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#openttd IRC Logs for 2011-01-14

---Logopened Fri Jan 14 00:00:25 2011
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00:54<z-MaTRiX_nonidentified>hi
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01:47<@Terkhen>good morning
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03:17<@planetmaker>moin
03:24<Eddi|zuHause>bah... i hate support calls in the morning...
03:29<@planetmaker>s/in the morning// ?
03:30<Eddi|zuHause>hm... no... around noon-ish the lookout for the money i get surpasses my annoyance
03:37<__ln__>what sort of support calls?
03:41<dihedral>mornings
03:44<z-MaTRiX_nonidentified>hey-ho
03:47<dihedral>wow - i like what kamnet did :-)
03:49<@planetmaker>hm, what did he do?
03:49<dihedral>the music :-)
03:49<@planetmaker>oh, yes.
03:49<@planetmaker>Also wrt graphics he develops a good taste
03:49<dihedral>sweet :-)
03:50<dihedral>btw, can multiple music sets be added?
03:50<@planetmaker>not concurrently, but of course you can switch
03:50<z-MaTRiX_nonidentified>do you listen to trance dance music ?
03:50<dihedral>nope
03:51-!-Kurimus [Kurimus@dsl-tkubrasgw1-fe86de00-46.dhcp.inet.fi] has joined #openttd
03:51<dihedral>i mostly enjoy jazz :-P
03:51<z-MaTRiX_nonidentified>in openttd?
03:51<dihedral>i cannot recall when i last played openttd :-P
03:51<z-MaTRiX_nonidentified>hehe
03:51<z-MaTRiX_nonidentified>you only code?
03:51<dihedral>but even there i'd enjoy it
03:51<dihedral>currently, yes
03:52<z-MaTRiX_nonidentified>i would think you like to play what you code
03:52<dihedral>i am considering hosting a set of servers though
03:52<dihedral>the last thing i coded only opened more doors for coding - so in essense i am playing with what i coded :-D
03:53<z-MaTRiX_nonidentified>when will openttd be 3d?
03:53<z-MaTRiX_nonidentified><;
03:53<z-MaTRiX_nonidentified>and fear class graphics
03:54<dihedral>never
03:54<@Terkhen>^
03:54<dihedral>v
03:55<z-MaTRiX_nonidentified>so it will be renamed openttd3d first?
03:55<dihedral>was it not SmatZ who said, of course it was a 2d game, as the screen was the limiting factor?
03:55<dihedral>z-MaTRiX_nonidentified, never :-)
03:55<@planetmaker>it would b a new game.
03:55<z-MaTRiX_nonidentified>:)
03:55<@Terkhen>if someone was willing to code all required changes to make it 3D he would end up with a new game
03:55<dihedral>OpenTTDDD
03:55<dihedral>:-D
03:55<z-MaTRiX_nonidentified>but game could be same
03:56<@planetmaker>it wouldn't really
03:56<z-MaTRiX_nonidentified>only like larger maps, higher resolution
03:56<@Terkhen>you might want to read the related discussion at the forums
03:56-!-kamnet [4cb171cd@ircip2.mibbit.com] has joined #openttd
03:56<@Terkhen>that's not related to 3D
03:56<dihedral>kamnet, i like your music project :-)
03:58<dihedral>i much enjoy Scott Joplin :-)
03:58<kamnet>Thank you :-)
03:58<z-MaTRiX_nonidentified>http://www.tt-forums.net/viewtopic.php?p=637722
03:59<z-MaTRiX_nonidentified>haha ye
03:59<z-MaTRiX_nonidentified>well people can be replaced with some white bags that move into the high resolution 3d trains
03:59<z-MaTRiX_nonidentified>;>>
03:59<dihedral># i'm just a dreamer, i dream my life away....
04:00<z-MaTRiX_nonidentified>#!/bin/bash
04:02-!-Progman [~progman@p57A1AB79.dip.t-dialin.net] has joined #openttd
04:03<z-MaTRiX_nonidentified>http://blogs.warwick.ac.uk/tt3d/
04:04<z-MaTRiX_nonidentified>well adventage would be to move viewpoint
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04:09<Celestar>hiya
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04:11<@Terkhen>hi Celestar
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04:12<Celestar>how's stuff?
04:14<@Terkhen>as usual, I'm coding instead of doing what I'm supposed to do :)
04:16<Celestar>hahah
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04:46<Wolf01>'morning
04:47<@Terkhen>hi Wolf01
04:57-!-kamnet [4cb171cd@ircip1.mibbit.com] has joined #openttd
04:58<kamnet>Idea for OpenGFX+ Landscape - implement something like Grassy Knoll
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04:59<@planetmaker>you mean instead of the land purchase sign?
05:00<@planetmaker>I wonder whether that can be done by appropriately crafted NewObjects :-)
05:00<@planetmaker>Crafted as in terms of purchase and selling costs.
05:00<kamnet>Yep, replace the brown development tiles with green grass and either eliminte the purchase sign, or find something smaller and nicer.
05:00<@planetmaker>get drawing ;-) :-P
05:00<@planetmaker>you seem to have a good taste for graphics anyway :-)
05:01<kamnet>what about building a fence around the owned area?
