IRC logs for #openttd on OFTC at 2007-07-12
            
00:02:13 <JazzyJaffa> Hi all, is there currently a way to change YAPF's m_max_search_nodes on a "per pathfinder" basis?
00:03:36 <Rubidium> JazzyJaffa: what do you mean exactly with that?
00:03:42 <Rubidium> there is only one YAPF instance
00:04:09 <JazzyJaffa> I thought there was one for each transport type?
00:04:47 <Rubidium> hmm, you might be right
00:04:50 <JazzyJaffa> Currently m_max_search_nodes is set in the constructor and is protected
00:05:14 <JazzyJaffa> I can add a way to modify it, just wanted to avoid duplication
00:05:25 <Rubidium> why is it needed that that can be changed?
00:05:56 <JazzyJaffa> I'm experimenting with YAPF for construction of rail lines
00:07:30 <JazzyJaffa> the default doesn't get you far enough
00:08:40 <JazzyJaffa> YAPF is a really nice piece of code though, very flexible
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02:04:48 <Tensei> anyone out there?
02:04:56 <Tensei> #password
02:05:01 <Tensei> $password
02:05:05 <Tensei> hmmm
02:05:17 <Tensei> hello?
02:07:19 <_Ben_> hello
02:07:53 <Tensei> i have a quick question, think you can help?
02:08:12 <_Ben_> I dought it, but say it anyway, as others may be lurking/read it later
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02:09:01 <Tensei> It's a realitvly stupid question.. can you transport coal by truck to a depot, then have a boat pick it up?
02:09:07 <Tensei> i can't seem to get it to work
02:09:34 <Sacro> transfer yeah
02:09:36 <_Ben_> yep, just make the tuck transfer the coal
02:09:42 <iPandaMojo> yes, although the depot and the dock need to be part of the same station
02:09:43 <_Ben_> tuck/truck
02:09:51 <Tensei> how do you get that to happen?
02:09:53 <iPandaMojo> And yeah, the truck needs unload orders @ the transfer point
02:10:04 <iPandaMojo> Might want your boats on full load too
02:10:05 <Tensei> i built them within 2 squares and they were differn't
02:10:11 <iPandaMojo> Rebuild then :)
02:10:22 <Tensei> what's the rule? next to each other :-)?!
02:10:25 <iPandaMojo> yeah
02:10:31 <Tensei> i see
02:10:42 <iPandaMojo> You can chain them along though, and then destroy the ones in the middle
02:10:42 <glx> but you can use station walking
02:10:46 <iPandaMojo> If you really like that spot
02:10:47 <iPandaMojo> :D
02:11:02 <iPandaMojo> (otherwise known as station walking, yes :) )
02:11:47 <Tensei> well my dock is name#1, my station is name#2, i've built the station right next to the dock, names don't change, do i have to blow up and start over?
02:12:00 <SmatZ> hmm 4am and there are many active people... world is big :)
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02:12:08 <Tensei> 10:12 here
02:12:35 <Tensei> i get an error
02:12:48 <Tensei> adjacent loading/unloading building or something like that
02:13:30 <_Ben_> If the station/depot/docks are linked then there should be 1 coloured strip with the name, and it should have 2 symbols, 1 for each type of loading/unloading station
02:14:35 <Tensei> when i blew up the dock it let me rebuild next to the station.. thanks :-)
02:17:04 <_Ben_> cool, night
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03:54:57 <Smoovious> gotta be a better way to upgrade semaphores to electrics without having to remove em
03:55:21 <Smoovious> especially with the GUI now
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07:42:05 <dihedral> morning ladies :-)
07:42:56 <ln-> good morning, miss
07:48:49 <Smoovious> are we there yet?
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07:49:25 <Noldo> who we and where?
07:50:32 <hylje> you, toyland
07:54:17 <CIA-1> OpenTTD: rubidium * r10516 /trunk/src/newgrf_commons.cpp: -Fix: if doing a lookup for a ID, scan the whole range instead of only the "new" ones because the old ones could be overriden too.
07:55:47 <CIA-1> OpenTTD: rubidium * r10517 /trunk/src/newgrf_industries.cpp: -Fix: the "closest distance to water/land" calculation gave the distance to the north-eastern border instead of the closest water/land.
07:57:20 <CIA-1> OpenTTD: rubidium * r10518 /trunk/src/newgrf_industries.cpp: -Fix: use the location of the industry and not INVALID_TILE for production callbacks; makes looking at the environment of an industry a lot more useful.
08:10:53 <CIA-1> OpenTTD: rubidium * r10519 /trunk/src/newgrf_commons.cpp: -Fix: when getting a "nearby" tile, make sure you never roam outside of the map.
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08:22:43 <dihedral> toyland would be awsome
08:23:55 <TrueBrain> only if you take it in a cup!
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09:14:00 <alex__> hello
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09:16:11 <CIA-1> OpenTTD: rubidium * r10520 /trunk/src/newgrf_industrytiles.cpp: -Fix: when a "can I build this industry tile here" callback did not fail, it doesn't automatically mean that the industry tile can be built there.
09:19:15 <dihedral> TrueBrain: welcome back
09:19:21 <dihedral> how was your holiday?
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09:41:41 <Chris82> hi
09:41:43 <Chris82> Smoovious here?
