Log for #openttd on 17th June 2006:
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00:00:13  <KUDr> first i want to spectate there
00:00:28  <KUDr> if it is something interesting for me or not
00:01:04  <Sacro> i think they welcome spectators
00:01:58  <KUDr> long reading on web
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00:10:56  <KUDr> uhh rules seem to be too complicated...
00:11:00  <Sacro> lol
00:11:05  <Sacro> whats the site?
00:11:13  <KUDr>
00:12:12  <Sacro> thanks
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00:22:18  <[Shaman]> I tried openttdcoop before, was fun, though i'm interested in that auto-pause thing :o
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00:22:58  <Sacro> [Shaman]: check Brianettas Auto Pilot
00:23:20  <[Shaman]> @forums?
00:24:04  <Sacro> yep
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00:30:45  <Ihmemies> so, no one tho shove iron bar crosswise to that fagwit's ass?
00:31:14  <Sacro> ?
00:32:41  <Ihmemies>
00:32:46  <Ihmemies> someone might find that amusing, I don't
00:33:04  <Ihmemies> aargh :(
00:33:12  <[Shaman]> o_O
00:33:31  <Ihmemies> priority :P
00:33:59  <Sacro> hmm, thats happened to me before
00:34:58  <Tobin> Hehe.
00:35:13  <Tobin> Soo silly.
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01:01:35  <[Shaman]> Sacro: I'll just write my own one :o
01:01:40  <[Shaman]> gives me something to do
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01:02:32  <Sacro> [Shaman]: true
01:02:47  <[Shaman]> plus it gives me a chance to test the new Mono i compiled 2 days ago
01:02:56  <[Shaman]> took me fooking hours and i haven't even tested it :o
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01:04:02  <[Shaman]> I.. can even add things like votes to it :o
01:04:11  <Sacro> [Shaman]: yeah, ive got mono installed, but ive never used c#
01:04:25  <Sacro> ive been working on PHP mainly
01:04:28  <[Shaman]> Sacro: you should update to 1.1.15 :P
01:04:33  <Sacro> hmm
01:04:34  <[Shaman]> fixes a LOT of .net 2.0 bugs
01:04:54  <[Shaman]> 1.1.13 was latest release afaik, .15 is current svn :o
01:05:04  <[Shaman]> their svn commit number is > 61000 :o
01:06:39  <Sacro> ive got 1.1.15 already
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01:07:35  <[Shaman]> k :)
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01:27:06  <[Shaman]> how odd
01:27:13  <Sacro> what?
01:27:24  <[Shaman]> even when C# is starting ottd (in dedicated mode) with CreateNoWindow set to true
01:27:32  <[Shaman]> Ottd still manages to create a console O_O
01:27:38  <Sacro> lol
01:28:12  <Sacro> 2:30am, bedtime, night
01:28:13  <glx> catch it
01:28:27  <Sacro> glx: ?
01:28:31  <[Shaman]> glx: I'm catching more than that normally should be possible
01:28:33  <[Shaman]> does not work
01:28:36  <Sacro> oh well, night
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01:28:47  <[Shaman]> startInfo.CreateNoWindow = true;
01:28:47  <[Shaman]> startInfo.WindowStyle = ProcessWindowStyle.Hidden;
01:28:58  <[Shaman]> that's twice the 'effort' to hide the process window
01:29:00  <[Shaman]> fails both
01:29:18  <[Shaman]> works on any other program
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01:29:22  <[Shaman]> except Ottd
01:30:03  <glx> but I think you can redirect input and outpu of the console
01:30:08  <[Shaman]> yes
01:30:12  <[Shaman]> but you don't need a console for that
01:30:23  <[Shaman]> i got everything redirected to 'my' console
01:30:28  <[Shaman]> yet the ottd console still exists
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01:36:37  <glx> #ifdef WIN32
01:36:37  <glx> 	// For win32 we need to allocate an console (debug mode does the same)
01:36:37  <glx> 	CreateConsole();
01:36:37  <glx> 	CreateWindowsConsoleThread();
01:36:37  <glx> 	SetConsoleTitle("OpenTTD Dedicated Server");
01:36:38  <glx> #endif
01:36:58  <glx> [Shaman]: you can't prevent the console creation
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02:25:21  <CIA-14> glx * r5291 /trunk/openttd.c: - Fix: '-f' switch is not valid on windows, so don't show it in help
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09:30:53  <Noldo> but it's still not about the number of processes
09:31:30  <[Shaman]> in a way, it is, win32 is incredibly sucky when it comes to having fucktons of processes
09:32:50  <Tron> would you continue this flame elsewhere?
09:33:04  <[Shaman]> Tron: It's not a flame.
09:35:48  <Tron> i don't care what you think it is, do it elsewhere
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09:48:43  <peter1138> -optimize[+|-]     Enables code optimalizations
09:48:48  <peter1138> optimalizations? o_O
09:49:37  <[Shaman]> no excessive error checking perhaps?
09:51:06  <Tron> peter1138: this makes it even better than optimal... oh, wait...
09:53:35  <[Shaman]> odd
09:53:40  <[Shaman]> with latest svn i get a build-error :o
09:54:29  <[Shaman]> .\network.c(394) : error C2065: 'IFREQ' : undeclared identifier
09:54:30  <[Shaman]> BSCMAKE: error BK1506 : cannot open file '.\release\dmusic.sbr': No such file or directory
09:55:02  * [Shaman] attempts again
10:02:15  <[Shaman]> Tron: You happen to know what's causing that network.c error?
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10:12:40  <[Shaman]> this might fix it :o
10:13:55  <[Shaman]> yay, fix.
10:14:19  <[Shaman]> after line 34, this line is 'missing' (It was in MiniIN, but not in trunk o_O) "typedef INTERFACE_INFO IFREQ;"
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10:24:22  <CIA-14> tron * r5293 /trunk/ (network.c network.h network_udp.c):
10:24:22  <CIA-14> -Fix: Not all network interfaces are capable of broadcasting. Don't record those which aren't
10:24:22  <CIA-14> -Fix: Not all networks are /24. Generate proper broadcast addresses for non-/24 nets
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10:27:26  <Wolf01> hi all
10:27:56  <Wolf01> someone can help me to code a feature for ottd?
10:29:13  <SpComb> a bit of detail would probably advance your cause....
