IRC logs for #openttd on OFTC at 2008-05-18
            
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00:17:25 <Guest1525> hi there - i got some questions about newgrfs...
00:17:27 <Guest1525> * when using "Generic Road Vehicle Set" - does "Generic Tram Set" add more trams or does it replace the ones from GRVS?
00:17:28 <Guest1525> * would you recommend "Planeset 1.5.3" or "Aviators Aircraft Set (av8) v1.331"?
00:17:30 <Guest1525> * i will give "ttrs3w.GRF" a try; moreover i use "debugw.grf" and "smoothsnoww.grf" - any other 'must-haves'?
00:17:31 <Guest1525> thanks for any reaction.
00:18:51 <glx> trams replaces some road vehicles, but trunk has a feature allowing more engines
00:20:03 <Guest1525> i'm playing OTTD 0.6.0 - so would you prefer GRVS or the addition or GTS?
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06:20:20 <LordAzamath> hey
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07:49:15 <FR^2> Hiho
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08:12:41 <CIA-3> OpenTTD: rubidium * r13152 /trunk/src/subsidy_gui.cpp: -Codechange: make a class of the subsidy window.
08:13:25 <CIA-3> OpenTTD: rubidium * r13153 /trunk/src/town_gui.cpp: -Codechange: make classes of the TownViewWindow and the ScenarioEditorTownGenerationWindow.
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08:15:21 <Draakon> hello
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08:22:25 <Rubidium> hmm, dlunch's Korean?
08:23:11 <Draakon> SHHH!! don't say that in front of public! :P
08:23:57 <Prof_Frink> More importantly, those glyphs didn't appear as "????" which would mean that UTF8 is working!
08:24:22 <Draakon> but i see ???
08:24:41 <Rubidium> poor Draakon
08:24:47 <Draakon> lol
08:25:03 <hylje> this is why we have unicode :>
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08:32:38 <Rubidium> Draakon cannot read this I think
08:33:42 <Draakon> i can read perfectly fine, i just dont need no x language stuff on my computer
08:34:00 <Rubidium> oh, you can read that?
08:34:55 <Draakon> yours or his?
08:35:03 <Rubidium> mine
08:35:37 <Draakon> then yes
08:35:41 <peter1138> we 'dont need no' education
08:36:06 <Rubidium> sounds Pink Floyd-ish
08:36:18 <Rubidium> Draakon: but that's x language stuff too
08:36:31 <Rubidium> Romaji to be precise, which is Japanese
08:36:32 <peter1138> # we don't need any double negatives
08:36:55 <peter1138> the quit message didn't show for me either
08:37:00 <Draakon> you are talking in english, he or she in another language
08:37:05 <peter1138> i saw six squares.
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08:37:28 <Rubidium> peter1138: use a proper font ;)
08:38:00 <LordAzamath> woohooo, I succeeded :) But I won't tell you in what :P
08:38:04 <peter1138> nah, i'm using putty in windows
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08:40:47 <Draakon> LordAzamath: connecting?
08:50:20 <LordAzamath> nope
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08:51:04 <CIA-3> OpenTTD: rubidium * r13154 /trunk/src/news_gui.cpp: -Codechange: make a window class of the news message history window.
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08:54:25 <Draakon> stupid electric company
08:55:03 <murr4y> yeah, wish they all went away
08:55:09 <murr4y> so we don't have to bother with power
08:55:36 <Draakon> they are just lazy to change the stupid wires
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09:32:11 <yorick> double-click server list server > join server?
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09:40:03 <CIA-3> OpenTTD: rubidium * r13155 /trunk/src/graph_gui.cpp: -Codechange: make a window class of the company league and graph legenda windows.
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09:48:50 <JD__> hi there!
09:49:02 <yorick> hi!!
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10:13:20 <JD___> i was using TTDPatch until two years ago and now i'm coming to TTDX and trying OpenTTD (0.6.0). so i got some newbie questions... :)
10:13:21 <JD___> i want to use "Aviators Aircraft Set v1.331.grf", "Generic Road Vehicle and Tram Set.grf", "New Ships.grf", "New Stations v0.44.grf", "Total town replacement set v3.02a.GRF", "UK Renewal Set v3.04.grf" (+add-on), moreover "debug.grf" and "smooth snow.grf".
