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#openttd IRC Logs for 2008-12-26

---Logopened Fri Dec 26 00:00:31 2008
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04:08<dihedral>i am waiting in a queue to download the map of a game....
04:08<dihedral>it says "178 clients in front of you"
04:09<mrfrenzy>popular game ;)
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04:22<dihedral>no - i was just trying to emphasis something :-P
04:22<dihedral>but i take it that if 180 people download the map at the same time.... well :-P
04:23<dihedral>at least my openttd server does not have that kind of uplink :-P
04:26<roboboy>how many clients in front of you now
04:50*LA waves and says "Hello dihedral and others"
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04:55<dihedral>hey LA
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05:11<LA>Anyone wants to give me any nice ideas for some newGRFs?
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07:21<Forked>danes lack proper internet? =p
07:35<Eddi|zuHause># Dänen lügen nicht
07:35<Eddi|zuHause># aaah ha haaah.... ahh hah hah ha haaah
07:35<Eddi|zuHause># ah aaah ha haaah.... ahh hah hah ha haaah
07:36<Eddi|zuHause># ahah haaaah haha.... ha ha haaaah ha ha
07:36<Eddi|zuHause># aaah hah hah haaaa.... ha ha haaaah hah hah
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08:50<CIA-1>OpenTTD: smatz * r14742 /trunk/ (6 files in 4 dirs): -Codechange: use SmallMap in two cases to reduce compilation time and binary size
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12:48<insulfrog>hi and merry christmas to all :)
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12:49<dh2k3>hi happy holidays everyone
12:50<dh2k3>Game Load Failure Internal error inflate() failed
12:50<mincepie>it's pronounced "merry christmas"
12:50<dh2k3>hi insulfrog :P
12:50<insulfrog>I did not know you are in here mate
12:50<dh2k3>nah have an issue seeing maybe people know how to fix it
12:51<dihedral>nice commit SmatZ
12:51<insulfrog>what the prob dh?
12:51<dh2k3>Game Load Failure Internal error inflate() failed
12:52<dh2k3>multiplayer map
12:52<dihedral>you have more than just that line dh2k3
12:52<dh2k3>only that one atm
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12:53<dihedral>run openttd with -d 6 option
12:53<dihedral>wait - what system and what build are you using?
12:54<insulfrog>maybe the savegame is for a different version of openttd
12:54<dh2k3>worked now
12:54<dh2k3>no error :)
12:55<insulfrog>that was a quick fix, what did you do?
12:55<dihedral>did not load the sav :-P
12:55<dihedral>or installed bz2 :-D
12:55<dihedral>or gzip or whatever
12:56<dihedral>or ./openttd 2>&1 >/dev/null
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12:56<insulfrog>whatever :p
12:56<+glx>dh2k3: usually incomplete savegame
12:57<dh2k3>I'm in it now
12:57<insulfrog>or OTTD crashed during the 'saving' bit
12:57<+glx>or server out of space
12:57<dh2k3>I've been having issues after playing OTTD for a long time and when I quit it hangs and doesn't go away until a reboot
12:57<dh2k3>known issue for Vista?
12:57<+glx>no known issues with vista
12:58<insulfrog>not as far as I know
12:58<dh2k3>mine hangs with AppHang
12:58<insulfrog>can you do something in task manager
12:59<insulfrog>like close down 'App'Hang' or something
12:59<Yorick>or something confused some packets
12:59<+glx>Yorick: it's TCP
13:00<Yorick>doesn't matter it can't get corrupt
13:00<Yorick>or confused
13:00<Eddi|zuHause>dh2k3: i suspect the game runs as user and does not have write access to its working directory
13:00<Eddi|zuHause>so it cannot write the temporary network savegame nor the openttd.cfg
13:01<Yorick>you mean the savegame directory ;)
13:01<dh2k3>insulfrog, nope it hangs
13:01<CIA-1>OpenTTD: smatz * r14743 /trunk/src/ (12 files in 2 dirs): -Codechange: use INVALID_TILE to indicate station doesn't have queried facility (or station/roadstop is invalid) instead of 0 (Yexo)
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13:02<insulfrog>sounds like you have downloaded a 'bad version' of OTTD v 0.6.3, try and re-download 0.6.3 and see if that works
13:02<Yorick>I used to get that error when 2 pcs were on wireless, both joining the same server
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13:24<CIA-1>OpenTTD: rubidium * r14744 /trunk/src/ (openttd.cpp saveload.cpp): -Fix [FS#2474]: don't tell loading a savegame failed in two distinct ways.
