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#openttd IRC Logs for 2008-08-03

---Logopened Sun Aug 03 00:00:42 2008
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01:26<Celestar>YAPP has been trunkified?
01:31-!-Sir-Bob [] has joined #openttd
01:34<Celestar>a w e s o m e
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01:53<Celestar>heh who's good with mercurial here? :)
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02:02<Lachie>I'm good with a knife
02:02<Lachie>will that help?
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02:36<Wolf01>nice, I found a bug in the rss feed of HG
02:37<Wolf01>feeds work, but if I click on "open openttd/trunk.hg changelog" it opens this: http://localhost:8082/hg/openttd/trunk.hg/
02:37<Wolf01>(I use firefox 3)
02:38<Wolf01>uhm, feeds doesn't work too
02:38<Wolf01>Yesterday worked
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02:40<@Bjarni>wrong button
02:40<@Bjarni>I was supposed to shut down and leave :s
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02:43<Wolf01>uhm, yesterday I didn't really tried to click on the feeds, like 2 days ago... I only updated the feeds with the new urls
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03:15<Celestar>peter1138: you already awake?
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03:22<Alberth>Too bad you cannot get a negative answer
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03:36<Tekky>Hi everyone. I am so happy that YAPP is now in trunk. :-)
03:39<Tekky>Hehe, "damn"? Don't you like YAPP? Or are you afraid of the added maintenance of the codebase after an addition as large as YAPP?
03:39<hylje>he's unhappy because people like the new toy
03:40<Tekky>hehe, why that?
03:40<hylje>no idea
03:40<Tekky>Some people can only be happy when others are unhappy, I guess. :)
03:41<@peter1138>Tekky, no, he did it just after I went to bed :p
03:41<Celestar>peter1138: hi :D
03:41<Celestar>peter1138: what's damn?
03:42<Alberth>peter1138: He didn't want to deprive you of your sleep :P
03:44<Celestar>peter1138: do how do we merge with trunk ?
03:44<hylje>create a big diff
03:44<hylje>or a series thereof
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03:47<@peter1138>I'm doing it.
03:47<Celestar>peter1138: I've made some changes as well
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03:48<hylje>later on you might want to consider making something that allows outright pushing to svn.
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03:51<@peter1138>Hmm, that's bollocks that up :p
03:55<@peter1138>hylje: syncing, not merging, heh...
03:56<Eddi|zuHause2>same difference :p
03:57<Celestar>autoreplace segfaults cargodest :P
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03:57<@Rubidium>Celestar: autoreplace segfaults everything...
03:58<Celestar>peter1138: refit orders work nicely with the routing network
03:58<Celestar>peter1138: conditional orders do not
03:59<Eddi|zuHause2>the only way i can imagine handling of conditional orders would be nondetermistic jumps
03:59<@peter1138>I never use conditional orders ;)
04:00<hylje>would that break the little elegancy left?
04:00<@peter1138>Celestar, I also thought of a conceptual problem...
04:00<Celestar>when I have a vehicle, is should v->first ever be empty?
04:00<@peter1138>Why should cargo care to which station it goes to, as long as it ends up at the right industry?
04:01<Eddi|zuHause2>you have no way of statically deciding the branch condition, so you add an edge for both ways
04:01<@peter1138>Celestar, possibly if it's the first in the chain?
04:01<Celestar>peter1138: then v->first should be v
04:01<Celestar>from what I see
04:01<@Rubidium>v->first is never empty, except in unconstructed vehicles
04:02<Celestar>peter1138: It shouldn't care. But that's what I go for now and polish it up later
04:02<Celestar>peter1138: we could have a Routing->IsEquivalentStation
04:02<Celestar>or summin
04:02<@peter1138> < Nice gamelog :p
04:03<Wolf01>yeah, I managed to crash 4 trains... I didn't looked into the depots before moving a YAPP signal
04:03<hylje>the cargo might not care about where it's delivered
04:03<hylje>but the industry which ordered the stuff does
04:05<Celestar>peter1138: did you manage to get YAPP merged ? :D
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04:06<@peter1138>No, not yet.
04:06<@peter1138>I think I messed it up :p
04:07<@peter1138>Though the hg repo being rebuilt may not have help.
04:08<@peter1138>All the old commits have different changeset numbers...
04:09<Celestar>peter1138: shall I try it on my end?
04:09<Celestar>autoreplace called CmdSellVehicle with p1 to 1 for EACH vehicle
04:09<@peter1138>Celestar: Make multiple backups first
04:12<Celestar>peter1138: how?
04:12<hylje>by copying it
04:12<hylje>(changeset numbers are not nor should they be relied upon)
04:13<@peter1138>Part of the problem is it decided I should merge it manually using nano...
04:13<@peter1138>I have since removed that piece of shit.
04:14<Celestar>peter1138: ok talk me through
04:15<@peter1138>I've got it back now!
04:15<@peter1138>I re-updated and it offered me the merges again... this time with vim.
04:18<Celestar>peter1138: I'll be back in 5
04:20<CIA-5>OpenTTD: rubidium * r13971 /trunk/src/train_cmd.cpp: -Fix [YAPP]: segfault due to mixed up variables (michi_cc)
04:24<@peter1138>It's given me merges for complete files that we've not touched... *sigh*
04:25<CIA-5>OpenTTD: rubidium * r13972 /trunk/src/timetable_cmd.cpp: -Fix [FS#2180]: the timetable's "Clear Time" button didn't have any effect.
04:27<SpComb>YAPP in trunk \o/
04:28<hylje>and much fixing ensued
04:28<@peter1138>Hmm, my hg diff now appears to contain all of *routing* not the merge... how fun
04:29<@peter1138>Nearly there...
04:30<Celestar>I have NFI about what autoreplace does
04:30<@peter1138>Welcome to the club :)
04:31<@Rubidium>Celestar: at least cause 4 critical bugs that nobody knows how to solve
04:31<Celestar>Rubidium: I mean what it does from a coding point of view
04:31<@peter1138>I'm sure we would if we looked at it properly instead of waiting for bjarni to do it.
04:32<hylje>time to rewrite it?
04:32<@Rubidium>peter1138: uhm... looked at it properly means rewrote from scratch right?
04:32<@peter1138>Quite probably...
04:36*Celestar nods
04:36<Celestar>we can keep the GUI methinks
04:37<@peter1138>And the storage.
04:40<Celestar>what the HELL does autoreplace do with CmdMoveVehicle?
04:47<Celestar>peter1138: are you pullable? (=
04:48<@peter1138>I think you might want to reclone...
04:48<@peter1138>Check revision 9b14f7a4ff83 in a browser...
04:48<Celestar>what about the changes you haven't pulled yet?
04:48<@peter1138>"Some sort of merge..."
04:49<@peter1138>I'll make a backup and pull in your repo, see what happens...
04:49<Celestar>heh :)
04:50<Celestar>I'll then fix this one thing and repull/reclone
04:51<@peter1138>Pull from you works :)
04:53<Tekky>Rubidium: Thanks for putting YAPP into trunk, you made many people happy today :-)
04:53<@peter1138>I have to start a new cargodest game now :p
04:54<@peter1138>OpenTTD h:7cc4714
05:01<Tekky>Rubidium: Ah, also thx für fixing the bug with the "clear time" button :)
05:02<@peter1138>für ?
