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#openttd IRC Logs for 2012-09-10

---Logopened Mon Sep 10 00:00:45 2012
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02:11<Supercheese>ooooh, new version of eGRVTS2 for testing
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03:01<Supercheese>Bleh, code is bloating
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03:01<Supercheese>should probably split to separate files and #include via preprocessor
03:01*Supercheese does not have a preprocessor
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03:19<Supercheese>good night all
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03:24<@Terkhen>good morning
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04:32<@Terkhen>hi dihedral
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07:28<Eddi|zuHause>Rubidium: after some digging in the source and the logs i found this: "[28. Mai 2011] [00:41:41] <Yexo> looks like the wiki (and so also eddi) is wrong, what is called "subspeed" at the wiki is actually stored in the variable "progress""
07:28<Eddi|zuHause>Rubidium: which looks like the basis of my misunderstanding
07:32<Eddi|zuHause>"38 B On each round of vehicle processing, if the vehicle is not stopped, the low byte of current speed (or 3/4 of the current speed, if bit 0 of vehicle direction is clear) is subtracted from this field; if the result overflows the vehicle is to move by 1 unit of location (for trains, the vehicle additionally is to move by the number of units equal to the high byte of the current speed) "
07:32<Eddi|zuHause>this doesn't appear in newgrf_engine.cpp
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07:54<BadBrett>Eddi: Yeah, that seems to solve the mystery. By the way, do you know if there's any way to tell whether a vehicle is on a slope or not? Can't seem to find the right variable...
08:01<Eddi|zuHause>"case 0x38: return (v->GetAdvanceSpeed() - v->progress)*256/v->GetAdvanceSpeed();" <-- does that make any sense?
08:01<Eddi|zuHause>BadBrett: if z-position is not divisible by 8?
08:02<Eddi|zuHause>note that this may cause bad effects if there are two consecutive slopes
08:02<Eddi|zuHause>otherwise you can check "other_veh_z_pos", to see whether it's different
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08:04<Eddi|zuHause>oh, in the above code, it should be GetAdvanceDistance
08:05<Snail>hi all
08:05<BadBrett>Ah, thanks
08:06<Snail>just wondering, did you guys have the time to implement the additional counting mode for RandomAction2 (type 84) we spoke about yesterday?
08:06<Snail>i.e. counting from the last vehicle towards the engine
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08:10<Eddi|zuHause>Snail: can't you use advanced stuff to calculate the offset?
08:11<Snail>I could, but randomaction2 has the limit of 15
08:11<Snail>so it wouldn't work on long consists (or consists made of vehicles with multiple IDs)
08:12<Eddi|zuHause>that exceeds my current knowledge
08:12<Snail>plus, we've got the way to count from the engine to the end, so it would make sense to have the opposite way too (would allow to write symmetric code)
08:15<Eddi|zuHause>yes. similar things were discussed for var61/62, but never implemented
08:15*planetmaker still thinks that push-pull should be implemented openttd-side, not newgrf side
08:16<@planetmaker>but I said that already ;-)
08:16<Eddi|zuHause>the idea was that if you query the "related object", then negative parameter for var61/62 would count from end
08:16<Eddi|zuHause>but that would have complicated the code, so nobody did it
08:17<Eddi|zuHause>in CETS i only use randomaction2 to query the "front" of the articulated vehicle, i.e. no more than 2 vehicles ahead
08:17<Snail>but var61 is an advancedvaraction, so you can do some extra calculation there
08:18<Snail>which you can't do for random actions
08:18<Snail>yep... in the French Set, I query all the vehicles in a consist when I do push-pull trains
08:18<Snail>so having randomaction2 count from the end towards the engine would be the complement of the way we can do now
08:20<Eddi|zuHause>Snail: from what i read at the wiki, you might want to extend the "count" part, to the values "count forward, starting at the last vehicle" and "count forward, starting at the last same-id vehicle"
08:21<Eddi|zuHause>there are 2 bits free, so it should fit
08:21<Eddi|zuHause>Snail: oh: "The low nibble (bits 0-3) specifies how far to count from the starting vehicle. If it is zero, the count will be read from GRF register 100h instead."