10:13:23 <JD___> 1. are there any more recommendations or "must-haves" i missed out?
10:13:24 <JD___> 2. or are there any concerns about my choice?
10:13:26 <JD___> 3. what about these "32bpp tars"? should i use (some of) them? is the quality in-game much better?
10:13:28 <JD___> 4. when playing multiplayer - what happens to my firm and vehicles when i quit and want to join later again?
10:13:29 <JD___> sorry for bothering. :)
10:17:05 <Ammler> JD___: that's a good start :-)
10:17:10 <Vikthor> JD___: 1. and 2. I don't what should debug.grf do, apart from taht i think it's OK
10:17:38 <Ammler> debug.grf does fix some TTO glitches, usefull grf.
10:18:06 <JD___> thanks for feedback. :D
10:18:19 <yorick> 4. your company stays, and so do your vehicles, unless autocleared, or bankrupt
10:18:46 <Vikthor> 3. Problem is 32bpp has graphics only for some parts of the original set, so you would get combined 32bpp and 8bpp graphics
10:19:05 <Vikthor> that could look a bit strange
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10:20:13 <JD___> yorick: are the vehicles stopped then? do they keep moving? what about vehicles that need to a replacement? ... all in all: the game keeps going on without me?
10:20:40 <Vikthor> JD___: that depends on the server settings
10:21:04 <Vikthor> you can set server to automatically pause if there is less than x players
10:21:28 <yorick> JD__, the vehicles are only stopped if the game is paused
10:22:01 <yorick> the game just goes on if there are other players, or the autopause is off
10:22:09 <Vikthor> of course, if there is enough players game continues, but you can set automatic renewal of your vehicles
10:23:55 <Ammler> and after some years, depense on server settings, your company pw could be reseted and later your company will be deleted if nobody else took it over...
10:23:57 <JD___> Vikthor: @3 - ah, okay. so i could replace the toolbar (http://wiki.openttd.org/index.php/Image:Toolbar3.png) and then leave the rest in 8bpp!?
10:23:59 <JD___> @4 - thanks.
10:24:58 <JD___> yorick / Ammler: thanks.
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10:25:10 <Vikthor> JD___: Yeah, I think if you only use tar with toolbar everything else stays in 8bpp
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11:11:16 <dragonhorseboy> just asking but anyone here do simsig? ^-^
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11:13:50 <JD___> just started OTTD the first time and configuring the newgrfs... what the hell is "generictrams"? is this coming with OTTD per default? do i have to activate this when using "Generic Road Vehicle and Tram Set.grf"?
11:14:43 <Ammler> thats the tram part from your set
11:15:20 <JD___> from GRVTS?
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11:15:50 <JD___> just checked: no, it's in OTTD.
11:15:56 <Ammler> OTTD doesn't have trams, so it has included that
11:16:29 <JD___> okay - and now when using GRVTS there is no need of generictrams.grf any more!?
11:16:47 <Ammler> iirc not, but not sure :-)
11:17:13 <JD___> :)
11:19:46 <Ammler> generic rv set is "only" replacement of default rv set
11:20:47 <Ammler> with new articulated feature in it...
11:21:47 <Ammler> there are also some "real" tram sets like dutch trams or uk or the best tramset: Hiroshima
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11:22:07 <Ammler> :-) best and oldest
11:24:04 <CIA-3> OpenTTD: rubidium * r13156 /trunk/src/graph_gui.cpp: -Codechange: make classes of the GraphWindows.
11:25:26 <CIA-3> OpenTTD: truebrain * r13157 /branches/noai/src/thread_pthread.cpp:
11:25:26 <CIA-3> OpenTTD: [NoAI] -Fix: in general it is considered VERY VERY VERY REALLY REALLY bad to delete a class instance from a function inside that class itself.
11:25:26 <CIA-3> OpenTTD: His surrounding is never informed of this 'action', and they all of a sudden have an invalid pointer, causing all kinds of cool and magic effects (read: random crashes all over the place).
11:25:26 <CIA-3> OpenTTD: It might be a REALLY good idea to leave cleaning up of a class instances to the creator of that instance.
11:25:27 <CIA-3> OpenTTD: If you want to cleanup the saveload thread, make a garbage collector. More things use threads (like fibers). Deleting a class like this is bad, worse, worst!!!! !! !!! !!!!! and should be avoided AT ALL COSTS!
