| --- | Log | opened Tue Apr 24 00:00:41 2007 |
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| 00:48 | <boekabart_> | hm. Don't let AI play scenarios with lakes. |
| 00:48 | <boekabart_> | ... people will die ... |
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| 00:53 | <boekabart_> | how to add sealevel to the save game? |
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| 01:12 | <peter1138> | add it to settings.cpp as a SLE_CONDVAR |
| 01:12 | <peter1138> | and bump the savegame version |
| 01:12 | <peter1138> | probably also add it to settings_gui.cpp |
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| 01:20 | <boekabart_> | settings.cpp: done; savegame version: done; but how does the game know how to handle the last and the new versions? |
| 01:21 | <boekabart_> | gui: how to do this 'scenario editor only' ? |
| 01:21 | <boekabart_> | ignore in handler fn? |
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| 02:41 | <blathijs> | jordi: :-D |
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| 03:29 | <boekabart_> | peter1138: Why did you think it's better to store sea level in a patch? |
| 03:30 | <boekabart_> | in _patches, that is |
| 03:30 | <peter1138> | it's not entirely |
| 03:30 | <peter1138> | initial_sealevel would be better |
| 03:30 | <peter1138> | but |
| 03:31 | <peter1138> | i dunno |
| 03:31 | [~] | peter1138 gets back to work :p |
| 03:31 | <boekabart_> | ok |
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| 04:04 | <Maedhros> | morning |
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| 07:30 | <boekabart_> | updated my deep water patch: http://boekabart.googlepages.com/deepwater |
| 07:32 | <peter1138> | rivers :D |
| 07:32 | <peter1138> | though |
| 07:32 | <peter1138> | need to add river graphics... hmm |
| 07:32 | <peter1138> | boekabart_, if this will work right |
| 07:32 | <peter1138> | boekabart_, we all want your babies |
| 07:33 | <hylje> | just post screenshots and a request for sprites in some ttd forum |
| 07:33 | <hylje> | i'm fairly sure some grf makers / other artists are interested |
| 07:33 | <boekabart_> | hylje: Doing that now |
| 07:34 | <boekabart_> | re river graphics: different water and 'waterfall' gfx? |
| 07:34 | <peter1138> | river's fine, just need slopes i think |
| 07:34 | <boekabart_> | at least the latter |
| 07:34 | <boekabart_> | yea |
| 07:34 | <peter1138> | also: can ships go up rivers? |
| 07:34 | <peter1138> | i'd guess no |
| 07:34 | <peter1138> | the water slopes can be made rocky, then |
| 07:34 | <hylje> | yes |
| 07:35 | <hylje> | and locks are required for bypass |
| 07:35 | <peter1138> | yeah |
| 07:35 | <peter1138> | hmm, corner slopes too |
| 07:37 | <_Ben_> | would the river graphics be able to be animated like the water? |
| 07:37 | <peter1138> | only in exactly the same way |
| 07:37 | <peter1138> | i don't think you'd be able to make it look like it's flowing |
| 07:37 | <peter1138> | probably can do on the slopes though |
| 07:38 | <_Ben_> | I've not looked at how thats done. Is there x seperate sprites, or is there some automatic variation of 1 sprite or something? |
| 07:38 | <peter1138> | no, it's palette animation |
| 07:38 | <boekabart_> | flowing: no, definately not possible, tile doesn't know where to, where from |
| 07:38 | <boekabart_> | locks in river/lake work perfectly, i tested that. |
| 07:38 | <hylje> | by the way |
| 07:39 | <boekabart_> | should i make an extra posting in the graphics forum (current post is in dev) ? |
| 07:39 | <hylje> | seeding a lake on top of a mountain will flood most of the map? |
| 07:39 | <boekabart_> | (with the request for waterfall gfx?) |
| 07:39 | <boekabart_> | hylje: yes, if you don't design the riverbed well, it will |
| 07:40 | <peter1138> | scenario editor only :) |
| 07:40 | <hylje> | oh, goodie |
| 07:40 | <peter1138> | damn |
| 07:40 | <hylje> | gameplay it would be rather lame |
| 07:40 | <peter1138> | my X server is... laggy :/ |
| 07:40 | <boekabart_> | yes, it's scenario editor only. also changing sea level. |
| 07:40 | <boekabart_> | by design. |
| 07:40 | <hylje> | good |
| 07:41 | <peter1138> | *nod* |
| 07:41 | <peter1138> | did you remove the patch option? heh |