10:30:00  <Wolf01> i want to change the behaviour of the transparent hotkey
10:30:38  <Wolf01> i want to make things transparent in different way, like "only trees" "only buildings" etc
10:30:52  <Wolf01> as you can do in rollercoaster tycoon
10:31:42  <Wolf01> but i can't find the code to change
10:32:02  <eleusis> !
10:32:08  <eleusis> sounds good :)
10:32:31  <Tron> grep DO_TRANS_BUILDINGS *.[ch]
10:32:32  <ln-> sounds difficult.
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10:36:17  <Wolf01> do_trans_buildings is for all things that become transparent or for buildings only?
10:37:21  <CIA-14> tron * r5294 /trunk/network_udp.c: -Fix: Plug a memory leak
10:37:35  <hylje> oh cia works again
10:37:41  <anboni> in-game, the option is called 'transparent buildings' which transparents everything.. so i'd guess do_trans_buildings is for everything
10:37:46  <Trenskow^> howcome the game date is sometimes before the start date on some servers?
10:38:55  <Wolf01> tron, i can ask you when you plan to merge in the trunk the magic bridges?
10:39:31  <Tron> i don't know if you can do this, try it, but don't expect an answer
10:40:46  <Wolf01> :)
10:41:22  <Wolf01> do you plan to merge the magic bridges patch in the trunk, before the 0.5.0?
10:43:18  <anboni> Wolf01, i'm guessing his response covers any speculation as well :)
10:43:44  <Wolf01> i think it too
10:44:57  <[Shaman]> yay, prevented it to make a console
10:45:27  <eleusis> hmmm
10:45:38  <eleusis> is there a way of adding AI players in a multiplayer game?
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10:47:52  <Wolf01> ok, i added 2 new voices to the in-game menu, i'm ready to compile the game and see if they appear... but i think i get some compilation errors instead
10:49:35  <[Shaman]> Tron: Got a patch for trunk that 'skips' the console-creation if the -q switch is specified in the command-line args, any chance it can ever get merged into trunk? :o
10:50:28  <Hackykid> hmm, can i have that patch?
10:51:08  <[Shaman]> it's win32 only though, but sure, lemme upload it
10:51:22  <Hackykid> yeah, thats fine
10:51:29  <[Shaman]>
10:51:49  <[Shaman]> it basically 'skip's AllocConsole() in CreateConsole()
10:52:04  <[Shaman]> but still does the rest so it -DOES- allow 'leeching' stdin/stdout
10:52:40  <Wolf01> the -f switch which function has? it opens only the help window, where is listed as "fork into the backgroud (dedicated only)"... what mean fork into the background?
10:53:08  <Hackykid> hmm
10:53:35  <[Shaman]> it's a unix-thing
10:53:51  <ln-> Tron: why can't one build a crossing of regular rail and elrail? (non-elrail would be automatically converted to elrail in that case)
10:53:53  <[Shaman]> not sure what it does, probably for daemon mode
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10:54:30  <Hackykid> its to starting it in the backgrouns :-)
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10:55:03  <Wolf01> is what i needed, but it doesn't work
10:55:29  <Hackykid> well, is it said, it only works for dedicated servers, you using the switch for that too?
10:55:47  <Wolf01> for the dedicated server :)
10:55:54  <Hackykid> yeah
10:56:25  <Hackykid> well, it doesnt work here either :-p
10:56:45  <Hackykid> -D -f just brings up the help window here
10:56:53  <Wolf01> here too
10:57:05  <Hackykid> hmm, -f doesnt work on windows
10:57:11  <Hackykid> what happens if you do just -D ?
10:57:27  <Wolf01> runs the dedicated server on the shell
11:00:31  <Hackykid> the help window should probably mention -f is unix only
11:01:09  <Tron>
11:01:25  <Hackykid> ah
11:01:38  <Wolf01> ok
11:02:08  <Trenskow^> Tron, time functions in openttd source ?
11:02:39  <Trenskow^> can't seem to find any
11:02:48  <Wolf01> seems that this time i declared the menu voices correctly :D
11:02:51  <Trenskow^> it's a game... can't be :D
11:03:32  <Hackykid> voices? :-p
11:03:46  <Trenskow^> yea i was wondering about voices to :p
11:04:01  <Trenskow^> Wolf01, do you mean choices ?
11:04:04  <Wolf01> yes sorry, entries
11:04:12  <Wolf01> in italian we call them voices
11:04:14  <Trenskow^> hehe :)
11:04:25  <Hackykid> aha
11:05:25  <Wolf01> ok, no compile errors, the game starts but no new menu entries :(
11:06:37  <Trenskow^> Wolf01, you sure you start your compiled version ? :)
11:06:52  <Wolf01> i think yes
11:07:08  <Wolf01> i recompile it to confirm
11:11:18  <Wolf01> yes i confirm, is the version i compiled now
11:11:25  <Wolf01> but no menu entries
11:11:58  <Wolf01> /* Display Options */
11:11:58  <Wolf01> enum {
11:11:58  <Wolf01> 	DO_SHOW_TOWN_NAMES =    1 << 0,
11:11:58  <Wolf01> 	DO_SHOW_STATION_NAMES = 1 << 1,
11:11:58  <Wolf01> ...
11:12:06  <Wolf01> maybe i mistook here
11:12:22  <Wolf01> how i can add new entries?
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11:14:08  <Wolf01> i want to add DO_TRANS_BUILDINGS_HOUSES and _INDUSTRIES to separate the things
11:14:32  <Tron> do you know what an enum is?
11:14:43  <Tron> Trenskow: "time" in whiche sense?
11:15:01  <Tron> Trenskow: real time, ingame time?
11:15:03  <Wolf01> ehm... no.. i never coded in c, only java and basic, but i have a friend that is trying to explain to me
11:15:05  <Trenskow^> real time
11:15:12  <Trenskow^> millisecond precise
11:15:14  <Hackykid> hmm, i think the last bit in the struct that saved the display setting was used for the tranparant station signs
11:15:18  <Trenskow^> so time.h won't do
11:15:34  <Tron> Trenskow: what do you need it for?
