Times are UTC Toggle Colours
00:00:06 <pv2b> happy new year utc 00:04:03 <MeusH> happu new year dudes and girls 00:05:02 <MeusH> peter1138! newyear! 00:05:50 <glx> KUDr: yapf/strapi.hpp and yapf/str.hpp have problems too http://glx.dnsalias.net:8080/openttd/cbh_compile(-j4).txt 00:06:32 <KUDr> i am trying to get my ubuntu working 00:06:40 <KUDr> and then i will repair it 00:06:59 <Bjarni> <valhallasw> the first hours of 2007 are for partying :P <-- some party if you have to go to IRC to tell us :P 00:16:15 <peter1138> happy new year etc 00:16:42 <peter1138> Rubidium: the filescan/safetyscan stuff needs to both be done for the action e test 00:19:25 <Rubidium> you mean that you have to scan the file twice? 00:20:09 <Rubidium> didn't you do that already for static grfs? 00:21:40 <Born_Acorn> Developers of the world unite and update this if you please can! http://wiki.openttd.org/index.php/Roadmap_0.6 00:22:13 <peter1138> Rubidium: no, i combined grfid and unsafe scan 00:22:21 <peter1138> but action e happens before action 8 00:22:28 <peter1138> but we need grfid for action e 00:22:45 <peter1138> tum te tum 00:23:40 <Rubidium> hmm 00:24:26 <Rubidium> bummer 00:24:52 *** Sutherland [~murder_in@0x5550a029.adsl.cybercity.dk] has joined #openttd 00:25:09 <Sutherland> happy new year :D 00:25:20 <Rubidium> hmm, in the diff there are still two 'phases' used 00:26:31 <peter1138> yes 00:26:36 <peter1138> not still though 00:26:59 <peter1138> hmm, damn 00:27:12 <peter1138> we don't store desert state for stations 00:29:38 <peter1138> raa 00:29:39 <peter1138> i'm off again 00:29:45 <peter1138> Born_Acorn: buffers will be ready tomorrow ;D 00:29:51 <Born_Acorn> Woooo 00:30:03 <peter1138> errrr 00:30:04 <peter1138> 00:27 00:30:08 <peter1138> later today then 00:31:06 <Athorium> Happy new year! 00:31:28 <Sutherland> thx :D 00:31:38 <Sutherland> and u to 00:32:14 <Athorium> ^_^ 00:32:41 <KUDr> unix gurus: where are wcslen() and vswprintf and wcscmp() and so on functions declared? 00:34:12 <Rubidium> well, I have manpages for those functions 00:34:20 *** qfh [~qfh@static-ip-62-75-161-163.inaddr.intergenia.de] has quit [Ping timeout: 480 seconds] 00:34:38 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has quit [] 00:34:40 <KUDr> should it be <wchar.h>? 00:35:13 *** qfh [~qfh@static-ip-62-75-161-163.inaddr.intergenia.de] has joined #openttd 00:35:33 <Bjarni> [01:25:08] <Sutherland> happy new year :D <--- I tend to say something like that closer to 0:00 :P 00:37:47 <Sutherland> hmm yeah but.. i just came home and wanted to wish u all a happy new year any thing wrong with that? 00:38:13 <Bjarni> nothing 00:38:20 <Bjarni> :) 00:38:25 <Sutherland> hehe :D 00:48:06 <stillunknown> happy new year everyone 00:49:19 <Bjarni> hey I'm getting popular 00:49:37 <Bjarni> unknown people wish me happy new year :D 00:50:14 *** Digitalfox [~digitalfo@bl8-40-53.dsl.telepac.pt] has quit [] 00:51:55 <stillunknown> Bjarni: is it me or are bridges in ottd less than perfect? 00:52:20 <Ailure> *insert a image macro of CAPTAIN OBVIOUS TO THE RESCUE here* 00:52:30 <Ailure> :D 00:52:34 <Ailure> Well happy new years all I guess 00:52:44 <stillunknown> even if they are a seperate "place" 00:52:52 <stillunknown> they still don't have a central place 00:54:40 <Bjarni> well, Celestar is still working hard on improving the bridges 00:55:08 <Ailure> heh 00:55:15 <Ailure> wasn't it in trunk for a bit? 00:56:05 <stillunknown> the "bridgebranch" was merged, custom bridge heads hasn't as far as i know 00:56:35 <Vikthor> Happy New Year and good night everyone 00:56:51 <Bjarni> it was merged and then a new bridge branch was created to work on the bridge heads 00:56:57 *** Vikthor [~Vikthor@snat2.arachne.cz] has quit [Quit: Leaving.] 01:05:14 *** Celestar [~Jadzia_Da@p54968029.dip0.t-ipconnect.de] has quit [Quit: Lost terminal] 01:06:46 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 01:06:48 <MeusH> goodnight! 01:06:54 *** MeusH [~MeusH@host-ip18-138.crowley.pl] has quit [Quit: bye - quit] 01:39:29 *** Digitalfox [~digi@bl8-40-53.dsl.telepac.pt] has joined #openttd 01:40:46 <Athorium> hey, someone can say me, what PBS is better, NPF or YAPF? 01:41:03 <CIA-1> peter1138 * r7711 /trunk/newgrf.c: 01:41:03 <CIA-1> -Fix (r7354): NewGRF Action 7, GRF check condition 10 didn't ignore unknown GRF IDs. Also separate GRF ID conditions 01:41:03 <CIA-1> from parameter conditions to remove code duplication in GRF checking code. 01:41:05 <peter1138> neither NPF or YAPF are PBS 01:41:28 <Nigel> i think he/she meant pathfinder 01:41:56 <Athorium> sorry, PBS are Path-Based, I mean pathfind 01:41:57 <Athorium> :P 01:42:08 <peter1138> path based signalling 01:42:18 <peter1138> so 01:42:20 <peter1138> yapf is better 01:42:25 <Athorium> why? 01:42:35 <Rubidium> faster 01:42:36 <Smoovious> but if you wanna ignore the wrongness of the question, then yapf is better 01:42:43 <Rubidium> and the same functionality of NPF 01:43:23 <Athorium> I waiting to the release with a same TTDPatch PBS... a PBS with signals (exit, entrance, combo...) 01:43:27 <Rubidium> the OPF (old/original) one is faster than YAPF though, but doesn't always find paths when they exist 01:43:43 <CIA-1> KUDr * r7712 /branches/custombridgeheads/yapf/ (blob.hpp str.hpp strapi.hpp): [cbh] - Fix: [YAPF] make those 3 files added in (r7708) compilable by g++ 01:43:55 <Smoovious> Athorium... do you even know what PBS means? 01:44:03 <Athorium> Path-Based Signals 01:44:14 <Smoovious> no need for entrance/exit/combo... they're path based 01:44:29 <Rubidium> Smoovious... wrong... 01:44:32 <Athorium> Smoovious are you sure? :S I tried to make it and not works correctly... 01:44:47 <Smoovious> did I look at the examples incorrectly? 01:44:59 <Athorium> I no have any screenshot 01:45:06 <Athorium> but, if you wait, I can give you one... 01:45:07 <peter1138> no, you followed hackykid's interpretation 01:45:08 <Rubidium> Smoovious: you want to be able to tell the trains to stop before the PBS block when going into a station and all platforms are used 01:45:19 <peter1138> there are instances where pbs presignals could be useful 01:45:25 *** TinoM [~Tino@i5387DAD8.versanet.de] has quit [Ping timeout: 480 seconds] 01:45:38 <Smoovious> well, yeah, but that still makes block signalling a seperate thing 01:47:05 <Athorium> and the oneway pbs? 01:47:08 <Smoovious> the PBS, in and of itself, doesn't need exit signals because it being clear or not, is based on the path of the train 01:47:38 <Smoovious> the block signalling, still has its uses as a seperate entity tho 01:48:21 <Athorium> and when a one-way PBS? 01:48:32 <Smoovious> a one-way pbs? 01:49:04 <Athorium> yes 01:49:19 <Athorium> to be PBS enabled need signals in both directions 01:49:23 <Smoovious> if you mean what I think you mean, then it is a waste of a pbs signal... just use a normal signal instead... 01:49:32 <Athorium> not really 01:49:36 <Athorium> wait and look 01:50:23 <Smoovious> don't throw a URL at me... I don't have a browser on here and I'm not in the mood to retype URL's onto the other computer right now 01:50:33 <Athorium> uhmm 01:50:36 <Athorium> and if I send it to you? 01:50:43 <Smoovious> I'll beat you up 01:51:36 <Athorium> :? 01:51:41 <Smoovious> in the examples of PBS I saw... (which happens to be on the website's wiki)... they all appeared to be single-direction signals 01:51:58 <Gonozal_VIII> [02:49:19] <Athorium> to be PBS enabled need signals in both directions <-- i don't know if i understand what you want to say there right... but no 01:52:11 <Athorium> Gonozal_VIII 01:52:24 <Athorium> I can't make a enabled PBS with only one signal in only one direction 01:52:31 *** ChrisM87 [~ChrisM@p54AC588B.dip.t-dialin.net] has quit [Remote host closed the connection] 01:52:56 <Smoovious> Gonozal_VIII... last time I used that patch he's talking about, which was years ago, you had to set up signals with a kind of, well, kludge... 01:52:57 <Gonozal_VIII> pbs with one single signal doesn't make sense, it has to be a signal block 01:53:15 <Athorium> wait, I making the screen 01:53:33 <Smoovious> he's talking about a directional signal... not bidirectional 01:54:23 <Gonozal_VIII> i played miniin with pbs for some time, was no problem with 1way signals 01:55:23 <Gonozal_VIII> i almost never use bidirectional signals of any kind 01:57:03 <Gonozal_VIII> ah you mean when trains only chose an alternative path with 2way signals? 01:57:19 <Gonozal_VIII> i thought that is long gone 01:58:07 <Gonozal_VIII> and has nothing to do with pbs.. 01:58:28 <Athorium> hmmm 01:58:31 <Athorium> I go to try it... :S 02:01:44 *** caladan [~caladan@161-be2-6.acn.waw.pl] has quit [Read error: Operation timed out] 02:01:53 *** Guest56 [~Gono@N735P002.adsl.highway.telekom.at] has joined #openttd 02:02:07 <SpComb> Logs: http://zapotek.paivola.fi/~terom/logs/openttd 02:02:07 <Guest56> !logs 02:04:53 * Guest56 slaps Gonozal_VIII around a bit with a large trout 02:05:07 <Athorium> well, I seen a little "bug" with this... I don't know why one train stops it at a signal when no trains are crossing... 02:05:11 *** Frostregen_ [~sucks@dslb-084-058-130-194.pools.arcor-ip.net] has joined #openttd 02:05:25 <Guest56> pbs is buggy 02:06:12 *** Gonozal_VIII [~Gono@N762P011.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 02:06:13 <Athorium> I see.. 02:06:16 *** Guest56 is now known as Gonozal_VIII 02:07:14 <Athorium> http://img398.imageshack.us/img398/7578/athlandserviciosltd16ocnq4.png 02:08:08 <Gonozal_VIII> wow... you need tons of extra signals on those tracks 02:08:38 <Athorium> http://img398.imageshack.us/img398/8998/athlandserviciosltd16ocgr9.png 02:08:42 <Athorium> bridge continuation 02:09:51 <Gonozal_VIII> incomplete pbs blocks 02:10:08 <Gonozal_VIII> track on the left side doesn't have any signals 02:10:48 <Athorium> Gonozal_VIII after bridge have a signals 02:11:19 <Athorium> http://img382.imageshack.us/img382/6302/athlandserviciosltd16ocno8.png 02:11:19 <Gonozal_VIII> not enough 02:11:23 <Athorium> 'before station' 02:11:57 <Gonozal_VIII> all tracks that go in and out of the pbs block need to have a pbs signal 02:12:04 <Athorium> all have it 02:12:26 <Gonozal_VIII> no 02:12:31 <Gonozal_VIII> left doesn't 02:12:33 *** Frostregen [SADDAM@dslb-084-058-175-220.pools.arcor-ip.net] has quit [Ping timeout: 480 seconds] 02:12:35 <Athorium> what track no have it? 02:12:50 <Athorium> left have a signal, but are looking to "rear" look better 02:12:51 <peter1138> attack of the huge PNG 02:12:51 <peter1138> ah well 02:12:51 *** Frostregen_ is now known as Frostregen 02:13:17 <Athorium> all tracks have PBS signals 02:13:26 <Gonozal_VIII> you wouldn't need pbs there anyways 02:14:11 <Gonozal_VIII> just split the tracks before the station, add some normal signals, maybe presignals and merge them after the bridges 02:14:56 <Athorium> the rail have 4 tracks, the left track are for "one way" the 2 tracks in middle are 'two ways' and the track in right are 'one way' 02:15:24 *** MVV [~a@212.58.183.206] has joined #openttd 02:15:27 *** MVV [~a@212.58.183.206] has quit [] 02:15:43 <Athorium> I make 4 tracks because in this line goes more than 20 trains 02:16:05 <Athorium> 3 neighborhoods lines and 1 big distances line 02:16:05 <Gonozal_VIII> ah.. the signs are well hidden.. 02:16:27 <Athorium> yes, are very hidden, for this motive I saw you look better :P 02:16:40 *** Nigel [~Nigel@202-154-144-120.ubs-dynamic.connections.net.nz] has quit [Ping timeout: 480 seconds] 02:16:44 <Gonozal_VIII> i think 1 track would be enough with more signalling and a shorter bridge 02:17:02 <Athorium> yes, between bridge and station on lateral tracks I add one normal signal 02:17:15 <Athorium> in the 2 middle tracks I can't add any signal 02:19:45 *** Bjarni [~Bjarni@0x50a46ac4.virnxx14.adsl-dhcp.tele.dk] has quit [Remote host closed the connection] 02:21:52 <Athorium> and this is the other station after the screens station 02:21:54 <Athorium> http://img382.imageshack.us/img382/2738/athlandcompanyltd2nov19dl4.png 02:23:08 <Gonozal_VIII> ugly curve there... 02:23:48 <Athorium> I know... the curve in the left? 02:24:33 <Gonozal_VIII> after the c1 waypoint 02:25:03 *** Nigel [~Nigel@202-154-144-120.ubs-dynamic.connections.net.nz] has joined #openttd 02:25:08 <Athorium> yeah, the 3 tracks curve, 45º curve? 02:25:19 <Athorium> 90º sorry 02:25:21 <Athorium> .p 02:26:06 <Gonozal_VIII> i always try to have at least 3 straight tiles or 6-7 triangular track segments 02:26:37 <Gonozal_VIII> so trains don't have to slow down 02:26:46 <Athorium> me too, minium 4 tiles used to a curve, but this are a "forced" curve... :( 02:27:11 <Athorium> I think that I solve it before the line opening 02:27:22 <Gonozal_VIII> wouldn't be hard to fix 02:27:51 <Athorium> with YAPF, PBS works? 02:27:54 <Athorium> or not works? 02:27:57 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has joined #openttd 02:28:04 <KUDr> no 02:28:08 <Athorium> ok 02:28:22 <Athorium> well, I try to finish the C1 line... 02:28:31 *** Rens2Sea [~Rens2Sea@213.211.185.168] has quit [] 02:29:02 <Athorium> ah fucking bribes.. 02:29:03 <Athorium> -_- 02:29:12 <Gonozal_VIII> trees are cheaper ;-) 02:29:22 <Athorium> I have a lot of money 02:29:22 <Athorium> :P 02:29:29 <glx> and safer 02:29:57 <Athorium> now I have 305 million $ 02:31:28 <Athorium> my trains makes every year more than 150 million $ 02:34:21 <Gonozal_VIII> fast trains, long distance, no problem to get high profits 02:34:38 *** gass [~any@81.84.150.238] has joined #openttd 02:34:51 <Athorium> I'm only on 1935 02:34:52 <Athorium> .p 02:35:01 <Gonozal_VIII> so?^^ 02:35:46 <Athorium> the fastest train I have, goes at 112 Km/h 02:35:59 <Gonozal_VIII> add more engines :-) 02:36:06 <Athorium> the speed no changes 02:36:07 <Athorium> ;) 02:36:21 <Athorium> more engines = more power, no more speed 02:36:23 <Athorium> :) 02:36:26 <Gonozal_VIII> disable max speed, enable realistic acceleration *gg* 02:36:32 <Athorium> hehe 02:36:33 <Athorium> no 02:36:39 <Athorium> I want a realistic play 02:36:40 <Athorium> ^^ 02:38:18 <KUDr> current 'realistic acceleration' acceleration is very unrealistic 02:39:19 <Athorium> I think that most unrealistic is the deceleration... trains goes from 300 Km/h to 0 Km/h in less than 3 tiles... :S 02:39:54 <Gonozal_VIII> less than one tile in front of a red sign... 02:40:01 <Athorium> really? 02:40:07 <Wolf01> 'night 02:40:13 *** Wolf01 [~wolf01@87.4.232.25] has quit [] 02:40:18 <Athorium> omg... 02:40:18 <Athorium> xDD 02:40:52 <Gonozal_VIII> that's why i consider maglev passenger service as transportation of liquid goods :-) 02:41:08 <glx> hehe 02:41:24 <Smoovious> that's good, Gonozal_VIII. :D 02:42:02 <Athorium> uhmm... passenger's negatives G... omg... explodes on wagons... 02:42:02 <Athorium> xDD 02:44:00 *** Digitalfox [~digi@bl8-40-53.dsl.telepac.pt] has quit [] 02:45:23 <Gonozal_VIII> <-- evil... i had a test track with 2 100-engine dbsetxl transrapid trains, full with 24.000 passengers each, going 916 km/h, opposite direction on a loop without signals... 02:45:45 *** Sutherland [~murder_in@0x5550a029.adsl.cybercity.dk] has quit [Quit: ( www.nnscript.de :: NoNameScript 4.02 :: www.XLhost.de )] 02:46:56 <Athorium> o_O 02:47:08 <Athorium> omg... you are satanas! 02:47:09 <Athorium> xDD 02:48:29 <Athorium> uhmmm 02:48:34 <Athorium> http://funversion.universia.es/humor/grafico/humorgrafico/archiv_hgrafico/tren.jpg <--------- real or fake? 02:48:45 <Gonozal_VIII> in the same a testgame i found out that a train can go through itself without crashing 02:49:21 <Gonozal_VIII> i think that's a fake but something simmilar happened 02:49:40 <Athorium> lol 02:52:22 <Gonozal_VIII> http://en.wikipedia.org/wiki/Train_wreck 02:52:53 <Athorium> o_O 02:53:20 <Athorium> http://www.sapros.com/tmiaw/train_wreck.jpg 02:53:22 <Athorium> OMG 02:53:40 <Athorium> what doing the train driver before crash? :S 02:54:47 <Athorium> http://www.boche.net/trains/train%20wreck%20on%20bridge.jpg <-- simply... incredible 03:01:27 *** Sacro [Ben@adsl-83-100-202-9.karoo.KCOM.COM] has joined #openttd 03:01:53 <Sacro> happy new year all! 03:06:45 * Smoovious opens beer #3 03:07:01 <ArmEagle> stop talking on topic and celebrate! :) 03:07:06 <ArmEagle> Happy New Year! 03:14:01 <BFM> Pfff, New Years was so 14 hours ago. 03:14:24 <BFM> :P 03:14:29 <mikk36|lap> 5 hours :) 03:14:42 <mikk36|lap> but 03:14:55 <mikk36|lap> west coast usa still has it to come :D 03:14:56 <ArmEagle> still new year here.. a whole new year long! 03:15:48 <Smoovious> New Years was 8,758 hours ago for me 03:16:00 <Gonozal_VIII> ,758? 03:16:06 <Smoovious> east coast still does too 03:16:13 <Smoovious> it is 10:15p 03:16:27 <mikk36|lap> east too ??? 03:16:31 <mikk36|lap> :P 03:16:34 <Gonozal_VIII> 15 minutes is more like 0,25ish 03:16:43 <Smoovious> east is UTC-5, west is UTC-8 03:16:51 <mikk36|lap> haha 03:16:57 <Smoovious> Gonozal_VIII... I was rounding 03:17:17 <Gonozal_VIII> rounding 10,25 to 8,758? 03:17:23 <mikk36|lap> lol 03:18:34 * ArmEagle is pondering whether he should start another small map at 4am+ or just go to bed.. 03:18:53 <mikk36|lap> just go to bed 03:18:59 <mikk36|lap> i am there already :) 03:18:59 <Gonozal_VIII> it's never too late for a new map :-) 03:19:09 <Gonozal_VIII> <-- in bed too 03:20:10 <Gonozal_VIII> i have my screen on a chair next to the bed and keyboard + mouse in bed^^ 03:20:15 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has quit [Quit: Aloysha] 03:20:20 <Nigel> train wrecks are spectacular, but our truck wrecks are even better 03:20:31 <mikk36|lap> ? 03:20:47 <Smoovious> no, rounding 10.25 to 10:00-ish... then subtracting 2 hours from how many are in a year 03:21:07 <mikk36|lap> truck wrecks in nz ? 03:21:21 <Nigel> yeah 03:21:25 <Gonozal_VIII> then subtracting 2 hours from how many are in a year <-- :S 03:22:07 <Gonozal_VIII> ah... you use , as a thousend seperator thing.. 03:22:12 <Nigel> http://stuff.co.nz/images/272582.jpg thats what we call Home Delivery 03:23:01 <mikk36|lap> lol 03:23:13 <Gonozal_VIII> i always forget that... we write 10.000,00 here... 03:23:21 <Nigel> http://stuff.co.nz/stuff/video/player/0,,95988a15455,00.html 03:24:30 <Nigel> (right through the middle of the second house) 03:24:40 <mikk36|lap> damn 03:24:46 <mikk36|lap> gotta get some plugin 03:24:48 <mikk36|lap> to play it 03:24:50 <Smoovious> you use a comma as a decimal seperator? 03:24:51 <ArmEagle> hmm, what is the max. reliability of traisn beased on. just the random seed? Since i just started a new map and it's totally different 03:24:51 <Smoovious> wierd 03:25:11 <Gonozal_VIII> through three houses^^ our house has 80-100 cm thick stone walls, wouldn't have come far 03:25:48 <Nigel> right, now here is the really good bit... the driver of the tanker, was choking on a lolly 03:25:49 <Gonozal_VIII> yes, comma decimal 03:26:21 <Gonozal_VIII> . for thousand 03:27:40 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has quit [Quit: bye] 03:27:47 <Nigel> Gonozal_VIII, note, 25 thousand litres of milk 03:28:02 <Gonozal_VIII> that's lots of milk... 03:28:32 <Nigel> not a drop spilt 03:28:50 <Gonozal_VIII> crappy wooden walls... 03:30:40 <Nigel> frontpage today was spectacular though 03:34:56 <Gonozal_VIII> some years ago a large stone block (about 5m in diameter) ran through some houses in my town... nobody got hurt but large parts of the houses were destroyed 03:50:35 *** dp [~dp@p54B2D0ED.dip.t-dialin.net] has joined #openttd 03:57:32 *** dp_ [~dp@p54B2F0A2.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 04:09:49 *** Tobin [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] has joined #openttd 04:20:21 <CIA-1> miham * r7713 /trunk/lang/ (estonian.txt turkish.txt): 04:20:21 <CIA-1> WebTranslator2 update to 2007-01-01 05:19:34 04:20:21 <CIA-1> estonian - 2 changed by kristjans (2) 04:20:21 <CIA-1> turkish - 10 changed by jnmbk (10) 04:21:45 <MiHaMiX> morning :) 04:24:10 *** Born_Acorn [~bornacorn@zernebok.com] has quit [Ping timeout: 480 seconds] 04:34:24 <Nigel> afternoon :) 04:37:39 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 04:40:56 <MiHaMiX> :) 04:41:40 <PandaMojo> Smoovious: *weird 04:42:10 <PandaMojo> (sorry, pet peeve :3) 04:42:46 <Smoovious> I know it is spelled wrong... but I still spell it that way even tho I know it is wrong 04:42:59 <PandaMojo> D: 04:43:05 <Smoovious> no reason why... and I know I do it... but I still do it. :P 04:43:09 <PandaMojo> lol 04:43:28 <Smoovious> I spell it correctly when I'm writing formally 04:43:54 <PandaMojo> I used to have a URL with it in it is part of why it drives me nutts I think :P 04:44:43 <Smoovious> I understand... you should see me go off when someone triggers my "I download all of my warez off of usenet" peeve... usenet doesn't have warez... altnet however, is chok full of em 04:45:19 <Smoovious> as much as they like the alt.