IRC logs for #openttd on OFTC at 2013-11-05
            
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07:00:52 <planetmaker> moin
07:01:30 <V453000> dump
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07:27:47 <V453000> 3D fagots: there is no way to move one of the viewports to 2nd screen, right? :|
07:27:52 <V453000> in 3ds max
07:33:08 * Supercheese does not use 3ds max
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08:34:29 <nickshanks> i have updated http://wiki.openttd.org/Compiling_on_Mac_OS_X with the things I learnt and stuff gleaned from http://irclogs.qmsk.net/channels/openttd/date/2013-10-26?page=2 but I would appreciate it if zydeco could take a look, when he's online
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10:03:35 <dihedral> hello
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14:24:21 <djura-san> howdy. May i ask how to actually use AI's? I download them, select them but nothing happens. I tried "admiral" ai :\
14:26:34 <V453000> set computer opponents: disabled
14:26:35 <V453000> best use
14:27:25 <planetmaker> djura-san, how did you configure them?
14:27:48 <planetmaker> by default also they start a bit later than the human player. And then they need some time to think :-9
14:28:25 <djura-san> planetmaker: i downloaded them trough bananas (:>) and i make admiral ai to start 1 day after start (ai start that is)
14:29:48 <djura-san> I'm not sure if it's working because i get no notification about new company. Maybe it is not working as i'm thinking. For example, i did not know that they need time to start (@ planetmaker)
14:30:07 <djura-san> I will start new city to see if something changes. This layout is ugly anyway
14:31:24 <djura-san> wow, even uglier layout. meh
14:32:02 <Xaroth|Work> are you working in the scenario editor or actually playing?
14:32:03 <planetmaker> well, you should get a notification about the start. And then they think
14:32:25 <djura-san> Xaroth|Work: actually playing :)
14:32:33 <planetmaker> if you want it to start on an existing map like *now*, then open the console (accessible through the ? icon on the main toolbar) and type 'start_ai'
14:32:35 <planetmaker> without the '
14:32:55 <planetmaker> main menu config only applies to maps created after the settings were changed
14:35:07 <djura-san> planetmaker: thank you sir. I will start right now to see how that works :)
14:36:08 <djura-san> darn it, it says that that command is not found planetmaker. Maybe i'm using too old openttd?
14:36:30 <Xaroth|Work> what version are you using?
14:36:34 <djura-san> (v1.2.1)
14:36:55 <djura-san> It is only one in debian stable repos. I'm too lazy to build up new version :|
14:37:06 <LordAro> you sure you're not adding the quote marks?
14:37:16 <planetmaker> download new. http://www.openttd.org/download-stable
14:37:25 <planetmaker> you anyway want that, if you ever plan to play online :-)
14:37:58 <planetmaker> but start_ai should work in openttd since 0.7 :D (or 0.6?)
14:38:00 <djura-san> LordAro: i'm sure mate. I will check out binaries from openttd website (totally forgot about binaries).
14:38:18 <planetmaker> we even have debian packages there ;-)
14:38:29 <planetmaker> though on debian you likely could also install the newer on from sid
14:38:36 <planetmaker> or from experimental or testing
14:38:44 <djura-san> planetmaker: i just saw them. Oh boy, oh boy :D
14:39:20 <djura-san> planetmaker: i could use sid ones but the problem is that i broke my system too many times with sid so i'm avoiding it now.
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14:39:37 <planetmaker> hehe, yeah :-)
14:39:46 <planetmaker> put it into a schroot ;-)
14:39:55 <planetmaker> but that's overkill and tedious
14:40:45 <djura-san> yes it is. Anyway, i'm downloading binaries now (not debian ones) and i will just put them in my ~/bin. DOes they include open graphics and sounds too? That 11MB package?
14:41:09 <djura-san> nope, i just saw info on site.
14:41:19 <LordAro> nope, but it'll be able to find your existing ones
14:41:29 <planetmaker> just put it in your home dir in some sub-dir there
14:41:39 <planetmaker> that way you can easily also have multiple versions in parallel
14:41:43 <planetmaker> no need to install or link
14:42:23 <planetmaker> and wrt base graphics: the newer one probably will find your existing ones, so no need to download them anew
14:43:33 <djura-san> thank you guys. Also i discovered new option for founding when i click to town name. Jeezas, i god 1.650K € in my first city and i discovered this now?
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14:46:48 <djura-san> planetmaker and LordAro: just for info, i downloaded binary package, started it and it was not able to found my current open graphics on machine. I downloaded it trough game.
14:47:02 <LordAro> odd
14:47:13 <LordAro> do you not have a ~/.openttd dir ?
