| --- | Log | opened Fri Apr 20 00:00:19 2007 |
| 00:42 | |-| | boekabart_ [~boekabart@81.58.27.138] has left #openttd [Back to work, back to work, everybody, work work work work!] |
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| 00:54 | <peter1138> | and hello again |
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| 01:00 | <boekabart_> | morning |
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| 02:03 | <ln-> | don't tell me there's still 30°C in germany? |
| 02:04 | <SpComb> | there was 30°C here on the 14th |
| 02:05 | <ln-> | and 50°C here last summer, but let's not count the cases when the sun hits the sensor. |
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| 02:07 | <roboman> | is there such thing as diagonal bridges? |
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| 02:07 | <ln-> | have you ever seen a diagonal bridge in real life? |
| 02:07 | <roboman> | no |
| 02:08 | <ln-> | see, they cannot exist. |
| 02:08 | <roboman> | I read someone said it in a thread |
| 02:08 | <roboman> | I assume they meant bridges over everythin |
| 02:08 | <peter1138> | heh |
| 02:08 | <roboman> | http://www.tt-forums.net/viewtopic.php?t=31466&start=20 |
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| 02:14 | <roboman> | although IRL it depends what you call diagonal as RL isnt bound by square boxes |
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| 02:30 | <peter1138> | bit slow there roboman :p |
| 02:41 | <boekabart_> | why would diagonal bridges not exist in real life? isn't every fly-over a diagonal bridge? |
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| 02:41 | <Rubidium> | no |
| 02:42 | <Rubidium> | or, when it is actually true, we support (some) diagonal bridges in OTTD |
| 02:49 | <peter1138> | boekabart_: IRL, bridges are just bridges... |
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| 02:51 | <CIA-2> | OpenTTD: peter1138 * r9682 /trunk/src/ (saveload.cpp saveload.h): -Codechange: Add support for saving/loading std::lists containing object references (REF_*) |
| 02:51 | <boekabart_> | lol. anyway: are there any plans for diagonal bridges in ottd? |
| 02:54 | <Eddi|zuHause3> | i would call that "dream", not "plan" |
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| 03:00 | <CIA-2> | OpenTTD: rubidium * r9683 /trunk/src/ (5 files): -Fix [FS#423]: improved loading does not use a huge amount of processing power anymore when having a lot of trains. |
| 03:02 | |-| | Taikaponi changed nick to Zavior |
| 03:03 | <SpComb> | omg ponies |
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| 03:37 | <peter1138> | what? |
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| 03:59 | <Eddi|zuHause3> | somehow "Taiga" and "Pony" do not really mix... |
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| 04:36 | <boekabart_> | anyone here who knows (a lot) about canals and the map-array? |
| 04:36 | <boekabart_> | Q: wondering what the thing is with ownership: is the owner of a canal tile OWNER_WATER, yes, no or sometimes? |
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| 04:44 | <peter1138> | no |
| 04:44 | <peter1138> | it used to be, but now it's not. |
| 04:45 | [~] | roboman remembers on Brianetta's Starndard when he went broke and had a cala wit a dock on it that weh deleted caused the city to be submerged |
| 04:46 | <boekabart_> | in the startup game, it still is |
| 04:49 | <peter1138> | boekabart_, yes, because retroactively changing the owner is not really possible |
| 04:49 | <peter1138> | because... you don't know who the owner is... |
| 04:49 | <peter1138> | retrospectively? |
| 04:50 | <boekabart_> | i think you can: if owner water and height > 0 shouldn't be owned by water |
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| 04:50 | <boekabart_> | ah , problem is : if not water, then who? |
| 05:00 | <Rubidium> | the person who has paid for making it water |
| 05:01 | <peter1138> | boekabart_, exactly |
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| 05:01 | <peter1138> | Rubidium: yes, but not when converting old games, heh |
| 05:02 | <Rubidium> | nope, then it's always water ;) |
| 05:03 | <boekabart_> | yeah, which sucks |
| 05:04 | <Rubidium> | there is no way to know who has paid for those canals (anymore), so it will always suck |
| 05:04 | <peter1138> | but not majorly |
| 05:05 | <peter1138> | i don't generally replay old games... |
| 05:06 | <boekabart_> | well you do every time you start up the game |
| 05:06 | <peter1138> | yeah but who gives a shit about that? |
