IRC logs for #openttd on OFTC at 2013-09-03
            
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05:37:08 <maddy_> morning guys
05:37:35 <Supercheese> Salve
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06:28:27 <planetmaker> moin
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06:49:47 <Supercheese> 'night
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07:25:18 <__ln__> http://i.imgur.com/4sCXGQ4.jpg
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07:31:43 <maddy_> yeah, elop did a good job for microsoft
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07:57:03 <dihedral> good morning
08:00:52 <__ln__> g'ning d'dral
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08:25:16 <dihedral> __ln__, i learned not to speak with a full mouth
08:25:51 <dihedral> but then you typed, granted :-P
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08:44:56 <LordAro> /o
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12:06:33 <Xaroth|Work> yay, Linux for Workgroups is released
12:09:58 <peter1138> We're up all night to get lucky.
12:10:15 <peter1138> Still on 3.2 myself.
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12:15:47 <Eddi|zuHause> 3.4 here
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12:43:45 <LordAro> 3.10, losers :p
12:46:11 <Bad_Brett2> what's linus?
12:46:19 <Bad_Brett2> *linux
12:46:21 <Bad_Brett2> ;-)
12:46:25 <Xaroth|Work> ask Linux
12:46:27 <Xaroth|Work> er
12:46:28 <Xaroth|Work> linus
12:46:43 <Bad_Brett2> oh yeah linus
12:46:50 <Bad_Brett2> ...that u-knicks guy?
12:48:41 <Bad_Brett2> my jokes are not very got right now...
12:48:44 <Bad_Brett2> anyway, got to go
12:48:48 <Bad_Brett2> kisses
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13:49:18 <Belugas> chello
14:00:18 <Xaroth|Work> o/ Belugas
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14:49:32 <fjb> Moin
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15:54:14 <Terkhen> hello
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15:59:08 <fjb> Moin Terkhen
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17:24:36 <DanMacK> @seen andythenorth
17:24:36 <DorpsGek> DanMacK: andythenorth was last seen in #openttd 1 day, 21 hours, 43 minutes, and 0 seconds ago: <andythenorth> as Sherlock Holmes used to say
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17:45:12 <DorpsGek> Commit by translators :: r25754 trunk/src/lang/serbian.txt (2013-09-03 17:45:09 UTC)
17:45:13 <DorpsGek> -Update from WebTranslator v3.0:
17:45:14 <DorpsGek> serbian - 18 changes by ivan_mile
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18:23:37 <DanMacK> Hey Brett
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18:31:05 <Miauw> What's the HQ do?
18:34:02 <Miauw> Nevermind
18:44:59 <Eddi|zuHause> it gives you free supply of passengers
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18:46:38 <Eddi|zuHause> like if you connect two towns early on, you put the HQ in the smaller town, so you have better usage on the return trip
18:46:50 <Miauw> Oh, I see
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18:49:28 <Pinkbeast> Or, put it next to your largest station to feed your enormous ego. I do this.
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19:29:00 <Eddi|zuHause> one of the most annoying features of original transport tycoon was that you couldn't move your HQ, so it was always in the way later on. that's why i stopped building it
19:29:22 <Eddi|zuHause> OpenTTD still has that problem with statues
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19:43:43 * Pinkbeast has never stompified all an AI's RVs just to get them bankrupt to get one lousy statue out the way... honest.
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19:54:32 <Eddi|zuHause> i stopped playing with AIs as well :p
19:55:14 <Pinkbeast> Sometimes I like to see what they get up to
19:55:19 <Eddi|zuHause> i think with the original AI, destroying their vehicles makes them have their stations stick around longer
19:56:11 <Eddi|zuHause> actually, to this day i have absolutely no clue what made it keep tracks open or close them...
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19:59:09 <Bad_Brett> i never knew back then that the hq actually serves a purpose
19:59:23 <Bad_Brett> i thought it was just for show
19:59:43 <Bad_Brett> and i'm pretty sure you could demolish it?
20:03:33 <Eddi|zuHause> i don't know about TTD, but definitely not in TTO
20:04:14 <Bad_Brett> i must install it again just to see... can i really be that wrong? :P
20:04:38 <Eddi|zuHause> oh you can be so wrong on so many things...
