Log for #openttd on 22nd March 2007:
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01:47:22  <CIA-2> OpenTTD: glx * r9395 /branches/noai/ (bin/ai/regression/regression.txt src/ai/api/ai_road.cpp):
01:47:22  <CIA-2> OpenTTD: [NoAI] -Fix r9331: some AIRoad() depot and station directions were wrong (Zuu)
01:47:22  <CIA-2> OpenTTD: [NoAI] -Fix r9283: build/remove only half-road on start and end tiles
01:47:22  <CIA-2> OpenTTD: [NoAI] -Codechange: use a cleaner way to determine drive_trough/bus/truck flag (KUDr)
01:47:22  <CIA-2> OpenTTD: [NoAI] -Update: AIRoad() regression test
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02:16:34  <Smoovious> now, i'm not one to post links to avatars much... but I think this one is funny...
02:17:31  <Smoovious> grr
02:17:44  <Smoovious> neevermind... went over quota now
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02:32:55  <CIA-2> OpenTTD: glx * r9396 /branches/noai/ (73 files in 5 dirs): [NoAI] -Sync with trunk r9362:9393
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02:38:35  <CIA-2> OpenTTD: glx * r9397 /branches/noai/config.lib: [NoAI] -Fix r9396: one file was wrong
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03:16:02  <CIA-2> OpenTTD: belugas * r9398 /trunk/src/ (settings.cpp settings.h):
03:16:02  <CIA-2> OpenTTD: -Feature: Allow for a conversion callback system while reading configuration file, in case of wrong value.
03:16:02  <CIA-2> OpenTTD: This is the basic step, no patch setting is actually using it, so far
03:35:27  <CIA-2> OpenTTD: belugas * r9399 /trunk/src/settings.cpp:
03:35:27  <CIA-2> OpenTTD: -Feature: Openttd.cfg will now present landscape patch entry as been temperate, arctic, tropic or toyland.
03:35:27  <CIA-2> OpenTTD: This is the first usage of the callback conversion system of settings loading
03:42:47  <CIA-2> OpenTTD: belugas * r9400 /trunk/ (30 files in 4 dirs): -Codechange: Use some more representative enum names for landscape types.
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04:10:10  <CIA-2> OpenTTD: belugas * r9401 /trunk/projects/openttd_vs80.vcproj: -Fix(9400): was not supposed to commit that file
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08:51:02  <CIA-2> OpenTTD: truelight * r9402 /3rdparty/squirrel/ (6 files in 3 dirs): [Squirrel] -Fix: make squirrel compile on MSVC2005 (KUDr)
08:54:57  <CIA-2> OpenTTD: truelight * r9403 /branches/noai/src/stdafx.h: [NoAI] -Fix: make it compilable on MSVC2005 (KUDr)
08:56:29  <CIA-2> OpenTTD: truelight * r9404 /branches/noai/src/ai/api/ai_object.cpp: [NoAI] -Fix: one more MSVC2005 (KUDr)
08:58:19  <CIA-2> OpenTTD: truelight * r9405 /branches/noai/projects/ (4 files): [NoAI] -Fix: fix MSVC project files to include squirrel correctly
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09:10:08  <CIA-2> OpenTTD: truelight * r9406 /branches/noai/ (7 files in 4 dirs):
09:10:08  <CIA-2> OpenTTD: [NoAI] -Fix: made the detection of 'void' against 'non-void' functions for the class->SQ convertor via templates (as MSVC failed to understand the other method) (KUDr)
09:10:08  <CIA-2> OpenTTD: -Fix: merged squirrel_helper.cpp to squirrel_helper.hpp, as that was a silly attempt of TrueLight (KUDr)
09:10:08  <CIA-2> OpenTTD: -Fix: put all Squirrel conversion code in a namespace instead of a class (to avoid G++ bitching) (KUDr)
09:14:23  <peter1138> spam!
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09:18:21  <TrueBrain> ham!
09:18:27  <peter1138> cram
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09:52:21  <CIA-2> OpenTTD: rubidium * r9407 /branches/noai/ (12 files in 6 dirs): [NoAI] -Add: placing of signs.
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10:52:02  <mikk36> erm
10:52:06  <mikk36> new AI in development ?
