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#openttd IRC Logs for 2007-08-02

---Logopened Thu Aug 02 00:00:18 2007
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03:10<dihedral>TrueBrain: what say you to a svn mirror? ^^
03:10<dihedral>a read only mirror for all who dont have commit access?
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03:45<Gekkko`>for us who want to see teh sources?
03:45<Gekkko`>the new bleeding urge
03:45<blathijs>bleeding urge?
03:46<HMage>svn has anonymous access
03:47<Rubidium>hmm, Gekkko` performs self mutilation?
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03:47<Gekko>I mean't bleeding edge
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03:48<Rubidium>if you want more bleeding edge than trunk, you need a direct connection to all the working copies of all the developers
03:48<CIA-1>OpenTTD: rubidium * r10746 /trunk/src/ (oldpool.h station.cpp station.h station_cmd.cpp): -Codechange: add a generic superclass for almost all pool items so we do not have to duplicate code for each of the pool item classes and use it for the station and roadstop classes.
03:48<Rubidium>but I don't think that is going to happen
03:49<blathijs>Rubidium: How does that last commit fit in with the new pools?
03:49<blathijs>(/me afk)
03:50<Rubidium>no real idea, but it should fit pretty well; it makes a generalized base for (almost) all pool items (stations, roadstop etc)
03:50<Rubidium>except the few non-struct pools
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04:51<@peter1138>"mean't" ?
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05:47<CIA-1>OpenTTD: rubidium * r10747 /trunk/src/ (oldpool.cpp oldpool.h):
05:47<CIA-1>OpenTTD: -Codechange: add a variable that points to some index in the pool that is not
05:47<CIA-1>OpenTTD: beyond the first free pool item. It does not necessarily point to the first free
05:47<CIA-1>OpenTTD: item, but it reduces allocation time as it does not have to start at the first
05:47<CIA-1>OpenTTD: item in the pool to find the first free item.
05:47<CIA-1>OpenTTD: rubidium * r10748 /trunk/src/station_cmd.cpp: -Codechange: call the pool cleanup functions for stations directly instead of using the wrapper functions.
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05:49<CIA-1>OpenTTD: rubidium * r10749 /trunk/src/ (cargopacket.cpp cargopacket.h): -Codechange: use the generic pool item class as super class for cargo packets, which results in a nice reduction of code duplication.
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06:18<skidd13>Can someone of the dev's give me feedback to FS1090
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06:41<ln->skidd13: "dev's"?
06:44<skidd13>ln-: why not?
06:44<skidd13>I ment coding style, etc...
06:44<HMage>I bend metal bars
06:49<Eddi|zuHause2>kiss my shiny metal ass?
06:50<HMage>no OpenTTD copy should come without Bender
06:50<hylje>now i know who bends the rails
06:51<HMage>skidd13: fire away your question
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06:59<ln->skidd13: "dev's" looks like a genitive to me.
07:01<skidd13>:%s /dev's/dev-team/g <- better?
07:02<Nickman>hi all
07:04<Rubidium>skidd13: you seem to remove the new road layout options
07:05<skidd13>Rubidium: nope, the slope behavior is now done in a diffrent way.
07:05<Noldo>what's better about the new way?
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07:06<skidd13>Noldo: It depends on the yet build road not only on the slopes.
07:06<Rubidium>anyhow, that switch seems rather pointless now, just check for TL_NO_ROADS and return, otherwise set rcmd
07:07<Rubidium>and I see a load of variable name changes that might be better suited for a seperate patch
07:08<skidd13>The variable movements and renames are caused by the new bridge check
07:08<skidd13>but the bridge check is caused by the cleanup
07:09<Rubidium>IsPossibleCrossing <- don't think that qualifies as a map accessor
07:09<Rubidium>neither does CleanUpRoadBits
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07:09<skidd13>I wasn't sure if it fit's there that's why I'm askin. So where to put them?
07:10<Rubidium>and adding static const arrays to headers isn't very nice (duplication into all files that include it)
07:10<Rubidium>I'd say road.h
07:10[~]Maedhros weeps for the poor abused apostrophes
07:11<skidd13>Rubidium: Anything else to complain?
