IRC logs for #openttd on OFTC at 2007-07-23
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13:05:36 <Gekko[PDA]> smells like cookies :o
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13:31:40 <skidd13> What are the dev's opinions to FS1065 ? I think the patch would be usefull for trunk.
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13:53:54 <Belugas> skidd13, i wonder if it should only be available on debug builds
13:54:40 <skidd13> A fps counter could be interesting also for nromal users. Or can be used for indicating some deadlocks
13:54:54 <skidd13> not that there are some
13:57:25 <skidd13> The code itself is a small debug tool and would be in the nightlys too so the dev's could have a tool to get mre information from simple users at specific problems.
13:59:05 <skidd13> But if the general belief is that it belongs to debug. Then it should be only debug. :|
14:02:36 <skidd13> A side note: RichK mentioned that there is a behavior he called fire and forget. I feel responsilbe for my patches! If they might break something or the behavior is not right. I'll try my best to fix it, even when it's in trunk. So my monologue will end here.
14:03:42 <Belugas> skidd13, sorry, i was away
14:04:05 <Belugas> i really wonder what normal users will gain out of it, to be honest.
14:04:19 <Belugas> they cannot change anything to improve their fps
14:05:01 <skidd13> Sure build better routes to reduce the CPU load (pathfinder in mind).
14:05:17 <Belugas> the only ones i see who can really benefits out of it are devs, and maybe some daring patchers (like yourself) who want to improve trunk by optimizing it
14:06:21 <Belugas> the idea is good, just that i'm really wondering about the target
14:06:34 <Belugas> hio... by the way, VERY nice codeing style :)
14:07:13 <skidd13> thanks (kudr helped me to get into the new C++ style)
14:13:05 <Smoovious> as long as someone already bugged about their patch, I was wondering if there was any more comment about my two patches, of a constructive nature? FS#532 and FS#954... I haven't seen any glitches come up with them in ChrisIN yet
14:15:42 <orudge> Hmm, the VC2005 linker is just sitting here, at 95% CPU or so, supposedly linking, but it's taking an awful long time about it :/
14:16:49 * orudge is attempting to work on the font GUI thing
14:16:56 <orudge> it just took a long time
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14:31:49 <Belugas> Smoovious, FS954: +/* Pick 2 random towns, a random cargo, and check if the result is eligible for a subsidy */
14:32:05 <Belugas> if you're adding a comemnt (which is good), complete it, please
14:32:12 <Belugas> you shour add the @param,
14:32:34 <Belugas> plsy the start of the comment for a function definciton shold be /**
14:32:42 <Belugas> as much as functionnality wise,
14:33:38 <Belugas> i cannot pronounce myself on the chat stuff, since i don't use it, and thus i don't know (and I don't want to know) how it currently works
14:34:21 <Belugas> fs954 seems to be valid, to some extend. But if this is accepted, i wonder what wold stop everyone to add their own favorite cargo to the list...
14:34:36 <Belugas> that is, don't forget, my personnl opiion
14:34:49 <Belugas> so, my pause is ended, i go back to work
14:36:11 <Smoovious> well, I don't see it so much as adding a cargo, but fixing a bug that ignores a cargo... no idea why mail wasn't accounted for in the first place...
14:40:22 <Belugas> who said anything about this been a bug?? why Goods are not there? why not Gold, why not .... you see the picture. It was part of the original design, unless i missed something
14:42:07 <Smoovious> goods and gold go from industry to industry, and we do get those subsidies
14:42:30 <Smoovious> mail goes town to town, and is no different than passengers, a nd are handled thhe same way... yet... t he code, only allowed passengers
14:42:43 <Smoovious> and the original design, had mail subsidies
14:43:33 <Smoovious> goods and gold go from industry to industry, and we do get those subsidies <--- or industry to town
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14:54:32 * Belugas is looking on the oldest copy of trunk (pre r1) he can find to verify the assesment made
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15:15:08 <CIA-1> OpenTTD: truelight * r10655 /trunk/src/ai/trolly/pathfinder.cpp: -Fix [FS#1070]: Trolly AI didn't know about steep slopes, and used wrong tileh in some cases (frosch)
15:18:48 <Belugas> Smoovious : why did you affected 600 population limit to
15:18:49 <Belugas> ((to->pct_mail_transported > 42) && (to->population < 600))
15:19:08 <CIA-1> OpenTTD: truelight * r10656 /trunk/src/landscape.cpp: -Fix [FS#1068]: GetPartialZ returned wrong value for SLOPE_STEEP_E (frosch)
15:20:04 <Smoovious> since mail is generated at a lesser rate, it just seemed right to require a higher town population before offering a subsidy than with passengers... not knowing the exact criteria it used in TTDX, it felt reasonable
15:20:59 <CIA-1> OpenTTD: truelight * r10657 /trunk/src/ai/trolly/pathfinder.cpp: -Fix r10655: commit didn't comply with coding style (tnx glx :))
15:22:56 <Rippsy> Don't suppose there's any way to change the subsidy finder/creater to actually pick resources more then 20feet appart? :)
15:23:26 <Belugas> i did not find any evidence of presence of CT_MAIL in FindSubsidyInterCityRoute in oldest trunk i could find.
15:23:34 <Belugas> so, i really wonder...
15:24:10 <Belugas> it seems that mail can be part of subsidies from other functions
15:26:09 <Smoovious> the other function handles cargo types originating from industries... mail never comes from industries, but from towns, which is the routine passengers uses... it did originally look like mail was included in part, but got left out when it came to actually setting the subsidy, so you only got pass
15:27:00 <Belugas> mail can come from oil rigs
15:28:16 <CIA-1> OpenTTD: glx * r10658 /trunk/src/console_cmds.cpp: -Add: support for autosave_on_exit in the console, so dedicated servers can use it
15:29:35 <Smoovious> only to rigs... which originates at towns... which will never happen
15:30:26 <Smoovious> although now that you mention it, maybe I should have it attempt to deliver to rigs too
15:30:54 <Smoovious> currently, any subsidy originating at a town, will only go to another town
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15:32:23 <Smoovious> tho for all I know, new cargoes will make it obsolete anywayss
15:35:24 <Digitalfox> Hum.. Don't know if this has been said before but Oskar obridge gives an fatal loading in newgrf manager, with last nightly ( http://www.bytetransfer.de/projects/ttdpatch/grfs/ ) .. I'm reading it's nfo and trying to understand why, but it says something about the license :\
15:36:44 <DaleStan> Digitalfox: the license for Oskar's tunnels requires that they be loaded in TTDPatch *only*.
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15:37:12 <Digitalfox> It's not tunnels, but the bridge.. But ok..
