Log for #openttd on 26th February 2011:
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00:00:08  *** dfox [] has joined #openttd
00:00:58  <alluke> why not pm?
00:01:19  <alluke> could have faster & better effect
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00:03:24  <DanMacK> I ususally see him here
00:04:41  <alluke> ok
00:05:10  <DanMacK> I do know he had a few non-ttd projects on the go
00:06:33  <alluke> ok
00:06:44  <alluke> btw
00:06:48  <DanMacK> ?
00:06:52  <alluke> what do do with dmus?
00:06:57  <alluke> and emus
00:07:00  <alluke> how to buy em
00:07:06  <alluke> power car and carriages?
00:07:19  <DanMacK> The Sm1 and Sm2 are planned to be 2-car sets
00:07:24  <supermop> I would as bombardier
00:07:25  <alluke> or articulated vehicles
00:07:29  <supermop> *ask
00:07:29  <alluke> yeah
00:07:32  <DanMacK> Same with the Sm4
00:07:42  <supermop> they probably have a few sales guys
00:07:46  <DanMacK> The Sm3 will be permanantly coupled 6-car units
00:07:57  <alluke> ok
00:08:03  <alluke> i was thinking it same way too
00:08:04  <DanMacK> The Dm7/8 will probably be the 2 heads
00:08:15  <alluke> nah
00:08:21  <alluke> make it power car and wagons
00:08:25  <DanMacK> the third coach can be added, but more heads would be needed if more were wanted
00:08:39  <alluke> nah
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00:09:25  <alluke> you dont know if the vr drivers had pulling races in the dm7s :P
00:09:34  <DanMacK> lol
00:09:38  <alluke> what about dm8/9
00:09:46  <DanMacK> thats what I meant
00:09:55  * DanMacK was talking about the 8/9's
00:09:59  <DanMacK> brain fart
00:09:59  <alluke>  :P
00:10:02  <alluke> heheh
00:10:18  <DanMacK> The 7's will be on their own with their own trailers
00:10:23  <alluke> yeah
00:10:48  <DanMacK> but yeah, the 8/9's will probably be done as a dual headed power car
00:11:01  <DanMacK> add 2 coaches and you need another set of power cars >:)
00:12:18  <alluke> yeah
00:12:49  <alluke> will the set have 8 or 9?
00:13:21  <alluke> and did some ones have two wagons?
00:13:30  <alluke> wikipedia says one wagon for both
00:14:08  <DanMacK> Yeah, I meant if you try to add 2 wagons, you'll need to add another set of power cars
00:14:22  <DanMacK> not much difference between 8 and 9
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00:15:10  <alluke> couldnt you do it as 3-part vehicle
00:15:41  <DanMacK> I could, buT I have seen pics of them with just the power cars
00:16:01  <alluke> that you can couple togehter max 3
00:16:02  <alluke> hm
00:16:03  <alluke> ok
00:21:42  <alluke> yeah
00:22:04  <alluke> in their last years they sometimes drove without the middle car
00:22:29  <alluke> and there couldve been more of them if the engines had enough power
00:23:07  <alluke> so you were right :)
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00:23:13  *** junky[`[\] [~co_arab_c@] has quit [autokilled: possible spambot. Mail with questions. (2011-02-26 00:23:13)]
00:23:32  <DanMacK> :D
00:28:07  <alluke> i think ill go to sleep
00:28:14  <alluke> since school starts in monday
00:28:22  <alluke> night
00:28:29  <DanMacK> You too
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00:28:36  <DanMacK> Have fun :P
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00:29:58  * DanMacK waves
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00:32:06  <supermop> k
00:32:12  <supermop> oops
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00:39:39  <supermop> so i guess i need to get set up on this dev zone stuff now
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00:41:30  <Sacro> on 1.0.5, had a client timeout and drop, then he couldn't reconnect until he started single player and then rejoined
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01:02:37  <Chris_Booth> any admins from opentddcoop arround?
01:03:12  <V453000> ?
01:04:08  <TrueBrain> glx: your script should be extended :D
01:04:15  * Mazur points at V453000.
01:04:56  <Chris_Booth> oh hi V453000 you maybe able to help me
01:05:03  <Chris_Booth> but might not
01:05:17  <Chris_Booth> I am back at home, where I was banned from coop
01:05:28  <Chris_Booth> and still am banned @ this IP
01:05:34  <V453000> :D
01:05:40  <Chris_Booth> any chance of changing this?
