Log for #openttd on 21st February 2011:
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06:42:40  <Lapsus> Hello! :3
06:43:50  <Lapsus> Can anyone point me in the right direction as to getting newGRFs working on a shell-only dedicated server? I'm apparently incompetent. Using 1.1.0-RC1
06:44:14  <Lapsus> on ubuntu 10.10
06:45:37  <Lapsus> So far I've gotten the GRFs onto the machine, and have openTTD running a vanilla dedicated server.
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07:01:21  <Lapsus> Anyone? How can I get GRFs onto a dedicated server?
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07:04:57  <Lapsus> All I can find on the forums is a thread that mentions that downloading newGRFs through bananas is possible from the console, but it doesn't mention how. ./openttd -h doesn't mention anything about it either.
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07:25:42  <peter1138> heh
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07:34:20  <Zuu> Hehe a "Chris_Sawyer" has posted to the forums :-p
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07:56:36  <planetmaker> moin
07:57:10  <planetmaker> hehe, yeah, saw that :-P
08:00:27  <Terkhen> good morning
08:00:37  <planetmaker> hi Terkhen
08:02:04  * planetmaker wonders what kind of test balloon this Chris_Sawyer instance in the forum might be
08:02:46  <planetmaker> It would probably be fun to do that as part of a BA or BSc in social sciences or psychology
08:03:11  <Terkhen> I have still not seen the post but I doubt it's something as elaborate as that :)
08:04:07  <planetmaker> it's a pointless posting... and I've seen the images
08:05:16  <Terkhen> heh :D
08:07:13  <Eddi|zuHause> is there any possibility to even remotely check the validity of the poster?
08:07:34  <planetmaker> I wonder that, too. I don't see more than you, though, either
08:08:50  <Yexo> it's posted from an ip belonging to
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08:10:07  <Terkhen> quite far from Chris Sawyer's home
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08:10:37  <planetmaker> quite so, yes
08:11:06  <krinn> hi
08:11:13  <krinn> well, morning
08:11:23  <krinn> heu, for the ones who it's morning
08:11:49  <Terkhen> hi krinn
08:11:53  <planetmaker> moin krinn
08:12:00  <Eddi|zuHause> Yexo: at least that explains the time it was posted ;)
08:12:09  <planetmaker> :-P
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08:24:06  <Terkhen> someone already believed him
08:29:11  <krinn> just hoax
08:29:28  <krinn> if i was sawyer going on a TT forum, i would have post TT image, not roller coaster ones
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08:48:18  <Eddi|zuHause> cool... "a random name at a freemailer" is now "real enough"? :p
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08:52:26  <krinn> well, it's his real email
08:52:38  <krinn> don't you trust mine ? ?
09:04:31  <Eddi|zuHause> google doesn't find any instances of this email
09:04:58  <krinn> well, you don't really have to google for that :)
09:05:21  <krinn> if you need an email to stop spam, it's easy : will do it
09:05:23  <Eddi|zuHause> not this one... that one in the post :p
09:06:15  <krinn> why whould he take time to create an email when he just have to set a stupid/invalid email for that
09:06:50  <Eddi|zuHause> i don't understand the question
09:07:45  <krinn> well, you want to check the email is valid looking up in google
09:08:34  <krinn> and i'm trying to tell you, that's not need as the email show itself it's not
09:09:08  <krinn> say your email is, if you post on a forum and don't want get spam
09:09:19  <krinn> you'll post or anything
09:09:37  <krinn> or your real but modify as
09:10:23  <krinn> so users should check eddi(remove -nospam), but anyway the one you told them is invalid
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09:11:22  <krinn> clearer ? :/
09:12:07  <Eddi|zuHause> i understand what you are saying, but not what you mean...
09:12:29  <Eddi|zuHause> it's like you're talking about something completely different
09:13:19  <krinn> maybe, i saw something like that
09:14:35  <krinn> that's the email i see
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09:16:39  <krinn> i should have learn better english at school sorry :)
09:18:31  <peter1138> "email account seem real enough" haha
09:18:53  <asilv> i'm tempted to register as barack_obama with hotmail address and post to that thread
09:19:39  <planetmaker> that's boring. Rather choose the dalai lama or the pope
09:19:56  <krinn> don't pickup God@hotmail i reserved it for me !
09:20:23  <planetmaker> or Liu Xiaobo
09:20:37  <JamesG> Doesn't the forum check that email addresses are valid?
09:20:56  <krinn> at creation like all forum, you can then modify it as you wish i think
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09:31:22  <JamesG> Where would someone get the development pictures though?
