Log for #openttd on 3rd September 2010:
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00:00:51  <planetmaker> and the problem w/o release: the bug doesn't show ;-)
00:01:30  <Lakie> Heh
00:01:54  <planetmaker> (according to Y3xo who obviously tried)
00:02:54  <glx> yes because memory access in debug are different
00:03:12  <glx> but I know where to put breakpoints
00:03:20  <planetmaker> :-)
00:03:24  <Lakie> Debug includes some memory around allocations to detect memory overwrites
00:04:59  <Lakie> And various other checks release does without.
00:05:36  <glx> 41757992 is indeed -4
00:06:02  <planetmaker> hm. So a clamp is missing
00:06:07  <planetmaker> or a proper cast
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00:17:56  <glx>         10-20    -10    int
00:17:56  <glx>         10-(uint)20    4294967286    unsigned int
00:18:02  <glx> that's nice
00:19:44  <planetmaker> he
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00:26:35  <glx> so when you divide by 2 it's a valid int
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03:21:38  <ln-> ÿßg
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06:54:02  <Mek2> hello, is it possible to set up a dedicated server in a way that when noone is playing in 5 years, then a new game is started?
06:57:09  <Yexo> there are no standard configuration options for that
06:57:18  <Yexo> but of course it's possible when using for example ap+
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07:02:51  <Eddi|zuHause> but you could pause the game if no players are present... then no 5 years will pass...
07:03:43  <Mek2> yes I know about that option
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07:04:03  <Mek2> but people tent not to connect the server when for example, 20 years have passed (even if there are no companies playing)
07:04:06  <Terkhen> good morning
07:04:09  <Mek2> gm
07:04:53  <Mek2> Yexo, what is ap+, pls?
07:05:07  <Yexo> see google
07:05:26  <Yexo> good morning Terkhen
07:05:52  <Yexo> Mek2: but even then it's not a default option, you'll have to code it yourself
07:06:12  <Mek2> understood
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08:45:22  <dihedral> morning
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11:46:14  <ABCRic> Hi everyone
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11:53:41  <ABCRic> Rubidium: any luck on yesterday's issue with the new sprites?
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12:07:55  <ABCRic> hi glx, any luck on yesterday's issue with the new sprites?
12:08:17  <glx> yes I know what happened
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12:30:32  * TrueBrain slaps orudge for not having a backlog of PMs
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12:52:22  <glx> ABCRic: fixed
12:52:31  <CIA-2> OpenTTD: glx * r20722 /trunk/src/statusbar_gui.cpp: -Fix (r20719): signed/unsigned side effect makes a small negative value become a big positive value
12:54:54  <planetmaker> hm... can (int)((uint)a - (unit)b) be negative?
12:55:51  <glx> planetmaker: the problem is ((uint)a -(uint)b)/2
12:56:26  <glx> small negative int -> big uint, /2 -> big int
12:56:53  <planetmaker> so the /2 takes precedence over the cast?
12:57:05  <glx> no the cast takes precedence
12:57:12  <planetmaker> (int)a/2
12:57:18  <glx> but there was no cast ;)
12:57:26  <planetmaker> there's now
12:58:00  <glx> so now it's big uint -> small negative int -> small negative int
12:59:22  <planetmaker> well. my question was what take goes first: ((int)a)/2 or (int)(a/2)
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12:59:31  <planetmaker> the first version would still fail
12:59:42  <glx> it's ((int)a)/2
12:59:57  <glx> and that's why it works
13:00:12  <glx> it was (int)(a/2)
13:00:32  <glx> with 'a' very big
13:02:51  <planetmaker> :-)
13:04:32  <glx> outdated opengfx was a good thing ;)
13:05:39  <planetmaker> yes :-)
13:06:00  <planetmaker> actually an even better thing is the message that people should update ;-)
13:06:17  <planetmaker> but that is / was no bug ;-)
13:06:23  <glx> yes the red box can explain the crash
13:06:31  <glx> even if it should not crash
13:06:58  <glx> but who reads the red boxes ?
13:07:18  <Vitus> I do :P
13:08:00  <planetmaker> Vitus, you must be the odd exception to prove the general rule
13:08:02  <planetmaker> :-)
13:08:11  <Ammler> add a textfield to the redbox and let it only close it the typed text in the box is equal to the message
13:08:21  <planetmaker> :-D
13:08:34  <glx> a captcha in the red box
13:08:38  <Ammler> :-)
13:08:50  <planetmaker> What should I do, if I accidentially switched to arabic and get that message in a translated form?
13:09:23  <glx> just move the box so you can change the language
13:09:44  <glx> it's not a modal box
13:10:00  <planetmaker> oh :-)
13:10:06  <Vitus> Ammler: I still think that most people wouldn't think about what they typed in there :D
13:10:08  <CIA-2> OpenTTD: smatz * r20723 /trunk/config.lib: -Fix: don't define _FORTIFY_SOURCE when not compiling with GCC, other compilers would likely barf on GLIBC code
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13:10:43  <norbert79> Good afternoon everyone
13:10:50  <Vitus> Hello
13:11:01  <norbert79> Hello Vitus
13:12:10  <Vitus> Is Rubidium around? I've got one question about FS#4108.
13:15:36  <norbert79> !seen
13:16:08  <norbert79> Can't get any idle time for him, so maybe he is around
13:16:42  <Belugas> hello
13:16:49  <norbert79> Hello Belugas!
13:16:57  <planetmaker> oh folks. Don't ask whether X or Y is around. Ask the question or keep silent
13:16:57  <Belugas> hello norbert79
13:17:01  <planetmaker> moin Belugas
13:17:10  <norbert79> planetmaker: Sorry pa for waking you ;-)
13:17:15  <Belugas> hello sir planetmaker :)
13:17:32  <planetmaker> I didn't mean you this time, norbert79 :-P
13:17:45  <norbert79> "...this time..." :D
13:19:09  * ABCRic is back from lunch, sees glx fixed the problem, hits UpdateOTTD.bat
13:20:41  <ABCRic> yay! no more crashing! :)
13:21:46  <ABCRic> wow. OpenTTD sure runs fast if full animations and detail are turned off
13:22:09  <Vitus> Full animations are the key thing here
13:22:24  <ABCRic> at least 5x the speed
13:22:33  <Vitus> Likely more :)
13:22:55  <glx> not noticeable when not in fast forward
13:22:56  <Vitus> (if you are talking about FF, of course)
13:23:51  <CIA-2> OpenTTD: smatz * r20724 /trunk/config.lib: -Fix: debug builds with LTO enabled didn't have debug information and were not optimised at all, causing many compile-time warnings
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13:24:40  * ABCRic is trying to betterize his script so it updates OpenGFX as well
13:25:00  <planetmaker> the link to the latest nightly is kinda fixed
13:25:05  <ABCRic> and I will *try* to avoid all the questions this time. :)
13:25:08  <Vitus> Betterize, what a strange word.
