IRC logs for #openttd on OFTC at 2014-01-26
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00:00:18 <LordAro> but then, i'm also arguing against BSD style, so i've got to win something :L
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00:08:49 <frosch123> LordAro: are you already at prefixing variable names? :p
00:09:33 <LordAro> they're not that insane :)
00:16:48 <frosch123> LordAro: docs in header or in source?
00:17:06 <LordAro> frosch123: i'm trying to keep it as close to OTTD style as possible
00:17:10 <frosch123> inline functions in header: directly in the class definition, or after it?
00:17:33 <frosch123> sorry, just making fun of all those rules which noone can keep track of :p
00:17:34 <LordAro> haven't got any of those functions yet, but personally i'd say in the class
00:18:40 <frosch123> sometimes i wonder whether java is specifically designed to not give any choices in that area :p
00:19:04 <frosch123> no headers, no prototypes, no * or &
00:19:35 <frosch123> LordAro: oh, i forgot to ask about capitalisation
00:19:43 <frosch123> lowerCamelCase or UpperCamelCase ?
00:23:31 <mek42> fwiw i like tab key = x spaces for text, proper tabs for documents - and dealing with documents where a previous user didn't do automation, spaces, manual numbering, etc., is painful to deal with after the fact
00:24:35 <frosch123> are you talking about people manually numbering lists in a wiki? :p
00:25:12 <mek42> no, like in a word processor document
00:26:35 <LSky> is the limit of tiles per map restricted by the larger maps patch, or is that a restriction built into OpenTTD?
00:27:15 <frosch123> the larger maps patch raises the limit
00:27:44 <LSky> right, but you still cant go beyond 8k x 8k
00:28:32 <frosch123> yeah, making it go beyond 8k is harder
00:28:39 <frosch123> then you need to change way more
00:28:46 <frosch123> but luckily there is no point in making it even more lager
00:28:55 <LSky> right, we'll stick with this for now
00:29:12 <frosch123> LSky: don't even try to run that in multiplayer btw :p
00:30:27 <LSky> of course were going to try :D
00:30:34 <luaduck> LSky's just trying to make my donated server melt
00:30:38 <frosch123> yeah, make your own experience :)
00:30:53 <LSky> whats the fun in not trying?
00:31:14 <mek42> LSky: how soon do you think you'll be ready for players?
00:31:26 <frosch123> but you could try 2kx2k for a start
00:31:38 <frosch123> you don't need to patch, and it is already too big
00:31:50 <LSky> we've done 2k by 2k plenty
00:32:26 <frosch123> never heard of anyone doing that
00:32:27 <LSky> on our main server we settled for 2k by 1k to allow for a broad base of players to join
00:32:39 <LSky> but its always fun to push the limits
00:33:21 <LSky> well, people with slower computers have trouble joining once the game progresses about 60-80%
00:33:32 <LSky> they wont be able to keep up with all the vehicles
00:33:40 <LSky> since we disabled pause on join
00:34:35 <LSky> Id say about 2000 trains max, maybe double in RVs
00:34:49 <glx> idealy the server should be the slowest machine
00:35:06 <LSky> the combination with those numbers and a load of newgrfs makes it troublesome for people with slower/older computers
00:35:26 <LSky> so thats why were keeping the main server at 2k by 1k
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03:14:08 <mek42> is there a way to see who is cooping in my company and then to force everyone out of my company?
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05:13:01 <TheZonta> Thanks planetmaker for the HEQS GRF i never had so mutch fun watching some vehicle (The crawler with 3 trailers (AKA a Dozer with trailers))
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07:39:44 <andythenorth> bon anniversaire
07:42:21 <Pikka> something about grain hoppers
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07:57:40 * Rubidium rather sees grace hopper
08:04:49 <Rubidium> is that ~ a "not", or an "about"
08:05:44 <Rubidium> the defrag isn't really progressing nicely; it's at 4.25%, before I went to bed it didn't reach 2% yet
08:09:07 <andythenorth> what is 'defrag' o_O
08:10:18 <Eddi|zuHause> what is a 'rhethorical question'?
