IRC logs for #openttd on OFTC at 2007-04-18
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00:33:31 <TheJosh> If anyone is interested, my Patch is now in flyspray
00:41:14 <CIA-2> OpenTTD: belugas * r9665 /trunk/src/ (11 files in 3 dirs): -Documentation: Doxygen corrections,errors, corrections of corrections...
01:05:56 <Digitalfox[Home]> Something like a bot that shows svn changelog
01:06:50 <TheJosh> bung! my svn is already old...
01:06:55 <TheJosh> and that was 2 hours ago
01:10:08 <TheJosh> gee I hope my patch gets approval
01:10:55 <TheJosh> when it does ill start another one, i have a cool idea for one: raised railways
01:11:14 <TheJosh> like those monorails they have in some contries that are above the roads
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07:22:57 <CIA-2> OpenTTD: peter1138 * r9666 /trunk/src/smallmap_gui.cpp: -Fix (r9651): end of data / column flags were reversed
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09:02:14 <TheJosh> Hey who should I talk to to try and get a patch included into the nightly trunk?
09:02:59 <Triffid_Hunter> TheJosh: I'd find the bugtracker and submit your patch
09:03:39 <Sacro|Laptop> i have a strange feeling of deja vu
09:03:43 <ln-> It won't get included. Just enjoy it yourself.
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09:04:03 <peter1138> ln-, please kindly shut the fuck up
09:04:26 <ln-> peter1138: Sorry for being realistic.
09:04:46 <TheJosh> Sacro: What time is it there? i thought i would try again
09:05:06 <TheJosh> everyone was asleep last time...
09:06:21 <TheJosh> when are the most devels on?
09:06:43 <TheJosh> or should i just wait a while?
09:06:56 <Celestar> what patch are we talking about?
09:07:04 <Sacro|Laptop> :o zomg a Celestar
09:07:54 <TheJosh> makes some of the towns larger when you generate a new game. you can choose how many 'cities' you want, and how much larger they should be
09:08:03 <Celestar> TheJosh: contact Maedhros, he's doing some work on cities, city sizes and city growth at the moment.
09:08:29 <Celestar> he's not online atm but he might be later
09:08:51 <ln-> that patch wouldn't even pass the standard pseudo-Tron filter.
09:08:55 <TheJosh> is he already making a cities patch
09:09:07 <Celestar> TheJosh: dunno how much he has done
09:09:37 <TheJosh> In-: Thankyou for your encouragement
09:09:44 <ln-> indenting with spaces, etc.
09:10:16 <ln-> TheJosh: don't take it personally. and if things turn out to be easier than i predicted, you can be happy then.
09:10:57 <TheJosh> anyway, i have to have tea now
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09:52:27 <Maedhros> hmm, bug 738 is interesting
09:52:52 <Maedhros> it happens because IsVehicleOnBridge only checks at the height of the bridge
09:53:08 <Maedhros> and EnsureNoVehicleOnGround only checks the ground level
09:53:30 <Maedhros> but while a vehicle is on a sloping bridgehead it's not on the ground or at the height of the bridge :)
09:55:34 <peter1138> is that one of the ones belugas changed? :)
09:59:19 <Maedhros> so it's in -RC3 too ;)
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10:18:30 <TrueBrain> hi TheJosh and Smoky555
10:19:44 <Smoky555> i'm crazy, what's wrong? i get 9653 from svn, compile it in MS VS2005 without errors, make 2 folders with it, from first folder i run dedicated server, from another one i run client to connect to localhost and get an error "desync error" :(
10:23:24 <Smoky555> server and client running without any newgrf files :(
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10:29:09 <DNazarov> 0.5.1-RC3 - works without errors
10:29:56 <peter1138> there's at least one known bug :/
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10:33:55 <Maedhros> bug 738 applies to -RC3 as well as trunk :(
10:41:31 <HMage> Smoky555: disable autorenew for server and client, as well as in running game via "patch autorenew 0" in dedicated server console.
10:42:14 <peter1138> that shouldn't cause desyncs
10:42:36 <HMage> I had those 8 hours ago on r9640
10:42:59 <HMage> after disabling autorenew it didn't desync.
10:43:11 <HMage> tho it's probably not the cause. the server was restarted too.
10:44:39 <HMage> Smoky555: can you please provide the config file and steps you do to reproduce that desync?
