| --- | Log | opened Mon Apr 23 00:00:43 2007 |
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| 00:47 | <boekabart_> | where can i find a log of this channel? |
| 00:48 | <boekabart_> | or : peter1138: can you give me a link again to your version of my patch? (@ another pc now) |
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| 01:03 | <boekabart_> | answer to my own question: http://thegrebs.com/irc/openttd-2007.html |
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| 01:10 | <SpComb> | boekabart_: !logs |
| 01:10 | <boekabart_> | !logs |
| 01:10 | <SpComb> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
| 01:11 | <boekabart_> | apparently more than 1 site is logging :) |
| 01:11 | <SpComb> | I was the first one, though :P |
| 01:11 | <boekabart_> | hm, the thegrebs one is prettier :) |
| 01:11 | <SpComb> | 423 days logged since Feb 25 2006 |
| 01:11 | <SpComb> | I have a prettier version that works, but I haven't had the time to make it production-ready |
| 01:12 | <boekabart_> | totally unimportant anyway. Thanks, found the info i needed |
| 01:12 | <SpComb> | but I have had this big nagging feeling recently that I need to pick it up again and finish it off |
| 01:14 | [~] | peter1138 nags SpComb |
| 01:14 | <boekabart_> | look who's alive :) |
| 01:14 | <boekabart_> | peter1138: the link you sent me yesterday still points to your latest version? |
| 01:15 | <peter1138> | http://fuzzle.org/o/deepwater2.diff |
| 01:15 | <peter1138> | removes that bit you mentioned |
| 01:15 | <peter1138> | and adds transparency option |
| 01:16 | <boekabart_> | what's that option? |
| 01:16 | <boekabart_> | and what is the 'UI' for changing sea level? |
| 01:17 | <peter1138> | UI? you want a UI? |
| 01:17 | <peter1138> | i was just adjusting it with a debugger ;p |
| 01:17 | <peter1138> | but... easy to add it to the patches window |
| 01:20 | <boekabart_> | ok, just checking |
| 01:20 | <boekabart_> | wondered if i missed it :) |
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| 01:20 | <boekabart_> | i fixed bridge drawing |
| 01:21 | <peter1138> | was it broken? |
| 01:21 | <boekabart_> | well yes, it drew the pillars under water |
| 01:24 | <boekabart_> | well they were sorted out after |
| 01:25 | <boekabart_> | still, pixels for nothing |
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| 01:48 | <boekabart_> | if (GetMaxTileHeight(tile) <= _patches.sealevel + 1) break; |
| 01:48 | <boekabart_> | is not OK according to vs80 |
| 01:48 | <boekabart_> | types are uint / uint8 |
| 01:48 | <boekabart_> | but this IS ok: |
| 01:48 | <boekabart_> | if (GetMaxTileHeight(tile) <= _patches.sealevel) break; |
| 01:49 | <boekabart_> | apparently, unsigned char + 1 = int ? |
| 01:49 | <peter1138> | o_O |
| 01:49 | <peter1138> | + 1U ? |
| 01:49 | <boekabart_> | yea, that helps |
| 01:49 | <boekabart_> | same thing with * TILE_HEIGHT |
| 01:50 | <boekabart_> | (uint)TILE_HEIGHT fixes that |
| 01:50 | <peter1138> | le sigh |
| 01:54 | <boekabart_> | what to do with building depots... only on 0-deep water? |
| 01:54 | <boekabart_> | sounds reasonable, doesn't it |
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| 02:10 | <peter1138> | yes |
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| 02:10 | [~] | peter1138 bahs at plane speed patch |
| 02:11 | <peter1138> | our taxi speed is reduced, so if i just /4 then taxiing takes days |
| 02:11 | <boekabart_> | peter1138: do you think it's a good idea to modify the GetSlopeZ_Water and GetSlopetileh_Water functions to return water level/slope instead of sea-floor slope? |
| 02:11 | <boekabart_> | it does fix the ship movements, but i'm not sure what it might break |
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| 02:12 | <peter1138> | i don't know |
| 02:17 | <boekabart_> | i like the transparent option :) but to call water a building.... |
| 02:19 | <peter1138> | hmm? |
| 02:19 | <peter1138> | oh, the menu option, heh |
| 02:19 | <peter1138> | use the transparency toolbar |
| 02:19 | <peter1138> | press ^X |
| 02:19 | <roboboy> | or call it underwater view? |
| 02:19 | <roboboy> | like RCT |
