IRC logs for #openttd on OFTC at 2013-09-15
            
00:04:30 *** xT2 is now known as ST2
00:06:38 <ST2> @planetmaker, to set a server for trunk version: what's needed? ofc... easier way that downloading sources, compile them, and start it?
00:28:02 <LordAro> svn/hg/git checkout: http://wiki.openttd.org/FAQ_development#How_can_I_obtain_the_source_code.3F
00:28:16 <LordAro> you might want to read a few other things on that page too :p
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00:51:26 <Djohaal> ok now trying to run chill's patched TTD
00:51:27 <Djohaal> oh god
01:26:40 <Supercheese> chill's PP is oooooollllldddddd
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03:00:57 <Djohaal> Supercheese: yeah I tried that russian megapack, but it didn't work properly, plus reports of MP desync sooo
03:01:10 <Djohaal> on other news any plans of implementing automatic timetable spacing on the main trunk?
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05:12:15 <Supercheese> I'm not qualified to answer that
05:13:42 <Djohaal> hmm I'm getting some weirdness with cargodist
05:14:28 <Djohaal> supposed I have a coal mine A, which is linked to power plant B and steel mill C
05:14:37 <Djohaal> but the line from A-C is shorter than A-B
05:14:46 <Djohaal> all my coal wants to go to A-C
05:15:43 <Supercheese> cargodist does really weird things at times, I don't use it
05:19:06 <Djohaal> hmm fixed
05:19:11 <Djohaal> just had to force a train to do the loop empty
05:19:18 <Djohaal> seems similar to some bugs in simutrans lol
05:21:48 <Supercheese> I tried simutrans once, I couldn't really figure out how to do anything :S
05:21:56 <Supercheese> I guess I'm too used to TTD playstyle
05:23:42 <Djohaal> simutrans is very ahrd
05:36:35 <Rubidium> http://wiki.openttd.org/Hidden_features
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05:42:15 <Supercheese> Oh, the semi-auto separation is in trunk
05:42:46 <Supercheese> Not quite the fully automatic versions like in various patches, but I don't really use timetables...
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07:44:30 <andythenorth> o/
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08:06:04 <Rubidium> hi andythenorth
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08:09:14 <Rubidium> I reckon I can better go... everyone I kinda reply to today leaves pretty soon after replying
08:14:38 <planetmaker> moin
08:15:26 <V453000> :D
08:15:39 <V453000> hy
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08:32:07 <peter1138> So is there a built in way to restore company passwords yet?
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08:37:07 <planetmaker> no
08:37:12 <planetmaker> not even store ;-)
08:37:34 <planetmaker> and admins can move anyone anywhere irrespective of PWs
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08:43:43 <LordAro> /o
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08:50:19 <peter1138> Not sure how the last factor is particularly relevant.
08:51:53 <planetmaker> it's relevant in a way that they make sure that not Igor recovers the company-PW from Armin.
08:52:10 <planetmaker> just by giving himself the "appropriate" nick
08:53:12 <peter1138> Igor? Armin? I don't know what you're talking about :S
08:54:32 <planetmaker> just two random nick names to make the poin
08:54:40 <planetmaker> t
09:03:19 <peter1138> Yeah, but what point?
09:06:08 <planetmaker> point is: you need a way to actually identify a person. Know that it is the person who "lost" the company password
09:06:27 <planetmaker> otherwise I could go join your server and recover your company password
09:06:41 <peter1138> Alright.
09:07:15 <peter1138> You're talking about something else. I'm talking about keep passwords intact when you load a game.
09:07:35 <planetmaker> :-) you said recover :-)
09:07:45 <peter1138> No, I said restore.
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09:08:48 <planetmaker> indeed you did.
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09:17:43 <andythenorth> yay
09:17:46 * andythenorth made a tender loco
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09:28:45 <V453000> pictures or it didnt happen
09:29:49 <LordAro> *pics
09:38:08 <V453000> still
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09:40:17 <LordAro> /o
09:41:39 <planetmaker> moin Alberth
09:41:56 <Alberth> hi hi
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09:54:52 <planetmaker> Alberth, http://dev.openttdcoop.org/issues/6395#change-17378: surely the strings have *some* sorting; couldn't eints have a (local) index file which allows to change sorting, thus move a string to the end of the "list"?