10:52:40  <Rubidium> no
10:53:24  <Rubidium> an abstraction layer for OpenTTD so 'everyone' can develop AIs
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10:57:56  <asdkj3h4lkj> Hi there! ^^
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11:11:40  <CIA-2> OpenTTD: celestar * r9408 /branches/gamebalance/src/ (7 files):
11:11:40  <CIA-2> OpenTTD: [gamebalance] -Feature: The new economic data is stored in the savegame from now
11:11:40  <CIA-2> OpenTTD: on. I'll try to make sure that intra-branch compability is maintained in the
11:11:40  <CIA-2> OpenTTD: future for easier testing. Newer trunk games (as soon as trunk bumps the
11:11:40  <CIA-2> OpenTTD: saveload revision) will not load however.
11:15:58  <SpComb> Logs:
11:15:58  <antichaos> !logs
11:17:29  <antichaos> Rubidium, does it matter greatly which of the pthread dlls I use? ie which exception handling is used?
11:18:07  <Rubidium> I've got no idea
11:18:40  <antichaos> np. I'll experiment :)
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11:47:27  <antichaos> hmm, unresolved external symbols  during linking.  This is a bit beyond me
11:53:27  <SpComb> do you have all the dependancies?
11:54:23  <antichaos> Not sure.  I'm thinking I put the library in the wrong place
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13:03:44  <Belugas> hello
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15:07:27  <Wolf01> hello
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15:12:16  <Scarzzurs> Lo :-)
15:12:25  <Scarzzurs> I have a bug-report...
15:12:42  <Scarzzurs> My game crashed and an emergency save was made...
15:12:59  <Scarzzurs> Who should i talk to?
15:13:07  <TheMask96>
15:13:37  <Rubidium> Scarzzurs: what version?
15:13:43  <Scarzzurs> Latest
15:13:48  <Scarzzurs> 5.1 or sth
15:13:53  <Scarzzurs> not a nightly...
15:14:08  <Rubidium> it happened after a few game years and you were doing nothing?
15:14:16  <Scarzzurs> I can't seem to understand the bug report mech at
15:14:51  <Scarzzurs> I was clicking the speed up/speed down button, but yes, it happened quit early in a new game...
15:15:08  <Rubidium> then it's a known and fixed bug
15:15:19  <Scarzzurs> Kewl :-)
15:15:28  <Scarzzurs> How/when can i fix it? :P
15:16:19  <Rubidium> can you compile yourself? If not, you should use 0.5.0
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15:18:14  <blathijs> Rubidium: Bug introduced in 0.5.1?
15:18:17  <Scarzzurs> Aight then, i'll stick to the earlier version...
15:18:24  <Rubidium> nah, 0.5.1-RC1
15:18:41  <blathijs> Rubidium: even so, bummer we introduced a bug in a bugfix release ;-)
15:18:49  <TheMask96> lol :)
15:19:07  <blathijs> good we RC'd it first, though :-)
15:19:09  <Scarzzurs> It had some nice bug-fixes though :-)
15:20:25  <Scarzzurs> Btw. would one of you guys know and have time to talk some ttd engine stuff? I'm very interested in how the game works, and manages to run on a 166mhz processor without any slowdowns at all :-)
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15:21:07  <blathijs> Scarzzurs: It used to work on a 486 :-)
15:21:17  <blathijs> (might even do so still)
15:21:29  <Scarzzurs> Yeah, i just wrote what my first machine had :-)
15:21:39  <Scarzzurs> But that doesn't make it less amazing :-)
15:22:02  <blathijs> But I'm off to the shop, so you'll have to find another dev for talk
15:22:13  <Scarzzurs> Aighty :-)
15:22:59  <Scarzzurs> "You have a newer version of OpenTTD. Setup will now exit." *whine*
15:24:01  <UnderBuilder> will someday newcargos be added to the compile farm?
15:25:46  <Rubidium> Scarzzurs: sorry ;)
15:26:17  <Rubidium> blathijs: that's the whole idea of RCs and it was a fairly trivial bug _if_ you knew somebody renumbered VEH_*
15:26:48  <Scarzzurs> argh... When will this bug be fixed then?
15:27:09  <Scarzzurs> I mean, when will there be a new version with a fix for this bug out?
