| --- | Log | opened Sun Apr 29 00:00:18 2007 |
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| 02:01 | <Wolf01> | hello |
| 02:03 | <peter1138> | hi |
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| 02:25 | <CIA-2> | OpenTTD: rubidium * r9741 /trunk/src/settings_gui.cpp: -Fix [FS#672]: station signs were not resized when the language changed, causing overflows in the coloured sign background. |
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| 03:16 | <Maedhros> | morning |
| 03:17 | <Touqen> | morn' |
| 03:19 | <Wolf01> | hello |
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| 03:43 | <CIA-2> | OpenTTD: maedhros * r9742 /trunk/src/ (6 files): -Fix (r9689) [FS#739]: Fix cloning with refit costs again, hopefully for good this time. |
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| 04:19 | <CIA-2> | OpenTTD: maedhros * r9743 /trunk/src/town_cmd.cpp: -Fix [FS#598]: Stop flooded towns from building roads on water. |
| 04:23 | <SpComb> | hylje: I just commited something to the spbot svn repo! |
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| 04:23 | <SpComb> | news! |
| 04:23 | <lolman> | :o |
| 04:24 | <hylje> | zomg! |
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| 04:24 | [~] | Touqen debates whether he's been a member of the community long enough to be shocked. |
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| 04:55 | <CIA-2> | OpenTTD: KUDr * r9745 /trunk/src/yapf/yapf_destrail.hpp: -Codechange [YAPF}: if destination is a waypoint then YAPF gets destination tile from that waypoint->xy instead of from v->dest_tile |
| 05:04 | <SpComb> | hylje: two more commits! |
| 05:07 | <hylje> | unpossible |
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| 05:13 | <valhallasw> | and then we have reached r9747? |
| 05:14 | <CIA-2> | OpenTTD: KUDr * r9746 /trunk/src/yapf/yapf_destrail.hpp: -Codechange [YAPF]: added DEBUGs level 0 if the current train order is OT_GOTO_WAYPOINT and waypoint is invalid or v->dest_tile is wrong |
| 05:15 | <Eddi|zuHause2> | spbot != openttd |
| 05:15 | <valhallasw> | ah :P |
| 05:17 | <TrueBrain> | makes you wonder why they talk about it here :p :p |
| 05:18 | <valhallasw> | Well. My personal SVN rep has reached rev 64 \o/ |
| 05:18 | <Eddi|zuHause2> | the same reason why they talk about university stuff ^^ |
| 05:18 | <TrueBrain> | Eddi|zuHause2: okay, point for you :) |
| 05:18 | <valhallasw> | it mainly made me wonder why they talked about it just after an openttd commit :p |
| 05:19 | <TrueBrain> | I just really hope they didn't talk about the Trojan :) |
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| 06:31 | <TrueBrain> | pompiedom |
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| 06:52 | |-| | mode/#openttd [+v glx] by ChanServ |
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| 07:27 | <ln-> | any danish people raound? |
| 07:27 | <ln-> | around even |
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| 07:36 | <CIA-2> | OpenTTD: truelight * r9747 /branches/noai/src/ai/ (4 files in 2 dirs): [NoAI] -Add: added AITileListRoadTile and AITileListNeighbourRoad as Valuators for AITileList |
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| 07:47 | <SpComb> | hylje: http://zapotekii.paivola.fi:8185/pvlnet-spbot <-- the info in the status bar is in real-time! (other than the umodes) |
| 07:47 | <CIA-2> | OpenTTD: truelight * r9748 /branches/noai/src/ai/api/ai_tilelist_valuator.cpp: [NoAI] -Fix: use TileDiffXY instead of TileXY to move in the map (tnx glx) |
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| 07:54 | <kbrooks> | open ttd! |
| 07:54 | <Wolf01> | really? |
| 07:55 | <kbrooks> | Wolf01, talking to me or? |
| 07:55 | <Wolf01> | to you |
| 07:55 | <kbrooks> | no, sorry, i meant "openttd" :-) |
| 08:00 | <SpComb> | I preferr openntpd |
| 08:00 | <kbrooks> | LOL |
| 08:02 | <CIA-2> | OpenTTD: truelight * r9749 /branches/noai/bin/ai/regression/ (regression.nut regression.txt): [NoAI] -Add: added regression-test for new AITileList valuators |
| 08:02 | <CIA-2> | OpenTTD: truelight * r9750 /branches/noai/src/ai/api/ai_abstractlist.cpp: [NoAI] -Fix: if AIAbstractList is empty, don't make the sorters segfault |
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| 08:11 | <elmex> | openttd: tile.h:36: TileHeight: Assertion `tile < MapSize()' failed. |
| 08:11 | <elmex> | damn |
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| 08:12 | <elmex> | and no helpful backtrace ;-/ |
| 08:13 | <Wolf01> | will the multi-level water be applied soon to trunk? |
| 08:16 | <Zavior> | Woot |
| 08:16 | <Zavior> | Whats multilevel water? :o |
| 08:17 | <elmex> | heh, it just keeps crashing |
| 08:17 | <elmex> | ;-( |
