Config
Log for #openttd on 21st March 2007:
Times are UTC Toggle Colours
00:00:13  <rane> you might have train with multiple stations in it's orders
00:00:15  <CIA-2> OpenTTD: bjarni * r9384 /branches/0.5/Makefile: [0.5] -Fix: [MorphOS] updated make release to avoid the need to specify RELEASE when building
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00:05:12  <rane> i don't really know how passengers should be transported in a network
00:06:23  <Smoovious> rane: yes,  but you won't have a full load of passengers g etting off, and another l oad getting on, at a single stop
00:07:01  <Morphy> rane: networks should be completely universal
00:07:09  <rane> meaning?
00:07:40  <Morphy> my networks are built on straight paths over long distances, very few if none of my stations dictate that path
00:07:57  <Morphy> I just build a huge network and attach stations to that
00:08:33  <rane> yeah, that's what i usually do when dealing with industries
00:08:40  <Morphy> that way I can just keep on adding smaller stations to it over time, and just pick a drop-off point somewhere suitably down the line
00:09:27  <Morphy> its the same for passengers isnt it?
00:10:15  <Morphy> I wish ottd would have some more depth in that department really, with x% of passengers from each city going to specific cities etc
00:10:39  <Morphy> so they act more like passengers and less like cargo heh
00:11:30  <rane> pretty much, but i'm not really sure from where and where to transport them
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00:12:25  <Morphy> maximum distance/shortest route = most cash
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00:16:46  <rane> and there probably shouldn't be stations with trains with different orders?
00:19:26  <Smoovious> why not? would make it kinda hard  to  have transport h ubs then
00:21:04  <Bjarni> <rane>	and there probably shouldn't be stations with trains with different orders? <-- like that happens in real life....
00:21:16  <Bjarni> that would completely ruin the game
00:21:39  <GhostBear> http://sourceforge.net/project/showfiles.php?group_id=103924&package_id=111717&release_id=495170 <- is those thing needed for developering noai?
00:21:45  <rane> Bjarni: you misunderstood something
00:21:57  <Bjarni> I hope so
00:22:01  <rane> i'm not trying to change the game here .. :D
00:23:06  <glx> GhostBear: no this is the release source
00:24:24  <GhostBear> :(
00:24:59  <GhostBear> [05:33:32] <Zuu> GhostBear: If you use Windows, just wait for the binaries.
00:25:42  <glx> he meant noai binaries
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00:30:42  <rane> how exactly does passenger transportation grow cities?
00:31:15  <Eddi|zuHause3> the same as all other transportation
00:31:23  <GhostBear> i surely know what goods makes town grow much faster
00:31:34  <Eddi|zuHause3> only the number of serviced stations count
00:31:59  <Eddi|zuHause3> (which is stupid, but the rebalance process should solve this)
00:36:30  <Sacro|Laptop> Bjarni: http://img.photobucket.com/albums/v388/ren_hoek/danishpictionary.jpg
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00:42:19  <Eddi|zuHause3> Sacro|Laptop: the real WTF is what does that have to do with "Langhaardackel"
00:42:51  <Sacro|Laptop> Eddi|zuHause3: whith what?
00:43:58  <Eddi|zuHause3> that's what the box at the bottom says: "Dein Begriff lautet: Langhaardackel" [that's in german, btw.)
00:44:42  <GhostBear> zomg? Links are mixed! :O
00:44:59  <Eddi|zuHause3> (it's a type of dog)
00:45:00  <Sacro|Laptop> hmm
00:45:01  <GhostBear> bz2 reffering to gz
00:45:14  <GhostBear> and inverted! :O
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00:49:21  <Eddi|zuHause3> Sacro|Laptop: http://dict.leo.org/ende?lp=ende&lang=de&searchLoc=0&cmpType=relaxed&sectHdr=on&spellToler=on&search=dackel&relink=on
00:51:49  <Sacro|Laptop> hmm
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01:32:39  <Sacro|Mobile> lolman: shouldnt you be in bed?
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03:06:26  <CIA-2> OpenTTD: belugas * r9385 /trunk/src/ (21 files): -Cleanup: doxygen changes. Today, we are exploring the letter N.
03:09:45  <Smoovious> N... I don't lilke N... it  llookks too boxy...
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05:13:56  <Eddi|zuHause2> WAAAAAAH, it gets spring, and the first thing it does is snowing!!
