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#openttd IRC Logs for 2011-04-29

---Logopened Fri Apr 29 00:00:24 2011
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02:10<@Terkhen>good morning
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02:45<dihedral>good morning
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02:52<@SmatZ>hello dih
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03:14<@planetmaker>moin
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03:52<peter1138>hmm
03:52<peter1138>how long does it take for yacd to reroute after changing vehicle orders?
03:55<peter1138>oh, and yapf is recommended for ships now?
03:56<peter1138>hmm, right, new passengers want to take the new route, existing passengers with the old route still want to take the (non-existant) old route :S
03:57<dihedral>SmatZ, :-)
03:57<dihedral>i noticed i am missing a highlight
03:58<dihedral>peter1138, :-D
04:01<peter1138>hello?
04:02<peter1138>when did yapf get preferred for ships?
04:03<dihedral>not that long ago
04:03<dihedral>r2253<something>
04:03<@planetmaker>peter1138: about one, two weeks ago or so
04:04<dihedral>hello pm :-)
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04:04<@planetmaker>@commit 22352
04:04<@DorpsGek>planetmaker: Commit by smatz :: r22352 /trunk/src (lang/english.txt table/settings.ini) (2011-04-19 18:47:36 UTC)
04:04<@DorpsGek>planetmaker: -Change: make YAPF the default pathfinder for ships, don't discourage players from using it
04:05<@planetmaker>@commit 22350
04:05<@DorpsGek>planetmaker: Commit by smatz :: r22350 /trunk/src/pathfinder/yapf (3 files) (2011-04-19 18:12:47 UTC)
04:05<@DorpsGek>planetmaker: -Change: make YAPF hash tables much smaller, it should improve performance significantly (about 15%)
04:05<dihedral>that's what i meant ^^
04:05<peter1138>heh
04:05<peter1138>also, yacd seems to prefer my 15 passenger 40km/h busses over my 100 passenger 32km/h ship :(
04:06<@planetmaker>speed plays a role; you can somehow tweak the balancing in the cfg (but not via rcon)
04:06<peter1138>yes but 'bandwidth' should be more important
04:06<@Terkhen>tourists should prefer the ship, it has better views :)
04:06<dihedral>general speed plays a role, or time taken to travel from A to B?
04:06<dihedral>which could make a huge difference
04:07<peter1138>yeah, the bus is quicker, for 15 passengers
04:07<dihedral>lol Terkhen :-)
04:07<peter1138>but for 100 passengers, the ship owns it
04:07<dihedral>peter1138, try to make the bus route longer, so the ship would arrive first :-)
04:07<dihedral>and see what that thing does
04:11<peter1138>can't really, it's a short internal hop in a town
04:12<Markk>And you have boats?
04:12<Markk>o.O
04:12<peter1138>problem was the town's docks were originally on the south coast
04:12<peter1138>which has a little bus stop
04:12<peter1138>the town then got a station in the town centre
04:13<peter1138>the bus cannot cope with the volume of traffic from the station to the docks
04:13<peter1138>so they (heh!) built a new docks to the east, attached to the station
04:13<peter1138>the ship now goes only to the east docks
04:14<peter1138>but passengers still wait for the bus to the old docks
04:15<peter1138>if i make the ship go via the old docks, then every passenger wants to go via the bus again
04:15<peter1138>because that bus is faster
04:15<peter1138>even though they have to wait months for the bus
04:15<LordAro>moin
04:16<peter1138>maybe i should be telling michi this :p
04:17<@Terkhen>so it does not take station ratings into account?
04:17<LordAro>gah, i compile yacd v1.0, only to find that 1.1 is out :L
04:17<@Terkhen>there is a binary for 1.1 IIRC
04:22<peter1138>gah, i have £14k left :p
04:22<peter1138>my loan is maxed out :S
04:23<LordAro>Terkhen: ubuntu ;)
04:23<@Terkhen>peter1138: yacd is quite good at making you go bankrupt :P
04:24<peter1138>yeah
04:24<LordAro>how to tidy up a messed up mercurial clone? hg revert --all still leaves all the .orig and .rej files...
