| --- | Log | opened Thu Apr 12 00:00:06 2007 |
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| 00:38 | |-| | mode/#openttd [+v tokai] by ChanServ |
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| 00:42 | <MeusH> | hi |
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| 01:16 | <CIA-2> | OpenTTD: peter1138 * r9602 /trunk/src/rail_cmd.cpp: -Fix (r5833): Building rail on steep slopes ignored build_on_slopes patch setting. |
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| 01:51 | <Vikthor> | čau |
| 01:52 | <Vikthor> | errm Hi! |
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| 03:09 | |-| | NetHack #openttd [+voo tokai orudge DorpsGek] by [synthon.oftc.net] |
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| 03:42 | |-| | NetHack #openttd [+voov tokai orudge DorpsGek michi_cc] by [charon.oftc.net] |
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| 03:42 | |-| | NetHack #openttd [+oooo Rubidium peter1138 Belugas MiHaMiX] by [charon.oftc.net] |
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| 03:52 | <TrueBrain> | morning all |
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| 04:04 | <Zuu> | TrueBrain: Morning :) |
| 04:05 | <TrueBrain> | pfew, at least one person who is awake :) |
| 04:05 | <Zuu> | Just waked half an hour ago :p |
| 04:05 | <TrueBrain> | me 2, so? :) |
| 04:06 | <Zuu> | It's pretty late, 10:30 here.. |
| 04:06 | <TrueBrain> | so? :) |
| 04:07 | <peter1138> | waked D: |
| 04:07 | <TrueBrain> | peter1138: stfu :p |
| 04:07 | <Zuu> | peter1138: Yea how would you spell it? |
| 04:07 | <TrueBrain> | !spell waked |
| 04:07 | <_42_> | TrueBrain: 'waked' is correctly spelled |
| 04:08 | <TrueBrain> | :o:o |
| 04:08 | <TrueBrain> | !whatis waked |
| 04:08 | <Zuu> | GAIM didn't complain about it.. :) |
| 04:08 | <peter1138> | woke |
| 04:08 | <TrueBrain> | doesn't mean it has the same meaning Zuu :) |
| 04:08 | <TrueBrain> | [11:08][11:08] <TrueBrain> !whatis waked |
| 04:08 | <TrueBrain> | [11:08][11:08] <_42_> TrueBrain: Sorry, but 'waked' is unknown to me. Check spelling! |
| 04:08 | <TrueBrain> | hehe :) |
| 04:09 | <Zuu> | peter1138: Thanks |
| 04:09 | <TrueBrain> | [11:08][11:08] <TrueBrain> !whatis woke 5 |
| 04:09 | <TrueBrain> | [11:08][11:08] <_42_> TrueBrain: [5 of 9] be awake, be alert, be there [ant: {sleep}] |
| 04:09 | <TrueBrain> | :) |
| 04:09 | <peter1138> | english verbs :D |
| 04:10 | <TrueBrain> | I sometimes still have that when I say 'wake' or 'woke', that I have to say the 3 forms... ANNOYING ENGLISH CLASSES |
| 04:10 | <peter1138> | also: "My apologizes", hehe |
| 04:10 | <peter1138> | -z :p |
| 04:11 | <TrueBrain> | Firefox tells me that is how it is spelled :( |
| 04:11 | <TrueBrain> | !spell apologizes |
| 04:11 | <_42_> | TrueBrain: 'apologizes' is correctly spelled |
| 04:11 | <peter1138> | yes, it is, but it's not the word you want |
| 04:11 | <TrueBrain> | I had it without 'z' and it failed to give me an okay on it |
| 04:11 | <TrueBrain> | I HATE ENGLISH! :) |
| 04:12 | [~] | Zuu too, it lacks important wording for my Junctioneer-project. :) |
| 04:12 | <Zuu> | /my/his/ |
| 04:12 | <TrueBrain> | We should all learn Dutch! |
| 04:12 | <TrueBrain> | MWHAHAHAHAHAHAHA |
| 04:13 | <peter1138> | o_O |
| 04:13 | <TrueBrain> | you don't agree or something? :p |
| 04:14 | <Zuu> | TrueBrain: Why not something more exotic like lojban (lojban.org) they claim to have ~10 people that can speek it in the world. :) |
| 04:15 | <Zuu> | And perhaps some more 50-100 who practice it. |
| 04:18 | |-| | dihedral [~dihedral@p54AFEC75.dip.t-dialin.net] has joined #openttd |
| 04:18 | <dihedral> | You around Belugas |
| 04:19 | <TrueBrain> | Zuu: nah! |
| 04:19 | <dihedral> | hello TrueBrain |
| 04:19 | <peter1138> | now don't get me started on punctuation... |
| 04:19 | <TrueBrain> | peter1138: which you lack of in a very consistent way? :) |
| 04:20 | <dihedral> | i need to know if that letter for atari is ready to be sent now... |
| 04:20 | <peter1138> | i consistently leave off the last full-stop, yeah |
| 04:21 | <TrueBrain> | dihedral: you should ask Belugas; he will be around in a few hours I guess :) |
| 04:21 | <peter1138> | i'm wonder who dihedral wants to be around Belugas |
| 04:21 | <peter1138> | +ing |
| 04:21 | <peter1138> | YOU! around Belugas! |
| 04:22 | <peter1138> | whoops, i started o_O |
| 04:22 | <dihedral> | i'm lost on that one... peter1138 |
| 04:22 | <TrueBrain> | and you are starting to talk gibberish |
| 04:22 | <peter1138> | the ambiguity of missing punctuation |
