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#openttd IRC Logs for 2012-01-22

---Logopened Sun Jan 22 00:01:06 2012
00:04<xiong>Hm. A slightly buggy AI has failed to do much -- been running for years and it has no stations, no vehicles. But it has 4,294,967,290 road pieces of infrastructure -- none of which I can see on the map. What a peculiar number, too; neither a power of 2 nor a power of 2 less 1.
00:07<MinchinWeb>which AI?
00:10<Eddi|zuHause>so where is your bug report with a savegame before and after you noticed this?
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00:51<xiong>Denver & Rio Grande.
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02:50<@Terkhen>good morning
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03:45<andythenorth>if I use a numeric vehicle ID in nml, is that expressed in hex or dec?
03:45*andythenorth assumes dec
03:47<@Terkhen>dec IIRC
03:47<@Terkhen>yes, and you can use 0x for hex values
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05:07<andythenorth>which is better:
05:07<andythenorth>- web CMS refuses to produce output which could break savegames if pasted into BANDIT
05:08<andythenorth>- web CMS allows dangerous output to pass, because at least that way people are decoupled from upstream mistakes by me
05:08<andythenorth>(in the second option, people could at least modify the bad output to fix it)
05:08<andythenorth>whereas in the first, they just get nothing
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06:04<andythenorth>nml \o/
06:04<andythenorth>c pre-processor \o/
06:04<andythenorth>BANDIT \o/
06:07<TWerkhoven>how about option 3: on savegame breaking output, display error and ask the user to proceed at own risk?
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06:11<andythenorth>:) to do that quickly would mean setting a query parameter on the url, this make it too easy to accidentally skip the error (by saving the url for example)
06:11<andythenorth>doing more to handle that is tmwftlb
06:12<@Rubidium>just put the error in actionb in the NewGRF. Then if they want to override it, they simply need to remove it
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06:13<andythenorth>would work
06:13<andythenorth>I might just let them break savegames
06:13<andythenorth>I don't expect many people to actually use this web thing
06:14<andythenorth>the output will ship with the repo, and it needs the repo to build...
06:14<andythenorth>btw, anyone want to try building BANDIT?
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06:16<Wolf01>hello o/
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06:42<@Alberth>welcome back wolf
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06:45<andythenorth>nml requires dates comma separated?
06:47<andythenorth>only the year matters anyway :P
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07:01<andythenorth>also quak
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07:02<frosch123>moin :)
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07:17<andythenorth>might be interesting to figure out one day
07:18<andythenorth>some properties are intrinsic to the industry type and are fine in newgrf (production etc)
07:18<andythenorth>the open / close / availability / placement behaviour might not be intrinsic to the industry type
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07:24<Wolf01>Zuu, I'm trying your tutorial, looks really nice, but I have some suggestions
07:26<Zuu>You might want to post your suggestions to the forums to keep thing there. But anyway your suggestions are welcome.
07:29<Wolf01>just 2 things I found a bit tricky: 1) I have a newgrf for aircrafts (av8) and the aircraft you ask to build is not on the list; 2) when you ask to click on the airport to add the go-to order, you should skip to the next step, because one might not notice the order has already been added and continues to click on the airport
07:29<@Alberth>andy: would the difference be local versus global? (production is local, open/close is more global)
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07:33<andythenorth>Alberth: I think so
07:33<andythenorth>if we didn't have current spec, how should it work?
07:33*andythenorth isn't sure
07:34<@planetmaker>then probably the game should have a global override on closing and opening
07:34*andythenorth isn't convinced that a central script is the answer for example
07:34<andythenorth>de-centralisation can often be better
07:34<andythenorth>but in this case...
07:34<@planetmaker>just as there are many scenarios where you don't want industry to change
07:37<Zuu>Wolf01: 1) Will not be a problem when the tutorial gets shiped as a scenario, which is the plan as soon as OpenTTD supports a work flow that doesn't require creating the scenario from scratch at each release
07:37<Zuu>2) That is planned, but GSOrder doesn't exist yet, so I can't access the orders of a vehicle. (a feature request has been created on FS)
07:38<Wolf01>oh, ok, known "bugs" then ;)
07:39<Zuu>yep, perhaps I should have documented them even better :-)
07:39<Zuu>An open question that I've not commented on is that I plan to somehow indicate in the windows when they auto-progress and when you have to click on continue.
