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#openttd IRC Logs for 2009-10-30

---Logopened Fri Oct 30 00:00:01 2009
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03:51<CIA-4>OpenTTD: rubidium * r17903 /trunk/src/ (widget.cpp widget_type.h window_gui.h): -Codechange: don't get a modifiable NWidget from a const Window
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04:06<boekabart>Interesting idea, that make-tunnel-into-station idea on the forums
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04:53<Xaroth>Eddi|zuHause: then why the hell were you online at 4 am ! :P
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07:01<Ammler>morning, ups :-)
07:02<Ammler>FS#3287 is a feature request, not a bug...
07:02<TrueBrain>Ammler: and in the COMPLETELY wrong section
07:02<TrueBrain>I expected more of you :(
07:03<Ammler>:-)
07:03<Ammler>sorry
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07:03<Ammler>I didn't change any properities at all
07:05<Ammler>hmm, there is no category for openttd itself anymore?
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07:05<Ammler>wasn't it "core" or something?
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07:08<Ammler>TrueBrain: I couldn't set those, also if I liked to, those are gone...
07:08<TrueBrain>ask Rubidium
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07:10<Ammler>this reminds me of guy who told me, first to read before typing here ;-)
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07:40<dihedral>lol @ ammler
07:40<dihedral>please also note there is a max_join_time setting
07:40<dihedral>and know, that pause_on_join will never make a client be able to connect if the client is not capbable of handling the load of the game
07:41<dihedral>it's there to give the client more time to sync with the game
07:41<dihedral>i.e. replay the differences between the downloaded state and the current state
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07:43<Ammler>dihedral: and what should max_join_time setting help?
07:44<Ammler>that is afaik just a setting to tell the server when to kick
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07:45<Ammler>if you need longer to download, you need more time to catch up...
07:45<Ammler>do you know a scenario, where "current pause_on_join" is useful?
07:46<dihedral><Ammler> if you need longer to download, you need more time to catch up... <- not true
07:46<dihedral>if you are on a 56k connection, downloading a 2MB file takes a long time
07:46<dihedral>catching up with the differences will be processed a lot faster
07:47<dihedral><Ammler> do you know a scenario, where "current pause_on_join" is useful? <- turn the setting off and see how people from around the world will like to connect
07:47<Ammler>while you download, the game doesn't pause...
07:47<dihedral>it pauses while you catch up
07:47<Ammler>dihedral: we have it off
07:47<dihedral>then be happy
07:47<dihedral>what's the prob?
07:47<Ammler>as I found out, there is no advantage
07:48<dihedral>that is a bad statement to make
07:48<dihedral>the feature is very well there for a reason
07:48<dihedral>you just have not had that circumstance to understand the reason :-P
07:48<Ammler>:-), nvm then...
07:48<dihedral>or rephrased: perhaps it does not do exactly what you expect it to do
07:48<dihedral>:-P
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07:49<Ammler>he, after that talk, also "bug" might be valid :-)
07:49<dihedral>if you pause though during download, the game will be stuck for ages!
07:49<Ammler>well, that is the idea...
07:50<Ammler>now we use manual pause for it...
07:51<dihedral>perhaps you need a bigger grace time while people are syncing to the new state
07:53<Ammler>the issue is, you need the setting only on high usage games
07:53<Ammler>but as it is useless in the current function, it wouldn't matter...
07:55<Ammler>another "glitch" is, that the game unpauses because of enough clients before the client joned
07:55<dihedral>:-D
07:55<dihedral>perhaps it's just visible because of the 255 client limit
07:56<Ammler>no, I guess, the client is counted, when it starts downloading
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08:01<Ammler>As a player, I would prefer pausing for a moment so another one can join than staying alone but unpaused.
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08:13<@Rubidium>Ammler: you shouldn't select "website" when making bug reports for OpenTTD...
08:13<Ammler>Rubidium: yes, I know :-P
08:14<Ammler>but which one would you have chosen?
08:15<@Rubidium>OpenTTD
08:15<@Rubidium>in the 'row' with roadmap
08:16<Ammler>ah, I see
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11:12<nicfer1>hmmm, the nick nicfer is already in use... strange
11:12<nicfer1>that's why I'm nicfer1
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12:31<Ammler>nicfer1: /msg nickserv help ghost
12:32<nicfer1>hmmm I didn't register my nick
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13:45<CIA-4>OpenTTD: translators * r17904 /trunk/src/lang/ (french.txt greek.txt serbian.txt):
13:45<CIA-4>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-4>OpenTTD: french - 396 changes by glx
13:45<CIA-4>OpenTTD: greek - 129 changes by fumantsu
13:45<CIA-4>OpenTTD: serbian - 1 changes by etran
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15:39<andythenorth>evening
15:41<frosch123>hi andy
15:43-!-Chillosophy [~fu@195-241-120-76.ip.telfort.nl] has joined #openttd
15:43<andythenorth>I have leaks. Not the memory kind. The water kind
15:43<andythenorth>grr
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15:45<frosch123>are you living on a ship?
15:45<andythenorth>frosch123: nope
15:45<andythenorth>on a hill
15:45<andythenorth>Meanwhile, this is cool: http://www.railpictures.net/viewphoto.php?id=302172&nseq=0
15:46<frosch123>hmm, usually such stuff is not electric
15:47<andythenorth>zzzzzzaaappppp
15:47<andythenorth>This is also cool: http://www.railpictures.net/viewphoto.php?id=302213&nseq=11
15:47<andythenorth>Shame the game can't do cliffs. That's a pretty fixed limitation though :D
15:48<Alberth>we need RCT style tiles to do that :)
15:48<Alberth>nice pics!