* groups, you'd think they'd give them the respect they deserve by calling them by their right name 04:45:45 <PandaMojo> Heh. 05:20:07 *** Born_Acorn [~bornacorn@zernebok.com] has joined #openttd 05:24:58 <BFM> Man firefox 1.5 is awesome. Who here also edits the usercontent.css file to block ads, counters, etc? 05:35:37 <Sacro> not m 05:35:37 <Sacro> e 05:35:48 * Sacro uses firefox 2.0.1 with adblock pro 05:36:21 <Sacro> Smoovious: altnet ftw 05:36:52 * Smoovious nods. 05:37:45 <Smoovious> I'm just too old-school, where we always made the distinction... people generally just got lazy and call the whole newsgroup system usenet... just grates on my nerves... 05:38:25 <Nigel> i upgraded to FF2 on a computer i admin, reverted the next day 05:39:09 <Gonozal_VIII> buggy thing.. 05:40:00 <Gonozal_VIII> i had it about an hour on my pc then i went back to 1.5 05:40:08 <Nigel> ah ha! i finally found out where the knob from the chair came from 05:40:27 <Nigel> i don't even have FF on this laptop 05:40:55 <Gonozal_VIII> not even the tabs did work with ff2 05:45:09 <Nigel> personally i just don't use FF anymore, find that solves many problems 05:46:32 <Gonozal_VIII> no... 1.5 is great 05:47:09 <BFM> Sacro, how do you rate Adblock? 05:47:31 <Sacro> BFM: i use adblock pro with filterset g updater 05:47:34 <Sacro> works nicely 05:47:50 <BFM> Is it a Freeware add on for 1.5? 05:48:11 <Sacro> yeah 05:48:17 <Sacro> and im going to bed, night 05:48:25 <Gonozal_VIII> i have addblock and noscript 05:48:34 <Gonozal_VIII> -d 05:48:37 <BFM> At the moment, when ever I see an ad, I simply go to the webpage source, find the source of the ad, and then block it out with script in the usercontent.css file found in chrome dir 05:49:03 <Gonozal_VIII> i right click on the ad and then click block :-) 05:50:18 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has joined #openttd 05:51:05 <BFM> *throws a flash ad at Gonozal_VIII* 05:52:09 <Gonozal_VIII> *blocks it* 05:52:40 <BFM> How can you right click flash ads :S 05:53:11 <Gonozal_VIII> dunno^^ 05:53:33 <Gonozal_VIII> do you have a link with a page that has flash ad? 05:53:55 <BFM> hmm, not on me 05:54:22 <BFM> I just downloaded adblock extension for firefox. No idea if it's working or not though. 05:55:07 <Gonozal_VIII> right click on some image... 05:56:32 <Gonozal_VIII> or a frame :-) 05:57:54 <BFM> And the internet just got smaller http://www.polarrose.com/ 05:58:15 <BFM> I'm to scared to use it :S 05:59:06 <Gonozal_VIII> wow... 06:00:27 <Nigel> bleh, i find disabling flash handy 06:02:28 <BFM> Nigel, me too 06:04:16 <Gonozal_VIII> it does block flash.. 06:06:11 *** BFM [~BurningFe@CPE-60-227-105-136.nsw.bigpond.net.au] has quit [Read error: Connection reset by peer] 06:11:10 *** BFM [~BurningFe@CPE-60-227-105-136.nsw.bigpond.net.au] has joined #openttd 06:14:30 *** Sacro [Ben@adsl-83-100-202-9.karoo.KCOM.COM] has quit [Quit: Leaving] 06:16:14 *** BFM [~BurningFe@CPE-60-227-105-136.nsw.bigpond.net.au] has quit [Quit: Chatzilla 0.9.77 [Firefox 1.5.0.9/2006120612]] 06:40:49 *** BurningFeetMan [~chatzilla@60.227.105.136] has joined #openttd 06:59:26 *** gass [~any@81.84.150.238] has quit [Remote host closed the connection] 07:06:05 *** MeusH [~MeusH@host-ip18-138.crowley.pl] has joined #openttd 07:06:10 <MeusH> hey 07:10:30 <Gonozal_VIII> ho 07:32:25 <BurningFeetMan> What do ya know! 07:36:46 <mattt_> is there a way to shorten platforms without completely destroying them? 07:52:36 <Nigel> mattt_, click on the platform button, then the bulldozer 07:52:46 <Nigel> then shorten square by square 07:52:52 <mattt_> :D 07:52:54 <mattt_> thanks 07:53:04 <mattt_> didn't even think of that ^_^ 07:55:41 <mattt_> i seriously need an undo button 08:05:54 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 08:17:32 <mattt_> is there a limit on how much rail i can have laid? 08:17:48 <mattt_> because sections of rail are randomly disappearing :| 08:18:11 <Rubidium> sounds like disasters happening 08:18:55 <Rubidium> or are you in a multiplayer with an unpassworded company? 08:19:04 <mattt_> single player, disasters off 08:19:23 <mattt_> i've started seeing these disc UFO type things flyin around 08:19:37 <Rubidium> then disasters are turned on 08:19:46 <mattt_> er 08:19:49 <mattt_> wtc 08:19:54 <mattt_> coulda sworn they were off 08:26:55 <Nigel> if i sound rude if at this stage i added in an "opps" 08:27:18 <Nigel> errr would i 08:29:26 *** mattt_ [~m@S010600e02995cf26.su.shawcable.net] has quit [Quit: mattt_] 08:33:37 <MeusH> bye 08:33:42 *** MeusH [~MeusH@host-ip18-138.crowley.pl] has quit [Quit: bye - quit] 08:50:19 *** Osai [~Osai@pD9EB536A.dip.t-dialin.net] has joined #openttd 08:51:42 *** Osai [~Osai@pD9EB536A.dip.t-dialin.net] has quit [] 08:51:46 *** Osai [~Osai@pD9EB536A.dip.t-dialin.net] has joined #openttd 08:59:05 <Nigel> "ERROR: You don't have resource consent" 08:59:06 <Nigel> :P 09:28:33 *** Purno [~Purno@5351CE08.cable.casema.nl] has joined #openttd 10:05:58 *** Gonozal_VIII [~Gono@N735P002.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 10:05:59 *** Gonozal_VIII [~Gono@N890P006.adsl.highway.telekom.at] has joined #openttd 10:26:17 <CIA-1> KUDr * r7714 /branches/custombridgeheads/yapf/blob.hpp: - Cleanup: 'replace' artifacts comments in comments 10:31:19 *** TinoM [~Tino@i5387E8E1.versanet.de] has joined #openttd 10:53:57 *** Bjarni [~Bjarni@0x50a46ac4.virnxx14.adsl-dhcp.tele.dk] has joined #openttd 10:54:00 *** mode/#openttd [+o Bjarni] by ChanServ 10:55:06 <Rubidium> hi Bjarni :) 10:56:02 <Bjarni> hi Rubidium 10:59:53 <roboman> are any of you guys on peter1138's server? 11:00:48 *** roboman is now known as roboboy 11:01:55 <roboboy> i cant find the citystation grf version that he is using on his server 11:08:03 <Rubidium> roboboy: what about fuzzle.org/o ? 11:08:03 <roboboy> i thought those dl links were broken 11:08:03 <Bjarni> --- roboman is now known as roboboy <-- you know, the rest of us just advanced a year. It appears that you went the wrong way :P 11:08:03 <roboboy> heh 11:08:10 <roboboy> hm hes fixed it 11:08:45 *** Belugas_Gone [~Jfranc@216.191.111.226] has quit [Ping timeout: 480 seconds] 11:15:27 *** Osai [~Osai@pD9EB536A.dip.t-dialin.net] has quit [Quit: Osai] 11:18:21 *** Belugas_Gone [~Jfranc@216.191.111.226] has joined #openttd 11:18:24 *** mode/#openttd [+o Belugas_Gone] by ChanServ 11:23:48 *** Osai [~Osai@pD9EB536A.dip.t-dialin.net] has joined #openttd 11:41:58 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has joined #openttd 11:49:52 *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has joined #openttd 11:51:31 <Nigel> Bjarni, haha, nice one 12:01:02 <peter1138> KUDr: ping 12:02:07 *** PandaMojo [~panda@c-67-183-223-161.hsd1.wa.comcast.net] has quit [Quit: PandaMojo] 12:07:38 <KUDr> peter1138: pong 12:15:43 <Brianetta> Afternoon, people 12:15:56 *** Hadez [~chatzilla@151.244.broadband7.iol.cz] has joined #openttd 12:16:13 <mikk36> mornin' 12:18:04 *** Celestar [~Jadzia_Da@galadriel.td.mw.tum.de] has joined #openttd 12:18:11 <Celestar> happy new year 12:18:20 <KUDr> you too 12:18:31 <Celestar> hey KUDr, survived the night? 12:18:53 *** Progman [~progman@p57A1FD71.dip.t-dialin.net] has joined #openttd 12:18:54 <KUDr> yes, deving is usually safe enough :) 12:18:58 <Celestar> lol 12:19:03 <Brianetta> Helen was ill last night ): 12:19:05 <Celestar> I almost got hit by a rocket tonight 12:19:09 <Brianetta> We didn't go out or anything 12:19:18 <hylje> :x 12:19:34 <KUDr> Celestar: are you ok? 12:19:47 <Celestar> yeah 12:19:52 <Celestar> I managed to jump into the bushes 12:19:54 <KUDr> can die from shock 12:20:13 <KUDr> but no, you are young 12:20:21 <KUDr> in my case it would be worse 12:20:27 <Celestar> hr hr 12:20:39 <Celestar> actually I'm not too much into fireworks anymore I figure out 12:20:52 <Celestar> reminds me too much of my time in the Air Force 12:21:12 <KUDr> :) 12:21:32 <Celestar> it wasn't that bad a time 12:21:50 <Celestar> but I see no reason to throw around grenade-like things just because of a rollover in a digit 12:22:53 <Celestar> I mean who came up with that braindead system in the first place? 60 seconds a minute, 60 minutes an hour, 24 hours a day, 7 days a week, 12 months a year?! Com'on give me some metric system :P 12:23:15 <hylje> Celestar: because 60 is more perfect than 10 or 100 12:23:26 <Celestar> hylje: no, 12 would be 12:23:35 <Celestar> 60 is stupid, because you need 60 different symbols 12:23:38 <hylje> 60 is a multiple of 12 12:23:47 <Celestar> hylje: but 7?! 12:23:54 <hylje> that i dunno 12:23:58 <hylje> its some wtf possibly 12:24:08 <Celestar> I mean a prime number as base? :P 12:24:57 <Celestar> how thick can you get? 12:25:08 <Celestar> hylje: but I agree that a duodecimal system would be better. 12:25:08 <hylje> about three meters 12:25:28 <Celestar> but then how would all those boneheads out there count using their fingers? :P 12:25:34 <Smoovious> they had to make it fit testament... if the 'how god made the world' story was in metric, the rest would be 12:25:35 <hylje> they wouldnt 12:26:00 <KUDr> Celestar: hex would be the best 12:26:02 <Celestar> god was a yank *runs* 12:26:10 <Celestar> KUDr: nah, .. too little divisors 12:26:20 *** caladan [~caladan@161-be2-6.acn.waw.pl] has joined #openttd 12:26:22 <Celestar> or rather too few 12:26:37 <KUDr> why it s bad? 12:26:51 <Smoovious> could really screw things up and make everything base-11 12:26:55 <Celestar> because you have more divisions that are infinite fractions 12:27:23 <KUDr> hmm 12:27:29 <Celestar> KUDr: in the decimal system, a devision only has a finite result if divisor can be written as 2^a * 5^b with a,b of |N 12:28:07 <Celestar> in duodecimal you would have 2^a + 3^b which gives you more numbers 12:28:08 <Celestar> :) 12:28:16 <Smoovious> true with any base system you use... probably better to just get rid of numbers altogether since they all have their limitations 12:28:19 <Celestar> basically 50% 12:28:42 <KUDr> hmm 12:28:46 <hylje> Smoovious: limitations are a fact, can't get away without em 12:28:53 <hylje> Smoovious: but we can get the least limitations 12:29:07 <Celestar> Descriprion: "dvdbackup is a dvd backup utility" ... really? 12:29:17 <Smoovious> then we should get away from decimals, and just go strictly by fractions 12:29:31 <hylje> fractions of what? ;) 12:29:38 <caladan> true, fractions are well, good 12:29:39 <Celestar> lets go binary :) 12:29:43 <Smoovious> anything 12:29:49 <caladan> but there's still a problem with sqrt()s 12:29:55 <caladan> ok, i can go binary :D 12:30:02 <hylje> Celestar: stating the obvious, especially redundantly ftw 12:30:04 <Celestar> KUDr: I'll go diving into the cbh again :) 12:30:16 <Smoovious> never have that infinite-looping result problem like 1/3 = 33.3333333333333333333333333333333333333333333333333333333333333333333333333333333...% 12:30:32 <hylje> its not a real problem 12:30:33 <Celestar> Smoovious: but caladan is right :) 12:30:50 <KUDr> Celestar: ok, i need you to sync it with trunk before i can continue 12:30:50 <caladan> it sould be stored as fraction as long as it cen be, or just in symbolic way 12:31:07 <Celestar> KUDr: don't you wanna do it? I'll be busy with reinstalling for the next 45 minutes 12:31:33 <KUDr> i switched back to scripting :) 12:31:38 <Celestar> KUDr: ok 12:31:38 <KUDr> so you have time 12:31:41 <Celestar> ^^ 12:31:52 <Bjarni> heh. Smoovious reminds me of a guy in school. He made a calculation and then he was to say the result in class, he said (number),6(a specific number of times... he counted) and then a 7 as the last digit 12:31:53 <Celestar> how's progress and is yapf working for cbh? 12:32:03 <KUDr> works 12:32:11 <KUDr> with some hacks 12:32:15 <Celestar> excellent 12:32:15 <Bjarni> he thought that something special happened at that location or otherwise he calculator would not have told him :D 12:32:17 <KUDr> read log messages 12:32:24 <Celestar> once everything works, we need to clean the hacks 12:32:37 <Celestar> and get signals on bridge heads to work ^^ 12:32:39 <KUDr> no i can't 12:32:47 <KUDr> you call it wrong way 12:33:02 <caladan> wow, that's limiting mind to the thing computers and calculators show you :D 12:33:08 <Celestar> I don't understand? 12:33:09 <KUDr> when vehicle moved already to the next tile 12:33:20 <Celestar> ok 12:33:26 <KUDr> it is different from what it was 12:33:37 <KUDr> therefore the hack in yapf 12:34:09 <KUDr> in worst case i will deal with it in yapf 12:34:21 <Celestar> KUDr: you mean because of the goto? 12:34:23 <KUDr> so don't worry so much 12:34:44 <KUDr> dunno if because of goto 12:34:47 <Celestar> I'm worried about having ugly stuff :) 12:34:58 <KUDr> but simply it moves first then calls pf 12:35:07 <Celestar> but I will check it in a minute or two :) 12:35:15 <KUDr> ok 12:35:15 <Celestar> yeah that's kinda bad :) 12:35:27 <Celestar> back in 5 12:35:36 <Smoovious> now that's just dumb... anyone with any brains would have known it was 2/3 12:36:29 <Bjarni> so I tell one thing about a guy you never met and you are already figuring out how well he did in school in general 12:36:39 <Bjarni> and other stuff that needed brain power 12:36:59 <caladan> oh come on, in poland they made some changes to school system, and kids are getting dumber, really ;] 12:37:23 <caladan> sine and cosine are some kind of magic to them ;] 12:37:24 <Smoovious> it is the small details that say the most about a person... especially his attention to detail 12:37:30 <hylje> there are always dumb people getting higher than they could possibly do 12:37:40 <hylje> its the small (hueg?) WTFs of life 12:37:51 <Zaviori> Heh 12:37:58 <Zaviori> I never understood anything about sin cos or tan 12:38:03 <caladan> you know, but even calculators are getting "smarter" now 12:38:04 <Zaviori> Still scored 10 from math :) 12:38:10 <hylje> caladan: sine and cosine can be magic, but higher level stuff will need to know it 12:38:10 <caladan> how old are you? :D 12:38:51 <Smoovious> they're great for plotting out circles too :D 12:39:19 <caladan> x=asin(t), y=bcos(t) :D 12:39:54 <caladan> we took generator of sine and cosine signal and plugged it to osciloscope, had great time 12:40:44 <Bjarni> you know, the great part about physics is that if you make a mistake, it's usually clear that it's not possible 12:41:10 <caladan> well, if units dont math, its clear :D 12:41:19 <Bjarni> like the time I made a sign error in a calculation of how a car would bounce if it hit a rock it had to go over... after 15 sec, it would have jumped to the moon 12:41:37 <Celestar> back 12:41:45 <Bjarni> from the moon? 12:41:53 <Celestar> 13:35 < Celestar> back in 5 12:41:54 <Bjarni> that was quick 12:41:58 <Celestar> 13:41 < Celestar> back 12:42:02 <Celestar> moon and back in 6 minutes? 12:42:03 <Bjarni> you are late 12:42:16 <Celestar> that's 760.000 km 12:42:24 <Smoovious> :) 12:42:52 <Bjarni> it only takes Savage Garden 5 minutes and 41 sec to go to the moon and back 12:43:06 <Bjarni> you are 19 sec late 12:43:07 <caladan> that's 2111.1111111111111111111111111111111111111111111111111111111111111 km/s :D 12:43:19 <Celestar> isn't there a simpler way of writing svn diff -r12:13 ? 12:43:22 <caladan> or better 2111 1/9 :D 12:43:47 <Celestar> lol 12:43:47 <stillunknown> caladan: that implies infinite accuracy 12:43:47 <Bjarni> heh 12:44:04 <Celestar> there's no such thing 12:44:08 <Celestar> because of Heisenberg 12:44:17 <caladan> you know, my calculator if i divide that distance by 360 secs shows 2111 1/9 12:44:18 <caladan> :D 12:44:26 <hylje> damn Heisenberg 12:44:30 <Celestar> KUDr: I don't like my "leave bridge" code too much :S 12:44:33 <caladan> yeah, and we got a quant of time 12:44:36 <Celestar> there must be a better way of doing this 12:44:56 <Bjarni> reminds me of a math test I once did. I got a number (say 8. Can't remember and not important) and 1/5, so I wrote 8,2. I got that one wrong because it was 1/5, not ,2 o_O 12:44:58 <hylje> Celestar: there is, but first make it work in a hacky way? 12:45:35 <Celestar> hylje: it does work in a rather hacky way 12:45:38 <Celestar> peter1138: you around? 12:45:46 <peter1138> yes 12:45:49 <peter1138> am now 12:45:53 *** Peakki [antti@cs181000195.pp.htv.fi] has joined #openttd 12:46:10 <stillunknown> Celestar: has a small bridge map ever been considered, that is linked to the real map on the entry and leave points 12:46:21 <peter1138> KUDr: are you aware of all our new signal bugs? 12:46:34 <Celestar> peter1138: when you coded the bridgeheads the other day, how did you make sure that the pathfinder is called right upon leaving? 12:46:49 <peter1138> hmm? 12:47:24 <Celestar> peter1138: normally, a train leaves the bridge on a straight line, but now it has to make a choice .. 12:47:34 <peter1138> ... 12:47:44 <peter1138> it returns the bits with gts 12:47:46 <peter1138> er 12:47:47 <peter1138> gtts 12:47:52 <stillunknown> has anyone ever considered making bridges not so void? 12:48:10 <Celestar> yeah but the pathfinder isn't called in the first place .. 12:48:22 <peter1138> um 12:48:24 *** Zaviori [~Zavior@d195-237-7-207.elisa-laajakaista.fi] has quit [Quit: ( www.nnscript.de :: NoNameScript 4.02 :: www.XLhost.de )] 12:48:35 <Celestar> stillunknown: I don't understand ? 12:48:37 <peter1138> the pathfinder is 'called' by the train or rv controller 12:48:57 <peter1138> if this is not working, your gtts is wrong 12:49:18 <Celestar> the pathfinder isn't called where I want it to I guess 12:49:25 <Celestar> peter1138: you got like 5 minutes? 12:49:29 <peter1138> the pathfinder is only called in the controller 12:49:33 <stillunknown> Celestar: isn't it possible to have a scalable datatype create a small map with all the usual properties? 12:49:49 <peter1138> KUDr: dunno if it's your recent changes, but it i split a line, signals aren't updated 12:50:18 <Celestar> stillunknown: hm ... that sounds not like a bad idea. can you code? :) 12:50:26 <Celestar> actually it sounds like a good idea 12:50:37 <stillunknown> i would use a std::vector in c++, in c i don't know 12:50:45 *** Hadez [~chatzilla@151.244.broadband7.iol.cz] has quit [Ping timeout: 480 seconds] 12:51:11 <Celestar> peter1138: did we ever think about what stillunknown suggests? 12:51:18 <caladan> huh, what would hold that vector? 12:51:23 <peter1138> KUDr: in some cases the signal state is set incorrectly 12:51:31 <stillunknown> caladan: m1, etc 12:51:43 <stillunknown> for each bridge cell, maybe a struct for each bridge cell 12:51:50 <Celestar> peter1138: could you have a short look at 7705. it mostly works, but something tells me itt is not the Right Thing To Do 12:52:02 <stillunknown> will have to see how it currently works for the map 12:52:56 <Celestar> stillunknown: I think it could theoretically work 12:53:07 <Celestar> stillunknown: the question is, who codes it:) 12:53:35 <Celestar> it's much better than the Stack approach we tried 12:53:38 *** Zaviori [~Zavior@d195-237-7-207.elisa-laajakaista.fi] has joined #openttd 12:53:38 <Celestar> much better 12:54:58 <stillunknown> i'll give it a try, because it's in the way of a lot things 12:55:00 *** Hadez [~chatzilla@151.244.broadband7.iol.cz] has joined #openttd 12:55:11 <Celestar> yeah 12:55:21 <peter1138> what was the problem? 12:55:33 <Celestar> stillunknown: basically, each bridge and each tunnel would be an own sub-map, right? 12:55:36 <Celestar> peter1138: ? 12:55:48 <stillunknown> yes, with a pointer at the beginning and end 12:55:57 <peter1138> 7705 looks fucking horrible 12:56:06 <peter1138> what on earth are you doing? 