Log for #openttd on 25th March 2007:
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00:00:44  <UndernotBuilder> in sources
00:01:33  <Rubidium> somewhere misc* or setting* I'd say
00:01:45  <glx> in GameDifficulty struct
00:04:51  <UndernotBuilder> I want to remove some items from difficult setting so they appear only at new game windows
00:04:55  <UndernotBuilder> window*
00:05:43  <Rubidium> UndernotBuilder: I don't think that is a good idea because the difficulty settings are actually influenced by the number of towns, industries etc.
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00:07:04  <UndernotBuilder> then remove them from the new game window, that is a waste of time
00:07:09  <UndernotBuilder> erm
00:07:11  <UndernotBuilder> space
00:07:13  <UndernotBuilder> lol
00:08:39  <Rubidium> no, because people who do not care about difficulty settings should be able to change the parameters of the map generation
00:08:53  <Rubidium> I know that it's duplicate
00:12:13  <UndernotBuilder> well then my patch is on hold
00:13:25  <CIA-2> OpenTTD: rubidium * r9437 /trunk/src/texteff.cpp: -Fix (r9420): dedicated server crashed when the y part of the resolution was less than 10.
00:13:57  <Rubidium> however, it is only my opinion on this subject
00:22:20  <UndernotBuilder> well, equally that patch was not so usefull
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01:41:19  <UndernotBuilder> someone knows the gp2x port of openttd?
01:50:55  <UndernotBuilder> for those don't know what a gp2x is please take a look into
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02:14:08  <Eddi|zuHause> my opinion on the subject is, that all current difficulty, game and patch options should be divided into two groups: difficulty options and game options, where each possible value of a difficulty option gets a difficulty multiplier (e.g. between 0 and 100%), and then the overall difficulty is decided by ranges of the result of all difficulty modifiers (e.g. 0-33%=easy, 34-66%=medium, 67-100%=hard)
02:15:47  <Eddi|zuHause> that way, you can still have the current "preset" difficulty levels, but not every single change makes it fall back into "custom"
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02:18:45  <Eddi|zuHause> and the most used options (of both categories) should of course stay on the new game menu
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03:34:21  <Xkeeper>
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08:13:11  <CIA-2> OpenTTD: peter1138 * r9438 /trunk/src/newgrf.cpp: -Codechange: Map cargo colours from DOS to Windows if necessary.
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08:25:04  <Wolf01> hello
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08:35:05  <peter1138> hi
09:51:49  <Mucht> peter1138: you asked yesterday about the resolution
09:51:55  <Mucht> of the server?
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09:58:13  <peter1138> yes
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10:43:31  <CIA-2> OpenTTD: peter1138 * r9439 /trunk/src/newgrf.cpp: -Codechange: check for valid default cargo type even if a vehicle is not refittable...
10:44:19  <Ailure> hmmahahaha
10:44:30  <Ailure> someone suggested on the forums for pixel editing
10:44:33  <Ailure> typos can be so fun
10:45:03  <Thomas[NL]> haha
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11:06:06  <Ailure> ok
11:06:14  <Ailure> palette cycling on ground was a bad idea
11:06:16  <Ailure> brb ellepsi
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11:19:43  <Tefad> seizure enducing eh?
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11:23:31  <Ailure> yeah
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12:02:19  <CIA-2> OpenTTD: rubidium * r9440 /branches/noai/src/ai/api/ (16 files): [NoAI] -Codechange: use the identifier used for the #ifdef in the #endif not something that looks like the identifier.
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12:38:32  <CIA-2> OpenTTD: rubidium * r9441 /branches/noai/src/ai/api/ (ai_map.hpp ai_order.hpp): [NoAI] -Codechange: make the Squirrel method registration happen in the same order as the methods occur in the class.
12:45:47  <Ailure>
12:45:49  <Ailure> xD
12:45:54  <Ailure> before I was making this flashing
12:46:16  <Ailure> that was a huge mistake XD
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12:47:13  <Ailure> neat how a depth effect is faked
12:47:41  <Ailure> although hmm
12:47:46  <Ailure> maybe I should mirror that tile
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12:52:10  <Wolf01> what are your plans?
12:53:44  <Ailure> making a grid like terrain
12:53:56  <Ailure> only reason is to make myself comfortable with grf editing in general
12:54:16  <Ailure> although maybe I make a cyber cimate eventually
12:54:18  <Ailure> who knows
12:54:23  <Ailure> so far I only editied one sprite xD
12:54:25  <Ailure> which isn't much
12:55:59  <Wolf01> i made all the terrain sprites with paint some time ago
12:56:22  <Ailure> heh
12:56:31  <Wolf01> but i never got it coded
12:56:33  <Ailure> using paint+irfanview+grfcodec
12:56:55  <Ailure> So far I hadn't even touched nfo coding
12:57:14  <Ailure> so I kinda tested by replacing the trg1r.grf file in openTTD data folder
12:57:22  <Ailure> but I can't obviously distribute it that way
12:58:15  <Wolf01> you can, just make a patch with undo, like when the newgrf files were only a dream
12:58:37  <Ailure> I mean
12:58:40  <Ailure> yeah I seen thoose patches
12:58:40  <Ailure> heh
12:58:47  <Ailure> Usually older GRF files
12:59:04  <Ailure> but I want to do it the newGRF way :P
12:59:19  <peter1138> new climate! :D
13:00:07  <Ailure> heh
13:00:14  <Ailure> shouldn't take too long to finis it actually
13:00:34  <Wolf01> time to update some patches
13:00:36  <Ailure> eeven if I realised I did some slight mistake
13:00:46  <hylje> you doing the internets tileset?
