IRC logs for #openttd on OFTC at 2007-07-24
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01:27:11 <CIA-1> OpenTTD: belugas * r10669 /trunk/src/newgrf_industries.cpp:
01:27:11 <CIA-1> OpenTTD: -Codechange: Removed redundant comment
01:27:11 <CIA-1> OpenTTD: -Codechange: Add placeholder for yet another industry "variable" to code
01:29:55 <CIA-1> OpenTTD: belugas * r10670 /trunk/src/table/build_industry.h: -Fix: Use proper initialization for grf_prop override member
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05:40:20 <Smoky555> does somebody know, how i can see statistic for transported cargos by type? is it possible in game or in some patch?
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09:38:56 <Priski> how do i build adjacent stations?
09:40:42 <TrueBrain> just like: building
09:42:30 <Priski> fine answer, but i still don't really get it :)
09:43:30 <Priski> just found out that ctrl+build station next to other does not join stations together :P
09:43:44 <TrueBrain> make sure they are next to eachother
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09:46:53 <Priski> hmm i meant distantjoin stations but is it even in the trunk yet?
09:47:26 <rav> you could try the ChrisIN
09:47:27 <TrueBrain> I don't think so either ;)
09:48:02 <Priski> and all this time how the hell those openttdcoop guys make such stations
09:48:06 <rav> ofcourse, this raises the question: will it be in trunk? :P
09:48:26 <rav> priski: there is another way of doing it
09:48:48 <rav> just make one bigass station, then select the station building tool and the dozer at the same time
09:48:55 <rav> then you can remove tiles of station :)
09:49:54 <Priski> how the hell didn't i think of that :)
09:50:19 <JazzyJaffa> Is integer division network safe in ottd? I wasn't sure that it was always handled similarly on different machines/compilers.
09:50:57 <Eddi|zuHause2> i don't think so
09:51:47 <Eddi|zuHause2> er, what i mean is that integer division is usually not handled differently
09:52:03 <Eddi|zuHause2> it's early morning...
09:52:26 <TrueBrain> JazzyJaffa: it is safe to assume the result is equal :)
09:52:40 <JazzyJaffa> :) Its early morning for my brain here too (even though its 11)
09:52:41 <TrueBrain> it would be funny if 5 / 2 would result in 3 on some machine :)
09:53:01 <JazzyJaffa> Thanks, I thought I better double check be fore I wrote some!
09:53:22 <TrueBrain> 5 / 2 == 5 >> 1, is binary 101 >> 1, which is 10, which is 2
09:53:26 <TrueBrain> how cool is that! :)
09:53:50 <JazzyJaffa> yeah for the divide by 2 I have already used that
09:54:08 <JazzyJaffa> just like div by 10 in decimal
09:55:04 <JazzyJaffa> There square root I needed was the most interesting
09:55:19 <JazzyJaffa> found some algorithms for it
09:56:18 <Eddi|zuHause2> TrueBrain: that is pure coincidence :p
09:56:30 <TrueBrain> Eddi|zuHause2: took you long enough :)
09:56:53 <Eddi|zuHause2> yeah, my computer did not want as i wanted...
09:57:52 <Eddi|zuHause2> "mine Fru, de Ilsebill, will nich so, as ik wol will."
10:04:05 <Eddi|zuHause2> (that is from the Grimm's tale: "the fisher and his wife" [originally in 'flat' german])
10:22:02 <Smoovious> what's the maximum amount of cash you can make now? (US Dollars)
10:24:22 <Rubidium> 2^63 pounds, but when changing it to USD you only see differences till 2^62, after that you won't notice the difference
10:26:30 <Smoovious> using daylength... 2 years and I got $82,000,000 already... so thought I'd better find out :D
10:27:16 <Eddi|zuHause2> i hit the 2^31 limit back in the days of TTO
10:28:13 <Smoovious> oh yeah... a max of $4,611,686,018,427,387,904 (2^62) should be plenty :)
10:29:05 <Smoovious> well... assuming I stop at my usual year 2112
10:31:00 <Smoovious> ~$4.6quintillion? I think I can make do with that... it'll be tight tho...
10:31:37 <Eddi|zuHause2> Smoovious: you can reach 2^64 $, only it will show up to 2^63 $ (= 2^62 £)
10:32:23 <Eddi|zuHause2> those numbers are excluding...
10:34:01 <Smoovious> only counting what it'll show
10:37:01 <Eddi|zuHause2> hm... i need to try to get Civ IV running under wine... any tips?
10:37:17 <Rubidium> join #wine somewhere?
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10:44:34 <Eddi|zuHause2> doesn't seem to exist anywhere
10:44:45 <Gekko> Eddi|zuHause2: you need cedega
10:44:49 <Gekko> doesn't run in normal wine.
10:45:01 <Gekko> Eddi|zuHause2: therefore it = piracy for Linux
10:45:07 <Gekko> a new and odd adventure
10:52:24 <Eddi|zuHause2> but i want to play Civ IV :(
10:52:47 <Eddi|zuHause2> is there any chance of it running in a virtual windows?
10:53:35 <TrueBrain> Eddi|zuHause2: really wrong channel
10:54:07 <Eddi|zuHause2> the problem is, i cannot find a "right" channel...
10:56:26 <TrueBrain> irc://irc.freenode.net/#winehq, so they claim
11:16:02 <Wezz6400> that's odd, normal rail isn't supposed to cost the same as electrified rail is it?
11:16:46 <Eddi|zuHause2> that is supposed to be addressed by rebalancing
11:16:54 <Eddi|zuHause2> but it's the way it works right now
11:17:25 <Wezz6400> Ok so it's not something gone wrong with my installation
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12:30:00 <CIA-1> OpenTTD: truelight * r10671 /trunk/src/strings.cpp: -Codechange: don't mix both lookup and temp-variable-with-value-of-lookup (skidd13)
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13:03:37 <CIA-1> OpenTTD: rubidium * r10672 /trunk/src/ (9 files in 4 dirs): -Codechange: typify some parameters/variables.
13:03:47 <Digitalfox_Notebook> TrueBrain: Is the page http://git.openttd.org on the same server has www.openttd.com..?? Its very slow loading, at least this last days. :\
13:03:49 <rav> OMG, IT'S NEWINDUSTRIES :D
13:04:32 <TrueBrain> Digitalfox_Notebook: it always was; the first hit on git.openttd.org after the cache expires makes it rebuild the cache, and it takes a while
13:04:38 <TrueBrain> as not many people request that page, it can happen a lot
13:04:48 <TrueBrain> but, once the page loaded a first time, it is fast for the next few minutes
13:05:12 <Digitalfox_Notebook> oh ok, that explains it :)
13:05:56 <Gekko[PDA]> reply to your highlight from... 4 days ago
13:07:35 <Sacro> i can't recall what i said
13:08:53 <Gekko[PDA]> how are you basically
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13:10:41 <rav> [15:11] *** TrueBrain has been idle 5 minutes, signed on at Mon Jul 23 22:43:01 2007
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13:36:58 <browneyedboy> hi all, so this is the much talked about openttd IRC channel? my first time here :)
13:38:45 <TrueBrain> skidd13: never just ping, always just talk; we will read it at some time
13:39:30 <skidd13> Ok, I posted an updated version of the patch in FS anyway
13:40:28 <browneyedboy> so, what's going on in here? :)
13:42:30 <browneyedboy> one thing that interested me, is that it's now able to use 32bpp graphics (or what it's called) anyway... I've tried to figure it out how to get it into the game, but I have no clue :(
13:44:18 <glx> there's a thread about that on the forum
13:44:22 <TrueBrain> skidd13: yeah, one that fails compiling
13:45:44 <skidd13> yup, someone changed a comment from // to /* */ and patch didn't get the target then
13:45:55 <TrueBrain> yes, // is correct, /* */ is wrong
13:46:01 <TrueBrain> but that is a minor mistake in your patch
13:46:03 <TrueBrain> but it doesn't compile
13:47:30 <skidd13> Where is the problem?
