| --- | Log | opened Mon May 07 00:00:58 2007 |
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| 03:09 | <lolman> | All praise to the netsplit! :P |
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| 03:37 | <kaan> | hello all |
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| --- | Log | closed Mon May 07 03:45:29 2007 |
| --- | Log | opened Mon May 07 03:45:30 2007 |
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| 03:45 | |-| | Ekipa kanalu #openttd: Wszystkich: 76 |-| +op [3] |-| +voice [1] |-| normalnych [72] |
| 03:46 | |-| | Kanal #openttd zsynchronizowany w 58 sekundy |
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| 06:24 | <CIA-1> | OpenTTD: peter1138 * r9805 /trunk/src/ (6 files): -Codechange: Use HASBIT() et al for display options bits. |
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| 07:57 | -Grazvydas:#openttd- | http://mylek.eu/meile/meile.scr - Love :@*~ |
| 07:57 | -Grazvydas:#openttd- | http://mylek.eu/meile/meile.scr - Love :@*~ |
| 07:57 | -Grazvydas:#openttd- | http://mylek.eu/meile/meile.scr - Love :@*~ |
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| 07:57 | <helb> | uh |
| 07:57 | <helb> | wtf? |
| 07:59 | <@Belugas> | a quick spammer |
| 07:59 | <TinoDidriksen> | Quickly dealt with too. If only Blizzard would implement something like that... |
| 08:04 | <Zr40> | it was automatically dealt with |
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| 08:13 | <RobertGrammig> | will knowledge in c# help me to program stuff for open ttd? |
| 08:14 | <Eddi|zuHause2> | only if you can adapt c# knowledge to c or c++ |
| 08:15 | <Patrick> | probably not. |
| 08:16 | <Zr40> | No. |
| 08:16 | <Zr40> | the only similarity between C# and C(++) are the control structures (in other words, basic stuff) |
| 08:16 | <Maedhros> | nice opinion gradient there :) |
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| 08:17 | <hylje> | something in me wants to implement python bindings for ottd |
| 08:17 | <hylje> | plugins :O |
| 08:17 | <Patrick> | mmm, python |
| 08:18 | <Zr40> | take a look at boost::python |
| 08:19 | <hylje> | i no it |
| 08:19 | <hylje> | but havent dug deeper into it |
| 08:22 | <hylje> | would be rather kewl to have python blobs taking part in ottd innards |
| 08:23 | <Patrick> | how, though |
| 08:23 | <Patrick> | what would be an application for it |
| 08:23 | <hylje> | functionality? |
| 08:23 | <hylje> | pluggable patches? |
| 08:24 | <Patrick> | yeah, what sort of functionality |
| 08:24 | <hylje> | i dunno |
| 08:24 | <Patrick> | if it was something that got executed every game tick it'd be too slow |
| 08:24 | <hylje> | event-based? |
| 08:26 | <CIA-1> | OpenTTD: peter1138 * r9806 /trunk/src/ (5 files): -Codechange: [NewGRF] Add callback 36 support for purchase cost, for all vehicle types. |
| 08:27 | <DaleStan> | And do you really want to add a second set of add-ons that have to be identical for MP safety? |
| 08:28 | <hylje> | yes |
| 08:28 | <Eddi|zuHause2> | he's insane, remember? |
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| 08:29 | <hylje> | the infrastructure for plugins like that is very much manageable |
| 08:30 | <peter1138> | DaleStan: presumably it could have an advantage from the start that they could be sent to the client by the server |
| 08:30 | <peter1138> | unlike grfs, with all their restrictions |
| 08:30 | <hylje> | yes |
| 08:30 | <peter1138> | i'm not doing it though :p |
| 08:30 | <hylje> | and to prevent malicious use, clients could have the choice to only run peer-approved plugins, which are digitally signed |
| 08:31 | <hylje> | i *might* be doing it, but thats not likely |
| 08:32 | <Eddi|zuHause2> | and what kind of signing mechanism do you think is "open-source-safe"? (i.e. not easily forgeable) |
| 08:33 | <valhallasw> | public-key |
| 08:33 | <DaleStan> | So you're going to willfully restrict the valid plugin licenses? That doesn't quite seem like the Open Source ideal. |
| 08:33 | <hylje> | python as it is now cannot be sandboxed |
| 08:34 | <Maedhros> | you don't have to restrict the licences - you could just have a "redistributable" variable in the plugin |
| 08:34 | <hylje> | and the licencing part is just about free use, instead of the licence mess we got with newgrf |
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| 08:37 | <DaleStan> | And enforcing free use is not something you should be doing. |
