Config
Log for #openttd on 9th April 2007:
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01:08:16  <CIA-2> OpenTTD: belugas * r9577 /trunk/src/ (industry.h table/build_industry.h):
01:08:16  <CIA-2> OpenTTD: -Codechange: Add notion and data for industry map colour, used in the smallmap_gui. Not used yet.
01:08:16  <CIA-2> OpenTTD: -Move the check proc array, in order to make it more useful latter.
01:08:16  <CIA-2> OpenTTD: -Add basic newGRF stuff on the industry spec. Not used yet.
01:14:46  <CIA-2> OpenTTD: belugas * r9578 /trunk/src/smallmap_gui.cpp: -Codechange: Cleanup of industry_cmd (Step-10). Use industry's spec map_colour for smallmap industry color code drawing
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01:43:33  <CIA-2> OpenTTD: belugas * r9579 /trunk/src/ (industry_cmd.cpp table/build_industry.h): -Codechange: Cleanup of industry_cmd (Step-11). Use industry's spec appear_creation during random map creation.
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08:07:05  <Wolf01> hello
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10:16:00  <Wolf01> stupid steel mill
10:16:19  <TrueBrain> slap it!
10:16:42  <Wolf01> i built a station, sent some trains, as soon the first train with iron ore is arrived, it is disappeared
10:18:07  <mikegrb> hehehe
10:18:17  <mikegrb> it tricked you good!
10:18:26  <TrueBrain> it is the magic "look, now it disappeared" trick
10:18:29  <TrueBrain> don't you like it?
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10:20:07  <Wolf01> yes i like it, specially on 2048 map with low industries
10:25:29  <Wolf01> let's try with another steel mill... 500 tiles away
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10:39:42  <Eddi|zuHause3> good ;)
10:39:42  <Eddi|zuHause3> ****
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11:54:16  <Thomas[NL]> I compiled openttd 0.5, is there a way to remove all the source files? make clean doesn't work :(
11:55:13  <Wolf01> make clean removes the .o files only
11:55:37  <Wolf01> you can always delete the source folder by hand
11:56:36  <Thomas[NL]> ok ty
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12:04:25  <Eddi|zuHause3> 0.5 does not use the new folder structure
12:04:55  <Eddi|zuHause3> so it's not as easy to get rid of all source files
12:06:03  <Wolf01> before the makefile rewrite i used to have a folder called trunk where i put all the sources, and a folder called game where make install put the compiled game
12:06:05  <Ammler> Eddi|zuHause3: why not use the new structure with 5.1?
12:06:28  <Wolf01> who knows what 5.1 will use?
12:06:32  <Wolf01> :D
12:06:33  <Eddi|zuHause3> because it is too much of a change... new features oly in 0.6
12:06:46  <Eddi|zuHause3> *only
12:09:06  <Ammler> Really? Was that difficult to change?
12:09:49  <Wolf01> that was a pain :P
12:10:47  <Ammler> Wolf01: how to change the bin directory?
12:11:25  <Wolf01> with pre-makefile rewrite?
12:11:39  <Ammler> I supposed with configure?
12:12:42  <Ammler> how did you the splic concret?
12:12:48  <Ammler> split
12:13:29  <Wolf01> with pre-makefile i changed the makefile directly, now i use the default
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13:21:00  <Belugas> hello there
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13:23:07  <Belugas> Wolf01, i worked on your previous patch.  Just one little correction needed, codewise
13:23:31  <Wolf01> hi Belugas
13:23:36  <Wolf01> tell me about it
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13:24:10  <Belugas> i think i will change all the calls to AddSortableSpriteToDraw to be conform all around the code
13:24:46  <Wolf01> why?