05:01<@planetmaker>sounds like a good idea
05:02<@planetmaker>quite feasable by means of new objects. Then one could just use a plain tile w/o anything else even
05:02<@planetmaker>Maybe trees, by random chance or so
05:02<kamnet>as they're grouped together, the fences will link up to surround the entire area
05:02<@planetmaker>hm... :-)
05:02<@planetmaker>yep. I really like that idea :-)
05:03<@planetmaker>I'd just code it as NewObject, though. With the same purchase costs as buy land and no demolishing costs or so
05:03<@planetmaker>I think that it can work that way, though it might need some tests
05:04<kamnet>repurpose ottd rail fences :D
05:04<@planetmaker>that's what I'd do, yes ;-)
05:04<@planetmaker>or maybe the one from SER
05:04<@planetmaker>they're nicer ;-)
05:04<@planetmaker>with some bushes and green or so
05:05<kamnet>just bushes, or bushes & fence?
05:05<@Terkhen>that sounds nice :)
05:05<@planetmaker>kamnet, look at them in SwedishRails 0.6.0 ;-)
05:05<@planetmaker>It's a fence where some green grows on some spots
05:05<@planetmaker>at least by default. You can configure it via parameter there
05:06<kamnet>That sounds nifty. Was just worried about how do you differentiate properties in multiplayer. If the fence can be in cc that would work well.
05:06<@planetmaker>hm, or the farm hedge(s) could do in our case, too. Or one or the other selected randomly
05:06<@planetmaker>the fence is CC by default in SER, yes
05:07<@planetmaker>otherwise I'd be worried about that multiplayer-issue, too ;-)
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06:03<supermop>hello
06:09<kamnet>Good morning
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06:10<@planetmaker>hi supermop
06:11<@planetmaker>kamnet, I just wonder, do you have the tools to clone a repository from the DevZone and build those projects there?
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06:18<kamnet>Nope, I sure don't. I can't even compile without tying my fingers in knots :D
06:24<@planetmaker>oh, hm. but how did you produce the grfs which you already produced?
06:25<kamnet>just gimp and grfcodec.
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06:26<@planetmaker>hm, ho :-) I just wondered whether you might be interested in helping to get all those pending wonderful sprites into OpenGFX and also the OpenGFX+ projects which there are
06:28<kamnet>I might be, my plate's slightly full though. On Monday I found out that all the podcasts that I help with will be moving off of the network they're on now, so now I'm responsible for producing them myself 5 nights a week.
06:28<supermop>what are you doing up kamnet?
06:29<supermop>hi planetmaker
06:29<kamnet>I work for AngryMarks.com, pro wrestling / MMA / combat sports website.
06:30<kamnet>We were using blogtalkradio.com to produce most of our shows but they're changing their platform on feb 1st and we can't afford to keep producing shows there for what they're charging.
06:30<kamnet>So we're taking it all back on our own.
06:32<supermop>none of this answers why you are on irc at 6:30 am
06:32<kamnet>haven't gone to bed yet :D
06:32<supermop>me neither
06:32<supermop>but for a different reason
06:33<supermop>now i am at work again!
06:33<kamnet>just got finished editing two shows, new intro and outros for one of those, and transcribing an interview with michael schiavello
06:35<supermop>i didn't know you did production
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06:39<kamnet>yep, not big time or complicated but I do some audio and video work
06:41<z-MaTRiX_nonidentified>hey-ho
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06:42<z-MaTRiX_nonidentified>btw
06:42<z-MaTRiX_nonidentified> i liked the behaviour of purchase land sign in original openttd :) it lols
06:43<z-MaTRiX_nonidentified>you place it on water, and water is not there pouring on your land
06:43<supermop>water respects the no trespassing sign
06:43<z-MaTRiX_nonidentified>yep
06:44<z-MaTRiX_nonidentified>also you placed a depot and blew it up, there you have cheap waterland, just place signs on cleared land before water pours back
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06:49<kamnet>Is there any way to determine what random seed was used to create a particular saved game?
06:49<@planetmaker>yes
06:49<@planetmaker>random_seed or so in the console
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06:52<kamnet>how do I use that?
06:52<kamnet>I'm in console but there's no random_seed
06:56<CIA-2>OpenTTD: terkhen * r21776 /trunk/src/ (road_gui.cpp road_gui.h):
06:56<CIA-2>OpenTTD: -Codechange: Give a more appropriate name to the road connection function.
06:56<CIA-2>OpenTTD: -Document: Add doxygen comments to the function.
06:57<@planetmaker>probably set random_seed or alike
06:57<Wolf01>are there already some newobjects on bananas?
06:57<@planetmaker>without setting a new one it will return the old one
06:58<Wolf01>s/some/any
06:58<@planetmaker>not sure about the DWE station tiles
06:59<kamnet>'random_seed' is an unknown setting
06:59<@planetmaker>nor about the modular locomotive shed stations
06:59<@planetmaker>nor about the vast station tiles
06:59<@planetmaker>you need anything in particular, Wolf01 ?
07:00<Wolf01>no, just for sandboxing
07:00<CIA-2>OpenTTD: terkhen * r21777 /trunk/src/bridge_gui.cpp: -Add: After building a road or tram bridge, connect it to any existing road or tram.
07:00-!-DarkTomas [5f597c66@ircip2.mibbit.com] has joined #openttd
07:00<DarkTomas>Hello guys
07:00<DarkTomas>I need help where i become older versions of openttd?
