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#openttd IRC Logs for 2007-04-25

---Logopened Wed Apr 25 00:00:23 2007
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01:51<boekabart_>It's all so...quiet... shhhhh, shhhhh, it's AAAAAAAAAALL so stiiiiiiiilllllll................
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03:34<TheJosh>Hey
03:35<TheJosh>Ok i have a quick questiong
03:36<TheJosh>If one client uses the command Random() and another does not, you get a desync right?
03:36<TheJosh>Is there a Random() function I can use that uses a different seed or something so I dont get desyncs?
03:38<peter1138>InteractiveRandom()
03:38<Rubidium>I said that yesterday ;)
03:38<peter1138>supply townnameparts via the command? hmm
03:38<TheJosh>yup
03:39<peter1138>will need to test, in the command, if the produced town name is unique, but nothing major
03:39<TheJosh>I have forked the old CmdBuildTown to CmdFundTown, so i can have different params
03:40[~]peter1138 goes back to investigating delayed emails
03:40<TheJosh>works
03:41<TheJosh>thanks
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03:55<Wolf01>hello
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06:34<HMage>!log
06:34<HMage>!logs
06:34<SpComb>Logs: http://zapotek.paivola.fi/~terom/logs/openttd
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06:52|-|Chrissicom [~Chris@p579E1E45.dip.t-dialin.net] has joined #openttd
06:52<Chrissicom>hi there
06:52<Chrissicom>would be nice if somebody can help with this issue: http://www.tt-forums.net/viewtopic.php?p=579103#579103 :)
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06:57<Ailure>hello romhacking
06:57<Ailure>eh
06:57<Ailure>stupid mIRC
07:02<peter1138>yup
07:02<peter1138>Chrissicom: the patch is far too old, so i wouldn't bother
07:04<Chrissicom>:(
07:04<Chrissicom>well all the other stuff worked
07:04<Chrissicom>and settings.c and settings_gui.c is only the display stuff in the patch window
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07:04<Chrissicom>so I thought the code could be adapted
07:04<Chrissicom>is there a new planespeed patch maybe?
07:05<peter1138>heh, for a quick 'fix' in 0.5, aircraft_cmd.c:2053
07:05<peter1138>multiply the 6 by planespeed
07:05<peter1138>so "full speed" is 24
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07:08<Chrissicom>oh nice :)
07:08<Chrissicom>thx
07:08<Chrissicom>a quick 'fix' is enough as I just want it for multiplayer with my brother =D
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07:18<Eddi|zuHause2>you might as well use the nightly then
07:19<peter1138>nah, who wants all those useless features
07:20<Chrissicom>has the current nightly real plane speed?
07:21<Eddi|zuHause2>yes
07:24<peter1138>complete with buggy landing
07:24<Chrissicom>lol
07:24<Chrissicom>well I am just trying your quick fix peter
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07:29<Chrissicom>hmmm well....
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07:29<Chrissicom>they have nice speeds in the air now but they are way too fast when landed on an airport lol
07:30<Chrissicom>maybe I try something between 6 and 24
07:32<Chrissicom>can I change their in air speed somehow only?
07:33<peter1138>yeah
07:33<peter1138>well
07:33<peter1138>the nightlies don't have that problem
07:34<Chrissicom>and what's the buggy stuff you mentioned about landing before?
07:41<Chrissicom>hmmm they seem to fast on the runway, airport in the nightly as well
07:41<Chrissicom>the changed air speed is very good tho :)
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07:44<TheJosh>Hey all
07:44<Chrissicom>cooool you can build bridges over diagonal railways in the nightly :D
07:44<TheJosh>nicd
07:44<Chrissicom>why isn't that written in bold letters on the start page??? :D
07:44<TheJosh>nice
07:45<TheJosh>Thats cool!
07:46<Chrissicom>now I just need to make the days longer and the game is perfect :D
07:46<TheJosh>ok what are peoples opinion of the following idea? I am currently making a 'found a town' patch, but should towns that have been founded by a player have some player data associated with them, so a town would be recorded as being founded by player x
07:46<HMage>TheJosh: I guess it shouldn't.
07:47<peter1138>probably no
07:47<Chrissicom>I agree
07:47<peter1138>you could automatically give exclusive transport rights though, or something
07:47<peter1138>(for 1 year)
07:47<Chrissicom>nah, that would suck in multiplayer imho
07:47<peter1138>might not be worth it, as that can be done anyway
07:48<Chrissicom>instead there should be an option to prohibit buying exclusive transport rights
07:48<HMage>TheJosh: did you come down with what price should be for funding the town?
07:50<TheJosh>Currently the price is $7,500,000 which is i dont know how many pounds
07:50<HMage>divide by 2
07:51<TheJosh>the code says 5 million, but that must not be pounds, or my cost would be $10mill
07:51<TheJosh>3,750,000 pounds
07:52<Phazorx>you can fund a new town?