13:00:47  <Ailure> such as the light apparently comes from the left on my grid
13:00:51  <Ailure> and not right
13:00:52  <Ailure> yes
13:00:53  <Ailure> xD
13:00:58  <hylje> :>
13:01:12  <Ailure> Also I wonder if I should use special terrain of some kind
13:01:15  <Ailure> aka snow/desert
13:02:24  <peter1138> i always thought a "solid" pixel art terrain would be nice
13:02:50  <Ailure> well heh
13:03:00  <Ailure> I went with somethng simple becuse my pixel art talents aren't very high :p
13:03:43  <peter1138>
13:03:51  <Wolf01> lol, my recent patch was only 200 revisions old
13:03:56  <Wolf01> *most recent
13:04:07  <hylje> habbo tileset
13:04:08  <hylje> great
13:04:33  <Ailure> simple isometric pixel art
13:04:37  <hylje> hm
13:04:37  <Ailure> have became popular for sme reason
13:04:44  <Ailure> in that style
13:04:54  <Ailure> I remember seeing it before Habbo :p
13:05:02  <hylje> obviously
13:05:04  <hylje> habbo is retro
13:05:05  <Ailure> but I don't recall any videogames in that style oddly
13:05:15  <hylje> could roads and buildings take up more space?
13:05:39  <peter1138> still only 1 tile for roads
13:05:43  <peter1138> buildings can be 2x2
13:05:46  <Ailure>
13:05:50  <peter1138> don't know if there are plans to extend that
13:05:53  <Ailure> Is probably the first isometric game I played
13:05:57  <Ailure> and yes, I hacked the level xD
13:06:04  <Ailure> which is why that pillar looks glitched
13:09:26  <Wolf01> yeah, seem that transparency gui applied without conflicts or any sort of error after about 200 revisions
13:09:42  <Wolf01> and also after a big merge like newhouses
13:09:53  <Ailure> hmm
13:09:54  <Ailure> reminds me
13:10:01  <Ailure> I should look into making a disaster :p
13:10:16  <Ailure> mudslide
13:10:16  <Ailure> xD
13:10:29  <Wolf01> (are the little codechanges which make me crazy to fix my patch)
13:10:42  <Ailure> mostly to penalty players who acts like their railway was a hot knife, and the mountain butter
13:11:03  <peter1138> i can think of a great way to make your patch never apply again
13:11:28  <peter1138> Ailure: YES!
13:11:47  <peter1138> Ailure: mind you those players play with disasters off... :)
13:12:15  <Ailure> hmm
13:12:27  <Ailure> then we should have another option added to patch settings
13:12:27  <Wolf01> i like to see rusty tracks/dirt roads, with the ability to remove all players non-used-for-10-years roads/tracks and derailment as a disaster
13:12:33  <Ailure> being able to turn off/on disasters invidiually
13:12:45  <Ailure> I mean, most people would probably want to turn off that ufo disaster at endgame
13:12:48  <Ailure> but don't mind the others
13:12:59  <Ailure> It's seriously the only disaster I get annoyed at
13:13:09  <Ailure> of the randomly generated ones
13:13:40  <peter1138> Wolf01: i think something like that may be possible now that we have m6/m7 to play with
13:14:30  <Ailure> Weren't there something like that planned for awhile?
13:14:33  <Ailure> at least for ttdpatch
13:15:40  <Patrick> snake rattle and roll is AWESOME
13:15:53  <Ailure> of course
13:16:02  <Ailure> I wouldn't had hacked and documentated it's level data otherwise :)
13:16:37  <peter1138> documentated!
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13:18:06  <Patrick> documentation!
13:18:42  <peter1138> no such thing
13:20:03  <Ailure> documentation is for people who can't read source code ;)
13:22:21  <CIA-2> OpenTTD: rubidium * r9442 /branches/noai/src/ai/api/ai_vehicle.hpp: [NoAI] -Documentation: do not reference any non-exported INVALID_* in the AI API documentation.
13:22:45  <DaleStan> And that's why you're learning the NFO format by reading the TTDPatch source instead of, right? :p
13:25:21  <Ailure> of course!
13:25:24  <Ailure> assembly is fun after all
13:25:53  <Ailure> (ironically I was reading through the NFO documentation right now :P)
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13:32:26  <CIA-2> OpenTTD: truelight * r9443 /branches/noai/bin/ai/regression/ [NoAI] -Fix: make regression now shows stderr output at the bottom (else it got lost really fast)
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13:34:12  <Ailure>
13:34:24  <Ailure> I wonder if someone could figure out the console and processor by just looking at the code.