13:25:03  <Wolf01> is already conformed
13:25:08  <Belugas> AddSortableSpriteToDraw(SPR_STATUE_COMPANY, PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)), ti->x, ti->y, 16, 16, 25, ti->z, HASBIT(_transparent_opt, TO_STRUCTURES));
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13:25:12  <Belugas> is not the same as
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13:25:35  <Belugas>  			AddSortableSpriteToDraw(
13:25:36  <Belugas> 				dtus->image, PAL_NONE, ti->x | dtus->subcoord_x, ti->y | dtus->subcoord_y,
13:25:36  <Belugas> 				dtus->width, dtus->height, dtus->z_size, ti->z,
13:25:36  <Belugas> 				HASBIT(_transparent_opt, TO_STRUCTURES)
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13:25:51  <Wolf01> oh, you meant that
13:25:58  <Belugas> the stuff i corrected was
13:25:59  <Wolf01> yes, no problem
13:26:09  <Belugas> in vehicle.cpp :
13:26:17  <Belugas> +		v->sprite_width, v->sprite_height, v->z_height, v->z_pos, v->vehstatus & VS_SHADOW);
13:26:20  <Belugas> should be
13:26:31  <Belugas> +		v->sprite_width, v->sprite_height, v->z_height, v->z_pos, (v->vehstatus & VS_SHADOW) != 0);
13:26:40  <Belugas> since the parameter is bool
13:26:44  <Wolf01> the last parameter is optional
13:26:50  <Belugas> msvc does not like it
13:26:50  <Wolf01> is default false
13:26:57  <Wolf01> oh, ok
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13:27:09  <Belugas> so, making it a boolean result pleases him
13:27:27  <Belugas> as for the rest, it was fine :)
13:27:41  <Belugas> from a quick glance, that is...
13:28:12  <Wolf01> any idea of when the patch with the fixes will be applied?
13:29:13  <Wolf01> some of the bug present in trunk vanify half of the work
13:30:10  <Maedhros> vanify?
13:30:43  <Maedhros> btw, will this fix the station signs changing colour when making the station transparent but not the sign background?
13:30:54  <Wolf01> waste
13:31:01  <Wolf01> yes
13:31:07  <Maedhros> cool :)
13:31:18  <Belugas> soon, Wolf01.  Give me 2-3 days
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13:31:49  <Belugas> unless someone has more free time than me ;)
13:32:00  <Wolf01> :)
13:32:20  <Belugas> and Smoky555 found the same problem as me, but did not find the sulution ;)
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15:02:23  <Cipri> Where can I post feature requests? On the bugs.openttd.com site?
15:03:19  <Sacro> Cipri: can do, or in here
15:05:14  <Cipri> It's such a tiny tiny thing. Could the password-dialog on network games /please/ be centered? ^.^ I got a huge screen, and it's always way way up in a corner somewhere :)
15:06:32  <CIA-2> OpenTTD: belugas * r9580 /trunk/src/ (viewport.cpp win32.cpp window.cpp): -Documentation: Correction of doxygen function declarations
15:08:19  <Eddi|zuHause> Cipri: the gui system does not like such things ;)
15:08:44  <Sacro> the gui system is a mess
15:09:02  <Cipri> 12 year old code's a bitch, eh? ;)
15:09:21  <Sacro> yeah
15:09:40  <Eddi|zuHause> it's probably worse than 'just' 12 year old code
15:10:28  <Eddi|zuHause> there was an attempt to rewrite it, but i don't know how far that got
15:11:14  <Cipri> Darn. Would it then be possible to have te password get specified on the command line instead?
15:11:23  <Sacro> how insecure
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15:11:56  <Sacro> Cipri: personally, i wouldn't want people pressing up, enter, to access my passworded game
15:12:27  <Maedhros> or `ps`
15:12:49  <Sacro> Maedhros: i didn't think of that
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16:56:20  <peter1138> hmm
16:58:44  <lolman> Ello all :)
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17:12:58  <Sacro> oh noes
17:13:03  <lolman> Indeed
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19:28:39  <Ailure> heh
19:28:41  <Ailure> just realised
19:28:48  <Ailure> the climate selection in main menu is very reduant ;)
19:29:04  <Wolf01> yeah
19:29:11  <Wolf01> the map size too
19:29:36  <willister> Anyone able to help with a quick programming question?
19:29:55  <Wolf01> i made a new gui without climate selection and divided the buttons by their job
19:30:47  <willister> I'm wanting to find out who the local authority is, for a perticular tile.  Can't seen to find a function to tell me
19:31:36  <Wolf01> try with the ? tool
19:31:52  <willister> :) I mean within the source
19:32:17  <Wolf01> see the ? tool code :D
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19:34:12  <willister> :-P Another hard one to find
19:34:27  <willister> There is a lot of code to get to grips with
19:36:19  <Wolf01> are you trying to code an AI?