08:21<Snail>yes, Hirundo, frosch and I talked about it yesterday
08:22<Snail>they told me it would be doable, so I was wondering if they had implemented it :)
08:22<Eddi|zuHause>so register 100h may contain larger values than 0-15?
08:22<Snail>planetmaker: yes I agree :) but so far it hasn't been implemented yet, so I'm doing something on the newGRF side
08:22<Eddi|zuHause>Snail: i'm really amazed at how far you've come with this, thoug :)
08:23<Eddi|zuHause>but for CETS this is practically impossible.
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08:24<Snail>thanks ;)
08:24<Snail>yes, with 3-part vehicles it would be quite hard...
08:25<Snail>I was thinking about a way to implement it with my mixed passenger/mail wagons, which are 2-part vehicles, but then spent my time on something else (TMWFTLB :p )
08:26<Eddi|zuHause>Snail: so, is using register 100h an option, with advanced calculations?
08:27<Snail>not sure...
08:29<Snail>brb (hopefully)
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08:47<@planetmaker>MoonShine, if you have dep issues, you should not ask if someone has some, but you should quote your *excact* issue
09:36<fjb>Moin Belugas.
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09:54<@Belugas>hello fjb
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10:03<@planetmaker>oh, an fjb! :-)
10:03<fjb>Does eGRVTS2 not have passenger carriages yet?
10:03<Eddi|zuHause>last i heard it didn't
10:03<fjb>Hm, haven't been here for a long time.
10:04<fjb>Thanks Eddi|zuHause.
10:06<@planetmaker>I already wondered where you vanished to, fjb :-) Nice to see you again
10:07<fjb>Have a lot of work and a girlfriend. ;-)
10:08<@peter1138>since i switched from vserver to lxc, my server gets really quite unhappy after a few weeks uptime :S
10:08<@peter1138>pretty sure ts3 server doesn't normally use 60% cpu
10:10<fjb>What do you use to transport passengers in horse carriage times?
10:11<@planetmaker>horse carriages maybe? :-)
10:11<fjb>Great idea!
10:11<fjb>But which grf?
10:14<Pinkbeast>EGRVTS, "Sailing Ships", UKRS2
10:17<Pinkbeast>Also last I checked a lot of FISH diesel ships start artificially early which might or might not be something you can live with
10:17<fjb>I don't think mixing egrvts and egrvts2 is a good idea.
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10:17<@peter1138>getting some kind of crossed line when trying to call out o_O
10:18<Pinkbeast>fjb: It might be egrvts2. The one with all the horse vehicles, anyway
10:18<@peter1138>keep speaking to random people who are also trying to dail out
10:18<fjb>egrvts2 has no horce carriages for pasengers yet.
10:19<fjb>peter1138: That sounds really strange.
10:19<Pinkbeast>Well, one of them does and I use that one
10:20<fjb>Pinkbeast: egrvts (not egrvts2) has them. But it is incompatible with realistic acceleration.
10:20<Pinkbeast>That is true, but you can toggle that in-game
10:21<@peter1138>fjb, yeah it is
10:22<fjb>Pinkbeast: But you can not toggle it for only one vehicles set.
10:22<Pinkbeast>I turn realistic acceleration on when the last horse-drawn vehicle is sold. The transition's odd, but I'm really just there to build railways anyway.
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10:28<@Terkhen>IIRC the latest beta had fixed carriages and updated cargo support
10:39<fjb>Terkhen: I have WIP2 from the threat at the forum. It does't show me passenger carriages in 1858.
10:41<@planetmaker>ah, I didn't know that egrvts2 didn't feature horse carriages yet
10:41<fjb>Hm, me be I didn't download the latest version.
10:45<fjb>Terkhen: Thank you, I didn't have the latest version.
10:54<@Terkhen>you are welcome, IIRC they called it nml version or something like that
11:07<fjb>Yes. I thought it was the source code. But it is the latest version. My passengers are happy now.
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12:10<fjb>Quak frosch123.
12:10<frosch123>moin fjb :)
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13:11<frosch123>hello andythesouth
13:17<Snail>Hi frosch123
13:18<frosch123>i snail :)
13:21<Snail>I was wondering if we could get randomaction2 type84 supporting counting from the end of the consist towards the engine
13:22<Snail>Like, any plans to implement it in a forthcoming ottd nightly or so? :)
13:23<@Yexo>Snail: you can already do that by reading var 5F via var 61
13:23<@Yexo>at least I think so
13:24<Snail>Is var 5F supported by var61?