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11:15:42  <Trenskow^> i'm creating that network filter patch, and i wan't to messure time from server info request to response
11:15:53  <Trenskow^> so i have somekind of lagacy time
11:16:01  <Trenskow^> lagency
11:16:08  <peter1138> latency
11:16:09  <DarkSSH> mornin
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11:16:14  <peter1138> morning dv
11:16:21  <Trenskow^> peter1138, thx :)
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11:16:42  <Wolf01> ...going eating
11:16:54  <Hackykid> Wolf01: if i was you, i'd study r2438, it added a display option (it might be and old rev, so old code, but it may still apply)
11:16:55  <ln-> DarkSSH: why can't one build a crossing of regular rail and elrail? (non-elrail would be automatically converted to elrail in that case)
11:17:12  <Darkvater> because there are no pink elephants
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11:17:15  <Wolfolo|AWAY> Sono away:[ AFK ] lasciate pure un messaggio in segreteria
11:17:16  <Darkvater> I have no idea
11:17:21  <Tron> Wolf01: without some basics in C you won't stand a change
11:17:22  <Darkvater> basically 1 tile can only have 1 rail-type
11:17:24  <Tron> s/change/chance/
11:18:00  <ln-> Darkvater: if i provide you with a pink elephant, will it change?
11:18:26  <Tron> Trenskow: gettimeofday() resp. similar functions for other platforms
11:18:41  <Darkvater> ln-: it needs to be alive and like its colour
11:18:58  <Trenskow^> hehe ... so i need to make platform independent code... i was kind of hoping it had already been done :)
11:19:35  <Tron> Trenskow: well, thanks to the totally broken way the main loop is handled...
11:19:53  <Trenskow^> Tron, could i use ticks instead ?
11:19:54  <Tron> the graphics backends contain the main loop
11:20:00  <Trenskow^> and maybe convert it to ms
11:20:05  <Darkvater> ln-: you'll have to take this issue up with Celestar, might be desirable for easy drag&drop
11:20:17  <Tron> so all the timing functions used are in there and of course not abstracted
11:21:27  <Trenskow^> hmm
11:21:34  <anboni> Tron, the graphics backends contain the main loop <<< is that also why there's this "hickup" when a game is saved? (especially noticable on large maps ie large saves)
11:21:51  <Tron> no
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11:22:23  <Tron> the game may not progress in any way while the savegame is made
11:22:32  <Tron> s/progress/proceed/
11:22:33  <Tron> *sigh*
11:23:03  <anboni> so after the save is done, the game "catches up"?
11:23:05  <[Shaman]> Hackykid: It's working for you as well? :o
11:23:17  <peter1138> no, it just continues
11:23:24  <Hackykid> hehe, not really :-)
11:23:27  <Trenskow^> gotta go
11:23:30  <Trenskow^> cya
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11:23:34  <peter1138> unless you're playing on a network game, i suppose
11:24:30  <[Shaman]> Hackykid: openttd -c <config -D -q is what i use to start it, works seamless for me :o
11:24:51  <anboni> peter1138, but whatever it is, i guess that delay when saving isn't easily fixed?
11:24:51  <Hackykid> yeah, i was trying to use it for something else :-)
11:25:02  <Hackykid> ie, hiding the debug console
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11:25:04  <[Shaman]> heh
11:25:09  <[Shaman]> I can add that if you want? :o
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11:25:21  <[Shaman]> then again
11:25:27  <[Shaman]> if it's win32 it -should- hide the debug console
11:25:34  <Darkvater> anboni: it is unfixable. You need to take a snapshot of the game in a SINGLE state
11:26:28  <[Shaman]> Hackykid: the -d parser uses CreateConsole() as well, so -q -d might work? :o
11:26:48  <anboni> so it writes the savegame state to disk straight away, or does it make a memory copy first and then write that out?
11:27:03  <Hackykid> [Shaman]: lol, now it crashes
11:27:06  <[Shaman]> o_O
11:27:37  <[Shaman]> yah same for me o_O
11:27:38  <Darkvater> anboni: it does a memory copy, then continues the game and writes it to disk in the bg
11:27:48  * [Shaman] puzzled
11:28:28  <anboni> guess there's not a lot of optimizing left to do on that one then.. bummer
11:28:42  <Darkvater> that hickup is minimal, max 2-3 seconds
11:28:52  <Wolf01> ok, back to coding the new feature: trying to understand how works the menu
11:29:08  <anboni> yeah, but it's quite annoying if you're scrolling across the map right at that time (with autosave, that is)
11:29:30  <Hackykid> Wolf01: read my last line to you
11:29:40  <[Shaman]> Hackykid: Fixed.
11:29:41  <[Shaman]> :P
11:29:44  <[Shaman]> openttd.c
11:30:01  <Hackykid> well, maybe the thread priority of the saving thread can be set lower?
11:30:02  <[Shaman]> added a if (!_noconsole) to it
11:30:09  <Hackykid> ah
11:30:11  <Wolf01> ok i'll try with that rev
11:30:32  <Hackykid> something was trying to do something with the nonexisting console
11:30:34  <[Shaman]> I think I'll move that part till -after- all the args.
11:32:43  <Hackykid> Wolf01: look here:
11:33:01  <Wolf01> yes i'm already there
11:33:34  <Hackykid> ok :-)
11:34:00  <Wolf01> i added these two lines
11:34:00  <Wolf01> case 13: _display_opt ^= DO_TRANS_BUILDINGS_HOUSES;     break;
11:34:00  <Wolf01> case 14: _display_opt ^= DO_TRANS_BUILDINGS_INDUSTRIES; break;
11:34:00  <Wolf01> but i forgot to change
11:34:00  <Wolf01> w = PopupMainToolbMenu(w,  43, 2, STR_02C3_GAME_OPTIONS, 12);
11:34:01  <Wolf01> to
11:34:03  <Wolf01> w = PopupMainToolbMenu(w,  43, 2, STR_02C3_GAME_OPTIONS, 14);
11:34:18  <Hackykid> ah :-)
11:35:22  <[Shaman]> Hackykid:
11:35:31  <[Shaman]> 'updated' it slightly
11:36:19  <[Shaman]> it will wait with making the debug box untill after running through all the options
11:36:24  <[Shaman]> so -d -q should also work
11:37:10  <[Shaman]> time to add it to help
11:37:13  <Hackykid> hmm, my 'svn' is behaving weirdly
11:37:35  <Hackykid> $ svn cleanup
11:37:35  <Hackykid> svn: Can't move '.svn/tmp/entries' to '.svn/entries': Permission denied
11:38:09  <Ihmemies> maglevs need longer priorities because of the speed..?