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07:15<Krosa>Hi to all, I've a quite strange problem, it's 2 days that I can't list the servers anymore
07:16<Rubidium>skidd13: not at this moment
07:16<Krosa>I've "tcpdumped" and it seems that the game correctly send the UDP query to the master server but that request is never server
07:16<Krosa>ops served
07:16<Krosa>no reply at all, I've tried with 3 differents versions and PC but nothing changes
07:16<Rubidium>most likely something blocks the packet
07:16<Krosa>I agree
07:17<Krosa>but it seems it's not from my side
07:17<Rubidium>it works here, so I can conclude the OTTD side and my side work
07:17<Krosa>thank you
07:17<Rubidium>so it must be either you or your ISP
07:17<Krosa>I will try to contact my ISP
07:18<Noldo>Krosa: try traceroute that uses udp to the masterserver from your computer
07:18<Krosa>since I changed nothing and it was working flawlessy
07:18<Krosa>already done Noldo
07:18<Krosa>the traceroute is ok
07:18<Krosa>with RTT 49ms
07:18<Krosa>not too bad
07:23<CIA-1>OpenTTD: rubidium * r10750 /trunk/src/ (oldpool.h waypoint.cpp waypoint.h): -Codechange: make the waypoint struct use the new poolitem class as super class.
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07:52<CIA-1>OpenTTD: rubidium * r10751 /trunk/src/ (group.h group_cmd.cpp strings.cpp): -Codechange: make the group struct use the pool item class as super class.
07:52<Noldo>Rubidium: how many left?
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07:52<Rubidium>quite a few
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07:56<Chris82>good day :)
07:56<Chris82>sorry to say it but current trunk has a huge amount of warnings when compiling with MSVC
07:56<Gekko[PDA]>hi Chris82
07:57<Chris82>oldpool.h line 37 and 39
07:57<Chris82>d:\openttd\openttd-source\src\oldpool.h(37) : warning C4180: qualifier applied to function type has no meaning; ignored
07:57<Chris82>d:\openttd\openttd-source\src\oldpool.h(39) : warning C4180: qualifier applied to function type has no meaning; ignored
07:57<Chris82>I know just a warning and I can still compile it, but still annoying :p
07:57<Gekko[PDA]>note: oldpool.h
07:58<Gekko[PDA]>it's being obseleted
07:58<Chris82>ah so this is just a temporary situation?
07:58<Gekko[PDA]>18:57 < CIA-1> OpenTTD: rubidium * r10751 /trunk/src/ (group.h group_cmd.cpp strings.cpp): -Codechange: make the group struct use the pool item class as super class.
07:59<Gekko[PDA]>that was about 10 mkinutes ago
07:59<Gekko[PDA]>likoe 4 hours ago it was implemented i think
08:00<+glx>Gekko[PDA]: but it still uses oldpool.h
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08:06<Maedhros>this is just rearranging the oldpool, not replacing it
08:06<Chris82>may variables contain . instead of _ as well or is that bad coding style?
08:06<Maedhros>and "temporary" in this case is in the order of weeks or months ;)
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08:07<Chris82>I want to call a variable daylength_v.runningc
08:07<Chris82>I can't come up with a useful name :D
08:07<+glx>you can't use . in variable names
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08:07<Chris82>oh ok
08:08<Gekko[PDA]>Chris82: daylength_vRunningc?
08:08<Eddi|zuHause2>you can't use - either
08:08<Maedhros>you can't use - either
08:09<Chris82>because of the R ?
08:09<Chris82>I called it daylength_vehruncosts now :p
08:09<Chris82>with the comment next to it it should be 1000% clear what it's used for
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08:19<CIA-1>OpenTTD: rubidium * r10752 /trunk/src/oldpool.h: -Fix: apparantly const on function pointers is ignored.
08:27<CIA-1>OpenTTD: rubidium * r10753 /trunk/src/ (signs.cpp signs.h): -Codechange: make the sign struct use the pool item class as super class.
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09:01<Chris82>is there a base value for vehicle running costs somewhere?