09:34:01  <planetmaker> see the link I posted
09:34:06  <planetmaker>
09:34:13  <planetmaker> it's up for years
09:35:03  <Yexo> planetmaker: the link you posted was to the new topic, or did I miss it?
09:36:00  <asilv> there is another thread at off topic
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09:40:05  <planetmaker> Yexo, I posted a link in the topic "where's chris sawyer" (or similar name)
09:40:36  <Yexo> ah, ok :)
09:40:36  <planetmaker>
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10:17:07  <krinn> is there a way to grab easy an item number from an AIList() like list.GetValue() but for the item not its value ?
10:19:11  <Yexo> what do you mean? Get an item that has a specific value?
10:22:05  <krinn> if i wish grab item #3 from an AIList
10:22:35  <krinn> now i must 1/ removetop + keepbottom for taht 2/ loop until i reach 3
10:23:00  <krinn> i wonder if there is a simple way to grab item #3 from an AIList
10:23:17  <Yexo> no
10:23:28  <Yexo> Begin(); Next(); Next(); is really the easiest way
10:24:48  <krinn> keeptop(item#) keepbottom(item#) is faster to write, but destructive
10:25:06  <Yexo> if you need that often, maybe you shouldn't be using an AIList
10:25:45  <krinn> well, it's because i use a lot the uniq key+easy valuator
10:31:08  <krinn> AIAbstractList.GetItem() should be a nice addition imo
10:31:41  <Yexo> there is no good way to implement that in the API without looping through the list
10:32:06  <Yexo> having such a function would make it look like an efficient way to get the Xth element of the list, while it's not efficient at all
10:32:38  <krinn> well, it will just do list.KeepTop(item#) list.KeepBottom(item#) ?
10:32:57  <krinn> and return then list.Begin()
10:33:22  <Yexo> just RemoveTop(item#) should be enough
10:33:49  <krinn> lol yes :)
10:34:12  <Yexo> but that wouldn't be an acceptable implementatino for GetItem(item#), since I wouldn't expect such a function to destroy the list
10:34:27  <Yexo> if you don't mind about that, you can still implement it in your own AI
10:34:36  <krinn> you don't have to destroy the list, as you only return the item#
10:34:58  <krinn> you copy it, destroy copy, return value
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10:35:10  <Noldo> cheap!
10:35:12  <Yexo> AIList.GetItem <- function(item_no) { this.RemoveTop(item_no); return this.Begin(); }
10:35:23  <Yexo> try to insert that at the top of main.nut and try to see if it works
10:35:47  <Yexo> krinn: you know how inefficient copying a list is just to get a single item?
10:36:10  <krinn> yeah, but looping thru it is the same
10:36:21  <krinn> i think copy is faster than looping
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10:36:28  <Yexo> it's most certainly not
10:36:44  <Yexo> a copy has to loop though the list and copy every value
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10:37:00  <Yexo> to find a certain item you only have to loop until that item, no further, and you don't have to construct another list
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10:38:04  <Eddi|zuHause> wait... raising a cow, feeding it, and getting it to the slaughterhouse is not easier than buing beef in the supermarket?
10:39:16  <krinn> well, if the GetItem do the loop -> i'll get one line function = goal reach
10:39:55  <Noldo> you know you can make functions of your own?
10:40:18  <krinn> yes, i'm not speaking for me now, i know the problem and the solve
10:40:22  <Eddi|zuHause> krinn: that was NOT the point that Yexo made
10:40:27  <krinn> it's just it would be nice for the api
10:40:33  <Yexo> I disagree
10:40:51  <Yexo> there have been written several AIs, and you're the first to bring this up as far as I remember
10:41:11  <krinn> maybe i found another way to use AIList
10:41:26  <Yexo> maybe, and maybe you're using an AIList where you should use a squirrel array instead
10:41:54  <Noldo> random access and list are not friends
10:41:55  <krinn> agree with that, but using the AIList gave me the valuate and sort functions at hands
10:42:13  <Yexo> I think squirrel arrays also support sort
10:44:34  <krinn> looks: cargo=AICargoList(); rnd=AIBase.RandRange(cargo.Count()); item=cargo.GetItem(rnd); that kind of usage is what i do with AIList
10:45:24  <Yexo> just create a function GetRandomItem in squirrel and use that
10:45:40  <Yexo> all the tools for it are available, I see no reason to put it in the API
10:45:44  <krinn> i'm not using it for random purpose
10:45:50  <krinn> only
10:46:24  <Yexo> so also create a GetItem function in squirrel.
