| --- | Log | opened Wed Apr 25 00:00:23 2007 |
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| 01:51 | <boekabart_> | It's all so...quiet... shhhhh, shhhhh, it's AAAAAAAAAALL so stiiiiiiiilllllll................ |
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| 03:34 | <TheJosh> | Hey |
| 03:35 | <TheJosh> | Ok i have a quick questiong |
| 03:36 | <TheJosh> | If one client uses the command Random() and another does not, you get a desync right? |
| 03:36 | <TheJosh> | Is there a Random() function I can use that uses a different seed or something so I dont get desyncs? |
| 03:38 | <peter1138> | InteractiveRandom() |
| 03:38 | <Rubidium> | I said that yesterday ;) |
| 03:38 | <peter1138> | supply townnameparts via the command? hmm |
| 03:38 | <TheJosh> | yup |
| 03:39 | <peter1138> | will need to test, in the command, if the produced town name is unique, but nothing major |
| 03:39 | <TheJosh> | I have forked the old CmdBuildTown to CmdFundTown, so i can have different params |
| 03:40 | [~] | peter1138 goes back to investigating delayed emails |
| 03:40 | <TheJosh> | works |
| 03:41 | <TheJosh> | thanks |
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| 03:55 | <Wolf01> | hello |
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| 06:34 | <HMage> | !log |
| 06:34 | <HMage> | !logs |
| 06:34 | <SpComb> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
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| 06:52 | |-| | Chrissicom [~Chris@p579E1E45.dip.t-dialin.net] has joined #openttd |
| 06:52 | <Chrissicom> | hi there |
| 06:52 | <Chrissicom> | would be nice if somebody can help with this issue: http://www.tt-forums.net/viewtopic.php?p=579103#579103 :) |
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| 06:57 | <Ailure> | hello romhacking |
| 06:57 | <Ailure> | eh |
| 06:57 | <Ailure> | stupid mIRC |
| 07:02 | <peter1138> | yup |
| 07:02 | <peter1138> | Chrissicom: the patch is far too old, so i wouldn't bother |
| 07:04 | <Chrissicom> | :( |
| 07:04 | <Chrissicom> | well all the other stuff worked |
| 07:04 | <Chrissicom> | and settings.c and settings_gui.c is only the display stuff in the patch window |
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| 07:04 | <Chrissicom> | so I thought the code could be adapted |
| 07:04 | <Chrissicom> | is there a new planespeed patch maybe? |
| 07:05 | <peter1138> | heh, for a quick 'fix' in 0.5, aircraft_cmd.c:2053 |
| 07:05 | <peter1138> | multiply the 6 by planespeed |
| 07:05 | <peter1138> | so "full speed" is 24 |
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| 07:08 | <Chrissicom> | oh nice :) |
| 07:08 | <Chrissicom> | thx |
| 07:08 | <Chrissicom> | a quick 'fix' is enough as I just want it for multiplayer with my brother =D |
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| 07:18 | <Eddi|zuHause2> | you might as well use the nightly then |
| 07:19 | <peter1138> | nah, who wants all those useless features |
| 07:20 | <Chrissicom> | has the current nightly real plane speed? |
| 07:21 | <Eddi|zuHause2> | yes |
| 07:24 | <peter1138> | complete with buggy landing |
| 07:24 | <Chrissicom> | lol |
| 07:24 | <Chrissicom> | well I am just trying your quick fix peter |
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| 07:29 | <Chrissicom> | hmmm well.... |
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| 07:29 | <Chrissicom> | they have nice speeds in the air now but they are way too fast when landed on an airport lol |
| 07:30 | <Chrissicom> | maybe I try something between 6 and 24 |
| 07:32 | <Chrissicom> | can I change their in air speed somehow only? |
| 07:33 | <peter1138> | yeah |
| 07:33 | <peter1138> | well |
| 07:33 | <peter1138> | the nightlies don't have that problem |
| 07:34 | <Chrissicom> | and what's the buggy stuff you mentioned about landing before? |
| 07:41 | <Chrissicom> | hmmm they seem to fast on the runway, airport in the nightly as well |
| 07:41 | <Chrissicom> | the changed air speed is very good tho :) |
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| 07:44 | <TheJosh> | Hey all |
| 07:44 | <Chrissicom> | cooool you can build bridges over diagonal railways in the nightly :D |
| 07:44 | <TheJosh> | nicd |
| 07:44 | <Chrissicom> | why isn't that written in bold letters on the start page??? :D |
| 07:44 | <TheJosh> | nice |
| 07:45 | <TheJosh> | Thats cool! |
| 07:46 | <Chrissicom> | now I just need to make the days longer and the game is perfect :D |
| 07:46 | <TheJosh> | ok what are peoples opinion of the following idea? I am currently making a 'found a town' patch, but should towns that have been founded by a player have some player data associated with them, so a town would be recorded as being founded by player x |
