IRC logs for #openttd on OFTC at 2008-02-13
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00:17:35 <glx> <Phantasm> What significant updates are there in current nighty build compared to 0.6.0-beta3? <-- a fatal bug fix
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00:18:44 <glx> a bug reported at least 10 times in bug tracker
00:21:49 <Phantasm> Eddi|zuHause3: Thx. That however doesn't allow the freedom of cycling between 2 sets.
00:23:23 <Phantasm> In my case though there are 2 fixed settings and other are opposite on the 2 cases, so locking those 2 to the wanted ones and using x will luckily work.
00:23:25 <dragonhorseboy> cycling 2 sets....?
00:24:45 <Phantasm> As in if I want set 1 to be '00001111' and set 2 to be '00110000', it would be nice to be able to save such sets and toggle between them easily.
00:25:02 <Eddi|zuHause3> well, provide a patch ;)
00:25:09 <Phantasm> Currently it seems there isn't anything else than locking of settings + swapping every unlocked one.
00:25:28 <Phantasm> I will just whine, but not provide patches.
00:26:13 <Phantasm> Would take too much work to properly learn some coding (well, I know some, but not really anything).
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00:29:11 <Phantasm> And we have a channel full of willing coders. :)
00:32:26 * Chrill codes Phantasm to Jupiter
00:34:04 <dragonhorseboy> just had to ask - anyone use grfcodec in here?
00:39:02 <Belugas> some have used it, some do use it, some will use it
00:39:45 <dragonhorseboy> well I'm just curious if its just grfcodec not thinking dos/win straight or is it normal to get certain pcx's with pink colours over some sprites?
00:39:51 <glx> you have no other choice if you want to make grfs
00:40:19 <glx> pink color is your fault :)
00:40:52 <dragonhorseboy> funny that it works fine on many win grfs .. wonder whats up with certain openttd ones
00:41:04 <dragonhorseboy> (as in some are fine, some shows the pinks)
00:41:35 <glx> we have some known color problems with openttdd.grf
00:41:39 <dragonhorseboy> so I'll have to do as '-d -p 2 thisgrf.grf' instead I presume right?
00:42:54 <dragonhorseboy> that works this time..thanks
00:44:02 <Belugas> ad will next time too
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00:46:05 <dragonhorseboy> yeah..thats a bit funny tho...
00:46:16 <dragonhorseboy> some openttd can be just -d .. others needs -p2 added
00:46:27 <dragonhorseboy> but oh well who's going to ask when the pcx comes out fine anyway
00:50:49 <Phantasm> Oh yea, and sometimes new windows open partly outside the screen.
00:53:06 <Phantasm> And it would be nice to be able to disable automatic appearance of the finiance screen when year changes.
00:53:54 <glx> <Phantasm> And it would be nice to be able to disable automatic appearance of the finiance screen when year changes. <-- already possible
00:54:50 <glx> it's the third in interface tab
00:55:09 <dragonhorseboy> hm allright got the fixed pcxs I needed for now anyway
00:55:10 <Phantasm> Ah it is. Was too quick to check out if there is anything new there when going to nightly build from beta3.
00:55:11 <dragonhorseboy> thanks a lot :p
00:55:37 <Phantasm> It would also be nice that the changes to settings would be saved other than when quitting the game.
00:55:51 <Phantasm> That is the 'permanent' settings modified before going to game.
00:56:00 <Phantasm> Then I must have missed it both now and earlier. ;P
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00:58:43 <Phantasm> Bah.. Only 151 000 € from a single trip on 9 wood wagons train on 1969.. And I went all the trouble making 1773 squares long route.. ;P
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01:02:01 <Phantasm> Ahaha. I sure got a nice idea! Would be neat to be able to automatically do the following: Full load at station a, unload at station b, sell and buy a new one to start from station a.