05:14:34  <Eddi|zuHause2> it snowed exactly once during the winter
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07:34:46  <GhostBear> Hello tycoons! ^^
07:40:01  <MiHaMiX> mornin' :)
07:40:06  <GhostBear> ^^
07:40:09  <GhostBear> It is 14:40 here :P
07:40:31  <GhostBear> Hello from Russia \o,
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07:57:04  <TheMask96> it is 8:56 overhere...
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08:15:57  <MiHaMiX> it's 9:16 here :)
08:16:12  <GhostBear> :>
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09:50:19  <boekabart_> Hmm. Is there a way to start a scenario, using a savegame? Renaming sav to scn works, but all user-built stuff will stay. I want just the terrain, cities and industries. Possible?
09:51:03  <Rubidium> there is an option to remove the user built stuff in the scenario editor
09:55:06  <GhostBear> Why not add spray tool into scenario editor? :o
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09:56:55  <GhostBear> Adding rough parts is hard using only point tool! :o
09:56:59  <boekabart_> Rubidium: how?
09:57:25  <boekabart_> Is it also possible to 'remove' a company and all it built in a running (multiplayer) game?
09:57:57  <Rubidium> yes, it is possible, but I don't know the command
09:59:08  <boekabart_> possible in-game or by console on server?
09:59:39  <Progman> both, via rcon
09:59:59  <boekabart_> right, searching wiki then.
10:00:28  <peter1138> resetcompany or something
10:00:43  <Rubidium> in trunk there is a button in the same window where you can build lighthouses
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10:02:30  <GhostBear> what about spray tool? :o
10:02:33  <GhostBear> Is it possible?
10:02:48  <boekabart_> Dammit! > reset_company 2     > ERROR: Company is owned by an AI.
10:03:04  <boekabart_> (true, i entered a savegame with AI into a n-player server)
10:05:23  <GhostBear> Hello? :\
10:05:31  <GhostBear> Anybody response? :o
10:07:03  <Rubidium> GhostBear: how would anybody know?
10:07:35  <Rubidium> first of all, what do you define as a spray tool, what do you want the spray tool to do, ....
10:08:26  <Rubidium> and when you want to be sure, you have to implement it
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10:14:28  <GhostBear> btw
10:14:40  <GhostBear> Why button: "Many Random Industries" not works? :O
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10:16:26  <GhostBear> o_O
10:17:24  <GhostBear> =\
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10:34:16  <peter1138> if you've got industries set to none, then it is working... and adding no industries :p
10:35:57  <GhostBear> :/
10:35:59  <GhostBear> Nice...
10:36:02  <GhostBear> How to set back?
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11:06:50  <boekabart_> It seems to be impossible to clear an AI company off the map. How come? Even if I remove the 'if AI' check from the reset_company handler, it says 'yes' but does 'no'
11:06:57  <boekabart_> bug or good reason?
11:07:23  <boekabart_> what's so special about an AI company fercryinoutloud
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11:17:30  <boekabart_> > found the other IF
11:46:59  <CIA-2> OpenTTD: celestar * r9386 /branches/gamebalance/ (7 files in 3 dirs): [gamebalance] -Feature: Selling and buying land costs now take proximity to town centers into account. Move some code around while I'm at it. Also selling land gives as much money as buying land costs.
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11:50:37  <CIA-2> OpenTTD: rubidium * r9387 /trunk/src/newgrf.cpp: -Fix (r9385): termination of a comment forgotten.
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12:17:56  <graeme> hi, can someone help me?
12:18:19  <Progman> depend on the question
12:19:26  <graeme> well, since the newhouses branch was merged. My openttd wont open any savegames/scenarios apart from one.
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12:19:53  <graeme> The only patch I have is the towns build no roads one, and I wouldnt think that would affect it
12:20:43  <peter1138> it will, because of savegame version changes
12:21:11  <graeme> but would that apply to scenarios too?
12:21:22  <peter1138> yes
12:21:27  <peter1138> they're savegames with nothing on them
12:21:29  <graeme> ahh
12:21:41  <graeme> oh well
12:22:41  <graeme> I was sure the patched version opened a downloaded scenario before the update though. maybe I was imagining it!
