Config
Log for #openttd on 24th March 2007:
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00:02:19  <CIA-2> OpenTTD: rubidium * r9424 /trunk/ (6 files in 4 dirs): -Merge: Release changes from 0.5 branch back to trunk.
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00:03:17  <michi_cc> Rubidium: 9814b6b0e3c67bd886d252ab2cfb0b30 http://www.icosahedron.de/openttd/openttd-0.5.1-RC2-win64.zip
00:03:47  <Rubidium> thanks michi_cc
00:06:05  <michi_cc> no problem
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00:11:28  <Belugas> i'm going home now... pissed off and tired
00:11:31  <Belugas> night guyes
00:11:40  <Rubidium> night Belugas
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04:10:00  <DaleStan> TrueBrain: The symlinks to the TTDPatch nightlies in /latest/ appear not to have been created correctly. (The files in /devs/files/ seem to be just fine.)
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08:04:53  <Wolf01> hello
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09:12:13  <CIA-2> OpenTTD: celestar * r9425 /trunk/src/ (4 files):
09:12:13  <CIA-2> OpenTTD: -Codechange/Fix (FS#689): Housekeeping in the convert rail functions: Changed
09:12:13  <CIA-2> OpenTTD: the order of error checks to generate more meaningful error messages, added some
09:12:13  <CIA-2> OpenTTD: doxygen comments and replaced bitshifting by proper mathematical operations
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10:02:28  <TrueBrain> DaleStan: it all seems fine here, all files and links work....
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10:03:22  <GhostBear[Corpse]> hi
10:03:24  <GhostBear[Corpse]> guys?
10:03:32  <GhostBear[Corpse]> Nightly builds is servers?
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10:24:38  *** MiHaMiX changed the topic of #openttd to: 0.5.1-RC2 | Website: *.openttd.org (Translator: translator2, Gameservers: servers, Nightly-builds: nightly, WIKI: wiki, SVN mailinglist: maillist, Dev-docs: docs, Bug-reports: bugs)
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12:40:01  <peter1138> pom te pom?
12:40:39  <GhostBear> pom te pom!
12:40:50  <Sacro|Laptop> pom to pom!
12:41:07  <TrueBrain> pompiedom!
12:41:07  <GhostBear> pom from pom?
12:41:10  <TrueBrain> he never learns....
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13:04:09  <DaleStan> TrueBrain: Then you and I must be looking at something different. http://nightly.ttdpatch.net/latest/ reports that everything except changes.log is 0 bytes, and downloading them bears this out.
13:05:07  <DaleStan> (Note: *TTDPatch*, not OpenTTD)
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13:31:24  <Zuu> TrueBrain: A new noai fix and a bug in the noai-thread on the forums. :)
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14:17:20  <TrueBrain> DaleStan: don't let the file-size fool you. They are symlinks, so they show 0bytes. But downloading them works just fine.
14:18:11  <TrueBrain> Zuu: lol, someone forgot the SQ register code again yes ;)
14:19:00  <Maedhros> TrueBrain: i just tried and got a 0 byte file
14:19:03  <TrueBrain> Zuu: I have to make the regressoin tests for AIVehicle. Till then they are untested (all functions). Rubidium makes them without testing, I make the regression which tests them :)
14:19:11  <TrueBrain> hmm... then why do I get a valid file...
14:19:14  <TrueBrain> let me check the internals
14:19:58  <TrueBrain> hmm... the file is indeed 0 bytes
14:20:49  <TrueBrain> haha, disk full
14:20:50  <TrueBrain> oops :)
14:21:16  <Zuu> TrueBrain: :)
14:22:33  <TrueBrain> OpenTTD nightlies consume 23 GiB :p
14:22:37  <TrueBrain> (the archive)
14:24:08  <TrueBrain> DaleStan / Maedhros: problem is fixed
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14:26:22  <Zuu> TrueBrain: So Rubidium is lazy, not testing his code or is the work divided like this? ;)
14:26:31  <TrueBrain> more divided like this I guess
14:26:45  <TrueBrain> so I will create the regression for AIVehicle in a moment
14:27:20  <Zuu> I'll be AFK a while, nice weather outdoors. :)
14:27:26  <TrueBrain> hav efun ;)
14:28:46  <TrueBrain> OpenTTD nightlies corrected too
14:30:24  <Maedhros> TrueBrain: it shows the right size on the page, but i still get a 0 byte file :(
14:31:33  <TrueBrain> Maedhros: local cache?