10:46:47  <Yexo> the C++ code can't do it (much) more efficient than a function implemented in squirrel, so I see no reason to add it to the API
10:46:49  <krinn> i will do that, i can extend AIAbstractList() for that
10:47:20  <krinn> the only reason was for the api to offer that function as there's a usage
10:47:39  <Yexo> Mind that AIAbstractList was removed from the 1.1 API
10:47:55  <krinn> but ailist replace it no ?
10:47:57  <Yexo> yes
10:48:06  <krinn> just a name change ?
10:48:10  <Yexo> but if you also want to use it for AICargoList you might need to extand AICargoList too
10:48:13  <Yexo> sort-of
10:48:46  <krinn> isn't AIAbstractList the root of AICargoList ?
10:48:47  <Yexo> see the ai/compat_*.nut scripts to see how to add functions to existing classes
10:49:02  <Yexo> since 1.1 there is no AIAbstractList anymore
10:49:10  <Yexo> AIList is now the base class of AICargoList
10:49:37  <krinn> i read that i take care to only use AIList() (witch are now AIAbstractList with one or two more functions)
10:50:35  <krinn> but until 1.1 is out i think i couldn't extend AIList no?
10:51:01  <Yexo> I'm not sure, you might need to extend all AI*List subclasses for which you want to use your new function
10:51:08  <Yexo> again, see ai/compat_*.nut
10:51:29  <krinn> i'm sorry, where i see them?
10:52:20  <Yexo> openttd install directory/ai/
10:55:50  <krinn> thank you, but empty for me :P
10:55:53  <krinn> still 1.0.5 here
10:56:07  <Yexo> you should still have compat_0.7.nut
10:56:32  <krinn> i have it yes
10:56:41  <Yexo> that one shouldn't be empty
10:57:50  <krinn> it's not, but i see nothing about any list in here
10:58:33  <Yexo> you'll at least find information on how to extend a class
10:58:46  <Yexo> otherwise try updating to 1.1.0-RC1 and look again
10:59:08  <Yexo> download the zip file and extract that if you don't want to update your installation yet
10:59:39  <krinn> will do, i prefer kept that version under portage control
11:00:30  <krinn> but i think you already told me howto :p
11:00:49  <krinn> AIList.GetItem <- function(item_no) { this.RemoveTop(item_no); return this.Begin(); }
11:00:53  <Yexo> that was from memory without testing or even looking at those files myself
11:01:25  <krinn> looks ok for me, except destroying the list for now, i will of course change that
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11:13:33  <krinn> :) the new trunk AIList() is = AIAbstractList + AddItem & RemoveItem, eheh and we won't have a GetItem :)
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11:44:10  <zydeco> greetings
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11:46:37  <krinn> hi
11:48:18  <krinn> you're right Yexo i can extends AIList but this doesn't work for AICargoList :(
11:48:51  <Terkhen> hi zydeco
11:49:06  <krinn> class AIList extends ::AIList { function GetItem(item_um) { AILog.Info("test"); } } works only for AIList
11:50:24  <krinn> that's because AICargoList is not attach to AIAbstractList?
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11:53:10  <Eddi|zuHause> i think you're approaching this the wrong way...
11:54:17  <krinn> that's more for general fix, i could still make a more general function GetItem(list, item_num)
11:55:17  <krinn> and this is what i will do, else i must extends AIAbstractList and this will made it incompatible with 1.1
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12:07:26  <DanMacK> Hey all
12:07:35  <krinn> hi
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13:22:10  <krinn> how can i check a tile height ? to compare with a next tile to see they are at same height
13:29:58  <yorick> krinn: GetMinHeight/GetMaxHeight
13:30:26  <krinn> is it getmin=getmax then tile is flat ?
13:30:52  <yorick> yes
13:31:03  <krinn> cool, thank you
13:31:05  <yorick> but you can use GetSlope for that too
13:31:17  <krinn> i didn't really get the slope things
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13:47:58  <yorick> why doesn't the signal gui have hotkeys?
13:48:10  <yorick> a cycle signal type one would be enough
13:48:26  <planetmaker> reason: no one wrote a patch for that
13:48:59  <planetmaker> make one without default keys and it probably would be quite ok
13:55:08  <Eddi|zuHause> while you're at it, make a hotkey to toggle the convert button as well
13:58:17  <Terkhen> what should happen if one of those keys is set as a global hotkey?
