IRC logs for #openttd on OFTC at 2007-06-11
⏴ go to previous day
01:31:32 *** Eddi|zuHause2 has joined #openttd
01:41:00 *** |Gekkko| has joined #openttd
01:55:23 *** tokai|ni has joined #openttd
02:24:52 *** Smoovious has joined #openttd
02:39:26 <Smoovious> hmm... how does openttd distinguish 2 different grf's with the same ID#... (UK Renewal Train Set v3.03 and v3.04 have the same ID#)
02:41:12 <glx> but if they have the same grfid, they should be compatible
02:42:06 <Smoovious> hmm... I'm reorganizing my newgrf's so I don't have to keep swapping files for different servers... like, keeping 4 different versions of AV8, for instance...
02:43:25 <Smoovious> so... if 2 GRF's have the same ID#, the MD5 will be compared too, and the one with the matching MD5 will be used if possible, and if no match is found, it'll fall back to the one that matches only the ID#?
02:48:38 <glx> yes it tries grfid + md5, then grfid
02:49:30 <Smoovious> okee, good 'nuff. :) thnxy
02:50:43 <glx> but problems can happen if the grf author did a major change in the new version without updating the grfid
02:51:44 <Smoovious> that's ok... worry about that if it comes up...
02:52:38 <Smoovious> just got tired of switching grf files all the time between my release, nightly, miniin, and personal build, installs of openttd... and different games needing different versions, so renaming the filenames to include their version #'s too
02:53:09 <Smoovious> so I don't have to mess around with it anymore
02:53:54 <Smoovious> like... I got 4 different versions of AV8... and one game in the list I was going to check out, is using a version of AV8 I don't have... :)
03:13:02 *** |Gekkko| is now known as Gekko
03:48:52 *** |Gekkko| has joined #openttd
04:06:55 *** |Gekkko| is now known as Gekko
04:41:53 *** |Gekkko| has joined #openttd
04:42:01 *** |Gekkko| is now known as Gekko
04:48:05 *** Maedhros has joined #openttd
04:53:25 <CIA-1> OpenTTD: maedhros * r10089 /trunk/src/ (newgrf_commons.cpp newgrf_station.cpp):
04:53:25 <CIA-1> OpenTTD: -Fix (r10040): Use GetTileZ instead of GetClearGround in GetTerrainType as
04:53:25 <CIA-1> OpenTTD: GetTileZ is valid for any tile type. Also use GetTerrainType for stations.
04:58:47 *** setrodox has joined #openttd
04:58:58 *** boekabart has joined #openttd
05:24:31 <boekabart> that's something else than a 'wisselstoring' (switch breakdown) for a change!
05:25:01 <boekabart> blathijs: you made it yourself?
05:25:28 <boekabart> no 'broodje puntmuts' today i'm guessing!
05:25:29 <blathijs> yes, just got tipped off by my girlfriend (who is in the train on the picture) and rode there to make them :-)
05:25:52 <blathijs> boekabart: Fortunately, it's underneath the tracks, so the trains still ride as normal
05:26:15 <blathijs> though there is not really any easy way to get from one side of the track to the other, now
05:27:06 <blathijs> hmm, hadn't really thought about Broodje Puntmuts yet... The damage in their shop must be awful..
05:29:09 <boekabart> probably that was not a correct english expression, though
05:29:28 <blathijs> isn't the assert in IsWater weird?
05:30:00 <blathijs> There is also a "IsWaterTile" or something?
05:30:17 <blathijs> yeah, that was my second thought :-)
05:30:37 <blathijs> and the comment at IsCanal is also weird
05:30:38 <boekabart> actually IsWater isn't used and weird
05:30:53 <blathijs> you should use /** style comments above functions to say what they do, too
05:31:26 <Maedhros> if statements should either have brackets or all be on one line
05:33:52 <boekabart> anyway those map accessor 'IsSomethings' are weird: some assume tiletype before they check subtype, some check
05:34:15 <Maedhros> make_canal |= (TileHeight(tile) > _current_sealevel); <-- it's a bool, so (imo) you shouldn't use | with it
05:36:47 <blathijs> boekabart: Those assumptions are fine, but they should be clearly documented I guess
05:36:48 <boekabart> IsWater is and was the same as IsClearWaterTile except the latter checks the TileType to be water, the former asserts it to be
05:36:59 <blathijs> though reading assumptions from function names is better
05:37:32 <boekabart> I didn't like either of the names, not too clear at all
05:37:38 <blathijs> boekabart: Why do you call DoClearSquare instead of MakeWater when removing an oil rig from deep water?
05:37:52 <boekabart> not from deep water
05:38:13 <boekabart> when lowering sea level (scen edit), it 'dries up' all the water at the old sea level
05:38:39 <boekabart> maybe a <= or >= would be clearer, but the other case shouldn't happen I think
05:39:26 <boekabart> if it would make water, that water would flood the whole map again
05:40:59 <blathijs> Anyway, the first half looks fine to me
05:41:23 <blathijs> haven't really checked for coding style (since I'm not really used to ottd coding style anymore), but looks like a decent patch to me
05:42:48 <boekabart> thanks for the help guys. I'm going to check the oilrig thing just to be sure.
05:43:29 <boekabart> btw that assert is not even duplicate, GetWaterTileType doesn't assert tiletype==MP_WATER :|
05:43:41 <boekabart> though i guess it should
05:45:22 <boekabart> Maedhros: "Maedhros: if statements..." <- where was that?
05:46:32 <Maedhros> + if (_game_mode != GM_EDITOR)
05:46:56 <boekabart> that 2nd line is NOT ok?
05:46:57 *** Frostregen_ has joined #openttd
05:47:25 <boekabart> that sucks, how does one ever put a breakpoint on just the 'true' case then :|
05:47:34 <Maedhros> boekabart: no, it should either be if (_game_mode != GM_EDITOR) return 0, or you should have brackets around the statement
05:48:09 <boekabart> is this ok: + if (_current_sealevel > 0 &&
05:48:09 <boekabart> + ((TileX(ti->tile) == MapMaxX() - 1) || (TileY(ti->tile) == MapMaxY() - 1))) {
05:48:19 <boekabart> the ( and ) on different lines?