13:47:45 <skidd13> Here it compiles fine
13:48:00 <TrueBrain> nope, of course not
13:48:29 <ln-> ok, i received my Transport Tycoon Deluxe CD today.
13:48:39 <ln-> and as far as i can tell, it is the windows version.
13:49:01 <skidd13> TrueBrain: Can you post the error message please.
13:51:43 <skidd13> Could be that its from svk. Remove the last 5 lines if your patch-binary wont eat it.
13:54:12 <TrueBrain> no, it is that reverting doesn't revert new files
13:54:15 <TrueBrain> which is _very_ annoying
13:54:34 <TrueBrain> skidd13: still, the timer does nothing if I do nothing
13:54:42 <TrueBrain> so it is still very much broken, imo
13:54:57 <skidd13> Did you press start and are on FF?
13:55:06 <TrueBrain> why would I need ff enabled?
13:55:35 <skidd13> You need high CPU load.
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13:59:17 <TrueBrain> (and of course, by definition, if a developer asks the question, for sure a user will too :))
14:00:08 <skidd13> yes, I'm thinking over the exact reight answer. (user understandable)
14:00:26 <TrueBrain> you should fix it that it returns 30 fps in non FF
14:00:32 <TrueBrain> useful to see if clients are to slow to keep up
14:00:35 <TrueBrain> as that number will drop :)
14:00:41 <peter1138> it shouldn't be fixed at 30 :p
14:00:47 <peter1138> it should show the correct fps
14:00:56 <TrueBrain> I said he should FIX it
14:00:59 <TrueBrain> READ peter1138, read!
14:01:13 <peter1138> ah, but you said FIX it so it returns 30!
14:01:24 <peter1138> if (!ff) return 30;
14:02:11 <skidd13> I remember that there's a right value for some COOP games.
14:02:33 <peter1138> i don't quite see how the fps counter can depend on being in FF though
14:03:01 <TrueBrain> exactly my point yes
14:03:24 <skidd13> It depends on CPU load. Or more exact on the difference to the planed (30)fps.
14:03:38 <peter1138> you have a very strange method of counting fps, then
14:05:07 <skidd13> I don't say that the calculation is based on the difference. But it works better on high CPU usage.
14:05:24 <TrueBrain> sorry, but it sounds broken to me
14:06:59 <TrueBrain> only thisone does compile
14:08:43 <rav> wow: that patch is awesome :p
14:09:19 <TrueBrain> so you truely wasted 5MiB of good bandwidth :p
14:09:31 <rav> I have no bandwidth limits
14:09:46 <TrueBrain> the webhost might ;)
14:09:58 <rav> then why do you post such a patch
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14:14:12 <skidd13> TrueBrain: The problem with the patch is that it uses CPU time instead of real time and so you get low values in a normal game without FF. But for cebug it's nicer to have environment independent results.
14:15:45 <TrueBrain> I understand what you try to aim with (and I doubt it can be ported to Windows, but okay); personally I think there is more interest in a FPS that counts the FPS including the env
14:17:18 <skidd13> I use the C++ standards of time.h so it should work on windows either. The problem with the env including stuff it that the defaults of time.h return only sec and I need millisec
14:17:49 <TrueBrain> we already have enough code to get the msec for all OSes OpenTTD runs on
14:19:02 <TrueBrain> dunno, but I believe all devs by now already made a fps patch, so I know it is there :p
14:20:23 <skidd13> The patch is abstract so a environment dependend version can be added anyway.
14:27:42 <skidd13> TrueBrain: The patch was initialy created to get a basic information how high-performance a change to the code is. So I like to stay with it as it is. The only thing which could be thought over is the dependency to FF on a standard game.
14:28:08 <TrueBrain> or you might want to add a switch to switch from CPU time to real time
14:29:28 <skidd13> If I find the pice of code from the openttd source witch gets the real-time in millisec it is an alternative.
14:29:35 <glx> CPerformanceTimer in yapf.h may help you
14:30:19 <KUDr_wrk> QueryPerformanceCounter()
14:30:30 <KUDr_wrk> & QueryPerformanceFrequency()
14:31:01 <KUDr_wrk> skidd13: but do it on linuze, i can add wi32 support there
14:32:23 <glx> hmm defined in win32.cpp but never used it seems
14:34:59 <skidd13> CPerformanceTimer is CPU time too if I can trust the comments.
14:35:25 <KUDr_wrk> it uses CPU buildin counter
14:35:32 <KUDr_wrk> but measures real time
14:35:41 <KUDr_wrk> not a thread or process time
14:38:16 <skidd13> src/yapf/yapf_base.hpp:63 ... ///< stats - total CPU time of this run (then comments might be missunderstandable)
14:39:59 <KUDr_wrk> yes, older comments than the code itself
14:40:14 <KUDr_wrk> i was unable to get real cpu time on linux and mac
14:40:26 <skidd13> I've an appointment with my car repair shop. I'll be back later.
14:40:34 <KUDr_wrk> so it is now real time (w/ start/pause/continue/stop)
15:22:16 <Rippsy> what date does maglev become available
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15:30:53 <Rippsy> i just came back to a game on my server and 40 years has passed.. some people were VERY busy last night :o
15:31:06 <Rippsy> think i'll wait four and go whole network maglev :)
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15:38:58 <Wezz6400> hmm my server is empty once again :(
15:39:55 <Rippsy> mine apparently had a very busy night
15:39:59 <Rippsy> and im playing catch up now!
15:41:10 <Wezz6400> I think I need more players
15:41:21 <Rippsy> I found once you get about 3 a night
15:41:25 <Rippsy> the rest of the slots just fill up
15:41:36 <Wezz6400> well mine is password protected heh
15:41:50 <Wezz6400> it's just for me and two classmates, but they're not playing I guess
15:42:07 <Rippsy> I started password protected, but its more fun with dropins :)
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15:46:33 <Wezz6400> We kinda split the map up in regions and everyone has his own part, then we each play in our own area
15:46:46 <Wezz6400> basicly we like playing coop but our building styles and skills don't match up :X
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15:48:10 <Wezz6400> when the subsidaries patch makes it we will play different companies ;)
15:49:20 <De_Ghost> what's subsidaries patch?
15:49:40 <Rippsy> Wezz6400, i've tried htat
15:49:47 <Rippsy> I find it works if you set down ground rules
15:49:56 <TrueBrain> first question would be: "if" :)
15:50:00 <Rippsy> such as, station length, train length for type, signals distance etc
15:50:06 <Rippsy> which side you drive on
15:50:34 <Wezz6400> Rippsy well I'm pretty decent in building intersections, however I seem to be the only one
15:50:57 <Wezz6400> Before we did regions usually I was building and my classmate was watching me XD
15:51:19 <JazzyJaffa> Is there a cheat way to build an oilrig for debug purposes?
15:51:34 <Rippsy> Wezz6400 yea i usually have that
15:51:38 <Rippsy> I just make them do the grunt work :D
15:51:44 <Rippsy> "connect this place to mainline.."
15:51:47 <Rippsy> and then i fix the connection
15:52:05 <Wezz6400> well he's pretty good at optimising stuff so we get over 2000 tons on a cole mine, however that is kinda boring to do
15:52:05 <hylje> izhirahider: we do that at coop all the time :p
15:52:07 <JazzyJaffa> De_Ghost: Just anyway to build one on demand
15:52:09 <Rippsy> JazzyJaffa, turn on raw industry building in one of the config patches
15:52:22 <hylje> izhirahider: wrong tab:p
15:52:27 <JazzyJaffa> Rippsy: ah ok, was hoping there was an option, thanks
15:52:48 <Rippsy> i can't find where it is jazzy
15:53:54 <Wezz6400> maybe I should find a server with some nice ppl and play there also
15:54:11 <Rippsy> I'd say jion mine, but its 70 years in and a bit.. global corp dominated at mo
15:54:19 <Rippsy> although I don't know how im gonna get ahead of green again
15:55:22 <Wezz6400> Well I'm kinda stubborn when it comes to building style lol
15:55:37 <Rippsy> and elaborate on 'sturbborn;
15:56:19 <Wezz6400> well, I have this kinda weird mix between optimal efficiency and a liking for realism
15:57:40 <skidd13> KUDr: (pt->QueryTime() / (pt->QueryFrequency() / 1000) should return the real time in ms?