14:00:00  <Eddi|zuHause> oh, and the cycle signal type should respect the advanced setting
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14:04:01  <Belugas> hello
14:08:07  <yorick> BELUGAS!
14:09:10  <Terkhen> hi Belugas
14:09:32  <SmatZ> hello Belugas
14:09:35  <SmatZ> yorick!
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14:09:49  <yorick> hello SmatZ
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14:11:46  <SmatZ> hello :)
14:11:57  <yorick> Terkhen: the signal gui is quite nonpersistent and disappears when it loses focus anyways
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14:12:46  <Terkhen> yorick: the default behaviour for global hotkeys is to open their toolbar (for example with auto rail)
14:12:56  <Terkhen> but in this case it would need two windows, the toolbar and the signal gui
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14:13:21  <Eddi|zuHause> Terkhen: you can already open the toolbar with the 's' key. no new global hotkey needed
14:13:46  <Terkhen> I know, I was asking what would happen if someone set up global hotkeys for these new hotkeys
14:14:05  <Eddi|zuHause> Terkhen: then i don't understand the problem
14:14:23  <yorick> Terkhen: it ignores the "GLOBAL" part?
14:17:10  <Terkhen> I guess the way to find out is to set S as global :)
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14:34:08  <krinn> is there a difference to use RemoveRoadStation or just destroy its tile (ai pov) ?
14:40:48  <yorick>
14:41:04  <yorick> krinn: RemoveRoadStation might keep the road
14:41:40  <krinn> ah yes
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15:05:32  <yorick> one of the old new newgrf guis had a feature where you could drag&drop the newgrfs in the list instead of using the buttons move up & down
15:05:41  <yorick> (just like with orders)
15:11:55  <TrueBrain> @openttd revision
15:11:59  <TrueBrain> @openttd commit
15:12:00  <DorpsGek> TrueBrain: Commit by rubidium :: r22124 trunk/src/saveload/saveload.cpp (2011-02-20 21:10:58 UTC)
15:12:01  <DorpsGek> TrueBrain: -Codechange: move comment to its logical place
15:12:03  <TrueBrain> 22124 ... bah
15:13:55  <krinn> :) expect more stability and speed
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15:14:47  <Terkhen> who will do the suggestion number 4000?
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15:16:28  <SmatZ> @fs 4000
15:16:28  <DorpsGek> SmatZ:
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15:16:45  <SmatZ> ok, that's not what you meant
15:18:00  <Eddi|zuHause> SmatZ: the suggestions forum has 3999 topics
15:18:20  <SmatZ> ok, thanks :)
15:18:54  <krinn> i could post the AIList need GetItem :)
15:19:07  <Eddi|zuHause> krinn: wrong forum for that
15:19:14  <yorick> lets request ingame weather again
15:19:24  <SmatZ> :)
15:19:29  <krinn> ingame night ?
15:19:35  <SmatZ> or undo function
15:19:36  <yorick> krinn: no that's already there
15:19:49  <SmatZ> next one suggesting that is asking for ban :p
15:19:53  <krinn> the "i want newgrf not remove others ones " ?
15:19:53  <Eddi|zuHause> SmatZ: undo knob, please :)
15:20:18  <SmatZ> Eddi|zuHause: great suggestion, I will give it a try :)
15:20:28  <yorick> <-- night conversion
15:20:36  <yorick> somewhere down
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15:20:42  <yorick> also undo was rejected :P
15:20:46  <yorick> maybe as a cheat
15:20:57  <SmatZ> it has been suggested and rejected many times
15:21:03  <Eddi|zuHause> yorick: apparently that doesn't prevent anyone from suggesting it again
15:21:30  <krinn> a undo is certainly cheat, but a "confirm for high cost" could prevent stupid tunnels built :)
15:21:42  <yorick> <-- I want more night!
15:21:54  <yorick> night trains with headlights!
15:22:06  <krinn> it's nice yorick !
15:22:26  <Eddi|zuHause> yorick: headlights are easy, but a glow effect is not
15:23:02  <yorick> combine it with daylight!
15:23:05  <yorick> daylength*
15:23:25  <Eddi|zuHause> yes. i'm looking forward to your implementation.
15:23:36  <yorick> :(
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15:28:42  <Terkhen> :D
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15:29:07  <Wolf01> hello
15:29:10  <Terkhen> it's been a while since we had a copy paste suggestion, what about one of those?
15:29:11  <Terkhen> hi Wolf01
15:29:31  <yorick> Terkhen: someone's already working on it
15:29:38  <Wolf01> copy&paste... why not?
