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00:14:48 *** Vikthor [~Vikthor@snat1.spoje.net] has quit [Quit: Leaving.] 00:17:39 *** NukeBuster [~opera@195-241-212-152.dsl.ip.tiscali.nl] has quit [Ping timeout: 480 seconds] 00:29:25 *** ThePizzaKing [~jeff@c211-28-166-77.eburwd2.vic.optusnet.com.au] has joined #openttd 00:55:41 <Smoovious> on one-way roads... what's the point of being able to set the red dot in between 2 yellow arrows? 01:11:02 <glx> to totally disallow vehicules to go through this road 01:12:26 <Smoovious> can see that being used in a hostile manner... 01:13:05 <glx> like simple one way :) 01:31:01 *** Eddi|zuHause3 [~johekr@p54B74DB5.dip.t-dialin.net] has joined #openttd 01:32:29 *** Frostregen [~sucks@dslb-084-058-123-003.pools.arcor-ip.net] has quit [Ping timeout: 480 seconds] 01:35:57 *** Frostregen [SADDAM@dslb-084-058-123-003.pools.arcor-ip.net] has joined #openttd 01:37:28 *** Eddi|zuHause2 [~johekr@p54B74F06.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 01:56:25 <Sacro> sorting of industries is broken in the nightlies 01:56:32 <Sacro> well, sorting by production is anyway 02:21:54 <Belugas> in what way? 02:31:19 <Belugas> sleep 02:49:43 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has quit [Quit: bye] 03:15:41 *** lolman [~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Ping timeout: 480 seconds] 03:20:34 *** Sacro [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Read error: Connection reset by peer] 03:40:02 *** setrodox [setrodox@83-65-234-187.dynamic.xdsl-line.inode.at] has quit [Quit: Hapiness ;D] 03:42:26 *** lolman [~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 05:10:23 *** |Gekkko| [~Brendan@58.168.99.207] has joined #openttd 05:10:35 *** |Gekkko| is now known as Gekkko 05:11:28 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has joined #openttd 05:24:14 *** alanin is now known as Alanin 05:25:59 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has quit [Remote host closed the connection] 05:28:44 *** mic [~chatzilla@213.141.137.47] has joined #openttd 05:34:26 <mic> hello, i have 2 a little simple questions about build under slopes :) 05:34:41 <eekee> hihi! -- under? 05:34:55 <mic> 1) should we make puchased land slopable? 05:35:03 <mic> 2) should we make canals slopable? 05:35:45 <Gekkko> 1) yes, 2) no 05:35:53 <Gekkko> water can't run up hills 05:35:58 <Gekkko> and it would all rush down hill 05:36:09 <Gekkko> you could make a kind of conveyer belt 05:36:26 <mic> canals have edge 05:36:47 <eekee> What do you meqan by slopable? 05:37:02 <eekee> *mean 05:37:05 <mic> slopable like build-on-slopes for roads and rails 05:37:11 <mic> and stations 05:37:21 <mic> (you can build them on slopes) 05:37:53 <eekee> Ah ;) hmmm, I'm not sure 05:39:59 <eekee> It's a question of realism, for me: Would the weight of the water be too much for the earth-works? 05:42:11 <eekee> As to purchased land, I'd like to see it stay purchased when you raise or lower the terrain. Is that what you meant? 05:42:54 <bencvt> i agree with eekee... canals with sidings would look odd 05:43:29 <bencvt> eekee: mic's talking about this patch... http://www.tt-forums.net/viewtopic.php?t=32622 05:43:39 <eekee> *click* 05:43:50 <mic> sloped puchased land http://img452.imageshack.us/my.php?image=purchasedlandonslopewx7.png 05:44:21 <bencvt> mic = Ev?i 05:44:54 <bencvt> purchased land on slopes looks fine 05:44:55 <mic> i am his PR representative =) 05:45:00 <bencvt> heh 05:45:50 <mic> "I'd like to see it stay purchased when you raise or lower the terrain" -- good idea i think :) 05:46:05 <mic> but it is sold by now (( 05:46:10 <bencvt> separate patch tho 05:48:33 <mic> i meant actually... should other players be allowed to dig under puchased land (if it does not land's slope)? 05:48:51 <Gekkko> is the sloped land purchase a small patch? 05:48:54 <bencvt> i think so 05:49:12 <Gekkko> might be inserted easily 05:49:15 <Gekkko> if it doesnt require much management 05:49:48 <bencvt> r/i think so/mic: i think so 05:49:50 <mic> it is part of mine :) it is only display different - it draws foundation, nothing more 05:50:41 <mic> but other player may dig purchased in a such way that it block (future) station exit 05:51:00 <eekee> good question! 05:51:13 <eekee> oops, didn't see the scroll 05:51:29 <mic> e.i. you wont be able to build station for which you bought the land 05:51:42 <mic> scroll? :) 05:52:06 <bencvt> do you have a screenshot of such a scenario? 05:52:19 <bencvt> i think i know what you're saying but i'm a visual kinda guy 05:52:20 <eekee> I didn't see the scroll-bar wasn't all the way down 05:52:46 <mic> ah 05:52:52 <eekee> sorry 05:56:57 <mic> here http://img443.imageshack.us/my.php?image=purchasedlandonslope2vy1.png 05:58:27 <bencvt> how's the end result any different than if blue bought those two tiles without digging down? 05:59:23 <eekee> I don't like the idea of dig-under for purchased land 05:59:32 <mic> you can not build road/rail/depot-exit/station-exit facing cliff 06:00:11 <bencvt> ah, gotcha 06:00:17 <mic> cliff->breakaway 06:01:19 *** eekee [~ethan@cpc2-lanc4-0-0-cust540.brig.cable.ntl.com] has quit [Quit: Leaving.] 06:01:33 <mic> then digging purchased land is crap probably :) 06:02:09 <bencvt> yeah 06:02:57 <bencvt> otoh, disallowing digging around bought land makes the buy land tool seem even more powerful 06:03:15 <bencvt> in comparison to, e.g., rails 06:04:39 <mic> what to do then you may suggest? ) 06:05:07 <bencvt> the 2nd option... disallow digging around bought land 06:05:09 <bencvt> imho. 06:05:21 <mic> as it is now ) 06:07:35 *** mikk36[EST] [~mikk36@pc90.host7.starman.ee] has joined #openttd 06:09:08 *** mikk36 [~mikk36@ip0.cab13.ktln.starman.ee] has quit [Ping timeout: 480 seconds] 06:09:51 *** eekee [~ethan@cpc2-lanc4-0-0-cust540.brig.cable.ntl.com] has joined #openttd 06:10:13 <Phazorx> got interesting bug 06:10:14 <CIA-1> OpenTTD: miham * r10240 /trunk/src/lang/ (11 files): (log message trimmed) 06:10:14 <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2007-06-21 08:03:49 06:10:14 <CIA-1> OpenTTD: american - 30 fixed, 1 changed by WhiteRabbit (31) 06:10:14 <CIA-1> OpenTTD: bulgarian - 1 fixed by thetitan (1) 06:10:14 <CIA-1> OpenTTD: dutch - 1 fixed by habell (1) 06:10:16 <CIA-1> OpenTTD: estonian - 25 fixed by kristjans (25) 06:10:16 <CIA-1> OpenTTD: french - 1 fixed by glx (1) 06:10:19 <Phazorx> any of decs available 06:10:33 <Phazorx> to join coopers game? 06:10:34 <Phazorx> devs 06:10:43 <eekee> grr, keyboard died 06:18:39 *** Gekko [~root@S010600e09103b7cd.ed.shawcable.net] has quit [Ping timeout: 480 seconds] 06:24:32 <mic> canals on slopes 06:24:35 <mic> http://img452.imageshack.us/my.php?image=canalsonslopesmk1.png 06:25:18 <mic> need to edit pathfinding also :( 06:25:29 <mic> how about this? :) 06:27:06 <peter1138> heh, ugly :) 06:29:10 <mic> is it a good idea or crap? ) 06:30:22 *** lolman [~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Read error: Connection reset by peer] 06:32:11 <mic> heh you are right, ships are going uphill-canals easily (without editing pathfinding) :)) 06:33:19 <hylje> :o 06:33:26 <hylje> can you make locks work on slopes too? 06:34:59 *** Vikthor [~Vikthor@snat1.spoje.net] has joined #openttd 06:35:02 <mic> not understood - lock are at slopes already 06:36:28 <hylje> i mean on foundationed slope 06:36:37 <mic> lock need 2 flat cells - you want them sloped? 06:36:55 <hylje> drag some railway on a diagonal slope, and you see what i mean 06:38:35 <mic> again not :) 06:38:41 <mic> explain please ) 06:39:17 <Phazorx> peter1138: http://openttdcoop.ppcis.org/blog/files/phazorx/11.PNG 06:39:31 *** lordofthepigs [~lordofthe@125.33.225.203] has joined #openttd 06:39:33 <Phazorx> hylje: you'll like this 06:39:40 <lordofthepigs> Hello! 06:40:01 <hylje> well normally locks are placed on a "normal" slope: let's say it's positioned like this: | 06:40:04 <lordofthepigs> Can anyone explain to me how to use the new vehicle groups interface? 06:40:10 <mic> you mean drag rail at 45 to slope? 06:40:15 <hylje> no 06:40:18 <lordofthepigs> I don't understand how to add vehicles to a group 06:40:35 <mic> continue 06:40:40 <Phazorx> exit/combo pre-signal above tunnel is giving false reading to enter signal 06:40:52 <hylje> but to have full use of the foundationed canal, locks should be able to be built on not only |, but diagonal (\ and /, respectively) slope too 06:42:24 <mic> diagonal: 1 or 3 spikes? 06:42:35 <mic> or any? 06:42:43 <hylje> spikes? 06:43:45 <Noldo> Phazorx: what happens if you remove the rail that goes in the same direction with the tunnel? 06:44:22 <mic> i think i understood :) 06:44:43 <mic> yes, lock can be slopes too, but it also need to be coded :) 06:44:48 <Gekkko> Phazorx: wtf two lights? 06:44:54 <Gekkko> how do you do that?! 06:45:00 <Gekkko> I know newgrf 06:45:08 <Gekkko> I ask stupid questions, i should just ask where to get it 06:45:14 <Phazorx> Noldo: what do you mean' 06:45:24 <Phazorx> Gekkko: dont get ur queastion 06:45:31 <Gekkko> http://openttdcoop.ppcis.org/blog/files/phazorx/11.PNG 06:45:36 <Gekkko> theres signals with two lights 06:45:38 <Gekkko> instead of just one 06:45:48 <Noldo> Gekkko: presignals, old as hell 06:45:51 <Phazorx> have you hear about presignals>? 06:45:58 <Gekkko> no, I'm too young :P 06:46:51 <Noldo> Phazorx: the on top of the tunnel going in the same direction as the tunnel on a square diagonally adjacent to the buggy signal 06:47:17 <Phazorx> Noldo: it is a part of priority window 06:47:24 <Phazorx> it i remove it construction does not work 06:48:11 <peter1138> lordofthepigs: drag from the vehicle list to the group list 06:48:17 <Noldo> Phazorx: then move it so that it doesn't fit the tunnel entrance 06:48:32 <Phazorx> Noldo: i removed it - doesnt matter 06:48:44 <Noldo> Phazorx: ok 06:49:02 <Phazorx> oops it does when a train passes 06:49:03 <lordofthepigs> peter1138: Did you end up implementing the cool feature that would let you group vehicles based on their orders? 06:49:14 <Phazorx> but then construction does not work 06:49:18 <Phazorx> now 06:49:24 <Phazorx> if i remove tunnel under light 06:49:30 <Phazorx> not the one aboe that track 06:49:33 <Phazorx> it is fixed 06:49:38 <peter1138> not me 06:49:42 <Phazorx> light = semaphore 06:50:12 <peter1138> got it 06:50:24 <peter1138> that bug was fixed, but only for normal signals it seems 06:50:38 <mic> hylje: i am concerned if i should code sloped canals as well as other will like it and it would be included anywhere :) 06:50:53 <peter1138> and i didn't get it because i copied your 1.png, not 11.png 06:50:54 <Phazorx> peter1138: i have normal signal there 06:51:01 <Phazorx> one that shows the bug at least 06:51:17 <peter1138> hmm? 06:51:29 <peter1138> no it's a presignal 06:51:29 <Phazorx> the one that stays red at 11.png 06:51:41 <Phazorx> i figured that 06:51:47 <Phazorx> one above tunnel 06:51:53 <peter1138> if you change it to a normal signal it doesn't stay red 06:51:58 <peter1138> therefore 06:52:07 <Phazorx> it does here :/ 06:52:08 <peter1138> the bugfix only worked for normal signals. hmm. 06:52:33 <Phazorx> wait peter1138 is it a fix for one which is red or for one which is above tunnel ? 06:52:39 <peter1138> hmm 06:53:30 <peter1138> hmmmmmm 06:53:55 <Phazorx> the save i have, with untouched tunnels has it with any combination of types of signals 06:54:04 <Phazorx> and with last oen being combo or exit 06:54:34 <Phazorx> only way to fix it temporary is removing middle or last one 06:54:40 <Phazorx> perma fix is removing the tunnel 06:55:41 *** dihedral [~nathanael@joshua.dihedral.de] has joined #openttd 06:55:48 <dihedral> good morning ladies :-) 06:57:11 *** bencvt [~bencvt@va-71-53-204-176.dhcp.embarqhsd.net] has left #openttd [] 06:57:47 <peter1138> ok 06:57:49 <peter1138> that's ... strange 06:57:53 *** Gekkko [~Brendan@58.168.99.207] has quit [Quit: KVIrc 3.2.6 Anomalies http://www.kvirc.net/] 06:58:15 <peter1138> the buggy one only gets stuck if the signal on the tunnel is a presignal 06:59:36 <Phazorx> and bug occurs only if tracks above tunnels are goign in same direction as tunnel 06:59:49 <peter1138> huh? 07:00:04 <Phazorx> if they are changed to lead to the lane instead of crossing it 07:00:08 <peter1138> oh, yes, them 07:00:10 <Phazorx> it fixes the issue 07:00:48 <Phazorx> i think signals logic somhoe sees tunnels as linking factor 07:01:12 <Phazorx> if tracks above are somewhat connecttable from brid viewpoint 07:03:18 <Noldo> shouldn't it use the same track following thing as the train itself? 07:04:10 <Phazorx> ??? 07:04:45 <Ailure> hmmm 07:08:01 <hylje> how's yiff.grf going off? D: 07:08:52 <Ailure> :p 07:10:27 <mic> am i the only who have noticed that half-desert with something built on it, is drawn as green? 07:10:36 <Ailure> no 07:11:10 <mic> it is a feature or unfixable bug? 07:12:58 <Ailure> neither 07:13:00 <Ailure> more like 07:13:06 <Ailure> limitation of the game engine 07:13:42 <Ailure> It's related to how the array works 07:14:50 <mic> hm, i see 07:16:55 <Phazorx> peter1138: i take it you dont need the save 07:26:35 <peter1138> mmm, bacon 07:27:08 *** Tefad_ is now known as Tefad 07:32:02 *** Vikthor [~Vikthor@snat1.spoje.net] has quit [Quit: Leaving.] 07:43:41 *** Ammler [~Ammler@adsl-84-226-117-248.adslplus.ch] has joined #openttd 07:43:50 *** Maedhros [~jc@host86-137-64-30.range86-137.btcentralplus.com] has joined #openttd 07:43:56 *** nihil84 [~paolo@adsl-ull-208-182.41-151.net24.it] has joined #openttd 07:44:44 <Maedhros> good morning 07:50:02 *** TinoM [~Tino@i5387C356.versanet.de] has joined #openttd 07:53:36 <dihedral> morning 07:54:55 *** DNazarov [~Miranda@80.69.148.14] has joined #openttd 07:55:48 *** Smoky555 [~Miranda@80.69.148.14] has quit [Read error: Connection reset by peer] 08:09:30 *** lolman [~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 08:28:31 *** Purno [~Purno@5357D37C.cable.casema.nl] has joined #openttd 08:34:57 *** lolman [~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Remote host closed the connection] 08:38:29 *** lolman [~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 08:39:30 *** lolman [~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Remote host closed the connection] 08:45:23 <mic> i think headers in openttd are veeeeerrry bloated 08:45:59 <mic> am sure, reducing headers will reducin compilation time 5-50 times 08:46:14 <mic> *will reduce 08:46:47 <hylje> really? 08:47:06 *** lolman [~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 08:47:35 <mic> c file include 3 headers... they include 10 header ... they include 50 header... they include ALL header 08:47:54 <mic> as result ALL source files are compiles will ALL headers inside 08:48:33 <mic> with thousands useless typedef, prototypes, templates, inline function, enums etc etc etc and only 1% of it is used 08:49:17 <hylje> :o 08:49:24 *** lolman [~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [] 08:49:24 <hylje> propagation is evil 08:50:26 <peter1138> not all 08:50:29 <peter1138> many though 08:50:59 <Biff> hmm, only takes 30 seconds to compile anyway 08:51:03 <Biff> could you save that much? 08:51:07 <peter1138> for you :p 08:51:18 <Biff> correct :p 08:51:19 <peter1138> takes 5 or 6 minutes for me 08:51:24 <Biff> really? 