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#openttd IRC Logs for 2008-08-09

---Logopened Sat Aug 09 00:00:21 2008
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04:50<ln>Is the savegame compatibility to be retained forever?
04:51<Eddi|zuHause>forever? foreverever?
04:52<@Bjarni>ln: it is until announced otherwise
04:53<ln>great. no cool new features coming in a long time then.
04:54<@Bjarni>the idea is that you should be able to load old savegames
04:54<@Bjarni>you can't take new savegames and load them with old binaries
04:55<@Bjarni>the whole idea is that while loading the game should "update" the savegame on load to something the new binary can understand by inserting default values for whatever data is missing in the old savegame
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04:56<@Bjarni>like really old savegames all have 256x256 maps. The map size isn't saved in those but when those savegames are loaded today the load function specifies a 256x256 map using the current specifications to do so and it will fill it with the data it can get from the outdated savegame
04:57<@Bjarni>and we don't plan to alter this behaviour
04:57<blathijs>I don't see no need, either
04:57<blathijs>ln: Are there features that you see blocked by this compatibility
04:57*blathijs afk
04:57<ln>m'kay. so when can we expect to have all three terrain types on the same ma?
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04:58<blathijs>ln: Once we decide we want that and update the map array accordingly
04:58<blathijs>Toyland! (?)
04:59<ln>Rubidium: nobody wants the toyland together with real-world terrain.
04:59<@Rubidium>who said toyland?
04:59<@Bjarni><ln> m'kay. so when can we expect to have all three terrain types on the same ma? <-- even if/when this is possible we should still be able to load old savegames
04:59<@Rubidium>as it wasn't me who said that
04:59<@Bjarni> <Rubidium> who said toyland? <-- blathijs
05:00<@Bjarni>the tricky part in mixing the terraintypes aren't savegames
05:00<@Bjarni>it's the actual map storage in memory
05:01<@Rubidium>I thought it was rewriting a gazillion sprite numbers
05:01<ln>a dev here suggested earlier that mixing terraintypes is tricky especially from the savegame compatibility perspective.
05:01<@Bjarni>wouldn't we need even more bits to tell terrain type?
05:01<ln>or then i'm remembering something inaccurately. anyway.
05:02<ln>hmmm, ok, everyone seems to have their own opinion of why it would be tricky.
05:03<@Bjarni><ln> a dev here suggested earlier that mixing terraintypes is tricky especially from the savegame compatibility perspective. <-- say it works for new games and they can load/save then loading old savegames should be a matter of making a table to convert to the new format
05:03<Eddi|zuHause>how should mixing terrain types be more savegame-compatibility-problematic than any other newgrf feature?
05:03<@Bjarni>that table would likely end up being huge though
05:04<@Rubidium>not to mention that it breaks a few major assumptions made by NewGRFs
05:04<Eddi|zuHause>i mean adding more [newgrf] tile types would be technically not much more than adding railtypes
05:07<Eddi|zuHause>little side note: before you add tile types from other "climates" i'd rather see the temperate climate extended by stuff like rock tiles, that do not simply disappear when you clear them
05:08*ln wants underwater tunnels
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05:10<Eddi|zuHause>i vaguely remember a patch...
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05:24<Eddi|zuHause>why is there no "show next changeset" button on
05:29<@Rubidium>because there is no "next"?
05:29<@Rubidium>or rather because it's a directed acyclic graph
05:30<Eddi|zuHause>it could be by time or something...#
05:31<@Bjarni>go ahead and write something like for hg
05:31<@Bjarni>if you do then feel free to give it to me ;)
05:31<Eddi|zuHause>this has noting to do with
05:31<Eddi|zuHause>i just want a web page where i can browse subsequent changesets...
05:33<@Rubidium>then don't use hg
05:34<Eddi|zuHause>i have not seen a changeset view on at all
05:34<@Rubidium>then start by reading the post about the server changes on the forum
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05:36<Eddi|zuHause>then maybe put that in the topic ;)
05:38<Eddi|zuHause>and possibly redirect the old domains to the new one
05:39<@Rubidium>that'd break checkout out trunk over http
05:40<ln>Filesystem Size Used Avail Use% Mounted on
05:40<ln>/dev/sdg5 430G -12G 441G - /media/WD 1
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05:43<@Bjarni>ln: you remind me of the time when I saw two guys moving a Warcraft 2 map from one computer to another one on a floppy disk (this was a while ago). I wrote to the disk just fine but when the other guy tried to copy from the disk to the HD it failed. It needed an additional 1,8 GB HD space
05:44<@Bjarni>everything worked after reformatting the disk... somehow it was corrupted
05:44<fonso>ln, could it be the fs thinks the partition is of a different size than it actually is?
05:44<fonso>Then you got a problem now ...
05:45<ln>the disk is breaking down, but still quite an unexpected outcome.
05:46<fonso>well, ok, different problem, but surely funny to watch :)
05:47<@peter1138>Anyone familiar with Google SketchUp?
05:48-!-fonso is now known as fonsinchen
05:49*fonsinchen yawns
05:49<@peter1138>I have a nice square layout of my computer room, but there is a corner with non-square walls. I have the lengths, but not the angles. How do I draw them?
05:49*fonsinchen doesn't know. Yawning doesn't indicate knowledge ...
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05:50<@Bjarni>peter1138: you have 3 square corners, right?
05:50<@Bjarni>and the lengths of all walls
05:50<@Bjarni>start by drawing those
05:51<@peter1138>Er, two. They're drawn.
05:51<@peter1138>I think I'm going to draw a circle of one length, draw a line for the other, then remove the circle.
05:51<fonsinchen>Are you sure you have enough data to actually determine the outcome
05:51<@Bjarni>then draw the walls connecting to those two corners
05:51<@Bjarni>since you know the lengths you know the endpoints
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05:53<@Bjarni>I guess you have a 5th corner you need to place now, right?
05:53<@Bjarni>the circle idea is good but you don't have to draw full circles
05:53<@peter1138>Not totally accurate but the circles worked.
05:53<@Bjarni>it would be accurate if you did it correctly
05:53<@Bjarni>but then you have to measure correctly in the first place and take great care while drawing
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05:55<@Bjarni>but you will never get 100% precision. The question is how accurate is accurate enough?
05:55<@Bjarni>this is always a good place to start. What is actually an acceptable goal?
05:55<@peter1138>Hmm, I *think* the corner between them is right angle.
05:55<@peter1138>But it's not on my drawing :(
05:56<@Bjarni>you know the circles cross at two locations
05:56<@Bjarni>you have to figure out which one is the correct one
05:57<@peter1138>Heh, I only used one circle ;)
05:57<@peter1138>Problem is the circle is actually just polygon with lots of sides, but not enough.
05:57<@peter1138>24 lines, so it could be quite a way out.
05:58<@Bjarni>oh you are drawing on computer
05:59<@peter1138>Oh... yes, heh...
05:59*Bjarni thought it was a hand drawn map of the room
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05:59<@peter1138>Google SketchUp.
05:59<@peter1138>It's a 3D plan of the room.
05:59<mazling>moo. sourceforge says openttd is an invalid project *_*
05:59<mazling>i can't download anything!