07:52<Phazorx>morning
07:52<TheJosh>yes it is working, and I got network working today
07:52<HMage>as far as I remember, the game uses pounds. Your price might be influenced by inflation
07:53<TheJosh>it doesnt inflate very much in the first 10 seconds though
07:53<TheJosh>or about as long as it takes to press ctrl-shift-c and click the top button
07:53<TheJosh>ctl-alt-c, my bad
07:54<Phazorx>question for whoever is responsible for that part - in case of cargo transfer, does it counts as many times as it has beentransfered towards total amount of transfered goods per time? (as shown in stats)
07:55<TheJosh>i like the option of automatically giveing exclusive transport for a year
07:55<HMage>TheJosh: I mean, check the base price for funding a power plant, for example.
07:55<HMage>it should have the same tendency
07:56<TheJosh>is $7.5mill enough? or too much
07:56<HMage>should be more costly than a power plant for sure
07:56<TheJosh>more expensive than an oil joint (few mill), but cheaper than a raw-producing industry (10mill easily)
07:57<Phazorx>that is like a raw industry since it provides transferable goods :)
07:57<HMage>my opinion that is should be more than raw-producing industry
07:58<@Belugas>hello
07:58<TheJosh>although we could all play my slightly modified patch I made for network testing that puts the price at $1000 he he he
07:58<HMage>since you have to set up an infrastructure for a _town_
07:58<Phazorx> /agree with HMage
07:58<Phazorx>it is very lucrative industry too, which enhances itself over time and produces and consumes few types of cargo
07:59<Phazorx>will "originator" own roads there btw?
07:59<Chrissicom>hmmm how can I change the version number in the source of the latest nightly?
07:59<Chrissicom>it doesn't seem to be in network.c(pp) anymore
08:00<TheJosh>rev.cpp i think
08:01<TheJosh>Phazorx: dont know, will test
08:01<Phazorx>kk. just curious :)
08:02<Phazorx>and i really want to know about transfer cargo counter
08:02<Chrissicom>hmm there's no such file sorry
08:02<Phazorx>i can test or look at the code... but my question is more about how it was planned
08:02<TheJosh>Chrissicom: nightly version numbers are automatic
08:03<TheJosh>Phazorx: the roads are town owned. The code is basically a modified version of the code used for the scenario editor
08:03<Chrissicom>aha, but somehow they need to be generated when compiling?
08:03<Eddi|zuHause2>the version naming is automatic only if you use make and have the command line svn client installed
08:03<Phazorx>TheJosh: i see, it would make sense to own roads
08:03<Chrissicom>ah ic
08:03<Chrissicom>well then I'll just leave the version number
08:04<TheJosh>Chrissicom: all i know is when you compile a nightly you have changed, a 'M' is appeneded to the end of it...as a result, so my sister could play ottd with me todya, we added a single comment to a source, to give her a 'M'
08:04<Chrissicom>haha
08:04<TheJosh>Phazorx: thus leading back to the 'who founded this town' question I started with
08:04<Eddi|zuHause2>a space would have done...
08:05<Phazorx>TheJosh: i missed the beggining of conversation i guess
08:06<TheJosh>Phazorx: I was wondering, coz ive gotta do a savegame bump anyway, if i should store in the town structure who founded the town if it was founded by a player,
08:06<Phazorx>and i guess there should be some credit to builder for town as well as for industry
08:06<TheJosh>it would have no game significance, other than to show in the town info thingo
08:07<TheJosh>although i just thought perhaps the town founder could begin with a better-than-average rating
08:07<Phazorx>well... perhaps later it would gain some sense... like with paxdest
08:07<TheJosh>paxdest?
08:07<Phazorx>that would make sense too
08:07<Phazorx>passenger destinations
08:07<TheJosh>what is paxdest?
08:07<TheJosh>ah ok
08:08<TheJosh>i was just thinking it would be cool to see 'Rinfield Transport' or whoever im playing as on the towns I make
08:08<TheJosh>then some people had some suggestions to benifits to founding a town
08:08<Chrissicom>am I correct that when I set day_ticks to 405 one year will be 3 hours in real time?
08:08<TheJosh>that is slow
08:09<Chrissicom>I want it slow :p
08:09<TheJosh>make it 4500!
08:09<TheJosh>make it real time (1 game day = 1 real day)
08:09<Phazorx>TheJosh: yup, it would make sense for sure, like roads statue of owner, rates etc
08:09<Phazorx>Chrissicom: can you kae it as configurable patch variable?
08:09<Chrissicom>hehe ;) that'd be a little too slow
08:09<Phazorx>cuz that is an interesting feature
08:09<Phazorx>i think the gametime advances too fast
08:09<Chrissicom>yeah it's in the miniin and I love it
08:10<TheJosh>Chrissicom: make it slower than real time, so we get plenty of strategy time
08:10<Phazorx>oh.. cool
08:10<TheJosh>hasnt MiniIN been cancelled for months now?