10:45:39 <Smoky555> "atorenew false" - in both configs. config files are default, generating with first run
10:46:05 <HMage> does it happen on nightly builds built from the same revision?
10:46:39 <HMage> try placing nightly builds into those 2 folders
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10:50:51 <Smoky555> nightly builds (precompiled win32) works fine ...
10:51:14 <HMage> What revision you're trying to build?
11:01:09 <peter1138> my computer's on a go slow :(
11:01:13 <peter1138> at least putty is full-speed ahead
11:01:17 <Celestar> peter1138: didn't you want to buy a new one?
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11:05:02 <peter1138> Celestar: this is my work pc
11:05:09 <peter1138> } catch (System.Threading.ThreadAbortException) {
11:05:25 <peter1138> hmm, i guess i had other code there at one point...
11:11:52 <HMage> Smoky555: sorry for the delay. Does the desync happen on a new game or on a saved game? I've just built from scratch via msvc2005 and started dedicated, no desyncs.
11:19:58 <HMage> Smoky555: you have a daylength patch there applied. Did you try compiling without daylength patch?
11:20:36 <peter1138> ah, so it's patched 9653? :p
11:20:52 <HMage> there's also signal autocomplete patch. Try building without any patches, just clean trunk r9653
11:22:51 <HMage> most likely the daylength patch is the cause. Since I don't remember that that patch was updated less than a few months ago.
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11:24:44 <HMage> btw, peter1138, how about extending name_array to hold more than 30 bytes of data per line?
11:25:46 <peter1138> _name_array needs to go :)
11:26:21 <HMage> how about a temporary fix, because it's unbearable to have only 13 letters for russian per sign.
11:26:32 <HMage> some words won't even fit
11:27:50 <Smoky555> HMage : i have this patch, peter1138 is a author ...
11:28:35 <HMage> Smoky555: try removing all patches, just clean trunk r9653. Build from that and see if you have any desyncs.
11:28:59 <HMage> peter1138: daylength is your patch?
11:30:23 <HMage> Unfortunately I have to go, I'll be back at around 16:00 GMT.
11:31:14 <HMage> Smoky555: daylength patch was written by Sacro.
11:32:07 <Smoky555> grrr.... i speak about long russian names, not daylength
11:36:11 <HMage> Smoky555: Ah. anyway, that code you sent me compiles and desyncs. Revert into clean trunk and see if you have any desyncs.
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12:15:28 <Sacro|Laptop> oh noes, a lolman
12:22:54 <lolman> Woah never realised Beryl was running so well :o
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13:07:36 <Belugas> Maedhros, peter1138: about 738, i did not ported my fix in 0.5, so it must be something else
13:07:50 <peter1138> someone else did, i think
13:09:59 <peter1138> r9584 | truelight | 2007-04-10 10:57:35 +0100 (Tue, 10 Apr 2007) | 5 lines
13:09:59 <peter1138> [0.5] -Backport frmo trunk (r9542, r9565, r9573):
13:09:59 <peter1138> - Fix: when checking for no vehicle on ground-tiles, don't take into account vehicles that are in the air (r9542)
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13:12:26 <Belugas> another bug on my list then :(
13:12:45 <Belugas> i'm getting worse then bjarni :S
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13:14:06 <Belugas> i forgot my SD card at home :(
13:14:18 <Belugas> no work to be done today
13:15:34 <Belugas> too much to learn in a simgle day :P
13:15:45 <Belugas> i should instead concentrate on work@work...
13:15:57 <Belugas> not been really productive lately ^_^
13:28:23 <TheJosh> ln-: There may be success, I am talking with Maedhros...a commit is on the horison
13:31:52 <TheJosh> i think he has done more work on this then me though...
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13:41:08 <Belugas> when the patch is good, when it adds something usefull, generally, there is an interest.
13:41:40 <Belugas> when it's a fantazy not taking into account the rest of the game, don't expect it to be in
13:43:30 <Belugas> those are undocumented stuff, or stuff that is not doxygen compliant
13:43:48 <Belugas> lots of work that is (almost) garanteed to be commit!
13:44:19 <TheJosh> patches that simply document existing features, etc?
13:45:46 <Belugas> i've been working on clearing the list for a while
13:45:53 <TheJosh> i have an idea for my next patch, what is your opinion. I call it 'Raised monorails' (although I will try to code generic)
13:45:56 <Belugas> but there is so much stuff to put in...
