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#openttd IRC Logs for 2008-02-10

---Logopened Sun Feb 10 00:00:25 2008
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00:21<CIA-5>OpenTTD: glx * r12097 /trunk/src/vehicle.cpp: -Fix (r654, r1525): loading old, pre savegame version 2, savegames.
00:21<Gonozal_VIII>r654 O_o
00:22<Gonozal_VIII>people who played with that version are still alive?
00:22<+glx>smatz likes to test old savegame loading :)
00:22<Gonozal_VIII>aah... passed the savegames on to their grandchildren, i see
00:23<+glx>he creates them with old version and tries to load
00:24<+glx>and it's a good thing :)
00:24<Gonozal_VIII>of course it's a good thing
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00:27<Gonozal_VIII>yay read all new posts in the forum now, didn't have time for that the last few days
00:28<+glx>they talk too much
00:29<Gonozal_VIII>yes... they do
00:31<+glx>hmm time to sleep
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00:39<Gekz>I know that guy!
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00:55<Ash_>Is there any way to change the now line height after a scenario's been made?
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03:39<Ammller>morning all :)
03:40<Gekz>Ça va?
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05:39<yorick>what exactly are the arguments for SDT_CONDVAR?
05:42<Gonozal_VIII>for a single changed line you sent me a 500kb patch ;-)
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05:44<yorick>Gonozal_VIII: a whole block of code is moved there ;)
05:45<yorick>I can't get the def parameter...
05:46<Gekz>I need a hug
05:47*yorick hugs Geks
05:48<Gekz>eww, you're all sticky
05:48*yorick instructs a pet piranha to munch on Gekz's shoulder blades
05:49<yorick>what does the def parameter at SDT_CONDVAR do?
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05:51<Gekz>I know that guy!
05:52<Gonozal_VIII>i don't
05:52<Gekz>asggsag and I are good friends
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05:55<@peter1138>Hehe, "546% of an estimated 8k tonnes"
05:56<Gonozal_VIII>8k? why did you even bother building there?
05:56<yorick>because they often give 546%
05:56<Gekz>he wanted that inch of coal to line his roads
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05:57<yorick>[11:49] <yorick> what does the def parameter at SDT_CONDVAR do?
05:58<Gonozal_VIII>dig through the code and look ;-)
05:58<yorick>I already did
05:59<yorick>that way I found out it was called def
06:00<yorick>#define SDT_CONDVAR(base, var, type, from, to, flags, guiflags, def, min, max, interval, str, proc)\
06:00<yorick> SDT_GENERAL(#var, SDT_NUMX, SL_VAR, type, flags, guiflags, base, var, 1, def, min, max, interval, NULL, str, proc, NULL, from, to)
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06:01<@peter1138>def... default...
06:01<Gonozal_VIII>ooooh default
06:01<@peter1138>Hmm, I wonder if waypoints have been fixed yet.
06:02<Gonozal_VIII>so i can set the default autosave interval to somethign else than daily^^
06:02<yorick>so I need information about interval ^^
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06:13<yorick>GOnozal_VIII: would you be interested in my selective sound enabling/disabling patch?
06:14<Gonozal_VIII>i don't play with sound
06:15<yorick>for your patchpack
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06:15<Gonozal_VIII>i know
06:16<Gonozal_VIII>what exactly does it do?
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06:16<yorick>it adds a new patch settings tab named "sound", with some "Enable rail crossing sound", "Enable vehicle sound effects"
06:17<Gonozal_VIII>well, i can try
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06:18<Gonozal_VIII>one tab space is still free...
06:18<yorick>even more...
06:18<Gonozal_VIII>not without a third row
06:18<yorick>hmm...the MultiString isn't working
06:19*yorick forgot {ORANGE}{STRING1}
06:21<Gekz>I've had enough of people being too busy to talk to me
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06:27<yorick>does realistic acceleration take more CPU?
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06:35<CIA-5>OpenTTD: smatz * r12098 /trunk/src/ (rail_cmd.cpp rail_map.h): -Fix: make snow appear on rail tiles dependant on track height, not on height of the lowest part of the tile
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06:39<blathijs>yorick: Not significantly more I think
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06:42<yorick>now I have to make something that converts the original patch settings to the new system
06:43<blathijs>yorick: You're rewriting the patch settings? Or reordering them anyway?
06:45<yorick>I'm rewriting the pathfinder settings
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06:50<Roujin>anyone besides me noticed the warning gcc gives when compiling aircraft_cmd.cpp?
06:50<Roujin>d:/dev/ottd/wip/trunk/src/aircraft_cmd.cpp:433: warning: 'w' might be used uninitialized in this function
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06:50<Yorick>no problem for me
06:51<Yorick>and compiling with gcc
06:51<Roujin>it's only a warning and looking at the code there i don't even know why it would warn oO
06:51<Roujin>compiles for me too, just a warning...
06:51<Roujin>well doesn't matter too much, just wanted to throw it in
06:52<Roujin>Gonozal: hey, nice effort on your patch pack :)
06:52<Gonozal_VIII>there's a warning about 'best' might be uninitialised in the vehicle speed patch in my merge thingy... but nothing in aircraft cmd
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06:53<Roujin>oh that warning in aircraft_cmd comes with a clean trunk checkout
06:54<Roujin>maybe it's got to do with gcc version or something
06:54<Gonozal_VIII>then it must be from 12097, didn't get it with 96
06:55<Roujin>nah, it's not new
06:55<Roujin>noticed it first a few days ago or something
06:55<Roujin>gcc -v outputs: gcc version 3.4.5 (mingw special)
06:56<Gonozal_VIII>i compiled a lot... A LOT the last few days... never saw a warning like that in aircraft cmd
06:56<Roujin>well then i guess you have another gcc version than me where it doesn't happen..
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06:57<Yorick>I have 3.4.2 (mingw special) ^^
06:58<Gonozal_VIII>well yes.. but uninitialized status of a var should be the same on every compiler, right?
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06:59<Roujin>maybe some differences regarding scope?
06:59<Yorick>static const Depot* FindClosestShipDepot(const Vehicle* v) does not have any checks for YAPF
06:59<Roujin>or, maybe stricter warning criteria than in older version
07:00<Roujin>(the latter being more likely imho)
07:00<Tron>Gonozal_VIII: no, some GCC versions have errors in this respect
07:01<CIA-5>OpenTTD: smatz * r12099 /trunk/docs/landscape.html: -Documentation: add new RailGroundType to landscape.html
07:01<Tron>int x; if (y) x = 23; f(x); does not cause a warning on some versions
07:01<Tron>mind that 23 must be a constant for the warning not to be triggered
07:02<Tron>what GCC effectively does is optimising the code to int x; x = 23; f(x); and only after that it checks for uninitialised uses
07:03<Roujin>well i don't really want to think about it harder - just wanted to inform people that for my compiler current trunk gives a warning
07:03<Roujin>thought devs might be interested in such information
07:03<Tron>the exact warning message is?
