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#openttd IRC Logs for 2007-10-22

---Logopened Mon Oct 22 00:00:44 2007
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03:17<Ammler>good morning
03:17<Ammler>openttd: /home/ottdcoop/svn-public/src/town_map.h:168: bool IsHouseCompleted(TileIndex): Assertion `IsTileType(t, MP_HOUSE)' failed.
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03:59<dihedral>join
03:59<dihedral>ed
03:59<dihedral>:-)
04:03<@TrueBrain>very good, your first words
04:03<@TrueBrain>we are so proud at you
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04:12<dihedral>lol
04:12[~]dihedral greets Ammler
04:12<dihedral>TrueBrain: would you be able to help me with this 'move clients to company' stuff?
04:12<@TrueBrain>who knows!
04:13<dihedral>:-P
04:13<dihedral>nobody else but you
04:13<@TrueBrain>good point you have there
04:13<@TrueBrain>and, if I may say so, an interesting one
04:14<dihedral>you may
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04:14<@TrueBrain>YES!
04:14<@TrueBrain>always wanted to do that
04:14<@TrueBrain>now I finally was allowed
04:14[~]TrueBrain celebrates
04:14<dihedral>:-P
04:14[~]dihedral rofls
04:14<dihedral>do i need to do a full PACKET_SERVER_<something> and PACKET_CLIENT_<something> ?
04:15<dihedral>or am i going in the wrong direction there?
04:16<@TrueBrain>depends on what you want
04:16<@TrueBrain>do you want to be able to move a player mid-game?
04:17<@TrueBrain>or is it on-join only, that you want to force a company?
04:17<dihedral>mid game
04:17<dihedral>so it could also be used as 'penalty'...
04:18<dihedral>moved to 255 for 5 mins or so :-P
04:18<@TrueBrain>hmm
04:18<@TrueBrain>would need a PACKET_CLIENT I guess
04:18<dihedral>right
04:18<dihedral>and a how to send, and how to receive
04:18<@TrueBrain>network_client.cpp :p
04:18<@TrueBrain>check an other packet
04:19<dihedral>and why does NetworkUpdateClientInfo() not do the trick?
04:20<@TrueBrain>we had that talk
04:20<dihedral>i though it sends the info to ALL clients
04:20<@TrueBrain>but feel free to try
04:20<dihedral>no - just to understand why it does not work
04:20<@TrueBrain>ClientInfo doesn't do ANYTHING real in the game
04:20<dihedral>ah - nvm
04:20<@TrueBrain>just a GUI stuff
04:20<dihedral>heh
04:20<dihedral>k
04:21<@TrueBrain>you need to alter _local_player
04:21<dihedral>heh - that is good to know
04:21<@TrueBrain>(of course you ALSO need to send the ClientInfo update packet)
04:21<@TrueBrain>but that is for all the other clients
04:22<dihedral>ah - so the actual client being moved gets the PACKET_CLIENT command
04:22<dihedral>and only that client
04:22<@TrueBrain>yup
04:22<@TrueBrain>or find an other way
04:22<dihedral>lol
04:23<dihedral>thank you TrueBrain
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04:25[~]dihedral greets Ammler _again_
04:25<dihedral>:-P
04:26<Ammler>good morning (again?)
04:26<Ammler>uhm, have problems with my irc client
04:26<dihedral>heh
04:26<dihedral>i am at school - working on the company pw thing
04:27<dihedral>and then i shall have a look at moving clients around
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04:28<Ammler>dihedral: http://wiki.openttd.org/index.php/WWOTTDGD1#Development_Roadmap
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04:28<dihedral>nice....
04:29<Ammler>just that we don't loose the goal with all the ideas etc...
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04:29<Ammler>hmm, please edit/add/delete...
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04:32<dihedral>just have :-)
04:32<Gekz>I like rice.
04:32<dihedral>good for you
04:32<dihedral>eat some
04:33<Gekz>I actually hate rice
04:33<Gekz>I like pasta.
04:33<Ammler>I like maionasse
04:33<Gekz>mayonaise?
04:33<Ammler>yes, its fine..
04:34<Gekz>lol
04:34<Gekz>try to eat 5L of it
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04:44<dihedral>Ammler: 5 loeffel :-P
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04:46<Ammler>hehe, hmm Gekz, what does 5L mean?
04:46<Gekz>5 litres.
04:46<Ammler>omg, that much :)
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07:09<dihedral>i can fetch and set _network_player_info[index].password
07:09<dihedral>yet not _network_player_info[index].company_name
07:09<dihedral>?
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07:25[~]dihedral is confusled
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07:29<Sacro>grrr
07:33<dihedral>che?
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---Logclosed Mon Oct 22 08:31:11 2007
---Logopened Mon Oct 22 08:31:13 2007
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08:59[~]dihedral greets osai
08:59<dihedral>you asked a question yesterday i bl
08:59<Osai>yep
08:59<dihedral>believe
08:59<dihedral>what was it...?
09:00<Osai>whether the effect of watching the thumbnails in your blog is a plugin or a feature of wp2.3
09:00<dihedral>plugin is called lightbox
09:00<Osai>thx
09:00<dihedral>ya welcome :-P
09:01<dihedral>and the stuff that fetches live game data is OpenTTDLib :-)
09:01<MiHaMeK>dihedral: what's your blog address :)
09:02<MiHaMeK>dihedral: ? :)
09:02<dihedral>http://openttd.dihedral.de
09:02<MiHaMeK>danke :)
09:03<Osai>dihedral: I had a look at OpenTTDLib
09:04<ammler>Osai: take the dev version
09:04<dihedral>:-)
09:04<ammler>it has support for newgrfs too
09:04<dihedral>i should find the time after wwottdgd to finish the documentation
09:04<Osai>actually we use ottd_server_info
09:05<dihedral>wich generates those images
09:05<dihedral>i am going to include the image generation after the next release
09:06<Osai>did you integrate the server info into the blog?
09:06<Osai>I mean those pages
09:06<dihedral>yep
09:06<Osai>server details
09:06<Osai>not the sidebar
09:07<dihedral>http://openttd.dihedral.de/servers/wwottdgd/
09:07<dihedral>need to click on the server name
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09:08<dihedral>Osai: the grf's on that page are cached
09:08<dihedral>basically OpenTTDLib checks in an xml file if the grf id and md5sum pair is stored in it..
09:09<dihedral>if yes, it takes the name from the xml file, if no, it will query the server
09:09<Osai>and the server info in the sidebar is cached as well?
09:09<dihedral>after querying the server, it updates the xml file
09:09<dihedral>osai: the grf's are the only things cached
09:10<dihedral>as grf id and md5sum pairs to the corresponding names will never change
09:10<Osai>because we had some problems with live server data in the sidebar at the openttdcoop blog
09:10<Osai>I wrote a seperate update/cache script
09:10<Osai>separate*
09:10<dihedral>there is no cache for that data
09:11<Osai>because I took ages to connect and load data from the coop servers
09:11<Osai>which meant in fact a website generation of more than 5 seconds
09:11<dihedral>yes
09:11<dihedral>if it takes that long, something aint rigt
09:11<dihedral>*right
09:11<Osai>therefor I cache the data now
09:12<Osai>and update it every minute instead of every PI
09:12<dihedral>the xml file has the structure to hold game data
09:12<dihedral>though that has not been implemented
09:13<Osai>OpenTTDLib looks really nice
09:13<Osai>I like the server details
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09:19<@Bjarni>greetings morons
09:20<hylje>greetings idiot
09:20[~]hylje bows
09:21[~]dihedral slaps Bjarni
09:21<dihedral>ops
09:21<dihedral>sorry
09:21<dihedral>morons dont understand who they may slap and who not...
09:21[~]Bjarni notes the first person to reply to a message given only to morons
09:21[~]dihedral slaps Bjarni
09:21<dihedral>hmmm... i did it again
09:21<dihedral>sorry
09:22<@Bjarni>in an ideal world nobody would have replied at all since there wouldn't be anybody to greet
09:22<Osai>you sound depressed....
09:22[~]dihedral slaps Bjarni
09:22<@Bjarni>by replying you openly admit to be morons :P
09:22<dihedral>no - i just enjoy having an excuse to be slapping you
09:22[~]dihedral slaps Bjarni
09:23[~]Bjarni slaps dihedral
09:23<@Bjarni>I bet you enjoy this
09:23<@Bjarni>I better stop
09:23<Osai>dihedral: how do you integrate OpenTTDLib into a wp page?
09:23<dihedral>i changed the templates
09:23<dihedral>and added a custom template page
09:24<dihedral>i edited the functions of the templates
09:24<dihedral>added 2 functions
09:24<dihedral>one that only gets info for the sidebar
09:24<dihedral>and one that gets everything
09:25<dihedral>for the detail pages
09:25<dihedral>then i define an array in the sidebar and loop over that (array contains host:port)
09:25<dihedral>calling the function in a try catch
09:26<dihedral>for the detail pages i have a template file that will split the title of the page
09:26<dihedral>so the title of a detail page is host:port
09:26<dihedral>and based on that it will fetch the data and a javascript replaces the title of the page with the name of the server
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09:29<dihedral>Osai: you have a mac, right?
09:29<Osai>yep
09:29<dihedral>what ./configure arguments do you use for compiling ottd?
09:30<dihedral>it always fails on mine with a midi issue
09:30<Osai>which version do you have?
09:30<Osai>os/cpu
09:30<dihedral>10.4 ppc g4
09:31<@Bjarni>the OSX port uses quicktime to play midi so midi issues from other platforms might not affect macs
09:31<dihedral>the lovely 12" aluminum :-D
09:31<@Bjarni>hmm
09:31<@Bjarni>you are saying that you have midi issues on mac?