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01:22:16  <Chris_Booth> rane: you draw and code them and I am 100% sure they will be added
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07:52:10  <Terkhen> good morning
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08:22:01  <JamesG> Good morning
08:22:06  <Zuu> Good morning
08:23:15  <Zuu> I started on a quick hack to show what the hotkeys.cfg-string would be for a keycombination, and can see the string in the debugger, but does not get it displayed correctly on screen yet:
08:24:16  <Zuu> (i'm aware that it leaks memory)
08:28:03  <Terkhen> IMO something like this should go in a new window, so that a future GUI for hotkeys can use that new window
08:28:52  <Zuu> Yes, a new window it should be, I for now just hijacked an existing window as I was to lazy to figure out how to make a new window.
08:29:19  <Zuu> (I did the coding just before going to bed yesterday)
08:30:02  <Alberth> perhaps the wiki should have a copy/paste example of making a new window, I also have to figure it out each time :)
08:30:25  <Zuu> Yes that would be useful :-)
08:30:43  <Terkhen> :)
08:32:39  <Zuu> Not sure yet if it should use a text edit box or a new widget for capturing keystrokes. But it will probably work with an edit box so maybe that's just easiest to do.
08:34:03  <Zuu> Though, it would need to get both key down and key up events so it might still need some extra work to get working well.
08:36:37  <Terkhen> why can't you use NewWindow::OnKeyPress? in "normal" windows it is being used by hotkeys already so you could catch keystrokes there
08:37:18  <Alberth> just the window would seem the logical place to me indeed
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08:50:44  <rane> how do i determine how many carts an engine should/can/will be able to drag?
08:51:27  <rane> so far i just add 10 to all trains since the very beginning and then "wait till full" but i feel it might not be the best way of doing that
08:52:25  <Alberth> basically, you make money when trains move while loaded, so if that happens not enough, make them shorter
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08:53:41  <Alberth> also look at the speed while they travel, if it is not fast enough to your liking, make them shorter, or add an additional engine
08:54:40  <Alberth> what is 'good' depends on your style, the terrain, the tracks, the load, and several settings, so it is hard to impossible to give a single rule
08:56:08  <Alberth> to give good service, you should always have one train getting loaded. More than one is not very useful
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09:01:58  <Zuu> OnKeyPress only fires when a key is pressed down or up, but not both?
09:02:23  <Zuu> Hmm, but that is probably enough
09:02:42  <Zuu> Just though you might need to clear the contents when keys are released, but that's probably not wanted.
09:02:50  <Alberth> you'll have to read the source for that knowledge
09:02:59  <Zuu> yep
09:03:09  <Zuu> I'll have a look but not now.
09:03:22  <Zuu> Got to go.
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09:05:17  <Alberth> bye
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11:01:33  <Chris_Booth> morning/afternoon all
11:01:51  <Terkhen> hi Chris_Booth
11:02:15  <Chris_Booth> hi Terkhen
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11:02:57  <zydeco> greetings
11:03:23  <Chris_Booth> planetmaker are you here?
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11:08:12  <Terkhen> hi zydeco
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11:48:04  * DanMacK waves
11:50:36  <Terkhen> hi DanMacK :)
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12:42:16  <andythenorth> evenings
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12:47:27  <andythenorth> DanMacK: hi
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12:50:10  <andythenorth> quiet day :P
12:50:56  <Terkhen> hi andythenorth :)
12:51:15  <andythenorth> Being in Bombay is approximately similar to being in the Tropic landscape
12:51:28  <Terkhen> it might not be the kind of conversation you wanted, but:
12:51:42  <Terkhen> I have no idea how the dock got there
12:51:58  <andythenorth> ha
12:52:01  <andythenorth> me neither
12:52:10  <andythenorth> hmm
12:52:14  <andythenorth> are those canals?
12:52:19  <andythenorth> rivers?
12:52:45  <Terkhen> rivers
12:52:53  <Terkhen> I can send you the savegame
12:53:21  <andythenorth> there must be some reason the north tile thinks it is coast
12:53:22  <andythenorth> or a bug in the game
12:53:23  <andythenorth> or a very odd bug in FIRS
12:53:28  * Terkhen creates a task
12:53:32  <andythenorth> thanks
12:54:05  <Ammler> maybe a onetile isle?
