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#openttd IRC Logs for 2011-12-20

---Logopened Tue Dec 20 00:00:44 2011
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03:06<dihedral>interesting commits lately ;-)
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04:04<dihedral>hello planetmaker
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06:27<@Alberth>moin andy
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08:23<andythenorth>ship lifts
08:23<andythenorth>are needed
08:23<andythenorth>they would be awesome
08:23<andythenorth>and they're plausible
08:23<@planetmaker>plausibly deniable?
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08:26<andythenorth>it's a lock, with a longer sloped section
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08:59<Eddi|zuHause># zieht euch warm an
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09:01<appe>my god
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09:05<@planetmaker>interesting image, andythenorth
09:13<Eddi|zuHause>andythenorth: so, when do you plan to implement these? :)
09:14<andythenorth>next week
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10:07<andythenorth>boats should be able to traverse tiles with rapids
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10:33*andythenorth contemplates cheating
10:36<@peter1138>andythenorth, that looks like a photoshop, i can tell from the pixels
10:37<andythenorth>peter1138: you mean it's just an image? :O
10:37<andythenorth>not real?
10:37<@peter1138>yeah it's fake
10:38*andythenorth is disappointed
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10:43*andythenorth tries to figure out what cb148 is useful for
10:43<andythenorth>must be something
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10:46<Eddi|zuHause>bah, it's 16:46 but it totally feels like 22:46
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10:48<Pinuccio>i have some little questions about cargodist
10:48<Pinuccio>is anyone there?
10:49<@planetmaker>@topic get -3
10:49<@DorpsGek>planetmaker: Don't ask to ask, just ask
10:49<Eddi|zuHause>no. nobody is ever there.
10:51<Pinuccio>i am on ubuntu 64bit
10:53*TrueBrain holds his nerves ... waiting for a question :D
10:54<+glx>(a real question ;) )
10:58<dihedral>i want a new job
10:58<dihedral>... just kidding, Eddi|zuHause ;-)
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10:59<WaveOfBabies>Hey, I'm having trouble making my own AI. More specifically, I can't get the game to recognize my AI & let me use it in game
10:59<WaveOfBabies>it doesn't show up in the list of AIs even though I followed the instructions on the wiki page
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11:01<@Yexo>most likely you have an error in your info.nut
11:01<andythenorth>(house) tiles can produce n cargos
11:01<@Yexo>WaveOfBabies: can you post your info.nut on ?
11:01<andythenorth>where n < 256
11:02<andythenorth>but can only accept 3 cargos afaict
11:02<WaveOfBabies>I've got it up on a git repository
11:02<@Yexo>I think n=2
11:02<@Yexo>WaveOfBabies: that's fine, can I access that?
11:02<@Yexo>andythenorth: ah, I didn't know that :)
11:03<andythenorth>but accepted limit is 3
11:03<Eddi|zuHause>3 simultaneously
11:03<WaveOfBabies>hold on, gotta push the latest version :P
11:03<andythenorth>cb 1F...?
11:04<andythenorth>when is cb 1F called?
11:04<@Yexo>WaveOfBabies: RegisterAI(MyNewAI()); <- MyNewAI doesn't exist anymore
11:04<@Yexo>change that to WoBAI()
11:04<WaveOfBabies>oh my god
11:04<WaveOfBabies>I'm so dumb
11:05<WaveOfBabies>how did I not see that
11:05<@Yexo> function GetAPIVersion() { return "1.0"; } <- you might want to change that to 1.1
11:05<@Yexo>if you're developing your AI against 1.1.x and using that documentation of course
11:05<WaveOfBabies>kk, thanks :D
11:06<WaveOfBabies>it's working now
11:06<@Yexo>great :) Good luck writing your AI
11:06<WaveOfBabies>thanks :D
11:07*andythenorth is trying to have a town tile accept > 3 cargos
11:08<andythenorth>strictly it's an industry tile, so cb1F doesn't apply anyway
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11:54<John>hi guys
11:54<John>i have a question 4 u
11:55<John>i use cargodest
11:55<John>is it patched how the official relase?
11:55<TrueBrain>an hour ago you were using cargodist .. now I am confused :)
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11:56<John>it use an old binary file?
11:57<John>or the official patch have effect on files not used by cargodist?
