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#openttd IRC Logs for 2007-06-04

---Logopened Mon Jun 04 00:00:51 2007
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01:34<CIA-1>OpenTTD: miham * r10031 /trunk/src/lang/ (15 files): (log message trimmed)
01:34<CIA-1>OpenTTD: -Update: WebTranslator2 update to 2007-06-04 08:32:00
01:34<CIA-1>OpenTTD: brazilian_portuguese - 33 fixed by tucalipe (33)
01:34<CIA-1>OpenTTD: bulgarian - 25 fixed by thetitan (25)
01:34<CIA-1>OpenTTD: catalan - 31 fixed by arnaullv (31)
01:34<CIA-1>OpenTTD: czech - 28 fixed by Hadez (28)
01:34<CIA-1>OpenTTD: dutch - 12 fixed by webfreakz (12)
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02:03<boekabart>good morning
02:03<Noldo>morning
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03:08<Kage>hi, i got a problem with openttd compiled from svn, did someone can help me?
03:08<boekabart>i'll try
03:08<boekabart>it never hurts to help - Eek!
03:09<hylje>just ask, don't ask to ask
03:09<boekabart>come to the point already :)
03:09<Kage>boekabart: ok, i just got a sigfault after strart ./openttd
03:09<boekabart>did you apply any patch?
03:10<Kage>no
03:10<boekabart>ok. do you run it from the svn BIN folder, and did you add the original game grf files?
03:10<Kage>i updated it 10 seconds befor)
03:10<Kage>yes, i got grf files
03:11<boekabart>was it a fresh checkout or one used before?
03:11<Kage>i have run windows version of openttd under wine with this files
03:11<boekabart>try to delete the openttd.cfg file
03:12<Kage>why?
03:12<@peter1138>"did someone can help me"? strange english...
03:12<boekabart>because you get a segfault!
03:12<boekabart>so you have to try things to solve it :)
03:12<Kage>ok, i'll try now
03:12<boekabart>or rename it if you don't want to lose it
03:13<Kage>delete from trunk/bin/data or from trunk/data ??
03:14<boekabart>trunk/bin
03:14<boekabart>you have a trunk/data folder?
03:14<boekabart>all data should go in trunk/bin/data , then run from trunk/bin
03:15<boekabart>peter1138: do you have 5 mins to chat about the deep-sea thing?
03:16<@peter1138>nope
03:16<boekabart>@work?
03:16<@peter1138>yes
03:17<Kage>boekabart: now it say what openttd.grf file is corrupted or missing
03:17<hylje>you are on irc
03:17<boekabart>Kage: that ain't right :(
03:18<Kage>boekabart: looks so
03:18<boekabart>how can it not find openttd.grf if you svn up ped just now and run from the right location :/
03:23<Kage>boekabart: maybe i need to checkout the bin/data dir directly ?
03:23<hylje>nah
03:23<hylje>its recursive
03:23<hylje>you probably have it corrupted
03:23<boekabart>on *x one also runs openttd from the bin folder, right?
03:23<hylje>try again on another checkout
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03:24<@peter1138>if you copied the old data files over what was downloaded then it'll get upset...
03:24<boekabart>Kage right... try svn revert * in thee bin/data folder
03:25<boekabart>-e
03:25<Nickman>hi all
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03:28<Kage>boekabart: huh, now all fine with openttd.grf
03:28<Kage>boekabart: but i got sigfault anyway
03:29<Noldo>recompile
03:29<Kage>i recompiled it a milion of time!
03:30<Kage>with gcc-4.0.3 and gcc-3.4.6
03:31<boekabart>is there any way you can debug and see WHERE it segfaults?
03:32<Kage>i can give you an output of gdb
03:32<boekabart>that won't tell me anything I'm afraid. So, the revert did something, right?
03:32<boekabart>and you did delete the cfg file from the trunk/bin folder?
03:34<Kage>what is cfg file ?
03:36<Kage>ls bin
03:36<Kage>data lang openttd save scenario scripts
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03:39<Kage>boekabart: there is no openttd.cfg in bin folder
03:39<boekabart>i'm lost
03:40<hylje>cfg file is created when ottd runs
03:42<Kage>so i never run becaus i'll always got a segmentation fault!
03:42<Zuu>The cfg is created when ottd exits in a controled way.
03:43<Zuu>(could be before too, but atleast it writes to it when it exits)
03:43<boekabart>Zuu: I think you're right
03:43<boekabart>anyway..
03:43<boekabart>I have no idea why Kage crashes
03:43<Kage>there output
03:44<Kage>%src/openttd/svn/trunk/bin # ./openttd
03:44<Kage>MD5 of TRGT.GRF is ****INCORRECT**** - File Corrupt.
03:44<Kage>mcop warning: user defined signal handler found for SIG_PIPE, overriding
03:44<Kage>segmentation fault
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03:46<Kage>gdb says:
03:46<Kage>%src/openttd/svn/trunk/bin # ./openttd
03:46<Kage>MD5 of TRGT.GRF is ****INCORRECT**** - File Corrupt.
03:46<Kage>mcop warning: user defined signal handler found for SIG_PIPE, overriding
03:46<Kage>segmentation fault
03:46<Kage>oops not that
03:47<TrueBrain>please use http://paste.openttd.org/
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03:47<boekabart>well Kage ... get better data files :?
03:48<Kage>gdb says:
03:48<Kage>[root@k bin]# gdb openttd
03:48<Kage>(gdb) run
03:48<Kage>Starting program: /src/openttd/svn/trunk/bin/openttd
03:48<Kage>[New Thread 16384 (LWP 2924)]
03:48<Kage>MD5 of TRGT.GRF is ****INCORRECT**** - File Corrupt.
03:48<Kage>mcop warning: user defined signal handler found for SIG_PIPE, overriding
03:48<Kage>Program received signal SIGSEGV, Segmentation fault.
03:48<Kage>[Switching to Thread 16384 (LWP 2924)]
03:48<Kage>0x40326f89 in free () from /usr/lib/libc.so.6
03:48<Kage>(gdb)
03:48<boekabart>stop that
03:48<hylje>corrupted files
03:49<TrueBrain>Kage: I did ask you to use the pastebin, didn't I?
03:49<Kage>but 0.4.8 works fine this that files
03:49<hylje>you are using dos grfs? :o
03:49<Kage>yes
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03:50<boekabart>that shouldn't matter right? or?
03:53<Kage>how can i find the point in program code there the segfault is?
03:54[~]boekabart has 0 experience debugging on linux
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03:56<Kage>maybe some one know the place there i can get the right TRGT.GRF file?
03:56<boekabart>(cliche mode) on the original CD!
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03:57<@peter1138>bt (backtrace)
03:57<@peter1138>but it's only useful with a debug build
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03:58<Kage>its about 16000 possibilities for bt
03:58<boekabart>man bt :)
03:59<TrueBrain>boekabart: no, 'bt' in gdb, so that wouldn't do you any good
03:59<boekabart>ow
03:59<Kage>:)
03:59<boekabart>too bad gdb doesn't have a man fn built in then :)
04:00<@peter1138>it has help
04:00<@peter1138>like, 'help bt'
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04:37<TheJosh>hey all
04:43<TheJosh>i am having a small dilema. basically, my loading indicators thing is working, but it uses 'text effects' text effects are those things that float up when you buy something. the problem is, there is a limit of 30 text effects for the entire map. thats ok, because its just a constant, but in a game where you could have 500 trains or 1000 trains, even 100 text effects just doesnt seem like enough, because with 1000 trains, there could ea
04:44<hylje>there could ea
04:45<TheJosh>think #openttdcoop
04:50<TheJosh>i could just crank the number way up...im calculating the struct size right now
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04:51<TheJosh>how many bytes does an Enum usually use? smallest possible?
