IRC logs for #openttd on OFTC at 2012-09-12
            
00:00:40 <Supercheese> err, hmm
00:00:48 <Supercheese> does NML have a mask() function?
00:01:01 <Supercheese> guess I can try it first
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00:03:34 <Supercheese> or bit shifting? urg
00:04:26 <Supercheese> I'm wanting to extract the cargo subtype from extra_callback_info1
00:04:40 <Supercheese> which "contains information about the target cargo type in the format 0xccccsstt"
00:04:44 <Supercheese> I'm interested in the "ss"
00:05:07 <Supercheese> do I have to do something like the "<<" operation?
00:09:58 <Supercheese> I'm thinking I do
00:10:11 <Supercheese> and I shall try it
00:11:40 <Bad_Brett> are you working on the subway mod?
00:11:46 <Supercheese> yes
00:11:56 <Bad_Brett> cool
00:12:14 <Bad_Brett> looking forward to try it
00:12:19 <Supercheese> :)
00:12:51 <Bad_Brett> if you get the time, perhaps you could try eddi's patch because i couldn't get it to work (which probably is due to some mistake i did) :)
00:13:04 <Eddi|zuHause> Supercheese: there are occasionally special functions to decompose these things
00:13:05 <Supercheese> yeah, been interested in that
00:13:27 <Supercheese> I'm trying to compute the difference between the current cargo subtype and the target subtype
00:13:35 <Supercheese> something like:
00:13:37 <Supercheese> (extra_callback_info1 << 4) - cargo_subtype
00:13:43 <Supercheese> if that operator does what I think it does
00:14:46 <Eddi|zuHause> that is probably wrong
00:15:00 <Supercheese> Or I suppose I could accomplish roughly the same thing by testing to see if the Nth vehicle's capacity
00:15:08 <Supercheese> is equal to 0 or not
00:15:37 <Eddi|zuHause> you cannot query Nth vehicle during callbacks
00:15:45 <Supercheese> which will essentially return the current refitted length (which is based on cargo subtype)
00:15:48 <Supercheese> oh nevermind then
00:16:12 <Eddi|zuHause> because you cannot be sure that the callback might change the Nth vehicle
00:17:43 <Eddi|zuHause> anyway, you could try "var[0x10,8,0xFF]" or similar
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00:18:26 <Supercheese> var[0x10,8,0xFF] - cargo_subtype
00:18:34 <Supercheese> would return the difference I'm seeking?
00:19:47 <Eddi|zuHause> no guarantees
00:24:58 <Supercheese> well, it compiled
00:25:14 <Supercheese> now to see if it works
00:25:53 <Supercheese> Huzzah, it does
00:26:02 <Supercheese> thanks :D
00:27:58 <Supercheese> Although it looks rather silly to see "Cost of refit: {red}-$19,680"
00:28:19 <Supercheese> it functions as desired
00:30:13 <Eddi|zuHause> that is probably worth a bug report
00:30:24 <Supercheese> Yep
00:30:35 <Supercheese> I'll get to it after I finish adding these switch blocks
00:32:37 <Supercheese> Sheesh, it amazes me how small compiled .grfs are
00:32:54 <Supercheese> stuff is packed very efficiently in there
00:34:41 <Eddi|zuHause> well CETS is several MB :)
00:34:56 <Supercheese> but it can compress into a tiny .7z
00:34:57 <Eddi|zuHause> even though the source is only several 100 kB :)
00:35:28 <Supercheese> Well, I just proved a section of the NML tutorial false
00:35:35 <Supercheese> guess I have to edit it now to fix it :P
00:36:09 <Supercheese> Refitting to change # of parts: "There's no way to charge the user for puchasing the extra vehicle part."
