| --- | Log | opened Sat Jun 02 00:00:42 2007 |
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| 00:42 | [~] | boekabart yawns good morning |
| 01:21 | <Touqen> | g'night |
| 01:21 | <Touqen> | y'all |
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| 01:37 | <Wolf01> | hello |
| 01:37 | <boekabart> | morning |
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| 03:35 | <nairan> | morning |
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| 03:56 | <CIA-1> | OpenTTD: peter1138 * r10019 /trunk/src/newgrf.cpp: -Codechange: Implement GRM for newcargos |
| 03:58 | <stillunknown> | peter1138: ping |
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| 04:01 | <@peter1138> | pong |
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| 04:08 | <stillunknown> | peter1138: that smatz person did some optimizations related to the hash map, were they bad? |
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| 04:08 | <Noldo> | what is GRM? |
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| 04:09 | <Maedhros> | grf resource management - designed to avoid conflicts between grf files |
| 04:11 | <CIA-1> | OpenTTD: maedhros * r10020 /trunk/src/vehicle.cpp: -Fix [FS#824]: GetNextVehicle() is invalid for anything that isn't a train. |
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| 04:21 | <Unaimed> | Does anyone know how to use the {P} (Plural Modifier) in strings? |
| 04:23 | <Maedhros> | Unaimed: have you seen this? http://wiki.openttd.org/index.php/Format_of_langfiles#Plural_form |
| 04:23 | <Unaimed> | Thank you, i was looking in the strings help section |
| 04:24 | <stillunknown> | peter1138: ping-pong |
| 04:26 | <@peter1138> | no idea |
| 04:26 | <CIA-1> | OpenTTD: rubidium * r10021 /trunk/src/newgrf_gui.cpp: -Fix (r9560): memory "corruption" that could lead to a failure to load newgrfs. |
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| 04:26 | <Rubidium> | robotboy: is the problem with ausland.grf now solved? |
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| 05:51 | <stillunknown> | Bjarni: ping |
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| 06:10 | <robotboy> | i SHALL CHECK FOR YOU NOW RUBIDIUM |
| 06:10 | <robotboy> | will I have to wait for the nightly? |
| 06:11 | <Rubidium> | if you can compile yourself you don't need to wait |
| 06:12 | <Unaimed> | Where/how does one submit a patch? |
| 06:13 | <robotboy> | ill go get buildottd |
| 06:13 | <Unaimed> | nm |
| 06:15 | <boekabart> | Unaimed: post it on the forum, get people to like it, talk to devs here |
| 06:15 | <Unaimed> | so i shouldn't submit it to flyspray? |
| 06:16 | <CIA-1> | OpenTTD: maedhros * r10022 /trunk/src/train_cmd.cpp: -Fix (r10007): Set the type of multiheaded trains before the subtype. |
| 06:17 | <robotboy> | what version of .net does build ottd need? |
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| 06:21 | <@peter1138> | 2 |
| 06:21 | <Wolf01> | can somebody commit these three little patches? http://www.tt-forums.net/viewtopic.php?t=29627 |
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| 06:42 | <Wolf01> | mmmh, bug, you can remove roads also if you don't have money |
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| 06:46 | <TheJosh> | Hey could someone point me in the right direction I wanted to add some code to the game (a patch) that would draw some lines and stuff on the main viewport. I want to be able to specify co-ords in isometric and have them worked out. what file should I look in? |
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| 06:48 | <TheJosh> | basically i want to build a system that i call 'routes' where you can define lines that are drawn on the ground, and are basically a sign, but it covers an area (a line) rather than just a point |
| 06:49 | <Eddi|zuHause3> | if you want to draw stuff on the map, you should probably add a sprite |
| 06:49 | <Eddi|zuHause3> | like what the tile highlight code does |
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| 07:02 | <@Bjarni> | stillunknown: I think we need to work on your ping time :D |
| 07:02 | <@Bjarni> | it could improve |
| 07:03 | <stillunknown> | Bjarni: http://www.tt-forums.net/viewtopic.php?p=592537#592537 |
| 07:07 | <@Bjarni> | are you madman2003? |
| 07:07 | <stillunknown> | Yes, i am. |
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| 07:08 | <stillunknown> | @Bjarni |
| 07:08 | <valhallasw> | TrueBrain: where is the party? :P |
| 07:08 | <@Bjarni> | well |
| 07:09 | <@Bjarni> | it could improve communication if we knew who is so paranoid that they have to use different names all over the place |
| 07:09 | <@Bjarni> | I bet you have a 3rd name on flyspray xD |
| 07:09 | <stillunknown> | I don't think so. |
| 07:10 | <stillunknown> | I don't actually remember why i choose a different irc name. |
| 07:10 | <@Bjarni> | also you picked 2003 in 2004 :p |
| 07:11 | <stillunknown> | I still use madman2003, just plug into a search engine ;-) |
