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#openttd IRC Logs for 2011-12-23

---Logopened Fri Dec 23 00:00:53 2011
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03:57<CIA-6>OpenTTD: peter1138 * r23661 /trunk/config.lib: -Fix (r23438): Remaining parts of configuration were skipped when grfcodec/nforenum were not usable.
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03:58<@peter1138>you missed it andy
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04:09<appe>happy hanukka!
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05:27<andythenorth>default – length of an RV is 32px?
05:31<andythenorth>@calc 28/8
05:31<@DorpsGek>andythenorth: 3.5
05:31<andythenorth>photoshop can't draw 0.5 pixels
05:33<@peter1138>vehicle spacing is probably 32px
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05:42*andythenorth will use 4px per length unit
05:42<andythenorth>should be alright
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06:03<andythenorth>are newgrf docks plausible (other than direct sprite replacement)
06:03<@Yexo>as plausible as newgrf airports ;)
06:03<andythenorth>I don't need new layouts
06:04<@Yexo>given a working implementation of newgrf airports, newgrf docks (with new layouts) become almost trivial
06:04<andythenorth>sounds like, given 'an economically feasible source of nuclear fusion, cheap power becomes almost trivial' :D
06:04<@Yexo>any implementation now would only complicate further work
06:05<@Yexo>it's not that bad
06:05<@Yexo>newgrf airports is doable, I've proven that with my first implementation
06:05<andythenorth>what's needed to complete it?
06:05<@Yexo>it just takes a lot of time to work out all issues and make a new clean spec
06:05<andythenorth>be nice to have something for ottd 1.3
06:06<andythenorth>as nearly everything else is now done or nearly done :P
06:06<@Yexo>perhaps :)
06:06<@Yexo>still no cargod*st in trunk, still no moreheightlevels
06:06*andythenorth wonders what's left to do
06:06<@Yexo>no underground building, no signals on bridges
06:06<@Yexo>no custom bridgeheads
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06:07<andythenorth>meh to underground and signals on bridges
06:07<andythenorth>no signals on bridges adds to gameplay
06:08<andythenorth>roadtypes is far from essential (but would be nice)
06:08<@Yexo>see? enough to be done :)
06:08<MNIM>Yexo: well, last time I heard signals on bridges/tunnels was hacky, at best
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06:08<@Yexo>MNIM: yes, that's why it's not in trunk
06:08<andythenorth>rv-wagons would be worthwhile, but lack of it can be worked around
06:09<MNIM>the only way it can be done properly is by re-doing completely how OTTD handles tunnels and bridges (IE - change them from wormholes to tiles)
06:10<MNIM>which is, imaginably, a big undertaking
06:10<andythenorth>EZ: done; YAIM: done; auto-refit: done; advanced sprite layouts: done; various newgrf things: done; town control: somewhat done; goals: somewhat done;
06:10<andythenorth>transfer-and-leave-empty by default: done
06:11<@peter1138>EZ isn't done
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06:11<andythenorth>don't go poking holes in my happy story :(
06:11<andythenorth>rivers: done
06:12<andythenorth>in-game readme and changelog: done
06:12<andythenorth>I think large ships glitch more since EZ in trunk, but can't prove it :P
06:13<andythenorth>newgrf control of vehicle smoke: not done :(
06:16<andythenorth>pretty epic set of new features
06:16<andythenorth>so is OTTD dying?
06:18<@peter1138>already dead
06:18<andythenorth>dying since the day you were born
06:18<MNIM>it's a fricken zombie!
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07:32<andythenorth>should turning on transparency speed up ottd?
07:32<andythenorth>in flash games it's the inverse
07:32<andythenorth>as the blend then has to be calculated for every pixel
07:37<Eddi|zuHause>transparency probably not, but invisibility might
07:40<@peter1138>also, pausing it should speed it up
07:46<TrueBrain>I do need to try that :P
07:47<appe>ah, the swedish winter is here
07:47<TrueBrain>it come overnight?
07:47<appe>that means christmas, snow and trains that will never, ever be on time.
07:47<TrueBrain>or did it knock on your door?
07:48<appe>it's one of the biggest media tabloi'ders of the swedish winters.
