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#openttd IRC Logs for 2007-07-23

---Logopened Mon Jul 23 00:00:33 2007
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00:49<Chris82>good morning
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01:10<Noldo> morning
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01:20<@peter1138>Digitalfox_Notebook: "which"
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08:05<Gekko[PDA]>smells like cookies :o
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08:31<skidd13>What are the dev's opinions to FS1065 ? I think the patch would be usefull for trunk.
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08:53<@Belugas>skidd13, i wonder if it should only be available on debug builds
08:54<skidd13>A fps counter could be interesting also for nromal users. Or can be used for indicating some deadlocks
08:54<skidd13>not that there are some
08:57<skidd13>The code itself is a small debug tool and would be in the nightlys too so the dev's could have a tool to get mre information from simple users at specific problems.
08:59<skidd13>But if the general belief is that it belongs to debug. Then it should be only debug. :|
09:02<skidd13>A side note: RichK mentioned that there is a behavior he called fire and forget. I feel responsilbe for my patches! If they might break something or the behavior is not right. I'll try my best to fix it, even when it's in trunk. So my monologue will end here.
09:03<@Belugas>skidd13, sorry, i was away
09:04<@Belugas>i really wonder what normal users will gain out of it, to be honest.
09:04<@Belugas>they cannot change anything to improve their fps
09:05<skidd13>Sure build better routes to reduce the CPU load (pathfinder in mind).
09:05<@Belugas>the only ones i see who can really benefits out of it are devs, and maybe some daring patchers (like yourself) who want to improve trunk by optimizing it
09:05<@Belugas>dunno.. maybe
09:06<@Belugas>the idea is good, just that i'm really wondering about the target
09:06<@Belugas>hio... by the way, VERY nice codeing style :)
09:07<@Belugas>work@work calls.
09:07<skidd13>thanks (kudr helped me to get into the new C++ style)
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09:13<Smoovious>as long as someone already bugged about their patch, I was wondering if there was any more comment about my two patches, of a constructive nature? FS#532 and FS#954... I haven't seen any glitches come up with them in ChrisIN yet
09:15<@orudge>Hmm, the VC2005 linker is just sitting here, at 95% CPU or so, supposedly linking, but it's taking an awful long time about it :/
09:15<+glx>debug or release?
09:16[~]orudge is attempting to work on the font GUI thing
09:16<@orudge>ah, there we go
09:16<@orudge>it just took a long time
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09:31<@Belugas>Smoovious, FS954: +/* Pick 2 random towns, a random cargo, and check if the result is eligible for a subsidy */
09:32<@Belugas>if you're adding a comemnt (which is good), complete it, please
09:32<@Belugas>you shour add the @param,
09:32<@Belugas>plsy the start of the comment for a function definciton shold be /**
09:32<@Belugas>as much as functionnality wise,
09:33<@Belugas>i cannot pronounce myself on the chat stuff, since i don't use it, and thus i don't know (and I don't want to know) how it currently works
09:34<@Belugas>fs954 seems to be valid, to some extend. But if this is accepted, i wonder what wold stop everyone to add their own favorite cargo to the list...
09:34<@Belugas>that is, don't forget, my personnl opiion
09:34<@Belugas>so, my pause is ended, i go back to work
09:36<Smoovious>well, I don't see it so much as adding a cargo, but fixing a bug that ignores a cargo... no idea why mail wasn't accounted for in the first place...
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09:40<@Belugas>who said anything about this been a bug?? why Goods are not there? why not Gold, why not .... you see the picture. It was part of the original design, unless i missed something
09:42<Smoovious>goods and gold go from industry to industry, and we do get those subsidies
09:42<Smoovious>mail goes town to town, and is no different than passengers, a nd are handled thhe same way... yet... t he code, only allowed passengers
09:42<Smoovious>and the original design, had mail subsidies
09:43<Smoovious>goods and gold go from industry to industry, and we do get those subsidies <--- or industry to town
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09:54[~]Belugas is looking on the oldest copy of trunk (pre r1) he can find to verify the assesment made
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09:57[~]Smoovious runs TTDX
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10:15<CIA-1>OpenTTD: truelight * r10655 /trunk/src/ai/trolly/pathfinder.cpp: -Fix [FS#1070]: Trolly AI didn't know about steep slopes, and used wrong tileh in some cases (frosch)
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10:18<@Belugas>Smoovious : why did you affected 600 population limit to
10:18<@Belugas>((to->pct_mail_transported > 42) && (to->population < 600))
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10:19<CIA-1>OpenTTD: truelight * r10656 /trunk/src/landscape.cpp: -Fix [FS#1068]: GetPartialZ returned wrong value for SLOPE_STEEP_E (frosch)
10:20<Smoovious>since mail is generated at a lesser rate, it just seemed right to require a higher town population before offering a subsidy than with passengers... not knowing the exact criteria it used in TTDX, it felt reasonable
10:20<CIA-1>OpenTTD: truelight * r10657 /trunk/src/ai/trolly/pathfinder.cpp: -Fix r10655: commit didn't comply with coding style (tnx glx :))
10:22<Rippsy>Don't suppose there's any way to change the subsidy finder/creater to actually pick resources more then 20feet appart? :)
10:23<@Belugas>i did not find any evidence of presence of CT_MAIL in FindSubsidyInterCityRoute in oldest trunk i could find.
10:23<@Belugas>so, i really wonder...
10:24<@Belugas>it seems that mail can be part of subsidies from other functions
10:24<@Belugas>so i'm a bit puzzled
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10:26<Smoovious>the other function handles cargo types originating from industries... mail never comes from industries, but from towns, which is the routine passengers uses... it did originally look like mail was included in part, but got left out when it came to actually setting the subsidy, so you only got pass
10:27<@Belugas>mail can come from oil rigs
10:28<CIA-1>OpenTTD: glx * r10658 /trunk/src/console_cmds.cpp: -Add: support for autosave_on_exit in the console, so dedicated servers can use it
10:28<@Belugas>oups... no
10:29<Smoovious>only to rigs... which originates at towns... which will never happen
10:30<Smoovious>although now that you mention it, maybe I should have it attempt to deliver to rigs too
10:30<Smoovious>currently, any subsidy originating at a town, will only go to another town
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10:32<Smoovious>tho for all I know, new cargoes will make it obsolete anywayss
10:35<Digitalfox>Hum.. Don't know if this has been said before but Oskar obridge gives an fatal loading in newgrf manager, with last nightly ( ) .. I'm reading it's nfo and trying to understand why, but it says something about the license :\
10:36<DaleStan>Digitalfox: the license for Oskar's tunnels requires that they be loaded in TTDPatch *only*.
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10:37<Digitalfox>It's not tunnels, but the bridge.. But ok..
10:37<DaleStan>Such a restriction is quite within Oskar's rights.
10:37<DaleStan>Ah. Well it's probably the same license.
10:37<@Belugas>Smoovious, if indeed it is a bug that towns do not generate mail subsidies(which i'm still not convinced), i really do much doubt about the necessity to add a rig one...
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10:39<Smoovious>may not be necessary... but then again, I'm sure the vast majority of improvements that have been added so far qualilfy as 'necessary'
10:39<@Belugas>DaleStan, have you ever heard of towns that generate mail subsidies?
