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#openttd IRC Logs for 2013-08-20

---Logopened Tue Aug 20 00:00:11 2013
00:00<SamanthaD>I'm not qualified to answer that question :p
00:09<Supercheese>I guess if saveload is broken, that's not 100%
00:09<Supercheese>>_>
00:12<SamanthaD>oops!
00:16<Supercheese>Well, the actual functionality looks good at least
00:16<Supercheese>I'll have to ask devs about saveload stuff
00:17<scshunt>nice, what sort of patch?
00:17<Supercheese>should be a few dozen lines up in the IRC log
00:17<Supercheese>scroll up a bit for a link
00:18<Supercheese>well, not the first link you'll find, the second
00:18<scshunt>Supercheese: the cliff's notes?
00:18<Supercheese>Lemme mash the up arrow a bit
00:18<SamanthaD>scshunt: it makes it so that stations are named by nearby industries
00:18<Supercheese>SamanthaD: a source-code patch version of this grf: http://www.tt-forums.net/viewtopic.php?f=26&t=40523
00:18<Supercheese>there we go
00:19<scshunt>ah, cool
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02:23<_habnabit>i'm using openttd trunk (g67cb7d4def7d2fb7d55071cf076bbaccc63e3802 with patches from the cargodist guy) and the loading behavior on trains seems wrong; two trains waiting for the same cargo type are filling up at the same rate, despite that 'use improved loading' is on. i don't _think_ the additional patches would affect this
02:23<_habnabit>i suppose i should try with vanilla 1.3.2
02:25<@planetmaker>_habnabit, if you use trunk... what do you need the "patches from the cargodist guy"?
02:26<_habnabit>https://github.com/ulfhermann/openttd
02:26<@planetmaker>yes... but why? That's integrated into trunk meanwhile
02:26<@planetmaker>you must be using a very old trunk
02:26<_habnabit>hm
02:26<_habnabit>svn r25640
02:27<@planetmaker>and indeed, exactly those patches for cargodist of course affect loading
02:27<@planetmaker>err... 25640?
02:27<@planetmaker>that has cargodist already without patches
02:28<_habnabit>yeah; this repo is afaik additional bugfixes for cargodist. i'd been working on patches of my own built on cargodist before it got incorporated into trunk, which is why i've been using this repo
02:28<_habnabit>i'm downloading 1.3.2 now though
02:29<@planetmaker>make all your work based on trunk. Not stable
02:29<@planetmaker>stable for instance, has no cargodist yet
02:29<_habnabit>oh, right
02:29<@planetmaker>and patches based on stable... meh. Not useful
02:30<_habnabit>oops, nachos time. back in a bit, and then i'll try r25734
02:32<@planetmaker>_habnabit, considering that cargodist is now in trunk, I would not recommend any longer to use ulf's repo for patches being based on. After all he can commit real fixes to OpenTTD trunk :-)
02:35<wakou2>guys I have seen you use 'see' and 'tell' on here. Can't find any info and can't remember precisely the syntax, are they channel-specific? do I just do !seen username ?
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02:37<_habnabit>planetmaker, haha, okay
03:07-!-Devroush [~dennis@dD5765BAC.access.telenet.be] has joined #openttd
03:09<_habnabit>planetmaker, seems to be fine now. even tried rebasing my changes on top of the most recent trunk and it still looks good
03:09<_habnabit>wonder what changed!
03:13<@planetmaker>@seen wakou2
03:13<@DorpsGek>planetmaker: wakou2 was last seen in #openttd 37 minutes and 47 seconds ago: <wakou2> guys I have seen you use 'see' and 'tell' on here. Can't find any info and can't remember precisely the syntax, are they channel-specific? do I just do !seen username ?
03:13<@planetmaker>it's channel-specific
03:13<wakou2>planetmaker: Thanks!
03:15<@planetmaker>@help seen
03:15<@DorpsGek>planetmaker: (seen [<channel>] <nick>) -- Returns the last time <nick> was seen and what <nick> was last seen saying. <channel> is only necessary if the message isn't sent on the channel itself.
03:17<@planetmaker>also checkout /whowas
03:19<V453000> /whowillbe
03:19<@planetmaker>rainbow-unicorn?
