IRC logs for #openttd on OFTC at 2007-08-17
            
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00:23:49 <CIA-2> OpenTTD: belugas * r10926 /trunk/src/newgrf_industries.cpp:
00:23:49 <CIA-2> OpenTTD: -Feature: [NewGRF] Add support for variable 67(for real this time) and 68 of Variational Action 2 for Industries
00:23:49 <CIA-2> OpenTTD: -Fix: a very few codestyle/comments-typo changes
00:38:45 <Belugas> Dalestan, my compliments :)
00:38:55 <Belugas> you mande me laugh so much this evening :D
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06:11:09 <manveru> is there some way to just upgrade rails other than blow everything up and build it again?
06:23:47 <XeryusTC> use the convert tool
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06:32:55 <manveru> convert tool...
06:33:23 <manveru> omfg, i never saw that!
06:33:37 * manveru hugs TTD once again...
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08:02:03 <Wolf01> hello
08:03:40 <Wolf01> :O i smell newindustries
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08:15:36 <manveru> :)
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08:55:13 <manveru> i think i have a kind of bug here...
08:55:53 <TrueBrain> squash it!
08:55:57 <manveru> http://manveru.mine.nu/public/screenshot/2007-08-17-175841_1600x1200_scrot.png
08:56:27 <manveru> it shows that i have 65533 times the 'kriby paul tank'
08:56:33 <manveru> *kirby
08:58:39 <TrueBrain> nasty
08:58:50 <TrueBrain> http://bugs.openttd.org ;)
08:59:14 <manveru> :)
09:01:37 <manveru> i think i may have the cause...
09:01:55 <valhallasw> window left open after replacement of all the trains?
09:01:59 <manveru> since i have no usual trains anymore, just electrical ones
09:02:14 <manveru> valhallasw: no
09:02:31 <manveru> they got replaced over time...
09:02:53 <valhallasw> I mean; did you leave the replacement window open while the trains got replaced?
09:03:12 <manveru> any trains or all trains?
09:03:35 <valhallasw> the kirbies
09:03:38 <manveru> i only had the window open once to issue the replacement and then openend again long after they were replaced
09:03:44 <valhallasw> ok
09:03:54 <valhallasw> no idea then -_-
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09:03:58 <manveru> ^^
09:04:01 <TrueBrain> it counts -2 kirbies :p
09:04:11 <manveru> huh
09:04:15 <TrueBrain> lol, I dunno
09:04:19 <TrueBrain> it just sounds funny
09:04:19 <manveru> oh well, doesn't matter :)
09:04:29 <peter1138> http://www.flixxy.com/best-rube-goldberg-machine.htm
09:04:32 <manveru> it just looks a bit odd
09:04:57 <TrueBrain> manveru: so file a bug-report
09:04:59 <TrueBrain> attach savegame
09:05:33 <manveru> aye sir
09:05:59 <TrueBrain> peter1138: people with too much time on their hands
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09:13:59 <manveru> TrueBrain: http://bugs.openttd.org/task/1132 that good?
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10:13:46 <phalax> Hi All!!!
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10:14:07 <phalax> Is there any progress on native gm.cat support??
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10:19:09 <Noldo> what?
10:22:19 <phalax> i only have the dos version of ttd. And there is a thread on the forum about extracting gm.cat. And there was talk about making OpenTTD native support for gm.cat.
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10:30:51 <Bjarni> Maedhros: are you sure the cloning money issue is fixed. I remember a fix being committed and then reverted because it caused asserts once in a while
10:33:53 <Maedhros> Bjarni: yes, it took a couple of tries, but it was fixed in the end
10:38:39 <Bjarni> ok
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12:01:26 <ashaw> helo
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12:06:43 <ashaw> helo
12:07:06 <ashaw> -voice
12:07:37 <Wolf01> yes hello
12:07:49 <ashaw> i am new and want to join
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12:08:49 <Eddi|zuHause2> you want to join my movement for an islamic revolution? great :)
12:09:05 <ashaw> no i want to paly open ttd
12:10:01 <Wolf01> click the multiplayer button and find your favourite server
12:10:23 <Eddi|zuHause2> sad, i already got excited :(
12:10:29 <ashaw> i want to play with this group
12:10:38 <ashaw> i need to alliterate
12:11:56 <Noldo> we mostly idle and sometimes some of us code something
12:12:09 <ashaw> this is not openttdcoop
12:13:09 <Noldo> no
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12:13:44 <Maedhros> heh
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12:28:14 <manveru> hmm
12:28:40 <manveru> the svn version isn't compatible with any current server?
