IRC logs for #openttd on OFTC at 2007-07-08
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00:09:38 <alex_> i need to name a bunch of my servers something
00:09:44 <alex_> what should i name them adter?
00:09:56 <alex_> starwars characters are old
00:10:14 <alex_> i was thinking battlestar galacticia or like
00:10:40 <Eddi|zuHause> heroes characters :)
00:11:10 <alex_> i was thinking gangsters too
00:11:35 <alex_> and what if i have more than 12 servers
00:11:49 <Eddi|zuHause> then take D12 for the worst server :p
00:12:48 <Eddi|zuHause> is "bunch" and official measurement unit?
00:13:14 <alex_> although i will be purchasing a quad core machine soon to run virtual servers
00:13:20 <alex_> but im waiting fot AMD to hurry up
00:14:20 <sartsj> i hope you're not buying the quad core for 5 openttd servers ;p
00:15:54 <benc_> hell no to naming them after the beatles, or about usage?:P
00:16:11 <benc_> tsk, no respect for good music ;)
00:16:13 <alex_> the quad core is going to run virtual linux machines - debian
00:16:34 <sartsj> model name : Pentium III (Coppermine)
00:16:38 <sartsj> now that's a processor
00:16:56 <benc_> old standbys for me are the greek, roman, and norse pantheons
00:16:56 <sartsj> who needs quadcore when you have a coppermine
00:17:04 <benc_> and types of fruits and veggies
00:17:08 <benc_> very expandable set of names
00:17:29 <sartsj> my main pc is finnegan, laptop is called murphy
00:17:44 <Rubidium> alex_: the different brand names for the AMD processors leading up to the quad core
00:18:08 <benc_> so when your laptop dies, you'll hold finnegan's wake?
00:18:13 <benc_> sorry, that was terrible
00:18:14 <alex_> amd names of cpus' as shite
00:18:16 <sartsj> yea Rubidium, who wouldnt like a server called Thoroughbred :/
00:18:40 <sartsj> benc_, no, when my laptop dies, ill hold murphy's wake p
00:19:03 <benc_> doh, my reading comprehension must be turned off today
00:19:13 <sartsj> server is called tessie though
00:19:21 <sartsj> not really irish i guess
00:20:02 <sartsj> latin names of plants then
00:20:02 <alex_> hmm actually plants suck too
00:20:06 <benc_> just don't go by scientific names
00:20:13 <alex_> yeah i wont remember them
00:20:31 <alex_> if i name a computer, just by the name i would know what it does like
00:20:31 <sartsj> if you want to remember them easily, go with the fruits
00:20:38 <benc_> ping toxicodendron-radicans
00:21:09 <benc_> except for "box" instead of "serv"
00:21:41 <alex_> o what call my lovely machines
00:22:06 <benc_> who puts punctation in their server names, gosh
00:22:20 <alex_> <benc_> ping toxicodendron-radicans
00:22:32 <benc_> wasn't serious though :D
00:22:51 <sartsj> you mean the underscores?
00:25:13 <alex_> my firewall can be called hitler
00:25:18 <CIA-1> OpenTTD: rubidium * r10473 /trunk/src/ (4 files in 2 dirs): -Codechange: make the industry "window", the one that shows when you click on an industry, more flexible to allow easier integration with newindustries.
00:25:25 <benc_> napoleon, frederick, lincoln
00:25:42 <benc_> better name for a firewall box might be stalin
00:26:04 <alex_> famous leaders is a good one
00:26:27 <alex_> there is gotta be a geek list on this stuff out there on the intarwebs
00:26:36 <sartsj> stalin for a firewall box
00:27:21 <sartsj> georgewbush for your slow testing box
00:27:24 <alex_> quadcore could be telsa
00:27:27 <benc_> then once you replace it with a next gen box, hawking
00:28:41 <sartsj> are there any patches that enable an openttd server to post stats on an irc channel?
00:28:50 <sartsj> maybe in combination with an eggdrop
00:29:37 <alex_> im going to be creating a website that enables users to edit config files, and then launch a server they specify :)
00:29:44 <sartsj> well it would need a patch
00:29:46 <benc_> would be better as an external script i'd think
00:30:02 <sartsj> can anyone query a server for stats?
00:30:30 <benc_> you just need to be able to send a udp query
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00:30:37 <sartsj> might be able to fix up a tcl then
00:30:46 <sartsj> if there isnt one already
00:31:13 <benc_> lotsa config work i'm sure
00:32:48 * benc_ more of a python guy himself, but yes.