03:20<V453000>who knows
03:20<V453000>fuck I should make slug with 1 eye
03:20<V453000>thats basically an unicorn
03:32<@planetmaker>nah. that's a cyclops
03:33<__ln__>V453000: *a unicorn, not an
03:34<V453000>asdf
03:35<__ln__>you're welcome
03:35<V453000>thanks.
03:35<V453000>ok pm you win, horn.
03:36<V453000>AND STUFF :DDDD
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06:08<andythenorth>planetmaker: facepalm wrt translations :P
06:10<@planetmaker>:-)
06:10<@planetmaker>I heard rumors that the situation will improve in the near future ;-)
06:11<@planetmaker>oh... and I see what you mean :D
06:15<V453000>andythenorth: you are doing new css for all openttdcoop webpages I heard
06:15<V453000>:>
06:15<@planetmaker>starting with a decent redmine theme :D
06:16<andythenorth>:(
06:16*andythenorth back to work
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06:17<@planetmaker>lol, we scared him :D
06:18<V453000>:(
06:20<V453000>QUIZ TIME
06:21<V453000>find what is wrong in the following sentence
06:21<V453000>[12:20] <+Stablean> <bug_sniper> sorry for distracting you with my boat crash
06:41<@planetmaker>'boat' and 'distracting you'
06:41<@planetmaker>not sure about 'sorry' :-P
06:46<V453000>how about "boat crash"
06:47<@planetmaker>:-)
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08:25<LordAro>oh hey, york uni sent me a free raspberrypi :)
08:26<LordAro>so, now i've got 2 mostly unused rasppi's :L
08:26<LordAro>any ideas as to what to do with them? :L
08:26<__ln__>you could ping localhost
08:30-!-montalvo [~montalvo@macbook60.icrar.org] has quit [Ping timeout: 480 seconds]
08:30<LordAro>sounds useful :p
08:31<Xaroth|Work>make a bitcoin miner
08:31<LordAro>yup, between 0.145ms and 0.165 delay :p
08:32<LordAro>bitcoins scare me
08:32<LordAro>i did try a while ago, but it confused me and i gave up :L
08:34<@Belugas>hello
08:34<@peter1138>hi
08:35-!-DanMacK [DanMacK@node-13603.pppoe.execulink.com] has joined #openttd
08:35<@Belugas>sir peter :)
08:35<DanMacK>Hey all
08:35<@Belugas>sir Dan, welcome
08:36<DanMacK>Anyone seen andy about?
08:36<V453000>moo moooo moo mooo moo moo moo
08:36<V453000>You have just witnessed cows going home.
08:37<@peter1138>On second thought, let's not go to #openttd. 'Tis a silly place.
08:37<@Belugas>hehehe
08:37<DanMacK>@seen andythenorth
08:37<@DorpsGek>DanMacK: andythenorth was last seen in #openttd 2 hours, 20 minutes, and 59 seconds ago: * andythenorth back to work
08:37<DanMacK>Dang it, missed him again
08:39<LordAro>V453000 and planetmaker scared him off :p
08:40<V453000>:>
08:40<V453000>mu
08:41<LordAro>mew: http://faqsmedia.ign.com/faqs/image/ani151.gif
08:45<@planetmaker>hey DanMacK :-)
08:46<DanMacK>How goes it?
08:46<@planetmaker>quite well, I think. How about you?
08:47<DanMacK>Can't complain
08:48<@planetmaker>:-)
08:55<@Terkhen>hello
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09:03<LordAro>"dbg: [driver] extmidi: set volume not implemented" <-- how long has it been since this bit of code was touched?
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09:05<@peter1138>LordAro, why?
09:05<@peter1138>We should probably just disable the volume control :)
09:05<LordAro>because it's my only recognised music driver, and it's not working ><
09:06<V453000>just disable sound altogether :>
09:08<LordAro>and i can't get (lib)timidity to be recognised either
09:12<@peter1138>So what player are you trying to use with extmidi?
09:14<LordAro>... not sure
09:14<LordAro>how do i set one?
09:16<@peter1138>hmm, default is timidity
09:17<LordAro>ok, i managed to actually install libtimidity (rather than just timidity) but still no sound
09:18<@peter1138>libtimidity is a compile-time thing
09:18<@peter1138>does timidity work if you manually run it?