| 07:11 | <@Bjarni> | "This concept cannot be applied to road, because there is no space in the map array there" <-- can't the road vehicle check if there is a train in the crossing using the train counter? |
| 07:11 | <boekabart> | ah, best thing about saturday: pizza for lunch |
| 07:11 | <stillunknown> | Bjarni: I forgot that road vehicles do not collide. |
| 07:12 | <@Bjarni> | they collide with trains |
| 07:12 | <stillunknown> | I remember now. |
| 07:13 | <stillunknown> | I will also look at the roadveh collision stuff. |
| 07:13 | <stillunknown> | Bjarni: Do you like the idea? |
| 07:13 | <@Bjarni> | the idea, yes |
| 07:13 | <@Bjarni> | also the benchmarks |
| 07:14 | <@Bjarni> | however I'm still not sure that it's bug free :s |
| 07:14 | <stillunknown> | Hence the: it could use some testing |
| 07:14 | <TrueBrain> | valhallasw: at mine place |
| 07:14 | <boekabart> | Bjarni: how many times did has a _committed_ patch been bugfree ;) |
| 07:14 | <valhallasw> | hmmm. |
| 07:14 | <Eddi|zuHause3> | hmm, technically, road vehicles collide with other road vehicles, just they slow down instead of crash |
| 07:15 | <@Bjarni> | boekabart: 273 |
| 07:15 | <valhallasw> | The AHC regatta is 6th of june, too |
| 07:15 | <boekabart> | 273 out of 10000 ;) |
| 07:15 | <TrueBrain> | regatta? |
| 07:15 | <boekabart> | TrueBrain: Why is the party in the middle of a working day :( |
| 07:15 | <boekabart> | higher treshold?? |
| 07:15 | <valhallasw> | TrueBrain: 'zeilwedstrijd'? :p |
| 07:15 | <TrueBrain> | boekabart: becaue it means our OV is valid :p |
| 07:16 | <TrueBrain> | valhallasw: ah :) |
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| 07:21 | <stillunknown> | TrueBrain boakabart: You expect him to know what an OV is (it's a card which can be either used during weeks or weekends, to travel to and from university/college/whatever) |
| 07:21 | <stillunknown> | They apparently have a week card, so they would have to pay for travel in the weekend. |
| 07:23 | <TrueBrain> | stillunknown: and why would you assume boekabart doesn't know what it is? |
| 07:23 | <TrueBrain> | stillunknown: I personally assume anyone living in The Netherlands knows what an OV is :p |
| 07:24 | <valhallasw> | TrueBrain: where is it, kamp duwo? :p |
| 07:24 | <TrueBrain> | valhallasw: haha, no, not really :p Around 15 minutes from Huygens by bike |
| 07:25 | <valhallasw> | mkay |
| 07:31 | <stillunknown> | Bjarni: The roadveh collision thing was easy. |
| 07:31 | <stillunknown> | and it works ;-) |
| 07:31 | <@Bjarni> | stillunknown: "if (GetPrevVehicleInChain(u) == NULL) {" <-- we have a front engine flag that's faster to check |
| 07:32 | <@Bjarni> | check train.h |
| 07:32 | <@Bjarni> | I even added a function to read it |
| 07:32 | <@Bjarni> | IsFrontEngine() or something |
| 07:33 | <@Bjarni> | GetPrevVehicleInChain() checks if a vehicle has next set to u. It's way faster to just read a bit in subtype in u :) |
| 07:37 | <stillunknown> | Bjarni: any other comments? |
| 07:37 | <@Bjarni> | loading old savegames... |
| 07:38 | <@Bjarni> | all the caches will be 0 when loading, so it can load ghost train issues |
| 07:38 | <@Bjarni> | trains passing though each other |
| 07:38 | <Eddi|zuHause3> | should be just a simple loop on loading |
| 07:39 | <@Bjarni> | also it's preferred to add {} after if(), even if it's only one line following. While it works without it, it's easier to read and (specially) to prevent future bugs |
| 07:39 | <boekabart> | stillunknown: I can remember the days I had an OV... Now I always have to PAY. (so i go by car most of the time) |
| 07:39 | <@Bjarni> | Eddi|zuHause3: something like that |
| 07:40 | <@Bjarni> | but the loop should only be when loading old savegames |
| 07:41 | <@Bjarni> | since the map (and therefore cache) is saved |
| 07:42 | <Eddi|zuHause3> | if (check savegame version) { loop } ... that one is pretty straight forward :p |
| 07:42 | <@Bjarni> | this would (at least in theory) also reduce the need for optimising the load loop since it will be called rarely and never when time matters (like when joining multiplayer games) |
| 07:43 | <@Bjarni> | Eddi|zuHause3: well, the loop thing is the interesting part |
| 07:43 | <@Bjarni> | the question is how to do it best |
| 07:43 | <Eddi|zuHause3> | i would not put a lot of thought in that... |
| 07:44 | <@Bjarni> | most likely by looping though all front engines and then walk though each train and increase the counter for each tile it passes |
| 07:44 | <@Bjarni> | hmm |
| 07:44 | <Eddi|zuHause3> | yeah |
| 07:44 | <@Bjarni> | just found a bug in the diff |
| 07:44 | <@Bjarni> | when two trains crash into each other, they will... crash (didn't expect that one coming :p ) and after a while the crashed train is cleared, yet it will not decrease the counter |
| 07:45 | <stillunknown> | That's intentional. |
| 07:45 | <@Bjarni> | even after it's cleared? |
| 07:46 | <stillunknown> | When train number 3 comes by, it will force a full check when leaving. |
| 07:46 | <@Bjarni> | if a tile contain 2 trains that crashes, the counter will be 2, even after the trains are gone |
