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Log for #openttd on 8th April 2006:
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01:07:38  <CIA-5> belugas * r4318 /trunk/ai/default/default.c: CodeChange : Remove last direct map access on ai/default/default.c
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02:25:10  <Eddi|zuHause> hm... occasionally, my trains get 0hp, but i could not yet isolate, why...
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05:24:33  <CIA-5> celestar * r4319 /trunk/ (station_cmd.c station_map.h): -Codechange: Station map accessors
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05:44:42  <CIA-5> celestar * r4320 /trunk/station_cmd.c: -Fix/Codechange: rs->num_vehicles is no longer saved or loaded, but computed on the fly. Partly fixes FS#101
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06:47:01  <peter1138> morning
06:51:47  <Tron_> morning peter1138, do you have a savegame with many road vehicles?
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06:55:46  <CIA-5> tron * r4321 /trunk/ship_cmd.c: For ships check the ship state, not the road state. This bug was harmless, because both states are at the same byte in the vehicle type specific union.
06:57:40  <peter1138> yes
06:57:44  <peter1138> but it uses newgrf
06:58:32  <peter1138> hmm, wonder where it is
07:02:09  * peter1138 recompiles
07:02:17  <peter1138> bah, it's building lang files, never a good sign
07:02:29  * peter1138 ponders making a cup of tea while waiting
07:07:25  <Tron> this was probably me, i removed a string
07:08:16  <Tron> i reduced ShowChatWindow from 6 bogus and/or wrong parameters to 0
07:08:24  <peter1138> ah :)
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07:30:33  <DarkSSH> how does r4320 fix the multistop bug?
07:32:56  <Tron> does it say it does?
07:33:15  <DarkSSH> yes
07:33:40  <DarkSSH> -Fix/Codechange: rs->num_vehicles is no longer saved or loaded, but computed on the fly. Partly fixes FS#101
07:33:52  <DarkSSH> ok, partly, but I don't get why
07:34:04  <Tron> i think "partly" is just another word for "doesn't"
07:34:30  <DarkSSH> hmm
07:34:32  <DarkSSH> Now recalculating the number of vehicles. This doesn't find the source of this problem but I really have no explanation why this happens.
07:34:35  <DarkSSH> ingame, we have place where the number of vehicles is decremented, and this is also the only place where u.road.slot is set to NULL. This smells like a buffer overflow to me somewhere :(
07:34:45  <DarkSSH> yes, definitewly a doen't
07:34:55  <Tron> i don't think it's a buffer overflow
07:35:03  <DarkSSH> kinda useless commit
07:35:06  <Tron> there's no array anywhere close
07:36:19  <Tron> there's no savegames which presents the problem
07:36:47  <Tron> therefore i have no way to test if that bug exists
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07:38:16  <DarkSSH> http://www.tt-forums.net/viewtopic.php?t=24396
07:38:38  <jnmbk> Devs, I just realised a missing thing in settings.c line 1156 danish town names are not added
07:38:44  <Tron> thanks, mister Fischer, for the missing url
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07:40:24  <DarkSSH> good thing we didn't add the rewritten 'fixed' multistop to 0.4.6/7.
07:41:12  <Tron> i'm for a rollback to before all these changes
07:41:31  <Vornicus> Multistop works for me.
07:43:06  <Tron> i don't really care if it seems to work for you
07:43:30  <Vornicus> It didn't before; everything would just completely stop.
07:43:55  <peter1138> so what doesn't work at the moment?
07:44:10  <DarkSSH> Vornicus: if it doesn't work for some people; eg crash then it doesn't work
07:44:42  <DarkSSH> fucking weather, it's raining :(
07:44:45  <DarkSSH> STOP IT ALREADY
07:44:46  <DarkSSH> jezus
07:44:47  <Noldo> Vornicus: did you try that savegame?
07:45:12  <jnmbk> did anybody see what I wrote :)
07:45:34  <peter1138> the savegame in that report doesn't crash
07:45:35  <DarkSSH> jnmbk: *shocking* :)
07:45:44  <peter1138> at least not on Dec 19th
07:45:49  <DarkSSH> peter1138: do pre-4320
07:46:29  <DarkSSH> Celestar just hacked it, with some workaround so it doesn't happen there. The problem however has not been solved
07:46:37  <peter1138> right
07:47:01  * Tron doesn't see a single cloud at the sky
07:47:06  <Tron> (in the sky?)
07:47:09  <DarkSSH> grr
07:47:11  <DarkSSH> in the sky
07:47:31  <Tron> prepositions in english are even more inconsistent than in german
07:47:34  <Vornicus> "game load failed" probably because of the age of my binary.  one moment whilst I make.
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07:48:07  <peter1138> DarkSSH: i see
07:48:10  <Tron> DarkSSH: in general recalculating num_vehicles on load is The Right Thing(tm)
07:48:15  <Tron> but i think it's done wrong
07:48:20  <DarkSSH> wrongly ;)
07:48:23  <peter1138> DarkSSH: so recalculating fixes the sympton, not the cause
07:48:28  <Vornicus> wrong.
07:48:29  <Vornicus> :P
07:48:32  <DarkSSH> wrongly
07:48:37  <peter1138> incorrectly
07:48:41  <DarkSSH> done < this is what wrong applies to
07:48:46  <DarkSSH> not to 'it'
07:49:03  <Vornicus> wrong. :P
07:49:10  <peter1138> it's done wrongly
07:49:17  <DarkSSH> ':P' < this is not a reason
07:49:20  * DarkSSH slaps Vornicus
07:49:26  <DarkSSH> go learn some english
07:49:32  <Vornicus> I don't think I have ever heard say "wrongly" in my life.
07:49:40  <Tron> peter1138: i think it's got worse now, because i'm not sure if num_vehicles is reset to 0 when/before loading
07:49:56  <Tron> if it isn't it can/will cause desyncs
07:49:57  <peter1138> Vornicus: the a-team! wrongly convicted!
07:50:01  <Vornicus> s/heard say/heard anyone say/
07:50:18  <Tron> because num_vehicles is used in the decision which road stop to head twoards
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07:54:57  <Vornicus> ...nope, the savegame does not crash under the latest nightly.
07:55:36  <Tron> [X] you're missing the point
07:55:41  <Tron> <DarkSSH> peter1138: do pre-4320
07:55:47  <Vornicus> ah.
07:55:54  <Vornicus> ...how would I do that?
07:56:09  <Tron> probably you don't
07:56:59  <DarkSSH> Vornicus: it does CRASH
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07:57:16  <DarkSSH> you just wasted five minutes of mine to get the latest nightly and test it
07:57:22  <DarkSSH> mine = my time
07:57:43  <peter1138> heh
07:57:48  <peter1138> at least the assert is there
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07:59:20  <peter1138> um
07:59:27  <peter1138> ok, there is an issue
07:59:41  <DarkSSH> http://www.tt-forums.net/viewtopic.php?p=162130#162130 < thoughts?
07:59:41  <peter1138> if the savegame is pre 25, it resets each vehicle's road slot
07:59:56  <peter1138> but it does that *after* incrementing num_vehicles in Load_ROADSTOP
08:01:23  <Tron> peter1138: which revision causes the problem you're talking about?
08:01:33  <DarkSSH> < breakfast
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08:01:40  <peter1138> 4321
08:01:42  <peter1138> (heh)
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08:02:37  <Tron> peter1138: so it got even worse?
