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#openttd IRC Logs for 2013-11-13

---Logopened Wed Nov 13 00:00:29 2013
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05:32<NGC3982> Wat are you sinking about
05:33<@planetmaker>about the ocean
05:33<@planetmaker>s/about/into/ though ;-)
05:45<V453000>I would sink into beer quite a lot more happily than into ocean
06:05<NGC3982>I would not.
06:06<NGC3982>The accumulated amount of alcoholic gases would probably put you to sleep in a few minutes, and you would most likely die.
06:07<NGC3982>Although, it will make for a tasty and glorious death.
06:07<Pinkbeast>Unlike in the North Sea where, er, you'd freeze to death and die. I'll take the beer.
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06:08<NGC3982>Valid point.
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06:51<titanen>hi i need help to get my OTTD server up and running from my ubuntu desktop machen
06:53<krinn>here's the base titanen
06:53<krinn>you need port open in your firewall
06:53<@DorpsGek>krinn: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
06:57<titanen>okey i have 3970 to 3980 open on my router and the same one in my firewall
06:58<krinn>the it's beyond base and you need wait someone else help
07:01<frosch123>well, and what is the problem?
07:01<frosch123>what works? what does not work?
07:02<titanen>i cant host a server for me and my friends from my laptop, but i can join my friends server's and all that
07:07<frosch123> <- try the manual then
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07:39<Bloody_Mikey>Krinn he has allmost the same problem like me but it dont wanna adverise
07:39<Bloody_Mikey>it is on but he gets an error
07:41<krinn>well, try host it from your IP, if you manage to do it, retry with your server, but now you know from where it comes
07:41<@planetmaker>people sometimes forget to select 'advertize' and 'internet' for the server
07:42<@planetmaker>if they want it publicly accessible
07:43<@planetmaker>server_advertise = true
07:43<krinn>more complex planetmaker, those guys host it on a server, connect to ip thru a private network, so if any limit exists set on server, dead end.
07:43<@planetmaker>lan_internet = 1 (iirc)
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07:47<@planetmaker>one of the worst named settings in the code :D
07:47<V453000>lol yeah
07:48<krinn>well, kinda better than "internet", but still lame yeah
07:48<peter1138>I was going to ask about Alice1 and Alice2, but then I remembered my own nick...
07:48<@planetmaker>internet actually would be clearer. Then it could be interpreted as boolean
07:49<Taede>this way it could be interpreted as lan=0, internet=1, but its the wrong way round for that
07:53<Xaroth|Work>network=lan / network=internet / network=off ?
07:54<Xaroth|Work>bit more complex code-wise, but at least it's obvious then
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08:23<krinn>what is max height for map ? there's an option for that ?
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08:27<@planetmaker>there's an internal variable. Not sure it's communicated anywhere yet, it's 16
08:28<krinn>but per default it create maps of 6-8 height no ?
08:28<krinn>oh might be because of the hilly terrain type
08:29<@planetmaker>that highly depends on terrain settings
08:29<@planetmaker>you can get anything from completely flat to mountainous with 0 ... 15
08:29<krinn>ok thanks planetmaker
08:29<@planetmaker>what's your plan?
08:30<@planetmaker>the actual outcome depends also on climate... arctic is usually more rough than tropical
08:30<krinn>detect station height and kept only ones with highest height
08:30<krinn>and to remove lower ones, i need to get an average of what "high" is
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08:32<@planetmaker>ok. It might at some stage change, should we get something like 'more height levels'. But currently it's 16 at most
08:32<@planetmaker>but the max_height permissible might still be a bad proxy of what 'high' actually constitutes
08:32<krinn>16 fine, i define as high any 10+ so
08:32<@planetmaker>rather gether all station tiles. And take the upper 10%
08:32<@planetmaker>that's independent
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08:33<@planetmaker>taking a smooth tropical map, most likely there's only very few tiles higher than 10. Most likely without stations
08:33<krinn>well, i'm not really use station height, but town, and stations within those heigh towns
08:34<krinn>it's ok, i need a snow town, it won't work on tropical so
08:34<@planetmaker>oh, you want *snow towns*?
08:34<@planetmaker>there's a variable for snowline height
08:34<@planetmaker>which incidentially is temporally variable
08:35<krinn>it's acceptable in my case the map cannot provide the criteras, but i need criteras not impossible to be match on some maps
08:35<Eddi|zuHause>krinn: expect that the maximum height can be extended to 256 in the medium future
08:36<@planetmaker>or 64. or 128 :)
08:36<krinn>then we would need a max height on current map value function
08:36<krinn>i cannot afford to check all tiles for max height currently on map
08:37<@planetmaker>krinn, that also would be temporally variable. Terraforming changes that
08:37<Eddi|zuHause>i'm pretty sure that variable already exists
08:37<@planetmaker>but sure, that's not sth one wants to do always
08:37<krinn>as i work on town, terraforming won't be a problem
08:38<@planetmaker>krinn, so you need actually the snowyness info?
08:39<krinn>i have that info already, but yes need snow, but discard low height snow
08:39<@planetmaker>then you could simply query terrain type for TERRAIN_SNOW
08:40<@planetmaker>low height snow, hm :-)
08:40<krinn>yep, i already kept only snow town with that, but i don't want a "low heigh" snow town
08:41<@planetmaker>can't you query the town's x/y, that snowy info, and take from the list of all towns 10% highest? That's like 2k towns at most or so
08:42<krinn>i care about having a certain height, even if there no town in current maps that match the it
08:42<@planetmaker>k :-)
08:42<krinn>kinda a got a town at height 10 or more : yes ok, no bad map...