11:38:42  <[Shaman]> sudo svn cleanup? :o
11:38:57  <Hackykid> there is no sudo heh
11:39:04  <Hackykid> its cygwin
11:39:40  <Hackykid> so i got tortoise to fix it hehe
11:39:43  <Hackykid> but still annoying
11:40:02  <Hackykid> (as tortoise cant use that patch on my miniin wc)
11:40:34  <Hackykid> but patch can
11:42:27  <Hackykid> ah cool, it works now
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11:42:43  <[Shaman]> yeh
11:42:48  <[Shaman]> fixing it, posting it afterwards
11:42:53  <[Shaman]> hope it'll get in trunk :P
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11:46:02  <[Shaman]> I wonder -why- it is crashing o_O
11:46:34  <[Shaman]> hm
11:46:36  * [Shaman] fiddles
11:50:40  <[Shaman]> does fdopen(0, "r" ); work in win32/unix as well ? :o
11:50:47  <[Shaman]> since it's now in cygwin only
11:54:10  <peter1138> ah, my first phone call on this xda
11:54:20  <peter1138> it's a bit big
11:55:01  <[Shaman]> peter1138: you happen to know that if I don't do AllocConsole in CreateConsole() [win32.c] , and you try to run in debug mode, it crashes?
11:55:08  <[Shaman]> while in dedicated mode, it just works
11:55:51  <peter1138> should there've been a "why" there?
11:56:12  <[Shaman]> eh, yeh
11:56:21  <[Shaman]> I typed that between 5 alt-tabs :p
11:57:02  <[Shaman]> with to it, basically it 'ignores' the AllocConsole if you run it -q .. but if you run it -d -q it just crashes for some unspecified reason :/
11:58:15  <peter1138> presumably because it's trying to use a console that's not been allocated, or somesuch...
11:59:05  <[Shaman]> eh
11:59:08  <[Shaman]> -q normall works ;)
11:59:28  <[Shaman]> it tags into stdin/stdout/stderr, just without a console
12:01:27  <[Shaman]> it's only -d that does it
12:01:30  <Wolf01> uhm... Hackykid, menu entries still not appear, i modified all what you have modified
12:03:13  <Darkvater> what is the problem with the console?
12:03:24  * peter1138 > out
12:03:59  <[Shaman]> Darkvater: in win32, if you do not allocate a console (Just the AllocConsole() ) in debug mode, it crashes
12:04:20  <Darkvater> I don't remember openttd crashing in debug mode under windows
12:04:22  <[Shaman]> Dedicated mode works fine, it just runs in the background without a console (but with stdin etc)
12:04:33  <[Shaman]> no, I'm trying to adding a console-less switch
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12:04:48  <[Shaman]> aka, stdin/stdout/stderr availible, but no console
12:04:51  <Darkvater> whatfor? just compile it in release mode
12:04:57  <Darkvater> ah, no additional console
12:04:59  <Darkvater> ok
12:04:59  <[Shaman]> eh
12:05:01  <[Shaman]> -D ;)
12:05:11  <[Shaman]> + hooking stdin/stdout
12:05:28  <[Shaman]> but, with -d it just crashes
12:06:23  <Hackykid> Wolf01: hmm, strange
12:06:32  <[Shaman]> Think i'll just make -q only work with -D
12:07:18  <Darkvater> wouldn't it be easiest to just drop the extra allocated console if the game is started from a console and use that?
12:07:34  <Darkvater> then -d can create a console (as well as -D when started without)
12:07:48  <Darkvater> but I needa some food-makin' ^^
12:08:08  <[Shaman]> or that :o
12:08:13  <[Shaman]> now -q would work
12:08:28  <[Shaman]> -d will turn off -q, so you still have a debug console
12:08:45  <[Shaman]> but -q -D will work together
12:09:04  <Hackykid> hmm, this station is making too much goods
12:11:22  <CIA-14> tron * r5295 /trunk/network.c: Handle a quirk in the Windows interface detection code and fix a typo in r5293 (thanks to Darkvater for testing)
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12:22:25  <[Shaman]> thar
12:22:27  <[Shaman]> Hackykid:
12:23:25  <Sacro> hey all
12:23:32  <[Shaman]> lo Sacro
12:23:41  <Sacro> lo [Shaman]
12:24:53  <Wolf01> Hackykid, can you see if i made a mistake somewhere?
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12:27:57  <Hackykid> hmm, and there are no new menu entries showing?
12:28:02  <Wolf01> no
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12:29:51  <Hackykid> hmm, i;ve got no idea...
12:30:02  <Hackykid> seems it should work
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12:32:20  <Wolf01> maybe if someone can make it works he can finish the feature, i think that i don't put my hands on the code again (or at least for one or tho months)
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12:47:07  <CIA-14> Darkvater * r5296 /branch/elrail/: Remove elrails branch as it is already merged into trunk/
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13:02:41  <Sacro> valhalla1hiding: i see youu
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13:07:23  <Zimri> can anyone point me in the right direction regarding electrified rails for ottd ?
13:08:40  <Tron> there --->
13:09:11  <Zimri> funny.
13:09:44  <Zimri> Is there an actual grf file i can use, i've noticed it mentioned in the nightly threads on the forums
13:09:54  <Zimri> but can't seem to find anything using the search
13:10:18  <Wolf01> i was thinking <--- there, but you can find it here:
13:10:40  <Sacro> Zimri: the nightly version comes with the relevant grfs
13:10:49  <hylje> That way --->
13:10:53  <hylje> <--- No, that way
13:10:53  <Sacro> or you can get elrails.grf from the ttdpatch site
13:11:06  * Sacro slaps hylje around with a small 50lb Unix Manual
13:11:27  <Tron> Sacro: NO, don't do that
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13:11:35  * Sacro sulks
13:11:49  <Tron> at best it doesn't work, at worst it leads to a crash
13:11:57  <Sacro> Tron: dont do what? download the grf from ttdpatch site? or abuse hylje ?
13:12:04  <Zimri> i was under the impression the ttd version was being reworked for ottd ?
13:12:21  <Wolf01> the only thing you can do with elrails is to override the catenary with the dutch catenary set
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13:13:49  <Zimri> with the nightly, do i just overwrite the files within my openttd folder ?
