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Log for #openttd on 18th May 2007:
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00:34:25  <CIA-1> OpenTTD: belugas * r9867 /trunk/src/ (8 files in 3 dirs): -Codechange: Remove data duplication. The exact same values can be found in the industry spec, so take it from there instead.
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07:24:12  <robert___> hi all
07:24:19  <robert___> I am getting desync errors when playing on local lan
07:24:23  <robert___> the server does not run a firewall
07:24:41  <robert___> anyone has an idea on what to try next?
07:25:05  <robert___> im playing 0.5.2-RC1
07:25:54  <Rubidium> can you reproduce them reliably?
07:26:31  <robert___> well
07:26:35  <robert___> if i connect to the server
07:26:41  <robert___> i get thrown off within 2 mins
07:26:43  <robert___> every time
07:26:46  <robert___> so i guess yes :-)
07:27:06  <robert___> can it be because we set the map size to 512 * 512?
07:27:15  <Rubidium> nope
07:27:18  <robert___> hmmmmm
07:27:27  <robert___> on my client should i do special firewall things?
07:27:30  <Rubidium> desyncs are mismatches in the game state (thus a bug somewhere)
07:27:59  <robert___> ic
07:28:04  <robert___> perhaps i should role back to 5.1?
07:28:14  <Rubidium> can you reproduce it "from" scratch, i.e. saving the current savegame of the server and restarting the server and then joining after a few seconds
07:28:27  <robert___> ok let us try
07:28:45  <Rubidium> robert___: rather not, because I want to debug the desync ;)
07:28:52  <robert___> ok :-)
07:31:52  <Rubidium> and to be of any use for debugging, the desync should preferably happen in the first minute after starting the server and joining the client
07:32:00  <Rubidium> oh, are you using any newgrfs?
07:33:09  <robert___> no
07:33:16  <robert___> somehow it seems to work now...
07:33:18  <robert___> strante
07:33:19  <robert___> strange
07:33:39  <robert___> the first time, we just opened a new map
07:33:41  <robert___> new game
07:33:44  <robert___> with only 2 players
07:33:49  <robert___> each player running an own company
07:33:53  <robert___> on our lan
07:34:10  <robert___> and i tried to connect in the start of the game for like 4 times, every time got disconnected
07:34:14  <robert___> but now it seems to work
07:34:26  <robert___> is the game perhaps in some kind of start-up phase in the beginning?
07:34:33  <robert___> still initializing stuff?
07:34:46  <Rubidium> no
07:34:51  <robert___> mmmmmmm
07:34:52  <robert___> strange
07:34:56  <robert___> i will try to start a new game ok
07:35:01  <robert___> and see whether it still goes wrong
07:35:12  <robert___> when i got disconnected, i didn't built anything; i was just panning over the map
07:35:45  <Rubidium> the error was something with the word desync in it right?
07:36:10  <robert___> on the client side it was dbg: [NET] Sync error detected!
07:36:22  <robert___> and the server side said desync error
07:36:37  <robert___> (according to my girlfirned)
07:37:01  <Rubidium> ok, that's a genuine desync, not somebody who interprets disconnecting *always* in desyncs ;)
07:37:14  <robert___> lol
07:37:23  <robert___> i'm a programmer ;-)
07:37:50  <Rubidium> the problem is that I've seen to many people saying the game desynced when they just lost they wireless connection for too long or so
07:38:40  <robert___> oic
07:38:41  <Rubidium> oh, what hardware are both machines (OS + processor type)
07:39:05  <robert___> client: opensuse 10.0, AMD 2 gig
07:39:14  <robert___> server: opensuse 10.2, AMD 2.4 gig
07:40:26  <Rubidium> did the player on the server or the player on the client do anything before the desync that changes the game state (looking at the map etc doesn't do that)
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07:41:22  <robert___> the player on the server was building
07:41:24  <robert___> i was only panning
07:41:31  <robert___> of course i did launch a new company
07:41:40  <robert___> so that appearantly changed state
07:41:43  <robert___> but further i did nothing
07:41:52  <robert___> how do i get rid of the game console??
07:42:00  <robert___> ah `
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07:48:11  <Rubidium> any idea what was build on the server before the client joined?
07:48:41  <Rubidium> oh and can you send me the savegame?
