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#openttd IRC Logs for 2009-05-09

---Logopened Sat May 09 00:00:52 2009
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04:02<CIA-3>OpenTTD: alberth * r16255 /trunk/src/network/network_gui.cpp: -Fix [FS#2887] (r16237): Nested widgets of client list window used incorrect length.
04:03<Alberth>planetmaker: thanks for the report
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04:21<@petern>i just upgraded from 16254 to 16255 and 8 files were updated...
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04:26<TinoDidriksen>Does svn log -v -r16255 concur?
04:31<@petern>well no, there's only 1 file changed in 16255
04:32<TinoDidriksen>So you must have been at an earlier rev, or seriously mangled your working copy.
04:37<Alberth>petern: maybe you did the previous update in a sub-directory?
04:38<@petern>must've done
04:38<@petern>lost in the scrollback now
04:39<@petern>mmm, key
04:39<@petern>/usr/include/bits/string3.h:82: warning: call to ‘__warn_memset_zero_len’ declared with attribute warning: memset used with constant zero length parameter; this could be due to transposed parameters
04:39<@petern>i get that
04:39<@petern>unless i put a printf before the memset
04:41<TinoDidriksen>What's the memset() call?
04:42<@petern>memset(blah, 0, pt.x * pt.y)
04:42<@petern>the printf is printf("%u\n", pt.x * pt.y);
04:43<Alberth>try an assignment. at first sight it looks like a compiler bug
04:43<Alberth>uint q = pt.x * pt.y; assert(q != 0); memset(bla, 0, q);
04:44<TinoDidriksen>No way that is constant either case...and yeah, maybe upgrade compiler?
04:44<@petern>without the assert it complains
04:44<@petern>gcc (Debian 4.3.2-1.1) 4.3.2
04:44<TinoDidriksen>Well, isn't compiler then.
04:44<@SmatZ>petern: somewhere in bmp/png loader code?
04:45<@petern>no, in my own code
04:45<@SmatZ>some gcc4.4 pre-release was giving this (false?) warning
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08:18<TrueBrain>bbbbbbbbb boring!
08:19<Eddi|zuHause>oh, i just thought we were "going green" ;)
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08:44<CIA-3>OpenTTD: alberth * r16256 /trunk/src/misc_gui.cpp: -Codechange: Moved load/save dialogue widget numbers outside the window struct.
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08:49<CIA-3>OpenTTD: alberth * r16257 /trunk/src/misc_gui.cpp: -Codechange: Added empty widgets in load dialogue to move the resize box to the right place in the array.
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08:57<CIA-3>OpenTTD: alberth * r16258 /trunk/src/misc_gui.cpp: -Codechange: Remove panel with negative height and some small adjustments in the load/save dialogue windows.
08:58<Chruker>while you are add it, add some window pinning to the AI debug window :-)
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08:59<Alberth>I did that window ages ago :)
08:59<Alberth>My current goal is just to add nested widgets without any other change.
09:01<Alberth>With respect to the sticky boxes, I don't know why some windows have them and why other don't. It would need some discussion what the policy of window stickyness is, exactly.
09:01<Alberth>Then we can change all of them according to that policy
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09:03<CIA-3>OpenTTD: alberth * r16259 /trunk/src/misc_gui.cpp: -Codechange: Added nested widgets to the load and save dialogue windows.
09:06<Alberth>(changing window sticky boxes is at this time just about the worst possible moment you can pick ;) )
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09:07<Milloflex>when you're having a singal button selected + remove railroad button selected, and you click another signal, the remove railroad buttons should be de-selected. Don't you think?
09:08<frosch123>yes, that was thought quite often, also by me. but noone did
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09:08<frosch123>also you would have to question whether to depress the signal button when pressing the remove button
09:10<Milloflex>with "remove" you mean demolish-button?
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09:10<TrueBrain>I don't like your name
09:11<Milloflex>whos name brian?
09:11<Alberth>this mrning he changed name
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09:12<TrueBrain>much better :p
09:12<@Belugas>did not noticed
09:13<frosch123>yeah, no need to show of with his "klug"-ness :)
09:13<Eddi|zuHause>i thought something similar ;)
09:13<Eddi|zuHause>but then i noticed whose name contained "brain" ;)
09:15<Alberth>Eddi|zuHause: no need to panic, "Pinky" is the dangerous one
09:16<Milloflex>Ctrl + D Toggle double-mode (window mode only) -- the hotkey do not seem to do anything?
09:17<frosch123>because it got removed in 0.6, where did you find a reference to it?
09:17<Milloflex>lower left column
09:18<Milloflex>lower parts of the left column*
09:18<Eddi|zuHause>i miss the double mode :(
09:18<@Belugas>because of the way the blitters had to be reworked for 32bits
09:18<Milloflex>what was the double mode?
09:18<@Belugas>i know how to do it: 640*480, full screen
09:18<Eddi|zuHause>everything gets displayed twice as big
09:18<@Belugas>roughly the same output
09:19<Eddi|zuHause>only on 4:3 displays
09:19<Milloflex>oh.. that would be good. i just asked about that the other day.. the text and stuff is to big on sertain screens
09:19<frosch123>"fixed" :)
09:20<frosch123>anyway, it did only work on windows and in window mode
09:20<Milloflex>just noticed something funny
09:20<Milloflex>Ctrl + B View the tile structure (in nightly).