| 07:46 | <stillunknown> | This will reset the counter to 0. |
| 07:46 | <@Bjarni> | what about the rear of both trains? |
| 07:46 | <@Bjarni> | the counter will be 1, then grow to 2 and after the trains leave, it will be 1 again |
| 07:47 | <Eddi|zuHause3> | which counter? after the vehicles are cleared, you do not know which tiles where occupied by the train |
| 07:47 | <stillunknown> | Above 3 trains, it will do a full check. |
| 07:47 | <stillunknown> | So it will find 1, minus one leaving. |
| 07:47 | <stillunknown> | is 0 |
| 07:48 | <@Bjarni> | but the rear end of a crash train will be on tiles where the counter is 0 |
| 07:48 | <@Bjarni> | err |
| 07:48 | <@Bjarni> | counter is 1 |
| 07:48 | <Eddi|zuHause3> | that is really dirty implementation... |
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| 07:48 | <stillunknown> | I will improve that. |
| 07:49 | <@Bjarni> | when clearing a crashed vehicle, you have to loop though all vehicles to count them on the tile in question |
| 07:49 | <@Bjarni> | it's a rare event (or at least should be), so it's ok |
| 07:49 | <stillunknown> | I know, just looking for the place were that happens. |
| 07:50 | <@Bjarni> | train_cmd.cpp has some function called clear crashed train or something |
| 07:50 | <Eddi|zuHause3> | hm, when clearing a crashed vehicle, you should only have to check wether the next vehicle in the train is on the same tile |
| 07:50 | <Eddi|zuHause3> | if not, decrease counter |
| 07:50 | <Eddi|zuHause3> | hm... the train could be self looping |
| 07:50 | [~] | Bjarni decides to actually open the source files instead of just the diff |
| 07:50 | <Eddi|zuHause3> | that won't work... |
| 07:51 | <Eddi|zuHause3> | so loop through all vehicles of the train |
| 07:51 | <@Bjarni> | no, it was called something else |
| 07:51 | <@Bjarni> | HandleCrashedTrain() |
| 07:51 | <@Bjarni> | the last lines will delete the train when the counter reaches a certain point |
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| 08:05 | <@Bjarni> | <Eddi|zuHause3> hm... the train could be self looping <-- I already thought about this. It will leave the tile and then come back to it. In such a case the train will be counted twice, so it's ok |
| 08:05 | <@Bjarni> | hmm |
| 08:05 | <@Bjarni> | but that would leave another problem |
| 08:06 | <@Bjarni> | if it enters the same tile say 5 times and then leaves, it will count the number of trains in the tile, which will be only 1, but it will leave 4 times |
| 08:06 | <Eddi|zuHause3> | then you have to disallow this multiple counting |
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| 08:07 | <Eddi|zuHause3> | i.e. if a train enters a tile, check, that it is not already on it, and if it leaves a tile, check also |
| 08:07 | <Eddi|zuHause3> | looping through a train should not be that expensive |
| 08:11 | <@Bjarni> | that's not a huge issue |
| 08:11 | <@Bjarni> | it will be an issue to check if the train in question is already on the tile when leaving though |
| 08:12 | <@Bjarni> | except if we make the trains double linked lists so it has a prev counter to increase speed when reading the previous vehicle |
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| 08:19 | <stillunknown> | Bjarni: I can see one issue, if a train crosses itself (pretty rare) it will do collision checking, The problem is when a train crosses itself and another train is on the tile, this triggers the >=3 trains, which will only detect 2 trains, so when the crossed train leaves, it is set to zero. Another train could ride through that other train. |
| 08:19 | <stillunknown> | Very unlikely i suppose. |
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| 08:20 | <@Bjarni> | still a bug |
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| 08:21 | <@Bjarni> | the train can cross itself more than once on the same tile if somebody tries to break the game |
| 08:21 | <@Bjarni> | and as we know, people will do that |
| 08:21 | <@Bjarni> | people tries to break the game in all sorts of weird ways |
| 08:21 | <Eddi|zuHause3> | Bjarni: doesn't a wagon have a link to the front engine? |
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| 08:21 | <Eddi|zuHause3> | that removes the need for double linked list |
| 08:22 | <redmonkey> | hi |
| 08:23 | <@Bjarni> | hmm |
| 08:23 | <@Bjarni> | I suppose that the first pointer could be used here |
| 08:23 | <@Bjarni> | Vehicle *next; // next <-- now that's a wonderful comment :p |
| 08:24 | <stillunknown> | I wonder, can a train cross and still have another train on the tile. |
| 08:24 | <Eddi|zuHause3> | don't you love that kind of comments? |
| 08:25 | <Eddi|zuHause3> | Some_Type variable_that_does_something // variable of some type that does something |
| 08:25 | <@Bjarni> | stillunknown: highly unlikely, but we should be prepared for user stupidity |
| 08:25 | <@Bjarni> | also the counter should be correct when the train leaves |
| 08:25 | <Tobin> | "we should be prepared for user stupidity" <-- Damn skippy. |