04:52<Sionide>extend the text effects code to support more ??
04:52<Sionide>mhmm.. back later
04:52<TheJosh>Sionide: easy - change a constante
04:53<TheJosh>but may not be best way...struct is 34 bytes per element
04:53<TheJosh>currently 30 elements (1020 bytes or just under 1kb)
04:54<TheJosh>at 100 elements its 3400 bytes or 3.3kb
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04:54<Rubidium>TheJosh: enums are usually sizeof(int)
04:55<TheJosh>but to have a suitable figure that could handle 1000 trains, say 350 elements...11900 bytes (11.62 kb)
04:55<TheJosh>Rubidium: i just learnt that, but thanks. is 12 kb too much for texteffects?
04:57<Rubidium>1000 trains on a single screen getting paid at (almost) exactly the same time?
04:57<TheJosh>no. its loading indicators. the 'paid' thingo beuing used to show how full the train is
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04:58<TheJosh>it needs to be a big enough array to hold a reasonable number of trains loading/unloading at once, and things being bought too
04:59<Rubidium>I'd say you should do some "profiling" on how many vehicles are loading/unloading at the same time in a very big game
05:00<TheJosh>#openttdcoop it is then!
05:00<Rubidium>Pile :)
05:00<TheJosh>pile ?
05:01<Rubidium>Pile Transport was (maybe still is) openttdcoop's biggest network
05:02<TheJosh>are you a #openttdcoop player?
05:02<Rubidium>only spectator (when they have desyncs)
05:03<TheJosh>1005 trains! so i can assume thats as big as openttd scales?
05:03<Rubidium>and that was from before YAPF
05:04<TheJosh>crazy!
05:04<TheJosh>the save is 2.1mb
05:04<@peter1138>is the max vehicles 64k currently?
05:05<Rubidium>yes
05:05<@peter1138>savegame wise
05:05<@peter1138>i seem to remember something about a smaller limit there
05:05<Rubidium>but that (ofcourse) includes smoke and wagons, artic parts etc.
05:05<TheJosh>but 1005 is the highest recorded acheivement
05:05<TheJosh>there is also CPU and RAM limits
05:05<TheJosh>that game advises 'dont turn on NPF'
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05:07<@peter1138>ah, the limit is not smaller, just commented on, heh
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05:25<TheJosh>error: ‘STR_NUM_IN_STATIONS’ was not declared in this scope. how do i fix this? STR_NUM_IN_STATIONS is a string in english.txt
05:25<boekabart>let the langs 'recompile' ?
05:25<boekabart>you'll get a new string.h
05:26<TheJosh>they did compile though
05:26<boekabart>typo maybe?
05:26<TheJosh>file doesnt include string.h
05:26<boekabart>it should then
05:27<TheJosh>still didnt help
05:27<@peter1138>table/strings.h
05:27<TheJosh>thanks
05:27<TheJosh>knew it would be something simple. thanks :)
05:32<TheJosh>how can i share a variable accross files? i am not very good at c++ (although making patches helps heaps!)
05:32<TheJosh>i defined it in openttd.h (its only a hack so i dont care whre it belongs)
05:32<TheJosh>int _in_station_count;
05:33<@peter1138>nope
05:33<@peter1138>that declares a new variable for each file that includes openttd.h
05:33<@peter1138>you need extern in the header
05:33<@peter1138>and then a real one in your cpp file
05:34<TheJosh>so extern int _in_station_count; in openttd.h
05:34<@peter1138>yes
05:34<TheJosh>and int _in_station_count in say veichle.cpp
05:34<boekabart>that is correct
05:34<TheJosh>thanks (yet another big build)
05:35<@peter1138>the declaration should be in the associated .h file though
05:35<@peter1138>so if it's in vehicle.cpp it should go in vehicle.h
05:36<TheJosh>its only so i can count how many veichles are in stations at any one time (in pile) so i know how big to make my limit for texteffects
05:36<Zuu>I've seen VARDEF used instead of "extern" in some places if I read it correctly.
05:36<@peter1138>VARDEF is deprecated
05:36<Zuu>Okay.
05:36<@peter1138>cos it's a pain in the arse :)
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05:37<boekabart>#define VARDEF extern
05:37<boekabart>(ifndeffed before)
05:38<Zuu>peter1138: Good to know.. go and fix src/sigs.h then ;)
05:39<Zuu>src/signs.h*
05:40<@peter1138>go ahead
05:40<Zuu>:)
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06:39<boekabart>peter1138: how is VARDEF defined if defined outsite openttd code? (why pain @ ass?)
06:41<@peter1138>...
06:41<@peter1138>it's a pain because it means the header files do different things depending on where they're included from
06:42<boekabart>ah, sometimes they are extern sometimes not?
06:43<@peter1138>yes
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06:53<boekabart>excellent solution, that VARDEF. No-one ever considered patching it?
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07:09<@peter1138>patching it?
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07:17<boekabart>well removing all the vardef
07:17<boekabart>and adding the implementations to the appropriate cpp files
07:25<@peter1138>yes
07:25<@peter1138>but it's a big job
07:29<boekabart>it's done
07:29<hylje>gj
07:30<boekabart>http://boekabart.googlepages.com/bb_removeVARDEF.diff
07:32<hylje>s/VARDEF/extern/g
07:32<boekabart>well that's part of it
07:32<boekabart>but the linking of them had to be added to the (appropriate) cpp files too
07:33<@peter1138>+/* variables that used to be VARDEFfed in ai.h */
07:33<@peter1138>+ AIStruct _ai;
07:33<@peter1138>why is that indented?
07:33<boekabart>what? the space?
07:33<@peter1138>yeah
07:33<boekabart>the spaces are artefacts...
07:33<boekabart>removing them as we speak
07:33<hylje>s/ //g
07:33<@peter1138>ah, k
07:33<@peter1138>network.cpp is ugly
07:34<hylje>network code is hard
07:34<@peter1138>not your fault, it just is
07:34<Phazorx>hmm.. client just asserted
07:34<Phazorx>while trying to rename vehicle group
07:35<boekabart>http://boekabart.googlepages.com/bb_removeVARDEF_v2_r10031.diff
07:35<Phazorx>probably MU related
07:36<boekabart>hope it works (the diff) I edited the patch file by hand
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07:36<boekabart>replaced "\n+ " with "\n+"
07:36<boekabart>that better?
07:37<boekabart>made a little script that did it for me, just had to do about 6 cpp files by hand (there was no equally named cpp file for those h files)
07:38<Phazorx>can't test that locally... but - 1. create network game 2. login 2 client 3. client 1 creates "group 1" 4. client 2 creates "group 2" 5. both clients click rename 6. one who OKs rename 1st works, one who renames second asserts
07:38<boekabart>are the comment OK, or other suggestions for them?
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07:40<Zuu>boekabart: Nice work with the VARDEF stuff. :)
07:40<boekabart>hope it was a useful way to spend my lunch break
07:41<hylje>:>
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07:42<boekabart>it compiles and links (msvc), so i guess it's complete
07:43<Zuu>I'll try to compile on gcc.
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07:43<hylje>same
07:46<Zuu>compiles, links and run here
07:47<hylje>seconded
07:48<boekabart>only thing to confirm now is that I put the questionable ones in the right cpp file
07:48<TheJosh>i have done some testing
07:48<boekabart>gui.h and variables.h went into openttd.cpp ; for the other ones I preferred 1) same_name 2) name_cmd.cpp 3) name_gui.cpp
07:49<TheJosh>pile (1005 trains) averages about 120 in the station at any one time, with a max figure of 148 at the moment
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08:40<Thomas[NL]>how do you make another roadtype always available like normal road now is?