| 04:23 | <peter1138> | you around belugas could be "you! around belugas!" or maybe "you around, belugas?", but who knows |
| 04:23 | <peter1138> | BUT WHO KNOWS? |
| 04:23 | <TrueBrain> | okay, if you read it like that, it is pretty funny indeed :) |
| 04:23 | <TrueBrain> | Are you around Belugas? :p |
| 04:23 | <TrueBrain> | haha |
| 04:23 | <TrueBrain> | Like he is some huge fatass person |
| 04:24 | <TrueBrain> | haha, okay, I shouldn't try to picture this :) |
| 04:24 | <TrueBrain> | anyway, peter1138, take your medicine :) |
| 04:24 | <dihedral> | :-P |
| 04:24 | <dihedral> | now that was mean |
| 04:24 | <TrueBrain> | dihedral: no, he is on a spree |
| 04:24 | <dihedral> | have some sypathy with peter1138 |
| 04:25 | <dihedral> | not just missing punctuation here |
| 04:25 | <dihedral> | m |
| 04:25 | <boekabart_> | I think this channel has gone offtopic this morning.CET ;) |
| 04:25 | <TrueBrain> | offtopic? |
| 04:25 | <TrueBrain> | Depends on what you consider ontopic |
| 04:26 | <dihedral> | true |
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| 04:26 | <TrueBrain> | how I see it: peter1138 is a developer, which is ontopic, and we are talking about what he is talking about |
| 04:26 | <TrueBrain> | so that in fact is ontopic |
| 04:26 | <dihedral> | hmmm |
| 04:27 | <dihedral> | TrueBrain: are you sure peter1138 is the only one in need of medicine? |
| 04:27 | <TrueBrain> | :) We all need our shots |
| 04:27 | <maad> | :) |
| 04:27 | <dihedral> | you nick just blends in perfectly there maad |
| 04:28 | <TrueBrain> | and I like his contribution |
| 04:28 | <maad> | it's not "mad"! |
| 04:28 | <DorpsGek> | bark bark bark woef woef grrrrr |
| 04:28 | <TrueBrain> | you name is mad, maad |
| 04:28 | <dihedral> | now THAT is offtopic |
| 04:28 | <dihedral> | for DorpsGek that is |
| 04:28 | <Zuu> | dihedral: Isn't TrueBrain also a developer? |
| 04:28 | <maad> | in fact, it should be "maade" but sounds silly.... |
| 04:29 | <TrueBrain> | Zuu: am I? |
| 04:29 | <boekabart_> | Free upgrade :) |
| 04:29 | <Zuu> | Though so, don't you got dev-status on forums? |
| 04:29 | <dihedral> | isn't everybody in a way... |
| 04:29 | <maad> | dihedral: true |
| 04:29 | <TrueBrain> | Zuu: possible... I have a lot of statuses :p |
| 04:29 | <boekabart_> | even Sergej is a developer (of chaos and mayhem)! |
| 04:29 | <dihedral> | lol |
| 04:30 | <boekabart_> | please no-one ever tell him about IRC ;) |
| 04:31 | <Zuu> | boekabart_: Convince peter1138 that there should not be a IRC-link on the new Main Page then :) |
| 04:31 | <dihedral> | peter1138: there should not be a IRC-link on the new Main Page... |
| 04:31 | <dihedral> | i tried |
| 04:31 | <TrueBrain> | why shouldn't there be? |
| 04:31 | <dihedral> | ask Zuu |
| 04:32 | <dihedral> | have a quick question about dedicated servers |
| 04:32 | <TrueBrain> | okay, very quick then |
| 04:32 | <dihedral> | sorry for being slightly offtopic |
| 04:32 | <Zuu> | boekabart_ didn't want to have Sergej on IRC, but perhaps he is to lazy to check the wiki anyway :) |
| 04:33 | <dihedral> | dedicated servers report to servers.openttd.org - right? |
| 04:33 | <TrueBrain> | dihedral: yes |
| 04:33 | <boekabart_> | trye |
| 04:33 | <boekabart_> | true |
| 04:33 | <dihedral> | would it be possible to ad a custom server to report to? |
| 04:33 | <TrueBrain> | dihedral: why? |
| 04:33 | <dihedral> | so that admins can have those stats on their own website? |
| 04:34 | <TrueBrain> | admins can query the server of their likings |
| 04:34 | <TrueBrain> | Anyway, for LAN events it is possible, by a simple modification |
| 04:34 | <TrueBrain> | for other situations, it mostly is more useful to query the server yourself (as you most likely know the address) |
| 04:34 | <TrueBrain> | and soon it is possible to query the masterserver via XMLRPC |
| 04:35 | <dihedral> | ah... that sounds sweet |
| 04:35 | [~] | Zuu only get half of the letters of XMLRPC :) |
| 04:35 | <Zuu> | But it sounds fancy :p |
| 04:35 | <TrueBrain> | http://en.wikipedia.org/wiki/XML-RPC |
| 04:37 | <dihedral> | that was a conversation killer TrueBrain |
| 04:37 | <peter1138> | irc link? what? |
| 04:37 | <TrueBrain> | dihedral: it happens |
| 04:40 | <boekabart_> | uau! |
| 04:44 | <peter1138> | oh |
| 04:44 | <peter1138> | Zuu, do you think he'd understand the wiki? |
| 04:44 | <Zuu> | peter1138: Would he even try? |
| 04:45 | <Zuu> | More seriously, is the channel a place for developers or a place for players? |
| 04:45 | <Zuu> | Perhaps the IRC-link should be more on the dev-side of the Main Page? |