19:36:53  <willister> mhm
19:37:25  <willister> I've got a search for the ends of roads in a town going, but its recursive.
19:37:42  <Eddi|zuHause> Wolf01: i think the decision was to not remove the climate buttons, because they make up a characteristic look
19:38:03  <willister> if i dont know if a tile is owned by the town, it keeps searching along all connected roads :D
19:38:11  <willister> causes a few problems, that does
19:38:13  <Wolf01> i didn't remove them, just disabled :D
19:38:31  <Wolf01> and moved to a different location
19:39:48  <Wolf01> http://wolf01.game-host.org/OTTD_related/main_menu.PNG do you like it?
19:41:33  <peter1138> no
19:41:36  <peter1138> urgh :p
19:41:42  <Wolf01> :)
19:42:14  <Belugas> willister : try tile.h:76 -> GetTileOwner
19:42:33  <MiHaMiX> Wolf01: i don't like it, too :-(
19:43:01  <Wolf01> don't bother, is for my personal use :P
19:43:22  <ln-> Wolf01: me neither, sorry.. it's somehow as elegant as a soviet truck from the 70's.
19:43:43  <willister> reading the infomation, I'd thought that was just for player owners, does it also return local authority?
19:43:55  <Belugas> local authority is town ;)
19:44:27  <willister> Ta, I'll test out that.
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19:54:58  <Belugas> willisterman, sorry, i gave you false information...
19:55:25  <willisterman> mhm, testing now.  the owner changes if i demolish and rebuild the road
19:55:42  <willisterman> but using the tool, the local authority does
19:55:51  <willisterman> doesnt*
19:56:15  <Belugas> you have to look for town_map.h:17 GetTownIndex once you know that the tile is a road...
19:56:35  <Rubidium> Belugas: that won't work either
19:56:36  <Belugas> but all in all, it will point out to the right information
19:58:01  <Rubidium> ClosestTownFromTile(<tile>, _patches.dist_local_authority) is what he looks for
19:59:15  <willisterman> Where is that?
19:59:17  <Rubidium> one note: that function is O(number of towns)
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20:00:21  <willisterman> ah, it was in town
20:00:24  <willisterman> silly me
20:00:31  <willisterman> expected map or tile
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20:06:00  <willister> so if there is a super metropolis, that would return the correct owner, for all parts of the town?
20:06:42  <willister> looking at the code, if there were a small town beside it, wouldnt some of the metropolis be classed as the small town?
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20:07:56  <Rubidium> for empty ground that could be, but in that case the empty ground belongs to the authority of the small town even when it is enclosed by buildings of the metropolis
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20:08:51  <willister> :) thats good enough for my needs.  Thanks
20:08:55  <Rubidium> that function is used to determine the local authority when doing the local authority checks
20:14:30  <ln-> who is the leader?
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20:15:44  <Belugas> the one who does not follow
20:15:58  <Belugas> you are right Rubidium
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20:36:59  <peter1138> and the bulge in my big big big big big ...
20:38:30  <Wolf01> head?
20:45:03  *** Nigel_ is now known as Nigel
20:46:08  <Belugas> TIME
20:46:11  <Belugas> to go
20:46:13  <Belugas> bye
20:59:22  <Wolf01> tomorrow back to work, night guys
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22:04:00  <dihedral> hello Belugas
22:05:03  <glx> he's gone
22:05:09  <dihedral> ah - ok
22:05:13  <dihedral> thanks
22:05:38  <dihedral> what a shame
22:05:46  <dihedral> well then
22:05:52  <dihedral> hoppy easter to you all
22:06:00  <dihedral> i shall hit the rack
22:06:17  <glx> he's in Quebec
22:06:17  <dihedral> night
22:06:27  <dihedral> do you know when he is back?
22:06:43  <glx> maybe later tonight
22:07:04  <dihedral> i shall send him an email - that should do the trick :-)
22:07:09  <dihedral> cheers
22:07:12  <dihedral> night
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22:10:16  <ln-> ain't it Québec
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