Log for #openttd on 31st July 2007:
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00:22:57  <Sacro> hey RichK67!
00:26:11  <RichK67> hi sacro
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00:26:58  <RichK67> major league committage about to happen on newgrf_ports :)
00:29:37  <Sacro> ooh nice, what kinda new stuffs?
00:30:37  <RichK67> commuter airport is now loaded from newgrf, and the newgrf FSM works - helis and a/c fly!!! :)
00:31:03  <Sacro> oooh
00:31:12  <Sacro> does that mean i can make a new airport?
00:31:25  <RichK67> yup - with whatever graphics you want
00:32:09  <Sacro> ooh, fun
00:32:10  <Smoovious> a slingshot with  a ramp
00:32:13  <RichK67> ok, there are some minor glitches... cant save it, being one ;)
00:32:32  <RichK67> thats next on the list
00:37:23  <CIA-1> OpenTTD: richk * r10738 /branches/NewGRF_ports/ (17 files in 4 dirs):
00:37:23  <CIA-1> OpenTTD: [NewGRF_ports] -Feature: FSMblockmap class added. Basic FSM import complete.
00:37:23  <CIA-1> OpenTTD: Need to handle multiple blocks on import. Aircraft controller recoded to work
00:37:23  <CIA-1> OpenTTD: with new 128 bit blocks. Still need to write saveload for new blocks.
00:37:23  <CIA-1> OpenTTD: rb_airport2.grf updated. Commuter airport FSM working.
00:39:18  <Smoovious> yeah, saving would be good
00:40:45  <Sacro> :o
00:41:11  <Smoovious> oh, you've seen my rail interchanges!
00:46:20  <Phazorx> hmm... no idea what FSM is
00:46:29  <Phazorx> any info on that on wiki?
00:46:57  <RichK67> only the briefest of descriptions on the wiki
00:47:15  <Phazorx> RichK67: can you enlighten me plz ?
00:47:39  <Smoovious> at least  what the acronym means?
00:47:46  <RichK67> the newFSMports branch is where im developing the ability to load in custom designed (air/sea/road)ports
00:48:03  <Rubidium> FSM => finite state machine
00:48:05  <RichK67> FSM = finite state machine... the thing that moves the vehicles around
00:48:08  <Smoovious> ty
00:48:37  <Smoovious> yeah, having a nice long loading dock would be great for trucks
00:49:19  <Phazorx> hmm... a different managing technique for aitports i can see a point fo that
00:49:46  <Phazorx> since on ground planes avoid visual collisions, but for ships/rvs cant really see where that comes handy
00:49:50  <RichK67> im itching to design a dockyard with multiple loading docks
00:50:15  <Phazorx> and are they treated as different platfroms in RR station?
00:50:18  <Phazorx> or just an eyecandy?
00:51:02  <Phazorx> it would be coll to have dedicated dock per cargo type tho
00:51:05  <RichK67> far more active than a RR station...
00:51:14  <Phazorx> makes great scense to me at least
00:53:52  <Phazorx> will that SM allow to select a manager model for airports, like reassigning slots to different vehicle types, changing queuing, or general routing withing?
00:56:04  <RichK67> you would be able to code a lot of that within the .grf file, but it is *complicated* :)
01:05:31  <Phazorx> you should see current openrrdcoop game with 6lane one way tracks and 1500 trains on it, that is complicated :)
01:05:42  <Phazorx> but all just set of basic elementsd
01:06:04  <Phazorx> which is probably how grf work would be...r ather tidious than complex
01:06:27  <Rubidium> FSMs get complex pretty easily
01:06:30  <Phazorx> and i'm just wondering what exactl FSM will allow to be done... what features/perks etc
01:07:10  <Rubidium> FSMs are for controlling vehicle movement within the "station"
01:07:37  <Rubidium> it basically makes sure you can efficiently route vehicles in the station without getting deadlocks (if coded correctly that is)
01:07:37  <Phazorx> i figured that, but will a player has a choice of preset models
01:07:44  <Phazorx> or will be able to build one?
01:08:03  <Rubidium> as preset as they are in the grf
01:08:25  <Phazorx> swicth between?
01:08:46  <Rubidium> huh?
01:09:11  <glx> for the user it will be like current airports, but you can have more possible layout (depending on the grf coders)
01:09:26  <Phazorx> say there is international airport, 4 landing strips, 6 plane slots 2 chopper slots
01:09:29  <Rubidium> oh, and you can rotate the airports though
01:09:41  <Rubidium> Phazorx: if you load the grf that has them
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01:10:03  <glx> you can have "holes" in the airport too
01:10:08  <Phazorx> what if there will be one that turns off landingstrips or reassingls them to be 2in 2 out rather than pait og in/ou on each side, etc ?
01:10:35  <Phazorx> so... not  on a fly onyl as parameter or different grf set ?
01:10:54  <Phazorx> glx: i see
01:11:17  <Phazorx> i was under impression aside of rotation this is how its done now
01:11:33  <Phazorx> GRFs define fucntionality. timing, quieing, slot exchange order wtc
01:11:51  <glx> yes it defines the FSM
01:12:09  <glx> and the layout
01:12:36  <Phazorx> so i guess FSM framework is more comprehensive than hardcoded as it was ?
01:17:39  <Rubidium> I fail to interpret what you mean
01:19:16  <RichK67> system is mainly designed to provide a way of updating / adding new ports/airports etc without having to recode the core
01:20:08  <Phazorx> Rubidium: currently GRFs define how airports work, entirely i presume... with FSM it is still only up to grfs to define functionality... so what exactly would change is user experience?
01:20:21  <RichK67> side benefits are more flexible graphics, rotating airports, asymmetrical airports, etc.
01:20:34  <glx> [03:09:15] <+glx> for the user it will be like current airports, but you can have more possible layout (depending on the grf coders)
01:20:35  <Rubidium> Phazorx: currently as in trunk or newgrf_ports?
01:20:46  <RichK67> all current OTTD airports are 100% hardcoded
01:20:48  <Phazorx> in trunk i guess
01:21:00  <Phazorx> RichK67: in code or grf?
01:21:06  <RichK67> code
01:21:13  <Phazorx> ahh
01:21:15  <Phazorx> i see
01:21:18  <Rubidium> Phazorx: there are no newgrf coded airports yet
01:21:20  <Phazorx> now it makes sense :)
01:21:25  <Rubidium> (in trunk that is)
01:21:29  <RichK67> well, one ;)
01:21:45  <RichK67> and it doesnt quite work ;)
01:28:03  <Rubidium> anyway, I'm going to sleep
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10:22:47  <dihedral> hello guys
10:23:34  * dihedral waves to everyone
10:25:02  * Brianetta waves to the two-sided one
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11:25:31  <Nickman> TrueBrain: you here? :)
11:26:31  <TrueBrain> strangly enough, I am :)
11:27:15  <Nickman> cool :)
11:27:21  <Nickman> you read my message yesterday?