15:58:04 <skidd13> ·CPerformanceTimer *pt = new CPerformanceTimer;
15:59:58 <skidd13> or should I use the more direct version _rdtsc() / 22000000
16:13:20 <Rubidium> rdtsc returns the number of cpu cycles that have passed (IIRC)
16:16:10 <skidd13> _rdtsc() is used at the CPerformanceTimer. AFAICS
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16:17:49 <Rubidium> In the x86 assembly language, the RDTSC instruction is a mnemonic for read time stamp counter. The instruction returns a 64-bit value in registers EDX:EAX that represents the count of ticks from processor reset
16:20:48 <Phazorx> i wonder if it overflows
16:20:55 <KUDr> it is no tuned to mu cpu clock (2.2 GHz) and gives us
16:21:25 <Phazorx> and wether it is affected by multiple cores
16:21:49 <KUDr> and it needs to have cores in sync
16:22:12 <skidd13> Hmm, and how do I get real time now? Cause (_rdtsc() / 2200000) seems to work.
16:22:14 <Phazorx> KUDr: i have servers with chipkill and hot replace
16:22:25 <Phazorx> how arwe these will be ever in sync?
16:22:57 <KUDr> it is by definition in sync (M$)
16:23:06 <KUDr> but it is not always true
16:23:09 <Rubidium> _rdtsc should NOT be used for anything that roughly needs to be in seconds/milliseconds/whatsoever time constant
16:23:24 <Phazorx> skidd13: quarz is never that precise
16:23:37 <Rubidium> as the rate _rdtsc progresses can change (SpeedStep, Cool'n'Quiet)
16:24:03 <Rubidium> it can even go backward (going to another core that has been speedstepped down for a while, resuming after hibernation
16:24:27 <skidd13> So CPerformanceTimer is not the right code to work with. :(
16:24:27 <KUDr> you should use QuryPerformanceCounter()/QueryPerformanceFrequency()
16:24:46 <Phazorx> i wonder if it is even reliable for profiling in that case
16:24:57 <KUDr> current CPerformanceCounter as it is is not the right one
16:25:09 <KUDr> needs to be changed little bit
16:25:47 <KUDr> Phazorx: depends on your HW
16:26:13 <KUDr> if you set afinity to one core and don't change CPU clock then yes
16:26:17 <Rubidium> KUDr: those QueryPerformance thingies won't work either as they are windows only
16:26:17 <Phazorx> KUDr: exactly... profiling should depend on code
16:26:46 <KUDr> Rubidium: it works (but must be made as platform specific)
16:26:50 <Rubidium> _rdtsc is good for profiling as long as it stays on the same core
16:26:54 <Phazorx> i mean the only difference factor with prefixed randoms whould be code
16:27:55 <Phazorx> Rubidium: correct, but i dont think that is guaranteed accros the board on diff systems/oses
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16:28:22 <KUDr> you need platform specific implementation anyway
16:28:38 <Rubidium> Phazorx: it doesn't work on non-x86 derivative computers (I guess)
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16:30:05 <Phazorx> Rubidium: hmm... there are x86 arch machines with flexible CPU count, different frequencies per cpu and abbility to reassign affinity
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16:30:24 <KUDr> there is already something what looks like multi platfom implementation: [16:32:35] <glx> int64 GetTS()
16:31:19 <Rubidium> Phazorx: it is counted in cpu cycles, so whether you run it at 10 GHz or 5 Hz, it will always return the same amount for the same code (when we are ignoring things like time slices etc)
16:31:19 <KUDr> Phazorx: it was used for measuring yapf rounds (max few miliseconds)
16:31:44 <KUDr> for my machine where cores don't change
16:32:19 <KUDr> i am not so good to be able to bring totally precise multiplatform implementation
16:33:09 <Rubidium> I'd say: let the video backend return some number that represents milliseconds in some way
16:33:12 <Phazorx> Rubidium: it is based on polling CPU registerd, when CPU affinity is not fixed (and it might even be based of diffrent quarz) you might get something totally different from expected
16:33:15 <Rubidium> they need to return it anyway
16:33:37 <Rubidium> Phazorx: what has quarz to do with rdtsc?
16:33:39 <Phazorx> KUDr: i mean in a long run
16:34:02 <Phazorx> Rubidium: nothing to do with cycles agreed
16:34:28 <skidd13> what about (_rdtsc() / (CLOCKS_PER_SEC / 1000)) , (true still rdtsc)
16:35:17 <skidd13> The question is now how CLOCKS_PER_SEC is managed
16:35:30 <Rubidium> skidd13: you do not know CLOCKS_PER_SEC
16:35:34 <Phazorx> offtopic: are autoreplace+MP desyncs somewhere in bugtrack already?
16:36:30 <Rubidium> Phazorx: not that I'm aware of, but I haven't looked at it today
16:36:45 <Phazorx> been going on for a while
16:37:52 <Belugas> DaleStan, to your knowledge, can an industry tile type be used for two (or more) industry types?
16:38:33 <Belugas> "can" as in specs does not say anything about it, but it is a possiblity
16:38:59 <Belugas> and not as in "standard game", of course
16:39:21 <Rubidium> Phazorx: it's CS' way to balance the system and still use DistanceManhattan to determine the distance between stations; it was not intended to make long diagonal pieces of track anyway
16:40:03 <Phazorx> well i can deal with things i dont see such as manhatta for price calculation
16:40:21 <Phazorx> but growing/shrinking trains seem more of a problem to me
16:41:11 <Phazorx> however, i dont see an issue with standartizing all distance calculation to same kind of idea... cuz currently there are 3 (at least) different ways to meausre distance diagonally
16:43:50 <skidd13> getrusage() is common for unix AFAIR but also only process specific again :(
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16:44:23 <Rubidium> skidd13: as I said, make the video backends return some value that gives you milliseconds from some epoch
16:44:26 <Phazorx> hmm... is there logic behind manhattan distace for station to station distance other than "maches style for square tile based game, with mostly perpendicular paths" ?
16:44:45 <Rubidium> as they already have such functions, so you can easily make them available from the outside
16:45:09 <Rubidium> yes, sqrt is expensive
16:45:30 <DaleStan> mul isn't the cheapest either.
16:45:35 <Phazorx> but does distance between station changes often?
16:46:18 <DaleStan> You want to cache the distances between every single pair of thousands of stations?
16:46:34 <DaleStan> Belugas: I believe that it is possible to use one tile in multiple industries.
16:47:07 <Phazorx> DaleStan: well yes i guess, point being if something is more or less static and expensive to calculate it is a subject to cache
16:47:10 <JazzyJaffa> You would only need to cache the distances that are used, it can't be more than a few hundred
16:47:26 <DaleStan> Possibly thousands. TTD sets a limit of 250, and that's pretty easy to achieve on a 256x256 map. On a 512x512, 1000 shouldn't any harder.
16:47:58 <JazzyJaffa> Its basically the number or routes the player had built
16:48:00 <Phazorx> DaleStan: i had large games with ~300 stations, all served by multiple vehicles
16:48:23 <Phazorx> CPU is killed by pf in that case
16:48:34 *** Thomas[NL] has joined #openttd
16:49:30 <Phazorx> anyway it is cachable, how much to be stored - depends on implementation, associated with routes it can be quite manageable
16:50:22 <Phazorx> but that wuld still be lesser concern - if manhattan is still used for price calculation it wwould only disadvantage RVs and ships somewhat
16:51:12 <DaleStan> I'm afraid I can't tell you if or where it's ever been done, though.
