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#openttd IRC Logs for 2013-08-23

---Logopened Fri Aug 23 00:00:15 2013
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01:04<Supercheese>Or people on other timezones
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01:29<Supercheese>on / in
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01:37<maddy_>good morning guys
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02:51<Supercheese>Could someone help me debug my patch? I've got the actual functionality (name stations according to nearby industry) working well, but old savegames won't load
02:52<Supercheese>Gives Broken savegame - referencing invalid persistent storage
02:56<maddy_>you've just added one new setting to the savegame?
02:56<Supercheese>I'm not sure what else I need to do in the saveload code
02:57<@planetmaker>Supercheese, in the saveload code, you need to add a hunk where you initialize the new setting for old savegames
02:57<@planetmaker>I think so
02:59<Supercheese>I could also have other issues with the patch, but that's the biggest one
03:01<@planetmaker>the default for olds need be off, I guess
03:01<Supercheese>I also seem to have accidentally included a commenting-out
03:01<Supercheese>the "/* Check if the station is buildable */"
03:01<@planetmaker>not sure what you made default for the new
03:01<Supercheese>that's not part of the true patch :P
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03:01<Supercheese>I made default off IIRC
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03:03<Supercheese>ok, I'll see if adding an initialization will solve the problem
03:04<@planetmaker>hm... I even fear it might not...
03:04<Supercheese>other problems?
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03:05<@planetmaker>nah, I'm just not too familiar with saveload code either... I usually assume that the hunk I just suggested is not needed for a simple boolean
03:06<Supercheese>does it matter where in any of the settings files I added the new setting?
03:07<@planetmaker>the checks for specific savegame versions are ordered ascendingly. Unless needed differently
03:08<Supercheese>same problem, after initializing
03:30<Supercheese>Hmm, perhaps the issues are due to my using various custom patches
03:31<Supercheese>I need to dig up saves from unpatched versions... I'm not sure I have any of my own :P
03:31<Supercheese>although most of the patches I use are tiny
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03:37<maddy_>get a clean checkout from the current trunk, then apply only your patch to it and nothing else, and test with that?
03:37<Supercheese>Yeah, seems I somehow broke my own savegames
03:38<Supercheese>I've already done that, but it seems my savegames from the game I was playing as I started writing the patch are now broken
03:38<Supercheese>bad specimens for testing, it seems
03:39<maddy_>yeah make a new savegame to test with I guess
03:40<Supercheese>well crap, other problems
03:40<maddy_>you can't take a savegame from a version with different patches, and then run it on another game with other patches
03:42<@planetmaker>he, yeah, grab a savegame from or forums for some loadsave experiments :-)
03:42<Supercheese>I've discovered a different problem I have to fix
03:42<@planetmaker>if you want a savegame with more than nothing (which of course is easily created)
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03:50<Supercheese>Ugh, changing the setting mid-game results in previously-built stations suddenly changing names
03:50<Supercheese>the way prop 24 names are handled is lame
03:53<Supercheese>it should not store the industry type as a pointer and run custom string format
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03:54<Supercheese>it seems like the code was written to accommodate switching grfs mid-game, which is odd
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11:18<alluke>daddy dj please take me to the party and let me dance along until the lights are on
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13:45<@DorpsGek>Commit by translators :: r25740 trunk/src/lang/turkish.txt (2013-08-23 17:45:09 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>turkish - 1 changes by wakeup
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13:57<@Alberth>ah, good old memories of browsing a forum using several tabs, to avoid waiting for the modem, come to mind :)
13:57<+glx>I still use this method
13:57<frosch123>here as well
13:58<+glx>one tab per level
13:58<frosch123>i wouldn't even have noticed that the forum would be slow, if people wouldn't complain in this channel all the time :p
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14:02<aditsu>hi, I haven't played single player for a long time, what happened to the difficulty settings (like easy/hard) and built-in AIs?
14:03<frosch123>built-in ais? :p
14:03<@Alberth>difficulty settings were merged with advanced settings
14:03<frosch123>you haven't played in 5 years? :p
14:04<aditsu>frosch123: I usually play multiplayer
14:05<aditsu>Alberth: I have a lot of options when I create a new game, but there's no simle "easy/medium/hard" setting
14:06<@Alberth>true, but those settings promised much more than they actually did
14:06<aditsu>frosch123: isn't openttd supposed to include at least 1 or 2 AIs?
14:06<@Alberth>practically every setting influences difficulty, yet they changed only a few settings
14:06<frosch123>go to content download, and get some ais
14:07<frosch123> <- take a look here for comparisons
14:07<@Alberth>unless you count the idle AI that does nothing, as an AI :p
14:07<@Alberth> may also be useful
14:07<aditsu>ok, the problem is.. there's way too much stuff now, and I don't know what to choose
14:07<frosch123>the usual suspects are simpleai, admiralai, nocab, dictatorai
14:17<Bad_Brett>do any of the ai's actually work properly now? last time i tried them, most of them offered little to no competition at all. they were just annoying. you knew beforehand that most of them would just spam buses, and those few that (try to) build railroads usually go bankrupt :P
14:19<Bad_Brett>i haven't tried the newer versions of nocab though
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14:21<Wolf01>o/ hello
14:23<aditsu>what's the setting that controls slowdown when climbing hills?
14:23<@Alberth>there are 2 at least
14:23<@Alberth>one is slope steepness
14:23<@Alberth>the other is freight weight multiplying
14:24<aditsu>ooh, they're not in advanced settings, but in expert settings :o
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14:25<@Alberth>could be, I never looked at the smaller collections, and switched to expert immediately :)
14:37<@DorpsGek>Commit by fonsinchen :: r25741 /trunk/src (cheat_gui.cpp linkgraph/linkgraphjob.h) (2013-08-23 18:37:45 UTC)
14:37<@DorpsGek>-Fix: shift join dates of link graph jobs when using the date cheat
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15:00<Bad_Brett>hehe... i feel a bit sorry for the "pig guy" in the 32 bpp graphics forum
15:02<Bad_Brett>his purple pig hasn't generated any responses for over a month now
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15:18<Eddi|zuHause>i never read that forum
15:18<aditsu>Alberth: the freight weight multiplier seems to apply to loaded vs empty trains rather than to slopes
15:19<@Alberth>I'd say, it also applies to slopes :)
15:20<aditsu>seems to affect horizontal tracks too (but only for loaded trains)
15:20<@Alberth>yes, hence "also"
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15:55<@Alberth>should I add the new translations of the firs thread?
15:58<Bad_Brett>there is no variable that can be used to get height difference/slope info on a train, right?
15:58<andythenorth>Alberth: please do :)
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16:05<frosch123>Bad_Brett: you can get the height difference between two adjacent wagons
16:07<Bad_Brett>interesting... what variable is that?
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16:11<Bad_Brett>nice pic andy
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16:23<@Alberth>always such nice pictures
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16:48<@Alberth>andy, pushed
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17:43<__ln__>will there be support for oculus rift?
17:57<Eddi|zuHause>if you program it?
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18:10<alluke>when will the next stable ottd be released?
18:13<frosch123>the last one is only 4 weeks ago
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18:23<Eddi|zuHause>yes, on the project's-end-celebration-party. there will thus never be a stable release ever again.
18:24<@peter1138>The last one, not the last one.
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---Logclosed Sat Aug 24 00:00:17 2013