05:54:36 *** Frostregen_ is now known as Frostregen
06:01:47 <boekabart> blathijs: where I used to live in bucharest, with every good rain, the street in front of my flat would flood about 1 meter (it was at the bottom of a hill). Always a laugh. (water never entered the building, luckily)
06:03:26 <boekabart> peter1138: did you see the pic blathijs posted?
06:03:53 <peter1138> any 'before' shots? :p
06:04:14 <blathijs> I'll take them when the water is gone ;-p
06:10:15 *** |Gekkko| has joined #openttd
06:10:23 *** |Gekkko| is now known as Gekko
06:12:38 * boekabart wonders if there's any breakfast better than coffee and cookies ('speculaas')
06:15:56 <Smoovious> anyone know off-hand, what year the first road vehicles start showing up in default road vehicle list?
06:17:15 <Smoovious> I suppose if you wanted to get to the other track bad enough, you could always take a quick swim
06:18:07 <boekabart> Smoovious: i'm afraid homeless and drunks to take leaks in those tunnels at night... all that piss is still in there now :)
06:20:40 <Smoovious> yeah, but if you wanted to bad enough I suppose you'd overlook that :D
06:23:42 <boekabart> i think i'd rather climb the fence and look left and right twice, before crossing the track
06:24:18 <Rubidium> I'd rather take the train to the next station and then take either the bus from there or the (same) train back ;)
06:24:57 <boekabart> i'm guessing also road tunnels under the tracks are blocked?
06:28:26 <Smoovious> well, I like train a lot, so I'd probably extend my riding time too
06:47:55 *** TheJosh has joined #openttd
06:48:49 <TheJosh> whats the best way to handle failure of a malloc call?
06:48:58 <boekabart> it should never fail
06:48:59 <valhallasw> add more memory? ;)
06:49:33 <valhallasw> while (!(a=malloc(10)));
06:49:50 <boekabart> but seriously, it can only fail if you allocate way too much in one go, or allocate too often and don't free
06:50:04 <TheJosh> in a loop could cause an infinate loop
06:50:17 <boekabart> TheJosh: valhallasw was NOT serious
06:50:18 <hylje> well you dont want it to fail?
06:50:43 <TheJosh> im sayinf _if_ it fails (say for the person who is playing on a mobile phone)
06:51:06 <boekabart> TheJosh: Too much relies on malloc never failing
06:51:23 <blathijs> Usually stuff handles it nicely I think? Return CMD_ERROR?
06:51:39 <hylje> what if some flavour of stdlib malloc fails most of the time
06:51:45 <boekabart> blathijs: i'm not so sure about that
06:51:48 <Noldo> TheJosh: just don't assert
06:52:19 <TheJosh> blathijs: the code is usually called before or very near to there being a gui
06:52:24 <boekabart> anyway, if you make a patch that makes it happen, see if you don't accidentaly alloc to much to often or so.
06:52:30 <TheJosh> should i just do a printf?
06:53:14 <TheJosh> it will allocate about 34 x 30 bytes initially, but that could grow to about 34 x 1000 bytes, depending on the size of the game
06:53:31 <hylje> you dont want to make hueg games on silly hardware
06:53:37 <Noldo> TheJosh: check how it's done elsewhere?
06:54:18 <boekabart> it's only 71 mallocs in the entire game, not too much work to check them out
06:54:31 <boekabart> i recall some do check, but most don't
06:54:58 <blathijs> TheJosh: What are the mallocs for?
06:55:06 <boekabart> hylje: actually i fart-ed
06:55:12 <boekabart> (fart @ sourceforge)
06:55:23 <TheJosh> texteffects are the rising monies
06:55:41 <TheJosh> and im making the array dynamic, because loading indicators use that array, and
06:56:21 <TheJosh> it needs to work with games like pile, but not use stacks of ram for small games
06:57:54 <boekabart> (you might want to use std:: to not re-invent the wheel)
06:58:09 <boekabart> standard template library
06:58:28 <valhallasw> svn doesnt support rename, right?
06:58:37 <TheJosh> valhallasw: yes svn move
06:59:08 <TheJosh> boekabart: does std:list work with structs or only classes
06:59:13 <boekabart> valhallasw: do it directly on the repo though, not on the working copy
06:59:22 <boekabart> svn move on WC is same as delete/add
07:00:17 <boekabart> TheJosh: i think it's stl, not std (my bad) i'm quite sure with anything. = but not an stl expert myself
07:00:25 <valhallasw> boekabart: er? how?
07:00:51 <TheJosh> valhallasw: svn move is a add and a delete operation (but it preserves histories)
07:01:00 <boekabart> svn move svn://svn.openttd.org/trunk/src/some_file.c svn://svn.openttd.org/trunk/src/other_name.cpp
07:01:28 <boekabart> valhallasw: it will become a 'commit'
07:01:46 <boekabart> then svn up to update your WC, of course
07:02:04 <boekabart> valhallasw: you can do folders too of course
07:02:17 <boekabart> but always do it directly in repo...
07:02:44 <Maedhros> are you sure? copy at least works perfectly well in the working copy...
07:03:12 <boekabart> if I do a svn copy in WC, the repo does not know the origin of that file
07:03:18 <valhallasw> WC -> WC: move and schedule for addition (with history)
07:03:18 <valhallasw> URL -> URL: complete server-side rename.
07:03:35 <boekabart> (then that may be a windows problem??)
07:04:47 <boekabart> hm! just did a test, and indeed, it keeps history with svn cp
07:04:56 <boekabart> even on windows. :)
07:05:38 <valhallasw> or does svn cp just ping the server? ;)
07:05:44 <boekabart> yes, i did svn cp file.cpp filex.cpp
07:06:16 <boekabart> still, i prefer the server side rename. does local rename work for moving files/folders far far away too?
07:06:42 <TheJosh> doesnt it do a server side rename when you do a svn update?
07:07:20 <boekabart> apparently (now) it does (when svn commit after the svn cp/mv)
07:28:05 *** XeryusTC has joined #openttd
07:31:55 <TheJosh> *** glibc detected *** corrupted double-linked list: 0x0834c778 ***
07:32:23 <peter1138> you freed something twice
07:32:27 <hylje> you have a corrupted double-linked list at 0x0834c778
07:32:51 <TheJosh> peter1138: i havent written any code that does a free
07:33:16 <boekabart> do you do ptr = realloc( ptr, new_size ); ??