05:03<Wolf01>There's a thing I can't understand: Load at A, go to B, jump to A if load is 0%, go to C... at C trains don't earn money
05:06<Wolf01>I have mixed trains grain/livestock, and since I have more grain wagons, the grain stockpile will fill before the livestock stockpile, so I funded another food processing plant to deliver the rejected grain
05:07<Wolf01>seem that trains will get money for grain at the first station, but they can't deliver all the cargo
05:08<Celestar>peter1138: I'm NOT going to fix autoreplace for routing at the moment.
05:08<Celestar>it's basically somewhat broken for multiheaded engines
05:09<dih>will there be some nicer interface to at some point?
05:09<@peter1138>Celestar: s/for multiheaded engines//
05:10<@peter1138>dih: is nicer.
05:10<Celestar>(gdb) p dst_head->next->next->next->next->next->next->u.rail.other_multiheaded_part->u.rail.other_multiheaded_part->first
05:10<Celestar>$105 = (Train *) 0x84dda80
05:10<Celestar>(gdb) p dst_head->next->next->next->next->next->next->u.rail.other_multiheaded_part->first
05:10<Celestar>$106 = (Train *) 0x84dd330
05:10<dih>peter1138, websvn is nice ;-)
05:10<Celestar>the two parts of the multiheaded vehicle belong to two different trains \o/
05:10*Celestar grunts in pain
05:10<@peter1138>websvn is horrible.
05:11<dih>peter1138, <- nice themes though :-P
05:11<Celestar>peter1138: autoreplace *seems* to work with cargodest if it is not multiheaded
05:13<@peter1138>dih, default view of the file tree is not useful for viewing changesets.
05:14<dih>but you dont have non-svn revision numbers
05:14<@peter1138>It's actually really hard to websvn to find out how to show the changes...
05:15<dih>oh - nice
05:15<@peter1138>Instant changesets, instant changes, source if you really need it
05:15<dih>why did you not say so earlier :-P
05:15<dih>thank you peter1138
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05:28<Celestar>peter1138: ping
05:28<Celestar>peter1138: I've pushed all my changes to my hg repo. What to do next?
05:32<Alberth>Rubidium: Yesterday I posted my new widget structure to the dev forum, so everybody can have a look at it. Should I also add a link to fs1905?
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05:36<@peter1138>I've pulled.
05:36<Celestar>can you pull once more? :D
05:36<Celestar>how do I make a backup? or is it save to just clone your repo?
05:38<@peter1138>Again? But nothings changed...
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05:39<@peter1138>Just move it out of the way then do a clone.
05:39<Celestar>ok cool
05:39*Prof_Frink attacks peter1138's clones
05:41<Ammler>hehe, broken savegame :-)
05:41<Ammler>well, that is worth...
05:45<Celestar>adding changesets
05:45<Celestar>BIG changes
05:45<@peter1138>That is worht what?
05:45<Celestar>peter1138: I can safely assume that all non-trunk savegames are now borked? :D
05:46<@peter1138>I updated the cargopacket save version so we only use 101 now.
05:46<Celestar>what about our TODO list? is 4 still valid? is B done?
05:46<@peter1138>Dunno, not looked ;P
05:46<Celestar>do we do 7a)?
05:47<Celestar>what about 2a+b=
05:47<@peter1138>7a, yes, I am going to add a sorter there.
05:47<@peter1138>Sort by destination/via or quantity
05:47<@peter1138>Then use the additional space to add a button to replace ctrl-click.
05:48<Celestar>peter1138: pull/update did work without problems
05:51<Celestar>it compiles also
05:52<Ammler>[11:45] <peter1138> That is worht what? <-- need of restart cargogame...
05:52<Celestar>shower time
05:53<@peter1138>Ammler, in English, we say "that is worth *it*"
05:54<Ammler>not only in English, :-$
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06:02<@peter1138>Crap, I've run out of money :(
06:02*peter1138 ponders a £10,000,000 'loan'
06:03<@Rubidium>ALT-1 ;)
06:03<@peter1138>Not a debug build.
06:04<@Rubidium>too bad
06:05<@peter1138>Hmm, I could do with drive-through stops on slopes :o
06:06<@peter1138>And those diagonal level crossings.
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06:12<Celestar>yes yes
06:12<Celestar>peter1138: do we have any ideas about destination generation?
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06:13<JdGordon>hi all, I've just svn up'ed and there is a new signal type there, is there any info on how to use them anywhere?
06:14<dih>search the forums for yapp
06:14<dih>it's pbs ;-)
06:14<dih>or let someone else search for you and give you the link directly
06:17<Wezz6400>ooh PBS is in trunk now, nice :D
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06:20<Celestar>peter1138: segfault
06:20<Celestar>JdGordon: there's a very very good entry on the wiki. search it for YAPP
06:22<Nazer>I read the YAPP wiki page but still dont understand what these new signals do, if 2 trains can enter the same signal block wont that cause crashes?
06:22<Forked>no, they reserve a path to the next safe waiting point (signal / station / depot)
06:23<Forked>so they have claimed that piece of track for themself and no other trains can use it
06:23<Celestar>peter1138: pull. critical bugfix
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06:30<Tekky>Nazer: YAPP does not work with "signal blocks", it works with individual track pieces.
06:31<Tekky>Nazer: so you don't get a crash when two trains are in the same signal block, only if two trains are on the same track piece :-)
06:32<Brianetta>Tekky: Technically, that was always the case (:
06:32<Mchl>except for that one nighly, where train over and on bridge also could crash
06:33<Mchl>under and on...
06:33<Ammler>just wondering, is there a difference between "svn co <url> ./" and "svn up", if it is already checked out?
06:33<@peter1138>Always use svn up.
06:33<Nazer>Mchl: haha was that when you were working on the complex tracks under bridges?
06:33<Brianetta>svn up or svn switch
06:34<Brianetta>I use svn switch on my server. I build the stable releases from the tags.
06:34<Mchl>I don't recall when exactly that was, and I certainly wasn't working on complex track layouts
06:36<Ammler>well, that is "clear", just used co accidentially on a repo I already checked out, and it did a update without error and such...
06:38<Nazer>I have a query, because I cant find this documented anywhere on the wiki. Are oil wells supposed to slowly diminish over time and then close regardless of the quality of the service?
06:38<Nazer>I noticed this since I got the latest stable build.. im sure this never used to happen
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06:41<Nazer>that does make sense but doesnt that mean the coal and iron should run out as well?
06:41<frosch123>oil wells vanish, oil rigs appear
06:43<frosch123>and if you use pikka's basic industries, mines also have limited resources
06:43<Nazer>ah ok
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06:45<Forked>urgh.. 8 track station is not enough.. and there are cities on all sides of it. how to expand? :\
06:46<Nazer>do you have busses transfering people to the station? If so build a new station out of the city and transfer the passengers there instead
06:47<Forked>no transfers, no.. haven't gone that advanced yet :p
06:47<Nazer>or use busses and trains to transfer people from the existing station to an outside station and have the outside station do all the work
06:48<Nazer>you might loose money because you have to transfer people but in the long run you will make more because you can build the new station with a massive throughput
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06:50<Forked>top right station hasn't been put in use yet, heh
06:50<Forked>sad thing is, only 30 trains going through Grunnley Woods
06:51<Forked>but the area I cover is pretty small
06:52<Nazer>i dont think your problem is station size
06:53<Nazer>at the exit to the station you have a big chunk of unsignaled track
06:53<Nazer>which means trains cant get out fast enough
06:54<Nazer>unless your doing somthing special with pbs signals, i have never used them so I wouldnt know
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06:54<Forked>well, PBS makes it a bit less of a pain, but I could probably make that exit-section alot better
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06:55<Nazer>if you have exits that are as long as your longest train it will be like doubling the number of stations
06:55<@peter1138>Ooh, how ugly.