15:37:13 <DaleStan> Such a restriction is quite within Oskar's rights.
15:37:25 <DaleStan> Ah. Well it's probably the same license.
15:37:47 <Belugas> Smoovious, if indeed it is a bug that towns do not generate mail subsidies(which i'm still not convinced), i really do much doubt about the necessity to add a rig one...
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15:39:02 <Smoovious> may not be necessary... but then again, I'm sure the vast majority of improvements that have been added so far qualilfy as 'necessary'
15:39:40 <Belugas> DaleStan, have you ever heard of towns that generate mail subsidies?
15:39:40 <DaleStan> TTD never generated mail subsidies. (Which isn't proof of nonbugginess, of course. Just prior behaviour.)
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15:39:57 <Smoovious> er... don't qualify, that is
15:40:23 <DaleStan> Wow. I never realized I could type that fast. :p
15:40:43 <Smoovious> well, why should any cargo type be ignored?
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15:53:21 <Smoovious> Belugas... will make those changes you mentioned tonight... also, it could stand to be balanced out a bit more too... maybe a 1/3 chance a town-town subsidy goes mail... anyways, thanks for the critique
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16:09:11 <CIA-1> OpenTTD: truelight * r10659 /trunk/src/ (rail_cmd.cpp rail_map.h table/sprites.h):
16:09:11 <CIA-1> OpenTTD: -Codechange: updated documentation around RAIL_GROUND_FENCE_VERT[12] (frosch)
16:09:11 <CIA-1> OpenTTD: -Codechange: added documentation and SPR_ enums for track fences (frosch)
16:13:12 <Wezz6400> hmm nice stuff with the bots reporting that
16:15:53 <CIA-1> OpenTTD: truelight * r10660 /trunk/src/tunnelbridge_cmd.cpp: -Codechange: simplified tunnel cost algorithm (bilbo)
16:16:50 <Belugas> you can even see the bugs/features requests/patches plus the nighlies results and those commits offered in #openttd.notice ;)
16:17:22 <Wezz6400> yeah I'm there, I saw it mentioned in the topic :)
16:17:37 <Wezz6400> I wonder what bot or something is used for that
16:18:42 <TrueBrain> we can do such nice things ;)
16:19:08 <Wezz6400> ha ha well I love irc, and this is a good example of stuff you can do with it, I love that
16:19:10 <TrueBrain> (we made all the code for it ourself; everything besides the bot itself that is)
16:19:31 <Wezz6400> nice :) is it released under gpl or something?
16:19:54 <TrueBrain> not really, as it is relative simple code :)
16:20:18 <TrueBrain> let's see... the commits come from SVN post-commit hook via XMLRPC to the bot (the bot has a simple XMLRPC server running)
16:20:25 <TrueBrain> the FlySpray are done the same way
16:20:33 <TrueBrain> too simple to release :p
16:20:51 <Wezz6400> noted, I might have a use for something like that :)
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16:21:03 <TrueBrain> if you ever need it, and want to look into the code, just let me know
16:21:07 <TrueBrain> I am sure we can provide you with the code :)
16:21:14 <TrueBrain> (After stripping the passwords of course :p :p)
16:21:44 <Wezz6400> I've had people sending me php code being all proud, with the passwords still in
16:22:57 <Wezz6400> anyways thanks for the offer, I might just pick it up as it looks like a great tool to me
16:23:38 <TrueBrain> we are GPL software, so I try to keep all web-related things under GPL too :)
16:24:00 <TrueBrain> of course it isn't always possible, but most of the time it is ;) All software hosting the web-related things in fact are GPL.... :p
16:24:57 <Wezz6400> open source is very nice, I'm writing an irc bot atm based on a java framework I found on the internet
16:25:19 <TrueBrain> even our compile-farm is GPL licensed :)
16:25:34 <Smoovious> why, TrueBrain himself is GPL'd
16:26:00 <Wezz6400> hmm dinner time, well I'll bbl for sure ;)
16:26:55 <peter1138> Smoovious: but do you want TrueBrain's "sauce" ?
16:27:25 <Smoovious> don't change the subject
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16:27:37 <TrueBrain> of that only my gf may enjoy :p
16:31:14 <TrueBrain> I love that many people post documentation patches lately :)
16:31:14 <CIA-1> OpenTTD: truelight * r10661 /trunk/src/slope.h: -Documentation: documented slope.h (Progman)
16:38:26 <rav> hmm *digs into OTTD code*
16:39:26 <rav> where can I find the number of airports allowed per town?
16:39:41 <CIA-1> OpenTTD: truelight * r10662 /trunk/src/ (5 files in 2 dirs):
16:39:41 <CIA-1> OpenTTD: -Add: added 'V' as new shortcut for new viewport (bilbo)
16:39:41 <CIA-1> OpenTTD: -Add: added 'M' as new shortcut for smallmap (bilbo)
16:39:41 <CIA-1> OpenTTD: -Add: added '+' and '-' as shortcuts to zoom in the mainview (bilbo)
16:39:41 <CIA-1> OpenTTD: -Add: added support for other keycodes to be possible used in the future (bilbo)
16:40:20 <rav> well, it's nice you added it
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16:42:22 <Tlustoch> how do I join game as a spectator?
16:42:33 <TrueBrain> press the button: Join as Spectator
16:43:08 <Tlustoch> I cant use any button
16:43:15 <Tlustoch> There's no command line option?
16:45:54 <rav> why is Finite State Machine abbreviated as FTA?
16:46:45 <rav> internal structure used in openttd - Finite sTate mAchine --> FTA
16:46:54 <rav> typedef struct AirportFTA {
16:48:32 <CIA-1> OpenTTD: truelight * r10663 /trunk/src/ (5 files in 2 dirs): -Fix r10662: bad me, didn't comply with coding style, as penalty I updated the surrounding code to comply with coding style too; I will never do it again (I hope :p)
16:51:42 <rav> where can I find the maximum allowed airports per town? I've been looking through a couple of files but I can't find it
16:53:06 <rav> and another question (Im getting annoying, I know)
16:53:19 <rav> VpSelectTilesWithMethod(e->we.place.pt.x, e->we.place.pt.y, e->we.place.userdata);
16:53:31 <rav> in BuildAirToolbWndProc()
16:53:38 <rav> but you can't drag airports can you?
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17:17:42 <rav> *stupid 2 airports per town restriction* :D
17:18:07 <Wolf01> how much airports do you want to allow?