10:39<DaleStan>TTD never generated mail subsidies. (Which isn't proof of nonbugginess, of course. Just prior behaviour.)
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10:39<Smoovious>er... don't qualify, that is
10:40<@Belugas>well... thanks :)
10:40<DaleStan>Wow. I never realized I could type that fast. :p
10:40<@Belugas>heheh :)
10:40<@Belugas>back to the future!
10:40<Smoovious>well, why should any cargo type be ignored?
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10:53<Smoovious>Belugas... will make those changes you mentioned tonight... also, it could stand to be balanced out a bit more too... maybe a 1/3 chance a town-town subsidy goes mail... anyways, thanks for the critique
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11:09<CIA-1>OpenTTD: truelight * r10659 /trunk/src/ (rail_cmd.cpp rail_map.h table/sprites.h):
11:09<CIA-1>OpenTTD: -Codechange: updated documentation around RAIL_GROUND_FENCE_VERT[12] (frosch)
11:09<CIA-1>OpenTTD: -Codechange: added documentation and SPR_ enums for track fences (frosch)
11:13<Wezz6400>hmm nice stuff with the bots reporting that
11:15<CIA-1>OpenTTD: truelight * r10660 /trunk/src/tunnelbridge_cmd.cpp: -Codechange: simplified tunnel cost algorithm (bilbo)
11:16<@Belugas>you can even see the bugs/features requests/patches plus the nighlies results and those commits offered in #openttd.notice ;)
11:17<Wezz6400>yeah I'm there, I saw it mentioned in the topic :)
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11:17<Wezz6400>I wonder what bot or something is used for that
11:18<TrueBrain>we can do such nice things ;)
11:19<Wezz6400>ha ha well I love irc, and this is a good example of stuff you can do with it, I love that
11:19<TrueBrain>(we made all the code for it ourself; everything besides the bot itself that is)
11:19<Wezz6400>nice :) is it released under gpl or something?
11:19<TrueBrain>not really, as it is relative simple code :)
11:20<TrueBrain>let's see... the commits come from SVN post-commit hook via XMLRPC to the bot (the bot has a simple XMLRPC server running)
11:20<TrueBrain>the FlySpray are done the same way
11:20<TrueBrain>too simple to release :p
11:20<Wezz6400>noted, I might have a use for something like that :)
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11:21<TrueBrain>if you ever need it, and want to look into the code, just let me know
11:21<TrueBrain>I am sure we can provide you with the code :)
11:21<TrueBrain>(After stripping the passwords of course :p :p)
11:21<Wezz6400>I've had people sending me php code being all proud, with the passwords still in
11:22<Wezz6400>anyways thanks for the offer, I might just pick it up as it looks like a great tool to me
11:23<TrueBrain>we are GPL software, so I try to keep all web-related things under GPL too :)
11:24<TrueBrain>of course it isn't always possible, but most of the time it is ;) All software hosting the web-related things in fact are GPL.... :p
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11:24<Wezz6400>open source is very nice, I'm writing an irc bot atm based on a java framework I found on the internet
11:25<TrueBrain>even our compile-farm is GPL licensed :)
11:25<Smoovious>why, TrueBrain himself is GPL'd
11:26<Wezz6400>hmm dinner time, well I'll bbl for sure ;)
11:26<@peter1138>Smoovious: but do you want TrueBrain's "sauce" ?
11:27<Smoovious>don't change the subject
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11:27<TrueBrain>of that only my gf may enjoy :p
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11:31<CIA-1>OpenTTD: truelight * r10661 /trunk/src/slope.h: -Documentation: documented slope.h (Progman)
11:31<TrueBrain>I love that many people post documentation patches lately :)
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11:33<rav>hi wolf
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11:38<rav>hmm *digs into OTTD code*
11:39<rav>where can I find the number of airports allowed per town?
11:39<CIA-1>OpenTTD: truelight * r10662 /trunk/src/ (5 files in 2 dirs):
11:39<CIA-1>OpenTTD: -Add: added 'V' as new shortcut for new viewport (bilbo)
11:39<CIA-1>OpenTTD: -Add: added 'M' as new shortcut for smallmap (bilbo)
11:39<CIA-1>OpenTTD: -Add: added '+' and '-' as shortcuts to zoom in the mainview (bilbo)
11:39<CIA-1>OpenTTD: -Add: added support for other keycodes to be possible used in the future (bilbo)
11:40<rav>nice truebrain :)
11:40<TrueBrain>not me, Bilbo
11:40<rav>well, it's nice you added it
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11:42<Tlustoch>how do I join game as a spectator?
11:42<TrueBrain>press the button: Join as Spectator
11:42<TrueBrain>sounds easy enough
11:43<Tlustoch>I cant use any button
11:43<Tlustoch>There's no command line option?
11:43<TrueBrain>-n <ip>#255
11:43<@peter1138>player 255 iirc
11:45<rav>why is Finite State Machine abbreviated as FTA?
11:46<+glx>no it's FSM
11:46<rav>not in airport.h :p
11:46<rav>internal structure used in openttd - Finite sTate mAchine --> FTA
11:46<rav>typedef struct AirportFTA {
11:46<rav>I could get a few more
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11:48<CIA-1>OpenTTD: truelight * r10663 /trunk/src/ (5 files in 2 dirs): -Fix r10662: bad me, didn't comply with coding style, as penalty I updated the surrounding code to comply with coding style too; I will never do it again (I hope :p)
11:51<rav>where can I find the maximum allowed airports per town? I've been looking through a couple of files but I can't find it
11:53<rav>and another question (Im getting annoying, I know)
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11:53<rav>in airport_gui.c
11:53<rav>there is:
11:53<rav> case WE_PLACE_DRAG:
11:53<rav> VpSelectTilesWithMethod(e->, e->, e->;
11:53<rav> break;
11:53<rav>in BuildAirToolbWndProc()
11:53<rav>but you can't drag airports can you?
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12:04<rav>*hides in a corner*\
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12:15<rav>Ive found my file
12:17<rav>*stupid 2 airports per town restriction* :D
12:18<Wolf01>how much airports do you want to allow?
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12:18<rav>I was thinking of 4
12:18<Prof_Frink>Wolf01: Depends on the Noise Units
12:18<rav>would be nicer in multiplayer games
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12:18<Wolf01>i think 2 is already unrealistic, 2 x 8 players are 16 airports per city
12:19<rav>it's two in total
12:19<rav>not two per player
12:19<rav> /* Check if local auth refuses a new airport */
12:19<rav> {
12:19<rav> uint num = 0;
12:19<rav> FOR_ALL_STATIONS(st) {
12:19<rav> if (st->town == t && st->facilities&FACIL_AIRPORT && st->airport_type != AT_OILRIG)
12:20<rav> num++;
12:20<rav> }
12:20<rav> if (num >= 4) {
12:20<Wolf01>the latest time i tried, there were 6 airports around a city, but i speak about 10 months ago
12:21<Prof_Frink>rav: 9 noise units per town, Small Airport = 2NU, Large Airport = 3NU, Heliport = 1NU
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12:21<rav>get out of here
12:21<rav>it's my first patching attempt :p
12:21<rav>I'll try that later
12:22<Wolf01>i'm wondering about only one big airport (2 <= runaway) per city, shared between players, max 2 little airports or heli-something-big and 4 heli-something-little
12:22<rav>shared airports won't be easy
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12:33<UnderBuilder>what happened to the diagonal railroads crossing patch?