01:03:08 <dragonhorseboy> well I'm off for now
01:03:13 <Phantasm> Would allow a track without any return route and on a very long route it might actually be worth it.. :)
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01:04:31 <Axamentia> Phantasm wghy on earth would you do that?
01:04:50 <Axamentia> It would be costly with engine cost, far outweighing income from goods
01:06:47 <Phantasm> Axamentia: With XS 2400 (Diesel), designed 1965, the price drop on a 1773 squares route is about 20% of the profit.
01:07:02 <Phantasm> With faster trains the price is higher, but so is speed.. Not sure how much it would change from that..
01:08:03 <Phantasm> Anyway, the reason for that is to get the rating boost from having a new train there.
01:08:48 <Phantasm> And also not having to make another track for returning trains.
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01:10:53 <Phantasm> Assuming around 80% rating without the boost, 93% with new train would give 16.25% more goods to transport. Also it might affect the output increase on the primary industry to have outstanding rating instead of just excellent.
01:13:06 <Phantasm> Also you save running costs of returning.
01:24:42 <Phantasm> Ok I did some calculations.. With CS 2400 (Diesel) the profit is both no matter if you use it normally or sell the train after one way trip. So effectively there would be 2 differencies.. First being not needing the other track for returning and second being the extra 16% cargo transported and thus 16% more cargo to transport off the factory in case it produces something.
01:25:27 <Phantasm> And that is with engine + 9 wagons.
01:25:59 <Phantasm> Now let's see for engine + 19 wagons.
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03:23:25 <Ridayah> Fine. Setting up for the night before doing homework.
03:27:04 <dragonhorseboy> what time is it for you?
03:28:55 <dragonhorseboy> 10:29pm too hm?
03:29:53 <Ridayah> Ha, stop fishing for personal information.
03:32:26 <dragonhorseboy> next time tell me an actual number hm? :p (rather than just "late at night")
03:32:29 <Ridayah> I'm not interested in giving out data that could identify me, thanks :)
03:32:35 <Ridayah> I don't have to tell you anything.
03:32:40 <dragonhorseboy> umm...why are you online then?
03:33:09 <Ridayah> Why are you so curious?
03:36:41 <dragonhorseboy> 1. there's nothing wrong with giving actual time otherwise 2. have to look up your whois and see whats the location to check with worldtime.com then
03:37:57 <Ridayah> If you care that much, do it that way, but I won't give it away. :)
03:38:17 <Ridayah> Now, I have things to do. Goodbye.
03:39:21 * dragonhorseboy wonders why he's thinking 'giving time' is "identify me" but decides there's better people to talk with instead
03:40:48 <dragonhorseboy> think I'm going to bed anyhow
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05:34:24 <Phantasm> There is some bug in cargo payments. 1773 long route is paying around one fourth of what it is supposed to be paying.
05:35:21 <Phantasm> Both comparing to shorter route in same game and other long (~800) routes on other games.
05:36:09 <Phantasm> Using nightly build for windows downloaded from 6-7 hours ago.
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05:37:46 <Phantasm> Is there some maximum length on a route and thus it ends up paying for much smaller distance than it is supposed to and thus the speed also goes much slower reducing the payment as well?
05:38:06 <Gonozal_VIII> cargo packets have a maximum age of 255 days...
05:38:50 <Phantasm> If it takes more than 255 days to travel to target the payment will go weird?
05:39:00 <Phantasm> As it does take more than that for 1773 squares.
05:39:26 <Gonozal_VIII> i don't know exactly what happens then
05:41:04 <Gonozal_VIII> nappe is working on a cure for that illness
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08:05:28 <darx> hi.. how do i construct stuff? i can't place stuff by clicking.
08:05:52 <darx> i need to learn how to play this game. :-(
08:06:03 <Gonozal_VIII> you have to select what you want to build first...
08:06:35 <darx> from the menu on the top and the cursor changes to indicate what is selected
08:06:49 <Gonozal_VIII> can't build in pause without cheat
08:08:37 <darx> also how do i remove some thing that i've just build?
