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#openttd IRC Logs for 2008-02-09

---Logopened Sat Feb 09 00:00:49 2008
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02:49<LordAzamath>Can somebody explain me this:
02:50<LordAzamath>As I can understand, you can define new objects like like current lighthouses there
02:50<DaleStan>Ask Oskar (eis_os)
02:50<@peter1138>You would be able to if it had been finished. Possibly even if it had been started.
02:51<DaleStan>It's his baby, and only he has any clue what's going on there.
02:51<LordAzamath>so it's just documentation, but no features yet?
02:52<DaleStan>The loaders for props 08..0A are present in Patch, but I suspect they load the data into what might as well be /dev/null
02:53<LordAzamath>hmm.. ok
02:53<LordAzamath>so I'll drop new Objects atm :P
02:54<@peter1138>Why/how do people twist things so?
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02:55<@peter1138>I had PM asking me if they can use more than 116 train IDs in OpenTTD and TTDPatch...
02:56<LordAzamath>khmkhm engine pools khmkhm
03:00<LordAzamath>btw, how ready are you with it?
03:02<@peter1138>I gave up. Those bastards didn't want it in trunk!
03:03<@peter1138>(Not really)
03:04<LordAzamath>hmm.. peter1138 can you give me a link to that diff? I want to compile that patch to see what it really does...
03:05<@peter1138>Compiling it won't tell you anything...
03:05<LordAzamath>and play it
03:06<LordAzamath>or actually..
03:06<LordAzamath>I'll better learn more nfo today :D
03:07*LordAzamath is trying to get a simple animation
03:09<@peter1138>Vehicle animation?
03:11<LordAzamath>a plane which has a flag when it flies
03:11<LordAzamath>and that flag is animated
03:11<LordAzamath>dih once asked if I could do it :P
03:11<LordAzamath>and it's a good thing o learn too
03:12<LordAzamath>Am I right when I should just define a set of sprites for animation with action1, give it an ID with action2 and then use it somehow?
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03:13<@peter1138>Well you'll need a varaction 2 to select which animation frame to draw.
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03:13<LordAzamath>var2 frightnens me
03:13<@peter1138>Probably either the tick counter or the movement counter
03:13<LordAzamath>but I'll be brave
03:14<@peter1138>Tick counter'll be constant speed, movement counter will vary with vehicle speed.
03:14<@peter1138>There are some ginormous pigeons in my garden.
03:15<LordAzamath>movement counter is this?
03:18<@peter1138>I need one!
03:19<@peter1138>Yes it is that, although possibly it doesn't work for aircraft.
03:19<@peter1138>Tick counter will.
03:19<LordAzamath>then I'll use tick counter
03:20<@peter1138>124% of an estimated 8k tonnes transported
03:21<LordAzamath>well... it's estimated
03:21<@peter1138>I guess their estimate was shit :)
03:38<LordAzamath>but at first I'll try to understand how to make different graohics for flying/landed planes
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03:48<Roujin>hi there
03:53<LordAzamath>hi Roujin
04:05<Roujin>hm gotta go again ^^ cheers Lord, good luck with your projects. OpenGFX ftw ;)
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04:54<LordAzamath>it should replace Bakewell Cotzwald graphhics...
04:54<LordAzamath>but it doesn't :(
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05:03<LordAzamath>renum doesn't complain on anything..
05:12<LordAzamath>ok, I changed one thing, it now works
05:12<LordAzamath>but still, it uses wrong sprites
05:15<LordAzamath>for directions..
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05:34<LordAzamath>hmm.. fault found :)
05:34<LordAzamath>and fixed
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05:47<Gonozal_VIII>can i do char x = some_integer_between_0_and_9 + '0'; ?
05:53<GT>Depends on what you want to achieve
05:53<Gonozal_VIII>i want to convert 0-9 to '0' - '9'
05:55<GT>orudge: char x[20]; sprintf(x, "%d", int_to_convert);
05:55<GT>mmm, or seems to convert to orudge automagically
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06:00<Forked>urgh.. mornin
06:01<Gonozal_VIII>not really morning for me, i didn't sleep yet
06:02<Forked>it's noon here.. just trying to wake up and make what little remains of last night go away :)
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06:08<Gonozal_VIII>c++ vars are so complicated :-/
06:10<Gonozal_VIII>how the hell do i return a string
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06:28<LordAzamath>action4 doesn't work for me :(...
06:28<Eddi|zuHause3>strings are pointers
06:28*LordAzamath is going bughunting
06:29<Eddi|zuHause3>or in openttd, strings are referenced by string ids
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06:40<yorick>Gonozal_VIII: I've read the logs, it seems that svn diff wasn't comparing them correctly or I didn't do it correctly.
06:47*LordAzamath succeeded
06:47*LordAzamath is going to try harder stuff
06:48<LordAzamath>like caalbacks and stuff
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06:58<LordAzamath><Sprite-number> * <Length> 02 <feature> <set-id> <type> <variable> <varadjust> [<operator> <variable> <varadjust>]... <nvar> (<set-id> <low-range> <high-range>){n} <default>
06:58<LordAzamath>what is <type> there?
