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#openttd IRC Logs for 2008-02-06

---Logopened Wed Feb 06 00:00:29 2008
00:04<DaleStan>I suspected as much, but figured it was at least worth asking.
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01:51<DJ-Nekkid>DaleStan: i thought you were the newgrf expert :)
01:51<Gonozal_VIII>not for open
01:51<DaleStan>In Patch. Not in Open.
01:52<DaleStan>Open's newgrf support is about as well documented as Patch's code. Not at all.
01:52<DJ-Nekkid>no doubt...
01:53<Gonozal_VIII>as far as i understand, the code is not complete and gets changed as soon as some grf doesn't work as it should
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02:23<Gonozal_VIII>what did you break now?
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03:56<yorick>I'm trying to get the station track reservation in your YAPP, but its not redrawn when a train goes over it :(
03:57<yorick>I do not have enough cpp knowledge to get that working
03:58<yorick>I mean the newgrf changing station when reserved
04:01<yorick>or maybe I do
04:02<yorick>removes if pbs_debug_level >= 2
04:02<yorick>et voila :)
04:03*yorick is talking to himself
04:10<yorick>it works :)
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04:14<yorick>hello peter
04:15<yorick>I have the PBS station reserved prop for newgrfs working
04:16<@peter1138>Yes, it was a simple patch...
04:16<yorick>however, it did not redraw the station ;)
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04:19<@peter1138>It did with pbs debugging ;)
04:20<yorick>but not without ;)
04:20<yorick>it works if pbs debug is set to 2 or higher
04:20<yorick>I have just removed the if and let it be marked dirty in all cases
04:29<yorick>away now
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04:37<@peter1138>RoR.bin: pcm_params.c:2351: sndrv_pcm_hw_params: Assertion `err >= 0' failed.
04:37<@peter1138>(0) : fatal error C9999: *** exception during compilation ***
04:37<@peter1138>^ ARGH
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04:43<Yorick>whats RoR?
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04:52<Yorick>I have a question.
04:54<Yorick>how can it be that this savegame is eating 90% of CPU?
04:54<Noldo>does it have a lot of ships?
04:55<Yorick>only 50
04:55<Noldo>how big is the map?
04:56<Yorick>just download it
04:56<Noldo>I don't have the game here
04:56<Noldo>ships on a big map are very cpu heavy
04:57<Yorick>when I try to stop them, it drops to 80%
04:59<Yorick>when was tonnes renamed to kg and litres to m3?
04:59<Yorick>since I set it to SI instead of metric
05:00<keyweed>how many furlongs per fortnight does your train do?
05:02<keyweed>1 (furlongs / fortnight) = 0.000166309524 m / s
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05:51<redmonkey>hi. how many squares is a train able to look ahead (to find a drive-through service depot for example)?
05:52<Yorick>yapf.look_ahead or something
05:53<Yorick>for yapf, it looks ahead 10 signals by defaul
05:53<Yorick>drive-through service depots don't exist
05:53<Yorick>it can look ahead endlessly, I think
05:54<redmonkey>i meant a depot placed like this
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05:57<redmonkey>i have a train here with a reliability of 0% but it wouldn't like to go in such a depot
05:58<Yorick>breakdowns to off
05:58<Noldo>which pathfinder?
05:59<Yorick>disable service when breakdowns are off set to on
05:59<redmonkey>YAPF for trains is ON
06:00<redmonkey>breakdowns are set to reduced
06:00<Yorick>everytime I see a train passing throug a PBS signal, and there is another train in the same block, I think "they're gonna crash!"
06:00<Yorick>breakdowns must be set to off
06:01<Yorick>and then, you see the train changing its path the last moment ^^
06:01<Yorick>I hope the YAPP hits trunk
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06:02<redmonkey>but i don't want to disable breakdowns completely
06:02<Noldo>blathijs: the new pbs thing
06:02<blathijs>Yet Another PBS Project ? :-p
06:03<blathijs>Noldo: Is it any good?
06:03<Noldo>Patch actually
06:03<Noldo>haven't tried, but people seem to like it
06:04<Yorick>if you build it correctly, 0 crashes
06:04<blathijs>Noldo: I was curious as to code quality in particular, but you haven't seen it
06:05<Noldo>no and my code quality eye is quite lazy anyway
06:05<Yorick><belugas>I have not yet tried it, but i can cmpliment you at least
06:05<Yorick>a) for the effort
06:05<Yorick>b) for the almost perfect compliance to the code style
06:05<Yorick>c) for quite a good presentation :)
06:06<@peter1138>"<Yorick> everytime I see a train passing throug a PBS signal, ...." That's why I keep PBS paths visible... ;)
06:07<Yorick>it isn't very visible with maglev
06:07<@peter1138>Oh, well I don't use maglev very often.
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06:08<@peter1138>It arrives too late and is ugly, heh
06:08<Yorick>but is fast
06:09<@peter1138>There's nowhere to put it after a map has been filled with regular rails for 80 years.
06:09<Yorick>you can start in 2022 ;)
06:09<@peter1138>That would be horrible.
06:09<@peter1138>I'd miss out on the early vehicles.
06:09<Yorick>oh noes!
06:09<DJ-Nekkid>peter1138: then you hopefully will love the 2cc set ;) *promote*
06:09<@peter1138>Clearly we have different goals when playing this game.
06:10<@peter1138>"the 2cc set" ?
06:10<DJ-Nekkid>purno's 2cc set ...
06:10<DJ-Nekkid>*hook you up with link in a sec*
06:11<DJ-Nekkid>now there are a handfull more coded as well
06:11<@peter1138>How strange.
06:11<DJ-Nekkid>and monorail is converted into metro's...
06:11<@peter1138>I prefer to use a country-themed set. UKRS, DBSetXL, USSet, etc...
06:11<DJ-Nekkid>kinda slow, but high capacity inner city trains
06:11<Yorick>Dutch Train set :]
06:12<DJ-Nekkid>is that done yet Yorick ?
06:12<DJ-Nekkid>all i've seen from that is a buggy alpha
06:16<redmonkey>isn't it just too easy to disable breakdowns?
06:16<Yorick>have it your way
06:17<Yorick>but there is no way to disable servicing then
06:18<redmonkey>well, i don't want to disable servicing. i'm just wondering why some trains doesn't go to a depot to repair themself
06:19<Yorick>the depots are too far away?
06:19<redmonkey>it works on normal depots that are directly on a railtrack without any problem
06:19<Yorick>I think they only service when there is a depot 20 tiles away from them
06:20<redmonkey>let me count...
06:20<redmonkey>it's 12 tiles away
06:20<Yorick>and reachable?
06:20<Yorick>without having to turn somewhere
06:21<Yorick>is it in need of servicing?
06:22<redmonkey>yes, it is
06:22<Yorick>150 days since the last service?
06:22<redmonkey>hmm, i think it works with 6 tiles only
06:23<redmonkey>i lowered the service interval to 90 days
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06:44<@peter1138>Boo, my A380 crashed :o
06:44<Yorick>is that av8?