12:24:34  <peter1138> well
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12:30:23  <graeme> so I take it theres no way around that? Other than creating the scenarios in the right version
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12:46:42  <peter1138> your best bet is to the fix the patch for savegame version changes
12:46:59  <peter1138> i'm only assuming that it touches savegame stuff
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13:02:05  <graeme> didnt actually think it did anything to the savegame. I'll take a look
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13:17:03  <Belugas> hello
13:19:05  <CIA-2> OpenTTD: peter1138 * r9388 /trunk/src/ (13 files): -Codechange: variable scope and type, and standardify all CargoID loops.
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13:24:37  <Wolf01> hello
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13:37:18  <Wolf01> Eddi|zuHause2 and Smoovious, seem that celestar will commit his own daylength patch in the game balance branch, so talk with him, my work is finished
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13:41:07  <Sacro> ARRRRRRRRRRRRRRRRRRRGHHHHHHHHHHHHH http://worsethanfailure.com/Articles/Another_Brick_in_the_Wall_.aspx
13:41:11  * Sacro head asplode
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14:20:59  <Naksu> Sacro: i dont get it
14:21:34  <Sacro> Naksu: all it does is { return Qstring dnsStr; }
14:22:42  <peter1138> dailywtf renamed??
14:22:48  <Naksu> if it only did that then the Q-thingy would be useless
14:22:54  <Naksu> the first line
14:22:59  <Naksu> my guess is
14:23:10  <Naksu> the q is short for query
14:23:48  <Sacro> peter1138: yes, he didnt like saying what WTF stood for
14:23:49  <Naksu> Q_UINT32 ipv4addr is a variable used by the constructor for qstring
14:24:12  <Sacro> it doesnt say that...
14:24:49  <peter1138> o_O
14:24:51  <Naksu> well if it doesnt work like that, it doesnt work at all
14:25:17  <Naksu> and from the description it sounds the system is live and in some sort of working condition
14:26:30  <Sacro> hmm, is it me, or does anyone else think "nethertheless" is the same as "however"
14:26:50  * Sacro doesnt think that, but someone else has stated this on a forum
14:27:03  <Naksu> nevertheless
14:27:29  <Naksu> but yes, it's very much the same
14:27:50  <Sacro> hmmm
14:27:51  <Naksu> not 100% same but like 98%
14:28:01  <Sacro> ah, someone noticed it further down
14:28:17  <Sacro> nevertheless is like a hopeless effort
14:28:17  <Sacro> however is like a hopeful effort
14:28:24  <Sacro> they are not the same... thought not
14:28:36  <Sacro> cos i can't think of any situation where they would be interchangeable
14:29:35  <Patrick> no, there's a subtle difference
14:29:43  <Naksu> the way i see it is that nevertheless is dismissive of the preceding sentence
14:29:58  <Patrick> yes, that's what I Was trying to verbalise
14:30:09  <Patrick> you'd more often see it coming from different people
14:30:18  <Patrick> I use however a lot of the time when introducing problems
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14:40:12  <miranda_test> hello... is electrified rail unavailable in the sub-arctic...?
14:41:25  <glx> not with the default trains as they are diesel or steam only
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14:42:54  <miranda_test> oh... ok... thanks...
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15:12:35  <CIA-2> OpenTTD: celestar * r9389 /branches/gamebalance/src/town.cpp: [gamebalance] -Fix(r9332): I should not use uninitialized variables and shall also find out why my g++ didn't warn me in the first place
15:19:31  <Zuu> Where should I look in the code to find out how to use the arguments of DoCommand for a certain CMD (CMD_RENAME_SIGN)?
15:19:36  <CIA-2> OpenTTD: belugas * r9390 /trunk/src/ (8 files): -Documentation : correct Doxygen of comments and @file inclusion. This time, brought to you by the letter O
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15:24:18  <glx> Zuu: CmdRenameSign I think
15:26:27  <XeryusTC> Zuu: are you planning to use signs with your AI or sth?
15:26:42  <Wolf01> search the sources for "sign" then the results for "rename" :D
15:28:54  <antichaos> anyone here been testing the gamebalance branch?
15:29:41  <Zuu> After diging some, a few greps after functions etc.. i've finaly found the call to DoCommand that is done when a user press OK on the edit-sign dialog. :)
15:30:11  <Zuu> basicly you set _cmd_text = your_text;.
15:30:20  <Zuu> and then call DoCommand(P)?
