IRC logs for #openttd on OFTC at 2007-11-08
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00:12:41 * fjb hates his planes crashing.
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00:53:59 * Prof_Frink constrains Eddi|zuHause3 to the x-y plane
00:54:12 <fjb> Eddi|zuHause3: Did all crash? :-)
00:54:35 <Eddi|zuHause3> err... technically... that should be a correct expression ;)
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03:57:34 <Ailure> getting C++ to work perfectly with your favorite IDE is a wonderful feeling
03:57:53 <Ailure> now I actually might mess with the openTTD source ;)
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04:17:06 <Tefad> Ailure: what, vi and bash aren't a good enough IDE for you? ; )
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06:31:52 <Rubidium> hi and there's no everyone here ;)
06:32:15 <Twlight> I have a question about openttd, more about transport tycoon.
06:33:49 <Twlight> this is kinda of long winded
06:34:20 <Eddi|zuHause> this ominous everyone guy that is supposed to be hiding here might be much more likely to answer if you actually asked the question
06:34:22 <Tefad> go for it, if someone is bored enough, they might attempt an answer.
06:35:01 <Twlight> i have found 3 coal mines near each other, so what i did was take one train station at one mine then truck stops at the other mines, the trucks then load from those mines and unload at the train station. then the train station takes the coal to the powerplants near by
06:35:18 <Twlight> however, when the trains load, they seem to loose profit at an alarming rate
06:35:49 <Tefad> i'll take some loose profits ; )
06:35:57 <Twlight> i love loose profits myself :D
06:36:23 <Tefad> i'm pretty much useless for this stuff
06:36:31 <Tefad> i just like to watch the vehicles go by : x
06:36:31 <Eddi|zuHause> Twlight: yes, transfer makes negative income if the cargo waits very long at the station
06:36:48 <Twlight> there is a lot of coal at the station
06:37:11 <Tefad> this replaces my urge to build a model train city..
06:38:12 <Twlight> that was answered quite quickly thanks :)
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07:17:12 <HeavyWave> omg Opera can use IRC
07:17:46 <HeavyWave> where can I read tuts for complex junctions?
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15:16:36 <Belugas> anyone who has MSVC compiler nearby?
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15:37:27 <BigBB> Belugas, I, but I must reboot
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15:42:08 <Belugas> glx, do you have some warnings with clean trunk on MSVC?
15:42:26 <Belugas> mailny in players.cpp? I had some yesterday evening
15:44:38 <glx> I have one in station_cmd.cpp
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15:45:27 <Belugas> this SHOULD clear the ones in players.cpp
15:45:34 <Belugas> could you check for me?
15:48:04 <Belugas> and line of station_cmd.cpp?
15:50:42 <glx> station_sort.order = GB(sl->flags, 0, 1);
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15:56:28 <Belugas> it's so old stuff... i guess the recent macro changes got these to surface
15:57:09 <Belugas> thanks for your time, glx
15:57:23 <glx> anyway using GB for a bool is weird
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16:02:51 <BigBB> for a few days african was integrated. I think you forgot to integrate it into langs.vcproj/langs_vs80.vcproj (the generate script)
16:09:28 <CIA-1> OpenTTD: belugas * r11392 /trunk/src/ (players.cpp station_gui.cpp):
16:09:28 <CIA-1> OpenTTD: -Codechange: Remove some MSVC warnings by removing boolean typecast that can be avoided by using HASBIT instead.
16:09:28 <CIA-1> OpenTTD: Although the code is old (r2817), it is the recent changes made in macros.h that brough it up.
16:11:39 <CIA-1> OpenTTD: glx * r11393 /trunk/projects/ (langs.vcproj langs_vs80.vcproj): -Fix (r11368): forgot to update lang project files
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17:07:20 <skidd13> TrueBrain: Are you outa there?
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17:19:02 <Unknown_Entity> does anyone have an idea why DrawSprite() could be called with a SpriteID of 184404916 (and similar weird values)? It always crashes the game for me.
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17:21:01 <Belugas> a SpriteID is not just an id. it has informations too, like the transparent color and so on
17:21:50 <Belugas> i do not recall exactly how much, but a certain amount of bits on the spriteid are in fact the real sprite id itseld
17:21:50 <Unknown_Entity> so SpriteID=184404916 is not unusual and shouldn't be the cause of the crash?
17:22:40 <Belugas> i would say it is not unusual, but i'm not going to pronounce myself on the fact that it should not crash
17:22:51 <Belugas> hard to tell from where i'm standing ;)
17:23:20 <Unknown_Entity> hmm, ok. i'll check that on the unix backend
17:24:53 <Unknown_Entity> no, nothing apart from the standard grfs. but i guess i should mention that this problem is on my DS port
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17:26:26 <Belugas> it's not the first time you're asking about this, if i'mnot mistaken
17:28:36 <Unknown_Entity> until now i feared it would be some kind of memory coruption. but it's good to know that the spriteID isn't the problem. i'll investigate further
17:28:58 <glx> it may be a memory corruption ;)
17:32:54 <Belugas> i never said that it was not the problem. I said that the number you've shown was not an unusual sprite id ;)
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17:33:41 <Unknown_Entity> yes, and you're right. on the unix build I get the same spriteIDs
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17:53:58 <Rubidium> skidd13: have you profiled that? IIRC findfirstbit is used quite a lot in the hot paths
17:54:57 <skidd13> Rubidium: Nope I just asked SmatZ for his opinion to this. Cause I knew that he's a bit further in the C -> ASM stuff
17:58:34 <BigBB> LeviathNL, your patch hasn't any effect (only cpu load).