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06:47<Yorick>go including variable aircrash rates then!
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07:06<Yorick>[12:47] <Yorick> peter1138: go including variable aircrash rates then!
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07:20<planetmaker>I got a question as I obviously miss something...
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07:20<planetmaker>I just compiled ottd's latest nightly with the pbs patch.
07:21<planetmaker>but many graphics are missing like those for the pre-signals and the autorail tool etc.
07:21<planetmaker>Which file am I'm missing? ottd doesn't complain...
07:22<SmatZ>planetmaker: what OS are you running? do you have subversion installed?
07:22<SmatZ>or try ./configure --with
07:22<SmatZ>or try ./configure --revision=rxxxxx
07:23<planetmaker>I'm running SuSE linux 10.0. I have subversion
07:23<Gekz>--with-me ?
07:23<planetmaker>yorick: there is one. It gets generated.
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07:23<Yorick|AFK>afk again
07:24<SmatZ>planetmaker: does OTTD window say OpenTTD r12xxxM , or OpenTTD norev0000 (or so...)
07:24<planetmaker>the latter. It gives a warning that no revision is specified during compilation.
07:24<@peter1138>Best to check out the source with svn, rather than download the nightly's source.
07:25<planetmaker>peter1138: never did that. can you give me a step by step instruction, please?
07:25<@peter1138>"svn checkout svn://"
07:26<Gekz>svn co svn:// openttd
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07:38<redmonkey>wouldn't it be nice if there were a little extra program that loads your openttd savegames and displays it in 3d? where you're able to walk around and jump in into a train of yours and drive with it to the next stop? :)
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07:39<DJ-Nekkid>gl on that
07:40<redmonkey>hehe, you don't have to tell me.. i'm not a programmer :)
07:41<Forked>"a little extra" ? :)
07:41<redmonkey>i mean a separate program
07:41<redmonkey>as a side project or something
07:43<SmatZ>redmonkey: yeah, it would be nice, you just need 3D models of all buildings, vehicles and all sprites generally...
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07:45<redmonkey>uhh, sound like a lot of work :)
07:50<planetmaker>peter1138: SmatZ: thx. I'll give it a try with the svn version, patched with yapp. I'll know soon...
07:50<Yorick>using windows?
07:50<planetmaker>whom? me? no. Linux
07:50<planetmaker>At least now.
07:50<Yorick>I would have had a windows binary here
07:51<planetmaker>this evening I might give it a try on mac :). But if you have win binary with the latest yapp I'd be glad
07:51<planetmaker>I prefer to play on my desktop that is. Can you e-mail me to newsgroups (ät) ?
07:52<Yorick>I've edited the patch so newGRF's with newStations can use the reservation state
07:52<planetmaker>That definitely is no backdraw :). Any newgrf which I then should download?
07:53<Yorick>the only grf I know that uses it is the Industrial Stations Renewal Set(train sheds opening/closing)
07:53<Yorick>do you want only the binary or the language files and grf files too?
07:54<planetmaker>that's in the ottdc grf package?
07:55<planetmaker>If the language and grf files are compatible with normal nightly I'll have no problem to not receive them
07:55<Yorick>the language files arent
07:55<planetmaker>hm. I'd need an English or German version
07:56<Yorick>Tar, 7-zip, Rar or zip
07:56<planetmaker>anything except 7-zip is fine. preferred tar or zip
07:56<DJ-Nekkid>what would the syntax for the running cost of train be? 0E xx xx 00 00 0D <factor> ?
07:56<planetmaker>or gz
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07:58<planetmaker>peter1138: thx. the svn version compiled fine and no missing grf now
07:58<planetmaker>Yorick: can you tell me? How do I place pbs signals?
07:59<DJ-Nekkid>ctrl-click on them
07:59<Gekz>point blank shot signals!
07:59<DJ-Nekkid>and it will cycle between normal-pre-exit-combo-pbs
07:59<DJ-Nekkid>i assume
07:59<Yorick>signal GUI ;)
07:59<Yorick>DJ-Nekkid: if you set it so in the patches
08:00<Yorick>planetmaker: I don't like email, can I upload it somewhere?
08:00<DJ-Nekkid>or use signal gui :)
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08:03<planetmaker>DJ-Nekkid: seems easiest. thx
08:04<Yorick>planetmaker: see download url above ^_^
08:05<planetmaker>yorick: file downloaded. thx :)
08:05<Yorick>deleting it again
08:06<planetmaker>Okay, I think I'll have get to work now again :) and play around this evening...
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08:06<pm|work>I just got too curious with so many people trying out this nice new patch :)
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08:08<Yorick>I think that how many people use this patch and not the official openttd nightlys influences the time it gets included :-P
08:10<Yorick>there is already a server running with the patch
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08:12<ln->our agent in brazil
08:13<Yorick>or Owenia
08:15<@orudge`>but only until tomorrow evening
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08:19<DirtYiCE>ping Rubidium
08:20<Yorick>[14:20] -NickServ- 1 (online, not identified)
08:21<Sacro>our agent with a brazillian?
08:22<@orudge`>you make jokes like that far too much, Sacro, they weren't funny the first time :p
08:30<Sacro>q a b c=putStrLn $ b ++ [toEnum 10,'q','('] ++ show b ++ [','] ++ show c ++ [','] ++ show a ++ [')']
08:30<Sacro>main=q "q a b c=putStrLn $ b ++ [toEnum 10,'q','('] ++ show b ++ [','] ++ show c ++ [','] ++ show a ++ [')']" "def q(a,b,c):print b+chr(10)+'q('+repr(b)+','+repr(c)+','+repr(a)+')'" "def e(x) return 34.chr+x+34.chr end;def q(a,b,c) print b+10.chr+'main=q '+e(b)+' '+e(c)+' '+e(a)+' '+10.chr end"
08:31*Forked implodes
08:31*keyweed blinks
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08:43<DaveWorley>Afternoon all.
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09:15<Yorick>there is exactly one YAPP testing server from, but its in 1930>no rail to build :(
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09:26<Sacro>i wanna play with PBS D:
09:26<Sacro>someone start a server
09:26<Yorick>there is one
09:26<Vikthor>Yorick: Its with usset, ther should be trains
09:26<Yorick>no newgrfs ;)
09:26<Typhoon>does anyone know if TTDAlter works on Vista/
09:27<Yorick>not for ottd
09:27<@orudge`>should do
09:27<@orudge`>I've not tested it
09:27<@orudge`>but I don't see why it shouldn't work
09:27<Vikthor>Yorick: ahh, now i remember I switched them off. But I forgot to change the year
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09:29<Yorick>its being compiled for ;)
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09:29<@orudge`>11:27:19] <Yorick> not for ottd <-- he asked about Vista, not OpenTTD ;)
09:29<@orudge`>TTDAlter has never worked with OpenTTD, obviously
09:30<Yorick>still 1930, Vikthor
09:33<Vikthor>Now it's 1930 but with Usset :D
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09:41*peter1138 wonders how Sacro will cope with not being able to place signals every other tile...
