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#openttd IRC Logs for 2012-06-23

---Logopened Sat Jun 23 00:00:35 2012
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03:39-!-mode/#openttd [+o Alberth] by ChanServ
03:40-!-mode/#openttd [-b *!*] by Alberth
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03:50<@Terkhen>good morning
03:51<LordAro>hi Terkhen
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06:42<@Alberth>hi Zuu
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06:44<Zuu>Hello Alberth
06:44<Zuu>Lets say hello in this channel today :-)
06:44<@Alberth>yeah, let's :)
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09:24<NGC3982>in ECS basic vector, the glass works doesnt seem to have anywhere to export glass
09:24<NGC3982>does any industry accept it, or is it a town shop?
09:24<NGC3982>google (and a forum post) tells me the normal factory should accept it, but it doesnt seem to.
09:25<@Alberth>the last time I looked, there is a car factory that accepts glass
09:25<Wolf01>the furniture factory should accept it, but it might be from an old version
09:25<@Alberth>but ECS has wiki pages
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09:46<NGC3982>ah, i only had the basic vector
09:46<NGC3982>hm, one of my lan clients is getting constant 'processing map took too long"
10:23<frosch123>i wonder how many arabic and hebrew players we have
10:23<frosch123>in some parts the rtl stuff really does not work
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10:28<Eddi|zuHause>i presume many of those play in english
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10:32<CIA-8>OpenTTD: frosch * r24351 /trunk/src/depot_gui.cpp: -Fix: Short vehicles were not properly positioned at the cursor when dragging for RTL languages.
10:32<CIA-8>OpenTTD: frosch * r24352 /trunk/src/train_gui.cpp: -Fix: When highlighting the drop position for vehicles in depots, make space for all articulated parts.
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10:54<@Terkhen>hi LordAro
10:55<LordAro>hi Terkhen (again)
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11:02<CIA-8>OpenTTD: michi_cc * r24353 /trunk/src/script/api/script_order.cpp: -Fix [FS#5215] (r23506): [NoAI] A TileIndex isn't a station id, so don't use it as one.
11:20<NGC3982>using the ECS industry vectors, we noticed our company value is stuck at $1. how's that?
11:21<NGC3982>it doesnt seem to be different without the grfs
11:22<@Alberth>afaik it means your company is too young to be rated a value
11:22<frosch123>$1 is the minimum value of a company
11:22<@Alberth>but I don't know the details
11:22<frosch123>so, it actually means your value is negative :)
11:22<@Alberth>ah, thanks frosch123
11:22<NGC3982>ah, thank you
11:22<NGC3982>is this recently changed+
11:23<LordAro>i've always thought it should display something other than "{CURRENCY}1" when this is the case
11:23<frosch123>newgrfs have no effect on the company value btw.
11:23<frosch123>LordAro: it's a symbolic price
11:23<frosch123>at least here it is common to purchase stuff for 1 currency when it is actually not worth anything
11:24<frosch123>just to represent the moment when the ownership changes
11:24<LordAro>a "Not yet able to be valued" or something would perhaps be more useful though
11:25<frosch123>it has nothing to do with the age
11:25<@Alberth>apparently "bancrupt" is the best notion in such a case :p
11:25<frosch123>you can also bankrupt after 100 years
11:27<CIA-8>OpenTTD: frosch * r24354 /trunk/src/station_cmd.cpp: -Fix: When airport construction was denied due to noise, the error message named the wrong town.
11:27<@Alberth>lol :)
11:28<@Alberth>this means nobody plays with airport noise? :)
11:29<Eddi|zuHause>since when was the town mentioned in the first place?
11:29<frosch123>iirc there were some complains from ai authors about the error being confusing
11:30<frosch123>STR_ERROR_LOCAL_AUTHORITY_REFUSES_NOISE :{WHITE}{TOWN} local authority refuses permission for airport due to noise concerns
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11:36<jgh>hi, does anyone know which version of openttd chill's patchback is based on?
11:37<@Alberth>1.0.5 iirc
11:38<Eddi|zuHause>depends on what "based on" means
11:38<jgh>well for my purposes it means "if i edit a savegame in this version of vanilla openttd is it likely to work with chillpp" i guess
11:39<Eddi|zuHause>yes, then you need 1.0.x it won't work with 1.1.x or 1.2.x
11:39<jgh>cool thanks
11:45<jgh>aaagh where do i download old openttd versions lol
11:53<Eddi|zuHause>that doesn't seem to be on the links page
11:54<@Alberth>TrueBrain: ^^ more missing sites :)
11:56<CIA-8>OpenTTD: frosch * r24355 /trunk/src/station_cmd.cpp: -Codechange [FS#5217]: Deduplicate code when building stations. (Hirundo)
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12:07<LordAro>i know it off by heart - i just typed it out :)
12:08<@Alberth>ok, what is the game script site?
