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#openttd IRC Logs for 2008-06-26

---Logopened Thu Jun 26 00:00:39 2008
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00:17<TiberiusTeng>ccfreak2k, try gDEBugger Breakpoints -> Break on OpenGL error when you're available :)
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01:13<ccfreak2k>Did anyone ring for me while I was gone?
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01:24<TiberiusTeng>ccfreak2k, try gDEBugger Breakpoints -> Break on OpenGL error when you're available :)
01:24<ccfreak2k>I tried that.
01:24<ccfreak2k>It doesn't work correctly.
01:24<ccfreak2k>If I turn it on, glPopAttrib() errors on every frame.
01:24<ccfreak2k>So it breaks right after I resume.
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01:34<TiberiusTeng>hmm ...
01:34<TiberiusTeng>it didn't show any errors on my computer
01:34<TiberiusTeng>perhaps glPopAttrib did cause some error on your computer
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01:35<TiberiusTeng>did it show error type ?
01:36<TiberiusTeng>but strange, I only use it when drawing debugging boundary boxes
01:38<ccfreak2k>Actually I can't tell if it only happens when debugging.
01:38<ccfreak2k>I just know that it does happen while debugging preventing me from being able to break on anything ELSE.
01:39<ccfreak2k>Blah, this program is a piece of shit.
01:40<ccfreak2k>It's breaking on glPopAttrib even though I told it to break on glTexCopy2D.
01:41<ccfreak2k>Rather, glTexCopy2D.
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01:42<ccfreak2k>Ah here we go.
01:42<ccfreak2k>I had to change the uh
01:42<ccfreak2k>break mode I guess.
01:43<ccfreak2k>Error on glDrawBuffersATI
01:44<ccfreak2k>Unsuprisingly, it's an operation on a non-existant auxillary color buffer.
01:49<ccfreak2k>glDrawBuffersATI and glReadBuffer take turns returning GL_INVALID_OPERATION.
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01:50<ccfreak2k>Call stack is openttd.exe > MainLoop > PreFlip > FlushDeferredDraws > DrawSpriteBuffer for glDrawBuffersATI.
01:51<ccfreak2k>openttd.exe > MainLoop > PreFlip for glReadBuffer.
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02:13<ccfreak2k>Everything else is either a-ok or is experiencing logic errors. :)
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02:26<TiberiusTeng>hmm ... okay. so that's how it does ...
02:26<TiberiusTeng>I'll see if a FBO replacing AUX0 can cure this problem
02:26<TiberiusTeng>it's just TOO HOT here to concentrate on the code :(
02:29<ccfreak2k>What do you intend to do with FBO?
02:30<ccfreak2k>Just store the "pieces" of the screen while scrolling?
02:30<ccfreak2k>Or something.
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02:39<TiberiusTeng>yes, use it like using AUX0
02:40<TiberiusTeng>well, not used for scrolling ... it'll be used to store colorindexes so we can do palette animation
02:40<ccfreak2k>Maybe someone on freenode ##opengl might be able to help out.
02:43<TiberiusTeng>good point ...
02:44<ccfreak2k>OFTC might have their own #opengl. Who knows.
02:44<ccfreak2k>-ChanServ- Channel information for #opengl
02:44<ccfreak2k>-ChanServ- Time Registered: Sat 19 Apr 2003 10:48:35 +0000 (5y 2m 9d 19:56:03 ago)
02:44<ccfreak2k>-ChanServ- Description: "OpenGL - The Industry's Foundation for High Performance Graphics"
02:44<ccfreak2k>Apparently so.
02:45<TiberiusTeng>ah! the glDrawBuffers didn't work on your ATI card, so the scrolling breaks!
02:45<ccfreak2k>Now it's all coming together. :)
02:45<TiberiusTeng>but why the cursor is not leaving trails ...
02:46<TiberiusTeng>oh, by the way, what time is it there at your timezone, ccfreak2k ?
02:46<ccfreak2k>/ctcp ccfreak2k TIME might tell you.
02:47<ccfreak2k>I'm about 14:30 behind you.
02:47<TiberiusTeng>actually I did eariler ... but got no reply :p
02:47<ccfreak2k>>ccfreak2k< CTCP TIME
02:47<ccfreak2k>* Received a CTCP TIME from ccfreak2k
02:47<ccfreak2k>-ccfreak2k- TIME Wed Jun 25 23:46:45
02:47<TiberiusTeng>so it's midnight over there?
02:47<ccfreak2k>Pretty close.
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02:50<TiberiusTeng>perhaps I can finish a new version next hour or so ... maybe 'tomorrow' for you :)
02:56<ccfreak2k>How much earlier did you ctcp TIME me?
02:56<ccfreak2k>I was offline until about 22:00 here.
02:56<TiberiusTeng>hmm? but from here I never seen you offline :Q
02:57<ccfreak2k>Exactly. :)
02:57<ccfreak2k>I run a bnc on
02:59<TiberiusTeng>ahh. I see :p
02:59<ccfreak2k>I started because freenode lacks SSL support, so I decided to use an SSH tunnel.
03:00<ccfreak2k>Plus, if I'm getting heavy packet loss, I won't continually join/quit.
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03:24<planetmaker>g'day all
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04:27<TiberiusTeng>ccfreak2k, still awake?
04:27<TiberiusTeng>or anyone using win32 + ATI 9550+ here? :p
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05:24<Madassasin>@seen LA
05:24<@DorpsGek>Madassasin: LA was last seen in #openttd 18 hours, 27 minutes, and 19 seconds ago: <LA> / * Yorick faints /
05:24<yorick>LA is gone for this week
05:24<yorick>he's helping relatives building up their house
05:25<Madassasin>then how did he post on the forums 1 hour ago? :P
05:25<yorick>I don't care about that
05:25<Gekz>@seen jew
05:25<@DorpsGek>Gekz: I have not seen jew.
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05:34<TiberiusTeng>ahh ... anyone using win32 + ATI 9550+ here?
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05:39<Madassasin>I have a nvidia...
05:57<Madassasin>what is newgrf-static for?
05:57<blathijs>TiberiusTeng is drafting testers :-)
05:58<Madassasin>where was that patch that added a better newgrf hui?
05:58<yorick>it currently needs an update
05:58<Madassasin>found it
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06:27<TiberiusTeng>hmm?! I thought that newgrf gui patch's working
06:28<TiberiusTeng>ouch, neither I nor planetmaker replied that topic ...
06:28<TiberiusTeng>I should check if it still works ...
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06:39<Madassasin>there was a setting to hide trees instead of makig them transparent but I can't find it
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06:47<@Belugas>"there was" is not proper wording. "There is" would be better
06:48<@Belugas>ho...he's gone
06:48<@Belugas>baaa.... hint hint hint -> I NEED COFFEE!
06:55<TiberiusTeng>ahh, almost done (?), now I just need some ATI testers ...
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07:00<LA[lord]>lo folks
07:01<LA[lord]>can anyone point me out what is wrong in this...
07:01<LA[lord]> 147 sprites/tropic2.pcx 33 434 09 12 32 -14 -6
07:01<LA[lord]>//!!Warning (159): Metadata invalid. compression must be one of 01, 03, 09, or 0B.
07:02<@Rubidium>tabs instead of spaces? alt-255 instead of spaces?
07:02<@Rubidium>unicode spaces instead of ascii spaces?
07:03<LA[lord]>erm I don't think so
07:03<LA[lord]>because in whole rest file o such errors
07:03<LA[lord]>and I've got about 150 realsprites defined there
07:04<@Rubidium>isn't it that the warning is for the next line?
07:04<LA[lord]>o fscuk
07:04*LA[lord] is idiot
07:04<LA[lord]>sry for bothering :P
07:05<@peter1138>no comment :)
07:05<Gekz>He's an idiot.
07:05<LA[lord]>and I found the wrong thing in next sprite vey easily
07:06<LA[lord]>thanks Rubidium
07:06<LA[lord]>if /me is idiot, he should not be in this channel :o
07:07<@peter1138>neither should 90 other people
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07:08<yorick>I don't trust purple messages
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07:16<LA[lord]>I have another problem :/
07:17<LA[lord]>which justy got solved :)
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08:01<LA[lord]>and justy I posted the grf on forums
08:04<Noldo>grf-talk is so captivating
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09:22<Madassasin>how do I make trees invisible?
09:23<yorick>what version?
09:23<yorick>press trees button
09:23<yorick>and then the button under the trees
09:25<Madassasin>that makes them transparent...I want them invisible, there was a way but I forgot that...also, transparency doesn't work for some reaso :|
09:26<yorick>try the button under the trees
09:26<@Belugas>you mean... you cannot make it to work would be more precise
09:26<yorick>that blue one
09:26<@Belugas>not blue
09:27<yorick>but then it's green
09:27<@Belugas>COLOR BLIND!
09:27<yorick>colorblind memory, perhaps
09:27<Madassasin>bleh :P, I forgot to press X xD
09:28<Madassasin>ok, thanks
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09:28<Madassasin>now, a bug report is that TG always seems to stick a bunch of industries of the same type near each other and put the processing one at the other side of the map :|
09:29<yorick>try disabling multiple industries near eachother
09:29<Madassasin>it is
09:30<yorick>(of the same type)
09:30<yorick>using any grfs?
09:30<Madassasin>yep, PBI
09:30<Madassasin>I allow multiple of same type per town, not next to each other...but they ARE pretty next to each other, at most 7 tiles
09:30<+glx>it's the same
09:31<yorick>possibly that location is the only one where these industries can be built
09:31<yorick>and yes, disable multiple of same type per town
09:31<+glx>normally only one type is allowed in each town
09:31<Madassasin>ok, then still why are they next to eahc other? can't they be a little father away?