| 08:26 | <Tobin> | Stupidity knows no bounds and people will push things if they think they can break them. |
| 08:26 | <@Bjarni> | let me put it this way: "user stupidity can figure out how to break the game and the stupid user will then do that over and over in multiplayer games" |
| 08:27 | <@Bjarni> | so it's a protect MP games issue |
| 08:27 | <Eddi|zuHause3> | <stillunknown> I wonder, can a train cross and still have another train on the tile. <- sure, just have a double-track tile, and have the train loop on only one half, have the other train pass (or even loop) on the other half |
| 08:27 | <@Bjarni> | see |
| 08:28 | <@Bjarni> | user stupidity always find a way :p |
| 08:28 | <stillunknown> | The only option i see, is going through the entire train when encountering >1 trains on a tile |
| 08:28 | <redmonkey> | which version of openttd is the closest to the original ttdlx? |
| 08:28 | <stillunknown> | And checking if another piece of the train is on the same tile. |
| 08:29 | <stillunknown> | minus the first 2 wagons, ofcource. |
| 08:29 | <@Bjarni> | redmonkey: 0.1.1, but then again it's buggy, so maybe not |
| 08:29 | <@Bjarni> | but why do you want TTD? |
| 08:30 | <Eddi|zuHause3> | most additional features can be disabled or ignored... |
| 08:30 | <redmonkey> | because there is no ttdlx for unix systems :) |
| 08:30 | <@Bjarni> | didn't really answer my question |
| 08:30 | <@Bjarni> | why do you want TTD when you can have OpenTTD? |
| 08:31 | <Tobin> | redmonkey: Checkout the earliest revision from SVN and see if it compiles for you. |
| 08:31 | <Tobin> | redmonkey: And be prepared to be disappointed. TTDLX was good but it's _very_ frustrating after using OTTD. |
| 08:32 | <redmonkey> | because i loved the old TTD game just the way it was. sure, OpenTTD is great too. but sometimes i just wanna play the original one |
| 08:32 | <stillunknown> | People would have been stunned in '94 if they got ottd instead of ttd. |
| 08:32 | <Eddi|zuHause3> | people would have been frustrated of ottd, because it runs much slower... |
| 08:33 | <@Bjarni> | <stillunknown> People would have been stunned in '94 if they got ottd instead of ttd. <-- specially by the resolutions we play in today xD |
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| 08:34 | <redmonkey> | could you bugfix OTTD 0.1.1 without adding new features as a sideproject? that'd be great! and i know a lot of other people who'd love it too :) |
| 08:34 | <Kjetil> | Playing the original is just annoying. All the cool features are missing |
| 08:34 | <stillunknown> | Unlikely. |
| 08:34 | <@Bjarni> | I don't think anybody will spend ages doing that |
| 08:34 | <@Bjarni> | also 0.1.1 is windows only |
| 08:34 | <redmonkey> | true |
| 08:35 | <@Bjarni> | you really has to use 0.2.2 or something before the ports became any good |
| 08:36 | <@Bjarni> | I really wonder by so many people downloaded 0.1.4 for OSX and nobody bug reported that it had hardcoded absolute paths to my 3rd party libs |
| 08:36 | <@Bjarni> | tells you something about most users :p |
| 08:36 | <Tobin> | Bjarni: Hardly anyone gives good bug reports. |
| 08:36 | <@Bjarni> | I didn't say good, I said *any* |
| 08:36 | <@Bjarni> | I didn't even get "this shit fails to start" or anything |
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| 08:38 | <redmonkey> | it was just an idea :) but you're right. if i wanna play the original, i can play it in an emulator or something. OTTD is way more advanced and i'm looking forward to the new 32bit graphics.. they just look awesome! |
| 08:39 | <Tobin> | Heh, 32bit graphics. Been there played that. :) |
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| 08:39 | <Tobin> | And back before any of you youngin's had a chance to get your hands on it too. :P |
| 08:40 | <Tobin> | I don't think anything cam of the early work though. |
| 08:40 | <Tobin> | By early work I mean Mek's. |
| 08:41 | <stillunknown> | What the easiest (and cheapest) way to check if a tile has branches? |
| 08:41 | <Tobin> | Teehee: http://www.tt-forums.net/files/32bpp-boredom_138.png |
| 08:42 | <redmonkey> | but please don't overload OpenTTD with too much new stuff. because then it wouldn't be TTD anymore. |
| 08:43 | <stillunknown> | They'll only ruin gameplay in favor of eye candy. |
| 08:44 | <Maedhros> | stillunknown: TracksOverlap(), probably |
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| 08:51 | <kaan> | im going fishing :) |
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| 09:42 | <CIA-1> | OpenTTD: maedhros * r10023 /trunk/src/train_cmd.cpp: |
| 09:42 | <CIA-1> | OpenTTD: -Fix (r3218): When selling trains, if there were no wagons between multiheaded |
| 09:42 | <CIA-1> | OpenTTD: engines the rear part could be checked despite having already been deleted, |
| 09:42 | <CIA-1> | OpenTTD: triggering an assert. |
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| 10:06 | <nairan> | grr im stuck |
| 10:06 | <nairan> | in wll |