06:01<@peter1138>Bjarni, once it's laid out properly I can plan building fitted desks :D
06:01<@Bjarni>SF hates us
06:02<@peter1138>It hates everyone, it's not personal.
06:02<mazling>in fact sf is saying that about any project i try to get to, nvm :|
06:02<@Bjarni>freecol has the same issue
06:02<@Bjarni>sf is borked right now
06:02<mazling>seems so
06:02<@Bjarni>database crash or something
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06:03<@Bjarni>I can't log in either
06:03<@Bjarni>they are really borked right now
06:05<@Bjarni>hello Wolf01
06:07<@peter1138>Bah, I'll have to fudge it.
06:07<@peter1138>That's the problem with not being able to measure complete distances, only bits added up.
06:10<@Bjarni>the resolution appears to be too low for your task then
06:11<@Bjarni>new idea
06:11<@Bjarni>you know the location of all but one corners, right?
06:11<@Bjarni>measure the distance from that corner to ALL corners. With enough circles you should be able to get a higher precision of where they all meet
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06:16<@peter1138>Resolution isn't a problem, me measuring 100% accurately is.
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06:25<fonsinchen>I got a problem with screenshots:
06:25<fonsinchen>Is that known? I can't find it in flyspray
06:25<Yorick>what is your problem?
06:25<fonsinchen>The red window in the middle
06:25<fonsinchen>It shouldn't be on the screenshot
06:26<Forked>it will be there if you took a screenshot right before that one
06:26<Yorick>you made 2 screenshots next to eachoter?
06:26<fonsinchen>ok, I see
06:26<Yorick>but why the pcx?
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06:27<fonsinchen>because I forgot to install libpng-dev
06:27<Yorick>bmp is always better :)
06:28<fonsinchen>It's good enough to show how diagonal leveling works
06:29<fonsinchen>Well, you're right. It must have been the message from the previous shot. Please excuse my stupidity.
06:30*Yorick excuses your stupidity
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06:46<@peter1138>Hmm, as far as I can tell it's all measured accurately and drawn accurately, at least to within +- 20mm
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06:46<@peter1138>The plan is out to about 100mm :o
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06:50<Eddi|zuHause>you do something wrong ;)
06:51<Eddi|zuHause>YAPP code is inconsistent with "ONEWAY" and "NOENTRY"
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07:04<CIA-9>OpenTTD: frosch * r14030 /trunk/src/ (gfx.cpp gfx_func.h): -Fix (r14027): true != false, also rename the parameter to make 'true' and 'false' more intuitively useable.
07:05<@peter1138>You're right, I measured wrongly
07:05<@peter1138>Actually it was one measurement where I forgot to add the length of the tape measure :o
07:05<Yorick>"Warning, multi-character constant"
07:06<Yorick>spamming my console with it while compiling...
07:06<guru3>2>/dev/null will fix taht
07:07<Eddi|zuHause>yay, i have now two more signal types that behave exactly like PBS signals ;)
07:07<guru3>it wont really fix it, but on linux it would hide the error so you couldnt see it
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07:10<Yorick>hmm...getting some other warnings too
07:10<@peter1138>It fits to within +- 3 mm now :D
07:10<Eddi|zuHause>well, it fixes the problem of spamming the console ;)
07:11<Eddi|zuHause>/ignore Yorick
07:11<Eddi|zuHause>should have done that a long time ago
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07:11<Yorick>no you shan't
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07:12<Yorick> <-- compile log with clean trunk
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07:14<Eddi|zuHause>i'd say wrong locale setting (need utf-8)
07:14<@peter1138>No, that's his compiling ignoring the switch to ignore the warnings.
07:15<Eddi|zuHause>all those "DEP" things don't look normal either...
07:15<Yorick>peter1138: that's is also my compiler erroring on the switch to ignore the warning
07:15<Eddi|zuHause>in a proper environment that says "[SRC] DEP CHECK (all files)"
07:16<Yorick>well it has never done that
07:16<Yorick>even when I was on xp
07:16<Eddi|zuHause>you have never had a proper environment then :p
07:16<Yorick>and those warnings appeared recently
07:16<Eddi|zuHause>you just have screwed up. admit it
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07:16<@peter1138>Eddi|zuHause, that's just 'makedepend' missing.
07:17<@peter1138>If it is, it falls back to the old way.
07:18<Yorick>yesterday, it complained over the grep -m as an invalid argument
07:20<Eddi|zuHause>SPR_IMG_SIGNAL_ELECTRIC_OBSOWAY <- how could that pass QM?
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07:38<Eddi|zuHause>in the signal GUI is a wrong sprite offset
07:39<@peter1138>No, it depends on the drive on left or right setting... obviously :o
07:41<Eddi|zuHause>no, the buttons for BSW_SEMAPHORE_PBS_OWAY and BSW_ELECTRIC_PBS_OWAY are one pixel too far left
07:42<Eddi|zuHause>not speaking about the pictures on the button
07:42<@peter1138>Oh, right.
07:42<Eddi|zuHause>position must be 110, 131
07:42<@peter1138>Like the invisibility buttons used to be way out, but nobody complained ;)
07:43<Eddi|zuHause>and other buttons need to be moved accordingly
07:44<Eddi|zuHause>i didn't actually notice in the GUI, but when going through the YAPP changes to fit my own two buttons there
07:44<Eddi|zuHause>and it occured odd to me, that the changes there were ... odd
07:45<Eddi|zuHause>button width is 22, so offsets would have been changed by 44, but they were changed by 43
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08:04<@peter1138>Yeah, I must admit the whole left & right thing confuses me a bit, left & width would be simpler, in some cases.
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08:05<Eddi|zuHause>i could provide a patch, but that would cause horrible conflicts here :
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08:15<Eddi|zuHause>err... on flyspray, why can i only select "backend/core" as category?
08:16<Eddi|zuHause>err... wrong project was selected (by default?)
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08:22<+michi_cc>Eddi|zuHause: already implemented the signal functionality? (I assume you want to do your suggestion from the forums?)
08:23<Eddi|zuHause>no, i just added the signals, wanted to look for functionality now ;)
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08:26<+michi_cc>there is still much missing, but the basic functionallity works
08:28<Eddi|zuHause>brianetta said they should be called "advance signals"
08:28<Ammler>YAPP presignals? reserving more then one part?
08:29<Eddi|zuHause>yes, basically
08:30<+michi_cc>yeah, leo.dict says advance or approach signals. you'll see one comment with approach as advance might be too confusing with the advanced I used otherwise
08:30<Eddi|zuHause>yeah, i noticed that ;)
08:30<+michi_cc>but wait a moment, there's a bit missing in the patch
08:32<Eddi|zuHause>"GetSignalType(tile, TrackdirToTrack(trackdir)) != SIGTYPE_PBS_PRE" <- should probably be put into an inline function
08:33<+michi_cc>yeah, it is a draft, you know :)
08:33<Eddi|zuHause>break_on_pbs_signal <- possibly you meant "brake" ;)
08:34<+michi_cc>no, I meant break
08:35<+michi_cc>neither speed adjustment nor repeatedly checkig for a free track after passing a approach signal is implemented
08:37<Eddi|zuHause>yeah, i didn't expect that
08:37<Eddi|zuHause>extending the reservation is the first step
08:41<Eddi|zuHause>you think excluding "advance" signals from the signal_back_penalty is a desired feature?
