IRC logs for #openttd on OFTC at 2007-04-23
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05:47:48 <boekabart_> where can i find a log of this channel?
05:48:26 <boekabart_> or : peter1138: can you give me a link again to your version of my patch? (@ another pc now)
06:11:17 <boekabart_> apparently more than 1 site is logging :)
06:11:25 <SpComb> I was the first one, though :P
06:11:29 <boekabart_> hm, the thegrebs one is prettier :)
06:11:34 <SpComb> 423 days logged since Feb 25 2006
06:11:51 <SpComb> I have a prettier version that works, but I haven't had the time to make it production-ready
06:12:15 <boekabart_> totally unimportant anyway. Thanks, found the info i needed
06:12:38 <SpComb> but I have had this big nagging feeling recently that I need to pick it up again and finish it off
06:14:24 <boekabart_> look who's alive :)
06:14:53 <boekabart_> peter1138: the link you sent me yesterday still points to your latest version?
06:15:49 <peter1138> removes that bit you mentioned
06:15:55 <peter1138> and adds transparency option
06:16:07 <boekabart_> what's that option?
06:16:23 <boekabart_> and what is the 'UI' for changing sea level?
06:17:19 <peter1138> i was just adjusting it with a debugger ;p
06:17:39 <peter1138> but... easy to add it to the patches window
06:20:38 <boekabart_> wondered if i missed it :)
06:20:52 <boekabart_> i fixed bridge drawing
06:21:17 <boekabart_> well yes, it drew the pillars under water
06:24:13 <boekabart_> well they were sorted out after
06:25:09 <boekabart_> still, pixels for nothing
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06:48:06 <boekabart_> if (GetMaxTileHeight(tile) <= _patches.sealevel + 1) break;
06:48:15 <boekabart_> is not OK according to vs80
06:48:27 <boekabart_> types are uint / uint8
06:48:43 <boekabart_> if (GetMaxTileHeight(tile) <= _patches.sealevel) break;
06:49:02 <boekabart_> apparently, unsigned char + 1 = int ?
06:49:56 <boekabart_> same thing with * TILE_HEIGHT
06:50:15 <boekabart_> (uint)TILE_HEIGHT fixes that
06:54:11 <boekabart_> what to do with building depots... only on 0-deep water?
06:54:27 <boekabart_> sounds reasonable, doesn't it
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07:10:50 * peter1138 bahs at plane speed patch
07:11:17 <peter1138> our taxi speed is reduced, so if i just /4 then taxiing takes days
07:11:34 <boekabart_> peter1138: do you think it's a good idea to modify the GetSlopeZ_Water and GetSlopetileh_Water functions to return water level/slope instead of sea-floor slope?
07:11:58 <boekabart_> it does fix the ship movements, but i'm not sure what it might break
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07:17:03 <boekabart_> i like the transparent option :) but to call water a building....
07:19:13 <peter1138> oh, the menu option, heh
07:19:20 <peter1138> use the transparency toolbar
07:19:44 <roboboy> or call it underwater view?
07:20:09 <peter1138> 08:07 < Tama00> lol
07:20:15 <roboboy> so add it as an extra option?
07:20:31 <peter1138> it is an extra option
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07:47:43 <peter1138> time to put the coffee on
07:53:22 <SpComb> time to reboot quakenet
07:58:06 <boekabart_> what happens when a train depot with trains in it, is flooded?
08:07:47 <boekabart_> peter1138: changing GetSlopeZ_Water influences too much.. better let ship controller call a specific GetSlopeZ_WaterSurface function
08:14:21 <peter1138> can be fixed easily, i should think
08:15:52 <peter1138> no that won't do for low canals
08:16:09 <peter1138> so just test if it's a canal first :D
08:16:11 <boekabart_> i've fixed it already
08:17:07 <boekabart_> actually i've thought of a sealevel patch that is a LOT better, but it requires an extra uint8 in map array
08:17:12 <boekabart_> that's not acceptable, right?
08:17:45 <boekabart_> it's more realistic
08:18:04 <peter1138> so *all* tiles need to store sea level?
08:18:38 <boekabart_> makes lakes and stuff possible
08:18:54 <peter1138> not possible to store it just for water tiles?
08:19:11 <boekabart_> do water tiles have 8 bits left?
08:19:26 <peter1138> they have 50 bits free
08:20:10 <peter1138> all of m2, m3, m4 and m7, bits 2-7 of m5 and bits 2-5 of m6
08:20:31 <boekabart_> you know that by heart? :)
08:21:07 <boekabart_> first we'll finish this, i need to focus...
08:58:50 <boekabart_> peter1138: only m7 would be usable, other are in use by dock, oilrig
09:01:15 <Eddi|zuHause3> doesn't that suffice?
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09:02:52 <Rubidium> I guess m7 will be used for oilrigs in newindustries
09:04:38 <peter1138> and i'll be using it for stations, though probably not for docks, yet
09:12:09 <hylje> with several water levels, rivers and other aquatic constructs might be a breeze
09:15:04 <peter1138> hylje: they'll be a breeze if you code it for us :D
09:15:25 <peter1138> Rubidium: planespeed/taxiing
09:15:43 <peter1138> Rubidium: if i apply a 'planespeed 1' patch, taxiing is really slow. acceptable? ;p
09:16:14 <peter1138> (i gather that celestar doesn't care)
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10:00:44 <boekabart_> hylje: I'm thinking the same thing and have the code in my head already.
