IRC logs for #openttd on OFTC at 2014-10-21
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05:45:00 <supermop> it is surprisingly hard to get a good photo of pavement
05:48:55 <V453000> esp when you want to create a seamless texture from it
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05:50:46 <supermop> also could not get high enough anywhere downtown without having weird glare or reflections on the stone
05:52:35 <V453000> yeah I honestly dont know how people do it but I think by flying drones
05:55:10 <supermop> all i'd need is some kind of gantry or scaffold
05:55:26 <supermop> and patience for right lighting/time of day
05:55:46 <supermop> and permission from the city to perform this at various places around the city
05:56:50 <supermop> also the right lens to get a flat image
06:00:08 <Pikka> surely the internet is full of freely-usable concrete pavement textures? :P
06:00:18 <Pikka> or non-concrete, for that matter
06:06:36 <supermop> honed victorian bluestone not so much
06:11:44 <supermop> pssh whats the point of a plain concrete sidewalk
06:13:39 <V453000> well perhaps get a texture from the web and photoshop it into something more interesting
06:13:47 <V453000> is what I would consider
06:14:20 <supermop> other option is skewing the photos i took obliquely into something useful
06:16:11 <V453000> well that is standard workflow
06:16:22 <V453000> take photo - undistort - skew/do whatever to make it work
06:16:48 <V453000> I didnt do much of my own textures but it always was a lot of effort to get them right from the photo
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06:38:22 <Pikka> my textures are all hand-drawn because I'm a purist like that :P
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06:39:11 <Flygon> I'm too lazy to even draw textures :U
06:39:18 <Flygon> All my stuff looks flat :U
06:44:44 <V453000> Pikka the hard working minion
06:46:38 <Pikka> I'm my own minion, though
06:46:43 <Pikka> an autominion, if you will.
06:54:04 <V453000> how dare you not be slave of The Community (tm)
07:00:04 <Pikka> but which Community (tm)?
07:00:20 <Pikka> it's dying, haven't you heard?
07:17:15 <V453000> Pikka what are your camera coordinates?
07:18:14 <Pikka> same as for anything, isn't it?
07:18:22 <V453000> am trying to setup cameras and render resolution
07:18:37 <V453000> well for my industries I use one camera which sees all of the 16 tiles :)
07:18:50 <V453000> I Could just downsize it from there I suppose
07:19:16 <Pikka> probably best. since it's an orthoganal camera it can zoom in and out at will, so the position doesn't really make any difference
07:19:53 <V453000> sure but distance from object vs. rendering resolution matters
07:21:00 <V453000> moving the camera forward or backward (zooming it) changes things
07:21:11 <V453000> things get larger or smaller
07:21:25 <Pikka> zooming makes things larger or smaller!
07:21:27 <Eddi|zuHause> that's kinda the point of zooming?
07:21:46 <V453000> which means resolution matters more than just proportionally
07:21:58 <V453000> in relation to camera distance
07:22:13 <V453000> I can render in 256px width but I still need correct "zoom"
07:22:21 <V453000> am asking if you have any tested vehicle value for such
07:22:35 <Pikka> well, as you know, I have fun values, but
07:23:05 <Eddi|zuHause> if you reduce the size from 4x4 to 1x1, you need to zoom in 4x to get the same resolution
07:23:13 <Pikka> camera at 200/-200/163m
07:24:08 <Pikka> it's only a couple hundred m from the origin with a 560m tile length, so it's zoomed right out :P
07:24:25 <Eddi|zuHause> V453000: alternatively, you render 4x4 anyway, and just cut off the excessive stuff
07:24:33 <V453000> yeah Eddi I thought about that too
07:24:41 <V453000> might actually do that
07:24:42 <Eddi|zuHause> you already have a cutting routine
07:25:05 <V453000> yeah that might be best
07:25:23 <peter1138> Let's use non-orthogonal render, that'll work out well...
07:25:24 <V453000> mainly cause I can get multiple sprites rendered in one go
07:25:25 <Pikka> well, the way I ended up with an 82 degree fov was to just put the camera wherever
07:25:37 <Pikka> and then just tweak the fov until the sprites came out the right size.