12:54:33  <Ammler> ah no :-)
12:55:19  <zydeco> no, it's all river
12:56:06  <Ammler> the glitches indicate that foundation ob building should be shore, right?
12:56:18  <Ammler> of*
12:56:24  <Terkhen> yes, that's what I think
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12:59:29  <andythenorth> the graphical glitches are where custom foundations are failing to be drawn
12:59:55  <andythenorth> I'd place money on the tile(s) not having any useful slope bits
13:00:24  <andythenorth> the problem probably originates in one or more tiles inaccurately reporting coast for some reason
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13:09:33  * andythenorth decides internets is over-rated
13:09:37  <andythenorth> bye :)
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13:18:47  <Terkhen> :D
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13:25:31  <Eddi|zuHause> # Ich hab alles nur geklaut (Theo, Theo)
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14:04:03  <glx> @op
14:04:06  *** mode/#openttd [+o glx] by DorpsGek
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14:05:53  <Terkhen> heh :)
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14:06:47  <glx> bad luck for him he spammed an op ;)
14:08:00  <Terkhen> but you were undercover :P
14:08:19  *** mode/#openttd [-o glx] by DorpsGek
14:09:07  <Eddi|zuHause> it's an undercover op!
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14:21:23  <deekay> Hi there, is some kind of guide how to develop NewGRFs available?
14:27:00  <Alberth> euhm, available NewGRFs are already developed.
14:30:05  <Alberth>  is the forum, the FAQ near the top may be useful.
14:30:05  <Alberth> If you want to develop new NewGRFs, you may want to take a look at NML, which has a topic at
14:30:38  <Alberth>
14:36:32  <deekay> Thank you, I'm thinking about if it's possible ot use NewGRF to modify way how station rating it calculated.
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14:37:02  <alluke> hello
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14:38:36  <Terkhen> deekay: to my knowledge that is not possible
14:38:41  <Terkhen> hi alluke
14:42:45  <deekay> Terkhen: Hmm, then what is the purpose of CBM_CARGO_STATION_RATING_CALC call in update_rating within station_cmd.cpp ?
14:42:56  <Hirundo> deekay: That is possible, there is a callback for that (
14:43:16  <Terkhen> there are callbacks for everything it seems :)
14:43:20  <deekay> Yes, That's what I'm talking about Hirundo, thanks. :)
14:43:32  <deekay> But, as far as I can see, it is limited to only 3 parameters.
14:44:40  <deekay> I guess it is because it modifies rating calculation as "per cargo"
14:44:44  <Hirundo> What else would you want to use?
14:45:10  <deekay> Get rid of age-of-vehicle bonus.
14:45:21  * Terkhen would like that too
14:46:02  <deekay> I guess since it's something core-like people would be against direct source changes, hence my idea of NewGRF modification.
14:46:44  <Terkhen> yes, I'm against changing the source for this but I would like a NewGRF that does it :)
14:47:08  <Terkhen> it would be nice to have this in OpenGFX+ Industries
14:47:32  <deekay> I have quite good grasp of C/C++ so I thought maybe expanding some possibilities of NewGRF there would be good.
14:49:16  <Terkhen> what is missing from the callback?
14:49:36  <Hirundo> Vehicle age
14:49:44  <deekay> age-of-vehicle and statue bonuses
14:49:54  <Terkhen> hmmm... I see
14:50:02  <deekay> These two are not included in callback, and executed anyway even if calback occured
14:50:17  <Hirundo> You can pass the information in var10 fairly easily
14:50:54  <Hirundo> However, you can't simply not execute those if the CB is called, since that'd break existing grfs
14:51:25  <deekay> That's what I thought as well.
14:52:20  <Terkhen> it could use a new CB and CB flag, that would keep the old one for compatibility with existing grfs
14:52:46  <deekay> That would probably be most safe approach.
14:55:16  <Hirundo> Then you could pass the last vehicle as 'related object'
14:56:18  <deekay> I don't really know what does that mean. :)   (didn't dive too deep into the code, not even talking about NewGRFs)
14:58:37  <Hirundo> during a CB, NewGRFs can access information about the object itself and possibly one related object
14:58:46  <Hirundo> for example, a wagon can access the engine
14:59:08  <Hirundo> industries and stations can access the town, etc
14:59:42  <Eddi|zuHause> is the station rating callback actually implemented?