17:18:22 <Prof_Frink> Wolf01: Depends on the Noise Units
17:18:27 <rav> would be nicer in multiplayer games
17:18:50 <Wolf01> i think 2 is already unrealistic, 2 x 8 players are 16 airports per city
17:19:59 <rav> /* Check if local auth refuses a new airport */
17:19:59 <rav> if (st->town == t && st->facilities&FACIL_AIRPORT && st->airport_type != AT_OILRIG)
17:20:33 <Wolf01> the latest time i tried, there were 6 airports around a city, but i speak about 10 months ago
17:21:12 <Prof_Frink> rav: 9 noise units per town, Small Airport = 2NU, Large Airport = 3NU, Heliport = 1NU
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17:21:29 <rav> it's my first patching attempt :p
17:22:15 <Wolf01> i'm wondering about only one big airport (2 <= runaway) per city, shared between players, max 2 little airports or heli-something-big and 4 heli-something-little
17:22:49 <rav> shared airports won't be easy
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17:33:35 <UnderBuilder> what happened to the diagonal railroads crossing patch?
17:40:15 <rav> btw, can you check if a game is multiplayer?
17:40:43 <Wolf01> yes there is a variable somewhere
17:40:58 <rav> if you could find it for me it'd be great
17:41:14 <rav> because increasing the amount of airports is really only usefull in multiplayer :p
17:41:16 <Wolf01> look for "multiplayer"
17:41:59 <Prof_Frink> rav: Depends if this WrightAI takes off
17:42:34 <rav> I know, but wrightAI is still in development in the NoAI branch
17:43:56 <rav> if (_networking) might work
17:54:45 <UnderBuilder> what is keeping away to belugas to release a newindustries branch?
17:55:06 <Belugas> there is no need for a branch :)
17:55:09 <peter1138> there's no need for a newindustries branch
17:55:51 <Belugas> currently, i wold say that about 85 % of the code is already in trunk
17:56:11 <rav> and the 15% being the hard part?
17:56:28 <Belugas> not easy parts for sure
17:57:03 <UnderBuilder> that is usually the most difficult part
17:57:06 <peter1138> the bits left out just for teasing you :p
17:57:19 <Belugas> callbacks variables, actually, and some correlatin between patch's string/parameter handling and ours
17:57:39 <Belugas> testings have been performed while developping it
17:58:00 <Belugas> although there was a bug discovered lately, not a bit one....
17:58:08 <Belugas> and some grfs are stillnot fully loadable,
17:58:27 <Belugas> like ESCWood, giving us problems with sawmill
17:58:48 <UnderBuilder> well, if newindustries is taking too much, why not left it for 0.7.0?
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17:59:17 <Belugas> did I said that newindustries will be finished by mid fall?
17:59:22 <Belugas> yes I did, so wait a little more, please
17:59:57 <Wezz6400> isn't it more important that work is being done and that it will be done at some point than it being done very soon, with a lot of bugs and other stuff nobody wants?
18:01:30 <Wezz6400> ok that sentence sucked
18:08:49 <UnderBuilder> sometimes I think that sergej_s is a intelligent spambot lol
18:09:30 <skidd13> That's why I like the new phpbb It has a natural userhide. ;)
18:14:11 <rav> I only did 2 hours of cpp coding before this xD
18:20:00 <Digitalfox> These Gui Font selection are pretty cool.. :)
18:23:47 <Belugas> rav, nice effort but...
18:23:57 <Belugas> we do have some other plans for airports ;)
18:24:08 <rav> I know about Newgrf ports
18:24:24 <Belugas> newgrf aiports will not let you build more airports
18:24:45 <Belugas> a system that TTDPatch wrote, based on noise level
18:25:01 <Belugas> towns accept a certain amount of noise
18:25:07 <skidd13> Ahhh, the delete of a station does not call the redraw of the depending order windows.
18:25:16 <Belugas> ad each airpot generate a level a noise
18:25:39 <rav> and as a town increases in size it'll allow for more noise?
18:25:47 <Belugas> Paski wrote a very nice patch for it
18:25:55 <rav> I mean, a rural town won't like an intercontinental airport
18:26:08 <Belugas> i will work on it when newindustry will be comlpeted
18:26:31 <rav> well, it was just for fun really, I've only just started coding c++
18:26:45 <rav> and I ran into this problem when playing multiplayer
18:26:54 <rav> we had a town with 50.000+ inhabitants
18:26:59 <rav> and I wanted to place my 2nd airport
18:28:18 <ginga> where can i download the openttd 32bit thing
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18:51:01 <UnderBuilder> also airports should be shared
18:51:11 <UnderBuilder> at least intercontinental ones
18:51:27 <rav> well, Im trying bilbo's suggestion for 2 airports per player per town now
18:51:43 <rav> I think shared airports can be done with the NewPorts?
18:52:01 <UnderBuilder> imagine how hard should be build two intercontinental airports!
18:52:46 <UnderBuilder> remember the lack of scale of OTTD :P
18:53:05 <rav> if you get a city with the same amount of civilians as NY
18:53:11 <rav> scale isn't so far off is it? :p
18:54:18 <UnderBuilder> but it would be a total space wastement two giant airports in a city
18:57:26 <Belugas> are train stations shared?
18:58:11 <rav> because airline companies dont build airports while railway companies build their own stations?
19:01:06 <Wezz6400> I'd love station sharing so you can work together with other companies, using transfer, however that would be very hard to implement I guess
19:02:48 <Wezz6400> however its easy to come up with suggestions, it's hard to make one reality
19:04:12 <Sionide> subsiduries patch made it possible..
19:04:30 <Sionide> last patch is for ~r6000
19:07:24 <NukeBuster> chris82 did some work on that not to long ago.
19:08:19 <Wezz6400> I played with that in the minin however due to all the bugs we recently switched to 0.5.2
19:10:03 <Belugas> well... you can play Chris82's patch if you want that feature
19:10:08 <Belugas> but don't expecti it in trunk
19:11:15 <Belugas> [14:59] <rav> because airline companies dont build airports while railway companies build their own stations? <--- this is a game, not real life
19:11:29 <Belugas> not the same approach
19:13:20 <Belugas> [15:05] <Sionide> subsiduries patch made it possible.. <--- and it was not accepted by devs. Let's not restart the debate, please
19:16:06 <rav> belugas: I agree with you :)
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19:20:37 <rav> Im compiling bibo's suggestion now
19:20:53 <rav> 2 max per player and 4 in total
19:21:08 <rav> (again, I don't even expect it to get remotely near trunk) :)
19:22:37 <rav> I had to add a second variable, do I need to unset it?
19:22:58 <Belugas> don't know what you are talking about
19:23:13 <rav> I added uint total_num = 0;
19:23:26 <rav> do I need to unset (delete) total_num again?