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08:42<ccfreak2k>I heard YAPP was put into openttd.
08:42<@peter1138>It was.
08:42<Eddi|zuHause>long time ago
08:43<@peter1138>And it's not been removed yet either :D
08:43<+michi_cc>Eddi|zuHause: maybe it is maybe it isn't, but as they are only "helper" signals it is probably okay to exclude them
08:44<Eddi|zuHause>maybe ultimately it could be a separate penalty
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08:54<+michi_cc>Eddi|zuHause: reload that patch, I made it work better
08:55<+michi_cc>a red approach signal isn't stopping trains now
09:06<Eddi|zuHause>it's a weird inconsistency that "IsApproachSignal" allows for combo signals, and "HasApproachSignalOnTrack" doesn't
09:08<Eddi|zuHause>i'm currently struggling to understand the train_cmd.cpp changes... the rest is "easy" ;)
09:13<+michi_cc>you can rename then if that's bothering you
09:14<+michi_cc>train_cmd.cpp isn't hard either: first chunk for extending the reservation on an approach signal
09:16<+michi_cc>next part overrides that TryPathReserve stops when the path already ends at a safe tile (iow allows for extending to a second signal)
09:17<+michi_cc>and final changes so trains will not see a red (actually yellow) approach signal as red and stop
09:18<Eddi|zuHause>why is the variable named "chosen_track" if it's actually a trackbit?
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09:24<+michi_cc>Eddi|zuHause: don't ask me, that's ancient code :)
09:25<Eddi|zuHause>yeah, i know ;)
09:26<+michi_cc>probably the same reason why Vehicle->u.rail.track is also actually trackbits
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09:35<Wolf01>mmmmh I think I found a bug for PBS
09:35<Wolf01>I placed 2 depots at the sides of a track
09:35<Wolf01>and now trains are waiting for a free path
09:36<Wolf01>trains can enter but can't exit
09:37<Wolf01>now I put a trackpiece going from one depot to the other (perpendicular to the railroad) and trains started to go from one depot to the other and then continued their travel
09:38<Wolf01>mmmh not a bug, but the depot only built one roadbit, not both
09:38<Wolf01>really strange
09:40<Eddi|zuHause>happens when you run out of money when you build the depot
09:40<Eddi|zuHause>then it has not enough money to build all trackbits
09:40<Eddi|zuHause>yes ;)
09:41<Wolf01>I think it has something to do with track reservation
09:41<Eddi|zuHause>well, the train won't exit if it can't find a path
09:42<Wolf01>no, I didn't mean that, I know that, I don't know why the depot did'nt place both railbits
09:44<Eddi|zuHause>well, there might have been a train there
09:44<Eddi|zuHause>a train going diagonal to the other depot
09:44<Eddi|zuHause>then it can only place the track that is going parallel to the train
09:44<Eddi|zuHause>not the one that would cross the train
09:45<Wolf01>maybe, but there was only one train, and it was already passed from the depot, it was in the next tile
09:45<Wolf01>the only thing I can figure out is that the railbit was reserved
09:46<Wolf01>but is possible to modify reserved tracks
09:46<Wolf01>maybe the depot didn't know that
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09:48<Wolf01>ah another thing, I often get stuck trains at PBS signals, reversed and waiting for a free path, I need to wait for a moment when there aren't so many trains at the intersection and reverse them manually
09:49<Eddi|zuHause>patch wait_for_pbs_path 255 or so
09:49<Eddi|zuHause>prevents trains from turning around if they wait too long
09:52<Wolf01>uh, now I noticed that another depot placed in the same direction of the previous didn't have placed the railbit
09:53<Wolf01>I should not place depots when trains are running on the track where I want to put the depot
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09:59<Eddi|zuHause>hm... two problems... it does not reserve ahead if it hits a combo signal, and it does reserve ahead at a presignal if the next signal is not a PBS signal
10:00<Eddi|zuHause> <- my current patch
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10:05<Eddi|zuHause>there's no debug level for pbs?
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10:11<Ammller>hmm, did ever someone test YAPP with npf?
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10:12<Eddi|zuHause>probably not ;)
10:13<Ammller>just wondierign because you patch npf there :-)
10:14<Eddi|zuHause>that was michi_cc's part
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10:16<@peter1138>As far as I'm concerned NPF can be removed.
10:18<Eddi|zuHause>ah, i think i know the reason
10:18<Ammller>it might be needed by low power maschines?
10:18<Eddi|zuHause>when a train hits a normal/combo signal that is already reserved [green], it does not run into the check at all
10:19<Alberth>How can cargo come *from* an unknown destination? (, should be 'from an unknown source' imho. Also much less confusion when we get paxdest in trunk :)
10:19<Gekz>Alberth: good point
10:19<Gekz>unknown destination
10:19<Gekz>means where it's going
10:19<Gekz>source means where it's from
10:19<Gekz>so yes, typo
10:20<Alberth>Should I make a patch for this?
10:20<Gekz>yes you should
10:20<Gekz>say it's endorsed by Gekz, the amateur linguist
10:20<Alberth>(one thing that worries me, do I get paid for my oil ? ) :)
10:21<Gekz>you'd probably get paid the lowest
10:22<Alberth>hmm, too late, already delivered :(
10:22<Eddi|zuHause>Alberth: it used to be a big exploit to delete the source station, and get payed as if delivered from (0,0) in very short time
10:25<Alberth>(after loading a save game) It does, it seems. I get pound which is too much for just the other oil.
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10:30<@peter1138>Yeah, the source tile is remembered.
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10:32<Yorick>shouldn't CMD_PLAYER_CTRL check for the company limit?
10:32<Yorick>currently, it crashes the server if I try to create a new company...
10:32<Yorick>when there are already 8 companies
10:33<Yorick>means I can now go crashing <0.6.2 servers :)
10:34<Yorick>I call that a good way to get server admins to upgrade
10:35<Yorick>FS#533 > patch?
10:36<Alberth>Changing a StringID identifier would be a bad idea eh? (its lang entry now says "STR_UNKNOWN_DESTINATION :unknown destination". If I change the latter to "unknown source" it looks quite wrong)
10:39<Eddi|zuHause>yay, Yorick has now reached the scriptkiddy stage, where he can read fixed security holes, and start exploting them on unpatched systems
10:40<Yorick>Eddi: would you call that a scriptkiddy stage?
10:40<dih>Yorick is way past the scriptkiddy stage
10:40<dih>scriptkiddy is fun to talk to
10:40<Eddi|zuHause>Yorick is way beyond help, indeed :p
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10:41<Yorick>Eddi: I submitted that security hole...
10:41<Ammler>might be a good idea to "clean" the server list
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10:43<Eddi|zuHause>oh, i fear that was me trying to introduce a yellow signal state
10:44<Alberth>How does one make a StringID identifier obsolete?
