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#openttd IRC Logs for 2007-10-30

---Logopened Tue Oct 30 00:01:24 2007
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03:00<Tefad>good ol' Accchurch
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06:36<@Rubidium>DaleStan, action 7 is ambigious: one part saying "Variable 88 is only valid in combination with GRFID tests", the another part saying that Variable 88 is (also) valid in combination with cargo tests ("Cargo type is [not] available (variable is ignored)*"). So, is Variable 88 valid with both cargo and GRF tests or not?
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06:58<dihedral|work>md5 sums generally are 32 chars in length correct?
06:59<dihedral|work>and _network_unique_id is a md5sum correct?
07:00<dihedral|work>so would it not be sufficient to make _network_unique_id[32]
07:00<dihedral|work>rather than _network_unique_id[NETWORK_NAME_LENGTH]
07:00<Gonozal_VIII>128 bit
07:01<dihedral|work>where NETWORK_NAME_LENGTH = 80
07:01<TrueBrain>dihedral|work: who cares, the network only sends the amount of bytes required :)
07:01<dihedral|work>PACKET_UDP_SERVER_CLIENT_DETAIL_INFO might care
07:02<TrueBrain>check SendString :)
07:02[~]dihedral|work checks SendString
07:03<Gonozal_VIII>hex as string is not efficient
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07:05<dihedral|work>src/network/network_udp.cpp:150 packet.Send_string(ci->unique_id);
07:07<dihedral|work>and i see nothing in Send_string that would only make it send the 32 chars
07:07<dihedral|work>i am pretty sure i am missing something :-)
07:07[~]dihedral|work wonders what he is getting wrong... _again_
07:08<dihedral|work>TrueBrain: some little help for someone getting things wrong... _again_ ?
07:08<TrueBrain>check Send_string
07:08<TrueBrain>in network_data.h I believe
07:08<dihedral|work>oh - i looked in core/packet.cpp
07:08<TrueBrain>where ever the function is defined
07:09<TrueBrain>I didn't tell you to look where it was called
07:09<TrueBrain>I told you to look at the function itself
07:09<dihedral|work>i did
07:09<dihedral|work>i only see 2 assers, 1 comment and 1 line adding the stat
07:09<TrueBrain>the line you just pasted isn't what I ment :p
07:10<dihedral|work>while ((this->buffer[this->size++] = *data++) != '\0') {}
07:10<dihedral|work>above that are 2 asserts
07:10<TrueBrain>so in words, tell me what that line does
07:11<dihedral|work>adds the passed data to the packet's buffer
07:11<dihedral|work>in full
07:11<TrueBrain>then why don't we use a memcpy?
07:13<dihedral|work>then what does it do?
07:13<TrueBrain>if it really would do a 1-1 copy from the data to the buffer, the the length of 80 in the case of unique_id, then we would have just used memcpy
07:13<TrueBrain>much easier
07:13<TrueBrain>read the line
07:13<TrueBrain>this->buffer, at the position of this->size, which is then incremented with 1, is assigned the char at *data, which is then increased with 1, as long as *data IS NOT NULL
07:14<TrueBrain>so, if I send a string "abc", in a char-array of 100000
07:14<TrueBrain>how many chars does it send?
07:14<dihedral|work>so if 11 clients edit their openttd.cfg and past the value of network_id 3 times behind the value already there
07:15<dihedral|work>use the name command of the console to change their name to max length (2 chars more than using guy before joining)
07:15<dihedral|work>and give the companies max length names
07:15<dihedral|work>that udp packet is getting whopping full
07:16<dihedral|work>am i wrong?
07:16<TrueBrain>in the time I wrote it, it did fit, as I made the player-name adjust to the size :)
07:17<dihedral|work>i know it fits if the unique id is 32 in length
07:17<dihedral|work>but i was wondering if it still fits if 11 x unique id is more than double that in length
07:19<TrueBrain>most likely it then will overflow
07:20<dihedral|work>so it would assert :-)(
07:20<TrueBrain>I am only truly wondering if anyone ever did :p
07:21<dihedral|work>so fixing _network_unique_id to 32 chars rather than NETWORK_NAME_LENGTH would help?
