IRC logs for #openttd on OFTC at 2011-01-23
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00:06:48 <Ammler> he, another suggestion is to make a rpmlintrc to filter out those warnings :-P
00:10:27 <Rubidium> Ammler: it doesn't have an option to silence warnings?
00:11:28 <CIA-2> OpenTTD: rubidium * r21897 /trunk/src/ (console_gui.cpp gfx_type.h): -Fix (21707): Kenobi visited IsValidConsoleColour shortly
00:15:54 <Ammler> Rubidium: rpmlintrc is for that
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01:08:39 <CaptObvious> I've set up a dedicated server and when my clients are trying to join it's giving them "Could not load savegame"
01:09:02 <CaptObvious> and the log on the server says "*** CaptObvious has left the game (could not load map)"
01:09:10 <CaptObvious> any ideas what could be wrong?
01:09:46 <glx> all compression libs linked for clients and server ?
01:10:31 <CaptObvious> well I get no errors on server start
01:10:36 <CaptObvious> but I'll try grabbing the libs
01:11:47 <CaptObvious> I downloaded the binaries from openttd.org
01:12:54 <CaptObvious> emerge isn't finding "xz" - any ideas which package it would be in?
01:15:57 <CaptObvious> okay, I grabbed those 3 libraries and it's still doing the same
01:24:03 <glx> clients should get an error box
01:24:53 <CaptObvious> they do, "could not load savegame"
01:24:57 <CaptObvious> after downloading the map
01:27:09 <glx> hmm "openttd -d sl1" maybe
01:28:20 <CaptObvious> openttd -d sl1 complains about video drivers
01:28:41 <CaptObvious> tried -D sl1 and I get "dbg: [net] getaddrinfo for hostname "sl1", port 3979, address family either IPv4 or IPv6 and socket type tcp failed: Name or service not known"
01:29:05 <CaptObvious> I know, as I stated
01:29:17 <CaptObvious> "Error: Couldn't find any suitable video driver"
01:29:46 <glx> oh of course for dedicated server it's -d sl1 -D
01:30:05 <glx> but try -d sl1 on the client
01:31:52 <CaptObvious> takes a while to download the map, I'm on a mobile data connection =/
01:32:50 <CaptObvious> "Broken save game - invalid chunk size"
01:33:40 <CaptObvious> why would the server be giving out an incomplete map? O.o
01:41:27 <CaptObvious> I tried a smaller map
02:01:45 <glx> I don't know, wait for people with more knowledge
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02:26:34 <CaptObvious> heh, I downloaded the svn version and compiled it and now all 3 versions on the site (nightly, beta and stable) give version mismatch
02:30:58 <CaptObvious> finally! the beta version works.
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08:41:19 <z-MaTRiX_nonidentified> hey-ho
08:41:37 <z-MaTRiX_nonidentified> how does massive terraform limit perform?
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09:18:18 <Rubidium> fonsinchen: are you done going through my diffdiff? Last night I looked at some diff and still saw some coding style issues that I thought I already marked in the diffdiff
09:18:46 <fonsinchen> I'm reworking the smallmap-stats patch
09:18:49 <Rubidium> also how often are the links in the smallmap supposed to update?
09:19:11 <fonsinchen> On every OnPaint()
09:19:25 <fonsinchen> There is no cache so far.
09:19:45 <fonsinchen> But I'm implementing a general link graph overlay which can also be used for viewports
09:19:54 <fonsinchen> I can include a cache in there.
09:20:36 <Rubidium> as some links seem to be somewhat flickering by changing their colour quite often
09:21:28 <fonsinchen> That may be due to moving average decrementing the value just below the threshold of some color and at the same time a lot of traffic which always increments it.
09:21:44 <fonsinchen> A cache might solve that.
09:21:52 <Rubidium> like links getting yellow and then dark green every second or so
09:22:09 <fonsinchen> I can imagine that.
09:22:58 * Rubidium was thinking it could be something like DivideApprox being used
09:23:28 <fonsinchen> DivideApprox is deterministic. It always gives the same value for two given numbers
09:23:35 <Rubidium> in any case, for most colours isn't not really noticable except for the yellow to dark green
09:24:19 <fonsinchen> I'll just implement a cache which is updated maybe every 10 seconds. That will help with performance a lot, too.
09:27:43 <Rubidium> there's a 100 tick "callback" for windows
09:27:48 <fonsinchen> Is there anything specific you'd like to have done first? I don't have too much time and if you'd like to merge anything I'll do that first.
09:29:03 <Rubidium> I'm not seeing much things that should be merged this close to the branch of 1.1
09:29:28 <Rubidium> oh, maybe the smallmap refactor
09:30:03 <Rubidium> I doubt FORCEINLINE will do much for methods implemented in the .cpp but mentioned in the header
09:30:12 <andythenorth> Terkhen: do you have a particular plan for approaching rv-wagons?