08:09:13 <Gonozal_VIII> dynamite removes everything and the bulldozer thing active together with a build tool removes only that
08:11:54 <darx> ok i just constructed a rail section complete with depots now how do i add a train and start moving goods around?
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08:14:07 <darx> Guest1363: how do it do that ^^
08:14:20 <Gonozal_VIII> what part of it?
08:14:58 <Gonozal_VIII> ah... stupid disconnection
08:15:08 <Gonozal_VIII> you need to build stations near the source and destination and connect them and buy a train in a depot
08:15:26 <darx> do i have to place a train or would that be automatic?
08:15:53 <Gonozal_VIII> click on the depot
08:20:39 <darx> ok.. i added a few bogeys and an engine.. now its running without any orders. how do i add orders?
08:20:56 <Gonozal_VIII> click on the train
08:21:37 <Gonozal_VIII> see the yellow broken arrow?
08:21:48 <Gonozal_VIII> that's where the orders are
08:22:01 <darx> its all greyed out except the go to
08:22:21 <Gonozal_VIII> then use that ;-)
08:23:08 <Gonozal_VIII> click there and then on a station
08:23:22 <Gonozal_VIII> then you ordered the train to go to that station ;-)
08:24:02 <darx> yeah but the carts are empty
08:25:28 <Gonozal_VIII> the station starts to recieve cargo after the first train was there
08:25:55 <Gonozal_VIII> you can use full load to avoid letting the train run around empty
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11:25:51 <SmatZ> nothing interesting :-x
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11:34:49 <Gonozal_VIII> automatic reconnect takes almost 10 minutes..
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11:46:47 <Eddi|zuHause2> solution is easy: do not disconnect that often ;)
11:47:03 <Gonozal_VIII> as if that was my choice :P
11:49:53 <Eddi|zuHause2> everything is your choice
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12:07:06 <yorick> something seems to happen when closing the newgrf selection window...
12:07:28 <Gonozal_VIII> yes, the window is gone
12:07:44 <yorick> no, it applies everythings
12:07:55 <yorick> like when clicking on apply
12:08:40 <yorick> something that has effect on a grf'd tiltle screen
12:08:56 <yorick> all graphics get reverted no normal and animation stops
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12:16:19 <yorick> it should not execute ReloadNewGRFData when on main screen
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12:23:45 <peter1138> It's something to do with town name support...
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12:43:24 <Yorick|AFK> peter1138 or trunkanizer: see above ^^ :-)
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12:47:01 <peter1138> That will break town names.
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13:51:36 <Yorick> Peter1123: explain to me how that would break town naming...
13:52:41 <peter1138> There is some magic involved so that NewGRF town names can appear in the town name drop down list. Obviously that has to happen before a game is started.
13:53:15 <Gonozal_VIII> start screen doesn't have any town names
13:54:09 <Yorick> well...find me a way to stop the newgrf settings dialogue from breaking the intro game when clicked on apply
13:54:50 <Gonozal_VIII> never broke it for me
13:55:09 <Yorick> a intro game with grfs ;)
14:00:51 <peter1138> Just have an intro game without grfs :p
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14:18:14 <glx> Yorick: it's needed for actionF grfs
14:18:47 <glx> they must be loaded in intro, and saved in running games too
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14:22:00 <CIA-1> OpenTTD: smatz * r12129 /trunk/src/ (11 files in 2 dirs): -Change [FS#1759]: simplified patch settings for pathfinders (Yorick)
14:24:04 <Gonozal_VIII> what version did you use?
14:24:11 <Gonozal_VIII> the one i changed?
14:24:25 <SmatZ> Gonozal_VIII: well, I used that one you changed,but I had to do further changes...
14:25:25 <Gonozal_VIII> can't find the change online.. where is that?
14:26:54 <Yorick> he changed the if-else structure you changed in openttd.cpp
14:27:35 <Gonozal_VIII> the ( ) are needed?