00:36:18 <Supercheese> But I just did! :D
00:37:12 <Eddi|zuHause> the tutorial is possibly older than the refit cost callback
00:37:17 <Supercheese> it is indeed
00:37:25 <Supercheese> hence why I'll update it once I'm sure of my method
00:37:29 <Eddi|zuHause> and quite certainly older than the ability to charge negative cost
00:37:43 <Supercheese> although perhaps I should file the bug report first
00:37:48 <Supercheese> sheesh, so much to do @_@
00:40:05 <Supercheese> I also have to work on my university homework T_T
00:40:23 <Supercheese> too bad I'm not a comp sci major, maybe I could be getting credit for this :P
00:45:11 <Supercheese> Oh snap another problem: you build the vehicle, add carriages via refit, are charged for those carriages, but you aren't refunded that cost when you sell the vehicle
00:45:36 <Supercheese> workaround is to refit back down to the default smallest before sale
00:46:00 <Supercheese> then you are refunded
00:46:32 <Supercheese> and even then, if you have an old vehicle, you can "sell" those carriages via refit for the same cost as you paid
00:46:41 <Supercheese> no depreciation
00:53:04 <Eddi|zuHause> Supercheese: i have no solution for the first problem, but the vehicle value you can get from var 0xDC
00:55:24 <Eddi|zuHause> so you can solve the second problem by scaling the refit cost by *current_vehicle_value/orig_vehicle_value [those variables do not exist (yet)]
00:56:01 <Supercheese> what formula does the game use to depreciate old vehicles?
00:56:19 <Eddi|zuHause> "49 B Incremented daily, when the low 3 bits are zero (i.e. every 8 days) vehicle's value is reduced by 1/256"
00:56:25 <Supercheese> I figure taking whatever depreciation value is used, multiplying by vehicle age, and subtracting that from the refit refuding
00:56:28 <Supercheese> might work too
00:57:00 <Supercheese> Every 8 days, the vehicle value decreases by 1/256?
00:57:05 <Eddi|zuHause> that is an exponential function, so you likely cannot reproduce it through NFO/NML
00:57:33 <Supercheese> So the vehicle loses .39% of its current value every 8 days
00:57:38 <Supercheese> if my logic is correct
00:57:41 <Eddi|zuHause> at least that is what i think, not actually checked
00:58:09 <Supercheese> problem is that .39% is recursive, depending on current value at each of those steps
00:58:17 <Supercheese> :\
00:58:30 <Supercheese> or wait
00:58:34 <Eddi|zuHause> that is what i just said
00:58:40 <Supercheese> is the vehicle value that is looked up by that variable
00:58:43 <Supercheese> the current value anyway
00:58:58 <Eddi|zuHause> yes, that is the current value
01:00:00 <Eddi|zuHause> src/vehicle.cpp:1071: v->value -= v->value >> 8;
01:00:46 <Eddi|zuHause> that line probably hasn't been touched in a long time
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01:01:04 <Eddi|zuHause> so it's using shifts instead of arithmetics
01:01:49 <Eddi|zuHause> but x>>8 is equivalent to x/256 (as long as x is positive, at least)
01:02:01 <Supercheese> Well for my grf the refit cost is very closely related to the purchase cost
01:02:08 <Supercheese> that might help
01:02:29 <Supercheese> adding 2 more carriages costs virtually the same as buying another copy of the vehicle
01:02:40 <Supercheese> so if I take vehicle current value, divide by 2
01:02:50 <Supercheese> that should be the depreciated sale value of one carriage
01:03:06 <Supercheese> (the vehicle is initially purchased as a 2-car consist)
01:03:29 <Supercheese> refittable between 2-8 carriages
01:03:42 <Supercheese> lemme try that logic, see if it works
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01:09:55 <Supercheese> Or maybe not divided by 2, since I guess for articulated vehicles that variable returns only 1 vehicle's value?
01:09:58 <Supercheese> seemingly, anyhow
01:12:37 <Supercheese> Oh jeez, that's not it
01:12:45 <Supercheese> the value seems to be fluctuating wildly
01:12:59 <Eddi|zuHause> @calc ln(255/256)/3/ln(2)
01:12:59 <DorpsGek> Eddi|zuHause: Error: 'ln' is not a defined function.