11:27:27  <Nickman> and the day before :D
11:27:47  <TrueBrain> doubtful
11:27:59  <TrueBrain> I did read something about you having troubles building things :p
11:28:05  <Nickman> yeah :D
11:28:13  <Nickman> I can't seem to be able to build drive trough bus stops
11:28:26  <Nickman> then I changes my code a bit to make it non drive trough and that works
11:28:45  <Nickman> so, I'm guessing something is going wrong with the BuildRoadStation function?
11:29:26  <TrueBrain> doubtful, as the regression passes
11:29:44  <TrueBrain> do you build it in the right direction?
11:29:45  <Nickman> my old code is in the NoAI post on the forums, maybe you could take a look or try it? :)
11:30:05  <TrueBrain> if you want me to look at it, you need to make me a test case
11:30:28  <TrueBrain> but try around a bit, different directions, different param values
11:30:32  <TrueBrain> and check if it helps a bit
11:30:41  <TrueBrain> bugs are always possible of course
11:31:12  <Nickman> what do you mean with the direction?
11:31:21  <Nickman> it is just a neighbouring road tile...
11:31:43  <Nickman> I checke the two tiles ingame and it would be perfectly buildable
11:31:50  <TrueBrain> but are you sure a drive through can be built on it?
11:31:58  <TrueBrain> (in that direction)
11:32:47  <Nickman> should I test that by building it myself?
11:32:55  <TrueBrain> for example
11:33:00  <TrueBrain> as now I think of it
11:33:03  <dihedral> Brianetta: whats that two-sided one supposed to mean?
11:33:10  <TrueBrain> most likely the patch that allows building them on town road is disabled
11:33:17  <dihedral> hello TrueBrain
11:33:17  <Brianetta> di-hedral
11:33:25  <dihedral> oh - yeah -sure
11:33:26  <dihedral> ...
11:33:48  <dihedral> always forget the meaning of the name ^^
11:33:49  <Brianetta> perhaps two faced would have been more accurate (:
11:34:07  <Brianetta> etymologically, you understand
11:34:08  <dihedral> actually it mainly describs the upward angle of wings
11:34:17  <Brianetta> yes - two faces
11:34:23  <Brianetta> rather than one monohedron
11:34:27  <Nickman> So I might need to enable a patch setting TrueBrain , I'll take a look
11:34:30  <dihedral> the downward angle would be anhedral
11:34:37  <Brianetta> and a dodecahedral surface has 12 faces
11:34:39  <Gekko> dihedral is sexy
11:34:44  * Gekko nods
11:34:47  <TrueBrain> Nickman: if something fails, try doing it yourself first ;)
11:34:54  * dihedral runs for his life
11:34:57  <Nickman> :D
11:35:02  <Brianetta> so
11:35:07  <Brianetta> dihedral is two faced
11:35:10  <Brianetta> it's official
11:35:29  * dihedral turns to his other face - both nod ^^
11:35:35  <Gekko> Two is one plus one!
11:35:39  * Brianetta browses the eBay calculators category
11:35:52  <Gekko> or 2(2^0)
11:35:59  <dihedral> gekko - no offence - but sometimes i really believe you aint doing that on purpose
11:36:02  <Brianetta> One day, somebody's going to sell an old HP RPN calculator, and they're going to mis-describe it, and they're not going to know it's worth a lot
11:36:07  <Brianetta> and I'll get one for pennies
11:36:10  <Brianetta> one day
11:36:14  <Gekko> dihedral: keep believing that
11:36:20  <Gekko> keeps life interesting
11:36:28  <Gekko> fucked up - yes, but interesting
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11:36:44  <dihedral> Brianetta: perhaps you'll find one on a jumble sale
11:36:56  <TrueBrain> welcome Wezz6400
11:37:01  <Brianetta> dihedral: I would, if I ever actually saw a jumble sale
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11:37:13  <Nickman> It was disabled indeed TrueBrain  :D, I didn't even know that setting existed :D
11:37:13  <Wezz6400> hi TrueBrain :)
11:37:17  <Brianetta> It's remarkable how infrequently they happen in the centre of a city
11:37:29  <Nickman> thx, I'll try my code again in a while :)
11:37:35  <Nickman> now lunch :D
11:37:39  <TrueBrain> Nickman: and too bad for you, the AI can't cheat, and has to follow game logic like any other player
11:37:48  <dihedral> Brianetta: they appear quite often in london-richmond
11:37:56  <Brianetta> I want to see, "Pocket calculator.  Doesn't work properly, no equals button.  Buy it now: £2"
11:37:58  <Gekko> TrueBrain: it can randomly terraform for free!
11:38:04  <Gekko> and it abuses that right >_>
11:38:06  <TrueBrain> Gekko: we do talk about NoAI
11:38:08  <TrueBrain> so: no
11:38:10  <Nickman> hehe
11:38:12  <Gekko> oh damn
11:38:14  <Gekko> you nazi
11:38:15  <Gekko> lol
11:38:22  <Nickman> Well, I'll get back to you when it works ;).
11:38:30  <dihedral> Gekko: to be quote honest i would not use that word
11:38:31  <Gekko> so how goes NoAI anyway
11:38:32  <TrueBrain> Nickman: and no time sooner :p
11:38:46  <Nickman> I would like function to get the name of a station, I could seem to find that?
11:38:47  <TrueBrain> Gekko: please do keep those words for yourself
11:38:53  <Gekko> Fine
11:39:00  <TrueBrain> Nickman: nice one, add it to the wiki page :)
11:39:00  <Gekko> How goes NoAI development?
11:39:05  <Nickman> :)
11:39:09  <TrueBrain> (AI:TODO, Talk)
11:39:20  <TrueBrain> Gekko: pretty good, first working Aircraft AI is up and running
11:39:24  <TrueBrain> Road and Ship is done too
11:39:25  <Gekko> I saw it
11:39:28  <Gekko> WrightAI
11:39:29  <TrueBrain> Rail has to be done
11:39:35  <TrueBrain> same as tunnel and some kind of pathfinder
11:39:43  <Gekko> Rail should be amusing
11:39:43  <dihedral> Brianetta: i once was at a richmond jumble and there were a few car boots and vans full of computer stuff
11:39:45  * Brianetta pounds it into the heads of eBayers
11:39:50  <Gekko> will it have selectable stupidity?