06:56<Forked>I know, peter =P
06:56<Forked>off to the shower, gf wants the laptop anyway..
06:56<Nazer>ok, bye
06:56<@peter1138>Forked: Build more track on the entrance to the station.
06:57<@peter1138>Your signal X across the parallel lines is a big bottle neck.
06:57<@peter1138>There are empty platforms that would be used if you had more diagonal lines.
06:57<Nazer>yes, take a look at ro-ro station on the wiki it shows how to use pre-signals to great effect
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06:58<@peter1138>pre-signals are unnecessary, it's PBS'd...
06:59<Nazer>I think im going to need to download the nighlty and try pbs signals, if they are so great im missing out
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07:07<Tekky>Nazer: I think the current nightly does not have PBS yet, you must wait for today's nightly which is built at around 19:00 GMT, I think.
07:08<Nazer>how are people using pbs at the moment then?
07:08<Tekky>they compile the source code themselves, after downloading it with an SVN client.
07:08<Nazer>right ok
07:09<Forked>(or use a patch pack, and I'm really off now =p)
07:21<Alberth>Is there any use of the signals near the platforms with PBS?
07:24<Gekz>how does PBS work
07:26<Alberth>Gekz: There is a short description at the top of the YAPP thread in the dev forum
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07:26*frosch123 tries to learn yapp basics
07:27<@peter1138>Alberth, possibly not on the terminus, but I put them there for consistency.
07:27<Gekz>Alberth: but I'm lazy
07:28<frosch123> works, but why do neither nor work? (despite of the fact they won't work with more than two trains)
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07:28<CIA-5>OpenTTD: smatz * r13973 /trunk/src/rail_cmd.cpp: -Codechange [YAPP]: Improve the behavior when changing signals to not cause stale reservations. (michi_cc)
07:29<Alberth>Gekz: Best way then is turn on 'show reserved tracks' config patch, and watch. :)
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07:30<@peter1138>frosch123, no orders?
07:31<frosch123>of course orders
07:32<Gekz>Alberth: fine, jnust link me then
07:32<Gekz>so I may read
07:33<Alberth>Gekz: (12:14:33 PM) Progman: JdGordon:
07:34<Alberth>Hmm, I should have removed the other users first. Sorry!
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07:36<+michi_cc>frosch123: works for me:,%2014th%20Mar%201950.sav
07:38<@peter1138>Oh, beat me to it :po
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07:38*frosch123 is confused
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07:43<+michi_cc>frosch123: any chance you have changed some YAPF penalties to non-standard values?
07:43<frosch123>i never modified them
07:43<frosch123> <- start the trains in the depot
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07:46<+michi_cc>frosch123: I don't know why, but pf.yapf.rail_pbs_station_penalty is set to 2 in your savegame. the default should be 800
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07:52<frosch123>that penalty is new, isn't it?
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07:54<@peter1138>Is it correct in a blank config?
07:54<frosch123>my old pre-yapp openttd.cfg already shows the value of two, so I guess it is some remnant of an old version
07:54<frosch123>yup, blank file is correct
07:55<frosch123>must be the fault of the russian patch pack, as I cannot remember trying any pbs before
07:57<frosch123>oh yeah, there is quite a lot rubbish in my cfg :x
08:00<frosch123>I only wanted to know what 'new configure patches menu' meant...
08:00<@peter1138>What did it mean?
08:01<frosch123>they had to much options to fit them on the existing pages, so they added a 'vehicles2' and 'economy2' tab (or similiar) and randomly placed horizontal separator lines between some options
08:02<frosch123>some of the so groupes options belonged together, some did not seem to...
08:04<frosch123>"SDT_CONDVAR(GameSettings, pf.yapf.rail_pbs_station_penalty, SLE_UINT, 94, SL_MAX_VERSION, 0, 0, 2" <- proof
08:06<frosch123>they were missing a ' * YAPF_TILE_LENGTH' :p
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08:27<Alberth>Hmm, with PBS train doesn't reroute to depot when you click 'go to depot' when train is just before it.
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08:38<Celestar>michi_cc: congratz :S
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08:46*Celestar goes playtesting cargo destinations
08:48<@peter1138>We need to solve the non-acceptance transfer bug :(
08:55<Celestar>peter1138: non-acceptance-transfer-bug?
08:56<@peter1138>Yeah, nothing is transfered if the station doesn't accept the cargo type.
08:56<Celestar>not good
08:56<@peter1138>We stuffed that one up ;)
08:56<Celestar>you or me? (=
08:57<@peter1138>It still follows the old rules for unloading/transferring there.
08:57<Celestar>we need to teach the code that transfer is implicit when the cargo has destinations
08:58<Celestar>so maybe not check the flags but have a small function TransferAtStation()
09:02<frosch123>michi_cc: Ok, I am evil :p Scenario: The train crash is okay, I guess. Can we do something about the remaining track reservation?
09:15<Alberth>Can anybody explain why loading oil is so slow here? All wagons are at the platform
09:19<frosch123>might be considered a bug, post it to FS
09:20<@SmatZ>I think that bug will be closed
09:21<@SmatZ>as not a bug
09:21<@SmatZ>train is longer than plaform
09:21<frosch123>but not the wagons which are loaded
09:22<Celestar>peter1138: I'm running into performance issues here :o
09:22<@SmatZ>frosch123: then you could have all locos behind the station
09:22<@SmatZ>I don't think this is a legal way of playing
09:25<frosch123>yay, two way yapp station are really nice :)
09:26<Celestar>frosch123: yes they are
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09:29<Celestar>I have NO CHANCE go get rid of passengers still :P
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09:30<Celestar>they're all over the place (=
09:32<@peter1138>Yeah... it's... hard.
09:34<Celestar>5000 pax at one of my stations and counting
09:34<hylje>a lot of passenger generation or just leaks?
09:35<Celestar>hylje: no leaks
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09:37<Celestar>I wonder what is so slow about this
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09:47<Celestar>found reason for apparent slowness :P
09:47<+michi_cc>frosch123: try this:
09:48<+michi_cc>it feels very hacky but I don't see another solution without changing lots of code
09:48<+michi_cc>the trains will still crash but there won't be a stale reservation remaining
09:51<Celestar>why do the trains crash?
09:51<Celestar>oh because the train in the station doesn't have any place to stop in the first place, right?
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09:53<+michi_cc>Celestar: they crash because the first train didn't reserve a path because before building the pbs signal it was no pbs block
09:54<frosch123>seems to work :)
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09:55<+michi_cc>it just has a rather hacky feel
09:56<frosch123>but there is a second issue wrt train crashes: when trains crash, (sometimes) they have already released the tile they were just about to leave, causing further trains to crash into them
09:56<+michi_cc>look inside that patch for a commit message if you dare to commit :)
09:57<+michi_cc>as long as it is possible, a crashing train should always try to reserve the tracks it is currently on
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09:57<Vikthor>Hmm, conditional orders based on destination of carried cargo would be really handy
09:58<hylje>but would kinda fuck up with how destinations work
10:00<Vikthor>hmm maybe i just expressed myself bad, I would like to skip certain stations if there is no cargo for that station on board
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10:11<xahodo>Found a bug in YAPP: when converting a signal to a pbs signal (and thus the signal block it's part of to a pbs block), trains inside the blockin question will not reserve the tiles they're on nor the tiles they're heading to. This might result in a crash.
10:11<xahodo>I have managed to reproduce it.