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13:26:32  * r0b0tb0y sugests the word improve to ABCRic
13:26:38  <norbert79> Damn, I just didn't know, that my initiative would be such a failure... No reaction from the hungarian side at all, mainly it seem they don't care at all... :S
13:27:34  <ABCRic> r0b0tb0y: I like to make up new words :D
13:28:09  <planetmaker> norbert79, do yo expect zillion replies in like 24h?
13:28:29  <planetmaker> Many people are not around on a daily basis
13:28:41  <norbert79> No, but at least 1 from those, who are also very active on the forums...
13:28:50  <planetmaker> And it's not like the number of Hungarians is uncountable which roam the forum ;-)
13:29:31  <norbert79> planetmaker: Hey, You were very active :)
13:30:14  <planetmaker> but I've nothing to do with any of the addressed newgrfs
13:30:22  * r0b0tb0y wonders if there are more Japanese or other Asian's on here/TT-F than Australians
13:30:50  <planetmaker> my bet would be that not, r0b0tb0y
13:31:15  <r0b0tb0y> of course I'm only interested in active users
13:35:10  <norbert79> planetmaker: Well, my plan is more like creating GRF-s with all the graphics and ideas what the guys at have created so far, or create new ones, but instead of having 50-100 sepereate GRF's they would be only 5 using big categories
13:35:57  <norbert79> Like they have created one GRF for some changes in the roads, one for one type of building, etc... I want to collect all these and releasse it as the TTR GRF
13:36:16  <norbert79> (Total Town Replacement)
13:36:29  <planetmaker> well. you might not want to call it TTR
13:36:38  <norbert79> More like HTTR of course
13:36:46  <planetmaker> but yes. If the licenses of the sprites allow, you can just do that.
13:37:03  <norbert79> thats the plan, thats why the entry, and the open question :)
13:37:10  <planetmaker> And... asking whether X is a good idea usually does not yield useful answers anyway
13:37:17  <planetmaker> Either it gets done. Or it doesn't
13:37:39  <norbert79> True, maybe I am too much used to organized enviroments...
13:37:45  <planetmaker> Asking for licenses is better done by directly writing to the people who did the stuff than an open forum poll / thread
13:39:19  <norbert79> good idea, though like with the Ikarus Set I wanted to build up a communication 'channel' so we will not work in paralell, but more like transferring the results directly to the bigger project
13:39:44  <planetmaker> forums are littered with "I want to do great stuff, please contribute" and "it would be a nice idea, if *someone* would..." ;-)
13:39:58  <planetmaker> The 'big' project will gain momentum if *someone* actually starts it.
13:40:04  <planetmaker> I'm sure of that :-)
13:40:36  <norbert79> This is weird you know, because in multinational companies it's just the opposite
13:40:49  <planetmaker> But this isn't.
13:40:53  <norbert79> normally they just start something without asking first, they create something and end up wioth a pile of crap
13:41:02  <planetmaker> Everything lives from *someone* doing what s/he things would be nice
13:41:03  <norbert79> and here you have to start with it first :)
13:41:25  <norbert79> In big companies it's just totally the oppoisite :)
13:41:31  <planetmaker> maybe :-)
13:42:10  <planetmaker> The only thing you need to really take care of: before you publish anything, make sure you may use the sprites you used. Either by the license or by explicit agreement of the artists
13:42:18  <norbert79> I know I know
13:42:21  <norbert79> Thank you though
13:42:49  <norbert79> I am way informed about that, actually partially I have to deal with these like license on a daily basis
13:42:52  * r0b0tb0y is looking forward to his roadtrip on a bus tomorrow
13:43:30  * ABCRic 's TortoiseHG isn't working so well, needs upgrade to cheetahHG
13:43:57  <norbert79> planetmaker: (I prefer Common Creatives, but for this one I think I will use GPL3)
13:45:34  <planetmaker> CC licenses are also cool. When I use GPL I still prefer v2 as it's compatible with OpenTTD :-)
13:46:01  <planetmaker> ---> either CC-BY or GPL v2 for my. Maybe CDDL.
13:46:09  <norbert79> Hmm, I think GPL 3 is still compatible as it's just a bit more advanced, yet for simplicity I would use GPL 2 then, just not making things more complicated
13:46:12  <planetmaker> s/my/me/
13:46:34  <planetmaker> IIRC the free software association has some issues with GPL v3
13:46:44  <norbert79> I thought those have been resolved by now
13:48:15  <planetmaker> I don't know. Maybe.
13:48:43  <planetmaker> I didn't follow that too closely lately as I'm content with my licenses
13:48:54  <norbert79> never mind, I have nothing in my hands yet, so I think I will spend more time on this when it's time :)
13:49:01  <planetmaker> :-)
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13:49:21  <planetmaker> the only important thing really is IMHO: allow derivatives and modifications
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13:49:49  <norbert79> Sure, that's the minimum
13:49:55  <norbert79> and I will also share all the sources too
13:50:34  <ABCRic> curse the MSVS Express registration system
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13:53:08  <ABCRic> I like it how they put the tutorials on the home page though. Open MSVB and it'll show some links to tutorials on how to make some programs... It's a good start :)
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14:14:18  <CIA-2> OpenTTD: smatz * r20725 /trunk/config.lib: -Codechange: simplify make_compiler_cflags
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14:37:06  <robotboy> gnight
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14:38:52  <norbert79> Good night robotboy
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15:20:34  <norbert79> planetmaker: Does NML come as Linux binary only?
15:20:53  <planetmaker> it's a python module
15:20:59  <planetmaker> that's OS independent
15:21:08  <norbert79> Nice, thank you
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15:21:38  <planetmaker> nmlc is a bash script, though, IIRC
15:21:45  <planetmaker> so that might need mingw or msys
15:21:51  <planetmaker> or cygwin
15:22:05  <planetmaker> But there might be written possibly a batch file, too
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15:22:55  <norbert79> I am thinking about just installing cygwin then... Does it require a GUI?
15:23:37  <planetmaker> hm... it basically is a wrapper which calls the main nml file
15:23:44  <planetmaker> that could be written as a bat file, too
15:23:51  <planetmaker> no, it's a non-gui thing
15:24:07  <ccfreak2k> The installer uses a GUI.
