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#openttd IRC Logs for 2008-08-01

---Logopened Fri Aug 01 00:00:07 2008
---Daychanged Fri Aug 01 2008
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00:08<Celestar>peter1138: <= check this out. apparently we either need to make the routing system cargo-type aware or make one routing table per cargo type
00:09<Celestar>(I'd suggest the latter)
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00:15<Celestar>peter1138: summary what we have to do :)
00:17<Suisse>deliver cargo only to stations that accept the cargo type
00:17<Suisse>what abouts unload :P?
00:18<Celestar>Suisse: unloads are ok, but we shouldn't generate cargo for destinations that don't accept that type
00:18<Suisse>a oups :p
00:19<Celestar>reload th efile :D
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00:58<Celestar>oh dear
01:02<Celestar> <= getting longer and longer :P
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02:10<Celestar>peter1138: can you poke me when you're awake? thanks
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02:41<@peter1138>Celestar: Poke.
02:44<Celestar>peter1138: I've some good news and some bad news :P
02:45<Celestar>peter1138: I've played the game for 30 years in multiplayer with multiple companies and saves/leaves/joins and there wasn't a single problem with dests
02:46<Celestar>peter1138: then I have a few diffs, and tried to compile a TODO list
02:48<Celestar>wanna see it? :D
02:51-!-mode/#openttd [+b *!*@*] by peter1138
02:51<Celestar>heh :P
02:54<Celestar>oh you have merged from trunk
02:55<@peter1138>Yeah, I saw the TODO, and the scroll back ;)
02:55<@peter1138>Figured out the mail loop problem?
02:56<Celestar>pretty simple
02:56<Celestar>the route it tries to take is made for buses
02:57<Celestar>so it waits for a vehicle that never comes
02:57<Celestar>so we need cargotype-aware routing I guess (see TODO)
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03:00<Celestar>peter1138: the question is: in what order do we tackle those points?
03:00<@peter1138>Simplest ;)
03:00<Celestar>simplest first?
03:00<@peter1138>Also Bjarni added *refit orders* as while ago ...
03:01<@peter1138>So cargo type can change mid-route.
03:01<Celestar>I'd say we're covering them as much as we're convering conditional orders for the time being ..
03:03<@peter1138>3) Update the station view window when cargo is delivered to the station for automatic transfer
03:03<@peter1138>if (result > 0) InvalidateWindow(WC_STATION_VIEW, last_visited);
03:03<@peter1138>change result to a bool
03:04<@peter1138>I shall do that.
03:04<@peter1138>And rename it refresh
03:07<@peter1138>Oh, I've got a loop :o
03:08<ccfreak2k>result > FALSE?
03:08<@peter1138>Oh, the loop was elsewhere :D
03:10<Celestar>peter1138: do we want to add the TODO file to the repo?
03:10<@peter1138>Can do
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03:12<Celestar>peter1138: how's this?
03:12<@peter1138>Hmm, is that necessary?
03:12<Celestar>dunno :P
03:12<Celestar>it came to my mind at 4am in the morning :P
03:13<Celestar>it could find routes ^^
03:13<ccfreak2k>It would be interesting to export the data and make web reports out of them for game servers.
03:13<Celestar>ccfreak2k: HEH :D
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03:13<Celestar>ccfreak2k: it's a shitload of data, really ;)
03:14<ccfreak2k>You would just have to crunch the numbers every 10 minutes or so.
03:16<ccfreak2k>if (a&&b) { foo(); }
03:16<ccfreak2k>foo() is called only if a and b are true, right?
03:17<Celestar>ccfreak2k: yes
03:17<Celestar>a is checked first
03:17<Celestar>if it is false, b is not evlauated
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03:22<Celestar>peter1138: I dunno what is up with payments. sometimes they're even < 0
03:22<ccfreak2k>How can a payment be less than zero? Unless it's negative...
03:23<ccfreak2k>Actally, that can happen IIRC.
03:23<ccfreak2k>Where it costs to deliver something.
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03:26<@peter1138>That can happen with transfers
03:26<valhallasw>let's implement illegal dumping spots then! ;)
03:26<ccfreak2k>It's happened to me with just regular unloading.
03:26<ccfreak2k>A train will arrive and unload, and it ends up costing me. D:
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03:26<@peter1138>Yeah, took you too long :p
03:27<valhallasw>still, it shouldn't *cost* you to deliver
03:27<valhallasw>not with regular cargo anyway
03:27<valhallasw>maybe with passengers or mail or sth ;)
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03:29<Ammler>can it cost more then you already earned?
03:29<Ammler>morning btw. :-)
03:32<@peter1138>Hmm, showing only where cargo is destined is quite useful, instead of every en-route from line...
03:32<@peter1138>en-route from actually becomes quite useless...
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03:34<Celestar>peter1138: and maybe only the nexthop
03:34<Celestar>to group stuff
03:34<@peter1138>Hmm, that requires more effort ;)
03:35<@peter1138>But okay, we can cycle between showing everything, showing destinations, showing nexthop...
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03:35<@peter1138>Next transfer is more useful, but do we know that in advance?
03:36<Celestar>unless the routing network changes, it always returns the same result
03:42<Celestar>peter1138: we could allow the user to add manual routes via the console :P
03:44<@peter1138>Sounds... odd.
03:45<@peter1138>Now, how to switch between different view modes...
03:45<Celestar>peter1138: yeah :)
03:45<Celestar>peter1138: <= should we use it or not?
03:45<@peter1138>Patch option, button in the window, random click somewhere...?
03:45<Celestar>what view modes? station view window?
03:46<@peter1138>Show all, show destinations, show next hop
03:46<Celestar>maybe another icon next to the "+" ?
03:46<Celestar>or by clicking on the "main line"
03:46<@peter1138>main line?
03:46<Celestar>oh this is openttd, we need to use CTRL :P
03:46<Celestar>CTRL+click the "+" ?
03:47<@peter1138>Actually the whole line is clickable, that's just there so you know it's expandable.
03:47<@peter1138>So CTRL-click will cycle for now :)
03:47<Celestar>added 38 changesets with 103 changes to 90 files
03:47<Celestar>I smell a recompile
03:48<@peter1138>Actually the view mode is not per cargo type... hmm
03:51<Celestar>peter1138: so do we allocate 32 Routing classes?
03:51<Celestar>peter1138: or only per request?
03:52<@peter1138>How big is an empty routing c... oh, it'll still have the vertexes.
03:53<Celestar>about that size
03:53<Celestar>we *COULD* only add the vertex if cargo is delivered to the station
03:54<Celestar>however, compared the hopcache, the rest of the class is totally tinyish. and the hopcache is only made on request
03:54<Celestar>we could allocate it on request per on game start/load, depending on number of cargos in game and which cargos actually use destinations
03:54<@peter1138>Well, we can at least not do it if the cargo type is invalid.
