| --- | Log | opened Mon Apr 09 00:00:29 2007 |
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| 03:07 | <Wolf01> | hello |
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| 05:16 | <Wolf01> | stupid steel mill |
| 05:16 | <TrueBrain> | slap it! |
| 05:16 | <Wolf01> | i built a station, sent some trains, as soon the first train with iron ore is arrived, it is disappeared |
| 05:18 | <mikegrb> | hehehe |
| 05:18 | <mikegrb> | it tricked you good! |
| 05:18 | <TrueBrain> | it is the magic "look, now it disappeared" trick |
| 05:18 | <TrueBrain> | don't you like it? |
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| 05:20 | <Wolf01> | yes i like it, specially on 2048 map with low industries |
| 05:25 | <Wolf01> | let's try with another steel mill... 500 tiles away |
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| 05:39 | <Eddi|zuHause3> | good ;) |
| 05:39 | <Eddi|zuHause3> | **** |
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| 06:54 | <Thomas[NL]> | I compiled openttd 0.5, is there a way to remove all the source files? make clean doesn't work :( |
| 06:55 | <Wolf01> | make clean removes the .o files only |
| 06:55 | <Wolf01> | you can always delete the source folder by hand |
| 06:56 | <Thomas[NL]> | ok ty |
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| 07:04 | <Eddi|zuHause3> | 0.5 does not use the new folder structure |
| 07:04 | <Eddi|zuHause3> | so it's not as easy to get rid of all source files |
| 07:06 | <Wolf01> | before the makefile rewrite i used to have a folder called trunk where i put all the sources, and a folder called game where make install put the compiled game |
| 07:06 | <Ammler> | Eddi|zuHause3: why not use the new structure with 5.1? |
| 07:06 | <Wolf01> | who knows what 5.1 will use? |
| 07:06 | <Wolf01> | :D |
| 07:06 | <Eddi|zuHause3> | because it is too much of a change... new features oly in 0.6 |
| 07:06 | <Eddi|zuHause3> | *only |
| 07:09 | <Ammler> | Really? Was that difficult to change? |
| 07:09 | <Wolf01> | that was a pain :P |
| 07:10 | <Ammler> | Wolf01: how to change the bin directory? |
| 07:11 | <Wolf01> | with pre-makefile rewrite? |
| 07:11 | <Ammler> | I supposed with configure? |
| 07:12 | <Ammler> | how did you the splic concret? |
| 07:12 | <Ammler> | split |
| 07:13 | <Wolf01> | with pre-makefile i changed the makefile directly, now i use the default |
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| 08:21 | <@Belugas> | hello there |
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| 08:23 | <@Belugas> | Wolf01, i worked on your previous patch. Just one little correction needed, codewise |
| 08:23 | <Wolf01> | hi Belugas |
| 08:23 | <Wolf01> | tell me about it |
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| 08:24 | <@Belugas> | i think i will change all the calls to AddSortableSpriteToDraw to be conform all around the code |
| 08:24 | <Wolf01> | why? |
| 08:25 | <Wolf01> | is already conformed |
| 08:25 | <@Belugas> | AddSortableSpriteToDraw(SPR_STATUE_COMPANY, PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)), ti->x, ti->y, 16, 16, 25, ti->z, HASBIT(_transparent_opt, TO_STRUCTURES)); |
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| 08:25 | <@Belugas> | is not the same as |
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| 08:25 | <@Belugas> | AddSortableSpriteToDraw( |
| 08:25 | <@Belugas> | dtus->image, PAL_NONE, ti->x | dtus->subcoord_x, ti->y | dtus->subcoord_y, |
| 08:25 | <@Belugas> | dtus->width, dtus->height, dtus->z_size, ti->z, |
| 08:25 | <@Belugas> | HASBIT(_transparent_opt, TO_STRUCTURES) |
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| 08:25 | <Wolf01> | oh, you meant that |
| 08:25 | <@Belugas> | the stuff i corrected was |
| 08:25 | <Wolf01> | yes, no problem |
| 08:26 | <@Belugas> | in vehicle.cpp : |
| 08:26 | <@Belugas> | + v->sprite_width, v->sprite_height, v->z_height, v->z_pos, v->vehstatus & VS_SHADOW); |
| 08:26 | <@Belugas> | should be |
| 08:26 | <@Belugas> | + v->sprite_width, v->sprite_height, v->z_height, v->z_pos, (v->vehstatus & VS_SHADOW) != 0); |
| 08:26 | <@Belugas> | since the parameter is bool |
| 08:26 | <Wolf01> | the last parameter is optional |
| 08:26 | <@Belugas> | msvc does not like it |
| 08:26 | <Wolf01> | is default false |
| 08:26 | <Wolf01> | oh, ok |
