Config
Log for #openttd on 12th October 2015:
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00:04:30  <Wolf01> 'night
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01:33:03  <ryouma> openttd is in full screen, so it's not possible to alt-tab to my other windows briefly.  what does one typically do here?  just quit out and take your notes and then start the game again?  it crashes if i click on the fullscreen checkbox.
01:33:28  <JezK> use windowed mode
01:33:39  <JezK> or fullscreen windowed mode
01:34:00  <ryouma> JezK: how does one do that?  i clicked below the resolution dropdown and it crashed.  but kept playing music for a hwile.
01:34:14  <JezK> well i'm not sure why it crashes
01:34:16  <JezK> sounds like a bug
01:34:30  <JezK> should file a bug report if there's not one already
01:34:30  <ryouma> i do openttd -r 800x600 because that is the one that works for me
01:35:11  <ryouma> i ahven't yet gotten to the point of playing the game yet.  still working on it.
01:41:02  <ryouma> can you make pop up dialogs when you click on something appear under the pointer?  or in the middle of the screen?  they show up on the left top currently.
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01:58:56  <Eddi|zuHause> ryouma: no, the window positioning rules are hardcoded
01:59:19  <Eddi|zuHause> ryouma: you can switch between windowed and fullscreen with alt+enter
02:00:14  <Eddi|zuHause> ryouma: but again, this crash is probably due to your video driver
02:22:54  <ryouma> thanks. is there a mouse event that will quit or must you use keyboard?
02:23:06  <ryouma> strangely audio volume control does nothing
02:28:01  <ryouma> i am trying to downlaod the beginnger's tutorial the way the wiki says, but the download button is greyed out when i select "beginner's tutorial"
02:28:24  <Eddi|zuHause> you can quit with the mouse, in the same menu where you can save the game
02:28:36  <ryouma> thanks
02:28:53  <ryouma> if i select to go to website, the game disappears and my regular desktop appears
02:29:03  <ryouma> is there a tutorial that can be downloaded or run?
02:29:39  <Eddi|zuHause> i have never tried a tutorial for this game
02:29:58  <Eddi|zuHause> i mean, other than reading the original manual from 1994...
02:30:17  <ryouma> ok, i will stick with the web tutorial then i guess
02:30:32  <ryouma> dunno why greyed out
02:31:32  <Eddi|zuHause> you have to click on the checkbox to select something for download, before you can actually download something
02:36:17  <ryouma> ohhhhhh that might work
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07:01:07  <andythenorth> o/
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11:37:38  <Wolf01> o/
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17:19:04  <_dp_> damn C, just spend 30 mins thinking why does this line work: int i = t->grow_counter - 1;
17:19:33  <_dp_> seing signed and unsigned mixed in one expression makes me sick %)
17:21:40  <Eddi|zuHause> using - on unsigned types should probably throw all sorts of warnings
17:22:38  <Eddi|zuHause> that might be wishful thinking, though :p
17:23:09  <Alberth> unsigned is mostly intended for bitfields only
17:26:56  <_dp_> I guess there is no warning here because behaviour is defined. But if you try compiling it on 16bit architecture there will be one probably.
17:28:23  <Alberth> ?
17:28:43  <Alberth> how is a 16bit architecture less defined?
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17:30:12  <_dp_> If I got it right, on 32 bit grow_counter is converted to int because 1 is int and int can hold any value of uint16
17:30:59  <Alberth> sounds likely
17:31:14  <_dp_> on 16bit 1 will be converted to uint and result will be UINT_MAX that overflows int which is undefined behavior
17:32:01  <Alberth> if int is not 32bit at such an architecture
17:32:02  <_dp_> if grow_counter is 0 I mean
17:33:16  <_dp_> are there 16bit architectures with 32bit ints?
17:33:44  <Alberth> why not?
17:33:59  <Alberth> you can have long long on a 32bit architecture too
17:34:43  <Alberth> the compiler would need to split the int value over 2 addresses, but that's allowed
17:39:15  <_dp_> yeah, but that's kind of illogical
17:39:51  <Alberth> oh?
17:40:04  <_dp_> have 32bit int instead of 64 is understandable, that's for backwards compatibility
17:40:20  <_dp_> but 32bit instead of 16 ... for what?
17:41:20  <Alberth> bigger int values than 32767
17:47:11  <frosch123> _dp_: all classic processers multiple X bits with X bits to 2*X bits, and divide 2*X bits by X bits to X bits
17:47:41  <frosch123> so, all classic 8 bit cpus know 16bit values, all 16bit cpus know 32bit values, all 32bit cpus know 64 bit values and so on
17:48:05  <Alberth> /me worries about sse4.2 processors
17:48:17  <frosch123> for addition and subtraction no real cpu has any real limit
17:49:04  <frosch123> Alberth: yeah, mmx started to differ from that :)
17:49:27  <frosch123> by doing "saturated" arithmetics instead of overflowing ones
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18:29:49  <andythenorth> o/
18:29:53  <Alberth> hi hi
18:29:55  <Wolf01> o/
18:34:47  <andythenorth> eh Sim City never really clicked for me, but some of you might like this http://arstechnica.com/gaming/2015/10/from-simcity-to-well-simcity-the-history-of-city-building-games/
18:39:16  <andythenorth> hmm
18:39:21  <andythenorth> “Industrial Minerals"
18:39:26  <andythenorth> as cargo :P
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20:03:00  <drac_boy> hi
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20:20:27  <drac_boy> heh? ^
20:23:00  <drac_boy> anyway be back later
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21:03:04  <_dp_> is it a gs limit that it can't execute more than one command per tick or is it a server one?
21:04:34  <Rubidium> bit of both
21:05:27  <Rubidium> to get an answer in MP, you need to wait until the event is sent to all clients which usually is the next tick
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21:05:52  <Rubidium> to make SP not be totally different, the same delay is forced by the GS/AI layer in SP as well
21:07:13  <_dp_> can't it send multiple commands at once?
21:07:44  <Rubidium> not if you want the "command" to return whether it succeeded or not
21:08:55  <Rubidium> and sending a load of commands from your GS without any return values might not be the best as you'd need to check whether the result of all those actions is what you wanted
21:09:22  <_dp_> hm, in my particular case I don't care about result
21:09:37  <Rubidium> e.g. if a player builds something where you as GS want to place something else in the same tick, then some of the commands might not have been executed
21:10:43  <_dp_> I'm doing cb so calling town growth rate command
21:11:20  <_dp_> I'm more concerned of it not being executed at same time for different towns(companies) than of its result
21:14:33  <_dp_> Btw, why does it have to wait for clients to get result? I though if server executed it locally than it has the result, clients getting different one means desync
21:29:44  <Rubidium> it's not wait for client, but wait for sending to clients; there is a configuration setting which tells how often (in ticks) a set of commands is sent to the clients
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21:57:02  <_dp_> network.frame_freq you mean? it's not in config so is always 0 I suppose
21:57:55  <_dp_> and I don't think gs will work if it is set to smth else)
22:00:24  <_dp_> as I see it commands are accumulated and executed all at the end of frame, after gs does, so it only can get result on next frame even though it's available already
22:03:53  <Eddi|zuHause> that's a problem with sort-of-but-not-really asynchronous interface
22:04:21  <Eddi|zuHause> just live with the fact that you can only send one command per tick
22:04:47  <_dp_> with gs ;)
22:05:24  <_dp_> don't rly care much about gs as long as server itself is capable :)
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23:25:20  <Wolf01> 'night
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