03:55<@peter1138>And that, yeah
03:55<@peter1138>View modes added :D
03:55<Celestar> :D
03:55*Celestar goes looking
03:55<Celestar>MEH can't load my savegame :P
03:57<Celestar>peter1138: /home/vici/openttd-peter/src/station_gui.cpp:820: error: ‘STR_GOING_VIA’ was not declared in this scope
03:57<Celestar>and you can tick the item off the list :D
03:58<Celestar>at least 7b)
03:58<Celestar>heh. do we do an std::vector<Routing_t> ? :D
04:02<Celestar>heh .. where are the cargotype initialized :P
04:04<@peter1138>Hmm, but...
04:04<@peter1138>They're modified after that initialization, of course
04:05<@peter1138>Hmm, maybe this per station window option is wrong
04:10<Celestar>peter1138: <= is that better?
04:11<@peter1138>Apart from Initlalized :D
04:12<Celestar>well you may fix that :P
04:12<@peter1138>Am doing
04:13<Celestar>methinks we first should have the difficulty settings and then add the multiple Routings
04:13<@peter1138>Also I'm moving Routing to routing.cpp
04:13<Celestar>er .. I didn't? sorry.
04:13<Celestar>meant to do that :P
04:15<@peter1138>Via is most useful.
04:16<@peter1138>You can see instantly which route segment may need attention.
04:16<Celestar>that's what I thought :D
04:16<Celestar>hence the suggestion
04:16<Celestar>otherwise in a multi-hop network you have NO idea what's going on
04:16<@peter1138>I've got 900 passengers all waiting to use one of two buses which can carry 8 passengers each.
04:17<Celestar>except "there's a shitload of passengers hanging around"
04:17<Celestar>so ...
04:17<@peter1138>And they go 15mph...
04:17<Celestar>what do others think about the option to analyse the routing network via console. need or no need?
04:18-!-ln_ is now known as ln
04:18<@peter1138>I think with the small map improved, it shouldn't be necessary
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04:19<@peter1138>But you've done it now :p
04:19<Celestar>yeah, I have. SORRY :P
04:19<@peter1138>Celestar, think this station cargo view mode should be a patch option?
04:19<Celestar>instead of CTRL+Click?
04:19<@peter1138>It's annoying as it's not persistent.
04:20<Celestar>maybe the default view mode should be a patch option, but we keep the CTRL?
04:20<@peter1138>Hmm, okay.
04:20<Celestar>and the default of the default is go-via :P
04:20<@peter1138>Best of both worlds ;)
04:20<Celestar>exactly (=
04:20<@peter1138>That doesn't matter, you can change it :)
04:20<Celestar>in station_cmd.cpp:2734, why is that commented out?
04:21<@peter1138>It's not in my version
04:21<@peter1138>Well, it's not in the loop
04:21<@peter1138>That causes lockups
04:22<@peter1138>Hmm, is this a station setting or an interface setting?
04:22<@peter1138>(Answers of 'both' are not acceptable)
04:22<Celestar>interface imho
04:23<Celestar>station settings is something that influences the behaviour of a station
04:24<Alberth>peter1138: You could use 'xor' next time :)
04:24<Celestar>peter1138: how do we call a cargo type that has destinations? Destinationized?
04:25<@peter1138>Hmm, the patches system has changed a lot since I last did it.
04:25<@peter1138>Err, "has destinations"
04:25<Celestar>but IsHasDestinations sounds stupid :P
04:26<Alberth>or 'with destination'?
04:27<@peter1138>-Is then
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04:30<Celestar>targeted? YEAH YEAH! I HAVE THE GOODS LOCKED. FIRE
04:31<ln>anyone at Assembly?
04:31<ln>(i'm not)
04:32<Celestar>ln: ?
04:34<Celestar>no ln
04:34<ln>i could guess that from the '?'
04:37<Alberth>Celestar: GOODS DELIVERED SIRR!
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04:39<Celestar>peter1138: RFC:
04:39<Celestar>that would be 1c, except the sub-item (which we still have to deal with)
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04:48<fmauNeko>plaupe :)
04:49<ln>away nicks = bad
04:49<@peter1138>Celestar: looking. Patch option is in :D
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04:55*Celestar sits back and thinks
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05:00<Noldo>about what?
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05:02<Celestar>how to proceed with paxdest
05:03<Celestar>peter1138: what item are you on at the moment?
05:04<@peter1138>Getting dressed to go out.
05:04<Celestar>pity :(
05:04<Celestar>I'll clone your mercurial for the moment
05:04<Celestar>all commits I do are locally, right?
05:05<Celestar>so you could pull them one-by-one and have a look?
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05:05<@peter1138>I think you can push them, but I don't know how that works with authorisation and wotnot
05:05<Celestar>yeah :(
05:06<Celestar>how long will you be out?
05:06<@peter1138>Hour or so.
05:07<@peter1138>Ta ra
05:11<Celestar>are the destinations difficulty or patch setting?
05:13<Vikthor>Celestar: I believe in difficulty settings are only the TTD original settings
05:14<Vikthor>all the new ones were added to patch settings
05:16<Celestar>Vikthor: the last one has been added afaik
05:16<Eddi|zuHause2>difficulty settings have been changed, like the "very few industries" one
05:16*Vikthor starts openTTD to take a look
05:17<CIA-5>OpenTTD: rubidium * r13908 /trunk/src/rail_gui.cpp: -Codechange: merge two tables into a single one (Alberth)
05:18<Eddi|zuHause2>imho, the difficulty settings need a rework, like each setting gets a difficultuy factor, and the overall difficulty gets decided by geometric means
05:18<Eddi|zuHause2>so not only the exact presets count as easy/medium/hard
05:19<Vikthor>yeah, or for example build on slopes, it changes difficulty too
05:21<Celestar>hehe. pulling a hg repo via gigE takes only a few secs :P
05:24<dih>you nasty lil git :-P
05:26<Celestar>hm .. can I recycle used patch settings strings?
05:26<Celestar>or do they have to be consecutive?
05:26<CIA-5>OpenTTD: rubidium * r13909 /trunk/src/rail_gui.cpp: -Codechange: use the same type before CmdBuildRailStation as it used in the command itself (Alberth)
05:27<@Rubidium>depending on how you intend to use them, yes and no
05:27<Alberth>Nice to see that being committed
05:29<Celestar>Rubidium: <= this is what I have for pax, I want the same for mail ...
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05:31<@Rubidium>doesn't look like you can do that right now
05:31<@Rubidium>though didn't you want to make it configurable for all cargo types?