12:56:25 <Celestar> peter1138: testing stuff mostly :) 12:56:51 <peter1138> when i did custom bridge heads, many moons ago, nothing in the controllers needed altering 12:57:08 <peter1138> quite possibly because it was the old style bridges, but... yuck 12:57:14 <Celestar> peter1138: then help please :) 12:58:01 *** Eddi|zuHause [~johekr@p54B7E4D9.dip.t-dialin.net] has joined #openttd 12:58:11 <peter1138> can't, gotta go offline in a mo 12:58:16 <peter1138> expensive dialup 12:58:28 <peter1138> KUDr: please investigate these signal issues... i will too 12:58:36 <Celestar> peter1138: ok 12:58:42 <Celestar> peter1138: when will you be back at work? 12:59:11 <stillunknown> you have dailup at home? 12:59:22 *** ChrisM87 [~ChrisM@p54AC5A33.dip.t-dialin.net] has joined #openttd 12:59:25 <peter1138> tomorrow 12:59:42 <Celestar> peter1138: so will I, see you tomorrow 12:59:56 <peter1138> KUDr: ok, i reverted r7620 and that fixes the problems 13:00:05 <peter1138> and that got into RC2 o_O 13:00:22 <peter1138> Celestar: i'll probably be on later, but i don't have cbh checked out 13:00:25 <peter1138> hmm 13:01:08 <Celestar> peter1138: no problem. 13:01:15 <Celestar> peter1138: I'll go digging 13:01:47 <stillunknown> Celestar: if i try to make bridge maps, will you promise to help, because that's not an easy task? 13:02:01 <stillunknown> i may lack insight into ottd for some things 13:02:01 <peter1138> it appeasrsit appeasr to be downloading 13:02:02 <peter1138> slowly slowly thouhg :/ 13:02:33 <peter1138> gah 13:02:42 <peter1138> ^U doesn't work with lag :/ 13:03:08 <Celestar> stillunknown: as good as I can. but I will more advise than code, ok :) 13:04:24 <stillunknown> question 1: when a space for a map is allocated, how do you ever acces it with no reference? 13:04:50 <caladan> you must store pointer somewhere 13:04:58 <stillunknown> sorry, i see, global pointer 13:06:10 <caladan> huh, but that ain't good, you need some kind of array to store all there pointers 13:07:09 <stillunknown> the pointer should be in the cells were the bridge start :-) 13:07:31 <caladan> well, next pointer? 13:07:44 <caladan> in that case all cells have to have that pointer 13:07:53 <caladan> 1024x1024x4bytes? 13:08:36 <stillunknown> isn't it possible to have dynamic memory allocation for this sort of thing? 13:08:41 <caladan> it is 13:08:52 <caladan> hmm, in what way? 13:08:55 <KUDr> <peter1138> KUDr: in some cases the signal state is set incorrectly << this is why i need to sync with trunk first 13:09:08 <caladan> if the tile says there's a bride 13:09:13 <caladan> just scan the bridge table 13:09:14 <KUDr> and then i can work on it 13:09:18 <stillunknown> true 13:09:27 <stillunknown> that would be a bool :-) 13:09:35 <caladan> eeer, no? 13:09:44 <caladan> tiles now have flag for being bridge, dont they? 13:10:26 <stillunknown> i do believe so, (goes to the landscape docs) 13:12:17 *** TinoM| [~tino@gprs-pool-1-023.eplus-online.de] has joined #openttd 13:13:42 <caladan> stillunknown: did you found that flags? 13:13:51 <stillunknown> m5 bit 7 13:13:58 <caladan> ok 13:14:33 <caladan> now, hmm 13:14:56 <caladan> an array bridges, but it would be nice to accelerate search 13:16:39 <stillunknown> cell property would have been great, arrays don't scale 13:16:58 *** Hadez [~chatzilla@151.244.broadband7.iol.cz] has quit [Quit: Chatzilla 0.9.77 [Firefox 2.0/0000000000]] 13:17:07 <caladan> dont know what you mean 13:17:19 <caladan> still that pointer/index? 13:18:22 <stillunknown> it's easier, but large 13:18:38 <caladan> huge, i would say... 13:22:54 <stillunknown> there isn't enough room in the landscape struct to put a lot of information in 13:23:30 <caladan> yes, that is out of question... 13:23:43 <stillunknown> just looking how the length of the bridge is determined without the end cell (i know i saw it once) 13:25:22 *** Rens2Sea [~Rens2Sea@213.211.185.168] has joined #openttd 13:25:26 <CIA-1> miham * r7715 /trunk/lang/ (estonian.txt turkish.txt): 13:25:26 <CIA-1> WebTranslator2 update to 2007-01-01 14:24:49 13:25:26 <CIA-1> estonian - 1 deleted, 5 changed by kristjans (6) 13:25:26 <CIA-1> turkish - 1 changed by jnmbk (1) 13:26:22 *** mosfet [~opera@AC8F1AA0.ipt.aol.com] has joined #openttd 13:27:09 <caladan> why do you need that length? 13:27:53 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has quit [Quit: Aloysha] 13:29:31 <caladan> stillunknown: ok, ive got some idea 13:29:44 <stillunknown> spill 13:30:00 <caladan> you spot bridge 13:30:19 <caladan> so, you know whose it is, what type (rail/road), and what dir it goes 13:30:30 <caladan> only way is to do the bridge table 13:30:48 <caladan> but knowiing those 3 things you may reduce searching greatly 13:31:43 *** TinoM| [~tino@gprs-pool-1-023.eplus-online.de] has quit [Quit: used jmIrc] 13:31:55 <caladan> so function like FindBridge(whose,type,dir) 13:32:05 <caladan> would have like tree of tables 13:32:18 <caladan> pointing to different player's bridges, then types, then dirs 13:32:42 <stillunknown> i'm trying to find were currently bridge information is kept 13:33:22 <caladan> just in _m[] 13:33:24 <ArmEagle> Any chance we'll be able to build bridges over diagonal rail someday? 13:33:35 <stillunknown> already possible 13:33:39 <ArmEagle> oh.. 13:33:48 <caladan> just put bridge flag and draw rail ;-) 13:34:40 <stillunknown> there does need to be some kind of linked list, so that information about the bridge is kept, especially about the map of the bridge 13:35:01 <stillunknown> currently that is dumped as soon building is complete 13:35:12 <pv2b> caladan: bridge flag? 13:35:22 <caladan> yeah, in tile struct 13:35:31 <caladan> i mean from programmers side of view 13:35:36 <caladan> not from user, sorry 13:35:56 <pv2b> ah. right. 13:36:42 <ArmEagle> ah k, so, any chance it will be in the config? :P 13:36:58 *** Tobin [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] has quit [Quit: Tobin] 13:37:04 <caladan> well, im not developer, just add some ideas, dont ask me 13:37:31 <caladan> stillunknown: bridge_gui.c:19 13:38:19 <stillunknown> i found that already, i'm looking at vehicles to see how their data is kept 13:40:29 <Celestar> hm 13:40:32 <Celestar> this is illogical 13:41:26 <caladan> hmm? 13:41:39 *** Eddi|zuHause [~johekr@p54B7E4D9.dip.t-dialin.net] has quit [Quit: Konversation terminated!] 13:42:25 <stillunknown> Celestar: do you have some way to dynamicly create room in the map/tile struct? 13:42:41 <Celestar> stillunknown: no, the map and tiles are fixed 13:42:50 <caladan> ah. we agreed that it is impossible 13:42:51 <Celestar> stillunknown: you'd need to allocated a whole new map 13:43:09 <stillunknown> you mean a bridgemap on top of the normal one? 13:43:18 <Celestar> yes 13:43:32 <Celestar> a total seperate entity like the _m[] array 13:43:36 <Celestar> just smaller 13:43:52 <caladan> true, we agreed to that also :D 13:43:57 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 13:44:08 <caladan> but now the way to find the right submap 13:44:25 <stillunknown> that's easy, one you find a bridgebit 13:44:32 <stillunknown> you look at the same cell on the other map 13:44:36 <stillunknown> i mean tile 13:44:50 <Bjarni> bbl 13:44:51 *** Bjarni [~Bjarni@0x50a46ac4.virnxx14.adsl-dhcp.tele.dk] has quit [Quit: Leaving] 13:45:07 <caladan> that smaller map would be 1xlength 13:45:22 <stillunknown> no 13:45:30 <stillunknown> what celestar sais is: 13:45:38 <stillunknown> make a 512x512 map or whatever 13:45:43 <stillunknown> with the needed info 13:45:53 <caladan> nooo 13:45:59 <caladan> < Celestar> a total seperate entity like the _m[] array 13:46:07 <caladan> and nex line, but smaller 13:46:11 <caladan> a lot smaller 13:46:26 <stillunknown> Celestar> stillunknown: you'd need to allocated a whole new map 13:46:34 <stillunknown> notice the whole 13:46:43 <Celestar> 1xlength 13:46:47 <Celestar> or lengthx1 13:46:54 <caladan> depends on dir 13:47:14 <caladan> ok, let me clear it 13:47:14 <stillunknown> that still doesn't solve the problem of how one map can relate to the other 13:47:30 <caladan> there is 13:47:35 <caladan> you look at _m[] 13:47:42 <caladan> see bit of bridge, the first one 13:48:00 <caladan> search bridge array for that bridge (submap) and somethink like paste it 13:48:12 <caladan> only it has to say what end it is, that's all 13:49:49 *** MUcht [~Mucht@p57A0CFFD.dip.t-dialin.net] has joined #openttd 13:50:45 <stillunknown> what happens if there are a lot of bridges, for every action it has to search trough an array, access a lot structs and check if it's the right one 13:51:03 <caladan> and that is what i said some time ago 13:51:11 <caladan> first select the right player 13:51:27 <caladan> it's like 1/n, depends on number of players 13:51:50 <caladan> then select by type - it can reduce by 1/2 13:51:57 <caladan> and then selct by dir 13:52:05 <caladan> now it can reduce by 1/2 too 13:52:44 <caladan> so if there are only two players, and they own the same number of rail and road bridges and they own the same number of x and y bridges, you get 1/8 of things to search 13:53:04 <stillunknown> i get your point 13:53:50 <caladan> so you do map *GetBridgeSubmap(player, dir, type) 13:54:08 <caladan> dir is more common that type, so 1st player, then dir, then type 13:54:21 <caladan> there's also another way 13:54:31 <caladan> lets say, we got a bridge 13:54:36 <caladan> then get it's beggining 13:54:44 <stillunknown> are dynamic arrays possible in C (before i mix it up with c++)? 13:54:52 *** mosfet [~opera@AC8F1AA0.ipt.aol.com] has quit [Ping timeout: 480 seconds] 13:55:02 <caladan> and we can split map into several regions, like 512x512 into8x8 regions 13:55:09 <caladan> and you get further acceleration 13:55:18 <caladan> dynamic arrays are possible in clean C 13:55:25 <caladan> ask what you need 13:56:05 *** Mucht_ [~Mucht@p57A0EBF4.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 13:58:38 *** Wolf01 [~wolf01@host25-232-dynamic.4-87-r.retail.telecomitalia.it] has joined #openttd 13:59:07 <Wolf01> ello 14:01:18 <caladan> stillunknown: i can help you write some dynamic allocation stuff in C 14:01:55 <stillunknown> i'm starting to write some structs, i will paste the basic idea somewhere soon 14:01:59 <caladan> ok 14:04:56 *** ufoun [~opera@85.207.18.146] has quit [Read error: Connection reset by peer] 14:05:25 <Smoovious> subsidiary companies... do I have to control those or will a computer player control them 14:07:01 <stillunknown> caladan: i'm considering using unions for the various directions, etc, but i have concerns about what happens if there is no bridge 14:07:12 <Celestar> KUDr: ping :) 14:07:15 <stillunknown> is there a better approach to this problem? 14:07:25 <caladan> dont know your whole idea 14:07:27 <KUDr> Celestar: pong 14:07:52 <Celestar> I've done some more digging ... 14:08:20 <stillunknown> i'll paste the idew 14:08:21 <caladan> stillunknown why do you need that data for? 14:08:22 <stillunknown> *idea 14:08:23 <caladan> ok 14:08:24 <Celestar> about the "entering" stff 14:08:37 <Celestar> KUDr: I mean r7687 14:08:37 <KUDr> and result? 14:08:50 <Celestar> sec posting diff 14:09:21 <stillunknown> caladan: http://rafb.net/p/UqQSno79.html 14:09:29 <Celestar> I (we) looked at the wrong place 14:09:48 <KUDr> hmm 14:09:49 <Celestar> http://www.fvfischer.de/ottd/cbhenter.diff <= this is against 7686 14:10:10 <Celestar> (it doesn't really turn the vehicle visually, but that is the smallest problem, right?) 14:10:25 <KUDr> id depends 14:10:32 <caladan> stillunknown: we got limited number of players, dont have to do dynamic stuff for that 14:10:36 <Celestar> it MOVES in the right direction .. 14:10:37 <KUDr> i am forking my wc 14:10:52 <Celestar> I wish I had a computer with a working HDD here :S 14:11:05 * Celestar is booting off CD and has all the data on an external USB drive 14:11:17 <stillunknown> caladan: players can enter games, so how would you deal with that? 14:11:38 <caladan> stillunknown: allocate staticly array 14:11:58 <caladan> Bridge* PlayerBridges[16]; 14:12:24 <caladan> if no player with id n , then PlayerBridges[n] = NULL; 14:13:29 <caladan> stillunknown: at beggining just fill it with NULLs, then when company is created, you create structure 14:13:47 *** Wolfenstiejn [~wolf@h33048.upc-h.chello.nl] has joined #openttd 14:13:55 <Celestar> let us assume we allow a maximum of 65k bridges 14:14:10 <caladan> i guess that there is no need for that 14:14:12 <Celestar> just put an index into the main array that points to an element in the sub-arrays 14:14:30 <caladan> main you mean tile? 14:14:48 <Celestar> yeah 14:15:05 <Celestar> so you have an array: _bridges_and_tunnels[] 14:15:21 <Celestar> each element is similar to a map array we have now 14:15:23 <caladan> yah, and index to that array would be in Tile? 14:15:52 <Celestar> and in _m[].m2 (for example) we would store the index of _bridges_and_tunnels 14:16:09 <caladan> huh, dont see that 14:16:12 <Celestar> back in 5 14:17:38 <stillunknown> were can 256bits of information be kept in the map? 14:17:57 <stillunknown> ignore that 14:18:02 <caladan> i dont like idea of storing that in _m 14:18:33 <stillunknown> it's 8 bits, but i doubt there is space for that 14:18:39 <Celestar> ok I'll conjure up a drawing 14:18:42 <Celestar> stillunknown: there is 14:18:46 <caladan> ok 14:19:13 <caladan> but we can do fast searching 14:19:30 *** Wolfy [~wolf@h33048.upc-h.chello.nl] has quit [Read error: Operation timed out] 14:19:46 <stillunknown> m2 is not empty 14:19:51 <KUDr> Delestar: bridge_cmd.c (1007): ...DirToDiagDir(... << the best way how to lost information 14:20:34 *** BJH2 [~chatzilla@e176125229.adsl.alicedsl.de] has joined #openttd 14:21:35 <stillunknown> Celestar: or do you propose to reuse all space in m2 with the knowledge that nothing usefull could be there once a bridge is there? 14:21:52 <caladan> not true 14:22:00 <caladan> bridge can be build over rails 14:22:16 <stillunknown> the entry tiles 14:22:26 <stillunknown> are bridgeramps 14:22:38 <stillunknown> they are the only ones that need the information 14:23:03 <KUDr> Celestar: so if understand it correctly, the train gets into wormhole once it enters first ramp and leaves it once it enters the second one. Correct? 14:23:12 <caladan> yes :D 14:23:30 <Wolf01> mmm maybe i found a bug on the nightlies, pressing the "sell all" button in hangars crashes the game (if there is at least one aircraft)... i don't know if happen why i have the planeset, i must try it better 14:23:34 <Celestar> stillunknown: standby 14:23:34 *** Mucht_ [~Mucht@p57A0D712.dip.t-dialin.net] has joined #openttd 14:24:26 <Celestar> KUDr: no wait, we did have the problem that the train didn't enter the bridge from the non-straight tracks, right? YOu fixed that in r7687, but the problem was that I fucked up TrainCheckIfLineEnds. this diff is a replacement for r7687 14:25:05 *** Vikthor [~Vikthor@snat2.arachne.cz] has joined #openttd 14:25:10 <KUDr> stillunknown: if you use 16 bit index on the ramp tiles and the rest of bridge info you store elsewhere (array) do it also for tunnels << this would help with signalling stuff 14:25:36 <caladan> true, tunnels and bridges togheter 14:26:19 <KUDr> Celestar: i know, i am diffing it agains 7686, but still.. 14:27:07 *** Digitalfox [~digitalfo@bl8-41-120.dsl.telepac.pt] has joined #openttd 14:27:19 <Wolf01> ok, the bug happen also without the aviator set (not planeset as i said before) 14:27:40 <Wolf01> i post it on flipspray 14:28:14 <Celestar> KUDr: but yes, it enters the wormhole once it leaves the bridge ramp tile 14:29:39 <Celestar> stillunknown: caladan: KUDr: peter1138: Darkvater: http://www.fvfischer.de/ottd/new_bridge_concept.pdf 14:29:43 <Celestar> what do you think? 14:30:15 *** MUcht [~Mucht@p57A0CFFD.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 14:30:23 <caladan> that's ok 14:30:42 <caladan> but we must find the right bridge, 14:30:50 <caladan> that idea with index in ramp tile is ok 14:30:56 <Celestar> caladan: that's why the bridge head stores the index :) 14:31:02 <Celestar> the ramp tiles are rather empty :) 14:31:17 <caladan> ok 14:31:19 <stillunknown> which m's should be used? 14:31:20 <caladan> so that's ok 14:31:22 <Celestar> they have about 24 free bits 14:31:28 <caladan> m2 is free 14:31:30 <Celestar> more 14:31:39 <Celestar> not totally free, but we can move stuff off there 14:32:07 <stillunknown> maybe make a concept with just the 8bits in m2? 14:32:23 <Celestar> 8 bits are too little, that allows only 256 bridges. 14:32:35 <Celestar> but the amount of bits doesn't matter 14:32:37 <caladan> right, must be at least 16 14:32:46 <Celestar> I just wanna make sure we talk about the same concept :) 14:33:03 *** kbrooks [~Kyle@d235-140-155.home1.cgocable.net] has joined #openttd 14:33:07 <kbrooks> so.. hi. 14:33:37 <caladan> ok, we do 14:33:51 <Celestar> hi kbrooks 14:34:56 <stillunknown> Celestar: what if the bridge tile becomes part of the new bridgemap, just copy all the data there and plenty of space can be used 14:35:08 <stillunknown> *ramp 14:35:13 <caladan> no 14:35:18 <caladan> we dont want another copy of 14:35:20 <caladan> map 14:35:29 <caladan> we just allocate space for the tiles that ARE bridges 14:35:29 <Celestar> stillunknown: not needed, we DO have plenty of space 14:35:56 <Celestar> caladan: right, and then we can have bridges (and tunnels) with an arbitrary number of exits 14:36:13 <caladan> Celestar: that's true 14:36:18 <stillunknown> i'm not the qualified to remap the map structure 14:36:41 <Celestar> KUDr: I'm just wondering why the vehicles have the wrong direction on the map 14:36:42 <Celestar> :S 14:36:51 <Celestar> one might think setting v->direction is enough 14:39:22 <Celestar> hmm peter1138 14:41:07 *** MUcht [~Mucht@p57A0E10D.dip.t-dialin.net] has joined #openttd 14:45:41 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has joined #openttd 14:45:44 *** mode/#openttd [+v glx] by ChanServ 14:47:35 <caladan> Celestar: even signals in tunnels :-) 14:47:55 *** Mucht_ [~Mucht@p57A0D712.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 14:48:06 *** Mucht_ [~Mucht@p57A0D7AF.dip.t-dialin.net] has joined #openttd 14:48:37 <caladan> Celestar: and on bridges :D 14:49:13 *** thebozz [~sd@83.142.20.172] has joined #openttd 14:49:33 <thebozz> are here some kernel guys 14:49:41 <thebozz> i need a help about kernel 14:51:41 <peter1138> hmm 14:51:47 <stillunknown> caladan: is it same/works to use array[]? 14:51:50 <peter1138> KUDr: found the issues 14:52:04 <caladan> caladan: what do you mean? 14:52:08 <KUDr> peter1138: me too 14:52:14 <caladan> stillunknown: what do you mean :D 14:52:17 *** thebozz [~sd@83.142.20.172] has left #openttd [] 14:52:23 <peter1138> oh 14:52:26 <stillunknown> i mean an array with a variable size 14:52:28 <KUDr> but it will not be so easy to fix 14:52:31 <peter1138> well, frankly, your commit was terrible 14:52:37 <KUDr> no 14:52:38 <caladan> stillunknown: hmm, more complicated 14:52:44 <KUDr> only one point i missed 14:52:49 <caladan> stillunknown: have yoy got jabber? 14:52:51 <KUDr> rail compatibility 14:52:56 <KUDr> nothing else 14:53:02 <stillunknown> caladan: no 14:53:05 <caladan> huh... 14:53:09 <caladan> ok, so here 14:53:20 *** MUcht [~Mucht@p57A0E10D.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 14:53:32 <caladan> you can use [] operator 14:53:59 <KUDr> Celestar: bridge_cmd.c(1007..1011): this makes train enter wormhole immediatelly once it enters the ramp 14:54:01 <CIA-1> peter1138 * r7716 /trunk/pathfind.c: -Revert r7620: Changes introduced more problems than they fixed (and a goto?) 14:54:40 <KUDr> what you have against goto? 14:54:50 <peter1138> it's unnecessary 14:55:04 <KUDr> why do you think so? 14:55:13 <peter1138> because a return's good enough 14:55:19 <KUDr> no 14:55:30 <KUDr> it skips the second part then 14:55:58 <KUDr> for searching in other direction 14:58:29 <CIA-1> peter1138 * r7717 /trunk/pathfind.c: 14:58:29 <CIA-1> -Fix (runknown): When following path for signals, don't skip back to the 14:58:29 <CIA-1> previous tile, as for tunnels & bridge ends the entering direction is wrong. 15:01:17 *** Osai [~Osai@pD9EB536A.dip.t-dialin.net] has quit [Quit: Osai] 15:03:04 <Celestar> I love advanced debugging 15:03:06 <Celestar> DEBUG(misc, 0, "bing"); 15:03:18 <KUDr> peter1138: r7717: it changed nothing - you move back by just more complicated way 15:04:37 <CIA-1> peter1138 * r7718 /trunk/pathfind.c: 15:04:37 <CIA-1> -Fix (runknown): When pathfinding onto a bridge or tunnel end from 15:04:37 <CIA-1> previous tile (but not warping from the opposite end) check the 15:04:37 <CIA-1> enter direction. This fixes signal setting if a rail ends on the top of 15:04:37 <CIA-1> a tunnel end. 15:04:58 <peter1138> KUDr: it changes a lot 15:05:23 <KUDr> peter1138: i was in middle of fixing r7620 15:05:32 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 15:05:34 <KUDr> i call it bad syncing 15:05:43 <peter1138> bad syncing? but it's trunk... 