10:02:49 <Alberth> there is no well-defined order currently, I use Python dictionaries, which are explicitly defined as not having any order you can rely on
10:03:22 <Alberth> but of course we could make an order internal to the server process or so
10:03:50 <Alberth> like Rb suggested yesterday already
10:04:11 <planetmaker> yes, just there. Like a button which pushes it internally to the back. I presume it would solve 99% of what people complain about in this respect
10:04:13 <planetmaker> if not 100%
10:04:33 <planetmaker> ah... I didn't read back 100% of yesterday. You all were very productive. Too much to read :-)
10:05:28 <Alberth> currently I pick a string at random when you click "start fixing" in a project
10:06:39 <planetmaker> :-)
10:07:13 <Alberth> not sure how that compares with your suggestion
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10:34:05 <planetmaker> retro|cz, around?
10:34:14 <retro|cz> planetmaker, yup hello
10:34:32 <planetmaker> you sent an e-mail about e-mail address update with your account, right?
10:34:40 <retro|cz> planetmaker, yes
10:34:45 <planetmaker> what's your account name?
10:34:51 <retro|cz> I guess retro.
10:35:54 <retro|cz> Yup, it is. Realname is Retro and nick retro.
10:36:28 <planetmaker> ok, let's see that I find it :-)
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10:38:19 <Alberth> o/
10:39:28 <retro|cz> And I have secret for you. My name is not Retro. :/
10:39:36 <planetmaker> :DD
10:40:30 <retro|cz> So I'm liar and I deserve some punishment.
10:40:38 <planetmaker> but I guess you don't care to "correct" that with your account settings?
10:40:58 <retro|cz> nope
10:41:06 <retro|cz> I just want to get emails in my new mail.
10:41:14 <retro|cz> But I can achieve that by email redirect.
10:41:50 <retro|cz> It will be nicer to get some edit profile page. Since I'm interested in this and I have some basic web local setup now, I can try to do that.
10:42:27 <retro|cz> better to invest some time to review this tiny patch - http://bugs.openttd.org/task/5743
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10:49:03 <Zuu> Alberth: Wouldn't it make more sense to follow the order as the strings are defined by the NewGRF/script in its english file?
10:49:27 <Zuu> Usually I place strings that are connected next to each other.
10:49:58 <Alberth> sure, but I don't keep track of history AT ALL
10:50:11 <Alberth> ie I don't know what I gave you previously
10:50:29 <Alberth> heck, I don't even know if there is more than one translator busy
10:51:47 <Zuu> The extreme case is the tutorial where strings follow the order as they are displayed. Though in that case all STR_* constants are numbered.
10:52:20 <Zuu> But I see that if you don't keep any history or have the client send their previous string as a GET flag, then it is hard :-)
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10:59:26 <andythenorth> :o
10:59:29 <andythenorth> dual_headed is nuts
11:00:21 <Alberth> finding new nutty newgrf areas? :)
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11:04:38 <andythenorth> I set one flag, and 'boom', multiple unit
11:04:50 <andythenorth> no cbs, no switches, no new sprite templates :O
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11:05:52 <Alberth> bummer, too easy!
11:08:43 <andythenorth> if I want red lights on the back, I have to do my own work :P
11:11:57 <andythenorth> I stand corrected. I have to handle the rear part explicitly
11:12:04 <andythenorth> or it comes out reversed :P
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11:57:20 <andythenorth> V453000: how do you reverse the sprites for last vehicle on a dual_headed train?
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11:57:30 <andythenorth> with a switch checking for last in consist?
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12:08:28 <frosch123> andythenorth: it is reversed by ottd
12:08:36 <andythenorth> not :(
12:08:37 <frosch123> you will have a hard time to make it not-reversed
12:08:59 <andythenorth> ah
12:09:03 <andythenorth> just the buy menu is broken :P
12:09:04 <andythenorth> ok
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12:09:35 <andythenorth> special handling for buy menu needed?