13:34:32  <Ailure> :)
13:34:57  <Ailure> been awhile since I worked with that program
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13:50:22  <CIA-2> OpenTTD: rubidium * r9444 /branches/noai/src/ai/api/ (15 files): [NoAI] -Codechange: allow all API-class-instances to be used as parameters in Squirrel.
13:55:34  <CIA-2> OpenTTD: truelight * r9445 /branches/noai/src/ (4 files in 2 dirs):
13:55:34  <CIA-2> OpenTTD: [NoAI] -Change: changed from sq_createslot to sq_newslot (first is deprecated)
13:55:34  <CIA-2> OpenTTD: -Add: allow consts to be registered to an SQ class (so we can now tell about enums)
14:03:44  <Thomas[NL]> How far from final is the Custom Bridgeheads branch?
14:07:22  <Rubidium> there are some very nasty crashes that haven't been debugged and it 'only' works for rails at the moment
14:08:31  <Thomas[NL]> ok tnx for the info
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14:14:14  <UndernotBuilder> anyone knows about the gp2x port of openttd?
14:20:03  <CIA-2> OpenTTD: rubidium * r9446 /branches/noai/src/ai/api/ (17 files): [NoAI] -Add: simple script to make changing/adding classes to export a little simpler.
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14:50:18  <peter1138> Ailure: cpu is 6502
14:50:31  <peter1138> Ailure: no idea on the machine though
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15:03:52  <CIA-2> OpenTTD: rubidium * r9447 /branches/noai/src/ai/api/ (ai_transactionmode.hpp squirrel_export.awk): [NoAI] -Fix (r9446): commented out a little too much code, i.e. code that wasn't unused yet ;)
15:14:44  <Xkeeper> again, now tha tpeople are here:
15:14:49  <Xkeeper> whee bugs
15:16:49  <Naksu> isnt there a server command to make those
15:17:13  <Xkeeper> it's a real message (i.e., I didn't actually make it)
15:17:29  <Xkeeper> the game handles my configuration tweaking a little weirdly
15:18:35  <Xkeeper> namely, setting your subsidy rate to 10x is a little, er, uggy
15:18:40  <Digitalfox[Work]> Xkeeper: That appeared just like that?
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15:18:48  * Maedhros wonders how the game managed to show that
15:19:08  <Xkeeper> subsidies pay seeming nonsensical amounts (like 3.5x or something weird) and any time you get one
15:19:11  <Xkeeper> SHOPS AND OFFICES
15:19:34  <Xkeeper> that and the "max initial loan" field is buggy if it goes over x
15:19:48  <Xkeeper> it starts displaying negative amounts even though the real loan value in the game is correct
15:20:46  <Xkeeper> it's become a bit of a running gag on my server =P
15:20:59  <Xkeeper> but yeah, i fyou want to see it just join whatever my server was
15:21:04  <Xkeeper>, "milly"
15:21:14  <Xkeeper> and get a subsidy / check the "difficulty options"
15:22:52  <Ailure> [16:50] <peter1138> Ailure: cpu is 6502
15:22:52  <Ailure> [16:50] <peter1138> Ailure: no idea on the machine though
15:22:55  <Ailure> It's a NES
15:22:58  <CIA-2> OpenTTD: rubidium * r9448 /branches/noai/src/ai/ (ai_squirrel.cpp api/ [NoAI] -Codechange: extend the squirrel_export script to update ai_squirrel too.
15:23:17  <Ailure> heh
15:23:23  <Ailure> I seen that shops and offices news alot <_<
15:23:36  <Ailure> in XK's server when I played on that game
15:23:45  <Rubidium> Xkeeper what did you do exactly to trigger this?
15:23:51  <Xkeeper> I honestly don't know why it's so funny, but it's hilarous
15:24:13  <Xkeeper> Rubidium: set your subsidy multiplier to 10 (it displays as "Fluctuating"
15:24:15  <Xkeeper> then just earn one
15:24:20  <Ailure> oh
15:24:23  <Ailure> insane subisidy rates
15:24:27  <Xkeeper> yeah
15:24:30  <Ailure> I forgot you had insnae values
15:24:32  <Xkeeper> I was hoping it would actually pay 10x
15:24:41  <Xkeeper> but it payed shops and offices
15:24:47  <Xkeeper> which is funny enough to work for me
15:25:14  <Xkeeper> speaking of which
15:25:19  <Xkeeper> Ailure, just join and look at this madness
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15:25:49  <Rubidium> Xkeeper: how did you set it to 10?
15:26:04  <Xkeeper> [working ....]