09:31<@Belugas>p.s.: the range of a town is quite further than the visible houses...
09:31<@Rubidium>ofcourse PBI and such override most of OpenTTD's checks
09:32<yorick>go complaining to pikka
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09:32<Madassasin>ah well, I will
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09:33<Madassasin>another problem, whem zoomed ou on 512 x 256, the game is sorta laggy, paused with no vehicles
09:33<yorick>why isn't the "Ban" string localized?
09:33<Madassasin>running vista
09:33<yorick>Madassasin,that's the drawing that takes time
09:33<Madassasin>it's very slow :|
09:33<yorick>sure it is
09:33<yorick>map is evry big
09:33<Madassasin>it was faster on my old pc :|
09:33<yorick>0.6 has a new zoom-out level ;)
09:33<Madassasin>if that is big, then 4024 or sth ?!
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09:34<yorick>a greater zoomout level got introduced some time ago ;)
09:35<Madassasin>Yea, no idea why it's so slow though :| Hmm, is ottd hardware accelerated?
09:35<Madassasin>there's the problem
09:35<@peter1138>the new zoom out level means it has to draw 4 times as much
09:35<@peter1138>yes mr expect
09:36<Madassasin>didn't SDL pick up on DirectX then GDI?
09:36<yorick>Madassasin: someone made an opengl patch
09:36<+glx>win32 doesn't use sdl
09:36<yorick>but it's slower than GDI
09:36<+glx>because it doesn't need to
09:36-!-Doorslammer is now known as MDS|away
09:36<Madassasin>I know about that OpenGL patch
09:36<@peter1138>we should make sdl the default, and drop win32 :p
09:37<@peter1138>less code to maintain
09:37<Madassasin>Yea well using DX over GDI is much better...and AFAIK SDL prefers it to GDI
09:37<@peter1138>and sdl should be perfectly happy on osx, no matter what bjarni says
09:37<Madassasin>And OGL gets translated to DirectX, so what's the deal?
09:37<yorick>you can't really compile dx on mingw
09:37<yorick>I think
09:38<Madassasin>I use VC++ :)
09:38<yorick>your fault
09:38<yorick>I don't like installing more than 1gb of libs to build a 3mb file
09:38<Madassasin>1 GB?!
09:38<Madassasin>DX SDK occupies less than 100 megs
09:38<@peter1138>there is no DX driver
09:38<Madassasin>ok, not the download :P
09:39<@peter1138>so you don't need dx libs
09:39<@peter1138>(only for music, but who cares about music)
09:39<Gekz>music sucks
09:39<Madassasin>so you mean I dl'd it just to keep it nice?!
09:39<@Belugas>for music, i uase winamp :P
09:43<@peter1138>no you use a guitar
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09:47<blathijs>Hmm, when did I disappear from the "contact" page on the site?
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09:48<@Belugas>you did?
09:49<@Belugas>it must be related to your inactivity, i think
09:50<yorick>remove KUDr too ;)
09:50<yorick>@seen KUDr
09:50<@DorpsGek>yorick: KUDr was last seen in #openttd 35 weeks, 0 days, 23 hours, 25 minutes, and 47 seconds ago: <KUDr> good
09:50<@Belugas>yeah, that is what i was thinking
09:50<@Belugas>Yu want to be added, blathijs?
09:51<@Belugas>do you still have your openttd email?
09:55<blathijs>Dunno, I never use it :-)
09:55<blathijs>Let's test
09:56<SmatZ>@seen ludde
09:56<@DorpsGek>SmatZ: ludde was last seen in #openttd 24 weeks, 1 day, 17 hours, 33 minutes, and 14 seconds ago: <ludde> :)
09:57<SmatZ>even ludde was here more recently :)
09:57<yorick>our openttd god!
09:57<yorick>our utorrent god!
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10:04<yorick>he ababdoned us :(
10:06<TiberiusTeng>the bottleneck's at sprite sorter ...
10:08<Dominik>our scummvm god!
10:08<TiberiusTeng>and, opengl blitter's in fact faster in some circumstances ...
10:09<TiberiusTeng>something like openttdcoop final savegame, zoomed 8x out :p
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10:09<@Belugas>[10:04] <TiberiusTeng> the bottleneck's at sprite sorter ... <--- was not that an already known and spoken out loud fact??
10:09<@Belugas>at least, there is someone else who knows about it...
10:09<yorick>go fixing our sprite sorter
10:09<TiberiusTeng>well I think it depends :P
10:10<yorick>and thou shallt be rewarded
10:10<TiberiusTeng>on a 8x zoomed-out openttdcoop final save (I tested with public server #96)
10:11<TiberiusTeng>VC release build
10:11<yorick>you've said that
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10:12<TiberiusTeng>32bpp-anim (1fps) > 32bpp-optimized (3~4 fps) > opengl (20~25fps) > 8bpp (can't measure, about 30fps I'd say)
10:12<TiberiusTeng>so the sprite sorter isn't the bottleneck when using 32bpp-anim/32bpp-optimized & zoomed all the way out ...
10:13<TiberiusTeng>but I wonder, if a participant has slow framerates, will he affect other players ?
10:14-!-Noldo [] has joined #openttd
10:15<yorick>unless the participant is the server
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10:18<TiberiusTeng>sounds great
10:18<ccfreak2k>Now I'm awake.
10:19<TiberiusTeng>good morning!
10:19<TiberiusTeng>a fresh new version for you to test ...
10:20<TiberiusTeng>I'd really like to see it work on ATI cards ... I've updated the binary in the thread
10:21<TiberiusTeng>wait a sec, I'm making the diff (against trunk)
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10:24<yorick>ccfreak2k: BEEP!
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10:27<@Belugas>be back
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10:28<Madassasin>I've found a bug - my train have been loading for years yet they're 100% full!
10:28<ccfreak2k>TiberiusTeng, what does it patch agains?
10:28<TiberiusTeng>or you need raw opengl.cpp/hpp ?
10:28<ccfreak2k>Well yeah trunk.
10:28<ccfreak2k>I mean what revision.
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10:32<+glx>Madassasin: time table?
10:33<Madassasin>oh, well, I saved and quit, then whilw quiting ottd crahed...filling a bug report
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10:35<yorick>what's the difference between SetWindowDirty and InvalidateWindow?
10:38-!-Belugas_Gone is now known as Belugas
10:38<TiberiusTeng>the way of choosing window I guess
10:39<+glx>one uses Window* the other uses WindowClass IIRC
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10:42<Madassasin>I need to mention that FF was running at an alarming rate (a year in a few seconds) :P
10:43<+glx>Madassasin: I can't do anywthing with crash.log and crash.dmp as I don't have the corresponding openttd.pdb
10:43<Madassasin>darn, shall I compile again?
10:43<Madassasin>with pdb?
10:44<+glx>I don't know if psb will be the same
10:44<@Rubidium>glx: don't bother
10:44<@Rubidium>it's FS#2038
10:45<Madassasin>Ahh idn't notice that
10:46<+glx>Madassasin: anyway you should have the right pdb if you didn't recompile since you build the your current openttd.exe
10:46<Madassasin>well I usually delete objs folder so it's gone
10:47<+glx>yorick: debug info for MSVC builds
10:48<+glx> <-- all the pdb for releases I made
10:50<yorick>why is the client window redrawn, but my own window not?
10:50<ccfreak2k>turning on all of my "nice" options no longer causes the text to look like shit/
10:50<TiberiusTeng>oh yes?
10:50<TiberiusTeng>how about panning ? is it working ?
10:51<ccfreak2k>Scrolling is fixed.
10:51<ccfreak2k>Water animates.
10:51<TiberiusTeng>job done!
10:51<ccfreak2k>It's kind of slow though.
10:51<ccfreak2k>When panning at high resolutions.
10:52<ccfreak2k>Something's wrong./
10:54<dih>yorick: define client window and your own window
10:55<yorick>did that
10:56<yorick>but if I use 2 lines to redraw both my window and the client window, only the client window is redrawn
10:56<dih>you are server?
10:56-!-Osai is now known as Osai^away
10:56<dih>or you are another client
10:56<yorick>I am server
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10:58<TiberiusTeng>Mchl also posted in the forum mentioning about line cropping weirdness
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10:59<TiberiusTeng>stills some bugfixing to do ... but the foundation's done :D
11:02<yorick>does SetWidgetLoweredState also need any redrawing after it?
11:02<Eddi|zuHause3>the picture looks fun ;)
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11:04<TiberiusTeng>ccfreak2k, does reloading the game / returning to title screen fix this problem ? :p
11:05<dih>sign up -->
11:05<TiberiusTeng>because I've met this problem too, but a bit random, so I haven't nailed it yet.
11:05<yorick>ooh, spam!
11:05<ccfreak2k>TiberiusTeng, no.
11:06<ccfreak2k>No matter how many times I start a new game on any terrain, the flat tiles for the non-desert and non-snow tiles are missing.
11:07<ccfreak2k>They AREN'T missing on the title screen, though.
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11:09<blathijs>Belugas: Took a while, but it seems my adress still works :-)
11:11<ccfreak2k>Also TiberiusTeng, changing the window resolution using one of the pre-baked resolutions in the options screen still causes the screen to become black.
11:14<TiberiusTeng>yep ... I should completely disable that menu ...
11:15<Madassasin>LOL ->
11:16<TiberiusTeng>maximizing the window sometimes will cause freeze on my pc
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11:16<TiberiusTeng>and I just fixed a panning-transparency-smearing bug here :p
11:16<TiberiusTeng>ccfreak2k, you said it's slow, can you describe it more clearly?