08:42<Rubidium>using GetPlayerRoadtypes I think
08:43<Thomas[NL]>already played a bit with that but couldn't find out how :/
08:44<hylje>highway!
08:44<hylje>speed limitzzz
08:44<boekabart>speed cameras!
08:44<hylje>yeah
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08:44<boekabart>income: so much. running cost: less. speeding tickets: $$ ;)
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08:46<Thomas[NL]>SETBIT(rt, HASBIT(ei->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD) means setbit rt to x if there are trams available otherwise set it to y (for only normal roads) ?
08:47<Thomas[NL]>x=1 y=0 ?
08:48<Rubidium>means set the "HASBIT(....) ? RT_T : RT_R"th bit of rt
08:50<Rubidium>so the 2nd (if you count from 1) when it's a tram and the first when it's a "normal" road vehicle
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09:06<Thomas[NL]>hmm I got ROADTYPE_XXX = 3, and rt is set to 1001 (or 1011 with trams) but the construction-menu is still greyed out
09:07<Thomas[NL]>~(p->avail_roadtypes | 1) gives 10 ( I don't now what this line exactly does)
09:07<Rubidium>you set the fourth bit
09:09<Thomas[NL]>ok now it works...
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09:50<Phazorx>does presistent egines controls tram behavior?
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09:52<@peter1138>it will do the same for trams as it does for other vehicles
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10:22<Thomas[NL]>how to get the MD5 hash of a file in a format used in files.h ?
10:22<+glx>md5sum file
10:23<Rubidium>and add a ", " every two nibbles
10:23<+glx>and 0x before each :)
10:24<Thomas[NL]>ah ok :)
10:24<Sacro>2 nibbles = a byte?
10:25<boekabart>s/b/p
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10:26<Rubidium>no, Nibbles is a computer game made by Microsoft
10:26<Thomas[NL]>wow it works
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10:31<Thomas[NL]>hmm the normal road sprites are not defined in sprites.h?
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10:33<@peter1138>a lot of sprites aren't
10:34<boekabart>Thomas[NL]: SPR_ROAD_X and others aren't what you're looking for?
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10:35<Thomas[NL]>yes but where are the crossings, elevations etc
10:35<boekabart>hardcoded offsets.. :(
10:36<+glx>SPR_CROSSING_OFF_X_RAIL then magic offsets :)
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11:01|-|mode/#openttd [+o Bjarni] by ChanServ
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11:01<@Bjarni>hi fellow humans
11:02<moe>i .. am .. robot..
11:02[~]Sacro hugs Bjarni *HELLO*
11:03<@Bjarni>yikes
11:03<@Bjarni>Sacro: I didn't greet you since you are an alien
11:03<Sacro>Bjarni: well your infected now
11:03<hylje>infested
11:03<hylje>;_M
11:04<Thomas[NL]>what stands DDSP for in DDSP_PLACE_ROAD_NW ?
11:04<@Bjarni>with what?
11:04<@Bjarni>English germs?
11:04<Rubidium>Hullish ofcourse
11:04<@Bjarni>sounds bad
11:04<+glx>Thomas[NL]: Drag and drop selection process
11:05<hylje>u dun wan to no
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11:05<Thomas[NL]>glx, ok thank you
11:05<+glx>it's in the header ;)
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11:07<Sionide>bloody'ell
11:07|-|graeme [~graeme@88-104-116-38.dynamic.dsl.as9105.com] has joined #openttd
11:07<Sionide>http://www.bbc.co.uk/london/content/articles/2007/06/04/2012_new_logo_feature.shtml
11:07<Sionide>that's the london 2012 olympics logo?!
11:07<Sionide>http://www.bbc.co.uk/london/content/images/2007/06/04/sean_stayte_raw_300x300.jpg <- i prefer this re-make ;)
11:07<CIA-1>OpenTTD: glx * r10032 /trunk/src/ (4 files in 2 dirs): -Add: sort the strings in server language dropdown
11:08<@Bjarni>I don't like any of them
11:10<hylje>you better liek goatse
11:13<@Bjarni>...
11:13|-|remus [numers@c-3516e155.528-1-64736c10.cust.bredbandsbolaget.se] has joined #openttd
11:14<@Bjarni>why not just use the logo that is already there
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11:25<moe>both for 2012 aint good one lookes like 212.0 and one in undefinable.
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11:26<Wolf01>hello
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11:39<Unaimed>Who can accept my flyspray new user creation?
11:39<@peter1138>you
11:40<Unaimed>am i not supposed to get a confirmation email, which i havent
11:40<+glx>Unaimed: check in junk mail
11:41<Unaimed>the junk mail filters are all turned to off
11:41<Unaimed>and no mail in junk mail
11:42|-|Osai changed nick to Osai^Kendo
11:45<Unaimed>I supposed someone had to "accept" because this is shown at the new user screen: "IF YOU ENTER FAKE DETAILS, YOU WILL NOT RECEIVE YOUR CODE."
11:45<Unaimed>does it accept @hotmail.com adresses?
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11:51<Thomas[NL]>can someone explain line 358-361 of road_gui.cpp ?
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11:57<Unaimed>It appears that flyspray doesn't like hotmail.com, or hotmail.com doesn't like flyspray
11:58<Unaimed>my global preferences need to be accepted by someone
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12:03<Thomas[NL]>or can someone just explain what (_cur_roadtype << 3) does ?
12:03<stillunknown>Bjarni: about the cache thing, is convincing you enough or do i need to poke other people too?
12:05<stillunknown>Thomas[NL]: bitshift the variable _cur_roadtype 3 times
12:06<stillunknown>Which should be equivalent to _cur_roadtype * 8 (in almost all cases)
12:07<Rubidium>stillunknown: you're making it horribly complex for Thomas[NL] with those multiplications
12:07<Rubidium>it's just that you've got 2 times 32 'bits' to put all information for a command in.
12:07<Rubidium>in this case multiple "variables" are put together into a single variable
12:08<Thomas[NL]>I think I get it :)
12:08<stillunknown>Rubidium: I said bitshift 3 times and multiply by 8, since each bitshift is essentially a factor 2
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12:09<stillunknown>I just wanted to be as complete as i could be.
12:09<Rubidium>stillunknown: in essence maybe, but bitshifts shouldn't be (directly) used for arithmetics
12:09<Rubidium>if you want to multiply something by 8 you should write x * 8, not x << 3
12:10<Rubidium>if you want to stuff some bits into a variable at different places you should used bitshifts and not multiplication
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12:11<Thomas[NL]>Is it a problem I added another road type so _cur_roadtype is bigger ?
12:11<Luukland>Heya
12:11<Luukland>is there a program that is able to copy pieces of a scenario map? So I can copy the landscape?
12:12<Rubidium>anyway, in the case where Thomas[NL] is looking at _place_road_flag has 3 "significant" bits, _cur_roadtypes has 2 "significant" bits
12:12<Rubidium>Thomas[NL]: where did you add it, or rather how did you add it?
12:12<Rubidium>are you just using ROADTYPE_HWAY?
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12:12<Thomas[NL]>road.h
12:12<Thomas[NL]>No i'm not using HWAY
12:12<Rubidium>you should do
12:12<Rubidium>there is only place for 3 roadtypes on the map
12:13<Thomas[NL]>ok
12:13<Luukland>someone here who can answer my question?