06:59<LordAzamath>I can'r find reference anywhere :(
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07:03<yorick>Gonozal_VIII: I've read the logs, it seems that svn diff wasn't comparing them correctly or I didn't do it correctly.
07:04<yorick>I've just modified your patch now
07:04<Eddi|zuHause3>LordAzamath: we have a saying in germany: "Wer lesen kann, ist schwer im Vorteil"
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07:04<Eddi|zuHause3> <- how about the entry that says "type"?
07:05<Eddi|zuHause3>" The access type specifies both the size of the variable access, and selects between general variables and the object's innate variables, or variables of a specific "related" object."
07:05<LordAzamath>I ***always*** miss that part :(
07:05<LordAzamath>but thanks
07:06<Eddi|zuHause3>wuargh... TTDP scares me
07:07<Eddi|zuHause3>their AI places airports on slopes
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07:14<LordAzamath>humm... I think I'm getting somewhere... the variable is 44, because I want to have different sprites when it's above ground (plane)..
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07:18<LordAzamath>ok and now I'm stuck again.. :(
07:18<xand>hi... is it possible to disable a) the news messages that popup at the bottom of the screen (they are constant on a large map) and b) industry opening/closure? I can't see options for either
07:19<LordAzamath>at configure messages
07:19<LordAzamath>ok actually 'Message settings'
07:20<LordAzamath>in drop down menu from the second last button on main toolbar
07:20<xand>ah... was looking in the settings menu
07:21<CIA-5>OpenTTD: smatz * r12093 /trunk/src/station_cmd.cpp: -Fix: do not set station owner for buoys when merging company
07:23<xand>LordAzamath: do you know if the industry opening/closure can be changed?
07:23<LordAzamath>can be
07:23<LordAzamath>you mean messages?
07:24<LordAzamath>there is option 'open/close industries'
07:24<LordAzamath>set it off
07:25<xand>no, prevent industries closing down or new ones opening
07:27<Eddi|zuHause3>only by grf
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07:28<Eddi|zuHause3>or use the cheat to adjust production values manually
07:30<@Belugas>xand, no way of preventing closure/appearance of industries, apart write a grf that does that.
07:30<LordAzamath>or use a patch...
07:31<LordAzamath>btw, Belugas, Eddi|zuHause3 or someone, are you familiar with varAction2?
07:31<Eddi|zuHause3>LordAzamath: you have a REAL question for once?
07:31<@Belugas>internal code wise yes, nfo wise no, LordAzamath
07:31<@Belugas>and /me is going back to real life
07:31<LordAzamath>then I'll ask Eddi :P
07:31<@Belugas>bye for now
07:32<Eddi|zuHause3>Belugas: i can't get the office buildings to appear in TTDP
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07:32<LordAzamath>Eddi|zuHause3: I'm trying to get a grf, so that a plane on ground has one sprites, and other when flying
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07:32<xand>and you can't rotate the map like you can in locomotion?
07:33<LordAzamath>I have defined two sets with action1
07:33<Eddi|zuHause3>xand: no
07:33<LordAzamath>and I'm stuck with var2
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07:33<LordAzamath><Sprite-number> * <Length> 02 <feature> <set-id> <type> <variable> <varadjust> <nvar> (<set-id> <low-range> <high-range>){n} <default>
07:34<LordAzamath>-1 * 00 02 03 0a 03 44 ...
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07:34<LordAzamath>is what I have understood (possibly wrong..)
07:34<LordAzamath>so what do I have to do with varadjust?
07:35<urlauber>is there a way to disable those "dbg: [NET][UDP] Queried from..." messages in a dedicated server?
07:35<Eddi|zuHause3>"type" must be one of 81, 85, 89
07:35<Eddi|zuHause3>or 82, 86, 8A
07:36<LordAzamath>why not Vehicles (00-03) First vehicle of consist
07:36<Eddi|zuHause3>no, that table only explains what "related object" means
07:37<LordAzamath>a ok..
07:37<LordAzamath>so what should I use?
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07:37<Eddi|zuHause3>81: this object, byte
07:37<Eddi|zuHause3>82: related object, byte
07:37<Eddi|zuHause3>85: this object, word
07:38<LordAzamath>hmm.. because it's about plane, I thikn it's 81 then
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07:40<LordAzamath>but variable is 44...
07:40<Eddi|zuHause3>well, it depends on the size of the variable
07:40<Eddi|zuHause3>e.g. variable 44 is size DWord
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07:40<Eddi|zuHause3>so you need type 89
07:41<LordAzamath>ok.. why do I need varadjust?
07:41<LordAzamath>it says for better ranges
07:41<Eddi|zuHause3>to mask out the bits that do not interest you
07:41*LordAzamath is completely lost
07:41<Eddi|zuHause3>like if you only want the height, and not the target airport, you mask out the airport bits
07:42<Eddi|zuHause3>say value of var 44 is 0x12345678, and 56 are the height bits
07:42<Eddi|zuHause3>then you mask the value with 0x0000FF00
07:43<Eddi|zuHause3>and then rightshift 8 bits
07:43<@peter1138>Eddi|zuHause3, you can use 81 on a dword variable
07:43<Eddi|zuHause3>peter1138: yes, i know
07:43<@peter1138>you just end up with 8 bits after shifting and masking
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07:46<xand>hmm, I downloaded this patch, and it wants to patch a .cpp file, but all the source files are .c...