15:24:17  <planetmaker> might be. But not for me ;-)
15:25:26  <norbert79> I have collected some materials for the GRF, I am quite curious how well I am able to handle this... I am planning going for an easy way and starting with a plain building first
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15:26:00  <norbert79> I think I am gonna build a flat/condo first, hungarian style :)
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15:28:28  <planetmaker> he, yeah. Fancy things are not yet supported for houses in NML anyway
15:28:54  <planetmaker> It's missing the action2 variables so far
15:29:10  <norbert79> I think I will still go for the hard way, and go from scratch
15:29:36  <norbert79> this is the same way I learned BUILD for Duke 3D too :)
15:29:37  <planetmaker> if you do it in nml, you need to write (at least the code) from scratch anyway
15:30:50  <planetmaker> you shouldn't use NML for houses, if you imediately need variable access. Like "use snowy version, if snow" or "use this version, if date < 1930"
15:31:14  <norbert79> nah I think I will go for basic
15:31:20  <norbert79> NML would be more useful later on
15:31:25  <planetmaker> Just defining houses should work
15:31:31  <planetmaker> what is 'basic'?
15:31:47  <Yexo> planetmaker: that's still possible, using var[number] syntax
15:31:48  <norbert79> Understanding the standard, decompiling some stuff
15:32:00  <norbert79> and first creating the graphics :)
15:32:12  <planetmaker> norbert79: that's... not useful to try to understand the de-compiled NFO
15:32:23  <planetmaker> drawing graphics is, though
15:32:48  <planetmaker> because the de-compiled grf is un-commented nfo which has nothing to do with how NML would allow you to work
15:33:01  <planetmaker> Yexo: interesting :-)
15:33:05  <norbert79> Thats why I am not planning using NML from start :)
15:33:17  <norbert79> Need to understand first how a GRF file works
15:33:42  <planetmaker> well... you define the properties. And you associate graphics
15:33:55  <planetmaker> The latter can be done in a nearly arbitrarily conditional way
15:34:05  <norbert79> yeah, same like BUILD works... You attach vectors and define the textures ;-)
15:34:13  <norbert79> it needs time
15:34:18  <planetmaker> (and properties can be changed depending upon them, too. At least some)
15:40:28  <dihedral> \o/
15:40:33  <dihedral> my new phone just arrived :-)
15:40:38  <dihedral> htc desire (LCD)
15:40:45  <dihedral> android 2.2 :-)
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15:41:05  <ccfreak2k> I created a very nice form in Visual Studio.
15:41:17  <ccfreak2k> Then I realized I have NO idea of how to actually use it in C++ code.
15:41:42  <ccfreak2k> I mean, I could probably do it in Qt because it's event-driven.
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15:43:22  <ABCRic> you could always try doing it using Visual Basic...
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15:45:56  <ccfreak2k> I could use VB.NET actually yes.
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15:53:09  <norbert79> have to rush, bye everyone!
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16:05:02  <glx> ccfreak2k: just do it in C# :)
16:05:22  <ccfreak2k> That would be, like, the same thing.
16:05:55  <ccfreak2k> Qt would be advantageous because it's event-driven AND somewhat portable.
16:06:16  <glx> windows is event driven too
16:06:17  <ccfreak2k> Qexcept QI Qhave Qto Quse QQt's Qclasses.
16:06:27  <avdg> but less portable
16:06:29  <Lakie> Well, Qt is more portable than .net but both wpf/winforms and qt are event driven by nature
16:06:38  <ccfreak2k> Also I'm not familiar with win32 -at all-.
16:07:03  <glx> all win32 stuff is hidden with .net :)
16:07:12  <Lakie> Well, the majority of it. :)
16:07:15  <glx> no need to know windows deeply
16:07:26  <ccfreak2k> glx, I'm aware of that, as I've used VB.NET.
16:09:33  <glx> the other option for portable stuff is wxwidgets
16:10:06  <ccfreak2k> I tried that. I really hated it.
16:10:47  <ccfreak2k> Really this project is probably best done in Java, but Java ain't my cup 'o tea.
16:11:28  <Lakie> I assume mono (is that the one) isn't quite upto speed with .net 3.5 yet? :(
16:13:18  <ccfreak2k> Mono is the one, but I'd rather not rely on it.
16:13:51  <Lakie> Well obviously native is better, but it depends on the platforms you need really.
16:15:58  * Lakie kind of only touched J2Me which he wasn't all that fond of.
16:17:37  <Eddi|zuHause> how much could possibly break if the "full animation" setting did actually affect all animation (e.g. newgrf callbacks), not just palette animation?
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16:19:56  <Lakie> Ah, that answers a small question I had, I was wondering if my object animations should be subject to that switch the other day...
16:21:01  <frosch123> Eddi|zuHause: it would only desync, nothing to bother :p
16:21:55  <Eddi|zuHause> frosch123: i just remember back when i last tested ECS, it was extremely slow...
16:22:13  <frosch123> that is due to the animation frame length callback
16:22:48  <frosch123> if you want to fix that, add a property to define a granularity for it, so it does not need calling every tick
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16:23:36  <Eddi|zuHause> i don't think i'll use ECS again any time soon...
16:23:51  <frosch123> i.e. currently if that callback is enabled every animated tile calls a callback every tick, whether the frame is finished. change that to (tick % some_granularity == 0)
16:24:54  <frosch123> <- 40 million frame-length callbacks on 2kx2k map
16:25:55  <frosch123> + per month
16:26:19  <Lakie> Sounds not so great for performance...
16:26:33  <Lakie> Does it not say in most specs use it very sparingly?
16:26:39  <frosch123> yup, the frame-length callbacks are the most troublesome ones :)
16:28:32  <frosch123> @calc 41097010 / 31 / 74
16:28:32  <DorpsGek> frosch123: 17915
16:28:47  <frosch123> 18000 animated industry tiles
16:29:01  <frosch123> though recent ottd place less industries on map creation than back in 2008
16:30:43  <Lakie> Depends on how many of those use the callback though
16:30:58  <frosch123> well, 18000 using the callback :p
16:31:12  <frosch123> no idea how many other animated tiles there are :)
16:31:23  <Lakie> Hehe, okies
16:31:45  <Lakie> How long does the average callback take to process?
16:32:14  <frosch123> no idea
16:32:27  <Eddi|zuHause> hm... was r20506 considered for backporting?
16:32:47  <frosch123> unlikely
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16:36:45  <Eddi|zuHause> does that need a savegame bump?
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16:37:53  <fjb> Moin
16:38:04  <Eddi|zuHause> i think it would be worthwile to try to backport it...
16:38:29  <Yexo> it doesn't need a savegame bump
16:38:39  <Yexo> but it doesn't fix a bug either, it's more a small feature
16:38:49  <Yexo> which could be backported, but imo it's not that important
16:40:25  <Eddi|zuHause> imho it is a bug...