11:39:51  <Brianetta> The Casio FX-83 IS NOT RARE
11:40:07  <TrueBrain> Brianetta: thatone is: it is working! :p
11:40:14  <Brianetta> It's been in constant production for over 20 years and is available new for under a fiver
11:40:17  <Gekko> TrueBrain: add an "Artificial Stupidity" settingm
11:40:18  <dihedral> Gekko: just because you have, does not mean the ai has to
11:40:22  <Gekko> make it put stations in the wilderness
11:40:26  <Gekko> and connect them
11:40:27  <Gekko> :P
11:40:44  <dihedral> Gekko needs a friend that plays just like he does
11:40:56  <Gekko> lol
11:41:01  <Gekko> I play 128 x 128 maps
11:41:04  <Gekko> with 4 people and 4 towns
11:41:05  <Gekko> >_>
11:41:05  <TrueBrain> Gekko: it will have a mode where it kills your company, where ever you join, which ever server you play on, even single player: the AI will join and kill your company
11:41:21  <Gekko> TrueBrain: stop mockerising me >_>!
11:41:31  <Wezz6400> lol _O-
11:41:31  <TrueBrain> why?
11:41:35  <dihedral> Gekko: you are actually calling for it
11:41:41  <Gekko> lol
11:41:48  <dihedral> no... aint really funny
11:42:06  <Gekko> I'm barely paying attention
11:42:06  <dihedral> you hardly do anything else but shout "here is me - need a beating"
11:42:16  <Gekko> Really?
11:42:18  <dihedral> aye
11:42:23  <Gekko> no seriously?
11:42:24  <Gekko> lol
11:43:04  <Gekko> gtg
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11:50:50  <procool> hi all!
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11:50:56  <TrueBrain> welcome procool
11:51:04  <procool> thanks:)
11:51:26  <procool> i have a little quastion to you, can i ask?
11:51:32  <TrueBrain> no
11:51:51  <procool> why?
11:52:04  <TrueBrain> haha :) Always just ask your question :)
11:52:14  <TrueBrain> As asking if you can ask one, is already a question :p
11:52:31  <procool> but you sad "no", ..
11:52:47  <TrueBrain> I say a lot :'
11:52:54  <procool> ok, i undestand..
11:53:16  <Wezz6400> he's just kidding
11:53:27  <TrueBrain> doh, busted :)
11:53:34  <Wezz6400> he's a programmer therefore he has a weird sence of humour ;)
11:54:05  <TrueBrain> there is nothing wrong with my humor :p
11:54:14  <Wezz6400> I didn't say that :P
11:54:18  <TrueBrain> true true :)
11:54:35  <procool> do you know about openttd servers list? how can i add my server to this list? i don't see any registration, and when i start my game how a network internet game, on another computer i don't see my server at the servers list
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11:54:43  <Wezz6400> besides, my sence of humor is much, much more weird
11:55:02  <Brianetta> procool: Your server will automatically attempt to add itself to the list
11:55:06  <TrueBrain> procool: if you run a Internet game and enable Advertising
11:55:17  <Brianetta> If the master server can't reach your server, however, it won't list your server.
11:55:17  <TrueBrain> it will be added to the server list, if and only if the game is reachable from the outside world
11:55:20  <procool> but i all ready do is
11:55:22  <procool> it
11:55:30  <TrueBrain> (so make sure you have the correct ports open in your firewall/NAT/router)
11:55:33  <TrueBrain> !openttd port
11:55:34  <_42_> TrueBrain: OpenTTD uses TCP and UDP port 3979 for server <-> client communication and UDP port 3978 for masterserver (advsertise) communication (outbound)
11:56:13  <procool> 3978? i don't know about it..
11:56:17  <procool> thanks:)
11:56:29  <TrueBrain> it is only outbound, is mostly allowed by all software
11:57:03  <TrueBrain> 3979 is much more important
11:58:28  <procool> i have a getway, on PF firewall.. i open 3979, start game, and don't see my server at servers list.. so, i'l try to connect to my server from another computer in internet, - connect to ip and port, and game started normaly, so server is worked
11:59:38  <TrueBrain> are you sure you opened UDP too?
11:59:42  <Brianetta>
11:59:45  <Brianetta> RPN calculator (:
12:00:05  <Brianetta> "Belonged to my dad so don't know much about it. Full working order in nice condition."
12:00:31  <Brianetta> Well, johnny-orange, if you knew that these went for £80 new *or* used, you'd have listed it at more than 99 pence...
12:00:44  <procool> TrueBrain: yes, i'm shure
12:00:54  <TrueBrain> Brianetta: you finally found one :p
12:00:59  <Brianetta> Yeah
12:01:06  <Brianetta> mad, huh?
12:01:13  <Brianetta> Trouble is, it was an easy find
12:01:15  <Brianetta> and I won't get it
12:01:16  <TrueBrain> :) It sure is ;)
12:01:35  <procool> rdr on $lan1_if proto { tcp, udp } from any to $lan1_if port { 3979 3978 } -> $openttdserver
12:01:38  <procool> :)
12:01:42  <Brianetta> I'm not really all that worked up about the 12C anyway
12:01:46  <TrueBrain> procool: make sure advertising is on
12:01:47  <Brianetta> It's a finance calculator
12:02:00  <Brianetta> and has some great interest functions, bot not many that I'd find useful
12:02:06  <TrueBrain> procool: check and see if you really aren't listed
12:02:34  <TrueBrain> procool: make sure you didn't ban communication to or from that url :p
12:03:00  <procool> TrueBrain: on starting server, i select Internet(advertising), and so..
12:03:16  <procool> ban communication? what is it?
12:03:53  <TrueBrain> maybe you banned the IP :p
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12:04:12  <procool> how can i test it
12:04:14  <procool> ?
12:04:34  <TrueBrain> if you can open the url above, it should be fine :p
12:05:18  <TrueBrain> grr, I try to run a simple Visual Studio update, but it takes FOR EVER!
12:05:44  *** Nickman [] has quit [Ping timeout: 480 seconds]
12:06:09  <Brianetta>
12:06:11  <Brianetta> I want this
12:06:15  <Brianetta> but I can't afford one
12:06:19  <procool> i see this page, from my ip..
12:06:33  <procool> please, try to see -
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12:09:01  <TrueBrain> procool: that IP even never TRIED to register itself to the masterserver
12:09:05  <procool> soory, my client has been disconneted from irc
12:09:17  <TrueBrain> (as in: no package ever arrived at the masterserver)
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12:11:06  <procool> i don't understand.. how it can be? port is enable, internet game started, .. pf setuped, .. what's happned?
12:11:43  <Nickman> TrueBrain: could you give me a link to the "todo" page for NoAI on the wiki? I can't seem to find it...
12:11:52  <Wezz6400> are the settings in openttd.cfg correct procool?
12:11:58  <TrueBrain> procool: no idea
12:12:01  <TrueBrain> Nickman: AI:TODO
12:12:14  <Nickman> just found it :p lol
12:12:22  <Nickman> I was searching for NoAI Todo :D
12:12:23  <Nickman> thx ;)
12:12:26  <TrueBrain> :)
12:14:22  <procool> <Wezz6400> what settings you  meen? i understand that network...  server_name, server_port, pause_on_join, max_join_time, ..
