Times are UTC Toggle Colours
00:00:36 *** Sacro|Laptop [~Ben@adsl-87-102-43-21.karoo.KCOM.COM] has quit [Quit: Leaving] 00:02:03 *** Sacro|Laptop [~Ben@adsl-87-102-43-21.karoo.KCOM.COM] has joined #openttd 00:03:29 <Sionide> why do you ask NukeBuster ? 00:08:13 <NukeBuster> i am trying to rediff a patch from before that... 00:08:27 <NukeBuster> from 7236 to be precise 00:25:17 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has quit [Quit: Solong, and thanks for all the fish.] 00:26:50 *** Gekko [~brendan@58.168.99.207] has joined #openttd 01:02:20 *** scrooge [~balli@dsl-149-96-155.hive.is] has quit [Quit: Konversation terminated!] 01:02:21 *** lolman [~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Read error: Connection reset by peer] 01:04:01 *** KritiK [Maxim@ppp83-237-102-76.pppoe.mtu-net.ru] has quit [Quit: Leaving] 01:06:31 *** Gekko [~brendan@58.168.99.207] has quit [Remote host closed the connection] 01:31:25 *** Eddi|zuHause2 [~johekr@p54B748B9.dip0.t-ipconnect.de] has joined #openttd 01:34:30 *** NukeBuster [~opera@a62-251-21-79.adsl.xs4all.nl] has quit [Read error: Connection reset by peer] 01:34:37 *** NukeBuster [~opera@a62-251-21-79.adsl.xs4all.nl] has joined #openttd 01:35:26 <NukeBuster> anyone still awake? 01:35:37 <Frostregen> yes 01:35:57 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has quit [Quit: bye] 01:35:58 <Sacro|Laptop> no 01:36:10 <NukeBuster> What does it mean when a number is followed by an U for example 15U 01:36:19 <NukeBuster> - int t = max(1, dist - 4); 01:36:19 <NukeBuster> + int t = max(1U, dist - 4); 01:36:29 <Frostregen> unsigned 01:36:41 *** TPK [~jeff@211.28.160.16] has joined #openttd 01:36:43 *** ThePizzaKing [~jeff@c211-28-160-16.eburwd2.vic.optusnet.com.au] has quit [Read error: Connection reset by peer] 01:37:01 <NukeBuster> int t = max((uint)1, dist - 4); 01:37:06 <NukeBuster> so would be the same? 01:37:14 *** TPK is now known as ThePizzaKing 01:37:48 <Frostregen> should be 01:37:53 *** Eddi|zuHause [~johekr@p54B778AC.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 01:38:10 <NukeBuster> ok thank you for clearing that up 01:38:31 <Frostregen> maybe the size is different 01:42:33 <NukeBuster> is it possible to have an unsigned enum? 01:44:56 <Frostregen> enum? 01:45:04 <Frostregen> what do you want to do? 01:45:25 <NukeBuster> i seem to have 3 constants which are stored in an enum 01:47:45 <Frostregen> and? 01:47:47 <NukeBuster> now they used to be used with max() 01:47:49 <NukeBuster> http://paste.openttd.org/151 01:48:51 <NukeBuster> but max() now only accepts uints.. as i can see in the changes from 8054:8055 01:49:58 <Frostregen> casting to uint does not work? 01:50:04 <Frostregen> or int 01:50:31 *** lolman [~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 01:50:33 <NukeBuster> http://paste.openttd.org/152 01:50:41 <NukeBuster> hmm... 01:53:26 <NukeBuster> well... typecasting to int worked :D 01:53:31 <NukeBuster> it compiles flawlessly 01:53:40 <NukeBuster> thank you very much! 01:53:59 <Frostregen> np 01:54:07 <NukeBuster> now i can continue svn upping :P 01:54:12 <Frostregen> i don't get why they changed everything to enum's anyway 02:00:56 *** Digitalfox [~Digitalfo@bl7-180-89.dsl.telepac.pt] has quit [Quit: Bye] 02:05:47 *** Digitalfox [~chatzilla@bl7-180-89.dsl.telepac.pt] has joined #openttd 02:09:50 *** smoovi [~smoovi@dslb-088-073-072-089.pools.arcor-ip.net] has quit [Quit: #idlerpg] 02:17:06 <Frostregen> in case you need to convert an int back to an enum: enumName(8) should do the trick 02:19:51 <NukeBuster> ah thank you, but that wasn't needed to get the result :) 02:20:07 <Frostregen> ok ;) 02:20:13 <NukeBuster> i'm now at r9900 02:22:34 <Smoovious> peter1138: ping 02:38:03 *** Digitalfox [~chatzilla@bl7-180-89.dsl.telepac.pt] has quit [Quit: ChatZilla 0.9.78.1 [Firefox 2.0.0.3/2007030919]] 02:45:08 <Sacro|Laptop> Smoovious: its 3:45 am 02:46:47 <Smoovious> and? 02:48:22 <NukeBuster> 4.45 here :P 03:03:48 *** Nigel [~nigel@202.154.148.243] has joined #openttd 03:06:32 *** Nigel_ [~nigel@202.154.148.243] has quit [Ping timeout: 480 seconds] 03:12:27 <Belugas> 11:13h and i've got enough of fighting sleep... i surrender 03:12:35 <Belugas> *pouff* 03:12:39 <Belugas> rrrr 03:12:40 <Belugas> zzzzzzz 03:12:42 <Belugas> ..... 03:13:21 <Smoovious> o/ 03:14:03 <NukeBuster> gehe.... 03:19:20 <NukeBuster> hmm... it's on #openttd.notice before i see my flyspray entry 03:19:29 <NukeBuster> in my browser... 03:20:14 *** Cablekid [~Cablekid@cpe-70-92-102-143.bak.res.rr.com] has joined #openttd 03:20:19 <Smoovious> IRC is more efficient... much less decoding and rendering involved 03:21:06 <Cablekid> Hello 03:21:37 <Smoovious> ye/ 03:21:39 <Smoovious> yes? 03:22:26 <Cablekid> Just saying hi, I'm interested in your coop concept 03:23:00 <Cablekid> It seems like a neat idea all the stuff you guys do in the server 03:23:30 <Smoovious> ok 03:33:03 <_Ben_> any dev's around, or anybody who has a clue as to their intensions in respect to the 32bpp + zoom stuff? 03:33:46 <NukeBuster> well i'm out... g'night 03:34:09 *** NukeBuster [~opera@a62-251-21-79.adsl.xs4all.nl] has left #openttd [] 03:40:40 *** _Ben_ [~Ben@91.84.106.114] has quit [Read error: Connection reset by peer] 03:42:03 *** Ammler [~Ammler@adsl-84-227-160-31.adslplus.ch] has quit [Ping timeout: 480 seconds] 03:46:09 *** Cablekid [~Cablekid@cpe-70-92-102-143.bak.res.rr.com] has quit [] 04:34:26 *** Frostregen_ [~sucks@dslb-084-058-148-131.pools.arcor-ip.net] has joined #openttd 04:39:56 *** Frostregen [~sucks@dslb-084-058-174-143.pools.arcor-ip.net] has quit [Ping timeout: 480 seconds] 04:40:05 *** Frostregen_ is now known as Frostregen 05:16:56 *** HMage [Queneex@hmage.dialup.corbina.ru] has joined #openttd 05:46:45 *** ThePizzaKing [~jeff@211.28.160.16] has quit [Ping timeout: 480 seconds] 05:55:39 *** ThePizzaKing [~jeff@c211-28-160-16.eburwd2.vic.optusnet.com.au] has joined #openttd 06:07:03 *** Osai^zZz [~Osai@pD9EB668C.dip.t-dialin.net] has joined #openttd 06:34:09 *** Osai^zZz [~Osai@pD9EB668C.dip.t-dialin.net] has quit [Quit: Osai^zZz] 06:40:25 *** elmex [~elmex@e180066245.adsl.alicedsl.de] has joined #openttd 07:01:30 *** TinoM|Mobil [~tino@i5387CBAC.versanet.de] has joined #openttd 07:04:07 *** Chris82 [~chris@p579E1E89.dip.t-dialin.net] has joined #openttd 07:06:04 *** elmex [~elmex@e180066245.adsl.alicedsl.de] has quit [Remote host closed the connection] 07:23:57 *** setrodox [setrodox@85-125-222-161.dynamic.xdsl-line.inode.at] has joined #openttd 07:24:24 <CIA-1> OpenTTD: rubidium * r10451 /trunk/src/ (8 files in 3 dirs): -Add: support for "prospecting" raw industries, i.e. you pay an amount of money and then it might (with a given chance) build a raw industry somewhere on the map. 07:25:50 *** Nigel_ [~nigel@202.154.148.243] has joined #openttd 07:28:11 *** elmex [~elmex@e180066245.adsl.alicedsl.de] has joined #openttd 07:28:47 *** Nigel [~nigel@202.154.148.243] has quit [Ping timeout: 480 seconds] 07:29:24 <CIA-1> OpenTTD: rubidium * r10452 /trunk/src/lang/ (35 files): -Update: remove the string that has been removed in r10451 from all other translations. 07:45:41 *** Purno [~Purno@5357D37C.cable.casema.nl] has joined #openttd 07:51:28 *** Purno_ [~Purno@5357D37C.cable.casema.nl] has joined #openttd 07:51:28 *** Purno [~Purno@5357D37C.cable.casema.nl] has quit [Read error: Connection reset by peer] 07:52:23 *** Netsplit charon.oftc.net <-> reticulum.oftc.net quits: Purno_, mikk36, Prof_Frink, blathijs_, Eddi|zuHause2, raimar3 07:53:48 *** Netsplit over, joins: mikk36 07:56:07 *** Eddi|zuHause2 [~johekr@p54B748B9.dip0.t-ipconnect.de] has joined #openttd 07:57:23 *** blathijs [~matthijs@katherina.student.utwente.nl] has joined #openttd 07:57:45 *** Prof_Frink [~proffrink@5acb49ee.bb.sky.com] has joined #openttd 07:59:25 *** Purno [~Purno@5357D37C.cable.casema.nl] has joined #openttd 08:00:08 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has joined #openttd 08:05:04 *** Maedhros [~jc@i-195-137-43-74.freedom2surf.net] has joined #openttd 08:09:10 *** raimar3 [~hawk@p5489DDEB.dip.t-dialin.net] has joined #openttd 08:10:13 *** Ammler [~Ammler@adsl-84-227-160-31.adslplus.ch] has joined #openttd 08:32:03 *** tokai|ni [~tokai@p54B81BC3.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 08:32:20 <CIA-1> OpenTTD: peter1138 * r10453 /trunk/src/saveload.cpp: -Codechange: Allow save/load of empty (unallocated) strings 08:33:18 *** TinoM|Mobil [~tino@i5387CBAC.versanet.de] has quit [Remote host closed the connection] 08:34:00 *** tokai|ni [~tokai@p54B81CAB.dip0.t-ipconnect.de] has joined #openttd 08:37:22 <Chris82> hi 08:37:24 <Chris82> any dev here? 08:37:43 <Chris82> when I compile OpenTTD in debug mode can I somehow print out (on screen) the calculated values for the stuff I do 08:37:54 <Chris82> i.e. printf the costs etc. and how they are internally calculated 08:38:07 <Noldo> feel free to 08:39:56 <Maedhros> you can use printf, or DEBUG(misc, 0, ...) 08:40:10 <Chris82> thx 08:40:33 <Chris82> I am just trying to figure out how the game calculates the values for the patch I programmed yesterday 08:40:50 <Chris82> because there's no way I can explain the result, it's something totally different than what I intend to calculate 08:48:35 *** TinoM [~Tino@i5387CBAC.versanet.de] has joined #openttd 08:51:51 *** BamBam [~bambam@p5B04645C.dip.t-dialin.net] has joined #openttd 09:03:44 <Eddi|zuHause2> Chris82: did you try to change the "towncost" to "cost" a few lines above? 09:04:12 <Eddi|zuHause2> (you would have caught that if you made "towncost" local to the if block) 09:05:42 <Chris82> I figured the problem already 09:06:01 <Chris82> the whole thing doesn't work properly when I return cost.AddCost(blah) 09:06:13 <Chris82> I have to do first: cost.AddCost(_price.purchase_land * 10); 09:06:18 <Eddi|zuHause2> Chris82: and also we concluded that you should not modify purchase land at all, but instead modify clear land 09:06:19 <Chris82> and then my if check for the patch 09:06:22 <Chris82> and then just return cost; 09:06:29 <Chris82> I already made it work now 09:06:45 <Chris82> there's only one problem left, it doesn't increase costs when building on farm tiles 09:07:07 <Chris82> Eddi: Good conlusion :) 09:07:56 <Chris82> then I could save me the hassle of adding an if check to rail_cmd and the other corresponding files 09:09:33 <stillunknown> Is a this-> usefull when using a static member of a class? 09:10:27 <stillunknown> It seems a bit odd to me, since it's doing nothing with "this". 09:10:45 *** BamBam [~bambam@p5B04645C.dip.t-dialin.net] has left #openttd [] 09:10:52 <stillunknown> Ah, unavailable, that sais enough ;-) 09:12:33 <Chris82> Eddi: the problem that the whole calculation didn't work was that I just wrote "Town *t" instead of "const Town *t" 09:12:56 *** kaan [~Klaus@82.192.152.195] has joined #openttd 09:13:03 <kaan> hi all 09:15:12 <Chris82> hi 09:17:19 <Eddi|zuHause2> Chris82: why would that matter? 09:23:08 <Chris82> I don't know but it was calculated properly afterwards 09:23:20 *** Brianetta [~brian@82-39-52-234.cable.ubr03.benw.blueyonder.co.uk] has joined #openttd 09:23:21 <Chris82> uhm a return is like a break, right? 09:23:48 <Eddi|zuHause2> no, break exits the loop, return exits the function 09:35:54 *** smoovi [~smoovi@dslb-088-073-072-089.pools.arcor-ip.net] has joined #openttd 09:41:00 *** lion12 [~lolin12@pD95EFAFE.dip.t-dialin.net] has joined #openttd 09:46:22 *** elmex [~elmex@e180066245.adsl.alicedsl.de] has quit [Remote host closed the connection] 09:50:54 <lion12> is there already a possibility to leave the station construction dialog to stay open when building a station? 09:51:02 <lion12> maybe with 'hold some key' and click action? 09:52:04 <Eddi|zuHause2> if you use newgrf stations, the window will stay open 09:52:55 <lion12> hm, what about bus stops? 09:53:32 <lion12> i really think its laborious to build irregular shaped stations or several bus stops in a town and have to reopen die build dialog again and again 09:54:02 <lion12> yes, newgrf stations is ok - i see 09:54:28 <peter1138> yay for inconsistent behaviour :o 09:54:43 <peter1138> (and that bit's my fault, even, heh) 09:54:44 <hylje> are you going to fix it? 09:54:47 <Eddi|zuHause2> let's add a switch :) 09:55:00 <peter1138> i've not had any bug reports about it ;) 09:55:21 <Eddi|zuHause2> let's spam bugs.openttd.org until it is fixed :) 09:56:31 <lion12> hm, a possible feature request then? 09:56:45 <Maedhros> hmm. is it possible to find out if you're drawing a purchase window sprite with action 2? 