| 02:20 | <peter1138> | 08:07 < Tama00> lol |
| 02:20 | <roboboy> | so add it as an extra option? |
| 02:20 | <peter1138> | errr |
| 02:20 | <roboboy> | lol |
| 02:20 | <peter1138> | it is an extra option |
| 02:20 | <roboboy> | ok |
| 02:20 | <peter1138> | ^8 toggles it, heh |
| 02:21 | [~] | peter1138 goes |
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| 02:47 | <peter1138> | time to put the coffee on |
| 02:53 | <SpComb> | time to reboot quakenet |
| 02:58 | <boekabart_> | what happens when a train depot with trains in it, is flooded? |
| 02:58 | <boekabart_> | everything gone? |
| 03:07 | <boekabart_> | peter1138: changing GetSlopeZ_Water influences too much.. better let ship controller call a specific GetSlopeZ_WaterSurface function |
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| 03:13 | <peter1138> | :/ |
| 03:13 | <peter1138> | does it need it? |
| 03:14 | <peter1138> | can be fixed easily, i should think |
| 03:15 | <peter1138> | http://fuzzle.org/o/ships.diff ? |
| 03:15 | <peter1138> | hmmmmm |
| 03:15 | <peter1138> | no that won't do for low canals |
| 03:16 | <peter1138> | so just test if it's a canal first :D |
| 03:16 | <boekabart_> | i've fixed it already |
| 03:16 | <peter1138> | oh |
| 03:17 | <boekabart_> | actually i've thought of a sealevel patch that is a LOT better, but it requires an extra uint8 in map array |
| 03:17 | <boekabart_> | that's not acceptable, right? |
| 03:17 | <peter1138> | another one? why? |
| 03:17 | <boekabart_> | it's more realistic |
| 03:18 | <peter1138> | so *all* tiles need to store sea level? |
| 03:18 | <boekabart_> | yes |
| 03:18 | <peter1138> | o_O |
| 03:18 | <boekabart_> | makes lakes and stuff possible |
| 03:18 | <peter1138> | not possible to store it just for water tiles? |
| 03:19 | <boekabart_> | well yes |
| 03:19 | <boekabart_> | do water tiles have 8 bits left? |
| 03:19 | <peter1138> | no |
| 03:19 | <peter1138> | they have 50 bits free |
| 03:19 | <boekabart_> | wOOt! |
| 03:19 | <boekabart_> | where? |
| 03:20 | <peter1138> | all of m2, m3, m4 and m7, bits 2-7 of m5 and bits 2-5 of m6 |
| 03:20 | <boekabart_> | you know that by heart? :) |
| 03:20 | <peter1138> | yes |
| 03:20 | <peter1138> | http://fuzzle.org/o/trunk/docs/landscape_grid.html |
| 03:20 | <peter1138> | i lied ;p |
| 03:21 | <boekabart_> | first we'll finish this, i need to focus... |
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| 03:58 | <boekabart_> | peter1138: only m7 would be usable, other are in use by dock, oilrig |
| 03:59 | <peter1138> | hmm |
| 04:01 | <Eddi|zuHause3> | doesn't that suffice? |
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| 04:02 | <Rubidium> | I guess m7 will be used for oilrigs in newindustries |
| 04:04 | <peter1138> | and i'll be using it for stations, though probably not for docks, yet |
| 04:12 | <hylje> | with several water levels, rivers and other aquatic constructs might be a breeze |
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| 04:15 | <peter1138> | hylje: they'll be a breeze if you code it for us :D |
| 04:15 | <hylje> | yes, sure |
| 04:15 | <peter1138> | Rubidium: planespeed/taxiing |
| 04:15 | <peter1138> | Rubidium: if i apply a 'planespeed 1' patch, taxiing is really slow. acceptable? ;p |
| 04:16 | <peter1138> | (i gather that celestar doesn't care) |
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| 05:00 | <boekabart_> | hylje: I'm thinking the same thing and have the code in my head already. |
| 05:00 | <hylje> | thats great! |
| 05:01 | <hylje> | but i dont think any draining mechanisms can be had |
| 05:01 | <boekabart_> | I think they can |
| 05:01 | <hylje> | if so, that'd be totally sweet |
| 05:02 | <boekabart_> | But first i'll finish the basic high-sealevel-patch. I'm fighting with the drying-up after lowering sea level again... I don't want lakes to dry up.... |
| 05:03 | <hylje> | lakes in this context? |
| 05:03 | <Eddi|zuHause3> | just start "anti-flooding" from 0x0 |
| 05:03 | <Eddi|zuHause3> | anything not connected to the sea will then not dry out |
