IRC logs for #openttd on OFTC at 2010-08-29
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00:15:43 <__ln__> goooood morning (jetlag is a funny thing)
00:25:40 <__ln__> is this english: "AYSTAR_STILL_BUSY : indicates we have done some checked, that we did not found the path yet"
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00:44:21 <Lakie> Rubidium: should objects just be removable if no grf loaded for them?
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02:10:46 <Lakie> Ok, most of the animation stuff is done, assuming my code works correctly now...
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06:44:55 <DorpsGek> andythenorth: frosch123 was last seen in #openttd 6 hours, 29 minutes, and 56 seconds ago: <frosch123> night
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07:39:47 <andythenorth> Town Control would make 'electricity' possible
07:39:55 <andythenorth> also 'town gas' and similar
07:40:52 <planetmaker> it would allow for a whole range of things
07:41:46 <planetmaker> also very interesting for house sets: check the amount of delivered cargo: it determines the wealth of the town, such controls the look of buildings etc
07:42:15 <planetmaker> like a run-down small place vs. a bristling, shiny metropolis with very different buildings
07:42:23 <planetmaker> or similar-sized but different
07:43:06 <planetmaker> mining-buildings in a mining town, commercial ones in a town with serviced banks and convenience stores etc pp
07:43:29 <planetmaker> town growth cargo as function of the time
07:43:34 <andythenorth> if town persistent storage is possible, then all kinds of complex fun becomes possible
07:43:52 <planetmaker> and depending upon the amount of delivered cargos as well as their diversity
07:44:09 <andythenorth> probably also opens up some more possibilities for creating logic circuits with the game
07:44:23 <andythenorth> instead of using trains on circles as memory, use towns as memory....
07:44:54 <planetmaker> though I'm not sure trains have access there
07:45:03 <planetmaker> stations. But not trains
07:45:40 <planetmaker> also the regions theme as developed by Y3xo would kinda become obsolete
07:45:59 <planetmaker> though not completely
07:52:49 <andythenorth> so a power plant would set '1' in a town register if fuel was delivered.
07:53:02 <andythenorth> and a hydro-plant would just set '1' every month :)
07:55:01 <Terkhen> finally something interesting to do with power plants? :)
07:55:54 <planetmaker> like that, andythenorth :-)
07:56:03 <planetmaker> And *that* definitely sounds interesting ;-)
07:56:20 <planetmaker> Cool... A hydroplant would not need be an industry
07:56:29 <planetmaker> It could be an object... it also has access there
07:56:42 <planetmaker> A hydro plant anyway doesn't need anything
07:57:05 <planetmaker> And a player could fund it for big €€€€€€€€€ in order to provide electricity ;-)
07:57:17 <planetmaker> But the town will grow better than with the coal plant next door ;-)
07:59:33 <planetmaker> also serviced waste depots would help town growth ;-)
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09:42:13 <CIA-2> OpenTTD: rubidium * r20677 /trunk/src/openttd.cpp: -Fix (r20136): copy-paste error (jwm)
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11:23:03 <Eddi|zuHause> habemus patchem?
11:33:55 <__ln__> indeed, 03:25 < __ln__> is this english: "AYSTAR_STILL_BUSY : indicates we have done some checked, that we did not found the path yet"
11:34:48 <__ln__> oh, that one is not in the patch because i didn't dare touch it.
11:34:49 <Alberth> s/checked,/checking but /
11:35:43 <Alberth> that makes it a better sentence, but maybe not correct
11:37:12 <Alberth> I'd prefer the sentences to be rephrased, I think.
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11:44:21 <Alberth> Also, ST_FONT -> #ST_FONT (reference to a code name in a doxygen comment), 'alocated' -> 'allocated', and sentences should end with a full stop (not important enough to change a line for, but if you change it anyway, why not add one?).
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12:38:04 <CIA-2> OpenTTD: alberth * r20678 /trunk/src/network/ (network.cpp network_func.h): -Codechange: Remove unused NetworkFindClientInfoFromIndex(), NetworkFindClientInfoFromIP().