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14:32:26  <Maedhros> TrueBrain: yeah, probably. the other links work :)
14:32:33  <roboboy> ttdpatch's is definately fixed
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14:36:46  <TrueBrain> DaleStan: were there so little commits in TTDPatch in this month?
14:38:38  <peter1138> oh ffs
14:38:48  <peter1138> i didn't save my game :/
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14:41:43  <CIA-2> OpenTTD: truelight * r9426 /branches/noai/src/ai/ai_squirrel.cpp: [NoAI] -Fix: register AIVehicle() for SQ (Zuu)
14:42:14  <CIA-2> OpenTTD: peter1138 * r9427 /trunk/src/economy.cpp: -Codechange: remove redundant variable
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14:56:34  <CIA-2> OpenTTD: truelight * r9428 /branches/noai/src/ai/api/ai_vehicle.cpp: [NoAI] -Fix: FindBestRoadVehicle returned always INVALID_ENGINE. It is more useful to return best_engine ;)
14:56:41  <TrueBrain> Zuu: bug fixed :p
14:56:58  <Patrick> rocks fall. everybody dies.
14:57:40  <neli> noai/src/ai ? :-S
14:58:13  <TrueBrain> which part don't you understand? :)
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15:01:38  <neli> sounds confusing :P
15:02:09  <neli> it's a "dummy" AI, I guess?
15:02:51  <TrueBrain> nope
15:03:15  <TrueBrain> http://www.tt-forums.net/viewtopic.php?t=30933
15:05:10  <neli> is there also a TrueHeart ?
15:05:24  <TrueBrain> who knows....
15:05:44  <neli> lol @ first reply
15:05:46  <neli> ;)
15:13:49  <CIA-2> OpenTTD: truelight * r9429 /trunk/src/order_cmd.cpp: -Fix r9338: when deleting a vehicle which has shared orders with one more vehicle and no orders, segfaulted
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15:16:44  <CIA-2> OpenTTD: truelight * r9430 /branches/0.5/order_cmd.c: [0.5] -Backport r9429: when deleting a vehicle which has shared orders with one more vehicle and no orders, segfaulted
15:16:55  <Mucht> omg what a stupid bug with dbsetxl and train cloning :-/
15:19:39  <CIA-2> OpenTTD: truelight * r9431 /branches/noai/ (55 files in 8 dirs): [NoAI] -Sync with trunk r9394:9430
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15:24:24  <CIA-2> OpenTTD: truelight * r9432 /branches/noai/bin/ai/regression/regression.nut: [NoAI] -Add: added regression-test for AIVehicle()
15:25:13  <CIA-2> OpenTTD: truelight * r9433 /branches/noai/bin/ai/regression/regression.txt: [NoAI] -Fix r9432: forgot to update regression.txt
15:26:51  <Patrick> duuude
15:26:55  <Patrick> bridges over sloping rail
15:26:56  <Patrick> perfect
15:27:35  <neli> Patrick: in 0.5.1 ?
15:27:54  <Patrick> well, probably a long time before then
15:27:57  <Patrick> I meant diagonal
15:28:46  <glx> only in trunk for now Patrick
15:32:15  <peter1138> yup
15:32:31  <peter1138> Patrick: don't forget the roads and signals...
15:32:38  <Patrick> road signals ...
15:32:39  <Patrick> jesus
15:32:42  <Patrick> nice work, people
15:32:49  <glx> all but buildings :)
15:33:02  <Patrick> proper bridges make it so much easier to pull off a no-slow feed from a diagonal train line
15:33:10  <Patrick> no more space-wasting tunnels
15:33:28  <Patrick> (I don't use build on slope as it's aesthetically displeasing)
15:33:42  <neli> when do we get single tile tunnels ? ;)
15:34:21  <glx> maybe one day
15:34:38  <neli> s/single tile/& wide/
15:35:46  <glx> now your sentence doesn't mean anything :)
15:37:28  <glx> hmm I failed to execute sed in my head indeed :D
15:38:03  <SpComb> is & something special?
