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#openttd IRC Logs for 2009-10-11

---Logopened Sun Oct 11 00:00:58 2009
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01:30<Pikka>argh, this makes no sense D:
01:34<Pikka>oh wait, I see D:
01:35<Pikka>the fact that the wagon has a running cost makes property 19 kick in and makes the wagon only appear in electrified depots
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03:03<Pikka>good morning folks
03:03<Pikka>also, bbl
03:03-!-Pikka is now known as Pikka|afk
03:12<andythenorth>morning
03:14<andythenorth>so I have a checkout of openttd source
03:14<andythenorth>I've patched it a couple of times (realistic RV, and something frosch sent me)
03:14<andythenorth>I want to compile 'clean'
03:14<andythenorth>what do I need to do?
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03:24<andythenorth>ah screw it, I'll ask again when more people are awake "|
03:24<andythenorth>:|
03:33<Alberth>go to the root of the checkout, and type 'svn revert -R .'
03:33<Alberth>then type 'svn status' and decide whether or not to throw away any unknown files.
03:34<Alberth>andythenorth: ^^
03:37<andythenorth>Alberth: thanks, compiling now :)
03:38<_ln>is there a name for a design pattern where a function is only executed if enough time has passed since last call? like a singleton-style idea, but with timestamps.
03:38<andythenorth>compiling on intel mac with -j4 is *way* faster and maxes out CPU :)
03:46<Alberth>usually only for initial compiles for me, after that, I make changes to 1 C++ file at a time, and multiple parallel compiles are then useless :p
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03:53<andythenorth>I don't have permissions to rename a self-compiled OpenTTD.app on OS X. I am admin, and it *looks* like I have r/w access. Do I need to learn about the sticky bit?
03:55<andythenorth>^^ nvm
03:55<Rubidium>there you ran into something that is far from generic; it's actually quite specific to OS X
04:07<CIA-4>OpenTTD: alberth * r17759 /trunk/src/osk_gui.cpp: -Codechange [FS#3257]: Return focus to the parent window using the function designed for it.
04:09<andythenorth>testing Terkhen's acceleration patch...
04:10<andythenorth>...trains seem to work, I've stalled out a big train on a big hill :)
04:10<Rubidium>as long as it moves at like 1km/h and doesn't totally stop it works
04:10<andythenorth>yup, seems to be same as previous 'realistic' acceleration behaviour
04:13<andythenorth>..train is still moving at 1mph...
04:14<andythenorth>I think at this point I might have turned it around in a real game...or crashed another train into it to get rid of the thing
04:17<Alberth>build another track next to it :)
04:18<andythenorth>I should just use maglev
04:18-!-Pikka|afk is now known as Pikka
04:20<andythenorth>plan for day: 1. test acceleration 2. draw log boat 3. lunch :)
04:23<CIA-4>OpenTTD: alberth * r17760 /trunk/src/depot_gui.cpp: -Revert (r17648): _local_company is less constant than you'd expect.
04:23<Alberth>you have lunch at the end of the day?
04:24<andythenorth>1 and 2 may not happen before 3
04:42<boekabart>hardly a plan then
04:47<Alberth>a loosely defined set of goals is better than no goals imho.
04:48<boekabart>still not a plan. more like an unsorted todo list
04:48<boekabart>my plan: part
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05:14<Muxy>Yo there, i'm searching difference between DoCommand and DoCommandP
05:17<TrueBrain>Never use DoCommand unless you know what you are doing ;) Always use the P version
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05:18<Muxy>well, it's not for using, it's for my watch patch. i insert some code in the DoCommandP, and it seems to work well in local game & in network game
05:19<Muxy>but if there are 2 function, do i need to insert same code in both, or with DoCommandP i will see all what is done...
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05:36<andythenorth>I broke the game :|
05:37<Pikka>huzzah!
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05:44<Pikka>avast ye, chaps
05:44<Pikka>andy, what did you do?
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06:08<andythenorth>Pikka: I set vehicle weight to \w256 and produced an assert that *seems* to have eaten a bunch of autosaves somehow
06:08<andythenorth>I am using Terkhen's acceleration patch...
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06:22<Pikka>for which vehicle type is weight a word?
06:24<andythenorth>well not for RVs :D
06:24<andythenorth>this does mean vehicle unladen weight is limited to 63t. I have hit that limit and will again....
