| --- | Log | opened Sun Jun 03 00:00:17 2007 |
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| 02:56 | <Luukland> | Heya, can someone tell me what i have to do to load a scenario on a dedicated server (Windows) |
| 02:56 | <Luukland> | It is something with -g "blabla.scn" |
| 02:56 | <Luukland> | but where do i type that? |
| 02:56 | <@peter1138> | on the command like |
| 02:56 | <@peter1138> | *line |
| 02:57 | <Luukland> | in the dedicted server? |
| 02:57 | <Luukland> | or ingame? |
| 02:57 | <@peter1138> | no, from a command line |
| 02:58 | <Luukland> | :s /me does not understand >_< |
| 02:58 | <@peter1138> | command line. where you type commands. |
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| 02:58 | |-| | mode/#openttd [+o Bjarni] by ChanServ |
| 02:59 | <Luukland> | ok |
| 03:00 | |-| | TinoM|Mobil [~tino@i5387C189.versanet.de] has joined #openttd |
| 03:02 | <Luukland> | It works :) |
| 03:02 | <Luukland> | peter1138 may i thank you? |
| 03:02 | <@Bjarni> | no |
| 03:02 | <@Bjarni> | :p |
| 03:02 | <@Bjarni> | it's mandatory |
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| 03:03 | <Luukland> | grrrr |
| 03:07 | [~] | Luukland graps his mp4k, and shoots on his server!! |
| 03:07 | <Luukland> | work you $%^*%**& thing!! |
| 03:13 | |-| | Wolf01 [~wolf01@host202-235-dynamic.5-87-r.retail.telecomitalia.it] has joined #openttd |
| 03:14 | <Wolf01> | hello |
| 03:14 | <Luukland> | heya |
| 03:14 | <@Bjarni> | hi Wolf01 |
| 03:16 | |-| | RamboRonny [magic.powe@81-236-230-128-no37.tbcn.telia.com] has joined #openttd |
| 03:20 | <OwenS> | Hmm, I seem to be having a problem with Squirrel |
| 03:20 | <OwenS> | My signal has encountered an error.... |
| 03:20 | |-| | Osai [~Osai@pD9EB7365.dip.t-dialin.net] has joined #openttd |
| 03:21 | <stillunknown> | Anyone know a reliable (and simple) way to discover the number of unique vehicles (full trains, not cars)? |
| 03:21 | <stillunknown> | on a tile |
| 03:21 | <Luukland> | 0_o |
| 03:21 | <Luukland> | no idea :P |
| 03:24 | |-| | Tobin [~Tobin@c58-107-50-36.eburwd7.vic.optusnet.com.au] has joined #openttd |
| 03:27 | <@peter1138> | FOR_ALL_VEHICLES ;p |
| 03:30 | <Luukland> | and Peter if my server says disconnected with error: 10054 |
| 03:30 | <Luukland> | where can i find a list with those errors? |
| 03:30 | <Rubidium> | msdn.microsoft.com |
| 03:32 | <Luukland> | nad further Rubidium? |
| 03:32 | <Luukland> | nv found it |
| 03:32 | <Luukland> | *nm |
| 03:33 | <stillunknown> | peter1138: something a little less expensive |
| 03:33 | <stillunknown> | please ;-) |
| 03:37 | <@Bjarni> | stillunknown: that's one of the issues... there is no less expensive way |
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| 03:43 | <stillunknown> | Bjarni: Do you happen to know the best choice for a scaleable container datatype? |
| 03:44 | <Noldo> | which language? |
| 03:45 | <stillunknown> | C or C++ |
| 03:45 | <Noldo> | c++ stdlib has many nice ones, what is your need? |
| 03:46 | <@Bjarni> | hmm |
| 03:47 | <OwenS> | std::map, std::vector, std::stack/std::queue in some cases |
| 03:47 | <OwenS> | (I'm using a std::map at the moment...) |
| 03:47 | <@Bjarni> | I think it depends on what you want to use it for |
| 03:47 | <OwenS> | std::map: associative, std::vector: growable array, std::stack: LIFO stack, std::queue: FIFO stack |
| 03:48 | <stillunknown> | Noldo: Something that can expand itself without costing too much, array style |
| 03:48 | <OwenS> | std::vector then |
| 03:48 | <@Bjarni> | vector |
| 03:48 | <@Bjarni> | or |
| 03:48 | <stillunknown> | Are the costs for that ok? |
| 03:48 | <@Bjarni> | it depends.. |
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| 03:48 | <Noldo> | do you need random access? |
| 03:48 | <@Bjarni> | do you plan on expanding in the end of it or add just somewhere in the list |
| 03:49 | <@Bjarni> | and remove from the end or anywhere |
| 03:49 | <@Bjarni> | if it is in the end, then vector |
| 03:49 | <@Bjarni> | if you want to add/remove in the middle all the time, then list |
| 03:49 | <stillunknown> | I just plan to push back, and at the end dump the whole thing. |