10:11<frosch123>sounds familiar :p
10:11<xahodo>errr... you already busy with it?
10:13<+michi_cc>if you change or remove normal signals, you can also get a crash. might be a missing feature, but not really a bug
10:14<xahodo>Well, it would be /really/ useful.
10:14<+michi_cc>or all train crashed can be considered as a "bug"
10:14<+glx>not if they are due to "user"
10:15<+michi_cc>build or changing pbs signals certainly is a user action
10:16<dih>and a silly one if a train is in that very block!
10:17<CIA-5>OpenTTD: frosch * r13974 /trunk/src/ (pbs.cpp pbs.h train_cmd.cpp): -Fix [YAPP]: A train crash could lead to stale reservations. (michi_cc)
10:18<xahodo>It seems perfectly logical to me that the moment a signal block gets converted to pbs, all trains in it (if there are) reserve their paths, to prevent crashes.
10:19<+glx>what should happen if they fail to reserve a path?
10:21<@peter1138>Celestar, what's the cause?
10:21<xahodo>They should at least reserve the rail segments their occupying. After that they should look for a safe path out of the pbs block once in a while (once a day, perhaps?)
10:21<@peter1138>I think they shouldn't.
10:21<dih>and how would you let the train in the block know that something has changed
10:21<@peter1138>Learn to not mess with signals while trains are near them...
10:23<Prof_Frink>peter1138: Add a "lock red" action to signals? Actually, it's probably easier to just add dynamite.
10:24<Prof_Frink>Or de-eclectify if all your trains run on electrickery
10:28<xahodo>dih: once a signal gets converted to a pbs signal, the blocks which it influences could be checked whether they already are pbs blocks, if not all tiles of the blocks in question could be checked for vehicles on them and those vehicles could be forced to reserve the tiles they occupy and then search for a path.
10:29<dih>xahodo, i am not sure you realize that a train is not notified of a changed signal regarding the block the train is currently inside
10:29<dih>hence - once a pbs block has a train inside it - dont mess with it
10:29<dih>if you need to muck about with it, make sure no trains can enter it or build a bypass for the time being
10:30<xahodo>Isn't there a possible solution, instead of a workaround?
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10:37<@peter1138>Stupid town.
10:37<@peter1138>They wouldn't let me build a truck stop to service a food processing plant... and now it has closed down...
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10:43<Tekky>is it possible to trigger today's nightly build to be built already now instead of in only 3 hours? There are many people in the forums who can't wait for today's nightly build. :)
10:43<planetmaker>g'day all
10:43<@peter1138>They'll just have to wait :D
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10:45<Tekky>Now all pages with of all the "advanced track layouts" in the OpenTTD manual will have to be updated for YAPP :-)
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10:46<@peter1138>Tekky, are you volunteering?
10:47<Tekky>well, I am thinking whether advanced track layouts such as cloverleaves are still necessary?
10:47<frosch123>Tekky: IIRC the NoAI build is earlier
10:49<Tekky>unfortunately, there is no YAPP replacement for priority lines (yet).
10:49<Yexo>yep, two hours earlier to be exact
10:49<@peter1138>Does there need to be a replacement? The existing priority lines still work, don't they?
10:49<Tekky>However, priority lines with pre-signals were an ugly hack anyway, IMHO.
10:49<+glx>Yexo: but it won't have the latest bug fixes
10:50<@peter1138>I like Brianetta's priority orders idea, if it actually works...
10:51<Brianetta>Well, now a patch can be attempted against trunk (:
10:51<Yexo>peter1138: was that with reserving two signals ahead?
10:51<frosch123>michi_cc: When two trains crash, the first train will release its reservation and then reserve the tiles it is on. Then the second train releases its tracks including those of the first train. That will cause further trains to drive into them.
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10:53<Tekky>peter1138: Yes, I also like Brianetta's idea of priority orders.
10:53<Tekky>peter1138: Actually, I had that idea myself, already one year ago. :-)
10:55<Tekky>Yexo: yes, that was Brianetta's idea.
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10:56<Tekky>Do we still need such junctions with YAPP?
10:56<Tekky>I think not :)
10:58<frosch123>michi_cc: i.e. <- let train2 ignore its signal
10:58<CIA-5>OpenTTD: peter1138 * r13975 /trunk/src/smallmap_gui.cpp: -Codechange: Replace some globals used by the small map window with static members of the window.
10:59<@peter1138>Tekky, I don't think there are any TTDPatch PBS samples on there either :o
11:01<Tekky>frosch123: You are only supposed to place signals in places where it is safe for trains to wait. In your savegame, you placed one signal so that a train waiting to enter the station will block trains leaving the station.
11:02<frosch123>Tecky: It is not supposed to be a sensible layout :p
11:02<Tekky>aha :)
11:02<frosch123>but one to show a problem with reserving tracks of crashed trains
11:03<Tekky>the trains don't crash with me?
11:03<Tekky>are you using r13970 or r13972?
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11:04<frosch123>Tekky: As I wrote above I forced them to crash
11:05<Tekky>ah, yes, that seems like a bug to me.
11:07<Eddi|zuHause2><Alberth> Hmm, with PBS train doesn't reroute to depot when you click 'go to depot' when train is just before it. <- it cannot unreserve the track it has already reserved, so the end of the reserved track is already way past the signal. you have to send to depot before entering the junction
11:08<Tekky>But I see no easy way of fixing this. Forcing a train over a red signal should also cause that train to make a reservation by force, so that two trains have reserved the same track. However, the current map array does not store the owner of the reservation. Therefore, I believe that reservations should be stored outside the map array.
11:09<Tekky>This would also have the advantage that reservations would not be tied to track pieces, but one could instead tie them to entire track segments, i.e. a length of track with no switches or signals in between.
11:09<frosch123>Tecky: One solution would be to rereserve all trackbits of any crashed vehicles after freeing the reservation of the currently crashed trains
11:09<Eddi|zuHause2>a train that is forced, should reserve the track when it is entering a new tile
11:09<frosch123>but a bit expensive
11:10<Eddi|zuHause2>but really, don't force any trains ;)
11:11<frosch123>yawn - the problem is not that the first two trains crash, but that the crashed trains not properly reserve the tracks they are standing on
11:11<Tekky>frosch: That may be a solution to your immediate problem, but forcing trains over a red signal would still be broken, as the map array does not permit two trains to each have one reservation on the same track piece.
11:11<Tekky>Eddi: That is an interesting idea.
11:12<Alberth>Eddi|zuHause2: So I noticed after switching on showing of track reservations. It takes a bit of getting used to. I found it very convenient clicking on a train just before a depot, since I can then almost immediately perform the operation I want on the train instead of having to wait a long time for the train to reach a depot
11:12<Eddi|zuHause2>Alberth: place a signal before the depot ;)
11:13<Eddi|zuHause2>i don't show reservations... they detoriate my view...
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12:02<+michi_cc>frosch123: how about
12:05<frosch123>currently busy, please wait a little
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12:13<frosch123>michi_cc: doesn't that just postpone the issue until three trains are involved?
12:19<+michi_cc>under specific circumstances yes, but only if the trains collide in the wrong order and have the wrong orientation. in practice, I wasn't able to cause a freed reservation in your example no matter how many trains I crashed
12:22<dih>define 'wrong order' and 'wrong orientation'
12:25<frosch123>michi_cc: <- first force train2, after the crash force train4 :)
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12:29<@peter1138>Isn't forcing trains to crash bound to crash...?
12:30<frosch123>peter1138: but only for the forced trains
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12:41<Tekky>I think it's about trains not detecting a crash site of two trains and therefore further trains crashing into the crash site.