12:38<rav>I didn't touch it :)
12:40<rav>btw, can you check if a game is multiplayer?
12:40<Wolf01>yes there is a variable somewhere
12:40<rav>if you could find it for me it'd be great
12:41<rav>because increasing the amount of airports is really only usefull in multiplayer :p
12:41<Wolf01>look for "multiplayer"
12:41<rav>*starts searching*
12:41<Prof_Frink>rav: Depends if this WrightAI takes off
12:42<Prof_Frink>(No pun intended)
12:42<rav>I know, but wrightAI is still in development in the NoAI branch
12:42<rav>Im patching trunk
12:43<rav>if (_networking) might work
12:51<rav>compile failed..
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12:54<UnderBuilder>what is keeping away to belugas to release a newindustries branch?
12:55<@Belugas>there is no need for a branch :)
12:55<@peter1138>there's no need for a newindustries branch
12:55<@Belugas>currently, i wold say that about 85 % of the code is already in trunk
12:56<rav>nice :)
12:56<rav>and the 15% being the hard part?
12:56<@Belugas>not easy parts for sure
12:57<UnderBuilder>that is usually the most difficult part
12:57<@peter1138>the bits left out just for teasing you :p
12:57<@Belugas>callbacks variables, actually, and some correlatin between patch's string/parameter handling and ours
12:57<@Belugas>testings have been performed while developping it
12:58<@Belugas>although there was a bug discovered lately, not a bit one....
12:58<@Belugas>and some grfs are stillnot fully loadable,
12:58<@Belugas>like ESCWood, giving us problems with sawmill
12:58<UnderBuilder>well, if newindustries is taking too much, why not left it for 0.7.0?
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12:59<@Belugas>did I said that newindustries will be finished by mid fall?
12:59<@Belugas>yes I did, so wait a little more, please
12:59<Wezz6400>isn't it more important that work is being done and that it will be done at some point than it being done very soon, with a lot of bugs and other stuff nobody wants?
13:01<Wezz6400>ok that sentence sucked
13:01<@Belugas>kinda, yes
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13:08<UnderBuilder>sometimes I think that sergej_s is a intelligent spambot lol
13:09<skidd13>That's why I like the new phpbb It has a natural userhide. ;)
13:14<rav>I only did 2 hours of cpp coding before this xD
13:15<skidd13>I'm thinkin over a pice of code and I did not get why the result sn't the same. :( ->
13:20<Digitalfox>These Gui Font selection are pretty cool.. :)
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13:23<@Belugas>rav, nice effort but...
13:23<@Belugas>we do have some other plans for airports ;)
13:24<rav>I know about Newgrf ports
13:24<@Belugas>not that
13:24<rav>then what? :)
13:24<@Belugas>newgrf aiports will not let you build more airports
13:24<@Belugas>a system that TTDPatch wrote, based on noise level
13:24<rav>I can have an attempt
13:24<rav>no guarantees though :p
13:25<@Belugas>towns accept a certain amount of noise
13:25<skidd13>Ahhh, the delete of a station does not call the redraw of the depending order windows.
13:25<@Belugas>ad each airpot generate a level a noise
13:25<rav>and as a town increases in size it'll allow for more noise?
13:25<@Belugas>Paski wrote a very nice patch for it
13:25<rav>I mean, a rural town won't like an intercontinental airport
13:26<@Belugas>i will work on it when newindustry will be comlpeted
13:26<rav>k.. :)
13:26<rav>well, it was just for fun really, I've only just started coding c++
13:26<rav>and I ran into this problem when playing multiplayer
13:26<rav>we had a town with 50.000+ inhabitants
13:26<rav>and I wanted to place my 2nd airport
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13:28<ginga>where can i download the openttd 32bit thing
13:28<ginga>i is stupid
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13:51<UnderBuilder>also airports should be shared
13:51<UnderBuilder>at least intercontinental ones
13:51<rav>well, Im trying bilbo's suggestion for 2 airports per player per town now
13:51<rav>I think shared airports can be done with the NewPorts?
13:52<UnderBuilder>imagine how hard should be build two intercontinental airports!
13:52<UnderBuilder>in one town :P
13:52<rav>NY? :p
13:52<UnderBuilder>remember the lack of scale of OTTD :P
13:53<rav>if you get a city with the same amount of civilians as NY
13:53<rav>scale isn't so far off is it? :p
13:54<UnderBuilder>but it would be a total space wastement two giant airports in a city
13:57<@Belugas>are train stations shared?
13:57<@Belugas>why should airports?
13:58<rav>because airline companies dont build airports while railway companies build their own stations?
14:01<Wezz6400>I'd love station sharing so you can work together with other companies, using transfer, however that would be very hard to implement I guess
14:01|-|Sacro [~ben@] has joined #openttd
14:02<Wezz6400>however its easy to come up with suggestions, it's hard to make one reality
14:04<Sionide>subsiduries patch made it possible..
14:04<Sionide>last patch is for ~r6000
14:07<NukeBuster>chris82 did some work on that not to long ago.
14:08<Wezz6400>I played with that in the minin however due to all the bugs we recently switched to 0.5.2
14:10<@Belugas>well... you can play Chris82's patch if you want that feature
14:10<@Belugas>but don't expecti it in trunk
14:11<@Belugas>[14:59] <rav> because airline companies dont build airports while railway companies build their own stations? <--- this is a game, not real life
14:11<@Belugas>not the same rules,
14:11<@Belugas>not the same approach
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14:13<@Belugas>[15:05] <Sionide> subsiduries patch made it possible.. <--- and it was not accepted by devs. Let's not restart the debate, please
14:16<rav>belugas: I agree with you :)
14:17<@Belugas>thanks :)
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14:20<rav>Im compiling bibo's suggestion now
14:20<rav>2 max per player and 4 in total
14:21<rav>(again, I don't even expect it to get remotely near trunk) :)
14:22<rav>btw belugas
14:22<rav>I had to add a second variable, do I need to unset it?
14:22<@Belugas>don't know what you are talking about
14:23<rav>I added uint total_num = 0;
14:23<rav>do I need to unset (delete) total_num again?
14:23<rav>or does that happen automagically
14:24<CIA-1>OpenTTD: truelight * r10664 /trunk/src/ (order_gui.cpp timetable_gui.cpp): -Codechange: simplify a small piece of code (skidd13)
14:25<@Belugas>you added that viariable to what? town?
14:25<@Belugas>in a fucntion?
14:25<@Belugas>dynalically created?
14:25<rav>no, it's in a function
14:26<rav>I posted the diff on the forums (it's the third_
14:28<@Belugas>you don't have to unset/delete it if it has been declared in a function.