14:47:43 <djura-san> i do
14:47:51 <LordAro> huh
14:48:09 <djura-san> but it reported some errors in cfg so i deleted it.
14:48:15 <LordAro> ...
14:48:36 <djura-san> (i did that after i downloaded graphics)
14:49:11 <LordAro> ...
14:49:18 <LordAro> graphics are stored in there
14:49:45 <LordAro> as are save games
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14:49:56 <planetmaker> debian installs them likely by default in the linux shared dir, thus not in ~/.openttd
14:50:01 <planetmaker> so yes, could be
14:50:08 <LordAro> ...unless you're just talking about openttd.cfg
14:50:09 <djura-san> planetmaker: that is the case here, yes
14:50:26 <planetmaker> though it *should* have found those...
14:50:57 <planetmaker> maybe... debian compiles the shared path to something else than our default. Then not
14:57:07 <LordAro> blathjis will know
14:57:52 <blathijs> Hm?
14:58:02 * blathijs reads
14:58:07 <Eddi|zuHause> ingame downloads will never be stored in the shared dir
14:58:19 <Eddi|zuHause> (you likely don't have write access there anyway)
14:58:20 <planetmaker> no one said so, Eddi|zuHause ;-)
14:58:44 <planetmaker> blathijs, question is: does debian use a non-default shared dir to store things like OpenGFX?
14:58:54 <planetmaker> s/store/install/
14:59:04 <blathijs> No, just ~/.openttd
14:59:09 <blathijs> uh
14:59:14 <planetmaker> blathijs, err... no ;-)
14:59:18 <blathijs> shared dir is /usr/share/games/openttd IIRC
14:59:59 <planetmaker> that's default afaik
15:00:00 <blathijs> djura-san: Where did you store the opengfx files you downloaded?
15:00:01 <planetmaker> yeah
15:00:50 <blathijs> Oh, but he's now not using the Debian version but the linux generic tarball, I think.
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15:01:25 <djura-san> blathijs: in 1.3.2, they are in ~/.openttd. Debian ones are in /usr/share/games/openttd
15:01:38 <blathijs> djura-san: It should be ok to download the openttd package from sid, I think it doesn't require any libraries that aren't also in Debian stable
15:01:57 <blathijs> djura-san: The Debian version (and default versions as well, I think) looks for data in both places
15:02:08 <djura-san> i see
15:02:23 <planetmaker> seems to not have found them then, though. Hm :-)
15:02:26 <blathijs> djura-san: Though I'm not 100% sure if the generic tarball looks there as well
15:02:50 <blathijs> djura-san: In any case, I'd recommend you either install the version from sid, or the .deb from openttd.org, not the generic Linux tarball
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15:28:40 <djura-san> okay, i used admiral ai. map is 64x64, one town (~200 people, 10 houses) and no founding industries :>
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15:53:47 <planet> djura-san I don't expect admiralAI to do very well on those tiny maps
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16:36:42 <NewWorld> Hello, why do my passengers prefer the bus to the train? I have over 1k passengers waiting at the bus station, and almost none at the train station.
16:40:32 <planet> NewWorld: if it's different stations, then you'r probably just faster to ship them away at the train station, your service is worse there or it covers a less densely populated area. Or any combination thereof
16:41:22 <NewWorld> Hmm thanks, though I don't know how I could get better coverage with the train station since you can only build them OUTSIDE of the town unlike bus stations
16:41:41 <NewWorld> planet: what do you mean "ship them away"?
16:41:55 <planet> transport
16:42:35 <planet> btw, NewWorld try to build a station and hold the Ctrl key while doing so. You might like that feature ;-)
16:42:45 <planet> do that in the vicinity of an existing station
16:42:53 <NewWorld> I'll try it, thanks a lot
16:45:25 <planet> what you experienced: there's more people available downtown than at the outskirts of a city. You could also use the bus to transfer them to the train station
16:48:17 <NewWorld> ^^^ good idea
16:50:09 <NewWorld> I'm trying to give the bus orders: Go To -> The train station, but it won't let me do that
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16:51:39 <NewWorld> Ahh I gotta create a bus station next to the train
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18:45:15 <DorpsGek> Commit by translators :: r25942 trunk/src/lang/latvian.txt (2013-11-05 18:45:08 UTC)
18:45:16 <DorpsGek> -Update from WebTranslator v3.0:
18:45:17 <DorpsGek> latvian - 23 changes by Parastais
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19:26:43 <nickshanks> andythenorth: are these changes in line with what you know: http://wiki.openttd.org/?title=Compiling_on_Mac_OS_X&diff=82627&oldid=82460
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19:28:24 <nickshanks> grr, my IRC connection keeps going down whenever i shut my laptop lid
19:28:37 <nickshanks> even if only for a few seconds to walk to another room
19:28:39 <andythenorth> brew can build ottd?
