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#openttd IRC Logs for 2009-11-23

---Logopened Mon Nov 23 00:00:40 2009
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03:47<Eddi|zuHause>hey, i found a new use for block signals...
03:47<Eddi|zuHause>indicating whether there is a train in the tunnel
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05:42<TrueBrain>GENERAL NOTICE: the SSL certificate is updated on all secure service (some clients warn about this ;))
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07:17<@Rubidium>TrueBrain: ooh... is it that time of half of the year again :)
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07:45<CIA-4>OpenTTD: rubidium * r18251 /trunk/src/network/ (network_gui.cpp network_internal.h): -Codechange: make the join status window big font aware
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08:01<CIA-4>OpenTTD: rubidium * r18252 /trunk/src/news_gui.cpp: -Fix: crash when news is shown when the end game window is opened (status bar goes missing for a while etc.)
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08:14<CIA-4>OpenTTD: frosch * r18253 /trunk/src/ (newgrf.cpp newgrf.h): -Codechange: Convert the linked list of loaded GRFFiles into a SmallVector.
08:18<CIA-4>OpenTTD: rubidium * r18254 /trunk/src/highscore_gui.cpp: -Codechange: make the highscore windows big font aware-ish till the point that it still fits within the graphics
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09:04<CIA-4>OpenTTD: rubidium * r18255 /trunk/src/town_gui.cpp: -Codechange: make the town authority window big font aware
09:15<JVassie>5 build in 1h15m :p
09:17<@Rubidium>what's so special about 5 builds in that time span?
09:24<O----notas>Hi, are there some logging functions I can use in OpenTTD src?
09:24<Sacro>@seen Kage
09:24<@DorpsGek>Sacro: Kage was last seen in #openttd 2 years, 24 weeks, 5 days, 5 hours, 24 minutes, and 36 seconds ago: <Kage> :)
09:24<Sacro>wow, DorpsGek has a good memory
09:26<@Rubidium>O----notas: I think DEBUG is the closest to what you're looking for
09:27<O----notas>Rubidium: Thanks, I'll have a look at it
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11:18<CIA-4>OpenTTD: rubidium * r18256 /trunk/src/ (train_gui.cpp vehicle_gui.cpp): -Codechange: make the vehicle details window big font aware
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11:23<CIA-4>OpenTTD: rubidium * r18257 /trunk/src/news_gui.cpp: -Fix: glitch when the news message is wider than the status bar
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11:42<@Belugas>ho hooo....
11:42<@Belugas>not 12:00h yet
11:42<@Belugas>and i'm starving...
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11:51<@Belugas>can't wait
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12:43<planetmaker>The found town window in the SE behaves strange IMO. The town naming box steals all focus and even after you founded a town it won't close by means of the DEL key
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13:36<planetmaker> <-- I seem to have a bounding box issue.
13:37<planetmaker>The tile just below the town population only gets the ground tile drawn, if it is one higher than one of the two South-Eastern edges of it.
13:37<planetmaker>I'm out of clues how to fix that. Any ideas or pointers?
13:39<planetmaker> <-- associated nfo
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13:45<CIA-4>OpenTTD: translators * r18258 /trunk/src/lang/ (6 files): (log message trimmed)
13:45<CIA-4>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-4>OpenTTD: dutch - 1 changes by habell
13:45<CIA-4>OpenTTD: greek - 30 changes by
13:45<CIA-4>OpenTTD: hungarian - 2 changes by alyr
13:45<CIA-4>OpenTTD: indonesian - 6 changes by fanioz
13:45<CIA-4>OpenTTD: polish - 1 changes by silver_777
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13:51<@Belugas>no idea
13:52<@Belugas>anyway, my brain cannot work correctly right now... blame Peter's Epci
13:52<@Belugas>damned it
13:52<TrueBrain>do we have to?
13:54<planetmaker>eepc? ;-)
13:56<planetmaker>thanks :-)
13:56<planetmaker>Now... does one big, sliced building get one bounding box (if so: how?) or each tile one?
13:57<planetmaker>using Ctrl+B reveals that the houses seem to have NO bounding boxes at all... I wondered about that...
13:58<frosch123>when ever possible you should have one bounding box per tile, from <0,0,0> to <16,16,h>
13:58<frosch123>multitile building should be cut, so they do not extent out of the bounding box
13:59<frosch123>that is, the sprite should not extent left/right over the left/right corner of the tile, nor below the south edges
13:59<asilv>does it matter if bounding box is too high compared to building? I have been using same size bb for all houses
13:59<planetmaker>Right. I do have that, I use a sprite for each tile... and to my knowledge with those limitations to left/right/bottom
14:00<frosch123>the "when ever possible" likely applies to 100% unless you use animations with parts that move across multiple tiles
14:00<frosch123>and what bounding box do you use?