07:46<hylje>all the source files are .cpp
07:46<hylje>(in general)
07:46<Eddi|zuHause3>xand: new patches won't apply against 0.5.3
07:47<xand>hylje: not in the source I downloaded.. they're all .c
07:47<hylje>then it's rather old
07:47<Eddi|zuHause3>xand: you got 0.5.x source, get newer one
07:47<xand>I see
07:48<LordAzamath>hmm.. so shift num would be 02, because I want the third value?
07:48<@peter1138>shift is in bits
07:48<LordAzamath>which means?
07:49<Eddi|zuHause3>each hex digit represents 4 bits
07:49<LordAzamath>oh I see
07:50<LordAzamath>8 bits not 4
07:50<LordAzamath>1f couldn't be 4 in the other way
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07:51<LordAzamath>so the shift num should be 17, to get to third byte?
07:53<Eddi|zuHause3>"1F" is two hex digits
07:53<Eddi|zuHause3>"1" and "F"
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07:54<Eddi|zuHause3>LordAzamath: depends on from which side they count, but sensible values are either 8 or 16
07:55<LordAzamath>shift-num and AND-mask are?
07:55<LordAzamath>and mask you said is 00 00 ff 00
07:55<LordAzamath>but what I'll finally write to shift num
07:56<Eddi|zuHause3>you probably need to reverse endianness
07:56<LordAzamath>00 ff 00 00
07:56<@peter1138>17? heh
07:57<Eddi|zuHause3>and shift num you can probably ignore, if you only want to test "0 or not 0"
07:57<LordAzamath>ignoring means that I'll write there? 00?
07:58<LordAzamath>hmm what about this: [<add-val> <divide-val>/<modulo-val>]
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08:00<LordAzamath>this time ignore means, I'll jsut not write it?
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08:01<LordAzamath>and nvar is 01, because I check one range, if it's not on air, I'll use default :P
08:01<Eddi|zuHause3>no, other way round
08:02<Eddi|zuHause3>you check the range if it is on the ground (between 0 and 0)
08:02<Eddi|zuHause3>and use default if you are in the air
08:02<LordAzamath>but still 0 yes?
08:02<LordAzamath>01 *
08:02<Eddi|zuHause3>one range, plus default
08:03<LordAzamath>brb /dog walking/
08:11<LordAzamath>ok back
08:12<LordAzamath>now to this part (<set-id> <low-range> <high-range>){n}
08:13<LordAzamath>set ID let's put 0b
08:13<LordAzamath>because it optional what I'll set it
08:13<LordAzamath>isn't it?
08:14<LordAzamath>low and high ranges are 00 both
08:14<LordAzamath>because I want it to be exactly 0
08:14<LordAzamath>but what is that {n} ?
08:15<LordAzamath>I guess it's for 'You repeat the sequence of <set-id> <low-range> <high-range> as often as <nvar> specifies.'
08:15<LordAzamath>and default would be.. let's say 0c
08:16<LordAzamath>now I'll define two normal action2s, one for 0b, other for 0c
08:16<LordAzamath>Eddi|zuHause3, am I right
08:18<LordAzamath>or do I have to define two normal action2s before var2?
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08:21<xand>not sure what I'm doing wrong... trying to compile 0.6.0 beta3 on debian but when I try to run openttd it says: "openttd: /home/alex/openttd-0.6.0-beta3/src/openttd.cpp:111: void error(const char*, ...): Assertion `0' failed."... I have followed the instructions at
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08:24<Horscht>I was wondering how I would be able to make openttd (currently using the 6.0 beta 3) to not create an Openttd folder in the "my documents" folder on windows (XP SP2), but instead make it look for the config in the folder i installed it to. I am asking this, because i want my openttd to be "portable". I have simply unzipped it to a USB stick and would like to be able to run it from there, carying my config with me etc.
08:24<Horscht>how would I go about doing that?
08:24<@peter1138>move the config to your folder
08:25<Horscht>would that work? If I went to another PC, it would aotumatically detect itß
08:25<Horscht>and it would not create an openttd folder in "my documents"?
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08:26<Eddi|zuHause3>LordAzamath: the normal action 2 must be defined before the varaction2
08:27*Sacro slaps exaile
08:27<Sacro>it has an eminiem fetish ><
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08:27<Horscht>wow, great. Thank you, didn't think it would be that easy, peter1138
08:29<LordAzamath>Eddi|zuHause3: Thanks ALOT. now renum doesn't complain either :)
08:30<LordAzamath>but one thing is that why did I have to define ranges as Dwords?
08:30<LordAzamath>00 00 00 00
08:30<LordAzamath>instead of 00?
08:31<Yorick>Gonozal_VIII : the gonozalIN with truckdriver security and newstations pbs reservation state:
08:31<Eddi|zuHause3>because you used type 89 (dword)
08:31<LordAzamath>but didn't I mask it out?