15:38:21  <glx> it keeps the pattern
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15:38:43  <SpComb> useful
15:39:17  <Patrick> signals on bridges
15:39:22  <Patrick> but that's blatantly not going to happen
15:39:31  <Patrick> unless we do a hack to make bridges take multiple trains
15:39:41  <Patrick> (safely)
15:39:58  <hylje> signals on bridges happens when we can have arbitrary shaped world
15:40:02  <glx> maybe with a tile stack but that is not planned yet
15:40:04  <hylje> with overlapping
15:40:21  <Zuu> TrueBrain: Thanks :)
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15:43:27  <neli> glx: I mean that you need 2 tiles at the ends of tunnel where you can't put track over
15:43:43  <neli> if you've "downed" land for it
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15:45:12  <peter1138> you can bridge them, iirc
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15:47:37  <Patrick> bizzarely, the auto-refit didn't work for one train
15:48:05  <Patrick> all of my monorail cabins got refitted automatically when I built the vehicle, to carry wood, goods, coal etc instead of pax. This is a surprise but I'm used to it
15:48:12  <Patrick> one of them was still doing pax :/
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15:52:12  <neli> peter1138: bridges slow down trains
15:52:38  <neli> would be nice if tunnel tool would also allow to select two pieces of level land, like bridge tool does
16:00:33  <Patrick> has anyone put a lot of thought into balancing the game?
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16:01:05  <Patrick> higher running costs, track costs to maintain, etc
16:01:14  <antichaos> peter1138, newgrf_cargo.h is causing problems in MSVC
16:01:33  <antichaos> newgrf_cargo.h(24) : warning C4091: 'typedef ' : ignored on left of 'CargoSpec' when no variable is declared
16:02:11  <Patrick> also, I can't increase the construction cost mid-game, is there a strong technical reason for that?
16:02:37  <Thomas[NL]> does this still apply in openttd? :http://uwe.s2000.ws/ttdx/twoway2.png (Two-Way signals tell a train that there are several equal possibilities to choose from. This means if one exit is red, the train will take the other one. This enables trains to choose any available platform on a station, but do not use this on switches which will go into different directions!
16:02:37  <Thomas[NL]> One-way signals do not allow the train to choose. If the exit that a train has chosen is red, it will not go anywhere else, but stop in front of the red signal, waiting for it to turn green.)
16:02:58  <peter1138> Thomas[NL]: only for the old pathfinder
16:03:11  <Thomas[NL]> ok ty
16:03:24  <Patrick> so on the sane default, I don't need 2-way exit sigs at stations any more?
16:03:30  <Patrick> it's become force of habit building them that way
16:06:02  <peter1138> antichaos: does removing typedef work?
16:06:39  <antichaos> well, then it complains about the next 2 lines - default to int or something
16:06:58  <antichaos> oh, you mean just 'typedef'.  one min...
16:07:43  <antichaos> yes, just 'struct CargoSpec' works fine
16:09:37  * antichaos kicks himself for not trying that earlier
16:09:57  <CIA-2> OpenTTD: peter1138 * r9434 /trunk/src/newgrf_cargo.h: -Fix (r9418): remove typedef from forward declaration to appease MSVC or something
16:10:22  <antichaos> thanks :)
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16:36:04  <Zuu> TrueBrain: [noai] I see you have not made any regresion-test for order-class. It seams like the AIOrderFlags-enum in src/ai/api/ai_order.hpp is not exported to Squirrel. Even if i send order-flag = '0' (value for _NONE from .hpp-file) I can not add orders to a vehicle. (I have manually checked the other arguments)
16:37:36  <Zuu> But yay, I got busses driving around in a random manner :)
16:37:46  <Zuu> With a shared empty order :)
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17:24:05  <Patrick> you have no idea how much easier it is to make zero-slowdown junctions with diagonals-under-bridges
17:24:24  <Patrick> giant looping messes turn into a squat Y with only two five-tile unsignalled stretches
17:24:37  <Patrick> bish bash bosh, tis a thing of beauty
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17:30:32  <GhostBear> re
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18:22:05  <Ailure> hmm
18:22:19  <Ailure> what's the best program for editing pxc files from grfcodec?
18:23:14  <DaleStan> Ailure: I use GIMP. Others use Paintshop (I think) or IrfanView.