13:46:20 <TheJosh> basically monorails (or other rail types) that can go above roads, etc, for use in cities
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13:48:46 <Belugas> would be tricky, i think... it will basically be like bridges
13:49:06 <TheJosh> I dont quite know how to do them yet...
13:53:03 <Belugas> the idea is not bad in itself. just that technically, it would be hard to implement. not to mention the fact that you will have in fact 2 monorails : ground and aerial ones
13:53:29 <Belugas> would involves map changes, new graphics,etc...
13:53:39 <Belugas> but go ahaed. who knows :)
13:53:42 <Sacro|Laptop> hwo do you do a backtrace from a segfault?
13:54:26 <Eddi|zuHause3> use a debug build, and run that from gdb
13:55:03 <Sacro|Laptop> hmm, a debug build
13:55:06 <Sacro|Laptop> how to create that...
13:56:04 <TheJosh> Belugas: I was going to make it just the same rail, but with a flag that tells it to draw a bit higher or something...
13:56:11 <TheJosh> still working that bit out
13:56:38 <Eddi|zuHause3> TheJosh: you'll also need ramps and stuff
13:56:46 <Belugas> so it will look like floating??
13:56:54 <Belugas> you'd need poles, at least
13:57:26 <peter1138> basically like locomotion :P
13:57:32 <Belugas> indeed, that's waht i've said
13:57:56 <Belugas> well.. not the locomotion part but...
13:57:59 <Sacro|Laptop> peter1138: i have a memory location, in SDL.lib
14:02:06 <TheJosh> do not worry Belugas, i will probably give up on raised monorails sometime soon anyway.
14:02:34 <TheJosh> i just thought it would be a cool idea, especially in large, hard-to-get-station-into cities
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14:03:30 <Belugas> i don't deny the coolness of the idea
14:03:46 <Belugas> just that the realisation would be... hard
14:04:21 <TheJosh> just then i was playing with gui, and its annoying and messy, even to do somehting simple like add a single button
14:11:21 <TheJosh> so Belugas, what do you work on the most?
14:11:53 <Belugas> newindustries, doxygen stuff, making bugs...
14:13:01 <TheJosh> im good at that last one.
14:16:00 <TheJosh> is the openttd devel team looking for someone to reopen MiniIN?
14:16:16 <TheJosh> perhaps with a slightly different structure?
14:19:23 <Belugas> TheJosh : no, not really.
14:21:43 <Belugas> (most) users did not care of maintiaining their own patch, instable, confusing regular users as been a lab test for devs (which was never be the case), etc etc...
14:21:56 <Belugas> really hard to debug,
14:23:05 <hylje> ottd totally needs a functionality plugin system :P
14:23:10 <TheJosh> so where did all those patches we loved go?
14:23:33 <Eddi|zuHause3> hylje: you mean like newgrf? :p
14:23:34 <CIA-2> OpenTTD: maedhros * r9667 /trunk/src/ (9 files in 2 dirs):
14:23:34 <CIA-2> OpenTTD: -Feature: Add the concept of cities. A (configurable) proportion of towns can
14:23:34 <CIA-2> OpenTTD: start off larger, and will grow twice as quickly as other towns. They can also
14:23:34 <CIA-2> OpenTTD: be placed specifically in the scenario editor. Thanks to TheJosh for the
14:23:34 <CIA-2> OpenTTD: initial patch and the idea.
14:23:46 <hylje> Eddi|zuHause3: newgrf for code
14:23:54 <TheJosh> like i really really liked in MiniIN the advanced ordering
14:24:01 <rane_> why is it that you cannot change currency to euro during the game?
14:24:37 <Eddi|zuHause3> miniin had some nice patches, but it was impossible to keep them up to date
14:25:58 <TheJosh> I will have to find some of my favourites, and bring them up or something
14:26:55 <Belugas> rane_, it is possible to, if you write a grf file to change it yourself. otherwise, there is already a conversion system going on.
14:27:04 <Belugas> it just follows the rules....
14:27:41 <Belugas> TheJosh, i can't tell you about the faith of those miniIN patches
14:28:43 <TheJosh> the faith of a patch? huh?
14:29:15 <peter1138> yeah, christian, muslim, catholic...