13:14:03  <Wolf01> yes
13:14:15  <Wolf01> or you can copy the entire folder
13:14:30  <Wolf01> so you can have a release and a nightly version
13:14:38  <Zimri> ah i see
13:14:56  <Zimri> so basically, just make another folder called openttd2 and use the nightly files in there
13:15:20  <Zimri> or have I missed something
13:15:28  <glx> this openttd2 folder should be a copy of openttd folder
13:15:28  <Wolf01> don't forget to copy the needed files to the new folder
13:15:50  <Zimri> aye glx
13:15:59  <Zimri> well i'll give it a go now
13:16:01  <Zimri> thanks all
13:17:15  <Zimri> well it runs alright
13:17:30  <Sacro> it does :)
13:17:42  <Sacro> i nearly always play nightly
13:17:55  <Zimri> :D
13:18:05  <Zimri> i've not used a nightly before
13:18:37  <Zimri> if i create a scernario or similar using a nightly, will it run alright in standard ottd ?
13:18:44  <Zimri> -r
13:18:47  <Sacro> define standard?
13:18:55  <glx> I don't think so
13:19:15  <Sacro> you can go from 0.4.7-> nightly fine, but not usually go back
13:19:22  <Zimri> ah
13:19:23  <Zimri> ok
13:19:36  <Zimri> i'll keep working on it on the non-nightly version then
13:21:35  <Wolf01> i won't play new nightlies until tron will merge the magic bridges... i stopped to dl them when i found that new not contains the magic bridges... i already suffered for PBS
13:22:19  <Tron> have fun then, you won't be able to load those savegames
13:25:12  <anboni> Wolf01, you could do what i do, use the bridge branch, apply your own preferred patches, compile
13:25:29  <Wolf01> but, you reverted the patch because of magic bridges were merged without your approval or because have bugs?
13:25:34  <CIA-14> tron * r5297 /trunk/network.c: Check the interface flags if IFF_BROADCAST is set before asking for the broadcast address
13:25:57  <anboni> (only downside is that you wont be able to share savegames, and probably wont be able to load them anywhere but your own patched bridges compile)
13:32:39  <Wolf01> there is anywhere a diff to download for the bridge branch?
13:33:31  <glx> just checkout the branch
13:33:36  <Sacro> dont you have svn?
13:34:05  <Wolf01> yes i have tortoise, but i use it only to download the trunk
13:35:44  <Sacro> download /branch/bridge
13:36:05  <Sacro> and then make a diff from that to trunk and there you go
13:36:40  <Wolf01> ok, i try
13:39:58  <Wolf01> how i can diff the whole source?
13:40:36  <Sacro> what do you mean?
13:40:42  <Wolf01> i have 2 folders
13:40:51  <Wolf01> trunk and bridges
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13:41:34  <Wolf01> i want to make a diff between the 2 folders
13:41:40  <Sacro> errrm, well, in linux it'd be "diff -u from to"
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13:43:51  <Wolf01> i can do it with msys?
13:44:20  <Sacro> yeah
13:47:40  <Wolf01> uhm... i can see the diff on the msys, but no files were created
13:49:02  <glx> add "> file.diff"
13:49:40  <Wolf01> ok
13:52:01  <Eddi|zuHause2> Wolf01: i am not sure what you are trying to do, but you are probably better off just reverting the revert of the bridge merge, whatever that revision was
13:53:51  <Eddi|zuHause2> r5155 or so
13:55:58  <Eddi|zuHause2> otherwise, you should not diff with current HEAD of trunk, but the revision of trunk that is mentioned in the last "sync with trunk" of the bridge branch
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13:56:35  <Eddi|zuHause2> otherwise you get all changes since then, which are totally unrelated to bridges
13:59:07  <Wolf01> so, if i want to put bridges as they are in 5148 into 52xx what i have to do?
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14:06:05  <Eddi|zuHause2> get the changes of r5155
14:06:14  <Eddi|zuHause2> and reverse that diff
14:07:59  <Eddi|zuHause2> i cannot tell yuo the exact commands
14:08:28  <Eddi|zuHause2> but it should involve something like svn diff r5154:r5155 and patch -r
14:11:28  <CIA-14> tron * r5298 /trunk/ (network.c network.h): Hide function declarations and remove function stubs which aren't needed in the !ENABLE_NETWORK case
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14:36:54  <Wolf01> i leave, we will see later in the forum
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14:37:25  <Sacro> hmm
14:39:42  <Eddi|zuHause2> something tells me he should rtfm ;)
14:44:23  <Eddi|zuHause2> what i told him can't be THAT hard to figure out
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14:47:47  <ln->
14:48:34  <Eddi|zuHause2> you going somewhere? ;)
14:48:45  <Eddi|zuHause2> making holidays in iraq?
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15:04:54  <hylje> yay, i got a town stuck in appalling
15:04:55  <hylje> .<
15:06:23  <Sacro>  lool
15:06:26  <Sacro> bribe:P
15:07:09  <hylje> i did
15:07:12  <hylje> didnt affect
15:07:43  <hylje> and ive had a outstanding train service there for a decade now
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15:09:58  <Sacro> lol
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15:15:00  <hylje> i also got crazy inflation
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15:26:43  <Sacro> grr, need RoRo depots
15:28:04  <White_Rabbit> like with ships! I love ship depots
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15:32:39  <Trenskow^> damn this filter patch is getting quite big
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15:40:43  <peter1138> toooooooo hot
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15:44:49  <Eddi|zuHause2> it is pretty cool here ;)
15:45:14  <lws1984> aaye
15:45:19  <lws1984> but outside;s a killer
15:45:46  <Eddi|zuHause2> i mean outside here ;)
15:46:09  <lws1984> true
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15:52:55  <Sacro> hmm, someone killed brianetta
15:53:18  <lws1984> egads! :p
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17:28:33  <Sacro> :| just search on wikipedia for GIMP
17:29:10  <hylje> :o
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17:31:09  <Sacro> hm
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17:34:19  <CIA-14> richk * r5299 /branch/MiniIN/ (namegen.c table/namegen.h): [MiniIN]: [ItalianTownNames]: Update to Italian Town Name generator.
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17:42:38  <CIA-14> richk * r5300 /branch/MiniIN/ (12 files in 3 dirs): [MiniIN]: [Subsidiaries]: Update to Subsis patch. Added an option to dis-/allow sister companies to build/remove each others signals
17:49:04  <peter1138> Sacro: what about it?
17:49:24  <Sacro> peter1138: i didnt get The Gimp, but about Gimps in general
17:50:05  <peter1138> i got a disambiguation page
17:50:21  <Sacro> hmm, but i just click on one
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19:27:51  <CIA-14> richk * r5301 /branch/MiniIN/ (10 files in 3 dirs):
19:27:51  <CIA-14> [MiniIN]: [SignalAutocomplete]: Updated to latest version.