12:14<skidd13>Luukland: There is a copy and paste patch out in the forum. IIRC its called Build Templates
12:15<Luukland>great
12:15<Thomas[NL]>I don't think that is what you are searching for...
12:15<Luukland>if i make a scenario in nightly's will it be playable with OTTD 0.5.2?
12:16<Rubidium>no
12:16<Luukland>:P
12:16<Luukland>then it has no effect :)
12:16<Rubidium>Luukland: and what of the landscape do you want to copy?
12:18<Luukland>some islands
12:18<Luukland>just the land
12:19<Luukland>so i get 10 islands of the same shape :)
12:20<Rubidium>you could fiddle a little with heightmaps and a image editor
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12:20<Rubidium>and then load the heightmap in the scenario editor
12:20[~]Luukland does not know how to work with heightmaps
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12:23<Thomas[NL]>I remember one of the devs had a very cool patch where everyone had his one land on multiplayer
12:23<Thomas[NL]>one = own
12:23<Rubidium>that is/was far far from actually being finished
12:24<@Belugas>Luukland : http://www.tt-forums.net/viewtopic.php?t=27052
12:24<@Belugas>how-to heighmaps
12:24<Luukland>I have found something different ^^
12:24<@Belugas>... "le sight" ...
12:24<Luukland>http://www.tt-forums.net/viewtopic.php?t=25037&highlight=copy+paste+scenario
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12:26<Luukland>it doesn't work only
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12:28<Rubidium>that patch will fail horribly in trunk
12:28<Luukland>i know :P
12:28<Luukland>but i am using it on 5.2.0
12:29<Rubidium>why is it people *always* mess up the order of the digits in version numbers?
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12:30<Sacro>Rubidium: sort the numbers and put the highest first
12:31<Rubidium>OMFG why did RichK67 even think of including that piece of crap into MiniIN?
12:31<Luukland>i forgot the 0 only Rubidium
12:31<Luukland>it should be 0.5.2.0
12:31<Luukland>so 5.2.0 is kind of correct ^^
12:32<Sacro>no its not
12:32<Sacro>you can drop numbers on the right, but not the left
12:32<Rubidium>http://paste.openttd.org/78 <- who can simplify that?
12:33<Luukland>Sacro >_< :P
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12:37<skidd13>Rubiudium: Serious question!?
12:37<Sacro>skidd13: serious answer!
12:38<Luukland>Sacro: Serious?!
12:38<Rubidium>skidd13: no, not really as I'm not going to rewrite that crap or even thinking about accepting it *ever* in this state
12:39<skidd13>:) To another piece of code..... My order gui again ;) (this time without the icons) http://tt-forums.net/viewtopic.php?t=31074&postdays=0&postorder=asc&start=37
12:39<Frostregen__>bah :P
12:40<Rubidium>that's creepily large
12:40<hylje>hideous even
12:41<skidd13>It could be cut into 3 main parts. Skip order, move order, new gui with the new order display.
12:41<skidd13>The skip order part is already posted to flyspray.
12:45<Rubidium>what's the whole idea behind the skip to change?
12:45<Frostregen__>the next two weeks i have plenty of time, so if someone will guide me, i could rewrite the whole c&p
12:45|-|Frostregen__ changed nick to Frostregen
12:46<Frostregen>the rotating stuff could be done with some table, i guess
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12:46<skidd13>The idea is skip to selected order. I changed the name also cause it's more descriptive.
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12:48<skidd13>Skip could mean more. Quite the same as you say the icons, can be understood diffrent... ;)
12:48<hylje>:o
12:49<Rubidium>but do we actually want/need to have that?
12:50<Luukland>not really
12:50<skidd13>It was suggested a few times in the forum.
12:50<Rubidium>how often do you actually use the skip station button?
12:51<skidd13>If I rebuild larger hubs, probably often. :(
12:51<Rubidium>why would you need to skip stations when rebuilding a hub?
12:52<skidd13>Traffic jams...
12:52<Rubidium>then you need to skip orders for your hundreds of vehicles
12:52<Rubidium>how would a traffic jam be solved by skipping orders?
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12:53<skidd13>no only the ones who are not going over the by-pass.
12:54<Rubidium>how can you reduce the number of vehicles going over a bypass by skipping orders?
12:56<skidd13>I wasn't talking about reducing them. I was talking about the ones who are between the departure of the bypass and the half demolishe hub.
12:56<skidd13>demolishe -> demolished
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12:58<Rubidium>so you want them to skip to the next station?
12:59<skidd13>No there are waypoints between. So I've to skip to the over-over-next station.
12:59<skidd13>Or even more.
12:59<Rubidium>that many waypoints in your hub?
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13:00<skidd13>Depends on the position of the hub. Not in the hub. I use them like speed signs.
13:01<Rubidium>anyhow, imo point-click is faster than point-click-point-click and even point-click-click-click-click is faster than point-click-point-click
13:01<Rubidium>speed signs?
13:02<skidd13>The thing from RichK. Or is it called routes? Allow only a group of vehicles to pass the sign...
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13:04<skidd13>Another reason for the skip to could be to balance the traffic after adding new trains to a shared order list.
13:04<Rubidium>yes
13:05<Rubidium>but most often you skip one, maybe two orders
13:05<Rubidium>which makes point-click-point-click pretty annoying (to me at least)
13:05<skidd13>As I said before depends on the style of building.
13:06<Rubidium>so, skip and skip to?
13:07<skidd13>Or what is if you click one time to much. You have to skip the whole list. With click-click-click-click-.....
13:07<skidd13>Skip is skip to current+1 isn't :)
13:08<Rubidium>skidd13: yes
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13:08<skidd13>So why the diffence?
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13:09<skidd13>diffence -> difference
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13:09<Rubidium>skip is easier in most "simple" cases, the only need skip to if you have a lot to skip
13:11<skidd13>Thats why "skip to" is ctrl+"skip button".
13:11<stillunknown>Does anyone else have a cut off A in available vehicles, in the road vehicles display?
13:12<stillunknown>(trunk)
13:13<Rubidium>oh, it's already implemented in that way... good way to show that big diffs aren't good for reviewing
13:14<skidd13>I told you that this part is already separated and posted to flyspray. ;)
13:14<stillunknown>skidd13: You should also poke devs ;-)
13:16<Rubidium>stillunknown: I don't (or I'm looking at the wrong place)
13:16<Wolf01>could i poke somebody to get a fix of the transparency gui in trunk? (and maybe some new liiiittle features like invisible houses)
13:16<skidd13>stillunknown: IMO poke is a bit rude. So I only poke if there are more conversations at the same time or the conversation has been stoped for a while.
13:16<stillunknown>Rubidium: When you click the road vehicle icon, in the main screen.
13:16<stillunknown>It sais "Available road vehicles"
13:17<Rubidium>don't have a problem there; any "custom" fonts?
13:17<stillunknown>Not that i know off.
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13:18<Rubidium>can you post a screenshot of it? Can't find any overflow in my trunk version
13:20<hylje>bug in autoreplacing; creates train 0:s
13:20<hylje>specifics unknown :\
13:20<skidd13>Rubidium: the skip to diff is here -> http://bugs.openttd.org/task/760
13:21<hylje>ah
13:21<hylje>it happens when autoreplacing a D/EMU which has newgrf constraints on engine count
13:21<hylje>the leftover loco becomes a missingno
13:22<Rubidium>oh Bjarni!
13:22<hylje>did i just hit a bjarnism?
