Log for #openttd on 22nd July 2006:
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00:00:32  <Sacro> lets try that again
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01:23:19  <CIA-5> richk * r5577 /branches/MiniIN/ (saveload.c settings.c):
01:23:19  <CIA-5> [MiniIN]: [Subsids & Daylength]: Settings vars for these patches are now saved in single player games too.
01:23:19  <CIA-5> Savegame version bumped to 36. Thanks to mart3p for this suggestion.
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01:37:27  <CIA-5> belugas * r5578 /branches/TGP/ (12 files):
01:37:27  <CIA-5> [TGP] Add a filter on entry, allowing to restrict key entries.
01:37:27  <CIA-5> More filter patterns can be added, depending on the needs.
01:37:27  <CIA-5> Add heightmap.h to MSVC projects
01:37:27  <CIA-5> Fix compiling when HeightMap is not defined
01:44:36  <CIA-5> belugas * r5579 /branches/TGP/string.c:
01:44:36  <CIA-5> [TGP] Fix ( r5578 ) Remove superfluous brackets, and add a missing newline on end of file
01:44:36  <CIA-5> Spotted by glx
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07:28:10  <CIA-5> tron * r5580 /trunk/tunnelbridge_cmd.c: -Regression: Under certain circumstances it was possible to remove/convert bridges while a vehicle was on it. Fix this by properly calculating the height of a bridge
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07:36:03  <CIA-5> tron * r5581 /trunk/ (clear_cmd.c tree_cmd.c): Slightly alter some snow line related calculations to make them a bit clearer
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08:35:57  <Wolf01> hi all
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08:45:02  <OwenS> Does ammount of passengers dropped have any bearing on a town's expansion?
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08:59:56  <CIA-5> tron * r5582 /trunk/ (11 files): Add and use AxisToTrack{Bits,}()
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09:03:25  <CIA-5> tron * r5583 /branches/bridge/bridge_map.c: Remove dead code in GetBridgeHeight()
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09:07:42  <Wolf01> uhm glad to see that Tron is working on bridge branch, he don't forget about that wonderful feature
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09:08:36  <CIA-5> tron * r5584 /trunk/elrail.c: When drawing catenary on a bridge calculate its height only once
09:13:10  <Eddi|zuHause> OwenS: no, only amount of stations served
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09:29:51  <Wolf01> is possible to have the rss feed in the svn site in xml so i can add it on the bookmarks?
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09:31:42  <stavrosg> uhm, RSS _IS_ in xml anyway AFAIK
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09:33:14  <Wolf01> i know, but is "name" and not "name.xml" and firefox treat it as a download
09:33:34  <Sacro> morning all
09:33:42  <Wolf01> hi sacro
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09:35:44  <[Shaman]> Wolf01: it's not the extension it's the mime-type the server sends along.
09:36:07  <Wolf01> :(
09:36:47  <Sacro> could be both
09:37:00  <Sacro> grr, i need to sort my Maildir
09:38:19  <OwenS> You know what I would love?
09:38:31  <OwenS> A green-only-if-all-others-are-red Presignal
09:38:44  <Wolf01> me too
09:39:05  <Wolf01> the "not" logic gate
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09:39:33  <OwenS> It would stop trains going to my expansion station when my main station has free platforms
09:40:55  <Wolf01> i also would love the AND presignal: is red when at least one of others is red
09:41:18  <OwenS> Hmm, I dunno how that would be useful, but heh :P
09:41:30  <Sacro> theres no need for NOT is there?
09:41:39  <OwenS> Yes there is
09:41:56  <OwenS> To close off, say, an extension station when there are platforms in the main station
09:42:14  <OwenS> The extension station laying futher away from the town thus closer to the trains
09:43:23  <Wolf01>
09:44:39  <Wolf01> is like "programmable priorities"
09:44:49  <OwenS> Yep :0
09:44:53  <OwenS> :)**
09:46:17  <Wolf01> i think you all know that is impossible to link two combo presignal blocks like this:
09:46:40  <Wolf01> with the AND signal between the two blocks it is possible
09:49:16  <CIA-5> tron * r5585 /branches/bridge/ (35 files in 4 dirs): Sync with trunk up to 5584
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09:54:46  <Sacro> hehe, according to forecastfox im due a "few p.m t-storms"
09:59:08  * Sacro is amused
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10:13:42  <Sacro> is GPMI finished now?
10:17:24  <OwenS> I notice a sudden uprising of GPMI talk since TL explained it yesterday in #openttdcoop...
10:18:19  <Sacro> i vaguely remember what it was, but i thought it was just for AI
10:18:40  <Wolf01> what is GPMI?
10:19:10  <OwenS> General Package Management Interface...
10:19:19  <OwenS> Wheres TrueLight when you need him? -_-
10:19:34  <Sacro> !seen Triffid_Hunter
10:19:36  <Sacro> :S
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10:24:05  * Sacro kicks his laptop
10:27:56  <Sacro> Allo Allo is briliant
10:31:21  * Eddi|zuHause fails to see the connection
10:31:46  <Sacro> im sat watching them both
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11:32:43  <CIA-5> richk * r5586 /branches/MiniIN/vehicle.c:
11:32:43  <CIA-5> [MiniIN]: Fix. Bug in autoreplace where a multihead train replaced, but did not delete the 2nd, 3rd, etc. engine. So original train converted ok, but old 2nd, 3rd etc engines were left in depot.
11:32:43  <CIA-5> Many thanks for spot by cinique, fix by gigajum.
11:37:03  <Sacro> :o life
11:44:59  <CIA-5> richk * r5587 /branches/MiniIN/ (6 files in 5 dirs):
11:44:59  <CIA-5> [MiniIN]: [CopyPaste]: Assorted bugfixes. New features: choices on what to copy.
11:44:59  <CIA-5> Many thanks to Frostregen for latest MiniIN patch.
11:52:47  <CIA-5> richk * r5588 /branches/MiniIN/roadveh_gui.c:
11:52:47  <CIA-5> [MiniIN]: [Subsidiaries]: Fix. Fixed assert test in roadveh_gui.c to check for IsSisterCompany(v->owner, owner) rather than just v-owner==owner.
11:52:47  <CIA-5> Many thanks to mart3p for spot and fix.
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11:52:50  <BurningFeetMan> Just watched the Polar Express with Tom Hanks... What an odd movie.
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12:00:15  <Eddi|zuHause> that's not quite the kind of movie for a hot summerday ;)
12:01:37  <Eddi|zuHause> hey... you guys are all such command line freaks... let's assume i have a bunch of text files in different encodings, and i wanted to convert them all to utf8 with as little effort as possible, what would i do?
12:02:45  <BurningFeetMan> So much work went into the movie... I'm still so confused... Didn't catch me as a movie too many kids would enjoy
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12:04:47  <Sacro> Eddi|zuHause: iconv?
12:07:30  <stavrosg> iconv expects the input and output encodings from the user
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12:09:33  <Sacro> stavrosg: true
12:09:43  <Sacro> but that wasnt mentioned in the specification
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12:10:40  <stavrosg> Sacro: indeed
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12:20:08  <Sacro> mmm, vim
12:20:50  <Eddi|zuHause> how would i do that with vim?
12:21:13  <Eddi|zuHause> btw. i DID specify "as little effort as possible"
12:22:19  <Sacro> hmm
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12:25:47  <stavrosg> grouping them by encoding would help a lot
12:25:51  <OwenS> What encoding are they already?
12:25:57  <OwenS> encoding(s)
12:26:19  <stavrosg> I don't know of any tool that can automagically detect the encoding
12:30:20  <stavrosg> Eddi|zuHause: If you can group the files into directories by encoding, then its an one-liner, really. But I take this is the task you want to avoid, isn't it?
12:30:49  <Eddi|zuHause> well, i could do that, if i have to...
12:31:06  <Sacro> Eddi|zuHause: try utrac
12:31:14  <CIA-5> truelight * r5589 /branches/TGP/ (tgp.c tgp_gui.c): -Codechange: minor code-style cleanups
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12:32:21  <Eddi|zuHause> how would that one line you suggest look like?
12:33:22  <Sacro> for i in * ; do utrac $i -t utf/8 ; done
12:33:56  <stavrosg> what's utrac?
12:34:12  <Sacro> UTRAC stands for Universal Text Recognizer and Converter.  It is a command line tool and a library that recognize the encoding of an input file (ex: UTF-8, ISO-8859-1, CP437...) and its end-of-line type (CR, LF, CRLF).
12:34:37  <Eddi|zuHause> i'm afraid i will have to install that first
12:35:31  <stavrosg> sounds interesting
12:45:39  <Eddi|zuHause> "Encoding like UTF-16, 32, HTML (&#nnn form), quoted-printable are still not supported (Ok, Utrac is not as universal as it claims to be)."
12:46:25  <Eddi|zuHause> fine, back to iconv ;)
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12:50:38  <Eddi|zuHause> narf... how do i handle filenames with spaces correctly?
12:50:44  <Eddi|zuHause> $i does not work
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12:54:35  <Sacro> "$i"
12:59:19  <Eddi|zuHause> hmm... now that did not work... it erased all files :p
13:03:48  <Sacro> :O
13:03:57  <Sacro> *hides*
13:04:12  <Eddi|zuHause> i have backup copies ;)
13:04:12  <Zavior> :D
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13:28:07  <peter1138> why would you want UTF-16 or 32 anyway?
13:28:30  <Eddi|zuHause> i HAVE utf-16 (somehow)... that is part of my problem ;)
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13:29:15  <peter1138> ah
13:33:07  <Eddi|zuHause> all this encoding crap is a seriously flawed design
13:34:19  <Frostregen> so are languages
13:34:37  <Sacro> lets all speak ISO 8859 english
13:34:57  <Eddi|zuHause> yes, but the languages are a few thousand years older than the encodings ;)
13:35:28  <Eddi|zuHause> and one could easily have defined that all text files have an "encoding" attribute
13:35:29  <Frostregen> that doesn't make them better ;)
13:35:39  <Eddi|zuHause> yes, but harder to change ;)
13:36:37  <Frostregen> maybe ;)
13:36:40  <Eddi|zuHause> but probably, some 50 years ago, they had no storage room for such meta data...
13:37:07  <Frostregen> plus all pc users definitely could understand english
13:37:28  <Eddi|zuHause> i would not say that...
13:38:01  <Frostregen> most of my c64 games are english
13:38:17  <Frostregen> but ok..50years is something different
13:38:58  <Eddi|zuHause> a lot of my old games are german... and if they were english, i did not understand them back then ;)
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13:39:23  <Eddi|zuHause> but there was not much to understand in sokoban, or packman ;)
13:39:33  <Frostregen> but in maniac mansion =)
13:39:48  <Eddi|zuHause> maniac mansion was in german
13:40:01  <Frostregen> i had only the english one
13:40:32  <Eddi|zuHause> although the first adventure i played was monkey island (also in german)
13:40:47  <Frostregen> strange
13:41:08  <Frostregen> maybe i had bad sources back then ;)
13:41:25  <Eddi|zuHause> hehe ;)
13:41:35  <Frostregen> but i learned english this way
13:41:43  <Frostregen> so it was not this bad
13:42:00  <Eddi|zuHause> i did not truly learn english until i joined the internet...
13:42:41  <Frostregen> did you program before?
13:42:50  <Frostregen> this was a reason for me too
13:42:55  <Eddi|zuHause> of course, i always had a 1 or 2 in school, but if you do not use it, you don't learn it
13:43:19  <Eddi|zuHause> yes, i programmed a little, but you don't need to understand the language for that
13:43:26  <Frostregen> if then :D
13:43:52  <Eddi|zuHause> besides, the help of borland pascal was also in german ;)
13:43:56  <Frostregen> and somehow i only had an english basic book
13:44:39  <Frostregen> if i remember right, the qbasic help from msdos was in english too
13:44:58  <Eddi|zuHause> i don't remember that actually...