10:01:18 <hylje> but i dont think any draining mechanisms can be had
10:01:59 <hylje> if so, that'd be totally sweet
10:02:04 <boekabart_> But first i'll finish the basic high-sealevel-patch. I'm fighting with the drying-up after lowering sea level again... I don't want lakes to dry up....
10:03:21 <Eddi|zuHause3> just start "anti-flooding" from 0x0
10:03:38 <Eddi|zuHause3> anything not connected to the sea will then not dry out
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10:16:11 <boekabart_> Eddi|zuHause3: how do you suggest that drying up propagates then? instantaneously?
10:16:18 <boekabart_> currently it's like flooding
10:16:43 <Eddi|zuHause3> yes, i thought like flooding
10:17:58 <Eddi|zuHause3> but i do not know how flooding is exactly implemented
10:18:20 <Eddi|zuHause3> you could implement it like a BFS
10:18:54 <boekabart_> flooding is in tileLoop: if a tile is water and the neighbour is not, it will become wet too.
10:19:41 <boekabart_> basically, drying up works the same now for water tiles that are above sea level: if any neighbour at same height is dry, dry up too
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10:24:17 <boekabart_> i got it to work so that lakes stay wet
10:24:32 <boekabart_> but they won't get larger if modified: they will dry up
10:25:33 <boekabart_> since drying up is stronger than flooding, above sea level
11:05:36 <Rubidium> peter1138: does that slow taxiing mean that it is possible to get them stuck?
11:06:20 <Rubidium> then it's ok by me; planespeed should (ofcourse) be on all speeds of a plane ;)
11:07:06 <peter1138> can always be adjust later, of course
11:09:25 <Rubidium> I'd say default to TTDs speed
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11:12:36 <peter1138> so taxiing is slow? :p
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11:22:36 <boekabart_> ever been in a plane? taxiing IS ALWAYS ANNOYINGLY SLOW!
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12:41:07 <Eddi|zuHause3> it's the letter next to g
12:42:27 <Sacro> Eddi|zuHause3: what a strange keyboard you have
12:43:06 <peter1138> it's a letter next to f...
12:43:09 <Sacro> its like that on mine too
12:43:10 <peter1138> but not *the* letter...
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13:26:34 <Belugas> #water water everywhere!
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13:31:53 <Belugas> it looks like i should start reserving bits and bytes for newindustries, if i don't want to see any left ones used up by the new water scheme :)
13:32:06 <Belugas> kick in the butt boy!
13:39:49 <boekabart_> Belugas: You can relax, I've now got High Seas, Rivers and Lakes working with no extra bit used
13:40:47 <Belugas> either way, i have stuff to clean on industries. requirements of a *certain* project of mine ;)
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13:41:43 <Belugas> map-oriented-stuff, might i add...
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13:44:48 <maddy> how can i use newindustries from the nightlies?
13:46:30 <Belugas> it's not in the nighlties
13:46:40 <Belugas> it's not even on my own machines
13:46:50 <Belugas> welll not finished,that is...
13:48:33 <maddy> ah, because in the logs i see every time new changes for newindustries
13:48:46 <maddy> i thought maybe it is already available
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13:49:22 <Eddi|zuHause3> those are two different things
13:49:51 <maddy> yes, i meant newcargos, not newindustries
13:50:01 <Eddi|zuHause3> new car goes? you better hope it drives :p
13:50:18 <Eddi|zuHause3> you can't use newcargos without industries
13:50:48 <maddy> then i forget about newcargos and newiindustries
13:51:33 <Thomas[NL]> some people are talking about the new map-array format, what will be different at what will be the advantages?
13:52:20 <Eddi|zuHause3> there were lots of different plans for that... not all lead anywhere
13:52:27 <Belugas> they do not know whata they are talking about
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13:53:06 <Belugas> they are confused by the evilish wiki!
13:54:05 <Eddi|zuHause3> the last plan i heard was stacked tiles, in preparation of flexible bridges
13:54:48 <Eddi|zuHause3> but apart from the C++ port, i have not seen anything happening towards that direction
13:56:39 <Belugas> can addition of m7 counts?
13:57:00 <Eddi|zuHause3> m7 has nothing to do with stacked tiles :)
13:57:28 <Belugas> no, but for new map array, it could, since it's a new array in the map!
14:14:49 <peter1138> was he doing anything?
14:21:39 <boekabart_> no, except for drinking a lot, apparently.
14:22:09 <peter1138> now that i aspire to
14:39:11 <hylje> all we need is stream sprites?
14:41:11 <boekabart_> yea, we do need those.
14:42:05 <boekabart_> going home.. later!
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15:05:10 <Eddi|zuHause3> i'd like to see: lake water, stream water (with direction), waterfalls, shallow sea, deep sea and ocean ground (when transparent) sprites
15:06:14 <Eddi|zuHause3> and also streams affecting ship speeds :)
15:08:07 <ln-> what about frozen lakes with temporary ice roads over them?