15:01:22  <Terkhen> @commit 17547
15:01:22  <DorpsGek> Terkhen: Commit by rubidium :: r17547 /trunk/src (newgrf_callbacks.h station_cmd.cpp) (2009-09-15 17:24:18 UTC)
15:01:23  <DorpsGek> Terkhen: -Feature: [NewGRF] Implement callback 145 (custom station rating)
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15:04:19  <Hirundo> I admit I was slightly surprised too ;)
15:05:46  <deekay> Then it's good I asked the question. ;p
15:05:56  <Terkhen> :)
15:08:43  <deekay> Anyway, I would see it like another call that would contain both lats vehicle and info about statue - if it exists or not, so anyone could modify rating caluclation as he/she wants to.
15:12:10  <frosch123> [15:55] <Hirundo> Then you could pass the last vehicle as 'related object' <- what's so important about the last vehicle? it is only one of many. wouldn't the station or the town be more useful?
15:12:41  <Terkhen> in the current callback, variable 18 includes the speed of the last vehicle... if the vehicle can be accessed as related object, you could replace vehicle speed with "is statue" in var 18 for the new callback
15:15:01  <deekay> But, if I understood correctly, we want to avoid modifying current callback, instead just add a new one?
15:19:03  <Terkhen> yes, but you should make it as similar as possible, that's why I suggested changing only the speed part of var 18 for the new one
15:21:12  <frosch123> isn't there enough reoom in var18 and 10?
15:21:36  <frosch123> 18 has 8 bits left, 10 has like 24 bits?
15:23:01  <Terkhen> given the explanation of variable 18 on the callback I thought it was completely used, sorry
15:23:19  <Terkhen> hmm... then why did it not include statue info on the first place?
15:23:25  <frosch123> yes, it is :) my fault
15:23:41  <frosch123> but 10 is quite free
15:24:08  <frosch123> if you want to add a related object, imo the station is the only one making sense
15:24:16  <deekay> Ok, so we have here like 2 possible approaches: 1) add new CB that takes into account only vehicle age and statue, then return part of the rating that replaces current game logic releated to these 2 parameters 2) make new CB that, if used, replaces "old, incomplete" callback and also replaces the oryginal game logic
15:27:19  <frosch123> adding a complete new callback only adds to the mess. rather pass the needed information via var 10, and add some bit  to some misc action 0 property to disable the additional default effects
15:27:51  <Terkhen> same callback, different callback flag?
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15:37:22  <frosch123> or add a new property "misc bits"
15:38:10  <Terkhen> that sounds more clean
15:38:31  <frosch123> however, wrt. statue. maybe some future newobject stuff might want to specify the impact of their object on some rating or so
15:39:02  <frosch123> hmm, otoh, that might be unlikely as it would need some restrictions for the way objects are build
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15:39:36  <Terkhen> it would need to enforce "only one per town" for those newobjects
15:40:28  <frosch123> and objects are currently supposed to be eye-candy only, so i guess no need to add complexity there
15:44:11  <frosch123> if there would be some bit to an advanced rating calcuation callback, it could also reduce the bit wating in property 10 (2 bits for vehicle type are enough)
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15:48:29  <frosch123> anyway, the main advantage of keeping it at one callback is that it is 'either or' for the grf :)
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16:11:23  <supermop> good morning
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17:57:19  <CIA-11> OpenTTD: rubidium * r22146 /trunk/src/saveload/saveload.cpp: -Fix: don't run savegame conversion during SlNullPointers; the pointer might not be converted or be NULL at that point
17:59:50  <CIA-11> OpenTTD: rubidium * r22147 /trunk/ -Fix: remove all generated .o files in objs/lang upon clean
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18:25:06  <rane> is there a shortcut to turn a train around?
18:25:14  <rane> sth like ctrl+click that stops the thing
18:25:20  <rane> but to flip it
18:27:39  <Alberth> not that I am aware, but perhaps there is a hotkey for it?
18:28:37  <rane> i meant a shortcut actually:-)
18:28:45  <rane> erm hotkey
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18:31:23  <supermop> about to crash?
18:33:19  <Rubidium> there aren't enough hotkeys for that
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18:38:32  <rane> it's all because of path signals
18:38:43  <rane> they allow trains to change direction if wait is too long
18:39:10  <rane> meaning my surgeries on a working network typically cause a huge traffic jam and i have to turn a few trains by hand to unjam it
18:39:47  <DanMacK> Isn't there a setting for changing the wait time at signals?