| 08:17 | <Wolf01> | zavior: http://www.tt-forums.net/viewtopic.php?t=31644 |
| 08:18 | <elmex> | i guess bugs/crashes should go to the sourceforge tracker? |
| 08:18 | <Zavior> | Nice :P |
| 08:18 | <elmex> | http://bugs.openttd.org/ - ah ok |
| 08:20 | <elmex> | damn, another bugtracker to register :-( |
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| 08:31 | <elmex> | okay, svn seems not to crash |
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| 08:43 | <yeti_> | is anyone of you using nightly builds on linux? how do you install them? does anyone happen to have a script that copies the files from the nightlies to the right directories? |
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| 08:44 | <Chrissicom> | good morning |
| 08:45 | <Chrissicom> | is there a dev tutorial how ShowErrorMessage() works? |
| 08:45 | <Chrissicom> | I don't know which arguments are required in brackets |
| 08:47 | <TrueBrain> | search the code, look at other instances, look at gui.h |
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| 08:48 | <yeti_> | Chrissicom: the function is in misc_gui.c - it takes up to two error message identifiers (see other examples) and the x/y position where it should be displayed as far as i see |
| 08:50 | <Chrissicom> | ah thanks I forgot the x y pos :) |
| 08:50 | <Chrissicom> | compiles fine now |
| 08:54 | <CIA-2> | OpenTTD: truelight * r9751 /branches/noai/src/ai/api/ai_controller.hpp: [NoAI] -Fix: silly typo in doxygen header |
| 08:55 | <Chrissicom> | one more question, where can I find a good example how to disable a menu button in certain cases? |
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| 08:58 | <yeti_> | Chrissicom: look for the toggle build/remove tracks-button |
| 08:59 | <yeti_> | that one will be activated when building signals/tracks is active and disabled otherwise |
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| 09:01 | <Maedhros> | you probably want DisableWindowWidget, unless you're talking about drop-down menus |
| 09:06 | <Chrissicom> | Maedhros: This should do it, I want to disable the vehicle lists when there are no vehicles of that type :) |
| 09:07 | <Eddi|zuHause2> | bad idea |
| 09:07 | <Eddi|zuHause2> | because that list has the button for available vehicles |
| 09:08 | <Eddi|zuHause2> | which is the only place where you can check those without building a depot |
| 09:08 | <Eddi|zuHause2> | which is necessary for planning a route |
| 09:08 | <Chrissicom> | well I want to combine this with another patch |
| 09:09 | <Chrissicom> | when you set trains allowed to 0 for example you should not be able to build tracks |
| 09:09 | <Chrissicom> | and when no trains can be built you also don't need that button |
| 09:09 | <Chrissicom> | since there will always be 0 trains |
| 09:09 | <Chrissicom> | same for airports, docks etc. |
| 09:09 | <Chrissicom> | I have a few servers which don't allow planes and people don't read the server title obviously build airports and wonder why they can't build any planes |
| 09:10 | <Eddi|zuHause2> | ok, that sounds more sensible, but not just disable with 0 vehicles existing... |
| 09:11 | <Chrissicom> | kk :) |
| 09:11 | <Eddi|zuHause2> | but for example with 0 road vehicles allowed you should still be able to build road (e.g. to influence town growth) |
| 09:14 | <Chrissicom> | ahh you're right I haven't thought about that yet |
| 09:14 | <Chrissicom> | thanks |
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| 09:49 | <yeti_> | does openttd benefit from CFLAGS="-march=pentium4" or should i just use the defaults? |
| 09:50 | <Eddi|zuHause2> | you can try... |
| 09:50 | <peter1138> | i don't know if anyone's bothered benchmarking it |
| 09:50 | <Eddi|zuHause2> | i assume it's minimal... |
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| 09:50 | <TrueBrain> | but it will always help, assuming you have a pentium4 (compatible) CPU :p |
| 09:51 | <stillunknown> | What will help? |
| 09:51 | <ln-> | i doubt the benefit is detectable by human eye. |
| 09:51 | <Eddi|zuHause2> | some optimisations for pentium4 cpus might not be as optimal on "compatible" cpus |
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| 09:52 | <Eddi|zuHause2> | considering pipeline lengths and stuff |
| 09:52 | <TrueBrain> | but the same is that a i686 compiler makes 'faster' binaries then a i386 compiler, if you have a "compatible" cpu |
| 09:52 | <ln-> | TrueBrain: then -> than |
| 09:52 | <TrueBrain> | s/then/than/ |
| 09:52 | <TrueBrain> | ;) |
| 09:53 | <ln-> | as long as ottd is using sleep/delay/sched_yield/whatever, doesn't that neutralize all the potential optimizations? |
| 09:53 | <TrueBrain> | not really |