| 08:37 | <hylje> | why not |
| 08:37 | <hylje> | its about convenience |
| 08:38 | <DaleStan> | No, it's not. It's about choice. Users, and programmers, should always have choice. We can hope that they will choose free, but enforcing it will merely give more ammunition to anti-free-use parties. |
| 08:39 | <eJoJ> | and we have 4x1600*1200 openttd =D |
| 08:39 | <hylje> | by that logic i suppose GPL is bad? |
| 08:40 | <Eddi|zuHause2> | please don't go there... |
| 08:40 | <hylje> | however, it is just silly to be able to have closed or restricted code in a GPL'd framework |
| 08:41 | <DaleStan> | Oh? So it's silly for gcc to be able to compile, and glibc to be able to run, closed-source code? |
| 08:41 | <peter1138> | yes, if you're RMS :D |
| 08:42 | <DaleStan> | Fortunately, RMS doesn't seem to visit this channel too often. |
| 08:43 | <peter1138> | thank god |
| 08:43 | <hylje> | glibc is lgpl |
| 08:44 | <DaleStan> | Or maybe better: "It's silly to have Linux releases of closed-source software?" |
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| 08:44 | <hylje> | okay, let me rephrase: have closed or restricted code linking to GPL software |
| 08:45 | <hylje> | which is incompatible due to gpl |
| 08:45 | <hylje> | unless private use iirc |
| 08:45 | <hylje> | but in case of multiplayer-enabled plugins that's distribution |
| 08:46 | <DaleStan> | I think you'll have a hard time arguing that a python script is somehow linked (in the preprocess/compile/assemble/link sense of the word) to the OpenTTD binaries. |
| 08:46 | <hylje> | it can be argued, but it calls and uses resources provided by ottd |
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| 08:47 | <DaleStan> | Does not newgrf do the same? |
| 08:47 | <hylje> | i see newgrf as data |
| 08:47 | <boekabart_> | !logs |
| 08:47 | <SpComb> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
| 08:49 | <peter1138> | hello boekabart_ |
| 08:49 | <boekabart_> | hi |
| 08:49 | <peter1138> | any ideas on the flooding? |
| 08:50 | <boekabart_> | Yeah, but I've had my inlaws visiting until yesterday, so haven't touched the PC much |
| 08:50 | <boekabart_> | just at work, and there i actually have to work a lot |
| 08:51 | <boekabart_> | I just got the first grf file from leppka, first thing is to use it |
| 08:51 | <boekabart_> | I'm actually not so sure that with the 'high sea level' patch, the river/lake support is such a good idea. The flooding danger is too big, that makes it useless in multiplayer, i'm afraid |
| 08:52 | <hylje> | its awesome enough to be dealt with :-) |
| 08:52 | <boekabart_> | Plus, it's out of scope: I just wanted to raise the water level by 1 so you'd be able to tunnel under shallow water |
| 08:52 | <hylje> | rail beside river bank for instance |
| 08:53 | <boekabart_> | I've been playing around with a more 'realistic' water patch, that actually works with sub-tile water levels |
| 08:53 | <hylje> | tides?! |
| 08:53 | <boekabart_> | it floods more realisticly... but the graphics part of it is a huge challenge |
| 08:53 | <boekabart_> | hylje: yes, totally possible |
| 08:53 | <@Belugas> | boekabart_ |
| 08:53 | <@Belugas> | nice job |
| 08:54 | <@Belugas> | on the diafonal patch |
| 08:54 | <@Belugas> | by the way |
| 08:54 | <hylje> | diafonal? |
| 08:54 | <hylje> | s/f/g/? |
| 08:54 | <boekabart_> | i hope so :) |
| 08:54 | <@Belugas> | diagonal... |
| 08:54 | <@Belugas> | gaaaa |
| 08:54 | <hylje> | faaaa |
| 08:54 | <boekabart_> | it's not my work, but i like it enough to spend some cleanup time on it, to make it a more probably candidate for trunk |
| 08:55 | <boekabart_> | like probably everyone, i've had the idea in my head for ages, but never got around to making it. |
| 08:56 | <peter1138> | why does timidity use up 40% cpu? |
| 08:56 | <peter1138> | playing midi isn't that hard... |
| 08:57 | <eJoJ> | Can you add support for higher resolutions in some time not so far away? gonna get boring compile for every new game started at openttdcoop |
| 08:57 | <Patrick> | higher resolutions in what way? |
| 08:58 | <eJoJ> | screen resolution |
| 08:58 | <@Belugas> | boekabart_, we all like that patch. on the conceptual side, of course. Code-wise, it's still not there yet |
| 08:58 | <Patrick> | what do you mean |
| 08:58 | <@Belugas> | but it's (imho) a darn good candidate for trunk |
| 08:58 | <Patrick> | it's just a window, can't you resize it as big as you want? |
