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#openttd IRC Logs for 2013-05-03

---Logopened Fri May 03 00:00:48 2013
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00:49<Nothing4You>hey there, i'm using version 1.3.0. is it normal that when i have a station with 6 tracks and i have trains incoming on the first two tracks, intended to distribute them to all six tracks, that they can't see the green signal on the last track?
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02:11<Guest4135>Nothing4You: A screenshot might help here
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02:13<Nothing4You>let be my station
02:13<Nothing4You>this way it works fine
02:15<Nothing4You>my previous version had the tracks not in the middle but on the bottom
02:15<Nothing4You>it couldn't fine the free tracks on the upper tracks
02:15<Mortomes>Perhaps some track pieces are missing? Hard to tell with maglev track, can you change it (temporarily) to normal rails?
02:17<Nothing4You>it wasn't maglev when i tried it
02:17<Nothing4You>can't downgrade right now as i'm in a coop session with some friends
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07:24<Eddi|zuHause>Nothing4You: most likely missing trackbit/electrification, or maybe stale reservation (which would be a bug)
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08:46<__ln___>hmm, oh, that was the return key
09:13<Eddi|zuHause>congratulations for finding the return key
09:16<peter1139>do we call it return or enter these days?
09:17<__ln___>in some rare cases those two aren't the same
09:19<@planetmaker>we return to enter ;-)
09:42<@Rubidium>we enter the carriage to return it?
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10:07<Eddi|zuHause>hmzz... src/route_cmd.cpp:486:14: error: ‘struct Order’ has no member named ‘SetRouteNodeID’
10:07<Eddi|zuHause>what's that about now :/
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10:39<Eddi|zuHause>anyone here ever set up a server that could open a data connection to a cellphone number?
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10:41<andythenorth>No ottd on this ipad thing eh?
10:47<Wolf01>try the javascript version
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12:49<Eddi|zuHause>so, i managed to compile it, but the editbox behaviour is broken
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13:35<Eddi|zuHause>"Republicans cooked up a new way to fight unemployment: forbid the Census Bureau to gather any data except pure population count."
13:45<@DorpsGek>Commit by translators :: r25217 trunk/src/lang/gaelic.txt (2013-05-03 17:45:08 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>gaelic - 23 changes by GunChleoc
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14:38<V453000> :)
14:40<@Alberth>:o better tunnels?
14:44<ZxBiohazardZx>how are they better?
14:44<ZxBiohazardZx>wider options i see
14:46<V453000>better than the original presumably
14:46<V453000>not between each of the provided 6 options
14:49<V453000>check how current opengfx/american roads replacement set tunnels look, ask again :)
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15:06<V453000>see those andy :)
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15:07<andythenorth>tunnels eh?
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15:09<andythenorth>so forums = nada
15:09<V453000>what is nada? :D
15:09<Eddi|zuHause>pherhaps he meant nadja? :p
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15:33<andythenorth>so what next?
15:33*andythenorth wonders, where did that rivers patch go?
15:34<V453000>go figure how to redraw opengfx snow
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15:37<andythenorth>is it wrong?
15:38<andythenorth>so these rivers get wider, then narrow again
15:38<andythenorth>kind of funky :)
15:40<andythenorth>so what does this do?
15:40<andythenorth>for (PathNode *path = ¤t->path; path != NULL; path = path->parent, cur_pos++) {
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15:40<andythenorth>gets Nodes out of the path?
15:40<andythenorth>assuming various conditions
15:42<Eddi|zuHause>starts at the beginning of the path, ends when the path has no items left, every step moves towards the parent path node, and increases a counter
15:43<andythenorth>is the path multiple nodes with links between them?
15:43<andythenorth>or one path, each tile is a node?
15:43<Eddi|zuHause>depends on where the path is created.
15:44<Eddi|zuHause>path is a linked list
15:46<+michi_cc>It starts at the end actually. That loop walks the pathfinder result backards from the found target tile to the origin tile.
15:48<andythenorth>trying to figure out why it does this
15:48<Eddi|zuHause>a Maeander that got too small?
15:50<andythenorth>could be
15:50<andythenorth>or this
15:56<+michi_cc>The second one is easy. My code changes river width depending on length from source. The riverfinder takes *any* water as the end, including existing rivers no matter which width they have at that point.