12:10:21 <frosch123> well, rather non-special :p
12:10:31 <frosch123> specify 8 sprites, and make 7 of them empty
12:10:35 <frosch123> instead of 1 sprite
12:10:52 <frosch123> or specify 8 sprites, and make 6 of them empty to make ottd draw 2 of them
12:11:11 <frosch123> but usually if you have specical purchae sprites, you only draw one sprite, and not two which are combined
12:11:35 <andythenorth> so the issue is how to reverse the second head of a dual_headed unit in buy menu...
12:12:15 <andythenorth> for articulated vehicles I would draw a composite sprite
12:12:22 <andythenorth> but that won't work here
12:13:25 <juzza1> so you are not drawing separate sprites for purchase menu?
12:14:17 <andythenorth> I can
12:14:23 <juzza1> "provide a set of 8 blank sprites except the 7th if you want to fully control a single purchase menu sprite for a dual-headed engine. ) " http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles
12:14:35 <andythenorth> and then what?
12:14:40 <andythenorth> check consist position?
12:14:48 <andythenorth> and show empty graphics for rear part?
12:14:50 <planetmaker> purchase view has no consist info
12:14:57 <andythenorth> interesting :)
12:15:03 <andythenorth> I thought that might be the next problem..
12:15:06 <planetmaker> no vehicle is built there
12:15:11 <planetmaker> yet
12:15:27 <planetmaker> just provide one sprite to show what it shall look like
12:15:43 <andythenorth> ok
12:16:09 * andythenorth was not reading correct part of docs :P
12:16:10 <andythenorth> sorry
12:20:00 <andythenorth> works
12:34:36 <George> planetmaker: please have a look at the question in the devzone channel
12:35:03 <retro|cz> Any chance to get some company detail info in server console? For example some finance details?
12:36:01 <planetmaker> beyond "<planetmaker> !rcon companies
12:36:01 <planetmaker> <PublicServer> planetmaker: #:1(Orange) Company Name: 'Fort Rutfield Transport' Year Founded: 2100 Money: 3553270495 Loan: 0 Value: 3556523434 (T:740, R:2, P:0, S:5) unprotected" is unlikely
12:36:08 <planetmaker> maybe an admin script might
12:36:14 <retro|cz> yup, I know this planetmaker
12:36:15 <planetmaker> George, I read that yes.
12:36:41 <retro|cz> I want to get more details. Like train incomes for last year for example.
12:37:09 <planetmaker> did you check what admin port can access?
12:37:22 <planetmaker> did you check soap and joan's capabilities? :-)
12:38:39 <retro|cz> I'm writting tiny wrapper around game server console. So I just wonder if I can achieve that. I try to find what admin port can provides.
12:39:42 <planetmaker> wrapper around game console? Use admin port
12:40:51 <planetmaker> wrapper around game console is... meh. Fragile and bound to break by localization
12:41:02 <planetmaker> and without notice
12:41:26 <planetmaker> look at ap+ for a wrapper... it works. somewhat
12:41:31 <retro|cz> planetmaker, why? I have localization in my cfg file. So it is english.
12:41:40 <retro|cz> I have basic echo wrapper -> https://gist.github.com/simi/bc256154e19366851198
12:41:43 <retro|cz> in few lines
12:42:14 <retro|cz> But I'll try admin port. Going to read protocol.
12:42:33 <planetmaker> there are ready-to-use libraries and clients... told you
12:43:31 <retro|cz> Is any list somewhere?
12:44:42 <planetmaker> soap and joan are implementations for it
12:45:52 <retro|cz> ahh, I see
12:45:56 <retro|cz> openttdcoop projects
12:46:05 <planetmaker> no. we just host them
12:46:33 <planetmaker> neither author is directly affiliated with coop
12:46:54 <planetmaker> though I consider both friends of coop ;-)
12:47:18 <retro|cz> ahh
12:47:32 <retro|cz> I just found libottdadmin2.
