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#openttd IRC Logs for 2008-05-18

---Logopened Sun May 18 00:00:17 2008
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02:20<LordAzamath>hey
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03:49<FR^2>Hiho
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04:12<CIA-3>OpenTTD: rubidium * r13152 /trunk/src/subsidy_gui.cpp: -Codechange: make a class of the subsidy window.
04:13<CIA-3>OpenTTD: rubidium * r13153 /trunk/src/town_gui.cpp: -Codechange: make classes of the TownViewWindow and the ScenarioEditorTownGenerationWindow.
04:14-!-Draakon [~chatzilla@88-196-103-201-dsl.trt.estpak.ee] has joined #openttd
04:15<Draakon>hello
04:18-!-Alberth [~hat@a82-95-164-127.adsl.xs4all.nl] has joined #openttd
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04:22<Rubidium>hmm, dlunch's Korean?
04:23<Draakon>SHHH!! don't say that in front of public! :P
04:23<Prof_Frink>More importantly, those glyphs didn't appear as "????" which would mean that UTF8 is working!
04:24<Draakon>but i see ???
04:24<Rubidium>poor Draakon
04:24<Draakon>lol
04:25<hylje>this is why we have unicode :>
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04:32<Rubidium>Draakon cannot read this I think
04:33<Draakon>i can read perfectly fine, i just dont need no x language stuff on my computer
04:34<Rubidium>oh, you can read that?
04:34<Draakon>yours or his?
04:35<Rubidium>mine
04:35<Draakon>then yes
04:35<@peter1138>we 'dont need no' education
04:36<Rubidium>sounds Pink Floyd-ish
04:36<Rubidium>Draakon: but that's x language stuff too
04:36<Rubidium>Romaji to be precise, which is Japanese
04:36<@peter1138># we don't need any double negatives
04:36<@peter1138>the quit message didn't show for me either
04:37<Draakon>you are talking in english, he or she in another language
04:37<@peter1138>i saw six squares.
04:37-!-LordAzamath [~chatzilla@ip41.cab22.ltln.starman.ee] has joined #openttd
04:37<Rubidium>peter1138: use a proper font ;)
04:38<LordAzamath>woohooo, I succeeded :) But I won't tell you in what :P
04:38<@peter1138>nah, i'm using putty in windows
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04:40<Draakon>LordAzamath: connecting?
04:50<LordAzamath>nope
04:50-!-LordAzamath is now known as LA[lord]
04:51<CIA-3>OpenTTD: rubidium * r13154 /trunk/src/news_gui.cpp: -Codechange: make a window class of the news message history window.
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04:54<Draakon>stupid electric company
04:55<murr4y>yeah, wish they all went away
04:55<murr4y>so we don't have to bother with power
04:55<Draakon>they are just lazy to change the stupid wires
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05:32<yorick>double-click server list server > join server?
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05:40<CIA-3>OpenTTD: rubidium * r13155 /trunk/src/graph_gui.cpp: -Codechange: make a window class of the company league and graph legenda windows.
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05:48<JD__>hi there!
05:49<yorick>hi!!
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06:13<JD___>i was using TTDPatch until two years ago and now i'm coming to TTDX and trying OpenTTD (0.6.0). so i got some newbie questions... :)
06:13<JD___>i want to use "Aviators Aircraft Set v1.331.grf", "Generic Road Vehicle and Tram Set.grf", "New Ships.grf", "New Stations v0.44.grf", "Total town replacement set v3.02a.GRF", "UK Renewal Set v3.04.grf" (+add-on), moreover "debug.grf" and "smooth snow.grf".
06:13<JD___>1. are there any more recommendations or "must-haves" i missed out?
06:13<JD___>2. or are there any concerns about my choice?
06:13<JD___>3. what about these "32bpp tars"? should i use (some of) them? is the quality in-game much better?
06:13<JD___>4. when playing multiplayer - what happens to my firm and vehicles when i quit and want to join later again?