07:21<TrueBrain>in the very rare case, yes
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07:21<dihedral|work>so i was not soooo wrong afterall :-D
07:21<dihedral|work>"afterall" refering to my statement at 12:07
07:22<TrueBrain>you only should talk a bit more clear about what you mean ;)
07:22<TrueBrain>as you begin statment suggested that you were under the assumption the network sends 80 chars no matter what
07:22<dihedral|work>if it did
07:22<dihedral|work>then there would be no problem
07:23<dihedral|work>as it would always be reserved space
07:23<TrueBrain>exactly :)
07:23<dihedral|work>just like the uints being sent being reserved space
07:24[~]dihedral|work will get some food now
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07:29<CIA-1>OpenTTD: truelight * r11357 /trunk/src/network/ (4 files in 2 dirs): -Fix: NetworkUniqueID could be 80 chars, while the max size we generate is 32. So reduce the size a bit. Pointed out by dihedral, so give him a big hug ;)
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07:33<gule>can anybody help me with building new wagons?
07:34<gule>I was looking through the code, but i di not understand how it works
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07:51<dihedral|lunch>lol TrueBrain ...
07:51<dihedral|lunch>thanks for getting me some hugs
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08:31<Ammler>and now, the assert we had at wwottdgd won't happen amymore?
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08:39<dihedral|work>Ammler: that assert was caused by having too many clients
08:39<dihedral|work>just as i said rigtht in the beginning
08:39<dihedral|work>we will always have to make sure those packets are constructen in the way that tells everyone that no clients are playing...
08:40<Ammler>but it would be possible to make that "unhackerish"
08:41<Ammler>instead of outcommenting, just truncate to righ length
08:41<Ammler>so if we have "only" 20 clients connected, it would work like it should
08:42<dihedral|work>the packet would still overflow
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08:44<Ammler>but you could make a if loop and comment it out only if the pack will be too big, not?
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08:55<dihedral|work>Ammler: either way - it would only be used for wwottdgd
08:55<dihedral|work>and therefore would not really matter :-P
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08:56<Ammler>hmm, ok, but the usage of the Stats will be possible
08:56<Ammler>because its also like a clients
08:56<dihedral|work>only if you have less than x clients
08:56<Ammler>does it break else?
08:56<dihedral|work>if you have more the packet will overflow
08:57<dihedral|work>and we know what happens that that is the case
08:57<Ammler>but the server is patched...
08:57<dihedral|work>the network part of it is not
08:57<dihedral|work>at least not in a way to send data differently
08:58<dihedral|work>besids, we are somewhat sure that it was the udp packet that was overflowing
08:59<Ammler>hmm, ok. brb
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10:01<julius_>Can anyone help me for a little problem in the game ? (if someone speak french, that's better :p)
10:01<julius_>2 of my trains have a profit of -1.000.000 € each per year and I don't unerstand why
10:02<julius_>I can give a save if someone has the time to look at it
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10:10<dihedral|work> <-- not found... :-(
10:15<+glx>add a noai in path
10:16<huma>julius_: checked the route? is the station accepting the load it delivers?
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10:17<julius_>huma, yep, I'm sure of that but that's a load that is forward from an other place... But when the train load it, it costs a lot of money !! (maybe 400.000 € :/)
10:19<huma>oh, not sure about transfers. maybe glx can help?
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10:21<julius_>I'm using the basic version of openttd. I'm not really aware of glx, etc. I'm just hoping the futur version of openttd will contain those things
10:22<dihedral|work>glx is a person
10:22<julius_>oh :D
10:22<+glx>please stop to hl me :)
10:22<julius_>I thought you were talking about add-ons
10:22<dihedral|work>'basic' version = 0.5.3?
10:22<dihedral|work>yes, only a diff of 2 chars :-P
10:22<julius_>dihedral|work, yes : 0.5.3
10:23<+glx>transfers are broken in 0.5.x
10:23<julius_>not the dev version I mean
10:23<julius_>oh :( not cool
10:23[~]dihedral|work goes adds some NewGLX to his servers :-D
10:24[~]glx slaps dihedral|work
10:25<dihedral|work>it's not my fault you have a nick that gets confused like that
10:26[~]dihedral|work wonders if his NewGLX is 32bpp
10:26<julius_>2 aur/openttd-svn 10000-1 ==> can we play this version without problems ?
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10:27<dihedral|work>you mean 9999?
10:27<julius_>Is NewGRF the new open-source graphics for the futur version of openTTD ?
10:27<julius_>dihedral|work, that's what I have in my repository....
