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#openttd IRC Logs for 2011-08-13

---Logopened Sat Aug 13 00:00:26 2011
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03:57<@Terkhen>good morning
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04:33<CIA-2>OpenTTD: frosch * r22738 /trunk/src/ (console_cmds.cpp network/network.cpp network/network_func.h): -Fix [FS#4722] (r21854): Setting company passwords via the GUI on servers (including starting a company with the default password) failed, so no client could join.
04:34<@Terkhen>hi Wolf01
04:35<Wolf01>because it is morning and I have an annoying pain on my shoulder
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05:56<reikalusikka>has anybody here compiled openttd for the n900?
05:56<@planetmaker>@base 10 2 37
05:56<@DorpsGek>planetmaker: 100101
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06:43<CIA-2>OpenTTD: frosch * r22739 /trunk/src/viewport.cpp: -Fix: The measurement tooltip is supposed to be hidden when not dragging an area.
06:44<andythenorth>frosch123: how might industry be allowed to overbuild houses?
06:44<CIA-2>OpenTTD: frosch * r22740 /trunk/src/viewport.cpp: -Fix [FS#4708]: Display the size of the leveled platform in the measurement tooltip of terraforming operations.
06:51<V453000>fuck :D
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06:53<KittenKoder>Nitpicking ... lame.
06:53<frosch123>oh, there is a real highlight between two unimportant highlights :p
06:54<frosch123>[12:44] <andythenorth> frosch123: how might industry be allowed to overbuild houses? <- imo not at all
06:54<frosch123>though it is kind of done for the "build in towns" flag
06:54<frosch123>but imo that behaviour of the flag is stupid :p
06:57<andythenorth>frosch123: you think overbuilding is invalid?
06:57<@planetmaker>frosch123: do you think it's generally stupid that industries can be placed within a town?
06:57<andythenorth>currently it's a half-assed situtation
06:58<andythenorth>overbuilding is possible, but the newgrf control of it is limited
06:58<frosch123>planetmaker: no, it is stupid that you have to build them on top of houses
06:58<V453000>half-assed :DDD brilliant expression
06:58<@Alberth>planetmaker: it happens, also in RL, but they tend to move away
06:58<@planetmaker>but how could the game do that later, if that were not allowed?
06:58<@planetmaker>I agree it should not be a 'has to be' condition
06:59<frosch123>well, it might be kind of ok-ish for randomly placed industries :)
06:59<andythenorth>it should just be another newgrf tile check :P
06:59<frosch123>but whenever someone asks "how can i fund a bank", the current answer is stupid :p
06:59<@Alberth>servicing the industry becomes a problem, so it will die due to lack of being serviced
06:59<andythenorth>there's always a fricking edge case
07:00<andythenorth>in this case the edge case is whether the town allows player to bulldoze those houses
07:00<andythenorth>for game generating a new industry that's no issue
07:00<@planetmaker>frosch123: imho the correct way would be "allow on houses" without impication "must be on houses"
07:00<@Alberth>andythenorth: otherwise it would be crystal clear and we would not have this discussion :)
07:00<frosch123>planetmaker: but it should be very close to houses :)
07:01*andythenorth wonders what town does in current case
07:01<@planetmaker>yes, like additonal town vicinity check. like r <= town_zone_5 or so
07:01<KittenKoder>Frell. I think I got my parameter labels bassackwards.
07:02<andythenorth>current case pays no attention to town rating
07:03<frosch123>well, that is usually no problem, as industries cannot be removed by players either :)
07:03<@planetmaker>but for funding?
07:04<frosch123>well, maybe we should soften the current flag, to also allow non-house tiles when neighboured tiles are houses
07:04<frosch123>i do not see need for a more detailed check
07:04<frosch123>resp. there is also a "close by town, but no house" flag
07:05<@Terkhen>that would be nice, the current behaviour is annoying :P
07:06<andythenorth>frosch123: I would rather move away from flags
07:06<andythenorth>this should be a cb 28 / 2f check by newgrf author
07:06<andythenorth>it makes for a confusing API to have both flags and cbs covering similar cases
07:07<@planetmaker>yes, but we cannot simply remove it :_9
07:07<frosch123>oh, my earlier suggestion is void
07:07<frosch123>INDUSTRYBEH_ONLY_NEARTOWN already means "may be house, but doed not need to"
07:08<frosch123>andythenorth: just use that flag to allow houses
07:09<frosch123>it will restrict distance of northern industry tile to town sign to 9 tiles (manhattan)=
07:10<@planetmaker>frosch123: we might have a bug there...