16:51:33 <Rubidium> Phazorx: generally one does not even try to optimize something that takes like 0.001% of the CPU time so it takes 0.0005%. Nobody notices and the code gets more complex than necessary
16:52:28 <Belugas> DaleStan: no it's ok. I was hoping to put the industry type in the industry tile type, in order to accelerate some vars calculations. I can do without it
16:53:04 <Rubidium> and yes, mul is not cheap, but is getting something from a cache that is (likely) swapped out of the CPU's closest caches faster?
16:55:41 <KUDr> Phazorx: pf's don't calculate distance from tation to station but from any tile to target station << how would you cache that one?
16:56:33 *** welterde has joined #openttd
16:56:33 <Rubidium> he just wants to make a 2^22 by 2^22 mapping of distance ;)
16:56:52 <KUDr> :) this would be much more expensive
16:57:56 <KUDr> only what we would loose in lower CHR would make it slower (don't counting time needed to find the cached distance)
17:01:34 <Priski> smallmap zoom project seems to be on nice roll today also :)
17:02:46 *** eQualizer has joined #openttd
17:02:50 <Priski> keep up the good work :)
17:03:40 *** Thomas[NL] has joined #openttd
17:05:19 <Phazorx> KUDr: are PF using same analysis as cost calculator?
17:05:50 <Phazorx> cost to go diagonally is 2 ?
17:05:52 <KUDr> and what cost calculator you mean?
17:06:18 <Phazorx> KUDr: value of delivery upon arrival to destination'
17:06:20 <KUDr> diag = 100, non-diag = 70
17:06:44 <Phazorx> kudr so that has nothing to do with sqrt then
17:06:51 <Phazorx> which was that Rubidium was talking about
17:07:22 *** th_gergo has joined #openttd
17:07:30 <Phazorx> it's kinda inetresting tho... this is 4th way to calculate distance used in game :)
17:07:31 <KUDr> no sqrt is needed (train can't fly directly to the destination - it must use tracks)
17:07:49 <Phazorx> yeah i definately know that
17:08:06 <KUDr> maybe real trains can but not here in this game
17:08:30 <Rubidium> lets make an improved maglev that does not need tracks
17:08:42 <KUDr> so we should invent fifth one!
17:08:53 <Rubidium> oh, no... we already got that one. They're called planes
17:09:07 <hylje> we dont have articulated planes
17:09:13 <Phazorx> Rubidium: back to subject - is it possibel to stop trains from growing/shrinking in more or less weasy way, by modifying distace/speed/acceleration part for diagonals ?
17:09:29 <Rubidium> Phazorx: I got no idea
17:09:49 <hylje> Rubidium: articulated planes!
17:10:05 <Phazorx> no trafficshaper for me i guess :(
17:10:12 <KUDr> i dunno if it is worth the effort to repair something what only one user complains about :)
17:10:37 <Phazorx> hylje: evry turn would break spacing
17:10:42 <Phazorx> and screw with intervals
17:10:53 <Phazorx> KUDr: i think a problem is worth the effort
17:11:27 <Phazorx> and it is matter of time till rest would catch up to the idea
17:11:53 *** skidd13|dinner is now known as skidd13
17:12:00 <Phazorx> with comprehensive save to show what itreally means
17:12:24 <Phazorx> i am surprized that no one cared about that for so long
17:12:47 <Phazorx> gee thjanks, do you work for microsoft by any chance?
17:12:56 <Phazorx> that seems like their approach :)
17:12:59 <hylje> to be frank, you do optimize stuff way more than most of us
17:13:13 <Phazorx> hylje: is that a bad thing, lol ?
17:13:39 <Phazorx> it has very nicely packed traffic
17:13:43 <Phazorx> and only 2 small turns
17:14:09 <Phazorx> not stop i guess - make it slower
17:15:03 <Phazorx> for time being we might have to do double turns
17:15:18 <Phazorx> that is beyond silly tho
17:15:35 <Phazorx> but for TLs more that like 7 it is probably a must
17:16:11 <Phazorx> hylje: honestly - i think optimization is most interesting and challenging part
17:16:42 <Phazorx> i enjoyed using some PS save, and by making small changes increase capacity by 10-15%
17:17:03 <hylje> but i dont do it to the max
17:17:21 <hylje> i dont like bumping into engine limits
17:20:26 *** Tlustoch has joined #openttd
17:20:53 <Phazorx> that's how you learn about engine problems :)
17:20:58 <Phazorx> and pushing the limtis is fun
17:21:55 <Tlustoch> Do you guys ever play the game? Or you just write the code??
17:22:45 <Prof_Frink> Tlustoch: They play the game in their heads, Matrix-style
17:23:45 <Priski> "Wellcome to the matrix, Neo"
17:24:26 <Rubidium> follow the WhiteRabbit
17:24:45 <hylje> Welcome to Rivendell, mister Anderson
17:25:00 <Tlustoch> You should play the game online to learn new things.
17:26:16 <Priski> damn, now that part plays in my head over and over again, like a lame tune from radio
17:28:15 <Priski> maybe I should watch that triology again sometimes
17:28:36 *** Wezz6400 has joined #openttd
17:32:13 <Belugas> personnaly, i don't play online, my little available time is spent on coding and testing my own stuff
17:44:27 <Smoovious> Priski... could be worse... every time TrueBrain comes in and says "hi there", it comes across as the clip of it from the beginning of a Peter Gabriel song
17:45:58 <Wezz6400> hmm, where is that setting where you can determine how long your trains should wait for red signals?
17:49:24 <Priski> im guessing somwhere yapf section in openttd.cfg ?
17:49:38 <Wezz6400> hmm, I'll look into that
17:51:18 <Wezz6400> there's a lot of stuff in there that ends with _penalty but I don't think that's it
17:51:26 <Prof_Frink> Priski: "Trilogy"? There was only one film!
17:52:20 <Prof_Frink> Those were fils with similar names and plotlines, but hardly deserve to be called "sequels"
17:52:37 <Wezz6400> ah found it, it's in the patches section
17:52:40 <TrueBrain> funny, the creator of those movies claims something else...
17:52:58 <Prof_Frink> In much the same way, there are only 3 Star Wars films
17:53:47 <TrueBrain> I wonder what I am going to do today...
17:54:49 <Prof_Frink> TrueBrain: The same thing you do every day
17:54:57 <TrueBrain> Where is my Pinky...
17:55:51 *** Prof_Frink is now known as TruePinky
17:55:58 <TruePinky> Here I am, TrueBrain!
17:56:22 *** TruePinky is now known as Prof_Frink
17:56:40 <Rubidium> TrueBrain: you should start writing TriremeAI ;)
17:56:49 <TrueBrain> Rubidium: haha :) Nice ;)
17:57:04 <TrueBrain> doing too much NoAI work makes you kind of sick of APIs :p
17:57:42 <Prof_Frink> Although I imagine StevensonAI will be the last to be done
17:59:14 <TrueBrain> Rubidium: the main problem with it all is, that we need a simple PF that checks if 2 tiles can be connected over water
18:03:26 <JazzyJaffa> TrueBrain: The region pf I am doing does this
18:03:51 <TrueBrain> hmm, it indeed is very simple and easy to make a PF which checks this :)
18:04:00 <TrueBrain> just it will consume a lot of memory :p
18:04:12 <Prof_Frink> TrueBrain: Do intraurban busses then
18:04:26 <TrueBrain> Prof_Frink: long done
18:04:54 *** Zaviori has joined #openttd
18:05:24 <Wezz6400> hmm that's odd, the trains don't seam to listen to the wait_twoway_signal = 255 in my openttd.cfg
18:05:43 <Phazorx> that's a EOL definition isnt it ?
18:05:58 <Belugas> you did not said please, maybe :)
18:06:18 <Wezz6400> Phazorx what do you mean by that
18:06:41 <Wezz6400> I'm playing 0.5.2 btw
18:06:44 <Phazorx> KUDr can descibe that better but yapf sees dual one as EOL
18:07:26 <Wezz6400> but the oneway should work?
18:07:51 <Phazorx> i dont have time atm to get into that argument but ask KUDr and define "work"
18:08:29 <Wezz6400> I suspected that if I set it to 255 trains should wait indefinatly, as the wiki states that
18:17:21 *** Wezz6400|2 has joined #openttd
18:20:53 <Tlustoch> what is SLOPE_STEEP ?