10:27<hylje>newgrf is user-made grf
10:28<dihedral|work>svn up -r 11353 # for yesterdays nightlies
10:28<hylje>maybe someday ottd ships with a default total conversion grf
10:28<huma>"glx is a person" - haha :)
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10:28<huma>glx: maybe you should rename yourself :)
10:28<julius_>I don't know what 'grf" means :|
10:28<dihedral|work>to glx|thePerson
10:29<huma>that was funny :)
10:29<dihedral|work>or was it grf?
10:29[~]dihedral|work is confused
10:29<julius_>and glx sounds like a graphic thing (you know... aiglx, xgl, etc)
10:29<dihedral|work>gfx sounds like a graphics thing
10:30<huma>openglx :)
10:30<dihedral|work>register a domain
10:31<dihedral|work>or check in the glxcrawler if something is found under that name
10:31<huma>No match for "OPENGLX.NET" - yay!
10:31|-|glx changed nick to glx_
10:32[~]dihedral|work slaps the underscore of glx
10:32<dihedral|work>i need to go and save this conversation :-D
10:33<+glx_>I need to be known by DorpsGek
10:34<@DorpsGek>glx_: kick [<channel>] <nick> [<reason>]
10:35<hylje>i'd enjoy a human-like syntax
10:35<hylje>or english-like, rather
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10:35<hylje>please kick <nick> [from <channel>] [because <reason>]
10:35<Prof_Frink>"I say, DorpsGek, would you be so kind as to kick <nick> from <channel>, he's a <reason>."
10:36<dihedral|work>"he's a" will not always make sense
10:38<huma>better some obfuscated perl syntax
10:38<hylje>its not sexist
10:38<hylje>english defaults to male when the gender is unknown
10:38<hylje>it might not be politically correct but that's how it works
10:39<huma>it's not a rule, but common misconception
10:40<hylje>when it comes to languages common misconceptions are rules
10:40<hylje>but feel free to enlighten me
10:41[~]huma enlightens hylje
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11:55<+glx_>@kick dihedral|work now I can have fun too
11:55|-|dihedral|work kicked [#openttd] DorpsGek [now I can have fun too]
11:55|-|glx_ changed nick to glx
11:56<ln->like yeah, since when have away nicks and feeling nicks become acceptable?
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11:57<TrueBrain>ln-: I wonder about that every day
11:58<ln->17:56 < ln-> like yeah, since when have away nicks and feeling nicks become acceptable?
11:59<TrueBrain>@kick dihedral|work don't make fun of my friends
11:59|-|dihedral|work kicked [#openttd] DorpsGek [don't make fun of my friends]
12:00<TrueBrain>see, that is more fun :)
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12:04<dihedral|work>TrueBrain: i was actually more making fun of the fact that oneone had confused glx for grf :-P
12:05<TrueBrain>and who says that that 'oneone' isn't a friend of mine? Anyone you mock is a friend of mine ;)
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12:05<TrueBrain>and oh, I just like kicking people
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12:06<dihedral|work>kick him
12:07<TrueBrain>@kick him
12:07<@DorpsGek>TrueBrain: Error: him is not in #openttd.
12:07<JimmyJames>Error: You don't have the #openttd,op capability. If you think that you should have this capability, be sure that you are identified before trying again. The 'whoami' command can tell you if you're identified.
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12:07|-|mode/#openttd [+o TrueBrain] by DorpsGek
12:07<JimmyJames>Error: You don't have the #openttd,op capability. If you think that you should have this capability, be sure that you are identified before trying again. The 'whoami' command can tell you if you're identified.
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12:07<@TrueBrain>too late
12:07<@TrueBrain>poor me
12:07|-|mode/#openttd [-o TrueBrain] by DorpsGek
12:08<+glx>@kick dihedral|work was not nice
12:08|-|dihedral|work kicked [#openttd] DorpsGek [was not nice]
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12:15<DaleStan>Belugas: (1) More recent text supersedes less recent text. (2) See the edit by Wile E about 31 hours ago. Or test for yourself. (3) Not relevant to the problems with A1.
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12:32<DaleStan>Rubidium: (1) More recent text supersedes less recent text. (2) See the edit by Wile E about 31 hours ago. Or test for yourself.
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13:02<@Rubidium>DaleStan: and how can one see what is the most recent text? One can only go about 10 "revisions" back, which does not contain the addition of either of them. There isn't a 'svn blame' a like commands either. So how am I supposed to know what was there first?
