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Log for #openttd on 12th April 2008:
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09:49:40  <Wolf01> hello
10:00:21  <CIA-3> OpenTTD: rubidium * r12664 /trunk/src/vehicle.cpp: -Codechange: do not force the 'color' pointer to be non-NULL when trying to get the load percentage.
10:01:04  <CIA-3> OpenTTD: rubidium * r12665 /trunk/src/strings.cpp: -Codechange: make the internal speed <-> display speed conversions available to a bigger part of the code.
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10:07:33  <Rubidium> http://rbijker.net/openttd/what_happened_to_the_orders.diff <- the magic ;)
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10:20:47  <peter1138> hmm
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11:04:22  <YOYO> hello quick question is it possibel to log the output generated by the dedicated server in linux? and by what command can i do it?
11:04:46  <Eddi|zuHause2> openttd > logfile
11:05:17  <YOYO> well i did that but it doenst log more then one centence
11:06:08  <Eddi|zuHause2> possibly add 2>&1 for also logging error output
11:06:22  <YOYO> k ty
11:06:45  <Ammller> and you might need a debug level
11:07:28  <YOYO> works ty :)
11:08:32  <Eddi|zuHause2> what i never figured out is how to split the output, i.e. log to a file AND display it on the console
11:10:04  <YOYO> jugh time to go to work cya guys and thanks agian
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11:15:49  <CIA-3> OpenTTD: rubidium * r12666 /trunk/src/timetable_gui.cpp: -Fix: the time table GUI did not show some data in the correct manner.
11:32:53  <bowman> Eddi|zuHause2, just tail -f the file
11:33:26  <Rubidium> Eddi|zuHause2: tee
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11:44:27  <Trond> hi all!
11:45:36  <Roujin> @seen all
11:45:37  <DorpsGek> Roujin: all was last seen in #openttd 43 weeks, 2 days, 1 hour, 50 minutes, and 16 seconds ago: <all> hello kaan
11:45:47  <Trond> would it be a hard job to make a change so that when you place two or more depots behind each other, they become one large depot? It's always annoying when I purchase a train in the depot in the back, and then have to destroy the others to get it out on the track...
11:45:54  <Roujin> sorry Trond, all hasn't been here for 43 weeks...
11:46:01  <Trond> oh, that means all is not here, so I'm all alone :(
11:46:11  <Eddi|zuHause2> thanks guys...
11:46:21  <ln> i didn't do it!
11:47:04  <Roujin> Trond: well there have been requests for multi tile depots for a long time i think..
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11:47:48  <Trond> would be really nice for some of the newgrf depots out there I think... but since there have been requests, I guess its hard to make?
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11:48:29  <Trond> in 10 years time when kids are out, I will have to get myself into learning me some c++ I guess :P
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11:58:32  <CIA-3> OpenTTD: rubidium * r12667 /trunk/src/ (6 files in 2 dirs): -Feature: conditional 'skip/jump' orders.
11:59:20  <Roujin> gah!
11:59:44  <Roujin> rubidium is making me stop coding and check out newest trunk again ><
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12:01:32  <Sacro>  now that sounds cool
12:06:44  <Roujin> woah
12:07:17  <Roujin> shall i tell you what exactly it is?
12:07:50  <Eddi|zuHause2> NOO, i hate spoilers!!
12:09:00  <Sacro> HOLY CRAP
12:09:04  * Sacro is reading the gitdiff
12:10:01  <Roujin> "Jump to order [n] when [attribute] [comparator] [number]"
12:10:10  <pschulz01> Are you guys using git?
12:10:13  <Sacro> Rubidium: now 0.6.0 is crappy :(
12:10:18  <Sacro> pschulz01: git.openttd.org
12:10:42  <pschulz01> Sacro: Excellent..
12:10:50  <peter1138> heh
12:11:19  <pschulz01> Sacro: I was just about to fire up git-svn
12:11:25  <peter1138> time for 0.6.1!