11:17<ccfreak2k>The framerate is just low while scrolling.
11:17<TiberiusTeng>how about FF pressed?
11:17<ccfreak2k>Makes no difference to framerate.
11:18<TiberiusTeng>I don't feel much difference while scrolling
11:18<ccfreak2k>Fraps says ~140 FPS while idle at farthest zoom, and 4FPS when scrolling.
11:18<TiberiusTeng>how about disabling fraps ?
11:19<TiberiusTeng>is the number on your picture drawn by fraps ?
11:19<ccfreak2k>Actually, the framerate is drawn using ATI Tray Tools.
11:19<ccfreak2k>It just happens to have the same font..
11:20<@Belugas>ok blathijs. as time allows it, you'llbe added. Under which labeling?
11:21<TiberiusTeng>how about disabling it ?
11:21<ccfreak2k>Still low.
11:23<blathijs>Belugas: Not sure you should bother, I haven't been really committing anything lately :-)
11:23<blathijs>If I really want to be there, I can add myself :-)
11:24<@Belugas>ok :)
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11:34<TiberiusTeng>hmm ...
11:34<TiberiusTeng>perhaps you can try isloating that issue? I don't have hardware to experiment :Q
11:34<TiberiusTeng>uh wait
11:35<TiberiusTeng>you're running debug build ?
11:35<ccfreak2k>I was, yes.
11:36<TiberiusTeng>hmm ... this doesn't seem to be a problem, my debug build won't stall
11:38<ccfreak2k>The "build solution" icon sort of looks like a birthday cake.
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11:39<TiberiusTeng>ah, texture interpolation
11:39<TiberiusTeng>did you enabled that or something like AA ?
11:39<TiberiusTeng>or automatic mip-map generation
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11:40<ccfreak2k>Does "dither alpha" count?
11:43<yorick>"mip-map", it keeps sounding funny :)
11:46<CIA-6>OpenTTD: smatz * r13639 /trunk/src/ (7 files in 3 dirs):
11:46<CIA-6>OpenTTD: -Codechange: rewrite 32bpp-anim and 32bpp-optimized drawing and encoding so it uses similiar scheme as 8bpp-optimized
11:46<CIA-6>OpenTTD: All zoom levels are stored and a kind of RLE is used. Together with further changes and reducing number of variables, drawing is ~50% faster in average.
11:46<ccfreak2k>I built a release version of openttd, and scrolling still causes the framerate to drop to sub-20 levels.
11:47<SmatZ>TiberiusTeng: can you benchmark now? :)
11:47<TiberiusTeng>SmatZ, what? how? :p
11:47<SmatZ>yorick: it is still only drawing, not sprite sorting and so...
11:47<TiberiusTeng>I'm now trying to figure out why ATI cards are slow-scrolling
11:47<yorick>it's something
11:47<TiberiusTeng>oh, checkout && compile
11:47<ccfreak2k>AND the missing tiles.
11:48<TiberiusTeng>wait a few minutes ...
11:48<TiberiusTeng>ccfreak2k, about the missing tiles, can you check it by gDEBugger ?
11:48<ccfreak2k>I don't know what I'm looking for, though.
11:48<TiberiusTeng>because missing just one sprite in a texture atlas is just puzzling ...
11:48<TiberiusTeng>losing the same sprite every time ?
11:49<ccfreak2k>Less puzzling.
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11:49<TiberiusTeng>the changeset hasn't went into hg yet ... a few more minutes ...
11:50<@peter1138>hasn't went?
11:50<TiberiusTeng>my english is poor :p
11:50<yorick>peter1138: you should correct our developer whale on THAT particular mistake more often :)
11:51<Eddi|zuHause3>hm, i wonder if the new ATI driver actually has improvements for my old card
11:51<ccfreak2k>glPopAttrib throws GL_INVALID_OPERATION when changing to a pre-baked window resolution.
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11:53<@Belugas>[11:48] <yorick> peter1138: you should correct our developer whale on THAT particular mistake more often :) <--- somehow, i feel pointed...
11:54<eekee>multiple rail grfs make for a crazy new rail vehicles list ^^
11:54<TiberiusTeng>I never call glPopAttrib when changing resolutions :(
11:55<TiberiusTeng>gDEBugger shows backtrace, where did the glPopAttrib() call originates ?
11:55<yorick>Belugas: somehow...
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11:57<ccfreak2k>InitializeOpenGL > PostDriverInit > CreateTexturePalette > DrawSpriteBuffer > DrawPointBuffer > SetGLDraw
11:58<ccfreak2k>This happens in context 2...
11:58<TiberiusTeng>what's context 1 doing ?
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11:59<ccfreak2k>Uhh, I dunno.
11:59<TiberiusTeng>just googled that glTexImage2D() is an EXPENSIVE function on ATI boards ... maybe I can fix it in 10 minutes.
11:59<ccfreak2k>There's 59 opengl calls in the history.
11:59<TiberiusTeng>but let me try the shiny new 32bpp blitters first :)
11:59<ccfreak2k>But it happens right there.
11:59<yorick>I'm writing the rcon gui, and now came across a problem: <-- in order for me to have this gui client-side, I need to transfer the mute status of every client to every client. Now dih doesn't think that this is a good aproach. Can anyone think of another way?
12:00<ccfreak2k>Blitter_GL::SetGLDraw - opengl.cpp, line 411.
12:00<TiberiusTeng>SmatZ, 32bpp-optimized still doing 0.5fps on my PC ...
12:01<TiberiusTeng>did you tried that savegame before ?
12:02<SmatZ>TiberiusTeng: :-x what savegame?
12:02<yorick>TiberiusTeng: did you try looking at that line combined with the previous correction? :-P
12:02<TiberiusTeng>ahh sorry
12:03<@Belugas>yorick, why do you need to show the mute status on clients?
12:03<yorick>because it is a rcon gui
12:03<@Belugas>that is not an answer
12:03<TiberiusTeng>Public Server Game 96
12:03<@Belugas>it's a fact
12:03<TiberiusTeng>there's a link to needed GRFs
12:03<ccfreak2k>It's openttd coop.
12:03-!-[alt]buster [] has joined #openttd
12:03<ccfreak2k>You know, like a chicken coop.
12:03<yorick>in fact, it's an answer ;)
12:04<@Belugas>well... sorry, but not in my book
12:04<@Belugas>care to expand?
12:04<TiberiusTeng>past tense will become my nightmares
12:04<yorick>for the client to know if he's in fact disabling or enabling the mute
12:05<TiberiusTeng>try zoom all the way out ...
12:05<SmatZ>TiberiusTeng: how do you measure FPS? do you redraw whole screen each tick?
12:05<TiberiusTeng>I used Fraps to measure fps
12:06<@Belugas>yorick, let's imagine for one second that i do not have the fainted idea what a rcon is, nor what the mute fonction is suposed to do
12:06<@Belugas>and that for answering your question, one wold need to know the whole situation
12:06<TiberiusTeng>and I swap buffer in videodriver MainLoop()
12:06<ccfreak2k>"Detected error: The debugged process asked for an extension function pointer (glGenProgramsARB) from one render context, but called this function pointer in another render context (context #2)"
12:07<TiberiusTeng>shit, threading problem
12:07<SpComb>threads \o/
12:07<ccfreak2k>This happens after changing to a pre-baked resolution in windowed mode.
12:07<Eddi|zuHause3>Belugas: rcon is the remote control for a dedicated server
12:08<ccfreak2k>Does this for that, glBindProgramsARB and glProgramStringARB.
12:08<yorick>ok. With mute, you can disable a client from saying things, configurable to All-chat, Client-chat, Team-chat and any combination of that. You can enable it by doing "mute clientid type" in console.
12:08<Eddi|zuHause3>Belugas: so the rcon gui should display/access what the server should do
12:08<TiberiusTeng>SmatZ, I believe Fraps is timing the difference between first OpenGL draw call and buffer swapping call
12:08<ccfreak2k>Then glPopAttrib gets GL_INVALID_OPERATION sometime later.
12:08<TiberiusTeng>ccfreak2k, I think I'll nuke that menu NOW ...
12:08<yorick>And in order for you to know what the server's gonna do, you need the current state, as it toggles the function.
12:09<@Belugas>now that is way better, thanks guys
12:10<ccfreak2k>I'm not sure why a pre-baked resolution should be any different from resizing the window.
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12:10<@Belugas>so, the idea is that the mute status that is currently set on the server would be available to all users inorder for the remote one to toggle it. right?
12:11<planetmaker>I guess. Unless there's a better solution.
12:11<planetmaker>hello btw :)
12:11<yorick>hello :)
12:11<TiberiusTeng>I think it's recreating the window (destroy-create) but perhaps in a different thread ...
12:11<@Belugas>i wonder, is there some kind of an authentification scheme that allows one user to control the server? or is it for all to play with? I doubt. So, why not make the remove visible only for those with proper access?
12:11<TiberiusTeng>let me fix ATI scrolling first ...
12:12<yorick>Belugas: it is for all with the rcon password
12:12<@Belugas>ok. so, what is dih against it?
12:12<@Belugas>as an admin, he must have a good argument
12:13<yorick>[16:59] <@dih> yorick: i still dont think mute should be transmitted to clients
12:13<yorick>[17:00] <@dih> other clients dont need that info
12:13<@Belugas>clients authorized?
12:13<@Belugas>or are you sending it to all clients?
12:13<yorick>you aren't actually authorized
12:13<@Belugas>then he's right
12:13<yorick>so the only way I can think of is sending it to all
12:14<@Belugas>then you are wrong
12:14<@Belugas>a hacked client can fool with it
12:14<yorick>and how?