14:27:46 <Gonozal_VIII> didn't use that ? : stuff much
14:28:13 <Yorick> _patches.pathfinder_for_ships = (_patches.new_pathfinding_all ? VPF_NPF : VPF_OPF);
14:28:26 <Gonozal_VIII> yes, additional ()
14:28:46 <peter1138> they're not needed but sometimes make things clearer
14:31:30 <CIA-1> OpenTTD: smatz * r12130 /trunk/src/lang/ (38 files in 2 dirs): -Cleanup (r12129): remove now unused strings from all language files
14:32:32 <Yorick> yes, that is needed too, I found out during compiling the new langfiles
14:32:45 <Yorick> it gives a warning about strings that dont exist in the master file
14:33:35 <Gonozal_VIII> isn't there a easy way to change all lang files in one go?
14:33:54 <Yorick> maybe with some script
14:34:40 <Gonozal_VIII> hmmm yes... a script that only reads the left side.. that's the same everywhere so it can just do the same everywhere :-)
14:35:03 <SmatZ> for i in *.txt unfinished/*.txt ; do mv $i ttt ; cat ttt | grep -v $1 > $i ; rm ttt ; done
14:35:08 <SmatZ> though it is not fully automatic
14:35:38 <Gonozal_VIII> no idea what that is^^
14:35:53 <SpComb> and you could stick the rm ttt outside of the loop or something
14:36:26 * SmatZ isn't skilled in scripting :)
14:36:40 <Gonozal_VIII> what language is that anyways?
14:36:55 <peter1138> perl -pi -e 's/STR_foo.*\n//g' *.txt
14:38:04 <Gonozal_VIII> why didn't belugas use that to change that varname in every file yesterday?
14:38:31 <peter1138> probably Belugas does not have perl, heh
14:39:31 <Yorick> I know someone that believes you can make programs out of perl :-P
14:40:00 <keyweed> you can run entire isps on perl
14:40:32 <Yorick> but they don't have a gui, do they?
14:41:04 <Forked> ====== <- guess what it is
14:41:07 <keyweed> command line openttd. ... *ponders*
14:41:09 <Gonozal_VIII> how do you get/use perl?
14:41:24 <Yorick> download activeperl from activestate (windows)
14:41:47 <keyweed> most os'es come with perl
14:42:03 <Yorick> [15:41] <Yorick> download activeperl from activestate (windows)
14:42:09 <Yorick> and windows media player
14:42:32 <Gonozal_VIII> that's not free...
14:42:50 <Yorick> only the enterprise edition isn't
14:43:47 <Gonozal_VIII> i see only free trial stuff there
14:44:22 <keyweed> i don't understand windows users.
14:45:42 <Yorick> keyweed: I'm not a volunteer, but this PC came with windows, and I can't install something else
14:46:00 <Gonozal_VIII> circling around on that site for some time now, click click click, i'm back where i started
14:46:12 <Yorick> laptops usually lack linux drivers
14:46:20 <keyweed> Yorick: can't as in "not allowed" or "unable to" or "physicly impossible" ?
14:46:32 <keyweed> Yorick: drivers ?!@?!@!?1
14:46:38 <keyweed> what would you need drivers for ?????
14:46:49 * keyweed cries loudly and runs for the hills
14:47:27 <Yorick> as in "not allowed", drivers are needed for laptops with builtin webcams, WLAN, keyboards, touchpads, do I need to say more?
14:48:24 <keyweed> ever tried burning an ubuntu live cd to see if it works?
14:48:50 <keyweed> very likely everything will "just work"
14:49:23 <Gonozal_VIII> what does asi and msi mean?
14:49:42 <Yorick> the asi package is some scripted buggy installer
14:49:42 <Gonozal_VIII> and wtf is a teapot?^^
14:50:16 <Yorick> teapot is the utility they want you to download packages with from version 5.10
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14:53:56 <Yorick> don't ask me how I know these things...