09:19<LordAro>yup
09:19<LordAro>"timidity gm_tt00.gm" works perfectly
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09:22*LordAro has to go afk, but will be back later
09:22<LordAro>feel free to offer suggestions/debug in the mean time though :)
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09:22<LordAro>lack of documentation in the src/music/* files is shocking :p
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09:28<LordAro>wait, now it's working fine
09:28<LordAro>maybe it wasn't getting initialised correctly?
09:28<@peter1138>probably a problem with access sound devices/mixers incorrectly
09:28<LordAro>perhaps
09:29<LordAro>but wait, my self complied version with libtimidity still doesn't work
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09:29<LordAro>but the extmidi now does...
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09:31<DanMacK>Hey smallfly
09:31<smallfly>hey :)
09:34<@peter1138>i never used libtimidity
09:34<@peter1138>i had it installed once but ottd never picked it up
09:37<LordAro>either way, i've seen reports about it for a while now, and libtimidity hasn't been developed for a while, perhaps it should be removed?
09:37*LordAro -> proerply afk
09:39<@peter1138>it was added for an obscure platform anyway
09:42<maddy_>I guess ability to enable/disable newgrfs on the fly for existing savegames has been asked like 100 times and has been determined as unfeasible?
09:43<@peter1138>it was possible but was specifically disabled
09:43<@peter1138>as it just-doesn't-work
09:44<maddy_>yeah
09:45<DanMacK>It was done to prevent people posting bug reports from them screwing up their games
09:46<V453000>as a result more of them ask if it is possible ... big difference :)
09:46<DanMacK>lmao
09:47<@planetmaker>V453000, yes, big difference
09:47<@planetmaker>saying "won't work" takes 3 seconds. Investigating a crash 3 hours :-)
09:48-!-Midnightmyth [~quassel@93-167-84-102-static.dk.customer.tdc.net] has quit [Read error: Operation timed out]
09:48<V453000>ah you mean idiots posted reports without admitting they changed newGRFs
09:48<V453000>myeah that is a problem :)
09:50<@planetmaker>similar to the guy yesterday... like "what newgrfs do I need to get XY? It works on server Z!". And after 20 minutes he admits to using a custom-compiled version specifically made for that server. Yeah... right
09:50<V453000>:DDDDDDDDd
09:50<V453000>true, didnt realize that option
09:50<maddy_>just need to start a new game every time I discover some cool newgrf which I want to use :)
09:50<V453000>that is the best way
09:50<@planetmaker>maddy_, yes. Alternatively you add the newgrf and destroy your current savegame. Sounds better?
09:50<alluke>not
09:51<maddy_>I know, I just never get to properly play a game to the end :)
09:51<V453000>though I often change NUTS in running game :)
09:51<alluke>i always shove newgrfs into my existing games
09:51<@peter1138>cool story
09:52<alluke>havent broken anything yet
09:52<maddy_>alluke: do you have custom version if it's disabled by default?
09:53<alluke>that cab be done in openttd.cfg
09:53<alluke>can*
09:53<maddy_>doesn't make sense to me
09:53<alluke>newgrf_developer_tools = true
09:54<maddy_>oh, ok
09:54<alluke>change from false to true and itll work
09:54<@planetmaker>alluke, and now please also explain all the possible consequences
09:54<alluke>like?
09:54<@planetmaker>which newgrf changes to particularily avoid etc
09:54<maddy_>I see people tried to keep this information from me...
09:54<@planetmaker>exactly. you don't know. And you don't explain
09:55<alluke>well dont remove vehicle sets if you have vehicles from that set in use
09:55<alluke>if i need to do that i always sell them before changing the grf
09:55<@planetmaker>I can give you an example where adding a vehicle set will cause that
09:56<@planetmaker>actually... where adding an airport set will.
09:56<alluke>airport graphics?
09:56<@planetmaker>yeah. Surprised?