| 07:41 | <peter1138> | well |
| 07:41 | <hylje> | is it a map option? |
| 07:41 | <hylje> | or a global? |
| 07:42 | <peter1138> | hylje: very little difference |
| 07:42 | <peter1138> | why don't i look at the diff.. hehe |
| 07:42 | <hylje> | :p |
| 07:42 | <hylje> | its easier to just ask |
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| 07:49 | <boekabart_> | no, i made this the UI: in patches, you set the default sea level. If in scenario editor, this will be applied immediately. If not, it will apply when starting a new scenario or starting a new (generated map) game |
| 07:54 | <Thomas[NL]> | nice work with the sealevel-patch |
| 07:54 | <hylje> | boekabart_: so sealevel is map-specific? |
| 07:55 | <boekabart_> | yes, saved in _m[0].m3 |
| 07:57 | <peter1138> | mmm, hidden data :) |
| 07:57 | <peter1138> | sort of |
| 07:58 | <boekabart_> | problem is that I can't prevent patches.sealevel to be changes in game-mode |
| 07:58 | <boekabart_> | and in callback, don't know last value |
| 07:59 | [~] | boekabart_ is hungry. Going to get a couple of McKroket for 1 euro each |
| 07:59 | <hylje> | cheezy |
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| 08:12 | <_Ben_> | finally...I suck at searching. I proposed the raised lakes and flowing water ages ago and did an image, but looking at it it wouldn't fit the current request, theres multiple different tiles. http://www.tt-forums.net//files/raised_lake_170.jpg |
| 08:13 | <hylje> | think the code is flexible enough to have that kind of gradient |
| 08:14 | <nowhere> | looks cool ben |
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| 08:16 | <_Ben_> | I wonder what it would look like if some one added either a) 1 river bit on a slope and the slope conitnued, or 2) a river bit that went to the bottom of a hill and met a hill slope on the other side, so channeled down a midtile gulley |
| 08:20 | <@Belugas> | boekabart_ : you may ask lepkka, on the TTDPatch forums. He's the one behind the newwater grf file. If there's one guy who knows how to draw water with palette animations, he must be the one! |
| 08:21 | <Thomas[NL]> | _Ben_, you may want to post that picture on the forum to inspire gfx-artists. (http://tt-forums.net/viewtopic.php?t=31644) |
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| 08:24 | <TheJosh> | Hey is it possible to compile an openttd binary for windows on linux? I keep getting requests for openttd with a patch I made applied, but people dont understand source patching |
| 08:24 | <peter1138> | yes |
| 08:24 | <Thomas[NL]> | http://wiki.openttd.com/index.php/Cross_Compiling |
| 08:24 | <peter1138> | but not that trivial |
| 08:24 | <Thomas[NL]> | never tried it myself though |
| 08:24 | <peter1138> | best solution: tell them to stfu :) |
| 08:25 | <TheJosh> | I saw the configure option, but didnt know the different values to use |
| 08:25 | <TheJosh> | Thanks |
| 08:25 | <blathijs> | TheJosh: What patch is it? |
| 08:25 | <peter1138> | TheJosh: i tried to make it network safe but didn't have much luck :/ |
| 08:25 | <Sacro> | hmm, cross compilinig |
| 08:26 | <Sacro> | TheJosh: try searching for MinGW in your distros repo |
| 08:26 | <TheJosh> | I cant be bothered, too much effort |
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| 08:26 | <TheJosh> | peter1138: I will get it, i need to make a DoCommand hook |
| 08:26 | <peter1138> | TheJosh: no, it's not that |
| 08:26 | <peter1138> | it's the command itself |
| 08:27 | <TheJosh> | blathijs: Its the 'fund a town' patch |
| 08:27 | <peter1138> | the patch is fine and does it correctly |
| 08:27 | <TheJosh> | Was i was about to say, my hook will need to be smarter than the current code |
| 08:27 | <TheJosh> | this patch is basically proof-of-concept |
| 08:28 | <TheJosh> | because i had seen the funciton when i made my last patch, and then when i saw the discussion, i thought 'ohh, that might be easy'... |
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| 08:29 | <TheJosh> | what do you think I would need to do to get networking to work? |
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| 08:39 | <TheJosh> | peter1138: How should networking be done do you think? |