08:43<krinn>i know it appears kinda silly
08:46<@planetmaker>taking some paper and handing other people a year worth of work for that also sounds silly. People call those pieces of paper 'money' though and seem to like it
08:47<krinn>lol maybe better than running around with 15 pigs in your pocket to paid 15 people :)
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08:56<krinn>do you find acceptable detecting power plant thru cargo label of coal ?
08:57<Eddi|zuHause>FIRS doesn't have power plants
08:57<krinn>Eddi|zuHause, yep, like toys land
08:58<krinn>hence why i need to check cargo coal exist, if yes powerplant can be found
08:58<@planetmaker>krinn, what about oil powerplants in ECS?
08:59<V453000>toy shop in toyland is also a power plant
08:59<V453000>but no coal
08:59<Eddi|zuHause>toys probably burn well :p
09:00<krinn>damnit, so i must check all cargos that could be use thru powerplant
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09:01<frosch123>i don't think you can reliably detect power plants
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09:03<V453000>considering poor food management, most towns could be like 50% food power plants too
09:03<krinn>frosch123, there's no way, hence i try the by cargolabel approch
09:04<krinn>planetmaker, i've check ecs powerplant, they take oil & coal, if coal label for ecs == openttd coal label, no specials needs
09:04<@planetmaker>labels are the same, yes
09:04<krinn>cool (1 things less!)
09:04<Eddi|zuHause>there was at least one "pure" oil power plant GRF
09:04<Eddi|zuHause>but that may have been ages ago and lost in time
09:04<@planetmaker>Eddi|zuHause, yeah, I remember so, too. Thought it was in ECS. Maybe in PBI. Or sth else
09:05<Eddi|zuHause>i think it was a standalone GRF
09:05<@planetmaker>I'm quite sure I played on a server in 2007 where I had such powerplants :-)
09:05<krinn>what the hell planetmaker what a sweet link ! thank you !
09:06<Eddi|zuHause>krinn: how about this: search all "energy-heavy" cargo labels (coal, oil, wood, wood products), then search for industries with no output cargo, or output only non-town-effect cargos, or stuff...
09:07<frosch123>some ecs powerplant produced sulfur
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09:07<@planetmaker>glad that it helps :-)
09:07<Eddi|zuHause>you can also have explicit lists for certain grfs
09:07<V453000>why do you need to detect such a thing anyway? :D
09:07<krinn>and i cannot query any "energy-heavy", some are liquid, some bulk... i'm afraid the best solve would be hardcoded label to find if cargo label match, and then process industry accepting that cargo
09:08<krinn>planetmaker, more than an help! i won't have to load zillions game to check labels!
09:11<juzza1>krinn: you may find this useful too:
09:11<juzza1>same as that page but easier to check cargo classes
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09:13<krinn>i can't use cargo class juzza1
09:14<krinn>per example : coal is builk while toys are piece goods
09:14<krinn>what is PBI ?
09:14<V453000>pikka basic industries
09:15<krinn>there's plants in it ?
09:15<V453000>krinn the toys were more of a joke, I have no idea what are you trying to do
09:15<Eddi|zuHause>the predecessor to TaI industries
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09:15<V453000>wel plants, there is something liek a fuel depot power plant kind of thin
09:15<krinn>V453000, detect all industries that produce electricity
09:15<V453000>TaI industries exists?
09:15<V453000>oh wtf are you trying to do :D
09:16<krinn>silly thing V453000
09:16<V453000>I figured
09:16<Eddi|zuHause>V453000: i think it was released, but only as a rename of PBI without any serious changes
09:16<Pinkbeast>Simutrans is thataway :-)
09:16<krinn>so finally, easier than i think : coal & toys
09:16<krinn>and ecs, firs will be ok too
09:17<krinn>maybe batteries from toys
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09:23<frosch123>various stellmills accept coal as well
09:25<krinn>i'll be glad to gave my wip with that GS if anyone wish play with a GS
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09:54<Eddi|zuHause>frosch123: that's what my "without output cargo" tried to detect. but it might be unreliable...
09:55<frosch123>yeah, sulfur
09:55<frosch123>i had a similiar issue with sillicon valley
09:55<krinn>some industry exists that accept coal to produce something else
09:56<frosch123>it most relies on industries being fundable or prospectable
09:56<frosch123>there are functions to distingiush primary and secondary
09:56<frosch123>but powerplants are harder
09:57<krinn>Eddi|zuHause, and they produce something with the coal or it's a dead end ?
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10:13<DanMacK>Hey all
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10:21<Snail>Hi guys
10:22<Snail>I saw frosch123's comment to FS#5775...
10:23<Snail>The problem there seems to me that the recoloring procedure is somewhat broken in the new nightlies
10:23<frosch123>it is now recoloured more often
10:23<Snail>It also occurs when a vehicle reverses. Recoloring there is instantaneous in 1.3.2 but not anymore in the nightlies
10:23<frosch123>there is nothing "broken" with that
10:24<Snail>Not always
10:24<frosch123>reversing, ok, that i can look at
10:24<Snail>When the vehicle reverses, it doesn't get recolored in the nightlies
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10:25<Snail>Thanks, that would be helpful
10:27<Snail>Still I can't understand why each wagon used to change color by itself in 1.3.2, and it only changes color when the engine does in the nightlies
10:31<frosch123>are you talking about the test newgrf, or a different one?
10:31<Snail>The test newgrf
10:31<Snail>There were situations when each wagon (if bought on different days) had a unique color in the consist
10:32<Snail>And it's not the case anymore in the nightlies
10:33<frosch123>the testgrf uses duration since last service
10:33<frosch123>that is the same for engine and wagons
10:33<frosch123>so the cb always returns the same value for wagons and engiens
10:33<frosch123>that wagons are serviced is something newer though
10:34<frosch123>it might be that date_since_last_service was never set for wagons in 1.3.2
10:34<frosch123>so it was always 0 or purchase date or so
10:34<Eddi|zuHause>hm, that reminds me, i should probably change that in CETS
10:34<Snail>I see
10:35<Snail>But I thought that CB 32 is triggered every 32nd day, starting from the purchase date of each single wagon, right?