07:50<Eddi|zuHause>the winter here is kind of a bust this year
07:51<andythenorth>anybody want to join BANDIT?
07:51<andythenorth>I could offload unimportant stuff like...coding
07:51<andythenorth>and drawing
07:51<andythenorth>and do the important work of managing the project
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07:53<vargadanis>hello openttd fans
07:53<vargadanis>how are you people today?
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07:55<vargadanis>if I wanted to help out the openttd project a little bit, what would be a good and small thing to do?
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07:59<Eddi|zuHause>join the BANDIT team :p
08:00<vargadanis>am I going to have to apprehend innocent bypassing bugs? :)
08:01<vargadanis>looking up the bandit team on wiki
08:01<vargadanis>no luck :S
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08:11<appe>let's see
08:11<vargadanis>I could bring a case of beer too :) hehe
08:12<appe>the big x2k-route in sweden has an average wait of 31 minutes, right now.
08:12<appe>100% are late at least 18 minutes
08:12<appe>more then 50% of the x2000 is more then 40 minutes late.
08:12<appe>(wich is the refund time)
08:12<appe>ah, thank you.
08:13<@peter1138>maybe they're just early? :p
08:14<appe>the thing is, so much people use these trains, the smaller routes need to wait for them when they are late
08:14<appe>wich means not a single train in sweden is on time today
08:15<vargadanis>appe, you have such things as refund time?
08:16<vargadanis>damn... if we wait 40 mins we wait and that is it
08:16<appe>yes, we do. although most people do not use it.
08:18<vargadanis>when I play against AdmiralAI, he has his Co. value up so quick and I have no idea how he does that
08:18<vargadanis>it seems the AI knows a few tricks I do not on how to get moving
08:19<vargadanis>when starting a new scenario what tips would you give me ?
08:19<vargadanis>what to watch out for and what not to do
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08:26<andythenorth>truck capacities match to NARS 2 or UKRS 2 (by visual comparison)?
08:26<andythenorth>would be way too low for gameplay
08:26<andythenorth>ach a vie
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08:39<Eddi|zuHause>don't try to "match" things too hard. just make sure it's consistent internally, and then think about comparability with other sets
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08:49<andythenorth>trucks need capacities slightly inflated
08:49<andythenorth>otherwise you need way too many
09:16<SpComb>120t of Helium
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09:24<appe>trains with free wifi <3.
09:24<appe>im on the x40 between vaxjo and jonkoping
09:25<appe>trains with free 3g connection and electrical sockets eveywhere
09:25<appe>and for some reason, the cheapest per milage around here
09:25<Eddi|zuHause>i knew a guy from växjö university once
09:25<appe>really? long time ago? :)
09:26<appe>i used to live on the university
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09:28-!-planetmaker is "Ingo von Borstel" on @+#wwottdgd @#openttdcoop.stable #openttdcoop.devzone @#openttd @#openttdcoop +#openDune
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09:41<Eddi|zuHause>hm... now the passenger wagons are steaming...
09:48<TrueBrain>just for shit and giggles:
09:49<TrueBrain>alignment is wrong, I know
09:52<andythenorth>could render the sprites needed with ldraw
09:55<TrueBrain>used LeoCAD
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09:57<Eddi|zuHause>use cubicles!
10:04<@peter1138>extra zoom voxels
10:05<andythenorth>use opengl!
10:05<andythenorth>all modern games do!
10:05<andythenorth>get more users!
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13:00<vargadanis>is there any other similar games to openttd?
13:03<Eddi|zuHause>thou shallst not have any games besides this
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13:09<Eddi|zuHause>src/../src/SBB/../templates/gfx_front_vehicle_10.pnml:124:5: error: token """ is not valid in preprocessor expressions <-- any idea what i'm doing wrong
13:09<vargadanis>Eddi|zuHause, seems like an extra " mark
13:11<Eddi|zuHause>vargadanis: but the code looks like this:
13:11<Eddi|zuHause>#define SLICE 0
13:11<Eddi|zuHause>#include "../templates/gfx_front_vehicle_10.pnml"
13:11<Eddi|zuHause>(and later:)
13:11<Eddi|zuHause>#if SLICE == 0
13:11<Eddi|zuHause>no " involved anywhere nearby
13:12<vargadanis>ahm can you pastebin the related lines and surrounding for me somewhere pls?