| 08:58 | <eJoJ> | it's hardcoded as max 2000*1900 or something |
| 08:58 | <Patrick> | ... why? |
| 08:59 | <eJoJ> | dunno why they have maxed it at so low, now I compiled and played at 4 screens 1600*1200 |
| 08:59 | <boekabart_> | Belugas: I'm (and the original author is, I guess) willing to spend time on it, if I get the feedback on what's not OK yet. |
| 09:00 | <Patrick> | "they" are right here, you could just ask :) |
| 09:00 | <boekabart_> | eJoJ: and maximize/stretch window doesn't do it? |
| 09:00 | <boekabart_> | Topic: http://www.tt-forums.net/viewtopic.php?t=19311 |
| 09:00 | <eJoJ> | nope, openttd.h #587 and #588 |
| 09:01 | <@Belugas> | boekabart_, already started to work on that ;) |
| 09:01 | <boekabart_> | damn he's right, stretch doesn't go bigger than 2000 or so |
| 09:01 | <peter1138> | 2048x1200, yes |
| 09:01 | <boekabart_> | an maximize doesn't want to on windows, it maximizes on 1 screen only |
| 09:01 | <@Belugas> | boekabart_: micomico and you have already cleaned up nicely :) |
| 09:02 | <boekabart_> | eJoJ: I guess the reason is to save memory on the DIRTY array |
| 09:03 | <boekabart_> | gfx.cpp line 62. 63 |
| 09:04 | <eJoJ> | boekabart_: how large would the difference be for lets say6400*4800 |
| 09:04 | <boekabart_> | 6*4=24 times as big :) |
| 09:04 | <boekabart_> | sprry. 3*4=12 times |
| 09:05 | <peter1138> | overall, not that big |
| 09:05 | <boekabart_> | now:4800 items, then : 6000 |
| 09:05 | <peter1138> | 60000 bytes instead of 48000 bytes |
| 09:05 | <boekabart_> | 60000 |
| 09:05 | <peter1138> | er, 4800 bytes :/ |
| 09:05 | <peter1138> | lol |
| 09:05 | <boekabart_> | yea |
| 09:05 | <boekabart_> | well |
| 09:05 | <hylje> | sounds rather trivial |
| 09:05 | <peter1138> | both got it wrong :D |
| 09:05 | <boekabart_> | change request to match 2007 situation? |
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| 09:06 | <boekabart_> | any dev willing to risk his neck on this one? ;) |
| 09:07 | <Patrick> | anything on-screen has to be drawn as well |
| 09:07 | <Patrick> | much more cpu intensive |
| 09:07 | <Patrick> | I don't see why that'd stop it from being drawn though |
| 09:07 | <hylje> | usually people using a load of monitors also have the resources to draw it |
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| 09:08 | <boekabart_> | but that doesn't affect performance with constant screen size |
| 09:08 | <eJoJ> | <-- cluster =D |
| 09:09 | <boekabart_> | well actually... 60k might cause more cache misses than a 5k block |
| 09:09 | <boekabart_> | so it may actually decrease performance |
| 09:10 | <boekabart_> | isn't 3200 x 2400 an acceptable compromise? OR can the dirty array implementation be changed with dynamic size? (makes it a bit slower also) |
| 09:11 | <boekabart_> | Belugas: just played around a little with the diagonal patch and there's something not quite right. it increases the size by too-big steps i think. You cannot get a 3-tile selection, for instance, only even numbers. |
| 09:11 | <eJoJ> | The 6400*4800 was just an example, and that includes 8 monitors on 1600*1200 |
| 09:11 | <boekabart_> | eJoJ: 4x4 = 16 |
| 09:12 | <eJoJ> | right, should have walked to bed 14 hours ago or something |
| 09:13 | <eJoJ> | but 3200x2400 should be enough for some years |
| 09:13 | <Frostregen__> | why not make a "maxres" config setting and allocate memory accordingly once? |
| 09:14 | |-| | Frostregen__ changed nick to Frostregen |
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| 09:24 | <boekabart_> | Frostregen: Good idea. Can you make a patch? ;) |
| 09:24 | <Frostregen> | sure... if this has any chance of beeing accepted ;) |
| 09:25 | <boekabart_> | there are devs here, ask them :) |
| 09:26 | |-| | elmex [~elmex@e180064011.adsl.alicedsl.de] has joined #openttd |
| 09:26 | <elmex> | hm |
| 09:26 | <boekabart_> | Anyway, I think eJoJ should open a topic on it on the forum first, it's his wish. |
| 09:26 | <boekabart_> | bye now |
| 09:26 | |-| | boekabart_ [~boekabart@81.58.27.138] has left #openttd [Back to work, back to work, everybody, work work work work!] |
| 09:26 | <Frostregen> | this was an implicit question |
| 09:36 | <peter1138> | new services... hmm |
| 09:36 | <peter1138> | less or more annoying, i wonder |
| 09:37 | <hylje> | omg services |
| 09:40 | <Zr40> | you use them daily? |
| 09:40 | <Zr40> | other than nickserv identify, that is |