04:24<peter1138>i'm starting to make a profit now
04:24<@Terkhen>I failed my first two games, I still have to start a third one
04:24<peter1138>i'm using tai as well, so there's not that many passengers either
04:24<@Terkhen>LordAro: hg purge will remove all unversioned files
04:24<@Terkhen>IIRC it is an extension, though
04:24<@Terkhen>google to see how to enable it
04:25<@Terkhen>something like "purge =" in your .hgrc under [extension], probably
04:27<LordAro>*[extensions] ;)
04:28<LordAro>thanks
04:28<LordAro>it worked :)
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04:44<Wolf01>hello
04:51<@Terkhen>hi Wolf01
04:55*LordAro think he's messed up his mq repo again...
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04:59<LordAro>also, yacd is easy, why is everyone finding it so hard?
04:59<@Terkhen>did you remember to add the aditional files from yacd to mercurial?
04:59<@Terkhen>or better, use hg qimport
05:00<@Terkhen>although I'm not sure if that will work from git to hg
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05:02<LordAro>Terkhen: not yacd, my readme project :)
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05:04<ZirconiumX>Well, you can't help some things
05:04<Ammler>Terkhen: it does, it is even recommended to use git patches for hg
05:04<@Terkhen>ok
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05:07<Wolf01>bah, I was thinking about continue the development of my NADP, but I don't have any idea :(
05:08<@planetmaker>napd?
05:08<Wolf01>not another daylength patch
05:10<wahyu>hi all, I use Open TTd and using normal train. But at the year 2030 all the locomptive were extinct. All my trains are old and need urgent replacing. What should I do then? Any idea, anybody?
05:10<Ammler>replace with maglev
05:10<Wolf01>switch to maglev or use a newgrf or, last but not least, turn off the vehicle expiring
05:11<Wolf01>the grf thing needs a new game
05:11<wahyu>how to replace maglev?
05:12<wahyu>can I load new grf while the game runs? or should I star a new one?
05:12<@Terkhen>you should start a new one
05:12<@Terkhen>wahyu: http://wiki.openttd.org/Types_of_railway
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05:13*LordAro has sorted mq repo
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05:17<wahyu>terkhen: I am new on this game. what grf should I take before playing the game. so that I could use normal train first and could upgrade to some rail type anytime the rail type release/ launch?
05:17<@Terkhen>you don't need any newgrfs for that, the default trains already have different types
05:17<@Terkhen>check the wiki page I pasted to you
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05:23<wahyu>terkhen : when I click on the rail construction button on my game. it does not show any choices of rails I could take (like the wiki page shows). It only have one rail type.
05:23<V453000>yes, others come available later
05:23<V453000>it is written on the wiki page after all
05:24<wahyu>or maybe my open ttd is the older version?
05:24<@Terkhen>if you are past the dates mentioned in the wiki you should check your newgrf selection; if you are not experienced with the game you should start by playing without any newgrf
05:24<V453000>no
05:24<@Terkhen>you should wait until you know how to play the standard game to try newgrfs
05:25<V453000>or see what is the newgrf content, so you do not expect for example monorail somewhere where it isnt (most newgrfs dont have it
05:25<LordAro>http://www.tt-forums.net/viewtopic.php?f=31&t=54250 <-- same person, btw
05:26<wahyu>LordAro, yes it's me :P
05:27<V453000>to stop trains dying out, just use "vehicles never expire: on" in the vehicles menu
05:27<dihedral>i do not see how that could highlight me!!
05:27<ZirconiumX>OpenTTD version 1 <-- Nonexistent
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05:28<wahyu>V453000, oke I'll use this first while I study further just like terkhen advised me before.
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05:30<wahyu>anybody knows, where should I donwload new version of Open TTD, the newer version. i use version 1.
05:30<@planetmaker>what about openttd.org?
05:32<V453000>google is your friend
05:32<V453000>or should be ...