09:41<@peter1138>Hmm, well I suppose you can...
09:42<@orudge`>why wouldn't he be able to?
09:43<@peter1138>I'd ban him :D
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09:55<keyweed>you should. every tile should have a sign!
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09:57<@peter1138>Is there a short-cut key for one-way roads?
09:59<Sacro>peter1138: i hate having to do that
09:59<Sacro>it tends to be the only way thouhg
10:00<Sacro>anything longer is inefficient when doing points
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10:03<DJ-Nekk|d>what would be the proper way to make a vehicle never expire? \b0 or \b255 ?
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10:28<Eddi|zuHause3>arghh... my system is awfully screwed up today...
10:30<Eddi|zuHause3>i had memory overflow earlier today... something didn't recover from that properly...
10:30<Eddi|zuHause3>i'll try to restart X
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10:32<CIA-5>OpenTTD: frosch * r12070 /trunk/ (5 files in 2 dirs): -Cleanup(r12042): Water-owner of shipdepots is no longer needed. Removed.
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11:04<Gonozal_VIII>why is the channel so silent?
11:05<ln->you only arrived 5 mins ago.
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11:11<Eddi|zuHause>you pinged me!!
11:12<CIA-5>OpenTTD: frosch * r12071 /trunk/src/ (station_cmd.cpp water.h water_cmd.cpp): -Feature(ette): Draw river- and canal-edges under docks and shipdepots.
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11:17<Eddi|zuHause>hm... i just had a crash...
11:18<Eddi|zuHause>reversing train while waiting at signal...
11:18<Gonozal_VIII>well... bad
11:18<Eddi|zuHause>michi_cc: these may not happen under any circumstances
11:19<Eddi|zuHause>Gonozal_VIII: well, i just saved 5 days before ;)
11:19<CIA-5>OpenTTD: frosch * r12072 /trunk/src/ (station_cmd.cpp water_cmd.cpp): -Fix: Make docks at sea flood neighboured tiles.
11:19<Gonozal_VIII>load because of a crash? naaah
11:20<Eddi|zuHause>load because of finding out why
11:20<Gonozal_VIII>reversing train while waiting at signal...
11:20<Gonozal_VIII>your why ;-)
11:20<Gonozal_VIII>goes to the other signal behind him from the backside, can't stop, no path, boom
11:23<Gonozal_VIII>they should only be allowed to pass through the backside of a signal if they have a path
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11:25<Eddi|zuHause>there was no signal behind it
11:25<Gonozal_VIII>then what did it crash into?
11:26<Sacro>someone start a server
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11:27<Eddi|zuHause>it went straight back on the crossing
11:27<Eddi|zuHause>before it reached anything like a signal, it crashed with another train
11:28<Gonozal_VIII>you reversed a train into a crossing without any signals?
11:28<Gonozal_VIII>and you're wondering about the crash?^^
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11:29<Eddi|zuHause>not I reversed
11:29<Eddi|zuHause>it reversed by itself!!
11:29<Eddi|zuHause>because it waited too long at a signal!
11:29<Gonozal_VIII>pbs signal?
11:29<Eddi|zuHause>i was on the other side of the map!
11:29<Eddi|zuHause>no, normal signal
11:29<Gonozal_VIII>see... there's your problem
11:29<Eddi|zuHause>"exit" signal
11:30<Gonozal_VIII>they don't reverse at pbs signals
11:30<Eddi|zuHause>it is not a problem
11:30<Eddi|zuHause>this is how it is intended
11:30<Eddi|zuHause>michi_cc said it himself yesterday... all entrance signals PBS, all exit signals normal signals
11:30<Gonozal_VIII>yes... bad layout, crash, this is how it is intended :-)
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11:31<Eddi|zuHause>you are an idiot
11:32<Eddi|zuHause>this is exactly the scenario why the last PBS patch was rejected
11:32<Eddi|zuHause>train reverses -> boom
11:32<Gonozal_VIII>then don't use normal signals there or a pbs signal in front of the crossing...
11:33<Gonozal_VIII>no signal at all, how is the train supposed to know it has to stop?
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11:35<Eddi|zuHause>the train is not supposed to go there
11:36<Eddi|zuHause>there's a don't care on that it has to stop
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11:39<@peter1138>Why is it so hard to understand?
11:39<@peter1138>Crashes bad.
11:41<SmatZ> (trams, on topic)
11:41<hylje>Trams! Always related!
11:41<hylje>.. eh, what?
11:42<@peter1138>errr. wtf
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11:43<@Belugas>i do NOT want to visit that city...
11:44<NukeBuster>me neither
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11:46<ln->wtf, it is already going straight ahead, but then magically jumps to left?
11:46<hylje>that's the real WTF
11:47<Gonozal_VIII>i found a big wtf just now
11:47<Gonozal_VIII>a train waits patiently in front of a pbs signal for another train to pass by..
11:47<Gonozal_VIII>but then suddenly the signal turns green and crash
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11:48<Eddi|zuHause>like this big?
11:48<Eddi|zuHause> \ /___ __
11:48<Eddi|zuHause> \ / | |_
11:48<Eddi|zuHause> \/\/ | |
11:49*keyweed suggests figlet
11:49<Gonozal_VIII>and now another train ignored an empty platform and entered the busy one... boom again
11:50<keyweed>el quaeda suicide trains mod?
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11:52<Eddi|zuHause>Gonozal_VIII: there is a funny sideffect when a train without a reservation is on a track
11:52<Gonozal_VIII>besides the boom?
11:52<Eddi|zuHause>when a train reserves a track underneath another train
11:52<Eddi|zuHause>that other train clears the reservation while it is going on
11:52<Eddi|zuHause>so even when these two trains miss each other
11:52<Eddi|zuHause>the third train faces unreserved track
11:52<Eddi|zuHause>so it can delay the crash
11:53<Gonozal_VIII>years later some trains crash there for no visible reason^^
11:54<Eddi|zuHause>yeah, because one train gets delayed by cosmic dust or so
11:56<Eddi|zuHause>BR 250... that's a useful engine for once...
11:57<Gonozal_VIII>from 150 to 250
11:59<Eddi|zuHause>no, from 254 (= E 94) to 250, rather...
12:00<Eddi|zuHause>i have a few E 44, too
12:01<Gonozal_VIII>they don't look past the next order... pathfinder flaw
12:03<Eddi|zuHause>i have 39 194 and 38 150
12:04<Gonozal_VIII>what's a 194? i think i never used those
12:04<Eddi|zuHause>E 94 (DRG) == 194 (DB) == 254 (DR)
12:05<@peter1138>Gonozal_VIII, that might be solved by implicit signals at platform ends
12:05<Eddi|zuHause>getting confused yet? ;)
12:06<@peter1138>DBSetXL has way too many engines that are very similar
12:07<Eddi|zuHause>yes, like 181 and 111 at the same time...
12:07<Eddi|zuHause>one is a tiny bit faster, the other a tiny bit stronger
12:08<Eddi|zuHause>lifetime of engines should be more random...
