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#openttd IRC Logs for 2009-10-06

---Logopened Tue Oct 06 00:00:45 2009
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02:30<Terkhen>good morning
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03:09<Noldo>are NoAI run only in server or on every client?
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03:57<dihedral>ai's run where the game is hosted
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06:21<hickop>hello , is there a way to keep my trains at the same length ? for example if it replaced engine and had to remove a car , then when it change engine again it had a car if it can.
06:22*boekabart is totally confused by that question
06:25<hickop>the autoreplace vehicules , i set it to remove extra cars , is there a way to reverse this so it will ad a car when needed ?
06:25<Eddi|zuHause>hickop: there is only an option to remove wagons, not to add them on replace
06:25<hickop>Eddi|zuHause: ok thx
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07:12<masacre>hi all
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07:13<masacre>is there any openttd guru willing to answer a few questions from me?
07:13<masacre>or all too busy playing :)
07:13<SmatZ>everyone is waiting for you to ask instead of asking to ask :-p
07:14<masacre>i wont keep everyone in suspense much longer then.
07:15<masacre>only one of the servers on the public server list has > 30 max clients. Why is a lower limit placed on those servers?
07:16<masacre>not my best sentence
07:16<SmatZ>how many of the servers have > 4 clients connected?
07:16<masacre>ok, so there is just no need...
07:17<masacre>there are more servers than clients :)
07:18<masacre>are there many more active players in the weekends/evening (in some timezone)?
07:19<masacre>or is 100ish just about normal?
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07:23<Eddi|zuHause>i don't think anyone ever made a weekly graph
07:23<masacre>Eddi|zuHause: well what kind of numbers do you recall... did you ever see 1000 clients? or 500?
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07:24<Eddi|zuHause>i can say pretty safely that i never witnessed such a thing
07:24<masacre>trouble then :)
07:27<masacre>what happens if one of the servers crashes, is all lost, or do they save every now and then so you can resume from there?
07:28<Eddi|zuHause>that depends on the server
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07:38<Rubidium>200-250 players is roughly the maximum you'll get in any week
07:39<SpComb>whip up some MRTG on the masterserver :)
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07:39<TrueBrain>here I was hoping MRTG project was dead by now ..
07:39<SpComb>SNMP extensions to OpenTTD
07:39<Noldo>it sucks?
07:40<TrueBrain>I would advise rrdtool with snmpclient to everyone, so in my opinion, yes
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07:42<masacre>and those hickups when a server autosaves... is that a multisecond thing?
07:42<TrueBrain>but I guess it is a nice suggestion to make MSU keep track of simple stats, and output that on request
07:43<Rubidium>... but the master server doesn't know about the stats
07:43<TrueBrain>Rubidium: I was more thinking in the lines of: servers-advertised (total number)
07:43<Rubidium>... and the updater that does know the stats doesn't have a way to get requests
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07:44<masacre_>< masacre> and those hickups when a server autosaves... is that a multisecond thing?
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07:44<Rubidium>depends on the slowness of the map and the size of the map
07:44<TrueBrain>Rubidium: other stats like total connected clients can be easily added to the MSU (not the updater), as it is a single SQL
07:44<Rubidium>but yes, it can be multiseconds in worst case
07:45<boekabart>shouldn't a save be multithreadable? shadow copy and save in background?
07:46<boekabart>if only it were as simple as a simple memorycopy of the map arrays...
07:46<TrueBrain>boekabart: psst .. check the code :p
07:47<Rubidium>boekabart: clients joining server?
07:47<masacre_>(ive read somewhere that the only use of a second thread is during a save)
07:47<TrueBrain>it is only off for servers
07:47<Rubidium>servers don't 'fire and forget' save because that makes the code unnecessarily complex
07:48<TrueBrain>the network-send-map code, yes :)
07:48<TrueBrain>THREAD IT! :p
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07:49<Rubidium>SNMP looks awfully complex for the master server
07:49<TrueBrain>Rubidium: SNMP would be complete overkill. Simple 'finger' like protocol would make more sense
07:49<TrueBrain>or even a new packet which is like GET_STATS
07:49<Rubidium>but... they want XML
07:49<TrueBrain>who 'they'
07:50<masacre_>just 'they', like the guys who killed Kenny...
