--- | Log | opened Sat Feb 26 00:00:12 2011 |
--- | Day | changed Sat Feb 26 2011 |
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02:52 | <@Terkhen> | good morning |
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03:22 | <JamesG> | Good morning |
03:22 | <Zuu> | Good morning |
03:23 | <Zuu> | I started on a quick hack to show what the hotkeys.cfg-string would be for a keycombination, and can see the string in the debugger, but does not get it displayed correctly on screen yet: http://www.junctioneer.net/openttd/what_key_hack.patch |
03:24 | <Zuu> | (i'm aware that it leaks memory) |
03:28 | <@Terkhen> | IMO something like this should go in a new window, so that a future GUI for hotkeys can use that new window |
03:28 | <Zuu> | Yes, a new window it should be, I for now just hijacked an existing window as I was to lazy to figure out how to make a new window. |
03:29 | <Zuu> | (I did the coding just before going to bed yesterday) |
03:30 | <@Alberth> | perhaps the wiki should have a copy/paste example of making a new window, I also have to figure it out each time :) |
03:30 | <Zuu> | Yes that would be useful :-) |
03:30 | <@Terkhen> | :) |
03:32 | <Zuu> | Not sure yet if it should use a text edit box or a new widget for capturing keystrokes. But it will probably work with an edit box so maybe that's just easiest to do. |
03:34 | <Zuu> | Though, it would need to get both key down and key up events so it might still need some extra work to get working well. |
03:36 | <@Terkhen> | why can't you use NewWindow::OnKeyPress? in "normal" windows it is being used by hotkeys already so you could catch keystrokes there |
03:37 | <@Alberth> | just the window would seem the logical place to me indeed |
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03:50 | <rane> | how do i determine how many carts an engine should/can/will be able to drag? |
03:51 | <rane> | so far i just add 10 to all trains since the very beginning and then "wait till full" but i feel it might not be the best way of doing that |
03:52 | <@Alberth> | basically, you make money when trains move while loaded, so if that happens not enough, make them shorter |
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03:53 | <@Alberth> | also look at the speed while they travel, if it is not fast enough to your liking, make them shorter, or add an additional engine |
03:54 | <@Alberth> | what is 'good' depends on your style, the terrain, the tracks, the load, and several settings, so it is hard to impossible to give a single rule |
03:56 | <@Alberth> | to give good service, you should always have one train getting loaded. More than one is not very useful |
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04:01 | <Zuu> | OnKeyPress only fires when a key is pressed down or up, but not both? |
04:02 | <Zuu> | Hmm, but that is probably enough |
04:02 | <Zuu> | Just though you might need to clear the contents when keys are released, but that's probably not wanted. |
04:02 | <@Alberth> | you'll have to read the source for that knowledge |
04:02 | <Zuu> | yep |
04:03 | <Zuu> | I'll have a look but not now. |
04:03 | <Zuu> | Got to go. |
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04:05 | <@Alberth> | bye |
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06:01 | <Chris_Booth> | morning/afternoon all |
06:01 | <@Terkhen> | hi Chris_Booth |
06:02 | <Chris_Booth> | hi Terkhen |
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06:02 | <zydeco> | greetings |
06:03 | <Chris_Booth> | planetmaker are you here? |
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06:08 | <@Terkhen> | hi zydeco |
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06:48 | * | DanMacK waves |
06:50 | <@Terkhen> | hi DanMacK :) |
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07:42 | <andythenorth> | evenings |
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07:47 | <andythenorth> | DanMacK: hi |
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07:50 | <andythenorth> | quiet day :P |
07:50 | <@Terkhen> | hi andythenorth :) |
07:51 | <andythenorth> | Being in Bombay is approximately similar to being in the Tropic landscape |
07:51 | <@Terkhen> | it might not be the kind of conversation you wanted, but: http://devs.openttd.org/~terkhen/screenshots/dock/ |