10:36<Snail>So it should be triggered for every wagon on different days, provided they were bought on different dates
10:36<frosch123>cb 32 does not matter with the issue
10:36<frosch123>vehicles are also recoloured without cb 32 triggering
10:36<Snail>But it should matter... Right? It triggers recoloring when the consist is traveling
10:37<frosch123>you have to distinguish implication directions
10:37<Snail>Not when the consist is traveling at a constant speed... Right? Or am I missing something?
10:37<frosch123>cb 32 triggers => vehicle is recoloured
10:37<frosch123>vehicle is recloued =/=> cb 32 has triggered
10:37<Snail>Ok, so what else could trigger recoloring when the consist is traveling at a constant speed? Let's say on straight uniform track?
10:38<frosch123>2013-07-13 <- that
10:38<Snail>Yes I see what you mean. Something other than CB32 triggers recoloring. I wonder what it can be
10:38<frosch123>'s when wagons got serviced
10:39<frosch123>it's not in 1.3.2 yet
10:40<Snail>So I'll try to test it in a different way
10:40<Eddi|zuHause>hm, changing the date check from PARENT to SELF may cause weird effects with the randomization...
10:41<Snail>I think the purchase date should refer to SELF to give more random effects
10:41<frosch123>rerandomisation only works with SELF
10:41<frosch123>never use it with PARENT
10:41<Snail>The service date would be the same for both anyway
10:42<Eddi|zuHause>randomization, without re-
10:42<Eddi|zuHause>as in: new livery gets introduced -> wait random(0..3 years) until applying the livery on service
10:44<Eddi|zuHause>i really need storage for that, so once i update a livery, it doesn't revert back on rearranging consists and stuff
10:44<frosch123>Snail: i don't see anything that would change colour during normal driving
10:44<frosch123>start/stop/loading etc. triggers it
10:44<Eddi|zuHause>i don't suppose there is a "on vehicle gets serviced" rerandomization-trigger?
10:44<frosch123>refit and such
10:45<frosch123>and yes, reversing seems to be gone missing
10:45<Snail>frosch123: Yes, this is why I think CB32 would be the only one that would achieve that
10:45<frosch123>do you use the random tirgger in cb32 ?
10:45<frosch123>hmm, no, the testgrf didn't
10:46<Snail>Yes I do
10:46<frosch123>ok, that triggers it also :)
10:46<frosch123>since colour may depend on random bits
10:46<frosch123>iirc that was the case in xussr
10:47<Snail>frosch123: but I don't rerandomize the random bits for that purpose
10:48<Snail>Eddi|zuHause: I think you can rerandomize on service? m4nfo can do that IIRC
10:48<frosch123>i meant, do you return "1" in cb32 ?
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10:48<Snail>I think I return "2"
10:48<Eddi|zuHause>rerandomize on service may be useful, but i still need storage :/
10:49<Eddi|zuHause>what happened to "make userbits readable on a per-vehicle basis"?
10:49<frosch123>ok, "2" now basically always causes the whole consist to be recoloured
10:49<Snail>cb32 has a value that's specific for recoloring, I think I return that one
10:49<Snail>I see. And this has changed since 1.3.2?
10:49<frosch123>and for xussr requirements recolouring may be triggered even more often
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10:49<Snail>Ok, there ya go :)
10:50<Snail>So what should I do to get back the old behavior in the nightly?
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10:50<frosch123>basically, there is some cache which stores the recolouring. but you cannot rely on it to be updated at specific points in time
10:51<frosch123>you have to make sure that the rsult of cb 2D only changes, if you want it to change
10:51<frosch123>don't use the current date or something
10:51<frosch123>but ok, i have no idea what you try to achieve in the first place :)
10:51<Snail>Im trying to get independent recoloring for each wagon
10:52<Snail>I'd like a more random effect on the consist, without it being all uniform
10:52<frosch123>then use position in consist?
10:52<frosch123>or construction date?
10:53<Snail>Construction date would probably do the trick
10:53<frosch123>hmm, i think you only have that as year
10:53<frosch123>so it would be the same anyway likely
10:54<frosch123>there is also "age in days"
10:54<Snail>Ideally could I do a combo of construction date and device date?
10:54<Snail>Or can we have another result for CB32 that triggers a similar behavior as "2" before you implemented this change?
10:54<@DorpsGek>Commit by rubidium :: r25973 trunk/src/hotkeys.cpp (2013-11-13 15:54:44 UTC)
10:54<@DorpsGek>-Fix [FS#5679]: comma key collided with F12 key for hotkeys; also remove '+' as that is generally not a key (the '+' on the numpad is a separate one)
10:54<frosch123>cb32 has nothing to do with this
10:54<Snail>That would solve both the xussr's and my problems :)
10:55<frosch123>cb 2d always has to return the right recolouring
10:55<frosch123>you cannot rely on it being called only at certain times
10:55<frosch123>the value is "cached", not "stored"
10:55<Eddi|zuHause>how is '+' not a key?
10:55<frosch123>Eddi|zuHause: hotkeys are scancodes, "+" is no scancode, "=" is
10:56<frosch123>or shift+"="
10:56<Eddi|zuHause>my + key is nowhere near my = key
10:56<frosch123>blame someone from the 1980's
10:56<frosch123>or earlier
10:57<frosch123>anyway, /me -> shopping food
10:57<@Rubidium>Eddi|zuHause: then where is your '+' key?