14:54:26 <dragonhorseboy> so how're both of you today?
14:54:41 <Yorick> my patch got trunkanized :)
14:55:02 <Gonozal_VIII> head hurts, didn't sleep too well
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14:56:04 <dragonhorseboy> well not much for me otherwise..just a typical morning for now
14:56:14 <dragonhorseboy> leaving in a bit less than a hour for doctor just to ask some things tho
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15:00:24 <Yorick> download time estimate for ubuntu: 3 minutes :O
15:02:26 <Yorick> this internet connection finally seems to be usefull for once
15:04:24 <Yorick> if ubuntu appears to be 695 mb using that scale
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15:07:51 <Gonozal_VIII> milibit is funnier
15:08:21 <Yorick> I would be all happy if it was only 700 kb/s...
15:09:25 <Eddi|zuHause2> i would be happy if i had 70kb/s
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15:10:35 <Gonozal_VIII> had ~300 kb/s today with that terminator thingy
15:11:54 <Yorick> well...now its gonna merge the file from 6 to one...
15:12:51 * Yorick has finished and resets other downloads
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15:32:51 <Belugas> [09:38] <Gonozal_VIII> why didn't belugas use that to change that varname in every file yesterday? <--- Indeed i was not at home and indeed i do not have perl and indeed i do not know how to program perl. Nor do i want to :S
15:34:49 <dragonhorseboy> going for now so bye till later ;)
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15:47:27 <Yorick> the 135 degree turns for aircraft are still there ^^
15:53:12 <Yorick> @openttd commit r12129
15:53:12 <DorpsGek> Yorick: Invalid arguments for _commit.
15:53:16 <DorpsGek> Yorick: Commit by smatz :: r12129 /trunk/src (11 files in 2 dirs) (2008-02-13 14:21:36 UTC)
15:53:17 <DorpsGek> Yorick: -Change [FS#1759]: simplified patch settings for pathfinders (Yorick)
16:17:49 <Eddi|zuHause2> you wanna just look at it for one more time or are you going to brag about it, too? :p
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16:34:07 <fjb> How is prospecting a new ore mine working? Does the game chose a random tile and then looks if it can build the mine there?
16:34:27 <Yorick> and if it can't, it finds another random tile, I think
16:35:22 <Eddi|zuHause2> same as generating a random industry
16:36:31 <fjb> I tried it some times now and I never got a new mine, only wasted the mony. My wolrd is hilly, that makes it difficult.
16:37:28 <Eddi|zuHause2> it should flatten the land
16:37:51 <Eddi|zuHause2> but prospecting has a random chance that it will fail completely, before trying to build an industry
16:38:42 <fjb> Oh, the I hit that chance.
16:49:38 <CIA-1> OpenTTD: smatz * r12131 /trunk/src/train_cmd.cpp: -Fix (r3374): with mammoth trains disabled, maximum train length was limited to 9
16:58:41 <fjb> Balancing the ECS industies is not easy.
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17:15:33 <Sacro> SmatZ: surely that's the point of having mammoth trains disabled?
17:17:23 <Eddi|zuHause2> Sacro: no, the limit is 10
17:20:00 * Yorick had to puzzle to match the names
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17:27:05 <Eddi|zuHause2> ln-: it's called tardis ;)
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17:54:24 <CIA-1> OpenTTD: smatz * r12132 /trunk/src/ (roadveh_cmd.cpp ship_cmd.cpp train_cmd.cpp): -Cleanup: convert pathfinder selection from if/else to switch/case at many places
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18:11:31 <CIA-1> OpenTTD: peter1138 * r12133 /trunk/src/vehicle_gui.cpp: -Fix: Vehicle sorting by max speed did not work properly for trains. Instead of trying to work it out again, just use the cached values...