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07:48<@Terkhen>yacd makes me wish that default primary industries could cluster
07:49<Ammler>ogfx+ :-P
07:50<V453000>opengfx+ industries cluster? :o
07:50<@Terkhen>no
07:50<Ammler>yes, well Terken needs to implement it first
07:51<Ammler>+h
07:51<V453000>:P
07:51<V453000>switchable I hope
07:51<@Terkhen>I just started a new game with FIRS :)
07:51<Ammler>with yacd?
07:51<@Terkhen>everything in ogfx+ industries is switchable, but clustering sounds complicated to implement :P
07:51<Ammler>yacd and firs sounds quite complicated
07:52<@Terkhen>if they cluster I have an easier time sending all cargo of the same time to a central station
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07:52<@Terkhen>then I can redistribute the to the different destinations from there
07:52<@Terkhen>s/the/it/
07:53<V453000>hm, what about to test yacd on our .dev? :)
07:54<Ammler>no bins yet
07:55<Ammler>yacd should work for sp first, imo
07:55<Ammler>then you can start to test also MP
07:55<V453000>okay :)
07:55<Ammler>I guess, that is the plan from michi_cc, when he likes to provide bins
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08:14<DanMacK>Hey all
08:20<@Terkhen>hi DanMacK
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08:44<V453000>"local destinations" in yacd mean within the town?
08:47<@planetmaker>yes
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08:52<Eddi|zuHause>... i haven't a clue what "other destinations" means though...
08:52<DanMacK>OK... I need a JASC palette file...
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08:53<@planetmaker>I don't *know* either, but an idea is, Eddi|zuHause , that it's that cargo which got changed to 'any' destination or alike
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09:27<@Belugas>hello
09:28<Lakie>Hi Belugas
09:28<@planetmaker>hi Lakie & Belugas
09:28<Lakie>Hi planetmaker
09:29<Lakie>I've been wondering, for tenders of steamers is it best to use a generic 'tender wagon' and use livery overrides or to use a trimmed down copy of the engine itself?
09:32<@Belugas>hi to you too mister make of planet :)
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09:50<@planetmaker>could someone please give me a screenshot of all bridge types from toyland climate in TTD?
09:52<@planetmaker>http://devs.openttd.org/~planetmaker/patches/toyland_bridges_trunk.png <-- this is the approx idea :-)
09:54<TWerkhoven>opengfx or original gfx?
09:54<@planetmaker>TTD has no choice of base sets
09:54<Lakie>You mean from TTD / TTDPatch?
09:54<@planetmaker>I mean the original game, yes ^
09:55<@planetmaker>I've no problem creating them from OpenTTD myself ;-)
09:55<@planetmaker>I wonder about the colours
09:55<Lakie>Don't have any version of TTD installed really, sorry.
09:55<@planetmaker>they look too uniformily coloured
09:55<@planetmaker>also not ttdp?
09:56<Lakie>Nope
09:56<@planetmaker>he
09:56<TWerkhoven>me either
09:56<@planetmaker>I have... crashing in the main menu :-P
09:56<@Terkhen>does it crash with dosbox too?
09:56<@planetmaker>I use wine
09:56<Lakie>Heh, depends on OS' and such
09:57<@Terkhen>strange, it has platinum rank on appdb
09:57<Lakie>The white bridge looks a bit wron in the screenshot, planetmaker
09:57<TWerkhoven>but wouldnt the bridges in ottd look identical to original ttd when using the standard gfx set?
09:57<@planetmaker>Lakie: yes. That's what got me there in the first place
09:57<@Terkhen>TWerkhoven: they should, unless there is a bug in openttd
09:57<@Terkhen>which is probably the point of his request
09:57<@planetmaker>TWerkhoven: they should, yes
09:58<@Terkhen>planetmaker: appdb mentions that it does not work in full screen
09:58<Ammler>[15:54] <planetmaker> TTD has no choice of base sets <-- we release a ttdp version of opengfx :-)
09:58<@Terkhen>is that tested in TTD?
09:59<Ammler>yep
09:59<@planetmaker>:-)
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10:00<@planetmaker>Ammler: I know... but I wanted to keep the confusion low
10:00<Ammler>planetmaker: a screen with ogfx bridges is useless?