07:50<Rubidium>whoever is going to use it; just use the webserver. It can do SQL queries too
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07:50<TrueBrain>Rubidium: hmm .. didn't I already make the server part XML ready? Can't remember .. I did some work on it, can't remember if I published it
07:51<TrueBrain>clearly I never published it, ghehe :)
07:51<Rubidium>and it's probably a) easier to implement at server side, b) easier to implement at client side and c) doesn't trash the clear distinction between master server and updater (i.e. website filler)
07:51<TrueBrain>you are no fun :(
07:51*TrueBrain hugs Rubidium
07:52*Rubidium is going back at getting annoyed by LTO not working and Ex
07:52<TrueBrain>Rubidium: either way, I was more thinking in the lines of business of the MSU (as I said). Like connections per minute, shit like that :)
07:52<TrueBrain>LTO? Ex?
07:52<Rubidium>yes, Ex as in Ex's duplicate servers
07:53<Rubidium>and LTO as in GCC's link time optimisation
07:53<TrueBrain>Ex is easy :) I would just add an IP ban if it was up to me :p
07:53<TrueBrain>business .. busyness ... lol :)
07:54<Rubidium>heh, resign and re-sign are much more fun to mix up
07:55<SpComb>like SNMP, but with more XML
07:56<TrueBrain>[13:55] <masacre_> would it be possible to cheat with openttd, if i hacked a client (im not going to, dont worry)
07:56<TrueBrain>if you have something to ask, use this channel
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07:59<Rubidium>depending on what you classify as cheating it's possible, but then it's possible with an unhacked client too
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08:17<masacre_>so changing the client would not help me. Too bad :)
08:18<Noldo>don't be so cryptic
08:18<TrueBrain>always those people from a TUDelft who want to do such nasty things :(
08:18<TrueBrain>they can't fix my bike, but this they can
08:18<masacre_>im not in the bike fixing business :)
08:18<TrueBrain>you are supposed to be! You are from Delft!
08:19<Rubidium>yeah, the last time I was in Delft there were a lot of people cheating OpenTTD
08:20<TrueBrain>that too, for sure :)
08:20<Rubidium>it's probably something with the air
08:20<TrueBrain>I still like that one trick, to buy vehicles at one industry, move it to the delivery stuff, and sell it there
08:20<Rubidium>like no CO2 or so
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08:21<TrueBrain>I think boekabart is from Delft :p
08:21<masacre_>actually i wanted to improve on some part of openttd :)
08:21<Rubidium>unless he moved
08:22<TrueBrain>masacre_: your improvement is finding a way to cheat? :p
08:22<TrueBrain>Rubidium: I doubt that :)
08:22<masacre_>i guess you didnt believe my 'im not going to' :)
08:23<TrueBrain>I am no longer, no
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08:26*Rubidium wonders what's the state of the fakkelteit
08:36*TrueBrain wonders why people always list the channels you are on, and starts to join them ...
08:37<Rubidium>TrueBrain: start "#hebikhoningaanmijnreet" :)
08:38<TrueBrain>hahahah :)
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08:39<SpComb>decompiling 16-bit real-mode apps?
08:47<Ammler>TrueBrain: maybe you should checkout what "public" means... ;-)
08:47<TrueBrain>Ammler: only if you lookup the word "stalker"
08:48<Ammler>me? well...
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08:49<Rubidium>Ammler: "accessible to or shared by all members of the community". Apparantly someone isn't member of his community
08:49<Ammler>Rubidium: but you need to join the channel to "learn" that
08:50<masacre_>Ammler: thanks :)
08:50<Rubidium>why? Or do you mean you don't know you shouldn't casually walk into White House?