07:40<Zuu>One way would be to use different text on the button on the two cases.
07:40<frosch123>Zuu: Would it be useful if signs placed in scenario would belong to the GS? That would make the visible in game even if competitor's signs are hidden and would protect them from being edited. OTOH GS woujld see them as if the signs were placed by them. Now... would that be useful to pass information to the GS for the scenario, or would it rather confuse the GS ?
07:40<Wolf01>It would be good to have a way to read previous steps in case one clicked on "continue" in a hurry
07:42<Wolf01>lunch time
07:43<Zuu>frosch123: I think it quite make sense if the GS ownership is the same as none ownership. But I know that in OpenTTD the GS has a diety ownership constant.
07:44<Zuu>It would also make sense if the GS signs are not hidden by the "hide competitor signs" setting.
07:44<frosch123>they are not .)
07:44<frosch123>but scenario signs are hidden
07:44<Zuu>and probably also if not signs owned by "none"
07:44<frosch123>because signs of bankrupt companies shall be hidden
07:44<Zuu>Oh, yes
07:44<Zuu>Thats probably why I did it so
07:44<frosch123>yes, there is a comment in the code :p
07:45<Zuu>After having 10-20 bankrupt AIs in a game you get tired of seeing all the old signs :-)
07:46<Zuu>So your suggestion is that signs placed in the scenario editor belong to the "diety" instead of "none"
07:46<frosch123>you could also then make the gs refer to that location
07:47<frosch123>(though it cannot be too cryptic since it is player visible)
07:47<frosch123>hmm, otoh the gs could read them on start and then remove :o
07:47<Zuu>I think it will just be easier to hardcode coordinates or town/industry indices.
07:48<Zuu>Reading them at start and then removing could do, as long as you store that information in the save game.
07:48<frosch123>yes, the gs would have to save it itself afterwards
07:49<Zuu>It's an interesting question and I don't know what is right or wrong on the visibility question of signs. I guess different scenario designers will have a different opninion.
07:50<Zuu>Though, that setting didn't exist in 1.1, so perhaps the most transparent way for old users is that signs placed in scenario editor are always player visible?
07:51<frosch123>you mean also display signs of bankrupt companies?
07:51<Zuu>Hmm, nope
07:51<Zuu>oh, I get your point, signs in old scenarios will be hidden.
07:51<frosch123>i can convert them on load as i like
07:52<frosch123>but either scenario signs behave like GS signs or like bankrupt-company signs
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07:52<frosch123>i.e. i won't add a third way :)
07:54<Zuu>I think for a GS you have a point that if available, you could use diety signs to mark locations. However, for the case when you have a GS closly connected to a scenario, you can as well hardcode coordinates etc. So I think the decision should be made more on what is usable for players.
07:54<@Yexo>not all GS have to be connected close to a scenario
07:55<@Yexo>for the tutorial that's obviously useful, however for other GS maybe not as much
07:55<Zuu>So you suggest that in a losely connected case there could be a toolbox GS where you using signs can activate different behaviours?
07:55<@Yexo>you could write a GS that tracks how many cities you connect for example, where there are only x cities that count (which can be marked in a scenario by signs)
07:56<@Yexo>same could hold for the tutorial GS: if you use signs you can easily create a different scenario without having to modify the script
07:56<Zuu>Numeric configs I guess to some point can be done in the GS configuration, but configurating locations of things is easier with signs.
07:56<frosch123>what about the reverse case? would gs be surprised if they encounter signs which they did not place?
07:57<Zuu>Usually not
07:57<@Yexo>if it's known now it can be documented and GS that don't like it can remove all signs when they're started
07:57<frosch123>ok, then i make scenario signs OWNER_DEITY.
07:57<frosch123>there does not seem any disadvantage to not do it that way :)
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08:00<Zuu>Usually I would loop over all signs until I find one which match some criteria, so looping past an unexpected sign is not really a problem.
08:01<@Yexo>we might get complains from users that they can't remove scenario signs in-game (when not running a GS)
08:01<Zuu>Unless of course that it triggers the criteria when it really shouldn't do.
08:02<frosch123>Yexo: he, i thought it would be a feature if they are not editable :p
08:02<@Yexo>yes, scenario creates will see it that way ;)
08:04<Zuu>... but not those users who think they own the right to do whatever they want, including screwing their games :-)
08:05<Zuu>Colud be fixed if the company cheat is extended so that you can switch to diety.