09:43:58 <Smoovious> ya
09:44:12 <Smoovious> trying locally?
09:44:16 <Chris82> I have set my dedicated to 30 now
09:44:23 <Chris82> and I don't get desyncs from there so far
09:44:30 <Smoovious> okee
09:44:33 <Chris82> I will load your game there to see if that works as well
09:44:58 <Chris82> I am in Berlin and the dedicated server is in Frankfurt
09:45:02 <Chris82> so it's no LAN connection
09:45:13 <Smoovious> okee
09:46:53 <myrka> is there any problems with r10498
09:47:14 <Chris82> none that I would have heard of
09:47:49 <Smoovious> I didn't have a remote player for the last one... couldn't tell ya
09:48:08 <myrka> it compiles fine but game's windows is named norev000
09:48:20 <Smoovious> ahh... VC
09:48:40 <TrueBrain> dihedral: it was really good :)
09:48:47 <Smoovious> you gotta do a #define somewhere to compile with the revision you want
09:48:59 <Chris82> myrka: check network.h there you can change the title pretty much at the top
09:49:15 <myrka> ok thx
09:49:22 <Chris82> line 6
09:49:39 <Chris82> Smoovious, something got bogus with the save I made of your game
09:49:47 <Chris82> it only loads 139 kb and breaks the game
09:50:25 <Chris82> ahhh damn the server doesn't have the trainset lol
09:50:31 <Smoovious> ok... will save mine and DCC
09:50:40 <Chris82> nah not necessary
09:50:46 <Chris82> the problem is that I didn't load the trainset on the server
09:50:49 <Chris82> gotta do that first
09:50:53 <Smoovious> ahh
09:51:00 <Smoovious> yeah, that'll do it
09:52:21 <myrka> Chris82: yeah, changed norev to r10498
09:52:45 <Chris82> :) be aware that if you want to play with someone else the person has to have the same .exe as you
09:52:58 <myrka> i have linux
09:53:09 <Chris82> then whatever the bin file is called on Linux :p
09:53:17 <myrka> yeah :p
09:54:05 <Smoovious> Chris82... try enabling some AI players too
09:55:05 <Chris82> did you have New AI enabled or only AI in multiplayer?
09:55:41 <Smoovious> New AI, and multiplayer enabled
09:56:13 <Chris82> ok testing now :)
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09:57:05 <Chris82> I first test a new game, if I get desyncs then I think it might be an AI problem
09:57:31 <Chris82> be back in 5 mins :)
09:57:38 <Smoovious> k
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09:58:12 <Smoovious> might be worth t rying thhe same rev, without the extra patches too
09:58:31 <Smoovious> for all we know, it might be in trunk instead
09:58:42 <Chris82> I just opened 3 instances of OpenTTD and joined the game
09:58:56 <Chris82> no desyncs yet
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09:59:29 <Smoovious> k
10:00:44 <Chris82> hmm I should have gotten a desync already, I will load the savegame now
10:01:12 <Smoovious> maybe... deppending on where it is happening
10:01:39 <Smoovious> I have road vehicles, ,trains, and planes going
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10:02:33 <Chris82> I have 2 instances running one with my company and one with your company and I just start all vehicles that are in depots
10:02:39 <dihedral> hello Chris82
10:02:45 <Chris82> hi
10:02:59 <Smoovious> okee...
10:03:41 <Chris82> what kind of internet connection do you have?
10:03:52 <Chris82> and was you CPU on full load with the game?
10:04:17 <Smoovious> 6mbps/384kbps... and doubtful
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10:04:39 <Smoovious> it is prpetty hhigh now t hat I look at it
10:04:59 <Smoovious> but it doesn't seem unusual... it always demanded the CPU
10:05:23 <Ammler> is this assert fixed in actual nightly? src/industry_cmd.cpp:125: const IndustryTileSpec* GetIndustryTileSpec(IndustryGfx): Assertion `gfx < INVALID_INDUSTRYTILE'
10:05:43 <Smoovious> averaging ~85-90%
10:05:44 <Chris82> I think I read something in the log about it
10:05:59 <Chris82> Smoovious, just got a desync with the player on your company
10:06:13 <Chris82> it was exactly on the change from 9th to 10th october
10:06:22 <Chris82> just retrying to verify it happens on a day change
10:06:25 <Smoovious> ok...
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10:08:26 <Chris82> hmmm no that was just random now I got it in the middle of the day
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10:08:44 <Chris82> the second player with an empty company didn't get any desyncs tho
10:09:01 <Chris82> I try lowering the setting from 30 to 3 or so and see if it fixes the desyncs
10:11:25 <Chris82> yep still desyncs even with 1
10:11:45 <Chris82> so the problem must be somewhere else
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10:13:35 <Chris82> r10491 was the last desync fix
10:14:24 <Chris82> AI has almost 1000 vehicles in this game, I think the problem can be found there
10:14:40 <Chris82> I will clear the AI companies and see if the desyncs are gone then
10:15:05 <Smoovious> k
10:15:22 <Chris82> hmmm ERROR: Company is owned by AI :/ lol
10:15:36 <Chris82> isn't it possible to kick an AI from a multiplayer game?