12:08<Eddi|zuHause>when i bougth them at the same time, they all get old at the same time
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12:08<Eddi|zuHause>that is totally unrealistic
12:10<Gonozal_VIII>Gonozal_VIII, that might be solved by implicit signals at platform ends <-- could cause deadlocks with a station setup like on my screenshot
12:10<@peter1138>hmm true
12:10<@peter1138>then a complete path needs to be reserved
12:11<Gonozal_VIII>they should always reserve a path all the way to the next signal or end of the line, no matter if it really wants to go there
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12:13<Eddi|zuHause>if the pathfinder has no idea where to go from the station, which path should it reserve?
12:13<@Belugas>[12:08] <Eddi|zuHause> that is totally unrealistic <--- Good! I like it! let's keep it that way :D
12:14<Gonozal_VIII>if the path splits without signals, reserve both
12:15<Gonozal_VIII>because if it doesn't do that other trains could enter from there... destined to crash because there are no signals
12:17<Eddi|zuHause>hm... autoreplace fails...
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12:26<Gonozal_VIII>ok, reserving both is not good
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12:27<Gonozal_VIII>look and reserve the following orders until it reaches a safe place
12:28<Eddi|zuHause>possible infinite loop
12:28<Eddi|zuHause>plus, you cannot reserve backwards
12:28<Eddi|zuHause>you free this track when you go over it
12:28<Eddi|zuHause>even when you intend to go over it a second time
12:29<Gonozal_VIII>why reserve backwards?
12:31<Gonozal_VIII>if it turns around, end of path is reached
12:31<Eddi|zuHause>trains can reverse in stations
12:31<Gonozal_VIII>yes, then it reserves the platform
12:32<Gonozal_VIII>and no other train can reserve a path to it
12:33<Eddi|zuHause>no, but it can reverse and go out of the station without passing another signal
12:33<Gonozal_VIII>with the setup in my screenshot, there could still be a train from the leftmost station to the left middle and a train from the right to the right middle at the same time if they both turn around
12:33<Eddi|zuHause>on previously unreserved track
12:34<Gonozal_VIII>oh right... the reservation back is gone
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12:40<UnderBuilder>one question... how can I install openttd on damn small linux?
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12:41<UnderBuilder>it uses their own package manager
12:42<Gonozal_VIII>since when does openttd need an installation?
12:42<Prof_Frink>I'd go with "build from source".
12:48<Yorick>it seems like trains that are 'lost' can drive through PBS without a reservation...
12:50<pm|work>We / I could supply a save where to demonstrate that.
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12:55<UnderBuilder>are you answering to me?
12:56<UnderBuilder> <UnderBuilder> one question... how can I install openttd on damn small linux?
12:56<Gonozal_VIII>openttd doesn't need installation
12:56<UnderBuilder>quote trainlord: huh?
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13:04<UnderBuilder>in that thread it says that I need to get some libraries which seems to be painful to install
13:05<SmatZ>choose other distribution
13:05<SmatZ>this is not OTTD problem, but rather DSL problem
13:06<UnderBuilder>my pc is a p2 celeron with 256mb ram
13:06<UnderBuilder>processor clock: 300mhz
13:06<SmatZ>I am running Gentoo on slower PC :-p
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13:07<SmatZ>hello Wolf01
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13:09<DaleStan>Belugas, peter1138: Do either of you know what Open does for bit 4 of varaction2 variable 1B? (1B is display options. Bit 4 is transparency.)
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13:10*Belugas checks
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13:11<+glx>case 0x1B: return GB(_display_opt, 0, 6);
13:13<+glx>it does nothing (we don't have bit 4
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13:14<@Belugas>indeed not...
13:14<@Belugas>/* Display Options */
13:14<@Belugas>enum {
13:14<@Belugas> DO_SHOW_TOWN_NAMES = 0,
13:14<@Belugas> DO_SHOW_STATION_NAMES = 1,
13:14<@Belugas> DO_SHOW_SIGNS = 2,
13:14<@Belugas> DO_FULL_ANIMATION = 3,
13:14<@Belugas> DO_FULL_DETAIL = 5,
13:15<@Belugas> DO_WAYPOINTS = 6,
13:15<@Belugas>DaleStan, why? you have an idea?
13:15<@Belugas>or... does ttdp uses it?
13:15<@Belugas>or will?
13:15<SmatZ>maybe different sprites are used when transparency is set?
13:17<DaleStan>That's the possibility, indeed. TTDPatch doesn't use it, but some GRF authors may.
13:18<DaleStan>At least in my mind, TTDPatch doesn't "use" the NFO spec.
13:18<DaleStan>More precisely, some sprites may cause ugliness in transparent mode, and just don't get drawn.
13:20<@Belugas>mmh... ottd has a setting specially for transparencies, where quite a few stuff can be turned transparent
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13:20<@Belugas>i wonder if we should set the bit 4 whenever a transparent option is turned on, then
13:21<@Belugas>or something like that
13:21<@Belugas>which should be quite trivial to do
13:21<@peter1138>Depends on the feature :o
13:22<@Belugas>of course :)
13:24<DirtYiCE>any noai or squirrel people here?
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13:24<Eddi|zuHause>hm, another unexplainable crash...
13:25<@Belugas>blame it on the cosmic rays :D
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13:25<Amis>OTTD is 20% game code 30% elements and 50% unknown soul
13:26<DaleStan>What I've got is that every time getnewsprite gets called, I set bit 4 of displayoptions according to the transparency option that applies to grffeature, but I was wondering if there was a better solution.
13:27<@Belugas>"according to the transparency option that applies to grffeature" you lost me there :(
13:28<@peter1138>"Regardless, TTD [...] will become abandon ware in 2 years"
13:28<@peter1138>Funniest thing ever...
13:28<Eddi|zuHause>more like 102 years ;)
13:28<Eddi|zuHause>probably won't suffice
13:28<DaleStan>grffeature is the global that sets which feature is being queried for new sprites. So, if it's 04, I use the station transparency setting; if it's 09, I use the industry transparency setting, and so on.
13:29<Gonozal_VIII>it's been "abandonware" for lots of years
13:29<Gonozal_VIII>doesn't change any copyright
13:29<@Belugas>ok, understood, DaleStan
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13:30<+glx>Gonozal_VIII: abandonware doesn't exist
13:31<Eddi|zuHause>word of advise: never try to resolve a deadlock by placing PBS ;)
13:31<@Belugas>DaleStan, maybe a new var? Exposing the real transparency mode, i mean
13:32<Eddi|zuHause>(but this is not the reason for that crash)
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13:32<DaleStan>But for things like vehicles and cargos, I was hoping for an already defined behaviour. And maybe, but that doesn't fix the problem; bit 4 of var1B still has to work.
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13:35<@Belugas>having transparent vehicles... pleasant idea :)
13:35<SmatZ>:-) not hard
13:36<@Belugas>nope, i don't think it would be
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13:36<Gonozal_VIII>aaaand why exactly is that useful?^^
13:36<@Belugas>did anyone said usefull??