19:23:34 <rav> or does that happen automagically
19:24:57 <CIA-1> OpenTTD: truelight * r10664 /trunk/src/ (order_gui.cpp timetable_gui.cpp): -Codechange: simplify a small piece of code (skidd13)
19:25:37 <Belugas> you added that viariable to what? town?
19:26:28 <rav> I posted the diff on the forums (it's the third_
19:28:29 <Belugas> you don't have to unset/delete it if it has been declared in a function.
19:28:42 <Belugas> it will be done as soon as the function has ended
19:29:07 <Belugas> by the way, you use a lot of spaces (character)
19:29:21 <rav> my tabs go a mile to the right
19:29:38 <Belugas> +<space><space><space><space><space><space>if(st->owner == _current_player)
19:30:05 <Belugas> +<tab><tab><tab><tab>if(st->owner == _current_player)
19:30:49 <CIA-1> OpenTTD: truelight * r10665 /trunk/src/ (clear_cmd.cpp genworld_gui.cpp smallmap_gui.cpp tile.h):
19:30:49 <CIA-1> OpenTTD: -Codechange: replace magic 15 with MAX_TILE_HEIGHT (bilbo)
19:30:49 <CIA-1> OpenTTD: -Codechange: replace magic 13 with MAX_SNOWLINE_HEIGHT (bilbo)
19:30:49 <CIA-1> OpenTTD: -Codechange: assure _map_height_bits is always of correct size (Rubidium)
19:32:06 <Belugas> it does not matter waht settion you have. What matters is that spaces are used only to separate keywords and to align data like in arrays
19:32:24 <Belugas> tabs are used before each new line keywords
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19:42:16 <rav> and Xeryus and HMage ofc :)
19:47:09 <bilbo> I found some older config, so irssi -c .... went fine :)
19:47:41 <bilbo> btw is the noise airport patch lying somewhere around?
19:48:47 <bilbo> well, ifg the limit grows in time, it will probably solve the fairness issue quite well
19:50:29 <bilbo> not takiung into accound actual number of planes ....
19:50:30 <rav> *starts pondering about patches in true pinky & the brain style*
19:50:45 <bilbo> but still, then it would be possible to bypass the limit by temporrary halting thentraffic
19:50:48 <rav> are you pondering what I am pondering?
19:52:06 <rav> it's just weird that a 707 landing at a small airport makes less noise than a 707 at a large airport
19:52:29 <bilbo> so intercontinantal airport would not be buildable in towns with less than 11200 people ...
19:52:46 <rav> bummer for the undustry transports by plane :(
19:53:32 <bilbo> hmmm .... well 11200 people is quite a lot, well placed international airport with good coverage may not be enough to handle it ....
19:53:39 <bilbo> the constants need to be tweaked :)
19:53:50 <bilbo> otherwise it is good idea
19:54:22 <Belugas> many more needds to be done indeed
19:54:44 <Belugas> like if ever a town shrinks, it should be able to close down an airport
19:54:44 <rav> this patch would break compatability with "always allow small airports" as it is now won't it?
19:54:51 <Belugas> or something like that
19:57:08 <bilbo> close down? so randomly selected airpot will be bulldozed?
19:57:51 <bilbo> hmmm ... towns rarely shrink unless someone "helps" them by bulldozing ...
19:58:46 <bilbo> this could be used to sabotage enemy airports ... even unintentionally, you bulldoze 2x20 strip to let your straight maglev line thru and opponents airport will be blown up :)
19:58:48 <Belugas> dunno about which one to close
19:59:20 <Prof_Frink> rav: You'd have to define an airport class for freight
19:59:45 <rav> that will have to wait for NewPorts I think
20:00:15 <rav> currently, there's no way of telling if an airport is used for freight flights or passenger flights
20:00:45 <rav> also, would mail fall under passenger airports, or under freight airports?
20:00:54 <rav> and what if it's a combination?
20:01:17 <Prof_Frink> I was thinking freight airports would work like lorry depots
20:03:06 <bilbo> why not allow both at once?
20:03:36 <bilbo> since airports are quite large, having 2 is quite a luxury
20:08:05 <bilbo> and by closing one foreefully you always risk hurting the wrong person
20:11:25 <UnderBuilder> I would like the noise factor for airports mixed with the sharing of the intercontinental one
20:11:37 <bilbo> by multiple conmpanies?
20:11:52 <UnderBuilder> believe me, building a intercontinental airport is a hell, imagine building two!
20:11:57 <Belugas> UnderBuilder, read carefully this : NO SHARING
20:12:20 <bilbo> well, sharing airports will be quite difficult to code
20:12:31 <bilbo> there would be lot of issues with that
20:12:44 <bilbo> though shared airports already work :)
20:13:13 <UnderBuilder> then how should you build 8 intercontinental airports in a ant-size city?
20:13:20 <rav> I believe that is just an exclusion by an if()
20:13:44 <UnderBuilder> use lighter airports
20:13:51 <bilbo> first four will have catchment over city, the rest will be too far away to be of any use
20:14:50 <UnderBuilder> and abusers can build intercontinental airport as maniacs in larger cities so noone more can build one
20:15:22 <rav> just like they can build 2 heliports as it is now
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20:18:49 <UnderBuilder> a bit dangerous :)
20:21:06 <rav> how much does that option cost on a vw? :p
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20:56:57 <TrueBrain> user-patches can be nice
20:56:59 <TrueBrain> also a pain in the buttttt
20:57:10 <rav> pains in your but make you happy?
20:57:49 <SpComb> I wouldn't mind a couple patches for SpBot
20:58:07 <TrueBrain> my bots are better!
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20:59:28 <UnderBuilder> I am wondering how will act the AI's aircrafts when the noise patch comes :)
21:01:25 <bilbo> well, as usual ... AI will cheat and build airport regardless of the limits :)
21:01:31 <rav> @Truebrain: which feature (that is not yet implemented, and excluding newindustries and newports) would you really like in OTTD?
21:02:03 <rav> yea, exclude that one too ^_^
21:02:10 <SpComb> TrueBrain: depends on how one compares them
21:02:27 <TrueBrain> SpComb: really doesn't matter! :)
21:02:58 <SpComb> SpBot.__lt__ = lambda self, o: return False
21:03:44 <bilbo> kybinding may be nice ...
21:03:55 <bilbo> perhaps also show current keybinding in tooltips ....
21:03:58 <rav> that's above my skills atm :P
21:04:11 <TrueBrain> rav: and besides, I already have drafts for it :)
21:04:55 <rav> will you be able to change all alphanumeric key binds?
21:04:55 <bilbo> what about "Better savegame naming convention"?