10:15:58 <Smoovious> I got enough money... just enable buying shares and buy em out
10:16:00 <peter1138> Ammler: not yet
10:16:04 <Smoovious> and no, it isn't
10:16:07 <peter1138> Ammler: just remove the offending newgrf ;)
10:16:12 <Chris82> ah good idea
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10:16:40 <Smoovious> transfer money to a dummy company first... buy em o ut with that... then wipe the dummy company
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10:17:20 <Chris82> not old enough
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10:17:33 <Chris82> can't buy shares
10:18:33 <Smoovious> ahhh
10:19:21 <Chris82> I'll make a trunk multiplayer game with new AI and see if I get desyncs too
10:20:14 <Ammler> peter1138: hmm, and how do I know which one?
10:20:47 <peter1138> ttrs3 probably
10:22:40 <Chris82> is fast forward disabled in multiplayer games?
10:23:13 <hylje> yes
10:24:40 <Chris82> Smoovious just got a desync in a new game after a few mins already =O
10:24:51 * Smoovious nods.
10:24:54 <Chris82> I think that definitely AI in multiplayer or new AI causes the desyncs
10:24:57 <Smoovious> ChrisIN or trunk?
10:25:03 <Chris82> Trunk this time
10:25:04 <Chris82> r10507
10:25:36 <Chris82> I never played any multiplayer games with AI before and also never got so many desyncs in such a short time
10:26:10 <TrueBrain> So let me remove the posibility to use NewAI in MultiPlayer...
10:26:12 <Chris82> daylength 30 makes the problem worse, but even with trunk and AI I get the desyncs
10:26:14 <TrueBrain> NoAI makes it obselete anyway
10:26:33 <Smoovious> ahhhhhh!
10:27:00 <Smoovious> it isn't obsolete until there is actually something replacing i t yet
10:27:43 <TrueBrain> true, but NoAI is there :p And NewAI is dead...
10:27:49 <TrueBrain> but okay, you are right :)
10:28:25 <Smoovious> get rid of NewAI once there is an actual, running, NoAI. :)
10:28:56 <Smoovious> I always run with at least 1 computer player
10:29:20 <Chris82> I think the problem is caused by the AI idle time calculation
10:29:37 <Chris82> that's the only thing that would explain why daylength 30 would make the desyncs occur more often
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10:30:26 <Chris82> Smoovious: The only reason you got this far with your game was that you hosted it by yourself
10:30:34 <Smoovious> ya
10:30:35 <Chris82> when I join my dedicated I can't play for more than 2 mins
10:30:43 <Smoovious> I usually host...
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10:55:53 <Chris82> does anybody know what this has been relaced with... StringID GetPlayerNameString(PlayerID player, uint index)
10:56:01 <Chris82> it's from around r7500
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11:24:36 <Phazorx> any word on
11:24:37 <Phazorx> openttd: /home/ottdcoop/svn-public/src/industry_cmd.cpp:125: const IndustryTileSpec* GetIndustryTileSpec(IndustryGfx): Assertion `gfx < INVALID_INDUSTRYTILE' failed
11:24:42 <Phazorx> ?
11:24:56 <Maedhros> either don't fund banks, or don't use ttrs3
11:25:44 <Phazorx> we dont fun banks...
11:25:46 <Phazorx> fund
11:26:08 <Phazorx> it was happening when i was only player at server and being idle
11:26:36 <Maedhros> ah. in that case it must have been when the game was trying to build a bank...
11:26:36 <Noldo> some bank desided to fund it self?
11:26:50 <Maedhros> in which case the only solution so far is not to use ttrs3 :(
11:27:03 <Phazorx> Maedhros: is that some recent issue?
11:27:15 <Phazorx> and is it possible to suppres industry building permanently?
11:27:28 <Maedhros> not that i know of
11:28:21 <Phazorx> ugly
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11:29:17 <Phazorx> Maedhros: as i recall you were the one dealing with hard crashes when forcing certain era?
11:30:24 <Maedhros> Phazorx: yes
11:30:53 <Maedhros> (which involved changing the way action 0s in general were loaded, interestingly)
11:30:56 <Phazorx> current settings are "0 5"
11:31:12 <Phazorx> which means no default, mix all eras
11:32:18 <Maedhros> this is completely different - recently a lot more newindustries data is being loaded, but it isn't finished yet
11:32:45 <Maedhros> and ttrs3 doesn't check whether newindustries is enabled to so it tries to use it anyway
11:33:05 <Phazorx> i recan that it has very likey nothing to do with your changes... but since you are the one looking into that perhaps you know more about it that others
11:33:23 <Phazorx> will it help if i can produce a save that relivbly asserts at certain date?
11:33:43 <Phazorx> or this is it remain an issue till newindustries are fully implemented?
11:34:25 <Maedhros> no, a savegame won't help as we know how to reproduce it, and why it happens
11:34:38 <Phazorx> kk
11:34:42 <Maedhros> but we should try to find a way of fixing it until newindustries support is finished
11:35:14 <Phazorx> i have a feeling it wasnt happening before industry changes were introduced
11:35:28 <Phazorx> rollback would be bad tho
11:35:54 <peter1138> ps
11:36:05 <peter1138> trunk is not guaranteed to be stable
11:37:30 <hylje> speaking of stability, http://zip.4chan.org/v/src/1184238938396.jpg
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11:39:35 <dihedral> hylje: what kind of rubbish is that?