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13:03<@Rubidium>The edit on the other hand only tells the way TTDP implements it (differently) from OTTD. It could *still* mean that the TTDP implementation is wrong.
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13:04<DaleStan>Generally, smaller numbers are older. The GRFID tests (06..0A) have smaller numbers than the cargo tests (0B..0C), so they're older.
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13:06<@Rubidium>By the way, where is stated that newer things always override older things and that smaller numbers (generally) mean they were earlier in the specification?
13:06<@Rubidium>especially the first thing is not obvious
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13:07<fjb>Hm, pola?
13:08<DaleStan>Why is the first not obvious? If I said a week ago that "TTDPatch has $NUM features that Open doesn't", and then today say "TTDPatch has $OTHER_NUM features that Open doesn't", which is more likely to be accurate today?
13:10<@Rubidium>well... if it *were* obvious, then OTTD wouldn't have behaved differently
13:10<DaleStan>And smaller is earlier is something you pick up from the minimum versions. If it's supported by an earlier version of Patch, then it was in the spec earlier.
13:13<@Rubidium>for all it's worth both condition types 0B and 0C were added at the same time as variable 88. I can't trivially determine that based on the specs and the limited history.
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13:21<@Belugas>DaleStan, the Station Naming Callback(s) thread was the only one regarding solutions on the subjet, right?
13:21<@Belugas>the oil rig -> fishing ground one, i mean...
13:24<CIA-1>OpenTTD: rubidium * r11358 /trunk/src/newgrf.cpp: -Fix: condition types 0x0B and 0x0C are also valid for variable 0x88 in action 7/9.
13:24<DaleStan>Belugas: As far as I know.
13:25<@Belugas>do you still envision the generic and station callback?
13:27<@Belugas>i started a bit of work on it, without the callback, by adding a reference to industry in station, but i doubt it is a sane way
13:27<@Belugas>on the other hand, having a callback checking for an industry around might be a bit overkill, unless th result is cached
13:27<@Belugas>or something...
13:29<DaleStan>The callback is called once per station, so anything useful should be provided, ignoring CPU expense. But I'm not sure how "nearest industry" is useful with newindustries.
13:29<@Belugas>oil rig <--> fishing ground
13:30<@Belugas>that is my main concern right now
13:30<@Belugas>i think i've received at least 2 bug reports about it
13:30<+glx>but they are not bugs
13:31<DaleStan>And yes to the former. Station specific, for things like "$CITY Union Station" or "$CITY Grand Central", generic for the addition of ... generic station names
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13:32<@Belugas>indeed, they are not bugs, WE know it, THEY don't. and THEY are so proud of finding a bug...
13:33<@Belugas>hey welterde
13:33<@Belugas>shit :(
13:33<@Belugas>hey Wolf01
13:33<+glx>Belugas: but we said check in ttdpatch before reporting bugs
13:33<@Belugas>we said it many times. Do they do it? naaaaaaaa
13:33<welterde>hey Belugas
13:34<DaleStan>But in that particular case the easiest solution it to let the GRF file change text 301D to "\80 Fishing Grounds".
13:34<@Belugas>hello welterde :) sorry, you were the first w on the list ;)
13:35<+glx>DaleStan: but you can have fishing grounds and oil rig on the map
13:36<DaleStan>Oh. I'd gotten the idea the fishing grounds replaced the oil rig.
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13:37<DaleStan>Since I can't come up with any reliable way of determining what industry is associated with what ID, "\80 Fishing Grounds" probably needs to come from an industry or industry-tile callback, not a station callback.
13:38<@Belugas>i thnk both are available, after a while. Got to verify tough...
13:39<@Belugas>but the station that is integrated to the oil-rig has to know about its name, i doubt it has to be the other way around, that the industry specifiy the station name
13:40<DaleStan>But the station that is integrated to the oil rig is not a newgrf station, so it can't have callbacks.
13:40<@Belugas>it's that or we add a pointer to the corresponding structure, like industry has a pointer to station OR station has a pointer to station
13:40<@Belugas>agree DaleStan. good point. forgot about that one
13:41<@Belugas>so the industry must know of its linked station, and must be able to suply it a decent name
13:41<@Belugas>callback or property
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13:45<DaleStan>An industry can probably get away with a property. Stations could in most cases, but it would be nice if the waypoints could select either of "Waypoint" or "Checkpoint", which can't be done in a single property. The generic callback obviously has to be a callback.
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13:45<KaareMai>Hi, i have one question: Is there a dedicated server package (for windows) or do i have to run the game on my server?