07:01<CIA-2>OpenTTD: terkhen * r21778 /trunk/src/road_gui.cpp: -Add: After building a road or tram tunnel, connect it to any existing road or tram.
07:01<@planetmaker>better don't become an old version of OpenTTD. But you can obtain them from the same place as current ones
07:01<DarkTomas>why better not?
07:01<@planetmaker>(ps become = werden, get = bekommen)
07:01<kamnet>No there's no NewGRFs on BaNaNas yet. There's only Wall's objects, Maniquistal's tower, Sac's light/electric poles, Michael Blunk's marico, and the TTD rocks/lighthouse
07:02<@planetmaker>false friends alert ;-)
07:02<@Terkhen>DarkTomas: binaries.openttd.org
07:02<@planetmaker>^
07:02<DarkTomas>thanks i need it for citybuilder :/
07:02<@planetmaker>uhm... that's not an official version
07:03<@planetmaker>ask the patch author(s).
07:03<@planetmaker>oh.... for
07:03<@planetmaker>sorry :-)
07:03<DarkTomas>yes it says i need 0.7.5
07:03<@planetmaker>DarkTomas, the "best" method is to use a version control system and to just checkout the proper revision which you need
07:04<@Terkhen>wow, that's old :)
07:04<DarkTomas>but it doesnt give an alternative :/
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07:04<DarkTomas>i think
07:04<@planetmaker>0.7.5 is.... ancient. tbh it won't be fun :-)
07:04<DarkTomas>hm
07:04<@planetmaker>you'll miss out on the support by many modern newgrfs.
07:05<DarkTomas>but i dont own basics of c++ thats the problem ^^
07:05<frosch123>he, one year is old, but not ancient :)
07:05<DarkTomas>i dont need citybuilder
07:05<@planetmaker>well, indeed, one not two years ;-)
07:05<DarkTomas>but i need information about what the city needs and how much thats my problem
07:05<@planetmaker>well. That is told you in the wiki
07:06<@planetmaker>temperate: nothing
07:06<DarkTomas>what?
07:06<@planetmaker>desert: water, food(?)
07:06<@planetmaker>arctic: food when above snow line
07:06<DarkTomas>yes but is nicer when the city says what he want
07:06<@planetmaker>probably in desert water is also only needed by towns in the desert, not on other terrain
07:06<@planetmaker>well. Cities DO tell you
07:07<DarkTomas>o.O?
07:07<@planetmaker>did you look (in recent versions) at the town info window?
07:07<@planetmaker>test the current 1.1.0-beta3. They do
07:07<@planetmaker>if they don't tell anything: then they don't require anything
07:07<DarkTomas>oj i use 1.0.5
07:08<@planetmaker>might be that 1.0.x doesn't have that feature
07:08<DarkTomas>wait i test the nightly ok ? ^^
07:08<DarkTomas>and veryyyy thanks for the idea
07:09<@planetmaker>well. get the beta3...
07:09<DarkTomas>i have to use beta or nightly?
07:09<@planetmaker>I guess so, yes
07:09<DarkTomas>ok
07:11<DarkTomas>yes but it says only i need water i need food but not how much
07:11<@planetmaker>1t / month is enough. No limits
07:12<@planetmaker>it's independent of town size
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07:46<CIA-2>OpenTTD: terkhen * r21779 /trunk/src/road_gui.cpp: -Cleanup(r21778): Remove unneeded space at the start of a line.
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08:19<CIA-2>OpenTTD: terkhen * r21780 /trunk/src/tunnelbridge_cmd.cpp: -Change: Keep aqueducts and road/tram tunnels and bridges after removing a company.
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08:35<dihedral>go Terkhen go
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09:00<@Terkhen>unless something is broken I have finished for today :)
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09:02<dihedral>Terkhen, c'mon :-P
09:02<dihedral>you can do it!
09:02<dihedral>don't give up now
09:02<dihedral>:-P
09:04<@Terkhen>I could doxyment stuff, but that's boring :P
09:05<Hirundo>Since you've been working on bridges already, you might as well do custom bridge heads while you're at it ;)
09:05<@Terkhen>:D
09:06<@Terkhen>that's not something that could be committed today anyways
09:06<SpComb>it could if you finished it today
09:06<@Terkhen>yes, that's the impossibility
09:07<SpComb>start with the finished product and work backwards from there to derive the current code
09:07<SpComb>and then commit the reverse patch
09:07<Hirundo>even if it was finished, it might be sensible to not commit until 1.1 is branched
09:09<@Terkhen>that too
09:10<dihedral>hehe
09:10<dihedral>freeze trunk
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09:20<@Belugas>hello
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09:26<dihedral>hello Belugas
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09:42<DanMacK>Hey all
09:42<@Belugas>hey DanMacK
09:42<@Belugas>hello dihedral
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09:50<Ammler>Salü Sirs DanMacK and Belugas
09:50<@Belugas>Ammler, wish you a good day
09:50<@Belugas>wow... can't say it's not a polite channel :)
09:51<Ammler>2/3d already gone :-)
09:51<@planetmaker>and weekend to come!
09:54<CIA-2>OpenTTD: planetmaker * r21781 /trunk/src/lang/english.txt: -Change: Make the description of the setting on how to obtain the tooltip a bit clearer
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10:34<CIA-2>OpenTTD: frosch * r21782 /trunk/src/ (16 files in 2 dirs): -Codechange: Move declaration of AllocatorProc from Blitter:: to spritecache.h
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11:00<frosch123>is there an award for being able to play ottd on russian with half of the letters (and all numbers) being '?' ?
