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Log for #openttd on 20th September 2009:
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06:42:59  <DaleStan> andythenorth (Pounce message): 0, most likely.
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07:53:24  <DJNekkid> are there any excel experts here by any chance?
07:53:59  <DJNekkid> i want to do a calculation, but i want the awnser to have zero digits behind the comma...
07:54:31  <DJNekkid> i.e. 50/3 = 16,67 ... i want it to round up to 17
07:54:49  <planetmaker> DJNekkid: either use round() or trunc() or ceil()
07:55:00  <planetmaker> or format the output to only show 0 digits
07:55:07  <DJNekkid> not possible to format...
07:55:23  <planetmaker> if you want round then use round
07:55:33  <Tefad> this isn't rocket science
07:55:56  <planetmaker> still you'll have to tell openoffice / excel to not display the float parts of your number
07:56:02  <andythenorth> when *does* the rocket science start?
07:56:12  <planetmaker> at t-30
07:56:26  <planetmaker> 29
07:56:28  <andythenorth> anyone want to draw the / \ angles on my new boat?
07:56:33  <Tefad> format the column...
07:56:34  <andythenorth> thought not.
07:56:41  <andythenorth> I'd better get on with it then
07:56:42  <Tefad> le sigh.
07:56:53  <planetmaker> [09:55]	<DJNekkid>	not possible to format... <-- why not?
07:57:20  <DJNekkid> planetmaker: something like: =$AJ&$B14&AT&($O14*0,75)
07:57:38  <DJNekkid> =$AJ & $B14 & AT & ($O14*0,75) (to put it more readable)
07:57:39  <planetmaker> DJNekkid: and? what stops you telling it to display the output formatted?
07:57:49  <planetmaker> hm... & is a string operation?
07:58:01  <DJNekkid> aye :)
07:58:07  <planetmaker> then use numbers
07:58:33  <planetmaker> and you need to be way more verbose in your problem description in order for others to make sense of it IMO
07:58:56  <planetmaker> a) you use OpenOffice, not excel. That makes a difference
07:59:04  <planetmaker> b) rounding strings is kinda impossible
07:59:28  <DJNekkid> i am at openoffice...
07:59:44  <DJNekkid> they are, hence, why i asked if there are some kind of operator that can round it for me
07:59:56  <planetmaker> "it"
08:00:10  <planetmaker> depends strongly on what your thing is you want to operate on
08:00:11  <DJNekkid> for example   50/3:0 where the 0 means 0 comma-spaces
08:00:28  <DJNekkid> it = the calculation
08:00:30  <planetmaker> give me the sheet and I'll look
08:00:40  <planetmaker> it = calculation means it's not a string but a number
08:00:43  <DJNekkid> cell AT14
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08:01:01  <planetmaker> we don't know your sheet. so cell numbers don't help :-)
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08:01:21  <DJNekkid> uploaded to 2cc files
08:01:32  <DJNekkid> but we can continue this on the devzone chat..?
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08:25:02  <Terkhen> good morning
08:25:15  <andythenorth> morning
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10:08:33  <CIA-4> OpenTTD: alberth * r17582 /trunk/src/ (town.h town_cmd.cpp town_gui.cpp): -Codechange: Move TownActions and _town_action_costs[] to a header file to allow sharing.
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10:19:24  <CIA-4> OpenTTD: rubidium * r17583 /trunk/src/video/allegro_v.h: -Change: make SDL's video driver more likely to be loaded than Allegro's video driver; SDL seems to perform better.
10:21:11  <CIA-4> OpenTTD: rubidium * r17584 /trunk/src/ (newgrf.cpp newgrf_text.cpp newgrf_text.h): -Codechange: split the NewGRF StringID mapping in a 'global' part and a part that's for NewGRF strings
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10:22:40  <CIA-4> OpenTTD: rubidium * r17585 /trunk/src/newgrf_text.cpp: -Fix [FS#3214]: also do the StringID conversion for StringIDs that are pushed on the (NewGRF string) stack
10:25:15  <CIA-4> OpenTTD: alberth * r17586 /trunk/src/town_gui.cpp: -Codechange: Adding documentation, and replacing some numbers with constants in the town authority window.
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10:40:57  <Luukland> Hi everybody, I am having a small problem
10:41:11  <Luukland> I just created a scenario but I cant seem to change max loan
10:41:32  <Luukland> Once I change it, and save the scenario, and I load it again, it is were it was, no change :S
10:41:59  <Luukland> Does maybe someone know how I can manually change it in some way?
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10:44:36  <Luukland> Maybe some developer can help me here?
10:45:03  <Alberth> a quick experiment confirmed what you already found out.
10:45:45  <Luukland> lolz :p
10:46:43  <Luukland> maybe I must use an older version of OpenTTD :P
10:46:46  <Luukland> Let me see :p
10:46:50  <Alberth> the value from the main menu when you start designing a new scenario seems to be used.
10:47:16  <Alberth> you cannot load newer files in older versions usually
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10:49:02  <Luukland> you are correct
10:49:25  <Luukland> But that means I have wasted my time creating a scenario at wrong difficulty?!
10:50:28  <Alberth> I would rather call it 'an unexpected difficulty level', but yes.
10:50:38  <Luukland> >_<
10:50:50  <Luukland> Is there any way to copy the landscape or something?
10:51:00  <Luukland> I have spend an hour or 2 :p
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10:52:15  <Luukland> Mr. Belugas or Rubidium, should I create a bug task for this?
10:52:18  <Alberth> I wouldn't know any way to rescue the scenario
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10:53:29  <Luukland> Blergh, its maybe possible to open the scenario by hand or something :S
10:53:46  <Alberth> hmm, my version allows clicking at the other buttons in the difficulty settings
10:54:16  <Alberth> (at the top)
10:54:23  <Luukland> will it also save?