10:57<Eddi|zuHause>left of return?
10:58<frosch123>Snail: i guess random bits are still the best to make consists non-uniform
10:58<Eddi|zuHause>right of Ü
10:58<Snail>Ok, I'll do some further tests on this
10:59<Snail>Yes I was thinking so...
10:59<Eddi|zuHause>above #
10:59<Eddi|zuHause>and below backspace
11:00<Snail>Any chance we could get more than 8 random bits? :p
11:01<Eddi|zuHause>any chance we get permanent storage while at it? :)
11:10<Snail>Anyway it'd be great if you could restore immediate recoloring upon reversing :)
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11:30<Eddi|zuHause># Zweig am Ast, Ast am Baum, Baum in der Au
11:32<Bloody_Mikey>how do i make my server load the old map?
11:33<Eddi|zuHause>start with the -g option to load a savegame
11:34<@planetmaker>rcon load path/to/savegame
11:34<Bloody_Mikey>i dont have recon active
11:35<Bloody_Mikey>but i have the server ssh right infront of me
11:36<Eddi|zuHause>then skip the "rcon" bit and just type everything else
11:38<Bloody_Mikey>okey done
11:38<Bloody_Mikey>fixt it
11:38<Bloody_Mikey>now my q is can i login as an admin? and if how?
11:39<Eddi|zuHause>that's what rcon is for
11:39<Bloody_Mikey>okey so i have to activate rcon for that
11:39<Bloody_Mikey>so admin password has notheing to do whit that
11:39<Eddi|zuHause>there's an rcon password setting somewhere
11:41<Bloody_Mikey>How do i activate rxon?
11:42<@planetmaker>it's always active
11:43<@planetmaker>maybe not, if no password is set. Unsure there
11:43<@planetmaker>rcon works from a connected client
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11:45<Eddi|zuHause>it's active as soon as you set the password
11:46<Eddi|zuHause>then in the client you can type: rcon password "command arguments" (quotes are relevant!)
11:47<Eddi|zuHause>then "command arguments" will be executed as if typed into the server console
11:49<Bloody_Mikey>?=? okay now
11:49<Bloody_Mikey>how does that work
11:50<Bloody_Mikey>rcon [passwd] reset_company 15 ???
11:50<Bloody_Mikey>is that right?
11:50<Eddi|zuHause>what did i say about the quotes?
11:50<Bloody_Mikey>so i have to use "15"
11:51<Bloody_Mikey>can you write how i delete company nr 15 then what is the commands so i learn
11:52<Eddi|zuHause>rcon password "reset_company 15"
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11:53<Bloody_Mikey>-.- the whole commands
11:53<Bloody_Mikey>now i understand
11:59<frosch123>Eddi|zuHause: i added an option to TTDViewer to save transparent pixels with the usual blue, instead of using alpha
11:59<frosch123>i think gimp removed the first palette entry on loading because it was transparent
12:00<Eddi|zuHause>frosch123: thanks
12:01<frosch123>maybe i also found the right place to add an \ in the rpm thingie :p
12:03<Eddi|zuHause>did "$$" not help?
12:03<zydeco>how do I show the gamescript debug window?
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12:03<zydeco>I think I'm logging things but not seeing them anywhere
12:04<Eddi|zuHause>zydeco: in the ?-menu ?
12:04<zydeco>but it shows on errors
12:04<zydeco>oh thanks
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12:09<zydeco>I knew I had seen it somewhere in the past
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13:05<Eddi|zuHause>devzone awfully slow?
13:06<@planetmaker>is it?
13:06<Eddi|zuHause>it is for me
13:06<frosch123>eddi just spammed 8 commits
13:07<@planetmaker>no need to be that slow really :D
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13:09<Eddi|zuHause>maybe it would be useful if the build wasn't called "#12-push" but "#12-push-r803"?
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13:13<Eddi|zuHause>frosch123: those 8 commits only touched 2 files
13:15<@planetmaker>hm, yes, maybe that can be done. But I rather use the hash that rXX which does not exactly make sense
13:15<Eddi|zuHause>but the rXXX is what ends up in the filename
13:16<Eddi|zuHause>hashes are not much use for human-readability
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13:19<@planetmaker>I cannot use that. I have access to the variables defined at start of job. That includes the hash tag, but not the numeric correspondance.
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13:23<Eddi|zuHause>well then don't bother... at least for me the hash is useless
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13:48<zydeco>can I find if a tile is a one-way road with the GS API?
13:48<zydeco>I've been looking at the docs but can't seem to find it
13:49<zydeco>but it can build one-way roads
13:50<frosch123>use GSRoad::AreRoadTilesConnected
13:51<frosch123>if it returns true in one direction, and false in the other, it's a one-way road
13:57<@DorpsGek>Commit by rubidium :: r25974 /trunk/src (fileio.cpp fileio_func.h) (2013-11-13 18:57:25 UTC)
13:57<@DorpsGek>-Codechange: make the _personal_dir global const, since once it's set it shouldn't be changed anyhow
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14:32<@DorpsGek>Commit by rubidium :: r25975 /trunk (6 files in 3 dirs) (2013-11-13 19:32:37 UTC)
14:32<@DorpsGek>-Feature [FS#5385]: XDG base directory support
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14:49<Bloody_Mikey>now all guys now i have a fun Q
14:49<Bloody_Mikey>How many years does it take in a week irl
14:50<Bloody_Mikey>how many years ingame for one week in real life :D
14:51<@Rubidium>@calc 60*60*24*7*2.220/365.25
14:51<@DorpsGek>Rubidium: 3675.99178645
14:51<Bloody_Mikey>3675 years?`
14:51<@Rubidium>hmm, nope... made an error
14:51<@Rubidium>@calc 60*60*24*7/2.220/365.25
14:51<@DorpsGek>Rubidium: 745.879349575
14:52<@Rubidium>@calc 60*60/2.220/365.25
14:52<@DorpsGek>Rubidium: 4.43975803319
14:53<@Rubidium>so, about 750 game years
14:54<Bloody_Mikey>Beacuse me and my friend are trying to figer it out how many years it take in one week beacuse the map is gonna restart every week
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14:56<Eddi|zuHause>a year is around 12 minutes
14:57<@DorpsGek>Commit by rubidium :: r25976 /trunk/os/debian (3 files) (2013-11-13 19:57:29 UTC)
14:57<@DorpsGek>-Update: Debian package creation control files
14:57<Bloody_Mikey>5 years 1 Hour
14:57<Bloody_Mikey>24 hurs 120 years
14:58<@Alberth>4.439<something> an hour
14:58<zydeco>any way for GS to know if a vehicle is in a bridge or tunnel?