06:13<JD___>sorry for bothering. :)
06:17<Ammler>JD___: that's a good start :-)
06:17<Vikthor>JD___: 1. and 2. I don't what should debug.grf do, apart from taht i think it's OK
06:17<Ammler>debug.grf does fix some TTO glitches, usefull grf.
06:18<JD___>thanks for feedback. :D
06:18<yorick>4. your company stays, and so do your vehicles, unless autocleared, or bankrupt
06:18<Vikthor>3. Problem is 32bpp has graphics only for some parts of the original set, so you would get combined 32bpp and 8bpp graphics
06:19<Vikthor>that could look a bit strange
06:19-!-SmatZ [~smatz@a40-prg1-5-107.static.adsl.vol.cz] has joined #openttd
06:20<JD___>yorick: are the vehicles stopped then? do they keep moving? what about vehicles that need to a replacement? ... all in all: the game keeps going on without me?
06:20<Vikthor>JD___: that depends on the server settings
06:21<Vikthor>you can set server to automatically pause if there is less than x players
06:21<yorick>JD__, the vehicles are only stopped if the game is paused
06:22<yorick>the game just goes on if there are other players, or the autopause is off
06:22<Vikthor>of course, if there is enough players game continues, but you can set automatic renewal of your vehicles
06:23<Ammler>and after some years, depense on server settings, your company pw could be reseted and later your company will be deleted if nobody else took it over...
06:23<JD___>Vikthor: @3 - ah, okay. so i could replace the toolbar (http://wiki.openttd.org/index.php/Image:Toolbar3.png) and then leave the rest in 8bpp!?
06:23<JD___>@4 - thanks.
06:24<JD___>yorick / Ammler: thanks.
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06:25<Vikthor>JD___: Yeah, I think if you only use tar with toolbar everything else stays in 8bpp
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07:11<dragonhorseboy>just asking but anyone here do simsig? ^-^
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07:13<JD___>just started OTTD the first time and configuring the newgrfs... what the hell is "generictrams"? is this coming with OTTD per default? do i have to activate this when using "Generic Road Vehicle and Tram Set.grf"?
07:14<Ammler>thats the tram part from your set
07:15<JD___>from GRVTS?
07:15-!-einKarl [~einKarl@91-65-234-54-dynip.superkabel.de] has quit [Ping timeout: 480 seconds]
07:15<JD___>just checked: no, it's in OTTD.
07:15<Ammler>OTTD doesn't have trams, so it has included that
07:16<JD___>okay - and now when using GRVTS there is no need of generictrams.grf any more!?
07:16<Ammler>iirc not, but not sure :-)
07:17<JD___>:)
07:19<Ammler>generic rv set is "only" replacement of default rv set
07:20<Ammler>with new articulated feature in it...
07:21<Ammler>there are also some "real" tram sets like dutch trams or uk or the best tramset: Hiroshima
07:22-!-einKarl [~einKarl@91-65-234-54-dynip.superkabel.de] has joined #openttd
07:22<Ammler>:-) best and oldest
07:24<CIA-3>OpenTTD: rubidium * r13156 /trunk/src/graph_gui.cpp: -Codechange: make classes of the GraphWindows.
07:25<CIA-3>OpenTTD: truebrain * r13157 /branches/noai/src/thread_pthread.cpp:
07:25<CIA-3>OpenTTD: [NoAI] -Fix: in general it is considered VERY VERY VERY REALLY REALLY bad to delete a class instance from a function inside that class itself.
07:25<CIA-3>OpenTTD: His surrounding is never informed of this 'action', and they all of a sudden have an invalid pointer, causing all kinds of cool and magic effects (read: random crashes all over the place).
07:25<CIA-3>OpenTTD: It might be a REALLY good idea to leave cleaning up of a class instances to the creator of that instance.
07:25<CIA-3>OpenTTD: If you want to cleanup the saveload thread, make a garbage collector. More things use threads (like fibers). Deleting a class like this is bad, worse, worst!!!! !! !!! !!!!! and should be avoided AT ALL COSTS!
07:26<SpComb>delete this;
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07:36<Eddi|zuHause3>someone sounds quite upset there :p
07:37<DaleStan><SpComb> delete this; <-- That actually appears in some library code I've used.