10:54:33  <Luukland> Or will it stay the same after saving and reloading
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10:56:08  <Alberth> hmm, no, you are right.
10:56:17  <Alberth> Looks like a bug
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10:57:16  <Luukland> Damnit, all this time wasted, * biep *
10:57:18  <Alberth> I guess one should be able to change this setting, and probably other settings too in the scenario editor. I don't know why that does not work.
10:57:22  <Luukland> ... Angrt ...
10:57:40  <Luukland> Well time to create a flyspray task >_<
10:57:50  <Alberth> If it is not supposed to be done, then the easy/medium/hard buttons should also be disabled.
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10:58:49  <Luukland> indeed
10:58:58  <Luukland> But is should be changable :S
10:59:10  <Luukland> That whas the whole idea of Transport Tycoon Deluxe
10:59:10  <Luukland> :S
10:59:24  <Luukland> You could start each scenario with different settings :)
10:59:46  <Alberth> Luckily, we don't do TTD here :)
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11:02:36  <Luukland> Well, I bet you agree that the idea of TTD and scenarios seems more logic than nowadays at OTTD
11:02:46  <Luukland> Anyways I created the flyspray
11:03:08  <Luukland> They probably will close it anyways, but I have a small piece of hope :P
11:03:18  <Alberth> ok, thank you
11:05:57  <CraKinShOt> flyspray is where you submit patches as well right?
11:06:45  <Luukland> correct
11:06:55  <Luukland> bugs.openttd.org
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11:10:57  <Luukland> anyways Alberth, thx for corfirming my problem :) I hope they will fix it somehow...
11:11:00  <Luukland> Cya :)
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13:20:01  <Alberth> haha, OTVI is making a bus route across the water
13:24:40  <planetmaker> :-D
13:25:00  <planetmaker> they're already planning for the unification of RV and ships: amphibian vehicles :-P
13:27:06  * planetmaker wonders whether a unified "has power on" via a general terrain descr. might be sensible
13:27:50  <planetmaker> then the HEQS vehicles could have power on all clear terrain
13:28:20  <Alberth> never tried those, currently experimenting with ships
13:28:31  <Eddi|zuHause> problem is not just the power, but also the movement patterns
13:31:07  <planetmaker> true
13:33:05  <planetmaker> but still, clear terrain could be treated as a kind of road type
13:33:36  <planetmaker> each tile as a 4-way junction
13:34:00  <planetmaker> I guess it would mean that HEQS would need to at least 10-fold its prices ;-)
13:34:46  <Terkhen> then you have a problem with trees... unless HEQS vehicles just destroy them as they move
13:35:10  <planetmaker> Terkhen: those tiles are not clear :-)
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13:35:39  <planetmaker> as also a piece of acre wouldn't be - as I understand it.
13:35:55  <planetmaker> just plain grass tiles
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13:42:38  <Terkhen> but trees will grow at these tiles
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13:50:01  <Alberth> build a saw-mill nearby :p
13:52:38  <planetmaker> Terkhen: yes, they can grow. But so can roads be demolished
13:53:06  <planetmaker> The advantage of those tiles is their free "road" character, the disadvantage is that it might change ;-)
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14:10:38  <Eddi|zuHause> planetmaker: i think a "trails" roadtype would make more sense
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14:12:24  <andythenorth> I do believe such a thing (trails) was started started :)
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14:14:18  <Terkhen> planetmaker: then you can plant trees around a vehicle to trap it
14:14:41  <planetmaker> Terkhen: sure I can.
14:14:46  <planetmaker> As I can bulldoze road
14:15:35  <planetmaker> But surely some sort of "trails" type is way easier as it is feasable with way less changes
14:16:44  <Terkhen> not if the roads are company owned
14:18:25  <planetmaker> then I build a cheap vehicle and stop it to block the road
14:18:51  <andythenorth> http://wiki.openttd.org/Peter1138/Roadtypes
14:19:04  <planetmaker> yeah, I know. Unfinished... :S
14:19:16  <Terkhen> mmm... true :P
14:20:11  <planetmaker> I guess it boils down to: whoever wants to sabotage that one can.
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14:29:19  <Eddi|zuHause> hm... funny, at the current rate, the "coal peak" [i.e. the point where production can't be increased anymore] is in russia in 500 years, but in china in 50 years
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14:31:24  <Eddi|zuHause> [comparison: "oil peak" is already passed in some states like the US and UK, and worldwide oil peak is expected to be in around 40 years]
14:32:53  <Eddi|zuHause> [does not mean that oil is run out then, just that no further ressources can be accessed, so production will drop and price will increase]
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14:37:57  <Ammler> Something like pioner vehicle, where it drives and no road, it builds a trails, trails do again disapear after some time, if unused.
14:40:37  <andythenorth> that's really the intended destiny of bulldozers in HEQS....if the game ever gets anything like that feature
14:43:14  <Ammler> plain tiles are quite easy and you can tranfer it to trails in e.g. 2 days, trees needs another 2, only very slow wood bridges, no tunnels.
14:44:07  <andythenorth> is someone actually patching for this, or are we dreaming out loud :)
14:44:12  <Ammler> but might be to far away from TTD, too much another game type.
14:45:29  <Ammler> I mean, you "could" extend it to roads and rails...
14:46:15  <Ammler> You do only plan the lines and it needs some time until it is built...
14:46:28  <CIA-4> OpenTTD: alberth * r17587 /trunk/src/town_gui.cpp: -Codechange: Town authority window uses pure nested widgets.
14:46:31  <andythenorth> set out route markers, same as bouys for ships
14:46:37  <andythenorth> snow poles for example...
14:46:55  <Ammler> frozen lakes :-)
14:47:00  <andythenorth> ice roads...
14:47:07  <andythenorth> oh no, they would be a road type
14:47:08  <Ammler> yes...
