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Log for #openttd on 2nd August 2007:
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07:15:20  <dihedral> mornin
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08:10:14  <dihedral> TrueBrain: what say you to a svn mirror? ^^
08:10:30  <dihedral> a read only mirror for all who dont have commit access?
08:15:11  <peter1138> why?
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08:45:37  <Gekkko`> for us who want to see teh sources?
08:45:45  <Gekkko`> the new bleeding urge
08:45:54  <blathijs> bleeding urge?
08:46:32  <HMage> svn has anonymous access
08:47:34  <Rubidium> hmm, Gekkko` performs self mutilation?
08:47:42  <Gekkko`> lol
08:47:47  <Gekkko`> >_>
08:47:48  <Gekkko`> no
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08:47:56  <Gekko> I mean't bleeding edge
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08:48:24  <Rubidium> if you want more bleeding edge than trunk, you need a direct connection to all the working copies of all the developers
08:48:30  <CIA-1> OpenTTD: rubidium * r10746 /trunk/src/ (oldpool.h station.cpp station.h station_cmd.cpp): -Codechange: add a generic superclass for almost all pool items so we do not have to duplicate code for each of the pool item classes and use it for the station and roadstop classes.
08:48:31  <Rubidium> but I don't think that is going to happen
08:49:24  <blathijs> Rubidium: How does that last commit fit in with the new pools?
08:49:29  <blathijs> (/me afk)
08:50:21  <Rubidium> no real idea, but it should fit pretty well; it makes a generalized base for (almost) all pool items (stations, roadstop etc)
08:50:33  <Rubidium> except the few non-struct pools
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09:51:56  <peter1138> "mean't" ?
09:53:24  <Maedhros> :o
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10:47:23  <CIA-1> OpenTTD: rubidium * r10747 /trunk/src/ (oldpool.cpp oldpool.h):
10:47:23  <CIA-1> OpenTTD: -Codechange: add a variable that points to some index in the pool that is not
10:47:23  <CIA-1> OpenTTD: beyond the first free pool item. It does not necessarily point to the first free
10:47:23  <CIA-1> OpenTTD: item, but it reduces allocation time as it does not have to start at the first
10:47:23  <CIA-1> OpenTTD: item in the pool to find the first free item.
10:47:55  <CIA-1> OpenTTD: rubidium * r10748 /trunk/src/station_cmd.cpp: -Codechange: call the pool cleanup functions for stations directly instead of using the wrapper functions.
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10:49:36  <CIA-1> OpenTTD: rubidium * r10749 /trunk/src/ (cargopacket.cpp cargopacket.h): -Codechange: use the generic pool item class as super class for cargo packets, which results in a nice reduction of code duplication.
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11:18:19  <skidd13> Can someone of the dev's give me feedback to FS1090
11:18:25  <skidd13> please
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11:41:19  <ln-> skidd13: "dev's"?
11:44:02  <skidd13> ln-: why not?
11:44:23  <skidd13> I ment coding style, etc...
11:44:38  <HMage> I bend metal bars
11:49:11  <Eddi|zuHause2> kiss my shiny metal ass?
11:50:12  <HMage> :)
11:50:28  <HMage> no OpenTTD copy should come without Bender
11:50:43  <hylje> now i know who bends the rails
11:51:44  <HMage> skidd13: fire away your question
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11:59:36  <ln-> skidd13: "dev's" looks like a genitive to me.
12:01:25  <skidd13> :%s /dev's/dev-team/g     <- better?
12:02:02  <Nickman> hi all
12:04:38  <Rubidium> skidd13: you seem to remove the new road layout options
12:05:21  <skidd13> Rubidium: nope, the slope behavior is now done in a diffrent way.
12:05:39  <Noldo> what's better about the new way?
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12:06:16  <skidd13> Noldo: It depends on the yet build road not only on the slopes.
12:06:22  <Rubidium> anyhow, that switch seems rather pointless now, just check for TL_NO_ROADS and return, otherwise set rcmd
12:07:14  <Rubidium> and I see a load of variable name changes that might be better suited for a seperate patch
12:08:02  <skidd13> The variable movements and renames are caused by the new bridge check
12:08:32  <skidd13> but the bridge check is caused by the cleanup
12:09:21  <Rubidium> IsPossibleCrossing <- don't think that qualifies as a map accessor
12:09:41  <Rubidium> neither does CleanUpRoadBits
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12:09:59  <skidd13> I wasn't sure if it fit's there that's why I'm askin. So where to put them?