12:29:28 <glx> it is compatible with server of the same revision
12:29:38 <manveru> ah
12:29:51 <manveru> hehe... my game is running now since 2 days nonstop...
12:30:24 <manveru> should try some larger map now that i got used to TTD again
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13:32:11 <ejoj> In a tropic game, what is a suitable spot to place a water tower? cause I can't find a place to build it
13:32:48 <glx> on a house
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13:34:16 <ejoj> thanks glx, started to get frusturated now
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14:19:08 <Nameeater> is it possible to make it so that if a station is full it will fill up the most full train firist?
14:19:11 <Nameeater> first*
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14:21:59 <Nameeater> ah
14:22:04 <Nameeater> improved loading, nm
14:22:13 <Noldo> looks quite interesting when 3 ais are building in the same area
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14:36:37 <manveru> Noldo: 'interesting' as in 'modern art'?
14:37:21 <glx> natural disaster :)
14:38:38 <Noldo> even one ai on a 64x64 map makes it look like the ground is alive
14:38:55 <manveru> ^^;
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15:55:33 <CIA-2> OpenTTD: miham * r10927 /trunk/src/lang/ (9 files): (log message trimmed)
15:55:33 <CIA-2> OpenTTD: -Update: WebTranslator2 update to 2007-08-17 17:54:48
15:55:33 <CIA-2> OpenTTD: brazilian_portuguese - 10 fixed by tucalipe (10)
15:55:33 <CIA-2> OpenTTD: bulgarian - 1 fixed by thetitan (1)
15:55:34 <CIA-2> OpenTTD: dutch - 99 changed by habell (99)
15:55:34 <CIA-2> OpenTTD: estonian - 10 fixed, 2 changed by kristjans (12)
15:55:34 <CIA-2> OpenTTD: finnish - 3 fixed by kerba (3)
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16:09:56 <peter1139> grrr
16:10:03 <peter1139> what's my ripe lir login... :o
16:10:07 <hylje> :o
16:11:48 <Belugas> if i told you, you would not have quite a good login :)
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16:18:39 <skidd13> how far is the work with the web based patch-styetm?
16:18:59 <skidd13> :%s /styetm/system/g
16:21:48 <Belugas> what is used to determine the size of the varadjust in an variational action2? say for industry tile, type 81, var 44?
16:21:59 <Belugas> what web based patch system?
16:22:40 <Prof_Frink> *the* web-based patchg system, of course
16:23:08 <Belugas> of course... where was my mind....
16:23:11 <Belugas> HU????
16:23:48 <glx> Belugas: I think type determine var size
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16:24:21 <Belugas> a byte then?
16:24:45 <Belugas> does not make sens
16:24:58 <skidd13> Belugas: The system where patch dev's can upload their patches and will get comments from the devs. IIRC Truelight and hylje have been working on it.
16:25:14 <glx> Belugas: adjust->and_mask = grf_load_var(varsize, &buf);
16:25:21 <hylje> skidd13: its quite complete, needs just refinement there and here
16:25:38 <hylje> ive been kinda busy on life stuff among other things
16:25:53 <glx> same for add_val and divmod_val
16:26:16 <Belugas> thanks skidd13. it escaped me totally
16:26:21 <Belugas> reading, glx
16:26:34 <glx> in NewSpriteGroup
16:27:15 <skidd13> hylje: I'd have had a patch for it :D. So I've to use the old FS thread (which allows no edits of the old posts :(
16:27:43 <Belugas> thanks glx
16:27:48 <hylje> pt doesnt let one update comments either
16:28:21 <skidd13> hylje: :( Even no patch update?