15:26:15  <Xkeeper> [gameopt]
15:26:16  <Xkeeper> diff_level = 3
15:26:16  <Xkeeper> diff_custom = 0,0,0,3,100000000,0,0,4,2,0,9,0,0,0,0,1,0,0
15:26:48  <Xkeeper> also, negative interest rates work pretty weird too
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15:44:30  <peter1138> heh, webserver on port 5? :p
15:44:37  <Xkeeper> 80-out is blocked
15:44:55  <neli> why not 1 ? or 0 ? :)
15:45:07  <Xkeeper> logical progression =P
15:45:34  <Xkeeper> I have them (well, had) on 2, 3, 4, and 5
15:45:39  <Xkeeper> but only 3 and 5 are left
15:46:33  <peter1138> so the real question is why is the bounds checking for diff_custom not working, or perhaps even not there...
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15:46:57  <Xkeeper> i'd rather they weren't there myself
15:47:11  <Xkeeper> being able to make nonsense games is fun every now and then
15:47:19  <Xkeeper> usually when Ailure's server crashes and the lugnut is sleeping for hours
15:47:29  <Rubidium> peter1138: I think it's not there
15:48:18  <Xkeeper> I'd just maek it handle odd cases well (instead of "will pay quadruple rates for the next year!", "will pay 10x for the next year!")
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15:59:08  <Ailure>
15:59:16  <Ailure> seeing them lost in teh void is amusing
15:59:20  <peter1138> hehe
15:59:45  <Ailure> imposible to see what's part of the map now
15:59:49  <Ailure> and what's not xD
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16:09:03  <valhallasw> Ailure: blinking marquee ;(
16:09:40  <CIA-2> OpenTTD: maedhros * r9449 /trunk/src/ (gfx.cpp gfx.h newgrf_gui.cpp): -Fix: Truncate the newgrf information text in the newgrf gui if it's too long.
16:09:48  <valhallasw> Ailure: what does the grid tell?
16:10:37  <Xkeeper> valhallasw: be glad it's a blinking arquee and not a directory listing :P
16:10:43  <CIA-2> OpenTTD: truelight * r9450 /branches/noai/src/ (17 files in 3 dirs):
16:10:43  <CIA-2> OpenTTD: [NoAI] -Fix: don't allow static-method calls from SQ to non-static functions
16:10:43  <CIA-2> OpenTTD: -Add: added GetClassName() to all API functions (needed to do the thing above ;))
16:13:29  <Ailure> valhalla: Nothing, it's just terrain replacement i'm doing for no reason at all
16:13:30  <Ailure>
16:13:42  <Ailure> not sure if sea shuld be a black void or very dark and thin grid
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16:32:05  <CIA-2> OpenTTD: truelight * r9451 /branches/noai/src/ (16 files in 2 dirs): [NoAI] -Add: allow static and non-static members for SQ
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16:47:01  <CIA-2> OpenTTD: glx * r9452 /branches/noai/src/squirrel_helper.hpp: [NoAI] -Fix r9450: compilation with _UNICODE was broken
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17:29:14  <UndernotBuilder> who votes for a locomotion/rct bridge building style (I mean full-flexible bridges with curves / signals / overpassing other bridges if the high is enough)
17:30:32  <Xkeeper> what kind of dumb question is that
17:31:07  <Xkeeper> it should be obvious! =P
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17:33:31  <UndernotBuilder> maybe someone likes original bridge building method
17:34:02  <Xkeeper> Even if they did, they can just abstain from using newbridges.
17:43:45  <CIA-2> OpenTTD: rubidium * r9453 /branches/noai/src/ (17 files in 2 dirs): [NoAI] -Codechange: make a difference between static and non-static methods in the squirrel export script.
17:45:52  <Digitalfox[Home]> I'm getting an Assertion using last nightly, when using newbridges grf and building suspension concrete bridge..
17:51:40  <Maedhros> what does the assertion say?
17:58:13  <Digitalfox[Home]> Actually it isn't an assertion or a i think, openttd just gives an error and closes, the only information is this Offset: 0003228c
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17:59:10  <peter1138> using newstatsw by any chance?
17:59:14  <Digitalfox[Home]> yes
17:59:34  <Digitalfox[Home]> Is it related?
17:59:54  <Digitalfox[Home]> Is this problem known?
18:03:01  <Digitalfox[Home]> Right now i figured it gives this error with just this newgrf set's
18:03:02  <Digitalfox[Home]> usroadsw.grf
18:03:04  <Digitalfox[Home]> newbridgesW.GRF = 3 0
18:03:06  <Digitalfox[Home]> newstatsw.grf
18:03:11  <peter1138> yes
18:03:20  <peter1138> load newstatsw before newbridges and it won't crash
18:03:36  <peter1138> conflicting grfs ahoy
18:03:58  <Digitalfox[Home]> ok, going to try what you said :)
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18:04:42  <Xkeeper> blah, I missed everything
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18:05:49  <Digitalfox[Home]> peter1138: you were right, thank you :) But i don't get it.. newstatsw doesn't replace any bridge so why the conflict?