| 05:07 | <boekabart_> | either no-one or everyone who starts up the game |
| 05:07 | <peter1138> | you don't play it, it just sits there running itself |
| 05:07 | <boekabart_> | so, every recent game has canal owner to someone, not water |
| 05:08 | <boekabart_> | how about canals built in scenario editor? |
| 05:08 | <peter1138> | owner_none probably |
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| 05:13 | <Maedhros> | morning |
| 05:14 | <Rubidium> | typically someone from England ;) |
| 05:14 | <Rubidium> | anyway, morning Maedhros |
| 05:14 | <Maedhros> | :p |
| 05:14 | <Maedhros> | morning Rubidium |
| 05:15 | <Maedhros> | Rubidium: in r6983, why are vehicles added to the loading_vehicles list in Vehicle::LeaveStation? |
| 05:16 | <peter1138> | *cough* |
| 05:16 | <Maedhros> | also, v->LeaveStation doesn't seem to be called for aircraft anywhere |
| 05:17 | <Rubidium> | oops ;), Maedhros can you fix it? |
| 05:17 | <peter1138> | .remove(this) i guess |
| 05:17 | <peter1138> | i could but i've got a ton of other changes in there :( |
| 05:18 | <Maedhros> | ok :) |
| 05:21 | <peter1138> | hmm, and do you know where to put LeaveStation for aircraft? |
| 05:22 | <Maedhros> | judging by all the others, it should be at the end of HandleAircraftLoading in aircraft_cmd.cpp |
| 05:22 | <Maedhros> | although i have a feeling more calls need to be added for when vehicles leave the station for other reasons |
| 05:23 | <Maedhros> | like going to the depot, or having the order changed manually |
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| 05:28 | <peter1138> | hmm |
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| 06:06 | <CIA-2> | OpenTTD: maedhros * r9684 /trunk/src/ (aircraft_cmd.cpp vehicle.cpp): |
| 06:06 | <CIA-2> | OpenTTD: -Fix (r9683): Remove vehicles from the station loading list instead of adding |
| 06:06 | <CIA-2> | OpenTTD: them again when they leave, and add a v->LeaveStation() call for aircraft. |
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| 06:06 | <Maedhros> | as far as i can tell, it's just forcing vehicles to go the depot that doesn't call v->LeaveStation now |
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| 06:20 | <peter1138> | skipping does the right thing? |
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| 06:23 | <Maedhros> | it seems to, as does deleting the current order, but i haven't worked out how yet |
| 06:24 | <peter1138> | heh |
| 06:27 | [~] | Sacro reads rail_cmd.cpp |
| 06:29 | <Sacro> | return 15 + 8 + (tileh == SLOPE_STEEP_W ? 4 : 0 |
| 06:29 | <Sacro> | :\ |
| 06:32 | <Brianetta> | Hi |
| 06:32 | <Brianetta> | I have inherited a gold pen |
| 06:32 | <Brianetta> | It's an heirloom |
| 06:33 | <Rubidium> | nice, does it write in gold too? |
| 06:33 | <Brianetta> | It writes in whatever you fill it with |
| 06:33 | <Brianetta> | Currently, blue-black Quink |
| 06:34 | <Brianetta> | It started off black, but apparently it was last filled from two bottles |
| 06:36 | <boekabart_> | How about this: http://boekabart.googlepages.com/sealevel |
| 06:36 | <Maedhros> | does this look sensible? http://devs.openttd.org/~maedhros/depot_leave_station.diff |
| 06:37 | <Maedhros> | i can't think of any other things that cause vehicles to leave stations |
| 06:37 | <peter1138> | looks reasonable |
| 06:38 | <peter1138> | boekabart_, lol |
| 06:39 | <boekabart_> | wait, i'll add the diff to the page |
| 06:39 | <CIA-2> | OpenTTD: maedhros * r9685 /trunk/src/ (aircraft_cmd.cpp roadveh_cmd.cpp ship_cmd.cpp train_cmd.cpp): -Fix (r9683): Call v->LeaveStation() when a vehicle in a station is sent to a depot. |
| 06:39 | <peter1138> | boekabart_, i think it should raise the tile corners, in the last picture |
| 06:39 | <peter1138> | hmm, maybe |
| 06:39 | <peter1138> | it looks a bit weird :/ |
| 06:39 | <boekabart_> | peter1138: no, tried that, really complicated plus deep sea is cooler. |
| 06:40 | <peter1138> | yeah, i realised that wouldn't allow deep sea :/ |
| 06:40 | <boekabart_> | now you're not able to tunnel under deep see, need to raise sea floor 1 level |
| 06:41 | <peter1138> | where's the diff? :p |
| 06:41 | <boekabart_> | so the scenario can have un-tunnable sea (tunnelable after big investment :) ) and tunnelable sea |
| 06:42 | <peter1138> | yeah, what happens when terraforming deep sea? |
| 06:42 | <boekabart_> | nothing at first, only after 2nd level you see it |
| 06:42 | <Brianetta> | It should cost a f***load. |
| 06:42 | <peter1138> | yeah |
| 06:42 | <boekabart_> | well it does i guess, let me test |
| 06:42 | <peter1138> | hmm |