19:28:59 <andythenorth> o_O
19:29:39 <nickshanks> aparently. not tried it
19:31:06 <andythenorth> nickshanks: that stuff looks about right to me
19:31:13 <andythenorth> I don't have a Mavericks box to hand
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19:59:43 <Wolf01> hi hi
20:04:27 <Rubidium> ohai Wolf01
20:05:33 <Wolf01> I'm sad, I updated to Win8.1 and I found they removed the finger flicks and left only the mouse ones :(
20:05:50 <Wolf01> no more ctrl key on OTTD
20:06:00 * Rubidium is only aware of chick flicks
20:08:02 <Wolf01> I should slap myself and enslave my brain and the hands to develop a ctrl key alternative for touch screens
20:10:07 <George> can_start_stop CB does not happen when the train visits depot for service. is that intended?
20:12:28 <Rubidium> based on the specs I'd assume it's intended that way
20:12:41 <Rubidium> "This callback is called whenever a player (or the AI) tries to start or stop a vehicle."
20:12:53 <Rubidium> i.e. no automatic stuff
20:13:39 <andythenorth> it's for checking things like brakevan attach
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21:15:40 <DanMacK> Hey all
21:16:51 * DanMacK slaps andythenorth around a bit with a large fishbot
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21:28:30 <planetmaker> I hope the fish lay rotting or rusting for a bit for extra fun ;-) Hey DanMacK
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21:33:36 <DanMacK> hey PM
21:34:03 <planetmaker> how're the horses doing?
21:34:42 <DanMacK> good good, we're working out more stuff
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21:43:09 <andythenorth> what would cause the first part of an articulated vehicle to fail to set cargo capacity?
21:43:14 <andythenorth> nml looks right to me
21:43:47 <andythenorth> maybe it's cb36
21:44:09 <andythenorth> yup
21:54:22 <LeandroL> quick question
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21:54:41 <LeandroL> does a city produce more cargo than a town of the same size?
21:55:46 <planetmaker> no
21:56:13 <planetmaker> it just tells you that it'll grow faster, all other things being equal.
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22:42:06 <LeandroL> thanks planetmaker
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23:01:07 <Eddi|zuHause> <Rubidium> "This callback is called whenever a player (or the AI) tries to start or stop a vehicle." <-- that probably only applies to "stop in depot" orders, but maybe it would also be useful for a train that was the result of autoreplace etc.
23:01:26 <Wolf01> 'night
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23:01:51 <Eddi|zuHause> as in "this train can not leave if odd number of wagons"
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23:05:13 <Rubidium> Eddi|zuHause: it does stop and start upon autoreplace
23:05:31 <Rubidium> it shouldn't on servicing
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23:06:07 <Eddi|zuHause> yes, there's no reason to do it on servicing
23:06:39 <Eddi|zuHause> is that autoreplace behaviour documented anywhere?
23:07:59 * Rubidium pedantically says: yes, it is
23:08:28 <Eddi|zuHause> i mean other than the canonical documentation :p
23:10:08 <LeandroL> question: any tips for getting extra mail in my terminals/airports?
23:10:23 <LeandroL> I've been playing online lately and my bottleneck for city growth is always mail
23:10:31 <Rubidium> transfer + no loading
23:10:51 <Rubidium> okay... I'm getting too annoying and ought to go to bed
23:11:25 <LeandroL> is it worth building 4 or 5 truck terminals on small towns to gather mail across town and transfer it to the town airport?
23:11:41 <LeandroL> say a town with population 1000 that i'm already servicing with an airport
23:12:02 <LeandroL> is it worth building truck stations to gather mail from across town and transfer it to the airport?
23:13:08 <Eddi|zuHause> yes
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23:14:47 <LeandroL> sweet. thanks!
