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Log for #openttd.dev on 17th March 2013:
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11:13:31  <Alberth> http://devs.openttd.org/~alberth/diffs/fs5288/  I wanted to do another one, but ran into this one first :)
11:13:32  <Alberth> It adds sorting on rating for towns. 20 is mine, and I rewrote the rating sorter (don't use values outside minimum or maximum, and also have a fixed order for unrated towns).
11:13:32  <Alberth> Biggest point of worry is whether I should copy the population string change in 10 to other languages as well
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11:18:45  <Alberth> hi
11:19:07  <Alberth> I was a bit early I see :)
11:19:14  <Alberth> (12:15:31 PM) Alberth: http://devs.openttd.org/~alberth/diffs/fs5288/  I wanted to do another one, but ran into this one first :)
11:19:14  <Alberth> (12:15:31 PM) Alberth: It adds sorting on rating for towns. 20 is mine, and I rewrote the rating sorter (don't use values outside minimum or maximum, and also have a fixed order for unrated towns).
11:19:14  <Alberth> (12:15:31 PM) Alberth: Biggest point of worry is whether I should copy the population string change in 10 to other languages as well
11:23:22  <frosch123> haha, STR_SORT_BY_POPULATION looks funny between the engine sorting criterions :)
11:25:47  <Alberth> maybe we should add a sort for most popular engine to the buy menu :)
11:28:26  <frosch123> we had some sort-stability issues in the past, so maybe TownRatingSorter should detet towns with equal rating and sort them by name
11:29:17  <Alberth> good point
11:30:00  <frosch123> +				this->last_sorting = this->towns.GetListing(); // Store new sorting order <- is this correct in 30? or does it belong to an earlier diff?
11:41:46  <Alberth> In ~TownDirectoryWindow():   this->last_sorting = this->towns.GetListing();
11:42:24  <Alberth> so it was a 'save last sort order' value, and now it gets used more often
11:42:49  <frosch123> remove it from ~TownDirectoryWindow() then?
11:42:51  <Alberth> the sorter functions are not part of the window
11:45:35  <Alberth> I'd move it to the BuildSortTownList then
11:56:44  <Alberth> you are right, it can be removed then
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12:44:58  <frosch123> http://devs.openttd.org/~frosch/diffs/keypress/ <- a fix and some codechanges
12:45:09  <frosch123> in preparation of fs#5504
12:52:27  <Alberth> seems fine to me
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13:03:19  *** DorpsGek changes topic to "OpenTTD Dev Channel || Latest SVN: r25091 || Logs: http://webster.openttdcoop.org/?channel=openttd.dev || Voice (talk-right) upon request via #openttd; make sure you are registered to NickServ before asking"
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13:29:29  <frosch123> i posted a diff in fs#5504
13:29:37  <frosch123> it works for SDL but needs work for other video drivers
13:29:44  <frosch123> however, it changes quite a lot :p
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13:54:07  <Alberth> http://devs.openttd.org/~alberth/diffs/fs5288/  second attempt
13:54:46  <Alberth> I stabilized the order for populations as well
13:56:05  <Alberth> that broke the Toggle sorter as well, so I had to move more code to an earlier place in the queue
13:57:19  <frosch123> hmm, so the secondary name sorter does not follow the sorting order?
13:57:30  <frosch123> in that case ToggleSortOrder would never work
13:57:51  <frosch123> why not just reverse the naming order as well in that case?
13:59:39  <Alberth> then in the rating you keep ascending, and in population you swap
14:00:14  <Alberth> which didn't seem like a good idea
14:00:30  <frosch123> well, fine either way
14:01:05  <frosch123> it just feels weird that adding a secondary sorting criteria just to make it stable breaks something fundamental like reversing sort order
14:02:13  <Alberth> the other option is of course to reverse non-rated towns as well
14:02:34  <Alberth> then only the 'rating' case is not truly sorted
14:05:30  <frosch123> yeah, treating the "not rated" case separately is fine
14:05:51  <frosch123> though i wonder whether the industry directory does the same wrt. industries with no production :p
14:10:22  * Alberth gambles it does
14:11:48  <Alberth> return (r == 0) ? IndustryNameSorter(a, b) : r;
14:13:39  <Alberth> I should revert 'always ascending sort' in population?
14:15:02  <frosch123> wrt. population or wrt. secondary name?