| 07:46 | <HMage> | TheJosh: I guess it shouldn't. |
| 07:47 | <peter1138> | probably no |
| 07:47 | <Chrissicom> | I agree |
| 07:47 | <peter1138> | you could automatically give exclusive transport rights though, or something |
| 07:47 | <peter1138> | (for 1 year) |
| 07:47 | <Chrissicom> | nah, that would suck in multiplayer imho |
| 07:47 | <peter1138> | might not be worth it, as that can be done anyway |
| 07:48 | <Chrissicom> | instead there should be an option to prohibit buying exclusive transport rights |
| 07:48 | <HMage> | TheJosh: did you come down with what price should be for funding the town? |
| 07:50 | <TheJosh> | Currently the price is $7,500,000 which is i dont know how many pounds |
| 07:50 | <HMage> | divide by 2 |
| 07:51 | <TheJosh> | the code says 5 million, but that must not be pounds, or my cost would be $10mill |
| 07:51 | <TheJosh> | 3,750,000 pounds |
| 07:52 | <Phazorx> | you can fund a new town? |
| 07:52 | <Phazorx> | morning |
| 07:52 | <TheJosh> | yes it is working, and I got network working today |
| 07:52 | <HMage> | as far as I remember, the game uses pounds. Your price might be influenced by inflation |
| 07:53 | <TheJosh> | it doesnt inflate very much in the first 10 seconds though |
| 07:53 | <TheJosh> | or about as long as it takes to press ctrl-shift-c and click the top button |
| 07:53 | <TheJosh> | ctl-alt-c, my bad |
| 07:54 | <Phazorx> | question for whoever is responsible for that part - in case of cargo transfer, does it counts as many times as it has beentransfered towards total amount of transfered goods per time? (as shown in stats) |
| 07:55 | <TheJosh> | i like the option of automatically giveing exclusive transport for a year |
| 07:55 | <HMage> | TheJosh: I mean, check the base price for funding a power plant, for example. |
| 07:55 | <HMage> | it should have the same tendency |
| 07:56 | <TheJosh> | is $7.5mill enough? or too much |
| 07:56 | <HMage> | should be more costly than a power plant for sure |
| 07:56 | <TheJosh> | more expensive than an oil joint (few mill), but cheaper than a raw-producing industry (10mill easily) |
| 07:57 | <Phazorx> | that is like a raw industry since it provides transferable goods :) |
| 07:57 | <HMage> | my opinion that is should be more than raw-producing industry |
| 07:58 | <@Belugas> | hello |
| 07:58 | <TheJosh> | although we could all play my slightly modified patch I made for network testing that puts the price at $1000 he he he |
| 07:58 | <HMage> | since you have to set up an infrastructure for a _town_ |
| 07:58 | <Phazorx> | /agree with HMage |
| 07:58 | <Phazorx> | it is very lucrative industry too, which enhances itself over time and produces and consumes few types of cargo |
| 07:59 | <Phazorx> | will "originator" own roads there btw? |
| 07:59 | <Chrissicom> | hmmm how can I change the version number in the source of the latest nightly? |
| 07:59 | <Chrissicom> | it doesn't seem to be in network.c(pp) anymore |
| 08:00 | <TheJosh> | rev.cpp i think |
| 08:01 | <TheJosh> | Phazorx: dont know, will test |
| 08:01 | <Phazorx> | kk. just curious :) |
| 08:02 | <Phazorx> | and i really want to know about transfer cargo counter |
| 08:02 | <Chrissicom> | hmm there's no such file sorry |
| 08:02 | <Phazorx> | i can test or look at the code... but my question is more about how it was planned |
| 08:02 | <TheJosh> | Chrissicom: nightly version numbers are automatic |
| 08:03 | <TheJosh> | Phazorx: the roads are town owned. The code is basically a modified version of the code used for the scenario editor |
| 08:03 | <Chrissicom> | aha, but somehow they need to be generated when compiling? |
| 08:03 | <Eddi|zuHause2> | the version naming is automatic only if you use make and have the command line svn client installed |
| 08:03 | <Phazorx> | TheJosh: i see, it would make sense to own roads |
| 08:03 | <Chrissicom> | ah ic |
| 08:03 | <Chrissicom> | well then I'll just leave the version number |
| 08:04 | <TheJosh> | Chrissicom: all i know is when you compile a nightly you have changed, a 'M' is appeneded to the end of it...as a result, so my sister could play ottd with me todya, we added a single comment to a source, to give her a 'M' |
| 08:04 | <Chrissicom> | haha |
| 08:04 | <TheJosh> | Phazorx: thus leading back to the 'who founded this town' question I started with |
| 08:04 | <Eddi|zuHause2> | a space would have done... |
| 08:05 | <Phazorx> | TheJosh: i missed the beggining of conversation i guess |
| 08:06 | <TheJosh> | Phazorx: I was wondering, coz ive gotta do a savegame bump anyway, if i should store in the town structure who founded the town if it was founded by a player, |