14:59<krinn>zydeco, not in an easy way
14:59<@Alberth>sounds like the wrong level of abstraction for a GS :p
14:59<Bloody_Mikey>so one week is 840 years ingame
14:59<Eddi|zuHause>Bloody_Mikey: lots of rounding errors in that calculation
15:00<@Alberth>Bloody_Mikey: no, 745.<something>, or 750, as Rb computed/said
15:00<Bloody_Mikey>om gonna count how many minutes it takes for one years then
15:00<@Alberth>assuming your CPU is fast enough not to slow down the game :p
15:01<krinn>Bloody_Mikey, it looks like 1s = 1 day
15:01<Bloody_Mikey>lol my server has 4 cpus
15:01<Eddi|zuHause>krinn: certainly not
15:01<krinn>Bloody_Mikey, your server has 1 cpu
15:01<@Rubidium>krinn: wow, your days pass slowly
15:01<@Rubidium>@calc 2.220*365.25/60
15:01<@DorpsGek>Rubidium: 13.51425
15:01<krinn>Bloody_Mikey, well, 1 use only
15:02<@Rubidium>Bloody_Mikey: without pauses I'd expect you to count around 13:30
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15:04<krinn>Bloody_Mikey, i dont need to know how many core/cpu your server use, as long as ottd use 1 only, the answer is easy
15:11<krinn>looking at cargo monitoring func, it looks scary, do one need to watch all towns to monitor a company delivery to towns ?
15:11<frosch123>check nocargoal
15:13<+glx>krinn: it may use 2 when saving ;)
15:13<frosch123>aren't clients up to 4 cores meanwhile?
15:13<frosch123>game, save, video, music ?
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15:16<frosch123>oh, and cdist ofc
15:16<frosch123>so, 5 cores :)
15:17<krinn>much like 1 core working and 4 sleeping most of the time
15:17<frosch123>no, with cdist you have 2 working
15:17<krinn>myabe cdist takes up more
15:17<frosch123>and for clients likely even 3
15:17<krinn>but last time i tried it, it bug :)
15:18<+glx>it's in nightlies
15:24<krinn>checked nocargoal, yeah, looping town+industry full list, lmao, scary
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15:30<DanMacK>Hey all
15:42-!-Wolf01 [] has joined #openttd
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15:42<@Alberth>o/ Wolf01
15:42<Wolf01>hi o/
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16:05<krinn>Where can i suggest API addition ?
16:06<krinn>to GS/AI
16:06<krinn>flyspray ?
16:07<krinn>I'm not sure the deathstar would accept my proposal to API add
16:07-!-DanMacK [] has quit [Quit: Page closed]
16:09<Eddi|zuHause>maybe if you trop your proposal into a small service shaft?
16:09<frosch123>there is also a forum topic
16:09<frosch123>for stuff that needs discussion for
16:09<frosch123>like stuff that can be solved via script libraries and such
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16:11<andythenorth>trop :)
16:11<andythenorth>is a word that should exist
16:12<krinn>it exists, in french
16:12<Supercheese>sounds more German
16:12<krinn>trop tard: too late
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16:17<@DorpsGek>TrueBrain: Commit by rubidium :: r25977 /branches/1.3 (7 files in 3 dirs) (2013-11-13 21:17:29 UTC)
16:17<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
16:17<@DorpsGek>TrueBrain: - Fix: [Script] Do not return ERR_UNKNOWN when trying to move an order to its current location [FS#5648] (r25612)
16:17<@DorpsGek>TrueBrain: - Fix: Various misreferences in AI and GS changelog [FS#5649] (r25607)
16:17<@DorpsGek>TrueBrain: - Fix: [Script] If a NewGRF returned station type that could not be built by an AI via callback 18, an unknown error would be thrown instead of falling back to the default station [FS#5641] (r25605)
16:17<@DorpsGek>TrueBrain: (...)
16:19<krinn>Someone should tell truebrain to fix HasCargoRating doc : missing "has" in description while he is in script fixing
16:19<krinn>-> Check whether the given cargo at the given station a rating.
16:21<@DorpsGek>TrueBrain: Commit by rubidium :: r25978 /branches/1.3 (8 files in 6 dirs) (2013-11-13 21:21:47 UTC)
16:21<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
16:21<@DorpsGek>TrueBrain: - Fix: Some icu_config scripts are too stupid to separate two ldflags by spaces, thus only call it with one (r25642, r25638)
16:22<@DorpsGek>TrueBrain: - Fix: Do not suggest a start date for the game when there will be no vehicles available at all (r25640, r25639)
16:22<@DorpsGek>TrueBrain: - Fix: City list sort of population and rating are reversed compared to the icon [FS#5666] (r25630)
16:22<@DorpsGek>TrueBrain: (...)