15:27:13  <Rubidium> UnderBuilder: well, if it gets into trunk it's get into the compile farm within 24 hours
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15:27:26  <Rubidium> Scarzzurs: I don't know yet
15:27:41  <Scarzzurs> :-/
15:29:04  <UnderBuilder> I mean if the newcargos branch will be added to the compile farm someday
15:29:25  <Rubidium> hmm, did I miss something
15:29:46  <glx> UnderBuilder: newcargo branch is 2 years old IIRC
15:29:52  <Rubidium> I don't see any newcargos branch
15:30:01  <glx> or is it cargopacket
15:30:06  <Rubidium> glx is referring to the cargopacket branch
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15:31:19  <Belugas> or the newgrf lab branch i did a while ago?
15:31:37  <Belugas> it had some preliminary work on newcargo, after all
15:32:28  <UnderBuilder> so the newcargos branch hasn't even been created?
15:32:47  <Sacro|Laptop> there is no newcargos branch
15:32:55  <UnderBuilder> d'oh
15:32:56  <Sacro|Laptop> peter1138 is working on it locally afaik
15:33:11  <Belugas> yup :)
15:34:18  <Belugas> well... working.... playing with it maybe ? ^^
15:34:53  <peter1138> it works
15:35:01  <Sacro|Laptop> commit!
15:35:07  <peter1138> i just need to get my lazy arse into gear and do that
15:35:08  <Belugas> and thus you play !
15:35:17  <peter1138> yeah, i'm "locally testing"
15:35:41  <peter1138> fucking cunt
15:35:46  <peter1138> stupid idiot twat
15:36:17  <peter1138> told him he needs to add a query to deduct a shopping cart from the stock quantities in a database
15:36:55  <peter1138> end up with a single SQL query containing no variables, placed directly in the asp code, no database connection or processing at all
15:38:23  <Belugas> yeah... apprentices... alwasy do it youself when you want it done properly :)
15:38:37  <peter1138> or at all
15:40:46  <peter1138> SCO? ;p
15:40:58  <peter1138> bah, wrong window
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15:44:52  <SpComb> /** Very ugly temporary hack !!! */     <-- 2007-01-12 22:19:49 +0200 (Fri, 12 Jan 2007)
15:45:06  <SpComb> these temporary hacks...
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15:51:55  <UnderBuilder> how will be handled newcargos with no newindustries? by modifying standard ttd industries cargo acceptments?
15:52:19  <Maedhros> i doubt it / hope not
15:57:26  <Belugas> newindustries will arrive, in time, once it is done and well done
15:57:37  <Belugas> in  the mean time, it will benefit newhouses
16:02:28  <antichaos> you mean the new bank in ttrs3 will work?
16:03:03  <Belugas> ?
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16:04:01  <antichaos> ttrs3 replaces the bank - but it uses newindustries or something so it doesn't work in openttd.
16:04:03  <GhostBear> hi
16:04:43  <antichaos> so no banks in your towns
16:05:12  <peter1138> no
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16:05:50  <GhostBear> hi! x2
16:05:53  <GhostBear> =\
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16:08:33  <antichaos> is that 'no you're right', or 'no you're wrong'?
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16:08:57  <Belugas> the bank is an industry, newhouses does not deal with new industries.  So, what could go wrong?
16:09:11  <hylje> what could *possibly* go wrong?
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16:13:50  <antichaos> ugh - I hate it when I've been spending so long on database stuff that I start to think of the answer to any question in SQL :(
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16:40:05  <Zavior> What was the key combination for cheat menu?
16:40:18  <glx> ctrl-alt-c or ctrl-alt-win-c
16:40:47  <Zavior> Thankee
16:43:53  <GhostBear> cheat menu? :O
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16:47:03  * GhostBear gonna explode :(
16:47:25  <Belugas> you don't need cheats... the game is too easy already :P
16:48:00  <peter1138> innit
16:49:01  <Belugas> lunch break!
16:49:09  <Belugas> ottd time :D
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16:51:09  <GhostBear> Belugas, that is why we should make game harded :P
16:51:25  <GhostBear> Or make anrgy AI who is fast clever and making things what you disklike :P
16:51:34  <GhostBear> Like exploding your busses with trains :D
16:51:45  <GhostBear> And btw
16:52:06  <GhostBear> IMO better bank take percents for long-time loans :D
16:52:17  <GhostBear> Every month for example
16:52:30  <GhostBear> (Of course switchable in "Configure Patches")
16:54:44  <Rubidium> GhostBear: you are already paying interest for loans
16:55:37  <Belugas> GhostBear : the balance branch has that purpose, making it more... balanced ;)
16:58:36  <antichaos> Are there any plans for a revamp of the scoring system?
