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#openttd IRC Logs for 2007-04-09

---Logopened Mon Apr 09 00:00:29 2007
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03:07<Wolf01>hello
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05:16<Wolf01>stupid steel mill
05:16<TrueBrain>slap it!
05:16<Wolf01>i built a station, sent some trains, as soon the first train with iron ore is arrived, it is disappeared
05:18<mikegrb>hehehe
05:18<mikegrb>it tricked you good!
05:18<TrueBrain>it is the magic "look, now it disappeared" trick
05:18<TrueBrain>don't you like it?
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05:20<Wolf01>yes i like it, specially on 2048 map with low industries
05:25<Wolf01>let's try with another steel mill... 500 tiles away
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05:39<Eddi|zuHause3>good ;)
05:39<Eddi|zuHause3>****
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06:54<Thomas[NL]>I compiled openttd 0.5, is there a way to remove all the source files? make clean doesn't work :(
06:55<Wolf01>make clean removes the .o files only
06:55<Wolf01>you can always delete the source folder by hand
06:56<Thomas[NL]>ok ty
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07:04<Eddi|zuHause3>0.5 does not use the new folder structure
07:04<Eddi|zuHause3>so it's not as easy to get rid of all source files
07:06<Wolf01>before the makefile rewrite i used to have a folder called trunk where i put all the sources, and a folder called game where make install put the compiled game
07:06<Ammler>Eddi|zuHause3: why not use the new structure with 5.1?
07:06<Wolf01>who knows what 5.1 will use?
07:06<Wolf01>:D
07:06<Eddi|zuHause3>because it is too much of a change... new features oly in 0.6
07:06<Eddi|zuHause3>*only
07:09<Ammler>Really? Was that difficult to change?
07:09<Wolf01>that was a pain :P
07:10<Ammler>Wolf01: how to change the bin directory?
07:11<Wolf01>with pre-makefile rewrite?
07:11<Ammler>I supposed with configure?
07:12<Ammler>how did you the splic concret?
07:12<Ammler>split
07:13<Wolf01>with pre-makefile i changed the makefile directly, now i use the default
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08:21<@Belugas>hello there
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08:23<@Belugas>Wolf01, i worked on your previous patch. Just one little correction needed, codewise
08:23<Wolf01>hi Belugas
08:23<Wolf01>tell me about it
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08:24<@Belugas>i think i will change all the calls to AddSortableSpriteToDraw to be conform all around the code
08:24<Wolf01>why?
08:25<Wolf01>is already conformed
08:25<@Belugas>AddSortableSpriteToDraw(SPR_STATUE_COMPANY, PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)), ti->x, ti->y, 16, 16, 25, ti->z, HASBIT(_transparent_opt, TO_STRUCTURES));
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08:25<@Belugas>is not the same as
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08:25<@Belugas> AddSortableSpriteToDraw(
08:25<@Belugas> dtus->image, PAL_NONE, ti->x | dtus->subcoord_x, ti->y | dtus->subcoord_y,
08:25<@Belugas> dtus->width, dtus->height, dtus->z_size, ti->z,
08:25<@Belugas> HASBIT(_transparent_opt, TO_STRUCTURES)
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08:25<Wolf01>oh, you meant that
08:25<@Belugas>the stuff i corrected was
08:25<Wolf01>yes, no problem
08:26<@Belugas>in vehicle.cpp :
08:26<@Belugas>+ v->sprite_width, v->sprite_height, v->z_height, v->z_pos, v->vehstatus & VS_SHADOW);
08:26<@Belugas>should be
08:26<@Belugas>+ v->sprite_width, v->sprite_height, v->z_height, v->z_pos, (v->vehstatus & VS_SHADOW) != 0);
08:26<@Belugas>since the parameter is bool
08:26<Wolf01>the last parameter is optional
08:26<@Belugas>msvc does not like it
08:26<Wolf01>is default false
08:26<Wolf01>oh, ok
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08:27<@Belugas>so, making it a boolean result pleases him
08:27<@Belugas>as for the rest, it was fine :)
08:27<@Belugas>from a quick glance, that is...
08:28<Wolf01>any idea of when the patch with the fixes will be applied?
08:29<Wolf01>some of the bug present in trunk vanify half of the work
08:30<Maedhros>vanify?
08:30<Maedhros>btw, will this fix the station signs changing colour when making the station transparent but not the sign background?
08:30<Wolf01>waste
08:31<Wolf01>yes
08:31<Maedhros>cool :)
08:31<@Belugas>soon, Wolf01. Give me 2-3 days
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08:31<@Belugas>unless someone has more free time than me ;)
08:32<Wolf01>:)
08:32<@Belugas>and Smoky555 found the same problem as me, but did not find the sulution ;)
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10:02<Cipri>Where can I post feature requests? On the bugs.openttd.com site?
10:03<Sacro>Cipri: can do, or in here
10:05<Cipri>It's such a tiny tiny thing. Could the password-dialog on network games /please/ be centered? ^.^ I got a huge screen, and it's always way way up in a corner somewhere :)
10:06<CIA-2>OpenTTD: belugas * r9580 /trunk/src/ (viewport.cpp win32.cpp window.cpp): -Documentation: Correction of doxygen function declarations
10:08<Eddi|zuHause>Cipri: the gui system does not like such things ;)
10:08<Sacro>the gui system is a mess
10:09<Cipri>12 year old code's a bitch, eh? ;)
10:09<Sacro>yeah
10:09<Eddi|zuHause>it's probably worse than 'just' 12 year old code
10:10<Eddi|zuHause>there was an attempt to rewrite it, but i don't know how far that got
10:11<Cipri>Darn. Would it then be possible to have te password get specified on the command line instead?