10:00<@planetmaker>I guess, yes
10:00<Ammler>because I have no ttd with original set
10:00<@planetmaker>though... might be interesting, too
10:00*TWerkhoven is looking through old archived folders
10:01<@planetmaker>btw, Terkhen : OpenTTD 0.6.0 looks the same as my screenshots already shown
10:01<@planetmaker>and 0.2.0 doesn't start for me... testing others
10:02<@planetmaker>bah. 0.3.0 comes with an installer and calls itself Open Transport Tycoon
10:02<@Terkhen>then either I did not manage to play until I built a bridge or my eyes were already perceiving everything wrong at that point
10:03<Ammler>hmm, r633 is old :-)
10:03<@planetmaker>:-)
10:03<Lakie>The colours are pretty uniform in TTDPatch also, planetmaker
10:03<Ammler>no, it isn't
10:04<@planetmaker>hm, thanks, Lakie
10:04<@planetmaker>I wonder if that's good or bad :-)
10:04<Lakie>Depends on point of view, I guess
10:04<@planetmaker>or if that's related to the three unused recolour sprites in the base sets
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10:05<@planetmaker>Lakie: I mostly wonder as it makes indistinguishable those bridge types which usually are subject to re-colouring
10:05<@planetmaker>like suspension and girder steel
10:05<Lakie>Thats true
10:06<Lakie>I'm not sure about in stock ttd, but I imagine it'll be the same roughly
10:06<@Terkhen>the colour of the grounds looks quite wrong IMO
10:06<@Terkhen>but with opengfx it looks fine
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10:06<@planetmaker>that's probably wanted, if you look at the base set sprites, Terkhen
10:06<@planetmaker>toyland has its separate sprites there
10:07<@planetmaker>and un-re-coloured they look like that
10:07<@Terkhen>hmm... then it makes no sense :P
10:07<@planetmaker>what does with toyland colours? ;-)
10:08<Ammler>I have "Fatal nforenum error!" with ogfx
10:08<Lakie>You would have thought toyland would just replace those recolour maps with its own versions
10:08<@planetmaker>hm, yes, sorry. Let me fix it
10:09<@planetmaker>pull
10:09<@planetmaker>I forgot to push the fix. I had it for hours ;-)
10:10<Ammler>hmm, ogfx doesn't have toyland bridges, does it?
10:11<@planetmaker>it doesn't
10:11<@planetmaker>it uses the same
10:11<Ammler>so a screen with it is useless, right :-)
10:11<@planetmaker>not quite; maybe a re-colouring would show
10:12<Ammler>maybe I find somewhere the original graphcis
10:14<Ammler>you still need a screen?
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10:15<@planetmaker>it would be interesting to have it confirmed with somewhat vanilla TTD, yes
10:24<Ammler>http://www.openttdcoop.org/ammler/ttdp-ogfx.png | http://www.openttdcoop.org/ammler/ttdp-orig.png
10:25<Ammler>planetmaker: that what you like ^ ?
10:25<@planetmaker>honestly? Neither.
10:26<V453000>now tell me which is more awesome! TOYLAND :)
10:26<@planetmaker>But thanks for those screenshots :-)
10:26<Ammler>ttdp r2349
10:26<Ammler>so what you need?
10:26<@planetmaker>They tell me that it's not an OpenTTD bug with the colours
10:26<@planetmaker>You gave me what I needed, thanks :-)
10:26<Ammler>ah, but you don't like it :-)
10:26<@planetmaker>But I don't really like... yes :-)
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10:27<Ammler>I made some symlinks, so in future it should be easy to switch baseset on ttdp
10:27<@planetmaker>cool
10:28<Ammler>and it needs around 5 times longer to start with opengfx
10:28<V453000>ttdp didnt have opengfx available?