12:14:40  <procool> server_bind_ip =
12:14:49  <procool> o! server_advertise = true
12:14:54  <procool> lan_internet = 1
12:16:48  <procool> may be, i don't know something...
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12:23:17  <procool> <Wezz6400>, so, you havn't any idea too?
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12:25:04  <Gekko[PDA]> openttd on solaris?
12:25:07  <Eddi|zuHause> procool: maybe you misdirected/blocked outgoing traffic through those ports?
12:25:43  <TrueBrain> Gekko[PDA]: runs nicely, yes
12:26:33  <Gekko[PDA]> TrueBrain: you use it?
12:26:36  <TrueBrain> no
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12:26:54  <Gekko[PDA]> lol
12:27:02  <Gekko[PDA]> how do you know then?
12:27:12  <TrueBrain> as for i386 solaris we create nightlies
12:27:14  <procool> <Eddi|zuHause>, no.. it is a normal real ip address, without any blocks
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12:28:33  <Eddi|zuHause> you should not use < > around nicks
12:28:44  <procool> Eddi|zuHause, ok, sorry
12:29:17  <Eddi|zuHause> only when you quote that person (i.e. copy-paste his sentence)
12:29:25  <blathijs> procool: The standard way is just the nickname followed by ":", as I just did
12:29:36  <dihedral> Brianetta: how are preperations coming along?
12:29:51  <blathijs> procool: Most IRC clients can even do that for you, by typing the first few letters of a nick and then press tab
12:30:24  <Eddi|zuHause> procool: like i just typed "p<tab>"
12:30:44  <procool> blathijs, i see, .. ok, thank you
12:30:47  <TrueBrain> works even in OpenTTD :)
12:30:50  *** Zavior [] has quit [Ping timeout: 480 seconds]
12:30:56  <Eddi|zuHause> procool: or just "<tab>" and it uses the last name i completed that way
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12:31:21  <procool> Eddi|zuHause, worked:)
12:31:44  * procool thinking about his server problem...
12:32:32  <dihedral> TrueBrain: how is squirrel advancing for the ottd console?
12:32:47  <TrueBrain> First NoAI needs to be finished before even considering that :)
12:32:57  <TrueBrain> but NoAI in fact is hitting completion
12:33:05  <TrueBrain> or rather: initial release
12:33:22  <TrueBrain> the TODO list is getting smaller and smaller :)
12:33:25  <Eddi|zuHause> "if it compiles, ship it" :p
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12:34:16  <Gekko[PDA]> - B. Gates
12:34:52  <Eddi|zuHause> i don't know who to actually credit for this quote
12:35:09  <procool> Eddi|zuHause, how you can see that my ip address never used, mmm.. never connected to ?
12:35:41  <Eddi|zuHause> procool: i can't, but TrueBrain runs the masterserver, he has special access
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12:36:11  <procool> Eddi|zuHause, what is it - masterserver?
12:36:45  <Eddi|zuHause> masterserver is the server that controls all servers... the site that you mentioned above
12:37:38  <procool> mmm, i see...
12:38:09  <Priski> actually, it just gathers information on all server that send it info
12:39:05  <procool> i understand, thanks
12:39:05  <Eddi|zuHause> that is, what the people should believe :p
12:39:06  <Priski> i don't think that ottd masterserver has power to shutdown or do anything else to someones server
12:40:03  <procool> TrueBrain, are you game developer
12:40:04  <Eddi|zuHause> he who controls the access to information controls the information itself
12:40:05  <procool> ?
12:40:22  <procool> :)))))
12:40:30  <Eddi|zuHause> [Google]
12:41:06  <procool> sweet word:)
12:41:09  <Priski> /whois TrueBrain TrueBrain should tell the answer
12:42:35  <procool> SVN, master-server, and website host...
12:43:07  <procool> always "true"
12:43:18  <procool> :)
12:46:10  <procool> so.. i try to debug now...
12:48:48  <procool> may be next debug strings say to you something? please, help me...
12:48:50  <procool> dbg: [NET] Listening on
12:48:50  <procool> dbg: [NET][UDP] Listening on port
12:48:50  <procool> dbg: [NET][UDP] Listening on port
12:48:50  <procool> dbg: [NET] Resolved to
12:48:50  <procool> dbg: [NET][UDP] Advertising to master server
12:48:52  <procool> dbg: Loading sprite set 0.
12:48:52  <procool> dbg: Reading indexed grf-file ``TRG1R.GRF''
12:49:12  <procool> is it something wrong in this debug?
12:49:38  <Gekko[PDA]> no?
12:50:04  <Noldo> can you ping the masterserver?
12:50:27  <procool> [procool@topr ~]$ ping
12:50:27  <procool> PING" target="_blank"> (" target="_blank"> 56 data bytes
12:50:27  <procool> 64 bytes from icmp_seq=0 ttl=50 time=71.465 ms
12:50:27  <procool> 64 bytes from icmp_seq=1 ttl=50 time=69.268 ms
12:51:42  <Noldo> yes would have been enough
12:51:42  <ln-> ops
12:52:16  <Brianetta> dihedral: Not badly
12:52:26  <Noldo> traceroute that uses udp would be the next interesting thing
12:54:11  <procool> Noldo, Yess... you right..
12:54:36  <procool> $ traceroute -n
12:54:36  <procool> traceroute to" target="_blank"> (" target="_blank">, 64 hops max, 40 byte packets
12:54:36  <procool>  1  0.340 ms  0.354 ms  0.560 ms
12:54:36  <procool>  2  0.762 ms  0.741 ms  0.631 ms
12:54:36  <procool>  3  * * *
12:54:38  <procool>  4  * * *
12:54:38  <procool>  5  * * *
12:54:40  <procool>  6  * * *
12:54:44  <procool>  7  2.800 ms  2.970 ms  3.396 ms
12:54:46  <procool>  8  2.666 ms  2.792 ms  2.777 ms
12:54:48  <procool>  9  3.380 ms  3.238 ms  2.876 ms
12:54:50  <procool> 10  60.884 ms  60.725 ms  60.459 ms
12:54:52  <procool> 11  72.286 ms  72.744 ms  76.119 ms
12:54:54  <procool> 12  110.402 ms  69.458 ms  69.862 ms
12:54:56  <procool> 13  69.183 ms  69.359 ms  69.319 ms
12:54:57  <Brianetta> OK
12:55:03  <Brianetta> enough
12:57:05  <ln-> where are the ops?
12:57:14  <Brianetta> I'm one
12:57:28  <ln-> ok, kick him already, please.
