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#openttd IRC Logs for 2011-01-14

---Logopened Fri Jan 14 00:00:25 2011
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01:47<@Terkhen>good morning
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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?
03:47<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 ?
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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>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>and fear class graphics
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<@Terkhen>if someone was willing to code all required changes to make it 3D he would end up with a new game
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
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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 :-)
03:59<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<dihedral># i'm just a dreamer, i dream my life away....
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04:04<z-MaTRiX_nonidentified>well adventage would be to move viewpoint
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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 :)
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04:47<@Terkhen>hi Wolf01
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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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06:09<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, pro wrestling / MMA / combat sports website.
06:30<kamnet>We were using 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
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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
06:44<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>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<@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.
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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<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<@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<@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<@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
07:11<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
09:04<@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 ;)
09:06<@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>freeze trunk
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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 '?' ?
11:01<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
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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
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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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13:10<@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 :)
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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? :)
14:05<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<@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
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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
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14:17<@SmatZ>Rubidium: up-to-date trunk?
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>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?
14:25<@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
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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
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14:36*dihedral bah's back
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?
14:38<@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<@Rubidium>that's probably easy to fix
14:40<@SmatZ> fixes the order
14:41<@SmatZ>is not setting spec_class to STAT_CLASS_WAYP causing the crash?
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 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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14:47<@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 :)
14:48<@Rubidium>I'm (still) talking about r21790
14:49<@SmatZ>but I still don't see any Station::GetByTile(t) / IsRailStation() there :(
14:49*SmatZ has a look
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>well, sort of...
14:52<@Rubidium>now I'm hitting the other assertion
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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: 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<@Alberth>if you can give me a grf, I can check/test/fix
15:44<@SmatZ>Rubidium: well, I couldn't reproduce the crash
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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)
16:54<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>i assume i know what you mean ;-)
17:00<JOHN-SHEPARD>one way red light
17:01-!-LordAro [] has quit [Quit: ajax IRC Client]
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>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__>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 [] has quit [Quit: ajax IRC Client]
17:19<LordAro_>oh good
17:19-!-LordAro_ is now known as LordAro
17:20<@planetmaker>anyway... night time. Good night :-)
17:20<@Terkhen>good night planetmaker
17:20-!-ABCRic [] has quit [Ping timeout: 480 seconds]
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<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 [] 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>yes i just did that
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?
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17:48<DanMacK>Hey Andy
17:49-!-Markk [] has joined #openttd
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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> <- find the funny
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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<andythenorth>bed time
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18:13<frosch123>"Collision Detection: no library needed" <- that maybe?
18:14<ABCRic>hrm... isn't collision detection a 3D-related thing?
18:14-!-LordAro [] has quit [Quit: 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> <- 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<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 [] 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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19:16<Eddi|zuHause>is there any chance we could get a "new vehicle available" newspaper when a new wagon gets available?
19:17-!-Vitus [] 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?
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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>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