| 09:53 | <Eddi|zuHause2> | why would it? |
| 09:53 | <ln-> | as long as we're talking about speed imporvements of few per cent, not something like O(e^n) -> O(n) |
| 09:54 | <TrueBrain> | but it is more that it will be use less CPU |
| 09:54 | <Eddi|zuHause2> | compiler optimisations pretty much NEVER cross complexity borders |
| 09:54 | <TrueBrain> | but I doubt anyone can get a profile that shows the difference clearly (say, an alpha of 0.05) |
| 09:55 | <TrueBrain> | (alpha as in significant level (H0 hypotize) (what are the english words :p)) |
| 09:55 | <Eddi|zuHause2> | except if you have pretty stupid things in there, like array accesses in O(n) |
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| 09:55 | <ln-> | but someone please go ahead and compile it optimized and report your experiences here. |
| 09:55 | <TrueBrain> | by default I compile everything for my CPU :p |
| 09:56 | <TrueBrain> | it doesn't hurt in any way :p |
| 09:56 | <Maedhros> | the difference between debug and release builds is pretty much the only difference i've ever noticed ;) |
| 09:56 | <TrueBrain> | haha, that kind of is a bug difference ;) |
| 09:56 | <TrueBrain> | bug = big :p |
| 09:58 | <Eddi|zuHause2> | noticeable jumps might be if you go from i386 to MMX, and make heavy use of 8-bit operations... then you can get something like a factor of 4 |
| 09:58 | <Eddi|zuHause2> | (asymptotic) |
| 09:58 | <TrueBrain> | using a cpu-set extension might also decrease the binary size |
| 09:59 | <TrueBrain> | :p |
| 09:59 | <TrueBrain> | but it is not really worth it :) |
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| 10:08 | <TrueBrain> | lalalaa |
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| 10:14 | <elmex> | hm, could someone answer me a question about signals? i've following setup: http://www.ta-sa.org/files/sc/presignals.png but the trains keep entering the first slot rather than the others. why doesn't it choose? |
| 10:15 | <peter1138> | because you're using maglev |
| 10:15 | <peter1138> | and you can't see when you're missing track pieces |
| 10:15 | <elmex> | track pieces |
| 10:15 | <elmex> | ? |
| 10:16 | <peter1138> | specifically the corner that would let them get to the other tracks |
| 10:16 | <elmex> | ah |
| 10:16 | <elmex> | damn |
| 10:16 | <elmex> | that was it |
| 10:16 | <elmex> | o_O |
| 10:17 | <elmex> | great |
| 10:17 | <elmex> | thanks peter1138 |
| 10:17 | <Eddi|zuHause2> | maglev tracks are so ugly... |
| 10:17 | <elmex> | but they are fast |
| 10:17 | <elmex> | :-) |
| 10:18 | <elmex> | pre-signals are really cool |
| 10:18 | <yeti_> | uh.. how does ottd handle time? game time seems to run a bit faster in my selfcompiled version |
| 10:18 | <TrueBrain> | against what? |
| 10:18 | <yeti_> | i'm not exactly sure about it, but it does feel so |
| 10:18 | <yeti_> | latest nightly (compiled it myself) against ottd0.5.1 |
| 10:19 | <TrueBrain> | no difference in game speed if you don't fast forward |
| 10:19 | <Eddi|zuHause2> | run two games (without too heavy load) simultaneously |
| 10:19 | <Eddi|zuHause2> | and compare game time after a few minutes |
| 10:19 | <elmex> | maybe autosave does delay a bit? |
| 10:20 | <yeti_> | ah, that's a good idea. will try that |
| 10:21 | <yeti_> | is there an overview over what's new in the nightlies compared to 0.5.1? i tried to make a source diff, but that is so large that i can't extract any useful information :) |
| 10:21 | <TrueBrain> | too many things :p |
| 10:22 | <Eddi|zuHause2> | there's supposed to be a changelog :) |
| 10:22 | <TrueBrain> | we call it 'svn log' ;) |
| 10:23 | <Eddi|zuHause2> | the most important (visible) features should be bridges over everything and newhouses support |
| 10:25 | <yeti_> | i've already noticed bridges over everything - how do you make that fancy bridge over tunnel entrance thingie that saves place in certain junctions? |
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| 10:26 | <Eddi|zuHause2> | i don't think that is possible... |
| 10:29 | <yeti_> | uhhh... and the cargo payment rates for passengers seem to have been changed. they make double profit now (on a savegame i had from 0.5.1) |
| 10:29 | <yeti_> | they=my aircraft |
| 10:30 | <TrueBrain> | no, aircraft speed changed |
| 10:30 | <yeti_> | oh okay! the numerical value for "Max Speed" is still the same, but they do look very fast :) |
| 10:31 | <TrueBrain> | they now have the same speed of a train at a given speed (instead of twice as slow :p) |
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| 10:31 | <Eddi|zuHause2> | i thought the factor was x4 |
| 10:31 | <yeti_> | that's interesting, because i thought that planes were very profitable even before this change |