09:56<alluke>ive changed airports many times without problems
09:57<@planetmaker>doesn't make it safe
09:57<maddy_>alluke: sounds like you have just been lucky, there could be hidden consequences which aren't immediately visible
09:57<@planetmaker>I can give you a map, or prepare it, where adding opengfx+airports will disable all the other newgrfs. Because they want it
09:57<alluke>maybe
09:57<alluke>but i enjoy my luck as long as it lasts
09:57<@planetmaker>thus destroy your game
09:58<maddy_>alluke: also you've gone against the official recommendations of the devs, thus...causing all kinda of bad karma which could come back at you
09:58<@planetmaker>as any newgrf can check for the presence or not-presence of any other newgrf, and any newgrf can disable itself or even any other, anything can happen
09:58<@planetmaker>in principle
09:59<DanMacK>BBIAB
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09:59<@planetmaker>mostly it is safe to add another vehicle set. or another station set. or another house set
09:59<@planetmaker>but there's no guarantee. for instance... houses often incorporate cargos and / or industries.
09:59<@planetmaker>and then *poof*
10:00<maddy_>I understand the 'use as your own risk' concept, also understand why it's hidden/disabled by default
10:00<@planetmaker>besides... use set scenario_developer = true
10:00<@planetmaker>Unless you really develop newgrfs and test them
10:00<alluke>i use that too
10:00<@planetmaker>it does the same for that purpose
10:01<@planetmaker>do you need newgrf debugging like showing their internal state? if not, then you don#t need the newgrf developer tools
10:02<maddy_>ok, thanks for the info
10:03<@planetmaker>as a rule for games you want to play: don't remove newgrfs. Don't change or add NewGRFs which define cargos and / or industries
10:03<alluke>am i horrible person if i have changed industry grfs?
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10:04<@planetmaker>alluke, you'll end up with a horrible game
10:04<maddy_>alluke: yes, probably :(
10:04<alluke>ouuch
10:04<alluke>should i just hang myself? :(
10:04<V453000>YES
10:04<V453000>please
10:05<V453000>that would be awesome
10:05<@planetmaker>two times cargo 'goods' which is different, though. invalid tiles. invalid cargos
10:05<@planetmaker>crashes
10:05<@planetmaker>all that then is very likely
10:05<alluke>well the existing cargos on stations show up as invalid cargo sometimes
10:05<V453000>I vote for hanging
10:05<alluke>but they reduce with time
10:05<maddy_>alluke: don't hang yourself, but if you want to make a patch which handles all newgrfs changes perfectly, so it can be safely enabled in trunk, do that
10:06<@planetmaker>http://wiki.openttd.org/NewGRF_Debugging <-- besides, maddy_ , we don't exactly hide it. But sure, we don't advocate it for people who just come and go like "want to change newgrfs!!!"
10:06<alluke>ill give you the honor of greasing the rope
10:06<maddy_>planetmaker: well...you did try to hide it a little bit :)
10:07<@planetmaker>http://wiki.openttd.org/NewGRF_FAQ#I_cannot_change_NewGRFs_in_my_game.2C_why.3F <-- and here
10:07<alluke>if he really would want to hide it, it would be in an encrypted file which can be opened only with special application
10:08<@planetmaker>it's needed for newgrf development... so we couldn#t entirely remove it ;-)
10:08<@peter1138>14:52 < alluke> havent broken anything yet
10:08<V453000>JUST googling "openttd change newgrf" leads exactly to the pages planetmaker just linked
10:08<@peter1138>15:05 < alluke> well the existing cargos on stations show up as invalid cargo sometimes
10:08<@peter1138>yeah lol
10:09<@planetmaker>:-)
10:09<maddy_>V453000: yeah I don't google
10:09<V453000>retarded or yes
10:09<alluke>i dont count that as being broken because the invalid shit disappears within time
10:09<@peter1138>my machine blue screens all the time
10:09<@peter1138>i don't count it as broken cos it goes away when i press reset
10:10<maddy_>good comparison
10:11<@peter1138>not really, just popped into my head
10:12<alluke>every time i update my ottd i have to remove the universal binary with cleanmymac
10:12<@peter1138>what's left to run, if you removed it
10:13<alluke>the intel version
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10:23<DanMacK>Back
10:23<DanMacK>@seen Pikka
10:23<@DorpsGek>DanMacK: Pikka was last seen in #openttd 21 weeks, 5 days, 5 hours, 40 minutes, and 51 seconds ago: <Pikka> I do not want to watch a half-hour video for the one little piece of information I need and which probably isn't in there anyway
10:27<@planetmaker>alluke, universal binary... that's simply two or more binaries in one bundle... and why you would have to remove the others... no clue
10:27<@planetmaker>osx just picks the right one
10:27<@planetmaker>and that's the whole point of making them
10:27<alluke>ik
10:27<alluke>but keeping the ppc one is just waste of disk dpace
10:28<@planetmaker>yeah. 3MByte. On 500+GB. totally
10:28<@planetmaker>size of 1 mp3 file
10:28<alluke>btw, when will ottd get icy coasts so you can set snowline to 0?