11:57<John>i am confused too XD
11:57<TrueBrain>cargodest and cargodist are two very different projects
11:57<@Belugas>there is an "official patch" ?
11:58<John>"official patch" i mean the official relase
11:58<@planetmaker>a patched version obviously is not an official release...
11:58<@planetmaker>or what is your question?
11:59<John>sorry, my english sucks XD
11:59<TrueBrain>that is fine; we just keep asking questions till we understand your question :D
11:59<@planetmaker>if it is "is cargodist in the next official release" then the answer is still 'no'
11:59<John>on openttd there is the official relase
11:59<@planetmaker>yes. That has no cargodist
12:00<John>in the official rel bugs are corrected periodically
12:00<John>happens the same thing on cargodist rel'
12:00<@planetmaker>but the maintainer of the cargodist patch updates it somewhat frequently, so that it contains the same elements as nightly OpenTTD
12:01<John>OK perfect111
12:01<John>the doubt was if the cargodist developer correct the bugs how the official rel
12:02<John>ok, finally we have found the answer XD
12:02<@planetmaker>yes, he does that.
12:02<John>many thanks
12:02<@planetmaker>by simply updating to the official code and adjusting the patches
12:02<@planetmaker>you're welcome
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12:02<John>another thing
12:03<CIA-6>OpenTTD: rubidium * r23638 /trunk/media/extra_grf/mono.png: -Fix [FS#4894]: glitch in the monospace font (PaulC)
12:04<John>with cargodist there are not online server
12:04<John>precisely, only one, and is not compatible
12:04<CIA-6>OpenTTD: rubidium * r23639 /trunk/ (6 files in 2 dirs): -Fix [FS#4892]: fix transparency for steel mill, colour translations in some arctic buildings and a wrongly replaced sprites (PaulC)
12:04<John>also 4 you'
12:06<@Yexo> here you can see all online servers
12:07<@Yexo>there are indeed not many patches versions
12:10<John>thanks again :)
12:10<John>so you suggest me to keep the original version or try cargodist?
12:11<John>there are a lot of advantages or not?
12:12<John>i am really undecided :)
12:13<Eddi|zuHause>you can have more than one version
12:13<Eddi|zuHause>e.g. cargodist for offline play and official for online play
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12:14<John>the same thing that i thinked
12:14<John>ok guys thanks 4 your time and suggestions :)
12:14<John>you are the best
12:15<John>see you soon :)
12:15<Eddi|zuHause>@calc 5*13500
12:15<@DorpsGek>Eddi|zuHause: 67500
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12:18<dihedral>that happens seldom that someone says "you are the best" ...
12:19*Alberth wonders how he came to that conclusion
12:19<andythenorth>you are the best
12:19<TrueBrain>dihedral: really? Happens all the time to me
12:21<Eddi|zuHause>recently i was told: "you're not as stupid as you act" :p
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12:57<CIA-6>OpenTTD: truebrain * r23640 /trunk/src/ (75 files in 9 dirs): -Fix: stop using FORCEINLINE (1/3rd of the instances were, the others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
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13:19*andythenorth has a really excessive amount of farm supplies in a game
13:21<Eddi|zuHause>what happened to the stockpile idea anyway?
13:25<andythenorth>hello Terkhen
13:25<andythenorth>so my 256x256 map has about 14,000 crates of FMSP waiting on stations
13:26<andythenorth>and most farms / forests are served
13:26<@Terkhen>give them to charity organizations
13:26<@Terkhen>blackhole industry that accepts everything giving you nothing in return :)
13:26<@Terkhen>oh, maybe rating in towns :D
13:27<andythenorth>without wanting to brag...HEQS steam trams are fricking awesome
13:29<@Terkhen>yesterday I realized that with NoGo most of what I wanted to do for a martian sci-fi conversion set is now possible
13:29<@Terkhen>that got me thinking for a while before falling asleep :)
13:29<andythenorth>talk to Pikka ;)
13:29<TrueBrain>what have I done ...
13:33<@Terkhen>opening a door to madness? :)
13:33*andythenorth ponders how to adjust station ratings
13:35<andythenorth>Yexo: the FIRS station bonuses for 30 day / 60 day pickup seem generous?
