| --- | Log | opened Sat Apr 28 00:00:46 2007 |
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| 02:56 | [~] | Wolf01 popups |
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| 03:36 | <dihedral> | anybody up for some ottd chat? |
| 03:38 | <dihedral> | let industries have an increase in production, even if they reach 32/40 |
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| 03:43 | <elmex> | ? |
| 03:46 | <elmex> | hmm, where do i bring good to usually? |
| 03:46 | <elmex> | goods |
| 03:47 | <elmex> | ah, nevermind |
| 03:50 | <dihedral> | to cities |
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| 03:51 | <Maedhros> | morning |
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| 03:52 | <[1]Chris> | good morning |
| 03:53 | <Wolf01> | morning |
| 03:56 | <dihedral> | morning |
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| 04:02 | <TrueBrain> | morning |
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| 04:10 | <Wolf01> | morning |
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| 04:24 | <Wolf01> | http://wolf01.game-host.org/forum/index.php?action=dlattach;topic=80.0;attach=57;image |
| 04:24 | <Wolf01> | are the depots the problem? |
| 04:24 | <TrueBrain> | no, the login to that page is |
| 04:25 | <Wolf01> | ... doh |
| 04:26 | <Wolf01> | http://wolf01.game-host.org/OTTD_related/route_depot_bug.PNG |
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| 04:42 | <elmex> | yay, debian 64 has openttd |
| 04:42 | <elmex> | how could i eve miss this game |
| 04:44 | <blathijs> | :-) |
| 05:01 | <dihedral> | in smooth econ. |
| 05:01 | <dihedral> | is there a reason why 35/40 T productions dont increase anymore? |
| 05:03 | <Eddi|zuHause2> | if you transport more than 70%, the chances of increasing are 1/3 and decreasing is 2/3, i believe |
| 05:04 | <dihedral> | this is during the cause of the entire game |
| 05:04 | <dihedral> | there should then be a chance of them reaching 117T or so |
| 05:04 | <Noldo> | btw what is the point in thet 70% limit? |
| 05:05 | <Eddi|zuHause2> | i believe the reasoning was that you "deplete" the industry |
| 05:06 | <dihedral> | so if you transport 90% will the chances of an increase rise? |
| 05:06 | <Noldo> | that mechanic would be ok for something like fishing or huntin where you shouldn't overfish or overhunt |
| 05:07 | <Noldo> | but there is only so much ore in the area of a mine |
| 05:07 | <Noldo> | it doesn't mate and reproduce |
| 05:08 | <dihedral> | that is why you dont see 5 ore mines next to eachother |
| 05:09 | <Eddi|zuHause2> | don't shout at me... i did not design this |
| 05:09 | <dihedral> | and who was shouting? |
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| 05:14 | <RobertGrammig> | I deliver wood directly to a sawmill but the lorrys wont sell it... do I need something else for the sawmill to work? |
| 05:15 | <Eddi|zuHause2> | are you sure the station accepts goods? |
| 05:15 | <Eddi|zuHause2> | er, wood |
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| 05:21 | <RobertGrammig> | no ok your right it is overlapping with the coverage area of the lorry station, but it actually did not display to accept wood |
| 05:21 | <RobertGrammig> | now its working ;) |
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| 05:41 | <CIA-2> | OpenTTD: truelight * r9731 /trunk/src/news_gui.cpp: -Fix [FS#677]: in news history, newlines weren't replaced with spaces, making it look ugly from time to time |
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| 05:48 | <elmex> | hmm |
| 05:48 | <elmex> | i'm really bad at difficulty medium :-( |
| 05:52 | <Eddi|zuHause2> | start with easy then ;) |
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| 05:53 | <elmex> | but thats too easy |
| 05:53 | <elmex> | with easy i was able to repay my loan and gain money like hay |
| 05:53 | <Rubidium> | hayfever? |
| 05:54 | <elmex> | eh |
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| 06:01 | <Ammller> | Hello, I need some help for compiling ottd |
| 06:01 | <Ammller> | I'm using more than one revision of ottdc and also some patched |
| 06:02 | <Ammller> | Is it possible to compile directly in a spcial folder? |
| 06:03 | <Ammller> | !s/ottdc/ottd/ |
| 06:05 | <Rubidium> | isn't it much easier to have multiple checkouts if you want to compile more than one revision and patched versions? |
| 06:05 | <Ammller> | every checkout needs 80 MB |