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| 05:16 | <boekabart_> | Eddi|zuHause3: how do you suggest that drying up propagates then? instantaneously? |
| 05:16 | <boekabart_> | currently it's like flooding |
| 05:16 | <Eddi|zuHause3> | yes, i thought like flooding |
| 05:17 | <Eddi|zuHause3> | but i do not know how flooding is exactly implemented |
| 05:18 | <Eddi|zuHause3> | you could implement it like a BFS |
| 05:18 | <boekabart_> | flooding is in tileLoop: if a tile is water and the neighbour is not, it will become wet too. |
| 05:19 | <boekabart_> | basically, drying up works the same now for water tiles that are above sea level: if any neighbour at same height is dry, dry up too |
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| 05:24 | <boekabart_> | i got it to work so that lakes stay wet |
| 05:24 | <boekabart_> | but they won't get larger if modified: they will dry up |
| 05:25 | <boekabart_> | since drying up is stronger than flooding, above sea level |
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| 06:05 | <Rubidium> | peter1138: does that slow taxiing mean that it is possible to get them stuck? |
| 06:05 | <peter1138> | no |
| 06:06 | <Rubidium> | then it's ok by me; planespeed should (ofcourse) be on all speeds of a plane ;) |
| 06:07 | <peter1138> | can always be adjust later, of course |
| 06:07 | <peter1138> | default to 1 or 4? |
| 06:09 | <Rubidium> | I'd say default to TTDs speed |
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| 06:12 | <peter1138> | so taxiing is slow? :p |
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| 06:22 | <boekabart_> | ever been in a plane? taxiing IS ALWAYS ANNOYINGLY SLOW! |
| 06:23 | <peter1138> | heh |
| 06:23 | <peter1138> | http://fuzzle.org/o/speed.diff |
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| 07:36 | <Tino|r152> | f |
| 07:37 | <peter1138> | f? |
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| 07:41 | <Eddi|zuHause3> | it's the letter next to g |
| 07:42 | <Sacro> | Eddi|zuHause3: what a strange keyboard you have |
| 07:43 | <Sacro> | no... |
| 07:43 | <peter1138> | it's a letter next to f... |
| 07:43 | <Sacro> | its like that on mine too |
| 07:43 | <peter1138> | but not *the* letter... |
| 07:43 | <peter1138> | Sacro fails |
| 07:43 | <Sacro> | indeed he does |
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| 08:20 | <@Belugas> | hello |
| 08:20 | <peter1138> | Belugas :D |
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| 08:26 | <@Belugas> | #water water everywhere! |
| 08:27 | <@Belugas> | how's life, Master? |
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| 08:31 | <@Belugas> | it looks like i should start reserving bits and bytes for newindustries, if i don't want to see any left ones used up by the new water scheme :) |
| 08:32 | <@Belugas> | kick in the butt boy! |
| 08:39 | <boekabart_> | Belugas: You can relax, I've now got High Seas, Rivers and Lakes working with no extra bit used |
| 08:40 | <@Belugas> | congratulations :) |
| 08:40 | <boekabart_> | i hope |
| 08:40 | <@Belugas> | either way, i have stuff to clean on industries. requirements of a *certain* project of mine ;) |
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| 08:41 | <@Belugas> | map-oriented-stuff, might i add... |
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| 08:44 | <maddy> | how can i use newindustries from the nightlies? |
| 08:46 | <@Belugas> | you can't |
| 08:46 | <@Belugas> | it's not in the nighlties |
| 08:46 | <@Belugas> | it's not even on my own machines |
| 08:46 | <@Belugas> | welll not finished,that is... |
| 08:46 | <@Belugas> | far form it |
| 08:46 | <@Belugas> | far FROM it |
| 08:48 | <maddy> | ah, because in the logs i see every time new changes for newindustries |
| 08:48 | <maddy> | i thought maybe it is already available |
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| 08:48 | <Sacro> | newindustries? |
| 08:49 | <maddy> | or was it newcargo... |
| 08:49 | <maddy> | yeah! |
| 08:49 | <maddy> | newcargo |
| 08:49 | <maddy> | i meant newcargo |
| 08:49 | <Eddi|zuHause3> | those are two different things |
| 08:49 | <Sacro> | its newcagoes |
| 08:49 | <Sacro> | *newcargoes |