07:39<yorick>someone found another way of communicating to this channel without using DorpsGek or being here
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08:18<CIA-3>OpenTTD: rubidium * r13158 /trunk/src/settings_gui.cpp: -Codechange: make a class of the GameOptionsWindow.
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08:26<CIA-3>OpenTTD: skidd13 * r13159 /trunk/src/bridge_gui.cpp: -Feature: Add the ability to sort availible bridges in the build bridge GUI
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08:40<CIA-3>OpenTTD: rubidium * r13160 /trunk/src/ (9 files): -Codechange: prepare GUIPlaceProcDragXY for the removal of WindowEvent.
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08:47<CIA-3>OpenTTD: glx * r13161 /trunk/src/blitter/factory.hpp: -Fix: free the blitter list when the last blitter is removed.
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09:11<Wolf01>hello
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09:26<Ammler>[15:22] <Ammler> not able to build trees with current trunk
09:26<Ammler>but the new bridge gui is nice :-)
09:27<Eddi|zuHause3>no trees, that ought to be funny for some players :p
09:28<Ammler>trees are there
09:28<Ammler>but you can't plant them self
09:28<+glx>hmm trees used to work
09:29*SmatZ doesn't remember planting trees ever worked ;)
09:29<+glx>Ammler: what is current trunk for you?
09:29<Eddi|zuHause3>yeah, i know what you mean, i meant not being able to push your rating, and only discovering that when you really need it :p
09:29<Ammler>13160
09:30<SmatZ>hmm doesn't work
09:30<+glx>I suspect r13160
09:30<Ammler>you do right glx :-)
09:31<+glx>but I try r13159 to be sure ;)
09:31<Ammler>ah
09:31<Ammler>I didn't try older revs
09:31<+glx>ok confirmed
09:32<+glx>r13160 broke it
09:33<Gekz>spank the revision
09:35<Wolf01>how do the "build while in pause" cheat work? I found only 3 occurrencies of _cheats.build_in_pause.value, I'm trying to make it work in editor
09:37<Ammler>Eddi|zuHause3: I suggested a patch, where you everything you build depense on town raiting
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09:37<Ammler>-you
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10:05<CIA-3>OpenTTD: smatz * r13162 /trunk/src/tree_gui.cpp: -Fix (r13160): trees couldn't be planted, correct function wasn't overloaded
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10:12<CIA-3>OpenTTD: glx * r13163 /trunk/src/tree_gui.cpp: -Codechange: remove unused code
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10:24<yorick>LordAzamath, make me notice you before :)
10:25<LordAzamath>nope
10:25<LordAzamath>you know you just crahsed one game I had in full screen?
10:29<LordAzamath>hmm. I've got an idea.. I'll go and pwn some random multiplayer game :)
10:33-!-Osai`off is now known as Osai
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10:46<Ammler>just wondering, could the problem of the missing libexpat.so.0 be fixed in ottd code?
10:46<Ammler>thought is only a suse problem, but Ubuntu users have that too
10:46<Eddi|zuHause3>it's not in the code
10:47<Eddi|zuHause3>it's a linker option
10:47<Eddi|zuHause3>it will solve itself when you compile on your own
10:47<Ammler>I know
10:47<Eddi|zuHause3>i.e. it must be "fixed" in the compilefarm
10:47<Eddi|zuHause3>not in the code
10:48<Ammler>can't you compile ottd, so it would find the one which is around?
10:48<LordAzamath>Ammler: I had the problem yesterday too... And then I installed libexpat :P
10:48<Ammler>:-)
10:48<Eddi|zuHause3>LordAzamath: no, the problem is different
10:49<Ammler>LordAzamath: you don't need, you could just symlink the new
10:49<Eddi|zuHause3>LordAzamath: most modern distributions have libexpat.so.1 installed
10:49<LordAzamath>yes
10:49<Eddi|zuHause3>but the compilefarm links to libexpat.so.0
10:49<LordAzamath>ok
10:49<Eddi|zuHause3>which it will not find
10:49<LordAzamath>anyway, I'm off now.. bye
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10:51<Eddi|zuHause3>Ammler: openttd does not depend on expat anyway, fontconfig does, i think
11:02<Touqen>My mother was a chinese trapeze artist.