18:39:53  <DanMacK> or is that TTDP only?
18:40:22  <Rubidium> yes, it's an expert setting only though
18:40:41  <Rubidium> expert being those settings only configurable via the configuration file/console
18:41:04  * DanMacK makes a note to check his openttd config
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18:45:20  <grzywacz> Do depots behave as if they had a two-way path signal inside?
18:45:32  <CIA-11> OpenTTD: translators * r22148 /trunk/src/lang/ (finnish.txt french.txt italian.txt unfinished/basque.txt):
18:45:32  <CIA-11> OpenTTD: -Update from WebTranslator v3.0:
18:45:32  <CIA-11> OpenTTD: basque - 2 changes by Thadah
18:45:32  <CIA-11> OpenTTD: finnish - 1 changes by jpx_
18:45:32  <CIA-11> OpenTTD: french - 1 changes by Snail_
18:45:33  <CIA-11> OpenTTD: italian - 35 changes by Snail_
18:45:33  <CIA-11> OpenTTD: slovenian - 30 changes by
18:45:45  <grzywacz> ok, they do :D
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18:57:09  <alluke> lollol
19:00:18  <eQualizer> How do I know which AI is good?
19:00:26  <Alberth> try them
19:01:26  <Alberth> ie different people prefer different AIs
19:04:06  <grzywacz> oh, funny bug, I think: with path signals enabled I had a train wait for a free path when I added a station tile while it was loading. It just wouldn't move by itself/reverse.
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19:14:11  <CIA-11> OpenTTD: rubidium * r22149 /trunk/src/video/ (win32_v.cpp win32_v.h): -Fix [FS#4521]: Windows video driver crashed when it couldn't go to full screen at the resolution of the configuration file when starting OpenTTD
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20:04:00  <CIA-11> OpenTTD: rubidium * r22150 /branches/1.1/ (7 files in 5 dirs):
20:04:00  <CIA-11> OpenTTD: [1.1] -Backport from trunk:
20:04:00  <CIA-11> OpenTTD: - Fix: When a NOT_REACHED in saveload can be reached due to an invalid savegame, use SlErrorCorrupt instead. In other words, do not crash but show an error message (r22122)
20:04:00  <CIA-11> OpenTTD: - Fix: In case of high frame_freq one could get commands executed after a new network game was started (r22121)
20:04:01  <CIA-11> OpenTTD: - Fix: [NoAI] Prevent AIs from getting consistently over their allowed amount of operations by subtracting the amount they went over 'budget' from the budget for the next 'tick' (r22120)
20:04:01  <CIA-11> OpenTTD: - Fix: The refit window was not correctly updated after selecting with Ctrl+Click [FS#4525] (r22118)
20:04:03  <CIA-11> OpenTTD: - Fix: CanRemoveRoadWithStop() failed for _current_company = OWNER_TOWN, and for OWNER_NONE-owned road (r22117)
20:06:45  <CIA-11> OpenTTD: rubidium * r22151 /branches/1.1/ (6 files in 4 dirs):
20:06:45  <CIA-11> OpenTTD: [1.1] -Backport from trunk:
20:06:45  <CIA-11> OpenTTD: - Fix: Spectators had crashes when closing buoy windows (r22131)
20:06:45  <CIA-11> OpenTTD: - Fix: Build-station-window showed wrong selection when reopening [FS#4530] (r22128)
20:06:45  <CIA-11> OpenTTD: - Fix: Canals would get drawn as land in the smallmap when using the owner window (r22127)
20:06:47  <CIA-11> OpenTTD: - Fix: The animation-ness of two goldmine tiles were swapped, causing the wheeltower to not work properly, and the bottom corner to show the wrong sprite [FS#4528] (r22125)
20:06:49  <CIA-11> OpenTTD: - Fix: CommandQueue::Pop() did not update 'last'; popping the last item caused the queue to disconnect unless there was only one item [FS#4522] (r22123)
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20:13:27  <CIA-11> OpenTTD: rubidium * r22152 /branches/1.1/ (16 files in 5 dirs): (log message trimmed)
20:13:27  <CIA-11> OpenTTD: [1.1] -Backport from trunk:
20:13:27  <CIA-11> OpenTTD: - Fix: Windows video driver crashed when it could not go to full screen at the resolution of the configuration file when starting OpenTTD [FS#4521] (r22149)
20:13:27  <CIA-11> OpenTTD: - Fix: Do not run savegame conversion during SlNullPointers; the pointer might not be converted or be NULL at that point (r22146)
20:13:29  <CIA-11> OpenTTD: - Fix: Some valid keycodes were ignored along with the invalid ones (r22142)
20:13:29  <CIA-11> OpenTTD: - Fix: When commands need to invalidate windows, process these events
20:13:31  <CIA-11> OpenTTD: asynchronously before the next redraw. Calling window code directly from command
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20:22:27  <DanMacK> BRB
20:23:30  <supermop> ok there
20:24:03  <DanMacK> Forums having issues?