05:32<Celestar>pax, mail, "armored", rest
05:34<CIA-5>OpenTTD: rubidium * r13910 /trunk/src/ (8 files in 3 dirs): -Document: string drawing related functions and types (Alberth)
05:35<Noldo>ln: look, it's pacman
05:41<Vikthor>ln: Lucky you, here, the covered part is far smaller
05:42<ln>should be ~52% in a few minutes
05:44<Vikthor>here the peak is now and it isn't more than 25%
05:44<Celestar>here it's cloudy :P
05:46<LilDood>Here its cloudy and we're suposed to get 12% coverage of the sun in about half an hour
05:47<Vikthor>LilDood: Where are you?
05:47<LilDood>Well the 12% is for England, i'm in the North so will probably get more
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05:49<LilDood>According to a picture i'm looking at we may get 30%
05:53<Celestar>can I lock a patch setting so that it is not modified during run-time?
05:54<ln>gaah, i still dislike the term "patch setting".
05:55<Celestar>welcome to the club
05:55<@Rubidium>sounds really like nobody bothered renaming them in the GUI
05:55<ln>let's decide a better term, and someone makes a commit -> problem solved
05:56<ln>ETA: 10 min
05:56<Vikthor>feature setting?
05:57<Lachie>open setting?
05:57<ln>additional settings, advanced options, ...
05:57<Lachie>I'll show myself the door.
05:57<@Rubidium>"couldn't be bothered to merge the three settings related windows so now we've got three with one that is stupidly named" ?
05:58<Alberth>do we want to keep both orginal setting windows?
05:58<ln>"world settings" even.
05:58<Alberth>otherwise merging everything would be the best solution imho
05:59<Celestar>what are the "S" and "MS" flags in the settings?
05:59<Celestar>S is server right?
06:00<Alberth>Rubidium: more likely an accumulation of 'I just add one small patch setting, and don't want to re-shuffle everything' :)
06:04<Celestar>uh huh :D
06:07<Celestar>we'll be running outta saveload revisions soon ^^
06:10<Celestar>I still don't have an option to lock patch settings during the game, right?
06:10<Celestar>otoh, I just can ignore and changes made in-game
06:12<Alberth>warn the user that the change is not allowed, and set it back
06:12<Celestar>ok I have changed something in hg, how do I "upload" that change to my server?
06:13<dih>@seen Phoenix*
06:13<@DorpsGek>dih: Phoenix_the_II was last seen in #openttd 5 weeks, 6 days, 15 hours, 42 minutes, and 47 seconds ago: <Phoenix_the_II> i got a sb live aswell :P
06:13<Celestar>ssl required GAH
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06:32<@Rubidium>Celestar: there is an option to disable changing patch settings
06:33<@Rubidium>Celestar: take a look at difficulty.terrain_type for example
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06:36<Celestar>Rubidium: let me see
06:36<Celestar>Rubidium: will have a look at it
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06:54<Celestar> \o Brianetta
06:55<Brianetta>I've got this stupid tune stuck in my head. A waltz from the piano book I'm using to learn to play.
06:55<Brianetta>"Alpine Tune" it's called
06:56<Celestar>bah pushing 250GB of data over the network takes time
06:56<Celestar>especially when it's so slow as today :S
06:57<@Rubidium>time that can be used for development
06:57<Celestar>what do you think I'm doing ;)
06:58<@Rubidium>watching the flashy lights on the ginormous switch flashing?
06:59<Celestar>er .. nope :P
06:59<@Rubidium>yes... it's really slow ;)
06:59<Celestar>the switch is in the switch-room.
06:59<@Rubidium>doesn't that have cctv?
06:59<Celestar>switch-room has about 35°C and 90dB(A)
07:02<@Rubidium>not that much difference with my room yesterday evening :(
07:04<Forked>sounds a bit hot
07:05<@Rubidium>yup... and I couldn't open the doors/windows to let it cool down due to the heavy rain going almost horizontally :(
07:06<@Rubidium>and the thunderstorm made it 90 dB at times
07:06<Forked>hopefully nothing starts to melt =p
07:07<@Rubidium>I did (almost)
07:15<Brianetta>That bloody thunderstorm
07:15<Brianetta>kept me awake
07:16<Brianetta>*and* delayed my train to work by flooding a part of the line I wasn't intending to travel on.
07:17<@peter1138>Pom te pom
07:17<Celestar>hey peter1138
07:17<Celestar>peter1138: can you reach ?
07:18<Phantasm>Forked: How is the cooling if it is 35 °C ?
07:18<Phantasm>Erm Celestar ^
07:19<Celestar>Phantasm: ?
07:19<Phantasm>Nonexistant or way too small?
07:19<Celestar>peter1138: cool
07:19<Celestar>peter1138: I'm working on making multiple routing networks now
07:20<Celestar>peter1138: as you can see, I've added a few things (=
07:20<Celestar>oh I haven't pushed everything :o
07:21<Celestar>peter1138: reload :D
07:23<Celestar>peter1138: any vehicle can only have a single cargo type, is that correct?
07:23<@peter1138>Hence aircraft are two vehicles...
07:24<@peter1138>(At least)
07:27<Brianetta>They carry the mail in the shadow or the blades, don't they?
07:27<@Rubidium>the shadow
07:27<Brianetta>Can the blades carry stuff, or are they just vtol eyecandy?
07:27<@Rubidium>they can, but they don't at the moment
07:28<@Rubidium>and only helicopters have blades
07:28<Brianetta>and do the blades have a shadow? (-:
07:28<Brianetta>passengers, mail, goods and valuables...
07:31<Celestar>peter1138: this'll take an hour at least
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07:34<ln>fmauNekAway: nobody cares that you are away
07:35<@peter1138>Some say he eats horses for breakfasts, others say he has never been seen in the daytime... all we know is... he's away
07:36<Celestar>peter1138: I only have about an hour left, so I'll give you what I have then (=
07:39<@peter1138>Hmm, how do i add these changes? :o
07:44<Celestar>not sure :P
07:44<Celestar>doing progress here on the multi-routing
07:52<GoneWacko>what the heck, looking at my debugger with a breakpoint on TranslateXYToTileCoord, it returns x,y=5,7 for tile 0x0x0
07:52<GoneWacko>How does that work? :O
08:01<@Rubidium>it returns a tile given a screen coordinate
08:02<@Rubidium>so depending on how the map is scrolled it'll return something completely different
08:02<@Rubidium>and I reckon that tile 5,7 is at screen coordinate 0,0
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08:07<GoneWacko>weird :o
08:10<Celestar>peter1138: yes?