12:10:42  <Rubidium> and adding static const arrays to headers isn't very nice (duplication into all files that include it)
12:10:52  <Rubidium> I'd say road.h
12:10:54  * Maedhros weeps for the poor abused apostrophes
12:11:50  <skidd13> Rubidium: Anything else to complain?
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12:15:12  <Krosa> Hi to all, I've a quite strange problem, it's 2 days that I can't list the servers anymore
12:16:06  <Rubidium> skidd13: not at this moment
12:16:06  <Krosa> I've "tcpdumped" and it seems that the game correctly send the UDP query to the master server but that request is never server
12:16:09  <Krosa> ops served
12:16:45  <Krosa> no reply at all, I've tried with 3 differents versions and PC but nothing changes
12:16:47  <Rubidium> most likely something blocks the packet
12:16:52  <Krosa> I agree
12:17:02  <Krosa> but it seems it's not from my side
12:17:19  <Rubidium> it works here, so I can conclude the OTTD side and my side work
12:17:26  <Krosa> ok
12:17:31  <Krosa> thank you
12:17:31  <Rubidium> so it must be either you or your ISP
12:17:38  <Krosa> I will try to contact my ISP
12:18:00  <Noldo> Krosa: try traceroute that uses udp to the masterserver from your computer
12:18:00  <Krosa> since I changed nothing and it was working flawlessy
12:18:08  <Krosa> already done Noldo
12:18:15  <Krosa> the traceroute is ok
12:18:20  <Krosa> with RTT 49ms
12:18:22  <Noldo> ok
12:18:23  <Krosa> not too bad
12:23:04  <CIA-1> OpenTTD: rubidium * r10750 /trunk/src/ (oldpool.h waypoint.cpp waypoint.h): -Codechange: make the waypoint struct use the new poolitem class as super class.
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12:46:04  <Thomas[NL]> +FJzD*E4
12:46:15  <Eddi|zuHause2> Gesundheit.
12:46:15  <Thomas[NL]> oops
12:47:32  <Noldo> :)
12:52:09  <CIA-1> OpenTTD: rubidium * r10751 /trunk/src/ (group.h group_cmd.cpp strings.cpp): -Codechange: make the group struct use the pool item class as super class.
12:52:33  <Noldo> Rubidium: how many left?
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12:52:51  <Rubidium> quite a few
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12:53:49  <Gekko[PDA]> fun.
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12:56:30  <Chris82> good day :)
12:56:44  <Chris82> sorry to say it but current trunk has a huge amount of warnings when compiling with MSVC
12:56:58  <Gekko[PDA]> hi Chris82
12:57:04  <Chris82> oldpool.h line 37 and 39
12:57:20  <Chris82> d:\openttd\openttd-source\src\oldpool.h(37) : warning C4180: qualifier applied to function type has no meaning; ignored
12:57:21  <Chris82> d:\openttd\openttd-source\src\oldpool.h(39) : warning C4180: qualifier applied to function type has no meaning; ignored
12:57:37  <Chris82> I know just a warning and I can still compile it, but still annoying :p
12:57:54  <Gekko[PDA]> note: oldpool.h
12:58:06  <Gekko[PDA]> it's being obseleted
12:58:22  <Chris82> ah so this is just a temporary situation?
12:58:39  <Gekko[PDA]> 18:57 < CIA-1> OpenTTD: rubidium * r10751 /trunk/src/ (group.h group_cmd.cpp strings.cpp): -Codechange: make the group struct use the pool item class as super class.
12:59:05  <Gekko[PDA]> that was about 10 mkinutes ago
12:59:23  <Gekko[PDA]> likoe 4 hours ago it was implemented i think
13:00:34  <glx> Gekko[PDA]: but it still uses oldpool.h
13:00:49  <Gekko[PDA]> k.
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13:06:39  <Maedhros> this is just rearranging the oldpool, not replacing it
13:06:55  <Gekko[PDA]> n.n
13:06:55  <Chris82> may variables contain . instead of _ as well or is that bad coding style?