01:13:10 <Eddi|zuHause> @calc log(255/256)/3/log(2)
01:13:11 <DorpsGek> Eddi|zuHause: -0.00188218771371
01:13:35 <Supercheese> oh the value isn't a byte
01:13:42 <Supercheese> it's a "long", or some such
01:13:44 <Supercheese> L
01:13:54 <Supercheese> 0xFFFF?
01:14:10 <Eddi|zuHause> internally it's a "long long", but NFO/NML cannot handle that, so it is clamped to "long"
01:14:50 <Eddi|zuHause> no, byte: FF, word: FFFF, long [or double word]: FFFFFFFF
01:14:56 <Supercheese> oh, dang
01:14:58 <Supercheese> even longer
01:15:12 <Eddi|zuHause> and long long would be FFFFFFFFFFFFFFFF
01:15:21 <Supercheese> 0_0
01:15:46 <Supercheese> var[0xDC,0,0xFFFFFFFF] , then
01:15:53 <Eddi|zuHause> it doubles each time :)
01:16:11 <Eddi|zuHause> that looks correct
01:16:25 <Supercheese> (probably shoulda asked that first :P )
01:16:57 <Eddi|zuHause> Supercheese: articulated parts likely have a value of 0
01:17:29 <Eddi|zuHause> not sure about the rear end of a dual headed vehicle
01:17:36 <Eddi|zuHause> that may have a value
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01:18:07 <Supercheese> yeah, I was presuming incorrectly
01:18:15 <Supercheese> since I was masking for a byte, not a long
01:19:31 <Supercheese> oh sheesh, the value's all over the place now again
01:20:28 <Supercheese> hmm
01:20:29 <Eddi|zuHause> that usually means you changed the wrong part of the code, or you did not compile, or you did not reload after compile
01:20:44 <Supercheese> overflow issue perhaps?
01:21:00 <Supercheese> I'm multiplying the returned long value by up to 6
01:21:10 <Supercheese> and that's returned as the max refit refund
01:21:15 <Eddi|zuHause> it overflows when it reaches 2 billion pound
01:21:20 <Supercheese> not that, then
01:21:31 <Eddi|zuHause> oh wait
01:21:36 <Eddi|zuHause> you have callback result
01:21:38 <Supercheese> within the switch block
01:21:39 <Supercheese> yes
01:21:41 <Eddi|zuHause> that is only 15 bit
01:21:45 <Supercheese> overflow?
01:22:02 <Eddi|zuHause> so 16 thousand pound?
01:22:19 <Supercheese> yeah, the max values are decidedly more than that
01:22:51 <Supercheese> ~$228,000 max values
01:23:00 <Eddi|zuHause> then that needs further investigation, which i cannot do right now
01:23:39 <Supercheese> All right, thanks for your help
01:23:44 <Supercheese> :)
01:24:25 <Supercheese> brb
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04:29:00 <Supercheese> Sheesh, the devzone is really, really slow for me
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04:44:39 <Supercheese> Hmm, I don't understand how this C preprocessor is supposed to work
04:46:32 <Supercheese> Oh perhaps I need backslashes
04:46:36 <Supercheese> at ends of lines
04:49:56 <Supercheese> Nope, dunno how to work this
04:50:34 <Supercheese> Wonder if anyone build a GUI for a C preprocessor... :P
04:50:38 <Supercheese> built*
04:53:29 <Supercheese> I get how #include works, but not #define
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05:16:01 <Supercheese> @seen Pikka
05:16:01 <DorpsGek> Supercheese: Pikka was last seen in #openttd 16 weeks, 3 days, 22 hours, 41 minutes, and 24 seconds ago: <Pikka> hello Alberth
05:16:20 <Supercheese> dang, that is a long time
05:22:44 <Supercheese> Oh, I should probably add variable running costs, like in UKRS
05:23:46 <Supercheese> sheesh, code bloating to enormity, time to #include stuff
05:43:52 <Supercheese> much better
05:44:21 <Supercheese> still wish I could figure out this #define wizardry though
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06:14:53 <fjb> Moin
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06:27:56 <Supercheese> Hmm, maybe I won't add variable running costs
06:28:19 <Supercheese> anyone really like/dislike that feature from UKRS? or are ambivalent?