11:40:33 <hylje> art?
11:40:35 <hylje> :-)
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13:25:32 <CIA-1> OpenTTD: rubidium * r10521 /trunk/src/newgrf.cpp: -Fix: some NewGRFs did not check whether the newindustries bit was set, which breaks with a not-yet-finished-implementation of newindustries.
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13:30:52 <farmerib> hey anyone here
13:33:01 <farmerib> hmm v
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13:38:30 <dihedral> that farmerib was amusing :-P lol
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13:40:07 <dihedral> whatsuuuuuup
13:40:27 <Sacro> not a lot, just had a shower, and going climbing in a bit
13:40:29 <Sacro> yourself?
13:40:37 <CIA-1> OpenTTD: rubidium * r10522 /trunk/src/ (6 files): -Fix: the "build truck station" GUI showed that it would accept tourists when it does not, whereas the "build bus station" GUI did not show them when it did accept them.
13:41:13 <dihedral> at work - really bored
13:42:12 <Sacro> aww :(
13:42:34 <dihedral> i need to do some work on OpenTTDLib and aint getting a lot of time...
13:42:38 <dihedral> more like none :-P
13:43:11 <dihedral> hey i did some nice linux thing on monday
13:43:22 <dihedral> you know /dev/kmem?
13:43:27 <dihedral> :-D
13:43:56 <dihedral> echo "foo" > /dev/kmem #warning - dangerous
13:50:53 <Smoovious> why do they even have 'tourists'... they're just passengers
13:51:29 <Smoovious> just seems silly
13:51:33 <Maedhros> they pay more, there are fewer of them, they get generated specifically by certain industries...
13:51:36 <Maedhros> in short, why not?
13:52:10 <Smoovious> cuz passengers are just passengers...
13:52:26 <Smoovious> where they're going or what they're doing, is irrelevant
13:54:40 <Belugas> i might disagree with you. Tourism bus serice cost more, since it is really an industry on its own. The clientele is not the same as the daily workers
13:54:56 <Belugas> Tourists are there to spend money
13:54:59 <Belugas> so money the have
13:55:31 <Belugas> while daily workers/commuter transport are often paying lower fair due to daily usage
13:55:49 <Belugas> so, in my opinion, it makes sens to have two kind of "passengers"
13:56:15 <Belugas> it cold even go further, with 1st class passengers etc... ;)
13:56:22 <Belugas> but tis is pure speculation on my pasrt
13:57:12 <Sacro> dihedral: you shouldn't echo things to /dev/kmem
13:57:50 <Sacro> with passenger destinations, it'd be more fun
13:58:29 <peter1138> what, echoing to /dev/kmem?
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14:00:12 <Chris82> hi guys :)
14:00:28 <Chris82> I just noticed that there is an overflow bug in the cargo payment rates
14:00:50 <Chris82> I have a game that is at 2300+ and all values like runnings costs, buyings costs for vehicles etc. look fine
14:01:09 <Chris82> but cargo payment rates are <20k which is nothing compared to running costs like >3 billion
14:01:31 <Chris82> so I also know now why all AIs vanished while I kept the game running over night
14:02:23 <Chris82> also max loan seems to have overflow bugs
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14:07:30 <dihedral> i only echoed to /dev/kmem to see what possible outcome there was :-)
14:07:41 <dihedral> + it was a play around computer at school :-D
14:08:05 <dihedral> damage to the hw would be no problem
14:08:21 <dihedral> and my - the results were funny :-D
14:08:29 <dihedral> not very computer friendly but funny
14:08:50 <Brianetta> dihedral: You should grab a copy of another machine's kmem, and cat it over your own
14:09:01 <Brianetta> see if you can't overwrite the kernel with a new one (:
14:09:31 <Brianetta> or just grab one from earlier, when root was logged in to the console...
14:09:43 <Brianetta> ...see if you can't encourage there to be a root prompt...
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14:27:41 <dihedral> Brianetta: after rebooting the machine i was not able to echo to /dev/kmem again
14:27:48 <dihedral> got a permission denied
14:28:01 <Brianetta> ah
14:28:15 <dihedral> worked once - gave a crackle in the computer
14:28:41 <dihedral> the lights flashed and 3 other computers on the same power line went down
14:28:48 <dihedral> :-D
14:28:53 * dihedral grins
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14:32:22 <Chris82> does the stockpiling in UKRS work properly when you have one station delivering cargo to 3 factories at once
14:32:42 <Chris82> so that you can basically triple accepted cargo by the station
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14:40:15 <peter1138> i think so
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14:52:56 <CIA-1> OpenTTD: truelight * r10523 /branches/noai/src/ai/api/ai_vehiclelist.hpp: [NoAI] -Fix: typo in comment for AIVehicleList()
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14:53:29 <CIA-1> OpenTTD: truelight * r10524 /branches/noai/src/ai/api/ai_vehiclelist.cpp: [NoAI] -Fix: follow coding-style
14:55:42 <CIA-1> OpenTTD: truelight * r10525 /branches/noai/bin/ai/regression/ (regression.nut regression.txt): [NoAI] -Fix: the build-truck-param of BuildRoadStation was flipped
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15:03:56 <Chris82> how can I turn on newcargos and new industries to load the UKRS grfs ?