13:46<@Belugas>granted. so we have two projects: a new industry property and a generic callback
13:46<@Belugas>dunno KaareMai. I'm not in MP games.
13:46<+glx>KaareMai: any windows build can be a dedicated server
13:46<+glx>just use -D
13:46<KaareMai>oh, thanks :)
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13:51<Eddi|zuHause3>[dai’hi: drəl] <- i wouldn't ever have pronounced it that way...
13:53<hylje>well now you do
13:55<dihedral>Eddi|zuHause3: that is exactly why i chose to write it in phonetics :-)
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13:55<dihedral>you shoule hear it with a swiss accent...
13:55<dihedral>Ammler ?
13:57<Eddi|zuHause3>hylje: i don't think i actually will
13:58<CIA-1>OpenTTD: rubidium * r11359 /trunk/src/timetable_cmd.cpp: -Fix [FS#1381]: shared timetables were not properly refreshed with autofill.
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14:18<gule>can anybody help me with building new wagons? I was looking through the code, but i di not understand how it works (DoCommandP)?
14:20<Eddi|zuHause3>gule: what kind of "wagon" or "build" do you mean?
14:20<gule>build new rail wagon
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14:20<Eddi|zuHause3>you want to introduce a new wagon type? or just build a wagon from some piece of code, like you would do from a depot window?
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14:21<gule>like in depot window
14:21<gule>i was looking in build_vechile_gui.cpp
14:21<gule>i found DoCommandP, but then I am lost
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14:22<+glx>what do you want to do?
14:22<Eddi|zuHause3>gule: there will probably be a function "BuildRailVehicle" (i'd say in rail_cmd.cpp)
14:23<gule>i want to make new button "build and refit" in build vechicle window
14:25<Eddi|zuHause3>so what prevents you from issuing a build command, and if that was successful, a refit command?
14:25<Eddi|zuHause3>the autoreplace code should do something like that
14:25<Eddi|zuHause3>that is probably also in rail_cmd.cpp
14:26<Eddi|zuHause3>or in autoreplace_cmd.cpp
14:26<gule>i will look there, thank you
14:27<Maedhros>cloning may help you as well - i think you can find CmdCloneVehicle in vehicle.cpp
14:32<CIA-1>OpenTTD: rubidium * r11360 /trunk/src/strings.cpp: -Fix [FS#1375]: do not crash when trying to "draw" an invalid string, just draw a message saying it is invalid.
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14:55<Tefad>why is industry generation so slow with ecs?
14:56<@Rubidium>because ECS rejects almost all places
14:56<@Rubidium>and the normal industries accept a place earlier
14:56<CIA-1>OpenTTD: miham * r11361 /trunk/src/lang/ (22 files in 2 dirs): (log message trimmed)
14:56<CIA-1>OpenTTD: -Update: WebTranslator2 update to 2007-10-30 19:53:53
14:56<CIA-1>OpenTTD: afrikaans - 211 fixed, 22 changed by TrueTenacity (233)
14:56<CIA-1>OpenTTD: brazilian_portuguese - 2 fixed by fukumori (2)
14:56<CIA-1>OpenTTD: bulgarian - 3 fixed by thetitan (3)
14:56<CIA-1>OpenTTD: catalan - 3 fixed, 1 changed by arnaullv (4)
14:56<CIA-1>OpenTTD: croatian - 49 fixed by knovak (49)
14:56<@Rubidium>and because it tries to place each industry with a max of (I believe) 2000 times, it's going to do it more often with ECS.
14:57<@Rubidium>furthermore callbacks searching for water "nearby" are more expensive than is this tile water
14:58<MiHaMiX>maybe i'd try out a current ottd build, since I don't really understand what're you talking about :-)
14:59<Tefad>so it can take upward of several hours to make a huge map?
14:59<@Rubidium>yes, if you're unlucky
14:59<Eddi|zuHause3>MiHaMiX: a lot has changed since r3000 ;)
14:59<MiHaMiX>ok, I18N status is 97%
14:59<@Rubidium>oh.. what makes it take longer is the fact that there are just more industry types with ECS
14:59<MiHaMiX>Eddi|zuHause3: :P
15:00<MiHaMiX>Eddi|zuHause3: the last build I used was like r8xxx
15:00<Sionide>is this ECS described on the forums or wiki anywhere? :)
15:00<Eddi|zuHause3>close enough ;)
15:00<Sionide>last build i have is 10023 or such
15:00<Tefad>11360 here
15:01<Sionide>such an active project.. i love it!