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| 06:06 | <Maedhros> | how? |
| 06:06 | <Ammller> | the bin alone about 30 MB |
| 06:07 | <Maedhros> | actually, my openttd dir seems to be 219mb somehow |
| 06:07 | <Rubidium> | Maedhros: lots of stale svn data |
| 06:08 | <Rubidium> | Ammller: what versions are you trying to compile? |
| 06:08 | <Ammller> | possible to give a attribute with configure that BIN_DIR will change |
| 06:08 | <elmex> | wow, ok, long distances really pay ogg |
| 06:08 | <elmex> | off |
| 06:08 | <Ammller> | Rubidium: mostly actual nightlies |
| 06:08 | <Ammller> | with patches |
| 06:09 | <Rubidium> | Ammller: just copy the whole binary directory after compilation, otherwise evt. grf updates won't propagate properly |
| 06:10 | <Ammller> | yeah, I did it o |
| 06:10 | <Ammller> | than its easyier to keep their own co's for every version |
| 06:11 | <Ammller> | because I like to keep openttd.cfg and the grfs |
| 06:13 | <Ammller> | but to be clear, if I would change BIN_DIR in the makefile manually, that could get problems? |
| 06:13 | <Rubidium> | yes, because then you won't have the latest OTTD grfs |
| 06:16 | <Ammller> | ah, didn't realize that, bin isn't empty on checkout |
| 06:16 | <Ammller> | thx Rubidium |
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| 06:27 | <elmex> | astonishing how ineffective railroads are for short distances |
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| 07:50 | <ln-> | earthquake in britain |
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| 07:58 | <Eddi|zuHause2> | we once had an earthquake here |
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| 07:59 | <Eddi|zuHause2> | it was overnight, i did not notice it, but the people nearer to the center did |
| 07:59 | <elmex> | karlsruhe? |
| 07:59 | <nairan> | nothing at munich |
| 07:59 | <Eddi|zuHause2> | no, Halle (Saale) |
| 07:59 | <elmex> | ah,k |
| 08:00 | <Eddi|zuHause2> | a salt mine collapsed, afaik |
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| 08:09 | <elmex> | wow |
| 08:11 | <elmex> | these giant-screenshots rock |
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| 08:13 | <Eddi|zuHause2> | not if you try to make a giant screenshot of a 2048x2048 map :p |
| 08:15 | <neli> | hehe I did once |
| 08:15 | <neli> | took couple of minutes, was 500MB orso ? |
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| 08:27 | <elmex> | hm |
| 08:28 | <elmex> | the computer enemies are no real enemy, are they? |
| 08:28 | <nairan> | nope |
| 08:31 | <yeti_> | well, they are because they're building really stupid railways that are in your way all the time :) |
| 08:31 | <elmex> | hmpf |
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| 08:32 | <nairan> | the devs are doing some basic stuff for ai so ppls can programm new ais |
| 08:33 | <nairan> | but all is at developement |
| 08:33 | <nairan> | they work at several differnet stuff |
| 08:33 | <elmex> | hm, yep |
| 08:34 | <yeti_> | is openttd written from scratch or did TTD's developer give out his sources because it was so old, and the openttd devs improved it? |
| 08:35 | <elmex> | rewriting it from scratch must have been an awful amount of work |
| 08:37 | <Rubidium> | it's written without TTD's original source code |
| 08:37 | <elmex> | thats awesome :) |
| 08:39 | <Rubidium> | and TTD's been written in assembly IIRC |
| 08:39 | <CIA-2> | OpenTTD: truelight * r9732 /branches/noai/src/squirrel_class.hpp: [NoAI] -Fix: GCC 2.95 doesn't like SQConvert::Bla inside a template. Use 'using namespace' to avoid. This re-enables MorphOS target for NoAI branch. |
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| 08:39 | <TrueBrain> | it indeed is |
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| 09:02 | <yeti__> | cargo delivery is paid by distance - does openttd use the point-to-point direct distance or the number of tiles the train went through to calculate that? |
| 09:03 | <Maedhros> | point-to-point |
| 09:03 | <Rubidium> | Manhattan point (of original station)-to-point (of final destination station) |
| 09:05 | <Eddi|zuHause2> | distance between the station signs, to be exact |
| 09:10 | <Wolf01> | if i want to create |
| 09:10 | <Wolf01> | repos/proj/trunk and repos/proj/branch, i have to create 2 repositories? |
| 09:11 | <Wolf01> | (i'm talking server sided) |
| 09:12 | <Maedhros> | no, just make repos/proj, and trunk and branch can be directories within the repository |