07:51 | <@Terkhen> | I have no idea how the dock got there |
07:51 | <andythenorth> | ha |
07:52 | <andythenorth> | me neither |
07:52 | <andythenorth> | hmm |
07:52 | <andythenorth> | are those canals? |
07:52 | <andythenorth> | rivers? |
07:52 | <@Terkhen> | rivers |
07:52 | <@Terkhen> | I can send you the savegame |
07:53 | <andythenorth> | there must be some reason the north tile thinks it is coast |
07:53 | <andythenorth> | or a bug in the game |
07:53 | <andythenorth> | or a very odd bug in FIRS |
07:53 | * | Terkhen creates a task |
07:53 | <andythenorth> | thanks |
07:54 | <Ammler> | maybe a onetile isle? |
07:54 | <Ammler> | ah no :-) |
07:55 | <zydeco> | no, it's all river |
07:56 | <Ammler> | the glitches indicate that foundation ob building should be shore, right? |
07:56 | <Ammler> | of* |
07:56 | <@Terkhen> | yes, that's what I think |
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07:59 | <andythenorth> | the graphical glitches are where custom foundations are failing to be drawn |
07:59 | <andythenorth> | I'd place money on the tile(s) not having any useful slope bits |
08:00 | <andythenorth> | the problem probably originates in one or more tiles inaccurately reporting coast for some reason |
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08:09 | * | andythenorth decides internets is over-rated |
08:09 | <andythenorth> | bye :) |
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08:18 | <@Terkhen> | :D |
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08:25 | <Eddi|zuHause> | # Ich hab alles nur geklaut (Theo, Theo) |
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09:04 | <+glx> | @op |
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09:05 | * | glx doesn't like to get spam on join |
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09:05 | <@Terkhen> | heh :) |
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09:06 | <@glx> | bad luck for him he spammed an op ;) |
09:08 | <@Terkhen> | but you were undercover :P |
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09:09 | <Eddi|zuHause> | it's an undercover op! |
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09:21 | <deekay> | Hi there, is some kind of guide how to develop NewGRFs available? |
09:27 | <@Alberth> | euhm, available NewGRFs are already developed. |
09:30 | <@Alberth> | http://www.tt-forums.net/viewforum.php?f=26 is the forum, the FAQ near the top may be useful. |
09:30 | <@Alberth> | If you want to develop new NewGRFs, you may want to take a look at NML, which has a topic at http://www.tt-forums.net/viewforum.php?f=68 |
09:30 | <@Alberth> | https://dev.openttdcoop.org/projects/nml |
09:36 | <deekay> | Thank you, I'm thinking about if it's possible ot use NewGRF to modify way how station rating it calculated. |
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09:37 | <alluke> | hello |
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09:38 | <@Terkhen> | deekay: to my knowledge that is not possible |
09:38 | <@Terkhen> | hi alluke |
09:42 | <deekay> | Terkhen: Hmm, then what is the purpose of CBM_CARGO_STATION_RATING_CALC call in update_rating within station_cmd.cpp ? |
09:42 | <Hirundo> | deekay: That is possible, there is a callback for that (http://wiki.ttdpatch.net/tiki-index.php?page=Callbacks#Custom_station_rating_calculation_145_) |
09:43 | <@Terkhen> | there are callbacks for everything it seems :) |
09:43 | <deekay> | Yes, That's what I'm talking about Hirundo, thanks. :) |
09:43 | <deekay> | But, as far as I can see, it is limited to only 3 parameters. |
09:44 | <deekay> | I guess it is because it modifies rating calculation as "per cargo" |
09:44 | <Hirundo> | What else would you want to use? |
09:45 | <deekay> | Get rid of age-of-vehicle bonus. |
09:45 | * | Terkhen would like that too |
09:46 | <deekay> | I guess since it's something core-like people would be against direct source changes, hence my idea of NewGRF modification. |
09:46 | <@Terkhen> | yes, I'm against changing the source for this but I would like a NewGRF that does it :) |
09:47 | <@Terkhen> | it would be nice to have this in OpenGFX+ Industries |
09:47 | <deekay> | I have quite good grasp of C/C++ so I thought maybe expanding some possibilities of NewGRF there would be good. |
09:49 | <@Terkhen> | what is missing from the callback? |
09:49 | <Hirundo> | Vehicle age |
