--- | Log | opened 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> | 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 |
--- | Log | opened 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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11:41 | |-| | mode/#openttd [+v glx] by ChanServ |
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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 :) |
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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 |
12:22 | |-| | Zr40 [~Zr40@zr40.xs4all.nl] has quit [Quit: Leaving] |
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 | |-| | mode/#openttd [+o Bjarni] by ChanServ |
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 |
14:43 | |-| | pPACO_BAN changed nick to Phazorx |
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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23:14 | |-| | helb [~helb@84.244.90.159] has quit [Quit: Logout] |
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--- | Log | closed Thu Apr 26 00:00:40 2007 |