Log for #openttd on 18th February 2008:
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01:42:45  <CIA-1> OpenTTD: smatz * r12171 /trunk/src/tunnelbridge_cmd.cpp:
01:42:45  <CIA-1> OpenTTD: -Fix [FS#609]: return correct bridge price for AI when DC_QUERY_COST is set (patch by Raimar Falke)
01:42:45  <CIA-1> OpenTTD: It never happens in current code, but it is better to be ready for it
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02:52:22  <UnderBuilder> anyone know the parodius games?
02:52:33  <UnderBuilder> it's gradius done funny
02:52:55  <UnderBuilder> well, toyland should be TTD did so
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03:08:25  <CaptObvious> anyone know of any announced titles or even rumours of new games in the TTD genre?
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04:01:39  <Morloth> Good night!
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08:13:57  <dih> sup :-)
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08:15:57  <Gonozal_VIII> trying to update some oldish patches
08:19:35  <Gonozal_VIII> hmmm strange
08:19:51  <Gonozal_VIII> some of the viewpoints are not redrawn
08:20:40  <Gonozal_VIII> they don't get set to dirty
08:25:31  <Gonozal_VIII> only 32 of them are
08:25:49  <Noldo> :)
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08:42:41  <Gonozal_VIII> yay a working patch
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09:16:24  <CIA-1> OpenTTD: peter1138 * r12172 /trunk/src/newgrf_gui.cpp: -Codechange: Allow buttons to resize in NewGRF settings window
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09:56:41  <Morloth> Morning!
09:56:48  <Gonozal_VIII> hi
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10:12:23  <Gonozal_VIII>
10:12:43  <Gonozal_VIII> all new! teh yays!
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10:21:45  <Morloth> hail t3h patches! :)
10:22:41  <dih> hello Belugas :-)
10:23:04  <peter1138> ... where ...
10:23:11  <Gonozal_VIII> dih does that
10:23:22  <Gonozal_VIII> all the time...
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10:26:38  <peter1138> Oh, I see...
10:28:40  <dih> what??
10:29:10  * peter1138 has posted an updated version of engine pools to his webspace.
10:29:35  <Gonozal_VIII> hmmm
10:29:47  <dih> what do i do Gonozal?
10:30:03  <Gonozal_VIII> [11:22:40] <dih> hello Belugas :-) <-- that
10:30:52  <dih> yes - because he likes using tab completion even for a 3 letter nick
10:31:09  <dih> and then he gets Diabolic-Angel :-P
10:32:45  <peter1138> Who never speaks.
10:33:17  <dih> aye
10:33:26  <Diabolic-Angel> I'm just throwing in some flames now and then
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10:44:01  <Gonozal_VIII> [11:29:09] * @peter1138 has posted an updated version of engine pools to his webspace. <-- where would one find that?
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10:48:20  <Gonozal_VIII> peter1138?
10:48:26  <peter1138> In the usual place.
10:48:37  <Gonozal_VIII> i know of no such place
10:49:43  <Gonozal_VIII> yay food
10:53:15  <dih> sounds like you have someone to cook for you....
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10:56:49  <Morloth> btw, you were right about using DC_QUERY_COST last night peter1138 :)
10:57:04  <peter1138> Nice guess ;)
10:57:28  <Gonozal_VIII> yep, grandma cooked today :-)
10:57:40  <Morloth> Damn, still tired. Worked till 5 a.m. in the morning last night :X
10:57:47  <Gonozal_VIII> now where is that mysterious "usual place"?
10:57:59  <Morloth> Gonozal_VIII: You wouldn't be Italian would you? ;)
10:58:17  <Gonozal_VIII> austrian...
10:58:36  <Morloth> k :)
11:00:54  <Morloth> Last night I couldn't attach patches to posts on Is this fixed now?
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11:04:42  <Gonozal_VIII> :-/ looked all of peters forum posts containing the word "engine" but still can't find it
11:04:58  <Gonozal_VIII> +at
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11:12:54  <Gonozal_VIII> nothing in the forum, nothing on flyspray, nothing in google... mentioned once in the wiki but no link...
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11:15:00  <Vikthor> Gonozal_VIII:
11:15:37  <Gonozal_VIII> fuzzle? now how on earth should i have guessed that
11:15:41  <Gonozal_VIII> thanks
11:15:54  <Vikthor> You have not tried to search logs of this channel ;)
11:16:15  <Gonozal_VIII> oh...
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11:18:38  <Gonozal_VIII> peter, i guess after all that work you put into hiding that patch as far away as possible, you don't want me to include it in my patchpack, right?
11:22:37  <peter1138> It's not hidden, it's plainly there in sight.
11:23:06  <Noldo> now that's a hair well split
11:24:05  <peter1138> Gah, someone needs to make a ship set that starts in a useful timeframe.
11:24:31  <Gonozal_VIII> i changed newships to start in 1873
11:25:06  <Gonozal_VIII> because serbian railset starts in 1873...
11:26:08  <Gonozal_VIII> O_o
11:26:30  <Gonozal_VIII> i've downloaded a test version of some tool i needed for uni stuff..
11:26:51  <Gonozal_VIII> now the company i downloaded it from wants to give me free cebit tickets
11:27:41  <Gonozal_VIII> hmmm aren't all tickets free there :S
11:29:26  <peter1138> Heh
11:29:27  <Gonozal_VIII> hehe, free free stuff
11:29:36  <peter1138> YAY FOR PBS
11:29:51  <Gonozal_VIII> yay for pbs indeed
11:29:56  <Morloth> :)
11:34:05  <pm|away> Gonozal_VIII:: Cebit tickets certainly aren't free:
11:34:42  <Gonozal_VIII> oh...
11:35:03  <Gonozal_VIII> that's more than free
11:35:12  <Gonozal_VIII> 17 euro...
11:35:34  <pm|away> yeah. starting at 17€ only for weekend. The company will give you probably business cards valid on any day - 33€ worth.
11:36:46  <pm|away> I'd say: take the offer, if you're interested :D
11:37:02  <Gonozal_VIII> i'm not planning on going there
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11:40:26  <Gonozal_VIII> is it intended, that you can activate the dynamic engine pool only through editing the cfg file?
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11:40:57  <peter1138> Gonozal_VIII, well, I couldn't be arsed doing the GUI bit originally...
11:41:09  <Gonozal_VIII> ah i see i see
11:44:35  <Gonozal_VIII> nice
11:44:40  <Gonozal_VIII> oh...
11:44:43  <Gonozal_VIII> assertion
11:44:52  <Gonozal_VIII> deactivated a grf
11:45:31  <Gonozal_VIII> index < this->GetSize()
11:48:17  <Gonozal_VIII> changing grfs in running game no goody
11:48:18  <CIA-1> OpenTTD: peter1138 * r12173 /trunk/src/newgrf_config.cpp: -Cleanup: Minor codestyle fixes.
11:48:30  <peter1138> Quite.
11:49:05  <peter1138> "You are about to make changes to a running game; this can crash OpenTTD. Are you absolutely sure about this?"
11:51:28  <Gonozal_VIII> i read that^^ but it used to work
11:54:05  <Morloth> Code code code.... We should ask for donations :)
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12:06:04  <Gonozal_VIII> hmmm notgood, vehicle tab is full
12:07:18  <Gonozal_VIII> now do i resize the configure patches window or put it somewhere else...
12:11:15  <Gonozal_VIII> i move disable electric rails to construction :D
12:11:58  <Gonozal_VIII> i'm so many intellent :D
12:14:25  <peter1138> That's why I didn't add it ;)
12:14:39  <Gonozal_VIII> works fine now :-)
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12:21:09  <Gonozal_VIII> Message subject:  	enginepool settings gui
12:21:09  <Gonozal_VIII> From: 	Gonozal_VIII
12:21:09  <Gonozal_VIII> Sent at: 	Mon Feb 18, 2008 1:20 pm
12:21:09  <Gonozal_VIII> To: 	peter1138
12:21:29  <Gonozal_VIII> :-)
12:22:13  <peter1138> Well I don't need to worry about it, as in trunk there is a space in the vehicle patches tab now ;)
12:22:21  <peter1138> Also I might just make it dynamic.