13:45:30  <Eddi|zuHause> i wonder if i still have a qbasic lying around
13:45:44  <Frostregen> this should be part of msdos
13:46:05  <Eddi|zuHause> yeah, but i did not have msdos in years...
13:46:23  <Frostregen> i think win98 still contained it
13:46:25  <Eddi|zuHause> i had novell dos 7 most of the time
13:47:16  <Eddi|zuHause> hmm... *searches oldest computer around*
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13:54:14  <glx> my qbasic version is in french
13:54:30  <Frostregen> lol =)
13:55:08  <glx> why?
13:55:12  <glx> I'm french
13:55:13  <glx> :)
13:56:28  <Frostregen> lucky you
13:59:25  <Eddi|zuHause> hmm... dead BIOS battery + no HDD autodetection = bad
13:59:39  <Frostregen> doh
13:59:45  <Eddi|zuHause> where
13:59:52  <Eddi|zuHause> is the next screwdriver
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14:07:29  <CIA-5> truelight * r5590 /branches/TGP/heightmap.c: -Fix: clockwise heightmap import gives some unwanted effects in map dimensions. By default compile counter-clockwise, in the future it will be a patch option which corrects for all the problems. But, baby steps ;)
14:07:53  <CIA-5> truelight * r5591 /branches/TGP/heightmap.c: -Fix: typo in counter-clockwise code (compile before commit ;))
14:08:43  *** Sacro [n=ben@adsl-83-100-195-158.karoo.KCOM.COM] has quit [Read error: 110 (Connection timed out)]
14:10:31  <ems> its amazing how much openttd's media is better than real media
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14:11:43  <peter1138> ?
14:13:13  <Brianetta> A strange thing happened to me today.
14:13:26  <Brianetta> For the first time ever, I opened up a bill, saw the amount and cried.
14:13:53  <RichK67> with hysterics hopefully
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14:13:58  <Brianetta> Almost.
14:14:15  <Brianetta> I simply can't afford an electricity bill of £1,325.28
14:14:27  <OwenS> :O
14:14:30  <Brianetta> I'd have to take out a loan
14:14:47  <Brianetta> It's from British Gas (who are my electric supplier)
14:14:58  <Brianetta> and guess what?  Their billing systems are down for maintenance
14:15:05  <Brianetta> so I have no idea what's going on iuntil Monday
14:15:18  <OwenS> Eeek
14:15:24  <Brianetta> To make matters worse, my chocolate melted in the heat ):
14:15:36  <Brianetta> I need a hug, but Helen's off on an all-day stress management course
14:15:39  <Brianetta> the irony
14:15:39  <OwenS> rofl
14:15:41  <OwenS> rofl!
14:15:49  <Eddi|zuHause> get M&Ms. they melt in the mouth, not in the hands :p
14:15:54  <OwenS> lol
14:16:03  <Brianetta> My chocolate melted inthe cupboard
14:16:12  <Brianetta> It was like chewing Plasticene
14:16:13  <OwenS> We finally got our extension station to have a lower priority
14:16:21  <OwenS> It requires six(!!!) bumpers...
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14:18:08  <Eddi|zuHause> hm... my win95 laptop does not have qbasic on it...
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14:18:50  <OwenS> Did you say anything after my last message?
14:18:54  <OwenS> My IRC client hung
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14:20:40  <Brianetta> [15:16] <OwenS> It requires six(!!!) bumpers...
14:20:40  <Brianetta> [15:17] <-- OwenS has quit (Remote closed the connection)
14:21:43  <Frostregen> thats strange...should have it
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14:31:58  <CIA-5> tron * r5592 /trunk/tunnelbridge_cmd.c: Merge two complementary cases
14:32:12  <CIA-5> peter1138 * r5593 /branches/TGP/tgp_gui.c:
14:32:12  <CIA-5> [TGP] - Minor changes to TGP gui:
14:32:12  <CIA-5> - Fix comments for gui button commands.
14:32:12  <CIA-5> - Move code to disable date buttons to before DrawWindowWidgets().
14:32:12  <CIA-5> - Fix the widget numbers used in NewGameDate*() to depress the correct button.
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14:37:41  <OwenS> What code file holds the presignals?
14:38:23  * peter1138 sniggers
14:38:29  <OwenS> :(
14:38:38  <OwenS> What? I'd like to implement a NAND gate...
14:38:40  <glx> rail_cmd.c is a good candidate
14:41:32  <OwenS> Oh bugger
14:41:37  <OwenS> Is SetSignalsData saved to file?
14:42:07  <OwenS> Doesn't appear to be :)
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14:43:36  <peter1138> no, it's temporary
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14:44:02  <CIA-5> tron * r5594 /trunk/ (27 files in 3 dirs):
14:44:02  <CIA-5> Be more strict what's allowed to be built in a hangar: if the airport can't handle planes/helicopters don't present and disallow building planes/helicopters - the latter case wasn't covered yet.
14:44:02  <CIA-5> Also remove an error message about building aircraft which can't be triggered by a normal client
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14:49:37  <OwenS> Since a NAND gate normally only has 2 inputs, and I can't work out how it would function with more, if it has more/less than 2, should it go red?
14:49:49  <OwenS> (And stay red, IE: Disabled)
14:52:24  <Wolf01> what about allowing to place a rail under a train?
14:53:27  <glx> unrealistic
14:53:46  <Wolf01> but useful
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14:55:10  <OwenS> Argh who threw that goto into the mix?!
14:57:38  <OwenS> How are assertions raised in OpenTTD?
14:57:54  <Eddi|zuHause> you do an AND over all inputs, and then negate the result
14:58:05  <Frostregen> strg+f "assert"
14:58:16  <Eddi|zuHause> for multiple input NAND
14:58:19  <OwenS> Erm, I'm not using VStudio...
14:58:39  <Frostregen> f5 for textpad
14:58:47  <Frostregen> i guess you know how to search
14:59:25  <Frostregen> btw, nand signal would be an inverted presignal
14:59:30  <OwenS> :( there are no asserts in this file
14:59:49  <OwenS> And no it wouldn't
15:00:03  <OwenS> 0 0 -> 1, 0 1 -> 1, 1 0 -> 1, 1 1 -> 0
15:00:22  <OwenS> Assert isn't used in rail_cmd.c
15:01:00  <Frostregen> assert(v->type == VEH_Aircraft);
15:01:07  <OwenS> Aah, I thought so :)
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15:01:43  <OwenS> I was checking I didn't need to say why it was asserting EG: assert(v->type == VEH_Aircraft, "Vehicle not an aircraft")
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15:07:45  <Frostregen> ah, ok...presignals are inverted OR's
15:08:24  <OwenS> Hmm, where do these SetSignalsDatas come from? :s
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15:13:46  <Frostregen> hmm, i'm a bit confused now
15:14:00  <Frostregen> what exactly is your input and output?
15:14:17  <OwenS> Huh?
15:14:32  <Frostregen> if i take presignals
15:14:36  <Frostregen> with 2 exit signals
15:14:51  <Frostregen> only 2 red exit signals will turn the presignal to red
15:14:58  <Frostregen> which makes an AND
15:16:44  <Brianetta> Frostregen: Yes, exceot
15:16:55  <Brianetta> most examples on the forum use green as 1
15:17:03  <Brianetta> so the presence of a train un-sets the input
15:17:06  <Wolf01> IN | OUT1  OUT2
15:17:06  <Wolf01> ---------------
15:17:06  <Wolf01>  0 |  0    0
15:17:06  <Wolf01>  0 |  1    0
15:17:06  <Wolf01>  0 |  0    1
15:17:07  <Wolf01>  1 |  1    1
15:17:09  <Wolf01> 0 = red
15:17:11  <Wolf01> 1 = green
15:17:19  <Brianetta> 1 should be red
15:17:26  <Brianetta> but most people think otherwise
15:17:35  <RichK67> aircraft_gui.c:120 causes assert in trunk when you try to open the "new vehicles" panel of aircraft list
15:18:20  <RichK67> tile = 0
15:18:30  <Frostregen> it is still an AND
15:18:47  <RichK67> bbl
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15:19:32  <Eddi|zuHause> with green=1, normal presignals behave like "OR"
15:19:51  <Frostregen> ok, wolfs table is weong
15:19:55  <Frostregen> wrong
15:20:07  <Wolf01> is the AND table
15:20:16  <Wolf01> and is right
15:20:24  <OwenS> You can't have 2 outs...
15:20:39  <Frostregen> not for presignals
15:20:41  <Wolf01> is in TT style
15:20:52  <Frostregen> just read it the other way round
15:20:54  <Wolf01> the outs are the in pins
15:20:55  <OwenS> It would be IN IN | OUT :P
15:21:03  <Eddi|zuHause> he has it reversed... "input" of the function are the "exit" (outwards) signals
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15:22:03  <OwenS> :S where is IsPresignalEntry defined
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15:23:05  <Frostregen> red=1 would result in an AND
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15:24:28  <Frostregen> green=1 red=0 would result in OR
15:24:46  <Wolf01> the AND is:
15:24:46  <Wolf01> AB|Y
15:24:46  <Wolf01> 00|0
15:24:46  <Wolf01> 01|0
15:24:48  <Wolf01> 10|0
15:24:50  <Wolf01> 11|1
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15:25:40  <Frostregen> if both exits are red=1 the pre would be 1 too
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15:25:46  <Frostregen> thats your table
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15:26:07  <OwenS> Hmm, Where TF is IsPresignalEntry
15:26:10  <Wolf01> the red is 0 in my table
15:26:30  <Frostregen> its just a point of view
15:27:08  <Wolf01> now presignals work as the OR:
15:27:08  <Wolf01> AB|Y
15:27:08  <Wolf01> 00|0
15:27:08  <Wolf01> 01|1
15:27:08  <Wolf01> 10|1
15:27:09  <Wolf01> 11|1
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15:27:37  <Frostregen> if you invert everything, you'll get the AND
15:27:42  <Wolf01> when AT LEAST one exit is green (1) the entrance (Y) is green
15:27:44  <Frostregen> de morgan i think
15:27:56  <OwenS> Why can't I find IsPresignalEntry? :'(
15:28:21  <Wolf01> owen, use windows find to search between files
15:28:32  <OwenS> I'm not on Windows...
15:28:37  <OwenS> But Beagle is a good suggestion :P
15:28:41  <Frostregen> its just inside rail_cmd.c and rail_map.h
15:30:25  <Frostregen> changing this to a nand would be great
15:30:37  <Frostregen> we could construct every logic we want ;)
15:30:54  <OwenS> I'm adding NAND :P
15:30:59  <OwenS> Thats what all the questions are for
15:31:08  <Frostregen> or just an invert
15:31:24  <Frostregen> would be even more useful
15:31:57  <OwenS> Yeah, NAND is inverted what we have currently :P
15:32:11  <OwenS> So it's really either NAND or NOT, depending on how many exits you have behind it
15:32:50  <Frostregen> then why did you say:
15:32:51  <Frostregen> [17:01:25] <Frostregen> btw, nand signal would be an inverted presignal
15:32:51  <Frostregen> [17:01:30] <OwenS> :( there are no asserts in this file
15:32:51  <Frostregen> [17:01:49] <OwenS> And no it wouldn't
15:33:07  <OwenS> I hadn't researched enough at the time :)
15:33:13  <Frostregen> hmpf...
15:33:22  <OwenS> Anyway, gah, TileIndex is a bitflag array...
15:33:31  <Frostregen> no, just an integer
15:33:41  <OwenS> ...Oh?
15:33:48  <OwenS> return (SignalType)GB(_m[t].m4, 0, 2); has me lost :P
15:34:03  <peter1138> map is a bitflag array
15:34:11  <peter1138> tileindex is an index in the map (oddly enough)
15:34:12  <Frostregen> ^^
15:34:28  <OwenS> Hehe
15:34:42  <OwenS> And GB finds the index in the map?