15:05:59 <KUDr> yes, but now did even more changes 15:06:06 <KUDr> we should sync better 15:06:18 <KUDr> me and you 15:06:47 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 15:07:14 *** Sacro [Ben@adsl-83-100-202-9.karoo.KCOM.COM] has joined #openttd 15:07:48 <KUDr> <peter1138> KUDr: it changes a lot << what exactly? the 'tile' will have the same value when you move in opposite direction as if you take the old one 15:07:49 <peter1138> i think that's called "communicate" 15:08:02 <KUDr> ok 15:08:06 <peter1138> KUDr: not for bridges/tunnels 15:08:19 <peter1138> trust me, that little change fixes a long standing signal bug 15:09:36 <Celestar> which one? 15:09:53 <Celestar> peter1138: have you looked at the pdf? 15:09:56 <KUDr> tile += TileOffsByDiagDir(direction); and then tile += TileOffsByDiagDir(reversed_direction); 15:10:03 <KUDr> hmm 15:10:07 <KUDr> i lost you 15:10:54 <peter1138> you've missed the warp 15:10:59 <peter1138> tile_org = tile 15:11:04 <peter1138> if warping tile = end of tunnel/bridge 15:11:11 <KUDr> so first you jump over the bridge/tunnel and move one tile back? 15:11:11 <peter1138> tile += blah direction 15:11:19 <peter1138> yes, we do 15:11:33 <peter1138> before, it jumped back to the tunnel end 15:11:37 <peter1138> (or bridge) 15:11:44 <peter1138> and then the direction was wrong for that end of the bridge 15:11:46 <peter1138> so... it stopped 15:12:38 <KUDr> hmmm 15:12:40 <peter1138> better go, back later. i will reinstate the railtype check 15:12:57 <Celestar> hmmm 15:13:27 <Celestar> my wagons are not following the engines :o 15:13:43 *** tosse [tosse@tosse.pp.se] has quit [Ping timeout: 480 seconds] 15:13:50 <hylje> they are going around at random? 15:14:46 *** Wolfy [~wolf@h33048.upc-h.chello.nl] has joined #openttd 15:14:59 <Celestar> nah, the game asserts before that can happen :P 15:20:39 *** tosse [tosse@tosse.pp.se] has joined #openttd 15:20:57 *** Osai [~Osai@pD9EB536A.dip.t-dialin.net] has joined #openttd 15:20:58 *** Wolfenstiejn [~wolf@h33048.upc-h.chello.nl] has quit [Read error: Operation timed out] 15:21:50 *** MUcht [~Mucht@p57A0F18D.dip.t-dialin.net] has joined #openttd 15:22:18 <Celestar> hm ... KUDr .. 15:23:11 <KUDr> what? 15:23:28 <KUDr> i am still trying to understand you patch 15:23:41 <KUDr> and wasn't successful 15:24:11 <Celestar> hm ... ok let me conjure something up and post it again, k? 15:24:37 <KUDr> and please remove the DirToDiagDir 15:24:59 <Celestar> which one? 15:25:01 <KUDr> it doeasn't behave properly in that case 15:25:13 <Celestar> why not? 15:25:21 <KUDr> all of them :) (there is only one in your diff) 15:25:50 <Celestar> (why does it not behave properly?) 15:25:57 <KUDr> 8 directions to 4 diag directions will not do the same as TrackdirToExitDir 15:26:07 <KUDr> you are comparing diagdirs 15:26:24 <KUDr> one of them has just lost info 15:26:32 <Celestar> if (IsTileType(tile, MP_TUNNEL) && DiagDirToDir(GetTunnelDirection(tile)) == v->direction) return true; 15:26:33 <KUDr> for non-diag directions 15:26:35 <Celestar> you mean this? 15:26:46 <KUDr> no 15:26:49 <KUDr> the opposite 15:26:56 <KUDr> 1007 i think 15:26:57 <Celestar> oh the v->direction == 15:27:05 <Celestar> er wait 15:27:06 <Celestar> yeas 15:27:26 <Celestar> so compare dirs and not diagdirs? 15:27:50 <KUDr> i dunno what it will do then 15:28:08 <KUDr> but it doesnt lose the information 15:28:35 *** Mucht_ [~Mucht@p57A0D7AF.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 15:28:39 <KUDr> by my understanding the train enters wormhole when it enters the ramp 15:28:48 <KUDr> which i whink is wrong 15:28:56 <KUDr> think 15:29:07 <Celestar> no it enters the wormhole when it leaves the ramp 15:29:39 <KUDr> how? 15:30:04 <KUDr> on the ramp it can have one of 3 dirs 15:30:44 <KUDr> static uint32 VehicleEnter_Railway_Bridge(Vehicle *v, TileIndex tile, int x, int y) << this is triggered when it enters or moves on ramp 15:30:57 <Celestar> yes. 15:31:06 <Celestar> that's why you have the check for the coordinates 15:31:06 <ArmEagle> hmm, can i disabled the 'tab'->fast forward button? It conflicts with Alt-Tabbing. 15:31:10 <Celestar> http://www.fvfischer.de/ottd/enter_exit.diff 15:31:11 <KUDr> and if ' if (DirToDiagDir(v->direction) == ReverseDiagDir(dir)) {' succeedes 15:31:28 <KUDr> aha 15:31:34 <Celestar> KUDr: then it leaves the wormhole right away 15:31:45 <KUDr> hmm 15:31:49 <KUDr> is it good? 15:31:54 *** Mucht_ [~Mucht@p57A0E010.dip.t-dialin.net] has joined #openttd 15:32:10 <Celestar> KUDr: I don't like the wormhole idea in general, but ok :) 15:33:07 <KUDr> wormhole is a good solution for now (without extra bridges array) 15:33:14 <KUDr> but i am getting lost 15:34:18 *** RichK67 [~RichK67@194.164.100.143] has joined #openttd 15:34:41 <KUDr> i get it 15:34:47 <Celestar> now what? :) 15:34:57 <KUDr> i mixed up those if and else blocks 15:35:16 <KUDr> i am missing comments :) 15:35:24 <Celestar> I haven't added them yet 15:35:27 <RichK67> hi 15:35:29 * Celestar will do this now 15:35:32 <Celestar> hey ho RichK67 15:35:36 <KUDr> hi 15:35:41 <Celestar> RichK67: do you have any sketches for the intercont airport? 15:35:48 <RichK67> sketches? 15:37:39 <RichK67> i drew a mini-plan of it, but that was a long time ago, and mostly i just used the international, and expanded it 15:37:59 <Celestar> RichK67: ok 15:38:05 *** MUcht [~Mucht@p57A0F18D.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 15:39:33 <RichK67> i do need a bit of help with compiling atm... ive just started using VS for work, and want to get OTTD compiling with it... but its complaining about png.h, zlib.h, and the font thingy not being found... where do i tell it where to find them (i have png and zlib on my system elsewhere) 15:39:37 <caladan> so how these wormholes will work? 15:40:07 <caladan> with bridges? 15:40:34 <Celestar> caladan: that's how they work now 15:40:43 *** scia [~scia@AveloN.xs4all.nl] has joined #openttd 15:42:25 <KUDr> Celestar: 1007: 'if (TrackdirToExitDir(GetVehicleTrackdir(v)) == ReverseDiagDir(dir)) {' 15:42:34 <KUDr> this should work 15:46:06 <Celestar> KUDr: standby, I'm busy with the comments :) 15:46:06 *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has quit [Read error: Connection reset by peer] 15:48:15 *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has joined #openttd 15:49:56 <Celestar> KUDr: http://www.fvfischer.de/ottd/enter_exit.diff <= I hope this makes it more clear 15:50:18 <RichK67> anyone here compile nightly using VS?? 15:50:25 <Celestar> ugh 15:50:28 <Celestar> windows :P 15:50:53 <RichK67> ho ho so original 15:51:27 <KUDr> Celestar: + if (v->direction == DiagDirToDir(ReverseDiagDir(dir))) { 15:51:33 *** RichK67 [~RichK67@194.164.100.143] has quit [Quit: RichK67] 15:51:44 <KUDr> this will not work for side enter i guess 15:52:14 <Celestar> there is no "side enter" from the bridge body 15:52:14 <Celestar> :) 15:52:26 <Celestar> the bridge is always straight 15:52:43 <KUDr> also zero lenght? 15:53:48 <Celestar> hm ... 15:53:57 <Celestar> this is one super-special case I'm still worried about :) 15:54:20 * Celestar constructs another special case 15:54:35 <Celestar> test case 15:56:31 <Celestar> KUDr: you mean this? 15:56:36 <Celestar> http://www.fvfischer.de/ottd/specialbridge.png 15:56:38 *** KritiK [~Maxim@ppp85-141-225-253.pppoe.mtu-net.ru] has joined #openttd 15:57:15 <Celestar> KUDr: but that case works 15:57:30 <KUDr> yes, kind of 15:57:34 <KUDr> ok 15:57:39 <KUDr> then it is good 15:57:50 <Celestar> anyone who builds this needs to be shot anyway :S 15:57:56 <KUDr> probably there is very short wormhole 15:58:00 <Celestar> peter1138: please respond 15:58:05 <KUDr> so it will work 15:58:07 <Celestar> KUDr: it's a zero-length wormhole :) 15:58:16 <KUDr> not zero 15:58:19 <KUDr> 1/16 15:58:27 <Celestar> but then again, how do you measure the length of something that is in hyperspace :P 15:58:37 <Celestar> lets see 15:58:54 <KUDr> as distance between entry/exit in our space 16:00:36 <Celestar> dbg: [misc] Entering wormhole at x: 826, y 881 16:00:37 <Celestar> dbg: [misc] Departing wormhole at x: 827, y 880 16:00:40 <Celestar> correct :) 16:01:18 <KUDr> ok 16:01:24 <KUDr> then i understand :) 16:02:21 <Celestar> I just don't know why the vehicles don't turn 16:02:30 <Celestar> they move sideways over the bridge 16:02:44 <KUDr> i had that problem too 16:02:51 <KUDr> don't worry 16:02:59 <KUDr> we'll solve it 16:03:09 <Celestar> true 16:03:16 <Celestar> but are you ok with that stuff now? 16:03:21 <KUDr> yes 16:03:23 <KUDr> i like it 16:03:40 <KUDr> we should roll back and start again from this point 16:03:45 <Celestar> should I? 16:03:52 <KUDr> why not? 16:03:57 <KUDr> all is in svn 16:04:01 * Celestar goes reading changelog 16:04:43 <KUDr> we can merge it back step by step after reviewing 16:04:51 <Celestar> you're right, I'll go rolling back to 7686 and apply that diff. 16:05:00 <KUDr> ok 16:05:17 <KUDr> then i will apply my changes to vehicle dir 16:05:25 <KUDr> and then PF and so on 16:06:26 <caladan> is anyone here responsible for bugs? i sent registration form yesterday and did not get mail... checked spam folder too 16:06:26 <Celestar> good :) 16:06:34 <Celestar> caladan: ask MiHaMiX 16:06:42 <Celestar> KUDr: cool stuff. want some test games? :) 16:06:49 <caladan> ok 16:06:55 <Celestar> WTF? 16:07:10 <KUDr> i make them on the fly 16:07:22 <ArmEagle> heh that's funny. For windows (win32_v.c) it prevents FF on alt-tab. No such check in sdl_v.c though 16:07:24 <CIA-1> celestar * r7719 /branches/custombridgeheads/ (13 files in 2 dirs): [cbh] - Codechange: KUDr and I have decided that our developemnt efforts went in the wrong direction, so revert all changes from 7686 onwards 16:07:25 <Celestar> KUDr: great. 16:07:44 <KUDr> :) 16:08:03 <Celestar> vici@rivendell:[/home/vici/openttd/branches/custombridgeheads]> svnversion . 16:08:03 <Celestar> 7719 16:08:03 <Celestar> vici@rivendell:[/home/vici/openttd/branches/custombridgeheads]> svn diff -r7686:HEAD 16:08:07 <Celestar> vici@rivendell:[/home/vici/openttd/branches/custombridgeheads]> 16:08:26 <ArmEagle> so.. i simply added a check that the modstate is 'KMOD_NONE' and things seem to work. 16:09:55 <ArmEagle> now, i guess a patch has to be made against cvs.. but idon't really feel like going trough all that for just a half-line change 16:10:04 <Celestar> KUDr: there you go 16:10:06 <CIA-1> celestar * r7720 /branches/custombridgeheads/ (bridge_cmd.c train_cmd.c): [cbh] - Fix: Trains can now access bridges from, and depart bridge onto, non X- and Y-direction Tracks. 16:10:08 <MiHaMiX> caladan: PM me with the details please 16:10:23 <Celestar> MiHaMiX is always there when you need him 16:10:32 <KUDr> ok 16:11:11 *** RichK67 [~RichK67@194.164.100.143] has joined #openttd 16:12:04 <RichK67> ping Darkvater 16:12:05 <Celestar> KUDr: I've some assert when a train drives onto a complex bridgehead from a bridge in yapf, but I guess one of your fixes does that 16:12:09 <Celestar> Darkvater is sleeping 16:12:16 <RichK67> ah ok 16:12:26 <KUDr> yes 16:12:39 <KUDr> i must look into that new code again 16:12:45 <Celestar> sorry :) 16:12:47 <KUDr> it will take me some while 16:12:59 <Celestar> I'll have a look at signals on bridgeheads :) 16:13:08 <KUDr> huh 16:13:25 <Celestar> nah not now, but I think with all the stuff in place, it should be possible, right? 16:13:38 <KUDr> yes 16:13:47 <KUDr> should work 16:15:28 <ArmEagle> ah, i could put it in flyspray.. 16:16:27 <Celestar> KUDr: shall I sync from trunk now? 16:16:44 <RichK67> anyone know where i get dmksctrl.h?? 16:17:19 <glx> RichK67: disable directx for mingw 16:17:32 <RichK67> im compiling with VS 16:17:49 <glx> you have dx sdk ? 16:18:01 <RichK67> dunno 16:18:21 <glx> follow wiki 16:19:15 <RichK67> i would, but as far as i can see there aint any VS info 16:19:49 <glx> which version? 16:20:26 <RichK67> ah.. there is info in the express version... ill be back 16:21:21 <KUDr> Celestar: yes, goot time for the sync 16:21:48 *** thgergo [~th_gergo@dsl51B78959.pool.t-online.hu] has joined #openttd 16:21:48 <KUDr> there are peter1138's changes that we will need 16:26:13 <Celestar> yeah 16:26:20 <Celestar> and some conflict in town_cmd.c 16:26:21 <Celestar> fixing 16:29:15 <Celestar> compiling 16:29:17 <KUDr> ok 16:29:29 <Celestar> more conflitcs 16:30:19 <Celestar> fixing 16:30:48 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has joined #openttd 16:31:01 <Celestar> committing 16:31:08 <Celestar> back in 10 16:31:18 *** dh2k3 [~dh2k3@adsl-76-214-216-75.dsl.emhril.sbcglobal.net] has joined #openttd 16:31:25 <CIA-1> celestar * r7721 /branches/custombridgeheads/ (83 files in 10 dirs): [cbh] - Sync with 7607:7720 from trunk 16:31:47 <ArmEagle> well, first work i've done on OpenTTD: http://bugs.openttd.org/task/498 :P 16:32:25 <dh2k3> anybody know where I can find the UK gated crossing for OTTD? 16:32:46 *** Progman [~progman@p57A1FD71.dip.t-dialin.net] has quit [Remote host closed the connection] 16:32:46 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 16:33:33 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has left #openttd [] 16:34:47 <Celestar> bah 16:34:59 <Celestar> guys can we please reverse the output of TrainCheckIfLineEnds? 16:35:08 <Celestar> it doesn't make sense to return false if the line ends :S 16:35:50 <RichK67> ping glx 16:35:57 <glx> RichK67: pong 16:36:30 <RichK67> hi - about the directx sdk... wiki says v8.1 (very old)... what version is OK? 16:36:47 <Celestar> 9.0c or something 16:36:48 <Sacro> happy new year RichK67 16:37:10 <RichK67> hi sacro... HNY 16:37:55 <glx> RichK67: I use the latest as in latest available when I installed it :) (so August 2006) but a newer should be ok too 16:38:27 <Celestar> in stalling opensuse 10.2 via DSL is kinda slow 16:39:12 <RichK67> okies - only 440Mb download... 16:40:39 <Celestar> lol 16:40:42 <Celestar> long live MS 16:40:52 <Celestar> a stupid SDK is half a gig :S 16:41:15 <glx> and you need more than one :) 16:41:21 <Celestar> no I don't 16:41:22 <Celestar> :) 16:41:32 <Celestar> YOU do 16:42:11 <MiHaMiX> http://worlds-highest-website.com/ 16:42:13 <MiHaMiX> :D 16:42:58 <Sacro> :o impressive 16:43:01 <Sacro> MiHaMiX: nice find 16:43:26 <Celestar> lol 16:44:51 <Celestar> people need things to do 16:46:22 <Celestar> I wonder why any sane person would code gecko so that it collapses a container if it exceeds 18 km :S 16:47:16 <caladan> maybe it's some power of 2 in pixels or something :D 16:47:17 <RichK67> bbl 16:47:20 *** RichK67 [~RichK67@194.164.100.143] has quit [Quit: RichK67] 16:47:27 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 16:47:39 <Celestar> caladan: lol 17:00:53 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Connection reset by peer] 17:02:26 <Celestar> ok I need to go 17:02:28 <Celestar> KUDr: have fun 17:02:31 <Celestar> :) 17:02:41 <KUDr> ok 17:04:17 *** Jango [~daniel@puritan.demon.co.uk] has joined #openttd 17:06:12 <CIA-1> miham * r7722 /trunk/lang/unfinished/traditional_chinese.txt: [Translations] Added new translation: traditional chinese 17:06:36 <dh2k3> anybody know where I can find the UK gated crossing for OTTD? 17:07:01 *** scia [~scia@AveloN.xs4all.nl] has quit [Quit: Lost terminal] 17:09:13 <Sacro> grfcrawler? 17:11:34 <dh2k3> well that worked 17:12:52 <Sacro> http://www.tt-forums.net/viewtopic.php?t=19000 17:13:05 <dh2k3> found it 17:21:31 *** Hadez [~chatzilla@151.244.broadband7.iol.cz] has joined #openttd 17:30:05 *** Wolf01 is now known as Wolf01|AWAY 17:34:08 *** Mizipzor [Mizipzor@c-b66370d5.020-16-6b736810.cust.bredbandsbolaget.se] has joined #openttd 17:35:02 <Mizipzor> hi, after ive compiled openttd on gentoo and placed the graphic files in the data folder, i try to run it by typing just "openttd" in console... but nothing happens... not even an error message... whats wrong? 17:37:35 <Maedhros> have you got the "dedicated" USE flag enabled 17:38:24 <Maedhros> ...being a question, that should have ended with a question mark ;) 17:39:32 <caladan> dedicated makes server 17:39:42 <caladan> so turn it off if you want to play normal game 17:40:39 *** dh2k3 [~dh2k3@adsl-76-214-216-75.dsl.emhril.sbcglobal.net] has quit [Quit: Leaving] 17:42:01 *** Jango [~daniel@puritan.demon.co.uk] has quit [Quit: Leaving] 17:42:23 <Mizipzor> [ebuild R ] games-simulation/openttd-0.4.8 USE="zlib -alsa -debug -dedicated -png -scenarios -timidity" 0 kB 17:42:27 <Mizipzor> doesnt look like it 17:42:42 <caladan> maybe you did overwrite one file you shouldnt? 17:44:25 <Maedhros> hmm. can you try starting it with "openttd -d driver=9" please? 17:44:37 <Mizipzor> caladan, hmm... well, i did just move the stuff in the /data folder that was supposed to go there... maybe i overwrote something there 17:45:52 <caladan> in windows it screws up game, segfault, may be here too 17:45:55 <caladan> emerge it once again 17:46:09 <caladan> and i advise using one of newer wersions 17:46:26 <caladan> like 0.5.0rc2 - you will also do some testing 17:46:27 <caladan> :D 17:46:35 <caladan> just unpack, configure, make 17:46:47 <caladan> and for there data dir is in the dir you unpacked to 17:47:25 <Mizipzor> Maedhros, it fails saying: no avaliable video device 17:47:49 <Mizipzor> caladan, in gentoo, i like to just type 'emerge'... its easy, and im quite new to linux :p 17:48:14 <caladan> Mizipzor: i have gentoo too, and i still use make and so one quite often :P 17:48:29 <Maedhros> Mizipzor: can you try re-emerging sdl? i think this happened to someone else and that fixed it... 17:49:11 <Mizipzor> Maedhros, im reemerging now 17:49:34 <caladan> Mizipzor: but with sdl maybe.. 17:50:20 <Mizipzor> caladan, sdl with sdl? what? :p 17:50:26 <Mizipzor> i ran "emerge libsdl 17:50:28 <Mizipzor> " 17:51:05 <caladan> ok, thought you were saying about reemerging just openttd 17:51:31 <Mizipzor> hehe ok :) 17:51:56 <Mizipzor> but i rather stay with this version, its labeled as "stable" after all... 17:52:45 <caladan> 0.5.0rc1 works well, i;ve tried it couple of times 17:52:53 <caladan> and many new features :D 17:53:07 <Digitalfox> Isn't there any newgrf that modifies the titles?? I use the Infra Trees.. But i also wanted to have a new set of titles.. :| 17:53:10 <Mizipzor> what are the new features? 17:53:31 <caladan> like Electric Rails 17:53:38 <caladan> More airports 17:53:51 <caladan> New land generator 17:54:25 <hylje> liek stuff we've had in the trunk for ages 17:54:49 <caladan> yeah, well tested 17:55:06 <Mizipzor> hmm... maybe i should try it out then 17:56:58 <Tuzlo> Does the Autorenew vehicles patch work? I have vehicles that are a year past their age and are not getting replaced. 17:57:38 <Noldo> Tuzlo: they never visit a depot? 17:58:39 <ArmEagle> Tuzlo yeah i just noticed a bus that wasn't being replaced either. Just sent it to a depot manually. 17:59:04 <ArmEagle> ...hmm and forgot to send it out again for years :) 17:59:43 <Mizipzor> caladan, i downloaded the latest source, unpacked it to a folder, entered that folder... and now what? "make"? 18:00:16 <Tuzlo> noldo they do every 105 days 18:00:37 <Maedhros> ArmEagle: i think you can ctrl + click on the depot button and it just go to be serviced rather than stop :) 18:00:58 <ArmEagle> ah, good tip :) 18:00:58 <Maedhros> it _will_ just go... 18:01:05 <caladan> ./configure first 18:01:12 <Noldo> Tuzlo: then it does not work 18:01:29 <Mizipzor> caladan, ok, running it now 18:01:42 <caladan> Mizipzor: when it is completed, do make 18:01:53 <ArmEagle> heh i've got traisn here with 0% reliability.. hmm 18:01:58 <caladan> Mizipzor: then find dir data in that dir 18:02:06 <caladan> Mizipzor: and copy right files 18:02:07 <Mizipzor> caladan, roger... thanks for the help :) hold your thumbs it works now 18:02:13 <caladan> it should :-) 18:02:19 <caladan> Mizipzor: Then just ./openttd 18:02:22 <Tuzlo> hmmm, I thinkit was the path to the depots 18:02:29 <Mizipzor> caladan, ok... so the built output is in the same directory as the source? 18:02:41 <ArmEagle> so i think it can happen that some vehicles/trains never go find a depot. 18:03:20 <caladan> Mizipzor: yes 18:03:28 <Mizipzor> caladan, i see 18:03:40 <caladan> Mizipzor: dont install it, just run from that dir, so you can delete it whole if you need 18:03:48 *** Gonozal_VIII [~Gono@N890P006.