| --- | Log | opened Wed Apr 18 00:00:15 2007 |
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| 02:22 | <CIA-2> | OpenTTD: peter1138 * r9666 /trunk/src/smallmap_gui.cpp: -Fix (r9651): end of data / column flags were reversed |
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| 03:57 | <TheJosh> | Hey |
| 03:59 | |-| | Sacro|Laptop [~ben@87.102.9.203] has joined #openttd |
| 04:02 | <TheJosh> | Hey who should I talk to to try and get a patch included into the nightly trunk? |
| 04:02 | <Triffid_Hunter> | TheJosh: I'd find the bugtracker and submit your patch |
| 04:02 | <ln-> | No one. |
| 04:03 | <Sacro|Laptop> | i have a strange feeling of deja vu |
| 04:03 | <ln-> | It won't get included. Just enjoy it yourself. |
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| 04:04 | <peter1138> | ln-, please kindly shut the fuck up |
| 04:04 | <ln-> | peter1138: Sorry for being realistic. |
| 04:04 | <TheJosh> | Sacro: What time is it there? i thought i would try again |
| 04:05 | <TheJosh> | everyone was asleep last time... |
| 04:05 | <Sacro|Laptop> | its 10:10 here |
| 04:06 | <TheJosh> | when are the most devels on? |
| 04:06 | <TheJosh> | or should i just wait a while? |
| 04:06 | <Celestar> | what patch are we talking about? |
| 04:07 | <Sacro|Laptop> | :o zomg a Celestar |
| 04:07 | <TheJosh> | the cities patch http://www.tt-forums.net/viewtopic.php?t=31528 |
| 04:07 | <TheJosh> | makes some of the towns larger when you generate a new game. you can choose how many 'cities' you want, and how much larger they should be |
| 04:08 | <Celestar> | TheJosh: contact Maedhros, he's doing some work on cities, city sizes and city growth at the moment. |
| 04:08 | <Celestar> | he's not online atm but he might be later |
| 04:08 | [~] | Celestar goes back to work |
| 04:08 | <ln-> | that patch wouldn't even pass the standard pseudo-Tron filter. |
| 04:08 | <TheJosh> | is he already making a cities patch |
| 04:09 | <TheJosh> | pseudo-Tron? |
| 04:09 | <Celestar> | TheJosh: dunno how much he has done |
| 04:09 | <TheJosh> | In-: Thankyou for your encouragement |
| 04:09 | <ln-> | indenting with spaces, etc. |
| 04:10 | <ln-> | TheJosh: don't take it personally. and if things turn out to be easier than i predicted, you can be happy then. |
| 04:10 | <TheJosh> | anyway, i have to have tea now |
| 04:11 | <TheJosh> | i will be back |
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| 04:25 | <TheJosh> | back |
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| 04:44 | <Maedhros> | morning |
| 04:44 | <TheJosh> | hey |
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| 04:52 | <Maedhros> | hmm, bug 738 is interesting |
| 04:52 | <Maedhros> | it happens because IsVehicleOnBridge only checks at the height of the bridge |
| 04:53 | <Maedhros> | and EnsureNoVehicleOnGround only checks the ground level |
| 04:53 | <Maedhros> | but while a vehicle is on a sloping bridgehead it's not on the ground or at the height of the bridge :) |
| 04:55 | <peter1138> | heh |
| 04:55 | <peter1138> | is that one of the ones belugas changed? :) |
| 04:59 | <Maedhros> | yeah |
| 04:59 | <Maedhros> | so it's in -RC3 too ;) |
| 04:59 | <peter1138> | uh oh |
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| 05:03 | <TheJosh> | hi |
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| 05:17 | <Smoky555> | hi all |
| 05:18 | <TrueBrain> | hi TheJosh and Smoky555 |
| 05:19 | <Smoky555> | i'm crazy, what's wrong? i get 9653 from svn, compile it in MS VS2005 without errors, make 2 folders with it, from first folder i run dedicated server, from another one i run client to connect to localhost and get an error "desync error" :( |
| 05:21 | <peter1138> | uh, cool? |
| 05:23 | <Smoky555> | server and client running without any newgrf files :( |
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| 05:29 | <DNazarov> | 0.5.1-RC3 - works without errors |
| 05:29 | <peter1138> | there's at least one known bug :/ |
| 05:30 | |-| | DNazarov changed nick to Smoky555 |
| 05:31 | <Smoky555> | and .... ? |
| 05:33 | <Maedhros> | bug 738 applies to -RC3 as well as trunk :( |
| 05:41 | <HMage> | Smoky555: disable autorenew for server and client, as well as in running game via "patch autorenew 0" in dedicated server console. |
| 05:41 | <HMage> | it's a well known bug |
| 05:42 | <peter1138> | that shouldn't cause desyncs |
| 05:42 | <HMage> | I had those 8 hours ago on r9640 |
| 05:42 | <HMage> | after disabling autorenew it didn't desync. |
| 05:43 | <HMage> | tho it's probably not the cause. the server was restarted too. |