15:57<+michi_cc>The first is either a too small meander or (intentionally) caused by the Random() you can find in the code.
15:57<andythenorth>the first one I think is an artefact of default river code
15:57<andythenorth>as it happens even with the broken version of your patch I'm hacking :P
15:57<andythenorth>(I broke it not you)
15:58<+michi_cc>Nevertheless I think it looks good and is certainly nothing to fix. The width issue is a problem, but hard to solve.
15:58<Mazur>It's alive.
15:59<andythenorth>michi_cc: what do rivers look like for you near coasts? You posted one screenie, any others?
15:59<andythenorth>maybe I should be trying to fix my compiler, not the patch :P
15:59<+michi_cc>You'd somehow have to widen the existing river but at that point the pathfinder data is already gone.
16:00<andythenorth>occasional lakes looks neat to me
16:01<+michi_cc>Unfortunately the river mouth is often smaller than the river leading up to it. This isn't an issue with the river widening code though but caused my the TGP generator that seldomly generates the needed four or five adjacent diagonal slopes.
16:01<andythenorth>nah, I never got more than 1 tile on slopes
16:01<andythenorth>I've tried about 20 newgames
16:02<andythenorth>even with valid build locations
16:02<andythenorth>my compile must be bad
16:02<andythenorth>scrub that :(
16:02<andythenorth>just found one
16:04<andythenorth>nice river
16:05<andythenorth>bit odd upstream?
16:05<+michi_cc>I've coded the circular tile search to place river at tiles which have the same slope as the center tile. So if you e.g. have a SE slope (down pointing to bottom right screen corner) only the same slopes will get river. I did this to avoid random offshoots into nothing.
16:05<andythenorth>good call, my patch had those offshoots
16:05<andythenorth>looked dumb
16:06<andythenorth>can it terraform the coast tile? :P
16:08<+michi_cc>In theory...
16:09<+michi_cc>In practice it's quite difficult sensibly terraform in way it doesn't look stupid.
16:10<andythenorth>unintended consequences?
16:10<Eddi|zuHause>maybe a "MakeDelta()" function would indeed be sensible?
16:11<andythenorth>I think this stuff makes rivers more fun
16:11<andythenorth>even if there's a bit of unreality
16:11<andythenorth>but the coast tile probably looks too silly to go in a release
16:12<andythenorth>digression, should I draw the diagonal river tiles?
16:12<andythenorth>I'll regret the offer, but I'll do it if it can be coded at least in theory
16:12<Eddi|zuHause>sure, do it...
16:12<Eddi|zuHause>just replace the "corner" sprites
16:13<andythenorth>I should figure out how the tile is actually drawn
16:13<Eddi|zuHause>ships won't go into these corners
16:13<andythenorth>which bits are set for which sprite :P
16:13<andythenorth>ships currently look silly imho on corners
16:14<Eddi|zuHause>that's because they are too long
16:14<andythenorth>this is one reason yes
16:15<Eddi|zuHause>i'm afraid that is a thing you won't be able to solve
16:16<andythenorth>not worried about that
16:16<andythenorth>use smaller ships is the only solution to that one
16:16<andythenorth>but ship also travels diagonally on rivers that look like they are series of 90' curves
16:17<andythenorth>bit odd
16:17<andythenorth>so I could draw those as diagonals
16:17<Eddi|zuHause>yes, ship "trackbits" are like rail-trackbits
16:17<andythenorth>trying to work out which of the many sprites do what
16:18<andythenorth>there are fricking loads :P
16:18<andythenorth>I had to draw them all :)
16:18<Eddi|zuHause>they are just randomness
16:18<Eddi|zuHause>you want to replace the ones which have a corner-shore
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16:19<Eddi|zuHause>both the inside and the outside of the corner
16:19<andythenorth>I think that is going to do strange things to (1) river source (2) actual 90' corners, no?
16:19<Eddi|zuHause>in several slightly different randomness variations, so it won't repeat itself that obviously
16:19*andythenorth could just test :P
16:20<Eddi|zuHause>"actual 90° corners" will look like rail curves
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16:21<Eddi|zuHause>like the pseudo-maeander you showed earlier will look like ___/\___ instead of ___--___
16:22<Eddi|zuHause>and the spring of the river would not be touched, because it has 3 shores, not two, so different sprites altogether
16:22<andythenorth>how do I compile ottd.grf or whatever it's called these days?