| 03:49 | <@Bjarni> | then it's vector |
| 03:49 | <OwenS> | Then it should be fast enough |
| 03:50 | <OwenS> | If you can reasonably guess how big its gonna get, then tell it when you create it to help it be faster :P |
| 03:50 | |-| | Nickman [~nick_defr@d54C1C327.access.telenet.be] has joined #openttd |
| 03:50 | <Nickman> | hi all :) |
| 03:51 | <@Bjarni> | hi nick |
| 03:51 | <OwenS> | Hi |
| 03:51 | <Nickman> | long time since I've been on the IRC channel :) |
| 03:51 | <stillunknown> | OwenS: it will be in the order of a few elements in most cases |
| 03:51 | <OwenS> | stillunknown: If you can reasonabl.y guess how big it's gonna get, add a couple and initialize it to that size |
| 03:52 | <@Bjarni> | stillunknown: usually if the number of elements is below 1000, then it doesn't matter much which container type you use. If it's below 100, then just pick one |
| 03:52 | <Nickman> | I'm off to lunch, be back in a few minutes ;) |
| 03:52 | <stillunknown> | I know, i have worked with std::vector before, just wasn't sure if the price was acceptable. |
| 03:52 | <OwenS> | Yay! Stage 2 of 4 of my programmable signals patch is functional! |
| 03:52 | <OwenS> | of 5, sorry |
| 03:52 | <Noldo> | OwenS: what are the stages? |
| 03:52 | <@Bjarni> | what would be an improvement to vectors in your case? |
| 03:53 | <OwenS> | 1 = Get a NAND, 2 = Get it executing code, 3 = Make the code customizable, 4 = Make it save, 5 = Make it faster |
| 03:53 | <Noldo> | NAND? |
| 03:53 | <OwenS> | Not AND gate |
| 03:53 | <Wolf01> | OwenS, always at work at the nand signal patch? :D |
| 03:53 | <OwenS> | Wolf01: No, it's a complete replacement |
| 03:54 | <Wolf01> | yes in squirrel, but it is always the nand :D |
| 03:54 | <OwenS> | But, if you want a NAND, "if(exfree == exits) state = false; else state = true;" |
| 03:54 | <OwenS> | exitsfree. sorry :p |
| 03:55 | <OwenS> | Hmm, guys, how would you suggest I implement the way someone can set the code on a signal? |
| 03:55 | <OwenS> | I could add it to the toolbar, but it's useless for most signals |
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| 03:56 | <Noldo> | OwenS: make list of premade snippets and then you can select from those? |
| 03:56 | <OwenS> | Noldo: But sometimes you may want a completely custom signal |
| 03:57 | <Noldo> | OwenS: then add new and a window where you can type it |
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| 03:57 | <OwenS> | Noldo: I am. Just how would I add the way of opening that window |
| 03:58 | <OwenS> | I now have a Squirrel NAND =P |
| 03:58 | <Noldo> | or if you are lazy just import the snippets from text file that people can edit like a normal file |
| 03:58 | <OwenS> | No, I already know how to create that window. What I meant is, should I create a toolbar button, or... |
| 03:59 | <Noldo> | if you have the list where you can select. That should have add new and edit buttons |
| 03:59 | <OwenS> | I'm making this for a patchless trunk |
| 04:00 | <OwenS> | Bjarni: Any suggestions? |
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| 04:05 | <Nickman> | OwenS: Or you should make somthing that you can click on the signal when it is already placed, this will open up a window where you can enter the code? |
| 04:05 | <OwenS> | I don't know the OpenTTD code well enough... |
| 04:06 | <Nickman> | then I think the most lkely way is to be able to enter the code before you place it... |
| 04:06 | <Vikthor> | Nickman: This has a small problem both click and ctrl+click have already function assigned |
| 04:07 | <Nickman> | yeah... |
| 04:07 | <OwenS> | Alt+Click? |
| 04:07 | <boekabart> | alt is no option |
| 04:07 | <@peter1138> | can't use alt |
| 04:07 | <boekabart> | shift is |
| 04:07 | <Nickman> | or maybe... |
| 04:07 | <@peter1138> | shift is estimate |
| 04:07 | <OwenS> | So all modfiers are used... |
| 04:07 | <boekabart> | so new button |
| 04:07 | <boekabart> | good morning btw :) |
| 04:08 | <Nickman> | you have to select a certein option from the signal building menu (like the buildoser) and when you then click on the signal, you get the edit window... |