00:33:00 <alex_> it wouldnt be too much work
00:33:07 <alex_> ill just do it in .cgi and be lazy
00:33:18 <alex_> would require some safe gaurds tho
00:33:29 <benc_> yeah, that's what i was referring to
00:33:42 <benc_> the interweb is full of griefers
00:33:52 <alex_> yeah...... i would max it to say 5 servers..... max map size 512x512
00:34:11 <alex_> that should keep them at bay
00:34:24 <sartsj> thats why we also need to have company passwords saved for multiplayer games
00:35:04 <benc_> alex_ will encounter a different type of griefer though
00:35:08 <alex_> i read some python code the other day
00:35:31 <benc_> yeah, significant whitespace takes a bit of getting used to
00:35:47 <sartsj> only thing i know is php
00:35:50 <benc_> alex_: people maxing out system resources
00:36:10 <benc_> making path finding algos go crazy for example
00:36:19 <benc_> maybe i'm overestimating, shrug
00:36:41 <alex_> i would limit some of the cfg options
00:36:50 <alex_> so they couldnt touch that shit
00:36:52 <benc_> same guy with the moran sign
00:37:13 <sartsj> i saw some video a while ago, with british tv people asking a bunch of americans questions about the world
00:37:26 <benc_> there's still ways. but you're probably not opening yourself up to more than if you were running a typical openttd server.
00:37:49 <sartsj> they'd show them a map of the world, where australia would have the words 'north korea' printed inside, and they'd point to australia when asked where north korea was
00:38:13 <sartsj> and they asked some guy who he thought america should attack next
00:38:24 <sartsj> because they were against the war in iraq
00:38:34 <sartsj> he actually sounded serious
00:38:57 <glx> they watch too much tv :)
00:39:06 <alex_> or they dont have a clue
00:39:52 <sartsj> and they asked one guy where KFC came from
00:40:11 <sartsj> and when they asked him what KFC meant, he did know it is kentucky fried chicken
00:40:51 <benc_> sounds like leno's jaywalking
00:44:14 <alex_> the main things they would be able to edit would be: towns, industry, map size > 512, max loan, um, yeah
00:44:27 <alex_> thats all one would really need
00:45:07 <benc_> that's the ticket.. whitelist individual settings instead of blacklist
00:45:08 <alex_> i would also do ps aux scans of the system and any run away openttd processes takeing up more than 50% of cpu i would nuke
00:45:36 <benc_> can always add requested settings later
00:45:53 <alex_> i would need to create a user management thingy too
00:45:59 <alex_> so they could shutdown their server too
00:46:16 <alex_> im looking foward to ti
00:47:12 * Sacro goes back to reading yapf...
00:47:51 <benc_> a bit of light bedtime reading
00:49:27 <alex_> i wonder what type of server would you name churchill after
00:50:53 <sartsj> ooh the last 2 are difficult
00:51:15 <sartsj> the che quevara one has to have a completely different setup
00:51:29 <alex_> che guevara could be a ldirector box
00:51:46 <alex_> (high dependancy, redundancy)
00:52:04 <sartsj> it has to be a bit unstable
00:52:16 <sartsj> and it has to use completely different hardware/software
00:52:24 <alex_> windows machine on cyrix
00:52:33 <alex_> infact, windows on a mac....
00:52:58 <sartsj> and if you want it to be politically correct, it shouldnt really use commercial products
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01:15:12 <Eddi|zuHause> <sartsj> i saw some video a while ago, with british tv people asking a bunch of americans questions about the world <- i think that was an australian guy
01:18:16 <Jerub> sounds like the chaser.
01:18:46 <Jerub> tv show produced by our the abc.
01:30:27 <Caemyr> [01:27:24] <alex_> quadcore could be telsa
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01:49:48 <Jerub> The Chaser specialises in being politically incorrecr.
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02:45:54 <DeGhosty> I LOVE THE NEW AUTO SIGNAL!!!
02:47:38 <Eddi|zuHause> of course you do...
02:49:42 <Digitalfox> Theres some crazy people in this world!!! :\
02:52:30 <benc_> though it's refreshing when they're ranting about good openttd features as opposed to viagra ads
03:58:20 <Smoovious> didn't know ottd came with viagra ads... easter egg? :P
04:33:46 <Gekko> I was thinking "type where?"
04:33:49 <Gekko> but i ended up writing what
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08:41:56 <Chris82> is MP_UNMOVABLE the variable for a piece of land that you bought?
08:43:33 *** ChanServ sets mode: +o orudge
08:48:15 <peter1138> Chris82: er, that is not a variable
08:57:55 <Chris82> yeah I mean name of the tile or however it is called
08:58:27 <Chris82> like MP_HOUSE is a house, but what is an owned tile?
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09:02:04 <Smoovious> Chris82... did you have any issues adding my subsidies patch?
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09:11:44 <Rubidium> but not all unmovable tiles are "owned" tiles
09:15:52 <Chris82> Smoovious: Nope was all fine
09:16:26 <Chris82> Rubidium: Well these antennas are probably unmovable as well? but you can't demolish them anyway
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09:25:59 <Chris82> hmmm when building on cleared landscape CmdLandscapeClear is obviously not called?
09:26:26 <Chris82> when I build on cleared landscape the close to city increased construction prices are not calculated
09:26:34 <Chris82> but when selling the tile it is
09:26:51 <Chris82> so buy quickly building, selling, building... you can make a lot of money as long as no grass grows on the tile :D
09:27:14 <Smoovious> btw, Chris... I tried to use your server, briefly, before starting my own... tthe increase production costs near towns... think it goes way too high... couldn't even complete a single rail line with my startup money... game was in mid 1950's at the time
09:27:55 <Chris82> I am tweaking that patch right now
09:28:12 <Chris82> also with the current inflation of 3-5% prices will go up very quickly yeah
09:28:26 <Chris82> meaning a coal line is the best start
09:28:57 <Smoovious> is the increased contruction costs, relative to the population of the town?