16:28:38 <hylje> patches can be updated just fine
16:28:44 <Belugas> but i wanted to know how to interpret "<shift-num> <and-mask> [<add-val> <divide-val>/<modulo-val>]" this and that requires that the real size of it is indicated somewhere. I'm trying to decipher line 8205 of ECSWood
16:29:10 <Belugas> 02 09 03 81 44 is understood, but i'm stuff in makking sens of the rest :S
16:29:35 <Belugas> - stuff +stucked
16:29:40 <Belugas> -k
16:29:43 <Belugas> :S
16:29:46 <hylje> the one at opr.hylje.fi isnt up-to-date
16:33:46 <skidd13> hylje: I check if it works with a real patch :) either.
16:33:58 <hylje> it should work just fine
16:35:14 <skidd13> hylje: yup seems so. ;)
16:37:28 <skidd13> hylje: It's not the latest version but you should describe the rating better. 1 (=good) 5 (=bad)
16:37:38 <hylje> its already done
16:37:52 <hylje> and the reason it's not updated is the server can't get git working
16:37:54 <skidd13> :)
16:39:34 <skidd13> hylje: And I can't update my patch :( It says I'm not the owner LOL
16:39:57 <hylje> ill put that up, thanks
16:40:13 <hylje> i havent encountered that, but i guess i dont have enough test cases :p
16:43:43 <skidd13> hylje: And a nl2br would be cool for the comments.
16:44:25 <hylje> thats linebreaks filter for you
16:52:19 <Maedhros> Belugas: what's the rest of the line in ECSWood? (or have you worked it out / given up on it? ;)
16:53:24 <Belugas> it has been decoded, yes, thanks to glx :)
16:53:34 <Belugas> 8205 * 74 02 09
16:53:34 <Belugas> 03 81 44 //check variable animation frame-44-(lowest byte -81-) for setid 03
16:53:34 <Belugas> 00 FF //shift-num and AND with FF
16:53:34 <Belugas> 10 //10 ranges
16:53:34 <Belugas> 10 00 01 01 // <set ID - 10 00 -> 00 10> <min/max range = 01>
16:53:35 <Belugas> 11 00 02 02 // <set ID - 11 00 -> 00 11> <min/max range = 02>
16:53:35 <Belugas> 12 00 03 03 // <set ID - 12 00 -> 00 12> <min/max range = 03>
16:53:37 <Belugas> 13 00 04 04 // <set ID - 13 00 -> 00 13> <min/max range = 04>
16:53:37 <Belugas> 14 00 05 05 // <set ID - 14 00 -> 00 14> <min/max range = 05>
16:53:41 <Belugas> 15 00 06 06 // <set ID - 15 00 -> 00 15> <min/max range = 06>
16:54:01 <glx> [18:53:40] <@Belugas> 10 //10 ranges <-- use 0x10 or 16 :)
16:55:22 <Maedhros> cool. i shall go back into hiding then :)
16:55:24 <Belugas> 16 00 07 07 // <set ID - 16 00 -> 00 16> <min/max range = 07>
16:55:36 <Belugas> 17 00 08 08 // <set ID - 17 00 -> 00 17> <min/max range = 08>
16:55:36 <Belugas> 52 00 4B 4B // <set ID - 52 00 -> 00 52> <min/max range = 4B>
16:55:36 <Belugas> 53 00 4C 4C // <set ID - 53 00 -> 00 53> <min/max range = 4C>
16:55:36 <Belugas> 54 00 4D 4D // <set ID - 54 00 -> 00 54> <min/max range = 4D>
16:55:36 <Belugas> 55 00 4E 4E // <set ID - 55 00 -> 00 55> <min/max range = 4E>
16:55:37 <Belugas> 56 00 4F 4F // <set ID - 56 00 -> 00 56> <min/max range = 4F>
16:55:37 <Belugas> 57 00 50 50 // <set ID - 57 00 -> 00 57> <min/max range = 50>
16:55:39 <Belugas> 58 00 51 51 // <set ID - 58 00 -> 00 58> <min/max range = 51>
16:55:42 <Belugas> 59 00 52 52 // <set ID - 59 00 -> 00 59> <min/max range = 52>
16:57:24 <Belugas> 03 00 //default setid
16:57:29 <Eddi|zuHause2> i thought we had paste.openttd.org for that stuff...