18:27:17  <Ailure> I attempted using photoshop, but it was like using a nuclear weapon for hunting
18:28:02  <glx> anyway you need a program that doesn't mess up the palette
18:28:13  <Ailure> which photoshop probably would do
18:28:16  <Ailure> which is why I don't trust it
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18:28:34  <Ailure> I thought irfanview was mostly for image viewing and batch editing
18:29:29  <peter1138> other use ms paint, heh
18:29:31  <peter1138> +s
18:29:35  <Ailure> amd them there
18:29:39  <Ailure> there's the fact
18:29:45  <Ailure> that photoshop just sucks at pixel art
18:29:53  <Ailure> I can understand why people use paint heh
18:30:01  <Ailure> but I would have to convert to BMP first
18:30:10  <Ailure> as MS paint on Windows dosent' support PCX anymore
18:30:18  <peter1138> oh
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18:30:27  <Ailure> Windows XP that is
18:30:32  <Ailure> I remember it uspported on older versions
18:30:35  <Ailure> but it was dropped along the way
18:31:16  <Ailure> I would kill for a MS paint like program
18:31:19  <Ailure> with advanced features
18:31:25  <Ailure> but not as heavy as photoshop or GIMP
18:31:42  <neli> Patrick: screenshot, screenshot! :-)
18:34:02  <Ailure> Letsee if I manage to do something simple
18:34:06  <Ailure> without messing up the palette
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18:42:43  <Ailure> wooh
18:42:44  <Ailure> palette was ok
18:42:55  <hylje> woosh
18:44:17  <Patrick> neli: I'll do a wiki page on updated junctions when I cba
18:44:45  <Ailure> http://194.47.44.229/grid.png
18:44:47  <Ailure> ;
18:44:53  <neli> Patrick: 'cba' ?
18:44:54  <Ailure> :o
18:45:02  <Patrick> can be arsed
18:45:12  <Patrick> I kinda twisted the usual meaning
18:45:23  <Patrick> Ailure: oo
18:45:31  <Ailure> lol
18:45:34  <Ailure> it was only a quick test
18:45:49  <Ailure> to see if I could make some graphics without breaking it xD
18:45:51  <neli> what does it display ?
18:46:12  <Ailure> nothing special really
18:46:27  <Ailure> replaced the default grass tile with a even more boring tile
18:46:34  <peter1138> somehow it makes me think "buffering..."
18:46:40  <Ailure> xD
18:46:40  <peter1138> either that or something from tron
18:46:49  <Ailure> I actually thought on making a tron like terrain
18:47:02  <Ailure> although I probably wouln't call it tron :P
18:47:14  <Ailure> more like "teh internets" but someone probably would be smacking me with a cane if I said that out loud
18:47:25  <hylje> TEH INTERNETS
18:47:47  <hylje> that would be kind of cool
18:47:53  <hylje> you would build tubes
18:47:55  <Ailure> yeah
18:48:07  <Ailure> and there would be all kind of intresting industries
18:48:08  <Ailure> :o
18:48:25  <hylje> internet culture ftw
18:48:39  <hylje> the economy would be somewhat different too
18:49:42  <Ailure> yeah
18:49:51  <Ailure> and referring cargo was packets maybe
18:49:54  <Ailure> *as
18:50:48  <hylje> would need a different cargo engine
18:50:57  <hylje> to have only one type of cargo with more conditions
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18:52:46  <Ailure> well hehe
18:52:51  <Ailure> I might keep continuing
18:53:01  <Ailure> only to see how it winds up looking like xD
18:53:09  <Patrick> hehe
18:53:10  <Ailure> although i'm not sure if I should keep to the blue grid
18:53:16  <Ailure> I kinda took a color from the palette at random
18:53:33  <Patrick> towns become residential ISPs and passengers become p2p traffic
18:53:41  <Patrick> hmm, no
18:53:53  <hylje> towns produce packets
18:53:59  <hylje> and industries eat them to produce stuff
18:54:22  <Ailure> I wonder if I should just replace water with a black void
18:54:30  <hylje> yeah
18:54:31  <hylje> void
18:54:31  <hylje> ftw
18:55:08  <Patrick> are autosignals still being maintained at all?
18:55:25  <Eddi|zuHause2> you could transport ACK packages and stuff ;(
18:55:26  <Eddi|zuHause2> ;)
18:55:49  <hylje> :>
18:56:28  <Eddi|zuHause2> <Ailure> I remember it uspported on older versions <- paintbrush on win 3.11 was the last one to support PCX, paint on win95 didn't
18:56:52  <Ailure> Well if I do base it on internets
18:57:01  <Ailure> it probably would be based more on internet culture than technical correctness :P
18:57:06  <CIA-2> OpenTTD: peter1138 * r9435 /trunk/src/graph_gui.cpp: -Fix (r8972): ensure the cargo payment graph is at least 12 "items" high
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18:58:26  <Patrick> I lamented the lack of autosignals, it's so gorram painful doing them all manually
18:58:38  <Ailure> mm
18:58:42  <Ailure> I remember that patch
18:58:44  <Patrick> did hackykid ever come back?