18:06:03  <peter1138> newstats uses a sprite for colour maps
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18:06:16  <peter1138> the bridges use the same sprite number as a sprite
18:06:35  <peter1138> loading bridges first causes a colour map to be drawn as a sprite, which doesn't work
18:06:54  <peter1138> loading newstatsw first causes a sprite to be used a colour map, which still doesn't work, but doesn't crash either
18:07:29  <Digitalfox[Home]> peter1138: Oh ok, i see, now i understand and know why wooden bridges were just like the old one.. Now doing what you said i have also the new wooden bridges, nice :)
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18:17:24  <Digitalfox[Home]> peter1138: But just for curiosity, does this problem also happens in patch?
18:17:42  <peter1138> yes
18:17:54  <peter1138> it might handle it better, i don't know
18:17:59  <Digitalfox[Home]> ok
18:20:33  <Patrick> uuh, how do I stop vehicles from being withdrawn? it's 2038 and I can't build railways
18:20:41  <Patrick> well, I can't build rail stock
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18:25:33  <Sacro|Laptop> Patrick: theres an option for it in the patches
18:25:47  <Patrick> cool
18:25:56  <Patrick> those options are bloating up ...
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18:27:59  <peter1138> that one's been there since forever
18:29:36  <Patrick> oh, yes, expire
18:29:45  <Patrick> I always misread that as individual trains expiring
18:32:36  <Sacro|Laptop> lol
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18:47:10  <Ailure> heh
18:47:17  <Ailure> I should make a list of suggestions for openTTD
18:47:25  <Ailure> or rather, stuff I don't dare to suggest and rather devolop myself ;P
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18:54:02  <Patrick> when I have the industry density set to zero, will industries still be founded automatically?
18:54:07  <Patrick> over time
18:54:14  <Patrick> I'm hoping the answer is yes
18:54:16  <scia> yes
18:54:39  <Patrick> I find the "low" industry density to be frustratingly high - it's too easy to build a profitable network
18:54:43  <Patrick> so I figured starting on none
18:56:47  <scia> I have played 13 years on a 256x1024 map and 10 industries have appeared
18:59:43  <scia> that will be an only passenger games then, with a bit of luck a industry line too
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19:18:54  <CIA-2> OpenTTD: rubidium * r9454 /branches/noai/src/ai/api/squirrel_export.awk: [NoAI] -Fix: remove mawk <-> gawk incompatabilities from the Squirrel export.
19:21:25  <CIA-2> OpenTTD: rubidium * r9455 /trunk/src/ (settings.cpp settings_gui.cpp): -Fix: the values for diff_custom, diff_level and snow_line in the .cfg were not properly checked.
19:22:34  <peter1138> omg a trunk commit :p
19:23:38  <scia> like I was expecting a bag commit
19:28:36  <Zuu> Yay, a bus accidently made income :)   (the fun of no-orders :p)
19:30:18  <Smoovious> except in my experience, they keep stopping in the depots. :(
19:30:21  <Rubidium> the first NoAI AI that made money ;)
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19:31:13  <Smoovious> hey, is anyone still doing MiniIN's/
19:31:29  <Rubidium> doing in what sense?
19:31:36  <Zuu> Rubidium: That is a bus got paid for transporting a single passenger without orders from one city to another.
19:31:39  <Smoovious> compiling/putting together
19:31:40  <Rubidium> developing for? updating? player?
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19:31:48  <Smoovious> assembling
19:32:41  <Zuu> I hope the AIOrder get fixed some day so that busses don't need luck to make money. :p
19:32:53  <Rubidium> Zuu: what's the problem?
19:32:53  <hylje> :p
19:33:13  <Zuu> Rubidium: The orders aren't added properly.
19:33:54  <Rubidium> Smoovious: I've not seen any real progress; RichK67 (and glx and me) have officially stopped, however I've seen some people trying to update it
19:34:08  <Rubidium> Zuu: can you provide me with a testcase?
19:34:20  <Zuu> Rubidium: SUre
19:34:28  <Zuu> /U/s/
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19:34:37  <Zuu> /s/u/
19:34:38  <Zuu> :p
19:34:44  <Smoovious> k... was hoping my patch might make it into a miniin... ;p
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19:35:01  <Rubidium> peter1138: yeah, now you have to commit some more nice stuff to keep the peter1138-to-other-trunk-commit-ratio up to par ;)
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19:53:29  <Zuu> Rubidium:
19:54:45  <Zuu> The magic order-flag-number '0' is taken from the ai_order.hpp-file, since the Enums where not exported and I think they are not yet that either even if it is on the way.
19:56:52  <Rubidium> I think the enums are exported by now, but I do not know how to use them ;)
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20:00:30  <glx> Zuu: orders enum is available since r9445 I think
20:00:31  <Zuu> Hm.. made a new checkout and indeed the enums seams to be exported by now. :)
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20:03:50  <Zuu> I don't know if it is just my doxygen that cashes something weird, but all functions and stuff are dublicated in my generated doxygen-pages. Not a big issue though.
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20:07:59  <CIA-2> OpenTTD: rubidium * r9456 /branches/noai/src/ai/api/ai_order.cpp: [NoAI] -Fix: creation of new orders failed.