15:08:51 <Eddi|zuHause3> i don't think anyone outside finland thinks this is a great idea :p
15:09:26 <ln-> or frozen lakes with temporary railroads over them?
15:10:02 <Eddi|zuHause3> somehow i knew that one was coming :p
15:11:35 <Belugas> roads on lakes are known in here too.
15:11:41 <Belugas> trains on lake were used
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15:12:47 <Eddi|zuHause3> hylje: a while ago he showed a picture of rails over ice, because the bridge was destroyed (by germans retreating in WWII)
15:14:43 <yeti_> when you upgrade your railways to monorail, what's the easiest method to upgrade your trains? build new depots, the trains, then copy orders?
15:14:50 <yeti_> or is there something easier :) ?
15:15:10 <Eddi|zuHause3> i don't think so
15:16:02 <yeti_> okay :) still a lot better than original ttd though. is it known when PBS will be back?
15:17:02 <Eddi|zuHause3> well, yes, the PBS you know will never come back
15:17:26 <Eddi|zuHause3> the new signal system will be much more than just PBS
15:19:00 <blathijs> oeh, are there designs for a new signal system?
15:23:34 <Belugas> ho... xyz is from Montreal
15:28:07 <Belugas> xyz, i am too :) i saw that on your address ;)
15:36:12 <Belugas> and gardening too. Nothing is for free :(
15:40:09 <maddy> is a change from the programming the whole day
15:45:00 <peter1138> press a few buttons to plant stuff...
15:47:58 <Belugas> or maybe obey the Grand Manager
15:48:50 <peter1138> i need that bulldozer tool...
15:50:54 <HMage> and if you don't have much time, use copy-paste patch
15:52:26 <Belugas> that would be so cool
15:53:25 <HMage> but it would mess your terrain if you make a mistake
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16:42:41 <adumitru007> how do I use xmlNodeGetContent(NodePtr cur) to extract the info in an xml-sequence like this one? <tag1><tag2><text>CONTENT</text></tag2></tag1> ?
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16:47:31 <Digitalfox[Home]> Belugas this a little offtopic, but do you know anything about cars tyres?
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16:47:40 <yeti_> why do planes always fly a circle around the airport before landing?
16:47:56 <Belugas> Digitalfox[Home] : cars tires?
16:48:10 <Digitalfox[Home]> I need to change my car tyres.. And i'm having a hard time to pick the right ones
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16:48:19 <Belugas> i know about winter tires and 4 seasons ones...
16:48:21 <Digitalfox[Home]> so many companys and models
16:48:40 <Digitalfox[Home]> It's an Audi A3 205/60/15
16:48:54 <Digitalfox[Home]> i'm seraching for sites with reviews
16:49:01 <Rubidium> Digitalfox[Home], tip: go to a company that sells lots of tyres
16:49:01 <Belugas> my father-in-law owns a garage. he's the one selling me what i need
16:49:14 <Belugas> i never know the details...
16:49:30 <Belugas> i don't even know the pressure required :S
16:49:46 <Digitalfox[Home]> Rubidium: I did, to 3, but all have diferent tyres and models and prices.. It's so confusing
16:49:50 <glx> Belugas: look at the sticker when you open the door :)
16:50:28 <Digitalfox[Home]> And the you have tyres that cost 55€, 65, 75 120, etc...
16:50:47 <Digitalfox[Home]> Anyway it's offtopic, so thanks :)
16:51:12 <Digitalfox[Home]> Anyone knows a good review site for tyres?
16:52:20 <Digitalfox[Home]> glx: Thanks a lot :) :)
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16:55:28 <xyz> i think there is a bug in the intercontinental aeroport plane handeling code
16:55:49 <Digitalfox[Home]> xyz: What's the bug?
16:56:01 <Chrissicom> do you also have the problem that planes seem to use only one runway?
16:56:23 <xyz> the plane that is taking of from the second runway (the cosest to the camera) makes a 450 degree turn
16:57:17 <xyz> 450 anti-clockwise in stead of 9 clockwise
16:57:19 <Rubidium> what version are we talking about?
16:57:42 <Rubidium> (450 anti-clockwise != 90 clockwise)
16:59:06 <xyz> i have a savegame if you want
16:59:45 <Rubidium> can you reproduce it in trunk?
17:01:56 <Chrissicom> I just got a strange missing include when compiling the 0.5.1 source
17:01:57 <Chrissicom> .\music\dmusic.cpp(15) : fatal error C1083: Cannot open include file: 'dmksctrl.h': No such file or directory
17:02:01 <Chrissicom> what file is that?
17:02:17 <Rubidium> you miss directX stuff
17:02:39 <Rubidium> so you need to install some DirectX SDK
17:03:35 <Chrissicom> can I use the April 2007 SDK or is the 8.1 required mentioned in the readme?
17:04:27 <xyz> iep it is happening in the trunk also
17:05:37 <Rubidium> Chrissicom: have you added the correct paths to the configuration of MSVC?