13:06:55  <Maedhros> and "temporary" in this case is in the order of weeks or months ;)
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13:07:31  <Chris82> I want to call a variable daylength_v.runningc
13:07:39  <Chris82> I can't come up with a useful name :D
13:07:46  <glx> you can't use . in variable names
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13:07:53  <Chris82> oh ok
13:08:26  <Gekko[PDA]> Chris82: daylength_vRunningc?
13:08:37  <Gekko[PDA]> _v-?
13:08:52  <Eddi|zuHause2> you can't use - either
13:08:52  <Maedhros> you can't use - either
13:08:55  <Maedhros> heh
13:09:00  <Eddi|zuHause2> :p
13:09:01  <Chris82> because of the R ?
13:09:13  <Chris82> I called it daylength_vehruncosts now :p
13:09:30  <Chris82> with the comment next to it it should be 1000% clear what it's used for
13:09:36  <Gekko[PDA]> lol
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13:19:10  <CIA-1> OpenTTD: rubidium * r10752 /trunk/src/oldpool.h: -Fix: apparantly const on function pointers is ignored.
13:27:59  <CIA-1> OpenTTD: rubidium * r10753 /trunk/src/ (signs.cpp signs.h): -Codechange: make the sign struct use the pool item class as super class.
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14:01:02  <Chris82> is there a base value for vehicle running costs somewhere?
14:03:57  <Maedhros> _prices.running_rail[railtype]
14:04:15  <Maedhros> although there are only three options, so i assume that electric trains cost the same as non-electric
14:04:39  <Chris82> well I found that, but I meant vehicles in general not just trains
14:05:15  <Chris82> I thought running_cost_base is some kind of base value, but apparently it isn't
14:07:31  <Chris82> these seem to be the base values _price_base[NUM_PRICES] ? but for everything not just running costs
14:10:28  <Chris82> hmm when I change these values the prices don't change tho
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14:15:27  <peter1138> only for new games
14:15:34  <peter1138> unless you're changing them realtiem
14:17:54  <redmonkey> hello. that "automatically replace all trains in the depot" button doesn't work for me
14:18:22  <redmonkey> i've sent all trains to the depot and pressed the button, but nothing happend
14:20:55  <redmonkey> or better asked: how do i replace all trains on a track at once to the same type as it was?
14:24:12  <glx> is the replacement set in autoreplace window?
14:24:57  <glx> hmm you want to renew, not replace indeed
14:26:12  <redmonkey> renewing, yes, that's what i want
14:27:08  <redmonkey> any idea how?
14:35:14  <redmonkey> i'm missing a button or something in the depots windows where you can drag a vehicle to to renew it
14:35:30  <redmonkey> that'd be very helpful in my opinion
14:35:52  <glx> there are no buttons for autorenew
14:36:04  <glx> it's configurable in patches
14:36:33  <Noldo> redmonkey: just open the new vehicle thing, delete one an buy new one and repeat
14:36:42  <Noldo> it's just one drag and click
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14:42:22  <Eddi|zuHause2> replacing only works between different models
14:42:58  <Eddi|zuHause2> you can try to replace to an older model, and then back to the new model
14:43:48  <redmonkey> that's more expensive then :)
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14:46:16  <redmonkey> do you have the autorenew vehicle when it gets old option on or off? how do you treat 20 trains when they're becoming old? renewing every single one?
14:46:38  <Noldo> what's wrong if openttd quits without error before doing anything
14:50:36  <Noldo> well anything is not the right thing to say because strace outputs ~7k lines of something
14:52:33  <Eddi|zuHause2> it's not more expensive, if no time evolves, you get the same money for selling an engine as you pay for buying
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14:55:17  <Noldo> ahaa should have read the configure output
14:55:32  <redmonkey> Eddi|zuHause2: ok, i'll try it. thanks :)
15:02:13  <redmonkey> a pirate i was meant to be.. trim the sails and roam the sea *sing*
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15:28:41  <Nickman> can you execute .sh scripts on a windows platform? (like in cygwin?)