08:31<Yorick>didn't copy it all
08:31<Eddi|zuHause3>yes, but masking only sets them 0, not make them disappear
08:32<LordAzamath>but right shift? ah yea, I didn't use it
08:32<+glx>even shifting won't change the var size
08:32<LordAzamath>so it is as such: 21 * 23 02 03 0a 89 44 00 00 ff 00 00 01 0b 00 00 00 00 00 00 00 00 00 0c 00
08:32<LordAzamath>and renum doesn't complain :)
08:33<Gekz>I want to hug your bhlood!
08:33<Sacro>i think i've lost my grfcodec PKGBUILD D:
08:33<Gekz>which is?
08:34<Yorick>Gonozal_VIII ? the new patch is @
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08:36<LordAzamath>it doesn't work :(
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08:43<Sacro>svn co is slooooooooooooow d:
08:43<Sacro>12 minutes now i think
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08:45<LordAzamath>Eddi|zuHause3, can you give me some more hints
08:46<LordAzamath>it only uses default 0c
08:46<LordAzamath>whichever altitude plane has
08:47<Eddi|zuHause3>then maybe it was the wrong bitmask ;)
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08:48<LordAzamath>00 00 ff 00 shows only 0b
08:48<LordAzamath>I tried it
08:48<LordAzamath>or it doesn't change anything,,,
08:49<LordAzamath>because original gfx are the same for plane 05
08:49<+glx>it should do 00 00 xx 00
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08:53<LordAzamath>glx: but in little endian it should be 00 ff 00 00..
08:53<LordAzamath>or not?
08:54<LordAzamath>well, it is
08:55<Sacro>1 minute for ./configure && make -j2
08:55<Sacro>4.453 sys
08:55<LordAzamath>but it never seems to get to stae, where min altitude and max altitude are 0
08:55<LordAzamath>I mean to ground
08:57<LordAzamath>so 00 00 00 00 and 00 00 00 00 are wrong
08:58<LordAzamath>can anyone give me a hint what are right values there?
08:59<+glx>well your code returns 00 0B for range 00 00 00 00 - 00 00 00 00
09:00<LordAzamath>I thought it was ground
09:00<LordAzamath>but is it perhaps 01 00 00 00?
09:00<LordAzamath>or what is the right value?
09:01<LordAzamath>I thought it was ground, because it should be height 0..
09:05<LordAzamath>Aircraft info (44) ormat: xxxxhhtt(available from 2.0.1 alpha 48)hh is the height of the aircraft above ground, or more properly above the height of its shadow. Buildings, including the heliport, don't count as "ground", i.e. to get the height above a heliport, you have to subtract the heliport height from is the type of the current airport: 0=small, 1=large, 2=heliport, 3=oil rig. The current airport is the target airport for airc
09:05<LordAzamath>but it doesn't say, what is the height of airport/ground..
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09:08<+glx>try 00 00 00 00 04 00 00 00
09:08<xand>can I make a vehicle wait for full loads of all cargo types?
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09:09<LordAzamath>yes, you can
09:09<+glx>disable "full load of any"
09:11<LordAzamath>glx, doesn't work
09:11<LordAzamath>I even tried ff 00 00 00 for the second value, still doesn't work
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09:13<+glx>give me your grf, I'll try in debug mod :)
09:14<+glx>to see what value it is
09:18<xand>nooo it crashed
09:19<xand>dragging track removal tool onto a tunnel = game quits with "Aborted" :|
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09:23<+glx>fixed in nightlies
09:26<Gonozal_VIII>why are there 6 newlines at the end of main_gui.cpp?
09:26<Sacro>Gonozal_VIII: good luck
09:27<+glx>Gonozal_VIII: only 3 for me
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09:28<Yorick>how do you manage to disconnect so often?
09:29<Gonozal_VIII>other guy on router downloading stuff...
09:29<Gonozal_VIII>all the time
09:29<Gonozal_VIII>router doesn't like that
09:29<Yorick>is that a problem for your connection?
09:29<Yorick>go buying another one
09:29<Gonozal_VIII>drops ping stuff or something, no idea
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09:30<Forked>urrrgh! stupid dsl modem
09:30<Forked>or at least the wlan part of it
09:34<Yorick> <-- is this thing uptodate?
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09:35<Yorick>it seems like the variable.h stuff has been moved to settings_type.h
09:36<Eddi|zuHause3>then update it
09:36<Yorick>I'm not sure of it...
09:37<Yorick>there is no typedef struct Patches { in settings_type.h
09:37<Yorick>I'll grep for it
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09:38<Yorick>ah, that probably changed too
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09:51<Gonozal_VIII>daylength 255 is fun :-)
09:53<Forked>255 eh
09:54<Gonozal_VIII>yep :-) i changed the upper limit from 30 to 255
09:54<Gonozal_VIII>and added time display to the status bar
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09:58<Eddi|zuHause3>but weren't there already "value out of range" errors with the current maximum?
09:58<Sacro>2 loud crunches there
10:00<Yorick>I'm working on a "Enable rail crossing sound" patch option
10:00<Sacro>Yorick: why?