10:46<Eddi|zuHause>the StringIDs come from english.txt
10:46<Yorick>and are changed everytime a string is added
10:46<Alberth>Well: An entry "UNKNOWN_DESTINATION: unknown source" is not being understood as improvement
10:47<Eddi|zuHause>soo... nothing apparent broke by adding a "SIGNAL_STATE_YELLOW"
10:47<Eddi|zuHause>Alberth: then rename it
10:47<Alberth>So either I must rename UNKNOWN_DESTINATION or create UNKNOWN_SOURCE
10:48<Alberth>The question is, is that allowed, I don't know how such a change is copied to the other language files
10:48<Yorick>Eddi: even not autoreplace?
10:49<Yorick>autoreplace is broken on oilrigs with a depot too
10:50<FauxFaux>What's the best way to specify a literal colour to, say, GfxDrawRect? Neither the gfx_type.h#Colours (COLOUR_DARK_BLUE) nor TextColours (TC_SILVER) come out what I mean... :/
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10:51<FauxFaux>Yorick: Hmm? They don't look like what they're called..
10:51<FauxFaux>TC_DARK_BLUE comes out off-white (silver?).
10:54<FauxFaux>Magenta. ie. totally not working.
10:55<FauxFaux>Where is this going? :)
10:55<Yorick>one of them got to match
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10:56<FauxFaux>There must be a sane way to do it. :/
10:56<Alberth>Try it the other way around, use a value, look at the colour, then grep for the right entry using the colour name
10:57<Yorick>or try TC_BLACK
10:57<@peter1138>Alberth: Create a new one, as Unknown Destination is needed...
10:57<frosch123>FauxFaux: IIRC GfxDrawRect directly takes palette indices
10:57<Alberth>peter1138: You're thinking ahead :)
10:58<FauxFaux>frosch123: It does seem to call LookupColourInPalette, yeah. Uh oh. :)
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10:59*FauxFaux doesn't know how the pallet stuff works, are there docs anywherE?
10:59<frosch123>FauxFaux: you could use _colour_radient to convert a COLOUR_xxx into a palette value
10:59<frosch123>FauxFaux: try in the doc directory :)
10:59<frosch123>somewhere is a palette.png or similiar
10:59<frosch123>* _colour_gradient
11:00<FauxFaux>There's the TC colour chart.
11:00<FauxFaux>Ah, a gif, too. :)
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11:02<FauxFaux>Whey, thanks peoples.
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11:16<Yorick>is a waypoint seen as MP_RAILWAY, or as MP_STATION?
11:18<+glx>Yorick: check docs/landscape.html
11:19<Yorick>ah thanks, should have seen that
11:24<Eddi|zuHause>hm... so now reservation through a combo signal works, but it does not proceed :(
11:25<Alberth>Hmm, {STATION} is used both in 'from' and in 'to' context. Not a simple patch thus.
11:25<Eddi|zuHause>you can have cases ;)
11:26<Alberth>I need to create an additional {STATION} text replacement, so string expansion knows to stick 'dest' or 'source' in when a station doesn't exist.
11:26<Yorick> VehicleEnter_Track is only executed once per tile per vehicle, right?
11:29<Yorick>ah, wrong
11:31<Yorick>at 64 km/h it is called 16 times
11:31<FauxFaux>Sooo.. I've written some code to underline town names in the chat window, and jump to them when you click on them (, .diff), but it's in the chat box's painting code; it's not a real Window and hence doesn't actually get repainted all that often, anyone have the time to suggest a sensible solution? Best I have so far is just marking the area dirty if the cursor is over there.
11:31<Yorick>why would you want to have anything underlines?
11:32<FauxFaux>So you know you can click on it, web-browser style.
11:32<Yorick>animated < anything
11:32<Yorick>just underline it by default
11:33<FauxFaux>Even without the underline, it's still handling the click in the draw stuff, 'cos obviously the chat doesn't recieve mouse events (due to not being a window).
11:34<Yorick>hmm, should that vehicleenter_track be called more than once?
11:34<Yorick>it only enters it once
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11:44<Eddi|zuHause>afaik it's called for every movement step
11:44<Yorick>then it's named faulty
11:44<Eddi|zuHause>which is 16 in normal operation
11:45<Eddi|zuHause>well, for every movement step it checks whether it can enter the next tile
11:45<Eddi|zuHause>and then take action according to that
11:45<Ammler>known assert: openttd: /home/openttd/svn-public/src/town_map.h:169: bool IsHouseCompleted(TileIndex): Assertion `IsTileType(t, MP_HOUSE)' failed.
11:46<Yorick>not a known one
11:46<Eddi|zuHause>that's so the train knows the signal state one tile in advance
11:46<Yorick>then is there another function that
11:46<Yorick>called every time a train enters a new tile?
11:49<Eddi|zuHause>actually, i think it is called once per wagon
11:49<Yorick>it is
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11:50<Eddi|zuHause>i don't understand signal states...
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11:51<Eddi|zuHause>the facts that i think i know:
11:51<Eddi|zuHause>there are 4 bits for signals per tile
11:52<Eddi|zuHause>there are possibly 4 signals on a tile, so each bit corresponds to one signal
11:52<frosch123>Eddi|zuHause: see docs/landscape.h
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11:52<frosch123>err .html
11:52<Eddi|zuHause>PBS signals can be only one per trackdir
11:52<Eddi|zuHause>so we potentially have only 2 signals per tile
11:52<Eddi|zuHause>so in theory we could use 2 bits per signal
12:00<Eddi|zuHause>basically, i should save the yellow signal state on the opposite trackdir...
12:03<Yorick>I'm working on that blow train horn when crossing waypoint suggestion
12:06<Eddi|zuHause>then check how the road crossing sound is made
12:08<Yorick>that's different
12:08<Yorick>the function is called 16 times too
12:09<Eddi|zuHause>but the sound is only played once
12:09<Yorick>it can only bar once
12:10<Eddi|zuHause>it's independent from barring... YAPP bars the crossing way in advance, but the sound is still played on train approaching
12:11<Yorick>does it?
12:11<Yorick>"Bars crossing and plays ding-ding sound if not barred already"
12:12<Eddi|zuHause>well, i can only tell the behaviour that i witnessed
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12:14<Progman>paxdest is cool, but difficult to get high performance at the stations ;)
12:15<Yorick>paxdest doesn't compile here
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12:17<Progman>because of boost?
12:18<Yorick>grep: error: -- m invalid argument
12:18<@Bjarni>ok, that wasn't spamming the channel with error messages
12:19<Yorick>grep: invalid option -- m
12:19<Eddi|zuHause>you have bad grep
12:20<Eddi|zuHause> -m, --max-count=NUM stop after NUM matches
12:20<Yorick>grep: unrecognized option `--max-count'
12:20<Gekz>ggrep != grep
12:21<Gekz>Yorick: BSD?
12:21<@Bjarni>try grep --version
12:21<Gekz>AIX, HP-UX...
12:21*Gekz explodes.
12:21<Yorick>grep (GNU grep) 2.4.2
12:21<Yorick>Gekz: mingw
12:21<Eddi|zuHause>i have 2.5.2
12:21<Gekz>it's a lie.
12:21<@Bjarni>I have 2.5.1
12:22<@Bjarni>I don't even know how old 2.4.2 is
12:22<Forked>hmm, this makes little sense to me.. how come Train 4 in this screenshot does not reserve a path? It might be something obvious I just don't see :)
12:22<Yorick>I'm getting 2.5.3
12:22<Forked>(using the latest TibPP pack..)