08:51:27 <Biff> Oo 08:52:42 <Biff> for me i think the problem is compiling over nfs 08:53:01 <Biff> it may take longer over nfs, 30seconds is local disk 08:55:16 <Biff> hmm, takes alot longer on a p4 2.8 08:56:13 <Biff> i've heard the same about compiling on bsd vs compiling on linux, that bsd is alot faster, because they have much smaller headers 08:56:22 <Biff> real 2m12.612s 08:57:40 <peter1138> tron put it down to fork time or something like that 09:12:26 <Biff> fork time? 09:12:32 <Biff> fork time is 0 isnt it? 09:24:33 <peter1138> nothing is 0 time 09:24:51 <Sionide> hrm 09:25:06 <Sionide> i got some errors from clear_cmd.cpp i think 09:25:31 <Sionide> from r10240 09:28:44 <peter1138> cool 09:28:52 <peter1138> i like how informative "some errors" is 09:29:55 * Sionide pastebins it 09:30:35 <Sionide> peter1138, http://pastebin.ca/580957 09:30:47 <Sionide> that's trying r10236 09:30:53 <peter1138> 10:23 < Sionide> from r10240 09:30:55 <peter1138> bzzt 09:30:59 <peter1138> 10236 is not 10240 09:31:07 <peter1138> use 10240 09:31:17 <Sionide> yeah i tried 10236 cos that was the revision mentioned on the forums 09:31:18 <Sionide> ok 09:31:34 <peter1138> always use latest 09:31:37 <peter1138> it's not going to be removed 09:31:41 <peter1138> (unless it's pbs, hah) 09:32:13 <Sionide> reload 09:32:14 <Sionide> http://pastebin.ca/580960 09:32:21 <Sionide> oh it's a new url *shrug* 09:32:23 <Sionide> there 09:32:26 <Sionide> 10240 09:33:18 <Maedhros> have you got any local changes in there? 09:33:46 <Sionide> not that i know of 09:34:12 <Maedhros> run svn diff to find out ;) 09:37:00 <Sionide> i see some changes 09:37:37 <Sionide> changes to english.txt, clear_cmd.cpp, viewport.cpp, signs_gui.cpp, signs.h, signs.cpp and main_gui.cpp 09:38:02 <peter1138> heh 09:38:04 <peter1138> revert them then 09:42:30 <Sionide> :s 09:45:05 *** TinoM| [Tino@VPNPOOL01-0309.UNI-MUENSTER.DE] has joined #openttd 09:45:32 <peter1138> or fix the conflicts 09:46:57 *** TheJosh [~josh@d58-104-127-103.dsl.vic.optusnet.com.au] has joined #openttd 09:47:01 <TheJosh> hey all 09:47:40 <TheJosh> anyone with svn access want to make a few dollars? 09:47:57 <hylje> :o 09:47:59 <hylje> monies 09:48:17 <TheJosh> do you have svn access hylje? 09:48:37 <hylje> yes but not to ottd, apart from anon 09:48:58 <TheJosh> ung 09:49:12 <TheJosh> i have svn access to a project at work, but that doesnt help here 09:49:33 <hylje> D: 09:51:10 <TheJosh> i guess the only thing I can do is fix a heap of bugs in FlySpray, then my patches will get to the top quicker 09:51:34 <TheJosh> well im off 09:51:35 <hylje> :o 09:51:35 <TheJosh> cya all 09:51:36 *** TheJosh [~josh@d58-104-127-103.dsl.vic.optusnet.com.au] has left #openttd [] 09:52:48 *** TinoM [~Tino@i5387C356.versanet.de] has quit [Ping timeout: 480 seconds] 09:54:14 <Sionide> wtf? 09:54:26 <Noldo> don't ask 09:54:53 <TrueBrain> too bad 09:55:07 *** Sacro [~ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 09:55:19 <dihedral> lol 09:56:13 <dihedral> that was actually quite cute 09:56:27 <dihedral> TrueBrain: may i bother you for a bit? 09:56:34 <TrueBrain> you can try 09:56:39 <TrueBrain> I won't respond if I don't have time :) 09:57:01 <dihedral> could you have a look at http://openttdlib.dihedral.de/docs/ 09:57:13 <dihedral> and http://openttdlib.dihedral.de/example.php 09:57:56 <dihedral> if dns should hot have propagated fully yet, http://joshua.dihedral.de/openttdlib is a symlink :-) 09:58:37 <TrueBrain> delays in new subdomains are rare :) 09:58:46 <TrueBrain> so first urls work fine 09:59:11 <TrueBrain> what did WizKid ever do for the lib? 09:59:37 <dihedral> i have no idea - but you said in a comment that you continued the work from WizKid 09:59:53 <TrueBrain> WizKid only made the site-design 09:59:53 <TrueBrain> once 09:59:54 <TrueBrain> a draft 09:59:59 <TrueBrain> he wasn't a PHP coder :) 10:00:02 <TrueBrain> so you can safely remove it 10:00:09 <dihedral> shall do :-) 10:02:17 <dihedral> anything else? 10:02:22 <TrueBrain> and as email you can give my @openttd.org email :p 10:02:24 <TrueBrain> Mwhahaha :) 10:02:34 <TrueBrain> the documentation is very nice 10:02:41 <TrueBrain> just remove WizKid from all the pages :p 10:03:02 <TrueBrain> really nice job on the docs, easy to read, should be easy for everyone to add 10:03:17 *** Sacro_ [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 10:03:58 *** Sacro [~ben@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Ping timeout: 480 seconds] 10:04:24 <dihedral> thanks 10:05:31 <dihedral> then after i have removed those references i shall make a zip and put it in the forums :-) 10:05:41 <TrueBrain> sounds like a plan :) 10:07:33 <dihedral> truelight or truebrain befor the at? 10:15:35 <mic> i made some script to analyze how many headers are included from each source file 10:16:09 <mic> here is example part of results for openttd: 10:16:17 <mic> excuse me for spam :) 10:16:25 <mic> heightmap.cpp: 14 direct includes, 43 total includes. 10:16:27 <mic> ship_gui.cpp: 14 direct includes, 50 total includes. 10:16:28 <mic> fileio.cpp: 9 direct includes, 16 total includes. 10:16:30 <mic> window.cpp: 15 direct includes, 34 total includes. 10:16:31 <mic> unmovable_cmd.cpp: 21 direct includes, 44 total includes. 10:16:33 <mic> map.cpp: 8 direct includes, 12 total includes. 10:16:34 <mic> order_gui.cpp: 24 direct includes, 48 total includes. 10:16:36 <mic> newgrf_sound.cpp: 9 direct includes, 36 total includes. 10:16:37 <mic> water_cmd.cpp: 26 direct includes, 56 total includes. 10:16:39 <mic> economy.cpp: 38 direct includes, 70 total includes. 10:16:41 <mic> news_gui.cpp: 16 direct includes, 39 total includes. 10:16:43 <mic> vehicle_gui.cpp: 30 direct includes, 59 total includes. 10:16:45 <mic> 50 includes! 10:16:54 <Rubidium> mic: we know that very well 10:17:15 <Rubidium> but decreasing that dependency is pretty hard to do 10:17:33 <blathijs> mic: there's 70 includes for economy.cpp even :-) 10:18:23 <Rubidium> and the real problem is that most includes are included for their type definitions and not the inlined functions they contain, whereas the headers need to include other headers for the inline functions 10:18:24 <blathijs> Rubidium: We could simply put everything in one big cpp file: No more includes! 10:19:19 <ln-> that's onviously the best solution. 10:19:30 <blathijs> (in other words, having many includes might also be because the declarations are properly divided into very small pieces, not neccesarily bad) 10:21:00 <mic> simply suggestion: make functions not-inline :) it is doubtful if they speed up anything ) 10:21:13 <mic> but it will speed up compile a lot 10:22:02 *** Ammler [~Ammler@adsl-84-226-117-248.adslplus.ch] has quit [Ping timeout: 480 seconds] 10:22:33 <Rubidium> mic: function call versus "return _m[x].m2". I really think that matters a lot 10:23:35 <Rubidium> mic: I can assure you that they speed things up considerably 10:23:51 <ln-> seeing some sort of graph of the include relations would be more interesting than just numbers. 10:25:54 <mic> if you need inlines, compile with -O3 not -O2 then, and remove impilcit inlines 10:26:39 <Rubidium> mic: you still need to put them in the headers 10:27:05 <mic> no, compiler make small functions inline 10:27:31 <mic> for -O3 10:28:05 <Rubidium> not when they are in a different compilation unit (gcc isn't that smart yet AFAIK) 10:28:27 <mic> shit 10:31:04 <peter1138> easy 10:31:16 <peter1138> cat *.h *.cpp > onebigsource.cpp 10:31:40 <TrueBrain> dihedral: truelight@ 10:32:06 <blathijs> Rubidium: That requires changes in the linker and the object format, so won't really work 10:32:26 <blathijs> Rubidium: Though there is some work in that area for template instantiations in the linker, might be related 10:33:25 <TrueBrain> [12:21] <mic> simply suggestion: make functions not-inline :) it is doubtful if they speed up anything ) <- just for fun run OpenTTD with ./configure, and one time with CFLAGS="-fno-inline" ./configure 10:33:27 <TrueBrain> see if it matters :) 10:33:58 <Rubidium> I'd really like an optimization at link time. That way we can put all declarations in headers and the implementations of even the easiest map accessor functions in .cpp 10:34:00 <peter1138> make them defines! 10:34:11 <mic> err speed? compare speed of binary? 10:34:16 <TrueBrain> Rubidium: would take for EVER! :) 10:34:37 <TrueBrain> mic: try comparing in-game speed, might be useful :) 10:35:40 <TrueBrain> but what peter1138 suggests might work best Rubidium ;) 10:36:26 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has joined #openttd 10:36:42 <peter1138> use c#! no headers at all ;) 10:36:50 <TrueBrain> @kick peter1138 10:39:29 *** Brianetta [~brian@82-39-52-234.cable.ubr03.benw.blueyonder.co.uk] has joined #openttd 10:39:48 <peter1138> how does gcc treat it if you specify multiple source files in one go? 10:40:19 *** TheJosh [~josh@d58-104-127-103.dsl.vic.optusnet.com.au] has joined #openttd 10:43:36 <Tefad> er? 10:43:49 <peter1138> hmm? 10:43:50 <Tefad> gcc foo.c bar.c bas.c -o exec ? 10:43:53 <peter1138> yes 10:44:04 <Tefad> i'm confused 10:44:07 <peter1138> why? 10:44:19 <Tefad> treat.. what 10:44:58 <peter1138> "compilation units" 10:45:09 *** Sacro_ [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Read error: Connection reset by peer] 10:45:13 <Tefad> it.. compiles them 10:45:15 * Tefad shrugs 10:45:34 <peter1138> clearly you are not the person to answer the question then :) 10:45:45 <TrueBrain> clearly 10:45:48 * Tefad shrugs 10:45:57 <Tefad> i'm not sure what the question is 10:46:16 <Tefad> it certainly doesn't treat the files with pesticides.. 10:46:38 <Tefad> what i mean is i lack clear context 10:53:32 <mic> "<ln-> seeing some sort of graph of the include relations would be more interesting than just numbers." -- graph is about 1 Mb, still cannot make picture (several minutes already) :) 11:00:21 <peter1138> 11:25 < mic> no, compiler make small functions inline 11:00:21 <peter1138> 11:25 < mic> for -O3 11:00:21 <peter1138> 11:26 < Rubidium> not when they are in a different compilation unit (gcc isn't that smart yet AFAIK) 11:00:29 <peter1138> Tefad: that's the context 11:01:33 <Tefad> ah ha 11:01:44 <Tefad> gcc lacks a few things 11:01:50 <Tefad> mostly relating to optimization 11:02:55 <peter1138> i was wondering if it knew how to handle it if it was told to compile all source at once 11:03:18 <Tefad> perhaps if all the files were concatenated 11:03:29 <Tefad> i think that's how some projects mangle their files 11:03:30 <mic> noooo )) 11:03:42 <peter1138> hehe 11:03:44 <Tefad> (KDE maybe?) 11:03:47 <peter1138> would take a while to compile :) 11:07:11 <Rubidium> ooh, nice 11:07:11 *** TheJosh [~josh@d58-104-127-103.dsl.vic.optusnet.com.au] has quit [Quit: Leaving.] 11:07:19 <hylje> :o 11:10:45 <Maedhros> kdeenablefinal is a killer... it took 1.5Gb of ram + swap to compile kmail 11:10:57 *** setrodox [~setrodox@85-124-40-4.dynamic.xdsl-line.inode.at] has joined #openttd 11:11:56 <mic> sorry i can not make graph :) 11:12:22 <mic> -dev-hda6 5779468 5485944 0 100% - 11:14:37 <peter1138> hehe 11:16:55 *** Sacro [Ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 11:17:44 *** Nickman [~nn@d54C1C327.access.telenet.be] has joined #openttd 11:23:13 *** lolman [~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 11:26:25 <mic> "_headers_dependency_graph.png: PNG image data, 96341 x 1321, 4-bit colormap, non-interlaced" --- so, i think headers dependency graphs drawing is bad idea )) 11:26:39 <hylje> :o 11:26:46 <hylje> that's kind of large! 11:26:56 <mic> i can't open it :) 11:31:57 *** mic [~chatzilla@213.141.137.47] has quit [Remote host closed the connection] 11:32:08 *** TinoM| [Tino@VPNPOOL01-0309.UNI-MUENSTER.DE] has quit [Quit: Verlassend] 11:50:23 *** lordofthepigs [~lordofthe@125.33.225.203] has quit [Remote host closed the connection] 11:57:10 *** SmatZ [~root@a40-prg1-5-107.static.adsl.vol.cz] has joined #openttd 12:02:15 *** TinoM [~Tino@i5387C356.versanet.de] has joined #openttd 12:03:23 *** Ammler [~Ammler@adsl-84-226-117-248.adslplus.ch] has joined #openttd 12:10:59 *** MarkSlap [~hestporr@host48-181.etanet.se] has joined #openttd 12:14:47 *** MarkMc [~hestporr@h62n5c1o1114.bredband.skanova.com] has quit [Ping timeout: 480 seconds] 12:19:55 <Ailure> http://194.47.44.201/bigtruck.PNG 12:20:00 <Ailure> I should use this somewhere 12:20:05 <Ailure> 10 points for anyone who knows the joke 12:26:11 <Rubidium> long vehicles are ugly, unless they are articulated vehicles? 12:26:51 <hylje> mm 12:26:54 <hylje> articulated trucks 12:35:48 *** ThePizzaKing [~jeff@c211-28-166-77.eburwd2.vic.optusnet.com.au] has quit [Quit: ThePizzaKing] 12:37:04 * TrueBrain makes a dance: prelimary testing shows 32bpp-anim is faster in palette animation over 8bpp-optimized :) :) :) :) 12:37:09 <CIA-1> OpenTTD: truelight * r10241 /trunk/src/ (11 files in 2 dirs): 12:37:09 <CIA-1> OpenTTD: -Codechange: CopyToBuffer now produces a buffer that is unreadable from outside the blitter, so the blitter can store anything he likes 12:37:09 <CIA-1> OpenTTD: -Codechange: added CopyImageToBuffer, which produces a readable buffer for screenshots 12:37:09 <CIA-1> OpenTTD: -Fix: 32bpp-anim now holds animation on transparent objects to avoid strange graphical effects 12:37:10 <CIA-1> OpenTTD: -Fix: 32bpp-anim now works correct on mouse-movement (it holds the palette animation correctly) 12:39:35 *** Progman [~progman@p57A1CBB8.dip.t-dialin.net] has joined #openttd 12:42:27 *** glx [~glx@bny93-6-82-245-156-124.fbx.proxad.net] has joined #openttd 12:42:28 *** mode/#openttd [+v glx] by ChanServ 12:43:14 <Ailure> [14:23] <Rubidium> long vehicles are ugly, unless they are articulated vehicles? 12:43:17 <Ailure> wtf 12:43:19 <Ailure> xD 12:43:28 <Ailure> More ted stevens 12:43:28 <Ailure> :p 12:43:30 <Ailure> oh well 12:45:23 *** Brianetta [~brian@82-39-52-234.cable.ubr03.benw.blueyonder.co.uk] has quit [Ping timeout: 480 seconds] 12:45:23 *** Sug [~graeme@88-104-118-19.dynamic.dsl.as9105.com] has joined #openttd 12:45:54 <CIA-1> OpenTTD: truelight * r10242 /trunk/src/blitter/32bpp_anim.cpp: -Fix: avoid a segfault if you move your mouse at startup with 32bpp-anim 12:49:08 <Noldo> :) 12:52:58 *** HMage [Queneex@89-178-35-34.broadband.corbina.ru] has quit [Ping timeout: 480 seconds] 12:54:36 *** Alanin is now known as alanin 12:55:38 *** Vikthor [~Vikthor@snat1.spoje.net] has joined #openttd 12:56:36 *** Chris82 [~chris@p579E1E15.dip.t-dialin.net] has joined #openttd 12:56:40 <Chris82> hi :) 12:56:50 <Chris82> just a quick question, what is this timetable thing in the latest trunk? 12:59:40 <SmatZ> hello, since r10207, I can't destroy anything ( I have over 1<<32 Euros ) 13:00:19 <SmatZ> "Not enough cash - requires e288" 13:00:39 <SmatZ> probably known problem... 13:03:48 <Rubidium> SmatZ: does the patch of FS#904 solve that issue? 13:04:36 <Noldo> Chris82: check who committed it and ask him 13:05:14 <SmatZ> Rubidium: I will try 13:07:11 *** AntB [~AntB-UK@5ac91aa0.bb.sky.com] has joined #openttd 13:08:22 <Rubidium> Chris82: check the forum first 13:09:22 <SmatZ> Rubidium: I can't make it compile... 