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07:25:56 <Pikka> I mean, at an arbitrary distance from the origin :P
07:26:07 <peter1138> It's only the camera angle that matters...
07:26:11 <V453000> well idk I went from having FOV 45deg, have the camera at 30deg looking down, and then zoom in/out to get it rights
07:26:23 <Pikka> an arbitrary distance but the correct angle :P
07:26:42 <V453000> well I will consider how valid rendering 4x4 is XD
07:26:53 <V453000> probably very actually
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07:29:54 <peter1138> Did it turn out the Pikka's 10cc engines are the right length in - view?
07:30:09 <peter1138> With that silly 21-24-28-32 argument...
07:30:11 <V453000> maybe "right" but definitely not "nice" :(
07:30:57 <Pikka> well, my engines are rendered so by definition they're the right length :P
07:32:42 <Pikka> and they are...90 px coupler-face to coupler-face? so 22.5. :D
07:33:12 <peter1138> Sounds about right. Someone had a different measurement for them than 90px.
07:33:24 <peter1138> Must've been measuring something else :S
07:33:42 <V453000> it doesnt matter how right it is, it still looks wrong :P
07:33:46 <Pikka> they might not have been measuring from the same place, I know how the couplers are "supposed" to overlap.
07:33:49 <Pikka> why does it look wrong?
07:34:00 <Pikka> the stretched views look ridiculous to me now I'm used to pineapples ;)
07:34:01 <V453000> gaps between stuff are very wtf
07:34:16 <Pikka> but probably not unfixable if someone took the time
07:34:23 <Pikka> that one patch was almost there?
07:34:43 <V453000> I doubt it is valid if it breaks existing newgrfs
07:34:55 <Pikka> it'd have to be optional
07:35:18 <V453000> that would create 2 concurrent standards which would be even bigger mess
07:35:29 <Eddi|zuHause> it can't be optional
07:35:44 <Eddi|zuHause> or... it'd be extremely messy
07:35:50 <peter1138> That patch almost worked.
07:36:10 <Pikka> V453000, in that case, let's break existing newgrfs :D
07:36:30 <peter1138> Problem is, it breaks the original GRFs as well.
07:36:42 <V453000> I think if you wanted to break existing content, it would be a lot more valid to already create a lot more of OpenTTD 2.0 than that :P
07:36:46 <Pikka> original grfs have gaps between vehicles
07:36:53 <Pikka> not as big, they're slightly stretched
07:36:59 <Pikka> but it's not "broken" anyway
07:37:06 <Pikka> sprites overlapping isn't "broken", just ugly.
07:37:09 <peter1138> Which is 5.5 pixels longer than 22.5.
07:37:15 <Pikka> all the grfs will still work properly.
07:37:43 <Eddi|zuHause> Pikka: i'm pretty sure CETS will be "broken"
07:38:03 <V453000> you still believe CETS will ever get graphics? :d
07:38:21 <peter1138> I have a feeling we really need to update the vehicle position resolution to make it work well.
07:38:22 <Pikka> CETS will become easier to make because the vehicles won't have to stretch between views :P
07:39:02 <peter1138> We should add sub-angles too
07:39:16 <Eddi|zuHause> Pikka: possibly. but existing CETS will still break
07:39:19 <peter1138> Base it on virtual axle positions.
07:39:52 <peter1138> And then instead of 8 angles, you could have... many.
07:40:01 <Pikka> but nobody uses existing CETS, I say, based on no evidence whatsoever.
07:40:05 <peter1138> Just because 10cc isn't big enough already.
07:40:40 <Eddi|zuHause> only one solution to that: use 3D models :p
07:40:46 <peter1138> Let's make engines as models, and let ottd render them...
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07:56:44 <V453000> it isnt as bad idea as it sounds peter :P
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09:09:14 <argoneus> good morning train friends
09:09:33 <Eddi|zuHause> what if there are train haters?
09:10:13 <argoneus> are you trying to say
09:10:19 <argoneus> the set of people who dislike trains is not empty?