07:10<@planetmaker>with bit 5 set I cannot build on houses
07:11<andythenorth>have you come across languages / frameworks which mark things as deprecated, but leave them in place?
07:12<frosch123>planetmaker: works for toy shop
07:12<@planetmaker>yes. But not for FIRS
07:12<@planetmaker>e.g. builder's yard
07:13<@planetmaker>and it has that one set
07:15<frosch123>works for me
07:16<frosch123>using tip
07:16<frosch123>of both nml and firs
07:16<andythenorth>works for me too
07:16<andythenorth>must have been the special flag issue
07:17<frosch123>i can destroy a whole town to population 0 by funding builders yards :p
07:17<andythenorth>still annoying
07:17<andythenorth>we can't allow player to build wherever they like
07:17<andythenorth>whilst also allowing house overbuild
07:18<frosch123>it's kind of expensive, but ruins a online game with enough money :)
07:19<frosch123>so the "one industry per town"-setting has some use :p
07:20<@planetmaker>hm, indeed works for me now
07:20<@planetmaker>Swedish people must have huge families though
07:21<@planetmaker>This one one-family house which remained in that town has a population of 155
07:21<frosch123>well, if you bulldoze everything, they have to move somewhere?
07:22<@planetmaker>They probably get cheap construction material now, with all that competition of the builder yards
07:22<@planetmaker>they still also have a petrol station, so getting it from there to their home is no issue, too
07:22<Rubidium>probably each of them is owner of a builder yard
07:23<frosch123>sounds like "oilrig increases passenger production by 100%"
07:27*andythenorth re-reads own comment above
07:28<andythenorth>I wasn't clear in what I meant :P
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07:33<andythenorth>I'm not too bothered about griefing risk from allowing industries to overbuild houses
07:33<@Alberth>planetmaker: most live underground, so they are not bothered by industries destroying their home
07:33<andythenorth>the griefing risk exists already
07:33<andythenorth>issue is that mostly FIRS allows players to place industry wherever they like
07:34<andythenorth>but for town industry, I have to use bit 3 or 5 on special flags
07:34<andythenorth>which means I can't allow player to place anywhere
07:34<andythenorth>whilst also guiding map-gen / in-game generator
07:35<andythenorth>if that makes sense?
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07:50<KittenKoder>In spite of a few pixel flaws and possible parameter error, I like my new track.
07:53<KittenKoder>It's a good start to the sci-fi set I will work on soon.
07:54<KittenKoder>andythenorth, are you still alert here?
07:54<KittenKoder>What do you think of this idea?
07:55<@Terkhen>are you aware of the vactrain set?
07:56<KittenKoder>3 Maglev tracks based on the three most common concepts in sci-fi work. First is just basically monorail but with a more science fictiony look, second is the standard maglev, third is the more fantasy based "Tesla" track ....
07:56<KittenKoder>Terkhen, I'm talking sci-fi, not insane speeds.
07:57<KittenKoder>Back in the 60's science fiction trains were "up to 100 mph" ....
07:57<@planetmaker>he, having seen the talk about sci-fi immediately the vactrains came to my mind
07:57<@Terkhen>vactrains are also sci-fi :)
07:57<@planetmaker>KittenKoder: no
07:57<@Terkhen>you are talking about vintage sci-fi :P
07:57<@planetmaker>back in 1930 there were 160km/h trains
07:57<@planetmaker>in real life
07:58<KittenKoder>Science fiction was more about the look. ;) The set will not be to make super fast insane speed trains, but to make trains comparable to that era with the look of what they dreamt.
07:59<KittenKoder>Terkhen, exactly.