16:22<LordAro>dat highlight
16:22<frosch123>krinn: as you can see, truebrain is a bit lazy when it comes to typing, he always ends the messages with (...)
16:23<krinn>oh and i was thinking it was DorpsGek
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16:28<@DorpsGek>TrueBrain: Commit by rubidium :: r25979 /branches/1.3 (24 files in 5 dirs) (2013-11-13 21:28:21 UTC)
16:28<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
16:28<@DorpsGek>TrueBrain: - Fix: [OSX] The new 10.7 fullscreen code can now also be compiled with older SDK versions [FS#4744] (r25656)
16:28<@DorpsGek>TrueBrain: - Fix: [OSX] Mouse cursor was not displayed properly after switching to fullscreen on 10.7+ (r25655)
16:28<@DorpsGek>TrueBrain: - Fix: Improve character and word deletion for CJK languages and complex scripts (r25654, r25653)
16:28<@DorpsGek>TrueBrain: (...)
16:29<@DorpsGek>TrueBrain: Commit by rubidium :: r25980 /branches/1.3 (5 files in 3 dirs) (2013-11-13 21:29:37 UTC)
16:29<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
16:29<@DorpsGek>TrueBrain: - Fix: [OSX] Rework font detection to work even if no default font sprites are present [FS#4847] (r25661)
16:29<@DorpsGek>TrueBrain: - Fix: [OSX] The name's OpenTTD, not OTTD (r25660)
16:29<@DorpsGek>TrueBrain: - Fix: [OSX] System mouse cursor could become visible during dragging [FS#4420] (r25659)
16:29<@DorpsGek>TrueBrain: (...)
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16:30<@DorpsGek>TrueBrain: Commit by rubidium :: r25981 /branches/1.3 (9 files in 5 dirs) (2013-11-13 21:30:39 UTC)
16:30<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
16:30<@DorpsGek>TrueBrain: - Fix: [Win32] Only forward key presses to the IME system if an edit box has the input focus (r25667)
16:30<@DorpsGek>TrueBrain: - Fix: [OSX] Crash when unhiding the main window [FS#4689] (r25665)
16:30<@DorpsGek>TrueBrain: - Fix: [OSX] Bootstrap downloading of a baseset did not work [FS#4847] (r25664)
16:30<@DorpsGek>TrueBrain: (...)
16:35<@DorpsGek>TrueBrain: Commit by rubidium :: r25982 /branches/1.3 (28 files in 5 dirs) (2013-11-13 21:35:44 UTC)
16:35<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
16:35<@DorpsGek>TrueBrain: - Fix: Textbuf caret rendering for complex scripts (e.g. Tamil) (r25696, r25694, r25652, r25651, r25092, r25091)
16:35<@DorpsGek>TrueBrain: - Fix: Vehicle::MarkDirty must be called for the front engine [FS#5700] (r25695)
16:35<@DorpsGek>TrueBrain: - Fix: [Win32] Several issues regarding conversion of characters (r25677, r25676, r25675, r25674, r25673)
16:35<@DorpsGek>TrueBrain: (...)
16:39<@DorpsGek>TrueBrain: Commit by rubidium :: r25983 /branches/1.3 (7 files in 2 dirs) (2013-11-13 21:39:14 UTC)
16:39<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
16:39<@DorpsGek>TrueBrain: - Fix: NWidgetMatrix used pip_pre and pip_post inconsistently and incorrectly, causing misalignment for RTL [FS#5686] (r25727)
16:39<@DorpsGek>TrueBrain: - Fix: Right side of object class string was misaligned (r25726)
16:39<@DorpsGek>TrueBrain: - Fix: [OSX] Do not pass -mmacosx-version-min to compilers that do not support it (r25706)
16:39<@DorpsGek>TrueBrain: (...)
16:43<@DorpsGek>TrueBrain: Commit by rubidium :: r25984 /branches/1.3 (14 files in 5 dirs) (2013-11-13 21:43:16 UTC)
16:43<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
16:43<@DorpsGek>TrueBrain: - Fix: Some spelling corrections to Catalan and Latin American town names [FS#5746] (r25775, r25774)
16:43<@DorpsGek>TrueBrain: - Fix: If old savegames contain bridges over owned land, keep on drawing the bridges nevertheless [FS#5725] (r25753)
16:43<@DorpsGek>TrueBrain: - Fix: [OSX] Text input into an edit box would trigger hotkeys [FS#5705] (r25743, r25671)
16:43<@DorpsGek>TrueBrain: (...)
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16:46<@DorpsGek>TrueBrain: Commit by rubidium :: r25985 /branches/1.3 (4 files in 3 dirs) (2013-11-13 21:46:47 UTC)
16:46<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
16:46<@DorpsGek>TrueBrain: - Fix: Lower sprite and text at the vehicle bar if it is pressed [FS#5739] (r25804)
16:47<@DorpsGek>TrueBrain: - Fix: Draw start/stop graphics of the vehicle bar at the right place in RTL mode [FS#5738] (r25803)
16:47<@DorpsGek>TrueBrain: - Fix: [Script] Decoding JSON data with an empty array from Admin port failed (r25809)
16:47<@DorpsGek>TrueBrain: (...)
16:47<andythenorth>nearly bedtime eh?
16:49<@DorpsGek>TrueBrain: Commit by rubidium :: r25986 /branches/1.3 (7 files in 5 dirs) (2013-11-13 21:49:31 UTC)
16:49<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
16:49<@DorpsGek>TrueBrain: - Fix: [GS] Language file scanner considered filenames starting with '.' as valid translations, resulting in languages with empty name, which causes trouble [FS#5750] (r25818)
16:49<@DorpsGek>TrueBrain: - Fix: [GS] Handle savegames which contain GS translations for languages with empty name more gently [FS#5750] (r25817)
16:49<@DorpsGek>TrueBrain: - Fix: [Script] ScriptTile::IsBuildableRectangle could report true for tiles outside of the map, if they happened to wrap around into a valid area [FS#5754] (r25815)
16:49<@DorpsGek>TrueBrain: (...)