| 08:49 | <maddy> | yes, i meant newcargos, not newindustries |
| 08:49 | <maddy> | how can i use them? |
| 08:50 | <Eddi|zuHause3> | new car goes? you better hope it drives :p |
| 08:50 | <maddy> | Eddi|zuHause3: :p |
| 08:50 | <Eddi|zuHause3> | you can't use newcargos without industries |
| 08:50 | <Eddi|zuHause3> | newindustries |
| 08:50 | <maddy> | lol |
| 08:50 | <maddy> | ok |
| 08:50 | <maddy> | then i forget about newcargos and newiindustries |
| 08:51 | <Thomas[NL]> | some people are talking about the new map-array format, what will be different at what will be the advantages? |
| 08:52 | <Eddi|zuHause3> | there were lots of different plans for that... not all lead anywhere |
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| 08:52 | <@Belugas> | they do not know whata they are talking about |
| 08:52 | |-| | Osai^2 changed nick to Osai |
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| 08:53 | <@Belugas> | they are confused by the evilish wiki! |
| 08:54 | <Eddi|zuHause3> | the last plan i heard was stacked tiles, in preparation of flexible bridges |
| 08:54 | <Eddi|zuHause3> | but apart from the C++ port, i have not seen anything happening towards that direction |
| 08:56 | <@Belugas> | can addition of m7 counts? |
| 08:57 | <Eddi|zuHause3> | m7 has nothing to do with stacked tiles :) |
| 08:57 | <@Belugas> | no, but for new map array, it could, since it's a new array in the map! |
| 08:57 | <@Belugas> | lol |
| 08:57 | <Eddi|zuHause3> | err... yes :) |
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| 09:04 | <ln-> | boris yeltsin is dead |
| 09:05 | <boekabart_> | i just heard |
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| 09:14 | <peter1138> | heh |
| 09:14 | |-| | scia [~scia@85.149.96.102] has joined #openttd |
| 09:14 | <peter1138> | was he doing anything? |
| 09:21 | <boekabart_> | no, except for drinking a lot, apparently. |
| 09:22 | <peter1138> | now that i aspire to |
| 09:22 | <@Belugas> | slurp |
| 09:22 | <@Belugas> | burp |
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| 09:37 | <boekabart_> | Updated! http://boekabart.googlepages.com/sealevel |
| 09:38 | <hylje> | great" |
| 09:38 | <hylje> | ! |
| 09:38 | <hylje> | omg |
| 09:39 | <hylje> | all we need is stream sprites? |
| 09:41 | <boekabart_> | yea, we do need those. |
| 09:42 | <boekabart_> | going home.. later! |
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| 10:05 | <Eddi|zuHause3> | i'd like to see: lake water, stream water (with direction), waterfalls, shallow sea, deep sea and ocean ground (when transparent) sprites |
| 10:05 | <maddy> | me too |
| 10:06 | <Eddi|zuHause3> | and also streams affecting ship speeds :) |
| 10:07 | <maddy> | hehehe |
| 10:07 | <@Belugas> | steam ships |
| 10:08 | <ln-> | what about frozen lakes with temporary ice roads over them? |
| 10:08 | <Eddi|zuHause3> | i don't think anyone outside finland thinks this is a great idea :p |
| 10:09 | |-| | Thomas[NL] [~thomas@vdburgt.xs4all.nl] has quit [Quit: Ex-Chat] |
| 10:09 | <ln-> | or frozen lakes with temporary railroads over them? |
| 10:10 | <Eddi|zuHause3> | somehow i knew that one was coming :p |
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| 10:11 | <hylje> | i didnt expect that |
| 10:11 | <@Belugas> | roads on lakes are known in here too. |
| 10:11 | <@Belugas> | trains on lake were used |
| 10:11 | <@Belugas> | not aymore |
| 10:11 | <@Belugas> | since eons |
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| 10:12 | <@Belugas> | frozen lakes... |
| 10:12 | <Eddi|zuHause3> | hylje: a while ago he showed a picture of rails over ice, because the bridge was destroyed (by germans retreating in WWII) |
| 10:12 | <hylje> | :> |
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| 10:13 | <yeti_> | hi :) |
| 10:13 | <@Belugas> | hello |
| 10:14 | <yeti_> | when you upgrade your railways to monorail, what's the easiest method to upgrade your trains? build new depots, the trains, then copy orders? |
| 10:14 | <yeti_> | or is there something easier :) ? |
| 10:15 | <Eddi|zuHause3> | i don't think so |