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12:03<Eddi|zuHause3>"350 Sextillionen" <- how is that number called in "short scale"? [it's supposed to be the amount of IPv6 addresses]
12:04<Prof_Frink>One Short Fuckton.
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12:51<CIA-3>OpenTTD: glx * r13164 /branches/noai/projects/ (openttd_vs90.vcproj openttd_vs90.vcproj.in): [NoAI] -Fix: compilation was not possible with MSVC90 (missing include dir)
12:51<CIA-3>OpenTTD: rubidium * r13165 /trunk/src/ (16 files): -Codechange: replace some RebuildXXXList/ResortXXXList+InvalidateWindowXXX with InvalidateWindowXXXData.
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13:06<Touqen>I think it's CAWFEE TIEM!
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13:40<CIA-3>OpenTTD: rubidium * r13166 /trunk/src/ (road_cmd.cpp settings_gui.cpp): -Codechange: CmdSetRoadDriveSide belongs in road_cmd.cpp, not settings_gui.cpp.
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13:43<JD___>hi there!
13:44<JD___>where the heck can i change the folder where for "openttd.cfg", the save games,...? it automatically created a folder in "my files".
13:44<JD___>btw: OTTD 0.6.0
13:44<Yorick>unless you create it in the openttd directory
13:44<Rubidium>JD___: read readme.tex
13:45<Rubidium>*txt ;)
13:45<Yorick>Rubidium, let the install script copy the scripts directory over aswell ;)
13:45<JD___>ah, damnit - i missed the readme.txt in den openttd folder out. sorry. i've been reading so much about the patches i can't remember where i have to get a glance at in future. ;P
13:46<JD___>thanks.
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14:02<JD___>one more question: i can't find any info about the last option window before creating a world...
14:02<JD___>* world size? (what is recommended? what's the size in original TTD? how good must a pc be for which size?)
14:02<JD___>* random start number? (meaning?)
14:02<JD___>* "terragenesis"? (difference to original?)
14:02<JD___>* "improved tree algorythm"? (ehmm...!?)
14:02<JD___>* smoothness? (i have no clue...)
14:02<JD___>would be great to get some info.
14:03<+glx>ttd size is 256*256
14:04<Progman>JD___: these settings are for the map generator, how the map looks like
14:05<@peter1138>world size is a choice, not a recommendation, heh
14:05<JD___>glx: thanks; Progman: i thought so. - but i got some questions about these settings... ;)
14:06<Progman>test them
14:06<Progman>its the easiest way
14:06<Progman>or use dict.leo.org ;)
14:06<JD___>peter1138: :P
14:07<JD___>Progman: dict.leo.org doesn't help me out... i'm german and playing in german... the english here is just for communication.
14:07<Progman>then just test the settings
14:07<Rubidium>random seed -> each random seed generates a specific map (depending on other settings to). You can use this to regenerate a map or get a default (the same) test map for something
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14:08<Rubidium>terragenesis -> more randomish landscape instead of the blocky TTD (original) map generator
14:08<Rubidium>improved trees is about placing trees closer together so you get forests or so (IIRC)
14:09<@peter1138>i prefer original for arctic/desert maps
14:09<Yorick>at least, the plan on it was
14:09<Yorick>and the tree growth should be disabled if tree algorithm is set to none
14:09<Yorick>and also in scenarios
14:10<Yorick>because you might want to keep natural forests there without turning everything into forest
14:10<Rubidium>smoothness -> look it up in the dictionary
14:10<Rubidium>it's just how smooth/not spicky the map becomes
14:10<Yorick>@dict Smoothness
14:11<Rubidium>Yorick: that'd break industries
14:11<Eddi|zuHause3>JD___: smoothness defines how steep the hills are, with low settings, you rarely get two slopes next to each other, almost always flat territories inbetween
14:11<JD___>Rubidium: it's "weichheit" in german; i know what it means.