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17:30:59  <SmatZ> hello zachanima
17:31:25  <SmatZ> @seen zachanima
17:31:25  <DorpsGek> SmatZ: zachanima was last seen in #openttd 6 weeks, 3 days, 18 hours, 6 minutes, and 55 seconds ago: <zachanima> I travel a lot more than I can afford ^^;;
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17:34:03  <zachanima> hmm
17:34:10  <zachanima> I'm here
17:34:20  <zachanima> I just don't talk a lot
17:34:50  * OwenS thinks DorpsGek needs to learn about who's online
17:34:52  <OwenS> silly supybot...
17:35:27  <avdg> maybe his name tells a lot about him :p
17:36:41  <avdg> dorp -> town gek -> crazy
17:37:13  <glx> it's more village idiot
17:37:38  <avdg> yeah, idiot is a better translation
17:39:25  <zachanima> also anyone reading 'town crazy' would think 'village idiot' anyway
17:39:39  <zachanima> except crazy not in any way implying idiocy
17:39:46  <zachanima> s/crazy/craziness
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17:45:55  <CIA-2> OpenTTD: translators * r20726 /trunk/src/lang/ (9 files): (log message trimmed)
17:45:55  <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
17:45:55  <CIA-2> OpenTTD: belarusian - 5 changes by KorneySan
17:45:55  <CIA-2> OpenTTD: finnish - 2 changes by jpx_
17:45:55  <CIA-2> OpenTTD: french - 4 changes by glx
17:45:55  <CIA-2> OpenTTD: italian - 4 changes by lorenzodv
17:45:55  <CIA-2> OpenTTD: korean - 2 changes by junho2813
17:46:43  <Eddi|zuHause> hm... i have no idea why, but 2D games in wine seem to be extremely slow...
17:46:59  <avdg> wine itsself?
17:47:41  <Eddi|zuHause> "wine itself" isn't doing much, it just provides some general API mapping
17:47:52  <Eddi|zuHause> it's not an emulator, after all
17:47:58  <avdg> I know, but it replaces libraries
17:48:00  <Eddi|zuHause> the game code does run native...
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17:49:56  <Eddi|zuHause> and when 15 year old games run slower than 3 year old ones, something seems wrong
17:50:16  <avdg> :p
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17:52:24  <fjb> The games are old and can not go faster any more. Give them a wheel chair.
17:55:42  <ABCRic> Or sell all the trains and buy some MagLevs :P
17:57:36  <avdg> hmm, doesn't maglevs boost the production a lot? :p
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18:01:03  <Lakie> Not nessarily
18:01:24  <Lakie> They just increase the servicing ratings which can lead to better production
18:06:44  <Eddi|zuHause> wow... the sky just looks so surreal...
18:06:58  <Eddi|zuHause> the clouds are red and black, it looks like lava
18:07:15  <avdg> sunset?
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18:07:59  * Prof_Frink moves the sky sideways
18:08:02  <avdg> I know that red and orange color at sunset means the sky is 'cold'
18:08:16  <avdg> just heared from somewhere :p
18:08:52  <Prof_Frink> Red sky at night, shepherd's delight.
18:08:57  <avdg> like this?
18:10:25  <Eddi|zuHause> the sky is blue, the clouds are red
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18:10:53  <Eddi|zuHause> the clouds that are not near the sun anymore are black
18:11:17  <Eddi|zuHause> and there was a cloud that was on the edge, that was red and black mixed...
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18:19:06  <ccfreak2k> I really hate Qt Creator's insistance on snapping widgets to the grid.
18:19:24  <ccfreak2k> It's in stark contrast to how Visual Studio will snap to various cardinal points of other widgets and the window.
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18:21:29  <ABCRic> could anyone tell how the heck can I compile OpenGFX?
18:21:46  <ABCRic> It seems the guide doesn't exactly specify *how* to do it.
18:21:58  <Alberth> type 'make' ?
18:22:02  <Eddi|zuHause> ABCRic: you mean type "make?
18:22:05  <Alberth> or is there not a Makefile?
18:22:13  <ABCRic> erm, there is.
18:22:26  <ABCRic> but if I type make, it just returns an error.
18:22:48  <zachanima> configure?
18:22:54  <Alberth> something along the lines of 'you don't have grfcodec'?
18:23:01  <Eddi|zuHause> "an error" is a really helpful description
18:23:23  <ABCRic> it syas: make: *** No rule to make target 'opengfx.obg', needed by 'all'. Stop.
18:24:43  <Eddi|zuHause> that doesn't sound right...
18:24:55  <ABCRic> other than that, everything on Makefile.local is commented.
18:24:57  <Eddi|zuHause> you sure you extracted it correctly?
18:25:10  <ABCRic> the guide just said to uncomment INSTALLDIR =
18:26:10  <ABCRic> extracted? I didn't extract anything. I'm trying to set it up so it compiles and installs using a bat file, like I did with OpenTTD itself.
18:26:15  <Alberth> Makefile.local is for customizing for your local system
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18:28:52  <Eddi|zuHause> ABCRic: replace "extract" with "download" or "checkout" ad libitum
18:30:10  <ABCRic> Eddi|zuHause: *where*?
18:30:15  <Alberth> Eddi|zuHause:  'clone' with hg :)
18:31:00  <Alberth>
18:31:36  <Eddi|zuHause> hm... furry thing that makes *miau* needs attention
18:32:08  <Belugas> kitty kitty kitty kitty!
18:32:39  <ABCRic> I already cloned the repository, installed/extracted MinGW, MSYS, TortoiseHg, grfcodec, NFORenum, etc. etc.
18:33:12  <ABCRic> I don't get the last part of what's here though:
18:33:42  <ABCRic> I couldn't find any ".renum" directory
18:34:18  <Eddi|zuHause> directories starting with . are usually hidden
18:34:39  <ABCRic> Show hidden files and directories is enabled.
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18:35:17  <Eddi|zuHause> then i can't help you anymore
18:35:32  <ABCRic> :(
18:36:27  <Eddi|zuHause> i have neither windows nor opengfx...
18:36:46  <Lakie> You might find .renum under the user folder
18:37:07  <ABCRic> Lakie: On windows?
18:37:15  <Lakie> aye
18:37:24  <ABCRic> it's not there
18:37:33  <Lakie> It depends on various factors of working directory though
18:37:41  <ABCRic> searched for it, manually and through search.
18:37:52  <Eddi|zuHause> hm... furry thing that doesn't make *miau* anymore fell asleep on my arm...
18:38:00  <Eddi|zuHause> how do i reach the mouse now?
18:38:08  <ABCRic> shhhh!