14:29:25 * blathijs ventures Belugas meant fate, not faith :-)
14:29:50 <Belugas> thanks for translating my mind :D
14:30:33 <TheJosh> there were a few patches that made re-downloading the entire thing, everytime you want to play on the net worthwile
14:32:58 <TheJosh> anyway, my patch (not really, better said my idea) is done, and Im off to bed. Thansk again maedhros for all your work, its pure brilliance!
14:43:36 <peter1138> i need guinea pigs to test this cb36 patch
14:44:05 <Eddi|zuHause3> what is a cb36?
14:44:19 <peter1138> callback 36, used to modify some properties on the fly
14:44:43 <Maedhros> what can i use it with? ukrs?
14:44:49 <peter1138> (missing bit is either saving or reloading cached var on game load)
14:45:04 <peter1138> ukrs uses it too, but i don't remember any visible effect, heh
14:45:22 <peter1138> in av8 it affects speeds
14:47:07 <Ailure> I wonder where I should post a bug report next time
14:47:26 <Ailure> Probably the locomotion forums
14:48:22 <Ailure> I wish I knew what went through me xD
14:48:35 <Ailure> I used the flyspray tracker before, but instead I thought "durrr let's harass the GRF author"
14:48:53 <Eddi|zuHause3> i vote for alcohol :)
14:49:06 <valhallasw> I vote for asperin
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14:50:18 <peter1138> Eddi|zuHause3: i'll whatever ale is on...
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14:52:48 <Ailure> How are you gentlemen!
14:52:51 <peter1138> so does anyone else want a go at the planespeed option?
14:53:30 <Ailure> the current nightlies have the equilant of planespeed 4x on ttdpatch currently?
14:53:36 <Ailure> At least that's the impression I got.
14:53:46 <peter1138> they're four times faster
14:54:02 <peter1138> but it's done differently to how ttdpatch does it
14:54:22 <hylje> ie. our planes go at 1:1 speed by default? ;p
14:54:24 <Ailure> thing is that I managed to get ride of my TTD binaries with TTDpatch and all when I moved to my new computer
14:54:29 <Ailure> So I can't really check
14:54:55 <Ailure> (ironically I somehow managed to transfer the TTO backup I had)
14:55:14 <Eddi|zuHause3> hm, looks like i do not even have av8...
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14:58:22 <Eddi|zuHause3> how do i set up a central newgrf directory that is used by all openttd versions i have?
14:59:24 <Ailure> If you happen to be a windows user :p
14:59:34 <Ailure> Not many who knows that it's possible on NTFS
14:59:53 <Eddi|zuHause3> i am not... and i do
15:00:18 <Ailure> but I suspect symlink is there to live up to some NIX standard or something
15:00:23 <Ailure> and it's not implented very well or somethng
15:00:29 <Eddi|zuHause3> but wasn't the newgrf system supposed to do that without symlinking?
15:00:53 <Maedhros> peter1138: heh, the planes in the intro screen are barely moving at all with your patch
15:01:10 <Ailure> L:\Program\openTTD\OTTD-win32-nightly_build\data\pb_viaduct.grf
15:01:10 <Ailure> L:\Program\openTTD\OTTD-win32-nightly_build\data\pb_av8w.grf
15:01:10 <Ailure> L:\Program\openTTD\OTTD-win32-nightly_build\data\basic_platformsw.grf
15:01:23 <peter1138> because it doesn't update the cached values on load
15:01:25 <Ailure> you can just write the full file path now
15:01:42 <peter1138> Ailure: but the gui doesn't let you do that
15:01:59 <Ailure> Is it really that hard to like
15:02:02 <peter1138> (cos the gui was written to understand a single data/...)
15:02:05 <Ailure> then copy it over for the rest?
15:02:44 <peter1138> you're better off using symlinks
15:02:44 <Ailure> reminds me I should clean up my data folders now
15:02:57 <peter1138> because it won't find them for network games either
15:03:05 <peter1138> or even any games. hmm.
15:03:14 <Ailure> I have five diffrent openTTD folders xD
15:03:24 <Ailure> each one with almost same GRF's, but copied over the folders
15:03:42 <Ailure> thing is that windows can be confused with some NTFS features
15:04:05 <Ailure> saw a hilarious screenshot
15:04:11 <peter1138> well, at some point in the future i think you may be able to specify a single directory to use
15:04:17 <Ailure> where it reported something like 1 TB used of 30 GB
15:04:18 <peter1138> which'll do what you want
15:04:23 <Ailure> it was just a file being linked over and over again
15:04:36 <Ailure> well that does make sense though
15:05:12 <Ailure> and the custom GRF's get's hard to differ from 'core' ones
15:05:22 <Ailure> ...unless oTTD also looks for newGRFS in subfolders
15:06:53 <Eddi|zuHause3> it always looked into subfolders
15:07:09 <Eddi|zuHause3> i always had them in data/newgrf
15:07:31 <hylje> does ottd break if i symlink into /?