12:14<planetmaker>Belugas: in order to modify things, you need the server password
12:14<yorick>the only thing they'd know is that they're actually muted
12:14<@Belugas>that's you to find out :)
12:15<SpComb>yorick: why does a client need to know if they or some other client is muted?
12:15<planetmaker>yorick: Do I understand correctly, that you send client-side generated console commands which incorporate the rcon pw?
12:15<Ammler>yorick: that sounds more like a ignore function.
12:15<yorick>a server-side ignore function
12:15<@Belugas>that users can toggle...
12:16<planetmaker>Only those which know the server password
12:16<yorick>only the users with the rcon password can change it
12:16<Ammler>mute does a client automatically, if he doesn't chat :-)
12:16<yorick>someone +q Ammler, please
12:16<yorick>then he'd know what mute means :)
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12:17<planetmaker>... +m Ammler? No...
12:17<yorick>no, +q Ammler
12:17<yorick>+m is moderated
12:17<planetmaker>neither :)
12:17<planetmaker>yeah... noticed a split second too late...
12:18<@Belugas>yorick, you have to find a way to send the info to those who can receive it. otherwise, it's a risk
12:18<yorick>everyone can receive it
12:18<@Belugas>do i need to repeat myself?
12:19<yorick>I can't see how it is a risk?
12:19<yorick>just people that know from other people that they're muted
12:19<yorick>what they can see with the chat anyway
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12:19<@Belugas>you'd be surprised to waht people can do, having enough info
12:20<yorick>if someone gets muted, a *** 'playername' is muted for 'all' chat message gets displayed
12:20<yorick>so people can just see it
12:21<yorick>and, yes, I ASKED you for a way to send the info to those who can receive it, not for a confirmation :)
12:22<@Belugas>[11:57] <yorick> I'm writing the rcon gui, and now came across a problem: <-- in order for me to have this gui client-side, I need to transfer the mute status of every client to every client. Now dih doesn't think that this is a good aproach. Can anyone think of another way?
12:22<@Belugas>i gave you antoher way
12:22<@Belugas>send it to those who can receive it
12:23<@Belugas>i don't know how, i'm debugging my own app
12:23<yorick>ok, then I ask you, can you think of a way to send the info to those who can receive it?
12:23<@Belugas>do you have alist of available connected clients?
12:23<yorick>how do you mean?
12:25<@Belugas>how many meanings can be given out of my question?
12:25<@Belugas>a list, an array, whatever...
12:25<yorick>a list of all players that show up on wwottdgd
12:26<yorick>or a list of all possible openttd versions that can connect to wwottdgd
12:26<planetmaker>a list of clients which know the rcon password
12:26<Yexo>yorick: he probebly means FOR_ALL_CLIENTS is availbable to walk through all connected clients
12:26<yorick>we'll let him explain it
12:28<@Belugas>Yexo wins a cookie for not been blind
12:28*Belugas sends a cookie to Yexo
12:28*Yexo eats a cookie :)
12:28*yorick intercepts cookie, divides it in 2, and sends half of cookie to Yexo
12:29*yorick feeds planetmaker a cookie
12:29<yorick>no, half-a-cookie :)
12:29*planetmaker wonders about the origins of that cookie :)
12:29*Belugas kicks yorick on the back of his head, so he now spits out the unrewarded cookie
12:30*planetmaker eats half a cookie despite :)
12:30<planetmaker>... and produces some cake, distributing it to Belugas, Yexo and Yorick
12:30*Yexo thinks now it is Belugas who cannot read, since yorick didn't eat any cookie :)
12:30<yorick>yes I did
12:31<@Belugas>plouf !
12:31<yorick>I gave another half-a-cookie to planetmaker
12:31<Yexo>anyway, how does the rcon password stuff work, it the password send with every command or just once?
12:31<yorick>every command
12:32<planetmaker>AFAIK the rcon gui is a client-side only thing
12:32<planetmaker>is that correct?
12:32<yorick>at least, it adds some GUI functionality to the server
12:32<TiberiusTeng>if a client crashes, will it bring down the game ?
12:32<TiberiusTeng>(not desync)
12:33<yorick>it will disconnect
12:35*Belugas sends yorick checking over what NetworkClientInfo could do for him
12:36<yorick>I know what it could do for me
12:36<yorick>just I want a client-side only patch
12:37<yorick>however, then I wouldn't be able to have that mute gui
12:37<TiberiusTeng>ccfreak2k, around ?
12:37<Eddi|zuHause3>yorick: then you have to ask the server repeatedly about the mute state (if such a command exists)
12:37<yorick>I made a whole authorizing system for 0.6 somewhere :)
12:37<yorick>yes, it does
12:37<yorick>but I don't like that either
12:37<yorick>generates traffic
12:37<Eddi|zuHause3>well, that is really the only option
12:38<Eddi|zuHause3>you will not get the server to notify of any changes
12:38<Eddi|zuHause3>with a clientside patch
12:38<yorick>or I should be able to send a request to recieve mute updates from then on
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12:38<TiberiusTeng>against current opengl code
12:39<Eddi|zuHause3>yorick: or generally send each client a notification "XXX has been muted"
12:39<TiberiusTeng>try if this cures the scrolling issue ...
12:39<Eddi|zuHause3>IRC does this, too
12:39<yorick>Eddi|zuHause3,that's the idea tho
12:39<Eddi|zuHause3>so, what is your problem?
12:39<yorick>I don't know
12:39<yorick>but both dih and belugas do
12:40<Eddi|zuHause3>then go find that out :p
12:40<yorick>Belugas says that people can do things with the info
12:40<TiberiusTeng>seems a X800 series problem ... hmm.
12:40<TiberiusTeng>but I never used the Z-buffer :Q
12:41<TiberiusTeng>anyway it increased the scrolling speed on my computer too ... :p
12:41<Eddi|zuHause3>remind me to never get involved in opengl magic
12:42<ccfreak2k>Scrolling is still slow on the farthest zoom level, but it is or close to full speed on the closest and second closest zoom.
12:42<yorick>Belugas: if clients get a chat notification of the move anyway, what is the problem exactly?
12:42<TiberiusTeng>ccfreak2k, same here. another problem solved. :P
12:42<ccfreak2k>Guess it's solved then.
12:43<TiberiusTeng>(with the cost of another window-sized permanent texture ...)
12:43<TiberiusTeng>anyway, pack & release!
12:43<ccfreak2k>Hold it.
12:43<ccfreak2k>We still gotta contend with the missing tiles.
12:44<@Belugas>i don't know yorick
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12:44<@Belugas>network is not my stuff, really
12:45<@Belugas>but i know that you should not send stuff to everyone when it is only for a few restructed people
12:45<@Belugas>that is the basis of security
12:45<Eddi|zuHause3>like i said, IRC does this, too
12:45<Eddi|zuHause3>it notifies every user of mode changes
12:45<Eddi|zuHause3>not just the ops
12:46<TiberiusTeng>ccfreak2k, it keeps black when zoomed out ?
12:46<@Belugas>otherwise, you keep on thinking it does not matter, and add more stuff alike and one day, you'll have people sending spams over the network
12:46<ccfreak2k>TiberiusTeng, yep.
12:46<ccfreak2k>Just that one specific type of flat tile is just...missing.
12:47<Eddi|zuHause3>Belugas: channel modes (+c, +m); user modes (+o, +b) etc.
12:47<@Belugas>anyway... i don't care... it's not for trunk, afer all...
12:47<@Belugas>granted Eddi|zuHause3
12:47<Eddi|zuHause3>hm, +b is not really a user mode
12:47<CIA-6>OpenTTD: smatz * r13640 /trunk/src/blitter/ (32bpp_anim.cpp 32bpp_base.hpp 32bpp_optimized.cpp): -Codechange: make colours behind not fully solid objects less darker for BM_TRANSPARENT (for 32bpp blitters)
12:49<TiberiusTeng>the same tile's missing every time ? @_@
12:49<TiberiusTeng>but it didn't happen before I think ?
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12:50<ccfreak2k>Nope. Previous versions had those tiles.
12:51<ccfreak2k>AFAICT it happened with whatever you changed last night to fix scrolling.
12:51<TiberiusTeng>hmm ...
12:53<ccfreak2k>Hmm indeed.
12:53<ccfreak2k>I has idea.
12:56<planetmaker>btw, yorick, is the rcon gui patch available somewhere? :)
12:56<yorick>not yet
12:56<planetmaker>I'm strongly interested in it :)
12:58<yorick>first making some minor ajustments
12:58<planetmaker>hehe. Perfectionist speaking...
12:59<ccfreak2k>TiberiusTeng, I was gonna try to compare the two atlases, but I can't.
12:59<ccfreak2k>Not directly, anyway.
12:59<TiberiusTeng>I think you can save it as a file
12:59<TiberiusTeng>and compare them with GIMP, Photoshop etc
12:59<ccfreak2k>I did.
12:59<ccfreak2k>But the tiles aren't in the same order.
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13:00<TiberiusTeng>the old one keeps tall buildings straight ?
13:00<ccfreak2k>Well, I'm comparing the main menu atlas with a new game atlas.
13:02<ccfreak2k>Can you start a new mountain game and dump the atlas for me?
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13:03<TiberiusTeng>wait ...
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13:04<TiberiusTeng>sub-arctic ? sub-tropical ?
13:04<ccfreak2k>The snowy one.
13:04<ccfreak2k>Reminds me of Colorado.
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13:04<TiberiusTeng>damn, I see those black sprites too
13:04<TiberiusTeng>so I can debug it here ...