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13:40<Zuu>Terkhen: Lots of questions can now be answered by "write a NoGo script" :-)
13:41<@planetmaker>Terkhen: what do you need for that set? :-)
13:41<@planetmaker>(except a slave andy :-P )
13:42<andythenorth>no chance :P
13:42<andythenorth>however I am pretty certain that mars uses trucks
13:42<andythenorth>and that they can have arbitrary number of trailing wagons
13:42<andythenorth>they probably just use these:
13:43<@Terkhen>planetmaker: the most important thing was town growth control
13:43<@Terkhen>besides that... random ideas :P
13:43<@planetmaker>I still want such thing, too...
13:43<@planetmaker>Only thing I did for that end was create the hightmap ;-)
13:44<@planetmaker>It would - for a nice sci-fi scene - need new graphics for many things.
13:45<@planetmaker>Though that certainly can be a gradual thing
13:47<@Terkhen>yes, mechanics first, graphics later
13:47<@planetmaker>What - except town growth - would you change?
13:47<CIA-6>OpenTTD: translators * r23641 /trunk/src/lang/ (30 files in 2 dirs): (log message trimmed)
13:47<CIA-6>OpenTTD: -Update from WebTranslator v3.0:
13:47<CIA-6>OpenTTD: afrikaans - 98 changes by Maccie123, kdzar
13:47<CIA-6>OpenTTD: bulgarian - 4 changes by Tvel
13:47<CIA-6>OpenTTD: catalan - 44 changes by arnau
13:47<CIA-6>OpenTTD: simplified_chinese - 62 changes by ww9980
13:47<CIA-6>OpenTTD: traditional_chinese - 46 changes by elleryq, ww9980
13:47<@Terkhen>in my experience, graphics come when you show nice mechanics with ugly graphics
13:47<andythenorth>Terkhen: you're doing it wrong
13:47<@planetmaker>:-) true
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13:47<andythenorth>the correct way is to draw sprites which are somewhere between nice and mediocre
13:47<andythenorth>then argue for literally years
13:48<andythenorth>meanwhile whining that you can't learn to code
13:48<@Terkhen>andythenorth: maybe, but it's the only right way to do it when I wouldn't be able to draw to save my life
13:48<@Terkhen>my main idea is that cargo delivery does something on the long run
13:48<@Terkhen>either to town, to industries or to the complete map itself
13:48<@planetmaker>well. Towns would require probably more cargos than now
13:49<@planetmaker>and maybe generally ^^
13:49<@Terkhen>oxygen, water, food
13:49<@planetmaker>i.e. total population can't get higher than oxygen production * 100 or so
13:49<andythenorth>does station rating affect anything else beside amount of cargo supplied to station? (like town mechanics)
13:49<@Terkhen>yes, stuff like that
13:49<@Terkhen>terraforming :P
13:49<@Terkhen>that's the other missing thing, custom terrain types
13:49<@planetmaker>terraforming limit linked to production of vehicles?
13:50<@planetmaker>or machinery?
13:50<@Terkhen>many things probably, depends on how overcomplicated we want it :P
13:51<@planetmaker>can terrain types just be optical?
13:51<@planetmaker>I guess not
13:52<@Terkhen>maybe ice could be hacked with newobjects
13:52<andythenorth>is it wrong that FIRS now provides self-regulating stations
13:53<@Terkhen>what's a self regulating station?
13:53<@planetmaker>difficult to hack climates
13:53<andythenorth>i.e. they seem to cap cargo waiting around 1,000t (for my play style)
13:53<andythenorth>with a rather aggressive penalty for amount of cargo waiting
13:53<@Terkhen>they always cap at some limit for me too
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13:53<@Terkhen>and I have not played with the new rating system
13:54<andythenorth>basically, I want them to cap (using rating + amount supplied by industry), but still work with large, slow vehicles that pickup infrequently
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13:56<@Terkhen>hmm... receding ice caps
13:56<andythenorth>ships screw the ratings
13:56<@planetmaker>well... receeding ice caps could be done by means of normal snow line
13:57<@planetmaker>but with an average precipitation of 15µm there's not much... ;-)
13:58<@Terkhen>no, there are only snow at the poles, not at high mountains :)
13:59<@planetmaker>or deep in the valleys
13:59<@planetmaker>where there's never sun :-)
13:59<@Terkhen>we can't use the default mechanic
14:01<@Terkhen>that's probably the only missing stuff
14:03<@planetmaker>well, it basically is newgrf landscape type
14:04<@Terkhen>controllable by scripts :P
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14:11<@planetmaker>lol :-)
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14:11<@planetmaker>Actually I've been thinking about a global setting accessible to scripts: dissalow all industry closure and disallow all industry construction.