09:31<dihedral>no - it complains when compiling
09:31<@Bjarni>why haven't I been told?
09:31<@Bjarni>I fixed a midi issue yesterday
09:32<@TrueBrain>ammler: I am glad you like it ;)
09:32<@Bjarni>well... I fixed an issue where it complained in the midi player, but the problem was somewhere else
09:32<dihedral>Bjarni: 11333?
09:32<Osai>hello TrueBrain :>
09:32<dihedral>INT64_MAX' was not declared in this scope
09:32<@TrueBrain>howdie Osai
09:32[~]dihedral greets TrueBrain
09:32<hylje>:>
09:33<@Bjarni>I fixed it in 11325
09:33<dihedral>well - this is 11333
09:33<hylje>bjarnism
09:33<@Bjarni>then it's another issue
09:33<dihedral>no - wait...
09:34<dihedral>hmmm
09:34<Phazorx>http://www.myimg.us/10.22.07/3398.png
09:34<Phazorx>:(
09:34<Phazorx>there are some building that have difference population costs when build/removed
09:34<@Bjarni>that's a small town
09:34<@TrueBrain>Phazorx: and, was the desert any useful?
09:34<Phazorx>TrueBrain: have not tried it
09:34<dihedral>LOL
09:34<@TrueBrain>:p
09:34<Phazorx>dealing with this thing atm
09:35<@TrueBrain>Phazorx: that explains the negative values too, I guess
09:35<Phazorx>TrueBrain: that explains how it get to be negatve
09:35<Phazorx>but not why
09:35<@Bjarni>maybe the citizen smells and makes everybody else run away as fast as possible
09:35<@Bjarni>leaving empty houses behind
09:35<Phazorx>Bjarni: that's england not belgium :)
09:35<dihedral>ROFL
09:36<@Bjarni>maybe there is a new outbreak of myasma (or however you spell it)
09:36<@Bjarni>*miashma...
09:36<@Bjarni>something like that
09:36<Phazorx>ahh... i know why
09:36<Phazorx>new game was released recently
09:36<Phazorx>hellbreak in london?
09:36<Phazorx>or soemtihng like that...
09:37<Phazorx>obviously they went a bit trigger happy there
09:37<Phazorx>but anwyay... since this is relevant to #wwottdgd would be nice to know the cure
09:37<Phazorx>since i tried resetting towns
09:37<Phazorx>ut they grew these building again after some time
09:37<@Bjarni>well, they had a problem in London where they thought that the smell of.. well.. poop combined with the fog made people ill so they built a sewer system to get rid of the smell and everybody got well so they had proven that theory
09:37<@TrueBrain>I can't really find what causes it
09:38<@TrueBrain>I guess you have to ask Belugas or Maedhros or maybe Rubidium or glx :p
09:38<@Bjarni>they later learned that the real reason why they got well afterwards was because they started to protect their drinking water from becoming contaminated
09:38<@Bjarni>anyway before the solution was found, everybody left London if they could
09:38<@Bjarni>because people died
09:39<@Bjarni>dihedral: well... back to that midi issue... I can compile just fine in head revision. No midi issues
09:43<dihedral>i'll give it a go
09:49<Phazorx>http://www.myimg.us/10.22.07/3399.png
09:49<Phazorx>is that one - default TTD building?
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10:04<@TrueBrain>pompiedom
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10:07<SpComb>du da du da du da
10:09<dihedral>ich hier ich hier ich hier
10:10<Osai>lol oO
10:10<@TrueBrain>I hate German
10:10<dihedral>me here me here me here
10:14<Phazorx>Osai did you get midi thing resolved?
10:15<Osai>yeah
10:15<Osai>works fine with r11333
10:16<dihedral>yep - worked for me too this time round
10:16<dihedral>thanks Bjarni
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10:22[~]Phazorx pings Belugas or Maedhros or maybe Rubidium or glx
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10:24<Phazorx>TrueBrain: i get assert now when trying to join to #openttdcoop.dev server
10:24<Phazorx>Vehicles: failed loading savegame: too many vehicles
10:24<@TrueBrain>poor Phazorx
10:25<@TrueBrain>are you all using the same patch?
10:25<Phazorx>openttd.cpp:110
10:25<Phazorx>unless you chnaged it between 3 and 4 AM today - yes
10:25<Phazorx>cuz 1st i updated serevr then my client
10:25<@TrueBrain>no idea
10:25<@TrueBrain>will check later what can cause it
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10:28<@TrueBrain>Phazorx: really, the only thing I can think up, is that the savegame is of an older patch
10:29<Phazorx>TrueBrain: i restarted the game
10:29<Phazorx>and i played it before
10:29<Phazorx>restarting meaning it is a new game with your v2.3
10:31<Phazorx>probably is my bad
10:31<Phazorx>i have way to many patched revisions
10:32<dasy2k1>most of the time if you have loads of paches in its best to do a clean DL
10:32<dasy2k1>then repach everything you want in again
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10:35<@TrueBrain>Phazorx: it here all works just fine
10:35<@TrueBrain>(with ONLY my patch applied)
10:37<@TrueBrain>funny side-effect: you can enter depots of the global company ;)
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10:40<Phazorx>TrueBrain: as long as one can exit them is fine
10:40<hylje>global company?
10:40<Phazorx>TrueBrain: can uses use these depots tho?
10:40<@TrueBrain>Phazorx: no
10:41<@TrueBrain>they can only service in them
10:41<Phazorx>interesting
10:48<Phazorx>TrueBrain: a feature request
10:48<Phazorx>company should be only stop/reverse/bypass signals on it's own tracks
10:49<@TrueBrain>Phazorx: then nobody can control them on global track, so I guess that is a bad idea
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10:50<Phazorx>very good idea
10:50<Phazorx>if you can stop/reverse = jam
10:50<Phazorx>skip signal = crash
10:50<@TrueBrain>but if something goes wrong on a junction, nobody can control it
10:50<Phazorx>define something goes wrong on a junction ?
10:50<@TrueBrain>say a train gets stucked
10:51<@TrueBrain>you can't stop nor reverse such trains
10:51<Phazorx>i'd really like to see that situation
10:51<@TrueBrain>if you played a bit coop, you should have seen plenty :)
10:51<Phazorx>global company can deal with that with tracks
10:51<Phazorx>i have seen stuck trains
10:51<Phazorx>but i would not touch it to fix it
10:51<Phazorx>only tracks
10:51<@TrueBrain>k, will see what I can do
10:52<Phazorx>may be global should have some control?
10:52<@TrueBrain>would increase complexity with factor 2 to 3
10:53<Phazorx>ugly
10:57<@TrueBrain>Phazorx: reload v2
10:57<@TrueBrain>non-global can't skip red, reverse, and something else I can't remember
10:57<@TrueBrain>hmm
10:58<@TrueBrain>ah, start/stop
10:58<@TrueBrain>when the owner of the train doesn't match the owner of the tile
10:58<Phazorx>perfect
10:58<Phazorx>that is save-safe ?
10:58<@TrueBrain>this most likely means you can't get your train out of a depot :p
10:58<@TrueBrain>100%
10:58<Phazorx>TrueBrain: elaborate on that plz ?
10:59<@TrueBrain>you can't start/stop when the tile isn't the same owner as the train
10:59<@TrueBrain>depots tend to have that
10:59<Phazorx>(by save-safe i mean prior saves can be reloaded
10:59<@TrueBrain>Phazorx: yes
10:59<@TrueBrain>btw, it doesn't block on GUI
10:59<@TrueBrain>you get an error on pressing
10:59<Phazorx>hmm... it says soemthing there tho ?
10:59<@TrueBrain>error :p
10:59<Phazorx>i mean it is descriptive error
11:00<@TrueBrain>yes
11:00<@TrueBrain>let me fix the GUI
11:00<Phazorx>hang on
11:00<Phazorx>can depots be controled a bit ?
11:00<@TrueBrain>tricky
11:00<Phazorx>it would be nice to be able to release your trains
11:00<Phazorx>or they are gonna stay there captured forever
11:01<Phazorx>i guess no depots for global fixes that ?
11:01<@TrueBrain>k, I can't disable it for GUI
11:01<@TrueBrain>so you just get an error :p
11:02<@TrueBrain>Phazorx: I think that is the only real fix ;)
11:02<Phazorx>hmm... fancy
11:02<@TrueBrain>k, found a simple way
11:02<@TrueBrain>depots are usable
11:02<Phazorx>what about cargo ownership at global stations?
11:03<Phazorx>does cargo actualy have an owner?
11:03<@TrueBrain>nope
11:03<@TrueBrain>why should it?
11:03<@TrueBrain>it only has 'transfer' information, per owner
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11:03<Phazorx>i see
11:04<Phazorx>i'm trying to figure out what actualy happens when A unloads cargo at globa sttaion
11:04<Phazorx>with unload order
11:04<Phazorx>and B want to pick it up
11:04<@TrueBrain>cargo is then owned by global
11:04<Phazorx>can B get it ?
11:04<@TrueBrain>yes
11:04<@TrueBrain>and he 100% owns it
11:04<Phazorx>what will be source to be payed for in that case?
11:04<@TrueBrain>from where A picked it up
11:04<Phazorx>okay
11:05<Phazorx>and if instead of unloading it trasnfers?
11:05<@TrueBrain>then everyone gets its share
11:05<Phazorx>same origina but different transfer credit?
11:05<@TrueBrain>yup
11:05<Phazorx>kewl
11:05<@TrueBrain>yup
11:05<Phazorx>testing that :)
11:06<@TrueBrain>enjoy
11:06<Phazorx>heh so depots will stay off limits ?