| 08:06 | <Phazorx> | and i guess there should be some credit to builder for town as well as for industry |
| 08:06 | <TheJosh> | it would have no game significance, other than to show in the town info thingo |
| 08:07 | <TheJosh> | although i just thought perhaps the town founder could begin with a better-than-average rating |
| 08:07 | <Phazorx> | well... perhaps later it would gain some sense... like with paxdest |
| 08:07 | <TheJosh> | paxdest? |
| 08:07 | <Phazorx> | that would make sense too |
| 08:07 | <Phazorx> | passenger destinations |
| 08:07 | <TheJosh> | what is paxdest? |
| 08:07 | <TheJosh> | ah ok |
| 08:08 | <TheJosh> | i was just thinking it would be cool to see 'Rinfield Transport' or whoever im playing as on the towns I make |
| 08:08 | <TheJosh> | then some people had some suggestions to benifits to founding a town |
| 08:08 | <Chrissicom> | am I correct that when I set day_ticks to 405 one year will be 3 hours in real time? |
| 08:08 | <TheJosh> | that is slow |
| 08:09 | <Chrissicom> | I want it slow :p |
| 08:09 | <TheJosh> | make it 4500! |
| 08:09 | <TheJosh> | make it real time (1 game day = 1 real day) |
| 08:09 | <Phazorx> | TheJosh: yup, it would make sense for sure, like roads statue of owner, rates etc |
| 08:09 | <Phazorx> | Chrissicom: can you kae it as configurable patch variable? |
| 08:09 | <Chrissicom> | hehe ;) that'd be a little too slow |
| 08:09 | <Phazorx> | cuz that is an interesting feature |
| 08:09 | <Phazorx> | i think the gametime advances too fast |
| 08:09 | <Chrissicom> | yeah it's in the miniin and I love it |
| 08:10 | <TheJosh> | Chrissicom: make it slower than real time, so we get plenty of strategy time |
| 08:10 | <Phazorx> | oh.. cool |
| 08:10 | <TheJosh> | hasnt MiniIN been cancelled for months now? |
| 08:10 | <Chrissicom> | but I want to implement it in a way so the industry production is displayed different |
| 08:10 | <Chrissicom> | TheJosh: Why not allowing to build while pausing the game ;) |
| 08:10 | <Chrissicom> | the miniin has one "bug" with the day patch |
| 08:11 | <Chrissicom> | on 1st of February the production of industries jumps to high levels |
| 08:11 | <Phazorx> | is it possible to associate cargo production with realtime rather than game time? |
| 08:11 | <Chrissicom> | because the industry has produced more in a month due to slower days of course |
| 08:11 | <TheJosh> | Make it 2 physical days for every 1 virtual days |
| 08:11 | <Phazorx> | or have a varibale that controls the ratio? |
| 08:11 | <Chrissicom> | I don't want this to happen tho, because I am used to the amounts in the game now and know how many trains I need etc. |
| 08:12 | <Chrissicom> | so I want the days to pass slower and industry display the production of the last 5 days e.g. when the days take 6 times as long as they do now |
| 08:12 | <Chrissicom> | so that industry production levels will show the numbers we're used to now |
| 08:14 | <TheJosh> | Phazorx: Thanks for your discussion |
| 08:14 | <TheJosh> | Phazorx: I think i will implement _something_ special for the town founder |
| 08:14 | <Chrissicom> | Phazorx: What do you mean by making cargo production real time? |
| 08:14 | <Chrissicom> | I mean if an industry would actually produce only 500 tons in a real month you couldn't play much |
| 08:15 | <Phazorx> | industry produces some amount of cargo per game month i take |
| 08:15 | <Phazorx> | so if you increase gameday to take more time - it would appear as it producing less over real time |
| 08:15 | <Phazorx> | so mopre time for building but slower game overall |
| 08:16 | <Chrissicom> | ah ok now I've got what you mean :) |
| 08:16 | <Chrissicom> | I would need to look at the code for that, if I need to code too much new stuff I'll fail :p |
| 08:16 | <Phazorx> | i was thinking more of having same kinds of trains and developed network |
| 08:16 | <Chrissicom> | I am only good at programming stuff I have templates for :D |
| 08:17 | <Eddi|zuHause2> | <Phazorx> and i guess there should be some credit to builder for town <- you could automatically place a statue of founder |
| 08:17 | <TheJosh> | Just make it all optional Chrissicom, i liek a fast game |
| 08:18 | <Phazorx> | Eddi|zuHause2: that's what i suggested |
| 08:19 | <Phazorx> | along with roads and better rating and perhaps better chances of getting something (like bribing) |
| 08:19 | <Chrissicom> | http://ttdlxhq.raysworld.ch/page/index.php < haha look at the top post, I think bridges for ships are really wayyyyy too unrealistic :D |
| --- | Log | opened Wed Apr 25 09:38:29 2007 |
