IRC logs for #openttd on OFTC at 2007-05-18
            
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00:34:25 <CIA-1> OpenTTD: belugas * r9867 /trunk/src/ (8 files in 3 dirs): -Codechange: Remove data duplication. The exact same values can be found in the industry spec, so take it from there instead.
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07:24:12 <robert___> hi all
07:24:19 <robert___> I am getting desync errors when playing on local lan
07:24:23 <robert___> the server does not run a firewall
07:24:41 <robert___> anyone has an idea on what to try next?
07:25:05 <robert___> im playing 0.5.2-RC1
07:25:54 <Rubidium> can you reproduce them reliably?
07:26:31 <robert___> well
07:26:35 <robert___> if i connect to the server
07:26:41 <robert___> i get thrown off within 2 mins
07:26:43 <robert___> every time
07:26:46 <robert___> so i guess yes :-)
07:27:06 <robert___> can it be because we set the map size to 512 * 512?
07:27:15 <Rubidium> nope
07:27:18 <robert___> hmmmmm
07:27:27 <robert___> on my client should i do special firewall things?
07:27:30 <Rubidium> desyncs are mismatches in the game state (thus a bug somewhere)
07:27:59 <robert___> ic
07:28:04 <robert___> perhaps i should role back to 5.1?
07:28:14 <Rubidium> can you reproduce it "from" scratch, i.e. saving the current savegame of the server and restarting the server and then joining after a few seconds
07:28:27 <robert___> ok let us try
07:28:45 <Rubidium> robert___: rather not, because I want to debug the desync ;)
07:28:52 <robert___> ok :-)
07:31:52 <Rubidium> and to be of any use for debugging, the desync should preferably happen in the first minute after starting the server and joining the client
07:32:00 <Rubidium> oh, are you using any newgrfs?
07:33:09 <robert___> no
07:33:16 <robert___> somehow it seems to work now...
07:33:18 <robert___> strante
07:33:19 <robert___> strange
07:33:39 <robert___> the first time, we just opened a new map
07:33:41 <robert___> new game
07:33:44 <robert___> with only 2 players
07:33:49 <robert___> each player running an own company
07:33:53 <robert___> on our lan
07:34:10 <robert___> and i tried to connect in the start of the game for like 4 times, every time got disconnected
07:34:14 <robert___> but now it seems to work
07:34:26 <robert___> is the game perhaps in some kind of start-up phase in the beginning?
07:34:33 <robert___> still initializing stuff?
07:34:46 <Rubidium> no
07:34:51 <robert___> mmmmmmm
07:34:53 <robert___> strange
07:34:56 <robert___> i will try to start a new game ok
07:35:01 <robert___> and see whether it still goes wrong
07:35:12 <robert___> when i got disconnected, i didn't built anything; i was just panning over the map
07:35:45 <Rubidium> the error was something with the word desync in it right?
07:36:10 <robert___> on the client side it was dbg: [NET] Sync error detected!
07:36:22 <robert___> and the server side said desync error
07:36:37 <robert___> (according to my girlfirned)
07:37:01 <Rubidium> ok, that's a genuine desync, not somebody who interprets disconnecting *always* in desyncs ;)
07:37:14 <robert___> lol
07:37:23 <robert___> i'm a programmer ;-)
07:37:50 <Rubidium> the problem is that I've seen to many people saying the game desynced when they just lost they wireless connection for too long or so
07:38:40 <robert___> oic
07:38:41 <Rubidium> oh, what hardware are both machines (OS + processor type)
07:39:05 <robert___> client: opensuse 10.0, AMD 2 gig
07:39:14 <robert___> server: opensuse 10.2, AMD 2.4 gig
07:40:26 <Rubidium> did the player on the server or the player on the client do anything before the desync that changes the game state (looking at the map etc doesn't do that)
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07:41:22 <robert___> the player on the server was building
07:41:24 <robert___> i was only panning
07:41:31 <robert___> of course i did launch a new company
07:41:40 <robert___> so that appearantly changed state
07:41:43 <robert___> but further i did nothing
07:41:52 <robert___> how do i get rid of the game console??
07:42:00 <robert___> ah `
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07:48:11 <Rubidium> any idea what was build on the server before the client joined?
07:48:41 <Rubidium> oh and can you send me the savegame?