06:31:26 * fjb likes it.
06:31:47 <Supercheese> Yeah, I do to, I should at least try first :P
06:31:53 <Supercheese> but
06:31:55 * Supercheese is sleepy
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06:54:08 <Supercheese> Too sleepy, can't keep working
06:54:17 <Supercheese> looks like release won't happen today
06:54:40 <__ln__> too early to say that before 10am
06:54:53 <Supercheese> It's 5 mins to midnight here
06:55:41 <Bad_Brett> hehe
06:57:09 <Supercheese> night all
06:57:18 <Bad_Brett> good morning :)
06:57:26 <Supercheese> heh
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06:57:56 <Terkhen> good morning
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07:01:21 <Bad_Brett> i was wondering... is there any way to change the newspaper text that shows a new vehicle becomes available... since I don't intend to use aircrafts, I was wondering if I could use the notices for new aircrafts as some kind of economic reports, such as "Recession expected" and then increase the running cost of all vehicles for a couple of years
07:01:34 <NGC3982> Morning.
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07:01:59 <__ln__> Bad_Brett: the plural of aircraft is aircraft
07:02:29 <NGC3982> One aircraft, a bunch of aircraft?
07:02:37 <__ln__> correctomundo
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07:03:00 <NGC3982> That sounds non-intuitive at first glance.
07:03:33 <__ln__> not more than one sheep, twenty sheep
07:03:43 <NGC3982> Sheepers.
07:03:44 <NGC3982> :D
07:05:15 <NGC3982> OR sheeplets.
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07:06:53 <Bad_Brett> Interesting...
07:07:01 <Bad_Brett> "The nonstandard plural form aircrafts is also in use among both non-native speakers of English and those who work in the aviation industry."
07:07:34 <Bad_Brett> so it seems to be a rather common missunderstanding
07:07:48 <NGC3982> The word simply sounds like it's plural form should be used like that.
07:09:20 <Bad_Brett> even the airlines in my country write "aircrafts"... http://www.malmoaviation.se/en/airbrokers/aircrafts
07:09:41 <NGC3982> I was just abut to make a reference to the swedish "plurality"
07:09:56 <NGC3982> Where rules of any kind no longer apply, for some reason.
07:10:26 <Bad_Brett> example? :)
07:10:37 <NGC3982> Apelsin > apelsiner, sko > skor, pakethllare > pakethllare
07:11:50 <Terkhen> Bad_Brett: you can use GS to display news, but I don't know if they can modify costs
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07:13:34 <Bad_Brett> @Terkhen: I was thinking of doing that with switch blocks for my vehicles... I just thought it would be nice if I could inform the player about the new economic situation :)
07:13:35 <Terkhen> also, IIRC some old setting activated recession-like events
07:14:30 <Bad_Brett> Ok cool... I'll try to look it up
07:15:22 <Terkhen> I don't think that changing costs for all vehicles at the same time is possible in newgrf... displaying news certainly isn't
07:16:07 <Terkhen> that kind of events fall in the game script domain
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07:20:39 <Bad_Brett> can't I change the running_cost_factor depending on the current year? Because otherwise I'll just write an algorithm that changes this property on all my vehicles... of course it won't work if you combine it with other newgrfs
07:24:00 <Bad_Brett> NGC3982: I don't get it... aren't those rather logical? most words that end with "are" have the same plural form, such as "tändare", "pundare", "snickare"... and most words that end with "in" seem to end with -er such as "mandarin, kretin, maskin, pingvin"...
07:26:30 <NGC3982> Yes, that is the usual rules
07:28:33 <NGC3982> But a fair bit of all the formations are irregular
07:28:52 <NGC3982> gs > gss, dotter > dttrar, bok > bcker
07:28:54 <NGC3982> And so on.