12:22:26  <peter1138> (The window)
12:23:32  <Gonozal_VIII> trunk doesn't have timetable seperation, right...
12:23:55  <peter1138> Nope.
12:24:47  <Gonozal_VIII> anyways.. you wouldn't mind if i released a version of my patchpack that includes your enginepool?
12:29:21  <peter1138> No...
12:29:29  <Sacro> Gonozal_VIII: is tht a question, or are you waving your hand jedi style?
12:29:38  <Gonozal_VIII> hehehe
12:29:53  <Sacro> peter1138: you wouldn't mind me borrow your credit card would you?
12:30:03  * Sacro waves hand
12:30:43  <Gonozal_VIII> yay :-) mergered
12:32:12  <Gonozal_VIII> will work nicely with the build and refit patch
12:32:18  <Morloth> ^^
12:32:52  <Sacro> Gonozal_VIII: SERVAR!
12:33:09  <peter1138> Sacro, as I don't have one...
12:33:25  <Gonozal_VIII> servar :S
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12:35:43  <Gonozal_VIII> btw does anybody know what that is?
12:36:24  <CIA-1> OpenTTD: peter1138 * r12174 /trunk/src/settings_gui.cpp: -Codechange: Make the patches window dynamically resize to the largest patch tab, so adding patch options is simply a case of adding to the lists.
12:36:38  <Gonozal_VIII> wow
12:36:43  <Gonozal_VIII> that was fast
12:37:14  <peter1138> That should make your life a little tiny bit easier ;)
12:38:31  <Gonozal_VIII> but i think electric rails fits better in the construction tab anyways
12:40:09  <Gonozal_VIII> and it works :D
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12:43:33  <White_Rabbit> why can't I forbid towns to build roads in the scenario editor? what if I want to build roads for the town manually, and then simply press the expand button without having to deal with messy road junctions that the town creates?
12:44:13  <Gonozal_VIII> 2*2 or 3*3 isn't messy...
12:44:32  <frosch123> Wasn't there a patch option to disable road building for towns, or does that work only ingame?
12:45:39  <White_Rabbit> I'd still prefer to have greater control over the roads, Gonozal
12:46:12  <White_Rabbit> somwetimes I wonder how Jim Powers does it..
12:46:36  <peter1138> frosch123, "The town layout "no more roads" isn't valid in the secnario editor"
12:47:20  <White_Rabbit> I think Belugas disabled that, but I never got to read the reason, and now I've lost track of his post
12:48:48  <Gonozal_VIII> the dynamic resizing works fine but the window appears on a different position now
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12:51:25  <Gonozal_VIII> ah.. that 50 pixel top part is centered
12:53:45  <Gonozal_VIII> but only on opening, if you resize the game window it centers
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12:55:15  <peter1138> Ah...
12:55:17  <peter1138> hmm
12:55:29  <peter1138> I shall need to fix that then :o
12:58:57  <peter1138> Hmm, what is it that repositions them when the game window is resized...
13:07:48  <peter1138> Oh my, that's nasty...
13:08:20  <Gonozal_VIII> calculate the size earlier?
13:08:37  <peter1138> Wouldn't help.
13:11:25  <Eddi|zuHause3> several windows get centered when the game window is resized
13:12:09  <Gonozal_VIII> configure patches window gets centered when you open it too... but it seems to use the wrong size now
13:12:48  <Gonozal_VIII> when it's centered because of game window resize it uses the right size
13:13:33  <Gonozal_VIII> and now i'll try the stuff you wrote about middlestop...
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13:14:48  <Morloth> Whoohooo, my pathfinding is working quite nicelly :). It only fails on really mountainous maps, can't figure out yet how to check if a road from A -> B can actually be build :/
13:15:26  <Gonozal_VIII> does it build on slopes?
13:15:50  <Morloth> yeah
13:16:25  <Morloth> but if it crosses a road on a slope it sometimes fails, still have to figure out how to catch or check for this
13:16:51  <Gonozal_VIII> aaaand does it reuse existing roads?
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13:17:43  <LordAzamath> hello
13:17:49  <Gonozal_VIII> hi
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13:18:28  <Morloth> Gonozal_VIII: yeah, that too :)
13:18:33  <Morloth> I'll post a screenshot I just took
13:19:14  <Morloth>
13:19:52  <Gonozal_VIII> hehe
13:19:56  <Morloth> So it's working quite nice, except for mountain maps :/
13:20:21  <CIA-1> OpenTTD: peter1138 * r12175 /trunk/src/settings_gui.cpp: -Fix (r12174): Ensure the patches window is centred properly.
13:20:33  <Gonozal_VIII> yay fixed
13:20:58  <peter1138> Gonozal_VIII, it got centred to the initial size which is for no options at all, hehe...
13:21:09  <peter1138> Now...
13:21:20  <peter1138> Why did I do w->top = w->top - instead of w->top -= ...
13:21:25  <peter1138> Oh well ;)
13:22:12  <Gonozal_VIII> fix for the fix?^^
13:22:25  <peter1138> Doesn't matter, hehe
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14:15:49  <LordAzamath> hmm.. What an idea...
14:16:02  <LordAzamath> to be able to make completely random maps
14:16:22  <LordAzamath> so all settings in world generation would be randomized too
14:16:37  <LordAzamath> not only random seed
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14:18:15  <Belugas> boff...
14:18:20  <LordAzamath> ?
14:19:34  <LordAzamath> did you just smoke Belugas? ^^
14:20:04  <Belugas> nope
14:20:13  <Belugas> long time i did, in fact
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14:20:27  <Belugas> and if i'd smoked, it would have been poff
14:20:30  <Belugas> not boff
14:20:30  <LordAzamath> what's the 'buff' for then?
14:20:41  <Belugas> your random idea
14:20:41  <LordAzamath> u=o
14:20:44  <Belugas> boff
14:20:50  <LordAzamath> and that means?
14:21:10  <Belugas> not interesting idae
14:21:11  <Belugas> boring
14:21:12  <Belugas> boff
14:21:20  <LordAzamath> :(
14:22:50  <Belugas> sorry...
14:23:01  <Gonozal_VIII> could be useful for a server that restarts with a random map every x years
14:23:06  <Belugas> someone asked me to react more when an idea caomes up...
14:23:14  <Gonozal_VIII> but for single player... nah
14:23:14  <Belugas> seems it is not always a wanted behavuour ;)
14:23:55  <Belugas> i had a much better idea on HOW to DO signals on bridges ;)
14:24:03  <Gonozal_VIII> :O
14:24:17  <Gonozal_VIII> signals on bridges!!! and in tunnels!!! givegivegive
14:24:21  <Gonozal_VIII> ^^
14:24:28  <Belugas> gimmegimmegimme!
14:26:14  <LordAzamath> ...and  Belugas points to the hungry birds pic... ^^
14:26:21  <Gonozal_VIII> in theory a single bit on every bridgehead/tunnel entry could be enough
14:26:58  <Belugas> wrong at Gonozal_VIII
14:27:04  <Yexo> Gonozal: how about one-way/two-way signals?