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 18:04:17 <Mizipzor> caladan, someone should start making ebuilds for openttd :p newest one in portage is 0.4.8 18:04:36 <caladan> Mizipzor: im still waiting for someone to do that :D 18:05:03 <Mizipzor> caladan, if i got the time and ebuilds arent to hard... i think ill give it a shot 18:05:09 * Maedhros will try and make one in a little while 18:05:24 <Mizipzor> Maedhros, good thinking :) 18:05:45 <caladan> I know it's not hard, but I hardly have time for myself :/ 18:06:04 <ArmEagle> hmm i give the train a service order, and seconds later the order is gone.. though it doesn't help there's no depot near the 2 stations it travels between 18:06:27 <peter1138> backness 18:07:45 *** Gonozal_VIII [~Gono@N805P016.adsl.highway.telekom.at] has joined #openttd 18:11:10 *** valhalla1w [~valhallas@a62-251-30-68.adsl.xs4all.nl] has joined #openttd 18:11:19 <peter1138> KUDr: if signals can't travel through incompatible railtypes, we need to update the signals when converting railtypes 18:11:43 <KUDr> yes i realized that 18:11:55 <peter1138> this poses a problem, because updating the signals will not the traverse between the old and new railtype... 18:12:13 <peter1138> i'm wondering if we have to do an update signals on each and every tile 18:12:31 <KUDr> but the pathfinding must be run from the next tiles(not from that one that just got converted) 18:12:44 <peter1138> yes 18:12:51 <peter1138> well, both, really 18:12:54 <KUDr> or there was another way 18:12:58 <KUDr> i had just done 18:13:15 <KUDr> remember in the PF struct what was the origin 18:13:43 <KUDr> and don't test the rail types in this origin tile/exitdir 18:13:54 *** valhallasw [~valhallas@a62-251-30-68.adsl.xs4all.nl] has quit [Read error: Connection reset by peer] 18:13:59 <KUDr> this was much simpler 18:14:11 <peter1138> will that work for converting a whole load of tiles at once? 18:14:21 <peter1138> hmm 18:14:23 <Mizipzor> nope... didnt work even when i built it from the latest source 18:14:31 <Mizipzor> but it looks like somethings wrong with sdl 18:14:31 <CIA-1> miham * r7723 /trunk/lang/ (german.txt slovak.txt unfinished/greek.txt): 18:14:31 <CIA-1> WebTranslator2 update to 2007-01-01 19:13:54 18:14:31 <CIA-1> german - 1 changed by moewe2 (1) 18:14:31 <CIA-1> greek - 63 changed by gonik (63) 18:14:31 <CIA-1> slovak - 3 fixed, 4 changed by lengyel (7) 18:14:55 <KUDr> hmm 18:14:59 <KUDr> it depends 18:15:30 <Mizipzor> can someone help me out here? http://rafb.net/p/x3XY8Y78.html 18:15:32 <KUDr> we must call update for all area edge tiles probably 18:15:52 <peter1138> KUDr: and probably all in the area too 18:15:58 *** valhallasw [~valhallas@a62-251-30-68.adsl.xs4all.nl] has joined #openttd 18:16:03 *** orudge [~orudge@8afbfebe.resnet.st-andrews.ac.uk] has quit [Ping timeout: 480 seconds] 18:16:03 <KUDr> aha 18:16:04 <KUDr> yes 18:16:07 <peter1138> for example, if you convert a block with a train in the middle, that'll be left as it was 18:16:11 <KUDr> you are right 18:17:14 *** orudge [~orudge@8afbfebe.resnet.st-andrews.ac.uk] has joined #openttd 18:17:16 *** mode/#openttd [+o orudge] by ChanServ 18:17:31 <peter1138> mmm, cpu invtensive :D 18:17:31 <peter1138> and damn, laggy 18:17:51 <peter1138> my connection that is 18:19:18 *** valhalla1w [~valhallas@a62-251-30-68.adsl.xs4all.nl] has quit [Ping timeout: 480 seconds] 18:21:47 <caladan> Mizipzor: try running it ./openttd -v sdl 18:22:35 <caladan> Mizipzor: Thou probably wrong with sdl still 18:22:52 <Mizipzor> caladan, unable to load driver sdl 18:23:06 <Mizipzor> caladan, looks like it dont know i got sdl installed 18:23:20 <Mizipzor> caladan, isnt it the package "libsdl"? do i need anything more? 18:23:33 <Digitalfox> Has anuone saw this newgrf for OpenTTD 32 or use it?? Does it worht it ? http://grfcrawler.tt-forums.net/index.php?do=list&cid=102 18:24:17 <caladan> Mizipzor: wait a sec 18:24:22 <Mizipzor> caladan, kk :) 18:24:39 <Digitalfox> OpenTTD 32bpp 18:24:48 *** scia [~scia@AveloN.xs4all.nl] has joined #openttd 18:25:18 <Digitalfox> It seems the Russian Team is doing a lot of newgrf's wor 32bpp version 18:25:20 *** PandaMojo [~panda@c-67-183-223-161.hsd1.wa.comcast.net] has joined #openttd 18:25:20 <caladan> Mizipzor: have you got sdl-gfx installed? 18:25:39 *** dfox [~dfox@r4az242.net.upc.cz] has joined #openttd 18:26:04 <Mizipzor> caladan, no i didnt have that one... emerging it now 18:26:13 <caladan> Mizipzor: stop... 18:26:13 <CIA-1> KUDr * r7724 /branches/custombridgeheads/bridge_cmd.c: [cbh] - Codechange: cbh tile edge detection changed (using one if instead of switch) when entering the bridge wormhole 18:26:26 <caladan> Mizipzor: show me USE flags for sdl 18:26:59 <caladan> Mizipzor: Ive got these: X, alsa, arts, opengl and xv 18:27:10 <CIA-1> KUDr * r7725 /branches/custombridgeheads/bridge_cmd.c: [cbh] - Fix: the vehicle image now gets updated when train enters the bridge wormhole from cbh 18:27:52 <Mizipzor> caladan, ill send them in pm if its oook 18:28:35 <peter1138> Digitalfox: which is nice, as newgrf has no 32bpp support at all 18:29:17 <Smoovious> for YAPF and PBS ... I only have to have YAPF disabled for trains? it is ok to keep it enabled for ships and road vehicles? (MiniN) 18:38:28 <Born_Acorn> Those crazy Russians. 18:38:40 <caladan> hmmm>> 18:38:53 <Digitalfox> So how does it work peter?? So if this newgrf they have posted in grfcrawler is supostly to OpenTTD version 32bpp, it doesn't work even with a compiled version of branch 32bpp?? 18:38:57 <Born_Acorn> Next we'll be having the GRF files for the 128bit version of Windows 18:39:29 *** vsz [qaz@cl-86-125-180-178.cablelink.mures.rdsnet.ro] has joined #openttd 18:39:54 <Rubidium> KUDr: YAPF asserts (again) in cbh, is that known? 18:40:17 <vsz> hi. I would like to ask a question.. how am I able to specify fonts in the openttd.cfg? 18:40:32 <peter1138> oh, speaking of yapf 18:40:33 <vsz> I could'nt find any help in the manual or wiki 18:40:33 <Rubidium> in openttd.cfg 18:40:41 <peter1138> i keep getting some odd pathfinding going on with it 18:40:50 <peter1138> possibly related to the bridge stuff, i guess 18:41:12 <Rubidium> vsz: there is a small_font, medium_font and large_font 18:41:35 <vsz> Rubidium: ok, I see it. But what am I supposed to write there? 18:41:37 <Born_Acorn> http://wiki.openttd.org/index.php/Unicode 18:42:13 <Rubidium> the name of the font 18:42:20 <Rubidium> like Tahoma 18:42:52 <vsz> just like under what name is it installad? 18:43:04 <Rubidium> yes 18:43:20 *** Mucht_ is now known as Mucht 18:44:06 <vsz> ok, thanks a lot! It works now :) 18:45:21 *** kbrooks [~Kyle@d235-140-155.home1.cgocable.net] has quit [Quit: Leaving] 18:49:09 <vsz> hm.. just another question.. is it planned for OpenTTD to support the UK Renewal Industries set (the one featuring supply&demand)? 18:49:41 *** lolman [~John@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 18:50:09 <Rubidium> yes, though long-termish 18:54:21 <CIA-1> rubidium * r7726 /trunk/depot_gui.c: -Fix (r7622, FS#497): segmentation fault on pressing the 'sell all airplanes'. 18:55:07 <vsz> ok.. a final question: as a newbie regarding to the development of OTTD (and so unfamiliar with the code sharing/publishing/rewriting etc.), what's the area in which I could do the most for the project? 18:55:34 <KUDr> <Rubidium> KUDr: YAPF asserts (again) in cbh, is that known? << yes it is 'controlled regression' << we rolled back 18:55:50 <Rubidium> ok 19:02:54 <blathijs> Controlled Regression? 19:06:20 <Rubidium> vsz: that is a good question 19:06:30 <vsz> thanks :) 19:06:50 <KUDr> yes, it was choosen to roll back so fixed bugs reappeared as a consequence 19:07:05 <Rubidium> first you should do something you are interested in yourself :) 19:07:12 <KUDr> blathijs: ^^ 19:07:57 <vsz> hm.. just playing it and reporting bugs? 19:08:25 <Rubidium> well, trying to fix the bug yourself would be favorable :) 19:08:38 <Noldo> vsz: I would personally like to see gpl free graphics, unfortunately I'm not very able in the artistic area 19:08:57 <vsz> I'm interested in coding too, I just can't get it how the whole procedure of code rewriting goes.. 19:09:30 <caladan> vsz: read some of the code, it's quite complicated, so get used to it 19:09:43 <vsz> I can't draw good enough to help in that area 19:10:34 <vsz> ..and how could I avoid edit confilcts while coding? 19:11:04 <caladan> vsz: you know what diff is> 19:11:12 <Rubidium> not (well working on something nobody else is working on) 19:11:28 <caladan> That's the best rule, really :D 19:12:43 <blathijs> vsz: We use svn for our code management, which solves, or at least guides, most editing conflicts 19:12:56 <vsz> so the first step should be to try to compile and build the whola game 19:13:22 <blathijs> that would be a good start, yes :-) 19:13:32 <caladan> well, these steps are like 5 commands :D 19:13:47 <Rubidium> only 3 :) 19:13:50 <vsz> I never used svn, so I'll stick at bug reporing and code wieving until I'll get some grasp what to do 19:13:52 <caladan> depdends :D 19:13:58 <Rubidium> svn co svn://svn.openttd.org/trunk && cd trunk && make 19:14:11 <caladan> and config? 19:14:35 <Rubidium> will be made automatically (at least now it does get made automatically) 19:14:41 <caladan> by make? 19:14:58 <Rubidium> why not? 19:15:13 <caladan> well, ok, I'm not used to doing so :-) 19:15:44 <Rubidium> ok, it's not the nicest way :) 19:16:05 <caladan> standard way is tar xvjf, ./configure and make 19:16:26 <Rubidium> that will be the case for OTTD in the future too :) 19:16:27 <caladan> so that's what im used to 19:16:31 <vsz> hm.. is there a tutorial for this? I have C coding skillz, but nearly no software engineering&managing skills.. so I'm alwasy stuchk when facing a large project 19:16:46 <Digitalfox> wiki 19:16:47 <caladan> vsz: try writing some small things 19:17:13 <Rubidium> http://wiki.openttd.org/index.php/Development:Main_Page (hopelessly outdated on a lot of points though) 19:17:15 <vsz> oops, sorry for my spelling 19:19:04 <caladan> is there something to be set, for make returns misc_gui.c:1189: error: size of array `a' is negative 19:19:27 <Mizipzor> i was wondering something... in some version of openttd, there are trains with wagons that have a speed limit... and can take a variety of cargos. one wagon can take both iron ore and coal. but one of my stations are so close to both kinds of mines so there are both coal and iron at the station... my question then is: how can i tell the train which type of goods its supposed to take? 19:20:20 <Rubidium> caladan (who's compiling for x64 :)): window.h, increase WINDOW_CUSTOM_SIZE to something like 120 19:20:32 <caladan> ah, thx 19:21:04 <caladan> but in 0.5.0rc1 it was ok, and in 0.5.0rc2 not... 19:21:31 <vsz> Mizipzor: I think wagons must be refitted to carry one kind of cargo 19:21:31 <Rubidium> Mizipzor: a wagon is 'initialized' with only one type and you can refit that to the required type 19:22:03 <Rubidium> caladan: hmm, that part got into rc2? (Darkvater?) 19:22:20 <caladan> Rubidium: im checking now... 19:22:26 <Mizipzor> i looked for some kind of refit button but i didnt find any... am i blind or am i just looking in the wrong places? 19:23:05 <Rubidium> caladan: I didn't think the patch that caused this 'bug' made it into rc2, but apparently it did 19:23:23 <Rubidium> Mizipzor: train in depot, the button with boxes 19:23:25 <caladan> i may be, wroong, wait, i check it 19:23:40 <Rubidium> Mizipzor: of the train window 19:24:06 <Mizipzor> Rubidium, ok... ill look for it :) 19:24:16 <vsz> it might seem a stupid question, but is there a chance to make 16 sprites for the vehicles instead of 8, for smoother turning in curves? 19:24:26 <caladan> Rubidium: my wrong, it works 19:24:43 *** tosse [tosse@tosse.pp.se] has quit [Ping timeout: 480 seconds] 19:27:41 <Rubidium> vsz: technically it is possible, but don't know whether it is wanted (though 32bpp might want it) 19:28:43 <vsz> yes, and there are a lot of newgrf files, mainly vehicle sets which will be unsupported :( 19:32:18 *** Purno [~Purno@5351CE08.cable.casema.nl] has quit [Quit: Life is a game of pick-up-sticks, played by fucking lunatics.] 19:34:14 <Digitalfox> Well at some point with OpenTTD Newgrf 32bpp it will hav to update the grf format.. 19:34:27 <Digitalfox> at least a little 19:34:47 <Digitalfox> For support of bigger sprites and more sprites 19:35:49 <vsz> wouldn't it need a new engine? I see those beautiful 3D vehicles, and instead of a full 3d engine they only will be made into 8 sprites :( 19:35:56 <Gonozal_VIII> keeping support for less sprites shouldn't be that hard, just use the same sprites twice 19:36:54 <Rubidium> 32bpp still uses sprites 19:37:16 <Digitalfox> Is darvater around? 19:37:20 *** Eddi|zuHause [~johekr@p54B76049.dip.t-dialin.net] has joined #openttd 19:37:29 <Digitalfox> ops.. Darkvater 19:37:57 <CIA-1> rubidium * r7727 /trunk/video/sdl_v.c: -Fix (FS#498): sometimes ALT-TAB could trigger the fast forward. 19:41:20 *** ufoun_ [ha@b07-305a.kn.vutbr.cz] has joined #openttd 19:42:17 *** tosse [tosse@tosse.pp.se] has joined #openttd 19:42:30 <vsz> wow, should I post it to sourceforge?: when locking windows to be visible even after pressing <del>, if I shrink the main window to a low resolution in windowed mode, after restoring the game window to a hinger resolution the locked windows will be halfway out of the upper left corner, and I'll be unable to close them. (they are protected against <del> and I can't reach the X button) 19:43:22 <vsz> and if it's the "save game" window, I'll be unable to save the game and I'll need to close and restart the game 19:44:06 <CIA-1> KUDr * r7728 /branches/custombridgeheads/ (7 files in 2 dirs): -Codechange: [YAPF] added some YAPF debug messages plus 2 new files (string class) 19:45:39 <vsz> It should not be so hard to fix. Only if I were more comfortable with svn! I would fix it myself, by unlocking ll the windows out of the bounds of the main window.. I think before this I should download svn and play with it a litte ... :D 19:46:06 <Rubidium> svn is only the way to get the source and keep it up-to-date with trunk 19:46:21 <Eddi|zuHause> vsz: i think the proper solution would be to prevent windows from ever moving behind the main toolbar 19:46:53 <PandaMojo> Can't you do (ctrl/shift/alt) + del ? 19:47:08 <Born_Acorn> [19:36:07] <vsz> wouldn't it need a new engine? I see those beautiful 3D vehicles, and instead of a full 3d engine they only will be made into 8 sprites :( <-- It won't be a full 3d engine 19:47:08 <vsz> so compliling and building should be still done in VS? 19:47:20 <PandaMojo> (I can't remember the right combo) 19:47:21 <Eddi|zuHause> vsz: as a workaround, if you got a high resolution, you can change the setting how to align the main toolbar (left/middle/right) 19:48:13 *** Wolf01|AWAY is now known as Wolf01 19:48:19 <vsz> Born_Acorn: that was I saying... 19:49:06 <Born_Acorn> It most likely won't be just 8 sprites either. 19:50:20 <vsz> Eddi|zuHause: it won't help. Not only the toolbar is blocking it, but it might be outside of the main window. 19:52:11 <vsz> so the upper-left corner of the windows should be prevented to leave the main window 19:52:40 <vsz> not olny upwards at the toolbar, but leftwards too 19:54:54 <ArmEagle> shift-del seems to work here 19:57:16 <vsz> ArmEagle: oops, I've ignored it.. it really works.. 19:57:43 <vsz> so engaging into all of this "bugfix" is pontless 19:57:50 <ArmEagle> yup :) 19:58:02 <ArmEagle> it might be a bit annoying, but how often does one resize the gamewindow? 19:58:31 <PandaMojo> Not so much pointless as probably not worth the effort :P 19:58:50 <vsz> it happened to me once, and I didn't knew about shift+del and I've lost my unsaved game :P 19:59:30 <vsz> and yes, I know about autosave, but it was still annoying :) 19:59:31 *** Hadez [~chatzilla@151.244.broadband7.iol.cz] has quit [Quit: Chatzilla 0.9.77 [Firefox 2.0/0000000000]] 20:01:26 <ArmEagle> cool, my tiny patch suggestion made it trough :P 20:01:49 <ArmEagle> thanks Rubidium :) 20:02:03 <Rubidium> though I don't know whether it will get into 0.5.0 20:02:52 <ArmEagle> ah well else i'll just do the change manually. It's worth the effort. 20:03:28 <vsz> what can be the cause of banks no longer being bulit on temperate maps? Even after having a lot of huge cities, no banks were built.. And I can't fund banks in the new industries menu. 20:05:31 <Digitalfox> If in Cheats Menu the option Magic Buldozer is activated cities will erase banks 20:05:50 <Digitalfox> I figure it out at my own way.. 20:06:06 <vsz> it is not activated.. and banks are not being destroyed, only they are not bulit 20:06:09 <caladan> All versions store .cfg in ~/.openttd/> 20:06:27 <Digitalfox> Having a map 1024 * 1024 with a high number of cities and only 2 banks in 2030 20:06:35 <vsz> hm.. just discovered that the game now forgets my newgrf settings :( 20:07:08 <Digitalfox> never erased one bank, and only 2 available 20:07:28 *** BurningFeetMan [~chatzilla@60.227.105.136] has quit [Quit: Chatzilla 0.9.77 [Firefox 1.5.0.9/2006120612]] 20:07:35 <vsz> Digitalfox: I remember having more banks in the old times of ttd.. or it might just be plain luck.. 20:07:39 <Rubidium> vsz: NewGRF settings are now stored in-game 20:07:54 <Rubidium> getting banks has a certain aspect of luck 20:07:55 <vsz> oh.. wow.. sorry.. 20:07:55 <Digitalfox> Thats why i say, we should have a option to build banks like Mini-IN 20:08:22 <vsz> yes.. they should cost a LOT, but they should be able to be built 20:08:56 <Rubidium> Digitalfox: enable the 'allow construction of raw material industries' option would solve that (I think) 20:09:10 <Digitalfox> Ok Rubidium, but having only 2 banks in 2030, with more than 30 towns with 20,000-< population ?? I think it's too little 20:09:12 <caladan> could be, bank is some kind of source for raw materials 20:09:16 <vsz> or maybe a limit of banks as a certain percentage of cities (so not all cities could have a bank) 20:09:19 <Digitalfox> It doesn't help Rub 20:09:41 <ArmEagle> heh, i've got this tiny 64*128 map with 2 cities and one city has 3 banks 20:09:47 <Digitalfox> vsz, only 2 banks?? In a map 1024*1024? 20:09:57 <vsz> or maybe just increase the likelyhood of having banks.. i'm not familiar with the code, but I think it would be just a change in a constant 20:10:33 <Digitalfox> In real life, we have small cities here in Portugal, with more than 6 banks.. 20:10:48 <Rubidium> the problem of 'chance' is that it is 'random' 20:10:50 <Digitalfox> And in big cities we have like 30 banks 20:10:59 <stillunknown> how can i get the debug output out of openttd? (i already compiled in debug mode) 20:11:07 <Digitalfox> But that random, with me doesn't work porperly 20:11:12 <vsz> and here in Romania, dosens of small banks open and close each year :) 20:11:17 <vsz> *dozens 20:11:25 <Rubidium> stillunknown: read ./openttd -h 20:11:35 <ArmEagle> hehm well IRL you have busstops besides busstations :P 20:12:15 <vsz> yeap, random with a wery small probability.. maybe if (rand()d00 < 2) :)) 20:12:17 <Gonozal_VIII> drive throug busstops exist 20:12:22 <Gonozal_VIII> +h 20:12:22 <ArmEagle> oh.. 20:12:34 <vsz> I meen rand() % 100000 20:12:41 <Digitalfox> Rub-> why doesn't the option of building banks in a town, like in Mini-In be implemented in OpenTTD, you for the build of a bank, and only one can be build for town 20:12:46 <vsz> or just rand()<2 :) 20:13:06 <CIA-1> KUDr * r7729 /branches/custombridgeheads/yapf/ (5 files): [cbh] - Fix: [YAPF] several cbh related issues. YAPF should now work with cbh 20:13:09 <vsz> so just increase thet constant (if it was done like this) 20:13:15 <ArmEagle> Gonozal_VIII hmm not in RC1 :P (didn't get around to compile RC2 yet) 20:13:23 <Gonozal_VIII> in miniin 20:13:27 <Digitalfox> I don't know how to increase the constant 20:13:32 <ArmEagle> ah yeah well. 20:14:26 <vsz> ArmEagle: yeah, and IRL not all of the passengers board a train and let the transporting company decide whar they would like to travel. 20:14:31 <ArmEagle> hehe 20:14:46 <ArmEagle> maybe that will make me uses buses more.. they simply can't handle the traffic atm 20:14:48 <vsz> the go just to the first station where the first train they get will go. LOL 20:14:50 <Gonozal_VIII> passenger destinations also exist^^ 20:15:48 <vsz> Gonozal_VIII: wtf? I must have skipped something new and interesting.. 