10:00<Sacro>there are a few already
10:00<Sacro>none will get commited
10:00<Yorick>because I want one
10:00<Sacro>use the grf :s
10:00<Yorick>and I want to learn coding openttd
10:00<Yorick>nah...too easy
10:02<+glx>if it can be done with grfs, your patch will never go in trunk :)
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10:02<Yorick>I know
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10:03<Yorick>but that is like needing to have knowledge just to disable the annoying crossing sound
10:03<Yorick>+it won't work in MP or title screens
10:05<Yorick>wouldn't it be nice to have a sound tab with a whole bunch of choices: "Enable rail crossing sound", "Enable new vehicle sound", "Enable sound for leaving train"
10:06<Yorick>so you can have the news sound, but not the crossing sound or the "Oooooohhhh" sound
10:07<CIA-5>OpenTTD: smatz * r12094 /trunk/src/ (7 files): -Codechange: use DC_BANKRUPT command flag when removing player property to allow further fixes
10:13<Yorick>how can I access a patch value?
10:16<Yorick>as, using _patches.
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10:19<+glx>in console?
10:20<Yorick>found it
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10:31<Yorick> <-- does anyone know what I've been doing wrong?
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10:41<Eddi|zuHause3>why mixup between "play" and "enable"?
10:41<Eddi|zuHause3>in settings_gui.cpp
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10:45<Yorick>it works now :)
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11:18<Roujin>hello there
11:19<Roujin>if any dev reads this, i'd like to know if the change made to the sign transparency option was intended or is a bug
11:20<Yorick>what rev?
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11:21<Roujin>meaning 'x' toggles sign transparency as well - that was different some time ago and comments in transparency_gui.cpp say it should still NOT be switched by 'x'
11:21<Roujin>erm.. rather long ago i think
11:21<Yorick>isn't that above the file?
11:21<Roujin>i think it came with introduction of the transparency gui
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11:21<Yorick>!openttd commit 12022
11:22<Yorick>@openttd commit 12022
11:22<@DorpsGek>Yorick: Commit by belugas :: r12022 /trunk/src (4 files in 2 dirs) (2008-01-30 17:36:28 UTC)
11:22<@DorpsGek>Yorick: -Revert(r12018): Invisible trees are now separate from the building concept.
11:22<@DorpsGek>Yorick: So when you want invisible trees, just select the option of the same name in the Patch Options and toggle transparency of trees.
11:22<@DorpsGek>Yorick: More to come on the saga of Invisibility. So stay tuned.
11:22<Yorick>@openttd commit 12018
11:22<@DorpsGek>Yorick: Commit by belugas :: r12018 /trunk/src (3 files) (2008-01-30 03:34:24 UTC)
11:22<@DorpsGek>Yorick: -Fix(FS#1721,r9563): Restore initial intent on the invisible tree while transparent building patch setting
11:24<Roujin>that's not related
11:27<Yorick>12022 is the lastest change to tranparency_gui
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11:28<Roujin>I mean the option "transparent signs", that used to be independent from all other transparency and not toggled by 'x'. The comments in the code still say it should be like this, but it isn't. If this is a bug i made a little patch to fix it here:
11:28<Roujin><Yorick> 12022 is the lastest change to tranparency_gui <-- i know, it was before this
11:28<Roujin>i think it was introduced back when the transparency gui was introduced
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11:36<@Belugas>why should it be independant from toggling, Roujin?
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11:50<Roujin>Belugas: because in my opinion (and the one who started the topic of my link above, so i'm not alone with this opinion), transparent signs is a choice one does for himself one time (which do i like better?) and keeps it like this all the time
11:51*Yorick agrees
11:51<Roujin>that was how it was like before introduction of the transparency gui, and that is what the comments say in transparency_gui.cpp
11:52<Roujin>the widget list is seperated by comments in two blocks: /* Widgets not toggled when pressing the X key */ and /* Widgets toggled when pressing the X key */
11:54<Roujin>in this thread i also posted a more elaborate idea for the transparency window which could allow everyone to set "locks" for himself to choose which options are toggled by 'x' (non-locked) and which ones are not (locked)
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11:57<@peter1138><Roujin> i think it was introduced back when the transparency gui was introduced
11:57<@peter1138>no it wasn't
11:57<@peter1138>it was broken after that
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11:59<Roujin>does that mean it was not intentional?
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12:01<Roujin>if so, i can offer my little patch, that makes the sign transparency option independent again from toggle transparency (link posted above)
12:01<@peter1138>well i and wolf01 did it that way originally intentionally
12:03<Roujin>i see.. so you don't want to change it back i guess? then what about the other idea I wrote in that thread (with the locks)
12:07<Roujin>well at least i'm not the only one who'd like to set this option and have it not toggle when pressing 'x'
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12:09<Wolf01>i made a patch to save the transparency between sessions in the .cfg, so you can save them and toggle only the ones you use offten
12:09<@peter1138>they are saved now, aren't they?
12:10<Wolf01>yes, but differently as i intended when i made the patch
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12:12<Roujin>well, this only helps when one does not touch the 'x' constantly but sets transparency to one setting and keeps it like this all the time
12:14<Roujin>I like to play with trees and houses and stuff, except when I'm building something and don't see anything. Then I set most of the stuff to transparent (and I want that on 'x', not have to click one by one in the gui) and build. After that, I turn it visible again.