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13:37<Gonozal_VIII>some IsTransparencySet(TO_VEHICLES)s later.. and what's the point now?
13:38<@Belugas>mmmh... we do not set the grffeature in the resolverobject
13:39<@Belugas>unless it is but i do not see it since it wears another name...
13:41<Eddi|zuHause>yay, next unprovoked crash...
13:41<SmatZ>Eddi|zuHause: PBS modified I suppose
13:41<Eddi|zuHause>PBS, but not modified ;)
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13:43<+michi_cc>Eddi|zuHause: just what strange track layouts are building to get that many crashes? (Note: waypoints and lost trains don't count, problem is known and will be fixed)
13:43<Eddi|zuHause>apart from the first one, train reverses at signal, i have no way to reproduce them
13:44<Eddi|zuHause>some rare circumstances release tracks before it is properly freed or something
13:45<Eddi|zuHause>i first have to resolve this mega deadlock, before i can test further...
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13:46<Eddi|zuHause>the deadlock is not PBS related
13:46<+michi_cc>train reversing has it's problems right now, but I think I have a satisfactory solution
13:46<Yorick>ah Michi
13:47<Yorick>I'll prepare a savegame wherein trains crash
13:47<+michi_cc>waypoint, lost train or train reversing? then don't bother
13:48<Yorick>lost train
13:48<+michi_cc>fixed locally
13:48*Yorick wants it
13:48<+michi_cc>wait for the next release :)
13:48<Yorick>have you done the newStation reserved state?
13:49<+michi_cc>no, I haven't, but i've seen the quick fix of peter1138. I jus thave to find the source line where it's on
13:49<Yorick>there are 2 things needed for it
13:49<+michi_cc>probably in newgrf_something
13:50<Yorick>first, reserved paths always have to be redrawn, not only when debug_level >=2
13:51<Yorick>and on newgrf_station.cpp line 397: case 0x44: return GetRailwayStationReservation(tile) ? 7 : 4; // PBS status
13:51<+michi_cc>thanks, found
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13:52<Yorick>and you'll have to mark the whole path dirty when it gets reserved ;)
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13:53<Sacro>"Limitation disturbs me very sprites. Goes it throw out limitation?"
13:54<@Belugas>Serguey's quote?
13:54<Yorick>problem with that fix is that it will return unreserved state when PBS aren't used there
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13:55<Sacro>Belugas: nope, not him :)
13:55<Sacro>Sergey_S that is
13:56<Gonozal_VIII>i used an old version of the copy & paste patch for my merge thingy... had a hard time updating it above 12040.. and now i found the 12042 version^^
13:57<Sacro>alas poor Yorick ...
13:58<Gonozal_VIII>should have updated the patches one by one instead of merging them and updating together... i'm doing that now
13:59<Sacro>Yorick: shakespear
13:59<Yorick>what does "BarCrossing" and "UnbarCrossing" do?
13:59<Gonozal_VIII>close the bars?
13:59<Eddi|zuHause>michi_cc: when the last wagon of a train gets stopped right on a (non-PBS) signal tile, it frees the tile before the signal, and the next train reserves up to that signal
14:00<Eddi|zuHause>when the 2nd train reaches that signal
14:00<Yorick>means make it closed?
14:00<Eddi|zuHause>it crashes with the last wagon of the waiting train
14:01<Yorick>Gonozal_VIII: does it close the crossing for RV's?
14:01<+glx>that's how it works yes
14:01<Eddi|zuHause>solution: reserve all tiles that are occupied by a train... (i said that before)
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14:03*Yorick is coding a piece that makes a road crossing close when
14:03<Yorick>it gets reserved
14:03<Gonozal_VIII>hmmm nice
14:04<Yorick>same behavior in ttdp
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14:04<Gonozal_VIII>could cause too long closed times... but less exploding trucks^^
14:04<Yorick>I'll leave the sound, can't play long enough's annoying!
14:06<Gonozal_VIII>i think that could reduce the chances to get it into trunk because it removes an existing "feature" (the sound)
14:06<Yorick>it doesn't remove it
14:06<Yorick>it closes
14:06<Yorick>and when the train comes near, it will play the sound
14:06<Gonozal_VIII>ah, ok
14:06<Yorick>it will just be shut more
14:07<Yorick>and that is nice for the truckdrivers and their explosive cargo
14:07<Sacro>there is a grf that removes the sound
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14:08<Yorick>one line to add, michi_cc , road_map.h line 217: SetCrossingBarred(t, b);
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14:08<SmatZ>Yorick: use MaybeBarCrossingWithSound(tile, false)
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14:09<Yorick>it will use sound
14:09<SmatZ>to skip the sound
14:09<Yorick>and what's the advantage
14:09<SmatZ>hello Madassasin
14:09<Madassasin>I've got an idea to solve the level crossing stuff with YAPF
14:09<Madassasin>shall I start?
14:09*Yorick pauses Madassasin and redirects output to readable wiki page, unpauses again
14:10<Madassasin>basically I'm thinking that the road part should look a few tiles forward for crossings, and if it finds one, it should talk to the rail part
14:10<Barry>is there a list of all patches there are in the latest nightly
14:10<Yorick>SmatZ: what's the advantage of MaybeBarCrossingWithSound?
14:10<Madassasin>to calculate if the RV has time to cross or not
14:11<Madassasin>Barry: about 3k patches
14:11<Yorick>Madassasin: we're just discussing something with crossings that get closed when they get reserved
14:11<SmatZ>Barry: you can list Changelog
14:11<Madassasin>hmm, what exactly
14:12<Barry>Hehehhe Madassasin. Sorry I mean the patches from the forum like authority_disabler_6.diff
14:12<Madassasin>oh, well, good luck then
14:12<Gonozal_VIII>most patches that got into trunk have "in trunk since bla" in the topic name
14:13<Eddi|zuHause>michi_cc: you can't only reserve the path up to the signal, you need to reserve the signal tile as well
14:13<Yorick>SmatZ: MaybeBarCrossingWithSound accepts only 1 parameter
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14:14<Yorick>static inline void MaybeBarCrossingWithSound(TileIndex tile) ;)
14:14<SmatZ>Yorick: true
14:15<Madassasin>void MaybeBarCrossingWithSound(bool scream) { if (true == scream ) { PlaySound(SND_LEVEL_CROSSING); } }
14:15<Madassasin>whut? :P
14:15<@Belugas>if (scream)
14:15<Madassasin>meh, I'm the more verbose kind
14:16<Madassasin>I personally have a lot to complain about the ottd style :P
14:16<Madassasin>and not the position of the braces, I couldn't care less
14:16<Yorick>michi_cc michi_cc michi_cc *summoning
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14:17<Madassasin>no, no, no, pointers are bad
14:17<Madassasin>michi_cc &summoning :P
14:18<@Belugas>Madassasin :
14:18<SmatZ>Madassasin: your coding style scares me a lot
14:18<Madassasin>when did you see some of my code?!
