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#openttd IRC Logs for 2011-03-04

---Logopened Fri Mar 04 00:00:03 2011
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01:39<@planetmaker> moin
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02:55<andythenorth>afternoon
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03:22<dihedral>good morning
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04:09<@Terkhen>good morning
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04:24<Chris_Booth>good morning Terkhen
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05:14<Wolf01>hello
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05:29<dihedral>:-)
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07:13<CIA-11>OpenTTD: yexo * r22181 /trunk/src/viewport.cpp: -Fix (r20574): following a vehicle with a very high VehicleID was impossible
07:14<Noldo>interesting
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07:15<@Yexo>very high = over 65k
07:16<Noldo>did it follow the wrong vehicle then?
07:16<@Yexo>no idea, didn't test it
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07:19<Noldo>depending on what Vehicle::Get return when there is no such vehicle it could even crash
07:19<Eddi|zuHause>Noldo: lots of these bugs are found by code review, not actually someone triggering them
07:19<@peter1138>Code review? We do that?
07:20<Eddi|zuHause>i'm usually surprised as well ;)
07:20<@Yexo>Noldo: that's quite possible
07:20<@Yexo>and this wasn't a review of the code, I was just trying to understand some more code in viewport.cpp
07:20<@Yexo>sometimes you come across bugs when looking for something else
07:20<Eddi|zuHause>Yexo: that, technically, is a review :)
07:21<@Yexo>depending on how you look at it :)
07:21<@Yexo>I wasn't searching the code for bugs
07:21<Eddi|zuHause>let's call it a "weak review" :=)
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07:25<DanMacK>Hey all
07:26*Chrill waves at DanMacK
07:30<Eddi|zuHause>"Kommt ein Mann in eine Bahrein und kriegt einen Mordsqatar – vom vielen Dschinn."
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07:48<@planetmaker>that pun costs you at least 5€, Eddi|zuHause
07:49<Eddi|zuHause>http://www.titanic-magazin.de/ <-- comes from here
07:49<@planetmaker>moin DanMacK
07:50<Eddi|zuHause>planetmaker: and the inflation again... it used to be 5DM...
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08:18<DanMacK>Hey Andy
08:19<@planetmaker>@calc 1.02**21
08:19<@DorpsGek>planetmaker: 1.5156663439
08:20<@planetmaker>@calc 1.03**21
08:20<@DorpsGek>planetmaker: 1.86029457171
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08:37<SmatZ>http://who-t.blogspot.com/2011/03/how-to-dos-developer.html :D
08:39<FauxFaux>TBH if they're a dos developer they deserve it. ¬_¬
08:39<SmatZ>:P
08:42<@Terkhen>the "via code" part can be easily avoided; nobody in their right mind would review code like that
08:43<@Terkhen>oh, the "given up on humanity" sentence addresses that :D
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08:52<Eddi|zuHause>"Wait for a few weeks, then refer to this discussion, but not in the same thread." <-- that sounds like a classic MB :)
08:52<DanMacK>lol
08:52<@planetmaker>:-D
08:52<DanMacK>Where's that posted?
08:52<@planetmaker>the link above from sm4tz
08:53<DanMacK>ahhh
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08:59<@Belugas>hello
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09:04<SmatZ>hello Belugas
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09:08<@Belugas>SmatZ, I salute you
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09:24*andythenorth wonders what to do about FIRS fishing ground production
09:24<andythenorth>my plan was to make it totally static
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09:37<@Belugas>my plan is to win the lottery and retire from active duty
09:38<andythenorth>who has more ambition? :o
09:38<andythenorth>Belugas: you could code ottd all day then
09:38<@peter1138>lol
09:38<@peter1138>i don't think so :)
09:40<@Belugas>peter1138 knows me better than you, andythenorth ;)
09:41<@Belugas>note: i could go back in deving, then... but... all day long? GOD NO!!
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09:45<@Belugas>like... while traveing in plane, between jams sessions, while the family is sleeping, or watching Bamby...
09:45<@Belugas>jam sessions in europ, that is...