08:03:28  <Vornicus> These buses are incredibly unreliable.  Also they're not making any money.  But nothing seems to be wrong.
08:05:41  <Vornicus> ...zomg
08:05:50  <Vornicus> So this is why nobody plays against the AI.
08:07:15  <peter1138> heh
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08:08:12  * peter1138 puts in some debugging
08:09:32  <Tron> ah, ok, problem in the savegame:
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08:09:51  <Tron> the road stop at 0x5070 has wrong num_vehicles
08:10:29  <peter1138> yeah
08:10:32  <peter1138> that's the symptons
08:10:34  <peter1138> er symptoms
08:10:44  <Tron> yes and no
08:10:52  <Tron> it's inconsistent data in the savegame
08:11:06  <Tron> num_vehicles is saved as 1
08:11:24  <Tron> but 2 busses point at that stop
08:11:38  <Tron> of course the problem happend earlier
08:11:59  <Tron> but the savegame is broken, so it's already too late
08:12:01  <peter1138> tbh, i thought that was pretty much known by the nature of the assert
08:12:11  <peter1138> hence it's the symptom, not the cause
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08:12:33  <Tron> yes, but there's no way to reconstruct the cause from that savegame
08:12:42  <Tron> because the problem happend _before_ the save
08:12:42  <peter1138> indeed
08:12:43  <peter1138> however
08:12:50  <Tron> that's what i wanted to find out
08:12:59  <peter1138> i've put in a little loop that happens when num_vehicles is set to 0 in ClearSlot
08:13:17  <peter1138> it will assert if another vehicle points at the slot
08:14:07  <peter1138> i must say it's weird seeing point to point rail lines
08:14:18  <peter1138> barely a signal in sight, heh
08:14:33  <peter1138> lol
08:14:37  <peter1138> at drinningvill lakeside
08:14:41  <peter1138> (maybe this is new, i dunno)
08:14:51  <Vornicus> heh.  if you watch it long enough, the AI will repeatedly raise and lower the terrain near the starting view.
08:15:00  <peter1138> ah, not it's not
08:15:00  <Vornicus> Also to the northeast there's a grid of roads.
08:15:23  <Tron> guys? topic?
08:15:36  <peter1138> on the northeast of the map there are *four* very long wooden bridges where one would suffice
08:15:56  <peter1138> i've got it on fast forward to see if this occurs again
08:16:54  <peter1138> a detailed info handler would be nice
08:17:23  <peter1138> click with the info tool on a roadstop and it tells you stuff about it, in the console
08:17:26  <peter1138> or something
08:18:09  <Tron> what we need is probably the savegame of the month _before_
08:18:20  <peter1138> yeah
08:18:23  <Tron> write one
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08:23:23  <Tron> peter1138: it could be related to all the broken busses
08:23:48  <peter1138> hmm?
08:24:04  <Tron> the savegame
08:24:13  <Tron> there are several broken busses just after load
08:24:16  <peter1138> which busses are broken?
08:24:19  <peter1138> broken down?
08:24:23  <Tron> yes
08:24:54  <Vornicus> yeah, I seem to recall a problem where broken down buses would tell the bus stop they were done...
08:25:04  <Vornicus> Sometime in the past few days.
08:25:15  <Tron> there are 2 trying to enter the station
08:25:22  <Tron> the earlier one is broken
08:25:32  <peter1138> 0x5070?
08:25:52  <peter1138> hmm
08:28:20  <peter1138> //we have arrived at the correct station
08:28:22  <peter1138> ClearSlot(v);
08:29:11  <peter1138> oh, that's an incorrect comment :/
08:30:14  <Tron> hm, the slot of vehicle 7 expires _while it is entering the bus stop_
08:30:25  <Tron> dbg: Multistop: Slot expired for vehicle 7 (index 1356) at stop 0x5070
08:30:25  <Tron> dbg: Multistop: Clearing slot at 0x5070 by vehicle 7
08:30:25  <Tron> dbg: Multistop: Attempting to obtain a slot for vehicle 7 (index 1356) at station 91 (0x5070)
08:30:37  <Tron> luckily it gets the same road stop again
08:31:03  <peter1138> it gets the slot again on the next tick?
08:31:40  <peter1138> oh, could even be the same slot...
08:31:41  <peter1138> ahh
08:31:47  <peter1138> hmm
08:31:51  <peter1138> tick i mean
08:32:55  <peter1138> ...
08:33:09  <peter1138> why does it change the slot age even if there's no slot?
08:40:39  <Tron> interesting question, locally i swaped those two clauses
08:41:03  <peter1138> it probably doesn't actually affect anything
08:41:19  <peter1138> but i think clearing a slot when it's entering is bad
08:45:25  <Tron> the slot of vehicle 5 expires, too, before its in the loading bay
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09:00:02  <stillunknown> peter1138: are you here?
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09:11:54  <peter1138> bah
09:12:03  <peter1138> i need sausages, bacon and white bread
09:12:09  <guru3> ^^
09:12:42  <peter1138> hmm, that game in 1979
09:12:46  <peter1138> trundworth is now massive
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09:13:41  <peter1138> (it also hasn't crashed yet)
09:13:55  <peter1138> ((so maybe it's user interaction related))
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09:28:10  <stillunknown> i've run into something strange: it boils down to this: (speed_ma*speed_ma*constant) / (1000*10*10) doesn't produce the same result as (speed*speed*constant) / (1000)
09:28:26  <stillunknown> when speed_ma is a factor ten larger then speed
09:29:22  <Tron> exactly 10?
09:29:30  <Tron> or +-9?
09:29:52  <stillunknown> speed_ma is in m/s ^-1
09:29:57  <stillunknown> so it's more precise
09:31:09  <peter1138> 10^-1
09:31:11  <peter1138> heh
09:31:36  <stillunknown> is that funny?
09:31:52  <stillunknown> int speed = (v->cur_speed * 5 / 9 + 1) >> 1;
09:32:03  <stillunknown> int speed_ma = ((v->cur_speed * multiplyfactor * 5 / 9 + 1 * multiplyfactor)) >> 1;
09:32:18  <stillunknown> this works fine (i use fprintf to stderr to check some thing)
09:32:41  <stillunknown> force_airdrag = (speed_ma * speed_ma * drag_coeff) / (1000 * multiplyfactor*multiplyfactor);
09:33:11  <stillunknown> this produces results much to small
09:33:50  <stillunknown> and with a bigger multiply factor than 10 (let's say a 100) it will become -100<force_airdrag<100
09:34:09  <stillunknown> strange thing is, for safety force_airdrag is int64
09:34:25  <stillunknown> so i would find an overflow strange
09:34:44  <peter1138> what value is drag_coeff?
09:35:06  <stillunknown> the train i tested with had a drag_coeff of 1700
09:35:54  <Tron> v->cur_speed * multiplyfactor * 5 / 9 <--- INTEGER ARITHMETHICS
09:36:23  <Tron> x * 10 / 9 / 10 != x / 9
09:36:42  <stillunknown> shouldn't a bigger number devided be more accurate?
09:37:15  <stillunknown> just assume the speed calculations work
09:37:20  <stillunknown> they do, that i know
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09:37:39  <stillunknown> speed=240 for example and speed_ma=2402
09:39:45  <Vornicus> sure, but if the bigger number adds additional data, it can change the way it acts later down the line.
