--- | Log | opened 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 |
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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 |
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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 |
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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 :-) |
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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 |
12:51 | -!- | pugi [~pugi@dyndsl-178-142-073-238.ewe-ip-backbone.de] has quit [] |
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? |
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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 |
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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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--- | Log | closed Wed Aug 21 00:00:13 2013 |