08:01<KittenKoder>Science fiction in the earlier eras did not have as much science in them, depending on the author. Lovecraft sci-fi, for instance, was a lot of transdimensional fantasy, purely aesthetic. Asimov however was far more science based, he even had some actual train concepts in one of his Opuses.
08:01<@planetmaker>asimov had a strong science background after all
08:01<KittenKoder>Very much so.
08:01<@planetmaker>being later a professor in biology
08:02<KittenKoder>If you read his Opus books he actually explains his theories used in his fictional books.
08:02<@planetmaker>I know. I read them all :-P
08:02<KittenKoder>^_^ Yay, another Asimov reader.
08:02<KittenKoder>I idolize him a bit too much, being a huge fan of real AI.
08:03<KittenKoder>It was my childhood dream to be one of those to complete the first true AI, alas ... the dream is nearly dead, but meh.
08:03<@planetmaker>yeah, he did an amazing job with his robot stories.
08:03<@Terkhen>you can still make an OpenTTD AI :P
08:03<@Terkhen>if it follows the three rules it won't get much money, though
08:04<@planetmaker>Actually laying the path for many thought trails
08:04<KittenKoder>Well, I am still learning the languages for OTTD, however I was considering it.
08:04<@planetmaker>NoAIs are written in squirrel
08:04<KittenKoder>Could one be written in c or c++?
08:05<KittenKoder>... better question to append to that, is there an API as well?
08:06<KittenKoder>The 2cc set maglevs really line up nicely on my new maglev track graphics.
08:06<@planetmaker>could. But will not be supported by official versions
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08:06<@planetmaker>but yes, the API is for squirrel
08:06<KittenKoder>Aaah ... best to make it supported by official versions so people would actually be more likely to test it.
08:07<@planetmaker>the old AI which was part of the game was in C. But... it was notoriously bad and cheated
08:07<@planetmaker>And now... the AI work is out-sourced from a dev POV :-P
08:07<KittenKoder>The Open version, you mean?
08:07<@planetmaker>we're in OpenTTD
08:08<KittenKoder>The original TTD AI wasn't that bad, it wasn't smart but it was smarter and planned things.
08:09<KittenKoder>Though there was the "stray track" error if you outcompeted ....
08:09<@planetmaker>it was pretty stupid. But the same logic increasingly failed with new additions and esp. newgrfs
08:10<KittenKoder>Could NML handle AI coding or would I have to buckle down for that?
08:10<@planetmaker>Nope. NewGRFs and AIs are completely different things
08:11<@planetmaker>NML is the NewGRF language. Squirrel the NoAI language. C/C++ the OpenTTD source language
08:11<KittenKoder>So I need to learn Squirel.
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08:11<@planetmaker>not difficult from what it looks like
08:11<KittenKoder>Or just figure out the c/c++ interface.
08:12<@planetmaker>won't work. It's a squirrel-API which OpenTTD offers
08:12<KittenKoder>But since Squirrel is part of the official version, I'll look into it.
08:12<KittenKoder>Anyhow, what did you think of my idea?
08:12<KittenKoder>The maglev thing.
08:12<@planetmaker>You don't need squirrel really. OpenTTD brings all it needs
08:13<@planetmaker>It offers so-to-speak squirrel VMs for AIs
08:14<KittenKoder>I'll look into it more once I get my train design itch out of the way.
08:14<@planetmaker>look in src/script :-)
08:15<@planetmaker>but what idea do you mean?
08:17<Eddi|zuHause>you realize how annoying it is to read a conversation between two people with the same nick length and nick colour?
08:17<andythenorth>at least one of them has upper case
08:17<andythenorth>so you can visually distinguish
08:17<Eddi|zuHause>andythenorth: i can't, colour practically dominates all other differences.
08:17<andythenorth>we have two people at work whose names are same length, begin with 'r' and end in 'a'
08:17<KittenKoder>I'm glad one of them is me, I can tell what I'm saying.
08:18<@Alberth>Eddi|zuHause: perhaps you should improve the colour allocation thingie to also take nickname length into account
08:19<@Terkhen>yup, I should do that too
08:20<KittenKoder>Cool, I didn't screw up the parameter labels, I just chose the wrong settings. >.<
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08:22<KittenKoder>Where is glu?