| 05:44 | <HMage> | Smoky555: can you please provide the config file and steps you do to reproduce that desync? |
| 05:45 | <Smoky555> | "atorenew false" - in both configs. config files are default, generating with first run |
| 05:46 | <HMage> | does it happen on nightly builds built from the same revision? |
| 05:46 | <HMage> | try placing nightly builds into those 2 folders |
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| 05:50 | <Smoky555> | nightly builds (precompiled win32) works fine ... |
| 05:51 | [~] | HMage fires up msvc2005. |
| 05:51 | <HMage> | What revision you're trying to build? |
| 05:51 | <Smoky555> | 9653 |
| 05:53 | <HMage> | hold on |
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| 06:01 | <peter1138> | gaaaa |
| 06:01 | <peter1138> | my computer's on a go slow :( |
| 06:01 | <peter1138> | at least putty is full-speed ahead |
| 06:01 | <Celestar> | peter1138: didn't you want to buy a new one? |
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| 06:05 | <peter1138> | Celestar: this is my work pc |
| 06:05 | <peter1138> | } catch (System.Threading.ThreadAbortException) { |
| 06:05 | <peter1138> | throw; |
| 06:05 | <peter1138> | } |
| 06:05 | <peter1138> | why did i do that? |
| 06:05 | <peter1138> | hmm, i guess i had other code there at one point... |
| 06:11 | <HMage> | Smoky555: sorry for the delay. Does the desync happen on a new game or on a saved game? I've just built from scratch via msvc2005 and started dedicated, no desyncs. |
| 06:15 | <Smoky555> | HMage : 9655 works fine. you can take my src-pack (trunk9653 with same patches) from http://open.ttdrussia.net/download/src_trunk_9653_rp.zip |
| 06:16 | <peter1138> | ... |
| 06:19 | <HMage> | Smoky555: you have a daylength patch there applied. Did you try compiling without daylength patch? |
| 06:20 | <peter1138> | ah, so it's patched 9653? :p |
| 06:20 | <HMage> | there's also signal autocomplete patch. Try building without any patches, just clean trunk r9653 |
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| 06:22 | <HMage> | most likely the daylength patch is the cause. Since I don't remember that that patch was updated less than a few months ago. |
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| 06:24 | <peter1138> | # HEATWAVE |
| 06:24 | <HMage> | btw, peter1138, how about extending name_array to hold more than 30 bytes of data per line? |
| 06:24 | <HMage> | err, 32* |
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| 06:25 | <peter1138> | _name_array needs to go :) |
| 06:25 | <HMage> | away you mean? :) |
| 06:26 | <peter1138> | yes |
| 06:26 | <HMage> | how about a temporary fix, because it's unbearable to have only 13 letters for russian per sign. |
| 06:26 | <HMage> | some words won't even fit |
| 06:27 | <HMage> | like, "восстановление" |
| 06:27 | <Smoky555> | HMage : i have this patch, peter1138 is a author ... |
| 06:28 | <HMage> | Smoky555: try removing all patches, just clean trunk r9653. Build from that and see if you have any desyncs. |
| 06:28 | <HMage> | peter1138: daylength is your patch? |
| 06:29 | <peter1138> | no |
| 06:29 | <Smoky555> | peter1138 : yes :) |
| 06:30 | <HMage> | Unfortunately I have to go, I'll be back at around 16:00 GMT. |
| 06:31 | <HMage> | Smoky555: daylength patch was written by Sacro. |
| 06:31 | <HMage> | Smoky555: http://www.tt-forums.net/viewtopic.php?t=20006 |
| 06:32 | <Smoky555> | grrr.... i speak about long russian names, not daylength |
| 06:34 | <peter1138> | heh |
| 06:36 | <HMage> | Smoky555: Ah. anyway, that code you sent me compiles and desyncs. Revert into clean trunk and see if you have any desyncs. |
| 06:36 | [~] | HMage goes away |
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| 07:15 | <Sacro|Laptop> | oh noes, a lolman |
| 07:17 | <lolman> | lies :o |
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| 07:21 | <Sacro|Laptop> | :o an Ammler |
| 07:22 | <Ammler> | ? |
| 07:22 | <lolman> | Woah never realised Beryl was running so well :o |
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| 07:36 | <TheJosh> | :) |
| 07:40 | <roboman> | (: |
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| 08:07 | <@Belugas> | Maedhros, peter1138: about 738, i did not ported my fix in 0.5, so it must be something else |
| 08:07 | <peter1138> | someone else did, i think |
| 08:07 | <@Belugas> | ha... could be |
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| 08:09 | <peter1138> | r9584 | truelight | 2007-04-10 10:57:35 +0100 (Tue, 10 Apr 2007) | 5 lines |