09:57:03 <lion12> like shift+click in the windows start menu - yes, I know shift+click is the cost estimation 09:57:52 <peter1138> Maedhros: that's what the 'purchase list' cargo type is for 09:58:07 <Eddi|zuHause2> honestly, i would prefer a patch setting over another ctrl+click hack... 09:58:13 <Maedhros> peter1138: yeah, but since you can't draw transparent sprites in it (apparently) i need a new layout as well 09:58:42 <peter1138> yes 10:00:36 <kaan> peter1138: you closed the autoslopes topic saying that the patch woudnt go in trunk. Is this true for derived patches as well? 10:00:47 <Maedhros> aah, ok. suddently it all makes sense :) 10:01:45 <Maedhros> (unlike my spelling, tragically) 10:02:13 <Eddi|zuHause2> kaan: the patch will not go to trunk, but the feature very probably will 10:02:25 <Eddi|zuHause2> but it should be done properly... 10:02:34 <kaan> that wasnt my question ;) 10:03:07 <Eddi|zuHause2> kaan: there was some discussion about storing the slope in the tile 10:03:38 *** lolman [~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Read error: Connection reset by peer] 10:03:55 <kaan> Eddi|zuHause2: nice idea, but it was not what i wanted to know :P 10:04:36 <peter1138> kaan: no 10:04:37 <peter1138> well 10:04:51 <Eddi|zuHause2> what i mean is that it should probably be written from scratch, with some more fundamental changes 10:04:56 <peter1138> "a patch that does the same thing" would not be rejected 10:05:16 *** Osai^zZz [~Osai@pD9EB668C.dip.t-dialin.net] has joined #openttd 10:05:55 <kaan> so if i take ev's patch and refactor the hell out of it then it would be considered? 10:08:12 <stillunknown> You might as well rewrite it, probably makes for a cleaner patch. 10:09:29 <kaan> I know, but im planning to use ev's patch as a starting point to learn what changes are needed to make the functionallity desired 10:13:20 <stillunknown> Anyone know what this means: virtual void Tick() = 0; 10:13:25 <stillunknown> especially the = 0 10:13:42 <Eddi|zuHause2> i'd guess "abstract" :) 10:14:02 <Maedhros> i think the = 0 means it must be defined by every child class 10:17:09 <peter1138> makes it 'pure' 10:17:44 <peter1138> or abstract in some other dialects ;) 10:19:19 <Noldo> stillunknown: is it in vehicle? 10:20:04 *** Osai^zZz is now known as Osai 10:21:53 <stillunknown> Noldo: yes 10:22:43 <Noldo> good 10:23:31 <stillunknown> At least i know why it shouldn't be in my local copy. 10:25:00 <peter1138> 75]: 554 <195.112.37.172" target="_blank">195.112.37.172>: Helo command rejected: Access denied; from=<hnwwumddvf@yahoo.com> to=<kevin@pickupandjarvis.co.uk> proto=SMTP helo=<195.112.37.172" target="_blank">195.112.37.172> 10:25:04 <peter1138> [A[A[A[A[A[AA[A[A 10:25:06 <peter1138> errr 10:25:07 <peter1138> stupid mouse 10:25:16 <peter1138> - virtual void Tick() = 0; 10:25:16 <peter1138> + virtual void Tick(); 10:25:23 <kaan> blame the mouse ;) 10:25:29 <peter1138> if you're referring to that... why? :p 10:25:31 *** Vikthor [~Vikthor@snat1.spoje.net] has joined #openttd 10:27:03 <stillunknown> peter1138: I didn't explicitly made the change, but it is needed, since in my case Train's, roadvehicles and ships share one tick function. 10:27:44 <peter1138> not a great advantage that, seeing as it's only 5 lines. 10:28:13 <Eddi|zuHause2> why share a Tick() function? 10:28:13 <peter1138> also your Vehicle::IsFront() would be better split up 10:28:53 <peter1138> Train::IsFront() { return HASBIT(this->subtype, Train_Front); } 10:29:06 <peter1138> RoadVehicle::IsFront() { return this->subtype == RVST_FRONT; } 10:29:07 <peter1138> etc 10:29:20 <peter1138> saves on some tests 10:29:23 <Eddi|zuHause2> the advantage of virtual functions is that it automatically calls the function of the actual vehicle, not the one of the "Vehicle" class 10:30:12 <Eddi|zuHause2> as you never should instantiate a "Vehicle", but always a "Train", "Ship", etc. v->Tick() should automatically call the correct function 10:30:53 <Biff> Vehicle is probably a abstract class which cannot be instanciated? 10:31:01 <stillunknown> Are you sure about that Eddi? 10:31:16 <peter1138> stillunknown: well, that's how it already works... 10:31:31 <stillunknown> I will make the changes. 10:31:48 <Eddi|zuHause2> Vehicle* v = new Train(); v->Tick(); //calls Tick() of Train class 10:32:00 <Eddi|zuHause2> Vehicle* v = new Ship(); v->Tick(); //calls Tick() of Ship class 10:32:17 <Eddi|zuHause2> that's how virtual functions work 10:32:40 <stillunknown> What i meant are they late binding or resolved at compile time? 10:32:54 <Eddi|zuHause2> virtual functions are resolved at runtime 10:33:57 <stillunknown> Not always. 10:34:31 <Eddi|zuHause2> well, there are special cases when the compiler can determine that it is only one possible call 10:34:52 *** raimar3 [~hawk@p5489DDEB.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 10:35:44 *** Brianetta [~brian@82-39-52-234.cable.ubr03.benw.blueyonder.co.uk] has quit [Quit: Tschüß] 10:35:48 <Eddi|zuHause2> if (whatever) v = new Train() else v = new Ship(); v->Tick(); // compiler cannot resolve, virtual function is resolved at runtime 10:36:28 <stillunknown> But once inside the Train class a this pointer should automaticly resolve to Train i assume. 10:36:44 <Eddi|zuHause2> no 10:36:59 <Eddi|zuHause2> "this" within a class could also resolve to a subclass 10:37:28 <stillunknown> So inside the Train this could resolve to RoadVehicle? 10:37:32 <stillunknown> for example 10:37:51 <Eddi|zuHause2> only if RoadVehicle inherits from Train 10:38:24 *** Progman [~progman@p57A1DC88.dip.t-dialin.net] has joined #openttd 10:43:59 *** raimar3 [~hawk@p5489D5C7.dip.t-dialin.net] has joined #openttd 10:46:11 <Noldo> some quick c++ tutorial might be a good thing 10:48:20 <stillunknown> I misread what Eddi said, i do know how virtual functions resolve. 10:49:25 <Chris82> Eddit: The idea of modyfing CmdLandscapeClear instead of CmdPurchaseLand doesn't work so easily 10:49:39 <Chris82> because I can't use cost.GetCost() anymore to get the previous costs added 10:55:07 <Eddi|zuHause2> Chris82: why would there be a "previous" cost? 10:55:20 <Eddi|zuHause2> clearing land should be the first item that creates a cost 10:55:58 *** Gekkko` [~Gekkko@CPE-58-168-99-207.nsw.bigpond.net.au] has joined #openttd 10:56:15 <Chris82> but when I modify the clear land and build a railway it only adds the costs for clearing the land nothing else 10:56:36 *** lion12 [~lolin12@pD95EFAFE.dip.t-dialin.net] has quit [Quit: ChatZilla 0.9.78.1 [Firefox 2.0.0.4/2007051502]] 10:56:48 <Eddi|zuHause2> so? 10:57:01 <Eddi|zuHause2> that's what you intend to modify, i thought? 10:59:07 <Chris82> yeah but it should still add the cost of the railway too of course 10:59:21 <Chris82> only the land should be more expensive when it's close to a town 10:59:40 <Chris82> that's why I modified the PurchaseLandArea thingy at first 10:59:40 <Eddi|zuHause2> return _tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags); <- that's the current result of a "clear land" command 10:59:44 <Eddi|zuHause2> just modify it 11:00:09 <Eddi|zuHause2> landscape.cpp:373 11:01:31 <Chris82> I don't really understand that line, so it's hard for me to modify it 11:03:02 <Eddi|zuHause2> it calls the "clear_tile_proc" of the current tile, and returns the cost for that (e.g. it calls a different function for "house" as for "bare land") 11:03:08 *** Tlustoch [~last_evol@vetrnik.koleje.cuni.cz] has joined #openttd 11:03:15 <stillunknown> Every type of tile has a list of functions to certain tasks. 11:03:30 <Tlustoch> Hello. 11:03:30 <stillunknown> clear_tile is one of them 11:03:44 <Eddi|zuHause2> it's a C-version of a virtual function call :) 11:03:56 <stillunknown> Was about to say that. 11:03:56 <Tlustoch> Do you ever do something else than play/improve code? 11:04:19 <Eddi|zuHause2> no. 11:04:23 <Eddi|zuHause2> :p 11:05:23 <Eddi|zuHause2> Chris82: "_tile_type_procs" is the "dispatch table" of the tiles, "_tile_type_procs[GetTileType(tile)]" selects the functions belonging to the current tile type (like above, e.g. "house" or "bare land") 11:05:29 <Chris82> I think the problem simply is that building a railway doesn't call ClearLand but PurchaseLand on the tile 11:05:50 <Eddi|zuHause2> not in the original code 11:06:12 <Eddi|zuHause2> and PurchaseLand also calls ClearLand 11:06:30 <Eddi|zuHause2> just your patch was already flawed to begin with... 11:07:10 <Eddi|zuHause2> let's take your code snippet from yesterday: http://paste.openttd.org/150 11:07:37 <Eddi|zuHause2> in line 27, there is the call to clear land 11:07:58 <Chris82> yep 11:08:08 <Eddi|zuHause2> but the result should be assigned to "cost", not to "towncost", as towncost is not used afterwards 11:08:29 <Chris82> it's used in the if (_patches.town_construction_cost) { part 11:08:53 <Eddi|zuHause2> no, it's only overwritten, not used 11:09:13 <Chris82> oh ic 11:09:32 <stillunknown> This smells like a rewrite. 11:10:03 <Chris82> I rewrite it the third time already anyway :p 11:10:40 <Eddi|zuHause2> just refactor that "if (_patches.town_construction_cost)" block to the clear land function 11:11:18 <Chris82> I've done so already 11:11:50 <Eddi|zuHause2> make that function: 11:11:52 <Eddi|zuHause2> cost = tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags); 11:12:13 <Eddi|zuHause2> if (_patches.town_construction_cost) cost.AddCost(complex calculation) 11:12:15 <Eddi|zuHause2> return cost; 11:13:08 <Eddi|zuHause2> you can shape that even more functional, and just throw everything in the return statement :) 11:14:08 <Eddi|zuHause2> return tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags).AddCost(_patches.town_construction_cost?(complex calculation):0); 11:14:08 <Eddi|zuHause2> :p 11:15:24 <Chris82> oh my that's no what I would call readable code :D 11:15:31 <Chris82> ok let me try 11:15:50 <Eddi|zuHause2> (or maybe use MultiplyCost()) 11:16:06 <Eddi|zuHause2> it's functional programming : 11:16:06 <Eddi|zuHause2> :) 11:16:31 <Eddi|zuHause2> it's an art :) 11:16:37 <Noldo> :P 11:16:40 <stillunknown> In functions that are not called often (aka not every tick), it's not so bad not to use inline if statements or a few intermediate variables. 11:16:46 <Noldo> recursion is your friend 11:17:30 <Noldo> stillunknown: compiler might optimize it away anyway 11:18:03 <Eddi|zuHause2> btw. if you use MultiplyCost, use :1, not :0 at the end :) 11:19:04 <stillunknown> I thought functional programming was just abstract programming in the sense of being proto code? 11:21:03 <Eddi|zuHause2> you probably thought wrong :) 11:21:32 <Chris82> functional programming is using Haskell, ewwww =D 11:21:44 <Chris82> or APL 2000 which is even more ewwwww 11:21:51 <Noldo> lisp 11:21:53 <Eddi|zuHause2> you can write functional programs in imperative (especially OO) languages 11:21:55 <Chris82> I really prefer Java or C++ oo style :D 11:22:09 <Eddi|zuHause2> and you can write imperative programs in functional languages 11:22:23 <Chris82> that's too high for me :p 11:22:57 <Eddi|zuHause2> but really, that .AddCost() and .MultiplyCost() is already very close to functional programming 11:26:34 <Eddi|zuHause2> Chris82: http://paste.openttd.org/153 11:26:39 <Chris82> return _tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags).AddCost(_patches.town_construction_cost ? ((cost.GetCost() * (t->population)) / 300 * (30000 / (distance + 15)) / 1000):0); 11:26:48 <Chris82> what should I do with the cost.GetCost() in this line? 11:26:57 <Chris82> I mean there is no cost in LandscapeClear 11:28:02 <Chris82> MultiplyCost is an existing function? 11:28:09 <Eddi|zuHause2> yes 11:28:19 <Eddi|zuHause2> like AddCost 11:30:46 <Eddi|zuHause2> there might be a +1 missing to restore the previous behaviour 11:30:57 <Chris82> ok I have something that compiles now, just 2 lines instead of the ~25 there were before 11:31:04 <Chris82> let's see what happens now :D 11:31:25 <Eddi|zuHause2> and i think i missed a ( 11:31:51 <Chris82> dunno I didn't copy paste it 11:32:02 <Eddi|zuHause2> better like that :p 11:32:24 <Eddi|zuHause2> my snippets usually just make for medicore pseudocode :) 11:32:57 <Chris82> well your code has the same "error" that mine had :( 11:33:05 <Chris82> cost for building railway anywhere are 224 11:33:19 <Chris82> I have no idea where that number is coming from 11:33:41 <Chris82> with the first version of the patch I had everything was working except that increased costs on farm tiles weren't added 11:34:20 <Eddi|zuHause2> can i have the patch? 11:34:33 <Chris82> http://paste.openttd.org/154 11:34:46 <Chris82> or you mean a .diff for the complete thing? 11:34:52 <Eddi|zuHause2> yes 11:34:57 <Chris82> k hold on 11:36:29 <Eddi|zuHause2> i still don't know what that "const" is doing there 11:36:53 <Chris82> well anywhere else where the Town *t pointer is used a const is in front of it 11:36:56 <Chris82> in trunk code I mean 11:36:59 <Chris82> so I added it too 11:38:46 <peter1138> strange function :) 11:39:09 *** Sacro^ [~Ben@adsl-87-102-45-199.karoo.KCOM.COM] has joined #openttd 11:41:14 <peter1138> http://paste.openttd.org/155 11:41:47 <Eddi|zuHause2> yeah, that was my first suggestion also :) 11:42:32 <Chris82> Eddi: http://openttd.sandra-bullock.co.uk/public/dev/diff/towncost/r10453-towncost.diff 11:43:06 <Chris82> I'll try that peter thx :) 11:43:28 *** MarkSlap [~hestporr@h51n6c1o1114.bredband.skanova.com] has quit [Remote host closed the connection] 11:44:02 <Eddi|zuHause2> Chris82: don't use tabs in english.txt 11:44:14 <peter1138> might need "cost = cost.MultiplyCost(...)" actually 11:46:38 *** Sacro|Laptop [~Ben@adsl-87-102-43-21.karoo.KCOM.COM] has quit [Ping timeout: 480 seconds] 11:46:53 <Maedhros> MultiplyCost returns *this, so i think you'll be ok without it 11:47:09 <peter1138> ok 11:47:50 <Eddi|zuHause2> yeah, that's how i understood the description also 11:49:08 <peter1138> i didn't check it ;) 11:50:08 <Gekkko`> Who is listening to girly hardcore techno? 