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00:01:46 <CIA-1> Darkvater * r7683 /branches/0.5/lang/ (18 files in 2 dirs): 00:01:46 <CIA-1> -Backport from trunk (r7552, r7553, r7574, r7581, r7601, r7611, r7654, r7658): 00:01:46 <CIA-1> - Language file updates. 00:01:46 <CIA-1> - Untranslated strings: Turkish (2), Swedish (1), Romanian (3), Norwegian (2), 00:01:46 <CIA-1> Icelandic (217!), Hungarian (2), German (1), Galician (173), Finnish (26), 00:01:46 <CIA-1> Danish (23), Czech (34), Bulgarian (39), Brazilian-Portugese (3) 00:05:04 <izhirahider> ouch 00:05:20 <Gonozal_VIII> wow 00:05:35 <izhirahider> are those out of the package? 00:13:19 <Rubidium> what package? 00:14:28 <Darkvater> hmm 00:14:35 <Darkvater> r7620 is not so straight-forward... 00:14:43 <Darkvater> thought I had it, but it asserts... 00:14:46 <Bjarni> !openttd log 7620 00:14:48 <_42_> Bjarni: r7620 log: -Fix: [OPF] signal update was incorrectly propagated: 00:14:50 <_42_> Bjarni: - through incompatible rail types 00:14:52 <_42_> Bjarni: - from under bridge track to the bridge ramp (peter1138) 00:14:54 <_42_> Bjarni: - same for tunnels (from track on top of tunnel entry to the tunnel) 00:15:08 <Bjarni> isn't this due to the bridge merge? 00:15:18 <Darkvater> yes but I worked around it I thought 00:15:23 <KUDr> IsBridgeRamp() is missing there 00:15:32 <Darkvater> oh, you're here :) 00:15:34 <KUDr> Celestar removed it 00:15:41 <KUDr> (the function) 00:16:18 <Darkvater> so where do I add it? 00:16:33 <KUDr> moment i must look at it 00:19:36 <KUDr> line 310 in trunk: } else { if (IsBridge(tile)) { 00:19:41 <Bjarni> Darkvater: so are we closing in on a release tonight or will it happen tomorrow? 00:19:54 <Darkvater> } else if (IsBridge(tile)) { /* bridge ramp can be entered only from one direction (without custom bridge heads) */ if (GetBridgeRampDirection(tile) != direction) goto no_way; 00:20:04 <KUDr> add && IsBridgeRamp(tile) 00:20:08 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has quit [Ping timeout: 480 seconds] 00:20:08 <Darkvater> well after KUDr helps me out we're done :) 00:20:13 <izhirahider> Rubidium, my question was if untranslated languages were to be included in the package release when it comes out 00:20:14 <Bjarni> nice 00:20:21 <izhirahider> or was there some slack 00:20:51 <Bjarni> since this should not affect my ability to create a dmg file, I will verify that it still works right now 00:21:15 <Darkvater> KUDr: http://darkvater.homeip.net/~tfarago/openttd/r7620_backport.diff 00:21:16 <Darkvater> ? 00:21:26 <Rubidium> izhirahider: I think there is some slack 00:22:02 *** Sacro [Ben@adsl-83-100-200-208.karoo.KCOM.COM] has joined #openttd 00:22:12 <KUDr> Darkvater: yes, this is how i would try it 00:22:17 <KUDr> and test 00:22:26 <Darkvater> KUDr: I had to put back the bridgemiddle tileowner thingie 00:22:28 <Darkvater> hmm 00:22:31 <Darkvater> what do I test? 00:22:50 <Athorium> Darkvater what is this diff? 00:22:55 <KUDr> bridgemiddle is not needed to test for owner 00:23:10 <KUDr> or did you have issue with it? 00:23:16 <Darkvater> it conflicted :) 00:23:23 <Athorium> omg 00:23:24 <Darkvater> cause bridge-merge changed it 00:23:25 <KUDr> aha 00:23:43 <Darkvater> the question is how do I test it now? Cause I've no idea what I did ;p 00:24:06 <KUDr> the assert should not happen again 00:24:12 <Born_Acorn> Just hope nothing explodes 00:24:21 <KUDr> aha moment! 00:24:22 <Darkvater> yes it doesn't... but does it work? 00:24:51 <KUDr> the bridge part can be removed 00:24:52 <KUDr> + } else if (IsBridge(tile) && IsBridgeRamp(tile)) { 00:24:53 <KUDr> + /* bridge ramp can be entered only from one direction (without custom bridge heads) */ 00:24:53 <KUDr> + if (GetBridgeRampDirection(tile) != direction) goto no_way; 00:24:53 <KUDr> + } 00:25:14 <KUDr> it is not needed withot bridges 00:25:32 <KUDr> as you can't have connected tracks under bridge 00:26:31 <Brianetta> Does anybody here know how to talk to the OpenTTD client's UDP server? 00:26:45 <Darkvater> Brianetta: to get the server info? 00:26:48 <Brianetta> yes 00:26:56 <Brianetta> I don't care what language it's told in 00:27:00 <Brianetta> I just want to know what to send 00:27:06 <Brianetta> and what to expect 00:27:24 <pv2b> Brianetta: there's a pretty good description in C 00:27:26 <Bjarni> building dmg files still works as intended 00:27:38 <Brianetta> pv2b: No, there's a pretty shit description in C 00:28:22 <Bjarni> there is a description in C that fits very well with how the game works, no incorrect info 00:29:05 <Darkvater> KUDr: ok, that also works :). So now to test it, do you have any testcases? 00:29:07 <Brianetta> Bjarni: Assume I'm coding in some other language... 00:29:21 <pv2b> Brianetta: you said you didn't care what language it was written in 00:29:27 <Bjarni> yeah 00:29:27 <pv2b> s/written/told/ 00:29:28 <KUDr> Darkvater: just load some huge game 00:29:29 <Brianetta> I want a description 00:29:41 <pv2b> the C code is pretty descriptive 00:30:04 <Brianetta> dbg: [NET][UDP] Received invalid packet type 84 00:30:11 <Brianetta> It's not like I'm not trying... 00:30:35 <Bjarni> Darkvater: I realised that I only wrote in the svn log that we discontinued support for OSX older than 10.3.9. Any idea where to write that? 00:30:51 <Darkvater> I'll put it in the changelog 00:30:52 <pv2b> Brianetta: are you trying to send a PACKET_UDP_CLIENT_FIND_SERVER to the openttd server? 00:30:57 <Tuzlo> can someone look at http://jaalm.homedns.org/test.sav and tell me why the 2 trains at Prentfingbourne Heights train station will not leave 00:30:59 <Darkvater> KUDr: done 00:31:03 <KUDr> ok 00:31:20 <Bjarni> also users of OSX 10.2.8 should use 0.4.8, which is the last supported OTTD version for that OSX version 00:31:32 <Brianetta> pv2b: I'm trying to send a OTTD_PACKET_UDP_QUERY_SERVER 00:31:39 <Rubidium> Brianetta: a packet starts with 2 bytes saying it's length 00:31:46 <pv2b> Brianetta: you mean PACKET_UDP_SERVER_DETAIL_INFO? 00:31:52 <Rubidium> so try to send 0 3 0 00:31:53 <Brianetta> Rubidium: Is this documented? That's a good start... 00:32:10 <Brianetta> pv2b: Frankly, I have no idea. I need this explaining to me. 00:32:17 <pv2b> grepping for OTTD_PACKET_UDP_QUERY_SERVER finds nothing 00:32:28 <Tuzlo> frig, never mind 00:32:28 <Rubidium> pv2b: he has /website 00:32:31 <pv2b> okay. query? 00:32:33 <Brianetta> Well, that constant was nabbed from the website SVN 00:33:05 <pv2b> Rubidium: oh, he's reading the servers.openttd.org cgi script? 00:33:09 <pv2b> that's second hand information ;-) 00:33:12 <Darkvater> KUDr: so you say it's good? 00:33:21 <KUDr> yes 00:33:32 <Darkvater> it'll rest on your soul p 00:33:34 <KUDr> but i can be wrong :) 00:34:21 <Darkvater> hmm in what circumstance did this signal-bug over tunnel happen? 00:34:37 <KUDr> yes 00:34:49 <KUDr> it was so 00:35:08 <Darkvater> I know it happened, but when? 00:35:15 <KUDr> that you have build track ober tunnel that ended in the tunnel hole 00:35:21 <KUDr> but from opposite side 00:35:45 <KUDr> then train entering the tunnel 00:36:01 <KUDr> and you build signal on the top track 00:36:05 <KUDr> it gets red 00:36:13 <Gonozal_VIII> [01:30:57] <Tuzlo> can someone look at http://jaalm.homedns.org/test.sav and tell me why the 2 trains at Prentfingbourne Heights train station will not leave <-- because they don't have to leave... the next station in their orders is the same 00:36:17 <KUDr> because of the train in the hole 00:37:12 <Rubidium> Brianetta: the data is send with the least significant byte first, so where I said you should send 0 3 0, it should really be 3 0 0 00:37:55 <Darkvater> http://darkvater.homeip.net/~tfarago/openttd/signalbug.png 00:37:56 <Darkvater> like this? 00:38:21 <KUDr> enable build in pause 00:38:37 <KUDr> let train to enter the SE hole 00:38:47 <KUDr> goint to NW 00:38:52 <KUDr> going 00:38:57 <KUDr> and then stop 00:39:09 <Darkvater> before or after signal? 00:39:11 <KUDr> and build the signal on top track 00:39:33 <KUDr> when the train stays in the hole 00:40:22 <Darkvater> so the built signal should be red if bug is present/ 00:40:24 <KUDr> the update must be spread from the signal 00:40:29 <KUDr> yes 00:40:30 <Brianetta> dbg: [NET][UDP] Queried from 127.0.0.1 00:40:37 <Brianetta> Thanks, Rubidium... 00:40:44 * Darkvater tries 0.5.0-RC1 00:42:03 <Darkvater> ok, good that's solved 00:42:10 <Darkvater> KUDr: how about bridges? ;p 00:42:10 <KUDr> happened? 00:42:20 <KUDr> what with bridges? 00:42:30 <Darkvater> I mean it stayed green with patch, 0.5.0-RC1 it was red 00:42:42 <KUDr> well 00:42:46 <Darkvater> !openttd commit 7620 00:42:48 <_42_> Commit by KUDr :: r7620 /trunk/pathfind.c (2006-12-29 17:51:16 UTC) 00:42:50 <_42_> -Fix: [OPF] signal update was incorrectly propagated: 00:42:52 <_42_> - through incompatible rail types 00:42:54 <_42_> - from under bridge track to the bridge ramp (peter1138) 00:42:56 <_42_> - same for tunnels (from track on top of tunnel entry to the tunnel) 00:43:00 <Darkvater> it says 3 things here 00:43:09 <KUDr> remove the second 00:43:21 <KUDr> this was introduced by merge 00:43:44 <KUDr> same principle as the tunnel bug 00:44:02 <KUDr> but can't happen without merge 00:44:17 <Gonozal_VIII> [01:42:52] <_42_> - through incompatible rail types <-- i thought people were using that for load balancing, priority lines and such 00:44:44 <KUDr> Gonozal_VIII: they can use dead junctions instead 00:45:17 <KUDr> path is not found through them, but signal is propagated 00:45:23 <Rubidium> Brianetta, about the reply: first two bytes are the size (same order), third byte the packet type which should be OTTD_PACKET_UDP_SERVER_RESPONSE (1). Then a lot of data about the game. This data is read in Recv_PacketServerResponse in openttd.inc.php 00:46:16 <Brianetta> Rubidium: Where does that packet get sent? 00:46:25 <Rubidium> info_version 4 added the newgrf data, which is count and then count times the GRF ID and MD5 checksum 00:46:48 <Rubidium> the SERVER_RESPONE packet? 00:46:55 <Brianetta> yes 00:47:02 <Brianetta> where does the UDP packet get sent? 00:47:44 <Rubidium> DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER) in network_udp.c (starting at line 76) 00:48:25 <Darkvater> KUDr: ah ok 00:48:44 <Darkvater> now to test the incompatible rail bug :) 00:48:53 <KUDr> :) 00:49:21 <Darkvater> that doesn't apply to normal and electric, does it? 00:49:33 *** Vikthor [~Vikthor@snat2.arachne.cz] has quit [Quit: Leaving.] 00:49:34 <KUDr> no 00:49:55 <KUDr> to normal or electric and other (mono or maglev) 00:50:25 <KUDr> or mag and mono 00:50:38 <Darkvater> oooh that was easy to find ;p 00:51:01 <KUDr> to test or find in the code? 00:51:07 <Darkvater> test if it exists 00:51:11 <KUDr> yes 00:51:18 <KUDr> it was used often 00:51:28 <KUDr> by some users 00:52:06 <KUDr> now they need to do ___/\___ 00:52:10 <Darkvater> ook, I approve the patch :) 00:52:16 <KUDr> to propagate signals 00:52:32 <KUDr> oooh many thanks my master :) 00:52:42 <Darkvater> oh noo, thank you :D 00:52:56 <stillunknown> in which corner of the field is the 0 tile? 00:53:02 <Sacro> http://qdb.us/75023 hehe 00:53:03 <Darkvater> NW 00:53:10 <Bjarni> http://www.qdb.us/75013 <-- awesome 00:53:13 <Bjarni> o_O 00:53:30 <Sacro> Bjarni: you where on /queue as well then :) 00:53:32 <Bjarni> out of nowhere, I pasted a qdb quote at the same time as Sacro 00:53:47 <Bjarni> that's scary 00:54:00 <Bjarni> it's the first time qdb got mentioned today 00:54:13 <Bjarni> and I'm heading for bed (more or less) 00:54:29 <Darkvater> Bjarni: if you have 15-20 more you can make binary 00:54:44 <Gonozal_VIII> maybe he's your long lost twin^^ 00:55:02 <CIA-1> Darkvater * r7684 /branches/0.5/pathfind.c: 00:55:02 <CIA-1> -Backport from trunk (r7620): 00:55:02 <CIA-1> - Bad signal update through incompatible rail types, bridge. 00:55:57 <Bjarni> Gonozal_VIII: such insane statements could result in bans 00:56:07 <Bjarni> http://www.qdb.us/75076 00:56:45 <Bjarni> thinking about it, now I didn't click Sacro's link 00:57:12 <Bjarni> oh that one 00:57:44 <Bjarni> Sacro: that guy really showed up at that time and it turned out to be a real guy asking something and he didn't know what happened before he joined 00:57:53 <Bjarni> it was an awesome moment 00:58:03 <Bjarni> and eerie 00:58:55 <Sacro> hehe 00:59:05 <Sacro> shame i missed it 00:59:46 <Bjarni> that reminds me of that quote where they speak of a guy and he joins and one guy says "speak of the devil" and the next line someone named devil (or a l33t variation of it) joins 01:03:34 <Bjarni> damn, now I can't find it 01:10:10 <Bjarni> http://bash.org/?540021 <-- ok.... Sacro: did you check stuff like this as well? 01:10:28 <Sacro> nah...never done that 01:11:32 <izhirahider> Is there a variable *in the code* that holds the number of cities in a map that I can use to debug something? 01:11:38 <izhirahider> I can't find it 01:11:45 <Bjarni> it reminds me of an incident a year or two ago. A steam train passed a station in Copenhagen and then somebody called 112 because it smelled like something was burning 01:11:53 *** Rens2Sea [~Rens2Sea@213.211.185.168] has quit [] 01:12:58 <Sacro> lol 01:15:21 <Maedhros> izhirahider: how about GetNumTowns() from town.h ? 01:16:51 <Bjarni> [01:54:29] <Darkvater> Bjarni: if you have 15-20 more you can make binary <-- I waited 22 minutes now 01:16:59 <Bjarni> got a new ETA? 01:17:42 <Bjarni> Darkvater: ? 01:18:12 <KUDr> dv is working on it i think 01:18:17 <izhirahider> Maedhros, thanks 01:19:20 <Darkvater> almost 01:19:48 <Rubidium> he's probably updating changelog.txt :) 01:20:23 *** eQualizer [~lauri@dyn15-55.dsl.spy.dnainternet.fi] has joined #openttd 01:22:11 <Rubidium> CIA is again slow :) 01:22:15 <Darkvater> ya 01:22:51 <izhirahider> I wanted to check in the game how many cities there were 01:23:30 <Athorium> ETA? 01:23:31 * Bjarni kicks CIA-1 01:23:31 <CIA-1> ow 01:24:29 <ln-> was it a Pendolino that mr. Bond travelled on in the latest motion picture? 01:24:32 <Bjarni> heh, it's funny to see net activity. It's 0 bytes/s and once in a while it goes as high as 150 bytes/s when it gets a package from IRC 01:25:16 *** Peakki [antti@cs181000195.pp.htv.fi] has quit [Quit: Lähdössä] 01:25:37 * Bjarni wonders about that quit message 01:25:59 <ln-> what's wrong with it? 01:26:00 <Darkvater> !openttd commit 01:26:08 <_42_> Commit by Darkvater :: r7685 /branches/0.5/ (4 files in 3 dirs) (2006-12-31 01:21:00 UTC) 01:26:10 <_42_> - Prepare 0.5 branch for release. Update readme's, bugs, installers, changelog, etc. to 0.5.0-RC2 01:26:10 <Bjarni> it's a plot against me. I better ban him before he spreads any more propaganda and lies in here 01:26:47 <Darkvater> there 01:27:02 <Darkvater> ... 01:27:03 <Bjarni> do we get a tagged version as well? 01:27:12 <Rubidium> it is already there :) 01:27:29 <Darkvater> sloooow 01:27:32 <Darkvater> !openttd commit 01:28:03 <Darkvater> he trac already has it, but 01:28:05 <Darkvater> ah there we go 01:28:06 <Bjarni> checking it out 01:28:06 <_42_> Commit by Darkvater :: r7686 /tags/0.5.0-RC2/ (972 files in 26 dirs) (2006-12-31 01:26:48 UTC) 01:28:08 <_42_> Release 0.5.0-RC2 01:28:32 <Bjarni> ok, I'm tired 01:28:59 <Bjarni> while checking out, I went "wow, network activity increased a lot. I wonder what happened" 01:29:25 <scia> I'm curious now... 01:29:27 * scia hides 01:30:20 <Darkvater> grrr 01:30:23 <Bjarni> scia: I caught KGB in their process of planting false evidence on my computer 01:30:32 <Bjarni> that's what happened 01:30:34 <Bjarni> :P 01:30:48 <Bjarni> Darkvater: something wrong? 