10:28<@planetmaker>he, interesting
10:28<Ammler>V453000: we release a ttdp version since quite some time already
10:28<@planetmaker>V453000: there's a version ^
10:29<V453000>I was just interested, not that i care much :)
10:29<V453000>some ttdp ... :p
10:29<@planetmaker>because we can, of course ;-)
10:29<Ammler>well, I guess you can count those users with one hand
10:29<V453000>anyway, I will be going, cya
10:29<V453000>:D
10:29<V453000>k
10:29<@planetmaker>enjoy
10:32<@planetmaker>so, I guess I'll keep the pink toyland style
10:32<@planetmaker>or at least that's something separate
10:32<@planetmaker>thanks for the help Lakie and Ammler
10:33<@planetmaker>and also Terkhen :-)
10:33<Ammler>any other ttdp screen you need :-P
10:33<@planetmaker>not currently
10:33<Lakie>Heh
11:03<CIA-1>OpenTTD: planetmaker * r22378 /trunk/src/table/bridge_land.h: -Fix: The recolouring scheme applied to the silicon bridge recoloured too much
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11:09<CIA-1>OpenTTD: planetmaker * r22379 /trunk/media/extra_grf/ (fix_graphics.nfo fix_graphics.png): -Fix: Not all pixels which need recolouring were actually in the proper colour
11:09<CIA-1>OpenTTD: planetmaker * r22380 /trunk/bin/data/ (openttd.grf orig_dos.obg orig_dos_de.obg orig_win.obg): -Fix: Update openttd.grf and the base set description files accordingly
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11:26<CIA-1>OpenTTD: planetmaker * r22381 /trunk/src/ (49 files in 2 dirs): -Codechange: It's called 'steel', not 'steele'
11:27<@planetmaker>now everything will re-compile :-P
11:27<@Terkhen>wow, quite a big typo :)
11:28<@planetmaker>string name ;-)
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12:10<ZirconiumX>hello all
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12:12<ZirconiumX>Back to ChatZIlla
12:12<ZirconiumX>Hopefully no-one will hack me
12:14<Eddi|zuHause>was that a challenge?
12:15<ZirconiumX>?
12:15<@planetmaker>Eddi|zuHause: sounds like, yes
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12:16<ZirconiumX>not really
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12:27<+michi_cc>Eddi|zuHause: "other destinations" is the default bucket where stuff gets account as when no other links applies, for example passengers to headquarters or if no link is usable because acceptance changed but the destinations wheren't updated yet. It's there so I can skip all the if list is empty stuff.
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12:31<+michi_cc>peter1138: The actual links are updated immediately, but the cached next hop info in the cargo packets is updated in chunks over time to prevent noticeable pauses. Updates are only ever done when a vehicle actually arrives, so the display might take some time to refresh.
12:32<+michi_cc>peter1138: And for your ship situation: The routing does take cargo waiting on a route link into account. For your case, increase pf.yapf.route_station_waiting_factor (to penalize waiting cargo more) and/or decrease pf.yapf.route_travel_time_factor (to make speed count less). Both settinsg can be chaned in the in-game console.
12:32<peter1138>it never did
12:34<+michi_cc>Got a save that shows it/instructions to reproduce?
12:34<peter1138>sadly, no
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12:43<peter1138>hmm, changed the orders on a ship and it still loaded with passengers for the old orders :(
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12:46<peter1138>and... didn't unload
12:46<peter1138>so yeah, changing orders around doesn't work as expected, afaics
12:46<romazoon>but if you use a unload order it shoudl be fine, isn t it?
12:47<peter1138>i forced the ship to unload, yes
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12:47<peter1138>i guess that might be a byproduct of the old "don't unload at the station you loaded from" code
12:47<peter1138>which probably isn't necessary with cargodest
12:47<peter1138>(it shouldn't've loaded in the first place, mind you)
12:49<+michi_cc>Changing orders is supposed to invalidate the next hop, if you can give me a description what you did exactly (and maybe even a save), that would be great.
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12:58<flitz>hiho
12:59<flitz>I've got a weird problem: I defined a command and called it, it executes but when DoCommand(...) wants to return a result, the application crashes
13:00<flitz>gdb says "0x00000000 in ?? ()", like there is some stack inconsistency and it can't retrieve the program counter or something
13:00<Rubidium>wrong callback?