11:50:42 <Chris82> you? 11:50:58 <Chris82> peter1138: You are the dev god *g* works perfectly! 11:50:58 <Gekkko`> no... 11:51:14 * Eddi|zuHause2 is listening to Butterfly Boucher - A Walk Outside (3:53) 11:51:24 <Eddi|zuHause2> but that is nowhere near techno :p 11:51:42 <Chris82> I listen to Chemical Brothers or Chicane sometimes, but that's not girly :p 11:53:19 <Maedhros> mmm, the new Chemical Brothers album is really good 11:53:46 <Chris82> I only have Exit Planet Dust and Push the Button they're quite old 11:54:34 <Chris82> hmmm this whole advanced town handling patch was pretty flawed, 90% too many code lines, buggy and misleading name :D 11:54:38 <Chris82> this new thing is much better :D 11:54:55 <Maedhros> and people wonder why we don't immediately accept the patches we get presented with ;) 11:54:56 <Chris82> I'll try to make it a modifyable multiplier not just a fixed bool 11:55:22 <Eddi|zuHause2> did you get it to actually modify anything? 11:55:23 <Chris82> hehe well that's totally fine with me :D I have created ChrisIN to test all the sluggish stuff :D 11:55:50 <Chris82> Eddi: Yep I used cost = cost.MultiplyCost(t->population / 300 * (30000 / (distance + 15)) / 1000); 11:55:54 <Chris82> I just try it without cost = 11:57:16 <Chris82> has the same result 11:57:23 <Chris82> but, grrr lol still the same bug with farm tiles 11:57:29 <Chris82> cost on a farm tile is 224 no matter what 11:58:08 <Chris82> hmmm I think the cost = is required let me rechek 11:59:07 *** Gekkko` [~Gekkko@CPE-58-168-99-207.nsw.bigpond.net.au] has quit [Quit: http://bbqsrc.org - Now less gay.] 11:59:15 <Eddi|zuHause2> two things 11:59:23 <Eddi|zuHause2> add a +1 in the MultiplyCost 11:59:31 <Eddi|zuHause2> so costs for long distances is not 0 11:59:57 <Eddi|zuHause2> and the other thing, it should be nonlinear with distance (more like distance^2) 12:02:23 <Eddi|zuHause2> currently, the cost for towns < 300 people is always 0 12:03:55 <Eddi|zuHause2> it works here without cost = 12:05:46 *** Chris1982 [~chris@p579E1E89.dip.t-dialin.net] has joined #openttd 12:06:00 <Chris1982> hmmm Avira Antivir Rootkit Detection just caused my first BSOD lol 12:06:13 *** Chris82 [~chris@p579E1E89.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 12:06:18 *** Chris1982 is now known as Chris82 12:06:30 <Eddi|zuHause2> and it works for farm tiles here also 12:06:38 <Chris82> with cost = ? 12:07:03 <Eddi|zuHause2> no, without cost 12:07:10 <Chris82> hmmm 12:07:22 <Eddi|zuHause2> in case you missed: 12:07:24 <Eddi|zuHause2> [2007-07-06 13:59] <Eddi|zuHause2> two things 12:07:25 <Eddi|zuHause2> [2007-07-06 13:59] <Eddi|zuHause2> add a +1 in the MultiplyCost 12:07:25 <Eddi|zuHause2> [2007-07-06 13:59] <Eddi|zuHause2> so costs for long distances is not 0 12:07:25 <Eddi|zuHause2> [2007-07-06 13:59] <Eddi|zuHause2> and the other thing, it should be nonlinear with distance (more like distance^2) 12:07:25 <Eddi|zuHause2> [2007-07-06 14:02] <Eddi|zuHause2> currently, the cost for towns < 300 people is always 0 12:07:26 <Eddi|zuHause2> [2007-07-06 14:03] <Eddi|zuHause2> it works here without cost = 12:08:05 <Chris82> but with cost = 0 shouldn't there still be the normal price without the patch be added to cost? 12:08:21 <Eddi|zuHause2> no, you multiply with 0 12:08:32 <hylje> divide by zero 12:08:35 <Chris82> the cost in this case here was supposed to be an additional cost, that's why I had it named towncost 12:08:46 <Eddi|zuHause2> yes, that's why you need the +1 12:08:48 <Chris82> I doubt it's divide by zero 12:08:56 <Chris82> but 0, something 12:09:00 <peter1138> multiply by zero :) 12:09:09 <Chris82> ok I'll add it 12:09:33 <Chris82> why can't Vista restore my seesion like Word when it crashes *g* :D 12:09:39 <Chris82> session* 12:10:52 <Chris82> cost.MultiplyCost((t->population / 300 * (30000 / (distance + 15)) / 1000)+1); 12:10:55 <Chris82> like this Eddi? 12:12:16 <Eddi|zuHause2> yes 12:12:24 <Chris82> does Linux restore my session when the OS crashes? 12:12:29 <Eddi|zuHause2> + does not need () though :) 12:12:40 <Chris82> it needs it or I get CommandCost int conversion error 12:12:48 <Eddi|zuHause2> Chris82: usually linux expects to not crash 12:12:57 <Chris82> tell that the uni boxes lol 12:13:17 <Eddi|zuHause2> Chris82: you can set KDE to restore the last session that quit normally, or a previously stored session 12:13:32 <Eddi|zuHause2> (e.g. you can certainly set a cronjob to store the session every 10 minutes) 12:14:07 <Chris82> it's just like when Word or Excel crashes nothing is lost, it just restores my session and documents, but when Vista crashes (just happened the first time) it just opens a new session after boot 12:14:14 <Chris82> instead of restoring the session like from standby 12:14:27 <Chris82> I mean it has everything cached anyway, so why not just reload it 12:16:19 <Eddi|zuHause2> i think there is a little more to that :p 12:17:05 <Chris82> ok great the patch works now 12:17:25 <Chris82> it seems like construction cost is essentially doubled with the current formular with a ~800 people city 12:18:51 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has joined #openttd 12:19:13 <Chris82> instead of making it bool I could also make it Normal, High, Realistic, Insane :D 12:19:18 <Eddi|zuHause2> sure, because 800/300=2 :p 12:20:02 <Eddi|zuHause2> but still, it should be distance^2 12:20:13 <Biff> Chris82: crash, wtf? 12:20:22 <Chris82> yeah distance will always be 1 otherwise 12:20:31 <Chris82> or in most cases 12:21:34 <Biff> should scenarioes come with openttd? 12:21:38 <Biff> linux version 12:21:49 <Eddi|zuHause2> Biff: there used to be a scenario packagee 12:21:53 <Eddi|zuHause2> -e 12:21:59 <Biff> ah 12:22:08 <Chris82> 30000 / (distance + 15)) / 1000 < I will replace that by 20000 / distance^2 12:22:18 <Chris82> that'll make it extremely expensive to build in town center 12:22:27 <Chris82> and much lower outside the center 12:22:32 <Chris82> or maybe 10k instead of 20k 12:22:34 <Eddi|zuHause2> well "^" is not the correct operator in C 12:22:39 <Eddi|zuHause2> and you should leave a +1 12:22:43 <Eddi|zuHause2> for divide by 0 :p 12:22:54 <Chris82> yeah sure it was just an excerpt from what I'll change 12:22:59 <Chris82> ^2 ? is not correct? 12:23:06 <Chris82> but we use it always at uni in C 12:23:08 <Eddi|zuHause2> ^ is exclusive or 12:23:18 <Chris82> whut 12:23:33 <Eddi|zuHause2> pow is probably ** 12:23:38 <Eddi|zuHause2> or something 12:23:52 <Maedhros> i don't think there is a pow operator in C(++) 12:24:09 <Eddi|zuHause2> well, distance*distance should work anyway :p 12:24:16 <Chris82> but when I do c = 2^2 in C c will be 4 12:24:24 <Chris82> or did I get something wrong?!? 12:24:34 <Maedhros> i'd have expected that to be 0 12:24:43 <Chris82> int c before of course :p 12:24:48 <Biff> Chris82: did you use ^ in c? 12:25:06 <Eddi|zuHause2> like i said previously, ^ is XOR 12:25:10 <Chris82> all the time, all our "examples" and tutorials in our lectures are with ^ 12:25:17 <Biff> you must use pow() 12:25:44 <Biff> Chris82: that cannot be correct, because that does not do what you expect in c 12:25:56 <stillunknown> Chris82: 2^2 = 0 12:26:16 <Chris82> hmmmm but we tried one program that was like int c = 2^2; printf(+ c); 12:26:18 <Biff> if you xor a number with itself you get 0, thats how you often reset registers in assembly 12:26:19 <Chris82> and that worked 12:26:33 <Chris82> yeah sure I agree with that, I know what XOR does 12:26:43 <Caemyr> http://www.youtube.com/watch?v=e6kRD0_qTbc :))) 12:27:02 <Chris82> how will I use pow() ? 12:27:09 <Chris82> when I want distance^2 mathematically 12:27:19 <Eddi|zuHause2> pow(distance,2) 12:27:33 <Biff> note that pow uses floats 12:27:34 <Maedhros> hmm, pow apparently operates on doubles, so you should probably just use (distance * distance) 12:27:34 <Eddi|zuHause2> or distance*distance :) 12:27:52 <Chris82> no with spaces 12:27:55 <Chris82> OTTD coding style :p 12:28:12 <Biff> alot of programming languages have ** for pow, 12:28:14 <Chris82> I've been told that operators like * got to have spaces around them 12:28:18 <Biff> i think c++ maybe has that 12:28:36 <Eddi|zuHause2> i'd disagree with the spaces, but i do not have to decide :) 12:28:42 <Noldo> Chris82: style thing, but yes it looks nicer 12:29:03 <Chris82> I know both works :) but I think with spaces it's a lot more readable 12:29:06 <Eddi|zuHause2> usually i use * without and + with spaces 12:29:18 <Chris82> not for such a simple formular but for complicated stuff it definitely is 12:29:33 <Noldo> Chris82: are you taking ^2 of the manhattan distace? 12:29:44 <Chris82> yeah why? 12:29:55 <Eddi|zuHause2> it's closer to the mathematical notation where you leave out the * entirely 12:30:14 <Chris82> can't you leave out the * in c too when using () ? 12:30:20 <Noldo> why not use the euclidian distance then becayse the ^2 will get rid of the sqrt anyway and there will be none of the usual problems 12:30:23 <Eddi|zuHause2> Chris82: there's also a function that gives the square of the euclidean distance, that could be easier :) 12:30:47 <Chris82> oh is it defined in code already as well? 12:30:49 <Noldo> and there's a function for it too, how awfully nice 12:30:52 <Chris82> that would make it simpler of course 12:30:58 <Chris82> :D 12:31:17 <Eddi|zuHause2> yeah, it's right next to the manhattan distance function :) 12:31:50 <Chris82> DistanceSquare? 12:32:09 <Eddi|zuHause2> yeah, if it says that :) 12:32:40 <Eddi|zuHause2> i'm awfully bad with names 12:33:37 <Eddi|zuHause2> btw: might be a flaw, or intentional, but clearing your own stations is also more expensive :) 12:34:09 <Eddi|zuHause2> (also true for rails :)) 12:34:19 <Chris82> well producing pollution and garbage near a town usually is more expensive than doing it somewhere in the landscape :D 12:34:50 <Noldo> owner check maybe? 12:34:51 <Eddi|zuHause2> well, but cost of clearing rail is negative :) 12:35:02 <Noldo> :D 12:35:06 <Chris82> well just realistic 12:35:18 <Chris82> I mean in real life DBB surely doesn't make profit on clearing rail lines 12:35:28 <Chris82> that's why they usually don't and just leave them there rotting away :D 12:35:58 <Chris82> I'll check how the new formular works, it's simpliefied now 12:35:59 <Eddi|zuHause2> what i mean, you get more money out of clearing rail tiles near towns than rail tiles in the void 12:36:05 <Chris82> cost.MultiplyCost((t->population / 300) * (15000 / distance)+1); 12:36:16 <Chris82> oh ok that's not intended 12:36:33 <Eddi|zuHause2> add a +1 to the distance 12:36:41 <Eddi|zuHause2> if you want to clear the town center 12:38:17 <Chris82> cost.MultiplyCost(((t->population / 300) + 1) * (15000 / distance + 1)); 12:38:37 <Eddi|zuHause2> that looks totally wrong 12:38:45 <Chris82> hmmm 12:39:04 <Eddi|zuHause2> (t->population / 300) * (15000 / (distance + 1)) + 1 12:39:07 <Chris82> I have population / 300 which can become 0 so I add 1 12:39:14 <Eddi|zuHause2> and some of the () are redundant 12:39:38 <Chris82> yes but you need brackets otherwise CommandCost does not define int error blah blah 12:39:44 <Eddi|zuHause2> so what? in towns < 300 people, costs are not modified 12:39:59 <Chris82> hmmm ok 12:40:21 <Chris82> cost.MultiplyCost((t->population / 300) * (15000 / distance + 1) + 1); 12:40:33 <Eddi|zuHause2> no 12:40:49 <Eddi|zuHause2> that was the one bracket that was not optional :p 12:41:02 <Eddi|zuHause2> you need to prevent that distance is 0 12:41:07 <Eddi|zuHause2> so you need (distance+1) 12:41:19 <Chris82> oops true 12:41:27 <stillunknown> Maybe ottd needs a new demolition tool, the "fund a town nuke". 12:41:35 <Chris82> lol 12:41:46 <hylje> "fund a terrorist nuke" 12:42:02 <hylje> if caught, bankrupt is imminent 12:42:05 <Chris82> or add a new nuke producing industry and uranium mines 12:42:11 <hylje> newcargo 12:42:14 <Chris82> and then you can use the nukes to eliminated your opponents 12:42:15 <hylje> newind 12:42:17 <hylje> D: 12:42:30 <Chris82> :p lol 12:42:31 <Eddi|zuHause2> "we have invented a new device (nuclear bomb), would you like to test it for one year exclusively?" 12:42:37 <stillunknown> And a train that destroys unfriendly trains. 