08:05<@Yexo>or we could tell them to load their game in the scenario editor
08:05<Zuu>hmm, fixed is maybe not the right word though.
08:05<@Yexo>or allow those signs to be removed if the scenario developer setting is on (or script developer?, dunno which would be more fitting)
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08:22<Jogio>hello "_"
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08:23<appe>afternoon, germans and animals
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08:24<Jogio>hey you are the ape here
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08:30<frosch123>do we need to be careful with the M-word?
08:31<appe>maltesers? mick jagger? münchen?
08:35<appe>ah, terry pratchet <3.
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08:46*Rubidium waits for Alberth to use the M-word ;)
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08:50<Jogio>i'm bored of this jokes, will go to bananas
08:54<CIA-1>OpenTTD: frosch * r23835 /trunk/src/ (4 files in 2 dirs): -Change [FS#4999]: Make signs placed in scenario editor belong to the GS. That way they are always shown in game and are not editable.
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09:03<Dozzer_X>What does the infrastructure mentenance?
09:03<frosch123>cost money
09:04<Dozzer_X>But what does it do in fact?
09:04<Dozzer_X>Something positive?
09:04<Dozzer_X>Or it repairs roads?
09:04<frosch123>it's more like a difficulty/balancing setting
09:05<frosch123>it really only costs money
09:05<frosch123>penalising many signals and redundant junctions
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09:15<IchGuckLive>hi all does a monorail not transport Food
09:15<IchGuckLive>the eagon icon is not present in 1.1.2
09:17<@Yexo>depends on the NewGRFs you use
09:17<@Yexo>which icon exactly are you talking about?
09:18<IchGuckLive>the food wagon to bay in the depo
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09:18<@Yexo>you're making no sense to me
09:18<@Yexo>try making some screenshots to show the problem
09:19<@Yexo>update OpenGFX
09:19<@Yexo>as you can read in that bug report
09:20<IchGuckLive>can i update this without losing the game ?
09:21<@Yexo>in the main menu, go to online content, click the button before opengfx, download
09:21<@Yexo>than load your savegame again
09:21<@Yexo>but why are you still using 1.1.2? You should update OpenTTD as well
09:21<Zuu>Base sets can be updated without affecting your save games.
09:22<Zuu>(in other way than that the new graphics/sounds/music will be used)
09:24<IchGuckLive>im laying soince 20Gameyears without a food train car thats missi
09:24<@planetmaker>you're also missing a bunch of letters ;-)
09:26<IchGuckLive>its there !
09:27<IchGuckLive>whats the game aspectiv after all is connected to keep it up 75% or i got money enoff now 32Mio
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09:30<IchGuckLive>Thanks to all there is now no need for conventionell rails anymore if i can transport everything with monorail or maglift
09:32<IchGuckLive>this is naybe a thing to think about Transport Tycoon is not always everything allowd it makes the game more special as you can only get serten loads on serten rails
09:32<IchGuckLive>in order then you need to bring all 3 Rail systems to your mayer cities
09:33<IchGuckLive>and to the plants only that that takes the production
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09:33<andythenorth>IchGuckLive: that's controlled by whichever vehicle newgrfs you choose
09:35<IchGuckLive>thanks you can transport all production by all type Bus Car Ship Train
09:36<IchGuckLive>woudt be more interesting if you can only transport production by 1 or 2
09:37<IchGuckLive>for example if you only can transport FOOD (as id playd ) with standard train and Street car
09:38<IchGuckLive>the other way now you can do roundcourse and trains that carry everything in the round
09:38<IchGuckLive>if only food by lowspeed you need to produce in short diastance
09:38<IchGuckLive>to get high value
09:39<IchGuckLive>oh i see also all the signals now hase changed thats bad
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09:40<IchGuckLive>ok i will stay with that till 50 game years ind then see
09:40*MNIM derps
09:41<IchGuckLive>Have a nice sunday its raining here
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09:41*MNIM notes to self: you don't need to ./configure or make with binaries >.<
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10:14<Zuu>Is there a point of the tutorial supporting changing settings like QuickGoTo in the middle of the tutorial?
10:15<Zuu>Eg. does it need delayed execution of the check.