| 10:31 | <TrueBrain> | yeah, lucky someone is working on a new economy model... |
| 10:32 | <Eddi|zuHause2> | you first have to reduce special cases, before you can work on proper global rebalancing |
| 10:32 | <TrueBrain> | yup |
| 10:32 | <Eddi|zuHause2> | and the plane speed was such a special case |
| 10:33 | <elmex> | hmm |
| 10:34 | <elmex> | the game wasn't as hard as i thought. i was able to win on difficulty 'hard'. but i guess thats also because the computer enemies are most of the time no enemy |
| 10:34 | <Eddi|zuHause2> | i think the intention was to make starting/landing more expensive (money and/or time) instead |
| 10:34 | <Eddi|zuHause2> | so planes are viable for long distances only |
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| 10:45 | <kbrooks> | do i search for those .zip files somewhere.... |
| 10:46 | <Rubidium> | what zip files? |
| 10:47 | <kbrooks> | Rubidium, original game files zips |
| 10:48 | <Rubidium> | ah, don't know that |
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| 10:50 | [~] | peter1138 found them on his cd |
| 10:50 | [~] | Rubidium too |
| 10:51 | [~] | Eddi|zuHause2 too *pretends* |
| 10:51 | <peter1138> | damn, i need to kill my dad |
| 10:51 | <peter1138> | "how r u" :( |
| 10:51 | <hylje> | :< |
| 10:52 | <TrueBrain> | peter1138: it might not be the smartest thing to tell us about it first :p |
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| 10:53 | <TrueBrain> | I wonder if lolman will ever get a stable connection.... |
| 10:53 | <hylje> | no |
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| 11:01 | |-| | ProfFrink changed nick to Prof_Frink |
| 11:10 | <yeti_> | http://yeti.yefx.org/jammed.png <- why did this train get jammed? that's a presignal over there, so it's not a valid exit, plus it's the wrong direction! |
| 11:10 | <yeti_> | i know that the layout is very far from perfect, but i can't see how this could have happened |
| 11:12 | <TrueBrain> | which pf? |
| 11:13 | <TrueBrain> | did you check all tiles are there? |
| 11:14 | <Maedhros> | looks like you're missing a piece of track there |
| 11:15 | <yeti_> | it's yapf |
| 11:15 | <yeti_> | i'll check the tiles |
| 11:15 | <TrueBrain> | then it really is missing a piece of track on the tile :) |
| 11:19 | <yeti_> | nah, all the tiles are there... maybe it went in when the presignal was green, but then another train came from the top and entered the track that the jammed train wnated to enter? |
| 11:20 | <valhallasw> | could be |
| 11:21 | <Eddi|zuHause2> | you should probably avoid 2-way-stations |
| 11:22 | <kbrooks> | Eddi|zuHause2, what is a 2 way station |
| 11:22 | <hylje> | yapf discourages going through a station |
| 11:22 | <Eddi|zuHause2> | a station surrounded by 2-way-signals |
| 11:23 | <kbrooks> | yes! |
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| 11:23 | <kbrooks> | http://tt-forums.net/viewtopic.php?t=3407 |
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| 11:24 | <Eddi|zuHause2> | www.informatik.uni-halle.de/~krause/Johannes%20Transporte,%2014.%20Aug%201923.png <- a not-100%-2-way-station |
| 11:24 | <yeti_> | Eddi|zuHause2: i know :) but they're easier to build in the beginning |
| 11:24 | <Eddi|zuHause2> | you can only enter each 2nd track |
| 11:24 | <Eddi|zuHause2> | but leave in both directions |
| 11:25 | <Eddi|zuHause2> | hylje: but only if there's a path around it |
| 11:31 | <kbrooks> | any good openttd server?:-) |
| 11:32 | <TrueBrain> | any server is good :) |
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| 11:32 | <dihedral> | concerning industry_cmd.cpp |
| 11:32 | <dihedral> | what do you guys think of new_prod += ((RandomRange(51) + 10) * old_prod) >> 8 |
| 11:32 | <dihedral> | or new_prod += 1 + ((RandomRange(50) + 10) * old_prod) >> 8 |
| 11:32 | <TrueBrain> | the first doesn't work |
| 11:33 | <kbrooks> | TrueBrain, are you on any? |
| 11:33 | <TrueBrain> | nah |
| 11:33 | |-| | Tron_ [~tron@p54A3CD67.dip.t-dialin.net] has joined #openttd |
| 11:33 | <dihedral> | TrueBrain: why not? |
| 11:33 | <TrueBrain> | dihedral: how do you think it can work? :) |
| 11:33 | <dihedral> | i have no idea - i am just throwing in some suggestion :-) |
| 11:34 | <Eddi|zuHause2> | what is that thing supposed to do?!? |
| 11:34 | <dihedral> | make sure production can increase if it hits a 1-4 |
| 11:36 | <dihedral> | i.e. 32/36 or 32/40 |
| 11:38 | <dihedral> | TrueBrain: what makes you think it cannot work? |
| 11:39 | <TrueBrain> | first I eat my icecream |
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| 11:39 | |-| | Tron [~tron@p54A3E87C.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] |