08:10<Chrissicom>but I want to implement it in a way so the industry production is displayed different
08:10<Chrissicom>TheJosh: Why not allowing to build while pausing the game ;)
08:10<Chrissicom>the miniin has one "bug" with the day patch
08:11<Chrissicom>on 1st of February the production of industries jumps to high levels
08:11<Phazorx>is it possible to associate cargo production with realtime rather than game time?
08:11<Chrissicom>because the industry has produced more in a month due to slower days of course
08:11<TheJosh>Make it 2 physical days for every 1 virtual days
08:11<Phazorx>or have a varibale that controls the ratio?
08:11<Chrissicom>I don't want this to happen tho, because I am used to the amounts in the game now and know how many trains I need etc.
08:12<Chrissicom>so I want the days to pass slower and industry display the production of the last 5 days e.g. when the days take 6 times as long as they do now
08:12<Chrissicom>so that industry production levels will show the numbers we're used to now
08:14<TheJosh>Phazorx: Thanks for your discussion
08:14<TheJosh>Phazorx: I think i will implement _something_ special for the town founder
08:14<Chrissicom>Phazorx: What do you mean by making cargo production real time?
08:14<Chrissicom>I mean if an industry would actually produce only 500 tons in a real month you couldn't play much
08:15<Phazorx>industry produces some amount of cargo per game month i take
08:15<Phazorx>so if you increase gameday to take more time - it would appear as it producing less over real time
08:15<Phazorx>so mopre time for building but slower game overall
08:16<Chrissicom>ah ok now I've got what you mean :)
08:16<Chrissicom>I would need to look at the code for that, if I need to code too much new stuff I'll fail :p
08:16<Phazorx>i was thinking more of having same kinds of trains and developed network
08:16<Chrissicom>I am only good at programming stuff I have templates for :D
08:17<Eddi|zuHause2><Phazorx> and i guess there should be some credit to builder for town <- you could automatically place a statue of founder
08:17<TheJosh>Just make it all optional Chrissicom, i liek a fast game
08:18<Phazorx>Eddi|zuHause2: that's what i suggested
08:19<Phazorx>along with roads and better rating and perhaps better chances of getting something (like bribing)
08:19<Chrissicom>http://ttdlxhq.raysworld.ch/page/index.php < haha look at the top post, I think bridges for ships are really wayyyyy too unrealistic :D
---Logopened Wed Apr 25 09:38:29 2007
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10:30<Chris[Working]>how can I create a .patch file with TortoiseSVN with files from different locations?
10:30<Chris[Working]>it doesn't seem to allow me to choose files from different folders at the same time
10:31<Sacro>you can't
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10:41<@Belugas>Chris[Working], are they on subfolders sharing the same root?
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10:41<@Belugas>like trunk/src, trunk/src/table etc...
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10:46<Trapdoor>hey
10:46<peter1138>DON'T YOU OPEN THAT
10:46<Trapdoor>why do i need SDL if im just compiling the server on linux? :\
10:46<peter1138>because you didn't tell it you were compiling a dedicated server
10:46<Trapdoor>how do i tell it im compiling a dedicated server?
10:47<peter1138>probably add --enable-dedicated to the configure command
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10:47<Trapdoor>ooh right
10:47<Trapdoor>now i see
10:47<Trapdoor>my god you're right
10:47<Trapdoor>i didnt care to check ./configure --help
10:47<Trapdoor>5 golden dubloons to you good sir
10:48<Trapdoor>also i was wondering.. how do i "compile" or "make" it into another directory?
10:52<Trapdoor>oh right
10:52<Trapdoor>make with a target
10:52<Trapdoor>that didnt work
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11:20<Sacro>that daylength patch looks *awfully* similar to mine
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11:25<Sacro>actually it does less than Wolf01's version
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11:28<Chris[Working]>what if I want to fix a bug from the bug list, where can I submit the .patch file? post it in dev forum?
11:29<@Belugas>you can show it in here
11:30<@Belugas>or use bugs.openttd.org
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11:31<Chris[Working]>kk :) it was only a hypothetical question for now tho ;) gotta see if I can fix it first tho
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11:41<Eddi|zuHause2>if the patch is related to an existing bug report, you probably should just reply to that report with the attachment
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11:59<ln->now that mr. D and mr. T don't seem to actively involved with the development, is it actually possible to get patches accepted?
12:02<@Belugas>ho... we've stopped integrating patches??
12:02<@Belugas>sad to hear that
12:02<Sacro>Belugas: no, we have started :p
12:03<@Belugas>:)
12:03<@Belugas>ln-, nothing has really changed.
12:04<ln->ok, so it's still virtually impossible.