13:13<Eddi|zuHause>not sure what point in the code would be relevant besides this (except for the full source, which will probably scare you to death :p)
13:13<vargadanis>line 120 to 129
13:15<vargadanis>preprocessor means something is screwed up with the macro expansions... it is a C or C++ code I take it?
13:15<Eddi|zuHause>no, worse, it's nml code:
13:16<Eddi|zuHause>the #if SLICE line is the one he complains about
13:17<vargadanis>looks ok to me
13:17<vargadanis>SLICE has been previously defined right?
13:18<Eddi|zuHause>yes, unless i missed some places...
13:18<vargadanis>I don't have a clue where to problem might be
13:19<Eddi|zuHause>see, i don't either...
13:20<vargadanis>back to ottd :)
13:21<vargadanis>sorry I couldn't be more help
13:21<vargadanis>thou shallst not stop looking for the error :)
13:21<Rubidium>Eddi|zuHause: have you tried looking at the preprocessed source?
13:22<Eddi|zuHause>Rubidium: how do i get that?
13:22<Eddi|zuHause>cets.nml is not modified
13:24<Rubidium>well, it should be cets.nml in the root I guess
13:25<Eddi|zuHause>yes, but since it's an error, the file is untouched by the makefile
13:26<Rubidium>oh, you mean it's the preprocessor bailing out?
13:26<Rubidium>well, then show the diff ;)
13:26<Rubidium>as tip works for me
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13:30<Rubidium>Eddi|zuHause: line 192?
13:31<Eddi|zuHause>of what?
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13:31<Eddi|zuHause>oh right
13:31<Eddi|zuHause>i see it
13:34<Rubidium>for the next time something like: grep -n SLICE cets_new_artic.diff|grep '"' work do wonders
13:42<Eddi|zuHause>i did look over that line
13:42<Eddi|zuHause>but i totally missed it
13:42<Eddi|zuHause>a grep wouldn't have helped either
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13:44<Eddi|zuHause>i blame python's syntax higlighting :p
13:45<CIA-6>OpenTTD: translators * r23662 /trunk/src/lang/ (6 files): (log message trimmed)
13:45<CIA-6>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-6>OpenTTD: hungarian - 20 changes by Brumi
13:45<CIA-6>OpenTTD: indonesian - 9 changes by fanioz
13:45<CIA-6>OpenTTD: korean - 5 changes by junho2813, telk5093
13:45<CIA-6>OpenTTD: polish - 2 changes by xaxa
13:45<CIA-6>OpenTTD: serbian - 35 changes by etran
13:47<CIA-6>OpenTTD: rubidium * r23663 /trunk/src/lang/korean.txt: -Fix: WT3 validation fluke
13:51*Terkhen got no feedback for the translation as usual
13:52<@planetmaker>hm :S
13:52<@planetmaker>Well, luckily I got much feedback.
13:52<@planetmaker>good evening also
13:53<@Terkhen>I guess that I'm doing an awesome job :)
13:53<@Terkhen>since it requires no feedback
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13:58<Ammler>nobody uses it, all use catalan
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14:03<Rubidium>sorry for not giving feedback Terkhen, but the feedback I'd give would be pretty useless
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15:07<@Terkhen>Rubidium: thanks anyways :)
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15:07<Afdal>Hello all
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15:08<Afdal>I'm looking for an IRC bot to relay messages between IRC and an openttd server
15:08<Afdal>Are there any other bots than Autopilot?
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15:09<Afdal>I see planet maker is in here too
15:09<@planetmaker>he's in way too many channels :-P
15:11<Eddi|zuHause>he's our irc-openttd bot :p
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15:14<@planetmaker>Afdal: not that I know of another existing implementation
15:14<@planetmaker>Afdal: further, ap+ / autopilot uses a deprecated way.
15:14<@planetmaker>OpenTTD has an admin port. Which would allow the same in a more sane way
15:14<Afdal>What do you mean?
15:14<KenjiE20>I really should start poking my code again
15:15<Afdal>admin port?