17:58:35 <skidd13> LeviathNL: Maybe TileAddByDiagDir() makes it a bit more readable
17:59:31 <BigBB> the current flooding work so: flood tiles in direction only if both corners in this direction on high == 0
17:59:32 <LeviathNL> It does have affect, i generated with and without patch with the same seed and they are not coast tiles
17:59:54 <BigBB> aah, sry, your in landscape
18:06:34 <skidd13> LeviathNL: Ahh, yup looks more readable to me
18:07:25 <LeviathNL> any other comments on the patch, I have no experience at all with C(++)
18:07:38 <BigBB> but there is annother problem: only shores directed to south-east will be flood, all others only after start the game
18:08:12 <BigBB> s/south-east/north-west
18:08:15 <skidd13> LeviathNL: Maybe to reduce CPU usage split the if off to the single cases
18:09:48 <LeviathNL> BigBB, I also thought that would happen but it does not (pause on gamestart on and nothing odd is seen)
18:10:03 <BigBB> e.g. SLOPE_SE in direction DIAGDIR_SE is never water in this situation (for (tile = 0; tile < MapSize(); ++tile))
18:11:53 <Ailure> I'm amused hwo my first change
18:12:04 <Ailure> was making the game to be paused in the titlescreen
18:12:28 <LeviathNL> BigBB, you mean because the ConvertGroundTilesIntoWaterTiles had not yet looked at that tile?
18:22:26 <LeviathNL> ok, I'm gonna check the corner-points of the neighbor (must-be-water) tile
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18:33:18 <LeviathNL> what's the difference between GetTileZ and GetTileMaxZ ?
18:35:42 <glx> GetTileZ uses min, GetTileMaxZ uses max, and param name is different
18:36:25 <glx> GetTileZ returns the lower height of a tile, GetTileMaxZ returns the higher height
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20:16:50 <Ammller> Belugas: is it known, that newcargo.grf from MB doesn't work with OTTD?
20:17:12 <Ammller> should I post a bug report?
20:19:21 <yorick> are you guys going to include the newwater patch?
20:19:26 <Belugas> 1) i have nevr used newcargo.grf
20:19:40 <Belugas> 2) i have no idea what are the features that it brnigs
20:20:17 <Belugas> yorick, i was not talking to you
20:20:22 <yorick> I've found one of its futures already included :-), the water above seelevel
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20:20:48 <Belugas> as for the inclusion of newwater, yeah, maybe, but there are other stuff to do first
20:21:15 <Belugas> yorick, water above sealevel is not in relation with newwater
20:21:26 <Belugas> the only commun ground they have is... water
20:21:39 <Belugas> [15:23] <yorick> so.. than its a bug <--- hu???
20:22:09 <Ammller> the station doesn't accept Livestock, but it should
20:22:33 <yorick> no, I really mean, I created REAL(not canals) water above sea level
20:23:12 <Belugas> Ammller, i'm not sure it is a bug
20:23:26 <Belugas> i suspect the industry is too big for the catchment area of the station
20:23:57 <Ammller> Belugas: oh, I tested that to, with airports etc around the whole industry
20:24:46 <Belugas> [15:18] <Ammller> Belugas: is it known, that newcargo.grf from MB doesn't work with OTTD?<--- you have a strange way of saying there is a bug ;) From what i read, it's as if nothing of that grf works...
20:25:34 <Ammller> I'll test it with current trunk then
20:25:35 <glx> <@Belugas> i suspect the industry is too big for the catchment area of the station <-- it was the wrong original acceptance
20:27:16 <Ammller> hmm, I should have that revision already
20:28:16 <Belugas> and if you try a 3 tile station in ttdp, try the same station size in ottd ;)
20:28:42 <Ammller> I made the station areaound the whole industry
20:29:00 <Ammller> also airports with huge catchments
20:29:58 <Belugas> so, it should be the r11384 and above, as glx said
20:30:34 <Ammller> yes, sorry many times :)
20:31:19 <Ammller> glx: also the problem that fish didn't tranform to food?
20:31:33 <Belugas> no probl, you just brough a little life in this sleepy chanel ^_^
20:32:19 <Ammller> somehow I checked out 11384 but didn't compile it right
20:36:18 <Ammller> ähm, this loading buoys like TTDPatch has, is that something very hardly to make in OTTD or just not done?
20:37:29 <glx> Ammller: I'll look into it later
20:37:48 <Ammller> do you need something from me?