| 04:46 | <maad> | for developers i think |
| 04:46 | <boekabart_> | there is another channel where only devs come i think |
| 04:46 | <Zuu> | I was just lazy and added it where it was easy to add :D |
| 04:46 | <boekabart_> | peter1138 sent me there once i vaguely recall |
| 04:46 | <peter1138> | the supersekritdev channel |
| 04:46 | <maad> | just look at the topic |
| 04:47 | <dihedral> | is just status and info sent to the masterserver? |
| 04:47 | <dihedral> | or is the output from the command players transfered too? |
| 04:47 | <boekabart_> | but i still don't know what the 3 letters in the other channel name suffix stand for. peter1138? |
| 04:48 | <maad> | .42? |
| 04:49 | <peter1138> | who knows |
| 04:50 | <peter1138> | dihedral: most of the info is pulled by the masterserver |
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| 04:52 | <dihedral> | how is that information pulled? is there a way i could write a php script that would then execute rcon commands for me? |
| 04:52 | <peter1138> | well it's not via rcon |
| 04:53 | <dihedral> | obviously |
| 04:54 | <dihedral> | but is there a way i could 'pull' info with php scripts? |
| 04:54 | <Zuu> | peter1138: Please check I've got the wording right about the dev-comunity places: http://wiki.openttd.org/index.php/New_Main_Page_test :D |
| 04:54 | <@Rubidium> | dihedral: yes |
| 04:54 | <Zuu> | Could be a 'to' that should be an 'in' ... |
| 04:55 | <dihedral> | Rubidium: does that require autopilot? |
| 04:55 | <@Rubidium> | dihedral: no |
| 04:55 | <dihedral> | is there a place i can read up on how? |
| 04:55 | <@Rubidium> | svn://svn.openttd.org/website/include/openttd.inc.php@9000 I believe |
| 04:56 | <@Rubidium> | *includes |
| 04:57 | <@Rubidium> | or svn://svn.openttd.org/trunk/src/network/core/udp.h |
| 04:58 | <peter1138> | Zuu: where? |
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| 05:01 | |-| | mode/#openttd [+v tokai] by ChanServ |
| 05:03 | <Zuu> | peter1138: Last sentence under Development. |
| 05:03 | <Zuu> | http://wiki.openttd.org/index.php/New_Main_Page_test |
| 05:04 | <Zuu> | Or use history! : http://wiki.openttd.org/index.php?title=New_Main_Page_test&diff=16419&oldid=16373 :) |
| 05:05 | <dihedral> | Rubidium: all the ottd.inc.php file shows is a mysql connection, defining constantds, and populating an array... |
| 05:05 | <Zuu> | Hmm.. [[IRC channel|IRC channel]] should obviously be plain [[IRC channel]] ;) |
| 05:05 | <@Rubidium> | dihedral: I said openttd.inc.php _and_ gave you a specific revision number... |
| 05:06 | <dihedral> | sorry |
| 05:06 | <dihedral> | my bad... |
| 05:08 | <peter1138> | Zuu: i meant where on the page, heh |
| 05:09 | <peter1138> | Zuu: but i guess that means i didn't see anything obvious... |
| 05:11 | <dihedral> | sweeeeet |
| 05:11 | <dihedral> | thanks Rubidium |
| 05:11 | <dihedral> | that looks great |
| 05:12 | <@Rubidium> | It won't be update when the network protocol gets updates though |
| 05:15 | <dihedral> | hmmm.... shame |
| 05:16 | <dihedral> | that thing is really good |
| 05:19 | <@Rubidium> | no, it is a maintainance nightmare... 3 different places where the same functionality is coded in yet another language. Now there is only one version that is used everywhere, which is for (hopefully) obvious reasons much easier) |
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| 05:22 | |-| | SpComb^ changed nick to SpComb |
| 05:22 | [~] | SpComb blames OFTC |
| 05:23 | <peter1138> | b-lame |
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| 05:23 | [~] | SpComb looks at OpenTTD's socket code |
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| 05:23 | <peter1138> | only if you want to go mad |
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| 05:31 | |-| | mode/#openttd [+o orudge] by ChanServ |
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| 05:37 | <SpComb> | it's relevant to my interests |
| 05:38 | <TrueBrain> | so? |
| 05:38 | |-| | mode/#openttd [+o Belugas] by ChanServ |
| 05:39 | <Zuu> | peter1138: I think I told where on the page aka under development.. but if you didn't see anything then it's probably okay. :) |
| 05:39 | <Zuu> | Is the orange OpenTTD-logo available as SVG under a lisence that permit me to use it in other creations? |
| 05:40 | <Zuu> | I'm trying to make a Manual-book :) |
| 05:40 | <blathijs> | I would expect the logo to be available under GPL |
| 05:40 | <TrueBrain> | I expect the same, GPL |
| 05:42 | <SpComb> | not that the code is particularly easy to digest |