09:20<Milloflex>triggers for the main menu intro
09:20*Belugas is at work, for a rush of bug fixes. lovely day ahead
09:20<Milloflex>even though i'm not running "nightly"
09:21<@Belugas>fix the wiki, dear Milloflex
09:21<@Belugas>your contribution will be greatly appreciated
09:21<frosch123>because the page is older than 0.6 :)
09:21<Milloflex>yeah sure.. but should it be even be triggered in a non-nightly version?
09:22<Milloflex>Belugas, bug fixes? where do you work?
09:22<frosch123>the note is from the dark age, when 0.5 was stable and did not have that feature
09:22<Alberth>may be useful while developing a grf no?
09:22<@Belugas>if it's on the 0.7 series release, yes
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09:22<@Belugas>Milloflex, i'm the senior programmer of the Point Of Sales section of our software company
09:23<@Belugas>POS, in short, or tilt or electronic cash register or whatever you call it :D
09:23<frosch123>also "fixed"
09:24<Milloflex>oh i see. cool.
09:24<@Belugas>well.. not cool on a saturday morning, no
09:25<Milloflex>yeah why DO you work on a saturday?
09:25<Alberth>no doubt it must be working at monday
09:26<@Belugas>'cause we've got way too many contracts to do for the too few people we have available. And since it's supposed to be a recession, all the money we can collect is good money
09:27<frosch123>software is anti-cyclic
09:27<Alberth>tell that to the managemenr :p
09:27<Eddi|zuHause>the IT sector is supposed to be the least affected by the recession
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09:28<frosch123>they are all supposed to buy new software to increase efficiency and to get rid of expensive workers
09:28<@Belugas>or make the current software better faster and more flexible
09:29<@Belugas>and more robust and less prone to let employees stealing money out of the drawer
09:29<@Belugas>or somehting alike
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09:32<@Belugas>mmh... SirXavius has shown his face, as promised
09:33<frosch123>yeah, and SHADOW has ruined the most joyful topic of the last week
09:35*Belugas checks
09:36<frosch123> <- the first post combined with the second is quite gold-ish
09:36<@Belugas>yeah :D
09:37<@Belugas>i loved the old-planes/vehicles-reselling suggestion :)
09:37<@Belugas>that was quite ... mausing
09:37<CIA-3>OpenTTD: frosch * r16260 /trunk/src/ (6 files): -Codechange: Add Vehicle::IncrementOrderIndex() to deduplicate some code.
09:38<frosch123>hehe, you have become quite popular in those discussions :)
09:39<@Belugas>yeah... as soon as someone dare saying "realism", they almost beg pity for me not to slap them or even worse :D
09:39<@Belugas>i think i've made quite an impression..
09:40<frosch123>which releases you from the need to bash them yourself :)
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09:47<@Belugas>har har har
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09:49<Elvis>anyone here?
09:49<Alberth>Elvis has entered the building obviously
09:50<@Belugas>Ho my!!! You're alive!!12 There are so many people who are looking for ya!
09:50<Alberth>but otherwise, yes, some are
09:50<Elvis>is there anyonewho knows about the map creating thing from google earth to macrodems stuff?
09:51<@Belugas>we have such a feature?
09:51*Belugas googles
09:51<Elvis>yeah... thouse programs for creating openTTD maps made of the real world
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09:51<frosch123>there are various topics about that on the forums
09:52<frosch123>Belugas: go go go!
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09:52<Elvis>there is a huge tutorial or at least a guide on the forums wich tells you how to make thouse maps... but I cant get it tu work :(
09:53<@Belugas>which part does not work, Elvis?
09:53<Elvis>and when I was gonna try to post a question about it on the topic... I couldnt find the place to register an account in order to post!
09:53<Elvis>it is getting very aggrovating
09:53<frosch123>err, doesn't it show you login or register when you press the reply button?
09:54<Elvis>I think I got my asc files... but I cant get any map or picture into the macrodem program :(
09:54<Alberth>Elvis: it shows "register" at top-left when I log out
09:54<frosch123>it also shows "register" just below the username-editbox when pressing "reply"
09:54<Elvis>maybe Im blind :P (embarrased)
09:55<Elvis>aha... found the register butten ;)... thanks
09:55<Elvis>but anyhow... the real problem is the other one... so if anyone could help me here?... Id say thats the best :P
09:56<@Belugas>haaa.. it's microdem, not macrodem...
09:57<Elvis>oh.. sorry
09:57<@Belugas>by looking at the first post, it seems the DEM part was not successful
09:57<Elvis>my spelling isnt too good ;)
09:57<Elvis>Im not a brit you see
09:57<@Belugas>neither am i
09:57<@Belugas>french speaker, actually
09:58<@Belugas>but chut... don't tell ayone...
09:58<Elvis>he he... allright
09:58<Elvis>well... any idea if there is anyone else who can make this "makin go the highmaps" possible?
09:59<Noldo>Belugas: :)
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09:59<@Belugas>"If you click on the Green dot, you then have the option to download the DEM data for that cell. Once we have the cell(s) we need, we then need to load them into Microdem, reduce the definition of the data from really detailed to detailed enough for what we want."did that worked?