15:34:49  <peter1138> no
15:34:52  <Frostregen> getbit
15:34:55  <peter1138> t is the index in the map
15:34:56  <OwenS> Aah
15:35:07  <OwenS> Aaaaaaah
15:36:13  <OwenS> So, in tile, m1 - m5 are bitflags?
15:36:19  <OwenS> extra being reserved space
15:39:01  <Frostregen> hmm, since there are already 4 types of signals, you would need an extra bit
15:39:18  <OwenS> m1 to m5 are bytes
15:39:26  <OwenS> Presumably, signals are in one of them
15:39:32  <OwenS> But how many bits are used I do not know
15:39:50  <Frostregen> this i do not know too
15:40:01  <Frostregen> but you may look into miniIN has presignals
15:40:19  <OwenS> So does the main trunk...
15:40:21  <Frostregen> they should use another bit, which has to be free
15:40:28  <Frostregen> oh
15:40:32  <OwenS> Unless you mean PBS :P
15:40:44  <Frostregen> ops
15:40:50  <Frostregen> i meant pbs =)
15:41:12  <OwenS> Of course I shouldn't use the same bit
15:41:21  <OwenS> Since then MiniIN users will suffer hell
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15:42:53  <OwenS> Aah, gotcha!
15:42:55  <Frostregen> you could test it
15:43:03  <Frostregen> maybe it is not this useful after all
15:43:06  <Frostregen> idk
15:43:15  <Frostregen> or just invert presignal behavior
15:43:17  <Frostregen> for a start
15:43:22  <OwenS> Ive found out where the sigtypes are
15:43:24  <OwenS> The behaviour is done
15:43:31  <OwenS> ooh, I get what you mean
15:43:38  <OwenS> And I see it's use, thats why I want to implement it :P
15:43:55  <Frostregen> may you tell me?
15:44:21  <OwenS> I have an extension to a station which trains prefer but I want them to use only of the main station is full
15:44:30  <Rens2Sea> what does the pause_on_join option do?
15:44:51  <Rens2Sea> stops the game when people join? O_o
15:45:07  <Wolf01> no, pause the game so it can synch better
15:45:17  <Rens2Sea> right
15:45:23  <Rens2Sea> ok then thanks :O
15:45:40  <OwenS>   SIGTYPE_NCOMBO  = 5  // nand combo (I presume 4 == PBS) :P
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15:46:31  <OwenS> From MiniIN:   SIGTYPE_PBS     = 4, // pbs signal Yep
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15:50:05  <Rens2Sea> i dont get it
15:50:24  <Rens2Sea> started a dedicated server, joined it, console says 'game unpaused(client connected)
15:50:28  <Rens2Sea> yet it is still paused
15:51:27  <Rens2Sea> ah nevermind
15:51:42  <OwenS> OK, that should be it for this case.. Now, where are signals laid on the track?
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15:54:00  <Frostregen> int32 CmdBuildSingleSignal(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
15:54:13  <Frostregen> line 624 in rail_cmd.c
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15:57:47  <OwenS> Right, I think ive done that :)
15:58:03  <OwenS> Now, finally, where does it decide what graphic to use?
16:02:28  <Frostregen> static void DrawTile_Track(TileInfo *ti)
16:02:31  <Frostregen> line 1300
16:02:36  <Frostregen> rail_cmd.c
16:02:37  <OwenS> Thanks :)
16:03:09  <Frostregen> sorry
16:03:16  <Frostregen> actually its DrawSignals
16:03:20  <Frostregen> in line 1268
16:03:24  <OwenS> Yeah, I found it
16:04:54  <OwenS> I have a hunch its more to do with DrawSingleSignal thoigh :)
16:05:04  <Frostregen> kk ;)
16:05:51  <OwenS> Hmm, i'm presuming that the IDS in static const SpriteID SignalBase[2][2][4] = { have something to do with NewGRFs, but I wouldnt know a thing about how NewGRFs work if they hit me in the face..
16:08:09  <OwenS> And seccondly, I wouldnt know how to create a new signal graphic for the signal either
16:09:26  <Frostregen> the pbs signals are still withing
16:09:28  <Frostregen> -g
16:10:05  <OwenS> Hmm, so the PBS signals are still shipped with OTTD?
16:10:14  <OwenS> (The nightlies, at least)
16:10:15  <Frostregen> just a moment...
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16:11:17  <Born_Acorn> Don't think so, but there is a branch.
16:11:47  <Frostregen> there are signals with a yellow light
16:11:57  <OwenS> Thats the PBS ones
16:12:07  <OwenS> I mean the graphics :P
16:12:11  * Sacro is sweating
16:12:16  <OwenS> Hot?
16:12:36  <Frostregen> they start at index 115
16:12:47  <OwenS> Dude; I have no clue about NewGRFs
16:13:09  <OwenS> But, I am asking here, could I just enter the PBS addresses for the time being?
16:13:10  <Frostregen> its presignal + 112
16:13:21  <Frostregen> sure
16:13:24  <OwenS> :)
16:13:56  <Sacro> OwenS: yeah
16:14:06  <Sacro> what are you trying to do?
16:15:15  <OwenS> Add NAND signals
16:15:45  <Sacro> Ahh, cos with NAND you can have anythng
16:15:56  <OwenS> Exactly :)
16:16:09  <Frostregen> will be great for some playing
16:16:20  <Frostregen> who will be the first to build a turing machine? =)
16:16:24  <Sacro> shouldnt be too hard to do
16:16:29  <Sacro> in OpenTTD?
16:16:32  <Frostregen> sure
16:16:36  <Sacro> ive seen a Full Adder before
16:16:58  <Frostregen> was done with game of life
16:17:19  <Bjarni> <Frostregen>	who will be the first to build a turing machine? =) <-- you mean a turn table?
16:17:28  <Bjarni> why would you want a turntable?
16:17:33  <Frostregen> what?
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16:18:04  <OwenS> A Turing Machine is a logic machine...
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16:18:41  <OwenS> OK, that should be it, correct?
16:18:57  <Frostregen> just try it
16:19:00  <OwenS> Hehe
16:19:03  <Eddi|zuHause> you cannot build a turing machine
16:19:10  <Frostregen> hmpf
16:19:14  <Frostregen> with limited memory
16:19:16  <Frostregen> ok? ;)
16:19:21  <Eddi|zuHause> because you'd need infinite memory
16:20:32  <OwenS> yapf/yapf_rail.cpp:267:   instantiated from here
16:20:32  <OwenS> yapf/yapf_costrail.hpp:125: warning: enumeration value 'SIGTYPE_NCOMBO' not handled in switch
16:20:32  <OwenS> I think YAPF may have issues
16:21:00  <Frostregen> look into it
16:21:06  <glx> yes you need to update all pathfinder
16:21:27  <Eddi|zuHause> you might just do the same as for the other signals
16:21:28  <Sacro> surely just OPF?
16:21:55  <glx> NPF an YAPF use signal type to choose path
16:22:34  <Born_Acorn> I've just met someone saying "Transport Tycoon Deluxe : Open Source", and calling it an "enhancement mod". Strange strange people.
16:23:11  <OwenS> lol
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16:24:49  <OwenS> :s my presignal turned into a semaphore
16:26:19  <Frostregen> strange
16:26:35  <OwenS>  if(type == SIGTYPE_COMBO) type = SIGTYPE_NCOMBO;
16:26:35  <OwenS>  else if(type == SIGTYPE_NCOMBO) type = SIGTYPE_NORMAL;
16:26:35  <OwenS>  else type = type + 1;
16:26:35  <OwenS>  SetSignalType(tile, type);
16:26:42  <OwenS> Shouldn't be anything wrong with that...?
16:28:05  <Frostregen> that should not turn it to a semaphore anyway
16:28:14  <glx> the drawing code
16:28:24  <OwenS> I added a debug printf and got
16:28:26  <OwenS> Debug: sigtype changed to 1
16:28:26  <OwenS> Debug: sigtype changed to 2
16:28:26  <OwenS> Debug: sigtype changed to 3
16:28:26  <OwenS> Debug: sigtype changed to 5
16:28:28  <OwenS> Aha
16:28:31  <OwenS> I think I have it
16:29:20  * publunch tries loading a game using a dialup connection.
16:30:40  <OwenS> It's overflowing into semaphores because SIGTYPE_NCOMBO == 5, and not 4 as it would have expected
16:31:25  <publunch> hmm - game connection lost.  Wot a surprize!  I guess I'll have to wait until asdl is working which will be sometime next week I think.
16:35:13  <Sacro> its getting disturbingly dark
16:38:32  <OwenS> Nope, tahts not is :S
16:39:22  <Wolf01> OwenS, i wish your patch finished for this evening :D
16:39:35  <OwenS> lol, why?
16:40:14  <Wolf01> why? i need it!
16:40:17  <OwenS> lol
16:40:26  <OwenS> It's not do do with drawing the graphics it appears :s
16:41:12  <OwenS> The drawing code never gets an NCOMBO signal :s
16:41:37  <glx> the update signal code then
16:41:46  <Wolf01> i think you need a graphic artist/coder to code another signal in the presignals grf
16:42:14  <OwenS> No, i'm trying with a presignal entry graphic and that doesn't work either
16:42:37  <Frostregen> not pbs`
16:42:39  <Frostregen> ?
16:42:41  <OwenS> However, GetSignalType uses GB/SB right, which get/set bits
16:42:50  <OwenS> How many bits do they use?
16:43:01  <OwenS> I feel I may be encroaching on the Semaphore modifier's space
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16:44:59  <CIA-5> tron * r5595 /trunk/aircraft_gui.c: Show all aircraft in the dry-run build window of the global aircraft list again
16:46:17  <OwenS> OMG yeah
16:46:20  <OwenS> im right
16:46:23  <OwenS> I am encroaching :s
16:46:43  <Born_Acorn> Hurray for encroaching if it's a good thing!
16:46:47  <OwenS> lol
16:46:53  <Born_Acorn> Boo for encroaching if it's a bad thing!
16:46:56  <OwenS> Whats used in Tile.m4
16:47:22  <Frostregen> maybe you should ask the one who implemented pbs in miniin
16:47:25  <Wolf01> you should talk with RichK67, he worked on speed signs patch and he may help you a little
16:47:57  <Eddi|zuHause> i think hackykid made the PBS patch
16:49:27  <Tron> OwenS: docs/landscape.html
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16:50:30  <Frostregen> static inline void SetSignalType(TileIndex t, SignalType s)
16:50:30  <Frostregen> {
16:50:30  <Frostregen> 	assert(GetRailTileType(t) == RAIL_TILE_SIGNALS);
16:50:30  <Frostregen> 	SB(_m[t].m4, 0, 2, s);
16:50:30  <Frostregen> }
16:50:37  <Frostregen> static inline void SetSignalType(TileIndex t, SignalType s)
16:50:37  <Frostregen> {
16:50:37  <Frostregen> 	assert(GetRailTileType(t) == RAIL_TILE_SIGNALS);
16:50:37  <Frostregen> 	SB(_m[t].m4, 0, 3, s);
16:50:39  <Frostregen> }
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16:50:47  <Frostregen> above: trunk, below: miniin
16:51:22  <OwenS> Yeah, I already changed it
16:51:49  <Frostregen> cool
16:51:55  <Frostregen> never looked into those docs
16:51:57  <Frostregen> =)
16:53:30  *** RichK67|gone is now known as RichK67
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16:53:58  <RichK67> back
16:54:15  <RichK67> [17:47] Wolf01: you should talk with RichK67, he worked on speed signs patch and he may help you a little <-- wassup?