09:29:17 <Smoovious> yeah, tried... couldn't finish laying track
09:29:41 <Smoovious> just going 5 squares through farmland cost me $120,000
09:29:53 <CIA-1> OpenTTD: rubidium * r10474 /trunk/src/train_cmd.cpp: -Fix [FS#995]: wrong group count after train crash.
09:30:07 <Chris82> hmmm but in building on farmland is really expensive with inflation on even without the patch
09:30:49 <Chris82> I just tweak the patch so distance plays a lower role
09:30:55 <Smoovious> yeah, but it shouldn't be _that_ expensive
09:31:07 <Chris82> i.e. 25 tiles away from a city you won't notice it anymore
09:31:40 <Smoovious> does it also take town population into account? a small town of 200 shouldn't have as much impact on costs, as a city of 10,000, for instance
09:32:44 <Chris82> a town smaller than 400 has no impact
09:33:05 <Chris82> and a town <1000 has very little impact
09:34:01 <Chris82> I just try to fix this clear land problem also
09:35:01 <Chris82> either I make building on clear land expensive (easy to do) or when selling something that's been built on clear land it doesn't give you as much money (difficult to do I could imagine)
09:35:52 <CIA-1> OpenTTD: rubidium * r10475 /trunk/src/group_cmd.cpp: -Fix [FS#996]: some wrong comments for a few of the (vehicle) group related actions.
09:37:43 <Smoovious> why worry about it at all... part of building on uncleared land, is the cost for bulldozing and preparinig the land... if you've b ulldozed in a seperate step, and build before it starts growing back in, you've already paid it
09:38:13 <Chris82> yeah but the problem is, when building in the city center on green land you pay e.g. 20k
09:38:18 <Chris82> then you sell it for 5k
09:38:27 <Chris82> quickly build it again for only 1k since the land is clear
09:38:35 <Chris82> and when you sell it again you get 5k = 4k profit
09:38:50 <Chris82> and you can do that a dozen times in 10 seconds making you 48k profit
09:39:02 <Smoovious> ok, well, different issue then
09:39:34 <Chris82> after 100 years due to inflation and bigger cities you'll definitely make profit when selling land, but that's fine
09:40:03 <Smoovious> that's the real estate market
09:41:51 <Chris82> or maybe demolishing bought land and railway should return green land instead of brown (cleared land)
09:42:15 <Chris82> that'd be the easiest solution but it would look stupid
09:45:50 <Chris82> btw... after watching Inconvinient Truth yesterday for the 3rd or 4th time :D I had the idea to add desert to temperate climate as an effect of global warming when you have too many "dirty" vehicles (diesel engines, planes) on the map :D
09:46:26 <Chris82> and the bad thing about desert would be that trains can only drive through it at very low speeds and track maintenance cost is higher etc.
09:47:23 <Gekko> how would you implement that
09:47:29 <Gekko> and why would you bother
09:48:49 <Chris82> well making desert possible in temperate climate surely isn't that big of an issue, there's a snow patch already
09:48:50 <Smoovious> and why would trains go slower? here in the US, they go full-bore, more than anywhere else... less population
09:49:25 <Chris82> well it's not really desert in the US where trains have tracks or are there tracks in death valley?
09:50:07 <Smoovious> yes, it is really desert... we got a whole handfull of states full of desert
09:50:38 <Gekko> desert sands wouldnt hold the tracks
09:51:09 <Smoovious> that doesn't mean it isn't real desert... it is just a different kind of desert
09:51:33 <Smoovious> just cuz our desert's base is dried clay instead of sand, doesn't make it any less 'real'
09:51:40 <Chris82> hmmm ok but I still I would think track maintenance is more expensive there
09:51:43 <Rubidium> like the north and southpole are also deserts (it rains/snows less than x mm per year)
09:52:03 <Rubidium> Chris82: it's probably less
09:52:22 <Chris82> hmmm but doesn't sand hurt the metal?
09:52:23 <Rubidium> it's hard as concrete and you wouldn't have weeds
09:52:28 <Smoovious> only insofar as the work crews generally would have further to go to get there... other than that, no more expensive than anywhere else
09:52:41 <Rubidium> and when it's a rock desert there's no that much sand
09:52:53 <Rubidium> I guess water erodes tracks quicker than a rock desert
09:53:12 <Chris82> hmmm ok then I was thinking of the wrong negative effect maybe
09:53:17 <Smoovious> and rocks don't rust either
09:53:26 <Chris82> eventually city shrinking would be a better effect of desert
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09:54:08 <Rubidium> Chris82: why would those cities shrink?
09:54:12 <Smoovious> personally, I'd just stay away from that kind of thing... if we wanted to play in desert, we got a desert scenario
09:54:30 <Smoovious> yeah... Las Vegas is in a desert, and just won't stop growing
09:54:45 <Smoovious> El Paso is in desert too
09:56:03 <Smoovious> maybe have the cities becoming desert areas, have a much higher ratio of casinos
09:56:40 <Chris82> I know what you mean but is it really called that way
09:56:51 <Smoovious> depends on who you talk to
09:57:16 <Smoovious> we're a mellting pot over here you see... no matter what you're referring to, there are at least a dozen ways to refer to them
09:57:54 <Chris82> Rubidium: Autoreplace already knows that and can keep the train length (almost) equal when you replace short wagons with long wagons. < how?