12:14<Roujin>Except two options: Signs (i want them always transparent), and loading indicators (i want them always visible)
12:15<Wolf01>loading indicators should be removed from there
12:15<Wolf01>they have their own patch setting, and is not a transparency
12:16<Roujin>i agree
12:17<Roujin>one could put it in the dropdown though. and remove transparent houses and transparent signs as these are in the gui when we're at it.
12:18<Wolf01>and another thing, i change transparencies all the time, so i don't need them saved, sometimes i need transparent trees, other times i need transparent houses, so i use very often the ctrl+number shortcuts, but i often enable more than one transparency and i want that X clear all the transparencies, that's why i made a widget to save them only if the player wants it
12:18<Yorick>I think it would be a good idea to make a patch option "pathfinder to use for ..." instead of "Enable YAPF for Ships" and "Enable NPF (overrides NTP)"
12:19*Yorick has just done a grepping action that made some 1,08gb file...
12:20<Yorick>grepping for SND_15_BEEP is bad
12:21<Roujin>wolf01: where's that widget?
12:21<Wolf01>on my patch
12:22<Wolf01>is still under work, but i don't have time to fix it and maintain it
12:22<Roujin>is that a candidate for trunk when fixed?
12:23<Roujin>in other works are you doing substantial work on transparency that's likely to go into trunk?
12:23<@peter1138>305% of an estimated 8k tonnes transported
12:24<Yorick> so strange
12:24<Yorick>1264% of an estimated 16,000k litres transported ;)
12:24<Roujin>thats 24,04k tonnes :>
12:24<Wolf01>when i do some work, i always submit it to developers, and they often modify the patch heavily (like peter1138 did with the first version of the transparency patch)
12:25<Roujin>damn miscalculated :P
12:25<Yorick>@calc 3,05*8
12:25<@DorpsGek>Yorick: Error: Something in there wasn't a valid number.
12:25<Wolf01>so i always try to make all the ideas i want and they use the best parts
12:25<Yorick>@calc 3.05*8
12:25<@DorpsGek>Yorick: 24.4
12:26<Wolf01>i wanted also to extend it with some presets, automatically enabled when opening toolbars, like transparent trees when building rail, or transparent houses when building roads, but i think it will be really useless, maybe in some cases it helps, but not always
12:27<Roujin>wolf01: i had some thoughts about the topic in this thread:
12:27<Roujin>made a mockup of it too
12:27<Roujin>options could be locked with CTRL-Click on them
12:27<@peter1138>the lock?
12:28<@peter1138>i like that
12:28<Roujin>are you planning on something similar? (then i won't try to do it as you're probably better than me ;)
12:28<Wolf01>if you can save it to .cfg, i think it should be made into trunk
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12:28<Madassasin>hello people
12:28<Wolf01>if you want i can submit you the part to save the transparencies to .cfg
12:29<Wolf01>so you need only to check if is locked or not
12:29<Roujin>hello assassin, here have an 's' :P
12:29<Madassasin>a question to those who know C and/or C++: what's the difference between char* and char[]? some say there's no difference, some say there is O_o
12:29<Wolf01>(if is locked you save it)
12:29*Roujin gives Madassasin another s
12:30<@peter1138>Wolf01, i thought transparency options were saved now?
12:30<@peter1138>at least, i have it as an option
12:30<Yorick>I'll have to find another way to disable the beep when the patch set so
12:30<Roujin>well the first is a pointer, the second an array...
12:30<CIA-5>OpenTTD: smatz * r12095 /trunk/src/ (road_cmd.cpp station_cmd.cpp water_cmd.cpp): -Fix [FS#1703]: when a company bankrupts, remove drive-through road stops, ship depots and buoys too. Update owners of water and road.
12:30<@peter1138>Madassasin, char* is a char pointer, char[] is a char array...
12:30<Wolf01>they are saved, but it is not optional, or is it?
12:31<@peter1138>optional saving? why?
12:31<Yorick>it's not optional
12:31<Wolf01>'cause not all players want it saved :)
12:31<Madassasin>Roujin: yeah, but I often find people say that an the array's name is a pointer, my_array[0] and &myarray as well O_o
12:32<Roujin>an array is initialized with a set size, its static. if you initialize a pointer, you still have to allocate memory for it and you can reallocate any time you want.. a difference for example
12:32<+glx>an array is like a malloced pointer
12:32<Madassasin>Roujin: not exactly, C allows dynamic arrays
12:32<Yorick>would it be with the code style if editing SndPlaxFx to return when trying to play the beep sound when that option is enabled instead of having to hunt for every occurence of SndPlayFx(SND_15_BEEP)?
12:34<Madassasin>eg for example both `int main(int argc, char* argv[])' & `int main(int argc, char** argv)' work on most compilers
12:35<Tron><Madassasin> Roujin: not exactly, C allows dynamic arrays <--- depends on your definition of the word "dynamic", but most probably no
12:36<CIA-5>OpenTTD: smatz * r12096 /trunk/src/openttd.cpp: -Fix: remove leftover property when loading older savegames
12:36<@peter1138>Yorick, better to replace all SndPlayFx(SND_15_BEEP) with SndBeep() or something... then do the necessary there?