15:07:56 <Eddi|zuHause3> i have no idea :)
15:08:08 <Rubidium> once it is out of memory
15:08:09 <Ailure> guess that's a excuse to clean my newGRF files
15:08:33 <hylje> it's not a given to check for recursion
15:13:13 <DaleStan> Is there even any portable way to check a whether a FS recurses?
15:17:08 <hylje> considering the context
15:17:25 <ln-> context = the irc channel for a computer strategy game
15:17:54 <hylje> at the moment context involves recursion on symlinking to a parent directory
15:18:30 <Maedhros> ln-: that's more the location of the discussion than the context
15:25:55 <eJoJ> Hmmm, I can't start my ottd, it's output is "Error: Cannot open file 'data/srgw.grf'" what could be wrong?
15:26:29 <Maedhros> wrong file permissions?
15:28:05 <peter1138> clear out the [newgrf] section in the config, probably
15:28:51 <eJoJ> nothing stated under [newgrf] in the config
15:29:28 <peter1138> hmm, newgrf-static? clutching at straws...
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15:50:51 <Digitalfox> Are you thinking of supporting "action 5, feature 0x12: aqueducs. " ?
15:51:29 <Digitalfox> You don't like this feature?
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16:22:42 <Belugas> to the point of boredom
16:22:55 <Prof_Frink> Do something then.
16:23:47 <Belugas> Prof_Frink, i cant do any ottd stuff. Forgot my sd card at home :(
16:23:54 <Belugas> it has everything for ottd on it
16:24:18 <Digitalfox> oh no... One mora day for newindustries :(
16:24:21 <Eddi|zuHause3> i take it your work work is very boring?
16:25:01 <Belugas> i have to schematize and analyse in full detail how the sku entry goes in our point of sales app.
16:25:03 <Prof_Frink> Belugas: This is why you should do all development in vim in a screen session on a remote server
16:25:33 <Belugas> too much stuff to learn on a single day :P
16:26:17 <Belugas> plus, i'm working on WinXP. Means habits to change
16:26:21 <Prof_Frink> Screen is easy. C-a d
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17:28:27 <CIA-2> OpenTTD: miham * r9668 /trunk/src/lang/ (catalan.txt french.txt hungarian.txt korean.txt swedish.txt):
17:28:27 <CIA-2> OpenTTD: -Update: WebTranslator2 update to 2007-04-18 19:27:38
17:28:27 <CIA-2> OpenTTD: catalan - 2 fixed by arnaullv (2)
17:28:27 <CIA-2> OpenTTD: french - 2 fixed, 2 changed by glx (4)
17:28:27 <CIA-2> OpenTTD: hungarian - 2 fixed by miham (2)
17:28:28 <CIA-2> OpenTTD: korean - 2 fixed by darkttd (2)
17:28:28 <CIA-2> OpenTTD: swedish - 2 fixed, 1 changed by daishan (3)
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18:00:39 <CIA-2> OpenTTD: belugas * r9669 /trunk/src/ (10 files in 2 dirs): -Documentation: some more doxygen fixes
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18:03:46 <Wolf01> i want to improve ships, anybody want to help?
18:04:12 <dihedral> i give you ideas and you code - or were you thinking of something else? :-P
18:04:35 <Eddi|zuHause3> improve what? usability? complexity? pathfinder optimisation?
18:04:53 <Wolf01> i have the ideas, i can code, i can't do it without knowledge
18:05:18 <dihedral> what kind of 'knowledge'
18:05:37 <Eddi|zuHause3> you might want to start with the water bridges
18:05:54 <Wolf01> something more difficult than a "for" or "if" statement
18:06:07 <Eddi|zuHause3> i don't like the idea of hovercrafts
18:06:40 <Eddi|zuHause3> stupid language
18:13:08 <dihedral> i am familiar with coding, just not c
18:15:34 <dihedral> my packet just fell off the network stack
18:15:37 <Eddi|zuHause3> i am familiar with theory, just not with coding
18:16:29 <dihedral> feed us with some ideas Wolf01
18:16:53 <Wolf01> the first is "one ship per tile"
18:17:13 <Rubidium> that's going to be very nasty in canals/locks
18:17:19 <Wolf01> the second is "realistic locks"
18:17:30 <Wolf01> the third "better pathfinding"
18:17:46 <hylje> pathfinding that works at all
18:17:49 <dihedral> what you thinking off for "realistic locks"
18:18:25 <Wolf01> avoid 90 degrees turns sure
18:18:27 <dihedral> looking at the size of a ship and that of a cannal: no turning?