13:05<TiberiusTeng>but I think it's from some NewGRF ...
13:06<ccfreak2k>I don't have any loaded.
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13:07<TiberiusTeng>if I change NewGRF settings, just change it (no specific), then it becomes normal ...
13:07<TiberiusTeng>there must be something wrong with my sprite management ...
13:07<yorick>changing newgrf settings redraws the screen
13:09<ccfreak2k>Start a new game, open newgrf window, hit apply...
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13:13<CIA-6>OpenTTD: belugas * r13641 /trunk/src/toolbar_gui.cpp: -Fix: Misleading enum name.
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13:16<ccfreak2k>TiberiusTeng, one of the if blocks in PostDriverInit() has a redundant conditional.
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13:21<Ammler>[19:09] <ccfreak2k> yorick: <-- remindes me of SmatZ's 3d ottd
13:21<TiberiusTeng>ccfreak2k, ok got it
13:21<planetmaker>hehe ^^ :)
13:22<Eddi|zuHause3>Ammler: there was an improved version that had dirty (brown) tiles
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13:23<Ammler>Eddi|zuHause3: :-)
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13:33<ccfreak2k>Hey TiberiusTeng.
13:35<Sacro>@seen Bjarni
13:35<@DorpsGek>Sacro: Bjarni was last seen in #openttd 18 hours, 14 minutes, and 11 seconds ago: <Bjarni> goodnight
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13:44<CIA-6>OpenTTD: belugas * r13642 /trunk/src/toolbar_gui.cpp: -Documentation: Add the enum values to the widget arrays, in concordance with code style
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13:47<TiberiusTeng>sorry, my computer just went mad ...
13:53<fjb>peter1138: Could you please add George's nshp_ecs.grf to your overrides.grf?
13:53<yorick>yes, I'd like that
13:53<yorick>but I think George should do that
13:54<@peter1138>indeed, get him to add it
13:54<@peter1138>overrides.grf is obsolete
13:55<fjb>Oh, I didn't know that.
13:58<TiberiusTeng>peter1138, I shouldn't free() the area allocated by spritecache's allocator(), right ?
14:03-!-Osai is now known as Osai`off
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14:05<Ammler>fjb: what is nshp_ecs.grf ?
14:05<+glx>something related to ships?
14:05<yorick>most likely the ECS converter for newships
14:05<fjb>Ammler: It teaches Michael's NewShips about ECS cargos.
14:06<Ammler>oh, where do I get that?
14:07<fjb>At the usual place. George posted it on tt-forums.
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14:09<Ammler>:oops: I missed that...
14:09-!-Progman [] has quit [Remote host closed the connection]
14:11<Ammler>hmm, <-- nothing found.
14:11<Ammler>I always thought, newships works with ECS anyway...
14:13<yorick>they don't understand fish
14:13<yorick>or petrol
14:13-!-Osai is now known as Osai`off
14:14<Ammler>ok, found:
14:17-!-Bjarni [] has joined #openttd
14:17-!-mode/#openttd [+o Bjarni] by ChanServ
14:19<@Bjarni>let me guess. Your coding introduced yet another autoreplace "bug" that you want me to fix
14:19<yorick>I was just greeting you
14:20<yorick>and my "bug" turned out to be happening in a normal trunk case too
14:20<yorick>so it is now an official "bug" :)
14:20<@Bjarni>you should greet me properly then :)
14:20<yorick>hello Bjarni!
14:21<@Bjarni>this feels like a contradiction to what happened a few days ago
14:21<yorick>Hello, sir Bjarni of the kindom of Bjarnotopia.
14:22<@Bjarni>one guy at uni realised that I'm an OpenTTD developer and said "wow, a famous guy!"
14:22-!-Ridayah [] has quit [Remote host closed the connection]
14:22<yorick>you're known by over a 100 people
14:25*Hendikins idly notes that the CityRail station information on Google Maps... well, sucks
14:26<Hendikins>I did a better job over a year ago :P
14:28<@Bjarni><yorick> you're known by over a 100 people <-- way more than that
14:28<@Bjarni>it's just that not everybody knows me for the same stuff
14:29<yorick>I said over
14:29<Touqen>It's more like OVER 9000!
14:29<yorick>shut up
14:30<Hendikins>I've occasionally been recognised as a Whirlpool moderator.
14:30<SpComb>do OpenTTD users ever actually run into the names of devs?
14:30<Hendikins>Or for my Mozilla stuff.
14:30<yorick>SpComb: well I did
14:30*SpComb doesn't even know what Bjarni's real name is
14:30<yorick>no, that's true
14:30<@Belugas>you already know half of his name ^_^
14:31<@Bjarni>well I run into OpenTTD players
14:31<@Belugas>or his first name at least...
14:31<@Bjarni>presumably they encounter a developer
14:31<yorick>Bjarni Corfitzen :)
14:31<SmatZ>LOL @ yorick
14:31*SpComb adds in a reference to OpenTTD to that article
14:32<SmatZ>"Bjarni is believed to be the first European to view the mainland of North America" :)
14:32<SpComb>indeed, good to know
14:33<@Bjarni>right now would be a bad time to claim not to have left Europe... so I better not
14:33<yorick>"But in that summer of 985 or 986, Bjarni was blown off course by a storm with no map or compass"
14:33<@Bjarni>stupid storm
14:33<@Bjarni>imagine to head for the ocean without a compass or a map
14:35<SmatZ>it had to be horrible
14:35<yorick>"The land looked hospitable, but Bjarni was eager to reach Iceland to see his parents and did not land and explore the new lands."
14:35<eekee>I hear the Vikings actually deliberately didn't use maps
14:35-!-stillunknown [] has joined #openttd
14:36<@Bjarni>gee... I get highlighted all the time
14:36<@Bjarni>I guess I'm popular
14:37-!-Osai`off is now known as Osai
14:37<yorick>no, that's actually the discoverer of america
14:38<TiberiusTeng>hmm, seems a race condition ...
14:38<@Bjarni>my race discovered America
14:39<yorick>no, actually someone called "Bjarni"
14:39<@Bjarni>can you prove that we aren't related?
14:40<yorick>can you prove that you arE?
14:41<SpComb>that Bjarni was a kind of weird personality
14:41<SpComb>although that wikipedia article on Bjarni is also written in a rather weird style
14:41<@Bjarni>are you trying to insult me?
14:42<SpComb>no, but the way the article is written seems to indicate such
14:42*Bjarni decides to go pick up the Grœnlendinga saga
14:42<@Bjarni>then I have to walk all the way to the bookcase
14:42<yorick>utf8 failure?
14:44<Ammler>yorick: fish is no problem for NewShips
14:44<Ammler>but petrol might be
14:45<@Bjarni>14 pages
14:45<@Bjarni>I guess I solved my issue about what to do tonight :)
14:46<TiberiusTeng>map generator loads a sprite and call Encode()
14:46<@Bjarni>yorick started talking about an Icelandic saga
14:46<@Bjarni>about a guy named Bjarni
14:46<@Bjarni>discovering America
14:46<yorick>SpComb started the Bjarni name
14:47<TiberiusTeng>but main thread will sometimes try to draw that sprite before it's been Encode()d
14:47<@Bjarni>now I want to read that saga
14:47<yorick>lets revert that vehicle backups
14:47<yorick>until they cause less bugs than they fix
14:47<@Bjarni>and unlike you uncivilised savages I actually have books like that ready in case of events like this :)
14:48<Hendikins>Hrm, must have a new signaller at Sydenham box. They don't normally call us at all about alterations to train running, let alone at 4:40am...
14:48<yorick>we have internet
14:48<SpComb>TiberiusTeng: you're trying to multithread the blitter/gfx code?
14:48<yorick>now that would be interesting
14:48<@Bjarni>yorick: are you reading about events 1000 years ago... online?
14:48<TiberiusTeng>no ...
14:49<@Bjarni>who do you think blogged back then?
14:49<SpComb>yorick: you mean a horror
14:49<@Bjarni>and paid for the server to be up all that time
14:49<TiberiusTeng>I'm just trying to cope with map generating thread
14:50-!-Doorslammer [] has quit []
14:50<yorick>Bjarni: no, I download the books
14:51<@Bjarni>Belugas: for the record... I'm working on the cargo crash in autoreplace
14:52<@Bjarni>I just don't know when it will be done yet
14:52<yorick>better work on the free money bug :)
14:52*Belugas pets Bjarni :)
14:52*yorick pets Bjarni!
14:52<TiberiusTeng>SpComb, OpenGL context is thread specific, so I can't do Encode() in map generating thread
14:53<@Belugas>yorick, maybe you can try to fix it? I'm sure you can
14:53<@Belugas>go on boy, don't be shy!
14:53<@Belugas>yorick! yorick! yorick!
14:53<TiberiusTeng>so I ran into some synchronization problems now ...
14:53<yorick>Belugas: I know an easy way to fix it
14:53<yorick>called "check for money so it doesn't fail"
14:53<@Belugas>not an hackish!
14:53<yorick>but it could fail in over 3000 ways
14:54<Phantasm>Belugas: How is the patch? ;P
14:54<yorick>and I don't have much knowledge about the backups that cause it
14:55<yorick>lo pm
14:55<@Belugas>Phantasm, i tried and tried and tried several approaches
14:55<@Belugas>none are satisfactory
14:55<@Belugas>i HATE that "bug"
14:56<yorick>what bug?
14:56<@Belugas>Rubidium mentionned he might have another approach, but as of now, he did not shown me anything
14:57<yorick>belugas: he did not shown?
14:57<@Belugas>yorick, it's about industries not been able to "regenerate" fast enough comparing to the closure rates when using large maps
14:57<yorick>oh, that bug
14:57<@Belugas>he has not showed it?