| 06:42 | <Brianetta> | No, additional f***loads |
| 06:43 | <Brianetta> | Disproportionately expensive job. |
| 06:43 | <peter1138> | problem is it makes the normal sea look totally flat |
| 06:43 | <peter1138> | and the deep sea looks like how it should be normally |
| 06:43 | <peter1138> | is deeper deep sea possible? |
| 06:44 | <boekabart_> | yes, sea level can be raised up to 15 |
| 06:44 | <boekabart_> | http://boekabart.googlepages.com/boekabart_sealevel_1.diff |
| 06:44 | <Brianetta> | I think deep floods should propagate more quickly |
| 06:44 | <Brianetta> | If the sea's higher than a polder, rather than level with it, and the dyke breaks... flush! |
| 06:45 | <boekabart_> | Brianetta: should be doable |
| 06:45 | <Brianetta> | boekabart_: With the additional benefit that the hovering sea effect isn't so bad |
| 06:45 | <Brianetta> | because it's over so quickly |
| 06:45 | <boekabart_> | hovering sea effect can be less sucky if we make the sprite transparent |
| 06:46 | <boekabart_> | :) |
| 06:46 | <boekabart_> | by the way lowering also works, land dries up slowly. |
| 06:46 | <Brianetta> | or use house foundations (: |
| 06:46 | <boekabart_> | yes, NICE idea! :) |
| 06:46 | <boekabart_> | (old water-owned canals dry up now, by the way, if > sea level) |
| 06:46 | <Brianetta> | Get some custom ones drawn that look like frothy waves |
| 06:47 | <boekabart_> | actually, the brown ground is drawn just to get rid of black holes |
| 06:47 | <boekabart_> | i'll request 'waterwall' sprites on the forum |
| 06:47 | <Brianetta> | Why not draw water under there? |
| 06:47 | <boekabart_> | doesn't look good |
| 06:47 | <Brianetta> | ah |
| 06:48 | <Brianetta> | I see you tried it (: |
| 06:48 | <boekabart_> | plus, you need the slopes |
| 06:48 | <Brianetta> | yes, of course |
| 06:48 | <peter1138> | hmm |
| 06:48 | <peter1138> | you've added a *huge* comment? :p |
| 06:48 | <Brianetta> | So, if you raise water level, do you get a brown border at the bottom of the map? |
| 06:49 | <boekabart_> | huge comment: yes, that was the raising-terrain code i think |
| 06:49 | <peter1138> | ! |
| 06:49 | <boekabart_> | of course i need to clean up the patch |
| 06:49 | <peter1138> | new disaster... |
| 06:49 | <peter1138> | global warming... rising sealevel... |
| 06:49 | <boekabart_> | LOL |
| 06:49 | <boekabart_> | very bad disaster |
| 06:49 | <boekabart_> | should be announced a couple of months in advance, right? |
| 06:49 | <Brianetta> | peter1138: Disasters should be triggerable from console (: |
| 06:49 | <boekabart_> | current UI: scenario editor, raise/lower tile 0,0 (upper corner) |
| 06:50 | <Brianetta> | It'd be cool if a server admin could request a recession, for example |
| 06:50 | <boekabart_> | or a flood if all the players are sinners |
| 06:50 | <boekabart_> | :D |
| 06:50 | <Brianetta> | A drought could lower the sea level |
| 06:50 | <boekabart_> | <0 is not possible, uint .... |
| 06:50 | <Brianetta> | Well, default it to 2 or something |
| 06:51 | <Brianetta> | The TGP has a "sea level" setting |
| 06:51 | <Brianetta> | You could adjust that to match at generation time |
| 06:51 | <boekabart_> | tgp =? |
| 06:51 | <Brianetta> | Terragenesis Perlin |
| 06:51 | <Brianetta> | The landscape generator |
| 06:51 | <peter1138> | heh |
| 06:51 | <boekabart_> | right. anyway currently WATERLEVEL is deffed as TileHeight((TileIndex)0) |
| 06:52 | <peter1138> | should be a separate setting |
| 06:52 | <boekabart_> | would like a separate setting |
| 06:52 | <Brianetta> | I still think it'd be nice to have differing water levels |
| 06:52 | <boekabart_> | tides!? |
| 06:52 | <peter1138> | hmm |
| 06:52 | <Brianetta> | so you could do lakes on hills, reservoirs, etc |
| 06:52 | <peter1138> | lakes |
| 06:52 | <peter1138> | that's more tricky... |
| 06:52 | <boekabart_> | well you can |
| 06:52 | <Brianetta> | Yes |
| 06:52 | <boekabart_> | already |
| 06:53 | <Brianetta> | boekabart_: People will start to want to bear your children if you do that |
| 06:53 | <boekabart_> | ah no you can't now. |
| 06:53 | <boekabart_> | would have to change the drying up code for that |
| 06:54 | <Brianetta> | Drying up would really need "boggy ground" tiles |
| 06:54 | <Brianetta> | so that it could happen in stages |
| 06:54 | <boekabart_> | what? |
| 06:54 | <boekabart_> | waterlevel info per tile? |
| 06:54 | <Brianetta> | no |
| 06:54 | <Brianetta> | You know how grass grows back in stages? |
| 06:54 | <Brianetta> | Water should dry up in stages too |
| 06:55 | <boekabart_> | it does |