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19:04:29 * LordAzamath want's pikkabird to answer a PM
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19:07:19 <Eddi|zuHause2> ma'n thi's p'oor a'p'os'tr'o'p'y'
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19:08:46 <LordAzamath> Eddi|zuHause2: You're alright? You sound kinda.. apostrophy..
19:09:12 <Axamentia> is that poor as socially deprived, or poor as in bad though? or maybe even both, an apostrophy for the socially deprived perhaps?? lol
19:10:34 <Eddi|zuHause2> that sentence does not make any sense
19:13:43 <Axamentia> hey belugas i saw one of your laptop guitars in manchester today for 60!! I got to play with :)
19:14:16 <Axamentia> Twas slightly wierd with no neck to slide teh fretboard though
19:16:47 <Belugas> i can imagine, Axamentia :)
19:17:00 <Belugas> you've got a lead on me, never touched it before
19:18:14 <Axamentia> I was trying to work some chords out, but you muscle memory is programmed to come from behind the fretboard, wheras this is over the top, so it was disorientating
19:18:30 <Axamentia> Suppose its more like tapping
19:19:32 <Belugas> but somhow, i think it;s more realted to slide guitare
19:19:41 <Belugas> i doubt chords are to be used
19:21:14 <Axamentia> the guy demostrating though was managing, some open e's, and g's on it though lol
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19:24:53 <CIA-1> OpenTTD: smatz * r12134 /trunk/src/ (14 files in 3 dirs):
19:24:53 <CIA-1> OpenTTD: -Change: count the number of ticks a vehicle was running this day to calculate running cost
19:24:53 <CIA-1> OpenTTD: -Fix [FS#1739]: vehicle profit is now counted with 8bit fract, so it is now shown properly in the vehicle details window
19:27:06 <Belugas> hoo... you had a demo :)
19:27:31 <Belugas> seems i have to revise my perception of the instrument
19:27:48 <Belugas> FTP'ing a deployment is alwasy shitty
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19:55:02 <Eddi|zuHause2> soo... vehicles have now 0 running costs while loading etc.?
19:57:11 <peter1138> Not as far as I know...
19:57:53 <Eddi|zuHause2> then what does this change do?
19:57:56 <DorpsGek> Yorick: Commit by smatz :: r12134 /trunk/src (14 files in 3 dirs) (2008-02-13 19:24:40 UTC)
19:57:57 <DorpsGek> Yorick: -Change: count the number of ticks a vehicle was running this day to calculate running cost
19:57:58 <DorpsGek> Yorick: -Fix [FS#1739]: vehicle profit is now counted with 8bit fract, so it is now shown properly in the vehicle details window
19:58:15 <Yorick> loading == running, I think
19:58:31 <peter1138> Yeah, running means "not manually stopped"
19:58:49 <Eddi|zuHause2> ah, the message wasn't exactly clear about that
19:59:04 <Yorick> but I think that I actually think that I might be thinking that I'm thinking too much
20:00:00 <Yorick> you're wise to thing so
20:03:11 <SmatZ> Eddi|zuHause2: the running cost was calculated as if the vehicle was running all 74 ticks if it was running at new day start
20:03:43 <SmatZ> so you could (theoretically) have 0 running cost if you stopped the vehicle before day end, and started it the next tick...
20:04:52 <Yorick> that requires timing...
20:05:23 <hylje> apparently this PBS a bit.. acts up if a vehicle breaks down
20:05:41 <hylje> i just got a vehicle broken down just after reserving a path
20:05:47 <hylje> then another train came and crashed it
20:05:53 <Yorick> I suppose it wasn't tested with breakdowns
20:06:07 <hylje> using its very location as its path, no less
20:07:51 <Eddi|zuHause2> why would breaking down unreserve the path?
20:07:59 <Eddi|zuHause2> stopping doesn't...