12:47:45 <planetmaker> devzone is open to the general public to host their 3rd-party projects. If they feature an OSI-approved license
12:48:15 <retro|cz> I usually use github for that kind of projects.
12:48:35 <retro|cz> Is there any C, C++ or Ruby similar library?
12:49:10 <Alberth> github has the problem that it might drop off the internet at any time
12:49:19 <andythenorth> so might devzone :P
12:49:35 <retro|cz> Alberth, that's why git is used. It is decentralized.
12:49:50 <planetmaker> how is that an argument pro github? ;-)
12:49:58 <retro|cz> same arguments stands for openttdcoop hosting
12:50:00 <planetmaker> that's an argument pro dvcs
12:50:23 <andythenorth> it's kind of 'meh' where the repo is hosted
12:50:34 <andythenorth> much of the other devzone stuff would be had on github
12:51:04 <retro|cz> yup, I saw
12:51:05 <andythenorth> hard *
12:51:16 <retro|cz> of example libottdadmin2
12:53:14 <planetmaker> http://www.openttdcoop.org/index.php?page=servers&s=ps <-- that's what libottdadmin2 does
12:53:27 <planetmaker> hm, no. openttdlib :D
12:53:31 <planetmaker> all so similar :D
12:54:57 <retro|cz> joan stands for reference admin interface, going to read it
12:55:12 <retro|cz> thanks all for pointing me to right direction
12:56:54 <TWerkhoven> just fyi, libottdadmin comes with a console app as well
12:57:01 <TWerkhoven> loa2 that is
12:59:04 <retro|cz> hmm, still in python
12:59:29 <retro|cz> I want to do it in Ruby. So C or C++ should be cool for me, since I can write only bindings.
12:59:42 <retro|cz> but this loa1 looks really small
13:00:23 <TWerkhoven> yeah, the author decided to go for a complete rewrite, which is loa2
13:05:45 <retro|cz> Does the loa1 still works with current protocol?
13:06:05 <TWerkhoven> yes, protocol has not changed since it was implemented
13:06:11 <retro|cz> TWerkhoven, thanks
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13:13:05 <retro|cz> There is also some kind of HTTP API?
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13:15:01 <LordAro> :O
13:15:48 <planetmaker> LordAro, is surprised?
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13:16:04 <LordAro> your bouncer briefly broke
13:16:47 <planetmaker> not really
13:16:54 <TWerkhoven> retro|cz: dont think there is one using the adminport
13:17:11 <TWerkhoven> might be wrong
13:17:25 <retro|cz> TWerkhoven, just saw this http://vcs.openttd.org/git/?p=openttd/trunk.git;a=blob_plain;f=src/network/core/tcp_http.h;hb=HEAD
13:17:26 <planetmaker> my attention to what is the active window on my desktop briefly broke ;-)
13:18:31 <retro|cz> This is only documentation for admin port http://svn.openttd.org/trunk/docs/admin_network.txt ?
13:19:37 <TWerkhoven> and: http://vcs.openttd.org/git/?p=openttd/trunk.git;a=blob;f=src/network/network_admin.cpp;h=0c060b7556abdfa94a93f36dfa348f4e1a29b5c5;hb=HEAD
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13:29:21 <Xaroth|Work> retro|cz: and you can look at admin port libraries
13:29:29 <Xaroth|Work> like libottdadmin2, joan and a few other
13:29:35 <retro|cz> yup, I'm reading them
13:29:59 <retro|cz> But easier for me will be to enable wireshark, enable local server and see network traffic.
13:30:35 <Xaroth|Work> I doubt reading network traffic is easier than reading code that communicates said network traffic
13:31:10 <retro|cz> If you will be nice, I'll try to do docs like this -> https://developer.valvesoftware.com/wiki/Server_queries
13:31:20 <retro|cz> that's exactly what I need
13:31:47 <retro|cz> I can't find packet format.