20:25:50  <Rubidium> not for me
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20:30:30  <Eddi|zuHause> not for me either... except it loses my login status in irregular intervals
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20:58:54  <krinn> hi
20:59:31  <Alberth> hi
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21:00:31  <krinn> I have set an enum outside a class, i'm able to access it from the class itself but from another class i can't see it, question is so: even outside the class the enum is considered inside the class ?
21:00:57  <Alberth> no
21:01:19  <Alberth> where is the another class? in the same file below the enum?
21:01:29  <krinn> yes
21:01:34  <Alberth> ie it must have seen the enum before it can be accessed.
21:01:46  <Rubidium> $class::ENUM_VALUE ?
21:01:52  <krinn> i have "enum blah class bli"...
21:01:58  <Alberth> oh, you are talking about C++  right ?
21:02:16  <krinn> oh no sorry, about squirrel
21:03:04  <Yexo> krinn: enum are like constants, you can only use them when they're defined (not via an include) before they are used
21:03:18  <Yexo> even if you include a file with an enum you still can't use it
21:03:38  <krinn> hmm, i must move the enum to main to fix all ?
21:04:13  <Yexo> yes
21:04:59  <krinn> ok, easy doable
21:08:55  <krinn> i can't still see it
21:09:07  <krinn> i see it from main.nut, but inside that other class
21:09:27  <krinn> enum are considered static ?
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21:10:30  <Yexo> can you pastebin some example code? I don't quite follow your explanation
21:12:08  <krinn> doing that wait a few
21:15:54  <krinn>
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21:17:07  <krinn> forgot the error, but it just throw RouteType does not exist
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21:17:28  <krinn> and the line number match "switch..."
21:17:38  <krinn> hmm, no :) match the case ...
21:17:40  <Yexo> krinn: did you try "RouteType.ROAD" instead of "INSTANCE.RouteType.ROAD" ?
21:17:51  <krinn> did that too, no luck
21:18:06  <krinn> something about that class, another class also use it and didn't complain
21:18:11  <Yexo> the enum RouteType is outside your main class?
21:18:17  <krinn> yes
21:18:23  <krinn> even prior the AI init
21:18:34  <Yexo> and "ROAD" without RouteType.?
21:18:47  <krinn> testing wait
21:19:28  <krinn> RAOD does not exist now
21:19:34  <krinn> ROAD :/
21:19:42  <Yexo> a workaround would be something like: class RouteType { RAIL = 1; ROAD = 2; WATER = 3; }
21:19:50  <Yexo> than you can use it as RouteType.RAIL etc.
21:20:49  <krinn> ah yes thank you
21:21:21  <krinn> but it's just this hide something else imo, another class and main.nut are working fine with it
21:22:21  <Yexo> can't say more about that without seeing more code
21:22:49  <krinn> i could do that wait
21:25:43  <krinn>
21:25:45  <Yexo> krinn: enum RouteType should be _before_ any require()'s in your main.nut
21:25:45  <krinn> line 508
21:26:05  <krinn> oh
21:26:06  <krinn> moving it
21:26:28  <Yexo> step 1: your main.nut is compiled from your .nut file to squirrel bytecode
21:26:52  <Yexo> step 2: your main.nut bytecode is run, that means any code at global scope is run, classes are registered
21:27:06  <Yexo> enums and constants disappear at step 1
21:27:26  <Yexo> require() is actually a function run a step 2
21:27:41  <krinn> moved it bellow my first comment and upper all require
21:27:48  <krinn> if you strip comments, to first lines
21:28:03  <krinn> and still main.nut can catch it
21:28:35  <krinn> and jobs.nut use it too, and don't complain about it (not sure it work, but no complain = it see it)
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21:29:34  <frameset> hey quick question
21:29:42  <frameset> on linux where do screenshots save to
21:29:50  <krinn> ~
21:29:50  <frameset> i can't find mine in ~/.openttd
21:29:55  <Rubidium> generally ~/.openttd
21:30:16  <frameset> ah perhaps it's because the dedicated server can't take screenshots
21:30:21  <frameset> is that the case
21:30:44  <Rubidium> yes, dedicated servers can't take screenshots as they don't have the code to draw the pixels
21:30:48  <krinn> server don't even need a graphic video no ?