12:42<Wolf01>I got some problems with trains waiting for free path when they are at depot and another train was waiting outside the depot, but I must say that I deleted some PBS signals where other trains had reservations... so I think it's not a bug, it is my fault because I didn't check if there were trains on the depot
12:44<Tekky>That reminds me that I once for fun compiled my own version of OpenTTD where trains were programmed to simply ignore red signals and treat them as green. It was fun to watch the number of trains in my network shrink from 200 to about 3 trains within a few seconds :-)
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12:46<Tekky>Wolf01: please post your savegame, then I will take a look at it.
12:46<Wolf01>It's too big and too many grfs loaded
12:47<Wolf01>if you want to replicate it, try to replace normal signals with pbs ones on a busy station
12:48<frosch123>michi_cc: seems to work
12:49<frosch123>but you are the expert :)
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12:55<+michi_cc>yeah, that's the brute-force version. I'm testing a more intelligent solution, but I'm not sure it is actually woth the effort
12:56<frosch123>yup, crashes are not that often, they need optimizing :p
12:57<+michi_cc>not pretty, but doesn't loop all trains:
12:58<+michi_cc>the dump solution might be more appropriate here
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13:07<frosch123>agreed, let's take my dumb version :p
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13:16<CIA-5>OpenTTD: frosch * r13976 /trunk/src/train_cmd.cpp: -Fix (r13953) [YAPP]: A crashing train could sometimes free the reservation of another train. (assisted by michi_cc)
13:17<blathijs>Hey, did we merge YAPP?
13:19<frosch123>I guess you haven't yet read any ottd related stuff today
13:19<blathijs>Nope, not much
13:19<Tekky>blathijs: hehe, yes, check the changelog:
13:19<blathijs>I just checked #openttd.notice :-)
13:19<frosch123>like, it is on all channels :p
13:20<blathijs>Seems like the changes were nice and incremental as well, instead of one big merge. I guess they came from some git repos or something?
13:21<frosch123>damn, the fix was not enough :(
13:21<Tekky>Yesterday was a historic moment for OpenTTD :)
13:23<Tekky>just wait until today's nightly build is generated, I'm sure it will be very popular :)
13:24<frosch123>imagine compilation would fail :p
13:24<Tekky>It will be generated in 35 minutes, I think.
13:25<Mchl>I hear that tonights nightly will beat FF3 download record
13:25<Noldo>haha :)
13:25<Tekky>hehe, yes, the culprit who caused the compilation to fail would certainly get a lot of hate mail :)
13:27*Rubidium summons Bjarni ;)
13:27<Mchl>how much mana is Bjarni?
13:27<Noldo>don't know but I bet it's black and red
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13:28<Mchl>and Rare...
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13:32<Mchl>Oh, how I hate, when I'm reminded of M:TG... I feel the urge to buy the cards again...
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13:35<CIA-5>OpenTTD: peter1138 * r13977 /trunk/src/ (widget.cpp window_gui.h): -Codechange: Let ResizeWindowForWidget() handle hidden (zero height or zero width) widgets.
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13:36<CIA-5>OpenTTD: peter1138 * r13978 /trunk/src/smallmap_gui.cpp: -Fix: Incorrect widget size.
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13:49<Wolf01>where is the signal gui patch setting gone? we'll need a search box for patch settings :P
13:49<frosch123>construction or interface
13:50<Wolf01>oh, found, construction tab ;)
13:53<+glx>Wolf01: ctrl-click on the signal button
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13:54<Wolf01>yes I know that, but I wanted to enable the gui to avoid to do that :P
13:55<Yexo>I'd like a new option for cycling with ctrl: cycling to only normal or only advanced signals, depending on the current signal type
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14:00<CIA-5>OpenTTD: peter1138 * r13979 /trunk/src/smallmap_gui.cpp: -Codechange: Use widget dimensions instead of magic number incantations for limiting small map area.
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14:00<Ammler>nightly server ready?
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14:01<@peter1138>Oh, no commit time... is that not enforced any more?
14:01<+glx>it never has been, it was just recommended
14:02<@peter1138>Oh... whoops :)
14:02<@peter1138>win32 is done!
14:02<@peter1138>Heh, didn't include my last change.
14:02<+glx>of course :)
14:03<@peter1138>My clock says it's pre-cutoff, but it's probably wrong again.
14:03<@peter1138>That's pretty close to it :)
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14:10<Ammler>openttd: /home/openttd/svn-public/src/industry_map.h:61: IndustryID GetIndustryIndex(TileIndex): Assertion `IsTileType(t, MP_INDUSTRY)' failed.
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14:11<+glx>Ammler: not enough info
14:12<Ammler>hmm, after update of our publicserver
14:12<Ammler>but it seems, we need to start a new game...
14:13<Ammler>right after unpausing...
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14:17<frosch123>morphos is crap
14:18<@Rubidium>it's more that gcc 2.95 is crap
14:18<DJNekkid>question, when a vagon vehicleID is above 116, is it intended behavior that it is treatet as an engine?
14:18<@Rubidium>what do you expect it to be by default?
14:18<@Rubidium>as there is no default for those vehicle IDs
14:19<CIA-5>OpenTTD: peter1138 * r13980 /trunk/src/smallmap_gui.cpp: -Codechange: Turn small map legend while loop into a for-loop.
14:19<DJNekkid>well ... i give it 0 power
14:19<Mchl>some 50 commits for nightly... it's been a busy day :)
14:19<@Rubidium>set the proper flags that it isn't an engine and such
14:19<DJNekkid>as in 0B 0 ?
14:20<DJNekkid>*0B 00
14:20<@peter1138>Power at 0 should be a wagon.
14:20<@peter1138>Power at 0 is the default for above 16, but it shouldn't be relied upon.
14:21<@Rubidium>oh, the flag's for powered wagons
14:21<DJNekkid>ahh, ofcourse :)
14:21<DJNekkid>1B is powered wagons
14:25<Ammler>but it is always the same assert,
14:26<@peter1138>You didn't specify how to reproduce it.
14:26<planetmaker>we can give you the savegame, peter1138
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14:27<@peter1138>Assuming it's trunk, could you please give it to
14:27<Ammler>peter1138: I fear, there was just too much changes...
14:27<@peter1138>In what?
14:27<Ammler>our save is about 300 years old
14:28<Yexo>Ammler: I downloaded game.sav from, and it crashes after running for three seconds
14:28<Ammler>server was rev 13800
14:29<Ammler>so not only in MP
14:30<planetmaker>^^save in question
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14:34<Ammler>Yexo: do you have accidentially a debug build?
14:34<Ammler>can you check which tile that is?
14:35<@peter1138>An industry tile is not an industry tile.
14:35<Ammler>mäh :-)
14:35<@peter1138>That's still an industry.
14:35<frosch123>oilrigs also hava station tiles
14:35<@peter1138>frosch123, it's within TileLoop_Industry()
14:37<Ammler>it is not yapp, asserts also with 13900
14:37<frosch123>yup, oilrigs convert MP_INDUSTRY tiles into MP_STATION when they are completed, which IIRC happens in tileloop
14:37<@peter1138>Right, but it's the first call after TileLoop_Water()
14:39<@Rubidium>you mean that the industry got flooded by itself?
14:39<@peter1138>It's a forest, nowhere near water.
14:42<@peter1138>But type_height is 96
14:42<@Rubidium>after the crash yes
14:44<@Rubidium>okay, IsIndustryTileOnWater(<crash tile>) is true before the crash
14:44<frosch123>faulty savegame conversion?