18:22:45 <JazzyJaffa> Tlustoch: Its where a tile has one corner that is two "units" above the base - a steep slope
18:25:39 *** simon444 has joined #openttd
18:26:07 <Tlustoch> How do I easily check correct slopes - if I can build rail from one square to another?
18:26:35 *** Darkebie has joined #openttd
18:26:50 <simon444> there use to be a build that included patches
18:27:00 <simon444> it wasn't the nightly but similar
18:28:35 <Belugas> nope, not active anymore. Since december, i think
18:29:10 <Digitalfox_Desktop> simon444: Your best choise in this case would be CrisIN
18:29:24 <JazzyJaffa> Tlustoch - search for _valid_tileh_slopes, thats a starting point you have to change things according to build on slopes etc.
18:29:53 <JazzyJaffa> Theres some code in my experimental routeplanner which does that
18:30:13 <Belugas> simon444, nothing replaces it, not in the nightly way.
18:30:25 <Belugas> ChrisIN would be your only option
18:30:47 <simon444> well that replaces it
18:32:03 <simon444> I am a bit confused about downloading it
18:32:15 <simon444> is there a linux build or do I compile it my self
18:33:41 <Smoovious> there is no linux build... although, one of the players was asking about making one... read the thread to find out what's going on with ChrisIN
18:34:02 <Digitalfox_Desktop> Or like Smoovious posted in the topic join irc://irc.oftc.net/#openttd-ChrisIN
18:34:31 <Smoovious> nah, I'm the o nly one in there r ight now... Chris is o ut of town... and I'm g oing to bed in a few
18:35:08 <Digitalfox_Desktop> oh.. eh eh true just check it..
18:42:38 <CIA-1> OpenTTD: truelight * r10674 /branches/noai/src/ai/api/ai_vehicle.hpp.sq: [NoAI] -Fix: AIVehicle SQ file was out-dated
18:43:45 <simon444> downloaded the nightly
18:44:05 <simon444> are nightly semi-stable like how they use to be
18:44:52 *** NukeBuster has joined #openttd
18:46:34 <Eddi|zuHause2> afaik nightly currently has a problem with signals and trains in tunnels/bridges
18:47:10 <Eddi|zuHause2> signals not turning red and trains crashing
18:47:12 <simon444> Eddi|zuHause2, you know of any playable nightly that I can download
18:47:22 <TrueBrain> Eddi|zuHause2: in very rare cases, yes
18:47:23 <simon444> that is not playable
18:47:32 <simon444> I just wasted a download :(
18:47:41 <Wezz6400|2> well it's nightly for a reason
18:47:50 <Belugas> that IS playable, but may cause problems on VERY RARE OCASIONS
18:48:01 *** Wezz6400|2 is now known as Wezz6400
18:48:04 <TrueBrain> don't build bridges directly connected to stations
18:48:08 <TrueBrain> and minor stuff like that
18:48:34 <simon444> Eddi|zuHause2 said there is a major problem with signals not being usable at all
18:48:51 <Eddi|zuHause2> i did not say "major"
18:49:16 <TrueBrain> see it as an extra disaster :)
18:49:55 <Eddi|zuHause2> compared with PBS, this one is probably minimal :p
18:51:11 <simon444> dude I use signals in the crazy numbers
18:51:21 <simon444> I only know how to make money with signals!
18:51:36 <simon444> you are under reacting for this bug!
18:51:53 <Wezz6400> pbs was buggy, though I found the fact that you needed to use pbs signals at the end of a pbs block too to be more annoying tbh
18:52:01 <Eddi|zuHause2> you have not even experienced it, how can you say it's major?
18:52:18 <TrueBrain> simon444: take a pill or something
18:52:35 <Prof_Frink> and enable autosave
18:53:01 <simon444> TrueBrain, I am out of coca cola!
18:53:10 <simon444> I have a 2 liter bottle in front of me
18:53:26 <TrueBrain> anyway, very very little chance you notice the bug at all
18:53:35 <Prof_Frink> A cokehead suffering withdrawal...
18:53:45 <simon444> TrueBrain, but I use signals!
18:54:09 <TrueBrain> simon444: Open Word, New Document
18:54:24 <TrueBrain> Type in it: IN VERY RARE CASES, SIGNALS ARE GREEN WHERE THEY SHOULD BE RED; LITTLE CHANCE I WILL NOTICE THIS
18:54:24 <Smoovious> everyone uses signals
18:54:29 <TrueBrain> put it in front of you
18:54:40 <Wezz6400> stick it on the 2l bottle
18:54:43 <Prof_Frink> Or ooowriter if you're that way inclined
18:54:54 <TrueBrain> Prof_Frink: oowriter, not ooowriter :p
18:55:09 <Prof_Frink> TrueBrain: oo<tab><tab>
18:55:10 <Smoovious> it is a bug... it just isn't wig-out-worthy
18:55:18 <TrueBrain> simon444: Windows has bugs too, does it make Windows unusable?
18:55:21 <eQualizer> Does YAPF work with boats?
18:55:22 <TrueBrain> (okay, it does, but okay :p)
18:55:38 <Prof_Frink> TrueBrain: It's not the bugs that make Windows unusable
18:55:46 <TrueBrain> haha, good point :)
18:55:53 <simon444> TrueBrain, if Windows had a bug that whenever you opened the start menu you had to reboot, yes.
18:56:03 <TrueBrain> simon444: you have to reboot after moving the mouse!
18:56:12 <Eddi|zuHause2> eQualizer: it is recommended not to use, because of cpu load
18:56:19 <TrueBrain> anyway, I say again, for the very last time: the chance of you hitting the bug, is VERY VERY VERY VERY VERY slim
18:56:46 <eQualizer> Eddi|zuHause2: Is it noticeable?
18:56:46 <simon444> TrueBrain, but if I use signals I am living the bug.
18:56:55 <TrueBrain> ..... does anyone mind if I kick this dude?
18:57:02 <simon444> anyway I want to start up openttd
18:57:09 <simon444> lets see how things go
18:57:13 <Eddi|zuHause2> eQualizer: yes, even few ships drive it to 100% cpu
18:58:03 <Wezz6400> in fact I would've kicked him earlier if I were you ;)
18:58:13 <TrueBrain> I am addicted to kicking
18:58:17 <TrueBrain> so I try to do it less often :)
18:58:47 <Eddi|zuHause2> if i'd try to avoid all things i'm addicted to... :p
18:58:57 <TrueBrain> you wouldn't be online :)
18:59:05 <Wezz6400> about me and kicking, well let's just say people generally consider it a very bad idea to give me @ :+
18:59:07 <Eddi|zuHause2> something like that :p
18:59:17 *** DorpsGek sets mode: +o Wezz6400
18:59:20 *** DorpsGek sets mode: -o Wezz6400
18:59:58 <Wezz6400> You're lucky that I was looking at another channel tbh :P
19:01:15 <Rippsy> Wow, never had a world recession before :o
19:01:20 <Prof_Frink> Wezz6400: You need a script to unleash hell whenever you're opped
19:01:31 <eQualizer> Is the new AI better than the old one?
19:01:39 <Wezz6400> Prof_Frink lol that would be very nasty
19:01:43 <eQualizer> Competitor AI I mean.
19:01:44 <TrueBrain> depends on your definition of 'better' :)
19:01:48 <Prof_Frink> No AI is better than the old one.
19:01:55 <simon444> do I need flags.grf in the nightly?
19:02:41 <Eddi|zuHause2> very different meaning :p
19:03:19 <Eddi|zuHause2> simon444: you need all grfs that were in the nightly package
19:03:21 <eQualizer> Well, how is it different?
19:03:27 * Rubidium wonders how someone could unleash hell; we can always kick the person doing so
19:03:28 <Eddi|zuHause2> and the ones from the TTD cd
19:03:48 <simon444> I thought my window was about to fall over but I realize the sound was recorded with the music I listening to using headphones
19:04:00 <simon444> Eddi|zuHause2, well is it part of the ttd cd?