16:57:38 <Belugas> and the other ones are following the same pattern
16:57:38 <Belugas> of course :)
16:57:38 <Belugas> but since it is direct transcription, 0x10 is implicit in my mind :)
16:57:38 <Belugas> it is about the Printing Work of ECSWood. there is a big problem in its animation
16:57:38 <Belugas> good higing then :)
16:57:39 <Belugas> hiding
16:57:39 <Belugas> hanging
16:57:41 <Belugas> whetevering
16:57:52 <Belugas> i have a small mind :)
16:57:53 <Belugas> sorry
16:58:03 <Belugas> but hey, this is developpement stuff :)
16:58:18 <Belugas> at least, now, you do know i still work on newindustries!
16:59:03 <Eddi|zuHause2> it could still be vaporware :)
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18:20:45 <Wolf01> does anybody knows about the existence of a c++ class which can return a conversion from every kind of type to a string and the possibility to concatenate like the java String class?
18:23:25 <DaleStan> Wolf01: std::stringstream will do conversions, then use the .str() function to get a std::string, which can be concatenated with other std::strings and C strings. (#include <sstream> ; #include <string>)
18:24:45 <DaleStan> stringstream only works if there's an insertion operator (operator <<) defined for the type being converted, but if there isn't it's possible to create one pretty easily.
18:24:55 <Wolf01> i hoped to do something like this:
18:24:55 <Wolf01> DrawText(x,y,String(something))
18:24:55 <Wolf01> and var = String(number) += "sometext" + String(anothernumber)
18:26:18 <Noldo> you need to do stringstream ss; ss << something; DrawText(x,y,ss.srt());
18:26:20 <DaleStan> template <typename _Ty> std::string String(const _Ty &var) { std::istringstream str; str << var; return str.str(); }
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18:38:05 <Wolf01> uhm... the other function wants a char* -.-
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18:40:28 <Maedhros> hmm. is it possible to do maths with the C preprocessor?
18:42:45 <Belugas> my poor knowledge would tend to say yes
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18:43:14 <Belugas> although i wonder to which extend...
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18:44:18 <Belugas> something like "#define RADTODEG(x) ((x) * 57.29578)" yu mean?
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18:44:51 <Noldo> that won't make the pp do the maths
18:47:48 <Maedhros> exactly - this is for nfo files, so i'd have to make the preprocessor return values :)
18:49:53 <Belugas> Maedhros, i've found out the example in http://en.wikipedia.org/wiki/C_preprocessor
18:50:06 <Belugas> maybe you could find it usefull
18:51:55 <Maedhros> thanks :)
18:52:24 <Maedhros> i have a suspicion i'm not going to be able to do it easily, although allegedly the C preprocessor is Turing complete
18:53:04 <Phazorx> bf is touring complete as well...
18:55:05 <Belugas> yuo're doing a pre-compiler of some sort?
18:56:23 <Maedhros> i've got station ids as #defines, and i'm using #include too. it makes things quite a bit more readable :)
18:56:40 <Belugas> i see :)
19:00:50 <Eddi|zuHause2> there was a preprocessor "program" that calculated prime numbers in one of the obfuscated c contests, i believe
19:02:46 <Eddi|zuHause2> but i'm not sure how you could use that for "real" stuff
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19:14:48 <Timwi> Hi
19:15:11 <Timwi> Is there absolutely any way to upgrade a train to monorail without having to rebuild it and reset all its orders and everything?