14:12<@Terkhen>industry NewGRFs might react strangely to that
14:13<@planetmaker>yes, I know :S
14:14<@planetmaker>at least to 'disallow closure'
14:14<@planetmaker>it would actually suffice to disallow new construction. And react on a closure even with an immediate re-construction of a new industry of the same type in the same place
14:14<@planetmaker>It might ail of course still. But then it's really the NewGRF's fault
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14:48<CIA-6>OpenTTD: rubidium * r23642 /trunk/ (bin/ai/regression/ src/window.cpp): -Fix [FS#4893]: OSK window got hidden by query window
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14:57<CIA-6>OpenTTD: rubidium * r23643 /trunk/src/news_gui.cpp: -Fix [FS#4896]: dates cut off in the message history
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15:25<Zuu>Can the C++/squrrel interface handle variable amount of arguments? If not, I forse a GS library that provides something like printf for GSText.
15:26<Zuu>We need GS support in bananas :-)
15:27*fjb|tab votes for fortran common blocks. :-)
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16:01<Zuu>Hmm, a GS can trigger "String 0x8D30 is invalid. You are probably using an old version of the .lng file"
16:01<Zuu>And then a fatal crash/exit of OpenTTD.
16:02<Rubidium>what did you do? ;)
16:02<Xaroth>make a bugreport! :)
16:02<Zuu>I did what TrueBrain asked me to do - try out GSText. :-)
16:02<Zuu>Although I did it by subclasing GSText and provide some syntax suggar :-)
16:02<Rubidium>@calc 0x8d30-0x8800
16:03<@DorpsGek>Rubidium: 1328
16:03<Rubidium>I'd be interested what you sent
16:04<Rubidium>@calc 0x800-1328
16:04<@DorpsGek>Rubidium: 720
16:04<Rubidium>@baseo 10 16 720
16:04<Rubidium>@base 10 16 720
16:04<@DorpsGek>Rubidium: 2D0
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16:05<Rubidium>did you send a negative string ID by a chance?
16:05<andythenorth>tram lines are a bit perpendicular-ish
16:05<TrueBrain>show us your script :D
16:06<andythenorth>are diagonals ruled out by map array? Or lack of anyone bothering?
16:06<@Terkhen>probably both
16:06<andythenorth>not XOR then :P
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16:06<Rubidium>is sqrt(2)/2 wide enough to draw both sides of the tram track?
16:07<Rubidium>including possible road + sidewalks ;)
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16:11<andythenorth>ok I see the issue :P
16:12<Zuu>Have fun :-)
16:13<Zuu>(GS)Text is used at line 147 in main.nut of the supplied GameScript.
16:15*Rubidium doesn't have superlib 18 :(
16:15<Rubidium>ah, but it's in the forum
16:16<Zuu>I can attach that too. Although it only use it for Helper.SetSig.
16:16<Zuu>You can just s/Helper\.SetSign/GSSign.BuildSign/g
16:16<Zuu>The only side effect is that the API will put signs on top of each other on the same tile.
16:17<Zuu>My function changes the sign if there is one already on the tile.
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16:18<Zuu>So for the purpose of this bug, using GSSign.BuildSign is perfectly fine.
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16:19<Zuu>Is there any example of successfully using GSText out there?
16:23<andythenorth>did ship clipping get worse recently?
16:24<Rubidium>Zuu: what are you trying to pass to STR_SCORE as parameter?
16:24<Rubidium>it looks like some number
16:24<Rubidium>which is interpreted as a stringid
16:24<Zuu>yes, so ideally I should use {NUM}, but at the point when I wrote the code I just used {STRING} and converted the data type to int.
16:25<Rubidium>{STRING} is a stringid, not an actual "string of characters"
16:25<TrueBrain>hehe, we should harden FormatString against that I geuss Rubidium ;)
16:25<Zuu>I'm sure I have done something I shouldn't, still I shouldn't be able to crash OpenTTD.
16:26<Rubidium>TrueBrain: or scan the types of the params and only allow STRINGs with goal string IDs
16:26<TrueBrain>Rubidium: not very easy tbh
16:26<Zuu>TrueBrain: Is something like my Text possible to do in the API?