12:37<@peter1138>hmm, £199 laptop. that's going to suck
12:37<Yorick>yes, wouldn't it be that grepping for SndPlayFx(SND_15_BEEP) gives me a more-than-1-gb-file
12:37<Tron><Madassasin> eg for example both `int main(int argc, char* argv[])' & `int main(int argc, char** argv)' work on most compilers <--- this is because in this special case (parameter list) an array declarator as outermost declarator is treated the same as a pointer
12:38<Madassasin>OK, I see, thanks for clearing the confusion
12:38<Madassasin>now, more stuff to ask :D
12:38<Madassasin>Does anyone know what container should I use (in C++) to group some objects, that allows acces to any of them directly (like arrays( so I can use it's members, and it's size can be modofied at runtime (arrays are a bit complex this way)?
12:38<DaleStan><glx> <-- I needed to do this to compile grfcodec with mingw/msys <-- "|| true"? Are you serious?
12:38<Yorick>any way to do that using grep, peter1138? ( messages contain more grep!)
12:39<+glx>DaleStan: yes cp grfcodec grfcodec.exe always fails for mingw/msys
12:39<Tron>in NO other case an array is the same as a pointer, but by using a variable of array type in an expression in most cases (!) you implicitely get a pointer to the first element
12:40<+glx>DaleStan: but it may be better to check for grfcodec existance before copying
12:41<@peter1138>perl -pi -e 's/SndPlayFx(SND_15_BEEP)/SndBeep()/g' *.cpp
12:41<@peter1138>probably with some escaping for the braces
12:41<@peter1138>whatever you want to call them
12:42<+glx>Madassasin: try std::vector
12:42*Yorick finds perl somewhere
12:43<+glx>but that may depend on what you want to do
12:43<Tron>but be careful of the semantics of std::vector
12:44<Tron>e.g. having a pointer or reference to an element in the vector usually is a bad idea
12:48<Roujin>well i'm off for now, let's see if i can pull something up for the transparency window ;)
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12:51<Yorick>OMG, notepad++ is actually able to cope with 400+ files opened, 20MB memory usage
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12:55<Madassasin>just 400? :P
12:56<Yorick>just to be doing mass search&destroy...erm...replace actions on that files and saving them all
12:56<Madassasin>Tron: well to be honest, I'm getting my first try at a game, and I'm making a nation simulator
12:57<Madassasin>Tron: and I need a way to group available resources so I can access them easily
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12:58<Yorick>I now have 4 patch options at my specific sound enabling/disabling patch
12:58<@peter1138>Do it with a grf ;)
12:58<Yorick>nah...too easy
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13:00<Madassassin>happy? :P
13:01<Ash_>Hi all. I'm in the 0.6.0-beta3 scenario editor, working with a snowy environment, but can't place farms. Is there a trick to this? From Ash_.
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13:01<Yorick>its not a forum here!
13:02<Yorick>modify The Code
13:02<Ash_>Right, thanks.
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13:03<Yorick|AFK>afk now, cya all
13:04<SmatZ>Ash_: are you trying to build the farm above snow level?
13:06<Ash_>It might be possible I just don't have enough land above snow level. That'd suck.
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13:17<Ash_>Okay, I can't place farms at all.
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13:45<@peter1138>nyom nyom nyom
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13:46<hylje>om nom nom
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14:45<Yorick>is NTP even there somewhere?
14:46<Yorick>I can't find it
14:48<Yorick>where exactly?
14:48<Yorick>I can't find it around the patches, or in the language file
14:49<Yorick>I don't mean the algorith itself ^^
14:49<blathijs>Yorick: I think it's called "New pathfinding for trains" or something
14:49<@peter1138>So what are you looking for?
14:50<Yorick>I'm looking for a way to do "Pathfinder to use for trains:" instead of "Use YAPF for trains", "Use NPF(overrides NTP)"
14:51<Yorick>I can find a new_pathfinding_all, but I think that's NPF
14:52<Yorick>there is no reference to NTP somewhere at the patches or in the language files(except in the NPF option :-P
14:52<blathijs>Perhaps it's removed somewhere along the way :-)
14:52<SmatZ>yeah, NTP is automatically default when no others are active, maybe that "(overrides NTP)" should be removed from lang file
14:53<Yorick>ah, OPF for trains is removed :O
14:53<blathijs>Ah, OPF is removed :-)
14:54<Yorick>blathijs: its still there for roadvehicles(why?) and ships
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14:54<blathijs>Yorick: Hmm, good point
14:54<SmatZ>nobody wrote replacement for it :-P
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14:55<Yorick>isn't yapf the replacement, SmatZ?
14:56<Eddi|zuHause>something eated my keyboard... :(
14:56<SmatZ>Yorick: one could say so...
15:00<Yorick>why does NPF think its better and just take the whole pathfinding on it when enabling?