09:30:30 <andythenorth> looks like a lot of code we need is currently in train_cmd.cpp
09:31:06 <Rubidium> yeah, that's definitely a good idea ;)
09:31:59 <andythenorth> it's only breakfast time :P
09:32:47 <Terkhen> andythenorth: for now I'm unifying the articulated vehicle iterators, which is the last thing I have in my unification list
09:33:05 <andythenorth> I might start fooling with depot code
09:33:11 <Terkhen> once that is done I'll look for further consist related code to unify
09:33:28 <andythenorth> I've never explored depot code, it will help me understand a bit more
09:33:53 <fonsinchen> If FORCEINLINE is resolved to "inline" it will work fine, even if in the .cpp.
09:33:54 <Terkhen> the depot code will probably need some unification and clean up
09:34:34 <andythenorth> I'll go exploring
09:34:50 <Terkhen> I have only checked the depot GUI code a bit while doing the partial refit patch
09:34:53 <andythenorth> I want to see initially if RV depots can be made to use multi-lines like train depots
09:36:12 <Terkhen> IIRC the same "is train" condition is used both for displaying vehicles in lines and for activating all of the wagon related features, if you split that it shouldn't be very complicated to do
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09:56:27 <andythenorth> I get an rv depot window that looks like a train depot window
09:56:31 <andythenorth> and a nice assert :P
09:56:50 <Terkhen> what does the assert says?
09:57:54 <andythenorth> Assertion failed at line 780 of /Users/andy/Documents/workspace/rv-wagons/src/vehicle_base.h: v->type == Type
09:58:21 <andythenorth> line 780 has a preceeding comment: * Converts a const Vehicle to const SpecializedVehicle with type checking.
09:59:11 <Terkhen> then you are trying to convert a Vehicle which is really a RoadVehicle into a Train somewhere
09:59:53 <andythenorth> I didn't expect this to work
09:59:56 <Terkhen> look for a Train::From that is being executed for the multiline view :)
10:00:12 <andythenorth> I just replaced most references to VEH_TRAIN with VEH_ROAD in depot_gui.cpp
10:00:18 <andythenorth> I expected breakage
10:00:36 <Terkhen> yes, breakage is to be expected then
10:00:43 <andythenorth> I'm not sure what the correct strategy is
10:00:56 <andythenorth> but there is *a lot* of code specific to type VEH_TRAIN
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10:02:21 <Terkhen> check Vehicle::IsGroundVehicle
10:02:56 <Terkhen> IIRC in vehicle_base.h
10:07:17 <Terkhen> outside my house, for the first time this winter
10:07:26 <Terkhen> it probably won't last long
10:08:19 <andythenorth> Terkhen: so instances of this->type == VEH_TRAIN should change to check Vehicle::IsGroundVehicle
10:09:23 <Terkhen> and all code that is currently guarded by VEH_TRAIN is probably working with something like Train *t = Train::From(v)
10:09:27 <Terkhen> which is invalid for RoadVehicle
10:09:33 <andythenorth> this->isGroundVehicle
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10:16:55 <andythenorth> Train::From(v) is getting the consist that a vehicle is in?
10:20:09 <Alberth> Converts a Vehicle to SpecializedVehicle with type checking. <-- says the doc
10:20:53 <Alberth> I'd expect v->First() as the first vehicle is the closest concept we have to indicate consists currently
10:22:18 <andythenorth> is there work to do with allowing RVs to have consists (not just articulated vehicles)?
10:23:36 <Alberth> obviously there is, otherwise we would have rv consists. But maybe you wanted to ask something else?
10:25:49 <andythenorth> there seems to be a lot of train specific code (e.g. in vehicle_cmd.cpp and other places)
10:26:09 <andythenorth> looks like it would need at least refactoring to be more generic
10:28:13 <andythenorth> my short adventure in depot GUI code indicates that this refactoring needs to happen sooner not later
10:28:21 <Rubidium> fonsinchen: my point was that it's not that likely to get inlined
10:30:09 <Alberth> andythenorth: I completely agree, and imo that is the big amount of work
10:30:15 <fonsinchen> It depends on how intelligent the compiler is.
10:30:27 <fonsinchen> If it can do link time optimizations it might inline it.
10:30:29 <andythenorth> Alberth: it looks a bit scary to me :o
10:30:44 <andythenorth> it tends to look less scary after I've hacked and broken a few things :P
10:30:46 <Alberth> andythenorth: welcome to the club :p
10:30:59 <andythenorth> it's only code, doesn't bite
10:31:12 <andythenorth> the worst that can happen is boredom
10:32:14 <Alberth> I don't agree, the worst that can happen is that you find a major problem that breaks your entire approach several months into the adventure
10:33:28 <Terkhen> andythenorth: this is why I'm trying to unify first
10:33:48 <Terkhen> as long as it don't affects performance, unification is nice to have
10:33:58 <Terkhen> and it should pave the road for anything that comes after it
10:34:15 <Alberth> whatever 'anything' is :)
10:34:53 <andythenorth> Terkhen: maybe I wait until you've unified a bit then
10:35:06 <andythenorth> I can't learn much about needed changes to depot - all I get is an assert :)
10:35:28 <Terkhen> for already unified GUI code you can check the refit GUI
10:36:01 <Terkhen> although that's not as complex
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10:49:59 <Terkhen> hmm... I need a savegame with lots of articulated trains
10:59:19 <planetmaker> there's a public server game with that
10:59:24 <planetmaker> also good day :-)
10:59:59 <planetmaker> I think SmatZ looked it up yesterday(?)