15:30:48  <Zuu> Probably not P-version as P-version is not used by any other AI-function.
15:31:16  <Zuu> XeryusTC: I want to use it for debug purpose.
15:31:19  <glx> AI have their "own" DoCommand calls in noai
15:31:59  <XeryusTC> Zuu: just use printf :P
15:32:19  <XeryusTC> btw, AITileList can now find all the roads in it ;)
15:35:03  *** michi_cc-away is now known as michi_cc
15:35:22  <Zuu> XeryusTC: print it is in squirrel, but that won't be printed on a specific location on the screen.
15:35:50  <glx> will be printed in the console :)
15:35:54  <XeryusTC> indeed
15:36:03  <XeryusTC> printf = print to console for C++
15:36:11  <XeryusTC> so print = the same for squirrel
15:36:16  <XeryusTC> just run ottd with -d
15:36:44  <Zuu> I want it mainly to mark locations on the map. The actual text on them are not important.
15:37:04  <Zuu> it = signs.
15:37:20  <XeryusTC> heh, i use the land info tool and the console for that ;)
15:37:25  <XeryusTC> as i have AITileList :D
15:37:54  <Zuu> Having X = 102, Y = 105 printed on the console is not very helpfull compared to get a sign on the tile.
15:38:30  <XeryusTC> it is a bit harder to get to the right location
15:38:34  <XeryusTC> but it is as usefull
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15:54:00  <graeme> how often does the save game version change?
15:54:06  <GhostBear> Hi there! ^^
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16:20:34  <Eddi|zuHause2> graeme: if the savegame version is 53, it increased about 52 times since the start of the project (plus some changes before the versioning system evolved into what it is now)
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16:21:57  <graeme> good point, should of thought of that really
16:25:06  <Wolf01> Eddi|zuHause2, did you read what i said about daylength? if not http://zapotek.paivola.fi/~terom/logs/openttd/view/2007-03-21/1@0~623#goto
16:25:25  <Eddi|zuHause2> Wolf01: i've seen it
16:26:42  <Wolf01> any objection?
16:27:31  <Eddi|zuHause2> why would i object to any of that?
16:32:28  * peter1138 objects on principle
16:35:12  <Wolf01> can somebody write some unicode chars, please?
16:35:21  <Eddi|zuHause2> äöü
16:35:28  <Progman> if I use the autoreplace feature can I setup which cargo-type the engine should used?
16:35:30  <Wolf01> seem to work
16:36:02  <Eddi|zuHause2> Progman: the replaced vehicle automatically gets refit to whatever was used before
16:36:20  <peter1138> in theory
16:36:45  <Eddi|zuHause2> yeah, it's bjarni, you never know ;)
16:36:45  * Zuu found the bug in BuildRoadStation :)
16:36:51  <Progman> and if it is "new"?
16:37:54  <Progman> the SH'125' are the first engines with cargo, but you cannot decide which cargo it should used at replacing :(
16:38:02  <XeryusTC> Zuu: what's wrong with it?
16:38:02  <Eddi|zuHause2> if the original had no cargo, and the new one does, it very probably uses the default cargo... i don't think anyone ever planned to specify something different
16:39:27  <Zuu> In src/ai/api/ai_road.cpp, line 48, swap '3' and '1'.
16:40:02  <Zuu> The same should probably be done for BuildRoadDepot too.
16:41:22  <Zuu> Basicly if you built a station facing in +/- Y-direction, it would face the oposite side as you tell it to do.
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16:43:32  <Zuu> I've made a AI that demostrates that, but finding the bug was esier than posting the demo-AI on the forums. :)
16:43:47  <Zuu> /esier/easier/
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16:48:29  <Zuu> Hmm.. however swap-ing '3' and '1' only solves one case not both.. I'll post the demo on the forums.. :)
16:49:40  <XeryusTC> hmm
16:49:55  <XeryusTC> doesnt it build a station based on the roads that are present?
16:52:29  <Smoovious> <Wolf01> Eddi|zuHause2 and Smoovious, seem that celestar will commit his own daylength patch in the game balance branch, so talk with him, my work is finished <---  okee,  thankks for the heeads-up
16:54:09  <Wolf01> you're welcome :)
16:56:35  <Wolf01> bbl, going home
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17:03:13  <Zuu> XeryusTC: Nope it doesn't
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17:03:55  <Zuu> The general docs of the AIroad-class says that, but if you look at the functions you'll see it doesn't.