07:33:24 <boekabart> (don't forget the ptr = in front!!)
07:33:39 <boekabart> if you don't you will end up free-ing ptr more than once
07:33:43 <TheJosh> _text_effect_list = (TextEffect*) realloc(_text_effect_list, _num_text_effects * sizeof(TextEffect));
07:34:10 <boekabart> looks ok on first sight...
07:34:42 <TheJosh> and appeared to work (one realloc worked, or so by debugging messages said)
07:43:10 <boekabart> how do i 'collect' all tiles occupied by one industry?
07:44:06 <Phazorx> is sunloadale save made with same release fixable?
07:44:10 <boekabart> please not a foreach( tile ) if (getstationbytile(tile) == same_station )
07:45:31 <Noldo> no because that's for stations
07:45:51 <boekabart> well actually it's only for oilrig
07:46:06 <boekabart> does oilrig have 6 station tiles or 1 station tile and 5 industry tiles?
07:49:46 <TheJosh> why dont you look at the 8 (or 4) tiles around the tile, and see if they are in the oilrig and not in a small temp array. then if they are in the oilrig, (but not in the array) check around that tile too
07:49:58 <TheJosh> thats one way that avoids a map scan
07:50:27 <TheJosh> also allows for odd-shaped industries (NewGRF?)
07:52:51 <boekabart> hmm , what happens currenly when deleting an oilrig, does it turn into water immediately or just the top tile, and the rest floods?
07:52:58 * boekabart builds a trunk version
07:54:25 *** Nickman has joined #openttd
08:04:09 *** iPandaMojo has joined #openttd
08:04:10 <Noldo> what are you tinkering with?
08:04:48 <boekabart> actually, higher sea level so you can tunnel under it
08:11:01 <Nickman> and, how is it going? :)
08:14:39 <boekabart> only compressing savegame
08:14:46 <boekabart> and generating world is fibered
08:14:58 <boekabart> and stop there, discussion held too often already :)
08:16:19 <TheJosh> i thouth that the case, i just wanted to check
08:18:31 <TheJosh> hey i just got a YAPF assertion
08:18:41 <Biff> TheJosh: _num_text_effects * sizeof(TextEffect)?
08:18:50 <Biff> did _num_text_effects increase?
08:46:12 *** ThePizzaKing has joined #openttd
08:54:19 <Maedhros> TheJosh: with the savegame in that bug report, how can we reproduce the assert?
08:54:35 <Maedhros> ... those bug reports now ;)
08:56:51 <TheJosh> i had only added 1 line to the game
08:59:53 <Maedhros> ok, but we need step-by-step instructions on how to reproduce it in order to fix it :)
09:01:07 <boekabart> TheJosh: can you get the failed assertion with a clean trunk version?
09:02:33 <TheJosh> there is a good chance this error will not surface itself again, probably just a bad fluke
09:11:36 *** Prof_Frink has joined #openttd
09:13:12 <TheJosh> sorry, cant reproduce
09:16:56 <Maedhros> TheJosh: ok, i'm going to close it as "Unreproducable" then - if it happens again though, feel free to reopen it
09:29:22 <TheJosh> Maedhros: thanks. how have you been?
09:32:10 *** Vikthor has joined #openttd
09:39:31 *** Eddi|zuHause3 has joined #openttd
10:01:27 <CIA-1> OpenTTD: truelight * r10090 /trunk/config.lib: -Add: add --with-distcc to configure, to enable distcc compiles. Not used by default
10:02:31 *** Maedhros_ has joined #openttd
10:03:04 *** Maedhros is now known as Guest1563
10:03:04 *** Maedhros_ is now known as Maedhros
10:26:47 * valhallasw generates some evil noise
10:27:21 * valhallasw sighs and continues with astrophysics
10:27:25 <TrueBrain> valhallasw: enjoy :p
10:29:19 <CIA-1> OpenTTD: rubidium * r10091 /trunk/ (Makefile.in config.lib): -Add: make time detection whether you are using -jN when having distcc enabled.
11:22:09 *** ThePizzaKing has joined #openttd
11:51:03 <CIA-1> OpenTTD: truelight * r10092 /trunk/ (22 files in 5 dirs):
11:51:03 <CIA-1> OpenTTD: -Codechange: code-seperated the spriteloader and blitter from the rest of the code
11:51:03 <CIA-1> OpenTTD: -Add: make it possible to pick your own blitter (-b <blitter>, -h for overview)
11:51:03 <CIA-1> OpenTTD: -Add: added a new optimized 8bpp blitter (default, caches sprites of all zoom-levels)
11:51:03 <CIA-1> OpenTTD: -Add: added a debug 8bpp blitter and a very slow normal 8bpp blitter
11:51:22 <TrueBrain> so, there you have it! :p
11:53:20 <Eddi|zuHause3> the guys that catch you speeding?
11:53:45 <TrueBrain> run: ./openttd -b 8bpp-debug, and you will see :)
11:55:18 <peter1138> beats that caps-lock thing any day ;)
11:55:44 <Kjetil> Compile faster god damnit *kicks his laptop*
11:59:49 <CIA-1> OpenTTD: truelight * r10093 /trunk/src/ (sound.cpp texteff.cpp viewport.cpp zoom.hpp): -Revert: removed 16x zoom-out as it is broken beyond repair
12:09:29 *** oxygene_ has joined #openttd
12:10:33 <oxygene_> i think i found a trivial bug (one-line fix). shall i file a bug or bug a dev directly?
12:10:53 <TrueBrain> good for our bug-fix-stats :)
12:11:04 <TrueBrain> (and if it isn't as trivial as you think, it leaves room for conversation)
12:11:15 <oxygene_> indspec->accepts_cargo[0] == indspec->accepts_cargo[0] && (
12:11:20 <oxygene_> looks quite trivial to me
12:11:42 <oxygene_> inside a if-statement check
12:13:13 <oxygene_> you can't fund industries within 14 tiles distance to any other industry (regardless of the "conflicting" field)
12:13:46 <oxygene_> because the code always thinks that any industry within this distance accepts the same as the industry to place
12:14:19 <TrueBrain> I truely wonder why people ask a question, and ignore the answer anyway
12:14:22 <TrueBrain> why ask it in the first place?