11:26:12 <SpComb> delete this;
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11:36:28 <Eddi|zuHause3> someone sounds quite upset there :p
11:37:49 <DaleStan> <SpComb> delete this; <-- That actually appears in some library code I've used.
11:39:36 <yorick> someone found another way of communicating to this channel without using DorpsGek or being here
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12:18:16 <CIA-3> OpenTTD: rubidium * r13158 /trunk/src/settings_gui.cpp: -Codechange: make a class of the GameOptionsWindow.
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12:26:14 <CIA-3> OpenTTD: skidd13 * r13159 /trunk/src/bridge_gui.cpp: -Feature: Add the ability to sort availible bridges in the build bridge GUI
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12:40:52 <CIA-3> OpenTTD: rubidium * r13160 /trunk/src/ (9 files): -Codechange: prepare GUIPlaceProcDragXY for the removal of WindowEvent.
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12:47:20 <CIA-3> OpenTTD: glx * r13161 /trunk/src/blitter/factory.hpp: -Fix: free the blitter list when the last blitter is removed.
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13:11:37 <Wolf01> hello
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13:26:39 <Ammler> [15:22] <Ammler> not able to build trees with current trunk
13:26:55 <Ammler> but the new bridge gui is nice :-)
13:27:57 <Eddi|zuHause3> no trees, that ought to be funny for some players :p
13:28:18 <Ammler> trees are there
13:28:25 <Ammler> but you can't plant them self
13:28:34 <glx> hmm trees used to work
13:29:01 * SmatZ doesn't remember planting trees ever worked ;)
13:29:29 <glx> Ammler: what is current trunk for you?
13:29:34 <Eddi|zuHause3> yeah, i know what you mean, i meant not being able to push your rating, and only discovering that when you really need it :p
13:29:38 <Ammler> 13160
13:30:14 <SmatZ> hmm doesn't work
13:30:27 <glx> I suspect r13160
13:30:42 <Ammler> you do right glx :-)
13:31:20 <glx> but I try r13159 to be sure ;)
13:31:42 <Ammler> ah
13:31:56 <Ammler> I didn't try older revs
13:31:58 <glx> ok confirmed
13:32:11 <glx> r13160 broke it
13:33:58 <Gekz> spank the revision
13:35:33 <Wolf01> how do the "build while in pause" cheat work? I found only 3 occurrencies of _cheats.build_in_pause.value, I'm trying to make it work in editor
13:37:10 <Ammler> Eddi|zuHause3: I suggested a patch, where you everything you build depense on town raiting
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13:37:34 <Ammler> -you
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14:05:04 <CIA-3> OpenTTD: smatz * r13162 /trunk/src/tree_gui.cpp: -Fix (r13160): trees couldn't be planted, correct function wasn't overloaded
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14:12:28 <CIA-3> OpenTTD: glx * r13163 /trunk/src/tree_gui.cpp: -Codechange: remove unused code
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14:24:49 <yorick> LordAzamath, make me notice you before :)
14:25:22 <LordAzamath> nope
14:25:47 <LordAzamath> you know you just crahsed one game I had in full screen?
14:29:26 <LordAzamath> hmm. I've got an idea.. I'll go and pwn some random multiplayer game :)
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14:46:30 <Ammler> just wondering, could the problem of the missing libexpat.so.0 be fixed in ottd code?
14:46:52 <Ammler> thought is only a suse problem, but Ubuntu users have that too
14:46:56 <Eddi|zuHause3> it's not in the code
14:47:02 <Eddi|zuHause3> it's a linker option
14:47:18 <Eddi|zuHause3> it will solve itself when you compile on your own
14:47:25 <Ammler> I know
14:47:48 <Eddi|zuHause3> i.e. it must be "fixed" in the compilefarm
14:47:51 <Eddi|zuHause3> not in the code
14:48:03 <Ammler> can't you compile ottd, so it would find the one which is around?