11:06<@TrueBrain>no, they are fixed
11:06<@TrueBrain>if I update my diff that is
11:07<@TrueBrain>reload it
11:07<@TrueBrain>you can start/stop in depots now
11:07|-|skidd13 [~skidd13@p548A53AD.dip.t-dialin.net] has joined #openttd
11:07<skidd13>Hi
11:07<@TrueBrain>hi
11:08<Phazorx>TrueBrain: perfect
11:08<Phazorx>i guess it is a good idea to have signal right after depot
11:08<@TrueBrain>why? A depot has an internal signal
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11:09<Phazorx>but you can skip red as owner
11:09<Phazorx>and crash
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11:09<@TrueBrain>not in depots of global
11:09<@TrueBrain>you can only start/stop
11:09<Phazorx>ahh
11:09<Phazorx>in that case perfeoct
11:09<Phazorx>i was thinking you still have all that functionality tied
11:10<@TrueBrain>try it out ;)
11:12<Phazorx>well... any more features coming?
11:12<@TrueBrain>nope :p
11:13<Phazorx>need a version bump then :)
11:13<@TrueBrain>what do you mean?
11:13<Phazorx>v3
11:13<@TrueBrain>why?
11:13<skidd13>Am I correct? UINT32_MAX == 0xFFFFFFFFU
11:13<@TrueBrain>skidd13: -1, yes :p
11:13<Phazorx>TrueBrain: i kidna like idea of changes to be reflected in name
11:13<Phazorx>so it is less confusing
11:14<@TrueBrain>Phazorx: oh, like that. I just bumped it when the savegame changed :)
11:14<skidd13>TrueBrain: -1 ?
11:14<Phazorx>there is a reason why it is r11337 and not v0.6beta
11:14<@TrueBrain>Phazorx: v3 is there
11:14<Phazorx>thanks
11:14<@TrueBrain>Phazorx: you are 100% right :)
11:14<@TrueBrain>skidd13: (uint32)((int32)-1) = 0xFFFFFFFF
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11:15<@TrueBrain>so, (uint32)-1
11:15<@TrueBrain>which is UINT32_MAX
11:15<skidd13>Ok, thanks
11:15<@TrueBrain>(computers work with two-complement, where (byte)-1 is defined as 0xFF)
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11:16<ammler>[18:16] <Phazorx> there is a reason why it is r11337 and not v0.6beta <-- hmm?
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11:16<ammler>:)
11:17<ammler>glx / skidd13: http://bugs.openttd.org/task/1361
11:17<Phazorx>ammler: that's why there are dozens of querstions about your updated updates
11:18<ammler>:)
11:18<Phazorx>you change content w/o chaging name
11:18<Phazorx>so people who already ahve it assume they have it
11:18<+glx>ammler: you didn't try to draw bigger flags?
11:18<skidd13>TrueBrain: I'm thinking over the syncronisation of mersenne. As far as I can see the pointer needs mostly to be synced. Only if the pointer runs out of the array we need to sync the seed (of cause at beginning and at save too).
11:18<ammler>glx: I can't draw
11:19<skidd13>ammler: I prefer the one without the whites
11:19<ammler>I tried to take the flags from famfamfam, but doesn't look nice
11:19<ammler>ah, really
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11:30<@TrueBrain>skidd13: remember you can't compare pointers, if that is what you mean
11:30<@TrueBrain>only content can be compared
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11:34<skidd13>I meant the position of the pointer in the array.
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11:36<Phazorx>TrueBrain: works fine
11:37<Phazorx>we already came up with a tactic if non global company trys to block SL with queue of traisn even
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11:41<Ammler>Phazorx: cache depot
11:41|-||Bastiaan| [~kvirc@ip87-205-173-82.adsl2.versatel.nl] has joined #openttd
11:42<Ammler>or helping him to build his SL right :)
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11:43<Ammler>It would also be fun, if every region has a kind of industry missing and would need to get it from an other...
11:44<Ammler>!s/industry/cargo/
11:45<Phazorx>Ammler: capture depot
11:45<Phazorx>Ammler: if you can disable industry spawning - can be done
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11:45<Phazorx>but that puts a lot more pressuire on global
11:45<Phazorx>since they need to have global transport of everything
11:46<Phazorx>good diea tho
11:46<Phazorx>but with PBI - will be very challenging
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11:48<Kommer>yes, but you will need a lot of ppl in the global company then to provide everything
11:48<hylje>hm?
11:48<Kommer>or the global company will only supply connections between the regions, and only to the borders
11:49<Phazorx>Kommer: that splits functionaliy of global then
11:49<Phazorx>instead onf one unified network
11:49<Phazorx>you get many
11:49<Phazorx>as well as one big for goods/pax (prtobably later and based on ice/transrapids
11:49<Phazorx>hylje: we are talkign about shared patch for #wwottdgd game
11:49<hylje>subsidiary liek?
11:50<Phazorx>shared global tracks
11:50<Phazorx>kinda
11:50<Phazorx>check #openttdcoop.dev
11:50<Wolf01>hello
11:50<Phazorx>hey Wolf01
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11:50<Phazorx>dihedral told me to ask you how grf thing going
12:03<CIA-5>OpenTTD: rubidium * r11338 /trunk/src/openttd.cpp: -Fix [FS#1359]: water tiles not at sealevel (i.e. canals) should not be owned by water as that signals normal water.
12:04<Phazorx>Rubidium: got TTRs/houses questions
12:04<@Rubidium>nice for you ;)
12:04<Phazorx>Rubidium: care to look at it?
12:05<Phazorx>http://www.myimg.us/10.22.07/3399.png
12:05<hylje>haha
12:05<hylje>integer underflow
12:06<Phazorx>yes... and building that have mroe citizen in then when you delete them than when you build them
12:07<Phazorx>hylje: http://www.myimg.us/10.22.07/3398.png
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12:08<Phazorx>zombi city
12:08<hylje>poor alive person
12:09<@Bjarni>I knew it
12:10<@Bjarni>city dwellers all act like zombies
12:11<hylje>hence mass transit
12:13<Ammler>not zombi, just children, that why there are more on demolishing...
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12:14<Ammler>plain realism.... :)
12:15<Ammler>whats a "Volkszählung" in english?
12:15<Ammler>census?
12:16<Ammler>is needed after demolishing a house...
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12:52[~]Phazorx pings TrueBrain
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12:56[~]TrueBrain hates pings without reason
12:57<Phazorx>there are 2 reasons
12:57<Phazorx>patch related
12:57<Phazorx>1st stopping takes time
12:57<Phazorx>a player can stop a rtrain right before entering global tracks
12:58<Phazorx>and it rolls in and stops in global
12:58<Phazorx>so it can not be started again
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12:58<Phazorx>reason number relevant as well, a player can ignore 1st signal on global track
12:58<@TrueBrain>Phazorx: told you it wasn't a good idea ;)
12:59<@TrueBrain>it indeed can, the ignore penalty works for N ticks
12:59<Phazorx>yeah well stopping trains on not owned tracks is still not a really good thing
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12:59<@TrueBrain>the latter is unfixable for Saturday
12:59<@TrueBrain>the other I can fix
12:59<Phazorx>signals can be dealt with if i put 2 of them
13:00<Phazorx>so 2 signals on entry makes it more fool proof
13:00<@TrueBrain>or place the signal not on the first, but on the second tile
13:00<@TrueBrain>problem solved too
13:00<Ammler>there is no reason for forbid trains to start on global track, is there?
13:00<@TrueBrain>Ammler: exactly that I just changed
13:00<@TrueBrain>starting can, stopping can't
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13:00<dihedral>heya
13:01<@TrueBrain>oh, it is him again
13:01<@TrueBrain>:p :p
13:01<dihedral>i really like your patch
13:01<@TrueBrain>that makes me happy :)
13:01<dihedral>but it desyncs
13:01<@TrueBrain>that doesn't :p
13:02<dihedral>:-P
13:02<@TrueBrain>Phazorx: v4 is up, fixed the start/stop problem
13:02<dihedral>when i stop a train in a shared block
13:02<Phazorx>TrueBrain: let us find more issues 1st :)
13:02<Phazorx>thansk tho
13:02<dihedral>TrueBrain: could you disable the 'ignore signal' button for train on shared tracks?
13:03<@TrueBrain>dihedral: you were telling me about the desync
13:03<dihedral>yes
13:03<@TrueBrain>and you were very unclear, I was hoping you continued
13:03<Phazorx>TrueBrain: he cant compile really on his mac
13:03<dihedral>it's fine
13:03<dihedral>it workes
13:03<Phazorx>for 10 second
13:03<@TrueBrain>really, this discusion isn't really clear
13:03<dihedral>when i stop a train
13:03<dihedral>my train
13:03<dihedral>in Phazorx station
13:04<Phazorx>that is "global" station
13:04<dihedral>_my_ train in _Phazorx_ station
13:04<@TrueBrain>dihedral: I read you the first time
13:04<dihedral>just being _clear_ :-D
13:04<dihedral>my client will desync
13:04<Phazorx>and only his
13:05<@TrueBrain>and if you continue talking this slow, I just go and do my other work
13:05<Phazorx>if Kommer does same he does not
13:05<dihedral>actually my client in my company, and my other client as spectator
13:05<@TrueBrain>dihedral: can you stop your train on normal rail?
13:05<dihedral>both desync at the same time
13:05<@TrueBrain>(shared normal rail)
13:05<dihedral>i'll give that a try
13:07<dihedral>that desyncs me too
13:07<dihedral>but it takes a few seconds
13:07<@TrueBrain>okay, how am I going to put this nicely...