| 08:10 | <peter1138> | [0.5][0.5] -Backport frmo trunk (r9542, r9565, r9573): |
| 08:10 | <peter1138> | - Fix: when checking for no vehicle on ground-tiles, don't take into account vehicles that are in the air (r9542) |
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| 08:12 | <@Belugas> | well... |
| 08:12 | <@Belugas> | another bug on my list then :( |
| 08:12 | <ln-> | TheJosh: success? |
| 08:12 | <@Belugas> | i'm getting worse then bjarni :S |
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| 08:13 | <@Belugas> | shit! |
| 08:14 | <@Belugas> | i forgot my SD card at home :( |
| 08:14 | <@Belugas> | no work to be done today |
| 08:14 | [~] | Belugas cires |
| 08:14 | <@Belugas> | cries... |
| 08:14 | <@Belugas> | time for COFFEE!! |
| 08:14 | <peter1138> | get putty? |
| 08:15 | <@Belugas> | too much to learn in a simgle day :P |
| 08:15 | <@Belugas> | i should instead concentrate on work@work... |
| 08:15 | <@Belugas> | not been really productive lately ^_^ |
| 08:19 | <peter1138> | feh! |
| 08:28 | <TheJosh> | ln-: There may be success, I am talking with Maedhros...a commit is on the horison |
| 08:31 | <TheJosh> | i think he has done more work on this then me though... |
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| 08:41 | <@Belugas> | when the patch is good, when it adds something usefull, generally, there is an interest. |
| 08:41 | <@Belugas> | when it's a fantazy not taking into account the rest of the game, don't expect it to be in |
| 08:42 | <TheJosh> | yeah |
| 08:43 | <@Belugas> | for those who are frantically looking for patch suggestions, may i suggest to look at this ? http://nightly.openttd.org/devs/logs/docs.nightly.error.log |
| 08:43 | <@Belugas> | those are undocumented stuff, or stuff that is not doxygen compliant |
| 08:43 | <@Belugas> | lots of work that is (almost) garanteed to be commit! |
| 08:44 | <TheJosh> | patches that simply document existing features, etc? |
| 08:45 | <@Belugas> | yup |
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| 08:45 | <@Belugas> | i've been working on clearing the list for a while |
| 08:45 | <TheJosh> | i have an idea for my next patch, what is your opinion. I call it 'Raised monorails' (although I will try to code generic) |
| 08:45 | <@Belugas> | but there is so much stuff to put in... |
| 08:46 | <TheJosh> | basically monorails (or other rail types) that can go above roads, etc, for use in cities |
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| 08:48 | <@Belugas> | would be tricky, i think... it will basically be like bridges |
| 08:49 | <TheJosh> | I dont quite know how to do them yet... |
| 08:49 | <TheJosh> | or if it would work |
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| 08:53 | <@Belugas> | the idea is not bad in itself. just that technically, it would be hard to implement. not to mention the fact that you will have in fact 2 monorails : ground and aerial ones |
| 08:53 | <@Belugas> | if i may say so |
| 08:53 | <@Belugas> | would involves map changes, new graphics,etc... |
| 08:53 | <@Belugas> | but go ahaed. who knows :) |
| 08:53 | <Sacro|Laptop> | hwo do you do a backtrace from a segfault? |
| 08:54 | <Eddi|zuHause3> | use a debug build, and run that from gdb |
| 08:55 | <Sacro|Laptop> | hmm, a debug build |
| 08:55 | <Sacro|Laptop> | how to create that... |
| 08:56 | <TheJosh> | Belugas: I was going to make it just the same rail, but with a flag that tells it to draw a bit higher or something... |
| 08:56 | <TheJosh> | still working that bit out |
| 08:56 | <Eddi|zuHause3> | TheJosh: you'll also need ramps and stuff |
| 08:56 | <@Belugas> | so it will look like floating?? |
| 08:56 | <@Belugas> | you'd need poles, at least |
| 08:57 | <TheJosh> | yeah that as well |
| 08:57 | <TheJosh> | and ramps |
| 08:57 | <peter1138> | bridges |
| 08:57 | <peter1138> | basically like locomotion :P |
| 08:57 | <@Belugas> | indeed, that's waht i've said |
| 08:57 | <@Belugas> | well.. not the locomotion part but... |
| 08:57 | <Sacro|Laptop> | peter1138: i have a memory location, in SDL.lib |
| 09:02 | <TheJosh> | do not worry Belugas, i will probably give up on raised monorails sometime soon anyway. |
| 09:02 | <TheJosh> | i just thought it would be a cool idea, especially in large, hard-to-get-station-into cities |
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| 09:03 | <@Belugas> | i don't deny the coolness of the idea |
| 09:03 | <@Belugas> | just that the realisation would be... hard |
| 09:03 | <@Belugas> | to say the least |
| 09:03 | <TheJosh> | yes, i agree |