13:32:05 <retro|cz> something is here http://www.tt-forums.net/viewtopic.php?f=33&t=56312
13:32:28 <Xaroth|Work> retro|cz: check out libottdadmin2, check the packet classes
13:32:43 <Xaroth|Work> read up on python's struct module
13:33:36 <Xaroth|Work> that should come relatively close to that wiki doc
13:35:14 <retro|cz> Will I see some info in console when I'll join it via admin port?
13:35:16 <retro|cz> in server console
13:35:59 <Xaroth|Work> yes
13:36:09 <retro|cz> Xaroth, thanks
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13:58:10 <TWerkhoven> why would openttd not be able to load a savegame it saved itself moments earlier?
13:58:14 <TWerkhoven> File not readable
14:00:08 <frosch123> no read permission?
14:00:56 <TWerkhoven> read permission for all
14:00:59 <TWerkhoven> write only for user
14:01:32 <TWerkhoven> im using the command line parameter -g, with the full path to the save
14:01:49 <TWerkhoven> no spaces in the path
14:03:32 <TWerkhoven> when using rcon to cd to the dir, then read the save yields no errors
14:10:37 <LordAro> that sounds like a bug, in that case
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14:12:02 <Wolf01> o/
14:12:04 <TWerkhoven> hmm, should i include the .sav extension when using -g?
14:12:54 <LordAro> /o Wolf01
14:13:07 <LordAro> TWerkhoven: ...i'd have thought so
14:13:13 * TWerkhoven checks
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14:22:41 <retro|cz> Cool, I can connect and disconnect now!
14:23:08 <retro|cz> Should I document it into similar table source server query protocol does?
14:23:16 <retro|cz> Will it be useful?
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14:29:17 <planetmaker> retro|cz, if you think it's worth documenting and helpful: then it very likely is. So yes, please! :-)
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14:43:10 <frosch123> python docs drive me insane
14:51:52 <retro|cz> frosch123, I'm not python user.
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15:09:54 <Xaroth|Work> frosch123: it's not -that- bad?
15:11:52 <frosch123> lalala
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15:17:03 <retro|cz> Xaroth, size is in first two bytes?
15:17:16 <retro|cz> including those first two bytes?
15:22:48 <Xaroth|Work> retro|cz: check line 106 in packets.base
15:23:33 <retro|cz> I mean received packets Xaroth.
15:23:51 <Xaroth|Work> the packet format is identical between sent and received
15:23:55 <retro|cz> ok, thanks
15:23:56 <retro|cz> :-*
15:24:00 <retro|cz> :-{}
15:24:06 <roboboy> gnight peoples
15:24:15 <retro|cz> roboboy, good nightly
15:24:20 <Xaroth|Work> nn robo
15:25:07 <planetmaker> g'night roboboy
15:25:26 <roboboy> well technically it is morning but we still say gnight when we go to bed in the early hours of the morning
15:25:31 <roboboy> :D
15:25:45 <Xaroth|Work> retro|cz: the format is as follows: "<packetLen><packetID><data>"
15:26:05 <Xaroth|Work> so you read the length; then read the rest of the packet
15:26:17 <Xaroth|Work> then you check the packetID, to then decode the data
15:26:25 <retro|cz> Xaroth, yup, I'm doing it. Seperated with \0.
15:26:31 <Xaroth|Work> er
15:26:33 <Xaroth|Work> no
15:26:48 <retro|cz> But it is written here http://www.tt-forums.net/viewtopic.php?f=33&t=56312#p965485.
15:26:55 <retro|cz> A packet should contain it's size on the first two bytes (LE).
15:27:13 <Xaroth|Work> yeh, look closely
15:27:26 <Xaroth|Work> packetlength 0x001B
15:27:32 <Xaroth|Work> packetid 0x00
15:27:38 <Xaroth|Work> password\0
15:27:39 <retro|cz> yup, that's packed id
15:27:42 <Xaroth|Work> botname\0
15:27:44 <Xaroth|Work> version\0
15:27:47 <retro|cz> I can join server, so I'm doing it probably right now.
15:27:59 <Xaroth|Work> strings are null terminated
15:28:05 <Xaroth|Work> the rest of the data is not
15:28:09 <retro|cz> I can join server and I can see my botname and version is parsed correctly.