20:10:03  <Rubidium> Zuu: now you should (hopefully) be able to make a simple town connecting AI with road vehicles ;)
20:10:20  <Zuu> Rubidium: Nice, my small-demo works now at least. :)
20:10:54  <Zuu> I was to lazy to separete the two road-stops enough to make them two seperate stations though. :)
20:11:59  <Zuu> Rubidium: Basicly it should work and make money by now. :)
20:12:18  <Zuu> (if build-on-slopes is disabled)
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20:26:33  <dLc|Apollon> hi guys
20:26:44  <dLc|Apollon> i got a litle probleme with my open ttd
20:26:45  <dLc|Apollon> <Apollon> me and my brother are on LAN, and we try to play open TTD but it doenst work
20:26:45  <dLc|Apollon> <Apollon> if i start a game and my brother try to join there is always a misstake it says "there is no savegame avalible"
20:27:10  <glx> firewall?
20:27:28  <peter1138> disk full / readonly?
20:27:34  <dLc|Apollon> mhhh maybe the firewall of my server/router, but it's a LAN game, this should not happens on lan ? or not ?
20:28:30  <dLc|Apollon> and i tryed it on 2 different PCs on my network.
20:29:44  <dLc|Apollon> is it possile that a firewall can block games on LAN ? only thought it will block games that are played on the internet
20:30:07  <Sacro_> dLc|Apollon: yes
20:30:10  <blathijs> dLc|Apollon: A firewall on your own PC can block anything it wants
20:30:13  <Sacro_> a firewall will block anything
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20:30:20  <dLc|Apollon> ok. but... my brother found my game
20:30:25  <blathijs> dLc|Apollon: From a computer's point of view, a LAN is not that different from the internet
20:30:49  <dLc|Apollon> he has just problemes to join it, then there comes a message like "there is no game savegame avalible"
20:31:14  <Sacro> maybe tcp is blocked but udp isnt
20:31:38  <dLc|Apollon> mh ok, what should i do now ? any ideas ?
20:32:05  <dLc|Apollon> i could open a port on my router, but i dont know which ;D
20:32:29  <Sacro> 3979?
20:32:34  <Sacro> i think
20:33:14  <peter1138> dLc|Apollon: is that the *exact* message?
20:33:26  <dLc|Apollon> peter im gonna cheak it, wait plz
20:34:17  <peter1138> one possibility, if it's self compiled, is the client computer missing zlib
20:34:19  <dLc|Apollon> @ peter "savegame couldnt download from the server" is the exact msg
20:35:52  <dLc|Apollon> my brother told me that he get the same msg if he try to join a internet server
20:36:45  <peter1138> still, i can't find that message anywhere in the code
20:37:10  <dLc|Apollon> mh =(
20:38:25  <peter1138> there's "Could not load savegame"
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20:48:56  <dLc|Apollon> peter1138 ok, it comes near to my probleme ;D
20:49:08  <dLc|Apollon> should should you do on "could not load savegame" ?
20:49:53  <Rubidium> dLc|Apollon: he wants to know the exact message that is given, so it can be backtracked in the source code so he might tell you something about the problem
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20:54:19  <dLc|Apollon> Rubidium ""savegame couldnt download from the server" is my exact msg
20:54:58  <peter1138> ok. what game are you playing then?
20:56:11  <Rubidium> dLc|Apollon: are you trying to translate it to english?
20:56:58  <dLc|Apollon> y translate it from german to englisch
20:57:18  <peter1138> so not exactly an *exact* message is it :p
20:57:19  <dLc|Apollon> peter i tryed it with open ttd 0.50 and 0.51 rc 2
20:57:22  <glx> ok set the language to english and retry
20:57:29  <dLc|Apollon> ^^ ok i try
20:57:46  <glx> will be easier for us to get the exact message
20:58:00  <dLc|Apollon> y, know what you mean, i'm do it right now, just a second =)
20:58:50  <dLc|Apollon> "could not load savegame"
20:59:08  <dLc|Apollon> thats the exact msg in englisch
20:59:51  <dLc|Apollon> the thing is. i made custom size map, i dont started a "saved game" thats why i'm so confused
20:59:52  <peter1138> although technically it's a capital C, but never mind :)
21:00:12  <TrueBrain> no writing rights in save/autosave? :)
21:00:41  <dLc|Apollon> mh Brain, u mean i should change my folder settings in the explorer ?
21:01:02  <peter1138> dLc|Apollon: first, does the map download?
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21:01:07  <TrueBrain> save/autosave should be writable by both client and server
21:01:15  *** Sacro [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd
21:01:19  <dLc|Apollon> Peter dont know what you mean right now ;D. u said it because i said "englisch" and not english ? ;D
21:01:34  <peter1138> that error is used twice
21:01:47  <peter1138> once just before downloading and then just after downloading
21:01:48  <dLc|Apollon> Peter he joinned the game but less than a second he loose the connection. thats what i can see
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21:03:58  <TrueBrain> dLc|Apollon: does the client (the one who joins) see the download window?
21:04:55  <dLc|Apollon> mh no ? he joined, than he made his company, and if he confirmed that he will dropped by this error msg
21:05:26  <TrueBrain> so, on your computer you can see his company?