01:30:51 <Darkvater> fucking beagle hogging all the cpu 01:30:55 <scia> logical explanation 01:31:58 <scia> watch out they don't infect you pc with polonium 01:32:02 <Rubidium> hmm, still no 0.5.0-RC2 servers :) 01:32:07 <Darkvater> lol 01:32:11 <Bjarni> lol 01:32:59 <Bjarni> scia: how would they fit that into TCP packages? 01:33:50 <scia> that... is topsecrect :p 01:34:39 <Bjarni> I don't trust you unless you tell me 01:35:47 <scia> pretty simple, they teleport it into you computer case 01:36:27 *** lolman [~John@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 01:36:31 <Bjarni> err... I don't have room for it 01:36:43 <Bjarni> Darkvater: MD5 (openttd-0.5.0-RC2-osx.dmg) = ddf4bd5302f19154887099073f9b4318 01:36:59 <Bjarni> Darkvater: ETA on upload: 5:30 01:37:12 <Darkvater> kk 01:37:29 <Sacro> oh noes 01:37:41 <lolman> Oh noes indeed 01:37:42 <Bjarni> lolman: lol 01:37:45 <Sacro> lolman: i got my g25 01:37:50 <lolman> GRRR! 01:37:53 <lolman> LOL! 01:38:09 <lolman> And you ruin it on gtr2? 01:38:19 <lolman> The shame! 01:38:26 <Bjarni> what's a g25? 01:38:34 <lolman> A PC wheel 01:38:43 <Bjarni> cool 01:38:45 <Sacro> lolman: GTR2, rFactor, GT Legends, GP Legends 01:38:51 <lolman> Ewww 01:38:53 <lolman> :-x 01:38:58 <Sacro> didnt like LFS 01:39:06 <lolman> You ruin your G25 on ISI "sims" and rTractor? 01:39:12 <Bjarni> you put an engine on your computer.... now if you add a car battery as well, you will have a nice computer, that can follow you around like a dog 01:39:41 <ln-> Bjarni: do you wear a suit and a tie when you code openttd? 01:39:49 <Sacro> lolman: im sure you mean ISI "sims" and GP Legends 01:40:00 <Sacro> oh, and NR2003 01:40:03 <lolman> I'm sure I do too :P 01:40:05 <Bjarni> ln-: should I do that? 01:40:11 <lolman> Yuck! 01:40:34 <Sacro> lolman: what? 01:40:39 <Sacro> they are all fantastic games 01:40:42 <lolman> You wasted your money! 01:40:47 <Bjarni> ln-: why do you ask? 01:40:57 <Sacro> lolman: i only paid for the wheel and rfactor 01:41:01 <ln-> Bjarni: it could indicate that you take the coding seriously. 01:41:05 <lolman> Still you wasted it! 01:41:15 <Bjarni> lolman: you missed this: http://www.qdb.us/75076 01:41:25 <ln-> Bjarni: why do i ask... and why am i awake at 03:41... 01:41:32 <Bjarni> ln-: I only wear a tie when it's mandatory, like with the uniform 01:41:32 <Sacro> lolman: fine, what racing games should i get next/ 01:41:37 <lolman> LFS :P 01:41:50 <Sacro> Bjarni: heh, i almost submitted that 01:42:12 <ln-> Bjarni: well so do i. (what uniform?) 01:42:17 <Bjarni> maybe I should have kept the timestamps 01:42:30 <Bjarni> since that would tell that we did it at the same time 01:42:40 <Bjarni> ln-: railroad one 01:43:14 <Bjarni> I don't think I got access to any other uniforms 01:43:54 <Sacro> lolman: i got the demo, didnt seem to keen on it 01:44:16 <lolman> You can't handle teh realism :P 01:44:30 <Sacro> yeah, no real cars, no real tracks 01:44:32 <Bjarni> you know, people tend to react a great deal to a guy in a uniform 01:44:37 <lolman> Real physics ;-) 01:44:45 <Sacro> lolman: hardly 01:44:54 <lolman> More real that rTractor's 01:44:57 <lolman> than* 01:45:01 <Bjarni> Darkvater: upload complete 01:45:10 <Sacro> have you ever played rFactor, or are you just a fanboy? 01:45:19 <lolman> I have tried rFactor 01:45:27 <lolman> And I found it totally useless 01:45:33 <Bjarni> damn it's late 01:45:38 <Bjarni> I better get to bed 01:45:48 <Sacro> hmm, its only a 6.5MB update to V 01:45:55 <Bjarni> have fun 01:46:09 *** Bjarni [~Bjarni@0x50a46ac4.virnxx14.adsl-dhcp.tele.dk] has quit [Quit: Leaving] 01:46:10 <Sacro> if she comes back i will :( 01:46:17 <lolman> She? 01:46:31 <Sacro> its only £24 for a full licence 01:46:37 *** ChrisM87 [~ChrisM@p54AC68AC.dip.t-dialin.net] has quit [Remote host closed the connection] 01:46:39 <lolman> Yep, cheap :D 01:47:01 <CIA-1> Darkvater * r7685 /branches/0.5/ (4 files in 3 dirs): - Prepare 0.5 branch for release. Update readme's, bugs, installers, changelog, etc. to 0.5.0-RC2 01:48:47 <glx> 25 min later :) 01:48:54 <Athorium> hou hou hou 01:48:56 <Born_Acorn> Banks are definately a problem. They should be constructed in towns automatically. 01:50:40 <Born_Acorn> Or they should be able to be funded if you have "Construct Primary Industries" on 01:52:07 <Sacro> hmm, i only have £3.51 in my paypal 01:52:25 <lolman> More than me, but I have a spare £12 in my LFS account 01:52:51 <lolman> Ready for S3 a few years down the line :D 01:53:53 <Sacro> hmm 01:54:42 *** KritiK [~Maxim@ppp85-140-205-36.pppoe.mtu-net.ru] has quit [Quit: Leaving] 01:54:43 <Sacro> ive updated to U, i might try again 01:55:11 <Wolf01> 'night all 01:55:15 *** Wolf01 [~wolf01@87.4.232.25] has quit [] 01:55:16 <CIA-1> Darkvater * r7686 /tags/0.5.0-RC2/ (6 files): Release 0.5.0-RC2 01:55:19 <lolman> What patch were you on? 02:01:57 <Sacro> V 02:02:59 *** Frostregen [~sucks@dslb-084-058-142-112.pools.arcor-ip.net] has quit [Quit: und weg] 02:03:37 *** scia [~scia@AveloN.xs4all.nl] has quit [Quit: Lost terminal] 02:03:59 <lolman> V>U is a downgrade... 02:04:02 *** Gonozal_VIII [~Gono@N937P025.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 02:04:45 *** Gonozal_VIII [~Gono@N877P001.adsl.highway.telekom.at] has joined #openttd 02:04:45 <Nigel> woo... RC2 02:16:44 <Ailure> wait what 02:17:49 <Sacro> lolman: ive gone u->v 02:19:00 *** Digitalfox [~digitalfo@bl8-40-53.dsl.telepac.pt] has quit [] 02:20:30 <Tuzlo> I got an industry that says its producing, but nothing is waiting at the station, any ideas? 02:20:50 <Sacro> Tuzlo: has anything visited the station to pickup? 02:20:54 <Gonozal_VIII> send a vehicle there that can transport the produced stuff 02:21:01 <Tuzlo> oh yeah 02:22:49 <Tuzlo> bout million dollars of oil delivered, no goods made, and a goods train sittin there waitin 02:23:22 <Gonozal_VIII> same station/does the goods station accept oil? 02:23:44 <Tuzlo> its got an oil refinery alongside it 02:23:55 <Gonozal_VIII> in range? 02:24:04 <Tuzlo> adjacent 02:24:18 <Tuzlo> so, in range, hell yeah 02:24:24 <Gonozal_VIII> sure that it is a goods train? 02:24:35 <Tuzlo> wanna look at the saved game? 02:24:41 <Gonozal_VIII> yes 02:24:46 <Tuzlo> kk, gimme a sec 02:25:52 <Tuzlo> http://jaalm.homedns.org/nogoods.sav 02:26:00 <Sacro> Tuzlo: which version are you running? 02:26:07 <Tuzlo> 0.5.0 rc1 02:26:08 * Sacro bets £1M on 0.4.7 02:26:10 <Sacro> :o 02:26:14 <Tuzlo> haha 02:26:17 <Tuzlo> :P 02:26:18 <Tuzlo> brb 02:26:18 <Sacro> Tuzlo: get the latest version and test again 02:26:20 <Sacro> then file a bug 02:26:37 <Gonozal_VIII> The requested URL /nogoods.sav was not found on this server. 02:29:46 <Gonozal_VIII> can't load the savegame 02:29:54 <Tuzlo> sec 02:30:17 <Tuzlo> would help if i copied it there 02:30:24 <Tuzlo> tgry now 02:30:24 <Gonozal_VIII> ^^ 02:30:35 <Gonozal_VIII> works 02:32:02 <Tuzlo> station in question is flarwood docks 02:34:09 <Tuzlo> ???? 02:35:28 <Gonozal_VIII> they don't load... 02:35:39 <Gonozal_VIII> what's that (x5) thing? 02:36:24 <Tuzlo> no friggin idea 02:36:36 <Tuzlo> I think its the grf models im usin 02:36:45 <Gonozal_VIII> capacity: 32 crates of goods (x5) 02:39:14 <orudge> The Win32 zip download of RC2 is corrupt, btw, Darkvater, or whoever released it 02:40:08 <Gonozal_VIII> they seem to ignore the full load order... after i removed that order and added it again, they try to load but there are still no goods appearing 02:41:16 <Athorium> RC2 add something interesting? 02:41:16 <orudge> and SourceForge is being utter tripe, as usual 02:41:18 <Gonozal_VIII> and your network jammed big time after i started all the trains.. deadlock 02:42:47 <Tuzlo> yeah, you gotta start them one by one, theres that many 02:48:30 *** Frostregen [SADDAM@dslb-084-058-175-220.pools.arcor-ip.net] has joined #openttd 02:53:34 <CIA-1> KUDr * r7687 /branches/custombridgeheads/ (bridge_cmd.c train_cmd.c): 02:53:34 <CIA-1> [cbh] - Fix: trains can now enter the bridge from side. They still can't leave 02:53:34 <CIA-1> it from side (pathfinder will need to be invoked when the other ramp is 02:53:34 <CIA-1> entered). Also the code is not very clear and needs review. It is more proof of 02:53:34 <CIA-1> concept than final solution. I hope that somebody smarter (Celestar) can do it 02:53:36 <CIA-1> better. 03:09:22 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 03:20:09 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has quit [Quit: bye] 03:23:47 *** Lakie [~Lakie@host86-143-209-166.range86-143.btcentralplus.com] has joined #openttd 03:24:04 <Lakie> Hello, anyone around to help me? 03:24:39 <Gonozal_VIII> with what? 03:25:30 <Sacro> Lakie! 03:26:59 <Lakie> Ok, I've compiled RC2 on Suse Linux 10.2 and I was wondering how do I get it to make the icons and registor the program with the Operating System? :) 03:27:35 <Sacro> put the binary somewhere in your path 03:27:38 <Gonozal_VIII> <-- windows user 03:27:42 <Tuzlo> make the icon yourself in the desktop environment 03:27:46 <Sacro> i think the data files go into /usr/share/openttd 03:29:53 <Lakie> Isn't that only if you used make inall INSTALL:=1 ? 03:29:58 <Lakie> install* 03:36:06 *** Belugas_Gone [~jfranc@ip-87.44.99.216.dsl-cust.ca.inter.net] has quit [Quit: How about sleeping? Yeaaa..] 03:37:09 <Lakie> Gonozal_VIII: windows is much simplier, thankfully... 03:37:25 <Gonozal_VIII> yes... 03:37:50 <Gonozal_VIII> but compiling with windows sucks 03:38:29 <Lakie> Yeah, well 03:38:38 <Lakie> With Windows I just download the precompiled binaries 03:38:40 <Lakie> :) 03:39:21 <Gonozal_VIII> true... but no patch applying and such then 03:47:38 <Lakie> In makefile, can I use things like $prefix in the lines? 03:47:44 *** BJH2_ [~chatzilla@e176112218.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.61 [Mozilla rv:1.7.12/20050915]] 03:48:07 <Lakie> eg. Customstuff=$Prefix/local/share/openttd/lang 03:48:08 <Lakie> ? 03:49:38 * Lakie waits for it to explode 03:49:44 <Sacro> Lakie: i think you can in makefile.in]# 03:50:03 <Lakie> makefile.config? 03:50:16 <Sacro> yeah 03:50:34 *** dp_ [~dp@p54B2F0A2.dip.t-dialin.net] has joined #openttd 03:51:06 * Lakie goes to find out were everything is stored 03:57:32 *** dp [~dp@p54B2CA9A.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 03:59:17 *** Lakie [~Lakie@host86-143-209-166.range86-143.btcentralplus.com] has quit [Quit: Leaving] 04:03:40 <Smoovious> how many engines can you have before it stops making a difference? 04:03:53 <mattt_> 82 04:03:53 <Gonozal_VIII> 100 04:03:59 <mattt_> O.o 04:04:05 <Smoovious> hmm... I'll just split the difference 04:04:07 <Smoovious> 91 it is 04:04:13 <Smoovious> gonna need longer stations tho 04:04:43 <Gonozal_VIII> max engines = 100, with realistic acceleration, everyone makes a difference... 04:04:55 <Smoovious> oh ok... 04:05:04 <mattt_> heh 04:05:07 <mattt_> like really long stations 04:05:21 <Smoovious> maybe it was with that ttdpatch (or some other patch I tried that didn't work too well) which was making me think 4 04:05:25 <Gonozal_VIII> i like 10 engines 40 cars... so 25 tile stations 04:05:31 <Smoovious> well, I'm on a 2kx2k map so I could do it 04:05:39 <mattt_> :O 04:06:24 <Smoovious> will try to keep it below10 tho. :) I can fit 30-car consists before the tail end sticks out 04:06:57 <Tuzlo> do you benefit by putting more than one engine on a train? 04:07:02 <Tuzlo> in real life ya do 04:07:07 <Smoovious> in the game too 04:07:07 <Gonozal_VIII> yes 04:07:11 <Tuzlo> how much 04:07:12 <Tuzlo> ? 04:07:31 <Gonozal_VIII> realistic 04:07:46 <Tuzlo> well, i gotta go to bed 04:07:49 <Tuzlo> later 04:08:10 <Smoovious> had an idea for a silly choice... add one of those manual operated carts (the 2-ended lever, 2 people pumping it to go)... and you gotta have 20 of em in order to move a fully loaded car 04:08:31 <Gonozal_VIII> ^^ 04:08:42 <Smoovious> just for giggles 04:08:46 <Gonozal_VIII> they were not used to pull cars 04:08:51 <Smoovious> so? 04:09:04 <Gonozal_VIII> horsetrains could be fun 04:09:12 <Smoovious> I don't remember any trains that had makeup and big clown noses on the front either 04:10:01 <Gonozal_VIII> i hate toyland... hurts my eyes 04:10:12 <Smoovious> and they did pull cars from time to time... but they were those small utility cars like for carrying a half-dozen ties with you and your tools and stuff 04:10:44 <Smoovious> tho that gives me an idea for random track repairs... 04:10:55 * Smoovious tucks it away for later. 04:11:20 <Gonozal_VIII> but it would really be nice to have earlier steam and pre-steam engines, as the game date can be set pre 1920 now 04:16:39 <Gonozal_VIII> start in year 0 with wooden rails and some guys pulling a small cart over them^^ 04:19:12 <Smoovious> nah... big containers being pulled by a team of slaves, with other slaves picking up the logs in the back and laying them in front 04:19:48 <Gonozal_VIII> :D 04:21:24 <Smoovious> every now and then a trojan horse gets pulled down the streets of one of the cities, and a randomizer that'll open it up and an army comes out and you lose all your stations in the cit 04:21:33 <Smoovious> y 04:21:42 <Gonozal_VIII> hehehe 04:22:02 <Smoovious> gonna crash... 04:22:04 * Smoovious wavies. 04:22:20 <Gonozal_VIII> did somebody click ignore signals? 04:22:58 <Smoovious> nope... getting extra sleep tonight so I can drink longer tomorrow 04:23:07 * Smoovious poofs. 04:23:19 <Gonozal_VIII> it's 5:23 here^^ 04:23:47 <Gonozal_VIII> night 04:41:25 *** ttj [~tjorri@kosh.hut.fi] has quit [Read error: Connection reset by peer] 05:03:09 *** Eddi|zuHause [~johekr@p54B7D6CA.dip.t-dialin.net] has joined #openttd 05:03:39 <ln-> it's e|zH 05:09:47 <roboman> when does the airport after the city come out 05:10:40 <Gonozal_VIII> it's e|@/home 05:12:26 <Gonozal_VIII> don't know when roboman, you could either look in the wiki or start a new single player game and cheat through the time till it is available 05:14:40 *** kdr [materi@h-85-24-203-79.NA.cust.bahnhof.se] has quit [Read error: Operation timed out] 05:14:56 *** hylje [hylje@194.187.214.214] has quit [Remote host closed the connection] 05:14:58 *** hylje [hylje@194.187.214.214] has joined #openttd 05:15:38 *** Tobin [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] has joined #openttd 05:16:03 *** kdr [materi@h-85-24-203-79.NA.cust.bahnhof.se] has joined #openttd 05:33:30 *** Eddi|zuHause2 [~johekr@p54B7D6CA.dip.t-dialin.net] has joined #openttd 05:33:30 *** Eddi|zuHause [~johekr@p54B7D6CA.dip.t-dialin.net] has quit [Read error: Connection reset by peer] 05:42:33 *** Sacro [Ben@adsl-83-100-200-208.karoo.KCOM.COM] has quit [Read error: Connection reset by peer] 06:03:29 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has joined #openttd 06:04:35 *** PandaMojo [~panda@c-67-183-223-161.hsd1.wa.comcast.net] has joined #openttd 06:15:56 <Aloysha> *pokes channel* 06:15:58 <Aloysha> topic out of date :D 06:16:42 *** qfh [~qfh@static-ip-62-75-161-163.inaddr.intergenia.de] has quit [Ping timeout: 480 seconds] 06:20:04 *** qfh [~qfh@static-ip-62-75-161-163.inaddr.intergenia.de] has joined #openttd 06:22:37 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has quit [Quit: Aloysha] 06:29:47 *** qfh [~qfh@static-ip-62-75-161-163.inaddr.intergenia.de] has quit [Ping timeout: 480 seconds] 06:30:14 *** qfh [~qfh@static-ip-62-75-161-163.inaddr.intergenia.de] has joined #openttd 06:39:50 *** Eddi|zuHause2 [~johekr@p54B7D6CA.