| 06:55 | <boekabart_> | but the 'if' now is: if water (not canal) and height > sealevel then dryup |
| 06:55 | <boekabart_> | should be neighbor related. |
| 06:55 | <boekabart_> | or so |
| 06:55 | <Brianetta> | but dryup is instant? |
| 06:55 | <peter1138> | hm |
| 06:56 | <boekabart_> | yes |
| 06:56 | <boekabart_> | lowering sea-level-sprite is instant-instant |
| 06:57 | <peter1138> | hmz |
| 06:57 | <boekabart_> | turning in to land is done in tileLoop |
| 06:57 | <boekabart_> | anyway it was meant to be set in scenario editor and not changed after |
| 06:59 | <boekabart_> | ah by the way, i don't think drawing the water with DrawGroundSprite is all that correct if it's floating. |
| 06:59 | <boekabart_> | any idea how to do it better? |
| 06:59 | <peter1138> | AddSortableSpriteToDraw() |
| 07:00 | <peter1138> | x = 0, y = 0, w = 16, h = 16, dz = 0, z = sealevel? or maybe sealevel - tileheight |
| 07:01 | <peter1138> | (probably) |
| 07:03 | <boekabart_> | setting the last z doesn't work |
| 07:04 | <boekabart_> | ... but setting ti->z to WATERLEVEL temporarily works |
| 07:09 | <peter1138> | maybe it's dz then... i can't remember :( |
| 07:09 | <peter1138> | d would be delta though... |
| 07:09 | <peter1138> | try it |
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| 07:15 | <hylje> | cool |
| 07:16 | <boekabart_> | AddSortableSpriteToDraw( SPR_FLAT_WATER_TILE, PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + dz ); |
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| 07:36 | <Sacro> | http://homepage.univie.ac.at/horst.prillinger/metro/m/londonundergroundmapgerman.html :\ |
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| 07:43 | <MeusH> | hello |
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| 07:45 | <hnsn> | hi fellow ottd player |
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| 08:07 | <@Belugas> | hello |
| 08:08 | <Maedhros> | hey Belugas |
| 08:08 | <@Belugas> | hello Maedhros |
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| 08:11 | |-| | Frostregen_ changed nick to Frostregen |
| 08:13 | <peter1138> | Belugas Belugas Belugas |
| 08:16 | <@Belugas> | #Someone's screaming my name |
| 08:16 | <@Belugas> | #Come and make me Holy again |
| 08:16 | <@Belugas> | #I'm the man on the Silver Mountain |
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| 08:17 | <boekabart_> | peter1138: updated site |
| 08:17 | |-| | Osai [~Osai@pd9eb73d8.dip.t-dialin.net] has joined #openttd |
| 08:17 | <boekabart_> | and posted on http://www.tt-forums.net/viewtopic.php?p=577016 |
| 08:17 | <peter1138> | nooo! secret feature :/ |
| 08:17 | <boekabart_> | gotta go, later |
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| 08:18 | <peter1138> | but tho... |
| 08:18 | <peter1138> | *doh* |
| 08:18 | <peter1138> | those defines should not be defines |
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| 08:21 | <@Belugas> | WOUHA! |
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| 09:00 | <Epoxi> | hello |
| 09:02 | <@Belugas> | hello |
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| 10:04 | <CIA-2> | OpenTTD: peter1138 * r9686 /trunk/src/newgrf.cpp: -Codechange: Update a couple of NewGRF TTDPatch flags |
| 10:04 | <Sacro|Laptop> | :o newsomethings? |
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| 10:05 | <peter1138> | old |
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| 10:07 | <Eddi|zuHause3> | oldnewsomethings! |
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| 10:08 | |-| | mode/#openttd [+o Bjarni] by ChanServ |
| 10:09 | <antichaos> | peter1138 does newcarogs allow a grf to completely change the existing cargos, such that st->goods[CT_PASSENGERS] might not refer to a passengers at all? |
| 10:10 | <Sacro|Laptop> | http://imgs.xkcd.com/comics/cd_tray_fight.png |
| 10:13 | <peter1138> | yes |
| 10:15 | <peter1138> | avoid using CT_*, basically, except CT_INVALID. |
| 10:21 | <Eddi|zuHause3> | Sacro|Laptop: rofl @ underground ;) |
| 10:24 | <Sacro|Laptop> | Eddi|zuHause3: hehe, i thought so |
| 10:25 | <hylje> | silly germans |
| 10:25 | <peter1138> | hmm? |
| 10:25 | <peter1138> | oh, that pic |
| 10:25 | <@Belugas> | Sacro|Laptop ain't a german... |
| 10:26 | <Sacro|Laptop> | Belugas: ich bin ein berliner |
| 10:26 | <peter1138> | Belugas! SLUSH! |
| 10:27 | <@Belugas> | desole, j'comprends pas un mot d'allemand |
| 10:27 | <@Belugas> | slush ... brrrr |
| 10:27 | <Eddi|zuHause3> | some of the translations are really funny :) |
| 10:34 | <Thomas[NL]> | !logs |
| 10:34 | <SpComb> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
