|zuHause> Simonn: yes, sell all trains.
17:28:57 <Simonn> and then add a new train set?
17:30:13 <planetmaker> you don't need bigger trains or wagons. But better service and probably more trains which requires a better network
17:31:06 <Alberth> that's what we are afraid of :)
17:32:15 <Simonn> I need bigger planes and bigger trains in the future man
17:32:21 <Simonn> 600 passengers in 2063
17:32:31 <Simonn> In 2063 they probably got planes of 6000
17:32:42 <Simonn> China is booming like crazy
17:32:54 <FLHerne> Was there a big change in the Advanced settings that breaks all the patches?
17:32:54 <Alberth> I don't think so, why would more people be traveling?
17:33:07 <Eddi|zuHause> "never trust a man who says he's good at something because it's his job."
17:33:13 * FLHerne keeps having crashes when trying to update them :P
17:33:29 <Simonn> because there are more people Alberth
17:33:46 <Alberth> but the western world is running empty :)
17:33:50 <Simonn> They all more and more planes in the bigger cities, but the existing airports become congested
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17:34:03 <Simonn> I'm sure that's what Air traffic controllers in JFK are thinking
17:34:07 <Simonn> man every day less planes
17:34:24 <Rubidium> much bigger planes are likely not feasible
17:34:43 <Rubidium> unless there is a signficant breakthrough
17:34:54 <Eddi|zuHause> well, fuel prices will double once israel attacks iran (probably soon after the US election)
17:34:56 <Alberth> Simonn: all this travel is just stupid imho, I think people would avoid it if they could
17:35:10 <Eddi|zuHause> and they're unlikely to drop afterwards
17:35:54 <Supercheese> Giant future-planes huh
17:35:58 <Alberth> FLHerne: adding of the tips in the window is the last big change there
17:36:18 <Simonn> does this look like people are staying at home
17:36:19 <Supercheese> *_DESC strings right?
17:36:19 <Eddi|zuHause> the A380 already almost dismembered themselves during flight
17:36:28 <Alberth> Rubidium: advanced settings
17:36:54 <Alberth> sorry to break your idea :p
17:36:57 <Supercheese> Simon, you need to put your train stations farther apart
17:37:06 <Supercheese> too close leads to congestion
17:37:21 <Simonn> what do you mean farther apart?
17:37:23 <Simonn> they are all the same station
17:37:30 <Simonn> all the stations you see there are one station
17:37:38 <Simonn> can't you see the tunnels
17:37:42 <Simonn> there are tracks going beneath them
17:38:23 <Supercheese> default wagon loading speeds are pretty low, IIRC
17:38:25 <Rubidium> you could reduce the length needed for switches by 66%
17:38:44 <Rubidium> just a single crossover so you have in-out-in-out-in-out-in-out-in
17:38:56 <Rubidium> and then untangle that where you have the space
17:39:16 <Simonn> I don't understand what you just said
17:39:28 <Simonn> Supercheese : is there any way to boost this?
17:39:38 <Simonn> or ..... add bigger wagons? :( please there must be a way I'm willing to sell all my trains
17:39:46 <Simonn> and install a patch and then buy them again
17:40:41 <Supercheese> but are you willing to start a new game? if not, I cannot help you
17:40:49 <Supercheese> (in that regard anyway)
17:40:57 <Simonn> man... what about my city? :(
17:41:00 <Supercheese> you could still do with some better track layout
17:41:22 <Supercheese> but my own layouts are pretty weak, I defer to the experts for that
17:41:48 <FLHerne> Supercheese: Did you look at 0ad? :P
17:42:17 <Supercheese> Couldn't find any "trees swaying" graphics settings
17:42:36 * FLHerne needs to encourage lots more people to use it so that there are more people to play MP with ;-)
17:42:39 <Supercheese> wait, Simonn, are you playing with cargodist or something?
17:43:08 <Supercheese> that's what your station window seems to imply
17:43:16 <Supercheese> Chill's Patchpack, perchance?