| 04:08 | <Nickman> | good morning ;) |
| 04:08 | <Noldo> | ctrl+shift? |
| 04:08 | <boekabart> | no, that's 'estimate the ctrl action' |
| 04:08 | <Noldo> | great |
| 04:09 | <Nickman> | Just make a "code" button just like the buldozer? |
| 04:09 | <OwenS> | How do I add a new toolbar button and tool then? |
| 04:09 | <Nickman> | so when it is selected and you click on the signal, the window pops up :) |
| 04:09 | <Nickman> | that's a good question :D |
| 04:10 | <boekabart> | OwenS: For a pretty straightforward example, |
| 04:10 | <Nickman> | What editor do you guys use for OpenTTD? |
| 04:10 | <Wolf01> | notepad++ |
| 04:10 | <OwenS> | Nickman: GEdit and Make :P |
| 04:10 | <boekabart> | look at my patch for town name languages |
| 04:10 | <boekabart> | (forum, development) |
| 04:10 | <Nickman> | Hehe, you really are hardcore ;) |
| 04:10 | <Wolf01> | OwenS, is very easy to add widgets now ;) |
| 04:11 | <OwenS> | Oh good =) |
| 04:11 | <Nickman> | Wolf01: you code on windows? |
| 04:11 | <Wolf01> | yes |
| 04:11 | <boekabart> | Wolf01: why don't you use MSVC ? |
| 04:11 | <Nickman> | you compile with cygwin? |
| 04:11 | <Nickman> | or something else? |
| 04:12 | <Wolf01> | i hate IDEs, so i use notepad++ and mingw via msys |
| 04:12 | <OwenS> | boekabart: It only adds a button? Is the process the same for a toolbar? |
| 04:12 | <Wolf01> | cygwin compiles but the game has black windows |
| 04:12 | <boekabart> | OwenS: The patch you can check for an easy example: http://www.tt-forums.net/viewtopic.php?p=591691#591691 |
| 04:12 | <boekabart> | peter1138: Do you have time to take a look at it too? :) |
| 04:14 | <Nickman> | Wolf01: Do you need to set some special libraries to use or not? I remember having a hard time getting it to work in MSVC :) |
| 04:15 | <Wolf01> | with cygwin i got some troubles with libraries, with msys i followed the wiki and always worked |
| 04:15 | <Nickman> | ah :) |
| 04:16 | <Nickman> | I'll try it by going trough the wiki ;) |
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| 04:23 | <Nickman> | When I get more free time I'll start looking in to the OpenTTD code ;). Right now I'm having exams... :p |
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| 04:32 | <OwenS> | How do I get the rail toolbar window? |
| 04:33 | <Wolf01> | rail_gui.cpp |
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| 04:33 | <Nickman> | Wolf01: I think s omething whent wrong with my wget install ... |
| 04:34 | <OwenS> | No, I mean, from a PlaceRail_xx function, which doesn't get passed it as a parameter |
| 04:34 | <Wolf01> | you mean where is called the gui opening? |
| 04:34 | <OwenS> | No, I want to get a pointer to the shown rail toolbar's window |
| 04:35 | <Wolf01> | look in main_gui.cpp, maybe you find something there |
| 04:36 | <Wolf01> | arggghghghhg the city is eating my highway!!! |
| 04:36 | <Nickman> | :D |
| 04:37 | <Nickman> | Wolf01: I don't see a "usr" folder in my MYSYS folder, is this normal? since I created it... |
| 04:37 | <Wolf01> | just follow the wiki |
| 04:37 | <Nickman> | I am :p |
| 04:37 | <Wolf01> | i can't remember all the steps |
| 04:39 | <stillunknown> | Bjarni: Why can't trains just crash into themselves :-( |
| 04:40 | <Nickman> | Wolf01: I get this when running the wget sh script : http://pastebin.ca/532980 |
| 04:40 | <Nickman> | This is at the end of the script, but I think the installed failed on the C compiler? |
| 04:40 | <Wolf01> | because so a train can crash into itself also in straight line |
| 04:40 | <Wolf01> | i pasted a link yesterday on this problem |
| 04:40 | <Nickman> | ? |
| 04:41 | <Wolf01> | Nickman, i'm the last person who can help you |
| 04:43 | <Nickman> | :D |
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| 04:45 | <Rubidium> | stillunknown: because in that case the wagons crash into the train too |
| 04:46 | <Wolf01> | http://www.tt-forums.net/viewtopic.php?t=29451&highlight=collision |
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| 04:52 | <kaan> | goodmorning |
| 04:52 | <Wolf01> | morning kaan |
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| 04:54 | <Nickman> | morning ;) |