14:57<yorick>that's annoying
14:57<@Belugas>yes it is
14:57<yorick>he hasn't shown
14:57<yorick>and he didn't show :)
14:57<yorick>french :P
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14:58<Ammler>TiberiusTeng: one small addition to the NewGRF GUI, you should be able to remove a GRF with double click as you are able to add it
14:58<@Belugas>welll... i'm sorry, but i think that as a non native english speaker, i;m doing quite well thank you :P
14:58<yorick>true :)
14:59<@Belugas>problem with the code I have is that the random production-change and industry creation messages are bringing way too many news events
15:00<@Belugas>and not showing them is not really a good idea either
15:00<@Belugas>so... let say a good solution has yet to be found
15:02<Phantasm>Belugas: Hmmn.. How about user customable filtering of them?
15:02<Phantasm>Say, own, competitor, production level, ...
15:03<Phantasm>Or in the area of towns you have something.
15:03<@Belugas>only the last filer you mentionned is a good one
15:03<@Belugas>ho...that one too, but it's a bit irrelevant
15:04<Phantasm>So one could for example set himself to only see production changes and new industries that he has station connecting to or production is over 200.
15:04<@Belugas>type wold be a good one. cargo produced/accepted (maybe both)
15:04<yorick>Phantasm, the station connecting one is already there
15:04<@Belugas>ho god... that would be like a rule system...
15:04<@Belugas>yorick, not necessary
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15:05<yorick>Belugas: we have the industry production changes from the ones you service, no?
15:05<@Belugas>we do?
15:06<eekee>we do
15:06<yorick>we do
15:07<Phantasm>We have industry production changes from everything currently?
15:07<@Belugas>mmh... we do... how nice
15:07<Phantasm>The problem there are too many of em. ;P
15:07<@Belugas>was not aware, or didn't remember
15:07<@Belugas>indeed Phantasm
15:07<TiberiusTeng>oh no, I'm idiot
15:08<@Belugas>you know waht? I think i'm going to retire as a dev for a few weeks
15:08<@Belugas>and i'm gonna play instead
15:08<planetmaker>he :)
15:09<Phantasm>Belugas: I think it should be so that user could add any number of rules that show every matching one.. Say one rule is to show everything connected to own stations, another rule could be to show anything over 200 production, third rule could be to show any new ones in towns you have something in. That could be well customised to whatever and could have lots of options.
15:09<TiberiusTeng>ahh ... why the sprite's on the "PALETTE" texture ... >_<
15:10<Phantasm>Belugas: Even as much as different production limits to show depending on where it is located to etc.
15:11<TiberiusTeng>ccfreak2k, still here?
15:12<TiberiusTeng>in DoEncode()
15:12<@Belugas>the idea is interesting, Phantasm
15:12<TiberiusTeng>add this->SetGLActiveTex(0); after this->SetGLTex2D(true);
15:12<ccfreak2k>Ok well hold on.
15:12<TiberiusTeng>I think it'll cure the black sprite problem
15:12<ccfreak2k>I need to see if I fixed my garrysmod server.
15:13<TiberiusTeng>if it goes well, I'll pack it, put it on forum and go sleep
15:13<TiberiusTeng>03:00 already ...
15:14<@Belugas>yup... the afternoon is well advanced :)
15:15<+glx>only 12hours offset between you ;)
15:16<TiberiusTeng>I mean 03:00, not 15:00 :p
15:16<+glx>but for Belugas, it's 15:00
15:17<@Belugas>heheh :D
15:18<ccfreak2k>Yep, looks fixed to me.
15:19<ccfreak2k>Is the text always supposed to look "nice"?
15:21<TiberiusTeng>you can delete the font settings in .cfg
15:21<TiberiusTeng>and it'll revert to original GRF font
15:22<ccfreak2k>So it is intentional behavior.
15:23<ccfreak2k>In that case, I don't think there's any more bugs, other than the inherent uselessness of it. :)
15:23<TiberiusTeng>thanks for your help in these weeks ...
15:25<@Bjarni><yorick> better work on the free money bug :) <-- my plan will modify the place where the bug is and it's not unlikely that it will go away on it's own if I just do as I planned
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15:51*Belugas is on Sigur Rós - Álafoss
15:51<@Belugas>how quiet..
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15:59<@Belugas>hello boy
16:01<dragonhorseboy>how're you?
16:04<@Belugas>fine fine thanks
16:04<@Belugas>hoping the same on your side of the screen :)
16:05<dragonhorseboy>doing okay actually ^-^
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16:15<dragonhorseboy>you doing anything belugas?
16:16-!-dlunch [~dlunch@] has joined #openttd
16:16<@Belugas>still working at work
16:19<@Belugas>ho .. and having fun with the toolbars too...
16:19<@Belugas>jsut... code wise :)
16:19<@Belugas>not feature wise
16:20*Belugas is not a big feature guy
16:20-!-izhirahi1er is now known as izhirahider
16:38<@Bjarni>Belugas: looks like you don't need to be. You managed to get married anyway ;)
16:39<@Belugas>ho ho ho... very funny :)
16:39*Sacro chortles
16:41<dragonhorseboy>hey sacro
16:47<Sacro>hi dragonhorseboy
16:47-!-ecke [~ecke@] has quit [Quit: ecke]
16:49<dragonhorseboy>how're you sacro?
16:49<dragonhorseboy>(and sorry about yesterday...but hm well I'm free now if you still want to)
16:50<Sacro>meh, fine, tired though
16:51<@Belugas>speaking of tired...
16:51<dragonhorseboy>ah hm well either westbury (so you can do as much or as little as you want) or just save it for another day?
16:51*Belugas goes home
16:53<Sacro>i don't mind
16:54<dragonhorseboy>sacro ok its on
16:55<@Bjarni>yorick left
16:55<@Bjarni>well there are other people in this channel
16:55<@Bjarni>I have an announcement: I'm done reading the saga about Bjarni Herjólfsson
16:56<@Bjarni>and figured out why he didn't set foot on America even though he came close to the shore
16:56<@Bjarni>now the question is if anybody who cared are still present
16:56<Sacro>in america?
16:56<Sacro>i doubt it
16:56<@Bjarni>Sacro: Nobody asked you :P
16:57<Sacro>Bjarni: nobody answered you
16:57<Prof_Frink>Sacro: Nobody loves you.
16:57<planetmaker>Bjarni: do you recommend reading that saga?
16:57<Sacro>Prof_Frink: i know :(
16:57<@Bjarni>it seems likely to end up in America if you head for the southern point of Greenland and encounters both a storm and fog
16:58<Sacro>that's how asterix found england
16:58<Sacro>or was it how he knew he'd arrived.. .
16:58<Prof_Frink>Sacro: Nobody loves me.
16:58<@Bjarni>planetmaker: I recommend that everybody should read all the sagas and understand them so yes :)
16:58<planetmaker>uh... a livetime of reading ahead of me :)
16:58<@Bjarni>it's not that tricky
16:59<Sacro>it is when you listen to Bjarni
16:59<Sacro>he talkes rubbish
17:00<planetmaker>probably it goes along the lines "style only looks like arrogance from below"
17:00<@Bjarni>remember that the sagas are written as rimes because "skalde" travelled around and had to remember all of it before it was written
17:00<@Bjarni>this gives a natural max length of each saga
17:00<planetmaker>"educated talk sounds like babble for the unknowing"
17:01<@Bjarni> <-- in case you don't know what a skald is ;)
17:01<planetmaker>Well... The Ilias isn't that short either :)
17:01<@Bjarni>interesting... skald is actually an English word
17:01<@Bjarni>they stole a word from us >_<
17:01<@Bjarni>yet another one that is
17:01-!-KritiK [] has joined #openttd
17:01<Prof_Frink>Bjarni: YOu should know.
17:02<Prof_Frink>If you copy from one source, it's stealing/plagiarism
17:02<Prof_Frink>If you copy from many sources, as in English, it's research.
17:02-!-frosch123 [] has quit [Remote host closed the connection]
17:03<planetmaker>Bjarni: I think that word exist in more languages :)
17:03-!-KritiK [] has quit []
17:03<@Bjarni>basically English received a lot of words from Scandinavia when people moved from Denmark and Norway to England
17:03<@Bjarni>in places like York
17:04-!-Ridayah [] has joined #openttd
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17:04<planetmaker>anyway, tiredness dictates to say goodbye. So cu another day :)
17:04<@Bjarni>basically town names ending on "-by" is of Viking origin. The word "by" is still in use and means town
17:05<@Bjarni>town is another word English got at that time
17:05<planetmaker>I'll put it on my to-read list though :)
17:05<@Bjarni>planetmaker: is it that tiresome to make planets?
17:05<planetmaker>yes, it is... it's a damn dusty business.
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17:13<@Bjarni>more interesting reading :D
17:13<@Bjarni>on an interesting subject I already know something about
17:14<@Bjarni>we do that at our uni too
17:15<@Bjarni>but we do not intend to get the dust to gather... it just happens :P
17:15-!-TinoM [] has quit [Quit: Verlassend]
17:16<planetmaker>hehe. Yes, it does. :) Fortunately
17:17<@Bjarni>it resulted in a somewhat funny phonecall
17:17<planetmaker>which universiy are you at?
17:17<@Bjarni>somebody called a mobile phone and the guy answered and said he didn't really want to have a long conversation in the position he was in
17:18<@Bjarni>"I'm lying under a table in the basement fixing cable connections and it looks like nobody cleaned this room for years"
17:18<planetmaker>uh... :S
17:18<planetmaker>Moving some furniture today in our library, we found such spots, too...