13:09:29 <Chris82> kk Rubidium 13:10:59 <Rubidium> SmatZ: which one did you take? 13:11:25 <SmatZ> Rubidium: I used both, I will try only the first now 13:12:42 <SmatZ> Rubidium: when applied only the mo_money_r10239.diff , it works 13:13:05 <SmatZ> it seems to correct this problem 13:13:31 <Rubidium> ok, that's all I need to know 13:15:39 <dihedral> guys, check it out, OpenTTDLib with it's first release :-) 13:15:43 <dihedral> http://www.tt-forums.net/viewtopic.php?p=599640#599640 13:16:29 <hylje> :o 13:18:46 <Rubidium> dihedral: I think you have to document those [vehicle] arrays a little (what index refers to what vehicle type) 13:19:13 <dihedral> that's on the todo list :-) 13:19:43 <dihedral> also fetching newgrf data is still to be done 13:20:38 <Rubidium> that's tricky 13:20:45 <dihedral> why is that 13:21:03 <Rubidium> UDP packets are not certain to arrive -> retries etc. 13:21:21 <Rubidium> on the other hand, you can do quite a lot of caching of newgrf data 13:21:22 <dihedral> its the same for all the other queries that are made 13:21:45 <dihedral> only using udp 13:22:02 <Rubidium> true, but when the first query fails, you've got nothing. When the newgrf query fails you've got half of the information 13:22:28 <dihedral> what do you mean? 13:22:58 <dihedral> i get one packet with newgrf names and one packet with the md5 sums? 13:23:26 <Rubidium> in the "normal" query packet you only get the md5 sum + grf id 13:23:39 <dihedral> that's enough is it not? 13:23:44 <Rubidium> retrieving the name of the newgrf needs to be done using another query 13:23:58 <Rubidium> dihedral: grf id + md5sum says nothing to users 13:24:42 <dihedral> unless there is a mapping somewhere (newgrf crawler?) 13:25:16 <Rubidium> grfcrawler doesn't map md5sums nor has all grf ids 13:25:49 <dihedral> well - i shall give up after trying a few times :-) 13:26:11 <Rubidium> dihedral: http://www.openttd.org/server_detail.php?id=4826 <- click on search for all above GRFs and you'll see that quite a few aren't in grfcrawler 13:26:41 <dihedral> yes i know that, which is quite sad actually :-P 13:28:47 *** Chris82 [~chris@p579E1E15.dip.t-dialin.net] has quit [] 13:29:19 *** Mucht_ [~Mucht@p57A0DA35.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 13:29:48 *** Eddi|zuHause3 [~johekr@p54B74DB5.dip.t-dialin.net] has quit [Remote host closed the connection] 13:29:54 <Sacro> right, *NEED* pbs 13:33:58 <dihedral> at least i can try with the grf stuff :-) 13:34:19 <Sacro> i'm so pissed off, i might sit and rewrite it 13:34:41 <TrueBrain> Sacro: yeah! 13:34:48 <Sacro> !seen Hackykid 13:34:51 <_42_> Sacro, Hackykid? hmm... I'm trying to remember... maybe... I'm not sure... no. I don't remember Hackykid. 13:34:58 <TrueBrain> @seen Hackykid 13:34:58 <DorpsGek> TrueBrain: I have not seen Hackykid. 13:35:01 <Sacro> looks like he ain't coming back 13:35:05 <TrueBrain> he hasn't been here for ages :) 13:35:14 <TrueBrain> not with that name anyway... you never know 13:35:26 <Sacro> hmm 13:35:28 <Sacro> !seen Truelight 13:35:30 <_42_> Sacro, TrueLight was last seen joining the partyline on DorpsGek 6 weeks 4 days 2 hours 35 minutes ago (06.05. 10:59). 13:35:38 <TrueBrain> @seen TrueLight 13:35:38 <DorpsGek> TrueBrain: I have not seen TrueLight. 13:35:43 <TrueBrain> poor DorpsGek 13:35:48 *** Netsplit galapagos.oftc.net <-> synthon.oftc.net quits: CIA-1, Tefad, mikegrb, lolman, stillunknown, Smoovious 13:35:48 <Sacro> never liked him much anyway :p 13:35:52 <TrueBrain> who did? 13:35:52 <Sacro> ooh a netsplit 13:37:26 *** Brianetta [~brian@82-39-52-234.cable.ubr03.benw.blueyonder.co.uk] has joined #openttd 13:38:16 *** Netsplit over, joins: lolman, Smoovious, Tefad, stillunknown, CIA-1, mikegrb 13:47:01 *** Frostregen_ [~sucks@dslb-084-058-164-089.pools.arcor-ip.net] has joined #openttd 13:47:24 <AntB> is there any comprehensive downloadable guides on making new GRF 13:48:07 <peter1138> well you can download the specifications 13:48:13 <peter1138> but it's not really a guide 13:53:22 *** Frostregen [SADDAM@dslb-084-058-123-003.pools.arcor-ip.net] has quit [Read error: Operation timed out] 13:53:41 *** Frostregen_ is now known as Frostregen 13:56:13 <AntB> I think i got the specs. I downloaded what was in the package what was on the TTDPatch site 13:57:27 <CIA-1> OpenTTD: truelight * r10245 /trunk/src/blitter/ (7 files): -Codechange: added GetName also to all Blitters, instead of only the Factory 13:59:45 *** Peakki [antti@cs181000195.pp.htv.fi] has joined #openttd 14:01:34 *** mode/#openttd [+v peter1138] by ChanServ 14:04:22 <Ailure> http://194.47.44.201/openTTD/Ailuro%20Transports,%2015th%20Jan%202038.png 14:04:24 <Ailure> hehe 14:04:44 <Ailure> talk about overkill 14:04:53 <hylje> thats some trucks 14:05:07 <SmatZ> :) 14:06:03 <Ailure> Taken for long time ago too 14:06:07 <Ailure> I was messing aroudn in mini-in 14:06:09 <peter1138> yeah, miniin :p 14:06:13 <Ailure> exprimentating with the subsidaries patch 14:06:19 <Ailure> yeah 14:06:25 <Ailure> Diagonal tracks over road 14:06:36 <hylje> why didnt that get trunked 14:06:36 <Ailure> and the diffrent coloured aircrafts on the airport 14:06:48 <Ailure> It was fun, but miniin was too unstable for my taste 14:06:56 <Ailure> so I only used it for one game 14:07:31 <Ailure> I liked the track sharing part of subsidaries patch 14:07:40 <Ailure> I always wanted to run a multiplayer game where severeal companies shares a track 14:07:51 <dihedral> will diagonal tracks over road ever get trunked? 14:08:34 *** Chris82 [~chris@p579E1E15.dip.t-dialin.net] has joined #openttd 14:08:35 <Ailure> well they're kinda less needed now though 14:08:38 <Chris82> hi 14:08:41 <Ailure> since you can do bridges over diagonal rails 14:08:46 <Ailure> or hell, over any combination of rails 14:08:53 <dihedral> :-P 14:09:08 <Ailure> I remember putting insane setups below rail before 14:09:09 <Ailure> for fun 14:09:13 <Chris82> what's a possible reason that a server is shown as offline here http://www.openttd.org/servers.php although it's online for an hour already (svn build) 14:09:43 <dihedral> config setting? 14:09:50 <dihedral> advertise? 14:09:58 <Chris82> well I use the same config settings on all my servers, and the others are all shown 14:10:06 <dihedral> udp port to the game closed? 14:10:11 <Chris82> advertise and stuff is properly set 14:10:16 <Rubidium> the udp query packets couldn't reach it for several times 14:10:19 <Chris82> nope, firewall doesn't block the port 14:10:33 <Chris82> is there a console command to re-advertise? 14:10:35 <dihedral> what game ist it (address?) 14:10:46 <Chris82> 85.190.1.233 and port let me check 14:10:58 <Rubidium> Chris82: it will readvertise every 15 minutes 14:11:26 <Chris82> port 63514 (Experimental Endless Game) 14:11:37 <Chris82> the 0.5.2 servers all advertise fine 14:12:00 <Ailure> http://194.47.44.201/openTTD/Sentwood%20Transport,%208th%20Feb%201920.png 14:12:08 <Ailure> I made lots of silly setups like this one 14:12:21 <Ailure> becuse it's fun to do stuff that used to be impossible for over a decade 14:12:30 <SmatZ> :) 14:12:34 <dihedral> is the game paused? 14:12:40 <Chris82> yes it's paused 14:12:44 <Chris82> is that the reason? 14:12:59 <Ailure> a paused server shouldn't make any diffrence 14:13:00 <dihedral> i dont know - just saw the game data did not change 14:13:03 <Ailure> some servs are paused all the time << 14:13:09 <Ailure> until a player comes along 14:13:15 <dihedral> true 14:13:17 <Chris82> yeah the server started in paused state 14:13:30 <Chris82> Ailure: True, my 0.5.2 are configured that way 14:13:43 <Chris82> so this shouldn't be the problem 14:13:49 <dihedral> nope 14:13:58 <dihedral> and i can reach your game on udp... 14:14:04 <dihedral> just wait another 10 - 15 mins 14:15:23 <dihedral> should running newgame not also advertise? 14:15:41 <Chris82> I tried to restart a few times, and the server is now running for like 2 hours already 14:15:53 <Chris82> just checked netstat, the port is definitely reachable 14:16:24 <dihedral> netstat does not include possible firewall settings! 14:16:31 <Chris82> is it maybe because the version of the server changed very often the last days? 14:16:48 <Ailure> hmm 14:16:52 <Ailure> wonder what I should try in my next game 14:16:53 <Ailure> xd 14:16:59 <Ailure> I have no idea what type of game I want to do 14:17:00 <Chris82> netstat -an should show me all opened ports? 14:17:06 <Biff> no, openttd doesnt work today :( 14:17:07 <Chris82> when they're firewalled they're not open 14:17:42 <Rubidium> Chris82: it's just that some packet got lost when your server was queried by the masterserver (at least if other servers from you are shown at the server list) 14:18:14 <dihedral> btw: its written Experimental 14:18:31 <Chris82> oops yeah 14:19:03 <dihedral> your game aint even in the offline list :-P 14:19:16 <Chris82> Experimantal Endless Game Offline < I see it there tho? 14:20:12 <Chris82> just renamed the server and restarted, maybe it works now 14:20:43 <Rubidium> Chris82: what ports does your firewall let through? 14:20:55 <Biff> hmm, newest openttd does nothing when i start it 14:20:59 <dihedral> searched for experimEntal :-P 14:21:04 <Biff> even --help does nothing, just returns 14:21:06 <Chris82> well it's configured to allow the openttd.exe, so it allows dynamically any port that openttd wants to use 14:21:17 <TrueBrain> Biff: try -h 14:21:32 <dihedral> i was able to query i... 14:21:35 <TrueBrain> Chris82: use a port < 60000 14:21:35 <Biff> magne@mean:~/src/openttd/bin$ openttd -h 14:21:37 <Biff> magne@mean:~/src/openttd/bin$ 14:21:40 <Biff> nothing :/ 14:21:44 <TrueBrain> Biff: try ./openttd -h 14:22:05 <Chris82> is it bad to use such a high port number? all my servers have a port > 60000 14:22:14 <Biff> hmm, that worked for some strange reason (it points to the same binary) 14:22:23 <Biff> but ./openttd does not work 14:22:23 <TrueBrain> it should be alright, but > 60000 is normally used for MASQUARADE 14:22:37 <TrueBrain> Biff: there is a big difference between 'openttd' and './openttd' 14:22:44 <Biff> TrueBrain: yes, i know 14:22:50 <Chris82> I'll remember that :) will be easy to change them 14:22:59 <TrueBrain> see if it works, just a guess 14:23:05 <Biff> but the one found in path is a script which starts the same binary 14:23:17 <Biff> but ./openttd doesnt work, just returns 14:23:25 <TrueBrain> run ./openttd -d 14:23:29 <Rubidium> Biff: but if ./openttd doesn't work, the script isn't going to work either 14:23:39 <Rubidium> is there actually an executable ./openttd? 14:23:49 <Biff> yes, else it would say command not found 14:24:02 <Biff> -d also just returns 14:24:07 <Rubidium> how large is the binary? 14:24:09 <TrueBrain> ./openttd -d9 14:24:16 <peter1138> -d does nothing on its own 14:24:17 <Biff> i'll try recompilng 14:24:24 <TrueBrain> peter1138: yeah, I forgot :) 14:24:36 <peter1138> TrueBrain: i thought it defaulted to max to be honest 14:25:08 <Chris82> hmmm I just noticed some weird output on the console when starting the server 14:25:10 <hylje> -d99999999999 14:25:25 <Biff> that created a lot of output 14:25:36 <Chris82> first it says [net] listening on x.x.x.x:port 14:25:45 <Chris82> then [udp] .... same ip and port 14:25:58 <Chris82> and then another time [udp] listening on port 0.0.0.0:0 14:26:05 <TrueBrain> Biff: so the binary works ;) Now find what fails :p :p 14:26:13 <Biff> http://discrete.eimot.no/~magne/openttd/debug.txt 14:26:34 <TrueBrain> Biff: dedicated server compile? 14:26:36 <Biff> hmm, Custom .grf has invalid format 14:26:47 <peter1138> dbg: [driver] Successfully probed video driver 'null' 14:26:49 <Biff> hmm 14:26:57 <TrueBrain> Biff: as you don't have sdl compiled 14:27:01 <TrueBrain> so what you expect OpenTTD to do? 14:27:03 <peter1138> please compile with a video driver :p 14:27:11 <Biff> i did make clean; make 14:27:19 <TrueBrain> try ./configure --with-sdl 14:27:21 <Biff> maybe i should try configure 14:27:53 <Biff> i compiled on a machine without x earlier, but i didnt run configure first, hmm 14:28:18 <dihedral> i always compile on a machine with no x 14:28:20 <Biff> but thanks 14:28:35 <Biff> yeah, i guess you just need the sdl libraries, which is probably missing 14:29:03 <dihedral> nono - YOU need the sdl libraries... i already have them :-P 14:29:32 <Biff> yeah, but my server doesnt 14:29:47 <Biff> so it must have executed ./configure by itself or something 14:29:54 <TrueBrain> Biff: it doesn't 14:29:57 <TrueBrain> as it can't 14:30:07 <TrueBrain> at some stage you did a ./configure 14:30:11 <TrueBrain> and it did tell you that without SDL 14:30:17 <TrueBrain> you won't have a video driver 14:30:28 <Biff> hmm, maybe, i must have been sleeping or something then :P 14:30:34 <TrueBrain> that we can't help 14:30:41 <TrueBrain> we can fix and try to avoid tons of things 14:30:47 <TrueBrain> but only till a certain level 14:30:50 <TrueBrain> we can't fix the user :) 14:31:39 <Biff> hmm, then there was the money problem 14:32:09 <Biff> even tho i have lots of money it says i cant afford things like bulldozer station 14:32:21 <Biff> http://discrete.eimot.no/~magne/openttd/Gl%c3%b8slia%20Transport,%2029th%20Jun%202035.png 14:32:41 <CIA-1> OpenTTD: rubidium * r10246 /trunk/src/ (25 files in 4 dirs): -Fix (r10297): some forgotten money conversions and truncation issues. Thanks to benc for providing the patch. 14:32:55 <Rubidium> *10207 14:33:10 <Biff> i'll try 14:33:31 <dihedral> remove the Makefile and have it written when ./configure is done :-) 14:34:48 <Biff> Rubidium: worked now 14:45:15 *** Chris82 [~chris@p579E1E15.dip.t-dialin.net] has quit [] 14:49:50 <SmatZ> why is tunnel's price limited to 400 000 000 ? 14:51:32 <Caemyr> lawl 14:51:35 <Rubidium> so it wouldn't overflow as easy in the "old" system? 14:52:20 <SmatZ> I don't know, maybe 14:52:33 <SmatZ> will the 400 000 000 limit be increased now? 14:52:43 <SmatZ> if there is no other reason 14:52:53 *** Vikthor [~Vikthor@snat1.spoje.net] has quit [Ping timeout: 480 seconds] 14:53:47 *** Vikthor [~Vikthor@snat1.spoje.net] has joined #openttd 14:55:04 <CIA-1> OpenTTD: rubidium * r10247 /trunk/src/ (22 files in 2 dirs): -Fix (r10210): *always* call SetDParamMoney when you want to place money in some string. 14:58:55 <CIA-1> OpenTTD: rubidium * r10248 /trunk/src/tunnelbridge_cmd.cpp: -Codechange: don't limit the cost of tunnels. 15:05:22 *** Nickman is now known as Nickman^Away 15:06:19 <SmatZ> Rubidium: thanks, I feel better now :) but there is a little problem - when I try to build a tunnel over whole 2048x2048 map, I get estimated price -2 euro (and cannot build it anyway) 15:06:22 *** MarkSlap [~hestporr@host48-181.etanet.se] has quit [Ping timeout: 480 seconds] 15:07:07 <dihedral> lol 15:07:18 <Rubidium> that doesn't sound right ;) 15:07:29 <dihedral> that does not sound good either :-P 15:07:38 <Rubidium> SmatZ: savegame? 15:08:51 *** Vikthor [~Vikthor@snat1.spoje.net] has quit [Ping timeout: 480 seconds] 15:10:10 <SmatZ> I just made a map in a scenario editor and then started it - http://88.146.45.107/ttd/UNNAMED4.scn 15:11:25 *** Vikthor [~Vikthor@snat1.spoje.net] has joined #openttd 15:11:48 *** Sug [~graeme@88-104-118-19.dynamic.dsl.as9105.com] has quit [Ping timeout: 480 seconds] 15:12:18 <peter1138> heh, locks up when leveling a 2048x2048 map 15:12:40 <SmatZ> it takes ages when I put mouse cursor at the coast to build a tunnel 15:12:45 <peter1138> yes 15:12:55 <SmatZ> peter1138: surely lock up? 15:13:08 <peter1138> ok, not a lock up, but very slow 15:13:23 <CIA-1> OpenTTD: rubidium * r10249 /trunk/src/town_cmd.cpp: -Fix [FS#906]: town tried to gather information about the neighbourhood of a tile when it couldn't even *ever* build on that tile. 15:14:39 <SmatZ> peter1138: yes :) the code of drawing of selected sprites is probably very slow, maybe it is trying to draw tiles outside the viewport? 15:15:04 <SmatZ> maybe not... 15:15:38 <Rubidium> SmatZ: it's determining till where it can build the tunnel 15:16:51 <dihedral> what would you expect? 15:17:52 <dihedral> on a 2048 you would expect it to be quite some itterating to do... or not? 15:18:07 <dihedral> *be=have 15:18:51 <SmatZ> yes, I see now - IsTunnelInWay(end_tile, start_z) is called 2048 times, and it takes very long time to determine if there is not any tunnel 15:19:07 *** Nickman^Away is now known as Nickman 15:19:45 <Caemyr> can it be optimized? 