20:09:09 <hylje> i dunno, but it just did
20:09:44 <peter1138> There are a few ... issues :)
20:10:16 <hylje> apparently one of the crashed trains left a permanent reservation
20:10:20 <Yorick> I think its the speed the trains slows down with, it calls some kind of function that is used when going to station too, and that is the function the pbs uses to unreserve the path(just a theory)
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20:22:24 <White_Rabbit> why does OTTD freeze for a few seconds every time I close the 'NewGRF settings' window?
20:22:55 <SmatZ> White_Rabbit: do you remove or add a newgrf?
20:23:06 <White_Rabbit> I close it without making a change
20:25:50 <glx> in case there are action 0F
20:31:53 <White_Rabbit> I was asking because there are a lot of multiplayer games that uses newGRFs, and OTTD freezes for about 3 seconds every time I close the window. isn't it unnecessary to apply them when you look at other people's newGRF settings?
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20:53:52 <Tekky> hylje: I don't think the crash took place due to the breakdown, at least I have never encountered such a bug. I rather think the crash took place for a different reason, related to a train getting lost. The most frequent cause of a train getting lost is if it tries to service at a depot but fails, because it has already reserved too much track in another direction.
20:55:43 <Tekky> hylje: I suggest you keep the last savegame where this happens and then see whether it still happens in the upcoming new version, which - according to michi_cc - will be released in the next few days.
21:00:01 <Tekky> I am periodically checking the forum thread whether a new version of YAPP (=PBS) has been released, because I cannot wait for the new version :)
21:00:37 <hylje> its certainly neat at the moment
21:00:51 <hylje> just trying it out and getting a feel of its stuff
21:00:57 <Eddi|zuHause2> Tekky: subscribe to the thread, then you will get any updates as email ;)
21:01:41 <Tekky> ah, thanks for the advice :)
21:04:22 <Tekky> hylje: I suggest you disable train servicing until the next version, that should get rid of most train crashes in YAPP.
21:04:39 <hylje> fortunately i had enough monies to replace all those trains
21:09:12 <Tekky> is anyone here familiar with SimCity 4 Rush Hour/Deluxe (the expansion, not SimCity 4 vanilla)? I really like the tool in that game that allows you to see where all your residents go to work and which route they take. I think it would be great if this could be implemented into OpenTTD somehow. This system in SimCity 4 Rush Hour seems better to me than the current passenger destinations patch.
21:09:36 <hylje> it'd involve a more fine-grained cargo model
21:09:50 <hylje> (applied to passengers and mail)
21:12:07 * peter1138 doesn't play any games other than OpenTTD...
21:14:06 <Tekky> I think that for every tile with a house on it, OpenTTD should store where the person living in the house goes to work. That way, passenger routes would be from tile to tile instead of from station to station. Currently, in the "new passenger destinations" patch, passenger routes are from station to station, aren't they?
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21:17:06 <Eddi|zuHause2> tile to tile makes much more sense
21:17:43 <Eddi|zuHause2> then people can also switch companies if the stations are close
21:20:08 <hylje> tile to tile would involve a bit higher resolution towns
21:20:55 <hylje> a single tile represents such a large set of people that it should have several folks going to work somewhere
21:21:07 <hylje> and then we come to having places to work
21:21:18 <hylje> which can easily made another beast
21:22:54 <Tekky> Eddi: Yes, that would be great. Companies would fight for passengers and would try to offer better (e.g. faster) routes than the competition.
21:23:28 <Tekky> Eddi: that would also make multiplayer games more interesting :)
21:24:19 <hylje> Tekky: station ratings kinda do that already
21:24:43 <hylje> Tekky: but the poor folk don't get a choice to where to go, be it intra-city or intercity
21:24:44 <Tekky> and if the trains are timetabled, the passengers will be able to plan their routes more easily.
21:27:42 <Tekky> hylje: yes, since passengers don't care where they go, players have no incentive to offer fast intercity passenger routes.
21:33:45 <fjb> The latest passenger destinations patch already makes a huge difference to the plain game. You have to offer a good intra-city service or you don't get enough passengers for the inter-city lines. Not just building two airports and getting rich anymore.