| 05:42 | <Zuu> | I found it under media/ in the source-tree so forget my question about where to find it. |
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| 05:47 | <dihedral> | well - how about another command line client (in c) that will be able to send rcon commands or fetch data? |
| 05:47 | <dihedral> | then in php that would be a simple system() call |
| 05:47 | <dihedral> | or am i thinking too much linux like? |
| 05:47 | <TrueBrain> | dihedral: how about you keeping the php-script up-to-date for us? |
| 05:47 | <dihedral> | to be honest i would love to |
| 05:48 | <TrueBrain> | that was easy :) |
| 05:48 | <dihedral> | but while i am being honest |
| 05:48 | <dihedral> | let me continue |
| 05:48 | <TrueBrain> | oh, there is more? :p |
| 05:48 | <dihedral> | i need to understand the network side of ottd a lot more, |
| 05:49 | <dihedral> | but other than that - i would love to at least give it a try |
| 05:49 | <TrueBrain> | you only need to understand a very small subset |
| 05:49 | <TrueBrain> | and that is the UDP communication of the QUERY |
| 05:49 | <dihedral> | thankfully |
| 05:49 | <TrueBrain> | the current php needs to be rewritten |
| 05:49 | <TrueBrain> | as the design isn't that good |
| 05:50 | <dihedral> | i shall do my best |
| 05:50 | <TrueBrain> | but if you feel like it, feel free to make such a php, or in what language you feel fit |
| 05:50 | <TrueBrain> | and I promise you I will try to get it somewhere in SVN for others to use :) |
| 05:50 | <dihedral> | php will be fine |
| 05:50 | <TrueBrain> | (can't promise anything of course :p) |
| 05:50 | <TrueBrain> | if you have any questions, feel free to ask |
| 05:50 | <dihedral> | np |
| 05:50 | <dihedral> | as i have in the past few months |
| 05:50 | <dihedral> | i enjoy asking |
| 05:51 | <TrueBrain> | people just want to do: $openttd = new OpenTTDServer("IP", "port"); var_dump($openttd->GetData()); |
| 05:51 | <TrueBrain> | and see tons of data, about the year, companies, players, ... |
| 05:51 | <TrueBrain> | maybe with some seperation, but okay, I am sure you have enough ideas ;) |
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| 05:52 | <TrueBrain> | welcome Vikthor |
| 05:52 | <dihedral> | i was thinking along those lines |
| 05:53 | <dihedral> | thou i currently dont know how exactly i can fetch the players information (which integer that is...) |
| 05:53 | <dihedral> | in a few days i shall probably have found out :-P |
| 05:53 | <TrueBrain> | the C++ file is pretty clear about such things |
| 05:53 | <Ailure> | hehe' |
| 05:54 | <Ailure> | I managed to lobby someone in another project to use Squirrel as scripting language :) |
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| 05:54 | <TrueBrain> | SQ is pretty nice, you just need to fix some things in their code :p |
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| 05:54 | <dihedral> | i guess i am looking for an enum where SERVER_RESPONSE is at second place |
| 05:55 | <TrueBrain> | src/network/network_udp.cpp |
| 05:55 | <TrueBrain> | line 57 |
| 05:55 | <TrueBrain> | should be all you need |
| 05:55 | <dihedral> | sweet |
| 05:55 | <dihedral> | you really are a TrueBrain |
| 05:56 | <TrueBrain> | and from line 254 it tells you what to send |
| 05:56 | <TrueBrain> | (first was what to expect back :)) |
| 05:56 | <TrueBrain> | the networking code is a really simple system :) |
| 05:57 | <dihedral> | great |
| 05:57 | <dihedral> | thank you |
| 05:57 | <TrueBrain> | euh, the first was what to send, the second what to expect back :) |
| 05:57 | <TrueBrain> | hehe :) |
| 05:57 | <TrueBrain> | good luck! |
| 05:57 | <dihedral> | cheers |
| 05:59 | <dihedral> | what is src/network/core/udp.h |
| 05:59 | <Ailure> | http://194.47.44.229/openTTD/unoffical-scania/Nyhamnsl%c3%a4ge%20transports,%2014th%20Feb%201944.png |
| 05:59 | <Ailure> | Imagine if people had to do that IRL |
| 06:00 | <Ailure> | building severeal bridges next to each other as only one train can be on a bridge at a time :) |
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| 06:01 | <dihedral> | sorry - that was not suppoed to be a 'what is' but a 'what is with' |
| 06:01 | <dihedral> | so let me put that out again |
| 06:01 | <dihedral> | what is with src/network/core/udp.h |
| 06:04 | <TrueBrain> | some indepth description of a single package. Possible outdated (comments tend to get outdated soon), and maybe Rubidium knows why it is there in the first place :) |
| 06:04 | <TrueBrain> | ah, yes, to give a fast overivew which GAME_INFO_VERSION sends which reply :) |