07:03<Roujin>[SRC] Compiling aircraft_cmd.cpp
07:03<Roujin>d:/dev/ottd/wip/trunk/src/aircraft_cmd.cpp: In function `CommandCost CmdBuildAircraft(TileIndex, uint32, uint32, uint32)':
07:03<Roujin>d:/dev/ottd/wip/trunk/src/aircraft_cmd.cpp:433: warning: 'w' might be used uninitialized in this function
07:04<Yorick>I think they must be interesed in the fact yapf won't even work for ships when you press the go to depot button ^^
07:04<Roujin>oh i lied about "current" - it's 12092 actually
07:04<Tron>uh? the variable is initialised at its declaration
07:05<Roujin>any changes to aircraft_cmd since 12092?
07:07<Roujin>ok i just tried to compile a clean r12099, it's the same
07:07<Tron>Vehicle *w = vl[2];
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07:07<Tron>it's pretty hard to for the variable to be not initialised
07:08<Roujin>well as i said i also looked at the code and have no clue why it should warn, but it does warn
07:08<Roujin>i'm not making this up you know...
07:08<Tron>which compiler?
07:09<Roujin>[12:55] <Roujin> gcc -v outputs: gcc version 3.4.5 (mingw special)
07:10<Tron>Aircraft() { this->type = VEH_AIRCRAFT; }
07:10<Tron>somebody has a this->fetish
07:12<Tron> GetPlayer(this->owner)->num_engines[this->engine_type]--;
07:12<Tron> if (this->owner == _local_player) InvalidateAutoreplaceWindow(this->engine_type, this->group_id);
07:12<Tron> if (IsValidGroupID(this->group_id)) GetGroup(this->group_id)->num_engines[this->engine_type]--;
07:12<Tron> if (this->IsPrimaryVehicle()) DecreaseGroupNumVehicle(this->group_id);
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07:13<Tron>if (this->type != VEH_TRAIN || (this->type == VEH_TRAIN && (IsFrontEngine(this) || IsFreeWagon(this)))) {
07:13<SmatZ>"this->" replaced "v->" everywhere where OOP came into play
07:14<SmatZ>I think it is better readable - at least for me, I am really unused to OOP
07:14<Tron>if it's not a train of if it is one, but let's recheck, it might have reconsidered ...
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07:14<Tron>SmatZ: "" replaced "v->" everywhere where OOP came into play
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07:15<SmatZ>Tron: I see only "this->" everywhere
07:15<Gonozal_VIII>yes, lots of this
07:18<Tron>for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
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07:19<Gonozal_VIII>the direct access to next and next function?
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07:21<Yorick>how are my chances of being trunked if I make a patch that rewrites the pathfinding selection patches?
07:24<blathijs>"being trunked", didn't hear that one before :-)
07:24*hylje trunks Yorick
07:24<Prof_Frink>Yorick: Pretty low if you replace it with a random number generator
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07:25<SmatZ>:-D hylje
07:25<Tron>(const Vehicle***)engine_list <--- real three star programmers don't
07:27<hylje>what about five
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07:31<Prof_Frink>Of course, you can't get four-star programmers any more
07:31<Prof_Frink>they're all unleaded
07:33<Tron>why does VehicleFromPos() return a void* which gets casted all the time?
07:34<Yorick>would it be possible to modify a widge after it's been created?
07:35<Roujin>in what terms, yorick?
07:35<Yorick>I want to disable a patch setting(grey out)
07:36<Roujin>yes.. eg copypaste patch does that with its buttons
07:36<Roujin>disable button x if situation y applies
07:36<Maedhros>Yorick: DisableWindowWidget (or something along those lines)
07:36<Yorick>for patch options?
07:37<Maedhros>oh yeah, they're not actually widgets
07:37<Maedhros>i'd forgotten that
07:37<Roujin>but isn't that already done for something?
07:37<Roujin>lemme check
07:38<Roujin>hm i was wrong
07:39<Yorick>I want to grey out the disable 90-degree turns when NTP is enabled for trains
07:41<Maedhros>i can't see an easy way to do it
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07:44<Eddi|zuHause2>some patch settings get disabled in multiplayer
07:45<SmatZ>it is done by patch entry flags
07:45<SmatZ>making a more complex check would need deeper changes
07:46<SmatZ>or add a new flag "disabled", that will be updated ...
07:48<Maedhros>i suppose one way of doing it would be to replace the flags with a pointer to a bool function that returns whether the setting should be enabled or not
07:51<SmatZ>maybe add that pointer as another parameter, these flags are universal for most settings
07:52<Yorick>I think updating wouldn't be so bad
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07:53<SmatZ>Yorick: not long ago, I updated it to current revision (I am not author of the patch)
07:53<Roujin>hmm if i add another entry to _misc_settings[] in settings.cpp, would i need to increase the savegame version?
07:53<Yorick>if you want to save it...
07:53<Yorick>what flags are you giving it?
07:54<Maedhros>s/want/need/ in most cases
07:54<Roujin>SDTG_VAR("transparency_locks", SLE_UINT8, S, 0, _transparency_lock, 0, 0,0xFF,0, STR_NULL, NULL),
07:54<Yorick>SmatZ: I'm talking about the regional YAPF for ships he made in the last post
07:55<Yorick>nope, Roujin
07:55<Yorick>the S flag means it isn't gonna be saved in the savegame
07:55<Yorick>"S = Do not save in save game (but save in openttd.cfg). Also does not sync with network. (Each player can set their own)"
07:55<Roujin>ah, that makes sense
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08:04<Yorick>ok, my patch that reworks the pathfinder settings:
08:07<SmatZ>Yorick: not talking about coding style, I like that idea
08:07<SmatZ>use tabs for indenting from left
08:07<Yorick>I did...
08:07<Yorick>but it seems to convert them automatically
08:09<Yorick>hmm...I like that program
08:09<SmatZ>tabs are used only to indent from left, anywhere else
08:09<Yorick>it can automatically reindent C++
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08:12<Tron>"Some people like to introduce copies of variables to increase readability, which can waste memory. However, in some cases, especially in code pieces which are often called, it makes sense to cache some calculated variables."
08:12<Tron>would somebody remove that nonsense?
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08:13<Tron>because it is nonsense
08:13<Yorick>it increases readablity, btw, its a wiki, everyone can edit it
08:15<Yorick>some people require me to indent with spaces instead of tabs
08:15<Tron>loop invariant code motion will ensure that both presented variants in the example result in the same code. the "waste memory" and "cache" pseudo-arguments are simply wrong
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08:21<SmatZ>Tron: gcc2.95 is used for morphos. Does it detect computed loop invariant value? And when the cached value is from a linked function, and other functions are called in the loop? Then caching the value would be dangerous and compiler cannot do that because both functions are black boxes for the compiler.
08:23<Tron>gcc 2.95 is plain obsolete (even has several bugs in its C++ part). further at the very least the justifications given are extremely oversimplified.
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08:27<Roujin>My transparency lock patch i mentioned yesterday is done:
08:27<Roujin>unfortunately I forgot to select "patch" in flyspray so now it's listed as a bug report. Can someone change it please?