12:17:13 <oxygene_> right, may asking was stupid. i was about to file it but though that 5 lines on irc wouldn't hurt
12:18:04 <TrueBrain> you only make the mistake that you assume the person working on that code is around and will read this. Where a bugreport will be read by him as others can point him to it. Pointing to an IRC conversation is much harder
12:18:22 <TrueBrain> so I suggest to use the bug-tracker, but feel free to ignore the suggestions.
12:18:47 <oxygene_> i wanted to file it anyway.
12:21:09 <oxygene_> my explanation was just an answer to " (and if it isn't as trivial as you think, it leaves room for conversation)", but never mind
12:21:38 <Rubidium> well, it is most certainly not a one-line fix, that I'm sure of
12:23:44 <Maedhros> 3 lines by the looks of it, though i'll wait for Belugas to be sure ;)
12:24:21 <oxygene_> i'm not a openttd dev
12:25:03 <oxygene_> but it looks to me like you need to take the type of "i" and get the industry spec and get the accepted_cargo from it
12:25:29 <oxygene_> so let it be 3 or 4 lines then. whatever ;)
12:26:32 *** SpComb^ has joined #openttd
12:37:52 <peter1138> -- indspec->accepts_cargo[0] == indspec->accepts_cargo[0] && (
12:37:56 <peter1138> + indspec->accepts_cargo[0] == GetIndustrySpec(i)->accepts_cargo[0] && (
12:40:44 *** Vikthor has joined #openttd
12:41:48 <oxygene_> does only the first accepted cargo needs to be checked?
12:42:06 <oxygene_> not sure what the intention of the game is
12:44:17 <CIA-1> OpenTTD: rubidium * r10094 /trunk/src/lang/ (bulgarian.txt galician.txt portuguese.txt): -Fix: some really broken strings got in.
12:51:51 <CIA-1> OpenTTD: truelight * r10095 /trunk/src/blitter/8bpp_optimized.cpp: -Fix: avoid reading outside the buffer because of scaling problems
13:30:54 *** Digitalfox has joined #openttd
13:38:24 <CIA-1> OpenTTD: truelight * r10096 /trunk/src/ (9 files in 2 dirs): -Fix r10092: freetype bypassed the Blitter::Encode, making fonts look weird
13:45:49 *** Osai^zZz has joined #openttd
13:46:09 *** Osai^zZz is now known as Osai
14:00:31 <CIA-1> OpenTTD: maedhros * r10097 /trunk/src/ (21 files in 2 dirs):
14:00:31 <CIA-1> OpenTTD: -Feature: Add support for articulated road vehicles, or callbacks 11 and 17 for
14:00:31 <CIA-1> OpenTTD: road vehicles for those who prefer the technical explanation.
14:00:49 <Maedhros> callback 16, rather ;)
14:01:54 <Digitalfox> Articulated road vehicles, very cool ;) Nice work Maedhros ..
14:03:43 <boekabart> peter1138: why don't you join that fun :)
14:04:58 <Belugas> because peter1138 does not know which one to choose, of the countless uncommited patches he has done ;)
14:06:30 <Nickman> peter1138: do the "new blitters" also give a performance increase or just coede sepparation?
14:07:35 <Nickman> so no changes in performance?
14:07:57 <Digitalfox> time to use kaan tool, compile and test this feature :)
14:08:34 <Nickman> are there any GRF's that have the articulated road vehicles?
14:09:06 <Maedhros> hirotram.grf is the only (released) on i know of ('tis the first google result)
14:09:52 <Digitalfox> George long buses, don't use this feature??
14:15:37 <peter1138> Digitalfox: nope, they were made before artic RVs were written
14:16:46 <Sacro> hahaha, DaleStan got pwned...
14:16:57 <Digitalfox> peter1138: ah ok, you see, since george v4 set, has some big buses, i thought they would benefict from this :)
14:17:06 <glx> Sacro: in dual screen thread?
14:18:32 <peter1138> Digitalfox: yeah, they would
14:18:47 <peter1138> Digitalfox: but this stuff needs special coding, heh
14:18:59 <peter1138> yay, now i don't need a custom build to test it
14:20:35 <Digitalfox> peter1138: Need some help testing your new tram set? ;)
14:21:18 *** SpComb^_ has joined #openttd
14:21:27 <peter1138> when ameecher is ready it will be
14:21:53 <Digitalfox> The set looks great, from screenshots and tracking table :)
14:22:48 <Digitalfox> Do you think, since you are the one who coded and ameecher draw it, it could be part of openttd by default?
14:23:17 <CIA-1> OpenTTD: rubidium * r10098 /trunk/src/ (ai/default/default.cpp table/ai_rail.h): -Codechange: bilbo cared about the performance of the AI with respect to the airport placement, so he rewrote the aircraft handling of the AI; now it can actually make lots of money again :)
14:23:52 <peter1138> who uses the AI? :p
14:24:16 <Rubidium> I wanted to say that :(
14:24:20 <boekabart> Rubidium: what did bilbo DO to you???
14:24:50 <Rubidium> he made a patch for something so completely rotten that it couldn't get any worse
14:25:11 <boekabart> like TrueBrain just did :)
14:25:50 <CIA-1> OpenTTD: belugas * r10099 /trunk/src/industry_cmd.cpp:
14:25:51 <CIA-1> OpenTTD: -Fix(r9867, FS860): Use the specs of the to-be-created industry instead of the scanned industry
14:25:51 <CIA-1> OpenTTD: Spotted by Oxygene
14:25:54 <boekabart> TrueBrain: the gfx stuff. sucked, so couldn't get worse
14:26:10 <TrueBrain> I showed that clearly :)
14:27:02 <Rubidium> 3 AI actually making money from the start is very very odd ;)
14:30:29 <hylje> the y2k problems were silly
14:34:10 <Eddi|zuHause3> hey, those were great :p
14:42:16 <Digitalfox> This articulated feature rocks.. The trams look great with it..
14:42:41 <boekabart> Digitalfox: what tram set?