12:04<@Belugas>patches have to be good, and on more then one level
12:04<@Belugas>shut up
12:04<@Belugas>this is not MiniIN
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12:05<TrueBrain>Belugas: don't make it your life motto :)
12:05|-|dihedral [~dihedral@dslb-084-056-228-040.pools.arcor-ip.net] has joined #openttd
12:05<ln->Belugas: it took something like three months to get a <20-line *bugfix* patch accepted. one that fixed a problem that had existed in the mac port from the very beginning.
12:05<dihedral>hello
12:05<TrueBrain>hi dihedral
12:05<dihedral>i am working on it :-)
12:05<dihedral>just to feed any possible curiosity
12:06<TrueBrain>"it", sounds like an interested thing
12:06<Rubidium>ln-: isn't that primarily Bjarni not doing his job?
12:06<dihedral>openttd.inc.php
12:06<TrueBrain>dihedral: ah ;)
12:06<dihedral>Rubidium: you remember the private message thing from yesterday?
12:07<dihedral>just tested it at a client id of slightly above 300
12:07<dihedral>fails there already
12:07<ln->Rubidium: not really.. well, he kind of didn't dare to commit it.
12:08<Rubidium>dihedral: no, nor did my logs remember it
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12:08<dihedral>hmmm - perhaps it was the day before yesterday :-)
12:09<dihedral>anyhow - private messaging fails after a few games
12:09<Rubidium>well, my logs don't remember any private message from you
12:09<ln->and then, a pretty simple town name patch took a few months to get accepted as well. it could have been committed by anyone, but no one had time, and eventually it was Bjarni who committed it.
12:09<dihedral>in game private messaging
12:10<Rubidium>ln-: must be way before I even knew OpenTTD, so I can't judge about that
12:10<Rubidium>dihedral: in game?
12:10<dihedral>sending a private message in the game called openttd
12:10[~]Rubidium doesn't remember playing any openttd for the last week or so
12:11<TrueBrain>Rubidium: you were that drunk? :p
12:11<dihedral>but does Rubidium remember openttd at least
12:12<Rubidium>TrueBrain: me drunk?
12:12<TrueBrain>Rubidium: you are never?
12:12<Rubidium>basically
12:12[~]Sacro ponders if theres an italian around
12:13<TrueBrain>Rubidium: poor you :p
12:13<dihedral>anyhow
12:13<Rubidium>didn't say I don't drink
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12:13<TrueBrain>pfew ;)
12:13<dihedral>private messaging a player in the game seems to fail as of some time
12:13<Rubidium>anyway, haven't taken anything alcoholic last weeks...
12:13<TrueBrain>so it couldn't be that ;)
12:14<Rubidium>apparantly when client IDs >= 256?
12:14<dihedral>i bet fixing that should not be a huge problem
12:14<Rubidium>nope
12:15<Rubidium>fixing is probably very easy
12:15<Rubidium>locating the place that needs to be fixed is something completely different
12:15<@Belugas>ln-, sorry, i overreacted. i'm just frustrated of people always begging to have their patches getting in, as if it was the last best thing ever
12:16<dihedral>Belugas: it might be to those writing the patches :-P
12:16<dihedral>Rubidium: any way i could help fixing the prob?
12:16<Rubidium>not to mention people saying it is tested by 'lots of people' and it works, while it desyncs like hell
12:16<dihedral>lol
12:16<Rubidium>dihedral: if you know your way around in the network code
12:17<dihedral>i can only promise to have a look and try
12:17<TrueBrain> p->Send_uint8 (dest); <- something like that? :p
12:17<dihedral>yeah
12:17<Rubidium>_if_ dest is the client_id that is the problem
12:17<dihedral>:-)
12:17<TrueBrain>it is claimed as " // uint8: Destination Player (1..MAX_PLAYERS)"
12:17<Rubidium>but... it sends also whether it is broadcast, team or private
12:18<Rubidium>anyhow, I think that part of the code needs some reviewing
12:18<TrueBrain>implement a better chat system while doing ;)
12:18<dihedral>what about freeing client id's?
12:18<Rubidium>but I'm first going to feed myself ;)
12:18<TrueBrain>Rubidium: sounds like a perfect idea :)
12:18<dihedral>TrueBrain: Feeding Rubidium a good ieda?
12:19<TrueBrain>him feeding himself, yes
12:19<dihedral>lol
12:19<dihedral>what about this example
12:19<dihedral>client with id 5 leaves
12:19<dihedral>client joins, gets id 5
12:19<TrueBrain>dihedral: it is much more safe and useful if the clients only increase
12:19<TrueBrain>say you ban player #5
12:19<TrueBrain>and someone else joins
12:20<TrueBrain>and you think: he, he isn't banned, and ban the new player
12:20<TrueBrain>one of the many examples :)
12:20<dihedral>the ban list does not hold the id's but the ip's
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12:20<dihedral>but i get your point
12:20<TrueBrain>:)
12:20<TrueBrain>ban #5 should ban player 5, and his IP :p
12:20<dihedral>though you will run into issues
12:20<dihedral>with constantly increasing client id's
12:21<dihedral>what about setting clientid's back to 0 after a 'newgame' has been issued?