12:22<Eddi|zuHause>Forked: maybe your pathfinder penalties are flawed
12:22<Forked>that might very well be
12:23<Gekz>well I'm going to sleep
12:23<Gekz>good night chaps
12:23<@Bjarni>we can't see if both tracks ends up at the same location
12:23<Reemo>what does the random start value do?
12:23<Eddi|zuHause>when it finds the path through the reserved train is the shortest, it will wait for it to leave
12:23<Forked>they end up at the same station
12:24<Yorick>I got a grep binary package
12:24<Eddi|zuHause>yes. but the pathfinder does not necessarily realise that
12:24<Yorick>"The application failed to start because libintl3.dll was not found"
12:24<Eddi|zuHause>then get that...
12:25<Eddi|zuHause>Forked: you can check the pathfinder penalties on the console
12:25<Forked>I deleted the cfg and loaded with a new one, seems to work now
12:25<Eddi|zuHause>important may be the ones for reserved track, and for red signals
12:26<Forked>or maybe not
12:26<Eddi|zuHause>no, the penalties are saved in the savegame
12:28<Yorick>Eddi: where am I supposed to get that?
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12:29<Forked>dinner.. will look into it later if the problem persists, eddi. thanks :)
12:31<Eddi|zuHause>Yorick: from where all little dlls come from
12:31<Eddi|zuHause>libintl is part of gettext, i believe
12:31<Yorick>checked that
12:32<Yorick>it isn't
12:33<Yorick>now it wants iconv
12:33<@Bjarni>you should be able to avoid that in configure
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12:34<Yorick>Bjarni: it's a precompiled grep
12:34<@Bjarni>then you can't avoid this need :p
12:35<Yorick>now it wants pcre3.dll
12:36*Yorick just noticed grepdep
12:38<Yorick>Yorick@YORICK-LAPTOP /home/ottdsrc/newnewpaxdest $ grep
12:38<Yorick>Usage: C:\BuildOTTD\msys\bin\grep.exe [OPTION]... PATTERN [FILE]...
12:38<Yorick>Try `C:\BuildOTTD\msys\bin\grep.exe --help' for more information
12:42<Yorick>this one doesn't like being called from sh
12:42<Eddi|zuHause>that output appears perfectly normal...
12:43<CIA-5>OpenTTD: frosch * r14031 /trunk/src/autoreplace_cmd.cpp: -Fix (r13850): Determining the refit cargo did not work, when the old vehicle did not carry anything but the new one did.
12:43<Yorick>Eddi: it's also there if I do grep --help
12:43<frosch123>cool, cia works but dorpsgek doesn't :p
12:48<Yorick>ehh, updating my msys.dll has worked
12:49<Yorick>apparently, a new msys.dll just fixed all of the trouble
12:50<Yorick>except for some boost warnings
12:50<Yorick>multiple declarations and such
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12:53<Yorick>so now boost multiple declaration warnings are spamming my console
13:00<Yorick>also the game just crashed on autosave
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13:02<Yorick>peter1138: your carg destinations av8 version is ancient
13:06<Yorick>btw, it's crashing on fast-forwarded autosaves ;)
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13:08<@peter1138>Probably is...
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13:24<Yorick>flyspray is down
13:27<Wolf01>not only that
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13:33<Yorick>vcs too
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13:35<xyz>look at the steel mill production
13:36<Yorick>what version?
13:36<xyz>the last NOAI one
13:37<Zuu>r14025-noai I'd say?
13:37<xyz>but the NOAI one
13:37<Zuu>Or do you really mean 4025?
13:37<Yorick>there wasn't a 4025-noai
13:37<xyz>ok 14025
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13:56<guru3>does anyone know/remember the guy that redid the ttd intro with guitars?
14:00<Eddi|zuHause>does anyone know why i get segfaults when i pass a C++ object to python?
14:00<+glx>you don't use the right way?
14:01<Eddi|zuHause>obviously, but i see no indication what would be wrong
14:01<+glx>what segfault, your c++ code or python?
14:02<Eddi|zuHause>as far as i can tell, the C++ code runs fine, and when i want to use the return value in python (like "print f()"), i get segfault
14:03<Eddi|zuHause>and i do call Py_INCREF
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14:05<Eddi|zuHause>code is like:
14:05*peter1138 hmms at TortoiseSVN and ssh...
14:05<Eddi|zuHause> PyObject* o = new PyObject();
14:05<Eddi|zuHause> Py_INCREF(o);
14:05<Eddi|zuHause> return o;
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14:06<Eddi|zuHause>when i "printf("%d", (size_t)o)" it says 134579880
14:07<Eddi|zuHause>when i "PyObject_Print(o, stdout, 0);" before the incref, it says <refcnt 0 at 0x80586a8>
14:07<Eddi|zuHause>where that is the same number as above
14:07<Eddi|zuHause>when i do that print after the incref, i get segfault
14:08<Eddi|zuHause>and i don't understand it
14:11<CIA-4>OpenTTD: bjarni * r14032 /trunk/src/ (blitter/factory.hpp video/cocoa/
14:11<CIA-4>OpenTTD: -Fix (r13584): [OSX] changed the condition for selecting 8 or 32 bpp blitter by default
14:11<CIA-4>OpenTTD: Now we will pick 32 bpp if no 8 bpp fullscreen resolutions are available on the main display (the one with the dock)
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14:20<Alberth>Eddi|zuHause: Are you supposed to create PyObject() 's? In C I used them as a kind of base class.
14:20<Eddi|zuHause>it's a prototype ;)
14:26<Farden>hey, great gods of ottd
14:26<Farden>i've got an idea for you
14:26<Farden>it's about the multiplayer server selection screen
14:27<Farden>what do you think about joining a server when you double click on its name on the list?
14:27<Farden>instead of clicking on the server name then clickin on the join button
14:27<SpComb>Eddi|zuHause: "new PyObject" sounds very, very wrong
14:27<SpComb>assuming that you're using the base C API
14:28<Eddi|zuHause>then explain it ;)
14:28<SpComb>why would you create an instance of PyObject?
14:28<SpComb>don't you have your own type?
14:28<@Bjarni>Farden: I think the risk of clicking the wrong one is too great for that
14:29<SpComb>but e.g. for strs you'd use "PyObject* PyString_FromString(const char *v)"
14:29<@Bjarni>maybe not for you specifically but if it's like that for everybody... you get the idea
14:29<SpComb>applying C++'s "new" operator to the Python C structs doesn't sound like a good idea at all to me
14:29<SpComb>they don't have constructors or anything
14:29<Zuu>Farden: Do you know you can create a shortcut that joins you at #openttdcoop directly at start?
14:30<Zuu>(you have to type the password through)
14:30<Eddi|zuHause>SpComb: well, my real problem is that i have an existing C library, that creates a lot of structs, and i want to export these structs somehow to python
14:30<Farden>yeah, but I don't only play on the ps
14:30<Farden>I now play in the prozone, too
14:30<Alberth>Eddi|zuHause: SWIG is your friend then
14:30<SpComb>Eddi|zuHause: so why are you mixing C++ into the issue?
14:30<Zuu>Isn't prozone also one-company only?
14:30<Farden>and, anyway, wouldn't it be interesting?