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18:20:25 <Wolf01> Rubidium, if you plan to build a single tile narrow canal for double ways ship traffic you are wrong... you should think canals like track tiles, i think you don't use a single track for double way traffic and without signals
18:20:35 <CIA-2> OpenTTD: rubidium * r9670 /trunk/src/ (station_map.cpp tunnel_map.cpp unmovable_map.h void_map.h): -Documentation: add documentation to some the _map files.
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18:20:58 <dihedral> Rubidium: quite true
18:21:46 <Eddi|zuHause3> Wolf01|AWAY: but you have no way of forcing directions on water tile, like you can on track tiles with signals
18:21:58 <Eddi|zuHause3> so you can end up with 4 ships
18:22:09 <Eddi|zuHause3> blocking each other
18:22:10 <hylje> canals might need signals
18:23:38 <dihedral> how about a tool to draw a water route
18:23:53 <dihedral> which would work like rail tracks, just not visible to other players
18:23:56 <hylje> and make water routes like railroad
18:24:37 <Rubidium> Wolf01|AWAY: well, in the NL they do run trains on single track without signals...
18:26:03 <Rubidium> (something with maintainance some 4 weeks ago went horribly wrong and the signalling still doesn't work on that piece of track)
18:28:35 <Rubidium> (oh, I shouldn't forget to tell that the maintainance was planned to take 2 days)
18:29:48 <dihedral> btw guys, had a little odd situation today on one of the game servers
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18:30:29 <dihedral> with the exact same name
18:30:41 <dihedral> 2 players delivering to one factory each
18:30:54 <dihedral> but only one factory was showing the iron and the goods
18:32:48 <Wolf01> [20:24:04] <hylje> and make water routes like railroad
18:32:48 <Wolf01> i was thinking about using buoys and draw a thick line to show where the ship will travel, not the exact path, but neither the bird fly path
18:33:54 <Wolf01> locks should have signals, maybe you can place signals on them like on the tracks
18:34:21 <Wolf01> and if you use 2 tiles wide canals you don't have problems with ships
18:34:57 <Wolf01> i offten use 2 locks and 2 buoys to tell which lock a ship should take
18:35:22 <Wolf01> and the most important thing: rename buoys!!!!!
18:35:22 <Eddi|zuHause3> Wolf01: like i already said, you have no means to prevent 2 ships from driving next to each other
18:35:56 <Wolf01> yes, but if you have enough room it is not a big problem
18:36:40 <Wolf01> is like when some newbies try to use 4 trains with a single track line with only double ways signals
18:37:10 <Wolf01> you have to transpose this think to ships
18:37:43 <CIA-2> OpenTTD: peter1138 * r9671 /trunk/src/ (9 files): -Codechange: Implement NewGRF callback 36, which allows changing of various properties which were previously static. Vehicle max speed and train power/te/running costs are adjustable.
18:37:54 <hylje> while you're at it, do the same for road vehicles
18:38:37 <Wolf01> yes, this was another point i wanted to improve
18:39:04 <Wolf01> but when i asked for help i got no response and so i left
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18:39:30 <hylje> boats are way more useless than RVs
18:39:50 <peter1138> i had a patch somewhere to implement multistop for ships
18:40:41 <hylje> i think the most elegant way to do waterways is to have buoy-connected straight paths, also diagonal
18:40:57 <hylje> the buoys could be double-way or one-way as signals are
18:42:25 <Wolf01> Frostregen once did more docks per station when i was working with him at the distant join patch, but we never tried if it really worked
18:55:00 <Eddi|zuHause3> how about this: place buoys in between tiles, and reserve two paths between them, one on the right and one on the left
18:56:23 <Eddi|zuHause3> this would also mean, ships will not go "over" the buoys anymore, but actually pass them
18:58:13 <peter1138> has to be turn on and offable, heh
18:58:13 <hylje> ships would become ridiculously small then
18:58:53 <Eddi|zuHause3> hylje: what? there was no change in ships in there...