| 06:08 | <dihedral> | great... thanks |
| 06:08 | <dihedral> | Belugas: are you around? |
| 06:08 | <dihedral> | peter1138: that is better is it not? |
| 06:09 | <peter1138> | hmm? |
| 06:09 | <peter1138> | oh :P |
| 06:09 | <boekabart_> | Ailure: image 2 trains behind each other on one bridge in real life |
| 06:10 | <boekabart_> | or even close enough behind each other to BE on 1 bridge together in real life |
| 06:10 | <boekabart_> | The rail networks in ottd behave more like (car) freeways anyway, not like railways. |
| 06:13 | <Zuu> | And you need to learn the common pitfalls of SQ. |
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| 06:13 | <Zuu> | sorry (backlog) |
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| 06:19 | <dihedral> | anyway - i need to head out |
| 06:20 | <dihedral> | have a nice day |
| 06:20 | <dihedral> | all of you |
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| 06:37 | <CIA-2> | OpenTTD: truelight * r9603 /branches/noai/ (8 files in 5 dirs): |
| 06:37 | <CIA-2> | OpenTTD: [NoAI] -Add: added AIList(), a simple list in which you can add item/value pairs. You can sort them, walk them, and valuate them |
| 06:37 | <CIA-2> | OpenTTD: -Add: added regression for AIList() |
| 06:37 | <CIA-2> | OpenTTD: -Note: valuator is untested (and unfinished) |
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| 06:43 | |-| | aj_ changed nick to ajmiles |
| 06:43 | <ajmiles> | hey, wonder if someone could give me a quick hand in understand something in the way openttd works |
| 06:44 | <ajmiles> | *understanding |
| 06:44 | <ajmiles> | i'm trying to work out the average speed a vehicle attains between two stations, i can calculate this in terms of "tiles travelled per day", how do I begin to convert this into sane units like the user's choice of mph / km/h / m/s |
| 06:46 | <ajmiles> | it seems that a vehicle's speed is measured in some abitrary unit that equals 0.5km/h |
| 06:48 | <peter1138> | depends on the vehicle |
| 06:48 | <ajmiles> | for now i'm just worrying about road vehicles, but yes, they do have different multipliers |
| 06:49 | <ajmiles> | SetDParam(1, v->cur_speed * 10 / 32); - is one line that caught my eye in the road vehicle viewwindow code |
| 06:49 | <Eddi|zuHause2> | in the nightlies, that sould be cleaned up |
| 06:49 | <ajmiles> | i checked out the svn source a couple of hours ago |
| 06:49 | <peter1138> | well, there is the issue of tile scale, heh |
| 06:50 | <ajmiles> | 10 and 32 appear to be the magic numbers for all vehicles, but i don't know what they do |
| 06:50 | <ajmiles> | actually, trains seem to be * 10 / 16 |
| 06:50 | <ajmiles> | as do planes |
| 06:51 | <Eddi|zuHause2> | 10/16 = 1/1.6 could be a km/h -> mph factor |
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| 06:51 | <ajmiles> | thats true |
| 06:53 | <ajmiles> | curious, this plane has a v->cur_speed of 477, but the gui shows 479 |
| 06:55 | <Eddi|zuHause2> | i did not particularly follow this, but there was some back and forth with "convert to mph in GUI code" |
| 06:56 | <Eddi|zuHause2> | you could check the SVN log for that |
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| 06:57 | <peter1138> | heh, the game units are "fun" |
| 06:57 | <ajmiles> | tortoisesvn appears to not show any logs back beyond march 21 |
| 06:57 | <Eddi|zuHause2> | you can change that date |
| 06:58 | <ajmiles> | the days before that aren't available |
| 06:58 | <ajmiles> | ah perhaps it was showing 100, just a sec |
| 06:58 | <ajmiles> | it's downloading something fairly hefty, we'll see what we get |
| 07:00 | <ajmiles> | there are some other really hacky ways i could work out the average speed, but i'd rather not resort to it |
| 07:00 | <peter1138> | is the game speed unit relevant? |
| 07:00 | <ajmiles> | (like, adding the current speed to a counter every tick, then dividing by the number of ticks between station visits, but that just makes me cry) |
| 07:00 | <peter1138> | you just want distance and time... |
| 07:00 | <ajmiles> | well i have that |
| 07:00 | <ajmiles> | this bus is doing 12 tiles in 10 days |
| 07:01 | <ajmiles> | but that does really mean anything until you have it in mph or km/h |
| 07:01 | <ajmiles> | *doesn't |
| 07:03 | <ajmiles> | peter1138, looks like you or celestar made some speed related changes on the 2nd march |
| 07:03 | <ajmiles> | "-Feature/Codechange: Changed the internal unit for aircraft velocities to from 8mph to 1km/h (peter1138), also give aircraft realsitic velocities (so that 1km/h is 1km/h independent of vehicle type) (peter1138)" |