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08:24<Celestar>peter1138: *sigh*
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08:32<Celestar>‘Vehicle* Vehicle::next’ is private
08:34<Celestar>hardly ever noticed that it was private (=
08:38<Celestar>hg diff | wc -l
08:39<GoneWacko>Rubidium: 6,8 makes no sense to me there: :)
08:40<@Rubidium>divide by 16 to get real tile indices
08:40<@Rubidium>you're at 6,8 of tile 0,0
08:41<@Rubidium>rotate the image 45 degrees counter clockwise and the 6,8 will make sense
08:43<Celestar>er peter1138
08:44<Celestar>peter1138: it compiles
08:44<Celestar>with multiple routing tables
08:44<Celestar>well.. segfault (=
08:47*Celestar shoots himself for accidently calling a function recursively
08:48<GoneWacko>Rubidium: aha! Thanks :)
08:56<Celestar>peter1138: have you used anything of the stuff I did?
08:56<@peter1138>No, my question still stands ;)
08:57<@peter1138>hg pull
08:57<@peter1138>That was hilariously easily.
08:58<Celestar>meh how do I get the name of a cargo?
08:58<Celestar>{CARGO} uses a quantity
08:58<@Rubidium>cargospec->name ?
08:59<@peter1138>Yes, just use {STRING} with cs->name as the param.
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08:59<@peter1138>That one never got a 'pass the id' code because it's only used twice. Or something like that.
08:59<Celestar>I see
09:00<@peter1138>Hmm, we bumped the savegame format twice, heh...
09:02<Celestar>well *shrugs*
09:02<Celestar>it's not trunk we can do a --
09:03*Celestar hates changing english.txt :P
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09:04*Celestar has ugly code
09:04<Celestar>I hate if (this == NULL) ..
09:06<Alberth>replace with 'false'
09:07<Celestar>Alberth: unfortunately, not :(
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09:09<Celestar>peter1138: we'll need some wrappers
09:11<Celestar>and I don't understand variadic functions :S
09:20<@peter1138>Avoid if you can ;)
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09:20<Celestar>DEBUG() is a variadic function :(
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09:21<Noldo>does that mean one with ...
09:22<Celestar>meh. need help
09:24<Celestar>peter1138: it works.
09:24<Celestar>peter1138: the cargotype-specific route network.
09:24<Celestar>peter1138: but the debug output segfaults, than there's some uglyness and in the code (and bugs no doubt)
09:25<CIA-5>OpenTTD: smatz * r13911 /trunk/src/train_cmd.cpp: -Fix (r13806): do not consider crashed train as waiting at signal, v->direction doesn't have to match track anyway
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09:27<Celestar>peter1138: wanna see a diff? :P
09:27<@peter1138>or commit :p
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09:28<Eddi|zuHause2><Celestar> peter1138: how's this? <- something like this might be interesting for noai
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09:29<Celestar>peter1138: ok wait 5 mins I need some food
09:29<@peter1138>I'm off out again
09:29<@peter1138>So... laters
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09:30<Celestar>peter1138: check my stuff later on, I'll leave mercurial running
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09:46<Celestar>I don't the hell get this
09:47<Noldo>what's the problem?
09:50<Eddi|zuHause2><ln> <- that is definitely not the view i had...
09:53<Celestar>Noldo: I've a function ROUTEDEBUG(int level, const char* msg, ...) that is suppose to call DEBUG() as we know it, after messing around with *msg a bit. I don't get the valist passed correctly :S
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09:57<Celestar>yo glx :D
10:00<Celestar>glx: I've fixed your problem on the cargodests (=
10:00<+glx>reading hg log :)
10:01<Celestar>glx: it's not yet
10:01<Celestar>glx: I managed to segfault DEBUG() :P
10:02<Celestar>I don't get this :S
10:02<Celestar>s = va_arg(va, const char*); vsnprintf(messagebuffer, lengthof(messagebuffer), s, va);
10:02<Celestar>how can this fail :S
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10:04<Celestar>dbg: [routing] [Passengers] :��u]���������t��Љ4$�y����t&
10:04<Celestar>great :S
10:06<+glx>I think you need va_start() too
10:06<Celestar>I have one
10:07<Celestar>glx: compare left side (debug.cpp) with right side (my code)
10:08<Celestar>glx: when I set the called to use DEBUG instead of RDEBUG, it works without problems
10:08<Alberth>Celestar: This is what you are looking for?
10:09<Celestar>Alberth: no, I want to re-use our debug code
10:10<Alberth>Instead of printf() you can use the OpenTTD DEBUG
10:10<@Belugas>vonderfull... when the system tells you to Call Bank for Authorization,DO call the bank... Do not enter some random numbers ...
10:11<Celestar>Alberth: and I'm trying hard as hell to avoid macros
10:11<Alberth>You like a challenge :)
10:12<Celestar>no. I dislike macros
10:12-!-ecke [] has quit [Quit: ecke]
10:14<Eddi|zuHause2> <- :P
10:16<@Belugas>WE dislike macros :)
10:16<Eddi|zuHause2>python has no macros :p
10:17*Belugas cannot judge something that he does not know :)
10:30<Celestar>0x0817b99d in Routing_t::RDEBUG (this=0x8469498, level=2, dbg=0x8298faa "Setting cache dirty") at /home/vici/openttd-cargodest/src/routing.cpp:108
10:30<Celestar>I don't even HAVE a va_list in that call that segfaults
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10:38<Celestar>glx: if you really want to have a look, use
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10:39<Celestar>I've pushed everything up there
10:39<Celestar>others: I'm grateful of every help you can give me with the probs in here
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10:43<+glx>Celestar: I guess I can pull directly to my current hg
10:44<DJNekkid>quick NFO question, if i want an engine to be available for unlimited time, should i set prop action0 04 to 0 or FF ?
10:44<+glx>hmm no I can't
10:44<Celestar>glx: hg pull ...?
10:45<+glx>pulling from
10:45<+glx>abort: error:
10:45<Celestar>nice error message :P
10:46<+glx>and it gives empty page in ff3
10:46<Eddi|zuHause2>right after "error: success" :p
10:46<@SmatZ>Connection to host is broken.
10:46<@SmatZ>not that original :-/
10:46<Eddi|zuHause2>i get that also...
10:47<Celestar>standby restarting server
10:48<Celestar>try again plz
10:48<+glx>with hg and ff
10:49<Celestar>pipe shoud be fat enough
10:50<Eddi|zuHause2>shouldn't matter with my tiny garden hose...
10:50<Celestar>what's your downstream
10:50<+glx>around 4Mb
10:51<+glx>(when TV is off)
10:51<Celestar>around 10GBits ... but for the whole campus :P
10:51<Celestar>but the server only has a 4Gbit connection to the switches (=
10:52<@SmatZ>that's the bottleneck :-P
10:52<@SmatZ>4Gbit switches!
10:52<Eddi|zuHause2>that's like you would try to land an A380 on the road in front of my house :p
10:55<+glx>next hop only view is "strange"
10:56<Celestar>but helpful
10:56<+glx>clicking on "+" just double the waiting cargo
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10:57<Eddi|zuHause2>how can i list all conflicted files with hg?