14:44:31 <Digitalfox> It's a shame that no other set's use it.. :(
14:45:01 <Maedhros> they'll get there - until recently it was pretty unstable in ttdpatch, and obviously non-existant in openttd
14:45:23 *** boekabart has left #openttd
14:45:34 <Digitalfox> Let's hope more coders start using it :)
14:45:40 <CIA-1> OpenTTD: truelight * r10100 /trunk/src/blitter/8bpp_optimized.cpp: -Fix r10093: some code now became obsolete as it never did something
14:49:58 *** re06011988 has joined #openttd
14:55:27 <Belugas> maybe it would be pay-back time and start trolling in TTDPatch's forums : We have stable trams!!!
14:55:42 <TrueBrain> Is your name DaleStan?
14:56:16 <hylje> "Hi. We have trams that work, articulated too! Thanks!"
14:58:59 <peter1138> we had trams for ages
14:59:21 <kaan> so aticulated trams are in trunk now?
15:01:08 <hylje> implement an articulated tram network in the title screen!
15:01:16 <kaan> 19 revisions since last night? did you all go mad or something?
15:01:28 <Eddi|zuHause3> yes, muahahaha!!
15:04:33 <Eddi|zuHause3> if i find a decent tram set, i should do a tram only game...
15:04:55 <Eddi|zuHause3> at least i will not need PBS then :)
15:05:01 *** re06011988 has joined #openttd
15:05:17 <hylje> happy dedicated tram networks!
15:06:17 <Eddi|zuHause3> it would be totally great with passenger destinations, delivering with inner-city trams to the main station etc.
15:09:47 <hylje> trams are like trains but without signs
15:10:04 <hylje> oh and smaller space and speed
15:10:51 <Eddi|zuHause3> trams have lower speed and shorter stop distance
15:11:27 <Eddi|zuHause3> i.e. train stations have (usually) a longer distance than tram stops
15:13:48 *** SpComb^_ is now known as SpComb
15:13:53 <CIA-1> OpenTTD: truelight * r10101 /trunk/ (7 files in 3 dirs): -Codechange: the class is named 8bppSimple, so name the files like that too
15:15:09 <CIA-1> OpenTTD: truelight * r10102 /trunk/src/blitter/ (8bpp_debug.hpp 8bpp_optimized.hpp 8bpp_simple.hpp): -Documentation: @file header was wrong
15:15:18 *** re06011988 has joined #openttd
15:16:33 <kaan> hmmm, aticulated trams are nice but i think i found a bug ;)
15:17:01 <Eddi|zuHause3> better than if you not found that bug :)
15:17:34 <kaan> so who wants a save file?
15:18:22 <Maedhros> i don't think i've ever got it set up properly, so http if you can
15:18:45 <kaan> ok, ill post it in the general/trams in trunk
15:18:59 <Maedhros> what's the bug, anyway?
15:21:36 <Nickman> that's just the dtupidity of trams :p
15:21:41 <Nickman> don't make dead ends for trams
15:21:55 <Nickman> it's not a real bug...
15:22:08 <Nickman> just a probem with their pathfinder ;)
15:22:48 <Maedhros> not even that, but a deliberate design decision
15:22:59 <Maedhros> (ooh, alliteration!)
15:23:18 <Nickman> why is it a design decision?
15:24:12 <Rubidium> trams can't turn when there is not track to turn
15:24:56 <Rubidium> and when a tram reaches such place it's either a network that is broken by design or a tram that doesn't have any orders
15:25:40 <Rubidium> the pathfinders know pretty well that they can't turn there
15:28:56 <kaan> ok, then the bug is that it doesnt get out of there even when i give it orders :P
15:29:46 <peter1138> solution for the moment: don't fuck up your tram network
15:30:15 <kaan> oh well, now i went and made a nice post for nothing :P
15:31:52 <kaan> maybe you should activate the reverse vehicle button for trams as a temp solution?
15:33:34 <glx> kaan: but it can't reverse :)
15:34:56 <oxygene_> so you're doomed with such a situation?
15:36:01 <kaan> glx: oh, then never mind, ill just go along now ;)
15:47:50 *** NW|Aerandir has joined #openttd
16:08:18 *** re06011988 has left #openttd
16:10:52 *** ChanServ sets mode: +o Bjarni
16:19:08 <kaan> mikk36: so you are basicly mindcontrolled?
16:19:54 <kaan> oh noes, i failed in giving the order correctly
16:20:59 <kaan> ok, im going for pita kebab now, see ya all later :)
16:38:01 <ln-> ok, a little cheaper than here.
16:40:33 *** |Jeroen| has joined #openttd
16:41:48 <CIA-1> OpenTTD: maedhros * r10103 /trunk/src/rail_gui.cpp: -Fix (r10086): TrackBitsToTrack doesn't cope well with TRACK_BIT_NONE (e.g. non-rail tiles), so use FindFirstTrack instead.
16:46:54 *** mikk36[EST] has joined #openttd
16:47:14 <blathijs> Maedhros: What use is it to place signals on non-rail tiles?
16:47:18 *** ChanServ sets mode: +o orudge
16:48:04 *** mikk36 is now known as Guest1575
16:48:04 *** Guest1575 is now known as Guest1576
16:48:04 *** Guest1576 is now known as Guest1577
16:48:04 *** mikk36[EST] is now known as mikk36
16:48:37 <Maedhros> blathijs: none at all, but this is before everything gets passed to the DoCommand, which provides the error
16:48:54 <blathijs> Maedhros: "the error" ?
16:48:54 *** Sacro_ is now known as Sacro
16:49:12 <Maedhros> "Can't {place,remove} signals {,from } here"
16:50:28 <blathijs> hmm, then this looks like an acceptable solution
16:50:37 <blathijs> looked a bit weird at first
17:30:15 *** boekabar1 has joined #openttd
17:32:31 *** boekabar1 is now known as boekabart
17:36:21 <Wolf01> i'm waiting for the VS2005, a friend of mine has it, then i'll start to work on the WM5 port
17:40:22 <Wolf01> i think yes, they are shy ;)
17:42:10 <Wolf01> boekabart, the edit button exists in the forums :P
17:43:07 <Wolf01> but you made a good work with that patch
17:45:44 <boekabart> Wolf01: the edit button?