20:05:14 <Bad_Brett> i remember that the HQ returned to it's original state, so i usully didn't want to 'doze it, until i discovered that it grew back rather fast
20:06:33 <Bad_Brett> i don't think i ever played ttd as a kid... i didn't even like ttd. i hated the fact that they changed the starting age year from 1930 to 195+
20:06:34 <Bad_Brett> 1950
20:07:28 <Eddi|zuHause> yeah, i found that stupid as well
20:13:45 <Bad_Brett> by the way, i have an interesting idea for my mod... i read on the internet that back in the old days, rich people would usually travel in one of the last wagons, because there were less smoke there. wouldn't it be interesting to make the cargo in passengers wagons close to the engine age faster? this would make it a lot more challenging to optimize the length of a train
20:14:41 <Bad_Brett> this would also make it logical to put mail wagons and such between the engine and the passenger wagons
20:16:22 <Pinkbeast> Bad_Brett: overly simulationist, and if there's a fiddly always-right thing to be done with wagon ordering, don't make the player do it...
20:19:56 <planetmaker> Bad_Brett, that sounds like micromanagement at a place where little can be optimized and the feedback on optimizing is mediocre at best
20:20:24 <planetmaker> and where you'll also have a hard time yourself to tune that properly into stats, given the variety of possible map types
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20:21:32 <Bad_Brett> i personally feel that there is too little micromanagement nowadays
20:22:00 <Bad_Brett> sure, replacing 50 engines manually isn't fun, but at least you had something to do ;-)
20:22:23 <Pinkbeast> If anything, this would contribute to the "always the largest, powerful, fastest engine available" tendency
20:22:40 <planetmaker> yet another "I want it realistic and thus make it a PITA to play NewGRF"?
20:22:53 <Pinkbeast> Think of those UKRS games where everything's an A4 or a Merchant Navy and then everything's a Deltic
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20:24:17 <planetmaker> Bad_Brett, the game is about building a decent transport network. about choosing the right type of vehicle for the right task, too. But if it boils down to it should be rather 2 wagons than 3 where the map rather wants 4. Then it's going wrong
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20:26:06 <planetmaker> it's IMHO also wrong when the newgrf tells me for realism reasons that the engine changes speed in the year 1945 - due to new transport regulations. After all I'm the manager and make the regulations
20:26:11 <planetmaker> the engine doesn't change
20:26:59 <TWerkhoven> should the newgrf instead mention techological advances being applied to said engine?
20:27:09 <planetmaker> neither
20:27:52 <Bad_Brett> planetmaker: the problem with TT and OpenTTD is that as soon as you get things going, there's a snowball effect and you just become more and more powerful
20:27:52 <Pinkbeast> Er, we don't make the regulations - at a bare minimum we are subject to the whims of a collection of insane tree-worshippers :-)
20:28:03 <planetmaker> Bad_Brett, use a game script
20:28:22 <Bad_Brett> yeah, i use those
20:28:26 <planetmaker> impose restrictions by global game script
20:28:35 <planetmaker> make it give goals
20:28:47 <planetmaker> but not make the player count pies
20:29:32 <planetmaker> IMHO the biggest step forward in NewGRF concepts recently is NUTS. It threw away all realism concerns and focuses on game play
20:29:37 <planetmaker> and that works very well.