10:28<@planetmaker>just use opengfx+landscape ;-)
10:29<alluke>does it have?
10:29<@planetmaker>have a look and see
10:29<alluke>lemme take a look
10:29<alluke>exiting :D
10:29<maddy_>oh, all snow terrain? that would be really cool
10:29<Tulitomaatti>inb4 ice roads
10:29<@planetmaker>I hope I didn't promise too much now :D
10:30<alluke>you did
10:30<alluke>the coats are still green
10:31<@planetmaker>tsk. you didn't set the proper parameters
10:31<@planetmaker>by default I don't enable stuff which glitches
10:32<@planetmaker>but yes... hm. I thought I had snowy coasts
10:32<@planetmaker>I guess... I can't vary that... hm
10:32<@planetmaker>hm
10:32<@planetmaker>I sure have the sprites
10:32<alluke>thought it would look like this :(
10:32<alluke>http://www-personal.umich.edu/~jensenl/visuals/album/2006/dunes/Img_7739.jpg
10:33<@peter1138>that would be major engine revamp
10:33<alluke>instead i got this https://dl.dropboxusercontent.com/u/1004368/18yo_jasmin_in_shower.png
10:34<V453000>perfect name :D
10:35<DanMacK>lol
10:37<maddy_>std::map::clear says the contained objects are destroyed, which I take to mean, that I don't need to explicitly use 'delete' on them?
10:38<V453000>btw alluke at least the parameter does not say coasts will never be snowy
10:38<V453000>because that would be too obvious
10:38<V453000>:>
10:39<__ln__>maddy_: in your case the map probably contains pointers, which are destroyed, but not the objects they point to.
10:40<maddy_>__ln__: ok thanks, that was the info I needed, I will manually delete them then
10:48<V453000>http://www.rouming.cz/roumingShow.php?file=-_Gecko_-______19.03.2013.jpg
10:48<V453000>my day is complete
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10:50<V453000>behold, greater Canadian evil has arrived
10:50<DanMacK>So I'm the Lesser Canadian Evil?
10:50<V453000>+-
10:50<Pinkbeast>I thought Harper was the greater Canadian evil
10:53<DanMacK>No, he's the Greatest Canadian Evil
11:09<scshunt>lol
11:09<scshunt>DanMacK: I'm also, apparently, lesser Canadian vil
11:09<scshunt>*evil
11:09<scshunt>(and a Liberal, to boot)
11:16<@Rubidium>isn't the greatest Canadian Evil that hard maple syrup candy that doesn't contain any maple syrup?
11:18<Pinkbeast>I fear you'll find in the rest of the world "maple flavour" is depressingly common.
11:21*maddy_ shivers at the thought of all the evils that Canada has unleashed on the world...
11:21<Pinkbeast>"Failure to burn down the White House again"
11:21<scshunt>Pinkbeast: now I am sad
11:22<scshunt>maple should be available to all
11:23*Pinkbeast has a Canadian girlfriend (no, really) and she's very snooty about maple
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11:39<Tulitomaatti>maple syrup mmmm
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11:51<scshunt>Pinkbeast: lol
11:51<scshunt>Pinkbeast: murrican, then?
11:54<Pinkbeast>Hardly. British.
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11:57<scshunt>ah
11:59<alluke>planetmaker: found the issue?
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12:16<maddy_>which saveload file handles tracks, signals, and the like?
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12:20<@peter1138>they're part of the map
12:23<maddy_>ok that file makes no sense to me :) but np
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12:48<maddy_>how do I do a simple saveload which saves 4 ints? I see examples of saveloading objects
12:48<maddy_>I still want to do an array, I mean, just that every 'object' is 4 individual values
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12:52<maddy_>actually just 2 would be enough..
13:10<Xaroth|Work>make a new chunk?