14:47:12  <andythenorth> (or a hack of bridges)
14:47:32  <andythenorth> winter freeze up of water would be very awesome.  But completely unlikely to get coded :P
14:48:59  <Alberth> so near november it gets frozen, and in february, is becomes water again, and all ships stop for 3 months :)
14:49:05  <andythenorth> yup
14:49:27  <Alberth> poor ships, and their profit is so low already
14:49:39  <andythenorth> ^^ not my ships
14:49:44  <andythenorth> I am a shipping magnate
14:49:49  <andythenorth> very profitable
14:50:03  <Ammler> stopped ships don't cost much, that would be already possible
14:50:16  <Ammler> and at this time, you use the ice roads
14:50:35  <Alberth> drive trucks on the ice :)
14:50:42  <Ammler> :-D
14:51:31  <Ammler> you can use the farm trucks :-)
14:51:34  <andythenorth> Conditional order jump for trucks "go to depot if the month is between March and October"
14:51:59  <Eddi|zuHause> <andythenorth> winter freeze up of water would be very awesome.  But completely unlikely to get coded :P <- i don't think it's that unlikely. it should be fairly easy to implement
14:53:28  <andythenorth> Eddi|zuHause: easy != someone will do it :)
14:56:52  <andythenorth> going bouldering, back later.  Maybe trails / ice roads / winter freeze up will be done by then :)
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14:58:05  <Ammler> he, maybe petern has already a patch for :-P
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15:07:34  <Eddi|zuHause> i don't see how ice roads could be done...
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15:27:45  <Alberth> first of all, you'd need a road down to the water
15:28:03  <Alberth> then convince the path finder it is safe to drive on water :)
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15:36:59  <asilv> http://vaunut.org/kuva/11583 <-- railroad on ice
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15:56:28  <fjb> I wouldn't do that wit an electric engine.
15:57:45  <Tefad> hah
15:58:55  <helb> fjb: http://commons.wikimedia.org/wiki/Category:Trams_on_ice_in_Saint_Petersburg
16:01:14  <fjb> But there is less water on top of the ice.
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16:32:49  <fjb> Hmmmm, FIRS oil platforms need engineering supplies, but AV8 helicopter can only transport surves supplies.
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16:35:13  <Eddi|zuHause> that's a problem of AV8, i suppose
16:35:47  <CraKinShOt> well think I'm there...
16:35:59  <CraKinShOt> added signalex pool
16:36:06  <CraKinShOt> done a basic saver loader
16:36:28  <CraKinShOt> added it in as (SL_MAX_VERSION, SL_MAX_VERSION)
16:36:53  <CraKinShOt> which I assume would be changed with whatever the version is for the trunk.
16:37:46  <Eddi|zuHause> well, you should do (VERSION_YOU_FIRST_APPLIED_THE_PATCH, SL_MAX_VERSION)
16:38:32  <CraKinShOt> any idea what the current version is?
16:38:58  <CraKinShOt> the trunk version
16:39:09  <glx> savegame.cpp IIRC
16:40:40  <CraKinShOt> cheers
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16:49:30  <planetmaker> CraKinShOt: learn to search the code: grep -Ri "SL_MAX_VERSION" src/*
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17:03:07  <Ammler> fjb: no ships?
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17:03:36  <fjb> Ammler: Not enough water. :-)
17:03:40  <Ammler> :-)
17:04:28  <fjb> I could use a train over most of the distance and then a ship. But a helicopter would be much easier.
17:05:53  <Eddi|zuHause> well, then hack the AV8 grf to enable the cargo
17:06:20  <Ammler> not the first grf, you would need to hack :-P
17:06:33  <Eddi|zuHause> i did that with the dbxl_ecs.grf and PBI's "clay"
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17:10:59  <fjb> Hm, never hacked around the cargo things in a grf. But I dont mind that much. Balancing the passenger planes with cargodist is the bigger problem right now.
17:13:38  <CraKinShOt> planetmaker: there is a difference between guessing and knowing. All the saveloader's have fixed number versions or SL_MAX_VERSION. So I did look through
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17:19:58  <CIA-4> OpenTTD: rubidium * r17588 /trunk/src/settings_gui.cpp: -Fix [FS#3220]: erroneous message about changing the difficulty level
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17:34:05  <fjb> What does "Allow more realistically sized catchment area" do?
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17:35:53  <Alberth> catchment area size of the various types of stations is different afaik, but never really bothered to find out in detail.
17:36:27  <Alberth> if disabled, they are equal
17:36:35  <Rubidium> just try it in-game :)
17:37:49  <fjb> I'm just trying. I guess my problems with passenger balancing is that the catchment area of the airports is that big.
17:38:41  <Alberth> move it further away from the city :)
17:39:59  <fjb> I'm playing in rough moutains, glad to find places to build them.
17:40:23  <planetmaker> you should have sufficient money to level the entire map. All problems solved
17:40:29  <planetmaker> Including the fun playing ;-)
17:41:16  <fjb> Last thing would be another problem. I like to build bridges an tunnels. Flattening everything keep away the fun.
17:43:27  <Yexo> fjb: with that setting off, catchment area is always 4
17:43:41  <fjb> But cargodist makes it possible to build the airports further away from the towns. That is true. Even joining airports for long distant flights an for local traffic is possible.
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17:43:50  <Yexo> with that setting on, for bus/truck stops it's 3, for train stations 4, for airports  depending on airport size and for docks I have no idea
17:44:16  <fjb> Yexo: I just found out. Thank you. That can make a difference with the large airports.
17:44:43  <fjb> Small airports it is 4 and large airports it is 5.