17:05:02  <Zuu> The noai-bug-demo is now on the noai-thread on the forums.
17:07:21  <XeryusTC> hmm, ill look at it later
17:07:24  <XeryusTC> im afk now
17:07:37  <XeryusTC> i hope i can finish some parts of TileList tonight
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17:09:31  <miranda_test> hello... 0.5.1-RC1 crashes when information about new vehicle pops up... is that a know issue...?
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17:11:42  <Eddi|zuHause2> -> bugs.openttd.org
17:11:47  <Eddi|zuHause2> all known issues are there
17:13:35  <Zuu> Hmm.. seams like there is another related issue that hinder stations to be built on the road for this one direction, because if disable the building of the road (before station) it works as it should with my above described fix.
17:18:57  <glx> Zuu: I tried what you said, but with -1 no station is build
17:19:28  <Zuu> But with +1 it is but in the wrong direction, isn't it?
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17:19:44  <glx> for y yes
17:19:52  <glx> x is ok
17:20:20  <Zuu> I think when you build road in -1, the whole 'tile' tile is covered, and therefor you can't build a staton on it.
17:20:58  <hylje> you can overbuild a road ending
17:20:59  <hylje> afaik
17:21:09  <glx> yes that's what happens
17:21:10  <Zuu> hylje: But not a full road.
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17:21:30  <Zuu> And you can't build the road after you built the station.
17:21:52  <Zuu> Workaround is to demolish the tile 'tile' before station is built.
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17:23:11  <Zuu> I guess there is something wrong in the BuildRoad-function as it should only build road between the tile center of start and end.
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17:23:55  <Wolf01> hello (again)
17:24:15  <Zuu> Hello Wolf01
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17:27:41  * PrshieIufk <- this person is AFK
17:30:29  <Sacro> PrshieIufk: please disable your away message
17:31:39  <PrshieIufk> :(
17:35:16  <Zuu> glx: http://www.tt-forums.net//files/fix_121.diff
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17:42:49  <CIA-2> OpenTTD: belugas * r9391 /trunk/src/ (7 files): -Documentation : correct Doxygen of comments and @file inclusion. Time for P and Q files
17:43:20  <Eddi|zuHause2> P AND Q simultaneously? how dare you :p
17:43:46  <Belugas> becasue i'm in <P>rovince of <Q>uebec
17:43:48  <Belugas> :)
17:44:29  <glx> lol
17:45:06  <Eddi|zuHause2> ohkay, i forgive you ;)
17:45:19  <Eddi|zuHause2> blame canada! :)
17:45:36  <Belugas> hehe :D
17:54:31  <Belugas> my god... svn operations on s SD card is sooooo slow :S
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17:58:07  <peter1138> heh
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18:58:10  <CIA-2> OpenTTD: miham * r9392 /trunk/src/lang/ (9 files): (log message trimmed)
18:58:10  <CIA-2> OpenTTD: -Update: WebTranslator2 update to 2007-03-21 19:54:29
18:58:10  <CIA-2> OpenTTD: brazilian_portuguese - 2 changed by fukumori (2)
18:58:10  <CIA-2> OpenTTD: danish - 11 fixed, 2 changed by ThomasA (13)
18:58:10  <CIA-2> OpenTTD: esperanto - 8 fixed by LaPingvino (8)
18:58:10  <CIA-2> OpenTTD: estonian - 28 fixed by vermon (27), t2t2 (1)
18:58:12  <CIA-2> OpenTTD: finnish - 19 fixed, 66 changed by pallokala (9), habazi (76)
18:58:55  <MiHaMiX> french     - 9 changed by Skiper (9)
18:58:55  <MiHaMiX> italian    - 1 fixed, 49 changed by sidew (50)
18:58:55  <MiHaMiX> traditional_chinese - 2 fixed by thomasau (2)
18:58:55  <MiHaMiX> ukrainian  - 9 changed by mad (9)
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19:20:30  <Digitalfox_Home> I just download the newgrf terrain from here http://www.tt-forums.net/viewtopic.php?t=31079
19:20:39  <Digitalfox_Home> And i want to use it with my savegame
19:21:09  <Digitalfox_Home> Anyway i can add it to the savegame?