10:00<Elvis>no... thats the problem... and I'm not entirly shure I got the right file from Google Earth anyway
10:01<Eddi|zuHause>*** Belugas hat [com]buster aus dem Kanal geworfen ([ghost]buster). <- how long have you planned to do that? :p
10:01<@Belugas>ok, so it's not the microdem part that yu need fixing, it's the google part
10:01<Elvis>what I want is to make a small map of a place close to Oslo (Norway)... but the maingrid thing is all over Sweden :(
10:01<@Belugas>Eddi|zuHause: inspiration of the moment ;)
10:02<Elvis>but how big is the ZIP files from Google Earth supposed to be?
10:03<@Belugas>no idea, never did any maps with google
10:03<Elvis>what I got is 16 Mb... I feel that is too small... but I dont know how good the encryption is
10:03<@Belugas>the only heightmaps i've got are drawing made by my son
10:04<Elvis>so what do you suggest I do?
10:04<Aali>Elvis: that file references a URL, which has been dead for ages
10:04<Aali>so, you're shit out of luck unless you can find another source
10:04<Elvis>wich file?
10:04<Aali>the one you load into google earth
10:04<Elvis>okey so I can just forget the whole prosess then?
10:05<Elvis>couse I got some SRMT 4.1 loaded up to the google Earth... just not the 2.0 version I see him use in the description
10:06<Elvis>I mean SRTM 4.1*
10:07<Aali>does it have all those green dots?
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10:08<Elvis>they are not dots... they are more like triangles... you know... a sqare without 1 corner?
10:08<Noldo>oh how I wish I had !grab
10:08<Elvis>and yes.. they are green... but as I sead... not dots or balloons as he describes it in the guide
10:08<Elvis>didnt I spell it right?
10:09<Aali>well, if the data you're supposed to see isn't there, then you're obviosuly missing something
10:10<Elvis>well I do get a grid when I zoom out.. I then there is green triangles in each grid... with the same numbers as in the guide
10:11<Elvis>so everything seems very mutch like its working... dont you think?
10:12<Aali>then whats the problem?
10:12<Elvis>the problem is that when I try to load the files into Mircodem, it appears as a small window wich is only white in the middle
10:13<Elvis>there is no map... there is no image
10:15<Elvis>anyone still there?
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10:19<frosch123>sorry, but there was just a nuclear impact
10:19<TrueBrain>we all had to run for our lifes
10:20<frosch123>by desk is just under attack by millions of photons
10:21<TrueBrain>and cosmic rays!
10:22<Elvis>okey... thanks for your help anyway
10:23<CIA-3>OpenTTD: frosch * r16261 /trunk/src/vehicle_base.h: -Fix (r16260): Replace a space with a newline and a tab. (thanks smatz)
10:23<Elvis>I didnt get it right... but I posted a post in the topic and now Im getting quite boored... so Ill just hope for an answere to the post in some time
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10:24<TrueBrain>funny people
10:24<Noldo>mm, since when that has been the coding style?
10:26<frosch123>since 1492 ?
10:26<@Belugas>well... if ever you wrote patches, that might the very first reason you never got commited ;)
10:30<Noldo>aha, it's different with ifs, that explains why my mind was playing tricks with me
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11:09<@Belugas>anyone have seen my coffee?
11:09<TrueBrain>at work?
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11:10<frosch123>in your veins?
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11:11<Westie>on your keyboard?
11:11<planetmaker>Belugas: I wouldn't even dare to lay eyes on YOUR coffee ;)
11:11<Alberth>maybe the coffee lady took it
11:11<Westie>Who said he laid eyes?
11:11<@Belugas>under my papers :S
11:12<@Belugas>who said i can see?
11:12<Westie>how are you tyoing?
11:12<Westie>(obviously I must be blind due to the redicilous amount of typos)
11:12<@Belugas>i'm blind, using braille keyboard and listent=ing to test to speech software!
11:13<@Belugas>thus the typos
11:13<Westie>can you listent=ing to PuTTY? :o
11:13<Chruker>What does the downloadable content system do if there is a new version of ex. an AI or AI library? Is the old version just removed and then new version will show as just yet another thing to download?
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11:14<Alberth>afaik the old one is kept, you may need in in some saved game
11:14<frosch123>Chruker: every file has a minimum and maximum compatible version. the newest compatible one is the one available for download
11:15<frosch123>if an old savegame needs an older version it can get that one independent of newer ones
11:16<frosch123>though the last line maybe only applies to newgrfs, and not ais
11:21<planetmaker>he... might be an idea to have that for AIs, too :)
11:26<@Belugas>you mean the AI can have an interface to the download section and checks if there is a better version of himself and download self if its' the case?
11:26<@Belugas>i guess i've got too much coffee already
11:27<planetmaker>Belugas: mainly also the other way around: if I'm starting an old version, the appropriate version of the AI should be used, too
11:27<planetmaker>but... nvm. I should test that before I make such claims :)
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11:28<frosch123>there are functions to check compatibility of save/load for ais, so I guess someone has thought long about that stuff :)
11:28<Hirundo>Why would you want the old version? for the bugs and crashes?