17:43:43 <Simonn> no :s I think it's just standard
17:43:55 <Supercheese> you just have zillions of transfers
17:44:05 <Simonn> I told you it's my hub
17:44:11 <Simonn> thats why I need bigger planes
17:44:18 * Supercheese generally avoids passenger transfers
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17:44:29 <Simonn> There are 6 airports that tap off Simonnport
17:44:38 <Simonn> but it can't handle traffic
17:45:13 <Supercheese> yeah, with default maglevs I think you're pretty hosed on capacity and loading speed
17:45:13 <Simonn> It stays pretty stable at 13.000
17:45:31 <Supercheese> I haven't played vanilla trains in so long
17:46:59 <Simonn> I can't leave this magnificent city behind
17:47:21 <FLHerne> Supercheese; Settings menus don't really exist yet. local.cfg :P
17:47:26 <Supercheese> You could replicate by making a new scenario and mashing the "expand" button on a city of your choice :P
17:47:38 <Supercheese> ah, guess I have to dive around appdata
17:48:10 <Simonn> do you even know how many bus stations there are in these cities
17:48:18 <Supercheese> (was not serious)
17:48:30 <FLHerne> Oh, apparently wavy trees are on by default in A11 :-)
17:50:23 <Rubidium> you need 6 tiles for tunnel entrance+track+signals, I need only 3
17:51:08 <Simonn> yes but in my case a train can go from the other side to the other
17:51:12 <Eddi|zuHause> i would probably switch around the track directions
17:51:22 <Eddi|zuHause> i.e. all currently incoming tracks should be outgoing
17:51:50 <Eddi|zuHause> then all trains have two choices at any time
17:52:01 <Rubidium> Simonn: you should do that before the station already
17:52:04 <Eddi|zuHause> currently the outermost track has no choice
17:52:17 <Eddi|zuHause> (speaking about Rubidium's picture)
17:52:25 <Rubidium> Eddi|zuHause: true, it's just a simple idea regarding to rough layout
17:52:34 <Simonn> in my case there is always a choice
17:52:41 <Rubidium> or rather before the tunnels start
17:52:53 <Simonn> before the tunnel starts
17:52:58 <Simonn> there is another tunnel with another station
17:53:11 <Rubidium> that way vehicles won't be blocking eachother when entering/leaving
17:53:30 <Rubidium> Simonn: so it's just trains going back and forth between two stations?
17:53:55 <Eddi|zuHause> Rubidium: i know, i had a similar idea a few years ago.
17:54:01 <Simonn> going east to west in my city
17:54:04 <Simonn> and in the middle there is my hub
17:54:29 <Rubidium> well, I wouldn't put a terminus in the middle as 'hub'
17:55:04 <Rubidium> a station where trains have to turn around
17:55:12 <Simonn> they don't have to turn around
17:55:59 <Rubidium> most platforms in the screenshot are connected by track at only one side
17:56:13 <Simonn> yeah but those have enough capacity
17:56:30 <Simonn> well.. you know not enough
17:56:34 <Simonn> but they only lack about 20.000
17:58:07 <Rubidium> you can't help much there
17:58:20 <Rubidium> unless you destroy some houses/airport
17:58:32 <Simonn> well that's what I did
17:58:36 <Simonn> there used to be only 4 tracks
17:59:06 <Simonn> Thats why I say I need double decker passenger carts
17:59:10 <Rubidium> even then you could consider building half at the other side of the airport
17:59:12 <Simonn> without destroying my world :( starting a new game
17:59:43 <Simonn> at the other side of the airport there are 4 more airports
18:00:31 <Rubidium> can't you add livestock carriages and refit them to passengers?
18:02:29 <Simonn> and I could buy like 60 more planes, because my airports at the borders of the map are flooded too with 8000+ passengers waiting at all of them
18:02:38 <Simonn> but then the hub couldn't handle anymore
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18:23:41 <frosch123> damn, why did my compiler stop inlining static const integers when they are class members :s
18:31:31 <Eddi|zuHause> <Rubidium> can't you add livestock carriages and refit them to passengers? <-- the german government paid "3rd class group tickets" for these transports in the 1940a
18:40:57 <Simonn> EDIT: read the whole thread. It answers all you can want to know. No, I won't put a summary here
18:47:35 <planetmaker> oh, changing newgrfs. Yes, you very much look like the person not reading anything, but then come whining that stuff broke on your oh-so-precious savegame
18:47:44 <planetmaker> so no, especially to you I cannot recommend it
18:48:06 <Simonn> planetmaker have I ever told you that you ae very, very handsome
18:48:11 * Simonn massages planetmaker muscular shoulders
18:52:16 <Chris_Booth> wow how do these people find there way to IRC?
18:56:40 <Simonn> I googled for openttd IRC
18:56:53 <Simonn> I didn't even know there was a wiki at that time
18:58:47 <Alberth> ok, that confirms you're not reading anything :p
18:59:07 <Simonn> hey I read the entire wiki after I found out
18:59:34 <Simonn> You don't know how much time I spend using the blocks to build roads/rails/whatever who only work in one direction
19:00:13 <Simonn> before discovering that you could use that all-direction and just slide across the map
19:00:28 <Alberth> playing OpenTTD cannot be a problem, can it? :D
19:00:43 <Simonn> no but I found it hard to get into at first
19:00:56 <Alberth> it is, but deep games often have that
19:35:44 <frosch123> openttd? no bundled tutorial. zero points
19:39:12 <NGC3982> Alberth: It sure can.