16:54:34  <Wolf01> to add another presignal
16:54:56  <Wolf01> like the combo but works as NAND instead of an OR
16:55:38  <OwenS> Actually, I got that bit working :)
16:55:45  <RichK67> probably need another bit from somewhere in m... m2 has plenty
16:56:32  <OwenS> Couldn't I just nick number 5 in the signal type array?
16:57:04  <RichK67> not such a great idea
16:57:07  <Frostregen> the question is, did you move bit 2 of m2 to bit 3?
16:57:16  <Frostregen> to make room for more signals?
16:57:27  <Frostregen> (in miniin)
16:59:45  <OwenS> Any reason why its not such a great idea?
17:02:06  <OwenS> I forgot depots had Presignal Entries :P
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17:07:25  <OwenS> Something is obviosuly wrong
17:07:35  <OwenS> For a start, the signal allowed 2 trains to enter the block :s
17:08:29  <OwenS> Aah oops
17:08:51  <Wolf01> you changed the pbs section?
17:09:23  <OwenS> I'm working on the trunk, so no
17:09:41  <OwenS> What I did do is accidentally break out of the calculations so it never got to decide there was a train in there
17:10:16  <Sacro> signalmans day off?
17:10:27  <OwenS> Heh I suppose :P
17:10:46  <Sacro> "a sod it, lets stick em all to green and go t'pub"
17:10:47  <Frostregen> if it works, post a patchfile :)
17:10:57  <Sacro> Frostregen: hehe, i'd love that
17:11:07  <Sacro> the "good timing needed" mode
17:11:24  <Frostregen> hehe
17:11:31  <Frostregen> new challenge for bored players
17:11:49  <Sacro> hmm, i just realised, unless i stay on idleRPG for more than 4 hours, im never gonna level up :(
17:12:31  <OwenS> IT WORKS!!!
17:12:36  <Sacro> :O
17:12:45  <Sacro> THATS TEH ROXXORS
17:12:47  <Frostregen> nice
17:12:55  <Sacro> is it NAND?
17:13:06  <OwenS> Yep
17:13:18  * Sacro thinks of a good reason behind having a full adder
17:13:55  <OwenS> lol
17:14:02  * Wolf01 thinks to make a PIC microcontroller in OTTD
17:14:15  * Frostregen makes a turing machine
17:14:20  <Sacro> hehe, movlw, movwf
17:14:23  <OwenS> lol
17:14:29  <Sacro> Frostregen: need infinite memory
17:14:34  <Frostregen> damn
17:14:39  <RichK67> sorry back
17:14:45  <Frostregen> could everybody stop hacking on memory? =)
17:14:46  <OwenS> RickK67, is there any specific reason why using no. 5 is a bad idea?
17:15:22  <RichK67> .m4 bit 5?
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17:15:44  <Sacro> the TTDP guys say that they have everything we have, plus more, so i mentioned 2048² maps
17:16:06  <OwenS> lol
17:16:17  <OwenS> SIGTYPE 5
17:16:26  <RichK67> just wait for latest TGP... they will be having to do *major* catchup
17:16:30  <OwenS> In the 3 (I think?) bits it occupies when PBS is enabled
17:16:33  <Sacro> thought there was only 4 sigtypes
17:16:44  <Sacro> 2 bits
17:16:54  <OwenS> With PBS it uses 3
17:17:06  <Sacro> hmm, maybe theres 8
17:17:15  <Sacro> ah well, #newsignals will be doing stuff soon
17:17:20  <RichK67> OwenS: i thought PBS effectively used 4..7 (just 5..7 arent used right now)
17:17:23  <Sacro> when KUDr gets back from slovakia
17:17:46  <OwenS> Well, it doesn't at the moment
17:17:51  <Sacro> RichK67: it used them, effectively is an opinion
17:18:21  <RichK67> for "speed signs", i borrowed bits 14&15 of .m2   lots of space in there, and its currently safe space
17:19:19  <RichK67> whatever you use, please create an accessor for it, so if necessary the bits used can be moved without having to recode everywhere
17:19:51  <OwenS> One benefit of it being another signal type, like all existing signals are
17:20:38  <Frostregen> does it still look like a semaphore?
17:20:42  <OwenS> 000: normal signals
17:20:42  <OwenS> 001: pre-signals
17:20:42  <OwenS> 010: exit-signals
17:20:42  <OwenS> 011: combo-signals
17:20:42  <OwenS> 100: PBS
17:20:44  <OwenS> 101: NAND
17:20:48  <OwenS> No, it looks like a PBS signal :P
17:20:59  <Frostregen> where was the error?
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17:21:20  <OwenS> I had overflowed into the semaphore bit
17:21:20  <Frostregen> or did you move the semaphore bit?
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17:21:55  <RichK67> oh ... bah... i cant even remember my own patch!!   speed signs uses .m4 bit 3 & 4... MiniIN has pbs, so it uses bit 3 already for semaphores
17:23:24  <OwenS> In MiniIN it's
17:23:26  <OwenS> 147 typedef enum SignalType {
17:23:26  <OwenS> 148 SIGTYPE_NORMAL  = 0, // normal signal
17:23:26  <OwenS> 149 SIGTYPE_ENTRY   = 1, // presignal block entry
17:23:26  <OwenS> 150 SIGTYPE_EXIT    = 2, // presignal block exit
17:23:26  <OwenS> 151 SIGTYPE_COMBO   = 3, // presignal inter-block
17:23:27  <OwenS> 152 SIGTYPE_PBS     = 4, // pbs signal
17:23:29  <OwenS> 153 } SignalType
17:23:31  <OwenS> I would have
17:23:40  <OwenS> SIGTYPE_NCOMBO = 5 // nand combo signal
17:24:46  <Born_Acorn> Fly my pretties! Fly!
17:25:26  <Sacro> :S
17:25:28  * Sacro listen Fatboy Slim - The Greatest Hits Why Try Harder - Right Here Right Now
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17:25:55  <OwenS> SIGTYPE_NCOMBO requires no more bits than PBS already uses
17:28:27  <Frostregen> patch? =)
17:28:39  <OwenS> It's not done =)
17:28:49  <Frostregen> :(
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17:36:50  <OwenS> RichK67, the changes to Get/SetSignalVariant in MiniIN, will I need them and is there anything I should note?
17:42:44  <OwenS> RichK?
17:42:58  <OwenS> Anyone else who would know?
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17:43:10  <RichK67> on phone bbl
17:43:14  <OwenS> Aah OK
17:45:29  <OwenS> Nobody else knows?
17:45:38  <OwenS> I can't see any problems, but still
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17:58:43  <Born_Acorn>
17:58:44  <Born_Acorn> yay.
18:00:13  <peter1138> plugins?
18:00:48  <Born_Acorn> Search plugin for Mozilla/Firefox
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18:10:34  <OwenS> Yay! My NAND gate is working :D
18:10:50  <OwenS> Ive just created a "timer circuit"
18:11:38  <Frostregen> nice
18:11:50  <Frostregen> patch? :D
18:12:40  <Wolf01> :OOO
18:12:42  <Wolf01> patch
18:12:43  <Wolf01> patch
18:13:41  <Frostregen> already set up a new trunk folder
18:13:43  <Wolf01> frost, are you busy tomorrow?
18:13:47  <Frostregen> yes
18:13:54  <Wolf01> :(
18:13:55  <Frostregen> my exam is on monday
18:14:03  <Frostregen> i thought thursday
18:14:12  <Wolf01> ok, i'll wait
18:15:18  <Rens2Sea> need a bit of help with dbsetxlw.grf
18:15:24  <Frostregen> you could look into the build-station code
18:15:26  <Rens2Sea> when do i get some good wagons?
18:15:40  <Frostregen> and modify it to accept a station id
18:15:45  <Rens2Sea> the only cargo wagons i have can only go 60 km/s :/
18:16:07  <Wolf01> i tried, but i still don't understand the code
18:16:16  <Frostregen> oh, ok
18:16:54  <Rens2Sea> anyone?
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18:17:24  <Wolf01> Rens2Sea, dbset wagons are refittable
18:17:30  <Rens2Sea> i know
18:17:36  <peter1138> Rens2Sea: rtfm ;)
18:17:37  <Rens2Sea> but they cant be made faster :p
18:17:45  <Rens2Sea> where is tfm for the dbset? :/
18:18:01  <Wolf01> just wait for a new wagon to appear
18:18:14  <Rens2Sea> what year is that ? :s
18:18:17  <Wolf01> if you are on an earlier stage of the game
18:18:24  <peter1138>
18:18:24  <Rens2Sea> 1930
18:18:35  <Wolf01> wait 'til 1960
18:18:35  <Rens2Sea> got trains that go 130 but the wagons only 60 :/
18:18:44  <OwenS>,%2026th%20May%202051.png
18:18:44  <OwenS>,%2028th%20May%202051.png
18:18:44  <OwenS> :D
18:18:49  <Rens2Sea> 1960? O_O
18:18:51  <OwenS> Timer circuit
18:18:52  <Rens2Sea> that's like ages
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18:19:31  <OwenS> Ive just noticed my pictures aren't a great representation
18:19:37  <OwenS> But should give you an overview
18:20:53  <Wolf01> :D looks like a pendulum clock
18:20:58  <Frostregen> yup
18:21:07  <Frostregen> could be useful for track balancing
18:21:25  <CIA-5> miham * r5596 /trunk/lang/ (slovak.txt turkish.txt unfinished/bulgarian.txt):
18:21:25  <CIA-5> WebTranslator2 update to 2006-07-22 20:18:06
18:21:25  <CIA-5> bulgarian - 160 fixed by groupsky (160)
18:21:25  <CIA-5> slovak - 49 changed by lengyel (49)
18:21:25  <CIA-5> turkish - 1 fixed by jnmbk (1)
18:22:59  <OwenS>,%2026th%20May%202051.png
18:23:01  <OwenS> Woops
18:23:03  <OwenS> Wrong copy
18:23:09  <OwenS> And now, the moment youve all been waiting for:
18:23:27  <OwenS> NOTES:
18:23:51  <OwenS>   * Uses PBS graphics for now
18:23:51  <OwenS>   * Someone should check i'm not smashing any bitflags in Tile.m4
18:25:20  <Frostregen> hmm, yapf warnings still there
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18:25:36  <OwenS> Oh, another note: I didn't remove debug printfs
18:25:40  <OwenS> I didn't check YAPF
18:27:55  <OwenS> OK, the YAPF warning is fixed :)
18:28:05  <OwenS> Ive made it cost the same as a combo
18:28:54  <OwenS> Ill just test with YAPF and we should be done :)
18:34:02  <OwenS> Yeah, it works with YAPF :)
18:35:41  <OwenS> -> Updated to work with YAPF
18:35:54  <OwenS> Revert nand.diff if applied
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19:07:06  <OwenS> I released the first Alpha of the NAND patch,
19:07:59  <hylje> nice
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19:14:11  <Wolf01> OwenS, i'm trying to merge your patch on miniIN, when i'll have done i'll tell you if works
19:14:28  <OwenS> OK :)
19:14:30  <OwenS> It works here :P
19:14:54  <Wolf01> with miniIN is almost a conflict :)
19:14:59  <OwenS> lol
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19:20:33  <Wolf01> ok, is the moment of the truth
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19:22:13  <RichK67> so is this meant to be an extra signal that says "only proceed if all exits are clear"??
19:22:21  <Wolf01> yes
19:22:48  <OwenS> Nope
19:22:59  <OwenS> Only proceed if any ammount but all exits are clear
19:23:03  <RichK67> clearly we all understand well then ;)
19:23:22  <OwenS> If you want that put a NAND in front of the other using trickery to get them off the track :P
19:23:26  <RichK67> "if any amount"?
19:23:42  <OwenS> If any ammount, including none
19:23:43  <Wolf01> uhm, doesn't work XD
19:23:56  <OwenS> Only proceed if any ammount other than all are clear
19:24:05  <toweri> "Only proceed if at least one exit shows "stop" "?