13:00<@Yexo>please upload a patch, otherwise it'll be come random guesswork
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13:09<flitz>I think I need a little clarification where a Callback becomes relevant when you call DoCommand(_,_,_,DC_EXEC, SOME_COMMAND)
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13:10<@Yexo>flitz: might be unrelated, but in general you should call DoCommandP, not DoCommand (unless it's from another command)
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13:11<flitz>Yexo: ok. I also just tested it and called cmd_build_vehicle as an example from DoCommand() and caller stack of the command function looked good
13:12<flitz>if I do the same for my own command, the caller stack is zero, don't see the reason why right now
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13:13<@Yexo>again, can you upload your patch as it is now?
13:17<flitz>if I just "svn diff > somefile.patch" and upload that, it would be enough, right ?
13:17<@planetmaker>if you added new files, then not
13:17<Eddi|zuHause>hm... missing a boat for delivering 1-5 crates of supplies :p
13:19<flitz>planetmaker: I "svn add"ed them already
13:19<@planetmaker>:-)
13:20<@Yexo>yes, that would be enough
13:20<flitz>ok :)
13:23<flitz>I uploaded it on the forum: http://www.tt-forums.net/download/file.php?id=144036
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13:25<@Yexo>which call causes the crash?
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13:26<flitz>its the aaa_mygui.cpp:235 - DoCommand(7232, 988, 0, DC_EXEC, CMD_BUILD_TEMPLATE_VEHICLE);
13:27<flitz>but this command still executes, its only that the DoCommand() function has a 0-parent frame when it wants to return
13:30<flitz>its definitely after my own command got called in the non-test case, afterwards the return value is zeroed
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13:31<flitz>ouch! I've got it ...
13:32<Rubidium>+ TemplateVehicle **ret;
13:32<Rubidium>+ *ret = tv;
13:32<Rubidium>?
13:32<flitz>yes
13:32<Rubidium>passing pointers to/from commands is definitely a no-go
13:33<flitz>this doesn't make sense, taking it out solves it
13:33<flitz>I took this idea from "CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)" in train_cmd.cpp
13:33<Rubidium>well, you're overwriting "random" memory
13:34<flitz>I know, it is still there only by accident, didn't see it before
13:34<Rubidium>then that's not really a command, but more a helper
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13:35<Rubidium>(the CmdBuildRailVehicle that is)
13:35<flitz>the **ret value was only a left-over, I know that I shouldn't write to uninitialized pointers ;)
13:36<flitz>and yep, the cmdbuildrailvehicle is only called from within CmdBuildVehicle (which is a real command)
13:37<flitz>I better take this off the forum again, before anybody sees it...
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14:00<LordAro>ooh! natty is out
14:06<Rubidium>booh!
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14:08<Lakie>Um, when I set a train with "0B \wx955" why do I get a train with 968 power ingame?
14:09<Rubidium>955 imperial hp = 968 metric hp?
14:09<Lakie>Probably
14:09<Lakie>I keep forgetting about imperial and metrics..
14:09<Rubidium>yay... WolframAlpha confirms the plausibility of my hypothesis ;)
14:09<Lakie>Hehe
14:11<supermop>One Emperor = 1.014 metric Heads of State?
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14:51<@peter1138>Lakie, blame MB :p
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15:15<Eddi|zuHause>feature request: in the refit gui, redraw the vehicle according to the selected refit
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15:27<CIA-1>OpenTTD: planetmaker * r22382 /trunk/src/lang/unfinished/ (frisian.txt thai.txt): -Fix (r22381): Apply the change of string names also to the unfinished translations
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15:32<Twerkhoven[L]>whoa, there's frisian?
15:36<LordAro>upgrade to ubuntu 11.04 started. see you on the other side! hopefully it won't knock out my video driver in the process, like it did last time...
15:36<Twerkhoven[L]>gl
15:39<Eddi|zuHause>the gmund mog really smokes a lot...