13:08<dihedral>:-S
13:08<@TrueBrain>please, go away, and don't come back with any more 'bug' reports, until you all use the same patch version
13:08<@TrueBrain>this is just wasting my time :p
13:08<dihedral>sorry - only knew of the one
13:08<@TrueBrain>yeah, no problem, but it is annoying :p
13:09<@TrueBrain>you just don't have v3 loaded :p
13:09<@Rubidium>TrueBrain: you better change some stuff in rev.cpp.in each patch ;)
13:09<@TrueBrain>Rubidium: yeah, I guess... I was in the assumption they were clever enough ;)
13:09<@TrueBrain>hehe
13:09<@TrueBrain>but okay, that truly is my mistake, to think it would be that easy to use the same patch version. It simply isn't, not even for me :)
13:09<@TrueBrain>Phazorx: maybe compile the server with a postfix of the patch-version
13:09<@TrueBrain>dunno
13:10<Phazorx>TrueBrain: he just failed to read the topic in channel
13:10<@TrueBrain>Phazorx: topics aren't the best reference :)
13:10<@Rubidium>Phazorx: people always fail to read what they should read
13:11<@TrueBrain>I myself complained (a lot) about the unreadability of wwottdgd, so I can understand dihedral makes this mistake :)
13:11<dihedral>yes
13:11<dihedral>thanks
13:12<Phazorx>we'll get to single binarey and single GRF pack when we have all ingridients
13:12<dihedral>anyhow - i may manytimes learn that assumptions are BAD
13:12<@TrueBrain>Phazorx: I will make a openttd.org news post by that time :p
13:12<dihedral>and TrueBrain - i never mean to annoy you :-P
13:12<@TrueBrain>no way any sooner :)
13:12<Ammler>hmm, maybe we could pack the grfs also in the ottd build?
13:12<@TrueBrain>dihedral: I know I know :) I just wanted it to sound a bit melodramatic ;)
13:13<dihedral>lol
13:13<@TrueBrain>Ammler: the compile-farm allows such actions
13:13<@TrueBrain>(the MiniIN worked via patches and addition grf-files before it was in SVN)
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13:16<qkr>hi all
13:16<@TrueBrain>hi qkr
13:17<qkr>so I want to add a new setting to the patches section, what all files I need to edit?
13:17<dihedral>TrueBrain: did you hear back from the guy who wanted to do a road ai?
13:17<@TrueBrain>qkr: pick a random other patch entry, and search the code
13:17<@TrueBrain>then it is just a matter of following the white rabbit
13:17[~]dihedral was thinking the same
13:17<@TrueBrain>dihedral: of course not :p
13:17<dihedral>lol
13:18<qkr>like say "ai_disable_veh_train" and search that?
13:18<@TrueBrain>qkr: as good as any other
13:18<dihedral>of course one had to pick the longest one available
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13:19<Phazorx>this will be very sad if for #wwottdgd we'll have towns with negative population :(
13:19<Wolf01>oh, time to sell 50 vehicles with one click
13:20<Wolf01>...
13:20<@TrueBrain>Phazorx: a bit weird bug, if you ask me
13:20<qkr>the AI is a bit weak in openttd so as a "fix" I'm gonna add a patch to allow setting modifier for AI vehicle price, like say 80%
13:21<Phazorx>TrueBrain: tell me about it :|
13:21<Ammler>but that is a known one, I remeber to see that some time ago...
13:21<Ammler>Phazorx: did you check bugs.openttd.org?
13:22<Phazorx>Ammler: for?
13:22<Ammler>this underflow thing
13:22<Phazorx>i dont ever recall us hitting any issues like that
13:22<Phazorx>with ttrs and many towns we had in many coop games
13:22<dihedral>Wolf01: how's your sprites coming along?
13:23<Wolf01>you can see the last state in the topic :P
13:23<Phazorx>http://bugs.openttd.org/task/1335
13:23<Phazorx>Ammler:
13:23<qkr>will it break anything if I edit the patches file? like compability with the settings file
13:24<qkr>edit the patches struct I mean
13:24<Phazorx>this is not ChrisIN bug apparently
13:27<@TrueBrain>Phazorx: can you make a test-case, with the exact grf causing it, and on a 64x64 map?
13:27<Phazorx>TrueBrain: no idea how to reproduce it realyably?
13:27<Phazorx>it is TTRS most liekly
13:27<@TrueBrain>64x64 map, and do like you did on the image
13:27<Phazorx>since as can be seen on my screenshot
13:28<@TrueBrain>grow a town, and kill certain buildings
13:28<Phazorx>problem is caused by removal of non ttrs buildings
13:28<Phazorx>but, i use ttrs 0 5
13:28<Phazorx>which means no default buildings
13:28<Phazorx>i have a hinch though
13:29<Phazorx>my map started one day before 1920
13:29<Phazorx>ttrs may not have buildings for before time
13:29<dihedral>i think it does, does it not?
13:29<Ammler>Error: Vehicles: failed loading savegame: too many vehicles
13:29<Ammler>openttd: /home/ottdcoop/svn-devserver/src/openttd.cpp:110: void error(const char
13:29<Ammler>*, ...): Assertion `0' failed.
13:29<@TrueBrain>find it out, and report that ;)
13:30<Phazorx>dihedral: ttrs era starts at 1920
13:30<Phazorx>TrueBrain: i will if 1335 gets reopen
13:30<Phazorx>so i can comment there
13:30<Phazorx>and post screens/saves
13:30<@TrueBrain>you know, make a new bug-report :p
13:30<dihedral>Phazorx: well - then, that answers my question :-)
13:30<@TrueBrain>the summary sucks :p
13:31<Phazorx>ahh cmon
13:37<dihedral>TrueBrain: what if i stop a train on _my_ tracks, with enough waggons attatched to the train, so they reach into the _global_ tracks?
13:37<@TrueBrain>dihedral: ask Phazorx :)
13:37<Wolf01>i can't understand one thing: i have 4 vehicles always stopped for loading at a coal mine, the power plant is 20 tiles away, so a vehicle should not take so much for the travel (always less than a month)... the production is low, 72 with 66% transported... why?
13:37<dihedral>just thought perhaps you could add that check , as it's possible
13:38<Phazorx>dihedral: nothing really
13:38<Phazorx>if you create a pileup
13:38<dihedral>it truns the signals red
13:38<Phazorx>i'll remove one of global signals between your trains
13:38<Phazorx>so they will all go into depot
13:38<Phazorx>and you will HAVE to sel them
13:38<Phazorx>that is a form of punishment for doing soemthing stoopid liek that
13:38<Phazorx>btw
13:39<Phazorx>i'll set a rul for global company
13:39<Phazorx>to make dedicated hubs per company
13:39<Phazorx>so you can only mess up your own SL and trains
13:39<dihedral>just did not want it to go 'unthought of'
13:39<Phazorx>i thought of that'
13:39<dihedral>:-P
13:39<Phazorx>and made a test for kommer :)
13:39<Wolf01>Rubidium, vehicle still get value of 0 also when renewed ;_;
13:43<Kommer>I have a 'bug' for the shared tracks patch
13:43<Kommer>well. not 'for'. i found one
13:44<Kommer>When a non-global train never leaves the global network, he never pays anything for the usage of the network
13:44<@TrueBrain>not a bug, but by-design
13:44<hylje>hug
13:44<@TrueBrain>as for wwottdgd, that behavoir is fine
13:44<Kommer>yes ok, but it is exploitable :)
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13:48<Phazorx>Kommer: it is also preventable
13:49<Phazorx>actualy let me verify that
13:49<Phazorx>TrueBrain: can global WPs be targeted by other companies?
13:49<@TrueBrain>Phazorx: don't think so
13:49<@TrueBrain>I hate waypoints, so I never tested them :p
13:49<Kommer>lol
13:49<Phazorx>Kommer: in that case i put a WP on a way "global only" station
13:49<Phazorx>and make that route undesirable
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13:50<Phazorx>actualy
13:50<Kommer>well ok, but other companies can target the station itself
13:50<Brandinger>hi
13:50<Phazorx>that will not work
13:50<Phazorx>hang on
13:50<Phazorx>yyou are right
13:50<Kommer>:)
13:50<Phazorx>unless it is on separated network
13:50<Kommer>so the global company just shouldnt have any stations
13:50<Kommer>ty
13:50<Kommer>euh, yes I agree
13:50<Phazorx>it should have only one kind of stations
13:50<Phazorx>such as terminals
13:51<Phazorx>and not have any pickups
13:51<Phazorx>so you can only drop at global stations
13:51<Kommer>well. you need to pickup stuff there also..
13:52<Kommer>so maybe the global company just should only facilitate a global network and nothing more.
13:52<Phazorx>Kommer: you build your pickup if you need to pickup
13:54<Phazorx>pickups are more tricking sicne they need waiting room and such
13:54<Phazorx>so it better be out of globals hands
13:54<Brandinger>i've got a little question: is it possible to automatically let trains loading in a station leave, when a parallel train arrives? so that not two trains load the same units and block the station?
13:55<Phazorx>Brandinger: sounds like you have a layout issue
13:55<Phazorx>but you can have trains leave when another enters if you use timetables and calculate presizely the schedule that does it
13:55<@Bjarni>Brandinger: yes if you place the signals correctly
13:56<@Bjarni>oh now I get what you mean.... make the train load until another one arrive so only one will be present at any time
13:56<@Bjarni>hmm
13:56<Brandinger>i think my signaling is quite good. but when i decide to use one more train because production rose
13:56<Brandinger>yes
13:56<Brandinger>or make the station serve the trains by the order of ther arrival and not justice :)
13:56<@Bjarni>maybe schedules can help you, but they will not do precisely what you ask for
13:58<Brandinger>be back in a second...