06:25<andythenorth>but screw it, it's only a game
06:25<Rubidium>Pikka: not many; usually it'd double words (ten tonnes, eleventy tonnes) or quad words (hundred and twenty tonnes)
06:26<Pikka>you'll have to find a friendly person to give you an RV equivalent of train property 24 :)
06:26<Pikka>look, here comes Rubidium!
06:27<Rubidium>right... 64+ tonnes vehicles
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06:31<frosch123>didn't terkhen supply a cb36 for weight? (i.e. 15 bit weight)
06:32<frosch123>8191 tonnes should be enough, right?
06:35<andythenorth>frosch123: yes he has done cb36...marked as untested
06:35<frosch123>hehe, so now you have a case to test it :)
06:36<andythenorth>not yet
06:36<andythenorth>I have a few other acceleration questions / issues, I'll wait until Terkhen shows up ;)
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06:38<andythenorth>Terkhen's patch does look promising. Tests well with HEQS. Trains don't seem broken. Haven't found anything weird yet
06:40<Rubidium>frosch123: yeah, 8191 tonnes ought to be enough; Saturn V was 'only' 3038.5 tonnes
06:40<andythenorth>8191 tonnes is very very much enough
06:40<andythenorth>we'd need some kind of bridge restriction code....or a new disaster (bridge collapse)
06:41<Rubidium>although... for ships it's not enough
06:42<frosch123>luckily for ships you do not need weight restriction for aqueducts
06:42<Alberth>andythenorth: a new 'lift bridge to allow passage of huge truck' event is a much more positive 'disaster' :)
06:43<andythenorth>how about 'demolish bridge to allow huge truck'?
06:43<andythenorth>then rebuild?
06:43<frosch123>the truck could also lower every tile it crossed by one level
06:43<Alberth>much less spectacle :)
06:44<andythenorth>the truck could spawn roadworks behind it?
06:44<Alberth>'rebuild road after passage'
06:44<frosch123>yeah, single-use-roads
06:45<andythenorth>so...ships that travel faster when not loaded...
06:45<Alberth>and we need to block the road for other traffic of course
06:45<andythenorth>...speed could be set by using varaction 2 var 47 and cb 36?
06:45<andythenorth>(in respect of ships)
06:47<andythenorth>a few months ago we mocked the idea of improved ship acceleration....now I've though of a use for it :(
06:47<frosch123>andythenorth: yes, that should work alredy
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07:01<Terkhen>hello
07:01<frosch123>andythenorth: 25 minutes for summoning
07:02<frosch123>hello Terkhen
07:02<andythenorth>hello Terkhen
07:02<andythenorth>I've been testing the acceleration patch
07:02<andythenorth>trains don't *seem* to be broken
07:03<andythenorth>for RVs, I've tested with HEQS and eGRVTS, and it all seems to be good
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07:04<Terkhen>great :)
07:05<Terkhen>in eGRTVS I found that some articulated vehicles (specially the old ones) don't work
07:05<andythenorth>I didn't test *everything* :|
07:05<Terkhen>I don't remember why right now, but I think some value was missing
07:05<andythenorth>I guess eGRVTS is up to Zephyris :)
07:05<andythenorth>I have two comments / queries
07:07<Terkhen>tell me
07:07<andythenorth>1. articulated vehicle unloaded weights...because the trailer weight isn't added to the tractor, the vehicle effectively gets a performance boost
07:07<andythenorth>I know there's no way around this
07:07<andythenorth>If I set the total vehicle weight on the lead vehicle, there's a different performance boost (TE increases)
07:08<andythenorth>In the game it doesn't really matter much...
07:08<andythenorth>I've lowered TE coefficient for some articulated vehicles to balance this effect.
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07:08<andythenorth>Might be worth documenting for grf authors?
07:10<Terkhen>yes, it should be specified that vehicle weight is only taken into account for the first articulated part at the first post, I will update it
07:10<andythenorth>2. going up hill, most trucks just seem a bit....fast.
07:10<andythenorth>I've tested on a 12 tile hill, I'd expect them to slow down a bit more.
07:11<Terkhen>yes... I have seen that standard trucks climb hills like they weren't there
07:11<andythenorth>I can reduce TE for this in HEQS, but then the balance with other sets will be wrong
07:11<Terkhen>they are using the same values for acceleration than trains right now
07:11<andythenorth>might be worth tweaking?