17:44:46  <CIA-4> OpenTTD: smatz * r17589 /trunk/src/ (9 files in 2 dirs): -Codechange: rename town_acc to always_accepted
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17:45:22  <CIA-4> OpenTTD: translators * r17590 /trunk/src/lang/ (turkish.txt unfinished/vietnamese.txt):
17:45:22  <CIA-4> OpenTTD: -Update from WebTranslator v3.0:
17:45:22  <CIA-4> OpenTTD: turkish - 4 changes by niw3
17:45:22  <CIA-4> OpenTTD: vietnamese - 78 changes by nglekhoi
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17:46:28  <fjb> I have lots of passengers at the airports but I'm loosing money with the planes. Guess the passengers don't get away from the airports fast enough.
17:47:19  <asilv> i want a keyboard that has A,B,C,D,E and F in numpad...
17:48:43  <fjb> Coding the housesn grf? :-)
17:49:42  <asilv> yeah, these "road sensitive" buildings are pain to code
17:49:48  <asilv> but they look nice
17:49:57  <Ammler> asilv: use escape sequences :-P
17:50:28  <asilv> I like hex
17:50:29  <Ammler> oh well, you don't have those in the numpad either.
17:51:33  <fjb> The people in one town prefer to use the trams which go counter clock wise.
17:51:34  <asilv> I mainly use escapes for "real numbers" population, years etc, hex for internal nfo stuff
17:51:52  <asilv> like action 2 id etc
17:52:37  <DaleStan> asilv: Autohotkey will (I believe) allow you to reassign the num-pad keys however you like.
17:53:47  <frosch123> but there are only 5 useless keys on the numpad
17:54:49  <DaleStan> I count 7. I know enter can be captured, and I'm pretty sure numlock can too. (Caps lock can.)
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17:55:12  <DaleStan> Of course, Autohotkey does only work on Windows.
17:55:14  * frosch123 considered enter and . useful
17:55:51  <DaleStan> How many times do you use . in NFO?
17:56:08  <asilv> my numpad has "," instead of "."
17:56:45  <DaleStan> Though having * available would also be nice.
17:56:51  <asilv> yes
17:57:06  <frosch123> then " " is more useful
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18:03:24  <Eddi|zuHause> i never really used the numpad
18:03:43  <Eddi|zuHause> except for 8-direction-movement (e.g. in civ)
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18:05:03  <frosch123> it is useful if you want to type lots of numbers using one hand :p
18:05:58  <andythenorth> fjb: re FIRS oil platforms....boats?
18:06:25  <Eddi|zuHause> well, sure..... but i guess i don't have the need to type lots of numbers ;)
18:07:12  <Eddi|zuHause> but afair also TT supported 8-direction movement
18:10:51  <fjb> andythenorth: I would prefer a heliopter. Else I would have to dig a very long channel.
18:11:24  <andythenorth> :) ok
18:11:58  <andythenorth> well you could request cargo support for AV8?  Or offer to extend it to support FIRS?
18:12:19  <andythenorth> Most planes refit to most things in most planesets, so I'm surprised it doesn't already refit to what you ened
18:12:21  <andythenorth> need
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18:13:13  <fjb> The planes refit to almost everything I expected. They refit to survey supplies, but not the other supply types.
18:13:40  <fjb> And I better don't touch the grf without more knowledge abou nfo conding.
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18:32:41  <frosch123> andythenorth: http://devs.openttd.org/~frosch/diffs/DirtyOnStartStop.diff <- does that solve your start/stop problem?
18:34:09  <andythenorth> maybe :)  Just reading the code, I have no idea, but I could compile from that, right?
18:34:44  <frosch123> i hope so :)
18:38:57  <CIA-4> OpenTTD: yexo * r17591 /trunk/ (5 files in 2 dirs): -Add [NoAI] [FS#3212]: AIAirport::IsAirportInformationAvailable. Also update several preconditions so it's now possible to get information on airports types that can no longer be build (small airport after 1960)
18:39:34  <andythenorth> frosch123: http://paste.openttd.org/216954
18:40:59  <frosch123> sounds like some line-break problem
18:41:07  <_ln> eh, a lot of Blu-rays at amazon.co.uk have "Format: PAL" in their description.
18:41:15  <frosch123> which do you want? #13, #13#10 or #10 ?
18:41:28  <frosch123> (CR, CR+LF, LF)
18:44:09  <andythenorth> frosch123: let's try CR+LF for good luck
18:44:46  <Ammler> frosch123: mac :-)
18:45:20  <frosch123> andythenorth: ok, then reload :)
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18:46:06  <frosch123> though you could also patch manually as it's only one line :p
18:46:26  <frosch123> (as long as you do not complain about the same problem when the ship breaks down :p)
18:46:43  <planetmaker> usually it shouldn't matter for compile anyway, should it?
18:46:46  <glx> patch requires LF IIRC
18:47:18  <planetmaker> hm... sometimes when I patch with patches from the forum, it patches, but issues many warnings about CR+LF line endings
18:47:23  <planetmaker> but it doesn't matter really
18:47:49  <glx> yes it can "understand" CRLF (and warn) but I think CR is a no go
18:48:03  <planetmaker> that's \r ?
18:48:09  <glx> yes
18:48:14  <planetmaker> no one uses it :-)
18:48:25  <glx> standard mac eol
18:48:29  <planetmaker> nope
18:48:30  <glx> (old)
18:48:32  <planetmaker> yes
18:48:36  <planetmaker> :-)
18:48:48  <planetmaker> but deprecated since the emergence of OSX or so
18:49:07  <planetmaker> OS9 might have had it still
18:49:12  <frosch123> CR is also standard ttd/newgrf eol :p
18:49:18  <planetmaker> :-P
18:49:20  <glx> OSX deprecates too much (especially in their API)
18:49:35  <planetmaker> they quite a volatile API, yes...
18:51:20  <planetmaker> but using the unix \n was IMO a good idea
18:52:23  <CIA-4> OpenTTD: smatz * r17592 /trunk/src/ (economy.cpp industry_cmd.cpp station_base.h tile_cmd.h): -Fix [FS#3212](r17436): force all cargo being accepted when industry tiles accept it but industry itself doesn't
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18:55:01  <Eddi|zuHause> does that mean sold cargo does not bounce back into the station when its stockpile is exhausted?