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10:21<@Alberth>the simplest (from the user pov) would be if you support both
10:22<@Alberth>but that may be tmwftlb
10:24<@Yexo>Zuu: checking once (just before that part of the tutorial is started) should be enough
10:25<@Yexo>checking at the start of the tutorial might be problematic if the users saves the game and continues later (with changed settings)
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10:26<Zuu>I've now implemeted the version where it checks just before it need to tell you to do it.
10:27<appe>some of you train buffs might be able to help me with this
10:27<Zuu>But I realized that I could do it when the chapter is loaded and create a shorter list of steps in the memory. But I don't know if that is really a point.
10:27<appe>did pobeda make train parts back in the cccp day?
10:27<Zuu>Yexo: Good point
10:31<@planetmaker>it's sssr, appe ;-)
10:39*andythenorth ponders
10:40<andythenorth>truck weight needs to be: truck weight + (num trailers * trailer weights)
10:40<andythenorth>or sum(weight of consist vehicles)
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10:53<CIA-1>OpenTTD: frosch * r23836 /trunk/src/newgrf.cpp: -Fix (r23145): If a vehicle is not refittable to any cargo in the CTT, then pick the first refittable cargoslot.
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11:12<@SmatZ>I was considering buying Portal 2, to play it in coop mode with my gf
11:12<@SmatZ>but then I realised I would actually have to buy 2 copies of the game
11:12<@SmatZ>so meh
11:12<__ln__>and now you're playing OpenTTD in coop with her?
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11:13<@SmatZ>I am not playing with her anything
11:13<+glx>SmatZ: just wait for some discount
11:13<@SmatZ>just some desk games sometimes
11:13<+glx>happens quite often
11:13<@Rubidium>SmatZ: I've heard there's a game that doesn't cost money ;)
11:13<@SmatZ>maybe we should start playing ottd together
11:13<@SmatZ>or sth
11:14<@SmatZ>the life is getting quite boring lately :P
11:14<@SmatZ>glx: I would prefer orignal, boxed game
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11:34<Guest167>hola / hello
11:34<Zuu>Hello guest #167
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12:10<MNIM>heh. lickable pixels. I thought pixels were hazardous for your health?
12:12<@planetmaker>only those with the sharp corners
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12:15<MNIM>what's the recommended settings for FIRS btw? I'm seriously considering switching from ECS to FIRS
12:15<Dozzer_X>What does the infrastructure mentenance?
12:15<@Yexo>cost money
12:16<Dozzer_X>It consumes 20,000,000 JCL per year, but it doesn't do anything at all
12:16<frosch123>hmm, i am in the replay of today
12:16<@Yexo>it's more like a difficulty/balancing setting
12:16<Dozzer_X>But does it give something in plus?
12:16<@Yexo>frosch123: :p
12:16<MNIM>frosch123: deja vu, eh?
12:16<Dozzer_X>Oh I understand :P
12:20<andythenorth>MNIM: recommended? Vehicles? Game settings? Map?
12:21<andythenorth>what do you need to know?
12:22<MNIM>ehh, well, parameters for the newgrf, and possibly game settings
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12:35<MNIM>huh, for some reason I can't build a fishing harbour, it keeps telling me 'site unsuitable'
12:36<andythenorth>MNIM: needs to be near a town
12:37<andythenorth>really, industry placement needs a much better preview
12:37<andythenorth>but I dunno how to do that :P
12:37<andythenorth>there are no particular game settings required
12:38<andythenorth>FIRS won't work so well on small or very mountainous maps
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12:38<andythenorth>parameters are a matter of choice
12:38<MNIM>meh, I play at 1k^2 maps standard, and I usually build a gradually rising mountain range towards one side of the mao
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12:39<andythenorth>I am recommending the 'improved' station rating setting, especially on big maps, and especially if you like long slow trains
12:39<andythenorth>not needed for co-op style play :P
12:39<@Rubidium>@calc sqrt(1024)
12:39<@DorpsGek>Rubidium: 32
12:39<@Rubidium>darn it ;)
12:42<CIA-1>OpenTTD: rubidium * r23837 /trunk/src/ (3 files in 3 dirs): -Feature [FS#4994]: [NoGo] Allow querying orders of vehicles
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12:53<Zuu>Yay! :-)
12:54<@Rubidium>now you can make the code much more complex
12:54<@Rubidium>"heh moron, you clicked on the hangar!"