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15:36:30  <Eddi|zuHause2> with msys
15:36:39  <Eddi|zuHause2> "bash script.sh"
15:36:49  <Eddi|zuHause2> or similar
15:37:33  <Eddi|zuHause2> bash.exe might be called sh.exe on default mingw installations
15:40:33  <glx> it's sh
15:40:33  <glx> sh is bash but bash doesn't exist
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15:57:56  <Chris82> is there an easy way to find the exact x-axis middle of a map?
15:59:52  <Eddi|zuHause2> scrollto <coordinates>?
16:00:06  <Chris82> oh let me try :)
16:02:24  <Chris82> hmmm how do I exactly enter the coords?
16:03:53  <Eddi|zuHause2> help scrollto?
16:03:57  <Chris82> I tried 512x1024
16:04:13  <Chris82> well it says usage scrollto <tile>
16:04:27  <Eddi|zuHause2> well "x" is probably not a good separator
16:04:42  <glx> it needs tileindex
16:04:46  <Eddi|zuHause2> it most probably works if you use the index
16:04:56  <Eddi|zuHause2> like 0xFFFF
16:05:11  <Chris82> well how should I know the tile index of the center tile?
16:05:20  <Chris82> if I knew it I wouldn't need to scrollto after all
16:05:44  <Eddi|zuHause2> it is (x<<map_x) + y i assume
16:05:44  <glx> y*size_x + x or x*size_y+y
16:05:56  <Eddi|zuHause2> err... map_y
16:06:26  <Eddi|zuHause2> where size_y = 2^map_y
16:06:40  <glx> I can't remember the correct one but a little search in code can help
16:07:34  <Eddi|zuHause2> just write the numbers in binary, and then separate them in nibbles
16:08:13  <Noldo> is there something that forbids building ships on a 1kx1k map?
16:08:15  <Eddi|zuHause2> like 512 = (1 0000 0000)_2 and 1024 = (10 0000 0000)_2
16:08:31  <glx> Noldo: yes your brain
16:08:40  <Noldo> ha ha ha
16:08:46  <Eddi|zuHause2> then concatenate them: (0100 0000 0010 0000 0000)_2
16:08:57  <Eddi|zuHause2> then transform the nibbles to hex
16:09:33  <Noldo> I wanted to test the regional pathfinding
16:09:33  <Eddi|zuHause2> 0x80400
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16:09:33  <Eddi|zuHause2> err
16:09:33  <Eddi|zuHause2> 0x40200
16:09:53  <Eddi|zuHause2> i think i have miscounted the 0s anyway
16:10:21  <Eddi|zuHause2> 512 = (10 0000 0000)_2 and 1024 = (100 0000 0000)_2
16:10:48  <Eddi|zuHause2> (0001 0000 0000 0100 0000 0000)_2
16:10:55  <glx> !calc o=2;i=10; 512
16:10:57  <_42_> glx: 512;
16:10:58  <Eddi|zuHause2> 0x100400
16:11:13  <Eddi|zuHause2> !calc obase=2; 512
16:11:13  <_42_> Eddi|zuHause2: 1000000000;
16:11:56  <Eddi|zuHause2> !calc obase=16; 512
16:11:57  <_42_> Eddi|zuHause2: 200;
16:12:39  <Eddi|zuHause2> but i have a feeling that the tile with y=1024 does not exist on a 1024x1024 map
16:12:43  <Chris82> well just tried to calculate it that way but I don't get the right numbers, I'll see if I can find some hints in the code
16:13:14  <Chris82> it does exist
16:13:15  <Eddi|zuHause2> so what you really wanted to calculate might have been the tile 512x1023
16:13:38  <Chris82> scrollto 1024 jumps to tile 0 x 0
16:13:43  <Chris82> on a 1024x2048 map
16:14:05  <Eddi|zuHause2> what?
16:14:18  <Chris82> 0 x 0 == 0x0000
16:14:24  <Chris82> it's the upper corner
16:14:54  <Eddi|zuHause2> use the query tool, it gives both the coordinates and the tileindex
16:15:27  <Chris82> I did it says 0x0000
16:15:44  <Eddi|zuHause2> so scrollto 1024 should either scroll to 0 x 1024 or 1 x 0
16:15:50  <Eddi|zuHause2> or reverse
16:16:09  <Eddi|zuHause2> depending on wich of the above formulas are used
16:16:15  <Eddi|zuHause2> is used?