08:51<Ammler>it is like visiting "special" pubs, some you do visit only once.
08:51<Rubidium>or with a oddly padded coat into an airport
08:51<TrueBrain>good argument for first time rapest: well, it was 'public', so I thought, I have to try it at least once to 'learn' if I am part of that community ... I am not
08:52<masacre_>Probably you should use a less inviting name. 'opendune' sounds community-like.
08:53<Ammler>oh :-o
08:53<TrueBrain>I don't care that people join; it scares me people look in the list of channels users are in :)
08:53<Ammler>TrueBrain: you should join a club with dih...
08:53<Ammler>... he, you did :-)
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08:53<TrueBrain>a NON PUBLIC club, to be exact :p
08:53<masacre_>well you called me a TUDelft'er, i assumed your IP would show some sign of Delft too.
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08:54<TrueBrain>masacre_: I hope you understand I am not really serious :)
08:54<dihedral>what's he complaining about??
08:54<TrueBrain>but no, I am not from Delft, else I wouldn't be making fun of the fact you are in Delft :p
08:54<TrueBrain>my city just has a long standing discomfort with people from Delft :p :p :p
08:55<Ammler>hmm, the private flag should also disable showing the channels you are in
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08:57<dihedral>Ammler, why bother setting that??
08:57<Ammler>me doesn't, but it would help TB maybe.
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08:58<dihedral>no - we are not the people who need the help :-P
08:58<dihedral>it's those who want to join and dont get why they are not welcome
08:59<SpComb>mm, overlay manager with jump table
08:59<SpComb>sounds a bit like the dynamic library stuff in ELF
09:00<Rubidium>maybe because it is?
09:01<TrueBrain>not really: a dynamic library is resolved on first call, and stays loaded
09:01<TrueBrain>overlays unload themself when ever they seem fit
09:04<SpComb>well, I presume you can unload libraries as well
09:05<TrueBrain>that is something completely different :)
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09:17<Muxy>Canada Hi !
09:18<@Belugas>Hello sweet France :)
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09:24<Rubidium>Hello Canada
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09:33<SpComb>speaking of game remakes, I'd love to see one for Settlers II
09:34<@Belugas>Hello to Netherlands, and to Spain too :)
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09:35<blathijs>SpComb: There is an official remake of Settlers II, which is very playable
09:36<SpComb>yeah, the 10th Anniversary one
09:36<blathijs>SpComb: And actually, I think there is a game called "Widelands", which is exactly an open source Settlers II
09:36<blathijs>Not sure if it's still alive, though
09:36<Terkhen>hello :)
09:37<SpComb>new build on 2009-09-27
09:37<blathijs>Hmm, it's last release was a week ago :-)
09:37<blathijs>It looks better than when I last checked it a few years ago :-)
09:38<SpComb>but I guess with ubisoft you can't just rip off the origional GFX
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09:38*SpComb plays the DOS version on XP at 1024x768 res :(
09:39<TinoDidriksen>I'd rather want an updated version of Settlers Settlers in the series.
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09:44<SpComb> <-- ah, there you go
09:44<SpComb>I've only ever played II, I had a look at 3/4 some time but meh
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09:46<blathijs>Hmm, that's a pretty young problem
09:46<Eddi|zuHause>there was a siedler 2 sequel (based on old gameplay) recently
09:46<blathijs>SpComb: You haven't missed a thing about 3 and 4 :-)
09:46<Eddi|zuHause>but i haven't played it myself
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09:46<Eddi|zuHause>i spent a lot of time playing 2 ;)
09:47<Eddi|zuHause>but i recall the ships were a little buggy
09:47<TinoDidriksen>I've spend days playing single Settlers 1 games; no opponents, just building out the whole map.
09:47<blathijs>Hmm, I think those siedler25 might get some copyright trouble regarding their website... I'd say somebody still knows about his copyright, due to release the anniversary edition...