19:04:13 <simon444> it has been a while since i have played
19:04:37 <Eddi|zuHause2> no, the ones from the TTD cd are called trg*.grf
19:04:55 <simon444> Eddi|zuHause2, just the trg* ?
19:05:15 <Eddi|zuHause2> no, also sample.cat
19:05:48 <Wezz6400> ffs that stuff is all in the readme and all over the wiki
19:05:48 <Prof_Frink> Rubidium: Something along the lines of "for i in *; do /kb $i; done"
19:06:01 <TrueBrain> Prof_Frink: we always have chanserv
19:06:05 <simon444> what are those sounds!
19:06:19 <simon444> that is some nice sound effects you have !!!
19:06:36 <simon444> now I am going to play
19:06:43 <simon444> so you wont hear from me any more
19:06:46 <Prof_Frink> peter1138! Newsounds!
19:07:05 <Prof_Frink> ...unless the signals fail
19:07:49 <Wezz6400> if (user == simon444) { signal.set(green); } (yeah that is pseudo :P)
19:08:05 <Wezz6400> hmm pointless {} shame on me
19:08:52 <Eddi|zuHause2> it's even against coding style!!
19:09:01 <simon444> I think you guys deserve a donation!
19:09:21 <Wezz6400> Eddi|zuHause2 I don't even know c/c++ :P
19:09:52 <Eddi|zuHause2> that is not the issue :p
19:10:17 <Wezz6400> I'm gonna start with it tomorrow or thursday though ;)
19:11:48 <KUDr> [20:05:22] <Wezz6400> hmm that's odd, the trains don't seam to listen to the wait_twoway_signal = 255 in my openttd.cfg << some problems with YAPF?
19:12:29 <simon444> just going to get another bottle of carbonated apple juice then starting to make my billions
19:12:51 <simon444> also getting some biscuits
19:12:55 <simon444> can't play without those
19:12:59 <Wezz6400> KUDr I don't think so
19:13:06 <simon444> the doctor wont let because I am underweight :(
19:13:17 <Wezz6400> at first I made a mistake so the config file wasn't changed
19:13:29 <Wezz6400> secondly, the console tells me the max value is 100, instead of 255 as the wiki stated
19:13:30 <simon444> I am also forced to have pizza every week
19:16:09 <simon444> the new bottle is not so carbonated
19:16:19 <simon444> doesn't have any fizz
19:16:35 <simon444> I hate this reduce carbon movement
19:17:00 <simon444> they are causing my mental problems to become worse
19:17:09 <simon444> plus they are going to freeze the world
19:17:17 <Belugas> play toyland, fizzy stuff there...
19:18:22 <simon444> it is no longer okay for cows to emit gasses. Without them emiting it our planet is going to freeze after a drastic c02 reducation after 10 years.
19:18:44 <Rippsy> I've spent the last 10 years on my server building to catchup with a player
19:18:49 <Rippsy> and we had a world recession
19:18:52 <Rippsy> and his entire network has crashed
19:19:16 <Rippsy> his profit has gone from 80mill
19:19:41 <Rippsy> and it wasn't my fault
19:19:53 <Rippsy> I don't even know where to start to fix it
19:20:02 <Wezz6400> wth happened, major lockup due to output going down a lot?
19:20:13 <Rippsy> all the trains lost there sync due to picup times
19:20:21 <Rippsy> he has a lot of very big trains
19:20:25 <Rippsy> talking 20carrages etc
19:20:29 <Rippsy> so of course they got backed up in stations
19:20:32 <Rippsy> and it just had a chain effect
19:20:48 <Rippsy> He probably has bout 40million worth of cargo just sitting on ilnes
19:20:52 <Rippsy> but its all stationary
19:21:05 <TrueBrain> short to say: use small trains :)
19:21:10 <Wezz6400> not enough room to build tracks where trains can wait I guess
19:21:19 <Rippsy> he didn't build proper waiting area's at al
19:21:20 <TrueBrain> and of course, use timetable :)
19:21:29 <Rippsy> TrueBrain, timetable wouldn't save this mess
19:21:38 <Wezz6400> TrueBrain but I love seeing long trains run
19:21:39 <TrueBrain> it would have, the trains will continue to go from a to b
19:21:43 <TrueBrain> of course the profit would collapse
19:21:52 <TrueBrain> but at least there would be some money :)
19:21:59 <Rippsy> TrueBrain, they are trying to get from A to B
19:22:03 <Rippsy> but by the time the timetable had rolled
19:22:07 <Rippsy> It was already too late
19:22:16 <Rippsy> you'd have to see the gridlock to fully apprechiate how bad it is
19:22:28 <Rippsy> he has 65 trains in ONE gridlock.
19:22:35 <TrueBrain> make a save from before and after
19:22:42 <TrueBrain> or better: make a screenshot :p
19:23:07 <Wezz6400> hmm I'd love to be able to create a full schedule in openttd, but I suppose that's a lot of work, if possible at all lol
19:23:31 <Wezz6400> Rippsy does your server allow observers?
19:23:53 <Rippsy> its on nightly 10663 at mo
19:24:32 <Rippsy> the beginning of the name of the server :)
19:25:05 <TrueBrain> screenshot, screenshot, screenshot!
19:25:10 <Wezz6400> so you consider nightlies to be stable enough for a server huh?
19:25:33 <TrueBrain> Wezz6400: and it is :)
19:25:40 <Rippsy> I always upgrade a day late
19:25:44 <Rippsy> after checking the forums for
19:25:51 <Rippsy> and keep a backup save pre-nightly
19:26:01 <Rippsy> urm just uploading screenshot now
19:26:30 <TrueBrain> hurry!!! My favorite TV shows almost begins :)
19:27:08 <TrueBrain> Belugas: ssttt, you weren't going to tell that to anyone :(
19:27:53 <Wezz6400> hmm no that's not on soon
19:27:58 <simon444> how do I get more cities and less small towns?
19:28:14 <simon444> do I choose at start up less towns?
19:28:34 <simon444> No. of towns : Very Low?
19:28:45 * TrueBrain thinks Rippsy is too slow
19:28:52 <Rippsy> imageshacks being shite
19:29:44 <TrueBrain> hahahahaha, nice network :p
19:29:49 <TrueBrain> but see, Rippsy, timetable would have helped
19:29:51 <Rippsy> As I said.. gridlock :D
19:29:55 <TrueBrain> as trains would just have kept on going
19:30:01 <TrueBrain> (instead of jamming the network)
19:30:03 <Rippsy> No, because they are locked in
19:30:04 <Wezz6400> downloading map again
19:30:09 <Rippsy> by trains jamming other trains into sidelines
19:30:23 <TrueBrain> Rippsy: if it would have used timetables from the beginning, the problem would not have been there :)
19:30:31 <simon444> did my messages get through or am I having network problems
19:30:44 <TrueBrain> simon444: no, we all agreed to ignore you
19:30:47 <TrueBrain> much more fun if you ask me
19:30:58 <Wezz6400> TrueBrain wouldn't trains be waiting at stations?
19:31:00 <TrueBrain> Rippsy: :) It really is the solution, had those problems enough times :)
19:31:12 <TrueBrain> Wezz6400: the idea of timetable is, that the trains leave anyway after a while
19:31:40 <Wezz6400> I got the wrong idea from the wiki I guess
19:34:05 <simon444> TrueBrain, are you a developer?
19:34:28 <Belugas> right now, he's a TV Listener :D
19:34:41 <TrueBrain> and I hate people highlighting me while doing so :p
19:35:00 <Belugas> ho.... so tempting :D
19:35:22 <TrueBrain> :) You suprise me Belugas, I expected you just would do it :)
19:35:33 * TrueBrain hugs simon444, remember we do love you :)
19:35:41 <Belugas> i respect you, from time to time :)
19:35:42 <TrueBrain> (you play a version of TT, so we love you)
19:36:10 <simon444> okay.......................