19:21:16  <Digitalfox_Home> Using last nightly
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19:22:38  <Digitalfox_Home> ok i figures it out, i added it while playing with savegame.. Nice feature i may add :)
19:27:30  <Digitalfox_Home> The openttd newgrf menu is really great, nice work :)
19:31:53  <MiHaMiX> Digitalfox_Home: </blog> :D
19:32:13  <MiHaMiX> Digitalfox_Home: i not meant to be rude, I just can't resist :D
19:32:23  <MiHaMiX> s/can/could/
19:32:30  <Zavior> God those are brigth
19:33:02  <Digitalfox_Home> MiHaMiX: Don't like blogs, i've tried, but my ideas are hard to write..
19:33:06  <Digitalfox_Home> ;)
19:33:17  <MiHaMiX> Digitalfox_Home: so you're using irc channels as blog :D
19:33:36  * Digitalfox_Home starts using notepad ;)
19:34:09  *** TronBSD is now known as Tron
19:34:12  <MiHaMiX> Digitalfox_Home: lol
19:34:17  <MiHaMiX> ahh, a Tron! :)
19:35:42  <Digitalfox_Home> bythe way mihamix, i some time ago has an account on webtranslator for openttd, but i forgot with username or passowrd i used... :( I translated some portugueses strings, anyway you could see if digitalfox account existes and reset the password?
19:36:24  <Digitalfox_Home> my english is getting everyday worse.. :(
19:38:21  <MiHaMiX> Digitalfox_Home: pm
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19:50:40  <glx> Digitalfox_Home: you could also add it in newgrf-static section :)
19:51:01  <Digitalfox_Home> glx: Ok
19:56:39  <GhostBear> yay!
19:56:46  <GhostBear> I just finished avatar for my friend :D
19:56:49  <GhostBear> Check it out ^^
19:56:50  <GhostBear> http://www.ii4.ru/images/623862avatar.gif
19:57:32  <MiHaMiX> GhostBear: I will never understand the hype behind this whole avatar thingie :)
19:59:05  <Eddi|zuHause2> ihgitt... it's blinking and flashing... :(
19:59:15  <GhostBear> He wanted it so
19:59:26  <GhostBear> I too dislike shining thingles but...
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20:24:30  <UndernotBuilder> a question: 0.5.9 will be also a bugfix release or the trunk features will be added slowly to 0.5 series?
20:24:50  <XeryusTC> Zuu: ping
20:25:00  <peter1138> 0.5.9 most likely won't exist
20:25:18  <peter1138> trunk features will not be back ported
20:25:19  <UndernotBuilder> then the last 0.5 series
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20:25:22  <peter1138> why on earth would they?
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20:26:44  <UndernotBuilder> then the question is: would the trunk features will be added one per one to main releases, or all at the same time to 0.6.0?
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20:27:15  <peter1138> neither
20:27:25  <peter1138> trunk will *become* 0.6.0 at some point
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20:27:48  <peter1138> 0.6 will be branched off and be released from there
20:27:57  <peter1138> 0.6 will not follow on from 0.5's branch
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20:28:58  <UndernotBuilder> so the wait will be long... :(
20:29:10  <Belugas> why would it be?
20:29:30  <UndernotBuilder> also other question: for what version is planned to add trams?
20:29:45  <peter1138> there is no plan currently, afaik
20:30:15  <Smoovious> far as i can tell, there are  no set  roadmaps... features are c omplleted and added when someone is motivated to do it
20:30:38  <UndernotBuilder> then roadmaps are useless...
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20:30:55  <Smoovious> i  tend to think roadmaps are  uselelss anyways
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20:31:38  <Belugas> most of the time, those road maps are made by users.  there is one (made by Rubidium, iirc) who is a bit more accurate
20:31:51  <Smoovious> they may serve a purpose as a todo list, but as far as scheduling when things will be done and imposing artificial deadlines, they onlyl serve to degrade the qualityy of the resulting code
20:32:09  <peter1138> yeah
20:32:31  <peter1138> our current roadmap for 0.6.0 is totally different to what it used to be
20:32:45  <UndernotBuilder> then trams can be included for 0.6.0, 0.7.0, 0.8.0 or just never implemented :P
20:32:51  <Smoovious> yes
20:33:02  * Digitalfox_Home hides.. Oh wait now should be Rubidium to hide lol
20:33:04  <Zuu> XeryusTC: pong
20:33:08  <Smoovious> it all depends on someone who wants to take up the task of coding u p trams
20:33:34  <XeryusTC> Zuu: my AITileList is nearing the first designs
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20:33:43  <XeryusTC> so i need to know what information you want from the map
20:33:54  <Zuu> Hmm.