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 06:51:54 *** qfh [~qfh@static-ip-62-75-161-163.inaddr.intergenia.de] has quit [Ping timeout: 480 seconds] 06:55:04 *** qfh [~qfh@static-ip-62-75-161-163.inaddr.intergenia.de] has joined #openttd 07:38:48 *** qfh [~qfh@static-ip-62-75-161-163.inaddr.intergenia.de] has quit [Ping timeout: 480 seconds] 07:40:04 *** qfh [~qfh@static-ip-62-75-161-163.inaddr.intergenia.de] has joined #openttd 08:13:13 *** SGulsetg [sindre_g@ti132110a340-0009.bb.online.no] has quit [Ping timeout: 480 seconds] 08:55:11 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has joined #openttd 08:56:54 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has left #openttd [] 08:57:48 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 08:58:55 *** xbddc [~xbddc@172-216.dorm.ncu.edu.tw] has joined #openttd 09:26:36 *** Wolf01 [~wolf01@87.4.232.25] has joined #openttd 09:27:34 <Wolf01> morning 09:37:10 *** Hadez [~chatzilla@151.244.broadband7.iol.cz] has joined #openttd 09:39:11 <Hadez> Good morning... 09:41:41 *** Purno [~Purno@5351CE08.cable.casema.nl] has joined #openttd 09:46:58 *** Wolfenstiejn [~wolf@h33083.upc-h.chello.nl] has joined #openttd 09:53:10 <Hadez> Can anyone help me? Where can I reach MiHaMiX to bug him with updating Czech langfile in WT2? To be repeated if no answer ;-) 09:53:10 *** Wolfenstiejn [~wolf@h33083.upc-h.chello.nl] has quit [Read error: Connection reset by peer] 09:53:33 *** Wolfy [~wolf@h33083.upc-h.chello.nl] has quit [Ping timeout: 480 seconds] 09:53:36 *** Wolfy [~wolf@h33083.upc-h.chello.nl] has joined #openttd 09:54:33 <stillunknown> Hadez: someone said he was away on a trip yesterday 09:58:39 <Rubidium> Hadez: what do you exactly want to do? 10:01:42 <CIA-1> rubidium * r7688 /branches/makefile_rewrite/ (config.lib configure projects/generate projects/generate.sh): [MakefileRewrite] -Codechange: make the scripts (d)ash-compatible. 10:02:48 *** Wolfy [~wolf@h33083.upc-h.chello.nl] has quit [Ping timeout: 480 seconds] 10:02:58 *** scia [~scia@AveloN.xs4all.nl] has joined #openttd 10:04:07 *** Gonozal_VIII [~Gono@N877P001.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 10:04:50 *** Gonozal_VIII [~Gono@M3094P018.adsl.highway.telekom.at] has joined #openttd 10:06:46 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 10:07:24 <Hadez> I want him to sync WT2Žs internal database with changes I did about month ago to SVN. KUDr commited my patch that contained many changes, mainly addition of diacritics. 10:07:32 <MiHaMiX> Hadez: hi 10:07:41 <Hadez> MiHaMiX: Hi! :-) 10:07:47 <MiHaMiX> Hadez: pm please 10:09:24 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 10:10:02 *** Wolfy [~wolf@h33048.upc-h.chello.nl] has joined #openttd 10:12:53 *** TinoM [~Tino@i5387DAD8.versanet.de] has joined #openttd 10:14:35 *** Wolfy [~wolf@h33048.upc-h.chello.nl] has quit [] 10:21:15 *** Wolfy [~wolf@h33048.upc-h.chello.nl] has joined #openttd 10:22:37 <Darkvater> morning 10:22:52 <Darkvater> these releases take too long : 10:22:53 <Darkvater> ( 10:24:10 <MiHaMiX> ? 10:24:26 <Darkvater> wwent to bed at 4am 10:24:38 *** Wolfenstiejn [~wolf@h33048.upc-h.chello.nl] has joined #openttd 10:25:06 <MiHaMiX> uh 10:25:28 <MiHaMiX> I went to bed at midnight, but I'm having a strong headache now :-( 10:29:37 *** Wolfenstiejn [~wolf@h33048.upc-h.chello.nl] has quit [] 10:29:40 *** Wolfenstiejn [~wolf@h33048.upc-h.chello.nl] has joined #openttd 10:30:40 <CIA-1> miham * r7689 /trunk/lang/czech.txt: [Translations] Translator manually handcrafted the czech translation to have proper accents 10:31:08 *** Wolfy [~wolf@h33048.upc-h.chello.nl] has quit [Ping timeout: 480 seconds] 10:31:43 *** Wolfenstiejn [~wolf@h33048.upc-h.chello.nl] has quit [] 10:35:02 *** helb [~helb@84.244.90.159] has quit [Quit: Leaving] 10:37:34 *** helb [~helb@84.244.90.159] has joined #openttd 10:38:07 <stillunknown> does anyone know who make the realistic acceleration that is currently in trunk? 10:38:12 <stillunknown> *made 10:39:38 <MiHaMiX> stillunknown: iirc, peter1138 10:40:05 <stillunknown> i suspected that 10:41:45 <stillunknown> any people here that know a lot about trains (in real life) 10:41:47 <stillunknown> ? 10:44:17 *** Rens2Sea [~Rens2Sea@213.211.185.168] has joined #openttd 10:44:19 <Rubidium> Bjarni 10:44:59 <Darkvater> morning 10:45:09 <Rubidium> morning Darkvater :) 10:45:19 <Darkvater> dman that crappy SF 10:45:32 <Darkvater> takles ages to spread a new version 10:45:41 <Darkvater> even more than usual... 10:46:36 <Rubidium> openttd.org/downloads.php, maybe change the version from 10.3 to 10.3.9 for OSX, as Bjarni said that was the lowest supported version 10:47:04 *** Darkvater changed the topic of #openttd to: 0.5.0-RC2 out! | Website: *.openttd.org (Translator: translator2, Gameservers: servers, Nightly-builds: nightly, WIKI: wiki, SVN mailinglist: maillist, Dev-docs: docs, Bug-reports: bugs) 10:47:07 <Rubidium> and ofcourse the server list rc1 -> rc2 10:57:58 *** Bjarni [~Bjarni@0x50a46ac4.virnxx14.adsl-dhcp.tele.dk] has joined #openttd 10:58:01 *** mode/#openttd [+o Bjarni] by ChanServ 10:58:16 <lolman> Morning :) 10:58:21 <Bjarni> morning 10:58:47 <Bjarni> is the net unusual slow today or is it just a problem for me? 10:59:18 <lolman> It's always been slow for me since my dad discovered bittorrent :( 10:59:24 <Bjarni> lol 11:00:07 <lolman> Instead of the 1200KB/s I know I can get I pull 250KB/s 11:00:09 <lolman> :( 11:00:21 <Bjarni> make him use a decent torrent client. Some of them can automatically throttle themselves down when they notice bandwidth issue in order to prevent issues like that 11:00:40 <lolman> He won't 11:01:15 <lolman> He's so stuck in his ideas he won't change 11:01:41 <CIA-1> Darkvater * r7690 /website/includes/smarty.inc.php: - [Website] Update the latest official version to 0.5.0-RC2 11:01:51 <stillunknown> Bjarni: do you know "a lot" about trains? 11:01:57 *** pecisk [~pecisk@purvc-44-54.maksinets.lv] has joined #openttd 11:02:23 <Bjarni> I didn't say stopping him from doing whatever he is doing, only that it should temporally slow down automatically whenever a human tries to do something on the net, that needs low ping time and/or bandwidth 11:02:24 <Darkvater> http://www.openttd.org/server_detail.php?id=12128 11:02:26 <Darkvater> he lol 11:02:28 <Bjarni> stillunknown: I think so 11:02:42 <Darkvater> Unknown GRF 11:03:33 <stillunknown> i know some trains have really good brakes, but in general, can trains brake much faster than they accelerate? 11:03:58 <lolman> Bjarni, that's what I mean, he won't change anything, even something as small as a torrent client 11:04:52 <Bjarni> I would say that they can brake faster than they can accelerate. You see only the locomotive supplies traction while they can break on almost (today all) axles. So it's perfectly normal to have traction on say 4 axles while they brake on 20 or 30 11:04:55 <Rubidium> stillunknown: I hope so, as for accelerating you've got drag working against you, for braking it helps you. 11:05:02 <stillunknown> i know that 11:05:14 <stillunknown> but that would imply they are just reversing engines 11:05:29 <stillunknown> and there are friction brakes 11:05:38 <stillunknown> not to mention possible magnetic brakes 11:06:47 *** pecisk [~pecisk@purvc-44-54.maksinets.lv] has quit [] 11:07:04 <Bjarni> say you accelerate as fast as possible, you got the weight of 40-80 to prevent you from wheelslip. If you brake on 30 axles, you can in theory use 300-3000 tons to prevent jamming the wheels while braking 11:07:05 <lolman> +0- 11:07:26 <Bjarni> and then magnetic brakes come on top of that 11:07:27 <lolman> Hmm 11:07:57 <CIA-1> rubidium * r7691 /branches/MiniIN/ (93 files in 11 dirs): 11:07:57 <CIA-1> [MiniIN] -Sync: with trunk r7511:r7536. 11:07:57 <CIA-1> [MiniIN] -Sync: with branches/0.5 r7536:7585, i.e. MiniIN is against 0.5.0-RC2. 11:08:02 <stillunknown> so a fast brake mode with 3 times the force of the engines is not unrealistic? 11:08:19 <Bjarni> trains can brake so fast that people fall over, but that's a really rare event when it comes to accelerating 11:08:42 <Bjarni> hmm 11:09:11 <Bjarni> let's just say 3 times to keep it simple and non-CPU intensive 11:09:21 <Wolf01> if a train is multiheaded it should continue at low speed 11:09:23 <stillunknown> i know it needs refinement in the future, based on train length, engine to wagon ratio 11:09:38 <Bjarni> in real life it depends on train length, number of wagons and so on 11:09:53 *** MeusH [~MeusH@host-ip18-138.crowley.pl] has joined #openttd 11:10:00 <Wolf01> 'lo MeusH 11:10:04 <MeusH> hey 11:10:08 *** Wolfy [~wolf@h33048.upc-h.chello.nl] has joined #openttd 11:10:13 <Bjarni> also your tracks and wheels would not agree to maximum braking as a regular thing 11:11:07 <Bjarni> you know, if you pull the emergency brake (don't do that without proper reason), the train will brake so fast that you risk tearing metal off the wheels 11:11:12 *** ChrisM87 [~ChrisM@p54AC588B.dip.t-dialin.net] has joined #openttd 11:11:37 <stillunknown> i know, the fast_brake mode is only used when 33% over maximum speed 11:12:55 <CIA-1> Darkvater * r7692 /trunk/ (newgrf_config.c newgrf_config.h players.c): -Fix: OpenTTD didn't compile without network enabled (newgrf sync code) 11:13:03 <Bjarni> I think I know what you mean, but it came out wrong 11:13:30 <michi_cc> Darkvater: http://www.icosahedron.de/openttd/openttd-0.5.0-RC2-win64.zip MD5: 642ef01ade8754847e2801ed2b54e293 11:14:02 <Bjarni> certain brake systems aren't really useful when moving slower than a certain speed 11:14:18 <Bjarni> for each train, it's a % of the maximum speed, but it's not a fixed % for all trains 11:14:28 <Darkvater> michi_cc: thx 11:14:58 <Bjarni> it's the same speed for trains with a maximum of 100 and 120 and 180, so they will have 3 different % of max speed to hit that limit 11:17:23 <stillunknown> i know it's very complex, but for the moment i need something simpler 11:18:11 *** Eddi|zuHause2 [~johekr@p54B7E6FE.dip.t-dialin.net] has joined #openttd 11:22:08 *** Vikthor [~Vikthor@snat2.arachne.cz] has joined #openttd 11:25:14 <CIA-1> Darkvater * r7693 /trunk/strgen/strgen.c: -Codechange (r7540): print a newline after the summary (strgen). 11:25:34 *** lolman [~John@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Quit: Leaving.] 11:25:56 <Wolf01> mmmm i need custombridgeheads.. i made a mistake with a city and the only way is to use cbh 11:28:03 *** mosfet [~opera@cpc3-bror5-0-0-cust821.bmly.cable.ntl.com] has joined #openttd 11:28:45 <CIA-1> Darkvater * r7694 /branches/0.5/known-bugs.txt: -Update known-bugs file. 11:32:22 <stillunknown> is 0x00 the mask of normal track? 11:32:45 <Rubidium> what do you mean by normal? 11:33:00 <stillunknown> no bridge, no tunnel, no depot 11:33:22 <Rubidium> from which variable 11:33:22 <stillunknown> 0x40 is tunnel/bridge, 0x80 is depot 11:34:16 <Rubidium> then I would say: (var & (0x40 | 0x80)) == 0 11:34:42 <stillunknown> i want to assign a value for the next tile that is consistent with the rest of the game 11:34:50 <Rubidium> is a 'normal' rail tile (but that's deduced from the information you gave me) 11:35:13 *** Wolfenstiejn [~wolf@h33048.upc-h.chello.nl] has joined #openttd 11:35:23 <blathijs> Can somebody add my .deb files to the SF project? 11:35:49 <blathijs> 33de37b9ac1e4bfd6390c6dd20225b9a openttd-0.5.0-RC2-amd64.deb 11:35:50 <blathijs> 5a1b30385f636545b2d347c11406ad48 openttd-0.5.0-RC2-i386.deb 11:36:04 *** mosfet [~opera@cpc3-bror5-0-0-cust821.bmly.cable.ntl.com] has quit [Ping timeout: 480 seconds] 11:36:06 <blathijs> And add them to the download page too? I'm outta time for that 11:36:11 <blathijs> Bjarni: Darkvater: ^^ 11:36:15 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Quit: leaving] 11:36:16 <CIA-1> Darkvater * r7695 /trunk/ (5 files in 3 dirs): - Forward-port the release-changes from the 0.5 branch back to trunk. This ensures an updated changelog, readme, et. 11:36:36 <Darkvater> blathijs: will do 11:37:52 *** Eddi|zuHause3 [~johekr@p54B7E6FE.dip.t-dialin.net] has joined #openttd 11:38:39 *** Eddi|zuHause2 [~johekr@p54B7E6FE.dip.t-dialin.net] has quit [Read error: Connection reset by peer] 11:39:19 *** ufoun [~opera@85.207.18.146] has quit [Read error: Connection reset by peer] 11:39:29 <blathijs> Darkvater: thanks 11:39:32 *** Wolfy [~wolf@h33048.upc-h.chello.nl] has quit [Read error: Operation timed out] 11:40:11 <Darkvater> blathijs: will you test for me if the md5sums are correct? Same for michi_cc ? 11:40:12 <stillunknown> is there a reason why functions like VehicleEnter_TunnelBridge are never called anywere? 11:40:18 <Darkvater> SF is acting up... 11:42:32 <michi_cc> Darkvater: file's okay 11:43:00 <CIA-1> miham * r7696 /trunk/lang/ (6 files): (log message trimmed) 11:43:00 <CIA-1> WebTranslator2 update to 2006-12-31 12:41:03 11:43:00 <CIA-1> bulgarian - 5 fixed by groupsky (5) 11:43:00 <CIA-1> dutch - 3 fixed by habell (3) 11:43:00 <CIA-1> estonian - 31 fixed, 28 deleted, 26 changed by kristjans (85) 11:43:02 <CIA-1> french - 9 changed by glx (9) 11:43:02 <CIA-1> polish - 1 fixed by meush (1) 11:44:57 <Wolf01> ia a my impression or towns do not more propagate after bridges? 11:46:05 <stillunknown> you mean they grow faster? 11:46:16 *** ufoun [~opera@85.207.18.146] has joined #openttd 11:46:21 <Wolf01> i mean they don't grow 11:46:44 <Wolf01> or at least not in that direction as they should 11:47:53 <stillunknown> the town build algoritm for building maps is the same as for growth, and last time i checked (made a townbuildnoroads patch) they do grow 11:48:40 <Wolf01> i must go lunch, after that i'll made a screenshot 11:48:45 *** Wolf01 is now known as Wolf01|AWAY 11:49:23 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has joined #openttd 11:52:14 <Wolf01|AWAY> http://wolf01.game-host.org/OTTD_related/town_bridges.png here is it 11:54:50 <Darkvater> michi_cc: how do you know? I can't even download it from SF :) 11:55:27 <Born_Acorn> That big yellow bridge would definately benefit from custombridgeheads. :p 11:55:31 <michi_cc> luck :) tried a few mirrors till I found one which already has it 11:55:43 <Darkvater> :) 11:56:11 <Bjarni> Wolf01|AWAY: so what did you want to do in this screenshot? 11:56:54 <Wolf01|AWAY> i want the city grow in the other side of the railway 11:56:59 <Bjarni> ahh 11:57:23 <Wolf01|AWAY> i had no problems until now 11:57:26 <Bjarni> hmm 11:57:39 <Wolf01|AWAY> today seem that the city don't grow after bridges 11:57:48 <Bjarni> trunk? 11:57:58 <Rubidium> ofcourse 11:57:59 <Wolf01|AWAY> yeah 11:58:10 <Rubidium> Bjarni: that you should have seen :) 11:58:24 <Rubidium> Wolf01|AWAY: do you compile yourself? 11:58:32 <Wolf01|AWAY> no, yesterday nightly 11:58:34 <Bjarni> ahh, yeah 11:59:03 <Rubidium> does it grow in the nightly of the 27th? 11:59:15 <Wolf01|AWAY> http://wolf01.game-host.org/OTTD_related/2048x2048.sav here is the savegame 11:59:18 <Wolf01|AWAY> 7MB 11:59:21 <Rubidium> or rather, since which nightly doesn't it work anymore? 