07:12<andythenorth>I figure that the point of this is to affect gameplay...so go round hills, or use more powerful (more expensive) trucks
07:13<andythenorth>otherwise looking good :)
07:13<Terkhen>I will check that part of the code again, but I think the problem is that standard vehicles have too much power for their weight
07:13<andythenorth>applies to eGRVTS and HEQS as well....trucks go over a big hill like it's a pebble
07:13<Terkhen>hmmm... I haven't tested them at the last version
07:13<andythenorth>...when using default TE
07:14<Terkhen>I'll add this to the todo list
07:14<andythenorth>I'll pm you the latest HEQS
07:14<Terkhen>okay, thanks :)
07:15<andythenorth>Not that much changed, just a few articulated vehicles got tweaks
07:15<Terkhen>if there is nothing wrong in the code, a way of tweaking this could be increasing the resistance of slopes only for road vehicles... but then it would be different for trains and road vehicles
07:15<andythenorth>ok...sent
07:15<Terkhen>personally I don't have a problem with that as long as it improves gameplay
07:16<andythenorth>if the implementation doesn't smell wrong, I'd say try it :)
07:17<andythenorth>frosch123: could I pick your brain on cb36 :D
07:17<andythenorth>specifically...how do I make use of it?
07:18<frosch123>well, like every other cb
07:18<andythenorth>http://paste.openttd.org/217243
07:18<Terkhen>a good thing of unifying the code is that any bug would affect trains too, and I can easily test them against vanilla trunk... so probably there aren't any slope-related bugs, I will look into this for the next version
07:18<Terkhen>thanks for the feedback :)
07:19<andythenorth>Terkhen: np
07:19<frosch123>andythenorth: next would be the varact2 with id a2
07:20<frosch123>there check for the property being asked for (var 10 iirc)
07:21<andythenorth>hey if I figure out cb36, I can change ship running costs if not moving :)
07:21<andythenorth>Pikka will like that :)
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07:22<frosch123>in case you missed due to timeout, you can also already change runningcost and maxspeed depending on load
07:23<andythenorth>saw that, thanks ;)
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07:27<andythenorth>frosch123: think I've run into the same problem I had last time I tried this: no way to check size of vehicle's current load
07:28<andythenorth>as in weight, not cargo type
07:29<andythenorth>...must....be...a....way...
07:30<frosch123>var47 gives you the weight per unit of cargo
07:30<frosch123>var AD (word sized) gives you the load
07:30<andythenorth>awesome
07:30<frosch123>err, var AC
07:31<andythenorth>I was just looking at the savegame internals page...a dark place...
07:33<andythenorth>frosch123: did you find var AC documented on the ttdpatch wiki? I can't see it there
07:35<frosch123>http://vcs.openttd.org/svn/browser/trunk/src/newgrf_engine.cpp#L738 <- no, there
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07:36<frosch123>the savegame internals page is partly outdated (even for ttdp), and wrt. ottd you never know what compatibility stuff was added
07:37<andythenorth>code = spec :)
07:37*Belugas mumbles against the energy a 5 years kid can display, when all the other members of the family are only longing for sleep
07:39<andythenorth>let's see if I can cause an assert :{
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07:40<Wolf01>hello
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07:43<Alberth>Wolf01: hello
07:43<andythenorth>no assert :(
07:44-!-DJNekkid [~tmsmje@static217-26.adsl.no] has joined #openttd
07:45<DJNekkid>are there any VarAction2 variables that can be checked, that checks either distance to or from an airport for an airplane?
07:45<DJNekkid>the next or previous airport that is
07:47<andythenorth>http://paste.openttd.org/217247
07:47<frosch123>no, you might only figure out time since last loading or service
07:47<andythenorth>^^ code above doesn't do what I expect
07:47<CIA-4>OpenTTD: alberth * r17761 /trunk/src/autoreplace_gui.cpp: -Codechange: Removed some unused/unneeded variables from ReplaceVehicleWindow.
07:47<DJNekkid>last loading might work ...
07:48<DJNekkid>does that include unloading as well?
07:48<andythenorth>does my code terminate the action 2 chain properly?
07:49<DJNekkid>spritechooseing according to speed should be above the callback, no?