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16:58:59  <peter1138> not from me
16:59:08  <peter1138> i never look at it though
16:59:34  <Wolf01> bbl
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17:03:17  <antichaos> might be interesting to capture and score a few more things, like percentage of all available cargo transported each month
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17:05:26  <antichaos> average rating across all stations
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17:17:39  <Belugas> gaaaaa... direct map accesses ... rail_cmd.cpp
17:18:52  <Rubidium> signals....
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17:28:42  <peter1138> yunm
17:38:33  <Belugas> back to work@work
17:38:35  <Belugas> pffff...
17:38:49  <peter1138> boo!
17:38:53  <Belugas> Happiness in Slavery
17:38:58  <peter1138> i'm going to get your boss to sack you
17:39:06  <Belugas> GOOOD IDEA!
17:39:07  <peter1138> then you'll have plenty of free time :D
17:39:36  <Belugas> will take at least a week of full sleep before i cold enjoy free time ;)
17:42:52  <Belugas> hey... got an idea! Do that, and i'll call your own boss :)
17:43:14  <Belugas> Then, we'll meet and get over with all the pending ottd stuff  :D
17:43:41  <ln-> do we have an OpenGL based video output possibility?
17:44:21  <ln-> why not?
17:46:08  <Belugas> what's wrong with the ones we have?
17:46:26  <ln-> performance, perhaps.
17:47:56  <Belugas> perhaps?
17:48:15  <Belugas> so to prove that, we should build one, then test
17:48:19  <Belugas> mmmhh..
17:48:42  <ln-> os x fullscreen has one thing badly wrong. you cannot switch away from ottd.
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17:54:01  <Belugas> could it be viewed as a bug in current os x system other then a video output system failure?
17:54:24  <Belugas> Bjarni may be the one to address the situation
17:54:29  <Belugas> "hopefully"
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17:57:37  <ln-> Belugas: it's a feature of the API it is currently implemented with, i believe.
17:57:58  <peter1138> i remember seeing an updated driver somewhere
17:58:28  <ln-> Belugas: a patch (by mr. blackis) exists to do it in a more modern way, but it is considered to be a little too slow.
17:59:27  <peter1138> maybe that's the one
17:59:27  <peter1138> if you buy me an OS X machine, i'll do some testing...
18:00:25  <ln-> and blackis suspected apple's OpenGL implementation is so well optimized that an OpenGL implementation would probably be the fastest possible way.
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18:01:03  <hylje> plus we could have wobbly UI with opengl
18:01:20  <Sacro|Laptop> yay
18:15:32  <Sacro|Laptop> openttd + comiz
18:15:32  <Sacro|Laptop> *compiz
18:15:32  <Belugas> wobbly?
18:15:32  <peter1138> simplest opengl engine would just draw the same stuff to a surface
18:15:32  <ln-> and to any non-technically oriented spectators i would like to point out that OpenGL video output doesn't mean 3D buildings and trains, everything would look the same as now.
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18:15:32  <Wolf01> hello
18:15:32  <Patrick> opengl could potentially speed up sprites, right?
18:15:32  <Patrick> perhaps make it a zero-cost operation to move a window
18:15:32  <Patrick> things like that
18:15:32  <Belugas> opengl branch!
18:15:32  <stillunknown> I don't think a dependency on opengl just for that is justified.
18:15:32  <hylje> stillunknown: optional
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18:51:39  <kenkku> anyone have any idea what's wrong, all my openttd sounds play at like 2x speed. running i386 Fedora Core 6, 0.5.1-RC1
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19:22:04  <Zuu> kenkku: Sure you have not pressed the fast-forward-button?
19:22:20  <kenkku> Zuu: it begins in the startup screen
19:22:30  <kenkku> they're _always_ the same
19:22:36  <Patrick> sounds playing twice as fast
19:22:40  <Patrick> that's truly truly bizzare
19:22:51  <kenkku> Patrick: no kidding :P
19:22:58  <Patrick> I did some hacking on the sound system at one point, but this is beyond me
19:23:11  <kenkku> otherwise the game seems to be playing normally. at least what I remember from last time I've played it
19:26:33  <Zuu> kenkku: Trunk or Stable?