15:29:56  <Terkhen> yorick: yes, but no one has suggested it in a while
15:30:10  <yorick> :D
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15:45:18  <DanMacK> Hey Lakie
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16:24:12  <__ln__> Terkhen: do you mean like copy-pasting tracks and stuff?
16:24:37  <Terkhen> as a frequently repeated suggestion, yes
16:26:25  <__ln__> could be nice
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16:49:12  <Belugas> getting close to lnch hour
16:49:21  <Belugas> stomach grumbles
16:54:17  <Belugas> Mogwai - Rano Pano
16:54:21  <Belugas> LOOOOOUDER!!!!
16:55:20  <krinn> :)
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17:10:37  <DJNekkid> whats the opposite of gG ?
17:10:58  <planetmaker> !gG ;-)
17:11:20  <DJNekkid> *mumble something about slapping and a large trout*
17:11:25  <planetmaker> :-)
17:12:41  <planetmaker> g && GG
17:12:52  <planetmaker> combined
17:13:00  <DJNekkid> or Gg ? :P
17:13:39  <planetmaker> can you say in plain words what condition you need?
17:14:10  <planetmaker> what is in plain words to you the opposite of your action7 escape sequence?
17:14:17  <krinn> how to get rich (i hope planetmaker answer anything !)
17:14:30  <DJNekkid> i want to notify the end user with an error if DB-set is loaded AFTER nutracks
17:14:41  <DJNekkid> gG gives the exact opposite
17:15:06  <planetmaker> DJNekkid, not really. It just depends on what sprite follows
17:15:14  <planetmaker> If the following sprite is "jump to label" you're fine
17:15:26  <planetmaker> and the 2nd next is disable
17:15:31  <planetmaker> (or rather error)
17:15:35  <planetmaker> and the 3rd next is the label
17:15:47  <DJNekkid> that is a point i guess
17:17:01  <planetmaker> krinn, gladly I'll help you find that answer. My advice is not free, though, you just need to transfer the hourly consultant fee of 100€ to my bank account to get started
17:17:29  <DJNekkid> just 100? thats cheap
17:17:36  <krinn> can't deal with a "i'll pay you when i'm rich" ? :)
17:17:45  <DJNekkid> that about what my company fee you if i do work in your home :)
17:18:04  <planetmaker> krinn, indeed. That's something I can't deal with in this respect. Only advance payment accepted
17:18:47  <planetmaker> best transfer method is via Western Union
17:18:49  <planetmaker> :-P
17:19:10  <krinn> noway i don't trust this, i better put my 100€ in actions, i've got hints from Madoff guy
17:21:18  <Zuu> krinn: Have you found autoreplace in the NoAI API?
17:21:38  <krinn> didn't really seach for it, i don't use it
17:21:48  <krinn> at first i was using an autoreplace of my own
17:21:56  <V453000> krinn: I did this with pm as well, now I am rich as fuck
17:22:12  <DJNekkid> planetmaker: thanx, that worked like a charm
17:22:15  <krinn> but it's faster to just sell the vehicle & buy a new one
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17:22:41  <krinn> AICompany.SetAutoRenewStatus(false); is what in know about that
17:22:51  <krinn>  /in/i
17:22:57  <Zuu> Hmm, my bad, I was thinking about autoreplace, not autorenew.
17:23:09  <Zuu> Autorenew is probably in there as a game setting.
17:23:27  <DJNekkid> but feels kinda like a 'upside down'
17:23:30  <DJNekkid> way to do it
17:23:32  <krinn> dunno, renew or replace is not really useful for the ai
17:23:59  <planetmaker> krinn, it is. Less op codes
17:24:32  <krinn> not really planetmaker (for my case)
17:24:38  <Zuu> It's not that hard to implement. I just started on something to quicker upgrade to better vehicles than waiting for the old ones to be sold because they are old.
17:25:00  <krinn> i balance vehicle need by station providing
17:25:09  <Zuu> But if it were available in a usable form it might be usefull.
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17:25:18  <krinn> so if i sell a vehicle and i need one more, it will just buy it
17:25:53  <krinn> and as autoreplace generally get a bigger version, it's just bad to get bigger capacity while still have same number of vehicle
17:25:55  <planetmaker> krinn, autoreplace does not wait for old age
17:25:59  <Zuu> That's how I buy new ones when old vehicles are sold. Eg. waiting for it to reach the treshold for buing new vehicles due to too low capacity.
17:26:14  <krinn> i don't wait old age, i replace when it's out or preview :p
17:26:27  <Zuu> However, that's not good when a brand new engine is invented that is twice as good as the old one.