15:20:00 <Caemyr> if no - maybe some progressbar would be usefull? 15:20:03 <SmatZ> I think it can 15:20:28 <Caemyr> with title like "Calculating tunnel lenght" 15:20:31 <SmatZ> IsTunnelInWay tests all directions, even those you are trying to build at 15:20:32 *** Sug [~graeme@88-104-110-228.dynamic.dsl.as9105.com] has joined #openttd 15:21:15 <Caemyr> not everytime, but after a fixed number of IsTunnelInWay() iterations 15:21:43 <SmatZ> it should be sufficient to test only the orthogonal directions, and only in that direction that is more near to the edge 15:21:57 <Caemyr> hmm 15:22:09 <SmatZ> Caemyr: maybe :) 15:23:19 <Caemyr> and cancel button 15:23:33 <Caemyr> but think mp game 15:23:49 <SmatZ> :-D 15:23:52 <Caemyr> it could lag the server:P 15:24:23 <SmatZ> only building the tunnel would lag the server - and you would need a lot of money to build so long tunnel :) 15:25:17 <Caemyr> possibly:) 15:25:29 <Caemyr> still its possible? 15:25:47 <SmatZ> what? 15:26:46 <Caemyr> to lag the server this way 15:27:06 <SmatZ> yes, but - it will lag the server for 10,20 seconds 15:27:10 <Caemyr> ah 15:27:11 <Caemyr> k 15:27:16 <SmatZ> and you would need a lot of money 15:27:24 <SmatZ> but with a modified client 15:27:34 <SmatZ> you wouldn't 15:27:40 <SmatZ> maybe even with a normal client... 15:27:50 <hylje> uh, what 15:27:52 <hylje> vimacs 15:28:10 <dihedral> TrueBrain: how often do you get this "why is my game not being advertised"? 15:28:43 <TrueBrain> dihedral: less often nowedays then it used to be 15:28:45 <TrueBrain> why? 15:29:23 <peter1138> SmatZ: so do it ;) 15:30:36 <dihedral> a webform so others can check if some the masterserver gan access the game :-) 15:30:45 <dihedral> *-some 15:30:58 <dihedral> *-gan +can 15:31:40 <SmatZ> peter1138: I just tested it - my client got disconnected, because its computations took too long :) 15:31:45 <peter1138> hehe 15:32:06 <dihedral> lol 15:35:37 <Caemyr> lawl 15:36:11 <Rubidium> SmatZ: the -2 is because it "wrapped" around when converting INT64_MAX pounds to euros 15:37:17 <Rubidium> because that's just "money" * 2 15:37:18 <CIA-1> OpenTTD: rubidium * r10250 /trunk/src/strings.cpp: -Fix: money is always 64 bits, so always parse those 64 bits. 15:37:30 <Rubidium> if you set it to pounds you'll see the correct amount 15:37:38 <SmatZ> peter1138: with a modified client, it is possible to choke the server this way 15:37:59 <SmatZ> Rubidium: even with pounds I get -1 pound as the price 15:38:06 <Rubidium> svn up ;) 15:38:11 <SmatZ> :) 15:38:46 <peter1138> :o 15:39:02 <SmatZ> my duron 1300 as server is still computing :-D 15:40:02 <SmatZ> and still 15:40:44 <Rubidium> I see only one solution: adding the end tile of the tunnel to the parameter and first check whether it's affordable and then check whether it's buildable 15:42:31 <SmatZ> probably ... checking inside the loop if the player has enough money is probably not possible 15:42:40 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has joined #openttd 15:43:06 <SmatZ> but on a real server, there won't be so big flat lands :) the check would take much less time 15:44:00 <Smoovious> and after seeing if it is buildable, conidering terrain only, now you have the start and endpoints, check through the list of tunnels... ignore tunnels on a different elevation, ignore tunnels with the same X on its endpoints, if the one you're building has the same X on its own endpoints (and they aren't the same X) 15:44:41 *** Bjarni [~Bjarni@0x50c79adc.virnxx14.adsl-dhcp.tele.dk] has joined #openttd 15:44:44 *** mode/#openttd [+o Bjarni] by ChanServ 15:44:50 <Smoovious> then that leaves only having to check the other values... does your X fall in between the left over tunnel' Y's 15:44:53 <SmatZ> there is not any list of tunnels atm 15:45:05 <SmatZ> return IsTunnelInWayDir(tile, z, DIAGDIR_NE) || IsTunnelInWayDir(tile, z, DIAGDIR_SE) || IsTunnelInWayDir(tile, z, DIAGDIR_SW) || IsTunnelInWayDir(tile, z, DIAGDIR_NW); 15:45:16 *** skidd13 [~skidd13@p548A5E67.dip.t-dialin.net] has joined #openttd 15:45:19 <SmatZ> ^^^ isn't checking in all 4 direction useless? 15:45:21 <Smoovious> well, there has to be some way for it to know there is a tunnell... 15:45:46 <SmatZ> yes, it checks in all directions till it finds and z < tunnel_z 15:45:51 <Rubidium> SmatZ: yes it's useless 15:46:07 <SmatZ> and then checks if it is a tunnel tile 15:47:00 <Smoovious> ok... well, if there is no index of tunnels in the code, then perhaps it should keep one... would make checking for them a lot less work 15:48:11 <Smoovious> would then make having non-standard tunnels easier to deal with too... ones that curve, or change elevation... .. . 15:48:15 <CIA-1> OpenTTD: glx * r10251 /trunk/src/video/win32_v.cpp: -Fix (r10186, FS#907): alt-tab back into openttd could leave the taskbar visible 15:48:36 *** Vikthor [~Vikthor@snat1.spoje.net] has quit [Ping timeout: 480 seconds] 15:49:10 <peter1138> hmm 15:49:32 <peter1138> Rubidium: even with end tile you need to check each tile 15:49:34 <Smoovious> could use the same index for bridges too 15:49:36 <SmatZ> finally, the server's computation finished :) 15:49:49 <peter1138> heh 15:49:54 <dihedral> lol 15:49:56 <Rubidium> peter1138: well, you can do cost calculation first, which is pretty fast 15:50:05 <peter1138> yes 15:50:12 <SmatZ> peter1138: yes, but when you know the player cannot afford it anyway, you dont need to check for crossing tunnels 15:51:40 <dihedral> would it not be faster to itterate over existing tunnels built on the same level and check if they use that tile 15:51:45 <Smoovious> or continue to check for crossing tunnels, so he doen't have to wait around until he can afford it only to find it isn't b uildable 15:52:01 <dihedral> rather than itterating each tile your tunnel would be built through? 15:52:41 <Smoovious> not enough to catch the tunnel pieces in between the endpoints 15:54:03 <peter1138> iterate existing tunnels, eh? 15:54:15 <dihedral> was just a thought!! 15:54:19 <peter1138> requires a full map scan, but that can't be that slow, can it? 15:54:28 <dihedral> lol 15:54:41 <dihedral> thought there was perhaps some sort of 'tunnel list' 15:54:45 <peter1138> haha 15:55:00 <Smoovious> that's what I thought too... and am advocating. :) 15:56:04 *** Vikthor [~Vikthor@snat1.spoje.net] has joined #openttd 15:56:13 <dihedral> that's a real shame 15:57:32 <CIA-1> OpenTTD: rubidium * r10252 /trunk/src/strings.cpp: -Fix: never overflow when applying exchange rates before drawing the amount of money. 15:57:45 <Rubidium> Smoovious: what kind of positive impact would such a tunnel list have? 15:58:31 <Rubidium> in worst can absolutely none 15:58:51 <hylje> :o 15:59:07 <Smoovious> well, it would simplify having to search the map for encroaching tunnels/bridges... instead you'd just check the index for them which has all of the linked endpoints... 15:59:24 <dihedral> in such cases of players building long tunnels it would speed up the process of finding out if a tunnel is in the way 15:59:38 <dihedral> but then - searching the endpoint will still have to be done! 16:00:24 <Smoovious> same for raising and lowering land, without the index, you gotta keep checking the map looking for tunnels... with the index, you don't waste time searching the map, you check the list... 16:00:34 <Rubidium> Smoovious: you'd have to search the WHOLE tunnel list, even for a tunnel of 5 long you need to iterate the whole list 3 tiles (either 3xlist or listx3) 16:00:39 <hylje> moar caching 16:00:43 <Smoovious> would take a lot less processor impact if you don't have to keep finding them all the time 16:00:57 <Smoovious> better than searching the whole map 16:01:05 <Rubidium> Smoovious: it doesn't search the whole map 16:01:16 <peter1138> Rubidium: if the list stores the start & end tiles you don't need a loop to test for intersection 16:01:17 <Rubidium> it only searches where there could possibly be tunnels 16:01:24 <Smoovious> how far does it check for tunnels before it determines t here isn't one 16:01:52 <Rubidium> peter1138: why not? you need to check for three intersection points in a tunnel of length 5 16:01:55 <Smoovious> which could end up being searching the whole length/width of the map, perpendicular to the proposed route 16:02:44 <dihedral> and the tunnel list could hole the level at which the tunnel is built 16:03:14 <Smoovious> that should be covered by the x/y of the endpoints already 16:03:15 <Rubidium> Smoovious: for a tunnel list you've got exactly the same problem; even worse 16:03:21 <Smoovious> bull 16:03:28 <peter1138> Rubidium: for x-axis tunnel: if (tiley == startx && tilex > startx && tilex < endx) { intersect } 16:03:38 <peter1138> plus height checking 16:03:59 <peter1138> first startx is starty ;) 16:04:26 <dihedral> on my way home... will join you later again :-) 16:04:36 *** dihedral [~nathanael@joshua.dihedral.de] has quit [Quit: leaving] 16:04:37 <peter1138> still tons of iteration of course 16:04:39 <peter1138> hmm 16:05:14 <Rubidium> peter1138: but that is for one of the 3 x-axis that the 5-length tunnel intersects 16:05:25 <Smoovious> a line is defined by its endpoints, and it is a simple matter to find if that line will intersect another... as I currently understand it tho, right now it is searching for the existence of the lilne to b egin with by searching through the map, every time a tunnel/bridge is attempted to build, or during terrafoorming 16:06:25 <Smoovious> checking an index of x1,y1/x2,y2's of objects that already exist, is a ton less work than searching outward on the map looking for tunnel tiles 16:07:38 <Rubidium> Smoovious: only in some cases, not all 16:08:05 <Smoovious> ... 16:08:20 <Smoovious> alright... I'll bite... in what cases does it not 16:08:44 *** nairan [~Maui_key@p5498D847.dip.t-dialin.net] has joined #openttd 16:09:38 <Thomas[NL]> ehh latest trunk all the generated towns are 1 street-tile and 2 buildings 16:09:40 <Rubidium> the case where there are 4 tunnels on a map an I want to build a tunnel through a 1x1 "hill" (so 1 flat tile that is raised) 16:09:55 <Thomas[NL]> no more, no less 16:10:05 <Smoovious> ... 16:10:18 <Smoovious> ok, you're just messing with me now... 16:10:37 *** Sacro|Laptop [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 16:10:56 <Rubidium> no, I'm saying: don't make the average case horribly slow to speed up the worst case 16:11:15 <Smoovious> but... say that 'hill' is in the middle of a vallley... land rises to either side of it for a long distance... 16:11:24 <Smoovious> it wouldn't be horribly slow 16:11:44 <Smoovious> the whole point of having an index to begin with is to save time having to search them out all lthe time 16:12:36 <Rubidium> Thomas[NL]: really? 16:12:47 <Rubidium> latest trunk works for me ;) 16:12:49 <Thomas[NL]> yeah 16:12:55 <CIA-1> OpenTTD: rubidium * r10253 /trunk/src/town_cmd.cpp: -Fix (r10249): putting the < the wrong way around made the new towns pretty small. 16:13:04 <hylje> :o 16:13:06 <hylje> wha 16:13:07 <Rubidium> ofcourse CIA is slow, so you can take advantage of that :) 16:13:29 <Thomas[NL]> :P 16:17:20 <skidd13> About the town roads... What about FS897? 16:18:02 <CIA-1> OpenTTD: truelight * r10254 /trunk/src/ (14 files in 2 dirs): -Feature: loading indicator, which shows in % how full a vehicle is while loading/unloading (TheJosh) 16:19:22 *** e1ko [~L@205.117.broadband9.iol.cz] has joined #openttd 16:19:36 *** TinoM [~Tino@i5387C356.versanet.de] has quit [Quit: Verlassend] 16:20:29 *** TinoM [Tino@VPNPOOL01-0283.UNI-MUENSTER.DE] has joined #openttd 16:30:05 *** Wolf01 [~wolf01@host48-232-dynamic.2-87-r.retail.telecomitalia.it] has joined #openttd 16:30:14 <Wolf01> hello 16:30:20 <TrueBrain> hi 16:30:26 <skidd13> hi 16:32:10 <Bjarni> hi Wolf01 16:34:10 *** |Jeroen| [~jeroen@dD5E03DCF.access.telenet.be] has joined #openttd 16:35:05 <Sacro|Laptop> so... 16:35:07 <Rubidium> http://rubidium.student.utwente.nl/openttd/tunnel-issue.diff <- SmatZ you meant doing that, right? 16:35:11 <Sacro|Laptop> whose gonna help me code PBS? 16:35:24 <TrueBrain> you are going to help yourself :) 16:35:34 <Noldo> Sacro|Laptop: you'll need KUDr for that 16:35:44 <Sacro> Noldo: where is he? 16:36:05 <Bjarni> ... 16:36:16 <TrueBrain> Sacro: check the userlist..... 16:36:18 <Bjarni> Sacro+code=wtf 16:37:27 <Sacro> Bjarni: i've coded before 16:37:41 <Bjarni> for OpenTTD? 16:37:47 <Sacro> yes 16:37:52 <Bjarni> what patches? 16:38:01 * Sacro 's Daylength Patch 16:38:04 <TrueBrain> Bjarni: leave him alone... 16:38:09 <Bjarni> ahh, right 16:38:18 <TrueBrain> if he thinks he can do it, let him! 16:38:57 <Bjarni> I'm not going to stop development of PBS 16:40:20 * Sacro puts #ifndef OSX at the top 16:40:33 <Bjarni> fine 16:40:43 <Bjarni> I just don't see any reasons to do that 16:40:50 <Sacro> stops mac users compiling it 16:40:53 <Rubidium> I do 16:41:05 <Bjarni> OSX isn't defined when compiling on mac 16:41:08 <Rubidium> it means we can let Bjarni fix PBS because it's mac specific code ;) 16:41:26 <Bjarni> no 16:41:48 <Bjarni> it wouldn't be mac specific if the code is active for all OSes but OSX 16:41:58 <TrueBrain> I wonder when Bjarni will fix 32bpp for OSX 16:42:11 <Bjarni> well 16:42:20 <Bjarni> I have a deadline at 14:00 tomorrow 16:42:29 <Bjarni> I give that one priority 16:45:39 *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has quit [Quit: www.sexybiggetje.nl] 16:45:53 <peter1138> gruagh 16:48:59 *** Mucht [~Mucht@p57A0CD2F.dip.t-dialin.net] has joined #openttd 16:51:50 * Smoovious hands peter1138 a napkin. 16:53:40 <SmatZ> Rubidium: exactly 16:53:44 <SmatZ> sorry I had a dinner 16:54:11 <CIA-1> OpenTTD: truelight * r10255 /trunk/src/ (5 files in 2 dirs): -Codechange: remove some old debug code nobody was using anymore 16:56:13 <hylje> hey, you just nuked those things i debugged with 16:56:19 <SmatZ> Rubidium: will it work when you try to build a tunnel over an existing tunnel? 16:56:25 <SmatZ> :-D @ hylje :) 16:57:16 <Rubidium> SmatZ: haven't tested that (yet) 16:58:14 *** |Jeroen| [~jeroen@dD5E03DCF.access.telenet.be] has quit [Remote host closed the connection] 16:58:28 *** Sacro|Laptop [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Quit: Leaving] 16:58:40 *** Nickman is now known as Nickman^Away 17:00:00 <Rubidium> yes, it seems to work 17:00:06 <skidd13> something is wrong with the money displayed in the difficultiy settings.... LOL damned is this a lot. -> EURtoomuchtowritealldown 17:00:55 *** Vikthor [~Vikthor@snat1.spoje.net] has quit [Ping timeout: 480 seconds] 17:01:05 *** dihedral [~dihedral@dslb-084-056-209-202.pools.arcor-ip.net] has joined #openttd 17:01:19 <peter1138> wow 17:01:20 *** |Jeroen| [~jeroen@dD5E03DCF.access.telenet.be] has joined #openttd 17:01:23 <peter1138> i'm getting massive profits :p 17:01:27 <hylje> profit!! 17:01:30 <skidd13> And it changes it I change the value of the industry density... LOL 17:01:38 <skidd13> I -> if I 17:01:40 *** Sacro [Ben@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Read error: Connection reset by peer] 17:01:55 <peter1138> profit this year: 17:02:00 <peter1138> £70,660,801,955,244 17:02:04 <peter1138> possibly wrong? 17:02:05 <hylje> ow 17:02:36 <SmatZ> Rubidium: great :) 17:03:28 <Rubidium> peter1138: probably printed wrong yes 17:03:45 <peter1138> SetDParamMoney(0, ... 17:03:49 <peter1138> SetDParamMoney(1, ... 