16:16:19  <Eddi|zuHause2> whatever
16:16:56  <Chris82> well I just go to the middle where I think it is on the map and query the tile to get closer to the coordinates I look for
16:17:07  <Chris82> that's a lot faster than figuring out what I have to enter for scrollto :p
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16:21:14  <Eddi|zuHause2> it's actually very easy
16:21:36  <Eddi|zuHause2> just query the tile 0x0, and the two tiles next to it
16:21:44  <Eddi|zuHause2> then look at the difference
16:21:52  <Eddi|zuHause2> in one direction the difference is 1
16:22:08  <Eddi|zuHause2> and in the other direction the difference is 2^(map_whatever)
16:22:34  <Eddi|zuHause2> then use half of that difference for the middle
16:22:42  <Eddi|zuHause2> or shift accordingly
16:23:04  <Eddi|zuHause2> for example i now have a 2048x1024 map
16:23:19  <Eddi|zuHause2> the difference in x direction is 1
16:23:36  <Eddi|zuHause2> the difference in y direction is 0x800
16:23:43  <Eddi|zuHause2> so i just scrollto 0x400
16:23:49  <Eddi|zuHause2> and i am at half the x axis
16:24:53  <Chris82> yeah but until I figured that out I am done with my method 10 times already :D I have the middle already, I was 10 tiles close with my guess
16:24:59  <Eddi|zuHause2> or i scrollto 0x10000 (=(0x800<<10)/2), and get half of the y axis
16:25:16  <Chris82> 0x100200 is the middle of 1024x2048 map btw
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16:25:48  <Chris82> so each 100 are 512 tiles as a reminder
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16:30:04  <Wolf01> hello
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17:02:57  <Wolf01> if all will work, this evening i'll try to compile ottd for windows mobile
17:07:22  <Wolf01> good, the ide doesn't support .cpp files
17:07:45  * Wolf01 rm -f *
17:07:57  <peter1138> sounds like a good start
17:10:06  <Wolf01> stupid windows mobile and micro$oft which forbid poor people to develop for it
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17:33:01  <Chris82> hmmm if daylength patch affects cargo payment rates
17:33:06  <Chris82> in which way should it do it?
17:33:21  <Chris82> lower payments or increase payments?
17:35:21  <Wezz6400> if you make daylength longer you will deliver goods very fast and earn a lot of money, so I'd guess decrease it
17:35:29  <Eddi|zuHause> what? lower one-time payments (like when train arrives), and keep monthly/yearly payments
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17:37:56  <Chris82> Wezz6400: Well if I don't change anything specifically you will earn the same as before, no matter what daylength you said
17:38:28  <Chris82> because you get paid per actual time used for delivery not per days in transit as the cargo payment rates graph wrongfully states
17:38:54  <Chris82> you set*
17:39:08  <Eddi|zuHause> Chris82: exactly, that's why you should lower it, because you deliver more often per day/month/year
17:39:57  <Chris82> kk :)
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17:43:48  <Wolf01> ok, about ottd for windows mobile, seem that i found another way to do it, do you will blame me if it will require the compact .net?
17:44:24  <Wolf01> *compact .net framework
17:44:34  <peter1138> do you will?
17:44:42  <peter1138> what kind of construct is that supposed to be
17:46:14  <Wolf01> is when you start typing, then delete a part of the sentence, talk with some other people and restart to type without read what yoi are writing
17:46:23  <Wolf01> *you
17:48:31  <peter1138> ah, that kind
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18:46:33  <Priski> windows mobile?
18:46:55  <Wolf01> yes, why not?
18:48:38  <Priski> what kind of hardware does that kind of OS(?) mostly use, does they have touchscreens or buttons?
18:49:17  <Wolf01> arm 300mhz, 64-96-128mb of ram and touch screen
18:51:59  <Priski> how would touchscreen work in OTTD? like with current ctrl+click actions etc
18:52:22  <Wolf01> no, simple click
18:52:40  <Priski> simple click?