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| 10:30 | <Chris[Working]> | how can I create a .patch file with TortoiseSVN with files from different locations? |
| 10:30 | <Chris[Working]> | it doesn't seem to allow me to choose files from different folders at the same time |
| 10:31 | <Sacro> | you can't |
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| 10:41 | <@Belugas> | Chris[Working], are they on subfolders sharing the same root? |
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| 10:41 | <@Belugas> | like trunk/src, trunk/src/table etc... |
| 10:46 | |-| | Trapdoor [~eirik@84.211.236.14] has joined #openttd |
| 10:46 | <Trapdoor> | hey |
| 10:46 | <peter1138> | DON'T YOU OPEN THAT |
| 10:46 | <Trapdoor> | why do i need SDL if im just compiling the server on linux? :\ |
| 10:46 | <peter1138> | because you didn't tell it you were compiling a dedicated server |
| 10:46 | <Trapdoor> | how do i tell it im compiling a dedicated server? |
| 10:47 | <peter1138> | probably add --enable-dedicated to the configure command |
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| 10:47 | <Trapdoor> | ooh right |
| 10:47 | <Trapdoor> | now i see |
| 10:47 | <Trapdoor> | my god you're right |
| 10:47 | <Trapdoor> | i didnt care to check ./configure --help |
| 10:47 | <Trapdoor> | 5 golden dubloons to you good sir |
| 10:48 | <Trapdoor> | also i was wondering.. how do i "compile" or "make" it into another directory? |
| 10:52 | <Trapdoor> | oh right |
| 10:52 | <Trapdoor> | make with a target |
| 10:52 | <Trapdoor> | that didnt work |
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| 11:20 | <Sacro> | that daylength patch looks *awfully* similar to mine |
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| 11:25 | <Sacro> | actually it does less than Wolf01's version |
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| 11:28 | <Chris[Working]> | what if I want to fix a bug from the bug list, where can I submit the .patch file? post it in dev forum? |
| 11:29 | <@Belugas> | you can show it in here |
| 11:30 | <@Belugas> | or use bugs.openttd.org |
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| 11:31 | <Chris[Working]> | kk :) it was only a hypothetical question for now tho ;) gotta see if I can fix it first tho |
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| 11:41 | <Eddi|zuHause2> | if the patch is related to an existing bug report, you probably should just reply to that report with the attachment |
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| 11:41 | |-| | mode/#openttd [+v glx] by ChanServ |
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| 11:59 | <ln-> | now that mr. D and mr. T don't seem to actively involved with the development, is it actually possible to get patches accepted? |
| 12:02 | <@Belugas> | ho... we've stopped integrating patches?? |
| 12:02 | <@Belugas> | sad to hear that |
| 12:02 | <Sacro> | Belugas: no, we have started :p |
| 12:03 | <@Belugas> | :) |
| 12:03 | <@Belugas> | ln-, nothing has really changed. |
| 12:04 | <ln-> | ok, so it's still virtually impossible. |
| 12:04 | <@Belugas> | patches have to be good, and on more then one level |
| 12:04 | <@Belugas> | shut up |
| 12:04 | <@Belugas> | this is not MiniIN |
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| 12:05 | <TrueBrain> | Belugas: don't make it your life motto :) |
| 12:05 | |-| | dihedral [~dihedral@dslb-084-056-228-040.pools.arcor-ip.net] has joined #openttd |
| 12:05 | <ln-> | Belugas: it took something like three months to get a <20-line *bugfix* patch accepted. one that fixed a problem that had existed in the mac port from the very beginning. |
| 12:05 | <dihedral> | hello |
| 12:05 | <TrueBrain> | hi dihedral |
| 12:05 | <dihedral> | i am working on it :-) |
| 12:05 | <dihedral> | just to feed any possible curiosity |
| 12:06 | <TrueBrain> | "it", sounds like an interested thing |
| 12:06 | <Rubidium> | ln-: isn't that primarily Bjarni not doing his job? |
| 12:06 | <dihedral> | openttd.inc.php |
| 12:06 | <TrueBrain> | dihedral: ah ;) |
| 12:06 | <dihedral> | Rubidium: you remember the private message thing from yesterday? |
| 12:07 | <dihedral> | just tested it at a client id of slightly above 300 |
| 12:07 | <dihedral> | fails there already |
| 12:07 | <ln-> | Rubidium: not really.. well, he kind of didn't dare to commit it. |
| 12:08 | <Rubidium> | dihedral: no, nor did my logs remember it |
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| 12:08 | <dihedral> | hmmm - perhaps it was the day before yesterday :-) |
| 12:09 | <dihedral> | anyhow - private messaging fails after a few games |
| 12:09 | <Rubidium> | well, my logs don't remember any private message from you |