10:11<Sacro>how insecure
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10:11<Sacro>Cipri: personally, i wouldn't want people pressing up, enter, to access my passworded game
10:12<Maedhros>or `ps`
10:12<Sacro>Maedhros: i didn't think of that
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11:56<@peter1138>hmm
11:58<lolman>Ello all :)
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12:12<Sacro>oh noes
12:13<lolman>Indeed
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14:28<Ailure>heh
14:28<Ailure>just realised
14:28<Ailure>the climate selection in main menu is very reduant ;)
14:29<Wolf01>yeah
14:29<Wolf01>the map size too
14:29<willister>Anyone able to help with a quick programming question?
14:29<Wolf01>i made a new gui without climate selection and divided the buttons by their job
14:30<willister>I'm wanting to find out who the local authority is, for a perticular tile. Can't seen to find a function to tell me
14:31<Wolf01>try with the ? tool
14:31<willister>:) I mean within the source
14:32<Wolf01>see the ? tool code :D
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14:34<willister>:-P Another hard one to find
14:34<willister>There is a lot of code to get to grips with
14:36<Wolf01>are you trying to code an AI?
14:36<willister>mhm
14:37<willister>I've got a search for the ends of roads in a town going, but its recursive.
14:37<Eddi|zuHause>Wolf01: i think the decision was to not remove the climate buttons, because they make up a characteristic look
14:38<willister>if i dont know if a tile is owned by the town, it keeps searching along all connected roads :D
14:38<willister>causes a few problems, that does
14:38<Wolf01>i didn't remove them, just disabled :D
14:38<Wolf01>and moved to a different location
14:39<Wolf01>http://wolf01.game-host.org/OTTD_related/main_menu.PNG do you like it?
14:41<@peter1138>no
14:41<@peter1138>urgh :p
14:41<Wolf01>:)
14:42<@Belugas>willister : try tile.h:76 -> GetTileOwner
14:42<MiHaMiX>Wolf01: i don't like it, too :-(
14:43<Wolf01>don't bother, is for my personal use :P
14:43<ln->Wolf01: me neither, sorry.. it's somehow as elegant as a soviet truck from the 70's.
14:43<willister>reading the infomation, I'd thought that was just for player owners, does it also return local authority?
14:43<@Belugas>local authority is town ;)
14:44<willister>Ta, I'll test out that.
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14:54<@Belugas>willisterman, sorry, i gave you false information...
14:55<willisterman>mhm, testing now. the owner changes if i demolish and rebuild the road
14:55<willisterman>but using the tool, the local authority does
14:55<willisterman>doesnt*
14:56<@Belugas>you have to look for town_map.h:17 GetTownIndex once you know that the tile is a road...
14:56<@Rubidium>Belugas: that won't work either
14:56<@Belugas>but all in all, it will point out to the right information
14:58<@Rubidium>ClosestTownFromTile(<tile>, _patches.dist_local_authority) is what he looks for
14:59<willisterman>Where is that?
14:59<@Rubidium>one note: that function is O(number of towns)
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15:00<willisterman>ah, it was in town
15:00<willisterman>silly me
15:00<willisterman>expected map or tile
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15:06<willister>so if there is a super metropolis, that would return the correct owner, for all parts of the town?
15:06<willister>looking at the code, if there were a small town beside it, wouldnt some of the metropolis be classed as the small town?
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15:07<@Rubidium>for empty ground that could be, but in that case the empty ground belongs to the authority of the small town even when it is enclosed by buildings of the metropolis
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15:08<willister>:) thats good enough for my needs. Thanks
15:08<@Rubidium>that function is used to determine the local authority when doing the local authority checks
15:14<ln->who is the leader?
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15:15<@Belugas>the one who does not follow
15:15<@Belugas>you are right Rubidium
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15:36<@peter1138>and the bulge in my big big big big big ...
15:38<Wolf01>head?
15:45|-|Nigel_ changed nick to Nigel
15:46<@Belugas>TIME
15:46<@Belugas>to go
15:46<@Belugas>bye
15:59<Wolf01>tomorrow back to work, night guys
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17:04<dihedral>hello Belugas
17:05<+glx>he's gone
17:05<dihedral>ah - ok
17:05<dihedral>thanks
17:05<dihedral>what a shame
17:05<dihedral>well then
17:05<dihedral>hoppy easter to you all
17:06<dihedral>i shall hit the rack
17:06<+glx>he's in Quebec
17:06<dihedral>night
17:06<dihedral>do you know when he is back?
17:06<+glx>maybe later tonight
17:07<dihedral>i shall send him an email - that should do the trick :-)
17:07<dihedral>cheers
17:07<dihedral>night
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17:10<ln->ain't it Québec
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19:12<jordi>blathijs: weee, we finally made it
19:12<jordi>apparently releasing a new major version helps unblocking the NEW queue :)
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19:14<jordi>for the rest, this means Debian now officially distributes openttd
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19:39<Sacro>!seen lolman
19:39<_42_>Sacro, lolman (~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com) was last seen quitting #openttd 5 hours 55 minutes ago (09.04. 18:43) stating "Quit: Leaving" after spending 2 hours there.
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21:08<Naksu>http://youzen.ext.b2.fi/~naksu/DenshaDeD_ch01p16-17.png
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---Logclosed Tue Apr 10 00:00:47 2007