08:23<KittenKoder>I actually made an efficient industrial "complex" that's even cool looking.
08:24<@Alberth>do you have a screen shot?
08:24<KittenKoder>Guess I should take one before the nearby city overtakes it, huh.
08:25<@Alberth>load an old autosave :)
08:26<KittenKoder>I don't bother with autosave.
08:26<KittenKoder>Making a composite ....
08:27<KittenKoder>Yay for Gimp!
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08:36<KittenKoder>Just need to upload.
08:38<KittenKoder>Alright, it's pretty big:
08:39<KittenKoder>The coal mine on the left is going to a steel mill.
08:40<frosch123>did you cut stuff aways, or did you compose that from multiple screenshots?
08:40<KittenKoder>Multiple shots.
08:40<frosch123>in the latter case there is a screenshot funtion to create a zoomed-in screenshot of the area you see when zoomed out
08:40<KittenKoder>I keep forgetting about that. >.<
08:41<frosch123>and i do not see maglev on that screenshot :p
08:41<@Alberth>neat! Much nicer than I make them
08:42<KittenKoder>Nope, I have a maglev in the game, it's a passenger express route, way on the edges though.
08:42<andythenorth>flat maps :)
08:42<KittenKoder>That's all electirc.
08:42<andythenorth>I played a flat map once
08:42<KittenKoder>Actually, it's a subsection of the Congo map.
08:43<CIA-2>OpenTTD: alberth * r22741 /trunk/src/ (newgrf_airport.h table/airport_movement.h): -Add: Add exit direction of hangars to airport specifications.
08:43<KittenKoder>The game has this weird habit of putting most industries and towns in flat areas for me.
08:44<KittenKoder>I have to rerandomize everything a few times just to get one that's at least a little spread out.
08:44<andythenorth>KittenKoder: it's largely because most industries can only build on flat ground
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08:44<KittenKoder>I figured.
08:44<andythenorth>especially the big FIRS industries :(
08:44<CIA-2>OpenTTD: alberth * r22742 /trunk/src/station_base.h: -Add: Add function to query exit direction of hangars at airports.
08:44<KittenKoder>I like FIRS though, so I put up with it. ;)
08:45<KittenKoder>The standard industries are just boring and ECS never works for me.
08:45<@planetmaker>well... we *might* go for changing that between 0.7 and 1.0 ;-)
08:45<KittenKoder>That would be cool if possible.
08:45<andythenorth>planetmaker: it's pretty tricky :P
08:45<andythenorth>the ones that can build on slopes, do
08:45<KittenKoder>Oil wells build anywhere.
08:46<@planetmaker>we just convert the whole set from nfo to NML. Which will be done with 0.7 coming out
08:46<@planetmaker>andythenorth: of course it is
08:46<KittenKoder>I love the oil wells in FIRS.
08:46<andythenorth>it has been often discussed to have the game terraform better for industry
08:46<@planetmaker>not everything would be buildable on slopes. But...
08:46<@planetmaker>andythenorth: no terraform. Just proper sprites ;-)
08:46<@planetmaker>or often proper offsets would suffice
08:46<andythenorth>you have a secret plan?
08:46<@planetmaker>no :-P
08:47<KittenKoder>I think the toyland should be replaced with "mixed" and have industries with specific terrain preferences.
08:47<@planetmaker>But things like junk yard could do w/o foundations
08:47<KittenKoder>But that may be a bit too much to ask at this point.
08:47<CIA-2>OpenTTD: alberth * r22743 /trunk/src/aircraft_cmd.cpp: -Fix [FS#4696]: Make aircraft point to the exit when leaving the hangar.