12:58:03  <Brianetta> procool: WHen you paste stuff, paste it into private messages, please
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12:58:23  <procool> Brianetta, ok, sorry, i don't know about it
12:58:30  <procool> now i know:)
12:58:32  <dihedral> is that 'please' not redundant? :-)
12:58:46  <Brianetta> dihedral: Not really
12:58:56  <Brianetta> He's free to disobey
12:59:07  <Brianetta> It's just that I'm also free to power up and go mental
12:59:08  <dihedral> appart from helping to making it sound more like its a friendly hint
12:59:40  <dihedral> other than a note that has consequenses if disobeyed
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13:00:40  <Brianetta> I'm a patient man
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13:00:43  <dihedral> how hard would it be to add 'copy to clipboard' functionality to the ingame console?
13:01:01  <Brianetta> dihedral: In a cross-platform manner, insanely hard.  For any given OS, less hard.
13:01:22  <Noldo> sdl doesn't have such thing?
13:01:24  <Brianetta> I think Windows clipboard support is already in, but I can't test that since I don't run it
13:01:28  <dihedral> and pasting is less hard in cross platfrom manner?
13:01:39  <dihedral> i know that pasting works
13:01:57  <dihedral> though highlighting and copying out does not... at least since i last tried
13:02:05  <dihedral> *when
13:02:08  <Ammlller> in windows, you are able to paste password
13:02:21  <Brianetta> in X, you can't paste
13:02:27  <dihedral> k
13:02:53  <hylje> different systems paste differently
13:02:58  * Brianetta chomps a yummy Granola bar
13:05:36  <dihedral> another thought - a shared ban list ? for multiple games hosted on the same hardware or via the masterserver if participating is set in the config?
13:07:35  * Brianetta bids on a calculatrix
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13:08:28  <dihedral> you found one then?
13:10:08  <[gen2]niki> is there any date for 0.6 alphas? i mean newindustries is in working query for months now... is it really a such big thing?
13:10:49  <glx> yes it is a big thing
13:10:59  <glx> and it is not finished yet
13:11:08  <dihedral> 0.6 alphas are available at
13:11:10  <dihedral> ^^
13:11:36  <[gen2]niki> well maybe, something stable would be nicer xD + i cant get nightlies running on my rootserver, whyever.
13:11:49  <dihedral> sinse when are alpha releases stable releases?
13:12:19  <procool> Noldo, I have see the traffic, incomming and outgoing from my openttd server.. so - it try to register on but not recieved any answer from it.. it send register information, i see it on getway, .. but it don't get any answer from it
13:12:24  <[gen2]niki> more stable than nightlies
13:12:25  <[gen2]niki> ;p
13:12:32  <[gen2]niki> brb lunch
13:13:31  <Priski> devs are doing their work as much they can, and nightlies arent really supposed to be the most stable release, sort fo they are testversions of future releases
13:13:44  <Priski> fo->of
13:13:47  <Brianetta> Not quite
13:14:01  <Brianetta> They're what the current development version happens to be at 8pm
13:15:15  <Priski> I did not mean literally
13:16:13  <Priski> and no, they are not actually testversions, some branch releases are more like that
13:32:16  <procool> ok, i found my bug.. in my /dev/hands :( in one of the rules in my Pocket Filter Firewall i set only tcp packets, but don't set the udp packets mapping...
13:32:16  <Eddi|zuHause> nightlys are not releases
13:32:41  <procool> thank you for try to halping my:)
13:33:11  <procool> me
13:33:18  <procool> :))
13:34:51  <procool> yes!! worked!:)
13:38:32  <procool> why only ten clients can play?
13:39:49  <Eddi|zuHause> because!
13:41:31  <procool> hm... understand...
13:44:05  <alex_> 10 is  the max
13:44:16  <alex_> feel free is programme an extension
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14:07:42  <Wezz6400> ahoy ;)
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14:50:44  <alex_> anyone avialable to do a quick test for me
14:50:49  <alex_> on one of my openttd servers
14:50:56  <alex_> will only take a 1min
14:54:56  <dihedral> is a udp query enough ^^
14:55:15  <dihedral> as in a openttdlib query ^^
14:56:09  <Nickman> TrueBrain? :D
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14:58:52  <dihedral> let's all ask for TrueBrain ^^
14:59:06  <alex_> TrueBrain? :D
14:59:11  <Nickman> lol :p
14:59:25  <Nickman> I added my comment to the AI:TODO page ;)
15:00:06  <dihedral> @seen TrueBrain
15:00:07  <DorpsGek> dihedral: TrueBrain was last seen in #openttd 2 hours, 26 minutes, and 43 seconds ago: <TrueBrain> the TODO list is getting smaller and smaller :)
15:00:32  <dihedral> !seen TrueBrain
15:00:32  <_42_> dihedral, if you can't see TrueBrain here right now, you probably need new glasses. ^_^
15:01:08  <dihedral> !seen RealLife
15:01:09  <_42_> dihedral, RealLife? hmm... I'm trying to remember... maybe... I'm not sure... no. I don't remember RealLife.
15:01:21  <dihedral> who needs glasses
15:02:02  * dihedral grins from one ear to the other
15:02:20  <dihedral> cut 'em off and i'll grin once round ^^
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15:07:16  <dihedral> so alex_ is a openttdlib query sufficient or do you need a ingame test?
15:10:56  <TrueBrain> @kick dihedral not unexpected
15:10:56  *** dihedral was kicked from #openttd by DorpsGek [not unexpected]
15:10:59  <TrueBrain> @kick Nickman not unexpected
15:10:59  *** Nickman was kicked from #openttd by DorpsGek [not unexpected]
15:11:02  <TrueBrain> @kick alex_ not unexpected
15:11:03  *** alex_ was kicked from #openttd by DorpsGek [not unexpected]
15:11:11  <TrueBrain> I feel so much better now :)
15:11:53  * Wezz6400 aait TrueBrain
15:11:55  <Wezz6400> easy now
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15:14:28  <Nickman> why was I kicked?
15:15:51  <TrueBrain> unneeded call for my attention :p
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15:16:18  <dihedral> thanks TrueBrain
15:16:24  <TrueBrain> sure, np :)
15:16:38  <dihedral> i'll come back to you if i need one again ^^
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15:22:18  <alex_> :)
15:22:44  <alex_> i need someone to jump on one of my servers, and i just want to check how quickly the map downloads
15:23:46  <alex_>
15:23:47  <alex_> please
15:23:56  <alex_> dihedral, can you?
15:25:06  <Eddi|zuHause> i'm not sure if my tiny excuse of a garden hose that they call a "broadband connection" suffices as a stress test for a server :p
15:25:30  <Eddi|zuHause> plus, i probably do not have your version anyway
15:26:07  <Nickman> Do I need to add my wanted functions to the TODO list to, or only to the "talk" page?
15:26:46  <Eddi|zuHause> i'm quite confident that one instance of a request is enough :p
15:31:18  <TrueBrain> Nickman: you can't add them to the real page :p
15:31:55  <Nickman> then I'm done :D lol :p
15:32:51  <dihedral> alex_: unfort i am at work - hence i asked if the udp query would be enough ^^
15:34:31  <dihedral> but i cannot even reach your game with openttdlib
15:34:37  <dihedral> query timed out
15:37:25  <alex_> maybe your work is blocking that port
15:37:33  <alex_> i have 5 people on that server atm :)
15:37:46  *** Hendikins|Out is now known as Hendikins
15:37:50  <alex_> can anyone see how quickly: -> downloads the map?