12:21<dihedral>or generally only count for the running game
12:21<TrueBrain>dihedral: does it really matter :)
12:21<dihedral>yes
12:21<dihedral>because then problems like with the private messaging would not occure
12:21<TrueBrain>haha, what if 256 clients join in a single run? :p
12:21<TrueBrain>you just delay the problem :)
12:22<dihedral>ok
12:22<dihedral>get you point
12:22<TrueBrain>Rubidium: the 'dest' is the problem, it is sent as uint8, but it used as client_id
12:22<dihedral>again
12:22<TrueBrain>network_server.cpp:1034
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12:22<TrueBrain>via network_server.cpp:1123
12:22<TrueBrain>via network_client.cpp:195
12:23<TrueBrain>2 places to change, should solve it :)
12:23<dihedral>but you will want id's to easily reach a few thousand
12:23<TrueBrain>so indeed, small fix ;)
12:23<dihedral>you gonna do it?
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12:24<TrueBrain>http://devs.openttd.org/~truelight/chat_uint8.patch <- just needs testing ;)
12:25<dihedral>can i patch braches/0.5 with that
12:25<TrueBrain>not directly
12:25<TrueBrain>one sec
12:25<dihedral>does not matter anyhow - i dont have a compiler for windows
12:25<dihedral>i could only open up a patched server
12:26<TrueBrain>get mingw ;)
12:26<dihedral>ok
12:26<dihedral>or howabout you make a binary for me and i test it :-)
12:27<TrueBrain>I aint touching windows
12:27<TrueBrain>http://devs.openttd.org/~truelight/chat_uint8_0.5.patch <- applies to 0.5 branch
12:27<dihedral>sweet
12:27<dihedral>i'll get right to it
12:28<dihedral>you only touch linux then eh? or mac's too
12:28<TrueBrain>I am sure Rubidium will also test the patch to make sure it works :)
12:28<TrueBrain>if he has the time that is, real life is a bitch
12:28<TrueBrain>dihedral: I only have a linux workstation
12:28<dihedral>lol
12:28<dihedral>i have a windows gaming workstation
12:28<dihedral>well
12:29<TrueBrain>I game on my XBox
12:29<TrueBrain>hmm, we should port OpenTTD to that :p
12:29<dihedral>yuck
12:29<dihedral>:-D
12:31<dihedral>another q for you guys
12:32<dihedral>would it be an idea to be able to execute rcon commands when not connected to the game
12:32<TrueBrain>"Combined with an active membership in the XNA Creators Club (available from Xbox Live Marketplace), you can also create, debug, and play games on your Xbox 360 console." <- I hate MS
12:32<TrueBrain>dihedral: it was once planned, nobody created it :p
12:33<TrueBrain>oh well, if NoAI is ever merged, we get SQ as default script language, so we can hook up the console to it, making the console more powerful (scriptable), and then that is a small step ;)
12:33<dihedral>i am not sure, but currently i though the server only accepted rcons from connected clients
12:33<Phazorx>where is amount of transfered cargo per quarter/year is calculated?
12:33<TrueBrain>dihedral: they do
12:34<dihedral>another thing would be to stop reading stdin and writing to stdout, perhaps with --quite
12:34<dihedral>and writing and reading from another socket
12:35<dihedral>*from = to/from
12:35<TrueBrain>make a draft of suggestion :)
12:35<TrueBrain>+this
12:35<dihedral>a draft as in - write something on paper
12:35<dihedral>not a draft as in - code it
12:35<TrueBrain>or a summary on the forum
12:35<TrueBrain>no, drafts are rarely code
12:35<TrueBrain>else it wouldn't be a draft :p
12:36<dihedral>good
12:36<dihedral>i am unfamiliar with c
12:38<dihedral>at least with as much c as i would need to write some socket or fifo file stuff
12:38<dihedral>another thing
12:39<dihedral>as threads would be a nice idea
12:39<dihedral>for the game
12:39<dihedral>but a lot of work to implement
12:39<dihedral>would it not be a good idea to at least get the dedicated server to thread
12:40<TrueBrain>got to go, sorry :)
12:40<dihedral>have fun
12:40<dihedral>i shall bother you another time :-D
12:40<CIA-2>OpenTTD: glx * r9716 /trunk/src/ (network/network.cpp settings.cpp): -Add: server_lang in [network] section of openttd.cfg, so dedicated servers can have the little lang flag.
12:40<Sacro>:D YAY FOR THE FLAG
12:41<ln->and what flags are there?
12:42<+glx>ANY|ENGLISH|GERMAN|FRENCH
12:42<+glx>same as non dedicated servers
12:42<ln->i thought there are more languages in the world than those
12:42<dihedral>no - got the wrong world there mate
12:43<ln->how do you pick a flag for a language?