14:01<planetmaker>That's probably the question. Ctrl+B doesn't show one. So... I have to define it in action2, I guess, right?
14:01<frosch123>00 00 00 00 00 // no offsets and extends and so on. <- change that to 00 00 10 10 <height of your building>
14:02<planetmaker>ah. I will try :-)
14:02<frosch123>now, first dinner :)
14:03<planetmaker>enjoy :-)
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14:06<asilv>i have 10 10 40 for pretty much all houses as I have been too lazy to set the correct heights
14:07<planetmaker>Your question concerning height is of much interest to me, too.
14:07<planetmaker>My default house heights are 160 (1-tile) and 200 (2x2 tiles) respectively.
14:07<planetmaker>Most houses are WAY smaller, though
14:08<planetmaker>But if I want to adjust the bounding box height... well, I'd need information on how big the house actually is :-)
14:08<planetmaker>Which makes the multiple inclusion of the same code difficult
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14:09<asilv>generally it seems that single tile houses "just work" no matter how you do it
14:09<planetmaker>that's what I can confirm from my observation, too
14:09<planetmaker>But 2x2 glitched...
14:10<planetmaker>and... adjusting the bounding boxes didn't help this glitch :-(
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14:11<asilv>I have 2x2 houses coded with just 3 building sprites
14:12<planetmaker>you left out the upper tile?
14:12<planetmaker>I cut it such that the lower tile extens up to the lowest point of the upper tile
14:13<planetmaker>As I didn't really cut it (I just gave coordinates, leaving the image untouched), it should be easy to change, but...
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14:14<asilv>I tried to upload example sprites, but opera chrashed :|
14:14<Sacro>limitation disturbs me very sprites
14:14<Sacro>goes throw out limitation?
14:15<frosch123>yeah, the height of the house is not really important, you can jusr a well set it to 60 for all
14:15<frosch123>and only using 3 sprites with none in the north is also fine
14:16<planetmaker>makes things easier :-) Less action2s
14:16<asilv>you still need ground sprite for the fourth tile
14:16<asilv>and action2 too
14:17<planetmaker>hm, true. For now I use anyway the default concrete tile
14:20<frosch123>TrueBrain: what trouble does greek currently cause? wt3 commit message said 30 changes, but nothing was committed, and the wt3 status still says 30 pending
14:20<TrueBrain>oh, then someone has been toying with cases again, fucking things up :p
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14:36<Alberth>perhaps I should upgrade to Fedora 12, so I can play OpentTTD 0.7.3 :p
14:37<Alberth>with OpenGFX 0.1.1
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14:39<@Rubidium>Alberth: with big fonts turned on? :)
14:40<Alberth>nah, I have an old monitor :)
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14:41<thomas001>hi,maybe a bit offtopic: i am playing using the DBset xl, but there seems to be no wagon for sand?
14:42<frosch123>also load dbsetxl ecs extension
14:42<KenjiE20>you need the EC... ^ that
14:42<planetmaker>thanks asilv , frosch. Resorting to 3 sprites only seems to solve my issue with the glitch. I don't understand why, but it does :-)
14:43<frosch123>do you see bounding boxes now?
14:43<planetmaker>Nice side effect: The grf will be a tiny bit smaller :-P
14:43<planetmaker>frosch123: yes.
14:43<frosch123>fine :)
14:43<planetmaker>as soon as I made them not 0-sized they were there. Stupid mistake, but... Wald vor lauter Bäumen und so ;-)
14:44<thomas001>frosch123, oh,thank you
14:44<planetmaker>let's say: I didn't quite understand the coordinate systems, but you cleared that up for me :-)
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14:46<thomas001>frosch123, can i load it into a running game?
14:47<frosch123>try it, if you are lucky
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14:54<CIA-4>OpenTTD: rubidium * r18259 /trunk/src/graph_gui.cpp: -Codechange: make the graphs big font aware
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15:13<CIA-4>OpenTTD: rubidium * r18260 /trunk/src/station_gui.cpp: -Codechange: make the company station view big font aware
15:14<CIA-4>OpenTTD: rubidium * r18261 /trunk/src/toolbar_gui.cpp: -Codechange: center the company icons in the toolbar dropdowns
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15:17<JVassie>hes on fire
15:25<CIA-4>OpenTTD: rubidium * r18262 /trunk/src/statusbar_gui.cpp: -Codechange: make the status bar big font aware
15:39<frosch123>ottd 0.8 will have '32" display" as hardware requirement :p
15:41<planetmaker>frosch123: yes.haha :-)
15:41<planetmaker>Can I then download that screen also? ;-)
15:42<Alberth>is your cable wide enough?