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17:06:28 <Chrissicom> I am using a standard install of VC++ 2005 Express and didn't change any dirs
17:06:50 <Chrissicom> and I copied the PSDK files to .../VC/PlatformSDK/include ./bin etc....
17:07:00 <Chrissicom> that solved the problem of a missing winsock2.h and windows.h
17:07:10 <Chrissicom> I am trying to install the DX SDK right now :)
17:08:05 <Rubidium> < Chrissicom> can I use the April 2007 SDK or is the 8.1 required mentioned in the readme? <- under the assumption that it's backward compatible, it should work
17:09:23 <Chrissicom> I'll see if I can reproduce the problem xyz describes, I have a game open with icont airports right now
17:09:33 <Rubidium> can you make a bugreport @ bugs.openttd.org for 0.5.1 and attach the 0.5.1 savegame?
17:11:03 <xyz> can i use the forum username for that?
17:11:43 <Rubidium> it should allow unregistered reporting, but I'm not really sure about it
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17:13:23 <Chrissicom> do you have YAPF enabled in the patch settings xyz?
17:13:28 <Chrissicom> I can't reproduce the problem in my game
17:14:57 <Rubidium> the pathfinder settings shouldn't bother the airplanes
17:15:31 <xyz> it is just for trains roads and ships
17:16:23 <Chrissicom> oh my the DX SDK has 441 MB :D that'll take me 6 or 7 mins till I can try if it solves my problem
17:17:14 <Chrissicom> oh you're right hmm
17:17:32 <Chrissicom> send me the link to your bugreport when you made it and I'll check your savegame here :)
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17:21:54 <xyz> Notice: Undefined variable: register_text in /www/openttd.org/bugs/scripts/modify.php on line 602
17:21:54 <xyz> Notice: Undefined index: project_title in /www/openttd.org/bugs/scripts/modify.php on line 605
17:21:54 <xyz> Notice: Undefined index: flyspray_userid in /www/openttd.org/bugs/includes/notify.inc.php on line 264
17:23:11 <boekabart> Chrissicom: on my site you can find a torrent to a super lite version of DX-SDK (jan2007), install-less, perfect for building ottd
17:24:32 <Rubidium> MiHaMiX: why is flyspray still throwing warnings at new users?
17:24:38 <hylje> the other solution is of course to use linux
17:24:58 <boekabart> that's even more work than installing the full dx-sdk
17:27:10 <Chrissicom> oh cool link boekabart I'll give that a try :D although installing the DX SDK just fixed my problem already
17:27:22 <Chrissicom> but I'd prefer a few files to a big installation :D
17:28:41 <Belugas> Wolf01 : thanks, saw it, tried to cool down the expectations
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17:32:42 <dihedral> can someone tell me what that is about?
17:33:00 <dihedral> i was spectating one of my games
17:33:54 <dihedral> just toggling that button gave me that window
17:34:06 <dihedral> i have seen an empty error message box more often
17:34:21 <dihedral> like when simply joining a game
17:34:27 <dihedral> not that it influenced anything
17:34:44 <dihedral> but it only started coming in 0.5.1 (RC3)
17:35:30 <peter1138> dihedral: "that" button?
17:35:50 <dihedral> when looking at the 2 screenies
17:36:10 <peter1138> not obvious from one :p
17:36:23 <dihedral> but like i said - it happens on more occations - though this being the reproducable one
17:36:35 <dihedral> thats why there are 2 :-D
17:37:48 <dihedral> also once happened when i was spectating and ran a connect command...
17:38:15 <yeti_> if i set my airplanes to autoupgrade to a larger model, will it rebuild the planes to carry the goods that the old ones carried?
17:39:43 <dihedral> any ideas what could be causing these empty error message boxes?
17:40:56 <Chrissicom> @xyz I downloaded your savegame and tried it, now I got what you exactly meant before :)
17:41:06 <Chrissicom> it's 100% reproducable in any game with 0.5.1
17:41:47 <xyz> i think it is in the game till the introduction of the intercontinental airport
17:43:32 <Chrissicom> I've just checked the behaviour on other airports
17:43:57 <Chrissicom> and e.g. when landing on a metropolition or international airport they do this same full circle turn when leaving the runway
17:44:36 <Chrissicom> it's not really a bug but not choosing the best path I think
17:45:33 <xyz> well i gave it a low severity
17:47:48 <glx> dihedral: did that happen in RC2?
17:48:36 <dihedral> not when i ran the connect command but i did not try it with the autorenew...
17:49:08 <dihedral> i should still have a binary on my server i could test it quickly
17:52:40 <dihedral> yes it does happen with autorenew
17:52:55 <dihedral> i'll try one of the versions before (0.5.0 and RC1)
17:53:25 <dihedral> i feel 0.5.2RC1 coming soon :-P
17:55:39 <Chrissicom> hmmm I still have an error when compiling 0.5.1 source
17:55:53 <Chrissicom> I have a file C:\Program Files (x86)\Microsoft Visual Studio 8\VC\PlatformSDK\Include\mfc\afxres.h
17:55:58 <Chrissicom> but when compiling I get this error:
17:56:06 <Chrissicom> 2>.\ottdres.rc(15) : fatal error RC1015: cannot open include file 'afxres.h'.