21:30:57  <frameset> thanks
21:31:13  <frameset> yes but i've known games where you can use the server to record output
21:31:16  <frameset> minecraft for example
21:31:21  <frameset> i thought maybe this was the same
21:31:31  <Yexo> krinn: bit offtopic, but having "013" as version in info.nut will result in version 11 (decimal), since 013 is interpreted as octal
21:31:31  <frameset> no worries i'll just load up a client and take my shots :)
21:32:00  <Rubidium> frameset: you can with some fiddling of the source code
21:32:10  <frameset> nah it's not a problem
21:32:18  <frameset> i'm using the .deb and i like it that way
21:32:25  <krinn> Yexo: ah yes thanks for noticing it, will try to remember, still for me it's 013 major+minus
21:32:33  <Rubidium> there is a .deb dedicated server?
21:32:34  <frameset> i just wish ubuntu had the latest version instead of having to get the .deb off the site
21:32:46  <Yexo> it's fine, just thought you might not be aware of it
21:32:49  <krinn> far from a 100 :p
21:33:02  <Rubidium> or is it just the normal binary started as dedicated server
21:33:18  <frameset> yeah just installed the deb
21:33:19  <Rubidium> in that case openttd -D -b8bpp-optimized and your screenshots might work
21:33:25  <frameset> and did openttd -D
21:33:39  <frameset> what does that extra parameter do
21:34:02  <Alberth> specify what blitter you want to have for the video blitting :)
21:34:21  <Rubidium> it changes the "blitter", the piece of code that actually draws the pixels, to something that does something useful instead of nothing (which is the default for a dedicated server)
21:34:23  <frameset> would that work even if the server is headless and has no windowing env or even an x server
21:34:52  <Rubidium> try it ;)
21:35:25  <Rubidium> although you have arguably almost completely installed X already
21:35:37  <Yexo> krinn: case RouteType.ROAD: <- that works fine
21:35:43  <Yexo> no INSTANCE., no ::
21:36:00  <krinn> that was trys it wasn't working before
21:36:02  <Rubidium> as installing the OpenTTD deb depends on (quite) some X stuff (indirectly though)
21:36:07  <krinn> retrying good way to see
21:36:19  <Yexo> please change _all_ cases to try, not just a single one
21:37:21  <krinn> you think it cheat me with error line number ?
21:37:58  <Yexo> it gave me the line number of the switch every time
21:38:13  <krinn> oh my you're right !
21:38:19  <krinn> it was failing on others :(
21:40:12  <krinn> and i move it back to route.nut and main.nut can't see it now
21:40:20  <krinn> looks like you're right twice time :/
21:40:48  <krinn> if i put it in "blah.nut" all blah class could see it, everyone else is blind
21:42:07  <rane> is there any way to deny cargo accumulation of certain type at a station?
21:42:34  <rane> for example i don't want passengers to pile up on my steel mill station near a city
21:42:36  <krinn> don't think so, it would stop station rank decrese
21:42:43  <Alberth> have a train waiting to pick it up?
21:43:01  <krinn> and station cargo is only gave if 1 transport try to get it
21:43:04  <rane> but i don't want dudes there at all
21:43:10  <rane> i have another station for passengers for that city
21:43:14  <Yexo> enable the setting that you need to have a vehicle that can load a certain cargo before it appears at your station, than make sure never to sent such a vehcle to a particular station
21:43:15  <Alberth> there is a setting that you only get cargo of types that a vehicles asked for one time
21:43:20  <krinn> that's because you have 1 time put a bus at that station
21:43:25  <rane> i have taht enabled
21:43:26  <Yexo> if the cargo is already there, delete the station and create a new one
21:43:29  <Yexo> no other way
21:43:30  <rane> passengers still appear
21:43:47  <rane> maybe it's different with people...