14:11<JD___>Eddi|zuHause3: deutsch=
14:11<JD___>?
14:11<Yorick>Rubidium, yes, it also will if no trees are set to grow
14:12<Yorick>at least, it will partially
14:12<JD___>Eddi|zuHause3: sprichst du deutsch?
14:12<Yorick>yes, he does
14:12<Eddi|zuHause3>not in this channel.
14:12<Yorick>but this channel is ENglish only
14:12<JD___>private?
14:12<Eddi|zuHause3>i suggest you try different settings, and look if you like the result
14:12<JD___>okay then.
14:12<Yorick>why would you want to ask Eddi
14:13<Yorick>have a problem with english?
14:13<JD___>Rubidium and all the others: thanks.
14:13<Yorick>np
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14:13<JD___>Yorick: it's much easier in german for me while i'm trying my best in english.
14:14<Yorick>hmm....should have paid more attention at school ^^?
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14:21<Ammler>[20:09] <Yorick> and the tree growth should be disabled if tree algorithm is set to none <-- how long is that in trunk?
14:21<Ammler>is it a patch option?
14:23<Rubidium>Ammler: you should enable the "read what it says instead of read what I think it says" patch option of yourself ;)
14:26<Ammler>but that is not that long in trunk, is it?
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14:27<Rubidium>Ammler: what?
14:27<Ammler>the "no growing trees" patch
14:27<Rubidium>there is no "no growing trees" patch in trunk
14:28<Ammler>well, how do you call it? :-)
14:28<Rubidium>who actually said it was in trunk?
14:28<Rubidium>there's only something that disables making trees in the landscape generator, but that's there for ages (i.e. 2 years)
14:29<Ammler>but you won't have trees on a running game too
14:29<Rubidium>no... it'll build trees like it always did
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14:30<Rubidium>but please tell me who told you that
14:30<Ammler>well, then I am just confused
14:31<Ammler>I quoted Yorick
14:31<Yorick>heh
14:32<Yorick>no, you didn't
14:32<Yorick>I never said that
14:32<Ammler>[20:21] <Ammler> [20:09] <Yorick> and the tree growth should be disabled if tree algorithm is set to none
14:32<Yorick>yes, it should
14:32<Yorick>should become
14:32<Yorick>should be made like that
14:32<Rubidium>and where does it say that in-game tree growth gets disabled when the tree algorithm is set to none?
14:32<Ammler>I have a ottd running with fast forward and no trees yet
14:33<Yorick>should != does
14:33<Ammler>about 50 years
14:33<Ammler>well, there are some, but really partial
14:34<Ammler>usually, you have the map filled after some years
14:35<Yorick>because fields already having trees just seed
14:35<planetmaker>hm... there's a patch by Frostregen which allows to disable trees growing via a patch setting. To me it looked pretty clean and small...
14:35<Yorick>yes
14:35<Yorick>but it's actually a hack
14:35<Yorick>just disabling the whole tree loop
14:36<Ammler>planetmaker: I thought that setting makes that patch obsolete
14:36<Yorick>it doesnt
14:36<planetmaker>Yes, I saw that. But what's the point to use the tree loop, if you don't want them?
14:36<Yorick>Ammler, now try putting a tree manually somewhere
14:36<Ammler>I did, that works
14:36<Yorick>yes, now run fast-forwarded and observe the place
14:37<planetmaker>To me it seems fair to call the loop only when trees are supposed to show.
14:37<Ammler>Yorick: I am reaching almost 100 years now :-)
14:37<Yorick>yes, but growing already existing trees
14:38<Ammler>Yorick: how it that setting called in the cfg?
14:38<Yorick>what setting?
14:38<Ammler>tree_placer ?
14:38<Yorick>tree_growth_algorithm?