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| 09:13 | <Wolf01> | i did so, put the authorizations but when i checkout it says "svnserve.conf option expected" |
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| 09:30 | <Szandor> | A suggestion about the website: http://www.openttd.org/nightly.php should have the changelog css set to open, and use JavaScript to close it on page load |
| 09:30 | <Szandor> | that way, people with JS turned off can still see the changelog |
| 09:35 | <TrueBrain> | and what if people have CSS disabled? |
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| 09:36 | <Szandor> | then it would behave the same way it does now, i.e. show all the time |
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| 09:45 | <Szandor> | Also, if the starting html read "The list of changes for today's nightly is the following:", i.e. without the [hide changelog] span, non-JS people would never know what they were missing. |
| 09:46 | <Szandor> | (although that's a presentation thing, so not as important as the currently missing functionality) |
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| 10:06 | <CIA-2> | OpenTTD: maedhros * r9734 /trunk/src/ (5 files in 2 dirs): -Feature: Add an option to automatically pause when starting a new game. |
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| 10:48 | <HMage> | http://bugs.openttd.org/ -- "Flyspray was unable to connect to the database. Check your settings in flyspray.conf.php" |
| 10:48 | <HMage> | something happening to the hosting? |
| 10:52 | <TrueBrain> | there you go HMage |
| 10:52 | <HMage> | TrueBrain: thank you |
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| 11:42 | <TrueBrain> | how about a chan song? |
| 11:42 | <TrueBrain> | Lalalaaaaaaaaa |
| 11:42 | <TrueBrain> | Lalalalalalalaaaaaaaa |
| 11:42 | <hylje> | what |
| 11:43 | <TrueBrain> | doh, out of diskspace.... |
| 11:43 | <TrueBrain> | checkout of 20GiB.... |
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| 11:44 | <TinoM> | !playercount |
| 11:51 | <elmex> | !playercount |
| 11:51 | <elmex> | !whattheheckisthis? |
| 11:52 | <TrueBrain> | asking for a kick, most likely :p |
| 11:52 | <dihedral> | is it coincidence that the intercontinental airfield is 9/11 tiles? |
| 11:52 | <TrueBrain> | yes |
| 11:52 | <dihedral> | :-P |
| 11:52 | <TrueBrain> | there is always something to find |
| 11:54 | <dihedral> | hey TrueBrain, is there a reason that production industries done increase after reaching a low (32/40T) |
| 11:54 | <dihedral> | *don't |
| 11:57 | <dihedral> | if you right click to scroll around the map |
| 11:57 | <dihedral> | and while doing so press alt-tab |
| 11:57 | <dihedral> | to switch to another app |
| 11:57 | <dihedral> | and hit alt-tab again to come back to the game |
| 11:57 | <TrueBrain> | industries only have an upper and lwoer limit, there is no reason for any industry to not increase after any value |
| 11:57 | <dihedral> | it seems like ottd remembered the right click |
| 11:58 | <dihedral> | and moving the mouse (with no buttons clicked) will scroll the map |
| 11:58 | <Maedhros> | it probably does |
| 11:58 | <TrueBrain> | althought some industries never increase |
| 11:58 | <dihedral> | TrueBrain: seems like e.g. a forrest down at 32 or 35T will not increase ever again |
| 11:58 | <TrueBrain> | all about chance |
| 11:58 | <dihedral> | i have seen that with all industries down at that level |
| 11:59 | <dihedral> | never seen them come out of that hole again |
| 11:59 | <dihedral> | not even when transporting all there is |
| 11:59 | <TrueBrain> | industries don't care if you transport or not |
| 11:59 | <TrueBrain> | (okay, they do, but not much :p) |
| 12:00 | <TrueBrain> | /* If you transport > 60%, 66% chance we increas |
| 12:00 | <TrueBrain> | e, else 33% chance we increase */ |
| 12:00 | <TrueBrain> | of course if it is different if you allow small economy changes |
| 12:01 | <dihedral> | > (okay, they do, but not much :p) < lol |
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| 12:02 | <dihedral> | i have smooth eco enabled, yes |
| 12:02 | <TrueBrain> | then some other rules apply :p |
| 12:03 | <dihedral> | lol |
| 12:03 | <dihedral> | thanks |
| 12:03 | <dihedral> | :-) |
| 12:03 | <TrueBrain> | if (CHANCE16I(20, 1024, r)) |
| 12:03 | <TrueBrain> | new_prod -= ((RandomRange(50) + 10) * old_prod) >> 8; |