09:40:09  <peter1138> i think that's the point
09:40:21  <peter1138> it shouldn't be wildly out though
09:40:33  <stillunknown> in my test case (speed_ma * speed_ma * drag_coeff) was about 9.8*10^9 which should be in the range of int64
09:40:39  <Vornicus> since division is flooring.
09:41:35  <stillunknown> the end result shouldn't be a factor 9 too small
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09:44:15  <stillunknown> tried a multiply factor of 5 and it works, i don't understand why it overflows
09:45:30  <Tron> print the whole line, please
09:45:42  <Tron> with the declaration of the variables
09:46:15  <stillunknown> int multiplyfactor = 5;
09:46:23  <stillunknown> int speed_ma = ((v->cur_speed * multiplyfactor * 5 / 9 + 1 * multiplyfactor)) >> 1;
09:46:44  <stillunknown> force_airdrag = (speed_ma * speed_ma * drag_coeff) / (1000 * multiplyfactor*multiplyfactor);
09:47:10  <Tron> where's that int64 you're talking about?
09:47:35  <stillunknown> int64 force_airdrag = 0;
09:47:37  <stillunknown> forgot that
09:47:44  <Tron> and a  hint: int [*+/-] int = int
09:47:56  <TSC> But if cur_speed and multiplyfactor and ints, the calculation will be done with an int
09:48:01  <TSC> s/and/are
09:48:03  <Tron> that's the point
09:48:08  <Qball> just wanted to say that.
09:48:28  <stillunknown> can i force to treat them as int64?
09:48:40  <Tron> just the assignment (=) converts the int result to int64
09:48:51  <TSC> Cast v->cur_speed to int64
09:49:04  <TSC> (int64) v->cur_speed * mult...
09:49:16  <peter1138> boo to casts
09:50:07  <stillunknown> so if you put (int64) before a variable it will be treated as an int64, but only there?
09:50:19  <TSC> The *value* will be converted to an int64
09:50:22  <TSC> Not the variable
09:50:35  <stillunknown> why the boo from peter?
09:50:49  * Vornicus still wonders why you're so enamored with ints and fixed point here.  Floating point division and multiplication are actually faster than their integer counterparts.
09:51:04  <TSC> Casts can be dangerous if you're not careful
09:51:21  <stillunknown> clarify if you can
09:51:26  <Qball> Vornicus: depends on the cpu
09:51:39  <Tron> Vornicus: you CANNOT use floating point for _any_ game state influencing calculations in ottd
09:52:28  <Vornicus> i see
09:52:32  <Vornicus> well, okay.
09:54:14  <Tron> but i fail to see the point why you would need values beyond 10^9 for speed calculations
09:54:34  <Vornicus> I am still confused by what this thing is supposed to be doing; if it's a more realistic physics simulator, why not convert all the units to whatever openttd uses internally (frames, pixels or what-have-you)?
09:54:58  <stillunknown> for that i know too little of the game
09:55:16  <stillunknown> i'm just trying to remove a few weak points of a very nice patch (imo)
09:55:35  <Qball> it sounds fancy: We use 64bit precision speed accelration
09:55:57  <TSC> It doesn't seem very precise from this discussion (:
09:56:45  <Qball> offcourse it aint.
09:57:26  <stillunknown> what i tried to do, is to conversion from internal units to m/s more accurate than a whole m/s
09:57:28  <stillunknown> which is a lot
09:57:53  <Qball> but it's 'nice' to support 9223372036854775808 different speeds
09:58:46  <stillunknown> all the calulations are done with SI units and the source numbers were inaccurate
09:58:56  <Tron> use uint64 and you even have 18446744073709551616 different speeds
09:59:15  <Tron> SI like _kilograms_?
09:59:50  <gradator> International System :p
10:00:23  <stillunknown> kg, newtons, m/s, etc
10:00:26  <Tron> it's pretty pointless to use kilograms for the vehicle mass
10:00:38  <Tron> that alone is a factor of 1000
10:01:10  <Qball> well if you do it in kg, you can take the weight of the driver in account
10:01:11  <gradator> http://en.wikipedia.org/wiki/SI
10:01:13  <Qball> and the passengers
10:02:12  <Tron> gradator: we know what SI units are
10:04:55  <peter1138> stillunknown: (m/s * m/s * drag_coeff) / 1000 == (km/h * km/h * drag_coeff) / 12960
10:07:58  <Qball> hmmm
10:08:17  <stillunknown> that leaves the question, how do i get kmh out of openttd
10:10:07  <peter1138> oh, it's mph
10:10:08  <peter1138> well
10:10:15  <peter1138> the existing acceleration converts to kmh
10:10:15  <peter1138> but
10:10:43  <Vornicus> actually your best bet is to use whatever it uses internally and only use one magic number per formula.
10:10:58  <peter1138> Vornicus: yeah
10:11:01  <peter1138> hence the but
10:11:48  <stillunknown> is there a wiki entry with speed related things, like conversion factors?
10:12:00  <peter1138> so
10:12:11  <stillunknown> magic numbers are far from transparant
10:12:15  <peter1138> (mph * mph * drag_coeff) / 5004
10:12:30  <Vornicus> they're far from transparent, but you only have to get them right once.
10:12:47  <stillunknown> finetuning later on will be a bitch
10:12:57  <peter1138> 5004 = 1000 * 2.2369363^2
10:13:52  <stillunknown> what i'd like to know is: what kind of strange unit is used for internal speed
10:15:45  <peter1138> fpr trains, it's mph
10:16:06  <peter1138> *for
10:16:42  <stillunknown> for trucks it was 1/2*mph?
10:17:32  <peter1138> i think so
10:17:45  <stillunknown> and airplanes was even stranger
10:18:43  <stillunknown> are there intentions of rectifying all these issues?
10:20:13  <stillunknown> what is the 2.2369363 factor?
10:20:29  <peter1138> mph -> m/s
10:21:14  <peter1138> units is a great program ;)
10:21:17  <peter1138> You have: mile/hour
10:21:17  <peter1138> You want: metre/second
10:21:20  <peter1138>         * 0.44704
10:21:20  <peter1138>         / 2.2369363
10:22:50  <stillunknown> how much work would it be (guesstimate) to convert everything in the game to m/s and get rid of those strange ratios between vehicles?
10:23:12  <peter1138> that would leave the resolution issue
10:23:31  <peter1138> and m/s*10^-1 is a strange unit
10:24:14  <Tron> meters per decasecond?
10:24:46  <stillunknown> dm/s
10:25:08  <Tron> decimeters works, too
10:25:30  <peter1138> for rvs, it outputs max_speed * 10 / 32
10:25:51  <peter1138> s/outputs/displays/
10:25:55  <stillunknown> int speed_mph = (v->cur_speed);
10:25:59  <stillunknown> is this right?
10:26:06  <peter1138> for trains, yes
10:27:40  <peter1138> max road vehicle speed is 79 mph?
10:28:03  <stillunknown> looking at me?
10:28:05  <peter1138> the internal speed for rvs is 2 * km/h then
10:28:37  <peter1138> newgrf specs'll tell me, heh
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10:30:23  <peter1138> hmmm
10:30:25  <peter1138> max speed is in kmh
10:30:28  <peter1138> for trains
10:30:37  <peter1138> but current speed is in mph?
10:30:39  <peter1138> huh?
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10:31:24  <stillunknown> a genuine mess
10:32:20  <peter1138> mind you
10:32:50  <peter1138> is that how it was original, or just how "realistic" accel works...