21:05:08 <rav> bilbo: Im not too sure about that one yet
21:05:11 <bilbo> that would be quite easy :)
21:05:23 <rav> yea, but how would you like to call the new games :S
21:05:35 <UnderBuilder> what about a popup 'Highways are not wanted here'? lol
21:05:50 <UnderBuilder> I call it: the anti-jasper barrier
21:05:52 <rav> it'd rather add a new attrib to them
21:05:54 <TrueBrain> rav: my current drafts only is a concept how it could be done; but yes, it allows any keybind to trigger any action, either per-window or global; as long as the actions are pre-defined :)
21:06:19 <bilbo> "Limit flattening to sea level"?
21:06:28 <rav> a nice idea would be to sort savegames by their mtime
21:06:35 <TrueBrain> anyway, I was going to play a game :)
21:06:38 <rav> mtime = modification time = last time the file was modified
21:07:09 <bilbo> well, but you can do it ... sort by name or date
21:07:13 <rav> the main hurdle to overcome with that is cross-platform support
21:07:18 <Eddi|zuHause> i have a suggestion: if there is more than one non-ai company (i.e. network game), show a company selection window on loading in single player
21:07:22 <bilbo> you have two buttons name and date in the load/save dialog
21:07:25 <UnderBuilder> i.e. no money :)
21:07:51 <bilbo> eddi: that is a good idea, no need to use cheat window anymore :)
21:07:53 <rav> bilbo: the month and day in the current naming would become obsolete
21:08:39 <rav> BilTrans 1964 - 23-07-2007
21:09:06 <bilbo> will I expect only in-game date to be in name of save
21:09:30 <bilbo> .. Name_of_company 1945-01-04
21:09:40 <rav> I hate those exact dates :p
21:09:55 <bilbo> they are useful if you have multiple saves per year
21:10:09 <bilbo> perhaps make it configurable ... YYYY or YYYY-MM or even YYYY-MM-DD ...
21:10:15 <bilbo> everybody picks what they want
21:10:34 <rav> I only looked at the OTTD code for like half an hour lol
21:10:36 <bilbo> or maybe add also no date at alll and "the old style" for compatibility
21:10:50 <rav> but, it seems you're lucky as I have a day off tomorrow
21:11:06 <rav> *goes hunting down some tutorials on mtime*
21:12:08 * rav thinks this is too easy to be cross-platform
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21:27:59 <Eddi|zuHause> <bilbo> .. Name_of_company 1945-01-04 <- isn't that what it already does?
21:28:33 <Eddi|zuHause> just adjust the date scheme to your preference
21:29:11 <Eddi|zuHause> should be in your_language.txt
21:31:32 <Eddi|zuHause> no, it's not in the .txt
21:32:09 <rav> the txt file is only for text strings, and usually not for variable data
21:33:43 <Eddi|zuHause> no, i was expecting something like: "DATE_LONG : {NUM}-{STRING}-{NUM}"
21:36:03 *** thomas is now known as thomas_dev
21:36:04 <Eddi|zuHause> strings.cpp:555 looks promising
21:36:47 <thomas_dev> nice to find you in here :)
21:36:52 <NukeBuster> this makes thing a bit easier than on flyspray :P
21:37:13 <thomas_dev> 1 year no comments and on one day ~6 :D
21:38:00 <NukeBuster> I was hoping for truelight to set his eyes on it again...
21:38:14 <thomas_dev> mhm i was hoping since 1 and a half year
21:38:25 <rav> thomas: you don't happen to know where the default savegame name is generated do you? :)
21:38:26 <Eddi|zuHause> ha, i found it... english.txt:3304
21:38:45 <Eddi|zuHause> "STR_DATE_LONG :{STRING} {STRING} {NUM}"
21:38:55 <Eddi|zuHause> there you can change the order
21:39:14 <thomas_dev> NukeBuster: did you try my path? :)
21:39:23 <NukeBuster> yeah, i just compiled it
21:39:35 <NukeBuster> smooth zoom works better than it did before...
21:39:38 <thomas_dev> how do you like the smooth zoom? :)
21:39:44 <Eddi|zuHause> something like "STR_DATE_LONG :{NUM:3}-{STRING:2}-{STRING:1}"
21:39:47 <NukeBuster> please check my latest comments on flyspray
21:39:52 <rav> eddi: Im not interested in changing just the date format :)
21:39:57 <Priski> hmm FS#54 seems to bee quite popular task today :)
21:40:15 <thomas_dev> prakti: we are on it :D
21:40:35 <thomas_dev> pretty crowded in here .... :)
21:40:44 <Priski> very nice, i was hoping that would be on trunc someday :)
21:41:18 <thomas_dev> youre not the only one :)
21:41:32 <NukeBuster> #openttd.notice is nice :)
21:41:59 <Priski> btw anyone have notices a big CPU load when zooming map all-out on nightlies?
21:42:19 <Rippsy> I just checked.. nope :)
21:42:38 <Rippsy> unless your on about some of those crazy ttdcoop maps :)
21:43:07 <thomas_dev> mhm but i am impressed that some of my ideas got into the code by other patches, like the WE_SCROLL EVENT :)
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21:44:12 <NukeBuster> now settled at 30%
21:44:25 <Rippsy> How many veh's you got on that screen!?
21:44:52 <thomas_dev> NukeBuster: i dont get the 100% bug you mention
21:44:56 <Rippsy> so you full zoom out and you have 30% cpu usage?
21:45:01 <Priski> yeah seems that it boosts load w/o any vehicles
21:45:31 <NukeBuster> @thomas_dev: try scrolling while still smooth zooming
21:45:46 <Priski> i had 40% load on big map other zoom stages, and the final boosted it up to 100%
21:46:10 <NukeBuster> i had 84 at first...
21:46:15 <NukeBuster> then settled at 30%
21:46:16 <Rippsy> ok if i force scroll like a madman, i can get mine to 90%
21:46:24 <Rippsy> but thats only if i do crazy scrolling
21:47:04 <thomas_dev> extern void SmallMapCenterOnCurrentPos(Window *w);
21:47:15 <thomas_dev> thats not a nice workaround ...
21:47:20 <NukeBuster> @thomas_dev: also, i'm not able to scroll left or right on the minimap anymore with you're patch
21:47:57 <NukeBuster> well, i tried making a function that does almost the same but instead centered on the viewport
21:48:41 <NukeBuster> but the problem is everything goes * 2 all 4 sides of the coordinate system
21:48:48 <thomas_dev> so its your extern ...?
21:49:43 <thomas_dev> i had the same problem as you
21:50:05 <Priski> hmm on empty (towns & indrusties only) map it seems that it jumps the load only when moving or scrolling, so far seems normal to me...