| 12:03 | <TrueBrain> | if (CHANCE16I(20 + (i->pct_transported[j] * 20 >> 8), 1024, r >> 16)) |
| 12:03 | <TrueBrain> | new_prod += ((RandomRange(50) + 10) * old_prod) >> 8; |
| 12:03 | <TrueBrain> | you do the math :p |
| 12:04 | <TrueBrain> | (as soon as you transport anything, changes of an industry getting better with smooth economy is bigger than decreasing) |
| 12:04 | <dihedral> | sure |
| 12:04 | <Ailure> | hmm |
| 12:04 | <dihedral> | just seems to never happen with the extreem lows |
| 12:04 | <Ailure> | intresting |
| 12:05 | <TrueBrain> | dihedral: you are right, it can happen in fact, with very low values |
| 12:05 | <TrueBrain> | @calc (50 + 10 * 1) >> 8 |
| 12:05 | <DorpsGek> | TrueBrain: Error: Something in there wasn't a valid number. |
| 12:05 | <dihedral> | it can happen in fact... |
| 12:05 | <TrueBrain> | hehe, shifting doesn't work :p |
| 12:05 | <TrueBrain> | @calc (50 + 10 * 1) / 256 |
| 12:05 | <DorpsGek> | TrueBrain: 0.234375 |
| 12:05 | <Ailure> | I wish industries were a little bit more dynamic than that |
| 12:05 | <TrueBrain> | @calc (50 + 10 * 5) / 256 |
| 12:05 | <DorpsGek> | TrueBrain: 0.390625 |
| 12:05 | <TrueBrain> | @calc (50 + 10 * 10) / 256 |
| 12:05 | <DorpsGek> | TrueBrain: 0.5859375 |
| 12:05 | <TrueBrain> | @calc (50 + 10 * 20) / 256 |
| 12:05 | <Ailure> | Also it always bothered me that like |
| 12:05 | <DorpsGek> | TrueBrain: 0.9765625 |
| 12:05 | <Ailure> | What happens to the cargo that isn't transported? ;) |
| 12:05 | <TrueBrain> | production values of < 20 never recover :p Hehe :) |
| 12:06 | <TrueBrain> | Ailure: flushed away! |
| 12:06 | <Ailure> | Thoose poor passengers |
| 12:06 | <Ailure> | After all, they're cargo too ;) |
| 12:06 | <dihedral> | TrueBrain: seems like production values <40 never increase |
| 12:06 | <Cipri> | I always love having several thousand passengers waiting on a bouy ^.^ |
| 12:06 | <dihedral> | that is what it looks like in the game |
| 12:07 | <Ailure> | hahaha |
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| 12:07 | <Ailure> | Bouys are pretty much a dead neutral station |
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| 12:07 | <Ailure> | still I never tried doing that |
| 12:07 | <Ailure> | :) |
| 12:07 | <TrueBrain> | dihedral: I have no idea what the factor between ingame value and incode values are, incode is it around 20 |
| 12:07 | <dihedral> | k |
| 12:07 | <dihedral> | thank you :-) |
| 12:08 | [~] | Cipri wonders about /increasing/ cargo output. Is it true there's a golden zone to keep your "Transported %" in to increase thecargo produced? |
| 12:08 | <dihedral> | btw. loading the configfile after a game and before the new game on a dedicated server would be great |
| 12:08 | <dihedral> | that way one could make amendments for the next game |
| 12:09 | <dihedral> | ie change from tropical map to arctic |
| 12:09 | <Cipri> | Y'always hear peple say "Keep it between 50 and 66", or "60-80". But I couldn't find anythig about that in the wiki. |
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| 12:10 | <TrueBrain> | Cipri: as such actions aren't documented |
| 12:10 | <TrueBrain> | they are just side-effects of the algorithms used, and can (and do) change over time |
| 12:11 | <TrueBrain> | Cipri: but currently: keep above 60% of smooth economy is OFF... and when it is on, the higher the better ;) |
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| 12:14 | <Cipri> | Didn't you just say the same thing twice? ;) |
| 12:14 | <TrueBrain> | Nah, just summurizing |
| 12:15 | <Cipri> | In that las sentence. >60% /without/ SmoothEco, as high as possible /with/ SmoothEco |
| 12:15 | <TrueBrain> | yes. When smooth is off, it doesn't matter if iti s 61 or 99 |
| 12:15 | <TrueBrain> | when it is on, it does |
| 12:15 | <Cipri> | Ah, cool :) |
| 12:15 | <Sacro> | !seen Celestar |
| 12:15 | <_42_> | Sacro, Celestar is on #openttd.tgp right now. |
| 12:17 | <TrueBrain> | @seen Celestar |
| 12:17 | <TrueBrain> | Stupid _42_ |
| 12:18 | <_Ben_> | hmm, having some difficulty finding out what the 256 colours are that can be used on sprites. Is it the same set of colours that I would have remaining if I saved a file to 256 colour from mspaint? |
| 12:18 | <_Ben_> | If not, is there a image anywhere that I could use to colour sample, does anyone know? |
| 12:20 | <Eddi|zuHause2> | _Ben_: try docs/ottd-colour-palette.gif |
| 12:24 | <_Ben_> | Eddi|zuHayse2: Thanks, thats exactly what I was looking for |