11:00<dihedral>quark
11:00<dihedral>:-P
11:01<frosch123>quite good reactivity on your side :)
11:01<@planetmaker>frosch123: only half? That won't win the price, I'm afraid
11:02<frosch123>well, but it did not crash even when using original landscape generator
11:02<@planetmaker>;-)
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11:10<CIA-2>OpenTTD: frosch * r21783 /trunk/src/spritecache.cpp: -Cleanup (r14997): Remove redundant assignment.
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11:16<CIA-2>OpenTTD: smatz * r21784 /trunk/src/saveload/station_sl.cpp: -Fix (r16909): crash when converting savegame with custom waypoint name
11:18<CIA-2>OpenTTD: frosch * r21785 /trunk/src/spritecache.cpp: -Codechange: Make ReadSprite() not operate on the sprite chache directly.
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11:20<CIA-2>OpenTTD: smatz * r21786 /trunk/src/saveload/afterload.cpp: -Fix [FS#4398]: don't trust rail station width and height data stored by TTDPatch, it is invalid for stations wider or higher than 7
11:20<Eddi|zuHause>frosch123: maybe implement an automatic transliteration from cyrillic to latin alphabet, if the sprites are not present?
11:21<Eddi|zuHause>bulgarians on the internet do that all the time
11:21<Eddi|zuHause>they end up with using "6" and "4" as letters
11:22<dihedral>hehe
11:22-!-KouDy [~KouDy@245.40.49.60.kmr01-home.tm.net.my] has joined #openttd
11:22<Eddi|zuHause>i'm serious.
11:22<frosch123>Eddi|zuHause: sadly i am dealing with a font which features no latin character or latin, but only weird stuff
11:23<Eddi|zuHause>frosch123: lack of fallback-font?
11:23<frosch123>and 'no latin, but weird' in fact means no 'a', but 'ä' is no problem
11:23<frosch123>Eddi|zuHause: the fallback mechanism crashes because there is no '?' :p
11:24<Eddi|zuHause>er... wtf?
11:28<CIA-2>OpenTTD: frosch * r21787 /trunk/src/spritecache.cpp: -Codechange: Pass the allocator function to use to ReadSprite().
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11:30<@planetmaker>I also wonder which font would be that insane, but very obviously it exists
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11:36<CIA-2>OpenTTD: frosch * r21788 /trunk/src/ (spritecache.cpp spritecache.h): -Codechange: Enable GetRawSprite() to also load sprites not using the spritecache but a custom allocator function.
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11:39<CIA-2>OpenTTD: frosch * r21789 /trunk/src/fontcache.cpp: -Fix [FS#4405]: When the font misses the fallback character '?', use the sprite font's '?' instead.
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11:49<CIA-2>OpenTTD: smatz * r21790 /trunk/src/saveload/station_sl.cpp: -Fix [FS#4398]: TTDPatch savegames can have train waypoints encoded as buoys
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12:19<Chris_Booth>evening all
12:20<@Terkhen>hi Chris_Booth
12:20<Chris_Booth>hi Terkhen
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13:09-!-mode/#openttd [+o Alberth] by ChanServ
13:10<@Belugas>#con toda palabra
13:10<@Belugas>#con toda sonrisa
13:10<@Belugas>#con toda mirada
13:10<@Belugas>#con toda caricia
13:10<@Belugas>toum te doum
13:10<@Belugas>ploum ploum
13:11<Eddi|zuHause>@calc 45*8
13:11<@DorpsGek>Eddi|zuHause: 360
13:11<Eddi|zuHause>@calc 48*8
13:11<@DorpsGek>Eddi|zuHause: 384
13:13<@Alberth>Eddi|zuHause: those are great exercises for the grey matter
13:17<Eddi|zuHause>Alberth: the term used in german would be "grey cells"
13:17<@Alberth>sounds much better :)
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13:45<CIA-2>OpenTTD: rubidium * r21791 /trunk/src/terraform_cmd.cpp: -Fix [FS#4407]: off-by-one-ish for the terraforming limit
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13:46<CIA-2>OpenTTD: translators * r21792 /trunk/src/lang/ (19 files): (log message trimmed)
13:46<CIA-2>OpenTTD: -Update from WebTranslator v3.0:
13:46<CIA-2>OpenTTD: belarusian - 1 changes by KorneySan
13:46<CIA-2>OpenTTD: croatian - 1 changes by VoyagerOne
13:46<CIA-2>OpenTTD: czech - 8 changes by CrazyBenny, marek995
13:46<CIA-2>OpenTTD: dutch - 1 changes by habell
13:46<CIA-2>OpenTTD: english_US - 3 changes by Rubidium
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14:00<CIA-2>OpenTTD: smatz * r21793 /trunk/src/saveload/afterload.cpp: -Fix (r20446): broken usage of GetTileOwner() caused wrong conversion of old savegames
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14:02<frosch123>hehe, today is again one of those smatz-fixes-weird-old-savegames-days :)
14:02<@SmatZ>:-)
14:02-!-ZirconiumX [561b9bc6@ircip1.mibbit.com] has joined #openttd
14:02<ZirconiumX>hello
14:03<@SmatZ>FS#4398 would probably need conversion of TTDP RV states to OpenTTD ones... it's an RV in a roadstop
14:03<@SmatZ>hello ZirconiumX
14:03<ZirconiumX>hello SmatZ
14:03<@Rubidium>SmatZ: what kind of road stop? Normal or DTRS?