17:03:56 <peter1138> int64 will take up 2 slots 17:04:26 <Rubidium> yes, which is the "cause" of the trouble 17:04:32 *** Vikthor [~Vikthor@snat1.spoje.net] has joined #openttd 17:04:48 <Rubidium> as almost everything is now 64 bits, but apparantly not everything actually is 17:04:55 <peter1138> ok, sorry i thought you'd changed it 17:05:27 <Rubidium> so there are two solutions 17:05:39 <peter1138> SetDParamMoney(2, ... 17:05:40 <peter1138> :p 17:05:41 <Rubidium> make those DParam variables just 64 bits ;) 17:05:53 <peter1138> or make _decode_parameters 64 bit, yes 17:06:32 <Rubidium> yes, that's what I meant 17:06:32 <Biff> hmm, does openttd -g filename.sav only work for server or something? 17:06:37 <Biff> it did not open a savegame 17:06:54 <peter1138> no 17:07:16 <Biff> it is supposed to work? 17:07:23 <peter1138> yes... 17:07:25 <Biff> hmm 17:07:26 <Biff> ok 17:07:49 <Biff> does it expect a path relative to the personal dir maybe? 17:07:51 <peter1138> if the savegame doesn't exist you'll get an (in game) error message 17:07:57 <Biff> i dont get anything 17:07:58 <skidd13> Any dev comments to http://bugs.openttd.org/task/897. I knew I asked earlyer but got no answers. 17:08:12 <Biff> oh wait 17:08:14 <Biff> nm 17:08:14 <Biff> :) 17:08:19 <peter1138> then maybe your "openttd" script is not passing all parameters 17:08:29 <Biff> yeah, i just realized 17:08:41 <peter1138> use $@ 17:09:00 <Biff> yes 17:09:25 <CIA-1> OpenTTD: belugas * r10256 /trunk/src/ (newgrf_commons.cpp newgrf_commons.h newgrf_industries.cpp): -Add: Addition of IndustryTileOverrideManager 17:09:31 <Caemyr> yah! 17:09:38 <peter1138> skidd13: pass TownLayout to IsRoadAllowedHere, not Town * 17:09:38 <Caemyr> beer for belugas 17:09:53 <Caemyr> another small step for him and great leap for OTTDity 17:10:26 <Belugas> thanks Caemyr, but it is really nothing :) 17:10:34 <peter1138> +SLE_CONDVAR(Town, road_layout, SLE_UINT8, 67, SL_MAX_VERSION), 17:10:38 <peter1138> ^^ dodgy with enums 17:12:08 <Wolf01> mmmh i just noticed i forgot about 2 tiles 17:13:02 <peter1138> +t->road_layout = CheckSavegameVersion(66) ? TL_ORIGINAL : _patches.town_layout; 17:13:09 <peter1138> i'd say always use the patch option 17:13:51 *** raimar2 [~hawk@p5489DC2A.dip.t-dialin.net] has quit [Remote host closed the connection] 17:13:57 <peter1138> also, version 66 is wrong for town layout introduction, isn't it? 17:14:25 * peter1138 > home 17:14:29 <skidd13> SLE_UINT8 are 256 values aren't? V66 was right at the time the patch was written (yesterday) 17:17:46 *** Brianetta [~brian@82-39-52-234.cable.ubr03.benw.blueyonder.co.uk] has quit [Quit: Tschüß] 17:18:51 <CIA-1> OpenTTD: miham * r10257 /trunk/src/lang/ (6 files): (log message trimmed) 17:18:51 <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2007-06-21 19:15:05 17:18:51 <CIA-1> OpenTTD: danish - 25 fixed, 50 changed by ThomasA (75) 17:18:51 <CIA-1> OpenTTD: finnish - 117 fixed by habazi (117) 17:18:51 <CIA-1> OpenTTD: hungarian - 6 fixed by miham (6) 17:18:52 <CIA-1> OpenTTD: romanian - 8 fixed, 9 changed by CrystyB (17) 17:18:52 <CIA-1> OpenTTD: spanish - 7 fixed by jfrank (7) 17:19:42 *** Eddi|zuHause [~johekr@p54B75995.dip.t-dialin.net] has joined #openttd 17:20:44 <hylje> what does ottd i18n rely on? 17:22:25 *** HMage [hmage@89-178-39-60.broadband.corbina.ru] has joined #openttd 17:22:46 <Eddi|zuHause> what kind of question is that? 17:23:00 <Eddi|zuHause> on text files compiled with strgen... 17:25:32 <CIA-1> OpenTTD: rubidium * r10258 /trunk/src/ (27 files in 2 dirs): 17:25:32 <CIA-1> OpenTTD: -Codechange: as we are now using int64 all over the place, it's better to use int64 variables in the string generating too instead of packing them into two int32s. 17:25:32 <CIA-1> OpenTTD: -Fix: some displays of money were wrong. 17:26:15 <glx> skidd13: enums are 32bits values on some platforms 17:27:35 <CIA-1> OpenTTD: rubidium * r10259 /trunk/src/tunnelbridge_cmd.cpp: -Fix (r10258): committed a little too much.. would've made pretty cheap tunnels though :) 17:27:42 <Rubidium> and 64 bits on others... 17:27:43 <skidd13> so SLE_UINT32 to be on the secure side? 17:28:23 <glx> no 17:28:45 <glx> do it like we did (search for PlayerByte or something like that) 17:30:39 <glx> PlayerByte is the wrong example :) OwnerByte is better 17:33:11 <Wolf01> peter1138! do you want to play with pngcodec? http://wolf01.game-host.org/OTTD_related/lego/trgtr.zip :) 17:33:54 <skidd13> seen already... -> AFAICS the enum is already set to 8 bit in openttd.h (~line 225) so wher's the problem? 17:35:10 *** Wolfolo|AWAY [~wolf01@host48-232-dynamic.2-87-r.retail.telecomitalia.it] has joined #openttd 17:35:10 *** Wolf01 is now known as Guest21 17:35:10 *** Wolfolo|AWAY is now known as Wolf01 17:35:13 <Wolf01> mmh 17:35:17 <Wolf01> i need a shower, is too hot and muggy today :O 17:35:22 *** Wolf01 is now known as Wolf01|AWAY 17:35:33 <Eddi|zuHause> it was raining here all day... 17:36:13 <Bjarni> funny 17:36:13 <glx> skidd13: in town.h use TownLayoutByte instead 17:36:19 <Bjarni> it will be railing all night here 17:36:28 <CIA-1> OpenTTD: miham * r10260 /trunk/src/lang/piglatin.txt: 17:36:28 <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2007-06-21 19:36:07 17:36:28 <CIA-1> OpenTTD: piglatin - 12 fixed by adammw (12) 17:36:38 *** tokai|ni [~tokai@p54B83630.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 17:36:53 <Bjarni> some rain clouds coming from Germany are going to give us like a months rain within like 6 hours or so 17:37:00 <eekee> ack 17:37:32 <skidd13> I thought the clouds droped all their load here. :) 17:38:09 *** tokai|ni [~tokai@p54B82D17.dip0.t-ipconnect.de] has joined #openttd 17:38:26 <Eddi|zuHause> the rain was insane here this morning 17:38:43 <Bjarni> a funny twist is that the guys, who help removing water from basements and stuff are on strike, so the deal is to have a good house that can keep the water out or you are fucked 17:38:58 <Eddi|zuHause> i went 10m from my house door to the bus that was parking right outside on the street... i got totally wet... 17:39:27 <CIA-1> OpenTTD: rubidium * r10261 /trunk/src/ (43 files in 5 dirs): -Cleanup: we do not need CURRENCY64 and CURRCOMPACT64 anymore, because everything is already 64 bits by default. 17:39:31 <Bjarni> you didn't say how long you were waiting for the bus outside 17:40:34 <glx> I think the bus was already there 17:40:50 *** Nickman^Away is now known as Nickman 17:41:07 <Eddi|zuHause> the bus was waiting for me 17:41:49 *** Guest21 [~wolf01@host48-232-dynamic.2-87-r.retail.telecomitalia.it] has quit [Ping timeout: 480 seconds] 17:42:26 <Eddi|zuHause> it's more like a taxi, that you order at least 2h in advance, if there is no regular bus scheduled within 1h before or after... it costs the same as the bus, which means no additional cost if you have a monthly bus ticket, or like me a semester ticket 17:43:27 <Bjarni> ahh one of those 17:43:55 <Eddi|zuHause> it's a really fine service :) 17:44:07 <Bjarni> I once used one like that and a car showed up... turned out only two people called, so it was too expensive to send a bus :) 17:44:14 <eekee> ^^' 17:44:26 <Eddi|zuHause> they introduced a lot more bus stops with the service, and one is practically in front of my house 17:44:46 <Eddi|zuHause> yes, they always send cars 17:44:56 <Eddi|zuHause> usually mini-vans 17:45:57 <Eddi|zuHause> there are regular busses at 8 and 10 in the morning, but i must be in the city at 10, so i can order a bus at 9 17:46:17 <Eddi|zuHause> which is 1h from the previous and 1h from the next regular bus 17:46:47 <Eddi|zuHause> it has so many advantages 17:46:55 <Eddi|zuHause> they wait for me if i am 2 minutes late 17:47:08 <Eddi|zuHause> i don't have to run into the village to catch the bus 17:47:41 <peter1138> hmm, crap 17:47:49 <peter1138> which is the correct patch :o 17:47:59 <Eddi|zuHause> the latest :) 17:48:05 <Bjarni> don't be too sure 17:51:18 <skidd13> the one with the correct code (if you ask confuzius) LOL 17:54:22 <Ailure> hmm 17:54:23 <Ailure> heh 17:54:30 <Ailure> when I'm back I go try out the timetable thing 17:54:35 <Ailure> Nightlies are compiled soon :) 17:55:19 <Giddorah> Any devs available for a PM? 17:56:20 <Ailure> why PM= 17:56:27 <Ailure> sometimes it better to say it in public so whoever is on sees it 17:56:30 <Giddorah> I'm so shy ;) 17:56:41 <Ailure> I'm shy too 17:57:03 <Giddorah> Aight... On strin STR_TIMETABLE_GO_TO 17:57:05 <Giddorah> Oops 17:57:23 <Ailure> I brb 17:57:23 <stillunknown> Who did something to the news system recently? 17:57:56 <Giddorah> On string STR_TIMETABLE_GO_TO it's {string1} {string2} in english... That in turn translates into {string} {string} after translation... Can't this be a problem? 17:58:31 *** Sacro|Laptop [~Ben@87.102.117.154] has joined #openttd 17:58:41 <Eddi|zuHause> stillunknown: the last thing i remember was the split between "important" and "unimportant" economical messages 17:59:20 <peter1138> Giddorah: no, string1/2 etc are only valid for english 17:59:42 <stillunknown> Eddi|zuHause: revision? 17:59:54 <Eddi|zuHause> stillunknown: several months ago 18:00:27 <stillunknown> I'm referring to something that happened today. 18:01:06 <Eddi|zuHause> i have not checked today yet... 18:01:31 <stillunknown> news_gui.cpp:278: void AddNewsItem(StringID, uint32, uint, uint): Assertion `_total_news == 30' failed. 18:01:43 <Giddorah> peter1138: Then how do you make the correct call for the correct string if there's several strings in the same line? :P 18:02:14 *** alanin is now known as Alanin 18:02:22 *** Alanin is now known as alanin 18:02:31 <Eddi|zuHause> stillunknown: maybe related to r10258? 18:02:59 <Eddi|zuHause> sounds a little far fetched :) 18:03:36 <stillunknown> rubidium: Did you change anything today that is somewhat related to the news system? 18:05:45 <eekee> A multiplayer with current nightly just crashed with a news-related error a day or two into the game 18:06:19 <eekee> openttd: /data3/Downloads/Games/ttdx/openttd/trunk/src/news_gui.cpp:278: void AddNewsItem(StringID, uint32, uint, uint): Assertion `_total_news == 30' failed. 18:06:28 *** Brianetta [~brian@82-39-52-234.cable.ubr03.benw.blueyonder.co.uk] has joined #openttd 18:06:31 <peter1138> Giddorah: pass, but STRINGn consumes n args, it doesn't choose the arg at position 'n' 18:06:55 <peter1138> i think there's an index parameter you can use 18:07:28 <Giddorah> I'm just concerned 18:07:36 <Giddorah> Haven't seen another string containing two strings before 18:07:41 <Eddi|zuHause> Giddorah: the translation engine always takes the {STRINGn} values from the matching english string, so just use {STRING} in the translation 18:08:14 <dihedral> _network_player_info[nd->company].num_vehicle[0] 18:08:30 <dihedral> is there any place i can find the defined enum for that 0? 18:09:11 <Eddi|zuHause> Giddorah: there's a way to reverse the order of the strings, with something like {STRING:1} or so, i don't remember exactly, there are probably examples somewhere 18:09:12 <Giddorah> Eddi|zuHause: I know... But what about {STRINGx} {STRINGy}? 18:09:31 <Giddorah> Oh wait 18:09:51 <peter1138> Maedhros 18:09:54 <peter1138> er 18:09:57 <Giddorah> It adds x and y itself without showing? Or are the strings just gonna be stripped down to {STRING} {STRING}? 18:10:11 <Eddi|zuHause> it adds the x automatically 18:10:19 <Giddorah> Aaah! That makes sense 18:10:33 <Eddi|zuHause> that's why you need english.txt as well as your_language.txt for strgen 18:11:12 <Eddi|zuHause> all the information is already in english.txt so it can take it from there 18:11:26 <Eddi|zuHause> the information in your_language.txt would be redundant 18:11:53 <Eddi|zuHause> redundant information always causes trouble on updates/changes 18:12:31 <Giddorah> Excellent :) 18:13:31 <Smoovious> I'm on a current nightly game that reset without warning... no idea why yet 18:13:59 <Eddi|zuHause> yeah, current nightly has a crashing bug 18:14:17 <Eddi|zuHause> news_gui.cpp:278: void AddNewsItem(StringID, uint32, uint, uint): Assertion `_total_news == 30' failed. 18:14:19 <Smoovious> :( 18:14:29 *** Peakki [antti@cs181000195.pp.htv.fi] has quit [Remote host closed the connection] 18:14:34 <Smoovious> well... it is a nightly after all... 18:14:39 <Eddi|zuHause> well, it's technically only a crash if you have assertions enabled 18:14:53 <Smoovious> no idea, I'm not serving 18:15:09 <Eddi|zuHause> but it might cause even worse trouble without :p 18:16:05 <stillunknown> Rubidium: ping 18:17:03 <Smoovious> got an aert 18:17:14 <Smoovious> assert 18:18:04 <skidd13> glx: If I set the road_layout in my patch as TownLayoutByte the random thing is f***ed up. :( 18:18:16 <Smoovious> Win32: File: /compile_farm/openttd/nightlly/compile_dir/src/town.h Line: 273 Expression: index < _Town_pool.total_items 18:19:58 *** coronel [andreabl@login1.powertech.no] has quit [Ping timeout: 480 seconds] 18:21:36 <Eddi|zuHause> hm, that's a totally different place 18:22:28 <Smoovious> yup 18:22:45 <Smoovious> I'd debug i t if I knew how it worked. :P 18:24:30 <Bjarni> hmm 18:24:33 <Smoovious> oh well, crashed without a dump file 18:24:49 <Bjarni> I just came to wonder... what would happen if you call a static inline function recursively? 18:25:29 <Smoovious> the static builds up until the computer explodes in a big electric-blue arc? 18:25:37 <Kjetil> haha 18:25:45 <Bjarni> cool 18:25:56 <peter1138> nothing special 18:26:10 * Bjarni wonders about making such a function and commit it to see who compiles without reading what is actually committed 18:26:11 <Eddi|zuHause> the compiler will probably barf out 18:26:45 <Eddi|zuHause> or make it not inline automatically 18:27:32 *** Wolf01|AWAY is now known as Wolf01 18:30:49 <peter1138> Bjarni: nothing special happens though 18:31:16 <Ailure> mmm 18:31:22 <Ailure> I love the smell of a newly compiled nightly 18:31:48 *** Maedhros [~jc@host86-137-64-30.range86-137.btcentralplus.com] has quit [Quit: leaving] 18:32:05 <Smoovious> maybe you need your nose checked... 18:33:00 <Giddorah> Hmmm 18:33:03 <Giddorah> http://www.imdb.com/find?q=arc%20tycker%20att%20alla%20p%E5%20soften%20%E4r%20riktiga%20godingar;s=tt;site=aka 18:37:33 <Ailure> damn 18:37:35 <Ailure> assertion failed 18:37:46 *** AntB [~AntB-UK@5ac91aa0.bb.sky.com] has quit [Quit: ChatZilla 0.9.78.1 [Firefox 2.0.0.4/2007051502]] 18:38:23 <stillunknown> Ailure: The current nightly is probably useless. 18:40:31 <Ailure> why? 18:40:58 <Ailure> oh 18:41:00 <SmatZ> it crashed 18:41:12 <Ailure> I thought my crash was related to something weird I was playing with 18:41:21 <SmatZ> openttd: /mnt/svn/openttd/trunk/src/town.h:273: Town* GetTown(uint): Assertion `index < _Town_pool.total_items' failed. 18:41:44 <Ailure> didn't someone switch some < > operator recently 18:42:10 <Smoovious> Rubidium did 18:42:27 <Ailure> not saying that it was wrong to do 18:42:32 *** KritiK [Maxim@ppp85-141-224-81.pppoe.mtu-net.ru] has joined #openttd 18:42:35 <Ailure> since that bug might just hidden other bugs somehow 18:42:43 <Ailure> i'm not too sure about the inner workings of openTTD though 18:42:49 <Smoovious> <CIA-1> OpenTTD: rubidium * r10253 /trunk/src/town_cmd.cpp: -Fix (r10249): putting the < the wrong way around made the new towns pretty small. 