13:10<Xaroth|Work>unless those objects are 'related' to something
13:11<Xaroth|Work>then you might want to put it with those items
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13:12<maddy_>I made a new chunk
13:13<Tulitomaatti>it seems i'm most likely to die of a heart disease or cancer (almost 50% of deaths in finnish male populace)
13:14<__ln__>still, death is the number one killer
13:17<Tulitomaatti>60% of cyclists die!
13:19<Xaroth|Work>100% of people who drink water die.
13:21<MINM>Dihydrogen oxide is dangerous, you know!
13:22<Tulitomaatti>it causes deadly asphyxia when inhaled too much.
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13:33<frosch123>play more ottd
13:33<frosch123>i have never heard of someone dieing of ottd
13:35<__ln__>*dying
13:36<MINM>Anyway, Tulitomaatti, I want to know, what happens to the other 40% of cyclists?
13:36-!-fjb [~frank@000158aa.user.oftc.net] has joined #openttd
13:36<fjb>Moin
13:36<frosch123>quak
13:36<fjb>Quak frosch123
13:37-!-Wolf01 [~wolf01@host130-14-dynamic.5-87-r.retail.telecomitalia.it] has joined #openttd
13:37<Wolf01>hello
13:37<frosch123>MINM: they are cycling in time
13:37<Wolf01>mmmh, I need a tardis box for my Lego @ work
13:38<MINM>Why, Wolf01? getting too much?
13:38<Wolf01>yeah
13:38<alluke>:planetmaker: when will (rail)vehicles be able to change names and features with time?
13:42<Tulitomaatti>MINM: apparently they just won't die.
13:44<alluke>lol firetomato
13:46<V453000>XD
13:46<V453000>why the fuck would vehicles change names and features
13:46<V453000>why not just introduce a new vehicle which has just that
13:48<maddy_>oh your slugs don't evolve?
13:48<Tulitomaatti>or, a way that would make it make sense would be that 40% of cyclists quite being cyclists before they die.
13:48<Tulitomaatti>-e
13:48<V453000>they do, they come in 3 various vehicle types
13:48<V453000>but vehicle changing its name and features isnt the same vehicle anymore
13:49<V453000>-> why not have it as a new one
13:50<maddy_>sure, was just thinking, a slug (an animal?) could evolve...more so than say a regular non-fantasy engine
13:50<frosch123>V453000: vehicles changing lengths when getting older? :p
13:50<V453000>that just puts even more wtf to the suspicion that some ultra-realistic train set wants those features maddy_
13:51<V453000>frosch123: :DDDDD
13:51<fjb>My car changed its length a few times. :(
13:52<maddy_>alluke: I have a feeling the answer to a lot of 'when feature X becomes available' questions is 'when you code it'
13:52<V453000>I am just enjoying my time waiting for alluke to come with some retarded answer :P
13:55<alluke>it was just a thought
13:56<alluke>when irl all vehicles of one type are converted to another type
13:56<alluke>the old type disappears and theyre all that new type
13:56<V453000>-> autoreplace?
13:56<V453000>with expiring vehicles?
13:56<alluke>hmm
13:56<alluke>idd
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13:57<alluke>forgot that since i use vehicles never expire setting
13:57<V453000>me too, annoying feature
13:58<alluke>love when sunset paints the sky yellow and purple
13:59<alluke>pink clouds look so cute on blue sky
13:59<alluke>like cotton candy
14:01<fjb>Hello Kitty clouds...
14:07<maddy_>so, any tips for saveload where I have an array where both key/value are ints
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14:10<frosch123>i guess, grep for "ARRAY"
14:13<@Alberth>o/
14:16<frosch123>hai
14:19<maddy_>yeah found it
14:22<fjb>Moin Alberth
14:27<maddy_>any ideas for storing an inner array inside an object? like any example in saveload which does that?
14:30<maddy_>just the last missing piece I need :)
14:31<@Belugas>sounds a bit like programming 101, isn't it?
14:32<@Alberth>hi hi
14:32<maddy_>yeah think I can work around it tho
14:33<@Belugas>AAAAAAAAAAAAAAAAAAAAALBERTH!
14:33<@Alberth>sir B!!
14:34<fjb>Moin Belugas
14:34<@Belugas>hello to all of you :)
14:35<@Belugas>fjb, have you tried selling your shots already?