11:28<Hirundo>^^ AIs have their own functions for compatibility
11:29<Chruker>I was mainly wondering if the green dot would dissapear when there is a new version available.
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11:30<frosch123>if the new one is compatible, then yes
11:30<frosch123>btw. if another file depends on a specific older version both will be visible
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12:30<Ammler>newgrfs pro, any idea, why that grf is disabled?
12:33<frosch123>start with "-d grf=1"
12:35<frosch123>though I have no idea what you try to archive with that grf
12:35<Ammler>reduce population
12:35<Ammler>it works without action9
12:36<Ammler>1/4 < year 1900, 1/2 < year 1930
12:36<frosch123>but you are aware that the popuilation will not change while the game is running?
12:36<Ammler>hmm, no error with debug
12:37<frosch123>then increase the level
12:39<Ammler>shouldn't action9 change that?
12:39<Ammler> 0 * 0 09 A4 04 \7> \d1930 0
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12:40<Ammler>if the year is >1930, skip the grf
12:40<Ammler>if the year is >1900 skip 1/4
12:41<@Belugas>congratulations Ammler!
12:41<@Belugas>this is a perfect example of a desynch :D
12:42<frosch123>hehe, rb fixed that somewhen that newgrfs will be loaded with the fake date of server start :)
12:42<Ammler>a hint?
12:43<frosch123>Ammler: provide the grf in a more suitable format than paste :)
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12:45<@Belugas>what if a user joins AFTER 1930, while the game started BEFORE 1930, there will be a difference in the data used by the newly joined client
12:45<Ammler>you mean the grf itself?
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12:45<frosch123>Belugas: that has been fixed :)
12:45<Ammler>oh, so my idea doesn't work
12:45<@Belugas>it has? how nasty
12:46<Ammler>the grf will only be runned once on loading?
12:46<Ammler>but what is A4 for then?
12:46<Ammler>A4 D Current year; long format, year zero based since r13376 in OpenTTD
12:47<TrueBrain>to write stuff on
12:47<TrueBrain>I love A4 pages
12:47<frosch123>Ammler: those variables are shared with action2
12:47<frosch123>use callback 2E instead
12:48<Ammler>I was too easy :-)
12:50-!-HerzogDeXtEr1 [~Flex@] has quit [Ping timeout: 480 seconds]
12:50<frosch123> <- that is preventing the desync :)
12:56<@SmatZ>@openttd commit 14769
12:56<@DorpsGek>SmatZ: Commit by rubidium :: r14769 trunk/src/newgrf.cpp (2008-12-29 20:36:12 UTC)
12:56<@DorpsGek>SmatZ: -Change: when loading games in "network" mode use the start date of the save game for the server and all clients when loading the NewGRFs instead of the current date. Prevents desyncs caused by action 7/9s skipping parts of the GRF based on the date or some other variables that can differ at NewGRF load time.
12:57<frosch123>quite new actually :)
12:57<@SmatZ>ahhh it's that what frosch123 pointed out :-p
12:58<frosch123>so Ammler: enjoy desyncs in 0.6 :)
12:58<Ammler>well, I won't use it that way anyway
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12:58<Ammler>I want to change the population during game
12:58<Ammler>(with new houses)
12:58<frosch123>callback 2e :)
12:59<Ammler>how do I get the current value?
13:00<frosch123>is described on the wiki: it is computed using a random value and the population on the tile. as you cannot read the population, you have to create some id->population table yourself
13:01<@Belugas>w do not provide world population?
13:01<frosch123>that was not asked for :)
13:02<frosch123>I do not know a variable that just returns a static property, newgrfs are generally assumed to know what they do :p
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13:04*Belugas wonders how easy it would be to provide such a var...
13:04<@Belugas>let see
13:04<Ammler>yeah, I might do it like I wanted first.
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13:05<Ammler>instead of replacing the houses, creating new houses and change the properities
13:06<Ammler>this was just a nice easy copy&paste nfo :-)
13:06<frosch123>doing it with callback 2e would be a nice #define gcc -E nfo :p
13:07<Ammler>I have no clue about callbacks, that looks far away.
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13:08<Ammler>that was my sourcefile:
13:11*Belugas guesses the proper way would be indeed a Variational Action 2 Variables for Houses
13:11<@Belugas>therefor, callback
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13:12<@Belugas>haaaa... food delivery guy
13:13<@Belugas>see you in a few
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13:16<Ammler>hmm, documenation would explain the callback quite well, maybe I try...
13:17<frosch123>I am just trying something :p
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13:33<@Belugas>there are "only" 43 unique house population number
13:37<@Belugas>if ever it might be interesting
13:37<frosch123>what's that?
13:38<@SmatZ>population of different houses in TTD
13:41<@SmatZ> this :)
13:41<frosch123>yeah, just using them :)
13:41<frosch123>but the row of numbers did not suggested tht
13:43<@Belugas>it was a summarization
13:43<@Belugas>removeing the duplicates
13:43<@Belugas>i had the strange idea to regroup the houses using the same initial number
13:44<@Belugas>therefor, changes would be easier to apply
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13:56<barry>sup guys
13:56<barry>can you help me out a bit? I have problems with ai
13:57<frosch123>depends on your problem :)
13:57<barry>It doesnt seem to do anythin, thou I have dled ai scripts
13:57<Eddi|zuHause>my 8ball says ask again later
13:57<barry>I thing its couse it dont heve enough money
13:58<barry>Is there any way to give money to ai?