12:11:49  <Sacro> peter1138: 0.7.0beta1?
12:12:09  <peter1138> new two week release schedule
12:12:10  <Roujin> where n = valid ordes, attribute = {Load percentage, Reliability, Maximum speed, Vehicle age, Requires service}, comparator = {=, !=, <, >, <=, >=} and number = any that makes sense
12:12:36  <Sacro> Roujin: + true and false
12:13:01  <Roujin> for "requires service" of course its boolean, yes..
12:13:26  <Roujin> this is awesome O_O
12:15:01  * Rubidium is glad at least some people like it
12:15:10  <Roujin> aha, spotted first bug :P though i don't know if it's in the code or just in the string :P
12:15:44  <Rubidium> tss... how dare you
12:16:18  <Roujin> "jump to order x when load percentage is equal to y" <--- when clicking on on an order, it sets y to that number, not x. x will always be 1.
12:16:59  <Rubidium> huh?
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12:17:52  <Roujin> erm... how to say it
12:18:06  <pschulz01> What's the URL to clone 'svn/trunk.git'?
12:19:02  <Rubidium> ah, I see
12:19:38  <Roujin> i create 5 normal orders. then i create a conditional jump by selecting the option and clicking on order #n -> it creates "jump to oder 1 when load percentage is equal to n-1"
12:19:43  <bowman> I want an attribute for the number of vehicles with shared orders at the same station :)
12:20:19  <CIA-3> OpenTTD: rubidium * r12668 /trunk/src/order_cmd.cpp: -Fix (12667): swapping of variables went wrong.
12:20:27  <Rubidium> bowman: happy coding
12:20:30  <bowman> hehe
12:20:33  <Roujin> ^^
12:23:34  <pschulz01> How do I download the source from the git repository?
12:25:12  <pschulz01> Is it available?
12:25:24  <Rubidium> isn't it like `git clone git://git.openttd.org/svn/trunk.git`
12:25:44  <peter1138> is git staying now?
12:25:51  <Roujin> funny ^^ like this you can start coding stuff with train orders xD
12:26:07  <Roujin> how about adding an unconditional jump?
12:26:12  <pschulz01> Rubidium: Tried that... getting 404's (in browser)
12:26:16  <Rubidium> peter1138: depends on how git holds itself
12:26:23  <peter1138> hg is preferred, right?
12:26:27  <Sacro> pschulz01: it won't work in your browser
12:26:35  <Sacro> unless it supports git://
12:26:49  <Roujin> of course i can always set some trivial condition, but just for the sake of er.. beauty or something? ;)
12:27:08  <peter1138> Sacro: he asked how to clone it, so i assume he has a client ;)
12:27:13  <Roujin> just add a "always" condition or something...
12:27:28  <Rubidium> git clone works with that exact command I've just given
12:27:31  <pschulz01> Sacro: Ahh.. I was using http:// (which I use for other projects)
12:28:24  <pschulz01> Sacro: Ok.. working now,
12:29:06  <Rubidium> Roujin: would it really be that useful?
12:30:35  <Roujin> I don't know. I would bet my socks that the openttdcoop guys will find SOME use for it ;) fact is, we can already archieve it with something like "jump if load percentage >= 0"
12:31:08  <peter1138> so no need to add anything :p
12:31:15  <KingJ> !password
12:31:22  <Roujin> try openttdcoop
12:31:24  <KingJ> Hmm
12:31:28  <KingJ> Oops
12:34:23  <Roujin> okay, i managed to get an assert (sorry Rubidium)
12:34:27  <Roujin> trying to reproduce
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12:41:03  <pschulz01> Will 0.5.x saved games work in svn/trunk?
12:41:15  <Rubidium> they should be
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12:51:28  <CIA-3> OpenTTD: rubidium * r12669 /trunk/src/vehicle.cpp: -Fix (r12667): crash when a vehicle has never been to a station and the load percentage conditional variable is evaluated.