15:38:09  <dihedral> i tested from my server, there aint no blocked ports
15:38:15  <dihedral> unless i block them
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15:41:06  <dihedral> TrueBrain: i have a question for you
15:41:40  <dihedral> people have asked if i could add a feature to openttdlib, to query the master server for a set of ip's and port numbers to query
15:41:50  <dihedral> but i dont think that is a good idea
15:42:21  <dihedral> just curious to know what you would say to that thought...?
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16:15:57  <Nickman> The drive trough roadstops now work TrueBrain  ;)
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16:17:32  <Nickman> Is it possible for me to make a list of stations and towntiles?
16:17:47  <Nickman> because in a List a key can only have one value?
16:19:07  <Nickman> or am I wrong?
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16:32:12  <TrueBrain> I have no idea what you tried to ask Nickman
16:33:03  <Nickman> hehe :D
16:33:21  <Nickman> well, if I make a "List" object, I can add keys and values
16:33:37  <Nickman> but now I would like to make a list where the keys are town tiles
16:33:44  <Nickman> and the valeus are road stations
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16:33:58  <Nickman> but one key would be able to have multiple values
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16:34:14  <Nickman> I don't think that would work with the available "List" Objects?
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16:38:28  * Bjarni slaps Sacro
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16:39:06  <Sacro> :o
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16:39:36  <Bjarni> odds are that you did something to deserve that since last time
16:40:21  * dihedral nods
16:40:36  <dihedral> he always deserves it ^^
16:40:52  <dihedral> TrueBrain: you around?
16:40:55  <Bjarni> on top of that, he enjoys it >_<
16:41:02  * dihedral slaps Sacro
16:41:10  * Sacro rubs himself
16:41:16  <dihedral> i dont wanna know that
16:41:34  <dihedral> ^^
16:41:39  <Bjarni> don't do that
16:41:51  <Bjarni> go somewhere private if you really want to do it
16:43:12  <TrueBrain> Nickman: a list that maps town tiles to road statiosn? How can there be multiple road stations on a single tile? That makes no sense to me...
16:43:42  <Nickman> no, I mean the center town tile, so I can acces them
16:44:06  <Nickman> I give a towntile (the one you get from the townlocation) and then I want to be able to get all the town stations from a list
16:44:16  <Nickman> those willa ll be different tiles
16:44:33  <dihedral> TrueBrain - what do you think of OpenTTDLib fetching ip's and ports from the master server to query?
16:44:46  <Bjarni> IP harvesting?
16:45:21  <hylje> you can go to irc harvest ips just fine
16:45:23  <TrueBrain> dihedral: bad idea, I see no reason for it
16:45:34  <TrueBrain> already lists all servers, no need for any other page to do the same
16:45:50  <dihedral> just wanted to check - was the same thing i said
16:46:03  <TrueBrain> Nickman: I see; the thing I will add to the API, is a function that shows all stations within town-radius, per town
16:46:10  <dihedral> no - it was a request by some guys
16:46:17  <TrueBrain> but no, you can't have all the towns and stations within town-radius in one list
16:46:45  <TrueBrain> dihedral: if someone can show me how it can be useful, I might change my mind; till then: sounds like a bad idea ;)
16:47:00  <dihedral> TrueBrain: fully agree
16:47:06  <Nickman> I have made a function myself wich checks all the tiles in a certain regean around the town :)
16:47:11  <dihedral> though i would know where it might make sense
16:47:35  <Nickman> but maybe there should be another type of list in wich you can map one key to multiple values?
16:47:45  <Nickman> that way you can make any list you want youreself? :)
16:47:48  <dihedral> say i make a webservice for others to use and use url get vars to determin host and port
16:48:12  <TrueBrain> Nickman: not in AI API
16:48:16  <dihedral> then checking if they are registered with the master server before simply sending udp packets would make sense
16:48:35  <Nickman> where then TrueBrain ?
16:48:37  <TrueBrain> dihedral: we can add a thing that checks if a pair of host and port are known to the MS
16:48:47  <TrueBrain> Nickman: dunno, in your local work copy? :p
16:48:58  <Nickman> My AI builds bus stations and let a bus run trough them :D
16:49:01  <Nickman> I'm happy :)
16:49:21  <dihedral> sounds nice TrueBrain but atm i am still working on getting newgrf data back ^^
16:49:31  <TrueBrain> :)
16:49:38  <TrueBrain> Nickman: nice work :)
16:49:47  <TrueBrain> now I go and figure out how to make applications for my mobile phone..
16:49:51  <Nickman> I'm getting the hang of Squirrel :)
16:49:55  <Nickman> hf :)
16:49:58  <TrueBrain> after installing 4 GiB of applications, it seems that I can start doing so...
16:50:03  <Nickman> haha :D
16:50:28  <Nickman> I'll try to make another List DataStructure and file in a patch or something when I get back home ;).
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17:00:16  <Sacro> <-- guess whose back, back again
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17:06:32  <Wolf01> hello
17:07:03  <Noldo> hello
17:08:21  <|Jeroen|> hello
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17:21:53  <dihedral> Sacro: who is that?
17:22:06  <Sacro> maley123/graphics_master
17:22:13  <dihedral> someone who managed to bombard you with tons of questions?
17:24:22  <peter1138> no, that's you
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17:31:35  <dihedral> ^^
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17:35:50  <CIA-1> OpenTTD: rubidium * r10739 /branches/0.5/train_cmd.c: [0.5] -Fix [FS#1096]: trains going over bridges would get the "going down hill" accelerate bonus, which causes trains to go faster on bridges than they would be going on level land.
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18:16:21  <Wolf01> boekabart, what about the *water* patch?
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18:18:15  <ln-> Bjarni: have you evaluated the patch?
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18:34:43  <Nickman> hi all
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18:42:45  <Wolf01> hi
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19:01:42  <boekabart> Wolf01: What about the water patch?
19:02:06  <boekabart> afaic, i'm waiting for dev comments/interest
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19:06:59  <peter1138> oic
19:10:26  <peter1138> crystal ball time again? pomtepom
19:11:15  <Prof_Frink> peter1138! funkysignals!
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19:21:55  <Eddi|zuHause> NEWfunkysignals?
19:22:12  <Prof_Frink> Eddi|zuHause: No, 'cause ottd has no funkysignals
19:22:33  <Eddi|zuHause> but it has to be a newsomthing, everything is a newsomething
19:31:52  <valhallasw> funkysignals? O_o
19:32:34  <Prof_Frink> valhallasw: ttdpatch's routing restrictions
19:32:41  <valhallasw> ah
19:32:52  <peter1138> yes
19:32:55  <peter1138> give it to me
19:33:56  <valhallasw> 'It ensures linear working time, at a huge memory cost' <-- I just love CS
19:34:08  <Prof_Frink> oh, yes, peter1138!