18:38:21  <ABCRic> don't mention the mouse!
18:38:28  <ABCRic> or furry thing will no longer be asleep
18:38:58  <Eddi|zuHause> it's a mouse of little interest to furry thing
18:39:12  <Eddi|zuHause> it's too big and doesn't have a tail
18:39:18  <Alberth> we used to have such a furry thing that only cared very much about 'fish'
18:39:18  <Lakie> When you run Renum it doesn't say anything like "Created .nforenum directory in C:\Users\Lakie."?
18:39:49  <ABCRic> nope, nothing
18:40:32  <ABCRic> says NFORenum 4.0.0 - Copyright 2004-2010 Dale McCoy.
18:40:41  <ABCRic> Processing from standard input.
18:41:06  <Eddi|zuHause> well, occasionally we have dead things laid out on the floor...
18:42:32  <Lakie> Have you tried .nforenum rather than .renum in your searches, ABCRic?
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18:43:04  <ABCRic> no, but will do.
18:44:41  <APTX> I want to play around with OpenTTDs pathfinding algorithms, for a school project. Does OpenTTD have some debug code for paths/measuring performance? Any general hints about working on this part of the game?
18:51:08  <Eddi|zuHause> APTX: the pathfinder internals was coded by a template-guru who came here a few years ago and nobody really understands that code ;)
18:51:37  <APTX> I don't really mind templates
18:51:52  <Eddi|zuHause> no, he _REALLY_ was a guru ;)
18:52:39  <APTX> I want to play around with the algorithms for ships, as rail/road has all the complex segmentation of tracks
18:52:42  <Eddi|zuHause> APTX: look in the sources under src/yapf/*
18:52:53  <Eddi|zuHause> and don't blame me if you end up in a mental hospital ;)
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18:53:04  <APTX> ... ok
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18:53:34  <Eddi|zuHause> the original ship pathfinder might be easier to grasp
18:53:37  <APTX> so... is there any debugging code for that you (or anyone else) knows of?
18:54:16  <ABCRic> Lakie: no dice. Additionally, Error 666 occurred while attempting to search the entire C: drive.
18:54:24  <Eddi|zuHause> i'm sure it has debug output, check "debug_level" in the ingame console
18:54:28  <Lakie> Heh
18:54:38  <ABCRic> being error code 666 a full system freeze...
18:54:54  <Lakie> ...
18:54:59  <APTX> Eddi|zuHause: thanks, I'll be looking into it
18:55:02  <ABCRic> except for the mouse cursor, of course.
18:55:17  <ABCRic> I hate when everything freezes, *except* the mouse cursor.
18:55:39  <Eddi|zuHause> ABCRic: might be a faulty hard drive
18:55:46  <yorick> ABCRic: or might be windows
18:55:59  <ABCRic> my bet is on Windows...
18:56:12  <SteelSide_> +1
18:56:39  <SteelSide_> btw, why is the original pathfinder set as default for ships? I haven't changed it but I was curious..
18:56:41  <ABCRic> or a virus, but I doubt that.
18:56:54  <Eddi|zuHause> SteelSide_: performance issues
18:56:57  <SteelSide_> cause my ships behave odd unless I plant buoys
18:56:58  <ABCRic> SteelSide_: it's apparently better than the other ones
18:57:00  <yorick> SteelSide_: because the other pathfinders suck on ships
18:57:06  <SteelSide_> k :p
18:57:23  <ABCRic> well, actually, I usually change the ship pathfinder to NPF.
18:57:29  <yorick> someone made a region-yapf...but that was discontinued
18:57:39  <ABCRic> 'cos I only use a few ships :D
18:57:50  <yorick> ABCRic: yapf is probably in all ways better than npf
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18:57:53  <yorick> including ship-performance
18:57:58  <APTX> Isn't it because all others are slow for ships?
18:57:58  <Eddi|zuHause> SteelSide_: the YAPF was optimised for rails, where large stretches without any branches appear, but on water practically every tile is a branch, and thus the search-space explodes
18:58:17  <Eddi|zuHause> yorick: there was no NPF for ships
18:58:28  <yorick> hmmm
18:58:40  <SteelSide_> ah
18:58:41  <APTX> <Eddi|zuHause> SteelSide_: the YAPF was optimised for rails, where large stretches without any branches appear, but on water practically every tile is a branch, and thus the search-space explodes <- exactly what I want to play with really
18:58:55  <SteelSide_> by the way is there any idea of implementing signals for roads?
18:58:56  <yorick> APTX: it's at src/yapf/*
18:59:13  <yorick> SteelSide_: there is a traffic lights patch
18:59:18  <yorick> /was
18:59:20  <ABCRic> actually, yorick, for ships, the original pathfinder is recommended, NPF says nothing and YAPF is not recommended
18:59:24  <ABCRic> game says so
18:59:25  <Eddi|zuHause> SteelSide_: there are plenty of ideas, but not all of them make sense
18:59:30  <yorick> ABCRic: who do you think recommended it
18:59:33  * yorick points at yorick
18:59:38  <SteelSide_> yeah ok
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19:00:04  <ABCRic> so NPF is obviously better than YAPF for ships.
19:00:07  <SteelSide_> I was just thinking that rails got this bunch of signals (thou no non-hack way of creating a priority mainline.. hmmm!) and roads haven one
19:00:11  <SteelSide_> have* none*
19:00:13  <yorick> ABCRic: apparently I changed my mind on that
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19:06:17  <andythenorth> hi hi
19:06:26  <yorick> hi
19:08:44  <Alberth> SteelSide_: trucks don't even collide
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19:09:16  <ABCRic> meh. I still think we need waypoints for roads.
19:09:31  <Yexo> ABCRic: if you're interested in pathfinding you could also take a look at some ai code, finding a new rail/road route has the same exploding search tree as the ship pathfinder
19:09:59  <Yexo> you can build a drive-through road stop and use non-stop orders
19:10:16  <Alberth> good suggestion
19:10:32  <ABCRic> Yexo: I would look at the code, but I probably wouldn't understand it :/
19:10:51  <Yexo> I'm quite certain it's easier to understand than yapf :p
19:11:13  <Yexo> oh, sorry, I mixed up you and APTX
19:11:14  <ABCRic> I know I can build a station, but that's like building a rail station instead of a rail waypoint.
19:11:41  <APTX> huh
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19:11:54  <Yexo> ABCRic: well, some people (*couch*mb*couch*) keep saying that a rail waypoint is a rail station
19:12:07  <Yexo> APTX: about the pathfinding, read a bit up
19:12:25  <Yexo> <APTX> <Eddi|zuHause> SteelSide_: the YAPF was optimised for rails, where large stretches without any branches appear, but on water practically every tile is a branch, and thus the search-space explodes <- exactly what I want to play with really
19:12:33  <Yexo> <Yexo> if you're interested in pathfinding you could also take a look at some ai code, finding a new rail/road route has the same exploding search tree as the ship pathfinder
19:12:57  <ABCRic> Yexo: huh?