19:16:19 <peter1138> no
19:17:18 <Timwi> Argh
19:17:31 <Timwi> I would have thought this would be so blindly obvious that someone would have implemented this by now
19:17:37 <Timwi> blindingly
19:17:50 <Timwi> But thanks :)
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19:25:06 <Lillefix> Hello, anyone here?
19:26:31 <Wolf01> yes, there should be somebody
19:30:14 <Maedhros> it's the sort of question that usually deserves a "no", though :p
19:30:33 <Lillefix> is it possible for me to join a game just to watch...?
19:30:48 <Lillefix> i wanna learn some more advanced building..
19:31:17 <Lillefix> !password
19:33:01 <peter1138> y=well yes
19:33:12 <peter1138> there's a spectate button
19:34:13 <Lillefix> ya, but I want to ask some questions too..
19:38:14 <glx> spectators can talk
19:38:17 <Wolf01> there is the in-game chat
19:39:17 <Lillefix> ah, they can...? well, il jus have to get the right version first... 10827, right?
19:41:56 <Wolf01> ever tried to press ENTER and type some text?
19:42:18 <Wolf01> and you need the same revision of the server
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19:52:37 <Sacro> !seen Bjarni
19:52:38 <_42_> Sacro, please look a bit closer at the memberlist of this channel.
19:52:53 <Sacro> http://www.b3ta.com/links/Fart_in_the_duck <- you dutch are strange people
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19:58:02 <RichK67> hi all
20:06:01 <Wolf01> hi RichK67
20:07:04 <Ammler> I loaded a big Map to MP, now if the guys like to change company name, games gives a error "to many names defined", what can I do?
20:07:52 <glx> I think you can't do anything
20:08:07 <Eddi|zuHause2> rofl @ the song :p
20:08:20 <Eddi|zuHause2> it's been translated by sound, not by meaning :)
20:09:11 <Ammler> but its also uselss to play this map?
20:10:21 <Sacro> Eddi|zuHause2: hence the humour
20:11:37 <SmatZ_> Sacro: yes it is crazy :)
20:12:44 <Eddi|zuHause2> i even partially understand what they are really singing :)
20:12:49 <Sacro> http://b3ta.com/links/Don_t_think_this_has_been_posted_before <- photoshop killer!
20:20:44 <hylje> is that a hammer
20:21:06 <alex__> Sacro: LMAO
20:21:21 * Sacro is providing much amusement
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20:32:47 <redmonkey> hi
20:33:52 <redmonkey> is it possible to buy up a real player in a network game? and if yes, how?
20:33:58 <hylje> no
20:34:19 <redmonkey> and what if i save the game and load it in a local game?
20:36:20 <redmonkey> i just tried it.. but it doesn't work :(
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20:40:37 <phryx> evening
20:42:11 <redmonkey> evening phryx
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20:42:40 <CIA-2> OpenTTD: richk * r10928 /branches/NewGRF_ports/src/ (aircraft_cmd.cpp fsmblockmap.h):
20:42:40 <CIA-2> OpenTTD: [NewGRF_ports] -Add: An aircraft can only release the blocks on an airport that it actually owns.
20:42:40 <CIA-2> OpenTTD: This prevents accidentally allowing a race condition where one aircraft keeps
20:42:40 <CIA-2> OpenTTD: releasing blocks that it ceased owning a while ago. It also gives FSM writers a
20:42:40 <CIA-2> OpenTTD: little leeway that if they over-release too often, it doesnt damage the airport
20:42:42 <CIA-2> OpenTTD: block status.
20:44:03 * phryx goes back to trying to figure out the new translation interface.
20:50:08 <RichK67> ugh what a day
20:50:35 * hylje gives RichK67 an encouraging kick
20:51:28 <RichK67> i had to skim read a 1500 page technical spec in 30 mins looking for a specific condition we had missed when creating our software... found 2 new occurrences too...
20:52:09 <RichK67> but it fried my brain
20:53:09 <phryx> hehe. :)
20:53:27 <RichK67> refuelling now with bananas and custard...