12:52:28  <Eddi|zuHause2> Rubidium: unconditional jumps are used with if/else constructs
12:52:53  <Eddi|zuHause2> 1: if <test> jump 4
12:52:57  <Eddi|zuHause2> 2: <else>
12:53:06  <Eddi|zuHause2> 3: jump 5
12:53:12  <Eddi|zuHause2> 4: <if>
12:53:16  <Eddi|zuHause2> 5: <go on>
12:58:06  <Eddi|zuHause2> [you can use !<test> to exchange the <if> and <else> parts, but the unconditional jump is necessary]
13:03:54  <Roujin> well as i said you can use "jump if load percentage >= 0" to simulate an unconditional jump ;)
13:04:20  <Sacro> hacky though
13:04:22  <Eddi|zuHause2> yes, but it looks not so nice
13:04:50  <Eddi|zuHause2> and i assume it's quite trivial to add an "always" test
13:06:21  <Eddi|zuHause2> what might be more tricky is to get this "always" at the right position of the sentence [in translations]
13:07:38  <CIA-3> OpenTTD: rubidium * r12670 /trunk/src/ (5 files in 2 dirs): -Add: unconditional/always order 'jump/skip' variable.
13:08:34  <Rubidium> happy now?
13:09:26  <peter1138> heh
13:11:25  <Rubidium> those lazy translators...
13:15:55  <peter1138> gah, stupid speakers
13:16:09  <peter1138> they have 'auto power saving'
13:16:23  <peter1138> no sounds and they off, sound starts and they'll turn on
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13:19:26  <Roujin> Rubidium: what's with that noise level patch you posted on flyspray? Since when do you have to ask if this approach would be okay? :P
13:20:32  <Roujin> or is it still WIP and you just wanted to tease us all?
13:21:30  <peter1138> that is not Rubidium
13:22:04  <Roujin> you might have a point there.
13:22:13  * peter1138 ponders behringer ms40s
13:22:36  <Roujin> then, same question goes to Belugas. And excuse me for a second - *plonk*
13:23:12  <peter1138> hmm?
13:23:26  <Roujin> that was the sound of my head hitting the wall
13:23:37  <Roujin> now it's better
13:23:39  <peter1138> ah
13:23:46  <peter1138> usually it's the sound of a killfile, or /ignore...
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13:32:16  <Roujin> well we always learn something new...
13:32:55  <Roujin> just now i've learned that my head sounds like a killfile when it is banged against a wall
13:33:05  <Roujin> the head, not the killfile...
13:34:32  <peter1138> :)
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14:25:44  <KingJ> How do I get one way roads? The option is greyed out
14:27:09  <glx> press buildroad then oneway (same as remove road tool)
14:27:51  <KingJ> Ah. Thanks
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15:23:23  <Noldo> has anyone encontered problems with using trams and other roadvehicles in the same town/city
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15:37:49  <Eddi|zuHause2> please state the nature of the medical emergency
15:41:02  <ln> precisely!
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15:41:50  <Eddi|zuHause2> i knew i could draw you out with that ;)
15:49:21  <Noldo> bus worked fine when there were no trams on the town, but started going in circles after the trams were added and one tram one-way stop was added to the order list of the bus
15:49:26  <Noldo> this in 0.6.0
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15:56:12  <Roujin> firstly, what are tram one way stops?
15:56:13  <Eddi|zuHause2> trams do not obey to one way
15:56:20  <Eddi|zuHause2> only busses do
15:59:13  <Noldo> ok, brainfart, two-way
15:59:47  <bowman> its possible to add a tram-only station to bus orders?
15:59:56  <peter1138> the buses will be trying to avoid the drive-through stops
16:00:56  <peter1138> there's probably a setting for that pathfinder penalty
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16:02:54  <Roujin> I just checked something...
16:03:18  <Roujin> it's possible to add a tram-only station to bus orders, but the bus will automatically skip that order.