15:15<Afdal>I want to relay chat both to and from IRC
15:15<@planetmaker>I only know of two libraries which can help interface it (python and java) and a demo implementation (java)
15:15<KenjiE20>ap is essentially a hack that 'listens' to console output
15:15<KenjiE20>the admin port is made to pass info out
15:16<Afdal>Would it be relatively simple to code a simpler bot just for relaying?
15:16<KenjiE20>I should get back into my project and nail down the library soon
15:16<Afdal>I don't really know how I would go about doing that though
15:16<Afdal>I've never used hooks or anything like that when programming
15:17<KenjiE20>it's not the easiest thing to build around tbh, but it's better than the ap hack
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15:30<Afdal>Well if these libraries are documented well and straightforward I might try coding one
15:30<Afdal>Can you point me to them Kenjie20?
15:30<Afdal>Java is perferable
15:30<KenjiE20>they aren't
15:31<KenjiE20>the java one is on
15:31<KenjiE20>atm most of the implementations are proof of concept
15:32<KenjiE20>I was working on a c#/mono one, but it's kinda stalled atm
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15:42<andythenorth>everyone will just use the triple, right :P
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15:42<@peter1138>not when it's much slower
15:45<andythenorth>it's much slower?
15:45<Afdal>What does the server log output to anyway?
15:45<andythenorth>irl road trains only travel in certain places - by special permit
15:45<Eddi|zuHause>move them to HEQS
15:45<andythenorth>they're valid trucks
15:46<andythenorth>they'll likely be on a parameter though
15:46<andythenorth>valid for parts of north america, australia, and some parts of europe
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16:08<Eddi|zuHause>need roadtypes, and allow them only on out-of-town roads
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16:11<andythenorth>Eddi|zuHause: precisely
16:12<andythenorth>if someone brings roadtypes I can bring trucks
16:13<andythenorth>and tractors, and bulldozers, and off-highway mining haulers
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16:20<fjb|tab>Did roadtypes die from technical reasons or lack of time?
16:21<andythenorth>lack of developer
16:21<andythenorth>I started a patch for it
16:22<andythenorth>but it turned into 'andy codes by eddi, or frosch or some other poor person tells andy what lines of code to write'
16:22<andythenorth>i.e. I just copy and paste code from other people :P
16:23<fjb|tab>Didn't peter have an early version?
16:24<andythenorth>it has been rumoured
16:24<Eddi|zuHause>a "hmm... where did i actually put that?"-version :)
16:24<Rubidium>I doubt petert ever did something like that
16:25<fjb|tab>Not that peter...
16:26<Eddi|zuHause>now... why is my graphics code not working properly?
16:26<andythenorth>probably a bug
16:28<fjb|tab>Eddi|zuHause: Just to annoy you.
16:29<Rubidium>the graphics code doesn't observe Christmas? So it isn't in a helping mood
16:33<Zuu>Hmm, the orders window is really wide with the auto refit option that get the same width as the widest string of any drop down list on that same line.
16:33<Zuu>In swedish that dialog is now at minimum about 700 px wide.
16:33<Zuu>(with the OpenGFX standard font)
16:34<Zuu>The longest string is "full load, any cargo" which is about 1.5 times longer in swedish.
16:36*Zuu managed to crash two trains by placing a pbs signal (no removal of signs)
16:36<Arkabzol>Weird that Swedish has longer sentences seeing as we have more letters in our alphabet and thus can have shorter words.
16:36<Zuu>Hmm, actually it is not due to the signals.
16:37<Zuu>I built a bypass section. And before adding signals to it a waiting train reserved a path through the free track of the passing track while the other was driving on the main track at the passing section.
16:38<Zuu>Thus the two trains collided
16:39<Zuu>Arkabzol: the problem is that "any cargo" takes four words in the current translation.
16:39<Zuu>"vilket gods som helst"
16:39<Arkabzol>I was thinking "all sorts last".
16:39<Zuu>hmm "varfritt gods" could work
16:40<Zuu>which means free of choice
16:41<Zuu>although it could imply that the player has a choice
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16:44*Zuu settles for "Full last, någon godstyp" which utilizes one of the extended characters :-)
16:45<Eddi|zuHause>ah... evil bug...