| 11:39 | <dihedral> | well - enjoy that :-) |
| 11:39 | <TrueBrain> | am doing so |
| 11:40 | <TrueBrain> | ah! There :) |
| 11:40 | <TrueBrain> | okay, let's get back to what the problem was |
| 11:40 | <hylje> | enjoy your ice cream |
| 11:40 | <TrueBrain> | if old_prod is low enough, the increase is always 0 |
| 11:40 | <TrueBrain> | because: (RandomRange(50) + 10) * old_prod / 256, is what the original code says, not? |
| 11:41 | <dihedral> | true |
| 11:41 | <dihedral> | so give old_prod a 1 |
| 11:41 | <TrueBrain> | so, (RandomRange(50) + 10) * old_prod needs to be > 256 |
| 11:41 | <TrueBrain> | say, RandomRange returns 50, the highest value |
| 11:41 | <TrueBrain> | old_prod needs to be > 256 / 60 to do anything at all |
| 11:41 | <TrueBrain> | which is > 4 |
| 11:41 | <dihedral> | 60 * 1 /256 |
| 11:42 | <TrueBrain> | so changing the 50 to 51, doesn't change anything at all |
| 11:42 | <TrueBrain> | yeah, it changes this: |
| 11:42 | <TrueBrain> | @calc 256 / 60 |
| 11:42 | <@DorpsGek> | TrueBrain: 4.26666666667 |
| 11:42 | <TrueBrain> | @calc 256 / 61 |
| 11:42 | <@DorpsGek> | TrueBrain: 4.19672131148 |
| 11:42 | <TrueBrain> | ;) |
| 11:43 | <TrueBrain> | http://devs.openttd.org/~truelight/production_hangs.patch <- something like this is what I would suggest |
| 11:43 | |-| | Tron_ changed nick to Tron |
| 11:43 | <TrueBrain> | an other one would be: |
| 11:43 | <dihedral> | that looks good |
| 11:43 | <TrueBrain> | (RandomRange(50) + 10) * (old_prod + 4) >> 8 |
| 11:43 | <dihedral> | big question |
| 11:44 | <dihedral> | do the mp clients recieve this data or do they have to calculate it themselves |
| 11:44 | <dihedral> | ie. is it enough to patch the server? |
| 11:44 | <TrueBrain> | nope, you need to patch both client and server |
| 11:44 | <dihedral> | ok |
| 11:45 | <kbrooks> | why might i have a hard time seeing text |
| 11:45 | <kbrooks> | in openttd |
| 11:45 | <dihedral> | you need glasses |
| 11:45 | <TrueBrain> | or switch on your computer screen |
| 11:45 | <kbrooks> | my computer screen is on |
| 11:45 | <kbrooks> | is it my monitor? |
| 11:45 | <dihedral> | connect the vga cable |
| 11:46 | <TrueBrain> | don't use 6000x4000 resolution on a 11" screen |
| 11:46 | <dihedral> | increase font size |
| 11:46 | <dihedral> | use a native res on TFT's |
| 11:51 | <dihedral> | TrueBrain: how much chance of that patch getting included some time soonish? |
| 11:52 | <TrueBrain> | dunno, as I am personally not all too happy with the solution |
| 11:53 | <dihedral> | why? |
| 11:54 | <TrueBrain> | ugly, more of a workaround then a real solution |
| 11:54 | <dihedral> | but a work around is better than nothing, esp if it is only included in 0.5 and you then have more time to find a real solution for trunk and 0.6 |
| 11:54 | <TrueBrain> | we don't work like that :) |
| 11:55 | <TrueBrain> | but I will give it an other poke around |
| 11:55 | <dihedral> | :-) |
| 11:55 | <dihedral> | i am just a very curious person :-P |
| 11:57 | <TrueBrain> | which can be a good thing ;) |
| 11:57 | <dihedral> | ... can ... |
| 11:57 | <TrueBrain> | you should ask a woman if you can look at some places because you are curious |
| 11:57 | <TrueBrain> | I doubt she will like it :p |
| 11:58 | <TrueBrain> | they don't like you looking at their size of their t-shirt |
| 12:03 | <TrueBrain> | you guys have no humor at all :( |
| 12:05 | <MUcht> | I do have ;-) |
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| 12:16 | <kbrooks> | how do i get rid of all non-pinned windows |
| 12:16 | <kbrooks> | in openttd |
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| 12:16 | <TrueBrain> | backspace |
| 12:16 | <Rubidium> | isn't it delete? |
| 12:16 | <TrueBrain> | possible |
| 12:16 | <TrueBrain> | I always press it without thinking :p |
| 12:16 | <TrueBrain> | hehe |
| 12:18 | |-| | boekabart [~boekabart@g54037.upc-g.chello.nl] has joined #openttd |
| 12:20 | <hylje> | its delete |
| 12:21 | <Cipri> | and Ctrl+Delete closes all pinned down windows aswell. |
| 12:21 | <TrueBrain> | then wtf does backspace do? :p |
| 12:22 | <Cipri> | Erase text after you've clicked on a sign? |
| 12:22 | <TrueBrain> | haha :) Delete erares text too, if you are in an edit box :) |
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| 12:26 | <dihedral> | <TrueBrain> I doubt she will like it :p <-- just because it never worked for you does not mean it will be the same for me |
| 12:28 | <dihedral> | and extra rules option in the network settings of the cfg file would be cool |
| 12:28 | <dihedral> | wher one can specify a url where the rules are kept |
| 12:28 | <dihedral> | and openttd.org/servers.php can refer to that page too |