| 09:04 | <TheJosh> | just then i was playing with gui, and its annoying and messy, even to do somehting simple like add a single button |
| 09:11 | <TheJosh> | so Belugas, what do you work on the most? |
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| 09:11 | <@Belugas> | newindustries, doxygen stuff, making bugs... |
| 09:12 | <@Belugas> | and work@work too! |
| 09:12 | <TheJosh> | cool |
| 09:13 | <TheJosh> | im good at that last one. |
| 09:16 | <TheJosh> | is the openttd devel team looking for someone to reopen MiniIN? |
| 09:16 | <TheJosh> | perhaps with a slightly different structure? |
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| 09:19 | <@Belugas> | TheJosh : no, not really. |
| 09:20 | <TheJosh> | it wasnt working? |
| 09:21 | <@Belugas> | (most) users did not care of maintiaining their own patch, instable, confusing regular users as been a lab test for devs (which was never be the case), etc etc... |
| 09:21 | <@Belugas> | really hard to debug, |
| 09:22 | <@Belugas> | and... no |
| 09:23 | <hylje> | ottd totally needs a functionality plugin system :P |
| 09:23 | <TheJosh> | so where did all those patches we loved go? |
| 09:23 | <Eddi|zuHause3> | hylje: you mean like newgrf? :p |
| 09:23 | <CIA-2> | OpenTTD: maedhros * r9667 /trunk/src/ (9 files in 2 dirs): |
| 09:23 | <CIA-2> | OpenTTD: -Feature: Add the concept of cities. A (configurable) proportion of towns can |
| 09:23 | <CIA-2> | OpenTTD: start off larger, and will grow twice as quickly as other towns. They can also |
| 09:23 | <CIA-2> | OpenTTD: be placed specifically in the scenario editor. Thanks to TheJosh for the |
| 09:23 | <CIA-2> | OpenTTD: initial patch and the idea. |
| 09:23 | <hylje> | Eddi|zuHause3: newgrf for code |
| 09:23 | <TheJosh> | like i really really liked in MiniIN the advanced ordering |
| 09:24 | <rane_> | why is it that you cannot change currency to euro during the game? |
| 09:24 | <rane_> | i find it wird |
| 09:24 | <rane_> | +e |
| 09:24 | <Eddi|zuHause3> | miniin had some nice patches, but it was impossible to keep them up to date |
| 09:25 | |-| | Sacro|Laptop [~ben@87.102.9.203] has quit [Quit: Leaving] |
| 09:25 | <TheJosh> | I will have to find some of my favourites, and bring them up or something |
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| 09:26 | <@Belugas> | rane_, it is possible to, if you write a grf file to change it yourself. otherwise, there is already a conversion system going on. |
| 09:27 | <@Belugas> | it just follows the rules.... |
| 09:27 | <@Belugas> | look in currency.cpp |
| 09:27 | <@Belugas> | or something... |
| 09:27 | <@Belugas> | TheJosh, i can't tell you about the faith of those miniIN patches |
| 09:28 | <TheJosh> | the faith of a patch? huh? |
| 09:29 | <peter1138> | yeah, christian, muslim, catholic... |
| 09:29 | [~] | blathijs ventures Belugas meant fate, not faith :-) |
| 09:29 | <@Belugas> | oups... |
| 09:29 | <@Belugas> | yup |
| 09:29 | <@Belugas> | thanks for translating my mind :D |
| 09:30 | <TheJosh> | there were a few patches that made re-downloading the entire thing, everytime you want to play on the net worthwile |
| 09:32 | <TheJosh> | oh well |
| 09:32 | <TheJosh> | anyway, my patch (not really, better said my idea) is done, and Im off to bed. Thansk again maedhros for all your work, its pure brilliance! |
| 09:33 | |-| | TheJosh [~josh@d58-105-163-46.dsl.vic.optusnet.com.au] has quit [Quit: ahoy] |
| 09:39 | <peter1138> | a happy customer |
| 09:40 | <Maedhros> | indeed :) |
| 09:42 | <@Belugas> | NEXT! |
| 09:43 | <peter1138> | i need guinea pigs to test this cb36 patch |
| 09:44 | <Eddi|zuHause3> | what is a cb36? |
| 09:44 | [~] | Maedhros raises a hand |
| 09:44 | <peter1138> | callback 36, used to modify some properties on the fly |
| 09:44 | <peter1138> | http://fuzzle.org/o/callback36d.diff |
| 09:44 | <Maedhros> | what can i use it with? ukrs? |
| 09:44 | <peter1138> | (missing bit is either saving or reloading cached var on game load) |
| 09:44 | <peter1138> | av8 |
| 09:45 | <peter1138> | ukrs uses it too, but i don't remember any visible effect, heh |
| 09:45 | <peter1138> | in av8 it affects speeds |
| 09:45 | <Maedhros> | ooh, nice |
| 09:47 | <Ailure> | hmm |
| 09:47 | <Ailure> | I wonder where I should post a bug report next time |
| 09:47 | <Ailure> | :) |
| 09:47 | <Ailure> | Probably the locomotion forums |
| 09:47 | <Ailure> | they look nice |
| 09:47 | <peter1138> | yes, that'll do |
| 09:48 | <Ailure> | I wish I knew what went through me xD |
| 09:48 | <Ailure> | I used the flyspray tracker before, but instead I thought "durrr let's harass the GRF author" |