13:59<Phazorx>Brandinger: proper way is having only as many platforms as many trains need to be loading to deal with production
13:59<Phazorx>also you might want to toggle improved loading
14:00<Phazorx>so only one train gets cargo if there is less cargo than room for it on one train
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14:02<Brandinger2>re
14:05<Brandinger2>yes the situation would be, that i transport units from a to b with 2 train (shared orders). now production rises, i duplicate a third train. since the train could load more than the new overproduction the constant in-and-out of the trains gets irregulary (due to full load). a short while later i have three trains loading in the station, one nearly full, one have full and one nearly empty.
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14:06<@Rubidium>enable improved loading; makes them load in a fifo manner instead of gigo
14:06<@Rubidium>or firo
14:06<Brandinger2>it would not be a problem if the station gives the units only to the earliest arriver till he is full.
14:06<Brandinger2>aha
14:06<Brandinger2>is that a option?
14:07<@Rubidium>somewhere in the patches under stations IIRC
14:07<Brandinger2>cool! :D i'll try that
14:07<Prof_Frink>Brandinger2: And if there's enough cargo to fill two trains?
14:07<@Rubidium>though when you're playing with a stable (i.e. 0.5.3) improved loading and gradual loading do not play together
14:07<Brandinger2>hm
14:07<Brandinger2>i have stable
14:08<@Rubidium>well... it works, but it's getting slow with a lot of vehicles
14:08<+glx>better to don't mix these settings
14:08<Brandinger2>k
14:11<Wolf01>eeek i found some thiefs on a station
14:12<@Bjarni>o_O
14:12<CIA-5>OpenTTD: rubidium * r11339 /trunk/ (7 files in 4 dirs): -Add: autoroad; same as autorail, but for road and trams and only on X and Y direction. Patch by Octopussy and skidd13.
14:12<@Bjarni>who would want to steal a station?
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14:12<Wolf01>no, somebody stole the 3% of a transferred cargo
14:12<Prof_Frink>Rubidium: Huzzah!
14:13<@Bjarni>you mean in real life?
14:13<@Bjarni>or some bug report?
14:13<Wolf01>do you measure cargo in % in real life?
14:13<@Bjarni>sometimes I do
14:13<Brandinger2>^^
14:14<Wolf01>i always thought that transferred cargo don't disappear when left in a station
14:14<@Bjarni>ahh like that
14:14<Prof_Frink>Wolf01: 5% is usually about right.
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14:19<Brandinger2>hm .. probably people ask you that every day, but is there a way to upgrade you tracks automatically without rebuilding everything?
14:19<Prof_Frink>track upgrade tool?
14:19<Wolf01>there is a tool in every rail toolbar
14:20<Brandinger2>ups, yes?
14:20<Prof_Frink>But no, there's no equivalent to cht:tracks
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14:20<Brandinger2>ok, stupid me. found it :)
14:20<Brandinger2>its not automatic but still very useful ^^
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14:21<Prof_Frink>The main annoyance is the inability to upgrade depots with trains in
14:21[~]Wolf01 http://wolf01.game-host.org/OTTD_related/howto_improve.PNG
14:21<Wolf01>any chance to improve it?
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14:23<Brandinger2>ok, thanks again for your help. i'm off.
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14:32<dyron>Hi, can i change the starting date after i start it?
14:33<blathijs>You want to change the current date?
14:33<@Bjarni>only in the cheat menu, but then you will be marked as cheater
14:33<dyron>I started at 1900, but can't build anything besides streets :/
14:33<blathijs>why not just restart?
14:33<@Bjarni>:P
14:34<dyron>Because i like the generated map...
14:34<blathijs>hmm, good point :-)
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14:34<hylje>dyron: i think TGP keeps the old seed around
14:34<@Bjarni>disable full animation and resize the screen to something very small
14:34<@Bjarni>and fast forward for a while
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14:35<dyron>Whatever.. i start again. Thanks for the info :)
14:39<Phazorx>TrueBrain: station thingie carried over to airports and bus/tram and probably ports
14:39<Phazorx>with only difference that airpots can not be landed at
14:39<Phazorx>hence the question
14:40<Phazorx>can we make global company to be the only one able to build airports and all companies be able to use them ?
14:40<@TrueBrain>Phazorx: sure
14:40<Phazorx>v5?
14:41<Phazorx>not sure about ports tho
14:41<Phazorx>also, can there be a way to make "dedicated global" stations ?
14:41<Phazorx>or that is complex thorugh the roof
14:41<Phazorx>perhaps a name hack?
14:42<@TrueBrain>might be best ;)
14:42<Phazorx>like only stations that are named in certain way are avaiable?
14:42<@TrueBrain>as policy
14:42<@TrueBrain>code-forcing that is harder
14:42<@TrueBrain>but I would make a 100% seperate lines for shared usage
14:42<Phazorx>well, unified network for all is very nice idea
14:42<@TrueBrain>so, BuildAirport should only be available for company 0?
14:42<Phazorx>only stations separated would be nice
14:42<Phazorx>TrueBrain: correct
14:43<Phazorx>and stations - we dont want third party company vehciles using shared tracks between global stations and never leaving them to pay
14:43<Phazorx>hence segregating some station not to be usable to other companies can prevent that
14:45<Phazorx>name hack can be don ast stistr on first characters
14:45<Phazorx>such as " GLOBAL"
14:45<Phazorx>space folowed by capsed GLOBAL is selectable
14:45<Phazorx>other stations can not be targeted
14:45<Phazorx>sounds like a case of adding an if there
14:47<@Belugas>" GLOBAL" seems like a very bad scheme... why not add a bool to the struct? seems to be a lot safer and cleaner
14:47<@TrueBrain>Belugas: this is kind of on an other level ;)
14:48<@Belugas>ho... like... the thell i'm talking aout.... like... i should go back to work ASAP
14:48[~]Belugas runs away
14:48<@TrueBrain>:)
14:48[~]TrueBrain hugs Belugas
14:50<@TrueBrain>I love segfaults :)
14:54<Ammler>TrueBrain: will this patch ever go to trunk? :)
14:54<@TrueBrain>Ammler: no way
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14:56<@TrueBrain>I have difficulties telling OpenTTD what I want it to do
14:57<Wolf01>is nice to see how the old ai abuses of the new bridges feature
14:57<@TrueBrain>Phazorx: anyway, my idea was to not allow other companies to pass waypoints of the global
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15:03<@TrueBrain>@base 16 10 13cccf
15:03<@DorpsGek>TrueBrain: 1297615
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15:07<@TrueBrain>Phazorx: lol, trains don't pick a direction on global junctions.. or at leasT: not here in the situation I ahve :p
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15:11<@TrueBrain>Phazorx: I am suprised you didn't notice this bug yet...
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15:13<qkr>what's the best place to add a modifier for vehicle's price?
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15:16[~]LN- è arrivato volver di channel de la openttd.
15:16<Prof_Frink>ln-'s been capitalised!
15:17<LN->Prof_Frink: the caps lock day, and besides too many people think my nick is "In".
15:17<@TrueBrain>who btw thought up this idiot 'capslock' day?
15:18<LN->i vote for sacro or bjarni
15:19<Prof_Frink>See, I'm obeying Capslock Day and making good use of Shift.
15:19<@TrueBrain>ARGH!
15:19<@TrueBrain>I forgot that a train without orders always goes straight
15:19<@TrueBrain>grrr
15:20<@TrueBrain>took me 20 minutes to figure that out :(
15:20<qkr>no-one can help me?
15:20<@Belugas>qkr, what do you mean?
15:21<@Belugas>what is a modifier, for you?
15:21<qkr>a multiplier that I added to patches
15:21<@Belugas>have you heard of grfs?
15:21<qkr>no
15:21<@Belugas>http://wiki.ttdpatch.net/tiki-index.php?page=Action0
15:22<@Belugas>you can change a vehicle's property quite easily this way
15:22<@Belugas>well... easily...
15:22<@Belugas>given that you are good enough to make it all up :)
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15:22<@TrueBrain>Phazorx: v5 is up, 2 things changes: Global Waypoints are NOT accessable by any other player but the global company, and other companies can't build airports
15:22<Ammler>qkr: made something simular for planes: http://openttdcoop.ppcis.org/wiki/index.php/Airmod.grf
15:22<@Belugas>like, reading and understanding the concepts of the nfo
15:22<@TrueBrain>so use waypoints to disallow access
15:23<@Rubidium>Belugas: only one issue... it doesn't allow for different costs between AIs and non-AIs
15:23<@TrueBrain>now I have to unlock the option to build airplanes I guess ;)
15:23<Phazorx>TrueBrain: how exactly it will disallow acces?
15:23<@TrueBrain>Phazorx: waypoints are not accessable
15:23<Phazorx>and can other companiy planes land at global airports?
15:23<Phazorx>TrueBrain: but station behind them can be selected?
15:23<@TrueBrain>Phazorx: dunno :p But they can't buy airplanes ;)
15:23<@TrueBrain>Phazorx: yes
15:24<@TrueBrain>but it can't get there, so...
15:24<qkr>I don't know how these grf files work, but I'm looking for a solution that I could change in the code...
15:24<Phazorx>TrueBrain: err... that wasnt quite the idea... i kinda suggested usable global airports, where other companies can do thing
15:24<@TrueBrain>Phazorx: really?! :p
15:24<@Rubidium>qkr: "easiest" way to let an AI pay less for (basically) everything would be modifying SubstractMoneyFromPlayer (or something names like that)
15:24<Phazorx>TrueBrain: you didnt like name hack idea i take it ?