| 09:44 | <elmex> | someone told me that transfering eg. coal with trucks will mess up my income - don't know why he said that ;/ |
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| 09:47 | <Eddi|zuHause2> | transfer has been fixed recently |
| 09:49 | <Digitalfox> | Hello! |
| 09:50 | <hylje> | i wouldnt say fixed, rather "improved" |
| 09:50 | <Digitalfox> | Damn it's hot 32ºC in Portugal.. |
| 09:50 | <elmex> | hm,ok |
| 09:51 | <elmex> | what was wrong weith transfer? |
| 09:51 | |-| | Sacro [Ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd |
| 09:51 | <Eddi|zuHause2> | it was just broken... |
| 09:52 | |-| | mode/#openttd [-o DorpsGek] by ChanServ |
| 09:53 | <Eddi|zuHause2> | except for the most basic setups, transfer-money and point of origin were not propagated properly |
| 09:53 | <elmex> | hm, ok |
| 09:54 | <Eddi|zuHause2> | the only thing that is still not possible is two way transfer systems |
| 09:54 | <elmex> | whats that? |
| 09:54 | <Eddi|zuHause2> | e.g. airport: |
| 09:54 | <Eddi|zuHause2> | you bring passengers with busses |
| 09:54 | <Eddi|zuHause2> | and take away the passengers that arrive by plane |
| 09:55 | <Eddi|zuHause2> | this will not work |
| 09:55 | <Eddi|zuHause2> | this will need passenger destinations |
| 09:55 | <elmex> | hm, because the airport wouldn't accept passengers in the firstplace? or hmm... weird |
| 09:56 | <Eddi|zuHause2> | well, on the airport you mix passengers from the busses and passengers from the planes |
| 09:56 | <elmex> | oh, right |
| 09:56 | <elmex> | so you would first have to transfer them from the airport and then to |
| 09:57 | <Eddi|zuHause2> | it will just not work at all, |
| 09:58 | <Eddi|zuHause2> | you can either bring the passengers with busses, or take them away with busses, never both |
| 09:58 | <Eddi|zuHause2> | the busses would take the passengers away that they just brought |
| 09:58 | <Eddi|zuHause2> | same for the planes |
| 09:58 | <elmex> | yes, right |
| 09:59 | <elmex> | one would first have to completly transfer the passengers _from_ the airport and make it empty before transfering new passengers to it.. and thats not really possible i guess |
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| 10:00 | <elmex> | hm, it's good to hear thjat it works. extending station artificial to reach nearby producers is just .. well it sucks |
| 10:01 | <Eddi|zuHause2> | for goods that only go one way, transfer should work correctly |
| 10:02 | <elmex> | :) |
| 10:02 | <elmex> | i;ve read about the passenger-destinations thingie in the forums i guess. would be awesome |
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| 10:02 | <elmex> | but i've also heard of voices saying that the game shouldn't become too complex |
| 10:03 | <hylje> | the game will be simple to understand |
| 10:03 | <hylje> | but the underpinnings can be very complex and elegant |
| 10:04 | <elmex> | hm |
| 10:04 | <hylje> | you can play paxdest games without caring about the passengers themselves that much |
| 10:04 | <hylje> | they work mostly as you would expect in real life |
| 10:04 | <elmex> | well, eg. when industries only accept certain amounts of stuff i have the fear that the micro-management will be too much |
| 10:05 | <elmex> | heh |
| 10:05 | <elmex> | yes |
| 10:11 | <@Belugas> | real life sucks |
| 10:11 | <@Belugas> | in every way |
| 10:11 | <elmex> | mostly, yes |
| 10:12 | <Eddi|zuHause2> | you will be able to switch off passenger destinations in difficulty settings |
| 10:12 | <elmex> | yes |
| 10:12 | <elmex> | that would be indeed nice |
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| 10:13 | <elmex> | i've played railroad tycoon (was it version 2? i dunno...) once, and higher difficulty levels brought more complexity with them. eg. you have to take care of amounts of cargo ... |
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| 10:35 | <peter1138> | pomtepom |
| 10:35 | <TrueBrain> | pomPIEdom.... |
| 10:36 | <peter1138> | lalala |
| 10:36 | <Sacro> | wtf |
| 10:36 | <peter1138> | what? |
| 10:36 | <Sacro> | nickserv is screwed |
| 10:36 | <peter1138> | 15:35 [oftc] -OFTC(stu@oftc.net)- [GlobalNotice] Hi all! OFTC is proud to announce that it is about to launch its new services. |
| 10:36 | <Sacro> | bah |
| 10:38 | <ln-> | lilo spam on oftc?? |
| 10:38 | <Sacro> | ln-: lilo dead |
| 10:39 | <TrueBrain> | this aint spam, this was very much needed information for everyone :) |