| 12:30 | <Eddi|zuHause2> | i do not think any woman will let you look in her purse... |
| 12:31 | <TrueBrain> | I know enoguh who in fact do... or worse: can you get that from my purse? :p |
| 12:31 | <Eddi|zuHause2> | err... :p |
| 12:33 | <TrueBrain> | what? |
| 12:34 | <peter1138> | mmm, rubadub |
| 12:34 | <Rubidium> | DaleStan: http://wiki.ttdpatch.net/tiki-index.php?page=RandomAction2 <- Vehicle trigger 2 (The consist has unloaded all cargo): does that mean it has unloaded everything and might already be loading stuff, or it unloaded everything it can unload at that station (and is already loading other stuff), or that the train is completely empty |
| 12:40 | <kbrooks> | how to buy land? |
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| 12:54 | <DaleStan> | Rubidium: I'm not sure. Ask patchman. I'm guessing it means what it says: "has unloaded all cargo", for which "is empty" is necessary but not sufficient. However, it says "consist", not "vehicle", so I'm not sure how that works with gradual loading, as some vehicles may start loading before others finish unloading. |
| 12:55 | <Rubidium> | how can I reach patchman? |
| 12:57 | <peter1138> | #tycoon quakenet |
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| 13:21 | <CIA-2> | OpenTTD: rubidium * r9752 /trunk/src/ (5 files): -Codechange: remove some duplication related to BeginLoading. |
| 13:21 | <G-Man> | hi all, I get this error when I try to compile openttd on my freebsd shell: ===> Linking openttd |
| 13:21 | <G-Man> | /usr/bin/ld: cannot find -lpthread |
| 13:21 | <G-Man> | gmake: *** [openttd] Error 1 |
| 13:22 | <G-Man> | any input on how I can fix that? |
| 13:22 | <Noldo> | you are missing the thread library named pthread |
| 13:23 | <G-Man> | hmm, how do I obtain it? |
| 13:24 | <Noldo> | it's pretty standard stuff so my guess is that it's packaged in freebsd too |
| 13:30 | <hylje> | hmm how buffer is scrolled in screen |
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| 13:56 | |-| | hnsn [jh83@c83-255-138-48.bredband.comhem.se] has joined #openttd |
| 13:57 | <hnsn> | hello friends! |
| 13:57 | |-| | tokai [~tokai@p54B80BD2.dip0.t-ipconnect.de] has joined #openttd |
| 13:57 | |-| | mode/#openttd [+v tokai] by ChanServ |
| 13:57 | <TrueBrain> | hello hnsn |
| 14:01 | |-| | silent [~pwr@86.121.234.245] has joined #openttd |
| 14:03 | [~] | hnsn loves http://www.tt-forums.net/viewtopic.php?t=23767&view=next&sid=afbdc473df2c76c2de1b2eee20e1af3a |
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| 14:04 | <hnsn> | but its not ok to spread modifyed grf:s, right? |
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| 14:04 | <hnsn> | modifyed orginal grfs |
| 14:04 | <valhallasw> | if you don't have permission of the original copyright owner, no |
| 14:04 | <hnsn> | ^^ |
| 14:06 | <Eddi|zuHause2> | you can change trees with newgrf |
| 14:07 | <Eddi|zuHause2> | you don't need to modify original grfs |
| 14:07 | <TrueBrain> | whoho, personal record: 109 Mbit/sec over the Internet |
| 14:07 | <TrueBrain> | that with 100 Mbit/sec switches and cables |
| 14:07 | <Eddi|zuHause2> | aside of that, the new transparency options allow invisible trees without transparent buildings |
| 14:08 | <Eddi|zuHause2> | i did not even reach 0,5Mbit yet |
| 14:08 | <TrueBrain> | Running stable for 3 minutes now... |
| 14:09 | <TrueBrain> | You got to love fast backbones :) |
| 14:10 | <dihedral> | LOL |
| 14:11 | <hnsn> | Eddi|zuHause2: is that option available in a current release? |
| 14:11 | <Eddi|zuHause2> | no, but in trunk, i believe |
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| 14:12 | |-| | mode/#openttd [+o Bjarni] by ChanServ |
| 14:13 | <yeti_> | TrueBrain: 109mbit? university connection? |
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| 14:13 | <yeti_> | hnsn: invisible trees without transparent buildings is available in the latest nightly build, i installed it today |
| 14:13 | <TrueBrain> | yeti_: yeah, just 2 switches of 100 Mbit here, then fiber optic :) |
| 14:15 | <Eddi|zuHause2> | i get pretty constant 45KB down and 8KB up |
| 14:15 | <TrueBrain> | stress-test of 10 minutes shows a nice stable link, and that over 300 km :) |
| 14:15 | [~] | TrueBrain is happy |
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| 14:15 | <Eddi|zuHause2> | holland isn't that big :p |
| 14:16 | <TrueBrain> | it is :) |
| 14:16 | <Eddi|zuHause2> | 300km? from where to where? |
| 14:17 | <Eddi|zuHause2> | east germany was 500km from north to south, holland is definitely much smaller than that |
| 14:18 | <TrueBrain> | from DenHelder to Maastricht it already is 250km when you go in a very straight line |