12:08<frosch123>the api, or bananas?
12:08<frosch123>LordAro: we expect you to know both :p
12:08<@Alberth>bananas is very trivial :)
12:09<frosch123>is it?
12:09<LordAro> ?
12:09<LordAro>(note: spent a lot of time in :P )
12:10<@Alberth>(it appends "/api" by itself :) )
12:10<@Alberth>I know, that's why I didn't ask the AI one :)
12:12<frosch123>so what about the bananas game script site?
12:16<LordAro>pfft. who cares about that? :P
12:17<frosch123>haha, you won't sleep next night without knowing :p
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13:59<Hirundo>frosch123: Thanks for committing so quickly
13:59<frosch123>you're welcome
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14:01<Hirundo>It was part of an allow/deny cargo acceptance patch, which may or may not appear in the wild soon
14:02<Hirundo>First I need to apply it to my current game, which was the reason to write that patch in the first place
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16:18<CIA-8>OpenTTD: frosch * r24356 /trunk/src/rail_cmd.cpp: -Change: Allow building/modifying/removing signals even if a train is on the belonging track.
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17:39<Eddi|zuHause>@calc 0.8**5
17:39<@DorpsGek>Eddi|zuHause: 0.32768
17:39<Eddi|zuHause>@calc 1-0.8**5
17:39<@DorpsGek>Eddi|zuHause: 0.67232
17:47<FLHerne>So what are the numbers?
17:48<FLHerne>Also, is there a way to swap all signals on the map from semaphore to colour-light?
17:48<FLHerne>Instead of replacing each signal individually
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18:02<Zuu>FLHerne: The signnal convert tool appears to be single tile only. If you are in a year when colour-light signals are default, it is possible to create a GameScript solution to your problem.
18:02<Wolf01>'night all
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18:03<Zuu>The reason that colour-lights need to be default, is that the API doesn't expose the semaphore/light status of a signal but rather just stick to the defaults (I think). So to convert all map, you iterate over all tiles and remove and re-build the signal.
18:03<Zuu>Preferable by also checking a list of all vehicles and make sure no vehicle is near the signal when removing it :-)
18:07<FLHerne>Is there a reason why the signal-convert tool is single-tile? I can't see why I would want to convert signals one-by-one - it isn't even draggable like place/remove... :-(
18:13<FLHerne>Actually, is that one of the uses for r24356?
18:14<FLHerne>I mean Zuu's suggestion
18:16<Zuu>What did r24356 do? seems to be down. At least I get a 504 gateway time-out.
18:16*FLHerne looks up the IRC a bit ;-)
18:16<Zuu>Hmm, oh yes, I could use the IRC log :-)
18:18<FLHerne>I was wondering what it was for - I assume easier script-updating of signals is not the primary intention
18:18<Zuu>You still need to watch out for possible crashes as a side effect.
18:19<FLHerne>How quickly can a GS remove and then place a signal?
18:19<Zuu>And a GS can't convert semaphores as a type change as it is not aware of semaphores, instead it has to remove and re-build. As those two things are DoCommands, they cannot happen without some time distance.
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18:20<Zuu>In general it would be doable to remove it in tick X and then place a new signal in tick X+1
18:20<Zuu>But there is also a setting to cause DoCommands to put a script into sleep for more than one tick.
18:20<Zuu>It applies for AIs, not sure how it applies for GS.
18:21<Zuu>However that single tick difference is probably enough for a train facing a red signal to start moving ahead.
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18:22<FLHerne>Probably too much bother/risk for a cosmetic thing anyway :P
18:22*FLHerne will go to bed now
18:22<FLHerne>Thanks :D
18:22<Zuu>The proper solution is probably to fix the GUI convert tool to be dragable
18:23<Zuu>Thanks to the change by frosch123, a such drag over the entire map will replace all signals, also those where there is a train on the same tile as the signal.
18:24<FLHerne>'Night, anyway
18:24<Zuu>good night
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---Logclosed Sun Jun 24 00:00:37 2012