14:38<Yorick>just search for tree
14:39<Ammler>I do not have that in my cfg
14:39<Ammler>I guess, it's the placer
14:39<Yorick>search for "tree_*"
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14:40<planetmaker>tree_placer = 2 in my config
14:40<Yorick>ok
14:40<Ammler>yes, that's the only one in a *clean* cfg
14:41<Ammler>(I have many others from Frostregen and other patches :-)
14:41<Yorick>ok
14:41<planetmaker>hehe. In my there's meanwhile also a "disable_tree_growth=false" line
14:42<planetmaker>Yorick: so your statement was to use tree_placer=0 on a running game and trees should stop to appear?
14:43<Yorick>I'd like to have it that way, yes
14:43<Yorick>but for now, they don't
14:44<Rubidium>yes, his statement was: use tree_placer=0 to make one industry completely pointless.
14:46<planetmaker>oh, it affects the woods industry, too?
14:47<Yorick>no
14:47<Rubidium>it affects wood production in desert
14:47<Rubidium>(or rather rainforest)
14:48<Yorick>yes
14:48<Yorick>and other newindustries thing
14:49<planetmaker>oh. But on the same time it affects the growth speed or pattern of normal trees?
14:49<Yorick>no, it doesn't right now
14:50<Yorick>my proposal is to make it
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14:55<planetmaker>hm... but then I'd like to agree that it's bad, if it also affects industries.
14:55<Ammler>well, it only does affect indirect
14:56<Ammler>because there are no trees, the lumber mill can't produce
14:56<Ammler>but you would still be albe to plant them self...
14:56<Ammler>and theny they grow self
14:56<Ammler>like it is, now, imo :-)
14:57<planetmaker>yea, well. But that's a quite direct effect on the industries, obliterating one primary
14:57<planetmaker>Or is it just no wood as industry type would appear?
14:57<Ammler>I think, we can trash the patch of frostregen
14:57<Ammler>and create the map with tree_placer=0
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14:58<Yorick>no, it doesn't work
14:58<Yorick>trees will appear
14:59<Ammler>but rare
14:59<Yorick>just slower
14:59<Yorick>when some appear, the speed increases
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15:01<Ammler>there should be a rule like we have in real :-)
15:01<planetmaker>Trees here grow by now rule. How do they near your place, Ammler?
15:01<Ammler>if you plant one tree, you have to fell one
15:02<Ammler>or opposite
15:02<Ammler>there are some places called "Nationalpark" where that isn't controlled
15:06<Ammler>planetmaker: I do not like the patch from Frostregen
15:07<planetmaker>hm... why not?
15:07<Ammler>tree growing is really off :-)
15:07<planetmaker>:) Ok
15:07<planetmaker>So you want it rather slower than off?
15:07<planetmaker>a speed setting?
15:08<Ammler>maybe 10 times slower then it is now
15:08<planetmaker>Hm... that should be feasable, too...
15:09<LordAzamath>will the map be tropical? :o
15:11<planetmaker>hm... I'd rather advocate arctic. But I think it's not decided.
15:11<planetmaker>Bugger Mark for a map :)
15:12<LordAzamath>if it is not tropical then why to bother about trees?.. Or is there a newgrf industry which uses trees the same way as the sawmill i n tropical?
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15:13<Ammler>good idea, but no :-)
15:13*LordAzamath is confuzzled
15:14<Ammler>well, then we will use the Patch
15:15<LordAzamath>anyway, I'm off to bed now.. bye
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15:30<Splatman>Ok is there something special about the way the nightlies are compiled?
15:31<Rubidium>yes
15:31<planetmaker>!download
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15:31<Prof_Frink>[FAIL]
15:32<Splatman>Cuase tyeh nighlty doesn't seem to have a crash that my compile from the same rev svn does have
15:32<Splatman>*Because the
15:34<Ammler>you didn't use gcc
15:34<Splatman>No VS8
15:34<Splatman>(also my exe is 3MB smaller
15:35<Ammler>you skipped debug
15:35<Splatman>It crasses on debug?
15:35<Splatman>*crashes in debug
15:35<Rubidium>what rev are we talking about?