20:16:10 <ArmEagle> oh and btw.. the passenger can 'see' that my train is doing a simple loop, yet they still end up on my stations. So they shouldn't complain :P 20:16:35 <Gonozal_VIII> there are many interresting patches out there, they would need somebody to implement them :-) 20:17:38 <Smoovious> ugh... I so hate having to make long runs of diagonal track... .. . 20:17:50 <Gonozal_VIII> why? 20:17:56 <Gonozal_VIII> drag it :-) 20:18:23 <vsz> and new bridges will be out soon to handle diagonal tracks.. I hope.. 20:18:52 <Gonozal_VIII> diagonal track, crossings and signals under bridges is in trunk 20:18:53 <Smoovious> _diagonal_ track... doesn't drag 20:19:01 <Gonozal_VIII> it does 20:19:04 * Maedhros thinks about updating his diagonal crossings patch 20:19:08 <Gonozal_VIII> fifth track tool 20:19:11 <Smoovious> not in MiniN 20:19:20 <vsz> yes, OTTD has a lot of IRL inconsistencys, but it still beats Sid's Railroads! :)) 20:19:33 <Maedhros> it does if you're using autorail, but not otherwise as far as i remember 20:19:35 <Smoovious> oh, I thought that was for crossing tiles 20:19:43 <Smoovious> (maybe need a different graphic for that) 20:20:14 <Gonozal_VIII> like what? 20:20:19 <Smoovious> ok, that's soo much easier... I have placed thousands of diagonal tracks already 20:20:24 <caladan> oh, what a shit SM Railroads! is... 20:20:44 <Mizipzor> does openttd require sdl-net for network gaming? 20:20:46 <Smoovious> making a complete 3-track rail circuit around the outer edge of a 2k x 2k map 20:20:51 <Gonozal_VIII> draw something better and post it, maybe it gets implemented 20:20:56 <vsz> it's an eye candy only.. ttd is a lot better :) 20:20:58 <Wolf01> [21:20:16] <Gonozal_VIII> like what? 20:20:58 <Wolf01> something like -/\| 20:21:05 <Smoovious> I'll do that, already got 2 ideas 20:21:08 <Sacro> http://thepiratebay.org/tor/3579897/Open_Transport_Tycoon_Deluxe hmmmmmmmm 20:21:15 <Rubidium> ok, for every industry that is going to be built during the game, there is a 22% chance it will be a bank 20:21:54 <lolman> Oh Noes 20:22:01 <Maedhros> Mizipzor: no, it doesn't 20:22:05 <Gonozal_VIII> hmm that sounds like a lot of banks 20:22:06 <vsz> Rubidium: this 22% is something new? Or it was like this all the time? 20:22:47 <vsz> On tropical and arctic terrain with mines, I'll always get some banks 20:22:51 <ArmEagle> heh, i think i played the demo of Railroads! It looks nice and besides being a bit too cramped, it is nice. Oh well.. except for the TRACKS! :P 20:23:03 <vsz> but on temperate terrain.. the just won't show up 20:23:07 <Rubidium> has been that way for a long time 20:23:15 <ArmEagle> I'm amazed that they can come up with such a bad system, where you guys make the best for OpenTTD 20:23:50 <vsz> yes.. Railroads! is not for designing networks.. 20:24:11 <CIA-1> glx * r7730 /branches/newhouses/ (113 files in 12 dirs): [newhouses] -Sync with trunk r7583:r7727 20:24:53 <Rubidium> vsz: the problem of 'chance' is that you cannot really test it. 20:24:55 <Smoovious> for bank building, there should be something that would limit it... exponential... like, minimum town population of X to be eligible for a bank build, with a chance of being built, 1 in Y*(2^Z), where Z is the # of banks already in the town... 20:25:21 <caladan> is there a in win32 something like getuid()? 20:25:27 <vsz> there is a minimum population for banks on the temperate terrains 20:25:58 <Rubidium> yes, 1200 20:26:10 <Smoovious> er, minimum population to be eligible for a new build is X*(2^Z), chance of being built, 1 in Y*(2^Z), where Z is # of banks currently in the town 20:26:32 <vsz> it can be only one bank per city, can't is? 20:26:34 <vsz> *it 20:26:46 <Rubidium> not if you enable 'multiple industries per town' 20:26:59 <Rubidium> *same industries 20:27:03 <Smoovious> and have similar industries allowed to be close together too 20:27:56 <Smoovious> (in above examples... X being the base minimum required population, and Y being the base chance) 20:28:52 *** tokai [~tokai@p54B81960.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 20:29:19 *** scia [~scia@AveloN.xs4all.nl] has quit [Quit: Lost terminal] 20:30:20 *** tokai [~tokai@p54B8494A.dip0.t-ipconnect.de] has joined #openttd 20:30:24 *** mode/#openttd [+v tokai] by ChanServ 20:30:43 *** BJH2_ [~chatzilla@e176122166.adsl.alicedsl.de] has joined #openttd 20:31:58 <Smoovious> I so wish you had told me about the auto-track tool 8 hours ago... >rubs his stiff hand< 20:32:13 <Gonozal_VIII> you didn't ask ;-) 20:32:54 <Athorium> hi 20:35:09 <Digitalfox> Rubidium, only one bank for town 20:35:20 <ArmEagle> auto-track? 20:35:42 <Gonozal_VIII> the fifth track building button 20:35:48 <Digitalfox> If you go to scenario creator, you can only have one town for city, even if it has 50,000 persons 20:36:12 <Digitalfox> With or without "multiple industries per town" 20:36:41 <Digitalfox> I say Random Bank algorithum isn't working right, or being to hard.. 20:36:45 <Smoovious> I shouldn't have to ask! you guys should be psychic! or read tarot cards! read tea leaves! anticipate! :D :P XD 20:37:18 <Gonozal_VIII> hehe 20:37:27 *** BJH2 [~chatzilla@e176125229.adsl.alicedsl.de] has quit [Ping timeout: 480 seconds] 20:38:06 <Smoovious> I'm just bustin' balls a little bit... feels so good to be on the other side for a chance... 20:39:18 *** Zuu [~leif@c-383c71d5.025-58-6e6b702.cust.bredbandsbolaget.se] has joined #openttd 20:39:36 <vsz> i still can't get it how newgrf works.. I should set them up in the main menu (I get a warninf if I set them up in a game) and they are still associated with a game?? So in the main menu I set up the newgrf options, then start a game and save it? And if i wanted to srart another game, I'll ned to set them up again? 20:40:38 <Rubidium> everything you set up in the main menu is used for new games, everything in-game is for the current running game 20:40:51 <Rubidium> don't forget to click apply in either case to apply the changes 20:41:30 <vsz> I clicked 20:41:56 <vsz> but after exiting and restarting the program twice, the settings were gone 20:43:40 <Rubidium> vsz: the settings don't disappear for me 20:44:03 <vsz> ok, i'll try it again 20:44:50 <vsz> there are [newgrf] 20:44:50 <vsz> and 20:44:50 <vsz> [newgrf-static].. i''l experiment with them a little :) 20:46:00 <Rubidium> newgrf static are for GRFs that do not add any vehicles or so, change settings etc. They can only be GRFs that _only_ replace sprites. 20:47:18 <vsz> so that's why the viaduct is not static, bacouse it not anly changes the graphics of the wooden bridge but it also changes the speed limit on the bridge? 20:47:28 <Rubidium> yes 20:47:42 <vsz> oh, sorry again for the typos.. 20:47:44 <Celestar> KUDr: nice magic :) 20:47:58 <KUDr> still problems 20:48:02 <Celestar> big ones? 20:48:06 <KUDr> working on it 20:48:09 <Celestar> ok 20:48:10 <Rubidium> Celestar: yeah :) 20:48:10 <KUDr> no 20:48:18 <Celestar> I'm off for the rest of the day probably 20:48:25 <Rubidium> like signals that do not get set back to green :) 20:48:28 <Celestar> so I'll contact you from work tomorrrow morning 20:48:40 <KUDr> :) 20:48:40 <vsz> I don't know why do i always typo wovels far away from each other on the keyboard... 20:49:03 <Smoovious> wovels? 20:49:22 <Biff> Rubidium: oh, you found out why alt-tab triggered fast forward? 20:49:28 <vsz> yas i heva a tendoncy to typu wovils :)) 20:49:49 <Rubidium> Biff: no 20:50:00 <Biff> oh 20:50:06 <Rubidium> ArmEagle did 20:50:12 <Biff> ok 20:52:42 <vsz> i meen.. vowel.. :) 20:52:46 <Mizipzor> is there i nifty way to lower the service interval for every train? i hate seeing them braking down all the time but i still dont want to disable it 20:54:12 *** jni [~geetee@cs181040004.pp.htv.fi] has left #openttd [] 20:54:33 <vsz> Mizipzor: yes, i hate seeing it too, even if I change the difficulty settings to have reduced breakdowns, there occur still quite often 20:54:45 <vsz> *they 20:54:50 <Mizipzor> indeed 20:55:19 <caladan> Mizipzor: somewhere in options? 20:55:47 <caladan> Mizipzor: in patches, tab vehicles 20:55:55 <ArmEagle> Biff that was only in linux afaik (i assume win32_v.c is used for windows, sdl for linux.. ) 20:56:13 <peter1138> Rubidium: tgp window is a bit b0rked 20:56:17 <ArmEagle> it didn't check the key-mods when pressing tab 20:56:25 <Rubidium> peter1138: known... 20:56:28 <peter1138> ok 20:56:31 <Smoovious> that's ok... I've been known to occasionally put the emphasis on the wrong sylabble too... 20:56:44 <Rubidium> clicking on the date borks the seed, right? 20:56:52 <peter1138> that's the one 20:57:25 * peter1138 needs Rubidium's crystal ball, clearly 20:57:29 <Mizipzor> caladan, yes, that makes it the default setting for every train i build from now on... but i want somehing that changes the existing trains 20:57:32 <Smoovious> if you're talking about the New Game config screen, I also noticed that on some years, it begins on day 2 instead of day 1 20:57:35 <ArmEagle> hmm, i asked about it before.. bridges overdiagonal track. Since i about to start compiling RC2.. any hint how i could enable that? 20:57:47 <hylje> its not in rc2 20:57:51 <ArmEagle> oh :) 20:58:02 <hylje> that'd be the trunk 20:58:16 <Rubidium> Smoovious: which years? 20:58:43 <ArmEagle> is there an overview page (on wiki perhaps) with all these different 'versions'? :P 20:58:56 <vsz> couldn't be something with leap years? 20:58:58 <Maedhros> Rubidium: 2100, for one 20:59:00 <caladan> get the newest :D 21:01:12 <vsz> wow! I think I got it! Every first 3 years of a century, where the century's first year was not a leap year...:) 21:01:20 <vsz> I should check it for 1700.. brb :) 21:01:32 <Rubidium> seems to be the case yes 21:01:37 <vsz> and 1600 21:01:38 <vsz> yes! 21:01:49 <vsz> 1600 and 2000 were leap years 21:01:52 <vsz> so no bug there 21:02:05 <vsz> but 1700, 1800, 1900 and 2100 are not! 21:02:19 *** Mizipzor [Mizipzor@c-b66370d5.020-16-6b736810.cust.bredbandsbolaget.se] has quit [Read error: Connection reset by peer] 21:02:33 <Smoovious> vsz, yeah, that sounds about right... it was around 1800 and 1900 give or take a few years 21:02:50 <Biff> ArmEagle: yup, i had that problem in linux, but i didnt quite figure out what caused it 21:02:51 <vsz> so there this "jan 2." bug will hit 21:03:12 <ArmEagle> Biff started to annoy me enough that i looked it up in the code :P 21:03:16 <Biff> i couldnt reproduce it always 21:03:29 <vsz> and always the first 3 years of a century whicht does not start with a leap year 21:03:36 <Smoovious> well, it is actually a Feb 29th bug... :) Jan 2nd is just the symptom :D 21:03:39 <ArmEagle> yeah indeed, must be some weird timing from the window manager that it sometimes did or not. 21:03:51 <Smoovious> er 21:04:00 <vsz> let's see if 1900 wil have a feb 29th 21:04:07 <Smoovious> yeah, Feb is it. :D 21:04:08 <ArmEagle> Biff my little Flyspray 1hour offame: http://bugs.openttd.org/task/498, you could change it yourself and recompile.. 21:04:19 <ArmEagle> *off fame :) 21:04:31 <ArmEagle> bah.. stupid typos .. 21:04:37 <Biff> ArmEagle: yup, just checked it out 21:04:46 <vsz> no! It won't 21:04:47 <Smoovious> btw... would it be a pain to set it up so new games or loaded games, start paused? 21:05:00 <Biff> that was exactly what i did aswell :p 21:05:08 <Rubidium> hmm, something is wrong with the date -> Year Month Day algorithm :) 21:05:09 <vsz> so the ingame leap year calculation is correct!! 21:05:23 <vsz> but it's not in the main menu 21:05:48 <Smoovious> yeah, but there are non-standard years where leap year changes to account for the not-quite-exact orbit of the earth 21:06:01 <vsz> should i post this to sourceforge? :D 21:06:07 <Rubidium> well, the 'date' for 31-12-99 gets displayed as 01-01-100 21:06:15 *** BFM [~chatzilla@CPE-138-130-140-81.nsw.bigpond.net.au] has joined #openttd 21:06:35 <Rubidium> well, never on SF (we don't use that for bug) 21:06:41 <Rubidium> and I'm looking into it now :) 21:06:52 <Smoovious> brb 21:07:02 <vsz> Smoovious: that's it. years divisible with 100 are not leap years, except if they are also divisible by 400 21:07:24 <vsz> that's why there was no problem with 1600 or 2000 21:08:28 *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has quit [Quit: www.sexybiggetje.nl] 21:09:59 <caladan> Found serious bug 21:10:14 <vsz> I think if I'll have more spare time I'll create a newgrf patch for an openttd 0AD-2100AD, and fill the years between 0 and 1900 with pushcarts, chariots, ox-wagons, triremes and sailships :)) 21:10:22 <caladan> in Patch: Load Vehicles Gradually 21:11:36 <Maedhros> caladan: what's the bug? 21:11:38 <caladan> Is there anybody responsible for that code? 21:11:45 <Gonozal_VIII> don't forget the balloons^^ 21:11:51 <caladan> Get a load of cargo 21:12:04 <caladan> Go to unloading station 21:12:20 <caladan> When you get cash, select go to depot 21:12:35 <Gonozal_VIII> stops unloading? 21:12:38 <caladan> yes 21:12:41 <caladan> and, what more 21:12:46 <Gonozal_VIII> sell again? 21:12:48 <caladan> if you load it once more 21:13:02 <caladan> then like ut unloaded 5tons of coal 21:13:10 <caladan> you can get 5tones of coal times cars 21:13:14 <caladan> from laoding station 21:13:29 <caladan> and like that you can sell only 5tonnes each time 21:13:37 <caladan> getting money like for a full load 21:13:38 <caladan> get it? 21:13:40 <Gonozal_VIII> and get payd for full load.. 21:13:58 <caladan> tested on 7726M 21:14:10 <Gonozal_VIII> so it should do nothing else while unloading 21:14:18 <caladan> from cvs about 3hrs above 21:14:20 <Smoovious> vsz: yeah, that was the additional leap-year rule I was thinking of 21:14:25 <peter1138> svn 21:14:29 <caladan> sright :D 21:14:32 <caladan> right, sorry :D 21:14:51 <caladan> i'm gonna post it 21:15:14 <Maedhros> caladan: i wrote the code, so you don't really need to ;) 21:15:22 <caladan> ok 21:15:32 <caladan> you know when it happens? 21:15:44 <caladan> did i make it clear/ :D 21:15:50 <Born_Acorn> Drive through bus stops, diagonal crossings and custombridgeheads in trunk in 2007! 21:15:54 <Smoovious> vsz: for the newgrf patch... could even just have different people walking around carrying different things, or balancing things on their heads too... each person carrying 1 unit... or 2 people carrying something big... as for passenger transport, a slave carrying around a passenger on his back 21:15:58 <Maedhros> anyway, i don't know what can be done about it unless we stop the vehicle doing anything else when it's unloading 21:16:10 <Gonozal_VIII> i don't consider it very serious, as there are much easier ways to make money than to watch a train all the time and click depot button... but it needs fixing anyways 21:16:28 <caladan> well, you can make train 30cars long 21:16:40 <vsz> Smoovious: it would 0WN! :) 21:16:52 <caladan> for the quick start its dangerous 21:16:55 <peter1138> Maedhros: i can think of one way 21:17:12 <Maedhros> peter1138: what be that? 21:17:20 <vsz> however, it would need the complete redesign of th buildings.. 21:17:50 <peter1138> Maedhros: each vehicle (wagon) could store a count of the amount of cargo that has been paid for 21:18:34 <Smoovious> Maedhros... perhaps once the cargo is sold, if it is told to go to a depot, cancel the rest of the waiting time and finish unloading before it leaves for depot... unless you want to do a kaching and credit amount sold, for each car as each car unloads, but that would get annoying... or just do kaching for the first car 21:18:54 <peter1138> would need a fair bit of code, and saveload stuff 21:19:57 <ArmEagle> hmm wouldn't it be logical to show 'height' in Land Area Information? 21:20:29 <Smoovious> ... since from what I saw, when it comes back out of the depot, it goes back to the station it was just at first, before moving onto the next station in schedule 21:20:34 <caladan> ArmEagle: could be, would help sometimes 21:20:34 <Maedhros> mmmm. i'll have a go at a patch 21:20:54 <Gonozal_VIII> ignoring the order would mess with the send all to depot feature (for example) maybe store the order and delay it until unloading is finished? 21:20:58 <ArmEagle> though my problem is more that i isn't that easy to see where the height changes 21:20:59 <caladan> You must force it to move to loading station 21:22:39 <Smoovious> Gonozal_VIII... but wouldn't that create more of a headache for loading? if you're unloading and loading at the same station at the same time? 21:22:45 <Biff> http://discrete.eimot.no/~magne/ai.png Oo clever ai :P 21:22:46 *** Bjarni [~Bjarni@0x50a46ac4.virnxx14.adsl-dhcp.tele.dk] has joined #openttd 21:22:49 *** mode/#openttd [+o Bjarni] by ChanServ 21:23:05 <lolman> Bjarni: lol 21:23:09 <ArmEagle> lol 21:23:09 <Bjarni> lol 21:23:19 <Gonozal_VIII> what do you mean smoovious? 21:23:27 <Bjarni> Gonozal_VIII: lol 21:23:30 <Smoovious> maybe set a single bit on each car, that will indicate that the cargo was already paid for 21:23:31 <Biff> ArmEagle: nope 21:23:34 <ArmEagle> well, there's a patch to make vehicles wait for corssings, right? 21:23:36 <Biff> hmm 21:23:43 <Biff> seems it doesnt work 21:23:49 <Smoovious> Gonozal_VIII... ignore it... I didn't have the thought clear in my head before sharing it 21:23:53 <ArmEagle> hmm does here :) 21:24:04 <Maedhros> Smoovious: there's already a bit for that, but it gets cleared when you load new cargo 21:24:05 <ArmEagle> oh wait.. 21:24:06 <Bjarni> Gonozal_VIII: isn't it clear that everything in here is lol... at least it looks like that when I entered 21:24:19 <Gonozal_VIII> hehe 21:24:34 <Biff> ArmEagle: i got another unwanted speedup now 21:24:40 <Smoovious> Maedhros... if the car isn't empty yet, why would it be cleared? 21:24:52 <ArmEagle> Biff how? 21:25:00 <Biff> with alt tab 21:25:02 <Gonozal_VIII> maybe payment after unloading is finished? 21:25:20 <Biff> just changing back and forth beetwhen a terminal and openttd 21:25:23 <Maedhros> Smoovious: because i didn't anticipate people cheating like that? ;) 21:25:41 <Smoovious> Gonozal_VIII... maybe I'm missing something... when unloading happens... does each car unload gradually, or does it go whole-car by whole-car 21:25:49 <Bjarni> interresting... my tuner app stopped responding while it's recording (never happened before. I guess it didn't like my rapid fast user switching or something). It's still using CPU power and the recording keeps increasing in size 21:25:50 <ArmEagle> Biff hmm yeah i sometimes get very short speedups too.. wondering whether i'm releasing alt there first though 21:25:57 <Gonozal_VIII> each car gradually 21:25:57 <Bjarni> I wonder what will happen if I just wait 21:26:10 <Biff> ArmEagle: it gets stuck on fast forward here 21:26:16 <Bjarni> hopefully I will get a perfect recording 21:26:38 <Biff> doh 21:26:42 <Biff> forgot my tea :x 21:26:46 <Smoovious> maybe change the bit, into a byte, reflecting how much of the cargo is unpaid then? 21:26:58 <Naksu> Biff: http://en.wikipedia.org/wiki/Image:Transport_Tycoon_AI.jpg :) 21:27:02 <Maedhros> that's what i'm trying now 21:27:08 <Smoovious> but then that opens up the possibility of getting paid at one place, and stopping the unloading, delivering it somewhere else for free 21:27:30 <Gonozal_VIII> why would you want to do that? 21:27:32 <Maedhros> but what would be the point? 21:27:53 <Biff> Naksu: yep, the old ai is even worse (the screenshot was from the new ai) 21:28:08 <caladan> Well, there's no point in unloading it somewhere else 21:28:21 <Biff> basically it should avoid crossings and always make bridges, unless crossing warnings are fixed 21:28:25 <Smoovious> well, there wouldn't be a point to it... just that it would be possible 21:29:17 <Smoovious> perhaps just have Go To Depot, only leave the station after a car is fully unloaded before moving on 21:29:28 <Smoovious> coming back to unload the rest later... 