09:49 | <deekay> | age-of-vehicle and statue bonuses |
09:49 | <@Terkhen> | hmmm... I see |
09:50 | <deekay> | These two are not included in callback, and executed anyway even if calback occured |
09:50 | <Hirundo> | You can pass the information in var10 fairly easily |
09:50 | <Hirundo> | However, you can't simply not execute those if the CB is called, since that'd break existing grfs |
09:51 | <deekay> | That's what I thought as well. |
09:52 | <@Terkhen> | it could use a new CB and CB flag, that would keep the old one for compatibility with existing grfs |
09:52 | <deekay> | That would probably be most safe approach. |
09:55 | <Hirundo> | Then you could pass the last vehicle as 'related object' |
09:56 | <deekay> | I don't really know what does that mean. :) (didn't dive too deep into the code, not even talking about NewGRFs) |
09:58 | <Hirundo> | during a CB, NewGRFs can access information about the object itself and possibly one related object |
09:58 | <Hirundo> | for example, a wagon can access the engine |
09:59 | <Hirundo> | industries and stations can access the town, etc |
09:59 | <Eddi|zuHause> | is the station rating callback actually implemented? |
10:01 | <@Terkhen> | @commit 17547 |
10:01 | <@DorpsGek> | Terkhen: Commit by rubidium :: r17547 /trunk/src (newgrf_callbacks.h station_cmd.cpp) (2009-09-15 17:24:18 UTC) |
10:01 | <@DorpsGek> | Terkhen: -Feature: [NewGRF] Implement callback 145 (custom station rating) |
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10:04 | <Hirundo> | I admit I was slightly surprised too ;) |
10:05 | <deekay> | Then it's good I asked the question. ;p |
10:05 | <@Terkhen> | :) |
10:08 | <deekay> | Anyway, I would see it like another call that would contain both lats vehicle and info about statue - if it exists or not, so anyone could modify rating caluclation as he/she wants to. |
10:12 | <frosch123> | [15:55] <Hirundo> Then you could pass the last vehicle as 'related object' <- what's so important about the last vehicle? it is only one of many. wouldn't the station or the town be more useful? |
10:12 | <@Terkhen> | in the current callback, variable 18 includes the speed of the last vehicle... if the vehicle can be accessed as related object, you could replace vehicle speed with "is statue" in var 18 for the new callback |
10:15 | <deekay> | But, if I understood correctly, we want to avoid modifying current callback, instead just add a new one? |
10:19 | <@Terkhen> | yes, but you should make it as similar as possible, that's why I suggested changing only the speed part of var 18 for the new one |
10:21 | <frosch123> | isn't there enough reoom in var18 and 10? |
10:21 | <frosch123> | 18 has 8 bits left, 10 has like 24 bits? |
10:23 | <@Terkhen> | given the explanation of variable 18 on the callback I thought it was completely used, sorry |
10:23 | <@Terkhen> | hmm... then why did it not include statue info on the first place? |
10:23 | <frosch123> | yes, it is :) my fault |
10:23 | <frosch123> | but 10 is quite free |
10:24 | <frosch123> | if you want to add a related object, imo the station is the only one making sense |
10:24 | <deekay> | Ok, so we have here like 2 possible approaches: 1) add new CB that takes into account only vehicle age and statue, then return part of the rating that replaces current game logic releated to these 2 parameters 2) make new CB that, if used, replaces "old, incomplete" callback and also replaces the oryginal game logic |
10:27 | <frosch123> | adding a complete new callback only adds to the mess. rather pass the needed information via var 10, and add some bit to some misc action 0 property to disable the additional default effects |
10:27 | <@Terkhen> | same callback, different callback flag? |
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10:37 | <frosch123> | or add a new property "misc bits" |
10:38 | <@Terkhen> | that sounds more clean |
10:38 | <frosch123> | however, wrt. statue. maybe some future newobject stuff might want to specify the impact of their object on some rating or so |
10:39 | <frosch123> | hmm, otoh, that might be unlikely as it would need some restrictions for the way objects are build |
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10:39 | <@Terkhen> | it would need to enforce "only one per town" for those newobjects |