13:58<Eddi|zuHause>yes, you can switch to the ai company with the company cheat, and then use the money cheat
13:59<barry>lol, I dont use cheats, so what r they?
14:00<Eddi|zuHause>check the wiki
14:02<barry>hmm, there is list of what cheat commands can do, but no actual commands
14:02<planetmaker>quite not true
14:03<planetmaker>press ctrl+alt+c
14:03<barry>lol, sry
14:03<barry>got it now, tnx ;)
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14:07-!-HerzogDeXtEr was kicked from #openttd by Belugas [The Truth is Out there]
14:07<Sacro>wtf is with the kicking?
14:08<@Belugas>i help the poor dudes who have conncetivity problems by removing the ghosts they left behind
14:08<SpComb>/msg nickserv help ghost
14:08<barry>well ai istn still working
14:09<barry>debug just shows that there aint no veachles it can buy
14:11<@petern>mmm, double negatives
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14:13<Westie>petern: Double negatives ftw! You can tell people who live in 'teh ghetto'
14:13<Westie>and try not to be no cool
14:15<barry>does ai build industries list itself?
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14:17<frosch123>oops, haha :o
14:18<frosch123>Ammler: forget it, you have to also provide graphics for the houses if you want to use callbacks
14:18<Ammler>then I try my first thought.
14:19<Westie>I wonder if there is a realism openTTD server
14:19-!-[alt]buster [] has joined #openttd
14:19<Westie>where the whole economy is in dire straits
14:19<Westie>that would be cool
14:19<Westie>can't buy a bus because all the trains are wrecked
14:20-!-Zr40 [] has quit [Ping timeout: 480 seconds]
14:20<@Belugas>Mark Knofler would be against itr
14:21<@Belugas>David Knopfler
14:21<@Belugas>eayh.. beter
14:21-!-[com]buster was kicked from #openttd by Belugas [I'm killing a ghost, ok?]
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14:26<@Rubidium>Ghostbusters! ;)
14:27<z-MaTRiX>i'm afraid of no ghost
14:29<Yexo>barry: check the values of "Advanced settings->Competitiors->Computer players->Disable * for computer"
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14:42<Westie>win timeout
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14:51<@Belugas>I'VE GOT A PIN!!!!!
14:51<@Belugas>MY PINPAD IS ALIVE!!!!
14:54<Chruker>Is there a ingame command to delete all signs?
14:56-!-HerzogDeXtEr1 [~Flex@] has quit [Ping timeout: 480 seconds]
14:56<@Belugas>not as far as i can see
14:58<TrueBrain>sounds like a horrible feature :)
14:58<Yexo>it can be usefull when debugging AIs
14:58<TrueBrain>AIs and their signs ...
14:58<@Belugas>are we talking about signals or signs here?
14:59<Yexo>deleting all signals would only lead to crashes
14:59<@Belugas>ok. i was a bit afraid it was actually signal removal been asked for...
14:59<Chruker>TrueBrain, if you have something else that display nicely in which tile the AI failed, I'll take it.
14:59<TrueBrain>only build signs when something failed!
15:00<TrueBrain>make AIs remove their signs once in a while
15:00<Chruker>Indeed when used in production they are horrible, however during development.
15:01<TrueBrain>anyway, lalala, movie time :)
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15:05<Ammler>I still need to define 0A, also if i use 21 (long format), else the houses from 1930 are available before too. Right?
15:06<frosch123>the 1930 magic decribed on the wiki does not apply to ottd
15:06<frosch123>ottd does a different hack
15:06<Ammler>which is?
15:07<Ammler>I have set the 1930 with 21 to 1930 but they are still avaialble
15:07<Ammler>at 1900
15:07<frosch123>it sets the appearance date of the most early available houses to the startyear, if it is earlier
15:07<frosch123>did you also disable the overridden houses?
15:08<Ammler>I have some houses avaialbe at year 0, so all houses from 1930 are avaiable then too?
15:08<Ammler>also if I used 21 to 1930?
15:08<Ammler>I do that first set 8 to FF for all
15:09<Ammler>then I set 21 to the same as 0A in the table.
15:11<Ammler>frosch123: nvm, I made a fault
15:11<Ammler>works now.
15:11<frosch123>fine :)
15:11<Ammler>sorry :-$
15:11<frosch123>you just started to confuse me :p
15:13<batti5_>View the new Romania in OpenTTD Project web site
15:14<Ammler>frosch123: that is the same with all "objects" not just houses
15:15<Ammler>i.e. bridges, my oldbridge hack isn't needed for trunk.
15:15<Ammler>but newbridge still needs it.
15:16<Ammler>if you use the grf newbridges, you don't have bridges before 1930
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15:18<Ammler>is it possible to substitute a "newhouse" from TTRS or NACity or such?