| 08:39 | <peter1138> | by making CmdBuildTown work as expected, some how |
| 08:40 | <TheJosh> | And tunneling it all through a DoCommand, rather than calling it direct |
| 08:41 | <peter1138> | last time i looked at your patch, it did |
| 08:41 | <peter1138> | +DoCommandP(tile, size, mode, CcBuildTown, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE)); |
| 08:41 | <peter1138> | +//CmdBuildTown(tile, DC_EXEC, 1, TSM_FIXED); |
| 08:41 | <peter1138> | you tried it both ways :) |
| 08:46 | <TheJosh> | alright |
| 08:46 | <TheJosh> | this patch is pretty hacked |
| 08:47 | <TheJosh> | The original CmdBuildTown needs to be left, and i need to create CmdFundTown (cos the original function is used by the scenario editor) |
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| 08:49 | <peter1138> | it just needs fixing |
| 08:50 | <Ailure> | woah |
| 08:50 | <TheJosh> | it should be split though. different functions for different functuality |
| 08:51 | <peter1138> | i don't see it as different |
| 08:51 | <peter1138> | but anyway |
| 08:51 | <peter1138> | lunch-sort-of-thing... |
| 08:51 | <Ailure> | bah |
| 08:51 | <Ailure> | it's not on thelocal |
| 08:52 | <Ailure> | but anyway |
| 08:52 | <Ailure> | someone was hit by a train and survived with only light wounds |
| 08:52 | <Ailure> | the train actually ran over him and stuff |
| 08:55 | <TheJosh> | anywya im off, tired (tis almost midnight) i am trying to recover data off a ntfs drive one of the pastors at my church gave me |
| 08:55 | <TheJosh> | i was able to remount it, but its got about 45gig od stuff on it, and i only have 15gig free on the box im doing the recover |
| 08:56 | <TheJosh> | so i keep deleting files (starting with movies, then music, next up is probably games or whatever) |
| 08:56 | <TheJosh> | how boring! |
| 08:56 | <TheJosh> | anwyay im off |
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| 09:01 | <yeti_> | is anyone familiar with the track upgrade code? i'm looking at rail_cmd.c, lines 915-918 (0.5.1 release sourcecode), and those lines look to me as if a monorail train in a depot should be upgraded to a maglev one when i use convert tracks on the depot |
| 09:02 | <yeti_> | but in the game it just says "cant convert, train in the way" |
| 09:02 | <yeti_> | so what do those line 915.918 actually do? |
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| 09:09 | <+glx> | yeti_: this part do the conversion, but the check is before the call of this function |
| 09:10 | <+glx> | hmm, I'm wrong |
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| 09:11 | <+glx> | yeti_: line 893: the important checks are here |
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| 09:15 | <yeti_> | i'd like to try and write a patch that, when you try to convert a full depot, asks whether the player would like to upgrade all trains in there for a certain price |
| 09:15 | <yeti_> | should not be that difficult, no? |
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| 09:22 | <Eddi|zuHause2> | upgrade to what? |
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| 09:25 | <yeti_> | eddi: for example i have a monorail depot with two trains in it, then i want to be able to use the convert-to-maglev function on the depot tile so that the depot and the trains inside will be upgraded to maglev, so that i don't have to rebuild every train and copy orders |
| 09:27 | <peter1138> | yes, but upgrade to what? :) |
| 09:27 | <peter1138> | well, i suppose you can modify the autoreplace gui... |
| 09:28 | <Eddi|zuHause2> | you need to hsve a replacement rule for every vehicle in the depot |
| 09:28 | <yeti_> | ah, now i see the problem... hmmm well you're right. no easy solution for that one. i first thought about letting older vehicles run on newer tracks(because we could use the existing autoupgrade feature then), but a steam engine on maglev tracks would definitely be stupid |
| 09:29 | <Eddi|zuHause2> | and you need an exception for upgrading to a compatible railtype (normal->electric) |
| 09:30 | <peter1138> | one problem is all the wagons are actually different too |
| 09:30 | <Eddi|zuHause2> | and you need to be prepared for other railtypes to come |