09:49<@peter1138>rock star life style, hehheh
09:50<@Belugas>:D
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09:51<@Belugas>now that would be worth it!
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10:44<Guest3529>is there a newgrf to enable construction of towns?
10:44-!-Startouf [~58b78fc3@101.haydn.openttdcoop.org] has joined #openttd
10:44<Startouf>Hello all
10:44<Startouf>I need some information : how can i enable town foundation ? Do i need a newgrf ?
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10:45<Startouf>hi
10:45<Startouf>I need some information : how can i enable town foundation ? Do i need a newgrf ?
10:45<CyberSoul>no its just an advanced setting under towns
10:46<Startouf>...em could you explain ?
10:46<Startouf>i don't have towns
10:46<Startouf>in advanced settings
10:46<CyberSoul>economy->towns
10:46<Startouf>ah kk
10:46<Startouf>ty
10:46-!-v3rb0 [~v3rb0@78.84.201.137] has quit [Ping timeout: 480 seconds]
10:46<Startouf>i've looked through the entire advanced setup...can't believe i missed it
10:47<Startouf>Thank you dude
10:47<CyberSoul>yeah, i have trouble finding stuff I know i found before
10:47<CyberSoul>your welcome
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10:51<DanMacK>Hey Scuddles
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10:52<Scuddles>Hello DanMacK
10:56-!-alluke [~52b528fd@101.haydn.openttdcoop.org] has joined #openttd
10:56<alluke>yo
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11:09<alluke>RATS
11:10<DanMacK>??
11:20<supermop>sounds like a new set from andy
11:22<DanMacK>lol
11:23<supermop>Rats All Terrain Stuff
11:29-!-alluke_ [~52b528fd@101.haydn.openttdcoop.org] has joined #openttd
11:29<alluke_>fuu fuu
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11:30<alluke_>realistic all-terrain set?
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11:32<alluke_>http://www.youtube.com/watch?v=Z36KFNLLj2w
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11:54<alluke_>trolololololo
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12:12<supermop>So, for anyone who might be interested, I made a little more progress on my grf last night
12:13<supermop>and it now currently shows the intended sprites for all but 2 rail types
12:13<supermop>still no idea why those two are not working
12:14<supermop>I should make some alternate versions for other rail grfs to see if there are similar issues
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12:36<supermop>It would seem that no one was interested,
12:36<supermop>anyway
12:42<alluke_>what
12:42<alluke_>im interested O.O
12:43<supermop>I am having a weird issue with a grf i am working on,
12:43<supermop>i cannot figure out the reason
12:44<alluke_>hm
12:45<alluke_>i know nothing about those
12:45<alluke_>what grf is it
12:45<alluke_>brb shithouse
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12:47<alluke_>k bacl
12:47<alluke_>back
12:51<DanMacK>Thanks for sharing :P
12:51<alluke_>sharing what?
12:52<@Yexo><supermop> and it now currently shows the intended sprites for all but 2 rail types <- which 2 rail types don't work?
12:53<@Yexo>also, is the last version of your nml/grf file on tt-forums?
12:57<supermop>rail and Rlow,
12:58<supermop>i meant to put it up this morning before coming to work
12:58<supermop>but i forgot
12:58<supermop>i might run home over lunch to upload it
13:00<@Yexo>are you sure nutracks is providing new rail graphics for RAIL ?
13:00<@Yexo>without new rail graphics you can't have new depot graphics either (except by overwriting the default depot graphics)
13:06<supermop>hm that actually sounds like what might be happening
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13:25<supermop>well i have made a grf to overide the default depot in the past
13:25<supermop>although it was with an ugly variation of my metal shed
13:25<supermop>i could improve that and try to include that code in my grf
13:25<supermop>except i wrote that one in nfo, not nml
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13:45<CIA-11>OpenTTD: translators * r22182 /trunk/src/lang/ (traditional_chinese.txt vietnamese.txt):
13:45<CIA-11>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-11>OpenTTD: traditional_chinese - 18 changes by elleryq
13:45<CIA-11>OpenTTD: vietnamese - 7 changes by nglekhoi
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13:58<alluke_>where can i download r22148
13:59<dihedral>svn.openttd.org
13:59<@Rubidium>http://www.openttd.org/en/download-trunk/r22148 ?