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17:28:19  <krinn> what i do is compare engine with new engine, then add that to a list
17:28:35  <krinn> eveytimes a new engine is out/preview i update that list
17:28:43  <krinn> and the list is just old engine -> new engine
17:28:59  <krinn> and i've just check if oldengine=newengine no update need
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17:29:53  <Zuu> well, what autoreplace is usefull for is to carry out a replacement. Not the act of figuring out what engine to replace with another.
17:30:50  <krinn> well, you ai must choose a better engine, and it's predictible what engine will replace what other engine...
17:30:52  <Zuu> I will probably encode a replace order in the vehicle name and send them to depot :-)
17:31:03  <planetmaker> krinn, how is that predictable?
17:31:15  <planetmaker> do you (or an AI) know future engines?
17:31:33  <krinn> because you need a way to filter & pickup an engine for a cargo...
17:31:49  <krinn> nah, not reading futur :)
17:32:43  <krinn> i can send you the file that handle that part zuu if you wish have a look
17:38:10  <krinn> lookout for the function cCarrier::VehicleIsTop
17:38:59  <CIA-11> OpenTTD: frosch * r22125 /trunk/src/table/build_industry.h: -Fix (r9162)[FS#4528]: The animation-ness of two goldmine tiles were swapped, causing the wheeltower to not work properly, and the bottom corner to show the wrong sprite.
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17:43:28  <frosch123> all of you should defintely play more arctic :p
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17:44:54  <planetmaker> frosch123, why? :-)
17:45:04  <planetmaker> (yes, it's probably my favourite climate) ;-)
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17:46:32  <Terkhen> I usually play arctic too
17:47:07  <__ln__> i only live in the arctic
17:47:39  <frosch123> there has been a half house for 13000 revisions on the gold mine (unless you play ogfx)
17:48:44  <planetmaker> yeah :-) And opengfx has a gold mine bug, too :-P
17:49:57  <planetmaker> and that's as bad as the half house, too ;-)
17:50:48  <peter1138> does that bugfix 'break' ogfx? :D
17:51:16  <planetmaker> I didn't yet test
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17:53:54  <dihedral> @logs
17:53:54  <DorpsGek> dihedral:
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17:57:19  <dihedral> whatever happened there
18:01:46  <planetmaker> a rice bag fell over
18:02:03  <planetmaker> a butterfly flapped
18:02:09  <planetmaker> thus a hurricane evolved
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18:17:16  <dihedral> planetmaker, and managed to kill my server? yeah right :-P
18:18:26  *** heffer [] has joined #openttd
18:19:18  <dihedral> "received signal 15" is what i found in the logs
18:19:46  <peter1138> Regular kill
18:20:06  <dihedral> in all logs?
18:20:18  <dihedral> i fail to call it regular :-P
18:20:34  <peter1138> As in kill -15 :S
18:20:48  <dihedral> yes
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18:20:57  <peter1138> Stupid laptop... 100% CPU to play a video on YouTube :S
18:21:01  <dihedral> i think i'll move away from that provider
18:21:15  <dihedral> flash!
18:21:20  <peter1138> HTML5!
18:21:22  <dihedral> ohhh
18:21:30  <dihedral> not good
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18:24:10  <peter1138> Something like 10% was PA, 25% Xorg, and the rest to the browser...
18:24:58  <dihedral> hehe - at least you know what you need to kill
18:25:38  <krinn> the computer ?
18:25:42  <peter1138> Yeah...
18:25:51  <peter1138> Nothing was hung, it's just ... slow :S
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18:45:39  <CIA-11> OpenTTD: translators * r22126 /trunk/src/lang/ (7 files in 2 dirs): (log message trimmed)
18:45:39  <CIA-11> OpenTTD: -Update from WebTranslator v3.0:
18:45:39  <CIA-11> OpenTTD: arabic_egypt - 40 changes by Company_director
18:45:39  <CIA-11> OpenTTD: belarusian - 1 changes by KorneySan
18:45:39  <CIA-11> OpenTTD: danish - 19 changes by beruic
18:45:40  <CIA-11> OpenTTD: frisian - 142 changes by Taeke
18:45:40  <CIA-11> OpenTTD: malay - 3 changes by toadhall
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19:48:42  <krinn> zuu ?