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| 08:27 | <@Belugas> | so, making it a boolean result pleases him |
| 08:27 | <@Belugas> | as for the rest, it was fine :) |
| 08:27 | <@Belugas> | from a quick glance, that is... |
| 08:28 | <Wolf01> | any idea of when the patch with the fixes will be applied? |
| 08:29 | <Wolf01> | some of the bug present in trunk vanify half of the work |
| 08:30 | <Maedhros> | vanify? |
| 08:30 | <Maedhros> | btw, will this fix the station signs changing colour when making the station transparent but not the sign background? |
| 08:30 | <Wolf01> | waste |
| 08:31 | <Wolf01> | yes |
| 08:31 | <Maedhros> | cool :) |
| 08:31 | <@Belugas> | soon, Wolf01. Give me 2-3 days |
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| 08:31 | <@Belugas> | unless someone has more free time than me ;) |
| 08:32 | <Wolf01> | :) |
| 08:32 | <@Belugas> | and Smoky555 found the same problem as me, but did not find the sulution ;) |
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| 10:02 | <Cipri> | Where can I post feature requests? On the bugs.openttd.com site? |
| 10:03 | <Sacro> | Cipri: can do, or in here |
| 10:05 | <Cipri> | It's such a tiny tiny thing. Could the password-dialog on network games /please/ be centered? ^.^ I got a huge screen, and it's always way way up in a corner somewhere :) |
| 10:06 | <CIA-2> | OpenTTD: belugas * r9580 /trunk/src/ (viewport.cpp win32.cpp window.cpp): -Documentation: Correction of doxygen function declarations |
| 10:08 | <Eddi|zuHause> | Cipri: the gui system does not like such things ;) |
| 10:08 | <Sacro> | the gui system is a mess |
| 10:09 | <Cipri> | 12 year old code's a bitch, eh? ;) |
| 10:09 | <Sacro> | yeah |
| 10:09 | <Eddi|zuHause> | it's probably worse than 'just' 12 year old code |
| 10:10 | <Eddi|zuHause> | there was an attempt to rewrite it, but i don't know how far that got |
| 10:11 | <Cipri> | Darn. Would it then be possible to have te password get specified on the command line instead? |
| 10:11 | <Sacro> | how insecure |
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| 10:11 | <Sacro> | Cipri: personally, i wouldn't want people pressing up, enter, to access my passworded game |
| 10:12 | <Maedhros> | or `ps` |
| 10:12 | <Sacro> | Maedhros: i didn't think of that |
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| 11:56 | <@peter1138> | hmm |
| 11:58 | <lolman> | Ello all :) |
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| 12:12 | <Sacro> | oh noes |
| 12:13 | <lolman> | Indeed |
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| 14:28 | <Ailure> | heh |
| 14:28 | <Ailure> | just realised |
| 14:28 | <Ailure> | the climate selection in main menu is very reduant ;) |
| 14:29 | <Wolf01> | yeah |
| 14:29 | <Wolf01> | the map size too |
| 14:29 | <willister> | Anyone able to help with a quick programming question? |
| 14:29 | <Wolf01> | i made a new gui without climate selection and divided the buttons by their job |
| 14:30 | <willister> | I'm wanting to find out who the local authority is, for a perticular tile. Can't seen to find a function to tell me |
| 14:31 | <Wolf01> | try with the ? tool |
| 14:31 | <willister> | :) I mean within the source |
| 14:32 | <Wolf01> | see the ? tool code :D |
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| 14:34 | <willister> | :-P Another hard one to find |
| 14:34 | <willister> | There is a lot of code to get to grips with |
| 14:36 | <Wolf01> | are you trying to code an AI? |
| 14:36 | <willister> | mhm |
| 14:37 | <willister> | I've got a search for the ends of roads in a town going, but its recursive. |
| 14:37 | <Eddi|zuHause> | Wolf01: i think the decision was to not remove the climate buttons, because they make up a characteristic look |
| 14:38 | <willister> | if i dont know if a tile is owned by the town, it keeps searching along all connected roads :D |
| 14:38 | <willister> | causes a few problems, that does |
| 14:38 | <Wolf01> | i didn't remove them, just disabled :D |
| 14:38 | <Wolf01> | and moved to a different location |
| 14:39 | <Wolf01> | http://wolf01.game-host.org/OTTD_related/main_menu.PNG do you like it? |
| 14:41 | <@peter1138> | no |
| 14:41 | <@peter1138> | urgh :p |
| 14:41 | <Wolf01> | :) |
| 14:42 | <@Belugas> | willister : try tile.h:76 -> GetTileOwner |
| 14:42 | <MiHaMiX> | Wolf01: i don't like it, too :-( |
| 14:43 | <Wolf01> | don't bother, is for my personal use :P |