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16:53<@DorpsGek>TrueBrain: Commit by rubidium :: r25987 /branches/1.3 (16 files in 3 dirs) (2013-11-13 21:53:40 UTC)
16:53<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
16:53<@DorpsGek>TrueBrain: - Fix: When clearing font cache, also clear layout cache [FS#5737] (r25860)
16:53<@DorpsGek>TrueBrain: - Fix: Goto button in order window was not always lowered when it should [FS#5783] (r25858, 25857)
16:53<@DorpsGek>TrueBrain: - Fix: Searching for a suitable font failed, if one of the fonts had no '?' glyph, and no baseset is installed [FS#5704] (r25822, r25820)
16:53<@DorpsGek>TrueBrain: (...)
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16:54<DanMacK>Hey all
16:54<frosch123>ah, the usual timing again :)
16:54<krinn>hey (again)
16:54<LordAro>/kick DorpsGek spamming
16:54<@planetmaker>:-P Moin DanMacK
16:54<@planetmaker>I think LordAro doesn't like releases ;-)
16:56*Rubidium doesn't like 3 month backlogs of backports
16:56<@DorpsGek>TrueBrain: Commit by rubidium :: r25988 /branches/1.3 (8 files in 3 dirs) (2013-11-13 21:56:48 UTC)
16:56<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
16:57<@DorpsGek>TrueBrain: - Fix: Center the edit sign window like all query windows (r25918)
16:57<@DorpsGek>TrueBrain: - Fix: Initialization of default objects swapped cost and dates (r25868)
16:57<@DorpsGek>TrueBrain: - Fix: Use the actual sprite dimensions for sizing the dropdown arrow of dropdown widgets (r25864)
16:57<@DorpsGek>TrueBrain: (...)
16:58<@DorpsGek>TrueBrain: Commit by rubidium :: r25989 /branches/1.3 (5 files in 2 dirs) (2013-11-13 21:58:36 UTC)
16:58<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
16:58<@DorpsGek>TrueBrain: - Fix: Text direction forcing characters were not filtered out, but shown as ? when ICU was not used for layouting. These are included in chat and console messages to force them to be displayed right [FS#5683] (r25949)
16:58<@DorpsGek>TrueBrain: - Fix: NewGRF inspect window in RTL mode (r25943)
16:58<@DorpsGek>TrueBrain: - Fix: [NoGo] Preserve the relative town growth progress when changing the town growth rate [FS#5786] (r25931)
16:58<@DorpsGek>TrueBrain: (...)
17:00<@DorpsGek>Commit by rubidium :: r25990 /branches/1.3/src/lang (40 files) (2013-11-13 22:00:02 UTC)
17:00<@DorpsGek>[1.3] -Backport from trunk: language updates
17:00<@DorpsGek>TrueBrain: Commit by rubidium :: r25991 /branches/1.3 (5 files in 3 dirs) (2013-11-13 22:00:46 UTC)
17:00<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
17:00<@DorpsGek>TrueBrain: - Fix: Temporary persistent storage modifications, e.g. command tests or those from GUI, were not properly reset, creating the possibility of desyncs [FS#5772] (r25956)
17:00<@DorpsGek>TrueBrain: - Fix: Train's 'force proceed' status gets reset when the track on the other side of the tile has a signal [FS#5723] (r25955)
17:01<@DorpsGek>TrueBrain: - Fix: Wrong signal conversions for savegames from before 0.4.5 [FS#5731, FS#5732] (r25954, r25953)
17:01<@DorpsGek>TrueBrain: (...)
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17:03<@DorpsGek>Commit by rubidium :: r25992 /branches/1.3 (6 files in 4 dirs) (2013-11-13 22:03:26 UTC)
17:03<@DorpsGek>[1.3] -Backport from trunk:
17:03<@DorpsGek>- Fix: The wrong vehicle would be taken in a shared order vehicle list window when the ID >= 65536, causing assertions triggering later on [FS#5800] (r25965)
17:03<@DorpsGek>- Fix: [OSX] Compilation under OSX 10.9 [FS#5797] (r25962, r25951, r25950, r25913)
17:03<@DorpsGek>- Fix: [NewGRF] A powered rail type implies it is compatible as well, but some NewGRF did not state that causing the path reservation code to bail out in some cases because there was no compatible path [FS#5779] (r25961)
17:04<@DorpsGek>Commit by rubidium :: r25993 /branches/1.3 (5 files in 3 dirs) (2013-11-13 22:04:22 UTC)
17:04<@DorpsGek>[1.3] -Backport from trunk:
17:04<@DorpsGek>- Fix: Comma key collided with F12 key for hotkeys; also remove '+' as that is generally not a key (the '+' on the numpad is a separate one) [FS#5679] (r25973)
17:04<@DorpsGek>- Fix: Rail laying sounds of others could be heard in multiplayer [FS#5665] (r25972)
17:04<@DorpsGek>- Fix: [SDL] Recursive mutex locking when changing blitter [FS#5787] (r25970)
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17:14<@DorpsGek>Commit by rubidium :: r25994 /branches/1.3 (22 files in 7 dirs) (2013-11-13 22:14:52 UTC)
17:14<@DorpsGek>[1.3] -Backport from trunk:
17:15<@DorpsGek>- Update: Debian packaging (r25976, r25783, r25782, r25781, r25780)
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17:21<andythenorth>I think it might be wise to have storage on vehicles
17:21<andythenorth>so stuff could be cached instead of constantly looking it up all the time in the graphics chain
17:21<andythenorth>like 'show sprite row 16' instead of looking up 4 or 6 variables
17:21<andythenorth>but anyway
17:21*andythenorth -> bed
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17:23<krinn>anyone knows way to find highest bit in a number easy ?