14:27:16  <Gonozal_VIII> bit set on the left bridgehead... one way signals from left to right with signal drag distance
14:27:30  <Gonozal_VIII> signal on the right end... one way other direction
14:27:38  <Gonozal_VIII> both bits... two way
14:27:44  <Gonozal_VIII> -signal + bit
14:27:51  <Yexo> but that means if you change the signal drag distance all your signals on bridges will change
14:28:02  <Gonozal_VIII> yes
14:28:08  <Yexo> that's not good if you have two networks on the same map with different signal distance
14:28:18  <Eddi|zuHause3> Gonozal_VIII: the problem is not how to place signals on the bridge, the problem is how to make the trains recognize them
14:28:18  <Yexo> for example some feeder lanes to a large network
14:28:42  <Yexo> and IIRC the state of the signals is stored in the map array
14:28:45  <Eddi|zuHause3> trains only recognise signals when moving between tiles
14:28:52  <Eddi|zuHause3> but the tile does not change while on the bridge
14:29:01  <Gonozal_VIII> hmm
14:29:03  <glx> Gonozal_VIII: and how do you know if a signal is red or not?
14:29:35  <Eddi|zuHause3> that's the exact reason why the custom bridgeheads project was cancelled
14:29:49  <White_Rabbit> cancelled? :(
14:30:08  <Belugas> Eddi|zuHause3, i think i've solved already hotw to put signals on bridges :)
14:30:12  <Eddi|zuHause3> well, marked as "impossible with the current system"
14:30:16  <Belugas> YOU'RE NOT :D
14:30:39  <Eddi|zuHause3> i'm not what?
14:30:42  <Yexo> Belugas: and how would you do it?
14:30:57  <Belugas> Yexo, there are many ways to store values, map is just one suppor ;)
14:31:15  <Belugas> Eddi|zuHause3, not you, put signals on bridge...
14:31:17  <Belugas> well...
14:31:21  <Eddi|zuHause3> Belugas: what about SmatZ's flexible tunnel/bridge work?
14:31:23  <Yexo> creating a new pool of bridges and store an id at each of the bridge heads?
14:31:23  * Belugas shuts up
14:34:26  * Belugas shuts up but smiles
14:34:28  <Belugas> :)
14:34:30  <Belugas> :D
14:35:37  <Yexo> so you're going that way? then custom bridgeheads will be easy
14:36:00  * Belugas shuts up but smiles
14:36:18  <Yexo> :)
14:46:13  <Eddi|zuHause3> anyone got a pencil?
14:46:56  * Belugas silently passes his pencil to Eddi|zuHause3
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14:50:10  <peter1138> Custom bridge heads were easy back in r2800
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14:53:17  <Yexo> and what changed that they're not so easy now?
14:55:24  <Belugas> Tron and Celestar changed the way they were done, basically
14:56:02  <Yexo> can someone give me some help with my programmable waypoints patch?
14:57:20  <Yexo> I would like to change it from waypoints to signals, so it would become more like routing restrictions from the patch
14:58:33  <Yexo> but for that I need to store 2 ID's in the map array
14:59:53  <CIA-1> OpenTTD: smatz * r12176 /trunk/src/sound.cpp: -Codechange: one division less when playing sounds (patch by Dominik)
15:00:00  <peter1138> 2?
15:00:16  <peter1138> There's not enough room for one let alone two :o
15:00:19  <Yexo> yes, there can be two signals on one tile
15:00:41  <peter1138> Hmm
15:00:43  <Yexo> there is enough room for one if I can shift some data from m2 to m7
15:01:09  <Gonozal_VIII> shifty
15:01:13  <Yexo> Or if I can move out all signals related data to an extern struct, I'd fit
15:01:30  <Yexo> but I think that'd hurt speed a lot
15:02:10  <frosch123> Yexo: Why do you need 2 ids? Just store the info for both signals in the external table
15:02:12  <peter1138> In my version of restrictions I just used waypoints like you.
15:02:38  <Gonozal_VIII> would be ok with diagonal waypoints
15:03:23  <Yexo> that's not the same Gonozal_VIII
15:03:31  <Yexo> as you can't have a waypoint and signals on one tile
15:03:39  <Yexo> for example the free tile before stations
15:04:26  <Yexo> frosch123, that's also possible, but'll give very messy code
15:04:33  <Yexo> but perhaps that's the best option
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15:05:16  <frosch123> Alternative you can store the index of the second signal in the information for the first signal
15:06:11  <Belugas> nnaaaa.... just add a new byte :S
15:06:31  <Yexo> two new bytes I'd need :)
15:06:39  <peter1138> Add enough memory to store all the restrictions!
15:07:02  <Yexo> that's just about 100 bytes x2 :)
15:08:23  <peter1138> I ought to finish the GUI on mine.
15:09:56  <Yexo> I will go try to move all signal bits from m2 to m7
15:10:29  <Yexo> what files should I like at to start with?
15:11:30  <peter1138> Why not just use m7?
15:11:40  <Belugas> it was a joke...
15:11:44  <Yexo> because I'd like more then just 9 bits?
15:11:56  <peter1138> Moving stuff around does not give you more bits.
15:12:23  <peter1138> You've got 22 bits to play with.
15:12:26  <Gonozal_VIII> defragmenting :-)
15:12:29  <Yexo> I know
15:12:40  <Yexo> Gonozal_VIII, that's what I was up to
15:12:58  <Yexo> but I realise now that's give problems with old savegames
15:13:05  <peter1138> I'd use m7 0-7 | m2 8-15
15:13:12  <Yexo> I'll do that
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15:16:28  <Yexo> is this ( the right coding style for switch?
15:16:45  <peter1138> Almost.
15:16:53  <peter1138> Add a blank line after the break
15:16:58  <Yexo> ok
15:20:17  <Belugas> and comments!
15:20:29  <Yexo> I know :)
15:20:47  <Yexo> I need lots more comments in my code
15:23:20  <Eddi|zuHause3> comments are overrated ;)
15:23:29  <Eddi|zuHause3> better is self-commenting code ;)
15:23:48  <Yexo> some comments above each function about what is does is very handy
15:24:02  <Yexo> comments within functions only when the function is large or obscure
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15:24:45  <Gonozal_VIII> int number; //this is a number
15:24:58  <glx> silly comment
15:25:18  <blathijs> hehe
15:25:33  <blathijs> It should also be ///<
15:25:34  <glx> too much comments kill comments
15:25:55  <Gonozal_VIII> what is that ///< stuff anyways?
15:25:59  <blathijs> Gonozal_VIII: Doxygen
15:26:11  <Eddi|zuHause3> like that hex-converter in 3000 lines
15:26:22  <Eddi|zuHause3> each line is commented with 3 line comments ;)
15:26:25  <blathijs> Gonozal_VIII: It tells doxygen to parse the comments when producing API docs
15:29:57  <Gonozal_VIII> x = (5 / 2) * 2 // x == 4 ///< here is a very useful comment
15:30:12  <Gonozal_VIII> like that?
15:30:42  <Gonozal_VIII> or doesn't look for that stuff inside comments?
15:30:47  <Yexo> //< is only used for declarations, or not?
15:30:58  <Yexo> so more like:
15:31:00  <Gonozal_VIII> ah
15:31:07  <Yexo> int x; ///< x will be maximum speed
15:31:25  <Gonozal_VIII> icic
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15:46:06  <Morloth> Arg! Where can I find the max speed of a vehicle when he's driving on a flat surface??
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15:47:14  <Morloth> I can ask for the value of RoadVehInfo->max_speed, but this isn't the correct value
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15:47:31  <Yexo> v->cached_max_speed?
15:48:53  <Morloth> Hmmz... let's check :)
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15:53:23  <Gonozal_VIII> 17:47:14 < Morloth> I can ask for the value of RoadVehInfo->max_speed, but this isn't the correct value <-- even if you multiply it by 1.6?
15:54:05  <Morloth> Wel, yes. The speed in the gui says : 48 km/h. But max_speed = 96
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15:54:43  <Morloth> I could divide in by 2, but I would have no idea what I'm doing
15:54:53  <Gonozal_VIII> hmm
15:56:33  <Morloth> 	SetDParam(1, rvi->max_speed * 10 / 32); << I could find this, but it doesn't give the correct value.