16:26<TrueBrain>maybe easiest to carry a flag (yes, another) to FormatString, which tells it is a GameString we are parsing
16:26<TrueBrain>then disallow {STRING} indeed, and validate {STRINGn}
16:27<Zuu>Hmm, I think so, as Valuate(..) have variable amount of arguments.
16:27<TrueBrain>Zuu: no clue :P Can you paste in a pastebin in simple words what you are trying? Kinda lazy to open the tars and find the right pieces :P
16:27<Rubidium>TrueBrain: but you can pass basically everything to it as string id
16:27<TrueBrain>Rubidium: yes; so validate that in FormatString?
16:27<Rubidium>meaning you can pass a string id with rawstring which then tries to dereference some other value
16:28<Rubidium>and it's pretty hard to check between valid and invalid pointer
16:28<TrueBrain>well, I guess it doesn't really matter where you validate, it will boil down to the same :)
16:28<TrueBrain>either in FormatString based on DParam, or in receiving/sending, when making the parameters :)
16:28<Zuu>TrueBrain: Entire main.nut except copyright notice:
16:29<TrueBrain>Zuu: nothing wrong with that; why?
16:29<TrueBrain>owh, you want it in the API itself?
16:29<TrueBrain>not really possible, hence the AddParam
16:30<TrueBrain>ctors are kinda tied up in their function, can't accept vaargs
16:30<TrueBrain>Rubidium: you can also give a string to for example {COMPANY}
16:30<TrueBrain>that won't crash anything, else I hardened these cases already
16:31<TrueBrain>but hardening {STRING} and {STRINGn} is harder, because there is a difference between GameScript and normal OpenTTD
16:31<TrueBrain>you still want that warning when you are not coming from a GameScript :)
16:32<Zuu>Hmm, so using {NUM} and passing the parameter as int instead of string works.
16:32<Rubidium>well, the {STRING}s and the likes aren't what bother me, it's the random string IDs being passed
16:32<Zuu>including using my Text class.
16:32<TrueBrain>Rubidium: what do you mean?
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16:32<TrueBrain>Zuu: I wouldn't know why not
16:32<TrueBrain>just {NUM} needs an integer, not a string :)
16:33<Zuu>The problem would be if the API for some reason would not detect that Text is a subclass of GSText.
16:33<TrueBrain>make sure it is a child of GSText :)
16:33<TrueBrain>Squirrel (and our glue) do the rest (I hope)
16:33<Zuu>It is.
16:33<TrueBrain>else it will error/crash :P
16:33<Rubidium>STR_FOO:{STRING1} (params: 0x8839, 0xDEADBEEF) (0x8839 translates to STR_JUST_RAW_STRING)
16:33<TrueBrain>Rubidium: like I said: harden for gamescripts :)
16:34<Zuu>So if it is hard/impossible to get Text into the API, I could add it as a library when we get bananas support for NoGo. ;-)
16:34<TrueBrain>if (gamescript && (arg->ToInt() < GAME_TAB || arg->ToInt() > GAME_TAB + (1 << ??)) break;
16:34<TrueBrain>Zuu: BaNaNaS supports NoGO
16:34<Zuu>TrueBrain: It does?
16:34<TrueBrain>it does
16:34<Zuu>But not the website?
16:35<TrueBrain>it does
16:35<TrueBrain>try to upload :)
16:35<Zuu>Oh, the website just don't show "tabs" for empty categories?
16:35<TrueBrain>not for GameScripts atm
16:35<TrueBrain>mostly because they would be empty
16:35<TrueBrain>and because the navigation is full :P
16:36<TrueBrain>Rubidium: {STRING1} should never receive a value outside the GAME_TAB .. GAME_TAB + (1 << ??), so we can just harden for it when it is a GameScript. That is what I meant with: we need an extra parameter in FormatString :)
16:36<Zuu>So I can go ahead ad upload SuperLib then. :-)
16:36<TrueBrain>or maybe check if the current string is within that range .. would do too I guess
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16:38<Zuu>TrueBrain: Could the dependency list by chance grow a couple of rows? Or is that a job for a local CSS modifier?