19:24:14  <Wolf01> i'm able to place the signal but with exit presignals is like a combo signal
19:24:21  <OwenS>
19:24:31  <RichK67> hmm... cant see a use for it
19:24:34  <OwenS> In tha screenshot, trains will only take the right track if the left one is ocupied
19:24:52  <OwenS> NANDS are the basic building blocks of all circuits. They are usable for almost anything
19:25:17  <OwenS> It's not percect however
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19:25:19  <peter1138> railway lines aren't electrical circuits :)
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19:25:30  <OwenS> No, but principles of them can be applied
19:25:32  <RichK67> i know what a NAND gate is, its not useful on a railway
19:25:43  <Wolf01> OwenS, you read me?
19:25:45  <OwenS> Ive just used it, ive found a use for it
19:25:58  <OwenS> It works on the trunk
19:26:14  <RichK67> ok... show a real situation; trains and stations, not test loops please
19:26:23  <RichK67> anyway... bbl ... cinema :)
19:26:25  <OwenS> Fair enough
19:26:59  *** RichK67 is now known as RichK67|away
19:29:43  <Wolf01> OwenS, can you dl the miniIN and try to fix it in that branch?
19:29:52  <Wolf01> i'll send you the diff
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19:35:20  <Rens2Sea> er
19:35:33  <Rens2Sea> trying to join my self made new dedicated multiplayer game
19:35:36  <Rens2Sea> no company's yet
19:35:40  <Rens2Sea> click on New company
19:35:50  <Rens2Sea> "Company is protected. Enter password"
19:35:51  <Rens2Sea> :|
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19:38:05  <Rens2Sea> anyone?
19:38:29  *** Trippledence [] has quit [Read error: 110 (Connection timed out)]
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19:41:58  <Rens2Sea> worked the first time, then we wanted a new game :/
19:42:51  <Rens2Sea> everyone dead eh?
19:46:09  <OwenS> RichK67|away: Although not it, based upon a real world example. In this case, stations would prefer what is in the example the station on the right as it is closer. We want them to prefer the futher away station because it entices towns to grow more. With this setup, they will go to the left station unless it is full, when they will overflow into the right station
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19:54:50  <OwenS> Bjarni, since your one of the developers, could you look over
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20:07:56  <Bjarni> it depends
20:08:06  <Bjarni> how much will you pay me to do so?
20:09:32  <Sacro> same as last night ;)
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20:11:47  <Bjarni> cool
20:11:52  <Bjarni> count me in
20:12:14  <Wolf01> OwenS, bug
20:13:01  <Rens2Sea> how do i load a game in a dedicated server? i dont get the load command
20:13:13  <hylje> load filename
20:13:18  <Rens2Sea> yeah
20:13:21  <Rens2Sea> i tried that
20:13:39  <Rens2Sea> still says the same thing
20:14:33  <OwenS> Whats the bug?
20:14:34  <OwenS> lol
20:14:53  <Rens2Sea> the bug is you not helping me :/
20:14:54  <Wolf01> try to make a circle with 3 nand
20:15:01  <OwenS> It hangs
20:15:05  <Wolf01> :)
20:15:21  <OwenS> The signal engine gets forever stuck setting the signals in a loop
20:15:36  <hylje> infinite loop
20:15:41  <OwenS> I documented the phenomenai here
20:16:21  <Wolf01> i'm trying to make a S/R flip flop :D
20:16:30  <Rens2Sea> hmm
20:16:41  <Rens2Sea> is it not possible to load a singleplayer game in multiplayer?
20:16:54  <hylje> it is
20:16:58  <hylje> ive done it
20:17:04  <Rens2Sea> then why doesn't it work :/
20:17:33  <Rens2Sea> load <no> - Loads file <no> as listed with ls.
20:17:37  <Rens2Sea> doesnt seem to work
20:17:49  <Rens2Sea> aaaah
20:17:51  <Rens2Sea> there it is
20:17:58  <Rens2Sea> doesnt work with rcon
20:20:11  <OwenS> I would love to build this setup in the #openttdcoop sandbox:
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20:20:56  <hylje> whats the *real* use in that really?
20:21:06  <OwenS> One is to enforce preferences
20:21:15  <OwenS> There are other complex layouts which it can help with
20:22:56  <OwenS> In that screenshot, it forces trains to go to the left station until it fills up
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20:23:48  <hylje> nice
20:24:33  <OwenS> We need another track type, signallpath or whatever, which looks like a bunch of wires :P
20:25:12  <hylje> and let it overlap freely?
20:25:18  <hylje> that would be tricky though
20:25:25  <OwenS> I know
20:25:35  <OwenS> No overlapping would be OK at first though :P
20:25:55  <hylje> id rather make scriptable signal
20:26:04  <OwenS> Would be hard...
20:26:07  <hylje> instead of hack with signalpath
20:26:14  <OwenS> I suppose you could use LUA though :P
20:26:32  <hylje> and it would also need signals to be identifiable
20:26:38  <hylje> for fine-tuned use
20:26:44  <peter1138> identified by tile ;...
20:29:01  <Wolf01> NOT, NAND, AND gates are working well
20:29:06  <OwenS> :)
20:29:11  <Bjarni> <-- "Mac Troubles?"... now it works for this guy, but "I hope that i will not have any other problem....thanks!"... I think he will get more problems. I had to select the binary he should use (the one named the same as his OS). When I said he should pick that one from the list, he failed to do so :P
20:29:11  <Wolf01> OR is old presignals
20:29:24  <Bjarni> o_O
20:29:29  <OwenS> lol
20:29:35  <Bjarni> he failed to pick his OS from a list even when told to do so
20:29:40  <OwenS> lol
20:29:45  <Wolf01> looool
20:29:56  <OwenS> BTW, the NAND signal must do something the signal engine doesn't expect since it can break the signal path if not surrounded by combos
20:30:32  <OwenS> XOR? :P
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20:32:22  <Bjarni> OwenS: hmm... NAND signals... why would we want to use those?
20:32:37  <OwenS> They can be used as building blocks for other gates
20:32:44  <OwenS> As I said earlier:
20:32:45  <OwenS>
20:32:55  <OwenS> (21:22:55) OwenS:   In that screenshot, it forces trains to go to the left station until it fills up
20:33:08  <OwenS> (21:22:55) OwenS:   In that screenshot, it forces trains to go to the left station until it fills up
20:33:50  <OwenS> To make a flip-flop, would you not need a train "clock"?
20:35:04  <OwenS> Circuit diagrams of how you would use NAND to make other gates:
20:35:04  <OwenS>
20:36:11  <peter1138> it's a transport game, not a logic simulator ;p
20:36:35  <OwenS> No, but the gates can be used to create complex signal systems
20:37:16  <Bjarni> OwenS: I got an idea for a signal, that is easier to understand (specially for people, who unlike us don't know logic gates) and uses less space. How about a signal that behaves normal except it is forced red if another signal leads away from the block and it's green
20:37:40  <Bjarni> that way you can make a fork where the trains will always pick the same fork if both are free
20:38:02  <Bjarni> and it's actually useful ;)
20:38:11  <OwenS> That involves looking through the block backwards...
20:38:18  <Bjarni> so?
20:38:26  <OwenS> I don't know how to do that :P
20:38:48  <Bjarni> it's only one block
20:39:00  <Bjarni> it's not recursive
20:39:37  <OwenS> Hmm, i still don't know how I would do it :P
20:39:41  <hylje> recursive function
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20:40:34  <Bjarni> it might be tricky, but tricky is a parameter that tells how much time it takes to code, not if it will be coded ;)
20:40:43  <OwenS> lol
20:41:28  <OwenS> The only way I would know how to do it I just realised wouldn't work
20:42:07  <Wolf01> the AND made OR works
20:42:15  <OwenS> NAND made OR you mean? :P
20:42:22  <Wolf01> yes, NAND
20:42:35  <OwenS> If I were to code the other signal, the NAND should remain however as it is still a lot more versatile
20:43:02  <Wolf01> you can code as many signals you want
20:43:08  <OwenS> Not really
20:43:15  <OwenS> Theres limited variable space
20:43:31  <Bjarni> how about when checking the signal state, then create a virtual signal the other way in that block and check the block AFTER the virtual signal?
20:43:55  <OwenS> Hmm
20:44:13  <OwenS> I'm still working everything out in my head
20:44:21  <OwenS> Any ideas how to stop NANDs from hanging the game?
20:44:24  <Bjarni> it might have some issues with updating when a signal block updates, but that's nothing, that can't be solved
20:44:54  <Bjarni> <OwenS>	Any ideas how to stop NANDs from hanging the game? <-- apart from not using them/not placing them in loops, then no
20:45:50  <OwenS> I was thinking maybe have it so that when each signal was first enumerated, set a int in it to 0, and once a signal has been calculated 10 times it just sets it red and stops?
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20:46:33  <Bjarni> that might be a solutions
20:46:37  <Bjarni> -s
20:46:53  <OwenS> You would know it had gone wrong also as your signals would all suddenly go red
20:47:08  <Bjarni> generally it would be a good idea not to look though too many blocks to ensure that the game can run on normal CPUs
20:47:41  <OwenS> Ill hard code it at 10, since I don't know how Configure Patches works, but maybe later someone could allow it to be configurable? :)
20:47:52  <OwenS> So people with really complex junctions don't get shot in the foot
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20:49:45  <OwenS> Is SetSignalsEnumProc() only called once?
20:50:07  <Bjarni> it's easy to make it configureable. For a start, you make it a global var and then we can talk about loading/saving it later
20:50:17  <OwenS> OK
20:50:22  <OwenS> Where would I define said global var
20:50:27  <OwenS> rail.h?
20:52:51  <Bjarni> no
20:52:56  <Bjarni> variable.h
20:53:17  <Bjarni> bbl
20:53:23  <peter1138> for a patch setting
20:53:33  <peter1138> it'll be in the Patches struct
20:53:36  <Wolf01> whoa, the XOR is big but works :D
20:53:40  <OwenS> lol
20:53:58  <peter1138> screenie?
20:53:58  <OwenS> After YapfSettings yapf?
20:53:59  <Wolf01> but the flip flop doesn't work
20:54:08  <OwenS> Use a train as the flipflop clock driver
20:54:26  <peter1138> OpenCircuitTycoon
20:54:31  <OwenS> lol
20:55:03  <Wolf01> wait i'll post some screens in the NAND topic when i'll get the Flip Flop to work
20:55:08  <OwenS> :)
20:56:52  <OwenS> Will SetSignalsEnumProc only be called once for this purpose?
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20:58:09  <OwenS> ?
20:59:44  <Wolf01> OwenS, i found the problem
20:59:49  <OwenS> What?
21:00:08  <Wolf01> almost signals affect themselves
21:00:22  <Wolf01> combo affect NAND, NAND affect combos etc
21:00:31  <OwenS> lol
21:00:47  <Wolf01> we need another signal to separate them
21:00:49  <OwenS> NAND seems to do wierd things to the signals engine
21:00:54  *** Osai [] has joined #openttd
21:01:10  <OwenS> Try putting combos when theyre affecting the wrong places
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21:07:12  <Wolf01> does the wooden bridge conduces electricity or i have to use the girder?
21:08:03  <OwenS> All bridges conduct them I think, why?
21:08:17  *** tokai [] has joined #openttd
21:08:34  <hylje> wtf?
21:08:47  <Wolf01> i know, but it was a joke: wooden->electricity
21:09:24  <hylje> tracks are metal anyway
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21:10:59  <OwenS> Where is VARDEF defined?