14:28<rav>okay, thanks :)
14:28<@Belugas>it will be done as soon as the function has ended
14:29<@Belugas>by the way, you use a lot of spaces (character)
14:29<@Belugas>use tabs instead
14:29<rav>my tabs go a mile to the right
14:29<@Belugas>+<space><space><space><space><space><space>if(st->owner == _current_player)
14:29<@Belugas>would be
14:30<@Belugas>+<tab><tab><tab><tab>if(st->owner == _current_player)
14:30<CIA-1>OpenTTD: truelight * r10665 /trunk/src/ (clear_cmd.cpp genworld_gui.cpp smallmap_gui.cpp tile.h):
14:30<CIA-1>OpenTTD: -Codechange: replace magic 15 with MAX_TILE_HEIGHT (bilbo)
14:30<CIA-1>OpenTTD: -Codechange: replace magic 13 with MAX_SNOWLINE_HEIGHT (bilbo)
14:30<CIA-1>OpenTTD: -Codechange: assure _map_height_bits is always of correct size (Rubidium)
14:30<rav>I set tab size to 2 now
14:32<@Belugas>it does not matter waht settion you have. What matters is that spaces are used only to separate keywords and to align data like in arrays
14:32<@Belugas>tabs are used before each new line keywords
14:32<rav>ok.. :)
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14:42<rav>hey bilbo! :)
14:42<bilbo>hi :)
14:42<rav>and Xeryus and HMage ofc :)
14:46<@Belugas>hello bilbo :)
14:46<@Belugas>see, not too hard ;)
14:46<bilbo>nope :)
14:47<bilbo>I found some older config, so irssi -c .... went fine :)
14:47<bilbo>btw is the noise airport patch lying somewhere around?
14:47<rav>I haven't found it
14:48<bilbo>well, ifg the limit grows in time, it will probably solve the fairness issue quite well
14:49<rav>quite a simple patch :)
14:50<bilbo>yes, I see ...
14:50<bilbo>not takiung into accound actual number of planes ....
14:50<rav>*starts pondering about patches in true pinky & the brain style*
14:50<bilbo>but still, then it would be possible to bypass the limit by temporrary halting thentraffic
14:50<rav>are you pondering what I am pondering?
14:51<@Belugas>yeah.. work@work
14:52<rav>it's just weird that a 707 landing at a small airport makes less noise than a 707 at a large airport
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14:52<bilbo>so intercontinantal airport would not be buildable in towns with less than 11200 people ...
14:52<rav>bummer for the undustry transports by plane :(
14:53<bilbo>hmmm .... well 11200 people is quite a lot, well placed international airport with good coverage may not be enough to handle it ....
14:53<bilbo>the constants need to be tweaked :)
14:53<bilbo>otherwise it is good idea
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14:54<@Belugas>many more needds to be done indeed
14:54<@Belugas>like if ever a town shrinks, it should be able to close down an airport
14:54<rav>this patch would break compatability with "always allow small airports" as it is now won't it?
14:54<@Belugas>or something like that
14:57<bilbo>close down? so randomly selected airpot will be bulldozed?
14:57<bilbo>hmmm ... towns rarely shrink unless someone "helps" them by bulldozing ...
14:58<@Belugas>that's the point
14:58<bilbo>this could be used to sabotage enemy airports ... even unintentionally, you bulldoze 2x20 strip to let your straight maglev line thru and opponents airport will be blown up :)
14:58<@Belugas>dunno about which one to close
14:59<Prof_Frink>rav: You'd have to define an airport class for freight
14:59<rav>that will have to wait for NewPorts I think
15:00<rav>currently, there's no way of telling if an airport is used for freight flights or passenger flights
15:00<rav>well, there is
15:00<rav>but it's hard
15:00<rav>also, would mail fall under passenger airports, or under freight airports?
15:00<rav>and what if it's a combination?
15:00<Prof_Frink>rav: Yes.
15:01<Prof_Frink>I was thinking freight airports would work like lorry depots
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15:03<bilbo>why not allow both at once?
15:03<bilbo>since airports are quite large, having 2 is quite a luxury
15:08<bilbo>and by closing one foreefully you always risk hurting the wrong person
15:11<UnderBuilder>I would like the noise factor for airports mixed with the sharing of the intercontinental one
15:11<bilbo>by multiple conmpanies?
15:11<UnderBuilder>believe me, building a intercontinental airport is a hell, imagine building two!
15:11<@Belugas>UnderBuilder, read carefully this : NO SHARING
15:12<bilbo>well, sharing airports will be quite difficult to code
15:12<bilbo>there would be lot of issues with that
15:12<bilbo>though shared airports already work :)
15:12<bilbo>the oilrigs :)
15:13<@Belugas>special cases ;)
15:13<UnderBuilder>then how should you build 8 intercontinental airports in a ant-size city?
15:13<rav>I believe that is just an exclusion by an if()
15:13<bilbo>you don't :)
15:13<UnderBuilder>use lighter airports
15:13<bilbo>first four will have catchment over city, the rest will be too far away to be of any use
15:14<UnderBuilder>and abusers can build intercontinental airport as maniacs in larger cities so noone more can build one
15:15<rav>just like they can build 2 heliports as it is now
15:15|-|peter1138 [] has left #openttd [god damn]
15:18<UnderBuilder>a bit dangerous :)
15:21<rav>how much does that option cost on a vw? :p
15:22<bilbo>neat :)
15:25<rav>tt forums down?
15:25<rav>The connection has timed out
15:25<rav>The server at is taking too long to respond.
15:25|-|rav kicked [#openttd] orudge [rav]
15:25<@orudge>bit late
15:25<@orudge>oh well
15:25|-|rav [] has joined #openttd
15:26<@orudge>Anyway, yes
15:26<@orudge>everything just timed out for me, too
15:26<rav>did you just kick me ?
15:26<@orudge>because you were pasting lots of blank liners
15:26<rav>sry, I didnt know :)
15:26<rav>I copy&pasted it straight out of my firefox screen
15:26<@orudge>seems to be a problem at Eweka, anyway (the ISP)
15:27<rav>I should've paid attention to that
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15:32<rav>owen: do you host and .org aswell?
15:32|-|_42_ [] has quit [Ping timeout: 480 seconds]
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15:32<@orudge>rav: the OpenTTD sites are hosted on the same servers, yes
15:32<rav>hmm, that explains some things :)
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15:32<Tlustoch>The server is down now?
15:33<Tlustoch>hmm :(
15:33<rav>and it seems some IRC connections are failing as well
15:35|-||Jeroen| [] has quit [Quit: oO]
15:38<rav>so... :)
15:39<Tlustoch>so how will I find some online games? :-)
15:39<rav>good question
15:39<@orudge>You won't :p
15:39<@orudge>not until the network is sorted, anyway
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15:41<rav>welcome back
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15:56[~]TrueBrain is happy
15:56[~]rav asks why
15:56<TrueBrain>just because :)
15:56<TrueBrain>user-patches can be nice
15:56<TrueBrain>also a pain in the buttttt
15:57<rav>pains in your but make you happy?
15:57<TrueBrain>that too :)
15:57<SpComb>I wouldn't mind a couple patches for SpBot
15:58[~]TrueBrain slaps SpBot
15:58<TrueBrain>stupid bot
15:58<TrueBrain>my bots are better!
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15:59<UnderBuilder>I am wondering how will act the AI's aircrafts when the noise patch comes :)
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16:01<bilbo>well, as usual ... AI will cheat and build airport regardless of the limits :)
16:01<rav>@Truebrain: which feature (that is not yet implemented, and excluding newindustries and newports) would you really like in OTTD?