14:03<@SmatZ>Rubidium: DTRS
14:04<@Rubidium>ghehe... good luck? :)
14:04<@SmatZ>:)
14:05<Eddi|zuHause>i would have imagined normal road stops behave exactly the same as in original TTD
14:05<@SmatZ>easiest would be just to reset the RV
14:05<@SmatZ>so it is not loading anymore
14:05<Eddi|zuHause>so wouldn't need any special conversion
14:05<@SmatZ>just going through the stop
14:05<@Rubidium>Eddi|zuHause: and rail stations?
14:05<@Rubidium>just the plain ones, without NewGRFs
14:05<Eddi|zuHause>Rubidium: how is that related?
14:06<@Rubidium>Eddi|zuHause: because rail stations aren't stored like original TTD
14:07<@SmatZ>:-)
14:07<@Rubidium>even though you would expect they don't need any special handling
14:07<Eddi|zuHause>Rubidium: but there are no newgrf road stations
14:07<Eddi|zuHause>Rubidium: and no "bigger road stations" either
14:08<Ammler>but multiple
14:10-!-|Jeroen| [~jeroen@d5152B6A8.access.telenet.be] has quit [Quit: oO]
14:10<frosch123>not in ttdp
14:10<frosch123>ttdp is a true train game :p
14:11<@Rubidium>SmatZ: maybe setting the "road stop" bit is enough?
14:15<@Rubidium>SmatZ: you're talking about the TTDP savegame from FS#4398, right?
14:15<@SmatZ>Rubidium: yes
14:15<@SmatZ>I haven't looked at the RV problem yet though
14:16<@Rubidium>as it's segfaulting for me for a train
14:16-!-Nite [5472b1fc@ircip3.mibbit.com] has joined #openttd
14:16<@SmatZ>strange
14:17<@SmatZ>Rubidium: up-to-date trunk?
14:17<@Rubidium>yeah
14:17<@Rubidium>this->last_station_visited of a train refers to an invalid station of some sorts
14:17<@Rubidium>that is, Station::GetIfValid returns NULL
14:17<Nite>*says thanks for the many small improovments in the latest beta you do not notice in first place but make the gameplay "even" smoother."
14:17<@SmatZ>I just load the game and don't do anything
14:17<Nite>+ e
14:18<@Rubidium>SmatZ: I just load the game and unpause
14:18<frosch123>Nite: you're welcome
14:18<ZirconiumX>Nite use /me
14:18<@SmatZ>openttd: /home/smatz/openttd/anon3/src/roadstop.cpp:282: void RoadStop::Entry::Leave(const RoadVehicle*): Assertion `this->occupied >= 0' failed.
14:18<@SmatZ>Rubidium: yeah, me too
14:19<@SmatZ>strange
14:19<@SmatZ>valgrind doesn't report anything
14:19*Nite *tries what /me does*
14:20*ZirconiumX /me works fine
14:21<@Rubidium>aha... now it's a waypoint
14:23<@Rubidium>SmatZ: r21790 "misses" updating waypoint orders of trains
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14:24<@SmatZ>Rubidium: wasn't it broken in the original code as well?
14:24<@SmatZ>hmhm
14:25<@SmatZ>maybe not, it just worked :)
14:25<@SmatZ>but ...
14:25<@Rubidium>SmatZ: not really, as TTDP waypoints weren't converted to OpenTTD waypoints
14:26-!-Cybertinus [~Cybertinu@tunnel3304.ipv6.xs4all.nl] has joined #openttd
14:26<@SmatZ>thanks for letting me know :)
14:33<@SmatZ>Rubidium: still I can't reproduce the segfault
14:34<@SmatZ>Rubidium: I think the orders are updated correctly
14:34<@SmatZ>hmm no, the current order is probably broken
14:34<@SmatZ>bah
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14:36*dihedral bah's back
14:36<@SmatZ>:P
14:36<@Rubidium>SmatZ: might have to do with different compiler/flags
14:37<@Rubidium>do you have a debug=3 binary with gcc 4.4?
14:37<@SmatZ>debug=1
14:38<@SmatZ>hmm ok, I am lost :)
14:39<@Rubidium>oh... lovely..
14:39<@Rubidium>you're making a waypoint of the train station, but you let it keep the rail station tile type
14:40<@SmatZ>ok
14:40<@Rubidium>that's probably easy to fix
14:40<@SmatZ>http://devs.openttd.org/~smatz/fixit.diff fixes the order
14:41<@SmatZ>is not setting spec_class to STAT_CLASS_WAYP causing the crash?
14:43<@Rubidium>nope
14:43<@Rubidium>inconsistent map compared to Waypoint/Station structs
14:44<@SmatZ>[20:40:16] <Rubidium> you're making a waypoint of the train station, but you let it keep the rail station tile type <== what did you mean by that?
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14:45<@SmatZ>anyway :)
14:45<@SmatZ>does http://devs.openttd.org/~smatz/fixit.diff help with the crash?