10:58<Celestar>glx: control-click on the cargo list toggles the view
10:58<+glx>anyway "next hop" doesn't show what it should I think
11:03<Celestar>glx: maybeI have messed it up with the recent commit
11:04<DJNekkid>glx: is that some kind of new paxdest+
11:05<Celestar>DJNekkid: it's some kind of nearly finished paxdest that are network safe :)
11:05<DJNekkid>bingo :)
11:06<DJNekkid>an "official" right? from peter or something?
11:06<Celestar>and me
11:06<DJNekkid>i think i've seen him chattering about pax/cargo dest :)
11:07<DJNekkid>i love paxdest :)
11:07<Celestar>there are still several items on the todo list
11:07<Eddi|zuHause2>is there a way to tune down passenger generation yet?
11:07<DJNekkid>and hopefully will the 2cc set get finished when it is ... and that is a (pretty much) pax focused set :)
11:07<+glx>Celestar: my loop for mail works better now :)
11:07<CIA-5>OpenTTD: rubidium * r13912 /trunk/src/ (8 files): -Codechange: remove some casts by returning the proper type instead of void*.
11:08<Celestar>glx: yeah
11:08<Celestar>glx: open console, type "rn"
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11:12<+glx>whatever I use for "rn le" it says "no routing system estabished for [...]"
11:12*DJNekkid will be a happy camper when paxdest hits trunk
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11:13<Celestar>glx: have you activated it in the patch settings? :P
11:13<extspotter>hey, is there any way of putting towns close to the edge or near each other?
11:14<Eddi|zuHause2>hm... i can't enable paxdest for my loaded game...
11:14<@SmatZ>extspotter: no
11:14<+glx>Celestar: "anywhere" and I can't change it
11:14<@Rubidium>extspotter: what is close?
11:14<Celestar>glx: it's non changable at the moment
11:15<Eddi|zuHause2>that is... non-optimal...
11:15<Celestar>Eddi|zuHause2: well I'm trying to come up with a solution ;)
11:15<Eddi|zuHause2>what's "etc." in valuables?
11:15<Celestar>Gold and Diamonds
11:16<Eddi|zuHause2>hm... i'd rather have another option for "everything that gets accepted by towns"
11:16<Eddi|zuHause2>[goods, food, ...]
11:16<Celestar>oh I did forgot that :P
11:17<Celestar>forget :P
11:17<Eddi|zuHause2>yay, it segfaults if i set the destinations and then try to load a game :p
11:20<Celestar>people start new games for the time being :P
11:21<Ammler>openttd: /home/marcel/hg/cargodest/src/routing.cpp:428: StationID Routing_t::FindNextHop(StationID, StationID): Assertion `from != to' failed.
11:21<Eddi|zuHause2>but new games do not have a network :p
11:21<Ammler>ctrl-click on the destination in station list
11:21<Celestar>Ammler: I see
11:22<Celestar>with the 32 routing networks, we need quite some more work I guess (=
11:22<Ammler>but I have the hg repo from peter
11:22<Eddi|zuHause2>why do we not have drag&drop in the newgrf window?!
11:22<Ammler>Eddi|zuHause2: newgrf gui has
11:22<Eddi|zuHause2>i do know that :p
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11:32<Celestar>peter1138! need help!
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11:37<Eddi|zuHause2>hm... what about a city "promotion" feature... village->town->city->megacity, with option to turn nearby villages/towns into suburbs? in order for a village promoted to town it must have a serviced secondary industry, and to city it must get certain amounts of cargo per month?
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11:38<+glx>I like the way cargos are unloaded then reloaded
11:39<Celestar>glx: hm?
11:40<Celestar>they are?
11:40<Celestar>but not if they stay on the same vehicle, right?
11:40<+glx>mail truck unloads everything before reloading, and it does it at each stop
11:41<Celestar>it does? :o
11:41<+glx>hmm it doesn't always
11:43<Eddi|zuHause2>gah.. setting up newgrfs on the title screen makes me insane...
11:45<+glx>vehicle 9 seems to do it every time
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11:51<Purno>Does OpenTTD got an option to disable the "Local Authority refuses..." message?
11:53<Purno>would I get flamed if I suggest it?
11:53<Purno>*heads to the suggestion forum*
11:53<Noldo>you want to disable the message or the refusing?
11:54<Eddi|zuHause2>there's a cheat ;)
11:54<@Belugas>suggesting is one thing :) accepting the suggestion is another one ;)
11:56<Purno>Noldo , the refusing of course
11:56<Celestar>it's possible
11:56<Celestar>just activate the magic bulldozer
11:59<Eddi|zuHause2>of course, bulldozing does not help you to build a station :p
11:59<Eddi|zuHause2>but really, a separate cheat "ignore local authority" could come in handy
11:59<Celestar>A Cheat, ok.
11:59<Celestar>a feature, don't like it
12:00<Eddi|zuHause2>afair the code has already checks for such stuff, but only in the scenario editor or something
12:00<+glx>hmm a station stoped to accept mail, that may be the cause
12:02<Eddi|zuHause2>hm... that german town names grf does not appear to have 3000 names in it :p#
12:04<Eddi|zuHause2>why can't towns be called "Town #XYZ" like stations, if the name creation failed?
12:04<@Belugas>mmh.. a cheat.. yeah, i guess it can be done with a cheat...
12:04*Belugas checks
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12:09<Eddi|zuHause2>hm... the thunder starts rolling...
12:10<Celestar>not yet here
12:11<Eddi|zuHause2>i'm slightly north of you :p
12:13<+glx>hmm ok my mail trucks are doing weird things
12:14*Rubidium wonders how long it'll take before you can be legally completely stripped of *anything* without seeing it back when entering the US
12:17<Celestar>Rubidium: 4 more years
12:19<Eddi|zuHause2>Rubidium: you mean like "the fibre in this t-shirt may be used to create bombs, you cannot keep that on"?
12:19<Vikthor>Celestar: Do you accept bug reports for destinations? I'm getting SIGSEVs with changeset e2d1756e1031
12:20<@Rubidium>more like: we don't suspect you, but we may take it and send copies of it all around the country (copies of the data on your laptop)
12:20<@Rubidium>and they may keep it 'a reasonable time'
12:20<Celestar>Vikthor: not yet, we still have a lot to fix, unless you have a clear idea what is going on
12:21<@Rubidium>well, what's reasonable to send it through all security related departments?
12:21<@Rubidium>a year per department?
12:21<Vikthor>Celestar: No, I will wait then
12:21<Brianetta>Rubidium: Encrypted?
12:22<@Rubidium>Brianetta: what encrypted?