14:19<Gonozal_VIII>if (true == scream ) <-- that is indeed scary^^
14:19<SmatZ>[20:15:07] <Madassasin> void MaybeBarCrossingWithSound(bool scream) { if (true == scream ) { PlaySound(SND_LEVEL_CROSSING); } }
14:19<SmatZ>[20:17:26] <Madassasin> michi_cc &summoning :P
14:19<Madassasin>Belugal: LMAO!!!
14:19<Madassasin>what's wrong with references?
14:19<SmatZ>they are so ... Javish?
14:20<Madassasin>yea? lemme give you an example
14:20<Gonozal_VIII>not only do you compare a bool to a bool to get a bool^^, you also have the value first, then the variable... strange^^
14:20<@Belugas>Laughing My Ass Out (??)
14:20<@Belugas>Leave Me Alone OK (??)
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14:21<Madassasin>int sum(int* a, int* b) {return *a + *b}; **OR** int sum(int& a, int& b) {return a + b);
14:21<Madassasin>tell me which is nicer :)
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14:21<Gonozal_VIII>int pointers?
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14:22<SmatZ>using references leads to bugs
14:22<SmatZ>it is much worse readable (for me:)
14:22<Gonozal_VIII>i don't know c++, wtf is & ?
14:22<Madassasin>it's the reference operator
14:22<Yorick>& || AND
14:22*Prof_Frink ampersands Gonozal_VIII
14:22<@Belugas>Madassasin, it's easy. The one who is nicer is the one with the less bug potential, where there is less deduction been made to understand it and , most of all, the one that all the devs agree upon using (and are used to work with)
14:23<SmatZ>Madassasin: swap(a, b) --- most people will know that they are actually pointers to a,b - so a,b can change...
14:23<Gonozal_VIII>what's wrong with int sum(int a, int b) {return a + b} ?
14:24<SmatZ>but for many functions, you have to see and remember which functions use reference to do the job of pointers
14:24<Madassasin>Gonozal_VIII: that's an example, go pass a 1 mb string by value
14:25<Sacro>a millbit?
14:25<SmatZ>with every reference used in OTTD code my head hurts
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14:26<Madassasin> >.<
14:26<SmatZ>like Chance16R(a,b,r) ... who on Earth should know that 'r' can eventually change? ...
14:26<Madassasin>Sacro: mewgabyte
14:26<Sacro>MB then :p
14:27<Madassasin>too lazy to use shift
14:27<SmatZ> void incr1(int& x); // increment
14:27<SmatZ> int incr2(int x); // increment
14:27<SmatZ>yeah, who expects 'x' will change?
14:27<SmatZ>when called incr1(x)
14:28<Eddi|zuHause><SmatZ> like Chance16R(a,b,r) ... who on Earth should know that 'r' can eventually change? ... <- i believe they were macros before
14:28<Yorick>michi_cc: don't use the setcrossingbarred there, it's not defined yet(can't compile), move the whole reservation down
14:28<@Belugas>anyway, it is OUR code style, and that's the one WE are using
14:28<@Belugas>so... that's it fo rme
14:29<@Belugas>like... take it or leave it
14:29<SmatZ>Eddi|zuHause: yeah, and macros are expected to have 'strange' behaviuor
14:29<Yorick>oh well
14:29<SmatZ>"References are useful for several things, but the direct reason I introduced them in C++ was to support operator overloading."
14:29<Eddi|zuHause>SmatZ: so the function tries to mimic the behaviour of the macro, to ease transition
14:30<SmatZ>yeah... operator overloading
14:30<Barry>Guys where can I found a good en clear tutorial to apply a patch/diff in the latest nightly
14:30<Madassasin>Barry: your OS?
14:30<Barry>win vista or win xp
14:30<Madassasin>BuildOTTD for XP
14:30<Eddi|zuHause>Barry: search for BuildOTTD
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14:30<SmatZ>Eddi|zuHause: it could be Chance16R(a, b, &r) --- it wouldn't change the behaiour, and would be clear that it may change 'r'
14:31<Barry>search on the wiki pages?
14:31<SmatZ>but yes, this way it was just copy+replace
14:31*SmatZ back to work... (study)
14:31<Eddi|zuHause>SmatZ: well, provide a patch ;)
14:32<Madassasin>ok, so why exactly do you recommend pointers or references? as I don't see any advantage, except that most of the system APIs are written in C and use pointers so...
14:32<Madassasin>*over references
14:33<SmatZ>I told my reason - it looks like call by value, but it is call by reference
14:34<Yorick>ah :) finally working
14:34<Yorick>after mixing some things together
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14:35<@Belugas>r e a d a b i l i t y
14:35<Sacro>Barry: i use patch from gnuwin32
14:35<Yorick>yes, only whole function blocks are moved, belugas
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14:36<Yorick>actually, only the reservation part was moved to the back of the BarCrossing
14:37<Madassasin>Belugas, SmatZ: is it very hard to look at the function header, or if you have a competent IDE, put the mouse pointer over the variable and see it's type (MSVC, Code::Blocks, wxDev-C++ can do this, haven't tested on other OSs)
14:37<Barry>Thx Sacro I will try BuildOTTD first
14:37<Sacro> <- sigh :(#
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14:38<SmatZ>Madassasin: why do you need to even move the mouse pointer somewhere, when using pointers is readable without it?
14:38<SmatZ>mmm why don't we start another flame war...
14:38*Sacro opens up vim
14:39<Madassasin>Sacro: so atari is gone?
14:40<Sacro>Madassasin: games yes, inc no
14:42<Madassasin>and which one released TTD?
14:42<Sacro>Madassasin: out you go
14:42<Sacro>don't come back :p
14:42*Belugas thinks it is not worth talking about code style. It will not be changed just because a stranger comes in and thinks it is silly.
14:42<Sacro>Belugas: pffft
14:42<Sacro>doing things on a whim is what makes it more interesting
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14:44<Madassasin>Belugas: so seniour forum members are strangers to you?
14:44<@Belugas>Well... if it was just uop to me, it would be begin/end instead og {}
14:44<Eddi|zuHause>i support that ;)
14:45<Madassasin>and I'd get rid of begin, invent "then" & "do" and make it lua >.>
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14:46<@Belugas>under the name Madassasin, you're pretty much a stranger to me, indeed. PLus, the seniority has nothuing to do with the pertinence of an opinion
14:46<@Belugas>and further more, WE are the ones using that code daily, for quite a long time thank you
14:47<Madassasin>then you might know me as `Desolator' on the forums
14:47<@Belugas>Desolator is known indeed
14:47<Madassasin>better then :)
14:47<SmatZ>Could you change mine to Bill Gates?
14:48<SmatZ>beware! :-P
14:48<Madassasin>sure, gimme 3 billion dollars
14:48<@orudge`>you mean give ME 3 billion dollars, surely?
14:48<Madassasin>no, you give each of us a dollar a second
14:48<@orudge`>but I'm the only one who can change forum nicknames
14:49<@Belugas>but that does not change the point very much
14:49<@orudge`>so, it'd be a bit silly giving anyone else the money
14:49<Madassasin>this is IRC, nor forums
14:49<Sacro>Madassasin: you sure?