13:59<dihedral>that exists? :-)
14:00<@Rubidium>don't know; if it doesn't, then it wasn't a nightly
14:00<alluke_>well the public server uses that one
14:00<SmatZ>alluke_: go to #openttdcoop
14:00<dihedral>then it was a nightly :-D
14:00<alluke_>ok
14:00<alluke_>is there a way to open it on a tab
14:00<dihedral>what SmatZ said!
14:01<SmatZ>just clicking on #openttdcoop might open that channel :P
14:01<dihedral>else /join #openttdcoop
14:01<SmatZ>or /join #openttdcoop
14:01<dihedral>haha :-P
14:01<alluke_>ik but id like to put it on this same window
14:01<SmatZ>:P
14:01<alluke_>ok
14:01<alluke_>ty
14:01<alluke_>work'd
14:04<CIA-11>OpenTTD: rubidium * r22183 /branches/1.1/ (20 files in 3 dirs):
14:04<CIA-11>OpenTTD: [1.1] -Backport from trunk:
14:04<CIA-11>OpenTTD: - Fix: Following a vehicle with a very high VehicleID was impossible (r22181)
14:04<CIA-11>OpenTTD: [1.1] -Backport language changes from trunk
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14:17<@Alberth>a literal programming package is too much for Linux :)
14:18<@peter1138>?
14:19<@Alberth>s/literal/literate/ but the same 0 results :)
14:19<@Alberth>http://en.wikipedia.org/wiki/Literate_programming
14:22<@planetmaker>good evenink
14:23<@Alberth>good oddink
14:23<dihedral>ploink
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14:33<@Belugas>i prefer a TV program
14:37<@peter1138>I prefer a synth program.
14:40<avdg>moar spam
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15:08<@Belugas>hehehe right that, peter1138 :)
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15:50<CIA-11>OpenTTD: rubidium * r22184 /branches/1.1/ (7 files in 5 dirs): [1.1] -Prepare: for 1.1.0-RC2
15:53<CIA-11>OpenTTD: rubidium * r22185 /tags/1.1.0-RC2/: -Release: 1.1.0-RC2
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16:10<krinn>hi
16:11<krinn>how can i check if an airport is influencing a town ? AIStation.IsWithinTownInfluence(airportID, townid) return false ?
16:12<@Alberth>true sounds like a more logical value in that case
16:12<krinn>:) i know, but it keep staying at false
16:12<krinn>it work for others stations type, but fail if my station is an airport
16:14<CIA-11>OpenTTD: rubidium * r22186 /trunk/src/newgrf.cpp: -Fix: spelling mistake
16:15<krinn>could AIAirport.GetNearestTown solve that ? the description looks ok, the function name looks a bit hazardous
16:16<@Alberth>I also arrived at that function, it looks like it gives what you need
16:17<@Rubidium>krinn: with airportID you meant the stationID of the airport?
16:17<krinn>yes Rubidium
16:18<@Alberth>GetNearestTown (TileIndex tile, AirportType type) AirportType seems quite strange though here
16:18<krinn>in fact i grab them with a AIStationList(station_type)
16:18<krinn>wich gave me stationID for airports
16:19<krinn>Alberth, for me too, if an airport is within two towns that grow, looks like it will be hard to know what town was use for that airport at first
16:19<@Alberth>hmm, probably not, the tile should be unique enough
16:20<@Alberth>krinn: that does not change, just as normal stations don't change where they belong to
16:20<@Yexo>AIStation::GetNearestTown is the correct function
16:20<krinn>well, it looks logic the tile = one tile of the airport, but i also see trouble where a tile in the airport touch town A while other side tiles touch town B
16:21<krinn>ah ok Yexo i will try
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16:22<krinn>but it would be better if it was AIAirport::GetInfluencingTown :p
16:22<@Yexo>it's not something airport specific
16:22<krinn>and it's normal the station check fail for airport ?