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15:58:19  <Gonozal_VIII> did i mention that imperial units suck and that they should be removed from everywhere in the code because of that?
15:58:44  <Morloth> Gonozal_VIII: No, but I do agree :)
15:59:56  <Gonozal_VIII> grfs have vehicle speed in km/h, the game converts that to something close to mph, calculates everything with that and then converts back to km/h
16:01:00  *** |Bastiaan| [~Bastiaan@] has quit [Quit: KVIrc 3.2.6 Anomalies]
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16:02:14  <LordAzamath> whoa, LordAzamath pings out soon
16:02:18  <LordAzamath> a blackout
16:02:35  <LordAzamath> or something like that
16:02:44  <LordAzamath> I thought I was LordAzamath_ now :D
16:02:51  <Gonozal_VIII> who's lordazamath? never heard of that guy
16:03:01  <LordAzamath> aka LA[lord]
16:03:05  <LordAzamath> ^^
16:03:16  <Gonozal_VIII> nope, doesn't ring a bell
16:03:24  <LordAzamath> Gonozal_VIII: You mistyped his name..
16:03:29  <LordAzamath> that's why..
16:03:50  <Gonozal_VIII> did not
16:04:00  <Eddi|zuHause3> did too
16:04:07  <Gonozal_VIII> did not
16:04:10  <Eddi|zuHause3> did too
16:04:14  <Gonozal_VIII> did not
16:04:25  <Eddi|zuHause3> i have no time for this...
16:04:39  <LordAzamath> have too
16:04:40  <Gonozal_VIII> oooh
16:04:51  <Gonozal_VIII> compile of your new patch thingy finished...
16:04:56  <LordAzamath> Gonozal_VIII: Capital letters, do these ring a bell?
16:04:57  <Gonozal_VIII> an hour ago or something^^
16:06:28  <Gonozal_VIII> hmmm
16:06:33  <Gonozal_VIII> that's borken
16:06:51  <Gonozal_VIII> slows down way too much
16:08:23  <Gonozal_VIII> maglev thingy one tile long on a 7 tile station, comes in with 643, slows down to 49 on the first station tile, 24 on the second, 8 on the third, stops at the fourth
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16:08:30  <LordAzamath> nope, that's your eyes being slow
16:09:40  <Gonozal_VIII> and the sprite is misaligned :S
16:09:57  <Gonozal_VIII> that's the old lev4 chimera....
16:10:10  <Gonozal_VIII> how can that have misaligned sprites
16:10:25  <peter1138> Sometimes the original graphics are misaligned...
16:10:27  <Belugas> Yexo, your ruleset... poolitem... could it be done in a better way, i guess
16:10:33  <Belugas> Yexo :
16:10:34  <Belugas> +	RuleType rule_type[MAX_RULES];
16:10:34  <Belugas> +	Compare rule_cmp[MAX_RULES];
16:10:34  <Belugas> +	int32 rule_value[MAX_RULES];
16:10:34  <Belugas> +	uint8 rule_depth[MAX_RULES];
16:10:34  <Belugas> +	int32 rule_data[MAX_RULES];
16:10:36  <Belugas>  sucks
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16:10:49  <Belugas> make a structure instead
16:10:59  <Yexo> I had that first, but then I had problems with saving
16:11:03  <Gonozal_VIII> class
16:11:14  <Yexo> struct/class, the same thing
16:11:28  <Gonozal_VIII> but struct sounds so old fashioned
16:11:33  <Yexo> First I had a struct Rule
16:11:37  <Belugas> plenty of examples in the code...
16:11:53  <CIA-1> OpenTTD: smatz * r12177 /trunk/src/ (13 files): -Codechange: use 'side' parameter in GetTileTrackStatus so there can be less checks in pathfinders for depots/stations/tunnels/bridges
16:11:55  <Yexo> saving a rule[20] or so?
16:13:01  <Yexo> Can you give me some some of the code where that is done?
16:13:10  <Yexo> I couldn't find it last time I searched
16:14:50  <Yexo> and I guess I'll have to split progsignal.cpp/h in multiple files
16:15:28  <Belugas> question is... you already have a pool. Why do you need a bunch of arrays for each rule?
16:16:34  <Yexo> Well, I could use a pool of rules (instead of a pool of rulesets), but then it'd be very hard to keep the display as it is
16:16:56  <Yexo> I'd have to change to a routing restrictions gui (and/or are before any of the actual rules)
16:17:03  <Yexo> and I don't like that prefix notation.
16:17:43  <Yexo> Or I could cache the ruleset the user is editing in a structure kinda like it is now
16:18:09  <peter1138> My version is at
16:18:24  <peter1138> GUI needs work, heh...
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16:21:15  <Belugas> Yexo, changing the behaviour of widgets with that argument stuff seems a bit strange for me.  I mean, it will only be used for that purpose
16:21:52  <peter1138> Belugas, that's because the code is from before my drop down list changes
16:22:02  <Yexo> indeed
16:22:22  <Yexo> Around that time I proposed a new dropdown list system and a few days later peter1138 came with the new system
16:22:34  <Yexo> I already changed that in my code, but I haven't uploaded that yet
16:22:42  <Belugas> ho...
16:22:44  <Belugas> well...
16:22:51  * Belugas shuts up
16:25:40  <Yexo> peter1138, if I read your diff correctly, it's only possible to have one restriction per tile?
16:25:52  <peter1138> You misread it, then.
16:26:10  <Yexo> I'll try again :)
16:26:21  <peter1138> +	Restriction *next;      ////< Next restriction in list
16:27:40  <Yexo> I just saw it
16:28:15  <Yexo> But you create some linked list of rules instead of a tree like I do
16:30:47  <peter1138> Yeah
16:31:04  <Yexo> Anyway, I got to go now
16:31:13  <Yexo> See you
16:35:12  <Morloth> bb
16:35:50  <CIA-1> OpenTTD: smatz * r12178 /trunk/src/train_cmd.cpp: -Codechange: use the 'side' parameter in TrainController and TrainCheckIfLineEnds to simplify the code
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16:46:35  <Belugas> pfff.. redoing logs from r12138 to head
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16:56:38  <peter1138> Redoing?
16:57:30  <LordAzamath> I think it's a typo for removig :D ^^
16:57:34  *** jp [] has joined #openttd
16:57:35  <LordAzamath> removing*
16:59:22  <peter1138> No...
17:01:21  <Belugas> doing logs instead...
17:01:36  *** Brianett1 is now known as Brianetta
17:01:40  <Belugas> but performing once more the log deciphering-reformating task
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17:03:05  <Danielsonkc> hello
17:03:14  <Gonozal_VIII> hi
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17:04:26  <Danielsonkc> Im trying to auto replace my vehicles. If I do not have a new model vehicle than the ones im using than i can't auto replace. any advice?
17:04:36  <Danielsonkc> newer'
17:04:49  <Gonozal_VIII> that's autorenew then
17:09:04  <Danielsonkc> but when my vehicles are old and the model offered to autorenew is an older than the model I already have what do i do then?
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17:09:35  <Gonozal_VIII> no what you're looking at is autoreplace
17:09:56  <Gonozal_VIII> autorenew happens automatically if you have the patch settings right
17:09:57  <Vikthor> Now that you mention it, is there a way to replace(for new model) a locomotive, but only when the old is really old?
17:10:36  <Gonozal_VIII> not that i know of...