21:50:21 <thomas_dev> i think moving and scrolling should exclude each other
21:50:53 <NukeBuster> i was thinking about an if that would check on which of the 4 sides the screen is by checking negatif/ positif x or y coordinates
21:52:01 <NukeBuster> 2 things... with your patch, i'm not able to move in the minimap
21:52:17 <NukeBuster> while pressing right mouse button.
21:52:20 <thomas_dev> try to restart the game, its working here
21:52:28 <NukeBuster> and the center view button does not work
21:53:33 <NukeBuster> it's only with zoom at 48%
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21:53:56 <NukeBuster> bigger than 100 it seems to work...
21:54:33 <NukeBuster> hmm... there is something wrong...
21:54:43 <thomas_dev> i cannot reproduce this behavior
21:54:47 <NukeBuster> when zooming out at 100% it goes to 54%
21:54:53 <thomas_dev> but i fixed that smooth zoom and scroll bug
21:55:18 <thomas_dev> i kompared my patch and yours, theres not much difference at all.
21:55:37 <thomas_dev> yours didnt apply here, so i manually patched it
21:56:10 <thomas_dev> it wondered me also
21:56:16 <NukeBuster> i just kept it up to date by svn upping...
21:56:18 <thomas_dev> did you use svn diff?
21:56:28 <NukeBuster> perhaps because of a merge earlier today
21:58:08 <NukeBuster> i just made a new diff... i am able to compile it... so it should apply normally
21:58:43 <thomas_dev> i made also a new one :D
21:59:10 <NukeBuster> it's still without your changes...
21:59:31 <NukeBuster> but perhaps a difference
21:59:32 <thomas_dev> try to compare mine and yours
21:59:59 <thomas_dev> the biggest is the placement oof the case i think :)
22:00:18 <NukeBuster> hmm... it's still strange... when zooming out it should just divide by 2
22:00:19 <Eddi|zuHause> "mine is bigger than yours"?
22:00:27 <Wezz6400> I can't believe the way these ppl slack of the openttd devs, like they're doing nothing all day :X
22:00:39 <NukeBuster> and should not end up at 54%
22:01:23 <Wezz6400> oh some people are complaining on tt-f about their patches not being reviewed by the devs
22:01:49 <thomas_dev> oh, i think thats pretty common ;)
22:02:04 <NukeBuster> @Wezz6400: Bilbo was just asking for some response on his patches... the second post made was more negative but was not the intend of the topic.
22:02:09 <thomas_dev> this fixes the zoom scrolling i guess
22:02:32 <Wezz6400> NukeBuster you're right not everyone was that negative in that topic, however some of the posts in there :X :X
22:02:44 <thomas_dev> mhm did some core devs retire?
22:02:57 <thomas_dev> its a year ago since i visited this channel
22:03:14 <Prof_Frink> thomas_dev: 'devs'? There's only peter1138 and his evil robot minions
22:03:39 <Wezz6400> I can't believe people are complaining when simple stuff like the code style and proper testing are issues with patches
22:03:44 <NukeBuster> could you poste a complete diff so i can see the other changes?
22:03:51 <thomas_dev> i think there are more pseudo devs in the background
22:05:02 <Wezz6400> Out of curiousity I've taken a look at the wiki for the code style, well at first it seems kinda strict but if you look into it it's actually just basic stuff
22:05:55 <thomas_dev> Wezz6400: are you a coder?
22:06:31 <Wezz6400> I am a programmer, still in school though :)
22:07:10 <thomas_dev> peter's coding guidelines are somehow very restrictive :D
22:07:19 <thomas_dev> regarding the coding style
22:07:59 <thomas_dev> if they would be such clear regarding the design, then it would be great :p
22:08:18 <Wezz6400> well I'm on another project and we agreed that making guidelines like that would be a very good idea to prevent a mess and make it easy to review eachothers code
22:09:03 <thomas_dev> for these applications, the indent tool exists :D
22:09:24 <Wezz6400> well it's the small stuff that makes a huge difference
22:09:58 <thomas_dev> yeah, but on the other side, no one is respecting the 80 characters work wrap in the code
22:10:16 <Wezz6400> if you put the curly bracket after the method name instead of on a new line and you read another guys code that does put it on a new line you'll find yourself being confused
22:10:35 <Rippsy> How tight a corner is a train can go around with out slowing down is dependant on the length of the train ya?
22:10:59 <thomas_dev> Wezz6400: you know all tricks after a time ...
22:11:06 <Eddi|zuHause> depends on the acceleration model...
22:11:17 <thomas_dev> NukeBuster: so whats the next step?
22:11:29 <Rippsy> Realistic acceleration is on
22:11:34 <thomas_dev> merging out diffs?
22:11:52 <Wezz6400> thomas_dev I've been working with classmates on various projects and I always found myself having a lot of trouble to read other people's code, with these kind of guidelines you simply do not have that kind of trouble, and it's not like it's hard to obey them or anything
22:12:10 <Eddi|zuHause> frankly, i don't know which of the "realistic" models is in the game nowadays.....
22:12:29 <Rippsy> I'll have to test later with some maglev trains
22:12:37 <Rippsy> just trying new connection layouts
22:12:56 <NukeBuster> @thomas_dev: the only big difference i see, is the location of the WE_MOUSEWHEEL
22:13:15 <NukeBuster> but i'm about to test your latest changes
22:13:42 <thomas_dev> it disables zooming when scrolling
22:13:57 <thomas_dev> and finishes the zoom instantly when beginning to scroll
22:14:25 <Wezz6400> oh well it's not that interesting tbh, I just can't believe people writing "patches" with such stupid problems are suprised the devs aren't very enthousiastic to look at them
22:15:59 <NukeBuster> @thomas_dev: the steps when zooming still go from 100-54-31-14
22:16:10 <Wezz6400> not abiding code style or no proper testing is what I consider to be stupid
22:16:19 <NukeBuster> should be 100-50-25-12-6-12-25-50-100
22:16:29 <thomas_dev> i will look, just a moment
22:16:56 <NukeBuster> i think smooth zooming stops too early or somthing like that...
22:17:16 <NukeBuster> this messes up the percentage making it unable to get back to 100%
22:17:25 <thomas_dev> yeah, now i get that
22:17:33 <thomas_dev> but only when zooming in
22:17:55 <NukeBuster> yes... it's only when zooming in...