18:59:04 <Eddi|zuHause3> ships would still be 1 tile wide
18:59:55 <hylje> if you mean the buoys would mark waterways much like railroad
19:01:17 <Eddi|zuHause3> well, i read the intention of Wolf01 as follows: buoys mark the end points of waterway segments, and the paths inbetween are fixed (automatically) as a more or less straight line
19:01:50 <hylje> i'd not make it too intelligent
19:01:50 <Eddi|zuHause3> ship pathfinding would then reduce to buoy hopping
19:01:57 <hylje> and make it just mark straight lines
19:02:49 <Eddi|zuHause3> well, "straight" is not a very good concept in tile based space
19:04:14 <Eddi|zuHause3> you could say something like "max. 2 45° turns"
19:05:08 <Eddi|zuHause3> max. 1 should be easier
19:05:40 <Eddi|zuHause3> but that might cause problems on canals/rivers with a lot of corners
19:06:13 <hylje> people could be expected to put down more buoys there
19:07:06 <Eddi|zuHause3> yes, but people putting buoys on every 2nd tile could kinda defeat the purpose of simplifying things
19:07:24 <Wolf01> docks might be handled like tracks with all track segments in one tile
19:07:43 <Eddi|zuHause3> Wolf01: i believe renaming buoys is just a matter of correctly handling buoy owners
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19:14:49 <MeusH> hey Wolf01, have you made some new patches? :)
19:15:21 <Wolf01> i'm crying here and poking some people to get an help for my next work :)
19:16:04 <Wolf01> i'm planning to improve a bit the ships
19:16:17 <MeusH> do you have some more details somewherre?
19:16:41 <Wolf01> you can read the logs, all i've thought is all here :D
19:16:42 <MeusH> well, you could help me a bit - to describe newest features. could you?
19:18:26 <MeusH> seems there are new types of towns, called Cities
19:18:46 <MeusH> Proportion of towns that will become cities
19:19:02 <MeusH> what the difference between cities and towns?
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19:37:17 <Wolf01> and i was thinking some others improvements
19:38:08 <Wolf01> i think the reserved path in front of a ship is not difficult to code, but i think also that it will use more cpu
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20:01:10 <MeusH> Wolf01, regarding towns and cities: does "Town growth speed:" mean that towns do grow, and cities do not (or their growth is not under control)?
20:02:03 <Wolf01> but cities more quickly
20:04:28 <MeusH> well, I don't really get it :(
20:04:56 <MeusH> the patch allows player to change groth rate of cities/town/villages/whatever you call it, right?
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20:05:25 <MeusH> and the other thing is adding a "city" that has different parameters than "town"?
20:07:48 <hylje> some grf maker should make a ship with a rowing excavator
20:15:23 <Eddi|zuHause3> MeusH: "cities" always grow twice as fast as "towns"
20:32:14 <MeusH> are cities going to be somehow marked to be distinguished from casual towns, soon?
20:32:51 <eJoJ> Is it no ways to seperate them ingame now?
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21:22:23 <eJoJ> Why does the fast speed option run at variable speed?
21:25:23 <Eddi|zuHause3> fast forward goes as fast as your CPU can handle
21:25:33 <Eddi|zuHause3> if there is more to calculate, it is going slower
21:26:07 <ln-> does it even do a sched_yield() ever?
21:27:18 <eJoJ> Eddi|zuHause3 is it a command to make a dedicated server go in fast mode?
21:27:39 <Eddi|zuHause3> i do not think it is possible in multiplayer
21:28:33 <Eddi|zuHause3> because it is impossible to synchronise
21:44:29 <peter1138> the server provides the 'clock' in multiplayer mode
21:53:14 <peter1138> i can't see how now
22:01:27 <Rubidium> it's just that every client has to run (much) faster than the server, otherwise they will never catch up when joining
22:10:40 <CIA-2> OpenTTD: rubidium * r9672 /trunk/src/ (62 files in 9 dirs): -Cleanup: lots of coding style fixes around operands.
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22:41:56 <CIA-2> OpenTTD: rubidium * r9673 /trunk/src/ (21 files in 2 dirs): -Cleanup: remove spaces before tabs and replace non-indenting tabs with spaces.
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