16:01<TrueBrain>NoAI :)
16:02<rav>yea, exclude that one too ^_^
16:02<SpComb>TrueBrain: depends on how one compares them
16:02<TrueBrain>keybindings :)
16:02<rav>nice one :P
16:02<TrueBrain>SpComb: really doesn't matter! :)
16:02<SpComb>SpBot.__lt__ = lambda self, o: return False
16:03<bilbo>kybinding may be nice ...
16:03<bilbo>perhaps also show current keybinding in tooltips ....
16:03<rav>that's above my skills atm :P
16:04<TrueBrain>rav: and besides, I already have drafts for it :)
16:04<bilbo>that may be nice .. :)
16:04<rav>will you be able to change all alphanumeric key binds?
16:04<bilbo>what about "Better savegame naming convention"?
16:05<rav>bilbo: Im not too sure about that one yet
16:05<bilbo>that would be quite easy :)
16:05<rav>yea, but how would you like to call the new games :S
16:05<UnderBuilder>what about a popup 'Highways are not wanted here'? lol
16:05<UnderBuilder>I call it: the anti-jasper barrier
16:05<rav>it'd rather add a new attrib to them
16:05<TrueBrain>rav: my current drafts only is a concept how it could be done; but yes, it allows any keybind to trigger any action, either per-window or global; as long as the actions are pre-defined :)
16:06<bilbo>"Limit flattening to sea level"?
16:06<rav>a nice idea would be to sort savegames by their mtime
16:06<TrueBrain>anyway, I was going to play a game :)
16:06<TrueBrain>night all!
16:06<rav>mtime = modification time = last time the file was modified
16:06<UnderBuilder>sandbox mode?
16:06<rav>ttyl truebrain
16:07<bilbo>well, but you can do it ... sort by name or date
16:07<rav>the main hurdle to overcome with that is cross-platform support
16:07<Eddi|zuHause>i have a suggestion: if there is more than one non-ai company (i.e. network game), show a company selection window on loading in single player
16:07<bilbo>you have two buttons name and date in the load/save dialog
16:07<UnderBuilder>i.e. no money :)
16:07<bilbo>eddi: that is a good idea, no need to use cheat window anymore :)
16:07<rav>bilbo: the month and day in the current naming would become obsolete
16:08<rav>it would be like:
16:08<rav>BilTrans 1964 - 23-07-2007
16:09<rav>10 PM
16:09<bilbo>will I expect only in-game date to be in name of save
16:09<bilbo>.. Name_of_company 1945-01-04
16:09<rav>I hate those exact dates :p
16:09<bilbo>they are useful if you have multiple saves per year
16:10<bilbo>perhaps make it configurable ... YYYY or YYYY-MM or even YYYY-MM-DD ...
16:10<bilbo>everybody picks what they want
16:10<rav>I only looked at the OTTD code for like half an hour lol
16:10<bilbo>or maybe add also no date at alll and "the old style" for compatibility
16:10<rav>but, it seems you're lucky as I have a day off tomorrow
16:11<rav>*goes hunting down some tutorials on mtime*
16:12[~]rav thinks this is too easy to be cross-platform
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16:27<Eddi|zuHause><bilbo> .. Name_of_company 1945-01-04 <- isn't that what it already does?
16:28<rav>I think so
16:28<Eddi|zuHause>just adjust the date scheme to your preference
16:29<Eddi|zuHause>should be in your_language.txt
16:31<Eddi|zuHause>no, it's not in the .txt
16:31<rav>ofcourse it isn't
16:32<rav>the txt file is only for text strings, and usually not for variable data
16:33<Eddi|zuHause>no, i was expecting something like: "DATE_LONG : {NUM}-{STRING}-{NUM}"
16:33<Eddi|zuHause>or something
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16:36|-|thomas changed nick to thomas_dev
16:36<Eddi|zuHause>strings.cpp:555 looks promising
16:36<thomas_dev>hi all
16:36<rav>hi thomas
16:36<NukeBuster>hey thomas
16:36<thomas_dev>heyy :)
16:36<thomas_dev>nice to find you in here :)
16:36<NukeBuster>this makes thing a bit easier than on flyspray :P
16:37<thomas_dev>1 year no comments and on one day ~6 :D
16:38<NukeBuster>I was hoping for truelight to set his eyes on it again...
16:38<thomas_dev>mhm i was hoping since 1 and a half year
16:38<rav>thomas: you don't happen to know where the default savegame name is generated do you? :)
16:38<Eddi|zuHause>ha, i found it... english.txt:3304
16:38<thomas_dev>uhm, no sry
16:38<Eddi|zuHause>"STR_DATE_LONG :{STRING} {STRING} {NUM}"
16:38<Eddi|zuHause>there you can change the order
16:39<thomas_dev>NukeBuster: did you try my path? :)
16:39<NukeBuster>yeah, i just compiled it
16:39<NukeBuster>smooth zoom works better than it did before...
16:39<thomas_dev>how do you like the smooth zoom? :)
16:39<Eddi|zuHause>something like "STR_DATE_LONG :{NUM:3}-{STRING:2}-{STRING:1}"
16:39<NukeBuster>please check my latest comments on flyspray
16:39<rav>eddi: Im not interested in changing just the date format :)
16:39<Priski>hmm FS#54 seems to bee quite popular task today :)
16:39<thomas_dev>oh, brb
16:40<thomas_dev>prakti: we are on it :D
16:40<thomas_dev>pretty crowded in here .... :)
16:40<Priski>very nice, i was hoping that would be on trunc someday :)
16:41<thomas_dev>youre not the only one :)
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16:41<NukeBuster>#openttd.notice is nice :)
16:41<Priski>btw anyone have notices a big CPU load when zooming map all-out on nightlies?
16:42<Rippsy>I just checked.. nope :)
16:42<Rippsy>unless your on about some of those crazy ttdcoop maps :)
16:43<thomas_dev>mhm but i am impressed that some of my ideas got into the code by other patches, like the WE_SCROLL EVENT :)
16:43<NukeBuster>hmm 84% here...
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16:44<NukeBuster>now settled at 30%
16:44<Rippsy>How many veh's you got on that screen!?
16:44<thomas_dev>NukeBuster: i dont get the 100% bug you mention
16:44<Rippsy>so you full zoom out and you have 30% cpu usage?
16:45<Priski>yeah seems that it boosts load w/o any vehicles
16:45<NukeBuster>@thomas_dev: try scrolling while still smooth zooming
16:45<Priski>i had 40% load on big map other zoom stages, and the final boosted it up to 100%
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16:46<NukeBuster>i had 84 at first...
16:46<NukeBuster>then settled at 30%
16:46<Rippsy>ok if i force scroll like a madman, i can get mine to 90%
16:46<Rippsy>but thats only if i do crazy scrolling
16:47<thomas_dev>thats true
16:47<thomas_dev>extern void SmallMapCenterOnCurrentPos(Window *w);
16:47<thomas_dev>thats not a nice workaround ...