18:55:21  <SmatZ> nope
18:55:34  <planetmaker> what does it mean, SmatZ ? :-)
18:55:37  <SmatZ> many industries are accepting passangers
18:55:47  <SmatZ> but don't have them in "Requires" list
18:56:25  <SmatZ> but...
18:56:34  <planetmaker> ah, well. is there not a difference between "require" and "accept"?
18:56:41  <SmatZ> none :)
18:56:47  <planetmaker> uh?
18:56:49  <SmatZ> it's just called "Requires" in the GUI
18:57:18  <SmatZ> cargo accepted by industry tiles affect station's acceptance
18:57:28  <planetmaker> hm... but a factory or steel mill won't magically produce steel just because you dump loads of people there who wanted to actually go to a spa resort?
18:57:35  <SmatZ> cargo accepted by industry... can be very different
18:57:43  <SmatZ> it usually isn't, but can be in principle
18:57:53  <SmatZ> no
18:58:06  <SmatZ> station accepts pax
18:58:17  <SmatZ> but industry doesn't have any "message" about pax being delivered
18:58:22  <SmatZ> they just go into black hole
18:58:23  <planetmaker> ah... acceptance by tile doesn't mean the industry...
18:58:26  <planetmaker> :-)
18:58:43  <planetmaker> so it's for that sake just a tile which accepts.
18:58:48  <SmatZ> yeah :)
18:58:56  <SmatZ> the problem is that pax are accepted by station
18:58:57  <planetmaker> but doesn't do anything with it :-) Thanks for explaining.
18:59:02  <SmatZ> but aren't delivered to industry
18:59:10  <andythenorth> frosch: compile worked.  change worked.  Ship graphics now work as expected.  Everything works.  Let's go home :)
18:59:10  <SmatZ> so you weren't paid for them (since r17436)
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18:59:15  <planetmaker> ah, ok
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18:59:36  <SmatZ> the possible future is not to unload cargo that is not accepted
18:59:48  <SmatZ> (instead of unloading it and not being paid)
18:59:51  <andythenorth> oops forgot to tab-complete.  frosch123 ^^^
19:00:05  * frosch123 also highlights on frosch and frosh :p
19:00:26  <planetmaker> SmatZ: so... it's envisioned to kinda remove the option to bring workers to factories or steel mills?
19:00:27  <frosch123> so, if it works, it might also work in the other cases :)
19:01:11  <frosch123> planetmaker: it was just readded :)
19:01:19  <planetmaker> :-)
19:01:30  <SmatZ> planetmaker: nope :) rather, with stockpiling, stop accepting cargo once stockpile is full
19:01:45  * planetmaker fell into confusion again... :-)
19:01:46  <SmatZ> instead of when "station's big tick detects it's no longer accepted"
19:01:50  <andythenorth> I'm confused :)
19:01:51  <CIA-4> OpenTTD: yexo * r17593 /trunk/src/ai/api/ai_changelog.hpp: -Fix (r17591): as always after a noai commit ...
19:01:51  <planetmaker> ah.
19:02:10  <planetmaker> lol @ commit message ^
19:02:14  <andythenorth> for most cases, passengers to industries is a bad use of limited cargo slots IMO
19:02:23  <andythenorth> but hey, newgrf makes it a matter of taste
19:03:03  <planetmaker> hm, are those pax actually then occupying a cargo slot? those of steel mill & co?
19:03:18  <frosch123> no, oilrigs do not process passengers into oil
19:03:27  <SmatZ> hehe
19:03:30  * planetmaker is relieved
19:03:38  <frosch123> nor do steelmills make steel of them
19:03:50  <SmatZ> terminator
19:04:05  <planetmaker> hehe. olive oil is from olives. what is baby oil made from?
19:04:08  <frosch123> SmatZ: you can survive a day using only a few sentences :p
19:04:11  <SmatZ> :))
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19:04:38  <planetmaker> stille wasser sind tief? ;-)
19:04:58  <SmatZ> :-)
19:05:26  <planetmaker> "still waters run deep" should be the English translation
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19:05:30  <andythenorth> frosch123: so is the passenger acceptance done only the tiles, not the industry (confused again...)
19:05:33  <andythenorth> ?
19:06:26  <planetmaker> :-)
19:06:38  <planetmaker> [20:58]	<planetmaker>	ah... acceptance by tile doesn't mean the industry...
19:06:40  <planetmaker> [20:58]	<SmatZ>	yeah :)
19:08:13  *** KenjiE20 [~KenjiE20@92.22.108.4] has quit [Ping timeout: 480 seconds]
19:08:45  <Terkhen> SmatZ: what's the status with the "choose town name before creation" patch? are there any required changes?
19:09:04  <SmatZ> Terkhen: working on it :)
19:09:10  <SmatZ> I am
19:09:23  <glx> yoda you are ?
19:09:26  <Terkhen> okay, thanks :)
19:09:32  <SmatZ> I am thinking about moving that "town name stuff" to separate file
19:09:40  <SmatZ> but we have namegen.cpp already
19:09:47  <SmatZ> so it would be in two files in fact
19:09:55  <SmatZ> but moving it to namegen.cpp is strange too...
19:10:18  <SmatZ> maybe the best solution would be renaming namegen to townname.cpp
19:10:20  <SmatZ> or so
19:10:30  <SmatZ> and adding related code there
19:10:38  <frosch123> andythenorth: http://bugs.openttd.org/task/2138 <- some stuff for reading
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19:11:03  <SmatZ> glx: happy am I, yes :)
19:11:08  <Terkhen> mmm... I see
19:11:42  <Terkhen> if there is anything I can help with, tell me :)
19:12:00  <SmatZ> you have done the hardest GUI part ;)
19:13:34  <Terkhen> :)
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19:25:55  <DJNekkid> when useing extended bytes ... can i use \bx* ?