12:43<dihedral>thumb and index finger
12:43<dihedral>unless it is a very big flag
12:44<+glx>ln-: they are in openttd.grf (and we only have those 3 flags)
12:45<ln->i'm saying there is no 1:1 correspondence between languages and flags.
12:45<peter1138>ln-, only you brought up languages :p
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12:48<eJoJ>Does it exist any uppdateded howtos to compile with free software under windows?
12:49[~]Zuu just wrote an almost useless middle button scroll emulation patch, probably only usefull for him.
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12:49<food>hi dihedral, hi others
12:50|-|food changed nick to Sjoerd-
12:50<Sjoerd->those 0.5.0 screenshots on the openttd website are great
12:51<Rubidium>eJoJ: the wiki?
12:52<Rubidium>(or are those too updated, i.e. they don't apply to 0.5.1?)
12:52<eJoJ>this does the wiki say : Source tested: OTTD r1238.
12:52<+glx>mingw howto is not up to date for trunk, it even miss freetype for 0.5.0
12:52<eJoJ>rather old info
12:53<Sjoerd->nooooooooo my house is on fire!!! PLease HELP ALLMIGHT DEVS!! :( ?
12:53<Sjoerd->-allmighty-
12:54<Rubidium>TrueBrain: your patch doesn't work
12:54<dihedral>oh no
12:54<dihedral>why is that Rubidium
12:54<Rubidium>well, because I can't get private messages with client IDs > 300
12:55<dihedral>lol
12:55<dihedral>so at least we got from 256 to 300 right :-P
12:55<Rubidium>probably not
12:55<dihedral>missing a couple of thousand there
12:56<Digitalfox[Home]>"nooooooooo my house is on fire!!! PLease HELP ALLMIGHT DEVS!! :( ?" What???
12:56<dihedral>shoot
12:57<dihedral>so what could the reason be Rubidium for it not working if not that?
12:57<Rubidium>more cases where uint8's are sent instead of uint16's probably
12:58<dihedral>for a chat message?
12:59<Sjoerd->Q: Is there some place with all or close to all information about growing towns? There is some in the Towns article on wiki but very limited.
13:00<Sjoerd->I have too, searched the forums, but nobody seems to really know how stuff works :)
13:05<@Belugas>the town_cmd.cpp file is the best place for it, but i don't think that is waht you're looking for, Sjoerd-
13:05<@Belugas>what exactly are you looking for?
13:06<Sjoerd->Everything, for example, if it makes a difference if I bring 100 goods a month or 1000000000 goods a month.
13:07<Sjoerd->And also, if the towns just expand the way they like, and in particular around stations/bus stops.
13:08<Sjoerd->If it makes a difference how much trains/busses visit a town or only how much passengers they take with them and/or bring.
13:09<Rubidium>dihedral/TrueBrain: the client index gets already truncated when clicking the 'private message' button...
13:09<@Belugas>meeeeh...
13:10<dihedral>wow
13:10<dihedral>now that is odd
13:11<dihedral>so does that mean that the ded-server can send pm's just not the clients?
13:11<dihedral>or should it still work when i use the console from the client?
13:11<Rubidium>don't know, but that might be true
13:12<dihedral>how about i go test it
13:12<Sjoerd->I think specs can't send pm's, not sure if it's related in any way.
13:13<@Belugas>Sjoerd- about your questions, it really means going in the code and checking
13:13<@Belugas>out of memeory, i cannot answer
13:13<@Belugas>and i doubt any wiki page has those informations
13:14<Sjoerd->I'm currently trying to make sense of the code :)
13:14<Sjoerd->Thanks for pointing me to the correct file.
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13:15<Sjoerd->It's not the end of the world not to know these things, but I'm curious, and maybe I could use it to improve the wikipedia article.
13:16<dihedral>Rubidium: just tested it
13:16<dihedral>does not work as a client running say_client
13:16<dihedral>but works from the console of a dedicated server
13:16<dihedral>running 5.1 that is
13:16<Rubidium>one thing I can tell, that's that towns do grow 'randomly', i.e. they do not grow faster around services stations
13:16<Rubidium>why is '0.' so hard to type?