07:49<DJNekkid>first all grapichal stuff, then all callbacks, then the Action3 :)
07:51<DJNekkid>and, line3 _should_ be 85 AC 00 FF FF, and not 85 AC 00 00 FF ... afaik :)
07:51<andythenorth>DJNekkid: ok, so I moved A0 and have correct graphics again
07:51<andythenorth>And I've changed that 00 FF to FF FF
07:52<andythenorth>I now have a log raft travelling at 79mph :)
07:52<andythenorth>The max speed in the vehicle window is very wrong...
07:52<Alberth>downhill? :)
07:52<andythenorth>Alberth: yep, much slower uphill :P
07:52<DJNekkid>well, you set it to "FF" :)
07:53<andythenorth>Max speed is shown as 11mph, vehicle viewport window shows 79mph actual speed
07:53<DJNekkid>you did set it to "FF" when not loaded, and "01" when loaded...
07:54<andythenorth>...which is the next problem...it's using FF when loaded
07:57<frosch123>DJNekkid: well, var92 (word sized) gives you the date of last service (only valid starting from 1920 and the 65536 days afterwards), and var CF gives you the average age of the cargo (including waiting time at station and transfer time of previous vehicles)
07:58<frosch123>so, likely not what you want :|
07:58<DJNekkid>hmm... damn...
07:58<DJNekkid>no ...
07:59<DJNekkid>frosch123: where can i find this "unofficial" list? :P
08:00<frosch123>http://vcs.openttd.org/svn/browser/trunk/src/newgrf_engine.cpp#L486 :)
08:00<andythenorth>meanwhile back at the log ranch....
08:01<andythenorth>think my check of var AC is either always returning 0, or cb36 is not being called
08:01<frosch123>most 80+ variables are useless of course :) like stationids etc
08:01<frosch123>or weird counters which delay turning multiple times in a row
08:02<andythenorth>http://paste.openttd.org/217248
08:02<frosch123>however, try to not use too much stuff from there, and always prefer 40+ and 60+ variables if they give similiar results
08:03<frosch123>C2 00 // dont matter <- it does matter, you have to make the cb fail, i.e. chain to the graphics
08:03<andythenorth>so the chain *isn't* properly terminated
08:04<andythenorth>Ahem, attribution: DJNekkid :P
08:04<DJNekkid>*whistle*
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08:05<andythenorth>FF FF to end the callback chain?
08:05<frosch123>no, the id of the action2 with the graphics
08:06<DJNekkid>frosch123: i've always had problems figureing out what to put there, and anything ending with 00 have been successfull ...
08:07<andythenorth>rv cb16 terminates on FF FF...what am I missing?
08:07<frosch123>it is the default case, so if you return a valid callback result (ffff would mean returning 255), you would set every other property to that value
08:07<DJNekkid>andythenorth: thats what i've been trying to figure ot as well :)
08:07<andythenorth>ok
08:08<DJNekkid>i'm usually linking it to _some_ gfx, but it dont relaly matter witch one...
08:08<DJNekkid>atleast thats my experience
08:08<andythenorth>so cb36 would always be checked last when checking callbacks? otherwise the other ones wouldn't be handled?
08:08<andythenorth>e.g. in this code, if I used cb36
08:08<andythenorth>http://paste.openttd.org/217249
08:08<DJNekkid>you can always chain callbacks ...
08:09<andythenorth>then I'd want to use cb36 last?
08:09<DJNekkid>one callback each line, with "the default" beeing the previous one
08:09<DJNekkid>andythenorth: http://dev.openttdcoop.org/projects/2cctrainset/repository/entry/templates/template-dmu.pnfo
08:10<DJNekkid>line 165 for example
08:10<frosch123>andythenorth: i mean, you have to handle the check of var10 like the check for var 0c, i.e. the default case should continue to the graphics
08:10<frosch123>B3 00 //otherwise go to next action 2 ID <- that also has to appear in the var10 check of cb36
08:10<andythenorth>okey dokey
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08:11<andythenorth>so assume all that works...
08:12<andythenorth>logical flaw: nothing to set speed back to 11mph when loaded. How do I do that?
08:12<frosch123>"what?"
08:12<andythenorth>sorry, bad explanation
08:13<andythenorth>here is current code
08:13<andythenorth>http://paste.openttd.org/217250
08:13<andythenorth>prop 0B of vehicle should default to 27 (11mph) if vehicle cargo amount is not 0
08:13<andythenorth>if I've understood correctly :)
08:14<DJNekkid>well, variable AC should do that, just as vehicle speed (B4 iirc)
08:16<andythenorth>so action 2 ID C2 should return 27 if load amount is not 0?