| 09:48 | <Eddi|zuHause3> | i vote for alcohol :) |
| 09:49 | <valhallasw> | I vote for asperin |
| 09:49 | <hylje> | shrooms |
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| 09:50 | <peter1138> | Eddi|zuHause3: i'll whatever ale is on... |
| 09:50 | <Kittysune> | !logs |
| 09:50 | <SpComb> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
| 09:51 | <Kittysune> | I blame caffeine |
| 09:51 | <Kittysune> | ;P |
| 09:52 | |-| | Ailure [Gamefreak@194.47.44.229] has quit [Killed (NickServ (GHOST command used by Kittysune))] |
| 09:52 | |-| | Kittysune changed nick to Ailure |
| 09:52 | <Ailure> | stupid network |
| 09:52 | <hylje> | :o |
| 09:52 | <peter1138> | oh, it's you |
| 09:52 | <Ailure> | How are you gentlemen! |
| 09:52 | <peter1138> | so does anyone else want a go at the planespeed option? |
| 09:53 | <Ailure> | the current nightlies have the equilant of planespeed 4x on ttdpatch currently? |
| 09:53 | <Ailure> | At least that's the impression I got. |
| 09:53 | <peter1138> | not really |
| 09:53 | <Ailure> | hmm |
| 09:53 | <peter1138> | they're four times faster |
| 09:54 | <peter1138> | but it's done differently to how ttdpatch does it |
| 09:54 | <Ailure> | ah |
| 09:54 | <hylje> | ie. our planes go at 1:1 speed by default? ;p |
| 09:54 | <Ailure> | thing is that I managed to get ride of my TTD binaries with TTDpatch and all when I moved to my new computer |
| 09:54 | <Ailure> | So I can't really check |
| 09:54 | <Ailure> | (ironically I somehow managed to transfer the TTO backup I had) |
| 09:55 | <Eddi|zuHause3> | hm, looks like i do not even have av8... |
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| 09:56 | <Ailure> | hmm |
| 09:58 | <Eddi|zuHause3> | how do i set up a central newgrf directory that is used by all openttd versions i have? |
| 09:58 | <Maedhros> | symlinks |
| 09:58 | <hylje> | symlinks! |
| 09:59 | <Ailure> | http://en.wikipedia.org/wiki/NTFS_symbolic_link |
| 09:59 | <Ailure> | If you happen to be a windows user :p |
| 09:59 | <Ailure> | Not many who knows that it's possible on NTFS |
| 09:59 | <Ailure> | but it is |
| 09:59 | <Eddi|zuHause3> | i am not... and i do |
| 10:00 | <Ailure> | heh |
| 10:00 | <Ailure> | but I suspect symlink is there to live up to some NIX standard or something |
| 10:00 | <Ailure> | and it's not implented very well or somethng |
| 10:00 | <Eddi|zuHause3> | but wasn't the newgrf system supposed to do that without symlinking? |
| 10:00 | <Maedhros> | peter1138: heh, the planes in the intro screen are barely moving at all with your patch |
| 10:01 | <Ailure> | [newgrf][newgrf] |
| 10:01 | <Ailure> | L:\Program\openTTD\OTTD-win32-nightly_build\data\pb_viaduct.grf |
| 10:01 | <Ailure> | L:\Program\openTTD\OTTD-win32-nightly_build\data\pb_av8w.grf |
| 10:01 | <Ailure> | L:\Program\openTTD\OTTD-win32-nightly_build\data\basic_platformsw.grf |
| 10:01 | <peter1138> | indeed |
| 10:01 | <Ailure> | well |
| 10:01 | <peter1138> | because it doesn't update the cached values on load |
| 10:01 | <Ailure> | you can just write the full file path now |
| 10:01 | <Maedhros> | ah, i see |
| 10:01 | <peter1138> | Ailure: but the gui doesn't let you do that |
| 10:01 | <Ailure> | Is it really that hard to like |
| 10:02 | <Ailure> | do it on one GUI |
| 10:02 | <peter1138> | (cos the gui was written to understand a single data/...) |
| 10:02 | <Ailure> | then copy it over for the rest? |
| 10:02 | <peter1138> | no |
| 10:02 | <peter1138> | you're better off using symlinks |
| 10:02 | <Ailure> | reminds me I should clean up my data folders now |
| 10:02 | <Ailure> | heh |
| 10:02 | <Ailure> | well |
| 10:02 | <peter1138> | because it won't find them for network games either |
| 10:03 | <peter1138> | or even any games. hmm. |
| 10:03 | <Ailure> | I have five diffrent openTTD folders xD |
| 10:03 | <Ailure> | each one with almost same GRF's, but copied over the folders |
| 10:03 | <Ailure> | hmm |
| 10:03 | <Ailure> | thing is that windows can be confused with some NTFS features |
| 10:04 | <Ailure> | saw a hilarious screenshot |
| 10:04 | <peter1138> | well, at some point in the future i think you may be able to specify a single directory to use |
| 10:04 | <Ailure> | where it reported something like 1 TB used of 30 GB |
| 10:04 | <peter1138> | which'll do what you want |
| 10:04 | <Ailure> | it was just a file being linked over and over again |
| 10:04 | <peter1138> | heh |
| 10:04 | <Ailure> | well that does make sense though |
| 10:05 | <Ailure> | and the custom GRF's get's hard to differ from 'core' ones |