16:04:52  <Roujin> hmmm... why is it that wherever i go, i stumble over some bug? oO
16:04:59  <Noldo> :)
16:05:42  <Roujin> if there are two tram-only station orders in a row on a bus, it will skip the first one and stay on the second one forever (since he can't reach that station)
16:06:46  <Eddi|zuHause2> ihhgitt... bugs... take them away *scream*
16:08:14  <Roujin> uh. i should check if it's also the case for newest trunk tho... since there have been alot of changes to orders...
16:08:20  <Noldo> why wouldn't a bus be able to go to tram stop if it can reach it by road?
16:08:48  <Roujin> no, i'm talking about a tram_ONLY stop
16:08:54  <Noldo> ok
16:09:20  <Noldo> did you test tram stop on road?
16:11:23  <Roujin> similar behavior
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16:24:59  <Eddi|zuHause2> one more reason to separate tram stops and bus stops
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16:52:49  <Eddi|zuHause2> arrgh... i hate C... they should have used C++
16:53:23  <Eddi|zuHause2> now i have to manually cast the pointer to something sensible every time i try to use it...
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17:07:50  <ln> who's they?
17:10:05  <Eddi|zuHause2> THEY
17:11:11  <Patrick`> /this
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17:23:57  <Diadem> blegh
17:24:02  <Diadem> Is there an easy way to count the number of industries?
17:24:12  <Diadem> I tried counting the number of farms but I arrive at a different number three times in a row
17:24:14  <ln> http://www.railpictures.net/viewphoto.php?id=231017
17:25:16  <Patrick`> where's the entry/exit track?
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17:25:26  <Diadem> damn
17:25:39  <Diadem> It's impossible to count industries!
17:25:49  <Diadem> by hand at least. There's way too many, keep loosing track
17:30:33  <Diadem> and the industry directory insists on scrolling with at least two at once, making counting even harder
17:39:30  <Eddi|zuHause2> Diadem: try reducing the window size to something countable (like 10 lines) and then scroll by pages, not lines
17:40:13  <Diadem> Eddi|zuHause2: I tried that, but you still have to manually count the window size, and it won't nicely scroll a consistent number of lines down..
17:40:19  <Diadem> So I still kept arriving at different answers
17:40:41  <Eddi|zuHause2> yes it does, click on the scrollbar, it scrolls exactly one page
17:42:31  <Diadem> really?
17:42:46  <Eddi|zuHause2> like every scrollbar in the world...
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17:43:27  <Eddi|zuHause2> correction, every SANE scrollbar
17:43:32  <Diadem> lol
17:43:38  <Diadem> I know plenty who don't yeah :)
17:43:52  <Diadem> but point taken
17:45:06  <Diadem> Hmm, strange I get yet another number, much lower than last time
17:46:04  <Diadem> Ah the number depends on the size of the window :)
17:46:12  <Diadem> So it doesn't scroll exactly one window each time ;)
17:46:22  <Eddi|zuHause2> Patrick`: on the left, i believe
17:47:03  <Eddi|zuHause2> Diadem: bugger off... or code the display of the number of entries, and a filter for the industry type
17:47:42  <Diadem> Eddi|zuHause2: What, you can get angry at me, but I'm just pointing out your method doesn't work
17:47:52  <Eddi|zuHause2> it does
17:47:56  <Eddi|zuHause2> you do it wrong...
17:48:28  <Diadem> I have my window at exactly 20 lines. It takes between 5 and 8 clicks to scroll through all farms
17:48:30  <glx> Diadem: why not use the minimap view ?
17:48:49  <glx> industry counts are shown there
17:49:05  <Diadem> glx: really?
17:49:10  <Diadem> wow!