21:29:30 <ArmEagle> Biff well, only issue i have is that a very fast alt-tab bakc to the game gets the FFbutton pressed very shortly 21:29:49 <Gonozal_VIII> coming back could cause serious problems in a one way track network 21:31:01 <Gonozal_VIII> i would prefer if the train finishes unloading first and then goes to the depot 21:31:06 <Smoovious> yeah, but that is a track-design issue more than an underlying environment issue :D 21:31:13 <Smoovious> I would too 21:31:49 <Smoovious> so long as there is some indication that it will be going to depot 21:32:30 <Smoovious> but if it is going to finish unloading, then the schedule should move onto the next station so when it comes out of depot, it doesn't try to go back to the station it left first 21:33:00 <Gonozal_VIII> yes 21:33:23 <Smoovious> and only when going to depot, is forced... going to depot based on the schedule, shouldn't change the current destination 21:33:24 <Gonozal_VIII> finish unloading... depot... next order 21:33:29 * Smoovious nods. 21:34:00 <ArmEagle> hmm, that AI is drastically terraforming but it doesn't cost him anything? 21:34:42 <Gonozal_VIII> they don't have terraforming cost? so that's why they dig around all the time! 21:34:56 <Gonozal_VIII> stupid ai.. 21:35:05 <ArmEagle> yeah, and it is very stupid in WHAT is is terraforming.. 21:35:09 <ArmEagle> *it 21:35:22 <Smoovious> probably to make up for thier inneficient method of moving land... 21:35:25 <ArmEagle> tried adding an airport, but tarraformed all around a city 21:35:31 <Smoovious> (and yes, I know I spelled it wrong) 21:36:17 <Biff> ArmEagle: no, its free 21:36:21 <Biff> as in beer 21:36:22 <Biff> :p 21:36:32 <caladan> There's another thing to be changed, thou it's not a bug 21:36:46 <Bjarni> you aren't making enough money? 21:37:05 <Biff> it has to be free until the ai will be smart enough to not have to terraform so much 21:37:07 <caladan> When you join multiplayer game, in late years, you start with load of certain value, the same as in the starting year 21:37:13 <ArmEagle> It can be quite annoying if you are planning to build tracks or something, and the AI is messing it all up with its free terraforming.. 21:37:43 <Bjarni> the AI is really borked 21:38:31 <Gonozal_VIII> caladan, you always start without money 21:38:39 <caladan> i mean taken loan 21:38:39 <Smoovious> well, you could put in a really good AI... but you'd fall asleep before it finished working out the best way to place something 21:38:59 <Gonozal_VIII> taken loan doesn't matter, max loan increases with inflation 21:39:11 <Gonozal_VIII> so no problem there 21:39:20 <caladan> i know, but it would be nice to take bigger loan later 21:39:36 <caladan> otherwise you have have to do it manually 21:45:27 <Brianetta> $ ./udp_query.tcl 21:45:27 <Brianetta> Size of packet: 410 21:45:27 <Brianetta> String length of reply: 408 21:45:27 <Brianetta> Game info version: 4 21:45:30 <Brianetta> w00t! 21:46:05 <Biff> Smoovious: it doesnt need to figure out the best way, just something good enough 21:46:54 <Maedhros> peter1138: what do you think of this? http://dev.gentoo.org/~maedhros/openttd/gradual_loading_pay_once.diff 21:49:59 <Gonozal_VIII> Maedhros, could you implement something to disable gradual loading for ships seperately or make it load more of them at the same time? because it doesn't work good with very busy docks 21:51:15 <Gonozal_VIII> like at a steel mill that gets iron ore from 20 mines per train with 200 ships to take the steel... 21:51:18 <Smoovious> or maybe enable/disable FIFO loading based on vehicle type? 21:52:02 <Maedhros> or actually implement fifo loading ;) 21:52:30 <Smoovious> ahh.. so the FIFO loading option, isn't linked to anything then? 21:53:05 <Smoovious> er, not loading option... um... patch option 21:53:56 <Maedhros> it is, but it doesn't check how much cargo is waiting, it just stops anything loading if something else is already loading 21:54:52 <Smoovious> ok, so your problem is that loading can't keep up with production then 21:55:49 <Smoovious> idea... 21:56:36 <Smoovious> for the loading cycle, still use the fifo... but go through each in turn... load as much as you can first place ship, if there is still more, do 2nd place ship, if still more, 3rd place, etc 21:57:09 <Smoovious> and keep doing that each cycle... instead of just waiting for that first ship to finish 21:57:50 <Maedhros> unfortunately loading doesn't work like that. vehicles are independent apart from that check, and they have no idea which one arrived first 21:58:08 <Smoovious> so it'll try to load as much as possible each cycle, but the 1st place ship in the fifo gets first dibs... 21:58:14 *** Mizipzor_ [Mizipzor@c-b66370d5.020-16-6b736810.cust.bredbandsbolaget.se] has joined #openttd 21:58:19 <Biff> i think "if (keys[SDLK_TAB] && (SDL_GetAppState() & SDL_APPINPUTFOCUS))" fixes the alt-tab problem 21:58:38 <Smoovious> they have to have an idea, or the FIFO loading wouldn't work to begin with 21:59:20 <hylje> fifo + gradual + big stations = not fun 21:59:22 <Gonozal_VIII> it does load some ships at the same time but not enough 22:00:00 *** Bytefox [~digi@bl8-41-120.dsl.telepac.pt] has joined #openttd 22:00:15 <Smoovious> so it basically acts as if it only has X loading platforms, no matter how many ships are there 22:00:29 <Gonozal_VIII> yes something like that 22:00:37 <Gonozal_VIII> but loads lots faster without gradual 22:00:50 <Smoovious> is this a land-based dock you're loading up at? 22:00:58 <CIA-1> rubidium * r7731 /trunk/date.c: -Fix (r5999): off-by-one error in the date to YMD calculation for first 4 years of a century that was not divisable by 400. 22:01:07 <Smoovious> scratch that, of course it is 22:01:11 <Gonozal_VIII> there are swimming docks? 22:01:16 <Biff> how do i create a normal patch with svn? 22:01:19 <Smoovious> and adding more docks to the same station, doesn't help? 22:01:24 <Maedhros> "improved loading" literally means "only load one vehicle at a time" 22:01:26 <Bjarni> Biff: svn diff 22:01:26 <Smoovious> Gonozal_VIII... was thinking the oil rigs 22:02:04 <Biff> Bjarni: can that be used with patch? 22:02:06 <Gonozal_VIII> i don't think it's possible to have multiple docks at the same station... at least last time i tried 22:02:14 <Bjarni> Biff: yes 22:02:28 <Bjarni> patch -p0 -i (diff from svn diff) 22:02:38 <Bjarni> remember it prints the diff in stdout 22:02:48 <Bjarni> you want to use "> filename" 22:02:55 <Smoovious> probably a good idea for an improvement then... for the same reasoning as multiple bus/lorry stops on the same station 22:03:05 <Biff> yup 22:03:30 <Bjarni> though sometimes I want it in the terminal for a quick verification of a change 22:03:38 <Bjarni> like svn diff openttd.c 22:03:40 <Bjarni> or something 22:03:45 <Smoovious> ship will go to whichever dockhead that has an open slot, and if none do, pick one with the least # of waiting ships, or some other criteria 22:03:55 <ArmEagle> Hmm this alt-tabbing is just awkward 22:03:58 <Smoovious> maybe even a run to the depot for maintenance while the ship is waiting 22:04:13 <ArmEagle> I guess it is just a legacy issue. But imo Tab should simply not be used for this :) 22:04:54 <Biff> Bjarni: yep, thats how i usually use it, i just thought the output was different from normal diff 22:04:57 <Gonozal_VIII> ship deopts are drive through, so i simply build them where the ships have to go through... 22:05:15 <Bjarni> Biff: it is.. a little, but it's still compatible with patch 22:05:21 <vsz> hm.. multiple docks at the same station would solve some graphical annoyances too.. if only one ship should be able to stay at a dock at a time, then the number of ship overlappings would be reduced :) 22:05:25 *** mikk36|lap [~mikk36@pc54.host1.starman.ee] has quit [Remote host closed the connection] 22:06:15 <Smoovious> vsz.. and if a ship can't pull into a dock cuz there are none open, it just loiters in the area, within, say, 10 tiles, until a spot opens up 22:06:33 <Smoovious> which is what real ships would do 22:06:34 <vsz> yeah, just like aircrafts do 22:06:40 <vsz> in ottd 22:06:47 *** Mizipzor_ is now known as Mizipzor 22:06:49 <Wolf01> [23:03:47] <Smoovious> ship will go to whichever dockhead that has an open slot, and if none do, pick one with the least # of waiting ships, or some other criteria 22:06:50 <Wolf01> i agree.. often is painfull to select a ship waiting at a dock... specially if there are 10 ships 22:07:02 <ln-> vsz: the plural of aircraft is aircraft 22:07:06 <Smoovious> well, I don't want it to be a solid pattern like aircraft... (I'd like to see some variation in the aircraft loiter too) 22:07:21 <Born_Acorn> Airplanes is the the plural of Airplane though! 22:07:30 <Born_Acorn> Same for aeroplanes. 22:07:36 <Smoovious> I was counting helicopters too 22:07:48 <vsz> and airships :) 22:08:10 <hylje> snakes on an airship 22:08:20 <Born_Acorn> Whats that about, then? 22:08:21 *** mikk36|lap [~mikk36@pc54.host1.starman.ee] has joined #openttd 22:08:38 <Gonozal_VIII> real ships don't need to circle around like planes, they don't have those aerodynamic issues... 22:09:11 <Smoovious> yeah, but real ships still get pushed around by currents, and wind resistance... then there is the whole problem of getting all of that intertia to come to a dead stop and stay there 22:09:52 <Gonozal_VIII> circling doesn't help with inertia 22:10:05 <Smoovious> maybe have all ships come to a stop 10-radius out, and when it is their turn, 2 tiny animated tug boats come out to meet the ship and bring it in :D 22:10:19 <Gonozal_VIII> hehe 22:10:27 <Biff> http://discrete.eimot.no/~magne/openttd/fast_forward_fix2.diff 22:10:34 <Smoovious> well, they don't have to circle... just move 22:11:00 <Smoovious> I can just see me continuously checking out ships to see if they're stopped or not if they aren't doing something 22:11:11 <ArmEagle> just use tractor-beams.. 22:11:30 <Brianetta> ping peter1138 22:11:49 <Born_Acorn> pong <randomnick> 22:12:18 <Brianetta> or anybody who knows about the newgrf ID in UDP thingymajig 22:12:31 <Gonozal_VIII> with the aricraft queueing patch, they slow down if the airport they are heading for is busy... maybe something like that for ships 22:12:37 <Gonozal_VIII> air 22:13:24 <Gonozal_VIII> anyways, ships should be bigger, maybe 10times more cargo then they have now... 22:14:26 <Smoovious> dunno if I would wanna move a decimal place for that... maybe 3 or 4x bigger 22:14:40 <Smoovious> for the later supermax ships 22:15:37 <Gonozal_VIII> it was annoying that i had to use 200 ships for the single route 22:16:16 <caladan> well, single ship would take more oil than many trains, so 10x bigger ship would be just right 22:17:05 <ArmEagle> bah, but then i couldn't 'normally' use a oil tanker to feed to this train station :) 22:19:00 <Rubidium> Brianetta: what about the newgrf in UDP? 22:19:04 <Gonozal_VIII> maximum waiting time :-) 22:19:25 <Brianetta> Rubidium: I just want to clarify the server detail change from version 3 to 4 22:19:35 <Brianetta> It just sends the newgrf count, doesn't it? 22:19:44 <Brianetta> The newgrf info is sent as separate packets 22:19:51 <Brianetta> or have I misunderstood? 22:20:30 <Rubidium> the count, followed by count times the GRFID and MD5 checksum, which is then followed by the version 3 stuff 22:20:53 <Rubidium> GRFID = 4 bytes and MD5 checksum is 16 bytes 22:21:02 <Brianetta> ah, right 22:21:12 <Brianetta> NetworkSend_GRFIdentifier(packet, c); 22:21:13 *** mosfet [~opera@AC8F1AA0.ipt.aol.com] has joined #openttd 22:21:20 <Brianetta> I wasn't sure if that actually sent a packet 22:21:23 <Brianetta> or just added to this one 22:22:22 <Smoovious> no, not 10x bigger... get so tired of everything being in multiples of 10 and stuff... (like the min/max station wait times for example) 22:22:35 <Rubidium> it just appends just as NetworkSend_uint8 and friends. NetworkSend_Packet send the packet for real 22:22:38 <Smoovious> figure out something more realistic but don't just slap a 10x on it 22:22:53 <Brianetta> right 22:23:05 <Brianetta> It's just that I'm attemptint to parse this packet with Tcl (: 22:25:50 <vsz> hm.. what about bigger ports? 2*1 is to small for a port.. maybe a 3*5 or bigger port would look better ;) 22:26:06 <CIA-1> miham * r7732 /trunk/lang/danish.txt: 22:26:06 <CIA-1> WebTranslator2 update to 2007-01-01 23:25:29 22:26:06 <CIA-1> danish - 26 fixed by MiR (26) 22:26:07 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 22:26:32 <Gonozal_VIII> yes, with multiple docking areas and such.. 22:26:37 <tokai> so.. when RC2 got released? 22:26:42 <Smoovious> vsz: that'd be cool... be more in line with the other station improvements... I think sea items have been the only untouched part yet 22:26:48 <tokai> as usual i missed the release:) 22:26:58 <Rubidium> uhm, last year 22:27:04 <caladan> lol, true 22:27:08 <Rubidium> the 31st 22:27:18 <tokai> ic 22:27:26 <Gonozal_VIII> some things that make ships more useful.. 22:27:45 <Smoovious> like... you got the 2x1 now... maybe the next one up 3x1... just make it longer... then 4x1... then 4x3 which has 2 docks where ships can link up to either side of each dock... 22:28:19 <Smoovious> maybe for things like oil, include an off-shore dock, linked up to the mainland dock, so they can load and unload at anchor instead of at dock 22:28:44 <vsz> and let have docks more part on the land.. like . buildings, warehouses, cranes... 22:28:52 <ArmEagle> Smoovious well then we could jsut as well add pipelines to the game :) 22:29:07 *** mosfet [~opera@AC8F1AA0.ipt.aol.com] has quit [Read error: Operation timed out] 22:29:23 <Smoovious> ArmEagle... nah... that would take away from playability... and you wouldn't make any money... 22:30:43 <vsz> ships are slow but can carry a lot in one trip.. but what about airships? As i know there is a new trend to build large cargo-airships in the 21th century 22:31:16 <Smoovious> vsz... airships? ... um, only thing that brings to mind, are dirigibles... totally unsuited for gargo transport... 22:31:21 <Gonozal_VIII> something that uses the ground effect would be cool 22:31:21 <Smoovious> gargo=cargo 22:31:23 <vsz> so there was a buyable airship in the '30s.. and we could introduce a new one around 2000 22:31:53 <Smoovious> tho I would like to see airships in use before the first plane is introduced... 22:32:13 <Smoovious> just so the one crashing at the small airport isn't the only one in the game 22:32:48 <Smoovious> maybe 2 different types at least... earlier ones being hydrogen based, later ones helium based 22:33:14 <vsz> no, there is a newgrf with airships 22:33:40 <Smoovious> I haven't toyed with the newgrf sets yet... still tinkering with MiniN 22:33:47 <caladan> Those could use heliports... 22:33:52 <vsz> Smoovious: I've read an article about new airships suited for cargo transport 22:33:59 <Smoovious> I have seen some screenshots with the grf sets tho... very nice 22:34:20 <Smoovious> vsz: what kind of cargo 22:34:26 <Wolf01> 'night all 22:34:32 *** Wolf01 [~wolf01@host25-232-dynamic.4-87-r.retail.telecomitalia.it] has quit [] 22:34:42 <vsz> military, but it could be used for civilian purposes too 22:34:59 <vsz> I have to search. I can't remember where have I found it 22:35:16 <Smoovious> I dunno... it takes a lot of gas to lift a small amount of mass... it doesn't sound very cost-effective 22:35:34 <caladan> it is, cause it needs no energy to float in the air 22:35:39 <Gonozal_VIII> they had something planned for civilian uses, the cargo lifter 160 22:36:03 <Gonozal_VIII> they even build a giant hangar for that thing 22:36:10 <ArmEagle> it hardly requires infrastructure though, a big pro 22:36:19 <vsz> just look at the wikipedia article about airships.. 22:36:27 <caladan> Good for really heavy lifting... 22:36:30 <Smoovious> still uses energy to navigate tho... and the gas isn't easy to come by in large quantaties 22:36:31 <vsz> "long distance transport of very large payloads" 22:36:34 <Gonozal_VIII> 160 tonnes 22:36:39 *** mattt_ [~m@S010600e02995cf26.su.shawcable.net] has joined #openttd 22:36:55 <vsz> Kirov reporting! :D :D 22:37:00 <Gonozal_VIII> hehe 22:37:18 <caladan> *fiiuuuuuuuu* *boom* 22:37:36 <Smoovious> to me, it is one of those things that might make the numbers look good on paper, but realistically, isn't going to turn out to be very practical 22:38:16 <Gonozal_VIII> it would solve many problems with heavy weight transportation 22:38:18 <caladan> It is good for some purposes, not for all, thats sure 22:38:41 <caladan> scientists want to use it to lift heavy objects, for building of pipelines and so on 22:38:43 <Gonozal_VIII> like large turbines for power plants or such 22:39:17 <vsz> why not? Try transporting a Dragline excavator on road :) 22:39:25 <hylje> omg kirov airship rush kekekek 22:39:37 <Smoovious> Gonozal_VIII... that's part of the problem tho... when dealing with heavy weights, you need a LOT of displacement... a huge amount... >thinks about how many helium ballons it took to lift a little girl on Mythbusters< 22:39:38 <caladan> and airships were used during last summer games as a observating point for police 22:39:41 <hylje> vsz: or that german excavator 22:39:42 <vsz> yuri is maaaaster :P 22:39:54 <hylje> why dont you serve yuri 22:40:12 <Brianetta> Brianetta's Standard updated to RC2 22:40:14 <Smoovious> vsz... dragline excavators just drive themselves... and they don't use the roads, but go over land 22:40:33 <Gonozal_VIII> they had everything planned, hangar finished balloon that can lift 50 tonnes for testing ready... than they ran out of money 22:40:58 <caladan> I dont claim its easy to start 22:40:59 <vsz> Smoovious: yeah, try moving a dragline excavator from the wst couast of the USA to the Eastern coast 22:41:05 <caladan> but then it may be cheap 22:41:08 <Smoovious> caladan... that is a perfect use for airships tho... as the Goodyear blimp's overhead sports views have proven for decades now 22:41:10 <vsz> *coast 22:41:57 <Gonozal_VIII> http://images.google.at/images?svnum=10&hl=de&lr=&q=%22cargolifter%22&btnG=Suche 22:42:07 <Smoovious> vsz... I certainly wouldn't wanna trust floating a dragline excavator across country, subject to our wind currents, hanging off of the bottom of a balloon... 22:42:30 <caladan> that's why they want to use airships not balloons 22:42:54 <Smoovious> airships are balloons... just of a different shape... with directional thrust 22:42:59 <caladan> i would treat it like a moving crane 22:43:08 <Smoovious> but when you get down to their essence, they're balloons 22:43:21 <caladan> yes, but they have their engines 22:43:29 <Brianetta> Airships are extremely capable 22:43:43 <Brianetta> but they never managed to get their image back after the Hindenburg disaster 22:43:44 <Smoovious> which aren't close to being strong enough to provide enough thrust to keep it airborn 22:44:04 <Brianetta> Smoovious: They are lighter than air. They don't need thrust to keep airoborne 22:44:19 <BFM> Smoovious, if they're engineered for the correct environment, I see nothing wrong with using them to their specified caperbility. 22:44:21 <Brianetta> They need thrust to maintin position 22:44:26 <Smoovious> Brianetta... only if nothing goes wrong... 22:44:47 <vsz> if we are planning to expand ottd, why not add space elevators available from 2050? :) 22:44:49 <Brianetta> Smoovious: You expect aeroplanes to have thrust to stay airborned in case the wings fall off? 22:44:54 <Brianetta> What's going to go wrong? 22:45:03 <Brianetta> A leaky airship doesn't fall from the sky like a rock 22:45:16 <Smoovious> of course not... the engines are mounted on the wings to begin with... they'd be gone with the wings... don't be silly 22:45:20 <BFM> LOL at space elevators. 22:45:21 <Brianetta> vsz: 2050 is optimistic 22:45:25 <Bjarni> there are talk about using modern airships to transport windmills. Windmills increase efficiency when they grow bigger and the limit today is how big the roads are. They already uses specially designed lorries that are almost 30 meters long, but any more would not only make turning a bigger issue, they will also have problems with getting under bridges. Airships on the other hand would not have limits like that 22:45:25 <Smoovious> depends on how big the leak gets 22:45:31 <Athorium> Bjarni 22:45:34 <vsz> then 2100.. 2150.. dunno 22:45:38 <Bjarni> Athorium 22:45:46 <Bjarni> Bjarni 22:45:47 <Bjarni> hmm 22:45:52 <caladan> Brianetta: Good point, with that safeness 22:45:56 <Bjarni> I'm missing something of the fun in this :s 22:45:59 <caladan> lol, safety :D 22:46:13 <CIA-1> rubidium * r7733 /trunk/genworld_gui.c: -Fix (r5946): do not use WP(w, querystr_d) and WP(w, def_d) for the same window. 