12:42:50 <Chris82> actually if you read the Wiki, OpenTTD is supposed to be a game for all ages without a war theme ;) 12:43:08 <Chris82> and I like it that way 12:43:09 <Eddi|zuHause2> do not believe stuff on the wiki :p 12:43:16 <Chris82> if I want to nuke my enemy I play Supreme Commander :D 12:43:36 <Maedhros> that bit's fairly safe to believe in :p 12:44:40 <Chris82> oh my the new formula is too much :D 12:44:50 <Chris82> 66k to build 4 tiles from the center 12:44:57 <Chris82> realistic but a little much for the beginning of the game *g* 12:45:18 <Chris82> is there any rule as to how many sqm one tile is? 12:45:21 <hylje> well 12:45:30 <Eddi|zuHause2> then tweak the constant (15000) 12:45:44 <hylje> you should make it not have much effect with lil towns 12:45:54 <Eddi|zuHause2> Chris82: for houses something like 50x50 12:45:59 <Chris82> maybe increase the 300 to 600 or a lil more 12:46:12 <hylje> and with expensive land make selling reserved land PROFIT!! able 12:46:14 <hylje> :> 12:46:17 <Chris82> 50x50 =O thats 2500 sqm 12:46:32 <Chris82> that would be only 26 EUR for one sqm then 12:46:35 <Chris82> that's super cheap 12:46:39 <Noldo> :) 12:46:43 <hylje> ottd's not to scale 12:46:45 <Chris82> the sqm at Potsdamer Platz in Berlin costs like 3000 EUR 12:47:01 <Eddi|zuHause2> well, but berlin has like 4 Mio inhabitants :) 12:47:09 <Chris82> well but Berlin is also a little bigger than 300 people yeah :D 12:48:02 <Eddi|zuHause2> maybe it could be sqrt(population)? 12:48:51 <Eddi|zuHause2> it does not matter a lot if the city has 30000 or 35000 inhabitants 12:49:06 <Chris82> the price range is too high with the current formular I think 12:49:20 <Chris82> it's <300 far away from a city and >200k in a 1k city 12:49:44 <Eddi|zuHause2> yes, you should tweak the constant for the distance 12:50:07 <Eddi|zuHause2> previously it was 30/(distance+15) 12:50:17 <Eddi|zuHause2> now you have 15000/distance^2 12:50:22 <Chris82> it was 30000 12:50:26 *** NukeBuster [~opera@a62-251-21-79.adsl.xs4all.nl] has joined #openttd 12:50:32 <Chris82> or did I misread it 12:50:37 <Eddi|zuHause2> no, it was 30000/1000 (to avoud rounding mistakes) 12:50:44 <Chris82> a true 12:51:08 *** dihedral [~nathanael@joshua.dihedral.de] has joined #openttd 12:51:12 <dihedral> hello 12:51:36 <Eddi|zuHause2> i'm not sure if that has any effect though 12:51:41 <Chris82> nice I just paid 2,8 billion for demolishing a house in a 100k city in 2113 :D 12:51:57 <hylje> ow 12:52:06 <Chris82> hi dihedral 12:52:37 <Eddi|zuHause2> btw, i believe we paid something between 120EUR and 170EUR per m^2 here 12:53:10 <Chris82> sounds like a reasonable price 12:53:18 <Eddi|zuHause2> and keep in mind that this includes costs for building infra structure (roads, water, etc.) 12:53:28 <Eddi|zuHause2> which is not needed for rail 12:53:46 <Chris82> I pay 10 EUR / month / sqm for my appartment 12:54:09 <Chris82> but I live in a very good place in Berlin, like a few meters from Bus and Subway and Shopping Malls :D 12:54:12 <Eddi|zuHause2> well, that is with a building on it :p 12:54:38 <Chris82> yeah but it's a lot, you can have appartments for 2 EUR / sqm in Berlin as well, in Neukölln for example 12:54:49 <Chris82> did you know that Neukölln (part of Berlin) is the 3rd biggest turkish city :D 12:54:58 <Eddi|zuHause2> yes :) 12:55:15 <Eddi|zuHause2> the biggest turkish town outside of turkey :) 12:55:20 <Chris82> yeah 12:55:28 <Chris82> I think like 400k 12:55:45 <Chris82> that's even bigger than Graz where I am from, it only has ~250k 12:55:52 *** Sacro [~Ben@adsl-83-100-158-158.karoo.KCOM.COM] has joined #openttd 12:56:03 <Chris82> is Berlin the biggest city in Germany actually? 12:56:07 <Eddi|zuHause2> well, 250k austrians vs. 400k turks :p 12:56:22 <Eddi|zuHause2> yes, i think so 12:56:58 <Eddi|zuHause2> at high times it had over 6M inhabitants (around the 1920's) 12:57:17 <Eddi|zuHause2> which was like 10% of the entire german population 12:57:31 <Chris82> wow really, I didn't know it shrinked that much 12:57:42 <Chris82> I made it cost.MultiplyCost((t->population / 400) * (5000 / (distance + 1)) + 1); 12:57:47 <Chris82> now, with good results :) 12:58:17 <Chris82> ok two bug though: 12:58:29 <Chris82> 1) the one you mentioned before, demolishing rail gives you more money than you even paid for it 12:58:43 <Chris82> 2) building on a dirty (brown) tile is super cheap 12:59:06 <Eddi|zuHause2> ad 2), you already paid for that previously 12:59:29 <Eddi|zuHause2> ad 1), try clearing previously purchased land 13:00:58 <NukeBuster> well... how long before that did you place the rails? 13:01:11 <Eddi|zuHause2> NukeBuster: does not matter 13:01:35 <Eddi|zuHause2> NukeBuster: note that he is not talking about trunk 13:01:36 <Chris82> when I build a rail and I pay let's say 10k, and immediately demolish it afterwards I get like 30k+ 13:01:47 <Chris82> that's definitely not the intended behaviour 13:02:01 <NukeBuster> it's about the advanced town handeling... right? 13:02:09 <Chris82> and yes not trunk but a new increase building costs near towns patch 13:02:16 <Chris82> yep 13:02:42 *** Sacro^ [~Ben@adsl-87-102-45-199.karoo.KCOM.COM] has quit [Ping timeout: 480 seconds] 13:02:53 <Chris82> there are 0 lines from the original patch left though, what I am experimenting with now is the result of a lot of help from Eddi and peter :) and totally new code 13:03:07 <Eddi|zuHause2> so you shold check the owner before clearing the area 13:03:08 <NukeBuster> nice... 13:03:39 <Chris82> it will be in the next ChrisIN, but first it has to be bug free 13:04:01 <Chris82> Eddi: Where's the command for selling railway (or road etc.) actually? 13:06:47 <Maedhros> ClearLand again ;) 13:06:49 <Eddi|zuHause2> it goes through that same function 13:07:33 <Eddi|zuHause2> that's what "_tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags)" does 13:08:13 <Eddi|zuHause2> if GetTileType(tile) returns "rail tile" 13:08:42 *** Sacro [~Ben@adsl-83-100-158-158.karoo.KCOM.COM] has quit [Remote host closed the connection] 13:08:56 <Eddi|zuHause2> just check the owner of "tile" before, and if it is _current_player, then do not modify the cost 13:09:56 <Eddi|zuHause2> clearing water near towns must cost a fortune :) 13:11:14 <Maedhros> you'd have to check the type of each tile though as the ownership isn't necessarily stored in the same place 13:11:57 <stillunknown> How about: Bribe fails -> everything in the town area (belong to you) explodes. 13:12:21 <Eddi|zuHause2> there's no generic "check owner" function, or a member of _tile_type_procs? 13:12:57 <Chris82> stillunknown: No war themes *g* :D 13:13:36 <Chris82> Eddi: Clearing water right next to a town costs 39 million :D 13:13:42 <Chris82> I would consider that a bug ;) 13:13:51 <Chris82> that's a little too much 13:14:49 <Chris82> can I make something like if (tile is water && _patches.towncost) { other formular } 13:14:52 <Eddi|zuHause2> well, you could make a similar exception :) 13:15:36 <Chris82> hmmm but I actually have no idea how I can identify a water tile in code 13:16:27 <Eddi|zuHause2> IsTileType(tile, water)? 13:16:46 <Eddi|zuHause2> btw, look at tile.h:76 13:17:01 <Eddi|zuHause2> there's the requirements for calling GetTileOwner 13:17:11 <Chris82> IsTileType(t, MP_WATER)) 13:17:13 <Chris82> this? 13:17:37 <Eddi|zuHause2> something like that... 13:17:41 <Chris82> I don't know what the MP stands for but it's in front of RAIL and stuff too 13:18:04 <Eddi|zuHause2> grep MP_ src/*.h ;) 13:18:41 <Chris82> lol I doubt grep will do anything on Windows 13:18:45 <Eddi|zuHause2> probably something to do with "map" 13:19:25 <Eddi|zuHause2> Chris82: you can put grep.exe (from mingw) into windows\command 13:19:35 *** ThePizzaKing [~jeff@c211-28-160-16.eburwd2.vic.optusnet.com.au] has quit [Ping timeout: 480 seconds] 13:19:36 <Eddi|zuHause2> or into another directory in path 13:19:36 <Chris82> ok so I need one exception if (IsTileType(t, MP_WATER)) { statement } 13:20:20 <Eddi|zuHause2> you need a temporary variable 13:20:33 <Eddi|zuHause2> you need to check the tile type before calling the clear_tile_proc 13:21:02 <Eddi|zuHause2> and use that info afterwards 13:23:25 <Chris82> hmmmm is it bad to use floats as variables? 13:23:33 <Eddi|zuHause2> yes 13:23:41 <Chris82> otherwise I could just multiply the price by 0.1 if the tile is water or something like that 13:24:10 <Chris82> oh I can divide it too actually then int is no problem :) 13:24:13 <Eddi|zuHause2> because it possibly desyncs in multiplayer 13:25:30 <Chris82> when I do 13:25:30 <Chris82> uint modifywp = 1; 13:25:30 <Chris82> if IsTileType(t, MP_WATER) modifywp = something; 13:25:45 <Chris82> the modifywp is overwritten if the if is true right? 13:25:53 <Eddi|zuHause2> yes 13:26:08 <Eddi|zuHause2> but i'd rather do: 13:26:18 <Eddi|zuHause2> TileType type = GetTileType(t); 13:26:27 <Eddi|zuHause2> call clear_land_proc 13:26:29 <Chris82> I intended to do this here then: 13:26:29 <Chris82> cost.MultiplyCost(((t->population / 400) * (5000 / (distance + 1)) + 1) / modifywp); 13:26:34 <Eddi|zuHause2> if(patch) 13:26:43 <Eddi|zuHause2> switch(type) 13:26:46 <Eddi|zuHause2> stuff... 13:26:57 <Chris82> oh hmmm I am not so good with switch stuff 13:27:09 <Chris82> we just learn that in our Java course 13:27:23 <Eddi|zuHause2> case statements are cool :) 13:27:32 <Eddi|zuHause2> saves you a lot of if nesting 13:27:48 <Chris82> but does it help app performance too? 13:27:52 <Chris82> or is it just nice code 13:28:12 <Eddi|zuHause2> the compiler should handle that stuff anywaay 13:28:20 <Eddi|zuHause2> it is just much more readable 13:28:36 <Eddi|zuHause2> and you do not have to repeat the variable name every time 13:28:43 <Eddi|zuHause2> so: 13:28:49 <Eddi|zuHause2> switch(type) 13:29:04 <Eddi|zuHause2> case MP_WATER: do stuff; break 13:29:10 <Eddi|zuHause2> default: do other stuff 13:29:52 <Eddi|zuHause2> later add other cases for rail and purchased land 13:30:31 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has joined #openttd 13:30:34 *** mode/#openttd [+v glx] by ChanServ 13:32:19 <Chris82> http://paste.openttd.org/156 13:32:20 <Chris82> like this? 13:32:46 <Eddi|zuHause2> probably missing {} 13:33:00 <Eddi|zuHause2> and break is necessary 13:33:12 <Chris82> a true otherwise it executes everything 13:33:15 <Eddi|zuHause2> otherwise it falls through to the next case 13:33:47 <Eddi|zuHause2> and i'm not sure about the syntax, but the : after case is probably wrong 13:34:33 <Eddi|zuHause2> and it will never work with "IsTileType" 13:34:36 <Chris82> switch(IsTileType) < function calling missing argument list 13:34:43 <Eddi|zuHause2> because that is a function, not a variable 13:34:44 <Chris82> call* 13:34:50 <Chris82> yeah 13:35:09 <Eddi|zuHause2> TileType type = GetTileType(t); <- do that at the beginning of the function 13:35:17 <glx> switch(GetTileType(tile)) 13:35:24 <Eddi|zuHause2> before the CommandCost statement 13:35:47 <Eddi|zuHause2> and then switch(type) 13:35:53 <glx> yes better :) 13:36:22 <Eddi|zuHause2> checking the type after clearing does not do much good :p 13:36:41 <Chris82> hmmm the t is an undeclared identifier 13:36:54 <Eddi|zuHause2> must be "tile", of course 13:37:03 <glx> use your brain ;) 13:37:09 <Eddi|zuHause2> never just copy-paste my lines :) 13:37:20 <Eddi|zuHause2> i thought we established that already :p 13:38:09 <Chris82> :p 13:38:39 *** Peakki [antti@cs181000195.pp.htv.fi] has joined #openttd 13:38:44 <Chris82> hmmm it tells me my breaks and the default are illegal 13:38:55 <Eddi|zuHause2> yes, because you miss { after switch 13:39:04 <Chris82> http://paste.openttd.org/158 13:39:08 <Chris82> ahhh 13:40:02 <Eddi|zuHause2> (and the matching } at the end) 13:40:25 <stillunknown> Chris82: You mentioned university at some point, doing computer science or something else? 13:41:12 <Chris82> no computer science 13:41:35 <Chris82> but I am not so much into programming, I am more into building hardware, designing networks, energy effiency and such stuff 13:41:40 <Chris82> and I am only in the 2nd semester :p 13:41:50 <Eddi|zuHause2> Chris82: btw, add the /100 before the +1, the +1 must be unmodified, because it represents the original cost 13:42:10 <Chris82> true :) 13:42:18 <Chris82> the switch works great just tested it already :) 13:42:26 <Chris82> water has a more reasonable price now 13:42:35 <stillunknown> Chris82: I recommend you read a book about C++ if you haven't done so already. 13:42:59 <Eddi|zuHause2> i recommend you to learn programming, not C++ :) 13:43:10 <Chris82> I haven't we only did Haskell and Java so far and very very little C 13:43:18 <Eddi|zuHause2> it's the concepts that matter, not the languages 13:43:19 <Chris82> I will do a C++ course next semester probably 13:43:48 <Chris82> well the stupid thing is we only do Hello World stuff which is totally stupid and trivial 13:43:57 <Chris82> playing around with OpenTTD is much better for learning I think 13:44:16 <Eddi|zuHause2> you can do a lot of fun stuff with haskell :) 13:44:22 <CIA-1> OpenTTD: glx * r10454 /trunk/src/lang/unfinished/ (afrikaans.txt greek.txt latvian.txt): -Fix r10452: forgot unfinished langs 13:44:30 <Chris82> well I hate Haskell because on every computer it behaves differently 13:44:31 <stillunknown> But learning "insert random language" won't make you understand C++. 