17:49:41  <Diadem> lol how did I miss that :P
17:50:13  <Diadem> Thanks mate! that's really useful
17:50:27  <Diadem> (Ofc I still have to manually count how many I connected. But that's much easier)
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18:06:02  <peter1138> ln, i guess we need to allow that in ottd
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18:28:50  <Roujin> noooooooo
18:28:54  <Roujin> forums down ><
18:28:59  <Roujin> i just wanted to post somethign
18:29:18  <Roujin> and actually i just posted something before it went down. i hope it's still there later ><
18:29:31  <Digitalfox> I guess is phpBB 3.0.1
18:29:40  <DaleStan> This is why you lurk #tycoon. So you get advance notice when Owen does things like that.
18:30:00  <peter1138> of about 1 minute ;)
18:31:09  <DaleStan> You'll note I failed to specify how much advance notice.
18:32:35  <peter1138> gah, why is ubuntu's rott package not fixed up, likes debian's is (apparently)
18:34:51  <orudge> advance notice all the same :P
18:35:01  <orudge> anyway, it'll maybe be half an hour, got to update ott/ott.xmas manually
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19:10:35  <orudge> Forums back
19:11:24  <peter1138> too late
19:11:26  <peter1138> i've left now
19:13:01  <orudge> :(
19:16:59  * peter1138 deletes all his patches
19:17:52  <orudge> hmm, performing a bit of maintenance, forums going down for a moment
19:18:04  <orudge> done
19:19:14  <ln> a job for a C coder: http://www.cs.vu.nl/~ast/jobs/programmer.html
19:22:12  * peter1138 doesn't know any
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19:23:32  <Draakon> hello
19:26:21  * Eddi|zuHause2 doesn't know any either
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19:45:57  <Wolf01> I noticed the new orders feature, great work Rubidium, but I have a request: I often make star-like routes, which require to come back every time to the source station to load, this feature allow me to make vehicles go back only if they don't have enough cargo, but is annoying that you need always to select "conditional jump" every time, is possible to remember the last selection?
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20:04:06  <Diadem> Removing towns is such a drag
20:04:11  <Diadem> I should make a patch that automates it :)
20:04:54  <Diadem> Three new buttons in the town options "plant trees around town" "Kill all trees around town" and "kill buildings and roads"
20:05:24  <Prof_Frink> Nah, new button "Land UFO here" and watch the fireworks
20:06:09  <Patrick`> "dwim"
20:06:26  <Wolf01> I can understand the plant trees around town, but why kill them? o_O
20:07:03  *** Celestar [~Jadzia_Da@galadriel.td.mw.tum.de] has quit [Ping timeout: 480 seconds]
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20:09:38  <Ammller> Wolf01: you can't plant if you don't remove them first
20:10:27  <Wolf01> but why remove them, causing the local authority to drop your rating to plant them again and raise the rating a little?
20:13:10  <xahodo> Hello, I made a bug report ( http://bugs.openttd.org/task/1919 ), but I forgot to set the severity. :S
20:16:20  <CIA-3> OpenTTD: smatz * r12671 /trunk/src/order_gui.cpp: -Fix (r12644): orders window of competitors' vehicles was missing a resizebox
20:17:26  <SmatZ> xahodo: hello, no problem
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20:24:11  <Eddi|zuHause2> Wolf01: the cheat/abuse there is that killing trees cannot lower your reputation below 0, so after rebuilding the trees you have more reputation than before
20:24:40  <Eddi|zuHause2> so you can again destroy buildings until they don't allow this anymore
20:25:03  <Eddi|zuHause2> and i really think that needs to be fixed
20:25:27  <SmatZ> it is not a bug, it is a feature
20:25:29  <Eddi|zuHause2> i.e. towns do not allow cutting trees below a certain reputation
20:25:46  <SmatZ> you would be stuck with building anything very soon then
20:25:51  <Eddi|zuHause2> fine, it needs to be balanced
20:26:26  <Eddi|zuHause2> there is no real reason to tear down entire cities