08:28<Maedhros>Roujin: minor point - you should use HasBit(var, x) instead of GB(var, x, 1)
08:28<Yorick>SmatZ: anything wrong with my coding style except the leading spaces?
08:29<Roujin>hmm, you certainly have a point there
08:29<SmatZ>Yorick: enum comment style
08:29<SmatZ>Yorick: and tabs instead of spaces in the middle of line
08:33<Yorick>the 2nd: where?
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08:34<Roujin>uhm, thanks for changing the category in the flyspray, but shouldn't it be in the category "patch", rather than "feature request" ?
08:35<Roujin>anyways, i gotta go for now - so if there are any other points with my patch please do comment on the flyspray or forum :) bye for now
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08:40<Yorick>ok, here we go again:
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08:45<Yorick>I think it would be nice to update and include this one:
08:46<Diabolic-Angel>uhm, sry
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08:58<Yorick>I have submitted it to the bug tracker:
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09:01<CIA-5>OpenTTD: smatz * r12100 /trunk/src/ (openttd.cpp water_cmd.cpp): -Fix (r12042): check for water class of surrounding tiles fails for buoys at map borders
09:02<SmatZ>12100 :)
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09:16<CIA-5>OpenTTD: smatz * r12101 /trunk/src/ (openttd.cpp water_cmd.cpp): -Fix (r12100): there are void tiles at MapMaxX,Y - have to substract one to be on water border tiles
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09:49<CIA-5>OpenTTD: maedhros * r12102 /trunk/src/ (4 files in 2 dirs): -Feature: Allow locking individual transparency settings so they will not be changed by pressing 'x'. (Roujin)
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10:23<Yorick>has anyone looked at my patch yet?
10:24<Yorick>now that is a descriptive answer!
10:25<Yorick>I think there is a problem with loading old savegames and converting their patch settings...
10:25<SmatZ>most likely
10:25<SmatZ>changing the order of patch options may cause strange things
10:25<Yorick> <-- screenshot :)
10:26<SmatZ>it doesn't look buggy :)
10:26<SmatZ>oh, you started a new game
10:27<Yorick>loading old savegames isn't buggy either
10:28<Yorick>but there is a problem with converting their patch settings
10:29<Eddi|zuHause2>you need a section "if (CheckSavegameVersion(whatever)) { set new settings according to old settings }"
10:29-!-Roujin [] has joined #openttd
10:29<Roujin>hello again
10:29<DJ-Nekkid>-1 * 0 03 00 01 60 01 09 A0 00 A1 00 <-- shouldnt this give me sprite A0 for steel (09) and A1 for everything else?
10:30<Roujin>thanks for including my patch Maedhros :)
10:30<Yorick>Eddit: if you had just looked at ;)
10:30<Maedhros>Roujin: no problem :)
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10:31<Yorick>what's the current savegame version, 86?
10:32<+glx>check saveload.cpp
10:33<Yorick>I've modified it, glx, so I can't be sure, and when I revert it, it'll revert ALL changes I've made to it...
10:33<+glx>svn diff will show it
10:34<Yorick>ah, its 86 :)
10:34<Maedhros>anyway, you can revert files individually
10:34<Yorick>I know
10:34<Yorick>if (CheckSavegameVersion(87)) { should work for every savegame under 87, right?
10:35<Yorick>then I must be doing something wrong
10:35<+glx>and you can add your stuff in existing if (CheckSavegameVersion(87))
10:38<Yorick>I did...
10:39<@peter1138>CONDVARs should be used for old variables to
10:39<Yorick>peter1138: you have looked at it, right?
10:40<@peter1138>you move them
10:40<@peter1138>bad idea
10:40<Yorick>SDT_CONDBOOL(Patches, yapf.ship_use_yapf, 28, 86, 0, 0, false, STR_NULL, NULL), ?
10:40<Yorick>ah, they shouldn't be moved, you say?
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10:41<@peter1138><SmatZ> changing the order of patch options may cause strange things
10:41<SmatZ>yes, they are stored in the same order in the savegame
10:41<Yorick>ah :O
10:42<Yorick>so new patches should be added at the end?
10:42<SmatZ>no, you use SDT_COND* and it will be loaded only for given versions
10:42<Yorick>that sounds logic
10:43<SmatZ>I think you could use SDT_CONDNULL for old patch options... no matter it will discard PF setting from savegames
10:43<SmatZ>or I don't know if others agree
10:43<Yorick>you don't want to discard them, I think
10:44<+glx>if a setting is removed, it should be replaced with CONDNULL
10:44<SmatZ>you could load it into new patch options and then convert - though a bit hacky, you won't need to have old patch options in the memory
10:44<@peter1138>You definitely need some conversion
10:44<@peter1138>Else there'll be millions of bug reports ;)
10:45<Yorick>glx: yes, but I don't want to discard it...
10:45<Yorick>I have the conversion in place
10:45<+glx>then do the conversion :)
10:45<Yorick>but it loads old patch settings into memory
10:45<Yorick>for savegames beneath 87
10:46<Yorick>I dunno if it saves them again
10:46<+glx>it shouldn't
10:47<+glx>if you use CONDVAR
10:47<Yorick>SDT_CONDBOOL(Patches, yapf.ship_use_yapf, 28, 86, 0, 0, false, STR_NULL, NULL),
10:47<@peter1138>yes, do what you've already done, but leave them in their original places
10:48<Yorick>and it works...I think
10:49*glx is checking trunk for potential old savegame loading bugs
10:50<Yorick>yes, go editing trunk on the files I modify, so I can update my patch every day!
10:50-!-blathijs_ [~matthijs@2001:610:1908:8000:210:4bff:fe91:cb70] has joined #openttd
10:51<+glx>I'm not on settings stuff :)
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10:51<SmatZ>Yorick: you will get used to that very soon
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10:53<Yorick>hello there
10:53<CIA-5>OpenTTD: smatz * r12103 /trunk/src/ (7 files in 2 dirs): -Feature(tte): separate catenary transparency settings from building transparency settings
10:54<Gonozal_VIII>Transparency Lock (in trunk r12102) <-- wow, that was fast... guess i don't have to include it in my patch then
10:54<@peter1138>It's a good patch :)
10:54<Roujin>thanks :)
10:54<@peter1138>Solves the issues with the transparent station signs'n all
10:56<Gonozal_VIII>but i've already got stuff into trunk faster :P
10:56<@peter1138>So have I
10:56<Roujin>showoff :P
10:56<Yorick>he is the trunkanzier :-P
10:56<Gonozal_VIII>could have something to do with your commit rights peter ;-)
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10:59<Gonozal_VIII>enough with the disconnecting... days of constant downloading, i pulled his cable out of the router now
10:59<Roujin>i guess it has to do a lot with patch size ;)
10:59<Prof_Frink>Gonozal_VIII: That's too obvious.
10:59<Yorick>hmm...what shall I do with old savegames that have the first pathfinder enabled, I'm using default now, but that can be changed....