| 09:30 | <@Belugas> | [10:26][10:26] <peter1138> well, i suppose you can modify the autoreplace gui... <--- sadistic! |
| 09:30 | <peter1138> | yes |
| 09:34 | <Sacro> | all gui things are sadistic |
| 09:37 | <+glx> | autoreplace is worse than others |
| 09:37 | <peter1138> | the build vehicle gui is a bit mad now ;p |
| 09:37 | <peter1138> | coincidence...? |
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| 09:38 | <yeti_> | another idea: modify the "clone train"-feature so that it will even 'clone' a train that is not compatible with the depot's track type, but will then ask which engine to use |
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| 09:38 | <Eddi|zuHause2> | as long as you have one guy understanding the gui :p |
| 09:38 | <yeti_> | that sounds reasonable, no? |
| 09:39 | <peter1138> | Eddi|zuHause2, who's that? :p |
| 09:39 | <Eddi|zuHause2> | yeti_: that sounds pretty stupid |
| 09:39 | <Eddi|zuHause2> | peter1138: i have no idea :p |
| 09:39 | <Zuu> | yeti_: I don't think that will help that much for the players. |
| 09:40 | <@Belugas> | [10:38][10:38] <Eddi|zuHause2> as long as you have one guy understanding the gui :p <--- that guy must always be arouind, or he must have documented HEAVILY his... mmm.. stuff |
| 09:40 | <Eddi|zuHause2> | yeti_: again, you also have to replace each wagon |
| 09:40 | <@Belugas> | i was about to say code, but... |
| 09:40 | <@Belugas> | stuff is good ;) |
| 09:40 | <peter1138> | STUFF! |
| 09:40 | <peter1138> | hackykid had a stuff build |
| 09:40 | <Sacro> | yeah, i remember that |
| 09:40 | <Sacro> | hackykid by name... |
| 09:41 | <yeti_> | okay then never mind, 'twas just an idea :) |
| 09:41 | <peter1138> | hackystuff by nature? |
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| 09:41 | <Sacro> | peter1138: indeed... |
| 09:41 | <peter1138> | still, at least pbs worked |
| 09:41 | <peter1138> | mostly |
| 09:41 | <peter1138> | well, some of the time |
| 09:42 | <Sacro> | so long as you never edited a live junction |
| 09:42 | <Eddi|zuHause2> | if you know what to do :p |
| 09:42 | <Sacro> | oh i loved PBS |
| 09:42 | <Sacro> | my networks aren't the same without it |
| 09:43 | <Sacro> | and in roughly a month, when i finish college, i will get back into coding |
| 09:43 | <Eddi|zuHause2> | actually, editing the junction is fine, you just need the signal gui to directly place pbs signals, or you will destroy the signal block |
| 09:45 | <Sacro> | peter1138: are you an OpenTTD Mod? |
| 09:45 | <Eddi|zuHause2> | there are some fun situations, like when you place a signal in the already reserved path, the train gets stuck :p |
| 09:45 | <Sacro> | hehe |
| 09:45 | <Sacro> | Eddi|zuHause2: did i show you my NOR signals? |
| 09:46 | <Sacro> | it only goes green when all exits are blocked |
| 09:46 | <Eddi|zuHause2> | i have seen some nor signals, and i find them stupid |
| 09:46 | <peter1138> | Sacro: depends what you want |
| 09:46 | <Sacro> | its quite pointless |
| 09:46 | <Sacro> | peter1138: http://www.tt-forums.net/viewtopic.php?p=578721#578721 is that allowed? |
| 09:46 | <peter1138> | no idea |
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| 09:58 | <Brianetta> | Well, it's crossposting, but it's also on-topic |
| 09:58 | <Brianetta> | I say escalate the question |
| 09:58 | <Brianetta> | poke Owen |
| 09:58 | <Sacro> | i proded him on #tycoon |
| 09:59 | <Brianetta> | So you did |
| 09:59 | <Brianetta> | I have written two letters in the last four days |
| 09:59 | <Sacro> | now, i need to backup this laptop to my external drive |
| 09:59 | <Sacro> | but im wary of virii |
| 09:59 | <Brianetta> | Strangely enough, I've written two letters in the past decade |
| 09:59 | <Sacro> | i haven't written a letter in ages |
| 09:59 | <Brianetta> | Although I did type one letter up and post that |
| 10:00 | <Brianetta> | I just inherited a gold fountain pen, though |
| 10:00 | <Sacro> | oh damn |
| 10:00 | <Brianetta> | Not gold plated |
| 10:00 | <Brianetta> | gold |
| 10:00 | <Sacro> | i said i'd go into work tommorow |
| 10:00 | <Brianetta> | as in, when you scrath it, it's still gold |
| 10:00 | <Sacro> | but i also told my housemate i'd take her into beverley |
| 10:00 | <Brianetta> | It's beautiful |
| 10:00 | <Brianetta> | and it's scrawley |