14:48:36 <LordAzamath> Ammler: I had the problem yesterday too... And then I installed libexpat :P
14:48:47 <Ammler> :-)
14:48:57 <Eddi|zuHause3> LordAzamath: no, the problem is different
14:49:00 <Ammler> LordAzamath: you don't need, you could just symlink the new
14:49:16 <Eddi|zuHause3> LordAzamath: most modern distributions have libexpat.so.1 installed
14:49:23 <LordAzamath> yes
14:49:30 <Eddi|zuHause3> but the compilefarm links to libexpat.so.0
14:49:41 <LordAzamath> ok
14:49:46 <Eddi|zuHause3> which it will not find
14:49:58 <LordAzamath> anyway, I'm off now.. bye
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14:51:04 <Eddi|zuHause3> Ammler: openttd does not depend on expat anyway, fontconfig does, i think
15:02:07 <Touqen> My mother was a chinese trapeze artist.
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16:03:42 <Eddi|zuHause3> "350 Sextillionen" <- how is that number called in "short scale"? [it's supposed to be the amount of IPv6 addresses]
16:04:11 <Prof_Frink> One Short Fuckton.
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16:51:12 <CIA-3> OpenTTD: glx * r13164 /branches/noai/projects/ (openttd_vs90.vcproj openttd_vs90.vcproj.in): [NoAI] -Fix: compilation was not possible with MSVC90 (missing include dir)
16:51:57 <CIA-3> OpenTTD: rubidium * r13165 /trunk/src/ (16 files): -Codechange: replace some RebuildXXXList/ResortXXXList+InvalidateWindowXXX with InvalidateWindowXXXData.
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17:06:02 <Touqen> I think it's CAWFEE TIEM!
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17:40:25 <CIA-3> OpenTTD: rubidium * r13166 /trunk/src/ (road_cmd.cpp settings_gui.cpp): -Codechange: CmdSetRoadDriveSide belongs in road_cmd.cpp, not settings_gui.cpp.
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17:43:58 <JD___> hi there!
17:44:00 <JD___> where the heck can i change the folder where for "openttd.cfg", the save games,...? it automatically created a folder in "my files".
17:44:08 <JD___> btw: OTTD 0.6.0
17:44:20 <Yorick> unless you create it in the openttd directory
17:44:51 <Rubidium> JD___: read readme.tex
17:45:24 <Rubidium> *txt ;)
17:45:46 <Yorick> Rubidium, let the install script copy the scripts directory over aswell ;)
17:45:59 <JD___> ah, damnit - i missed the readme.txt in den openttd folder out. sorry. i've been reading so much about the patches i can't remember where i have to get a glance at in future. ;P
17:46:02 <JD___> thanks.
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18:02:24 <JD___> one more question: i can't find any info about the last option window before creating a world...
18:02:25 <JD___> * world size? (what is recommended? what's the size in original TTD? how good must a pc be for which size?)
18:02:27 <JD___> * random start number? (meaning?)
18:02:28 <JD___> * "terragenesis"? (difference to original?)
18:02:30 <JD___> * "improved tree algorythm"? (ehmm...!?)
18:02:31 <JD___> * smoothness? (i have no clue...)
18:02:33 <JD___> would be great to get some info.
18:03:09 <glx> ttd size is 256*256
18:04:53 <Progman> JD___: these settings are for the map generator, how the map looks like
18:05:35 <peter1138> world size is a choice, not a recommendation, heh
18:05:54 <JD___> glx: thanks; Progman: i thought so. - but i got some questions about these settings... ;)
18:06:13 <Progman> test them
18:06:18 <Progman> its the easiest way
18:06:30 <Progman> or use dict.leo.org ;)
18:06:31 <JD___> peter1138: :P
18:07:22 <JD___> Progman: dict.leo.org doesn't help me out... i'm german and playing in german... the english here is just for communication.
18:07:45 <Progman> then just test the settings
18:07:46 <Rubidium> random seed -> each random seed generates a specific map (depending on other settings to). You can use this to regenerate a map or get a default (the same) test map for something
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18:08:20 <Rubidium> terragenesis -> more randomish landscape instead of the blocky TTD (original) map generator
18:08:44 <Rubidium> improved trees is about placing trees closer together so you get forests or so (IIRC)
18:09:11 <peter1138> i prefer original for arctic/desert maps
18:09:12 <Yorick> at least, the plan on it was
18:09:33 <Yorick> and the tree growth should be disabled if tree algorithm is set to none
18:09:43 <Yorick> and also in scenarios
18:10:01 <Yorick> because you might want to keep natural forests there without turning everything into forest
18:10:32 <Rubidium> smoothness -> look it up in the dictionary
18:10:53 <Rubidium> it's just how smooth/not spicky the map becomes
18:10:54 <Yorick> @dict Smoothness
18:11:19 <Rubidium> Yorick: that'd break industries
18:11:25 <Eddi|zuHause3> JD___: smoothness defines how steep the hills are, with low settings, you rarely get two slopes next to each other, almost always flat territories inbetween
18:11:33 <JD___> Rubidium: it's "weichheit" in german; i know what it means.