17:57:10 <dihedral> well - it happens in 0.5.0 too
17:57:15 <MiHaMiX> Rubidium: err... i don't really know, i'll test it
17:58:42 <dihedral> i have also got more than one report of private messages not working
17:59:04 <dihedral> but only if the server has been up for more than 5 games or so
17:59:17 <dihedral> could it possibly be because of the higher client numbers?
18:02:32 <Rubidium> higher client numbers?
18:03:04 <dihedral> connected clients get numbers
18:03:24 <dihedral> at some part the number reach 2000+
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18:04:36 <Rubidium> I see no reason why it would stop working at around the number 2000
18:04:56 <dihedral> but it seems to be a reocuring issue
18:05:13 <Rubidium> but is it at 2000, or maybe ~256?
18:05:36 <dihedral> i do not play there that much myself - i only go around and check up on the games
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18:06:09 <dihedral> sometimes the pm's worked
18:06:35 <dihedral> but very often (when the server has been running for some time) i get a report from players that it aint working
18:07:19 <dihedral> SirkoZ just mentioned "after serving the 5th game or so"
18:08:10 <dihedral> for my games that means running for about a week
18:08:39 <dihedral> i just updated to 0.5.1
18:08:47 <dihedral> and i have a client count at 423
18:09:23 <dihedral> so the 256 could be closer to the issue than the 2000 :-P 2000 really does not make that much sence
18:14:14 <Chrissicom> I can't get rid of this error 3>.\ottdres.rc(15) : fatal error RC1015: cannot open include file 'afxres.h'. :-(
18:14:19 <Chrissicom> the file is there though
18:16:17 <Chrissicom> it also can't be my NTFS permissions, I also get the error when allowing everyone full access
18:17:02 <Wolf01> i just saw the tv: in italy the theft of copper is very common, thieves cut the copper wires on the railroads too :P
18:17:10 <dihedral> some players also report that the key below esc does not open the console for them
18:17:31 <Zuu> dihedral: Depends on the keyboard-layout.
18:17:49 <Zuu> It is the ~ that does it.
18:18:01 <dihedral> Wolf01: you could add that do the list of disasteres... have a little italian run around the map and take some wires form the rails so the e-trains cannot run there anymore :-)
18:18:09 <Chrissicom> Shift+Key below Esc opens the console for me
18:18:16 <Chrissicom> (on German kayboard layout)
18:18:23 <Wolf01> that's what i was thinking :)
18:18:27 <dihedral> it does that form me to on german layout
18:18:40 <dihedral> on uk layout it's the backtick (`)
18:18:58 <dihedral> on the slovanian layout it does not seem to work with either
18:19:24 <Zuu> For me it works to use the ~ atleast which is on the button bellow "x".
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18:20:53 <Chrissicom> ok I fixed the RC1015 error by copying the afxres.h file from the PSDK dir to the ./VC/include dir
18:20:59 <Chrissicom> but now I got 64 new errors when linking lol
18:21:15 <Chrissicom> like this: 3>fontcache.obj : error LNK2001: unresolved external symbol __imp__RegCloseKey@4
18:21:27 <Chrissicom> I have no idea what causes this tho
18:22:04 <Wolf01> comment the lines that give you errors.. worked for me
18:22:11 <Rubidium> Chrissicom: have you followed the guideline on the wiki?
18:22:28 <Chrissicom> I did everything like it told me in the readme
18:22:43 <Chrissicom> I haven't read that wiki page tho *sorry* doing that now :)
18:24:42 <dihedral> Wolf01: now i know where all the new features are...
18:26:19 <dihedral> so you backport a lot of comments Wolf01 ?
18:26:52 <Chrissicom> Rubidium: Just read the wiki and I have actually done all these steps. Downloaded the Source, Installed VC++ 2005 Express, Installed PSDK, Installed DX SDK, Setup Directories
18:27:03 <Chrissicom> it compiles fine until the linking errors occur
18:30:50 <Chrissicom> fontcache.obj : error LNK2001: unresolved external symbol __imp__RegCloseKey@4 < hmmm the file fontcache.obj doesn't seem to exist here
18:30:57 <Chrissicom> isn't it supposed to be in one of the packages?
18:31:10 <Rubidium> Chrissicom: do you probably don't have the latest openttd-usefull.zip
18:31:35 <Chrissicom> I downloaded the useful file 1.2 from sourceforge just a few hours ago, but I re-check if I clicked the wrong file
18:38:37 <Chrissicom> hmmm that doesn't fix it, there are 3 files missing
18:38:52 <Chrissicom> win32.obj, win32_v.obj and fontcache.obj
18:40:06 <Chrissicom> oh lol I just see these files aren't from the dev tool installation but reside in the ottd source code dir
18:40:20 <Chrissicom> then I don't know anymore what these linkage errors mean
18:43:53 <Rubidium> sounds like it doesn't compile those files when it should
18:45:36 <Chrissicom> because this guy is having pretty much the same problem as me
18:52:24 <Chrissicom> hmmm I found some MSDN entry which tells me that __imp__ in front of the linker error means it's a problem with a dynamic link library
18:52:46 <Chrissicom> the OTTD Source compiles with the /MT switch tho shouldn't it be /MD when using dynamic instead of static libraries?