10:33:31  <peter1138> if (v->cur_speed > v->max_speed)
10:33:36  <peter1138> o_O
10:34:21  <stillunknown> cur_speed is in km/h
10:34:27  <stillunknown> i just found out
10:34:42  <peter1138> ····SetDParam(0, rvi->max_speed * 10 >> 4);
10:34:44  <peter1138> yes
10:34:59  <peter1138> so why does realistic accel convert it from mph to kmh
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10:36:00  <peter1138> Tron: that game is at 1985 now and still no crash
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10:37:45  <stillunknown> you mean the realistic accel in the trunk?
10:37:50  <peter1138> yes
10:37:52  <peter1138> not physics accel
10:38:18  <peter1138> we should leave it in kmh, even in setdparam
10:38:26  <peter1138> and have the units system convert from kmh to mph
10:38:51  <peter1138> kmh gives the best resolution out of mph, kmh & m/s
10:38:52  <Tron> %p7zip
10:38:53  <Tron> /usr/local/bin/p7zip: compressed data not written to a terminal.
10:38:53  <Tron> For help, type: /usr/local/bin/p7zip -h
10:38:53  <Tron> %p7zip -h
10:38:53  <Tron> Usage: /usr/local/bin/p7zip [-d] [-h|--help] [file]
10:39:01  <peter1138> helpful
10:39:17  <Tron> i'm impressed that there is less informative documentation than gnu documentation
10:39:39  <peter1138> removing the mph/kmh conversion makes my trains struggle more
10:40:05  <stillunknown> struggle as in getting the last few few % towards max speed?
10:40:09  <peter1138> yes
10:40:34  <peter1138> which is desirable. i'm running 540t trains on 2200hp
10:41:09  <stillunknown> basicly realistic accel was very unrealistic?
10:42:19  <peter1138> yeah
10:42:33  <peter1138> with the conversion in, my 2200hp trains easily get to 80mph
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10:43:14  <stillunknown> but realistic accel is a bunch of magic numbers that make no sense iirc
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10:47:03  <peter1138> ok
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10:47:17  * peter1138 patchifies
10:47:34  <peter1138> ship speed appears to be kmh * 2 too
10:47:43  <peter1138> (and nfo confirms it)
10:47:46  <Qball> consistency? impossible
10:48:03  <peter1138> basically i am now removing all the kmh -> mph conversions in the gui code
10:48:08  <peter1138> to put them in the units code
10:48:49  <peter1138> however
10:48:59  <peter1138> aircraft are mph * 8
10:49:07  <peter1138> so...
10:49:10  <peter1138> trains: kmh
10:49:15  <peter1138> road vehicles: kmh * 2
10:49:19  <peter1138> ships: kmh * 2
10:49:23  <peter1138> aircraft: mph * 8
10:49:23  <peter1138> o_O
10:52:46  <peter1138> o_O
10:52:55  <peter1138> speed / 16 * 10 is done for bridges
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10:54:39  <stillunknown> i would probably turn everything into kmh instead of making stupid conversions
10:54:53  <stillunknown> (make them real speed)
10:54:54  <peter1138> for now, i'm changing the display code to leave it in kmh
10:56:17  <peter1138> (means i need to convert from mph to kmh for aircraft)
10:57:25  <stillunknown> the m/s per second are up to "2 decimals" accurate
10:58:03  <stillunknown> i compared the kmh and the improved m/s and it was all wrong
10:58:12  <peter1138> oddly the nfo spec says "mph * 1.6" and "mph * 3.2"
10:58:31  <stillunknown> turned out to be a +1 factor which was unneeded for more accurate results
10:58:33  <peter1138> not kmh
10:58:37  <stillunknown> that seems wrong
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11:01:16  <stillunknown> maybe it's time for important devs to take a vote on what path to take, because this strange combination of mph and kmh seems strange
11:01:40  <stillunknown> *mph and kmh is a problem
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11:04:00  <SpComb> kmh!
11:04:14  <SpComb> or preferrably use m/s
11:04:42  <peter1138> we can't use m/s
11:05:25  <stillunknown> too inaccurate
11:05:44  <Qball> m/s is kinda useless in this game
11:06:00  <Qball> you don't have "meter" accuricy
11:06:05  <stillunknown> but kmh would make sense
11:07:46  <Qball> or mph but not mixed
11:08:34  <stillunknown> kmh are bigger numbers
11:08:42  <stillunknown> with integers that's not a bad idea
11:09:16  <Qball> still I doubt if that "accuracie (or how to write it)" is visible in ttd.
11:09:30  <peter1138> with mph/kmh, not relaly
11:09:32  <peter1138> with m/s, yes
11:09:42  <peter1138> in things like max speed calcs
11:09:43  <SpComb> use cm/y
11:09:49  <peter1138> heh
11:09:57  <SpComb> and take leap years into account
11:10:03  <SpComb> on those the vehicles move slower
11:10:04  <Pixelz> why can't you use m/s?
11:11:29  <stillunknown> 1 m/s is 3.6 km/h, that means a maximum fault of 1.8 km/h
11:11:35  <stillunknown> which is too much
11:12:21  <stillunknown> dm/s or cm/s is overkill 99% of the time
11:14:18  <stillunknown> there is still one thing that is very unrealistic, the breaking at stations
11:14:35  <stillunknown> a train should decrease speed in advance
11:14:47  <Pixelz> they do
11:15:28  <Pixelz> that's why you build long entrances or the train ends up breaking in the middle of the entry signals
11:15:45  <stillunknown> but a maglev@400 km/h can't slow down to a fraction of it's speed in a few meters
11:15:54  <michi_cc> any dev here that can take a look at http://bugs.openttd.org/task/105 ?
11:16:02  <Pixelz> well, that's true
11:16:36  <Pixelz> I don't really understand that 1.8 km/h maximun fault by the way
11:16:40  <Pixelz> but I guess it's correct :p
11:18:10  <stillunknown> speed calculations are integers
11:18:27  <stillunknown> if the results is 39.40, then it will become 39
11:18:57  <stillunknown> if you pick a scale where every unit represents a larger speed difference
11:19:04  <stillunknown> then the accuracy will drop
11:19:05  <Pixelz> hmm well it's not like the world is in 1:1 scale anyway so the "correct" speed is really in the eye of the beholder
11:19:31  <michi_cc> Celestar: might be something for you: http://bugs.openttd.org/task/105
11:19:58  <stillunknown> true, but inaccuracy can always be added later if needed :-)
11:20:17  <peter1138> it's not a case of inaccuracy, it's a case of resolution
11:21:42  <stillunknown> was there anything else besides max speed issues wrong with those physics patches?
11:23:04  <stillunknown> (i think i've done as much as possible for the train bit)
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11:35:35  <chu_> hi
11:36:04  <chu_> is there a native german speaker? i need some help with translations
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11:41:19  <tokai|noir> Cheery: ask
11:41:38  <tokai|noir> chu_ even:)
11:43:42  <chu_> (i'll speak german to discuss the german translation)
11:44:02  <chu_> "Electrified Railway Construction" wird im menue zur auswahl der bauoptionen verwendet
11:44:22  <chu_> die anderen lauten "Eisenbahnbau", "Monorailbau" und so
11:44:36  <chu_> "Elektrischeeisenbahnbau" ist aber irgendwie ziemlich haesslich
11:45:02  <tokai|noir> ja
11:45:12  <chu_> aber es soll ja auch irgendwie aehnlich aussehen
11:45:27  <chu_> beim hafen steht "Hafenanlage bauen"
11:45:41  <chu_> ob ich das im eisenbahnmenue umbaue zu "Eisenbahn bauen"
11:45:54  <tokai|noir> würde ich so machen, ja.