21:11:06  *** Nickman87 [] has joined #openttd
21:12:20  <Wolf01> ok, the Flip Flop R/S seem to work
21:12:25  <OwenS> :)
21:12:54  <Nickman87> nice :D
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21:13:56  <OwenS> Post pics! Post pics :P
21:13:57  <hylje> pics
21:14:00  <hylje> plx
21:14:13  <Wolf01> ok, wait a moment
21:16:54  <peter1138> vardef... urgh
21:17:12  <OwenS> Doesn't matter any more
21:17:22  <OwenS> For the time being ill just make the setting a DEFINE :P
21:17:27  <OwenS> Cheating, but heh :P
21:17:56  <OwenS> Considering variables.h includes nothing, i'd guess it's a -d line :P
21:18:54  <Wolf01>
21:18:58  <Wolf01> screenshots!
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21:20:27  <OwenS> The flipflop looks awesomely complex :P
21:20:46  <OwenS> What do the clock, set and reset do? :P
21:21:09  <Nickman87> sweet :)
21:21:16  <Wolf01> is that fu*king X that take a lot of space :P
21:21:18  <OwenS> OMG it didn't crash!
21:21:29  <Nickman87> set and reset is for the "memory"
21:21:37  <Nickman87> a flip-flop is a single memory module ;)
21:21:41  <OwenS> Aah
21:21:44  <OwenS> And the clock is for?
21:22:10  <Nickman87> that, I don't know ;)
21:22:12  <Wolf01> the clock is to change state
21:22:28  <Wolf01> flip clock flop clock flip...
21:22:31  <Nickman87> ;)
21:22:35  <hylje> whats the electrified railway in the upper right corner in the second pic?
21:22:37  <Wolf01> the name says it XD
21:22:51  <Wolf01> that scenario is my sandbox
21:23:06  <OwenS> With loads of cash
21:23:11  <OwenS> Why not Ctrl+Alt+C? :P
21:23:14  <Nickman87> you could remove the clock and use passing trains to use the flipflow...
21:23:19  <Nickman87> its a good way to doe load balancing
21:23:26  <OwenS> Hehe
21:23:48  <Nickman87> dirst one takes Q, second one takes !Q, next one Q and on and on ;)
21:23:54  <Nickman87> but will need some rebuilding then i think ;)
21:23:55  <OwenS> :)
21:24:06  <OwenS> Well, that would be a generator for the signals on the track
21:24:13  <Nickman87> ;)
21:24:16  <Wolf01>
21:24:16  <Nickman87> yep
21:24:27  <Nickman87> flipflow is cool ;)
21:25:00  <Nickman87> now to get the damn code compiled!
21:25:27  <OwenS> lol
21:25:40  <OwenS> So you can either use the clock or the S/R? :)
21:26:27  <Nickman87> yep
21:26:42  <Wolf01> same post, i added the diff for the miniIN
21:26:54  <OwenS> Ive just updated the diff...
21:27:00  <OwenS> To remove the crashability
21:27:31  <Nickman87> what you do? a delay or so?
21:27:36  <OwenS> Nope
21:27:52  <OwenS> If a presignal change affects 10 blocks it stops walking futher
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21:28:49  <Nickman87> ;)
21:30:06  <Nickman87> second try to compile with VS
21:31:12  <Nickman87> e:\microsoft platform sdk\include\winbase.h(5071) : error C2059: syntax error : ')'
21:31:13  <Nickman87> why do I keep on getting compile errors at the microsoft SDK??? :(
21:31:26  <OwenS> :s
21:31:48  <Nickman87> someone have any idea?
21:31:54  <Nickman87> I just installedd the latest version I could find
21:32:22  *** Vornicus [] has joined #openttd
21:33:08  <Nickman87> or no, it isn't the SDK...
21:33:15  <Nickman87> 2>Compiling...
21:33:16  <Nickman87> 2>player_gui.c
21:33:16  <Nickman87> 2>e:\microsoft platform sdk\include\winnt.h(222) : error C2061: syntax error : identifier 'PVOID64'
21:33:16  <Nickman87> 2>e:\microsoft platform sdk\include\winnt.h(222) : error C2059: syntax error : ';'
21:33:16  <Nickman87> 2>e:\microsoft platform sdk\include\winnt.h(5940) : error C2061: syntax error : identifier 'PVOID64'
21:33:25  <Nickman87> so there is something wrong with the source??
21:33:26  <OwenS> Someone else hade that...
21:34:46  <Rubidium> Nickman87: have you modified anything of the openttd code?
21:35:41  <OwenS> Hmm, ive just noticed
21:35:50  <OwenS> Your flipflop hits the 10 cascade floor
21:35:55  <Nickman87> I didn't touch it... :)
21:36:13  <Nickman87> I am rtying to get turtoise svn to work, but it keeps on asking for a username and pass?
21:36:28  <Rubidium> then I've got no idea
21:36:51  <Vornicus> the "10 cascade floor"?
21:37:03  <Nickman87> I just got turtoise to work ;)
21:37:06  <Nickman87> used wrong command
21:37:10  <Nickman87> I'll try again
21:37:37  <OwenS> In the NAND patch's 3rd version, it stops a signal change affecting more than 10 blocks
21:37:49  <Nickman87> I had wrong files I think ;)
21:38:03  <Wolf01> OwenS, the "no longer affect more than 10 blocks" mean that the loop is tested 10 times and if the state is unstable appear a popup or mean that if you put more than 10 signals, the 11th signal is not affected?
21:38:25  <OwenS> If you put 11 presignals in a chain, it will stop after the 10th one
21:38:29  <OwenS> So NANDs can't cause crashes
21:38:40  <Vornicus> NAND patch?
21:38:47  <OwenS>
21:38:58  <Wolf01> but nands cause crashes if you make loops of 3,5,7,9 NAND signals
21:38:58  <OwenS> BTW, I built the flipflop, it rocks :)
21:39:05  <Nickman87> still same errors Rubidium :s
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21:39:15  <OwenS> They shouldn't with the new patch
21:39:28  <OwenS> As after the 10th it just stops caring and backs out of the loop
21:39:37  <Nickman87> example of error:
21:39:37  <Nickman87> 4>network_data.c
21:39:37  <Nickman87> 4>e:\microsoft platform sdk\include\winnt.h(222) : error C2061: syntax error : identifier 'PVOID64'
21:39:37  <Nickman87> 4>e:\microsoft platform sdk\include\winnt.h(222) : error C2059: syntax error : ';'
21:39:37  <Nickman87> 4>e:\microsoft platform sdk\include\winnt.h(5940) : error C2061: syntax error : identifier 'PVOID64'
21:39:38  <Nickman87> 4>e:\microsoft platform sdk\include\winnt.h(5942) : error C2059: syntax error : '}'
21:39:40  <Nickman87> 4>e:\microsoft platform sdk\include\winbase.h(5056) : error C2146: syntax error : missing ')' before identifier 'aSegmentArray'
21:40:23  <OwenS> I'm watching mine flipflop really fast (Lev4 clock :P)
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21:42:57  <Wolf01> OwenS, can you try something so i don't have to change and recompile?
21:43:12  <OwenS> What?
21:43:16  <Rubidium> Nickman87: I've got no windows, so I cannot even start to try to recreate it, but more information like compiler version, OS etc. could be useful
21:43:27  <Wolf01> make this piece of track: |>
21:43:45  <Wolf01> with the | part long enugh to place the NAND
21:43:58  <Wolf01> and tell me what happen
21:44:27  <OwenS> You mean place 1 NAND in a circle?
21:44:31  <Wolf01> yes
21:44:48  <OwenS> It just goes green
21:45:01  <OwenS> If you watch the debug output it flips 10 times
21:45:11  <Wolf01> ok, your fix avoid the game to hang
21:45:14  <Vornicus> ...oh snap
21:45:22  <OwenS> ?
21:45:34  <Wolf01> but it should be red at the end
21:45:47  <OwenS> Hmm, ill work on it :)
21:46:36  <Nickman87> i have no errors now, I just moved the DirectX inmports and so to the bottom in VS Express and now it compiled
21:46:42  <Nickman87> now to see if it starts ;)
21:47:57  <Nickman87> when I start my compiled exe it sais no language packs found?
21:48:43  <OwenS> Aah
21:48:48  <OwenS> Thats what langgen.exe is for
21:49:00  <Wolf01> {  0x4FB, 0x1323, 0x1333, 0x1343, 0x1393, 0x1393}, /* light signals */
21:49:00  <Wolf01> { 0x1353, 0x1363, 0x1373, 0x1383, 0x1393, 0x1393}  /* semaphores    */
21:49:00  <Wolf01> ah another thing: in miniIN we have different values for PBS here (in the semaphores line), i don't know what changes so i left miniIN value for PBS and your value for NAND
21:49:43  <Nickman87> where do i find langgen.exe?
21:50:08  <OwenS> NM: Dunno
21:50:21  <OwenS> Wolfensteijn: Yeah, it doesn't matter :) Mine are just cause i'm lazy :P
21:50:21  *** lws1984 is now known as lws|Away
21:50:30  <OwenS> Eolfenstieninj? wtf
21:50:31  <Wolfensteijn> not Wolfensteijn, but another wolf :P
21:50:36  <OwenS> Kopete autofilled the wrong name
21:50:59  <Wolfensteijn> of course it's the fault of Kopete for not figuring out which wolf you wanted ;)
21:51:00  <Wolf01> you have to put the compiled EXE in the OTTD directory (rename it to avoid to overwrite the correct exe)
21:51:13  <Wolf01> lol
21:51:17  *** coppercore [] has joined #openttd
21:51:56  *** lws|Away is now known as lws1984
21:52:34  <Wolfensteijn> but I'm just a lurker here
21:52:42  <Wolfensteijn> who is now going to bed :P
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21:52:51  <OwenS> lol
21:53:00  *** Trenskow [n=outlet@] has quit ["Read error: Connection reset by sortepeer"]
21:53:17  <OwenS> Im making a compact flipflop
21:54:09  <Nickman87> ;)
21:54:57  <Nickman87> show us when done ;)
21:55:04  <OwenS> Will :)
21:56:08  <OwenS> Ive removed the resetters BTW
21:57:15  <Nickman87> Rubidium: check PM
21:58:01  *** [Shaman] [] has quit ["( :: NoNameScript 4.01 :: )"]
21:59:45  <OwenS>
22:00:06  <coppercore> anyone having problems with yahoo messenger?
22:00:10  <OwenS> Nope
22:00:14  <OwenS> Well, dunno :P
22:00:28  *** Trenskow [n=outlet@] has joined #openttd
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22:05:52  <Wolf01> OwenS, can you define the max presignal cascade in the rail_cmd.c instead of variables.h?
22:06:24  <OwenS> Why?
22:06:32  <OwenS> It's to eventually become a configurable patch
22:06:36  <OwenS> So it's more suited there
22:06:45  <Wolf01> i hate to recompile the whole code :)
22:06:49  <OwenS> lol
22:10:22  <OwenS> Ive just developed a distributor system :P
22:10:28  <Nickman87> yay, I got the code to compile and work thanks to Rubidium!
22:10:32  <OwenS> :)
22:10:36  <Nickman87> yippe
22:10:41  <Nickman87> now, to get that patch working!!!