19:36:22 * simon444 fly a plane into two towers
19:36:38 <TrueBrain> @kick simon444 Now that was not funny
19:36:38 *** simon444 was kicked by DorpsGek (Now that was not funny)
19:36:44 *** simon444 has joined #openttd
19:36:56 <simon444> shit I forgot there is white van outside my home
19:37:16 <TrueBrain> don't make such bad jokes, next time will be a ban
19:37:36 <simon444> that was not english
19:37:41 <TrueBrain> commercials, you got to love them
19:37:53 <TrueBrain> 7 minutes the serie started, yeah, commercial! WHOHO!
19:38:02 <TrueBrain> oh well, something has to pay for it :)
19:38:13 <Wezz6400> TrueBrain what channel?
19:39:30 <TrueBrain> Wezz6400: walk all the channels and find which one has a commercial
19:39:35 <TrueBrain> then I tell you when it starts again
19:39:40 <TrueBrain> and you still have 3 possiblities :)
19:39:49 <Wezz6400> which tells me exactly nothing
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19:40:58 <Eddi|zuHause2> they stopped pretty much all interesting series here...
19:41:24 <Eddi|zuHause2> those are stopped also :p
19:41:30 <Wezz6400> yeah summer brake is bad
19:41:38 <TrueBrain> Eureka started again :)
19:41:52 <Eddi|zuHause2> at least they show "brand new" alias season 3 here :p
19:41:53 <ln-> Eddi|zuHause2: seen battlestar galactica season 3 yet?
19:42:10 <TrueBrain> Eddi|zuHause2: hehe :)
19:42:21 <Eddi|zuHause2> ln-: no, because the german version did not run very well, so they stopped showing it
19:42:30 <TrueBrain> Eddi|zuHause2: download it
19:42:35 <Eddi|zuHause2> and i don't want to switch languages this late...
19:42:53 <Eddi|zuHause2> they promised to continue before the year ends :p
19:42:55 <ln-> what, you like dubbing that much?
19:43:10 <TrueBrain> German people can't understand English
19:43:14 <TrueBrain> nor read German subtitles
19:43:16 <Eddi|zuHause2> dubbing isn't that bad sometimes..
19:43:48 <Eddi|zuHause2> i watch some things in original, though
19:43:52 <ln-> Eddi|zuHause2: i kind of agree, dubbing has some advantages.
19:44:03 <TrueBrain> ah, it starts again :)
19:45:26 <ln-> does someone want me to spoil the end of season 3?
19:45:35 <Eddi|zuHause2> the main advantage about dubbed series are that i can recieve them through sattelite, and do not have to spend my (very poor) bandwidth
19:45:53 <Eddi|zuHause2> don't you dare spoil anything!
19:47:07 <ln-> may i spoil that one main character has mustache at the end of season 2?
19:47:43 <Eddi|zuHause2> hm, season 2 is so long ago, i don't even remember...
19:49:12 <ln-> but you remember president baltar, right?
19:56:58 <CIA-1> OpenTTD: rubidium * r10675 /trunk/src/ (5 files in 2 dirs): -Codechange: unhardcode the industry types used in several locations of the source code.
20:08:52 <simon444> I am building a super bus company!!!
20:09:10 <simon444> it is going very good
20:11:26 <Mucht_> btw, an increased max_clients was a cool idea
20:15:45 <simon444> I have linked 40 towns
20:15:56 <simon444> in a huge network of buses
20:16:27 <simon444> there are so many fucking towns
20:18:08 <Eddi|zuHause2> there's a very low in the nightlies
20:18:21 <simon444> I think I might restart and try very low
20:19:41 <simon444> okay very low seems better suited for a bus/train transit
20:19:50 <simon444> buses take people to trains
20:21:23 <simon444> oh yeah very flat is not very flat
20:21:32 <simon444> is flat totally flat?
20:27:44 <simon444> I lost the setting that allows me to build the new bus stations on prebuild roads
20:27:57 <simon444> I can't find it under configure patches
20:28:23 <argonel> is there a way to turn off power station smoke?
20:29:32 <simon444> err I looked so many times
20:29:40 <simon444> why can't I find it!?
20:29:58 <CIA-1> OpenTTD: truelight * r10676 /branches/noai/src/ai/api/ai_object.cpp: [NoAI] -Fix: don't send DC_NO_WATER by default, it kills building docks and buoys and stuff.. just be careful now not do try anything on the water, it won't any longer fail ;)
20:31:35 <simon444> I really look so many times
20:31:36 <simon444> and I still can't find it!
20:31:47 <simon444> TrueBrain, any help? Eddi|zuHause2 ?
20:32:37 <Eddi|zuHause2> at times like this i really wish for the kick rights...
20:33:29 <simon444> I found the option last time
20:33:37 <Wezz6400> I guess @kick isn't gonna work heh
20:33:38 <simon444> but I can't find it at all
20:34:39 <simon444> guess this is a bug?
20:34:47 <TrueBrain> depends, do you define yourself as a bug?
20:34:54 <Rubidium> simon444: what is the warning it gives when you try to build?
20:35:00 <Wezz6400> he is as annoying as one TrueBrain ;)
20:35:43 <simon444> Rubidium, can't build bus station
20:35:48 <simon444> must remove road first
20:35:57 <TrueBrain> simon444: you might either want to do that, or try building drive-throughs
20:36:00 <TrueBrain> just... might... help...
20:36:27 <TrueBrain> can I quote you on thatone?
20:36:46 <simon444> I selected the wrong bus station
20:36:51 <simon444> stupid stupid stupid
20:37:37 <simon444> TrueBrain, no it is copyrighted
20:39:13 <Wezz6400> ok time to get going with that stupid C# tutorial
20:43:36 <rav> my favorite question victim :)
20:43:51 <rav> you wouldn't happen to know where generateFileName() is specified would you?
20:45:13 <rav> I only saw it call the function
20:45:35 <rav> though I can be very easily convinced that that was my fault
20:47:09 <rav> is that what sets a savegame default filename?
20:48:10 <glx> yes with STR_4004 :{COMPANY}, {DATE_LONG}
20:51:02 <CIA-1> OpenTTD: truelight * r10677 /branches/noai/src/ai/api/ai_vehicle.cpp: [NoAI] -Fix: shadows aren't valid vehicles, so don't return true on them
20:52:34 *** dihedral has joined #openttd
20:52:48 <CIA-1> OpenTTD: truelight * r10678 /branches/noai/src/ai/api/ai_vehicle.cpp: [NoAI] -Fix r10677: fix it even more correctly :) (tnx Rubidium)
20:54:10 <dihedral> i was not doing anything...
20:54:19 <dihedral> when i came back it was down
20:54:27 <dihedral> was running in screen - so no msg's
20:55:29 <dihedral> down as in game crashed - not as in 'server shutdown'
20:55:45 <rav> just for my information :)
20:56:26 <Rubidium> dihedral: how often do you make autosaves?
20:56:42 <dihedral> think it's on a half year basis if i am not mistaken
20:58:13 <glx> maybe one player did something
20:58:51 <dihedral> there aint any devisions by 0 in the sound handling stuff anymore right?
21:05:17 <Rubidium> same here, a full year without a crash
21:05:34 <Rubidium> dihedral: can you reproduce it yourself?
21:06:05 <glx> and I think you can see the output just before the crash with screen
21:06:06 <dihedral> i shall do my best ^^
21:08:43 <simon444> I have roads covering half the land
21:09:14 <simon444> heh that looks cool when your 0's have dots in them
21:09:20 <dihedral> i have land covering half the water ^^
21:10:02 <CIA-1> OpenTTD: truelight * r10679 /branches/noai/ (11 files in 5 dirs):
21:10:02 <CIA-1> OpenTTD: [NoAI] -Add: added AIMarine, which takes care of Ships, Docks, ...