15:49<Alberth>(and probably rotation too)
15:50<andythenorth>yes rotation, or your vehicles disappear in the canyon!
15:50<andythenorth>Can't click on them....unless we have transparent ground
15:50<andythenorth>It's not even a code limitation - just common sense :D
15:52<andythenorth>One more pic: http://www.railpictures.net/viewphoto.php?id=302250&nseq=90
15:52<Alberth>that didn't stop CS with RCT :) (and yes, it has problems with not being able to click at every point you want to :( )
15:52<andythenorth>^^ New add-on for FIRS? The cargo labels are there already....
15:52<andythenorth>(in ECS schema that is, not in FIRS)
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16:43<CIA-4>OpenTTD: rubidium * r17905 /trunk/src/network/network_gui.cpp: -Codechange: make the network server list window nested (and increase the default size slightly)
16:51<Rhamphoryncus>Alberth: while pondering insane ideas, care to add one of mine? Get rid of the obvious square grid
16:51<CIA-4>OpenTTD: alberth * r17906 /trunk/src/vehicle_gui.cpp: -Fix [FS#3286]: Fill the vehicle list before initializing the widgets of the vehicle list window.
16:52<@Belugas>the square grid....
16:52<@Belugas>lol
16:53<@Belugas>yeah... we all know it's the engine who draws it...
16:53<Alberth>and I was not even aware I was pondering insane ideas :p
16:54<Rhamphoryncus>I think changing to RCT3 would be insane ;)
16:54<Alberth>I never said RCT3 :)
16:54<Rhamphoryncus>bah :)
16:55<Alberth>RCT3 is a 3D version, isn't it?
16:55<Alberth>I only played RCT1
16:55<Rhamphoryncus>yeah
16:56<Rhamphoryncus>I forgot they changed it, since it feels the same
16:56<Rhamphoryncus>I actually keep looking for a rotate button in openttd, hehe
16:56<@Rubidium>that'll keep you busy for a long time
16:57<Rhamphoryncus>So did you actually mean allowing vertical cliffs?
16:57<Rhamphoryncus>Rubidium: the lack of art is a deal-killer for me. No point trying to code it up without that
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16:58<Alberth>Rhamphoryncus: I said 'we need RCT style tiles to do cliffs', not the other way around
16:59<Rhamphoryncus>yes, I'm asking what *specifically* does "RCT style" mean
16:59<Alberth>I am not sure it would add enough to the game, probably not.
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17:00<Alberth>RCT allows vertical 'wall', like foundations, but not limited to 1 tile high.
17:01<Alberth>obviously, with that, you can build a rock-like formation as on the picture.
17:01<Rhamphoryncus>yeah
17:01<Rhamphoryncus>pretty coarse though
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17:05<Alberth>while it would be nice for some limited cases, eg a canyon scenario, the problems are likely too complicated to solve, eg enabling seeing all you need for building would be a major headache alone.
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17:07<Rhamphoryncus>yeah
17:07<Rhamphoryncus>Without going to a fully 3d engine, and few would be willing to do that
17:10<Alberth>Even with a 3d engine, you are going to have trouble being able to click at every point that you want, I think.
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17:16<Rhamphoryncus>There's ways, such as holding ctrl while moving the scroll wheel being a depth control
17:17<Rhamphoryncus>Even better would be popping up a cross section while you do it, showing your current selection depth and what's above and below it
17:19<Alberth>writing a 3D CAD application for designing your canyon would be simpler perhaps :p
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17:30<SmatZ>anyone with big endian machine can help me?
17:32<andythenorth>SmatZ: depends entirely on your problem :O
17:33<SmatZ>andythenorth: run openttd -b 32bpp-optimized
17:33<SmatZ>set screenshot format to BMP
17:33<SmatZ>(in Game Options menu)
17:33<SmatZ>and make a screenshot :)
17:33<SmatZ>is it broken"?
17:34<andythenorth>-b 32bpp-optimized ...is that a config option I need to set, or a command line switch?
17:34<SmatZ>commang line swith
17:35<andythenorth>before I mislead you, I need to check whether intel macs are big endian. it's a bit unclear
17:35<SmatZ>ah
17:35<SmatZ>nope
17:35<SmatZ>:(
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17:37<andythenorth>ok sorry
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17:37<SmatZ>nvm, thanks for help ;)
17:37<Sacro> intel macs aren't
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17:38<SmatZ>hehe
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17:51<CIA-4>OpenTTD: frosch * r17907 /trunk/src/articulated_vehicles.cpp: -Codechange: Deduplicate result interpretation of articulated vehicle callback.
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19:24<CIA-4>OpenTTD: rubidium * r17908 /trunk/src/saveload/oldloader_sl.cpp: -Fix [FS#3288]: uninitialised values in some paths of loading TTO savegames
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20:06<CIA-4>OpenTTD: smatz * r17909 /trunk/src/screenshot.cpp: -Fix: 32bpp BMP screenshots were in wrong colours on big endian machines
20:08<CIA-4>OpenTTD: smatz * r17910 /trunk/src/screenshot.cpp: -Fix: 32bpp BMP screenshots were broken when screen width wasn't multiple of 4
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---Logclosed Sat Oct 31 00:00:12 2009