09:57:57 <Chris82> that doesn't work for me
09:58:39 <Rubidium> right corner -> wagon removal
09:59:15 <Chris82> ohhh I thought that would just remove all waggons from the train
10:09:55 <Chris82> can I make grass grow quicker after a tile has been demolished somehow?
10:10:05 <Chris82> like make it grow after 2 seconds already
10:11:20 <Chris82> :p without player action I meant
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10:54:33 <Eddi|zuHause> <Chris82> like make it grow after 2 seconds already <- grass growing is somewhere in the tileloop, you can try to skip the intermediate states
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11:00:51 <Smoovious> that'd just be a dirty hack tho... the real problem would still need to be fixed
11:06:35 <Eddi|zuHause> what "real" problem?
11:11:26 <Smoovious> 2007-07-08 05:37:42 UAC-5 | <Chris82> yeah but the problem is, when building in the city center on green land you pay e.g. 20k
11:11:26 <Smoovious> 2007-07-08 05:37:48 UAC-5 | <Chris82> then you sell it for 5k
11:11:26 <Smoovious> 2007-07-08 05:37:57 UAC-5 | <Chris82> quickly build it again for only 1k since the land is clear
11:11:26 <Smoovious> 2007-07-08 05:38:05 UAC-5 | <Chris82> and when you sell it again you get 5k = 4k profit
11:12:57 <Smoovious> it is a patch he's using to make land more expensive closer to cities (as well as population size)... and building on bulldozed land, isn't reflecting it
11:14:58 <Eddi|zuHause> yes, because the cost i for bulldozing the land...
11:15:18 <Eddi|zuHause> if the land is already bulldozed, costs are not changed
11:15:56 <Eddi|zuHause> the "problem" is just the increased "cost" for bulldozing own stuff
11:16:18 <Smoovious> yeah, I allready mentioned that
11:16:54 <Smoovious> still tho... shouldn't be able to sell for more than you built for
11:17:20 <Eddi|zuHause> yes, because he should not modify that cost at all
11:18:20 <Eddi|zuHause> "case MP_UNMOVABLE: case MP_RAIL: break;"
11:19:11 <Eddi|zuHause> otherwise he will always get that kind of side effect
11:19:12 <Smoovious> um... is that an agree, or disagree...
11:19:15 <EQYNoX> dint kown what i`m doing wrong but i tried with r7082 0.5.3-rc2 r9885 and r10466 but i can not use the extra dynamite , when its enabled in the patch menu , always when i try to bulldoze and industrie it says "it cant , because coalmine or what ever is in the way" what the hell am i doing wrong ?
11:20:09 <Smoovious> like, in the cheat menu?
11:20:09 <Rubidium> that patch option only makes you remove a little more roads and town buildings
11:20:13 <Eddi|zuHause> EQYNoX: "extra dynamite" only allows to remove roads in cities afaik
11:20:49 <Rubidium> in the "cheat" menu there's a magic bulldozer that makes everyone bulldoze everything (as long as there are no vehicles)
11:20:57 <EQYNoX> hm , there is no way other then the cheat menu to bulldoze industry ?
11:22:44 <EQYNoX> but i cant use the cheat menu for multiplayer so i cant use use the magic bulldozer
11:23:44 <Eddi|zuHause> in that case, you have to wait for the industry to close
11:24:14 <sartsjie> why do you want to bulldoze an industry
11:24:54 <EQYNoX> because i need space :)
11:26:44 <EQYNoX> i have a big train station and dont want to build arround the industie all the time
11:27:21 <sartsjie> is there documentation somewhere on how to query a openttd server for stats?
11:29:33 <Rubidium> depends on the type of stats
11:31:35 <sartsjie> stats about the running game
11:31:56 <sartsjie> connected clients, companie stats
11:37:54 <Rubidium> that isn't documented that good
11:38:13 <Rubidium> but you could take a look at OpenTTDlib or something named similarly on the forum
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12:27:14 <SmatZ> I do not understand one thing about profiling - when I run game with profiling enabled for 40 seconds, the gprof utility gives me only 7.5 seconds spent in ttd_main() and its children
12:27:44 <SmatZ> where are spent other 32 seconds, while not under ttd_main() ?
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12:27:58 <Smoovious> try it with fast-forward enabledd
12:28:08 <SmatZ> in the system renderer and libraries, that are not compiled with profiling enabled?
12:28:16 <SmatZ> I run with fast forward -
12:28:42 <SmatZ> 7.46 ttd_main(int, char**) [1]
12:30:47 <peter1138> and -s null -m null
12:31:00 <peter1138> unless you're profiling output stuff, heh
12:33:01 <SmatZ> with -s null -m null this is the same :)
12:33:23 <SmatZ> some time is spent while loading binary...
12:33:37 <SmatZ> how can I test the game without video output?