14:31<Eddi|zuHause>SpComb: no particular reason...
14:31<Farden>prozone depends of the game
14:31<Eddi|zuHause>i had the hope that it would "just work" ;)
14:31<SpComb>and indeed, there are tools out there that will generate the python-C bindings for you
14:31<SpComb>good tools and bad tools
14:31<SpComb>Eddi|zuHause: programming by trial-and-error? >_>
14:31<Eddi|zuHause>somewhat ;)
14:32<Eddi|zuHause>please elaborate
14:32<SpComb>not going to get you far if you're trying to do things like "new PyObject"
14:32<SpComb>well, have you read the python C api docs/tutorial?
14:32<Zuu>I would then suggest making #<company number> optional for -n and if you ommit compnay number it presents you with the dialog shown after you have selected a server to join.
14:33<Eddi|zuHause>SpComb: i more or less skimmed it
14:33<Eddi|zuHause>constructing integers and strings works
14:33<Eddi|zuHause>but that is not what i really need
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14:34<SpComb>I suggest you ask your questions on freenode #python
14:34<SpComb> <-- I don't know what tool that is, but it looks like a really good way to build python C bindings
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14:35<SpComb>alternatively, read properly and throw away your C++ compiler
14:36<SpComb>you'll need to create separate types to wrap your own structs, and then methods for those
14:36<SpComb>bit hard to say withing knowing what your C code is, exactly
14:36<SpComb>but bringing C++ into the mix won't make matters any easier
14:36<Eddi|zuHause>i'm not searching for a proper implementation... i'm looking for 10-minute tutorials that roughly show what i can do with it, to then decide a proper implementation
14:37<Eddi|zuHause>the "primitive" tutorial for the python c api looked fine for simple functions that return strings or integers
14:38-!-fonso is now known as fonsinchen
14:38*fonsinchen wonders silently if she can do anything to improve diagonal leveling ...
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14:41<frosch123> <- if you report bugs afterwards you are allowed to play with autoreplace while I am having dinner
14:42<fonsinchen>what does it do?
14:43<CIA-4>OpenTTD: peter1138 * r14033 /trunk/src/rail_gui.cpp: -Fix (r13938) [FS#2209]: Wrong offset in signal GUI. (Eddi)
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14:48<CIA-4>OpenTTD: peter1138 * r14034 /trunk/src/ (rail_gui.cpp table/sprites.h): -Cleanup (r13938) [FS#2210]: Typo in YAPP constant. (Eddi)
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14:58<Alberth>Any Fly-Spray guru here? My query just failed due to missing column
15:20<@Bjarni>missing column?
15:20<@Bjarni>could you explain a bit further?
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15:26<Alberth>Query { ......... } Failed! (Unknown column 'c.comment_text' in 'where clause')
15:27<Alberth>Bjarni: See FS#2213
15:38<ln>i hope this is fake:
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15:53<@Bjarni>ln: wag the dog
15:53<Noldo>Eddi|zuHause: syn
15:54<Noldo>about realistic breaking you mentioned at the form...
15:54-!-LA [] has joined #openttd
15:54<Eddi|zuHause>i talk a lot of things when the day is long :p
15:55<Noldo>what if the breaking distance is longer than the distance from pre to main?
15:55-!-fonsinchen [] has left #openttd [Kopete 0.12.7 :]
15:56<Eddi|zuHause>i said that... force the train to reserve more than 1 signal block
15:58<Noldo>also it can be done without new signals
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15:59<Eddi|zuHause>well, the presignal-reservation already works ;)
15:59<Eddi|zuHause>combo signals are a bit more headache
15:59<Eddi|zuHause>and the slowing down is not implemented, maybe that can reuse the station one
16:00<@Bjarni>ln: did you understand my reply?
16:01<ln>i wasn't able to fit it into this context.
16:02<ln>ah, i didn't remember that presidential aspect of the plot.
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16:04<@Bjarni>I have that movie on a DVD
16:04<@Bjarni>haven't really watched it since it was on TV but I recorded it anyway
16:04<@Bjarni>but there is one thing I don't get
16:05<@Bjarni>according to the media they are shooting and bombing... but why?
16:05-!-[alt]buster [] has joined #openttd
16:08<ln>it's a war, shooting and bombing is part of it.
16:08<ln>essential part.
16:08<@Bjarni>that's not what I meant
16:08-!-[com]buster [] has quit [Ping timeout: 480 seconds]
16:09<@Bjarni>I mean why is there a war?
16:09<ln>russia wants to protect russian rebels in georgia.
16:15-!-LA [] has quit [Ping timeout: 480 seconds]
16:20<ln>does denmark still have an army?
16:23<@Bjarni>now what kind of question is that?
16:23<Zuu>ln: do you plan to invide denmark or what? ;)
16:24<ln>Zuu: no one even tried to stop me at their border.
16:24<ln>Bjarni: a valid kind of.
16:25<@Bjarni>EU told us not to stop people at the border
16:25<Zuu>But within EU isn't it normal that no one stops you? It's not like going into the satets.
16:26<Zuu>Schengen it's called, isn't it?
16:26<@Bjarni>a majority of politicians accepted that because EU told us to do so but it's a hot political issue
16:26<Zuu>Or was Schengen just the nordic stuff?
16:26<@Bjarni>Schengen is all of EU
16:27<Zuu>Yea, but there was a nordic convention befeore, wasn't it?
16:27<@Bjarni>or supposed to be
16:27<ln>Zuu: Nordic stuff is a lot older than Schengen.
16:27<@Bjarni>the Nordic convention is something else and it's much older
16:27<@Bjarni>however it would appear that EU nullified that
16:27<Eddi|zuHause>not all EU members are also Schengen participants
16:28<Eddi|zuHause>most notably great britain is excluded
16:28<Eddi|zuHause>also the new countries are not in yet, they have to fulfil some security requirements on their exterior borders first
16:29<@Bjarni>here is the good part. You don't have to bring your passport when you cross borders. However you need EU approved identification and the only thing they could agree on was.... a passport
16:29<ln>not true
16:30<@Bjarni>so you should bring your passport so you can prove that you don't have to show your passport
16:30<@Bjarni><ln> not true <-- explain
16:34<@Bjarni>those ID cards were rejected by Denmark so we can't get those
16:35<ln>but you you probably accept those if others have such.
16:36<@Bjarni>it wouldn't surprise me
16:36<@Bjarni>we have an EU loving government and media
16:37<@Bjarni>meaning they can say some stuff to the public and do something else and we will never know
16:39<@Bjarni>there is a fair chance that we will get an election next year
16:39<@Bjarni>because the 3 parties who have the majority are fighting because of EU
16:41<@Bjarni>basically the EU court stated that a citizen of EU can work for a few weeks in another EU country and then return and bring his/her wife/husband even if that partner can't get legal entry to EU
16:42<@Bjarni>one party totally rejects this ruling and unless the government can nullified it they will force us to get an election next spring
16:42-!-[alt]buster [] has quit [Read error: Connection reset by peer]
16:42<@Bjarni>but... isn't it kind of a strange result of the court?
16:44<Zuu>Ah, that stuff, was something about that danish people didn't knew they could go to sweden and work 3 weaks and then get back and live with their wife/husband instead of moving to south sweden and work in denmark.