| 10:06 | <nairan> | i fell down near bd at the lont road up to the bd fort and now im fown at the ground stuck in the floor |
| 10:07 | <nairan> | !commit 1000 |
| 10:07 | <nairan> | hmpf |
| 10:07 | <nairan> | wrong window |
| 10:07 | <Eddi|zuHause3> | wtf? |
| 10:08 | <nairan> | bad to write in the wrong cha |
| 10:08 | <nairan> | t |
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| 10:41 | <CIA-1> | OpenTTD: bjarni * r10024 /trunk/src/build_vehicle_gui.cpp: -Feature: [build windows] trains, road vehicles and ships can now be sorted by cargo capacity (planes already had this option) |
| 10:42 | <Wolf01> | good |
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| 10:47 | <_Mist_> | aggregated cargo capacity? |
| 10:47 | <_Mist_> | awesome |
| 10:48 | <CIA-1> | OpenTTD: bjarni * r10025 /trunk/src/build_vehicle_gui.cpp: |
| 10:48 | <CIA-1> | OpenTTD: -Fix: [build windows] sorting planes for capacity didn't check mail capacity. Now mail capacity is used if passenger capacity is the same |
| 10:48 | <CIA-1> | OpenTTD: The sort will still resort to EngineID if both mail and passenger capacities are the same |
| 10:48 | <@Bjarni> | now that part should be ok |
| 10:48 | <_Mist_> | nice, nice |
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| 10:48 | <@peter1138> | git, i just compiled ;( |
| 10:49 | <@Bjarni> | it's just one cpp file |
| 10:49 | <@Bjarni> | no headers or lang files |
| 10:49 | <Eddi|zuHause3> | how do trains with multiple cargos get handled? |
| 10:49 | <@Bjarni> | it's in the build window |
| 10:49 | <Phazorx> | coopers server crashes again :/ |
| 10:49 | <Phazorx> | diff problem tho |
| 10:50 | <@Bjarni> | so it just reads the same number as the one printed in the cargo capacity in the details part of the window |
| 10:50 | <@Bjarni> | so if it sorts cargo incorrectly, then it's because it's also printed incorrectly |
| 10:50 | <@Bjarni> | I think |
| 10:51 | <@Bjarni> | anyway it shouldn't cause any problems |
| 10:51 | <@Bjarni> | dualheaded engines are sorted with their combined capacities |
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| 10:52 | <Maedhros> | Phazorx: what's the problem this time? |
| 10:53 | <Phazorx> | peter1138 says iy is fixed already http://cia.vc/stats/project/OpenTTD/.message/622598 |
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| 10:54 | <@peter1138> | did i say that? :p |
| 10:54 | <Phazorx> | implied sorry |
| 10:54 | <@peter1138> | Maedhros: though i'm investing this multihead/wagon bug |
| 10:54 | <Maedhros> | ok, cool |
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| 10:55 | <@peter1138> | err |
| 10:55 | <@peter1138> | investigating, of course |
| 10:55 | <Phazorx> | peter1138: did i misunderstoof that? #10020 does fix /src/train.h:234: Vehicle* GetNextVehicle(const Vehicle*): Assertion `v->type == VEH_TRAIN' failed. |
| 10:56 | <Phazorx> | investing time = investigating |
| 10:56 | <Maedhros> | Phazorx: it fixes one of them, yes... |
| 10:56 | <Maedhros> | was anyone selling an aeroplane when it happened? |
| 10:57 | <Maedhros> | alternatively, do you have disasters turned on? |
| 10:57 | <Phazorx> | disasters are off for sure |
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| 10:57 | <Phazorx> | selling a chopper apparently was the trigger |
| 10:58 | <Phazorx> | is it shared orders related? |
| 10:58 | <Maedhros> | ok, then it was fixed by r10020 |
| 10:58 | <hylje> | great :) |
| 10:58 | <Phazorx> | heh coop should get renamed to beta test team |
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| 10:59 | <Maedhros> | it's not to do with shared orders - it's calling GetNextVehicle which is only valid for trains on aircraft |
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| 10:59 | <Phazorx> | i figured that, but i'm not familiar with what that function does |
| 11:00 | <Eddi|zuHause3> | Bjarni: example, i have a train with 1 mail wagon, and 4 passenger wagons, then a train with 4 passenger wagons, and 1 mail wagon (same capacity, different order), how does this get compared? |
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| 11:00 | <Maedhros> | vehicles are linked lists - aircraft have 2 parts, trains have as many as you want |
| 11:01 | <Maedhros> | but trains also have articulated parts which are skipped by GetNextVehicle |
| 11:01 | <Eddi|zuHause3> | other example, i have a train with 2 livestock wagons, and 3 grain wagons, then one with 3 livestock wagons, 2 grain wagons (one capacity higher, one lower) |
| 11:01 | <Maedhros> | but to do that it needs to check v->subtype, which holds different values depending on the vehicle type |
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| 11:01 | <@peter1138> | ok |
| 11:01 | <@Bjarni> | Eddi|zuHause3: it's the build window, so it's not the list of actual trains, but the available engines |
| 11:01 | <@peter1138> | i'm blaming bjarni on this one ;p |
| 11:02 | <@peter1138> | reverting r9973 makes the crash go away |
| 11:02 | <Eddi|zuHause3> | ah... then i misunderstood things... :) |
| 11:02 | <Eddi|zuHause3> | !openttd commit 9973 |