12:35:19 <Rubidium> SmatZ: the profiling itself takes time too
12:36:03 <alex_> im trying to compile a list of good sysadmin commands on *nix - ive come up with so far: free, ps aux, uptime, and df - what else would there be?
12:36:11 <alex_> anything else im missing thats good?
12:36:41 <alex_> for sysadmin monitoring
12:37:17 <alex_> ill be creating scripts in perl to monitor these lifesigns
12:37:28 <alex_> and itll warn me if something is wrong wtc
12:37:45 <alex_> uname is good, at least it wouldnt change much
12:37:56 <alex_> would give me the time :)
12:38:02 <sartsjie> gotta list kernel version!
12:38:11 <alex_> like free, ps aux, uptime, df, uname -a?\
12:38:21 <alex_> anything that would help monitor a machine
12:38:34 <SmatZ> Rubidium: it sure does - but the time spent in ttd_main() and its children is only 1/5 of the total time spent ... seems strange for me, that is all :)
12:39:12 <alex_> sartsjie: yeap who is good
12:39:21 <alex_> like free, ps aux, uptime, df, uname -a, who ....
12:39:22 <Rubidium> tail /var/log/auth.log | grep 'fail'
12:39:49 <alex_> i would grep all the logs
12:39:56 <alex_> for signs of trouble... thats good
12:40:10 <Rubidium> could use logcheck too
12:42:13 <alex_> yeah but can it use SOAP?
12:42:28 <Rubidium> just write a wrapper
12:42:29 <alex_> cause im having to do this on over 60 clients :)
12:44:11 <skidd13> Is the z-order bug with bridge over tunnel known?
12:45:56 <SmatZ> skidd13: actually, there are many z-order problems :-(
12:46:51 <skidd13> Ahh. Shall I post it to FS?
12:47:48 <Rubidium> skidd13: just make a comment in FS#119
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13:11:01 <alex_> how do you get like welcoming messages when peolpe join the server?
13:15:09 <alex_> any tips on implementing it?
13:17:51 <peter1138> top - 14:17:19 up 5:09, 5 users, load average: 420.47, 145.27, 52.62
13:18:02 <glx> alex_: check scripts/readme.txt
13:18:23 <alex_> peter1138: might want to install those 400+ CPU's you were going to do
13:19:00 <Gekko[PDA]> how do those loads work
13:19:09 <Gekko[PDA]> what are they showing
13:21:06 <Rubidium> the amount of "slices" an application must wait till it gets another "slice" of CPU (or something like that)
13:22:03 <Gekko[PDA]> 400 pieces of cake
13:24:42 <alex_> load averages over tmie
13:24:52 <alex_> first one is like 5 mins, second 10 then 15mins
13:25:28 <alex_> meaning that his processes need 420 of his cpu's
13:26:10 <Rubidium> alex_: a load average is basically the amount of time slices an application must wait till it's next time slice
13:27:03 <alex_> i thought of it as cpu usage
13:27:24 <alex_> i guess it measures both
13:27:29 <alex_> <glx> alex_: check scripts/readme.txt
13:27:36 <alex_> where can i find this direcotry?
13:28:07 <Rubidium> alongside the data directory
13:28:28 <glx> hm it's not in the installer it seems
13:29:15 <alex_> anyone got a messgae script they could copy+paste to me that i could work with?
13:29:36 <alex_> so that when users enter the server they would see a welcome message etc :)
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13:34:03 <alex_> or maybe point me in the right direction on where i can find how to do it?
13:34:10 <alex_> would it be in a dev release?
13:40:40 <alex_> i should just be able to copy it right?
13:41:11 <alex_> and i stick it into : /usr/share/games/openttd?
13:41:58 <Gekko[PDA]> i already said lol
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13:42:08 <alex_> .. whats wrong with debian?
13:42:47 <Rubidium> @kick Gekko[PDA] lol
13:42:47 <DorpsGek> Rubidium: Error: Gekko is not in #openttd.
13:44:23 <DorpsGek> alex_: Error: Gekko* is not in #openttd.
13:44:43 <DorpsGek> alex_: Error: No closing quotation
13:45:01 <glx> alex_: but the bot doesn't know you
13:45:49 <glx> at least with quotes it's ok (as it doesn't give error)
13:49:14 <Gekko[PDA]> hmm wheres chris82
13:49:46 <Sacro> yapf_costbase.hpp, line 1
13:52:58 <Sacro> *13 has a spelling mistake
13:53:36 <hylje> Sacro: you could be subtle and fix that spelling mistake in a diff :>
13:54:16 <Sacro> can't i just submit a sed command?
13:54:28 <hylje> run the sed and send the diff
13:54:29 <alex_> so for a welcoming message when you join the server
13:54:36 <alex_> you would put that in on_clients.scr?
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13:58:42 <alex_> hmm for some reason my server is ignoring on_clients.scr so no MOTD is being displayed when clients join my server
13:58:50 <alex_> peter1138: can you shed some light on how to enable this?