14:35<@Alberth>on behalf of all of us, hello and welcome :D
14:35-!-gelignite [~gelignite@i528C303A.versanet.de] has joined #openttd
14:35*Belugas thanks the king that was and returns the same welcome :)
14:36<fjb>Belugas: Didn't find any time for a selling plan yet.
14:36<@Belugas>a
14:37<@Belugas>freaking
14:37<@Belugas>shame!
14:37<@Belugas>well... given the lovely companion you have, i bet i would not find time for much either ;)
14:37<fjb>The pictures are on flickr for years ans nobody cares.
14:37<@Belugas>oh. wait... it's my case too!
14:39<@Belugas>they are?
14:39<@Belugas>maybe a too big place to find a jem...
14:40<fjb>She is lovely, but also challenging.
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14:41<@Belugas>hehehe
14:41<fjb>Belugas: http://www.flickr.com/photos/infjb/sets/72157629112956442/
14:42<@Belugas>haaa...
14:42<fjb>And: http://www.flickr.com/photos/infjb/sets/72157629476907299/
14:42<@Belugas>thnks :)
14:43<fjb>Belugas: Do you have a flickr account?
14:44<@Belugas>i doubt that
14:45<fjb>Not all pictures are public.
14:47<maddy_>where is gamedata freed when closing a game?
14:47*fjb should post a flickr link more often...
14:47<@Belugas>it's just that I never got into "publishing" my stuff, mainly because i don't feel it's good enogh for that, unlike yours
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14:48<@Belugas>but given that I do have some shots of the party/weekend, i might create one
14:48<fjb>I feel the same about my shots.
14:49<fjb>And I also have to upload the party pictures somewhere.
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14:54<@Belugas>guess we should indeed :)
14:55<maddy_>wow there's a lot of code for supporting old savegame versions, how do you guys keep it all working and ensure nothing breaks when loading some old savegame?
14:57<@Belugas>we cross our fingers and pray hard ;)
14:57<fjb>Belugas: We should. I will upload them as soon as I find some time the next days.
14:57<fjb>:)
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15:00<@Alberth>maddy_: don't touch old loading code? :)
15:00<@Alberth>o/ andy
15:01<V453000>andythenorth, lord of pink copper ore
15:01<@Alberth>maddy_: it's an upgrade path through every savegame version to whatever version we have today
15:02<maddy_>Alberth: where is all gamedata freed though when closing a game or loading a new one?
15:03<@Alberth>all locally I think
15:03<@Alberth>pools are cleaned, map is re-initialized
15:03<@Alberth>a lot of stuff is in some global variable
15:04<maddy_>yeah, but say I have one func which frees my stuff, where would I call it from?
15:06<V453000>you usually call from phone to a phone
15:06<Wolf01>hello Alberth, hello Belugas
15:07<@planetmaker>alluke, I'll always veto to change vehicle *names* with time. Vehicle properties can be changed with time since... at least 0.6
15:07<@planetmaker>good evening everyone :-)
15:07<V453000>hy
15:08<@Alberth>maddy_: have a look where _industry_builder::Reset is called
15:08<@Alberth>hi planetmaker
15:08<alluke>did you solve the snowy coasts issue?
15:08<@planetmaker>lol
15:09<@Alberth>openttd earth is so warm, coasts are never covered in snow
15:09<alluke>what
15:09<alluke>did you troll me earlier?
15:10<maddy_>Alberth: afterload.cpp, I guess that's the place
15:10<@Alberth>maddy_: that's one place for init. there has to be a 2nd one for starting a new game
15:11<fjb>Moin planetmaker
15:11<@Alberth>ie by generating a new game rather than loading something
15:11<@planetmaker>kinda. with a different snowline implementation that can change
15:11<@planetmaker>hey fjb
15:12<andythenorth>it's always bothered me that the sea doesn't freeze
15:12<@Alberth>frosch123: should app.wsgi be executable? (it's not after applying the patch)
15:12<andythenorth>totally unrealistic unfrozen sea
15:13<@Alberth>very useful, you can transport goods in it all year around
15:13<@Alberth>and catch fish
15:13<fjb>andythenorth: Wait some years. The global warming is making the game more realistic. :)
15:14<andythenorth>Alberth: stop talking about gameplay
15:14<andythenorth>this is about realism :P
15:14<andythenorth>also ice floes
15:14<@Alberth>fjb: good point, OpenTTD is years ahead of reality :D
15:14<@Alberth>andy: sir B is also in the channel
15:15<andythenorth>what was the coast question anyway? Do I have to read logs?