20:34:06  <XeryusTC> i currently have cargo acceptance of a single tile, road information, station information and depot information
20:34:07  *** Purno [~Purno@5351C3E7.cable.casema.nl] has quit [Ping timeout: 480 seconds]
20:34:35  <Smoovious> does cargo acceptance include cargo production/
20:34:49  <UndernotBuilder> I am unlikely to program for openttd because it probably will never be implemented
20:35:00  <UndernotBuilder> the patch*
20:35:00  <Zuu> Searching for areas of flat land for airports could maybe be something?
20:35:09  <Smoovious> it probably will never be implemented because you're unlikely to program it
20:35:28  <Smoovious> self-fulfilling prophesy
20:35:36  <Zuu> But there is nothing I can think of ATM other than cargo.
20:35:46  <XeryusTC> hmm, ok
20:36:06  <UndernotBuilder> the main trouble is that I am too lazy for documentating :P
20:36:07  <XeryusTC> i need to do some sorting and allow deleting based on tile information too
20:36:13  <Zuu> Depends on what sort of searches that are added.
20:36:46  <UndernotBuilder> my programs in BASIC are almost all with almost no comments
20:37:18  <Smoovious> then that wouldl most likely be the  fifrst thing to keep your patches from making it into the ode
20:37:20  <Smoovious> code
20:37:43  <Smoovious> afk
20:38:05  <Zuu> Am I right when I asume it will only be raster-based operations? ( raster ~= cell-based, in oposite to vector-based which could search tough infrastructure networks )
20:38:21  <Zuu> /tough/though/
20:38:22  <UndernotBuilder> also I get lost when I browse through c code :P
20:38:42  <UndernotBuilder> it looks for me like a jungle
20:39:34  <Belugas> don't try to get the big picture... look a the details, and more and more you will see the forest, and not the trees anymore
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20:40:53  <XeryusTC> Zuu: what do you mean exactly?
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20:41:35  <Zuu> XeryusTC: I'll try to explain... (I've read to much GIS (geographical information systems) i guess :p)
20:44:34  <Zuu> XeryusTC: I am not exactly sure what kind of sorting/searching you are going to do. If it is 'only' sorting tiles independent of their neighbours. Aka take a puzzle and mix all the pieces and then sort them after their color. You can then easily pick all the red pieces, but you might end up with pieces that have a bad geographical relation.
20:44:58  <Zuu> Call that just "sorting"
20:45:26  <XeryusTC> oh
20:45:29  <Zuu> And the other kind would then be searching where you start at a geographical location and look around for pices with the similar color.
20:45:38  <Zuu> Something like that.
20:46:04  <XeryusTC> well, i can sort the list by TileIndex or by the data that is mapped to it
20:46:31  <XeryusTC> im not too sure if i stored the data correctly ATM though as i only use one uint32
20:46:44  <Zuu> Okay.
20:46:49  <Patrick> sort it by both using that retarded patent
20:47:05  <Patrick> on linked lists with multiple pointers per element, each using a different ordering sequence
20:47:52  <Zuu> Hmm. one thing that i can think of is if you can add a Push-function that in adition to TileIndex also accept a custom variable that you can sort the list with.
20:49:17  <XeryusTC> well, im using an std::map now, so the TileIndex is stored in the key and the data is stored in data (hehe), but i currently dont allow any "manual" changing of data
20:49:18  <Zuu> Basically a sorted list that is sorted after a custom variable. Could be good for green/red-list in a path-finder.
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20:55:02  <Zuu> Thinking about implementation, maybe it could be wise to have a std::list which stores data (I assume data is a struct with TileIndex, Cargo, etc.). Then you would have various sort functions that use different data from the data-struct for sorting. I'm sure STL got a sorting template function that takes a function which tells which data is bigger/less than the other data...