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| 10:36 | <SpComb> | hmm... so many places have their logs online these days |
| 10:37 | [~] | SpComb needs to dust off SpBotII, fix it and start using it some day Real Soon (tm) |
| 10:37 | <SpComb> | configureable timestamp! Timezones! Funky AJAX magic! |
| 10:38 | <peter1138> | but it's tedious |
| 10:42 | <SpComb> | tedious? |
| 10:52 | <CIA-2> | OpenTTD: miham * r9687 /trunk/src/lang/ (5 files): |
| 10:52 | <CIA-2> | OpenTTD: -Update: WebTranslator2 update to 2007-04-20 17:51:25 |
| 10:52 | <CIA-2> | OpenTTD: romanian - 2 fixed by kneekoo (2) |
| 10:52 | <CIA-2> | OpenTTD: simplified_chinese - 9 fixed by Fishingsnow (9) |
| 10:52 | <CIA-2> | OpenTTD: slovak - 2 fixed by lengyel (2) |
| 10:52 | <CIA-2> | OpenTTD: slovenian - 2 fixed by Necrolyte (2) |
| 10:52 | <CIA-2> | OpenTTD: traditional_chinese - 2 changed by xbddc (2) |
| 10:53 | <Eddi|zuHause3> | who needs all those languages? |
| 10:54 | <@MiHaMiX> | Eddi|zuHause3: a whole lot of users... if you're not interested, don't use it, but please don't make rude or offensive remarks |
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| 11:17 | <Sacro|Laptop> | oh noes |
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| 11:19 | <Eddi|zuHause3> | you killed him! |
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| 11:23 | <Wolf01> | hello |
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| 11:29 | <Wolf01> | hello lolman |
| 11:29 | <lolman> | Ello Wolf01 |
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| 11:56 | <CIA-2> | OpenTTD: bjarni * r9688 /trunk/src/ (autoreplace_cmd.cpp engine.cpp engine.h): -Codechange: Created a function to get default cargo type for a cargo type |
| 11:57 | <peter1138> | default cargo type for a cargo type? |
| 11:57 | <@Bjarni> | ... |
| 11:57 | <@Bjarni> | for engines |
| 11:57 | [~] | Bjarni hides |
| 11:57 | <@Bjarni> | EngineIDs in fact |
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| 11:58 | <peter1138> | :) |
| 11:58 | <peter1138> | you did a me |
| 11:58 | <peter1138> | and mucked up your commit message :D |
| 11:59 | <peter1138> | now to try boekabart's patch |
| 11:59 | <hylje> | :o |
| 11:59 | <hylje> | link again to it |
| 11:59 | <hylje> | i failed to fetch it |
| 11:59 | <@Bjarni> | what patch? |
| 11:59 | <peter1138> | http://www.tt-forums.net/viewtopic.php?t=31576 |
| 11:59 | <hylje> | its a sikrit |
| 12:00 | <hylje> | oh noes |
| 12:00 | <hylje> | ty |
| 12:06 | <peter1138> | hmm, not sure how this is supposed to work |
| 12:07 | <Progman> | what does "dbg: [misc] NUM_SSD_STACK too small" mean? |
| 12:08 | <hylje> | hm |
| 12:08 | <peter1138> | too many signals |
| 12:08 | <peter1138> | in a block |
| 12:08 | <Progman> | ou, that could be the reason for a crash... |
| 12:08 | <hylje> | hm |
| 12:08 | <CIA-2> | OpenTTD: bjarni * r9689 /trunk/src/vehicle.cpp: -Fix: Clone vehicles will no longer refit for free |
| 12:09 | <hylje> | how does the sealevel patch work |
| 12:13 | <Eddi|zuHause3> | this time for real? |
| 12:14 | <@Bjarni> | I think so |
| 12:14 | <@Bjarni> | I didn't hack it. I added an estimated cost instead |
| 12:15 | <@Bjarni> | the previous time was a dirty hack |
| 12:15 | <@Bjarni> | (because I didn't do it :p ) |
| 12:15 | <Eddi|zuHause3> | :p |
| 12:15 | <hylje> | seriously? |
| 12:15 | <@Bjarni> | basically I made use of a function I added after I wrote cloning |
| 12:16 | <@Bjarni> | and it would be really tricky to do without it |
| 12:16 | <@Bjarni> | the previous attempt hacked to accept that the estimated cost guess was wrong, which ended up with some not so nice side effects |
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| 12:18 | <@Bjarni> | well, with my luck, some insane newGRF can figure out how to break this, but it worked with everything I tested it with |
| 12:19 | <@Bjarni> | it's your job to figure out which one of the many grf sets that are insane enough to trigger such an event ;) |
| 12:19 | <@Bjarni> | (which would likely be an 'res == res2' assert) |
| 12:20 | <@Bjarni> | s/be/cause |
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| 12:23 | <dihedral> | hello there |
| 12:23 | <CIA-2> | OpenTTD: peter1138 * r9690 /trunk/src/newgrf.cpp: -Codechange: Update another couple of NewGRF TTDPatch flags |
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| 12:23 | <@Bjarni> | hi dihedral |
| 12:24 | <hylje> | helo |
| 12:24 | <dihedral> | rememer yesterday's topic (gradual and improved loading)? |
| 12:24 | <dihedral> | *remember |