10:59<Roujin>area raise/lower was also very small and was accepted very fast
10:59<Prof_Frink>Take the pins out of the RJ45 and plug it back in again
11:00<Gonozal_VIII>AddCCtoInnerWallsOfRoadDepots.patch <-- that one's small too
11:01<Roujin>Then it was not properly advertised to devs or they see no reason why to include it - i guess?
11:01<Gonozal_VIII>middle stop patch and the autoreplace fix are also just some lines
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11:06<Roujin>a) find a dev with good mood and some time b) persuade him that your patch is useful c) wait for him to review it and if it's all well, include it.
11:06<Prof_Frink>d) buy said dev beer
11:07<Gonozal_VIII>d doesn't work with bjarni
11:07<Prof_Frink>Well, in the case of bjarni, you just offer sexual favours
11:08<Gonozal_VIII>no... no i really don't
11:08<Yorick>I've updated my patch :)
11:09<Yorick>tested with old savegame and working
11:11<Gonozal_VIII>wherewhathuh :S
11:12<Gonozal_VIII>ah.. didn't notice that through all those disconnects^^
11:12<Roujin>gonozal: hungry for new patches to include in your pack huh? :D
11:12-!-Greysc[a]le is now known as Greyscale
11:13<Roujin>btw, may i suggest you name your pack something reasonable instead of long_filename ? Like gonozal_pp (patchpack) or so...
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11:13<Gonozal_VIII>i don't think red is a good colour for that recommended
11:13<Gonozal_VIII>red = warning
11:13<Gonozal_VIII>should be blue imho
11:14<Gonozal_VIII>the filename used to be all patch names seperated by _
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11:14<Gonozal_VIII>was a very long filename^^
11:15<Yorick>go include this one
11:15<Yorick>the ship regional YAPF
11:15<Gonozal_VIII>ship yapf :O
11:15<Yorick>regional (!)
11:16<Yorick>means it works fine
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11:17<Yorick>Gonozal_VIII: there is also the Not recommended when selecting ntp for trains or yapf for ships...
11:17<Roujin><Gonozal_VIII> was a very long filename^^ <-- well don't change it back to every single name, just name it gonozal_pack or somehting ;)
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11:18<Gonozal_VIII>i'll consider changing it... doesn't really matter
11:19<Gonozal_VIII>it is what it is^^
11:21<Gonozal_VIII>is that region pf finished? the post doesn't read like that
11:22<SmatZ>it doesn't compile on amd64, and that "pointer to hash" function is a bit strange...
11:22<SmatZ>will the same data have the same pointer every time?
11:23<SmatZ>maybe yes, I haven't checked the rest of code
11:23<Yorick>routeplanner != regional yapf !
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11:23<SmatZ>I am talking about that ship yapf
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11:45<Yorick>Gonozal_VIII: better this way?
11:46<Yorick>don't mind the industry graphics, its a newindustries grf that has been removed
11:46<Gonozal_VIII>actually i meant the same blue as the other text^^ like (requires NPF)
11:49<Yorick>I like this one more
11:49<Yorick>it really makes it "good" and "bad"
11:50<Gonozal_VIII>bah, why am i still awake
11:50<Yorick>because its only 17:50
11:51<Gonozal_VIII>it's already 17:50
11:51<Gonozal_VIII>my saturday to sunday sleep is yet to come
11:52<Roujin>skip it
11:52<Gonozal_VIII>can't just skip a whole night...
11:52<Roujin>why not?
11:52<Gonozal_VIII>only slept for 4 hours yesterday
11:53<Roujin>then why did you stay up that long again?
11:53<Gonozal_VIII>didn't feel tired until some minutes ago
11:54<Yorick>have to go
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11:54<Gonozal_VIII>all of a sudden i'm so tired, i could fall asleep right away
11:55<Roujin>stay awake for 2 more hours, then sleep until tomorrow morning - then you've slept enough and are not in a shifted rhythm anymore
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11:55<Roujin>better than to sleep now and get up in the middle of the night again or something
11:56<Gonozal_VIII>going to sleep at 19:56 is very shifted rythm for me...
11:57<Roujin>well don't you have a job or study or something else that requires you to get up in the morning?
11:58<Gonozal_VIII>not atm
11:58<Roujin>oh, then why not try the 28 hour day? :D
11:58<Roujin>18 hours awake, 10 hours sleep - makes 6 days a week
11:59<Gonozal_VIII>i know, i read xkcd too
12:00<Roujin>you know.. i think i'd really do that in semester holidays if i didn't have a gf who'd probably kill me for that xD
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12:02<Gonozal_VIII>i'll just sleep now until i wake up, then i'll make a new patch thingy, watch some more dr who stuff and maybe sleep some more, good plan, good night^^
12:02<Roujin>sleep well
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12:03<Roujin>don't kill yourself for OpenTTD - even it's close to being worth killing yourself for
12:04-!-DJ-Nekkid was kicked from #openttd by DorpsGek [Wrong channel. Retry in #openttdcoop.]
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12:04<Roujin>you're kicked for that? xD
12:05<+glx>yes because some people tried it 5 times in a row
12:05<DJ-Nekkid>apparently... didnt realize i were in the wrong channel
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12:06<Roujin>hi wolf01
12:06<Roujin>thanks for letting me have a look at your code ;) my patch is done and in trunk now :D
12:06<Wolf01>i noticed, congrats ;)
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12:10*LordAzamath just downgraded Vista to XP
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12:10<Ammller>LordAzamath: thats a upgrade :)
12:11<LordAzamath>but it's waaay faster
12:12<Ammller>now, try a linux distro :)
12:12<@peter1138>LV4 SUCKS ASS
12:12<@peter1138>Not only that, I didn't load any trams :(
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12:14<LordAzamath>Ammller: I've had mandriva2008 for ages for now...
12:15-!-Audigex [~Audigex@] has joined #openttd
12:15<LordAzamath>and I mainly use that
12:15<LordAzamath>but I'm just configuring XP pro atm
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12:25<UnderBuilder>one question, with the graphics replacement proyect will be changed the look of the SH 8P (currently it's identical to the chaney jubilee)
12:26<LordAzamath>Then we can't change sprites with 0A, but have to make a new train..
12:27<LordAzamath>I think it can be done, but it's not priority
12:27<Eddi|zuHause2>are they the same sprite or just two sprites that look the same?
12:28<LordAzamath>I'm not sure
12:28<LordAzamath>I'm afraid they are one sprite
12:28<LordAzamath>but I can't check atm too
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12:36<@peter1138>It's the same sprite.
12:37<Roujin>i guess the same applies to SH/Hendry '25' and Floss '47'
12:38<Roujin>and SH '30' + SH '40'
12:40<UnderBuilder>I'm thinking on redoing a TTO locomotive and put it as the 8p
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12:43<DJ-Nekkid>how can i exclude lifestock with the usage of prop 28/29 on action 0 ?
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12:44<DJ-Nekkid>add it to prop 1D ?