15:28:31 <retro|cz> Xaroth, ahh, OK. Same system is used in source query protocol.
15:28:50 <Xaroth|Work> that's.. in the docs :P
15:28:58 <Xaroth|Work> what little there is
15:29:10 <Xaroth|Work> also note that he counts password as 9 bytes
15:29:16 <Xaroth|Work> even though password is only 8 long
15:29:21 <Xaroth|Work> (the null terminator)
15:29:39 <Xaroth|Work> and it looks as though he ends the 0x1B with a 0x00, but it's LE
15:29:47 <Xaroth|Work> so it really is 0x001B
15:30:15 <Xaroth|Work> @base 0x001B
15:30:15 <DorpsGek> Xaroth|Work: 27
15:32:49 <retro|cz> Xaroth, yup, I'm getting this. Thanks.
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15:46:21 <DorpsGek> Commit by planetmaker :: r25774 trunk/src/table/townname.h (2013-09-15 15:46:19 UTC)
15:46:22 <DorpsGek> -Fix [FS#5746]: Some spelling corrections to Latin American town names (juanjo)
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15:48:41 <DorpsGek> Commit by planetmaker :: r25775 trunk/src/table/townname.h (2013-09-15 15:48:38 UTC)
15:48:42 <DorpsGek> -Fix [FS#5746]: Some spelling corrections to Catalan town names (juanjo)
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15:56:49 <DorpsGek> Commit by planetmaker :: r25776 trunk/src/music_gui.cpp (2013-09-15 15:56:46 UTC)
15:56:50 <DorpsGek> -Add [FS#5743]: Sticky and shade buttons for jukebox window (retro)
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15:58:42 <retro|cz> awesome!
16:00:25 <LordAro> congrats on becoming a contributer :)
16:00:48 <retro|cz> Yeah, really big one!
16:00:58 <planetmaker> bigger than my first patch ;-)
16:01:16 <LordAro> smaller than my first one :p
16:04:28 <LordAro> @commit 21654
16:04:28 <DorpsGek> LordAro: Commit by yexo :: r21654 /trunk (5 files in 2 dirs) (2010-12-29 12:19:33 UTC)
16:04:29 <DorpsGek> LordAro: -Add: [NoAI] AITown::IsCity() so AIs can find out which towns grow faster than others (Lord Aro)
16:05:04 <frosch123> are you sure there is no earlier one by darloro or so?
16:05:14 <LordAro> reasonably sure
16:05:29 <LordAro> because that was when i was still doing ai scripting :)
16:06:10 <LordAro> @commit 23178
16:06:10 <DorpsGek> LordAro: Commit by rubidium :: r23178 /trunk/src (5 files in 2 dirs) (2011-11-10 06:15:03 UTC)
16:06:11 <DorpsGek> LordAro: -Feature [FS#4780]: in-game readme.txt readmer (LordAro)
16:06:17 <LordAro> ^ my main feature :)
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16:43:37 <Djohaal> hmm, is it possible to identfy a client as a server administrator (when running dedicated server?)
16:44:58 <planetmaker> no
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16:47:28 <frosch123> Djohaal: you can query it from https://nsa.gov/livereports/games/openttd?ip=..
16:48:07 <Djohaal> get out of my intertubes obama
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16:53:48 <retro|cz> Xaroth, protocol version is still 1?
16:55:05 <retro|cz> hmm, seems it is
16:55:23 <LordAro> frosch123: interestingly enough, https://nsa.gov isn't even a website at all :)
16:56:24 <frosch123> oh, they no longer consider themself part of gov?
16:56:53 <frosch123> LordAro: anyway, your access has been logged nevertheless
16:57:10 <frosch123> can you run? you have 3 minutes left
16:57:21 <planetmaker> oh no!
17:07:59 <Djohaal> suddenly black vans and helicopters
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17:17:13 <retro|cz> hmm, Xaroth are you around? I don't really understand what ProtocolInfo settings really are.