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08:16:53 <Rubidium> anyhow... it's a 150 GB partition with 50 GB of data, so its defragging about 16 MB per minute
08:18:50 <planetmaker> the ~ is the wave ;)
08:20:27 <andythenorth> I was always taught that macs were somehow magical and didn't need defragging
08:20:46 <andythenorth> a defragmenting utility disagreed
08:21:17 <andythenorth> but that was ~14 years ago
08:22:57 <Pikka> I was taught that all modern operating systems are magical and don't need defragging, or something
08:25:43 <andythenorth> let's just trust to magic
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08:41:37 <andythenorth> Pikka: you might have ruined 8bpp for me
08:41:42 <andythenorth> that or my eyes are just getting too old :P
08:42:36 <Pikka> I'm so used to zooming in and seeing the pixels with the old sprites that I kind of want zi16 now, so I can see big pixels in my ez sprites :D
08:43:06 <andythenorth> I want proper pixel art at 2x zoom :P
08:43:14 <andythenorth> but that is a major redrawing project :(
08:45:03 <Pikka> no sense in doing it halfway ;)
08:45:45 <andythenorth> oh the humanity :P
08:45:52 <andythenorth> imagine drawing that many pixels :P
08:47:04 <planetmaker> well, there's no need to *redraw* everything. But you simply could start to draw new stuff in 4x
08:47:18 <planetmaker> the old sprites don't suddenly start to bitrot
08:47:33 <andythenorth> it is somewhat appealing, but the time factor would be well against it
08:47:44 <andythenorth> if I had a part-time job and no children... :)
08:48:11 <andythenorth> drawing an industry currently takes 1-4 days
08:50:49 <planetmaker> would it really take so much more?
08:51:14 * Rubidium guesses 4x makes sense; you used a 15 inch monitor in 1995 at 640x480, now a 15 inch laptop monitor can do like 2880 by 1800 -> 4.5 times larger on X axis and 3.75 times larger on Y axis... so at zoom level 4 on a MacBook Pro with Retina you have the same size as on your CRT monitor in 1995 at the original zoom level
08:51:35 <planetmaker> also, the result would be worth the extra time, IMHO
08:51:54 <planetmaker> assuming it would then take a week
08:53:28 * Rubidium must say developing something for 1024 by ~550 is quite a challenge when you're used to 3200 by 1200 (dual monitor) or 1920 by 1080 (single monitor)
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08:56:24 <planetmaker> I mean while am also quite a fan of more detailed graphics for this game :)
08:56:54 <planetmaker> Actually I'm meanwhile also convinced that they should be 32bpp... why restrict colours?
08:58:52 <planetmaker> doesn't mean it shouldn't be pixel art, though
09:09:06 <peter1138> everyone knows 32bpp 4x needs to be rendered! ;(
09:09:28 * planetmaker doesn't render it but pixel pushes
09:10:13 <planetmaker> and I see no way how I can really gain much by rendering landscapes instead of pixel pushing it
09:14:48 <peter1138> too early for british humour i see
09:17:06 <Pikka> planetmaker, how's your landscape coming along? :D
09:17:38 <planetmaker> pretty well, I believe. Rivers are done now, too, including river mouths
09:17:55 <planetmaker> then maybe 32bpp for roads and rails
09:18:03 <andythenorth> peter1138: you call that British humour?
09:18:37 <peter1138> andythenorth, not really
09:25:30 <andythenorth> Pikka: are you still going to do multiple 10CC sets?
09:26:08 <Pikka> since the trains are now fictitious and not-country-based, probably not, andy. :D
09:27:42 <andythenorth> I think Iron Horse is going to be multiple grfs
09:27:44 <andythenorth> which I don't like
09:27:53 <andythenorth> but the compile time is already long :P
09:28:06 <andythenorth> just for brit stuff
09:28:38 <andythenorth> whatever happened to assigning vehicles to specific player?
09:29:38 <andythenorth> 30s to compile a grf :(
09:31:00 <Pikka> I remember compile times like that :P
09:31:35 <Pikka> 32bpp ez grfs take a bit longer.
09:32:00 <andythenorth> FIRS is 3 mins, without ez :P
09:37:02 <planetmaker> andy, I'm really... used to much longer times :D
09:38:33 <Japa> is there any way to do smooth terrain transitions with OTTD?