| 12:24 | <_Ben_> | Eddi|zuHause2* even, oops. |
| 12:25 | <Eddi|zuHause2> | that's what they invented the <tab>-completition for :) |
| 12:26 | <TrueBrain> | tab-what? :) |
| 12:27 | <Eddi|zuHause2> | what's wrong with the word? |
| 12:27 | <TrueBrain> | haha, it was a joke :p |
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| 12:29 | <_Ben_> | hmm, The gif is animated. For makeing sprites for the original scenario, wich of the frames shoudl I go by? |
| 12:30 | <Eddi|zuHause2> | the animated sprites are for water and stuff |
| 12:32 | <_Ben_> | Ok, now I'm pretty confused. I knew the water tiles appeared differently but used the same sprites, but I thourght that each frame in the animation (1 of 4?) had a seperate sprite still |
| 12:33 | <Eddi|zuHause2> | no, it is palette animation |
| 12:34 | <Eddi|zuHause2> | the same pallete index gets different real colours |
| 12:35 | <Eddi|zuHause2> | so all pixels with that palette index change appearence |
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| 12:38 | <_Ben_> | hmm, I just checked newwaterw_412 and it appears to have 4 sprites for 1 water tile. Is that because the colours change relative to the pallet, and also moved around relative to the tiles? |
| 12:38 | <Eddi|zuHause2> | i do not know about newwater |
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| 12:44 | <Maedhros> | newwater uses action 7s to choose which sprites to show based on the climate |
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| 12:47 | <_Ben_> | hmm, this is beyond me I think. I was going to try and make some sloping river sprites, and I've made some, but I first need to check all the colours are ok, and 2nd (it now seems) I need to do a hell of a lot more to them also |
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| 12:50 | <_Ben_> | and it would seem, unless I'm not understanding it correctly, that it would be inposible to have the slopeing tiles apear different shades, as the land does, since the colours are defined by the scenario rather than the sprite. |
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| 12:54 | <Maedhros> | i wouldn't use newwater as an example, personally ;) |
| 12:55 | <Maedhros> | it's designed to do something different, and since this hasn't been finished yet it can be changed to allow anything that's needed |
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| 13:01 | <_Ben_> | I can't seem to find the original sprites used for water. Are there any other grf's that I could look at to try to understand what I would need to do? |
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| 13:05 | <Maedhros> | the water and coast sprites are sprites 4061--4069 in trg1r.grf |
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| 13:05 | <_Ben_> | Maedhros: Cheers |
| 13:05 | <Peakki> | hi! how do i kick someone from my server? |
| 13:06 | <TrueBrain> | try 'kick' in console |
| 13:08 | <Cipri> | Hmm. is there a reason the Martian lanscape isn't supported? |
| 13:09 | <Maedhros> | it (mostly) works, here |
| 13:10 | <Maedhros> | the fact that openttd doesn't yet support newindustries means you still get toyland industries unfortunately |
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| 13:13 | <Digitalfox[Home]> | Maedhros: The "Start a game in pause" is really a nice feature :) Thanks.. |
| 13:13 | <Digitalfox[Home]> | I always pause a game when it starts :) |
| 13:14 | <Maedhros> | yeah, i found i was doing it a lot too :) |
| 13:15 | <Digitalfox[Home]> | Are you working on other new feature? |
| 13:16 | <Maedhros> | not really; i've got too much work to do at the moment |
| 13:17 | <_Ben_> | ok, I think I understand this water now after a lot of staring. It just leaves me wondering. Is the 1 sprite that is in trg1r just that colour because that is windows pallet? but then the game translates it differently? |
| 13:21 | <Maedhros> | yes. some of the blue colours are magic colours which get palette cycled to give you the animation |
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| 13:25 | <_Ben_> | those colours (217-226) don't appear in the pallet in as a fixed colour it would seem. so it would not be posible to make a water tile fitting, but unanimated. right? |
| 13:25 | <_Ben_> | in/as* |
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| 13:33 | <Eddi|zuHause2> | shading colours are not a good idea before 32bpp |