17:45:58 <CIA-1> OpenTTD: miham * r10104 /trunk/src/lang/ (7 files): (log message trimmed)
17:45:58 <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2007-06-11 19:45:13
17:45:58 <CIA-1> OpenTTD: catalan - 4 changed by arnaullv (4)
17:45:58 <CIA-1> OpenTTD: czech - 3 fixed, 1 changed by Hadez (4)
17:45:58 <CIA-1> OpenTTD: danish - 2 fixed by MiR (2)
17:45:59 <CIA-1> OpenTTD: dutch - 1 fixed by habell (1)
17:45:59 <CIA-1> OpenTTD: estonian - 2 fixed, 15 changed by kristjans (17)
17:46:15 <Wolf01> yeah, you made 7 post in a row :P
17:46:34 <boekabart> Wolf01: actually I used it the last 3 times :)
17:48:18 <Wolf01> the my suggestion is to have the first post of the topic as "informations and download links" place, so you need only to place a new link there if you want to keep all the old revisions of the patch
17:49:58 <boekabart> Wolf01: good idea, i sometimes do that too ;)
17:52:35 *** Wolf01 is now known as Wolf01|AWAY
17:54:59 *** Jezral is now known as TinoDidriksen
17:59:14 *** egladil has joined #openttd
18:11:07 <ln-> omg, there'll be a a windows version of Safari.
18:26:52 *** |Jeroen| has joined #openttd
18:50:19 <CIA-1> OpenTTD: truelight * r10105 /trunk/src/spritecache.cpp: -Fix r10092: fix sprite 4845 till 4881 (inclusive), so they store the data as on the disk in the memory, as the old landscape generate assumes this. Talking about ugly hacks...
18:51:30 <Nickman> ln-: indeed there will be :)
18:57:50 <glx> [20:14:14] <Phazorx> glx are you around? <-- now I am :)
18:58:56 <ln-> [11/Jun/2007:21:58:16 +0300] "GET / HTTP/1.1" 200 2873 "-" "Mozilla/5.0 (Windows; U; Windows NT 5.0; fi) AppleWebKit/522.11.3 (KHTML, like Gecko) Version/3.0 Safari/522.11.3"
18:59:20 <Phazorx> glx: was wondering if you can make a build of nightly + hash optimization patch
18:59:45 <Phazorx> but i already got one... however would be intersting to see if ming version is different from VC one
19:00:51 <Phazorx> i wont see unless there is a big diff
19:01:48 <Phazorx> i got ~500% improvement on huge game
19:02:01 <Phazorx> compared to 300% for stillunknown's version
19:02:26 <Bjarni> stillunknown said that the improved hash looked better than his solution
19:03:27 <Phazorx> i wonder if they can be combined for even more effect
19:03:40 <Phazorx> and e should bump 5000 train limit :)
19:06:09 <Bjarni> apply both patches and recompile
19:07:01 <peter1138> stillunknowns patch has known (heh) problems
19:07:27 *** orudge` has joined #openttd
19:10:17 <Phazorx> i'm interesting in testing but can not compile
19:10:28 <Phazorx> unless glx wants to make another one :)
19:11:35 <glx> Can't you use BuildOTTD for that?
19:12:15 <Bjarni> we got such a thing running again?
19:12:56 <glx> kaan's tool to build openttd using mingw (it can apply 1 patch)
19:15:28 <Phazorx> glx: need 2 patches and dont have ming
19:15:35 <Phazorx> thanks for your build tho
19:16:23 <kaan> mingw comes with BuildOTD, you just have to go in the correct folder and start the commandline for msys and you are all set
19:17:52 <Maedhros> kaan: nice post in the feeder systems thread :)
19:18:07 <kaan> thanks, i try to keep it simple ;)
19:20:47 <kaan> Phazorx: start a separate chat with me if you need help with that :)
19:21:01 <Phazorx> i dealt with ming before tho
19:21:13 <Phazorx> neverseen bottd however
19:22:18 <Phazorx> saving on one of my saves with really thick ML - 1100% compared to 10048
19:22:34 <kaan> basicly its a mingw/msys environment with the packages needed for ottd and then a small c# program to drive a userinterface that peeps can figure out how to use
19:23:15 *** ChanServ sets mode: +o orudge
19:23:53 <Phazorx> hmm... any idea why i get "Game Load Filed" with multiple saves of another game?
19:24:13 <TrueBrain> no zlib? Custom patch?
19:25:00 <Maedhros> the other one probably had a savegame bump in it
19:25:02 <TrueBrain> doesn't mean a lot ;)
19:25:39 <Phazorx> TrueBrain: these are stock + stillunknown's patch and stock + peter1138's patch
19:26:29 <TrueBrain> we can't help you with custom patches
19:26:46 <Phazorx> but what can be the reason?
19:27:01 <glx> the build I made for you doesn't have a savegame bump
19:27:07 <TrueBrain> savegame bumps mostly are the reason
19:27:25 <Phazorx> can you elaborate on what is the savegame bump please?
19:28:19 <Bjarni> something new is added to the savegame, so the savegame version is newer
19:28:31 <TrueBrain> or of the older savegame the version is newer
19:28:44 <TrueBrain> or the savegames were broken, always
19:28:48 <Bjarni> since the game don't know the structure of future versions, then it can't load a version newer than the newest one when it was built
19:29:15 <Bjarni> we do try to make it able to load older versions whenever possible
19:29:40 <peter1138> i think there was a savegame bug in a few revisions
19:29:56 <CIA-1> OpenTTD: rubidium * r10106 /trunk/src/ai/default/default.cpp: -Fix (r10098): there's always a compiler complaining about something...
19:30:20 <peter1138> i don't bump the version, dunno about stillunknown
19:30:52 <peter1138> then that could be it
19:33:57 <Phazorx> hmm... can that be suppressed somehow?
19:34:39 <Maedhros> it means the savegame contains something that your version of openttd doesn't know how to handle
19:35:42 <glx> IIRC stillunknown used some bits in maparray
19:41:11 <peter1138> i need to do some benchmarking with different HASH_RES values
19:41:37 <Phazorx> peter i need more trains to be able to show performance difference
19:41:50 <Phazorx> it tends to get to fraction of percents looks like it
19:42:06 <Phazorx> and it would be nice to override tyhat somehow
19:42:18 <Phazorx> cuz i'm pretty sure it is just a bump rather than actual difference
20:00:22 <moe> is it possible to have 2 players in 1 company?