09:10:49 <Eddi|zuHause> no, i was asking.
09:21:35 <V453000> hm I guess max train height of 2.5m isnt enough if one yeti is 3m
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09:24:34 <Eddi|zuHause> usual train cars are 4m high and 3m wide
09:26:40 <V453000> which doesnt apply much to 5m long train if tile is 10m :P
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09:28:29 <Eddi|zuHause> my tiles are 32m long
09:31:41 <V453000> will have to test shit :D
09:35:55 <Eddi|zuHause> well. originally i wanted to go with 24m, which would probably fit TT-scale a bit better, but then vehicles would get more than 1 tile long
09:36:45 <Eddi|zuHause> with 32m the vehicles get more "fine-scale"-ish
09:38:21 <peter1138> Let's support longer than 8/8 vehicles!
09:38:45 <peter1138> (By making them separate parts that split on bends)
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09:47:22 <argoneus> wouldn't it be possible to implement metro though
09:47:28 <argoneus> like, make railroad tracks that have no collision
09:47:33 <argoneus> and make them super expensive
09:47:44 <argoneus> (to discourage long distances)
09:47:51 <Eddi|zuHause> what would that solve?
09:48:00 <argoneus> you could have realistic metro around cities
09:48:19 <argoneus> perhaps a special transparency mode
09:48:23 <argoneus> which would simulate underground
09:49:13 <Eddi|zuHause> and why would collisions be the key point?
09:49:47 <Eddi|zuHause> the key point of metro is that you don't have to destroy a lot of houses...
09:50:14 <argoneus> no collision so you could build through houses
09:50:31 <Eddi|zuHause> that's not what a collision is
09:50:55 <argoneus> what is a collision then?
09:50:57 <Eddi|zuHause> and no, that is not possible.
09:51:12 <Eddi|zuHause> a "collision" is: "two vehicles cannot be at the same place"
09:51:57 <argoneus> two entities cannot be at the same place
09:52:38 <Eddi|zuHause> but in this game, railroads and buildings are not "entities" in that sense
09:53:03 <argoneus> but it seems logical to me that a railroad would collide with a house
09:53:34 <Eddi|zuHause> well, not in the sense that you can just switch it off...
09:53:56 <Eddi|zuHause> (which would be possible for trains, road vehicles, etc.)
09:54:14 <argoneus> I thought every static object had a common parent
09:54:15 <Eddi|zuHause> (because those are "entities"
09:54:20 <argoneus> railroads, houses, industries etc
09:54:35 <argoneus> that's how I would implement it anyway, but then again my programming skills a shit :<
09:54:55 <Eddi|zuHause> that's how you would implement it, but that's not how it's implemented
09:56:15 <Eddi|zuHause> the way it is implemented is much faster and space efficient, but less flexible
09:56:43 <argoneus> can you give a tldr on how it's implemented?
09:57:22 <Eddi|zuHause> it's called a "map array". each tile is an array entry of fixed size
09:57:40 <Eddi|zuHause> so you can fit a house on a tile, or a railway track, but not both, because that would require more space
09:58:40 <argoneus> but isn't it the same
09:58:44 <argoneus> if you had an array of Object*
09:59:13 <Eddi|zuHause> because then you had an array of pointers, but the Objects themselves are all over the place
09:59:25 <Eddi|zuHause> which causes fragmented memory and cache misses and stuff
09:59:44 <argoneus> I never really dwelved into optimizing (is that the correct spelling?)
10:00:03 <Eddi|zuHause> also, creating and destroying objects takes a lot of time
10:00:17 <peter1138> There is a reason that OpenTTD doesn't suck all your system's RAM. It's because we care, unlike a lot of modern games....
10:00:46 <Eddi|zuHause> afaik, simutrans is implemented this way, and it's horrible
10:01:10 <Eddi|zuHause> you couldn't have 4096x4096 maps with that
10:01:14 <argoneus> so instead of having flexible polymorphism
10:01:18 <peter1138> I read somewhere that Simutrans uses a hundred bytes or so for each tile. May not have been accurate.