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16:45<Zuu>Some people they interviewed was quite angry I remember.
16:45<@Bjarni>Zuu: this is supposed to affect all EU countries
16:46<Zuu>Bjarni: Okay. But mostly neccessary in denmark as denmarks rules for wife/husbands from outside of EU are qutie strict I guess?
16:46<Zuu>At least from what I've heard.
16:47<Zuu>But to be honest I don't know what our law says about it.
16:48<Zuu>(about swedes bringing wife/husband to sweden)
16:48<@Bjarni>it's actually not that strict
16:49<@Bjarni>all you have to do is to have a place to live (your own or rented for at least 3 years), an income and you have to be at least 24 years
16:49<@Bjarni>something like that
16:49<@Bjarni>oh and you aren't allowed to be on social welfare
16:50<@Bjarni>for more than 6 months during the last year
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17:15*Eddi|zuHause hides
17:15<@Rubidium>playing with a segway?
17:15<ln>omg, it's the joker!
17:16<Eddi|zuHause>indeed ;)
17:16<@Rubidium>:O peter made a station newgrf ;)
17:17<Eddi|zuHause>question that i always wanted to ask: why is the last pylon of a line on the wrong side?
17:17<@peter1138>Nice, the tunnels work too :D
17:18<Eddi|zuHause>how is the 3rd rail drawn on switches?
17:18<Eddi|zuHause>normally there would be one on either side
17:18<@Rubidium>no more X junctions!
17:18<@peter1138>No idea, I just borrowed the Metro tracks from
17:19<Eddi|zuHause>yeah, i assumed that ;)
17:20<@peter1138>Hmm, did you know that if a rail type is not compatible with itself, you can't build it on a clear dirty tile?
17:20<@peter1138>You can on grass...
17:20<@peter1138>Not hugely important, but might be an incorrect lookup somewhere...
17:20<Eddi|zuHause>i can't say that i did ;)
17:21<@peter1138>Hmm, what do stations make of it...
17:22<@peter1138>Hmm, uses normal rail :o
17:23<@Rubidium>peter1138: in the screenshots on that website it's the same
17:23<@Rubidium> <- that one
17:23<Eddi|zuHause>go finish NewCargodest! don't start NewRailtypes! before :p
17:25-!-welshdragon is now known as welshdra-gone
17:27*peter1138 wonders how fast it would be to resolve the sprite for each tile...
17:28<@peter1138>I've done it as an Action321 system, but it looks up the result after loading the GRFs.
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17:36<Eddi|zuHause>Varaction2! ;)
17:38<Eddi|zuHause>but when there is a 3rd rail track, there must also be a combined 3rd rail/catenary track
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17:40<Eddi|zuHause>and until "newroutes" [which i assume is either vaporware or doesn't even solve half the problems it is hyped to solve] this will be kind of a drawing nightmare for newstation authors, because they need to support every railtype out there
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17:43<@peter1138>Eddi|zuHause: no they don't
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17:45<ln>so the meeting is over?
17:46<Prof_Frink>Meet is met.
17:49<ln>was anyone sent to Guantánamo?
17:50<Prof_Frink>Axamentia was nearly shot for being a terr'ist
17:50<@peter1138>Eddi|zuHause, like so ?
17:51<Eddi|zuHause>yeah, except the catenary is practically invisible ;)
17:51<DJNekkid>peter1138: wow!
17:51<@peter1138>That's hardly my fault :p
17:51<Eddi|zuHause>well, you _could_ use the dutch catenary ;)
17:51<@Bjarni>but it's still broken :P
17:52<Eddi|zuHause>needs different tracktype for each trackbit :p
17:52<ln>Bjarni: did you like V for Vendetta or The Dark Knight more?
17:52<Eddi|zuHause>what's wrong with the fence on the slope?
17:53<@peter1138>The top one?
17:53<@peter1138>It hasn't finished building it yet...
17:53<@Bjarni>ln: what are you talking about?
17:54<Eddi|zuHause>no, i mean the built one, directly on the slope... it looks like half of it is beneath some other sprite
17:54<ln>Bjarni: motion pictures.
17:54<frosch123>Eddi|zuHause: usual sprite sorting issue
17:54<frosch123>well known, except for its cause
17:55<Eddi|zuHause>well, i have not used fences for ages ;)
17:55<@peter1138>Well the cause is it's not sorting in the order we want it to.
17:55<@peter1138>The solution to that, however...
17:55<@Bjarni>ln: not only is it a completely random question.... you are also asking about two movies I have never even heard of
17:56<frosch123>well, but usally the is a reason why sorting fails. In this case I never understood it
17:57<Eddi|zuHause>has the "vehicles disappear behind slopes/foundations" drawing issue ever been fixed?
17:57<@peter1138>Same problem.
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18:01<doc|home>hello, anyone got some weird issue where goods trucks end up losing large quantities of money delivering goods which came off a train?
18:07<DJNekkid>btw guys, may i suggest a shortcut? when one are in the world generation window, enter/return should generate it :)
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18:08<Alberth>doc|home: this may be of help:
18:11<Alberth>Actually, it is a pseudo-random link, it seems to come up something like 3 times a month
18:12<doc|home>I'm not seeing any yellow number
18:12<doc|home>just a green one
18:12<frosch123>the train has the yellow income
18:13*doc|home watches
18:15<doc|home>ok, I just had a goods train arrive, drop its goods, and leave, no profit showed and the train is running at a deficit
18:16<doc|home>also, when the truck does a delivery it makes ?472 and loses me >1 million a year
18:16<doc|home>over a town distance
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18:17<Eddi|zuHause>transfer income gets distributed unevenly across the different steps
18:18<nicfer>I got yet another idea: in my city there are streets where heavy trucks aren't allowed to travel
18:18<doc|home>ok, but it's not showing anywhere :)
18:18<Eddi|zuHause>mostly the first vehicle in the chain gets the most money, and the last vehicle gets the least money
18:18<nicfer>what about implementing something similar in ottd?
18:18<doc|home>nicfer: I'd like to see articulated trucks :)
18:18<Eddi|zuHause>doc|home: a screenshot showing unloading vehicles and their order list might be useful
18:19<doc|home>Eddi|zuHause: ok
18:19<Eddi|zuHause>nicfer: well. the different-road-types idea has been discussed multiple times... come up with a plan and implement it ;)
18:20*peter1138 ponders sleep
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18:23<nicfer>this is more about restrictions for trucks rather than different road typees
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18:29<Fennec>doc|home: Idunno, you may actually be losing money by delivering the goods slooowly via truck for the last mile - compared to what you'd get if the train delivery was the final destination, anyway
18:29<doc|home>Fennec: that's a bug
18:30<doc|home>I mean, 1.7 million per year per truck?
18:30<Eddi|zuHause>0.5.2 is very old version
18:30<doc|home>that's true
18:30<Eddi|zuHause>should update to 0.6.2
18:30<doc|home>but gentoo has hard masked it, must look for an update
18:30*Fennec hmms. That /is/ a little much, yeah.
18:30<Eddi|zuHause>transfers got some major fixes since 0.5
18:31<doc|home>ah, ok
18:31<doc|home>any idea why it might be hardmasked?