19:27:51  <CIA-14> Thanks to Hazelrah for latest MiniIN version.
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19:32:17  <ln-> CIA-14: wtf is MiniIN?
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19:32:44  <anboni> mini integrated nightly
19:32:45  <RichK67> ha!! CIA-14 is an automated process... ;)
19:33:17  <glx> RichK67: we call it a bot :)
19:33:44  <RichK67> MiniIN is a blend of lots of patches combined with the nightly
19:34:55  <anboni> so i had this idea of modifying the vehicle display to not just display "loading/unloading" but also to show the total capacity and current amount of cargo... think that would be possible at all to do? and if yes, where would i start looking? :)
19:36:31  <glx> anboni: hmm I think you can add params to the string used for this displaying
19:37:39  <RichK67> yes, sounds like a good idea... look in train / aircraft / ship / road _gui.c
19:38:13  <glx> but can be hard if the train can carry a lot of different cargo
19:38:35  <anboni> glx, true, that part still has me puzzled a bit :)
19:39:15  <glx> my suggestion is easy for everything but trains
19:40:01  <anboni> well.. the window already handles the speed display, and that gets cut off if the station name is very long
19:40:32  <glx> speed display is like 1 cargo type
19:41:06  <anboni> so i guess that would be a start, one can increase the window width manually to accomodate more cargo types.. and when i got the basics working, i can work on making things prettier :)
19:42:20  <anboni> by using the abbreviations (like they're also used in the stations window), i could possibly fit more.. and i was thinking of stripping the Unloading part if the train is loading
19:42:37  <glx> STR_HEADING_FOR_STATION "heading to " and STR_HEADING_FOR_STATION_VEL "heading to, speed"
19:43:29  <anboni> grep on the latter returns nothing
19:43:40  <anboni> but the first is useful, thanks:)
19:43:46  <RichK67> anboni: easiest is to just add a %age, and total tonnage... all other options require adding more complex optional strings
19:43:47  <glx> it's in english.txt
19:44:23  <anboni> glx, ah ok, guess the latter isn't used in game then :)
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19:45:23  <glx> anboni: it is: STR_HEADING_FOR_STATION + _patches.vehicle_speed
19:45:30  <glx> but indirectly :)
19:45:37  <anboni> good point :)
19:46:47  <glx> RichK67: good idea, but total should be dependant on available cargo type in station
19:47:08  <anboni> ooh, this is nice.. there's also a state LEAVESTATION... maybe it's possible to add something like "departing for ..." :)
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19:53:40  <anboni> wow.. what the hell is causing my pc to compile so slow :/
19:53:56  <glx> windows?
19:54:01  <anboni> no, linux
19:54:09  <glx> don't know then
19:55:41  <CIA-14> richk * r5302 /branch/MiniIN/ (97 files in 11 dirs): [MiniIN]: Sync with trunk: r5209-5298
19:58:25  <anboni> ok, what did i fuck up?:)
19:58:36  <anboni> Error: !String 0x10AC is invalid. Probably because an old version of the .lng file.
19:59:05  <anboni> i split the loading and departing parts of that case statement and added a static string there
20:00:40  <glx> if you want to add a string, it should be added in english.txt
20:01:14  <RichK67> english roolz u no ;)
20:01:25  <anboni> even if i add a str = "Departing for"; ?
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20:01:59  <glx> string handling in openttd don't work like in other programs
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20:02:11  <RichK67> all text strings should be added to english.txt ... so other languages can translate them
20:02:41  <anboni> RichK67, yeah, i understand that, i just thought i could toss some statics in for the moment, simply to see what the hell it does i the first palce :)
20:02:43  <glx> a StringID is just an uint32
20:02:46  <RichK67> use the brackets   { ... } to insert variable values, using the SetDParam procedure
20:03:18  <anboni> ok, it's starting to make sense now :)
20:03:44  <RichK67> glx: has Tron been about this evening?
20:03:45  <anboni> what's the proper way/place to add a string? should i add at the end, or find a related string and place it near there?
20:03:57  <RichK67> at the end is usually better
20:04:10  <RichK67> ultimately it doesnt matter
20:04:22  <anboni> just make sure it's a unique name, i guess?
20:04:31  <RichK67> referee has lost it... sent off 3
20:08:41  *** Tron [] has quit ["Client exiting"]
20:09:02  <RichK67> lol - there is my answer ;)
20:10:37  <anboni> yay! i managed to add a "Departing for ..." string right between Loading / Unloading and the actual "heading for" :)
20:10:57  <anboni> (talk about baby steps :) )
20:11:09  <glx> it's a good start :)
20:11:37  <RichK67> its ok... my first patch just called "Pause" when the date reached Dec 31st.... now my patches are...err... larger ;)
20:11:43  <anboni> hehe
20:12:21  <anboni> actually my first patch "fixed" a very tiny minor issue.. so tiny and minor that it's still hanging in flyspray somewhere, nobody bothered looking into it just yet :)
20:12:54  <RichK67> sounds like my NewAirports patch... its been ready for upload since about r4950...
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21:03:55  <anboni> i seem to remember seeing some discussion on the use of {STRING1} {STRING2} etc... is it permissable to use those?
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21:04:43  <Eddi|zuHause> yes, but only in english.txt, not in the translations
21:05:43  <anboni> then how do the translations know how many params to consume?
21:07:04  <Eddi|zuHause> from the english string?
21:07:33  <anboni> hmm.. so the game always needs the english.lng, regardless of the language it's configured for?
21:07:45  <DarkSSH> no
21:07:50  <Eddi|zuHause> hm... at least the language compiler
21:08:00  <DarkSSH> english.txt is master that is used as a template for compiling any language
21:08:02  <anboni> ah yes, good point.. there's a compilter part :)
21:08:21  <anboni> ugh... anyone selling typing lessons?
21:08:59  <Eddi|zuHause> yhea, csot onyl 1.50, hlept me alos
21:09:06  <anboni> hehe
21:09:15  <anboni> how long did it take you to type that?:)
21:09:23  <Eddi|zuHause> long ;)
21:09:40  <Eddi|zuHause> it is damn hard to do that on purpose ;)
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21:11:36  <Sacro> evening all
21:11:44  <anboni> hi
21:14:42  <anboni> hmm.. having a bit of a brain fart here (ie, it's been too long since i've done some serious programming).. what's the most elegant way to get the index of the first non-zero value in an array?