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11:47:18  <chu_> ok. das war's schon. back to english
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11:53:34  <stillunknown> int speed = ((int)v->cur_speed + (v->u.road.overtaking != 0 ? 1 : 0)) * 1000 / 72 + ((((int)v->subspeed * 1000 / 9216) + 1) >> 1);
11:53:59  <stillunknown> anyone have a clue what this all means?
11:55:04  <stillunknown> what is subspeed and what does overtaking have to do with speed?
11:55:13  <stillunknown> (it's about roadvehicles)
11:55:30  <SimonRC> vehicles go a bit faster if the're overtaking
11:55:44  <stillunknown> but doesn't that change cur_speed?
11:55:50  <Noldo> no
11:55:56  <TSC> Why is it shifted right?
11:56:14  <SimonRC> to divide by 2
11:56:21  <TSC> That's shocking
11:56:24  <TSC> What about "/ 2"?
11:56:28  <Noldo> TSC: the author thinks it cool to use sift in place of /2
11:56:29  <SimonRC> sodomy non sapiens
11:56:38  <SimonRC> ("buggered if I know")
11:56:39  <stillunknown> what is subspeed?
11:56:58  <SimonRC> I assume this was just copied from the original game.
11:57:40  <SimonRC> For example WTF is 9216?
11:57:57  <Noldo> magic number
11:58:59  <peter1138> 9216 isn't in trunk
11:58:59  <chu_> MiHaMiX: Fatal error: Call to undefined function: htmlcode_to_iso8859_1() in /var/www/openttd.rulez.org/langcheck/src/modules/editstrs.php on line 184
11:59:08  <SimonRC> its 1024 * 9
11:59:58  <SimonRC> i.e. 2^10 * 3^2
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12:01:46  <stillunknown> does someone know what subspeed is?
12:04:29  <CIA-5> peter1138 * r4322 /trunk/ (7 files):
12:04:29  <CIA-5> - Codechange: Remove conversion of kmh to mph from gui code to within the units
12:04:29  <CIA-5> conversion system, in string.c. This means displaying kmh requires no
12:04:29  <CIA-5> conversion, instead of being convert from kmh to mph, and then back to kmh
12:04:29  <CIA-5> again.
12:04:41  <peter1138> *converted o_O
12:07:19  * stillunknown broke a train speed record a while back, a 10 part maglev train with a capacity of 40 people reached 920 km/h
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12:10:27  <stillunknown> woohoo 1100 km/h, takes long to get there and a bit uneconomic :-)
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12:17:10  <stillunknown> should a group of locs (about 55000 hp) at a weight of 600t be able to exceed 700 km/h on the long run?
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12:18:01  <peter1138> depends on their gearing, heh
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12:29:56  <stillunknown> still here peter1138?
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12:38:36  <izhirahider> You might think I'm crazy, but I've been playing for quite a while now, without music, and all of a sudden, music starts!
12:39:39  *** Sacro [i=Ben@adsl-83-100-198-101.karoo.KCOM.COM] has joined #openttd
12:41:16  <izhirahider> I have no idea how to debug this
12:44:54  <stillunknown> maybe get the sourcecode, find what triggers music to play and do a search trough the entire codebase?
12:45:30  *** DjViper [i=djviper@mishima-empire.h-nett.no] has quit ["Client Exiting"]
12:45:36  <izhirahider> yes, I'm using svn
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12:46:18  <izhirahider> the music just pops up after minutes or hours after I start the game. Before, it's as if the .gm files weren't even there
12:46:43  <izhirahider> Since no one else seems to have this problem, I guess it's a config problem of my system
12:50:29  <Zr40> izhirahider: does that always happen with the same track?
12:54:03  *** Alltaken [n=chatzill@blender/artist/allTaken] has joined #openttd
12:55:38  <Vornicus> gasp.  it is Alltaken.
12:56:10  <Sacro> izhirahider: what os?
12:56:14  <ThePizzaKing> it is :o
12:56:29  <Alltaken> hi
12:57:06  <ThePizzaKing> hi Alltaken
13:01:02  <Sacro> hello Alltaken
13:01:08  <Alltaken> hello everyone
13:03:10  *** jerome_ [n=jerome@124-198.1-85.cust.bluewin.ch] has quit ["Ex-Chat"]
13:03:12  <ThePizzaKing> anyway, goodnight
13:03:22  *** ThePizzaKing [n=thepizza@c211-28-155-182.eburwd2.vic.optusnet.com.au] has quit ["Don't worry, I'll be back tomorrow to annoy you then :)"]
13:05:55  <izhirahider> Sacro: Linux
13:06:55  <izhirahider> Zr40: Even though I have *.gm in the gm/ directory, at start, the jukebox scrolls through all as if I didn't have any. After an undisclosed ammount of minutes the music just starts up all of a sudden
13:07:21  <Zr40> hmm
13:07:47  <Zr40> openttd-linux used timidity for music, right?
13:08:07  <gradator> right
13:08:26  <Zr40> it looks like timidity's got a problem and quits just as it is started
13:08:40  <valhallasw> maley321 just joined the #openttdcoop sandbox ;(
13:08:57  <Zr40> izhirahider: once it starts playing, does it keep playing or does it stop after some time again?
13:09:05  <Zr40> valhallasw: who's maley321?
13:09:50  <izhirahider> Zr40: when it starts playing it's ok, it doesn't stop. It works as it should
13:10:04  <Zr40> do you happen to use KDE?
13:10:10  <valhallasw> Zr40: THE maley
13:10:18  <Zr40> valhallasw: who is?
13:10:28  <valhallasw> do you ever look at the forums? :P
13:10:33  <Zr40> not really :)
13:10:38  <izhirahider> Zr40: Gnome
13:10:40  <Zr40> well... once or twice
13:10:41  <Alltaken> could people with Acrobat please test if FDF's work for me.  if you could fill out this incomplete form and send the results to me it would be great. http://doug.mudpuddle.co.nz/files/testform1.pdf just stick anything in any field you want. tell me if it was hard or not.
13:10:53  <Zr40> izhirahider: hmm, so it's not aRts waiting some time to shut down
13:10:55  <izhirahider> Zr40: do you think it might be the sound server?
13:10:59  <valhallasw> er, maley123 is his name :p
13:11:18  <Zr40> izhirahider: sound server? are you using one?
13:11:19  <SpComb> hmm
13:11:31  <SpComb> maley123?
13:11:39  <Sacro> noooooooooooooooooooooooooooooooooooooooooooo
13:11:40  <izhirahider> I don't think so. If that was the case, I wouldn't have in-game sound, which I have fine
13:11:44  <SpComb> ah
13:12:34  <Zr40> izhirahider: when it happens again, try running 'timidity gm/gm_tt01.gm' and look for errors
13:12:38  <Sacro> is timidity configured correctly?