18:11:37 <JD___> Eddi|zuHause3: deutsch=
18:11:39 <JD___> ?
18:11:55 <Yorick> Rubidium, yes, it also will if no trees are set to grow
18:12:05 <Yorick> at least, it will partially
18:12:07 <JD___> Eddi|zuHause3: sprichst du deutsch?
18:12:14 <Yorick> yes, he does
18:12:14 <Eddi|zuHause3> not in this channel.
18:12:21 <Yorick> but this channel is ENglish only
18:12:37 <JD___> private?
18:12:48 <Eddi|zuHause3> i suggest you try different settings, and look if you like the result
18:12:52 <JD___> okay then.
18:12:54 <Yorick> why would you want to ask Eddi
18:13:06 <Yorick> have a problem with english?
18:13:06 <JD___> Rubidium and all the others: thanks.
18:13:13 <Yorick> np
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18:13:38 <JD___> Yorick: it's much easier in german for me while i'm trying my best in english.
18:14:21 <Yorick> hmm....should have paid more attention at school ^^?
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18:21:34 <Ammler> [20:09] <Yorick> and the tree growth should be disabled if tree algorithm is set to none <-- how long is that in trunk?
18:21:45 <Ammler> is it a patch option?
18:23:29 <Rubidium> Ammler: you should enable the "read what it says instead of read what I think it says" patch option of yourself ;)
18:26:22 <Ammler> but that is not that long in trunk, is it?
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18:27:01 <Rubidium> Ammler: what?
18:27:23 <Ammler> the "no growing trees" patch
18:27:36 <Rubidium> there is no "no growing trees" patch in trunk
18:28:04 <Ammler> well, how do you call it? :-)
18:28:07 <Rubidium> who actually said it was in trunk?
18:28:48 <Rubidium> there's only something that disables making trees in the landscape generator, but that's there for ages (i.e. 2 years)
18:29:27 <Ammler> but you won't have trees on a running game too
18:29:43 <Rubidium> no... it'll build trees like it always did
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18:30:49 <Rubidium> but please tell me who told you that
18:30:56 <Ammler> well, then I am just confused
18:31:25 <Ammler> I quoted Yorick
18:31:35 <Yorick> heh
18:32:00 <Yorick> no, you didn't
18:32:06 <Yorick> I never said that
18:32:15 <Ammler> [20:21] <Ammler> [20:09] <Yorick> and the tree growth should be disabled if tree algorithm is set to none
18:32:23 <Yorick> yes, it should
18:32:28 <Yorick> should become
18:32:37 <Yorick> should be made like that
18:32:46 <Rubidium> and where does it say that in-game tree growth gets disabled when the tree algorithm is set to none?
18:32:57 <Ammler> I have a ottd running with fast forward and no trees yet
18:32:59 <Yorick> should != does
18:33:05 <Ammler> about 50 years
18:33:45 <Ammler> well, there are some, but really partial
18:34:08 <Ammler> usually, you have the map filled after some years
18:35:18 <Yorick> because fields already having trees just seed
18:35:35 <planetmaker> hm... there's a patch by Frostregen which allows to disable trees growing via a patch setting. To me it looked pretty clean and small...
18:35:42 <Yorick> yes
18:35:49 <Yorick> but it's actually a hack
18:35:56 <Yorick> just disabling the whole tree loop
18:36:07 <Ammler> planetmaker: I thought that setting makes that patch obsolete
18:36:18 <Yorick> it doesnt
18:36:28 <planetmaker> Yes, I saw that. But what's the point to use the tree loop, if you don't want them?
18:36:33 <Yorick> Ammler, now try putting a tree manually somewhere
18:36:43 <Ammler> I did, that works
18:36:57 <Yorick> yes, now run fast-forwarded and observe the place
18:37:01 <planetmaker> To me it seems fair to call the loop only when trees are supposed to show.