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| 04:56 | <OwenS> | How do I send a string via DoCommand? |
| 04:57 | <TheJosh> | a real string, or a StringID ?? |
| 04:57 | <Rubidium> | how long is the string? |
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| 04:57 | <OwenS> | A real string.I don't know how long - It's entered code. What max do you suggest? |
| 04:58 | <TheJosh> | whats it for? |
| 04:58 | <OwenS> | Programmable signals |
| 04:58 | <TheJosh> | why do they have a string anyway? |
| 04:58 | <TheJosh> | signal name? |
| 04:58 | <OwenS> | For the code? |
| 04:58 | <TheJosh> | ah ok |
| 04:58 | <TheJosh> | what language is the code in? |
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| 04:59 | <OwenS> | Squirrel |
| 04:59 | <TheJosh> | and it shows just a text entry box? |
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| 04:59 | <OwenS> | TheJosh: Yep |
| 04:59 | <Rubidium> | 80 characters (including '\0', so basically 79) |
| 04:59 | <TheJosh> | wouldnt some form of GUI be better? |
| 04:59 | <Wolf01> | the code won't fit in the textbox |
| 04:59 | <OwenS> | Most shouldn't be that complex |
| 05:00 | <OwenS> | If it is, well... |
| 05:00 | <TheJosh> | like a set of lines that and dropdowns, etc |
| 05:00 | <OwenS> | Noo, take too long |
| 05:00 | <TheJosh> | command dropdown with if, etc etc. |
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| 05:00 | <OwenS> | Take too long for someone to program a signal with |
| 05:00 | <TheJosh> | then youn can send numbers (CommandID) |
| 05:00 | <TheJosh> | depends how advanced they want. and if its that complex, 80 chars wont do |
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| 05:01 | <OwenS> | Well I can improve the entry method later |
| 05:01 | <TheJosh> | a little like the dynamic groups they want to have, with a list of conditions |
| 05:02 | <TheJosh> | also, then you dont need to put a squirrel parser into the game |
| 05:02 | <OwenS> | TheJosh: It's already in:P |
| 05:02 | <OwenS> | NoAI uses it |
| 05:02 | <TheJosh> | ah ok |
| 05:02 | <TheJosh> | i think you will want more than 80 chars. and I have no idea how to send through a DoCommandP |
| 05:03 | <OwenS> | Station GUI sets a _cmd_text before the DoCommandP... is that it? |
| 05:03 | <Rubidium> | yup |
| 05:03 | <Rubidium> | and that may only be 80 characters long (including '\0') |
| 05:04 | <TheJosh> | that will suck a bit though, if you need to write a small program |
| 05:04 | <OwenS> | It doesn't have enough features ATM for it to be a problem, when it does, then i'll modify the send method |
| 05:05 | <TheJosh> | the DoCommandP system? |
| 05:05 | <OwenS> | No, i'll send it a different way... Maybe split it up into hunks or something |
| 05:06 | <TheJosh> | cool |
| 05:06 | <Rubidium> | you can most likely condense the code dramatically by not sending the actual sourcecode |
| 05:06 | <OwenS> | But what do I send instead? |
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| 05:06 | <Wolf01> | OwenS, just send action codes |
| 05:06 | <@Bjarni> | <stillunknown> Bjarni: Why can't trains just crash into themselves :-( <--- because the game logics can't prevent this from happening. It would be bad to make random train crashes |
| 05:06 | <TheJosh> | ok i have a problem. how can I draw something at an arbirary position on the main viewport? |
| 05:06 | <OwenS> | Wolf01: Then I need to implement a custom Squirrel parser... |
| 05:06 | <Wolf01> | yes |
| 05:07 | <Rubidium> | OwenS: how powerfull do you want the programmable signals to be? |
| 05:07 | <Rubidium> | as in: how much variables can they check |
| 05:07 | <OwenS> | Rubidium: I eventually want them to be able to query the state of any signal on the map |
| 05:07 | <Wolf01> | TheJosh, DrawSprite() |
| 05:07 | <@Bjarni> | as powerful as possible, I presume :) |
| 05:08 | <TheJosh> | Wolf01: i want to draw some lines |
| 05:08 | <TheJosh> | loading indicators (floating above the train while it loads) |
| 05:08 | <boekabart> | GfxDrawLine ? |
| 05:08 | <Wolf01> | you might need a grf and thd |
| 05:08 | <Wolf01> | ah, ok |