17:19<@Bjarni>you know the basement is what you expect of say old bunkers... concrete constructions under ground with no natural light and it's usually dim lit as well
17:19<@Bjarni>and once in a while water leaks in
17:20<planetmaker>he. yeah.
17:20<planetmaker>or really flows in, if the water pipe breaks :P
17:20<@Bjarni>the water is not from pipes
17:20<@Bjarni>I think it's condensed water or rain water
17:21<dih>hey ho
17:21<@Bjarni>most likely the first
17:21<planetmaker>depends upon the state of the building :)
17:21<@Bjarni>however they dug up a lot not long ago because of an incident with rain water
17:21<@Bjarni>the heating pipes are down there as well
17:22<@Bjarni>and they are like half a meter in diameter
17:22<@Bjarni>powerlines too
17:22<planetmaker>yep :). The old heating pipes didn't look nice when they were replaced...
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17:23<+glx>there's always powerlines near water pipes
17:24<@Bjarni>the basement was built in the 1960s... and rumours has it that they did add stuff down there that should be used in case of a nuclear war
17:24<@Bjarni>but... I don't know if it's true
17:25<planetmaker>at least you know that your building has decent foundations.
17:25<@Bjarni>and I know for sure that if nobody looked at it for the past 40 years I guess it's not only outdated but also not in mint condition anymore
17:25<planetmaker>:) for sure.
17:26<planetmaker>Our basement could be the setting for a movie as creepy as Blair Witch Project or so...
17:26<planetmaker>Liki it :)
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17:26<+glx>there's a forest in your basement?
17:26<@Bjarni>I remember when we produced some electric circuits on our own. We (like 6 people) were alone in the basement and somehow it became a bit spooky when the clock passed 22:00 and everybody else had left
17:27<planetmaker>glx: maybe in some places where there's no light anymore :)
17:27<@Bjarni>the underground railroad line passing the botanic garden in Glasgow is now a forest
17:28<@Bjarni>I saw some pictures taken by a guy who found a crack in the barriers meant to keep people out of the now rather dangerous tunnel system
17:28<planetmaker>hehe :)
17:29<planetmaker>anyway, good night to you all now. I'm so sleepyyyyyyyyyyyyy
17:30<@Bjarni> <-- found it
17:31<@Bjarni>google is good at finding URLs that you forgot ;)
17:31<+glx>nice station
17:31<@Bjarni>I wouldn't be surprised if they left the tracks there and there still are some rusty iron bars underneath all those plants
17:32<@Bjarni>I don't get the idea of graffiti on a station that's sealed off though
17:32<@Bjarni>it's not like people will see it
17:32<+glx>it's like putting them in tunnels
17:32<+glx>(with no lights)
17:33<+glx>though there's light when a train pass
17:33<@Bjarni>it's not like this station will see that many trains anymore
17:33<@Bjarni>it's interesting to see how many plants can live with virtually no light
17:33<@Bjarni>all the light is from ventilation ducts
17:34<@Bjarni>and I have no idea of how many they left unblocked from the surface side
17:35<@Bjarni>I will say that this railline is pretty impressive by itself. It linked the southern station with the northern one by a tunnel under the city and under the river
17:35<@Bjarni>and it's from the steam era
17:35<@Bjarni>I bet those guys really had ventilation issues XD
17:37<+glx>steam and tunnels
17:37<+glx>well steam is not the problem
17:38<@Bjarni>the coal smoke could be
17:38<@Bjarni> <-- like here
17:39<@Bjarni>they had to custom build the locomotives to allow the driver to see anything
17:39<@Bjarni>and yes it's a steam train and yes I took the picture myself
17:39<@Bjarni>and no it's not a custom built one for tunnels so it was running on low power
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17:42<Sacro>2 greens?
17:42<Sacro>you can go twice as fast!
17:42<@Bjarni>how did you know?
17:43<Sacro>i'm a genius
17:43<@Bjarni>that remains to be seen
17:43<@Bjarni>one green: permission to pass the signal
17:43<Sacro>two greens
17:43<Prof_Frink>supergreen: Floor it, mofo
17:43<Sacro>permission to pass the next signal
17:43<@Bjarni>an additional green: no change in the permission here but it informs that at least one green light is lit on the next signal
17:44<Sacro>yes i know
17:44<Sacro>home + distant combined
17:44<Sacro>same as LUL
17:44<Sacro>green green, green yellow, or red
17:44<@Bjarni>which basically means that you do not have to slow down and prepare to stop at the next signal if it's near and behind a curve
17:45-!-Progman [] has joined #openttd
17:45<Sacro>that's impossible
17:45-!-[com]buster [] has quit [Ping timeout: 480 seconds]
17:45<Prof_Frink>And dangerous.
17:47<@Bjarni>that's a stop sign
17:47<@Bjarni>there is this very basic rule: if the signal shows something unexpected then you stop at the signal and call the station manager
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17:49<@Bjarni>it would however be really interesting to see on a Danish signal (and possibly other signals as well) because they lack control of the red light bulb. The red light works on a relay activating if there is a current through the green bulb and the red is lit in case of no current
17:49<@Bjarni>it's as simple as that
17:49<@Bjarni>hello Nite
17:49*Bjarni almost wrote "hello Night"
17:50<@Bjarni>this would be fitting for our current time frame though
17:50<Nite>onece again i was concerned with planecrashes+
17:50<Nite>is there anything that makes tem mre likely/unlikely ?
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17:51<Nite>them more
17:51<Nite>or ist it just pure luck?
17:52<ln>at least don't use small airports.
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18:11<@Bjarni>when you make a summery you are summerising... but how do you spell the last word?... I can't figure it out (or my dictionary lacks the word)
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18:13<Prof_Frink>Bjarni: Summery: Like summer. Summary: A brief outline of the item.
18:13<@Bjarni>ok I got that word wrong as well >_<
18:14<@Bjarni>I mean I read a text and then I tell the content
18:14<Prof_Frink>Bjarni: Well, you made the same mistake on t'other one
18:15<@Bjarni>now I got it right
18:15<Nite>the spring is over and now its summerrising. ;P
18:15<@Bjarni>shut up :P
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19:07<Nite>is there any reason for the "transfer" order without "leave empty" ??
19:08<Nite>vehicles unload and load - there is almost no use for this
19:13<Nite>you mean "yes there is no use"
19:14<Nite>and whats your point?
19:15<SmatZ>pax transfer
19:15<Nite>... i was trying to bus pax to an airport leave them there and take other pax that arrive there, but i guess thats no option so far.
19:15<Nite>.- yes its about pax transfer.
19:17<Nite>well .. there is also no use for cargo transfer withpout the "leave empty" order
19:19<@Belugas>Nite, i would say that for YOU, there is none.
19:20<@Belugas>but if it's there, then, to as least the dev who did them, there is.
19:20<Nite>well id like 2 say "i see none"
19:20<Nite>exept of one very rare
19:20<Nite>that there is always another vehicle waiting at the transferstation ...
19:22<SmatZ>what hasn't been really solved yet
19:22<Nite>i found plenty of uses for it "with" the unload attached
19:22<SmatZ>is that a vehicle will transfer & load the same pax / cargo it unloaded
19:22<SmatZ>or part of it
19:23<Nite>thats true smatz and was what i was reffering to.
19:24<Nite>you can work around that with 2 seperate "departure and arrival" stations
19:24<Nite>but its not an option with planes becauce they have to take of to go to another station.
19:25<SmatZ>solving this is hard
19:25<SmatZ>because even if you checked the last vehicle the cargo was in
19:25<SmatZ>then another aircraft could pickup that cargo
19:25<SmatZ>and not buses designed for that
19:26<Nite>guess you had to rebuild the whole airport part of the game.
19:26<SmatZ>coding wouldn't be that hard
19:26<SmatZ>but the idea is
19:26<eekee>what if you checked the previous station the cargo went to?
19:26<Nite>or have airpoprts witch already have seperate "arrival" and "departure"
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19:27<SmatZ>eekee: that would be possible, but then another aicraft could still pickup that
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19:27<SmatZ>Nite: yeah, you can have stations logicaly divided to several segments
19:27<Nite>you already can build arrival and departure easyly with train/ship/rv
19:28<SmatZ>where vehicles from one segment can't pickup cargo transferred from the same logical segment
19:28<eekee>SmatZ: well, at least it wouldn't be an aircraft heading back to the passengers' originating airport
19:28<SmatZ>eekee: true true :)
19:28<SmatZ>there is problem with trains
19:28<SmatZ>say you have route with n stations
19:29<SmatZ>and one terminal where you transfer + load
19:29<SmatZ>then you would have to check all stations in orders
19:29<SmatZ>hmmm maybe not really an issue
19:29<Nite>i think the "cant pickup from destination" is almost obsolete with seperated stations.
19:29<eekee>probably not :)
19:30<SmatZ>ahh there it is
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19:30<SmatZ>maybe not that problematic
19:30<Nite>no its not an "issue" still the train has to go into one part of the station go out (depot or track) and in again on the other part of the sttion
19:30<SmatZ>but if you use RVs to transfer pax to rail station
19:30<SmatZ>then you take them by train...
19:31<SmatZ>you would have to remember last station they visited, not the original
19:31<SmatZ>but it is probably already implemented for cargo credits
19:31<SmatZ>maybe not
19:31<SmatZ>probably not
19:32<SmatZ>I hope users would understad such behaviour :)
19:32<Nite>i got it - you would have to check the last station in order but then again the next and maybee all others
19:32<Nite>and hey THIS is complicated
19:32<SmatZ>so store list of stations the cargopacket visited?