| 10:16 | <yeti_> | okay :) still a lot better than original ttd though. is it known when PBS will be back? |
| 10:16 | <Eddi|zuHause3> | no |
| 10:17 | <Eddi|zuHause3> | well, yes, the PBS you know will never come back |
| 10:17 | <Eddi|zuHause3> | the new signal system will be much more than just PBS |
| 10:19 | <blathijs> | oeh, are there designs for a new signal system? |
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| 10:23 | <@Belugas> | ho... xyz is from Montreal |
| 10:23 | <@Belugas> | welcome then :) |
| 10:24 | <@Belugas> | don't know blathijs. |
| 10:24 | <@Belugas> | You might ask KUDr |
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| 10:25 | <xyz> | hi |
| 10:26 | <maddy> | hiho |
| 10:26 | <xyz> | what's with Montreal? |
| 10:26 | <peter1138> | pom te pom |
| 10:26 | <xyz> | what is that? |
| 10:28 | <@Belugas> | xyz, i am too :) i saw that on your address ;) |
| 10:28 | <xyz> | oh |
| 10:28 | <xyz> | ok |
| 10:28 | <xyz> | nice |
| 10:28 | <xyz> | :P |
| 10:28 | <xyz> | finaly spring coming |
| 10:28 | <xyz> | ;) |
| 10:29 | <@Belugas> | you bet! |
| 10:36 | <@Belugas> | and gardening too. Nothing is for free :( |
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| 10:36 | <maddy> | i love gardening |
| 10:40 | <maddy> | is a change from the programming the whole day |
| 10:40 | <Ailure> | Yes |
| 10:40 | <Ailure> | It's like |
| 10:40 | <Ailure> | RL terraforming |
| 10:40 | <maddy> | lol |
| 10:41 | <maddy> | something like it |
| 10:44 | <peter1138> | heh |
| 10:45 | <peter1138> | press a few buttons to plant stuff... |
| 10:47 | <@Belugas> | or maybe obey the Grand Manager |
| 10:48 | <@Belugas> | your wife!!! |
| 10:48 | <peter1138> | hehe |
| 10:48 | <peter1138> | i need that bulldozer tool... |
| 10:50 | <HMage> | and if you don't have much time, use copy-paste patch |
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| 10:52 | <@Belugas> | that would be so cool |
| 10:53 | <HMage> | but it would mess your terrain if you make a mistake |
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| 11:34 | <Wolf01> | hello |
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| 11:39 | <xyz> | hi |
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| 11:42 | <adumitru007> | how do I use xmlNodeGetContent(NodePtr cur) to extract the info in an xml-sequence like this one? <tag1><tag2><text>CONTENT</text></tag2></tag1> ? |
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| 11:45 | <xyz> | adumitru007 ro> |
| 11:45 | <xyz> | ? |
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| 11:46 | <@Belugas> | wrong channel :D |
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| 11:47 | <Digitalfox[Home]> | Belugas this a little offtopic, but do you know anything about cars tyres? |
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| 11:47 | <yeti_> | why do planes always fly a circle around the airport before landing? |
| 11:47 | <@Belugas> | Digitalfox[Home] : cars tires? |
| 11:48 | <Digitalfox[Home]> | I need to change my car tyres.. And i'm having a hard time to pick the right ones |
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| 11:48 | <@Belugas> | i know about winter tires and 4 seasons ones... |
| 11:48 | <Digitalfox[Home]> | so many companys and models |
| 11:48 | <@Belugas> | that';s about it |
| 11:48 | <Digitalfox[Home]> | It's an Audi A3 205/60/15 |
| 11:48 | <Digitalfox[Home]> | yeah |
| 11:48 | <+glx> | expensive size :) |
| 11:48 | <Digitalfox[Home]> | i'm seraching for sites with reviews |
| 11:49 | <@Rubidium> | Digitalfox[Home], tip: go to a company that sells lots of tyres |
| 11:49 | <@Belugas> | my father-in-law owns a garage. he's the one selling me what i need |
| 11:49 | <@Belugas> | i never know the details... |
| 11:49 | <@Belugas> | i don't even know the pressure required :S |
| 11:49 | <xyz> | :) |
| 11:49 | <Digitalfox[Home]> | Rubidium: I did, to 3, but all have diferent tyres and models and prices.. It's so confusing |
| 11:49 | <+glx> | Belugas: look at the sticker when you open the door :) |
| 11:50 | <@Belugas> | i may do that :) |
| 11:50 | <Digitalfox[Home]> | And the you have tyres that cost 55€, 65, 75 120, etc... |