11:59:23 *** Progman [~progman@p57A1EDBA.dip.t-dialin.net] has joined #openttd 11:59:47 <Wolf01|AWAY> with the nightly of 29 worked 12:00:08 <Wolf01|AWAY> *29th 12:01:27 <Wolf01|AWAY> mmm i have some newgrfs active, if you can't load the game here is the cfg: http://wolf01.game-host.org/OTTD_related/openttd.cfg 12:01:31 <Rubidium> grr, should have saved my test scenario :) 12:01:51 <Maedhros> misc_gui.c:1188: error: size of array 'a' is negative o_O 12:02:03 <Rubidium> Maedhros have a 64 bits computer too :) 12:02:06 <Rubidium> *has 12:02:07 <Wolf01|AWAY> ok, now i must really go lunch 12:02:39 <Maedhros> i do indeed :) 12:03:40 <Darkvater> it won't be solved till next year I'm afraid 12:03:54 <Rubidium> window.h, increase value of WINDOW_CUSTOM_SIZE to something bigger (105 is known to work I think) 12:03:57 <Darkvater> you can of course hack it ( Maedhros increase WINDOW_CUSTOM_SIZE to 110) 12:04:18 <blathijs> stillunknown: functions like VehicleEnter_TunnelBridge are called as function pointers 12:04:33 <Darkvater> but I will need some thinking on the best solution for the cause of this problem (passing strings to windows that get them from somewhere else) 12:04:42 <Maedhros> Darkvater: Rubidium: ok, i'll do that for now. thanks 12:04:44 <blathijs> stillunknown: They're stored in an array indexed by tiletype, so the appropriate function for any tile can be called 12:07:08 *** egladil [~egladil@frukt.csbnet.se] has quit [Quit: Leaving] 12:09:58 <stillunknown> what has a greater a penalty, storing a variable+accesing a struct once or accessing a struct 4 times? 12:12:06 *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has joined #openttd 12:14:24 *** Wolf01|AWAY is now known as Wolf01 12:14:31 <stillunknown> blathijs: any idea what would happen if the function VehicleEnterTile is used with a tile that is not next to the current tile? 12:16:07 <stillunknown> i'm trying to get better bridge speed beheaviour by looking ahead, but i don't want to introduce a serious performance penalty 12:16:27 <stillunknown> *introduce the smallest possible penalty 12:18:28 *** MUcht [~Mucht@p57A0E2AC.dip.t-dialin.net] has quit [Remote host closed the connection] 12:20:57 *** Mucht [~Mucht@p57A0E2AC.dip.t-dialin.net] has joined #openttd 12:23:04 <Gonozal_VIII> thinking ahead: when realistic deceleration for the trains works, there could either be a optional thing, that trains crash, when they don't have enough space to brake or they slam in the brakes like they used to and you get a message "x people got hurt due to emergency brake" and reliability of that train goes down some % until next servicing 12:26:01 <stillunknown> i'm just working on bridge speed now, i need that in a good state and committed, because too much change is bad 12:26:28 <Gonozal_VIII> i know, my thoughts just wandered around a bit 12:27:13 <stillunknown> i hooked the predictor into the enter new tile function, this is probably the best possible 12:28:55 <CIA-1> KUDr * r7697 /branches/custombridgeheads/ (bridge_cmd.c train_cmd.c): [cbh] - Cleanup of r7687 changes 12:30:24 <Eddi|zuHause3> i think i should check out the cbh some time... 12:33:05 <stillunknown> is there a function that can determine what the next tile is based on the current one (rail track)? 12:33:17 *** PandaMojo [~panda@c-67-183-223-161.hsd1.wa.comcast.net] has quit [Quit: PandaMojo] 12:34:35 <Eddi|zuHause3> the code that determines if a platform ends uses such functionality 12:36:15 *** BJH2 [~chatzilla@e176112218.adsl.alicedsl.de] has joined #openttd 12:36:55 <KUDr> stillunknown: how can tile be based on another one? 12:37:44 *** Eddi|zuHause3 [~johekr@p54B7E6FE.dip.t-dialin.net] has quit [Read error: No route to host] 12:37:53 <stillunknown> assuming that you only look at track without branches, any track has two neighbours 12:37:54 <KUDr> stillunknown: GetTileTrackStatus() tells you what tracks are available on tile 12:37:55 *** Eddi|zuHause3 [~johekr@p54B7E6FE.dip.t-dialin.net] has joined #openttd 12:38:16 <Eddi|zuHause3> you might want to look at the function VehicleEnter_Station in station_cmd.c 12:38:40 *** MVV [~a@212.58.182.244] has joined #openttd 12:38:53 <KUDr> you can examine result of GetTileTrackStatus() 12:39:09 <KUDr> there are several APIs for that 12:39:23 <MVV> Happy New Year !!! 12:39:30 <KUDr> look at any pathfinder 12:40:00 <blathijs> Darkvater: No time, could you check them? 12:40:05 <blathijs> I'm off 12:40:31 <stillunknown> KUDr: i was looking at the stuff in rail.h and noticed there were a lot of them :-) 12:40:53 <KUDr> yes, following track is not so easy 12:41:05 <KUDr> if it is what you are looking for 12:41:42 <stillunknown> i'm trying to get a reliable look forward of at least 1 tile, maybe more if cpu load is acceptable 12:41:46 <KUDr> you can use my track follower engine for some cases, but it depends what you want to do 12:42:09 <KUDr> where? 12:42:17 <KUDr> in some pathfinder? 12:42:22 <KUDr> or accelerator? 12:42:37 <stillunknown> i'm trying to make smoother bridge speed 12:42:54 <KUDr> so in accelerator? 12:43:11 <KUDr> you have the vehicle pointer there i guess 12:43:13 <stillunknown> so every time a new cell is entered, it looks forwards to the next one 12:43:16 *** MVV [~a@212.58.182.244] has left #openttd [] 12:43:18 <stillunknown> yes 12:43:32 <KUDr> ok, then you can use my follower 12:43:44 <stillunknown> is it expensive to use? 12:43:49 <KUDr> it is the simplest way 12:43:54 <KUDr> no 12:44:03 <KUDr> it is used heavily in yapf 12:44:13 <KUDr> and yapf is the fastest pathfinder 12:44:17 <stillunknown> were is the api? 12:44:25 <KUDr> wait.. 12:45:15 <KUDr> bool FollowTrackRail (FollowTrack_t *This, TileIndex old_tile, Trackdir old_td); 12:45:22 <KUDr> in yapf.h 12:45:37 <KUDr> and bool FollowTrackRailNo90 (FollowTrack_t *This, TileIndex old_tile, Trackdir old_td); 12:45:54 <KUDr> for 90 deg. turns disabled 12:46:47 <KUDr> 1. you allocate FollowTrack_t on stack (local variable) 12:46:56 <KUDr> 2. call void FollowTrackInit(FollowTrack_t *This, const Vehicle* v); 12:47:17 <KUDr> 3. call FollowTrackRail or FollowTrackRailNo90 12:47:27 <Gonozal_VIII> i would drop support for 90° turns... they are ugly 12:48:06 <KUDr> 4. check the return value (true means that there is some way) 12:48:09 <KUDr> and then you examine the FollowTrack_t for the result 12:48:28 <KUDr> it can't be simpler 12:49:10 <stillunknown> it's a pointer that behaves like an array? 12:49:22 <stillunknown> with the [0] element is the next track? 12:49:53 <KUDr> it is structure 12:49:59 <KUDr> one instance only 12:50:08 *** Eddi|zuHause3 [~johekr@p54B7E6FE.dip.t-dialin.net] has quit [Read error: Connection reset by peer] 12:50:10 <KUDr> and you give the API its pointer 12:50:27 <KUDr> so yes, like an array with one item only 12:51:15 <stillunknown> i can just repeat the last function N times, until have as many as i need? 12:51:36 <KUDr> you need to examine m_new_td_bits 12:51:59 <KUDr> there can be more trackdirs available 12:52:17 <KUDr> you can choose one of them and do it again 12:52:36 <KUDr> it can always branch 12:52:54 <Rubidium> Wolf01: that bug of yours is introduces in r7573, so it wasn't working since the nightly of the 27th 12:53:16 *** Belugas_Gone [~jfranc@ip-87.44.99.216.dsl-cust.ca.inter.net] has joined #openttd 12:53:17 <KUDr> so you need to be able to select the proper trackdir (or all of them seaparatelly) or give up 12:54:36 <Wolf01> mmm maybe i was playing with my custom build, so i didn't noticed 12:55:07 <Gonozal_VIII> doesn't the pathfinder do that anyways? does that have to be done twice? 12:55:30 <stillunknown> but this is not the actual pathfinder 12:55:34 <Wolf01> i found another bug instead, when founding a new industry the gui is not refreshed, so happen that half of the price string is still there 12:55:38 <stillunknown> so all options are possible 12:56:07 <Gonozal_VIII> pathfinder could probably store the next tiles somewhere 12:56:29 <stillunknown> but that would pathfinder dependent 12:57:05 <stillunknown> KUDr: is the path for a train stored when using YAPF? 12:57:26 <Rubidium> Wolf01: screenshot? 12:57:37 <KUDr> not permanently - only available upon return from pathfinder 12:57:39 <Wolf01> mmm i have no funds at the moment 12:58:08 <Wolf01> but is like when a string is partially outside of the gui 12:58:30 <KUDr> stillunknown: so you can examine the path before return from YAPF or NPF and set something to the vehicle 12:58:32 <Gonozal_VIII> little change in pathfinder to store it so that it can be accessed.. 12:58:51 <KUDr> Gonozal_VIII: stupid idea 12:58:58 <Gonozal_VIII> <-- stupid guy 12:59:14 <KUDr> there can be 1000 trains and the path is sometimes very long 12:59:19 <stillunknown> KUDr: any hint were to look? 12:59:21 <Rubidium> Wolf01: I cannot reproduce, so I don't know where to look 12:59:21 <KUDr> so much memory 12:59:33 <KUDr> stillunknown: for what? 12:59:52 <stillunknown> the point i can intercept pathfinder data 13:00:17 <KUDr> i can tell you it for yapd 13:00:19 <KUDr> f 13:01:00 <KUDr> FORCEINLINE Trackdir ChooseRailTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackdirBits trackdirs, bool *path_not_found) 13:01:32 <KUDr> or Trackdir YapfChooseRailTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackdirBits trackdirs, bool *path_not_found) 13:01:57 <KUDr> both in yapf_rail.h 13:02:24 <KUDr> but i would recommend to begin with NPF 13:02:30 <KUDr> it is bit simpler 13:02:49 <stillunknown> what are .hpp files? 13:03:01 <KUDr> c++ headers 13:03:07 <KUDr> to see difference 13:03:20 <KUDr> that you can't include them from c files 13:03:30 <Gonozal_VIII> hmm ~3 byte for each tile, 1000 trains, probably 100 tiles per train... would be about 300kb 13:03:39 <MeusH> Darkvater! 13:03:47 <MeusH> new nonstop! 13:03:53 <KUDr> Gonozal_VIII: more than 3 13:04:12 <Gonozal_VIII> 11 bit for x, 11 bit for y, not? 13:04:42 <KUDr> and trackdir 13:04:45 <MeusH> Darkvater: http://pastebin.com/848427 13:05:11 <Gonozal_VIII> remaining 2 bits.. 13:05:29 <KUDr> need 4 13:06:09 <KUDr> who will pay new CPU for such useless compression done in every pathfind 13:07:01 <Gonozal_VIII> all kinds of pathrelated things could be done with those data... 13:07:17 <KUDr> true 13:07:31 <KUDr> maybe in the future we will do such thing 13:07:54 <KUDr> but it need more usage and to save CPU elsewhere 13:08:05 <KUDr> not only smoother braking 13:08:58 <Rubidium> Darkvater: you broke the genworld GUI by r7637. To reproduce: start OTTD, click newgame, click on the date button (between the ^ and v). Now the generation seed becomes garbage. 13:10:28 <BFM> BABYBY NEW PEERA 13:10:37 <BFM> (New year just ticked over in Sydney ^_^) 13:10:50 <KUDr> wow! 13:11:03 <Gonozal_VIII> 10 hours to go here 13:11:27 <stillunknown> KUDr: during pathfinding do you store how many track sections are already passed when looking for a path? 13:11:45 <KUDr> yes, many many 13:11:52 <KUDr> can be 100000 13:12:03 <KUDr> like spider 13:12:12 <KUDr> each possible branch 13:12:28 <Gonozal_VIII> wow 13:12:32 <KUDr> so you need to walk thru it 13:13:00 <KUDr> there is already this walking: 13:13:01 <KUDr> Node* pPrev = NULL; 13:13:01 <KUDr> while (pNode->m_parent != NULL) { 13:13:01 <KUDr> pPrev = pNode; 13:13:01 <KUDr> pNode = pNode->m_parent; 13:13:02 <KUDr> } 13:13:11 <KUDr> you can intercept it here 13:13:38 <KUDr> it walks back from the destination to the origin to find the first choice 13:13:52 <KUDr> and the trackdir selected on this choice 13:14:53 <Gonozal_VIII> hmm is the choosen path not stored? so does it look through all possibilities again on the next junction? 13:15:00 <stillunknown> any way i can select only the last three steps without storing everything and picking the last three? 13:15:19 <KUDr> Gonozal_VIII: yes it must be stateless 13:15:33 <KUDr> signal states can change each tick 13:15:37 *** KritiK [~Maxim@ppp85-140-205-210.pppoe.mtu-net.ru] has joined #openttd 13:15:56 <KUDr> so new path must can be taken on next chice 13:16:02 <Gonozal_VIII> but what about tracks that go somewhere else and are not just blocked by red signals? 13:16:21 <Tuzlo> does anyone know how the "Improved Loading Algorithm" works in comparison to not using it? 13:16:31 <KUDr> this is what PF must care about too 13:16:32 <stillunknown> you need to check every path every tick 13:16:50 <stillunknown> unless you can select safe paths 13:16:54 <stillunknown> to keep 13:17:06 <KUDr> we invoke PFs only on choice 13:18:07 <Gonozal_VIII> wouldn't it be better to first look which paths go to the right direciton first, and look for signal state only on those paths? 13:18:15 <Gonozal_VIII> -first 13:19:05 <KUDr> Gonozal_VIII: if it would save CPU then yes 13:19:15 <KUDr> but i can't imagine how it can help 13:19:42 <stillunknown> KUDr: were is Node container defined? 13:19:47 <KUDr> only if we store all 'possible' paths from each point to each other 13:19:48 <Gonozal_VIII> something like store junctions and if a branch of the junction leads to a dead end, drop it 13:20:19 <KUDr> stillunknown: yap_node_rail.hpp (for rails) 13:20:53 <KUDr> stillunknown: but as i see it won't help you 13:21:12 <KUDr> it can skip bridges 13:21:29 <KUDr> so you must examine each tile by using the follower anyway 13:21:57 <KUDr> yapf data can only tell you how to decide on choices 13:22:17 <stillunknown> KUDr: thanks for the help 13:22:19 <KUDr> to follow only the selected path instead of all of them 13:22:30 <KUDr> hope it really helps 13:22:53 *** BFM [~BurningFe@CPE-60-227-105-136.nsw.bigpond.net.au] has quit [Quit: Chatzilla 0.9.77 [Firefox 1.5.0.9/2006120612]] 13:23:07 <stillunknown> my main problem is that the pathfinder doesn't keep track of how long the path is (or does it?) 13:23:09 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has quit [Ping timeout: 480 seconds] 13:23:20 <KUDr> yes 13:23:24 <KUDr> node cost 13:23:43 <Gonozal_VIII> the path between junctions doesn't have to be stored, so less memory... junctions where only one path leads to the destination don't need to be checked for signal state.. and so on.. 13:24:49 <CIA-1> rubidium * r7698 /trunk/town_cmd.c: -Fix (r7573): towns did not grow beyond bridges. 13:25:40 <KUDr> stillunknown: node cost should express the distance somehow appropriatelly (min 100 points per tile) more for curves, slopes and so on 13:26:06 <stillunknown> i think i'll just try the TrackFollower first 13:26:16 <KUDr> good idea 13:26:24 <stillunknown> because it's much simpler and i can't get a perfect solution from yapf 13:26:35 <KUDr> and tell me if you'll have any problem with it 13:27:01 <KUDr> yapf offers you all data 13:27:14 <KUDr> but still need to use follower 13:27:23 <KUDr> so it is good start 13:27:44 <MeusH> Rubidium, I've found another bug (I think) in World Generation Window 13:28:19 <MeusH> when I click "Random" to get a new seed, sometimes the cursor goes under the first digit instead of the last one 13:28:37 <stillunknown> KUDr: the trackdirbits, is that a bitwise operation of all posibilities? 13:28:39 <MeusH> it is possible to overwrite the digit, and the cursor moves one place to the right 13:28:56 <MeusH> I can also move the cursor using arrow keys, but 13:29:02 <MeusH> I can move it to the left side 13:29:24 <MeusH> to the right side, I can't move any more if the cursor gets under the digit... 13:29:34 <MeusH> just take a look at it 13:29:40 <MeusH> you'll know 13:30:22 <stillunknown> KUDr: if i have 0x004 and 0x008 as possibility, what does the trackfollower give me? 13:31:34 <Rubidium> MeusH: is it me or does it happen if the new seed is shorter, as in the new is 9 digits and the old was 10 digits? 13:32:24 <MeusH> I'll check it out 13:32:35 <MeusH> good point, Rubidium, if it's true 13:32:41 <Gonozal_VIII> no 13:32:44 <Gonozal_VIII> not shorter 13:33:41 <MeusH> Rubidium, it happens also with a new number having 10 digits 13:33:47 <Gonozal_VIII> seems to be random 13:34:05 * stillunknown is away 13:34:15 <Rubidium> funky :) 13:34:34 <Gonozal_VIII> most of the time it's jumping back and forth.. 