09:48<TinoDidriksen>I'd leave my Amiga on for days with the same game running.
09:49<SpComb>I spent six hours on the the one map last weekend, wiped out the pesky opponents and then eventually filled all of my military buildings up with soldiers, and got about halfway to making them all generals before I had to stop :)
09:50<Eddi|zuHause>Siedler 1 was a bit unstable (especially starting it was a game of roulette)
09:51<Eddi|zuHause>might have been an incompatibility with novell dos, though
09:51<SpComb>most annoying point I had was a million guardhouses with one general each out in the middle of my country, and then all the active places on the border were full of newbies :(
09:51<SpComb>ended up flushing them out by fiddling around with the military settings, heh
09:56<Eddi|zuHause>hm... i fail to checkout their svn repository
09:58<SpComb>their websvn at least lacks the 2.5 code
10:02<Eddi|zuHause>ah, the real code seems to be here:
10:04<blathijs>SpComb: The anniversary edition allows you to evacuate a military building to fix those things
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10:40<SpComb>hmm boo, it isn't working very well on my desktop for some reason
10:41<SpComb>firstly the DOS fullscreen stuff causes my GPU to not do 1:1 scaling, plus the mouse cursor is buggy
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13:23<CIA-4>OpenTTD: rubidium * r17720 /trunk/src/ (9 files in 2 dirs): -Codechange: guard the CargoPacket variables that are cached in CargoLists so they cannot be written from outside the CargoList class (based on patch by fonsinchen)
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13:28<CIA-4>OpenTTD: rubidium * r17721 /trunk/src/ (cargopacket.cpp cargopacket.h): -Codechange: replace a magic number with a constant
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13:33<CIA-4>OpenTTD: rubidium * r17722 /trunk/src/cargopacket.cpp: -Codechange: simplify the cargopacket constructor; unduplicate if and don't set a value to 0 if it already is 0.
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13:43<Eddi|zuHause>someone is onto these cargopackets suddenly ;)
13:44<TrueBrain>he got shipped wrongly, so he needs to correct that
13:45<Rubidium>nah, only the "automatically understand GCC/LTO and fix the problems I'm facing" wasn't shipped properly
13:45<CIA-4>OpenTTD: translators * r17723 /trunk/src/lang/traditional_chinese.txt:
13:45<CIA-4>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-4>OpenTTD: traditional_chinese - 1 changes by josesun
13:45<Rubidium>more commit message than actual change
13:48<Prof_Frink>"1 changes"
13:50<frosch123>20120 change left
13:50<TrueBrain>Prof_Frink: the solution is simple: next time you have to make sure it never commits 1 single string for any given language
13:50<TrueBrain>up for that task? :)
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13:58<Prof_Frink>TrueBrain: I'd rather go climbing.
13:58<TrueBrain>good choice
13:59<_ln>2277 revisions until cake party.
14:02<Eddi|zuHause>so.. how do you plan to get everybody to your place? :p
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14:19<_ln>it wasn't supposed to be my place, but sure why not.
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14:24<frosch123>how many do fit into your sauna?
14:24<CIA-4>OpenTTD: alberth * r17724 /trunk/src/company_gui.cpp: -Codechange: Merge magic height values toghether in finances window.
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14:32<_ln>frosch123: i don't have one of my own, but the one in this house is probably good for... maybe 6 persons at a time.
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15:17<CIA-4>OpenTTD: frosch * r17725 /trunk/src/ (12 files): -Codechange: Reduce usage of EngInfo and XxxVehInfo, esp. when a Engine * is already present.
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15:30<CIA-4>OpenTTD: frosch * r17726 /trunk/src/ (4 files): -Cleanup: Remove some unneeded/unused parameters.
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15:52<CIA-4>OpenTTD: rubidium * r17727 /trunk/src/ (cargopacket.cpp cargopacket.h saveload/station_sl.cpp): -Codechange: some coding style and documentation fixes
15:52<CIA-4>OpenTTD: frosch * r17728 /trunk/src/ (9 files in 2 dirs): -Cleanup: Remove some more unneeded/unused parameters.