19:13:17  <APTX> Yexo: thanks!
19:13:18  <ABCRic> a waypoint... is a station? that makes no sense!
19:13:33  <Yexo> in a newgrf a rail waypoint is coded the same as a station (it has the special station class "WAYP")
19:14:04  <Yexo> and I think (not really sure) that in ttdpatch there is no difference when building them either
19:14:42  <ABCRic> but afaik, trains cannot stop at waypoints
19:14:49  <Alberth> I once heard that you can reduce the search space explosion by sorting yet-to-do tiles on nearest to the target
19:15:04  <ABCRic> as such, they cannot un/load cargo there
19:15:08  <Alberth> I did not have the chance to test that idea
19:15:26  <Yexo> Alberth: welcome to A* :)
19:15:52  <Yexo> the NoAI pathfinder libraries, NPF and YAPF already do that
19:16:05  <Alberth> A* fails on large spaces where all distances are equal
19:16:15  <SmatZ> "nearest to the target" = guessed nearest to target
19:16:31  <Yexo> of course, otherwise you'd already know a path :)
19:16:35  <SmatZ> hehe :)
19:16:43  <SmatZ> that would be too easy ;0
19:17:15  <Yexo> Alberth: I don't get that, it doesn't matter if all distances are equal
19:17:30  <Alberth> no, that is the primary ordering. Within the smallest distance of those, the nearest to the target, without taking obstacles into account
19:17:44  <Yexo> A* takes a long time if the best path is far from the guessed best path (ie you can't go in a straight line, but have to take a long detour)
19:18:39  <Alberth> I'd expect that yes
19:19:10  <Yexo> I'm still not sure what you mean with "Within the smallest distance of those, the nearest to the target, without taking obstacles into account"
19:19:55  <Alberth> you have a set of positions that are most promising (in the sum of traveled + estimation to target)
19:20:07  <Yexo> if you sort by guessed distance from target rather than by (distance so far + guessed distance from target) you'll indeed find a path sooner
19:20:18  <Yexo> but then the path you find is not always optimal
19:20:54  <Alberth> within that set, you take a position closest to the target without taking obstacles into account
19:21:06  <Yexo> ah, ok
19:23:14  <Yexo> that does require quite some extra bookkeeping
19:23:43  <Yexo> depending on how you store the open list
19:24:35  <Alberth> no argument there :)
19:28:23  <APTX> <Alberth> you have a set of positions that are most promising (in the sum of traveled + estimation to target) <- actually it does, depending on the estimation to target
19:28:57  <Alberth> ?
19:29:06  <SmatZ> Alberth: feel free to code YAPF2 :)
19:29:30  <APTX> there are rules the heuristic needs to comply for A* to return an optimal path
19:29:44  <Alberth> First I need to discover why my save/load change causes a crash :(
19:31:00  <Alberth> APTX: I know, I have read and programmed the algorithm too (but not in openttd)   :)
19:31:44  <Alberth> unfortunately, before I knew about min heap :)
19:32:24  <ABCRic> SmatZ: you gotta give a better name. something like APFFL
19:32:36  <SmatZ> :)
19:32:41  <ABCRic> Another PathFinder For the List
19:32:54  <SmatZ> ABCRic: ah... I thought A is for Alberth's
19:33:11  <ABCRic> and it's pronounced apfle, which means something in german...
19:33:20  <SmatZ> :)
19:33:27  <ABCRic> pie, or something like that :P
19:33:38  <ABCRic> or was it apple?
19:33:45  <Alberth> apple
19:34:40  <Alberth> I was more thinking about ONNANPF
19:34:54  <Alberth> Oh No, Not Another New Path Finder
19:34:55  <ABCRic> ah, yes, I remember now. I saw it on a restaurant's dessert menu: apfle shtrudel mit ice und schokoladen sauce <-- completely sloppy german
19:34:57  <SmatZ> that's sounds... umm.... :)
19:35:00  <SmatZ> :D
19:35:03  <ABCRic> xD
19:35:39  <ABCRic> basically, it was apple pie with ice cream and chocolate sauce.
19:35:45  <Rubidium> nah, NoPF would be more appropriate
19:36:01  <Alberth> only if written in Squirrel
19:36:04  <ABCRic> oooh, that sounds like a great idea!
19:36:26  <ABCRic> vehicles moving around completely ignoring their orders :D
19:36:41  <APTX> This code doesn't look so bad
19:37:09  <Rubidium> Alberth: NoAI is technically the API only :)
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19:44:09  <Eddi|zuHause> you might be able to cut down pathfinder time if you go simultaneously from the target backwards, as from the source forward
19:44:26  <Eddi|zuHause> but un planar graphs, this effect might be lower
19:45:44  <Eddi|zuHause> on "random" graphs this might cut down time by the order of sqrt(n), on planar graphs it might be n/2
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19:47:26  <Rubidium> but... it's basically a random graph :)
19:48:29  <Eddi|zuHause> the distribution of bridges and tunnels might not be random enough for this effect ;)
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19:49:33  <APTX> in practice, it's less efficient than it sounds as you're not sure which node is the one that would connect the paths
19:50:00  <Eddi|zuHause> one approach to ship pathfinding might be to partition the water into convex clusters
19:50:24  * avdg wants to think too :)
19:50:45  * avdg just thinks about fitting rectangles
19:50:49  <Eddi|zuHause> within one convex cluster, pathfinding is a straight line
19:50:50  <SmatZ> Eddi|zuHause: yeah, I was thinking about that idea
19:50:54  <SmatZ> but never implemented it
19:51:27  <Eddi|zuHause> a few years back i have seen a screenshot by someone who tried to distribute buoys over the map like that
19:51:46  <StefanR> Hey guys i get an error while i compile openntd in 64bit with MSVC++ 2010. The Error: error C2061: Syntaxfehler: Bezeichner '__RPC__out_xcount_part'. Could someone help me?
19:51:49  <Eddi|zuHause> not sure how far that was from a proper implementation, or who it was
19:52:15  * avdg is hungry...
19:52:19  <Rubidium> StefanR: what version of OpenTTD?