10:01:18 <argoneus> you just make everything fixed
10:01:26 <argoneus> which makes it faster and more predictable?
10:01:33 <argoneus> like, where your memory is etc
10:01:50 <peter1138> Only the map array is fixed size like that.
10:02:13 <peter1138> Other things are regular objects, also we use custom memory pools to arrange that as well.
10:03:41 <argoneus> oh, no idea what those are
10:04:23 <argoneus> instead of letting the RAM put things wherever it wants, you define your own huge "RAM" and put things there manually?
10:04:52 <Eddi|zuHause> like "all vehicles go in this general area"
10:05:21 <Eddi|zuHause> which, again, helps with caching when you loop over all vehicles
10:05:41 <peter1138> And means you don't need to waste time with reference tracking./
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11:40:36 <Eddi|zuHause> www.informatik.uni-halle.de/~krause/Bildschirmfoto31.png <- this looks weird...
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12:00:57 <peter1138> Seems you broke the tunnel...
12:13:42 <fjb> Multi level crossings in train fewer are difficult.
12:17:32 <Eddi|zuHause> and directly next to a station it's impossible
12:21:23 <V453000> me is counting if 256 variations of a wagon is enough
12:21:35 <V453000> 8 loading stages, gives max of 32 cargoes
12:21:40 <V453000> should be about right
12:24:05 <Pikka> very slow loading rate?
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12:24:16 <Pikka> more than 3 is a waste imo.
12:25:00 <Pikka> why are you limited to 256 variations, anyway? :P
12:25:00 <V453000> but having amount of loading ticks == amount of loading sprites is very nice
12:25:12 <V453000> well am not limited, just inconvenient
12:25:40 <V453000> I am creating infrastructure to render the 256 variations at once
12:25:46 <Eddi|zuHause> you can have wagons in more than one file...
12:25:47 <V453000> and then cut them in postproduction from it
12:26:18 <V453000> it isnt about files Eddi, it is about not having to batch cameras in max
12:26:36 <V453000> one camera looking at 256 objects, 8 frames, 8 rotations
12:28:57 <b_jonas> but the camera is always the same, it's the train that rotates
12:30:08 <V453000> that doesnt make sense with lighting
12:30:23 <V453000> actually it should, too
12:30:56 <b_jonas> um, are we talking about openttd or not? in openttd, the camera is fixed.
12:32:03 <V453000> yeah the model should rotate
12:32:08 <V453000> OR light has to rotate with it but hm
12:32:17 <V453000> actually having camera and light rotate is probably better
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12:34:08 <Pikka> or, the helper they're attached to rotates.
12:34:14 <V453000> yeah that I understand
12:34:19 <V453000> still you have to attach all of them to helpers
12:34:27 <V453000> not like that is a big issue
12:34:32 <V453000> but easier to have rotate a camera and sun
12:34:53 <Eddi|zuHause> but doesn't that flip the positions all over the place?
12:35:02 <b_jonas> why? is the full loaded carriage, like, too heavy, much heavier than the camera and the sun?
12:35:21 <Pikka> it's pretty much six of one and half a dozen of the other.
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12:36:00 <V453000> Eddi, rotating camera or the model is identical in orthographic
12:36:00 <Eddi|zuHause> but half a dozen is much more than six
12:36:13 <V453000> the only difference is light has to rotate with it
12:37:23 <Eddi|zuHause> V453000: maybe i'm imagining it wrong: you have 256 items lined up in some way, and render them from 8 directions. that means, the relative position of the 256 from each other changes
12:37:54 <Eddi|zuHause> like first A is right of B, then A is on top of B, etc.