09:04<Maedhros>although there are only three options, so i assume that electric trains cost the same as non-electric
09:04<Chris82>well I found that, but I meant vehicles in general not just trains
09:05<Chris82>I thought running_cost_base is some kind of base value, but apparently it isn't
09:07<Chris82>these seem to be the base values _price_base[NUM_PRICES] ? but for everything not just running costs
09:10<Chris82>hmm when I change these values the prices don't change tho
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09:15<@peter1138>only for new games
09:15<@peter1138>unless you're changing them realtiem
09:17<redmonkey>hello. that "automatically replace all trains in the depot" button doesn't work for me
09:18<redmonkey>i've sent all trains to the depot and pressed the button, but nothing happend
09:20<redmonkey>or better asked: how do i replace all trains on a track at once to the same type as it was?
09:24<+glx>is the replacement set in autoreplace window?
09:24<+glx>hmm you want to renew, not replace indeed
09:26<redmonkey>renewing, yes, that's what i want
09:27<redmonkey>any idea how?
09:35<redmonkey>i'm missing a button or something in the depots windows where you can drag a vehicle to to renew it
09:35<redmonkey>that'd be very helpful in my opinion
09:35<+glx>there are no buttons for autorenew
09:36<+glx>it's configurable in patches
09:36<Noldo>redmonkey: just open the new vehicle thing, delete one an buy new one and repeat
09:36<Noldo>it's just one drag and click
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09:42<Eddi|zuHause2>replacing only works between different models
09:42<Eddi|zuHause2>you can try to replace to an older model, and then back to the new model
09:43<redmonkey>that's more expensive then :)
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09:46<redmonkey>do you have the autorenew vehicle when it gets old option on or off? how do you treat 20 trains when they're becoming old? renewing every single one?
09:46<Noldo>what's wrong if openttd quits without error before doing anything
09:50<Noldo>well anything is not the right thing to say because strace outputs ~7k lines of something
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09:52<Eddi|zuHause2>it's not more expensive, if no time evolves, you get the same money for selling an engine as you pay for buying
09:55<Noldo>ahaa should have read the configure output
09:55<redmonkey>Eddi|zuHause2: ok, i'll try it. thanks :)
10:02<redmonkey>a pirate i was meant to be.. trim the sails and roam the sea *sing*
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10:28<Nickman>can you execute .sh scripts on a windows platform? (like in cygwin?)
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10:36<Eddi|zuHause2>with msys
10:36<Eddi|zuHause2>or similar
10:37<Eddi|zuHause2>bash.exe might be called sh.exe on default mingw installations
10:40<+glx>it's sh
10:40<+glx>sh is bash but bash doesn't exist
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10:57<Chris82>is there an easy way to find the exact x-axis middle of a map?
10:59<Eddi|zuHause2>scrollto <coordinates>?
11:00<Chris82>oh let me try :)
11:02<Chris82>hmmm how do I exactly enter the coords?
11:03<Eddi|zuHause2>help scrollto?
11:03<Chris82>I tried 512x1024
11:04<Chris82>well it says usage scrollto <tile>
11:04<Eddi|zuHause2>well "x" is probably not a good separator
11:04<+glx>it needs tileindex
11:04<Eddi|zuHause2>it most probably works if you use the index
11:04<Eddi|zuHause2>like 0xFFFF
11:05<Chris82>well how should I know the tile index of the center tile?
11:05<Chris82>if I knew it I wouldn't need to scrollto after all
11:05<Eddi|zuHause2>it is (x<<map_x) + y i assume
11:05<+glx>y*size_x + x or x*size_y+y
11:05<Eddi|zuHause2>err... map_y
11:06<Eddi|zuHause2>where size_y = 2^map_y
11:06<+glx>I can't remember the correct one but a little search in code can help
11:07<Eddi|zuHause2>just write the numbers in binary, and then separate them in nibbles
11:08<Noldo>is there something that forbids building ships on a 1kx1k map?