18:37:14 <Ammler> Yorick: I am reaching almost 100 years now :-)
18:37:21 <Yorick> yes, but growing already existing trees
18:38:09 <Ammler> Yorick: how it that setting called in the cfg?
18:38:21 <Yorick> what setting?
18:38:29 <Ammler> tree_placer ?
18:38:47 <Yorick> tree_growth_algorithm?
18:38:56 <Yorick> just search for tree
18:39:13 <Ammler> I do not have that in my cfg
18:39:22 <Ammler> I guess, it's the placer
18:39:55 <Yorick> search for "tree_*"
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18:40:13 <planetmaker> tree_placer = 2 in my config
18:40:23 <Yorick> ok
18:40:36 <Ammler> yes, that's the only one in a *clean* cfg
18:41:19 <Ammler> (I have many others from Frostregen and other patches :-)
18:41:21 <Yorick> ok
18:41:24 <planetmaker> hehe. In my there's meanwhile also a "disable_tree_growth=false" line
18:42:36 <planetmaker> Yorick: so your statement was to use tree_placer=0 on a running game and trees should stop to appear?
18:43:47 <Yorick> I'd like to have it that way, yes
18:43:55 <Yorick> but for now, they don't
18:44:52 <Rubidium> yes, his statement was: use tree_placer=0 to make one industry completely pointless.
18:46:12 <planetmaker> oh, it affects the woods industry, too?
18:47:31 <Yorick> no
18:47:51 <Rubidium> it affects wood production in desert
18:47:59 <Rubidium> (or rather rainforest)
18:48:20 <Yorick> yes
18:48:28 <Yorick> and other newindustries thing
18:49:16 <planetmaker> oh. But on the same time it affects the growth speed or pattern of normal trees?
18:49:49 <Yorick> no, it doesn't right now
18:50:00 <Yorick> my proposal is to make it
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18:55:04 <planetmaker> hm... but then I'd like to agree that it's bad, if it also affects industries.
18:55:50 <Ammler> well, it only does affect indirect
18:56:12 <Ammler> because there are no trees, the lumber mill can't produce
18:56:35 <Ammler> but you would still be albe to plant them self...
18:56:40 <Ammler> and theny they grow self
18:56:55 <Ammler> like it is, now, imo :-)
18:57:00 <planetmaker> yea, well. But that's a quite direct effect on the industries, obliterating one primary
18:57:31 <planetmaker> Or is it just no wood as industry type would appear?
18:57:33 <Ammler> I think, we can trash the patch of frostregen
18:57:59 <Ammler> and create the map with tree_placer=0
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18:58:49 <Yorick> no, it doesn't work
18:58:54 <Yorick> trees will appear
18:59:07 <Ammler> but rare
18:59:08 <Yorick> just slower
18:59:21 <Yorick> when some appear, the speed increases
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19:01:20 <Ammler> there should be a rule like we have in real :-)
19:01:48 <planetmaker> Trees here grow by now rule. How do they near your place, Ammler?
19:01:49 <Ammler> if you plant one tree, you have to fell one
19:02:02 <Ammler> or opposite
19:02:34 <Ammler> there are some places called "Nationalpark" where that isn't controlled
19:06:38 <Ammler> planetmaker: I do not like the patch from Frostregen
19:07:00 <planetmaker> hm... why not?
19:07:18 <Ammler> tree growing is really off :-)
19:07:29 <planetmaker> :) Ok
19:07:39 <planetmaker> So you want it rather slower than off?
19:07:56 <planetmaker> a speed setting?
19:08:19 <Ammler> maybe 10 times slower then it is now
19:08:41 <planetmaker> Hm... that should be feasable, too...
19:09:15 <LordAzamath> will the map be tropical? :o
19:11:13 <planetmaker> hm... I'd rather advocate arctic. But I think it's not decided.
19:11:21 <planetmaker> Bugger Mark for a map :)
19:12:54 <LordAzamath> if it is not tropical then why to bother about trees?.. Or is there a newgrf industry which uses trees the same way as the sawmill i n tropical?