23:14:53 <Eddi|zuHause> although airplanes are imho hopeless if your aim is to transport the most cargo
23:15:31 <LeandroL> i go with airplanes because they're the most profitable
23:15:36 <LeandroL> especially at the beginning of the game
23:15:52 <LeandroL> have in mind that i'm playing very short citybuilder games
23:15:53 <Eddi|zuHause> that they are good at
23:16:08 <LeandroL> first company with population 3000 or 4000 wins
23:16:14 <LeandroL> short and sweet :)
23:16:42 <Eddi|zuHause> i don't like short games
23:17:02 <LeandroL> it's a matter of personal taste i guess
23:17:22 <LeandroL> i like playing many short games and trying different strategies until i find something that works
23:17:38 <Eddi|zuHause> play 100 years at daylength x8 over several months :)
23:18:01 <LeandroL> we're at opposite sides of the spectrum
23:19:17 <Eddi|zuHause> connect all towns and industries with cargodist and get enough capacity to move all cargos (especially passengers)
23:19:40 * LeandroL is googling cargodist
23:20:11 <Eddi|zuHause> it's a new feature in nightlies (1.4)
23:20:13 <LeandroL> oh that sounds incredibly useful
23:20:42 <LeandroL> i thought what cargodist implements was default behavior until i realized it is not. it was very frustrating
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23:22:24 <Eddi|zuHause> this is the result of the last game i played (although that is quite a while ago now) www.informatik.uni-halle.de/~krause/Loisachkirchen%20Transport,%2013.%20Apr%202027.png (12MB)
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23:25:59 <LeandroL> that's insane
23:26:04 <LeandroL> those cities are beautiful btw
23:26:50 <Eddi|zuHause> that's the beaty of this game, everybody is a different kind of insane :p
23:27:07 <NGC3982> BRIDGES.
23:27:08 <LeandroL> :)
23:27:11 <NGC3982> :D.
23:27:37 <LeandroL> one thing i was surprised when i first started playing this game is the lack of highways
23:28:14 <LeandroL> highways would look pretty cool in a crowded city
23:28:31 <glx> vehicles rarely overtake
23:28:48 <LeandroL> true
23:28:55 <LeandroL> and if they do, you're probably doing something wrong
23:29:04 <Eddi|zuHause> highways might look beautiful, but they're not very useful in this game
23:29:26 <Eddi|zuHause> but i haven't played a heavy road game yet
23:29:45 <Eddi|zuHause> there's a "dutch highway set" (eyecandy only) though
23:29:48 <LeandroL> roads are very profitable in small games
23:29:55 <LeandroL> i.e. 64x64, 64x128
23:30:05 <LeandroL> compared to trains, that is
23:30:14 <glx> of course there's no place for trains then
23:30:19 <Eddi|zuHause> that image above is the smallest game i ever played for a significant amount of time
23:30:35 <LeandroL> in a 64x128 game there might be space for some trains
23:30:47 <LeandroL> Eddi|zuHause: what are the dimensions?
23:30:52 <Eddi|zuHause> that's 128x256 i believe
23:30:56 <glx> true, but in 64x64 there's not
23:31:07 <LeandroL> glx: no, there really isn't
23:31:15 <glx> and usually some industries are missing too
23:31:19 <LeandroL> i tried building trains in a 64x64 game but they're not really profitable
23:31:28 <LeandroL> and it limits city growth
23:31:39 <glx> distances are too short for trains
23:31:51 <LeandroL> and you have to build lots of bridges and tunnels which make trains even less efficient
23:31:57 <Eddi|zuHause> i vaguely remember a (miniin?) test game where i tested some PBS bug
23:32:03 <LeandroL> Eddi|zuHause: btw i love how pines look in that map
23:32:21 <LeandroL> Eddi|zuHause: are you one of the developers?
23:32:33 <Eddi|zuHause> not really
23:33:12 <Eddi|zuHause> as in "i did write a handful of (smaller) patches" but "i don't have commit access to the repository"
23:33:24 <LeandroL> you're a contributor then
23:33:26 <LeandroL> that's cool
23:34:08 <Eddi|zuHause> i do talk a lot and sometimes people get the idea to listen to me, though :)
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23:37:01 <juzza1> Eddi|zuHause: what trees are those in your screenshot?
23:37:39 <Eddi|zuHause> juzza1: you can read the grf list in the metadata (like with exiftool)
23:38:13 <juzza1> ok
23:38:23 <Eddi|zuHause> i believe it's called "treesw.grf", (a variant of "stolentrees") but i have a feeling it's not really accessible anymore
23:39:17 <juzza1> okay
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23:41:40 <glx> luckily the map is not too big for a giant screenshot ;)
23:52:44 <Eddi|zuHause> that's one of the reasons i played such a rather small map
23:53:18 <Supercheese> Hmm, compile troubles with most recent New Map Features
23:53:28 <Eddi|zuHause> (because it's a patched build and few people could load a savegame)
23:53:29 <Supercheese> 'unique_ptr' : is not a member of 'std'
23:53:54 <Eddi|zuHause> ask in the patch thread?
23:54:13 <Eddi|zuHause> although that sounds like a library problem
23:54:39 <Supercheese> Seemingly dealing with C++11 features
23:55:00 <Supercheese> so compiler issue, even
23:55:45 <Eddi|zuHause> the language specs don't cover the compiler only
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