15:35<Ammler>no, there was win gcc bug yesterday
15:36<Splatman>13116
15:36<Ammler>I meant the size diff
15:36<Splatman>ahh
15:36<Splatman>Right
15:37<Ammler>13116 was ok, the bug was in 17, iirc
15:37<Splatman>I ment 13166
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15:38<Splatman>My problem is UKRS is causing teh game to crash when I click build vehicle from the meglev depot, happens in rev 13027, 13027 with 3 patches compiled, 13116 but not in thej compiled nightly version of 13166
15:38<Splatman>*13166
15:38<SmatZ>so 13166 works better than older revisions?
15:38<Splatman>I can open the avaliable vheclies list fine
15:39<Splatman>Except when I compile it my self
15:39<SmatZ>there was a problem with win64 builds fixed ~three days ago
15:41<Splatman>I cant see why there isn't a crash in the precompiled nightly yet there is when I compile the same revision my self
15:42<Rubidium>because they aren't made by the same compiler
15:42<CIA-3>OpenTTD: rubidium * r13167 /trunk/src/saveload.cpp: -Codechange: prepend _ to a global variable.
15:42<Rubidium>so different characteristics of the final code
15:42<Rubidium>which could hide bugs
15:42<Splatman>This is going to be a pain to find
15:45<Splatman>How hard is it to set up gcc to cross compile?
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15:45<Rubidium>depending from the target and host: ranging from very easy to very hard
15:45<Wolf01>'night
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15:45<Splatman>I have an x86 linux box and I I want to compile for win32?
15:45<Rubidium>IIRC gentoo has some emerge script, for the others you just have to follow some howto (or download the required premade binaries)
15:45<Splatman>right
15:45<Rubidium>but why crosscompile for windows?
15:46<Splatman>Because my VS8 is aparently causing a bug
15:46<Rubidium>then install the gcc for windows (or use buildottd)
15:46<Rubidium>much easier
15:47<SmatZ>Splatman: more useful would be if you could find and fix that bug
15:47<Splatman>Thats what I'm attempting to do
15:47<Splatman>Before I start trying to set up gcc
15:48<SmatZ>Splatman: so nigtly crashes, but your build doesn't?
15:48<Splatman>Other way
15:48<Splatman>THe nightly download works fine
15:49<Splatman>but my build of the same rev code crashes
15:49<Splatman>No patches yet
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15:50<SmatZ>Splatman: win32 or win64?
15:50<Splatman>32
15:50<Splatman>Ugh
15:51<Splatman>It throws me out to the the ms files
15:52<Splatman>It throws me out in EngList_SortPartial
15:53<SmatZ>again? :-x
15:53<Splatman>Must be a difference in the MS vactor class and gcc;s
15:54<Splatman>*vector
15:54<SmatZ>Splatman: what is "size" there?
15:55<Splatman>About to check
15:55<SmatZ>Splatman: is "qsort" in backrace?
15:55<SmatZ>+t
15:56<Splatman>yep
15:56<Splatman>I've breakpointed it
15:57<SmatZ>Splatman: does this http://paste.openttd.org/8132 solve the problem?
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15:59<Splatman>yes
16:00<SmatZ>great
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16:02<Splatman>I've put a break point on that if
16:02<CIA-3>OpenTTD: smatz * r13168 /trunk/src/engine.cpp: -Fix (r13072): forgot to 'fix' EngList_SortPartial() together with EngList_Sort()
16:02<Splatman>when i click build num_items starts at 2 I continue it goes to 0
16:04<Eddi|zuHause3>Splatman: i suggest you update to r13168 ;)
16:04<Splatman>Yep
16:05<Eddi|zuHause3>@openttd commit 13072
16:05<@DorpsGek>Eddi|zuHause3: Commit by smatz :: r13072 trunk/src/engine.cpp (2008-05-13 18:39:15 UTC)
16:05<@DorpsGek>Eddi|zuHause3: -Fix (r12995): possible out-of-bounds access
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16:11<Splatman>Thanks SmatZ
16:17<SmatZ>thanks for report Splatman :)
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16:40<CIA-3>OpenTTD: rubidium * r13169 /trunk/src/ (7 files in 3 dirs): -Codechange: remove a (now) unneeded parameter of one of the Window constructors.