22:18:22  <Nickman87> OwenS, I get error after applying your patch :p
22:18:32  <Nickman87> 4>rail_cmd.c
22:18:32  <Nickman87> 4>g:\games\transport tycoon deluxe\compile map\rail_cmd.c(1705) : error C2143: syntax error : missing ';' before 'type'
22:18:32  <Nickman87> 4>g:\games\transport tycoon deluxe\compile map\rail_cmd.c(1706) : error C2065: 'i' : undeclared identifier
22:19:02  <Wolf01>    int i;
22:19:03  <Wolf01> 	int max_presignal_cascade = 9; //how much times the segment is checked before continue
22:19:03  <Wolf01>
22:19:03  <Wolf01> 	ssd.cur_stack = 0;
22:19:03  <Wolf01> 	for (i = 0; i < max_presignal_cascade; i++) {
22:19:04  <Wolf01> try this way
22:19:30  <OwenS> The 9 should be 10
22:19:45  <Wolf01> i was trying with different values
22:20:04  <OwenS> Aah
22:20:37  <Wolf01> to get the loop making the signal red instead of green
22:20:54  <Eddi|zuHause2> any success with the turing machine yet? :)
22:20:57  <OwenS> It doesn't make it red, it just stops
22:20:59  <OwenS> rofl
22:21:32  <Eddi|zuHause2> but i'm afraid that will need more than just a 10 signals cascade
22:21:46  <OwenS> Modify the source, allow more
22:21:49  <OwenS> 1000? OK :) :P
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22:21:57  <OwenS> MIght hang on each change though
22:22:21  <OwenS> And programming data in would be a horrible PPRom
22:22:22  <Wolf01> OwenS, this (NAND loop) is a bad bug, we/you should find a secure way to fix it, is not safe to use the NAND loop if don't block all trains on errors
22:22:32  <Nickman87> 2>g:\games\transport tycoon deluxe\compile map\rail_cmd.c(1705) : error C2143: syntax error : missing ';' before 'type'
22:22:32  <Nickman87> 2>g:\games\transport tycoon deluxe\compile map\rail_cmd.c(1706) : error C2143: syntax error : missing ';' before 'type'
22:22:32  <Nickman87> 2>g:\games\transport tycoon deluxe\compile map\rail_cmd.c(1709) : error C2065: 'i' : undeclared identifier
22:22:42  <Nickman87> why are there errors on the ;... it is there...
22:22:50  <OwenS> Copy them lines to here
22:22:52  <Eddi|zuHause2> well, you could implement "dynamic" memory cells with a train that goes back and forth, and a signal inbetween, that can be set/reset from outside
22:23:06  <OwenS> Thats a PPRom
22:23:06  <Nickman87> 	SetSignalsData ssd;
22:23:06  <Nickman87> 	int result = -1;
22:23:06  <Nickman87> 	ssd.cur_stack = 0;
22:23:06  <Nickman87> 	int i;
22:23:06  <Nickman87> 	int max_presignal_cascade = 10; //how much times the segment is checked before continue
22:23:06  <Vornicus> Usually the compiler has problems with previous missing semicolons.
22:23:07  <Nickman87>
22:23:09  <Nickman87> 	ssd.cur_stack = 0;
22:23:10  <OwenS> Person Programmable
22:23:11  <Eddi|zuHause2> might be smaller than a master-slave-flipflop
22:23:11  <Nickman87> 	for (i = 0; i < max_presignal_cascade; i++) {
22:23:29  <Eddi|zuHause2> and does not need a lot of cascade
22:23:39  <OwenS> remove int max_presignal_cascade = 10; //how much times the segment is checked before continue and try
22:24:15  <Nickman87> 	int i;
22:24:15  <Nickman87>
22:24:15  <Nickman87> 	ssd.cur_stack = 0;
22:24:15  <Nickman87> 	for (i = 0; i < max_presignal_cascade; i++) {
22:24:15  <Eddi|zuHause2> well... "Personal" would be the "ignore signal" button in that case
22:24:17  <Nickman87> same thing
22:24:26  <Nickman87> 2>rail_cmd.c
22:24:26  <Nickman87> 2>g:\games\transport tycoon deluxe\compile map\rail_cmd.c(1705) : error C2143: syntax error : missing ';' before 'type'
22:24:26  <Nickman87> 2>g:\games\transport tycoon deluxe\compile map\rail_cmd.c(1708) : error C2065: 'i' : undeclared identifier
22:24:44  <OwenS> Whats on 1705 and 1708?
22:25:15  <Nickman87> 1705 	int i;
22:25:16  <Nickman87>
22:25:16  <Nickman87> 	ssd.cur_stack = 0;
22:25:16  <Nickman87> 1708	for (i = 0; i < max_presignal_cascade; i++) {
22:25:27  <Nickman87> but i IS declared :|
22:25:38  <OwenS> Very strange
22:25:47  <OwenS> Whats 1704?
22:25:49  <Nickman87> could it be this line: ssd.cur_stack = 0;
22:25:52  <Nickman87> ???
22:25:56  <OwenS> Whats 1704?
22:25:57  <Nickman87> that the line before it
22:26:02  <Nickman87> 1704 is empty
22:26:05  <Nickman87> 1703 is: ssd.cur_stack = 0;
22:26:09  <Wolf01> [00:23:04] <Eddi|zuHause2> well, you could implement "dynamic" memory cells with a train that goes back and forth, and a signal inbetween, that can be set/reset from outside
22:26:09  <Wolf01> see:
22:26:20  <OwenS> This is extremely strange
22:26:29  <Wolf01> now i can reset the cell :)
22:26:32  <Nickman87> yeah :s
22:27:51  <Nickman87> by doing: 	//ssd.cur_stack = 0;
22:27:52  <Eddi|zuHause2> err... how is that one supposed to work?
22:27:54  <Nickman87> it compiles
22:28:08  <OwenS> Hmm
22:28:50  <Nickman87> 	ssd.cur_stack = 0;
22:28:57  <Nickman87> stat ein't right according to me...
22:29:03  <Nickman87> and the compiler :p
22:29:07  <OwenS> Which is strange
22:29:16  <Nickman87> what does it do?
22:29:54  <Nickman87> hmm, yeah, it should be defined higer up not?
22:30:05  <Eddi|zuHause2> is there a miniin version of the patch?
22:30:25  <OwenS> Theres one, but it doesn't have the hang fix
22:31:09  <Eddi|zuHause2> so i should avoid odd circles... fine ;)
22:31:16  <Eddi|zuHause2> where?
22:31:29  <OwenS>
22:31:29  <OwenS> 3rd item in Wolf01's post
22:32:33  <Nickman87> now I get this:
22:32:33  <Nickman87> 2>rail_cmd.c
22:32:34  <Nickman87> 2>g:\games\transport tycoon deluxe\compile map\rail_cmd.c(1704) : error C2143: syntax error : missing ';' before 'constant'
22:32:34  <Nickman87> 2>g:\games\transport tycoon deluxe\compile map\rail_cmd.c(1704) : warning C4091: ' ' : ignored on left of 'int' when no variable is declared
22:32:34  <Nickman87> 2>g:\games\transport tycoon deluxe\compile map\rail_cmd.c(1704) : error C2106: '=' : left operand must be l-value
22:32:50  <Nickman87> 1704 	int max_presignal_cascade = 10; //how much times the segment is checked before continue
22:33:01  <OwenS> Comment out that line
22:33:09  <OwenS> The preprocessor is making that into 10 = 10;
22:33:48  <Nickman87> :)
22:34:51  <Nickman87> it works like this:
22:34:51  <Nickman87> 	SetSignalsData ssd;
22:34:51  <Nickman87> 	int result = -1;
22:34:51  <Nickman87> 	int i;
22:34:51  <Nickman87> 	//int max_presignal_cascade = 10; //how much times the segment is checked before continue
22:34:52  <Nickman87> 	ssd.cur_stack = 1;
22:34:54  <Nickman87> 	for (i = 0; i < max_presignal_cascade; i++) {
22:35:17  <OwenS> :)
22:35:52  *** ChrisM87 [] has quit [Remote closed the connection]
22:36:32  <Wolf01> OwenS, did you see the memory cell i posted?
22:36:39  <Nickman87> assert(direction < 4);
22:36:40  <Nickman87> this one fails now...
22:36:52  <OwenS> :S
22:36:55  <OwenS> Yeah, I saw it
22:37:12  <Nickman87> where do you call it?
22:38:18  <Eddi|zuHause2> hm... kdesvn does not seem to have a nice "apply patch" button like tortoisesvn...
22:38:29  <OwenS> :(
22:38:38  <Nickman87> you just reuse the old direction
22:38:39  <OwenS> From the command line: svn patch < diffile
22:38:40  <Nickman87> so...
22:38:49  <OwenS> I reuse the old direction? :s
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22:39:17  <Nickman87> would be here I guess?
22:39:17  <Nickman87> 	UpdateSignalsOnSegment(tile, _search_dir_1[track]);
22:39:18  <Nickman87> 	UpdateSignalsOnSegment(tile, _search_dir_2[track]);
22:39:33  <OwenS> Search for assert(direction < 4);
22:39:47  <Eddi|zuHause2> unknown command: 'patch'
22:40:02  <Nickman87> yeah, you don't alter the direction in Update signals on segment
22:40:10  *** Spoco [] has quit []
22:40:19  <Nickman87> void FollowTrack(TileIndex tile, uint16 flags, DiagDirection direction, TPFEnumProc *enum_proc, TPFAfterProc *after_proc, void *data)
22:40:19  <Nickman87> {
22:40:19  <Nickman87> 	TrackPathFinder tpf;
22:40:19  <Nickman87> 	assert(direction < 4);
22:40:21  <Nickman87> crashed here...
22:40:25  <glx> Eddi|zuHause2: try to type patch in a terminal
22:40:31  <OwenS> Ive never had that one
22:40:44  <Nickman87> :s
22:41:13  <OwenS> When did the assert occur?
22:41:21  <Nickman87> when I applied your patch :D
22:41:39  <OwenS> No, when you were runnng OpenTTD
22:42:02  <Nickman87> yeah :p
22:42:06  <Nickman87> when I started the game
22:42:13  <Nickman87> at launch
22:42:14  <OwenS> :s
22:42:20  <OwenS> VERY strange
22:42:23  <Nickman87> I'll retry, sec
22:42:29  <OwenS> Recreate a clean copy and apply the patch
22:42:32  <OwenS> Somethings fucked
22:43:24  <Nickman87> original code works now
22:43:30  <Nickman87> now I applye the patch ;)
22:46:56  <Nickman87> aha, works now ;)
22:46:57  *** ThePizzaKing [] has quit ["-"]
22:47:11  <OwenS> :)
22:47:22  *** Maedhros [n=jc@gentoo/developer/Maedhros] has quit ["leaving"]
22:48:13  <Nickman87> now to try a bit ;)
22:49:29  <OwenS> Thoughts for a future version: I could increment the counter only on NAND signals
22:51:59  <Nickman87> ;)
22:52:46  <OwenS> However, I don't think that it's possible :(
22:55:21  <Nickman87> why not?
22:55:27  <OwenS> Code structure
22:55:31  <Nickman87> :)
22:55:34  <Nickman87> rewrite? lolz
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23:00:46  *** Osai is now known as Osai^zZz
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23:02:44  <OwenS> Wolf
23:02:46  <OwenS> ?
23:03:15  <Nickman87> well, I'll play with it some more tomorrow, off to bed now ;)
23:03:16  <OwenS> Oh, doesn't matter
23:03:19  <OwenS> OK :)
23:03:27  <OwenS> I just made a good load balancer
23:03:29  <Eddi|zuHause2> err... that patch definitely screwed up semaphore signals...
23:03:39  <OwenS> I realised :(
23:03:40  *** Osai^zZz is now known as Osai
23:03:41  <OwenS> I know the fix
23:03:42  <OwenS> For v4
23:04:26  <Nickman87> ;)
23:04:30  <Eddi|zuHause2> correction... it screwed up all signals except the first
23:04:39  <OwenS> ?
23:04:42  <Eddi|zuHause2> i use miniin with dbsetxl
23:04:51  <Eddi|zuHause2> and none of the graphics work
23:05:15  *** Osai is now known as Osai^zZz
23:05:18  <OwenS> None of the what graphics?
23:05:41  *** exe_ [] has left #openttd []
23:05:46  <OwenS> Semaphore?