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19:13:22 <Ammler> good idea, but no :-)
19:13:49 * LordAzamath is confuzzled
19:14:32 <Ammler> well, then we will use the Patch
19:15:39 <LordAzamath> anyway, I'm off to bed now.. bye
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19:30:53 <Splatman> Ok is there something special about the way the nightlies are compiled?
19:31:15 <Rubidium> yes
19:31:19 <planetmaker> !download
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19:31:36 <Prof_Frink> [FAIL]
19:32:06 <Splatman> Cuase tyeh nighlty doesn't seem to have a crash that my compile from the same rev svn does have
19:32:29 <Splatman> *Because the
19:34:14 <Ammler> you didn't use gcc
19:34:25 <Splatman> No VS8
19:34:37 <Splatman> (also my exe is 3MB smaller
19:35:08 <Ammler> you skipped debug
19:35:26 <Splatman> It crasses on debug?
19:35:32 <Splatman> *crashes in debug
19:35:44 <Rubidium> what rev are we talking about?
19:35:50 <Ammler> no, there was win gcc bug yesterday
19:36:07 <Splatman> 13116
19:36:09 <Ammler> I meant the size diff
19:36:15 <Splatman> ahh
19:36:17 <Splatman> Right
19:36:57 <Ammler> 13116 was ok, the bug was in 17, iirc
19:37:36 <Splatman> I ment 13166
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19:38:01 <Splatman> My problem is UKRS is causing teh game to crash when I click build vehicle from the meglev depot, happens in rev 13027, 13027 with 3 patches compiled, 13116 but not in thej compiled nightly version of 13166
19:38:12 <Splatman> *13166
19:38:41 <SmatZ> so 13166 works better than older revisions?
19:38:46 <Splatman> I can open the avaliable vheclies list fine
19:39:02 <Splatman> Except when I compile it my self
19:39:10 <SmatZ> there was a problem with win64 builds fixed ~three days ago
19:41:31 <Splatman> I cant see why there isn't a crash in the precompiled nightly yet there is when I compile the same revision my self
19:42:05 <Rubidium> because they aren't made by the same compiler
19:42:10 <CIA-3> OpenTTD: rubidium * r13167 /trunk/src/saveload.cpp: -Codechange: prepend _ to a global variable.
19:42:15 <Rubidium> so different characteristics of the final code
19:42:24 <Rubidium> which could hide bugs
19:42:57 <Splatman> This is going to be a pain to find
19:44:01 <Splatman> How hard is it to set up gcc to cross compile?
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19:44:25 <Rubidium> depending from the target and host: ranging from very easy to very hard
19:44:32 <Wolf01> 'night
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19:44:52 <Splatman> I have an x86 linux box and I I want to compile for win32?
19:45:32 <Rubidium> IIRC gentoo has some emerge script, for the others you just have to follow some howto (or download the required premade binaries)
19:45:42 <Splatman> right
19:45:52 <Rubidium> but why crosscompile for windows?
19:46:19 <Splatman> Because my VS8 is aparently causing a bug
19:46:33 <Rubidium> then install the gcc for windows (or use buildottd)
19:46:48 <Rubidium> much easier
19:47:23 <SmatZ> Splatman: more useful would be if you could find and fix that bug
19:47:39 <Splatman> Thats what I'm attempting to do
19:47:59 <Splatman> Before I start trying to set up gcc
19:48:08 <SmatZ> Splatman: so nigtly crashes, but your build doesn't?
19:48:49 <Splatman> Other way
19:48:58 <Splatman> THe nightly download works fine
19:49:10 <Splatman> but my build of the same rev code crashes
19:49:18 <Splatman> No patches yet
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19:50:09 <SmatZ> Splatman: win32 or win64?
19:50:17 <Splatman> 32
19:50:42 <Splatman> Ugh
19:51:04 <Splatman> It throws me out to the the ms files
19:52:49 <Splatman> It throws me out in EngList_SortPartial
19:53:56 <SmatZ> again? :-x
19:53:57 <Splatman> Must be a difference in the MS vactor class and gcc;s
19:54:03 <Splatman> *vector
19:54:49 <SmatZ> Splatman: what is "size" there?
19:55:09 <Splatman> About to check
19:55:12 <SmatZ> Splatman: is "qsort" in backrace?