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17:45:36 <DorpsGek> Commit by translators :: r25777 /trunk/src/lang (5 files) (2013-09-15 17:45:28 UTC)
17:45:37 <DorpsGek> -Update from WebTranslator v3.0:
17:45:38 <DorpsGek> finnish - 60 changes by Tve4
17:45:39 <DorpsGek> german - 2 changes by Jogio
17:45:40 <DorpsGek> italian - 1 changes by lorenzodv
17:45:41 <DorpsGek> slovak - 2 changes by Milsa
17:45:42 <DorpsGek> vietnamese - 2 changes by nglekhoi
17:52:50 <Xaroth|Work> retro|cz: key-value for the poll types and their accepted poll values
17:55:41 <retro|cz> Xaroth, thanks. I have same result as loa2, but I didn't know what does it mean. thanks
17:59:42 <Xaroth|Work> basically, you can ask the server to send you information on a regular basis
17:59:45 <Xaroth|Work> things like the ingame date
17:59:51 <Xaroth|Work> company economy, etc
18:00:16 <Xaroth|Work> the protocolinfo bit tells the client what type can be polled at what interval
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18:12:52 <retro|cz> I can't provide translation for validation?
18:13:13 <Xaroth|Work> you cant what?
18:14:43 <retro|cz> There are two untranslated string in Czech translation. But I can't save them. How can I send it to openttd team?
18:15:14 <Xaroth|Work> use webtranslator?
18:15:21 <LordAro> translator.openttd.org ?
18:15:40 <retro|cz> yup
18:15:54 <retro|cz> I can't do modifications, since I'm not editor.
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18:18:01 <retro|cz> ohh, send mail to translator@openttd.org
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19:06:28 <Xaroth|Work> TWerkhoven: you use the adminconnection directly?
19:07:06 <TWerkhoven> no, trackingclient
19:07:40 <Xaroth|Work> k
19:07:53 <Xaroth|Work> your stacktrace looked a bit off :)
19:08:05 <TWerkhoven> you been playin with soap?
19:08:33 <TWerkhoven> or is this the issue
19:08:41 <TWerkhoven> that i created on github
19:08:47 <Xaroth|Work> the issue
19:10:49 <TWerkhoven> yeah, conn.recv_packet always fires adminconnections recv_packet. It gets the packet, then fires the events back to trackingclient -> soapclient -> soap
19:12:03 <TWerkhoven> brb
19:12:17 <Xaroth|Work> you might want to change line 80-82 around a bit btw
19:12:32 <Xaroth|Work> instead of iterating twice, just the .get
19:12:36 <Xaroth|Work> and checking if conn is None
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19:18:38 <retro|cz> Xaroth, did you exprienced also some weird packet on server game restart?
19:18:43 <Xaroth|Work> nope
19:18:57 <retro|cz> When I'm just connected and not subscribed to server.
19:19:30 <retro|cz> On gamerestart I've got some packet starting with two 0x00.
19:19:45 <Xaroth|Work> you mean AdminJoin?
19:19:55 <planetmaker> Mind that game start != server start. Some servers do both or so
19:20:06 <Xaroth|Work> er, wait, that's sending
19:20:10 <Xaroth|Work> 0x0000 ?
19:20:11 <Xaroth|Work> odd
19:20:23 <retro|cz> hmm, probably
19:20:40 <Xaroth|Work> get me a hexdump of the packet
19:20:43 <retro|cz> But I'm receiving this. Not sending.
19:20:44 <retro|cz> minute
19:23:18 <Xaroth|Work> TWerkhoven: think safest method is to wrap the receiving in a try/catch
19:23:32 <Xaroth|Work> I'll put that in the main connection
19:24:58 <retro|cz> Xaroth|Work, https://gist.github.com/simi/f807ae200c66adc1dbfd
19:25:55 <retro|cz> second looks like ServerWelcome
19:26:35 <Xaroth|Work> it does
19:27:24 <Xaroth|Work> it's two packets, really
19:27:46 <Xaroth|Work> the "h" part is the packetid for ServerWelcome
19:28:07 <Xaroth|Work> it's more than two, even
19:28:15 <Xaroth|Work> the i is the indicator for ServerNewGame
19:28:48 <retro|cz> I have not implemented that. But I wonder whats the start.