12:22<Brianetta>this hypothetical laptop
12:22<@Rubidium>oh, when encrypted probably longer ;)
12:22<Brianetta>'cause if it is, it's spending a couple of years at the NSA
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12:22<+glx>I have a truck going from A to B transfering in continue mail for C to D (there's a connection between A and C)
12:23<Eddi|zuHause2>why does the town list not say the total number of towns?
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12:24<@Rubidium>because it didn't in ttd and nobody bothered about adding it?
12:25<+glx>Celestar: maybe this happens because the save was made when my mail loop didn't work
12:26<Eddi|zuHause2>Rubidium: but it's not like i'm the first one to request this...
12:27<@peter1138>Celestar: bool handled_cargo[NUM_CARGO] -> uint32 handled_cargo <- bitmask
12:28<Celestar>peter1138: why?
12:28<@peter1138>Celestar, I'd like to redo those changes in order_cmd.cpp
12:29<Celestar>peter1138: redo?
12:29<@peter1138>Yeah, a slightly less duplicated way
12:29<Celestar>peter1138: feel free. I was doing some proof of concept basically
12:29<Celestar>peter1138: yeah ... read the TODO and the full commit message :D
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12:31<Celestar>peter1138: I was thinking of wrapper functions for the "Process" functions
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12:33<Celestar>peter1138: are you going to import my stuff and modify it or start from scratch?
12:33<@peter1138>I've imported it
12:33<@peter1138>I'm doing the changes now.
12:34<Celestar>got ANY idea why the RDEBUG fails? :(
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12:41<@Belugas>town_cmd.cpp:2423 CheckIfAuthorityAllows(TileIndex tile) <-- just before "if (t->ratings[_current_player] > RATING_VERYPOOR) return true;", place a check for the cheat and i THINK it wold be good enough
12:42<Celestar>peter1138: can you give me your URL again plz?
12:43<+glx>I started a new game
12:43<+glx>no mail nor passegers produced
12:44<+glx>something is not good
12:44<Vikthor>Celestar: this one? (Not that I am peter though :p)
12:45<Celestar>Vikthor: yep that one
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12:46<Celestar>glx: no worries, only minor errors :)
12:53<Eddi|zuHause2>the new flyspray has a few alignment problems in konqueror...
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13:01<@Belugas>in firefox too ^_^
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13:01<@Belugas>maybe it will prevent stupid bugs to be filed in ;)
13:03<DaleStan>Belugas: -Fix: "true" is not a color. <--- Wow. Just wow. I don't want to know how that crept in.
13:04<@Belugas>ain't my fault, i merely fixed it :D
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13:08<Celestar>hey Wolf01
13:08<@peter1138>17:41 +glx> no mail nor passegers produced
13:09<Celestar>peter1138: any luck with my mess? :D
13:09<@peter1138>Possibly related to the station GUI not being right ;)
13:09<+glx>and maybe related to the strange behaviour of my mail trucks?
13:10<Wolf01>I'm on holiday for two weeks, I'll use all my time to code something, playing with ottd/xbox and sleep :D
13:11<Reemo>i don't understand the parameters for ecs, maybe someone could explain me what i have to type in...
13:11*Belugas detects that Wolf01 has no wife nor kid :)
13:11<@peter1138>If FindNextHop() returns INVALID_STATION then the station cargo view would be messed up
13:11<Wolf01>and a girlfriend too
13:12<@peter1138>and of course cargo would not go anywhere...
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13:13<Eddi|zuHause2>what happened to the world where people went to the lake bathing during their holidays?
13:13<Wolf01>tell me where are the lakes
13:14<@Rubidium>Eddi|zuHause2: I thought that they were digging holes in the beaches
13:14<@Rubidium>and that they'll be shot if they do that now in the name of "terrorism prevention"
13:15<@Belugas>bathing is for whimps... DIVING!
13:16<Wolf01>I think I'll go to the beach, ONE time
13:16<Eddi|zuHause2>in germany, you may transport an air tank attached to a diving suit in the car, but you may not transport that same air tank without the diving suit, because it is dangerous cargo
13:16<Celestar>fischer@andromeda:[/nfs/home/fischer/OpenFOAM/fischer-1.4.1/run]> uptime 7:16pm up 3 days 6:02, 3 users, load average: 30.75, 24.13, 14.51
13:17<@Belugas>i agree that it is indeed, Eddi|zuHause2
13:17<@Belugas>basically, if you're not aware, it can be really dangerous
13:17-!-Dan [] has joined #openttd
13:17<@Belugas>although, a simple diver's card wold be enough, no need to carry a suit...
13:18<Wolf01>about uptimes... I got windows uptime for 3 months and still work!!!
13:18<Reemo>eddie in a car you're allowed to carry it - but not when you do this for money (if i know the adr right)
13:18<Eddi|zuHause2>Belugas: the point is, the combination is a sports equipment, so lesser security rules apply
13:19<Dan>how do you start a server?
13:19<Eddi|zuHause2>click on "start server"
13:19<Eddi|zuHause2>in the multiplayer gui
13:20<Dan>But no body see me if i start a server
13:20<+glx>@openttd port
13:20<@DorpsGek>glx: OpenTTD uses TCP and UDP port 3979 for server <-> client communication and UDP port 3978 for masterserver (advertise) communication (outbound)
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13:20<@Belugas>Eddi|zuHause2, i thnk it's related to the knwoledge that comes with the ownership of the suit
13:21<@Belugas>can a user be banned if he does not say "thanks" ?
13:21<@Rubidium>that's a security "feature" that can be beaten for only 20 euros
13:21<Eddi|zuHause2>the laws in germany are also very strict when the tank has increased oxygen ratio
13:21<@Belugas>granted :)
13:22<@Belugas>you need a special card to get your air refilled with such blends in here too
13:22<Eddi|zuHause2>any tank with (even slightly) increased oxygen ratio has to be handled like it is pure oxygen
13:23<@Belugas>and should have stickers (big and visible) saying they are nitrox ones
13:23<Eddi|zuHause2>but that's as far as my half-knowledge goes :p
13:23<+glx>what about fuel tank in the car?
13:23<@peter1138>Celestar: pull
13:23<@Rubidium>glx: that's not dangerous!
13:24<Wolf01>we could implement this on ottd, you should carry at least two necessary cargos or the local authority which belong the industry will fine you :P
13:24<@Rubidium>neither is a lorry with the back end filled with an explosive concentration of natural gas
13:24<Eddi|zuHause2>glx: afaik the reserve fuel tank may not have fuel inside during "normal" operation
13:24<Celestar>peter1138: pulling, but it takes time, server has load 32, and workstation has 3GB in swap :S
13:24<Reemo>not in the tank - but the amount you're allowed to carry as reserves is limited
13:25<@peter1138>Celestar, well fine, but debug works now :p
13:26<Celestar>peter1138: heh ... nice
13:26<@Belugas>natural gaz tanks do have a pressure around 250 PSI (iirc). Diving tanks will go as high as 3000 PSI, under normal use. So they are pertty much bombs
13:26<Celestar>peter1138: what was it?