13:34:50 <Gonozal_VIII> only sometimes it stays at the same position twice 13:35:50 <MeusH> Rubidium, shall I submit it to Flyspray? 13:36:02 <MeusH> or your mind is enough? :) 13:36:50 <Rubidium> well, I'm looking at it right now :) 13:38:03 <Gonozal_VIII> never noticed that because i never change that seed... 13:38:45 <MeusH> me too, but I wanted to reproduce "Darkvater: you broke the genworld GUI by r7637. To reproduce: start OTTD, click newgame, click on the date button (between the ^ and v). Now the generation seed becomes garbage." 13:39:01 <MeusH> I couldn't reproduce that but at least I found a bug 13:39:55 <Darkvater> MeusH: looking at at atm 13:40:12 <MeusH> Darkvater, the new_nonstop one? 13:40:35 <Darkvater> no, the genworld thing 13:49:16 <Rubidium> tb->length = buf - tb->buf - 1 <- not quite the way to determine the length of a UTF8 encoded string :) 13:49:47 <Darkvater> hmm I didn't break the thing I think... 13:50:02 <Darkvater> genworld_gui uses both querystr_d AND def_d 13:50:15 <Darkvater> Rubidium: textbuf is utf8-agonistic 13:50:31 *** eQualizer [~lauri@dyn15-55.dsl.spy.dnainternet.fi] has quit [Quit: cacca] 13:50:33 <Darkvater> it counts number of byte-characters 13:50:54 <Darkvater> now the question is...why did this work before that commit 13:51:03 <Darkvater> !openttd commit 7637 13:51:11 <_42_> Commit by Darkvater :: r7637 /trunk/ (18 files) (2006-12-30 01:17:53 UTC) 13:51:13 <_42_> -Codechange: Change ShowQueryString to use a window pointer as a parent. If the 13:51:15 <_42_> query has no parent (eg give money, rename waypoint), the global function 13:51:17 <_42_> HandleOnEditText is used. 13:51:49 *** NL_Guest744 [TravianJav@cc282542-a.bolsw1.fr.home.nl] has joined #openttd 13:51:50 <Rubidium> because you use a global variable to store the to be editted text in? 13:51:56 <Darkvater> Rubidium: do you see? genworld_gui.c:347 (def_d) and querystr_d on line 319 13:51:57 *** NL_Guest744 is now known as Awenger_KJ 13:52:07 <Awenger_KJ> Hello 13:52:12 <Darkvater> Rubidium: that overwrites querystr_d->text 13:52:20 <Awenger_KJ> does the ttd department have a helpchannel? 13:52:28 <MeusH> hello Awenger_KJ 13:52:39 <Darkvater> how the hell could this ever work??? 13:52:39 <Awenger_KJ> Hi 13:52:51 <MeusH> you want help about TTD, don't you? 13:52:55 <Darkvater> or has it ever worked? 13:53:09 <Awenger_KJ> It's quite spicifick 13:53:12 <Rubidium> it has worked :) 13:53:23 <Darkvater> Rubidium: but do you see what I mean? 13:53:28 <Rubidium> yeah 13:53:45 * Darkvater reverts to 7636 13:55:11 *** eQualizer [~lauri@dyn15-55.dsl.spy.dnainternet.fi] has joined #openttd 13:56:38 <Darkvater> HA 13:56:42 <Darkvater> Rubidium: I know why it worked 13:56:45 <Rubidium> anyway, what about http://rubidium.student.utwente.nl/openttd/swapping_caret.diff <- it fixes the swapping/jumping caret problem MeusH found 13:57:22 <Darkvater> Rubidium: I changed querystr_d. It had window_class, window_number as parameters, now it is only Window*. 13:57:48 <Darkvater> Rubidium: when the def_d overwrote w->custom it overwrote window_number, or some other value and not te text parameter 13:57:58 <Darkvater> so basically...it has always been broken 13:58:28 <Rubidium> ah, it accidentally worked :) 13:58:54 <Darkvater> yep, it overwrite wnd_num 13:58:59 <Darkvater> with START_DATE_QUERY 13:59:05 <Darkvater> but that was already 0 and START_DATE_QUERY is also 0 13:59:21 <Darkvater> :) 13:59:42 <Darkvater> jumping caret? 13:59:59 <Rubidium> just hit the randomise a few times :) 14:00:17 *** egladil [~egladil@frukt.csbnet.se] has joined #openttd 14:00:36 <Rubidium> in the genworld gui 14:02:58 <Darkvater> Rubidium: I am not sure that is a correct fix 14:03:11 <Darkvater> length is char-size, not utf8-composite char 14:04:03 <Darkvater> if you change that maxlength would screw up and you'd get all kinds of errors 14:04:06 <Rubidium> ah, ok, but max-length is utf8 char size, right? 14:04:16 <Darkvater> no 14:04:21 <Darkvater> it's all char-based 14:04:28 <Darkvater> eg char[50]; 14:04:31 <Rubidium> hmm 14:04:31 <Darkvater> maxlength = 50 14:04:45 <Darkvater> the caret is drawn based on width 14:04:49 <Darkvater> at least it should be 14:06:14 <Darkvater> we should write to the head of each wndproc what w->custom casts it uses or something 14:07:30 <Rubidium> anyway, using tb->length in the loop of that function is wrong 14:07:43 <Darkvater> I think either someone was extremely sloppy, or had a feeling things could go wrong 14:07:45 <Rubidium> as it is the length of the previous string 14:07:51 <Darkvater> genworld_gui.c:318 14:07:51 <Darkvater> snprintf(_edit_str_buf, lengthof(_edit_str_buf), "%u", _patches_newgame.generation_seed); 14:07:54 <Darkvater> should be 14:08:25 <Darkvater> snprintf(WP(w, querystr_d).text, WP(w, querystr_d).text.maxlength, ... 14:09:26 <Darkvater> Rubidium: no, that function is correct 14:09:27 <Darkvater> only 14:09:34 <Darkvater> hmm 14:09:37 <Darkvater> tb->caretpos = tb->length; << this 14:09:58 <Darkvater> I think caretpos is used somewhere else as utf8-composite offset 14:10:23 <Rubidium> old: 0, buf: 135933011, tb->buf: 135933000, new: 10 14:10:23 <Rubidium> old: 10, buf: 135933001, tb->buf: 135933000, new: 0 14:10:44 <Darkvater> what's that? 14:10:51 <Rubidium> old = tb->length before setting it tb->length, new is after setting it 14:11:12 <CIA-1> miham * r7699 /trunk/lang/ (galician.txt german.txt): 14:11:12 <CIA-1> WebTranslator2 update to 2006-12-31 15:10:33 14:11:12 <CIA-1> galician - 36 fixed by Condex (36) 14:11:12 <CIA-1> german - 4 fixed by chu (4) 14:11:46 <Darkvater> where? 14:11:50 <Darkvater> you lost me :O 14:12:11 <Rubidium> in UpdateTextBufferSize, misc_gui.c around line 950 14:12:35 <KUDr> [14:26:34] <stillunknown> KUDr: the trackdirbits, is that a bitwise operation of all posibilities? << go PM 14:12:51 <Darkvater> it should be ok since both length and caretpos are char positions 14:13:03 <Rubidium> old is the value before line 950, new is the value after line 950 14:13:10 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has joined #openttd 14:13:10 *** mode/#openttd [+v glx] by ChanServ 14:13:36 <Rubidium> *value of tb->length 14:13:55 <Darkvater> hmm I see it's set to 0 14:14:10 <Darkvater> you would need 14:14:11 <Darkvater> not 14:14:14 <Darkvater> tb->length++l 14:14:16 <Darkvater> but 14:14:38 <Darkvater> tb->length += Utf8CharLen 14:14:39 *** ufoun [~opera@85.207.18.146] has quit [Read error: Connection reset by peer] 14:15:05 *** Awenger [TravianJav@cc282542-a.bolsw1.fr.home.nl] has joined #openttd 14:15:43 *** Awenger_KJ [TravianJav@cc282542-a.bolsw1.fr.home.nl] has quit [Ping timeout: 480 seconds] 14:16:00 *** Awenger is now known as Awenger_KJ 14:16:00 <Rubidium> so, like http://rubidium.student.utwente.nl/openttd/swapping_caret.diff 14:16:56 <Darkvater> hmm no wait I think I got it 14:18:36 <Darkvater> Rubidium: ok, do nothing, just tb->width = tb->length = 0; 14:18:37 <Darkvater> and it works 14:19:07 <Darkvater> because length was not reset, the for loop was not run (in the original code) 14:19:16 <Darkvater> the 'buf - tb->buf - 1;' is correct 14:19:43 <Rubidium> but then the tb->length might become longer than tb->maxlength 14:20:12 <Darkvater> Rubidium: if you are comittting, can you comment querystr_d to say it uses chars not utf8-bytes 14:20:15 <Darkvater> he, you're right 14:20:25 <Darkvater> that's why it wasn't reset ;p 14:20:35 <Darkvater> hmm no 14:20:39 <Darkvater> you're not right 14:20:52 <Darkvater> wait.. 14:20:54 <Darkvater> you are 14:20:55 <Darkvater> hmm 14:23:15 <Darkvater> yes you are right Rubidium :) 14:23:16 <Darkvater> he 14:23:36 <Darkvater> http://rubidium.student.utwente.nl/openttd/swapping_caret.diff << with this one 14:24:16 <Darkvater> I have no solution for the date thing except for misusing querystr_d->caption or something for the query box :s 14:26:24 *** Tefad [~tefad@c-71-63-10-125.hsd1.va.comcast.net] has joined #openttd 14:26:27 <Smoovious> ya know, there was a bug in the early version of TTD... Steel Mills accepted passengers, and after a while, you had some houses going up around the steel mill... the bug got 'fixed' in later versions, but I always thought it should have stayed in. Maybe not in that form, but if you get enough industries with a fraction of passengers together being served by the same station, and you started passenger service, 14:26:31 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has joined #openttd 14:26:37 <Smoovious> you should get some development around it 14:26:56 <Darkvater> I don't think houses ever got up around a steel mill 14:27:11 <Darkvater> except if a town were nearby and started expanding there 14:27:20 <Darkvater> which is simply a coincidence then 14:27:34 *** ufoun [~opera@85.207.18.146] has joined #openttd 14:27:52 <Smoovious> well, there had to be a road going through, they went up by a truck route I had... it wasn't a coincidence tho... it was fairly far away from the nearest city... clustered around the mill 14:28:28 *** Sacro [~Ben@adsl-83-100-202-9.karoo.KCOM.COM] has joined #openttd 14:28:52 <Smoovious> after all, we got lots of rural habitation around.. why should the cities and towns get all the people? 14:29:39 <Rubidium> Darkvater: the comments you mentioned as in the updated swapping_caret diff? 14:30:14 <Darkvater> excellent 14:30:17 * Darkvater rubs hands 14:30:39 <Darkvater> the funny thing is 14:30:55 <Darkvater> if 14:30:56 <Darkvater> 15:07 <@Darkvater> IIIsnprintf(_edit_str_buf, lengthof(_edit_str_buf), "%u", _patches_newgame.generation_seed); 14:30:59 <Darkvater> 15:07 <@Darkvater> should be 14:31:02 <Darkvater> 15:08 <@Darkvater> snprintf(WP(w, querystr_d).text, WP(w, querystr_d).text.maxlength, ... 14:31:10 <Smoovious> I think what they were originally intending was to have population growth, try to cluster around where you're getting a lot of passenger traffic, which had a side effect... and instead of smoothing out the side effect and keeping it, they abandoned it 14:31:17 <Darkvater> if this were used openttd would've crashed immediately and you would've known something was wrong 14:31:21 <Darkvater> eh (text.buf) 14:31:39 <Darkvater> Smoovious: s/they/he/gi ;) 14:31:40 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 14:32:11 <Smoovious> I still have the demo it happened in... I'll try to dig it up, and see if I can get a screenshot showing what I meant 14:32:18 <Smoovious> ? 14:32:27 <Smoovious> (I'm a little rusty on my replace strings) 14:32:34 <Darkvater> ttd was written single-handedly by CS 14:32:54 * Smoovious shrugs. 14:33:39 <Noldo> Smoovious: how relevant is a single house out there for the big picture if it's not even counted in some towns population? 14:33:48 <Smoovious> I tend to still use 'they' anyways... cuz I'm sure he had a few people helping him to test things out, even if he handled all the code himself... (much like ludde coding µT solo while the rest of us helped in a support fasion) 14:34:14 <Darkvater> all hail lord ludde! 14:34:16 <Smoovious> Noldo... a single house? maybe not that big a deal... but a few? 14:34:24 <Darkvater> eh, what who, where? *grin* 14:34:28 <Smoovious> and who cares if it is counted in a town's population 14:34:47 <CIA-1> rubidium * r7700 /trunk/ (misc_gui.c window.h): -Fix (r7182): the caret 'randomly' jumped back and forth when getting a new randomised seed in the Generation World GUI. 14:34:53 <Rubidium> hmm, already at r7700, that went fast :) 14:34:55 <Smoovious> I'm thinking more of a realism factor here... lots of people like to live close to work, and if that work is way out in the boonies, they'll find a spot and build there 14:35:14 <Noldo> true 14:35:48 <Smoovious> ya just get tired going from city to city all the time... 14:35:51 <Noldo> maybe some luxurios villa on the top of a hill :) 14:36:12 <Noldo> but I think they still should logically belong so some city 14:36:20 <Smoovious> (this came up cuz I got my HQ out in the middle of nowhere, and I'm running passengers to and from it 14:36:26 <Smoovious> why? 14:36:52 <Smoovious> part of the appeal of living in the boonies is not being a part of a city 14:37:38 <Darkvater> hmm 14:37:51 <Noldo> I mean that every house should be on some local authoritys area 14:37:52 <Smoovious> well, in any event, I'll throw that on my things-to-try-out list when I get back up to speed and start to try coding stuff again 14:37:56 <Darkvater> I retract my line 14:37:58 <Smoovious> again... Wny? 14:38:25 <Darkvater> it would actually have been bad to use snprintf(WP(w, querystr_d).text.buf, WP(w, querystr_d).text.maxlength, "%u", _patches_newgame.generation_seed); because then you would write to some random memory location and everything would appear to work fine :S 14:38:30 <Noldo> if they don't you could just destroy them and it would make no difference 14:38:44 <Smoovious> Noldo... I don't see that as a problem 14:39:05 <Smoovious> happens all the time in boonie areas 14:39:28 <Noldo> so it's just realism over gameplay thing? 14:39:29 <Smoovious> and since the population density is so low... they don't really have any power to fight eminent domain, and don't make much noise... 14:39:42 <Smoovious> no, it is a realism combined with gameplay 14:39:54 <Smoovious> I don't see why one has to be sacrificed for the other 14:40:12 <Noldo> enlighten me about the effect on gameplay? 14:41:08 <Smoovious> well... industries don't function without people to run them... and if you can make a few extra bucks by running a bus out there from time to time to drop off some people, and pick a few back up, and you think it is worth it, why not... 14:41:18 <Smoovious> I don't see a negative 14:41:28 <Rubidium> Darkvater: if I remember correctly the offending line got stolen from network_gui.c 14:41:45 <Smoovious> if you get a few scattered houses here and there around an industry... fine by me 14:41:53 <Darkvater> that is not an excuse :) 14:42:18 <Smoovious> but you have to serve the industry passengers... to the point where the industry has more people than it needs to operate or something... 14:42:25 <Smoovious> shouldn't be too easy... 14:42:51 <CIA-1> miham * r7701 /trunk/lang/esperanto.txt: 14:42:51 <CIA-1> WebTranslator2 update to 2006-12-31 15:42:20 14:42:51 <CIA-1> esperanto - 96 fixed by LaPingvino (96) 14:42:55 <Rubidium> Darkvater: not really no 14:43:06 <Noldo> industries needing passangers is a separate issue 14:43:06 <Smoovious> could even consider them as being on company property too if you wish... 14:43:21 <Smoovious> don't think it is that seperate 14:43:43 <Smoovious> I have something in mind already, that was already working in an early demo version of the original TTD... 14:43:54 <Smoovious> and a behavior I've missed for a long time 14:44:54 <Noldo> so the industries would need employees and the employees would live so near the industry that they would need no transport 14:45:04 <Noldo> only to town or somewhere else from time to time 14:45:08 <Smoovious> they still gotta go to the city to shop 14:45:10 <Smoovious> :D 14:46:22 <Noldo> the number of passangers that would generate is insignificant 14:46:31 <Sacro> :o since when couldnt you split up a DMU 14:46:35 <Smoovious> I'm not talking about building up a whole urban area near the industry to service the industry... just occasionally, if the station has delivered more than X passengers... there is a small random chance to build a house near the station 14:46:48 <Smoovious> if the station doesn't accept passengers to begin with, then it doesn't make any difference 14:46:52 <Tuzlo> ok a ship wants to take a inland path to a port, but it will never make it, will the ship learn the route, or do you have to add way points? 