19:55:14 <SmatZ> +t
19:56:43 <Splatman> yep
19:56:58 <Splatman> I've breakpointed it
19:57:17 <SmatZ> Splatman: does this http://paste.openttd.org/8132 solve the problem?
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19:59:42 <Splatman> yes
20:00:03 <SmatZ> great
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20:02:02 <Splatman> I've put a break point on that if
20:02:07 <CIA-3> OpenTTD: smatz * r13168 /trunk/src/engine.cpp: -Fix (r13072): forgot to 'fix' EngList_SortPartial() together with EngList_Sort()
20:02:35 <Splatman> when i click build num_items starts at 2 I continue it goes to 0
20:03:59 <Eddi|zuHause3> Splatman: i suggest you update to r13168 ;)
20:04:09 <Splatman> Yep
20:05:06 <Eddi|zuHause3> @openttd commit 13072
20:05:06 <DorpsGek> Eddi|zuHause3: Commit by smatz :: r13072 trunk/src/engine.cpp (2008-05-13 18:39:15 UTC)
20:05:07 <DorpsGek> Eddi|zuHause3: -Fix (r12995): possible out-of-bounds access
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20:11:55 <Splatman> Thanks SmatZ
20:17:59 <SmatZ> thanks for report Splatman :)
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20:40:44 <CIA-3> OpenTTD: rubidium * r13169 /trunk/src/ (7 files in 3 dirs): -Codechange: remove a (now) unneeded parameter of one of the Window constructors.
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20:49:44 <CIA-3> OpenTTD: rubidium * r13170 /trunk/src/ (engine_gui.cpp player_gui.cpp): -Codechange: make classes of the EnginePreview and BuyCompany windows.
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21:10:59 <[2F2F]WhooDInI> hello
21:11:04 <[2F2F]WhooDInI> anybody in?
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21:12:02 <WhooDInI> is there OTTD for PPC? with WM6? or WM5?
21:13:36 <glx> not from us
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21:18:38 <WhooDInI> where or who can i ask? or post? maybe there are others who wish OTTD for PPC. :D
21:19:09 <glx> I know there is a pocketpc version somewhere
21:20:21 <WhooDInI> i saw one from www.esoftinteractive.com
21:20:28 <WhooDInI> but it a crap
21:20:38 <glx> that's the only one I know
21:21:01 <WhooDInI> hmmmm :(
21:22:13 <ln> wtf is PPC if not PowerPC?
21:23:03 <glx> Pocket
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21:24:31 <ln> silly
21:25:12 <glx> MS stuff ;)
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21:34:47 <CIA-3> OpenTTD: rubidium * r13171 /trunk/src/ (airport_gui.cpp dock_gui.cpp rail_gui.cpp road_gui.cpp): -Codechange: make a class of the Build[Air|Rail|Road|Dock]ToolbarWindows.
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21:44:41 <Eddi|zuHause3> Mega Silly stuff?
21:53:58 <CIA-3> OpenTTD: rubidium * r13172 /trunk/src/terraform_gui.cpp: -Codechange: make a window class of the terraform toolbars.
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22:11:58 <CIA-3> OpenTTD: rubidium * r13173 /trunk/src/ (signs_gui.cpp toolbar_gui.cpp): -Codechange: make windows of the main toolbars.
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22:51:31 <Touqen> Hmm.. routing is harder than I expected it to be :/
22:51:38 <Touqen> Or I'm dumb.
22:51:42 <Sacro> latter
22:52:01 <Touqen> Thanks :/
22:53:45 <Sacro> Welcome
22:54:04 <Touqen> Greets
22:54:17 <Touqen> So I'm trying to rewrite pax dest to clean it up a bit, and it's kicking my ass so far.
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23:36:55 <CIA-3> OpenTTD: glx * r13174 /trunk/src/ (industry.h industry_cmd.cpp industry_gui.cpp openttd.cpp): -Codechange: make a class of the IndustryDirectoryWindow.
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23:51:29 <SpComb> oh wow, an interesting idea
23:51:39 <SpComb> "On a similar 'Social' note, I hear that there is work going on to embed a MP3 player into the game. A branch off that could be to embed a Streaming Radio station into the server. I know that would be a bandwidth issue, but I have seen Team Fortress Servers that can do it, though I think they do an HTTP external connection...But It would be cool to have servers hosting thier own music... Just a thought..."
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