21:15:29  <anboni> do { i++ } while (array[i]=0); is the first thing i can come up with
21:15:46  <anboni> but i doubt it's the most elegant:)
21:15:55  <Eddi|zuHause> the other way round is probably better
21:16:03  <Eddi|zuHause>
21:16:18  <Eddi|zuHause> in case the first is already 0
21:16:38  <anboni> good point
21:17:04  <Eddi|zuHause> it's probably better to calculate the value when writing into the array, and passing that as virtual length as parameter
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21:17:42  <anboni> oh yes, good one
21:18:01  <Eddi|zuHause> or you get proper dynamic arrays somewhere, which should have that function built in ;)
21:18:23  <Eddi|zuHause> Length(a)
21:18:58  <Eddi|zuHause> but that's probably too much to ask in C ;)
21:19:04  <anboni> hehe
21:19:31  <ceed> ah now i remember why i joined!
21:19:40  <ceed> about 4 hrs ago
21:20:02  <Eddi|zuHause> that is a good start ;)
21:20:19  <Eddi|zuHause> would you mind telling us? in case you forget again ;)
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21:21:05  <ceed> i'm just uploading the screenshot hehe
21:21:28  <ceed> i just stumbled across openttd by accident, seeing a reactos 3.0 screenshot which featured it
21:21:40  <ceed> transport tycoon was the first game i ever bought for the PC you know ;)
21:22:12  <Eddi|zuHause> we all have similar stories... which is why we ended up here ;)
21:22:33  <ceed> <-- i'm using one way signals where, and i'm wondering why the seconds train won't use the seconds station rail
21:22:45  <ceed> i could've sworn it worked back in transport tycoon (deluxe)
21:23:06  <anboni> in real TTD, it only worked if you used 2 way signals, iirc
21:23:17  <anboni> anyway, in ottd, you'll need to use a pre-signal / exit-signal setup
21:23:18  <ceed> let me try
21:23:29  <hylje> anboni: you dont need, only should
21:23:38  <anboni> hylje, true
21:23:57  <anboni> hmm.. looks like wiki is down :(
21:24:11  <Eddi|zuHause> er... which version and pathfinder are you using?
21:24:21  <ceed> when i place a two way signal in front of it it works
21:24:32  <glx> anboni: no it works
21:24:45  <Eddi|zuHause> try using NPF
21:24:49  <ceed> Eddi|zuHause: i just installed it today and i've been franatically searching for the transport tycoon deluxe cd ;)
21:24:53  <anboni> ceed, that's the quick solution :) the proper solution is to read
21:25:03  <glx>
21:25:05  <anboni> and
21:25:13  <anboni> glx, yeah, was just really slow for a moment i guess
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21:28:04  <ceed> cheers guys
21:28:59  <lws1984> cheers!
21:29:06  <lws1984> where everybody knows your name! :p
21:29:13  <Sacro> hey lws1984
21:29:22  <lws1984> hey sacro
21:30:44  <peter1138> eek, attack for the ubersharp bends
21:32:16  <Sacro> ?
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21:35:35  <hylje> yep
21:35:53  <hylje> i stopped using them after enabling the anti-ubersharp
21:40:29  <Sacro> lol
21:44:40  <anboni>
21:44:50  <anboni> (look at the train window status bar :) )
21:45:43  <Sacro> nice
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21:46:37  <hylje> hope that makes it to trunk
21:46:37  <lws1984> that looks sweet
21:46:49  <anboni> :)
21:47:20  <anboni> just need to figure out some things... currently, if a train has multiple cargo types, it'll only show the lowest numbered cargo
21:48:06  <anboni> there isn't really enough room to display more than one type in this way either
21:48:38  <hylje> there should be icons for each cargo type
21:48:47  <hylje> then it would be easy to fit
21:49:01  <anboni> hmm.. that's an interesting thought
21:49:28  <anboni> so something like "<icon> 123/250" or something
21:49:34  <hylje> yes
21:50:30  <anboni> oh, and right now it also shows that "loading" line while it's unloading.. that looks a bit silly
21:50:49  <anboni> especially since unload is all done at once, so it's just sitting there with 0 items loaded
21:50:57  <glx> hylje: it's not icons, it's text in small font
21:51:32  <anboni> glx, i think he's referring to the thingies that show in the station waiting display
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21:51:51  <Sacro> hmm
21:51:52  <glx> yes it's text
21:51:56  <anboni> ah ok
21:52:03  <glx> it's translatable
21:52:34  <hylje> :D
21:53:53  <glx> STR_ABBREV_*
21:58:12  <anboni> and i'm not quite sure yet how i should handle different numbers of arguments for strings... ie a train with 1 type of cargo will have 2 arguments (currently loaded and capacity).. a train with 2 types of cargo will have 4 arguments
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22:22:11  <anboni> glx, i think those STR_ABBREV thingies really aren't what hylje meant... from what i can gather so far, the 'icons' hylje talked about are really sprites that get drawn in the station waiting window
22:22:59  <glx> anboni: it's STR_ABBREV printed on a box green/red box
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22:26:41  <ceed> great i just wanted to check upon the signals and kept playing for an hour
22:26:50  <anboni> been there, done that
22:30:36  <anboni> glx, just to be sure we're talking about the same thing.. that's the 'icons' hylje  and I were talking about... from what i've seen so far, those are sprites that are explicitely drawn and not handled by strings
22:30:49  <anboni> (and if i'm wrong, please tell me where to look :) )
22:31:24  <glx> ok I was wrong :)
22:31:41  <anboni> bummer:) i was hoping there was some easy way to get those thingies in the status bar :)
22:31:45  <glx> those icons should be in 1 of ttd grfs
22:32:28  <anboni> well, i'll just keep that idea as a possible future improvement.. for now, i'm gonna use the STR_ABBREV's i think to cram all cargo types on the one line
22:33:28  <glx> station_gui.c:580
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22:34:28  <anboni> yeah, found that one too.. looks like i'd have to put those sprites in the exact spot myself.. dont think i wanna go there just yet :)
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22:35:45  <anboni> are those STR_ABBREV_* enumerated somewhere? cant really seem to find many references to them
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22:36:55  <glx> check lang/english.txt and table/strings.h
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22:51:41  <anboni> looks like it's _cargoc.names_short[]
22:52:06  <Eddi|zuHause> [18.06. 00:34] <anboni> yeah, found that one too.. looks like i'd have to put those sprites in the exact spot myself.. dont think i wanna go there just yet :) <- maybe look how it is done with the station signs... afaik those sprites are treated like custom characters (at least in utf-8 branch)
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22:53:20  <anboni> Eddi|zuHause, yeah, that's a good one, been looking at that a bit already, but that'll take some bigger changes i think.. gonna get it working in a basic form first:)
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23:00:46  <anboni> could it be that {STRING1} eats an extra param?