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| 14:24 | <UndernotBuilder> | will be an account system really lame-proof? |
| 14:28 | <UndernotBuilder> | so when a lamer creates an account for... well, laming, when he starts to.... lame his account is banned and because the email is already in use by the banned account he needs to create other email, thing which be prevented if we ban the ip / MAC addresses (for dynamics ip's) |
| 14:29 | <Cipri> | Can't ban macs |
| 14:30 | <UndernotBuilder> | why? that is possible on other mp games |
| 14:31 | <valhalla1w> | it's forgeable |
| 14:31 | <Maedhros> | they're easy to spoof, so there's no point |
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| 14:31 | <valhallasw> | a mac ban is always client side |
| 14:32 | <UndernotBuilder> | then why in other multiplayer games is possible? |
| 14:32 | <Cipri> | Servers can't see the mac address, they only get the IP |
| 14:32 | <Cipri> | CLosed source games? |
| 14:32 | <valhallasw> | UndernotBuilder: it doesn't work :p |
| 14:32 | <Cipri> | Sure, you could make it so that openttd transmits its mac address. |
| 14:32 | <valhallasw> | just spoof the mac address transmission |
| 14:32 | <Sacro> | a) spoof mac address using ifconfig |
| 14:32 | <Cipri> | What's to prevent someone from creating a patch that sends a random mac |
| 14:32 | <Sacro> | b) edit source |
| 14:33 | <valhallasw> | c) spoof mac address by changing tcp packets |
| 14:33 | <UndernotBuilder> | I thought that the mac address is inchangeable |
| 14:33 | <valhallasw> | (eg. changing the 'mac address'-data sent by openttd by sniffing-and-changing) |
| 14:33 | <valhallasw> | it isn't, and it is not checkable by the server |
| 14:33 | <Sacro> | UndernotBuilder: its kinda pointless in an open source game |
| 14:33 | <UndernotBuilder> | and if one edits the source he will desync/versionmismatched |
| 14:33 | <Sacro> | so you ban my mac address - AA:BB:CC:DD:EE:FF |
| 14:34 | <valhallasw> | UndernotBuilder: erm, not. |
| 14:34 | <valhallasw> | 21:33 < Sacro> UndernotBuilder: its kinda pointless <-- fix. |
| 14:34 | <Sacro> | so i tell openttd to say mine is FF:DD:EE:CC:BB:AA |
| 14:34 | <Sacro> | you have no way of checking |
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| 14:35 | <valhallasw> | and even *if* you get a version mismatch... change your MAC with ifconfig |
| 14:35 | <valhallasw> | or hack your packet filter |
| 14:35 | <Maedhros> | desyncs only happen if the game state doesn't match |
| 14:35 | <Maedhros> | the mac address has nothing to do with the game state |
| 14:35 | <valhallasw> | or (insert 23 other ways of fooling the server) |
| 14:35 | <Eddi|zuHause2> | <UndernotBuilder> and if one edits the source he will desync/versionmismatched <- you can as well change the version string |
| 14:36 | <Eddi|zuHause2> | and desync only happens if you change game code |
| 14:36 | <Eddi|zuHause2> | not some hypothetical mac transmission |
| 14:36 | <UndernotBuilder> | well, hacking the game is changing code |
| 14:36 | <valhallasw> | *sigh* |
| 14:36 | <valhallasw> | changing code == changing the way the game *works* |
| 14:36 | <valhallasw> | eg. trains that have different physics |
| 14:37 | <valhallasw> | or mines that have different production settings |
| 14:37 | <valhallasw> | not a *string* that is sent *once* to the server, without any *game* state information |
| 14:37 | <Sacro> | doesnt matter |
| 14:37 | <Sacro> | MAC is just plain hex |
| 14:38 | <UndernotBuilder> | !password |
| 14:38 | <Cipri> | Maybe we could contact Valve, and have openttd run through Steam. |
| 14:38 | <UndernotBuilder> | oops |
| 14:38 | <UndernotBuilder> | wrong window |
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| 14:38 | <valhallasw> | Cipri: since when did steam run on osx? |
| 14:38 | <Sacro> | its hardly likely to desync if you change it |
| 14:38 | <Eddi|zuHause2> | exactly, you can easily just send a random number instead of a MAC |
| 14:38 | <Sacro> | or os/2 or beos or GP2X or ... etc |
| 14:38 | <Eddi|zuHause2> | the only place where you can check MACs directly is in a LAN |
| 14:39 | <Eddi|zuHause2> | because you need a direct connection |
| 14:40 | <Eddi|zuHause2> | everything that goes beyond direct cable connection needs a higher level protocol (IP) |
| 14:40 | <Sacro> | mmm, could try using private/public keys |
| 14:40 | <valhallasw> | Eddi|zuHause2: everything that passes a router |