21:34:31 <Tekky> fjb: Ah, I didn't know that.... I guess I should look a bit further into that patch.
21:35:34 <Tekky> hylje: Yes, you are right that OpenTTD would have to be scaled to offer more tiles per city.
21:36:00 <Tekky> hylje: But I think this is desirable, if you want to also build a good inter-city service.
21:36:13 <fjb> Try it out, it really changes the game. When you include some industry sets like PBI or ECs and the game starts to get challanging.
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21:56:25 <Sacro> nice theft of the THX logo
21:56:32 <Sacro> that'll get a DMCA takedown
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22:34:23 <dragonhorseboy> 're both of you?*
22:35:15 <Roujin> if i encode a ground sprite, what should the offset be?
22:37:38 <Roujin> should it be the uppermost pixel? or the leftmost pixel..?
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22:40:16 <Roujin> guess i have to try eh?
22:40:34 <peter1138> The 'top-corner' pixel.
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22:48:10 <Axamentia> not seen one of those in a while
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23:00:59 <peter1138> I think the question is what do you mean by heavy load.
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23:01:59 <Eddi|zuHause2> doesn't look very heavy to me...
23:02:14 <fjb> Ah, I didn't understand that question.
23:02:17 <dragonhorseboy> looks like light or maybe light-medium to me
23:02:20 <Eddi|zuHause2> some of my normal signalled stations took more than that
23:03:00 <peter1138> Stupid screenshot... it won't scroll :(
23:03:36 <fjb> Eddi|zuHause2: Three train in the same signal block, tho leavin in the same direction, one entering from that direction?
23:03:56 <fjb> peter1138: Yeah, I know that problem...
23:04:11 <Eddi|zuHause2> it obviously wasn't the same signal block back then ;)
23:04:13 <Wezz6400> what the heck, yet another package of patches o.O
23:04:29 <Eddi|zuHause2> but yes, similar situations were possible
23:05:18 <fjb> That station is small, but it has three lines crosiing there, two of them with many trains and you get no jam.
23:05:43 <peter1138> Well, it's not that impressive really because that is the point of it, to be honest ;)
23:07:14 <fjb> It is easy to have many trains going into and out of a big station with many platforms, ottdcoop shows that. But it is far more difficult to get that many trains through a small station with only four platforms.
23:08:39 <Roujin> little coding question
23:08:43 <Roujin> ROAD_NONE = 0U, ///< No road-part is build
23:08:59 <Roujin> what does the U in 0U mean?
23:10:13 <Roujin> i wonder though why it is used there oO
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23:48:01 <Gonozal_VIII> can't understand that.. main_gui.cpp and rail_gui.cpp always grow newlines at the end
23:49:41 <Roujin> i had that sometimes as well
23:49:55 <Roujin> well it doesn't break anything does it?
23:50:13 <Gonozal_VIII> newline doesn't break anything... but it's annoying
23:50:32 <Gonozal_VIII> i remove them manually from the patch files all the time and they keep reappearing
23:50:53 <Roujin> hmmm... maybe it's got to do with the amount of lines a patch alters?
23:51:42 <Roujin> somewhere at the beginning of each file block, it says how many lines there should be, and even if you remove the +[empty line], it will fill the file up with empty lines so that number fits?
23:51:51 <glx> Gonozal_VIII: removing them is not enough, you may need to modify the chunk header
23:52:14 <Gonozal_VIII> removed the header too glx
23:52:43 <Gonozal_VIII> there was nothing else
23:53:10 <Roujin> then do the following:
23:53:23 <Roujin> apply it to vanilla source
23:53:35 <glx> remove the line and rediff
23:53:37 <Roujin> revert the file that had the newline added at the end
23:54:58 <glx> and slap the patch author for not checking his diff
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23:56:38 <Gonozal_VIII> keeps adding newlines at the end of those files
continue to next day ⏵