| 12:09 | <ln-> | and then, a pretty simple town name patch took a few months to get accepted as well. it could have been committed by anyone, but no one had time, and eventually it was Bjarni who committed it. |
| 12:09 | <dihedral> | in game private messaging |
| 12:10 | <Rubidium> | ln-: must be way before I even knew OpenTTD, so I can't judge about that |
| 12:10 | <Rubidium> | dihedral: in game? |
| 12:10 | <dihedral> | sending a private message in the game called openttd |
| 12:10 | [~] | Rubidium doesn't remember playing any openttd for the last week or so |
| 12:11 | <TrueBrain> | Rubidium: you were that drunk? :p |
| 12:11 | <dihedral> | but does Rubidium remember openttd at least |
| 12:12 | <Rubidium> | TrueBrain: me drunk? |
| 12:12 | <TrueBrain> | Rubidium: you are never? |
| 12:12 | <Rubidium> | basically |
| 12:12 | [~] | Sacro ponders if theres an italian around |
| 12:13 | <TrueBrain> | Rubidium: poor you :p |
| 12:13 | <dihedral> | anyhow |
| 12:13 | <Rubidium> | didn't say I don't drink |
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| 12:13 | <TrueBrain> | pfew ;) |
| 12:13 | <dihedral> | private messaging a player in the game seems to fail as of some time |
| 12:13 | <Rubidium> | anyway, haven't taken anything alcoholic last weeks... |
| 12:13 | <TrueBrain> | so it couldn't be that ;) |
| 12:14 | <Rubidium> | apparantly when client IDs >= 256? |
| 12:14 | <dihedral> | i bet fixing that should not be a huge problem |
| 12:14 | <Rubidium> | nope |
| 12:15 | <Rubidium> | fixing is probably very easy |
| 12:15 | <Rubidium> | locating the place that needs to be fixed is something completely different |
| 12:15 | <@Belugas> | ln-, sorry, i overreacted. i'm just frustrated of people always begging to have their patches getting in, as if it was the last best thing ever |
| 12:16 | <dihedral> | Belugas: it might be to those writing the patches :-P |
| 12:16 | <dihedral> | Rubidium: any way i could help fixing the prob? |
| 12:16 | <Rubidium> | not to mention people saying it is tested by 'lots of people' and it works, while it desyncs like hell |
| 12:16 | <dihedral> | lol |
| 12:16 | <Rubidium> | dihedral: if you know your way around in the network code |
| 12:17 | <dihedral> | i can only promise to have a look and try |
| 12:17 | <TrueBrain> | p->Send_uint8 (dest); <- something like that? :p |
| 12:17 | <dihedral> | yeah |
| 12:17 | <Rubidium> | _if_ dest is the client_id that is the problem |
| 12:17 | <dihedral> | :-) |
| 12:17 | <TrueBrain> | it is claimed as " // uint8: Destination Player (1..MAX_PLAYERS)" |
| 12:17 | <Rubidium> | but... it sends also whether it is broadcast, team or private |
| 12:18 | <Rubidium> | anyhow, I think that part of the code needs some reviewing |
| 12:18 | <TrueBrain> | implement a better chat system while doing ;) |
| 12:18 | <dihedral> | what about freeing client id's? |
| 12:18 | <Rubidium> | but I'm first going to feed myself ;) |
| 12:18 | <TrueBrain> | Rubidium: sounds like a perfect idea :) |
| 12:18 | <dihedral> | TrueBrain: Feeding Rubidium a good ieda? |
| 12:19 | <TrueBrain> | him feeding himself, yes |
| 12:19 | <dihedral> | lol |
| 12:19 | <dihedral> | what about this example |
| 12:19 | <dihedral> | client with id 5 leaves |
| 12:19 | <dihedral> | client joins, gets id 5 |
| 12:19 | <TrueBrain> | dihedral: it is much more safe and useful if the clients only increase |
| 12:19 | <TrueBrain> | say you ban player #5 |
| 12:19 | <TrueBrain> | and someone else joins |
| 12:20 | <TrueBrain> | and you think: he, he isn't banned, and ban the new player |
| 12:20 | <TrueBrain> | one of the many examples :) |
| 12:20 | <dihedral> | the ban list does not hold the id's but the ip's |
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| 12:20 | <dihedral> | but i get your point |
| 12:20 | <TrueBrain> | :) |
| 12:20 | <TrueBrain> | ban #5 should ban player 5, and his IP :p |
| 12:20 | <dihedral> | though you will run into issues |
| 12:20 | <dihedral> | with constantly increasing client id's |
| 12:21 | <dihedral> | what about setting clientid's back to 0 after a 'newgame' has been issued? |
| 12:21 | <dihedral> | or generally only count for the running game |
| 12:21 | <TrueBrain> | dihedral: does it really matter :) |
| 12:21 | <dihedral> | yes |
| 12:21 | <dihedral> | because then problems like with the private messaging would not occure |
| 12:21 | <TrueBrain> | haha, what if 256 clients join in a single run? :p |
| 12:21 | <TrueBrain> | you just delay the problem :) |
| 12:22 | <dihedral> | ok |
| 12:22 | <dihedral> | get you point |
| 12:22 | <TrueBrain> | Rubidium: the 'dest' is the problem, it is sent as uint8, but it used as client_id |