20:38:06 <glx> no I have ttdpatch to compare ;)
20:38:44 <glx> and I'm talking about food "bug"
20:39:09 <Ammller> hmm, I didn't test the food bug in TTDP
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20:39:25 <Ammller> that was pointed from Osai
20:42:29 <Belugas> i think we(maybe not me, since i'm a bit buzy) discussed about the loading buoy stuff. Concensus was (iirc) that we'll wait for newgrfports to be finalized to have a proper "sea-port" instead
20:43:09 *** Sacro was kicked by Belugas (a youtube???????)
20:44:14 <hylje> but are you delicious and moist?
20:44:19 * Belugas does only believe his eyes
20:44:46 <Hendikins> Bjarni: Well, I can't say the railways don't look after me. I'm off to work today because my DM noticed I'm a day short on my timesheet. To do what, I don't know :P
20:45:17 * Hendikins departs for an unscheduled 9 - 5
20:45:50 <Bjarni> <Sacro> Bjarni made me <-- no I didn't
20:46:10 <Bjarni> you are perfectly good at breaking the rules on your own
20:46:55 <Belugas> nice yorick. how have you achieved that?
20:48:16 <yorick> make canal > make depot on canal ->destroy depot
20:50:26 <Belugas> can you try the same thing on curent nightly?
20:50:42 <yorick> but then it becomes canal
20:52:51 <yorick> reproducable in r11392
20:53:54 <Belugas> you're entitled to write a bug report ^_^
20:54:36 <yorick> I don't have much time :(
20:55:03 <Ammller> yorick: does it flood?
20:55:33 <Ammller> I did it but id doesn flood by me
20:55:41 <Belugas> i don't have time at all...
20:56:04 <Belugas> and you don't have to rush to write it, it can wait ^_^
20:56:06 <Ammller> so its only a "eyebug"
20:56:26 <Ammller> maybe that can be fixed with riverpatch ;)
20:57:29 <Ammller> hmm, is there already one?
20:58:34 <yorick> btw: the water DOES flood if on sealevel
20:58:42 <Ammller> of course not, but can I make rivers with deepwater?
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21:09:37 <Ammller> (CargoSet is needed, if you like to use NewCargo and RVs)
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21:23:07 * Belugas has a strange feeling of deja-vu regarding Ammller's last screenshot...
21:24:36 <fjb> Hm, maybe that this is related, I tried the UK Road Set with TTRS (I had the roads of TTRS disabled) and the UK Road Set complained about another roadset. The readme of the UK Road Set explicitly lists TTRS to be compatible, if the roads of TTRS are disabled.
21:25:09 <Ammller> fjb: we use that set often
21:26:46 <Belugas> Ammller, are those the very last versions of the sets? Did you double check?
21:27:26 <Ammller> hmm, those sets are very old
21:27:44 <Ammller> and MB didn't publish updates
21:28:34 <Ammller> "very old" means from Sept. 05
21:30:19 <Ammller> I guess its something simular to the one, I had with nothing
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21:36:51 <Ammller> glx: I think, cargo set has to be before dbsetxl, this thread is somehow confusing
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21:42:08 <Ammller> hmm, can I change TTDPatch language to english?
21:42:45 <SpComb> use the english.exe, set lang=en_GB
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22:08:06 <fjb> Truebrain should ask the northern atlantic for some waves. It might have some to spare tonight.
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22:23:54 <fjb> Are there plans for newharbours, like the new stations and the new airports?
22:24:05 <LeviathNL> why is there a pointer in the parameters of GetTileSlope ?
22:27:43 <fjb> Rubidium: I saw a patch at tt-forums.net, with airports modeled after real airports.
22:29:44 <CIA-1> OpenTTD: glx * r11394 /trunk/src/table/build_industry.h: -Fix: default value for input cargo multipliers is 256 even for invalid cargo. Exceptions are temperate banks and oil rigs, default value is 0 for them
22:32:27 <glx> Ammller: now you can get food for fish ;)
22:33:23 <Ammller> omg, you are too fast
22:34:09 <glx> was something similar to acceptance bug (ie wrong default values)
22:34:31 <Ammller> I'll check it directly
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22:34:56 <Ammller> does it affect also for running games?
22:36:13 <glx> probably but I'm not sure
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22:47:16 <LeviathNL> If nobody has any comments I'll put it on the patch mailing-list
22:49:38 <Ammller> glx: works now, thank you very much :)
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22:55:18 <Ammller> LeviathNL: patches goes to bugs.openttd.org now
22:55:31 <TrueBrain> Ammller: patches go to patch maillist now
22:55:41 <slafs> Can i change max loan amount on a dedicated server while the game is running?
22:58:44 <TrueBrain> it make it looks like our SVN is dead or something :s
22:58:54 <TrueBrain> tnx LeviathNL, fixed
23:03:41 <Ammller> TrueBrain: what about bug reports with patches?
23:04:12 <TrueBrain> Ammller: bugs to bugs.openttd.org, patches to patch-list
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23:55:29 <BigBB> TrueBrain, is it possible to deactivate the 'SVN Archives'-link on mailman.openttd.org/cgi-bin/listinfo/svn or maybe change it to hg.openttd.org ?
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