| 05:08 | <TheJosh> | trying, but it doesnt shopw up. ive got it in ViewportDoDraw (viewport.cpp) |
| 05:09 | <TheJosh> | just under the line where it draws all the strings |
| 05:09 | <TheJosh> | i tried draing a string but it doesnt show up |
| 05:10 | <Wolf01> | maybe because you need a WE_PAINT |
| 05:10 | <Wolf01> | it will be overwritten if draw before the viewport |
| 05:10 | <Wolf01> | *drawn |
| 05:11 | <TheJosh> | its in the ViewportDoDraw. isnt that where the viewport _is_ drawn? |
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| 05:11 | <stillunknown> | Bjarni: I think i'm at the point were everything except rideing circles inside itself and turning around in a crossing with itself works |
| 05:12 | <@Bjarni> | good |
| 05:12 | [~] | Bjarni wonders about making trains able to crash into themselves |
| 05:12 | <@Bjarni> | it will only happen on very poor designs |
| 05:12 | <@Bjarni> | so it would be kind of darwinism ;) |
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| 05:15 | <TheJosh> | Wolf01: its sortof working. the text appears, but disappears sometimes when you scroll |
| 05:15 | <stillunknown> | Bjarni: and i still need to improve the train detection algoritm, but that won't be the issue |
| 05:15 | <stillunknown> | for > 3 trains |
| 05:15 | <Wolf01> | i have the same problem with the OpenTTD writing on the intro gui, i had to put a background under it |
| 05:16 | <Wolf01> | but is really ugly... with rectangular shapes you can hide the whole background under the shape |
| 05:16 | <TheJosh> | is the background a picture? |
| 05:16 | <Wolf01> | no, is a window |
| 05:16 | <TheJosh> | is that in the scrolling background patch? |
| 05:16 | <Wolf01> | or better, a panel |
| 05:16 | <Wolf01> | yes |
| 05:17 | <TheJosh> | what I want to do is have a small indicator above each train (when it is loading or unloading) showing how full it is |
| 05:17 | <TheJosh> | a small progress indicator |
| 05:17 | <TheJosh> | difficult? |
| 05:17 | <boekabart> | TheJosh: Then draw it in the train drawing code |
| 05:18 | <TheJosh> | where is that? |
| 05:18 | <boekabart> | cmd_train.cpp i guess |
| 05:18 | <TheJosh> | this is new to me (i ususally work with towns) |
| 05:18 | <TheJosh> | looked there, thats the code for in the train edit window |
| 05:18 | <boekabart> | TheJosh: but I don't think you can actually call drawline there, it's way too early in the drawing process. That's where the sprites are just 'queued' to be drawn |
| 05:19 | <boekabart> | So you'll need grfs, probably |
| 05:20 | <TheJosh> | a grf for all 100 different percents that are in existance? |
| 05:20 | <boekabart> | actually you could see if you can find out (i don't know) how the train income 'popup' text is done, and do it in a similar way |
| 05:21 | <boekabart> | TheJosh: You're going to count pixels? |
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| 05:21 | <boekabart> | I guess 4-8 states of loading should do the trick right? |
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| 05:21 | <TheJosh> | actually the bar was probably going to be 50 px wide, so 1px / 2% |
| 05:21 | <TheJosh> | boekabart: perhaps |
| 05:22 | <TheJosh> | ill look at the popup text, that is a good idea |
| 05:22 | <Rubidium> | what about unloading and loading at the same time? |
| 05:22 | <OwenS> | What CharSetFilter would I use for all characters (Symbols, Letters, Numbers)? |
| 05:24 | <TheJosh> | i was just going to show a bar if the train state is loading |
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| 05:25 | <Rubidium> | TheJosh: but it is actually loading when still unloading other wagons |
| 05:26 | <TheJosh> | oh |
| 05:26 | <Rubidium> | (with gradual loading) |
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| 05:27 | <stillunknown> | http://www.tt-forums.net/viewtopic.php?p=592847#592847 |
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| 05:29 | <stillunknown> | Bjarni: http://www.tt-forums.net/viewtopic.php?p=592847#592847 |
| 05:29 | <OwenS> | TheJosh: In each carriage, set a flag to 0 when it arrives at a station. Then, set it to 1 when it starts loading, and only count it then? |