| 14:40 | <Eddi|zuHause2> | that's what i said |
| 14:41 | <valhallasw> | a switch is hardly a direct cable connection |
| 14:55 | <elmex> | heh, i'm already at difficulty hard |
| 14:58 | <UndernotBuilder> | well so leave the lamers to lame everything? |
| 14:59 | <UndernotBuilder> | well I will not consider laming inside gaming |
| 15:00 | <TrueBrain> | we can make payed accounts :p |
| 15:00 | <UndernotBuilder> | laming is too stupid to be considered a type of gaming |
| 15:00 | <Maedhros> | i'm loving the concept of "lame" being a verb, personally ;) |
| 15:02 | <UndernotBuilder> | well but some good considerations to enhance a bit the security system in ottd: |
| 15:02 | <UndernotBuilder> | 1. ask for a password when company is created |
| 15:02 | <UndernotBuilder> | 2. ask before someone conects to your company |
| 15:03 | <UndernotBuilder> | 3. voting |
| 15:03 | <TrueBrain> | sounds like you have work to do! :) |
| 15:03 | <Maedhros> | 2. what happens if you're not actually playing at the moment? |
| 15:03 | <Eddi|zuHause2> | valhallasw: no, a switch simulates ethernet, so it is transparent for MACs |
| 15:03 | <Maedhros> | 3. waay to open to abuse |
| 15:03 | <Maedhros> | *too |
| 15:03 | <valhallasw> | Eddi|zuHause2: hmyes |
| 15:03 | <valhallasw> | still not true direct cable :p |
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| 15:04 | <UndernotBuilder> | 2. if someone joins your company and you are busy, the other will need to wait for your answer |
| 15:05 | <Eddi|zuHause2> | that is totally stupid |
| 15:05 | <Eddi|zuHause2> | e.g. for coop servers |
| 15:06 | <UndernotBuilder> | 3. if all the players in a game are lamer and vote to kick a person what is doing the genuine player there? |
| 15:06 | <valhallasw> | except a kick generally includes a ban |
| 15:06 | <UndernotBuilder> | 2. in coop servers if someone wants to join there is always other that can accept/reject it |
| 15:07 | <valhallasw> | which means lamers can take over a server |
| 15:07 | <valhallasw> | 22:06 < UndernotBuilder> 2. in coop servers if someone wants to join there is always other that can accept/reject it <-- bs. our server is *empty* most of the time |
| 15:07 | <valhallasw> | and people idle. a lot. |
| 15:07 | <UndernotBuilder> | but again, what's doing the genuine in the lamers server? |
| 15:08 | <valhallasw> | wrong question |
| 15:08 | <valhallasw> | the *server* is not *owned* by the lamers |
| 15:08 | <UndernotBuilder> | but the lamers can take over a server |
| 15:08 | <Eddi|zuHause2> | UndernotBuilder: scenario: 2 genuine players. 3 (clone) lamers, guess who outvotes? |
| 15:09 | <Eddi|zuHause2> | your "concept" definitely does not work out |
| 15:09 | <UndernotBuilder> | 4. the starter of a company can kick the people that comes into his company |
| 15:10 | <UndernotBuilder> | *only* the starter |
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| 15:10 | <valhallasw> | who is the starter? |
| 15:11 | <valhallasw> | by which I mean: how do you check person A is the starter? |
| 15:11 | <valhallasw> | what if he parts and joins |
| 15:11 | <valhallasw> | etc. |
| 15:12 | <UndernotBuilder> | then include in a variable the player id of the creator |
| 15:12 | <UndernotBuilder> | that cannot be faked |
| 15:12 | <valhallasw> | player id changes after a part and rejoin |
| 15:13 | <Maedhros> | and then your back to ip addresses and passwords |
| 15:13 | <Maedhros> | *you're |
| 15:14 | <Maedhros> | my english isn't doing too well today... |
| 15:14 | <valhallasw> | so I get disconnected because my provider thinks this is a good moment to change my dynamic IP and I'm no longer the owner |
| 15:14 | <valhallasw> | great. |
| 15:14 | <UndernotBuilder> | while the creator is inside the server his id can't change and it cannot be duplicated |
| 15:14 | <valhallasw> | yes |
| 15:15 | <UndernotBuilder> | and the id and ip are two things separated |
| 15:15 | <Cipri> | hmm. Why am I charged $50 a month, without having built anything? |
| 15:15 | <Maedhros> | loan interest, probably |
| 15:16 | <Cipri> | No loan. |
| 15:16 | <Cipri> | No loan, no hq, nothing. Brand new game with the loan repayed on Jan 1st. |
| 15:17 | <mikegrb> | Cipri: fee for the air you breathe ;) |
| 15:17 | <Maedhros> | where is it in the expenses list? |
| 15:17 | <UndernotBuilder> | the id and ip are two things separated right? |