16:47<NukeBuster>@thomas_dev: also, i'm not able to scroll left or right on the minimap anymore with you're patch
16:47<NukeBuster>well, i tried making a function that does almost the same but instead centered on the viewport
16:48<NukeBuster>but the problem is everything goes * 2 all 4 sides of the coordinate system
16:48<thomas_dev>so its your extern ...?
16:49<thomas_dev>ah, forget it :)
16:49<thomas_dev>i had the same problem as you
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16:50<Priski>hmm on empty (towns & indrusties only) map it seems that it jumps the load only when moving or scrolling, so far seems normal to me...
16:50<thomas_dev>i think moving and scrolling should exclude each other
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16:50<NukeBuster>i was thinking about an if that would check on which of the 4 sides the screen is by checking negatif/ positif x or y coordinates
16:52<NukeBuster>2 things... with your patch, i'm not able to move in the minimap
16:52<NukeBuster>while pressing right mouse button.
16:52<thomas_dev>try to restart the game, its working here
16:52<NukeBuster>and the center view button does not work
16:52<thomas_dev>then its a bug
16:52<thomas_dev>works here :-\
16:53<NukeBuster>try zooming first
16:53<thomas_dev>ok, trying
16:53<NukeBuster>it's only with zoom at 48%
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16:53<NukeBuster>24, 16
16:53<NukeBuster>bigger than 100 it seems to work...
16:54<NukeBuster>hmm... there is something wrong...
16:54<thomas_dev>very strange
16:54<thomas_dev>i cannot reproduce this behavior
16:54<NukeBuster>when zooming out at 100% it goes to 54%
16:54<thomas_dev>but i fixed that smooth zoom and scroll bug
16:55<thomas_dev>i kompared my patch and yours, theres not much difference at all.
16:55<thomas_dev>yours didnt apply here, so i manually patched it
16:55<NukeBuster>it didn't?
16:56<thomas_dev>it wondered me also
16:56<NukeBuster>i just kept it up to date by svn upping...
16:56<thomas_dev>did you use svn diff?
16:56<NukeBuster>perhaps because of a merge earlier today
16:56<thomas_dev>strange :|
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16:58<NukeBuster>i just made a new diff... i am able to compile it... so it should apply normally
16:58<thomas_dev>i made also a new one :D
16:59<NukeBuster>it's still without your changes...
16:59<NukeBuster>but perhaps a difference
16:59<thomas_dev>try to compare mine and yours
16:59<thomas_dev>its not much
16:59<thomas_dev>the biggest is the placement oof the case i think :)
17:00<NukeBuster>hmm... it's still strange... when zooming out it should just divide by 2
17:00<Eddi|zuHause>"mine is bigger than yours"?
17:00<Wezz6400>I can't believe the way these ppl slack of the openttd devs, like they're doing nothing all day :X
17:00<NukeBuster>and should not end up at 54%
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17:00<thomas_dev>which ppl?
17:01<Wezz6400>oh some people are complaining on tt-f about their patches not being reviewed by the devs
17:01<thomas_dev>oh, i think thats pretty common ;)
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17:02<Wezz6400>yeah I guess
17:02<NukeBuster>@Wezz6400: Bilbo was just asking for some response on his patches... the second post made was more negative but was not the intend of the topic.
17:02<thomas_dev>this fixes the zoom scrolling i guess
17:02<Wezz6400>NukeBuster you're right not everyone was that negative in that topic, however some of the posts in there :X :X
17:02<thomas_dev>mhm did some core devs retire?
17:02<thomas_dev>its a year ago since i visited this channel
17:03<Prof_Frink>thomas_dev: 'devs'? There's only peter1138 and his evil robot minions
17:03<Wezz6400>I can't believe people are complaining when simple stuff like the code style and proper testing are issues with patches
17:03<NukeBuster>could you poste a complete diff so i can see the other changes?
17:03<thomas_dev>i think there are more pseudo devs in the background
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17:05<Wezz6400>Out of curiousity I've taken a look at the wiki for the code style, well at first it seems kinda strict but if you look into it it's actually just basic stuff
17:05<thomas_dev>pling :)
17:05<thomas_dev>Wezz6400: are you a coder?
17:06|-|Tlustoch [] has quit [Quit: Leaving]
17:06<Wezz6400>I am a programmer, still in school though :)
17:06<rav>Im off to bed, ttyl
17:07<thomas_dev>peter's coding guidelines are somehow very restrictive :D
17:07<thomas_dev>regarding the coding style
17:07<thomas_dev>if they would be such clear regarding the design, then it would be great :p
17:08<Wezz6400>well I'm on another project and we agreed that making guidelines like that would be a very good idea to prevent a mess and make it easy to review eachothers code
17:09<thomas_dev>for these applications, the indent tool exists :D
17:09<Wezz6400>well it's the small stuff that makes a huge difference
17:09<thomas_dev>yeah, but on the other side, no one is respecting the 80 characters work wrap in the code
17:10<Wezz6400>if you put the curly bracket after the method name instead of on a new line and you read another guys code that does put it on a new line you'll find yourself being confused
17:10<Rippsy>How tight a corner is a train can go around with out slowing down is dependant on the length of the train ya?
17:10<thomas_dev>Wezz6400: you know all tricks after a time ...
17:11<Eddi|zuHause>depends on the acceleration model...
17:11<thomas_dev>NukeBuster: so whats the next step?
17:11<Rippsy>Realistic acceleration is on
17:11<thomas_dev>merging out diffs?
17:11<Wezz6400>thomas_dev I've been working with classmates on various projects and I always found myself having a lot of trouble to read other people's code, with these kind of guidelines you simply do not have that kind of trouble, and it's not like it's hard to obey them or anything
17:12<Eddi|zuHause>frankly, i don't know which of the "realistic" models is in the game nowadays.....
17:12<Rippsy>I'll have to test later with some maglev trains
17:12<Rippsy>just trying new connection layouts
17:12<NukeBuster>@thomas_dev: the only big difference i see, is the location of the WE_MOUSEWHEEL
17:13<thomas_dev>me also
17:13<NukeBuster>but i'm about to test your latest changes
17:13<thomas_dev>it disables zooming when scrolling
17:13<thomas_dev>and finishes the zoom instantly when beginning to scroll
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17:14<Wezz6400>oh well it's not that interesting tbh, I just can't believe people writing "patches" with such stupid problems are suprised the devs aren't very enthousiastic to look at them
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17:15<thomas_dev>stupid problem?
17:15<NukeBuster>@thomas_dev: the steps when zooming still go from 100-54-31-14
17:16<Wezz6400>not abiding code style or no proper testing is what I consider to be stupid
17:16<NukeBuster>should be 100-50-25-12-6-12-25-50-100
17:16<thomas_dev>i will look, just a moment
17:16<NukeBuster>i think smooth zooming stops too early or somthing like that...
17:17<NukeBuster>this messes up the percentage making it unable to get back to 100%
17:17<thomas_dev>yeah, now i get that
17:17<thomas_dev>but only when zooming in
17:17<thomas_dev>not when out
17:17<NukeBuster>yes... it's only when zooming in...