11:00:10 <Terkhen> IIRC it was one with lot of road vehicles
11:00:45 <planetmaker> not what you look for?
11:00:50 <planetmaker> oh... trains... tralalala
11:01:14 <planetmaker> uhm... which train types are articulated? ICE, right?
11:01:34 <planetmaker> or is it 'just' MU?
11:01:44 <Terkhen> that's part of the problem, I don't know which sets use them :)
11:02:12 <planetmaker> and dbset has some, too
11:04:10 <andythenorth> isn't any steam loco with a tender articulated?
11:04:59 <andythenorth> the mallet in NARS 2 is articulated
11:06:05 <Terkhen> the chimaera in 2cc must be articulated too, right?
11:06:58 <planetmaker> Terkhen: PSG #101 has lots
11:08:21 <planetmaker> I still have difficulty to understand the difference between MU and articulated - or whether there is one.
11:08:41 <Terkhen> hmm... I'm missing some GRFs for that save
11:08:49 <planetmaker> openttdcoop grfpack?
11:09:30 <Terkhen> I have two folders from it; ottdc_grfpack_8.0 and ottdc_grfpack_8.0_legacy7.3
11:09:41 <Terkhen> the archive lists pack 7.0, though
11:09:43 <andythenorth> I thought MU implementations were normally using a livery over-ride on the rear coach
11:09:43 <andythenorth> I haven't checked though :P
11:14:39 <planetmaker> hm, compatible ones are not part of the 8.0 grfpack? :S
11:15:04 <planetmaker> let me gather those for you...
11:15:32 <Terkhen> I'm redownloading the pack just in case, but I don't remember changing anything from it
11:21:17 <Terkhen> the link to the 7z legacy from 8.0 seems to be down
11:21:19 <CIA-2> OpenTTD: rubidium * r21898 /trunk/src/network/network_content.cpp: -Fix [FS#4438]: using a pointer-iterator and adding things (thus reallocating) to the iterated array caused OpenTTD to crash on invalid pointers
11:21:35 <planetmaker> Terkhen: aren't the OpenGFX grfs in the z_obsolete folder of the ottd_grfpack?
11:22:02 <planetmaker> yes, the legacy one is down, but should not be needed. the 8.0 should be fine to load every game...
11:24:18 <Terkhen> hmm... they are there, or at least ones with similar names
11:24:24 <Terkhen> I wonder why they are not being loaded
11:29:26 <Terkhen> my jpset_treew has different MD5sum than the one requested by the savegame
11:29:43 <planetmaker> different md5 shouldn't matter
11:30:07 <planetmaker> the grfpack doesn't always supply the exact one, but is content to supply compatible ones
11:31:08 <Terkhen> only jpset_trew.GRF is missing, for the other ones it has a compatible grf
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12:40:11 <andythenorth> interesting FIRS problem
12:41:00 <andythenorth> farms show NARS 2 trains as delivering ~2250t FMSP for each 450t delivered
12:41:11 <andythenorth> but deliveries by eGRVTS are reported correctly :o
12:41:48 <andythenorth> I don't know if it's a size overflow on a persistent storage register, or a cargo-unit-multiplier issue
12:47:26 <planetmaker> andythenorth: a difference between units and weight?
12:47:52 <andythenorth> will try and figure this out later
13:01:06 <CIA-2> OpenTTD: frosch * r21899 /trunk/src/vehicle_gui.cpp: -Fix: Do not show a vehicle selection in the RefitWindow for refit orders. You cannot select anything anyway.
13:33:39 <Lo> hi, could I please ask you for help?
13:34:25 <ABCRic> Lo: don't ask to ask, just ask :)
13:35:24 <ABCRic> Lo: "add shared vehicle" only works if the vehicles are sharing orders
13:35:58 <ABCRic> you can check if a vehicle is sharing orders by looking at the bottom of the orders list
13:36:26 <ABCRic> it will say "End of shared orders" if orders are being shared, otherwise it will say "End of orders"
13:36:47 <Lo> okay, it says end of orders... how can I make it shared?