13:26<CIA-1>OpenTTD: rubidium * r14745 /trunk/src/ (vehicle.cpp vehicle_base.h): -Codechange: move "depot_list" and "leave_depot_immediately" out of the vehicle struct (saving up to 16 bytes per vehicle) as it is only used to tell a calling function entered a depot (for autoreplace).
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14:38<CIA-1>OpenTTD: smatz * r14746 /trunk/src/ (disaster_cmd.cpp industry.h industry_cmd.cpp): -Fix: don't let any disaster vehicle (Helicopter or Airplane) target invalid industry
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15:45<CIA-1>OpenTTD: rubidium * r14747 /trunk/src/ (6 files): -Codechange: remove DeleteVehicleChain in favour of the vehicle destructor as that was already doing the same for a few vehicle types.
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15:51<Yorick>Rubidium: it wasn't for trains...
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16:09<CIA-1>OpenTTD: rubidium * r14748 /trunk/src/ (6 files): -Codechange: unduplicate window updating when deleting vehicles.
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16:10<Nite_Owl>Hello all
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16:16<CIA-1>OpenTTD: rubidium * r14749 /trunk/src/ (aircraft_cmd.cpp disaster_cmd.cpp): -Codechange: replace a few wrapper functions that only called delete by a direct delete instead.
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16:24<Wolf01>ouch, I ate too much :P
16:25<Wolf01>no, I'm like a balloon
16:25*Sacro noms on a mincepie
16:26*mincepie fitted a christmas cracker hat around his cat's stomach just now
16:26<mincepie>unlike last year, the cat shredded the hat within a few seconds
16:27<mincepie>Sacro: apparently the yanks don't eat mince pies
16:27<mincepie>how can they live like that? D:
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16:49<CIA-1>OpenTTD: rubidium * r14750 /trunk/src/economy.cpp:
16:49<CIA-1>OpenTTD: -Fix [FS#1993]: in an MP game in SP mode no company would go bankrupt.
16:49<CIA-1>OpenTTD: Furthermore companies that passed the "bankrupt" period (4 quarters) wouldn't go
16:49<CIA-1>OpenTTD: bankrupt when loading the game back in MP. Now any company that is in MP or not
16:49<CIA-1>OpenTTD: "currently controlled by the player" in SP will bankrupt.
16:49<mincepie>sub zero temperatures FTW
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17:08<George>Question about tile 18 (airport and dock) (oil rig) - is it possible to change its' accepting with CB 2B?
17:11<@Rubidium>if you mean the station tile, then no... as it isn't a industry tile
17:12<@Rubidium>as it doesn't have the ability to accept cargo
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17:15<dihedral>Yorick is an idiot!
17:15-!-mode/#openttd [+v dihedral] by Rubidium
17:15<+dihedral>wow - i feel honored
17:16<+dihedral>i'll screenshot it, print it out, and frame it :-D
17:16*mincepie chuckles gently in corner
17:17<George>Rubidium: Do you mean that if I'll specify CB of other indutry tiles, tiles 18 would act a station and start/stop accepting cargo the same way?
17:19<@Rubidium>tile 18h *IS* a station when the industry is fully constructed
17:20<George>so, if I'll redefine all the other parts of the indutry, it will not accept cargo if other tiles do not do it, right?
17:21<George>Can this station accept cargo for the other indutry nearby?
17:21<@Rubidium>now a question for the people who have a better understanding of English than me: in the land info window we've got "Cost to clear: <amount>", that can be negative so it should say something like "Profit when cleared: <amount>". The question is: is there a better way to write that and if so, how?