11:08<Eddi|zuHause2>like 512 = (1 0000 0000)_2 and 1024 = (10 0000 0000)_2
11:08<+glx>Noldo: yes your brain
11:08<Noldo>ha ha ha
11:08<Eddi|zuHause2>then concatenate them: (0100 0000 0010 0000 0000)_2
11:08<Eddi|zuHause2>then transform the nibbles to hex
11:09<Noldo>I wanted to test the regional pathfinding
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11:09<Eddi|zuHause2>i think i have miscounted the 0s anyway
11:10<Eddi|zuHause2>512 = (10 0000 0000)_2 and 1024 = (100 0000 0000)_2
11:10<Eddi|zuHause2>(0001 0000 0000 0100 0000 0000)_2
11:10<+glx>!calc o=2;i=10; 512
11:10<_42_>glx: 512;
11:11<Eddi|zuHause2>!calc obase=2; 512
11:11<_42_>Eddi|zuHause2: 1000000000;
11:11<Eddi|zuHause2>!calc obase=16; 512
11:11<_42_>Eddi|zuHause2: 200;
11:12<Eddi|zuHause2>but i have a feeling that the tile with y=1024 does not exist on a 1024x1024 map
11:12<Chris82>well just tried to calculate it that way but I don't get the right numbers, I'll see if I can find some hints in the code
11:13<Chris82>it does exist
11:13<Eddi|zuHause2>so what you really wanted to calculate might have been the tile 512x1023
11:13<Chris82>scrollto 1024 jumps to tile 0 x 0
11:13<Chris82>on a 1024x2048 map
11:14<Chris82>0 x 0 == 0x0000
11:14<Chris82>it's the upper corner
11:14<Eddi|zuHause2>use the query tool, it gives both the coordinates and the tileindex
11:15<Chris82>I did it says 0x0000
11:15<Eddi|zuHause2>so scrollto 1024 should either scroll to 0 x 1024 or 1 x 0
11:15<Eddi|zuHause2>or reverse
11:16<Eddi|zuHause2>depending on wich of the above formulas are used
11:16<Eddi|zuHause2>is used?
11:16<Chris82>well I just go to the middle where I think it is on the map and query the tile to get closer to the coordinates I look for
11:17<Chris82>that's a lot faster than figuring out what I have to enter for scrollto :p
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11:21<Eddi|zuHause2>it's actually very easy
11:21<Eddi|zuHause2>just query the tile 0x0, and the two tiles next to it
11:21<Eddi|zuHause2>then look at the difference
11:21<Eddi|zuHause2>in one direction the difference is 1
11:22<Eddi|zuHause2>and in the other direction the difference is 2^(map_whatever)
11:22<Eddi|zuHause2>then use half of that difference for the middle
11:22<Eddi|zuHause2>or shift accordingly
11:23<Eddi|zuHause2>for example i now have a 2048x1024 map
11:23<Eddi|zuHause2>the difference in x direction is 1
11:23<Eddi|zuHause2>the difference in y direction is 0x800
11:23<Eddi|zuHause2>so i just scrollto 0x400
11:23<Eddi|zuHause2>and i am at half the x axis
11:24<Chris82>yeah but until I figured that out I am done with my method 10 times already :D I have the middle already, I was 10 tiles close with my guess
11:24<Eddi|zuHause2>or i scrollto 0x10000 (=(0x800<<10)/2), and get half of the y axis
11:25<Chris82>0x100200 is the middle of 1024x2048 map btw
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11:25<Chris82>so each 100 are 512 tiles as a reminder
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12:02<Wolf01>if all will work, this evening i'll try to compile ottd for windows mobile
12:07<Wolf01>good, the ide doesn't support .cpp files
12:07[~]Wolf01 rm -f *
12:07<@peter1138>sounds like a good start
12:10<Wolf01>stupid windows mobile and micro$oft which forbid poor people to develop for it
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12:33<Chris82>hmmm if daylength patch affects cargo payment rates
12:33<Chris82>in which way should it do it?
12:33<Chris82>lower payments or increase payments?
12:35<Wezz6400>if you make daylength longer you will deliver goods very fast and earn a lot of money, so I'd guess decrease it
12:35<Eddi|zuHause>what? lower one-time payments (like when train arrives), and keep monthly/yearly payments
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12:37<Chris82>Wezz6400: Well if I don't change anything specifically you will earn the same as before, no matter what daylength you said
12:38<Chris82>because you get paid per actual time used for delivery not per days in transit as the cargo payment rates graph wrongfully states
12:38<Chris82>you set*
12:39<Eddi|zuHause>Chris82: exactly, that's why you should lower it, because you deliver more often per day/month/year
12:39<Chris82>kk :)
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12:43<Wolf01>ok, about ottd for windows mobile, seem that i found another way to do it, do you will blame me if it will require the compact .net?