19:26:55  <frosch123> \b* iirc
19:27:10  <frosch123> and \b*x ?
19:27:19  <DJNekkid> oki... :)
19:27:27  <DJNekkid> ive used \b* until now
19:27:36  <DJNekkid> but concidering useing hex values
19:28:43  <frosch123> yeah, i misread your question at first :)
19:29:00  <DJNekkid> so, \b*x for hex values?
19:29:14  <frosch123> never used it, but renum's code looks like that
19:29:21  <DJNekkid> okidoki :)
19:36:40  <CIA-4> OpenTTD: frosch * r17594 /trunk/src/ (6 files): -Fix: Vehicle image was not always updated when needed.
19:40:59  <planetmaker> ^ andythenorth
19:42:40  <frosch123> hmm, aircraft have no breakdown sound effect
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19:48:03  <andythenorth> ^^ thanks for that.
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20:13:45  <Zuu> Yexo: Thanks for your quick fix to FS#3215. Since your fix will not appear untill next nightly I have not tested it, but by reading the changeset on vcs.openttd.org I understand it like IsAirportInformationAvailable will return false on airports not yet available. What happens if a user uses the cheat dialog to get back in time?
20:14:38  <Zuu> Will IsAirportInformationAvailable return false on airports that have once been available but are now not anymore because they will be invented in the future?
20:16:35  <Zuu> Or will the game remember which airports that have been available before (play-time wise) in the game, even if that is in the future (in-game years wise)?
20:16:42  <Yexo> IsAirportInformationAvailable will return true for all airports (no matter if they are currently available or not)
20:16:55  <Zuu> Oh, thats good.
20:16:56  <Yexo> so it also works on future airports
20:18:01  <Zuu> Good to hear.
20:19:47  *** frosch123 [~frosch@frnk-590fc1ae.pool.mediaWays.net] has quit [Remote host closed the connection]
20:19:48  <Zuu> It will be interesting if users will se it as a bug that PAXLink will no longer remove its small airports at 1960. :-) (I have not tested, but I see no reason why not v13 (last on bananas version) would do that)
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20:21:55  <Zuu> Indeed v13 does remove its small airports at 1960 :-)
20:24:39  <Zuu> Hmm, v13 is quite broken in some areas, so I should probably not delay v14 to long. Not that v14 is perfect, but at least it know better than sending vehicles to depot that are already on the way to the depot. :-)
20:27:48  *** MYOB [~vision@86-42-207-185-dynamic.b-ras1.cld.dublin.eircom.net] has joined #openttd
20:27:50  <Zuu> Am I dreaming when I think that trunk was changed so that when you load a game it will pick the last version of a given AI even if the exact version exists? If not it does not seam to work in all cases. Unless my info.nut is broken in some way.
20:28:32  <CraKinShOt> some of the code in this is just pure awesome
20:28:40  <Yexo> I think it should pick the exact version if available
20:28:48  <CraKinShOt> I love the pool and saveload stuff
20:29:00  <Zuu> Yexo: Opinion or what you think OpenTTD does?
20:29:09  <Yexo> what I think openttd does
20:29:14  <Zuu> Okay.
20:29:23  <Yexo> what I think is best: always pick latest
20:29:37  <Yexo> at least if it can load the data from the older version
20:29:48  <Zuu> I remember it used to be that, but I though it was changed some time ago. But then I was just dreaming. :-)
20:30:18  <Yexo> there were some changes, but I would have to look up what they were exactly
20:30:57  <Terkhen> in r17954 at the helidepot, helicopters land at the tile with the building instead of landing at the helipad, is this normal?
20:31:31  <Rubidium> Terkhen: no, it isn't
20:31:56  <Rubidium> see FS#3169
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20:33:04  <Terkhen> okay, thanks :)
20:33:43  <Zuu> Can't you use MinVersionToLoad()? I recall it should return the min version of the savegame that the AI can load. And looping through the AIs of the same name/shortname available and picking the one with highest GetVersion() that accepts the savegame?
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20:35:17  <Yexo> Zuu: yes, that'd indeed what should (as in, what I think is best) be implemented
20:36:15  <Zuu> Okay, then we at least agree on that point. But I have no idea how much work that would be or how happy you are to do it. ;-)
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20:36:43  <Yexo> it requires changes changing some internal "select ai"-functions
20:36:50  <Yexo> not too much work, but not a 5 minute job either
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20:37:08  <Zuu> Okay.
20:38:43  <Zuu> I can file a feature request if you want to have a reminder for it. And then you can do it if/when you feel you have time for it.
20:40:45  <MYOB> all of three years later I get a BeOS-varient with GCC4 and find that the build system doesn't like me any more ;(
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20:41:51  <Yexo> Zuu: I think it's in my latest list in the "api request" topic, but feel free to open a fs task for it
20:42:41  <Rubidium> MYOB: well, I guess it hasn't been used/tested for 3 years (since the makefile rewrite)
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20:55:05  <Eddi|zuHause> i don't really know why, but reading "MYOB" always makes me think of beer
20:58:39  <MYOB> s/M/B/, that'd be why...
21:00:19  <MYOB> right, managed to get the build system to know what I'm at and stdafx fixed
21:00:25  <MYOB> string_func hacked a bit, need to fix that properly
21:05:09  <andythenorth> good night
21:05:13  *** andythenorth [~andy@87.114.87.24.plusnet.thn-ag2.dyn.plus.net] has quit [Quit: andythenorth]
21:05:35  <MYOB> right, my C++ (lack of) knowledge has failed me with this error
21:07:01  <MYOB> http://pastebin.com/m7a01bea7
21:07:18  <CraKinShOt> Rubidium: Had a crack at doing the extended signals thing
21:07:19  <CraKinShOt> http://www.tt-forums.net/viewtopic.php?f=33&t=45208&p=819188
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21:07:50  <CraKinShOt> will test it properly then submit for addition in trunk
21:09:04  <CraKinShOt> altered it slight so that now if bit 15 of m2 is set to true, then all the free remaining bits of the RailWithSignals tile class make up a 15 bit index into a pool
21:09:39  <CIA-4> OpenTTD: alberth * r17595 /trunk/src/tree_gui.cpp: -Codechange: Tree build window uses pure nested widgets.