18:43:18 <Ailure> yeah 18:43:53 <Ailure> but I have no idea if that's the cause or not :p 18:44:01 <peter1138> not at all 18:45:23 <Ailure> hmm 18:45:30 <Ailure> happens exactly after six months of runtime 18:45:40 <SmatZ> #3 0x00000000005149e1 in GetTown (index=18492) at /mnt/svn/openttd/trunk/src/town.h:273 18:46:31 <Ailure> hmm 18:46:32 <Ailure> or not 18:46:50 <Ailure> or maybe 18:46:53 <SmatZ> it happes after 13 days for me :) 18:46:54 <Ailure> it always seem to crash on july 18:46:58 <Ailure> for me 18:47:01 <SmatZ> on 1st jan... 18:47:04 <Ailure> though I managed to go 18 months this time 18:47:23 <Ailure> now only one month 18:47:24 <Ailure> :) 18:48:00 <hylje> :o 18:49:04 *** Me [~chatzilla@vau75-6-82-230-164-90.fbx.proxad.net] has joined #openttd 18:49:22 <Smoovious> tried quitting a network game before the server crashed and my end crashed 18:50:09 <Smoovious> no dump file. :( 18:50:36 <Wolf01> mmmh ottd is really heavy with the 32bpp-anim, and it crashes when i press on the X to close the app (before the "do you want to quit" popup) 18:51:06 *** KritiK [Maxim@ppp85-141-224-81.pppoe.mtu-net.ru] has quit [Ping timeout: 480 seconds] 18:51:08 <Smoovious> I crashed before the 'want to quit' confirmation box too 18:51:32 <Eddi|zuHause> Smoovious: dump files are only on release builds, not nightlies 18:52:11 <Ailure> the little I managed to try of Timetable system is nice 18:52:19 <Eddi|zuHause> the dump files are from MSVC, but the nightlies are compiled with g++ 18:53:03 * Smoovious nods. 18:53:27 * Wolf01 sweats -___________- 18:53:28 <Smoovious> not familiar with g++... thnx 18:55:02 *** Ammler [~Ammler@adsl-84-226-117-248.adslplus.ch] has quit [Ping timeout: 480 seconds] 18:55:55 *** NukeBuster [~opera@195-241-212-152.dsl.ip.tiscali.nl] has joined #openttd 19:00:53 <stillunknown> Rubidium: Interested in the fix for the news problem? 19:01:51 <Rubidium> how big is it? 19:01:59 <stillunknown> One line. 19:02:12 <stillunknown> news.h 19:02:21 <stillunknown> params must be uint64 19:02:37 <stillunknown> because in news_gui.cpp COPY_OUT_DPARAM is used 19:03:14 <Rubidium> stillunknown: that only a partial one then 19:03:24 <stillunknown> I'm not saying this is the fix, just a hint to the cause. 19:04:49 <Rubidium> yeah, I've got already several more causes :( 19:05:59 <stillunknown> I just did assert hunting and sticking fprintf's in the code, this came up eventually. 19:06:36 <stillunknown> Since the total_news was jumping from 30 to 205, which was very strange. 19:08:04 <stillunknown> Rubidium: Causes for the specific assert or just more problems? 19:08:55 <Rubidium> probably all problems you've seen tonight 19:08:58 <Rubidium> or rather, hopefully 19:09:05 <CIA-1> OpenTTD: rubidium * r10262 /trunk/src/ (7 files): -Fix (r10258): some places that needed to be changed to uint64 were hidden/forgotten, which caused memory corruptions and that in caused all kinds of assertions to trigger. 19:11:34 *** Me_ [~chatzilla@vau75-6-82-230-164-90.fbx.proxad.net] has joined #openttd 19:11:57 <stillunknown> Rubidium: have you actually compiled it? 19:12:04 <stillunknown> since it asserts during compile 19:12:31 <SmatZ> /mnt/svn/openttd/trunk/src/misc_gui.cpp:1220: error: size of array 'a' is negative 19:12:32 <Rubidium> let me guess, you've got a 64 bits compiler 19:12:40 <SmatZ> I do 19:13:15 <Rubidium> how big is that struct for a 64 bits compiler? 19:14:04 <Rubidium> does it give that assertion when you move the StringID message line one line down, i.e. below uint64 params[10] ? 19:14:36 * SmatZ back, will look at it 19:15:57 <Eddi|zuHause> hmz... my amarok is totally acting up lately... 19:16:27 <Eddi|zuHause> like suddenly forgetting the entire music database... 19:16:31 <SmatZ> uint64 params[10]; ///< local copy of _decode_parameters 19:16:31 <SmatZ> StringID message; ///< message shown for query window 19:16:33 <SmatZ> compiles 19:16:55 <Smoovious> got an assert in an industry file now... window isn't wide enuf to show the whole thing... but the expression was: index < _Industry-pool.total-items 19:16:58 *** Me [~chatzilla@vau75-6-82-230-164-90.fbx.proxad.net] has quit [Ping timeout: 480 seconds] 19:17:03 <Eddi|zuHause> sounds like an alignment problem, SmatZ 19:17:07 *** Me_ is now known as Me 19:17:14 <Rubidium> Smoovious: what version? 19:17:25 <Smoovious> r10261 nightly 19:17:35 <Smoovious> is that superceded now? 19:17:41 <Rubidium> it's fixed in 10262 19:17:42 <SmatZ> Eddi|zuHause: actually I don't know, but i works now :) 19:18:02 <Smoovious> ok... did it get redone with the nightly farm or should I compile? 19:18:41 <Eddi|zuHause> SmatZ: yeah, that "it works if i change the order" is a typical symptom for alignment stuff 19:18:54 <Eddi|zuHause> Smoovious: you need to compile manually 19:19:03 <CIA-1> OpenTTD: rubidium * r10263 /trunk/src/misc_gui.cpp: -Fix (r10262): due to 64 bits alignment a struct became a little too large. 19:19:08 <Smoovious> k 19:19:29 <Rubidium> Smoovious: it did in about -22:41 19:19:42 <Rubidium> i.e. next nightly will be tomorrow 19:20:10 <peter1138> news at 11: you're all exceedingly lucky that trunk happens to normally be usable 19:20:12 <SmatZ> Eddi|zuHause: yes, looks so 19:20:15 <Smoovious> yeah, I know... that's how I got 10261... didn't know if it would get a bump to recompile tho or not 19:20:16 *** nihil84 [~paolo@adsl-ull-208-182.41-151.net24.it] has quit [Remote host closed the connection] 19:20:31 *** nihil84 [~paolo@adsl-ull-208-182.41-151.net24.it] has joined #openttd 19:20:39 <Smoovious> hope I can compile with the proper version # this time instead of norev000 19:20:55 *** peter1138 [~peter@svn.bucks.net] has quit [Quit: Changing server] 19:20:58 <Thomas[NL]> is the x- and y-offset the distance from the top-left-image corner to the center of the tile? 19:21:09 <glx> Smoovious: what's your compiler? 19:21:38 <Smoovious> vc2005 19:22:13 <glx> not easy to get the rev with that 19:22:37 <glx> you can tweak the source, or use a define 19:22:58 * Smoovious nods. 19:23:14 <stillunknown> The aircraft movement code, has that been overhauled since the first RE'ing? 19:23:17 * Smoovious waits for svn to finish updating ~600 revisions... 19:23:40 *** nihil84 [~paolo@adsl-ull-208-182.41-151.net24.it] has quit [Remote host closed the connection] 19:23:44 *** MarkMc [~hestporr@h22n1fls301o1037.telia.com] has joined #openttd 19:24:21 *** nihil84 [~paolo@adsl-ull-208-182.41-151.net24.it] has joined #openttd 19:25:03 *** Nickman is now known as Nickman^Away 19:26:30 *** Me [~chatzilla@vau75-6-82-230-164-90.fbx.proxad.net] has quit [Quit: ChatZilla 0.9.78.1 [Firefox 2.0.0.4/2007051502]] 19:28:28 *** nihil84 [~paolo@adsl-ull-208-182.41-151.net24.it] has quit [Remote host closed the connection] 19:30:13 *** nihil84 [~paolo@adsl-ull-208-182.41-151.net24.it] has joined #openttd 19:32:53 *** skidd13 [~skidd13@p548A5E67.dip.t-dialin.net] has left #openttd [] 19:34:01 *** Chris82 [~chris@p579E1E15.dip.t-dialin.net] has joined #openttd 19:34:04 <Chris82> good evening 19:34:17 <Chris82> I just downloaded r10263 but there are several errors compiling it 19:34:29 <Chris82> ..\src\lang\english.txt(3373): error: Undefined command 'CURRCOMPACT64' 19:34:35 <Chris82> and 4 errors with the loading indicators patch 19:34:54 <Chris82> can anyone confirm that? (I used MSVC to compile) 19:35:21 <Rubidium> Chris82: update your whole working copy 19:35:46 <Rubidium> secondly loading indicators is likely to not apply anymore 19:36:01 *** peter1138 [~peter@217.151.109.242] has joined #openttd 19:36:31 <Chris82> what I meant is that since loading indicators was added to trunk I get errors 19:36:39 <Chris82> I didn't use the .patch/.diff file from the thread 19:36:55 <Chris82> but I try to revert everything and re-compile 19:37:26 <SpComb> Logs: http://zapotek.paivola.fi/~terom/logs/openttd 19:37:26 <peter1138> !logs 19:38:32 <Chris82> works, then I need to figure out which patch caused an interence with the loading indicators code 19:38:39 <Chris82> Tortoise didn't give me any conflicts 19:38:53 <Chris82> interference* 19:43:04 <stillunknown> peter1138: Do you happen to know if aircraft code was ever overhauled? 19:43:20 <peter1138> only bits of it 19:43:46 <peter1138> it's had changes but no rewrite, heh 19:44:01 <stillunknown> It seems so different from all the other movement code. 19:44:17 <Chris82> found the error, the loading indicators from trunk don't work with the better graphs patch :( 19:44:22 <Rubidium> aircraft are totally different 19:45:35 <Chris82> ..\src\lang\english.txt(3373): error: Undefined command 'CURRCOMPACT64' < what does this error mean? 19:45:48 <peter1138> it means the command was removed 19:45:53 <Rubidium> that you've got old language files 19:46:11 <Chris82> hmmm but I just downloaded the one from current trunk 19:46:24 <Chris82> weird 19:46:32 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has quit [Read error: Connection reset by peer] 19:46:39 <Rubidium> well, CURRCOMPACT64 isn't in trunk anymore 19:47:01 <Eddi|zuHause> Chris82: you sure it's not a line from some patch? 19:47:10 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has joined #openttd 19:47:46 <Chris82> I am just checking that 19:48:19 <Chris82> I have a patch file which integrates about 8 patches at once, but there's no line affecting the CURRCOM... line 19:49:21 <peter1138> that's nice. line 3373 doesn't contain CURRCOMPACT64, however 19:49:23 <Chris82> ahh the better graph patch uses CURRCOMPACT64 for STR_GRAPH_Y_LABEL_CURRENCY 19:49:42 <Chris82> I misspelled it when looking for it in the patch file 19:49:47 <Chris82> what is the replacement for it? 19:50:01 <Chris82> STR_GRAPH_Y_LABEL_CURRENCY :{TINYFONT}{CURRCOMPACT64}- 19:50:04 <Chris82> that's the whole line 19:50:07 <Eddi|zuHause> without 64 probably 19:51:04 <Chris82> :) thx 19:51:18 <Chris82> sorry if I ask too many stupid questions today lol :p 19:52:32 <Eddi|zuHause> Chris82: next time check the svn log, it tells you that r10261 has to do with CURRCOMPACT64, then check the diff from that revision 19:52:58 <Eddi|zuHause> it's only like 3 revisions ago 19:53:36 *** mic [~chatzilla@213.141.137.47] has joined #openttd 19:54:32 <Chris82> thanks for the tip, I'll check it more closely next time, I usually just rush through the log 19:58:04 <Thomas[NL]> what am I doing wrong? I'm trying to replace the flat toylandtile with wolf01's; I made a png of it placed it in data/sprites/trgtr/ saved it as 19.png and added offsets with pngcodec. started openttd with ./openttd -b 32bpp-anim but tile does not get replaced. 20:00:49 <Touqen> rawr! 20:01:41 <Wolf01> did you started the toyland scenario? 20:02:02 <Thomas[NL]> yes 20:02:38 <peter1138> did you set the offsets? heh 20:02:57 <Wolf01> if i remember right, you need to replace the 57, the 19 is the "almost cleared land" 20:03:24 <Wolf01> in toyland they are all the same 20:03:48 <Thomas[NL]> that did it indeed 20:04:36 <Thomas[NL]> can someone explain what I have to measure to get the offsets? 20:04:46 *** KritiK [Maxim@ppp85-140-204-253.pppoe.mtu-net.ru] has joined #openttd 20:04:56 *** |Jeroen| [~jeroen@dD5E03DCF.access.telenet.be] has quit [Quit: oO] 20:05:00 <Thomas[NL]> TrueBrain used -31, 0 (x/y) 20:07:21 <Thomas[NL]> but I can't seem to get why... 20:07:47 <peter1138> top corner of the sprite probably 20:08:42 <mic> i started crashing with ingame news, is it effect of some new changes? 20:08:58 <peter1138> yup 20:08:58 <stillunknown> Thomas[NL]: Maybe related to viewport coordinates? 20:09:00 <peter1138> update 20:09:29 <mic> ok 20:09:29 <stillunknown> Which go from x: [-constant. constant] 20:09:38 <stillunknown> y: [0, constant2] 20:10:18 <peter1138> you want to move the top corner of the sprite to be at 0,0 in the tile 20:10:24 <peter1138> (at least for ground tiles) 20:10:35 <peter1138> that's achieved by moving it -31,0 20:10:37 <peter1138> quite simple 20:11:33 <Thomas[NL]> isn't it out by 1px then? 20:12:29 <peter1138> no idea 20:12:41 <peter1138> looking at lego1.png it's not quite perfect 20:13:31 <Thomas[NL]> I'll set some extremes and see how it ends up; hopefully I'll be able to figure out that way how it works :) 20:15:03 *** nihil84 [~paolo@adsl-ull-208-182.41-151.net24.it] has quit [Remote host closed the connection] 20:16:09 <Thomas[NL]> ok I get it I tink 20:16:13 <Thomas[NL]> *think 20:17:33 <stillunknown> I don't know who came up with the idea to make special effects vehicles. 20:17:41 <peter1138> chris saywer 20:18:17 *** Purno [~Purno@5357D37C.cable.casema.nl] has quit [Read error: Connection reset by peer] 20:20:42 <stillunknown> http://paste.openttd.org/122 <-- my initial effort to bring similar movement related actions into the vehicle class (no functional changes, and trains are the only one which have been split into smaller parts and have their goto's removed) 20:21:13 <stillunknown> If anyone wants to comment ;-) 20:22:02 <Wolf01> http://www.unityro.com/forum/index.php?showtopic=4671 loool 20:22:03 *** HMage [hmage@89-178-39-60.broadband.corbina.ru] has quit [Ping timeout: 480 seconds] 20:22:44 <Wolf01> ok, how does pngcodec work then? 20:24:41 <Thomas[NL]> pngcodec <1> xx.png x_offs=xx y_offs=xx 1 = "a" to add values, "l" to list, "r" to replace & "c" to clear them all . Very simple 20:24:58 <peter1138> that is so old 20:25:53 <stillunknown> Still funny to see again. 20:26:05 <stillunknown> After so long. 20:26:16 <Wolf01> so... seem that i tried to write pngprops as argument 20:27:13 <Thomas[NL]> yeah, also confused me at the beginning 20:28:50 <Eddi|zuHause> Wolf01: there was a similar text about the german spelling reform... that was like 10 years ago 20:29:18 <Thomas[NL]> Wolf01, how will you cut the edges of the tiles? 20:30:08 <Wolf01> what do you mean? 20:30:25 <Eddi|zuHause> the forum post 20:31:24 <Thomas[NL]> the flat one uses proper edges like used on ttd-tiles, but most of the others have pieces that "stick out", I don't know if that is a problem? 20:32:06 <Eddi|zuHause> like this one: http://www.witze-welt.de/index.php?page=view_texte.php&kat=32 20:32:57 <peter1138> Thomas[NL], in theory they'll line up 20:33:30 <Wolf01> yes, i know, i made them with collage of pieces, i found that as they look good when aligned so i kept them so 20:34:43 <Chris82> hmmm does anybody else think that on large maps the industry generator creates way too many factories and steel mills? 20:34:48 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has quit [Quit: Leaving] 20:34:53 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has joined #openttd 20:35:23 <Chris82> there's one location with like 5 producing industries and at most 2 raw material industries near it 20:35:52 <eekee> Nah, it just clusters em in maps bigger than 256 20:36:05 <eekee> is there a limit on # of windows open at once? I seem to have random windows closing 20:36:25 <Belugas> 20-25, iirc no sure 20:36:32 <Belugas> it is cycling 20:36:50 <Chris82> yeah but there are about as many factories as farms 20:36:54 <Chris82> that's a little much :D 20:37:07 <Belugas> talking about the windows :S 20:38:36 <Biff> eekee: really? 20:38:50 <Biff> i remember in the old days of ttdlx, you could only have a few windows open 20:39:02 <eekee> Biff: yeah, & only after about 8 windows too. I'm sure ottd didn't used to 20:39:22 <peter1138> always has 20:39:27 <Biff> thats not normal? 20:39:37 <Chris82> woah my game just crashed with a serious fault condition with 20 windows lol 20:39:41 <Chris82> just tried to test how many I can open 20:41:28 <Wolf01> the load of scenarios fail in trunk, made with the same revision 20:42:14 <peter1138> any towns? 20:42:27 <Wolf01> uhm, right 20:42:44 <Wolf01> i always forget about towns 20:44:54 <Eddi|zuHause> starting a scenario with no towns should generate random towns... 