| 05:30 | <TheJosh> | it can be a 'how full' indicator, not 'how complete' |
| 05:30 | <Wolf01> | it should be "how full" |
| 05:30 | <TheJosh> | so it doesnt matter if its loading or unloading or both |
| 05:30 | <TheJosh> | but at this point i have no idea how to get it on there |
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| 05:31 | <@peter1138> | look at the ViewportAdd... functions |
| 05:32 | <OwenS> | And I have no idea why this assertion is failing :-( |
| 05:32 | <OwenS> | openttd: /home/oshepherd/Projects/openttd/prog/src/misc_gui.cpp:1162: void ShowQueryString(StringID, StringID, uint, uint, Window*, CharSetFilter): Assertion `realmaxlen < (sizeof(_edit_str_buf)/sizeof(_edit_str_buf[0]))' failed. |
| 05:33 | <OwenS> | The calling code is ShowQueryString(STR_SIGPROG_CODE, STR_SIGPROG_TITLE, 79, 180, railtb, CS_ALPHANUMERAL); |
| 05:33 | <TheJosh> | is an object your putting on a window outside the window? |
| 05:33 | <skidd13> | Another update for my order-gui-patch ... Now with textbtn's only... (Hope you're satisfied peter1138 & Rubidium) ;) |
| 05:33 | <TheJosh> | i once got assertions simmilar to that (i think) because i made the window smaller, but the sticky button was outside it |
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| 05:34 | <@peter1138> | OwenS: it means your length is longer than the edit text buffer |
| 05:34 | <@peter1138> | which is 64 chars iirc |
| 05:34 | <OwenS> | I was told it was 80... |
| 05:34 | <OwenS> | Oh no, thats DoCommand's max |
| 05:34 | <@peter1138> | no you weren't :) |
| 05:34 | <TheJosh> | meh im off cya round |
| 05:34 | <TheJosh> | thanks for the help |
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| 05:36 | <Wolf01> | the text boxex also take count of the width in pixels of the string, i had troubles inserting capital letters, but lower case ones were accepted |
| 05:36 | <Wolf01> | *boxes |
| 05:37 | [~] | OwenS bumps up the buffer size |
| 05:38 | <OwenS> | O_o it only goes up to 36 characters |
| 05:39 | <OwenS> | ... Which is 180 pixels, aah |
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| 05:43 | <OwenS> | CmdProgramSignal isn't getting called... |
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| 05:55 | <Wolf01> | uh somebody (me) forgot the transparency of the trees on the city roads |
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| 05:57 | <@peter1138> | heh |
| 05:57 | <Wolf01> | what's better: tree ring transparency with roads infrastructure or houses? |
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| 06:20 | <Wolf01> | peter1138, i have 4 patches related to transparency gui to commit, can you give a look at them? |
| 06:21 | <Wolf01> | *please* ;) |
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| 06:30 | <Wolf01> | http://bugs.openttd.org/task/827 <- |
| 06:32 | <boekabart> | Wolf01: good work! |
| 06:38 | <OwenS> | =S |
| 06:38 | <OwenS> | I'm sending a command via DoCommandP, but it's not coming out the other end |
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| 06:44 | <Wolf01> | i have also an optimisation for the AddSortableSpriteToDraw function which require less lines for transparency and handle correctly the palette by itself, but i think that somebody don't want it |
| 06:44 | <OwenS> | Anyone got an idea? |
| 06:45 | <Wolf01> | OwenS, is multiplayer safe? |
| 06:45 | <OwenS> | DoCommandP is how you send a multiplayer safe command |
| 06:45 | <Wolf01> | but what you send is valid? |
| 06:46 | <OwenS> | Hmm... *thought* |
| 06:46 | <OwenS> | Gotcha |
| 06:49 | <Nickman> | what did you send maybe? |
| 06:49 | <OwenS> | I forgot to save the tile clicked |
| 06:49 | <OwenS> | How do I get a Track from a given tile? |
| 06:49 | <Nickman> | :) |
| 06:50 | <OwenS> | Aah hang on, doesn't matter |
| 06:50 | <Wolf01> | IsTileType |
| 06:50 | <Nickman> | ;) |
| 06:50 | <Eddi|zuHause2> | map accessors should be in rail_map.h |
| 06:52 | <OwenS> | I just need to find out if a prorgammable signal is on a tile |
| 06:53 | <Nickman> | if you have lot's op programmable signals, wont it slow down the game alot? |
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| 06:53 | <OwenS> | Nickman: Theoretically |