14:15:18  <frosch123> sorting population descending by default sounds useful
14:18:06  <Alberth> the secondary sort criterium
14:18:43  * Alberth ponders secondary sort criteria in general :(
14:18:52  <frosch123> i think reversing the list should just reverse it
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14:19:08  <frosch123> i don't think forcing the secondary order to be always ascending would be right
14:19:23  <Alberth> k
14:20:02  <frosch123> sorting items with "no rating" at the end independent of ascending/descrending rating sorting is fine though :)
14:20:03  <Alberth> I thought it'd be nicer, but I can live without it very well too
14:20:29  <Alberth> it's broken there anyway :)
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14:55:39  <Alberth> patch updated
14:56:37  <Alberth> I also removed the 'always ascending' order by name for equal rated towns
14:58:14  <frosch123> looks fine
14:59:26  <frosch123> apparently i was not able to trick you into fixing the industry directory :)
15:02:08  <Alberth> fix in what sense?
15:02:57  <frosch123> sorting industry without any output cargos always at the end when sorting by producton/transportation amount
15:03:42  <Alberth> oh, I thought just stabilizing, but that was already done
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15:04:57  <Alberth> well, mostly   a-b is not always overflow safe :p
15:05:47  <frosch123> i am quite sure in this case it is :p
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15:58:53  *** ChanServ sets mode: +v Rubidium
15:58:59  <Rubidium> hi
15:59:23  <frosch123> haai :)
16:00:19  <Rubidium> Alberth: is there a 'fix translations' commit in the pipe line? In r25094 you changed a string which could easily be fixed by a regexp; the order of strings in the translation does not matter, and WT3 will automagically order them correctly on its first commit of the language
16:02:10  <Alberth> there wasn't one planned, but that can be changed :)
16:02:39  <Alberth> so just change the string name and remove the '{BLACK}' ?
16:02:49  <Rubidium> yes
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16:09:26  <Alberth> done
16:09:44  <Rubidium> thank you
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18:19:37  <frosch123> http://paste.openttdcoop.org/show/2159/ <- i guess that should do for fs#5492
18:20:12  <frosch123> both AircraftVehicleInfo::acceleration and Vehicle::acceleration are bytes
18:24:42  <Alberth> I always wonder how many bits the intermediate types have in these case :)     it looks fine to me
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19:28:41  <frosch123> hmm, looks like the aircraft acceleration stuff in ottd is all nonsense
19:28:58  <frosch123> all screwed up in unit conversions
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20:29:45  <Zuu> I was taking a look on a GS and realised that users are not given the choice to edit GS settings in a running game (unless they know that it is possible via the AI debug window) Thus I've created a small patch for this https://secure.openttd.org/bugs/task/5507
20:29:56  <Zuu> The actual patch file: https://secure.openttd.org/bugs/task/5507/getfile/8967/fix-ingame-gs-settings_r25100.patch
20:36:54  *** DorpsGek changes topic to "OpenTTD Dev Channel || Latest SVN: r25101 || Logs: http://webster.openttdcoop.org/?channel=openttd.dev || Voice (talk-right) upon request via #openttd; make sure you are registered to NickServ before asking"
20:37:33  <frosch123> looks fine
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20:57:49  <Rubidium> I doubt the aircraft mess will be resolved soon, and it probably needs more testing anyhow
20:57:58  <Rubidium> the current state seems fairly trivial to me
21:00:33  <frosch123> hmm, it's actually easy
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21:00:40  <frosch123> i just need to remove the 128/10 conversion
21:00:45  <frosch123> it's just wrong
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21:55:03  <frosch123> http://devs.openttd.org/~frosch/diffs/fs5493_part2.diff <- default aircraft accelerated way too slow, while newgrf aircraft accelerated way to fast
21:55:21  <frosch123> broken since r8973 :)
21:55:31  <frosch123> which added unit conversion for newgrf, but not for default
21:55:47  <frosch123> and the acceleration code seems to use some random multiplier
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22:52:27  <Zuu> Hmm in-game changing of AI settings appears to also be disabled via the config GUI for players. Only via the AI debug window this have been possible. Thus a) my patch/commit might be a -Feature rather than a -Fix. b) it should enable editing AI settings the same way.
22:53:19  <Zuu> c) notice, that AI/GS settings can only be edited if an author activly have told OpenTTD so. Default is that settings can't be changed. That being said, most AIs/GSs have at least one setting that can be configured in a running game.
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