13:44:46 <Chris82> the code we got in our lectures didn't work on most uni computers and sometimes only on my desktop 13:45:15 <Chris82> I agree with you stillunknown, but learning Java helps understanding the main concepts of programming 13:45:20 <Eddi|zuHause2> http://www.willamette.edu/~fruehr/haskell/evolution.html <- understand the concepts behind these programs :) 13:45:32 <Chris82> and to be honest with the stuff I do there is not so much difference between c and java syntax 13:45:46 <stillunknown> Java makes me shiver, i'd rather learn python or something like that. 13:45:58 <stillunknown> Not that i'll learn python anytime soon. 13:46:35 <Chris82> Eddi: hehe the fac thing is stolen from me :D lmao 13:46:40 <Chris82> that was exactly my solution 13:46:59 <Eddi|zuHause2> they are all fac things :p 13:47:15 <stillunknown> Am i strange for starting with C and C++? 13:47:21 <Chris82> the second solution looks like APL 13:47:29 <Chris82> no you aren't 13:47:35 <hylje> apl: AntiPython Language 13:47:40 <Chris82> but at university you don't start with object oriented programming 13:47:55 <stillunknown> Then start with C ;-) 13:48:02 <stillunknown> I did. 13:48:19 <Chris82> my dad has written a program in APL for 2D modelling rivers and water flow and such stuff 13:48:36 <Eddi|zuHause2> i started programming with DBase when i was around 10 13:48:37 <Chris82> when I look at the code I can't read one single line, absolutely nothing is even commented lol 13:48:43 <Eddi|zuHause2> and later had pascal at school 13:48:58 <Eddi|zuHause2> at university we started with haskell, and then sather-k 13:49:04 <stillunknown> Once you've had your share of memory leaks, double free corruptions, segmentation faults, you can move on to C++ ;-) 13:49:29 <Eddi|zuHause2> then we had "programming practice" where we had the choice between C++ and java 13:49:34 <Chris82> lol I don't believe that with the stuff we make at uni I will ever be able to produce a mem leak 13:49:50 <Chris82> Java replaced C++ in the 2nd semester here 13:49:54 <Eddi|zuHause2> and C is a really bad language 13:49:59 <Chris82> I'll do C++ later 13:50:13 <Chris82> C is very good for drivers I think 13:50:17 <Chris82> from what I've learnt at least 13:50:29 <stillunknown> C is low level language, but you can mess it up badly. 13:50:32 <Chris82> it's a "close to hardware" programming language 13:50:53 <Chris82> even better is Assembler of course :D we do some MIPS right now 13:51:09 <Eddi|zuHause2> yeah, we had that also 13:51:22 <Eddi|zuHause2> VHDL is fun :) 13:51:29 <stillunknown> I find C more usefull than ASM, but i never learned ASM. 13:51:46 <Eddi|zuHause2> did i mention that i loathe C(++)? 13:52:39 <Chris82> can you say loathe in German? 13:52:48 <Chris82> I dunno that word 13:52:53 <Eddi|zuHause2> ~ verabscheuen 13:53:07 <Chris82> ahh 13:53:17 <Eddi|zuHause2> "loathe and despise", commonly used term :) 13:53:19 <Chris82> dislike 13:53:33 <stillunknown> What low'ish level language besides C and C++ do you know? 13:53:36 <Chris82> hmmm this increase costs patch is not AI compatible 13:53:37 <stillunknown> excluding ASM 13:53:44 <Chris82> they'll be out of funds before they have a single running line :D 13:53:48 <Eddi|zuHause2> lambda calculus :p 13:54:01 <Chris82> hoare calc even better 13:54:20 <stillunknown> Programming language i mean. 13:54:30 <Eddi|zuHause2> lambda calculus is a programming language :) 13:54:41 <Eddi|zuHause2> it's the mother of all functional languages 13:55:03 <Eddi|zuHause2> and the only language we completely specified in our programming languages lecture 13:55:35 <stillunknown> I don't do CS, so i my calculus is a little bit different. 13:56:14 *** elmex [~elmex@e180066245.adsl.alicedsl.de] has joined #openttd 13:56:53 <stillunknown> About two years i was confronted with a world were C program were common. 13:57:04 <stillunknown> Knowing nothing, that made sense to learn. 13:57:13 <Eddi|zuHause2> http://en.wikipedia.org/wiki/Lambda_calculus 13:57:43 <Maedhros> aargh, i'm an idiot 13:57:48 <Maedhros> i spend all this time wondering why it didn't work, only to realise that (var & 4) does not give you the first 4 bits... 13:58:03 <Eddi|zuHause2> haha :) 13:58:40 <peter1138> :D 13:59:13 <stillunknown> var & 15 will 13:59:16 <Belugas> GB(x, 0,3)!!! 13:59:40 <stillunknown> GB(x, 0, 4) i thought 13:59:40 <glx> ...,4) 13:59:54 <Maedhros> but since this is nfo, 0F will do :) 13:59:54 <Eddi|zuHause2> stillunknown: btw, i once coded a machine-code program for a mini-processor i specified in VHDL :) 14:01:04 <Chris82> case MP_RAILWAY, MP_STREET: 14:01:06 <Chris82> does that work? 14:01:16 <Chris82> or how do I make the same case for two tile types? 14:01:20 <Chris82> || ? 14:01:21 <Eddi|zuHause2> it had like for operations, something about z:=x+y, z:=2x-y and so on 14:01:22 <Maedhros> no, but case MP_RAILWAY: case MP_STREET does 14:01:29 <Eddi|zuHause2> Chris82: case 1: case 2: 14:01:30 <Belugas> glx 4, you're right... 14:01:33 <Belugas> sorry 14:01:34 <Chris82> ah :) 14:01:47 <Eddi|zuHause2> because the empty case falls through :) 14:02:36 <Eddi|zuHause2> Chris82: but don't forget purchased land 14:03:12 <Chris82> hmm but I can't put that in the switch, purchase land is no tile type 14:03:15 <Maedhros> which is MP_UNMOVABLE && IsOwnedLand(tile) (or something close anyway) 14:03:22 <Chris82> oh 14:04:00 <Eddi|zuHause2> well, for other umovables it should have already failed anyway 14:04:18 <Eddi|zuHause2> so the IsOwnedLand is probably unnecessary 14:04:44 <Maedhros> that's a good point though, are you checking CmdFailed after doing the initial clearing? 14:05:29 <Eddi|zuHause2> what's the semantics for .MultiplyCost() on a failed CommandCost? 14:05:55 <Chris82> I think the CmdFailed check is done by the function in rail_cmd etc. 14:05:56 <Eddi|zuHause2> i would expect that to stay failed 14:06:05 <Chris82> it does 14:06:09 <Chris82> haven't found an exception yet 14:06:12 <Eddi|zuHause2> so checking is not necessary 14:06:49 <Chris82> yeah CmdLandscapeClear does not do a CmdFailed check because the function calling it does it already 14:06:53 <Chris82> that's how I understand it 14:07:25 <Eddi|zuHause2> yes, the CmdFailed should just be passed through 14:07:45 <Maedhros> good thing it's now a separate variable, eh ;) 14:08:06 <Eddi|zuHause2> yes, the class is nice :) 14:08:54 <Chris82> I think I have all needed exceptions now... testing 14:10:01 <Chris82> railway bought for 18k and sold for 6k :) this works as intended now 14:10:32 <Eddi|zuHause2> but if you change behaviour for roads, how do you handle town roads? 14:11:32 <Chris82> well not owned stuff doesn't give me profit anyway 14:11:41 <Chris82> demolishing town owned road costs 15k 14:11:46 <Chris82> my own road costs 5k 14:11:54 <Chris82> that's still an error tho since it should give me money 14:11:57 <Eddi|zuHause2> no, but town roads should cost more to demolish 14:12:01 <Chris82> they do 14:12:07 <Chris82> 3 times as much 14:12:14 <Eddi|zuHause2> your roads should not give you money 14:12:25 <Chris82> oh ok I thought it's like with rail 14:12:29 <Chris82> then it works fine :) 14:12:59 <Chris82> cool seems to be working nicely now 14:13:26 <Eddi|zuHause2> removing of stations and depots? 14:14:02 <Eddi|zuHause2> have new diff? 14:14:23 *** MarkMc [~hestporr@h212n1fls301o1036.telia.com] has joined #openttd 14:14:55 <Chris82> removing a depot costs about 3 times less than building it 14:15:01 <Chris82> but removing a station costs more than building it 14:15:12 <Chris82> but I like that because a town doesn't like it when you kill their bus station 14:16:44 <Chris82> http://openttd.sandra-bullock.co.uk/public/Dev/diff/towncost/r10453-towncost.diff 14:18:46 <Chris82> ahhh demolishing houses is still pretty darn exp :D 14:18:58 <Chris82> hmmm but maybe I even leave it that way 14:19:21 <Chris82> I mean people who want this patch are probably into realsim and it's very unrealistic that you can demolish a house for a bus station 14:20:13 <peter1138> yeah 14:21:20 <Chris82> and with stations on roads demolishing a house shouldn't be required anyway 14:22:01 <Chris82> Eddi: If you can't find any remaining bugs either I'll post the patch on the forums :) 14:22:04 <Eddi|zuHause2> btw, can it be that the production of passengers has increased massively since the original game? 14:22:22 <Eddi|zuHause2> let me compile first :) 14:22:34 <Chris82> hehe take your time 14:23:41 <peter1138> Eddi|zuHause2: cos there are some problem ;) 14:23:48 <peter1138> +s 14:24:01 <MUcht> <Eddi|zuHause2> well, 250k austrians vs. 400k turks :p <- there are not 250k austrians in berlin ;-) 14:24:17 <Eddi|zuHause2> MUcht: it was about graz :) 14:24:22 <MUcht> oh ;-) 14:24:39 <MUcht> in berlin, there are some 8k austrians 14:24:59 <MUcht> Chris82: you are from graz? 14:25:03 <Chris82> yeah 14:25:09 <MUcht> interesting, I'm studying there 14:25:20 <Chris82> oh nice :) they have a good technical university 14:25:24 <Chris82> my brother studies there 14:25:30 <Chris82> I study at the FU Berlin 14:25:31 <MUcht> yes indeed 14:25:39 <MUcht> I'm currently at the FU Berlin 14:25:43 <MUcht> (Erasmus) ;-) 14:25:52 <Chris82> hehe :) which studies? 14:26:04 <MUcht> betriebswirtschaft, doctoral 14:26:14 <Chris82> hmmmmm demolishing one piece of road in 2318 in an 80k city costs 3 trillion with the patch :D 14:26:18 <Chris82> compared to 324 million normally 14:26:49 <Chris82> oh hmmm I think the BWL campus is somewhere else than the CS faculty 14:26:56 <Chris82> the FU is pretty spread out 14:27:04 <MUcht> I was on both 14:27:11 <MUcht> CS is Takustraße 14:27:19 <MUcht> BWL is in the Garystraße 14:27:25 <Chris82> yep Arnimallee is my bus station :D 14:27:49 <MUcht> they have a nice Hörsaal in the Arnimallee ;-) 14:28:00 <MUcht> you are in which semester? 14:28:07 <Chris82> yeah the CS building is the newest of the FU and also the Konrad Zuse Zentrum is right next to it 14:28:18 <Chris82> the 2nd, I studied 4 semesters law before 14:28:37 <Chris82> which will be my "Nebenfach" for computer science 14:31:43 <MUcht> I attended ALP3 last semester 14:31:58 <MUcht> so thats for you next semester 14:32:04 <MUcht> pretty good course that is 14:32:20 <Chris82> oh then I could have even met you already without noticing it :D 14:32:28 <Chris82> I took TI III in the 1st semester already 14:32:42 <Chris82> ALP and TI is nice, but the Mafi lectures suck 14:32:46 <Chris82> *ggg* http://openttd.sandra-bullock.co.uk/public/Images/Garnton%20Transport,%2021st%20Feb%202319.png 14:33:11 <Chris82> I don't even know what number that is 14:33:12 <MUcht> I tried to attend ALP2 this semester, but this female professor was aweful so I quit that 14:33:29 <MUcht> lol cool numbers 14:33:29 <Chris82> oh she is abroad now, a tutor is doing that lecture now 14:33:29 <stillunknown> ALP=? 14:33:37 <MUcht> algorithms and programming 14:33:37 <Chris82> Algorithms and Programming 14:33:41 <MUcht> faster 14:33:46 <Chris82> nah I was :p 14:33:48 <Chris82> ping latency :D 14:34:05 <Chris82> ALP 2 is the thing I speak about when I say Java course :p 14:34:16 <stillunknown> I had that subject too, should have been longer, more extensive. 14:34:24 <stillunknown> Barely got a chance to touch C++. 14:34:43 <MUcht> I'm coding my thesis-things in Java, alp3 helped me quite sometimes last semester 14:34:54 <Chris82> http://openttd.sandra-bullock.co.uk/public/Images/Garnton%20Transport,%2021st%20Feb%202319.png < this screenshot clearly shows that Inflation needs some redesign 14:34:56 <MUcht> so I tried to attend ALP2 this semester, but this professor was just too bad 14:35:08 <Chris82> she did ALP 1 too (Haskell) 14:35:12 <stillunknown> How bad? 14:35:17 <Chris82> nobody liked her, but my Tutor is really great 14:35:33 <MUcht> very bad ;-) 14:35:38 <Chris82> uhm, Condoleza Rize bad? 14:35:45 <MUcht> heh 14:35:50 <Chris82> depends if you're democratic or republican 14:35:56 <Chris82> but if you're democratic then CR bad :D 14:36:02 <Chris82> otherwise Hillary Clinton bad 14:36:34 <Chris82> are you from Graz originally MUcht ? 14:36:36 <stillunknown> MUcht: so ALP2 is not a required subject? 