09:39:07 <planetmaker> and no, not really smoother than in that screenshot
09:39:16 <planetmaker> terrain is not aware of adjacent tiles
09:39:28 <andythenorth> planetmaker: shame we can't fix it :)
09:39:32 <planetmaker> and awareness of surroundings would be required
09:39:37 <andythenorth> slow compile times = less incentive to do fun work
09:39:59 <planetmaker> andythenorth, hm... I just try to get the compile time of my landscape set... still compiling :D
09:40:37 <planetmaker> with a single core it's about 30 minutes
09:40:59 <peter1138> You got some weird blocky edges in that screenshot
09:41:34 <planetmaker> I used the actual tile shapes
09:42:13 <planetmaker> and not the more straight ones which slightly go beyond tile size
09:42:49 <planetmaker> the road is still boring up-scaled 8bpp road
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09:43:42 <andythenorth> planetmaker: partial compile is your friend? :P
09:43:50 <andythenorth> partial comple is the only way I can keep working on FIRS
09:44:09 <planetmaker> andythenorth, yes, it goes doen considerably, when I don't re-do everything. Especially as most time is spend generating graphics
09:44:33 <planetmaker> but still, longer than seconds
09:44:54 <planetmaker> because when I change the main terrain file, of course everything based on that needs re-generation
09:45:15 <planetmaker> which is dozens of files
09:45:25 <peter1138> straight edges don't go beyond tile size
09:45:28 * andythenorth considers compile time flags for --no-template-compile or such
09:46:03 <planetmaker> peter1138, they do actually. Tiles are scaled-up the 1x sprite sizes
09:46:18 <peter1138> shame you're doing it that way
09:46:31 <peter1138> i know there's the smooth vs jaggy argument
09:46:35 <peter1138> but i think smooth is better
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09:47:07 <planetmaker> it's a simple matter of changing the mask
09:48:06 <planetmaker> I'm also not exactly convinced that the smoother versions offer a real advantage
09:48:35 <peter1138> well it's all cosmetic
09:50:45 <planetmaker> a jagged transition from grass to stone is as good imho as an exactly straight one. Good results are only possible, if we allow checking for adjacent terrain types
09:51:07 <SpComb> a smooth transition from pikemen to archers
09:53:03 <Japa> Looks like I've found what my first patch attempt will be about
09:53:24 <SpComb> it's all about the eco
09:53:42 <SpComb> 33 create extra villagers
09:53:48 <SpComb> oh wait, wrong channel
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10:44:07 <andythenorth> Pikka: how many wagons has 10CC?
10:55:57 <Pikka> does have or will have?
10:56:25 <Pikka> will have one for each default non-toyland cargo.
10:58:29 <planetmaker> what is 'each non-toyland cargo'? The defaults or those defined in wiki, also by ecs+firs?
10:58:46 * Pikka points to the word "default" in my sentence. ;)
11:00:12 <planetmaker> feature request! :P
11:00:32 <andythenorth> it was not hard to keep IH to 20 engines
11:00:45 <andythenorth> although lots of 'extras' have crept in :P
11:00:50 <andythenorth> but wagons just growed
11:01:11 <Pikka> that's where avoiding "realism" helps, andythenorth ;)
11:01:20 <planetmaker> there's reason for different wagons. Though refit can take care of keeping it down
11:01:23 <andythenorth> definitely helped with the engines
11:01:39 <Pikka> my wagons are all liberally refittable
11:01:58 <andythenorth> 26 wagons in IH (including coaches)
11:02:12 <Pikka> and I'm certainly open to including custom cargo graphics... I'll certainly do cars on flatcars, for example.
11:02:19 <Pikka> that's not much more than mine, andy
11:02:39 <Pikka> especially if you count coach generations as seperate vehicles
11:02:48 <andythenorth> they all have a gameplay reason
11:03:17 <planetmaker> Pikka, different generations should be different vehicles really. --> autoreplace
11:03:35 <Pikka> it's just visual difference, planetmaker
11:03:53 <planetmaker> then of course it doesn't matter :)
11:04:07 <Pikka> my wagon stats are all very generic and ttd-ish
11:05:07 <andythenorth> I need danmack to pop up :)
11:05:07 <Pikka> the only difference between the mail van and the armoured van, or the different tankers, or the different vans, are the graphics and the default cargo. :)
11:05:19 <andythenorth> hoppers overlap open cars
11:05:27 <andythenorth> flat cars overlap open cars
11:05:36 <andythenorth> box cars overlap open cars
11:05:44 <andythenorth> kind of wondering why bother with open cars
11:06:41 <Pikka> because visible cargos are nice
11:06:51 <andythenorth> ok, why bother with box cars? :)
11:07:04 <andythenorth> I think this gets filed under "don't overthink it" eh?