15:56<CIA-4>OpenTTD: frosch * r17729 /trunk/src/build_vehicle_gui.cpp: -Cleanup: Deduplicate some code.
15:57<Rubidium>dedup's good :)
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16:38<Terkhen>good night
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16:39<Muxy>a question about windget in a window...
16:39<Muxy>i have some panels widgets and 2 button (images)
16:39<Alberth>one with a short answer?
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16:40<Muxy>when i click on one of the pannel, its lowered
16:40<Muxy>and the one lowered before is raised, like radio button in windows(tm)
16:41<Muxy>i have also as said 2 pushimgbtn
16:41<Muxy>when i click on the pushimgbutn, the the lowered pannel is raised...
16:41<Muxy>is there a way to avoid this ?
16:42<frosch123>do you want normal push-buttons, or do you want checkbox like buttons that stay lowered?
16:42<Alberth>you do raiseWidget somewhere?
16:43<Muxy>i have 2 sets of buttons : panel who are lowered and raised when cliked on it, and pushimgbtn just after
16:45<Muxy>i dont want the panel lowerd be raised when clicking on the pushimgbtn
16:45<Muxy>(lowered panel)
16:46<Muxy>is there a window working like i want in OpenTTD ?
16:47<Alberth>perhaps the station place gui ?
16:47<Muxy>station place ? the one used to built station ?
16:48<Muxy>or the one with the company stations list ?
16:49<Muxy>the station list...
16:49<Alberth>no the station picker with the #tracks and #length of platforms and direction of station
16:51<Muxy>all butons are panel lo/ra
17:05<Alberth>in trunk, you must call 'this->RaiseWidget(num)' to raise a widget yourself. the window system only raises push buttons itself. (this is different in 0.7.x source). So if you don't make that call, the widget stays lowered afaik.
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17:06<CIA-4>OpenTTD: rubidium * r17730 /trunk/src/ (cargopacket.cpp cargopacket.h): -Codechange: do not cache the source of a packet in the cargo list. It's only used for (some) GUI/NewGRF purposes so precalculating it costs more than calculating when it's actually used.
17:07<Muxy>yeap raising and lowering widget is ok
17:07<Muxy>but when i have one of the panel lowered and i click a pushimgbtn, then my panel is raised
17:08<Alberth>what source code are you working in? 0.7.x ?
17:09<Alberth>yes. I changed that behaviour in trunk. previously, all buttons were raised as you noticed.
17:09<Muxy>its when the push_imgbtn depressed itself
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17:09<Muxy>okay, thx
17:10<Alberth>I think there is a call where you can hook into.
17:10<Muxy>i will let it like this, and it will be okay later... when your modif will be merged
17:11<Alberth>void DecreaseWindowCounters() is the function you need to look in.
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17:11<Alberth>w->OnTimeout(); implement raising of buttons in this function of your window
17:12<Alberth>and remove WDF_UNCLICK_BUTTONS from the WindowDesc to prevent auto raising.
17:12<Alberth>(at least in trunk, probably in 0.7 too, but you should check
17:12<CIA-4>OpenTTD: rubidium * r17731 /trunk/src/ (cargopacket.cpp cargopacket.h): -Codechange: do not cache a boolean which states whether some other variable is not 0.
17:13<Alberth>in this way you have to do it all yourself, so you have full control.
17:13<Alberth>gtg now, good luck.
17:14<Muxy>in the w->timeout() i can call the paint()
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17:14<Muxy>hum may be it's no good, better make another function called from paint & timeout
17:15<Muxy>thx Alberth
17:15<Alberth>no, in timeout, raise any button, and call SetDirty on the same widget.