| 10:05 | <Ailure> | ...unless oTTD also looks for newGRFS in subfolders |
| 10:05 | <hylje> | :o |
| 10:06 | <Eddi|zuHause3> | it always looked into subfolders |
| 10:07 | <Eddi|zuHause3> | i always had them in data/newgrf |
| 10:07 | <hylje> | does ottd break if i symlink into /? |
| 10:07 | <hylje> | or to ../ ? |
| 10:07 | <Ailure> | hmm |
| 10:07 | <Ailure> | I see then |
| 10:07 | <Eddi|zuHause3> | i have no idea :) |
| 10:08 | <Rubidium> | hylje: yes |
| 10:08 | <Rubidium> | once it is out of memory |
| 10:08 | <Ailure> | guess that's a excuse to clean my newGRF files |
| 10:08 | <Ailure> | and sort them |
| 10:08 | <hylje> | i suppose |
| 10:08 | <hylje> | it's not a given to check for recursion |
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| 10:13 | <DaleStan> | Is there even any portable way to check a whether a FS recurses? |
| 10:16 | <ln-> | what's a(n) FS? |
| 10:16 | <hylje> | file system |
| 10:16 | <ln-> | are you sure? |
| 10:16 | <hylje> | rather |
| 10:17 | <hylje> | considering the context |
| 10:17 | <ln-> | context = the irc channel for a computer strategy game |
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| 10:17 | <hylje> | at the moment context involves recursion on symlinking to a parent directory |
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| 10:18 | <Maedhros> | ln-: that's more the location of the discussion than the context |
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| 10:25 | <eJoJ> | Hmmm, I can't start my ottd, it's output is "Error: Cannot open file 'data/srgw.grf'" what could be wrong? |
| 10:26 | <Maedhros> | wrong file permissions? |
| 10:28 | <eJoJ> | Same error with root |
| 10:28 | <peter1138> | clear out the [newgrf] section in the config, probably |
| 10:28 | <eJoJ> | nothing stated under [newgrf] in the config |
| 10:29 | <peter1138> | hmm, newgrf-static? clutching at straws... |
| 10:30 | <eJoJ> | static is also blank |
| 10:31 | <@Belugas> | <s>rgw.grf? |
| 10:32 | <eJoJ> | srssgw.grf |
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| 10:49 | <Digitalfox> | Hi :) |
| 10:50 | <Digitalfox> | Hello peter1138 |
| 10:50 | <Digitalfox> | Are you thinking of supporting "action 5, feature 0x12: aqueducs. " ? |
| 10:50 | <peter1138> | no |
| 10:51 | <Digitalfox> | no ? :\ |
| 10:51 | <Digitalfox> | You don't like this feature? |
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| 11:07 | |-| | Osai^away changed nick to Osai |
| 11:22 | <@Belugas> | i am bored |
| 11:22 | <@Belugas> | to the point of boredom |
| 11:22 | <Digitalfox> | hi belugas :) |
| 11:22 | <Prof_Frink> | Do something then. |
| 11:22 | <Digitalfox> | bored? |
| 11:22 | <Digitalfox> | Play open |
| 11:23 | <@Belugas> | hello DaleStan |
| 11:23 | <@Belugas> | shit... |
| 11:23 | <@Belugas> | hello Digitalfox |
| 11:23 | <Digitalfox> | lol ;) |
| 11:23 | <@Belugas> | sorry DaleStan |
| 11:23 | <Digitalfox> | No work today? |
| 11:23 | <@Belugas> | Prof_Frink, i cant do any ottd stuff. Forgot my sd card at home :( |
| 11:23 | <@Belugas> | it has everything for ottd on it |
| 11:24 | <Digitalfox> | oh no... One mora day for newindustries :( |
| 11:24 | <Eddi|zuHause3> | i take it your work work is very boring? |
| 11:24 | <@Belugas> | yup. |
| 11:25 | <@Belugas> | i have to schematize and analyse in full detail how the sku entry goes in our point of sales app. |
| 11:25 | <Prof_Frink> | Belugas: This is why you should do all development in vim in a screen session on a remote server |
| 11:25 | <@Belugas> | really boring |
| 11:25 | <@Belugas> | maybe... |
| 11:25 | <@Belugas> | too much stuff to learn on a single day :P |
| 11:26 | <Prof_Frink> | Vim is easy. :wq |
| 11:26 | <@Belugas> | plus, i'm working on WinXP. Means habits to change |
| 11:26 | <Prof_Frink> | Screen is easy. C-a d |
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| 11:57 | <Wolf01> | hello |
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| 12:28 | <CIA-2> | OpenTTD: miham * r9668 /trunk/src/lang/ (catalan.txt french.txt hungarian.txt korean.txt swedish.txt): |
| 12:28 | <CIA-2> | OpenTTD: -Update: WebTranslator2 update to 2007-04-18 19:27:38 |
| 12:28 | <CIA-2> | OpenTTD: catalan - 2 fixed by arnaullv (2) |
| 12:28 | <CIA-2> | OpenTTD: french - 2 fixed, 2 changed by glx (4) |
| 12:28 | <CIA-2> | OpenTTD: hungarian - 2 fixed by miham (2) |
| 12:28 | <CIA-2> | OpenTTD: korean - 2 fixed by darkttd (2) |
| 12:28 | <CIA-2> | OpenTTD: swedish - 2 fixed, 1 changed by daishan (3) |
| 12:29 | [~] | Wolf01 nods |
| 12:29 | <hylje> | :3 |