17:11:06  <Gonozal_VIII> but the value decrease is linear so it doesn't really matter
17:11:19  <Vikthor> What I mean is combining both autorenew and autoreplace
17:11:38  <Gonozal_VIII> (if you sell a vehicle after half its lifespan, it still has half the value)
17:11:44  <Gonozal_VIII> i know what you mean
17:12:16  <Danielsonkc> how do i do that- I already autoreplace with newer models when they come out, my problem is - no new versions of vehicles are coming out and now i can't autorepair. When I look at avalible vehicles it shows newer vehicle options but when i go into the depot to replace them they option of the newer vehicles is no longer there
17:12:49  <glx> wrong depot type?
17:13:15  <Danielsonkc> noppers, i think i found a glitch in autoreplace
17:13:34  <glx> there's a dropdown box in bottom
17:13:39  <glx> to select railtype
17:13:52  <Gonozal_VIII> nonono, you're still mixing up autoreplace with autorenew
17:14:11  <Danielsonkc> difference?
17:14:31  <Gonozal_VIII> autorenew is replacing with the same vehicle type, autoreplace is replacing with different type
17:14:52  <Danielsonkc> ohhh
17:15:14  <Danielsonkc> so how do i autoreplace?
17:15:27  <Gonozal_VIII> autorenew :-)
17:15:34  <Danielsonkc> right
17:15:38  <Gonozal_VIII> that happens automatically
17:15:51  <glx> only if enabled
17:16:13  <Gonozal_VIII> you can set it the time when it happens from 12 month befor up to 12 month after it reaches its max age
17:16:21  <Gonozal_VIII> -it
17:16:51  <Danielsonkc> mine was set at 6 months like normal - then i set it to 0 is that my problem autorenew after 0 months old?
17:17:21  <Gonozal_VIII> no, 0 means the same month it reaches its max age
17:17:33  <Danielsonkc> so it should be working
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17:18:06  <Gonozal_VIII> there's a button autorenew vehicle when it gets old
17:18:15  <Gonozal_VIII> that has to be active
17:18:29  <Danielsonkc> located? in patches
17:18:41  <Gonozal_VIII> right above the month...
17:21:05  <Gonozal_VIII> a combination of autoreplace and autorenew could really be nice for some more (attention, bad word following) realism... not all vehicles would be replaced at once then
17:21:18  <ln-> where can i find 4x03?
17:21:28  <Gonozal_VIII> ?
17:21:56  <Sacro> Frostregen: that's no PBS bug, you've not done the layout right
17:22:13  <Gonozal_VIII> always signal after station
17:22:47  <Danielsonkc> thank you thank you, gonozal
17:22:48  <Gonozal_VIII> always signal everywhere trains should stop...
17:25:29  <Gonozal_VIII> what are you talking about ln?
17:25:47  <michi_cc> Sacro: actually, the wrong track reservation is a PBS bug. You're right about why the train doesn't leave the depot though.
17:26:27  <Gonozal_VIII> isn't that triangular track piece the one the signal is on? that one should be reserved..
17:27:41  <Sacro> michi_cc: i didn't view the save, but the station needs starter signals
17:29:23  <michi_cc> Sacro: the problem with the station is that it only has one signal after the platforms that acts as a safe stopping point. The second train can't exit the depot as long as the only safe point is still blocked by the first train.
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17:30:17  <Gonozal_VIII> that's new, they just entered end crashed while exiting before
17:30:20  <Gonozal_VIII> :-)
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17:34:20  <peter1138> Hmm
17:34:30  <peter1138> I just noticed that vehicles say "Waiting for free path" in the status bar :D
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17:34:45  <Gonozal_VIII> oh, nice
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17:36:10  <LordAzamath> peter1138: When did that change take place? :D
17:36:34  <yorick> v3
17:36:37  <yorick> erm...4
17:36:38  <peter1138> Well I didn't notice it in v3...
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17:42:28  * LordAzamath is compiling 12178
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17:54:07  <White_Rabbit> anyone feel like playing a multiplayer game?
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18:03:06  <Danielsonkc> is 2051 the end? I know you can pick start date so does that mean there is no end date parsay?
18:03:52  <Danielsonkc> anyone... anyone... buler?
18:03:56  <Danielsonkc> buler?
18:05:31  <Danielsonkc> momma talkin to me tryin to tell me how to live
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18:06:00  <Axamentia> Afaik 2051 is the game end date
18:06:20  <Axamentia> I know you can end earlier
18:06:40  <Axamentia> But you can still keep playing after scoring
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18:08:21  <Danielsonkc> thanx
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18:28:56  <Wolf01> hello
18:29:00  <Gonozal_VIII> hi
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18:36:01  <CIA-1> OpenTTD: smatz * r12179 /trunk/src/ (5 files): -Codechange: use GetCrossingRailTrack() and GetCrossingRailAxis() to improve code readability
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19:09:01  <michi_cc> Frostregen: your bug is fixed :) (
19:11:32  <Yorick> michi_cc: did you test the 0x44 newgrf station variable without the path debugging?
19:13:27  <ln-> where is 4x03!?
19:13:49  <peter1138> What is 4x03?
19:14:03  <Yorick> I said 0x44, not 4x03?
19:14:34  <Gonozal_VIII> next to 4x02
19:14:34  <ln-> Yorick: everyone knows there is no 0th season, and rarely 44 episodes per season.
19:15:36  <Gonozal_VIII> 4x03 from WHAT
19:15:45  <Yorick> 24?
19:15:49  <ln-> lost.
19:16:00  <Gonozal_VIII> ^^
19:16:11  <Yorick> 48? lost? ER? SG: A?
19:16:26  <Gonozal_VIII> that was the first google hit when i searched for 4x03 an hour or so ago when you asked the first time
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19:19:02  <michi_cc> Yorick: at least the newgrf I test works
19:20:15  <ln-> this level of 4x03lessness is becoming unacceptable.
19:20:45  <Yorick> I'm still waiting for 3x14...
19:20:48  <CIA-1> OpenTTD: peter1138 * r12180 /trunk/src/newgrf_engine.cpp: -Fix: Test purchase list loading/loaded sprites instead of unconditionally returning a possibly non-existant sprite.
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19:25:34  <Sacro> :\
19:27:08  <ben_goodger> you saw the page, there is no swedish conspiracy. move along
19:28:36  * peter1138 has a cup of chai...
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19:29:41  * peter1138 ponders updating his server to v4.2...
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19:30:27  * Forked is compiling win32 binary for 4.2
19:32:47  <peter1138> 0.7 is going to rock ;)
19:33:48  <ben_goodger> no doubt.
19:34:15  *** dih_ is now known as dih
19:34:59  <blathijs> 4.2?
19:35:13  <peter1138> michi_cc's PBS implementation
19:35:27  <ben_goodger> :D
19:35:54  <Sacro> D: OPENTTD HAS NO AUDIO D:
19:36:05  <peter1138> Blame SDL...
19:36:23  <Sacro> mmm
19:36:27  <Sacro> it's probably using ALSA
19:36:36  <peter1138> SDL_AUDIODRIVER
19:36:41  <Sacro> =oss ?
19:36:48  <peter1138> Something like that
19:36:57  <Sacro> mmm, nope
19:37:30  <peter1138> Why are you not using ALSA, anyway?
19:37:35  <Sacro> Audio write: Input/output error
19:37:47  <Sacro> because I have a new X-Fi
19:37:52  <Sacro> which isn't supported by ALSA
19:38:07  <peter1138> And the obsolete and dead OSS does? :o
19:38:11  <Sacro> unless i use the shitty creative "open source" binary, 64 bit, gcc3 only driver
19:38:12  <ben_goodger> hm
19:38:24  <Sacro> OSS is reborn
19:38:25  <ben_goodger> actually that explains a lot.
19:38:36  <ben_goodger> I got an x-fi for christmas and couldn't work out why it didn't work
19:38:55  <Sacro> ben_goodger: works pretty well with OSS
19:39:03  <peter1138> All Creative's stuff sucks...
19:39:06  <ben_goodger> I'm not using OSS, not ever
19:39:36  <Sacro> why?