| 12:24 | <hylje> | no |
| 12:25 | <dihedral> | shame |
| 12:25 | <dihedral> | well - we figured out that when 'full load' is not enabled in the order, multiple trains load at the same time |
| 12:25 | <dihedral> | just thought i'd let you guys know :-) |
| 12:26 | <CIA-2> | OpenTTD: peter1138 * r9691 /trunk/src/saveload.cpp: -Fix (r9683): Forgotten savegame bump... |
| 12:26 | <peter1138> | dihedral: yeah, we knew that |
| 12:26 | <dihedral> | :-( |
| 12:26 | <dihedral> | shame |
| 12:26 | <Eddi|zuHause3> | i did not know that... |
| 12:26 | <dihedral> | no-fair :-P |
| 12:26 | <dihedral> | YAY |
| 12:26 | <dihedral> | i feel so happy |
| 12:26 | <peter1138> | neither did i. i though i'd make it up |
| 12:27 | <hylje> | i think we have full load+gradual load working in openttdcoop |
| 12:27 | <hylje> | we just disabled FIFO |
| 12:27 | <dihedral> | but fifo is not a patch option right? |
| 12:27 | <Eddi|zuHause3> | it's not even real FIFO, hylje |
| 12:27 | <peter1138> | improved loading, sort off... |
| 12:27 | <hylje> | Eddi|zuHause3: wtf is it then |
| 12:27 | <dihedral> | sort of fifo is not really fifo |
| 12:28 | <dihedral> | how about calling it cuo_fifo |
| 12:28 | <dihedral> | (closing up on) |
| 12:28 | <Eddi|zuHause3> | something like "lowest id, first out", but i am not really sure |
| 12:28 | <peter1138> | well we now have a list |
| 12:29 | <peter1138> | when a vehicle enters the station it is pushed to the end of the list |
| 12:29 | <peter1138> | could be used to do the fifo |
| 12:29 | <Rubidium> | peter1138: isn't it fifo since 9683? |
| 12:29 | <peter1138> | might even work now, heh |
| 12:29 | <dihedral> | how hard would it be to add a little something to ignore one players actions? |
| 12:29 | <peter1138> | Rubidium: did that actually make it a fifo, or just speed it up? |
| 12:29 | <hylje> | dihedral: its called spectator mode |
| 12:30 | <Rubidium> | well, it did speed it up, but I'm not 100% sure it made it fifo |
| 12:30 | <peter1138> | Rubidium, sadly, i'm trying to think of other places i could use SLE_LST :/ |
| 12:30 | <dihedral> | hylje: i mean as an admin, run a rcon command that would from there on refuse a players actions |
| 12:30 | <hylje> | ban? |
| 12:30 | <dihedral> | na |
| 12:31 | <dihedral> | i mentioned my thoughts on the current banning system more that once |
| 12:31 | <dihedral> | *than |
| 12:32 | <dihedral> | and having to pause an entire game just because of one guy is not as nice i think |
| 12:32 | <Rubidium> | peter1138: with improved load _and_ the full-load flag turned on it is fifo, otherwise it ain't |
| 12:32 | <peter1138> | *nod* |
| 12:32 | <peter1138> | so we just need to fix the improved loading / gradual loading bug |
| 12:32 | <peter1138> | er |
| 12:32 | <peter1138> | feature |
| 12:33 | <hylje> | it's indeed a feature |
| 12:33 | <dihedral> | why does it then not work fifo style when the 'full load' order is not given? |
| 12:33 | <hylje> | because the trains leave automagically when they dont get any more load |
| 12:33 | <peter1138> | dihedral: are you playing a version since r9683? |
| 12:33 | <dihedral> | i am playing only the latest official stable |
| 12:33 | <hylje> | full load means the trains wait for full load no matter what |
| 12:33 | <peter1138> | oh, misread :P |
| 12:34 | <peter1138> | but ... latest stable? yuck |
| 12:34 | <hylje> | thus fifo is useless on non-full load conditions |
| 12:34 | <dihedral> | i play latest stable because of the game servers |
| 12:34 | <peter1138> | hylje: not necessarily |
| 12:34 | <Eddi|zuHause3> | well, if you already have a list, you need to retrieve the remaining capacity of the first train, and look if there is "spare" cargo |
| 12:34 | <Rubidium> | yeah, 0.5.0... it's so ancient ;) |
| 12:35 | <dihedral> | compared to trunk ? yeah it is |
| 12:35 | <dihedral> | but that is what most normal players play |
| 12:35 | <Eddi|zuHause3> | for each loading step, you have to cycle each vehicle anyway |
| 12:35 | <Rubidium> | Eddi|zuHause3: true, but ... when you rework the loading algorithms completely, you can do it much nicer |
| 12:36 | <Eddi|zuHause3> | so additionally calculate a "remaining cargo" that is the previous remaining cargo, minus the just loaded cargo, minus the remaining capacity of the vehicle |
| 12:36 | <Eddi|zuHause3> | and stop loading if remaining cargo = 0 |
| 12:37 | <Rubidium> | Eddi|zuHause3: true, but for _every_ wagon/vehicle you want to load you have to calculate that value if you simply hack it into the current system. |