13:36:57 <CIA-2> OpenTTD: yexo * r21900 /trunk/src/ai/api/ (ai_order.cpp ai_order.hpp): -Fix: [NoAI] hide automatic orders from AIs as they have no way of dealing with them
13:37:08 <ABCRic> push the goto button, then ctrl-click another train
13:37:17 <ABCRic> it will share orders with that train
13:37:18 <Wolf01> use the CONTROL Luke, use the CONTROL :D
13:38:26 <Ammler> toyland savegame for 1.1 \o/
13:38:56 <Lo> okay, ABCRic, but it did not get any new orders by that click... :(
13:39:11 <Zuu> Ammler: For the title game?
13:39:23 <Lo> ahh wait I clicked it in the map, and now it worked!
13:39:56 <Ammler> Zuu: your just posted one is quite nice too :-)
13:39:58 <Wolf01> about this, I think my sugestion to share orders with the vehicle groups will reduce the difficulty for newbies, you just assign orders to one vehicle, put it in a group and then drag&drop all the other vehicles in the group
13:40:08 <Lo> only one question remaining: what is that add shared vehicle button for, then?
13:40:23 <Zuu> Ammler: It has the feature of being almost too silent :-)
13:40:29 <Yexo> it adds all vehicles that share orders with one already inthe group to that group
13:41:25 <Lo> very nice, thank you all very much :)
13:41:48 <Ammler> also is there a reason, intro games are loaded from top left and not like usualy from last save point?
13:42:53 <Eddi|zuHause> what do you mean "top left"?
13:43:03 <Rubidium> Ammler: IIRC it's just behaving the way it behaves for normal savegames as well
13:43:27 <Eddi|zuHause> Ammler: you just don't notice this for your own savegames, since you usually don't switch resolutions
13:43:53 <Zuu> or don't pay muchc attention at all to the loading location.
13:44:01 <Eddi|zuHause> but the reference point has always been the top left screen corner on saving/loading
13:44:05 <Ammler> hmm, I am quite sure, a save game loads where I saved it last time
13:44:28 <Zuu> where "where" referes to the top left location
13:44:49 <Ammler> maybe, but that is variable
13:47:37 <Ammler> so "the issue" is if someone saves a game with resolution 2k which then will be loaded with res 500, he get the (empty) edge
13:48:23 <Zuu> yes, unless there is activity all over.
13:48:40 <Zuu> or at least at the top left corner.
13:49:01 <Ammler> so you just need to resize the windows to the smallest supported openttd screen and save that optimally
13:49:25 <ccfreak2k> What about on screens that are smaller than are typical for PCs?
13:50:02 <Yexo> they won't see much of the introgame anyway because the main menu covers it
13:50:49 <Ammler> I would not package the intro game there to save space and memory ;-)
13:51:40 <Zuu> Ammler: The hard part about designing intro games is that it should provide interesting features for both small and large screens.
13:52:02 <Ammler> would be easier, if the start point is related to the center
13:53:18 <Ammler> we have that issue also for MP joining screen, where we set some signs with rules etc.
13:53:24 <Eddi|zuHause> Ammler: i don't think so. as "intro game designer" it might be a good feature to have two definite corners, where you can hide stuff
13:53:56 <Eddi|zuHause> Ammler: just make sure you put the signs towards the top left corner, then everybody will see them
13:54:14 <Yexo> Ammler: the problem with having the center as starting point is that you have to move the screen content when the window is resized
13:54:52 <Ammler> Eddi|zuHause: indeed, good point
13:55:19 <Eddi|zuHause> Ammler: it's like hidden stations in a model railway
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14:09:46 <andythenorth> a dword ain't going to overflow with 450d
14:09:56 <andythenorth> so it's not a problem with my registers
14:10:03 <andythenorth> and the text stack looks ok
14:10:50 * andythenorth ponders cargo weight multiplier nonsense
14:16:13 * andythenorth wonders if the production cb fails to eat cargo sometimes
14:26:24 * andythenorth has some kind of thinking failure
14:29:23 <andythenorth> I've forgotten how to unpack cb bit masks in my head
14:29:41 <andythenorth> debug menu to the rescue!
14:39:36 <andythenorth> frosch123: I have a FIRS / production cb issue and I can't see how to fix it
14:41:44 <andythenorth> for large values of delivered cargo, the value in LOCAL_CARGO_1_DELIVERED_STORE is wrong
14:41:51 <andythenorth> it comes out 4 or 5 times greater than it should
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14:42:03 <andythenorth> which looks like it's being added to many times
14:42:14 <andythenorth> which could be because the production cb isn't clearing off cargo
14:42:22 <andythenorth> but it far more likely to be a logic error in my code
14:43:11 <andythenorth> in this case, large values = 450t delivered
14:45:19 <andythenorth> I think it might be a problem with which callbacks are enabled - forest industry doesn't exhibit this problem
14:46:05 <andythenorth> newgrf debug doesn't report whether / which production cb is enabled
14:46:11 <andythenorth> maybe that could be extended?
14:46:57 <Eddi|zuHause> andythenorth: not related to your problem, why do you use #ifdef/#endif/#ifndef/#endif instead of #ifdef/#else/#endif?