12:44<Wolf01>*compact .net framework
12:44<@peter1138>do you will?
12:44<@peter1138>what kind of construct is that supposed to be
12:46<Wolf01>is when you start typing, then delete a part of the sentence, talk with some other people and restart to type without read what yoi are writing
12:48<@peter1138>ah, that kind
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13:46<Priski>windows mobile?
13:46<Wolf01>yes, why not?
13:48<Priski>what kind of hardware does that kind of OS(?) mostly use, does they have touchscreens or buttons?
13:49<Wolf01>arm 300mhz, 64-96-128mb of ram and touch screen
13:51<Priski>how would touchscreen work in OTTD? like with current ctrl+click actions etc
13:52<Wolf01>no, simple click
13:52<Priski>simple click?
13:52<Wolf01>for ctrl+click you may use an hardware button
13:52<Wolf01>and often they have a directional pad
13:53<Wolf01>good to scroll the map
13:54<Priski>that could work but somehow i dont really feel comfortable with idea
13:54<Wolf01>is more a challenge, but if exists sim city 2000 for ppc why not ottd?
13:56<Wolf01>if somebody else wants to try:
13:56<Wolf01>this is a guide to compile for windows mobile with free MS softwares
13:56<Wolf01>without using visual studio
14:00<Priski>well OTTD is relatively easy to compile on many different os's, so maybe it would fit quite painlessly somehow, but don't know
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15:13<Wolf01>whooo compiled!
15:18<Wolf01>csc /noconfig /nostdlib /r:n:\mscorlib.dll /r:n:\system.dll /r:n:\system.drawing.dll /r:n:\ /target:winexe source.cs
15:18<Wolf01>i think is better to have a makefile :)
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15:34<RichK67>hi all
15:34<RichK67>any newgrf experts out there??? (kicks dalestan ;) )
15:35<DaleStan>What's up, RichK67?
15:35<RichK67>im having problems with a combination sprite
15:35<RichK67>the upper white layers come out all dark and blotchy
15:35<RichK67>here is the newgr:
15:36<Wolf01>ok, compiling "hello world" is easy.. openttd is a looooot to much
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15:36<RichK67>damn - it wont cut/paste
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15:37<RichK67>Middle runway X with 04 number
15:37<DaleStan>Combination sprite? Is that an OpenTTD term?
15:37<RichK67>3D 04 00 80
15:37<RichK67>0C 02 00 08 12 00 41 04 00 00 // 0 in NE direction
15:37<RichK67>0A 07 00 07 0C 00 45 04 00 00 // 4 in NE direction
15:37<RichK67>00 0F 00 10 01 06 68 8A 00 80 // fence south
15:38<RichK67>043D is a basic ground sprite
15:38<RichK67>0441 is a white 0 that will number the runway
15:38<RichK67>0445 is a white 4
15:38<RichK67>the fence is drawn ok
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15:39<RichK67>but the two numbers come out looking like they are drawn like with a "disabled" mesh over them... all spotty
15:41<RichK67>DaleStan: what i mean by combination sprite is that it is more than a single sprite reference, used in a sprite layout prop 09
15:42<RichK67>(as you probably could have guessed)
15:43<@peter1138>i couldn't
15:44<@peter1138>what's a sprite layout prop 09 then?
15:44<DaleStan>It's often a bad idea to have <xofs>+<xextent> or <yofs>+<yextent> exceed 10h. Are you sure Open supports that?
15:44<DaleStan>Rich's referring to the <data#> block of a station prop 09.
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15:45<RichK67>well that works... its just the colour... does the last byte indicate the colour?
15:45<RichK67>i changed it from 00 to 01, and the number is now drawn in purple!
15:47<DaleStan>Bits 16..29 sprite number reference a recolor sprite, but they should be ignored, since bits 14 and 15 are clear.
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15:47<RichK67>so should i set bit 15 (CC) ?
15:50<DaleStan>If you want CC translation, then yes.