10:40 | <frosch123> | and objects are currently supposed to be eye-candy only, so i guess no need to add complexity there |
10:44 | <frosch123> | if there would be some bit to an advanced rating calcuation callback, it could also reduce the bit wating in property 10 (2 bits for vehicle type are enough) |
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10:48 | <frosch123> | anyway, the main advantage of keeping it at one callback is that it is 'either or' for the grf :) |
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11:11 | <supermop> | good morning |
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12:57 | <CIA-11> | OpenTTD: rubidium * r22146 /trunk/src/saveload/saveload.cpp: -Fix: don't run savegame conversion during SlNullPointers; the pointer might not be converted or be NULL at that point |
12:59 | <CIA-11> | OpenTTD: rubidium * r22147 /trunk/Makefile.lang.in: -Fix: remove all generated .o files in objs/lang upon clean |
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13:25 | <rane> | is there a shortcut to turn a train around? |
13:25 | <rane> | sth like ctrl+click that stops the thing |
13:25 | <rane> | but to flip it |
13:27 | <@Alberth> | not that I am aware, but perhaps there is a hotkey for it? |
13:28 | <rane> | i meant a shortcut actually:-) |
13:28 | <rane> | erm hotkey |
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13:31 | <supermop> | about to crash? |
13:33 | <@Rubidium> | there aren't enough hotkeys for that |
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13:38 | <rane> | it's all because of path signals |
13:38 | <rane> | they allow trains to change direction if wait is too long |
13:39 | <rane> | meaning my surgeries on a working network typically cause a huge traffic jam and i have to turn a few trains by hand to unjam it |
13:39 | <DanMacK> | Isn't there a setting for changing the wait time at signals? |
13:39 | <DanMacK> | or is that TTDP only? |
13:40 | <@Rubidium> | yes, it's an expert setting only though |
13:40 | <@Rubidium> | expert being those settings only configurable via the configuration file/console |
13:41 | * | DanMacK makes a note to check his openttd config |
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13:45 | <grzywacz> | Do depots behave as if they had a two-way path signal inside? |
13:45 | <CIA-11> | OpenTTD: translators * r22148 /trunk/src/lang/ (finnish.txt french.txt italian.txt unfinished/basque.txt): |
13:45 | <CIA-11> | OpenTTD: -Update from WebTranslator v3.0: |
13:45 | <CIA-11> | OpenTTD: basque - 2 changes by Thadah |
13:45 | <CIA-11> | OpenTTD: finnish - 1 changes by jpx_ |
13:45 | <CIA-11> | OpenTTD: french - 1 changes by Snail_ |
13:45 | <CIA-11> | OpenTTD: italian - 35 changes by Snail_ |
13:45 | <CIA-11> | OpenTTD: slovenian - 30 changes by |
13:45 | <grzywacz> | ok, they do :D |
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13:57 | <alluke> | lollol |
14:00 | <eQualizer> | How do I know which AI is good? |
14:00 | <@Alberth> | try them |
14:01 | <@Alberth> | ie different people prefer different AIs |
14:04 | <grzywacz> | oh, funny bug, I think: with path signals enabled I had a train wait for a free path when I added a station tile while it was loading. It just wouldn't move by itself/reverse. |
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14:14 | <CIA-11> | OpenTTD: rubidium * r22149 /trunk/src/video/ (win32_v.cpp win32_v.h): -Fix [FS#4521]: Windows video driver crashed when it couldn't go to full screen at the resolution of the configuration file when starting OpenTTD |
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15:04 | <CIA-11> | OpenTTD: rubidium * r22150 /branches/1.1/ (7 files in 5 dirs): |
15:04 | <CIA-11> | OpenTTD: [1.1] -Backport from trunk: |
15:04 | <CIA-11> | OpenTTD: - Fix: When a NOT_REACHED in saveload can be reached due to an invalid savegame, use SlErrorCorrupt instead. In other words, do not crash but show an error message (r22122) |
15:04 | <CIA-11> | OpenTTD: - Fix: In case of high frame_freq one could get commands executed after a new network game was started (r22121) |
15:04 | <CIA-11> | OpenTTD: - Fix: [NoAI] Prevent AIs from getting consistently over their allowed amount of operations by subtracting the amount they went over 'budget' from the budget for the next 'tick' (r22120) |
