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#openttd IRC Logs for 2013-07-17

---Logopened Wed Jul 17 00:00:13 2013
00:07<Supercheese>http://dailycaller.com/2013/07/16/colorado-town-considers-licensing-bounty-hunters-to-shoot-down-drones/
00:07<Supercheese>"Shooters must use shotguns, 12-gauge or smaller, firing lead, steel or depleted uranium ammunition..."
00:08<Supercheese>Where on earth would anyone get depleted uranium?!
00:11<SamanthaD>Supercheese: out of a nuclear reactor I imagine
00:19<Supercheese>I would be very surprised if there were depleted uranium shotgun shells
00:21<Supercheese>Well dang, there are
00:22<SamanthaD>I don't know why anyone in their right mind would USE them
00:23<SamanthaD>well... they're heavier than lead but...
00:23<SamanthaD>seriously, they'll ruin your shotgun >.>
00:23<SamanthaD>course... there's other (obvious) reasons why they should ban DU in ammo
00:36<Supercheese>Then again, it mostly appears to be an April fool's joke
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00:38<SamanthaD>:p
00:38<SamanthaD>still... the idea of idiots spraying around DU all over the place is worrying
00:39<SamanthaD>Ugh... I need to learn CPP
00:40<Supercheese>Chill's PatchPack is old :P
00:40<SamanthaD>yup
00:41<SamanthaD>so is the patch I'm trying to apply
00:41<SamanthaD>hence... why I need a crash course in C++
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01:16<SamanthaD>WOOT! let's see if this compiles :3
01:17<SamanthaD>what fun when modifying code blindly >.<
01:17<Supercheese>I find it fun
01:17<Supercheese>"Let's comment this out, see what happens"
01:17<SamanthaD>oh right... comments...
01:17<SamanthaD>I just went ape with backspace :p
01:18<SamanthaD>I've always got `svn revert` if I need it ;)
01:18<SamanthaD>and I kept the .mine and .theirs files
01:18<SamanthaD>most of the errors seemed to just be line numbers getting messed up
01:19<SamanthaD>but yeah, I'm not a C++ programmer and this is the first time I've looked at OpenTTD code so...
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01:20<SamanthaD>once I worked out some of the basic syntax things started to make sense
01:21<SamanthaD>when I first looked at it I thought that the -> operator was something akin to a bind operator or a pipe
01:21<SamanthaD>and I went "OH GOD SPAGHETTI CODE!" *dies*
01:26<SamanthaD>woot! It just compiled the file that I sorta coin-flipped on the revision
01:26<SamanthaD>HA! Fist time!
01:26<SamanthaD>no errors n_n
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01:32<Supercheese>Any edits, or just raw source?
01:37<SamanthaD>I didn't do any coding but... I had to pay homage to the svn gods
01:37<SamanthaD>just a merge
01:38<SamanthaD>I patched the STS_V60_r24032.diff patch into current
01:38<@planetmaker>moin
01:38<SamanthaD>dunno if I did a very good job though
01:38<SamanthaD>it seems to be running...
01:38<SamanthaD>and it seems to do what it's supposed to do but...
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02:06<SamanthaD>blah... the patch doesn't work as well as I thought it might have
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02:06<SamanthaD>oh well
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02:54<Xaroth|Work>morning
02:55<SamanthaD>morning!
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03:58<Supercheese>Good lord, some terrifying lightning strikes here
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03:58<Supercheese>I'm glad all our power lines and such are underground
03:59<SamanthaD>ours aren't
03:59<SamanthaD>if the lightning is bad enough I just open the breakers
04:00<Supercheese>I'll probably shut down soon, just to be safe
04:01<SamanthaD>when the storms come I switch to battery :3
04:01<roboboy>I wonder how hard it is to hack a png so that it uses a different TT palette than the one it uses
04:02<roboboy>am off to whatch the news
04:06<SamanthaD>*headdesks*
04:06*Supercheese advises the use of the /me command next time ;)
04:07<SamanthaD>I just deleted all my saves and other OpenTTD data and my custom patched binary 'cuz I thought it was glitching
04:07<Supercheese>Quick, Ctrl+Z!