| 14:43 | <ln-> | Wolf01: me neither, sorry.. it's somehow as elegant as a soviet truck from the 70's. |
| 14:43 | <willister> | reading the infomation, I'd thought that was just for player owners, does it also return local authority? |
| 14:43 | <@Belugas> | local authority is town ;) |
| 14:44 | <willister> | Ta, I'll test out that. |
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| 14:54 | <@Belugas> | willisterman, sorry, i gave you false information... |
| 14:55 | <willisterman> | mhm, testing now. the owner changes if i demolish and rebuild the road |
| 14:55 | <willisterman> | but using the tool, the local authority does |
| 14:55 | <willisterman> | doesnt* |
| 14:56 | <@Belugas> | you have to look for town_map.h:17 GetTownIndex once you know that the tile is a road... |
| 14:56 | <@Rubidium> | Belugas: that won't work either |
| 14:56 | <@Belugas> | but all in all, it will point out to the right information |
| 14:58 | <@Rubidium> | ClosestTownFromTile(<tile>, _patches.dist_local_authority) is what he looks for |
| 14:59 | <willisterman> | Where is that? |
| 14:59 | <@Rubidium> | one note: that function is O(number of towns) |
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| 15:00 | <willisterman> | ah, it was in town |
| 15:00 | <willisterman> | silly me |
| 15:00 | <willisterman> | expected map or tile |
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| 15:06 | <willister> | so if there is a super metropolis, that would return the correct owner, for all parts of the town? |
| 15:06 | <willister> | looking at the code, if there were a small town beside it, wouldnt some of the metropolis be classed as the small town? |
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| 15:07 | <@Rubidium> | for empty ground that could be, but in that case the empty ground belongs to the authority of the small town even when it is enclosed by buildings of the metropolis |
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| 15:08 | <willister> | :) thats good enough for my needs. Thanks |
| 15:08 | <@Rubidium> | that function is used to determine the local authority when doing the local authority checks |
| 15:14 | <ln-> | who is the leader? |
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| 15:15 | <@Belugas> | the one who does not follow |
| 15:15 | <@Belugas> | you are right Rubidium |
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| 15:36 | <@peter1138> | and the bulge in my big big big big big ... |
| 15:38 | <Wolf01> | head? |
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| 15:46 | <@Belugas> | TIME |
| 15:46 | <@Belugas> | to go |
| 15:46 | <@Belugas> | bye |
| 15:59 | <Wolf01> | tomorrow back to work, night guys |
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| 17:04 | <dihedral> | hello Belugas |
| 17:05 | <+glx> | he's gone |
| 17:05 | <dihedral> | ah - ok |
| 17:05 | <dihedral> | thanks |
| 17:05 | <dihedral> | what a shame |
| 17:05 | <dihedral> | well then |
| 17:05 | <dihedral> | hoppy easter to you all |
| 17:06 | <dihedral> | i shall hit the rack |
| 17:06 | <+glx> | he's in Quebec |
| 17:06 | <dihedral> | night |
| 17:06 | <dihedral> | do you know when he is back? |
| 17:06 | <+glx> | maybe later tonight |
| 17:07 | <dihedral> | i shall send him an email - that should do the trick :-) |
| 17:07 | <dihedral> | cheers |
| 17:07 | <dihedral> | night |
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| 17:10 | <ln-> | ain't it Québec |
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| 19:12 | <jordi> | blathijs: weee, we finally made it |
| 19:12 | <jordi> | apparently releasing a new major version helps unblocking the NEW queue :) |
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| 19:14 | <jordi> | for the rest, this means Debian now officially distributes openttd |
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| 19:39 | <Sacro> | !seen lolman |
| 19:39 | <_42_> | Sacro, lolman (~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com) was last seen quitting #openttd 5 hours 55 minutes ago (09.04. 18:43) stating "Quit: Leaving" after spending 2 hours there. |
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| 21:08 | <Naksu> | http://youzen.ext.b2.fi/~naksu/DenshaDeD_ch01p16-17.png |
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| --- | Log | closed Tue Apr 10 00:00:47 2007 |