17:18<NukeBuster>the / 2 part
17:18<thomas_dev>must be somehwere hidden in line 830 till 837 :|
17:18<NukeBuster>it also happens when using the buttons to zoom
17:19<thomas_dev>Wezz6400: that is not stupid, ist hacking together code, which can works for the moment
17:19<thomas_dev>ah i got one more problem
17:20<thomas_dev>when you zoom and the last zoom is not finished, you will end up in different zoom levels, i.e. 204
17:20<CIA-1>OpenTTD: richk * r10666 /branches/NewGRF_ports/src/ (16 files in 2 dirs):
17:20<CIA-1>OpenTTD: [NewGRF_ports] -Change: portFSM added to FSMportsSpec.
17:20<CIA-1>OpenTTD: Un-const AirportFTAClass to allow dynamic creation of FSM.
17:20<CIA-1>OpenTTD: Initialised with minimum blank data on Prop 08.
17:20<CIA-1>OpenTTD: Prop 1D Hangar locations added. Placeholders added for Prop 1C, 1E, 1F.
17:20<thomas_dev>ok, my patch is worthless :'(
17:20<CIA-1>OpenTTD: IsHangar modified to work off airport or FSMport spec data, rather than graphics Id.
17:21<NukeBuster>no it's just the smooth zoom part...
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17:21<NukeBuster>perhaps scrolling should not have effect when not @ zoom_target
17:22<thomas_dev>mhm not a good workaround
17:22<thomas_dev>tell that a user :D
17:22<thomas_dev>he will use it as every other minimap on the world ;)
17:22<NukeBuster>so the zoom target should change...
17:22<NukeBuster>but to 200
17:23<CIA-1>OpenTTD: richk * r10667 /branches/NewGRF_ports/bin/data/rb_airport2.grf:
17:23<CIA-1>OpenTTD: [NewGRF_ports] -Change: Modified rb_airport2.grf to include Prop 1C, 1D, 1E, 1F. Hangar location is now working.
17:23<CIA-1>OpenTTD: Cannot yet build aircraft as that requires a state machine to be loaded.
17:23<NukeBuster>according to the previous zoom target
17:23<NukeBuster>so we were at 50 busy getting to 100 and scrolling makes smooth zoom end up at 200
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17:24<Priski>hmm what is this cia doing, it floods big changes also here?
17:25<DaleStan>It posts every SVN commit message.
17:26<NukeBuster>ok bacj
17:26<thomas_dev>i dont see an error yet:|
17:27<Priski>not every commit, notice channel gives more commits than CIA
17:27<Priski>or am i misunderstanding something
17:28<thomas_dev>NukeBuster: i fiddled out lines 830:... but i cannot see an error
17:28<thomas_dev>do you have questions or do you understand it?
17:29<NukeBuster>hmm... i'll load the file in my editor... until now i was looking at diffs..
17:29<NukeBuster>what changes did you make...
17:29<+glx>CIA is not on #openttd.notice
17:30<thomas_dev>NukeBuster: none since my last patch
17:30<NukeBuster>hmm... i still have the 54% problem when zooming in from 100%
17:30<thomas_dev>i will debug it, just wait a moment :)
17:31<thomas_dev>also why do we have an zoom variable and no zoom_target variable? :D
17:32<NukeBuster>don't really know, i thought you used that to do the smooth zoom...
17:33<thomas_dev>we should remove that and use the WP(w,smallmap_d). stuff instead i think
17:33<thomas_dev>i think i got the problem
17:33<thomas_dev>let me create a workaround first
17:35<NukeBuster>parts from the first diff i did
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17:36<thomas_dev>i think the problem is about the diff_abs < zoom / 20 thing
17:36<thomas_dev>the integer values are around 5, so 5 / 20 in int is not such good :D
17:36<thomas_dev>working :)
17:36<thomas_dev>i will create a new patch :D
17:37<NukeBuster>the only part you need to redo
17:37<thomas_dev>ok, then so :)
17:38<NukeBuster>is the smooth zoom part or not...
17:38<NukeBuster>and use zoom target as the reference point to calculate the new zoom target
17:38<thomas_dev>and i got the bug why you could not scroll
17:38<NukeBuster>what was it?
17:39<NukeBuster>centered every tick?
17:39<NukeBuster>outside the if?
17:39<thomas_dev>an infinite loop :D
17:39<thomas_dev>if (diff_abs <= 5) { fixes it
17:39<CIA-1>OpenTTD: richk * r10668 /branches/NewGRF_ports/src/station_map.h:
17:39<CIA-1>OpenTTD: [NewGRF_ports] -Change: Modified IsHangar(tile) to access the TileIndexDiffC
17:39<CIA-1>OpenTTD: hangar lists directly. This allows portFSM to no longer be an AirportFTAClass in
17:39<CIA-1>OpenTTD: the future, so long as it also contains a TileIndexDiffC list of the hangar
17:39<CIA-1>OpenTTD: locations.
17:41<Rippsy>Please can someone create a mod which makes tree's DIE
17:41<Rippsy>*goes crazy*
17:42<thomas_dev>rather write a new town bridge building algo :D
17:42<Rippsy>i'd rarthery ou killed tree's :P
17:42<Rippsy>but... I'll concede
17:42<Rippsy>since you actually have some skills :)
17:43<DaleStan><Priski> not every commit, notice channel gives more commits than CIA <-- I doubt it. CIA's announced every commit since at least 10640. At which point I got tired of searching.
17:43<Rippsy>I managed to crash the latest nightly
17:44<thomas_dev>NukeBuster: patch attached
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17:45<thomas_dev>just 2 small changes
17:45<Priski>DaleStan, your right, I just got confused since I see those also in the notice channel and I did not notice CIA before here
17:45<+glx>in notice channel we have our 2 bots
17:46<+glx>and we get commits and bug tracker changes
17:47<thomas_dev>mhm since when are all sources .cpp instead of .c btw?
17:47<NukeBuster>@thomas_dev: you made zoom a double?
17:47<Rippsy>Any dev's interested in a save which crashes on the network.cpp?
17:47<thomas_dev>NukeBuster: No
17:47<NukeBuster>since openttd is c++
17:47<thomas_dev>mhm i oversleeped this i think :D
17:47<thomas_dev>so wheres all those fancy OO features? :D
17:48<+glx>they are used in many places
17:48<NukeBuster>double smallmap_zoom=WP(w,smallmap_d).zoom;
17:49<NukeBuster>so how do you make 25 out of 12 by multiplying *
17:49<thomas_dev>in my recent pathc is defenityl no double
17:49<thomas_dev>double was peter not fast enough afair
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17:49<NukeBuster>wrong diff opened :P
17:50<thomas_dev>ah :D
17:50<NukeBuster>i couldn't find anything i recognised :P
17:50<thomas_dev>was certainly one of my first ones :D
17:51<NukeBuster>so did you have a solution for the zoom in problem...
17:51<thomas_dev>they had also some industry symbols when zoomed in fully
17:51<thomas_dev>no, but the smooth zoom :\
17:51<NukeBuster>ok ill apply
17:52<NukeBuster>i was thinking about perhaps calculating with WP(w, smallmap_d).zoom_target instead of WP(w, smallmap_d).zoom
17:52<NukeBuster>as you could still scroll while zooming and have the right effect as well
17:52<thomas_dev>would be great
17:52<thomas_dev>but more complicated :)
17:53<NukeBuster>you could just use zoom_target... which you already check if it has changed...