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16:28<frosch123>hello andythesheep
16:29<andythenorth>back working for a living
16:29<andythenorth>^ that won't get any new exciting pixels drawn
16:29<andythenorth>and I have to use svn, so that sucks
16:29<Prof_Frink>No, but might attract welshdragon
16:30<frosch123>true, that worked
16:31<planetmaker>Is there a way to retrieve the houseID when ingame?
16:32<frosch123>why would you want to do that?
16:32<planetmaker>To improve the naming of the houses ;-)
16:32<planetmaker>Yes, I could as well open all the sprite files. But ingam I'd have everything available at once
16:33<frosch123>ah, you want to print the id in some info window?
16:33<frosch123>then try var 66
16:33<planetmaker>yes. Ok, So I would have to add that? But that'll do. I'll look at it. Thx
16:34<CIA-4>OpenTTD: rubidium * r18263 /trunk/src/town_gui.cpp: -Codechange: make the town views resizable
16:35<planetmaker>uh... I'd have to implement that via callback? Or how would that work?
16:36<frosch123>cb 14D, but actually i have no idea whether that one allows textstack, likely not
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16:37<frosch123>no, no textstack available
16:38<frosch123>or do you rather want to patch ottd? :)
16:38<planetmaker>hm... I could just add the ID to the name in the source temporarily, I guess
16:38<planetmaker>He, would you want such patch? :-)
16:38<planetmaker>ok, obviously I would be interested in it...
16:38<frosch123>not in trunk :)
16:39<planetmaker>for a change I could patch again OTTD, indeed...
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16:43<frosch123>you could just print hs->local_id to the console in GetTileDesc_Town
16:46<planetmaker>Though I guess adding one "$1" to the string generation is faster as I save the compile time ;-)
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16:47<frosch123>ah, ok, if your grf is that scripted :p
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16:47<planetmaker>it is :-P
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17:01<CIA-4>OpenTTD: rubidium * r18264 /trunk/src/ (48 files in 3 dirs): -Codechange: make the company league window big font aware
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17:31<Terkhen>good night
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18:20<thomas001>do i need an extra grf for ships which can carry fish?
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18:35<thomas001>which one for example?
18:35<fjb>One ship of the newships grf can carry fish. And the fish set should also be able to carry fish. But I did not test that.
18:36<thomas001>hmm newships...ok,thank you :)
18:36<fjb>fish set is also worth a look.
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20:27<xdragon124>hows it going
20:27<xdragon124>dont talk....
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20:34<@Belugas>heheh...impatience... really funny sometimes...
20:34<@Belugas>and now, after a nice tv time, let's go back to work@work
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21:43<jony123>can i advertise my server here?
21:49<PeterT>jony123: sure, but you may get slapped
21:49<PeterT>what the name?
21:51<De_Ghosty>is there any advantage to 64 bit openttd? no right
21:51<thomas001>other than it runs native on 64bit operating systems?
21:53<De_Ghosty>pretty much no
21:53<De_Ghosty>the data set is not big enough :o
21:53<thomas001>the compiler might generate faster code
21:57<thomas001>and as said,you do not need exta 32bit libs in memory nor 32bit context switches
22:03<jony123>PeterT: the name is jony123
22:03<PeterT>I spelt it correctly...
22:10<@Belugas>De_Ghosty, i'd say there is none. But then, the question would be : what are the advantage to run anything in 64 bits?
22:11<De_Ghosty>large mermory space :o
22:11<De_Ghosty>that's about it
22:11<thomas001>x86_64 has more registers,instructions,SSE2 float path oO
22:11<@Belugas>more memory adr+
22:12<@Belugas>that's a consequence of 64 bits, not an advantage ;)
22:12<thomas001>yes,but from the other points benefit all applications,also those that do not use >2G memory
22:13<@Belugas>that' so cool
22:14<@Belugas>he would OTDbe ale o reach such a massive amount of memory?
22:15<@Belugas>when.. not "he"
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22:58<@Belugas>mmmh... enugh work... time to hit thebed
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---Logclosed Tue Nov 24 00:00:40 2009