15:50<RichK67>i just want the graphic to not appear as mush... it still does with 15 set
15:53<RichK67>in theory, i reckon the last 4 bytes should be 41840080 ... ie use RRRR=0080, CC, and sprite 0441... but that for some reason picks a sprite from the normal openttd graphic set
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15:54<RichK67>if i set it to 41 04 00 00, it shows the number as if diffused (not transparency... as i said.. more mushy)
15:55<DaleStan>"With bit 31 set, this sprite will refer to a TTD sprite, not the action 1 sprite."
15:55<RichK67>ok, so what do i set here... its incredibly frustrating, as the docs dont give a clear example like this
15:57<RichK67>or rather, the example they give is (other than sprite number) basically identical, and it dont work for my graphics
15:59<DaleStan>Except that your graphics are extend beyond the tile area, and the example does not.
16:00<RichK67>which isnt documented.....
16:01<RichK67>nope - recoded to within the area... no change
16:03<CIA-1>OpenTTD: rubidium * r10754 /trunk/src/oldpool.h: -Fix: MorphOS does not like sizeof in the templated pool item class, so use the item size that is set in the pool.
16:03<DaleStan>Assuming that there's another 80 after "80 // fence south", I'd suggest coding it up to draw a rail station tile, and testing in Patch and/or making a bug report.
16:04<RichK67>its part of an airport - testing in patch wont work
16:04<RichK67>ahh... sorrt
16:04<RichK67>sorry - misread first part... recode as action0station
16:06<CIA-1>OpenTTD: rubidium * r10755 /trunk/src/ (misc_gui.cpp strings.cpp town.h town_cmd.cpp town_gui.cpp): -Codechange: make the town struct use the pool item class as super class.
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16:19<CIA-1>OpenTTD: rubidium * r10756 /trunk/src/ (6 files in 2 dirs): -Codechange: use vehicle->IsValid in favour of IsValidVehicle(vehicle).
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16:25<RichK67>DaleStan: could you test this Action0Station version in Patch - i dont have a working patch installation
16:26<RichK67>(btw as newstation, it produces the same effect in OTTD as when a newgrfport)
16:27<skidd13>Rubidium: I changed the stuff you complaint about in FS 1090. Should I really split the bridge stuff into an extra patch?
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16:56<RichK67>aha... i just tried placing a helistation, as that has the Hs as precisely the overlays i want.... and they also come out yicky
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17:02<DaleStan>RichK67: It doesn't work in Patch either, but in a different way. Your prop 0E's not valid for stations, and you're lying about the size of the bounding box.
17:03<DaleStan>In any case, it appears there's either an encoding bug or a drawing bug with #FFFFFF in sprites with a compression of 09. Use #FCFCFC instead. (That'll make grfcodec happier too.)
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17:04<RichK67>turns out my first sprite coding was correct (set all extents to 00)
17:05<RichK67>OTTD trunk isnt drawing the helistation correctly
17:05<RichK67>so the reason i couldnt debug mine was that it was right..ish
17:05<RichK67>anyway, how do use fcfcfc instead?
17:06<RichK67>do i use ...
17:07<RichK67>my prop 0E works fine on OTTD newstations
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17:14<DaleStan><RichK67> anyway, how do use fcfcfc instead? <-- It depends on how you select a user-defined color in your program of choice. Tell it you want to be drawing with the color FCFCFC. If you're using SpriteEdit or similar, it's color index 0F.
17:15<RichK67>ahh... so you mean using white in TTDP has a bug? pretty serious
17:16<DaleStan>No. In Open. I can't get TTDPatch to draw those sprites.
17:16<RichK67>btw... i just used my newstation version in v0.5.0 and it worked 100% AoK
17:18<RichK67>OTTD seems to draw white when it needs to here... prop0E in TTDP is hardcoded to only allow spritedata of 00-07, whereas OTTD doesnt force that restriction
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17:19<RichK67>my layout uses 10 different spritedata (what i call combination sprites - since the combine sprites together), so patch wont like it
17:20<RichK67>but since its for NewGRF FSMports, their prop0E can be coded with no 00-07 restriction
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17:23<DaleStan>Oh *thot* Prop 09 allows up to 65536 tiles, but can prop 0E can reference tiles numbered beyond FF?
17:23<DaleStan>(decimal/hex mixing for extra fun and games.)
17:24<RichK67>looks like tile is a byte
17:25<DaleStan>In Patch, you use callback 14 to access the higher-numbered tiles.