19:26:53  <kenkku> Zuu: 0.5.1-RC1 source, not from SVN
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19:29:35  <Zuu> kenkku: Okay, can't say anything more constructive than I've allready said.. :/
19:33:20  <Patrick> what about game music
19:36:56  <kenkku> Patrick: I don't have any
19:42:14  * GhostBear wants to try develop an AI %(
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19:59:31  <GhostBear> whew...
19:59:47  <GhostBear> I afraied what got disconnected because of not paid internet =\
20:07:54  <Zuu> GhostBear: You are on windows, aren't you?
20:11:10  *** boekabart_ [~boekabart@] has left #openttd [Back to work, back to work, everybody, work work work work!]
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20:18:16  <Zuu> GhostBear: If your limit is windows you can try figuring some general logics like how do you select which cites to connect down to a algorithm. Try playing after your algorithm and see how it works.
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20:22:59  <GhostBear> Zuu
20:23:03  <GhostBear> What do you mean?
20:23:11  <GhostBear> You mean "Play AI"? :D
20:23:45  <GhostBear> I have ideas for logics
20:24:10  <GhostBear> And btw i should even try to make it show some message and only after that i should start develop some logics =\
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20:32:53  <Zuu> GhostBear: If you are brave you can go down the hard route and install Linux, perhaps in vmware. Or you ask XeryusTC, who stated on the formus that he have made a modified win32-build which contain some of his development too.
20:33:12  *** GhostBear is now known as GhostBear[AFK]
20:33:24  <XeryusTC> yes, i have win32 build :)
20:34:09  <Zuu> Whith "Play AI" I mean that if you have came up with an path-finding algorithm, you play as player but you have your algorithm written down on a paper and follow that when you play.
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20:34:32  <Zuu> Not limited to path-finding, can be any sort of algorithm.
20:44:54  <Zuu> Rubidium: In the documentation of AISign::GetMaxSignID, there is a 'town' left in the descrepton of the return value. Good work tough. Verifyed that the BuildSignal() works.
20:46:48  *** GhostBear[AFK] is now known as GhostBear
20:47:24  <GhostBear> :o
20:48:08  <GhostBear> well
20:48:19  <GhostBear> VMWare..
20:48:21  <GhostBear> Hm...
20:50:13  <Zuu> GhostBear: Or if you want.
20:50:31  <GhostBear> I had vmware somewhere :o
20:50:35  <GhostBear> Should try to findout atm
20:52:25  <XeryusTC> Zuu:
20:52:40  <XeryusTC> see if you want more tile information in it
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20:58:48  <GhostBear> aha
20:58:51  <GhostBear> found :]
20:59:00  <GhostBear> Kubunti is Linux? o_O
21:00:44  <Belugas> haaaaa....
21:00:51  <Belugas> day's over :D
21:00:55  <Belugas> night boyz
21:01:08  <peter1138> lies
21:01:11  <peter1138> it's only just begun
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21:01:58  <Belugas> lies again!  i WILL sleep!
21:02:21  *** Frostregen [] has quit [Ping timeout: 480 seconds]
21:02:36  <hylje> belugas dont sleep
21:03:32  <Zuu> XeryusTC: Looks good, but I can't figure out how one is suposed to actually add a custom-score. But I guess that is something you might not have implemented yet. Or it will become clear later on when you have some useage samlpes to show.
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21:04:07  <XeryusTC> Zuu: not implemented yet
21:05:30  <Zuu> I can see it would be sweet to be able to overload filters, but I also see that it might become to complex for now.
21:07:08  <Zuu> But some overloadings are possible as it is now for example KEEP everyting except tiles with Road OR station. Just do two specific DROPS in sequence.
21:07:58  <Zuu> aka DROP road; DROP station
21:09:16  <hylje> TRUNCATE road;
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21:16:03  <GhostBear> hm...
21:17:02  <GhostBear> Whew..
21:17:05  <GhostBear> Installing :>
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21:24:44  <GhostBear> Well
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21:28:30  <peter1138> blind yet?
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21:34:11  <XeryusTC> Zuu: it is quite easy to apply  multiple filters
21:34:30  <Sacro> peter1138: me? its a bit better, but still not perfect
21:34:36  <XeryusTC> just run AITileList->Filter(foo)->Filter(bar);
21:34:59  <GhostBear> XeryusTC, you discussing AI? :>
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21:37:04  <Zuu> GhostBear: XeryusTC is making a tool for using in AI-programming.