16:45<Eddi|zuHause>i spotted thee
16:47<Zuu>hmm, actually if you got A and B with a single lane railway between them with no signals. If you add a bypass lane in the middle without signals and the trains use PBS signals at A and B to grant acces to the single lane track, then a crash is going to occur. :-)
16:48<Eddi|zuHause>that shouldn't happen
16:50<Zuu>when one train from say A come to the bypass lane, the train that waits at B will find a path through the other lane of the bypass section and head towards A. At a location between the bypass section and B the crash will occur.
16:51<Zuu>And the irony of this is that by putting pbs signals to mark the waiting section as "safe" the problem is solved. :-)
16:52<Eddi|zuHause>then your train A got into motion without reserving the full path
16:52<Zuu>hmm, yes, you are right and that is what happened in my game as there was no signals at all (or other trains) when the train at A started its journy.
16:58<@Terkhen>good night
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17:19<Eddi|zuHause>that may be a valid case for idiot-proofing: when placing a path signal, re-evaluate whether the paths of all surrounding vehicles end at a safe waiting point
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17:22<andythenorth>in 1980 BANDIT might have around 30 trucks in the buy menu
17:23<andythenorth>eGRVTS has > 40
17:23<@peter1138>so, recolouring
17:23<@peter1138>then ez
17:23<@peter1138>then, FIRS in 32bpp-ez
17:24<andythenorth>cgi? :P
17:24<@peter1138>if you wish
17:25<@peter1138>hurr hurr
17:26<FLHerne>what're the 'vocational only' ones for?
17:27<andythenorth>heavier, more robust
17:27<andythenorth>irl, it's a US term for dump trucks, cement trucks, heavy-haul etc
17:28<andythenorth>in the set it will limit refits
17:29<FLHerne>Oh, OK. I don't think I've heard that term before...
17:30<FLHerne>Will the short 8-axle ones be articulated or rigid?
17:30<FLHerne>4-axle I mean
17:30<FLHerne>8 wheels though :p
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17:37<@peter1138>hurr hurr
17:41*andythenorth -> sleep
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17:47*Zuu notices that in the advanced settings it says "disable trains for _computer_: [on/off]
17:47<Zuu>not AI
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18:00<Eddi|zuHause>if $someone is bored, he should write the nml code for throwing a warning when 90° curves are enabled
18:01<Zuu>how does that relate to nml?
18:01<Eddi|zuHause>it relates to CETS
18:02<Eddi|zuHause>i have no real intention to make the curve-behaviour look good in 90° curves
18:02<Zuu>oh okay
18:03<Zuu>otherwise with the power of a GS that setting could be changed :-)
18:04<Eddi|zuHause>hm... where's Elukka? looks like the 4-axle wagon is 1px shorter in -> direction than in <- direction
18:05<Eddi|zuHause>and in / and \ direction the alignment doesn't match the engine
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18:05<kais58>I only know one elukka, I'll poke the one I know and see if it's the same guy for you
18:06<vargadanis>omg, you must have big pixels if you notice that :)
18:06<Zuu>Maybe you could wish for a action 14 to veto against certain settings. Allthough that colud give a mess if too many GRFs have different opinions on some settings.
18:06<vargadanis>what is nml,
18:07<vargadanis>? damn question mark
18:07<kais58>nm, he's not online
18:08<Eddi|zuHause>vargadanis: theres x2 and x4 zoom in now. and it looked odd without that, anyway...
18:08<Zuu>vargadanis: a meta language to create NewGRFs.
18:10<Eddi|zuHause>hm... weird... even the template seems wrong... so is actually the vehicle spacing different?!?
18:16<TrueBrain>Zuu: just posted on forum, I can't understand what you meant with your Goal GUI company thingy :)
18:16<TrueBrain>it doesn't make sense to me ..
18:24<Zuu>I ment that if I register one goal for each company, they all show up in the list of company goals.
