IRC logs for #openttd on OFTC at 2015-10-12
            
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02:04:30 <Wolf01> 'night
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03:33:03 <ryouma> openttd is in full screen, so it's not possible to alt-tab to my other windows briefly. what does one typically do here? just quit out and take your notes and then start the game again? it crashes if i click on the fullscreen checkbox.
03:33:28 <JezK> use windowed mode
03:33:39 <JezK> or fullscreen windowed mode
03:34:00 <ryouma> JezK: how does one do that? i clicked below the resolution dropdown and it crashed. but kept playing music for a hwile.
03:34:14 <JezK> well i'm not sure why it crashes
03:34:16 <JezK> sounds like a bug
03:34:30 <JezK> should file a bug report if there's not one already
03:34:30 <ryouma> i do openttd -r 800x600 because that is the one that works for me
03:35:11 <ryouma> i ahven't yet gotten to the point of playing the game yet. still working on it.
03:41:02 <ryouma> can you make pop up dialogs when you click on something appear under the pointer? or in the middle of the screen? they show up on the left top currently.
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03:58:56 <Eddi|zuHause> ryouma: no, the window positioning rules are hardcoded
03:59:19 <Eddi|zuHause> ryouma: you can switch between windowed and fullscreen with alt+enter
04:00:14 <Eddi|zuHause> ryouma: but again, this crash is probably due to your video driver
04:22:54 <ryouma> thanks. is there a mouse event that will quit or must you use keyboard?
04:23:06 <ryouma> strangely audio volume control does nothing
04:28:01 <ryouma> i am trying to downlaod the beginnger's tutorial the way the wiki says, but the download button is greyed out when i select "beginner's tutorial"
04:28:24 <Eddi|zuHause> you can quit with the mouse, in the same menu where you can save the game
04:28:36 <ryouma> thanks
04:28:53 <ryouma> if i select to go to website, the game disappears and my regular desktop appears
04:29:02 <ryouma> is there a tutorial that can be downloaded or run?
04:29:39 <Eddi|zuHause> i have never tried a tutorial for this game
04:29:58 <Eddi|zuHause> i mean, other than reading the original manual from 1994...
04:30:17 <ryouma> ok, i will stick with the web tutorial then i guess
04:30:32 <ryouma> dunno why greyed out
04:31:32 <Eddi|zuHause> you have to click on the checkbox to select something for download, before you can actually download something
04:36:17 <ryouma> ohhhhhh that might work
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09:01:07 <andythenorth> o/
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13:37:38 <Wolf01> o/
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19:19:04 <_dp_> damn C, just spend 30 mins thinking why does this line work: int i = t->grow_counter - 1;
19:19:33 <_dp_> seing signed and unsigned mixed in one expression makes me sick %)
19:21:40 <Eddi|zuHause> using - on unsigned types should probably throw all sorts of warnings
19:22:38 <Eddi|zuHause> that might be wishful thinking, though :p
19:23:09 <Alberth> unsigned is mostly intended for bitfields only
19:26:56 <_dp_> I guess there is no warning here because behaviour is defined. But if you try compiling it on 16bit architecture there will be one probably.
19:28:23 <Alberth> ?
19:28:43 <Alberth> how is a 16bit architecture less defined?
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19:30:12 <_dp_> If I got it right, on 32 bit grow_counter is converted to int because 1 is int and int can hold any value of uint16
19:30:59 <Alberth> sounds likely
19:31:14 <_dp_> on 16bit 1 will be converted to uint and result will be UINT_MAX that overflows int which is undefined behavior
19:32:01 <Alberth> if int is not 32bit at such an architecture
19:32:02 <_dp_> if grow_counter is 0 I mean
19:33:16 <_dp_> are there 16bit architectures with 32bit ints?
19:33:44 <Alberth> why not?
19:33:58 <Alberth> you can have long long on a 32bit architecture too
19:34:43 <Alberth> the compiler would need to split the int value over 2 addresses, but that's allowed
19:39:15 <_dp_> yeah, but that's kind of illogical
19:39:51 <Alberth> oh?
19:40:04 <_dp_> have 32bit int instead of 64 is understandable, that's for backwards compatibility
19:40:20 <_dp_> but 32bit instead of 16 ... for what?
19:41:20 <Alberth> bigger int values than 32767
19:47:11 <frosch123> _dp_: all classic processers multiple X bits with X bits to 2*X bits, and divide 2*X bits by X bits to X bits
19:47:41 <frosch123> so, all classic 8 bit cpus know 16bit values, all 16bit cpus know 32bit values, all 32bit cpus know 64 bit values and so on
19:48:05 <Alberth> /me worries about sse4.2 processors
19:48:17 <frosch123> for addition and subtraction no real cpu has any real limit
19:49:04 <frosch123> Alberth: yeah, mmx started to differ from that :)
19:49:27 <frosch123> by doing "saturated" arithmetics instead of overflowing ones
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20:29:49 <andythenorth> o/
20:29:53 <Alberth> hi hi
20:29:55 <Wolf01> o/
20:34:47 <andythenorth> eh Sim City never really clicked for me, but some of you might like this http://arstechnica.com/gaming/2015/10/from-simcity-to-well-simcity-the-history-of-city-building-games/
20:39:16 <andythenorth> hmm
20:39:21 <andythenorth> “Industrial Minerals"
20:39:26 <andythenorth> as cargo :P
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22:03:00 <drac_boy> hi
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22:20:27 <drac_boy> heh? ^
22:23:00 <drac_boy> anyway be back later
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23:03:04 <_dp_> is it a gs limit that it can't execute more than one command per tick or is it a server one?
23:04:34 <Rubidium> bit of both
23:05:27 <Rubidium> to get an answer in MP, you need to wait until the event is sent to all clients which usually is the next tick
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23:05:52 <Rubidium> to make SP not be totally different, the same delay is forced by the GS/AI layer in SP as well
23:07:13 <_dp_> can't it send multiple commands at once?
23:07:44 <Rubidium> not if you want the "command" to return whether it succeeded or not
23:08:55 <Rubidium> and sending a load of commands from your GS without any return values might not be the best as you'd need to check whether the result of all those actions is what you wanted
23:09:22 <_dp_> hm, in my particular case I don't care about result
23:09:37 <Rubidium> e.g. if a player builds something where you as GS want to place something else in the same tick, then some of the commands might not have been executed
23:10:43 <_dp_> I'm doing cb so calling town growth rate command
23:11:20 <_dp_> I'm more concerned of it not being executed at same time for different towns(companies) than of its result
23:14:33 <_dp_> Btw, why does it have to wait for clients to get result? I though if server executed it locally than it has the result, clients getting different one means desync
23:29:44 <Rubidium> it's not wait for client, but wait for sending to clients; there is a configuration setting which tells how often (in ticks) a set of commands is sent to the clients
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23:57:02 <_dp_> network.frame_freq you mean? it's not in config so is always 0 I suppose
23:57:55 <_dp_> and I don't think gs will work if it is set to smth else)