13:24<@Yexo>apparently not
13:26<Snail>That's ok
13:26<Snail>As I seemed to understand, it shouldn't be too much of a pain to add a new way of counting using bit4 or bit5 (which are now reserved)
13:29<NGC3982>Evening, people.
13:31<NGC3982>How quaint.
13:32<NGC3982>Im trying to join my server, so i can set the max_join_time to work with my current 3G situation.
13:32<NGC3982>But of course, that ends in a deadlock.
13:36<frosch123>Yexo: hirundo composed a list of variables yesterday, which should learn about backwards stuff
13:37<andythenorth>GS MP?
13:37<frosch123>so early? :o
13:37<andythenorth>kids will be asleep in 45 mins or so
13:37<frosch123>you hope so? :o
13:37<andythenorth>silicon valley in 2020?
13:37<andythenorth>all fast stuff
13:37<frosch123>if we start so early, sivy is an option
13:38<andythenorth>and a not stupid plane speed :P
13:38<@Yexo>how long does it take?
13:38<andythenorth>I screwed up some settings last night :P
13:38<frosch123>Yexo: last time we needed 2.5 hours
13:38<andythenorth>setting up a game is a lot of things to remember
13:38<frosch123>question is whether we manage to update the nightly on ccop
13:38<frosch123>planetmaker: around?
13:39<andythenorth>FIRS with goods or food?
13:39<andythenorth>or manufacturing supplies
13:39<andythenorth>food might be fun
13:39<Hirundo>frosch123: what list of variables? o_0
13:40<andythenorth>with food we'll have to build a fishing harbourt :D
13:40<andythenorth>which is....interesting
13:41<frosch123>Hirundo: ok, maybe it was only ra84 and var 61
13:41<frosch123>i thought it was more
13:41<Hirundo>oh that
14:02<andythenorth>Terkhen Zuu Rubidium V453000 Hirundo planetmaker -> Silicon Valley MP? in 30 mins or so?
14:02<andythenorth>maybe Eddi|zuHause would join an MP game?
14:04*Zuu is still boring and work on patches :-p
14:05<@Yexo>andythenorth: I'll join too
14:07<Hirundo>andythenorth: Yes (assuming I can convince my eclipse to compile hello world beforehand)
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14:11<frosch123>ok, i'll prepare a silicon valley v1 game then
14:12<frosch123>coop has weird scripts to restart ottd, which i don't trust using :)
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14:19<frosch123>andythenorth: chemicals?
14:20<andythenorth>frosch123: chemicals too easy
14:20<andythenorth>try food :)
14:20<andythenorth>food is...hard
14:20<frosch123>chemicals again :p
14:20<frosch123>too easy
14:20<andythenorth>way too easy
14:21<frosch123>chemicals again :p
14:21<andythenorth>it's best when there are a large number of secondary types
14:21<frosch123>chemicals again :p
14:21<andythenorth>game definitely needs AV8
14:21<frosch123>i have av8 with adjusted airport cost
14:21<andythenorth>I realised how much I depend on planes to make supplies work :)
14:21<andythenorth>did you adjust plane speed?
14:21<andythenorth>I don't know what Pikka designed it for, but it tells you in newgrf window :)
14:22<andythenorth>what start year?
14:22<frosch123>ok, i set it to 1/1
14:22<frosch123>eng supplies?
14:22<andythenorth>could be fun
14:22<andythenorth>do we have 'airports never expire' :P
14:22<andythenorth>I like the small grass airport
14:23<frosch123>eugh... some palette is broken
14:23<andythenorth>flip it to windows
14:23<andythenorth>do it in game is fine
14:23<andythenorth>nml and grfcodec disagree about palettes in my build :P
14:24<andythenorth>only three sources of engineering supplies
14:24<andythenorth>and one of them is dumb :P
14:24<frosch123>i set it to 4 industries
14:24<andythenorth>so build some same type?
14:24<frosch123>so, shall we go for eng supplies?