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13:32:52 <CIA-2> OpenTTD: alberth * r20679 /trunk/src/pathfinder/npf/ (queue.cpp queue.h): -Codechange: Remove unused insertion sorter.
13:34:21 <CIA-2> OpenTTD: alberth * r20680 /trunk/src/pathfinder/npf/ (queue.cpp queue.h): -Codechange: Remove the now useless union and struct wrappers around the binary heap data.
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13:36:03 <CIA-2> OpenTTD: alberth * r20681 /trunk/src/pathfinder/npf/ (aystar.cpp queue.cpp queue.h): -Codechange: Make BinaryHeap_Push() a method, introduce temporary THISBIN_HEAP_ARR macro.
13:37:05 <CIA-2> OpenTTD: alberth * r20682 /trunk/src/pathfinder/npf/ (aystar.cpp queue.cpp queue.h): -Codechange: Make BinaryHeap_Pop() a method.
13:37:43 * peter1138 watches lewis hamilton bounce around the podium
13:38:19 <CIA-2> OpenTTD: alberth * r20683 /trunk/src/pathfinder/npf/ (aystar.cpp queue.cpp queue.h): -Codechange: Make BinaryHeap_Delete() a method.
13:38:40 <CIA-2> OpenTTD: alberth * r20684 /trunk/src/pathfinder/npf/ (aystar.cpp queue.cpp queue.h): -Codechange: Make BinaryHeap_Free() a method.
13:38:55 <CIA-2> OpenTTD: alberth * r20685 /trunk/src/pathfinder/npf/ (aystar.cpp queue.cpp queue.h): -Codechange: Make BinaryHeap_Clear() a method.
13:39:24 <SpComb> someone's trying to rack up commits
13:42:50 <CIA-2> OpenTTD: alberth * r20686 /trunk/src/pathfinder/npf/ (aystar.cpp queue.cpp queue.h): -Codechange: Make init_BinaryHeap() a method.
13:46:46 <CIA-2> OpenTTD: alberth * r20687 /trunk/src/pathfinder/npf/ (queue.cpp queue.h): -Codechange: Replace the THISBIN_HEAP_ARR macro by a GetElement() method.
13:47:09 * planetmaker senses work which makes additional path finders possibly easier :-)
13:47:27 <CIA-2> OpenTTD: alberth * r20688 /trunk/src/pathfinder/npf/ (aystar.h queue.cpp queue.h): -Codechange: Rename Queue struct to BinaryHeap.
13:49:03 <Alberth> more "he, Insertion sorter is not used at all, let's remove it.", followed by "he, now a queue can only be a binary heap, and it is too C-ish, let's fix that." :)
13:49:49 <SpComb> and "a dozen more commits to my name in the stats can't hurt"
13:50:31 <Alberth> If I do them all in one step, nobody is ever going to find out what happened
13:51:12 <planetmaker> Yep, it helps to follow the concept this way
13:51:23 <Noldo> what would be the point in counting commits anyway?
13:51:30 <planetmaker> Something which I usually appreciate; it spares me to really read every commit
13:52:08 <Alberth> eg r20678 is really 2 changes, but they do the same at different places, so no need to split it in 2 commits.
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13:56:45 <trebuchet> when you hit 30k commits, do you have a party
13:57:21 <planetmaker> r20k was nice :-)
13:59:11 <Alberth> If have parties at r(2^n)*10k, it will take a while longer :)
14:00:50 <planetmaker> @calc fibonacci(3)
14:00:50 <DorpsGek> planetmaker: Error: 'fibonacci' is not a defined function.
14:01:46 <planetmaker> but I guess there were not two parties at r10k ;-)
14:07:00 <Rubidium> did someone already extrapolate when the next party would be
14:17:03 <Rubidium> oh, r1-r10001 took ~2 months less than r10001 to r20001
14:17:13 <Rubidium> lets blame Mercurial and git for that
14:18:00 *** ChanServ sets mode: +v tokai
14:21:42 <Rubidium> interestingly there are ~800 commits more to trunk between r10001 and r20001 than before r10001
14:22:35 <Rubidium> avdg: then improve the (user) documentation!