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| 07:07 | <peter1138> | and? |
| 07:07 | <ajmiles> | it's all just a little tricky to understand what's going on here |
| 07:09 | <Ailure> | [13:09][13:09] <boekabart_> The rail networks in ottd behave more like (car) freeways anyway, not like railways. |
| 07:09 | <Ailure> | heh |
| 07:09 | <Ailure> | first thingh I thought on when i jumped from TT to TTD |
| 07:09 | <Ailure> | "Hey thoose railway networks looks like highways" |
| 07:09 | <boekabart_> | long time ago, how was TT different? |
| 07:10 | <Ailure> | well |
| 07:10 | <Ailure> | when it comes to networking |
| 07:10 | <Ailure> | there's only one type of signal |
| 07:10 | <boekabart_> | there was only the 2-way? not the 1 way |
| 07:11 | <Ailure> | yeah |
| 07:11 | <boekabart_> | right, then you don't get the cloverleafs and so. |
| 07:11 | <Ailure> | otherwise it's kinda similar in alot of ways |
| 07:11 | <Eddi|zuHause2> | oh yeah, i remember how i made one-way tracks in TTO ;) |
| 07:11 | <Ailure> | but that made a major diffrence for that |
| 07:11 | <Ailure> | eh |
| 07:11 | <Ailure> | for me at least |
| 07:11 | <Ailure> | it was like amazing that I finally could make somewhat sane railway networks :p |
| 07:11 | <boekabart_> | Eddi|zuHause2: how? |
| 07:11 | <peter1138> | heh |
| 07:11 | <CIA-2> | OpenTTD: truelight * r9604 /branches/noai/src/ai/api/ai_list.cpp: [NoAI] -Fix: set default sort order to value-descending for AIList(), as that most likely will be the most used |
| 07:12 | <Ailure> | I should try digging up one of my oldest TT games |
| 07:12 | <Eddi|zuHause2> | well, you just have to "convince" the trains [pathfinder] that the other way is longer ;) |
| 07:12 | <Ailure> | I probably have rather atricious railway networks though |
| 07:12 | <boekabart_> | what does atricious mean? |
| 07:13 | <Eddi|zuHause2> | that, or use a station that is on one track, and not the other track, as "waypoint" |
| 07:13 | <Ailure> | tons of 90 degree turns |
| 07:13 | <Ailure> | and stuff |
| 07:13 | <Ailure> | yeah when I think on it |
| 07:13 | <Ailure> | it's possible to fake one-way logic in TTO |
| 07:13 | <Ailure> | it just requires more work |
| 07:13 | <Eddi|zuHause2> | depots totally screw things up, so i switched breakdowns off |
| 07:14 | <Eddi|zuHause2> | and occasionally you have trains reversing, that's also "suboptimal" |
| 07:14 | <Ailure> | I also remember some fun things people did |
| 07:14 | <Maedhros> | boekabart_: really terrible |
| 07:14 | <Ailure> | oh god you can't order trains to depots |
| 07:14 | <Ailure> | so you have to do forced servicing D: |
| 07:14 | <boekabart_> | dictionary.com: No results found for atricious. |
| 07:15 | <ajmiles> | atrocious |
| 07:15 | <boekabart_> | atrocious: shockingly bad or tasteless; dreadful; abominable |
| 07:15 | <boekabart_> | got it :) |
| 07:16 | <Ailure> | and then there's the darned vehicle limit |
| 07:16 | <ajmiles> | and station limit |
| 07:16 | <Ailure> | yeah |
| 07:16 | <Ailure> | I remember getting oil rigs |
| 07:16 | <ajmiles> | and overflow of money |
| 07:16 | <Ailure> | without a station |
| 07:16 | <Ailure> | since there were too many stations on the whole map |
| 07:17 | <Eddi|zuHause2> | yeah, i remember that, too |
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| 07:17 | <Eddi|zuHause2> | and max. 4x5 stations |
| 07:17 | <ajmiles> | did it not have 7 length? |
| 07:17 | <Eddi|zuHause2> | no. |
| 07:18 | <Ailure> | yeah |
| 07:18 | <Eddi|zuHause2> | 7x7 was a TTDP addition |
| 07:18 | <Ailure> | max train length was 10 cars+engine |
| 07:18 | <Ailure> | and stations had to be a perfect square |
| 07:18 | <Ailure> | train stations at least |
| 07:18 | <Ailure> | which is something that would be hard to go back to |
| 07:18 | <Eddi|zuHause2> | s/square/rectangle |
| 07:18 | <ajmiles> | theres a lot in openttd you take for granted that you assume has always been there |
| 07:19 | <Ailure> | and I like irregular shapes now |
| 07:19 | <Zuu> | Don't forget about autorails :) |
| 07:19 | <CIA-2> | OpenTTD: truelight * r9605 /branches/noai/src/ai/api/ai_list.cpp: [NoAI] -Fix: RemoveXXXValue and KeepXXXValue could cause infinite loops |
| 07:19 | <Ailure> | <_< |
| 07:19 | <Ailure> | I don't use autorails |
| 07:19 | <Ailure> | wel |
| 07:19 | <Ailure> | only for diagonal rails |
| 07:19 | <Ailure> | only becuse you can't drag diagonal rails |
| 07:19 | <ajmiles> | could do with an autoroad tool |
| 07:19 | <boekabart_> | autorails as in pull a stretch of rails?? |