14:47:12 <Smoovious> insignificant, maybe... but if someone wants to run a route there anyways... why not 14:47:23 <Smoovious> they don't all have to be high-volume runs 14:48:47 <Noldo> well, ok diversity of gameplay is a good thing I quess 14:49:28 <Smoovious> like... there is no reason why a habitation tile has to be placed in a city... it can go anywhere... only reason why they cluster in cities now is the way the city searches out a place to put more population... but no reason why the "city" has to be the only thing to build a habitation tile somewhere 14:49:51 *** Awenger_KJ [TravianJav@cc282542-a.bolsw1.fr.home.nl] has quit [Quit: www.travian.nl] 14:50:10 <Noldo> and they will be a part of the some local authority if they happen to be built on a tile that was originally part of some local authority 14:50:22 <Smoovious> I got no problem with that 14:50:56 <Smoovious> and if the tile isn't part of a local authority, I got no problem with the habitat tile not being part of one either... just means if you bulldoze it, the owners have nobody to complain to 14:51:06 <Noldo> yeah 14:52:07 <Noldo> I don't know how the city populations are counted so they might be added up there too 14:52:11 <Smoovious> just kinda wanna get away from doing city clusters all the time... would be kinda nice of other clusters sprang up here and there throughout the game, fueled by industries 14:52:31 <Smoovious> they wouldn't be in the city, unless it was built on local authority property... so why would they need tobe counted? 14:52:57 <Noldo> no reason, I ment the ones that are on local authority property 14:53:24 <Smoovious> and if they are on authority property, they'll be counted as part of the city's population already... I think when it gets counted, it doesn't care about how far from the city center it is... but just looks at each record to see what local authority the tile belongs to 14:54:53 <Smoovious> I think the overall idea I have in mind is... is that stations should somehow influence how population grows, and tends to cluster around stations more than non-serviced areas 14:56:26 <Noldo> oh, coop is using newgrfs too 14:56:35 <Smoovious> also think steel mills should take coal too, but that's a different issue 14:57:14 <Noldo> :) 14:59:42 <stillunknown> coop? 15:00:13 <Noldo> http://www.openttd.org/server_detail.php?id=5176 15:01:40 <hylje> oh, really? 15:01:43 <Born_Acorn> A big Chicken Coop from space 15:01:46 <Born_Acorn> that eats pies. 15:03:42 <Smoovious> they're deep-fried babel-fish are excellent 15:03:52 <Smoovious> they're=their 15:04:03 *** Eddi|zuHause [~johekr@p54B7E6FE.dip.t-dialin.net] has joined #openttd 15:04:13 *** Progman [~progman@p57A1EDBA.dip.t-dialin.net] has quit [Remote host closed the connection] 15:07:19 <Born_Acorn> hmm, who maintains the technical parts of the Wiki? 15:07:52 <Born_Acorn> I must suggest upgrading to the newest Mediawiki. 15:07:59 <Born_Acorn> We be horribly out of date with it. 15:09:10 <MeusH> Born_Acorn, what are the changes like? 15:09:17 <Born_Acorn> We're running 1.6.6, and the newest is 1.8.2 15:09:19 <MeusH> Born_Acorn, talk to MiHaMiX 15:09:31 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 15:09:36 <MeusH> Born_Acorn, are there some security upgrades? 15:09:59 <Born_Acorn> hold on. 15:10:05 <MeusH> kk 15:10:35 <Born_Acorn> lots of bug fixes. 15:10:40 <Born_Acorn> http://svn.wikimedia.org/viewvc/mediawiki/tags/REL1_8_0/phase3/RELEASE-NOTES 15:10:48 <MeusH> thanks 15:23:05 *** Celestar [~Jadzia_Da@p54968029.dip0.t-ipconnect.de] has joined #openttd 15:23:15 <Celestar> morning 15:23:21 <Rubidium> good afternoon :) 15:23:24 * Celestar looks at watch 15:23:29 <Celestar> afternoon :) 15:29:46 <Celestar> KUDr: I'll review your changes ok? 15:31:49 <Darkvater> hmm ok guys 15:31:54 <Darkvater> I'm off for this year :) 15:32:24 <Darkvater> so happy 2007 to everyone, have a good time, etc., etc. :D 15:32:48 <scia> happy 2007 and don't blow any bodypart off 15:32:48 <Darkvater> see yo on the first somewhere after I awake somtime in the afternoon 15:32:55 <Celestar> Darkvater: happy new year DV 15:32:57 <Darkvater> I'm not into that; waste of money 15:33:20 <Celestar> Darkvater: you'll hopefully find some halfway working customrailbridgeheads :) 15:33:30 <Darkvater> hehe 15:33:43 <Celestar> did we put up a thread on the forums about it? 15:33:47 *** Eddi|zuHause [~johekr@p54B7E6FE.dip.t-dialin.net] has quit [Remote host closed the connection] 15:33:47 <Darkvater> happy new year Celestar, Rubidium, peter1138 :D 15:33:58 <Darkvater> and Tron, who is lurking the logs ;p 15:33:59 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 15:34:01 <Rubidium> happy new year to you too Darkvater 15:34:03 <Celestar> ^^ 15:34:21 <Celestar> back in 109 15:34:23 <Celestar> 10* 15:34:45 <hylje> lurk more 15:35:42 <MiHaMiX> Born_Acorn: hi 15:35:44 *** [gen2]niki [~niki@p5090ABF3.dip0.t-ipconnect.de] has joined #openttd 15:38:02 <KUDr> Celestar: ok 15:43:54 <stillunknown> is there a function called when leaving a bridge? 15:45:50 <Rubidium> not that I'm aware of 15:48:28 *** caladan [~caladan@161-be2-6.acn.waw.pl] has joined #openttd 15:50:11 <Celestar> back 15:50:16 <caladan> hi 15:50:23 <Celestar> stillunknown: well a bridge doesn't really exist :) 15:50:56 <Celestar> stillunknown: what are you trying to do? 15:51:07 <Celestar> KUDr: ok first I'm trying to understand what you did :) 15:52:15 <stillunknown> i'm trying to slow a train down before it reaches a bridge, but i think i have a solution for my problem 15:54:09 <Celestar> isn't newsignalling supposed to do that some time in the future? :) 15:54:51 <caladan> i've got a problem with registering in flyspray @ bugs.openttd.org 15:55:14 <caladan> has anyone spotted that? 15:56:06 <Tuzlo> stillunknown: and that is? 15:56:18 <Celestar> KUDr: I'll move some stuff around that you did :) 15:56:29 <KUDr> np 15:56:43 <KUDr> it is proof-of-concept 15:56:56 <KUDr> so do whatever you want 15:59:04 <Celestar> ok ^^ 16:00:49 <Hadez> Anyone interested in a patch that allows Unifont to work in the title screen? I made a patch that states action E safe when it's only used for enabling a GRF in the title screen. 16:01:47 <Hadez> It will stop complains for Czech users who are using Unifont for displaying diacritics. 16:01:47 <Celestar> KUDr: with these change I came up with some crazy idea. We could have two bridges start from the same tile sometime in the future :) 16:01:53 <Celestar> KUDr: not sure it works ^^ 16:01:58 <Hadez> Details here: http://bugs.openttd.org/task/495 16:02:50 <KUDr> Celestar: good idea but it will be up to you to get it work :) 16:03:53 <CIA-1> celestar * r7702 /branches/custombridgeheads/ (bridge_cmd.c train_cmd.c): [cbh] - Moved around some functions and changes from r7687 abd 7697 16:03:55 <Celestar> KUDr: ok :) 16:03:59 <Celestar> s/abd/and 16:04:09 <Celestar> KUDr: first I'll try to get to work whatever we have :P 16:04:16 <Celestar> like leaving the bridge :) 16:04:59 <KUDr> i am doing it just now 16:05:12 <Smoovious> does the latest nightly include PBS signalling? 16:05:31 <KUDr> including YAPF debugging (still doesn't work well) 16:05:38 <Celestar> wtf? 16:06:02 <KUDr> leaving needs to invoke pathfinder 16:06:05 <Smoovious> k... wanted to toy with it 16:06:31 <Rubidium> Hadez: I don't think your solution is OK, mainly because you allow _all_ action E GRFs as static GRF, which mean they can be loaded in MP, where they can unload/deactivate GRFs which in it's turn creates desyncs. 16:06:51 <MeusH> caladan, are you still here? 16:07:19 <Hadez> No, I only allow those actions E, which are used for activating the GRF itself. 16:07:23 <MeusH> asl MiHaMiX 16:07:25 <MeusH> ask* 16:07:33 <MeusH> sorry Miham :) 16:08:03 <CIA-1> celestar * r7703 /branches/custombridgeheads/train_cmd.c: [cbh] - Fix: I "optimized" a little too much on previous commit and broke stuff 16:08:06 <Celestar> KUDr: yes 16:08:06 <caladan> yeah 16:08:08 <caladan> what;s up? 16:08:20 <caladan> found bug and wanted to post it, but i dont get any message 16:08:28 <caladan> with passwd 16:08:33 <caladan> from flyspray 16:08:36 <MeusH> no mail with password? 16:08:45 <caladan> yeah, and warning 16:08:47 <caladan> from php 16:08:48 <MeusH> check in "spam" folder 16:08:54 <caladan> ok, i will 16:08:58 <MeusH> if it's really not there, ask MiHaMiX 16:09:16 <MeusH> but you know, it's new year's eve and he might have no time 16:09:29 <caladan> well, email can go a little time, but there;s still that warning 16:09:30 <Celestar> KUDr: you mean the pathfinder should be invoked in that empty "if" in train_cmd.c, right? 16:09:40 <KUDr> yes 16:09:50 <KUDr> it is prepared for if 16:09:50 <Rubidium> Hadez: to be honest, I don't know enough about the GRF stuff, so I guess peter1138 has to look at it to see whether it is ok, but I fear that it might force-load GRFs that do more than sprite-replacements 16:09:51 <Hadez> Rubidium: When action E is called with the same GRF ID as the current file has, it isn't deactivated, but activated. 16:09:54 <KUDr> for it 16:10:18 <Celestar> KUDr: I thought so :) 16:10:28 <KUDr> ok, you can do it 16:10:35 <KUDr> if you can't wait 16:10:41 <Hadez> Rubidium: No, they are blocked again if they want to do so :-) 16:10:48 <KUDr> i am now working more on YAPF debugging 16:11:19 <Hadez> Okay, do you think peter1138 will be around this year? 16:11:49 <MeusH> from #gpmi: http://user.peticio.hu/ottd/ttd_tpl.html 16:12:34 <Celestar> KUDr: I think I got it working, but a BIT ugly 16:12:44 <KUDr> :) 16:13:47 <Celestar> KUDr: http://www.fvfischer.de/ottd/uglyhack.diff 16:13:48 <Celestar> :) 16:14:01 <Celestar> 3 lines :P 16:14:06 *** Wolfy [~wolf@h33048.upc-h.chello.nl] has joined #openttd 16:14:30 <KUDr> hehe 16:14:33 <KUDr> nice 16:14:43 <KUDr> if it will work, why no? 16:14:49 <KUDr> t 16:15:10 <KUDr> the 'new_tile:' can be inside the block 16:15:18 <KUDr> after '{' 16:16:08 <Celestar> well I hope to get this done without gotos :) 16:16:31 <caladan> ah, sometime goto is a good thing :D 16:16:50 <Celestar> KUDr: maybe encapsulate it in an own function or something 16:17:51 *** Wolfenstiejn [~wolf@h33048.upc-h.chello.nl] has quit [Read error: Operation timed out] 16:19:35 <Celestar> or do you really think gotos are ok? :) 16:20:00 <KUDr> heh 16:20:07 <KUDr> if they save the code 16:20:16 <Celestar> true 16:20:16 <KUDr> and don't make the code messy 16:20:20 <KUDr> why not? 16:20:36 <KUDr> it must be clear what it does 16:20:39 <KUDr> and why 16:20:59 <Celestar> true 16:21:04 <Celestar> maybe add some comments 16:21:06 <KUDr> at least in prototyping phase it doesn't matter 16:21:14 *** Tuzlo [~bill@blk-215-68-38.eastlink.ca] has quit [Read error: Connection reset by peer] 16:21:23 <KUDr> then we can see what others think 16:22:23 *** Digitalfox [~digitalfo@bl8-40-53.dsl.telepac.pt] has joined #openttd 16:22:56 <Digitalfox> Happy new year.. The best for 2007!! :) 16:23:06 *** Tuzzy [~bill@blk-215-68-38.eastlink.ca] has joined #openttd 16:23:07 <MeusH> hello Digitalfox 16:23:12 <MeusH> hello Tuzzy 16:23:33 <Celestar> KUDr: ok 16:23:35 <Celestar> raise shields 16:24:01 <KUDr> :) 16:24:15 <Digitalfox> So people where is going to be you pass of year?? Home?? Party or Work? 16:25:06 <Celestar> $GF 16:25:44 <Digitalfox> Mine this year is at home, with my family and girlfriend.. I'm with a flu so happy new year at bed!! :( 16:25:48 <Celestar> KUDr: hm .. my changes seem to kill loading of old savegames :P 16:26:02 <KUDr> hmm 16:26:06 <KUDr> why? 16:26:26 <Celestar> just debugging 16:26:45 <Tuzzy> party 16:26:47 <Celestar> Error: !Disconnecting train 16:27:30 <hylje> :o 16:31:29 <Celestar> oh 16:31:33 <Celestar> I broke tunnels somehow 16:31:38 <Celestar> I think I know why 16:31:45 <Born_Acorn> I am le back. 16:31:46 <Born_Acorn> Hi MiHaMiX 16:32:18 <Born_Acorn> I was wondering about upgrading the Wiki to the newest version of Mediawiki. I noticed on Special:Version that it's a bit behind. 16:33:09 <hylje> yah, we should totally use the lastest cvs/svn/git of mediawiki 16:34:03 <Celestar> getting there 16:34:11 <Smoovious> oh hey... I like the newer map generator... very nice results... looks very realistic... kudos to whoever worked on it 16:34:31 *** Hadez [~chatzilla@151.244.broadband7.iol.cz] has quit [Quit: Chatzilla 0.9.77 [Firefox 2.0/0000000000]] 16:34:40 <Born_Acorn> We're on 1.6.6, but the newest version is 1.8.2, which fixes many bugs since 16:34:53 <Smoovious> (now if I could only zoom out more so I could better appreciate it :D ) 16:35:18 <Digitalfox> So why not update the wiki ??:| 16:35:47 <ArmEagle> Smoovious i'd actually like to zoom IN more :P 16:36:32 <Born_Acorn> Digitalfox, only MiHaMiX can, with his powers of mega adminibility! 16:36:36 <Celestar> ah KUDr found the reason for the crashes I get here 16:36:47 <KUDr> good 16:36:49 <Celestar> isolating 16:37:32 <Digitalfox> oh ok! 16:37:56 <ArmEagle> oh and and opposite camerapoint would be nice :) 16:37:58 <Celestar> KUDr: http://www.fvfischer.de/ottd/cbh7.sav <= I hate special cases 16:38:05 <hylje> http://weblogs.asp.net/jamauss/archive/2005/11/12/430429.aspx 16:38:23 <KUDr> what to do with it? 16:38:30 <Celestar> KUDr: load the game ^^ 16:38:34 <KUDr> i am just debugging YAPF 16:38:40 <KUDr> i can't 16:39:20 <Celestar> ok 16:39:20 <Smoovious> ArmEagle... I'd like to do that too... figure could nail both with the same hammer 16:39:22 <Celestar> I'll go fixin 16:39:24 <MeusH> ArmEagle, if you write a 3d engine without using opengl, openttd will convert ]:> 16:39:32 <Smoovious> don't care much if zooming in makes it pixelated more :D 16:39:56 <hylje> MeusH: without using opengl? thats totally direct3d or raw GPU code 16:40:08 *** Wolfy [~wolf@h33048.upc-h.chello.nl] has quit [Ping timeout: 480 seconds] 16:40:09 <ArmEagle> MeusH heh.. not such a star at programming :) 16:40:19 <Celestar> MeusH: I've already done quite some testing about opengl 16:40:42 <hylje> Celestar: you're my hero 16:40:49 <MeusH> some developer (don't remeber his nick) said he won't be eager to use OpenGL 16:40:52 <ArmEagle> well, i bet we'll get another zoom level when the game has newgrf for everything 16:41:15 <MeusH> I don't have anything against, but linuxes aren't the best to go 3d 16:41:26 <Celestar> http://www.fvfischer.de/ottdgl.png 16:41:35 <Celestar> MeusH: check that screenshot 16:41:51 <MeusH> oooh 16:41:52 <ArmEagle> wel lthe charm of openttd is that it runs on almost everything.. 16:41:59 <MeusH> Celestar, how can I help the developement? :) 16:42:08 <Celestar> MeusH: help me with culling :P 16:42:21 <Celestar> the problem is that map (128x128) took about 60% CPU resouces just to display 16:42:24 <MeusH> exacly ArmEagle, this is why the one didn't want OpenGL, that doesn't work on everything 16:42:29 <Celestar> we have a SHITLOAD of stuff to display 16:42:52 <MeusH> how many triangles does one tile consist of? 8? 16:42:57 <Celestar> MeusH: two 16:43:15 <Celestar> (empty tile) 16:43:25 <MeusH> 32768 is really small amount of triangles 16:43:29 <Bjarni> Celestar: we got a bug report. Wolf01 noticed that towns stopped growing near roads on the other side of bridges some time after RC1 16:43:30 <caladan> wow, nice screenshoot 16:43:33 <ArmEagle> though an opposite viewpoint doesn't need opengl. Sure it isnt easy, but it's just a matter of rotating stuff around :P 16:43:39 <Celestar> Bjarni: it has been fixed. 