13:23<Rubidium>autoreplace == Bjarnism
13:23<Rubidium>hmm, not quite true
13:23<Rubidium>autoreplace is a subset of Bjarnisms
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13:25<Rubidium>ohoh.. failage in applying that patch
13:26<skidd13>Sure it has beed a long time in there.
13:27<stillunknown>Rubidium: http://madman2003.ath.cx/openttd.png
13:28<skidd13>Rubidium: Update needed or are you willed to patch it by hand? :)
13:29<Rubidium>skidd13: already done so
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13:33<stillunknown>Were has the old savegame loop stuff gone?
13:34<Rubidium>old savegame loop?
13:34<stillunknown>The place were you can put If(Version == foo) {
13:34<Wolf01>SL_MAX_VERSION?
13:35<Wolf01>or something like it
13:35<@Belugas>in openttd.cpp, stillunknown, iirc
13:35<Rubidium>it has always been where it currently is
13:35<Rubidium>stillunknown: you failed to tell me that you use US English!
13:35<@Belugas>line 1194, AfterLoadGame
13:35<@Belugas>of openttd.cpp
13:36<stillunknown>Rubidium: That was not intentional.
13:36<Rubidium>so it's the translators fault
13:37<stillunknown>Ok.
13:41<@Bjarni><hylje> it happens when autoreplacing a D/EMU which has newgrf constraints on engine count <-- please explain or tell me how to make this happen myself
13:42<hylje>ill check the newgrfs
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13:45<hylje>norwegian trainset v0.4b; make a BM92 DMU consisting of three units
13:45<hylje>autoreplace that into BM93 DMUs
13:45<hylje>it should end up with a train zero and the original train partially autoreplaced
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13:56<@Bjarni>hmm
13:56<@Bjarni>I didn't get a train 0
13:56<@Bjarni>I have two train 1 instead
13:57<hylje>which is kind of bad as well
13:57<@Bjarni>yeah
13:57<@Bjarni>also I know why this happens
13:58<@Bjarni>the first unit is replaced. It fails to apply the rest of the train to the new front (wrong type) and then it moves on and new_v->next is NULL => end of replacing
13:58<@Bjarni>how to fix this...
13:59<@Bjarni>this is actually really hard :(
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14:04<laci>hello
14:04<laci>i have a suggestion for a nice feature that it's not in the original ttd
14:04<@Bjarni>fucking stupid train...
14:05<Wolf01>what suggestion? i might be able to code it :D
14:05<@Bjarni>why couldn't the grf set just make it like the other sets. Then this problem wouldn't be here :(
14:06<laci>it would be nice to see the price offered by factories before you build a track to it... and the price should be calculated not (As now) by the numberof tracks from the source, but based on this pirce
14:07<@Bjarni>the price should be based on the price?
14:07<Wolf01>there isn't a price offered by factories
14:07<skidd13>laci: there is already a patch doing this IIRC its called industry directory
14:07<laci>no, the price the factory pays, should not be calculated by the lenght of the track
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14:07<@Bjarni>why not?
14:08<laci>cause I can build a VERY big track and get rich
14:08<@Bjarni>just like in the real world
14:08<laci>no:)
14:08<laci>it's not
14:08<laci>i'm into import export in the real world
14:09<laci>and the client doesn't care if I sell him goods from south africa or just around the corner, he payd the same price
14:09<@Bjarni>transport something 30 km at price A. Transport the same amount 100 km and the price is way more than A
14:09<Wolf01>yes, it is, if you have a transport service, you should ask more to carry the same ammount of goods more far away
14:09<laci>i know, but let me explain myself....
14:10<stillunknown>You don't actually buy and sell the goods, but you only transport them.
14:10<laci>i know
14:10<stillunknown>Someone's paying you to do the shipping.
14:10<laci>i understand that
14:10<laci>still
14:10<@Bjarni>if the distance doesn't matter, then make a line of just 4 tiles and you will be rich in no time
14:11<laci>the distance should matter... but at the moment you can cheat the game... let me just explain
14:13<laci>i have a coal mine and a factory 3 squares apart.. .. if I get paid let's say 100 usd for the transport, but if I transport to the same factory from the other part of the map (400 squares), i get payed 10.000 usd
14:14<laci>so, in the real world, my client is a REAL idiot to pay me 10.000 for the same coal i can transport him for 100:)
14:14<laci>do you get my point?:)
14:14<@Bjarni>that depends
14:15<@Bjarni>I prefer coal from southern Poland or Germany rather than the local coal because there is a difference in quality
14:15<laci>.... if the factory needs more coal, it's ok, but in the game it never says how much a factory can "absorb"
14:15<@Bjarni>in fact the quality here is so poor that they stopped mining it
14:15<laci>:)
14:15<laci>yes, but in the game it's me who chooses the location and not the client that pays for transport:)
14:16<@Bjarni>so you are asking for cargo destinations
14:16<laci>I guess, all I want is a more complex simulation, not just transport, but buy/sell:)
14:16<@Bjarni>the origin of the cargo decides where it wants to go
14:16<@Bjarni>have you tried simutrans?
14:16<laci>no
14:16<@Bjarni>I guess it has what you are asking for
14:17<laci>thx, and one more thing
14:17<@Bjarni>a coal mine has 1-5 destinations for it's coal, so coal is not just coal
14:17[~]Sacro hates trains that run around
14:18<laci>:)
14:18<hylje>running trains
14:18<laci>when the midi files are changing, it stops the entire computer on XP for 1-1.5 seconds
14:18<@Bjarni>Sacro: but wheels on them. Then they will roll instead of walk around :p
14:18<Sacro>Bjarni: hush
14:18<Sacro>its blocking my station ><
14:18<Sacro>i didn't plan ahead
14:19<Sacro>let a goods train throguh 40 mins early
14:19<@Bjarni>that's your problem
14:19<Sacro>and its screwed it up
14:19<laci>and... I found on the net some mp3 files of the music, you could ask the owner to let you incorporate those in the game as are very high quality
14:19<Sacro>who is the owner?
14:19<laci>it would make openttd a lot bigger, but i preffer mp3 quality
14:19<laci>wait
14:20<laci>A user called Mircea has created a very high quality version of the music in MP3 format, using quality instrument samples and fine editing. You can listen to the MP3s using the player below (select songs in the "High Quality MP3" section), or you can download them here. They sound really good, check them out! Click here to visit Mircea's site.
14:20<laci>on http://www.transporttycoon.net/music
14:20<Sacro>laci: yes, but who is the *owner*
14:20<_Mist_>'mp3' and 'quality' - there's a combination you doesn't hear too often
14:20<laci>:)
14:20<Sacro>not the converter
14:20<hylje>mp3 gets pretty good quality with high bitstreams
14:20<laci>well, it's bettter then mids
14:20<_Mist_>s/doesn't/don't/
14:20<_Mist_>hylje: yeah, by all means
14:21<Touqen>mp3 compared to midi is like night and day
14:21<Sacro>depends on your patchset
14:21<Biff>there is no reason why mp3 cannot be good
14:21<Touqen>And mp3 at 320 is indistinguishable from CDs :D
14:21<@Bjarni>a mp3 file made from the output of a midi file isn't any better than the midi itself
14:22<Touqen>True.
14:22<Biff>obviously not
14:22<@Bjarni>besides midi isn't that bad
14:22<Touqen>Well midi with crappy samples sucks.
14:22<laci>well, jus try the mp3 files on that page
14:23<laci>it's a very big difference from the midi my computer plays
14:23<Kjetil>midi <3
14:26<Sacro>Bjarni: do you do much manouvring wiht trains?
14:27<laci>did you try the mp3 files? are they very good or what?