11:07:16 <Pikka> because more is better or something
11:08:28 <Pikka> I just realised I'm "supposed" to be doing freight cars for monolev too... I guess that adds a few. :/
11:08:58 <Japa> andythenorth, boxcars are for when you don't want to damage your goods in the rain
11:09:08 <andythenorth> Japa: there is no rain in ttd...
11:09:14 <andythenorth> pikka I am -1 to these newfangled 'lev' things
11:09:20 <planetmaker> anly a slight sout-easterly breeze :D
11:09:31 <planetmaker> bah... *only a slight...
11:09:37 <Pikka> eh, I'll need them for the base set anyway, andy
11:09:48 <Pikka> so might as well do newgrf versions too
11:09:53 <planetmaker> making base set? :)
11:10:00 <andythenorth> processed graphics is a bit of a faff to set up
11:10:09 <andythenorth> but then you do 'make' and a whole new set of wagons appears :)
11:11:08 <Pikka> cargo, wagon, wagon cargo. hazzahazza, just like that
11:13:03 <andythenorth> does renderising have the same effect?
11:13:20 * andythenorth considers getting some renderising tool :P
11:15:39 <Alberth> it's called DanMack, isn't it?
11:16:10 <andythenorth> my subscription has expired temporarily :P
11:16:45 <Alberth> one of the sacrifices that you have to make for getting quality sprites
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12:43:34 <jonty-comp> IE3 was nice though
12:44:06 <Eddi|zuHause> i only have very vague memories of IE3
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13:06:32 <planetmaker> __ln__, what kind of CPU has your ancient ibook?
13:06:38 <planetmaker> would it run ppc64?
13:08:10 <__ln__> my ultra modern ibook has a G4, which sadly is 32-bit only.
13:14:01 <andythenorth> how does it even work? :P
13:15:28 <fonsinchen> I also still have an iBook G4. Those are solid machine. Actually I also have a younger PowerBook G4 which is pretty rugged by now.
13:15:47 <fonsinchen> I had to remove a whole lot of parts and solder the power cable directly onto the board to make it work again.
13:16:26 <andythenorth> PowerBook G4 is a classic. Mine always got so dented, but kept on working
13:16:33 <andythenorth> I dropped one down a flight of stairs
13:18:34 <fonsinchen> The iBook won't get dented and it needs a pretty heavy blow to break the plastic. That's probably the reason why they're still working.
13:22:26 <andythenorth> you must have the rounded front kind :)
13:22:47 <andythenorth> not the one where the front of the shell would split, then pierce your palm or wrist
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13:46:37 <frosch123> yay, "Road speed limit: 257 km/h"
13:48:08 <frosch123> sorry, after 20 years of ttd i noticed how silly it is to have a girder steel bridge for road vehicles
13:50:16 <DorpsGek> Commit by frosch :: r26277 /trunk/src (4 files in 2 dirs) (2014-01-26 13:50:10 UTC)
13:50:17 <DorpsGek> -Add [FS#5849]: Display speed limit also for road bridges in the TileInfo window.
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13:52:21 <Trainman> hey guys. Is there any way to activate, while the server is running via the console the realistic acceleration?
13:53:17 <frosch123> try "listsettings accel"
13:53:23 <LordAro> frosch123: but they look nice :)
13:53:35 <planetmaker> not sure acceleration can be changed in MP
13:56:56 <bolli> Hi, Just a quick question: Is it possible to batch delete industries in the scenario editor? Ie remove all coal mines?
13:58:24 <frosch123> you can reset the landscape somewhere, which removes all industries, and maybe also all towns
13:58:55 <frosch123> hmm, or did it only remove company property?
13:59:02 <bolli> I know the reset landscape on the generate removes company property
13:59:25 <frosch123> ah, ok, well then you can save as heightmap and load, which removes everything except height
13:59:40 <bolli> I don't want to delete the towns however
14:00:21 <bolli> My (complete) problem is that I've downloaded a scenario online, and I want to put ECS into it....
14:00:29 <bolli> But that messes up all the industries
14:01:04 <planetmaker> good luck really :)
14:01:10 <bolli> is there any way to deal with it or not?