18:52:41  <Wolf01> for ctrl+click you may use an hardware button
18:52:56  <Priski> hmm
18:52:56  <Wolf01> and often they have a directional pad
18:53:03  <Wolf01> good to scroll the map
18:54:09  <Priski> that could work but somehow i dont really feel comfortable with idea
18:54:47  <Wolf01> is more a challenge, but if exists sim city 2000 for ppc why not ottd?
18:56:09  <Wolf01> if somebody else wants to try: http://johnbokma.com/mexit/2006/11/23/net-cf-without-visual-studio.html
18:56:49  <Wolf01> this is a guide to compile for windows mobile with free MS softwares
18:56:58  <Wolf01> without using visual studio
19:00:55  <Priski> well OTTD is relatively easy to compile on many different os's, so maybe it would fit quite painlessly somehow, but don't know
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20:13:51  <Wolf01> whooo compiled!
20:18:39  <Wolf01> csc /noconfig /nostdlib /r:n:\mscorlib.dll /r:n:\system.dll /r:n:\system.drawing.dll /r:n:\system.windows.forms.dll /target:winexe source.cs
20:18:39  <Wolf01> i think is better to have a makefile :)
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20:34:09  <RichK67> hi all
20:34:21  <Wolf01> hi
20:34:37  <RichK67> any newgrf experts out there??? (kicks dalestan ;) )
20:35:00  <DaleStan> What's up, RichK67?
20:35:22  <RichK67> im having problems with a combination sprite
20:35:36  <RichK67> the upper white layers come out all dark and blotchy
20:35:43  <RichK67> here is the newgr:
20:36:22  <Wolf01> ok, compiling "hello world" is easy.. openttd is a looooot to much
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20:36:38  <RichK67> damn - it wont cut/paste
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20:37:27  <RichK67> Middle runway X with 04 number
20:37:34  <DaleStan> Combination sprite? Is that an OpenTTD term?
20:37:35  <RichK67> 3D 04 00 80
20:37:43  <RichK67> 0C 02 00 08 12 00 41 04 00 00 // 0 in NE direction
20:37:50  <RichK67> 0A 07 00 07 0C 00 45 04 00 00 // 4 in NE direction
20:37:57  <RichK67> 00 0F 00 10 01 06 68 8A 00 80 // fence south
20:38:09  <RichK67> 043D is a basic ground sprite
20:38:24  <RichK67> 0441 is a white 0 that will number the runway
20:38:31  <RichK67> 0445 is a white 4
20:38:40  <RichK67> the fence is drawn ok
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20:39:25  <RichK67> but the two numbers come out looking like they are drawn like with a "disabled" mesh over them... all spotty
20:41:53  <RichK67> DaleStan: what i mean by combination sprite is that it is more than a single sprite reference, used in a sprite layout prop 09
20:42:05  <RichK67> (as you probably could have guessed)
20:43:51  <peter1138> i couldn't
20:44:12  <peter1138> what's a sprite layout prop 09 then?
20:44:15  <DaleStan> It's often a bad idea to have <xofs>+<xextent> or <yofs>+<yextent> exceed 10h. Are you sure Open supports that?
20:44:48  <DaleStan> Rich's referring to the <data#> block of a station prop 09.
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20:45:08  <RichK67> well that works... its just the colour... does the last byte indicate the colour?
20:45:26  <RichK67> i changed it from 00 to 01, and the number is now drawn in purple!
20:47:02  <DaleStan> Bits 16..29 sprite number reference a recolor sprite, but they should be ignored, since bits 14 and 15 are clear.
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20:47:40  <RichK67> so should i set bit 15 (CC) ?
20:50:07  <DaleStan> If you want CC translation, then yes.
20:50:42  <RichK67> i just want the graphic to not appear as mush... it still does with 15 set
20:53:56  <RichK67> in theory, i reckon the last 4 bytes should be 41840080 ... ie use RRRR=0080, CC, and sprite 0441... but that for some reason picks a sprite from the normal openttd graphic set
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20:54:50  <RichK67> if i set it to 41 04 00 00, it shows the number as if diffused (not transparency... as i said.. more mushy)
20:55:09  <DaleStan> "With bit 31 set, this sprite will refer to a TTD sprite, not the action 1 sprite."
20:55:51  <RichK67> ok, so what do i set here... its incredibly frustrating, as the docs dont give a clear example like this
20:57:36  <RichK67> or rather, the example they give is (other than sprite number) basically identical, and it dont work for my graphics
20:59:33  <DaleStan> Except that your graphics are extend beyond the tile area, and the example does not.