12:38:03 <V453000> well if you look from a different direction, sure it changes, the same way they would change as if you rotated the model
12:38:12 <V453000> the whole model that is
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12:38:23 <Eddi|zuHause> not if you rotate each of the 256 objects
12:38:25 <V453000> ah right you thought each rotating locally
12:39:06 <V453000> that point is valid but it is just linking in postproduction
12:39:07 <Eddi|zuHause> well, i imagine scripting rotation of 256 objects easier than figuring out 8x256 offsets
12:40:18 <V453000> you dont even need to script it you just create objects which are its parent and which rotate
12:41:21 <V453000> also considering some small sub-pixel nuances in case the scale isnt 100% precise, which it probably isnt
12:41:27 <V453000> each train rotating locally is better
12:57:47 <peter1138> Crap, my second PC has stopped booting :S
12:58:08 <Eddi|zuHause> that constantly happens to me
12:58:28 <Eddi|zuHause> the less often you boot, the more likely it doesn't work :p
12:58:43 <peter1138> It was alright this morning, although the CD drive had stopped responding...
12:59:17 <fjb> Then disconnect the CD drive.
12:59:45 <Eddi|zuHause> yeah, could be stuck in the detection stage
13:00:18 <Eddi|zuHause> happened to me when the data cable was connected to a disk, but the power cable was not
13:01:36 <Jinassi> Try hard reset tool, one time use only. Proven to detect and enhance hardware issues.
13:03:29 <Eddi|zuHause> "enhance issues", as in afterwards they are bigger issues? :p
13:03:31 <peter1138> Nah, it's not POSTing at all.
13:03:48 <Eddi|zuHause> try removing components until it beeps
13:04:39 <Eddi|zuHause> disconnect the pc speaker last :p
13:05:11 <Rubidium> and disconnect the PSU first? ;)
13:05:56 <Jinassi> no magic smoke smell?
13:10:42 <Eddi|zuHause> Rubidium: definitely yes. when you have another PSU to try :p
13:10:59 <Eddi|zuHause> PSUs are one of the easiest things to break
13:12:11 <peter1138> Not got a spare PSU to test.
13:12:27 <peter1138> It's quieter without that on anyway.
13:13:36 <Eddi|zuHause> that's why i moved my 2nd PC to the basement
13:14:13 <peter1138> Yeah but is England, we don't do basements :(
13:14:29 <V453000> dancing cubes XD this is great
13:17:42 <Eddi|zuHause> anyone know how to fix my chromium? it doesn't play youtube anymore :/
13:18:18 <peter1138> Is it in HTML5 mode?
13:18:32 <Eddi|zuHause> at least it used to...
13:18:55 <LordAro> "html5 mode" is always on now, i think
13:19:41 <peter1138> Firefox doesn't support everything.
13:19:49 <peter1138> (Or at least, Iceweasel doesn't support everything.)
13:22:01 <Eddi|zuHause> well, i switched it on some time ago, but i can never find that setting
13:22:06 <Eddi|zuHause> it works in firefox
13:22:20 <Eddi|zuHause> but it has some nasty memleak, which is why i switched to chromium
13:23:01 <Eddi|zuHause> also, firefox has some minor annoyances when switching to full screen
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13:24:06 <peter1138> I never understood the fullscreen warning...
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13:24:24 <Celestar> Warning! Fullscreen!
13:24:27 <peter1138> <page switches to fullscreen> hey this webpage is fullscreen, do you want to allow that?
13:24:34 <peter1138> ... er... isn't that a bit late?
13:24:51 <Celestar> they thought: 'if your disk is full, you want a warning'.
13:24:55 <Celestar> so if your screen is full ...
13:26:28 <Eddi|zuHause> yes, but also the video skips backwards a few seconds
13:27:32 <Eddi|zuHause> i guess the point of that warning is to have a way to exit full screen
13:27:58 <Eddi|zuHause> for people who don't find the [Esc] key...
13:29:11 <argoneus> is there a button in openttd
13:29:16 <argoneus> to close the most recently opened window?
13:29:20 <argoneus> I know of delete, but that's rather aggressive
13:29:36 <Eddi|zuHause> only all windows, and all windows that are not stickied
13:29:51 <argoneus> is there a reason why it's not possible to do only the last one?