19:50:27  <Zuu> yes
19:53:13  <krinn> i've reeanble the upgrade to vehicle
19:53:31  <krinn> i was bug by the vehicle keep waiting in depot
19:53:50  <krinn> but the solve was so easy (i've remove the rename vehicle for depot check)
19:54:28  <krinn> check your vehicle in depot: if you don't what it's doing here: sold it, if it's too old, replace it, if it have a better version, it's there for upgrade
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19:55:11  <Zuu> I have a system where I store extended connection/vehicle state in the vehicle name.
19:55:31  <krinn> i could be false: like it is there because not making money & you will buy new version if one exist... but it will do the job
19:55:55  <Zuu> Vehicles wihich are named "suspended" are for example not sold even if they stay stoped in a depot. Instead they indicate that a connection has been suspended due to zero supply.
19:55:59  <krinn> oh, i've done that too, i was tagging them
19:56:49  <krinn> and you keep them getting old, paying maintenance... for suspend vehicle?
19:57:09  <Zuu> When I send vehicles for selling, I rename them to "sell" and remove all orders from them apart from a goto (and stop in) depot order.
19:57:47  <krinn> i've done that too, i was getting mad at just sending it to depot, while with order it really goes to depo
19:58:46  <Zuu> A suspension may for example happen if a connection get its supply from a secondary industry that has a production stop. (one possible reason for this is that the vehicles of this connection is blocking the entrance to the station for the supply to the industry in question)
19:59:23  <Zuu> If I would not have a mechanism to step of from secondary industries when they drop to zero production, that could grid lock the entire industry and cause loss to my AI.
19:59:55  <krinn> i've solve that, but you must check your station for it
20:00:21  <krinn> but you can trigger it if you found vehicle loosing money if you don't activly watch stations
20:00:46  <Zuu> I keep fairly detailed statistics over my stations.
20:02:01  <Zuu> about 4-5 long-term mean values related to the usage of the stations.
20:02:49  <krinn>
20:03:00  <krinn> look at GetCargoListAcceptAtTile
20:08:32  <Zuu> ... a function that returns the cargo types that a truck stop at a given tile would accept ...
20:09:07  <Zuu> please be aware that a non-uniform station works different with respect to cargo acceptance and cargo supply.
20:09:19  <Zuu> (supply to the station that is)
20:09:55  <krinn> that's only for road station, restrict the its radius
20:10:05  <krinn>  /the/to
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20:10:14  <Zuu> So you never expand your road stations?
20:10:22  <krinn> yes, but with road station ^^
20:10:58  <krinn> actually, i don't and i will not do mix them
20:10:59  <Zuu> you still have missed some parts if you don't work on the station as a whole.
20:11:36  <krinn> will use all (even boats looks boring as hell), but i don't mix them
20:11:47  <Zuu> I don't remember which that work as a rectangle and not. But one of them form a rectangle and one is just a buffer zone around each station part.
20:12:15  <Zuu> You'll find out the details on the wiki.
20:12:56  <krinn> ok, will have a look
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20:13:11  <mrfrenzy_> !dl osx
20:13:11  <Zuu> There is probably also a implementation in SuperLib.
20:13:11  *** mrfrenzy_ was kicked from #openttd by DorpsGek [Wrong channel. Retry in #openttdcoop.]
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20:14:29  <krinn> that bot is a bit rude, a simple message would have done it
20:15:45  <planetmaker> it's a sort-of running gag
20:16:23  <krinn> oh
20:16:23  <Zuu> There is a SuperLib::Station::IsCargoAccepted(station_id, cargo_id), not sure if there is a reverse function somewhere.
20:17:32  <krinn> i have one working fine, i will kept it and adapt to my others transport type
20:17:55  <krinn> as long as i don't mix, i'll be fine
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20:56:39  <plisman> All pictures of Shakira and Pique's dinner on Sunday, published by a group of fans to blow the exclusive Shakira ...
20:57:08  <planetmaker> @kban plisman
20:57:09  *** mode/#openttd [+b *!] by DorpsGek
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21:50:25  <Wolf01> 'night
21:50:30  *** Wolf01 [] has quit [Quit: Once again the world is quick to bury me.]
21:55:06  <frosch123> the 4000th suggestion is boring
21:57:37  <DanMacK> There isn't one according to my system, still 3999
21:58:37  <frosch123> so, one of us cannot read or count?
22:00:18  <planetmaker> 3999 is what my browser tells me
22:01:00  * DanMacK thinks of what to post :P
22:01:06  <SmatZ> 4000 threads, 38658 posts
22:01:19  <SmatZ> shown here
22:02:56  <frosch123> anyway, he is suggesting to implement tooltips
22:03:07  <frosch123> pff, i even considered to implement number 4000 :p
22:03:24  <SmatZ> :)
22:06:30  <Eddi|zuHause> frosch123: then you're lucky it was such an easy one :p
22:06:59  <Eddi|zuHause> so now really... who told me age cargo wasn't run for loading trains?