07:29:33 <Bad_Brett> unlike goose > geese :)
07:30:50 <NGC3982> :)
07:51:44 <Terkhen> Bad_Brett: you can change it on a predefined, hardcoded year, but I don't know any way of choosing a random year and then using the same random value for different vehicle types
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07:55:27 <Bad_Brett> Since I'm intending to a history based scenario, I think it might work to use predefined years... it's mostly about adding some extra spice to the game so that it doesn't become too easy and boring after the first 5 years
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08:23:06 <Terkhen> Bad_Brett: you should check game scripts then :)
08:23:07 <Eddi|zuHause> Bad_Brett: all this history stuff may be usefull for a scenario/gamescript combination
08:23:37 <Eddi|zuHause> so it should probably be kept out of the GRF
08:23:39 <Terkhen> IIRC there is a scenario/GS bundle already
08:25:04 <Eddi|zuHause> the scenario would include the GRF and the GameScript, but the GRF could also be used standalone. whether the GameScript would be usable standalone is for you to decide when writing it.
08:27:01 <Terkhen> you can use the GS to define random events and goals associated specifically to your scenario
08:33:19 * NGC3982 longs for a drive-trough depot.
08:33:22 <peter1138> morning
08:33:36 <peter1138> NGC3982, for cattle?
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08:58:24 <NGC3982> For anything.
08:58:56 <NGC3982> Im sure there is a good reason for it. But for some reason, the depots feel under-developed.
08:59:23 <NGC3982> In a fun-things-i-usually-find-in-NewGRF kind of way.
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08:59:58 <peter1138> Fancy a project?
09:01:18 <NGC3982> Can depots be altered just as station graphic NewGRF's?
09:01:28 <peter1138> No.
09:01:40 <peter1138> They're part of the rail type graphics, IIRC.
09:01:54 <NGC3982> __ln__: When i write as above, should it be "as station graphics NewGRF's" or "as station graphic NewGRF's"?
09:01:54 <__ln__> NGC3982: Please place the apostrophe where it belongs, not where it doesn't.
09:01:57 <NGC3982> peter1138: I see.
09:02:11 <NGC3982> NewGRFs?
09:02:25 <__ln__> Yes. And "I'm".
09:02:58 <__ln__> The first one of the two, I would say.
09:03:04 <NGC3982> Oh, that's supposed to be "im"?
09:03:10 <NGC3982> Ok.
09:03:41 <__ln__> There's no such word as "im" in English as far as I know.
09:03:52 <NGC3982> So I'm is correct?
09:04:26 <__ln__> It is. You just wrote "Im" earlier.
09:04:32 <NGC3982> Oh
09:04:37 <NGC3982> I have no idea
09:04:40 <NGC3982> Of anything, apparently.
09:04:55 <peter1138> __ln__, it im wif an ammer
09:05:19 <__ln__> NGC3982: But typing "NewGRF's" revealed that you indeed have a functioning apostrophe key on your keyboard. :)
09:05:26 <NGC3982> peter1138: Might that explain why there are so few depot NewGRFs, relative to the amount of station graphic NewGRFs?
09:05:33 <NGC3982> __ln__: :-P
09:05:44 <NGC3982> __ln__: It's (Its?) a bit confusing.
09:05:53 <__ln__> It's
09:05:54 <peter1138> I don't know, maybe people don't care much about depots.
09:06:33 <NGC3982> When i take a look at the swedish service system (InfraNord) and depots, there is alot of flavour and history embedded.
09:06:38 <peter1138> __ln__, did you spot my mistake there?
09:06:56 <NGC3982> Hm
09:07:16 <NGC3982> __ln__: If you might explain: "I am" > Im, but "It is" to "It's"?
09:07:17 <NGC3982> :E
09:07:24 <peter1138> No.
09:07:31 <peter1138> I am -> I'm. It is -> It's
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09:08:07 <NGC3982> This situation turned oxymoronic.