| 11:50 | <Digitalfox[Home]> | Anyway it's offtopic, so thanks :) |
| 11:51 | <Digitalfox[Home]> | Anyone knows a good review site for tyres? |
| 11:52 | <+glx> | Digitalfox[Home]: http://www.pneucity.com/ |
| 11:52 | <Digitalfox[Home]> | glx: Thanks a lot :) :) |
| 11:54 | |-| | Chrissicom [~Chris@p579E1FB9.dip.t-dialin.net] has joined #openttd |
| 11:54 | <Chrissicom> | good afternoon =) |
| 11:55 | <Digitalfox[Home]> | hello |
| 11:55 | <xyz> | i think there is a bug in the intercontinental aeroport plane handeling code |
| 11:55 | <Digitalfox[Home]> | xyz: What's the bug? |
| 11:56 | <Chrissicom> | do you also have the problem that planes seem to use only one runway? |
| 11:56 | <xyz> | the plane that is taking of from the second runway (the cosest to the camera) makes a 450 degree turn |
| 11:56 | <xyz> | in stead of 90 |
| 11:57 | <xyz> | 450 anti-clockwise in stead of 9 clockwise |
| 11:57 | <@Rubidium> | what version are we talking about? |
| 11:57 | <xyz> | all til latest AI build |
| 11:57 | <xyz> | let me check |
| 11:57 | <@Rubidium> | (450 anti-clockwise != 90 clockwise) |
| 11:57 | <xyz> | :) |
| 11:57 | <xyz> | 360 + 90 |
| 11:58 | <xyz> | ups |
| 11:58 | <xyz> | is 36-90 |
| 11:58 | <xyz> | 360-90 |
| 11:58 | <xyz> | sorry :P |
| 11:58 | <xyz> | so 270 |
| 11:58 | <xyz> | is r9634 -noAI |
| 11:59 | <xyz> | i have a savegame if you want |
| 11:59 | <xyz> | or a screenshot |
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| 11:59 | <@Rubidium> | can you reproduce it in trunk? |
| 11:59 | <xyz> | let me try |
| 12:01 | <Chrissicom> | I just got a strange missing include when compiling the 0.5.1 source |
| 12:01 | <Chrissicom> | .\music\dmusic.cpp(15) : fatal error C1083: Cannot open include file: 'dmksctrl.h': No such file or directory |
| 12:02 | <Chrissicom> | what file is that? |
| 12:02 | <@Rubidium> | you miss directX stuff |
| 12:02 | <@Rubidium> | so you need to install some DirectX SDK |
| 12:03 | <Chrissicom> | can I use the April 2007 SDK or is the 8.1 required mentioned in the readme? |
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| 12:04 | <xyz> | iep it is happening in the trunk also |
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| 12:04 | <@Rubidium> | and in 0.5.1? |
| 12:04 | <xyz> | :) |
| 12:05 | <xyz> | le me see |
| 12:05 | <@Rubidium> | Chrissicom: have you added the correct paths to the configuration of MSVC? |
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| 12:06 | <Chrissicom> | I am using a standard install of VC++ 2005 Express and didn't change any dirs |
| 12:06 | <Chrissicom> | and I copied the PSDK files to .../VC/PlatformSDK/include ./bin etc.... |
| 12:07 | <Chrissicom> | that solved the problem of a missing winsock2.h and windows.h |
| 12:07 | <Chrissicom> | I am trying to install the DX SDK right now :) |
| 12:08 | <@Rubidium> | < Chrissicom> can I use the April 2007 SDK or is the 8.1 required mentioned in the readme? <- under the assumption that it's backward compatible, it should work |
| 12:08 | <xyz> | 0.5.1 also |
| 12:09 | <Chrissicom> | I'll see if I can reproduce the problem xyz describes, I have a game open with icont airports right now |
| 12:09 | <@Rubidium> | can you make a bugreport @ bugs.openttd.org for 0.5.1 and attach the 0.5.1 savegame? |
| 12:11 | <xyz> | can i use the forum username for that? |
| 12:11 | <xyz> | or i have to register |
| 12:11 | <@Rubidium> | it should allow unregistered reporting, but I'm not really sure about it |
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| 12:13 | <Chrissicom> | do you have YAPF enabled in the patch settings xyz? |
| 12:13 | <Chrissicom> | I can't reproduce the problem in my game |
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| 12:14 | <xyz> | Chrissicom: yes |
| 12:14 | <Wolf01> | Belugas: http://www.tt-forums.net/viewtopic.php?p=578259#578259 oh dear :P |
| 12:14 | <@Rubidium> | the pathfinder settings shouldn't bother the airplanes |
| 12:15 | <xyz> | it is just for trains roads and ships |
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| 12:16 | <Chrissicom> | oh my the DX SDK has 441 MB :D that'll take me 6 or 7 mins till I can try if it solves my problem |