20:53:45 <phryx> cant have been worse than mine tho, a system went down at work and i had to debug the source code of a few applications....
20:53:53 <phryx> had 2hours to get it up
20:54:31 <RichK67> lol - yeah, tech support can be a bummer
20:55:05 <phryx> oh, i didnt mention i dont know C++
20:55:11 <phryx> and i dont know how to code. :S
20:55:25 <RichK67> LOL... never stopped most programmers ;)
20:55:50 <phryx> remember me to strangle the devs boss to have given them all vacation at the same time. :S
20:56:03 <phryx> RichK67: well honestly, i have no idea how to code. :S
20:56:21 <phryx> the limit of my coding extends to creating batch scripts printing hello world!
20:57:41 <phryx> well not exactly ;) but kindoff
20:58:20 <Sacro> #!/bin/bash
20:58:26 <Sacro> echo "HELLO OPENTTD WORLD"
20:58:27 <Sacro> :D
21:01:37 <Dephenom> lol Sacro
21:02:12 <Dephenom> Sacro, what if they are using a different shell ;)
21:02:41 <Sacro> Dephenom: !#/bin/bash would sort that
21:03:46 <CIA-2> OpenTTD: richk * r10929 /branches/NewGRF_ports/src/viewport.cpp: [NewGRF_ports] -Fix: PALETTE_SEL_TILE_GREEN needed to be cast to a SpriteID from its enum. (thanks to glx)
21:03:48 <Dephenom> Sacro, ive seen *some* scripts with /bin/sh, granted not many but there are some knocking around
21:04:14 <Sacro> Dephenom: yes, sh->bash for backwards compatibility
21:05:47 <Dephenom> Sacro, fair enough
21:08:02 <SmatZ> do you use any software to test airport FSM?
21:08:22 <glx> yes openttd :)
21:08:51 <SmatZ> aah :)
21:10:18 <RichK67> SmatZ: observation mostly... the logic is getting better and better though... commits like 10928 really help
21:10:54 <phryx> 22:58 Sacro >> #!/bin/bash
21:10:54 <phryx> 22:58 Sacro >> echo "HELLO OPENTTD WORLD"
21:11:12 <RichK67> most of the work was already done anyway... i wrote a program that converted the old OTTD format directly into the new newgrf format... all i have to do then is debug and refine
21:11:13 <phryx> ok i know how to do some shellscripting come to think of it aswell ;)
21:12:07 <SmatZ> you are doing a hard work :)
21:13:06 <RichK67> very few people really understood the airports - pretty much me and Darkvater - so it sort of fell in my plate to do this update
21:13:50 <Sacro> phryx: ?
21:14:11 <Sacro> RichK67: and a good job you are doing :)
21:14:38 <RichK67> thx
21:16:44 <SmatZ> RichK67: i think there was a problem at (intercontinental?) airport - planes sometimes slowed down after the first tile, sometimes they were slowing down on the last tile ... sometimes they rotated right and then back when they were on the first tile
21:16:47 <SmatZ> etc. :)
21:16:53 <RichK67> i have an ulterior motive tho... i designed some really cool airports back in feb, but was told i could only release them if they were newgrf
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21:17:30 <RichK67> thats the laguardia, munich 2011, and san francisco
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21:18:25 <RichK67> yeah, i will use this as an opportunity to clean yp the motion on all airports
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21:19:56 <SmatZ> RichK67: so you did the airport newgrf support just to have your airports included :)
21:21:50 <RichK67> pretty much, but i also saw that if i create a powerful system, others may add whatever shape airport they want... long thin, massive, etc... but also could see that this will also work for sea and road vehicles, so ships can dock at real working ports, and buses unload passengers in a classic bus station, etc.
21:22:55 <Eddi|zuHause> i am still looking forward to real turning loops for trams :)
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21:39:04 <Wolf01> 'night all
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21:40:16 <Digitalfox> RichK67: Do you have some kind of mockup ( a image of what you think you would like to see ) of road and ships port??