20:30:04 <planetmaker> the same could of course be done with a 'realistic' set, if you don't mimic every historic intricacy
20:30:13 <planetmaker> but allow for *some* artistic license
20:30:14 <Bad_Brett> i agree about the realism
20:31:19 <Bad_Brett> i will change many of the engine specs, introduction dates etc. to make the gameplay more interesting
20:32:20 <andythenorth> hmm
20:32:29 <planetmaker> hi andythenorth :-)
20:32:37 <Bad_Brett> my idea wasn't really about realism... it was rather about finding an explaination for adding some new mechanics
20:32:55 <andythenorth> I think NUTS is very funny and well drawn, but it's not what I'd choose for a game :)
20:33:29 <planetmaker> Bad_Brett, IMHO it *does* make sense to have different wagons with different loading speed + cargo aging. Or doing that via refit alternatively. But that depending on position in consist? urgs
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20:36:17 <Bad_Brett> of course the effects of this would be rather small, so that you could play the game without paying attention to these things
20:38:36 <Bad_Brett> but i personally think it would be kind of fun to make those decisions... adding a mail wagon will slow down the train and perhaps slow down other trains as well, but on the other hand the train might become more cost efficient
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20:40:08 <andythenorth> I think so too
20:40:20 <andythenorth> but I'm not sure the game delivers enough reward for the decision
20:41:31 <Bad_Brett> well, that was my proposal... to make cargo age faster in passenger wagons close to the engine... so that it would make sense to add mail wagons and put luxourious passenger wagons in the end of the train
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20:42:10 <Bad_Brett> hi danmack
20:44:02 <Bad_Brett> so for a short route, it might be good to have fast, cheap, short trains
20:44:28 <Bad_Brett> and for longer routes, it might be better to have a slightly slower train with mail wagons between the engine and the passenger wagons
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20:45:01 <planetmaker> that reasoning eludes me. Especially how the positioning in the train is interesting there
20:47:23 <Bad_Brett> well, if you was in charge of a train IRL, you probably wouldn't place a livestock wagon between two passenger wagons either
20:47:28 <Bad_Brett> *were
20:48:45 <Bad_Brett> the point is to make it a bit harder to decide what the optimal length of a train is
20:49:41 <Bad_Brett> anyway, this is just an experiment and i will probably scrap this idea
20:49:58 <Bad_Brett> but i'm gonna try it first :-)
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21:02:58 <Eddi|zuHause> Bad_Brett: a different twist for your thought: allow "premium class" wagons with slower decay, but it can't be the first 3 wagons behind an engine
21:04:06 <Eddi|zuHause> so people that don't want to care just add normal wagons, and people who want variety...
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21:05:41 <Terkhen> good night
21:05:51 <Bad_Brett> eddi: that's a good suggestion
21:08:24 <Bad_Brett> i mean, when there are so many exciting options, it would be shame to at least not try these things :-)
21:09:43 <planetmaker> that sounds much better yes
21:16:32 <frosch123> night
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21:18:02 <andythenorth> bye
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21:20:34 <Bad_Brett> hmm... i better change that palette, this doesn't do it for me:
21:20:37 <Bad_Brett> http://www.badbrett.se/green.png
21:20:50 <Bad_Brett> (never mind the tender, it has the wrong mask sprite)
21:21:33 <NGC3982> That looks nice.
21:21:42 <NGC3982> But doesn't that belong in Rollercoaster Tycoon 3?
21:21:54 <NGC3982> (Sorry, i could not hold that in).
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21:23:30 <Bad_Brett> :-)
21:25:39 <Bad_Brett> pink looks surprisingly good though
21:30:05 <Eddi|zuHause> i have no clue how recolouring works in 32bpp
21:31:27 <Bad_Brett> i think there are several ways to do it
21:32:37 <Bad_Brett> maybe not
21:35:47 <Bad_Brett> but i'd say the color changing algorithm is rather ...strange
21:41:47 <Bad_Brett> http://www.badbrett.se/colors.png
21:42:00 <Bad_Brett> for some reason, i always seem to have problems with the orange color
21:42:49 <Bad_Brett> while the yellow version almost always look good
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22:02:07 <Bad_Brett> i wonder if this still applies:
22:02:08 <Bad_Brett> http://wiki.openttd.org/File:32bpp_Company_colours.png
22:03:06 <planetmaker> the history of the page seems to say 'no'
22:05:51 <Bad_Brett> hehe
22:08:20 <Bad_Brett> nuts actually looks really nice... i've never tried it because i usually don't like fantasy vehicles, but i'll give it a try
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22:47:51 <Eddi|zuHause> i haven't played an actual game since nuts was released
22:50:06 <Sacro> you had your nuts released?
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23:01:50 <Eddi|zuHause> i speak foren language. i not no what you mean
23:10:54 <Bad_Brett> haha
23:17:55 <Sacro> du hast dein eier lösen
23:28:29 <Bad_Brett> mmm das ist sehr gut
23:30:04 <Sacro> Oui
23:31:08 <Bad_Brett> haha i remember when i studied german
23:33:58 <Bad_Brett> there was a story a story in the textbook called "Ein Neger beim Mittagsessen" or something like that
23:35:14 <Bad_Brett> it was a about a guy at a diner who forgot where his table was
23:35:28 <Bad_Brett> so he blamed a black man for eating his food
23:36:09 <Bad_Brett> and shouted: "Du Affe!!!"
23:36:39 <Bad_Brett> this was only about 11-12 years ago
23:36:48 <Bad_Brett> but something tells me that story has been removed
23:37:19 <Bad_Brett> :D
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