20:01:14 <glx> moe: you can have up to 10 players in 1 company :)
20:33:31 <moe> so 8*10 palyers possible?
20:33:31 <moe> or max 10 players in game
20:34:26 <glx> moe: max is 10 clients, but they can all be in the same company
20:37:32 <ln-> can i ask a stupid off-topic question?
20:37:46 <peter1138> are there other sorts?
20:38:00 <ln-> peter1138: stupid on-topic ones..?
20:38:18 <geoffk> i dont think off topic is a problem in channels so long as it don't get in the way of the topic
20:38:20 <Biff> is there trams in openttd now?
20:38:30 <Biff> people talked about it earlier
20:39:15 <ln-> let's roll two dices; what's the probability that the larger number is exactly 3?
20:39:39 <Biff> i cannot build it, but maybe it wont work in an old savegame
20:39:53 <glx> you need a grf with tram vehicles
20:40:53 <glx> hmm I already saw this picture in this channel
20:41:21 <ln-> Sacro: 1/6 times 2/6 is 3/36 in sacroan algebra?
20:42:01 <Sacro> i fail at probabilities
20:42:03 <ln-> but i have the answer here, too, and it's supposed to be 5/36, and right now i'm unable to figure out why.
20:43:32 <Rubidium> ln-: that can't be right, there's a 2 in 36 chance it happens, unless the dice are flawed
20:44:51 <Rubidium> what's the chance you've got 11 when throwing two dice?
20:45:12 <glx> (1,3) (2,3) (3,1) (3,2) (3,3) out of all possibilities
20:45:15 <Rubidium> but what has the 1x2 to do with it?
20:46:04 <Sacro> Rubidium: chances of one die being 3 = 1/6
20:46:15 <Sacro> chances of the other die being 1 or 2, = 2/6
20:46:24 <ln-> hmmm, i think glx has a plausible theory there...
20:46:26 <Sacro> you multiply, and get 2/36
20:46:44 <Rubidium> hmm, I misread ln-'s question
20:47:14 <Biff> cool, its like buses only slower
20:49:56 <Eddi|zuHause3> it's totally obvious, isn't itß
20:50:49 *** boekabart has left #openttd
20:51:00 <ln-> it's been too long since i last played with probabilities.
20:51:20 <glx> yeah I forgot all the formulas
20:51:38 <ln-> (i won't tell anyone i have an exam tomorrow.)
20:54:11 <Biff> hmm, the tram crashed with the bus
20:54:50 <Maedhros> how do you mean crashed? exploded crashed, or just stopped?
20:55:21 <Biff> and the tram is now stuck on a square with no tramway in that direction
20:56:53 <peter1138> Sacro: heh, was on that exact same one
20:56:58 <Biff> near "Glslia West" station
20:57:09 <Sacro> peter1138: disturbly, a few of us where :\
20:57:44 <glx> Biff: of course, you need to build the 'half' track so it can turn around
20:57:46 <Biff> building some extra tramway it moved
20:58:10 <Biff> oh, but i didnt think the corner would be built
20:58:21 <Biff> in the direction without further tramway
21:17:26 <CIA-1> OpenTTD: peter1138 * r10107 /trunk/src/ (blitter/8bpp_optimized.hpp openttd.cpp): -Fix (r10092): Missing 'i' in 'optimized'
21:26:22 <Eddi|zuHause3> isn't it supposed to be "optimised"?
21:27:15 <peter1138> the missing i did though ;p
21:29:50 <Bjarni> luckily there are no cars on the road
21:31:08 <Eddi|zuHause3> it's called a bus :)
21:31:43 <Eddi|zuHause3> try out something new every day :)
21:32:06 <Bjarni> looking at the track, it appears to be somewhat old and not in mint condition
21:32:26 <Bjarni> it derailed outside the picture... for all we know, the track entering the crossing is broken
21:32:43 <Eddi|zuHause3> yeah, that was my thought as well
21:33:18 <Bjarni> maybe somebody added pavements or something
21:33:22 <Bjarni> besides it's a light vehicle
21:33:39 <Bjarni> it didn't matter as much if it were a 100+ ton locomotive
21:34:37 *** aimes is now known as KristjanS
21:35:04 <Bjarni> the world is getting more scary the better you know Sacro
21:35:24 <Bjarni> <Sacro> why always me :( <-- we know you say that when it happened
21:42:26 <Bjarni> I haven't actually seen it in real life, but I know it happens once in a while and it's a mess every single time
21:43:08 <KristjanS> that's a good feature idea for OpenTTD LoL
21:43:20 * Bjarni knows a driver, who actually did this
21:43:46 <Bjarni> well... know him like I know who he is
21:43:52 <Eddi|zuHause3> happened multiple times with my model trains
21:44:15 <Bjarni> model train incidents are easier to fix than real life trains
21:44:30 <Bjarni> the tracks were blocked until they found a crane strong enough to lift the DMU
21:44:41 <Bjarni> he managed to jam it real good
21:45:11 <peter1138> in a model train you just reverse it, heh
21:46:05 <peter1138> also the bogies would let it go on at an angle anyway
21:46:14 <Bjarni> also the issue of "shit, the engine is in the wrong end of the train" isn't such an issue for model trains either
21:53:05 <KristjanS> yes, it's photoshop :p still nice'
21:53:18 *** Wolf01|AWAY is now known as Wolf01
21:53:26 <Eddi|zuHause3> it's pretty definite photoshop :p
21:56:05 <Bjarni> I don't think a skinny person could do this
22:00:35 <Bjarni> one km is more than a mile and he gives detention to the student, who claims this to be incorrect
22:05:09 <Bjarni> yet it's the first time I saw it
22:10:23 <Bjarni> I used to shut up about the teachers making mistakes because they didn't like that :s
22:10:45 <Bjarni> and that made them reply that I was incorrect in front of the class
22:44:33 <Eddi|zuHause3> i always pointed out if the teacher was wrong
22:44:51 <Eddi|zuHause3> they usually did not like that, but i did not care :p
22:47:06 <Bjarni> it was a whole new experience to start at uni
22:47:36 <Bjarni> if the teacher was corrected, he became happy because it showed that the student understood the stuff on the blackboard
22:49:46 <Eddi|zuHause3> uni wasn't all that different from school
22:50:17 <Eddi|zuHause3> most of the things they taught in the first 2 semesters i already had at school
22:50:28 <Bjarni> I never messed around with robots in school ;)
22:50:41 <Bjarni> actually that's not true
22:50:47 <Eddi|zuHause3> i never messed around with robots in university :p
22:50:52 <Bjarni> we once tried some lego robots
22:51:33 <Bjarni> mindstorm before it was named mindstorm and it was in mid 90s or something
22:51:41 <Bjarni> looked totally different
22:53:15 <Eddi|zuHause3> i never had mindstorms
22:53:32 <Eddi|zuHause3> i only had pneumatic lego stuff
22:54:03 <glx> I have both generations of pneumatic
22:54:15 <Bjarni> you will never get too old for coding, so it's a good excuse for buying lego today
22:54:46 <Bjarni> <glx> I have both generations of pneumatic <-- me too... makes it even more fun when I combine them on the same tube system (yes, it can work if you know how to do it)
22:56:41 <Eddi|zuHause3> hm, how insane am i if i listen to a song the 160th time in a row?