15:24<@TrueBrain>Phazorx: I understood, but I just noticed that they can't yet :p
15:24<@TrueBrain>Phazorx: tricky and slow
15:25<Phazorx>is there more than just one iff statetemnt when at sekection stage?
15:25<@TrueBrain>Phazorx: strings are stored a bit magicly :)
15:25<@TrueBrain>and personally I like this solution more ;)
15:25<Phazorx>it alawys comes down to bytes and them being compared
15:25<Phazorx>TrueBrain: well it is a bit hackish i guess
15:25<Phazorx>since WPs arent the best tactic
15:26|-|svippy [~svip@cpe.atm2-0-78233.0x535a2072.boanxx18.customer.tele.dk] has joined #openttd
15:26<@TrueBrain>Phazorx: it is more clear :)
15:26|-|svippery [~svip@cpe.atm2-0-78233.0x535a2072.boanxx18.customer.tele.dk] has quit [Read error: Connection reset by peer]
15:26<Phazorx>requires stations have entries only one lane wide
15:26<@TrueBrain>Phazorx: why? Put them next to eachother
15:26<Phazorx>but dont route trains through them explicitly?
15:26<@TrueBrain>no need
15:26<Phazorx>so they ownly act as blockers for other trains
15:26<@TrueBrain>yes
15:26<@TrueBrain>that is the idea
15:26<Phazorx>and these trasins have achance of getting stuck there?
15:27<@TrueBrain>explain?
15:27<Phazorx>say there is a road work ahead or a jam
15:27<Phazorx>and yapf desides that routing thorugh station is a godoe idea
15:27<@TrueBrain>it can't route past waypoints
15:27<Phazorx>so these trins will get to tile right before the WP
15:27<@Belugas>Rubidium, how do you see a difference of cost between ai and non? Why should there be one? Just asking
15:27<@TrueBrain>no exceptions
15:27<@TrueBrain>(YAPF things the rail ends there)
15:28<Phazorx>yapf ebhavses a bit weird whet it comes to "no route where i want to go"
15:28<@TrueBrain>it doesn't even detect it as WP
15:28<Phazorx>and players still can selectr that station
15:28<@Rubidium>Belugas: that's whar qkr is trying to do
15:28<@TrueBrain>Phazorx: this is what I can do for you :) I still suggest to name stations like you said
15:28<@TrueBrain>and make it a policy
15:28<Phazorx>policy will be there for sure
15:28<Ammler>TrueBrain: I would trash the no airport building thing...
15:28<Phazorx>but not really enforced it seems
15:28<@TrueBrain>Phazorx: for next time, I suggest to make a long long long long list with those things, and I am sure I can cook something better :)
15:29<@Belugas>haaa...
15:29<@TrueBrain>then I might even have time to make nice GUI thingies for it :)
15:29<qkr>rubidium: thanks for the tip, I'm looking for a slightly better solution where you will actually see the modified price in the "buy vehicle" screen etc
15:29<@TrueBrain>and do what Belugas suggested ;)
15:29<@TrueBrain>Ammler: why
15:29<@TrueBrain>?
15:29<@Belugas>well... the question remains the same... why having two kind of cost ??
15:29<Ammler>and just allow airplanes to land on global airports
15:29<@TrueBrain>Ammler: that already should be possible :)
15:29<@TrueBrain>Ammler: all I now need to do, is unlock the option to build airplanes at the global hanger
15:30<Phazorx>TrueBrain: that would be great
15:30|-|Smoky555 [~Miranda@80.69.148.14] has joined #openttd
15:30<Phazorx>Ammler: what do you think about global only stations and WPs ?
15:30<Ammler>if that doesn't work, we make a simple rule for guys
15:32<Ammler>I don't get for what you like to use a global only station
15:32<Ammler>I like the WP thing better
15:32<Ammler>so you could make something like a transfer
15:32<@Bjarni> <TrueBrain> who btw thought up this idiot 'capslock' day?
15:32<@Bjarni><LN-> i vote for sacro or bjarni <-- no I didn't
15:32<Ammler>hmmm
15:32<@Bjarni>besides my nick is Bjarni, not bjarni
15:33<Phazorx>Ammler: only global stations will permit having some trains at choice of global company moving goods by global company only
15:33<Phazorx>not having global stations permits having "always on shared" trains of any other company
15:33<Phazorx>that never leave these tracks and hence never pay
15:34<Phazorx>say we make steel transfer
15:34<Ammler>yep but that wouldn't work with global stations
15:34<Phazorx>between spain and poland
15:34<Phazorx>so steel goes 1000 tiles all way accross europe
15:34<Phazorx>iberia company delivers steel to terminal from somewhere on their territory
15:34<Phazorx>golbal train takes it to poland and transfers there
15:34<Ammler>anyway, you can do that with wps too
15:35<Phazorx>and the baltic company trains do final delivery of steel there
15:35<Phazorx>well yes
15:35<Ammler>so you can use it for both
15:35<Phazorx>but with WPs you do not stop iberia compnay train targetiing warsaw steel terminal
15:35<Phazorx>even though it can never get there
15:35<@Bjarni>Phazorx: what is the avg speed of that train though Europe?
15:35<@TrueBrain>Phazorx: they will notice sooner or later
15:35<@Bjarni>16 km/h like in real life?
15:35<Phazorx>so these trains can floood gkllobal net and always will be stuck soemwhere there
15:36<Phazorx>Bjarni: probably a bit faster
15:36<Ammler>hmm, not much
15:36<Ammler>they need more then a year to get from one to an other end
15:36[~]Bjarni considers all the mandatory stops insane
15:36<Phazorx>TrueBrain: noticing 500 random trains poluting global net is not soemthing where i'd like to get
15:36<@Bjarni>rails can never complete with lorries if they go that slow
15:36<LN->someone had better fix it then
15:36<@TrueBrain>Phazorx: I doubt anyone will do it anyway
15:37|-|Digitalfox [~chatzilla@bl7-179-132.dsl.telepac.pt] has joined #openttd
15:37<Phazorx>TrueBrain: have you evetr explored limits of human stu[idity that lies on the other side of " I doubt anyone will do it anyway" ?
15:37<@TrueBrain>Phazorx: this games runs for 48h, right?
15:37<Phazorx>30 i tihnk
15:37<@TrueBrain>hmm, aircraft flies
15:37<@TrueBrain>but refuses to land
15:38<Phazorx>TrueBrain: we noticed that :)
15:38<Phazorx>Ammler/TrueBrain in general i like idea of enforcing rules and rpeventing problems
15:38<Ammler>@calc (2050-1920) / 4
15:38<@DorpsGek>Ammler: 32.5
15:38<Phazorx>a solution "they will not ever do that" and "someone will noticer the problem eventualy" aer not quite acceptable
15:38<@TrueBrain>Phazorx: it is the best I can do for you
15:39<Phazorx>TrueBrain: name matching is totaly impossible?
15:39|-||Bastiaan| [~kvirc@ip87-205-173-82.adsl2.versatel.nl] has quit [Quit: KVIrc 3.2.6 Anomalies http://www.kvirc.net/]
15:39<@TrueBrain>Phazorx: no time for it
15:39<@Bjarni>player stupidity..... in Imperialism 1 they found a bug. In combat if you clicked the button to finish the battle on auto complete, then the computer would take over and finish the battle in no time. Clicking it twice didn't do anything... somebody reported that clicking it really fast more than 30 times would crash the game
15:39<Phazorx>sad
15:39<Ammler>TrueBrain: if the plane building thing is too hard, just remove the "notbuildingairport"
15:39<@Bjarni>they didn't want to fix this bug, but wrote that people should not do this because it makes no sense to do so
15:39<Ammler>aircraft isn't really the most important thing...
15:40<Phazorx>Bjarni: there is an old russian/jewish joke
15:40<@Bjarni>that software company is no more, but I don't think this bug had anything to do with that
15:40<@TrueBrain>Ammler: it just annoys me I can't find it :p
15:40<@Bjarni>I still wonder who could be stupid enough to find that bug :P
15:41<Phazorx>a patient comes to see a GP with a complaint - When i do with my hanads like that, it hurts here! doctor says - well do you ahve to do with your hands like that often? - not really - then dont do it!"
15:41<@Bjarni>:)
15:42|-|thgerg1 [~Thiering_@dsl51B788D9.pool.t-online.hu] has quit [Ping timeout: 480 seconds]
15:42<Ammler>hmm, maybe we should start later will be loong to travel through 2048 tiles with 70kmh
15:43<@Bjarni>sounds somewhat like "a man goes to the doctor and says: when I press my finger against my forehead, it hurts. When I press it against my chest, it hurts, when I press it against my knee it hurts. I think I'm dying". The doctor takes a look and says "you fool. You hurt your finger"
15:43<@Bjarni>except your story fits the bug report better
15:43<Phazorx>Ammler: and what kind of goods you wnt to take that far?
15:43<Phazorx>Bjarni: in all fairness
15:44<Phazorx>targeting wrong station
15:44<LN->Bjarni: what's your rank?
15:44<AntB>has anyone got a GIMP palette i can use for TTD?
15:44<Phazorx>is much more easy to make mistake than click the buttong 30 times to figure out if soemtihng is gonna crash afterwards
15:44<@Bjarni>wrong station?
15:44<@TrueBrain>ha, found it! :)
15:44<Phazorx>Bjarni: well i'm talking about shared station patch
15:44<@Bjarni>nice to know
15:44<Phazorx>and global dedicated stations that arent availabel to other companies
15:45<@TrueBrain>v6 is up, fixes airports
15:45<@TrueBrain>globals can build them, others can buy, service, and fly them
15:45<@Bjarni><LN-> Bjarni: what's your rank? <-- master of my computer
15:45<@Bjarni>well, that's just one of them :)
15:45<Phazorx>Bjarni: aka root ?