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12:45<@peter1138>you want to exclude a train having livestock wagons, or a wagon from being refit to livestock?
12:46<DJ-Nekkid>the latter
12:48<DJ-Nekkid>seemed to work
12:48<@peter1138>i guess you have to exclude it with the refit mask, hmm
12:49<DJ-Nekkid>yes :)
12:49<DJ-Nekkid>and it seemed to work
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13:10<Roujin>!seen SmatZ
13:10<SmatZ>I am here
13:10<Roujin>er.. how do these commands work again?
13:10<Roujin>ah even better
13:10<SmatZ>maybe with '@'
13:10<Roujin>@seen SmatZ
13:10<@DorpsGek>Roujin: SmatZ was last seen in #openttd 6 seconds ago: <SmatZ> maybe with '@'
13:10<SmatZ>no problem
13:10<Roujin>well, your last commit missed somethin
13:11<Roujin>yep, you increased the number of options beyond 8
13:11<Roujin> * If you add an option and have more then 8, change the typedef TransparencyOptionBits and
13:11<Roujin> * the save stuff (e.g. SLE_UINT8 to SLE_UINT16) in settings.cpp .
13:11<Roujin>(check transparency.h)
13:12<SmatZ>mm yeah that comment should be removed
13:14<@peter1138>'course, now you can't use ctrl to make things invisible ;)
13:15<Bami>question, is there a way to reduce the amount of towns the terrain generator places, something below "low" ?
13:16<SmatZ>peter1138: yeah, just fixing that :)
13:16<@peter1138>Bami, yes, use 'Very Low'
13:16<@peter1138>If you don't have that option, then upgrade, heh.
13:17<Bami>because large maps equals loads of towns, and personally it's still crowded at "very low"
13:18<Bami>sure, map editing is something but meh
13:19<Bami>also, the site of openTTD displays a link here, but most IRC programs default to a wrong port, making the server activly refuse the connection
13:19<Roujin>but something is off with newest rev...
13:19<@peter1138>6667 is the standard IRC port...
13:20<Roujin>the highest bit option = loading indicators is not restored properly
13:20<SmatZ>Roujin: really?
13:20<SmatZ>it should work :-x
13:21<@peter1138>something strange is going on, all my options are locked :o
13:22<@peter1138>yeah, options are not saved correctly
13:23<DJ-Nekkid>i have a question about that "all climates-climate" that is under development ...
13:23<SmatZ>mmm they are not stored in savegame
13:23<SmatZ>so changing UINT8->UINT shouldn't make any problem
13:23<@peter1138>DJ-Nekkid, who's developing that?
13:23<DJ-Nekkid>you i thought :)
13:23<Roujin>i just tested some cases
13:24<DJ-Nekkid>nvm then
13:24<Roujin>it seems option 0-7 are just always set and locked, and 8 is cleared and unlocked
13:24<Roujin>at game start
13:25<@peter1138>0-7 are always set, yes, i'm seeing that
13:25<@peter1138>they're not all locked though :o
13:26<@peter1138>it looks like they're being saved correctly, but not loaded properly
13:26<@peter1138>i toggle every other one and it saves as 341 - 101010101
13:26<@peter1138>but it's loaded as 011111111
13:26<@peter1138>+ SDTG_VAR("transparency_options", SLE_UINT, S, 0, _transparency_opt, 0, 0,0xFF,0, STR_NULL, NULL),
13:26<@peter1138>+ SDTG_VAR("transparency_locks", SLE_UINT, S, 0, _transparency_lock, 0, 0,0xFF,0, STR_NULL, NULL),
13:27<@peter1138>so anything other 255 is set to 255, hehe
13:27*SmatZ shouldn't touch anything :-x
13:27<Roujin>there's the nasty little bugger xD
13:29<Roujin>nice job spotting it peter, I would have needed two hours at least ^^
13:31<CIA-5>OpenTTD: smatz * r12104 /trunk/src/ (5 files in 2 dirs): -Fix (r12103): remember loading indicators transparency settings and make in switchable by Ctrl+9
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14:00<Eddi|zuHause2>if we now have stuff like different signals on the two parallel tracks, how high are the probabilities of separating the signals for each direction?
14:01*Bami stabs something.h
14:01<Eddi|zuHause2>like, i could place a "advanced" signal in one direction, and a "don't ever go here", or a "don't go here if you can avoid it" signal in the other direction?
14:02<Eddi|zuHause2>or splitting these two apart completely
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14:09*LordAzamath is compiling r12104
14:11*Bami is stabbing r12104
14:16<UnderBuilder>I got an idea for the advanced graphics replacement: adding the TTO only locomotives as a grf set
14:19<Eddi|zuHause2>well, you've got at least two problems there: a) the TTO graphics are copyright protected the same way as the TTD files, b) some TTO vehicles got left out to free vehicle IDs for maglev
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14:46<UnderBuilder>I mean making an free replacement of them
14:47<@peter1138>whatever anyone does as a separate grf set is... well, separate from the replacement stuff.
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14:52<yorick>one still didn't answer my question: [07:21] <Yorick> how are my chances of being trunked if I make a patch that rewrites the pathfinding selection patches?
14:53<SmatZ>I like the idea, that's all I can say
14:53<+glx>same here (will reduce the number of settings, which is always good)
14:54<yorick>hehe :)
14:54<+glx>there are way too much settings for vehicles
14:55<yorick>I think some could be moved to gui
14:55<yorick>like "Warn if train is lost"
14:56<+glx>settings should have a per user/per game separation
14:56<SmatZ>and makes it easier to understand (like what has precedence), and that "NPF overrides NTP" comment is a bit misleading too, when there is no NTP option anymore
14:56*SmatZ agrees with glx
14:56<SmatZ>per user / per company / per game :-D
14:56<+glx>right :)
14:56<yorick>the timetabling, it just adds another button to the vehicles, no need for wanting to disable it...
14:57<+glx>it doesn't only add the button IIRC
14:58<yorick>yes, it enables/disables timetabling...if you don't want to use it, there is a "just don't" option and a option to disable it...
14:58<yorick>I think the "just don't" should be enough
14:59<SmatZ>not talking about the case when an option is switched while train is waiting at station etc (like turning on/off realistic acceleration may cause some trains to hold their current speed etc)
14:59<yorick>and allow slopes and autoslope, who would set that to off?
14:59<SmatZ>but an option to disable "speed aircraft" is needed
15:00<SmatZ>someone may want to play with "TTD" rules
15:00<yorick>someone should have 1 button named "Play with TTD rules"
15:00<SmatZ>*speed -> fast
15:00<+glx>even better to have multiple values for that one (like in ttdp)
15:01<+glx>yorick: not possible, as some ttd things are totally removed
15:01<+glx>like OPF for trains
15:02<yorick>there is no-one that wants to play with OPF
15:02<yorick>we should remove the warning from the max station spread
15:02<DaleStan>It's smaller and faster, hence better for things like the DS port.