22:57:18 <Eddi|zuHause3> !openttd commit me
22:57:58 <Bjarni> I once built a compressor like device. It consisted of an electric engine, a whole lot of gears to increase the force and in the end, it had a cranked axle with two old type pneumatic devices (angled 180° from each other). Each of them was connected to a device that could take air in from the outside and when it pushed the air the other way, it went into the tube system. I connected both outputs and I had a constant supply of air a
22:57:58 <Bjarni> nd due to the gearing, it could build up pressure if needed
22:58:20 <peter1138> OpenTTD: peter1138 * r10108 /trunk/src (Eddi|zuHause3): -Fix: infinite loop
22:58:48 <Bjarni> <Eddi|zuHause3> hm, how insane am i if i listen to a song the 160th time in a row? <-- that depends on the song. If it's Spice Girls, then yes
22:58:48 <glx> there is a compressor system with a small pump but I never tried it
22:59:30 <Bjarni> I never tried the official compressor either. That's why I built my own. It worked rather well even though it did shake somewhat and was a bit noisy
23:00:10 <Bjarni> the pistons did move slowly, yet with great force so the whole system moved a bit on the floor when it reached the end
23:00:26 <Eddi|zuHause3> the song is called "Overfire" from "T.H.C."
23:01:17 <Bjarni> it wasn't as balanced as I had hoped because the resistance was much greater when compressing than when taking in new air from the outside... I expected that, but it spoiled my balance plan anyway :s
23:02:07 <Bjarni> "great force" is relative to what forces you expect coming from lego, not great force in general ;)
23:03:07 <glx> pneumatic was not very reactive
23:03:52 <Bjarni> you needed to build up pressure to make it respond quickly... I think having the air tank would help somewhat
23:04:15 <Bjarni> and using bigger pipes would also help
23:04:34 <Bjarni> placing the handle close to the controlled device also increased reaction speed
23:06:00 <Bjarni> I once wondered about making a device that could turn pressure into rotations again... it ended up becoming rather huge and it never worked reliably
23:06:19 <Bjarni> I think I lacked enough stuff to build it from
23:06:43 <Bjarni> the idea was that the rotations should turn the handles back and forth
23:07:09 <glx> yeah always some parts missing :)
23:07:16 <Eddi|zuHause3> hm, you just need two other pistons and mount them 90° apart on a wheel
23:07:19 <moe> there is no vehicle for fruits
23:08:03 <Eddi|zuHause3> and then control the handles that switch around the air direction in the pistons
23:08:13 <Eddi|zuHause3> from that wheel
23:08:34 <Bjarni> <Eddi|zuHause3> hm, you just need two other pistons and mount them 90° apart on a wheel <-- yeah, but then I needed the stuff to control it by the rotation they generated and I needed all the stuff to generate the pressure (the compressor I mentioned before)
23:08:52 <moe> you have fruit plantage but not the truck for
23:09:02 <peter1138> fruit truck is there
23:09:17 <peter1138> 2 trucks and 1 wagon
23:09:56 <peter1138> first truck comes in at 1935
23:12:09 <peter1138> ah, so you are using newgrf then
23:12:23 <moe> grain ==maize but food =/ fruits
23:14:03 <glx> should have a refit option then
23:14:27 <moe> and nope there was no refit option
23:14:41 <moe> just need to find out which grf it is
23:14:56 <peter1138> how many vehicle grfs would you want loaded...
23:16:59 <moe> some station ones + stolen tree
23:17:15 <moe> loaded a grf ottd package but didnt use all
23:18:34 *** Digitalfox has joined #openttd
23:37:20 <eekee> Anyone else here play a tiny map with only one town? I'm getting told "too many stations in this town" & wondering if there's anything I can do about it
23:46:07 <Eddi|zuHause3> there is a fixed number of station names
23:46:22 <Eddi|zuHause3> try to rename a station
23:50:04 <eekee> Eddi|zuHause3: Already did
23:50:38 <Eddi|zuHause3> then i don't know any further
23:52:50 <KristjanS> i'm having an oil refinery
23:52:57 <KristjanS> that accepts oil only on one side
23:53:09 <KristjanS> my station touches the refinery but it doesn't accept it :p
23:54:02 <KristjanS> :p shouldn't it accept it all around the refinery though?
23:55:34 <KristjanS> now it accepts, but the tile didn't show up first as it would accept it
23:58:07 <KristjanS> do you lolcode? 8^)
23:58:19 <lolman> I don't, unfortunately
23:58:28 <Belugas> KristjanS, only some tiles, not all the tiles do accept oil. it's how the game is done
23:58:40 <Belugas> and it is the same for all the industry tiles
23:58:52 <Belugas> not all accept what the industry needs
23:59:21 <Belugas> the best way for you to determine, use the query tool and click on each of the tiles of the industry
23:59:39 <KristjanS> on one side the radius for accepting is 1 square, on two sides it is 3 and one it is 1
23:59:52 <Smoovious> any way I can give $ to a company that's offline? don't want someone to go bankrupt
23:59:59 <Belugas> it is not all the part of an industry that can deal with the stuff
continue to next day ⏵