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15:44<Eddi|zuHause>and a bug report: you can't move a wagon to the front of a free wagon chain, only 2nd and onwards
15:44<LordAro>or rather not, as my computer seems to be refusing to 'download the release notes'
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15:45<rizzuh>hi
15:46<rizzuh>what path do I need to pass to configure to install ottd into /usr/games, as well as data into /usr/share/games?
15:48<flitz>"./configure --help"
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15:49<flitz>gives: "--binary-dir=dir location of the binary. Will be prefixed"
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15:49<flitz>and similar for --data-dir
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15:57<rizzuh>flitz: thanks
15:58<flitz>rizzuh: Sry, I didn't read your question right at first, that you asked for the path to give But have you figured it out ?
15:58<rizzuh>not really
15:58<rizzuh>reading though configure help
15:59<rizzuh>it seems the defaults would install in /usr/local, but they don't
15:59<rizzuh>sudo make install results in a bin directory in the source dir with all the files
15:59<rizzuh>and nothing in /usr at all
15:59<rizzuh>(well I suppose the /bin is result of make)
15:59<flitz>you need to ".configure --data-dir /usr/share/games --binary-dir /usr/games" and then "make && make install"
16:00<flitz>"./configure" of course
16:00<@planetmaker>the binary in the source dir is the one which has been compiled. Only once that is done install installs it into the default path. Which is /usr/local/bin
16:00<rizzuh>looks like the defaults should be /usr/local/games for binary and /usr/local/share/games/openttd for data
16:00<rizzuh>yet sudo make install doesn't move anything there
16:01<rizzuh>as if install does nothing
16:01<rizzuh>per configure help
16:01<flitz>you did a simple make before ?
16:01<rizzuh>yes
16:01-!-propliner [~54ba1688@101.haydn.openttdcoop.org] has joined #openttd
16:02<propliner>hi
16:02<rizzuh>hmmm... running openttd works. but the binary isn't in /usr/local/games and I didn't give any params to configure at all
16:02<flitz>hm, the only thing that I ever used in case of openttd was --prefix-dir, but that worked for me
16:03<flitz>and I made a symlink into /usr/games/bin manually afterwards
16:03<Rubidium>it definitely works for the debian package (see os/debian/rules)
16:03<rizzuh>oh crap, standard problem: ssh`d into another machine
16:03<rizzuh>xD
16:03<@planetmaker>...
16:03<flitz>*eyeroll* ;)
16:03<rizzuh>sorry
16:03<flitz>happens
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16:47<CIA-1>OpenTTD: frosch * r22383 /trunk/src/ (5 files in 3 dirs): -Codechange: Rename PALETTE_TO_STRUCT_GREY to PALETTE_NEWSPAPER as it does not belong to the other PALETTE_TO_STRUCT_xxx recolourings.
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17:27<@peter1138>2011-04-29 22:26:44 (71.6 MB/s) - `opensfx-0.2.3-all.zip' saved [11359588/11359588]
17:27<@peter1138>heh heh
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17:56<__ln__>@seen Sacro
17:56<@DorpsGek>__ln__: Sacro was last seen in #openttd 5 days, 5 hours, 31 minutes, and 56 seconds ago: <Sacro> no, perspective is borked
18:06<LordAro>@seen Bjarni
18:06<@DorpsGek>LordAro: Bjarni was last seen in #openttd 4 weeks, 4 days, 22 hours, 44 minutes, and 9 seconds ago: <Bjarni> thanks
18:06<@peter1138>hmm
18:06<@peter1138>one of the opensfx sounds appears to be corrupted
18:06<@peter1138>er, well, sounds to be, i suppose
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18:10<Wolf01>'night
18:10<__ln__>@seen Wolf01
18:10<@DorpsGek>__ln__: Wolf01 was last seen in #openttd 5 seconds ago: <Wolf01> 'night
18:10<Wolf01>:)
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19:11<@planetmaker>good night
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21:28<Eddi|zuHause>hm... this industry has the other industry as customer, but produces 0 cargo for that customer
21:29<Eddi|zuHause>... what makes this worse is that's the only source for that cargo on the map...
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---Logclosed Sat Apr 30 00:00:39 2011