| 12:22 | <dihedral> | again |
| 12:22 | <TrueBrain> | network_server.cpp:1034 |
| 12:22 | |-| | Zr40 [~Zr40@zr40.xs4all.nl] has quit [Quit: Leaving] |
| 12:22 | <TrueBrain> | via network_server.cpp:1123 |
| 12:22 | <TrueBrain> | via network_client.cpp:195 |
| 12:23 | <TrueBrain> | 2 places to change, should solve it :) |
| 12:23 | <dihedral> | but you will want id's to easily reach a few thousand |
| 12:23 | <TrueBrain> | so indeed, small fix ;) |
| 12:23 | <dihedral> | you gonna do it? |
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| 12:24 | <TrueBrain> | http://devs.openttd.org/~truelight/chat_uint8.patch <- just needs testing ;) |
| 12:25 | <dihedral> | can i patch braches/0.5 with that |
| 12:25 | <TrueBrain> | not directly |
| 12:25 | <TrueBrain> | one sec |
| 12:25 | <dihedral> | does not matter anyhow - i dont have a compiler for windows |
| 12:25 | <dihedral> | i could only open up a patched server |
| 12:26 | <TrueBrain> | get mingw ;) |
| 12:26 | <dihedral> | ok |
| 12:26 | <dihedral> | or howabout you make a binary for me and i test it :-) |
| 12:27 | <TrueBrain> | I aint touching windows |
| 12:27 | <TrueBrain> | http://devs.openttd.org/~truelight/chat_uint8_0.5.patch <- applies to 0.5 branch |
| 12:27 | <dihedral> | sweet |
| 12:27 | <dihedral> | i'll get right to it |
| 12:28 | <dihedral> | you only touch linux then eh? or mac's too |
| 12:28 | <TrueBrain> | I am sure Rubidium will also test the patch to make sure it works :) |
| 12:28 | <TrueBrain> | if he has the time that is, real life is a bitch |
| 12:28 | <TrueBrain> | dihedral: I only have a linux workstation |
| 12:28 | <dihedral> | lol |
| 12:28 | <dihedral> | i have a windows gaming workstation |
| 12:28 | <dihedral> | well |
| 12:29 | <TrueBrain> | I game on my XBox |
| 12:29 | <TrueBrain> | hmm, we should port OpenTTD to that :p |
| 12:29 | <dihedral> | yuck |
| 12:29 | <dihedral> | :-D |
| 12:31 | <dihedral> | another q for you guys |
| 12:32 | <dihedral> | would it be an idea to be able to execute rcon commands when not connected to the game |
| 12:32 | <TrueBrain> | "Combined with an active membership in the XNA Creators Club (available from Xbox Live Marketplace), you can also create, debug, and play games on your Xbox 360 console." <- I hate MS |
| 12:32 | <TrueBrain> | dihedral: it was once planned, nobody created it :p |
| 12:33 | <TrueBrain> | oh well, if NoAI is ever merged, we get SQ as default script language, so we can hook up the console to it, making the console more powerful (scriptable), and then that is a small step ;) |
| 12:33 | <dihedral> | i am not sure, but currently i though the server only accepted rcons from connected clients |
| 12:33 | <Phazorx> | where is amount of transfered cargo per quarter/year is calculated? |
| 12:33 | <TrueBrain> | dihedral: they do |
| 12:34 | <dihedral> | another thing would be to stop reading stdin and writing to stdout, perhaps with --quite |
| 12:34 | <dihedral> | and writing and reading from another socket |
| 12:35 | <dihedral> | *from = to/from |
| 12:35 | <TrueBrain> | make a draft of suggestion :) |
| 12:35 | <TrueBrain> | +this |
| 12:35 | <dihedral> | a draft as in - write something on paper |
| 12:35 | <dihedral> | not a draft as in - code it |
| 12:35 | <TrueBrain> | or a summary on the forum |
| 12:35 | <TrueBrain> | no, drafts are rarely code |
| 12:35 | <TrueBrain> | else it wouldn't be a draft :p |
| 12:36 | <dihedral> | good |
| 12:36 | <dihedral> | i am unfamiliar with c |
| 12:38 | <dihedral> | at least with as much c as i would need to write some socket or fifo file stuff |
| 12:38 | <dihedral> | another thing |
| 12:39 | <dihedral> | as threads would be a nice idea |
| 12:39 | <dihedral> | for the game |
| 12:39 | <dihedral> | but a lot of work to implement |
| 12:39 | <dihedral> | would it not be a good idea to at least get the dedicated server to thread |
| 12:40 | <TrueBrain> | got to go, sorry :) |
| 12:40 | <dihedral> | have fun |
| 12:40 | <dihedral> | i shall bother you another time :-D |
| 12:40 | <CIA-2> | OpenTTD: glx * r9716 /trunk/src/ (network/network.cpp settings.cpp): -Add: server_lang in [network] section of openttd.cfg, so dedicated servers can have the little lang flag. |
| 12:40 | <Sacro> | :D YAY FOR THE FLAG |
| 12:41 | <ln-> | and what flags are there? |
| 12:42 | <+glx> | ANY|ENGLISH|GERMAN|FRENCH |
| 12:42 | <+glx> | same as non dedicated servers |
| 12:42 | <ln-> | i thought there are more languages in the world than those |
| 12:42 | <dihedral> | no - got the wrong world there mate |
| 12:43 | <ln-> | how do you pick a flag for a language? |
| 12:43 | <dihedral> | thumb and index finger |