| 15:17 | <valhallasw> | yes UndernotBuilder |
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| 15:18 | <valhallasw> | I would expect something like $1200 actually |
| 15:18 | <valhallasw> | not $50 |
| 15:18 | <valhallasw> | oh, wait, 1910 |
| 15:18 | <UndernotBuilder> | then if your ip changes then how your id can change? |
| 15:18 | <valhallasw> | maybe $50 isn't that bad :p |
| 15:18 | <valhallasw> | UndernotBuilder: because you will get disconnected when your IP changes :P |
| 15:18 | <Maedhros> | if you disconnect from the game (voluntarily or otherwise) |
| 15:18 | <valhallasw> | Cipri: it is the money to pay for your food 8) |
| 15:19 | <UndernotBuilder> | then what should we do to prevent lamers? |
| 15:19 | <+glx> | password for game and companies |
| 15:20 | <UndernotBuilder> | and 4. can be fixed with account system |
| 15:20 | <UndernotBuilder> | even so the lamers can act |
| 15:20 | <UndernotBuilder> | see http://www.tt-forums.net/viewtopic.php?t=31647 |
| 15:21 | <UndernotBuilder> | a lame starts to create trains only to destroy other companys trains |
| 15:21 | <UndernotBuilder> | there he doesn't needs a password :) |
| 15:22 | <valhallasw> | buses, yes |
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| 15:47 | <RobertGrammig> | is it completely random how the production amounts of e.g. a sawmill fluctuate? |
| 15:48 | <TrueBrain> | not completely, but yes |
| 15:48 | <TrueBrain> | oh, sawmill |
| 15:48 | <TrueBrain> | no :p |
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| 15:51 | <valhallasw> | RobertGrammig: as random as the amount of wood you bring to it |
| 15:51 | <valhallasw> | id? I fail in englidh. |
| 15:51 | <valhallasw> | and typing |
| 15:51 | <TrueBrain> | I hope your study goes better :p |
| 15:51 | <valhallasw> | yeah. |
| 15:51 | <TrueBrain> | good :) |
| 15:51 | <valhallasw> | and my confidence in informatica has dropped even more |
| 15:52 | <TrueBrain> | why? |
| 15:52 | <valhallasw> | I got an A- for a memory leaking piece of garbage |
| 15:52 | <TrueBrain> | they can't handle people who knows what they do :p |
| 15:52 | <valhallasw> | *grin* |
| 15:52 | <valhallasw> | now the point is.. for my last assignment, I've created a C proof of concept |
| 15:52 | <TrueBrain> | although I was the only one in my year who got an A for PM :p |
| 15:53 | <valhallasw> | which uses 2n^2+4n+2 memory instead of 2n^2 |
| 15:53 | <RobertGrammig> | ok sorry I meant forest of course |
| 15:53 | <RobertGrammig> | I got a nice coverage 70-80% but it keep dropping |
| 15:53 | <valhallasw> | now, theoretically I could reduce it to 2n^2, but that would cost processing powah |
| 15:53 | <TrueBrain> | RobertGrammig: smooth economy off: move 60% away. If on, move as many as you can. Helps increasing a lot. |
| 15:53 | <TrueBrain> | RobertGrammig: but there is always a chance of dropping, it stays a forest :) |
| 15:54 | <TrueBrain> | valhallasw: it is always a balance :) |
| 15:54 | <valhallasw> | aye |
| 15:54 | <TrueBrain> | valhallasw: most part of our job here is balance memory against CPU :) |
| 15:54 | <valhallasw> | :) |
| 15:55 | <TrueBrain> | what I hate most about informatica, is that they give you less points of you did not a very tiny part |
| 15:55 | <TrueBrain> | while you did add tons of other things |
| 15:55 | <TrueBrain> | bad balance in score ;) |
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| 15:56 | <RobertGrammig> | and just as a general question if i have cities a,b,c on one line with similar distances, but a and c are really big cities and b ist small, is it more rewarding to have no stop at B? |
| 15:56 | <TrueBrain> | RobertGrammig: find out yourself! :) |
| 15:57 | <valhallasw> | TrueBrain: my memory leak meant you could only run the algorithm once |
| 15:57 | <RobertGrammig> | come on tell me ^^ |
| 15:57 | <TrueBrain> | valhallasw: they only test what you give them :p |
| 15:57 | <valhallasw> | yeah ^_^ |
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| 15:58 | <RobertGrammig> | or just in general, does passenger payoff depend on target city distance and size or is it fixed? |
| 15:58 | <+glx> | distance/time only |
| 15:58 | <TrueBrain> | RobertGrammig: it is in the wiki. Cargo depends on distance over time; see cargo payment graphic. |
| 15:59 | <Rubidium> | TrueBrain: informatica is about doing the stuff that is asked; lets rephrase your sentence: "you hate it when a (ottd-)patch is not a |