15:01<Eddi|zuHause>because it is
15:02<SmatZ>because it is coded that way
15:02<Eddi|zuHause>if you are going to rewrite these settings, make YAPF recommended for trains and rv, and OPF recommended for ships (with big warning)
15:03<Yorick>first thing I edited
15:03<Yorick>I had someone complaining of I could put NPF on instead of YAPF last week :D
15:04<Yorick>lets see, how does the MultiString option work?
15:04<Eddi|zuHause>there are plenty of examples ;)
15:05<Eddi|zuHause>many difficulty options are like that
15:05<Eddi|zuHause>or the town road setting
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15:07<@peter1138>it's an implied list of strings
15:07<Yorick>yes, but I don't know from what string they are selected, do I have to define that somewhere, or does the thing autodetect the order?
15:08<@peter1138>the first string is the setting's name
15:08<@peter1138>then the rest follow in order
15:08<@peter1138>also known as a nasty kludge
15:08<Yorick>but that is nice :)
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15:20<Yorick>I'll have to seperate npf for ships, roadvehicles and trains first...
15:21<SmatZ>what do you think? ->
15:22<SmatZ>I hope at least here will somebody find it useful :-D
15:24<Yorick>hmm...the gui bar has moved to the left, but are there any other differences?
15:24<SmatZ>the snow on rail tiles with foundations :-x
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15:30<blathijs>Yorick: When I coded NPF, it was meant to be a replacement for all pathfinders. It suffered a bit from being to elegant and general to be fast, so that didn't really work out. Nobody ever really bothered with splitting out the options (should be rather a trivial change, I guess)
15:30<Wolf01>I wish it will be possible to keep the terrain under tracks
15:31<Wolf01>instead of force one type
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15:48<Yorick>YAPF seems to be largely unimplemented for ships?
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15:49<Yorick>static const Depot* FindClosestShipDepot does not have a check for YAPF
15:49<Yorick>I have to go now
15:49<Yorick>cya tomorrow, maybe, bye
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17:03<Gonozal_VIII>wtf someone's been calling me four times now with some time in between, everytime he let it ring very short so i couldn't pick up, then the fourth time i picked up and all he said was sorry, wrong number
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20:03<Gonozal_VIII>oh noes, no forum
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20:20<Sacro>Gonozal_VIII: 1am, search updating
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20:20<Gonozal_VIII>was 2am :P
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20:23<Sacro>Gonozal_VIII: 1am UTC
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22:07<MarwolTuk|Lappy>Hello out there!
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22:08<Gonozal_VIII> new version :-)
22:11<Gonozal_VIII>that new loan thingy is nice, had to include it
22:13<Gekz>Who speaks that dodgey language known as french
22:14<Gekz>Baisez = ZHQT
22:14<Gonozal_VIII>i think that's some foodstuff
22:14<@Belugas>dodgey yourself >:(
22:15<Gekz>lol :)
22:15<Gekz>Babelfish is very confused as to what "fuck" is in french. If you translate it back, it says "kiss"
22:15<Gonozal_VIII>or maybe not^^
22:15<+glx>no that's right
22:16<@Belugas>think is, Baisez means both
22:16<Gekz>that's so wrong.
22:16<+glx>one is a verb, the other is a noun
22:16<Gekz>they ruined perfectly good coarse language xD
22:16<@Belugas>french is a language fit for poetry
22:17<@Belugas>so, many meanings are avaialble
22:17<Gekz>and only poetry.
22:17-!-Gekz was kicked from #openttd by Belugas [sure.. sure...]
22:17<+glx>with many synonyms :)
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22:17<Gekz>assert yourself with the op hammerage :P
22:18-!-mode/#openttd [+o glx] by DorpsGek
22:18<@glx>wanna play?
22:18-!-mode/#openttd [-o glx] by DorpsGek
22:18<Gekz>Oh god yes!
22:19<@Belugas>now... what does that "ban" stuff is for again...
22:19<Gonozal_VIII>something like that?
22:20<@Belugas>Gekz, it's not really a good behaviour to make fun of any language that is not yours.
22:21<Gekz>I was just joking around.
22:21<Gonozal_VIII>but i can make fun of german, right?
22:21<@Belugas>and for your info french has been (and i suspect it is still) the language used by diplomats worldwide
22:21<Gekz>ɪ know.
22:21<Gekz>ɪtˈs pro >_>
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22:27<Gekz>I'm learning German and French right now infact.
22:28<Gonozal_VIII>german? why that?
22:28<Gekz>Why not?
22:28<Gonozal_VIII>not very widespread outside europe..
22:28<@Belugas>ho... i see.... well.. superior, would not say. good.. depends.. but... it's mine ;)
22:29<Gekz>Gonozal_VIII: 5 countries, eh?
22:29<Gonozal_VIII>5? what 5?
22:29<Gekz>Austria, Germany, Switzerland, Leichtenstein and Luxembourg?
22:30<Gonozal_VIII>well... swiss tv has german subtitles
22:30<Gonozal_VIII>i don't know how they talk in luxembourg
22:31<@Belugas>with a mouth!!
22:31<@Belugas>see you
22:31<@Belugas>have a good nght
22:31*Belugas goes to bed
22:43<Gonozal_VIII>london is burning
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---Logclosed Sun Feb 10 00:00:25 2008