15:01<Eddi|zuHause3>11351 here
15:01<Sionide>roll on r20000 ;)
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15:01<Maedhros>for some reason i have a folder with r6512 here, but i have no idea why
15:03<MiHaMiX>afrikaans language is considered stable from now on.. I'll move it from unstable to stable
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15:09<Tefad>heh, this coal mine has hotels on it
15:09<Tefad>er no banks
15:09<Tefad>ugly pink/red banks
15:12<huma> :)
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15:59<@Belugas>Maedhros r6512, wasn;t it around start of newhouses?
16:02<Maedhros>ooh, it might have been, actually
16:05<@Belugas>a bit like me... i have a repo industries at home and at work (on my SD card) a bit useless now :)
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16:15<Tefad>i am highly confused as to how i'm supposed to get ecs and long vehicles working
16:18<Eddi|zuHause3>add to newgrf window, get proper order, start new game?
16:18<Tefad>ECS craps are all before lv4
16:18<Tefad>however lv4 still complains that ecs wasn't loaded
16:18<Tefad>or whatever
16:19<+glx>using latest version for all?
16:19<Tefad>whatever is in coop's pack
16:19<Tefad>i had it once before
16:19<Tefad>then i started another game and it doesn't work
16:20<Tefad>and i don't remember changing anything (but i might have)
16:20<Eddi|zuHause3>console output? error messages?
16:20<Tefad>only error i get is from lv4
16:20<Eddi|zuHause3>debug grf=3?
16:21<Eddi|zuHause3>bin/openttd -d grf=3
16:22<Tefad>oh wait i think i remember what i did last time.
16:23<Eddi|zuHause3>you care to share this information?
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16:23<Tefad>yeah. i left alllll of ECS loaded
16:23<Tefad>lv4 won't work if the other climate ECS grfs are loaded but have errors
16:24<Eddi|zuHause3>i'm not sure if i actually understand that separation into climates
16:24<Eddi|zuHause3>why not put all in one grf, and check the climate setting on load?
16:25<Maedhros>George works in mysterious ways...
16:26<LeviathNL>-d grf=3 shows the comments in grf files?
16:27<LeviathNL>but you can't decode a grf saving the comments?
16:27<Maedhros>2 and above shows action C comments, which will still be there when you decode the grf
16:28<Maedhros>comments starting with // will never make it into the grf
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16:30<LeviathNL>that was a pretty stupid question, they will be removed while compiling off course .
16:31<CIA-1>OpenTTD: rubidium * r11362 /trunk/src/vehicle.cpp: -Fix [FS#1380]: cloning vehicles with non-standard sub-cargotypes (i.e. livery refits) failed.
16:32<@Rubidium>hmm.. GRF and compiling
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16:48<BiA|pavel-css>-Fix (r11305): funding industries in MP game was causing desync
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17:01<BiA|pavel-css>Can anyone help me with patching ottd with this patch, I dont know why, but it dont work for me, i can drag area of land but, nothink happend after i drop leftmouse buttom :(
17:02<@Rubidium>what have you done so far?
17:04<Wolf01>i should code a drag&drop feature for building road stations instead of doing nothing, but my last attempt was a failure :/
17:05<BiA|pavel-css>I patched it, compiled, runned game and tested :-/ I dont understand functions in that so i dont try to change anythink
17:05<@Rubidium>Wolf01: rather attempt fixing bugs from starting with the low numbers
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17:07<@Rubidium>BiA|pavel-css: and how did you perform said steps?
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17:10<BiA|pavel-css>I patch with cygwin, so i patched, it said some errors, so i open VS and open file and file.rej and i change code in ccp/h file in model of .rej file
17:10<@Rubidium>okay, so the patch failed to apply to your checkout
17:11<@Rubidium>didn't the "how-to-patch" manual state you should patch the version the patch was made with for good results and that any other version might not work
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17:11<BiA|pavel-css>yeah, i guess the only problem is, that source have some more or less rows and it didnt find the right rows
17:13<@Rubidium>you should ask the author of the patch for more help
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17:16<Uatec-Home>hi there
17:17<Uatec-Home>does korenn hang about here?