13:12:54  <Zr40> Sacro: then it wouldn't start working all of a sudden, I'd imagine
13:13:25  <Sacro> Zr40: true, it might be that somethings stealing its output though
13:13:34  <Zr40> yeah
13:13:43  <Zr40> maybe openttd itself, as sound is working
13:13:56  <Zr40> but that doesn't explain the 'suddenly working' part
13:14:07  <Sacro> izhirahider: timidity -iA -Os
13:14:34  <Sacro> should run it, and then start openttd in another term and watch the timidity output for messages
13:15:31  <Zr40> timidity doesn't need to be started before running
13:15:41  <Zr40> at least it didn't need to when I was running linux a year ago
13:15:51  <Zr40> openttd starts timidity by itself
13:17:02  <Sacro> i run it as a daemon normally, so i can use rosegarden
13:17:55  <Zr40> if you do that, timidity registers a virtual MIDI port with ALSA
13:18:00  <Zr40> which rosegarden will use
13:18:32  <Zr40> but openttd doesn't use ALSA for MIDI, but instead runs an external player (timidity by default, but pmidi could also work)
13:18:54  <Sacro> hmmm
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13:26:46  <izhirahider> I have to run timidity with -Os to use ALSA, since it by default looks for Esd
13:29:16  <Sacro> izhirahider: perhaps thats why its failing
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13:31:39  <izhirahider> Ok, after I left the game, I get several messages:
13:31:46  <izhirahider> extmidi: set volume not implemented
13:31:51  <izhirahider> extmidi: set volume not implemented
13:31:52  <izhirahider> ...
13:32:32  <Sacro> that doesnt seem to be a big problem
13:32:50  <izhirahider> Sacro: timidity -iA -Os gives: Requested buffer size 32768, fragment size 8192
13:33:08  <izhirahider> ALSA pcm 'default' set buffer size 60208, period size 3760 bytes
13:33:08  <CIA-5> tron * r4323 /trunk/station_cmd.c:
13:33:08  <CIA-5> -Regression: Clear the slot assignments of all vehicles heading twoards a road stop if that road stop gets removed
13:33:08  <CIA-5> This issue was fixed in r2210 and reintroduced in r4259 when the multistop handling was overhauled.
13:33:14  <Sacro> izhirahider: seems ok
13:33:19  <izhirahider> TiMidity starting in ALSA server mode
13:33:32  <izhirahider> Opening sequencer port: 128:0 128:1 128:2 128:3
13:34:28  * peter1138 hmms at houses
13:34:34  <peter1138> Reception 4: 6'2 x 4'10
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13:38:43  <izhirahider> ah ha, timidity when I start it after boot doesn't work properly
13:39:00  <izhirahider> timidity svn/openttd/gm/gm_tt00.gm
13:39:08  <izhirahider> esd: No such file or directory
13:39:21  <izhirahider> Couldn't open Enlightened sound daemon (`e')
13:39:35  <izhirahider> I guess I have to configure timidity to use Alsa somewhere
13:40:05  <yanek> Hey guys! What is status of PBS ? I don't see it in trunk. pbs-branch crashing :/
13:40:39  <KUDr> :) PBS is waiting for YAPF
13:40:45  <KUDr> YAPF is in progress
13:41:06  <KUDr> PBS branch is not for playing
13:41:13  <Noldo> KUDr: do you have some design documents?
13:41:18  <yanek> and YAPF is waiting for XYZ and XYZ is waiting for PBS, yes, i know ;-)
13:41:39  <KUDr> Noldo: no
13:42:02  <KUDr> now i am debugging first yapf model
13:42:18  <KUDr> it works, but still not perfect
13:42:34  <KUDr> more like Dijkstra than A*
13:42:43  <Noldo> what are you changing from npf?
13:42:50  <KUDr> nothing
13:43:14  <KUDr> yapf is completelly new - same alg, different (faster) implementation
13:46:06  <Noldo> what was slow about npf implementation?
13:46:50  <KUDr> 1) flexibility and modularity goes against performance
13:47:03  <KUDr> 2) no optimizations possible
13:47:28  <KUDr>   - without breaking frexibility
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13:48:11  <Noldo> can you give some specific example?
13:48:25  <KUDr> all the modularity was used at run-time. not at compile time
13:48:49  <KUDr> all the function pointers for example
13:48:59  <KUDr> no inlining possible in this case
13:49:08  <KUDr> compiler can do nothing
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13:49:21  <KUDr> FollowTrac() and Cost() is per tile
13:49:25  <KUDr> not per segment
13:49:27  <KUDr> and so on
13:49:56  <peter1138> damn, aircraft speeds are down by 1
13:50:04  <CIA-5> tron * r4324 /trunk/ (station.h station_cmd.c): Remove the unused road stop type attribute from struct RoadStop
13:50:09  <KUDr> it causes many many function calls via pointers to pointers to function pointers
13:50:13  <KUDr> and so
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13:52:27  <valhallasw> sigh
13:52:42  <izhirahider> Ok,  I got it, it's timidity that wants to use Esd by all means instead of Alsa. Does any of you know how to configure timidity using a dotfile?
13:52:42  <valhallasw> what is so hard about understanding you are not supposed to guess a password
13:55:10  <Sacro> izhirahider: http://www.die.net/doc/linux/man/man5/timidity.cfg.5.html
13:58:23  <CIA-5> tron * r4325 /trunk/station_cmd.c:
13:58:23  <CIA-5> When updating the vehicle count for road stops after load use the slot pointer
13:58:23  <CIA-5> of the vehicle instead of recalculating the road stop using the destination tile
13:58:23  <CIA-5> of the vehicle. Apart from being more simple this could prevent a inconsistency
13:58:23  <CIA-5> of slot information in the edge case when the destination tile isn't the tile of
13:58:24  <CIA-5> the assigned slot.
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14:14:43  <izhirahider> Is CIA-5 some sort of bot?
14:14:59  *** copperc0re [n=copperco@dpc691921212.direcpc.com] has joined #openttd
14:15:02  <glx> yes it is
14:18:42  <CIA-5> tron * r4326 /trunk/roadveh_cmd.c: Only reduce the slot age of a vehicle if it has a slot assigned
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14:26:41  <Tobin> Alltaken: I don't know how much you care but you can't use the submit button of your PDF form in Preview.app under MacOS X. It might work in Acrobat Reader though.
14:27:05  <Alltaken> Tobin:  ah true... :(
14:27:38  <Alltaken> i wonder if i can convert PDFs to html easily :P
14:28:17  <Tobin> I really dislike PDF forms when they're not going to be printed out an physically delivered. They only ever seem to work under Windows.
14:28:30  <BurtyB> depends how it was created
14:29:56  <Tobin> Alltaken: Do you really need to be able to cite people by name, btw? In all the studies I've been part of each participant has been given a pseudonym.
14:30:37  *** copperc0re is now known as coppercore
14:31:00  <Tobin> Heh, I can actually click the submit button and it highlights. It just doesn't do anything.
14:31:02  <Alltaken> Tobin:  as in "person A"
14:31:40  <Alltaken> tobin i'll find out on monday, but AFAIK i need to credit them in the bibliography.
14:31:54  <Tobin> Alltaken: You usually get an actual name. I usually ask to be called "Greg".
14:32:26  <Alltaken> well i am sure i can do that. i'll find out though.
14:32:44  <Alltaken> the info only gets shown to the lecturers anyway so its not a hueg prvicy risk
14:32:53  <Tobin> It's up to your faculty of course, but in scientific studies it has to be anonymised to get get approval from the ethics committee.
14:33:23  <Tobin> A design faculty is less likely to care about ethics though. :P
14:33:37  * Tobin hides from nearby design students
14:36:29  <Alltaken> well we have different ethics
14:36:59  <Alltaken> we also have different research methods.  our research methods are qualitative, and not quantitative.