14:01:42 <planetmaker> none which is guaranteed to succeed. You temper with NewGRFs after map creation. Anything may happen
14:03:25 <planetmaker> you can try. But check very carfully that all cargoes are what they are supposed to be. Also for houses / towns and for every industry type
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14:22:40 <frosch123> "eGRVTS Beta 1" ... how rare
14:27:11 <frosch123> you can specify multiple railtypes for a vehicle in nml
14:27:16 <frosch123> it will use the first available one
14:27:31 <andythenorth> and will it exclude the others?
14:27:36 <frosch123> so you can set it to use "metro tracks" if available, and "electrified" as fallback
14:28:10 <planetmaker> the compatibility is defined by the railtypes
14:28:18 <andythenorth> yeah, it just works
14:28:19 <planetmaker> not by the vehicle
14:28:19 <frosch123> a vehicle only ever runs no one railtype, compatibilty to other types is defines by the railtype grf
14:28:34 <andythenorth> so that issue is simply a non-issue
14:46:47 <DorpsGek> Commit by frosch :: r26278 trunk/known-bugs.txt (2014-01-26 14:46:41 UTC)
14:46:48 <DorpsGek> -Doc [FS#5817]: Transparency issues with original houses and industries.
14:47:10 <andythenorth> we'll learn how to make software without needing architecture
14:50:14 <andythenorth> I try really hard to write code that doesn't require a chain of grepping through multiple files to figure out what it does :P
14:50:24 <andythenorth> but always always multiple layers are needed :P
14:50:38 <andythenorth> and I've learnt that 'document everything' is absolutely dangerous
14:52:28 <andythenorth> Alberth: want to code review my insanity? It's in IH
14:53:33 <Alberth> simplest way would be to merge everything into one file :p
14:54:03 <Alberth> that would solve your "grepping through multiple files" problem :D
14:54:28 <andythenorth> then I have a god object problem :)
14:54:38 <andythenorth> rock, hard place
14:54:41 <DorpsGek> Commit by frosch :: r26279 /trunk/src (rail_cmd.cpp script/api/script_rail.cpp) (2014-01-26 14:54:34 UTC)
14:54:42 <DorpsGek> -Fix [FS#5853]: [NoAI] Some RemoveRail methods required to set a valid railtype, though it was not used anyway. Remove the need to set one.
14:55:01 <Alberth> yep, nice utopia to aim for though :)
14:55:58 <Alberth> what should I look at?
14:56:46 <andythenorth> better not to ask
14:57:32 <Alberth> I mean, which files should I look at?
14:59:57 <andythenorth> or local equivalent
15:00:09 <andythenorth> the pipelines are kind of singletons
15:00:33 <andythenorth> and I have to instantiate the objects by calling them after the class def
15:00:45 <andythenorth> but erm...works :P
15:01:03 <andythenorth> otherwise I have to go maintain a list somewhere else which seems like overhead
15:01:42 <planetmaker> hm, the drawing of the track overlay sprites when highlighting track reservations is somewhat broken
15:01:56 <planetmaker> it doesn't use the defined overlay sprites from the grf defining tracks
15:02:31 <Alberth> it has trailing whitespace (and looking very ugly, as I have an active highlight for them by accident)
15:03:01 <planetmaker> I don't see that, but there's a whitespace warning for some sprites. Probably other railtype than I toyed with :)
15:04:10 <planetmaker> but it's not an issue with his grf. I don't see any in the code and I get the same with swedishrails when looking where the sprites come from: the base set
15:06:19 <andythenorth> Alberth: I had my editor set to strip trailing whitespace, but I was made to turn it off :(
15:08:05 <planetmaker> teach your developers to also use it ;)
15:08:42 <andythenorth> yeah, equivalent result, more obvious why
15:08:55 <andythenorth> stripping whitespace creates large diffs :P
15:08:58 <andythenorth> this causes shouting
15:09:04 <Alberth> planetmaker: better make the VCS reject such files instead :)
15:09:05 <andythenorth> "you have not made atomic commits"
15:09:29 <planetmaker> andythenorth, just do that once for all files and done
15:09:34 <planetmaker> one commit only whitespace
15:09:40 <planetmaker> sed is your friend for that
15:09:55 <planetmaker> whitespace changes create the huge diffs
15:10:02 <planetmaker> not the once 'remove all trailing'
15:10:51 <planetmaker> I have the same issue also at work with code from collegues :S
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15:13:52 <planetmaker> andythenorth, and when it's about diffs, you can create the diff w/o whitespace changes: hg diff -b
15:16:39 <Alberth> unfortunately, that also removes checking for indenting
15:20:43 <Alberth> btw Pipeline -> Pipe ? or PipeElement ?