17:23<Eddi|zuHause>is that like the scenes in horror movies where the presumed dead villain comes back?
17:23<krinn>like shifting right until 0 and then count shifts done
17:23<Eddi|zuHause>krinn: openttd has a macro for that
17:23<krinn>one i couldn't use :)
17:24<frosch123>krinn: <- if that site does not have it, there is no cool mothod
17:24<Eddi|zuHause>no, but you could look it up
17:25<frosch123>but yeah, the brute force method is to shift right by one, until the value is zero, and counting how often you shifted
17:26<frosch123>but make sure to shift logically, not arithmetically
17:26<krinn>frosch123, that's also the one gave there
17:26<krinn>my first thinking was good so
17:27<Eddi|zuHause>ln(x)/ln(2) should also work
17:28<krinn>don't try to kill me Eddi|zuHause
17:28<krinn>i'm going to shift right and count : moving 1 thing and counting with my fingers is something doable
17:29<frosch123>just make sure that it also works for bit 31, if that can happen
17:29<frosch123>if it shift arithmetically, you will run into trouble :p
17:29<Eddi|zuHause>there's also a divide and konquer method: (x & 0x0000FFFF) == x
17:30<Eddi|zuHause>yes => try 0x000000FF next, no => try 0x00FFFFFF next
17:30<krinn>i'm shifting right, what could goes wrong ?
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17:30<frosch123>0x8000000 >> 1 could become 0xC0000000
17:30<frosch123>if it is signed
17:30<Eddi|zuHause>krinn: right shift with negative number adds a 1 in front, not a 0
17:31<frosch123>you could test first, whether the number is negative ofc
17:31<krinn>nah, it will be positive always
17:32<Eddi|zuHause>krinn: not if you have overflows
17:32<krinn>a max 32bits (hopefuly as it's also the limit of int32)
17:32<frosch123>int32 means max 31 bits then
17:32<krinn>yep 31
17:33<krinn>i just realise i need to count 1 in number instead of finding the highest one anyway
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17:41<krinn>what >> do in C ?
17:41<frosch123>shift right
17:41<krinn>ah fine so
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17:50<krinn>i endup with while (v != 0) { c++; v = (v >> 1); }
17:50<krinn>squirrel was getting mad with the c syntax (or me)
18:02<Eddi|zuHause>if you want to count the number of bits that are 1, you switch out the c++ for c+=(v&1)
18:03<krinn>and my loop?
18:03<Eddi|zuHause>what about it?
18:04<+glx>you keep it
18:04<krinn>never ending no ?
18:05<+glx>the suggestion is to replace the c++ part while keeping the rest
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18:05<krinn>i get that > while (v != 0) { c += (v&1); }
18:06<+glx>there's still v = (v >> 1)
18:06<krinn>but v&1 won't change v value of v (in my knowledge)
18:06<krinn>oh, what's the point so ?
18:06<Eddi|zuHause>i didn't tell you to remove that part
18:06<krinn>c++ is shorter
18:07<frosch123>while (v != 0) { c++; v = (v >> 1); } <- to determine the highest bit
18:07<Eddi|zuHause>c++ changes for every bit, c+=(v&1) only changes when the bit is 1, not 0
18:07<frosch123>while (v != 0) { c += (v&1); v = (v >> 1); } <- to determine number of bits set in total
18:07<krinn>no count bits set to 1
18:07<@planetmaker>good night
18:07<krinn>night planetmaker
18:08<+glx>run it in your head with 0x1010101 ;)
18:08<Eddi|zuHause>run it on paper :)
18:09<krinn>why do complicate c++ works no ?
18:10<frosch123>it does a different thing
18:10<frosch123>you asked two questions, you got two answers :p
18:10<krinn>damn gremlins
18:10<frosch123>now you need to find the relation between questions and answers :)
18:12<krinn>ah got, paper works
18:12<krinn>gcalc in fact but it's my paper
18:13<krinn>thank you guys
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19:19<Eddi|zuHause>hm, i got a dependency problem...
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19:21<krinn>with drugs, cig, coffee...or code?
19:22<Eddi|zuHause>those are addiction problems :p
19:22<Eddi|zuHause>(but the words are ambiguous in german)
19:22<krinn>shit, also use in french as addiction
19:23<krinn>for us addiciton is more something you like to do, while depencency is next step where you don't have the choice anymore
19:23<Eddi|zuHause>i know the solution, but need an elegant way to write it out
19:25<Eddi|zuHause>i've never heard "dependency" used in this context in english
19:26<krinn> looks it might be use
19:27<krinn>but i'm more than unsure :)
19:28<krinn>but in frenglish it's legit
19:29<Eddi|zuHause>i hope that's nothing like denglisch :)
19:29<krinn>it's worst are best frenglish speakers are cows
19:29<krinn>as best... "are best" :D
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19:47<Eddi|zuHause>looks like it's working now
19:48<krinn>looks like == ~ well, may work or not
19:49<Eddi|zuHause>well the jenkins console output seems to crash occasionally
19:57<Eddi|zuHause>00:43:36 ERROR: Workspace reports paths.default as ssh://
19:57<Eddi|zuHause>00:43:36 which looks different than ssh://$JOB_NAME
19:57<Eddi|zuHause>00:43:36 so falling back to fresh clone rather than incremental update
19:57<Eddi|zuHause>planetmaker: this doesn't look right
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---Logclosed Thu Nov 14 00:00:32 2013