16:38<TrueBrain>euh ... I guess that is fixable
16:38<TrueBrain>too tired atm, sorry :)
16:38<Zuu>No problem
16:41<Zuu>Sorting by Type, Name would be useful too
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16:48<Rubidium> <- stops the crashing, but not sure whether it's complete at all
16:49<Zuu>What is the best name "SuperLib for GameScript" or "SuperLib for NoGo"?
16:49*Zuu guesses that GameScript will be recognized by more players as that is what it is labeled as in the GUI
16:50<Zuu>On the other hand the framework is called NoGo..
16:50<andythenorth>are we still thinking only one GS running per game?
16:50<@Terkhen>how did you call the one for NoAI?
16:51<@Terkhen>true, no need to specify back then :P
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16:51<Zuu>In the file name I use "nogo"
16:52<Zuu>Xaroth: Not a bad suggestion :-)
16:52<Xaroth>:) :) :)
16:53<Xaroth>should've renamed SuperLib to SuperAILib .. but the rename period has passed :P
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16:53<Zuu>Though, appending NoGo/GameScript/GS will make it more clear that they are related.
16:54<Zuu>Or just plain "SuperLib GS"
16:54<andythenorth>NoGo to fix industry openings ...wrong-headed?
16:57<Zuu>What is the requirements for a GS Library file? - I get "Not a GS Library file" when trying to upload SuperLib 18 - NoGo eddition
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17:02<Rubidium>api version?
17:03<Zuu>1.1 .. could be the problem?
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17:07<TrueBrain>Rubidium: your patch is what I had in mind; at least it would avoid most of the crashes :)
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17:09<TrueBrain>Zuu: no, shouldn't be the problem, but it also should be 1.2 of course :)
17:10<Zuu>Ok, so that is not the problem.
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17:11<CIA-6>OpenTTD: rubidium * r23644 /trunk/src/ (strings.cpp strings_func.h):
17:11<CIA-6>OpenTTD: -Fix [FS#4899]: prevent game scripts using StringIDs that are not coming from
17:11<CIA-6>OpenTTD: themselves, so the game script doesn't "accidentally" try to display an invalid
17:11<CIA-6>OpenTTD: string or try to display a town name in from an unknown town name generator
17:11<TrueBrain>Zuu: how about now?
17:12<Zuu>"Not a GS Library file."
17:14<TrueBrain>think I also fixed GS, but I am sure you will tell me if I didnt :)
17:14<Zuu>The dependancy list is now however empty.
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17:15<Zuu>(that is when clicking to update a GS library)
17:15<Zuu>No actual change, when uploading a completely new item, the full list is still displayed.
17:15<TrueBrain>the GS library itself is not in the list of the GS library :P
17:16<Zuu>Though, I wonder if a GS library should be allowed to depend on any files.
17:16<TrueBrain>gs libs can only depends on gs libs for now
17:16<TrueBrain>I might add grfs or scenarios in the future, but it will look very ugly and annoying atm
17:17<Zuu>I think it is the scenarios that should depend on the GS and not the other way around.
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17:17<Zuu>At least with current OpenTTD.
17:18<@planetmaker>I agree there :-)
17:18<Zuu>And a scenario shouldn't directly depend on a GS Library.
17:19<Zuu>only GameScripts.
17:19<Zuu>(or AIs)
17:19<Zuu>(or NewGRFs)
17:20<TrueBrain>for the curious
17:23*Zuu the question machine asks: would it be possible to allow GSLog.Info() to take GSText instances and print the tarnsaltion rather than the memory address?
17:25<Zuu>Or is it out of the scope to translate log messages?
17:25<TrueBrain>it is not the intention to have logs translatable
17:25<TrueBrain>for the same the AI cant translate strings
17:25<TrueBrain>logs are for debugging purposes
17:26<TrueBrain>not sure if you really want to receive screenshots in a strange language :D
17:26<Zuu>Of course, I see the problem of debugging it if it is in Spanish
17:26<TrueBrain>I leave which language is strnage up to you :P
17:29*Zuu has made a mistake - picked the wrong license
17:29<__ln__>even worse, it could be in swedish!
17:29<Zuu>I guess I have to make 19.1
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17:34<Zuu>A library eddition that features extra indentation in a comment in main.nut :-)
17:37<@Terkhen>good night
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17:38<John>hi again :9
17:38<John>i have a question
17:38<TrueBrain>again? You had your 1 question for the day already! :D
17:39<John>i have setted up a bus network between 3 cities
17:40<__ln__>*set, set, set
17:40<John>in one of the station appears 30 passengers
17:40<John>oh god, my english teacher will kill me XD
17:40<__ln__>how violent
17:40<John>30 passengers that wants to stay in the station XD
17:41<John>it seems that they live there
17:41<John>they dont want to go away
17:41<John>it says "stopping at this station"
17:44<John>any ideas?