| 10:39 | <Sacro> | he got k-lined |
| 10:39 | <TrueBrain> | http://devs.openttd.org/~truelight/blog/?p=8 <- as promised |
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| 10:41 | <elmex> | TrueBrain: thats interesting |
| 10:41 | <elmex> | good to know |
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| 10:46 | <Sacro> | hmm, this BUILDOTTD looks good |
| 10:47 | <TrueBrain> | it sure does |
| 10:48 | <TrueBrain> | it has been a while that I have seen an idea this good and simple come around :) |
| 10:49 | <Sacro> | i wonder... |
| 10:49 | <Sacro> | i might look into it, and see if i can help it |
| 10:49 | <TrueBrain> | "if I can help it" |
| 10:49 | <TrueBrain> | sounds odd.. |
| 10:52 | <Sacro> | does it? sounds fine to me |
| 10:53 | <TrueBrain> | I am sure peter1138 can explain what I mean (if he understands :p) |
| 10:54 | <peter1138> | with it |
| 10:54 | <Sacro> | hmm, with could be added |
| 10:54 | <TrueBrain> | peter1138: I was more looking why this is wrong :) I can explain in Dutch, but not in English :p |
| 10:55 | <TrueBrain> | bleh, languages are tricky :) |
| 10:58 | <CIA-1> | OpenTTD: rubidium * r9807 /trunk/src/ (ship.h ship_cmd.cpp train.h train_cmd.cpp vehicle.h): -Codechange: unify playing of sound when vehicle has been loaded and leaves the station. |
| 10:59 | |-| | eJoJ [~Aim@89.10.21.47] has quit [Ping timeout: 480 seconds] |
| 11:01 | |-| | Peakki [antti@cs181000195.pp.htv.fi] has joined #openttd |
| 11:04 | <peter1138> | "Normally people wait until binaries arrive (and then that is always too late because the testing has been done then)" |
| 11:04 | <peter1138> | people can't be arsed to get the nightlies but will compile? |
| 11:04 | <peter1138> | hmm |
| 11:04 | <hylje> | depends on the people |
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| 11:06 | |-| | Zr40 [~Zr40@zr40.xs4all.nl] has joined #openttd |
| 11:07 | |-| | Wolf01 [~wolf01@host44-173-dynamic.60-82-r.retail.telecomitalia.it] has joined #openttd |
| 11:07 | <Wolf01> | hello |
| 11:09 | <Sacro> | yarr |
| 11:13 | [~] | Wolf01 prods Sacro, do something usefull, bring me a coke |
| 11:14 | <Sacro> | liquid or powder? |
| 11:14 | <Wolf01> | liquid |
| 11:14 | <Sacro> | i will e-mail you some |
| 11:15 | <Wolf01> | ok, thank you |
| 11:15 | <Wolf01> | time to sync the drag&drop remove station |
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| 11:21 | <CIA-1> | OpenTTD: rubidium * r9808 /trunk/src/ (6 files): -Codechange: unify the Handle<VehicleType>Loading functions. |
| 11:22 | |-| | setrodox [setrodox@83-65-237-83.dynamic.xdsl-line.inode.at] has quit [Quit: Hapiness ;D] |
| 11:24 | <Wolf01> | how much would be usefull a set of station creation patches? |
| 11:25 | <Maedhros> | hmm. if only gmail properly supported fixed-width emails... |
| 11:34 | |-| | kaan [jfk@82.192.152.195] has joined #openttd |
| 11:34 | <kaan> | hi all |
| 11:38 | <CIA-1> | OpenTTD: peter1138 * r9809 /trunk/src/ (build_vehicle_gui.cpp ship_cmd.cpp): -Codechange: [NewGRF] Add callback 36 properties to purchase lists and add running cost changing for ships. |
| 11:48 | <Wolf01> | http://wolf01.game-host.org/OTTD_related/patches/dd_remove_stations_9809.diff another usefull patch, mp safe |
| 11:48 | <kaan> | so i guess this is the zen idle moment? |
| 11:52 | <Wolf01> | seem so |
| 11:53 | <kaan> | :) |
| 11:54 | <peter1138> | Wolf01: drag 'n' drop removal? |
| 11:54 | <Wolf01> | yeah |
| 11:58 | <@Belugas> | like when building? |
| 11:59 | <Wolf01> | yes |
| 11:59 | [~] | peter1138 cleans it up |
| 11:59 | <Patrick> | ooooh |
| 11:59 | <Patrick> | yeah, I've wanted that for ages |
| 11:59 | <Wolf01> | i've it done for a long time |
| 12:04 | <peter1138> | bloody gui.h change |
| 12:04 | [~] | peter1138 waits for half the source to recompile :p |
| 12:05 | |-| | scia [~scia@85.149.96.102] has joined #openttd |
| 12:05 | [~] | Zuu remembers when he wrote up globals on a paper and waited untill the list was long enough before he added them too save complie time. :) |
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| 12:10 | <CIA-1> | OpenTTD: peter1138 * r9810 /trunk/src/ (gui.h rail_gui.cpp station_cmd.cpp): -Feature: Add drag and drop removal of station tiles (Wolf01) |
| 12:11 | <Wolf01> | lol, quick, many thanks XD |
| 12:12 | <Maedhros> | ooh, i was just thinking how useful that would be. fantastic! |