| 14:18 | <hnsn> | yeti_: 9734? |
| 14:18 | <TrueBrain> | so don't worry, 300 km isn't that long |
| 14:19 | <Eddi|zuHause2> | 300km is from here to berlin and back |
| 14:20 | <Maedhros> | london's more than 300km from here, and england isn't known for being that big :) |
| 14:20 | <hnsn> | aha 46 |
| 14:20 | <TrueBrain> | look up a map of The Netherlands, and you will see that you can make easy routes of 300 km |
| 14:21 | <TrueBrain> | Maedhros: I think England is BIG!!! :p |
| 14:21 | <Eddi|zuHause2> | england is pretty spread out... |
| 14:22 | <Eddi|zuHause2> | especially if you mean britain instead ;) |
| 14:22 | <valhallasw> | wasn't there a server info box coming for the server list? |
| 14:22 | <valhallasw> | with URL etc? |
| 14:23 | <Eddi|zuHause2> | i do not remember anyone implementing this |
| 14:23 | <TrueBrain> | I do not even remember anyone trying to implement |
| 14:24 | <valhallasw> | I'm not too familiar with the code at this moment, but how (im)possible would it be? |
| 14:24 | <Eddi|zuHause2> | there has been discussion that it would be a nice feature |
| 14:24 | <valhallasw> | ah |
| 14:24 | <Eddi|zuHause2> | it's mainly gui code, and that is always ugly :) |
| 14:25 | <Rubidium> | and (very) limited space in the server info packet |
| 14:25 | <valhallasw> | hm |
| 14:25 | <yeti_> | hnsn: yeah, i'm running 9734 |
| 14:27 | <hnsn> | yeti_: ok got it. but i cant find the setting, there are too many =D |
| 14:28 | <Eddi|zuHause2> | hnsn: there's a "transparency gui" somewhere |
| 14:29 | <Eddi|zuHause2> | i assume in the same dropdown that has the game settings and patch settings |
| 14:29 | <Eddi|zuHause2> | i have never seen it live... |
| 14:29 | <hnsn> | you are just kidding me, right? =D |
| 14:30 | <hnsn> | fool the swede!!! |
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| 14:31 | <Eddi|zuHause2> | yeah, i'm late and missed 1st april |
| 14:32 | <+glx> | it's in the "map" dropdown |
| 14:32 | <Eddi|zuHause2> | aha, good to know ;) |
| 14:33 | <hnsn> | nice |
| 14:34 | <hnsn> | but give me my 5 minutes it took to erase then from the grf back!! |
| 14:34 | <hnsn> | or not |
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| 14:50 | <Wolf01> | use CTRL+2 to make trees transparent |
| 14:51 | <dihedral> | funding a lumber mill in a tropical game is possible even if build_rawmaterial_ind is turned off |
| 14:53 | <Wolf01> | eh, lumber mills should be secondary industries, but the one in tropical is an exception |
| 14:53 | <peter1138> | yes |
| 14:53 | <dihedral> | that is pretty distrubing |
| 14:54 | <peter1138> | the tropic lumber mill is *only* fundable |
| 14:54 | <peter1138> | they don't appear by themselves |
| 14:54 | <dihedral> | hmmm |
| 14:54 | <dihedral> | still |
| 14:54 | <dihedral> | would be nice if it were the other way round |
| 14:54 | <dihedral> | as they produce raw material |
| 14:55 | <dihedral> | makes me not want to host tropicals anymore |
| 14:55 | <dihedral> | but tropical is a great map |
| 14:57 | <Wolf01> | i've never seen, recently, an industry pop up by himself, i mean "new industry built near city", some time ago it was common to see an industry pop up like a mushroom in the middle of your straight rail project |
| 14:57 | <Wolf01> | dihedral, but you should know that if they cut all the trees they have the production reduced |
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| 15:04 | <Knibble> | hi |
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| 15:05 | <elmex> | wtf. there is a whole science build up on railway layouts |
| 15:05 | <elmex> | wtf. |
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| 15:06 | <elmex> | and i'm getting a headache by building things like this: http://www.ta-sa.org/files/sc/ttd_bahnhof1.png |
| 15:06 | <Wolf01> | http://static.flickr.com/117/273546460_1196049b0a_o.jpg WTF this, not your railway!!! XD |
| 15:06 | <elmex> | ;-) |
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| 15:09 | <hnsn> | i have no clue what you guys are talking about |
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| 15:10 | <peter1138> | yucky 90 degree bends ;( |
| 15:10 | <elmex> | hnsn: this: http://wiki.openttd.org/index.php/Basic_4-Way_Junction |
| 15:11 | <elmex> | peter1138: my problem was that i didn't have enough money in the beginning to expand the land |
| 15:11 | <elmex> | so i had to edal with the space i had |
| 15:12 | <elmex> | whats the problme with 90degree? that the trains slow down? |
| 15:13 | <hnsn> | im slow in my head |
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| 15:17 | <CIA-2> | OpenTTD: bjarni * r9753 /trunk/src/autoreplace_cmd.cpp: |