15:45<@Bjarni>not right now
15:45<Phazorx>:)
15:45<@Bjarni>do you think I'm that stupid? :P
15:45<@Bjarni><LN-> Bjarni: what's your rank? <-- operator
15:46<qkr>where's the code to buy new vehicle?
15:46<@Bjarni>look at the client list and you should notice this
15:46<@Bjarni>qkr: in (vehicle_type=_cmd.cpp
15:46<@Bjarni>s/=/)
15:46<@Bjarni>there is one for each vehicle type
15:47<@TrueBrain>Phazorx: the best solution would have been a switch on the global station which said: global or not. But, simply, no time
15:47<Phazorx>TrueBrain: that is complex and best i agree
15:47<Phazorx>which is a major overhaul of whoel thing
15:47<Phazorx>and if done should be made expandale as bitmask
15:47<@Bjarni>qkr: commonly referred to as "the build vehicle commands", hence the function names ;)
15:47<Phazorx>for all comanies usage
15:48<Phazorx>however for this case - any way to signify that this station is global would work
15:48<@TrueBrain>Phazorx: really, sometimes I wonder which language you speak :)
15:48<Phazorx>net albanian :)
15:48<qkr>I can't even find that file
15:48|-|dyron [~dyron@p57ACEA13.dip.t-dialin.net] has quit []
15:48<@Bjarni>...
15:48<@TrueBrain>anyway, let me know any bugs
15:48<@TrueBrain>or if you have a server running with v6
15:48<@TrueBrain>I like to see it :p
15:48<@Bjarni>qkr: look for ship_cmd.cpp, road_veh_cmd.cpp and so on
15:48<Phazorx>i ommit a lot of punctuation and mix letter orders since i type kidna fast
15:49<Phazorx>soryy baout that :)
15:49<@Bjarni>there are 4 vehicle types, so it's 4 files you would have to look for
15:49<Phazorx>i hope it is somewhat comprehendable in general though
15:49[~]AntB pokes anyone who uses GIMP
15:49<qkr>you mean .c not .cpp?
15:49<@Bjarni>it's cpp in the svn checkout
15:49<Ammler>AntB: now, I know, why the german flag was so ugly...
15:49<@Bjarni>.c is last stable release and is outdated
15:50<AntB>say wha?
15:50<LN->isn't it true that there is only one german F1 champion?
15:50<qkr>I'm using the 0.5.3 source
15:50<Ammler>you need a palette for TTD
15:50[~]AntB slaps his head
15:50<Ammler>sorry, but :)
15:51|-|skidd13 [~skidd13@p548A7F3C.dip.t-dialin.net] has joined #openttd
15:51<@Bjarni>qkr: when you want to make new stuff for the game you should make an svn checkout and work on that source. If you code on old code like that it will not work with the current code the rest of us work on
15:51<AntB>i thought it was UK flag you was having problems with anyway?
15:51<skidd13>Hi
15:51<@Bjarni>hi skidd13
15:51<@TrueBrain>skiddle! :)
15:51<@TrueBrain>how is mersenna going?
15:51<skidd13>Now OOP
15:51<Ammler>AntB: I have just decoded flags.grf and overwritten the american flag and encoded it after
15:52<skidd13>TrueBrain: I got the exit code: j--
15:52<@TrueBrain>lol :)
15:52<AntB>ok
15:52<qkr>but does it matter which version I use if I just play around with it, I'm not planning to release it anywhere?
15:52<skidd13>The style sucks. The author could have added the != 0
15:52<AntB>do you have a GIMP TTD palete ammler?
15:53<Ammler>even not
15:53<Ammler>thats why the german flag was ugly
15:53<skidd13>AntB: search the forum I posted one onece
15:53<AntB>skidd: already have, but i'll try again
15:54<@Bjarni>qkr: if you really don't want to make your great new feature publicly available, then you can use any version you like, but why limit your usergroup for your new feature to yourself?
15:55<skidd13>AntB: http://tt-forums.net/viewtopic.php?f=32&t=25037&start=139
15:55|-|Jezral changed nick to TinoDidriksen
15:55<Phazorx>TrueBrain: slighty more ugly but better idea than names - how about tract direction - X vs Y ?
15:55<@TrueBrain>lol
15:55<@TrueBrain>that _is_ nasty
15:55<Phazorx>i know :)
15:55<Phazorx>but easy
15:55<@TrueBrain>why are you so afraid
15:55<@TrueBrain>it will be okay, really
15:56<@TrueBrain>nobody is going to sent 1000 trains to a station it can't access
15:56<@TrueBrain>every dumb-shit-head will notice
15:56<AntB>Skidd: Thanks! :D
15:56[~]AntB hopes it'll work now
15:56<Phazorx>well i quite often start improving network by removing few hundredss of uneeded trains that just use network w/o getting to where they want
15:56<Phazorx>and if that can be rpevented i think it should
15:56<@TrueBrain>Phazorx: so, make a penalty rule
15:56<@Bjarni> <TrueBrain> nobody is going to sent 1000 trains to a station it can't access <--- watch and learn :P
15:56<Phazorx>becasue global company will dedicate a lot of time to expanding the network to deal with trasin stream
15:56<@TrueBrain>make a mouse-catcher
15:57<Phazorx>and if train stream is majority = lost trains that get no there, the task sounds kinda silly
15:57<@TrueBrain>you have: switch at end of station off?
15:57<@Bjarni>since the game is available on the internet then expect user stupidity
15:57<@TrueBrain>then make a piece of station everyone can access, make a closed circle at the end of it
15:57<@TrueBrain>and any dipshit sending its train there, is captured
15:57<@TrueBrain>:p
15:58<Phazorx>and how traisn that should get there avoid that ?
15:58<Wolf01>bug! a bank appeared in the middle of nowhere
15:58<@TrueBrain>details, just details
15:58<Phazorx>that soudbns like even more nasty than direcion based seelection
15:58<qkr>bjarni: I don't know how to release any changes anywhere...is the svn just public?
15:58<Phazorx>sicne it means each statioon needs to have "catch all lost trains" device
15:58<@TrueBrain>Phazorx: I might think off something else
15:59<@TrueBrain>but for now, I am out of time :)
15:59<Phazorx>well i'm looking at station struct
15:59<@Bjarni>qkr: there is public read only access to the svn server and if you want to release anything you made, then you just use the "svn diff > name.diff" command and upload the diff file
15:59<Phazorx>in hope of figuring out that can be easily used to differenciate if not the name
15:59<Ammler>AntB: how to you add this palette?
15:59<Phazorx>thanks btw
15:59<@TrueBrain>Phazorx: I just hope it increases play-fun :)
15:59<qkr>upload it where?
16:00<Phazorx>lost trains generaly dont :)
16:00<Phazorx>but this patch has a lot of potential
16:00<@TrueBrain>the patch in general ;)
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16:00<Phazorx>yeah i got the idea
16:00<AntB>ammler: I've put it in GIMP's shared palatte directory, but how to apply it i've no idea. i'm playing with it now to find out
16:00<@TrueBrain>I really liked the total conversion of Korenn
16:00<Phazorx>Korenn ?
16:00<@TrueBrain>long long ago
16:00<Phazorx>what did he do ?
16:00<@Bjarni>qkr: http://wiki.openttd.org/index.php/SVN
16:01<@Bjarni>err... where.. to our tracker, which is http://bugs.openttd.org
16:01<@TrueBrain>http://www.tt-forums.net/viewtopic.php?f=29&t=16072
16:01<skidd13>AntB: Picture -> Mode -> Indexed
16:01<@TrueBrain>the maps mostly were impressive
16:02<AntB>skidd: thanks again :D
16:02<Phazorx>yeah that one was good
16:02<skidd13>AntB: And don't forget: Do not drop the missing colors ;)
16:03<AntB>i know that one :D
16:03|-|Vikthor [~Vikthor@212.24.150.226] has quit [Ping timeout: 480 seconds]
16:04<qkr>I still can't find the buy vehicle thing in road_cmd.c
16:04<AntB>wooo it worked!!
16:04<Ammler>AntB / skidd13: its deactivated by me...
16:05<AntB>Ammler: change to RGB
16:05<AntB>then do it
16:06<skidd13>WOOT. pidgin shows hidden buddys :D
16:06<AntB>pidgin?
16:06<skidd13>open-source ICQ, IRC, etc client
16:07|-|qkr [~qkr@dsl-tkubrasgw1-fe18fa00-70.dhcp.inet.fi] has quit []
16:07<skidd13>And I can see all the invisible buddys if I'm invisible too. Nice feature. :)
16:07<Ammler>hmm, the german flag is still lila...
16:07<skidd13>Ammler:Land of MILKA :P
16:08<AntB>is there not a couple of didgy colours in the palette
16:08<Ammler>and shouldn't gimp already use the right palette, if I load a decoded grf pcx?
16:08[~]AntB remembers seeing something on the forums about using pink for grey, or something to that effect
16:09<skidd13>Ammler: Depends on how you use grfcodec. I allways force it to use the win pal.
16:09|-|MarkMc [~me@h64n1c1o1114.bredband.skanova.com] has quit [Ping timeout: 480 seconds]
16:09<Ammler>grfcodec -d flags.grf
16:09<skidd13>Add -p 2
16:10<skidd13>grfcodec -p 2 -d flags.grf
16:10[~]AntB has CMD files set up for that :P
16:10|-|Farden [~jk3farden@AMontsouris-156-1-69-114.w90-24.abo.wanadoo.fr] has joined #openttd
16:10<skidd13>I noticed that the force of the win pal has better results.