13:17<dihedral>:-)
13:17<dihedral>it's not hard, just takes more time
13:17<Rubidium>or you're a Java freak (though then it's 1.5.0 vs. 5.0)
13:22<dihedral>actually i should have put .5.0
13:22<dihedral>sorry - .5.1
13:22<dihedral>and i am not a java freak - not yet at least
13:22<Zuu>dihedral: skip qwerty and get a decent keyboard layout with the dot on the left side :)
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13:23<Zuu>Then 0. will not get that hard to type :)
13:23<dihedral>like i said - it aint hard to type
13:23<dihedral>just takes time
13:23<@Belugas>Sjoerd-, it iw a good initiative, to extract those informations. Those type of questions have frequently been asked
13:23<dihedral>using the shift key takes more time
13:23<dihedral>too
13:24<Zuu>using the same hand for both 0 and dot takes more time than hand alteration. :)
13:24<Rubidium>dihedral:sowejustskipspacesasthatsavestimetotypeandalsocapitalsandinterpunctionbecausethattakeslesstime
13:24<Sjoerd->lol
13:24<dihedral>yeah but then reading it takes more time too
13:24<dihedral>a lot more time
13:24<dihedral>lol
13:25<dihedral>but to be honest, women have even perfected their way of talking without breathing :-D
13:27<dihedral>and that is even harder to follow than that sentence with no spaces
13:27<Sacro>Rubidium: atLeastCanYouTypeInCamelCaseItMakesItALotEasierToRead
13:28<dihedral>Sacro: shift key again - wasts soooo much time
13:28<Sjoerd->cn y rd ths?
13:28<dihedral>fnny
13:28<Sacro>dihedral: really?
13:28<Rubidium>Sacro: his point was that using shift (and thus most of the interpunction) takes 'too' much time
13:28<Sacro>can't say i notice much difference
13:29<dihedral>:-)
13:29<dihedral>i aint really being serious
13:29<Sacro>and smiliys are quick too ?
13:29<dihedral>just in case you have not noticed
13:29<dihedral>i always have a smiley in the clipboard
13:30<dihedral>ok
13:30[~]Zuu even made a macro for a smiley and enter in his keyboard.. :)
13:30<dihedral>enough of my silly talk
13:30<Zuu>But that was most because I had to have some use for that "key".
13:31<dihedral>the one under escape?
13:31<dihedral>no wonder you cannot open the console in a game
13:31<dihedral>:-D
13:31<Zuu>Nope, the one under my desk. :)
13:31<Zuu>aka the Pedal! :)
13:31<dihedral>hehe
13:31<Zuu>Quite useless thing I bought...
13:32<Zuu>Best use: pausing a movie while you are eating someting and don't want to touch the keyboard. :)
13:33<Zuu>And I don't watch anime anymore....
13:35<dihedral>lol
13:35<Rubidium>dihedral/TrueBrain: http://rubidium.student.utwente.nl/openttd/network_chat_problem.diff seems to work for me in all scenarios I could think of
13:36<dihedral>would you be able to provide a patch against brances/0.5?
13:36<dihedral>or is it going to be included in the next release anyway then?
13:37<Rubidium>uhm, not directly I fear; I'm using OO in the patch
13:37<dihedral>OO?
13:37<Rubidium>object orientation
13:37<dihedral>ah
13:38<dihedral>it does look like a bigger patch than that of TrueBrain
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13:38<dihedral>any way this could be backported?
13:38<Rubidium>it's TrueBrain patch and much more
13:38<Rubidium>dihedral: well, I think it could be backported in some (more ugly) form
13:38<@Bjarni>!logs
13:39<SpComb>Logs: http://zapotek.paivola.fi/~terom/logs/openttd
13:39<dihedral>well
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13:40<dihedral>depending on the plans for 0.6 (please not the 0) it would not really matter
13:43<dihedral>i mean - it would not matter if it was backported a little dirty
14:15[~]boekabart is cleaning up his office in preparation of the visit of his in-laws. :(
14:18<dihedral>i am just happy that i am not married :-)
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14:19<Rubidium>staying at the office while your in-laws visit your wife?
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14:31<boekabart>My office-room at home I mean
14:32<boekabart>They come from abroad and will stay with us for a week... sounds like a bad movie doesn't it?
14:32<boekabart>... i doubt i will get much work done on ottd next week ...
14:33<peter1138>:-(
14:33<@Bjarni>you failed to find a girlfriend, so you ordered one from Eastern Europe?
14:34<XeryusTC>oh, the Bjarni is back
14:35<XeryusTC>i only head to read the (bad) joke without reading the nick and i knew it was you :P
14:35<@Bjarni>:P
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14:35<@Bjarni>hey he said they come from abroad...
14:35<peter1138>heh, my family is online
14:35<@Bjarni>so is everybody else in this channel
14:36<peter1138>yeah, but who cares about them?
14:36<@Bjarni>good point
14:36<@Bjarni>but why should we care for your family?
14:36<peter1138>my dad finally switched to broadband
14:36<peter1138>because i rock
14:36<peter1138>obviously
14:36[~]XeryusTC throws rocks at Peakki
14:36<XeryusTC>peter1138 too
14:37<XeryusTC>peter1138: get ops pls :P
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14:37<peter1138>hmm?
14:37<XeryusTC>and Peakki, GTFO my tablist :P
14:37<peter1138>de ja vu
14:37<peter1138>Bjarni: ops pls kthx etc lol !!!!11111!!11
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14:38<boekabart>Bjarni: Close... actually I moved there and happened to find her there ;)
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14:42<Sjoerd->hey Thomas[NL]
14:42<Thomas[NL]>hi
14:42<Sjoerd->you played yesterday on dihedrals server right?
