IRC logs for #openttd on OFTC at 2014-02-26
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11:42:49 <dihedral> a bunch of those domains are also taken :-P
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13:49:02 <Eddi|zuHause> so... what are the chances of russia invading ukraine now like they did georgia a few years ago?
13:49:40 <Eddi|zuHause> i mean the reasoning would be the same: "we have to protect russians, even if they don't live in russia"
13:52:41 <Rubidium> maybe the whole "invade other country for protecting people from your own country" seems to be a bit on a decline lately
13:54:00 <Xaroth|Work> perhaps it'll be round two for 'omg they have WMDs!'
13:54:02 <Eddi|zuHause> well, yes, we have been "defending germany on the hindukush" for over a decade now, that's bound to get tiresome.
13:57:00 <MNIM> Eddi|zuHause: Ehhhh, I doubt it.
13:57:37 <MNIM> unlike in Georgia the EU has vested (commercial) interests in Ukraine
13:57:57 <Eddi|zuHause> MNIM: well i discussed this possibility yesterday with a friend pointing out the vast number of similarities. and today the newspapers say that russia mobilises its troops in the region
13:58:19 <MNIM> Russia mobilizes troops at so much as a hickup :P
13:58:49 <MNIM> and more importantly, isn't Ukraine on the transport route for gas and oil to the west?
13:59:09 <Eddi|zuHause> that has never stopped russia from closing down that route :p
13:59:22 <MNIM> hmmmmh, I suppose that's true
13:59:34 <Eddi|zuHause> also, they built a pipeline through the baltic sea
13:59:41 <Eddi|zuHause> not sure if it's operational already
14:00:01 <__ln__> an invasion would secure control over the route
14:01:20 <MNIM> I think you overestimate the amount of 'control' an invading force can exert
14:01:31 <Eddi|zuHause> anyway, the scenario would be something like: Janukovic gathers support among the eastern ukrainian (majorly russian) population against the "illegal" seizing of power, and declares the region as independent, then asks russia for support
14:01:31 <MNIM> still: what I mean to say: georgia was firmly embedded in the russian influence sphere.
14:01:55 <MNIM> that's the exact cause of the recent turmoils
14:02:52 <Eddi|zuHause> there is no way this splitting of ukraine in a western and eastern half ends peaceful
14:03:56 <MNIM> wait, is there serious talk of allowing it to happen now?
14:04:07 <MNIM> last news I got was that was still something to prevent
14:04:14 <Eddi|zuHause> no. that's the point
14:04:24 <MNIM> but yeah, in that case a peaceful solution would be far away
14:04:27 <__ln__> they could build a wall
14:07:22 <MNIM> __ln__ Well, that's been historically proven to not be much better
14:07:24 <Eddi|zuHause> the other point is that russias long-term geopolitical role can't really afford losing the influence over ukraine
14:09:06 <Eddi|zuHause> which would at the very least result in a cold war between EU and russia
14:09:45 <planetmaker> there's little interest in that. Too much gas comming from Russia. So in case of doubt the EU will back down
14:09:56 <Eddi|zuHause> which helps neither of them
14:10:46 <planetmaker> but that's not the point of negotiations. The point is power. And market access.
14:11:21 <V453000> everybody wants to buy rainbow slugs
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14:26:23 <Eddi|zuHause> hm, is there a button to reverse youtube playlists that i didn't see, or are you supposed to always view playlists in reverse chronological order?
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15:17:21 <Nebol> Greetings folks! Question: I'm having problems setting up a dedicated server. It seems everyone has full admin access to the console. I have set admin password and rcon password but I can still open a console and run "newgame" for example. How can I prevent this?
15:18:29 <Eddi|zuHause> typing "newgame" on the client should make you leave the server and start a local game
15:19:07 <Eddi|zuHause> typing "rcon <pw> newgame" should reset the server
15:19:44 <Nebol> ooh.. really? I have misunderstood then, thought I made the new game on the server!
15:20:17 <planetmaker> anything run in console without rcon doesn't influence the server
15:20:22 <Eddi|zuHause> well i never tried, so maybe there really is a bug :)
15:20:29 <Nebol> That's great news, have to check it out.. :)
15:20:31 <planetmaker> I would be really surprised
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18:45:22 <DorpsGek> Commit by translators :: r26380 trunk/src/lang/brazilian_portuguese.txt (2014-02-26 18:45:15 UTC)
18:45:23 <DorpsGek> -Update from WebTranslator v3.0:
18:45:24 <DorpsGek> brazilian_portuguese - 2 changes by leandromoh
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19:02:15 <rubenwardy> Is there any reason to use monorails over normal or electric?
19:02:22 <lumlum> hello and good evening
19:04:14 <planetmaker> rubenwardy, yes, it's faster. And longer available
19:04:57 <lumlum> im experimenting with failsafe shifters but they dont work - i tried versions from wiki.openttd.org and openttdcoop.org but i seem to build something wrong ... can anyone provide some help?
19:05:33 <planetmaker> lumlum, they assume set yapf.rail_firstred_twoway_eol 1
19:05:49 <planetmaker> that's a non-default path finder setting. ah, ok
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19:09:41 <lumlum> i assume that i use some wrong signals ... i only used pbs so far, i can't say which of the other ones are used at the screenshots
19:10:10 <planetmaker> lumlum, well, the use of the correct signals is the important aspect there :)
19:10:34 <planetmaker> but... the graphics are quite clear, no?