16:23<Eddi|zuHause>the normal compile will take care of that, assuming that grfcodec was found during configure
16:23<+michi_cc>You have grfcodec in your PATH and type make in your ottd checkout.
16:24<andythenorth>the dep check should find that the relevant png has changed?
16:24<andythenorth>it doesn't for me :P
16:25<Eddi|zuHause>go into extra_grf and type "make -B" there?
16:25<andythenorth>no makefile found
16:26<+michi_cc>If it works when you touch media/extra_grf/rivers/temperate.nfo the dep check is probably indeed broken (or at least incomplete).
16:26<andythenorth>there's some make target to build the grf?
16:26*andythenorth looks
16:26<Eddi|zuHause>there most likely is
16:26<+michi_cc>make file is in objs/extra_grf
16:29*andythenorth looks
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16:36*andythenorth baffled :)
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16:42<andythenorth>ach, I can just use grfcodec :P
16:43<andythenorth>or not
16:51<andythenorth>make maintainer-clean, configure, make
16:51<andythenorth>might work
16:51<andythenorth>but is slow :P
16:52<juzza1>does the game show true km/h or km-ish units on the purchase menu, when "measuring units" is set to metric?
16:53<V453000>code values are different than shown values
16:54<V453000>e.g. 400kmh in code == 402kmh in game
16:54<juzza1>why is it like that? is the 400kmh in code counted as km-ish, and then calculated to true km/h in the menu?
16:55<V453000>dont ask me about that, I Just know it is that way :)
16:56<V453000>same with with power
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16:56<V453000>I dont like it and I think it is totally unnecessary complication but okay, it is that way
16:56*andythenorth defeated by the makefile
16:57<juzza1>yeah, im mainly curious why are the values a little off
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16:58<V453000>me too actually ... but I believe it is some stupid conversion between some units which is not important at all
16:58<andythenorth>integer maths?
16:58<andythenorth>during conversions?
16:59<andythenorth>so I have modified png and nfo files in media/extra_grf
16:59<andythenorth>but hg doesn't see them as modified
17:05<ZxBiohazardZx>maybe andy --> Mercurial doesn't detect changes that change neither the file time nor its size
17:05<ZxBiohazardZx>though unlikely
17:05<andythenorth>I wonder if my checkout is screwy
17:06<andythenorth>I've never had that issue with mercurial before
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17:23<Eddi|zuHause>juzza1: it's like this because some small but loud minority complained that a 1 mph = 1.6km/h conversion is not exact enough
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17:27<Eddi|zuHause>it was even worse a while ago, when some rounding issues prevented you to get "round" numbers as displayed speed, like you could either get 99km/h or 101km/h, never 100km/h
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18:06<juzza1>in "vehicle_type_id" value range is given as 0 ... 65535, but in value in string form (item_icm) is used, can someone with better understanding of the variable edit the wording in the wiki article?
18:06<Zuu>Hmm, resting your feet on the shutdown button on your computer is not a good idea if you want to keep your OpenTTD game open. :-)
18:07<Zuu>At least OpenTTD was very quick to respond on the signal frow Windows to ask applications to close down. :-)
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18:36<LordAro>Zuu: you seem to have an oddly shaped/positioned computer ;)
18:45<Zuu>LordAro: It is placed under my desk to the right.
18:46<Zuu>Actually quite far to the right. Just about the discance that my feet reach when I strech my legs. :-)
18:53<LordAro>but why is the power button within 'foot reach'? mine is approx 50cm off the ground :L
18:56<Eddi|zuHause>it's better if you have a power button that is flat with the surface, instead of exposed
18:56<Eddi|zuHause>makes it less prone to accidental hit
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18:59<juzza1>"num_vehs_in_consist / num_vehs_in_vehid_chain" won't this return 1 in a consist consisting of a single engine?
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19:31<LordAro>night all
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23:39-!-xT2 [~ST2@] has joined #openttd
23:41-!-fijimunkii [] has joined #openttd
23:42-!-ST2 [~ST2@] has quit [Ping timeout: 480 seconds]
23:42-!-xT2 is now known as ST2
---Logclosed Sat May 04 00:00:49 2013