08:47<@planetmaker>and maybe houses of a larger industry could go for different slopes, too
08:47<andythenorth>planetmaker: the only way proposed so far requires drawing ~22 sprites per tile
08:47<@planetmaker>allow something more in those cases
08:47<@Terkhen>KittenKoder: OpenGFX+ Industries allows you to customize which default industries you want to use, regardless of climate
08:47<@planetmaker>andythenorth: there's 19 slopes exactly :-P
08:47<andythenorth>although junk yard might be a special case as it's similar to forests + fruit plantations
08:48<@planetmaker>you grossly overestimate the work by 15% :-P
08:48<andythenorth>junk yard is mostly fences and vehicles
08:48<KittenKoder>Terkhen, I believe you missed my point. ;)
08:48<andythenorth>if we restricted certain tiles to flat....&& someone drew the ground tile, it could build on slopes...
08:48<@planetmaker>KittenKoder: how so?
08:49<andythenorth>mixed terrain
08:49<@Terkhen>good luck with that :)
08:49<KittenKoder>Wrong symbol.
08:49<KittenKoder>As I said, it may be too much trouble for them, but it would be a nice touch.
08:50<andythenorth>planetmaker: any industry with large sliced buildings is a straight NO for slopes
08:50<andythenorth>some of the others might still be taught how to build on slopes though
08:50<KittenKoder>Thus forest based industries would be more inclined to appear in temperate terrain, mines in tropic and arctic, oil all over ... secondary clustered near towns, etc.
08:51<@planetmaker>andythenorth: yes, those building tiles don't go on slopes, of course
08:51<KittenKoder>Couldn't the industry sprites be broken like the oil wells but stuck together?
08:51<andythenorth>some can yes
08:51<KittenKoder>I think I saw a few junk yards that were on different levels.
08:52<andythenorth>lumber yard could *nearly* be taught to build on a slope
08:52<KittenKoder>Yeah, and I have a sawmill in two levels on that screen cap.
08:52<andythenorth>planetmaker: if you want to extend the slope-building, some industries will need two tiles instead of one
08:53<@planetmaker>maybe, yes
08:53<@planetmaker>I wouldn't die from that ;-)
08:53<andythenorth>no, we have enough tile IDs
08:53<andythenorth>just mentioning as you guys are busy templating :P
08:53<KittenKoder>There is a lot of variety in FIRS already.
08:53<@planetmaker>do you really care about tileIDs?
08:53<andythenorth>yes and no
08:53<@planetmaker>we're at 1.1...1.3 per industry
08:54<andythenorth>the approach we use will stay within the limit
08:54<@planetmaker>giving each industry an average of 2 won't kill us
08:54<andythenorth>the limit is quite low
08:54<@planetmaker>256 or so?
08:54<andythenorth>think so
08:54<andythenorth>might not be pooled though
08:55<andythenorth>256 per grf
08:55<andythenorth>but 512 in total, including original
08:55<@planetmaker>512 all in all 256 per grf
08:55<andythenorth>so no issue
08:55<@planetmaker>I don't say we should waste them. But we have sufficient space
08:57<andythenorth>metal foundry could also be taught to build on slopes
08:57<andythenorth>although there would be some odd appearance (not broken though)
08:57<KittenKoder>I like how the farms cluster if you allow multiple industries per town.
08:57<andythenorth>planetmaker: changing tile IDs is a savegame break though
08:57<andythenorth>so might be worth trying to do in 0.7
08:58<andythenorth>I really want to avoid save game breaks from 0.7 onwards if possible
09:05<andythenorth>paper mill and sugar refinery could also be taught to build on slopes
09:05<andythenorth>although sugar refinery maybe shouldn't
09:06<Rubidium>you ought to use a major version number bump for breaking changes
09:07<andythenorth>like 1.0? :P
09:07<andythenorth>if we get to 1.0, then we won't break version until 2.0
09:07<andythenorth>unless it's a critical bug fix
09:07<andythenorth>but we're not at 1.0 yet, by a mile :|
09:10<@planetmaker>Rubidium: so far FIRS has been using the OpenTTD scheme: a.b.c where b is the "major" version and a the "super" version so to speak ;-)
09:12<KittenKoder>TGV are pretty.
09:19<@Terkhen>so 0.7 should be feature and industry complete already?
09:22<andythenorth>Terkhen: no
09:22<andythenorth>check the tickets :)
09:22<andythenorth>there are some remaining tasks
09:23<@Terkhen>none of those breaks savegame compatibility?