| 11:02 | <_42_> | Commit by bjarni :: r9973 /trunk/src/train_cmd.cpp (2007-05-29 10:35:52 UTC) |
| 11:02 | <_42_> | -Cleanup: removed some code that kept both ends of a dualheaded engine in the same train (when moving wagons in a depot) |
| 11:02 | <_42_> | NormaliseTrainConsist() is called later in the same command and it will take care of this issue |
| 11:03 | <@Bjarni> | great, I fix one issue and then another one appears |
| 11:03 | <@Bjarni> | but I have yet to figure out what went wrong this time :/ |
| 11:03 | <hylje> | bjarnism |
| 11:03 | <hylje> | :p |
| 11:03 | [~] | Bjarni slaps hylje |
| 11:04 | <@peter1138> | Bjarni: triggered by building a multiheaded engine, putting a couple of wagons on it, then ctrl-moving all the wagons off, and then ctrl-moving them all back again |
| 11:04 | <@peter1138> | possibly other combinations, but that does it always, for me |
| 11:09 | <@Bjarni> | hmm |
| 11:09 | <@Bjarni> | odd |
| 11:09 | <@Bjarni> | looks like the next pointer isn't set up like it should |
| 11:09 | <@Bjarni> | or something |
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| 11:11 | <Eddi|zuHause3> | is the normalise function called for both consists? |
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| 11:31 | <Phazorx> | multihead bug strikes coopers server again :/ |
| 11:31 | <@Bjarni> | Eddi|zuHause3: yes, but that's not the problem |
| 11:35 | <Maedhros> | Phazorx: what happened this time? |
| 11:36 | <Phazorx> | selling turbotrain crashed it apparently |
| 11:37 | <Maedhros> | was it a multiheaded train without any carriages inbetween? |
| 11:37 | <Phazorx> | turbotrain is dualhead |
| 11:38 | <Maedhros> | did it have any carriages? and was someone selling it? |
| 11:38 | <Phazorx> | someone was selling it |
| 11:38 | <Phazorx> | cghecking on carriage status |
| 11:38 | <Maedhros> | it was probably fixed by r10023 :) |
| 11:40 | <Phazorx> | i guess we have to wait for nighty to figure it out |
| 11:42 | <@Bjarni> | hmm, one step closer to what goes on |
| 11:43 | <@Bjarni> | some cache isn't updated when moving the wagons OUT of the train and when it relies on the cache when adding them again, it asserts |
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| 11:58 | <Wolf01> | is here a developer available to help me fixing the main title viewport scroll patch? |
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| 12:03 | <Thomas[NL]> | what do you guys think of http://www.xs4all.nl/~burgtvaj/one-way%20new.png? |
| 12:04 | <Wolf01> | look nice, but i prefer vertical signals at road sides :) |
| 12:04 | <Noldo> | The arrows look nice but the road it self not so much |
| 12:04 | <Maedhros> | Thomas[NL]: looks nice |
| 12:04 | <Eddi|zuHause3> | these arrows look really bad... |
| 12:04 | <Eddi|zuHause3> | rather put an arrow on each lane... |
| 12:05 | <Thomas[NL]> | I'll try that |
| 12:05 | <Eddi|zuHause3> | and on the sloped roads, they are off center |
| 12:07 | <Thomas[NL]> | they use the same graphics as the flat road, also in the "original" one-way arrows |
| 12:08 | <@Bjarni> | finally. Now I know what went wrong |
| 12:08 | <@Bjarni> | now the big question is how to fix it... |
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| 12:08 | <@peter1138> | revert that commit ;p |
| 12:08 | <@Bjarni> | no |
| 12:09 | <@Bjarni> | because then we will be back to the bug that the previous commit fixed |
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| 12:13 | <UndernotBuilder> | -Fix (r10008): Add articulated_vehicles.h to the project files. |
| 12:14 | <UndernotBuilder> | :O |
| 12:16 | <hylje> | :o |
| 12:23 | <CIA-1> | OpenTTD: bjarni * r10026 /trunk/src/train_cmd.cpp: |
| 12:23 | <CIA-1> | OpenTTD: -Fix: unlinking a rail vehicle didn't clear the first pointer |
| 12:23 | <CIA-1> | OpenTTD: After r9973, this could cause some asserts as some vehicles could end up with first pointers to chains they didn't belong to |
| 12:26 | <@Bjarni> | Phazorx: this should solve your issue and it's in time for the next nightly build (in half an hour) |
| 12:29 | <Thomas[NL]> | Something like this Wolf01 ? http://www.xs4all.nl/~burgtvaj/sign.png (just one sign at a time not both on the same tile) |
| 12:30 | <Wolf01> | yes, i really like that |
| 12:31 | <@Bjarni> | remember roadsides should apply ;) |
| 12:31 | <Wolf01> | yeah |
| 12:31 | <@Bjarni> | it's not everybody, who drives on the left |
| 12:31 | <Wolf01> | that would be cool |
| 12:33 | <@Bjarni> | damn, what a stupid bug... I spent ages debugging, backtracing and source reading just to add one simple line >_< |
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| 12:36 | <@Bjarni> | spending 90 minutes on entering 16 chars of code... that's one char every 5,6 minute o_O |
| 12:37 | <Wolf01> | i own you all, 4 hours to make one line of code like "if (st->owner != player) {" |
| 12:38 | <Eddi|zuHause3> | Thomas[NL]: the line on the front sign should have an angle. like the lines of the road |
| 12:38 | <@Bjarni> | Wolf01: nice one |