13:30:04 <Eddi|zuHause> because nobody ever requested that
13:30:17 <Eddi|zuHause> also, that information is probably not stored anywhere
13:31:13 <argoneus> I would use it so much :(
13:31:30 <Eddi|zuHause> well, then implement it
13:31:47 <Eddi|zuHause> shouldn't take more than a day or so
13:33:19 <argoneus> I wish I had more time than a few hours in the evening
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13:34:09 <planetmaker> argoneus, how many time do you think other people have who regularily contribute?
13:34:27 <planetmaker> few hours in the evening make it possible to write that in a week
13:34:32 <argoneus> I imagined most people are working people
13:34:35 <planetmaker> should it require a whole day
13:34:36 <argoneus> who come home from work and do hobbies
13:34:49 <planetmaker> yeah. So an evening is what they have. At most
13:35:05 <argoneus> I come home from either work or uni at 7, and then I need to do my assignments and/or study for exams
13:35:23 <argoneus> and after all that I'm rarely motivated to code my own things for fun
13:35:29 <argoneus> because my brain is just ded
13:36:54 <argoneus> I am probably just weak, if I really wanted to find time, I maybe would
13:36:58 <planetmaker> a dihedral and a Celestar. Rare guests :)
13:37:06 <dihedral> at the same time ;-)
13:37:38 <planetmaker> like Easter and Christmas at the same date :P
13:39:22 <V453000> Ok I think I will just render 4096x2048 sprites XD
13:40:46 <b_jonas> V453000: sure, but render them in 64 bit per pixel depth
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16:58:22 <DorpsGek> Commit by rubidium :: r27026 /trunk/src (script/api/script_company.cpp settings_gui.cpp) (2014-10-21 16:58:15 UTC)
16:58:23 <DorpsGek> -Fix: some (older-ish) GCC compiler warnings
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17:48:12 <DorpsGek> Commit by translators :: r27027 /trunk/src/lang (5 files) (2014-10-21 17:48:00 UTC)
17:48:13 <DorpsGek> -Update from WebTranslator v3.0:
17:48:14 <DorpsGek> catalan - 2 changes by juanjo
17:48:15 <DorpsGek> dutch - 2 changes by habell
17:48:16 <DorpsGek> finnish - 45 changes by jpx_
17:48:17 <DorpsGek> irish - 58 changes by tem
17:48:18 <DorpsGek> spanish - 2 changes by SilverSurferZzZ
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18:31:57 <DorpsGek> Commit by frosch :: r27028 /branches/1.4 (5 files in 3 dirs) (2014-10-21 18:31:51 UTC)
18:31:58 <DorpsGek> [1.4] -Update documentation
18:33:30 <DorpsGek> Commit by frosch :: r27029 /tags/1.4.4 (10 files in 4 dirs) (2014-10-21 18:33:24 UTC)
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18:56:10 <iamtakingiteasy> hi, is there any options in openttd.cfg which affect probability, and frequence of industries bankruption and eventually closing?
18:57:31 <andythenorth> smooth economy setting affects it
18:57:36 <andythenorth> but that’s in the UI
18:58:11 <iamtakingiteasy> __ln__: sorry. My English is pretty weak, indeed.
18:58:25 <iamtakingiteasy> andythenorth: oh, there is smooth_economy in config
18:59:00 <iamtakingiteasy> thank you, i'll try this option
19:11:01 <Eddi|zuHause> mind you that smooth economy will probably not affect most NewGRF industries
19:16:55 <DorpsGek> Commit by rubidium :: r27030 /trunk/src (4 files) (2014-10-21 19:16:47 UTC)
19:16:56 <DorpsGek> -Fix: crash when having the vehicle list opened from a buoy or oil rig while the buoy/oil rig gets its final removal (i.e. the sign gets removed)
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19:29:58 *** DorpsGek changes topic to "1.4.4 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: hg, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only | #openttd.dev for dev-talk | #openttd.notice for commit notices"
19:30:05 <frosch123> heffer: blathijs: new release \o/
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20:15:55 <blathijs> frosch123: Awesome :-D
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22:43:32 <argoneus> good night train friends
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23:05:02 *** Pereba_ is now known as Pereba
continue to next day ⏵