19:11:17 <planetmaker> entry at the switch, combo to propagate. and exit at the end of the propagation chain
19:13:02 <Eddi|zuHause> lumlum: the key to the signals is the signpost. yellow horizontal, white vertical and yellow vertical
19:15:13 <lumlum> planetmaker: i think so, too ;) switch, propagate, propagation chain? they say nothing to me ... the 4 signals at the top rail are they combo or entry?
19:15:46 <lumlum> for me they look the same from behind
19:16:14 <Eddi|zuHause> you can decipher the signposts from behind as well
19:16:20 <planetmaker> they don't, though yellow and white are not easily distinguishable
19:16:51 <Eddi|zuHause> maybe depends on your level of colourblindness :)
19:16:57 <Eddi|zuHause> (or the base set you use)
19:19:55 <lumlum> then i is colorblindness i guess ^^
19:20:20 <lumlum> i got it working now i think but i dont know what signals i used *sigh*
19:23:09 <lumlum> ah, i figured that out ... just clicking them in signalbuild mode turns them, now even i can recognize them ^^
19:23:22 <lumlum> thx for your help planetmaker and Eddi|zuHause
19:24:16 <planetmaker> lumlum, you could simply use the tile query tool. It will tell you the signal type(s)
19:24:45 <lumlum> ah thx planetmaker, thats simpler indeed
19:24:55 <Eddi|zuHause> well turning around signals is kind of a vital build mechanism :p
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19:26:22 <lumlum> Eddi|zuHause: but i didnt think of it because turning them normally crashes something ... never touch a running system :P
19:26:38 <lumlum> once built i leave them be
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19:27:06 <Eddi|zuHause> however, you can also ctrl+build to cycle through the signal types
19:27:33 <Eddi|zuHause> also, stop all nearby trains :p
19:27:58 <Eddi|zuHause> and the further away ones as well, just to be sure :p
19:28:18 <lumlum> i do that, when building, but not once done i dont touch them ... the tile query tool is the better solution for my colorblindness xD
19:29:02 <lumlum> and now i works,my first failsafe shifter ... i should enhance my safegame with that ^^
19:29:36 <Eddi|zuHause> someone once wanted to make a signal set for colourblind people relying on shapes instead
19:31:08 <lumlum> thats a fine idea, but ill stick to the original ones for now that i can decifer them
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20:34:37 <DorpsGek> andythenorth: pikka was last seen in #openttd 22 hours, 7 minutes, and 17 seconds ago: <Pikka> I'll grab the new alpha anon
20:34:49 * andythenorth will have to do wrok
20:35:05 <andythenorth> 'someone' should poke at that deep sea patch
20:35:16 <andythenorth> EandythenorthHasNoClue
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20:41:08 <andythenorth> what and just store that in the map? o_O
20:41:30 <andythenorth> one thing I had no clue about was changing the tile type due to nearby terraforming
20:43:18 <planetmaker> either store on map. At least cache it there
20:44:19 <planetmaker> but probably I'd just put that as water class. And only modify that when there's reason to modify it. Like terraforming in adjacent tiles or so
20:44:50 <andythenorth> so let the map gen figure out the initial class?
20:45:24 <planetmaker> and not change it afterwards. New sea water is always coast
20:45:38 <planetmaker> created after map creation due to flooding
20:45:44 <planetmaker> That'll be the most simple solution
20:46:05 <planetmaker> s/coast/shallow sea/
20:46:18 <planetmaker> coast has a special meaning :)
20:48:42 <planetmaker> But I think this handling would go a long way. Rivers cannot be re-created after mapgen either
20:50:23 <frosch123> you better put the new enum value at the end :)
20:50:35 <frosch123> don't you have trouble loading the titlegame that way?
20:51:19 <planetmaker> testing is one way to cut corners :D
20:51:29 <planetmaker> I didn't even compile that yet
20:53:31 <planetmaker> (would also fail due to missing , in that enum entry :P
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21:23:29 <andythenorth> I have 81 ships in my current game
21:23:36 <andythenorth> only one of them is a 'river' ship :P
21:23:48 <andythenorth> despite about 50% of them travel by river or canal
21:23:52 <frosch123> do they actually say which type they are somewhere?
21:23:56 <frosch123> if they do, i missed it :p
21:24:10 <frosch123> add some icons to the purchase list maybe?
21:24:38 <frosch123> like the train sets do with electric/steam/diesel
21:24:52 <andythenorth> interesting idea
21:25:04 <andythenorth> I'd have to put them in the sprite
21:25:15 <frosch123> no idea what the icons would look like though
21:25:23 <andythenorth> I was going to ask you for an idea :)
21:25:34 <planetmaker> sea: use a wave icon
21:25:38 <frosch123> prefixing the name with [S] or [R] would be the cheap solution :p
21:25:42 <planetmaker> river: use something like the SE river icon
21:25:50 <planetmaker> I like the icon idea much more :)
21:26:26 <andythenorth> or remove the river ships...
21:26:34 <planetmaker> or maybe one giant wave for sea and shallow wiggle for river
21:26:48 <planetmaker> would be more iconigraphic that way
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21:47:21 <andythenorth> this FIRS basic idea of supplies from ports etc is much better
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21:55:29 <andythenorth> if I drag enough canals, this lake will be canal
21:55:34 <andythenorth> and my river boats will be workable
21:55:45 * andythenorth needs half-tile canal building :(
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