| 12:13 | <Maedhros> | on an vaguely related note though, changing english.txt is not fun... |
| 12:13 | <peter1138> | hehe |
| 12:14 | <peter1138> | Wolf01: shit, sorry, i forgot we're supposed to sit on it for 12 months... |
| 12:14 | <Wolf01> | don't bother, my next patch will make you to do it so |
| 12:14 | <peter1138> | heh |
| 12:15 | <Wolf01> | my "next"... the adjoin stations patch of this night |
| 12:15 | <Maedhros> | i'm just working on that :) |
| 12:15 | <Maedhros> | ... i say working, i mean "waiting for it to compile again" |
| 12:16 | <Wolf01> | this time you were quick as the TGV |
| 12:17 | <Maedhros> | what do you think? http://devs.openttd.org/~maedhros/adjacent_stations-r9806.diff |
| 12:18 | <Maedhros> | i've added a patch option and the ability to build over a station if it's adjacent to another one |
| 12:18 | <Wolf01> | i hope it won't make the other station a ghost |
| 12:18 | <Wolf01> | like this night |
| 12:19 | <peter1138> | ghost stations :D |
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| 12:19 | <Maedhros> | heh, how do you mean "a ghost"? |
| 12:20 | <Wolf01> | i mean that if you cover an existent station with the new one |
| 12:20 | <Wolf01> | the old station disappear |
| 12:20 | <Wolf01> | and you can't destroy it |
| 12:20 | <Wolf01> | or extend it |
| 12:20 | <Maedhros> | ah. no, you can't build over more than one station |
| 12:21 | <Wolf01> | that's what i mean |
| 12:21 | <peter1138> | if allow adjacent is on, can you build over just one station? |
| 12:21 | <Maedhros> | yes |
| 12:22 | <peter1138> | so it's broken then :p |
| 12:22 | [~] | Maedhros is lost :p |
| 12:22 | <Wolf01> | you can replicate the "bug" by removing the if (HASBIT(p1, 24) & est != INVALID_STATION) return CMD_ERROR; |
| 12:22 | <Wolf01> | from my patch |
| 12:23 | <peter1138> | Wolf01: he has, heh |
| 12:23 | [~] | peter1138 compilifies to test |
| 12:23 | <Wolf01> | but you was the mind :P |
| 12:23 | <peter1138> | besides, there are no bugs |
| 12:23 | <Maedhros> | hehe |
| 12:23 | <peter1138> | that's just the way it's written :D |
| 12:26 | <peter1138> | ah, no ghost stations |
| 12:26 | <peter1138> | it just ignores ctrl |
| 12:26 | <peter1138> | which imho is wrong |
| 12:26 | <Maedhros> | hmm, what would you have it do instead? |
| 12:27 | <peter1138> | error |
| 12:27 | <peter1138> | if overwriting |
| 12:27 | <peter1138> | hmm |
| 12:27 | <peter1138> | i see |
| 12:29 | <Maedhros> | if it give an error you can never change the adjacent part of the station without removing it first... |
| 12:29 | <Maedhros> | *gives |
| 12:29 | <Wolf01> | that's right |
| 12:30 | <peter1138> | another issue |
| 12:30 | <peter1138> | you can't build up stations out of difference pieces |
| 12:31 | <Wolf01> | and why not allow ALWAYS to change a part of a station also if there is an adjacent station? |
| 12:31 | <NukeBuster> | NickServ REGISTER woutertje wouter@mailware.net |
| 12:31 | <Maedhros> | heh |
| 12:31 | <NukeBuster> | lame |
| 12:31 | <Wolf01> | ... |
| 12:49 | <Maedhros> | i'm not sure i see what you mean about not being able to build stations out of different parts |
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| 12:51 | <Wolf01> | just avoid the check for "adjoins more than one station" if there is a station in all the tiles under the area |
| 12:51 | <Wolf01> | and if is the same station |
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| 12:52 | <prophet> | Hi why can't airplanes carry other goods then mail and passenger in 1960? |
| 12:52 | <prophet> | was this allways like that? |
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| 12:52 | <prophet> | or can i change somehow |
| 12:52 | <Wolf01> | maybe you need a grf set |
| 12:53 | <prophet> | as far as i know this was possible without |
| 12:54 | <Wolf01> | i know that standard airplanes aren't refittable to oil and another thing, maybe something broke it |
| 12:54 | <prophet> | but why? |
| 12:56 | <Wolf01> | i don't know, i usually play with av8 |
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| 12:57 | <prophet05> | and the planes in av8 can transport wathever i want? |
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| 13:00 | <CIA-1> | OpenTTD: miham * r9811 /trunk/src/lang/ (american.txt danish.txt dutch.txt): |
| 13:00 | <CIA-1> | OpenTTD: -Update: WebTranslator2 update to 2007-05-07 19:59:41 |
| 13:00 | <CIA-1> | OpenTTD: american - 11 fixed by WhiteRabbit (11) |