19:34:11  <valhallasw> (recursive-descent parser with backtracking
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19:44:28  <valhallasw> someone here with ideas on how to construct a lexer for a backtracking recursive parser?
19:44:56  <Nickman> someone here know with the Squirrel implementation?
19:45:10  <Nickman> How to register certain functions to it?
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19:48:06  <Rubidium> there's a nice squirrel-export script for that (assuming you want to export functions in src/ai/api)
19:48:14  <Rubidium> to squirrel
19:48:55  <Nickman> yes I do :)
19:49:00  <Nickman> an sh script?
19:49:20  <Rubidium> yes
19:49:26  <Rubidium> with a little bit of awk + sed magic
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19:49:58  <Nickman> do I just execute
19:54:37  <Nickman> I get a core dump :D
19:55:06  <Rubidium> use a proper awk
19:55:11  <Rubidium> i.e. not mawk
19:55:39  <Nickman> ./ line 73:  3063 Segmentation fault      (core dumped) awk -f ${f}.awk ${f} > ${f}.tmp
19:55:53  <Nickman> I just did ./
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19:57:12  <Nickman> how can I check wich one is used and how do I change it?
19:57:32  <Rubidium> awk -h?
19:58:27  <Nickman> I get "mawk" when I do "man awk" :)
19:58:36  <Rubidium> well, then you're screwed
19:58:53  <Nickman> hmmmm, I can't change it?
19:58:57  <Nickman> wich one is a good one?
19:59:12  <Eddi|zuHause> you're on the way to destruction, make your time!
19:59:31  <Nickman> hehe :D
19:59:33  <Rubidium> gawk
19:59:46  <Nickman> I'll take a look around ;)
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19:59:48  <Rubidium> mawk seems to be having trouble with splitting "long" strings
20:00:06  <Nickman> if I suddenly leave,  broke it :D
20:00:10  <Rubidium> but I couldn't care to post a bug report
20:00:19  <Eddi|zuHause> "long" == ">255"?
20:01:29  <Rubidium> rather 512ish
20:01:45  <Eddi|zuHause> strange number...
20:01:59  <Nickman> the ubuntu package manager can install gawk so, let's go for it ;)
20:02:31  <Rubidium> ghehe... when ubuntu can't install gawk you should ditch it very fast
20:02:51  <Nickman> indeed :)
20:03:21  <Nickman> should be done, let's retry
20:03:32  <Red> !players
20:03:38  <Rubidium> Red: 255
20:03:49  <Red> 255?
20:04:13  <Eddi|zuHause> the number before 256 and after 254
20:04:23  <Red> helps when I type into the correct window lol
20:04:27  <Rubidium> Red: rather 112 ;)
20:04:39  <Nickman> it worked ;)
20:04:47  <Eddi|zuHause> you really should've said 42 :)
20:04:57  <Rubidium> @openttd servers
20:04:57  <DorpsGek> Rubidium: Servers online: 143; Running version 0.5.2 (latest): 95; Clients online: 113
20:05:04  <Rubidium> oh, now it's 113 ;)
20:05:38  <Eddi|zuHause> why are there more servers than clients?
20:06:10  <Rubidium> cause about 125 are not used at all
20:07:47  *** glx [] has quit [Ping timeout: 480 seconds]
20:09:06  <Phazorx> what's the difference in client behavior between solo play and being connected to dedicated server?
20:09:29  <Phazorx> to make it even simplier case - ony one player on server
20:09:35  <Rubidium> CTRL-ALT-C opens the cheat menu
20:09:50  <Rubidium> on solo and not when connected to a server
20:10:05  <Phazorx> performance wise?
20:10:05  <Rubidium> and enter opens the chat window when connected and does nothing when not connected
20:10:39  <Rubidium> all commands are delayed a tick
20:10:39  <Prof_Frink> So... When're vi bindings going to be added to openttd?
20:10:46  <Phazorx> my point is - when i log in to server - lag out instantly... and when DL that game and play solo - it works fine
20:11:19  <Rubidium> maybe the server is not paused when your client tries to catch up
20:11:37  <Nickman> Rubidium: what do I change to add my files to the make file?
20:12:03  <Rubidium> and the client can easily lag without getting "real" trouble for a few seconds in solo
20:12:17  <Rubidium> when it (for example) is building up it's YAPF caches
20:12:24  <Rubidium> and I assume you're talking about trunk
20:12:54  <Rubidium> Nickman: grep -R 'ai_vehicle.cpp" .
20:13:00  <Rubidium> Nickman: grep -R 'ai_vehicle.cpp' .
20:13:14  <Rubidium> (don't use two different kinds of quotes, it messes up stuff ;)
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20:28:23  <Nickman> it's still busy :p
20:28:27  <Nickman> stupid laptop...
20:28:55  <Rubidium> then you've ran it in the wrong directory ;)
20:29:13  <Rubidium> do you have IO activity?
20:29:44  <Nickman> I'm running it in the main directory of the svn checkout?
20:29:50  <Nickman> not much...
20:30:24  <Rubidium> then you probably mixed ' and " or forgot to close them (i.e. have an even number of them)
20:30:49  <Nickman> I used this : "grep -R 'ai_vehicle.cpp'"
20:30:54  <Nickman> without the " ofcourse ;)
20:31:23  <Rubidium> that's going to take forever
20:31:34  <Nickman> hehe
20:31:46  <Nickman> so, what do I have to do then? :p
20:31:52  <Rubidium> as it is grepping the input of the console
20:32:04  <Rubidium> the . is important
20:32:07  <Nickman> hehe :D
20:32:10  <Nickman> aaaaah
20:32:14  <Nickman> didn't know that :)
20:32:42  <Nickman> the space too I see :D
20:36:35  <Nickman> the source.list file it is
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20:39:35  <skidd13> !ports
20:39:51  <Eddi|zuHause> !fail
20:39:55  <skidd13> :(
20:39:55  <Eddi|zuHause> !openttd port
20:39:57  <_42_> Eddi|zuHause: OpenTTD uses TCP and UDP port 3979 for server <-> client communication and UDP port 3978 for masterserver (advsertise) communication (outbound)
20:40:15  <skidd13> THX
20:47:05  <Phazorx> Rubidium: yes, trunk or close to it, server is paused on join and i remains paused till later it is manualy unpaused
20:48:05  <Phazorx> with all vehicle stopped it works fine, it is possible to buuld. no visual lag, cpu usega <20%... as soon as action starts to happen it turns into slide show with pegged CPU and eventualy (winting few minutres, looses conenction)
20:48:55  <Phazorx> if at that point of time the map is DLed and seved - it is playbale locally, with spikes to 100% but quite fluient on all other cases with average usage <80%
20:49:17  <Phazorx> i can also start on same PC dedicated server with same map and in unpaused mode usage is 70-80%
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20:49:33  <Rubidium> Phazorx: close to trunk is a useless statement as it tells me absolutely nothing
20:50:14  <Phazorx> 10620, wth yapf caching
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20:52:28  <Rubidium> the game only starts building caches once the vehicles start running
20:53:01  <Phazorx> correct but it doesnt take 5 minutes
20:53:04  <Rubidium> when that takes a while, you are a few frames behind the server and you have to catch up with the server, which makes it go 100%
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20:53:42  <Phazorx> vehicles are stopped when i join
20:53:53  <Phazorx> so cache build gradualy on both server and client i presume?