18:31-!-Sacro [~Sacro@adsl-87-102-119-5.karoo.KCOM.COM] has quit [Read error: Connection reset by peer]
18:31<Eddi|zuHause>i never used gentoo
18:32<Eddi|zuHause>if in doubt, get the tarball from sourceforge ;)
18:32-!-Wolf01 [] has quit [Quit: Once again the world is quick to bury me.]
18:32<doc|home>Eddi|zuHause: hehe
18:33<Eddi|zuHause>well, technically, the "best" way would be to get the development version from the svn ;)
18:33<Eddi|zuHause>many huge new features since 0.6 even there
18:33<doc|home>provided I didn't mind the odd borkage :)
18:33<Eddi|zuHause>trunk is very stable
18:34<doc|home>hmmm, ok
18:35<Eddi|zuHause>this is under the assumption that you know how to compile ;)
18:38<doc|home>but of course :)
18:38<@peter1138>Just stations, bridges and level-crossings to sort out :o
18:39<@peter1138>Hmm, and depots.
18:40<@Rubidium>doc|home: it's hardmasked because nobody bothers to update it (or so it looks when looking at the bug reports at gentoo about it being such an old version)
18:43<doc|home>yeah, so I see
18:44<@Rubidium> <- that one's about getting it updated
18:45<doc|home>are games I'm playing forward compatible?
18:45<@Rubidium>you can open them in 0.6.2, though you can't open 0.6.2 savegames in 0.5.2
18:45<doc|home>that's cool
18:46<nicfer>what about my idea, restrictions on roads
18:46<+glx>[00:07:14] <DJNekkid> btw guys, may i suggest a shortcut? when one are in the world generation window, enter/return should generate it :) <-- there's a text box in this window and text boxes catch all keypress
18:47<DJNekkid>oh ...
18:47<DJNekkid>good point :)
18:48<rortom>hi all
18:48<rortom>what about loading status indicators in transparent mode?
18:49<@peter1138>Press Ctrl-X and lock them on.
18:52<rortom>ah, thanks :)
18:53*rortom is blind :)
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18:59<+glx>lol @ latest messages in "how to apply a patch" thread
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19:06<Eddi|zuHause>"am i getting this right or is it totally wrong" <- yes. :p
19:06-!-CIA-4 [] has quit [Ping timeout: 480 seconds]
19:07<doc|home>Eddi|zuHause: ok, using new version and still not showing
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19:08<Eddi|zuHause>doc|home: are you using "transfer" orders?
19:08<doc|home>er, dunno :)
19:08<doc|home>one sec
19:08<doc|home>ah, ok, now I am :)
19:09<doc|home>I always wondered what that was for, never seemed to make a difference before
19:09<Eddi|zuHause>transfers were very flawed in 0.5
19:09<doc|home>do I have to do that for every train that does a transfer? o.O
19:10<doc|home>for me on this map, that is a *fuck* load of transfers
19:10<Eddi|zuHause>next step to not losing as much money: do not let cargo pile up at the transfer station
19:10<Eddi|zuHause>always carry more cargo away than you bring
19:10<doc|home>yeah, working on that
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19:10<doc|home>that made a big difference, thanks
19:11<Eddi|zuHause>don't use transfer on the final step ;)
19:11<doc|home>my trucks are still losing lots of money
19:11<doc|home>one is -7mil
19:12<Eddi|zuHause>you need to let it run for a while, until the old cargo from the old version is out of your system
19:12<Eddi|zuHause>and the last step is almost certainly going to lose money
19:12<Eddi|zuHause>the trucks are much slower than the trains
19:12<Eddi|zuHause>and the cargo will be waiting at the station for a while
19:13<Eddi|zuHause>so the trains overestimate the final income
19:13<Eddi|zuHause>the trucks have to balance that out
19:14<doc|home>that still seems a bit odd
19:15<Eddi|zuHause>the system is not perfect yet ;)
19:15<doc|home>even if I understand why from a programme point of view
19:15*doc|home nods
19:17<Fennec>from what I've seen transfers seem to work best like.... lotsa buses and mail trucks and such => HIGH SPEED TRAIN!!!!! wheee!!!!! => deliver immediately upon arriving halfway across the map
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19:17<doc|home>Eddi|zuHause: do I also need to change from load to transfer and take cargo?
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19:28<Eddi|zuHause>doc|home: no, load is fine
19:29*doc|home needs to read up on the different transfer types
19:29<Eddi|zuHause>transfer is only interesting for unloading
19:29<doc|home>ok, thanks
19:29<doc|home>so why transfer and wait for full load and transfer and take cargo?
19:30<Eddi|zuHause>"transfer and take cargo" does not make a lot of sense, because vehicles tend to load the same cargo they just unloaded
19:30<doc|home>yeah, seemed a bit odd :)
19:30<Eddi|zuHause>only ever use "transfer and leave empty"
19:33<doc|home>ok, cool
19:38<rortom>any idea of how to make the game more complicated
19:38<rortom>beyond the maximum difficulty?
19:39<rortom>i mean at some point you get lots of money
19:39<ArmEagle>go multiplayer :)
19:39<rortom>and then your done with the game
19:39<rortom>i am
19:39<ArmEagle>yeah money is gained a bit too easily
19:40<rortom>i have like 1,500,000,000 euros ...
19:41<doc|home>I want more tech :/
19:41<doc|home>oh, and why can't I build trams?
19:49<nicfer>what about my idea, restrictions on roads
19:49<+glx>doc|home: load a tram grf
19:50<nicfer>for example, towns deciding what roads are transitable by what trucks
19:52<doc|home>glx: ah, ok, thanks
20:05<doc|home>hmmm, I have a station which is one block away from a port. The port has a lot of oil but the train's not taking it. I think it used to. What am I missing?
20:08-!-rortom [] has quit []
20:08<+glx>they are not the same station
20:09<doc|home>I know, but they used to be able to pick up from close by
20:09<doc|home>I think
20:09<doc|home>maybe I'm wrong? :/
20:09<+glx>they never did
20:09<doc|home>arse :)
20:09<doc|home>ok, so, how do I get that to work without dumping the oil?
20:09<+glx>delete the train station, rebuild it near the dock and update train orders
20:10<doc|home>hmmm, could k.... yeah
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20:15<nicfer>there is no way to build locks on the scenario editor?
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20:44<doc|home>trams rock :)
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21:11<doc|home>until they get stuck
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21:14<+glx>user error usually
21:19<doc|home>but unrecoverable
21:20<doc|home>I know have a dead tram and it's blocking the road for road traffic too, including my competitor's buses :)
21:25<doc|home>also annoying is not being able to delete track on a road owned by a competitor
21:25<KurtKraut>doc|home, in such situation we can realise how important a goverment is in the real world... to deal with such thing
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21:27<doc|home>I hope you're being sarcastic :)
21:27<KurtKraut>doc|home, no, I'm not.
21:28<doc|home>in that case, i've to go to something over here ---->
21:28<doc|home>*do something
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22:14<@Belugas>boring stuff
22:15<@Belugas>you search for the tabs of one song, and all you find are just copies of the same tab copied all over the place
22:15<@Belugas>and i KNOW it is wrong
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22:27<Fennec>mmm. pity.
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---Logclosed Sun Aug 10 00:00:02 2008