12:55<Zuu>I just figured out that OpenTTD works fine in regard of upgrading GS in running games as indicated by MinVersionToLoad. So I can setup a scenario workflow that will work. Though I think I'll need some sort of makefile/script.
12:56<Zuu>Before release I think what I need to do is to load the scenario with the GS set to allow load old versions, save the scenario again to update the GS version and then change the GS to not accept old versions again.
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13:16<CIA-1>OpenTTD: rubidium * r23838 /trunk/src/station_cmd.cpp: -Fix [FS#5000]: assertion got hit when destroing a dock when a ship was loading
13:24<Zuu>Hmm, that would need a way to load a scenario into the editor on the command line. But with a separate OpenTTD install, I might be able to do that using the scripts?
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13:25<frosch123>you can load a game directly into the se from command line
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13:26<Guest172>hola, alguien en español?
13:26<Zuu>But that loads the game into game mode.
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13:26<Zuu>I want to load a scenario into the scenario editor and save it to file and then quit again.
13:26<Guest172>hola, alguen habla español?
13:26<@Yexo>Guest172: this channel is English only
13:26<frosch123>also with -e ?
13:26<__ln__>Guest172: no es permitido hablar español en ese canal
13:27<andythenorth>permitido un puqueno
13:27<andythenorth>muy puqueno
13:27<Zuu>-e doesn't take an argument it seems.
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13:27<frosch123>you mean -e and -g cannot be combined?
13:29<Zuu>-e and -g can't be combined.
13:29<Zuu>Furthermore the "load" command seems to only look for save games, not scenarios.
13:30<Guest172>how can i actualice my railway?
13:30<Zuu>If there was a way to load + save the scenario with the console, I could use a script file for that as there is a script that appears to run when a new game is started.
13:30<Guest172>how can i actualice my railway train?
13:31<Zuu>actualice? as in?
13:32<Guest172>to get mono-railway
13:33<frosch123>Zuu: <- makes -e -g work
13:33<Guest172>and new trains
13:34<@planetmaker> <-- Guest172
13:34<@planetmaker>Guest172: and browse our wiki more :-)
13:34<@planetmaker>especially the tutorial sections
13:36<Zuu>frosch123: looks good
13:37<CIA-1>OpenTTD: frosch * r23839 /trunk/src/openttd.cpp: -Feature: Allow command line options -e and -g to be combined to load saves/scenarios directly into SE.
13:38<Zuu>Also, it would be useful if the save command could understand to save scenarios. Eg. don't append .sav if you have .scn.
13:39<Zuu>But I guess you can fix that in the filesystem by renaming the file.
13:39<Eddi|zuHause>should just add "save_scenario" and "load_scenario" commands
13:40<Eddi|zuHause>and "save_heightmap" and "load_heightmap" while at it
13:46<CIA-1>OpenTTD: translators * r23840 /trunk/src/lang/ (11 files in 2 dirs): (log message trimmed)
13:46<CIA-1>OpenTTD: -Update from WebTranslator v3.0:
13:46<CIA-1>OpenTTD: catalan - 11 changes by arnau
13:46<CIA-1>OpenTTD: croatian - 11 changes by VoyagerOne
13:46<CIA-1>OpenTTD: dutch - 3 changes by lordbartjeh
13:46<CIA-1>OpenTTD: german - 1 changes by Jogio
13:46<CIA-1>OpenTTD: italian - 3 changes by lorenzodv
13:49<@Alberth>Guest172: click and *HOLD* the 'rail button' in the main display toolbar to select different rail types:
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13:54<lordofwar67>Hello all
13:54<@Alberth>you seem to be at the wrong channel, we are quite peaceful here :)
13:54<lordofwar67>I have a question i just installed the new beta openttd 1.2.0-beta3
13:54<lordofwar67>Right channel for such a question ?
13:55<lordofwar67>When i join a multiplayer game i can't see the other playes station names and such
13:55<lordofwar67>Is there anyway to turn that back on
13:55<@Yexo>yes, under the wrench button
13:55<@Yexo>"competitors signs and station names" or something like that
13:56<lordofwar67>Indeed i found it =) Thanks guys. Awesome there is an IRC channel for this game =)
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14:00<Hirundo>I've seen plenty of questions about that, perhaps 'visible' would be a better default value
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14:04<@Yexo>the value is added to an existing bitmap IIRC, so while the default probably is visible already, it doesn't work for any users that update and have an existing config file
14:04<@planetmaker>the wrench might be a cogwheel, though
14:05<andythenorth>it's always nice when the icons vary :D
14:05<andythenorth>makes it much easier to support
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14:16<Zuu>I tried the original graphics today for the first time in several years and that wrench actually more look like a hay stack fork.