09:23<andythenorth>but after 0.7 I'm hoping to avoid changes to action 0 stuff
09:23<andythenorth>hopefully from 0.7 onwards, a lot of polishing can be done for 1.0
09:24<andythenorth>leaving major game-breaking changes until 2.0
09:24<andythenorth>I've played quite a bit with FIRS trunk, it's not rubbish anymore
09:24<andythenorth>still not good, but not rubbish
09:27<andythenorth>~200 changes between 0.6.4 and 0.7, excluding nml conversion
09:29<@Terkhen>after 0.7 I want to add a framework to conditionally select industries, as done on OpenGFX+ Industries
09:29<@Terkhen>after that, economies should be easier
09:29<@planetmaker>That's economies, Terkhen
09:29<@planetmaker>not per industry, but per sector
09:29<@Terkhen>I know :P
09:29<andythenorth>economies == later :)
09:29<@planetmaker>each one individually doesn't make sense with FIRS imho
09:29<@Terkhen>andythenorth: yes, the framework by itself will do nothing
09:30<andythenorth>it needs to handle some other things, like probability and such
09:30<andythenorth>lots of action 6 or whatever :(
09:30<KittenKoder>What do you mean by economies in FIRS?
09:30<@planetmaker>emphasis on certain sectors
09:30<@Terkhen>andythenorth: probability_ingame: (economy_param == whatever) ? 4 : 2;
09:30<KittenKoder>That would be cool.
09:30<andythenorth>so 'farming' economy
09:31<andythenorth>or 'city' economy
09:31<andythenorth>things that might vary: included industries, included cargos, cargo payment rates, probabilities
09:31<@Terkhen>andythenorth, planetmaker: what I meant is; include the code for conditionally including / disabling industries
09:31<@Terkhen>then that code gets tested as in theory it should do nothing
09:32<KittenKoder>Differing cargo payment rates for games would be nice ...
09:32<@Terkhen>therefore it makes sense to include it even before economies are done
09:32<@planetmaker>Terkhen: I've no problem with that
09:32<@Terkhen>this should be done after 0.7 (so we can identify bugs caused by conversion more easily) but before economies are introduced (to get some testing)
09:33<@Terkhen>and yes, custom cargo payment rate methods would be nice
09:33<@Terkhen>I want to do some for OpenGFX+ Industries, but I have no clue of what mechanics they should follow :)
09:33<KittenKoder>Right now when I look at the industry layout my eyes just jump straight to the highest pay, lowest cost industry connections. It'd be nice to get tripped up more.
09:34*andythenorth afk
09:36<andythenorth>Terkhen: maybe include disable / enable for 0.7.x
09:36<andythenorth>and then try and get n economies done for 0.8
09:36<@Terkhen>hmm... ok :)
09:36<@Terkhen>I'll start with that once that the conversion is complete
09:37<@planetmaker>hm... I'm not sure... I think 0.7 should not go for too much
09:41<andythenorth>I wasn't thinking for 0.7.0 ;)
09:41<andythenorth>and 0.7.1 is likely to be a bug fix release
09:41<andythenorth>but maybe after that
09:43<@Terkhen>ok :P
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11:48<WMP>how to use ? I havent replace vehicles
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11:49<@Alberth>did you setup a replacement?
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11:50<@Alberth>ie open the window as shown in the 2nd picture, and press 'start replacing' at the bottom left
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11:51<WMP>i havent replacement
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11:51<WMP>how to setup this?
11:51<@Alberth>after you have done that, vehicles for which you set up a replacement will get replaced when they visit a depot
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11:52<@Alberth>you can send one manually to the depot as test
11:53<WMP>i send all vehicles
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11:53<WMP>but i havent installed replacement
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11:54<@Alberth>then nothing gets replaced, first open the window shown at the 2nd picture (by clicking at 'replace vehicles' as shown in the first picture)
11:54<WMP>and i havent replace vehicles
11:55<@Alberth>then at the left, select the engine you currently have, at the right the engine you want to have
11:55<WMP>version: OpenTTD 1.1.2-RC2
11:55<@Alberth>WMP: I don't understand where you are stuck
11:55<@Alberth>can you open the window as shown at the 2nd picture?