14:27<Sacro>hmm
14:28<@Bjarni><Sacro> Bjarni: do you do much manouvring wiht trains? <-- I can do it if that is what you mean ;)
14:28<Sacro>nice
14:28[~]Sacro is getting confused
14:28<Sacro>i have 2 trains both waiting for the other
14:28<@Bjarni>maybe you meant that a bit different from what I answered though
14:29<@Bjarni>screenshot
14:29<laci>i have to run
14:29<laci>bye
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14:29<Sacro>Bjarni: it's a signalling simulation
14:30<@Bjarni>ok...
14:30<@Bjarni>so you have a signal simulation with two trains waiting at red signals
14:31<Sacro>i have a fair few at red signals
14:32<@Bjarni>you mean like it's some kind of station manager/dispatcher simulation?
14:32<Sacro>yeah
14:32<@Bjarni>cool
14:32<hylje>micromanagement!
14:32<Sacro>i considered implementing something in OpenTTD
14:33<@Bjarni>do you have a link to somewhere that tells about this simulator?
14:33<CIA-1>OpenTTD: rubidium * r10033 /trunk/src/ (6 files in 3 dirs): -Feature [FS#760]: skip to the selected order in the order list when clicking on the "skip" button while pressing CTRL.
14:33<_Mist_>nice feature
14:33<skidd13>Rubidium: Thanks :)
14:34<Sacro>ah, another train
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14:36<Sacro>ahh
14:36<Sacro>one is supposed to come off the head of that train, to shift the other
14:36<@Bjarni>sounds interesting
14:36<@peter1138>hmm?
14:37<@Bjarni>it would be even more interesting if I knew what software you found
14:37<Sacro>simsig
14:37<Sacro>www.simsig.co.uk
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14:38<stillunknown>Bjarni: got a minute?
14:38<@Bjarni>dammit
14:39<@Bjarni>I thought that I just fixed the autoreplace issue, but now I got a NOT_REACHED instead :(
14:39<@Bjarni>stillunknown: maybe
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14:39<CIA-1>OpenTTD: rubidium * r10034 /trunk/src/lang/ (35 files in 2 dirs): -Change: remove the string changed in r10033 from the translations, so it will be properly translated in all languages.
14:40<stillunknown>Bjarni: ping when you have time
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14:41<kaan>goodevening fellas
14:42<@Bjarni>hylje: err... are you aware of the replacement that you asked autoreplace to do.... you can't even do it manually
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14:42<hylje>Bjarni: yep
14:42<hylje>Bjarni: thats the point
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14:42<@Bjarni>then what do you expect it to do?
14:42<hylje>not create a train 0
14:43<@Bjarni>it shouldn't blow up the depot either
14:43<@Bjarni>but what should it do? :)
14:43<@Bjarni>it's easy to say what it shouldn't do, but defining what it should do in this case isn't the easiest part of it :s
14:43<hylje>either canceling the replacement or disposing of the incompatible locos
14:44<Kjetil>it should blow up all factories and exit without saving
14:44<hylje>n
14:44<hylje>it should save
14:45<@Bjarni>and empty the autosave dir
14:45<Kjetil>s/without saving/overwrite all your savegames/
14:45<@Bjarni>it should also change the language to Chinese and save the settings
14:45<hylje>thats good
14:45<hylje>and attempt to root the box
14:46<Kjetil>And spam ttdpatch with hatemail
14:48<@Belugas>that is REALLY not nice to say, Kjetil.
14:48<@Belugas>you should be ashamed of such a behaviour
14:48<Kjetil>It wasn't meant to be :P
14:48<hylje>its not like we werent discussing nasty stuff to do
14:48<stillunknown>You should be kinder to openttd's spiritual parent.
14:49<CIA-1>OpenTTD: glx * r10035 /trunk/src/network/ (network.h network_gui.cpp): -Change: simplified network language string sorting
14:49<@Belugas>yup :)
14:49<Kjetil>Pfft.. OpenTTD has hit puberty and is rebelling against it's parents :D
14:50<Kjetil>its*
14:50<Wolf01>oh commits... features... oxygen!
14:50<@Belugas>OpenTTD? rebelling? nope... Users do ;)
14:51<@Belugas>OTTD still presents his respect to the Patch
14:51<@Belugas>we might outgrow the Patch one day, though ;)
14:51<@Bjarni>never be amazed by user stupidity... if you think it can't get any lower, then go read bash.org
14:51<@Belugas>although it's not the goal...
14:51<CIA-1>OpenTTD: glx * r10036 /trunk/src/ (settings_gui.cpp strings.cpp): -Add: sort the strings in town names dropdown
14:51<@Bjarni>and everybody in here will appear bright
14:51[~]Kjetil thinks OTTD will outlive ttdpatch
14:52<@Bjarni>me too
14:52<@Bjarni>but it's not the goal
14:52<@Belugas>outlive? not sure. Outgrow maybe
14:52<@Bjarni>and nothing is for sure
14:52<@Belugas>Patch has been around for a longer time, and still gets out some new cool stuff
14:53<@Belugas>and we are still playing catchup
14:53<@Belugas>even if we have our one new cool features
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14:54<@Bjarni>the patch will never get a fully functioning autoreplace
14:54<@Belugas>lucky for them ^_^
14:54[~]Belugas is joking!
14:54<Rubidium>we neither
14:54<@Bjarni>I mean it looks like we can't even get it to work right, how would they do it???
14:54<@Bjarni>autoreplace works... except that once it works, some grf set figures out how to make really odd settings and break it
14:55<stillunknown>Bekugas: But catchup is nearing an end, i think.
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14:55<@Belugas>still a lot to do do, stillunknown
14:55<@Bjarni>yeah
14:55<stillunknown>Bjarni: Maybe send the train to depot and give a warning.
14:55<@Bjarni>get working
14:56<stillunknown>glx:
14:56<@Bjarni>the warning issue is not an issue
14:56<Rubidium>well, we're at a stage that neither OTTD's NewGRF support not TTDP's NewGRF support is a superset of the other's support
14:56<@Bjarni>the issue is that my fix can cause asserts :(
14:56<Rubidium>s/not/nor/
14:56<stillunknown>huh
14:56<stillunknown>Guess there is a length limit.
14:57<+glx>stillunknown: hmm?
14:57[~]Rubidium wonders what "soon" is in TTDP terms
14:57<stillunknown>I wanted to paste some warnings.
14:57<stillunknown>But my irc client isn't playing along.
14:57<stillunknown>It's about the gui stuff you just changed.
14:57<Rubidium>paste.openttd.org?
14:58<stillunknown>http://paste.openttd.org/79
14:58<stillunknown>@glx
14:58<Sacro><Bjarni>> the issue is that my fix can cause asserts :( <- nothing ever changes
14:58<+glx>stillunknown: what is your compiler?
14:58<stillunknown>gcc
14:59<Rubidium>broken
14:59<+glx>stillunknown: version?
14:59<stillunknown>That's a bold statement, you should try to back it up.
15:00<stillunknown>glx: 4.1.2
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15:00<+glx>usually it's mine that complaints about that (3.4.2) ;)
15:00<Rubidium>funky, mine's 4.1.2 too and doesn't complain
15:01<stillunknown>doing make clean, just to be sure
15:01<@peter1138>uhhh
15:01<@peter1138>strange glitches on my screen :/
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15:01<@peter1138>/home/peter/ottd/trunk/src/network/network_gui.cpp:688: warning: ‘sel’ may be used uninitialized in this function
15:02<@peter1138>indeed :p
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15:07<CIA-1>OpenTTD: glx * r10037 /trunk/src/ (network/network_gui.cpp settings_gui.cpp): -Fix (r10035, r10036): silence some 'may be used uninitialized' warnings
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15:12[~]Bjarni yells at GRF consist restrictions
15:12<@Bjarni>it was working so well until somebody tried to make autoreplace do something you can't even do manually
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15:12<stillunknown>Know who to blame yet?