| 15:17 | <CIA-2> | OpenTTD: -Fix [FS#732]: trains are lost after autorenewal/autoreplace |
| 15:17 | <CIA-2> | OpenTTD: v->dest_tile is now copied when replacing the front engine |
| 15:17 | <dihedral> | for the ranking |
| 15:17 | <dihedral> | counting the station parts |
| 15:18 | <dihedral> | only count station parts that are being services by the appropriate vehicle type |
| 15:18 | <dihedral> | :-) |
| 15:19 | <dihedral> | what say you? |
| 15:20 | <@Bjarni> | nothing |
| 15:20 | <dihedral> | :-( |
| 15:20 | <dihedral> | nofair |
| 15:20 | <@Bjarni> | because if I say anything, then I would have to read back what you said in order to know what I reply to :p |
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| 15:21 | <dihedral> | na - i'll tell you |
| 15:21 | <dihedral> | it was only a 3 liner |
| 15:21 | <dihedral> | for the ranking system, when counting the station parts |
| 15:21 | <dihedral> | you could only count the station parts being serviced by the appropriate vehicle type |
| 15:22 | <dihedral> | i.e. |
| 15:22 | <dihedral> | a truck station connected to a trainstation though no truck ever goes there should not be counted |
| 15:23 | <Eddi|zuHause2> | what ranking system? |
| 15:23 | <dihedral> | what you call it then? |
| 15:23 | <Eddi|zuHause2> | i have no idea what you mean |
| 15:24 | <dihedral> | performance rating :-) |
| 15:25 | <Eddi|zuHause2> | you mean like "Passengers - Good (53%)" |
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| 15:25 | <dihedral> | nope |
| 15:25 | <dihedral> | i mean like in the performance history graph |
| 15:25 | <dihedral> | click on the details button |
| 15:26 | <dihedral> | http://wiki.openttd.org/index.php/Detailed_Performance_Rating |
| 15:26 | <dihedral> | 2nd from the top |
| 15:27 | <Eddi|zuHause2> | elmex: www.informatik.uni-halle.de/~krause/Johannes%20Transport,%204.%20Jun%201965.png - an old station of mine |
| 15:28 | <Eddi|zuHause2> | dihedral: and what exactly do you want to do with that now? |
| 15:28 | <elmex> | wow, lol |
| 15:28 | <dihedral> | i was only suggesting to only count stations that were being used |
| 15:28 | <elmex> | Eddi|zuHause2: that doesn't even use pre-signals |
| 15:28 | <Ammler> | Hello, im having problems with copy&paste (paste password) on my KDE, some others haven't, does someone of you know why? |
| 15:29 | <Eddi|zuHause2> | they were not really necessary... |
| 15:29 | <dihedral> | as some players build countless bus stops in the middle of nowhere to advance themselves in that rating |
| 15:30 | <dihedral> | so perhaps unused stations can bring a negative to the rating :-P |
| 15:30 | <Eddi|zuHause2> | elmex: www.informatik.uni-halle.de/~krause/Johannes%20Transport,%2020.%20Okt%201925.png - a new station of mine |
| 15:31 | <Eddi|zuHause2> | (although that uses PBS) |
| 15:31 | <elmex> | Eddi|zuHause2: 1925? how to start so early? |
| 15:32 | <Eddi|zuHause2> | it's the DBSetXL, it has trains from 1920 (both steam and electric) |
| 15:32 | <elmex> | wow, thats indeed an awesome station |
| 15:32 | <elmex> | oh, k |
| 15:32 | <dihedral> | good night guys |
| 15:32 | <dihedral> | i shall hit the rack |
| 15:33 | <elmex> | how do you come up with those stations? do they just grow by nature and intuitively? |
| 15:33 | <Eddi|zuHause2> | usually i start with something simple and it grows when i notice bottlenecks |
| 15:34 | <elmex> | heh, k |
| 15:34 | <elmex> | do you destruct the cities a lot while building stations? |
| 15:35 | <Eddi|zuHause2> | after a while you get standard situations, where you just build the same structure over and over again, whith little modifications |
| 15:35 | <Eddi|zuHause2> | the initial station usually fits next to the city |
| 15:35 | <Eddi|zuHause2> | but if you expand later, you easily have to destroy a lot of buildings |
| 15:36 | <elmex> | for example Kreuzstadt Hbf, i usually don'tbuild such big stations in the beginning :) |
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| 15:36 | <Eddi|zuHause2> | well, it's not exactly the beginning, because i played 5 years with daylength x32 |
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| 15:37 | <elmex> | daylength x32? |
| 15:37 | <Eddi|zuHause2> | it's a miniin patch |
| 15:37 | <elmex> | it slows down time? |
| 15:37 | <Eddi|zuHause2> | yes |
| 15:37 | <elmex> | interesting |
| 15:38 | <elmex> | doesnt the city disallow building if you destruct too many buildings? |
| 15:38 | <elmex> | i'm always having problems with that |
| 15:38 | <Eddi|zuHause2> | that's "fixed" in a few lines of code :) |
| 15:38 | <elmex> | you patched your ttd to have freehands in building stations? :-) |
| 15:39 | <Eddi|zuHause2> | yeah, basically :) |
| 15:39 | <elmex> | heh |
|