07:52:31  <robert___> yes but it doesnt give the crash anymore
07:52:43  <robert___> and we are playing for quite a time now, and all works correctly
07:53:34  <Rubidium> I know, but you said it started to desync from the beginning of the game, right?
07:54:14  <Rubidium> and the seed to generate the map and all settings that influenced that are stored in the savegame IIRC
07:54:45  <robert___> ok
07:54:51  <robert___> where can i send it to?
07:55:21  <Rubidium> rubidium @ openttd . org or you can put it on your website or maybe dcc
07:56:56  <robert___> dcc doesnt work cuz im to lazy to set my port forwards :-)
07:57:00  <robert___> i will mail it to you ok?
07:57:13  <robert___> in a few hours ill send it
07:57:17  <robert___> first gotta play :-)
07:57:22  <Rubidium> yup, otherwise I wouldn't give you that option ;)
07:57:30  <robert___> :-)
07:57:34  <robert___> ok i told my gf to keep it :-)
07:57:40  <robert___> we will send it later today
07:57:44  <robert___> thanks for your help!
07:57:50  <Rubidium> you're welcome
07:57:56  <robert___> bye
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09:07:09  <peter1138> tron :D
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09:09:01  <ln-> ain't it impolite to laugh at him
09:19:36  <Kittysune> but but
09:19:38  <Kittysune> this is the internet
09:19:50  <Kittysune> ok wtf
09:19:55  <Kittysune> Ailure been dead for hours
09:20:15  <Kittysune> talk about a laggy IRC oh
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09:20:26  <Ailure>  somehow I had joined this channel twice
09:20:27  <Ailure> xD
09:20:35  <Ailure> Or rather
09:20:45  <Ailure> stupid mIRC
09:25:36  <peter1138> has been!
09:35:07  <Ailure> :(
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10:30:01  <Ailure> http://openttdcoop.ppcis.org/blog/files/pictures/network_psg_40_pr.png
10:30:09  <Ailure> I wonder how that image was generated o_O
10:42:54  <peter1138> giant screenshot, scale/rotate, then some blobs
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11:09:35  <tokai> peter1138: seems its not that easy. I had to rotate, skew, crop and scale  to get a similiar result (or I did something wrong). :)
11:11:49  <tokai> right, maybe scaling first does the trick.
11:12:35  <tokai> ok, thats better.. indeed:)
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11:57:42  <kaan> hi all
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11:57:58  <hnsn> y0 kaan
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14:34:39  <CIA-1> OpenTTD: belugas * r9868 /trunk/src/industry.h: -Codechange: bring external declaration of functions togueter and adjust a comment
15:05:32  <Ailure> togueter?
15:05:33  <Ailure> :)
15:06:07  <Ailure> sounds like french
15:06:19  <Sleepie> funny typo I guess
15:08:09  <Belugas> let's get TOGETHER!
15:08:22  <Belugas> Right now
15:09:47  <Belugas> true... in french, the english "ge" sound wold be written "gue"
15:10:02  <Belugas> and i guess i've been going some phonetic typing :S
15:10:07  <Belugas> dong
15:10:09  <Belugas> doing
15:10:19  <Belugas> gaaaa...
15:10:32  * Belugas minimizes irc
15:10:40  <Ailure> lol
15:10:51  <Sleepie> :D
15:11:23  <Sleepie> maybe buy a new keyboard ;)
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16:07:38  <yeti_> uh, did you raise the amount of time that a crashed plane lies on the runway before being removed from the game?
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16:15:04  <peter1138> yeah, it's a bug
16:15:13  <peter1138> 3 * longer
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16:30:56  <yeti_> two other problems i've noticed with latest trunk:
16:31:14  <yeti_> oilfield show "0 litres of oil" as production value, but they do produce oil
16:32:08  <yeti_> and the transported ranking for one of my farms just cannot work. it says 414 pc of livestock (1% transported), but i'm transporting nearly all of it, the station has a 75% rating for livestock
16:40:05  * Belugas is checking for 1st industry problem
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17:32:05  <CIA-1> OpenTTD: rubidium * r9869 /trunk/src/ (13 files in 2 dirs): -Codechange: replace some bytes with VehicleType, i.e. more type strictness.