21:41:12 <Digitalfox> I'm curious of what could be done with them :)
21:43:23 <RichK67> not really... its more a strong observation really... (confirmed by others) ... you could design a long wharf, with say 3-4 docking points, and ships would maneuver in following state machine instructions, just like the aircraft
21:43:54 <RichK67> they would load/unload... and then "takeoff" - ie. exit the harbour
21:44:25 <RichK67> hovercraft could go up onto raised concrete platforms to load/unload
21:44:36 <Digitalfox> WOW that would be great :)
21:45:12 <RichK67> using newgrf, you could state that "coal ships go to wharf 5", where there would be coal loading facilities... massive massive lots of possibilities
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21:47:50 <Digitalfox> yeah.. That will be really nice, and with airports and planes any major thing you still would like to see in them? I've read your todo list in forums, but still any other feature ?
21:48:12 <RichK67> yeah... other coders ;)
21:48:38 <Digitalfox> ok :)
21:50:02 <RichK67> multi tile depots i forgot to mention as in progress (but only for these, not for rail)... you can already define two tiles as being the same hangar in the newgrf, but i havent coded it into OTTD yet
21:52:29 <Digitalfox> ok, keep the good work :)
21:53:10 <RichK67> i would like to code independent holding stacks, so that you can have a holding stack at each entrance, but not need to have to explicitly code it into each airport
21:53:37 <RichK67> this would allow closing airports in a really easy, elegant way...
21:53:53 <RichK67> just disallow exit from the holding stack into the airport FSM
21:54:37 <SmatZ> i would rather see queue there ... over stack ...
21:54:55 <RichK67> usefully, a holding stack requires no block handling
21:55:12 <SmatZ> I don't think that would be hard - is v->next, v->first used with aircrafts?
21:55:21 <RichK67> ah, yes, ... i do want to add first-in-first-out for hangars
21:55:56 <RichK67> it annoys me enormously that an aircraft with passengers sits in there forever, while newbuilds leave
21:56:07 <SmatZ> wouldn't stack cause unlimited waiting time for heavily used airports?
21:56:25 <Rubidium> SmatZ: yes, v->next is used for aircraft
21:56:28 <RichK67> no more than they do now
21:56:33 <Rubidium> about v->first I've got no idea
21:56:45 <SmatZ> Rubidium: for shadows and rotors?
21:57:21 <RichK67> v - aircraft, v->next shadow, v->next->next rotor, i believe
21:57:39 <Rubidium> as RichK67 said
21:57:48 <Rubidium> and the shadow holds the second (mail)
21:57:54 <Rubidium> cargo type ;)
21:58:15 <SmatZ> mmm yes ... and I though they are just placed with incrementing VehicleID, so v->next wouldn't be used
21:58:22 <SmatZ> Rubidium: really nice hacked :-)
22:00:18 <Rubidium> SmatZ, with incrementing you mean: the VehicleID of v->next is higher than the VehicleID of v? Then you're right, if you meant v->next->id = v->id + 1 then your wrong
22:00:56 <SmatZ> Rubidium: then I was wrong
22:02:04 <SmatZ> anyway, if v->first is not in use, it could be used to hold two or even four vehicleid in an union...
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22:04:53 <Rubidium> but what's the use of those four vehicle IDs?
22:07:16 <SmatZ> for queuing of planes at airports
22:08:24 <SmatZ> well, it could be done in a different way
22:08:25 <Rubidium> just dump a few pointers it in VehicleAir; wouldn't change the memory size of a vehicle unless you make it really really a ;pt
22:08:29 <SmatZ> with only one pointer
22:09:33 <SmatZ> sorry, what is ";pt"? RichK67 was going to implement aircraft queuing
22:10:08 <RichK67> no, i actually said i would like to add independent holding stacks
22:10:27 <Rubidium> SmatZ: lot (i.e. off-by-one on qwerty)
22:10:28 <RichK67> fifo for in hangars... but intelligent fifo...
22:11:04 <RichK67> (ie. empty aircraft have lower exit priority than aircraft with cargos)
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