17:15<Alberth>in OnPaint(), just paint :)
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17:19<CIA-4>OpenTTD: rubidium * r17732 /trunk/src/ (cargopacket.cpp cargopacket.h): -Codechange: reorder some variables of cargo packets/cargo lists to get better alignment *and* smaller structs; both from 40 bytes to 32 bytes on 64 bits.
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17:24<CIA-4>OpenTTD: rubidium * r17733 /trunk/src/ (cargopacket.cpp cargopacket.h):
17:24<CIA-4>OpenTTD: -Codechange: store the 'days in transit' cache as the sum of the days in transit
17:24<CIA-4>OpenTTD: instead of the average; the variable isn't requested that often (primarily
17:24<CIA-4>OpenTTD: station NewGRFs) that the dividing/testing for dividing by 0 step needs to be
17:24<CIA-4>OpenTTD: cached.
17:24<Muxy>okay, it works...
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17:55<Nickman87>Ammler, you here? :)
17:56<Ammler>Nickman87: hello :-)
17:56<Nickman87>long time no see eh ;)
17:57<Nickman87>I just finished updating the sign list filter patch ;)
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18:00<SmatZ>great :)
18:02<Nickman87>where can I upload a new patch?
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18:05<Eddi|zuHause>forum? bug tracker?
18:05<Nickman87>I can post it in the old thead, thats a possibility :)
18:06<Nickman87>One thing I cant get right, I want my button to be visually pushed in and come back out, but I can't get it to work, any ideas?
18:06<Nickman87>I've looked at another example, but cant get it right...
18:08<Eddi|zuHause>Something about LowerWidget and RaiseWidget or so
18:08<Nickman87>Yeah, I tried that, but when I add a raiseWidget call, it imediatly does it without lowering :)
18:08<SmatZ>there's a function that will make the button lower and raise again after a while
18:09<SmatZ>something like HandleButtonClick
18:09<SmatZ>or so
18:11<Nickman87>do I need the "OnTimeout" function to then?
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18:15<Nickman87>yay, it works now!
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18:24*Muxy is aware of OnTimeOut()
18:25<Nickman87>Ammler, SmatZ:
18:26<Ammler>Nickman87: ready for next gui patch?
18:26<Nickman87>you mean the station GUI? :D
18:26<Ammler>newgrfs or station
18:26<Nickman87>hehe :D
18:26<SmatZ>nice :)
18:27<SmatZ>why norev000?
18:27<Nickman87>yeah, in my VS setup the revision isn't added automaticly...
18:27<Nickman87>and I'm to lazy to change it :D
18:27<Nickman87>you tolk me how to fix it last time I think... :D
18:32<Ammler>or simply install mingw/msys
18:34<Nickman87>yeah, I have that installed... :D
18:34<Rubidium>if only someone would release a fixed buildottd]
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18:43<Nickman87>hmmm, seems like I have a bug...
18:45<Ammler>well, bottd is still good as installer for using make
18:46<Nickman87>I can't load a game anymore, going to try with clean svn...
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18:46<Rubidium>Nickman87: use an older savegame :)
18:47<Nickman87>I am ;)
18:47<Rubidium>not old enough ;)
18:47<Rubidium>like... 0.6 (or maybe 0.5) old
18:47<Nickman87>why use old savegames?
18:47<Rubidium>because I uhm...
18:48<Nickman87>yep, trunk is broken?
18:48<Nickman87>Unhandled exception at 0x00a27e9f in openttd.exe: 0xC0000005: Access violation reading location 0x00000004.
18:48<Nickman87>Pretty useless like this I guess :)
18:48<Nickman87>in std::list... :p
18:50<Nickman87>I'll try an older save
18:50<Nickman87>PSG 90
18:50<Nickman87>Still not loading :s
18:51<Rubidium>the intro game loads ;)
18:52<Nickman87>trying r17720
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18:55<Nickman87>now I get an assert failure :D
18:56<Rubidium>just revert to 17700 or wait :)
18:56<StM>tss ;) isnt it forbidden to commit broken builds? :>
18:56<Nickman87>Have to go to sleep... will look again tomorrow or so ;)
18:56<Nickman87>I'll just wait for a new revision ;)
18:56<Rubidium>but... it builds
18:57<Nickman87>yeah, but it doesnt load! :D
18:57<Nickman87>cya later!