14:34:03 <Rubidium> avdg: oh, you're bored... then clean up the wiki. There are many many many settings related pages about the pre 0.7 method that need to be incorporated into the advanced settings pages and then redirected to there
14:34:32 <Rubidium> don't really think there's much use for keeping that old confusing cruft around
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15:05:00 <avdg> hmm.. is there no feature to see which pages are using a template?
15:05:23 <planetmaker> somewhere there is
15:05:49 <planetmaker> once you have the template page there should be in the left-hand menu a link 'pages using this template'
15:06:21 * avdg is talking about the openttd wiki
15:11:23 <Alberth> Zuu: any special reason why EditBoxInGlobalFocus() is declared in window_gui.h ?
15:12:10 <Zuu> Maybe, but I don't remember that now.
15:12:30 <Zuu> I think I put the things where I though they fit.
15:12:41 <avdg> aha, I think I found it (special pages -> what links here)
15:13:24 <Zuu> As long as you can use EditBoxInGlobalFocus from any window event handeler it should be okay I guess.
15:13:29 <Alberth> it only gets used in window.cpp
15:14:08 <Zuu> The idea was probably that some window event handler wolud be interested in using it.
15:14:32 <Alberth> does that idea still hold?
15:14:40 <Alberth> otherwise, I make it a static function
15:16:21 <Zuu> I have no clue, make it static if you want. It can always be changed back if needed. That said, I would think the edit box key handeler would have use for that function.
15:16:54 <Zuu> But maybe QueryStringWindow::something is doing it the manual way.
15:17:04 <Alberth> void SetFocusedWindow(Window *w); also exists, perhaps they use that function
15:17:37 <Alberth> hmm, maybe they assume they have focus purely on the fact that they get called?
15:19:35 <Zuu> No, the HandleEditBoxKeyInput function (not sure about the name) in the QueryString class should be checking that the edit box is globaly focused and if not, return HEBR_NOT_FOCUSED.
15:20:50 <Zuu> I think one idea I had was to reduce the risk of devs forgetting that they also need to check window-focus, not just widgets within their window.
15:34:13 <Zuu> hmm, yep. So then you can probably make the EditBoxInGlobalFocus "private" to window.cpp.
15:45:06 <frosch123> shouldn't that be on the pathsignal page?
15:45:43 <avdg> seems we are using the Template:Feature template now
15:47:55 <frosch123> though i do not agree with putting "nightly" into the template name, then you have to change all appearanced once 1.1 is available, don't you?
15:51:34 <Ammler> a template which tells "nightly only" would be enough anyway
15:52:44 <frosch123> Ammler: but if there is a 1.1 template it can show "nightly", and once it is released you only have to change the template
15:53:30 <Ammler> frosch123: I meant, it doesn't matter if the feature is introduced pre 1.0
15:54:24 <Ammler> a visitor could assume, every feature in stable, unless there is a "only nightly" template
15:54:51 <Alberth> not true, many people play old versions
15:58:10 <Rubidium> as long as it's not confusing known when something got roughly introduced is a nice thing
15:59:06 <CIA-2> OpenTTD: alberth * r20689 /trunk/src/ (12 files in 2 dirs): -Codechange: Make some global functions used in 1 .cpp file static in that file.
15:59:18 <avdg> 0.6 template is also ready to be removed
16:00:24 <Ammler> avdg: your system seems not to work for templates
16:00:43 <Ammler> finding unused tempaltes
16:00:57 <frosch123> hmm, is there an easy way to find the occurences of the template with nightly parameter?
16:01:31 <avdg> I just type the whole page name (I already saw that the dropdown menu doesn't work)
16:02:00 <Ammler> but as frosch123 mentioned 0.7 is on pbs (bottom)
16:02:33 <frosch123> hehe, Ammler, it is a codechange, no cleanup :p
16:02:59 <avdg> I am just removing the links to the deprecated templates :p
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16:04:53 <Rubidium> the wiki's database doesn't have a structure where I can quickly find Feature|nightly of pages :(
16:05:14 <avdg> I won't change the nightlies for now, too sensitive :)
16:05:34 <frosch123> nightlies were not used
16:06:12 <frosch123> so, if you did not change them, maybe it was not used before adding the new template?