19:39:34 <NGC3982> My stock exchanges have gone down the tubes completely since i started playing again.
19:39:42 <NGC3982> Since i used to put my spare time on trading.
19:39:51 <NGC3982> Not i put my spare time on NewGRFs.
19:40:39 <Alberth> NewGRFs are much better :)
19:41:16 <Alberth> you can share them and get richer at the same time :)
20:14:24 * NGC3982 hands oround the channel.
20:17:41 <xQR> mh, anybody knows why that delay of (at least) 1 tick for every DoCommand is needed in scripts?
20:18:09 <xQR> want to set goals for all cities on the map from a citybuilder gamescript
20:18:15 <xQR> but a bigger map can have 1000 towns/cities and if i set 4 cargo goals for each that is 4000 ticks waiting time = more than 2 minutes
20:18:37 <xQR> so basically it now on startup just sits there and tells you "please wait" :/
20:18:54 <xQR> there are some SetGrowthRate calls too which do the same
20:19:04 <xQR> and ofc other actions beside that delay take time too
20:19:13 <xQR> but that delay is really the annoying part here
20:19:27 <Rubidium> in networking you need to run it in the next tick as the clients are already executing the current one
20:19:37 <Rubidium> since you want the result of the command you have to wait for that
20:20:17 <xQR> well in my case the server is empty, but an admin port client is connected, probably treated like a client for that matter
20:20:35 <xQR> but i already thought it would be something like that
20:20:48 <Rubidium> furthermore an AI building a whole network in one tick ain't nice
20:21:19 <xQR> later actions are only done for single objects
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20:21:59 <Rubidium> doesn't it already run during map generation? Then has already done 1280 ticks
20:22:13 <Rubidium> and 1000 towns is an awful lot in MP
20:22:15 <xQR> no, it is run a bit later
20:22:30 <Rubidium> @calc 2048*2048/(40*40)
20:22:46 <Rubidium> @calc 512*512/(40*40)
20:23:29 <Rubidium> so for a reasonable MP map it's not that much
20:26:48 <xQR> i guess i will change it so that the initialization is done bit by bit in the background
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20:32:51 <xQR> that's a 1024x1024, quite common when i check the current server list
20:33:20 <xQR> as i said there are some more calls, SetCargoGoal was only one example
20:33:27 <xQR> maybe i can optimize a bit, but the central problem stays
20:33:44 <Rubidium> no reason so many people complain that their computer can't keep up
20:34:56 <xQR> what do you mean, the clients would suffer because of the DoCommands?
20:38:35 <xQR> there should be a SetCargoGoal and SetGrowthRate that can be applied to all towns and cities in one step (and the respective DoCommand)
20:38:46 <xQR> useful for such initializations
20:39:21 <Rubidium> no, huge maps + lots of vehicles == slowness
20:40:05 <xQR> i don't see what that would have to do with my current specific problem, it doesn't even need vehicles to be slow :P
20:40:31 <Rubidium> but you talk about a 1024x1024 map
20:40:39 <Rubidium> which takes ages to initialise
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20:40:46 <Rubidium> a smaller map takes much less
20:41:09 <xQR> it wouldn't if there were DoCommands that could set town cargo goals for all towns on the map in one step ;)
20:41:33 <Rubidium> that would makesome sense, yes
20:41:46 <xQR> this is not about the map or server being slow in any other way, everything else is fine
20:41:58 <xQR> it's only these calls that generate DoCommands for each of the citiey
20:43:21 <xQR> other than that i know exactly what you mean, players demand bigger and higher and faster and whatnot games all the time
20:43:42 <xQR> and you give them only a little bit bigger and they already start to whine "i can't connect anymore", "it's lagging"
20:43:52 <xQR> everyday admin business :P
20:45:03 <Rubidium> but seriously... most MP games are either quick competitive or some cooperative thing. In both cases a >512x512 map would be too big to be filled
20:45:56 <xQR> though i think it's also a software problem to some degree, people especially complain that OpenTTD takes only 0.01% of available bandwidth and 10% of available CPU but they get told their computer is too slow
20:46:04 <xQR> feels like driving a ferrari constantly in first gear
20:46:13 <xQR> i guess that's because OpenTTD only has a single thread
20:46:44 <Rubidium> it's not worth the effort to change that
20:51:34 <xQR> our 2048x512 server at the end of the game is usually so crowded that people have a hard time finding a free spot to lay a track
20:56:42 <xQR> i saw people in or close to the admin team often indicate (or even state directly) that they think single player is more important
20:56:52 <xQR> which is fine, it's an opinion someone can have
20:57:19 <xQR> but it gets weird when people that probably haven't played a single public multiplayer game within the last 2 years tell you "how multiplayer games are"
20:57:30 <xQR> only coop and quick competetive?