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14:45<@Rubidium>that's roughly what I already have
14:45<@Rubidium>but that's not what's causing the crash for me
14:45<@Rubidium>just what I noticed when looking at that piece of code
14:46<@SmatZ>well I was confused enough by that station/basestation/waypoint code :)
14:46<@Rubidium>(Station::GetByTile(t) != NULL) vs IsRailStation(t)
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14:46<@SmatZ>hmm
14:47<@SmatZ>well
14:47<@SmatZ>IsRailStation() can't be used
14:47<@SmatZ>if the map is unconverted
14:47<@Rubidium>for the rail station waypoints from TTDPatch IsRailStation() would be true, whereas Station::GetByTile(t) is NULL (after conversion)
14:47<@SmatZ>but I don't know what place are you talking about :)
14:47<@SmatZ>true
14:48<@Rubidium>I'm (still) talking about r21790
14:48<@SmatZ>ok
14:49<@SmatZ>but I still don't see any Station::GetByTile(t) / IsRailStation() there :(
14:49<@SmatZ>hmm
14:49*SmatZ has a look
14:49<@SmatZ>OKAY
14:49<@SmatZ>thank you Rubidium :)
14:50<@SmatZ>will you fix that?
14:50<@Rubidium>I'll try
14:50<@SmatZ>I should have waited for you with fixing that :)
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14:52<CIA-2>OpenTTD: smatz * r21794 /trunk/src/saveload/station_sl.cpp: -Fix (r21790): convert train orders too (Rubidium)
14:52<@Rubidium>success!
14:52<@SmatZ>:-)
14:52<@Rubidium>well, sort of...
14:52<@Rubidium>now I'm hitting the other assertion
14:52<@SmatZ>:D
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15:00<@SmatZ>good news is that I dont' get any crash when I stop all RVs
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15:13<Nite>is a sudden restart of a server a known prob of tehe beta3 ?
15:13<Nite>restart of tehe game i mean
15:14<@planetmaker>not really. But an admin can trigger that without you being notified
15:15<Nite>that would be rude ... but maybee
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15:20<dihedral>who should be notified
15:20-!-dageek [~dageek@2001:8b0:ff85:0:223:6cff:fe87:e49c] has quit [Ping timeout: 480 seconds]
15:21<@planetmaker>and some servers just do that at a given time. poof. done
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15:24<Nite>yeh yeh, it was long before restart time announced, might be just wrong setup i guess
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15:32<@Rubidium>SmatZ: http://rbijker.net/openttd/wp.diff seems to do the trick for me
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15:37<slaca>hi, i found a bug in todays trunk, but can't report it: in the newobject gui scrolling doesn't work on the right side
15:38<Eddi|zuHause>so why can't you report it?
15:40<slaca>i didn't get the validation code
15:41<Eddi|zuHause>is that more than 10 minutes ago? have you looked in the spam filter?
15:41<slaca>ok, i get it
15:41<@Alberth>how does it not work?
15:42<slaca>i play with vast newobject grf
15:43<slaca>i choose "paths" on the left side
15:43<@Alberth>you have one? I looked for it, but could not find one
15:43<slaca>but on the right side it shows me only 4 paths
15:43<slaca>but there are more than fore
15:43<slaca>4
15:43<@Alberth>if you can give me a grf, I can check/test/fix
15:44<@SmatZ>Rubidium: well, I couldn't reproduce the crash
15:44-!-xiong [~xiong@netblock-72-25-106-74.dslextreme.com] has joined #openttd
15:44<slaca>and i have to resize the windows to see the objects
15:44<slaca>ok i send it
15:45<@Alberth>please attach it too
15:45<@SmatZ>+ wp->train_station.tile = INVALID_TILE;
15:45<@SmatZ>Rubidium: ^ is that needed?
15:46<@Rubidium>on second thought it isn't
15:47<@Rubidium>after all, we're jiffies after the constructor already setting it to INVALID_TILE ;)
15:51<@Alberth>good night
15:51<@Rubidium>night Alberth
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15:52<CIA-2>OpenTTD: rubidium * r21795 /trunk/src/saveload/ (afterload.cpp station_sl.cpp): -Fix (r21790): when converting TTDPatch train waypoints, convert the data on the map as well
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16:43<dihedral>heh - running a dd from usb dev to a file, and another process jumps in with a write speed of 300M/s
16:43<dihedral>while the limiting factor of dd is the usb read spead (25M/s)
16:43<dihedral>:-P
16:54<CIA-2>OpenTTD: rubidium * r21796 /trunk/src/saveload/oldloader_sl.cpp: -Fix [FS#4398]: drive through road stop state wasn't properly converted from TTDPatch savegames
16:58<JOHN-SHEPARD>hey i finally managed a good train network
16:58<JOHN-SHEPARD>with on way redd light
16:59<dihedral>what is one way red?
16:59<dihedral>:-)
16:59<dihedral>i assume i know what you mean ;-)
17:00<JOHN-SHEPARD>oh
17:00<JOHN-SHEPARD>one way red light
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17:01<dihedral>again, what is a one way red light?
17:02<dihedral>do you have a screenshot of your network? i'd love to see it.
17:04<ABCRic>dihedral: a light that shows red only one way
17:04<ABCRic>but not the other :P
17:07<dihedral>wow
17:07<dihedral>i did not know they existed - where do you use them?