13:59:56 <peter1138> use the right script :)
14:00:17 <peter1138> on_server_connect.scr
14:01:45 <alex_> debian:/usr/share/games/openttd/scripts# ls -l on_server_connect.scr
14:01:45 <alex_> -rw-r--r-- 1 root root 36 2007-07-08 16:01 on_server_connect.scr
14:01:57 <alex_> peter1138: this path and filename look good?
14:02:08 <alex_> inside im putting a simple: echo "hello, world"
14:02:13 <alex_> and nothing comes up when i join the server =/
14:03:02 *** nairan_work has joined #openttd
14:03:39 <alex_> say "hello, world!!!!!!!"
14:05:22 <alex_> ive even tried: say hello
14:05:25 <sartsjie> i build a station 1 tile next to a refinery, but it wont accept oil
14:05:27 <alex_> stil nothing... is there logs? :D
14:05:42 <Rubidium> sartsjie: not all tiles of the refinery accept oil
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14:07:11 <sartsjie> i built on the side where the tanks are
14:07:11 <Rubidium> alex_: on_connect.scr using say?
14:07:18 <sartsjie> i guess thats a bad side of the refinery then?
14:11:00 <alex_> peter1138: told me to use on_server_connect.scr
14:11:44 <Rubidium> the files are called on_connect.scr though (in the scripts directory)
14:11:51 <alex_> on_connect.scr doesnt work either
14:12:19 <Rubidium> where did you put it?
14:12:31 <alex_> ./usr/share/games/openttd/scripts
14:12:40 <peter1138> i'd use on_server_connect.scr if you want it to run when a client joins
14:12:56 <alex_> -rw-r--r-- 1 root root 54 2007-07-08 16:05 on_server_connect.scr
14:13:34 <alex_> debian:/usr/share/games/openttd/scripts# tail on_server_connect.scr
14:13:45 <Rubidium> hmm, if you start openttd dedicated, and do a ls, where are you at that moment?
14:14:02 <alex_> screen -t openttd-mass /usr/games/openttd -D -c /root/.openttd/openttd4.cfg
14:17:22 <alex_> everyone stumped on this?
14:17:35 <alex_> on_server_connect.scr is correct....
14:18:00 <alex_> its in /usr/share/games/openttd/scripts
14:18:05 <Rubidium> well, it gives me the feeling the scripts directory is in the wrong location
14:18:08 <alex_> do i need to change som cfg settings?
14:18:11 <Rubidium> but I don't know the right location either
14:18:20 <alex_> peter1138: do i have it in the right location?
14:18:56 <Rubidium> my "money" is on the directory where the binary is in
14:19:18 <alex_> someone else has the same problem in this thread
14:20:25 <alex_> should i just use "autopilot?"
14:22:20 <Rubidium> alex_: the problem is that the debian package is screwing with paths all over the place and nobody ever tested where the scripts should've been placed
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14:23:31 <Rubidium> as I said, the scripts directory should probably be in the directory where the binary is in
14:23:36 <CIA-1> OpenTTD: rubidium * r10476 /trunk/src/newgrf_callbacks.h: -Fix: some newgrf callbacks were already implemented even though the comment said they were not.
14:31:16 <alex_> uses the expect program :)
14:31:26 <alex_> and i can develop ontop of it too
14:33:20 *** Nickman is now known as Nickman^Away
14:33:25 <alex_> it spams the wecloming message mutliple times
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14:43:09 <Smoovious> that's to make sure they've seen it. :)
14:45:57 <benc_> 00:12:15 < NukeBuster> what's with doxygen?
14:46:19 <benc_> doxygen looks like its gone belly-up
14:53:46 <Rubidium> probably something not having enough free diskspace of so I guess
14:56:41 <sartsjie> do depots act as a presignal or a normal signal?
14:57:27 <sartsjie> kinda beats the purpose of putting a depot at the entrance of a terminus station, even though it is a nasty solution anyway
14:57:41 <Maedhros> i think it depends on whether it's in a presignal block or not
14:58:01 <sartsjie> because full loaded trains cant leave the depot to exit the station because both tracks are full, even though the exit is free
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15:04:12 <skidd13> I'm reading in src/strings.cpp ATM. Is there a reason why in FormatCommaNumber divisor is querried three times. IMO either reuse the querried var or drop it.
15:11:27 <Rubidium> skidd13: probably not
15:12:31 <skidd13> It looks a bit wired in my eyes... Just trying to get an impression how the number handling works.
15:12:49 <alex_> what is net_frame_freq 2
15:13:39 <skidd13> weird! sorry fingers are fater than brain ;)
15:16:11 <alex_> anyone have any clue what net_fram_freq does?
15:16:17 <Smoovious> alex_: it is the amount of frames before a command will be (visibly) executed. Default value: 1
15:16:30 <Smoovious> "help net_frame_freq" in the status window
15:34:30 * Sacro ponders making an OpenTTD livecd
15:35:59 <Wolf01> but make it multiplatform
15:37:35 <Sacro> you mean x86, ppc, arm... all on one?
15:50:05 <ln-> does someone have an arm-based computer that boots from cd?
15:51:19 <alex_> can you have more than 10 clients?
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15:59:44 <alex_> Brianetta: you make autopilot?