17:53<NukeBuster>or is it lost every x actions?
17:54<thomas_dev>it stays
17:54<thomas_dev>could you test the patch?
17:54<thomas_dev>i think the zoom must be speeded up
17:54<NukeBuster>am checking out a clean trunk
17:55<NukeBuster>or is there a way to undo a patch?
17:55<thomas_dev>so after nearly 2 year i can write another patch for openttd which will last then more then one year? :D
17:55<thomas_dev>rm the file
17:56<thomas_dev>and svn up
17:56<thomas_dev>very easy :)
17:56<NukeBuster>hmm that would certainly save some time
17:56<thomas_dev>svn diff | grep Index helps also
17:59<thomas_dev>its a great, addictive game :)
18:00<NukeBuster>runs under linux?
18:01<NukeBuster>would be worth a try :)
18:01<thomas_dev>it is :)
18:01<thomas_dev>what linux distribution do you use?
18:01<thomas_dev>what linux distribution do you use?
18:01<NukeBuster>ok so i see what you mean by the work arund thing :P
18:01<NukeBuster>centos 5
18:02<thomas_dev>uh, no idea if it will work out of the box there
18:02<thomas_dev>just register yourself a forum account and make me responsible that it doesnt work then ;)
18:03<thomas_dev>so what do you think about the zoom?
18:05<NukeBuster>well.. you were right on the zoom being strange :P
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18:05<thomas_dev>hehe :D
18:06<NukeBuster>it becomes slow with 400-800
18:06<Priski>btw is there a good alternative choise for SVNtortoise
18:07<NukeBuster>whats wrong wit tortoise?
18:07<thomas_dev>its for windows :D
18:08<NukeBuster>:P besides that :P
18:08<thomas_dev>NukeBuster: now slowdown here at 800%
18:08<Priski>well It's good prog, but I don't get ssh+svn work with shh auth keys so it does not have to ask pass all the time
18:08<NukeBuster>hmm... i ment the smooth zoom... if you zoom from 6% to 12% you'll see what i mean
18:08<thomas_dev>then use putty to establish a ssh tunnel first
18:09<thomas_dev>except that the zomm-in/out buttons are not being disabled? :D
18:09<NukeBuster>I read it as no :)
18:09<NukeBuster>it flashes :P
18:10<Priski>thomas_dev, well that is part of the problem, putty does not seem to work with me, it gives wrong port error
18:10<thomas_dev>i test it with a bigger map ...
18:10<thomas_dev>then the port is wrong
18:10<thomas_dev>(brilliant answer, i know)
18:11<thomas_dev>NukeBuster: on a 2048x2048 map erverything is fine
18:11<thomas_dev>also at 6%
18:11<Priski>I'm getting bit fed up with trying to get it work so I think of trying something that does authentication petter without hasslin' with putty :)
18:11<thomas_dev>putty is the best
18:12<NukeBuster>the + and - buttons don't disable, but you see them flash...
18:12<thomas_dev>ah you mean that
18:12<NukeBuster>still going from 6-12% is alot faster
18:12<Priski>yeah i use putty tray for irc :P
18:12<thomas_dev>thats because of the ints i think
18:12<Priski>and other things when needed for doing something with server
18:12<NukeBuster>try scrolling you're mouse really fast...
18:13<thomas_dev>maybe 12% is small enough
18:13<NukeBuster>you can't get the full map in...
18:14<NukeBuster>thats why i have set it to 6%
18:14<thomas_dev>oh sorry
18:14<thomas_dev>i play on dualscreen
18:14<thomas_dev>so i always make the window bigger
18:14<NukeBuster>gehe... i have left the minimap the default size
18:15<Eddi|zuHause>or is there a way to undo a patch? <- "svn revert <file>" or "patch -R -p0 -i <patchfile>"
18:15<thomas_dev>see above
18:15<thomas_dev>svn diff
18:15<thomas_dev>|grep Index
18:15<thomas_dev>and delete the files
18:15<thomas_dev>then svn up
18:16<NukeBuster>hmm... i think he ment it as an answer on my question :), Thanks Eddi
18:16<thomas_dev>good to know :D
18:17<NukeBuster>ok... so what stuff are remaining...
18:17<NukeBuster>the zoom buttons not disabling...
18:17<Eddi|zuHause>"patch -R" applies the reverse patchfile, i.e. it switches + and - lines and the appropriate line numbers
18:17<thomas_dev> SetWindowWidgetDisabledState(w, 13, zoom >= SMALLMAP_MAX_ZOOM);
18:17<thomas_dev> SetWindowWidgetDisabledState(w, 14, zoom <= SMALLMAP_MIN_ZOOM);
18:17<NukeBuster>well it is there...
18:17<thomas_dev> SetWindowWidgetDisabledState(w, 13, zoom <= SMALLMAP_MAX_ZOOM);
18:17<thomas_dev> SetWindowWidgetDisabledState(w, 14, zoom >= SMALLMAP_MIN_ZOOM);
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18:18<thomas_dev>on of the both :)
18:18<thomas_dev>i got headache, so i dont know
18:18<thomas_dev>how often are you in here nukebuster?
18:18<Eddi|zuHause>"svn revert" just removes all local changes and goes back to the clean file
18:19<thomas_dev>in fact it deletes the file.extension.*
18:19<NukeBuster>quite often...
18:19<NukeBuster>almost daily
18:19<thomas_dev>ok, then i will go and sleep :)
18:19<thomas_dev>Eddi|zuHause: i meant revert, forget me comment
18:19<Rippsy>My new personal hero
18:20<NukeBuster>@thomas_dev: it seems zoom < than what is showed on the minimap
18:21<thomas_dev>must sort that out later
18:21<thomas_dev>gn8 everybody
18:21<NukeBuster>ohh and try zooming fast from 6% to 800%
18:21<thomas_dev>yeah, lots of bugs ;)
18:21<Eddi|zuHause>what exactly is a "kite"?
18:21<thomas_dev>ein drachen
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18:23<Rippsy>ein drachen is dutch for Kite!?
18:23<Rippsy>so it is
18:23<Eddi|zuHause>no, german
18:24<Rippsy>fair enuff
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18:32<NukeBuster>in dutch... it's 'een vlieger'
18:33<Eddi|zuHause>i'd understand "ein flieger" more like an airplane...
18:33<Wezz6400>using it in a thunder storm is not such a good idea :+
18:34<Eddi|zuHause>Wezz6400: how else would you power your super battery 200 years in the past? :p
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18:36<Eddi|zuHause>you need to wash the wagon for a storm to come up, and then convince ben franklin to not go inside when bad weather comes up
18:36<Wezz6400>1:36 am, time to shutdown my openttd server and go to bed
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20:27<CIA-1>OpenTTD: belugas * r10669 /trunk/src/newgrf_industries.cpp:
20:27<CIA-1>OpenTTD: -Codechange: Removed redundant comment
20:27<CIA-1>OpenTTD: -Codechange: Add placeholder for yet another industry "variable" to code
20:29<CIA-1>OpenTTD: belugas * r10670 /trunk/src/table/build_industry.h: -Fix: Use proper initialization for grf_prop override member
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---Logclosed Tue Jul 24 00:00:07 2007