| 10:00 | <Sacro> | Brianetta: nice |
| 10:00 | <Sacro> | i got a gold pen for my 18th, never used it though |
| 10:00 | <Brianetta> | Why wouldn't you go to work? |
| 10:00 | <Brianetta> | Use th epen |
| 10:00 | <Brianetta> | The pen is upset |
| 10:00 | <Sacro> | Brianetta: hot housemate :p |
| 10:01 | <Brianetta> | and feels unwanted |
| 10:01 | <Sacro> | i should |
| 10:01 | <Sacro> | its at my mums though i think |
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| 10:01 | <Brianetta> | What sort of pen is it? |
| 10:01 | <Sacro> | err... |
| 10:01 | <Brianetta> | Mine's a Parker 17 |
| 10:01 | <Sacro> | yeah, its a parker i belive |
| 10:01 | <Brianetta> | 12 carat gold |
| 10:01 | <Sacro> | hmm, dunno how many carats |
| 10:04 | <Brianetta> | http://www.andys-pens.ukhome.net/pa25301.jpg |
| 10:04 | <Brianetta> | That pen, but |
| 10:04 | <Brianetta> | http://www.king-pen.com/park12-07.jpg |
| 10:04 | <Brianetta> | in that finish |
| 10:04 | <Brianetta> | (the top one) |
| 10:05 | <Sacro> | thats the same as the one my mum uses |
| 10:05 | <Sacro> | the 12-07 |
| 10:05 | <Brianetta> | Not available any more |
| 10:05 | <Brianetta> | Yeah, that's a ball pen |
| 10:05 | <Brianetta> | in 12 carat gold |
| 10:05 | <Brianetta> | It's the identical finish used on my pen |
| 10:05 | <Sacro> | hers looks more silver |
| 10:05 | <Brianetta> | My pen was used by my grandmother |
| 10:06 | <Brianetta> | My grandfather was presented with it when he retired from the Army as a Sgt Maj |
| 10:06 | <@Belugas> | bic, blue, out of the box |
| 10:06 | <Brianetta> | Belugas: They have a whole set of their own advantages! |
| 10:06 | <Brianetta> | Not least that they cost under 2% of the price |
| 10:07 | <Brianetta> | if you buy them by the box, taht is |
| 10:07 | <peter1138> | viruses! |
| 10:07 | <Brianetta> | I was so chuffed with my pen that I went out and bought Basildon Bond stationery |
| 10:08 | <Brianetta> | Then I wrote to Helen's boss |
| 10:08 | <Brianetta> | and my (other) grandmother |
| 10:09 | <Sacro> | nobody handwrites to me :( |
| 10:09 | <peter1138> | especially not me |
| 10:09 | <peter1138> | mind you |
| 10:09 | <peter1138> | i don't type letters either |
| 10:09 | <Sacro> | i don't really e-mail much either |
| 10:10 | <Sacro> | most of my communications are msn, or irc |
| 10:10 | <Sacro> | i hardly use sms |
| 10:10 | <Brianetta> | SMS is an evil |
| 10:10 | <hylje> | :o |
| 10:10 | <Brianetta> | It takes me ten minutes to tap out a message. When I send one to my sister, she replies with a lengthy message within ten seconds. |
| 10:10 | <Brianetta> | She *HAS* to have some sort of brain interface. |
| 10:10 | <hylje> | or a keyboard |
| 10:10 | <Zuu> | Web SMS is nice, :) |
| 10:11 | <Zuu> | Speed of email, but reaches your friends directly :) |
| 10:11 | <Brianetta> | If they're likely to be holding their phone, I tend to just ring the phone |
| 10:12 | <Brianetta> | I can say a lot more and hang up without even reaching the cost of an SMS |
| 10:13 | <Zuu> | An SMS costs the same as the call connection fee for me, but I usually call anyway unless it is to noisy. |
| 10:14 | <Eddi|zuHause2> | virussians? (*hmm, that sounds funnier in german*) |
| 10:14 | <Zuu> | But I don't think SMS are evil. :) |
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| 11:34 | <Wolf01> | hello |
| 11:34 | <Thomas[NL]> | hi |
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| 11:47 | <Chrissicom> | hi guys :) |
| 11:47 | <Chrissicom> | Rubidium: I've been here because of problems when compiling OpenTTD with VC++ 2005 Express |
| 11:47 | <Chrissicom> | I installed the full Visual Studio 2005 now and the problems are gone |
| 11:47 | <Chrissicom> | so it must have been some kind of config problem :) |
| 11:48 | |-| | eisimoes [~eduardo@200.199.198.225] has joined #openttd |
| 11:49 | <Chrissicom> | I just have one more question |
| 11:49 | <Chrissicom> | when I compile some custom patches in the game, is there anything else I need to replace except the newly compiled openttd.exe in my game folder? |
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| 11:54 | <@Belugas> | language file (*.lng) maybe? |