15:04 | <CIA-11> | OpenTTD: - Fix: The refit window was not correctly updated after selecting with Ctrl+Click [FS#4525] (r22118) |
15:04 | <CIA-11> | OpenTTD: - Fix: CanRemoveRoadWithStop() failed for _current_company = OWNER_TOWN, and for OWNER_NONE-owned road (r22117) |
15:06 | <CIA-11> | OpenTTD: rubidium * r22151 /branches/1.1/ (6 files in 4 dirs): |
15:06 | <CIA-11> | OpenTTD: [1.1] -Backport from trunk: |
15:06 | <CIA-11> | OpenTTD: - Fix: Spectators had crashes when closing buoy windows (r22131) |
15:06 | <CIA-11> | OpenTTD: - Fix: Build-station-window showed wrong selection when reopening [FS#4530] (r22128) |
15:06 | <CIA-11> | OpenTTD: - Fix: Canals would get drawn as land in the smallmap when using the owner window (r22127) |
15:06 | <CIA-11> | OpenTTD: - Fix: The animation-ness of two goldmine tiles were swapped, causing the wheeltower to not work properly, and the bottom corner to show the wrong sprite [FS#4528] (r22125) |
15:06 | <CIA-11> | OpenTTD: - Fix: CommandQueue::Pop() did not update 'last'; popping the last item caused the queue to disconnect unless there was only one item [FS#4522] (r22123) |
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15:13 | <CIA-11> | OpenTTD: rubidium * r22152 /branches/1.1/ (16 files in 5 dirs): (log message trimmed) |
15:13 | <CIA-11> | OpenTTD: [1.1] -Backport from trunk: |
15:13 | <CIA-11> | OpenTTD: - Fix: Windows video driver crashed when it could not go to full screen at the resolution of the configuration file when starting OpenTTD [FS#4521] (r22149) |
15:13 | <CIA-11> | OpenTTD: - Fix: Do not run savegame conversion during SlNullPointers; the pointer might not be converted or be NULL at that point (r22146) |
15:13 | <CIA-11> | OpenTTD: - Fix: Some valid keycodes were ignored along with the invalid ones (r22142) |
15:13 | <CIA-11> | OpenTTD: - Fix: When commands need to invalidate windows, process these events |
15:13 | <CIA-11> | OpenTTD: asynchronously before the next redraw. Calling window code directly from command |
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15:22 | <DanMacK> | BRB |
15:23 | <supermop> | ok there |
15:24 | <DanMacK> | Forums having issues? |
15:25 | <@Rubidium> | not for me |
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15:30 | <Eddi|zuHause> | not for me either... except it loses my login status in irregular intervals |
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15:58 | <krinn> | hi |
15:59 | <@Alberth> | hi |
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16:00 | <krinn> | I have set an enum outside a class, i'm able to access it from the class itself but from another class i can't see it, question is so: even outside the class the enum is considered inside the class ? |
16:00 | <@Alberth> | no |
16:01 | <@Alberth> | where is the another class? in the same file below the enum? |
16:01 | <krinn> | yes |
16:01 | <@Alberth> | ie it must have seen the enum before it can be accessed. |
16:01 | <@Rubidium> | $class::ENUM_VALUE ? |
16:01 | <krinn> | i have "enum blah class bli"... |
16:01 | <@Alberth> | oh, you are talking about C++ right ? |
16:02 | <krinn> | oh no sorry, about squirrel |
16:03 | <@Yexo> | krinn: enum are like constants, you can only use them when they're defined (not via an include) before they are used |
16:03 | <@Yexo> | even if you include a file with an enum you still can't use it |
16:03 | <krinn> | hmm, i must move the enum to main to fix all ? |
16:04 | <@Yexo> | yes |
16:04 | <krinn> | ok, easy doable |
16:08 | <krinn> | i can't still see it |
16:09 | <krinn> | i see it from main.nut, but inside that other class |
16:09 | <krinn> | enum are considered static ? |
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16:10 | <@Yexo> | can you pastebin some example code? I don't quite follow your explanation |
16:12 | <krinn> | doing that wait a few |
16:15 | <krinn> | http://pastebin.com/h5SYySLK |
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16:17 | <krinn> | forgot the error, but it just throw RouteType does not exist |
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16:17 | <krinn> | and the line number match "switch..." |
16:17 | <krinn> | hmm, no :) match the case ... |
16:17 | <@Yexo> | krinn: did you try "RouteType.ROAD" instead of "INSTANCE.RouteType.ROAD" ? |
16:17 | <krinn> | did that too, no luck |