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17:46<Mast3rPlan>hey guys
17:47<Mast3rPlan>anyone know why trains aren't going for maintenance?
17:49<John>i dont know sorry, im a newbie :)
17:49<John>but maybe you can help me ;)
17:49<Mast3rPlan>okay :D
17:50<Mast3rPlan>What's up?
17:50<John>i have set up a bus network between 3 cities
17:50<John>but 30 passengers wants to stay in the station XD
17:50<John>it says "stopping at this station"
17:50<John>it seems that they live there
17:50<John>they dont want to go away
17:51<Mast3rPlan>does the station accept passengers?
17:51<John>oh, im using cargodist
17:51<John>is a feature of cargodist
17:51<John>but the other stations send and receive passengers normally
17:52<John>they come from another station, but seems that they havent a destination
17:52<Mast3rPlan>I don't know cargodist
17:52<Mast3rPlan>what is it?
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17:53<Mast3rPlan>You might wanna see my transfer station I designed
17:53<@Yexo>John: upload your savegame to the cargodist topic
17:53<John>is a version on openttd that increase the realism, giving a destination 4 passengers and cargos
17:53<@Yexo>Mast3rPlan: the depot is too far away from the normal route
17:53<John>ok, ill do it
17:54<John>you dont see this never?
17:54<@Yexo>also: please make screenshots in png format (ctrl+s in-game), the quality is a lot better
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17:55<fjb|tab>Mast3rPlan: Your depot is to far away from the switch / signal where the trains have to decide where to go.
17:57<Mast3rPlan>Ooh thanks
17:57<Mast3rPlan>As you can see I added two depots
17:59<appe> <- yes/no? (it's music).
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18:00<fjb|tab>Where is the musik?
18:05<Zuu>TrueBrain: bananas complain on english.txt in a GS
18:06<TrueBrain>it does :D
18:06<TrueBrain>let me try to fix it :D
18:06<Zuu>whitelist lang/*.txt ?
18:07<TrueBrain>sadly, not that easy
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18:11<TrueBrain>k, put untested code online
18:11<TrueBrain>give it a hit please :D
18:12<Zuu>didn't work
18:12<Zuu>(same error)
18:12<Zuu>"Unknown file in pack: english.txt"
18:12<TrueBrain>no directory?
18:14<Zuu>"Unexpected error while uploading."
18:16<Zuu>a ls -R of the tar contents:
18:17<TrueBrain>now lets see if the upload was correct ....
18:17<TrueBrain>seems it is :)
18:17<TrueBrain>tnx Zuu :)
18:17<Zuu>The category labels looks strange in OpenTTD
18:18<TrueBrain>Game Script and GS Library?
18:18<Zuu>White text and not that text
18:18<TrueBrain>what would you suggest?
18:18<Zuu>but "Downloading content" and "Requesting files..."
18:19<Zuu>Using last nightly "23641"
18:19<TrueBrain>lol .....
18:19<TrueBrain>guess I forgot something somewhere
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18:20<TrueBrain>ah, 2 missing strings
18:20<TrueBrain>undocumented features :D
18:23<TrueBrain>such simpel patches ...
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18:33<CIA-6>OpenTTD: truebrain * r23645 /trunk/src/lang/english.txt: -Fix: missing 2 strings
18:33<TrueBrain>tnx Zuu! :)
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19:26<TrueBrain>epic work getting a GS online Zuu, tnx a lot for that :D
19:26<TrueBrain>good posts :)
19:26<Zuu>It was just a quick GS I wrote tonight
19:26<TrueBrain>a begin is all that is needed :)
19:26<Zuu>Though, took me several days to come up with an idea worth implementing.
19:26<TrueBrain>off to bed, night :)
19:27*Zuu too
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22:58<Mast3rPlan>What does station too spread out mean?
23:00<chris_0076>It means you station is too spread out.
23:01<chris_0076>as in you are trying to place the station over too large of an area
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---Logclosed Wed Dec 21 00:00:47 2011