19:33<ccfreak2k>Why are there silicon bridges for roads?
19:33<ccfreak2k>It's not like there's any 380MPH lorries
19:34<Nite>someone could write a newgrf with that jetbus or smthng
19:34<ccfreak2k>The Darwin Express.
19:34<Nite>i have the idea of a station having seperat arrival and departure storage!
19:34<ccfreak2k>It picks up passengers, then plows into a wall at the destination at 600MPH.
19:36<Nite>so you can "transfer" pax/cargo to that departure storage and the next vehicle than only takes from departure again but leaves its cargo at "arrival" where the first vehicle takes it from
19:36<Nite>got it?
19:37<Nite>with that method you would not nead checking of where cargo came from at all!
19:39<Nite>or not only "arrival" departure" but just many slots, cargodepots, warehouses, or how you would call them
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19:44<eekee>that does sound simpler, especially if it is only arival & departure
19:44<eekee>I'm not sure it would work so well though
19:45<Nite>it would
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19:45<Nite>well arrival and departure (the words) only make sense sometimes
19:46<Nite>it only would be transparent if you could name your slots like station names like:
19:47<Nite>"maize from A" or "pax from groompytown"
19:48<Nite>now for example you could make an order for any vehicle to load from "maize from a"
19:49<Nite>so the vehicle would only load what it should without the need to check its other orders at all.
19:49<Nite>am i going way to far into "undooable" with this idea ?
19:50<eekee>I quite like it, but the UI might seem complicated
19:51<Nite>not at all!
19:51<Nite>you yust would have two or more signs over a station than yust one (!)
19:51<eekee>ohh o.o
19:52<eekee>maybe, I can't really picture it working.
19:52<Nite>not perfectly because you actually click station tiles and not signs to make an order
19:53<Nite>imagine you would make an order by klicking its sign
19:53<Nite>now you have a station (1 or more lane no mather)
19:54<Nite>with as much signs as you like representing a different station (slot) using the same station
19:54<Nite>"wood" "pax from A" pax from "b" and so on ...
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19:55<eekee>yeah, but you would be changing that one thing and you would have hundreds of people asking "how the #$%^&* do you make an order now?????"
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19:57<Nite>... hmmm yeah how the +*/& to solve that ;)
19:57<eekee>yeah :)
19:59<Nite>i really dislike another gui window for every new invention
19:59<Nite>in 1.0 you would have 100 different windows
19:59<Nite>i already dislike timetables :-x
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20:04<Nite>idea - teh different "slots" i was about could exist via a building that you attach to a station (a goods depot or pax hall)
20:04<Nite>you then cpould click that building to use this section of the station
20:05<Nite>(NO new gui wondow!)
20:06<Nite>i even didnt understan why autoreplace needed an extra window
20:06-!-mode/#openttd [+o orudge] by ChanServ
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20:08<eekee>yeah I had replace issues earlier. I see now how powerful the replace system is, but it's a bit of a pain having to go via the one main vehicles list instead of, say, a station's train list.
20:08<eekee>also it's got a bug: the waggon removal option is global, so if you run 2 replacements at the same time, you can't have one with waggon removal and one without
20:09<Nite>well this dont looks like bug to me
20:11<Nite>i almost never use the groups, sorting or autogrouping by shared orders would have done it for me
20:11<Nite>(i know you can add all trains sharing to a group a train is alredy in)
20:12<Nite>ottd is at a stage hardly to learn it from scratch if not grown with it.
20:13<eekee>yeah :/
20:13<eekee>you have to muck about finding one train of the ones you wantin the big list. Pointless
20:14<SmatZ>well, I agree
20:14<SmatZ>autogrouping, and preferably with naming groups by destinations, would be useful
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20:15<Nite>well its not to hard to find a train (they have names/numbers if u noticed ;-P)
20:16<Nite>but its still lot of click drag click - not really bad and not really good for me.
20:16<eekee>oh it is. Not everyone can simply look at a list and pick out the entry they want
20:18<Nite>ok autogroup by shared would be just fine
20:19<Nite>guess i have to play a round of TTO then i would quickly stop to complain ;-)
20:20<SmatZ>at least
20:20<SmatZ>there is a function to add all shared vehicles to the same group
20:20<SmatZ>so you create grou
20:20<SmatZ>add 1 vehicle to int
20:20<SmatZ>and then add all shared vehicles
20:20<eekee>SmatZ: WE KNOW
20:21<SmatZ>eekee: calm down
20:21<Nite>true (i mentioned that above)
20:21<SmatZ>ok sorry :-P
20:21<eekee>SmatZ: just because all those steps are easy for you doesn't mean they are easy for everyone. ;)
20:21<Nite>what we think about is to show trains grouped by shared orders (routes) withou tdoing anything.
20:22<Nite>well erm - klicking a one button of course.
20:22<SmatZ>eekee: I don't say they are easy, but it is easier than manually moving 50 vehicles from one group to another :)
20:23<SmatZ>I have done a simple patch for that... but sure there is one at tt-forums, that is far advanced
20:23<SmatZ>isn't it?
20:23<Nite>well there is "All trains" "Ungrouped trains" and there simply has to be a "grouped by shared orders" button in future
20:24<eekee>why can't you just access vehicle replace from a station or shared order list?
20:24<Nite>sure ok there are patches in ottd like sand on the beach you are right ...
20:24<ccfreak2k>In the SVN builds, does "Go non-stop to <station> (full load any cargo)" mean that it will speed through any stations it goes through?
20:25<ccfreak2k>This new orders GUI is confusing.
20:26<Nite>if "ttdpatch compatible" is ON trains are in nonstop automatically ...
20:26<Nite>sry but the orders gui looks like tto
20:26<Nite>you mean timetables?
20:26<ccfreak2k>I mean orders GUI.
20:27<Nite>yeah mean timetables??
20:27<SmatZ>eekee: you would have to remember replace rules for each station / depot / shared orders group
20:27<Nite>yeah the orders gui looks like tto
20:27<ccfreak2k>TTO is?
20:27<Nite>tt original
20:27<ccfreak2k>I've uh
20:27<ccfreak2k>never actually played the original.
20:27<ccfreak2k>Or Deluxe.
20:28<Pikka>no delete key in original D:
20:28<SmatZ>[02:25:37] <ccfreak2k> In the SVN builds, does "Go non-stop to <station> (full load any cargo)" mean that it will speed through any stations it goes through? <== yes I would say
20:28<SmatZ>it won't stop at intermediate stations
20:28<Pikka>you have to close every window one at a time clicking on the x's :P
20:28<SmatZ>hehe @ Pikka :)
20:28<ccfreak2k>SmatZ, aha.
20:28<SmatZ>difference between TTD and TTO? the DEL key! ;-)
20:29<SmatZ>ccfreak2k: "Go via" won't stop at destination
20:29<ccfreak2k>I thought the difference is 11.
20:29<SmatZ>yeah 11
20:29<ccfreak2k>Because O - D = 11. :)
20:29<SmatZ>you are nerd, nice
20:29<Nite>ahhh ttd means (transport tycoon deletekey)
20:31<Nite>i never played the "original deluxe" just the "original original"
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20:37<ccfreak2k>Famous Original Ray's.
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20:49<Nite>ray`s erm?
21:00<Nite>was there wait for full load in tto?
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21:20<@Belugas>i don't know about TTO. But it os present in TTD. I would assume it was there too
21:20<+glx>in TTD it's a real full load
21:21<Nite>ok and in tto i ossume it was one cargo full
21:22<+glx>I guess if it has full load it's a real one too
21:23<Nite>im waiting for the 1/2 and quarter load in ottd trunk ;) as well as selecting real or unreal full load as an order
21:23<SmatZ>I think Full Load was the same in TTD and TTO, that is Full Load All
21:24<Nite>i guess it was full load one
21:24<Nite>just a guess ...
21:24<Nite>some massage from the subconcious
21:26<Nite>(conscious *cough*)
21:26<CIA-4>OpenTTD: belugas * r13643 /trunk/src/toolbar_gui.cpp: -Codechange: Enumify some loosely related values been used in the toolbar resizing processes
21:29<Nite>*ottd addicted today*
21:30<@Belugas>not jsut today...
21:30<@Belugas>for the last 2 years!
21:30<@Belugas>now... time for my fingers to have fun...
21:30*Belugas goes back to guitar playing
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21:59<@Belugas>done :D
21:59<@Belugas>Mogai - Dial.Revenge base track is recorded, as well as a little solo :D
21:59<@Belugas>now... some bridges to work on
22:00<ccfreak2k>Q: Why is my train waiting at a signal, even if he has the all clear?
22:00<ccfreak2k>A: The game is paused. :|
22:00<@Belugas>at least you now know the answer ;)
22:01<@Belugas>iirc, there even was a bug report becasue of that...
22:01<@Belugas>arhg... our interface is too hard to learn..
22:16<ccfreak2k>The hilighting for YAPP on maglev rails isn't all that clear.
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22:27<CIA-4>OpenTTD: belugas * r13644 /trunk/src/toolbar_gui.cpp:
22:27<CIA-4>OpenTTD: -Fix(r13643): compare an apple with an apple. MSVC seems to not care, but some other compilers do.
22:27<CIA-4>OpenTTD: Thanks to glx :)
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22:38<ccfreak2k>It's too bad there's no mechanism to allow other companies to use your railroads.
22:39<TiberiusTeng>infrastructure sharing patch
22:39<ccfreak2k>There's a patch for everything, isn't there?
22:42<Nite>merging companys would be cool
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23:32<Nite>anyone knowing of a really good airline managing sim?
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---Logclosed Fri Jun 27 00:00:00 2008