19:39:40  <peter1138> They're good at lying about the hardware capabilities...
19:39:43  <Sacro> tis BSD now
19:39:51  <ben_goodger> peter1138: unfortunately my dad spent £60 on it
19:42:17  <Sacro> mmm
19:42:18  <Sacro> i like it
19:45:28  <ben_goodger> well, I'm still not using OSS. it's tripe
19:45:52  <Sacro> i like it
19:46:33  <peter1138> Once upon a time, the OSS SB Live! was better...
19:46:45  <peter1138> Still supports things that ALSA doesn't.
19:47:01  <peter1138> Like modifying a matrix of input to output mapping.
19:47:33  <peter1138> And uploading new software to do new effects
19:47:51  <peter1138> ALSA just does the generic thing with it
19:48:54  <Sacro> yep
19:49:56  <Sacro> right
19:50:01  <Sacro> fretsonfire works...
19:50:06  <Sacro> what else uses SDL for sound though
19:50:18  <Sacro> can OpenTTD use anything else? like jack, or portaudio?
19:50:56  <SmatZ> SDL can have output to esd
19:51:02  <peter1138> No, there are only SDL, Win32 and Cocoa drivers.
19:51:18  <peter1138> Yeah, I have SDL set up to use pulseaudio.
19:51:43  <Sacro> SmatZ: mmm, and I did just update esd-oss
19:52:02  <Sacro> actually, i might be the official ArchLinux maintainer for that :s
19:52:24  <peter1138> There's an SDL_mixer driver in the works, but that won't help much.
19:53:14  <Sacro> peter1138: what is your SDL_AUDIODRIVER =?
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19:56:21  <peter1138> "pulse"
19:57:02  <Prof_Frink> Oooh, shiny
19:57:04  <Sacro> hmm
19:57:11  <Sacro> i installed portaudio
19:58:29  <Sacro> Many SDL games and applications can use PulseAudio. To make them do this, just set & export the variable SDL_AUDIODRIVER="esd"
19:58:29  <Sacro> [edit]
19:58:41  <blathijs> Pulseaudio is nice :-)
19:58:54  <blathijs> There's also an also plugin that will probably work fine with openttd
19:59:02  <Sacro> blathijs: i don't have alsa
19:59:10  <Sacro> hence my problems
19:59:32  <blathijs> Sacro: You don't have alsa, or you don't have an alsa driver for your sound card?
19:59:49  <blathijs> In the latter case, you could use openttd's alsa interface -> alsa-pulse -> pulse -> oss
19:59:56  <peter1138> Sacro, yeah, pulse supports the esd protocol, but using the driver set to pulse is better
19:59:58  <Sacro> blathijs: i don't have the driver
20:00:18  <blathijs> But, can't openttd just do OSS itself?
20:00:29  <peter1138> <Sacro> Audio write: Input/output error
20:01:22  <blathijs> Meaning your soundcard doesn't work with OSS either, or it is only not working with OpenTTD?
20:03:20  <Sacro> blathijs: no, soundcard is working mostly
20:03:39  <blathijs> weird..
20:04:00  <blathijs> You could try using pulse as I described. It has OSS output modules AFAIK
20:04:14  <Sacro> mmm, it won't start
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20:08:09  <Sacro> ahh
20:08:14  <Sacro> capability is no longer a module
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20:14:21  <Sacro> ooh
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20:40:21  <Sacro> peter1138: it is working D:
20:40:22  <Sacro> err
20:40:24  <Sacro> :D
20:41:03  <Sacro> SDL_AUDIODRIVER=dsp
20:41:20  <Sacro> hmm
20:41:25  <Sacro> timidity++ needs  alsa
20:42:11  <dih> !seen Bjarni
20:42:11  <dih> @seen Bjarni
20:42:12  <DorpsGek> dih: Bjarni was last seen in #openttd 23 hours, 27 minutes, and 49 seconds ago: <Bjarni> knowing this channel I presume some of you will in fact do that o_O
20:42:53  <blathijs> Sacro: Neh, timidty can also use oss as output I think?
20:43:20  <glx> <Sacro> timidity++ needs  alsa <-- you need a sound server (esd, alsa, ...) whenever you need concurrent access on sound device
20:44:21  <Sacro> hmmm
20:44:35  <Sacro> tis using -iA
20:44:39  <Sacro> but i don't have alsa...
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20:47:50  <Sacro> blathijs: yes, oss out is fine, but it seems to use alsa in
20:49:51  <blathijs> Sacro: Yeah, but openttd can call timidity directly, right?
20:49:54  <blathijs> Or did we remove that?
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20:51:34  <Sacro> blathijs: i'm not sure...
20:51:35  <Sacro> ooh
20:51:36  <Sacro> extmidi
20:51:45  <blathijs> yeah, that :-)
20:51:50  <Sacro> doesn't work
20:52:28  <blathijs> You probably need to put options to timidity in your ./configure call
20:53:00  <Sacro> no...
20:53:05  <Sacro> extmidi= in .cfg
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20:54:41  <Sacro> still nothing
20:55:18  <Sacro> -d9 XD
20:56:43  <Sacro> hmm
20:56:48  <Sacro> how do i capture stderr
20:56:53  <Sacro> thought it was 2&>1
20:57:08  <Prof_Frink> That redirects it to stdout
20:57:15  <Sacro> oh yes
20:57:18  <Prof_Frink> 2>&1
20:57:24  <Sacro> i want 2&> debug.tmp ?
20:57:36  <Prof_Frink> no ampersand
20:57:36  <glx> 2> debug.tmp
20:57:52  <Sacro> ah yes, thanks
20:58:15  <Sacro> hmm
20:58:19  <Sacro> it finds sdl
20:58:21  <Sacro> and extmidi
20:58:32  <Sacro> but it ain't passing the -Od to timidity i reckon
20:58:47  <Prof_Frink> *** Sacro detected. Refusing to work.
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20:59:24  <Sacro> would this be a bug?
20:59:27  <CIA-1> OpenTTD: belugas * r12181 /trunk/ (5 files in 3 dirs): -Change: update some documentation.
20:59:31  <Prof_Frink> Feature.
21:00:38  <Sacro> pfffft
21:01:50  *** Zavior [] has quit [Ping timeout: 480 seconds]
21:02:13  * Sacro goes to fix it himself D:
21:03:40  <Yorick> Error: it no such channel/nick
21:04:31  <Yorick> Error: *** Sacro detected. Refusing to work.
21:06:18  <Sacro> :(
21:07:39  <Prof_Frink> Yorick: Hmm, who owns DorpsGek?
21:08:45  <glx> TB does
21:09:05  <Yorick> ^^
21:10:08  <Prof_Frink> get him to implement E_SACRO in the bot
21:10:54  <Yorick> we could code that in ottd
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21:12:27  <Sacro> hmm
21:12:33  <Sacro> how to pass params to timidity++
21:13:23  <Prof_Frink> Sacro: What if you write a sh one-liner that calls timidity++ with the required options, then tell openttd to call that
21:14:18  <Sacro> Prof_Frink: ooh, i could
21:15:05  <Sacro> timidty -Od $@
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21:49:33  <CIA-1> OpenTTD: glx * r12182 /tags/0.6.0-beta4/ (9 files in 3 dirs): -Release 0.6.0-beta4
21:50:09  <Gonozal_VIII> beta 4?
21:50:18  <XeryusTC> hmm, wtf
21:50:20  <Gonozal_VIII> no stable?
21:50:29  <Prof_Frink> Where will we keep the horse?
21:50:29  <SmatZ> no way!
21:50:33  <XeryusTC> i watch what's going on here for a change and i see beta 4 being released :P
21:50:54  <peter1138> Gonozal_VIII, there's been quite a lot of changes...
21:51:06  <peter1138> And beta3 was pretty bad...