21:43:51  <krinn> just wait for it to goes appealing
21:44:23  <Alberth> when you ever asked for passengers at a station, the passenger delivery is turned on, and it stays on until you delete the station
21:44:27  <krinn> or refit your train engine (some default carry passenger/mail)
21:44:38  <Alberth> krinn: makes no difference
21:46:06  <peter1138> Hmm, is SDL the best/simplest system for cross-platform OpenGL stuffs?
21:48:12  <krinn> OpenGL is cross platform, but you need more than just opengl generally
21:48:40  <krinn> like a cross platform mouse handling...
21:49:07  <peter1138> Maybe you should reread my question :-)
21:50:11  <krinn> you seems to think SDL is cross platform opengl
21:51:14  <krinn> i think ogre is also cross platform
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21:51:49  <peter1138> Seems you can't read then :)
21:52:30  <krinn> no, i can read, just don't understand even after rereading it what you mean
21:55:31  <alluke> LAKIE
21:55:45  <Lakie> What?
21:55:56  <alluke> you should code the finnish set
21:56:01  <alluke> dan has finished the spriter
21:56:06  <alluke> sprites*
21:56:18  <Lakie> He's finished enough for now, yes
21:56:53  <alluke> now is your turn
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21:58:48  <Lakie> Aye
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22:08:08  <Venemo> good evening
22:08:18  <krinn> hi
22:08:46  <__ln__> oh, a .hu like in the good old days
22:09:04  <Venemo> :)
22:09:41  <Venemo> I'm a fan of OpenTTD, so thanks for the good work guys
22:10:33  <Venemo> I have a question - I recently updated to 1.0.5 and it seems to me that the railway signals are broken - could someone help me with this?
22:11:39  <Alberth> broken in what way?
22:12:59  <Venemo> only the "block signal" can be placed in a way so that it points to both directions, the others can't. is this by design?
22:13:39  <krinn> it is
22:14:01  <Venemo> ah, so it seems that I didn't understand the purpose of the other ones correctly then
22:14:04  <krinn> but other can be place one or the other way
22:14:18  <krinn> think about a one way direction
22:14:19  <Alberth> path signals are one direction only indeed
22:14:40  <Alberth> although not entirely, one of them is two-way with a penalty
22:15:12  <Venemo> so what do the other kind of signals do?
22:16:02  <Alberth> path signals allow several trains in the same block, as long as they use separate tracks
22:16:28  <Alberth> very useful near platform entries/exits
22:16:59  <krinn> (better than words)
22:17:06  <Venemo> I'll check it out :)
22:18:18  <Alberth>
22:22:25  *** Zuu [] has quit [Ping timeout: 480 seconds]
22:26:40  <Venemo> ok, thank you Alberth
22:27:08  <Alberth> yw
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22:34:12  <peter1138> Meh, SDL will do I suppose. The lack of multiple windows might be annoying...
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22:43:55  <Venemo> peter1138: ?
22:46:28  <krinn> peter1138, speak about ogre i think
22:46:59  <peter1138> Ogre's too heavy, and C++ besides.
22:47:29  <krinn> Yexo: i can find out if an aircraft type need a big or small airport with AIAirport::PlaneType, but how do i find out an airport can accept that planetype?
22:49:08  <krinn> i can hardcode PT_BIG_PLANE only for AirportType > AT_LARGE but newgrf can change that i suppose ?
22:50:18  <Yexo> AT_SMALL and AT_COMMUTER are the only airports that don't support big planes
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22:50:38  <krinn> i know, but newgrf can change that no ?
22:50:40  <Yexo> AT_HELI* don't support planes at all, just heliports
22:50:44  <Yexo> no, they can't
22:50:59  <krinn> ok
22:51:01  <krinn> thank you
22:52:41  <Yexo> newgrfs can change the introduction dates of the airports, or even completely disable them
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22:53:55  <krinn> as long as they can't change for example a AT_LARGE to a strange airport as they wish BUT with only PT_SMALL_PLANE running on it, we're safe
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23:01:11  <krinn> AIStation.IsValidStation answer true for airport ?
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23:15:27  <rane> i know how i enabled passengers and mail on all stations
23:15:37  <rane> some engined are fit for carrying those by default :-|
23:15:41  <rane> engines
23:15:51  <krinn> you can generally refit them
23:16:00  <krinn> and those are generally trains with 2 engines
23:16:33  <krinn> i'm sure you get caught with the fast diesel one :)
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23:28:24  <Terkhen> good night
23:29:18  <krinn> night
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