22:18:17 <thomas_dev> must be somehwere hidden in line 830 till 837 :|
22:18:59 <NukeBuster> it also happens when using the buttons to zoom
22:19:30 <thomas_dev> Wezz6400: that is not stupid, ist hacking together code, which can works for the moment
22:19:58 <thomas_dev> ah i got one more problem
22:20:31 <thomas_dev> when you zoom and the last zoom is not finished, you will end up in different zoom levels, i.e. 204
22:20:54 <CIA-1> OpenTTD: richk * r10666 /branches/NewGRF_ports/src/ (16 files in 2 dirs):
22:20:54 <CIA-1> OpenTTD: [NewGRF_ports] -Change: portFSM added to FSMportsSpec.
22:20:54 <CIA-1> OpenTTD: Un-const AirportFTAClass to allow dynamic creation of FSM.
22:20:54 <CIA-1> OpenTTD: Initialised with minimum blank data on Prop 08.
22:20:54 <CIA-1> OpenTTD: Prop 1D Hangar locations added. Placeholders added for Prop 1C, 1E, 1F.
22:20:55 <thomas_dev> ok, my patch is worthless :'(
22:20:56 <CIA-1> OpenTTD: IsHangar modified to work off airport or FSMport spec data, rather than graphics Id.
22:21:07 <NukeBuster> no it's just the smooth zoom part...
22:21:31 <NukeBuster> perhaps scrolling should not have effect when not @ zoom_target
22:22:08 <thomas_dev> mhm not a good workaround
22:22:15 <thomas_dev> tell that a user :D
22:22:39 <thomas_dev> he will use it as every other minimap on the world ;)
22:22:52 <NukeBuster> so the zoom target should change...
22:23:05 <CIA-1> OpenTTD: richk * r10667 /branches/NewGRF_ports/bin/data/rb_airport2.grf:
22:23:05 <CIA-1> OpenTTD: [NewGRF_ports] -Change: Modified rb_airport2.grf to include Prop 1C, 1D, 1E, 1F. Hangar location is now working.
22:23:05 <CIA-1> OpenTTD: Cannot yet build aircraft as that requires a state machine to be loaded.
22:23:07 <NukeBuster> according to the previous zoom target
22:23:34 <NukeBuster> so we were at 50 busy getting to 100 and scrolling makes smooth zoom end up at 200
22:24:36 <Priski> hmm what is this cia doing, it floods big changes also here?
22:25:03 <DaleStan> It posts every SVN commit message.
22:26:59 <thomas_dev> i dont see an error yet:|
22:27:00 <Priski> not every commit, notice channel gives more commits than CIA
22:27:23 <Priski> or am i misunderstanding something
22:28:23 <thomas_dev> NukeBuster: i fiddled out lines 830:... but i cannot see an error
22:28:37 <thomas_dev> do you have questions or do you understand it?
22:29:04 <NukeBuster> hmm... i'll load the file in my editor... until now i was looking at diffs..
22:29:15 <NukeBuster> what changes did you make...
22:29:25 <glx> CIA is not on #openttd.notice
22:30:01 <thomas_dev> NukeBuster: none since my last patch
22:30:22 <NukeBuster> hmm... i still have the 54% problem when zooming in from 100%
22:30:36 <thomas_dev> i will debug it, just wait a moment :)
22:31:17 <thomas_dev> also why do we have an zoom variable and no zoom_target variable? :D
22:32:02 <NukeBuster> don't really know, i thought you used that to do the smooth zoom...
22:33:13 <thomas_dev> we should remove that and use the WP(w,smallmap_d). stuff instead i think
22:33:19 <thomas_dev> i think i got the problem
22:33:26 <thomas_dev> let me create a workaround first
22:35:14 <NukeBuster> parts from the first diff i did
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22:36:09 <thomas_dev> i think the problem is about the diff_abs < zoom / 20 thing
22:36:30 <thomas_dev> the integer values are around 5, so 5 / 20 in int is not such good :D
22:36:54 <thomas_dev> i will create a new patch :D
22:37:45 <NukeBuster> the only part you need to redo
22:38:02 <NukeBuster> is the smooth zoom part or not...
22:38:41 <NukeBuster> and use zoom target as the reference point to calculate the new zoom target
22:38:42 <thomas_dev> and i got the bug why you could not scroll
22:39:04 <NukeBuster> centered every tick?
22:39:12 <thomas_dev> an infinite loop :D
22:39:23 <thomas_dev> if (diff_abs <= 5) { fixes it
22:39:38 <CIA-1> OpenTTD: richk * r10668 /branches/NewGRF_ports/src/station_map.h:
22:39:38 <CIA-1> OpenTTD: [NewGRF_ports] -Change: Modified IsHangar(tile) to access the TileIndexDiffC
22:39:38 <CIA-1> OpenTTD: hangar lists directly. This allows portFSM to no longer be an AirportFTAClass in
22:39:38 <CIA-1> OpenTTD: the future, so long as it also contains a TileIndexDiffC list of the hangar
22:41:39 <Rippsy> Please can someone create a mod which makes tree's DIE
22:42:24 <thomas_dev> rather write a new town bridge building algo :D
22:42:34 <Rippsy> i'd rarthery ou killed tree's :P
22:42:46 <Rippsy> since you actually have some skills :)
22:43:00 <DaleStan> <Priski> not every commit, notice channel gives more commits than CIA <-- I doubt it. CIA's announced every commit since at least 10640. At which point I got tired of searching.
22:43:15 <Rippsy> I managed to crash the latest nightly
22:44:28 <thomas_dev> NukeBuster: patch attached
22:45:26 <thomas_dev> just 2 small changes
22:45:27 <Priski> DaleStan, your right, I just got confused since I see those also in the notice channel and I did not notice CIA before here
22:45:52 <glx> in notice channel we have our 2 bots
22:46:16 <glx> and we get commits and bug tracker changes
22:47:16 <thomas_dev> mhm since when are all sources .cpp instead of .c btw?
22:47:16 <NukeBuster> @thomas_dev: you made zoom a double?
22:47:18 <Rippsy> Any dev's interested in a save which crashes on the network.cpp?
22:47:31 <NukeBuster> since openttd is c++
22:47:46 <thomas_dev> mhm i oversleeped this i think :D
22:47:58 <thomas_dev> so wheres all those fancy OO features? :D
22:48:15 <glx> they are used in many places
22:48:17 <NukeBuster> double smallmap_zoom=WP(w,smallmap_d).zoom;
22:49:00 <NukeBuster> so how do you make 25 out of 12 by multiplying *
22:49:00 <thomas_dev> in my recent pathc is defenityl no double
22:49:38 <thomas_dev> double was peter not fast enough afair
22:49:55 <NukeBuster> wrong diff opened :P
22:50:23 <NukeBuster> i couldn't find anything i recognised :P
22:50:49 <thomas_dev> was certainly one of my first ones :D
22:51:07 <NukeBuster> so did you have a solution for the zoom in problem...