15:04:38 <CIA-1> OpenTTD: truelight * r10526 /branches/noai/src/ (27 files in 2 dirs): [NoAI] -Fix: a class with params for the constructor lost his instance when called from SQ (templates can be really useful ;))
15:04:41 <Rubidium> newcargos is already on
15:04:55 <Rubidium> newindustries isn't (completely) in trunk yet
15:05:02 <Rubidium> isn't completely complete either
15:05:19 <Chris82> oh hmmm I thought I've seen a server with the UKRS set
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15:05:35 <Chris82> but when I try to use it, it fails to load telling me that I need new cargos/industries
15:05:41 <CIA-1> OpenTTD: truelight * r10527 /branches/noai/ (12 files in 5 dirs): [NoAI] -Add: AIStationList(), which lists all your stations; useful to maintain routes
15:06:59 <Rubidium> Chris82: UKRS != UKRSI
15:07:23 <Chris82> ahh my mistake then :D
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15:18:53 <alex__> hihi
15:19:06 <alex__> whats the server option to turn on advanced loading?
15:19:21 <alex__> on trains? so one train at a time gets loaded
15:19:29 <alex__> rather than the whole lot at a station
15:20:26 <glx> fifo_loading
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15:20:58 <alex__> isnt there another?
15:21:11 <glx> no
15:23:04 <alex__> <SmatZ> gradual_loading = true
15:23:05 <alex__> <SmatZ> fifo_loading = true
15:23:08 <alex__> thanks SmatZ
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15:26:17 <alex__> hmm\
15:26:25 <alex__> should i put the fifo line anywhere in the config?
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15:28:03 <glx> it should be in th cfg already
15:28:08 <alex__> its not
15:28:14 <glx> patches section
15:28:23 <alex__> nope i search, couldnt find it
15:28:27 <alex__> so im adding it manually
15:29:09 <SmatZ> alex__ np
15:29:27 <alex__> gradual_loading was already = true
15:29:34 <alex__> so i should only have to add fifo_loading
15:29:40 <alex__> and then trains will load one by one ?
15:30:52 <SmatZ> so I suppose :)
15:32:04 <alex__> anyone fre to play a little?
15:32:12 <alex__> i need some testing on my new machine :)
15:33:26 <alex__> join alexserver >> massive >> maxloan >> no brk
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15:51:11 <CIA-1> OpenTTD: truelight * r10528 /branches/noai/src/ai/api/ai_vehicle.cpp: [NoAI] -Codechange: mark in comment static members as such in .cpp files
15:51:31 <CIA-1> OpenTTD: truelight * r10529 /branches/noai/ (8 files in 4 dirs): [NoAI] -Add: added AIStation to gather information about stations directly by Id, which is used now by AIStationList
15:51:50 <CIA-1> OpenTTD: truelight * r10530 /branches/noai/projects/ (openttd.vcproj openttd_vs80.vcproj): [NoAI] -Fix r10529: forgot to update MSVC project files
15:52:29 <CIA-1> OpenTTD: truelight * r10531 /branches/noai/bin/ai/regression/regression.txt: [NoAI] -Fix r10529: forgot to update regression output
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16:09:14 <peter1138> alex_: improved_loading
16:09:25 <peter1138> there is such option as 'fifo_loading'
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16:18:52 <alex__> hmmm
16:19:00 <alex__> im making a roll on roll off station
16:19:07 <alex__> and its 12 platforms wide
16:19:26 <alex__> im trying to get the most effiecenty out of it as LOADS of trains will be going through it
16:19:27 <peter1138> 17:06 <@peter1138> alex_: improved_loading
16:19:27 <peter1138> 17:06 <@peter1138> there is such option as 'fifo_loading'
16:20:07 <alex__> anyone have any links on some good RoRo stations?
16:20:09 <alex__> thanks peter1138
16:21:45 <alex__> anyone/
16:21:46 <alex__> ?
16:21:54 <alex__> any links or threads on good roro designs?
16:22:10 <Belugas> plenty of examples on the forums and on wiki, iirc
16:24:43 <Belugas> General, on OpenTTD, has some good examples, to be precise
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16:33:27 <Wolf01> hello
16:33:46 <Belugas> hello Wolf01 :)
16:34:01 <alex__> ive been looking over peoples RoRo stations
16:34:06 <alex__> and they are rather simple
16:34:14 <alex__> i want to implement bridges and tunnels
16:34:23 <alex__> so it makes the system super effiecent
16:34:41 <alex__> im going to be haivng around 10 trains arriving every few sectons to my station
16:34:56 <alex__> seconds*
16:36:29 <Belugas> enjoy the challenge :)
16:37:46 <alex__> hmmm
16:37:53 <alex__> im gonna make my own :)
16:38:58 <ln-> does someone have an opinion about GGI? (General Graphics Interface)
16:39:27 <Belugas> i don't, since i have no idea what it is ;)
16:39:50 <ln-> "is a project that aims to develop a reliable, stable and fast graphics system that works everywhere."
16:40:14 <Ailure> Is it something to replace the critizive x-server?
16:40:24 <Ailure> or something along like openGL?
16:41:05 <Ailure> http://www.ggi-project.org/resources/images/doom.jpg
16:41:06 <Ailure> woah
16:41:11 <Ailure> I always wanted to do that with openTTD ;)
16:41:21 <alex__> argh!