14:45<@Rubidium>might be
14:45<@Rubidium>or not
14:46<@Rubidium>IsIndustryTileOnWater(<crash tile>) is false after saveload
14:47<@peter1138>resets the whole of m1
14:47<@peter1138>instead of just the appropriate bits
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14:48<Roujin>don't want to disturb your debugging.. but aren't flyspray changes noted in the notice channel anymore? why's that?
14:49<@Rubidium>because we upgraded FS and the FS devs decided to remove the XMLRPC module
14:49<@Rubidium>so it was either an upgraded FS without notices (until reimplemented) or using the old (annoying) FS
14:50<Roujin>was there anything wrong with it? :/ why suddenly remove features
14:50<Roujin>the new FS is shiny though ^^
14:50<@Rubidium>no idea
14:50<@peter1138>FS devs != us
14:50<planetmaker>13826 still works (myself tested), 13840 doesn't work anymore (Ammler tested)
14:50<Roujin>yes yes, peter :P
14:51<CIA-5>OpenTTD: peter1138 * r13981 /trunk/src/industry_map.h: -Fix [FS#AmmlersStillTooLazy]: Resetting construction stage counter reset more than it should.
14:52<Ammler>sorry peter, but thanks :-)
14:53<Ammler>just liked to ask, if that change might be the case:
14:53<@peter1138>Actually I got it wrong :p
14:54<@peter1138>Another two bits should be cleared...
14:54<frosch123>Ammler: indirect yes
14:54<@peter1138>Didn't realise that there are *two* counters :o
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14:56<CIA-5>OpenTTD: peter1138 * r13982 /trunk/src/industry_map.h: -Fix (r13981): And then not enough was cleared...
14:57*peter1138 hides
14:57<@peter1138>Oh well, at least I fix my mistakes...
14:57<@peter1138>@seen bjarni
14:57<@DorpsGek>peter1138: bjarni was last seen in #openttd 12 hours, 16 minutes, and 58 seconds ago: <Bjarni> I was supposed to shut down and leave :s
14:57<Celestar>peter1138: any news? :D
14:57<@peter1138>Have been sorting out the smallmap code...
14:57<@peter1138>So not really
14:57<Celestar>great I've been out :P
14:58<ln>aha! so Bjarni is a robot after all!
14:58<frosch123> <- phew, that took longer than expected
14:58<Celestar>peter1138: did you run into any crashes recently?
15:00<Noldo>is more uptodate that earlier?
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15:00<@peter1138>In theory it is always current.
15:01<@peter1138>It is at the moment.
15:01<@Rubidium>Noldo: earlier as in like a week or more ago?
15:01<@Rubidium>then yes
15:01<@peter1138>Celestar, no.
15:01-!-KillaloT [] has quit []
15:01<Noldo>Rubidium: great
15:02<Ammler>peter1138: would we need to remove all oil rigs to be safe from that bug?
15:02<Celestar>peter1138: that sounds good
15:02-!-trainboy2004 [] has joined #openttd
15:02<Celestar>peter1138: I'll give the paxdest generation some tries tomorrow
15:02<planetmaker>Ammler: it was a forrest...
15:02<@peter1138>Ammler, er... it's fixed...
15:03<Ammler>yeah, but not in the nightly :-)
15:03-!-trainboy2004 [] has quit []
15:03<Celestar>peter1138: I'll be on the road from friday on for about a fortnight, I'd love to have most things done by then (=
15:04<Celestar>what the hell happened to the Sourceforge download counters?
15:04<CIA-5>OpenTTD: frosch * r13983 /trunk/src/train_cmd.cpp: -Fix (r13953) [YAPP]: Crashed trains can be on different trackbits. Make sure there is still a track reservation when one vehicle is cleaned up.
15:05<@Rubidium>Celestar: they killed the stats because they are moving servers and the stats servers are now in California and the main servers in Chicago and apparantly that generated too much traffic
15:05<Celestar>Rubidium: :S
15:05<@Rubidium>imo it's a lousy reason as they should've moved the stats servers too
15:05<Celestar>Rubidium: I'm seriously thinking about having a loook at autoreplace when I return
15:06<@Rubidium>please take a look at multistop first ;)
15:06<Celestar>Rubidium: with DRRS?
15:06<frosch123>Celestar: already started
15:06<frosch123>multistop is your job :p
15:06<Celestar>frosch123: what did start? autoreplace overhaul?
15:06<@Rubidium>Celestar: more DTRS ;)
15:06<Celestar>Rubidium: er yeah
15:07<Celestar>Rubidium: somehow, multistop was never adapted to DTRS (=
15:07<frosch123>Celestar: yup autoreplace
15:07<Celestar>Rubidium: I'll have a look at it then
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15:09<Celestar>frosch123: are you working on it?
15:09*Celestar smiles happily
15:09<Roujin>hmm, can't find anything on flyspray's wiki nor flyspray's flyspray regarding if and when that XML RPC feature was altered/removed...
15:09<Celestar>frosch123: planning an overhaul or a rewrite?
15:09<Fennec>hello worlds :)
15:10<Celestar>hey Fennec
15:10<frosch123>Celestar: If you encounter 500 lines of code if 5-6 serious bugs by design, how would you decide :p
15:10<Roujin>wow, didn't know the openttd irc channel was actually a multiverse... "worlds" :D
15:11<Celestar>frosch123: rm -rf ?
15:12<@peter1138>Rubidium, we'll quote him on that ;)
15:12<@peter1138>Oh damn, scrolled back :o
15:12<Celestar>quote who on what?
15:13<Noldo>what is DTRS?
15:13<+glx>drive ...
15:13<@peter1138>Drive through road stop.
15:15<Eddi|zuHause2>that one was rather obvious ;)
15:17<@Rubidium>Roujin: just check 0.9.8 and and search for files with xmlrpc in their name; the former will give you four files, the latter none
15:17<Fennec>random question for people. On large maps, with many industries: is it just my selective perception, or do most of those industries seem to have very low cargo generation rates? (like, "32 tons of iron ore a month"-low instead of 112ish)
15:17<@Rubidium>Roujin: <- tells you why xmlrpc got removed
15:20<Celestar>peter1138: the larger your network grows, the more difficult it gets. it's kind of fun :D
15:21<Celestar>peter1138: <= I just have a dozen of stations
15:22*Fennec observes in fascination.
15:22<Fennec>which GRF set is that? :)
15:22<Celestar>Fennec: DBSetXL and TTRS 3
15:22<@Rubidium>Fennec: it's likely because most industries won't be services which make them "prefer" the lower production rates
15:22<Celestar>plus YAPP plus cargodestinations
15:22<frosch123>Fennec: And transparent houses are turned on
15:23*Fennec looks this up
15:23<Celestar>Fennec: cargo doesn't wanna go "somewhere" anymore, but to a specific destination.
15:23<Celestar>it's not in the repo yet (=
15:24<Fennec>I seem to recall SimuTrans being a lot like that
15:24<Roujin>Rubidium: thanks for the links
15:24<Celestar>I don't get this computer below 14W of power draw in opensuse :S
15:25*Fennec hasn't played Simutrans in ages, though; too clunky.