21:37:15  <XeryusTC> yes
21:37:18  <XeryusTC> a very usefull tool
21:38:56  <GhostBear> :]
21:38:57  <GhostBear> Nice ^^
21:39:06  * GhostBear eating lemon
21:39:20  * GhostBear ... without tea!!! :-X
21:39:31  <XeryusTC> lemon tea?
21:39:35  <GhostBear> no
21:39:40  <GhostBear> just fresh lemon :]
21:39:45  <GhostBear> What you discussing atm?
21:39:55  <XeryusTC> there is only one type of true tea, and that is green tea :P
21:40:02  <XeryusTC> <- that
21:40:20  <GhostBear> Green Tea is my favourite ^^
21:40:29  <GhostBear> Red tea is nice too but green pwns
21:40:42  <XeryusTC> heh
21:40:43  <XeryusTC> or white tea
21:40:49  <XeryusTC> i dont drink tea though
21:41:00  <GhostBear> this is c++?
21:41:03  <XeryusTC> coffee would be the drink for me
21:41:07  <XeryusTC> GhostBear: yes
21:41:12  <XeryusTC> all API is writen in C++
21:41:17  <GhostBear> ah
21:41:19  <GhostBear> this is API :]
21:41:20  <GhostBear> nice ^^
21:42:10  * GhostBear watching how Linux installing :]
21:42:16  <GhostBear> My first linux in life :]
21:42:41  * GhostBear <- do not think this person is windows-lover and lamer :\ He is just never used linux though
21:42:41  <XeryusTC> :o
21:42:42  <GhostBear> :]
21:42:50  <Sacro> GhostBear: distro?
21:42:54  <XeryusTC> i could have given you a win32 binary with the tile list ;)
21:43:05  <GhostBear> ??
21:43:13  <XeryusTC> southpark is in!
21:43:18  <XeryusTC> well, almost :)
21:43:48  <Zuu> My AI currently selects two cities to connect (based on population and distance) and builds a bus-stop in each city and a depot close to the bus-stop.
21:44:22  <GhostBear> :]
21:44:24  <GhostBear> Yay!
21:44:34  <Zuu> But I've not done anything today, I've been "playing" with my drilling machine. :)
21:44:38  <XeryusTC> mine uhm, just names itself :P
21:44:41  <GhostBear> How to switch full screen in vmware?
21:44:54  <Zuu> GhostBear: Press the full-screen-button.
21:45:01  <Zuu> In the toolbar.
21:45:30  <Zuu> Fourth from right (checked)
21:46:12  <Zuu> If you are using Workstation 5.5 at least.
21:46:25  <Zuu> Other versions I don't know. :)
21:47:03  <Zuu> GhostBear: Which Linux distrubution did you choose?
21:47:11  <GhostBear> Kubuntu
21:47:16  <GhostBear> Not have others atm
21:48:10  <Zuu> Okay, almost any should be okay. Ther is no THE distrubution with big T.
21:48:28  <GhostBear> :]
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21:50:29  <Zuu> KDE (standard desktop in Kubuntu) can be quite a CPU-hog in vmware I am afraid, but changeing to wmii (or fluxbox if you're not a keyboard-junkie) would fix that.
21:53:47  <GhostBear> Well
21:53:53  <GhostBear> I just booted from CD
21:53:56  <GhostBear> What next?
21:54:00  <GhostBear> Install os?
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21:55:01  <Zuu> If you have not started the installation yet I would gess so. :)
21:55:06  <GhostBear> :]
21:55:26  <GhostBear> I not sure should i press dbl click or single click on Install ico? :
21:55:28  <GhostBear> :]
21:56:05  <GhostBear> Well
21:56:12  <GhostBear> Everything working slowly and laggy :o
21:58:30  <UndernotBuilder> a good port for openttd will be the neo1973 smartphone, developed software-side by the openmoko team (
21:59:35  <UndernotBuilder> (this is not an ad thing, just a recommendation for a more port for a linux-based phone)
22:01:40  <UndernotBuilder> the processor runs at 266mhz, and has got 128mb of ram, so openttd should run minimally there
22:03:45  <UndernotBuilder> and all the phone is based in linux, so it is not an phone with a linux-based OS that runs over a propietary base software
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22:16:11  <Eddi|zuHause2> everyone's bound to have a "first time" ;)
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22:17:05  <valhallasw> Is it correct it is impossible to see which trains share orders from spectator?