16:43:39 <MeusH> Bjrani: AFAIK it's fixed 16:43:41 <hylje> MeusH: linux is not bad at 3d stuff. ATi, nVidia, intel all support linux for their gpus 16:43:44 <Bjarni> nice 16:43:46 <ArmEagle> anyway, not important 16:43:58 <Celestar> hylje: MeusH that stuff I showed you is linux 16:44:05 <Wolf01> Bjarni, good, i also saw that is fixed now 16:44:14 <Celestar> MeusH: hylje http://www.fvfischer.de/ottdgl2.png <= map with textures 16:44:28 <hylje> ow 16:44:43 <ArmEagle> oh, question about presignals (default routing). In TTDpatch you needed to use the double grey signals to offer a choice to trains. Is that stil lthe case in OpenTTD? 16:44:50 <Celestar> http://www.fvfischer.de/ottdgl1.png <= larger map 16:44:56 <ArmEagle> actually that isn't only for pre-signals.. 16:45:02 <Noldo> ArmEagle: no 16:45:29 <Noldo> ArmEagle: NPF and YAPF support choice making for one-way signals 16:45:31 <caladan> not true about ati 16:45:35 <MeusH> Celestar, is it ortographic projection? 16:45:38 <ArmEagle> ok cool 16:45:38 <caladan> their drivers sux :/ 16:46:31 <Celestar> MeusH: I'd need to look at the code 16:46:36 <Celestar> MeusH: it is actually simple 16:46:50 <MeusH> Celestar, so the problem is that far away items drain too much CPU? 16:47:19 <Celestar> MeusH: the whole code to display that stuff (with textures) is 419 lines 16:47:23 <caladan> Well, but real problem will be with trees, stations and trains 16:47:26 <Born_Acorn> [16:08:25] <CIA-1> celestar * r7703 /branches/custombridgeheads/train_cmd.c: [cbh] - Fix: I "optimized" a little too much on previous commit and broke stuff <-- We had a poll, and ise won over ize! 16:47:31 <Born_Acorn> The poll has failed! 16:47:38 <caladan> displaying gound is easy compared to that 16:47:44 <Celestar> MeusH: not CPU. this map puts my graphics card to the limits 16:47:49 <hylje> the thing to help with performance is degrading the stuff further away 16:48:24 <Celestar> caladan: I need some clever idea about how to cull 16:48:35 <Celestar> and even then I'm not sure. 16:48:42 <caladan> hmm? 16:48:45 <Celestar> it might be an alternative, but never a replacemen 16:48:45 <Celestar> t 16:48:58 <caladan> good, i like 2d view :D 16:49:10 <Celestar> OpenGL makes you draw the entire frame over and over and over even if nothing moves 16:49:25 <Born_Acorn> To make 3d look good your need all the latest features. 16:49:27 <Born_Acorn> HDR! 16:49:31 <Celestar> in fact, the whole drawing code for the stuff up there is 3 lines! 16:49:42 <Celestar> ~...glVertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat) + 2 * sizeof(GLfloat), NULL); 16:49:45 <Celestar> ~...glTexCoordPointer(2, GL_FLOAT, 3 * sizeof(GLfloat) + 2 * sizeof(GLfloat), (char *)NULL + 3 * sizeof(GLfloat)); 16:49:47 <caladan> true 16:49:47 <MeusH> Celestar, I remember making a huge map for Q3 engine-based game 16:49:48 <Celestar> ~...glDrawArrays( GL_TRIANGLES, 0, vcount); 16:49:56 <Celestar> there's not much room for optimization 16:50:04 <MeusH> it was so huge that fps was going low to around 20 16:50:20 <Celestar> MeusH: they have very very clever culling algorithms and full-time programmers to develop those :) 16:50:30 <hylje> and the code is open source 16:50:43 <MeusH> I remember setting some variables so that far away objects don't need so much power to be rendered 16:50:45 <Celestar> yeah but a FPS is an entirely different matter 16:51:04 <Celestar> but guys, I first need to find out why my train disconnects :) 16:51:29 <caladan> If i were you, I would just add fog ;-) 16:51:48 <MeusH> Celestar, so fps is nice (>50 or >60), but you worry about usage of GPU? 16:52:05 <caladan> and, if i remember it well, there was a program long time ago called fractal landscape 16:52:10 <caladan> it did something like this 16:52:25 <caladan> thou drawing in 2d really 16:52:47 <Celestar> MeusH: I worry not about usage of MY GPU 16:53:00 <Celestar> I worry about usage of $AVERAGE_USER's GPU ^^ 16:53:00 <MeusH> about the other GPUs? :) 16:53:09 <Celestar> I was running this on a Gefore 7600GT 16:53:28 <caladan> lol, dont do things like M$ with vista :P 16:53:31 <Celestar> because I'm rendering the whole map, not only the visible parts 16:53:40 <Celestar> caladan: nah :) 16:53:55 <Celestar> but I can give you the code and you can mess with it :) 16:54:35 <caladan> wanted to learn opengl long time ago - and that's still my plan :D 16:54:45 <caladan> so cant help with 3d 16:54:52 <Sacro> nehe.gamedev.net 16:55:56 <caladan> thx :D 16:55:56 <Celestar> caladan: it took me 5 days from knowing NOTHING about 3d programming to that map display you have up there 16:56:08 <caladan> gonna use it some day 16:56:10 <Smoovious> gotta start learning somewhere 16:56:21 <caladan> it's about my engineer diploma now :D 16:56:32 <Smoovious> even if you don't contribute something, you'll get a lot out of just trying to understand what's going on with the code 16:56:36 <Sacro> Celestar: impressive 16:56:48 <Sacro> i have considered doing something in opengl myself 16:56:52 <caladan> right 16:56:55 <MeusH> Celestar, could you check performance of drawing objects very close, at normal distance, and very far away? 16:57:00 <hylje> also be sure to check out quake engine for performance tricks 16:57:16 <MeusH> some say that counting on big numbers, or too many decimal pieces, results in bad performance 16:57:51 <Celestar> Sacro: well I use the very same link you gave above :) 16:57:56 <Celestar> plus some help from the chat 16:58:06 <Celestar> MeusH: currently, a tile is a tile, no matter how far away 16:58:15 <Celestar> MeusH: you'd need to group tiles that are further away 16:58:16 <caladan> there's no need to use 10 decimal point 16:58:24 <Smoovious> the tiles are already drawn up to the zoom level you're using, if I recall 16:58:31 <Sacro> Celestar: really? i suppose i can see which tutorials you used 16:58:43 <Celestar> Sacro: yeah 16:58:46 <Smoovious> just a matter of placing them on the display in the right places 16:58:52 <MeusH> Celestar, but the engine needs to do various calculations in order to draw it 16:59:03 <Celestar> MeusH: that's what the GPU does :) 16:59:14 <Celestar> remember I have a static map, I just compute the posistion ONCE 16:59:20 <MeusH> well, I've heard some people saying that too big numbers are bad 16:59:36 <Sacro> MeusH: yes, you loop around 16:59:38 <MeusH> and I'm talking about computing pixles 16:59:39 <Smoovious> or maybe you're talking about something else. :) 16:59:42 <caladan> MeusH: you mean big floats/doubles? 16:59:59 <MeusH> dunno, just big numbers. it was over 2 years ago 17:00:14 <caladan> well, it's true 17:00:23 <caladan> cause the bigger the number gets, the bigger is the step 17:00:39 <caladan> for floating point has something like exponent and base 17:01:17 <caladan> and the step changes, and, you can get strange results when using big and small numbers at the same time 17:04:37 *** KritiK [~Maxim@ppp85-140-205-210.pppoe.mtu-net.ru] has quit [Quit: Leaving] 17:04:43 <Sacro> arrghh >< base and magnitude 17:04:47 * Sacro needs to revise 17:06:52 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 17:06:52 <caladan> huh, dont know those names in english 17:07:59 *** Sacro [~Ben@adsl-83-100-202-9.karoo.KCOM.COM] has quit [Quit: Leaving] 17:10:33 <stillunknown> KUDr: i got it to work :-) 17:10:45 <KUDr> good 17:11:57 <stillunknown> do you know what newsignals is? 17:12:40 *** scia [~scia@AveloN.xs4all.nl] has quit [Quit: Lost terminal] 17:13:23 <Celestar> something KUDr is eager to do :) 17:14:11 <stillunknown> what is the purpose of new signals? 17:14:21 *** Wolfy [~wolf@h33048.upc-h.chello.nl] has joined #openttd 17:14:33 <stillunknown> @Celestar 17:14:54 <stillunknown> is it just PBS? 17:16:53 <Celestar> much better than PBS 17:17:03 <Celestar> well, real path based signalling actually 17:17:41 <stillunknown> what timeframe is expected? 17:19:43 <stillunknown> Celestar: in other words, is there an intermediate improvement? 17:19:47 <Celestar> KUDr wishes to complete some scripting stuff, then developement will start 17:20:26 <stillunknown> the yapf followtrack was quite handy :-) 17:21:50 <ArmEagle> btw, if there's newgrf for all gamecontent, then no original-game files are needed anymore? 17:24:10 <MeusH> AFAIK no 17:25:31 <Smoovious> real-path based signalling? different than PBS? 17:26:02 <ArmEagle> well i guess PBS isn't in the branch anymore for a reason.. 17:26:36 <Smoovious> I'm more wondering what the differences are 17:27:42 <ArmEagle> maybe less error prone when you're editing changing the intersection, who knows 17:29:20 <Smoovious> kinda why I was asking 17:29:42 <Rubidium> ArmEagle: technically it would be possible to remove the original-game files, because you can load 1x1 empty sprites for everything (thought someone tried that and it worked) 17:32:15 <ArmEagle> would be nice though, if OpenTTD wouldn't be depending on original files 17:33:32 <Rubidium> ArmEagle: the problem is that nobody came up with a complete sprite replacement set for _all_ base sprites of OpenTTD 17:34:36 *** BJH2 [~chatzilla@e176112218.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.61 [Mozilla rv:1.7.12/20050915]] 17:35:53 <ArmEagle> Rubidium well, isn't that what people are working on with newGRF? 17:37:05 <stillunknown> anyone know what a signalbit is? 17:37:20 <Rubidium> stillunknown: where? 17:37:29 <stillunknown> rail_map.h 17:37:38 <stillunknown> 216 17:37:44 <Celestar> what is a signalbit? 17:38:40 <Rubidium> stillunknown: signalbit is a mess :) 17:38:45 <Celestar> it tells you which of the 4 signals on a tile we are currently talking about 17:38:48 <Celestar> Rubidium: yes, that too 17:39:10 <Celestar> KUDr: ok theoretically the goto works 17:39:22 <Celestar> KUDr: practically it causes 0-length bridge to crash 17:39:23 <KUDr> good 17:39:27 <glx> stillunknown: you need to read docs/landscape.html to understand the accessors 17:39:39 <KUDr> one more if? 17:40:18 <Rubidium> ArmEagle: people working on newgrf are usually only replacing parts of the sprites and/or adding them and assigning new/different behaviour to them 17:42:29 <Belugas_Gone> Happy New Year to all of you. May 2007 bring you all that you wish, and most of all, Health and Wealth !! 17:45:27 <Bjarni> ohh, I'm going to get wealth 17:45:29 <Bjarni> :o 17:46:19 <Celestar> KUDr: I appearently managed it :) 17:46:23 <Celestar> apparently * 17:46:46 <KUDr> you was always the best 17:47:03 <Celestar> nah we're just a good team ^^ 17:47:25 <Bjarni> yeah 17:47:40 <Celestar> er 17:47:47 <Celestar> something's wrong with the pathfinder however 17:48:03 <Bjarni> with the whole development team working together towards a common goal (a great game), we can do wonders :D 17:48:34 <Celestar> http://www.fvfischer.de/ottd/loop.png <= development gone wrong 17:48:37 <ArmEagle> oh, i think i haven't done what i should have done way before. THANKS GUYS! :) 17:49:45 <Rubidium> Celestar: rather signalling gone wrong :) 17:50:30 <Celestar> or that 17:50:50 <Celestar> http://www.fvfischer.de/ottd/exithack.diff <= KUDr shall I commit that and we can see if we can prettify it later? 17:51:12 <Celestar> er it doesn't work 17:51:17 <Celestar> I'll wait till tomorrow 17:51:23 <Celestar> KUDr: your try now :P 17:51:40 <Celestar> cu 17:51:49 <KUDr> ok, cu 17:51:49 <Celestar> happy new year btw :) 17:51:54 <KUDr> you too 17:52:06 *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has quit [Quit: www.sexybiggetje.nl] 17:52:06 <KUDr> commit it 17:52:10 <KUDr> what you have 17:52:29 <KUDr> it is branch so don't worry 17:54:28 <Smoovious> nice loop... >pictures the engineers flipping off their guy in the caboose< ... >if they still used cabooses< 17:55:00 <Celestar> KUDr: well it doesn't solve the exit problem. .. trains still flying straight now. 17:55:06 <Celestar> so with just the goto it works 17:55:12 <Celestar> but crashes 0 length bridges and tunnels 17:55:33 <Celestar> http://www.fvfischer.de/ottd/uglyhack.diff 17:55:34 <Celestar> that one 17:55:43 <KUDr> commit this one with crash 17:55:53 <Celestar> and you go on? 17:55:59 <KUDr> we can repair it later 17:56:03 <KUDr> yes 17:56:13 <KUDr> i'll see what i can do 17:56:20 <KUDr> still playing with yapf 17:57:04 <Rubidium> should that diff crash in yapf? 17:57:04 <CIA-1> miham * r7704 /trunk/lang/ (estonian.txt swedish.txt): 17:57:04 <CIA-1> WebTranslator2 update to 2006-12-31 18:56:27 17:57:04 <CIA-1> estonian - 9 fixed, 10 deleted, 1 changed by kristjans (20) 17:57:04 <CIA-1> swedish - 5 changed by ChrillDeVille (5) 17:57:55 <KUDr> Rubidium: i dunno 17:58:22 <Rubidium> Assertion `best_next_node.GetTile() == tile' failed. (yapf/yapf_rail.cpp:139:) 17:58:43 <KUDr> could be 17:59:00 <Celestar> KUDr: will commit in 3 minutes 17:59:00 <Rubidium> savegame: http://rubidium.student.utwente.nl/openttd/cbh-Rubidium.sav 18:03:21 <Celestar> KUDr: there you go 18:03:22 *** Gonozal_VIII [~Gono@M3094P018.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 18:03:24 <CIA-1> celestar * r7705 /branches/custombridgeheads/train_cmd.c: 18:03:24 <CIA-1> [cbh] - Fix: Trains leave the bridge according to the trackbits that a present on the bridge head. 18:03:24 <CIA-1> WARNING: zero-length bridges do not work yet 18:03:27 <Celestar> and now really a happy new year. 18:03:33 <KUDr> ok 18:03:34 <Rubidium> same to you :) 18:05:14 *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has joined #openttd 18:05:45 *** Gonozal_VIII [~Gono@N762P011.adsl.highway.telekom.at] has joined #openttd 18:06:15 *** mikk36 [~mikk35@pc54.host1.starman.ee] has quit [Quit: The pedestrian had no idea which way to run, so I ran over him.] 18:08:58 *** mikk36 [~mikk35@pc54.host1.starman.ee] has joined #openttd 18:39:37 <Tuzzy> what version is that save Rubidium? 18:39:43 *** Tuzzy is now known as Tuzlo 18:40:05 <glx> Tuzlo: custombridgehead branch 18:42:28 *** [gen2]niki [~niki@p5090ABF3.dip0.t-ipconnect.de] has quit [Quit: Ex-Chat] 18:44:50 <Naksu> anyone here know any perl? :D 18:45:21 <caladan> i do, some 18:45:30 <caladan> or rather i did :/ 18:45:32 *** Digitalfox [~digitalfo@bl8-40-53.dsl.telepac.pt] has quit [] 18:46:26 <Naksu> is there a trick to using @_ ? 18:47:02 <Rubidium> for what? 18:47:09 <caladan> yes 18:47:11 <Rubidium> or where? 18:47:13 <caladan> last thinkg found 18:47:19 <caladan> thing* 18:47:35 <caladan> its universal variable, used for almost everything 18:47:39 <caladan> default argument 18:47:43 <caladan> and default destination 18:48:36 <Naksu> i call a subroutine with foo(1,2,3,4) and in the subroutine i assign the args into variables with my ($a,$b,$c,$d) = @_; 18:49:20 <Naksu> but it doesnt quite work as it should because i get $a = "1", $b = "2 3", c = empty and d = "4" 18:49:24 <caladan> dont know what you want to do with it 18:49:46 <caladan> hmmm 18:50:08 <caladan> maybe something wrong with separator? 