14:29<Zuu>Now that we have GSOrders, you could order a vehicle to go to two subsequent depots and a teleport GS will know where to teleport the vehicle. :-)
14:29<Zuu>The main problem with the teleport GS is that it will only work well on empty vehicles :-)
14:29<@Rubidium>doubtful ;)
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14:47<Hirundo>What if the vehicle is no longer available for buying?
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14:50<Eddi|zuHause>*don't go hunting mammoths with just one club warrior*
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15:07<frosch123>did you know that you can increase the infrastructure cost of competitors by adding road pieces to their roads? :p
15:07<frosch123>(turning straight road into junctions)
15:07<Zuu>Hirundo: THen you spam the user with news messages and ask them to set up an autoreplace rule.
15:08<Zuu>frosch123: sounds like something for rondje
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15:09<frosch123>i am unsure how long it takes to pay off :)
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15:35<andythenorth>for RVs, how about nml summarises weight of consist vehicles and applies it to lead vehicle?
15:35<andythenorth>or would that suck?
15:36<Eddi|zuHause>i do that in the generator script
15:36<andythenorth>I'm going to do it too
15:36<andythenorth>I just wonder why every author has to write python to do it :P
15:37<andythenorth>on the other hand
15:37<andythenorth>what weight should I apply anyway?
15:37<andythenorth>if I put all vehicle weights into the lead vehicle, the TE is insanely too high
15:38<andythenorth>should I add any weight at all?
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15:42<Eddi|zuHause>you can calculate the TE accordingly
15:44<andythenorth>of course :)
15:44*andythenorth should have thought of that :P
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15:47<andythenorth>for articulated trucks, instead of splitting capacity, I could cheat the TE
15:47<andythenorth>that would require maths :P
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16:17<CIA-1>OpenTTD: frosch * r23841 /trunk/src/economy.cpp: -Fix: Clear NewGRF vehicle cache when their owner changes. (esp. vehicle var 43)
16:18<MNIM>hmmmh. it's a shame you can't use multiple town name GRFs at once.
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16:26<CIA-1>OpenTTD: rubidium * r23842 /trunk/src/object_cmd.cpp: -Change [FS#5001, FS#5002]: do not let towns (ever) remove objects
16:27<CIA-1>OpenTTD: rubidium * r23843 /trunk/src/network/ (network_command.cpp network_internal.h): -Fix: minor issue with replaying ;)
16:34<__ln__>interesting timelapse (germany):
16:36<appe>hehe, cute
16:44<SpComb>the caternary is not straight
16:45<@Rubidium>that's by design
16:45<andythenorth>saves wear
16:45<SpComb>oh, interesting
16:45<@Rubidium>not really saves, but spreads the wear of the pantograph more evenly
16:45<@Rubidium>the wear on the wire is just the same
16:46<SpComb>makes sense
16:50*Rubidium has access to such "movies" on a daily basis
16:50<Eddi|zuHause>typically it's built so the majority of the wear is on the pantograph
16:51<Eddi|zuHause>pantograph is made of weaker material (carbon), while the wire is made of stronger material (copper)
16:52<frosch123>Eddi|zuHause: obviously a pantograph has contact to more wire per day, than a piece of wire has contact to pantographs
16:52<frosch123>the length of all pantographs of all trains is certainly less than the length of all wires :p
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16:53<Eddi|zuHause>hehe :)
16:53<Eddi|zuHause>but the idea is that pantographs are easier to replace than wires
16:54<@Rubidium>and easier to inspect
16:54<@Rubidium>checking the wires takes a laser and quite a bit of image processing
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16:55<SpComb>import opencv
16:59<@Rubidium>not sure whether that's fast enough when going 120 kph ;)
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17:21<CIA-1>OpenTTD: michi_cc * r23844 /trunk/src/ (economy.cpp saveload/company_sl.cpp station_cmd.cpp): -Fix (r23414): Infrastructure count for stations wasn't updated properly on company takeover. And don't count buoys while loading a game either.
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17:46<@Terkhen>good night
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---Logclosed Mon Jan 23 00:00:06 2012