15:12<@Bjarni>yeah
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15:13<@Bjarni>the Norwegian train set GRF coders
15:13<@peter1138>ho ho ho
15:13<@Bjarni>and hylje for detecting this
15:13<Wolf01>Bjarni, just pop up an error "i can't do this, do it with your hands"
15:14<@Bjarni>right now it splits the train into two and then both are stopped in the depot, using the same orders, number and stuff
15:16<OwenS>Bjarni: Just ignore consist restrictions for autoreplace?
15:16<@peter1138>implement newgrf autoreplace ;)
15:16<@Bjarni>OwenS: I can't. Autoreplace uses the normal commands to avoid bugs
15:16[~]Bjarni slaps peter1138
15:16<OwenS>=(
15:17<Sacro>Bjarni: so why the bugs?
15:18<@Bjarni>because... user stupidity tried to make autoreplace do something you can't do manually
15:18<Sacro>i like user stupidity
15:18<@Bjarni>autoreplace detects the failure when it's too late to turn back and forget about the replacement
15:18|-|Unaimed [~Unaimed@ua-83-227-175-8.cust.bredbandsbolaget.se] has quit []
15:18<OwenS>Bjarni: Is "openttd: /home/Mucht/OpenTTD-PublicServer/src/spritecache.cpp:291: void CompactSpriteCache(): Assertion `i != _spritecache_items' failed." possibly related?
15:19<@Bjarni>not at all
15:19<OwenS>Same game...
15:19<@Bjarni>well yeah, but
15:19<@Bjarni>it's not trying to get autoreplace to join two locomotives that the GRF set restricted against putting together
15:20<OwenS>Possibly to do with the fact that it ends up making lots of Train 0s?
15:20<@Bjarni>that shouldn't cause any problems
15:21<@Bjarni>the number is actually a display thing
15:21<@Bjarni>and is not related to sprites
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15:22<OwenS>So I wonder what the spritecache issue is then...
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15:22<Rubidium>OwenS: most likely some messed up train that was allowed to leave the depot without being "correct" (like some dbsetxl trains)
15:23<OwenS>Which were created by the 10s by autoreplace...
15:24<@peter1138>yeah
15:24<@peter1138>the spritecache thing is a bug in dv's version of my patch, iirc
15:28<@peter1138>or something
15:28<@peter1138>hmm
15:29<@peter1138>ah, yes
15:30<Phazorx>peter1138: not relation but we had another weirdness with norwegiaan trainset earlier
15:30<Phazorx>which could have contributed
15:31<OwenS>The autoconvert? Also known
15:31<Phazorx>sbahn trans were autoreplaced by mistake
15:31<Phazorx>and due to requiremeants for engine/car ration in grf - we got doznes on train with number 0
15:32[~]orudge starts a petition for OwenS to change his name to BobS
15:32<@orudge>:D
15:32<Phazorx>autoconvert worked but i guess it should have behavid as "wagon removal" on i guess
15:32<Phazorx>orudge: btw
15:32<@orudge>Hello
15:32<Phazorx>it's been moths since i asked you to kill/reset my acc at tt-f
15:32<Phazorx>hey
15:32<Phazorx>s/moths/months/
15:33<@orudge>Has it?
15:33<@orudge>hmm
15:33<@orudge>what account is it
15:33<@orudge>and what do you want doing to it?
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15:33<Phazorx>same nick "Phazorx" i just want to be able to use it
15:33<Phazorx>i can rereg it if you kill it
15:33<@orudge>I'll just enable it
15:33<@orudge>do you remember the password?
15:33<Phazorx>or if you can revive it - i'll continue as is
15:33<Phazorx>i tihnk so
15:34<@orudge>OK
15:34<Phazorx>what's minimal number oh chars - 6 ?
15:34<Phazorx>only thing i want - have same name as i got used to :)
15:34<Phazorx>dont care about post counter or any stuff like that
15:34<Phazorx>if it dies- hell with it
15:34<@orudge>hm, the user IS active, rp
15:34<@orudge>Phazorx
15:34<@orudge>you should be able to log in :/
15:34<Phazorx>lemem check
15:34<Sacro>1.7976931348623157×10^308
15:35<Phazorx>weeeeeeee
15:35<Phazorx>thank you
15:35<@orudge>I probably fixed it months ago :p
15:35<Phazorx>orudge: i tried each of times before asking you
15:35<Phazorx>untill now :)
15:35<Phazorx>login attept were giveing - soemthing is wrong please contact admin
15:36<Phazorx>thanks a lot Owen :)
15:36<@peter1138>oh, it was Rubidium not darkvater :p
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15:37<Rubidium>peter1138: AFAIR I didn't change anything about the patch itself
15:37<@peter1138>ok
15:37<@peter1138>well it's not my version of the patch
15:38<@orudge>Phazorx: odd, I didn't alter anything now :p
15:39<Phazorx>orudge: probably was done a while ago, bit not months :)
15:39<Phazorx>thanks anyway. it works now
15:39<@orudge>Heh, OK
15:39<@orudge>no worries
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15:43<CIA-1>OpenTTD: peter1138 * r10038 /trunk/src/spritecache.cpp:
15:43<CIA-1>OpenTTD: -Fix (r8634): Sprite resulting from '?' substitution was reloaded into the cache
15:43<CIA-1>OpenTTD: entry for SPR_IMG_QUERY instead of the original sprite cache entry. This
15:43<CIA-1>OpenTTD: resulted in unaccounted missing sprite cache memory, and was exacerbated because
15:43<CIA-1>OpenTTD: the original missing sprite was not cached, so it did it again and again and
15:43<CIA-1>OpenTTD: again. Slowdowns and boom. Etc.
15:44<Phazorx>that is our prob?
15:45<@peter1138>yes
15:45[~]Phazorx thinks cooper needs to get official ottd testers badge
15:45<Phazorx>and now i need to hunt someone wuth vc2005 to compile it
15:46<CIA-1>OpenTTD: bjarni * r10039 /trunk/src/autoreplace_cmd.cpp: -Fix: [autoreplace] when trying to replace an engine that can't carry the wagons the old one carries (GRF restrictoin), then don't try to replace at all
15:46<@peter1138>well, i knew about that one anyway
15:46<@Bjarni>hylje: here you go
15:46<@peter1138>i always wondered why my patch was made faulty :p
15:46<Phazorx>Bjarni: thanks that's a good one too
15:47<Phazorx>peter1138/bjarni who normaly does w32 builds?
15:47<@Bjarni>you mean you had problems with this without telling me?
15:47<+glx>Phazorx: why vs2005?
15:47<@Bjarni>stillunknown: ping
15:47<Phazorx>cuz i'm on XP now
15:48<+glx>mingw works well too :)
15:48<Phazorx>dont have it setup but i guess i can invest time imto that while cant connect neways
15:48<+glx>what rev do you want?
15:49<OwenS>10039, latest
15:49[~]glx is in a good mood :)
15:49<Phazorx>Bjarni: i just mentioned that
15:49<Wolf01>how can i edit my tasks on flyspray?