21:09:50  <Rubidium> MYOB: what other changes have you done? looks like it doesn't want to 'convert' int32 to int or so
21:10:53  <MYOB> Rubidium none, just set stdafx.h to know to use SupportDefs.h for int declerations same as on BeOS
21:11:09  *** Nite_Owl [~Nite_Owl@c-76-109-50-97.hsd1.fl.comcast.net] has joined #openttd
21:11:28  <Nite_Owl> Hello all
21:11:44  <Alberth> good bye
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21:12:07  <CraKinShOt> hi
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21:12:49  * Nite_Owl sniffs his armpits
21:12:51  <Nite_Owl> Do I offend?
21:13:27  <Rubidium> MYOB: does http://rbijker.net/openttd/myob.diff help?
21:13:30  <Nite_Owl> Hello CraKinShOt
21:13:45  <CraKinShOt> Bad timing I think
21:15:23  <MYOB> Rubidium it now proceeds to line 145 before a very similar error
21:15:40  <MYOB>  /boot/home/Desktop/trunk/trunk/src/ai/api/ai_company.cpp: In static member function 'static bool AICompany::SetLoanAmount(int32)':
21:15:40  <MYOB>  /boot/home/Desktop/trunk/trunk/src/ai/api/ai_company.cpp:145: error: ambiguous overload for 'operator-' in 'loan - AICompany::GetLoanAmount()()'
21:16:17  <MYOB> same fix works there
21:16:32  <Rubidium> hmm, what kind of size is int on your system?
21:16:47  <Rubidium> doesn't seem to be int32 or int64
21:17:48  <MYOB> I've always assumed it was int32
21:18:27  <Rubidium> oh... BEOS doesn't typedef signed int as int32
21:18:27  <CraKinShOt> surely its set in the compiler?
21:18:36  <Rubidium> that might be the cause of (most) of your trouble
21:19:03  <Rubidium> so, how's int32 defined on BEOS?
21:19:12  <Rubidium> i.e. what typedef does it use?
21:19:36  <MYOB> typedef long
21:19:49  <Rubidium> ah, there's the problem
21:22:08  <MYOB> more errors by line 154: http://pastebin.com/m7ab700d
21:22:32  <Rubidium> http://rbijker.net/openttd/myob.diff <- does that help in any way?
21:23:15  <MYOB> Rubidium I'm running on a BeOS clone (Haiku) and if you don't include SupportDefs and add __HAIKU__ to that !defined the entire build explodes
21:24:16  <MYOB> it doesn't define __BEOS__ at all
21:24:17  <Rubidium> hmm, you probably mean their API explodes :(
21:24:53  <MYOB> well, the majority of software around doesn't have much problem with it, considering its Firefox I'm posting those pastebin entries with...
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21:25:58  <Rubidium> new myob.diff
21:26:41  <Rubidium> uhm... saying "but some application used by many people does work" is nasty; do you know what problems someone else had porting it to haiku?
21:27:38  <Rubidium> if you're using types that the API for 'some' reason uses too, but you expect them to be slightly different stuff will break
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21:28:14  <Rubidium> or FF doesn't care about the exact number of bits in a variable
21:28:51  <MYOB> that diff causes GetPrice in ai_bridge.cpp to break
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21:30:09  <Rubidium> ofcourse... that returns int...
21:30:40  <Rubidium> another diff
21:30:48  <Rubidium> (my even break my system)
21:31:39  <Rubidium> luckily it doesn't
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21:32:51  <MYOB> back to line 154 in ai_company.cpp going
21:33:21  <MYOB>  /boot/home/Desktop/trunk/trunk/src/ai/api/ai_company.cpp: In static member function 'static bool AICompany::SetMinimumLoanAmount(int32)':
21:33:22  <MYOB>  /boot/home/Desktop/trunk/trunk/src/ai/api/ai_company.cpp:154: error: ambiguous overload for 'operator-' in 'AICompany::GetLoanInterval()() - over_interval'
21:33:22  <MYOB>  /boot/home/Desktop/trunk/trunk/src/ai/api/ai_company.cpp:154: note: candidates are: operator-(int64, int32) <built-in>
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21:33:51  <Rubidium> oh... guess it needs more wrapper crap :(
21:34:31  <MYOB> its referencing lines 63-65 of overflowsafe_type in the error
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21:35:10  <Rubidium> new diff
21:36:38  <Zuu> Ouch, evil forgotten semicolon at the end of a one-liner while-statement that was supposed to not have a body. The line after set the start_date to current date => disabling the aborting after 20 days in the loop. :-)
21:36:57  <Zuu> The line after the loop*
21:37:16  <Zuu> Couldn't be a more evil line that got included in the body.
21:37:48  <MYOB> http://pastebin.com/m6f0bb422
21:38:43  <Rubidium> okay, this is getting annoying :(
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21:39:01  <Rubidium> can't you (re)typedef int32 ?
21:39:16  <MYOB> I apologise for some 1992-era design decisions that we're fairly forced to keep :/
21:39:40  <MYOB> Rubidium would cause all sorts of colliding definitions would it not?
21:40:24  <Rubidium> well, I'm sorry that long isn't always 32 bits
21:40:33  <Rubidium> and that int != long
21:41:49  <Rubidium> the trick to get the overflow safe type to work is fairly easy, it's just annoying to duplicate it that often
21:42:12  <Eddi|zuHause> wait... they typedef int32 as long, and can't guarantee that long is 32 bit?