20:45:18 <Chris82> would it be easily possible to generate a 1536x1536 map? 20:45:23 <SmatZ> it should at least give some meaningful message 20:45:24 <Chris82> or does that require a lot of code change? 20:45:30 <Eddi|zuHause> maybe with a popup confirmation 20:45:44 <peter1138> Chris82, no. Lots of stuff assumes 2^ 20:45:52 <Eddi|zuHause> Chris82: i don't think that'll work 20:45:54 <SmatZ> "Game load failed" hmm 20:46:50 <Chris82> hmm :( ok I thought so already 20:47:11 <Eddi|zuHause> Chris82: might be easier to create a new type of void tiles that you can spread on a 2048x2048 map 20:47:59 <Chris82> the reason I just asked is because I want ultra huge maps and my brother wants 1024x1024 on the server so I wanted to find compromise 20:48:19 <peter1138> use 2048x1024? ;) 20:48:26 <Bjarni> :) 20:48:37 <Chris82> hmmm yeah I'll do that I think ;) 20:48:43 <peter1138> i find 512x512 massive, personally 20:49:14 <Bjarni> actually the whole tile system is based on sizes of 2^n, so changing that would be a huge task 20:49:21 <Bjarni> so the void tiles are a good idea 20:50:30 <Hendikins> 2048x2048 maps are fun :P 20:50:44 * Hendikins is playing ultra-huge at the moment 20:50:53 <Bjarni> they take a while to completely cover with tracks 20:51:33 <Hendikins> I'm taking long enough to just get my main line from one end to the other 20:52:04 <Smoovious> ugh... keep getting openttd.grf and roadstops.grf corrupted or missing... using the ones off of the svn... 20:52:26 <Bjarni> are you sure? 20:52:56 <mic> should i add new strings to objs/lang/lang/english.txt or src/lang/english.txt? 20:52:56 <Bjarni> it might find old ones after the path patch is committed if you made a poor setup 20:53:02 <Smoovious> yeah, tried 3 times... 20:53:03 <Chris82> Hendikins: Yeah that's why I like them. Such huge maps are no problem for a modern computer 20:53:18 <dihedral> Rubidium or TrueBrain around? 20:53:19 <Chris82> and there's plenty of room to try different track layouts for effiency without clumping the map in 20 game years 20:53:24 <Hendikins> Chris82: Define modern. ottd is currently having a CPU to itself. 20:53:25 <Smoovious> I deleted them out of my svn directory, and had svn replace them from the server 20:53:26 <Smoovious> I'm sure 20:53:28 <Bjarni> mic: src/lang/english.txt 20:53:35 <Hendikins> (I'm using dual Athlon MP 2600+ CPUs) 20:54:00 <mic> thatnk. and in what place can i add and in what not? 20:54:22 <dihedral> could someone tell me why on http://joshua.dihedral.de/openttdlib/ext.example/example.php some of the values are negative? 20:55:07 <mic> maybe unsigned? 20:55:13 <peter1138> integer overflows 20:55:40 <mic> dihedral: cool btw :) 20:55:46 <dihedral> thx 20:55:54 <Thomas[NL]> I'm off bye 20:55:56 <dihedral> using OpenTTDLib 20:56:15 <Bjarni> mic: read the comments... some places says that the order is important, so don't mess with those. Otherwise put new strings together with strings that appears to be used in similar conditions... the compiler will figure out the rest as it uses the names of the sprites to work with 20:56:37 <peter1138> sprites? :p 20:56:45 <Kjetil> why does it compile the blitters when ./configure is given --enable-dedicated ? 20:56:50 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has quit [Quit: Leaving] 20:56:54 <mic> thanks 20:56:55 <dihedral> still would love to know if anybody can tell me why some values are negative... 20:57:10 <peter1138> <mic> maybe unsigned? 20:57:10 <peter1138> <peter1138> integer overflows 20:57:15 <Bjarni> dihedral: maybe you mess up with 32/64 bit 20:57:46 *** HMage [~HMage@89-178-39-129.broadband.corbina.ru] has joined #openttd 20:57:46 *** Peakki [antti@cs181000195.pp.htv.fi] has joined #openttd 20:58:10 <dihedral> if that were the case nothing else would be at it's right place 20:58:28 <Bjarni> dihedral: instead of the huge values, you should shorten it to millions and so on.... it's not important to know every single dime if the company has 50 billions and the latter is easier to read 20:58:50 <Chris82> Hendikins: With modern I meant something like a Core 2 Duo machine 20:59:03 <Bjarni> it would be funny to get overflow in map sizes though.... negative map sizes xD 20:59:09 <Chris82> You won't see CPU usage by openttd even if you have a 2048x2048 map with 2000 trains :D 20:59:10 <peter1138> Athlon MP's are obsolete, of course... 20:59:16 <peter1138> MPs 20:59:21 <peter1138> Stupid apostrophe 20:59:32 <dihedral> afk 20:59:58 <Chris82> I've heard the MPs were nice CPUs, never used AMDs except for X2 and XP though 21:00:00 <eekee> Chris82: you're joking, right??? Otherwise, what planet are you on, and can I pleeeease move there & use their computers? Pretty please? 21:00:38 <Chris82> well any Pentium 4, Core 2 Duo, Pentium D, Athlon X2, Opeteron and CPUs of this kind systems are modern 21:00:45 <Bjarni> eekee: either that or he paused the game while reading CPU load 21:00:47 <Chris82> C2D was just an example :p 21:00:51 <eekee> Bjarni: hehe :D 21:01:02 <Hendikins> ottd isn't multithreaded anyway, is it? 21:01:05 <Kjetil> any Pentium 4 ? ( early pentium 4 sucks ) 21:01:07 <Bjarni> it isn't 21:01:09 <Chris82> no it isn't 21:01:09 <Bjarni> well 21:01:15 <Bjarni> there is the background saving 21:01:29 <Bjarni> and the GUI drawing while generating the map, but apart from that 21:01:40 <Chris82> ok I admit the CPU usage is 2 percents at peak :D 21:01:43 * Hendikins should probably be running a dedicated server on localhost and connecting a client to it to chew both his CPUs. 21:01:45 <Chris82> but still that's nothing for a game 21:01:49 <eekee> Chris82: well if those are modern, then it shouldn't be unplayable with CPUs of a generation before. It does get unplayable very quickly! 21:01:58 <eekee> (in multiplayer) 21:02:20 <Chris82> I have played the original Transport Tycoon Deluxe and the first version on a 386 CPU :D 21:02:28 <Chris82> with 8 or 16 MB Ram I think 21:02:34 <Chris82> OTTD won't run with that I think 21:02:44 <Bjarni> I like the background saving... autosave really paused the game for a while before it started compressing the game in a different thread 21:02:48 <eekee> Chris82: I KNOW! Hence my astonishment at how much ottd uses. gRANTED, TURNING NPF OFF DOES HELP A LOT 21:03:17 <mic> dihedral: can you make script to accept address of server? for example ....php?server=1.2.3.4:3979 - this will let other use it :) 21:03:23 <eekee> oops, er, only part of those caps were intended :D 21:03:36 <Chris82> I think the dedicated server with 2048x2048 uses 50 MB Ram right now (without vehicles) which I just started 21:03:55 <eekee> well maybe it's ram then 21:04:13 <eekee> eh, I should shut up, haven't slept well 21:04:14 <mic> what version of server? 21:04:28 <Chris82> uhm r10264 with lots of customized patches 21:04:49 <mic> try 0.5.2 :) 21:04:52 <peter1138> The raw map is 36MB at that size. 21:04:53 <eekee> interesting. Wonder what the patches do 21:05:01 * Hendikins has no problems with RAM usage by ottd, right now the 2048x2048 map with vehicles is only chewing up 76 rss 21:05:03 <peter1138> Which for modern computers isn't a lot. 21:05:18 <eekee> oh true 21:05:26 <Chris82> I have set towns and industries to high though 21:05:46 <mic> try 0.5.2 with 100x100 station with 400 mines in it accepting range :) and try 1 train to load from that station :) 21:06:00 <Chris82> 100x100 station? isn't 64 the limit? 21:06:14 <mic> 64*2=128>100 21:06:17 <eekee> in does say in patch config that upping the max station size slows the game 21:06:20 <mic> right 50 :) 21:06:22 * Hendikins has towns and industries on high also 21:06:23 <mic> 50x50 :) 21:06:33 <peter1138> hmm, each town takes ~ 1KB 21:06:54 <peter1138> each industry takes ~ 52 bytes, heh 21:07:06 <dihedral> mic: http://www.tt-forums.net/viewtopic.php?t=32659 21:07:14 <Chris82> oh that's not that much 21:07:21 *** HMage [~HMage@89-178-39-129.broadband.corbina.ru] has quit [Ping timeout: 480 seconds] 21:07:23 <peter1138> town is quite high 21:07:39 <peter1138> it has a few arrays in it 21:07:49 *** SpBot [terom@zapotekII.paivola.fi] has quit [Remote host closed the connection] 21:08:02 *** SpBot [terom@zapotekII.paivola.fi] has joined #openttd 21:08:06 <Chris82> I think there are like 2000 towns on such a large map, that would only be 2 MB Ram 21:08:18 <peter1138> a vehicle is less than 300 bytes 21:08:27 <mic> high spread does not slow game in trunk :) i think we can remove red message "high spread slows the game" 21:08:40 <peter1138> stations are biggish too 21:08:49 <peter1138> nearly 900 bytes (heh) 21:09:02 <eekee> Chris82: Have you run ottd multiplayer & checked the cpu usage? I'm guessing that might be interesting 21:09:03 <Chris82> well I played one game a few days ago with about 60 32x32 stations and about 200 trains on that network 21:09:07 <Chris82> that worked perfectly fine 21:09:17 <SmatZ> afair, the reason why high spread caused slowdowns, was because of AI 21:09:17 <eekee> hmmm 21:09:22 <Chris82> eekee I only play multiplayer yes 21:09:33 * eekee REALLY wants to move to Chris's planet now :D 21:09:34 <Chris82> the dedicated server has 1 to 2% at most 21:09:43 <Chris82> X2 3800+ is in the server and C2D E6600 in my desktop 21:09:52 * eekee boggles 21:10:17 <Chris82> the slowest CPU I tried OTTD with was a P4 3 GHz I think, I didn't know it before 21:10:28 <mic> dihedral: i dont want to install scipts, i want to allow everybody just to make 1 link :) 21:10:30 <eekee> ah 21:10:33 <SmatZ> I tried it at PMMX 200MHz 21:10:44 <SmatZ> it was unplayable... 21:10:58 <Chris82> I would love to get back a really old working machine 21:11:03 <peter1138> have mine 21:11:04 <Chris82> my 386 was soooo silent :D 21:11:09 <peter1138> i'll swap for your C2D 21:11:12 <Chris82> no fan except a really silent PSU fan 21:11:26 <Chris82> it's really hard to build a silent PC nowadays 21:11:28 <peter1138> my 386 had a chunky PSU 21:11:29 *** HMage [~HMage@89-178-33-160.broadband.corbina.ru] has joined #openttd 21:11:31 <mic> dihedral: i think it is very easy for you to read variable from _GET 21:11:33 <SmatZ> Chris82: you may underclock your CPU and turn off the fan 21:11:37 <peter1138> with mega huge loud fan 21:11:45 <Chris82> well I cool it passively actually 21:11:49 <Chris82> and undervolted it 21:11:50 <eekee> I use it on an iBook of a night-time. It's passable, esp with npf off, & yapf for ships is better off too in my game with 10 ships, lol 21:11:57 <Chris82> but I still have 4 120mm fans in the system + PSU 21:12:15 <peter1138> Chris82, it's easier than it was a few years ago. PSUs and CPU fans *are* quieter now 21:12:16 <Chris82> people call me insane when I say my PC is loud lol 21:12:41 <Chris82> yeah those Scythe Heatsinks are really nice for passive cooling when you have 120's in your case 21:13:07 <Hendikins> My PC *is* loud, although it has nothing on the IBM server I used to have in my room 21:13:17 <Hendikins> eekee: Resume? 21:13:20 <Chris82> I also modded my graphics card so it's cooled with an Accelero S1, the Accelero fan cooling solution was too loud 21:13:22 <peter1138> i'm tempted to find a passively cooled graphics card, though 21:13:23 <eekee> ya alright 21:13:40 <Chris82> X1950 Pro can be passively cooled and it's fast 21:13:43 <glx> I have a passively cooled gfx card 21:13:47 <glx> 7600GS 21:13:59 <Chris82> it's really easy to take off the original fan of a card and replace it 21:14:22 <Chris82> you just need to take care of the voltage regulators because some manufactures put very sticky heatsinks on them 21:14:33 <Chris82> so you better not rip them off when changing the fan :D 21:14:50 <Chris82> I just say it because it happened to me once :( 21:14:53 <peter1138> hmm, fanless 8600GT 21:15:09 <Eddi|zuHause> <Chris82> with 8 or 16 MB Ram I think <- TTO used around 2.5 MB ram 21:15:24 <Chris82> I actually have no idea :D 21:15:39 <Eddi|zuHause> it said that in the about box 21:15:43 <Chris82> at the time I was using Original TTD and a 386 with DOS I had no idea of what RAM is lol 21:16:11 <Eddi|zuHause> you're using either Original TT or TTD... 21:16:19 <Chris82> peter1138: http://geizhals.at/a254267.html this is a nice card :D 21:16:27 <Chris82> ah ok 21:16:31 <Chris82> well I was playing both anyway 21:16:36 <glx> the funny time of tweaking autoexec.bat and config.sys to have as much memory as possible 21:16:39 *** SpBot [terom@zapotekII.paivola.fi] has quit [Remote host closed the connection] 21:16:43 <Chris82> the expansion pack for Original TT was really cool :D 21:16:46 *** SpBot [terom@zapotekII.paivola.fi] has joined #openttd 21:17:08 <Bjarni> <Chris82> peter1138: http://geizhals.at/a254267.html this is a nice card :D <-- 43 Watt..... 21:17:19 <Bjarni> computers use way too much power 21:17:23 <Chris82> 43 is pretty good isn't it? 21:17:33 <Chris82> well look at the new ATI cards, 200+ Watts that is insane 21:17:41 <Chris82> that's more than my whole comp with C2D and X1950 Pro uses lol 21:17:44 <Kjetil> DOS is/was a horrible operating system.. a lot of limitations that isn't present on *nix 21:18:42 <peter1138> gainward do a similar one 21:18:50 <Bjarni> you can get a desktop computer that uses less than 100 W with decent performance 21:19:00 <dihedral> mic: i dont want my server to be querying other games constantly :-P 21:19:03 <Chris82> http://geizhals.at/a198926.html < this one is only 31W 21:19:06 <SpComb> or a laptop 21:19:07 <Chris82> but damn slow 21:19:25 <Chris82> 100W full load? 21:19:40 <SpComb> a laptop probably uses less than 100W full load 21:19:42 <dihedral> mic: + i could query the master server, get a bunch of ip addresses and do some mining :-) 21:19:56 <Chris82> of course a laptop uses 20-40 Watts I think depending on its graphics card 21:20:02 <Bjarni> the computer I used when porting OTTD used 90 W when fully loaded 21:20:07 <dihedral> which client was online where for how long, performance of the company the client was playing in etc 21:20:20 <Bjarni> and that's with two HDs and stuff 21:20:20 <mic> dihedral: interesting 21:20:24 <peter1138> passive 8600GTS :o 21:20:42 <dihedral> and to be honest, thats my plan - just not for all server but at least for mine 21:20:48 <Chris82> the 8600GTS requires 71 Watts tho 21:21:01 <Chris82> I think that's about the same my X1950 Pro requires 21:21:03 <dihedral> logging everything to a database and building stats 21:21:14 <Chris82> the X1950 Pro has better performance but no DX10 if you want that 21:21:27 <mic> btw, how to run openttd as master server? %) 21:21:38 <peter1138> Don't give a monkeys about DX10, but ATI suck on Linux. 