17:33:20  <elmex> hmm, what are the rules production rates go up and down? i've read http://wiki.openttd.org/index.php/Game_Mechanics#Industry_Production but it somehow doesn't reflect the game much in my experience.
17:33:39  <elmex> eg. when delivering 80-90% of a coal mine it wents down like crazy
17:36:59  <Patrick> did you have stable economy on or off?
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17:37:59  <elmex> it's enabled
17:38:06  <elmex> smooth economy that is
17:38:57  <Patrick> sorry, I mean
17:39:02  <Patrick> economy: stable/fluctuating
17:39:42  <elmex> fluctuating
17:39:52  <Patrick> there you go then
17:40:16  <elmex> hmm
17:40:31  <elmex> so in fluctuating economy industries also go down randomly?
17:42:35  <Sleepie> yep
17:42:53  <elmex> ⋅       ⋅       if (_economy.fluct <= 0) cw = (cw + 1) / 2;
17:42:55  <elmex> hmm
17:44:21  <elmex> http://www.ta-sa.org/files/txt/d81fedcdfa69cae0bc6b6e3647f5eccb.txt
17:44:54  <elmex> so  basically fluctuating economy takes the waiting cargo and halves it?
17:46:50  <elmex> hm, ok, i don't understand it :)
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17:55:23  <CIA-1> OpenTTD: belugas * r9870 /trunk/src/ (economy.cpp industry.h industry_cmd.cpp): -Codechange: Silence two compiler warnings and give proper type to the "type" member of industry struct
17:56:19  <Belugas> yeti, i gave it a try and oil wells are showing proper production.  maybe give some more informations?
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18:07:01  <elmex> don't really have more informations, that were only experienced from onliengames where i wondered that productions went down pretty much even thought the transported percentage was at 90%
18:07:28  <elmex> but maybe it was the fluctuating economy indeed
18:08:34  <Rubidium> transporting 90% doesn't mean that there is a 0% chance that the production goes down
18:09:23  <Rubidium> like you can flip a million coins and always get tails, only the chance is pretty small
18:10:18  <elmex> well, i know that, but it seemed to go down nearly everytime... but i'm maybe wrong, i will observe it better next time
18:11:07  <Rubidium> elmex: that's the problem with random, it can go down nearly every time and still be correct
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18:12:02  <peter1138> also the rate is random (for smooth)
18:12:05  <peter1138> as someone pointed out
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18:12:22  <elmex> well, even when it affects every industriy i'm servicing with 90%? :)
18:13:03  <peter1138> if it goes down 10% 4 times, then up 10% 4 times you're left with 96%...
18:13:21  <Rubidium> elmex: theoretically that is possible
18:13:42  <Rubidium> as I said, you can flip coins and get tails a million times in a row, it's just unlikely
18:13:46  <Rubidium> but not impossible
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18:15:59  <elmex> yes
18:17:33  <peter1138> hmm, max change is 23%
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18:18:08  <peter1138> after 4 downs and 4 ups you get to 80% of the original
18:20:42  <Patrick> rounded to the nearest multiple of 8
18:20:44  <Patrick> or however it goes
18:21:03  <Patrick> or are you using shorts now
18:21:08  <Patrick> ints even
18:21:09  <Rubidium> probably rounded down too
18:21:29  <Patrick> istr at one point industry production used a single byte scaled up so that the max was 4096
18:21:36  <Patrick> so that'd be multiplied by ... uuh ...
18:21:45  <Patrick> 2**6
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21:50:55  <CIA-1> OpenTTD: peter1138 * r9871 /trunk/src/ (cargotype.cpp table/cargo_const.h): -Fix (r8826): Some cargo costs were wrong for different climates. Multiple definitions of the same cargo type are sometimes required.
21:51:29  <peter1138> only a thousand revisions
21:53:02  <Sleepie> lol
21:53:09  <glx> how testers are bad :)
21:54:12  <Sleepie> I'm a tester, I'm a player so I can't be bothered :P
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21:54:35  <Sleepie> ups forget the 'not' ;)
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22:27:33  <skidd13> Is there a possibility to use HASBIT for a switch?
22:29:04  <peter1138> no
22:29:21  <skidd13> :(
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23:38:52  <CIA-1> OpenTTD: rubidium * r9872 /trunk/src/ (vehicle.cpp vehicle.h): -Codechange: more type strictness for vehicle types
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