| 12:43 | <dihedral> | unless it is a very big flag |
| 12:44 | <+glx> | ln-: they are in openttd.grf (and we only have those 3 flags) |
| 12:45 | <ln-> | i'm saying there is no 1:1 correspondence between languages and flags. |
| 12:45 | <peter1138> | ln-, only you brought up languages :p |
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| 12:48 | <eJoJ> | Does it exist any uppdateded howtos to compile with free software under windows? |
| 12:49 | [~] | Zuu just wrote an almost useless middle button scroll emulation patch, probably only usefull for him. |
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| 12:49 | |-| | food [~bla@ip54576152.direct-adsl.nl] has joined #openttd |
| 12:49 | <food> | hi dihedral, hi others |
| 12:50 | |-| | food changed nick to Sjoerd- |
| 12:50 | <Sjoerd-> | those 0.5.0 screenshots on the openttd website are great |
| 12:51 | <Rubidium> | eJoJ: the wiki? |
| 12:52 | <Rubidium> | (or are those too updated, i.e. they don't apply to 0.5.1?) |
| 12:52 | <eJoJ> | this does the wiki say : Source tested: OTTD r1238. |
| 12:52 | <+glx> | mingw howto is not up to date for trunk, it even miss freetype for 0.5.0 |
| 12:52 | <eJoJ> | rather old info |
| 12:53 | <Sjoerd-> | nooooooooo my house is on fire!!! PLease HELP ALLMIGHT DEVS!! :( ? |
| 12:53 | <Sjoerd-> | -allmighty- |
| 12:54 | <Rubidium> | TrueBrain: your patch doesn't work |
| 12:54 | <dihedral> | oh no |
| 12:54 | <dihedral> | why is that Rubidium |
| 12:54 | <Rubidium> | well, because I can't get private messages with client IDs > 300 |
| 12:55 | <dihedral> | lol |
| 12:55 | <dihedral> | so at least we got from 256 to 300 right :-P |
| 12:55 | <Rubidium> | probably not |
| 12:55 | <dihedral> | missing a couple of thousand there |
| 12:56 | <Digitalfox[Home]> | "nooooooooo my house is on fire!!! PLease HELP ALLMIGHT DEVS!! :( ?" What??? |
| 12:56 | <dihedral> | shoot |
| 12:57 | <dihedral> | so what could the reason be Rubidium for it not working if not that? |
| 12:57 | <Rubidium> | more cases where uint8's are sent instead of uint16's probably |
| 12:58 | <dihedral> | for a chat message? |
| 12:59 | <Sjoerd-> | Q: Is there some place with all or close to all information about growing towns? There is some in the Towns article on wiki but very limited. |
| 13:00 | <Sjoerd-> | I have too, searched the forums, but nobody seems to really know how stuff works :) |
| 13:05 | <@Belugas> | the town_cmd.cpp file is the best place for it, but i don't think that is waht you're looking for, Sjoerd- |
| 13:05 | <@Belugas> | what exactly are you looking for? |
| 13:06 | <Sjoerd-> | Everything, for example, if it makes a difference if I bring 100 goods a month or 1000000000 goods a month. |
| 13:07 | <Sjoerd-> | And also, if the towns just expand the way they like, and in particular around stations/bus stops. |
| 13:08 | <Sjoerd-> | If it makes a difference how much trains/busses visit a town or only how much passengers they take with them and/or bring. |
| 13:09 | <Rubidium> | dihedral/TrueBrain: the client index gets already truncated when clicking the 'private message' button... |
| 13:09 | <@Belugas> | meeeeh... |
| 13:10 | <dihedral> | wow |
| 13:10 | <dihedral> | now that is odd |
| 13:11 | <dihedral> | so does that mean that the ded-server can send pm's just not the clients? |
| 13:11 | <dihedral> | or should it still work when i use the console from the client? |
| 13:11 | <Rubidium> | don't know, but that might be true |
| 13:12 | <dihedral> | how about i go test it |
| 13:12 | <Sjoerd-> | I think specs can't send pm's, not sure if it's related in any way. |
| 13:13 | <@Belugas> | Sjoerd- about your questions, it really means going in the code and checking |
| 13:13 | <@Belugas> | out of memeory, i cannot answer |
| 13:13 | <@Belugas> | and i doubt any wiki page has those informations |
| 13:14 | <Sjoerd-> | I'm currently trying to make sense of the code :) |
| 13:14 | <Sjoerd-> | Thanks for pointing me to the correct file. |
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| 13:15 | <Sjoerd-> | It's not the end of the world not to know these things, but I'm curious, and maybe I could use it to improve the wikipedia article. |
| 13:16 | <dihedral> | Rubidium: just tested it |
| 13:16 | <dihedral> | does not work as a client running say_client |
| 13:16 | <dihedral> | but works from the console of a dedicated server |
| 13:16 | <dihedral> | running 5.1 that is |
| 13:16 | <Rubidium> | one thing I can tell, that's that towns do grow 'randomly', i.e. they do not grow faster around services stations |
| 13:16 | <Rubidium> | why is '0.' so hard to type? |
| 13:17 | <dihedral> | :-) |
| 13:17 | <dihedral> | it's not hard, just takes more time |