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17:22<@Rubidium>George: it will not accept cargo itself, but it will accept cargo for nearby industries/houses
17:23<@Rubidium>i.e. if it's close enough to a coal mine the oil rig's station will accept coal
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17:24<George>Rubidium: Thank you for clarifying me the question
17:25<Bennythen00b>Why does OpenTTD use 5 minutes to start?..
17:25<+dihedral>Bennythen00b, what kind of map are you generating?
17:26<+dihedral>i assume you are talking about a dedicated server
17:26<+dihedral>yes - that's what the map generator does
17:26<Bennythen00b>No, to START
17:26<+dihedral>yes it does
17:26<+dihedral>what sys do you have?
17:27<@Rubidium>because a couple of: a) it's looking for NewGRFs, b) your OS hasn't cached the GRF files yet, c) you've got lots of duplicate NewGRFs, d) a stray process is running, e) you've build a debug build
17:27<Bennythen00b>It isnt going slow at that point
17:27<Bennythen00b>Thanks rubindum :)
17:27<Nite_Owl>Rubidium: The cost to clear is always going to be negative, no?
17:27<Bennythen00b>Lots of GRFs :D
17:27<Eddi|zuHause>Nite_Owl: no, removing rails can gain you money
17:28<Eddi|zuHause>meaning a double negative, which should be avoided for clarity
17:28<+dihedral>Nite_Owl, buy land, then use the dynamite tool on that tile
17:28<Nite_Owl>True - forgot that one - hmm
17:31<Nite_Owl>Loss/Profit after clearing
17:33<Eddi|zuHause>not really a great description
17:33<+dihedral>both would be a positive value
17:34<@Rubidium>"Revenue when cleared" is much better
17:34<@Rubidium>or rather "Cost to clear" together with "Revenue when cleared"
17:34<+dihedral>can the string be varied?
17:34<Eddi|zuHause>dihedral: he wants to implement that ;)
17:35<@Rubidium>the whole idea is to avoid negative numbers there
17:35<+dihedral>sounds good
17:35<@Rubidium>as people seem to not understand negative costs
17:38<Nite_Owl>if you can have one for gain and one for loss then go with what you suggested
17:39<+dihedral>cost and negative cost :-D
17:39<+dihedral>that'd get them confused
17:39<+dihedral>though i doubt that would be the aim
17:42<@Rubidium>confusing people is done in other ways
17:43<@Rubidium>like doing major releases on April 1st
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17:44<@Rubidium>bye roboboy
17:44<CIA-1>OpenTTD: smatz * r14751 /trunk/src/ (tile_cmd.h vehicle.cpp vehicle_func.h): -Codechange: put VehicleEnterTile declaration where it should be and use correct return type
17:46<George>Rubidium: Something goes wrong. Query tools says that other tiles do not accept cargo, but tile 18 itself accepts passengers
17:46<@Rubidium>hmm... interesting
17:47<George>Rubidium: need screenshots?
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17:51<@Rubidium>I was misled by the code
17:51<George>Rubidium: So, I'm in trouble. I can't prevent oil rig and fishing grounds to accept unlimited amount of passengers.
17:51<@Rubidium>during construction TWO tiles with 18 are build
17:51<@Rubidium>one of them becomes a station, the other stays an industry tile
17:52<George>Are you sure? I thought one is dock and one is airport.
17:52<@Rubidium>the dock and airport are the same station tile
17:52<@Rubidium>I've just checked what's written on the map array
17:54<George>And what to do?