15:26-!-weirdy [] has joined #openttd
15:26<weirdy>'oly shiz
15:27<weirdy>:/ lots of people, but no talking
15:28<weirdy>how very boring
15:28<Celestar>we're not a bunch o babblebags :P
15:28<Celestar>we're just coding (=
15:29<Noldo>I really don't get people who asume there is someone waiting for them to enter the channel 24/7
15:29<weirdy>Noldo: neither do i
15:29<weirdy>it really annoys me
15:29<Celestar>hm 16-17W seems normal
15:30<Celestar>not good :(
15:30<weirdy>they come shooting in, ask questions, wait a minute or two, and bugger off
15:30-!-LilDood [] has quit [Ping timeout: 480 seconds]
15:33<@peter1138>Celestar, on standy or regular use?
15:34<Eddi|zuHause2>i'm not sure if i want to know what my computer takes...
15:34<Eddi|zuHause2>and i don't really have any faith in the opensuse power management...
15:35*peter1138 mumbles about a Q6600 and a 8800GT not being exactly power friendly...
15:36<Prof_Frink>Get an Atom!
15:36<Eddi|zuHause2>i have some Athlon thingie and a Radeon 9700
15:36<Eddi|zuHause2>"Auf zum Atem!"
15:37<Eddi|zuHause2>[if i only knew this joke in english...]
15:37<Prof_Frink>Ariel Atom.
15:37<ln>weirdy: elaborate
15:37<Eddi|zuHause2>[it's from the simpsons, you would probably know it :p]
15:38<weirdy>ln: wut?
15:38<Prof_Frink>Eddi|zuHause2: Up and at'em!
15:38<Celestar>peter1138: regular use. chatting, emails ...
15:38<Celestar>peter1138: about 40W max
15:38<@peter1138>Hmm, 16-17W is very low.
15:38<Celestar>peter1138: it's a laptop ;)
15:38<@peter1138>Though you're probably talking about a laptop...
15:38<Celestar>peter1138: I don't own desktop
15:38<@peter1138>Even so...
15:43<Eddi|zuHause2>Prof_Frink: there are probably a lot of implications in that phrase that i, as a foreign speaker, can never really gather...
15:44<Celestar>peter1138: 19W with full brightness
15:44<Prof_Frink>No, it's just a pun on Atom.
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15:44<Celestar>class foo { protected: const int blah; }; class bar : public foo {}; int main () { int somevar = 42; foo *x = new foo(somevar); // x->blah should be 42 now } <= how do I do this?
15:45<@peter1138>const int?
15:45<@Rubidium>you can only do that with templates
15:45<Celestar>peter1138: m_cargo_type should actually be const .. it's set only once (on construction)
15:46<@SmatZ>Celestar: try to set it in constructor
15:46<@SmatZ>like foo::foo(int a) : blah(a) { }
15:47<Celestar>er sorry wrong stuff
15:47<Celestar>class foo { protected: const int blah; }; class bar : public foo {}; int main () { int somevar = 42; bar *x = new bar(somevar); // x->blah should be 42 now } <= how do I do this?
15:48<Eddi|zuHause2>Prof_Frink: well, the pure obscurity of the translation may make it a different level of funny...
15:48<Fennec>blah::blah (int somevar) { this->blah = somevar; } ?
15:48<@SmatZ>bar::bar() can't set variables belonging to foo in the contructor initialization
15:48<@SmatZ>or how is it called
15:48<Fennec>x is a bar
15:49<Fennec>eh, I can't read through all that on one line and my C++ is a trifle rusty :)
15:49<Celestar>SmatZ: thought so
15:49<Celestar>SmatZ: damn
15:49<Celestar>so m_cargo_type stays non-const.
15:50<@peter1138>Use a const accessor?
15:50<Celestar>peter1138: I need to set it once. somehow
15:50<Celestar>I can't
15:51<Celestar>I can only set it in foo's default constructor
15:51<Celestar>well there IS a workaround
15:51<Celestar>set a global variable to whatever "blah" should be
15:51<Celestar>and then set blah to said global variable on calling foo's default constructor
15:51<@SmatZ>hmm if you could create foo::foo(int a) : blah(a) { }
15:51<@SmatZ>and then call bar::bar(int a) : foo(a) { }
15:52<@SmatZ>I think it could work... but I am not a C++ guy :)
15:53*Fennec hasn't done C++ in over a year.
15:53<Fennec>mostly just Perl.
15:53<@peter1138>That seems to work.
15:54<@peter1138>/home/petern/ottd/routing/src/routing.cpp:168: error: assignment of read-only data-member ‘RoutingBase_t::m_cargo_type’
15:54<@peter1138>Celestar: works fine, want me to commit?
15:54<Fennec> <--- good lord
15:55<Fennec>you people are insane :)
15:55<Fennec>I approve.
15:55<@peter1138>Don't believe anything the openttdcoop people say.
15:55<Prof_Frink>The coop is a lie!
15:56<@SmatZ>Fennec: this is #openttd, not #openttdcoop or so
15:56*Fennec nodnods.
15:56<Fennec>you do more development work stuffs?
15:56<Fennec>or just "we're not -coop"?
15:56*Fennec will make a note to be more careful about the distinctions in the future.
15:57<@peter1138>We deal with making things beautiful.
15:57<@peter1138>Then they go and mess it all up.
15:57<Eddi|zuHause2>they are evil
15:58<@SmatZ>they are very fine :)
15:58<+glx>they always find bugs
15:58<@peter1138>Celestar, poke?
15:58<@SmatZ>and that's useful
15:58<Eddi|zuHause2>they are very evil
15:58<Prof_Frink>Fennec: If you want proof that his is not #openttdcoop, try !password
15:59<Prof_Frink>Calm down, orudge
16:02<Forked>I win
16:03<Eddi|zuHause2>you should get that checked...
16:03*SmatZ thinks if Forked really wants his prise :)
16:03<frosch123>Forked: without nose ? I doubt
16:03<Forked>_ <-
16:04<@peter1138>Forked is prised open?
16:08<Eddi|zuHause2>hm... Avidemux has too many deinterlace filters... i cannot decide which one to use
16:09<CIA-5>OpenTTD: peter1138 * r13984 /trunk/src/smallmap_gui.cpp: -Codechange: Simplify industry legend on small map, by automatically splitting columns based on widget height.
16:09-!-Roujin [] has quit [Ping timeout: 480 seconds]
16:10<Mchl> <Forked> ¯\(º_o)/¯ <- a zombie?
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16:14<frosch123>peter1138: do you really want to make the legend that high?
16:14<Forked>Mchl: not really defined
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16:20<@peter1138>How high is that high?
16:20<frosch123>the height increased by about 50%
16:20<@peter1138>Depends on the number of industries.
16:21<@peter1138>And yes, I know it's taller than with 3 columns, but 3 columns did not fit.
16:21<frosch123>oh, did not knew it depends on number of industries
16:21<@peter1138>With default industries there is no change :)
16:22<@peter1138>With ECS... who knows ;)
16:22<Fennec>ecs is too weird for me :_)
16:22*frosch123 tested with full ecs
16:23<@peter1138>Simple enough to change it back to 3 if wanted, but the legend overlaying the buttons when the window is small was bugging me.
16:23<@peter1138>Maybe work out the column width needed :)
16:23<@Rubidium>so you silently fixed a bug?
16:24<@Rubidium>FS#1858 to be precise
16:24<@peter1138>Er, whoops
16:24<@peter1138>To honest by the time I'd sorted out my changes I'd forgotten about the 3 -> 2 change...
16:25<frosch123> <- the default size looks a bit weird now
16:25<@peter1138>Er... yes :)
16:26<@peter1138>And the industry one?
16:27<@peter1138>Hmm, don't think you can fit three columns in the minimum size with the length of some of those.
16:27<Eddi|zuHause2>can you increase the number of colums with window size?