| 12:38 | <@Bjarni> | well, my line was just var = NULL; |
| 12:38 | <Thomas[NL]> | Eddi|zuHause3, your right |
| 12:39 | <Eddi|zuHause3> | Thomas[NL]: and you probably get issues with vehicles driving "over" the sign |
| 12:39 | <Eddi|zuHause3> | unless you handle them like rail signals |
| 12:39 | <@Bjarni> | he should |
| 12:40 | <Phazorx> | Bjarni: thanks |
| 12:40 | <Wolf01> | so.. this feature requires a patch |
| 12:41 | <@Bjarni> | usually new features has a strange demand for modifying the code ;) |
| 12:43 | <Phazorx> | heh as i justr said to coopers - i hate trams already w/o even seeing them |
| 12:43 | <Phazorx> | snowball effect is not very motivating |
| 12:43 | [~] | Sacro thinks he should have commit rights |
| 12:43 | <Eddi|zuHause3> | if you introduce code to handle road signs like rail signals, you also have no problem with traffic side, because you can just switch it |
| 12:43 | <@Bjarni> | snowball effect? |
| 12:43 | <Maedhros> | Phazorx: those bugs had nothing to do with trams :p |
| 12:43 | <Phazorx> | btw anyone looked into stillunknown idea? |
| 12:44 | <@Bjarni> | the caching thing? |
| 12:44 | <@Bjarni> | yes |
| 12:44 | <Thomas[NL]> | Eddi|zuHause3: I tried to make the line angled: http://www.xs4all.nl/~burgtvaj/sign2.png |
| 12:44 | <Phazorx> | Bjarni: you change little thing that is supposed to be fine and discover whole chain of events tstarting from it |
| 12:44 | <@Bjarni> | ahh |
| 12:44 | <@Bjarni> | well |
| 12:44 | <@Bjarni> | I broke dualheaded engine because of some bug |
| 12:44 | <Phazorx> | Maedhros: exactly... but i figure implementing trams caused revamping od some common parts that uncovered old issues |
| 12:45 | <Eddi|zuHause3> | hm... not enough, i think, Thomas[NL] |
| 12:45 | <@Bjarni> | and the fix uncovered another bug |
| 12:45 | <@Bjarni> | and that fix caused this |
| 12:45 | <Wolf01> | Bjarni, you have 5 minutes to fix them :P |
| 12:45 | <Phazorx> | Bjarni - will cacghing make it into truck soon |
| 12:45 | <Phazorx> | i kinda liked performance boost of that |
| 12:45 | <Phazorx> | trunk |
| 12:46 | <Eddi|zuHause3> | Phazorx: there are still issues with some corner cases |
| 12:46 | <@Bjarni> | ahh yes, the original bug that I fixed was autoreplacing trains with 100 wagons |
| 12:46 | <Phazorx> | Bjarni: that fix for a fix of a fix reminds me of MS bugs -"there was an error diplaying an error for unknownn error" |
| 12:46 | <@Bjarni> | and that broke dualheaded engines |
| 12:46 | <Wolf01> | i wonder if caching will be extended to ships too |
| 12:46 | <@Bjarni> | fixing that broke something else regarding dualheaded engines |
| 12:46 | <Phazorx> | Bjarni: figures |
| 12:46 | <Phazorx> | but i still hate trams |
| 12:47 | <Maedhros> | you should probably hate articulated road vehicles instead ;) |
| 12:47 | <@Bjarni> | actually I didn't cause new bugs, I just made it easier to trigger bugs we already had in the code |
| 12:47 | <moe> | hmm where to make the one way roads active? |
| 12:47 | <stillunknown> | Phazorx: the main issue currently is that weird cases like trains going trough itself need to be handled. |
| 12:47 | <Phazorx> | "... I found the fork later. But we feelings are gone now" |
| 12:47 | <Eddi|zuHause3> | i love trams, hopefully, there will be a complete tram set... |
| 12:48 | <stillunknown> | trams made it into ottd? |
| 12:48 | <@Bjarni> | yes |
| 12:48 | <moe> | how to buld one way roads?(latest nightly (10015) |
| 12:48 | <@Bjarni> | some control thing |
| 12:48 | <@Bjarni> | I think |
| 12:48 | <Zuu> | yes |
| 12:49 | <Maedhros> | control click with the road building tool |
| 12:49 | <Phazorx> | ctrl + click |
| 12:49 | <Zuu> | ctrl-drag also works. |
| 12:49 | <Phazorx> | stillunknown: but there is hope right? |
| 12:49 | <moe> | thanks phazor |
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| 12:49 | <stillunknown> | Phazorx: Ofcource there is, but i'm still considering various solutions. |
| 12:49 | <Phazorx> | how about one way bridges? |
| 12:50 | <@Bjarni> | <Phazorx> stillunknown: but there is hope right? <-- well, it depends if I can figure out some outer rare cases where it will fail :p |
| 12:50 | <Phazorx> | stillunknown: i see... your efforts are gretly appreciated |
| 12:50 | <Phazorx> | Bjarni: coopers are good for figuring out rare cases when soemtihng that usualy works - fails |
| 12:50 | <Thomas[NL]> | better? http://www.xs4all.nl/~burgtvaj/sign3.png |
| 12:51 | <@Bjarni> | we better get this one right from the start as it affect savegames and buggy data is saved |
| 12:51 | <stillunknown> | I agree. |
| 12:51 | <@Bjarni> | Thomas[NL]: the right one is still wrong :p |
| 12:51 | <Thomas[NL]> | yeah, don't look at that one :) |
| 12:53 | <@peter1138> | oooh, tram bug :D |
| 12:53 | <@Bjarni> | hurry up and fix it before the nightly builds |
| 12:53 | <Maedhros> | peter1138: you're good at finding these :) |
| 12:53 | <@peter1138> | heh |
| 12:54 | <@peter1138> | basically, have a 'built-up' road with trees on it |
| 12:54 | <@peter1138> | build a tram track perpendicular across it, with no roads |