21:42:51  <Rubidium> Eddi|zuHause: no, the compiler gets confused that it can't decide whether long can be cast to int or uint
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21:43:54  <Rubidium> Eddi|zuHause: the problem is that the type of int32 needs to be the same as int for OpenTTD to compile
21:44:22  <Rubidium> at least with gcc not figuring it's okay to use int instead of long because they're equally large
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21:45:32  <Rubidium> MYOB: is there some virtualbox image with haiku + development tools I can download? I tried some live cd, but that kinda failed to have the required stuff to build OpenTTD
21:46:21  <MYOB> Rubidium the Alpha 1 CD has nearly all thats required, "setgcc gcc4" at the cli changes you to GCC4 and SDL is on ports.haiku-files.org
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21:46:42  <MYOB> I'll get the link for that now
21:46:59  <MYOB> http://www.haiku-os.org/get-haiku
21:47:34  <Rubidium> hope I don't forget that tomorrow; am not in the mood (read: an awake state of mind) to perform an installation of any kind
21:47:43  <MYOB> got it to go past there now anyway...
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22:04:55  <MYOB> right, my brain hurts looking at this now
22:05:06  <MYOB> I don't remember having these issues with gcc2 at all as it happens
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22:05:49  <Rubidium> well,
22:05:57  <Rubidium> C doesn't care about types, C++ does
22:06:05  <MYOB> but theres various stuff thats never going to compile with gcc2
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22:21:44  <CraKinShOt> somewhat
22:22:05  <CraKinShOt> the SignalEx is bound to a tile with any signal
22:22:12  <CraKinShOt> lots of check to make sure thats true
22:22:47  <CraKinShOt> then in SignalEx there are some place-holders to specify what extra features on on the 01 and 23 signals
22:23:06  <CraKinShOt> well no, all 4 actually
22:23:29  <CraKinShOt> but in principle, its one SignalEx to a tile
22:25:15  <CraKinShOt> So I just need to interject some code in the signal removal, so that if the tile changes from RailWithSignal type the SignalEx object is deleted from the pool
22:25:42  *** MizardX is now known as MizardX-
22:25:58  <CraKinShOt> and that any alteration of the signal makeup on a tile is routed to a function in signalex_func.h that handles it
22:26:57  <CraKinShOt> that then should make is general and small to handle all cases, without major changes to the existing code
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22:34:02  <Yexo> CraKinShOt: you don't need to use SLE_CONDVAR in saveload/signalex_sl.cpp becuase you add a new chunk
22:34:45  <Yexo> but you should add 1 to SAVEGAME_VERSION in saveload/saveload.cpp
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22:35:36  <CraKinShOt> right ok, fixing
22:36:52  <Yexo> and (not sure on this one) you might need to set the bits you use to 0 in AfterLoadGame for old savegames
22:37:47  *** MizardX- is now known as MizardX
22:41:42  <CraKinShOt> so if(CheckSavegameVersion(127)) wipe used bits?
22:42:01  <CraKinShOt> is that the way to say "Any version prior to 128?
22:42:33  <CraKinShOt> seems logical
22:42:58  <Yexo> I think it should be if(CheckSavegameVersion(128)), but not 100% sure
22:43:01  <Yexo> will check that
22:43:09  <CraKinShOt> yeah I see the condition
22:43:14  <CraKinShOt> less than
22:44:09  <Yexo> Upon destruction does NOT remove its ID from the tile, by default. <- what does that comment mean exactly?
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22:45:47  <CraKinShOt> if you delete the structure, its destructor doesn't remove it from the tile
22:46:19  <CraKinShOt> you should call the function that destroys SignalEx specially
22:46:37  <CraKinShOt> and that then removes the bits from the tile properly
22:46:47  <Yexo> ah, ok
22:47:16  <Yexo> I think that should be a comment for the destructor, not for the class
22:47:37  <CraKinShOt> I might private the constructors and destructor and friend everything that needs them
22:47:58  <CraKinShOt> that way there will never be unexpected behavour
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22:52:47  <Yexo> +static inline SignalEx* GetSignalExByID(SignalExID id){
22:52:47  <Yexo>  <- recently there have been some changes to using functions like: SignalEx::GetByTile instead
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22:55:39  <CraKinShOt> oh right, static in the stuct then
22:55:47  <CraKinShOt> no prob
22:56:57  <CraKinShOt> *all* static inlines?
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23:02:01  <CraKinShOt> bit wiered, the trunk version for saving is 127
23:02:39  <CraKinShOt> but the last check in Afterload.cpp has "if (CheckSavegameVersion(128))"
23:03:09  <glx> yes added stuff not requiring a bump
23:03:18  <glx> or something like that
23:03:30  <CraKinShOt> I see.
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23:11:14  <CIA-4> OpenTTD: smatz * r17596 /trunk/src/ (36 files in 6 dirs): -Codechange: constify some tables
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23:17:13  <CraKinShOt> okay thats done
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23:38:37  <Eddi|zuHause> CraKinShOt: afterload only deals with stuff that needs special attention, many savegame bumps do not need that, as they only change some variables
23:41:43  <CraKinShOt> well I've add (and tested it). It wiped the signalex bits from an earlier test save
23:42:10  <CraKinShOt> I've put a @todo for something to check if its actually need.
23:42:22  <CraKinShOt> *one
23:42:33  <CraKinShOt> (getting late, lol)
23:53:38  <CraKinShOt> Thanks for the input yexo, think I've covered what you suggested and uploaded. Bit late so very WIP. http://www.tt-forums.net/viewtopic.php?f=33&t=45208&p=819188#p819188
23:54:58  <CraKinShOt> I'll add on the signal removal tomorrow and I think that'll cover the basics, until something actually uses it. :P

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