21:06:28  <dLc|Apollon> no, i'm still in the game. and then i see "playerXYZ loose the connection" or something like this so, i can see that he join my game but he will drop as soon as he joined ;D
21:06:39  <TrueBrain> and no company is created?
21:06:45  <dLc|Apollon> right
21:06:51  <TrueBrain> so he never made his company.
21:07:12  <dLc|Apollon> yeha think so. he loose his connection if he try to make one
21:07:24  <TrueBrain> so, the most obvious problem is either that his disk is full, or the game can't write in save\autosave
21:07:33  <TrueBrain> (it needs to make files there)
21:07:53  <TrueBrain> or he has a custom build without zlib support, that too always is an option
21:08:08  <dLc|Apollon> ok, the probleme is not the disk.
21:08:21  <dLc|Apollon> how to grant write rights in save\autosave ?
21:08:35  <TrueBrain> it is your computer, not mine
21:09:22  <dLc|Apollon> y ;D but what can i do that the game can write in the save\autosave ?
21:09:32  <Zuu> dLc|Apollon: Linux/Windows/MacOSX?
21:09:37  <dLc|Apollon> Windows
21:09:44  <TrueBrain> Zuu: just looking at what he says, Windows :p (hehe)
21:09:56  <TrueBrain> dLc|Apollon: normally it can write there. Only if you use NTFS and have some weird settings, you won't be able
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21:12:56  <Zuu> TrueBrain: The AI makes 5 000-10 000 each month, but there are some iusses that I need to fix before I publish it. Most notable is that it crashes when it builds it third connection on my test map.
21:13:09  <dLc|Apollon> guys, dont lough
21:13:15  <dLc|Apollon> my brother is so stupid
21:13:25  <dLc|Apollon> he dont copy the game from me ..............
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21:13:35  <dLc|Apollon> he played it from MY HDD via LAN !
21:13:47  <dLc|Apollon> he just copy the linked folder on my HDD
21:13:49  <TrueBrain> dLc|Apollon: which in fact is fine, as long as it can also WRITE
21:13:59  <dLc|Apollon> omg. how stupid can he be ?
21:14:10  <TrueBrain> not really stupid
21:14:11  <dLc|Apollon> so, no it works. what else.... omg....
21:14:15  <TrueBrain> Zuu: define: crash?
21:14:39  <dLc|Apollon> thats what u think  ;D i said "download it from my HDD" and he only make a link to my network folder ;D
21:15:01  <Zuu> TrueBrain: It is something wrong with my code. An array that is empty when I try to do some operation with it. (I have not located it exactly yet)
21:15:17  <Zuu> I don't think it is the APIs fault at all.
21:15:53  <dLc|Apollon> guys, thx alot for your help. finaly the probleme was fixed by itself ;D
21:16:05  <Zuu> OpenTTD itself don't crash, only the AI-code.
21:16:06  <TrueBrain> Zuu: but crash as in: OpenTTD closes?
21:16:10  <TrueBrain> ah, pfew :)
21:16:13  <Zuu> :)
21:16:20  <TrueBrain> SQ errors should be handled inside the AI
21:16:43  <Zuu> And it does fairly well.
21:16:58  <TrueBrain> good good
21:17:01  <TrueBrain> what is the error message?
21:17:16  <Zuu> empty array
21:17:17  <Zuu> Unknown erro
21:17:20  <Zuu> r
21:17:29  <Zuu> (the last two on the same row)
21:17:42  <TrueBrain> I should look into why it always adds: Unknown error
21:17:46  <TrueBrain> annoying ;)
21:17:52  <Zuu> :)
21:17:52  <TrueBrain> but the empty array is your fault yes :p
21:18:00  <Zuu> hehe :)
21:18:02  <TrueBrain> and runtime it can't report line-numbers
21:18:08  <TrueBrain> rather annoying in my opinion
21:18:37  <Zuu> I'd rather put it that it would be usefull if it could. :)
21:18:49  <TrueBrain> sorry?
21:19:12  <Zuu> No, just a matter of how you put it :)
21:19:21  <Eddi|zuHause2> the glass is half full
21:19:21  <TrueBrain> I couldn't parse what you said :)
21:19:35  <TrueBrain> ah, after several attempts, I managed
21:19:41  <Zuu> I don't think it is a feature that it should have. But rather something that would be a cool thing to have.
21:19:43  <TrueBrain> and yes, it would be useful if it could, but I haven't found it so far :)
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21:20:55  <Zuu> Zuu: Guess my Engish is not perfect + I think I'm better than I am and write complicated sentencies. :p
21:21:47  * Zuu wonders why he speeks to himself...
21:21:55  <CIA-2> OpenTTD: truelight * r9457 /branches/noai/src/squirrel.cpp: [NoAI] -Fix: the errors reported by SQ were a) not via DEBUG, b) always ending with: "Unknown Error"
21:22:04  <TrueBrain> there, that fixed the silly 'Unknown error'
21:22:23  <Zuu> :)
21:22:35  <CIA-2> OpenTTD: truelight * r9458 /branches/noai/src/squirrel.cpp: [NoAI] -Fix r9457: keep errors lowercase
21:23:03  <glx> TrueBrain: of course a missed return :)
21:23:10  <TrueBrain> yeah, how silly :p
21:23:18  <ln-> squirrel? the small mammal that lives on the trees?