22:51:12 <thomas_dev> they had also some industry symbols when zoomed in fully
22:51:24 <thomas_dev> no, but the smooth zoom :\
22:52:11 <NukeBuster> i was thinking about perhaps calculating with WP(w, smallmap_d).zoom_target instead of WP(w, smallmap_d).zoom
22:52:30 <NukeBuster> as you could still scroll while zooming and have the right effect as well
22:52:53 <thomas_dev> but more complicated :)
22:53:20 <NukeBuster> you could just use zoom_target... which you already check if it has changed...
22:53:54 <NukeBuster> or is it lost every x actions?
22:54:37 <thomas_dev> could you test the patch?
22:54:46 <thomas_dev> i think the zoom must be speeded up
22:54:48 <NukeBuster> am checking out a clean trunk
22:55:34 <NukeBuster> or is there a way to undo a patch?
22:55:51 <thomas_dev> so after nearly 2 year i can write another patch for openttd which will last then more then one year? :D
22:56:22 <NukeBuster> hmm that would certainly save some time
22:56:56 <thomas_dev> svn diff | grep Index helps also
22:59:00 <thomas_dev> its a great, addictive game :)
23:01:12 <NukeBuster> would be worth a try :)
23:01:41 <thomas_dev> what linux distribution do you use?
23:01:41 <thomas_dev> what linux distribution do you use?
23:01:44 <NukeBuster> ok so i see what you mean by the work arund thing :P
23:02:13 <thomas_dev> uh, no idea if it will work out of the box there
23:02:40 <thomas_dev> just register yourself a forum account and make me responsible that it doesnt work then ;)
23:03:02 <thomas_dev> so what do you think about the zoom?
23:05:07 <NukeBuster> well.. you were right on the zoom being strange :P
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23:06:16 <NukeBuster> it becomes slow with 400-800
23:06:33 <Priski> btw is there a good alternative choise for SVNtortoise
23:07:16 <NukeBuster> whats wrong wit tortoise?
23:07:27 <thomas_dev> its for windows :D
23:08:06 <NukeBuster> :P besides that :P
23:08:09 <thomas_dev> NukeBuster: now slowdown here at 800%
23:08:13 <Priski> well It's good prog, but I don't get ssh+svn work with shh auth keys so it does not have to ask pass all the time
23:08:38 <NukeBuster> hmm... i ment the smooth zoom... if you zoom from 6% to 12% you'll see what i mean
23:08:40 <thomas_dev> then use putty to establish a ssh tunnel first
23:09:24 <thomas_dev> except that the zomm-in/out buttons are not being disabled? :D
23:09:26 <NukeBuster> I read it as no :)
23:10:02 <Priski> thomas_dev, well that is part of the problem, putty does not seem to work with me, it gives wrong port error
23:10:05 <thomas_dev> i test it with a bigger map ...
23:10:16 <thomas_dev> then the port is wrong
23:10:31 <thomas_dev> (brilliant answer, i know)
23:11:00 <thomas_dev> NukeBuster: on a 2048x2048 map erverything is fine
23:11:12 <Priski> I'm getting bit fed up with trying to get it work so I think of trying something that does authentication petter without hasslin' with putty :)
23:12:09 <NukeBuster> the + and - buttons don't disable, but you see them flash...
23:12:26 <NukeBuster> still going from 6-12% is alot faster
23:12:27 <Priski> yeah i use putty tray for irc :P
23:12:53 <thomas_dev> thats because of the ints i think
23:12:58 <Priski> and other things when needed for doing something with server
23:12:59 <NukeBuster> try scrolling you're mouse really fast...
23:13:29 <thomas_dev> maybe 12% is small enough
23:13:52 <NukeBuster> you can't get the full map in...
23:14:01 <NukeBuster> thats why i have set it to 6%
23:14:11 <thomas_dev> i play on dualscreen
23:14:26 <thomas_dev> so i always make the window bigger
23:14:32 <NukeBuster> gehe... i have left the minimap the default size
23:15:00 <Eddi|zuHause> or is there a way to undo a patch? <- "svn revert <file>" or "patch -R -p0 -i <patchfile>"
23:15:36 <thomas_dev> and delete the files
23:16:11 <NukeBuster> hmm... i think he ment it as an answer on my question :), Thanks Eddi
23:17:13 <NukeBuster> ok... so what stuff are remaining...
23:17:25 <NukeBuster> the zoom buttons not disabling...
23:17:36 <Eddi|zuHause> "patch -R" applies the reverse patchfile, i.e. it switches + and - lines and the appropriate line numbers
23:17:45 <thomas_dev> SetWindowWidgetDisabledState(w, 13, zoom >= SMALLMAP_MAX_ZOOM);
23:17:45 <thomas_dev> SetWindowWidgetDisabledState(w, 14, zoom <= SMALLMAP_MIN_ZOOM);
23:17:54 <NukeBuster> well it is there...
23:17:57 <thomas_dev> SetWindowWidgetDisabledState(w, 13, zoom <= SMALLMAP_MAX_ZOOM);
23:17:57 <thomas_dev> SetWindowWidgetDisabledState(w, 14, zoom >= SMALLMAP_MIN_ZOOM);
23:18:18 <thomas_dev> i got headache, so i dont know
23:18:33 <thomas_dev> how often are you in here nukebuster?
23:18:38 <Eddi|zuHause> "svn revert" just removes all local changes and goes back to the clean file
23:19:07 <thomas_dev> in fact it deletes the file.extension.*
23:19:28 <thomas_dev> ok, then i will go and sleep :)
23:19:45 <thomas_dev> Eddi|zuHause: i meant revert, forget me comment
23:20:53 <NukeBuster> @thomas_dev: it seems zoom < than what is showed on the minimap
23:21:13 <thomas_dev> must sort that out later
23:21:24 <NukeBuster> ohh and try zooming fast from 6% to 800%
23:21:37 <thomas_dev> yeah, lots of bugs ;)
23:21:44 <Eddi|zuHause> what exactly is a "kite"?
23:23:36 <Rippsy> ein drachen is dutch for Kite!?
23:32:06 <NukeBuster> in dutch... it's 'een vlieger'
23:33:28 <Eddi|zuHause> i'd understand "ein flieger" more like an airplane...
23:33:35 <Wezz6400> using it in a thunder storm is not such a good idea :+
23:34:21 <Eddi|zuHause> Wezz6400: how else would you power your super battery 200 years in the past? :p
23:36:21 <Eddi|zuHause> you need to wash the wagon for a storm to come up, and then convince ben franklin to not go inside when bad weather comes up
23:36:51 <Wezz6400> 1:36 am, time to shutdown my openttd server and go to bed
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