18:58:48  <Ailure> very useful indeed
18:59:01  <Ailure> Very useful
18:59:14  <Ailure> sometimes i'm like "durrr, I just finished this network but I have to do the signalling now"
18:59:31  <Patrick> hehe
18:59:43  <Ailure> I onyly do signalling at key points when building a network
18:59:51  <Ailure> and then bother with signal-spamming after i'm done laying down the rails
19:00:39  <Patrick> http://www.tt-forums.net/viewtopic.php?t=25486&postdays=0&postorder=asc&start=40
19:00:49  <Patrick> someone updated it to revision 9040-something
19:00:53  <Patrick> here's hoping it applies
19:01:07  <Eddi|zuHause2> <Patrick> has anyone put a lot of thought into balancing the game? <- http://www.fvfischer.de/ottd/the-future.pdf (and the gamebalance branch)
19:02:03  <Digitalfox[Work]> In what year do banks appear in temperate climate? Yes for a bank to appear the town has to have a population of 1200, but is there any other condicions, like a year for them starting to appear?
19:02:54  <Ailure> luck?
19:03:02  <Ailure> They're like, quite rare. :/
19:03:46  <Digitalfox[Work]> Yes, but is there a year also?
19:04:38  <Patrick> I like
19:04:46  <Eddi|zuHause2> the safest thing to get to know that would be the source code
19:05:45  <Patrick> doing for a build now
19:09:14  <Patrick> Ailure: it works
19:09:36  <Patrick> we're going to be a lot faster at networking :>
19:09:55  <Patrick> just another step towards the "play ottd for me" menu button
19:11:41  <GhostBear> Bye all ^^
19:11:42  <Ailure> hehe
19:11:52  <Ailure> we used to make a such joke in the ROM hacking community
19:11:57  <Ailure> against people who were hacking SMW
19:12:07  <Ailure> some of them were the "Do the hack for me" types
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19:12:20  <Ailure> so we made fake screenshots with a "Do the hack for me" button in lunar magic
19:12:26  <Ailure> (a SMW editor we have)
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19:37:36  <ln-> http://photos1.blogger.com/photoInclude/x/blogger/6052/1754/1600/577712/best%20quote%20ever.jpg
19:42:13  <peter1138> hrh
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19:52:14  <imaginner> hey there
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19:59:27  <dihedral> q: npf vs yapf?
20:00:06  <Zuu> I'd use ypaf
20:00:48  <dihedral> yeah - i do, just bein curious :-)
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20:09:48  <imaginner> npf is waaay slower
20:10:12  <imaginner> takes to much time to compute on larger games
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20:16:27  <dihedral> what about the no 90 deg trun fro trains
20:16:38  <dihedral> it sais in the patches window it requires npf
20:16:47  <dihedral> so it will not work with yapf?
20:17:09  <KUDr> it will work
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20:17:35  <dihedral> and it will use yapf instead of npf?
20:18:03  <KUDr> if you switch yapf on for trains...
20:18:45  <dihedral> great - thanks a lot
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20:37:12  <Zuu> an accidental ; after an if-statement is evil! :)
20:38:52  <peter1138> :D
20:43:20  <Zuu> Perhaps warning formating of ; after if- and for-statements should be added to VIM highlightning in c++, c, squirriel :)
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20:55:00  <Zuu> Is it a feature that the WM don't receive key-combinations when OpenTTD is in fast mode? ;) Such as the Ctrl+Alt+C for closing the OpenTTD window in WMII.
20:56:01  *** Sacro__ is now known as Sacro
20:56:08  <Zuu> hmm.. Shift+Alt+C it is.. but that doesn't matter :)
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21:41:59  <Zuu> Weird, my local variable in a function magically have a value second time the function is called.
21:42:34  <Zuu> The squirrel docs don't make me more clever.. :/
21:43:05  <Zuu> The variable is a class instance..
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21:45:26  <Sacro> !seen Bjarni
21:45:29  <_42_> Sacro, please look a bit closer at the memberlist of this channel.
21:45:45  * Bjarni recommends glasses for Sacro
21:46:24  <Sacro> Bjarni: im waiting for my new ones... i was in the hospital yesterday about my eyes also
21:47:05  <Bjarni> because you kept seeing people watching you?