| 13:17 | <Rubidium> | or you're a Java freak (though then it's 1.5.0 vs. 5.0) |
| 13:22 | <dihedral> | actually i should have put .5.0 |
| 13:22 | <dihedral> | sorry - .5.1 |
| 13:22 | <dihedral> | and i am not a java freak - not yet at least |
| 13:22 | <Zuu> | dihedral: skip qwerty and get a decent keyboard layout with the dot on the left side :) |
| 13:22 | |-| | setrodox_ [~setrodox@85-124-46-183.dynamic.xdsl-line.inode.at] has quit [Ping timeout: 480 seconds] |
| 13:23 | <Zuu> | Then 0. will not get that hard to type :) |
| 13:23 | <dihedral> | like i said - it aint hard to type |
| 13:23 | <dihedral> | just takes time |
| 13:23 | <@Belugas> | Sjoerd-, it iw a good initiative, to extract those informations. Those type of questions have frequently been asked |
| 13:23 | <dihedral> | using the shift key takes more time |
| 13:23 | <dihedral> | too |
| 13:24 | <Zuu> | using the same hand for both 0 and dot takes more time than hand alteration. :) |
| 13:24 | <Rubidium> | dihedral:sowejustskipspacesasthatsavestimetotypeandalsocapitalsandinterpunctionbecausethattakeslesstime |
| 13:24 | <Sjoerd-> | lol |
| 13:24 | <dihedral> | yeah but then reading it takes more time too |
| 13:24 | <dihedral> | a lot more time |
| 13:24 | <dihedral> | lol |
| 13:25 | <dihedral> | but to be honest, women have even perfected their way of talking without breathing :-D |
| 13:27 | <dihedral> | and that is even harder to follow than that sentence with no spaces |
| 13:27 | <Sacro> | Rubidium: atLeastCanYouTypeInCamelCaseItMakesItALotEasierToRead |
| 13:28 | <dihedral> | Sacro: shift key again - wasts soooo much time |
| 13:28 | <Sjoerd-> | cn y rd ths? |
| 13:28 | <dihedral> | fnny |
| 13:28 | <Sacro> | dihedral: really? |
| 13:28 | <Rubidium> | Sacro: his point was that using shift (and thus most of the interpunction) takes 'too' much time |
| 13:28 | <Sacro> | can't say i notice much difference |
| 13:29 | <dihedral> | :-) |
| 13:29 | <dihedral> | i aint really being serious |
| 13:29 | <Sacro> | and smiliys are quick too ? |
| 13:29 | <dihedral> | just in case you have not noticed |
| 13:29 | <dihedral> | i always have a smiley in the clipboard |
| 13:30 | <dihedral> | ok |
| 13:30 | [~] | Zuu even made a macro for a smiley and enter in his keyboard.. :) |
| 13:30 | <dihedral> | enough of my silly talk |
| 13:30 | <Zuu> | But that was most because I had to have some use for that "key". |
| 13:31 | <dihedral> | the one under escape? |
| 13:31 | <dihedral> | no wonder you cannot open the console in a game |
| 13:31 | <dihedral> | :-D |
| 13:31 | <Zuu> | Nope, the one under my desk. :) |
| 13:31 | <Zuu> | aka the Pedal! :) |
| 13:31 | <dihedral> | hehe |
| 13:31 | <Zuu> | Quite useless thing I bought... |
| 13:32 | <Zuu> | Best use: pausing a movie while you are eating someting and don't want to touch the keyboard. :) |
| 13:33 | <Zuu> | And I don't watch anime anymore.... |
| 13:35 | <dihedral> | lol |
| 13:35 | <Rubidium> | dihedral/TrueBrain: http://rubidium.student.utwente.nl/openttd/network_chat_problem.diff seems to work for me in all scenarios I could think of |
| 13:36 | <dihedral> | would you be able to provide a patch against brances/0.5? |
| 13:36 | <dihedral> | or is it going to be included in the next release anyway then? |
| 13:37 | <Rubidium> | uhm, not directly I fear; I'm using OO in the patch |
| 13:37 | <dihedral> | OO? |
| 13:37 | <Rubidium> | object orientation |
| 13:37 | <dihedral> | ah |
| 13:38 | <dihedral> | it does look like a bigger patch than that of TrueBrain |
| 13:38 | |-| | Bjarni [~Bjarni@0x535ca25f.virnxx14.adsl-dhcp.tele.dk] has joined #openttd |
| 13:38 | |-| | mode/#openttd [+o Bjarni] by ChanServ |
| 13:38 | <dihedral> | any way this could be backported? |
| 13:38 | <Rubidium> | it's TrueBrain patch and much more |
| 13:38 | <Rubidium> | dihedral: well, I think it could be backported in some (more ugly) form |
| 13:38 | <@Bjarni> | !logs |
| 13:39 | <SpComb> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
| 13:39 | <dihedral> | well |
| 13:39 | |-| | boekabart [~boekabart@g54037.upc-g.chello.nl] has joined #openttd |
| 13:40 | <dihedral> | depending on the plans for 0.6 (please not the 0) it would not really matter |
| 13:43 | <dihedral> | i mean - it would not matter if it was backported a little dirty |
| 14:15 | [~] | boekabart is cleaning up his office in preparation of the visit of his in-laws. :( |
| 14:18 | <dihedral> | i am just happy that i am not married :-) |
| 14:18 | |-| | setrodox_ [~setrodox@83-65-238-242.dynamic.xdsl-line.inode.at] has joined #openttd |
| 14:19 | <Rubidium> | staying at the office while your in-laws visi |