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23:04:33  <anboni>
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23:06:06  <Eddi|zuHause> that looks not very good
23:06:23  <anboni> yeah, that tinyfont kinda messes with things
23:06:28  <anboni> or did you mean something else?
23:06:44  <Eddi|zuHause> keep it in the normal font
23:06:49  <glx> use another color
23:06:56  <Eddi|zuHause> and make brackets arpimd
23:06:59  <Eddi|zuHause> around
23:07:45  <anboni> yeah, i was thinking other color too.. and how would you say to put the brackets? LV 394 (450) or something else?
23:07:59  <Eddi|zuHause> oh, and show "loading" only if >0, otherwise "unloading"
23:08:26  <anboni> dont really know how to keep it in normal font, since i'm using the STR_ABBREV, which have that {TINYFONT} hardcoded
23:08:42  <Eddi|zuHause> maybe you can also check if "full load" is enabled at the station
23:09:25  <anboni> personally, i'd like being able to see how much a vehicle is picking up even when not set to full load
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23:10:07  <Eddi|zuHause> yes... i meant to determine wether a vehicle is loading or unloading
23:10:21  <Eddi|zuHause> not show this only when full load...
23:10:22  <anboni> ah ok.. i like your >0 suggestion
23:10:33  <anboni> and that's fairly easy to implement too
23:11:16  <Eddi|zuHause> with full load, you often get vehicles with 0 cargo, but saying "unloading" would be inappropriate there
23:11:25  <anboni> aah, true
23:11:49  <anboni> but one step at a time.. first let's bring the 'unloading" back :)
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23:12:55  <anboni> ok, so that's going to be a new string... should i split the current STR_882F_LOADING_UNLOADING into STR_882F_LOADING and a STR_882F_UNLOADING? or is there a different convention?
23:13:52  <Eddi|zuHause> i have no clue about that ;)
23:14:06  <anboni> or maybe leave off the 882F entirely.. i'm sorta guess that's a bit of a relic from the past :)
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23:14:16  <Eddi|zuHause> yeah...
23:14:27  <anboni> but i guess i'll have to add two new strings right now anyway, until i've also modified the other transport types
23:15:22  <anboni> glx, do you happen to have a suggestion for the color to use that's easier to read?
23:15:32  <glx> black
23:15:53  <anboni> ok, i'll give that a try
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23:21:35  <anboni>
23:21:47  <anboni> and it now displays unloading at the proper time too :)
23:22:29  <anboni> still need to figure out how to axe that tinyfont, that still doesnt really look good :/
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23:29:51  <CIA-14> richk * r5303 /branch/TGP/tgp.c:
23:29:51  <CIA-14> [TGP]: Totally reworked and optimised by KUDr to be faster, and more flexible. Three cheers to KUDr... great work!
23:29:51  <CIA-14> Desert is now handled to give a mix of desert even on Mountainous and Hilly. Arctic gets a bias towards higher average height.
23:29:51  <CIA-14> Coasts radically improved.
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23:33:33  <arex\> What's the "password" in company window for?
23:33:37  <arex\> +the
23:34:13  <RichK67> for when playing network games
23:34:28  *** Hagbard_Ub [] has quit ["Leaving"]
23:34:48  <RichK67> without a password, anyone can join your company and spend all the money, crash your trains, etc... password helps stop that
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23:35:42  <anboni> RichK67, do you happen to know why a {STRING1} uses my SetDParam(0,..) and then eats my SetDParam(1,..) as well?
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23:37:44  <RichK67> hmm... no... i dont tend to write stuff that has dynamic strings much
23:39:16  <[Shaman]> ooOOOo miniIN updates :o
23:39:31  <anboni> oh well, guess i'll see about fixing that tomorrow :) for now it's kludged by adding a SetDParam(1, NULL) :)
23:39:52  <anboni> RichK67, see the result yet? :)
23:41:20  <RichK67> cool - i would rather have the cargo in larger text... if its a really mixed cargo, then the player can always increase the size of the vehicle window :)
23:41:37  <anboni> yeah, i know.. need to figure out how to do that :(
23:41:50  <anboni> using the STR_ABBREV_* entries now, which have a {TINYFONT} hardcoded :(
23:42:29  <RichK67> ah..
23:42:43  <anboni> AND i still need to figure out how to display multiple cargo types in the first place :)
23:42:59  <RichK67> ok :)
23:43:09  <anboni> but.. small steps at a time, i'll get there:)
23:43:40  <RichK67> yup... always the way
23:45:56  <Frostregen> RichK67, do you plan to include the copy&paste patch?
23:46:46  <RichK67> yeah - but im trying to get the latest TGP in first ;)
23:47:16  <RichK67> btw can you attach the grf in a zip... i havent installed my .rar handler here :p
23:47:31  <Frostregen> ok ;)
23:49:11  <Frostregen> done
23:49:17  <RichK67> good man :)
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23:49:39  <anboni> right.. that's enough for one evening :) night
23:49:44  <Sacro> anboni: theres a patch to do that for building wagons
23:49:50  <Sacro> RichK67: you thought about including it?
23:50:15  <anboni> Sacro, to do what?
23:50:20  <Sacro>
23:50:38  <Sacro> that gets a list of refit possibilites
23:50:44  <RichK67> sacro: sorry, which it??
23:50:54  <anboni> Sacro, sweet, thanks, i'll take a look at that
23:51:06  <Sacro> RichK67: shows refit possibilities for newgrfs in the purchase window, by mart3p
23:51:39  <RichK67> yeah, sounds good
23:52:53  <Sacro> useful with UKRS
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23:54:46  <CIA-14> richk * r5304 /branch/MiniIN/tgp.c: [MiniIN]: [TGP]: Updated to use the new TGP Evolution II, with algorithms by KUDr.
23:55:21  <anboni> will look into that tomorrow, now i'm really off :)

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