14:25<andythenorth>works for me
14:25<andythenorth>will be interesting
14:26<andythenorth>is the start year late?
14:26<andythenorth>2010 or so?
14:26<andythenorth>I am about to eat, but otherwise ready
14:27<frosch123>server is running
14:27<frosch123>everyone can review settings :)
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14:40<CIA-2>OpenTTD: zuu * r24518 /trunk/src/ (textbuf.cpp textbuf_type.h): -Codechange [FS#5203]: Refactor arrow key text edit movement code (sbr)
14:42<CIA-2>OpenTTD: zuu * r24519 /trunk/src/ (textbuf.cpp textbuf_type.h): -Codechange [FS#5203]: Refactor character removal code of text edit
14:45<CIA-2>OpenTTD: zuu * r24520 /trunk/src/ (misc_gui.cpp textbuf.cpp): -Feature [FS#5203]: Ctrl + Arrow keys to move entire words in text edit boxes (sbr)
14:47<CIA-2>OpenTTD: zuu * r24521 /trunk/src/ (misc_gui.cpp textbuf.cpp textbuf_type.h): -Feature [FS#5203]: Ctrl + Backspace/Delete to remove characters up to next word beginning in text edit boxes
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14:48<anderwin>what I do with chipp_v13_5_r22553 file?
14:49<Zuu>Download the source code of OpenTTD, revision 22553 and then apply that file using the patch command.
14:49<Zuu>After that you need to compile OpenTTD using a compiler
14:50<anderwin>I try to install Chill's patchpack v14_5 but can't open the game when I have installed the files :(
14:51<Zuu>1) Is there not a pre-compiled binary of it?
14:52<anderwin>Check out the link I send you
14:52<Zuu>2) As it is not the official version of OpenTTD, its better to ask for help in the forum thread of the patch pack
14:52<anderwin>I posted a new post there how I go step by step
14:53<Zuu>Did you read section 4.1 in the readme?
14:54<anderwin>Yeah, but I didn't understand it so much
14:54<anderwin>because when I download openttd it download this files ?
14:55<Zuu>It can be that your problem is related that the trunk version that the patch pack is based on have a different location for data files compared to recent OpenTTD versions.
14:55<anderwin>Ah, I will try again but I did it once to install the gfx pack to the user folder at win 7 nothing different
14:56<Zuu>Most noticable old versions had Documents\OpenTTD\data while newer versions use Documents\OpenTTD\baseset for base sets and Documents\OpenTTD\newgrf for newgrfs.
14:56<Zuu>You could try to create Documents\OpenTTD\data and copy the contents from ..\baseset there.
14:57<anderwin>Ah, I will try
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14:57<Zuu>If it solves your problem, please add the solution to the forum thread where you posted.
14:58<anderwin>But the baseset is empty at the documents folder
14:59<anderwin>Should I copy the files from the program files at baseset to the data folder I just made?
14:59<Zuu>that works too
14:59<Zuu>I was unaware that the installer put data files in the program folder as I never used the installer.
15:00<Zuu>Having the data files in Documents\OpenTTD have the benefit that if you have 17 OpenTTD installations, all of them can use the same data files.
15:00<anderwin>installer made data folder at the program file thats grf files insides there
15:01<Zuu>It would also work to have a data folder in the program files folder for OpenTTD. Its just as I said above, if you want to install some other version of OpenTTD in addition to the patchpack version, it will find the data files in your documents folder.
15:02<anderwin>k, I think I will try to uinstall and download not the installer
15:03<anderwin>so download the zip and place it anywhere you want or should I put it in the document?
15:03<Zuu>You can place it anywhere you want
15:04<Zuu>I keep my installations in Documents\OpenTTD\Installations\<install name>, but it's up to you where you want to keep it.
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15:04<anderwin>I put it on D:openttd
15:04<Zuu>That is fine too.
15:04<anderwin>press it now it want to download gfx
15:05<anderwin>should I do that or wait to I get the others "downloads?
15:05<Zuu>Yep, if you don't have any basesets it will let you download OpenGFX for you.
15:05<Zuu>I'm quite sure the patchpack doesn't include the base sets.
15:06<Zuu>The base sets is basically either TTD data files or open variants of them.