16:11<Ammler>hmm, yes looks nice now
16:11<Ammler>thanks..
16:14<Ammler>skidd13: do I also need to encode in a other way?
16:14<skidd13>grfcodec -p 2 -e flags.grf
16:14<skidd13>Same in green ;)
16:14<Ammler>ok, locical...
16:15<Ammler>but liked to be sure. :)
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16:22<LN->how to convince others that one doesn't know almost anything about bowling after starting the first round with a complete strike?
16:23<@TrueBrain>stackless python + sessionless websites really are useful :)
16:26<Phazorx>DB?
16:26<@TrueBrain>would be VERY slow :p
16:27<@TrueBrain>no, the session stays active on the server
16:27<Phazorx>i guess depends on what are you storing
16:27<@TrueBrain>http://stacklessexamples.googlecode.com/svn/trunk/examples/networking/wsgi/app_sessionless.py
16:27<Wolf01>'night
16:27|-|Wolf01 [~wolf01@host180-238-dynamic.0-87-r.retail.telecomitalia.it] has quit [Quit: Once again the world is quick to bury me.]
16:28<Phazorx>LN-: bowling is a very strnge activity to start actualy... most belive it is a sport, while getting completely drunk playing it :)
16:28<@TrueBrain>so basicly, it makes the intigration between a real application and websites even easier :)
16:29<Phazorx>TrueBrain: sounds like you need microkernel/dispatcher within webserver to make it efficient
16:30<@TrueBrain>stackless python, yes :)
16:30<Phazorx>and i wonder how privat it would be in terms of guessing the key
16:30<@TrueBrain>Phazorx: add an IP checker, and as private as any other system
16:30<@TrueBrain>(normally, you send a session key anyway)
16:30<Phazorx>TrueBrain: python is not quite within the webserver
16:30<@TrueBrain>Phazorx: this _is_ the webserver
16:31<Phazorx>webserver in python?
16:31<Phazorx>and you tell me the DB is gonna eb the slow part ? :)
16:31<@TrueBrain>most likely you can adjust it to work with Apache or lighttpd
16:31<@TrueBrain>haha, try benchmarking it :)
16:31<@TrueBrain>you would be suprised ;)
16:31<Phazorx>i probably would
16:31<@TrueBrain>it outruns Apache for sure
16:31<@TrueBrain>(as it is 100% tuned for your application, and nothing else)
16:31<Phazorx>but i tried benchmarking lighty, and these benhces are hard to beat event with LS or tux
16:32<@TrueBrain>for static pages it is slower than lighttpd
16:32<@TrueBrain>for non-static, it is faster
16:32<@TrueBrain>(no overhead)
16:32<Phazorx>i used lighty + fastcgi
16:32<Phazorx>nice thing about that setup was linear scalability
16:32<Phazorx>i wonder how .py one scales
16:33<@TrueBrain>basicly, a python webserver isn't that bad. It just doesn't allow you to run multiple sites on one port :)
16:33<Phazorx>TrueBrain: if you get to a point of having a dedicated custom webserver
16:33<Phazorx>you are not running multiple sites on a port
16:33<@TrueBrain>but benches show it outruns even lighttpd (via dynamic) for 1000+ simul clients :)
16:33<Phazorx>in my case was running 20 boxes on same IP with HW loadbalancer even
16:33<@TrueBrain>Phazorx: I never said it was useful for everyone :)
16:33<Phazorx>i agree
16:34<@TrueBrain>anyway, this also works just fine via lighttpd
16:34<Phazorx>but idea of custom tuning is interesting
16:34<@TrueBrain>I just like the posibilities of microthreads
16:34<@TrueBrain>this means I can finally make a good AJAX handling
16:34<Phazorx>heh
16:34<Phazorx>sounds liek fun
16:34<@TrueBrain>(as the server can now keep track of the site as on the client, else that was slow)
16:34<@TrueBrain>means I can finally make that 2d sprite engine for website I always wanted to make ;)
16:34<Phazorx>not as much fun as global station availability recognition, but a bit of fun for sure :)
16:34<@TrueBrain>which means that it can work as frontend for OpenTTD :p LoL!
16:35<@TrueBrain>hahaha :)
16:35<@TrueBrain>you found a way already? :p
16:35<Phazorx>not really
16:35<Phazorx>i'm not familair with data structures
16:35<Phazorx>so i only came up with ugly ways so far
16:35<@TrueBrain>hmm
16:35<@TrueBrain>I might know a really dirty way
16:35<@TrueBrain>but it will work
16:36<Phazorx>more dirty than X vs Y ?
16:36<@TrueBrain>much more clean for the GUI
16:36<skidd13>TrueBrain: FS1341 (first idea for syncing the mersenne twiseter)
16:36<@TrueBrain>but a bit tricking
16:36|-|MrRexxie [~rexxars@ti0140a340-0088.bb.online.no] has joined #openttd
16:36<Phazorx>TrueBrain: i'm just sure there is a away to find a structure element that can be set in certain way by buulder
16:36<Phazorx>and react upon it in selector
16:36<Phazorx>name is not the best for sure
16:36<@TrueBrain>Phazorx: we just remove 2 buttons of the bottom right of their current function
16:37<@TrueBrain>hmm, I need network sync
16:37<Phazorx>but there are other similar alternatives
16:37<@TrueBrain>no, that isn't going to work
16:37<Phazorx>move buttons?
16:37<@TrueBrain>skidd13: let me check
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16:38<@TrueBrain>No, Phazorx, currently I don't see a simple way
16:39<@TrueBrain>+ *insert++ = seed;
16:39<@TrueBrain>please avoid such statements :)
16:39<@TrueBrain>they are... doubtful in their result :) (okay, it can only do one thing, but it is unclear ;))
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16:40<@TrueBrain>just put them (all) on 2 lines, the compiler will optimize for you :)
16:40<skidd13>TrueBrain: It's the first concept and its much more readable than the original
16:41<@TrueBrain>I agree :)
16:41<@TrueBrain>but I just tell you this already ;)
16:41<@TrueBrain>(Not multiplayer save)" <- 'safe' is the word :)
16:42<@TrueBrain>skidd13: I suggest before making it network safe, try first to make it to work for SP
16:42<@TrueBrain>that every time you load a map
16:42<@TrueBrain>the same thing happens
16:42<@TrueBrain>even after a year
16:42<DaleStan>skidd13, Ammler: grfcodec -p 2 -e flags.grf <-- No. -p is for decoding only, just like the help message says.
16:42<@TrueBrain>as long as that doesn't work, MP will never :)
16:42<@TrueBrain>anyway, got to go :) Nice job so far skidd13 :)
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16:51<skidd13>good night
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16:53<Ammler>DaleStan: ok thank, will be ignored then...
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17:40<Phazorx>TrueBrain: still here?
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18:47<AntB>Anyone know what they're doing with Action 4?
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19:01<+glx>AntB: easy, OpenTTD doesn't support original string replacing
19:03<+glx>easy to check with "openttd -d grf7"
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19:19<AntB>I wish i knew that earlier :P
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20:23<AntB>Is there anyway to catch OTTDs debug output to a file in windows? as the usual method doesn't work
20:23<Tefad>openttd.exe >output.txt ?
20:24<AntB>as i said, the usual method doesn't work
20:24<+glx>you need to use http://devs.openttd.org/~glx/convert.zip first
20:24<Tefad>does windows have 2>debug.txt ?
20:25<AntB>thx glx
20:25<+glx>windows has > and 2>
20:25<+glx>but ottd is a win app, and you must convert it into a console app
20:25<AntB>thought as much
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20:31<Tefad>ah. i see.
20:31<Tefad>when did it become a windows app
20:32<+glx>it always has been
20:33<Tefad>hmm. k
20:33<Tefad>for some reason i remember it being console and spawning an sdl surface/window
20:33<+glx>a console app always open a console if not started from cmd
20:34[~]Tefad shrugs
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20:48<AntB>what debug level would help me find sync fails and the cause?
20:49<+glx>debug level won't help
20:50<AntB>anything that will?
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20:50<+glx>you need a savegame with a desync happening very quickly
20:50<+glx>and a server and client built with random debug stuff
20:50<+glx>(a lot of output)
20:51<AntB>ok
20:51<Phazorx>glx:
20:51<Phazorx>we are currently try to figure it ut by looking
20:51<Phazorx>it is a bit weird and definatly over time thing
20:51<Phazorx>since i have one client that desyncs and another that been on for last 30 min
20:51<Phazorx>it is relevant to TBs patch
20:51<Phazorx>and is recent development
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20:52<+glx>all clients and server use exactly the same patch?
20:52<Phazorx>yes
20:52<Phazorx>one that desyncs and one that does not
20:52<Phazorx>uses same binary and settings
20:52<+glx>then it's a bug in the patch
20:53<Phazorx>i know that
20:53<Phazorx>we need to find the cause tho
20:53<AntB>can't find the bug unless we know what it is :( a phrase i'm sure your familiar with
20:53<Phazorx>and i am affraid that restarted server will behave differntly
20:54<Phazorx>so we are trying to get as much usefull info as possoble before resortign to that
20:55<Phazorx>i guess we just run out of options
20:55<+glx>where is the patch?
20:56<AntB>http://devs.openttd.org/~truelight/wwottdgd_shared_global.v6.diff
20:57<Phazorx>glx: join #openttdcoop.dev plz
20:57<+glx>no it's late :)
20:58<AntB>no kiddin
21:00<+glx>good night
21:00<AntB>night
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21:12<Phazorx>hmm
21:18<Phazorx>routing issue http://www.myimg.us/10.22.07/3404.png :(
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---Logclosed Tue Oct 23 00:00:22 2007