17:08*dihedral is just joking ;-)
17:08<dihedral>i know you mean path signals :-P
17:08<JOHN-SHEPARD>its not impressive
17:08<JOHN-SHEPARD>its small time
17:08<JOHN-SHEPARD>its just
17:08<CIA-2>OpenTTD: rubidium * r21797 /trunk/src/ (8 files): -Fix/Change: unify the size (in characters) of the string inputs with eachother and TTD to prevent crashes/asserts with e.g. signs that are too long
17:08<JOHN-SHEPARD>green lights
17:08<JOHN-SHEPARD>that go one way
17:10<Eddi|zuHause>we should just have multi-line signs
17:10<Eddi|zuHause>character limits are silly
17:10<Eddi|zuHause>i frequently run out of characters in e.g. group names
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17:17<LordAro_>stupid firefox crashed, so now there's 2 of me :)
17:17<LordAro_>until the other me pings out
17:18<__ln__>why aren't you using a proper irc client?
17:18<LordAro_>for example?
17:18<__ln__>irssi
17:18<@Terkhen>kvirc
17:18<__ln__>microsoft comic chat
17:18<@Terkhen>or anything that does not crash because you are doing something unrelated to irc
17:19<LordAro_>i've tried chatzilla, and irssi, but i don't like them as much
17:19*planetmaker also uses chatzilla :-P
17:19*LordAro_ agrees that he probably does need and alternative to mibbit though...
17:19<@Terkhen>__ln__: I thought you were kidding with that before googling it :O
17:19-!-LordAro [d92b6a8e@ircip2.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client]
17:19<LordAro_>oh good
17:19-!-LordAro_ is now known as LordAro
17:20<LordAro>:D
17:20<@planetmaker>anyway... night time. Good night :-)
17:20<@Terkhen>good night planetmaker
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17:20<LordAro>night planetmaker
17:21<__ln__>Terkhen: it's really an innovative product.. but sadly doesn't support UTF-8.
17:22<@Terkhen>heh :)
17:22<JOHN-SHEPARD>hey i have a question
17:22<JOHN-SHEPARD>http://img403.imageshack.us/img403/7059/zedfzefezef.png
17:22<frosch123>wtf? 6 lines on the screen
17:22<JOHN-SHEPARD>how can i work this out
17:22<__ln__>it's also the origin of the notorious Comic Sans font.
17:23<JOHN-SHEPARD>i want to have this little y way
17:23<JOHN-SHEPARD>that splits and gets back after
17:23<@Terkhen>now that font makes a bit of sense :)
17:23<frosch123>is that the origin of lol and thx? because you cannot fit more into the bubbles? :p
17:23<JOHN-SHEPARD>and when a train goes to the section
17:23<CIA-2>OpenTTD: smatz * r21798 /trunk/src/saveload/oldloader_sl.cpp: -Fix: loading a TTO savegame failed after loading a TTDP savegame with vehicle multiplier bigger than 1
17:23<JOHN-SHEPARD>if it goes insode one of the branch
17:23<JOHN-SHEPARD>it will be told to stop if the way is blocked
17:23-!-a1270 [~a1270@72-24-233-98.cpe.cableone.net] has quit [Ping timeout: 480 seconds]
17:23<JOHN-SHEPARD>and wait till its free
17:23<@Terkhen>frosch123: IMO it is lazyness
17:24<@Terkhen>at least that's why I use IMO
17:24<@Yexo>put path signals just before the lines merge again and remove all signals further on the line
17:24<JOHN-SHEPARD>wait
17:24<JOHN-SHEPARD>yes i just did that
17:24<JOHN-SHEPARD>ok
17:25<@Terkhen>good night
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17:44<dihedral>Gentoo is not anymore what it once was :-(
17:44<Eddi|zuHause>you mean clumsy and arcane?
17:45<@Rubidium>bleeding edge?
17:45-!-andythenorth [~andy@78.150.173.205] has joined #openttd
17:48<DanMacK>Hey Andy
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17:53<andythenorth>hi DanMacK
17:55<dihedral>i do recall enjoying gentoo in 2003/2004
17:58<Ammler>maybe you aren't what you were :-)
17:58<frosch123>is that related to gentoo, or to your own age?
17:58<Ammler>frosch123: confirmed :-P
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18:05<dihedral>http://www.p1sim.org/wiki/tiki-index.php?page=Coding <- find the funny
18:06-!-andythenorth [~andy@78.150.173.205] has joined #openttd
18:11<ABCRic>dihedral: you have to be more specific :P
18:11<dihedral>programming language: c/c++, compiler: not decided
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18:12<@Rubidium>dihedral: but he's using C# + XNA
18:12<ABCRic>dihedral: there are many C/C++ compilers
18:12<dihedral>not according to that wiki page thogh, :-P
18:12*LordAro_ is trying kvirc...
18:13<ABCRic>I'm not sure why he'd make a specific one a requirement though
18:13<dihedral>exactly
18:13<andythenorth>bed time
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18:13<frosch123>"Collision Detection: no library needed" <- that maybe?
18:13<dihedral>:-P
18:14<ABCRic>hrm... isn't collision detection a 3D-related thing?
18:14-!-LordAro [d92b6a8e@ircip3.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client]
18:14<Lakie>I guess it depends on what you are using? A lot of open source projects with makefiles tend not to work so well with windows based compilers...