07:52:31 <robert___> yes but it doesnt give the crash anymore
07:52:43 <robert___> and we are playing for quite a time now, and all works correctly
07:53:34 <Rubidium> I know, but you said it started to desync from the beginning of the game, right?
07:54:14 <Rubidium> and the seed to generate the map and all settings that influenced that are stored in the savegame IIRC
07:54:45 <robert___> ok
07:54:51 <robert___> where can i send it to?
07:55:21 <Rubidium> rubidium @ openttd . org or you can put it on your website or maybe dcc
07:56:56 <robert___> dcc doesnt work cuz im to lazy to set my port forwards :-)
07:57:00 <robert___> i will mail it to you ok?
07:57:13 <robert___> in a few hours ill send it
07:57:17 <robert___> first gotta play :-)
07:57:22 <Rubidium> yup, otherwise I wouldn't give you that option ;)
07:57:30 <robert___> :-)
07:57:34 <robert___> ok i told my gf to keep it :-)
07:57:40 <robert___> we will send it later today
07:57:44 <robert___> thanks for your help!
07:57:50 <Rubidium> you're welcome
07:57:56 <robert___> bye
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09:07:09 <peter1138> tron :D
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09:09:01 <ln-> ain't it impolite to laugh at him
09:19:36 <Kittysune> but but
09:19:38 <Kittysune> this is the internet
09:19:50 <Kittysune> ok wtf
09:19:55 <Kittysune> Ailure been dead for hours
09:20:15 <Kittysune> talk about a laggy IRC oh
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09:20:26 <Ailure> somehow I had joined this channel twice
09:20:27 <Ailure> xD
09:20:35 <Ailure> Or rather
09:20:45 <Ailure> stupid mIRC
09:25:36 <peter1138> has been!
09:35:07 <Ailure> :(
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10:30:01 <Ailure> http://openttdcoop.ppcis.org/blog/files/pictures/network_psg_40_pr.png
10:30:09 <Ailure> I wonder how that image was generated o_O
10:42:54 <peter1138> giant screenshot, scale/rotate, then some blobs
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11:09:35 <tokai> peter1138: seems its not that easy. I had to rotate, skew, crop and scale to get a similiar result (or I did something wrong). :)
11:11:49 <tokai> right, maybe scaling first does the trick.
11:12:35 <tokai> ok, thats better.. indeed:)
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11:57:42 <kaan> hi all
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11:57:58 <hnsn> y0 kaan
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14:34:39 <CIA-1> OpenTTD: belugas * r9868 /trunk/src/industry.h: -Codechange: bring external declaration of functions togueter and adjust a comment
15:05:32 <Ailure> togueter?
15:05:33 <Ailure> :)
15:06:07 <Ailure> sounds like french
15:06:20 <Sleepie> funny typo I guess
15:08:09 <Belugas> let's get TOGETHER!
15:08:22 <Belugas> Right now
15:09:47 <Belugas> true... in french, the english "ge" sound wold be written "gue"
15:10:02 <Belugas> and i guess i've been going some phonetic typing :S
15:10:07 <Belugas> dong
15:10:09 <Belugas> doing
15:10:19 <Belugas> gaaaa...
15:10:32 * Belugas minimizes irc
15:10:40 <Ailure> lol
15:10:52 <Sleepie> :D
15:11:23 <Sleepie> maybe buy a new keyboard ;)
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16:07:38 <yeti_> uh, did you raise the amount of time that a crashed plane lies on the runway before being removed from the game?
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16:15:04 <peter1138> yeah, it's a bug
16:15:13 <peter1138> 3 * longer
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16:30:56 <yeti_> two other problems i've noticed with latest trunk:
16:31:14 <yeti_> oilfield show "0 litres of oil" as production value, but they do produce oil
16:32:08 <yeti_> and the transported ranking for one of my farms just cannot work. it says 414 pc of livestock (1% transported), but i'm transporting nearly all of it, the station has a 75% rating for livestock
16:40:05 * Belugas is checking for 1st industry problem
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17:32:05 <CIA-1> OpenTTD: rubidium * r9869 /trunk/src/ (13 files in 2 dirs): -Codechange: replace some bytes with VehicleType, i.e. more type strictness.