22:09:04  <frosch123> no idea, not me :)
22:11:16  <Eddi|zuHause> i can't find any such statement in the log... but maybe my grep-fu is not working
22:11:52  <frosch123> if (_age_cargo_skip_counter == 0) v->cargo.AgeCargo(); <- run svn blame on that line
22:12:35  <SmatZ> I think it will blame me
22:12:50  <SmatZ> but if it will, it was just a codechange
22:12:50  <frosch123> yup
22:14:11  <SmatZ> am I responsible for breaking something by that codechange?
22:14:29  <frosch123> anyway, svn blame is actually wasted time. the same code is also in ottd 0.1
22:14:43  <frosch123> SmatZ: no, it always was that way
22:15:18  <SmatZ> ok :)
22:15:22  <Eddi|zuHause> then why do i so firmly beleive i was told differently?
22:15:34  <Eddi|zuHause> i certainly didn't make this up
22:16:30  <frosch123> i have been playing for ages to always put at least three trains on every line
22:16:35  <frosch123> even if they are really short
22:16:48  <frosch123> like 3 wagons or so
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22:26:49  <Ammler> <-- could someone else test this baseset and check if the last plains are there?
22:27:37  <Ammler> planes*
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22:33:53  <JamesG> I'll test
22:36:06  <JamesG> Quite a few have no graphics
22:37:57  <JamesG> They don't appear in the menu, but they do on the map
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22:40:23  <Mazur> Is SH40 the only regular train in the default train set?  Or have all other trains expired adn am I not seeing them because of that?  (It's 2197)
22:41:49  <JamesG> Trains look normal to me
22:42:43  <Mazur> Then it must be the year of this Sandbox.
22:43:05  <Ammler> planetmaker: JamesG confirmed my issue ;-)
22:43:25  <JamesG> None of the vehicles expired when I tested it
22:43:35  * Mazur is talking about 1.1.0-rc5, b.t.w.
22:43:57  <JamesG> I tested with 1.1.0-beta5
22:44:01  <Mazur> Just realised my question crosstalks with Ammlers.
22:44:16  *** Fast2 [] has quit [Ping timeout: 480 seconds]
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22:45:05  <Mazur> Ok, I'll have to make a fresh sandbox, then.
22:45:26  *** Kurimus [] has quit []
22:46:02  <planetmaker> thx for checking, JamesG
22:46:02  <Mazur> Or rather, a range of them for different purposes.  :-)
22:46:10  *** ABCRic [] has quit [Quit: Goodbye, world...]
22:48:50  <Eddi|zuHause> there is no rc5
22:49:18  <Eddi|zuHause> either beta5 or rc1
22:51:37  <Mazur> That's more like it.
22:51:41  <Mazur> rc1
22:52:24  <Mazur> Release Candidate 1.
22:52:56  <Eddi|zuHause> yea, we do know what rc stands for :)
22:56:06  <Eddi|zuHause> the end of the world is nigh...
22:56:14  <Eddi|zuHause> they want to restart the LHC
23:02:18  *** Lakie [~Lakie@] has quit [Quit: .]
23:04:39  <Mazur> I was demonstrating, Eddi|zuHause. that I also knew.
23:04:57  *** Progman [] has quit [Remote host closed the connection]
23:05:22  <Mazur> Far be it for me, to try and expain basic OpenTTD matters to anyone here.
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23:16:04  <Zuu> Hmm, NoCAB is spending 50-100% more money on construction and vehicles than CluelessPlus, but CluelessPlus is making slightly more profit and is piling up money. What is better? :-)
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23:22:11  <Zuu> hmm, and now NoCab start to roll out its rails...
23:23:36  <krinn> imo, spending money = more money earn and less chance to bankrupt with poor routes
23:24:18  <krinn> but it cost more, because more chances to find a bad routes and loose money
23:30:31  <Mazur> Spending (wisely) is future income.
23:31:02  <Mazur> The early gain is often in vain.
23:31:12  <krinn> told that to convoy :)
23:31:12  <Mazur> (Durtch proverb)
23:32:02  <krinn> one take is better than two you could have (french one)
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23:38:29  <krinn> AIDate.GetMonth return 0-11 ?
23:39:50  <zydeco> good night everyone
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