14:37:19  <Alltaken> the researcher is a hug part of design research, and is allowed to be an influence.
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14:38:18  <DjViper> hi Alltaken
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14:40:57  <Sacro> hmm, iev got a factory with 11% transported goods, even though noones taking them
14:41:11  *** e1ko_AfK is now known as e1ko
14:41:26  <Noldo> Alltaken: what do you mean by that?
14:42:36  <Alltaken> Noldo Design research involves a lot of concepting and reflection from the researcher
14:42:51  <Alltaken> the designer tells the people ideas as sollutions to previous problems.
14:47:26  <Noldo> so it's all about how someone feels you've done
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15:00:42  <Alltaken> Noldo:  its about getting the info we "need" quickly, and not getting lots of info we don't really have a use for
15:01:12  <Alltaken> so the designer needs to direct the gathering of info in a non-scientific way, since we are not looking at every single factor.
15:01:32  <Alltaken> but yeah i must go to bed.
15:01:38  <Alltaken> see ya everyone.
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15:01:47  <Sacro> is there a setting for stations to not collect things until a pickup arrives?
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15:03:22  <Tobin> Sacro: Yes, isn't it on by default?
15:03:35  <Sacro> Tobin: thought so, this server must have it off
15:03:49  <Tobin> That's weird.
15:03:56  <Tobin> Why would someone turn that off?
15:04:00  <Sacro> Deliver cargo to a station only when there is a demand = off
15:04:03  <Sacro> no idae
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15:04:43  <Sacro> this setup is almost like a co-op design
15:04:45  <Kalpa> If they are purists!
15:05:58  <Tobin> Purists? Not delivering cargo unless there is transport available is more prototypical.
15:06:05  <Tobin> Anyway, bed time for me.
15:06:08  <Tobin> Night people.
15:06:12  <Sacro> night Tobin
15:06:24  <Kalpa> That functionality was not in original ttd
15:06:43  <Sacro> grr, and why do trains like to use the northenmost platforms
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15:37:21  <test_> hey guys
15:37:51  <Sacro> hey test_
15:39:33  * Vornicus coats the universe in bling.
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15:42:15  <test_> I was checking the nightly build 4317 and was checking the fixes made in the SVN, do you know why 4317 is still vulnerable to the bugs I reported (and seems fixed)?
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15:42:51  <Noldo> yes, someone messed up
15:43:18  <Noldo> or they have been fixed after that nightly
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15:43:42  <test_> I saw the comment in the fix of 3 or more days ago
15:44:05  <test_> but the nightly build downloaded now has the bugs
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15:46:51  <test_> the bugs about I refer are the UDP disconnection (clients affected only) and the garbage problem which leads to the sprite error on the server
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15:50:44  <davehope> Been playing openttd on and off for the past year or two (and played tt & ttd when they came out) but am having some sound porblems in Linux (Ubuntu Dapper, amd64) basically, I get no sound. I've installed timidity etc and have tried launching specifying sdl or extmidi as the sound/music drivers with no luck. I BELIEVE it may because I have two soundcards (onboard, and a real soundcard). Is there a way of telling openttd which card to use ?
15:52:23  <Noldo> try telling it to the sdl
15:54:37  <davehope> Noldo: Thanks, but already tried that. Still no sound. :/
15:55:11  <dst_> davehope: have you set the SDL_PATH_DSP environment variable?
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15:57:03  <davehope> dst_: I hadn't, no. Will set it and try. Thanks.
15:58:48  <davehope> dst_: Bingo!
15:59:33  * davehope starts digging around for his _old_ saved games.
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16:05:45  * Sacro stretches
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16:24:55  <Eddi|zuHause> hey... why can i not register at flyspray?
16:25:09  <Eddi|zuHause> it displays some weird PHP errors
16:25:21  <Eddi|zuHause> then it says "registration details sent"
16:25:34  <Eddi|zuHause> but they never arrive at my mail adsress
16:25:40  <Eddi|zuHause> *address
16:25:52  <BurtyB> long shot here but maybe they are having problems :p
16:26:30  *** Jaraziah [i=MivaBe@cc66454-a.ensch1.ov.home.nl] has joined #openttd
16:26:44  <Eddi|zuHause> anyway... i have a problem with autoreplace
16:27:08  <Eddi|zuHause> it behaves weird...
16:27:28  <Eddi|zuHause> www.informatik.uni-halle.de/~krause/ottd2.png
16:28:23  <Eddi|zuHause> the top screenshot displays the list when selecting conventional rail
16:28:49  <Eddi|zuHause> emphasis is on the highligted VT-137
16:29:18  <Eddi|zuHause> on the bottom, that is the same window with switched to electric rail
16:29:31  <Eddi|zuHause> the VT-137 disappeared
16:29:59  <Eddi|zuHause> but the details of the VT-98 are now the ones of the VT-137
16:30:05  <Eddi|zuHause> *VT-08
16:30:38  <Eddi|zuHause> appears to be related to the fact that the VT-137 is not available for building anymore
16:31:10  <glx> but if you have one you should be able to replace it
16:31:47  <Eddi|zuHause> this is obviously a bug ;)
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16:32:58  <Eddi|zuHause> might only be a display bug... but i did not test what happens if i chose any replacement there...
16:33:26  <Eddi|zuHause> btw. the empty line on the bottom is selectable, and has the details of the BR150
16:33:41  <glx> really weird :)
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16:39:42  <Eddi|zuHause> hmblgrmz... i have no fast diesel engine :(
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16:51:43  <Jaraziah> Any one know somting about the nigtly and isues?
16:53:44  <Jaraziah> lets re-write that :P any one awake :)
16:54:24  <Sacro> me
16:54:36  <Sacro> to both
16:54:43  <Jaraziah> that makes 2 out of 109 :P
16:55:09  <Sacro> theres usually a few more hanging around
16:59:41  <Sacro> what is it you wanted to know anyway?
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17:03:00  <Jaraziah> i get some weird error wit the curent nigtly :(
17:07:24  <Tron> and now we're supposed to guess what error you get, right?
17:10:34  <Jaraziah> no, i am re doing to see if it was a simple flaw or if it repeats :P
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17:25:24  <Jaraziah> openttd: bridge_map.h:68: GetBridgeRampDirection: Assertion `IsBridgeRamp(t)' failed.
17:27:27  <Sacro> hmm, that one
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17:35:52  <Eddi|zuHause> i think i saw a flyspray entry on that one...
17:36:05  <Eddi|zuHause> might wanna check bugs.openttd.org
17:36:27  <Eddi|zuHause> was some kind of AI problem i believe
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17:41:04  <Jaraziah> easy to test :P lets try wit disabled AI
17:42:24  <Jaraziah> bb dinner time
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17:52:22  <izhirahider> hmmm, openttd just crashed on me and the extmidi didn't died :)
17:54:29  <Eddi|zuHause> damn... i so desperately need PBS... ;(
17:54:38  <KUDr> me too
17:55:02  <Eddi|zuHause> how to turn a head station into a roro without tearing down half the city?
17:55:09  <Sacro> izhirahider: yeah ive had that
17:55:17  <Sacro> izhirahider: killall timidity
17:56:59  <Eddi|zuHause> hey... guys... how about subways/underground stations/customizable tunnels?
17:57:33  <glx> Eddi|zuHause: after new map array :)
17:58:00  <Eddi|zuHause> that would pretty much solve my roro-issue
17:59:20  <izhirahider> If I send a train with Full Charge orders with trucks of Livestock and Grain, it comes back half empty
17:59:51  <izhirahider> actually, it comes back half empty without the trucks
18:00:21  <glx> different cargo in the same train?