14:36:38 <Eddi|zuHause2> as long as it is not Angela Merkel bad :p 14:36:45 <Chris82> it is required for my bachelor 14:36:47 <MUcht> Chris82: no, from Salzburg 14:36:55 <MUcht> stillunknown: it is required if you study informatics 14:37:11 <stillunknown> MUcht: Hoping for a better teacher next year? 14:37:11 <Chris82> yep also for teacher students 14:37:28 <Chris82> there will be no new one, this bad woman is the "boss" of our faculty :D 14:37:29 <MUcht> stillunknown: no I return to Austria and finish my doctoral thesis 14:38:09 <Chris82> I will be in Graz from 23rd to 30th July so maybe we can meet at Don Camillo or somewhere :D hehe 14:38:10 <MUcht> I was curious right at the first time I saw this professor; female and pretty old is somehow contradictive to the topic she wants to teach 14:38:14 <MUcht> and I was right about that ;-) 14:38:24 <Chris82> hehe yeah 14:38:34 <MUcht> Don Camillo? where's that? oO 14:38:40 <Chris82> you don't know that :o 14:38:45 <Chris82> one of the top cafes near the Hauptplatz 14:38:48 <MUcht> oh 14:38:52 <MUcht> no place for students 14:39:16 <Chris82> when you go down the road near the H&M from the Hauptplatz you will come to Don Camillo after a few hundread meters 14:39:23 <Chris82> oh I don't know the student places so well 14:39:38 <Chris82> I am not in Graz that often and I usually only visit one of the many Japanese restaurants :D 14:39:43 <Chris82> Yamamoto is great for example 14:39:51 <MUcht> I don't like Sushi too much 14:39:53 *** Osai is now known as Osai^Kendo 14:40:02 <MUcht> I like the turkish food here in Berlin ;-) 14:40:04 <Chris82> you have to try their Udon, the best noodles ever 14:40:11 <MUcht> Dürüm mit scharf ;-) 14:40:18 <Chris82> you'll forget about Italian Spagetthi once you've eaten them 14:40:27 <MUcht> good tip 14:40:33 <Chris82> haha :D 14:40:51 <Chris82> there's a Döner shop 200 meters from my appartment 14:41:02 <Chris82> really not good for my bank balance ;) 14:41:05 <MUcht> where do you live here? 14:41:14 <Chris82> 5 minutes from the Schloßstraße 14:41:15 <MUcht> nah döner is really cheap... 14:41:17 <MUcht> ah 14:41:18 <Chris82> really close to the university 14:41:22 <MUcht> I live at Lichterfelde West 14:41:26 <MUcht> even closer ;-) 14:41:32 <Chris82> hehe :p 14:42:00 <Eddi|zuHause2> hm... i am kinda used to the diagonal crossings, can we have them in trunk? 14:42:23 <glx> maybe one day :) 14:42:27 <MUcht> that was a great feature 14:42:32 <Chris82> found any bugs Eddi? 14:42:55 <MUcht> hmm I'm used to 32bit graphics, can we have them in trunk? 14:42:57 <Eddi|zuHause2> nothing obvious 14:43:20 *** Digitalfox [~Digitalfo@bl7-180-89.dsl.telepac.pt] has joined #openttd 14:43:54 <stillunknown> MUcht: Is that a joke? 14:44:19 <Chris82> well 32-bit support is in trunk 14:44:20 <MUcht> hmm... I just thought I could give it a try 14:44:32 <MUcht> but not the graphics ;-) 14:44:43 <Chris82> well there are none yet I believe 14:44:46 <peter1138> first somebody needs to draw a (mostly) complete set 14:44:47 <Chris82> only menu graphics and such stuff 14:44:54 <peter1138> or even half a set 14:46:05 <Eddi|zuHause2> what do these symbols in TTRS3 mean when making buildings transparent? 14:46:18 <Chris82> hotel for tourism ECS 14:46:18 <MUcht> hm I thought I saw menu graphics already a while ago 14:46:21 <Chris82> something like that 14:46:37 <Chris82> yeah I think there is a 32bpp branch with 32bit menus 14:47:04 <MUcht> nah 32bit graphics are not that important to me in general, I like the retro-dos-feeling a lot 14:47:13 <Eddi|zuHause2> the 32bpp branch is closed 14:47:18 <Digitalfox> Chris82: You are talking about the old branch, witch is now obsolete and deleted 14:47:24 <Chris82> ah ic 14:47:31 <Chris82> I agree to that MUcht :) 14:47:40 <MUcht> most important feature imho is pax destinations 14:47:41 <Digitalfox> Loading of menus is supported in trunk i believe 14:47:53 <Chris82> I am fine with a 32bit menu and icons and stuff, but the train and landscape graphics are just fine! 14:48:04 <Chris82> perfect game for any onboard graphics gamers 14:48:10 <Digitalfox> Well, it's a matter of choise 14:48:43 <Digitalfox> If there is an option of ON or OFF i don't see a problem :) 14:48:51 <peter1138> hhmm 14:48:57 *** dihedral [~nathanael@joshua.dihedral.de] has quit [Quit: leaving] 14:49:53 <Digitalfox> I mean if people can use the old 8bit graphics, fine, but theres also people who want to see a fresh look on TTD ( Openttd ) 14:50:12 <Digitalfox> And i belive 32bit is the way to go 14:50:38 <peter1138> 32bpp! 14:50:42 <peter1138> we have 32bpp 14:50:45 <peter1138> we have 8bpp 14:50:50 <peter1138> we have opengl :> 14:50:57 <peter1138> (ok, so it's still 32bpp, heh) 14:51:24 <Digitalfox> ops yeah ;) 14:51:29 <Chris82> OpenGL support sucks on Vista and will be even worse in future Windows versions, I hope that doesn't become standard *g* 14:51:49 <Digitalfox> my bad peter1138, bpp is the way to go lol 14:51:49 <Chris82> well actually the drivers suck but that's due to the DM of Vista 14:52:07 <Prof_Frink> I hope it does become standard, for precisely the same reasons ;) 14:52:27 <peter1138> Chris82, http://fuzzle.org/o/opengl9.png 14:53:07 <Chris82> hmmm is that screenie 32bpp OTTD? 14:53:25 <peter1138> it's 32bpp opengl OTTD 14:53:41 <Chris82> hmmm but 8bpp graphics? I don't see a difference to my OTTD start menu 14:53:55 <peter1138> exactly 14:54:26 <Chris82> is there a way I can start my game with OpenGL so I can see if it actually works on Vista or if graphics are sluggish then 14:54:28 <Eddi|zuHause2> using a different renderer does not mean you have to use different graphics :) 14:54:42 <peter1138> no, the patch is "secret" at the moment 14:54:52 <Chris82> hehe ok :) 14:54:58 <hylje> super secret 14:55:07 <peter1138> well, you can find it easily :p 14:55:14 *** colle_ is now known as colle 14:55:30 <hylje> how much cpu is normally used for rendering? 14:55:36 <Thomas[NL]> cough http://fuzzle.org/o/opengl14.diff ? 14:56:15 <peter1138> yeah 14:56:16 <peter1138> well 14:56:26 <peter1138> i can't remember which is best version 14:56:35 <peter1138> as i started experimenting with multitexture support 14:59:14 <peter1138> for me it is faster than 32bpp when zoomed in, but slows down when zoomed out 15:00:23 <MUcht> fully zooming out at 8bpp is slow enough for me 15:00:35 <peter1138> it's slower, heh 15:00:41 * Chris82 grabbing the secret diff :D 15:01:09 <peter1138> there's also a threading bug, heh 15:01:20 <peter1138> so don't generate a map with industries, heh 15:03:22 <MUcht> sounds like boring cargo games that style 15:04:41 <Eddi|zuHause2> well, generate a map without the diff :) 15:05:06 <Eddi|zuHause2> (or without the renderer activated) 15:07:52 <peter1138> MUcht: you can load games with them 15:07:57 <peter1138> it's just generation 15:08:01 <peter1138> Eddi|zuHause2: yeah 15:12:04 *** Peakki [antti@cs181000195.pp.htv.fi] has quit [Remote host closed the connection] 15:13:41 <Chris82> 3>..\src\blitter\opengl.cpp(14) : fatal error C1083: Cannot open include file: 'SDL.h': No such file or directory 15:13:43 <Chris82> hmmm 15:13:55 <glx> you need sdl 15:14:02 <Chris82> there's only sdl_s and sdl_v.h 15:14:09 <Chris82> can I use one of them or are these other files? 15:14:23 <glx> SDL.h is one of the sdl files 15:15:21 <Chris82> can I download SDL.h somewhere? 15:15:31 <glx> sdl.org 15:15:52 <glx> wrong adress 15:16:01 <Chris82> I already thought so ;) hehe 15:16:14 <glx> libsdl.org 15:16:31 *** Peakki [antti@cs181000195.pp.htv.fi] has joined #openttd 15:16:55 <peter1138> ahh 15:17:02 <peter1138> yes, sorry, it's dependent on sdl 15:17:15 <peter1138> well, not "sorry", i didn't release it :p 15:17:29 <Chris82> hehe :p I just need SDL.h or other stuff too from the source download? 15:17:53 <glx> for windows only headers are needed, and the dll when running 15:18:52 *** yorick [~yorick@s55924da0.adsl.wanadoo.nl] has joined #openttd 15:24:33 <Chris82> hmmm these include files from libsdl.org are not Visual Studio compatible it seems 15:24:41 <Chris82> I get loads of errors 15:25:43 *** setrodox [setrodox@85-125-222-161.dynamic.xdsl-line.inode.at] has quit [Quit: Hapiness ;D] 15:26:57 <Chris82> ahh no the problem is something else 15:26:57 <Chris82> 2>C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\GL/gl.h(1152) : error C2144: syntax error : 'void' should be preceded by ';' 15:27:09 <Chris82> this file is probably not the exptected one 15:29:36 <peter1138> eh 15:29:38 <peter1138> +h 15:29:46 <peter1138> well it works on linux, and i've only tested it there :p 15:30:59 <Chris82> yeah all the includes from GL are from the Platform SDK and those files are definitely different from the ones you're using on Linux 15:32:17 <peter1138> "I just noticed in a very late game (around 2250) that the running costs for street vehicles have risen to about 350K(EUR) a year therefore preventing most vehicles to actually write black numbers. " 15:32:29 <peter1138> yeah, vehicles really do "write black numbers" :o 15:32:34 <hylje> ;o 15:34:35 <stillunknown> peter1138: Did you have any other comments about my patch? 15:34:54 <stillunknown> Besides the this-> and IsFront() stuff. 15:35:33 <peter1138> yeah... it's too big :p 15:35:35 <peter1138> but you knew that 15:35:56 <peter1138> also there are bugs you know about 15:36:35 <stillunknown> One that i know, the reversing at the end of no rail. 15:36:48 <stillunknown> So where is the s in that? 15:38:40 <stillunknown> peter1138: Since i don't know of multiple remaining bugs. 15:39:01 <Chris82> even when I have the correct header files it won't compile with VC 15:39:14 <Chris82> VC doesn't like OpenGL it seems, who would have though that ;) 15:41:27 <peter1138> stillunknown: you only update the cached "mass on slope" for old games, not all 15:43:07 <stillunknown> I should add that stuff to savegames. 15:43:15 <stillunknown> Good of you to remind me. 15:43:32 <peter1138> it doesn't need saving. it's a cache 15:43:53 <stillunknown> What is the appropriate place for doing this kind of stuff? 15:44:07 <peter1138> in AfterLoadVehicles() probably 15:44:35 <peter1138> you really need to split some of this stuff off 15:44:50 <peter1138> there's so many changes you can't really tell the impact of them 15:48:00 <stillunknown> peter1138: The small pieces at a time is only practical for an ottd developer. 15:48:47 <stillunknown> I could split it up into a few pieces, but more than a few would have a lot of overhead. 15:54:15 <Eddi|zuHause2> err... is "((VehicleRail*)v)->cached_total_length" a meaningful value? 15:54:33 *** TinoM [~Tino@i5387CBAC.versanet.de] has quit [Quit: Verlassend] 15:55:25 <stillunknown> Eddi|zuHause2: It should be, if that casting of yours works. 15:56:22 <stillunknown> Only for the first engine. 15:56:26 *** yorick [~yorick@s55924da0.adsl.wanadoo.nl] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Like it? Visit #hydrairc on EFNet] 15:57:24 <peter1138> mmm, casts 15:58:11 <Eddi|zuHause2> well, it probably doesn't :) 15:59:20 <peter1138> i don't see that anyway :o 15:59:47 *** Mucht_ [~Mucht@p57A0F1AB.dip.t-dialin.net] has joined #openttd 16:00:05 <Eddi|zuHause2> not with the current inheritance relation :) 16:00:19 <Eddi|zuHause2> (which is, non-existent :p) 16:02:18 <stillunknown> peter1138: What's the maximum patch size that is likely to accepted? 16:03:32 *** MUcht [~Mucht@p57A0F317.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 16:07:39 *** BobingAbout [~BobingAbo@adsl-83-100-203-68.karoo.KCOM.COM] has joined #openttd 16:08:28 *** BobingAbout [~BobingAbo@adsl-83-100-203-68.karoo.KCOM.COM] has left #openttd [] 16:08:58 *** helb [~helb@84.244.90.159] has quit [Remote host closed the connection] 16:09:52 *** helb [~helb@84.244.90.159] has joined #openttd 16:12:08 <peter1138> there's no max size 16:12:21 <peter1138> context is the key 16:12:28 <peter1138> like i committed a 70KB patch last night ;p 16:14:41 <stillunknown> I can roughly imagine three parts, one is the change to class based movement code. 16:14:49 <stillunknown> The second is the train code. 16:15:01 <stillunknown> The third the train acceleration function. 16:15:27 <peter1138> right 16:15:47 <peter1138> another is the changes to slopes/map array 16:15:58 <peter1138> another is the cached "mass on slope" changes 16:16:12 <peter1138> and probably more if i looked over it again 16:16:28 <stillunknown> The slopes stuff would be before the train stuff. 16:18:01 <peter1138> splitting those bits off would give you a chance to profile them on their on 16:22:02 <stillunknown> Let's assume that within a few days i get the remainder of the issues solved, is there anyone willing to do code checking on a reasonable timeframe (having to wait a week each time is not preferable)? 16:22:40 *** Chris82 [~chris@p579E1E89.dip.t-dialin.net] has quit [Quit: squash] 16:24:48 <Eddi|zuHause2> hey, i managed to update my "trains stop in the middle of the station" patch to trunk :) 16:24:51 <Eddi|zuHause2> http://users.informatik.uni-halle.de/~krause/middle_stop.diff 16:26:39 <Eddi|zuHause2> (tiny error, updated) 16:28:14 <Maedhros> why did you remove !IsCompatibleTrainStationTile(tile + TileOffsByDiagDir(DirToDiagDir(v->direction)), tile) ? 16:28:36 <Eddi|zuHause2> because that is the check for end-of-platform 16:28:51 <Eddi|zuHause2> which i replaced 16:33:57 <Eddi|zuHause2> you could probably collapse the other if statement into the train_should_stop variable, but i wanted to avoid changing the indentation :) 16:40:36 *** Nickman [~nn@d54C1C327.access.telenet.be] has joined #openttd 16:41:19 <Eddi|zuHause2> wtf? subsidy messages use wrong plural forms... 