14:49*Sacro looks around
14:49<Sacro>think you might be right
14:49<Madassasin>yes I am
14:50<Madassasin>well, how's the sound system going on, orudge?
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14:51<@orudge`>Madassasin: I'm in Brazil, all my code, etc, is in St Andrews
14:51<@orudge`>so I haven't done anything with it yet
14:51<@orudge`>I shall probably look at it again next week
14:51<@orudge`>when I'm home
14:52<@Belugas>the CArnalval!!!
14:52<Wolf01>you are in brazil and in front of a computer?
14:53<@orudge`>Belugas: not quite Rio
14:53<@orudge`>a bit further north than that
14:53<@orudge`>Wolf01: yes
14:53<hylje>so you don't have your code in a SCM?
14:53<@orudge`>we've just got back in from a long dayo ut
14:53<@orudge`>hylje: I have no desire to program when I'm in a place like this :p
14:53<@Belugas>still a nice place to be, orudge :)
14:53<@orudge`>oh yes
14:54<@peter1138>WHAT DID I MISS?
14:55<Gonozal_VIII>a lot
14:55<fjb>Trains don't go to the depot on pbs tracks. Is there a workaround for that bug?
14:55<SmatZ>nothing interesting
14:55<Madassasin>yeah, lots of useless opinions
14:55<@Belugas>indeed >:)
14:55<Yorick>fjb: I have seen them do :O
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14:56<Madassasin>we've been discussing code politics, you're not interested in that, a beer is better :)
14:56<@orudge`>that reminds me
14:56<@Belugas>a Madassasin that is really Desolator who requires we do change our code style because he thinks it sucks
14:56<@orudge`>I saw an awful lot of beer today
14:56<@orudge`>in the wholesale supermarket
14:56<Yorick>how do I do a partial compile using MINGW and MSYS?
14:56<@peter1138>mmm, beer
14:56<@orudge`>huge palettes full of crates of the stuff
14:56<Madassasin>when did I require you?!
14:56<@peter1138>Yorick, don't "make clean"
14:57<Yorick>I didn't
14:57<Yorick>I just do ./configure and make
14:57<itchsn>anyone can help with the .cfg file?
14:57<@peter1138>don't configure either
14:57<Yorick>but it compiles everything
14:57<Madassasin>peter1138: last time I checked, it would compile everything again
14:57<@peter1138>you only need that the first time
14:57<Madassasin>no matter what I did
14:57<fjb>Yorick: I have seen them do it in the v2 of the patch, not v3.
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15:01<Yorick>I have seen them do in the v3
15:02<Yorick>but they don't work as a PBS, and therefor don't reserve anything, and are vulnerable a crash with any train passing
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15:03<fjb>Ok, you did see it. I see the trains passing by a depot a month or years after they should have gone to the depot.
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15:04<itchsn>can someone help me with the gameopt settings in the config file pls? :)
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15:04<fjb>They reserve the path straight to the next stop, but never into the depot.
15:04<itchsn>i try to get it the pocketpc version running
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15:08<Yorick>yay-this will be a big day for the truckdrivers, they can finally do their job without getting crushed!
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15:13-!-orudge` is now known as Ruuuuuuuuuuuuuuuuuuuuuuuuuuuuu
15:14-!-Ruuuuuuuuuuuuuuuuuuuuuuuuuuuuu is now known as orudge`
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15:15<SmatZ>orudge` your nick is so big!
15:15<SmatZ>at least, it was
15:15<@orudge`>that's not the only thing ;)
15:15<SmatZ>yeah, I guessed so :-)
15:16-!-Yorick is now known as Ruuuuuuuuuuuuuuuuuuuuuuuuuuuuu
15:16-!-Ruuuuuuuuuuuuuuuuuuuuuuuuuuuuu is now known as Yorick
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15:17<SmatZ>Yorick: there is only one Ruuuuuuuuuuuuuuuuuuuuuuuuuuuuu, but it is not you :-P
15:17<Prof_Frink>How Ruuuuuuuuuuuuuuuuuuuude
15:18-!-Sogard^ [] has quit [Ping timeout: 480 seconds]
15:20*Yorick likes ?ing
15:20<Prof_Frink>No, the correct response is "YARDGLY."
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15:22*Yorick has to go
15:22*Yorick will cya again...He hopes
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15:27<SmatZ>Yay, peter!
15:27*peter1138 wonders if anyone has some screenshots of TTDPatch's routing restriction gui...
15:28<@peter1138>Hmm, found one on a bug report :o
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15:32<@peter1138>Mr Brianetta.
15:34<Brianetta>We have a mortage, in principle
15:34<Brianetta>Confirmation will be tomorrow or the day after
15:40<Sacro>Brianetta: cooooool!
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15:41<planetmaker>g' evening all
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15:45<@peter1138>Brianetta, "congratulations" ;)#
15:47*peter1138 signs up for BT's paperless billing...
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16:00*Sacro is now playing: 183 Type A [Tetris]
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16:58*Belugas goes home and wishes good nigh to those worht it
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16:59<Rubidium>DirtYiCE: pang
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17:33<ln->ok, what's in Berlin?
17:36<Rubidium>a very broken wall
17:37<@orudge`>you'd think someone would have mended it by now
17:37<ln->breaking a wall is an act of vandalism, clearly.
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17:48<DirtYiCE>Rubidium: why can't i use multiple constructor in squirrel?
17:52<Rubidium>1) I have no idea, 2) I did not write the C++ -> Squirrel interface, 3) I haven't written anything in Squirrel, 4) I have not time to take a proper look at it till at least late March.
17:52<DirtYiCE>who wrote the interface? TrueLight?
17:53<DirtYiCE>but he is retired afaik..
17:53<Rubidium>that's true too
17:53-!-Osai is now known as Osai^zZz
17:54<DirtYiCE>how could i contact him?
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17:55<Rubidium>try PM-ing him
17:59<CIA-5>OpenTTD: smatz * r12073 /trunk/src/tree_cmd.cpp: -Codechange: stop drawing trees a bit earlier when they are invisible
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18:06<Barry>Anybody here
18:08<CIA-5>OpenTTD: smatz * r12074 /trunk/src/tree_cmd.cpp: -Cleanup: use C++ variable scope and declaration in DrawTile_Trees()
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18:08<Sacro>CIA-5: ssssshh
18:08<Barry>When I have trouble with compling patches where can I get some help?
18:08<Sacro>Barry: try the internet
18:09<CIA-5>OpenTTD: peter1138 * r12075 /trunk/src/ (command.cpp command_type.h): -Codechange: Remove explicit numbering on command enum, and remove blanks from command list where old commands have been removed.
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18:19<fjb>Barry: At least you found the internet. What trouble do you have?
18:23<Barry>I work with BuildOTTD and I get a failure when I compile some patches. i wish to integrate some patches in the latest nightly for own use
18:26*Zr40 pokes any dev
18:26<fjb>The patches are for an older nightly build I guess. You have to look at the error messages and then alter the patch according.
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18:44<fjb>Hm, my trains seam to overlook the depots with YAPP v3.