17:33:20 <elmex> hmm, what are the rules production rates go up and down? i've read http://wiki.openttd.org/index.php/Game_Mechanics#Industry_Production but it somehow doesn't reflect the game much in my experience.
17:33:39 <elmex> eg. when delivering 80-90% of a coal mine it wents down like crazy
17:36:59 <Patrick> did you have stable economy on or off?
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17:37:59 <elmex> it's enabled
17:38:06 <elmex> smooth economy that is
17:38:57 <Patrick> sorry, I mean
17:39:02 <Patrick> economy: stable/fluctuating
17:39:42 <elmex> fluctuating
17:39:52 <Patrick> there you go then
17:40:16 <elmex> hmm
17:40:31 <elmex> so in fluctuating economy industries also go down randomly?
17:42:35 <Sleepie> yep
17:42:53 <elmex> ⋅       ⋅       if (_economy.fluct <= 0) cw = (cw + 1) / 2;
17:42:55 <elmex> hmm
17:44:21 <elmex> http://www.ta-sa.org/files/txt/d81fedcdfa69cae0bc6b6e3647f5eccb.txt
17:44:54 <elmex> so basically fluctuating economy takes the waiting cargo and halves it?
17:46:50 <elmex> hm, ok, i don't understand it :)
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17:55:23 <CIA-1> OpenTTD: belugas * r9870 /trunk/src/ (economy.cpp industry.h industry_cmd.cpp): -Codechange: Silence two compiler warnings and give proper type to the "type" member of industry struct
17:56:19 <Belugas> yeti, i gave it a try and oil wells are showing proper production. maybe give some more informations?
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18:07:01 <elmex> don't really have more informations, that were only experienced from onliengames where i wondered that productions went down pretty much even thought the transported percentage was at 90%
18:07:28 <elmex> but maybe it was the fluctuating economy indeed
18:08:34 <Rubidium> transporting 90% doesn't mean that there is a 0% chance that the production goes down
18:09:23 <Rubidium> like you can flip a million coins and always get tails, only the chance is pretty small
18:10:18 <elmex> well, i know that, but it seemed to go down nearly everytime... but i'm maybe wrong, i will observe it better next time
18:11:07 <Rubidium> elmex: that's the problem with random, it can go down nearly every time and still be correct
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18:12:02 <peter1138> also the rate is random (for smooth)
18:12:05 <peter1138> as someone pointed out
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18:12:22 <elmex> well, even when it affects every industriy i'm servicing with 90%? :)
18:13:03 <peter1138> if it goes down 10% 4 times, then up 10% 4 times you're left with 96%...
18:13:21 <Rubidium> elmex: theoretically that is possible
18:13:42 <Rubidium> as I said, you can flip coins and get tails a million times in a row, it's just unlikely
18:13:46 <Rubidium> but not impossible
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18:15:59 <elmex> yes
18:17:33 <peter1138> hmm, max change is 23%
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18:18:08 <peter1138> after 4 downs and 4 ups you get to 80% of the original
18:20:42 <Patrick> rounded to the nearest multiple of 8
18:20:44 <Patrick> or however it goes
18:21:03 <Patrick> or are you using shorts now
18:21:08 <Patrick> ints even
18:21:09 <Rubidium> probably rounded down too
18:21:29 <Patrick> istr at one point industry production used a single byte scaled up so that the max was 4096
18:21:36 <Patrick> so that'd be multiplied by ... uuh ...
18:21:45 <Patrick> 2**6
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21:50:55 <CIA-1> OpenTTD: peter1138 * r9871 /trunk/src/ (cargotype.cpp table/cargo_const.h): -Fix (r8826): Some cargo costs were wrong for different climates. Multiple definitions of the same cargo type are sometimes required.
21:51:29 <peter1138> only a thousand revisions
21:53:03 <Sleepie> lol
21:53:09 <glx> how testers are bad :)
21:54:12 <Sleepie> I'm a tester, I'm a player so I can't be bothered :P
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21:54:35 <Sleepie> ups forget the 'not' ;)
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22:27:33 <skidd13> Is there a possibility to use HASBIT for a switch?
22:29:04 <peter1138> no
22:29:21 <skidd13> :(
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23:38:52 <CIA-1> OpenTTD: rubidium * r9872 /trunk/src/ (vehicle.cpp vehicle.h): -Codechange: more type strictness for vehicle types
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