| 06:53 | <OwenS> | I don't envision there being too many |
| 06:53 | <Nickman> | ;) |
| 06:54 | <Nickman> | how do you access the other signals that your programmable one depends one? |
| 06:54 | <Nickman> | on* |
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| 06:54 | <OwenS> | Nickman: I'm gonna make it so you can do GetSignalState(0xTILENUMBER) or something |
| 06:56 | <Nickman> | hi Brianetta :) |
| 06:56 | <Nickman> | Maybe you should be able to give the signals names of numbers? |
| 06:57 | <Nickman> | but on the other had, that could be the tile number :D |
| 06:57 | <Eddi|zuHause2> | OwenS: i'd suggest also a system of relative position, chances are that signals only depend on other signals near them |
| 06:57 | <Nickman> | most probably |
| 06:57 | <Eddi|zuHause2> | also, that might make things easier to copy-paste ;) |
| 06:57 | <OwenS> | Eddi|zuHause2: Yeah, i'm probably gonna make it so you can do GetDependency(n), where n is the order of the signal scanned |
| 06:57 | <Wolf01> | OwenS, rail_map.h lines 22-51 |
| 06:58 | <Nickman> | or make a system where you can clickon a certain tile to get the tile number at once :) |
| 06:58 | <OwenS> | Nickman: About tile or something similar already exists |
| 06:58 | <Eddi|zuHause2> | you can get the tile number with the query tool, Nickman |
| 06:58 | <Nickman> | ah :) |
| 06:58 | <Nickman> | But i mean the tile number automatticly gets inserted into your current code? :) |
| 06:59 | <OwenS> | Thats hard |
| 07:00 | <Nickman> | it isn't first priority neither :) |
| 07:00 | <OwenS> | No, first priority is making it so it can't crash the game |
| 07:01 | <Nickman> | :D |
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| 07:07 | <Nickman> | so, how far do you think your progress is at the moment? :) I remember your first NAND signals :D |
| 07:08 | <Wolf01> | i rememer the flip flop i made with that patch |
| 07:08 | <OwenS> | The scripting engine is in. I'm currently getting it to set the script in the table |
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| 07:09 | <Nickman> | nice :) |
| 07:10 | <Nickman> | I wish I could compile OTTD again on my PC... but it always keeps on fighting :p |
| 07:11 | <OwenS> | OK, I just programmed a NAND signal in game =D |
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| 07:16 | <Eddi|zuHause2> | just that NAND signals are totally useless :p |
| 07:16 | <Wolf01> | nope, they are usefull for priority |
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| 07:17 | <Eddi|zuHause2> | you should do priority with other ways |
| 07:17 | <Nickman> | you can do almost anything with it, but it an't easy :D |
| 07:17 | <Nickman> | so does that mean it's working OwenS ? :) |
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| 07:17 | <OwenS> | Nickman: Pretty much. More client side erorr checking now |
| 07:17 | <Nickman> | ofcourse ;) |
| 07:18 | <Wolf01> | yes you should build a piece of track and some signals placed in a weird way |
| 07:18 | <Nickman> | haha :D |
| 07:18 | <Nickman> | with OwenS new patch priority should finally look normal :D |
| 07:18 | <Nickman> | I hope ;) |
| 07:19 | <OwenS> | Nickman: Dunno about that! |
| 07:19 | <Nickman> | :D |
| 07:19 | <Nickman> | why not? |
| 07:19 | <Wolf01> | it only takes less space |
| 07:19 | <OwenS> | I have a way it could be made smaller, but it needs some extra functions |
| 07:19 | <Wolf01> | OwenS, do you remember the signal cascading? |
| 07:19 | <Eddi|zuHause2> | ideally, you should be able to make priority signals without any additional tracks |
| 07:20 | <Nickman> | indeed |
| 07:20 | <OwenS> | Wolf01: Yes. I'm gonna implement the counter on a per signal basis this time I think |
| 07:20 | <OwenS> | If I can |
| 07:21 | <OwenS> | Eddi|zuHause2: With the idea I have, yes |
| 07:21 | <Wolf01> | i think the best solution is to make one change per tick, so not all the signals are triggered in the same tick |
| 07:21 | <Wolf01> | causing some signals be in a quantum state |
| 07:21 | <OwenS> | Wolf01: OpenTTD signals are asynchronous |
| 07:21 | <OwenS> | That would be a massive rewrite |