15:02<SmatZ>mmm yes
15:02<yorick>it causes server admins to keep it low
15:02*SmatZ agrees with DaleStan
15:03<yorick>yes, NTP is too
15:03<DaleStan>And since that port can't even do 256x256 maps, the limitations of OPF are non-issues.
15:03<yorick>I think NTP is as small as OPF
15:04<yorick>we removed OPF for trains, dalestan, reintroducing it would mean more settings
15:04<yorick>we = they
15:04<SmatZ>I think the problem with slowdowns because of high station spread has been fixed long ago (or maybe there is another issue with that)
15:04<+glx>the slowdown should still be valid for "slow" machines I think
15:04<yorick>but it still causes server admins to keep it low
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15:06*yorick is going to make that "Play with TTD rules" button
15:07<SmatZ>yorick: it is probably a waste of time... there would be too many things to change
15:07<Eddi|zuHause2>hm, what is the preferred way to loop through the 4 (not 8) neighbouring tiles?
15:08<yorick>Disable electric rails should be inverted, I think :)
15:09<Eddi|zuHause2>yorick: if you are really going to mess with settings, rewrite the difficulty settings using patch options, and then divide all patch options into difficulty options and game options
15:11<Eddi|zuHause2>then give each new difficulty option a difficulty modificator, and choose overall difficulty level by the average of all difficulty option (do away with the "custom" level)
15:11<LordAzamath>yorick, if you already are on that path, can you introduce a behaviour, that in-game changes for NewGRFs and patch settings CAN be stored as default, like currently in the main menu.. something like save button next to apply
15:11<SmatZ>Eddi|zuHause2: for (DiagDirection d...
15:11<yorick>yes, thanks, any more suggestions :)
15:13<Eddi|zuHause2>yorick: imho that is a very needed cleanup
15:13<Eddi|zuHause2>yorick: people are asking "can difficulty settings be changed from console" like every week
15:14<Eddi|zuHause2>and you hardly ever find anyone playing with one of the default difficulty levels, all use custom
15:15<Eddi|zuHause2>and the term "patch setting" is generally disliked
15:17<+glx>I used "advanced settings" for french translation :)
15:18<yorick>the dutch translation generally sucks :(
15:18<yorick>i.e. there is no correct translation for "roadvehicle" in dutch
15:20*yorick hopes he didn't offend anyone
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15:31<Mucht>wow, we could well need a >10 clients option for our #openttdcoop servers :-P
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15:33<yorick>there are 11 in trunk ;)
15:33<Mucht>wow, we could well need a >11 clients option for our #openttdcoop servers :-P
15:35<LordAzamath>yorick: One idea, to get to patch settings.. or something like that.
15:35*yorick explodes
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15:36<LordAzamath>o shit
15:36<@peter1138>LordAzamath, frankly, yuck ;)
15:36<@peter1138>but speaking of which
15:37<@peter1138>does anyone use custom vehicle design names?
15:37<@peter1138>not that saving or loading of them works
15:37<LordAzamath>erm.. anyone?
15:38<LordAzamath>the button is not clickable :P
15:39<LordAzamath>so noone uses it :P
15:39<SmatZ>wasn't it intended so anyone can use "original" vehicle names in TTD?
15:39<@peter1138>then newgrf came along...
15:39<LordAzamath>maybe refit that button to advanced settings then? (while yorick is away)
15:39<@peter1138>LordAzamath, but with a caveat...
15:39<@peter1138>you can still rename engines in game
15:40<LordAzamath>but those won't change
15:40<@peter1138>that save button is meant to save them
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15:40<LordAzamath>I just tried
15:40<@peter1138>yes i know
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15:40<LordAzamath>so nobody possibly uses it :P
15:40<@peter1138>my question is should we 1) implement saving/loading or 2) rip it out
15:41<LordAzamath>rip it out
15:41<@peter1138>/* XXX: not done */
15:41<@peter1138>DEBUG(misc, 1, "LoadCustomEngineNames: not done");
15:41<@peter1138>is the current code :p
15:41<SmatZ>it doesn't work with newgrfs, does it?
15:41<LordAzamath>that's quite useless now, when you have grfs, which define new names
15:42<@peter1138>and the engine rename feature?
15:42<LordAzamath>SmatZ: In ttdp it overwrites custom grf names
15:42<@peter1138>it does in ottd
15:42<LordAzamath>but it won't load
15:42<LordAzamath>nor save
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15:42<@peter1138>merely rename
15:42<@peter1138>even in network games!
15:43<@peter1138>i've seen a couple of bug reports due to that, hehe
15:43<LordAzamath>Note that changes of vehicles names can be overridden by using TTD's vehicle.dat custom vehicle names. There is no way to bypass the custom vehicle names, other than turning them off or deleting vehicle.dat.
15:43<LordAzamath>from specs
15:43<LordAzamath>I think that's for Patch
15:44<LordAzamath>but I can see no reason to rename vehicles
15:44<LordAzamath>even less reason I see, when you can do the same with action04 and save/load those...
15:44<LordAzamath>So I say drop it :)
15:46<@peter1138>also it can cause desyncs
15:46<SmatZ>can it?
15:46<@peter1138>renaming uses a command
15:46<@peter1138>resetting the names does not
15:46<@peter1138>unlikely to cause any issues and only if you bother trying, but still ;)
15:47<SmatZ>does it affec Radom() in any way?
15:47<SmatZ>it is like renaming anything can fail on different clients with different language settings
15:48<LordAzamath>I just joine #openttdcoop server, renamed an engine, nothing happened
15:48<@peter1138>hmm, yeah, that's probably my fault :o
15:48<@peter1138>LordAzamath, just doing that won't matter
15:48<@peter1138>although you can easily confuse other players...
15:48<SmatZ>lets rename all engines to " " or some similiar funny name
15:49<Prof_Frink>rename the ecletic engines to (Diesel)
15:49<Prof_Frink>Watch and laugh as people try to run them on non-eclectic tracks
15:51<SmatZ>is there a way to determine size of aircraft without using any newgrfs?
15:51<LordAzamath>rename the ecletic engines to (Diesel)>>> I already renamed chimeara to (Steam)
15:51<LordAzamath>before you wrote
15:51<SmatZ>other than looking into code or statistics crash tests on small airports :-D
15:52<@peter1138>In game? There used to be small/medium/large tabs
15:52<@peter1138>It was Propeller / Jet / Helicopter
15:52<@peter1138>So it was removed cos it was wrong...
15:54<SmatZ>I am almost sure there was "Aircraft size: small/large/heli" or so, but I think it is active only when using custom planes
15:54<SmatZ>I can't test it now :-/
15:54<@peter1138>That'll be extra text supplied by a particular GRF file
15:55<SmatZ>ha, it is possible
15:57<LordAzamath>the renaming works over net :P
15:57<@peter1138>this was the other bit
15:57<@peter1138>case GAMEOPT_VEHICLENAME_SAVE: /* Save customized vehicle-names to disk */
15:57<@peter1138>break; // not implemented
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15:57<@peter1138>LordAzamath, yes it does
15:58<LordAzamath>but that is possible.. source of exploitation... some guyscould get confuzed :P
15:58<LordAzamath>but a/w, gotta sleep now..