20:59:44  <DaleStan> *-are
21:00:37  <RichK67> which isnt documented.....
21:01:01  <RichK67> nope - recoded to within the area... no change
21:03:20  <CIA-1> OpenTTD: rubidium * r10754 /trunk/src/oldpool.h: -Fix: MorphOS does not like sizeof in the templated pool item class, so use the item size that is set in the pool.
21:03:36  <DaleStan> Assuming that there's another 80 after "80 // fence south", I'd suggest coding it up to draw a rail station tile, and testing in Patch and/or making a bug report.
21:04:15  <RichK67> its part of an airport - testing in patch wont work
21:04:29  <RichK67> ahh... sorrt
21:04:45  <RichK67> sorry - misread first part... recode as action0station
21:06:08  <CIA-1> OpenTTD: rubidium * r10755 /trunk/src/ (misc_gui.cpp strings.cpp town.h town_cmd.cpp town_gui.cpp): -Codechange: make the town struct use the pool item class as super class.
21:15:56  <Wolf01> 'night
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21:19:19  <CIA-1> OpenTTD: rubidium * r10756 /trunk/src/ (6 files in 2 dirs): -Codechange: use vehicle->IsValid in favour of IsValidVehicle(vehicle).
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21:25:38  <RichK67> DaleStan: could you test this Action0Station version in Patch - i dont have a working patch installation
21:25:59  <DaleStan> Sure.
21:26:14  <RichK67> (btw as newstation, it produces the same effect in OTTD as when a newgrfport)
21:27:23  <skidd13> Rubidium: I changed the stuff you complaint about in FS 1090. Should I really split the bridge stuff into an extra patch?
21:40:24  <peter1138> ~[5~[5~[5~[5~[6~[6~[6~
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21:56:55  <RichK67> aha... i just tried placing a helistation, as that has the Hs as precisely the overlays i want.... and they also come out yicky
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22:02:38  <DaleStan> RichK67: It doesn't work in Patch either, but in a different way. Your prop 0E's not valid for stations, and you're lying about the size of the bounding box.
22:03:46  <DaleStan> In any case, it appears there's either an encoding bug or a drawing bug with #FFFFFF in sprites with a compression of 09. Use #FCFCFC instead. (That'll make grfcodec happier too.)
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22:04:43  <RichK67> turns out my first sprite coding was correct (set all extents  to 00)
22:05:01  <RichK67> OTTD trunk isnt drawing the helistation correctly
22:05:32  <RichK67> so the reason i couldnt debug mine was that it was right..ish
22:05:51  <RichK67> anyway, how do use fcfcfc instead?
22:06:04  <RichK67> do i use ...
22:07:54  <RichK67> my prop 0E works fine on OTTD newstations
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22:14:39  <DaleStan> <RichK67> anyway, how do use fcfcfc instead? <-- It depends on how you select a user-defined color in your program of choice. Tell it you want to be drawing with the color FCFCFC. If you're using SpriteEdit or similar, it's color index 0F.
22:15:48  <RichK67> ahh... so you mean using white in TTDP has a bug?   pretty serious
22:16:14  <DaleStan> No. In Open. I can't get TTDPatch to draw those sprites.
22:16:22  <RichK67> btw... i just used my newstation version in v0.5.0 and it worked 100% AoK
22:18:53  <RichK67> OTTD seems to draw white when it needs to here... prop0E in TTDP is hardcoded to only allow spritedata of 00-07, whereas OTTD doesnt force that restriction
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22:19:49  <RichK67> my layout uses 10 different spritedata (what i call combination sprites - since the combine sprites together), so patch wont like it
22:20:32  <RichK67> but since its for NewGRF FSMports, their prop0E can be coded with no 00-07 restriction
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22:23:02  <DaleStan> Oh *thot* Prop 09 allows up to 65536 tiles, but can prop 0E can  reference tiles numbered beyond FF?
22:23:22  <DaleStan> (decimal/hex mixing for extra fun and games.)