15:49<Phazorx>it shown itself with norwegian trains
15:49<Phazorx>DMUs wont replace properly
15:50<@Bjarni>DMUs appears to be screwed in that set :s
15:50<Phazorx>well they work untill you try to autoreplace
15:51<Phazorx>since they have diff requirements to engines/wagons ratio - it works ugly
15:51<Phazorx>we had dozen of engines with no trains running all IDed as train 0
15:51<@Bjarni> <Wolf01> how can i edit my tasks on flyspray? <-- I'm not sure that you are allowed to do so
15:51<@Bjarni>what do you want to do?
15:52<Wolf01>because i mistook a word (missed an h) and so the sentence doesn't make sense
15:52<Wolf01>but permissions show that i can modify my own tasks
15:53<@Bjarni>doubleclick on the text
15:53<Rubidium>probably only when it's assigned to you, but try doubleclicking on the text
15:54<@Bjarni>I can edit it if you can't
15:54<Wolf01>the page reloads and "edit" appear on the url, but i can't modify it
15:54<@Bjarni>well I can even if you can ;)
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15:55<Wolf01>ok, add an h to wether... XD http://bugs.openttd.org/task/827/
15:56<@Bjarni>done
15:56<Wolf01>ty
16:00<+glx>Phazorx: http://glx.dnsalias.net:8080/openttd/OTTD-MINGW-custom-r10039.zip
16:00<Phazorx>thank you
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16:01<Nickman>thx glx ;)
16:03[~]Phazorx wonders if there is a gentoo port of ottd
16:03<Wolf01>what is gentoo? ;)
16:03<Phazorx>http://www.gentoo.org/
16:04<Phazorx>according to slashdot on of most popular linux distros?
16:04<+glx>[23:03:10] Phazorx wonders if there is a gentoo port of ottd <-- yes get the source, extract, ./configure && make :)
16:04<Phazorx>glz i want "emerge openttd"
16:04<Phazorx>glx
16:04<Phazorx><-- lazy bastard
16:05<Phazorx>no problem with compiling it on *nix tho
16:05<Phazorx>just was wondering if there was enuild maintainer
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16:15<Wolf01>'night
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16:22<Vikthor>Phazorx: Ebuild is in the portage
16:22<Phazorx>Vikthor: you are maintainer?
16:22<Vikthor>no, just user
16:23<Phazorx>i see, thanks for info
16:23<TrueBrain>'gentoo port', lol!
16:23<TrueBrain>gentoo doesn't need a port, it is a linux, so nothing to 'port'
16:23<TrueBrain>http://www.gentoo-portage.com <- very useful
16:24<TrueBrain>http://www.gentoo-portage.com/games-simulation/openttd <- even more useful
16:24[~]TrueBrain wonders why 0.5.X isn't marked stable :p
16:24<Phazorx>TrueBrain: i meant ebuild
16:24<Phazorx>portage ports you know :)
16:25<TrueBrain>lol, I wouldn't be calling it porting
16:25<Phazorx>not the best descriptor but i kidna got used to that with all apt-get and such
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16:26<Vikthor>Phazorx: Maybe the right word is package, ports is used in some BSD I think
16:26<TrueBrain>ports is what you do when you make the software compatible to run on an other OS
16:27<TrueBrain>like you port a windows application to linux
16:27<TrueBrain>or to BSD
16:27<TrueBrain>or to PSP
16:27<TrueBrain>...
16:27<Phazorx>i know TrueBrain what ports are thank you very much :)
16:27<TrueBrain>but you misused it :p
16:27<Phazorx>but before that there was BSD ports system :)
16:27<Vikthor>Yes thats true, but some BSD flavor uses it as name for packaging system, or the pckages,
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19:18<Frostregen>Rubidium: are you here?
19:20<Eddi|zuHause>at 2:19? probably not :p
19:20<Frostregen>ok ;)
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19:22<Eddi|zuHause>btw, for the rotation thing, i'd look into if it would be possible to do in the form (x+y) mod n
19:22<Sacro>xor?
19:22<Eddi|zuHause>xor is only useful for mod 2
19:22<Frostregen>it was just coded straightforward
19:22<Eddi|zuHause>but the diagonal bits have to be mod 4
19:23<Frostregen>i think the best solution is a lookup-table
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19:24<Eddi|zuHause>well, lookup table should work, too :)
19:25<Frostregen>also more robust against changes
19:26<Frostregen>i would need someone to point out, what needs to be rewritten
19:26<Eddi|zuHause>the algebraic solution depends on the correct order of the definitions
19:26<Frostregen>yes...
19:27<Eddi|zuHause>and they might seem "magic" to people
19:27<Frostregen>this is my problem...there is nothing looking magic anymore ;)
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19:29<Frostregen>first it needs to patch against trunk again...
19:30<Eddi|zuHause>i probably can't help you with that problem...
19:31<Eddi|zuHause>good night
19:31<Frostregen>no, thats my job
19:31<Frostregen>gn8
19:36<Frostregen>is it currently possible in trunk to have different signaltypes on one tile?
19:37<Frostregen>or is GetSignalType(tile, Track) just a preparation for this?
19:39<Sacro>arrrghhh
19:39<Sacro>DAMN THE SIGNALLING
19:40<Frostregen>still on your station? :)
19:40<Sacro>what do you mean?
19:40<Sacro>oh yeah, still on Simsig
19:41<Jerub>Frostregen: it's possible to have two sets of signals on a single tile on two non intersecting tracks.
19:41<Jerub>square tile with two diagnonal tracks running parallel through it.
19:41<Frostregen>[21:28:21] <Sacro> i have 2 trains both waiting for the other
19:42<Sacro>Frostregen: oh i gave up on that one, i'd totally broke the station
19:42<Frostregen>oh, ok
19:42<Frostregen>Jerub: thx, this it what i want to know :)
19:42<Frostregen>uhm, just to understand it right:
19:43<Frostregen>2 diagonal line on one tile. one is presignal, the other exit
19:43<Frostregen>for example^
19:43<Frostregen>ok, compiles again
19:44<+glx>Frostregen: yes it is possible :)
19:44<+glx>even semaphore on one track and light on the other
19:44<Frostregen>thx :)
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19:45<Frostregen>hmm, no free bits left for me
19:46<+glx>it depends on tile type and subtype, and how many bits you need
19:48<+glx>at least 23 free bits for rails (waypoints)
19:49<+glx>22 for plain rail
19:53<Frostregen>i separated rails & signals
19:53<Frostregen>because of signal complexity
19:54<+glx>signals are in m2 0..2 4..6 and m4 4..8
19:54<Frostregen>in my copy-arrays
19:55<Frostregen>i use the map accessors for retrieving them
19:55<+glx>yes it's better to use accessors :)
19:56<+glx>because bits can move ;) (I moved signals state bits from m2 to m4 when adding two types on one tile)
19:56<Frostregen>yup
19:57<Frostregen>moving bits in commands regularly kill c&p ;)
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20:00<Frostregen>argh
20:00<Frostregen>just 1 bit missing :(
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20:26<nitro4ce>hi. i can't run the game in linux. i get that i need some files like: sample.cat trg1r.grf trgcr.grf trghr.grf trgir.grf trgtr.grf
20:26<nitro4ce>where can i get those files?
20:27<+glx>in the original cd of ttd
20:27<nitro4ce>actually i don't have ttd.
20:28<+glx>ask google :)
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20:49<CIA-1>OpenTTD: belugas * r10040 /trunk/src/ (newgrf_commons.cpp newgrf_commons.h newgrf_house.cpp): -Codechange: Make the function GetTerrainType public, as other functions require it
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23:05<boekabart>buon giorno tutti!
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---Logclosed Tue Jun 05 00:00:32 2007