| 12:17 | <Chrissicom> | oh you're right hmm |
| 12:17 | <Chrissicom> | send me the link to your bugreport when you made it and I'll check your savegame here :) |
| 12:18 | <xyz> | ok |
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| 12:21 | <xyz> | Notice: Undefined variable: register_text in /www/openttd.org/bugs/scripts/modify.php on line 602 |
| 12:21 | <xyz> | Notice: Undefined index: project_title in /www/openttd.org/bugs/scripts/modify.php on line 605 |
| 12:21 | <xyz> | Notice: Undefined index: flyspray_userid in /www/openttd.org/bugs/includes/notify.inc.php on line 264 |
| 12:21 | <xyz> | ups |
| 12:21 | <xyz> | :P |
| 12:23 | <boekabart> | Chrissicom: on my site you can find a torrent to a super lite version of DX-SDK (jan2007), install-less, perfect for building ottd |
| 12:23 | <boekabart> | http://boekabart.googlepages.com/ |
| 12:24 | <@Rubidium> | MiHaMiX: why is flyspray still throwing warnings at new users? |
| 12:24 | <hylje> | the other solution is of course to use linux |
| 12:24 | <boekabart> | that's even more work than installing the full dx-sdk |
| 12:25 | <boekabart> | ;) |
| 12:25 | <hylje> | depends |
| 12:27 | <Chrissicom> | oh cool link boekabart I'll give that a try :D although installing the DX SDK just fixed my problem already |
| 12:27 | <Chrissicom> | but I'd prefer a few files to a big installation :D |
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| 12:28 | <@Belugas> | Wolf01 : thanks, saw it, tried to cool down the expectations |
| 12:28 | <@Belugas> | hopefully... |
| 12:28 | <Sacro> | ooh tis a boekabart |
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| 12:30 | <dihedral> | hello |
| 12:31 | <xyz> | here is the link http://bugs.openttd.org/task/743 |
| 12:32 | <dihedral> | http://pub.dihedral.de/openttd/errmsg.png |
| 12:32 | <dihedral> | http://pub.dihedral.de/openttd/errmsg2.png |
| 12:32 | <dihedral> | can someone tell me what that is about? |
| 12:33 | <dihedral> | i was spectating one of my games |
| 12:33 | <+glx> | what were you doing? |
| 12:33 | <dihedral> | hehe - was faster |
| 12:33 | <dihedral> | just toggling that button gave me that window |
| 12:33 | <dihedral> | every single time |
| 12:34 | <dihedral> | i have seen an empty error message box more often |
| 12:34 | <dihedral> | like when simply joining a game |
| 12:34 | <dihedral> | not that it influenced anything |
| 12:34 | <dihedral> | but it only started coming in 0.5.1 (RC3) |
| 12:34 | <peter1138> | hellay |
| 12:35 | <peter1138> | dihedral: "that" button? |
| 12:35 | <+glx> | autorenew |
| 12:35 | <dihedral> | yup |
| 12:35 | <dihedral> | as you can see |
| 12:35 | <dihedral> | when looking at the 2 screenies |
| 12:36 | <peter1138> | ah |
| 12:36 | <peter1138> | not obvious from one :p |
| 12:36 | <dihedral> | but like i said - it happens on more occations - though this being the reproducable one |
| 12:36 | <dihedral> | no - it's not |
| 12:36 | <dihedral> | thats why there are 2 :-D |
| 12:37 | <dihedral> | also once happened when i was spectating and ran a connect command... |
| 12:38 | <yeti_> | if i set my airplanes to autoupgrade to a larger model, will it rebuild the planes to carry the goods that the old ones carried? |
| 12:38 | <peter1138> | yes, in theory |
| 12:38 | <+glx> | if it can yes |
| 12:39 | <dihedral> | any ideas what could be causing these empty error message boxes? |
| 12:40 | <Chrissicom> | @xyz I downloaded your savegame and tried it, now I got what you exactly meant before :) |
| 12:41 | <Chrissicom> | it's 100% reproducable in any game with 0.5.1 |
| 12:41 | <xyz> | :) |
| 12:41 | <xyz> | i think it is in the game till the introduction of the intercontinental airport |
| 12:43 | <Chrissicom> | I've just checked the behaviour on other airports |
| 12:43 | <Chrissicom> | and e.g. when landing on a metropolition or international airport they do this same full circle turn when leaving the runway |
| 12:44 | <Chrissicom> | it's not really a bug but not choosing the best path I think |
| 12:45 | <xyz> | well i gave it a low severity |