| 12:29 | <Wolf01> | i'm really bored :/ |
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| 12:51 | <peter1138> | har har |
| 12:51 | <peter1138> | no idea why |
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| 12:58 | <dihedral> | hello all |
| 12:58 | <Wolf01> | hi |
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| 13:00 | <CIA-2> | OpenTTD: belugas * r9669 /trunk/src/ (10 files in 2 dirs): -Documentation: some more doxygen fixes |
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| 13:03 | <Wolf01> | i want to improve ships, anybody want to help? |
| 13:04 | <dihedral> | i give you ideas and you code - or were you thinking of something else? :-P |
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| 13:04 | <Eddi|zuHause3> | improve what? usability? complexity? pathfinder optimisation? |
| 13:04 | <dihedral> | cpu load |
| 13:04 | <ln-> | mobility on land? |
| 13:04 | <Wolf01> | i have the ideas, i can code, i can't do it without knowledge |
| 13:05 | <Wolf01> | maybe |
| 13:05 | <Wolf01> | (hovercrafts) |
| 13:05 | <dihedral> | what kind of 'knowledge' |
| 13:05 | <dihedral> | are you looking for |
| 13:05 | <Eddi|zuHause3> | you might want to start with the water bridges |
| 13:05 | <Wolf01> | something more difficult than a "for" or "if" statement |
| 13:06 | <Eddi|zuHause3> | i don't like the idea of hovercrafts |
| 13:06 | <peter1138> | hovercraft! |
| 13:06 | <Eddi|zuHause3> | stupid language |
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| 13:13 | <dihedral> | i am familiar with coding, just not c |
| 13:15 | <dihedral> | my packet just fell off the network stack |
| 13:15 | <Eddi|zuHause3> | i am familiar with theory, just not with coding |
| 13:16 | <dihedral> | feed us with some ideas Wolf01 |
| 13:16 | <Wolf01> | the first is "one ship per tile" |
| 13:17 | <Rubidium> | that's going to be very nasty in canals/locks |
| 13:17 | <Wolf01> | the second is "realistic locks" |
| 13:17 | <Wolf01> | the third "better pathfinding" |
| 13:17 | <hylje> | pathfinding that works at all |
| 13:17 | <dihedral> | what you thinking off for "realistic locks" |
| 13:17 | <hylje> | slow turning? |
| 13:18 | <Wolf01> | maybe |
| 13:18 | <Wolf01> | avoid 90 degrees turns sure |
| 13:18 | <dihedral> | looking at the size of a ship and that of a cannal: no turning? |
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| 13:20 | <Wolf01> | Rubidium, if you plan to build a single tile narrow canal for double ways ship traffic you are wrong... you should think canals like track tiles, i think you don't use a single track for double way traffic and without signals |
| 13:20 | <CIA-2> | OpenTTD: rubidium * r9670 /trunk/src/ (station_map.cpp tunnel_map.cpp unmovable_map.h void_map.h): -Documentation: add documentation to some the _map files. |
| 13:20 | [~] | Wolf01 should have dinner |
| 13:20 | |-| | Wolf01 changed nick to Wolf01|AWAY |
| 13:20 | <dihedral> | hehehe |
| 13:20 | <dihedral> | Rubidium: quite true |
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| 13:21 | <Eddi|zuHause3> | Wolf01|AWAY: but you have no way of forcing directions on water tile, like you can on track tiles with signals |
| 13:21 | <hylje> | yet |
| 13:21 | <Eddi|zuHause3> | so you can end up with 4 ships |
| 13:22 | <Eddi|zuHause3> | -> <- |
| 13:22 | <Eddi|zuHause3> | -> <- |
| 13:22 | <Eddi|zuHause3> | blocking each other |
| 13:22 | <hylje> | canals might need signals |
| 13:23 | <dihedral> | yes |
| 13:23 | <dihedral> | how about a tool to draw a water route |
| 13:23 | <dihedral> | which would work like rail tracks, just not visible to other players |
| 13:23 | <hylje> | and make water routes like railroad |
| 13:23 | <hylje> | brilliant |
| 13:24 | <Rubidium> | Wolf01|AWAY: well, in the NL they do run trains on single track without signals... |
| 13:26 | <Rubidium> | (something with maintainance some 4 weeks ago went horribly wrong and the signalling still doesn't work on that piece of track) |
| 13:28 | <Rubidium> | (oh, I shouldn't forget to tell that the maintainance was planned to take 2 days) |
| 13:29 | <dihedral> | btw guys, had a little odd situation today on one of the game servers |
| 13:30 | |-| | Wolf01|AWAY changed nick to Wolf01 |
| 13:30 | <dihedral> | one town |
| 13:30 | <dihedral> | 2 facktories |
| 13:30 | <dihedral> | with the exact same name |
| 13:30 | <dihedral> | 2 players delivering to one factory each |
| 13:30 | <dihedral> | but only one factory was showing the iron and the goods |
| 13:31 | |-| | KritiK [Maxim@ppp85-140-207-67.pppoe.mtu-net.ru] has joined #openttd |