21:21:58 <Chris82> Oh I don't know about that, but good to know. 21:22:03 <peter1138> mic, you don't :) 21:22:23 <Phazorx> this is a strange covo for this channel 21:22:38 <Chris82> maybe you should check check a used 7800GT 21:22:44 <Chris82> it has a great performance/watt ratio 21:22:46 <SmatZ> check check :) 21:22:52 <Chris82> oops 21:23:32 <peter1138> hmm, where did the C2D E2140/60s come from... 21:23:33 <Chris82> http://geizhals.at/a242612.html < wtf is this? lol 21:24:09 <peter1138> power hungry, whatever it is 21:24:19 <Bjarni> some electrical heating device that can double as computer hardware 21:24:22 <Chris82> yeah but look at the price lol 21:24:39 <peter1138> it's a quadro, yes 21:24:55 <SmatZ> yup Quadro 21:25:00 <Chris82> I totally don't understand how someone can through out money for SLI, Crossfire and that stuff 21:25:13 <Chris82> there's no game that can't be played with a single card 21:25:20 <Kjetil> because people are stupid 21:25:26 <Chris82> despite the noise and power consumption 21:25:38 <SmatZ> when you have money for a 50" LCD, you have money for SLI 21:25:40 <peter1138> people buy C2Qs too, heh 21:25:54 <SmatZ> if you want a SLI :) 21:25:56 <Chris82> well a C2D E6600 is only 200 Euros 21:26:02 <Chris82> awesome performance and low power consumption 21:26:05 <peter1138> C2Q isn't 21:26:12 <Chris82> ah you mean Core 2 Quad 21:26:18 <Chris82> well that is Fake Quad anyway :D 21:26:27 <peter1138> mind you, the C2D extreme is stupid money as well 21:26:28 <stillunknown> Be sure to avoid the initial revision if your run 24/7, idle usage is a bit high. 21:26:41 <Chris82> yeah just like the P4 Extremes 21:27:11 <Chris82> idle is high on the C2Ds that's true, but I run a lot of encoding and compiling stuff all day long 21:27:34 <stillunknown> They reduced idle usage on the second revision iirc. 21:27:42 <Chris82> if you really wanna be power efficient with high performance you need a X2 EE 21:28:01 <Chris82> well mine is form August last year, one of the first C2Ds 21:28:18 <Chris82> I doubt it's a revised revision 21:28:25 <stillunknown> A (not yet released) agena 2.3 ghz low power would be great. 21:28:45 <peter1138> *sigh* 21:28:46 <Chris82> I think I will use a mobile CPU in my next system anyway 21:28:56 <Chris82> they are powerful enough in the meantime to serve my needs :D 21:29:13 <peter1138> problem with CPUs is you can forever be waiting for the next update before upgrading 21:29:33 <Chris82> just like with anything in your PC 21:29:35 * Phazorx is sadden recalling how his barton-m fried 21:29:40 <stillunknown> I'm looking at the time period were i'll first consider upgrading. 21:29:47 <Chris82> if I waited with my RAM until now I could have 16 GB instead of 2 GB :D haha 21:29:52 <Chris82> for the same price 21:29:56 <Chris82> DDR2 prices dropped insanely 21:30:00 <stillunknown> Which is H1 2009. 21:30:01 *** HMage` [~HMage@89-178-33-160.broadband.corbina.ru] has joined #openttd 21:30:54 <Chris82> http://geizhals.at/a254904.html < what is that actually? a Pentium D with a new name? 21:31:38 <stillunknown> No, they don't make netburst based cpu's anymore. 21:32:00 <peter1138> Intel Core 2 Duo E2140, Socket 775, 1.6 GHz, 800MHz FSB, Conroe Core, 2x 512KB Cache, Retail 21:32:02 <peter1138> is what i see 21:32:05 <Kjetil> They have returned to P6 cpus :P 21:32:07 <SmatZ> /cpuinfo 21:32:40 <Chris82> http://geizhals.at/a210609.html < I'd love this CPU, but a little expensive unfortunately :( 21:32:42 <peter1138> maybe it's just the celeron of the C2D world, heh 21:32:49 <dihedral> Bjarni: i agree with shortening values, though before i would like to see the propper value :-) 21:32:56 <peter1138> the E4300 was supposed to be the cut down version though 21:33:15 <Chris82> what I am wondering is why the E6750 is cheaper than the E6600 21:33:51 <peter1138> there's an E6750? hmm 21:34:01 *** xBRMxJamie [~xbrmxjami@AC8FF030.ipt.aol.com] has joined #openttd 21:34:07 <Chris82> yeah new C2D core 21:34:10 <peter1138> ah, the 1333s 21:34:18 <Chris82> 2.67 GHZ as well but higher FSB 21:34:25 <stillunknown> I'd wish intel made mid range dedicated video cards. 21:34:36 <stillunknown> s/I'd/I 21:34:47 <Chris82> the Q35 chipset will have a DX10 card 21:34:53 <xBRMxJamie> is there a version of 0.5.2 for PPC? 21:35:03 <stillunknown> Their linux driver support is great, and i could pair it with an amd cpu if i wanted to. 21:35:36 *** HMage [~HMage@89-178-33-160.broadband.corbina.ru] has quit [Ping timeout: 480 seconds] 21:35:42 <Wolf01> 'night 21:35:47 *** Wolf01 [~wolf01@host48-232-dynamic.2-87-r.retail.telecomitalia.it] has quit [Quit: Once again the world is quick to bury me.] 21:36:04 <xBRMxJamie> is there a version of 0.5.2 for PPC? 21:36:14 <xBRMxJamie> oops 21:36:42 <Chris82> a great feature would be an onboard graphics card combined with a dedicated card 21:36:54 <Chris82> whenever I run 3D games the dedicated card runs and otherwise the onboard card 21:37:18 <SmatZ> something like old voodoo cards did 21:37:25 <Chris82> that should be a big potential for saving energy and reducing heat generation dramatically in the case 21:38:04 <Chris82> hehe Carmageddon time :D 21:38:15 <Chris82> I always need to think of that game in combination with Voodo Gfx 21:38:18 <Chris82> +o 21:39:11 <peter1138> and works well using a voodoo emulator iirc 21:39:17 <Rubidium> xBRMxJamie: if you mean PPC MacOSX then yes, otherwise not officially (don't know about unofficially) 21:39:45 <xBRMxJamie> any one know if there is a newer version then 0.5.0 for pocket pc? 21:40:13 <xBRMxJamie> soz ty for awnsering 21:40:16 <SmatZ> xBRMxJamie: ottd for pocket pc is not developed here 21:40:17 <Chris82> peter1138: Yep it does, even on Vista :D 21:47:51 *** Sug [~graeme@88-104-110-228.dynamic.dsl.as9105.com] has quit [Quit: Leaving] 21:58:08 *** Nickman [~nn@d54C1C327.access.telenet.be] has joined #openttd 22:00:07 *** Nickman^Away [~nn@d54C1C327.access.telenet.be] has quit [Ping timeout: 480 seconds] 22:01:19 <dihedral> Bjarni: still with http://joshua.dihedral.de/openttdlib/ext.example/example.php... game "Fair Play 2" company 5 (CM Transport) those numbers are correct... 22:01:23 <dihedral> any ideas? 22:02:09 *** Vikthor [~Vikthor@snat1.spoje.net] has quit [Remote host closed the connection] 22:07:45 *** Chris82 [~chris@p579E1E15.dip.t-dialin.net] has quit [] 22:08:13 *** Peakki [antti@cs181000195.pp.htv.fi] has quit [Quit: Lähdössä] 22:08:56 <Bjarni> now that looks a bit more readable 22:09:00 <Bjarni> but... 22:09:12 <Bjarni> life ain't fair, so you picked poor server names :P 22:09:51 <Bjarni> anyway 22:09:53 <Bjarni> goodnight 22:09:54 *** Bjarni [~Bjarni@0x50c79adc.virnxx14.adsl-dhcp.tele.dk] has quit [Quit: Leaving] 22:14:09 * Hendikins runs pax end to end by train on a 2048x2048 map because he can 22:15:17 <mic> dihedral: dont you think they overflood over int32? 22:15:37 <dihedral> yeah - rubidium just said so too... 22:16:00 <dihedral> as the issue must clearly be on the php side :-) guess what i am looking into :-P 22:16:09 *** Progman [~progman@p57A1CBB8.dip.t-dialin.net] has quit [Remote host closed the connection] 22:16:14 <Rubidium> even though it doesn't "look" like it at first hand (it has values out of the int32 range), but that's because of the exchange rate correction from pound -> euro 22:18:32 <peter1138> oh, dihedral is listening now? 22:19:28 <dihedral> peter1138: yes, well, nearly started to :-P 22:19:31 *** Progman [~progman@p57A1CBB8.dip.t-dialin.net] has joined #openttd 22:20:13 <dihedral> when 64 bit handling was mentioned i at first thought of reading out of the packet... clearly my bad 22:20:44 <mic> dihedral: try to read higher part into float, multiply by 2^32 and add lower part 22:21:28 *** SmatZ [~root@a40-prg1-5-107.static.adsl.vol.cz] has quit [Ping timeout: 480 seconds] 22:22:42 <Eddi|zuHause> wtf? float? don't you have real int64? 22:23:50 *** Progman [~progman@p57A1CBB8.dip.t-dialin.net] has quit [Remote host closed the connection] 22:24:53 *** e1ko [~L@205.117.broadband9.iol.cz] has quit [Quit: bye, Im going off] 22:24:53 <mic> size of int in php is "impl-dep" :) likely to be 32bits on such platform ) so no 64 bit int 22:27:59 *** Vikthor [~Vikthor@snat1.spoje.net] has joined #openttd 22:32:20 *** SmatZ [~root@a40-prg1-5-107.static.adsl.vol.cz] has joined #openttd 22:32:38 <Phazorx> peter1138: http://bugs.openttd.org/task/910 22:32:41 <Phazorx> sorry was busy before 22:41:05 <mic> i configured openttd with CFLAGS=-ggdb but gdb says "(no debugging symbols found)", what may be wrong? 22:41:49 <Rubidium> ./configure --enable-debug=1 is much easier 22:42:04 <Rubidium> assuming you use trunk 22:43:05 <mic> thank you 22:53:08 *** Smoky555 [~Miranda@80.69.148.14] has joined #openttd 22:53:08 *** DNazarov [~Miranda@80.69.148.14] has quit [Read error: Connection reset by peer] 22:58:00 *** HMage` [~HMage@89-178-33-160.broadband.corbina.ru] has quit [Ping timeout: 480 seconds] 23:11:09 *** Sacro|Laptop [~Ben@87.102.117.154] has quit [Remote host closed the connection] 23:11:55 *** Sacro|Laptop [~Ben@87.102.117.154] has joined #openttd 23:19:30 *** mic [~chatzilla@213.141.137.47] has quit [Quit: ChatZilla 0.9.78.1 [Firefox 2.0.0.3/2007031001]] 23:20:54 *** SmatZ [~root@a40-prg1-5-107.static.adsl.vol.cz] has quit [Quit: Leaving.] 23:23:29 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has quit [Quit: Solong, and thanks for all the fish.] 23:23:39 *** Chris82 [~chris@p579E1E15.dip.t-dialin.net] has joined #openttd 23:23:46 *** NukeBuster [~opera@195-241-212-152.dsl.ip.tiscali.nl] has left #openttd [] 23:23:47 <Chris82> hi, anybody still awake? 23:23:56 <Chris82> I'd like to know how the game determines when a train is lost 23:24:09 <Chris82> because I get lots of train is lost messages on trains which are definitly not lost 23:24:22 <Phazorx> what PF are you using? 23:24:54 <Rubidium> IIRC if it has taken more than X days before the train reached it's destination 23:25:16 <Phazorx> Rubidium: NTP and NPF are limitted in range 23:25:31 <Phazorx> on 2048 map they can get lost easily 23:26:10 <Phazorx> last time i played 2048x128 they were getting lost with YAPF 23:26:18 <Rubidium> NPF isn't limited in range 23:26:20 <Phazorx> but that was due to overly high score most liekly 23:27:04 <Phazorx> well igf it is not limitted i do not understand why 10 times mroe trains are getting lost if i replace yapf by npf 23:29:34 *** Vikthor [~Vikthor@snat1.spoje.net] has quit [Quit: Leaving.] 23:33:40 <Chris82> I am using all the new pathfinding stuff 23:33:56 <Chris82> and although I am playing a 1024x2048 map right now the tracks aren't very long 23:34:56 <dihedral> Rubidium: a uint64 = uint32 + uint32 << 32 ?? 23:35:26 <Phazorx> Chris82: re: which PF are you using? 23:35:29 *** bencvt [~benc_@va-71-53-204-176.dhcp.embarqhsd.net] has joined #openttd 23:35:37 *** bencvt is now known as benc_ 23:35:42 <dihedral> when assining a high value directly to a variable i have no issues at all... 23:36:18 <Rubidium> then it probably casts it to float or something similar 23:36:19 <Chris82> I am using YAPF 23:36:44 <dihedral> i tried casting everything that i touched to a float! 23:38:27 <Phazorx> Chris82: are train that getting lost coast to coast along 2048? 23:38:58 <Chris82> no absolutely not 23:39:03 <Chris82> maybe 100 tiles long 23:39:05 <Chris82> or even shorter 23:39:41 <Chris82> they have full load, but it's not like they would wait very long to be fully loaded 23:41:07 <Chris82> is it hard coded somewhere how many days with no destination reached are considered lost? 23:41:10 <Phazorx> can you trace the lost train on full route? 23:41:28 <Phazorx> Chris82: i dont believe that applies to yapf 23:41:54 <Phazorx> yapf has 2 limitations which are determining whether train is lodt or not 23:41:54 <Rubidium> Chris82: just give us a link to the savegame, otherwise we'll keep on guessing 23:42:01 <Phazorx> overly high score and lack of route 23:42:22 *** peter1138 [~peter@217.151.109.242] has quit [Quit: Ex-Chat] 23:42:31 <dihedral> i shall head to bed 23:42:38 <dihedral> and continue the joy tomorrow :-) 23:43:00 *** Nickman [~nn@d54C1C327.access.telenet.be] has quit [Quit: ( www.nnscript.de :: NoNameScript 4.02 :: www.XLhost.de )] 23:43:03 <dihedral> thanks for your help Rubidium , really appreciate it 23:43:06 <dihedral> g'night 23:43:08 <Chris82> I'll upload a save later shortly after a lost message occurs again 23:43:14 <Chris82> good night 23:43:26 <Rubidium> well, rather before the lost message occurs ;) 23:43:28 *** dihedral [~dihedral@dslb-084-056-209-202.pools.arcor-ip.net] has quit [Quit: ChatZilla 0.9.78.1 [Firefox 2.0.0.4/2007051502]] 23:43:32 <benc_> wouldnt it be better if you got a save right *before* the message? :) 23:43:37 <Phazorx> is message history pasrt of save? 23:43:56 <Rubidium> no, never has been, probably never will be 23:43:56 <benc_> hard to go backwards on the complex turing machine that is openttd;) 23:46:38 <Phazorx> Rubidium: just asking before comfirming that *after* would be completely useless 23:47:40 <Rubidium> benc_: I'd rather say impossible 23:47:42 <Chris82> hmmm I try to find a reproducable way 23:48:00 <Chris82> because it just happens randomly with different trains, I haven't found a way to reproduce it myself yet 23:48:19 <Chris82> so that makes it difficult to save before 23:49:09 <Phazorx> Chris82: can you grop the trains somehow 23:49:22 <Phazorx> and do you have one big network or many small routes? 23:50:28 <Chris82> networks 23:51:07 <Chris82> very complicated layouts with many signals 23:51:27 <Phazorx> Chris82: combined networks or independant? 23:52:23 <Phazorx> cuz where i seen that with yapf were on 4 lanes of mainline 4000 tiles long with 1000 trains on it 23:52:27 <Chris82> you mean with different types of goods with combined? 23:52:29 <Chris82> then they are combined 23:52:36 <Phazorx> Chris82: i mean actualy connecting tracks 23:52:44 <Phazorx> thisical junctions 23:52:48 <Phazorx> physical 23:52:56 <Chris82> no there are no junctions 23:53:02 *** setrodox [~setrodox@85-124-40-4.dynamic.xdsl-line.inode.at] has quit [Quit: Hapiness ;D] 23:53:22 <Phazorx> so there are independant pieces of tracks, not lengthy, but trains are getting lost ? 23:54:04 <Phazorx> can you confirm that both targets of any particualr lost train are within same network (AKA connecting tracks of same type w/o interuptions)? 23:54:18 <Phazorx> replace both with all in case if your trains arent ptp 23:54:31 <Chris82> http://www.sandra-bullock.co.uk/images/openttd/lost.jpg 23:54:36 <Chris82> at this station I had a few lost trains before 23:55:41 *** Ammler [~Ammler@adsl-84-226-50-241.adslplus.ch] has joined #openttd 23:55:42 <Chris82> but there's nothing wrong with the layout, the trains all go the right track 23:56:22 <Rubidium> well, I'm not so sure about that statement 23:56:24 *** Caemyr [Caemyr@82-43-152-123.cable.ubr03.newm.blueyonder.co.uk] has quit [Read error: Connection reset by peer] 23:56:50 <Rubidium> I myself have never had rogue lost train warnings 23:57:03 <Chris82> I didn't get a lost message for quite a while yet as well 23:57:09 <Phazorx> can you fit train schedule, both, all station windows and map of path in same screeny ? 23:57:11 <Chris82> I'll raise my finger if it occurs again :D 23:57:23 <Phazorx> Chris82: you can check mesage hystory 23:57:28 <Phazorx> and see lost trains therer 23:57:40 <Phazorx> it would be very good if there one reoccuring 23:57:42 <Chris82> difficult only my server, not my company 23:57:57 <Chris82> but when it reoccurs I'll ask my bro to do a screenie 23:58:06 <Phazorx> message hystory is available no matter if it is client or server 23:58:13 <Rubidium> screenies are absolutely useless. 23:58:28 <Phazorx> Rubidium: i want to see if station are on same networks actualy 23:59:00 <Rubidium> well, there are all kinds of causes for trains to go lost 23:59:09 <Chris82> well it's one big steel mill station he built there and lots of iron ore stations all connected to this steel mill station 23:59:22 <Rubidium> but it has almost always been bad network design and not an OTTD bug 23:59:35 <Chris82> and I have checked his network very closely couldn't find any ghost trains or wrong signals 23:59:45 <Rubidium> and lots of depots all over the place at less than 16 tiles from junctions... 23:59:47 <Chris82> I agree with that Rubidium 23:59:57 <Chris82> I never get the lost messages on my networks, but still his layouts look fine to me 23:59:59 <Phazorx> Chris82: in message hystora are ther reoccuring lost train message?