18:14-!-LordAro_ is now known as LordAro
18:14<@Rubidium>dihedral: I think the "Network" bullet is the first bullet that isn't funny
18:15<@Rubidium>programming language: he's actually going for C#
18:15<Lakie>Yeah, he stated xna and c# early in the thread
18:15<@Rubidium>target platform: he says he can't test anything but Windows
18:15<dihedral>hehe - out of laziness, and complained when the thread in his forums was used to discuss a possible alternative :-D
18:15<Lakie>xna would likely wrap up moth things for him
18:15<@Rubidium>version control: he doesn't want to use it
18:15<@Rubidium>IDE: C# and Windows, what do *you* think...
18:16<@Rubidium>compiler: see above
18:16<Lakie>Heh, visual studio (c# if express)...
18:16<dihedral>'With "passive game data", i mean data that is not manipulated every second of a game. That's data like graphics, savegames, settings and translations.'
18:16<dihedral>i thought that was called 'static' :-P
18:17<Lakie>I though translations and graphics are refered to as assets
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18:18<dihedral>http://www.p1sim.org/wiki/tiki-index.php?page=Financing <- hehe donation gives multiple votes ? :-P
18:19<dihedral>and what would votes be used for :-P
18:21<ABCRic>voting! :D
18:24<ABCRic>wait, there are actual plans for the timeline of the project?
18:24<ABCRic>I'm going to time-travel to April 2013 and see if 1.0 is good
18:26<DanMacK>let us know when you get back
18:27<DanMacK>I mean it has potential... be cool to see if he actually pulls it off
18:27<dihedral>...
18:27<DanMacK>big "if" there
18:28<DanMacK>Alot have tried to better TTD and failed..
18:28<Eddi|zuHause>anyone remember the guy who demanded that OpenTTD get a "big" project leader?
18:28<DanMacK>No... and there's probably a reason for that :P
18:29<dihedral>i remember a lot of guys who demanded <something>
18:30<DanMacK>Later all
18:30<Prof_Frink>We demand that we are philosophers!
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18:46<ABCRic>'night all
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18:57<Eddi|zuHause>i probably have suggested this before, but instead of outright forbidding changing newgrfs, we should have introduced a warning dialog:
18:57<Eddi|zuHause>"have you read the readme about the problems that can occur with changing newgrfs? [yes] [no]"
18:57<Eddi|zuHause>"have you _really_ read the readme about the problems that can occur with changing newgrfs? [maybe] [no]"
18:58<Eddi|zuHause>"have you _actually_ read the readme about the problems that can occur with changing newgrfs? [no]"
19:00-!-Cybertinus [~Cybertinu@tunnel3304.ipv6.xs4all.nl] has quit [Remote host closed the connection]
19:01<Eddi|zuHause>(the readme would then tell people that setting scenario_developer or newgrf_developer will disable this)
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19:10<CIA-2>OpenTTD: smatz * r21799 /trunk/src/saveload/oldloader_sl.cpp: -Fix: further variables need to be reset when we loaded a TTDPatch savegame in the past
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19:15<z-MaTRiX_nonidentified>h
19:16<Eddi|zuHause>is there any chance we could get a "new vehicle available" newspaper when a new wagon gets available?
19:17-!-Vitus [~chatzilla@138.194.wms.cz] has quit [Quit: Good bye]
19:17<Lakie>Rubidium: with cb157, if its handled do I now need to havndle bit 4?
19:18<Lakie>ie. do I have to check for steep slopes now?
19:20<Wolf01>'night
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19:22<frosch123>Eddi|zuHause: hmm, isn't that what is happening?
19:23<Eddi|zuHause>frosch123: last time i played, you only got messages for engines, wagons were silently added to the buy list
19:24<Eddi|zuHause>to be fair, this may have been like a year ago
19:25<frosch123>yeah, you are right
19:25<frosch123>but i remember it was different once
19:26<__ln__>"but then i woke up"?
19:28<Eddi|zuHause>it was never different
19:29<Eddi|zuHause>just in the original game no wagons ever got available
19:29<frosch123>i remember news about wagons, they were quite annoying, because they were lot and in a short period of time
19:29<Eddi|zuHause>or actually, they do. for maglev and monorail
19:30<Eddi|zuHause>frosch123: maybe that was in the patch?
19:30<Eddi|zuHause>frosch123: or maybe you think road vehicles
19:32<__ln__>the news popups are decided not to be annoying by DarkVater, so they are not annoying.
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19:35<frosch123>@commit 115
19:35<@DorpsGek>frosch123: Commit by dominik :: r115 /trunk (engine.c table/engines.h) (2004-08-23 07:50:01 UTC)
19:35<@DorpsGek>frosch123: Fix: monorail/maglev became available around 1927
19:35<frosch123>weird commit message, but that one adds the wagon-check
19:36<frosch123>so yes, in that case i likely remembered ttdp
19:37<frosch123>as i discovered ottd around a half year after that
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19:37<z-MaTRiX_nonidentified>:)
19:37<z-MaTRiX_nonidentified>nice
19:37<z-MaTRiX_nonidentified>maglev in 1927
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19:39<frosch123>anyway, night
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20:54<Eddi|zuHause>yay. rain.
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21:26<JOHN-SHEPARD>oh shit i got an train crash
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23:25<Chris_Booth>night all
---Logclosed Sat Jan 15 00:00:13 2011