| 11:57 | <Wolf01> | and grfs if you need |
| 11:57 | <@Rubidium> | *.lng when there are language changes and maybe some GRFs that are required for the patch (and not in trunk) |
| 11:59 | <Chrissicom> | I only want to change the length of the days and implement the alt station patch from Mini IN in the 0.5.1 source that's all :) |
| 11:59 | <Chrissicom> | so no GRFs required but I think there are additional strings in the language file |
| 11:59 | <Chrissicom> | can I change the version numer in the source somehow actually? |
| 11:59 | <@Rubidium> | somewhere at the top of network.h or network.c |
| 12:00 | <Chrissicom> | thx :) |
| 12:01 | <Wolf01> | i'm going to add "invisible trees on ctrl+click on the transparent trees widget" to the transparency options |
| 12:01 | <Wolf01> | anybody have something to say? |
| 12:01 | <Wolf01> | (talk now or STFU forever) :P |
| 12:02 | <mikegrb> | I finally got my old ttd cd out and got the data files yesterday |
| 12:02 | <mikegrb> | I've been playing since then :< |
| 12:02 | <Chrissicom> | that's nice Wolf01 |
| 12:02 | <mikegrb> | my boss will be mad |
| 12:02 | |-| | Ekipa kanalu #openttd: Wszystkich: 92 |-| +op [4] |-| +voice [3] |-| normalnych [85] |
| 12:02 | <Chrissicom> | in the miniin you have the option to make only city or only trees invisible instead of everything |
| 12:02 | <Chrissicom> | that's a very nice option |
| 12:03 | <@Rubidium> | Wolf01: maybe I'm not going to like it, maybe I am going to like it... ;) <- so now I don't have to keep quiet forever ;) |
| 12:03 | <Wolf01> | grr :D |
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| 12:11 | <Thomas[NL]> | Wolf01, what will be the difference with normal click on the widgit? |
| 12:11 | <Wolf01> | normal: you toggle the transparency, CTRL: you toggle the invisibility |
| 12:12 | <Jezral> | ...aren't those the same, in the long run? |
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| 12:13 | <Thomas[NL]> | ah ok, I always use the Invisible trees patch option :) |
| 12:16 | <Osai> | hello, we have some problems with depots and trains :/ when sending a train to depot we have an assertion |
| 12:16 | <Osai> | openttd: /home/ottdcoop/svn-sandbox/src/vehicle.cpp:2936: void Vehicle::LeaveStation(): Assertion `IsTileType(tile, MP_STATION) || type == VEH_SHIP' failed. |
| 12:16 | <Osai> | the strange thing: no ships in our game |
| 12:16 | <Osai> | we use the latest nightly r9712 |
| 12:17 | <Jezral> | Looks like it should have been && instead of || |
| 12:17 | <Osai> | I'll change it, recompile and test |
| 12:18 | <peter1138> | no, it's not |
| 12:18 | <peter1138> | it's because a the engine of the train was sticking out of the station |
| 12:18 | <peter1138> | -a |
| 12:19 | <Osai> | can this be fixed easily? |
| 12:20 | <hylje> | its been rather known for a while |
| 12:20 | <hylje> | im doubting on oneliner fix |
| 12:22 | <Maedhros> | what's the point of the assert anyway? the tile isn't used in that function at all |
| 12:24 | <@Rubidium> | Jezral: no, because vehicles that leave a station are either on the station tile (aircraft, road vehicles and trains) or are ships (ships are loading when on a water tile) |
| 12:25 | <peter1138> | or not as the case sometimes is |
| 12:27 | <hylje> | yes, when you flip a too long train around |
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| 12:29 | <dihedral> | hello |
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| 12:34 | <dihedral> | just got of the phone with kirk |
| 12:34 | <dihedral> | prindel that is |
| 12:34 | <dihedral> | *prindle |
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| 12:35 | <dihedral> | he forwarded the email on, but has not heard anything himself yet |
| 12:35 | <dihedral> | just thought i'd update you guys |
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| 12:38 | <@Belugas> | thanks dihedral |
| 12:38 | <Wolf01> | uhm... now i got it to work by pressing CTRL after enabling transparent trees |
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| 12:42 | <dihedral> | he also said he will ask for an answer himself, but was very careful not to give any comment whatsoever :-) |
| 12:43 | <@Belugas> | of course... |
| 12:43 | <@Belugas> | does not want to take any responsabilities |