09:08:20 <NGC3982> Oh
09:08:26 <NGC3982> No, it didn't.
09:08:35 <__ln__> peter1138: I wouldn't be deliberately looking from mistakes in others' text, would I?
09:08:46 <peter1138> __ln__, surely not :-)
09:08:55 <__ln__> from -> for, even
09:09:03 <peter1138> __ln__, but did you, now that I've asked?
09:09:23 <peter1138> DID YOU SPILL MY PINT?
09:09:46 <NGC3982> Oh god yes, pint.
09:09:55 * NGC3982 is on vacation and found beer in the fridge.
09:10:07 <peter1138> Found.
09:10:13 <__ln__> If you're referring to the "wif an ammer" sentence, it was gibberish; otherwise I didn't spot an error, no.
09:10:49 <peter1138> I was thinking that I separated two sentences with a comma instead of full-stop, but now I'm not sure.
09:11:24 <NGC3982> http://i.imgur.com/DXsXV.png
09:11:29 <NGC3982> This will not go well.
09:11:53 <__ln__> Dunno if it's a mistake in such a short piece of text.
09:16:15 <peter1138> Don't make me want to play OpenTTD again... :S
09:21:22 <NGC3982> peter1138: :(?
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09:23:53 <peter1138> Hmm?
09:24:27 <__ln__> Curious that recent versions of OS X come with subversion preinstalled.
09:25:52 <__ln__> Even most Linux distros don't.
09:33:29 <NGC3982> peter1138: Why on earth did you stop wanting it in the first place. :P
09:53:40 <Eddi|zuHause> NGC3982: maybe you want to explore the magic of autorefit (needs updated train set)
09:54:22 <Eddi|zuHause> NGC3982: also you might want to explore the magic of Ctrl+S
09:56:03 <NGC3982> Eddi|zuHause: Oh, i see.
09:56:19 <NGC3982> And no, i don't need to make a screenshot of the full map when simply showing some orders.
09:57:51 <Eddi|zuHause> that's not what Ctrl+S does
09:58:23 <NGC3982> Oh
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11:25:39 <NGC3982> The abnormity that is this channels chat activity really needs a jump.
11:25:40 <NGC3982> :E
11:25:59 <__ln__> *channel's
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13:23:09 <Belugas> hello
13:29:20 <fjb> Moin Belugas
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13:41:00 <peter1138> hi
13:49:03 <Belugas> hihi
14:05:25 <KopjeKoffie> hello
14:05:52 <KopjeKoffie> i´m trying to compile openttd 1.2.2
14:06:45 <peter1138> Nice.
14:06:53 <KopjeKoffie> but i get the following error: http://pastebin.com/idZUd6Sj
14:08:02 <KopjeKoffie> i have folowd the instruction on: instruction http://wiki.openttd.org/Compiling_on_MinGW
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14:10:56 <Terkhen> KopjeKoffie: configure says that libpng has been detected?
14:10:56 *** KopjeKoffie has quit IRC
14:11:02 <Terkhen> meh
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14:13:30 <Terkhen> KopjeKoffie: configure says that libpng has been detected?
14:14:47 <KopjeKoffie> checking lzo2... found
14:14:47 <KopjeKoffie> checking libpng... found
14:14:47 <KopjeKoffie> checking libfreetype... found
14:15:20 <KopjeKoffie> trunk fails also
14:15:24 <Terkhen> strange
14:16:09 <Terkhen> I tested the tutorial a few weeks ago
14:16:19 <planetmaker> KopjeKoffie, what architecture is that? 32bit 64bit?
14:16:42 <Terkhen> did you forget the /etc/fstab step?
14:17:00 <KopjeKoffie> windows 7 64 bit
14:17:34 <Terkhen> mingw is 32 bits only, the mingw64 version fails with OpenTTD IIRC
14:18:00 <KopjeKoffie> Select "Use pre-packaged repository catalogues". <-- i used the last version, is that the problem?