04:07<SamanthaD>apparently it wasn't OpenTTD that was glitching
04:08<SamanthaD>apparently a problem with the OS where if you look at it crosseyed (as in, put the slightest load on it) it crawls to a halt
04:08<SamanthaD>but... I think I fixed it
04:08<SamanthaD>it did a good imitation of a memory leak though :p
04:08*SamanthaD waits for it to recompile <.<
04:24<SamanthaD>I'm actually really impressed at how lean the OpenTTD codebase is
04:33*SamanthaD is sleepy. Night everyone.
04:33<Supercheese>'night
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05:45<__ln__>is anyone aware of any protocol for reading timestamp from a realtime clock connected to a serial port?
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06:06<andreh>hi
06:07<andreh>finger
06:07<andreh>(Y)
06:07<andreh>help
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06:15<Xaroth|Work>__ln__: man 4 rtc like ?
06:18<__ln__>hmm, that would seem to ignore the details of how the rtc is actually accessed.
06:19<__ln__>what i'm looking for is something like "i send XYZ to a serial port and get the current timestamp in a certain format".
06:19<__ln__>but it's possible such protocol does not exist.
06:20<Eddi|zuHause>i'd expect that to be in the documentation of the clock
06:20<Xaroth|Work>iirc most real-time-clocks send the data in a regular interval
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06:20<Xaroth|Work>but I've not had -tha-t much experience with them
06:21<Eddi|zuHause>there's DCF-77
06:22<Eddi|zuHause>which is the format used by "radio clocks"
06:22<blathijs>DCF-77 is the actual over-the-air protocol, right?
06:22<Eddi|zuHause>yes
06:22<Eddi|zuHause>basically, every second you transmit one bit
06:23<blathijs>__ln__: I think there's the NMEA protocol for GPS devices which also includes an accurate time
06:23<blathijs>Eddi|zuHause: Yeah, with short and long bursts of low amplitude
06:23*blathijs built a DCF receiver from scratch once :-)
06:24<Eddi|zuHause>i just read up on it when i was reverse-engineering a timestamp format. which then turned out to be excel-float-thingie
06:26<__ln__>my use case would be building an rtc that connects to a pc through arduino. if it used a commonly known protocol, perhaps software for reading the time would already exist for various OSes.
06:30<Eddi|zuHause>well, besides DCF-77 the only time-related thing i know is NTP
06:32<__ln__>the problem with DCF-77 is that it doesn't work too well over here.
06:36<Xaroth|Work>lol, found a funny project: https://github.com/nlhans/OpenTTDStats/tree/master/OpenTTDStatsLive
06:37<Xaroth|Work>byte scanning to get the information
06:37<Xaroth|Work>elaborate way of not looking at the admin port/nogo tbqfh :P
06:37<peter1139>o_O
06:38<Xaroth|Work>that about sums up my reaction when I saw it
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08:44<@Belugas>hello
08:44<__ln__>hola
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09:30<@Alberth>o/
09:30<Xaroth|Work>o/
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09:49<@planetmaker>\o
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12:00<LordAro>heyo
12:01<LordAro>ooh, chrome v30 :)
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13:27<Wolf01>o/
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13:32<Wolf01>http://www.brothers-brick.com/2013/07/15/i-know-nut-zing-awesome-lego-hogans-heroes-diorama-by-brian-williams/ ç_ç I want it
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13:45<@DorpsGek>Commit by translators :: r25616 /trunk/src/lang (6 files) (2013-07-17 17:45:39 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>french - 3 changes by MagicBuzz
13:45<@DorpsGek>german - 1 changes by Jogio
13:45<@DorpsGek>japanese - 10 changes by guppy
13:45<@DorpsGek>korean - 1 changes by junho2813
13:45<@DorpsGek>polish - 31 changes by p0358
13:45<@DorpsGek>turkish - 6 changes by wakeup
14:04<@Alberth>o/
14:07<frosch123>moin Alberth :)
14:07<Xaroth|Work>O/
14:08<@Rubidium>FS#4934 keeps bugging me
14:09<@Rubidium>I really wonder whether the "problem" can be solved at all
14:10<@Rubidium>mostly because we can't do the old vs new image check anymore, which means more UpdateVehicleViewport calls which iterates over all windows to mark them dirty
14:10<@Rubidium>at least in my simple test it became slower with caching than without
14:11<frosch123>maybe a client-side flag in the vehicle, which says whether it is visible in any viewport?