13:26<@peter1138>Wrong ;)
13:27<Celestar>er ok :)
13:27<@Rubidium>Belugas: natural gas at explosive concentration does that too (if you introduce a spark in a strong enough container)
13:27<Celestar>peter1138: the TODO list is not getting much shorter. I need to code faster :P
13:28<Celestar>why I get get a server to its knees with 4 "cp" processes ?!
13:28<Celestar>peter1138: what does CDECL do in the first place?
13:28<@Belugas>well... do the same with a 40% oxygen tank :) mainly, we're in for a lovely firework :) but agreed, all these devices are massively dangerous
13:28<@peter1138>Specifies the call convention.
13:29<@Belugas>somehow, tough, i guess the authorities care more about the pressure accidents than fire ones
13:29*peter1138 grumbles a bit at MB.
13:30<@Belugas>michael B
13:30<Eddi|zuHause2>what did he do this time?
13:30<@peter1138>Seems to have decided that no-one else is allowed to make GRFs...
13:30<Celestar>what does he have to do with cargodest? :P
13:31<Wolf01>right, he invented them, at least the idea, so he must decide what to do...
13:32<Celestar>I just tried about a dozen times to unpause the game by typing "c<ENTER>" in the console :P
13:33<Wolf01>he "painted" his screenshots ages before newgrfs were invented :D
13:33*peter1138 goes to fix the station gui
13:33<Celestar>peter1138: I have not yet done anything usable to the smallmap (it displays passenger routes only at the moment)
13:34<Celestar>peter1138: do you basically concur with the idea to use an array of pointers for the routing system?
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13:36<Celestar>BAH it takes 20 seconds to open the TODO file :S
13:37<Wolf01>mmmh I *could* continue the brickland scenery
13:37<Celestar>peter1138: will we allow to add destinations to existing games?
13:38<Celestar>peter1138: because I have now specifically disabled the modification of these settings in game. We would have to allocate/deallocate the Routings[] if we want to do it in-game
13:38<@peter1138>If that's the only reason I think we should try to allow it.
13:39<Celestar>it's the only reason up to now
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13:43<CIA-5>OpenTTD: bjarni * r13913 /trunk/src/os/macosx/macos.h: -Fix (r13893): [OSX] fixed a warning about MAC_OS_X_VERSION_10_5 not being defined on all systems
13:44<@peter1138>It's fear-bjarni-commit time :o
13:46<Celestar>peter1138: we have our hg (=
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13:51<Reemo>someone coul dexplain me how to set the parameters for ecs? i don't understand what is described on
13:52<Celestar>what is ecs?
13:52<Eddi|zuHause2>Enhanced Cargo Scheme
13:53<Eddi|zuHause2>or Extended?
13:53<@Rubidium>more extremely complex
13:54<Eddi|zuHause2>maybe, too ;)
13:55<Reemo>but it's annoying me that the ressources are limited...a coal mine with only 4k tons of coal...
13:55<Eddi|zuHause2>yes, then set the parameter to turn off the limit
13:56<Reemo>Eddi|zuHause2 that's what i want to do - but i don't understand what i have to set as parameter...
13:57<@peter1138>In the NewGRF GUI there's a "Set parameters" button.
13:57<Reemo>i have now set the parameter for the basic vectors to "11" but it seems not to work
13:57<Forked>meep meep
13:58<Wolf01>no roadrunners here
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13:59<@Belugas>reemo, have you started a new game or just applied to the old one?
13:59<Eddi|zuHause2>Reemo: maybe you want "1 1" instead?
13:59<Reemo>applied to an old one
14:00<Reemo>the first to set changing parameters on?
14:00<Eddi|zuHause2>and you should not change industries during a game
14:00<@Belugas>try new one instead
14:00<@Belugas>and where are those paremeters defined (explained) on wiki?
14:01<Reemo>that's what i found
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14:02<@Belugas>for 1. you would indeed need to specify "1 1", depending on your choices. each parameter is standalon
14:02<Eddi|zuHause2>so... set the first parameter to "0", and the second parameter to "2"
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14:02<@Belugas>as for 2., it's different
14:03<Reemo>as i understand i have to use "1 11" for what i want...but applying to an old game seems not to work --> trying a new one
14:03<@Belugas>there is only one parameter, but all the possiblities are coded as bits
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14:04<Eddi|zuHause2>11 = 1+2+8, so bits for storage size, mine exhaustion, and industry closure are set
14:04<Reemo>ok Belugas and when i want what is at the second explained as "he should put value 11" what i have to type in the parameters window?
14:05<Eddi|zuHause2>"1 11" is a valid parameter...
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14:06<Reemo>the first 1 for activating? and the second for setting the parameters?
14:06<Eddi|zuHause2>or "1, 11" is also possible
14:06<Eddi|zuHause2>no, the first parameter is for the valuables
14:06<Eddi|zuHause2>and the second parameter for the mines
14:06<Reemo>Eddi|zuHause2 what are valuables (i'm german too)
14:07<Eddi|zuHause2> <- that clearly says it, first parameter specifies valuables vs. gold
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14:07<Eddi|zuHause2>and second parameter sets industry behaviour
14:07<Reemo>ahh ok helps me out
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14:07<Eddi|zuHause2>you cannot set the second parameter without setting the first parameter
14:08<Reemo>ok, then i have to set both - with a new game...
14:08<Eddi|zuHause2>set the first parameter to 0 if you want the default behaviour
14:09<Reemo>may i stay here when i say "thanks"? ;)
14:09<Eddi|zuHause2>and valuables is what banks produce in temperate
14:09-!-DJNekkid [] has quit [Ping timeout: 480 seconds]
14:09<Eddi|zuHause2>no, saying "thanks" means you must leave within the next 20 seconds
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14:11*peter1138 continues playing his cargodest game
14:11<Celestar>peter1138: I have some preliminary patch that gives you the option to start/stop the the destinations in-game. want it=
14:12<@peter1138>Damn those picky passengers!
14:12<Celestar>peter1138: I just haven't tested it too well. it doesn't crash however
14:14<@peter1138>I shall test it
14:14<Celestar>hm .. the vertices are added. The orders are not :S
14:18<Celestar>peter1138: I'll add it to my hg in a few minutes. you can pull it there
14:18<Celestar>(I'll need to head out for the rest of the day)
14:25<Celestar>peter1138: push complete, cu lyter
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14:28<Reemo>~600 tons of coal left - then i know what happens when you add the parameters to a running the new one it seems to work now
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14:29<@Belugas>always been the case, Reemo
14:30<@Belugas>when playing with grfs, never change them midgames
14:30<@Belugas>unless adviced otherwise, of course
14:30<@Belugas>big red warning says so :)
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14:31<Reemo> mean that big red sign...