16:45:00 *** Wolf01 [~wolf01@host240-236-dynamic.9-87-r.retail.telecomitalia.it] has joined #openttd 16:45:16 <Wolf01> hello 16:46:26 <Noldo> hello 16:48:05 <Maedhros> hmm, bugger: http://devs.openttd.org/~maedhros/bounding-box.png 16:48:41 <Belugas> oops :) 16:58:23 <Phazorx> is there a page/file soermwhere explaining params for infra_landscape.grf? 16:59:37 <Eddi|zuHause2> Phazorx: tt-forums? 16:59:48 <Phazorx> Eddi|zuHause2: searching 17:00:01 <Phazorx> many refrences to grf file itself and quarrels about stolen trees 17:00:12 <Phazorx> but no .nfo or readme :( 17:00:23 <Thomas[NL]> decode the grf? 17:00:24 <Belugas> maybe there is no params 17:00:39 <Belugas> -is+are 17:00:43 <Phazorx> Belugas: well i put some number there accidently and noticed change 17:00:55 <Phazorx> but emperical search is time consuming 17:01:02 <Belugas> good hint 17:01:04 <Phazorx> i kinda hoped there is soemthing more or less official 17:01:12 <Belugas> thus, go decoding :) 17:01:17 <Phazorx> and i dont know how to decode 17:02:16 <Belugas> grfcodec -d -p 2 <name_of_grf> 17:02:21 <Belugas> -d = decode 17:02:30 <Belugas> -p 2 = windows pallette 17:02:50 <Belugas> http://wiki.ttdpatch.net/tiki-index.php?page=GRFActionsDetailed 17:02:55 <Belugas> to find out what it does 17:03:20 <Belugas> http://www.ttdpatch.net/grfcodec/ 17:03:29 <Belugas> to have a full exoplanation about grfcoded 17:03:52 <Phazorx> thanks 17:03:56 <Phazorx> that's a lot of reading :) 17:04:07 <Belugas> http://coffee.in_a_mug.net for the nerves 17:04:15 <Belugas> well... 17:04:28 <Belugas> it's that or continue seraching for params explanations :) 17:04:28 <Eddi|zuHause2> "link does not work" :p 17:04:41 <Belugas> too bad :) 17:04:57 <Belugas> i've drank the mug already! 17:08:10 *** glx|away [glx@bny93-6-82-245-156-124.fbx.proxad.net] has joined #openttd 17:08:13 *** mode/#openttd [+v glx|away] by ChanServ 17:08:27 *** Ammler [~Ammler@adsl-84-227-160-31.adslplus.ch] has quit [Read error: Connection reset by peer] 17:08:50 *** Chicago_R_A [~anonymous@c-76-16-92-179.hsd1.il.comcast.net] has joined #openttd 17:09:26 *** glx is now known as Guest547 17:09:26 *** glx|away is now known as glx 17:11:01 *** Ammler [~Ammler@adsl-84-227-87-218.adslplus.ch] has joined #openttd 17:11:17 *** Vikthor [~Vikthor@snat1.spoje.net] has quit [Quit: Leaving.] 17:13:43 *** Guest547 [glx@bny93-6-82-245-156-124.fbx.proxad.net] has quit [Ping timeout: 480 seconds] 17:23:21 *** UnderBuilder [~usuario@168.226.106.70] has joined #openttd 17:24:56 <UnderBuilder> a question: works 'Forbid trains and ships to make 90 deg turns' option with yapf? 17:25:01 <hylje> yes 17:25:11 <orudge> Hmm, just wondering, the OpenTTD project on SourceForge has Darkvater, Rubidium and Ludde as project admins. Yet, as far as I'm aware, Rubidium is the only one who is still an active OpenTTD developer? 17:25:44 <Belugas> exact, orudge 17:26:03 <orudge> Perhaps this should be altered at some point? ¬ 17:26:10 <Belugas> although Darvater might eventually come back 17:26:18 <orudge> Oh, really? 17:26:20 <Belugas> for Ludde, yes, definitively 17:26:29 <Belugas> well... 17:26:47 <Belugas> it is a really vague possibility 17:26:49 <orudge> or is that just speculation? 17:26:50 <orudge> Ah, right 17:26:51 <Belugas> it might not 17:26:55 <orudge> Fair eonugh 17:26:57 <orudge> enough 17:27:12 <Belugas> but i kindae remember he said "MAYBE" in one or 2 years 17:27:16 <Belugas> so... 17:27:26 <Belugas> just in case, i would keep him "alive" 17:30:40 <orudge> Mmh 17:30:54 <orudge> well, my suggestion would be to demote him to a normal developer, and promote someone else as admin (do we have a "leader" as such?) 17:31:50 <Wolf01> maybe monday evening i'll start the pocket pc port! 17:32:10 <stillunknown> Peter is apparently code leader, on the contact page. 17:32:23 <Eddi|zuHause2> lead coder :) 17:32:51 <stillunknown> Peter Nelson (peter1138) 17:32:51 <stillunknown> Email: peter@openttd.org 17:32:51 <stillunknown> Code Leader 17:33:09 <Eddi|zuHause2> who wrote that? :p 17:33:25 <peter1138> not me 17:33:28 <stillunknown> Matthijs Kooijman (blathijs) 17:33:28 <stillunknown> Email: matthijs@openttd.org 17:33:28 <stillunknown> Pathfinder finder and general coding 17:33:59 <Eddi|zuHause2> that was the old new pathfinder :) 17:34:09 <Belugas> stillunknown, it is not the same. 17:34:24 <peter1138> wibblewoo 17:34:25 <Belugas> anyway, Code Leader is purely honorific 17:34:34 * Belugas runs away laughing :D 17:34:58 <peter1138> like the pied piper. he lead... 17:35:47 <Eddi|zuHause2> http://de.wikipedia.org/wiki/Rattenfänger_von_Hameln <- that guy? 17:36:16 <peter1138> yeah 17:42:48 *** User [~User@p54827856.dip.t-dialin.net] has joined #openttd 17:43:15 *** User [~User@p54827856.dip.t-dialin.net] has quit [] 17:54:37 <peter1138> was it something i said? :o 17:56:42 <Prof_Frink> Yes. 17:56:51 <peter1138> oh, ok 18:03:26 <CIA-1> OpenTTD: miham * r10455 /trunk/src/lang/ (14 files): (log message trimmed) 18:03:26 <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2007-07-06 20:02:29 18:03:26 <CIA-1> OpenTTD: brazilian_portuguese - 4 fixed by tucalipe (4) 18:03:26 <CIA-1> OpenTTD: dutch - 4 fixed by habell (4) 18:03:26 <CIA-1> OpenTTD: estonian - 3 fixed by t2t2 (3) 18:03:27 <CIA-1> OpenTTD: french - 4 fixed by glx (4) 18:03:27 <CIA-1> OpenTTD: galician - 32 fixed by Condex (32) 18:06:02 *** KritiK [Maxim@ppp85-140-207-223.pppoe.mtu-net.ru] has joined #openttd 18:21:36 *** ThomasNL [~thomas@vdburgt.xs4all.nl] has joined #openttd 18:21:36 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has quit [Read error: Connection reset by peer] 18:26:41 *** ThomasNL is now known as Thomas[NL] 18:27:25 *** Chris82 [~chris@p579E1E89.dip.t-dialin.net] has joined #openttd 18:27:30 <Chris82> hi guys :) 18:27:47 <peter1138> hi 18:28:05 <Chris82> I have a really weird error message when I combine the town cost patch and the diagonal clearing patch in landscape.cpp 18:28:06 <Chris82> 2>d:\Microsoft Visual Studio 8\VC\include\sal.h(226) : error C2144: syntax error : 'int' should be preceded by ';' 18:28:06 <Chris82> 2>d:\Microsoft Visual Studio 8\VC\include\sal.h(226) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 18:28:20 <Chris82> I have no idea what sal.h has to do with this file 18:28:34 <Chris82> when I only add one of the two patches it compiles fine 18:29:33 <Chris82> http://paste.openttd.org/159 the problem lies burried somewhere here :D 18:29:42 <Chris82> couldn't find the reason myself yet 18:29:53 *** Osai^Kendo [~Osai@pD9EB668C.dip.t-dialin.net] has quit [Quit: Osai^Kendo] 18:30:04 <peter1138> # 18:30:04 <peter1138> - if (sprite_base == SPR_SLOPES_BASE - 15) sprite_base = SPR_FOUNDATION_BASE; 18:30:07 <peter1138> # 18:30:08 <peter1138> nice change :p 18:30:10 <peter1138> + if (sprite_base == SPR_SLOPES_BASE - 15) sprite_base = SPR_FOUNDATION_BASE; 18:30:20 <peter1138> # 18:30:21 <peter1138> -/* $Id$ */ 18:30:21 <peter1138> # 18:30:21 <peter1138> +s/* $Id$ */ 18:30:23 <peter1138> ? :o 18:31:12 <Chris82> yeah I've fixed that already 18:31:21 <Chris82> I haven't even touched that line dunno how it got in the patch file 18:31:33 <Chris82> but that is not causing this weird error 18:32:30 <Chris82> the diagonal clearing calls the CmdLandscapeClear function where the other patch resides and there must be some really obscure conflict 18:35:19 <Eddi|zuHause2> that's one of the worst problems with c header files, because of the textual inclusion you get errors in the totally wrong places 18:35:57 <Chris82> I don't even know why sal.h is required, one of the openttd header files must include a standard library which itself requires sal.h 18:36:06 <Chris82> because when searching the OTTD source I can't find any reference to it 18:36:18 <Chris82> but the project search doesn't look in standard libraries of course 18:36:35 <Eddi|zuHause2> there is nothing wrong in sal.h 18:37:03 <Eddi|zuHause2> but something before the inclusion of sal.h has some syntax error (like the superfluous s up there) 18:37:05 <Chris82> well that is a library from VC I haven't touched it I would assume there's nothing wrong with it 18:37:40 <Chris82> extern "C" { < this is line 226 of sal.h 18:38:03 <Eddi|zuHause2> do not even look there 18:38:46 <Eddi|zuHause2> look for some more stray changes like that s 18:39:00 <Eddi|zuHause2> in the complete diff, not only that file 18:39:24 <Chris82> that s? 18:39:36 <Eddi|zuHause2> <peter1138> +s/* $Id$ */ 18:40:10 <peter1138> smells of a botched ctrl-s :) 18:40:18 <Chris82> oh weird 18:40:43 <Chris82> lol peter saved my life once again :p 18:40:56 <Chris82> that s is totally senseless at the beginning of the file of course :D 18:41:10 <Chris82> no idea how it got there but thanks for seeing it 18:41:13 <Eddi|zuHause2> hm... i suddenly get a lot of "train is lost" messages... 18:41:37 <Chris82> I'll be back later, reserver a squash court at 9 pm :) 18:41:41 <Chris82> reserved* 18:41:48 *** Chris82 is now known as Chris|Squash 18:51:01 <Thomas[NL]> I can't open the zip containing the US-road set :( 18:52:14 <Eddi|zuHause2> incomplete transmission? 18:52:47 *** skidd13 [~skidd13@p548A5B7A.dip.t-dialin.net] has joined #openttd 18:53:10 <peter1138> it must be that new encrypted grf format ;) 18:53:20 <Thomas[NL]> http://paste.openttd.org/160 18:53:40 <Thomas[NL]> using fileroller on ubuntu 18:55:18 <Eddi|zuHause2> what does "head <zipfile>" say? 18:56:38 <Thomas[NL]> noting :/ it outputs a space it seems 18:58:16 <Eddi|zuHause2> can you wget the file from the server? 18:58:54 <Thomas[NL]> yes, same error 18:59:42 <Eddi|zuHause2> might be file corruption on the server then, what is the link? 18:59:49 <Thomas[NL]> http://www.as-st.com/ttd/newusa/files/usroadsw.zip 19:00:10 <Thomas[NL]> Dos = -w same error 19:01:07 <Eddi|zuHause2> the file is only 4 Byte here 19:01:47 <Thomas[NL]> same here 19:02:04 *** thgergo [~th_gergo@dsl51B60E46.pool.t-online.hu] has joined #openttd 19:02:13 <Eddi|zuHause2> write a mail to the creator 19:02:59 <Thomas[NL]> will do 19:08:06 *** NukeBuster [~opera@a62-251-21-79.adsl.xs4all.nl] has left #openttd [] 19:08:20 *** skidd13 [~skidd13@p548A5B7A.dip.t-dialin.net] has left #openttd [] 19:11:40 <Tlustoch> Is it possible to prevent trains from going to depots? 19:11:48 *** NukeBuster [~opera@a62-251-21-79.adsl.xs4all.nl] has joined #openttd 19:11:54 <hylje> yes, by removing the entries to them 19:12:08 *** thgergo [~th_gergo@dsl51B60E46.pool.t-online.hu] has quit [Ping timeout: 480 seconds] 19:12:13 <hylje> you might also want to remove breakups and servicing 19:12:39 <Prof_Frink> and setting 'disable servicing when breakdowns set to none' 19:12:42 <Eddi|zuHause2> Tlustoch: there is a setting "disable servicing if breakdowns are off" 19:12:59 <Tlustoch> in ttdpatch there's just option for it 19:13:07 <Tlustoch> ok I see it now 19:13:24 <Prof_Frink> Tlustoch: Technically there isn't 19:13:39 *** helb [~helb@84.244.90.159] has quit [Remote host closed the connection] 19:14:08 <Prof_Frink> Just setting them to only go to a depot after ~32,000 days 19:14:18 <hylje> :o 19:14:28 *** helb [~helb@84.244.90.159] has joined #openttd 19:15:07 <Eddi|zuHause2> that's not even 100 years :) 19:15:50 *** thgergo [~th_gergo@dsl51B60E46.pool.t-online.hu] has joined #openttd 19:33:29 *** HMage [Queneex@hmage.dialup.corbina.ru] has quit [Read error: Connection reset by peer] 19:35:00 <Tlustoch> Is it possible to build when the game is paused? 19:35:35 <Maedhros> yes, but only as a cheat (press ctrl+alt+c to get the cheat menu) 19:36:50 <Tlustoch> hmm 19:36:57 <Tlustoch> When the game ends? 19:37:23 <Belugas> why is it a cheat, though? Georges complained a lot about that one. what If it was only valid for single user? 19:37:39 <Tlustoch> I am playing some large map and I don't have enough time to build all stuff. 19:37:50 <peter1138> cos it gives you an advantage over the ai 19:38:15 <Tlustoch> You play with AI?? I never play with AI. 19:38:56 <Maedhros> i'd quite like to see it as an option rather than a cheat, i have to say 19:39:37 <Belugas> me too! 19:39:45 <Noldo> agreed 19:40:09 <Belugas> but peter1138 has a point though 19:40:26 <hylje> its not like the AI is disadvantaged enough 19:40:28 <Belugas> mmh... 19:40:44 <Belugas> can a game be run withoutn AIs? can't remember 19:40:47 <hylje> yes 19:40:48 *** silent [~pwr@86.121.234.64] has joined #openttd 19:41:36 <Tlustoch> Please can someone send me a save of advanced game? 19:41:37 <Belugas> oh... than i guess it could be conceivable to allow it as an option only on no AI and not MP game 19:42:58 *** Sacro [~ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 19:43:14 <Smoovious> peter1138... updated my FS#532 chat patch with your suggestion (instead of using <time.h>)... seems to work well now... would you mind looking it over for more critique when you get a chance? 19:44:07 <peter1138> Belugas: yeah, but is it being marked as a cheat really a problem? 