14:43<Thomas[NL]>haven't played multiplayer for days :s
14:43<Sjoerd->oh
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14:43<Thomas[NL]>I have a very memory, but I'm almost certain I didn't play
14:44<@Bjarni> <peter1138> Bjarni: ops pls kthx etc lol !!!!11111!!11 <--- I still wonder wtf you meant by that... it's not even a human language
14:44<Phazorx>heh i think he wants a +o
14:45<Phazorx>peter1138 (or anyone else knowledgable on subject) at which point of time cargo countrs towards player's delivered units per quarter/year stat ?
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15:00<@Belugas>Phazorx, in ecomomy.cpp:1656, i can see a functoin called PlayersMonthlyLoop, which has a call to PlayersGenStatistics
15:00<@Belugas>so i would say once per month,
15:00<@Belugas>or twelve times a year...
15:01<@Belugas>don't know if it is what you are looking for
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15:16<Wolf01>'night
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15:18<dihedral>night
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15:53<Phazorx>Belugas: not quite, that just wraps numbers and presents them... but there they come from is my question
15:54<Phazorx>since i notices that if i used transfer system - i noticably higher transfered cargo per time number...
15:54<Phazorx>that means either shuttle/transfer based networks are more efficient or that there is a bug and same cargo counter multiple times - every time it unloads
15:58<@Belugas>if i understand what you're saying, you mean that cargo been transfered is counted as delivered twice
15:58<@Belugas>once on the transfer
15:58<@Belugas>and twice at final delivery
15:58<@Belugas>is that it?
15:58<Phazorx>well not twice - as many as it is unloaded
15:58<Phazorx>at least once and at every hub transfer
15:59<Phazorx>but that is just an assumption - iwant to find out from code
15:59<@Belugas>that's what i meant
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16:06<@Belugas>Phazorx : i think you'll find it in economy.cpp:1280, function DeliverGoods
16:06<@Belugas>i THINK
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16:12<@Belugas>good night
16:19<Phazorx>can't find where that function is called from :/
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16:39<ln->http://www.youtube.com/watch?v=WnqsaB02SdE
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16:53<DaleStan>peter1138: Apparently, TTDPatch Suggestions is now the appropriate forum for reporting OpenTTD newgrf issues: http://www.tt-forums.net/viewtopic.php?p=579180#579180
17:06<Phazorx>loadunloadvehicle() is called at every station where train unloads, not only final destination right ?
17:06<Digitalfox[Home]>DaleStan: Sorry but the guy just said this "Only thing is OTTD seems to tag the grf as "unsafe", thus not allowing its use in the "static grf" section." about a grf topic that already existed.. Dalestan could you please a little more nice to openttd comunity..
17:06<Digitalfox[Home]>*be
17:07<Phazorx>i have a feeling there is a bug with how delivered_cargo number is calculated for transfered goods
17:07<Digitalfox[Home]>You almost make it sound like the user made a crime
17:10<DaleStan>Digitalfox[Home]: It did. It wasted all our time (including its own) posting something that at least 95% of the people that read that thread neither care about nor have any any power to fix.
17:11<Digitalfox[Home]>DaleStan: Ok, but you could just said to the user to report in openttd problems section..
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17:22<pecet>Hi, i have a question when http://bugs.openttd.org/task/739 will be fixed? I mean i not nagging you but i it's difficult continue game with not this bug fixed...
17:26<Eddi|zuHause2>Phazorx: i think the way transfer is supposed to work is that upon transferring, you get a price animation, and that price is stored in the cargo, but not added to the real money, then at final delivery, all stored prices are added to money without price animation, only for the final part you will get a real price animation
17:26<Phazorx>this is about delivered cargo
17:26<Phazorx>not price
17:26<Phazorx>which is one of calulcated stats
17:27<Phazorx>in DeliverGoods() function
17:27<Phazorx>economy.cpp:1291
17:27<Phazorx> p->cur_economy.delivered_cargo += num_pieces;
17:27<Eddi|zuHause2>ah, so you want transferred goods not count for delivery stats?
17:27<Phazorx>and that is called at every unload
17:27<Phazorx>well it doesnt make sense
17:27<Phazorx>i just build a map
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17:27<Phazorx>with 4 transfer points
17:28<Phazorx>got 20t of cargo delivered via 5 vehicles
17:28<Eddi|zuHause2>yes, then just introduce a check for "transfer" order there
17:28<Phazorx>got 100 delivered cargo per month
17:28<Phazorx>i'l lfile a bug
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17:31<Eddi|zuHause2>pecet: i would give them some time...
17:33<pecet>Eddi|zuHause2, sorry again for nagging and thanks for that simple aswser ;]
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17:41<+glx>pecet: someone is working on this but it's not easy
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