18:53:06 <Chrissicom> sorry if I am a headache with questions right now :p
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19:07:56 <Ailure> [20:51] <Chrissicom> hmmm I found some MSDN entry which tells me that __imp__ in front of the linker error means it's a problem with a dynamic link library
19:08:06 <Ailure> Or that you need to grab your shotgun and kill taht imp
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19:20:54 <mikegrb> how does one get airplanes? to have trains you have to build a depot, is there something ssimilarfor planes?
19:21:49 <Wolf01> build an airport, there is the hangar
19:23:05 <mikegrb> I was clicking on the airport in general, not the hangar
19:24:42 <Digitalfox[Home]> Since celestar changed the planes speed, i was wondering if an option could be introduced to chose between the old speed and the new one...
19:29:01 <Digitalfox[Home]> I would go ahead, but my knowledge of c and c++, is a big 0, so i have to wait for a spare time from a developer, and we all have a real life, so time is always little :)
19:29:33 <peter1138> if you don't try, you won't learn...
19:29:36 <Ammler> the new console command list_patches is cool, but is there something like list_patches | more?
19:30:51 <Wolf01> [21:29:36] <peter1138> if you don't try, you won't learn...
19:32:21 <peter1138> doing nothing and my loadavg is 0.50+
19:33:24 <dihedral> but you cannot see the whole lsit
19:33:47 <dihedral> i find the wiki page on openttd.cfg very helpful here
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19:34:47 <Ammler> yeah, but if you use a patched game, its more worse
19:35:20 <Belugas> Digitalfox[Home], it's true that Real Life his a big burden, but a good book of programming is a good start
19:35:30 <Belugas> there is much rewards when you start to understand stuff
19:36:07 <Belugas> not to the point of understanding Bjarni's stuff, but that's another story :P
19:36:59 <Digitalfox[Home]> Belugas: I am thinking on that, there are some patchs i would like to see in openttd.. But my real life is working in networks, so it's not easy to change my first priority that is learning more about networks :)
19:37:51 <Belugas> but in the other end, lack of knowledge is worse than useless knowledge
19:38:01 <Belugas> you never know when you'll need it ;)
19:38:09 <peter1138> Digitalfox[Home]: beware the speed of taxiing ;/
19:38:30 <yeti_> the extra track south of sadston heights solved it. why?
19:38:31 <Digitalfox[Home]> Well i do some web design so there is a little of understand from my part about how to code some stuff, but there are so many programming languages..
19:38:57 <Belugas> my wife offered me a book on c++ along time ago (5 years i think) by mistake, she did not knew the difference between Delphi and c++.
19:38:59 <Chrissicom> There is no such thing as useless knowledge =) knowledge is power!
19:39:07 <yeti_> i dont think it's a signalling problem because trains went (and still go) ta sadston without problems, just the two new ones :(
19:39:55 <Digitalfox[Home]> peter1138: taxiing? What do you mean?
19:40:10 <peter1138> yeti_: hard to see anyuthing at that zoom level
19:40:26 <yeti_> peter, okay, i'll make a more detailed shot
19:41:09 <peter1138> Digitalfox[Home]: taxiing... when the plane moves from the runway to the terminal
19:41:14 <Digitalfox[Home]> Belugas: But you also got a point.. So what books should i start reading to able to understand openttd code?
19:41:39 <Digitalfox[Home]> peter1138: Oh, ok i see now..
19:41:43 <Belugas> Digitalfox[Home] : start by an easy book on C programming
19:41:57 <Chrissicom> maybe try a nonstop order for the way back
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19:42:11 <Digitalfox[Home]> Belugas: But if openttd is now in c++ shouldn't i start there?
19:42:13 <Chrissicom> as they are forced to go through the train station which trains sometimes don't like
19:42:22 <Belugas> Digitalfox[Home]: openttd code is a bit complicated if you want to learn C/C++ out of it :P
19:42:37 <Belugas> Opentt id not fully C++, far form it
19:42:51 <Digitalfox[Home]> It's a mix of c and c++?
19:42:52 <Belugas> in fact, if is mostly C code compiled ion C++
19:42:52 <glx> it's C with some C++ features
19:43:34 <Digitalfox[Home]> Going to a book store tomorrow, i hope i don't get a wrong book.. :|
19:43:34 <Belugas> and if you want to, you can start learning openttd code, but do it in small chunk
19:43:46 <peter1138> dihedral: not afaik
19:43:50 <Belugas> i don't know what is available in portugal :)
19:43:53 <Belugas> cannot helop you there
19:43:58 <Maedhros> Digitalfox[Home]: you might be better off looking through libraries first
19:44:00 <dihedral> just curious because i asked someone to have a look at it
19:44:17 <Digitalfox[Home]> Well i portugal most of technical books are in english, so ...
19:44:18 <Belugas> good point Maedhros. New books a re pretty expensive!