| 07:19 | <boekabart_> | how do you not use it? too much time? :) |
| 07:19 | <Zuu> | boekabart_: a-key |
| 07:19 | <Ailure> | I'm too twitchy |
| 07:20 | <Ailure> | besides I use hotkeys to switch directions |
| 07:20 | <Ammler> | Heya, is it possible to export the settings (GRF etc) from a save for a new game? |
| 07:20 | <Eddi|zuHause2> | Ammler: probably not |
| 07:21 | <Zuu> | Not yet, I would say :) |
| 07:21 | <Ammler> | ok, thx :) |
| 07:21 | <boekabart_> | i have to get used to real. accell still, being able to make 45 deg turns and 'lane changes' for free |
| 07:22 | <Ailure> | I love the new acceleration model :P |
| 07:22 | <Ailure> | even if it's still a bit inaccurate |
| 07:22 | <Ailure> | new and ne |
| 07:22 | <Ailure> | it's been around for awhile |
| 07:22 | <Ailure> | the old one was like |
| 07:22 | <Ailure> | even really powerful trains |
| 07:22 | <Ailure> | would slow down to 30 km/h on slope |
| 07:22 | <Ailure> | which was quite annoying¨ |
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| 07:23 | <boekabart_> | it's essential, it now handles a 'sharp looking' 45 deg turn as a nice curve |
| 07:23 | <boekabart_> | since you cannot make those :) |
| 07:23 | <Ailure> | Now I only see that happen if it's a heavy train which dosen't have enough horsepowe to maintain full speed |
| 07:23 | <Ailure> | I usually disallow 90 degree turns too |
| 07:23 | <Ailure> | they're ugly anyway |
| 07:23 | <boekabart_> | i'm thinking about making a patch that renders rails differently when in non-edit mode ;) |
| 07:23 | <Ailure> | heh |
| 07:24 | <Ailure> | I wish there was a diffrence between electrical and regular rail |
| 07:24 | <Ailure> | I only put electrical railway where I use it, but still. |
| 07:24 | <boekabart_> | didn't use them yet |
| 07:24 | <boekabart_> | when needed? to build el. trains? |
| 07:24 | <Ailure> | right now they cost as much and is pretty much identical, apart that electrical trains can't run on non-electrified tracks of course |
| 07:25 | <boekabart_> | anyway i think construction cost is too low, isn't it |
| 07:25 | <Ailure> | I can imagine the construction cost of electrified railway should be double |
| 07:25 | <boekabart_> | at least at the scale normally used (towns close together) |
| 07:25 | <Ailure> | eh |
| 07:25 | <Ailure> | it's too low even at large scale projects |
| 07:26 | <Ailure> | or maybe it's just that you earn too much easily |
| 07:26 | <ajmiles> | a train travelling the distance of the map can easily make construction costs back in one train load |
| 07:26 | <Ailure> | yeah |
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| 07:26 | <boekabart_> | i made a 2048x2048 scenario of the Netherlands, where 1 tile would be about 150 meters |
| 07:26 | <Ailure> | It's kind of unrealistic |
| 07:26 | <Ailure> | I mean |
| 07:26 | <Ailure> | I see trains that pays back their... own train value |
| 07:27 | <boekabart_> | then a rail starts to get more expensive than a train |
| 07:27 | <Ailure> | on their first run |
| 07:27 | <boekabart_> | weird |
| 07:27 | <Ailure> | imagine if that happened in reality |
| 07:27 | <Ailure> | train companies would be really rich |
| 07:27 | <ajmiles> | i would run a train company |
| 07:27 | <ajmiles> | the bank would give me a loan for the train and i'd be sorted |
| 07:27 | <ajmiles> | free money |
| 07:27 | <Ailure> | yeah |
| 07:27 | <Ailure> | Newbies are afraid to take loans |
| 07:28 | <Ailure> | as they're used to the fact that loans tend to be mean in other games |
| 07:28 | <Ailure> | but not in TTD D: |
| 07:28 | <Ailure> | even at highest intrest, it's still quite low |
| 07:28 | <Zuu> | In the early years you'll just loan more and more when the maximum loan increses. :) |
| 07:28 | <Zuu> | Free money :) |
| 07:28 | <Ailure> | heh |
| 07:29 | <Zuu> | Almost.. |
| 07:29 | <Ailure> | it dosen't increase when inflation is off though |
| 07:29 | <Zuu> | Okay |
| 07:29 | <Ailure> | I turn inflation off though |
| 07:29 | <Ailure> | it seems to be broken in a few ways |
| 07:29 | <Ailure> | also it's easier to compare profits |
| 07:29 | <Ailure> | from now to ten years ago |
| 07:29 | <Ailure> | when there's no inflation involved |
| 07:30 | <Ailure> | on the other hand |
| 07:31 | <Ailure> | inflation makes it more important on how much you earn |
| 07:31 | <Ailure> | and not how much money you have |
| 07:31 | <Ailure> | Hell in economy |
| 07:31 | <Ailure> | Company economics I had |
| 07:31 | <Ailure> | I was told that money that is just sitting |