18:24<TrueBrain>basically my issue is if you read the API, misunderstood the documentation of the API, or if there is a bug
18:25<Zuu>I don't know
18:25<TrueBrain>so wouldn't it then be a more logic conclusion to call it a bug? :) As obvious it doesn't comply with the API documentation :P Hehe :)
18:25<Zuu>If it is a bug or a design flaw or if it is just how it was designed to be (that the GS author has to include the company name in the goal text)
18:25<TrueBrain>it is really hard for me to decypher some of those replies in the NoGo thread :)
18:25<TrueBrain>well, the documentation states the GSGoal.New(company) should only show for company
18:26<Zuu>well, then it is clearly a bug
18:26-!-vargadanis [] has quit [Ping timeout: 480 seconds]
18:26<Zuu>Which I should have reported earlier instead of working around it. :-)
18:26<TrueBrain>yes :P
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18:28<Zuu>And regarding debugging, I just realized that one can use the switch company cheat to check the goals of other companies
18:29<Zuu>, when the bug is fixed
18:30<TrueBrain>somehow a single line dropped out :P
18:30<CIA-6>OpenTTD: truebrain * r23664 /trunk/src/goal.cpp: -Fix: adding goals with a company were still added for all companies. Tnx to Zuu for reporting (although cryptic :D)
18:30<TrueBrain>sadly enough tha thappens with merging patches :)
18:30<TrueBrain>there Zuu :)
18:30<TrueBrain>now company should work as intended :P
18:31<TrueBrain>I do wonder if removing goals always work as intended
18:31<TrueBrain>but meh :)
18:31<Zuu>TransportGoals does remove + create a harder goal every time someone is reaching his/her goal.
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18:34<CIA-6>OpenTTD: truebrain * r23665 /trunk/src/ (goal.cpp goal_gui.cpp): -Fix (r23664): revert, and apply other fix, which allows switching companies safely in SinglePlayer
18:34<TrueBrain>seconds after commit I realised: doh, wrong way to fix it :D
18:35<TrueBrain>Zuu: please to keep me informed when you have the need to work around stuff; it is quiet possibly a bug :D
18:35<Zuu>Yep, I think I didn't really reflect about it being a bug.
18:36<+glx>TrueBrain: it's so you ;)
18:36<TrueBrain>I can understand that Zuu :)
18:36<TrueBrain>but keep your posts going; just please add small code snippets so I know what you are talking about :)
18:36<TrueBrain>I hate guessing :P
18:36<TrueBrain>tnx glx .. I think :D
18:37<TrueBrain>so Zuu .. how is NoGo working? A bit doable script-wise? And a bit fun game-wise?
18:39<Zuu>It is clearly that it allows for many different creations that is yet for people to figure out.
18:39<Zuu>The hard thing with it being so open is that you need a good idea before starting coding :-)
18:39<TrueBrain>that is good :)
18:40<TrueBrain>I started with NoGo as a very specific platform, but it grew big really fast :P
18:40<Zuu>But I'm sure I have a quite large benefit of having written AIs before writing GS scripts.
18:40<TrueBrain>I think the wiki could use love in the scripting department ... it took me some reading before I had my first GS working :P
18:40<TrueBrain>and I wrote some of those pages myself .. it is so sad :P
18:41<TrueBrain>fun fact: yesterday it took 4 developers to help the 'original' 32bpp developer to get 32bpp pngs loaded ingame ... documentation is so important :D
18:41<Zuu>I haven't yet checket out the wiki as I'm unsure if AI/GS should have a common coding part or not in the wiki.
18:42<TrueBrain>I should make some pages about GS I guess
18:42<Zuu>Also, when searching for nogo, I get no hits in the wiki
18:42<TrueBrain>nobody made any page for it yet :)
18:42*TrueBrain is not a big wiki fan ... information tends to get old really fast
18:42<TrueBrain>but it is a necesity
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18:44<Zuu>hmm, maybe it is not a bad idea to have one are afor AI, one for GameScript/NoGo and a third common area for general sqirrel coding topics.
18:45<Zuu>But that need a wiki-guru to do the categories etc.
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18:51<XaTriX>is that possible to use proxy on ttd ?
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18:53<Zuu>you could try some kind of tunneling if you have access to that.
18:53<XaTriX>i've server with socks & ssh access
18:53<XaTriX>tunneling work when ottd server is on my box
18:53<XaTriX>but dont try for another server
18:53<XaTriX>it could be works ?