16:06:34 <frosch123> so, maybe just change the new template to not take "nightly" as parameter
16:06:42 <avdg> ok, I think everything is done
16:06:50 <avdg> 0.5 and 1.0 are done too
16:08:12 <Alberth> industry chain window already at the wiki?
16:10:09 <Rubidium> so anyone adding feature 1.1 as "nightly"?
16:11:21 <avdg> well, I think thats one of the best options we have (the other was a separated page, but that would mean more work)
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16:21:38 <planetmaker> tick vs. cross for version <= 0.7
16:24:25 <frosch123> it works correctly on the newgrf debug page
16:25:41 <Rubidium> just needed a refresh or something
16:46:21 <planetmaker> and is pretty stupid ;-)
16:46:30 <frosch123> is is just to unify the colours or so
16:47:31 <avdg> oh, and I am thinking that it was a box -_-
16:48:52 <avdg> hmm these trains looks nice :p
16:49:55 <planetmaker> Most annoying in 32bpp is IMHO that the ground tiles are not flat
16:50:09 <planetmaker> it glitches like hell
17:01:01 <Lakie> Should be a basic compatiblity patch today, most of the animation stuff and such I'm holding until later after spending some time testing it all works (which consdering its mostly cloned it should).
17:04:11 <Lakie> Also, Rubidium, the offsets from the current tiles, I presume these are all signed (unlike industries which work usually from the north tile with unisgned)?
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17:09:14 <planetmaker> the specs do tell 'signed'. Which makes sense, if one starts with the current tile and not the Northern one
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17:10:19 * andythenorth likes Town_Control spec
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17:36:24 <[hta]specx> what town_control spec?
17:41:37 <planetmaker> I'd call it rather "proposal" than "spec" ;-)
17:42:46 * andythenorth likes Town_Control proposal :P
17:43:02 <planetmaker> probably wrong wording, eh? :-P
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17:45:36 <Ammler> 0xFFFF for town size is small, isn't?
17:46:00 <CIA-2> OpenTTD: translators * r20690 /trunk/src/lang/ (14 files): (log message trimmed)
17:46:00 <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
17:46:00 <CIA-2> OpenTTD: belarusian - 10 changes by Wowanxm
17:46:00 <CIA-2> OpenTTD: catalan - 11 changes by arnau
17:46:00 <CIA-2> OpenTTD: traditional_chinese - 14 changes by josesun
17:46:00 <CIA-2> OpenTTD: croatian - 10 changes by VoyagerOne
17:46:00 <CIA-2> OpenTTD: finnish - 10 changes by jpx_
17:46:35 <andythenorth> frosch123: would towns be able to find information on industries? counts, distance etc as per industry var 67/68
17:48:43 <Rubidium> Lakie: yes, they should be signed
17:49:26 * Lakie now tries to merge his 'slimmed' patch with his working copy...
17:50:52 <[hta]specx> frosch123: is there a doc explaining the functional part?
17:52:08 <avdg> do we need a list of all scenarios?
17:52:37 <planetmaker> it's outdated. Even bananas scenarios are most often not usable
17:53:02 <Rubidium> Lakie: thanks for committing the changes (hope wallyweb isn't complaining his example got broken)
17:53:04 <avdg> well, I was just thinking "why not bananas"
17:53:56 <Lakie> The animation stuff is all but done really, its mainly the var60s and how var45/46 should operate
17:54:36 <[hta]specx> or add an html renderer into ottd, then make html pages for ai/sceanrio's so th interface is in-game
17:54:59 <[hta]specx> based on html templates coming from the wiki
17:55:21 <planetmaker> openttd is no browser
17:55:40 <Rubidium> embedding a web browser is way to much maintaince work
17:56:16 <dihedral> that discussion yet again
17:56:23 <Lakie> Sounds like a load of added hassle for little/no gain...