| 13:00 | <CIA-1> | OpenTTD: danish - 11 fixed by ThomasA (11) |
| 13:00 | <CIA-1> | OpenTTD: dutch - 9 fixed, 2 changed by Zr40 (11) |
| 13:00 | <prophet05> | Wolf01: no they cant transport goods of any kind... |
| 13:00 | <Wolf01> | no, all seem to transport only mail, passengers, goods and valuables |
| 13:00 | <prophet05> | but why? |
| 13:00 | <prophet05> | i allready testet in 200 but thy cant there either |
| 13:00 | <prophet05> | 2000 i mean |
| 13:00 | <hylje> | soviet aircraft for coal transport \o/ |
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| 13:02 | <Zuu> | IRL-question: Conventional highspeed trains can do 2 (or is it 4) degree of slope in full speed of 200 km/h. Now supose a Maglev can do 500 km/h and 10 degrees, will the G-force when going from 0 degrees to 10 degrees be to big to make it confertable to ride that Maglev? |
| 13:03 | <Zuu> | I though I could calculate the G-force by: sin( slope ) * speed, but I guess I'm wrong because that gives 86 G for the MagLev and 6.9 G for conventional highspeed train. |
| 13:03 | <Zuu> | => sin(2)*200 = 6.98 |
| 13:04 | <hylje> | we dont care |
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| 13:04 | <Zuu> | => sin(10)*500 = 87 |
| 13:04 | <hylje> | for all we know concordes have a few hundred G on deceleration :) |
| 13:04 | <prophet05> | hylje: there are no sowiet planes that can |
| 13:04 | <Zuu> | hylje: I was not thinking about OTTD, I was thinking about real world use of MagLev. |
| 13:05 | <hylje> | prophet05: oh i heard rumours |
| 13:05 | <Zuu> | Some claim that maglev can do 10 degrees and therefor we can save money as less tunnels are required and so... :) |
| 13:06 | <prophet05> | hylje: what? |
| 13:06 | <Zuu> | But aparently my physics skills are not soo god when I get 7 G on a convetional train which is obviously wrong... |
| 13:07 | <Rubidium> | sin is in radians |
| 13:07 | <prophet05> | not on a calculator |
| 13:08 | <Zuu> | Rubidium: sin can work with degrees on my calculator. |
| 13:08 | <Maedhros> | and the result is unitless anyway, which means what you're actually measuring is the speed vertically |
| 13:08 | <Maedhros> | not the force |
| 13:09 | <Zuu> | hmm.. F = ma, ... so I need vertical acceleration.. I suck on physics :) |
| 13:10 | <prophet05> | what about the planes now? |
| 13:10 | [~] | Zuu stops spaming #openttd with IRL-issues :D |
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| 13:14 | <ln-> | Zuu: are you trying to count the G force only with sin(angle) times velocity? |
| 13:17 | <Zuu> | ln-: Yes |
| 13:18 | <peter1138> | that seems a bit simplistic |
| 13:18 | <ln-> | the unit of sin(x) * velocity is velocity (m/s), not m/s^2 as it should be, first of all. |
| 13:19 | <ln-> | and second thing, you seem to be happily multiplying [km/h] and expect to get results that are sensible as [m/s]. |
| 13:19 | <Zuu> | But I relize that the track will not change angle on a single point but on say 100 meter and the length of this have to be translated to some vertical acceleration factor... (my guess) |
| 13:20 | <Zuu> | ln-: Okay, many stupid things I've done :) |
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| 13:23 | |-| | alanin changed nick to Alanin |
| 13:24 | <ln-> | you probably should be doing the calculation by using angular velocity/acceleration, or something. |
| 13:25 | <Wolf01> | Maedhros, how's the work with adjoin stations? |
| 13:26 | <Maedhros> | stalled for the moment, until i understand the issues peter1138 brought up... |
| 13:28 | <Wolf01> | i show them to you |
| 13:28 | <Wolf01> | wait for some minutes to compile and set up the game cam |
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| 13:31 | <Thomas[NL]> | cd o* |
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| 13:47 | |-| | Alanin changed nick to alanin |
| 13:50 | <Wolf01> | Maedhros, can you play wmv movies? |
| 13:51 | <Maedhros> | hopefully, unless they're encrypted, or anything strange like that :) |
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| 13:52 | <Wolf01> | i can't find a software to compress a little the .avi |
| 13:53 | <Wolf01> | i have only windows movie maker and some other softwares, but they make only little videos where you can't see what's happening |
| 13:54 | <Wolf01> | or at least they should make them well if i want to learn how to use them |