08:16<andythenorth>but appears not to
08:16<DJNekkid>try the opposite then ...
08:16<DJNekkid>line 4: 27 80 \wx0001 \wxFFFF
08:16<DJNekkid>line 5: FF 80
08:19<andythenorth>tried it, now travels at 11mph whether loaded or not :|
08:19<andythenorth>ok got to go. Thanks for help so far, back later!
08:19<andythenorth>definitely something not right in the default value
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08:24*Pikka|afk sighs
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08:24<Pikka>the diagonals of short wagons are so hard to make look decent
08:25<Pikka>damn chris sawyer and his circular tiles!
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08:35<CIA-4>OpenTTD: rubidium * r17762 /trunk/src/aircraft_cmd.cpp: -Fix [FS#3259]: don't let aircraft drive a while over the grass when landing at high altitude airports
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08:51<CIA-4>OpenTTD: alberth * r17763 /trunk/src/autoreplace_gui.cpp: -Codechange: Rename 'wagon_btnstate' to 'replace_engines', and 'init_lists' to 'reset_sel_engine' in ReplaceVehicleWindow, add doxygen comments.
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09:08<Muxy>where i can find the list and picture of all basic sprites used in openTTD ? I need a green light switched off and on like the red one in the status bar when a savegame is in progress.
09:09<CIA-4>OpenTTD: alberth * r17764 /trunk/src/autoreplace_gui.cpp: -Codechange: Replace 'list' class variable in ReplacceVehicleWindow by 'engines'.
09:11<frosch123>try in src/table/sprites.h or download grfcodec and decode the grfs
09:11<frosch123>or take a look at opengfx what they did
09:11<Muxy>seems to be the SPR_BLOT.
09:11<Muxy>have to check if it can be colourized
09:12<frosch123> DrawSprite(SPR_BLOT, income ? PALETTE_TO_GREEN : PALETTE_TO_RED, 145, y); <- is that line from network_gui.cpp example enough?
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09:12<Muxy>yeap thxs frosch
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10:50<andythenorth>(back)
10:51<andythenorth>lets see if reloading the grf makes the speed change depending on load
10:51<andythenorth>nope
10:52<andythenorth>sometimes in web programming we hit refresh and hope it cures a bug. So far it hasn't....but one day it might...
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10:58<andythenorth>DJNekkid: mind helping me on this varaction 2 some more?
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10:59<andythenorth>hi Terkhen
10:59<Terkhen>hi
11:00<andythenorth>fancy doing realistic acceleration for ships? :)
11:00<DJNekkid>andythenorth: sure!
11:00<DJNekkid>i were just playing some flash game :p
11:00<andythenorth>I am trying to simulate it in nfo and failing
11:00<andythenorth>DJNekkid: http://paste.openttd.org/217268
11:00<DJNekkid>let me try it with an engine
11:00<Terkhen>maybe when I finish with road vehicles :P
11:00<andythenorth>I tried explicitly checking for cargo == 0 and 0 < cargo <= 255
11:01<andythenorth>nforenum doesn't like my code
11:03<DJNekkid>andythenorth: i just need to fetch my car, its in the city center! back in 15mins!
11:03<andythenorth>ok
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11:20<DJNekkid>back
11:21<andythenorth>okey dokey
11:21<DJNekkid>and it were, runspeed ... AC ... right?
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11:23<andythenorth>DJNekkid: yes
11:23<andythenorth>I can't help feeling that AC always returns 0
11:24<Pikka>what's this?
11:24<andythenorth>Pikka: trying to make ship speed change depending on amount of cargo
11:24<andythenorth>using cb 36
11:25<andythenorth>and variable AC
11:25<andythenorth>http://vcs.openttd.org/svn/browser/trunk/src/newgrf_engine.cpp#L738
11:26<Pikka>AC...
11:26<Pikka>what's AC?
11:26<Pikka>B4 is speed
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11:27<DJNekkid>andythenorth: it dont seem to be checked
11:27<andythenorth>B0 is speed for ships
11:27<andythenorth>AC is v->cargo.Count();
11:27<Pikka>what makes you think that?
11:27<andythenorth>frosch said so :0
11:28<Pikka>what makes frosch think that? D:
11:28<Pikka>B4 is speed for all vehicles according to the grf spec and the ttd savegame internals...