17:56:40 <Rubidium> dihedral: it's no discussion
17:56:52 <planetmaker> What *would* be nice, is some means to show a plain text file, the readme.
17:56:57 <planetmaker> But yeah... *someone* :-P
17:57:33 <frosch123> andythenorth: you can only get the sum of all industries, not of a specific industry type
17:58:08 <frosch123> it shall not become a part of newindustries, but a separate thing, which does not conflict with everything else
17:58:39 <[hta]specx> frosch123: ^^ is there a doc explaining the functional part?
17:58:49 <[hta]specx> [of the towncontrol proposal]
17:59:02 <frosch123> no idea what you mean with that :p
18:00:03 <frosch123> there are some goals which stuff shall be possible, but there are no fixed usecases
18:00:06 <Ammler> planetmaker: someone could use parameter description as "paginator" and enable the grf only if every "paragraph" is clicked :-)
18:00:09 <[hta]specx> what your proposal will add as functionality to ottd. info in your link seems 100% tech stuff
18:00:24 <frosch123> there are three lines at the top
18:00:47 <planetmaker> [hta]specx, that depends upon what people do with it
18:00:50 <frosch123> if the spec is good, newgrf authors can make everything out of it
18:02:06 <[hta]specx> I can make verything out of c++
18:02:14 <frosch123> andythenorth: the same holds for houses, you cannot instruct a newhouse grf to build a specific house. but you can set the town radii, i.e. define the size of the center and the size of the outskirts, and newhouse grfs will then build matching houses
18:07:31 <andythenorth> frosch123: I think I prefer that
18:07:41 <andythenorth> is town storage a definite possibility?
18:07:45 <andythenorth> (if that's not an oxymoron)
18:10:36 <frosch123> no idea, it would open massive inter-newgrf communication, not sure if that is a good thing
18:10:57 <frosch123> (assuming they can stuff from other grfids)
18:11:19 <planetmaker> frosch123, it wouldn't be bad really
18:11:30 <frosch123> e.g. grfauthors could agree on specific grfids (without a specific set) where they store informaiton in their own format
18:11:40 <planetmaker> Though of course it can be badly abused my "monolithism" ;-)
18:12:00 <planetmaker> frosch123, or those grfIDs are reserved per se by the specs
18:12:01 <frosch123> like they could say grfid 0xffffff01 register 00 defines the number of fools in the city
18:12:25 <planetmaker> maybe something like that could be part of the spec
18:12:45 <planetmaker> like there are certain cargo labels and certain station, object, industry,... classes
18:12:53 <frosch123> planetmaker: it is like the default object classes for lighthouses and transmitters, or the cargoclasses
18:13:18 <frosch123> the code does not care which cargoclasses are which, it is only an agreement of some grf authors
18:13:24 <frosch123> (well, in most cases)
18:13:54 <planetmaker> But IF that is stated straight away in the corresponding specs, it's a de-facto standard
18:14:19 * andythenorth thinks town storage is a net win
18:16:58 <frosch123> but then you have to ask, whether there is also useful information for ais in there
18:17:22 <planetmaker> o_O That'll get challanging
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18:39:41 <CIA-2> OpenTTD: rubidium * r20691 /trunk/src/lang/croatian.txt: -Fix (r20690): unmessup a broken string
18:40:47 <Rubidium> avdg: you might want to revamp/update the openttd v ttdpatch feature comparison page linked from the front page. It's utterly out of date
18:43:13 <avdg> I've just found some links to a redirect, which is imo nasty
18:43:47 <Rubidium> wasted CPU cycles and bandwidth, so it's good for the environment :)
18:52:03 <Rubidium> avdg: I'd leave it for the search and external links
19:02:14 <SteelSide> how do I set a name for online play?