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20:57:34  <XeryusTC> well, i switched from std::list to std::map so you can access the individual tiles easily by just using m_list[TileIndex]
20:57:42  <XeryusTC> data however is still a simple uint32
20:57:47  <XeryusTC> something i want to change actually
20:58:08  <CIA-2> OpenTTD: peter1138 * r9393 /trunk/src/newgrf_station.cpp: -Codechange: Use newgrf town resolver as station parent scope handler
20:59:34  <Zuu> However, aren't maps auto-sorted after key so you can't resort it after your own 'key's.
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21:00:28  <XeryusTC> well, i hope not
21:00:57  <XeryusTC> else i have to change my entire design again :P
21:01:55  <GhostBear> http://www.ii4.ru/images/905461avatar1.gif Just finished another avatar for friend :D
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21:21:13  <Belugas> time's up , going home
21:21:15  <Belugas> see you
21:21:41  <GhostBear> sya
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21:31:46  <antichaos> can anyone give me a rough conversion factor from km/h to tiles/day ?
21:32:08  <GhostBear> @_@
21:32:56  <dihedral> night ladys
21:32:57  <peter1138> furlongs per fortnight is a far better unit
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21:50:53  <antichaos> After a few tests, I get 1 km/h = 0.0355 +- .0005 tiles/day
21:51:10  <antichaos> for trains and busses at least
21:51:43  <UndernotBuilder> a question: is possible to filter changelogs for only showing features?
21:52:12  <glx> svn log | grep "Feature"
21:55:35  <XeryusTC> Zuu: take a look at tl_element_t at http://svn.libgpmi.org/svn/gpmi_openttd/trac.cgi/browser/trunk/packages/tile_list/tile_list.h
22:01:07  <Zuu> Looks nice.
22:03:39  <Zuu> What I've came to be aware of is that tiles that have a drive though bus/truck-stop are not road-tiles if you ask IsRoadTile(). I think it would be good if they where road-tiles when it comes to path-finding. I don't know if it is worth taking into acount in your TileList, but it is a question that have to be answered in various situations (how to threat drive-though-bus/truck-stops).
22:04:08  *** Peakki [antti@cs181000195.pp.htv.fi] has quit [Quit: Lähdössä]
22:08:07  <XeryusTC> hmm, yeah
22:08:16  <XeryusTC> http://openttdcoop.ppcis.org/blog/files/XeryusTC/TileList.diff <- that is how the thing currently is :)
22:08:31  <XeryusTC> im updating it with something simular like tl_element_t now though
22:11:02  <UndernotBuilder> glx: that's from linux I suppose right?
22:11:29  <glx> UndernotBuilder: that's how I do it on windows :)
22:11:52  <glx> but I have mingw/msys + svn CLI
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22:12:33  <UndernotBuilder> also I have an idea: remove trees
22:13:15  <UndernotBuilder> explained better: remove trees but not yours pertenences
22:13:45  <Zuu> glx: remember the stuff about AI road stations earlier today? I've sorted it out now. The fix I made for the stations is correct (and attached to my post on tt-forums), but there is another separete issue:
22:14:21  <glx> Zuu: I have a change for half road
22:14:34  <Zuu> glx: Nice :)
22:15:26  <glx> Zuu: http://glx.dnsalias.net:8080/openttd/ai_road.diff <-- if you want to test it (contains your diff though)
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22:17:41  <Zuu> glx: I'll test it on a clear checkout with my AI-demo/test.
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22:34:38  <Zuu> glx: Works like charm. :)
22:35:17  <Zuu> (first I forgot to apply the patch, but after I figured that out it worked :p )
22:39:53  <Wolf01> 'night all
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23:06:07  <CIA-2> OpenTTD: rubidium * r9394 /branches/0.5/engine_gui.c: [0.5] -Fix (r9343): reading out of an array caused a segmentation fault.
23:08:20  <Zuu> About AI and drive though-stops, worth to mention is that nobody seam to be able to build them on city-roads, which is good news.
23:09:13  <antichaos> what about if you change the patch setting for that?
23:09:14  <Zuu> But since nothing hiders vehicles to drive on other companies roads they still have to be handeled in some sensible way.
23:09:32  <Zuu> antichaos: Is there a such patch-setting?
23:10:25  <Zuu> Hm.. looks like there are a such patch-setting.
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23:12:35  <Digitalfox_Home> Any portuguese tranalator in the channel?
23:12:43  <Digitalfox_Home> translator
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23:27:26  <izhirahider> Digitalfox_Home, yes?
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