18:45<fjb>And putting the depot into the orders to go there only for service they always go into the depot.
18:46<fjb>Occasionally a trains finds a depot for service every few years.
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19:13<Gonozal_VIII>compiling new version of my Gonozal_VIIIIN :D^^
19:16<fjb>Have fun...
19:16<Gonozal_VIII>compile still running, i hope it works
19:17<Gonozal_VIII>i started from zero with the patches and added a new one
19:18<Gonozal_VIII>tested all patches seperately with 12075 and they all worked... if the merged patch works is another question
19:20<fjb>You will know in a few minutes.
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20:03<Gonozal_VIII>yay new version
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20:10<fjb>Passenger destinations patch is missing...
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20:41<Sacro>Eddi|zuHausen D:
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20:41<Sacro>Die Eddi|zuHause2, Die
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20:57<CIA-5>OpenTTD: glx * r12076 /trunk/src/waypoint.cpp: -Fix: when reusing a renamed deleted waypoint, keep the new name
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20:59<Gonozal_VIII>hmm configure patches window is too small
21:00<Gonozal_VIII>no... passenger destination patch has too many settings
21:01<+glx>ask the author to put a new tab :)
21:01<Gonozal_VIII>i guess fixing the crash when you click on station rating has higher priority^^
21:02<+glx>and the desyncs ;)
21:02<Sacro>and the pbs
21:02<+glx>pbs is not in passenger destination
21:02<Gonozal_VIII>what has that to do with anything?^^
21:02<Gonozal_VIII>well, it is in mine
21:03<Gonozal_VIII>integrated without problems in my multipatch thingy
21:03<Gonozal_VIII>without new problems..
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21:04<Sacro> XD
21:06<Gonozal_VIII>well.. seems to work as long as you don't click the bad button
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21:11<Gonozal_VIII>strange how easy it was to include passenger destination patch with all the others
21:13<Gonozal_VIII>and it was for r12032 and i just plugged it into r12075 with 8 other patches without conflicts that i had to fix manually
21:19<Gonozal_VIII>don't you want to make a compile on request server where people can upload a .patch or .diff file, select the os and then get the binary (link to the binary) mailed to them when it's finished?^^
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21:21<+glx>Gonozal_VIII: what did you do to blathijs?
21:21<Gonozal_VIII>how do you know that it was me :O
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21:24<Gonozal_VIII>ah.. (Read error: Connection reset by guilloux).
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22:25<Gonozal_VIII>< fjb> Passenger destinations patch is missing... <-- is not
22:26<Gonozal_VIII>hmm old log
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22:27<Kolky>ive just installed 0.6.0-beta3 and i get this: is this known to be a bug?
22:28<Gonozal_VIII>no 1000 seperator?
22:28<Gonozal_VIII>ah income
22:29<Gonozal_VIII>should look for the red boxes first^^
22:29<Kolky>it seems to work on the AI chars
22:29<Kolky>but not on me
22:30<Gonozal_VIII>money doesn't get added too or only missing in the finances window?
22:31<Kolky>seems to me, it doesnt get added either
22:31<Gonozal_VIII>strange.. did you try with a newer version?
22:31<Kolky>this is the latest beta
22:32<Kolky>dindt try that
22:33<Gonozal_VIII>if it works there, it's already fixed, no need to file a bug report for it then
22:35<Kolky>still the same imho
22:36<Gonozal_VIII>is it an old game or a new one?
22:38<Kolky>its a selfmade scenario, but only thing i did was use a heightmap, add random cities and random tree's :S
22:39<Gonozal_VIII>hmm i get the aircraft income correctly
22:40<Kolky>i used the game files from here: thats correct, right?
22:41<Gonozal_VIII>the missing files are only sprites and sounds, shouldn't change anything
22:42<Kolky>ill clear my install and try again
22:42<GoneWacko>buffer overflow in the sprite handler causing issues with gameplay code :>
22:42<Gonozal_VIII>i should look at teh non red square stuff too^^
22:42<Gonozal_VIII>you're using transfer
22:43<Gonozal_VIII>that drops the passengers off at the airport to wait for another vehicle
22:43<Kolky>oh but why does it display money
22:43<Gonozal_VIII>that's what you would get if it was the final destination
22:43<Kolky>ok that was very noobish
22:44<Kolky>sorry :(
22:44<Kolky>guess its cause its so late :x
22:44<Gonozal_VIII>yes, for me too, should have noticed that much faster^^
22:45<CIA-5>OpenTTD: belugas * r12077 /trunk/ (3 files in 2 dirs): -Cleanup: Remove files not used anymore from project files
22:46<Gonozal_VIII>hmmm that commit looks like trouble
22:47<+glx>Kolky: you are using transferts
22:47<Kolky>yeah i noticed
22:47<Gonozal_VIII>i noticed :P
22:49<GoneWacko>I would have noticed if it wasn't that the screenshots did not work for me before :o
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22:56<Gonozal_VIII>the removal of those files didn't break any of the patches, yay
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23:07<Gonozal_VIII>what's up with those newlines at the end of rail_gui.cpp?
23:07<Gonozal_VIII>they keep getting more and more...
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23:15<+glx>extra newline in the diff probably
23:15<Gonozal_VIII>ah, possible
23:16<Gonozal_VIII>always get unresolved conflict there becase of the number of newlines^^
23:18<Gonozal_VIII>i've included roujins terraform patch now too :-)
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23:22<Gonozal_VIII>ooooook assertion failed
23:24<Gonozal_VIII>hmm raising and lowering land is outside of command proc table
23:25<Gonozal_VIII>ah, probably missing ',' again
23:25<@Belugas>drag and draw?
23:25<Gonozal_VIII>yes drag and draw
23:26<Gonozal_VIII> assert((cmd & 0xFF) < lengthof(_command_proc_table));
23:26<Gonozal_VIII>that fails
23:28<Gonozal_VIII>strange, no missing , in the table
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23:29<Gonozal_VIII>what's CMD_AUTO?
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23:47<CIA-5>OpenTTD: belugas * r12078 /trunk/ (3 files in 2 dirs): -Cleanup: Add missing headers on project files
23:48<Gonozal_VIII>did that have something to do with the assertion?
23:51<@Belugas>which assertion?
23:52<Gonozal_VIII>assert((cmd & 0xFF) < lengthof(_command_proc_table));
23:52<@Belugas>clean trunk?
23:53<Gonozal_VIII>[05:25:30] Belugas: drag and draw?
23:53<Gonozal_VIII>[05:25:46] Guest689: yes drag and draw
23:53<Gonozal_VIII>stupid nick stuff...
23:56<@Belugas>sorry, boy, you're on your own
23:56<@Belugas>enough to do on my side
23:56<@Belugas>in fact, i've got enough
23:56<@Belugas>i's late
23:57<Gonozal_VIII>sure... not your problem... i guess he forgot to add something to that array thingy
23:57<Gonozal_VIII>you know it's kind of a bit later here?^^
---Logclosed Thu Feb 07 00:00:05 2008