17:26<DaleStan>And yes. It seems that 0.5.x draws the sprites correctly, but the nightlies do not.
17:27<RichK67>ooh... ugly hack... extended byte would be clearer... especially given how few newgrfs are out there with layouts
17:27<RichK67>its not like the whole world has to rewrite a ton of them
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17:27<RichK67>yeah... definitely a nightly bug
17:28<RichK67>havent checked 0.5.2rc3 though
17:28<Rubidium>my guess is the major 16k -> 16M sprite change
17:28<DaleStan>ITYM 0.5.3RC2? I just did. It's OK there.
17:29<RichK67>hi Rubidium.... i cant seem to connect to .tgp.... can you kick/kill off RichK_ that is lingering in there
17:31<DaleStan>Breaking changes to the spec aren't allowed, but (1) The newairports spec isn't publicly documented yet, and (2) any Patch-compatible prop 0Es will only contain 00/02/04/06 anyway.
17:32<Eddi|zuHause>i would not finalise the specs until the implementation is finished ;)
17:32<Rubidium>he's probably using another feature id, which will be roughly comparable to newstations on some parts, so the specs won't be broken
17:33<CIA-1>OpenTTD: rubidium * r10757 /trunk/src/ (engine.cpp engine.h): -Codechange: make the engine renew struct use the pool item class as super class.
17:33<RichK67>mine would need a special prop 0E anyway... i need to have a flag that says "build this on water", so each position was going to 2 bytes anyway ... ie <flags> <tiletype>
17:34<CIA-1>OpenTTD: rubidium * r10758 /trunk/src/ (7 files): -Codechange: make the depot struct use the pool item class as super class.
17:34<RichK67>this is so you can build a port that is half in half out of water... ie. a hovercraft port where they come up onto "land" to their terminal
17:35<Priski>Rubidium is rewriting memory pool code?
17:36<DaleStan>I still don't like having a prop 0E without the concept of "platforms" to provide some sort of rotational anchor.
17:36<Rubidium>Priski: not really, rather removing a lot of duplication and making it a little bit more maintainable
17:37<Rubidium>the real rewrite is not even related to these changes
17:37<Rubidium>as the pool itself is not changed, nor is the pool code
17:37<RichK67>well, how else would you suggest i define the graphics layout of the airport... is the problem just calling it prop 0E?
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17:37<kaan>evening all :)
17:37<Rubidium>the only thing that changes is the removal of a lot of duplicate code
17:38<Eddi|zuHause>what is actually holding back the new pools?
17:38<Eddi|zuHause>i mean they are like pending for 2 years at least
17:38<Rubidium>the code not being finished
17:38<Priski>I was just watching what was happening latest trunk commits and you did lots of commints on pool code, but yeah, OO-style coding is good thing :)
17:38<Rubidium>requirement changes every few months
17:39<Rubidium>a dev without much time
17:39<+glx>he codes only in trains
17:39<RichK67>nah.... its purely work to keep the patch writers on their toes keeping up to date ;)
17:41<Eddi|zuHause>he does not seem to ride a lot of trains then :p
17:43<DaleStan>No, the problem is that the first two bytes of the station prop 0E spec are <platform-length> and <num-platforms>.
17:44<RichK67>yeah, x by y
17:45<RichK67>what does it matter what prop 0E is within action00 04, when im defining prop 0E in action 00 0D
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18:22<CIA-1>OpenTTD: rubidium * r10759 /trunk/src/ (6 files in 2 dirs): -Codechange: make the industry struct use the pool item class as super class.
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18:40<CIA-1>OpenTTD: rubidium * r10760 /trunk/src/ (order.h order_cmd.cpp): -Codechange: make the order struct use the pool item class as super class.
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21:21<CIA-1>OpenTTD: glx * r10761 /trunk/src/ (gfx.cpp os/macosx/splash.cpp video/win32_v.cpp): -Fix (FS#1101, r10216): _pal_last_dirty changed to _pal_count_dirty without updating, so it was of by one
21:22<Phazorx>is there a reason why RVs can not pass each other at bridgeheads and tunnel entrances ?
21:22<Phazorx>these tiles breake overtaking sequence
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---Logclosed Fri Aug 03 00:00:19 2007