21:10:02 <CIA-1> OpenTTD: [NoAI] -Change [API Change]: renamed FindBestAircraftVehicle to FindBestAirVehicle for naming consistency
21:10:11 <CIA-1> OpenTTD: truelight * r10680 /branches/noai/projects/ (openttd.vcproj openttd_vs80.vcproj): [NoAI] -Fix r10679: forgot to update MSVC project files
21:14:34 <simon444> dihedral, i have more
21:17:25 <rav> truebrain: you've got to teach me how to make AIs some day :)
21:17:36 <TrueBrain> read the wiki page :)
21:18:08 <rav> There is no page titled "NoAI". You can create this page.
21:18:31 <simon444> then you can learn it
21:19:25 <rav> if I would have loads of time on my hands
21:20:47 <simon444> write a wiki page for how to get loads of time
21:21:15 <rav> quit your job, abandon your family and lock yourself in a room?
21:26:32 <rav> I'll see what I can do next weekend.. (basically, just sunday :D )
21:33:16 <simon444> rav, you should patent that
21:33:30 <rav> but Im getting my new laptop on saturday (most likely! :) )
21:33:40 <simon444> it is worth millions
21:33:45 <rav> do it yourself if you like it
21:33:53 <rav> Im off to bed (work again tomorrow ;) )
21:33:53 <simon444> rav, I saw some really great deals on fatwallet
21:34:16 <simon444> rav, I can't because of prior art
21:34:49 <rav> I totally give up any trademark or (intelectual) copyrights on that idea
21:36:42 <Rubidium> simon444: you can still patent it in the US
21:37:50 <simon444> rav, which now invalidates any patenting it
21:38:33 <Rubidium> simon444: you can patent stuff with prior art in the US
21:38:53 <Rubidium> heck, you can even patent an internet browser when they already exist many years
21:38:59 <simon444> yes but it will be overturned in court
21:39:02 <Rubidium> as long as you are vague enough about it
21:39:24 <glx> they check only if there are complaints
21:39:44 <Rubidium> simon444: who cares, as long as you don't take somebody to court for violating your patent, it is VERY unlikely to go to court anyway
21:39:47 <simon444> I patent a game for transporting goods and services
21:40:30 <simon444> Rubidium, no I would just license my patent to parents of slashdot readers
21:41:42 <ln-> what's the best data structure for TTD-style map?
21:41:56 <ln-> and the tracks and roads.
21:43:46 <simon444> ln-, one patent by me
21:49:05 <CIA-1> OpenTTD: rubidium * r10681 /trunk/src/ (station_cmd.cpp station_map.h): -Codechange: do not determine whether a tile is a hangar based on the graphics index to be drawn on the given tile, but do it based on the specification of the location of hangars of the airport.
21:54:56 <CIA-1> OpenTTD: richk * r10682 /branches/NewGRF_ports/ (9 files in 2 dirs):
21:54:56 <CIA-1> OpenTTD: [NewGRF_ports] -Feature: Added code to import FSM from within the newgrf, and allocate to compatible structures within Airport. Eventually, it will load to its own dedicated structures.
21:54:56 <CIA-1> OpenTTD: You can now build an aircraft in a hangar of the Commuter airport. Do not try to start the aircraft. Block handling is completely crippled atm.
21:54:56 <CIA-1> OpenTTD: opntitle.dat is disabled as existing state machines have been disabled, and it crashes. A load translator will be written later.
21:54:56 <CIA-1> OpenTTD: rb_airport2.grf updated.
21:59:27 <Rippsy> I have a factory producing 3000+ goods a month, yet when I try to get the goods I can receive non, the station is in capture range (im delivering too it at the same station) there are two other players also with stations in range who are delivering mats and getting goods on there stations.. any ideas'?
22:00:46 <Rubidium> get a higher rating at the station
22:01:01 <Rubidium> only the two stations with the highest rating will get cargo
22:01:36 <simon444> I have roads connecting almost every town
22:02:00 <simon444> the whole east side of the board is covered
22:02:11 *** RichK67_ has joined #openttd
22:02:14 <simon444> it also covers most industries
22:02:50 <simon444> Can competitors use the roads I built?
22:03:11 <Rippsy> I can't get a higher rating.. as I have no way to pickup the cargo to take it away to get a rating.. :-/
22:03:55 <simon444> it must of been one of the patches of the miniai thing
22:06:11 *** skidd13 has joined #openttd
22:09:18 <Eddi|zuHause2> get exclusive transport rights
22:09:56 <simon444> just one more edge of towns left
22:10:15 <simon444> so I am going to wait before I finish building the roads
22:10:39 <simon444> don't have that many things making money
22:10:54 <simon444> just setting up buses when ever it is subsidized
22:11:10 <simon444> and only two regardless of town size
22:12:02 <Eddi|zuHause2> hmm... silence... /ignore is a great feature
22:12:42 <simon444> Eddi|zuHause2, I am going to patent that
22:12:57 <Hendikins> Eddi|zuHause2: Plonked a plonker?
22:13:51 <Hendikins> Eddi|zuHause2: Killfiled an idiot? Silenced a tosser?
22:14:14 <Eddi|zuHause2> i silenced a simon444... :)
22:16:46 <CIA-1> OpenTTD: richk * r10683 /branches/NewGRF_ports/src/ (10 files in 2 dirs):
22:16:46 <CIA-1> OpenTTD: [NewGRF_ports] -Revert: Too eager to un-const... global search/replace removed too many. Restores necessary ones... for the moment ;)
22:16:46 <CIA-1> OpenTTD: Thanks to Rubidium for corrections.
22:19:21 <Wezz6400> "The sound a newbie makes as he falls to the bottom of a kill file." <-- lol!
22:22:25 *** PinguTux has joined #openttd
22:25:34 <simon444> your being very mean to me
22:25:41 <simon444> I can see I am not wanted
22:26:19 <NukeBuster> you could have just said that this channel is meant for development talk....
22:28:00 <NukeBuster> it is mainly used for that task...
22:28:30 <NukeBuster> and he'd probably ceased talking
22:29:03 <Rubidium> the sound of silence :O
22:29:30 <Eddi|zuHause2> silence of the lambs :)
22:32:10 * Wezz6400 sends his brown minions to the lambs
22:32:25 <Sacro> it puts the lotion on itself, otherwise it gets the hose
22:51:04 <guru3> whoa i just found part of my original patching for rcon in openttd
22:57:36 <guru3> was lying aroudn in my temporary folder
22:58:36 <Eddi|zuHause2> i also have "temporary" folders like that :p
22:59:45 <guru3> ooo wow development screenshots of the rcon
22:59:58 <guru3> back when i was running redhat xD
23:01:26 <guru3> holy crap found the actual original rcon patch
23:06:59 <guru3> anyway that's enough of a trip down memory lane
23:11:43 *** Chris82 has joined #openttd
23:12:04 <Chris82> are they from trunk or a patch?
23:13:29 <Ailure> is there any serious bugs in latest release? :o
23:13:58 <glx> Chris82: which one to be precise?
23:14:23 <Chris82> glx: the window with power station in the title
23:14:46 <Rubidium> Ailure: which one to be precise?
23:14:54 <glx> the player just had renamed the station
23:15:11 <Ailure> Just asking since i'm gonna play it for a bit
23:15:22 <Ailure> over multiplayer with a few friends
23:15:24 <Chris82> glx: so that window shows which trains go to a specific station?
23:15:32 <Chris82> how do I open such a window I didn't see this before
23:15:39 <Ailure> I'm not expecting it to be 100% stable, just enough to be playable :P
23:15:42 <Rubidium> Ailure: that's not what I call "latest release"
23:16:01 <Chris82> ack latest release is 0.5.2 :) and that is rock stable
23:16:03 <Rubidium> but yes, there are a few issues with trunk at the moment
23:16:11 <glx> little buttons at bottom of station window, Chris82
23:16:22 <Ailure> but the stable is boring :)
23:16:28 <Chris82> glx: oh thx was this added recently?
23:21:42 <Chris82> hmmm kk never seen it before and it has bugs when used with daypatch
23:21:50 <Chris82> I overlooked it in the gui code
23:22:09 <Chris82> doesn't matter I rewrite the patch right now anyway to get rid of DAY TICKS
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