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22:52:21  <XeryusTC> Zuu: btw, how does your AI determine where to build a station?
22:53:47  <CIA-2> OpenTTD: KUDr * r9409 /branches/noai/src/misc/autoptr.hpp: [NoAI] -Codechange: make AutoPtrT dtor() bit more robust - prevent recursive dtor() calls in the case of circular references
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22:57:22  <Sacro> wtf?
22:57:29  <Sacro> [22:56] * Sacro sets mode +R Sacro
22:57:34  <Sacro> what does that mean ><
22:57:39  <Patrick> mmm, R
22:57:41  <Zuu> XeryusTC: I'll replay later, I'm ironing my pants :p
22:58:09  <XeryusTC> ok
22:59:07  <Zuu> But basically it take TownLocation, find closest road, and from the road-network it searches for a tile next to existing road that a station can be built on.
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23:05:30  <Zuu> The network-search don't rate the tiles it add to green-list after distance to center, it basicly select the first added tile from green-list when it select the "best" tile in green-list. I'll improve it later when I get some way to sort the array (green-list) in a nice way plus got build-road and buy vehicles stuff done.
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23:06:10  <Wolf01> 'night
23:06:15  *** Wolf01 [] has quit []
23:07:42  <Zuu> Favoring tiles close to city-center would be a quite good way to get more passengers. Not as exact as actually count the houses and their passenger-value, but atleast works with the current API. :p
23:10:09  <Zuu> One thing I think is interesting to do when I've got the road-link and busses is to work on the way it selects which cities to connect. Make it depend on an aproximation on how much the connection would cost to build and how much money is available.
23:11:00  <Rubidium> Zuu: you can build in 'test mode' and get the costs
23:11:32  <Rubidium> though I'm not fully aware of how it exactly works (yet)
23:12:07  <CIA-2> OpenTTD: rubidium * r9410 /branches/noai/src/ai/api/ (ai_road.cpp ai_sign.hpp): [NoAI] -Fix: some copy-paste mistakes...
23:13:49  <XeryusTC> gn
23:15:22  <XeryusTC> Zuu: the tile list will help you out alot ;)
23:15:25  <XeryusTC> anyway, im off
23:15:42  <Patrick> Zuu: similar to how people think
23:15:52  <Zuu> Rubidium: Yes, maybe could be used to aproximate the cost to connect the cities, but I'll probably not bulid it exactly in test-mode. That would make it 10*10 test-builds to find out which connection to choose. (I take the 10 top cities based on population and make a deeper study)
23:15:57  <Patrick> Zuu: is this AI C++, and will it be a likely successor?
23:16:10  <Patrick> I am interested in helping in one month from now :)
23:16:30  <Zuu> Patrick: Don't count on my work as the NEXT thing... I'm just playng around.. :)
23:16:54  <Patrick> well, if it picks up momentum and exceeds the current alpha as a replacement for the godawful default AI
23:16:57  <Patrick> I'm all for it
23:17:33  <Patrick> planes are easy to do for an AI because there's no infrastructure. road you're working on
23:17:36  <Patrick> rail, is interesting
23:17:44  <Zuu> If it makes money it is good for me.
23:18:08  <Patrick> we could make an AI that makes network rail
23:18:50  <Zuu> Patrick: Rail is much more complex than Road i think.
23:19:42  <CIA-2> OpenTTD: peter1138 * r9411 /trunk/src/ (6 files): -Codechange: Add support for loading of newcargo data.
23:20:06  <Patrick> yes
23:20:27  <Patrick> something like the default AI to design routes but a smarter track layer would be a start
23:20:34  <Rubidium> Patrick: we (as devs) are currently only writing a API that AIs can use
23:20:49  <Patrick> but even there, people have given the AI specific high-level constructs
23:20:56  <Patrick> I'm talking about the signalled passing places
23:21:13  <Patrick> but for an effective AI railway, it'll have to just build specific patterns
23:21:29  <Patrick> Rubidium: hence the noai branch
23:22:42  <Patrick> the idea being that eventually, AI could be done something like a locally-hosted multiplayer game with AI clients
23:22:54  <Patrick> making such AI transparently work on network games
23:22:59  <Patrick> right?