20:26:59  <Eddi|zuHause2> the effect of cutting trees needs to be tuned down
20:27:23  <Patrick`> you can tune cities so that they cease to grow/get in your hair
20:27:27  <Eddi|zuHause2> otherwise you have never enough reputation left after leveling terrain for your station/airport
20:27:42  <Patrick`> zero growth without servicing, imo
20:28:15  <Eddi|zuHause2> Patrick`: a) it's not 0, b) servicing an industry in the town counts as servicing
20:28:53  <Eddi|zuHause2> c) industries in towns should actually be IN towns
20:30:23  <Diadem> The ability to remove cities by removing/planting trees has ben around since the original TT
20:30:37  <Diadem> And it's a needed feature. The game would be very frustrating if you couldn't remove cities
20:30:39  <Eddi|zuHause2> yes, and since then it is an abuse/cheat
20:30:55  <Diadem> not more than building railroads to make money is
20:31:20  <Eddi|zuHause2> i do not mean trees influencing reputation
20:31:31  <Eddi|zuHause2> but the killing trees below 0 reputation
20:31:56  <Diadem> If you couldn't raise/lower land around towns with appalling reputation you'd never be able to b uild effecdtive lines
20:32:28  <Eddi|zuHause2> yes you can, by raising your reputation by good service
20:32:30  <CIA-3> OpenTTD: peter1138 * r12672 /trunk/src/widgets/ (dropdown.cpp dropdown_type.h): -Codechange: Add support for variably-sized drop down list items.
20:32:50  <Diadem> *IF* you service the town. Which is not the case for most towns. At least not if you're industry-oriented
20:33:15  <Eddi|zuHause2> like i said, industries do count as service
20:33:18  <Diadem> And that takes time
20:33:28  <Diadem> Only within 20 tiles of town center, right?
20:33:35  <Eddi|zuHause2> playing takes time... O M G!!
20:35:12  <Diadem> you know what i mean. Waiting 30 years to remove a single town would be extremely annoying
20:35:37  <Diadem> I don't know if it'll take 30 years, but it'll take a looong time to remove a medium-sized town and level all the land around it
20:35:42  <Diadem> if you couldn't use the trees-trick
20:36:01  <peter1138> er, why are you removing towns?
20:36:12  <Diadem> If they are in the way :)
20:36:39  <Diadem> I'm already playing with lowest possible number of towns but they are still everywhere :)
20:36:48  <peter1138> ...
20:36:53  <peter1138> tunnels
20:36:54  <Wolf01> Ibend my tracks if there's something in my way
20:36:56  <peter1138> or curves
20:37:01  <Patrick`> we need a "very low" town density
20:37:07  <Patrick`> akin to very low industry density
20:37:18  <peter1138> if you're complaining that it takes too long to remove a town, then you are wasting your time
20:37:22  <Patrick`> it's unbalanced because the map size went up without the densities being adjusted
20:37:30  <Patrick`> Diadem: magic bulldozer
20:38:08  <Diadem> peter1138: no no no, I'm talking in case of what Eddi|zuHause2 is suggesting
20:38:12  <ln> "Who's going to take us seriously if we don't have a laser pointer?" -- House
20:38:14  <Diadem> It's fine, currently, imho
20:41:22  <Wolf01> mmh seem I found a bug: trying to remove a road, I spent money to remove nothing because the local authority didn't allow me
20:45:45  <Wolf01> this happens specially with T roadbits, when I'm trying to remove the useles roadbit, I spend money but it is there
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21:39:17  <CIA-3> OpenTTD: rubidium * r12673 /branches/noai/ (108 files in 9 dirs): [NoAI] -Sync: with trunk r12596:12672. Note that due to the order rewrite AIOrder.ChangeOrder does currently not work as expected.
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21:41:10  <Hagbard> Hi all, question: Can you make a train skip a station if there's no platform available?
21:42:36  <Prof_Frink> No.
21:42:45  <Prof_Frink> The passengers would get angry
21:42:58  <Hagbard> Hmm, true.
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21:53:43  <xahodo> Prof_Frink: Well, that doesn't matter because once the train stops at a station, they get launched anyway. :D
21:56:58  <Hagbard> Hmm, a nice feature would be to reverse a trains orderlist.