| 12:37 | <Eddi|zuHause3> | for each loading cycle, you initiali[sz]e remaining cargo with the currently available cargo |
| 12:37 | <Rubidium> | what is much better is just iterating over the 'fifo' queue of each of the stations |
| 12:38 | <Rubidium> | Eddi|zuHause3: do you know how the current loading stuff is coded? |
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| 12:38 | <Eddi|zuHause3> | not really :) |
| 12:38 | <Eddi|zuHause3> | i guess i'd rather not want to know :) |
| 12:38 | <dihedral> | :-) |
| 12:39 | <Rubidium> | it basically needs to be rewritten from scratch to support fifo and gradual loading and improved loading properly |
| 12:39 | <peter1138> | yeah |
| 12:40 | <peter1138> | gah, stupid assert |
| 12:40 | <peter1138> | the one in Vehicle::LeaveStation |
| 12:40 | <peter1138> | triggers if a station gets flooded |
| 12:41 | <Eddi|zuHause3> | but what it probably should work like would be: for each (train) { for each (wagon) { if (remaining > 0) {load(min(load_amount, remaining)); calculate remaining; } } } |
| 12:42 | <dihedral> | how about splitting cargo up at the station into tracks too? |
| 12:42 | <Rubidium> | yes, but that isn't the way it happens right now |
| 12:43 | <dihedral> | you know how much cargo fits into a waggon |
| 12:43 | <dihedral> | and you know how many waggons fit into one tile |
| 12:43 | <dihedral> | and you know how long that station is |
| 12:43 | <Eddi|zuHause3> | oh, and when the train does not have "full load" on, skip the capacity for the "remaining" variable |
| 12:44 | <Eddi|zuHause3> | <dihedral> and you know how many waggons fit into one tile <- i doubt that |
| 12:44 | <dihedral> | why? |
| 12:44 | <Eddi|zuHause3> | newgrf wagons can have different length |
| 12:44 | <dihedral> | hehe - and with that more gargo? |
| 12:45 | <dihedral> | so the amount of cargo -> tile stayes the same, or not? |
| 12:45 | <+glx> | no |
| 12:45 | <dihedral> | ok |
| 12:45 | <dihedral> | clears that thought :-P |
| 12:48 | <dihedral> | btw. it would be nice to have a few more console commands for dedicated servers :-) |
| 12:50 | <dihedral> | e.g. setting a companies password, display the game date (useful for when connected via ssh), |
| 12:52 | <CIA-2> | OpenTTD: rubidium * r9692 /trunk/src/vehicle.cpp: -Fix (r9683): don't try to remove vehicles from the queue of a non-existing station. |
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| 12:53 | <+glx> | you can set company password via console, but only the player can do it |
| 12:55 | <dihedral> | yeah - but it has often happened that a player asked me if i could reset his password as he forgot it |
| 12:55 | <dihedral> | which IMHO is his tough luck, but it would still be nice |
| 12:55 | <Eddi|zuHause3> | you can probably change the password handling locally without breaking multiplayer |
| 12:56 | <hylje> | patched server ftw :p |
| 12:56 | <dihedral> | ftw? |
| 12:56 | <hylje> | for the win |
| 12:57 | <dihedral> | ah |
| 12:57 | <dihedral> | whats wrong with a patched server? |
| 12:57 | <hylje> | nothing, its just somewhat evil :P |
| 12:58 | <dihedral> | depends on the patch and the admin |
| 12:58 | <dihedral> | s |
| 12:58 | <hylje> | because a server can do a lot of things |
| 12:58 | <dihedral> | sure can |
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| 12:58 | <dihedral> | i run my servers patched |
| 12:58 | <hylje> | iirc you can demolish anything from server |
| 12:58 | <hylje> | given you have a way of doing it |
| 12:58 | <lolman> | Oh noes |
| 12:58 | <Sacro> | lolman: ah ha |
| 12:59 | <Eddi|zuHause3> | hylje: some actions will probably instantly desync every client |
| 12:59 | <hylje> | yes |
| 12:59 | <dihedral> | desyncs - good topic |
| 13:00 | <dihedral> | yesterday someone connected and got a desync before the game even unpaused :-( |
| 13:00 | <hylje> | grf :p |
| 13:00 | <dihedral> | but i though you could not connect if you had different grf's included than the server |
| 13:01 | <hylje> | not sure about that |
| 13:01 | <Eddi|zuHause3> | dihedral: that description is totally useless without a reproduceable case |
| 13:01 | <hylje> | the grfs are in the savegame, and the savegame gets handed over after you join the server |
| 13:01 | <Eddi|zuHause3> | i.e savegame, and list of actons |
| 13:01 | <dihedral> | i know - but what kind of reproducable stuff can i give you |
| 13:01 | <Sacro> | XD |
| 13:01 | [~] | Sacro gets visions of bukkake |
| 13:01 | <dihedral> | as the player had no chance of doing any actions |
| 13:01 | <dihedral> | and any savegame would also not have included that player |