16:27<Eddi|zuHause2>and remember the last size? ;)
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16:29<@peter1138>Eddi|zuHause2, er, possible, though it might be a bit odd...
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16:35<Fennec>oh snap
16:36*Fennec just found out about the 'share orders' instead of 'copy orders' doohickey
16:36<Eddi|zuHause2>congratulations ;)
16:36*Fennec emits hallelujiahs.
16:36<Fennec>(amazing what reading the help file every few months will do :P)
16:37<@Rubidium>if you did that you would've known this feature many years ago
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16:41<Fennec>my play's been erratic :P
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16:50<CIA-5>OpenTTD: smatz * r13985 /trunk/src/yapf/yapf_destrail.hpp: -Fix (r13944): gcc 2.95 compilation
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16:52<Eddi|zuHause2>why do we still support this ancient crap?
16:53-!-Zahl_ [] has joined #openttd
16:53<@SmatZ>because MorphOS
16:55<@peter1138>SmatZ, question still stands ;)
16:57<Forked>Is there a way to disable 90 degree turns with YAPF?
16:57<+glx>yes, it's the same switch as NPF
16:57<Forked>claims it requires NPF?
16:58<+glx>because nobody changed that :)
16:58<@SmatZ>ancient string, ignore it :-P
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17:02<+glx>peter1138: still miss virtual ~RoutingBase_t() {}
17:03<@peter1138>Why can't all compilers follow the proper rules...?
17:04<+glx>I use an "old" one (3.4.5)
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17:05<@peter1138>Okay, if we drop the column size by 4 pixels then 3 columns fits exactly into the smallmap window's start up width...
17:05<@peter1138>Could just make that the minimum size...
17:07<Ammler>[22:57] <Forked> claims it requires NPF? <-- NPF or newer...
17:09<Wolf01>uh, I can't build an airport because... I don't know... the noise limit is 0, the city doesn't have other airports... and it says I'm not allowed to build another one airport for that city
17:10<+glx>how is your rating in the town?
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17:11<@SmatZ>Wolf01: try building it further from the city centre
17:12<Wolf01>ok, was noise limit, I demolished the old airport to move it but now I noticed that the noise generated was too much for that city
17:12<Wolf01>that's because the old airport was placed before the noise limit introduction
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17:14<Eddi|zuHause2>paxdest would help with placing airports ;)
17:17-!-mikl [] has joined #openttd
17:26<Vikthor>Eddi|zuHause2: They already do :P
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17:39<@peter1138>Which Eddi|zuHause2 must test RIGHT NOW
17:40<Eddi|zuHause2>i what?
17:40<@peter1138>21:25 Eddi|zuHause2> can you increase the number of colums with window size?
17:40<@peter1138>^ yes...
17:40<Eddi|zuHause2>i said that. yes.
17:41<+glx>now try the patch ;)
17:41<@peter1138>Hmm, needs a SetDirty...
17:42<Eddi|zuHause2>in german we say "ein alter Mann ist doch kein D-Zug"...
17:42<Roujin>he's not asking you to deliver cargo from a station to another, but to test a patch :P
17:43<Roujin>so, it doesn't really care if you're a D-Zug or not ^_^
17:44<Eddi|zuHause2>compiling is somewhat slower if you are converting video in the background...
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17:47<Eddi|zuHause2>">= 42" <- a magic number?
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17:53<Eddi|zuHause2>hm... it does reduce the number of columns when you lower the size, but it does not increase when you make the window bigger
17:59<@peter1138>Reload :)
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18:02<Eddi|zuHause2>looks nice ;)
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18:04<@peter1138>Next trick... making it larger only for the industry selection...
18:04<Eddi|zuHause2>the mouse cursor kinda loses "focus" of the resize button ;)
18:05<@peter1138>It does, but at least it is still selected.
18:05<@peter1138>The same happens for any other size-restricted window.
18:06<Eddi|zuHause2>i never noticed... but it's fine
18:09<@peter1138>OH YES...
18:09<@peter1138>Reload if you can be bothered ;)
18:10*peter1138 > sleep
18:11<Eddi|zuHause2>this is just code reshuffling, i presume
18:12<@peter1138>Reshuffling, so that it can be used twice.
18:12<@peter1138>Now only the industry view is larger
18:13<Eddi|zuHause2>looks good ;)
18:13*peter1138 > sleep(28800)
18:17*Rubidium wonders what the return type of sleep is given the instance peter1138 ;)
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18:21<@SmatZ>static inline bool operator > (OpenTTDDeveloper dev, uint val) { return true; }
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18:31<CIA-5>OpenTTD: truebrain * r13986 /branches/noai/src/ai/ai_info.cpp: [NoAI] -Fix: don't allocate too much memory (I keep having problems with MallocT ... -- TrueBrain) (Yexo)
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18:36<Eddi|zuHause2>"I go away for a few days and when I come back YAPP is in trunk!? Woooo!!!" <- i am really tempted to place "maybe you should go away more often" below that: p
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18:39<Fennec>Eddi|zuHause2: with a proper ;)
18:40<Eddi|zuHause2>i is serious cat.
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18:41<Fennec>my routes must be too long; I'm only making a profit on these trains every /other/ year :)
18:41<Eddi|zuHause2>increase daylength ;)
18:42<Eddi|zuHause2>with the daylength patch, i presume...
18:42<Fennec>oh :)
18:43<@SmatZ>wait until you have faster trains available
18:43*Fennec has a vanilla game right now. mebbe. :)
18:43<Fennec>eh, is no big deal.
18:44<Eddi|zuHause2>you can keep daylength savegames loadable in trunk, if you don't save the patch setting in the game
18:45<Eddi|zuHause2>sideeffects are that the game does not remember the setting, gets it from the .cfg instead
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18:53<Brianetta>Got a YAPP bug
18:57<@Rubidium>Brianetta: PEBCAS ;)
18:57<Brianetta>It's OK, it's replicable and perfectly avoidable.
18:58<Brianetta>Rubidium: Our office uses PEBKAC
18:58<@SmatZ>what kind of bug?
18:58<Brianetta>Documented there
18:58<@Rubidium>yeah, but keyboard and silicon aren't the same
18:58<Brianetta>Keyboard and chair
18:59<Brianetta>Only one thing links them
18:59<Brianetta>Let's not allow any ambiguity
18:59<@SmatZ>Brianetta: update, it should be fixed in r13973
18:59<@SmatZ>at least it worked for me :)
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19:00<@Rubidium>Brianetta: but PEBKAC is a subset of PEBCAS
19:00<Brianetta>and more widely used, afaict
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19:02<DJNekkid>arent a grf-file supposed to handle extended bytes (\b*<dec>) in action 0-1-3-4?
19:04<DJNekkid>or is it just nforenum that complains?
19:04<Eddi|zuHause2>NFO accepts extended bytes exactly where it says it does
19:06<DJNekkid>according to the wikipages: In OpenTTD since r13482, each ID is an extended byte for vehicles, otherwise the ID is a regular byte.
19:06<DJNekkid>on the action3 page
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19:07<Eddi|zuHause2>then maybe nforenum was not updated
19:07<DJNekkid>hmm, seems it's just renum that is complaing
19:07<DJNekkid>it actually works :)
19:07<DJNekkid>sry for that
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19:08<DJNekkid>yea, definately just that
19:09<Eddi|zuHause2>nforenum is not the final instance to decide correctness of NFO ;)
19:11<DJNekkid>nope ...
19:11<DJNekkid>so it seems :)
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---Logclosed Mon Aug 04 00:00:16 2008