| 13:31 | <dihedral> | sorry - the steal |
| 13:31 | <dihedral> | and the goods |
| 13:32 | <Wolf01> | [20:24:04][20:24:04] <hylje> and make water routes like railroad |
| 13:32 | <Wolf01> | i was thinking about using buoys and draw a thick line to show where the ship will travel, not the exact path, but neither the bird fly path |
| 13:33 | <hylje> | :o |
| 13:33 | <Wolf01> | locks should have signals, maybe you can place signals on them like on the tracks |
| 13:34 | <Wolf01> | and if you use 2 tiles wide canals you don't have problems with ships |
| 13:34 | <Wolf01> | i offten use 2 locks and 2 buoys to tell which lock a ship should take |
| 13:35 | <hylje> | :o |
| 13:35 | <Wolf01> | and the most important thing: rename buoys!!!!! |
| 13:35 | <Eddi|zuHause3> | Wolf01: like i already said, you have no means to prevent 2 ships from driving next to each other |
| 13:35 | <hylje> | sea signals |
| 13:35 | <hylje> | buoys |
| 13:35 | <Wolf01> | yes, but if you have enough room it is not a big problem |
| 13:35 | <dihedral> | afk |
| 13:36 | <Wolf01> | is like when some newbies try to use 4 trains with a single track line with only double ways signals |
| 13:36 | <Wolf01> | they will get stuck |
| 13:37 | <Wolf01> | you have to transpose this think to ships |
| 13:37 | <CIA-2> | OpenTTD: peter1138 * r9671 /trunk/src/ (9 files): -Codechange: Implement NewGRF callback 36, which allows changing of various properties which were previously static. Vehicle max speed and train power/te/running costs are adjustable. |
| 13:37 | <hylje> | while you're at it, do the same for road vehicles |
| 13:38 | <hylje> | one-way roads plz |
| 13:38 | <Wolf01> | yes, this was another point i wanted to improve |
| 13:39 | <Wolf01> | but when i asked for help i got no response and so i left |
| 13:39 | |-| | HMage`afk changed nick to HMage |
| 13:39 | <hylje> | but do the boats first |
| 13:39 | <hylje> | boats are way more useless than RVs |
| 13:39 | <peter1138> | i had a patch somewhere to implement multistop for ships |
| 13:39 | |-| | Desolator [Desolator@86.126.78.172] has quit [] |
| 13:40 | <hylje> | i think the most elegant way to do waterways is to have buoy-connected straight paths, also diagonal |
| 13:40 | <hylje> | the buoys could be double-way or one-way as signals are |
| 13:42 | <Wolf01> | Frostregen once did more docks per station when i was working with him at the distant join patch, but we never tried if it really worked |
| 13:55 | <Eddi|zuHause3> | how about this: place buoys in between tiles, and reserve two paths between them, one on the right and one on the left |
| 13:56 | <Eddi|zuHause3> | this would also mean, ships will not go "over" the buoys anymore, but actually pass them |
| 13:58 | <peter1138> | has to be turn on and offable, heh |
| 13:58 | <hylje> | ships would become ridiculously small then |
| 13:58 | <Eddi|zuHause3> | hylje: what? there was no change in ships in there... |
| 13:59 | <Eddi|zuHause3> | ships would still be 1 tile wide |
| 13:59 | <hylje> | ah |
| 13:59 | <hylje> | in between |
| 13:59 | <hylje> | that could work |
| 13:59 | <hylje> | if you mean the buoys would mark waterways much like railroad |
| 14:01 | <Eddi|zuHause3> | well, i read the intention of Wolf01 as follows: buoys mark the end points of waterway segments, and the paths inbetween are fixed (automatically) as a more or less straight line |
| 14:01 | <hylje> | yes |
| 14:01 | <hylje> | i'd not make it too intelligent |
| 14:01 | <Eddi|zuHause3> | ship pathfinding would then reduce to buoy hopping |
| 14:01 | <hylje> | and make it just mark straight lines |
| 14:02 | <Eddi|zuHause3> | well, "straight" is not a very good concept in tile based space |
| 14:04 | <Eddi|zuHause3> | you could say something like "max. 2 45° turns" |
| 14:05 | <Eddi|zuHause3> | max. 1 should be easier |
| 14:05 | <hylje> | perhaps |
| 14:05 | <Eddi|zuHause3> | but that might cause problems on canals/rivers with a lot of corners |
| 14:06 | <hylje> | people could be expected to put down more buoys there |
| 14:07 | <Eddi|zuHause3> | yes, but people putting buoys on every 2nd tile could kinda defeat the purpose of simplifying things |
| 14:07 | <hylje> | thats their choice |
| 14:07 | <Wolf01> | docks might be handled like tracks with all track segments in one tile |
| 14:07 | <Wolf01> | *canals |
| 14:07 | <Wolf01> | s/docks/canals |
| 14:07 | <Eddi|zuHause3> | Wolf01: i believe renaming buoys is just a matter of correctly handling buoy owners |
| 14:14 | |-| | MeusH [~MeusH@host-ip195-138.crowley.pl] has joined #openttd |