15:18<frosch123>ah, maybe the bridge thingie is a bug
15:19<frosch123>[21:19] <Ammler> is it possible to substitute a "newhouse" from TTRS or NACity or such? <- no
15:19<Ammler>I liked to ask for removing my oldbridge.grf from bananas
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15:20<Chruker>Insanity check: If I have a tile that returns SLOPE_NW (1+8 = 9) what value should GetComplementSlope return?
15:20<Ammler>but it seems, it is still needed ;-)
15:21<Eddi|zuHause>the bits should be inverted, so 1001 becomes 0110
15:21<Chruker>thank you so why am I getting values like 521, 522, 523
15:22<Eddi|zuHause>because you invert 8 bits instead of 4?
15:22<TrueBrain>clearly it also flags bit 9
15:22<TrueBrain>or bit 10
15:22<TrueBrain>what is it? :p
15:22<TrueBrain>can't think ...
15:23<Eddi|zuHause>bit 8 i would think ;)
15:23<frosch123>slopes are only 8 bit
15:23<TrueBrain>Eddi|zuHause: value 512? :)
15:23<Eddi|zuHause>counting from 0
15:23<TrueBrain>cheating! :p
15:24<Chruker>Those 521, 522, 523 values are for tile which all have SLOPE_NW (9)
15:24<Eddi|zuHause>but i obviously can't think today ;)
15:24<Yexo>Chruker: can you show (some of) your code?
15:24<Yexo>use as pastebin if you need one
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15:30<Chruker>And the screenshot:
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15:32<frosch123>try AITile.GetComplementSlope(AITile.GetSlope(Tile))); :)
15:32<Chruker>lol, bloody hell
15:33<frosch123>however, the validation check should maybe get hardened a bit
15:33<Yexo>hmm, GetCompelentSlope should return -1 for invalid slopes
15:33<Yexo>^^= what frosch123 said :)
15:33<frosch123>if (slope == SLOPE_INVALID) return SLOPE_INVALID; <- depends on "invalid" :p
15:34<TrueBrain>isn't there an IsValidSlope?
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15:34<Yexo>if ((slope & ~SLOPE_ELEVATED) != 0) return SLOPE_INVALID; <- frosch123: would that work?
15:35<Yexo>TrueBrain: no, and there is no need for it either
15:35<TrueBrain>Yexo: I agree, but we have IsValid for everything :p
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15:35<Yexo>TrueBrain: for a lot of things, but not everything
15:35<TrueBrain>Yexo: you should notice when I am joking by now :p
15:35<Yexo>we don't have an IsValidVehicleType either (for VT_ROAD, VT_RAIL, etc.)
15:35<Yexo>joke meter was failing here :)
15:36<frosch123>SLOPE_ELEVATED | SLOPE_STEEP | SLOPE_HALFTILE_MASK is the maximum
15:36<frosch123>those halftile stuff is not used anywhere in the api
15:36<Yexo>yes, but SLOPE_STEEP and SLOPE_HALFTILE are not allowed for it
15:36<Yexo>that's already in the precondition, and won't work properly anyway
15:36<frosch123>but all slope functions use the '== SLOPE_INVALID' test :)
15:37<Yexo>then all slope functions need to be fixed :)
15:37<frosch123>by adding a IsValidSlope :)
15:37<TrueBrain>oh please ...... :(
15:38<frosch123>I suggest TB for the task
15:38<TrueBrain>hehe :) How many months do you have?
15:38<frosch123>for what?
15:39<TrueBrain>for the task to complete :p
15:39<frosch123>have you ever seen me using the api?
15:39<TrueBrain>haha, you ever seen me using it? :) :) :)
15:40<frosch123>you wrote wright, didn't you? :p
15:40<TrueBrain>hmm .. DOH!
15:40<TrueBrain>forgot about thatone :p
15:40<Yexo>any problems with that?
15:40<TrueBrain>yes; it looks ugly! :)
15:40<TrueBrain>(don't mind me, bored out of my mind here)
15:42<frosch123>looks fine
15:43<frosch123>s/SLOPE_HALFTILE/SLOPE_HALFTILE_MASK/ though
15:45<CIA-3>OpenTTD: yexo * r16262 /trunk/src/ai/api/ai_tile.cpp: -Fix [NoAI]: Check slopes passed to the API better for validity
15:45<TrueBrain>6262 :)
15:48<CIA-3>OpenTTD: frosch * r16263 /trunk/src/newgrf.cpp: -Change: Interpret setting bridge property 08 to 0 as always available.
15:48<TrueBrain>no more nice number :(
15:48<frosch123>1-6-2-6-3 is a fine 'hot'-line number
15:49<TrueBrain>do I want to know how you know? :)
15:49<frosch123>though I do not know whether the '6'-association works in dutch
15:49<TrueBrain>I doubt it :p
15:50<Eddi|zuHause>well, only 4 revisions to go till the next prime number
15:51<frosch123> <- that one
15:51<TrueBrain>Eddi|zuHause: lol :)
15:52<Eddi|zuHause>well, you can clearly tell that the person is compensating something :p
15:52<Eddi|zuHause>only problem is that it's not an Audi TT :p
15:54-!-SpBot [] has quit [Quit: Reconnecting]
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15:55<TrueBrain>changing hosts ... nice :p
15:56<frosch123>yeah, the 'fixme' one was broken
15:57<SpComb>I managed to upgrade to 2.6.26, so I can now using policy routing!