16:18 | <krinn> | something about that class, another class also use it and didn't complain |
16:18 | <@Yexo> | the enum RouteType is outside your main class? |
16:18 | <krinn> | yes |
16:18 | <krinn> | even prior the AI init |
16:18 | <@Yexo> | and "ROAD" without RouteType.? |
16:18 | <krinn> | testing wait |
16:19 | <krinn> | RAOD does not exist now |
16:19 | <krinn> | ROAD :/ |
16:19 | <@Yexo> | a workaround would be something like: class RouteType { RAIL = 1; ROAD = 2; WATER = 3; } |
16:19 | <@Yexo> | than you can use it as RouteType.RAIL etc. |
16:20 | <krinn> | ah yes thank you |
16:21 | <krinn> | but it's just this hide something else imo, another class and main.nut are working fine with it |
16:22 | <@Yexo> | can't say more about that without seeing more code |
16:22 | <krinn> | i could do that wait |
16:25 | <krinn> | http://dev.openttdcoop.org/projects/ai-dictator/repository/revisions/5c7e7e0d84a6/entry/build/vehiclebuilder.nut |
16:25 | <krinn> | line 508 |
16:25 | <@Yexo> | krinn: enum RouteType should be _before_ any require()'s in your main.nut |
16:26 | <krinn> | oh |
16:26 | <krinn> | moving it |
16:26 | <@Yexo> | step 1: your main.nut is compiled from your .nut file to squirrel bytecode |
16:26 | <@Yexo> | step 2: your main.nut bytecode is run, that means any code at global scope is run, classes are registered |
16:27 | <@Yexo> | enums and constants disappear at step 1 |
16:27 | <@Yexo> | require() is actually a function run a step 2 |
16:27 | <krinn> | moved it bellow my first comment and upper all require |
16:27 | <krinn> | if you strip comments, to first lines |
16:28 | <krinn> | and still main.nut can catch it |
16:28 | <krinn> | and jobs.nut use it too, and don't complain about it (not sure it work, but no complain = it see it) |
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16:29 | <frameset> | hey quick question |
16:29 | <frameset> | on linux where do screenshots save to |
16:29 | <krinn> | ~ |
16:29 | <frameset> | i can't find mine in ~/.openttd |
16:29 | <@Rubidium> | generally ~/.openttd |
16:30 | <frameset> | ah perhaps it's because the dedicated server can't take screenshots |
16:30 | <frameset> | is that the case |
16:30 | <@Rubidium> | yes, dedicated servers can't take screenshots as they don't have the code to draw the pixels |
16:30 | <krinn> | server don't even need a graphic video no ? |
16:30 | <frameset> | thanks |
16:31 | <frameset> | yes but i've known games where you can use the server to record output |
16:31 | <frameset> | minecraft for example |
16:31 | <frameset> | i thought maybe this was the same |
16:31 | <@Yexo> | krinn: bit offtopic, but having "013" as version in info.nut will result in version 11 (decimal), since 013 is interpreted as octal |
16:31 | <frameset> | no worries i'll just load up a client and take my shots :) |
16:32 | <@Rubidium> | frameset: you can with some fiddling of the source code |
16:32 | <frameset> | nah it's not a problem |
16:32 | <frameset> | i'm using the .deb and i like it that way |
16:32 | <krinn> | Yexo: ah yes thanks for noticing it, will try to remember, still for me it's 013 major+minus |
16:32 | <@Rubidium> | there is a .deb dedicated server? |
16:32 | <frameset> | i just wish ubuntu had the latest version instead of having to get the .deb off the site |
16:32 | <@Yexo> | it's fine, just thought you might not be aware of it |
16:32 | <krinn> | far from a 100 :p |
16:33 | <@Rubidium> | or is it just the normal binary started as dedicated server |
16:33 | <frameset> | yeah just installed the deb |
16:33 | <@Rubidium> | in that case openttd -D -b8bpp-optimized and your screenshots might work |
16:33 | <frameset> | and did openttd -D |
16:33 | <frameset> | what does that extra parameter do |
16:34 | <@Alberth> | specify what blitter you want to have for the video blitting :) |
16:34 | <@Rubidium> | it changes the "blitter", the piece of code that actually draws the pixels, to something that does something useful instead of nothing (which is the default for a dedicated server) |
16:34 | <frameset> | would that work even if the server is headless and has no windowing env or even an x server |
16:34 | <@Rubidium> | try it ;) |
16:35 | <@Rubidium> | although you have arguably almost completely installed X already |
16:35 | <@Yexo> | krinn: case RouteType.ROAD: <- that works fine |