20:54:18  <Rubidium> you said the that stand alone it spikes at 100% too. When it then takes 300 ms for that frame instead of 30, you basically pause the game for 300 ms and then continue at 30 ms intervals
20:54:43  <Rubidium> when you have that "issue" at the server you are 10 frames behind the server and have to play catchup
20:55:02  <Rubidium> and with 80-90% CPU that means you can catch up a max of 5 ms per frame
20:55:13  <Phazorx> Rubidium: there is a huge visual diffrence between solo and MP, spikes happen on any map actually, cant say what exactly they are related too
20:56:44  <peter1138> when solo, if a frame takes longer than 30ms to run, then so be it
20:56:55  <peter1138> in mp, it has to catch up with the server
20:56:58  <Rubidium> yes, it could be that the client stops blitting for a few frames to catch up with the server faster
20:57:27  <Phazorx> hmm... okay, any idea on what could be happening during the spiek?
20:57:40  <Rubidium> day tick, month tick, year tick
20:57:40  <Phazorx> i mean it is not initial sycn and cache building it is something ongoing
20:58:07  <Phazorx> but it should be regular in solo then as well, rather than ocasional spike?
20:58:28  <Rubidium> depends what is occasional
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20:58:43  <Phazorx> not mroe often than once per minute realtime
20:58:57  <Phazorx> so say once per game month or so?
20:58:59  <Rubidium> Phazorx: so once a month...
20:59:07  <Rubidium> ergo... month ticks
20:59:27  <Rubidium> could be autosave too
20:59:34  <Phazorx> and there is a lot of acitivity that client wont be able to catchup after and will lag forever since?
21:00:12  <Rubidium> I don't get that question
21:00:21  <Rubidium> or you are asking something really really strange
21:00:44  <Rubidium> like: since when is this behaviour of catching up with the server implemented?
21:00:46  <Phazorx> well how much more activity is in day/month/year tick compared to regular?
21:01:01  <Rubidium> that totally depends on the game
21:01:18  <Rubidium> and I never could be bothered to compare it
21:01:27  <Phazorx> hmm... i guess it does, but lost of industrie and vehicles?
21:01:39  <Phazorx> Rubidium: well ball park it
21:01:46  <Phazorx> 10x 100x 1000000x
21:02:31  <Phazorx> cuz by my calculation if it is less than 100x it should recover within 500 ticks on 80% load
21:03:20  <Rubidium> somewhere between 1 and ?
21:03:39  <Phazorx> i cant even profile that :/
21:03:47  <Rubidium> as I said before, I never had the urge to check it
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21:04:16  <Phazorx> is there a top level day/month/year tick function ?
21:04:23  *** Nickman_ is now known as Nickman
21:04:36  <peter1138> no
21:04:42  <peter1138> they're spread around
21:04:51  <Phazorx> PlayersMonthlyLoop ?
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21:06:09  <Phazorx> peter1138: i know in profiling it counts all childs independantly but there is spreadout by time, miliseecond by millisecond in gpro report, i can see how loing it took
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21:14:21  <mario> /leave
21:14:27  <mario> /leave
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21:15:15  <valhallasw> :')
21:19:09  <Wolf01> ...
21:25:48  <Quit> /left !1
21:26:14  <Eddi|zuHause> hä?
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21:27:08  <Wolf01> 'night
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21:37:08  <Progman> is ChangeDirDiff(DIRDIFF_45RIGHT, DIRDIFF_90RIGHT); valid for the compiler and for the game as there is no enum for 45?+90? right?
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21:44:39  <Nickman> when I compile release, can I just copy the executable and the lang map to an existing OTTD folder?
21:51:16  *** Nickman [] has quit [Remote host closed the connection]
21:51:41  <Eddi|zuHause> no, also the data directory is needed
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22:02:28  <ln-> zomfg, man kann bahntv online gucken.
22:06:51  *** lolman [] has quit [Read error: Connection reset by peer]
22:06:52  <Eddi|zuHause> :p
22:09:32  <ln-> one of these videos from the cockpit again..
22:10:32  *** KritiK [] has quit [Quit: Leaving]
22:10:32  <ln-> mehrere überraschungen als in pr0n.
22:11:29  *** TinoM [] has quit [Quit: Verlassend]
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22:53:04  <CIA-1> OpenTTD: richk * r10740 /branches/NewGRF_ports/src/airport.h: [NewGRF_ports] -Change: Order of vars in MovingData struct modified for gcc compilation.
22:54:39  <Bjarni> ln-: URL?
22:55:07  <ln-> Bjarni: mms://
22:56:45  <CIA-1> OpenTTD: richk * r10741 /branches/NewGRF_ports/ (4 files in 2 dirs):
22:56:45  <CIA-1> OpenTTD: [NewGRF_ports] -Feature: Added multiblock import from newgrf. Catchment area (Prop 22) added.
22:56:45  <CIA-1> OpenTTD: rb_airport2.grf : Commuter airport FSM updated to include catchment area, and multiblock lock on pos 0x10 Flying. Will only commence landing if both runway, and inway (pos 14) are clear.
22:59:45  <Bjarni> it's not working :(
23:02:23  <Bjarni> now it started working... I wonder why it took so long
23:02:57  <ln-> they just drove over the long bridge in rendsburg
23:02:59  *** Progman [] has quit [Remote host closed the connection]
23:12:48  <ln-> (seems like Bjarni can't irc and watch a video at the same time)
23:31:58  <CIA-1> OpenTTD: richk * r10742 /branches/NewGRF_ports/src/newgrf.cpp: [NewGRF_ports] -Change: size_x and size_y needed to be stored in FTAClass for correct calculation of Cargo Acceptance.
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23:34:13  <RichK67> hi
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23:36:20  <Mizipzor> hi all :)
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23:47:31  <Mizipzor> can the source be compiled with visual studio 2003?
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23:54:19  <Eddi|zuHause> read the wiki
23:54:51  <Mizipzor> Eddi|zuHause, im doing that now
23:56:29  <Mizipzor> looks like i should opt to install the express edition

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