19:46:30 <Belugas> I think it's rather the idea of using a cheat more than anything else 19:47:07 <Belugas> to be honest, i do not really care. I use it a lot, but i don't "play" at all, just doing some tests 19:47:19 <Chicago_R_A> You don't play at all? 19:47:21 <Chicago_R_A> That's kinda sad 19:47:22 <Noldo> there is no high score lists anymore? 19:47:31 <Belugas> Chicago_R_A, i don't have time to play 19:47:44 <Belugas> i merely have time to dev 19:48:09 <Chicago_R_A> Much appreciated - just too bad that you don't have the time to enjoy it. 19:48:19 <Belugas> and i don't relax by playing ottd, ther are always have stuff on my todo list that adds up... 19:48:26 <Belugas> i'd rather play guitar to realx :D 19:48:47 <Belugas> i will enjoy it once everything i want to do will be completed :D 19:48:52 <Noldo> This week I've cleaned to relax 19:51:10 <Tlustoch> Hey guys. Send me some save from your game. 19:51:15 <Tlustoch> I want to learn something new. 19:51:50 *** Vikthor [~Vikthor@snat1.spoje.net] has joined #openttd 19:52:15 <Belugas> learn C++! 19:52:49 <Tlustoch> I already know that. 19:53:07 <Belugas> than learn OTTD and patch!! 19:53:57 <Wolf01> -Add: support for "prospecting" raw industries, i.e. you pay an amount of money and then it might (with a given chance) build a raw industry somewhere on the map. 19:53:58 <Wolf01> cool, but i don't like the "somewhere", and if i undersood well, it is a random industry :/ 19:56:21 <Maedhros> "somewhere" is the whole point of the feature, and i'd have expected it to (maybe) build the industry you specified 19:57:45 <Eddi|zuHause2> fixed industry, random place, and chance to fail? 19:58:34 *** silent [~pwr@86.121.234.64] has quit [Quit: Client exiting] 20:00:30 <Maedhros> but several times cheaper than directly building it 20:01:21 <Eddi|zuHause2> Tlustoch: you would not have much fun with my savegame, it only loads with a very customised version of miniin 20:01:37 <Eddi|zuHause2> but i have a few screenshots 20:01:49 <Wolf01> i would have liked more something like you tell the prospectors the tile, the kind and they ask "do you want to try to build an industry here with xx% of chance?" 20:06:27 <Belugas> the point is to duplicate a feature of TTDPatch, in order to get one step closer to newindustries 20:07:09 <Belugas> so... maybe it is not what the users want, but it is what the specs are all about :) 20:07:33 *** Me [~chatzilla@vau75-6-82-230-164-90.fbx.proxad.net] has joined #openttd 20:07:49 <Belugas> but it is not a random choice of industry. You prospect for THAT type of industry 20:08:31 <Belugas> just that a prospection is not at the CHOSEN spot, but as in real life, somewhere on the map where it CAN be found 20:08:32 <Wolf01> but in a random place on the 2048*2048 map 20:08:37 <Belugas> yes 20:09:00 <Belugas> although TTPP is limited to 256*256... 20:09:05 <Belugas> TTDP 20:10:17 <Wolf01> which is a double loss of money, i like more to try 10 times to build in a place and be sure that an industry will be built in that place instead of try 100 times and be sure that the industry will be built in the other side of the map 20:11:05 <Maedhros> hmm. it would be nice if you got a news message about the new industry if the prospecting was successful 20:11:24 <Belugas> it's not the case? 20:11:36 <Maedhros> Wolf01: you can still use the old method 20:11:44 <Maedhros> Belugas: doesn't seem to be 20:11:53 <Wolf01> and i'll use it 20:13:48 <Belugas> mmh... got to check it 20:13:55 <Belugas> but not now, as i'm still at work :P) 20:18:14 *** Haos [Caemyr@82-43-152-123.cable.ubr03.nmal.blueyonder.co.uk] has joined #openttd 20:20:15 <UnderBuilder> lol @ http://www.tt-forums.net/viewtopic.php?p=605220#605220 20:22:04 *** Peakki [antti@cs181000195.pp.htv.fi] has quit [Quit: Lähdössä] 20:22:08 <Wolf01> why not make ottd bootable, you put the memory stick with ottd and chose "boot from usb" as first option :) 20:22:26 <valhallasw> TTDOS :D 20:22:38 <valhallasw> well 20:22:53 <valhallasw> small linux distro, something lighter than xf86 and you're done? 20:23:04 <valhallasw> yes, yes, it's xorg. so what :p 20:23:10 <peter1138> UnderBuilder: he appears to be confusing a "memory stick" with a computer... 20:23:12 <Wolf01> uCLinux with only OTTD :D 20:24:11 *** Caemyr [Caemyr@82-43-152-123.cable.ubr03.nmal.blueyonder.co.uk] has quit [Ping timeout: 480 seconds] 20:24:42 *** Haos is now known as Caemyr 20:24:42 <Prof_Frink> valhallasw: I think SDL can output to fbdev 20:25:42 <Prof_Frink> No need for X at all 20:26:02 <valhallasw> Prof_Frink: hm, possible 20:26:14 <valhallasw> SDL can output to a text console too, but that would be kinda evil 20:26:29 <peter1138> svgalib 20:27:05 <hylje> :o 20:28:24 <Maedhros> news message when prospecting works: http://devs.openttd.org/~maedhros/prospecting_news.diff :) 20:29:37 <Chris|Squash> Tlustoch, when you disable breakdowns there is a patch option not to go to depots then 20:29:54 <Chris|Squash> oh lol I should scroll down when I come back :D 20:29:56 <Chris|Squash> that was long ago 20:29:58 <Chris|Squash> hi btw 20:30:06 <Belugas> Maedhros, you're DA man 20:30:14 <Belugas> although.... 20:30:17 *** Chris|Squash is now known as Chris|Zzz 20:30:17 <Belugas> i wonder... 20:30:38 <Smoovious> Chris... updated the chat patch on FS#532 20:30:38 <Belugas> why is it not using the random creation handler... 20:31:27 <Chris|Zzz> can you send me the link in a query so I don't forgot to update it tomorrow 20:31:43 <Smoovious> okee 20:31:43 <Chris|Zzz> I will also add 1 or 2 more patches and then release a new build tomorrow 20:31:46 <Chris|Zzz> thx 20:36:46 <CIA-1> OpenTTD: belugas * r10456 /trunk/src/newgrf.cpp: -Codechange: Enable loading newgrf strings for Industries 20:40:46 *** Sacro [~ben@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Remote host closed the connection] 20:41:12 <CIA-1> OpenTTD: belugas * r10457 /trunk/src/newgrf.cpp: 20:41:12 <CIA-1> OpenTTD: -Codechange: Load the newly read definitions of Industries and Industry tiles. 20:41:12 <CIA-1> OpenTTD: No, this is not the final commit for newindustries (far from it), just another step. 20:43:50 <peter1138> aww 20:43:55 <peter1138> you should say it *is* 20:44:01 <peter1138> just to confused them :) 20:44:04 <peter1138> -d 20:44:36 <Belugas> lol 20:44:49 <Eddi|zuHause2> i bet the final commit will once again look really unspectacular like "Add support for feature AB" 20:45:10 <Belugas> good idea, Eddi|zuHause2 :) 20:45:41 <Eddi|zuHause2> trams slipped through like that :p 20:45:43 <peter1138> -Fix (r1): minor industry changes 20:46:05 <Belugas> rofl :DD 20:46:41 <hylje> or just something arbitrary and misleading 20:46:46 <hylje> and pointless 20:46:57 <hylje> fix (r04983): Bjarnism 20:47:00 *** setrodox [setrodox@83-65-236-175.dynamic.xdsl-line.inode.at] has joined #openttd 20:48:31 *** Sacro [Ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 20:49:21 *** elmex [~elmex@e180066245.adsl.alicedsl.de] has quit [Remote host closed the connection] 20:49:26 *** elmex [~elmex@e180066245.adsl.alicedsl.de] has joined #openttd 20:53:31 *** Me [~chatzilla@vau75-6-82-230-164-90.fbx.proxad.net] has quit [Quit: ChatZilla 0.9.78.1 [Firefox 2.0.0.4/2007051502]] 20:58:06 <Eddi|zuHause2> there is definitely something dodgy with YAPF... i get lots of "train is lost" messages which get fixed after a while (probably when almost all segments got cached) and they reappear if i change track layout 20:58:34 <Eddi|zuHause2> only seems to happen with diesel engines 20:58:44 <Eddi|zuHause2> that cross different railtypes 20:58:50 *** lolman [~John@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 21:09:06 *** UnderBuilder [~usuario@168.226.106.70] has quit [Quit: using sirc version 2.211+KSIRC/1.3.12] 21:12:49 *** Osai^Kendo [~Osai@pD9EB506A.dip.t-dialin.net] has joined #openttd 21:12:52 <Phazorx> hmm.. who was the one fixing so primary industries can close now? 21:13:27 <Phazorx> cause apaprently they clsoe even if their production is taken 21:15:54 *** lolman [~John@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Read error: Connection reset by peer] 21:18:10 *** Nickman is now known as Nickman^Away 21:24:58 *** Osai^Kendo is now known as Osai 21:37:05 *** Zr40 [~Zr40@zr40.xs4all.nl] has joined #openttd 22:03:04 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has quit [Remote host closed the connection] 22:03:30 *** lolman [~John@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 22:12:19 <Sacro> http://www.sounerd.com.br/index.php?option=com_content&task=view&id=240&Itemid=43 <- roffle 22:13:08 *** Purno [~Purno@5357D37C.cable.casema.nl] has quit [Read error: Connection reset by peer] 22:15:24 <CIA-1> OpenTTD: peter1138 * r10458 /trunk/src/ (sound/win32_s.h video/win32_v.h): -Fix (r10444): restore original descriptions for win32 drivers 22:20:12 *** Zr40 [~Zr40@zr40.xs4all.nl] has quit [Quit: Leaving] 22:33:28 <CIA-1> OpenTTD: rubidium * r10459 /trunk/src/ (industry.h industry_cmd.cpp industry_gui.cpp): -Codechange: add helper functions to determine whether an industry is a primary industry and how much it costs to build such an industry. 22:38:27 *** Chicago_R_A [~anonymous@c-76-16-92-179.hsd1.il.comcast.net] has quit [Ping timeout: 480 seconds] 22:41:58 <Wolf01> 'night 22:42:03 *** Wolf01 [~wolf01@host240-236-dynamic.9-87-r.retail.telecomitalia.it] has quit [Quit: Once again the world is quick to bury me.] 22:56:24 *** Progman [~progman@p57A1DC88.dip.t-dialin.net] has quit [Remote host closed the connection] 22:56:38 *** smoovi [~smoovi@dslb-088-073-072-089.pools.arcor-ip.net] has quit [Quit: #idlerpg] 22:59:14 <kaan> night all :) 22:59:16 *** kaan [~Klaus@82.192.152.195] has left #openttd [] 23:06:32 *** Vikthor [~Vikthor@snat1.spoje.net] has quit [Quit: Leaving.] 23:13:19 *** Maedhros [~jc@i-195-137-43-74.freedom2surf.net] has quit [Quit: good night] 23:14:16 *** setrodox [setrodox@83-65-236-175.dynamic.xdsl-line.inode.at] has quit [Quit: Hapiness ;D] 23:21:48 *** Nickman^Away [~nn@d54C1C327.access.telenet.be] has quit [Quit: ( www.nnscript.de :: NoNameScript 4.02 :: www.XLhost.de )] 23:24:57 <Sacro> does OpenTTD use STL anywhere? 23:27:28 *** elmex [~elmex@e180066245.adsl.alicedsl.de] has quit [Remote host closed the connection] 23:30:02 <Smoovious> STL? 23:30:17 <Sacro> yes :p 23:30:30 <Sacro> don't make me scroll back up and read what it stands for :p 23:30:44 <Sacro> http://en.wikipedia.org/wiki/Standard_Template_Library 23:32:31 <Smoovious> ahh 23:32:38 <Eddi|zuHause2> Sacro: i am pretty sure i have seen discussions about List and Vector stuff 23:33:05 <Sacro> Eddi|zuHause2: yes... i think YAPF uses it 23:33:11 <Sacro> its mentioning templates and suchlike 23:33:30 <Sacro> foo->bar is the same as (*foo).bar 23:33:33 *** Tlustoch [~last_evol@vetrnik.koleje.cuni.cz] has quit [Quit: Leaving] 23:33:35 <Sacro> that makes more sense.. 23:34:02 <Eddi|zuHause2> yapf makes really heavy use of templates, but probably also the pools 23:35:45 <Sacro> ah yes... the pools 23:40:25 *** Mucht_ [~Mucht@p57A0F1AB.dip.t-dialin.net] has quit [Quit: Konversation terminated!] 23:46:09 <Sacro> ack 23:46:18 <Sacro> what is the difference between a pointer and a reference >< 23:48:37 *** ThePizzaKing [~jeff@c211-28-160-16.eburwd2.vic.optusnet.com.au] has joined #openttd 23:48:48 <Eddi|zuHause2> you cannot modify references 23:48:58 <Sacro> are you sure? 23:49:03 <Eddi|zuHause2> but you can do pointer arithmetics 23:49:12 * Sacro is confused 23:49:24 <Eddi|zuHause2> you can only the variable the reference refers to 23:49:32 <Eddi|zuHause2> not the reference itself 23:49:33 <Sacro> :\ 23:49:41 <Sacro> [00:49] <<Eddi|zuHause2>> you can only the variable the reference refers to <- buh... 23:49:52 <Sacro> that sentance has a word too many, or not enough 23:50:10 <Eddi|zuHause2> modify 23:50:23 <Sacro> ooh 23:50:47 <Sacro> hence it only uses &foo to pass its address 23:52:25 * Sacro is kind of getting it 23:53:26 <Sacro> hmm, so with references you'd do swap(int &foo, int &bar){ int temp = foo; foo = bar; bar = temp; } 23:55:31 <Eddi|zuHause2> call by reference is potentially dangerous 23:55:43 <Sacro> but with pointers you'd do swap(int* const pfoo, int* const pbar){ int temp = *pfoo; *pfoo= *pbar; *pbar = temp; } 23:55:49 <Sacro> why is it? 23:56:06 <Eddi|zuHause2> imagine foo(&a,&b) {a=3;b=4} 23:56:18 <Sacro> yeah? 23:56:21 <Eddi|zuHause2> and now call foo(x,x) 23:56:41 <Sacro> hmmm 23:56:44 <Sacro> that could be messy 23:56:46 <Eddi|zuHause2> now you don't know if x is 3 or 4 23:57:13 <Sacro> surely it'd be 4... 23:57:20 <Sacro> cos its the 2nd one 23:57:55 <Eddi|zuHause2> not necessesarily, C has quite some ability to change order of expressions 23:58:38 <Sacro> ah... true 23:58:42 <Sacro> i think i prefer asm 23:58:44 <Eddi|zuHause2> usually not over ";" but you can construct stuff where it is possible 23:58:53 <Sacro> i know where i am with asm :( 23:58:59 <Sacro> m68k stuff, anyway 23:59:33 *** Osai is now known as Osai^zZz