22:46:13 <Athorium> Bjarni: is possible that anyone code my idea? 22:46:20 * caladan is programming ARM :-) 22:46:33 *** mikk36_ [~mikk36@pc54.host1.starman.ee] has joined #openttd 22:46:34 <Athorium> my idea about speed signals 22:46:42 <PandaMojo> Smoovious: So if the balloon can't keep itself aloft when something goes wrong, that's not okay because the engines are there -- but if the plane can't keep itself aloft when something goes wrong, that's okay because the engines are gone anyways? :P 22:46:53 <BFM> If anything, I'd love to see fuel dynamics included in OpenTTD. Rising fuel costs, etc. 22:47:09 <Smoovious> PandaMojo... get real... I never said it was 'okay' 22:47:12 <PandaMojo> :D 22:47:30 <vsz> airplanes can "survive" without engines! Just take a look at the Gimli Glider :) 22:47:44 *** RockerTimmy [~RockerTim@a82-92-123-126.adsl.xs4all.nl] has joined #openttd 22:47:50 <Smoovious> but if the engines fail, it still has a good chance of landing... and with multiple engines, planes can still manage to land safely on the remaining engines 22:47:56 <caladan> Gliders are just something else, they are designed to be light 22:48:10 <PandaMojo> Smoovious: Not if you're over mountains in the middle of nowhere :P 22:48:19 <Smoovious> but if something goes wrong with a blimp, and loses more gas than can be replaced, you have no backup 22:48:21 <caladan> Cut it out, you watched too many american movies :P 22:48:49 <caladan> Probably you got something like grid inside? 22:48:57 <Bjarni> <Athorium> Bjarni: is possible that anyone code my idea? <-- most likely.... what idea? :) 22:49:07 <caladan> you can turn one on and off (like titanic ;-)) 22:49:07 <PandaMojo> Smoovious: But you have time to get down, and with lower velocities required to stay airborne (if going down some), a crash landing in the middle of nowhere is probably more survivable in a blimp. 22:49:17 <PandaMojo> Well, assuming it doesn't explode. 22:49:22 <PandaMojo> (Same applies to planes though too) 22:49:37 <PandaMojo> (With the exploding) 22:49:37 <vsz> caladan: the Ginli Glider was a Boeing 767 22:49:38 <Athorium> Bjarni see down... (Athorium) my idea about speed signals <--- I said it... 22:49:43 <vsz> *Gimli 22:49:59 <vsz> oops.. not "was".. it's still flying 22:50:04 <caladan> vsz: I still dont like idea of a jet plane falling off the sky :D 22:50:16 <Gonozal_VIII> [23:49:16] <PandaMojo> Well, assuming it doesn't explode. <-- helium doesn't explode 22:50:19 <Smoovious> yeah, but after a certain limit, it doesn't matter how fast you're falling... a 50m/s fall can be just as fatal as a 500m/s fall 22:50:30 <vsz> what about a jet gliding off the sky ;) 22:50:30 *** mikk36_ [~mikk36@pc54.host1.starman.ee] has quit [Remote host closed the connection] 22:50:38 <PandaMojo> Gonozal_VIII: Which means it depends on what materials are being used for lift :P 22:50:44 <caladan> Airship by itself is light thing 22:51:06 <caladan> And you dont have to move these things long distances and high 22:51:06 *** mikk36|lap [~mikk36@pc54.host1.starman.ee] has quit [Remote host closed the connection] 22:51:08 <Gonozal_VIII> it wouldn't fall fast if it's leaking gas 22:51:09 <Biff> airships are sweet 22:51:11 <ArmEagle> can ofcourse put parachutes on teh cargo, and drop it in emergencies :) 22:51:22 <Biff> and much safer then aircraft 22:51:22 <Smoovious> depends on how much gas it is leaking per second 22:51:24 <Brianetta> Airships, aside from hydrogen fires, have an incredible safety record 22:51:34 <Gonozal_VIII> maybe if a plane ran through it or something.. 22:51:42 *** mikk36|lap [~mikk36@pc54.host1.starman.ee] has joined #openttd 22:51:51 <Brianetta> http://en.wikipedia.org/wiki/Airship_Italia 22:51:54 <Brianetta> Notable exception (: 22:52:02 <Brianetta> but that was flying in arctic conditions 22:52:07 <Smoovious> ArmEagle... oh yeah, that'd work... drop off the cargo, and suddenly you have way too much buoyancy and you are quickly too high to survive without supplemental O2 22:52:16 <ArmEagle> :) 22:52:26 <caladan> huh, hard one 22:52:33 <Born_Acorn> Brianetta, don't forget wind related accidents 22:52:34 <Bjarni> Athorium: tricky one 22:52:38 <Bjarni> I can't tell 22:52:45 <Biff> Smoovious: they can release their gas i think 22:52:49 <caladan> come on, you dont have t fly high 22:52:51 <Athorium> but, is possible to code it? 22:52:55 <Smoovious> not THAT fast... 22:52:57 <Biff> otherwise they couldnt have landed 22:52:57 <Born_Acorn> I've seen a few B+W photos of the earliest Military ones in trees, snapped in half etc 22:53:18 <Biff> Athorium: code airships? 22:53:21 <Smoovious> afk a bit... time to cook dinner 22:53:43 <Brianetta> Biff: They don't release gas, they drive down 22:53:45 <Athorium> Biff: no, I speaking about other thing another feature... 22:53:47 <Brianetta> and tether to masts 22:53:48 <Biff> oh 22:54:07 <Brianetta> Helium isn't that cheap 22:54:09 <Gonozal_VIII> could also compress the gas somehow 22:54:11 <Brianetta> not like hydrogen 22:54:26 <Biff> weird if they dont have some sort of valve on the top for releasing of gas in an emergency 22:54:37 <Born_Acorn> make a new lighter than air compound! 22:54:37 <Brianetta> Bear in mind also, that many airships are rigid 22:54:41 <Brianetta> You don't want to reduce the pressure too much 22:54:44 <vsz> Athorium: http://wiki.openttd.org/index.php/Aviators_Aircraft_Set features an airship 22:54:48 <caladan> Like in Lalka by Boleslaw Prus, there was a metal lighter than an air :D 22:54:58 <Athorium> ??? 22:55:03 <Athorium> I no speaking about aircrafts... 22:55:07 <PandaMojo> Interesting, that crash only had one crash-fatality 22:55:11 <Athorium> I speaking about my feature idea: Speed signals 22:55:16 <Gonozal_VIII> carbon tubes are lighter than air 22:55:18 <PandaMojo> The rest were arctic survival issues. 22:56:03 <Biff> Athorium: ah, for trains? 22:56:06 <Born_Acorn> http://www.pikkarail.com/ttdp/av8/av8list.png <-- List of Planes! 22:56:29 <Gonozal_VIII> no biff, signals for planes ;-) 22:56:31 <Athorium> biff: yes, for trains, to make any area speed limited 22:56:32 <Born_Acorn> Red = Primary Company Colour, while Green is Secondary 22:56:33 <Athorium> ;D 22:56:42 *** Tobin [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] has joined #openttd 22:57:00 <Biff> Gonozal_VIII: could be for lorrys ;) 22:57:15 <Born_Acorn> *lorries. 22:57:15 <Biff> Athorium: why do you want that? 22:57:15 * Born_Acorn nitpicks like a mad picker of nits 22:57:25 <Biff> Born_Acorn: yep, for lorries aswell 22:57:28 <Biff> :P 22:57:46 <Athorium> biff a lot of trains of different speeds drives on same track, and lower trains makes a train jam... with more than 8 trains rear them... 22:57:53 <Born_Acorn> Red Lorry Yellow Lorry Red Lorry Yellow Lorry Red Lorry Yellow Lorry 22:58:19 <Biff> Athorium: yep, so you should upgrade your trains 22:58:20 <Gonozal_VIII> newsignalling will fix that 22:58:20 <Athorium> and other possibility, is to limit speed in multiple roadcross, to evite collisions :P 22:58:30 <vsz> Athorium good idea 22:58:44 <hylje> multiple roadcrosses should have a bridge 22:58:58 <vsz> Biff: the realistic newgrf trains have fixed top speeds for cargo wagons 22:59:03 <Gonozal_VIII> all road crossings are deathtraps 22:59:09 <Biff> Athorium: what you really want is something like a backoff algorithm, like eg tcp 22:59:13 <Athorium> Biff yes but for example, for passengers I use emu's that reach 140 Km/h and for freight my trains goes at 110Km/h but those trains are for freight... and passengers train go faster than freight trains ;D 22:59:29 <Biff> so they reduce their speed if there is slow traffic ahead 22:59:45 <Athorium> no, no only if slow traffic ahead 22:59:47 <Gonozal_VIII> that will be with newsignalling :-) 22:59:50 <Biff> http://en.wikipedia.org/wiki/Exponential_backoff 23:00:00 <vsz> so you can't transport coal faster than 104 (or 120) km/h mo matter how fast your locomotives are 23:00:07 <Biff> is what you want 23:00:57 <Athorium> limit them with a signal for example: I add a signal that speed limit are 75 Km/h because are a lot of crossroads in middle of city, after this, I add another signal I remove this limit... 23:01:23 <Smoovious> multiple road crossings would be handled by having the signals go off more squares in advance 23:01:36 *** mikk36|lap [~mikk36@pc54.host1.starman.ee] has quit [Remote host closed the connection] 23:01:41 <Biff> Athorium: but the speed shouldnt be reduced, the warnings go off to late 23:01:44 <Athorium> this is a example of my idea http://www.tt-forums.net//files/athland_infrastruct_ltd_4_ago_1933_514.png 23:02:24 <Biff> what have you done to your graphics? 23:03:04 <Athorium> ? 23:03:06 <Smoovious> btw... speed limits aren't handled by the signals... but by speed-limit posts along the track... only time a signal would indicated a speed limit would be because of the switches in the signal's coverage area... if the train has to go limited, reduced, or restricted speeds 23:03:08 <vsz> it seems like a lot of newgrf :) 23:04:05 <Athorium> Smoovious I would that all of this can be controlled by signals 23:04:26 *** mikk36|lap [~mikk36@pc54.host1.starman.ee] has joined #openttd 23:04:31 <Athorium> one signals that limit the speed and make a pathfind with limited speed after the next speed signal, that can be another speed o speed remove 23:04:35 <Smoovious> and since in RL, trains rarely see the trains ahead of them on the track, it is hard for them to match speeds anyways, so they will still start/stop/creep at signals behind slower traffic anyways 23:04:51 <hylje> :o 23:05:37 <Athorium> I think that can be a nice feature 23:05:57 <Smoovious> unless you're actually driving the train, it isn't very useful... 23:06:08 <glx> KUDr: ping 23:06:15 <Smoovious> better to just leave signalling based on path 23:06:16 <Athorium> ¿? 23:06:26 <KUDr> glx: pong 23:07:05 <glx> error in yapf/strapi.hpp:55 (cbh branch) 23:07:08 <Gonozal_VIII> irl there are not many tracks where there is a steady stream of trains with the distance between them shorter than the train length... 23:07:21 <KUDr> huh 23:07:26 <glx> http://glx.dnsalias.net:8080/openttd/cbh_compile.txt 23:07:26 <Smoovious> not even for commuter rail 23:07:28 <KUDr> compilation error? 23:07:39 <glx> yes mingw 23:07:53 <Brianetta> not even. 23:08:35 <Brianetta> I use long signal blocks in my games, because they're more real... and give trains a chance to stretch their legs (: 23:08:45 <KUDr> glx: here it works (gcc) 23:09:01 <KUDr> glx: how long you will be available? 23:09:04 <Gonozal_VIII> i use very short signal blocks for tons of trains 23:09:07 <caladan> I don't like putting signals one after another 23:09:12 <KUDr> i will need your assistance 23:09:15 <caladan> does it slow down game? 23:09:25 <Smoovious> I try to do the same with my signal blocks... only placing them closer together near interlockings and stations 23:09:27 <glx> KUDr: I'm here for at least 3 hours :) 23:09:34 <KUDr> thanks 23:11:33 * peter1138 hmms at airdrag 23:12:09 *** Progman [~progman@p57A1FD71.dip.t-dialin.net] has joined #openttd 23:12:12 <KUDr> peter1138: working on accelerator? 23:12:16 <peter1138> (35 (area) * 20 (drag_coeff) * speed * speed) / 10000 23:12:17 <peter1138> yes 23:12:28 <KUDr> just remove *= 4 23:12:28 <peter1138> i'm wondering what 35 is, and its units 23:12:42 <peter1138> and what the *= 4 is, heh 23:12:48 <peter1138> and 20? 20 whats? 23:13:02 <KUDr> and then make bigger mass influence to acceleration ratio 23:13:21 <peter1138> KUDr: i'm attempting to implement newgrf's drag coefficient 23:13:32 <KUDr> ahh 23:13:32 <Gonozal_VIII> 20 units of magic dust :-) 23:13:33 <peter1138> which is a percentage (well, per 255) 23:13:41 <peter1138> 128 = 0.5 23:14:05 *** Sacro_ [~Ben@adsl-83-100-202-9.karoo.KCOM.COM] has joined #openttd 23:14:06 <KUDr> so it will be not so simple ;) 23:14:31 <peter1138> it would be, if i new what the existing units were... etc... 23:14:35 <peter1138> *knew 23:14:42 <hylje> rumour has it NewGRF stuff isnt working on OS X 23:15:05 <peter1138> i'm sure bjarni will have tested it all 23:15:13 <PandaMojo> "NewGRF stuff"? 23:15:32 <Born_Acorn> peter1138! Boofars released! 23:15:55 <KUDr> peter1138: no units, just bulgarian constants :) 23:15:59 <PandaMojo> R7605 works fine at least >_> 23:16:24 <peter1138> Cd is the drag coefficient (a dimensionless constant, e.g. 0.25 to 0.45 for a car) 23:16:31 <peter1138> i have that bit... 23:16:32 <peter1138> hmm 23:17:16 <peter1138> oh, 120, not 35 23:17:36 <peter1138> drag_coeff = 20; //[1e-4] 23:18:10 *** Sacro [Ben@adsl-83-100-202-9.karoo.KCOM.COM] has quit [Ping timeout: 480 seconds] 23:18:16 <peter1138> 0.0020? 23:18:36 <CIA-1> KUDr * r7734 /branches/custombridgeheads/bridge_cmd.c: [cbh] - Fix: '!Disconnecting train' when leaving bridge in Y_SE direction. Train controller needs to know train's track, so it can't be zero. 23:18:48 <hylje> :o 23:19:52 <peter1138> do we need air density? heh 23:19:54 <Nigel> custombridgeheads sounds "interesting" 23:20:37 <Maedhros> peter1138: any comments? http://dev.gentoo.org/~maedhros/openttd/gradual_loading_pay_once.diff 23:20:53 <Gonozal_VIII> faster trains on higher terrain...^^ 23:21:11 <hylje> peter1138: for the sake of simulation.. 23:21:34 *** Sacro [~Ben@adsl-83-100-202-9.karoo.KCOM.COM] has joined #openttd 23:22:03 <KUDr> glx: you don't have linux, just cygwin or mingw, right? 23:22:21 <glx> KUDr: msys+mingw (win32) 23:22:32 <glx> _CRTIMP int __cdecl vswprintf (wchar_t*, const wchar_t*, __VALIST); <--in win32api 23:22:40 <glx> maybe it's the problem 23:22:41 <caladan> time to switch to linux ;-) 23:22:52 *** Sacro_ [~Ben@adsl-83-100-202-9.karoo.KCOM.COM] has quit [Ping timeout: 480 seconds] 23:23:41 <KUDr> then you have something what doesn't exist on unix not win32 23:23:47 <Rubidium> Maedhros: might it be possible to implment it without the savegame bump? 23:23:53 <glx> _CRTIMP int __cdecl _vsnwprintf (wchar_t*, size_t, const wchar_t*, __VALIST);<-- I have this too 23:24:04 <KUDr> glx: vswprintf (wchar_t*, size_t, const wchar_t*, __VALIST) 23:24:29 <Maedhros> Rubidium: i don't think so, because whether the cargo has been paid for or not should be saved, i think 23:24:54 <KUDr> glx: is there vswnprintf 23:24:56 <KUDr> ? 23:25:14 <Rubidium> there are a few null bytes in vehicle.c 23:25:14 <glx> read 5 line above :) 23:25:31 <KUDr> vswnprintf 23:25:37 <KUDr> ^^ n ^^ 23:25:42 <glx> _vsnwprintf 23:25:49 <hylje> :o 23:25:55 <Rubidium> or rather, at the end of the saved stuff in vehicle.c 23:25:56 <KUDr> aha 23:26:06 <peter1138> Rubidium: more hassle than it's worth 23:26:14 <peter1138> i've got to go 23:26:15 <peter1138> bye 23:26:19 <glx> bye peter1138 23:26:24 <KUDr> glx: _win32 is defined? 23:26:25 <Rubidium> well, this patch probably has to be backported to 0.5 23:26:40 <peter1138> not a problem 23:26:44 <peter1138> oh 23:26:46 <peter1138> hmm, 23:26:54 <peter1138> i see 23:26:56 <peter1138> oh well 23:27:00 <peter1138> you can figure it out :D 23:28:15 *** Mucht [~Mucht@p57A0E010.dip.t-dialin.net] has quit [Quit: Konversation terminated!] 23:28:22 *** Mucht [~Mucht@p57A0E010.dip.t-dialin.net] has joined #openttd 23:28:34 <Maedhros> heh, g'night peter1138 23:28:55 * Bjarni slaps peter1138 23:28:56 <Bjarni> <peter1138> i'm sure bjarni will have tested it all 23:29:11 <Bjarni> I claimed to have tested if the Danish translation fits in the window 23:29:18 <Bjarni> not the actual usage of the window 23:29:22 <Bjarni> there is a BIG difference 23:29:48 <Maedhros> Rubidium: any particular objection to the savegame bump? is it just that it provides so little gain? 23:29:49 <Bjarni> besides isn't working.... could mean a lot of stuff 23:29:53 <Bjarni> like endian issues 23:30:49 <Rubidium> Maedhros: the patch has to be backported to 0.5 and there were savegame bumps between 0.5 and the current trunk, to applying this patch to trunk would mean we cannot load those savegames anymore in trunk 23:31:42 <peter1138> how about the "don't let the train move while it's unloading" version? 23:31:50 <Nigel> just a thought, apply the patch when you dump savegame next? 23:31:50 <Maedhros> ah, i see 23:32:10 <Nigel> *bump 23:32:14 <peter1138> oh, i'm still here 23:32:34 <Bjarni> also enabling and disabling the DB set appears to work 23:32:43 <peter1138> not really 23:32:55 <KUDr> glx: http://mazanec1.netbox.cz/patches/vswprintf_mingw.diff 23:32:56 <peter1138> you'll end up with mixed up shit :D 23:33:09 <Bjarni> <hylje> rumour has it NewGRF stuff isnt working on OS X <-- explain. It works for me 23:34:11 <ArmEagle> heh i patched RC2 with that aircraft queuing patch (needed some changes). Increases aircraft speed to max, just to try and see whether it will work. 23:34:26 <peter1138> to "max" 23:34:28 <peter1138> what is "max" ? heh 23:34:34 <ArmEagle> anyway, in a viewport i opened, sometimes i see a plane on teh ground outside the aircraft :) 23:34:37 <hylje> Bjarni: i just heard stuff. 23:34:54 <Bjarni> well 23:34:59 <Bjarni> what did you hear? 23:35:03 <Gonozal_VIII> with 4, they have the same speed as trains when displaying same speed 23:35:14 <peter1138> we should ban people who spread unsubstantiated remours ;p 23:35:18 <ArmEagle> hmm, i think the viewport doesn't update completely after the game regains focus and coming back to the foreground 23:35:21 <peter1138> *rumours* too 23:35:21 <glx> KUDr: it works 23:35:30 <KUDr> ok 23:35:32 <KUDr> thanks 23:35:33 * peter1138 *bye* 23:35:39 <ArmEagle> not a big deal though 23:35:47 <Gonozal_VIII> so 4 = good number 23:35:56 <Bjarni> well, I can't rule out the possibility of endian issues in the grf code 23:35:58 <hylje> Bjarni: that ottd couldnt load stuff 23:36:18 <hylje> Bjarni: in an executable directory afaik 23:36:18 <Bjarni> but so far I have yet to find anything that could tell me of such issues 23:37:27 <Bjarni> well, it never failed me. Just do as you are told by the general howto for newgrf 23:37:42 <CIA-1> KUDr * r7735 /branches/custombridgeheads/yapf/strapi.hpp: - Fix: mingw compilation error (glx) 23:39:27 *** Sacro_ [~Ben@adsl-83-100-202-9.karoo.KCOM.COM] has joined #openttd 23:39:48 <Maedhros> Rubidium: another option could be to use the current bit in v->load_status for savegames, and use that to mark all cargo paid for when loading the game 23:40:28 *** Sacro [~Ben@adsl-83-100-202-9.karoo.KCOM.COM] has quit [Ping timeout: 480 seconds] 23:40:31 <Maedhros> so you could still cheat, but only by saving the game after loading the second time 23:43:27 <CIA-1> KUDr * r7736 /branches/custombridgeheads/train_cmd.c: [cbh] - Codechange: removed one goto by messing with if/else blocks. Also suppresses gcc warning that 'dir' can be used uninitialized. 23:45:00 <Rubidium> not exactly, look at http://rubidium.student.utwente.nl/openttd/gradual_load.diff 23:48:41 <KUDr> Rubidium: can you please try cbh as it is now? 23:49:13 * Maedhros looks 23:49:15 <Rubidium> something is wrong with the signal propagation 23:49:39 <KUDr> Rubidium: signal propagation is still untouched ;) 23:49:44 <Rubidium> ok 23:49:56 <KUDr> i meant pathfinding and passing bridges 23:50:04 <KUDr> YAPF only 23:50:20 <Rubidium> that seems to work in my testcase 23:50:39 <KUDr> ok, thanks 23:51:13 <Rubidium> hmm, YAPF doesn't take the maximum speed of the bridges into account :) 23:51:38 <Rubidium> but that has nothing to do with cbh 23:51:40 <KUDr> YAPF does 23:51:44 <KUDr> controller not 23:52:10 <glx> hey I still get the 'dir' might be used uninitilised :) 23:52:29 <glx> plus 'enterdir' might be ... 23:52:45 <KUDr> glx: hmm, then trash your compiler and upgrade 23:52:46 * Rubidium has no such warnings 23:53:05 <KUDr> must be some old model 23:53:12 <KUDr> 3.45 or so 23:53:14 <glx> 3.4.2 23:53:25 <KUDr> yeah 23:53:47 <KUDr> glx: feel free to fix it as you like 23:54:01 <KUDr> i can't (here it works) 23:54:22 <Rubidium> well, it looks like it is complaining when it shouldn't, i.e. the compiler is 'broken' 23:55:14 <KUDr> Rubidium: older compilers were not so precise i guess 23:56:36 <Athorium> the trains can be drived with same style than LoMo? 23:57:31 <Bjarni> http://www.qdb.us/75184 <--- Japanese style place... wtf 23:57:43 <KUDr> Athorium: no, ottd recognizes that you don't have valid train driver licence 23:57:59 <Athorium> ??? 23:58:16 <KUDr> you just hire drivers 23:58:22 <KUDr> they do the job 23:59:30 <glx> KUDr: http://glx.dnsalias.net:8080/openttd/cbh_warning_fix.diff <-- usual fix :) 23:59:47 <KUDr> so commit it