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21:58:25  <Hagbard> That is, create a train in one depot, fill in the order, then create a copy of that train with it's orders, and then drag'n'drop it on another station (preferably facing the other direction) and click on reverse order list, and BOOM, you have two trains going each direction on the track.
22:03:33  <Eddi|zuHause2> i don't understand the sense of this feature, usually you have trains going back and forth, so you have the second train going the same path with a little offset
22:04:37  <Wolf01> eddi, think about city service, one route going clockwise and one route counterclockwise on a ring around a city
22:05:18  <Eddi|zuHause2> maybe, but does that really happen that often that you can't just shuffle around the orders manually?
22:05:40  <Hagbard> Eddi|zuHause2: Quite often yes.
22:05:43  <Wolf01> for each city?
22:06:03  <Wolf01> I have about 10 cities serviced that way
22:06:15  <Patrick`> yeah, it's just personal preference
22:06:24  <Wolf01> which means 20 routes
22:06:37  <Eddi|zuHause2> i typically service my cities in an X shape or in an U shape
22:06:46  <Hagbard> I have one big railway (atleast I try to) which connects all greater cities, and then smaller routes to that station from smaller cities.
22:07:05  <Eddi|zuHause2> but still, you can copy the orders, and drag them around in the order window
22:07:39  <Wolf01> a "skip order if doesn't accept cargo type" would be useful, but it should be extended dynamically with newindustries
22:11:33  <CIA-3> OpenTTD: peter1138 * r12674 /trunk/src/ (newgrf_station.cpp station_cmd.cpp): -Fix [FS#1902]: Colour remaps on station sprites only worked for company colours.
22:12:39  <CIA-3> OpenTTD: peter1138 * r12675 /trunk/src/widgets/ (dropdown.cpp dropdown_type.h): -Codechange: Add support for custom drawing of drop down list items.
22:17:12  <Eddi|zuHause2> you mean draw things other than strings?
22:19:45  <CIA-3> OpenTTD: peter1138 * r12676 /trunk/src/player_gui.cpp: -Codechange: Reinstate colour selection buses, absent since r6455.
22:19:51  <peter1138> yes
22:20:57  <Eddi|zuHause2> yay busses ;)
22:22:43  <peter1138> http://fuzzle.org/o/returnofthebus.png < cos that looked silly
22:22:59  <peter1138> http://fuzzle.org/o/orblobs.png < and that just isn't the same
22:25:08  <Eddi|zuHause2> indeed
22:25:27  <Wolf01> and the orange colour is weird, too bright
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22:25:45  <peter1138> it always is
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22:26:25  <Eddi|zuHause2> i always use dark blue
22:26:43  <peter1138> to hide your stuff on the minimap?
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22:27:13  <teilzeitstudent> hey guys... i'm having some issues with the "service intervall" of trains. when a train is loading at some station and the service intervall time kicks in, the train will leave the station and then get confused with waypoints etc :/
22:27:19  <teilzeitstudent> any way to fix thix? :p
22:27:25  <Eddi|zuHause2> it's not like the player map gets used a lot in single player without AI ;)
22:27:46  <peter1138> :)
22:27:59  <Eddi|zuHause2> teilzeitstudent: turn off servicing ;)
22:28:18  <CIA-3> OpenTTD: rubidium * r12677 /branches/noai/src/ai/api/ (ai_order.cpp ai_order.hpp ai_order.hpp.sq):
22:28:18  <CIA-3> OpenTTD: [NoAI] -Change [API CHANGE]: rework of the OrderFlags to support the new order possibilities in OpenTTD. As a result of this the following has changed:
22:28:18  <CIA-3> OpenTTD:  * AIOF_UNLOAD and AIOF_TRANSFER cannot be used at the same time anymore. Use AIOF_NO_LOAD and AIOF_TRANSFER for the same result.