16:41:26 <Rubidium> ln-: no MorphOS nor MSVC support
16:41:27 <alex__> ive found it
16:41:32 <alex__> tunnels and bridges
16:41:37 <alex__> well
16:41:40 <Ailure> Being able to split up the game in more than one main window I mean
16:41:45 <alex__> ive found out how to make it by playing around
16:41:45 <Ailure> for easy multiscreen support
16:41:54 <alex__> but a goddam town in my way :(
16:42:03 <Ailure> hmm
16:42:08 <ln-> Rubidium: ok, that's a big minus.
16:42:08 <Ailure> oh yeah, There's a way around of course
16:42:11 <Ailure> start two clients
16:42:14 <Ailure> and connect to same screen
16:42:16 <Ailure> two windows :)
16:42:36 <Rubidium> no sound either
16:43:09 <ln-> someone should fix SDL fullscreen mode, it does not really work as expected with Xinerama.
16:43:44 <ln-> (a problem in SDL itself, not OTTD)
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16:46:54 <TrueBrain> Rubidium: ggi only does graphics, gsi does sound :)
16:47:03 <TrueBrain> gii handles input
16:47:11 <TrueBrain> every project his own task :)
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17:09:20 <CIA-1> OpenTTD: miham * r10532 /trunk/src/lang/ (catalan.txt portuguese.txt russian.txt ukrainian.txt):
17:09:20 <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2007-07-12 19:08:41
17:09:20 <CIA-1> OpenTTD: catalan - 3 changed by arnaullv (3)
17:09:20 <CIA-1> OpenTTD: portuguese - 1 changed by izhirahider (1)
17:09:20 <CIA-1> OpenTTD: russian - 6 fixed by Smoky555 (6)
17:09:21 <CIA-1> OpenTTD: ukrainian - 6 fixed by fevral13 (6)
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19:06:16 <Digitalfox_Desktop> I just tested the new cargo max at stations.. Pretty cool :) I only was able to get 80.000t of coal, but i already read someone had 150.000t of coal at a station.. Nice job :)
19:06:46 <Digitalfox_Desktop> This was something i wanted since the TTD appear...
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19:11:20 <SmatZ> really? I have rather very few cargo waiting because it means I am servicing it well
19:12:19 <Digitalfox_Desktop> Yes, but the problem is that 4095 is very easy to hit.. So having a more wide limit is great :)
19:14:36 <Digitalfox_Desktop> I said some days ago, and i say again. 0.6 is going to impress a lot of users from version 0.5.*. 0.6 It's full of big changes in limits.. :)
19:19:06 <SmatZ> I am happy you are pleasured by 0.6 :)
19:19:26 <SmatZ> even the branch has not yet started...
19:19:34 <SmatZ> so there may be more upgrades done
19:19:35 <Belugas> hem...
19:19:50 <Belugas> since first release of 0.5,
19:19:57 <Belugas> wwe are in fact on the 0.6
19:20:04 <Belugas> alpha versions, if you wish
19:20:19 <SmatZ> I meand - the current trunk is 0.6, so the 0.6 branch has not started
19:20:25 <SmatZ> sorry for my terminology
19:20:30 <Belugas> granted
19:20:43 <Belugas> the 0.6 branch will only be the bata in fact
19:22:47 <SmatZ> are there any plans when 0.6.0 will be released?
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19:26:28 <Osai> Rubidium: we have a strange assert from time to time
19:27:09 <Osai> openttd: ../../svn-public/src/industry_cmd.cpp:125: const IndustryTileSpec* GetIndustryTileSpec(IndustryGfx): Assertion `gfx < INVALID_INDUSTRYTILE' failed.
19:28:07 <Rubidium> let me guess: you're using TTRS and < r10521 ?
19:28:25 <Osai> yes
19:28:27 <Osai> okay
19:28:33 <Osai> I expected that
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19:31:01 <Phazorx> !openttd commit r10522
19:31:09 <Phazorx> !openttd commitr10522
19:31:11 <Phazorx> !openttd commit 10522
19:31:13 <_42_> Commit by rubidium :: r10522 /trunk/src/ (6 files) (2007-07-12 13:40:24 UTC)
19:31:15 <_42_> -Fix: the "build truck station" GUI showed that it would accept tourists when it does not, whereas the "build bus station" GUI did not show them when it did accept them.
19:31:22 <Phazorx> hmm
19:31:24 <Phazorx> !openttd commit 10521
19:31:25 <_42_> Commit by rubidium :: r10521 /trunk/src/newgrf.cpp (2007-07-12 13:25:06 UTC)
19:31:27 <_42_> -Fix: some NewGRFs did not check whether the newindustries bit was set, which breaks with a not-yet-finished-implementation of newindustries.
19:31:36 <Phazorx> ahh
19:31:37 <Phazorx> thanks Rubidium
19:32:02 <Digitalfox_Desktop> SmatZ: You do realize that when a branch of 0.6 is made is for RC's, meaning no more big features, just small changes and bug fixes.. So for now we may say trunk is what will appear at 0.6 ;) After the branch who knows what version it will be.. 0.6.5 or 0.7 only the devs will know..