15:26:42 <Alberth> render methods seem to have common setup options, input_path, input_image -> maybe pass them from above through the parameter list?
15:33:54 <andythenorth> they do look common don't they
15:34:06 <andythenorth> I was leaving them alone, in case I need to vary in future
15:35:05 <Alberth> you can still do that of course, since you're not hiding anything
15:35:20 <Alberth> but the common case would become shorter
15:36:19 * andythenorth refactors some thigns
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15:56:39 <SpComb> opentd 1.4-beta3 on slashdot?
15:58:03 <Eddi|zuHause> why wouldn't it?
16:04:00 <andythenorth> slow slashdot day
16:04:06 * andythenorth reads the comments
16:04:27 <andythenorth> "it's lost the simplicity but the development team are hostile to adding features"
16:04:37 <andythenorth> in one user's sentence :P
16:14:44 <andythenorth> slashdot is a useful way to idenity the technically capable but incoherent people
16:14:51 <andythenorth> then we know where they are
16:18:14 <LordAro> andythenorth: reddit too
16:18:31 <andythenorth> I only go on reddit occasionally
16:18:38 <andythenorth> but reddit seems to have a sense of humour
16:18:42 <andythenorth> slashdot...not so much
16:22:30 <andythenorth> herp time for eye-reasting break
16:22:49 <andythenorth> wtf is reasting?
16:22:57 <andythenorth> retina screen = serious eyestrain
16:37:57 <TheZonta> Hey can i make 2 depot the same name so i train can select one of the two to get maintenance?
16:38:53 <Alberth> not possible, I think
16:39:22 <Alberth> the only way is to remove the depot orders, but then it can go to any depot at any time
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16:40:08 <TheZonta> Or i can force then by making a waypoint and no depot order
16:41:30 <Andreas> yes, but that does still mean they can try to find a depor earlier in the route
16:41:48 <Andreas> or worst on a differen brach (if there are any)
16:53:09 <andythenorth> just turned a *huge* image into RGB
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18:44:13 <hjbviuerbgv> warning warning warning
18:44:13 <hjbviuerbgv> .... you may be watched !!!!!!!!!!!!!!!!!!!!!!!!!!
18:44:13 <hjbviuerbgv> do uas&israel use the internet (chat,facebook, twitter,ect.....) to collect informations,,,
18:44:13 <hjbviuerbgv> can we call that.................. spying................?
18:44:13 <hjbviuerbgv> هل تستخدم امريكا واسرائيل الانترنت بمواقعه( فيس بوك, تويتر,يوتيوب.....) للتجسسس؟؟؟؟؟؟؟
18:44:15 <hjbviuerbgv> warning warning warning
18:44:15 <hjbviuerbgv> .... you may be watched !!!!!!!!!!!!!!!!!!!!!!!!!!
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18:45:37 <planetmaker> @kban hjbviuerbgv
18:45:37 *** DorpsGek sets mode: +b *!~hjbviuerb@41.153.246.81
18:45:38 *** hjbviuerbgv was kicked by DorpsGek (planetmaker)
18:46:06 <DorpsGek> Commit by translators :: r26280 /trunk/src/lang (5 files) (2014-01-26 18:45:54 UTC)
18:46:07 <DorpsGek> -Update from WebTranslator v3.0:
18:46:08 <DorpsGek> english_US - 1 changes by Rubidium
18:46:09 <DorpsGek> french - 1 changes by glx
18:46:10 <DorpsGek> korean - 8 changes by telk5093
18:46:11 <DorpsGek> slovenian - 5 changes by ntadej
18:46:12 <DorpsGek> welsh - 1 changes by kazzie
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20:43:05 <luaduck> am I reading the internets right in that I need to patch the server to load heightmaps?
20:43:11 <luaduck> surely there's a switch or something I can use
20:46:48 <frosch123> prepare the savegame on your client, then transfer it to the server
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20:47:54 <luaduck> attempting that gives me a invalid chunk size error
20:52:14 <frosch123> then you have either a patched server, or a patched client
20:52:22 <frosch123> and they are incompatible
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20:53:02 <frosch123> you wouldn't be able to join that server either
20:53:40 <frosch123> are you still dealing with that daylength patch?
20:54:04 <frosch123> maybe you forgot to bump the savegame version when updating the patch or something
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