15:58*frosch123 feeds the birds
15:58-!-z-MaTRiX [~matrix@2a01:270:dd00:7701:1337:1337:1337:1337] has quit [Quit: rehashing]
15:58<SpComb>and it logically follows that using kernel 2.6.26 lets you use nicer hostnames
15:58<TrueBrain>what has a kernel to do with hostnames, I wonder ...
15:58<TrueBrain>next to absolutely nothing :p
15:58-!-z-MaTRiX [] has joined #openttd
15:59<z-MaTRiX>why did server drop my host?
15:59<SpComb>because your address was too silly
15:59<TrueBrain>we bugged it
15:59<TrueBrain>SpComb: btw, your ident is now failing :(
15:59<SpComb>oidentd apparently doesn't support IPv6
16:00<z-MaTRiX>i see
16:00<TrueBrain>needs a change in inetd I believe ...
16:00<SpComb>inetd or identd?
16:00<TrueBrain>I was trying to remember how I fixed that here .. I believe oidentd ran via xinetd
16:00<TrueBrain>and I needed to add it there as ipv6 :p
16:02<z-MaTRiX>[215922] SpComb because your address was too silly
16:02<z-MaTRiX>what's silly in this? (
16:02<TrueBrain>the x!
16:03<SpComb>z-MaTRiX: ebfore it was ~matrix@2a01:270:dd00:7701:1337:1337:1337:1337
16:03<z-MaTRiX>when i connected it was host
16:03<z-MaTRiX>then it became ipv6...
16:08-!-maristo [] has quit [Remote host closed the connection]
16:11<Eddi|zuHause>wasn't 1337 a ban reason? :p
16:11<TrueBrain>ghehe, I should remember that .. :)
16:12<z-MaTRiX>wasn't banned
16:12<z-MaTRiX>lost, got address instead
16:12<batti5_>Atention: the Romania in OpenTTD Project launches, Romanian in OpenTTD RSS Feed.
16:13<z-MaTRiX>or was domain reverse down for some time, and server querying frequently?
16:14<Eddi|zuHause>wah... my ignore mask wasn't wide enough...
16:14<TrueBrain>poor Eddi|zuHause
16:14<@petern>Attention: There are three Ts in attention.
16:15<TrueBrain>his attempt to speak french ;)
16:15<Eddi|zuHause>attention also has three ts in french ;)
16:15<TrueBrain>Eddi|zuHause: no shit?! :)
16:16<TrueBrain>too easy .....
16:16<Eddi|zuHause>no. shit.
16:16<Eddi|zuHause>should be better now...
16:17<@Belugas>running home bye
16:17<TrueBrain>Belugas: you can also use a car
16:17<TrueBrain>but good luck :)
16:17*petern warms his organ up
16:17<TrueBrain>too much detail
16:29<frosch123>batti5_: can all those empty romtain wiki pages get deleted, or do you want to add content again?
16:29-!-batti5_ is now known as batti5
16:30<batti5>yes thay can be deleted
16:30*TrueBrain sees frosch123 hitting DELETE DELETE DELETE now :p
16:32<SpComb>/mode +b *!*@*1337*
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16:33<Eddi|zuHause># The phone rings, it's early, it's seven o'clock
16:33<Eddi|zuHause># He says: 'Sorry, I woke you, but i just had to talk'
16:33<Eddi|zuHause># 'You know, last night, remember when I tried to choke you?'
16:33<Eddi|zuHause># 'I didn't mean it, i was drunk, it was only a joke'
16:33<TrueBrain>euh .. okay ...
16:33<TrueBrain>tnx for sharing Eddi|zuHause :p
16:33<blathijs>r/win 21
16:34<TrueBrain>blathijs: nice try :p
16:34<TrueBrain>errors are in full capitals :p
16:35<z-MaTRiX>SpBot, do you still see that in my host ?
16:35<Eddi|zuHause>not in Belugas' Delphi-World ;)
16:35<TrueBrain>Eddi|zuHause: that world sucks :p
16:35-!-batti5 is now known as batti5_
16:35<z-MaTRiX>SpComb, do you still see that in my host ?
16:35<Eddi|zuHause>although that should be case-insensitive ;)
16:36<SpComb>not a literal IPv6 address, no
16:36<Eddi|zuHause>[Whois] z-MaTRiX verwendet den Host 2a01:270:dd00:7701:1337:1337:1337:1337.
16:37<Eddi|zuHause>and bans should also work on ip-addresses
16:37<Eddi|zuHause>no matter what the host name is
16:37<TrueBrain>true fact
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16:40<Eddi|zuHause># You should know that by now
16:40<Eddi|zuHause># When the chequered flag comes down
16:40<Eddi|zuHause># noone, noone, noone has
16:40<Eddi|zuHause># won the race
16:40<Eddi|zuHause>i don't know why i love that song so much...