19:37:32 <Phazorx> got link error on 10532
19:37:58 <Phazorx> ai/ai.o:ai.cpp:(.text+0x100): undefined reference to `DoCommandP(unsigned int, unsigned int, unsigned int, void (*)(bool, unsigned int, unsigned int, unsigned int), unsigned int)'
19:38:13 <Phazorx> gcc.exe (GCC) 3.4.2 (mingw-special)
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19:39:07 <alexalex> hmm why cant i build bridges over diagonal tracks?
19:39:39 <Rubidium> because you're using 0.5.2?
19:39:52 <alexalex> ah.. :)
19:39:54 <alexalex> awesome
19:40:43 <Phazorx> glx: you have mingw somewhere too ?
19:41:04 <glx> yes I have it
19:41:29 <glx> and no problem for r10532
19:41:55 <Phazorx> hmm...
19:41:57 <Phazorx> gcc ?
19:41:58 <Eddi|zuHause2> <Phazorx> ai/ai.o:ai.cpp:(.text+0x100): undefined reference to `DoCommandP(unsigned int, unsigned int, unsigned int, void (*)(bool, unsigned int, unsigned int, unsigned int), unsigned int)' <- missing () on function call possibly?
19:42:24 <Phazorx> Eddi|zuHause2: i'll check the code but then it wont compile anywhere
19:42:29 <Rubidium> Phazorx: I guess something went horribly wrong compiling command.cpp
19:42:50 <Phazorx> i'l make mrproper it
19:43:11 * glx tries make clean && make to be sure
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19:45:14 <alexalex> hmmmmm
19:45:38 <alexalex> Rubidium: what about building briddes over tunnel entrances?
19:46:51 <Phazorx> worked after propering
19:46:52 <Phazorx> weird
19:46:57 <Eddi|zuHause2> why would a tunnel entrance be less special than a diagonal track?
19:47:00 <Phazorx> my bad i guess - sorry
19:48:42 <Anb> <Phazorx> worked after propering | <Phazorx> weird -> Probably and old ai.o from your previous compile
19:49:44 <Rubidium> alexalex: that's only available in trunk (if available, can't be bothered to check and I'm not sure)
19:49:57 <Phazorx> Anb: i assumed make clean would take care of it 1st time
19:50:41 <Anb> oh, ok my bad : this is weird then :)
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20:19:56 <Wolf01> somebody knows an easy way to rename the filenames with lowercase letters for svn?
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20:22:17 <Rubidium> for f in `find . | grep -v '^.$' | grep -v svn`; do svn mv $f `echo $$f | sed "s/\([A-Z]\)/\1/g"`; done
20:22:27 <Rubidium> or something like that
20:26:41 <Rubidium> off-topic: renaming files to lowercase only (or any rename that only changes the case of characters) makes Windows people who update your repository like you very much
20:26:44 <Eddi|zuHause2> looks almost like 1337 :p
20:29:39 <Anb> I think s/\([A-Z]\)/\1/g won't do it
20:30:09 <Rubidium> uhm, yeah, you'r right ;)
20:30:10 <Anb> instead you must use y/\([A-Z]\)/\([a-z]\)/ or something like that
20:30:39 <Anb> (although i can't make it work here :s)
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20:56:47 <Sacro> Rubidium: ye gad thats hideous
20:57:32 <Rubidium> yeah, should've used tr ;)
20:58:06 <Sacro> how warped a mind do you have to come up with stuff like that
20:58:56 <Rubidium> what, he asked for an easy way
20:59:59 <Rubidium> but what would you suggest?
21:00:02 <ProfFrink> Isn't there a phrase along the lines of "Someone has a problem. They decide to solve it with sed. Now, they have two problems." ?
21:00:21 <Sacro> i like it
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21:04:07 <Rubidium> Sacro: and something that's hideous is the "hack" to still keep gcc 2.95 make executable binaries
21:04:34 <Sacro> :o
21:04:37 <Sacro> dare i read?
21:06:04 <Rubidium> no
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21:17:46 <Guest122> yeee haa
21:17:50 <Guest122> 1:0
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21:26:56 <Wolf01> 'night
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21:34:52 <Eddi|zuHause2> btw, something i stumbled upon:
21:34:54 <Eddi|zuHause2> src/lzoconf.h:69:#define LZO_0xffffffffL 4294967295ul
21:35:00 <Eddi|zuHause2> why not use hex there?
21:35:28 <Eddi|zuHause2> (it's probably not your code anyway :P)
21:36:38 <glx> and probably pre r1
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22:26:52 <eekee> Anyone up for playing in
22:26:53 <eekee> TRauMa's Lair [nightly]
22:26:56 <eekee> ?
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22:58:29 <Smoovious> eekee... what grf's
22:59:07 <eekee> Smoovious: none
22:59:57 <Smoovious> no thanks
23:00:13 <eekee> okay
23:00:41 <eekee> I don't think there are any nightly + grf builds, unless you count old nightlys
23:00:48 <Smoovious> even if no other grf's are loaded... I just can't play without Av8
23:00:56 <eekee> what's av8?
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23:01:07 <Smoovious> um... you add your own NewGRF's...
23:01:19 <Smoovious> it is a replacement set of aircraft
23:01:25 <eekee> *blinkblink*
23:01:32 <eekee> oh well that's cool nuff
23:01:50 <Smoovious> don't tell me you've never known about newgrfs... .. .