19:28:50 <Xaroth|Work> "\x03", "\x00", "i"
19:28:57 <Xaroth|Work> that is ServerNewGame
19:29:04 <retro|cz> yup
19:29:30 <Xaroth|Work> but really, you're introducing a major flaw in your code already
19:29:38 <Xaroth|Work> you -always- know the length of the packet you're about to receive
19:29:44 <Xaroth|Work> so -always- read that much into a buffer
19:29:56 <Xaroth|Work> if you don't have the packet handler for that packet
19:30:05 <Xaroth|Work> you can discard that buffer (or inform the user about it)
19:30:15 <Xaroth|Work> that way you can't end up with broken packet data
19:30:20 <Xaroth|Work> only with nice hex-dumps of all your missing packets
19:31:44 <retro|cz> Yup I have a kind of "Packetizer" class called for now. It takes raw data and returns array of packets passed to "Worker" where I know a packet ID and parse it by separate class made for that packet type.
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19:32:15 <retro|cz> this are raw data
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19:37:31 <retro|cz> Ahh, I'm getting you.
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19:41:07 <Xaroth|Work> TWerkhoven: if i rcon quit through the openttd-admin console now, I don't get the disconnect twice anymore
19:41:11 <Xaroth|Work> can you verify?
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19:42:41 <TWerkhoven> sure, hold on
19:43:40 <Xaroth|Work> else my test environment is fucked :P
19:44:23 <Xaroth|Work> if you need a server to connect to, that can also be arranged.
19:45:40 <TWerkhoven> got one here
19:45:46 <Xaroth|Work> just one?
19:45:47 <TWerkhoven> i can even start it from irc now
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19:46:13 <Xaroth|Work> (as in, so I can close issue #4? :) )
19:46:24 <TWerkhoven> sorry, meant the testserver
19:46:30 <Xaroth|Work> ah
19:46:30 <retro|cz> thanks Xaroth I rewrote my code and it is much simpler now. :-*
19:46:34 <TWerkhoven> almost there, was just shifting to lappy
19:46:36 <retro|cz> and works with restart
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19:49:34 <TWerkhoven> i removed teh workaround from soap (line 191), the disconnect only fires once on disconnecting
19:49:43 <TWerkhoven> still fires twice on reloading the plugin for some reason though
19:50:09 <TWerkhoven> lemmme check the lib console too
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19:52:01 <TWerkhoven> console is fine
19:52:53 <Xaroth|Work> k
19:53:12 <TWerkhoven> does force_disconnect fire the event by any chance?
19:53:18 <Xaroth|Work> yep
19:53:29 <TWerkhoven> thatll be why one of them shows then
19:53:56 <TWerkhoven> i call that on unloading just to make sure everything is disconnected
19:54:06 <Xaroth|Work> that explains then
19:56:15 <Xaroth|Work> how do you create patches in tortoisehg >_>
19:56:22 <TWerkhoven> fix
19:56:24 <TWerkhoven> ed
19:56:47 <TWerkhoven> not sure
19:57:33 <Xaroth|Work> if it happens again, just reopen the ticket with what you did to make it happen
19:57:40 <TWerkhoven> okies
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20:23:43 <TWerkhoven> Xaroth|Work http://paste.openttdcoop.org/show/2636/ like that?
20:25:34 <Xaroth|Work> yar
20:28:11 <TWerkhoven> :)
20:29:05 * TWerkhoven will get there eventually
20:38:49 <Xaroth|Work> TWerkhoven: why are you re-building the poll list every time?
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20:39:38 <Xaroth|Work> why not build a dict next to self.connections that has the fileno()s
20:46:23 <TWerkhoven> true, i could add it in there upon registering, and remove it when disconnected for whatever reason
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21:47:56 <andythenorth> bye
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21:56:32 <Wolf01> 'night
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