22:24:24  <RichK67> looks like tile is a byte
22:24:27  <RichK67> tiletypre
22:24:30  <RichK67> bah
22:25:56  <DaleStan> In Patch, you use callback 14 to access the higher-numbered tiles.
22:26:44  <DaleStan> And yes. It seems that 0.5.x draws the sprites correctly, but the nightlies do not.
22:27:10  <RichK67> ooh... ugly hack... extended byte would be clearer... especially given how few newgrfs are out there with layouts
22:27:31  <RichK67> its not like the whole world has to rewrite a ton of them
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22:27:50  <RichK67> yeah... definitely a nightly bug
22:28:09  <RichK67> havent checked 0.5.2rc3 though
22:28:26  <Rubidium> my guess is the major 16k -> 16M sprite change
22:28:32  <DaleStan> ITYM 0.5.3RC2? I just did. It's OK there.
22:29:18  <RichK67> hi Rubidium.... i cant seem to connect to .tgp.... can you kick/kill off RichK_ that is lingering in there
22:29:47  <glx> done
22:31:07  <DaleStan> Breaking changes to the spec aren't allowed, but (1) The newairports spec isn't publicly documented yet, and (2) any Patch-compatible prop 0Es will only contain 00/02/04/06 anyway.
22:32:17  <Eddi|zuHause> i would not finalise the specs until the implementation is finished ;)
22:32:44  <Rubidium> he's probably using another feature id, which will be roughly comparable to newstations on some parts, so the specs won't be broken
22:33:10  <CIA-1> OpenTTD: rubidium * r10757 /trunk/src/ (engine.cpp engine.h): -Codechange: make the engine renew struct use the pool item class as super class.
22:33:22  <RichK67> mine would need a special prop 0E anyway... i need to have a flag that says "build this on water", so each position was going to 2 bytes anyway ... ie <flags> <tiletype>
22:34:06  <CIA-1> OpenTTD: rubidium * r10758 /trunk/src/ (7 files): -Codechange: make the depot struct use the pool item class as super class.
22:34:21  <RichK67> this is so you can build a port that is half in half out of water... ie. a hovercraft port where they come up onto "land" to their terminal
22:35:03  <Priski> Rubidium is rewriting memory pool code?
22:36:06  <DaleStan> I still don't like having a prop 0E without the concept of "platforms" to provide some sort of rotational anchor.
22:36:49  <Rubidium> Priski: not really, rather removing a lot of duplication and making it a little bit more maintainable
22:37:02  <Rubidium> the real rewrite is not even related to these changes
22:37:09  <Priski> ahh
22:37:21  <Rubidium> as the pool itself is not changed, nor is the pool code
22:37:23  <RichK67> well, how else would you suggest i define the graphics layout of the airport... is the problem just calling it prop 0E?
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22:37:29  <kaan> evening all :)
22:37:35  <Rubidium> the only thing that changes is the removal of a lot of duplicate code
22:38:08  <Eddi|zuHause> what is actually holding back the new pools?
22:38:23  <Eddi|zuHause> i mean they are like pending for 2 years at least
22:38:29  <Rubidium> the code not being finished
22:38:35  <Priski> I was just watching what was happening latest trunk commits and you did lots of commints on pool code, but yeah, OO-style coding is good thing :)
22:38:47  <Rubidium> requirement changes every few months
22:38:56  <Rubidium> a dev without much time
22:39:17  <glx> he codes only in trains
22:39:19  <RichK67> nah.... its purely work to keep the patch writers on their toes keeping up to date ;)
22:41:02  <Priski> :)
22:41:35  <Eddi|zuHause> he does not seem to ride a lot of trains then :p
22:43:58  <DaleStan> No, the problem is that the first two bytes of the station prop 0E spec are <platform-length> and <num-platforms>.
22:44:32  <RichK67> yeah, x by y
22:45:16  <RichK67> what does it matter what prop 0E is within action00 04, when im defining prop 0E in action 00 0D
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23:22:05  <CIA-1> OpenTTD: rubidium * r10759 /trunk/src/ (6 files in 2 dirs): -Codechange: make the industry struct use the pool item class as super class.
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23:40:42  <CIA-1> OpenTTD: rubidium * r10760 /trunk/src/ (order.h order_cmd.cpp): -Codechange: make the order struct use the pool item class as super class.
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