18:00:40  <izhirahider> yes
18:00:50  <glx> that's normal
18:01:11  <izhirahider> shouldn't it be full load to full load all cars?
18:02:37  <peter1138> whew
18:02:39  <peter1138> 80 lengths
18:03:35  <glx> izhirahider: in "stations" patch, check the second patch (leave station when any cargo is full, if 'full load')
18:04:00  <glx> if you want to full load your train, it should be off
18:05:34  <izhirahider> where is that patch?
18:08:59  <Eddi|zuHause> in the patch-settings ;)
18:09:46  <Eddi|zuHause> next to the diskette icon... the whatever-that-is-called-in-english-tool-thingie
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18:10:28  <Eddi|zuHause> (Schraubenschlüssel)
18:10:45  <Sacro> Eddi|zuHause: gesundheit
18:10:58  <Eddi|zuHause> ;)
18:11:31  <Eddi|zuHause> oh man... these long vehicles are really huge... they look ugly...
18:13:35  <Sacro> long vehicles?
18:14:05  <peter1138> george's rvs?
18:14:56  <Eddi|zuHause> i believe so, yes
18:15:52  <Eddi|zuHause> makes me want to screw around with the grf and scale them down...
18:17:18  <peter1138> i think george is the only person who likes his scale, heh
18:22:52  <stillunknown> can i ask you something peter?
18:23:11  <stillunknown> peter1138 (in case you rely on triggering)
18:23:19  <peter1138> hm?
18:24:20  <stillunknown> i a short while i will post a modified patch that will apply to trunk, but i won't have time to constantly keep adapting to trunk changes
18:24:24  <stillunknown> *in
18:28:18  <stillunknown> http://www.tt-forums.net/viewtopic.php?p=427617#427617
18:29:04  <stillunknown> @peter1138: if you could have a look at it and if it's mostlty ok, because it will be much easier to maintain if it's in trunk
18:32:42  <stillunknown> from my knowledge from svn every change can be reverted if needed
18:37:02  <izhirahider> To revert to an older svn snapshot, do "svn checkout -r <revision_number> svn://.... " .
18:38:12  <stillunknown> i was talking about something else
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18:43:23  <izhirahider> sorry
18:47:54  <stillunknown> what i meant that a revision in the trunk can be undone
18:48:02  <stillunknown> i think :-)
18:48:12  <Sacro> yeah, it can be reverted
18:48:30  <Sacro> use svn diff after:before, and apply it
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19:16:03  <Sacro> cloaking?
19:16:09  <Sacro> its like star trek
19:16:36  * Sacro imagines a group of klingons marching towards the freenode servers
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19:46:01  <Zr40> cloaking? where?
19:49:16  <Sacro> -lilo- [Global Notice] Hi all. The network is currently not accepting new connections while we work through some cloaking issues. Thanks!
19:57:03  <Noldo> or Plingons
19:57:56  <Sacro> buh?
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20:50:44  <michi_cc> Celestar: ping
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20:53:28  <CIA-5> KUDr * r4327 /branch/yapf/rail.h: {YAPF] Added TRACKDIR_BIT_NONE
20:56:44  <CIA-5> KUDr * r4328 /branch/yapf/yapf/ (7 files in 2 dirs): [YAPF] Added new pathfinder prototype
20:58:20  <Sacro> whoo yapf stuffage
21:01:06  <KUDr> Sacro: not in game yet
21:01:32  <KUDr> only as class + unit test
21:01:38  <KUDr> so it works
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21:01:58  <KUDr> make unittest
21:02:06  <KUDr> and will see
21:03:30  <KUDr> and still not solved problem with OS X 10.4
21:03:48  <Sacro> neither have microsoft
21:04:24  <KUDr> what microsoft?
21:04:27  *** Tron [n=tron@p54A3F713.dip.t-dialin.net] has quit [Read error: 110 (Connection timed out)]
21:09:12  <Eddi|zuHause> microsoft also have not solved their problem with OS X, he meant ;)
21:09:28  <Eddi|zuHause> the problem being, that OS X exists ;)
21:09:42  <KUDr> aha
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21:16:50  <Eddi|zuHause> yay, i am now brand new owner of an inner-city-roro-station ;)
21:17:39  <Maedhros> i seem to be the new owner of a brand-new elrail-related Is IsBridgeRamp(t) assertion :(
21:18:57  <Eddi|zuHause> i do not have that assertion
21:19:22  <Eddi|zuHause> but i have electric-trains-suddenly-getting-0hp-problem
21:19:25  *** SchAmane [n=schamane@p5498CD17.dip.t-dialin.net] has quit ["Ciao"]
21:19:36  <Maedhros> Eddi|zuHause: if you build an elrail bridge, with elrail track underneath it, and then remove the track, do you get it then?
21:19:45  <Maedhros> i also seem to get that occasionally...
21:20:21  <Eddi|zuHause> no
21:21:14  <Eddi|zuHause> sometimes, reversing the train fixes it
21:21:32  <Eddi|zuHause> once it seemed that reversing the train caused it
21:22:49  <Eddi|zuHause> anyway, it is damn annoying
21:23:06  <Eddi|zuHause> because it stops the entire track
21:25:18  <michi_cc> Eddi|zuHause: please post comments and observations about this to http://bugs.openttd.org/task/105
21:25:36  <Eddi|zuHause> i cannot register at flyspray
21:26:07  <michi_cc> what doesn't work?
21:26:44  <Eddi|zuHause> registering ;) ... it says some weird php errors, says that it sends me my details, but the email never arrives
21:27:03  <michi_cc> okay, I got that php error as well, but my email arrived
21:27:27  <Eddi|zuHause> oh... fun... now i got two
21:29:21  <Sacro> missing server?
21:29:44  <Eddi|zuHause> sounds like that bash-thingie ;)
21:29:58  <Eddi|zuHause> "i can ping it, but i have no clue, where it is" ;)
21:30:19  <Sacro> yeah, i quite often have to phone my mobile to remember where i left it
21:30:52  <Maedhros> ah my IsBridgeRamp(t) assertion was either my fault, or fixed in svn recently :)
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21:38:02  <CIA-5> KUDr * r4329 /branch/yapf/yapf/ (7 files in 2 dirs): [YAPF] Minor syntax changes to make VC6 happy + 4 missing files added
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21:39:33  <CIA-5> KUDr * r4330 /branch/yapf/ (46 files in 4 dirs): Sync with trunk (4299:4328)
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21:43:04  <Sacro> does 0.4.7 have elrails?
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21:44:24  <Rubidium> no
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21:52:07  <Sacro> hey tis ThePizzaKing
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21:52:43  <ThePizzaKing> it is :) , hi Sacro
21:54:27  <Sacro> ThePizzaKing: how are you today?
21:54:49  <ThePizzaKing> I'm quite well, and yourself?
21:55:21  <Sacro> im reasonable i suppose
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21:59:59  <Sacro> i wish there was more nightly servers runninng
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22:51:34  <Sacro> that was fun trying to get back on
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23:11:06  <SpComb> hmm
23:13:11  <Sacro> hmm?
23:18:12  <orudge> Freenode does like sending out a lot of global announcements
23:18:32  <Sacro> yeah it does
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23:25:43  <valhallasw> orudge: correction: lilo does :p
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