16:22<@Yexo>which station check?
16:23<krinn>static bool AIStation::IsWithinTownInfluence
16:23<alluke_>lolwut
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16:26<@Yexo>AIStation::IsWithinTownInfluence(station_id, town_id) == AITown::IsWithinTownInfluence(town_id, AIStation::GetLocation(station_id))
16:26<@Yexo>not sure if that helps you
16:27<@Yexo>so for small towns it's indeed likely that'll return false even when the airport is close to the town
16:27<krinn>it answer the failure, as AIStation::GetLocation(station_id) could gave a tile that is from the airport, but still away from the town influence, while some others tiles of the airport are within it
16:28<@Yexo>especially when the airport is at the north or west side of the town
16:28<@Yexo>AIStation.GetLocation will return the tile under the station label
16:28<@Yexo>which is generally the northern-most tile
16:28<krinn>my airport was south/west
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16:31<krinn>there's a trouble with it Yexo really
16:31<krinn>i have add a debug when it return false, and i get the "is oustide" influence... even the airport is close to the town
16:32<krinn>and now it's at north/est from the town (a small town) and keep saying false
16:39<supermop>alas, i was not able to get home over lunch
16:41<krinn>Yexo, made a screenshot if you wish / airport name+town in it + console out + showing code that produce the output
16:43<@Yexo>supermop: just upload it at the forum when you get home and I'll take a look somewhere this weekend
16:44<@Yexo>krinn: I haven't really got the time to dive into the code to check it extensively, but please upload that somewhere
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16:45<supermop>Will do, Yexo
16:45<krinn>http://f.imgtmp.com/Yalnp.png (only 24hour hosting)
16:47<@Yexo>the tile that is checked is the tile under the station label, that is the far north tile of the airport
16:47<@Yexo>which is indeed outside the town radius
16:47<@Yexo>it's quite a small town
16:47<krinn>yes, but the airport really got pass/mail from that town
16:48<krinn>and it's southern tiles are really close to the town
16:49<@peter1138>(Yikes, what a nasty GTK theme)
16:49<@Belugas>BYE!!!!!
16:49<@peter1138>BAI!
16:49<krinn>bye
16:49<krinn>well, it's a clear one to work with
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17:03<krinn>i fix it by grabbing all station tiles and foreach each tiles thru AITile.IsWithinTownInfluence
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17:25<CIA-11>OpenTTD: glx * r22187 /trunk/ (5 files in 2 dirs): -Fix: some reordering in source.list
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17:34<CIA-11>OpenTTD: glx * r22188 /trunk/ (28 files in 4 dirs): -Add: Generate the settings as part of the MSVC build process, and enable it in Makefile too
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17:47<CIA-11>OpenTTD: glx * r22189 /trunk/projects/ (12 files): -Fix (r22188): Add svn properties to the new files
17:48<alluke_>lakie have you got a grip
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17:55*DanMacK thinks Lakie's finishing up some other projects before starting the FTS
17:57<Lakie>More accurately relaxing with some games, and up to recently, I've been working on projects that'll likely be used by FTS.
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18:20<alluke_>okay
18:20<alluke_>id like to get the fts for my 18th birthday :P
18:20<Lakie>heh
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18:23<Wolf01>'night
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18:44<CIA-11>OpenTTD: glx * r22190 /trunk/projects/ (9 files): -Fix (r22188): minor changes in project files
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19:36<alluke_>wooooou wooooou
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20:32<CIA-11>OpenTTD: glx * r22191 /trunk/projects/ (3 files): -Fix: make sure table/settings.h is generated with MSVC2010, also fix a warning in version project
20:33<supermop>interesting spam
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23:16<nicfer>hi everyone awake
23:18<Markk>Good evening to you sir/madam.
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23:56<mynetdude>aha
23:57<Markk>Yep :)
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---Logclosed Sat Mar 05 00:00:08 2011