18:52:57 <Naksu> gah 18:53:07 <Naksu> there's something wrong in the earlier steps 18:54:45 <Naksu> oh, i'm using wrong 18:54:55 <Naksu> or rather, 18:55:21 <CIA-1> miham * r7706 /trunk/lang/catalan.txt: 18:55:21 <CIA-1> WebTranslator2 update to 2006-12-31 19:54:47 18:55:21 <CIA-1> catalan - 3 fixed by arnaullv (3) 18:56:52 <ln-> anyone from 2007 here? 18:57:30 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 18:57:46 <MiHaMiX> not yet 18:58:21 <mattt_> is it not possible to make stations long simply by adding another station on to the end of an existing one? 18:58:25 <Wolf01> i'm from 2025 if you want 18:58:30 <mattt_> do i have to destroy the whole thing and put in a new one? 18:58:41 <Wolf01> yes mattt_ is possible 18:58:49 <Wolf01> enable "non uniform stations" 18:58:54 <mattt_> oh 18:59:13 <mattt_> i have it enabled >_< 18:59:22 <mattt_> i get an error saying the station is too spread out 18:59:30 <mattt_> oh 18:59:32 <Wolf01> increase the station spread 18:59:35 <mattt_> max station spread :) 18:59:44 <mattt_> what does that mean? max length? 19:02:06 <Wolf01> lenght & width 19:02:20 <Wolf01> stations are square shaped 19:03:40 <Noldo> it limits the area that the station can be spread on 19:32:58 <peter1138> hi 19:38:04 <peter1138> hmm, everyone away? 19:40:56 <stillunknown> it's definately quiet 19:41:45 <hylje> its the new year coming up 19:43:30 *** Tobin [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] has quit [Quit: Tobin] 19:44:52 <mattt_> is there a bug preventing auto-renew if a vehicle's age is above the max? 19:46:31 <stillunknown> peter1138: did you make the new realistic accel? 19:47:02 <peter1138> hmm? 19:47:10 <peter1138> which new realistic accel? 19:47:19 <stillunknown> the not so magic number based one 19:47:31 <peter1138> um 19:47:34 <peter1138> where's that? 19:47:45 <peter1138> there's got to be magic numbers somewhere... 19:48:47 <stillunknown> true, but this one has some consideration for tractive effort, although not a lot it seems 19:49:03 <peter1138> i still don't know what you are refering to 19:49:27 <hylje> tractive effort isnt that massive from what ive seen from tests 19:50:57 <stillunknown> then i'll assume you didn't make it 19:51:08 <peter1138> ok 19:51:17 <peter1138> are you refering to the physics acceleration patch? 19:51:35 <stillunknown> no 19:51:56 <stillunknown> GetTrainAcceleration in train_cmd.c 19:52:01 <peter1138> hmm... 19:52:08 <peter1138> there's nothing new about that 19:52:53 <stillunknown> then i mistook a few things 19:52:53 <peter1138> it's had tractive effort added, and the kickoff stuff changed a bit 19:53:04 <peter1138> but the rest is exactly as it was 19:53:39 <stillunknown> must have forgotten how that thing looked after a few months 19:54:31 <peter1138> heh 19:54:41 *** Zavior [~Zavior@d195-237-7-207.elisa-laajakaista.fi] has quit [Quit: ( www.nnscript.de :: NoNameScript 4.02 :: www.XLhost.de )] 20:02:24 *** Zaviori [~Zavior@d195-237-7-207.elisa-laajakaista.fi] has joined #openttd 20:09:03 *** GoneWack1 [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 20:09:35 <peter1138> hmm 20:10:48 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Ping timeout: 480 seconds] 20:10:48 *** GoneWack1 is now known as GoneWacko 20:16:32 <mattt_> vehicle replacement needs auto-refit >_< 20:17:42 *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has quit [Quit: www.sexybiggetje.nl] 20:18:49 <stillunknown> mattt_: better tell it again some other time 20:21:23 *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has joined #openttd 20:28:28 *** tokai [~tokai@p54B83963.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 20:30:04 *** tokai [~tokai@p54B81960.dip0.t-ipconnect.de] has joined #openttd 20:30:05 *** mode/#openttd [+v tokai] by ChanServ 20:31:39 <peter1138> damn, this action E test needs another scan :/ 20:31:42 <Smoovious> now, if I create a new map, with industries set to none... will industries still show up later? (wish I could set amount of towns and industries to a # instead of high/med/low... especially on huge maps, low still makes more than I want) 20:31:52 <peter1138> yes 20:32:02 <peter1138> they will appear, but not many 20:32:17 <peter1138> usually not playable with 20:32:26 <peter1138> if it's a primary, there'll be nowhere to take it 20:32:34 <peter1138> if it's a secondary, there'll be nothing to take to i 20:32:34 <peter1138> +t 20:33:04 <Smoovious> that's fine by me... 20:33:24 <Smoovious> I want things to be very scarce to begin with 20:33:54 <Smoovious> plus, with a big map, there are so many economy messages, I can't see when a new industry starts, or one shuts down... 20:33:55 <peter1138> one of my favourite single player games is a 128x128 map with low towns and low industries 20:34:06 <Smoovious> I'm doing 2048x2048 20:34:16 <peter1138> it's pretty challenging as there's not much room, and no scope for doing long runs for huge profits 20:34:20 <Smoovious> I like nice long distances 20:34:31 <hylje> long distance stuff is nice 20:34:34 <Smoovious> heavy investment for questionable return 20:34:35 <hylje> ??? 20:34:37 <hylje> profit 20:35:19 <Smoovious> would also like to be able to move refineries even more inland... a limit of 48 is ok for smaller maps... 20:35:35 <Smoovious> that way I can make a lot of ocean area around the edges 20:35:53 * Smoovious grins. 20:36:13 <Smoovious> the super-huge maps just open up so many more possibilities of scenarios to make 20:39:36 *** PandaMojo [~panda@c-67-183-223-161.hsd1.wa.comcast.net] has joined #openttd 20:42:00 <peter1138> long distance is cheap 20:42:04 <peter1138> and gives massive returns 20:42:46 <Smoovious> there have been some runs I tried to design on TTD where I ran out of money and couldn't buy engines by the time I got things the way I wanted 20:43:00 <Smoovious> (plus you can set building costs to high too) 20:43:03 <peter1138> well obviously you start small 20:43:08 <peter1138> and work your way up 20:43:14 <peter1138> a couple of small runs to finance construction 20:43:21 <peter1138> then you're in profit the rest of the game 20:43:31 <Smoovious> yeah, but I didn't wanna. :D 20:44:14 <Smoovious> the idea I have is, generating a map, where the only small runs possible, would be mass-transit in-city 20:44:44 <Smoovious> trying to make things hard on myself 20:50:47 <Ailure> §~ 20:56:58 <mattt_> yikes.. what's a good strategy for converting a network to monorail? 20:57:22 *** Mucht_ [~Mucht@p57A0EBF4.dip.t-dialin.net] has joined #openttd 20:59:16 <Smoovious> um... do it while paused? :D 20:59:25 <mattt_> heh 20:59:28 <mattt_> i can't build while paused 20:59:30 <mattt_> :| 20:59:34 <mattt_> guess i could change that 20:59:41 <Smoovious> :) 21:00:13 <MeusH> back 21:02:47 <CIA-1> miham * r7707 /trunk/lang/ (estonian.txt portuguese.txt): 21:02:47 <CIA-1> WebTranslator2 update to 2006-12-31 22:02:12 21:02:47 <CIA-1> estonian - 1 fixed, 27 deleted, 2 changed by kristjans (30) 21:02:47 <CIA-1> portuguese - 1 changed by nars (1) 21:03:29 *** Mucht [~Mucht@p57A0E2AC.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 21:06:26 *** BFM [~BurningFe@CPE-60-227-105-136.nsw.bigpond.net.au] has joined #openttd 21:07:45 *** Rens2Sea is now known as Rens2AFK 21:13:42 <CIA-1> KUDr * r7708 /branches/custombridgeheads/yapf/ (8 files): [cbh] - Fix: [YAPF] added some YAPF debug messages, added string support used for new debugging stuff, resolved few cbh related issues 21:20:14 <mattt_> i have way too much rail to convert to mono >_< 21:21:38 <mattt_> it's all about relay stations.. time to start over :( 21:22:40 <hylje> mattt_: in default grf monorails are kinda lame 21:22:51 <hylje> mattt_: when you're done converting maglev comes available 21:24:07 <mattt_> well.. converting to that would be just as difficult 21:25:02 <mattt_> my new plan is to build all lines as a series of relays, and transferring cargo from one line to another so you can convert one line at a time 21:25:26 <mattt_> that was a terrible description, but i'm sure you understand :P 21:40:22 <Tuzlo> I converted all my rails directly from electric to maglev while paused 21:40:50 <Tuzlo> cost about 1/2 Billion $$$, but my trains are takinin billion annually now 21:41:04 <hylje> how did you convert with trains on it? 21:41:44 <Tuzlo> sent all the trains to depot, and converted the rails 21:41:58 <Tuzlo> then made dupe depot beside the other and converted trains one by one 21:42:55 <hylje> o ya 21:43:36 <Tuzlo> was time consuming, but the only way to do it 21:43:51 <Tuzlo> this is when you really find out where your choke points are 21:44:16 <Tuzlo> ironic thing is im only transporting goods byrail, no ppl at all 21:47:54 <CIA-1> KUDr * r7709 /branches/custombridgeheads/ (openttd_vs80.vcproj yapf/str.hpp yapf/strapi.hpp): -Fix: (r7708) 2 new files added into VC8 project, added missing 'svn:keywords=Id' for those 21:48:14 <hylje> svn:keywords "Id" 21:53:47 <KUDr> :) 22:06:07 *** GoneWack1 [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 22:09:22 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 22:09:22 *** GoneWack1 is now known as GoneWacko 22:15:52 <Bjarni> http://www.tt-forums.net/viewtopic.php?t=29349 <--- heh 22:16:46 <Zaviori> :D 22:16:59 <hylje> nice 22:17:18 <hylje> btw, canals are kinda broken in at least r7603 22:17:24 <hylje> you cant build them on sealevel 22:17:33 <hylje> well, its possible but it floooods 22:18:04 <Bjarni> canals are buggy 22:18:12 <Bjarni> the pathfinder really messes up in them 22:18:39 <Bjarni> they are too expensive compared to just lowering the land 22:18:57 <Bjarni> and ships aren't good enough to justify such an investment 22:19:01 <hylje> yeah 22:19:07 <hylje> but its cool to have sea-level rail 22:19:16 *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has quit [Quit: www.sexybiggetje.nl] 22:19:24 <hylje> thats not kinda possible with canal tiles just flooding around 22:19:26 <Bjarni> we need to completely rebalance the game some day 22:19:36 <Bjarni> making all vehicle types more valid 22:19:49 <hylje> that means nerfing the shit out of trains 22:19:51 <Bjarni> and making speeds comparable 22:19:52 <Smoovious> too many vehicle types have the same speed limits too... 22:20:05 <Bjarni> that as well 22:22:14 <Bjarni> damn I'm tired 22:22:22 <Rubidium> KUDr: there custombridgeheads does not compile anymore for G(CC|++)-4.1 22:22:25 <Bjarni> and I'm not going to get any sleep before next year :( 22:22:40 <Smoovious> you say that as if that's a bad thing 22:22:43 <KUDr> Rubidium: why? 22:22:50 <KUDr> what are the errors? 22:23:06 <KUDr> many? 22:23:13 <Bjarni> Smoovious: if this were a normal night, I would have went to bed long ago :s 22:23:45 <Rubidium> KUDr: http://rubidium.student.utwente.nl/openttd/error_log 22:23:55 <KUDr> thanks 22:23:59 <Smoovious> ahh... well, I'm usually nocturnal anyways... only difference for me right now is waiting a few more hours before I break into my 12pak 22:25:38 <Bjarni> bbl 22:30:37 *** Purno [~Purno@5351CE08.cable.casema.nl] has quit [Quit: Life is a game of pick-up-sticks, played by fucking lunatics.] 22:33:53 <ln-> greetings from the future 22:38:26 <stillunknown> i hope 2007 will be a year were bridges are not voids :-) 22:44:40 *** Progman [~progman@p57A1EDBA.dip.t-dialin.net] has joined #openttd 22:50:33 <peter1138> Rubidium: http://fuzzle.org/o/actionE3.diff 22:50:37 <peter1138> (sucks...) 22:51:21 <peter1138> (re FS#495) 23:05:51 <Born_Acorn> buffers! 23:08:32 <peter1138> yes! 23:13:45 <Rubidium> peter1138: sucks in what way? 23:15:48 *** Guest56 [~Gono@N762P011.adsl.highway.telekom.at] has joined #openttd 23:20:17 *** Gonozal_VIII [~Gono@N762P011.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 23:21:18 *** Belugas_Gone [~jfranc@ip-87.44.99.216.dsl-cust.ca.inter.net] has quit [Ping timeout: 480 seconds] 23:21:22 *** Belugas_Gone [~jfranc@216.191.111.226] has joined #openttd 23:22:44 *** Rens2AFK is now known as Rens2Sea 23:24:08 *** Belugas_Gone [~jfranc@216.191.111.226] has quit [] 23:24:08 *** Guest56 is now known as Gonozal_VIII 23:24:15 *** Belugas_Gone [~Jfranc@216.191.111.226] has joined #openttd 23:24:17 *** mode/#openttd [+o Belugas_Gone] by ChanServ 23:40:40 <Gonozal_VIII> the end is near! 23:40:49 <Bjarni> happy new year 23:41:27 <Gonozal_VIII> hny :-) 23:41:49 <Bjarni> damn, I hate those temporal anomalies. Now we are in the same channel at the same time, but not in the same year 23:42:05 <Gonozal_VIII> hehe 23:42:43 <Gonozal_VIII> i don't see any changes... 23:42:53 <Bjarni> yeah 23:42:56 <Bjarni> that's my point 23:43:00 <Bjarni> I'm in 2007 23:43:02 *** glx|away [glx@bny93-6-82-245-156-124.fbx.proxad.net] has joined #openttd 23:43:07 <Bjarni> and I just wrote to a guy in 2006 23:43:17 <Gonozal_VIII> <-- 2007 23:43:23 <Gonozal_VIII> 0:43 23:43:30 *** Progman [~progman@p57A1EDBA.dip.t-dialin.net] has quit [Remote host closed the connection] 23:43:30 <XeryusTC> HAPPY NEW YEAR CETers! 23:43:38 <Bjarni> I know what happened in 2006, so the thought is not so scary for me, but think of him.... he got a message from the future 23:43:42 <XeryusTC> gmt people almost there :P 23:43:53 <Gonozal_VIII> just came back from burning stuff 23:43:56 <XeryusTC> Bjarni: everyone knows what happened in 2006 23:44:01 <XeryusTC> its 2 years ago by now 23:44:01 <Bjarni> <Gonozal_VIII> <-- 2007 <-- not you, the Canadian :P 23:46:00 <Bjarni> so... it's new year's eve, so why are we sitting here talking about temporal physics? 23:46:23 <Bjarni> well, I know why I'm here, but why are you guys here? 23:46:42 <Gonozal_VIII> i'm not into that drinking thing... 23:47:24 <Bjarni> you mean drinking and fireworks don't mix? 23:47:44 *** Digitalfox [~digitalfo@bl8-40-53.dsl.telepac.pt] has joined #openttd 23:47:59 <Gonozal_VIII> just look at the news tomorrow^^ 23:48:08 <Gonozal_VIII> today.. 23:48:10 <CIA-1> KUDr * r7710 /branches/custombridgeheads/yapf/ (yapf_common.hpp yapf_rail.cpp): 23:48:10 <CIA-1> [cbh] - Fix: [YAPF] one more assert fixed. Call from the TrainController() added 23:48:10 <CIA-1> by (r7705) has broken YAPF because it was called when vehicle was already on the 23:48:10 <CIA-1> next tile (with cbh choice). Before it was always called before the train 23:48:10 <CIA-1> entered tile with choice. 23:49:18 <Bjarni> actually in the past few days, two people lost an entire hand due to fireworks (illegals only). Another guy lost 3 fingers or so 23:49:22 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has quit [Ping timeout: 480 seconds] 23:49:35 <Gonozal_VIII> great... 23:49:42 <Bjarni> and I still haven't heard about what happened/happens tonight 23:51:37 <Gonozal_VIII> but that's their own fault, it's worse when they burn down other people's houses and such 23:51:56 <glx|away> KUDr: http://glx.dnsalias.net:8080/openttd/cbh_compile.txt with g++ (GCC) 3.4.2 (mingw-special) 23:52:15 <KUDr> thanks 23:52:21 *** glx|away is now known as glx 23:53:08 <KUDr> "there are no arguments to `RawSize' that depend on a template parameter, so a declaration of `RawSize' must be available" << i am totally confused from this 23:53:31 <valhallasw> KUDr: it's 2007 23:53:36 <valhallasw> and you are DEVVING? :P 23:53:44 <KUDr> yes 23:53:47 <KUDr> why not 23:53:52 <Gonozal_VIII> is 2007 a bad year for deving? 23:53:55 <KUDr> i was devving also in 2006 23:54:01 <KUDr> so why not this year? 23:54:12 <valhallasw> the first hours of 2007 are for partying :P 23:54:30 <KUDr> i have to work on ottd 23:54:36 <KUDr> partytime will be then 23:56:08 <Gonozal_VIII> actually it's a day like every other day, nothing special with it 23:56:58 <Gonozal_VIII> but burning down stuff without looking crazy is a good thing :-) 23:57:54 <Gonozal_VIII> (i like fire and explosions) :D 23:58:19 <Rubidium> glx: that compile error looks an awful lot about the one I gave to him a few hours ago :) 23:59:16 <glx> Rubidium: hehe I didn't check your link :) 23:59:28 <Gonozal_VIII> less than a minute of 2006 left in the next timezone...