16:40<TrueBrain>me neither :)
16:40<TrueBrain>I do now I stink when I fart
16:41-!-batti5 is now known as batti5_
16:41<Eddi|zuHause>then you should not enter danish elevators :p
16:41<TrueBrain>will remember that :)
16:42<Eddi|zuHause>(they say 'i fart', meaning 'in motion')
16:42<TrueBrain>now = know btw
16:42<TrueBrain>silly me
16:43<Eddi|zuHause>yes, my TrueSpellchecker did catch that one ;)
16:43<TrueBrain>patent it
16:43<TrueBrain>could makes lots of money
16:44<Eddi|zuHause>it's not easy to get a patent on implementations...
16:45<TrueBrain>then sell it
16:47<TrueBrain>How I Met Your Mother is a briliant serie :)
16:47<Eddi|zuHause>yes, it is ;)
16:48<TrueBrain>season 2 to season 3 is nice :)
16:48<Eddi|zuHause>we're at 3x12 over here... they broadcast 3 seasons in a row, with the first one starting with a huge delay
16:48<TrueBrain>"It is Legend ... wait for it" -- end season, new season starts with "dary!"
16:48-!-batti5_ [~batti5@] has left #openttd [Konversation terminated!]
16:48<Eddi|zuHause>oh yes :p
16:49<Eddi|zuHause>i'm wondering if they continue with season 4 immediately
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17:06<Chruker> So who becomes their mother?
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17:22<Chruker>I wonder if I should add some insanity features to my AI. Like randomly spending its money on planting trees, leveling land, terraforming etc.
17:25<el_en>A schizophrenic AI.
17:26<Eddi|zuHause>yes, randomly load other AIs who happen to be installed ;)
17:29<el_en>Or how about a manic-depressive one...
17:31<el_en>Half a year of very fast construction, then two years of idling.
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17:37<Aali>AIs are already manic-depressive enough
17:37<Aali>the "depression" is spent pathfinding though
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17:42<torahteen>Hey guys... got a Q... I have the UK roadset grf, but have an error on it: Another readset is active (and thus conflicting)
17:42<torahteen>Any idea what it could be? I don't have any other GRFs active that have road vehicles, so what's a readset?
17:43<planetmaker>torahteen: can you post an image of your grf list?
17:47<torahteen>will try
17:50<torahteen>I can't have TTRS and UKRS?
17:51<torahteen>Oh, 'cause of roads?
17:51<planetmaker>you cannot have ttrs and the roads
17:51<fjb>Yes, it includes roads.
17:51<torahteen>was just thinkin' vehicles
17:51<planetmaker>your bridges conflict with eachother, too
17:51<torahteen>any way around that? aside from taking out TTRS?
17:52<Eddi|zuHause>yes, TTRS has parameters to disable the roads
17:52<torahteen>can I disable roads and bridges with some params in TRS?
17:52<planetmaker>removing the road set?
17:52<torahteen>Any idea which params?
17:52<planetmaker>possibly yes
17:52<torahteen>Or look it up?
17:52<planetmaker>the readme knows
17:52<Eddi|zuHause>there's a readme for a reason
17:53<torahteen>lol, if I had the readme... think I used online content downloader
17:53<torahteen>I'll find it though
17:53<planetmaker>torahteen: even then you have it. the tar is an archive
17:53<torahteen>found it, nm
17:53<planetmaker>at least I guess it's in there
17:54<torahteen>Fixed, thanks :)
17:55<Eddi|zuHause>see, wasn't so difficult after all ;)
17:58<torahteen>yeah... just needed to know which set was conflicting, had no clue lol
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18:05<Eddi|zuHause>yes, and we happily gave you that information ;)
18:09<torahteen>Okay lol, never run into this problem before
18:10<torahteen>I have a coal mine and a steel mill so close that when my coal train drops coal off a tthe mill, it picks up coal from the mine... now it won't drop that coal 'cause the other station doesn't accept coal... how to make it so only one of the stations supplies coal? :\
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18:12<Eddi|zuHause>use "undload" and "no loading" orders
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19:47<torahteen>how to make two stations into the same station when they're seperated? I've seen others do it
19:47<Westie>Using CTRL+Click
19:47<Westie>You'll then get a dialogue come up
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19:47<Westie>with a list of possible outcomes
19:49<Yexo>you'll have to do that at the time you build the station, once you have two seperate stations there is no way to combine them into 1
19:49<Yexo>you can do that only be removing one and rebuidling it
19:49<torahteen>Thank you westie
19:49<torahteen>And yeah, that's what I figured Yexo
19:51<Westie>Good night folks
19:57<Chruker>Does the AIAbstractList.KeepTop(1) function ( keep the item with the highest value, or just the first item in the list?
19:59<Eddi|zuHause>why would an abstract list check the values?
19:59<Eddi|zuHause>if it doesn't know the items (because they are abstract), how would it know that it could sort them?
20:00<Chruker>the abstractlist is just a parent function from which all the different types of list inherits their basic functionality
20:01<Chruker>However those inherited functions are documented in the specific list types
20:02<Yexo>I think list are always sorted, so it'll just keep the first item
20:02<Yexo>you can influence the sort order with Sort
20:03<Yexo>if you sort the list first, it'll definatly keep the first item
20:03<Chruker>I know. Just dont know if they are always sorted
20:03<Yexo>I think they are, but if I were you I wouldn't depend on it
20:03<Yexo>just call sort once to be sure
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20:48<Nite_Owl>Hello all
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---Logclosed Sun May 10 00:00:54 2009