21:48:08  <Bjarni> http://www.qdb.us/65775
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21:50:17  <Bjarni> http://www.qdb.us/81109 <--- ROFL
21:50:34  <Bjarni> 120..... and failed to solve this one... somehow that doesn't add up
21:50:36  <peter1138> uh oh, it's quote site time
21:51:19  <Zuu> hhmm lesson to learn ALWAYS reset all class-variables using a constructor in Squirrel, else random magic appears. :p
21:52:43  <Rubidium> just means that squirrel doesn't NULL variable like C/C++
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21:56:03  <Zuu> Rubidium: Yes, what's a bit comfusing is that when you declare class-variables you can and have to give them a value (null is okay). But this is only given first time an instance of the class is created for a given local variable... or something like that.
21:57:03  <Zuu> So you need to have a constructor that resets the member-variables if you want to be sure they are cleared.
21:58:18  <Zuu> I made a class for sorting my green-list in my path-finders and it was keept between different runs of the path-finder-function which lead to weird results.
21:59:11  <Rubidium> so we can say that Squirrel is pretty-C++ like as it doesn't NULL anything
21:59:22  <Zuu> yep
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22:18:27  <Ailure> oh god
22:18:38  <Ailure> after seeing someone cutting down a mountain with a really steep canyon
22:18:50  <Ailure> I really really wish for a mudslide disaster xD
22:19:11  <hylje> totally
22:19:33  <hylje> i recall one oldie game which involved things like that
22:19:48  <hylje> the ground was volatile and required concrete to stay in shape
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22:21:00  <Ailure> heh
22:21:10  <Ailure> maybe a such disaster is something I should look into <_<
22:25:09  <peter1138> Ailure: i can't reproduce fs 704...
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22:25:28  <Ailure> oh which one?
22:25:51  <Ailure> the autoreplace bug?
22:26:34  <Ailure> are you srue you have no grf's loaded?
22:26:43  <Ailure> It dosen't crash in certain situations I discovered
22:26:55  <peter1138> yes, no grfs
22:27:04  <peter1138> lol
22:27:04  <Ailure> odd
22:27:08  <Ailure> I tried with r9435
22:27:10  <Ailure> crash in same situation
22:27:11  <Ailure> windows
22:27:12  <peter1138> it crashed opening up the newgrf window though :p
22:27:30  <Ailure> "A easy way of reproducing bug is simple starting in temperate at year 1970, build a bus and then open up the autoreplace window for road vehicle. The game will crash instantly usually."
22:27:34  <Ailure> You did that and it didn't crash?
22:27:34  <Ailure> odd
22:27:44  <hylje> note the "usually"
22:28:04  <Ailure> eh it's just my english <_<
22:28:08  <Ailure> for me it's a guranteed crash
22:28:17  <Ailure> but it only seems to happen with a certain amount of vehicles
22:28:18  <Ailure> like
22:28:22  <Ailure> with aviator aircraft set
22:28:29  <Ailure> opening autoreplace year 1920 leads to a crash
22:28:37  <Ailure> but it's safe on year 1960 for some reason
22:28:52  <peter1138> some buffer overflow somewhere i guess
22:29:15  <peter1138> or somesuch
22:29:31  <Ailure> happens with aircraft as well
22:29:32  <Ailure> in 1950
22:29:35  <Ailure> with orginal aircraft
22:29:37  <Ailure> just tested
22:29:46  <Ailure> it says
22:29:49  <Ailure> "Assertion failed" too
22:29:58  <Ailure> I should have included error message when I think on it
22:30:17  <Ailure> but I made the assumption it was easily reproducable <<
22:30:35  <Ailure> "Assertion failed!"
22:30:37  <hylje> nice, r9435 crashes upon multiplayer game
22:30:54  <Ailure> "file /*stuff*/engine.h"
22:31:00  <Ailure> eh whatever
22:31:02  <Ailure> I just screenshot it
22:31:40  <Ailure> http://194.47.44.229/autoreplacecrash.PNG
22:32:38  <Wolf01> 'night all
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22:34:20  <peter1138> again, doesn't crash for me
22:34:33  <Mucht> revision 9435 totally crashes on multiplayer, serversided
22:34:34  <peter1138> there is a problem, but reproducing it is... not easy
22:34:42  <peter1138> Mucht: doing what?
22:35:16  <Ailure> peter1138, what OS aer you running on?