19:04:01 <SteelSide> I can't find how to change my name. I changed the company name, but it still called me Player#2
19:04:30 <planetmaker> of course. Playername != company name
19:04:41 <SteelSide> yes so my question still stands :p
19:04:56 <planetmaker> in the console: nick newnick
19:05:12 <planetmaker> or in the server join lobby you had the chance, too
19:06:51 <SteelSide> says ERROR: command ont found or the like (this is the ~ console we're talking about?), and in the lobby I see no button to change name
19:07:34 <planetmaker> not a button but a text field. Upper right IIRC
19:07:54 <SteelSide> Ah yes, when selecting server
19:09:01 <SteelSide> It was hard to spot :p
19:11:00 <SteelSide> also - share trading. I played vs an AI and I never got the opportunity to buy it's shares. Is there a date for when that becomes available or is it a setting or?
19:11:22 <Rubidium> there's a setting and minimum age (5 years or so)
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19:30:08 <SteelSide> hmm is there any way to use signals to create some kind of a highway for the trains? eg; if there's a train A on the fast track which would be obstructed by train B entering that lane, train B will not enter ?
19:33:04 <frosch123> some fools call them "priority lines" or so
19:34:07 <frosch123> but make a backup of your sanity before
19:34:58 <frosch123> esp. before visiting the blog :p
19:35:44 *** ChanServ sets mode: +v tokai
19:37:07 <frosch123> i know i am bad when showing someone the way to the dark side :)
19:39:26 <[hta]specx> are there prio signals yet?
19:39:29 <frosch123> oh, looks like he already sold his soul in the first 5 minutes
19:40:14 <SteelSide> I don't get anything of this ^^
19:40:22 *** ChanServ sets mode: +v DorpsGek
19:40:22 *** ChanServ sets mode: +v orudge
19:40:22 *** ChanServ sets mode: +o Rubidium
19:40:22 *** ChanServ sets mode: +v Belugas
19:40:36 <SteelSide> I think I'll settle for now with more effective junctions
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19:42:47 <SteelSide> holy.. these guys are dedicated
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20:06:58 <rait> SteelSide, go see how they build in their public games. this is some crazy stuff
20:08:37 <planetmaker> <SteelSide> I think I'll settle for now with more effective junctions <-- they might require some kind of prios, too ;-)
20:10:23 <rait> for me, it helped a lot when i built better junctions. prios and stuff ... haven't actually mastered those yet. but good junctions can doo miracles
20:20:04 <planetmaker> they're the foundation for good networks
20:37:11 <Rubidium> yay... gazillion NewGRFs :(
20:38:36 <Ammler> maybe interesting would be the previous version...
20:44:42 <Vitus> I've got crash.dmp from this crash (on win32), should I attach it to the task?
20:47:02 <rait> (not a dev, but ...) more info is always better
20:50:09 <Rubidium> it doesn't crash for me when loading that game
20:51:23 <Rubidium> ... that has to do with my full release build without asserts and generic optimisation to make it bearable in valgrind
20:55:39 <Rubidium> hmm... why is there a bridge on a place where supposedly an object should be?
20:56:05 <Rubidium> did you remove objects?
20:56:28 <Vitus> It crashes upon loading, not changes made to the game itself
20:57:04 <Rubidium> still, before the save it could've happened
20:57:52 <Ammler> Rubidium: no magic bulldozer applied anymore, so I doubt that
20:58:12 <Ammler> or are the objects, which can be removed with the common bulldozer?
20:58:56 <Rubidium> Ammler: land reservation
20:58:59 <Ammler> well, the map cretor could still have removed those as he made the map
20:59:05 <Rubidium> (though it isn't an HQ)
20:59:29 <Ammler> it was a newgame it was a loaded one
21:00:15 <Vitus> Ammler: The magic bulldozer had to be active at some point, the bank (which used to be at main transfer) is gone
21:00:38 <Vitus> And yes, loading the savegame in older nightly just confirms that
21:01:14 <Rubidium> it's been loaded in modified binaries as well
21:01:18 <Ammler> yes, indeed, someone cheated and loaded that map
21:02:14 <Ammler> Rubidium: our server is always modded :-)
21:02:29 <Ammler> pm should mention that :-/
21:02:46 <Rubidium> which is a pita because now you can't tell whether it's just the server modifications or something else that caused that
21:02:53 <Rubidium> even then, what modifications do you need?