22:28:18  <CIA-3> OpenTTD:  * AIOF_FULL_LOAD will now always full load the vehicle and not full load any when the corresponding patch setting has been set. Full load any can be achieved with AIOF_FULL_LOAD_ANY.
22:28:19  <CIA-3> OpenTTD:  * AIOF_NON_STOP has been replaced by AIOF_NON_STOP_AT_INTERMEDIATE_STATIONS and AIOF_NON_STOP_AT_DESTINATION_STATION instead of determining the non-stop workings based on a patch setting.
22:28:25  <Eddi|zuHause2> teilzeitstudent: use specific service orders to turn off automatic servicing
22:28:33  <Eddi|zuHause2> BAH! bold and uppercase!
22:29:17  <teilzeitstudent> Eddi|zuHause2, well, that doesnt work from within a running game, does it?
22:29:47  <Eddi|zuHause2> teilzeitstudent: yes, use Ctrl+GoTo Depot from the order window
22:30:15  <teilzeitstudent> Ah, use depots as waypoints, sort of thing?
22:30:48  <Eddi|zuHause2> the "service at depot" order makes the train ONLY go to depot when that order is active, and the service interval is up
22:31:00  <Eddi|zuHause2> so it will not go to depot unnecessarily
22:31:38  <teilzeitstudent> altight, i'll try that then. thanks
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22:41:31  <CIA-3> OpenTTD: rubidium * r12678 /trunk/src/order_cmd.cpp: -Fix [FS#1918]: when a road vehicle has a tram only stop multiple times in a row in it's orders, only the first one would be skipped.
22:43:50  <[1]Roujin> sorry rubidium, i found another bug before you could fix the first one :P
22:44:23  <Eddi|zuHause2> "the first bug" ... in your imagination maybe ;)
22:44:57  <[1]Roujin> the first one of the two i found today, not the first one in OpenTTD ;)
22:46:28  <[1]Roujin> sorry to be distracting you from more interesting stuff like conditional orders.. ;)
22:49:29  <[1]Roujin> good night
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22:53:37  <Diadem> Yeah! Half a billion income from trains!
22:54:08  <Eddi|zuHause2> come back when you get a REAL half billion
22:54:35  <ln> you mean billion in the non-american sense?
22:54:39  <Eddi|zuHause2> (where billion = 10^12)
22:54:53  <Diadem> hehe lol
22:55:03  <Diadem> Well it's only 1973
22:55:08  <Diadem> Who knows in 2073 :)
22:55:15  <Patrick`> kaching
22:55:30  <Diadem> But ok, for the British amongst us: Half a billiard
22:55:37  <Eddi|zuHause2> man, this "marbles" game is addicting...
22:55:42  <Diadem> whoops, milliard :P
22:55:55  <Diadem> (Now half a billiard *that* would be a challenge)
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23:07:03  <Eddi|zuHause2> the poor table...
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23:29:19  <Chrill> simple q: how do I play with parameters for NewGRFs? Do i simply add them behind the .grf in openttd.cfg?
23:30:04  <peter1138> or set them in the gui
23:30:16  <Chrill> the wut?
23:30:33  <peter1138> the gui
23:30:54  <Chrill> Oh.. heh
23:30:55  <Chrill> thanks
23:31:14  <Diadem> LOL Grain on my station from 7 different sources :)
23:31:31  <Chrill> comma to separate parameters or spaces? :P
23:31:37  <Chrill> x, x, x etc. or x x x etc.?
23:32:12  <Eddi|zuHause2> yes
23:35:25  <Chrill> :)
23:35:29  <Chrill> well im off, night and thanks
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23:37:45  <Diadem> LOL now I have lifestock from 10 different sources on my station
23:37:46  <Diadem> w00t
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23:58:14  <Diadem> Hmm, how is this possible
23:58:21  <Diadem> I move 10000 goods a month to a town
23:58:30  <Diadem> and after a few years it suddenly doesn't accept goods anymore
23:58:45  <Diadem> Why is my town shrinking while I transport so many goods to it?

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