14:47:11 <andythenorth> I didn't write that :)
14:47:16 <andythenorth> it was kindly written for me
14:47:41 <frosch123> andythenorth: at line 11, shouldn't there be LOCAL_CARGO_1_DELIVERED_STORE instead of 00 ?
14:49:22 <frosch123> ah, i see your problem
14:49:44 <frosch123> your 'add' is executed for every unknown callback which has no mask bit
14:50:08 <andythenorth> I don't think I would have spotted that :P
14:50:26 <andythenorth> but fixing bad values in prop 21 / 22 might resolve this?
14:50:45 <andythenorth> I think there are some cbs enabled but not handled - cruft from previous ideas
14:50:56 <frosch123> not every callback has a mask bit
14:51:18 <andythenorth> I wonder why it works for the forest
14:52:16 <andythenorth> the only significant difference between forest and dairy farm appears to be value of prop 22 in this case
14:53:52 <frosch123> andythenorth: i guess you have to check var 0c to be 0
14:54:01 <andythenorth> I'll look at that
14:54:17 <andythenorth> changing the value of prop 22 to match the forest *does* resolve the issue for dairy farm
14:54:34 <frosch123> yeah, but only by luck :)
14:54:46 <frosch123> if we add some new callback without a mask, it breaks
14:54:54 <andythenorth> so I should explicitly handle production cb, not by luck
14:55:36 <frosch123> yeah, i guess that is the only solution
14:55:44 <andythenorth> what would the default value be for my varaction 2 handling cbs?
14:55:59 <andythenorth> I need it to fail?, but I can't end it on a graphics branch
14:56:00 <frosch123> also the production callback, as it also means "failed callback"
14:56:10 <frosch123> but you should skip the addition in that case
14:58:21 <andythenorth> frosch123: handling production cb explicitly appears to resolve that issue
14:58:34 <andythenorth> I probably also have some cbs enabled that shouldn't be :P
14:58:39 <andythenorth> but that's a side issue
14:59:12 <CIA-2> OpenTTD: frosch * r21902 /trunk/src/ (vehicle.cpp vehicle_cmd.cpp vehicle_gui.cpp): -Fix: Do not count articulated parts when passing the number of vehicles to refit to the command. That may exceed 8 bits.
15:09:12 <andythenorth> frosch123: would it be safe to handle the production cb directly from an action 3?
15:09:17 <andythenorth> I am updating ttdp wiki with a warning
15:10:08 <frosch123> directly from action 3? what does that mean?
15:10:55 <andythenorth> i.e. action 3 provides the ID of the varaction 2 containing the production cb
15:11:14 <andythenorth> no checking of 0C
15:11:23 <andythenorth> I am trying to write an accurate wiki note...
15:11:53 <andythenorth> I'm not sure I can word it correctly
15:11:56 <frosch123> i would just write a note on the production callback site
15:12:05 <frosch123> no idea, how action3 gets involved there :)
15:12:14 <andythenorth> The production callback is handled in an action 2 chain. If other callbacks are handed in this chain (by checking var 0C), the production cb should be handled explicitly.
15:12:28 <andythenorth> is not correct :P
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15:16:32 <andythenorth> done done, onto the next one
15:18:07 <andythenorth> I'm not sure it does tbh
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16:00:00 <Eddi|zuHause> great. people send me program source code in .doc files. ;)
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16:00:45 <Terkhen> people that don't have a clue about coding, I hope
16:01:41 <Eddi|zuHause> Terkhen: something like parents whose first-semester-studying child fails at an elementary programming assignment
16:03:42 <__ln__> hmm, i suppose even visual studio can't handle source files in doc format.
16:03:44 <Terkhen> is his failure related to trying to compile a doc file?
16:04:49 <Eddi|zuHause> email text reads like "my daughter is trying to use eclipse and it complains about unitialised variables"
16:05:48 <Eddi|zuHause> and i don't seem to have the java compiler installed...
16:06:33 <Terkhen> eclipse... I guess it can't be worse than learning with visual basic
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16:09:59 <Eddi|zuHause> i wonder if i should start with a general lecture about code-style...
16:12:24 <devilsadvocate> Eddi|zuHause: while i try not to be gender biased, its a girl trying to use eclipse - it could be worse.
16:12:37 <frosch123> what confused me about "parents" and "first-semester-studying child" in one sentence? :s
16:23:00 * andythenorth wonders how to add to newgrf debug window: CBM_IND_PRODUCTION_256_TICKS and CBM_IND_PRODUCTION_CARGO_ARRIVAL
16:23:11 <andythenorth> they have no CBID
16:32:59 <maddy_> seems I got the programmable signals working somewhat well, should I post a .patch file at the openttd forums?
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16:39:05 <Eddi|zuHause> maddy_: feel free to do so.
16:43:02 <maddy_> still have to fix some stuff :(
16:44:51 <fonsinchen> I think I'll use the extra viewport to provide a link graph overlay with closer zoom.