11:56<WMP>i'm blink ;)
11:56<WMP>ok, no rpoblem ;)
11:56<test>Sorry for the many connection attempts. Finding a client for an old phone isnt so easy. :p
11:57<@Alberth>WMP: Alberth: then at the left, select the engine you currently have, at the right the engine you want to have
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11:58<@Alberth>then press 'start replacing' at the bottom left
11:58<@Alberth>did you do that?
11:58<WMP>Alberth: is posisble to replace rail to maglev?
11:58<@Alberth>rail, sure
11:58<@Alberth>switch to maglev tracks, and use 'update'
11:59<WMP>i think about rail vehicle
11:59<@Alberth>euhm, it's called 'convert' instead of 'update' :)
11:59<WMP>to maglevel vehicle
12:00<@Alberth>no, not possible
12:00<@Alberth>as the old engine has to be in a different depot then the new one
12:00<@Alberth>but you can build a maglev depot, build one train, and clone all others
12:01<test>And we dont have multi-tile depots.
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12:02<@Alberth>test: and even then, you'd need to define replacement of all vehicles, not just the engine
12:02<WMP>so i must make 50 new train....
12:03<@Alberth>I don't upgrade, and build a new rail system next to the existing one
12:03<@Alberth>gtg, food is ready now :)
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13:27<Ammler>WMP: there are newgrfs for that task
13:49<__ln__>seulement anglais
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13:59<andythenorth>pas de anglais
14:00<__ln__>voilà la baguette
14:01<andythenorth>ici un chien
14:03<__ln__>três bien
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15:05<Ragnoff>Wow, a lot more people than i expected!
15:08<frosch123>hello no 100
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15:28<pjpe>is there any major glaring bugs that would make the nightly 2cc right now not a great idea to play with
15:28<pjpe>over the 2.0 beta
15:29<@Terkhen>I don't know, the 2cc thread might be a better place to ask that
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15:53<frosch123>what? a wagon cots 592 to buy, and 2460 to refit :o
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15:54<@Terkhen>companies prefer that you buy new stuff :)
15:55<frosch123>well, that's bad. that mean i am bankrupt :s
15:55<frosch123>build my first route and just managed to buy the engine and vehicles
15:55<frosch123>and now i have no money to refit :p
15:56<@Terkhen>hmm... with what train set?
15:56<frosch123>serbian standard gauge
15:56<@Terkhen>never heard of it :P
15:56<@Terkhen>sounds like a bug to me
15:56<frosch123>i just picked some set :)
15:56<@Terkhen>or a wrong design decision maybe
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16:06<frosch123>at least wagons with a capacity of 5 bags of gold have very quick loading/unloading :)
16:10<frosch123>hmm, refit costs are added to "running costs" in the finance window
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16:17<@Terkhen>sounds expensive :P
16:18<frosch123>yeah, now using ogfx+trains :)
16:18<frosch123>it would have taken 5 years to get the money for the next train
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17:34<pjpe>there's some uh
17:34<pjpe>interesting stuff on that 2cc repository
17:35<@Terkhen>good night
17:36<@planetmaker>luckily it's not the 2cc _repo_
17:36<@planetmaker>learn to know the main coder's wife there
17:40<pjpe>learn to know?
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17:42<@planetmaker>whatever "meet" or... how you like
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20:09<Sacro>Should you be able to use rcon to move clients into passworded companies?
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20:12<Sacro>@seen Bjarni
20:12<@DorpsGek>Sacro: Bjarni was last seen in #openttd 19 weeks, 6 days, 0 hours, 50 minutes, and 32 seconds ago: <Bjarni> thanks
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20:37<Uncle>hi guys
20:38<Uncle>what do you think about this station?
20:38<Uncle>trains can use all 4 platforms in both directions :)
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21:50<Eddi|zuHause>Sacro: why shouldn't you?
21:53<pjpe>griefing the shit out of someone
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22:30<pjpe>are town replacement grfs exclusive?
22:30<pjpe>or can you have a bunch on at once?
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---Logclosed Sun Aug 14 00:00:27 2011