21:03:48 <Ammler> well, it is the "known" command logger
21:03:54 <planetmaker> Rubidium, but it crashed clients, too
21:04:00 <planetmaker> Vitus, is your binary modified?
21:04:47 <Ammler> planetmaker: the save is made with mod bin
21:04:58 <Vitus> Yup, just check gamelog
21:05:12 <SteelSide> well on that prio thing - first they involved pre-signals which to me is black magic, and secondly it looked like it would take up a lot of space
21:05:14 <Ammler> that isn't fixeable anymore :-)
21:05:41 <Rubidium> but OpenTTD comes with a command logger
21:06:40 <Ammler> maybe you could add that with a certain debug level?
21:07:03 <rait> is it normal that older nightlies can load it but latest can't?
21:07:25 <Ammler> rait: that is the point of our bug report
21:07:35 <rait> ok (shutting up now ...)
21:08:52 <Rubidium> in any case, the savegame is already "corrupt"
21:09:17 <Ammler> Rubidium: also with r20594?
21:09:32 <Rubidium> just there it doesn't "check" it upon load
21:09:56 <Ammler> for example removing that bridge?
21:09:57 <planetmaker> not worth it, I guess
21:10:55 <Ammler> well, it isn't long ago, you and SmatZ fixed a 2 years old save :-)
21:11:51 <Ammler> I fear, we might have a lot other saves, which are corrupt now
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21:17:31 <Ammler> Rubidium: did you modify something viewable?
21:17:52 <Rubidium> no, just removed two objects from the pool
21:19:21 <Ammler> thanks, then we archive that :-)
21:27:38 <planetmaker> Thank you Rubidium :-)
21:29:39 <SteelSide> Is there a way to set up priority using path signals?
21:30:31 <Ammler> well, there is, make the path of the more priorized line longer
21:33:53 <rait> client crashed with openttdcoop PS, should i upload the dump? r20690
21:34:21 <SteelSide> but that would also have the effect that if a train on the non-prio line enters, the train on the prio line will stop earlier, even if the gap between them would possibly have been enough for it to continue on without stopping?
21:34:53 <Rubidium> if that's still the same (corrupted game), then no
21:35:14 <Rubidium> otherwise pastebin the crashlog first
21:35:32 <rait> i can't be sure which game it is, pastebinning ...
21:37:11 <rait> i THINK it's the game you patched earlier
21:37:21 <planetmaker> <rait> i can't be sure which game it is, pastebinning ... <--- uhm... you don't know what game you load?!
21:37:47 <Rubidium> seems like the one I patched
21:37:55 <rait> yes, the joy's of online playing
21:37:57 <Ammler> rait: it is the corrupted game
21:38:09 <Rubidium> so make a bug report (and poke glx to add the stack trace from the dump)
21:38:09 <rait> ok, i'll bin the dump then
21:53:21 <rait> are build symbols available somewhere?
21:54:30 <Rubidium> same location as the binaries, but replace .zip with .pdb.bz2
21:54:40 <Rubidium> they're not shown on the front page though
21:55:25 <rait> the bug is up, FS#4098, trying if i can get stack trace
21:57:37 <glx> looks similar to another trace
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22:02:18 <Rubidium> yes, it's a duplicate
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22:51:39 <rait> hmm, current (new) savegame also crashes my client. trace seems the same
22:51:59 <rait> current public server game
22:52:38 <planetmaker> here, too. But... might be same
22:53:47 <rait> stack trace is identical
22:54:21 <rait> but it rules out the corrupt savegame, new game also produces crashes
22:55:09 <planetmaker> the 'new' game is actually a very old one, according to the game log
22:56:12 <Rubidium> you did download some NewGRFs, didn't you?
23:00:15 <rait> yeah, it required some GRFs i didn't have
23:00:40 <Rubidium> so it's not the (server's) game, it's the downloading of the NewGRFs that caused the crash
23:02:10 <planetmaker> probably. Added to fs4055 despite
23:03:50 <rait> any point for me to also upload to this bug?
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