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17:00:46 <maddy_> how do I show the standard red error message?
17:02:49 <maddy_> I see them passed to DoCommandP function as parameters
17:12:08 <andythenorth> Terkhen: got any diffs yet for unified vehicle stuff?
17:13:09 <Terkhen> andythenorth: there have been many commits about that already
17:13:26 <Terkhen> for example, the subtype code is now unified
17:13:38 <andythenorth> I'll look in the logs and go read some
17:13:43 <Terkhen> now I'm profiling a unification of articulated code and getting funny results
17:15:04 <Terkhen> I'm also planning on unifying Train::GetDisplayImageWidth and RoadVehicle::GetDisplayImageWidth
17:15:14 <Terkhen> IIRC that's used on the depot GUI
17:15:32 <Terkhen> after that I'll need to check further code to see what else could go to GroundVehicle
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17:17:49 <maddy_> come on guys this must be really basic, how to display an error message?
17:18:17 <andythenorth> what's the error supposed to say?
17:18:17 <andythenorth> what context is this ?
17:18:28 <andythenorth> and is it similar to anything that already exists?
17:19:24 <maddy_> I see error messages in DoCommandP and then returned as CommandCost objects, but in this case I can't return it because the func type is void (generated from MouseUp event)
17:20:06 <Terkhen> check the ShowErrorMessage function
17:20:07 <andythenorth> what else behaves in a similar way?
17:20:33 <maddy_> well any error message where you select a tool and click on a tile, e.g. "can't build bridge here"
17:21:32 <maddy_> Terkhen: yes that's what I was looking for, thanks
17:22:00 <Eddi|zuHause> maddy_: if you want to call that function directly, you probably do something wrong
17:24:32 <maddy_> veryprobably, since I'm beginner at openttd code
17:25:59 <andythenorth> Eddi|zuHause: I find at least a few examples where it's called directly :o
17:27:03 <Terkhen> those are mostly GUI only stuff or things that happen outside a game
17:28:50 <andythenorth> Terkhen: 'engine' and 'wagon' are the preferred terms in variables etc?
17:29:42 <andythenorth> and engine is determined how? - it has power?
17:30:02 <Wolf01> ABCRic use <br clear="all" /> after the "To dO" template
17:30:14 <Terkhen> IIRC that's how it's done for trains currently, yes
17:30:22 <Terkhen> but I'm not sure it is done the same way in game code
17:31:54 <Terkhen> andythenorth: check IsWagon in ground_vehicle.hpp
17:39:09 <andythenorth> I was reading commits for that :) that's what prompted the question
17:41:04 <andythenorth> reading commits is quite helpful for understanding
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17:42:33 <maddy_> is there a shortcut to close all windows?
17:44:15 <glx> ABCRic: should be better now
17:50:48 <CIA-2> OpenTTD: smatz * r21903 /trunk/src/train_cmd.cpp: -Codechange: warn only once for a train that has invalid length, not for each its wagon with invalid length
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18:01:10 <maddy_> next problem to solve with programmable signals: my signals GUI closes when programmable-signals GUI opens
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18:02:12 <frosch123> use a different window class or number
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18:05:46 <maddy_> think I do have different window class and window number, if I comment out one function from the gui constructor it works, so it's probably something there
18:07:05 <maddy_> it's a patch file, not in trunk, or you got it too?
18:09:30 <maddy_> what about ResetObjectToPlace()
18:10:21 <Terkhen> look for that function in the source, IIRC it is documented
18:13:45 <maddy_> not very well documented, in any case that was the problem, it's working now...wonder why it was needed
18:16:28 <maddy_> tho the names says that's exactly what it's supposed to do, now that I think about it
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18:30:22 <andythenorth> I thought of a way to allow newgrfs to handle articulated (fifth wheel) truck trailers
18:30:50 <andythenorth> introduce a cargo: 'fifth wheel' and refit lead vehicle to that
18:31:23 <CIA-2> OpenTTD: frosch * r21904 /trunk/src/vehicle_cmd.cpp: -Fix: Include the capacity of non-refittable vehicles in the refitted-capacity, if their cargo matches.
18:31:51 <Terkhen> sounds like regearing
18:31:53 <Yexo> andythenorth: but that means the rest of the wagons can't be refitted anymore
18:32:05 <Yexo> at least if they're articulated
18:32:17 * Yexo just realized they're probably not ;)
18:34:38 <andythenorth> it's just like regearing
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18:37:27 <andythenorth> it's almost a correct way to handle it
18:37:40 <andythenorth> w.r.t to real life trucks + it would make sense in game
18:37:51 <andythenorth> wastes a cargo slot though, and only for trucks
18:37:59 <andythenorth> seems a bit expensive
18:38:30 <andythenorth> are vehicles limited by available storage in same way as tiles are limited by map array?
18:39:14 <frosch123> what is the point of that refit? refitting between truck+semi-trailer and non-articulated lorry?