15:59<@peter1138>we already said that
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16:08<@peter1138>Only problem with removing it
16:09<@peter1138>It's an original TTD feature isn't it?
16:09<@peter1138>All those strings...
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16:44<UnderBuilder>lol, transport alert deluxe xD
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16:57<Eddi|zuHause2>anyone care to comment?
16:58<UnderBuilder>well, what I pointed is that the UFOs and military aircraft disasters should be removed
16:59<UnderBuilder>in the wiki, it says that the game should not contain war elements
17:00<@peter1138>wiki schmiki
17:01<ln-_>UnderBuilder: file a bug report
17:02<UnderBuilder>if it were in a long time ago, why it hasn't been reported?
17:02<Eddi|zuHause2>yeah, and put it next to the one of the missing earrings ;)
17:03<ln-_>is that fixed yet?
17:04<ln-_>besides this very ugly fix:
17:05<UnderBuilder>I think good ideas of disasters to replace them are natural ones like earthquakes, volcano eruptions in high mountains, hurricanes, tornados and human-related like fire in industries and towns, global warming....
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17:07<Eddi|zuHause2>UnderBuilder: make a new NewGraphicsSpec for NewDisasters ;)
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17:14<Eddi|zuHause2>hm... nobody screams "i waited years for exactly this patch" ... i am sad now... [and no, i don't mean the earrings :)]
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17:16<+glx>Eddi|zuHause2: the small bug is not that small for me
17:17<@peter1138>makes it worse :)
17:17<Eddi|zuHause2>well, it can be solved ;)
17:17<Eddi|zuHause2>i was just not sure how
17:17<ln-_>Eddi|zuHause2: i waited years for exactly this patch
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17:18<+glx>and you don't follow the style ;)
17:19<Eddi|zuHause2>which one exactly?
17:19<+glx>space after comma
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17:20<ln-_>Eddi|zuHause2: the omit_wires one :)
17:20<Eddi|zuHause2>glx: right, fixed
17:20<@peter1138>could be quite slow
17:21<@peter1138>checking 5 tiles instead of 1 ...
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17:22<+glx>and you could cache it in the map array
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17:22<Eddi|zuHause2>hm, the drwaring code does a lot more than that, when trying to figure out how to place pylons, i don't think it is really significant
17:23<@peter1138>that could be cached too
17:24<Eddi|zuHause2>i am not going to touch that ;)
17:24<SmatZ>rather not - the slowdown by a little more complex drawing compared with complex checks when modifying railtype or building new rail... and waste of space in the map array
17:25<@peter1138>memory that isn't used
17:25<@peter1138>versus cpus that are slow
17:26<lobster>is there PBS in ottd nightlies already?
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17:26<Eddi|zuHause2>but there is a quite good patch
17:26<Eddi|zuHause2>by michi_cc
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17:27<lobster>i never used separate patches up til now
17:27<SmatZ>building long rail (electrified and non-electrified) would need many checks for tiles around, similiar with rail conversion, building rail station, removing rail, stations, depots, ....
17:27<lobster>they're *.diff files eh?
17:29<@peter1138>SmatZ, not really, only all those checks that are already done every time a tile is drawn...
17:29<Eddi|zuHause2>peter1138: if you want to cache this in the map space, you might as well save railtype for each trackbit
17:30<@peter1138>railtype for || or = tracks maybe ;)
17:30<@peter1138>lobster, i believe there's a prebuilt version of it around
17:31<UnderBuilder>action 14 anyone?
17:31<UnderBuilder>for newdisasters
17:31<+glx><@peter1138> railtype for || or = tracks maybe ;) <-- and have fun to convert tracks ;)
17:31<@peter1138>new features are defined by, er, features, not actions
17:31<@peter1138>glx, hmm?
17:32<UnderBuilder>then feature of which action?
17:32<+glx>conversion is done by tile, not by track
17:32<@peter1138>UnderBuilder, 0, 1, 2, 3 & 4 usually
17:33<+glx>and imagine if you have all tracks but the "cross"
17:33<Eddi|zuHause2>glx: for the "small bug", one could take the easy way out and check, if only one trackbit is there at all, but that does not catch all cases
17:33<@peter1138>if there is only one trackbit, then it must be eletric
17:34<@peter1138>else check connections
17:34<Eddi|zuHause2>and for anything more complicated, one should probably build a lookup table
17:35<Eddi|zuHause2>peter1138: yes, but consider a switch like -<=, when the -< is electified, and the = is not, in my version, no wires would be drawn on the <, and there are 2 track bits present
17:35<@peter1138>glx, i never said it would be easy ;)
17:36<Eddi|zuHause2>or worse: a + where 3 out of 4 neighbours are electrified
17:36<@peter1138>i can't see how -<= fits on a map
17:36<Eddi|zuHause2>peter1138: well, difficult to describe ;)
17:39<Eddi|zuHause2>but really, if you want to catch all cases sufficiently, you need to build a lookup table for each combination of trackbits and neighbours
17:39<@peter1138>that's a lot
17:40<Eddi|zuHause2>i know
17:40<Eddi|zuHause2>6 trackbits and 4 neighbours = 2^10 entries ;)
17:40<@peter1138>you might want to cache that ;)
17:40<Eddi|zuHause2>well, it's constant ;)
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17:44*peter1138 > sleep
17:44<Eddi|zuHause2>great idea
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17:52<TrueBrain>michi_cc: I wanted to drop by and telly ou: wow :)
17:52<+glx>but he's not here right now
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17:52<TrueBrain>I am sure he has a nice backlog :)
17:53<TrueBrain>@openttd servers
17:53<TrueBrain>stupid DorpsGek
17:53<@DorpsGek>TrueBrain: Servers online: 163; Running version 0.5.3 (latest): 80; Clients online: 92
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17:53<TrueBrain>oh, it is just VERY slow :(
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17:54<TrueBrain>well... as this channel is boring for the rest
17:54<TrueBrain>and as we have 4 Sogards here
17:54<TrueBrain>night :)
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18:08<+glx>[2]Sogard: ok try to fix it soon else it's a ban
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18:13<SmatZ>@seen Sogard
18:13<@DorpsGek>SmatZ: Sogard was last seen in #openttd 3 weeks, 0 days, 22 hours, 36 minutes, and 33 seconds ago: <Sogard> not in the latest stable
18:13<SmatZ>he doesn't speek much :)
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18:13-!-mode/#openttd [+o glx] by DorpsGek
18:13<@glx>it annoys me
18:14-!-[1]Sogard was kicked from #openttd by glx [[1]Sogard]
18:14-!-mode/#openttd [+b *!~Sogard@*] by glx
18:14-!-mode/#openttd [-o glx] by DorpsGek
18:14<+glx>clones will disappear magically :)
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18:15<+glx>I'll deban him tomorrow
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18:19<SpComb>glx: proper procedure is "query me|other_op when you've fixed it"
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19:52<Eddi|zuHause2>i hate sleep...