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21:53:42  <Axamentia> hmm Openttd on scenario editor was using 97% of cpu resources :/
21:54:54  <Gonozal_VIII> map generation?
21:55:11  <Axamentia> Nope just running idle in fast foward
21:55:44  <Prof_Frink> Well, fast forward is "as fast as the processor will allow", so that's sensible
21:55:51  <Axamentia> Just a bog standard 0.6.3 install as well as it wasnt one of my patch installs
21:56:18  <Axamentia> Hmm good point, cant think of what its got to process though on scenario editor
21:56:20  <glx> 0.6.0 is not out yet, where did you get 0.6.3 ?
21:56:37  <Axamentia> i mean 0
21:56:46  <Axamentia> gah i mean 0.6.0 beta 3
21:56:54  <glx> outdated ;)
21:57:16  <Axamentia> i know, im using it to create vanilla scenarios
21:58:11  <Axamentia> I have a couple of nightlies and patched versions, Gonozal, that patchpack is good imo ;), but for scenario creation i use bog standard with no grfs
21:58:17  <peter1138> Hmm
21:59:31  <Gonozal_VIII> well... to create it in an old version is good if you want to have it compatible to different versions
21:59:34  <Gonozal_VIII> i guess
21:59:54  <glx> that's the recommended way
22:00:11  <glx> Axamentia: wait a little and you'll be able to use rivers
22:00:38  *** Morloth [] has quit [Ping timeout: 480 seconds]
22:00:38  <Axamentia> I cant wait to use rivers!
22:00:39  <Gonozal_VIII> rivers are teh kuhls
22:00:50  <Axamentia> I have them in a patched version
22:00:51  <Gonozal_VIII> you don't have to wait
22:01:11  <peter1138> Hmm, rivers need GRFs, don't they?
22:01:19  <peter1138> Oh, only too look nicer...
22:01:23  <peter1138> -o
22:01:36  <Gonozal_VIII> they look like canals without
22:01:54  <SmatZ> like water, without canal borders
22:02:04  * SmatZ doesn't have any rivers grf
22:02:13  <Axamentia> But scenarios for general release, no point adding grfs, and extra features, or patches as a lot of people cant fugure out how to compile
22:02:15  * peter1138 does, but doesn't have any rivers...
22:02:18  <Eddi|zuHause3> <ln-> where can i find 4x03? <- in the usual places
22:02:22  <Gonozal_VIII> there are already rive replacement grfs in the 8bpp replacement topic
22:02:42  <peter1138> Gonozal_VIII, not a replacement as there's nothing to replace ;p
22:02:47  <Axamentia> Peter, you can build river in scenarios, dont think terragenisis makes rivers yet though
22:03:04  <Gonozal_VIII> ok... valid point
22:03:06  <Axamentia> *rivers
22:03:10  <peter1138> Strangely I know that...
22:03:15  <Axamentia> lol
22:03:30  <Gonozal_VIII> no need to ask for mbs permission with them ;-)
22:03:53  <peter1138> And damn it, I have a 20-span wooden bridge... it's too early for faster bridges :(
22:04:07  <Gonozal_VIII> brick viaduct rocks :D
22:04:11  <peter1138> Gonozal_VIII, is it the one with very straight edges? 'Cos that looked a bit... not as good as MB's...
22:04:37  <Gonozal_VIII> i think there've been different versions
22:04:48  <peter1138> I suppose I should've used ships for this gap, but... ARGH, THERE ARE NO SHIPS EARLY ENOUGH
22:04:56  <Gonozal_VIII> didn't follow the sprites too closely after i started my patchpack thingy
22:05:04  <peter1138> Also two-way transfers don't work...
22:05:12  <Gonozal_VIII> yes, that sucks
22:06:29  <Gonozal_VIII> why is there no "do not enter a vehicle that goes to where you came from" rule?
22:07:16  <peter1138> Because nobody wrote that yet... I have thought about it though...
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22:11:22  <peter1138> Hmm, maybe with a bit more money I can build an island and have two shorter spans... and signals...
22:12:49  <CIA-1> OpenTTD: smatz * r12183 /trunk/src/road_cmd.cpp: -Codechange: give a better error message when building road over existing road with vehicle on it, or do not fail at all
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22:17:03  <peter1138> Hmm, only cost a hundred grand...
22:17:25  <Gonozal_VIII> well... you only need to raise 3 water corners
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22:18:09  <Eddi|zuHause3> two...
22:18:43  <Eddi|zuHause3> foundation for the bridge ramp, tile with signal, next bridge ramp
22:18:46  <Gonozal_VIII> right...
22:18:53  <Eddi|zuHause3> have space for doubletrack, too
22:19:06  <Gonozal_VIII> i thought 2 first but then i reconsidered^^
22:19:22  <Eddi|zuHause3> need to be fast, or you have to pay clear cost for the bridge foundation again
22:19:24  <peter1138> i made it double track too...
22:19:42  <peter1138> Yeah, very fast, coast edges are quicker than normal tiles...
22:19:46  <Gonozal_VIII> can't build the bridge that fast
22:19:56  <Gonozal_VIII> impossible...
22:20:01  <Eddi|zuHause3> you have pause key ;)
22:20:29  <Eddi|zuHause3> you only need to unpause while starting to build
22:21:11  <Eddi|zuHause3> and why is it faster? i thought it was just in the regular tile loop
22:21:42  <peter1138> Regular tiles have an extra counter, I believe.
22:22:02  <peter1138> Either that or it's just luck
22:22:17  <Gonozal_VIII> yes counter
22:22:41  <Wolf01> 'night
22:22:45  *** Wolf01 [] has quit [Quit: Once again the world is quick to bury me.]
22:23:48  <Eddi|zuHause3> i can't really imagine that...
22:24:50  <Gonozal_VIII> clear something... cost is back to normal right after that, rest stays clear
22:25:39  <peter1138> It's a 3 bit counter.
22:25:59  <Gonozal_VIII> 3 bit counter, 2 bit density
22:26:18  <Eddi|zuHause3> for grass growing, yes, but for flooding?
22:26:32  <Gonozal_VIII> that's not flooding
22:26:38  <Gonozal_VIII> hmmm it is...
22:27:00  <Gonozal_VIII> flooding always looked kind of random
22:27:55  <peter1138> Gonozal_VIII, "On another note, r12180M doesn't load r12141M games (invalid chunk size) :("
22:28:02  <peter1138> Yay for users who can't read :o
22:28:45  <Gonozal_VIII> yes, it's the first version with the saveload stuff that dalestan suggested
22:29:10  <Eddi|zuHause3> like the miniin system?
22:29:11  <peter1138> Oh, I bet that was fun :o
22:29:41  <peter1138> Still, your users will always expect everything to always work...
22:30:10  <Gonozal_VIII> i give no guarantees at all^^
22:30:28  <Morloth> That's weird, sometimes cars don't get the money after delivering the good. Anyone noticed that before?
22:30:30  <peter1138> Neither do Microsoft.
22:30:30  <Morloth> *goods
22:30:50  <Eddi|zuHause3> Morloth: don't use transfer
22:30:54  <Gonozal_VIII> morloth... daylength?
22:30:59  <Morloth> Eddi|zuHause3: I don't
22:31:03  <Gonozal_VIII> new version of daylength?
22:31:16  <Morloth> Gonozal_VIII: Not sure... I'm running the latest NoAI branch
22:31:21  <Gonozal_VIII> ah
22:31:23  <Gonozal_VIII> then no
22:31:53  <Gonozal_VIII> but values < 8 pounds get rounded to 0
22:32:18  <Eddi|zuHause3> but then you'll need to figure out under which circumstances this occurs
22:32:31  <Gonozal_VIII> always?^^
22:32:55  <Morloth> No, just random if I start a map some trucks simply don't get any money
22:32:59  <peter1138> Damn, that's wrong. A 400 passenger train getting a full load... without full load orders, in 1930.