16:07:24 <benc_> Sacro: r10000 was a nice milestone, but why base your livecd off of it? :D
16:07:43 <Sacro> benc_: no, thats my PKGBUILD for building svn packages
16:08:14 <Sacro> so at 18:00, i can have it automatically build a nightly, and install it using my package manager
16:08:24 <Sacro> and not have loose files laying around
16:08:44 <Sacro> its the same as an rpm spec file
16:09:34 <benc_> sorry, i spend most of my time on windows these days
16:09:40 <benc_> do like a good livecd though
16:09:48 <Sacro> however, its set so it doesn't overwite openttd
16:09:59 <Sacro> so i have /usr/share/openttd and /usr/share/openttd-svn
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16:32:00 <Tefad> i can't find discussion, but i have a four-track layout and i'm trying to keep my presignal blocks from getting clogged
16:32:32 <Tefad> if two presignals are red, when the block becomes free, both trains try to travel down and one ends up clogging the block
16:32:38 <Tefad> (mutliple layered block)
16:43:00 <Tefad> ro-ro station. incoming side has two main lines each starts with a regular pre signal (two of them). next i have large X with room for combo signals along the X, so each section of track in the X has a combo signal. at the end of the X i have exit signals.
16:43:25 <Tefad> if the station is full and two trains are waiting
16:43:58 <Tefad> when the first train leaves, both trains attempt to enter the X, then one gets stopped by a combo signal.
16:44:29 <Tefad> i remember seeing this kind of problem before, but i forgot what the solution is
16:46:19 <Smoovious> not motivated... sorry...
16:46:32 <sartsjie> a picture speaks a thousand words
16:46:32 <Tefad> then we agree this problem isn't important : )
16:46:43 <Tefad> it's been looked into before
16:46:53 <Tefad> i just forgot what i'm supposed to do
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16:49:51 <alex_> 6 of 20 of my servers up:)
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16:51:00 <nairan_work> i noticed there are some servers with far lower r nightly
17:13:41 <skidd13> since when is bridge over bridge allowed?
17:16:27 <Rubidium> bridge over bridgehead maybe, but bridge over bridge isn't allowed
17:29:08 <Smoovious> wow... someone actually started a network game on version 0.4.0.1
17:32:19 <Rubidium> Sacro: that ain't 0.1 by a *long* shot
17:34:36 <Smoovious> alright... fire up a network game... lets see it in the list. :P
17:35:17 <Sacro> my internet is being sucky
17:37:36 <skidd13> Rubidium: the old ai builds bridge over bridge :)
17:40:14 <Rubidium> it shouldn't be doing that
17:40:26 <CIA-1> OpenTTD: rubidium * r10477 /trunk/src/ (5 files): -Codechange: add some callbacks to customise the acceptance of industries.
17:43:59 <skidd13> sry, experienced that during patch testing... mybe I can reproduce it again.
17:44:56 <CIA-1> OpenTTD: rubidium * r10478 /trunk/src/vehicle.cpp: -Fix [FS#999]: remove the loading indicator when a vehicle is removed.
17:45:55 <CIA-1> OpenTTD: miham * r10479 /trunk/src/lang/ (15 files in 2 dirs): (log message trimmed)
17:45:56 <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2007-07-08 19:44:48
17:45:56 <CIA-1> OpenTTD: american - 4 fixed by WhiteRabbit (4)
17:45:56 <CIA-1> OpenTTD: catalan - 2 fixed by arnaullv (2)
17:45:56 <CIA-1> OpenTTD: czech - 67 fixed by joeprusa (67)
17:45:57 <CIA-1> OpenTTD: danish - 6 fixed by ThomasA (6)
17:45:57 <CIA-1> OpenTTD: dutch - 2 fixed by webfreakz (2)
17:46:17 *** Nickman^Away is now known as Nickman
18:08:50 <Digitalfox_> Ányone here from UK ?
18:16:52 <skidd13> lighthouses and transmitters under bridges cause invisible bridge parts lol ->scenario editor
18:17:09 <Maedhros> that shouldn't be allowed either
18:17:39 <Maedhros> (the game will crash if you remove the bridge...)
18:23:04 <Rubidium> Maedhros: are you going to fix that or should I do it?
18:24:05 <Maedhros> Rubidium: i'll have a go (unless you've already started :p)
18:25:33 <Rubidium> have fun; probable a "if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return CMD_ERROR;" somewhere
18:33:11 <Maedhros> hmm. since it's only allowed in the scenario editor it's not done with a command at all
18:35:39 *** tga is now known as txberiu
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18:40:28 <CIA-1> OpenTTD: maedhros * r10480 /trunk/src/ (main_gui.cpp unmovable_cmd.cpp): -Fix: Don't allow building lighthouses and transmitters under bridges in the scenario editor, or during world generation.
18:41:54 <CIA-1> OpenTTD: maedhros * r10481 /trunk/src/industry_cmd.cpp: -Codechange: Show a news message with the new industry when primary industry prospecting succeeds.
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18:53:37 *** Osai is now known as Osai^city
18:57:13 <CIA-1> OpenTTD: rubidium * r10482 /trunk/config.lib: -Fix [FS#990]: Do not override the CFLAGS environment variable when configuring a non-debug makefile. Based on a patch by saggson.