14:19:01 <Terkhen> maybe, but it should probably work too
14:20:56 <KopjeKoffie> (16:16:56) Terkhen: did you forget the /etc/fstab step? <-- all okey
14:21:48 <KopjeKoffie> i have windows 7 64 bit, but how can i see that i´m using mingw32?
14:21:51 <Terkhen> I dont know then... try with pre packaged
14:25:35 <KopjeKoffie> maybe gcc 4.7 is the problem
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14:25:50 <KopjeKoffie> i will try the pre packaged
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14:40:08 <Rubidium> looks like the png headers might be messing with alignment
14:41:36 <Rubidium> what happens if you compile with libpng disabled? Is the error then still there?
14:42:14 <KopjeKoffie> how do i disable it?
14:44:53 <NGC3982> I'm so fantastically bored with riding trains there days.
14:45:33 <NGC3982> The standard trip I take every weekend really sucks the life out of me.
14:46:56 <NGC3982> Maybe it's time to stop playing OpenTTD, and maybe ill appreciate it more :-D
14:47:25 <Bad_Brett> Why don't you play OpenTTD on the train?
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14:48:19 <NGC3982> I don't have my laptop operational.
14:48:42 <NGC3982> Oh well, I do, actually.
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14:48:56 <Bad_Brett> you see? problem solved :)
14:49:24 <NGC3982> But this is a small commuter. No tables and stuff.
14:50:03 <NGC3982> And I'm in the lowlands in under ten minutes.
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14:57:38 <Terkhen> KopjeKoffie: ./configure --disable-libpng IIRC, check the readme to be sure
15:13:20 <KopjeKoffie> mingw with pre build packages builds openttd fine
15:13:50 <KopjeKoffie> that is on gcc 4.6.2
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15:16:22 <KopjeKoffie> building openttd with gcc 4.7.0 fails on screenshot.cpp, but is has lots of warnings
15:17:59 <Rubidium> those warnings might be compiler bugs
15:18:13 <Rubidium> because I build with gcc 4.7.1 and get none
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15:25:40 <KopjeKoffie> oke thanks, now i can build my own openttd again :)
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15:31:04 <Terkhen> :)
15:31:47 <Terkhen> I'll make more clear in the tutorial that you need to use prepackaged
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17:49:41 <Alberth> evenink
17:49:51 <fjb> Moin Alberth
17:51:28 <Terkhen> hi Alberth
17:54:59 <andythenorth> bonjour
17:55:49 <fjb> Moin andythenorth
18:00:08 <Terkhen> hi andythenorth
18:00:16 <andythenorth> MP GS later? :P
18:00:18 * andythenorth is at work
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18:14:38 <Wolf01> evenink
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18:16:21 <Alberth> hi wolf
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18:19:24 <fjb> Moin Wolf01
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19:10:39 <andythenorth> ho ho ho
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19:58:37 <Eddi|zuHause> "Ja is denn heut scho Weihnachten?"
20:05:40 <NGC3982> What happends to stations with >X station spread, if the parameter changes?
20:05:49 <NGC3982> To <X, that is.
20:06:11 <Terkhen> IIRC nothing
20:09:53 <newbie> can someone tell me how/where in the sourcecode the first game is started in a dedicated server
20:11:08 <Rubidium> somewhere in openttd.cpp I think
20:11:24 <Rubidium> I'd look where LoadIntroGame is called
20:11:29 <newbie> in need to know the exact somewhere ;)
20:11:49 <Rubidium> then I can't help you right now
20:12:34 <Yexo> newbie: why do you need that if you don't want to look yourself?
20:12:36 <Terkhen> why do you need to know the exact part of the code but can't be bothered to look for it if you already have the function name?
20:12:46 <newbie> i look myself
20:13:28 <newbie> i guessed this function is called if you start a normal client
20:13:36 <newbie> at least it made this impression...