19:52:32  <StefanR> the stable version
19:52:42  <StefanR> the code of the stable version
19:53:07  <Rubidium> that doesn't have a MSVC 2010 project file and its conversion doesn't quite work
19:53:38  <Rubidium> having said that, __RPC__out_xcount_part isn't anywhere in OpenTTD's source code
19:54:31  <StefanR> maybe it's better with the full error :P. ---> >C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Include\objidl.h(11280): error C2061: Syntaxfehler: Bezeichner '__RPC__out_xcount_part'
19:55:09  <Rubidium> so there's something fishy with Windows' SDK
19:55:17  <Rubidium> (no clue how to solve that though)
19:55:27  <StefanR> ^^
19:55:37  <APTX> I don't see the benefit from most of the yapf templates, but it looks pretty neat
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19:56:28  <michi_cc> APTX: Without the templates you'd need virtual methods which can't be inlined.
19:57:42  <Eddi|zuHause> APTX: let's say it's about a factor of 10-20 faster than NPF, while the algorithm is basically the same, NPF is using objects/pointers, while YAPF is using templates
19:57:50  <SmatZ> the more work for compiler, the faster run :)
19:58:26  <SmatZ> however, recent gcc is able to de-virtualize methods while compiling in whole-program mode (lto)
19:58:39  <SmatZ> I haven't had a look at it yet though...
19:58:56  <ABCRic> and the faster OpenTTD runs, the happier people will be :D
19:59:24  <SmatZ> indeed - reminds me of one patch at tt-forums thread :)
19:59:27  <SmatZ> *in a
19:59:34  <APTX> it's not like I'm questioning it doesn't help... I'm wondering how I could fit an algorithm in that doens't use any of the yapf structures
20:01:55  <Rubidium> hook it in the vehicle code, i.e. there were the "split" between yapf, npf and old is done
20:02:54  <APTX> Thanks, that's very useful
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20:11:53  <Vitus> Rubidium: Thanks for clearing up FS#4108. I've got one last question, though. Lowering the terrain actually causes some graphical glitches (, is this mistake in NewGRF, too?
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20:12:27  <Vitus> The actual terrain change:
20:14:21  <Lakie> I suspect thats more of again an autoslope not being disabled problem
20:15:18  <Lakie> As I think it uses do-not-draw-foundations
20:15:43  <Rubidium> yup, that's basically the NewGRF's fault
20:15:47  <Lakie> Which means it draws at the lowest tile's corner height, hense the issue
20:16:06  <Vitus> Alright, thank you very much Lake and Rubidium :)
20:16:10  <Rubidium> though... that brings me to the question: what does TTDP do when the disable autoslope callback is enabled but missing?
20:16:10  <Vitus> *Lakie
20:16:24  <Lakie> Hmm... good question
20:16:32  <Rubidium> in OpenTTD it will allow autoslope as it's implemented that way for industries as well
20:16:47  <Lakie> My from understanding it'll just do whatever houses / industries do
20:17:02  <Lakie> From my*
20:17:22  <Lakie> As the callback handling is the same wrapper used by both
20:17:25  <Lakie> ^_^
20:19:03  <Lakie> (Allows autoslope if callback is missing)
20:19:31  <Rubidium> lovely... in-sync behaviour!
20:20:21  <Lakie> Yup
20:20:55  <avdg> asm :)
20:21:13  * Lakie is half expecting someone to ask why rv's don't drive on the road the object uses...
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20:22:26  <Rubidium> "because wally forgot to draw the army people blocking it because there might be a terrorist threat and as such this high vulnerability target must be secured"
20:22:35  <Lakie> Heh
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20:32:49  <CIA-2> OpenTTD: yexo * r20727 /trunk/src/settings_gui.cpp: -Fix [FS#4106]: compilation with --disable-ai was broken (cirdan)
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20:46:09  <Eddi|zuHause> * Lakie is half expecting someone to ask why rv's don't drive on the road the object uses... <-- in theory, if the airport-statemachines get capable of handling articulated engines, one could get arbitrary road paths in objects
20:46:57  * ABCRic needs a translation on that
20:47:18  <SmatZ> Eddi|zuHause: iirc, such a feature request was rejected for possibly high time requirements while pathfinding
20:47:33  <SmatZ> eg. doing CB everytime PF gets at that tile is very costy
20:47:44  <SmatZ> much more costy than simple map array access
20:48:08  <SmatZ> also, the object shouldn't change roadbits while a vehicle is driving on it...
20:49:36  <SmatZ> well, CB wouldn't be a good solution
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20:50:30  <Eddi|zuHause> SmatZ: well, pathfinder shouldn't call the statemachine-callback. it should have a different method to supply a "follow track" result
20:50:37  *** r0b0tb0y is now known as roboboy
20:50:59  <roboboy> gmorning
20:51:20  <Eddi|zuHause> it might be a static mapping of enter-trackdir and exit-trackdir, for all possible combinations
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20:53:19  <SmatZ> @fs 2080
20:53:19  <DorpsGek> SmatZ:
20:53:22  <SmatZ> that one :)
20:54:37  <Eddi|zuHause> i mean. it's a valid argument, but not necessarily a reason to drop the idea
20:59:59  <avdg> just a question: is it really bad to assign 2 extra bytes each tile on an ingame map?
21:00:29  <Terkhen> @calc 2048 * 2048 * 2
21:00:29  <DorpsGek> Terkhen: 8388608
21:01:32  <Eddi|zuHause> that's *only* 6MB
21:01:59  <Eddi|zuHause> @calc 11/9
21:01:59  <DorpsGek> Eddi|zuHause: 1.22222222222
21:02:10  <Eddi|zuHause> 22% more
21:02:16  <avdg> just thinking about an algoritme for the ship pathfinder *but can't code c++ -_-*
21:02:40  <Eddi|zuHause> avdg: water tiles have plenty of free bits
21:03:34  <avdg> hmm.. so I don't have to worry at all
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21:12:43  <StefanR> hey i'm back :) i fix the problem with windows 7 sdk but now i get this error: warning C4005: 'EWOULDBLOCK': Makro-Neudefinition
21:12:43  <StefanR> 4>          C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\errno.h(132): Siehe vorherige Definition von 'EWOULDBLOCK'
21:12:58  <StefanR> sry wrong error
21:12:59  <StefanR> this
21:13:00  <StefanR> 4>..\src\genworld_gui.cpp(336): error C2664: 'ShowErrorMessage': Konvertierung des Parameters 3 von 'int' in 'WarningLevel' nicht möglich
21:13:00  <StefanR> 4>          Konvertierung in einen Enumerationstypen erfordert explizite Typumwandlung (static_cast-Operator oder eine Typumwandlung im C- oder Funktionsformat)
21:13:48  <StefanR> i'm sorry that this is in german...