| 13:02 | |-| | tokai [~tokai@p54b80808.dip0.t-ipconnect.de] has quit [Quit: It's like, wah.] |
| 13:02 | <dihedral> | game was paused, then desync, then unpause - or something like that |
| 13:03 | <Rubidium> | dihedral: something like a savegame that you can load in the server and when the client joins around day Y it desync |
| 13:03 | <dihedral> | that must be a lot of hard testing to find a desync |
| 13:03 | <Rubidium> | dihedral: the server isn't paused when the savegame is being transferred I believe |
| 13:04 | <peter1138> | pause_on_join? |
| 13:04 | <dihedral> | is on |
| 13:04 | <dihedral> | hence -> <dihedral> game was paused, then desync, then unpause - or something like that |
| 13:05 | <dihedral> | i was watching via ssh |
| 13:05 | <dihedral> | pretty sad :-P |
| 13:05 | <dihedral> | o know that is not very helpful |
| 13:06 | <dihedral> | *i |
| 13:09 | <hylje> | wat |
| 13:09 | <hylje> | segfaults |
| 13:09 | <Eddi|zuHause3> | heretic! |
| 13:10 | <peter1138> | ok, got this sealevel patch going... |
| 13:10 | <hylje> | yay |
| 13:10 | <peter1138> | modified a lot though :p |
| 13:10 | <hylje> | thats great |
| 13:12 | <peter1138> | though... terraforming under water is freaky |
| 13:12 | <hylje> | screenshots! |
| 13:12 | <Eddi|zuHause3> | deep water should probably get darker colour |
| 13:12 | |-| | KritiK [Maxim@ppp83-237-100-48.pppoe.mtu-net.ru] has joined #openttd |
| 13:13 | <Eddi|zuHause3> | under water slopes could then be fading between the colours |
| 13:13 | <hylje> | gradients! |
| 13:14 | <hylje> | ooo the 32-bit colour gets some use |
| 13:14 | <peter1138> | hah |
| 13:14 | <dihedral> | q: has there been some performance work on rc3? |
| 13:14 | <dihedral> | or better "included in rc3" |
| 13:15 | <Rubidium> | read the changelog |
| 13:15 | <Rubidium> | but the answer is yes |
| 13:15 | <dihedral> | why is it that i never think of that myself? |
| 13:16 | <dihedral> | thanks |
| 13:16 | <hylje> | 32-bit water tiles would be some serious awesome :o |
| 13:16 | <dihedral> | just was wondering |
| 13:16 | <Rubidium> | (only for AIs though) |
| 13:16 | <dihedral> | oh |
| 13:16 | <dihedral> | strange |
| 13:16 | <dihedral> | my dedicated server is running at 3.3 % CPU compared to the 14% of RC2 |
| 13:16 | <dihedral> | we... - anyhow - makes me happy |
| 13:19 | <peter1138> | http://fuzzle.org/o/water.png |
| 13:19 | <@Belugas> | :D |
| 13:19 | <@Belugas> | sexy! |
| 13:20 | <peter1138> | corrr |
| 13:20 | <peter1138> | i can wipe out tons with sea level set to 2 |
| 13:20 | <dihedral> | nice |
| 13:23 | <peter1138> | http://fuzzle.org/o/water2.png |
| 13:27 | |-| | e1ko [~L@90.176.117.205] has joined #openttd |
| 13:28 | <dihedral> | ok |
| 13:28 | <dihedral> | and what is that? |
| 13:29 | <dihedral> | look like an ai is at work to someone who only playes stables |
| 13:30 | <scia> | peter1138: that is black magic :D |
| 13:31 | <hylje> | dihedral: tunnels and below-water terrain |
| 13:31 | <dihedral> | i saw that on the last screeny |
| 13:31 | <dihedral> | but in this one i dont... |
| 13:32 | <Thomas[NL]> | interesting pics: http://fuzzle.org/o/townclass.png |
| 13:33 | <Thomas[NL]> | tourists-cargo :o |
| 13:35 | <hylje> | :o |
| 13:36 | |-| | Sacro_ [Ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd |
| 13:36 | <@Bjarni> | peter1138: about that water screenshot. What happens if you flood the tunnels? |
| 13:36 | <Thomas[NL]> | I see some kind of diagonal station :o |
| 13:36 | |-| | orudge [~orudge@8afbfebe.resnet.st-andrews.ac.uk] has joined #openttd |
| 13:36 | |-| | mode/#openttd [+o orudge] by ChanServ |
| 13:36 | <peter1138> | they disappear |
| 13:36 | <hylje> | what if there is a train inside |
| 13:36 | <@Bjarni> | I meant about the hole in the ground |
| 13:37 | <@Bjarni> | and this will be really unsafe if all other players in MP can just flood your rails |
| 13:37 | <dihedral> | so what is that second pic showing peter1138 .... i am sorry but i dont see more than reforming terrain |
| 13:38 | <Thomas[NL]> | The damage a flood did I guess |
| 13:38 | <peter1138> | the affects of sealevel rising and falling |
| 13:38 | <peter1138> | or a flod, heh |
| 13:38 | <@Belugas> | fload |
| 13:38 | <peter1138> | FLOOD :/ |
| 13:38 | <Thomas[NL]> | http://fuzzle.org/o/diag3.png mockup? |
| 13:38 | <@Belugas> | Flour |
| 13:39 | <@Belugas> | floor |
| 13:39 | <peter1138> | Bjarni: well obviously players can't adjust sealevel... |
| 13:39 | <dihedral> | thanks - that is pretty cool :-) |
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