18:39:30 <frosch123> i.e. only visually?
18:40:13 <Yexo> also, if you go for using a cargoslot to refit, why not reuse the "regearing" cargo?
18:40:44 <andythenorth> frosch123: if rv-wagons becomes available...there will need to be a way to control attachment of trailers
18:40:59 <andythenorth> i.e. articulated (fifth wheel) trailers can only attach to certain truck types
18:41:14 <andythenorth> inside one newgrf it's ok (just a *lot* of ID checks)
18:41:22 <andythenorth> but between newgrfs, almost impossible
18:41:44 <frosch123> you want to distinguish semi-trailers and trailers?
18:42:15 <andythenorth> but shouldn't need to be hard-coded in openttd
18:42:18 <frosch123> then the first trailer would have a different type than the second trailer... does not sound like good gameplay?
18:42:41 <andythenorth> actually I thought the trailers would choose graphics appropriate to the lead truck
18:42:44 <andythenorth> i.e. add front wheels to the trailer or not
18:43:08 <andythenorth> but that still means understanding the lead vehicle ID, or something else like the cargo
18:43:14 <andythenorth> I thought of labels
18:43:31 <andythenorth> checking if lead vehicle cargo capacity is 0 doesn't work
18:43:56 <frosch123> andythenorth: but you cannot draw the trailer above the front engine
18:44:16 <frosch123> so you won't be able to draw the wheels of the front vehicle under the trailer
18:44:36 <andythenorth> is it currently possible because they are formally articulated vehicles
18:44:52 <frosch123> you cannot make the sprites overlap correctly
18:45:08 <andythenorth> but within reason, it works
18:45:14 <guru3> So, who's the dev that coasts around servers looking for hackers? (As someone has just claimed...)
18:45:25 <andythenorth> frosch123: I tell to you HEQS :)
18:45:55 <Yexo> who claimed that anyway?
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18:46:11 <guru3> I was highly suspicious to begin with. ;)
18:46:43 <CIA-2> OpenTTD: translators * r21905 /trunk/src/lang/ (5 files):
18:46:43 <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
18:46:43 <CIA-2> OpenTTD: japanese - 6 changes by kokubunzi
18:46:43 <CIA-2> OpenTTD: polish - 13 changes by Simek
18:46:43 <CIA-2> OpenTTD: slovenian - 2 changes by ntadej
18:46:45 <CIA-2> OpenTTD: spanish - 4 changes by Terkhen
18:46:45 <CIA-2> OpenTTD: ukrainian - 2 changes by Fixer
18:46:52 <frosch123> andythenorth: but "within reason" there is no difference between graphics with "front wheels" or without
18:47:08 <Terkhen> as long as Player #2 does not know about the secret master key we are fine
18:47:24 <andythenorth> frosch123: depends on how reasonable reason is :P
18:47:38 <andythenorth> there are glitches with current HEQS / eGRVTS implementations
18:47:40 <frosch123> guru3: we do not do that ourself, we outsourced that to the CIA
18:47:48 <andythenorth> but nobody seems to complain, and it doesn't make my eyes bleed :D
18:50:02 <andythenorth> for HEQS and eGRVTS, some parts of the lead vehicle aren't drawn
18:50:15 <guru3> frosch123: That sounds most reasonable. :)
18:50:18 <andythenorth> that improves some of the drawing limitations
18:51:35 <andythenorth> unless we make what I guess is a considerable change to the sprite sorter
18:53:14 <guru3> Huh. I'd for forgotten to build a headquarters. Fixed that. :D
18:53:29 <guru3> Now my company is compelte.
18:54:15 <guru3> Profit up by 33% last year! :D
18:54:35 <maddy_> thanks all for help on the code, gonna continue later :)
18:58:26 * andythenorth wonders about some kind of storage for vehicles
18:58:37 <andythenorth> regearing / performance adjustments
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19:02:50 <guru3> Anywho, time for dinner, ta-ta.
19:02:51 <andythenorth> almost something like action 14...
19:03:19 <andythenorth> vehicle options - with newgrf definable list
19:03:35 <andythenorth> bool or value range
19:03:45 <guru3> OK, one quick thing. How does one destroy ones entire company?
19:03:55 <andythenorth> pull the power cord
19:04:11 <Yexo> "stop_ai <company_num>" or "reset_company <company_num>"
19:04:22 <guru3> Does that work when Iim just a client?
19:04:36 <Yexo> not sure if there is a way in that case
19:05:36 <guru3> Darn. Don't want to leave my company cluttering up the map.
19:06:06 <ABCRic> wait, that keeps the company...
19:06:24 * ABCRic has 0 OpenTTD multiplayer experience
19:06:33 <Terkhen> stop all vehicles, demolish all the water you can and wait :)
19:06:51 <andythenorth> anyone used to play lemmings?