11:29<Pikka>and works for at least aircraft and trains, in my experience :)
11:29<DJNekkid>mine to :)
11:29<Pikka>oh
11:29<Pikka>wait
11:29<Pikka>sorry
11:29<Pikka>you want to test cargo amount, not speed
11:29<Pikka>*drinks more tea*
11:29<andythenorth>;)
11:30<andythenorth>I want to know if a ship is loaded or not (loaded == slower)
11:30<DJNekkid>Pikka: it is cargo ammount that is tested, and a new speed applied
11:30<Pikka>right
11:30<Pikka>try BC, then
11:30<DJNekkid>*testing*
11:30<Pikka>3C W Current cargo load
11:30<Pikka>says the savegame internals :)
11:30<andythenorth>ahem BC seems to work
11:31<andythenorth>bad hex maths by someone?
11:31<DJNekkid>BC works :)
11:31<Pikka>perhaps ;)
11:31<andythenorth>well that was an hour of fun I won't have again :P
11:31<Pikka>hehehe
11:31<Pikka>I had an hour this morning trying to work out why my newest wagon wasn't showing up
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11:32<DJNekkid>bad ID ?
11:32<Pikka>always fun, those. you /know/ there's an answer, but
11:32<andythenorth>Terkhen: you can stop with RV acceleration, we can do it all in nfo :P
11:32<Yexo>switch (variable - 0x80) { ... case 0x3C: return v->cargo.Count(); <- so the code agrees it should be BC
11:32<Ammler>question about realism isn't liked here, but are loaded ships slower, wouldn't it just be the acceleration?
11:32<andythenorth>Ammler: specifically this is a log raft
11:33<andythenorth>they travel slowly when loaded, or they break up
11:33<Pikka>DJ: it used an electric loco's ID and had a running cost, but I hadn't zeroed property 19, so it wasn't showing in non-electric depots
11:33<Pikka>not an issue I'd had before because I haven't used wagon running costs before :)
11:33<andythenorth>but the little tugs they use are quite powerful and can travel at good speed when not towing logs
11:33<Ammler>ah, thos ships which looks like trains?
11:34<andythenorth>by my (bad) physics, a loaded ship has more cross section in the water, so should be slower due to resistance, plus also more drag
11:34<andythenorth>but we'll ignore that
11:34<DJNekkid>Pikka: wierd one :)
11:34<Pikka>yep andy. just increase the running costs when loaded, by my reckoning ;)
11:34<andythenorth>Pikka: planning to now I understand cb 36 better
11:35<DJNekkid><3 CB36
11:35<andythenorth>thinking that loaded dump trucks should have a slower top speed though....for safety on the downhills...
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11:35<andythenorth>:D
11:35<andythenorth>safety first
11:35<Pikka>praise be to stevenh and lakie for cb36 :)
11:36<Terkhen>andythenorth: as long as I don't have to code it in nfo...
11:36<Terkhen>:P
11:36*Pikka goes for a refill
11:36*DJNekkid Praise Stevenh and Lakie
11:36<andythenorth>right, how do I do the dot thing on irc? I've googled...
11:37<DJNekkid>./me Praise Stevenh and Lakie ?
11:37<Pikka>/me
11:37*andythenorth learns how to do the dot thing
11:37*DJNekkid pet andythenorth on his head :D
11:38*andythenorth commits something
11:40<Pikka>genocide?
11:40<andythenorth>not this Sunday
11:41*andythenorth sighs
11:41<andythenorth>somehow boats just don't look right without smoke
11:41<Pikka>it's monday though
11:41<Pikka>true dat
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11:41<andythenorth>seems like smoke is 'but a whisper away'
11:41<andythenorth>seeing as how trains have smoke
11:41<andythenorth>nice smoke those trains have
11:41*Pikka hands andy the animators hat
11:42<Pikka>wouldn't it be fun if we could do random particle effects everywhere! houses, industries, vehicles... :P
11:42<andythenorth>32 frames to draw and code per cargo type per ship? hmm, maybe not
11:42<andythenorth>I was noticing that there is already some nice smoke in the game
11:42<andythenorth>seems like it just has to follow the ships around
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11:42<andythenorth>I could do it in flash....