| 12:47 | <+glx> | dihedral: did that happen in RC2? |
| 12:48 | <dihedral> | not when i ran the connect command but i did not try it with the autorenew... |
| 12:49 | <dihedral> | i should still have a binary on my server i could test it quickly |
| 12:52 | <dihedral> | yes it does happen with autorenew |
| 12:52 | <Sacro> | 0.5.1.1 |
| 12:52 | <dihedral> | i'll try one of the versions before (0.5.0 and RC1) |
| 12:53 | <dihedral> | i feel 0.5.2RC1 coming soon :-P |
| 12:55 | <Chrissicom> | hmmm I still have an error when compiling 0.5.1 source |
| 12:55 | <Chrissicom> | I have a file C:\Program Files (x86)\Microsoft Visual Studio 8\VC\PlatformSDK\Include\mfc\afxres.h |
| 12:55 | <Chrissicom> | but when compiling I get this error: |
| 12:56 | <Chrissicom> | 2>.\ottdres.rc(15) : fatal error RC1015: cannot open include file 'afxres.h'. |
| 12:57 | <dihedral> | well - it happens in 0.5.0 too |
| 12:57 | <MiHaMiX> | Rubidium: err... i don't really know, i'll test it |
| 12:58 | <dihedral> | i have also got more than one report of private messages not working |
| 12:59 | <dihedral> | but only if the server has been up for more than 5 games or so |
| 12:59 | <dihedral> | could it possibly be because of the higher client numbers? |
| 13:02 | <@Rubidium> | higher client numbers? |
| 13:02 | <dihedral> | i dont know |
| 13:03 | <dihedral> | connected clients get numbers |
| 13:03 | <dihedral> | at some part the number reach 2000+ |
| 13:03 | |-| | Ammller [~Ammler@adsl-84-227-155-10.adslplus.ch] has joined #openttd |
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| 13:04 | <@Rubidium> | I see no reason why it would stop working at around the number 2000 |
| 13:04 | <dihedral> | i have no idea |
| 13:04 | <dihedral> | but it seems to be a reocuring issue |
| 13:05 | <@Rubidium> | but is it at 2000, or maybe ~256? |
| 13:05 | <dihedral> | i do not play there that much myself - i only go around and check up on the games |
| 13:05 | |-| | tokai [~tokai@p54b80e9f.dip0.t-ipconnect.de] has joined #openttd |
| 13:05 | |-| | mode/#openttd [+v tokai] by ChanServ |
| 13:06 | <dihedral> | sometimes the pm's worked |
| 13:06 | <dihedral> | but very often (when the server has been running for some time) i get a report from players that it aint working |
| 13:07 | <dihedral> | SirkoZ just mentioned "after serving the 5th game or so" |
| 13:08 | <dihedral> | for my games that means running for about a week |
| 13:08 | <dihedral> | but to be honest |
| 13:08 | <dihedral> | i just updated to 0.5.1 |
| 13:08 | <dihedral> | and i have a client count at 423 |
| 13:09 | <dihedral> | so the 256 could be closer to the issue than the 2000 :-P 2000 really does not make that much sence |
| 13:14 | <Chrissicom> | I can't get rid of this error 3>.\ottdres.rc(15) : fatal error RC1015: cannot open include file 'afxres.h'. :-( |
| 13:14 | <Chrissicom> | the file is there though |
| 13:14 | <Chrissicom> | http://msdn2.microsoft.com/en-us/library/a9d6a3ak(vs.80).aspx < done this, didn't help |
| 13:16 | <Chrissicom> | it also can't be my NTFS permissions, I also get the error when allowing everyone full access |
| 13:17 | <Wolf01> | i just saw the tv: in italy the theft of copper is very common, thieves cut the copper wires on the railroads too :P |
| 13:17 | <dihedral> | some players also report that the key below esc does not open the console for them |
| 13:17 | <Zuu> | dihedral: Depends on the keyboard-layout. |
| 13:17 | <Zuu> | It is the ~ that does it. |
| 13:18 | <dihedral> | Wolf01: you could add that do the list of disasteres... have a little italian run around the map and take some wires form the rails so the e-trains cannot run there anymore :-) |
| 13:18 | <Chrissicom> | Shift+Key below Esc opens the console for me |
| 13:18 | <Chrissicom> | (on German kayboard layout) |
| 13:18 | <Wolf01> | that's what i was thinking :) |
| 13:18 | <dihedral> | it does that form me to on german layout |
| 13:18 | <dihedral> | on uk layout it's the backtick (`) |
| 13:18 | <dihedral> | on the slovanian layout it does not seem to work with either |
| 13:19 | <Zuu> | For me it works to use t |