23:06:55  <Nickman87> good night all
23:07:16  *** Sacro [n=ben@adsl-213-249-240-194.karoo.KCOM.COM] has joined #openttd
23:08:09  <RichK67|away> lo sacro
23:08:16  *** RichK67|away is now known as RichK67
23:08:19  <Sacro> RichK67: lo
23:09:04  <OwenS> Hi
23:09:07  <Eddi|zuHause2> all signal graphics, except the basic light signal
23:09:37  <OwenS> They all work for me except Semaphores
23:10:09  <OwenS> RichK67: Using the system ive just developed an effective load balancer :)
23:10:13  <RichK67> ah... damn good film :)   seen Pirates  :)   what  a laff
23:10:20  <Sacro> :O WHERES MY E-MAILS GONE
23:10:58  <RichK67> i look forward to seeing a full game running with it... solving a real-life gaming situation; currently its not winning me over...
23:11:29  <RichK67> most needed signal IMO is one that only goes green if all exits are green... now that would help
23:11:48  <OwenS> NAND can do it :0
23:11:50  <OwenS> :)**
23:12:06  <RichK67> not without building something the size of texas it cant
23:12:15  <OwenS> It can :)
23:12:19  <OwenS> 3 additional tiles for signals
23:12:23  <Nickman87> why go green when all ecits are green? :)
23:12:50  <[Shaman]> load balancing, Nickman87...
23:13:00  <RichK67> it prevents jams by ensuring that future options are available...
23:13:11  <Eddi|zuHause2> priority signals comes to mind
23:13:14  <Nickman87> ah ;)
23:13:15  <RichK67> yup
23:14:08  <Eddi|zuHause2> argh... this is so fucked up... i need to try without dbsetxl... :(
23:14:22  <Eddi|zuHause2> i don't get anywhere like this
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23:15:25  <Eddi|zuHause2> can i tell the scenario editor to fill the landscape with height 1?
23:15:43  <Nickman87> don't think so :)
23:15:47  <RichK67> no, but its not too hard to do
23:16:16  *** Damme__ [] has quit [Read error: 145 (Connection timed out)]
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23:16:39  <RichK67> place a viewport window in one corner.... scroll to opposite, select raise tile tool, and drag from one corner into corner in window...
23:17:02  <Nickman87> well, have fun you guys, I'm off to bed ;)
23:17:11  <OwenS> Bye
23:17:25  <RichK67> sorry... raise one corner, select "level land" tool
23:17:32  <OwenS> <- On only if all are 3
23:17:41  <[Shaman]> RichK67: The mass-leveler has limits to the tiles it can level
23:17:57  <OwenS> 3 tiles is not the size of Texas...
23:18:31  <Nickman87> you could even amke it one tile shorter ;)
23:18:35  <RichK67> its more than 0
23:18:40  <OwenS> Well?
23:18:46  <OwenS> It's still useful
23:18:59  <OwenS> More importantly, it's capable of many other combinations
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23:19:58  <RichK67> i cant see its use; i dont see NAND signals IRL...
23:20:14  <OwenS> You don't see PBS signals
23:20:17  <Eddi|zuHause2> argh... i knew it... forgot to change startdate after removing newgrf...
23:20:56  <Eddi|zuHause2> yeah, nand signals are pretty useless for gameplay unless you are a programmer...
23:21:19  <RichK67> you do actually; signals that let trains into a complex junction as long as they dont intersect with others... ive seen plenty of trains leave and arrive at the same time through complex station entrances... a la PBS
23:21:43  <Sacro> per block signalling
23:21:52  <Sacro> i would love to see MBS
23:21:58  <Eddi|zuHause2> PBS are like the most common use of signals
23:22:16  <Eddi|zuHause2> you don't have signals on every switch
23:22:19  *** tokai|noir [] has quit ["It's like, wah."]
23:22:28  <Eddi|zuHause2> you have one entrance signal, and a fixed order of switches
23:22:30  <RichK67> actually it was all done with physical interlocks in the past; you could not pull certain levers in the signal box if other levers were already pulled
23:22:45  <Eddi|zuHause2> exactly
23:22:49  <OwenS> Yes, it's more of a path ensuring signalling
23:22:56  <RichK67> pre-electricity as well
23:23:37  <RichK67> in fact mechanical lockout was regarded as the safest way; it could not fail if there was a short circuit
23:23:58  <Eddi|zuHause2> when you set a path, all switches on that path are locked, and only after that, you can set the signal to green
23:24:12  <OwenS> NAND signals are not here to emulate real life signals as such
23:24:20  <OwenS> They are here to emulate real life controls
23:24:35  <RichK67> wrong way to solve the problem then
23:24:42  <OwenS> How so?
23:25:17  <RichK67> its all academic; the whole of OTTD signals will be redesigned by 0.6.0 or earlier
23:25:44  <OwenS> Considering how long weve been at 0.4.x, that will be a while...
23:26:45  <RichK67> its like looking at the openttdcoop load balancers; they are masterpieces of signalling design, but have to use dodgy "circuits" of unused track to pass the signal states to where they are needed
23:26:54  <RichK67> its a poor way of solving the problem
23:27:01  <RichK67> it works, but its ugly
23:27:05  <[Shaman]> yeh
23:27:18  <OwenS> But it doesn't require creation of 150 different signal types
23:27:20  <[Shaman]> 1-on-1 track works way better for the cost/efficiency table :p
23:27:50  <RichK67> and i should know.... ive built and designed for them... they are beautiful designs, but if the system did its job properly are totally unnecessary
23:28:13  <Sacro> yep, #newsignals is just waiting for KUDr to get back
23:28:39  <[Shaman]> and not to mention that one carefully placed train can block the ENTIRE track :P
23:28:49  <OwenS> Depends on the design
23:29:12  <OwenS> And, even as such, with every type of other signal imagiinable, NANDs would still be useful
23:29:25  <[Shaman]> OwenS: doesn't depend on the signal
23:29:33  <[Shaman]> 1 train can allways block a complete track
23:29:37  <OwenS> No, depends on the track layout
23:29:44  <OwenS> You can prevent the train from entering the track
23:29:53  <[Shaman]> every track is as weak as it's weakest link
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23:31:20  <OwenS> RichK67: You say that signals should emulate real life. Then obviously we should eliminate combo signals
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23:32:04  <[Shaman]> OwenS: if it's programmable it's probably also used in the real world
23:32:07  <[Shaman]> smaller scale but still..
23:32:16  <OwenS> Then obviously a NAND has use ;)
23:32:25  <[Shaman]> sure it has use
23:32:29  <OwenS> As an aside, ive developed a system built on Wolf01's memory cell which balances trains
23:32:32  <Eddi|zuHause2> one goal of newsignals is to reduce the number of different signal types
23:32:35  <OwenS> Without NAND it wouldn't be possible
23:33:29  <OwenS> Well, it would with NOT, but NAND and NOT have very similar roles; NAND is a more flexible NOT
23:36:45  <RichK67> what is wrong with combo signals? a combo signal is effectively a exit block and yellow (distant) combined ... we need to define exit blocks to control choices, and the yellow aspect lets it say "wait until the block behind me is clear"... all 100% real life signal ops
23:37:03  <OwenS> Aah
23:37:05  <OwenS> True
23:37:33  <OwenS> Then again, I suppose so is a NAND :)
23:38:31  <RichK67> ok - describe a *real* life situation where you would find a NAND signal?   for the life of me, i cant think of one
23:39:06  <OwenS> Hmm, neither can I...
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23:39:29  <OwenS> There probably is one somewhere, doing something, however
23:39:45  <Wolf01> right, in real world there is an intensive use of presignalled pbs
23:40:04  <OwenS> Here comes the gatemaster :P
23:41:24  <Eddi|zuHause2> the signalling system should more depend on the train that is trying to go through, than the state of other signals
23:41:52  <Eddi|zuHause2> then you can e.g. assign priorities to trains
23:42:16  *** Mucht is now known as Mucht|zZz
23:42:37  <Eddi|zuHause2> if the paths of two trains cross, the higher priority one will get the green signal
23:42:49  <RichK67> yup... im planning on expanding the speed signs idea to actually be an assigned "lane"... so you can mark the blue trains to follow the blue signs
23:43:11  <OwenS> Sounds intresting
23:43:16  <RichK67> this will let you route your freight down specific freight lines
23:43:41  <RichK67> but again, im waiting on KUDr, as we will integrate it into YAPF
23:44:12  <OwenS> As I said earlier, however, with NAND enables a very effective load balancer which will balance trains perfectly 99% of the time
23:44:40  <OwenS> Which is, IMO, a good enough reason to include it
23:45:28  <OwenS> Considering how much trouble people go through balancing their lines
23:46:31  <RichK67> ok... work on gaming up some large scale examples; actual games running with your code, showing its stuff in all its glory...send the .sav  ... ill take a look... if its good, and doesnt wreck things like dbsetxl (v.v. popular), then i *may* add it to MiniIN... but im not convinced, but am open to being convinced... ok?
23:46:46  <OwenS> OK :)
23:47:15  *** Ihmemies_ [] has quit ["Signed off"]
23:47:15  <RichK67> (you'll need to send the .patch/.diff used as well)
23:47:28  <OwenS> The only thing it wrecks currently (AFAIK anyway) is Semaphores, which it won't wreck in MiniIN anyway, since theyre on a different bit already
23:48:31  <RichK67> yeah... i would put a serious bit of thinking into stopping your race condition as well... the runaway signal changing loop
23:48:45  <OwenS> Ive fixed it
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23:48:53  <RichK67> oh... ok :)
23:49:00  <OwenS> It stops following presignals after 10 blocks
23:49:01  <RichK67> missed that.. at cinema ;)
23:49:09  <OwenS> Im looking into it only counting NAND signals
23:49:09  <RichK67> ok... reasonable
23:49:35  <RichK67> anyway... i need a bath... cya
23:49:44  *** RichK67 is now known as RichK67|away
23:49:49  <OwenS> OK
23:50:10  <Wolf01> 'night all
23:50:15  *** Wolf01 [] has quit ["e ricordate, per la legge di avogadro non esiste cazzo quadro"]
23:50:17  <OwenS> Night
23:51:00  *** KritiK [] has quit ["Miranda IM! Smaller, Faster, Easier."]
23:53:27  <Rens2Sea> well that's fun, i have 1 train in 2 stations
23:53:32  <OwenS> lol
23:53:38  <OwenS> I have a perfect load balancer
23:53:45  <Rens2Sea> er
23:53:48  <Rens2Sea> correction
23:53:51  <Rens2Sea> i have 2 train in 2 depots
23:53:56  <OwenS> :s
23:53:57  <OwenS> Trains go to A, B, A, B, 99% of the time
23:54:09  <Rens2Sea> gimme that
23:54:10  <OwenS> The 1% is when a train sits on a (re)setter
23:54:13  <Rens2Sea> or a screenshot
23:54:14  <OwenS> It uses NAND
23:55:20  <Rens2Sea> wich is?
23:55:25  <OwenS> A patch
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23:56:34  <OwenS>
23:56:42  *** Sacro [n=ben@adsl-213-249-240-194.karoo.KCOM.COM] has joined #openttd
23:56:57  <OwenS> for NAND info
23:56:59  <Rens2Sea> o_O
23:57:03  <OwenS> ?
23:57:29  <OwenS> Yes?
23:57:32  <Rens2Sea> you got a pbs in there :O
23:57:35  <OwenS> Nope
23:57:46  <Rens2Sea> then what is it?
23:57:47  <OwenS> The PBS signals are placeholder graphics for PREsignal-NAND-Combos
23:57:52  <Rens2Sea> ah
23:58:12  <OwenS> The rail thingy in the middle is the balancer's "memory"
23:58:26  <Sacro> this laptop is bust
23:58:30  <OwenS> lol
23:59:24  <Sacro> my degree is gnna be so much fun
23:59:56  <Sacro> ill get a copy of borland jbuilder, and i bet they'll want all their stuff in MSWord format

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