| 12:43 | <@Belugas> | did he said anything about the content itself? |
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| 12:44 | <dihedral> | well - he rememberd the topic very quickly |
| 12:44 | <@Belugas> | good :) |
| 12:44 | <dihedral> | but only gave me the answer that he will ask the people he forwarded the mail to for a responce |
| 12:45 | <@Belugas> | since it's not an urgent issue, it would be best to let them do their internal work, i think |
| 12:46 | <dihedral> | i was not going to bother him any further |
| 12:46 | <dihedral> | just making sure that it has not been dropped |
| 12:46 | <dihedral> | and stickes in the guys head |
| 12:46 | <@Belugas> | cool :) |
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| 12:55 | <Wolf01> | can i mix click and keypress alltogether? |
| 12:56 | <Wolf01> | i think i'm doing a lot of unnecessary work |
| 12:57 | <Wolf01> | eheh |
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| 13:06 | <Wolf01> | now i only need to draw something over a widget.. mission impossible :D |
| 13:07 | |-| | Phazorx [PACO@CPE0011d8690c25-CM001225db7ae8.cpe.net.cable.rogers.com] has joined #openttd |
| 13:07 | <Phazorx> | hola anybody home? |
| 13:08 | <Wolf01> | yes, i'm at home |
| 13:08 | <Phazorx> | that's good :) |
| 13:09 | <Phazorx> | got a minor bug along with suggested fix, wonder if anyone can take a loook at the problem |
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| 13:11 | <Wolf01> | boekabart, nice screenshots :D |
| 13:11 | <boekabart> | thanks |
| 13:12 | <Wolf01> | and very good patch |
| 13:12 | <Wolf01> | i can't wait to play with it |
| 13:12 | <boekabart> | you don't have to |
| 13:12 | <boekabart> | wait |
| 13:12 | <boekabart> | the diff is right there |
| 13:12 | <Wolf01> | i know, but i wait for trunk :P |
| 13:13 | <boekabart> | next thing I want to do (tomorrow i guess) is clean up the code. And I hope someone will make the waterfall gfx. |
| 13:14 | <Wolf01> | yeah, waterfalls ... sloped water :D |
| 13:14 | <Wolf01> | http://paste.openttd.org/54 i think there is a lot of improvement to do, any suggestion? |
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| 13:15 | <boekabart> | last thing i did but didn't publish was a small modification to the flooding algorithm, now waterfalls only flood downwards not sideways. Makes river-designing a bit easier |
| 13:15 | <Maedhros> | Phazorx: what's the bug? |
| 13:15 | <Wolf01> | good |
| 13:15 | <Phazorx> | Maedhros: sending to depot loading train that is longer than station causes assertion at check if train is at station tile |
| 13:15 | <Phazorx> | correction |
| 13:16 | <Phazorx> | sending to depot REVERSED loading train that is longer than station |
| 13:16 | <Maedhros> | oh, that |
| 13:16 | <Maedhros> | yeah, we know that one |
| 13:16 | <Phazorx> | i didnt find it at flyspray |
| 13:16 | <Phazorx> | and i assume it isnt hard to fix |
| 13:17 | <Phazorx> | since i hope trainlength and station size is know so disabling button will do the trick |
| 13:17 | <Maedhros> | nah, it shouldn't assert in the first place |
| 13:18 | <Phazorx> | well it is a logic problem |
| 13:18 | <Phazorx> | check is valid |
| 13:18 | <Maedhros> | no it isn't |
| 13:18 | <Phazorx> | however separating train head beingh at station and loading flags might be a cleaner approach |
| 13:18 | <Maedhros> | the assert happens because when it turns around the train is no longer in the station |
| 13:19 | <Phazorx> | well... but that doesnt stop loading process and train is not moving |
| 13:20 | <Wolf01> | so if i turn around a train which is loading it stops loading because it's not more in the station? |
| 13:20 | <Maedhros> | no |
| 13:20 | <Maedhros> | if the train is longer than the station it will assert when calling v->LeaveStation() |
| 13:20 | <Phazorx> | it wont assert till it reversed |
| 13:21 | <Phazorx> | since headpeice registers at MP_STATION tile |
| 13:21 | <Wolf01> | oh, because the *engine* in not in the stations |
| 13:21 | <Phazorx> | but after reversuing it's outisde |
| 13:21 | <Maedhros> | exactly |
| 13:21 | <Phazorx> | so my idea was make reversing impossibel if it is longer |