14:11<@Rubidium>would that require doing the same 'in a viewport' check every movement?
14:12<@Rubidium>+not
14:12<frosch123>set by the viewport when drawing the vehicle, and cleared every 256 frames or so
14:13<frosch123>the goal would be that the flag is not set when a vehicle is definitely not in a viewport
14:13<frosch123>and set if it is maybe in a viewport
14:13<frosch123>(i.e. not considering overlapping windows etc)
14:13<@Rubidium>but then you can't clear it
14:13<frosch123>clear it for all vehciles every few seconds
14:14<frosch123>and set it during viewport drawing if the vehicle is nearby the viewport bounds
14:14<@Rubidium>at least, if at frame 256 it's cleared it won't be reset (set to true) until there is a reason to draw that part of the image. Since the vehicle is not "in the viewport", that part won't be dirtied
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14:14<@Rubidium>and as a result the vehicle moves without updating the screen
14:15<@Rubidium>even though in the viewport
14:15<frosch123>hmm, ok, so we need to check all viewports every few ticks wrt. what vehicles are visible and set/clear the flag
14:15<frosch123>independent of redrawing
14:16<@Rubidium>which makes it kinda pointless
14:16<frosch123>well, it would not resolve any viewport diryting or sprite reslving
14:16<frosch123>it would only use the position hash
14:17<frosch123>s/resolve/do/
14:17<@Rubidium>also, since the previous sprite (ID) is not checked against the new one, it will dirty and thus redraw more often than needed
14:18<frosch123>ok, then let's call GetImage for all vehicles in parallel using 4 threads :p
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14:18<frosch123>only need to get rid of global temporary registers
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14:37<@DorpsGek>Commit by rubidium :: r25617 /trunk/src (timetable_cmd.cpp timetable_gui.cpp) (2013-07-17 18:37:13 UTC)
14:37<@DorpsGek>-Fix [FS#5655] (r25377): crash when Ctrl+clicking the start date button in timetable window without any orders
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16:44<frosch123>night
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17:23<SamanthaD>Is there some weird reason why it's impossible to mix third rails and normal tracks on the same diagonal?! O.O
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17:26<SamanthaD>Oh... I get it. You can't mix monorail/maglev and normal tracks and the NewGRFs that provide third rail hack it in via those features
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17:26<@Rubidium>nobody ever implemented support for more than one rail type per tile
17:27<SamanthaD>You can mix rails and rails with cataneries though
17:27<@Rubidium>nope
17:27<@Rubidium>a tile is either with or without catenary
17:27<SamanthaD>but I just did it...
17:28<@Rubidium>some clever-ish drawing routings omit drawing catenary for those very short bits
17:29<SamanthaD>hmm... my electric trains still won't go down it
17:29<@Rubidium>just build normal rail, then electrified tracks below/next to it, and then remove the electrified rail. You'll see that some that used to be unelectrified has become electrified
17:30<@Rubidium>and those tiles where that happened are exactly the tiles where you added a tile with catenary
17:30<@Rubidium>if electric trains don't go over it, there's probably a piece of catenary missing
17:32<SamanthaD>Huh... you're right
17:32<SamanthaD>OH! yeah, I get it now
17:32<SamanthaD>because only half of the "not electrified" track is electrified
17:34<Wolf01>'night
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23:46<dryerlint>is it true what I heard about some kind of automatic spacing thingy?
23:54<dryerlint>can anyone teach me the ways of the automatic train spacing?
---Logclosed Thu Jul 18 00:00:15 2013