21:15:12  <yorick> avdg: that doesn't mean you can't design something :)
21:15:48  <avdg> yeah ofcourse :)
21:16:05  <avdg> just checking the bytes allocation
21:18:37  <Rubidium> StefanR: stable doesn't have warninglevels for that function, actually that function doesn't seem to be called at all in genworld_gui.cpp (of stable)
21:19:00  <Rubidium> or in "trunk" for that matter
21:19:13  <Rubidium> so... it smells like you have patched OpenTTD with something
21:21:05  <Terkhen> good night
21:21:52  <avdg> gn
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21:24:13  <avdg> hmm.. just 1 thing
 a pf that uses the index :p
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21:41:23  <CIA-2> OpenTTD: yexo * r20728 /trunk/src/road_cmd.cpp: -Codechange: shuffle some code in CMD_BUILD_ROAD so it doesn't call CMD_LANDSCAPE_CLEAR in test-mode from exec-mode
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21:44:45  <ABCRic> hmm...
21:45:30  <ABCRic> mere curiosity, any list of commands available for DorpsGek?
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21:46:45  * avdg crashed
21:47:00  <Ammler> ABCRic: /msg DorpsGek list|help|...
21:48:17  <ABCRic> ah, thanks.
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21:51:24  <CIA-2> OpenTTD: yexo * r20729 /trunk/src/ (5 files in 2 dirs): -Fix [FS#4107]: assert when overbuilding object
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22:04:14  <Syzgyn> So I've got this recurring issue that I can't seem to find any info on
22:04:47  <Noldo> go on
22:05:13  <Syzgyn> I'll have trains on a one way loop working fine.  Then I'll change some of the track around, keeping it totally valid, but the trains won't use the new track segment
22:05:34  <Syzgyn> Instead they'll go up to the new bit, stop, reverse, then hit the nearest one way signal and reverse back, and be stuck
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22:06:20  <Syzgyn> I can upload a save file demonstrating it if you'd like
22:07:00  <Eddi|zuHause> Syzgyn: you built non-electrified track
22:07:11  <Syzgyn> I don't think so
22:07:14  <Syzgyn> maybe
22:07:19  <Syzgyn> I'll feel really dumb if thats the case
22:07:21  <Eddi|zuHause> i'm fairly sure you did ;)
22:07:31  <Eddi|zuHause> happens to all of us ;)
22:07:42  <Syzgyn> *headdesk*
22:07:48  <Syzgyn> well thanks for solving the problem
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22:08:20  <Syzgyn> That had been bugging me for a while
22:09:12  <Noldo> Eddi|zuHause: look how I managed to give neutral response instead of the instictive "don't ask to ask!!1"
22:09:18  <ABCRic> That's why I always use MagLevs! xD
22:09:42  <Eddi|zuHause> Noldo: why tell that to me?
22:10:00  <ABCRic> well, technically, Noldo, Syzgyn didn't ask anything...
22:10:09  <Syzgyn> Noldo: I didn't mean to ask to ask, I was typing it out as you responded.
22:10:12  <ABCRic> :P
22:10:34  <Syzgyn> I just wanted to preface it so you wouldn't assume it was some stupid question that's on the wiki
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22:11:04  <Eddi|zuHause> Noldo: i'm not usually saying "don't ask to ask"...
22:11:08  <Noldo> Syzgyn: don't worry about it, you did good
22:12:31  *** DDR [~DDR@] has quit [Ping timeout: 480 seconds]
22:13:16  <Eddi|zuHause> Noldo: i usually either ignore it, or come up with a witty reply like "hey, that's a great problem description"
22:14:01  *** DDR_ [~DDR@] has quit [Ping timeout: 480 seconds]
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22:17:28  <avdg> eddi: I have to say it more then I want
22:18:37  <ABCRic> Eddi|zuHause: "hey, that's a great problem description" is often accurate, but some times people are still writing when you respond.
22:18:41  <Zuu> lol, the most serious human game I can find on my computer is a replication of a time controled traffic light with a bit of added dynamics. :-)
22:19:04  <Zuu> The network is more or less otherwise a cross to feed the intersection :-)
22:22:17  <Zuu> It's not very advanced really. The minor approach detectors need to be activated in order to the traffic light to switch from main to minor.
22:25:26  <ABCRic> Any way we can obtain said game?
22:26:59  <Zuu> Sure, I can upload it if you want to take a look
22:28:29  <CIA-2> OpenTTD: yexo * r20730 /trunk/src/object_cmd.cpp: -Fix: crash when removing an object while the newgrf debug window was open for that object
22:28:30  <ABCRic> please do, then :)
22:29:20  <Zuu> <-- there
22:30:27  <Zuu> You need last nightly for it
22:30:43  <Zuu> (r20726)
22:31:10  <Zuu> (as I have oversaved the old version that I found)
22:32:57  * avdg thinks he has to look how yapf works
22:34:51  <ABCRic> Zuu: seems to be running fine on 20709
22:35:15  <ABCRic> I have to go now, I'll examine it in detail tomorrow.
22:35:16  <Zuu> Then the save game version did not change between those versions.
22:35:21  <ABCRic> gn y'all
22:35:27  <Zuu> gn
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22:53:41  <avdg> gn
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23:04:25  <CIA-2> OpenTTD: yexo * r20731 /trunk/src/ (core/smallvec_type.hpp landscape.cpp): -Fix (r20739): SmallVector did not have an assignment operator, causing invalid memory reads / double free
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23:07:09  <Eddi|zuHause> fixing a revision in the future? cool :p
23:07:28  <SmatZ> Eddi|zuHause: Yexo knew he would break that in r20739 ;)
23:08:12  *** perk11 [~perk11@] has joined #openttd
23:08:13  <Yexo> r20739: -Cleanup: remove operator= from SmallVector
23:08:22  <SmatZ> :D
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23:23:16  <Eddi|zuHause> @convert 10 36 10000
23:23:16  <DorpsGek> Eddi|zuHause: Error: 36 is not a valid unit.
23:23:26  <Eddi|zuHause> @convert 10 35 10000
23:23:26  <DorpsGek> Eddi|zuHause: Error: 35 is not a valid unit.
23:23:43  <Eddi|zuHause> @convert 10 16 10000
23:23:43  <DorpsGek> Eddi|zuHause: Error: 16 is not a valid unit.
23:23:50  <Eddi|zuHause> what?
23:23:53  <SmatZ> @base 10 36 10000
23:23:53  <DorpsGek> SmatZ: 7PS
23:24:07  <SmatZ> if that helps :)
23:24:12  <Eddi|zuHause> oh...
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23:48:27  <CIA-2> OpenTTD: yexo * r20732 /trunk/src/tunnelbridge_cmd.cpp: -Fix: when trying to build a bridge over an object, try to autoremove the object if it's too high
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