| 13:21 | <Phazorx> | since i think the check is proper |
| 13:22 | <Phazorx> | it should confirm that train is at station before leaving it |
| 13:22 | <Wolf01> | the problem is not to make the reversing impossible, but telling a train that is in the station because it is still loading |
| 13:22 | <Phazorx> | perhaps train at station criteria can be extended to |
| 13:22 | <Phazorx> | either phisically or loading |
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| 13:23 | <Phazorx> | Maedhros: should i file the bug btw? |
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| 13:24 | <Phazorx> | Wolf01: making reversing impossible is probably easier to implement |
| 13:24 | <Phazorx> | but i havent seen mich code, actually this is 1st time i looked at it |
| 13:24 | <Wolf01> | but not the correct way |
| 13:24 | <Maedhros> | it might be best to file a bug, so we don't lose track of it, year |
| 13:25 | <Maedhros> | *yeah |
| 13:25 | <Phazorx> | kk will do |
| 13:25 | <Phazorx> | hoping that wont get exploited |
| 13:25 | <Wolf01> | because if somebody has "reverse at stations" enable, it won't do anything |
| 13:25 | <Maedhros> | and it's the check that's wrong; stopping trains reversing only avoids the problem rather than fixing it |
| 13:26 | <Sacro> | ooh an exploit? |
| 13:26 | <Maedhros> | no, just as assert |
| 13:27 | <Phazorx> | well it can be used to crash any server on MP |
| 13:27 | <Maedhros> | that's the risk you take with a nightly server ;) |
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| 13:27 | <Phazorx> | Maedhros: i tihnk 5.1 has it too |
| 13:28 | <Phazorx> | will check ina few |
| 13:30 | <Maedhros> | i've just checked, and it doesn't happen in 0.5.1 |
| 13:30 | <Phazorx> | that's good |
| 13:34 | <Phazorx> | actually... will sprite limit wuill ever get increased in official release? |
| 13:34 | <Phazorx> | cuz i'd like to play 5.1 but with DB and LV4 |
| 13:34 | <peter1138> | no, we're going to remove it from trunk |
| 13:34 | <Phazorx> | remove spritelimit alltogether? |
| 13:35 | <peter1138> | trunk already no sprite limit |
| 13:35 | <peter1138> | well |
| 13:35 | <Phazorx> | so how come 5.1 has it |
| 13:35 | <peter1138> | technically it does |
| 13:35 | <peter1138> | because 0.5.1 is not trunk |
| 13:35 | <Phazorx> | so back to my question |
| 13:35 | <Phazorx> | will official release have it remvoed soon ? |
| 13:36 | <peter1138> | the next major release will have have trunk features, including the sprite limit changes |
| 13:36 | <Phazorx> | is that like 0.6 ? |
| 13:36 | <Phazorx> | or mroe like 5.2? |
| 13:36 | <peter1138> | yes |
| 13:36 | <peter1138> | no |
| 13:36 | <Phazorx> | i see |
| 13:36 | <Phazorx> | thanks |
| 13:39 | <Phazorx> | well in mean time so i can patch the bug here |
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| 13:40 | <Phazorx> | can i change this: assert(IsTileType(tile, MP_STATION) || type == VEH_SHIP); |
| 13:40 | <Phazorx> | to something that checks loading as well ? |
| 13:41 | <Phazorx> | like assert(IsTileType(tile, MP_STATION) || type == VEH_SHIP || current_order.type == OT_LOADING); |
| 13:42 | <@Rubidium> | then what if you reverse the train when unloading? |
| 13:42 | <Phazorx> | i guess 2 criterias then :) |
| 13:43 | <@Rubidium> | yes, but in that case you can drop the first two, as the last two will always be true... |
| 13:43 | <Phazorx> | why in the hell that check is even there |
| 13:44 | <Phazorx> | however - train can be passing by through statioon as well |
| 13:44 | <Phazorx> | not loading or unloading |
| 13:44 | <@Rubidium> | then it doesn't enter and leave the station |
| 13:44 | <Phazorx> | even better |
| 13:45 | <Phazorx> | so only check of loading/unloading makes sense |
| 13:45 | <Phazorx> | what's the type for unloading then? |
| 13:45 | <@Rubidium> | it's added cause somebody thought that the assert would be usefull when refactoring some code. Apparantly the assert is bogus |
| 13:45 | <Phazorx> | OT_UNLOADING? |
| 13:45 | <Phazorx> | well it's a sanity check |
| 13:45 | <Wolf01> | and what about stopping the train, so it isn't not anymore in the station, reverse it and then restart it all in one tick? |
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