22:35:16  <Ailure> :/
22:35:21  <peter1138> linux
22:35:22  <hylje> peter1138: upon joining the game
22:35:30  <Ailure> hmm
22:35:38  <Ailure> Well I'It's odd then
22:35:52  <Ailure> if it's a platform spefic error
22:35:55  <peter1138> MP also works for me
22:36:04  <Ailure> MP works with r9401
22:36:10  <Ailure> we are just avoiding autoreplace on road vehicels xD
22:36:39  <TrueBrain> [17:36] <Zuu> TrueBrain: [noai] I see you have not made any regresion-test for order-class. It seams like the AIOrderFlags-enum in src/ai/api/ai_order.hpp is not exported to Squirrel. Even if i send order-flag = '0' (value for _NONE from .hpp-file) I can not add orders to a vehicle. (I have manually checked the other arguments) <- that is currently my next project, getting enums pretty :)
22:37:03  <peter1138> hylje/mucht, anything more than "crashes" ?
22:37:14  <Mucht> peter1138: the server just exits
22:37:17  <Mucht> on join
22:37:23  <Mucht> before one receives the first byte
22:37:34  <Mucht> we use a specific grf set, will test if it is responsible for that
22:37:43  <Mucht> but 9435 is unplayable for us
22:37:50  <Ailure> seams?
22:37:58  <Ailure> oh
22:38:16  <Ailure> peter1138: Anything spefic I should try?
22:38:35  <Mucht> 9413 works
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22:40:42  <Mucht> we have to care about train 0 all the time in r9413 :-P
22:41:05  <peter1138> means nothing to me
22:42:18  <peter1138> what resolution is it set to?
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22:46:45  <peter1138> hello?
22:48:18  <TrueBrain> the number you dialed is currently not available. Please try again later.
22:53:32  <guru3> not Please hang up and try again.
22:53:34  <guru3> :/
22:53:40  <guru3> that's what they say in the US
22:53:48  <TrueBrain> I don't live there :p
22:53:59  <guru3> ><
22:54:00  <guru3> touche
22:54:06  <guru3> with the accent on the e
22:54:22  <TrueBrain> I understood, don't worry :)
22:54:32  <guru3> without the accent
22:54:38  <guru3> it comes out rhyming with douche
22:54:45  <guru3> which isn't what i meant -_-
22:54:54  <guru3> curse you you foul miscommunication
22:55:01  <TrueBrain> which of course depends very much on how you prenounce it :)
22:55:10  <guru3> indeed
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22:56:36  <peter1138> have an é
22:56:43  <guru3> and i just realized that i appear in random places when you search for my name and openttd
22:56:47  <guru3> and no weird charsets peter
23:03:40  * Sacro|Laptop slaps guru3
23:03:55  <Sacro|Laptop> http://wiki.openttd.org/index.php/Bridges <- i HAET "gotten"
23:04:50  <guru3> oh that
23:05:02  <guru3> at the time there was a big push for writing wiki bits
23:05:08  <guru3> so for some reason i wound up writing that
23:06:39  <guru3> happy now Sacro?
23:09:01  <Zuu> [noai] Hmm. I think my road-buildier is to brave by asuming it don't build past it's target.. => if it does (which it does often) it just continues futher away... :p
23:09:42  <Zuu> Out of 5-8 times one succeded to connect the two towns. :)
23:10:01  <TrueBrain> I don't get Zuu :p
23:10:25  <Rubidium> his roadbuilder is not connecting towns when it should do most of the time
23:10:42  <TrueBrain> tnx for the translation :)
23:11:33  <Zuu> I though I should not use a full A* as it would eat to much memmory, so I tried something without a green-list, and with some other parts missing. :)
23:12:06  <TrueBrain> :) I will show you a nice A* implementation soon ;)
23:12:15  <TrueBrain> works very fast, and gives impressive results
23:12:26  <TrueBrain> only bridges and tunnels are a true bitch (as you might now, bridges are cheaper to build then road)
23:12:37  *** egladil [~egladil@frukt.csbnet.se] has quit [Quit: Leaving]
23:12:51  <Zuu> I did not knew that bridges where cheeper.
23:12:58  <TrueBrain> then you do now :p
23:13:13  <TrueBrain> so my first road-pathfinder ever
23:13:17  <TrueBrain> had more bridges then anything else
23:13:19  <TrueBrain> REALLY ugly
23:13:22  <TrueBrain> really useless
23:13:26  <Zuu> TrueBrain: Do you have a low or zero cost for using existing roads?
23:13:37  <Zuu> TrueBrain: :)
23:13:40  <TrueBrain> Zuu: even better: a bonus for using existing road
23:13:46  <Zuu> Cool.
23:13:51  <TrueBrain> which gives _very_ nice road networks, as it connects any towns in between ;)
23:13:56  <TrueBrain> F and G value of A* rules :)
23:14:14  <Zuu> Yes they are nice :)
23:14:34  <TrueBrain> euh, and H value of course :p
23:14:35  <TrueBrain> lol
23:14:39  * Zuu tries to remember which was what of F,G,H.. :)
23:14:47  <Zuu> But G is go-cost at least.