21:23:27  <TrueBrain> yup
21:23:56  <ln-> and now it eats the trees in the ottd world?
21:24:10  <Zuu> yup
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21:24:43  <Zuu> At least it lives in the source tree :)
21:25:11  <TrueBrain> and it is eating its way into OpenTTD
21:26:38  <Eddi|zuHause2> and it's hoarding '.nut's
21:26:50  * peter1138 keeps his nuts well hidden
21:26:59  <TrueBrain> you aint touching my nuts!
21:27:56  <CIA-2> OpenTTD: truelight * r9459 /branches/noai/src/squirrel.cpp: [NoAI] -Fix: make the CompileErrors go via DEBUG() too
21:28:11  * Zuu feeds the squirrel with some nuts
21:29:06  <Zuu> It could be usefull if OpenTTD bail out on compile error, if the -a flag is given.
21:29:06  <Wolf01|AWAY> 'night all
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21:29:41  <TrueBrain> Zuu: good point, but not for now :)
21:29:52  <Zuu> But it is not a high-priority.. usually I see if some compile-errors flashes before the OpenTTD-window appears.
21:30:03  <TrueBrain> :)
21:30:17  <Zuu> My eyes are trained :p
21:30:49  <TrueBrain> and we gladly help with that training
21:30:52  <TrueBrain> therefor we don't fix it :p
21:30:57  <Zuu> :p
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21:34:31  <CIA-2> OpenTTD: truelight * r9460 /branches/noai/src/squirrel.cpp: [NoAI] -Fix r9459: CompileErrors now didn't work with Unicode (tnx glx)
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21:39:05  <peter1138> nini
21:40:17  <TrueBrain> night peter1138
21:41:05  <Rubidium> night peter1138
21:41:19  * Zuu too goes to bed
21:41:25  <TrueBrain> night Zuu
21:41:25  <Zuu> night peter1138
21:50:40  *** Zuu [] has quit [Ping timeout: 480 seconds]
21:52:18  <CIA-2> OpenTTD: truelight * r9461 /branches/noai/src/ (5 files in 2 dirs): [NoAI] -Add: allow to set the amount of params that SQ should expect in the SQ define lines. Script to automated this are coming up next.
21:53:59  <CIA-2> OpenTTD: truelight * r9462 /branches/noai/src/squirrel_class.hpp: [NoAI] -Add: add a note about defining params for functions (first param should always be a 'x')
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22:21:15  <CIA-2> OpenTTD: rubidium * r9463 /branches/noai/ (17 files in 2 dirs): [NoAI] -Codechange: update squirrel export script to generate the correct amount and type of parameters, so that can be checked.
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22:30:20  *** bbbgnghj is now known as XkeeperC
22:30:30  <XkeeperC> just curious, but where does one get GRFmaker
22:30:38  <XkeeperC> I ask because the maintainer seems to have vanished a year+ ago
22:31:43  <CIA-2> OpenTTD: truelight * r9464 /branches/noai/src/ai/api/squirrel_export.awk: [NoAI] -Fix: make squirrel export script work with gawk again (silly stuff)
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22:54:20  <Sacro__> Xkeeper: ttdpatch svn server?
22:55:15  <Sacro__> oh, maker, not codec... see Aegir on #tycoon on i belive
22:55:22  *** Sacro__ is now known as Sacro
22:55:31  <Sacro> argh bumhats
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23:36:00  <Patrick> is there a way to make multi-engine multiheads with all the heads at one end and all the tails at one end?
23:36:12  <Patrick> as in, I want <<-->> and not <-><-> as a single train
23:36:12  <CIA-2> OpenTTD: KUDr * r9465 /branches/noai/src/newgrf_cargo.h: [NoAI] -Fix: fatal warning during compilation on MSVC
23:39:07  <CIA-2> OpenTTD: KUDr * r9466 /branches/noai/src/ (ai/ai_threads.cpp thread.cpp): [NoAI] -Fix: main AI thread waking up triggered too early when AI stopped (TrueBrain, Rubidium)
23:42:58  <CIA-2> OpenTTD: belugas * r9467 /trunk/src/ (currency.cpp currency.h settings.cpp): -Fix(FS#703,6108): When resetting the array of currencies, the custom currency was reset too, thus loosing the setting a user could have used for it.(glx)
23:51:32  <CIA-2> OpenTTD: truelight * r9468 /branches/noai/src/ (10 files): [NoAI] -Sync with trunk r9431:9467
23:57:14  <CIA-2> OpenTTD: belugas * r9469 /trunk/ (projects/openttd_vs80.vcproj src/settings.cpp): -Fix(r3720): The maximum year allowed for to_euro conversion of custom currency was set to 1000, making it impossible to ever have one. Now, with 3000, it should be a little more comfortable

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