| 07:31 | <Ailure> | is wasted money |
| 07:31 | <Ailure> | if it's no invested in anything |
| 07:32 | <Zuu> | I've taken 6 bolonga-points economy and 6 bolonga-points logistics at uni. :) |
| 07:32 | <Ailure> | Ah |
| 07:32 | <Ailure> | to be honest it was a rather basic course though |
| 07:32 | |-| | mikk36 [~mikk36@ip23.cab58.mus.starman.ee] has quit [Ping timeout: 480 seconds] |
| 07:32 | <Ailure> | l |
| 07:33 | <Ailure> | heh |
| 07:33 | <Zuu> | But we have not coverd inflation in any deapth. :) |
| 07:33 | <Ailure> | really? |
| 07:33 | <Ailure> | We did kinda |
| 07:33 | <Ailure> | sadly most of the example was like |
| 07:33 | <Ailure> | seconday industries companies |
| 07:33 | <Zuu> | I've also been told that if you don't do anything with your 'saved' money you havn't earned anything. |
| 07:34 | <Ailure> | input raw-material output goods companies |
| 07:34 | <Ailure> | which was kinda a shame, as most of the people who went there were IT people ;) |
| 07:34 | <Ailure> | Well |
| 07:34 | <Ailure> | depositing it into a bank so you earn intrest |
| 07:34 | <Ailure> | is considered a investment though |
| 07:34 | <Zuu> | Did you do DuPont? |
| 07:35 | <Ailure> | hmm |
| 07:35 | <Ailure> | I don't really recall if I did |
| 07:35 | |-| | mikk36[EST] changed nick to mikk36 |
| 07:35 | <Ailure> | I might have, but just used a diffrent term for it |
| 07:35 | <CIA-2> | OpenTTD: truelight * r9606 /branches/noai/src/ai/api/ (ai_town.cpp ai_town.hpp): [NoAI] -Fix: make GetXXX in AITown static, so we can use it without AITown instance |
| 07:35 | <Ailure> | I think I did |
| 07:36 | <Ailure> | becuse it's in my backhead |
| 07:36 | <Zuu> | A magic scheme where you can put your costs and incomes on varoious places and show that you have incresed the performance for the company and therefor should get paid more. :) |
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| 07:38 | <Ailure> | ah |
| 07:38 | <Ailure> | http://en.wikipedia.org/wiki/Image:Gdp-and-labour-force-by-sector.png |
| 07:38 | <Ailure> | intresting |
| 07:38 | <Ailure> | still weird that it was production industry biased |
| 07:38 | <Ailure> | when service industry is the most common apparently in western countries |
| 07:39 | |-| | Sacro|Laptop [~ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd |
| 07:40 | <Ailure> | also shows how statistics can differ alot |
| 07:40 | <Ailure> | depending on what you look on |
| 07:40 | <Ailure> | as one map look on the GDP, other labor force |
| 07:40 | <hylje> | :o |
| 07:41 | <CIA-2> | OpenTTD: truelight * r9607 /branches/noai/src/ai/api/ (ai_transactionmode.hpp squirrel_export.awk): [NoAI] -Fix: instances should be 'x', not 'p' in SQ param list |
| 07:42 | <Ailure> | Taht the devoloped countries are mostly blue shouldn't be a surprise :p |
| 07:42 | <Brianetta> | openttd: /home/ottdcoop/svn-sandbox/src/vehicle.cpp:2911: void Vehicle::LeaveStation(): Assertion `IsTileType(tile, MP_STATION) || type == VEH_SHIP' failed. |
| 07:42 | <Brianetta> | Server has exited |
| 07:43 | <Ailure> | I gotten that error before |
| 07:43 | <scia> | Server has excited |
| 07:43 | <CIA-2> | OpenTTD: truelight * r9608 /branches/noai/src/ai/api/ai_list.hpp: [NoAI] -Fix r9607: forgot to commit one file |
| 07:43 | <hylje> | scia: :o |
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| 07:43 | <Ailure> | thing is |
| 07:44 | <hylje> | Brianetta: think it's fixed lately |
| 07:44 | <Ailure> | I'm not sure what happened when I last saw it xD |
| 07:44 | <Brianetta> | I'll tell the coopers to update |
| 07:44 | <Ailure> | oh |
| 07:44 | <hylje> | Brianetta: it happens when you flip a too-long train around in a station |
| 07:44 | <Ailure> | oh |
| 07:44 | <Ailure> | that explains it |
| 07:45 | <Ailure> | I had seen it in a big multiplayer game with long trains |
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| 07:46 | <ajmiles> | there was a bug i had in a nightly from about a week ago with refitting planes while they were carrying another cargo, hadn't seen anything in the changelogs about a fix |
| 07:47 | <ajmiles> | was going to try and repro it first |
| 07:47 | <Ailure> | oh yeah |
| 07:47 | <Ailure> | remember the airport removal bug? |
| 07:48 | <Ailure> | I think it still happens with helicopters |
| 07:48 | <Ailure> | or it dosen't |
| 07:48 | <Ailure> | disregard that hah |
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| 07:58 | <ajmiles> | mmm, v->cur_speed returns the vehicle's last speed even if it has stopped |
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