23:02:01 <eekee> :P
23:02:15 <eekee> I didn't know what Av8 had in it :P
23:02:29 <eekee> unlike "Serbian Tram Set" it's not obvious
23:02:38 <Smoovious> Av8 ... aviate
23:02:42 * eekee digs for it -- "I could start a server if you fancy"
23:04:26 <Smoovious> while you're at it, get NART too
23:04:33 <eekee> k
23:05:13 <Smoovious> (on grfcrawler, av8 is 44440A01, and NART is 44440301
23:05:21 <eekee> ty
23:05:31 <Smoovious> NART=NARS
23:06:11 <eekee> right
23:06:21 <eekee> grf crawler just crashed my browser, lol
23:06:57 <eekee> wait no it didn't. browser got freaky with the window manager by the looks of it. bah
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23:08:02 <eekee> you got cantilever renewal?
23:10:03 <Eddi|zuHause3> cantilever replacement might be a "safe" grf (i.e. one you can have in [newgrf-static])
23:10:21 <eekee> Eddi you lost me
23:10:33 <Smoovious> I don't have it... I don't usually get too grf-heavy...
23:10:48 <eekee> http://grfcrawler.tt-forums.net/details.php?do=details&id=162
23:10:50 <Eddi|zuHause3> meaning you can have it locally, not on the server, and it does not cause desyncs
23:11:06 <eekee> yeah should be I think
23:11:14 <eekee> I don't either but I hate the original cantilevers :D
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23:11:30 <Smoovious> I rarely use electrics, so don't matter to me
23:11:36 <eekee> o ok
23:11:57 <Eddi|zuHause3> Smoovious: you mean catenary :)
23:12:21 <Eddi|zuHause3> catenary == wire over the rails
23:12:25 <Eddi|zuHause3> cantilever == bridge
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23:13:31 <Smoovious> ahh
23:13:35 <Smoovious> bridges
23:13:43 <Smoovious> thought i t was a typo
23:13:59 <eekee> nupe. I never type catenary
23:14:03 <eekee> except just then
23:14:25 <Smoovious> well, I never use 'cantilever'...
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23:14:32 <eekee> ah hehe
23:14:51 <eekee> eh, I can live without that grf
23:15:04 <Smoovious> no, we can do it
23:15:13 <Smoovious> odds are I have i t already
23:15:17 <eekee> o ok!
23:15:34 <Smoovious> got more g rf's than I ever use... gotta organize them one of these days
23:15:35 <eekee> any trams or other prefs?
23:15:37 <eekee> :D
23:15:50 <Smoovious> if you're using nightly, trams should already be in...
23:15:57 <Smoovious> I think
23:15:59 <Smoovious> maybe not
23:16:05 <Smoovious> up to you on the trams
23:16:13 <eekee> ok. Adding Serbian
23:16:20 <Smoovious> I'll get t he grf's from your server info page once you start up
23:16:33 <eekee> oh you can do that? ok cool
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23:17:26 <Smoovious> speaking of which... need an icon on the server list on the website, as well as in the game, to show games that are u sing at least 1 newgrf... it is a nightmare finding a server using some
23:18:01 <DaleStan> Smoovious: Tram tracks are in, yes. But no trams exist outside of a newgrf.
23:18:16 <Smoovious> thnx, DaleStan
23:18:19 <eekee> ah, ya
23:18:48 <eekee> um, what's a good start date for NARS?
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23:19:06 <Smoovious> I usually start at 1920 with NARS and AV8
23:19:18 <eekee> ok cool, same as UKRS.
23:19:26 <Smoovious> no road v ehicles then, but won't be long before they come out
23:19:33 <Smoovious> oh... please... no ships?
23:19:35 <eekee> right, ya
23:19:41 <eekee> ok server's up: eekee fu
23:19:48 <Smoovious> they lag me too much
23:19:57 <eekee> ok!
23:20:43 <eekee> I only use ships when nothing else will make money on a route at the best of times. Or like, with tiny maps where there' no room for more train tracks
23:26:53 <Smoovious> even only a few ships causes a lot of lag for me...
23:27:29 <eekee> ok np
23:27:41 <eekee> hey how do you disable them in game?
23:27:49 <Smoovious> eekee... the server page for you shows no newgrfs
23:27:55 <eekee> o.o;;
23:27:56 <Smoovious> nvm
23:28:04 <Smoovious> looking at trauma's lair
23:28:14 <eekee> oh hehe
23:29:37 <Smoovious> need a link for the bridges... the server info page doesn't e ven show a GRFID
23:29:46 <eekee> okey..
23:29:58 <eekee> http://grfcrawler.tt-forums.net/details.php?do=details&id=162
23:30:02 <eekee> that good?
23:30:41 <Ailure> where is the openTTD cfg put by default again
23:30:52 <Ailure> I'm having a hard time to find that n the documentation
23:30:56 <eekee> 1.1 not 1.0 btw. http://www.tt-forums.net/viewtopic.php?t=32027&postdays=0&postorder=asc&start=0&sid=3bded558b4adfa039150be29939a6a70
23:31:29 <eekee> ah fu. http://www.tt-forums.net/viewtopic.php?p=587877#587877
23:31:34 <eekee> that's the post.
23:31:42 * eekee rolls eyes at link maze,lol
23:31:53 <eekee> cantilever11w.grf
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