14:31<@peter1138>The one you read, right?
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14:31<Reemo>i saw it, but warnings? risk no fun ;)
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14:34<Reemo>is there any option to tell the trucks and busses to look more often if the slot they went to is free? and if not that they choose a new one if available?
14:35<@Belugas>where's the fun when your system is ruined?
14:35<@Belugas>no, as far as i know, there is not such an option
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14:36<Reemo>system ruined? *changing paramters back*
14:37<Eddi|zuHause2>Reemo: multistop distribution does not work correctly for drive-through stations
14:37<@Belugas>[14:37] <Reemo> system ruined? *changing paramters back* <--- too late :D
14:38<Reemo>0 tons coal left - but it still producing
14:40<Reemo>you're my heroes - helping me waste my time with a game i played when i was a young boy (in the last century)
14:40<Eddi|zuHause2>last milennium even!
14:41<Reemo>yes, i've meant millenuim... *grml* i'm really old...
14:43<@Belugas>yeah right...
14:43<@Belugas>try to beat me :)
14:44<Reemo><-- made 1977
14:46<Reemo>ok, now i feel better/younger
14:47<Reemo>thank you :P
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14:50<CIA-5>OpenTTD: bjarni * r13914 /branches/0.6/config.lib:
14:50<CIA-5>OpenTTD: [0.6] -Backport from trunk:
14:50<CIA-5>OpenTTD: - Fix: allow OSX 10.5 to build universal binaries (r13849, r13852, r13863, r13892)
14:50<Suisse>and what happens if I say 1989 :]?
14:51-!-welshdragon2` is now known as welshdragon
14:52<@SmatZ>nothing :)
14:52<Suisse>ho :(
14:52<@Belugas>yes, Welcome to the club
14:52<@Belugas>and bring me some cheese :D
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14:56<@Belugas>either way, it's not the age that counts, but the brain
14:57<@Belugas>I may be the oldest of the devs, but by far not the smartest
14:57<@Belugas>and not afraid to say so :)
14:57<Reemo>brain? you mean the one i've forgotten at the supermarket last week? or was it two weeks ago?
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15:03<Eddi|zuHause2>4) Repair payments, it seems totally fucked up <-- apart from a general fucked-up-ness that i cannot judge, cargo that spends a long time transferring at stations will generate negative final income
15:04<Eddi|zuHause2>so reducing the amount of passengers generated, so stations do not overfill that easily, will probably improve payments
15:05<Eddi|zuHause2>also, transferring tends to favour the first vehicle in the chain, because it does not consider possible waiting times when calculating the transfer credit
15:06<Eddi|zuHause2>but those are issues that are quite unrelated to cargo destinations
15:08<Eddi|zuHause2>the old patch "solved" the transfer issues by directly paying partial trips, not using transfer at all
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15:09<Eddi|zuHause2>besides, using transfer credit will get in the way with any possible infrastructure sharing
15:11<@Belugas>transfering credits, that's a job for Peter and I
15:11<@Belugas>ho ho ho
15:11<@Belugas>even more when using cards
15:11<@Belugas>ha ha ha
15:12<Eddi|zuHause2>err... yes...
15:20<CIA-5>OpenTTD: rubidium * r13915 /branches/0.6/ (19 files in 5 dirs):
15:20<CIA-5>OpenTTD: [0.6] -Backport from trunk:
15:20<CIA-5>OpenTTD: - Update: translations.
15:20<CIA-5>OpenTTD: - Fix: Custom vehicle names from TTD(Patch) games were lost (r13884)
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15:37<CIA-5>OpenTTD: rubidium * r13916 /branches/0.6/src/oldloader.cpp: [0.6] -Fix: backport added a free too much.
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16:19<Celestar>back for a bit
16:19<Celestar>peter1138: how is it? :D
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16:26<Eddi|zuHause2>Celestar: read my comments above?
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16:28<Eddi|zuHause2>hmz... did not change category...
16:30<Celestar>peter1138: another small update
16:30<Celestar>Eddi|zuHause2: will do.
16:31<Celestar>good night
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16:40<@peter1138>I need an icon for selecting the route network smallmap view...
16:41<@Belugas>who you gonna call? SKIDDL13!
16:41<@SmatZ>skidd13 is a nice icon
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18:12<ln>d/dt night
18:12<Prof_Frink>How differential.
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19:08<CIA-5>OpenTTD: rubidium * r13917 /trunk/src/ (industry_gui.cpp lang/english.txt): -Fix [FS#2178]: wrong tooltip for the industry directory's list.
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19:13<Eddi|zuHause2>yay ;)
19:14<Eddi|zuHause2>why do i not get an email?
19:16<Eddi|zuHause2>i do not remember setting any kind of filter...
19:17<Eddi|zuHause2>my last flysray notification is from 6.3.2008
19:28<Eddi|zuHause2>yay, it arrived :)
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19:52<CIA-5>OpenTTD: rubidium * r13918 /tags/0.6.2/ (9 files in 3 dirs): -Release: 0.6.2.
19:56<Eddi|zuHause2>i certainly did not expect that kind of action at this hour :p
20:00<@Bjarni>never underestimate the power of insomnia
20:00<@Bjarni>or stupidity :P
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20:11*bowman is up celebrating that he didn't have to spend the weekend flying to india
20:16<@Bjarni>that would have been bad
20:16<@Bjarni>we haven't got an Indian translator
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20:17<bowman>cheapo tickets too, 10 hours in economy :)
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20:31-!-mode/#openttd [+o glx] by DorpsGek
20:31-!-glx changed the topic of #openttd to: 0.6.2 | Website: * (Translator: translator2, Gameservers: servers, Nightly-builds: nightly, WIKI: wiki, Dev-docs: docs, Patches & Bug-reports: bugs, Revision log: vcs) | #openttd.notice for FS + SVN notices | UTF-8 please | No Unauthorised Bots | We Love YAPP
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22:28<CIA-5>OpenTTD: belugas * r13919 /trunk/src/ (9 files): -Codechange: Replace numbers with Colours enum on osk(forgot 2 assignations), statusbar, subsidy, terraform, timetable, toolbar, town, tree and vehicle guis.
22:28<@Belugas>only ONE gui TO DO!!!
22:28<@Belugas>just one :D
22:45-!-glx [] has quit [Quit: bye]
22:46<Suisse>let's go Belugas let's go ! *clap clap*
22:50<CIA-5>OpenTTD: belugas * r13920 /trunk/src/widget.cpp: -Codechange: uniformise the definition with the declaration of DrawFrameRect
22:51<@Belugas>thanks, but it will not be for today
22:51<@Belugas>or tonigh
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23:08<Suisse>grrrrrr !
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---Logclosed Sat Aug 02 00:00:58 2008