20:57:38 <xQR> just scrolled through the server list and didn't find a single server indicating it would be cooperative in some way
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20:57:53 <xQR> what i did find though is several servers showing a huge goal that cannot be reached in a quick game
20:57:55 <planetmaker> it's funny when people join a channel and tell us what we know, what we did and how we should look at things
20:57:59 <xQR> current top 5 by player count has a goal of 1.5 billion EUR
20:59:09 <xQR> also not all of the players join and play the full time - some really do (and sleep some hours between, the freaks :P) but others just enjoy playing there for 1 hour in a map where many things are happening
21:02:20 <xQR> i don't see to what in my explanations that would refer to planetmaker
21:02:59 <Rubidium> I currently see one long goal and two short goals in top 5
21:07:48 <xQR> anyway, just set up a 512x512 map with number_towns = 3, which lead to 192 towns/cities
21:08:04 <xQR> with 5 DoCommands per town it's still almost thousand ticks
21:08:22 <xQR> i still think i could use commands for all towns :P
21:09:08 <xQR> (script actually took 1295 ticks, as it also does other things and probably can still be optimized a bit)
21:10:49 <xQR> so would it make sense to create a bug tracker entry for it or are there technical reasons why this couldn't work?
21:11:12 <Rubidium> a single command to set the same goal for each town?
21:11:19 <Rubidium> or multiple command/tick?
21:11:30 <xQR> basically SetCargoGoal() working without a town id, then affecting all towns
21:11:46 <xQR> it wouldn't make sense mid-game but good for initialization work
21:12:18 <xQR> no, they should just lead to a single DoCommand each which is interpreted by the clients accordingly
21:12:46 <Rubidium> for the single command it makes sense
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21:39:48 <Bad_Brett> did the server just crash?
21:41:43 <Bad_Brett> everybody quit the channel... and i can't access openttdcoop
21:42:01 <Supercheese> I'm not on ottdcoop, but this one's been fine for me
21:42:32 <Bad_Brett> it happened just before you arrived
21:42:57 <Bad_Brett> i can ask you instead
21:44:31 <xQR> a lot of people on IRC with bnc.openttdcoop.org host quit IRC nearly 30 minutes ago
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21:44:39 <xQR> [23:17:21] V453000 (~V453000@bnc.openttdcoop.org) (Ping timeout: 480 seconds)
21:45:00 <xQR> so looks like there is some problen
21:45:16 <KenjiE20> that should probably be adressed over in ##openttdcoop, but yes
21:46:31 <Bad_Brett> if i use two cargos from the cargo table i write [[IRON,8],[COAL,8]] and it works perfectly... but when I try to use only one cargo, i can't get it to work... i thought it would be as simple as [IRON,8], but it won't work... (i'm working with industry_tiles)
21:48:08 <Supercheese> try double brackets
21:48:13 <Supercheese> accepted_cargos: [[IRON, 8]];
21:49:33 <Bad_Brett> tried that as well, didn't work :(
21:50:28 <Supercheese> Here's some of my code that works
21:50:29 <Bad_Brett> ...and i tried it again, and like magic, it did
21:50:56 <Bad_Brett> i guess problem's solved... i must've forgotten to save or something like that
21:59:59 <planet> sorry for the inconvenience wrt #openttdcoop DevZone etc. The datacentre knows it has to take actions... currently it seems completely unreachable.
22:05:35 <Zuu> xQR: Will need to get http://bugs.openttd.org/task/5206 into trunk before the ScriptController:Break() function can be introduced. The patch is somewhat done, but I need to convince myself that I have implemented it in a sane way.
22:10:40 <xQR> yeah i saw that dependency
22:10:50 <CIA-1> OpenTTD: frosch * r24533 /trunk/src/smallmap_gui.cpp: -Codechange: Move position determination on minimap legend to separate function.
22:11:28 <CIA-1> OpenTTD: frosch * r24534 /trunk/src/smallmap_gui.cpp: -Feature: Highlight industries on the smallmap when the mouse is over an entry in the legend.
22:12:03 <Eddi|zuHause> that sounds interesting
22:12:13 <Supercheese> oooh, yes it does
22:12:21 <frosch123> not quite sure though :p
22:12:30 <frosch123> it does not exactly fit ottd
22:12:34 <frosch123> but firs was so confusing
22:13:31 <Eddi|zuHause> i still have this open suggestion that the industry chain view gives you an industry list filter (not just a minimap filter)
22:14:06 <frosch123> it also needs a output/input selection
22:26:52 <Bad_Brett> i think it sound like an excellent idea
22:27:23 <Bad_Brett> with 32 cargos and tons of industries, a tooltip would be really helpful
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