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16:49<CIA-3>OpenTTD: rubidium * r13170 /trunk/src/ (engine_gui.cpp player_gui.cpp): -Codechange: make classes of the EnginePreview and BuyCompany windows.
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17:10<[2F2F]WhooDInI>hello
17:11<[2F2F]WhooDInI>anybody in?
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17:12<WhooDInI>is there OTTD for PPC? with WM6? or WM5?
17:13<+glx>not from us
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17:18<WhooDInI>where or who can i ask? or post? maybe there are others who wish OTTD for PPC. :D
17:19<+glx>I know there is a pocketpc version somewhere
17:20<WhooDInI>i saw one from www.esoftinteractive.com
17:20<WhooDInI>but it a crap
17:20<+glx>that's the only one I know
17:21<WhooDInI>hmmmm :(
17:22<ln>wtf is PPC if not PowerPC?
17:23<+glx>Pocket
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17:24<ln>silly
17:25<+glx>MS stuff ;)
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17:34<CIA-3>OpenTTD: rubidium * r13171 /trunk/src/ (airport_gui.cpp dock_gui.cpp rail_gui.cpp road_gui.cpp): -Codechange: make a class of the Build[Air|Rail|Road|Dock]ToolbarWindows.
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17:44<Eddi|zuHause3>Mega Silly stuff?
17:53<CIA-3>OpenTTD: rubidium * r13172 /trunk/src/terraform_gui.cpp: -Codechange: make a window class of the terraform toolbars.
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18:11<CIA-3>OpenTTD: rubidium * r13173 /trunk/src/ (signs_gui.cpp toolbar_gui.cpp): -Codechange: make windows of the main toolbars.
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18:51<Touqen>Hmm.. routing is harder than I expected it to be :/
18:51<Touqen>Or I'm dumb.
18:51<Sacro>latter
18:52<Touqen>Thanks :/
18:53<Sacro>Welcome
18:54<Touqen>Greets
18:54<Touqen>So I'm trying to rewrite pax dest to clean it up a bit, and it's kicking my ass so far.
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19:36<CIA-3>OpenTTD: glx * r13174 /trunk/src/ (industry.h industry_cmd.cpp industry_gui.cpp openttd.cpp): -Codechange: make a class of the IndustryDirectoryWindow.
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19:51<SpComb>oh wow, an interesting idea
19:51<SpComb>"On a similar 'Social' note, I hear that there is work going on to embed a MP3 player into the game. A branch off that could be to embed a Streaming Radio station into the server. I know that would be a bandwidth issue, but I have seen Team Fortress Servers that can do it, though I think they do an HTTP external connection...But It would be cool to have servers hosting thier own music... Just a thought..."
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21:11<CIA-3>OpenTTD: glx * r13175 /trunk/src/industry_gui.cpp: -Fix (r13174): sorting criteria and order for industry directory was always reset on window opening
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21:50<CIA-3>OpenTTD: smatz * r13176 /trunk/src/town_gui.cpp: -Fix (r13153): town window was glitchy while opening
21:52<CIA-3>OpenTTD: belugas * r13177 /trunk/src/ (terraform_cmd.cpp terraform_gui.cpp): -Fix[FS#2002]: Using level tool in scenario editor makes tiles brown. That is the only tool that does so in Scenario Editor (apart dynamite, of course).Report and Fix by Roujin
21:57<CIA-3>OpenTTD: smatz * r13178 /trunk/src/toolbar_gui.cpp: -Fix (r13173): the main toolbar didn't respect patch settings, it was always positioned on the right side
22:01<CIA-3>OpenTTD: smatz * r13179 /trunk/src/toolbar_gui.cpp: -Fix (r13173): r13178 applies to the main toolbar in Scenario Editor, too
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22:55<Roujin>are you devs still working?! oO
22:55<Roujin>get some sleep, jesus!
22:56<Roujin>awesome progress on the window OOification though!
22:57<Roujin>and thanks for including that fix, Belugas ;)
22:57<Roujin>nite! :D
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---Logclosed Mon May 19 00:00:35 2008