15:15<@planetmaker>andythenorth, the complaint was that he can't have frozen coasts
15:15<@planetmaker>whatever the snow line
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15:17<frosch123>Alberth: i did not make it executable on the server either
15:17<frosch123>so i guess it does not have to
15:17<@Alberth>k
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15:18<DanMacK>Boo
15:19<LordAro>D:
15:20*LordAro had forgotten how awesome the TTD soundtrack is :D
15:21<DanMacK>lol
15:22*DanMacK slaps andythenorth around a bit with a large trout
15:22<andythenorth>ho it's DanMacK
15:22<andythenorth>you were missed
15:22<DanMacK>Thanks :D
15:33<maddy_>ok now I found the prob, saveloading Track enum as SLE_UINT8 does not work...what type should I use for enums?
15:34<maddy_>as far as I can see, only the first 6 bits are kind of used
15:36<@planetmaker>track bits and track type surely together are more :-)
15:36<@Alberth>store them in integers
15:37<maddy_>planetmaker: but I am just using Track
15:40<maddy_>the value is 0 when saving, but really big negative integer when loading
15:41<frosch123>maddy_: never use enums in saveload stuff
15:41<frosch123>their size is undefined
15:41<@Alberth>and they have nice little/big endian problems
15:41<maddy_>oh dear
15:41<frosch123>use the SimpleTinyEnumT to define an enum with defined size
15:42<maddy_>enum types are pretty convenient as class variables though
15:42<maddy_>what would be 'clean' way to do a conversion
15:42<+glx>there is TrackByte for Track
15:43<maddy_>yeah, but I wouldn't want to change my class variables, so can I do some cast or conversion?
15:44<frosch123>you do not have to
15:44<frosch123>TrackByte is a SimpleTinyEnumT which provided implicit conversion and operators and everything
15:44<maddy_>oh that's cool
15:45<maddy_>really love that
15:58<maddy_>works well, thanks
16:05<@DorpsGek>Commit by fonsinchen :: r25735 /trunk/src (order_type.h vehicle.cpp) (2013-08-20 20:05:31 UTC)
16:05<@DorpsGek>-Feature: allow implicit orders even if no explicit ones are given.
16:11<maddy_>the patch seems to work :) the basics are done, I can publish it on the forum soon...next problem is the visual presentation of signal links
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16:55<@Terkhen>good night
17:03<fjb>Good night Terkhen
17:03<frosch123>night
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17:20<NGC3982>Evening.
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17:22<@DorpsGek>Commit by fonsinchen :: r25736 /trunk/src (3 files) (2013-08-20 21:22:35 UTC)
17:22<@DorpsGek>-Codechange: move condition prediction out of GetNextStoppingOrder so that we can access both branches in calling code
17:22<@DorpsGek>Commit by fonsinchen :: r25737 /trunk/src (vehicle.cpp vehicle_base.h) (2013-08-20 21:22:37 UTC)
17:22<@DorpsGek>-Codechange: move inner workings of RefreshNextHopsStats into separate function
17:22<@DorpsGek>Commit by fonsinchen :: r25738 trunk/src/vehicle.cpp (2013-08-20 21:22:39 UTC)
17:22<@DorpsGek>-Feature: recursively walk all branches of conditional orders in the order prediction logic
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17:38<LordAro>hmm. hg.openttd.org doesn't have r25737 or r25738 ...
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18:00<LordAro>still nothing :(
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18:34<Wolf01>'night
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22:38<Rieksts>Hey, why are there people working on Cargo Distribution mod but not on Cargo Destination mod? The latter one makes much more sense.
22:44<Supercheese>I agree, but the developers choose what they will
22:44<Supercheese>and they chose CargoDist
22:55<Rieksts>Maybe because it makes OTTD similar to simutrans? But still i hope that there will be a predefined destinations option in distribution mod.
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---Logclosed Wed Aug 21 00:00:13 2013