16:35 | <@Yexo> | no INSTANCE., no :: |
16:36 | <krinn> | that was trys it wasn't working before |
16:36 | <@Rubidium> | as installing the OpenTTD deb depends on (quite) some X stuff (indirectly though) |
16:36 | <krinn> | retrying good way to see |
16:36 | <@Yexo> | please change _all_ cases to try, not just a single one |
16:37 | <krinn> | you think it cheat me with error line number ? |
16:37 | <@Yexo> | it gave me the line number of the switch every time |
16:38 | <krinn> | oh my you're right ! |
16:38 | <krinn> | it was failing on others :( |
16:40 | <krinn> | and i move it back to route.nut and main.nut can't see it now |
16:40 | <krinn> | looks like you're right twice time :/ |
16:40 | <krinn> | if i put it in "blah.nut" all blah class could see it, everyone else is blind |
16:42 | <rane> | is there any way to deny cargo accumulation of certain type at a station? |
16:42 | <rane> | for example i don't want passengers to pile up on my steel mill station near a city |
16:42 | <krinn> | don't think so, it would stop station rank decrese |
16:42 | <@Alberth> | have a train waiting to pick it up? |
16:43 | <krinn> | and station cargo is only gave if 1 transport try to get it |
16:43 | <rane> | but i don't want dudes there at all |
16:43 | <rane> | i have another station for passengers for that city |
16:43 | <@Yexo> | enable the setting that you need to have a vehicle that can load a certain cargo before it appears at your station, than make sure never to sent such a vehcle to a particular station |
16:43 | <@Alberth> | there is a setting that you only get cargo of types that a vehicles asked for one time |
16:43 | <krinn> | that's because you have 1 time put a bus at that station |
16:43 | <rane> | i have taht enabled |
16:43 | <@Yexo> | if the cargo is already there, delete the station and create a new one |
16:43 | <@Yexo> | no other way |
16:43 | <rane> | passengers still appear |
16:43 | <rane> | maybe it's different with people... |
16:43 | <krinn> | just wait for it to goes appealing |
16:44 | <@Alberth> | when you ever asked for passengers at a station, the passenger delivery is turned on, and it stays on until you delete the station |
16:44 | <krinn> | or refit your train engine (some default carry passenger/mail) |
16:44 | <@Alberth> | krinn: makes no difference |
16:46 | <@peter1138> | Hmm, is SDL the best/simplest system for cross-platform OpenGL stuffs? |
16:48 | <krinn> | OpenGL is cross platform, but you need more than just opengl generally |
16:48 | <krinn> | like a cross platform mouse handling... |
16:49 | <@peter1138> | Maybe you should reread my question :-) |
16:50 | <krinn> | you seems to think SDL is cross platform opengl |
16:51 | <krinn> | i think ogre is also cross platform |
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16:51 | <@peter1138> | Seems you can't read then :) |
16:52 | <krinn> | no, i can read, just don't understand even after rereading it what you mean |
16:55 | <alluke> | LAKIE |
16:55 | <Lakie> | What? |
16:55 | <alluke> | you should code the finnish set |
16:56 | <alluke> | dan has finished the spriter |
16:56 | <alluke> | sprites* |
16:56 | <Lakie> | He's finished enough for now, yes |
16:56 | <alluke> | now is your turn |
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16:58 | <Lakie> | Aye |
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17:08 | <Venemo> | good evening |
17:08 | <krinn> | hi |
17:08 | <__ln__> | oh, a .hu like in the good old days |
17:09 | <Venemo> | :) |
17:09 | <Venemo> | I'm a fan of OpenTTD, so thanks for the good work guys |
17:10 | <Venemo> | I have a question - I recently updated to 1.0.5 and it seems to me that the railway signals are broken - could someone help me with this? |
17:11 | <@Alberth> | broken in what way? |
17:12 | <Venemo> | only the "block signal" can be placed in a way so that it points to both directions, the others can't. is this by design? |
17:13 | <krinn> | it is |
17:14 | <Venemo> | ah, so it seems that I didn't understand the purpose of the other ones correctly then |
17:14 | <krinn> | but other can be place one or the other way |
17:14 | <krinn> | think about a one way direction |
17:14 | <@Alberth> | path signals are one direction only indeed |
17:14 | <@Alberth> | although not entirely, one of them is two-way with a penalty |