19:53<Eddi|zuHause2>it never comes when one wants to...
19:53<+glx>Eddi|zuHause2: <-- I have this version (seems to work correctly)
19:55<Eddi|zuHause2>yeah, i made some "fundamental" modifications now
19:55<SmatZ>what about non-electrified crossings and stations as neighbours? and tunnels and bridges?
19:56<+glx>SmatZ has a point :)
19:56<Eddi|zuHause2>SmatZ: too complicated, imho
19:56<SmatZ>that's right, you are not even checking if the neighbour has trackbit connected with your electrified track
19:57<SmatZ>GetRailType(TileAddByDiagDir(t, d)) == RAILTYPE_ELECTRIC
19:57<SmatZ>maybe != RAILTYPE_NORMAL ?
19:57<SmatZ>but that's a little difference ;)
19:58<SmatZ>GetTileType(TileAddByDiagDir(t, d)) != MP_RAILWAY can be replaced by IsTileType()
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19:58<Eddi|zuHause2>maybe, but really, those are track combinations that make no sense
19:58<SmatZ>yeah, true is that it is only eye-candy problem - and if somebody builds useless track combinations just to make it looking ugly, it is his problem...
19:58<Eddi|zuHause2>hm, that might be done... i copied that check from the existing function there
19:58<SmatZ>+ for (Track track = TRACK_BEGIN; track < TRACK_END; track++) {
19:59<SmatZ>I think RemoveFirstTrackbit would be better
19:59<SmatZ>or not
19:59<Eddi|zuHause2>SmatZ: that is not there anymore in my new version
19:59<SmatZ>maybe, if there is TrackBitToExitDir or so
19:59<+glx>my diff is based on the previous version
20:01<SmatZ>it will make priorities with electrified rail looking much better :)
20:02<Eddi|zuHause2>that's the plan ;)
20:03<Eddi|zuHause2>there might be rare occasions where pylons might end up on (now masked out) trackbits, i'm not sure...
20:04<SmatZ>maybe a comment that it is not expected to be fast, but it should work fast should be added so people like me do not try to make it exact and slower :-D
20:05<SmatZ>maybe it should be 'inline' when it is called only once...
20:05<SmatZ>and is really short
20:05<Eddi|zuHause2>when it's static, the compiler might figure that out on its own
20:06<Eddi|zuHause2>i'm not worried that much about fast...
20:06<SmatZ>there is -finline-functions-used-once , but I am not sure if it is enabled by default
20:06<Eddi|zuHause2>as long as it's not like O(n^2) or something...
20:06<SmatZ>hmm there isn't , I don't remember the name of that switch...
20:07<CIA-5>OpenTTD: belugas * r12105 /trunk/src/tunnelbridge_cmd.cpp: -Codechange: Use TransportType instead of guessing what kind of bridge we are preparing to build
20:07<Eddi|zuHause2>special cases like bridges and stations can be added quite easily, i think
20:07<SmatZ>that would be probably useless check ...
20:08<+glx>don't forget tunnels and crossings
20:08<SmatZ>it is now counted as 'no rail', so 'electrified'
20:08<SmatZ>peter was talking about speed a lot...
20:08<Eddi|zuHause2>yes, i deliberately counted that stuff as electrified, to not worry about most of the special cases
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20:10<SmatZ>you could use GetRailType() and GetTileTrackStatus()...
20:10<SmatZ>but it would probably slow things down
20:11<Eddi|zuHause2> <- bad pylon
20:12<SmatZ>hmm yes
20:12<SmatZ>bad, bad pylon!
20:12<Eddi|zuHause2>wire placement needs the masked bits, pylon placement the unmasked bits
20:13<SmatZ>won't it place pylons at places where is not wire above?
20:13<Eddi|zuHause2>possible... argh ;)
20:14<Eddi|zuHause2>the devil is in the detail ;)
20:17<Eddi|zuHause2> <- i wish celestar listened to me 2 years ago ;)
20:18<SmatZ>that's a lot of work with that :)
20:18<SmatZ>you have had this idea for very long time ;)
20:18<Eddi|zuHause2>that picture is dated 15th March 2006, i think it was one of the earliest releases in the elrail branch
20:19<Eddi|zuHause2>no, 14th March
20:20<+glx>the slope thing is fixed IIRC
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20:20<Eddi|zuHause2>yes, it was fixed right away
20:21<Eddi|zuHause2>but on the crossing thing he said something like "maybe later"
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20:21<SmatZ>usually, maybe = very unlikely
20:22<Eddi|zuHause2>where did i put logs from march 2006?
20:22<Eddi|zuHause2>bah... i used windows back then...
20:24<Eddi|zuHause2>i should really try to sleep... must get up early...
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20:29<Gonozal_VIII>Use TransportType instead of guessing what kind of bridge we are preparing to build <-- guessing?
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21:22<Gonozal_VIII>oh noes, teh warningz!
21:23<Gonozal_VIII>tunnelbridge_cmd.cpp line 223 and 359 TRANSPORT_WATER and TRANSPORT_END not handled in switch
21:44<Gonozal_VIII>why not just add default: break; ?
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21:46<pv2b>because that'd kill the warning, and it might be something that needs to be fixed at some point?
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22:23<CIA-5>OpenTTD: belugas * r12106 /trunk/src/tunnelbridge_cmd.cpp: -Fix(r12105): Kill warnings and raise an error when the transport type is not supported
22:23<@Belugas>yes, guessing, as in if bit is set, it must be road, otherwise, it must be rail
22:26<Gonozal_VIII>hello belugas :-)
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22:28<@Belugas>hello Gonozal_VIII :)
22:28<@Belugas>a few moments of liberty my wife allowed me, and poof! an error :(
22:30<@Belugas>have not seen it
22:30<@Belugas>nerver mind
22:30*Belugas is sleepy
22:30<Gonozal_VIII>are you drunk?^^
22:31<@Belugas>i may have drank a few glasses at noon, but it's all gone by now
22:31<@Belugas>was my wife's birthday party at her parents house
22:32<@Belugas>Pineau Des Charentes :)
22:32<@Belugas>good stuff ;)
22:32*Belugas likes it a lot
22:32<Gonozal_VIII>i never drink alcohol so i wouldn't know
22:35<@Belugas>everybody's got their vices
22:39<@Belugas>but i do't drink oftenly, only on occasions
22:39<@Belugas>and i quit smoking a while ago
22:39<@Belugas>so... not os bad
22:40<@Belugas>if it was not for ottd, i'm almost vices free ^_^
22:40<Gonozal_VIII>openttd is part of a healthy life
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23:12<CIA-5>OpenTTD: belugas * r12107 /trunk/src/ (bridge.h bridge_gui.cpp bridge_map.h tunnelbridge_cmd.cpp): -Codechange: Add and use the typedef BridgeType
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---Logclosed Mon Feb 11 00:00:01 2008