| 12:54 | <@peter1138> | the trees are still there, right on the tracks |
| 12:54 | <stillunknown> | One of the solutions i'm considering, is during VehicleEnterTile check for crossing track and occupancy > 1, then iterate trough train, if wagon is on same tile --> add a flag to vehicle (which can be increased when more crossings happen), the last wagon does the same and will remove the flag when the crossing ends. |
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| 12:55 | <Eddi|zuHause3> | Thomas[NL]: the left one looks ok now |
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| 12:56 | <@Bjarni> | stillunknown: not good enough. Imagine a circle line where the train is 3 times as long as the tracks. It will drive on top of itself even on tiles without crosses |
| 12:56 | <Maedhros> | why is that trains can't crash into themselves again? they could in tto, as far as i remember... |
| 12:56 | <stillunknown> | Bjarni: But the train still has an end, which can detect if another section is on that tile |
| 12:56 | <Eddi|zuHause3> | no, they never crashed |
| 12:57 | <@peter1138> | damn, cs trams are too long |
| 12:57 | <@peter1138> | not articulated :( |
| 12:57 | <Maedhros> | no? oh, ok then |
| 12:58 | <Phazorx> | stillunknown: i'm not very familiar with the code - but what is the special case with train going thorugh itself? |
| 12:58 | <Phazorx> | and should that be handled in same fasion as any other colision? |
| 12:58 | <stillunknown> | Bjarni: so the last wagon and the first check each tile, if they are entering a tile that isn't a simple track and if a train is already present on that tile |
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| 12:59 | <stillunknown> | phazorx: trains can ride through themselves, in circles if you want |
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| 12:59 | <@Bjarni> | trains can drive though itself on tiles that are simple tracks |
| 12:59 | <Phazorx> | stillunknown: is that on purpose? |
| 12:59 | <Eddi|zuHause3> | stillunknown: the problem with a "flag" is, that it can run in circles multiple times |
| 12:59 | <stillunknown> | that flag would be a counter |
| 13:00 | <Maedhros> | Phazorx: well, it was done deliberately, yes |
| 13:00 | <stillunknown> | But i agree a circle situation could be problematic. |
| 13:01 | <Phazorx> | Maedhros: weird :) |
| 13:01 | <Eddi|zuHause3> | but i have a suggestion |
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| 13:01 | <Eddi|zuHause3> | if you count the multiple train multiple times |
| 13:02 | <Eddi|zuHause3> | and you have to recheck if the counter is >= 3 |
| 13:02 | <Eddi|zuHause3> | you can walk through the train |
| 13:02 | <Phazorx> | wasnt that supposde to be 1bit counter? |
| 13:02 | <stillunknown> | the counter in the map is 2bits |
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| 13:02 | <stillunknown> | Since common situations do include 2 trains on one tile. |
| 13:02 | <Phazorx> | stillunknown: is that 1 flag 4 cases or 2 flags ? |
| 13:02 | <@Bjarni> | stillunknown: http://devs.openttd.org/~bjarni/circle.png |
| 13:02 | <Eddi|zuHause3> | and if the tile of the next wagon is different than the tile on the current wagon |
| 13:02 | <Phazorx> | and what they would represent ? |
| 13:02 | <Eddi|zuHause3> | you can increase the counter again |
| 13:03 | <Eddi|zuHause3> | that way, the train will be counted multiple times even on recheck |
| 13:03 | <@Bjarni> | stillunknown: notice the last circle... it's normal tracks (no switches or crossings), yet the train is on top of itself |
| 13:03 | <hylje> | silly example is sillyyyyy |
| 13:03 | <stillunknown> | normal track is track that doesn't have branches |
| 13:03 | <@Bjarni> | yeah, but it's a matter of not leaving incorrect cache behind |
| 13:04 | <stillunknown> | But i see the problem of this situation. |
| 13:06 | <Thomas[NL]> | pretty much finished I think: http://www.xs4all.nl/~burgtvaj/sign5.png |
| 13:06 | <Eddi|zuHause3> | so you can have a function: RecheckTrain(front engine) { for each (wagon) {if (previous tile != this tile) { increase counter } } } |
| 13:06 | <Eddi|zuHause3> | Thomas[NL]: but still the issue is, that vehicles will not drive "behind" the sign, but "over" the sign |
| 13:07 | <stillunknown> | Eddi|zuHause3: I think so too, but i'm not 100% sure. |
| 13:07 | <@Bjarni> | the thing is: whatever we do, it shouldn't kill the performance boost or the whole idea is gone |
| 13:07 | <Eddi|zuHause3> | Bjarni: circling trains should be rare |
| 13:08 | <Thomas[NL]> | Eddi|zuHause3, yes I know, but I don't think I'm the one to solve that :) |
| 13:08 | <@Bjarni> | but the conditions where we should check if they are circling isn't, unless we figure out how to do this right |
| 13:08 | <Eddi|zuHause3> | so if we could find an efficient check, if the train is circling |
| 13:08 | <Maedhros> | Eddi|zuHause3: only if they're drawn as ground tiles |
| 13:09 | <@Bjarni> | hmm |
| 13:09 | <@Bjarni> | I think I have an idea |
|