19:44:54 <dihedral> New books are created a lot faster than new stations :-D
19:45:26 <Digitalfox[Home]> hum... Well i must say that technical books here in portugal at least for networks, are not much expensive, so for programming they should be equal in price
19:45:47 <Belugas> never touched networking
19:45:50 <Digitalfox[Home]> i'll take a look :)
19:46:18 <Thomas[NL]> If you find a good book you can recommend I'd like to now which :)
19:46:30 <elFarto> can anyone give me some comments on my shiney new patch?
19:47:16 * Belugas will in a few momentts
19:47:28 <elFarto> it (unsurprisingly) allows the the autoreplace dialog to replace say an electric with a monorail/maglev
19:47:50 <elFarto> then lets you convert the depot with the trains still inside
19:47:50 <hylje> elFarto: how does that work? arent depots one (or two in case of elrail) railtype only?
19:48:13 <elFarto> hylje, it works coz the patch removes those checks :D
19:48:30 <hylje> what happens when you start an incompatible train in the depot?
19:48:36 <elFarto> becuase i couldn't bare the pain of upgrading my network from elrail to maglev
19:48:50 <elFarto> it doesn't start, it complains about "No Power"
19:48:54 <peter1138> solution: don't upgrade it :D
19:48:59 <Belugas> elFarto : src/players.cpp : please use tabs instead of spaces
19:49:01 <hylje> so it might actually work
19:49:06 <elFarto> peter1138, but but...:P
19:49:25 <elFarto> damn it, i made sure to turn that off in vim too :(
19:50:36 <elFarto> there are a couple of problems with the patch
19:50:59 <elFarto> afaik, it doesn't upgrade the wagons, but they still work on the new railtype
19:52:28 <Belugas> hehehe... i jusst imagine the comments : a lot of "Cool!", of "Bravo!" and the inevitable "It's not like taht in Real Life!"
19:53:41 <hylje> people arent going to try that by themselves
19:54:37 <elFarto> i'd rather have an easy way to upgrade a network rather than total realism
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19:55:59 <Belugas> code style wise, apart from what i told you, it looks clean.
19:56:30 <Belugas> code wise, dunno, i don't have my stuff around nor do i know enough about rail conversion, to be honest
19:56:56 <Maedhros> imho, the possibility of running wagons on tracks that should be incompatible is a showstopper
19:57:05 <Belugas> feature wise, although the idea is good, a lot of people claim the game is too easy.
19:57:08 <elFarto> it doesn't work Maedhros
19:57:23 <elFarto> the train can't be started
19:57:54 <Sacro> but what about attaching maglev wagons to a monorail train?
19:58:01 <Belugas> but do you really upgrade the rails?
19:58:12 <Belugas> no, you just let the trains run on them, right?
19:58:31 <elFarto> wagons are another thing
19:59:11 <elFarto> all my patch does is allow the auto-replace to convert to engines that are not of the same railtype
19:59:23 <elFarto> it also lets you convert a depot when there are trains inside
19:59:43 <dihedral> have another player reporting ~ to not open the console on US keyboard
19:59:52 <dihedral> and only since 0.5.1RC1
20:00:40 <Belugas> elFarto : how? all i see is just some conditions been overriden by your setting
20:00:55 <Belugas> told you i don't knwo the rail code well enough ;)
20:01:11 <elFarto> well, overriding those conditions lets you :)
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20:01:58 <elFarto> pfft, i hadn't even looked at openttd code till yesterday night :)
20:02:06 *** io]nowhere is now known as nowhere
20:02:25 <elFarto> so i went "right, what needs to be commented out for my life to be easy" :)
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20:04:08 <nowhere> is there a known bug causing console to be no longer opened via keyboard?
20:04:32 <elFarto> hmm, maybe the wagons are going to be a problem...
20:04:52 <nowhere> started after installing 0.5.1-RC2
20:05:28 <nowhere> I heard others were having the same
20:06:17 <nowhere> I noticed there have been some console improvements, maybe it's related.
20:10:00 <elFarto> actually, wagons won't be a problem, if the user has a issue with running elrail wagons on maglev, they can just replace them at the same time as the engines
20:20:14 <Belugas> Digitalfox[Home] : try to get your hand on "The C++ Programming Language" by Bjarne Stroustrup. a good one
20:20:29 <Digitalfox[Home]> Belugas: Ok, will try :)
20:20:52 <Digitalfox[Home]> I don't know exactly what's in the market here in portugal
20:20:53 <Belugas> that's the guy who wrote c++, so it might be good :D
20:21:23 <Digitalfox[Home]> ops.. Thank you
20:21:40 <peter1138> not to be confused with bjarni
20:22:26 <elFarto> my favourite comment about C++: "C++: an octopus made by nailing extra legs onto a dog"
20:24:30 <Belugas> mine : "Discusting... all those members"
20:25:04 <elFarto> give me Java any day of the week :)
20:26:53 <Belugas> give me Delphi any day of the week
20:26:59 <Belugas> oups... i already have that :P
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20:27:24 <Chrissicom> what about Haskell ;)
20:27:41 <elFarto> Chrissicom, sane languages only
20:29:45 <Wolf01> whitespace is teh best
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20:29:56 <Wolf01> specially when you print the sources
20:42:22 <Belugas> good night, going home
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20:55:38 <Chrissicom> good night from me too
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21:05:38 <elFarto> and good night from me, too! :)
21:06:32 <Sacro> it should be "and a good night from him"
21:11:22 <HMage> anyone knows how can I add a case via webtranslator ui?