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19:27:49 *** ChanServ sets mode: +o orudge
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19:55:04 <CIA-1> OpenTTD: rubidium * r10483 /trunk/src/ (industry_cmd.cpp newgrf_callbacks.h): -Codechange: add support for callbacks to manipulate the building chance of farm fields and chopping chance for lumber mills.
20:17:49 <Anb> Good morning/afternoon/evening/night everyone :)
20:19:36 <Digitalfox_> Good morning/afternoon/evening/night Anb :)
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20:58:33 <Ammller> how is the url for checkout 0.5.2?
20:58:37 *** Osai^city is now known as Osai
20:58:52 <Rubidium> <base_url>/tags/<version>
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21:00:20 <glx> you don't get all .svn stuff
21:00:53 <Ammller> svn is only needed, if I would develop?
21:01:28 <glx> checkout is needed if you plan to make a patch against 0.5.2, but it's not recommended
21:02:05 <Ammller> and for using svn up (trunk)?
21:02:21 <glx> for trunk and branches use checkout
21:02:44 <Rubidium> you can't svn up from 0.5.2/whatever branch/tag to trunk
21:03:39 <Ammller> Rubidium: clear, I meant what glx answerd
21:04:35 <Ammller> or how can I browse the svn without chekcout?
21:06:13 <Phazorx> hmm.. how many good units are should it be per one primary cargo delivered to factory?
21:07:22 <Phazorx> how many good units generated per one raw cargo at factory?
21:07:51 <hylje> i think it has something to do with the rating
21:08:09 <hylje> but ive noted mostly 1:1 results
21:08:30 <Phazorx> i tihnk you are right about rating
21:09:06 <Phazorx> does station recieve only as much share as it's rating for taking that cargo?
21:09:34 <hylje> i think the highest rating station gets it all
21:10:08 <Phazorx> i have only one station and i get about 2:3 ratio for output
21:10:32 <Phazorx> as in if i bring 1000 primary - i get 600-700 output
21:11:08 <Phazorx> and rating is 73% now
21:26:21 <Ailure> jesus that truck looks so out of place
21:27:40 <Ailure> I think the amount of cargo you get is the same as your rating, though it complicates things a bit if theres severeal statinons sharing a industry
21:28:52 <Phazorx> will i get more than one per if i have mroe than one station?
21:29:05 <Ailure> but if you/re lone station
21:29:38 <Ailure> the industry reports how much it brings to station in its window
21:29:38 <Phazorx> thuis is the only station it is same for drop and pickup tho
21:30:01 <Ailure> for dropoff it wouldnt matter
21:30:18 <Phazorx> inustry reports how much is on the station ATM
21:31:40 <Phazorx> also industry has no local authority and this station does nto accept goods neithjer
21:31:55 <Phazorx> so it's hard to see where else could goods go aside of in that train
21:34:01 <Phazorx> peter1138, Rubidium any ideas on how it SHOULD behave?
21:34:39 <Ailure> it reports how much it put into the stations in the last month
21:35:07 <Phazorx> you mean industry status then i guess
21:35:38 <Phazorx> then it reports how much it produces
21:35:55 <Phazorx> not how much was dropped at all station and not how much any station got
21:36:00 <Phazorx> so that number is kidna useless
21:36:27 <Ailure> [23:27] <Phazorx> inustry reports how much is on the station ATM
21:36:41 <Phazorx> sorry i meant station
21:39:01 <Phazorx> for given issue of figureung out primary/secondary ratio, or for figuring out where cargo goes - it bring no meaning i meant
21:39:09 <Phazorx> overall it is nice to see for big stations
21:39:45 <Phazorx> that page apparently does not touch facroty production?
21:40:23 <peter1138> if you think that number is useless, try finding profitable routes without it
21:41:56 <Phazorx> okai for GIVEN subject it is not any usefull
21:42:13 <Phazorx> i'm not discussing general industry statistics
21:44:42 <Phazorx> it's plain amazing how people get sidetracked with demagogics on IRC
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23:02:06 <elmz> playing a game vs a friend now, but he keeps pinging out
23:02:24 <elmz> console says to raise net_frame_freq
23:02:54 <elmz> currently it is set to 0 (default as you probably know)
23:03:09 <elmz> but I have no idea what value to set it to ^^
23:03:33 *** Eddi|zuHause has joined #openttd
23:03:49 <Phazorx> i asked same question before - got soemthing like "try and see"
23:04:01 <elmz> and what did you try? :P
23:04:05 <Phazorx> most liekly wont help since it looks like one of computers is not apt
23:04:44 <Phazorx> no, but it helped turning off other apps and giving more CPU ticks to the game
23:04:52 <Phazorx> as well as cutting down torrent activity
23:07:00 <elmz> none of us are dling/upping, but I found the error....relayed connection in Hamachi :)
23:10:55 *** Osai^zZz has joined #openttd
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23:25:47 <elmz> hm,one thing that might make a gam harder to play would be if there was property maintenance on everything
23:26:38 <elmz> would be more realistic too :)
23:28:25 <elmz> just came to my mind right now, had to say it
23:28:33 <elmz> has most likely been said before :)
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