18:54<TrueBrain>make an ssh tunnel to a remote server
18:54<TrueBrain>and connect to your local tunnel :)
18:54<TrueBrain>but you woull have to join via the command line, as getting UDP to work would be tricky
18:54<Eddi|zuHause>MAJOR SAVEGAME BREAKAGE ahead...
18:56<MNIM>what did you do now, eddi?
18:56<XaTriX>connect to my local tunnel ??
18:56<TrueBrain>an SSH tunnel connects a remote port to a local port
19:06<XaTriX>oukey it works, thx ;)
19:07<XaTriX>but... "server full" & there is free slots oO
19:08<kais58>is there a free company slot/spectator slot?
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19:09<kais58>is there both?
19:09<XaTriX>(according to website : 7/15)
19:09<XaTriX>oh... maybe companie
19:09<kais58>are spectators disabled then?
19:10<XaTriX>i didnt put informations for companies/spectator on connect command
19:10<kais58>you can't
19:10<kais58>as far as I know
19:10<XaTriX>connect ip:port#1 for companie 1 or 255 for spectating
19:11<XaTriX>but hard to get newgrf so
19:11<kais58>when I've joined games from command line it's either out me in as spectator or made a new company every time
19:11<kais58>with 'connect localhost'
19:11<kais58>so we ended up with lots of empty companies
19:13<Ammler>Eddi|zuHause: isn't there a attribute min_compatible_version or something like that for?
19:13<Eddi|zuHause>Ammler: oh right, forgot that
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19:30<XaTriX>whats the ports to newgrf gestion ?
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19:39<@DorpsGek>Eddi|zuHause: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
19:54<XaTriX>doesnt work because the servconf is not by default
19:55<XaTriX>so 3984 work for connexion but i cant get server infos & contents from the server list
19:56<Eddi|zuHause>then you allowed TCP connection, but not UDP connection
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20:03<kais58>only port 3979 (or whatever the port is set to) on TCP is required to connect to a server as a client for inbound connections on the server side, I have empirical eveidence to support this, but you'd need to use command line to connect. also you can't (as far as I know) tunnel udp down an ssh tunnel
20:04<kais58>so it wouldn't appear in your server list even if you manually added it if udp isn't probably working
20:05<TrueBrain>XaTriX: like I told you, you will have to use the command line, as doing UDP will be tricky
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20:17<FLHerne>Is this IRC client working?
20:18<TrueBrain>hello, check check
20:18<FLHerne>Seems to be :-)
20:19<FLHerne>Finally, this laptop's useful for something other than OpenTTD!
20:19<FLHerne>I can use it to talk about OpenTTD as well...
20:20<TrueBrain>I am scared :(
20:21<FLHerne>Actually, my web browser's working now too, so I can look at the OpenTTD wiki and read OpenTTD forums!
20:22<FLHerne>And if I sort out email, I could send OpenTTD-related messages to everyone
20:22<TrueBrain>welcome to the club!
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20:28<+michi_cc>Eddi|zuHause: What's the reason for not subdividing <= 6lu? Implementation problems or just not enough benefits to be worth the work?
20:29<Eddi|zuHause>it should be fairly trivial, but i did not think it was necessary
20:30<Eddi|zuHause>we can adjust the subdividing if the curve behaviour is weird
20:30<XaTriX>how can i get newgrf list on one server on the net ?
20:31<+michi_cc>Would your scheme also work with two parts or does it needs 1/3 parts?
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20:31<XaTriX>rna ,$
20:31<Eddi|zuHause>it's best with 3 parts, so the turning point is in the middle
20:31<XaTriX>TrueBrain: thanks
20:31<Eddi|zuHause>2 parts would need some slight enhancements
20:33<+michi_cc>So no subdividing of 2lu vehicles? :p
20:34<Eddi|zuHause>i clamp the length to between 3lu and 16lu :)
20:34<Eddi|zuHause>2 parts might Just Work (tm) but it is untested
20:35<Eddi|zuHause>just change the table, and the slices in the gfx.pnml
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---Logclosed Sat Dec 24 00:00:52 2011