18:57<StM>Rubidium ok ok :p
18:57<Rubidium>Nickman87: but it does load the intro game, which is just an old savegame
18:57<Nickman87>night all
18:57<Nickman87>yeah, that is strange...
18:58<Nickman87>With the latest revision, it is somewhere in the loadsave part where it crashes so...
18:58<Nickman87>Will look again tomorrow :)
18:58<Nickman87>now, sleep ;)
18:58<StM>build it with debug symbols and you know where :>
18:59<Nickman87>I did, but closed it already ;)
18:59<Rubidium>StM: actually, it's unlikely that he will find it quickly
18:59<Rubidium>but that's more due the nastiness of the bug
19:00<Nickman87>yeah, I don't think I'll be able to pinpoint the exact cause of it :D
19:01<StM>Blerg it looks that in the NoAI framework no code exists to get a tilelist of x tiles around a tile :(
19:01<CIA-4>OpenTTD: rubidium * r17734 /trunk/src/ (4 files in 2 dirs): -Fix (r17732): broke the assumption that 'this->packets == this', which broke loading old savegames. Now remove the (need for the) hack that needed that assumption.
19:02<StM>is the id calculated like (x + (y*mapSizeX)? :)
19:02<Rubidium>StM: AITileList::AddRectangle?
19:03<Rubidium>StM: something like that, not sure about the exact formula; can't be bothered to look it up
19:03<StM>I want a rectangle where a tile is the center of the rectangle with a size of Z
19:03<Rubidium>request it at the forum, maybe Yexo can be bothered to implement it in the API
19:04<Rubidium>(or tell you what function to actually use)
19:05<Yexo>StM: AITileList.AddRectangle(tile - AIMap.GetTileIndex(-2, -2), tile + AIMap.GetTileIndex(2, 2)) should so what you want
19:05<Yexo>given that tile is at least 2 tiles away from the border of the map
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19:06<StM>tnx :)
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19:27<StM>Thats doesnt work Yexo AIMap.GetTileIndex(-2,-2) gives -1,-1
19:27<StM>or waiyt
19:27<Yexo>uhm, what?
19:28<Yexo>AIMap.GetTileIndex returns a single integer
19:28<StM>make a mistake in thinking
19:30<StM>AITileList.AddRectangle(tile - AIMap.GetTileIndex(2, 2), tile + AIMap.GetTileIndex(2, 2)) works :))
19:31<Yexo>now I see the error in my line
19:31<Yexo>+ AIMap.GetTileIndex(-2, -2) should do the same as - AIMap.GetTileIndex(2, 2)
19:31<StM>Now do i get more realistic results :>
19:31<StM>yap :p
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19:50<Muxy>Hi Yexo, seen your post
19:50<Yexo>hello Muxy
19:51<Yexo>ah, I was wrong indeed
19:51<Muxy>But _current_company is CompanyByte. But i thought there was some mistake in the function declaration, but cant see
19:52<Muxy>other idea in mind ?
19:52<Yexo>what file did you create WatchCompany in?
19:52<Yexo>did you also add that file to the msvc project file?
19:52<Muxy>i used the existing smallmap_gui.cpp
19:53<Yexo>can you upload your diff?
19:53<Muxy>oh yeap, let me do it...
19:59<Muxy>anyway, it's late, have some rest. Thx for looking. night everybody !
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20:48<Rubidium>just to cut another hour of TrueBrain's sea of green I say: good night :)
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21:17<PeterT>any programmers willing to help me with something?
21:23<Eddi|zuHause>they are all fed up with you.
21:24<PeterT>yes, thanks for that
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---Logclosed Wed Oct 07 00:00:49 2009