19:07:04 <andythenorth> the 'nuke' option was fun
19:07:18 <guru3> I'd rather go out with a bang. I've got a top of the scoreboard company afterall. :)
19:07:24 <andythenorth> 'nuke' would be a nice patch
19:07:36 <guru3> From 0 to Chairman in 5 years. Way too easy a server. -_-
19:07:39 <Terkhen> now that you mentioned it I want to see it working :)
19:07:41 <andythenorth> would have to send all vehicles to depot first
19:07:52 <andythenorth> nuke would walk the map, find all tiles marked with infrastructure belonging to player
19:08:01 <andythenorth> if tile is a depot, sell all vehicles in depot
19:08:05 <Terkhen> I was thinking on exploding all vehicles on the map at once
19:08:08 <andythenorth> then call clear on every other piece of infrastructure
19:08:12 <Terkhen> what you mention is already coded
19:08:19 <andythenorth> exploding would be a bigger patch :)
19:08:21 <guru3> Could be a disaster - some sort of corporate espionage. ;)
19:08:35 <Terkhen> if you open a savegame in the scenario editor you can remove all company property
19:08:40 <andythenorth> exploding would leave infrastructure behind with vehicles stuck on it :P
19:08:54 <Terkhen> it would be a useless patch
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19:09:33 <andythenorth> terkhen I was looking at something earlier today
19:09:33 <andythenorth> in the master vehicle lists - there's the 'send all to depot' buttons etc
19:09:40 <andythenorth> I was thinking 'ignore signals' - for all :P
19:09:47 <Terkhen> that would be fun too :D
19:09:59 <guru3> Only if you use signals... ><
19:10:14 <Guest1367> Ive been searching all pages I could find and google, but couldnt find help: How do I set up a server/create a game with a city builder grf? (let's say, Ex's city builder)
19:10:17 <ABCRic> and a crash option for aircraft
19:10:31 <guru3> I tend to not build networks, and instead do two and three train lines. Ignoring signals probably wouldn't do much then unless it became 'ignore signals indefinetely.'
19:10:45 *** Guest1367 is now known as simonplaysopenttd
19:11:06 <Terkhen> Guest1367: city building servers use customized code in their servers, you can't add that with a NewGRF
19:11:09 <ABCRic> and a capsize option for rvs :P
19:11:47 <simonplaysopenttd> so there is basically no way of playing "city builder" offline?
19:11:48 <guru3> Trains could have a 'run at 125%' so that they overheat and explode. :)
19:12:18 <andythenorth> basically all vehicles would just be set to 'collided'
19:12:26 <andythenorth> and then when no vehicles were left, destroy all infrastructure?
19:12:33 <Terkhen> simonplaysopenttd: you can try to ask them for the code or a compiled binary
19:12:52 <guru3> How about an airstrike option? Call in the military to destroy all vehicules.
19:12:59 <simonplaysopenttd> I asked the guys from luukland, but they didnt want to give me anything for unexplainable reasons...
19:13:42 <guru3> Right, I've given up the adiction and just left my company there. Now off to do dinner...
19:13:49 <Terkhen> simonplaysopenttd: I guess they don't want clones of their servers
19:14:13 <simonplaysopenttd> why does city builder not get into the core of the game?
19:14:17 <andythenorth> how about the ufo disaster - en masse
19:14:24 <andythenorth> like certain films we could name
19:14:38 <guru3> I'd take it. :) (Now gone for real...)
19:14:49 <ABCRic> 300 UFOs come out of nowhere and blow up our vehicles with lazors? :D
19:15:42 <Terkhen> simonplaysopenttd: I never have seen a patch for that
19:17:03 <V453000> it is just modified by newGRFs, isnt it?
19:18:23 <Yexo> <simonplaysopenttd> why does city builder not get into the core of the game? <- because they do not share their source code, ie for the same reason you can't play it offline
19:18:30 <Yexo> V453000: no, it's also a modified server binary
19:19:50 <ABCRic> what is this city builder you speak about?
19:21:07 <andythenorth> with engine pool, generally a way to provide inter-operability control would be useful
19:21:28 <andythenorth> basically similar in concept to current use of rail types
19:21:44 <andythenorth> but vehicle-vehicle, not vehicle-infrastructure
19:21:59 <andythenorth> possibly that would make cb1D / 15E checks would be quite simple
19:25:11 <andythenorth> I can see an issue, but also maybe a way to solve it
19:25:12 <simonplaysopenttd> ok, so we have to code a new city builder...
19:30:17 <Xaroth_> Yexo: shouldn't they be 'forced' to release their source to anybody who wishes to see it, or does that only apply to when they start distributing the server binary?
19:30:42 <Yexo> that only applies when they distribute their server binary
19:31:05 <andythenorth> if it was aGPL it would be different
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23:54:17 <TrueBrain> dihedral: please refrain yourself from abusing DorpsGek. It is not really much appreciated, and I really don't feel like removing individual commands. I rather kick people instead ;) Tnx :)
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