15:06<anderwin>sould I add the patchpack before the gfx?
15:06<anderwin>before I open the openttd.exe
15:06<Zuu>The patchback probably don't have the option to download the gfx for you as it is probably older than that feature.
15:07<Zuu>But you can get OpenGFX by downloading it manually and put it in the data folder.
15:07<Zuu>Or you get it via 1.2.2 but have to copy it from baseset to data.
15:07<anderwin>so now I make a folder at document or openttd called data?
15:08<anderwin>at openttd or documents folder called openttd?
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15:08<Zuu>At least I beleive that r22553 is old enough that it uses /data rather than /baseset and /newgrf
15:08<anderwin>because the documents baseset is empty
15:09<anderwin>I downloaded 1.2.2
15:09<Zuu>Did you run it and let it download base sets?
15:10<Zuu>look in Documents\OpenTTD\content_download
15:10<Hirundo>frosch123: Where can I get that FIRS version?
15:10<anderwin>there is a folder call baseset
15:10<Zuu>and inside it?
15:11<anderwin>called OpenGFX-0.4.4
15:11<Zuu>There you have it
15:11<anderwin>what should I do with that?
15:11<anderwin>copy it to data folder?
15:11<Zuu>Yes. Documents\OpenTTD\data or D:\OpenTTD\data
15:12<anderwin>extracted or not?
15:12<Zuu>No need to extract it
15:12<anderwin>I will try now
15:12<Zuu>OpenTTD can read tar files
15:12<@Terkhen>good night
15:15<anderwin>it's looks is worked
15:16<anderwin>but I can't see some place I Can change the day time :S
15:17<Zuu>I can't help you with that as that is probably part of one of the patches in that patch pack.
15:17<anderwin>because when I open the game now I got:
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15:18<anderwin>so the cities have no name ^^. either my station
15:18<Zuu>That is because your patchpack doesn't contain the SHOW_COMPETITOR_SIGNS feature.
15:18<FLHerne>Perhaps you should remove openttd.cfg; it's probably trying to read settings that are in 1.2.2 but not Chill's pack ;-)
15:18<Zuu>Press and hold the third button from the left in your main toolbar.
15:19<Zuu>Yep, either clean your openttd.cfg or fix the problem.
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15:19<Zuu>You could close OpenTTD and then create an empty openttd.cfg file in your D:\OpenTTD folder.
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15:19<Zuu>Then the patch pack will use its own config file even if you install other versions later.
15:22<anderwin>I did make openttd.cfg in the openttd folder nothing error now
15:22<anderwin>THAT WORKED
15:22<anderwin>now I have names to :o
15:23<anderwin>lol it can't find sound and music files now -.-
15:23<Zuu>There is a setting to hide/show the names
15:23<anderwin>I made the file and got no errors
15:24<anderwin>but where I find the sound/music file and when I find them should I put them to data folder to?
15:24<Zuu>Yep, just telling you that there are settings for it if you would like to hide them in the future.
15:24<Zuu>go back to main menu and click on online content download button
15:24<Zuu>There you can find OpenSFX (sound effects) and one or two music sets.
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15:24<anderwin>They are downloaded
15:25<anderwin>But nothing in the game
15:25<Zuu>Back in the game, you need to go to the sound button in the toolbar and turn up the volume.
15:26<anderwin>I needed to go to the download content folder and copy them to D:\ folder and now is work :D
15:26<anderwin>now I just need to find the setting to change the day speed
15:27<anderwin>thanks a lot Zuu you the man!
15:28<Zuu>Now you know your task to tell the forum that you solved your problem and provide them with the solution. :-)
15:29<anderwin>I will, I just need to check out I have everything and then I can post =)
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16:30<Zuu>Oh, the goal progress in a separate panel is comming along. But currently I have screwed up some parameter so you can't resize it horizontally and it have decided a very narrow defalut size :-)
16:31<Zuu> s/panel/column/
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16:58<@planetmaker>evening Wolf01
17:00<frosch123>Hirundo: we won
17:00<frosch123>one quarter later
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19:32<ceemosp>hi,,anyone awake with some knowledge about WAS?
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---Logclosed Tue Sep 11 00:00:47 2012