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21:20:10 <HMage> what if I want to change the list of available cases or rename them?
21:21:14 <glx> my language doesn't need cases :)
21:21:29 <HMage> we have 6 cases in russian
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21:43:54 <_42_> Bjarni, anything? hmm... I'm trying to remember... maybe... I'm not sure... no. I don't remember anything.
21:44:31 <Bjarni> actually that's quite an answer from _42_... I didn't plan that one :D
21:46:39 <Bjarni> looks like nothing goes on right now :s
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21:48:54 <peter1138> fancy looking into the clone/refit bug?
21:51:13 <yeti_> another beginner's question: the faster you deliver your cargo, the more money you get. is the delivery time counted from when the train leaves the station or from when it begins loading?
21:51:40 <yeti_> i.e. is there any sense in setting trains to "full load" or not?
21:53:13 <Eddi|zuHause3> well, yes, the loading time count, and yes, "full load" makes sense for most cargos
21:53:50 <Eddi|zuHause3> because while the train waits you get better station rating, so the industry produces more cargo overall
21:54:53 <HMage> does the time start to count since cargo gets loaded or when train exits the station?
21:55:01 <yeti_> so in general use full load for coal, iron ore, etc, but not for passengers, right?
21:55:25 <Eddi|zuHause3> yeah, that is usually a good rule
21:55:47 <Eddi|zuHause3> passengers lose a lot of value fast
21:55:57 <Eddi|zuHause3> while coal loses value only slowly
21:56:37 <yeti_> now i see why there are stations with that many tracks on some screenshots :)
21:56:53 <yeti_> can i use any map size or do i have to use powers of 2?
21:57:33 <Eddi|zuHause3> maps are always powers of 2, the values in the cfg denote the powers, not the actual size
21:58:04 <Eddi|zuHause3> so if map_x = 8, you get a 2^8 wide
22:00:12 <Bjarni> <peter1138> fancy looking into the clone/refit bug? <-- yes, but not right now. It's kind of late :s
22:03:20 <HMage> Trying to fill this into webtranslator: "{WHITE}{COMPANY} - {COMMA} Станц{P 2 ия ии ий}", this works in OpenTTD, and doesn't if I don't put 2 after P, but webtranslator tells me that there's an error. :(
22:05:46 <peter1138> but openttd is buggy too, it should work without the 2
22:08:27 <HMage> shame the proper plural won't work there, it will be a strain for the eye
22:09:01 <Bjarni> remember the name of this string
22:09:11 <Bjarni> eventually the problem will be solved
22:09:15 <Bjarni> also post a bug report
22:13:38 <HMage> Bjarni: for wt2 or for ottd?
22:19:46 <peter1138> Bjarni: there's already a report
22:19:58 <Bjarni> then don't post another one ;)
22:22:11 <Naksu> running out of spacebucks sucks
22:23:11 <Bjarni> running out of any kind of bucks sucks
22:23:39 <Bjarni> money will not make you happy by itself, but it sure helps ;)
22:27:52 <Bjarni> there are people here?
22:28:01 <Bjarni> I thought it was a geek only channel :(
22:28:56 <HMage> Bjarni: oops, I just did
22:29:41 <Bjarni> I will not kill people for reporting bugs
22:30:07 <Bjarni> specially not when I tell them to do so (even though it turns out to be duplicates)
22:30:36 <jordi> okay, 0.5.1 just uploaded to Debian
22:31:15 <ln-> Bjarni, do you know about Carbon?
22:31:53 <Sionide> we are made from it...?
22:31:56 <ln-> I'd like to enable "click-through" for some buttons, but I'm having difficulties finding information on how to do that.
22:32:09 <ln-> (completely off-topic, I know)
22:32:25 <Bjarni> are you making some sort of GUI with Xcode?
22:33:21 <ln-> i'm using wxWidgets which then uses Carbon.
22:33:36 <Bjarni> well, I tried to do that once... and the result told me that I'm not the right person to ask :p
22:33:48 <Bjarni> I never figured out how to make the code aware of click events
22:34:03 <glx> wxwidgets should handle that for you
22:34:19 <Bjarni> didn't try extremely hard though. When I had problems setting it up, I went for the CLI solution instead
22:35:43 <Bjarni> glx: most likely, but Xcode aren't that tricky to use either. I just didn't try very hard on it
22:36:19 <Bjarni> my need was virtually not there since I know how to use CLI apps and make them
22:36:47 <glx> wxwidgets is a cross-platform GUI framework :)
22:37:40 <Bjarni> cross platform is nice if you plan on porting your app. If you plan on using it locally only on one system only, then cross platform isn't an issue
22:39:45 <Bjarni> but it could indicate that if you should learn only one system, the cross platform one could be the way to go
22:42:37 <glx> even without porting app, it's easier to code for win32 using wxwidgets than using win32 api directly
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