23:23:22  <Rubidium> yes
23:23:41  <Rubidium> though in network games performing a command can take longer than in single player
23:25:00  <Patrick> so I guess there'll be portage of the new AI to the new API
23:25:18  <Patrick> I hope, at least, that the old AI was so integrated that porting it is impossible, finally rendering it dead in a future mainline release
23:25:28  <Patrick> I should really learn C, this is the project I care the most about
23:25:45  <Jezral> Know any other languages?
23:26:07  <peter1138> C++ :D
23:26:12  <Patrick> python, sadly
23:26:16  <Patrick> not really useful here
23:26:24  <Patrick> I've dabbled in C and C++, I know the syntax
23:26:29  <Patrick> but I'm far from competent
23:27:02  <Jezral> Eh, if you know one, you know them all. C, C++, Python, PHP, etc...all the same, basically. The hairy stuff is in logical and functional languages.
23:27:27  <Patrick> at least with the new switch I can just code all my patches using new features
23:27:38  <Patrick> a switch to std::string instead of char would be a godsend
23:27:50  <Rubidium> Patrick: just code in squirrel ;)
23:28:28  <Patrick> interesting
23:29:12  <Patrick> I wonder if AI is lightweight enough to be done in python...
23:30:33  <Rubidium> currently the AIs will be fairly fat as we only have a very thin API, when the API gets extended the AIs can become much smaller
23:31:04  <Patrick> There must be something I can do
23:31:28  <peter1138> erk
23:31:31  <Patrick> I looked at industry generation a long time ago, specifically all the stuff about where the subtiles are located in an industry is all from the original decompile :/
23:32:26  <CIA-2> OpenTTD: peter1138 * r9412 /trunk/src/cargotype.cpp: -Fix (r8886): When looking up a cargo type by label skip disabled cargos
23:33:05  <Zuu> My current AI that selects two cities to connect and builds a bus-station and a depot in each is on ~600 lines squirrel. :)
23:33:55  <Zuu> Some lines is loan management and nameing too. But that is no more than ~50 lines I think.
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23:33:57  <Patrick> I guess you're a squrrel kinda guy
23:34:15  <Zuu> Patrick: No, I had not heard about it a week ago.
23:34:37  <Zuu> I begun sunday or monday, don't rememeber enterly. :)
23:35:03  <Patrick> so why squirrel in this case? did you add support or was it there already
23:35:10  <Zuu> But I've got 4-5 years of C++.
23:35:38  <Patrick> it's just that, no offense to squirrel, but whenever I see a project that supports one particular choice of scripting language it's because that was the dev's favourite
23:35:44  <Rubidium> Squirrel is ~6000 lines of code, it can easily be embedded and supports classes out of the box
23:36:03  <Patrick> fair enough, you actually looked around for one
23:36:14  <Zuu> Patrick: I'm not much involved in the API-development (yet). :p
23:36:18  <Rubidium> Squirrel isn't even a dependency because all Squirrel code is automatically fetched on svn checkouts etc
23:36:38  <Rubidium> Zuu is only complaining about copy-paste mistakes ;)
23:36:41  <Zuu> Just found some bugs and discussed with XeryusTC a bit.
23:37:01  <Zuu> Rubidium: Heh :)
23:37:02  <Patrick> well cool
23:37:15  <Patrick> if it's that lightweight, embedded and typesafe and nice and high-level and so on
23:37:21  <Patrick> I'll go with that
23:37:31  <Patrick> is it planned to be kept in ottd permanently?
23:38:12  <Zuu> Rubidium: I actually implemented a build sign-function myself but I could not figure out how to change the text properly. :)
23:38:17  <Rubidium> that should eventual happen
23:38:32  <Rubidium> Zuu: yeah, lots of magic happens :)
23:39:14  <Zuu> I found the _cmd_text variable (or was it _cmd_txt) but I read your implementation and it lots more lines than mine was. :)
23:40:55  <Zuu> Some more magic I did not found.. :)
23:41:03  <Rubidium> mine does probably more checking and such ;)
23:46:07  <Digitalfox_Home> peter1138: r9411 means newcargo is now fully suported in openttd or just part of it?
23:46:19  <peter1138> no
23:46:52  <Zuu> Rubidium: That too :)
23:48:51  <Digitalfox_Home> peter1138: Ok my mistake :)
23:50:19  *** TinoM [] has joined #openttd
23:53:12  <Patrick> oh, yeah, the other feature I was gutted got droppeds
23:53:15  <Patrick> autosignals
23:53:25  <Patrick> have they vanished into the mists of time or what?

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