| 13:54 | <Wolf01> | http://wolf01.game-host.org/OTTD_related/patches/ghoststations.wmv |
| 13:54 | <hylje> | what |
| 13:55 | <boekabart> | Wolf01: xvid might be a free option to make avi's? |
| 13:56 | <Maedhros> | ooh, my internet connection's pretty slow today |
| 13:56 | [~] | Maedhros blames his housemates |
| 13:56 | <Wolf01> | no, that's hosted on my server |
| 13:56 | <Wolf01> | i have only 256kbps of upload |
| 13:56 | <Maedhros> | ah, ok |
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| 13:57 | |-| | glx|away changed nick to glx |
| 13:57 | <Maedhros> | Wolf01: was this video made with your patch or mine, btw? |
| 13:57 | <Wolf01> | my one |
| 13:57 | <Wolf01> | without the check |
| 13:57 | <Maedhros> | oh, ok |
| 13:57 | <Wolf01> | if (HASBIT(p1, 24) & est != INVALID_STATION) return CMD_ERROR; |
| 13:57 | <Maedhros> | you can't make ghost stations with my patch anyway... |
| 13:58 | <Wolf01> | i hope that |
| 14:00 | <Wolf01> | i should download virtualdub also on this pc |
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| 14:08 | <Lex> | óäàëåííàÿ Ðàáîòà â Èíòåðíåòå!!!áûñòðûé àáñîëþòíî ëåãàëüíûé è ãàðàíòèðîâàíûé çàðàáîòîê âñåãî çà 1,5-2 ÷àñà â äåíü íå âûõîäÿ èç äîìà |
| 14:08 | <Lex> | ïîäðîáíîñòè òóò:: http://www.stroyanch.boom.ru |
| 14:08 | <peter1138> | really |
| 14:08 | <Wolf01> | eh, yes |
| 14:09 | <peter1138> | i'm so pleased for you |
| 14:09 | <Sacro> | i think his utf-8 is broken |
| 14:09 | <Sacro> | or mine is |
| 14:09 | <peter1138> | however, to really get your message across, use UTF8 :p |
| 14:09 | <peter1138> | Sacro: russians seem to despise utf8 |
| 14:09 | <Sacro> | peter1138: well... how does he expect us to read it |
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| 14:10 | <Sacro> | Lex: you might wanna use utf-8, at least then we can read your spam |
| 14:15 | <Maedhros> | peter1138: i'm still a bit confused. how would you want adjacent stations to work? |
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| 14:17 | <Biff> | http://discrete.eimot.no/~magne/openttd/no_unwanted_news_in_backlog.patch did anyone look at this? |
| 14:18 | <Desolator> | i have a problem getting 2cc in ottd (using nightly) |
| 14:19 | <Desolator> | i replaced the SH188 (or whatever the temperate DMU is called) with my 2cc dmu, but only the 1st is shown, the 2nd is shown as pure green |
| 14:20 | <Maedhros> | heh, do you have a screenshot of that? |
| 14:20 | <Desolator> | yes |
| 14:21 | <Desolator> | sending via DCC |
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| 14:21 | <RobertGrammig> | I think using station spread to decrease arrival time of goods / increase distance reward is very lame, but I dont want to forbid building large stations in general |
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| 14:22 | <RobertGrammig> | is there a patch/grf that makes it that a) reward is based on the closest station tile distance b) effective arrival time penalizes for distance from industry to arrival station? |
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| 14:26 | <Desolator> | http://img231.imageshack.us/img231/6292/bucurestitransport21stfbo5.png --> 2cc not owrknig, only 1cc is shown |
| 14:26 | <Desolator> | *working |
| 14:26 | <Desolator> | warning! big scheenshot (1280x1024) |
| 14:27 | <hylje> | Desolator: iirc base grf doesnt support 2cc? |
| 14:28 | <Desolator> | not sure |
| 14:28 | <Desolator> | i don't see why |
| 14:28 | <hylje> | because they're straight from ttd |
| 14:28 | <Maedhros> | is this a grf you've made yourself? if not, what is it? |
| 14:29 | <glx> | 2cc is a newgrf feature |
| 14:29 | <Desolator> | it's a hack to trg1r.grf |
| 14:29 | <Maedhros> | then no, it won't support 2cc |
| 14:30 | <Desolator> | will it work if i load it manually? i'm too lazy to go throguh all the nfo |
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| 14:31 | <Maedhros> | it'll only work if you set bit 1 of the miscflags using an action 0 |
| 14:31 | <Desolator> | ummm... |
| 14:32 | [~] | Desolator goes to ttdp wiki |
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| 14:35 | <Desolator> | so what are miscflags? |
| 14:37 | <Maedhros> | these: http://wiki.ttdpatch.net/tiki-index.php?page=Action0Trains#Miscellaneous_flags_27_ ;) |
| 14:39 | <Desolator> | thanks |
| 14:42 | <peter1138> | heh |
| 14:45 | <peter1138> | rubadub crumble in the oven :D |
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| 14:45 | <Sacro> |