17:54<@Rubidium>do callback 2b (or whatever it is) for tile 18h too
17:54<George>I'll try
17:54<Eddi|zuHause>more industries should have builtin delivery bays, e.g. for road vehicles
17:55<Eddi|zuHause>and they should be extendable by a player's own stations
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17:57<George>Rubidium: It does not work. It stops to be a station than :(
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18:00<planetmaker>hi dih :)
18:00<George>These lines removes stations
18:00<George>542 * 14 00 09 04 01 18
18:00<George> 08 18
18:00<George> 09 18
18:00<George> 0A 09 08
18:00<George> 0E 04
18:00<George> 664 * 7 03 09 01 18 00 FF 00
18:01<George>removing them provides station and continues passenger accepting
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18:16<@Rubidium>so effectively you want some property/flag somewhere to say that a specific tile of an industry becomes an 'oil rig station'?
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18:20<George>Well, yes, but may I ask for more? A flag to make industry tile a station. With variants - dock, airport, lorry station?
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18:21<@Rubidium>that'll make things much more complex
18:22<George>well, may as the first step it be an oil rig station and add other variants later?
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18:38<CIA-1>OpenTTD: rubidium * r14752 /trunk/src/ (50 files in 3 dirs): -Fix [FS#2438]: revenue when clearing land would show up in red in the land info window as negative cost.
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18:53<CIA-1>OpenTTD: smatz * r14753 /trunk/src/ (economy.cpp vehicle.cpp vehicle_base.h): -Fix (r1): after buying a company, one could have more vehicles with the same UnitID
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21:04<flexd>Hi there \o/
21:05<flexd>Is it possible to change the speeds of vehicles in a multiplayer game? I read abit about TTDAlter, but that seems to be old?
21:06<flexd>Also, is there a general pack of some kind with abit newer graphics (newgrfs), there's just so many to choose from. I was hoping someone had a pack of sorts they could recommend :)
21:07<Nite_Owl>TTDAlter does not work in OpenTTD
21:08<flexd>That was the conclusion i came to
21:08<Nite_Owl>go there for a grf pack
21:08<flexd>I've actually downloaded that
21:09<flexd>But there's so much different stuff that can be enabled.
21:09<Nite_Owl>or search there for individual grfs
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21:10<flexd>Hmm nice, now i can atleast see what many of these different ones do :)
21:11<Nite_Owl>also search the graphic forums for even more in depth info
21:11<flexd>is there a way to change the speeds of the vehicles? Or do grf's just change looks on trains?
21:11<Nite_Owl>grfs do both
21:11<flexd>Is there a way to edit grfs?
21:12<flexd>I could just grab some random nice looking grf and change the speed?
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21:12<Nite_Owl>yes - but it involves a somewhat complex programming language
21:13<flexd>Aslong as it's not worse than C i think i can manage :)
21:13<Nite_Owl>Then take a look at the wiki. it is all there
21:14<Eddi|zuHause>the language itself is actually very simple
21:14<Eddi|zuHause>as long as you can think in hexadecimal :p
21:15<flexd>Pain >-<
21:15<flexd>it shouldnt be that bad
21:15<flexd>Would this go under development or graphics ?
21:16<flexd>That isnt a yes/no question :/
21:18<Eddi|zuHause>surely it is. other questions would start with a question word like "who", "why" or "where"
21:19<flexd>Would this go under development or graphics?
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21:19<flexd>Or another way of saying this, Would this go under development or will it go under graphics?
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21:19<flexd>That is not a yes/no question..
21:19<flexd>But thanks, i found it anyway.
21:19<Nite_Owl>on the forum look under graphics
21:21<Eddi|zuHause>which syntactical or semantical part of this question do you think qualifies this question as a non-yes/no-question?
21:22<flexd>You can answer either development, graphics or <whatever location>
21:22<flexd>the question contains the two possible choices
21:23<Eddi|zuHause>yes, and the boolean operator "or" evaluates to "true" if either operand is true
21:23<flexd>It's the English language.
21:23<flexd>Not a programming language.
21:24<Eddi|zuHause>English is a programming language
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21:29<Eddi|zuHause> <- 2. if you do not believe me
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21:30<Nite_Owl>Frack - that is the first BSoD I have had in years
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21:33<flexd>I read ruby like it's english
21:33<flexd>but that doesnt make it english for someone that doesnt code ruby :)
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---Logclosed Sat Dec 27 00:00:32 2008