20:13:46 *** newbie is now known as Der_Herr
20:14:31 <Eddi|zuHause> but the place where this is called may have additional clues what happens on dedicated servers
20:15:20 <Yexo> Der_Herr: openttd.cpp:1023 NetworkServerStart()
20:15:33 <Yexo> might be a good start
20:18:40 <Der_Herr> line 1023 is in the function Switch_To_Mode
20:19:38 <Alberth> wrong revision?
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20:20:04 <Alberth> or different, at least :)
20:20:25 <Der_Herr> i used trunk from the repository, this is the latest?
20:21:15 <Yexo> Der_Herr: yes, that's correct, that's one of the first few functions called
20:21:30 <Yexo> main() sets _switch_mode, GameLoop() calls SwitchToMode()
20:22:19 <Yexo> line 1007 might be better though
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20:25:07 <Der_Herr> SafeLoad loooks interesting
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20:28:05 <Eddi|zuHause> lots of things look interesting. unless you tell us what you actually intend to do, we cannot help you finding the spot to do it
20:28:46 <Der_Herr> I try to create a patch to enable dedicated servers to load and populate heightmaps
20:29:31 <Yexo> in that case look around openttd.cpp:609
20:29:48 <Der_Herr> therefore i sucessfully implemented already a console command copying the newgame command with minor modifications
20:30:35 <Yexo> please keep that in two separate patches
20:30:44 <Yexo> a commandline option and a console option I mean
20:31:12 <Yexo> hmm, via -e -g you can load scenarios, never knew that :)
20:31:28 <Der_Herr> ;)
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20:38:08 <Der_Herr> ok just a question for the console option: if you use it in a singleplayer game it works fine, but if i try to use it via rcon on a multiplayerserver the server does not seem to react on it? do i need to attach additional properties to the command like in console_cmd.cpp
20:38:55 <Yexo> what's the exact rcon command you use?
20:39:24 <Der_Herr> rcon pw mycommand or rcon pw "mycommand filename"
20:39:40 <Yexo> looks fine
20:39:49 <Yexo> have you tried directly in the console of a server?
20:43:14 <Der_Herr> mh i take my question back until i fixed the current error ;)
20:44:32 <Terkhen> good night
20:44:54 <Der_Herr> gn8
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21:01:19 <Der_Herr> ok, fixed :) now other things are to do
21:02:04 <Der_Herr> for example find the reason why the client is disconnected while loading a new heightmap
21:02:28 <Yexo> doesn't that happen too when loading a normal new game?
21:04:34 <Der_Herr> no
21:04:50 <Der_Herr> newgame starts a newgame but the client stays connected or at leasts reconnects
21:16:48 <Der_Herr> for example i use StartNewGameWithoutGUI with the only change StartGeneratingLandscape(GLWM_HEIGHTMAP);
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21:28:12 <planetmaker> clients stay connected if you use rcon load XXX
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21:28:50 <Der_Herr> that does not change anything to newgame and the abbreviation i made to load heightmaps
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21:36:08 <Der_Herr> gn8
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21:39:17 <MNIM> ja lekker
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22:07:02 <Wolf01> 'night all
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22:17:01 <Bruskork1> I have a quick question: Can me and a friend play OpenTTD together if he has a mac and I have a windows?
22:18:59 <Eddi|zuHause> yes
22:20:53 <Bruskork1> Okay, thank you! :)
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22:29:09 <Bad_Brett> Hey Eddi! does the patch seem to be working for you?
22:29:53 <Eddi|zuHause> do you have a test grf?
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22:31:30 <Bad_Brett> yes... it's quite dirty and only works in one direction... but maybe i'll should replace the vehicle with colored sprites for test purposes
22:32:29 <Bad_Brett> i'll fix it
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22:49:43 <Bad_Brett> woah... this is odd
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22:51:55 <Bad_Brett> the sprite in the train list changes... seemingly randomly... but on the map it remains the same... and yet i've only added default graphics
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23:00:38 <Eddi|zuHause> i might take a look tomorrow if you send me the GRF
23:01:28 <Bad_Brett> thanks... i'll post it on the forums
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