11:42<andythenorth>this._x = my_ship._x
11:42<andythenorth>this._y = my_ship._y
11:42*Pikka hands andy the ottd dev hat
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11:43<andythenorth>perhaps a flash -> C++ compiler ?
11:43<andythenorth>perhaps I should go and draw a log raft tug
11:44<Pikka>but yes, between steam, aircraft breakdown and diesel smoke, ships are covered by the default sprites :P
11:45<andythenorth>indeed
11:48<andythenorth>http://vcs.openttd.org/svn/browser/trunk/src/effectvehicle.cpp
11:48*Pikka wonders if I can get these 4/8 oil tankers to look less crappy
11:48<Pikka>looks like the one, andy :P
11:51<andythenorth>where's that man frosch123 when he's needed :)
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12:02<Pikka>hiding, probably andy :)
12:03<andythenorth>must draw more logs...these ones are a bit uniform
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13:14<Muxy>Yo, i have a problem with DrawSprite used in a window. When used in the OnPaint() the translation is made, the sprite is drawed at the right place in the widget, but when used in other member function (OnTimeOut, or in new membre func) the translation is not done
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13:15<Muxy>and the sprite is drawed but, not in the window...
13:20<Alberth>usually, you use this->SetWidgetDirty(wid) to mark the widget as 'needs to be painted again', and the system will call OnPaint() for you.
13:22<Muxy>okay i'll try that, thx Alberth
13:24<Muxy>it means, that i must only use DrawSprite in the OnPaint()
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13:45<CIA-4>OpenTTD: translators * r17765 /trunk/src/lang/ (greek.txt italian.txt turkish.txt):
13:45<CIA-4>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-4>OpenTTD: greek - 14 changes by fumantsu
13:45<CIA-4>OpenTTD: italian - 2 changes by lorenzodv
13:45<CIA-4>OpenTTD: turkish - 2 changes by niw3
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13:59<_ln>why did they even create this obvious fake: http://www.youtube.com/watch?v=BwLv3rQ3ZAE
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15:57<CIA-4>OpenTTD: rubidium * r17766 /trunk/src/lang/unfinished/basque.txt: -Add: stub for a Basque translation
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16:32<andythenorth>log log log log
16:32<andythenorth>http://www.redbrick.dcu.ie/~fatwa/ren/songs.html#log
16:32<andythenorth>It's Log, Log, it's big, it's heavy, it's wood.
16:32<andythenorth>(and it floats)
16:33<Prof_Frink>Does it weigh the same as a duck?
16:33<andythenorth> It's Log, Log, it's better than bad, it's good!
16:34<andythenorth>coming soon to a dock near you
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17:44<Nite_Owl>Hello all
17:44<PeterT>hello
17:45<Nite_Owl>Hello PeterT
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17:52<urdh>is it just me or does trunk not compile right now?
17:53<Rubidium>probably it's you (or your OS)
17:54<Rubidium>i.e. either it's some patch applied to your working copy or you're using OS X 10.6
17:54<urdh>I'm using OS X 10.6 :)
17:55<urdh>don't think that's the problem though
17:55<urdh>I think line 32 in ai/ai_gui.cpp is missing some characters
17:56<Rubidium>looks perfectly fine to me
17:56<urdh>#include "table/strings.h"?
17:56<Rubidium>yup
17:56<urdh>hm
17:57<urdh>I get this:
17:57<Rubidium>I reckon you have a 64 bits CPU/installation which fails to compile strgen
17:57<urdh>/Users/simon/Desktop/openttd/trunk/src/ai/ai_gui.cpp:32:27: error: table/strings.h: No such file or directory
17:58<Rubidium>it's "just" happy FS#3190
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18:41<Seberoth>good night @ll
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18:52<Eddi|zuHause>hm... weird...
18:52<Eddi|zuHause>must have hit the power button with my foot, or something...
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20:19<CIA-4>OpenTTD: michi_cc * r17767 /trunk/src/os/macosx/osx_stdafx.h: -Fix [FS#3190]: [OSX] Don't check 64bit-ness when compiling strgen.
20:19<CIA-4>OpenTTD: michi_cc * r17768 /trunk/src/video/cocoa/fullscreen.mm: -Fix (r17715): [OSX] Newer GCC versions don't like jumping over variable definitions with goto's. (planetmaker)
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22:07<De_Ghosty>anyone major engineering?
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---Logclosed Mon Oct 12 00:00:01 2009