22:33:03  <Morloth> but I check and they have cargo and deliver it
22:33:21  <peter1138> Using new cargos?
22:33:46  <Morloth> No, just the basic stuff. In this case Coal from mine -> power plant
22:34:02  <Morloth> Wait I'll make a savegame
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22:36:06  <Morloth> k, if you want to check:  User: ftp Pass: guest
22:36:16  <Morloth> filename is 'Is_this_a_bug'
22:38:20  * SpComb wonders if OpenTTD supports IPv6
22:38:39  <Gonozal_VIII> you already wondered that some weeks ago
22:41:01  <SpComb> did I really?
22:41:12  <Gonozal_VIII> yep
22:41:59  <SpComb> completely forgot
22:42:02  <SpComb> what was the answer?
22:42:04  <Morloth> This is weird... The AI in the game does make money when delivering cargo but I don't :(
22:42:31  *** XeryusTC [] has quit [Quit: May the ducttape be with you]
22:43:22  <Morloth> Oh, wait my bad I placed the road stations to far off :X; Stupid! :P
22:43:33  <Gonozal_VIII> ^^
22:43:44  <Gonozal_VIII> buuuut
22:43:52  <blathijs> SpComb: It might, and in any case it shouldn't be too hard to get it to support IPv6
22:43:55  <Gonozal_VIII> you didn't notice that the trucks don't unload?
22:44:14  <SpComb> I need to learn how to use linux's IPv6 API...
22:44:29  <SpComb> (well, generic BSD sockets)
22:44:37  <blathijs> I think it's just the same, perhaps pass some flag here or there
22:44:45  <Morloth> Gonozal_VIII: Well... they did unload
22:45:14  <Morloth> Gonozal_VIII: But at the station it would mark the cargo as 'in transfer'
22:45:24  <Morloth> while the order was 'Unload'
22:46:10  <Morloth> Well, sleepy time for me :)
22:46:13  <Gonozal_VIII> don't use unload orders
22:46:13  <Morloth> good night guys!
22:46:18  <Gonozal_VIII> night
22:46:48  <Gonozal_VIII> unload is exactly the same as transfer if the station doesn't accept the stuff
22:47:33  <dih> night
22:47:40  <Gonozal_VIII> night
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22:51:10  <CIA-1> OpenTTD: smatz * r12184 /trunk/src/ai/default/default.cpp: -Fix: take into account possible loan when AI is deciding which bridge to build, so it won't build wooden bridges everytime
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22:56:29  <peter1138> michi_cc, I found a sort of bug :o
22:56:43  <Gonozal_VIII> oh noes, not again
22:57:01  <peter1138> Overbuilding a reserved station platform is allowed.
22:57:10  <Gonozal_VIII> last bugfix came right after i finished including and stuff..
22:57:49  <Gonozal_VIII> had to look through every single line of code... *cries*
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22:58:44  <peter1138> Hehe
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23:01:35  <blathijs> michi_cc: Could you compile 64 bit binaries for 0.6.0-beta4? Source is at
23:02:05  <Gonozal_VIII> katherina? O_o
23:02:22  * Axamentia is amused that he has to build a flood path, to flood lac leman lol
23:04:21  *** fjb [] has joined #openttd
23:04:25  <fjb> Hello
23:04:31  <Gonozal_VIII> hi
23:05:03  <fjb> How does the station rating get calculated?
23:05:25  <Gonozal_VIII> in strange and very wrong ways
23:05:52  <Gonozal_VIII> rtfm :P
23:05:53  <Prof_Frink> fjb: first two bytes from /dev/random
23:06:07  <peter1138> Axamentia, or press ctrl to place a sea tile?
23:06:44  <fjb> Gonozal_VIII: The manual page is almost empty.
23:06:44  <peter1138> (assuming scenario editor)
23:07:05  <peter1138> station_cmd.cpp:2488
23:07:14  <Gonozal_VIII>
23:07:17  <Gonozal_VIII> almost empty?
23:07:38  <Axamentia> aye peter
23:07:51  <peter1138> goodnight
23:08:00  <Gonozal_VIII> night
23:08:13  <fjb> Gonozal_VIII: I found another page with the search function of the manual wiki. And that one was almost empty.
23:08:20  <Axamentia> i know but flooding and entire lake is not easy, so i figure just flood it and let it do it
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23:08:50  <Gonozal_VIII> i just typed "wiki openttd station rating" into the browser adress bar :-)
23:11:21  <fjb> Hm, looks like you have to do constant advertising to get a rating of 75% or higher in the first half of the game when the vehicles are still kind of slow.
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23:11:52  <Gonozal_VIII> and buy new vehicles every year^^
23:12:16  <fjb> Hm, on the second thought that doesn't work for most industries because thay are to far away from the town center.
23:12:29  <fjb> Yes, that also.
23:13:12  <fjb> I have a constant rating of 69% and the mines from ECS are constantly degrading the output.
23:13:33  <Gonozal_VIII> yep, normal
23:13:50  <fjb> Buying new vehicles gives a short boost, but some month later the mines get a lower and lower output.
23:14:11  <Gonozal_VIII> statue is 10%
23:14:37  <fjb> But a statue is expensive, especially in the first years of the game.
23:14:57  <Gonozal_VIII> but the only way to get >75%
23:15:29  <fjb> But you can nort afford a statue with your first monay.
23:15:35  <fjb> money
23:16:11  <fjb> You have to buy the vehicles, build tracks or roads, build stestations.
23:16:45  <fjb> And then the mines have a low output and you can not get the industry chains started.
23:17:16  <Gonozal_VIII> true, true, everything true
23:18:38  <fjb> You could start with passengers first, but then no industry is left when you have the money for the statues.
23:18:51  <Gonozal_VIII> you can make money with passengers while industries die off all around... then after some years you have enough money to serve the last remaining minimum output industries
23:20:42  <fjb> One of each kind, you can stay in a passenger only game then...
23:21:36  <Gonozal_VIII> it should be possible to set the probability of new industries
23:22:04  <Gonozal_VIII> then you can start without industries and a high possibility for new ones
23:22:40  <fjb> Hm, another patch for the Gonozal patch pack? :-)
23:22:50  <Gonozal_VIII> if you make it^^
23:23:33  <fjb> :-P
23:25:40  <michi_cc> SmatZ: road_cmd.cpp, line 1334 since rev 12177: shouldn't it be (DiagDirToRoadBits(side) & bits) == 0 (with parentheses?)
23:26:26  <Gonozal_VIII> that's almost line 1337 :-)
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23:31:40  <fjb> michi_cc: I found two problems with YAPP v4.1 (I will compile v4.2 soon): The trains don't find their depot on a single line track if they don't have an explicit depot order. And trains reversing inside a station don't clear their path inside the station and get stuck in a terminal station that way. Maybe that is already fixed in v4.2.
23:32:06  <Eddi|zuHause3> afaik & has higher priority than ==, but == is higher than &&
23:34:12  <Gonozal_VIII> && is shortcut thingy, has to be low priority
23:34:33  <SmatZ> michi_cc: thanks, hopefully this is harmless now :)
23:35:49  <SmatZ> "+" > "==" > "&" > "&&"
23:36:24  <michi_cc> blathijs: 435c5c19945e0ceee4e62a4c7bdd6d86 (and
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23:37:29  <CIA-1> OpenTTD: smatz * r12185 /trunk/src/road_cmd.cpp: -Fix (r12177): wrong operator priority, hopefully harmless (spotted by michi_cc)
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23:54:35  <ln->
23:55:57  <SpComb> ha, it's taken a while to make it into the international news media
23:56:06  <SpComb> who knows, perhaps one day it'll get on slashdot

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