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17:34<LordAzamath>somebody yesterday wanted me to draw a 2x2 park, I think
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17:34<LordAzamath>I have done something but I need some feedback
17:34<LordAzamath>especially for the pavement
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17:37<LordAzamath>hmm...seems like I hit a wrong time right now :D
17:37<LordAzamath> answers...definatly a wrong time
17:37<LordAzamath>:( :D
17:37[~]Tefad sneezes
17:38<Tefad>ah ha, cool
17:38<Tefad>the thing i was complaining about the other day got fixed
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17:38<Wolf01>you should find the zen moment
17:38<Tefad>no more crazy audio from loading too many grfs ; )
17:39<Wolf01>uhm, i can't find a bug to fix which is enough simple for me :P
17:40<LordAzamath>what's "zen moment"? :D
17:41<Wolf01>eh, you should feel it, is different for each person ;)
17:41<LeviathNL>nice LordAzamath, I mentioned a park yesterday. Looks great!
17:42<Maedhros>good night
17:42<LordAzamath>good night
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17:46<Tefad>is it like an epiphany?
17:49<Eddi|zuHause3>that's a special kind probably
17:49<Eddi|zuHause3>LordAzamath: looks nice, but for a 2x2 building, i'd have expected something more interesting
17:50<Eddi|zuHause3>this more looks like a 1x1 building with a little stuff around it
17:50<Eddi|zuHause3>the outer areas are way too empty
17:51<LordAzamath>imagine some pedestrians relaxing there then :D
17:51<Eddi|zuHause3>and i think the scale is wrong, the left-right stairs look much shorter than the up-down stairs
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17:52<LordAzamath>ok...don't be too critiscising :D I'm just a beginner ...
17:54<Eddi|zuHause3>yeah, i do imagine that there gets some more stuff added, but i think you should think in bigger scales ;)
17:55<Tefad>what is this "moreairports" option?
17:55<Eddi|zuHause3>that sounds like a ttdp option...
17:55<Tefad>some grf is retarded then
17:56<Eddi|zuHause3>ottd had bigger airports for years
17:56<Tefad>(from my perspective.)
17:56<Tefad>i saw some goofy ones in ottd at one point did i not?
17:56<Eddi|zuHause3>ottd airports probably work way differently than ttdp airports
17:56<Tefad>like.. real international airports
17:57<Eddi|zuHause3>yeah, those exist
17:57<Tefad>i thought i saw them in openttd
17:57<Tefad>then they vanished
17:57<Tefad>this was some time ago
17:57<Eddi|zuHause3>i don't remember those being a patch setting
17:58<LordAzamath>internationals haven't vanished far as I know
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17:58<Tefad>no, real airports represented in ottd land
17:58<LordAzamath>ahh...those custom ones, that you can make by yourself?
17:59<Eddi|zuHause3>Tefad: that's the newgrf_ports branch, that is still under development
17:59<Tefad>it was in main-stream i thought
17:59<Tefad>i could be confused though
17:59<Tefad>this was years ago too
17:59<Tefad>before newgrf
17:59<Tefad>in ottd anyway
18:00<Tefad>i could be very confused about it existing in openttd
18:00<Tefad>but that's how i remember it
18:00[~]Tefad shrugs
18:00<Tefad>at the moment i'm trying to get the banks out of my coal mine
18:01<LeviathNL>Wolf01, if you are interested, you can take a look at preview for autoroad
18:01<Tefad>i'm using autoroad
18:02<Tefad>also the not having to blow things up to adjust land under foundations is awesome
18:02<Sacro>!calc 2^64
18:02<+_42_>Sacro: 18446744073709551616;
18:02<LordAzamath>autoroad is really...really useful for laying town road layouts
18:03<Tefad>to mix things up, lately i've only been using road vehicles
18:03<Tefad>with LV4 it's pretty practical
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18:04<LeviathNL>It only annoys me when I try to make a half-tile road for corners etc, many times I get the wrong direction. With a proper preview this will be ficed hopefully
18:04<Tefad>oh right
18:05<Tefad>: )
18:07<Tefad>hmm.. a grf disabled itself
18:07<Tefad>due to grf order i think
18:07<Tefad>i fixed order now it one re-enable
18:08<Tefad>wont too.
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18:27<dihedral>night ladies
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20:13<Eddi|zuHause3>that page is empty here...
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20:15<Eddi|zuHause3>no, you don't have to answer me, just leave...
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21:04<Sacro`>IQ of 144, not bad
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---Logclosed Wed Oct 31 00:00:23 2007