17:15 | <Venemo> | so what do the other kind of signals do? |
17:16 | <@Alberth> | path signals allow several trains in the same block, as long as they use separate tracks |
17:16 | <@Alberth> | very useful near platform entries/exits |
17:16 | <krinn> | http://wiki.openttd.org/Signals (better than words) |
17:17 | <Venemo> | I'll check it out :) |
17:18 | <@Alberth> | http://kokolokus.de/?s=blog&v=6#pfadsignale |
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17:26 | <Venemo> | ok, thank you Alberth |
17:27 | <@Alberth> | yw |
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17:34 | <@peter1138> | Meh, SDL will do I suppose. The lack of multiple windows might be annoying... |
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17:43 | <Venemo> | peter1138: ? |
17:46 | <krinn> | peter1138, speak about ogre i think |
17:46 | <@peter1138> | Ogre's too heavy, and C++ besides. |
17:47 | <krinn> | Yexo: i can find out if an aircraft type need a big or small airport with AIAirport::PlaneType, but how do i find out an airport can accept that planetype? |
17:49 | <krinn> | i can hardcode PT_BIG_PLANE only for AirportType > AT_LARGE but newgrf can change that i suppose ? |
17:50 | <@Yexo> | AT_SMALL and AT_COMMUTER are the only airports that don't support big planes |
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17:50 | <krinn> | i know, but newgrf can change that no ? |
17:50 | <@Yexo> | AT_HELI* don't support planes at all, just heliports |
17:50 | <@Yexo> | no, they can't |
17:50 | <krinn> | ok |
17:51 | <krinn> | thank you |
17:52 | <@Yexo> | newgrfs can change the introduction dates of the airports, or even completely disable them |
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17:53 | <krinn> | as long as they can't change for example a AT_LARGE to a strange airport as they wish BUT with only PT_SMALL_PLANE running on it, we're safe |
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18:01 | <krinn> | AIStation.IsValidStation answer true for airport ? |
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18:15 | <rane> | i know how i enabled passengers and mail on all stations |
18:15 | <rane> | some engined are fit for carrying those by default :-| |
18:15 | <rane> | engines |
18:15 | <krinn> | you can generally refit them |
18:16 | <krinn> | and those are generally trains with 2 engines |
18:16 | <krinn> | i'm sure you get caught with the fast diesel one :) |
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18:28 | <@Terkhen> | good night |
18:29 | <krinn> | night |
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19:13 | <krinn> | good night |
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19:45 | <supermop> | hello |
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21:03 | <rane> | how do i sell all trains inside one depot? |
21:04 | -!- | Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has joined #openttd |
21:07 | <Markk> | rane: Press the "Sell all trains in depot"-button. |
21:07 | <Markk> | Third from top. |
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21:29 | <DanMacK> | Hey all |
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21:53 | <Mazur> | Noy exactly a thrilling night, this one. |
21:54 | <DanMacK> | Never is... lol |
21:54 | <Mazur> | Public Server doen for maintenance, only Stable is up. |
21:54 | <Mazur> | And here people sleep at night. |
21:54 | <Mazur> | Unlike myself. |
21:55 | <DanMacK> | Well, it's only 9:52 here :P |
21:55 | <Mazur> | 03:55:40 here. |
21:56 | <Mazur> | So your clock is about 3 minutes slow. |
21:56 | <DanMacK> | lol |
21:56 | <Mazur> | :-) |
21:57 | <Mazur> | But mebbie you lot in Can Ada ahve no nukelur clocks yet. |
21:57 | <DanMacK> | nahh |
21:59 | -!- | glx_ [glx@2a01:e35:2f59:c7c0:6114:166:c582:9ede] has quit [Quit: bye] |
21:59 | <Mazur> | Or you're in hte Yukon so far away from civilisation, that a clock is deemed accurate if it gets hte day of hte month right 1 times in 30. |
21:59 | <DanMacK> | nahh, just Ontario |
21:59 | <Mazur> | Oh, how civilised., |
22:00 | <DanMacK> | not really... lol |
22:05 | <Mazur> | Well, I'm going to read for a while. Until the public server comes back up or my bed starts calling. |
22:05 | <Mazur> | Have a good night. |
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--- | Log | closed Sun Feb 27 00:00:54 2011 |