23:15:04  <Zuu> and H must then be distance from start-point.
23:15:10  <TrueBrain> H is distance to end-point
23:15:16  <Zuu> Okay. :)
23:15:23  <TrueBrain> G is build-costs yes
23:15:28  <TrueBrain> F is preset
23:15:39  <TrueBrain> I gave that a value once, forgot all about it :p
23:16:18  * TrueBrain sends Zuu a secret url with the old code for the pathfinder I once created :)
23:16:19  <Zuu> Perhaps I should read my own report about A* I wrote in high school :p
23:16:25  <TrueBrain> hehe :)
23:16:31  <TrueBrain> or just the comments in aystar.h
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23:17:19  <TrueBrain> anyway, a good RoadPF is hard to create, so many things to consider
23:17:26  <TrueBrain> and then I am not even talking about allowing terraforming
23:17:41  <glx> train pf is harder
23:17:47  <TrueBrain> which I still doesn't see happening :) I wonder how long it will take for someone to come up with a good idea for that ;)
23:17:57  <peter1138> mucht/hylje: no answer?
23:17:58  <TrueBrain> glx: just more directions
23:18:24  <TrueBrain> it only becomes really hard if you want to allow sharing tracks, or want tracks to be close together
23:18:25  <TrueBrain> so real networking
23:18:33  <TrueBrain> but I am sure someone comes around and makes it ;)
23:18:39  <TrueBrain> s/makes/creates/
23:19:09  <TrueBrain> but oaky, first things first
23:19:37  <Zuu> TrueBrain: I found a nice issue, when building only one step each time, you can get into situations when you cant get down-hill on situations where it would work if you drag from before the slope to after the slope.
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23:19:55  <TrueBrain> because it builds from center to center, yes
23:20:06  <Zuu> Yes
23:20:12  <TrueBrain> disable build-on-slopes solves it ;)
23:20:18  <Zuu> Okay :)
23:20:21  <TrueBrain> hehe
23:20:25  <TrueBrain> no, really tricky stuff that is
23:20:41  <TrueBrain> therefor it might be useful to add a function that builds from side to side
23:20:41  * Zuu wonders who would ever play with build-on-slopes off... :)
23:20:53  <TrueBrain> people who think it is 'ugly'
23:20:54  <Zuu> TrueBrain: Yes that could be usefull.
23:21:14  <glx> or maybe a param to buildroad() to define center to center or not
23:21:29  <TrueBrain> glx: comes down to the same, but yes :)
23:21:56  <TrueBrain> t
23:22:01  <TrueBrain> grr @ t
23:22:17  <TrueBrain> okay, first job tomorrow: enums to SQ. Is going to be fun fun fun!
23:22:18  <glx> the first version of buildroad was a mix of center to center and full road
23:22:21  <TrueBrain> for now I wish you all a good night :)
23:22:29  <TrueBrain> hehe, true glx :)
23:22:40  <TrueBrain> peter1138: they are hiding from you :p
23:23:52  *** Bjarni [~Bjarni@0x535ca25f.virnxx14.adsl-dhcp.tele.dk] has quit [Quit: Leaving]
23:24:26  <Ailure> ok
23:24:29  <Ailure> the world recession
23:24:32  <Ailure> is it counted as a economy change
23:24:34  <Ailure> or as a disaster?
23:24:35  <peter1138> maybe it was a difficult question
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23:27:37  <Zuu> Another thing that would be good is a function that determinate if two adjacent road-tiles are connected or not. My road-scanning algorithms that scan tough (city-)roads get fooled sometimes by adjacent roads that are not connected. (often it is becasue of build-on-slopes)
23:31:02  <UndernotBuilder> I will try to make a patch: updating the difficulty GUI for fixing that items like amount of towns/industries doesn't get repeated in other windows like the new game one
23:35:23  *** scia [~scia@AveloN.xs4all.nl] has quit [Quit: Lost terminal]
23:43:37  <CIA-2> OpenTTD: peter1138 * r9436 /trunk/src/newgrf.cpp: -Fix (r9411): don't deactivate GRF in an action 7/9 during reservation (and loading of cargo data), and action 6 should be run also
23:48:21  <UndernotBuilder> anyone knows where are stored the items of difficulty gui?
23:49:03  <glx> in config?
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