| 07:22 | <Eddi|zuHause2> | Wolf01: if the dependencies are cyclic, the signal code should error out (maybe have a red blinking state or something :p= |
| 07:23 | <OwenS> | Eddi|zuHause2: If it's like in the old patch, then it will pop up an error box |
| 07:23 | <OwenS> | And set them to red |
| 07:23 | <Eddi|zuHause2> | that's an option |
| 07:24 | <Wolf01> | no, that is not an option, i won't be able to build flip flops :P |
| 07:25 | <Nickman> | to bad :) |
| 07:25 | <OwenS> | Oscillators you mean? :P |
| 07:25 | <OwenS> | If you need an infinite loop you will want a relay :p |
| 07:25 | <Wolf01> | no, the flip flop, the exit is linked with the entrance in a loop which remembers an 8 |
| 07:26 | <OwenS> | Wolf01: Do the signals always change though? |
| 07:27 | <Wolf01> | no, they change only if they get an input |
| 07:27 | <OwenS> | So theyre a loop, but a constant loop |
| 07:27 | <Wolf01> | yes |
| 07:27 | <Wolf01> | a sort of |
| 07:27 | <OwenS> | if(!(GetSignalType(tile, TRACK_LOWER) == SIGTYPE_PROG) || |
| 07:27 | <OwenS> | (GetSignalType(tile, TRACK_RIGHT) == SIGTYPE_PROG)) |
| 07:27 | <OwenS> | Can anyone see the issue? |
| 07:28 | <Wolf01> | error? |
| 07:28 | <OwenS> | I want to detect if a tile contains a programmable signal. It's always true =S |
| 07:28 | <Eddi|zuHause2> | what's the "!" doing there? |
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| 07:29 | <Wolf01> | !(A||B) |
| 07:29 | <Wolf01> | but that is (!(A)||B) |
| 07:29 | <Eddi|zuHause2> | but it says !(A) || (B) |
| 07:29 | <OwenS> | Gotcha! Thanks |
| 07:30 | <Eddi|zuHause2> | and unary operators have the highest priority |
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| 07:32 | <OwenS> | OK, where can I hook to find out that a signal has been destroyed? |
| 07:33 | <Rubidium> | OwenS: what do you think yourself? It really looks like you don't look for it, but just start asking questions so other people are going to search for you. |
| 07:34 | <Nickman> | :D |
| 07:34 | <Wolf01> | Nickman, i just saw you run windows vista... good luck :) |
| 07:34 | <Nickman> | hehe :D |
| 07:35 | <Nickman> | to compile it you mean? |
| 07:35 | <Wolf01> | yes |
| 07:35 | <Nickman> | dang! |
| 07:35 | <Nickman> | OTTD doesn't like vista? :D |
| 07:35 | <Wolf01> | you need to set permissions on folders |
| 07:35 | <Eddi|zuHause2> | it's not like the functions are named "magic function 5B to modify feature FA" (->nfo :p) |
| 07:36 | <Wolf01> | no, vista don't like other softwares |
| 07:36 | <Nickman> | hehe :D indeed :) |
| 07:36 | <Eddi|zuHause2> | you can search for functions that have "signal" in the name |
| 07:36 | <Nickman> | what do you mean with the permissions? |
| 07:36 | <Eddi|zuHause2> | there aren't that many |
| 07:37 | <Wolf01> | programs can write only on "my folder" etc in documents and settings |
| 07:37 | <Nickman> | what if I run it as administrator |
| 07:37 | <Wolf01> | you can try |
| 07:37 | <Nickman> | I'll do that ;) |
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| 07:41 | <OwenS> | Rubidium: I dunno.. I guess i'm just too used to projects with every function documented in the Doxygen (Then again, theyre libraries...) |
| 07:42 | <Rubidium> | OwenS: maybe every *external* function documented |
| 07:42 | <Nickman> | when you use something like Visual studio you can request all those possible functions :) |
| 07:42 | <OwenS> | Generally, I don't work within the confines of the other projects much, so... |
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| 07:43 | <Nickman> | Wolf01: still getting the same errors... :( |
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| 07:44 | <Wolf01> | i don't know well vista, i tried it a little and then formatted and installed xp pro |
| 07:44 | <OwenS> | SetHasSignals... Will that be called in every case that a signal is removed? |
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| 07:45 | <Wolf01> | seem so |
| 07:45 | <Nickman> | I don't know... I like vista, but still some things bother me... |
| 07:46 | <Nickman> | but then again, in XP they also did :D |
| 07:46 | <Nickman> | Maybe I'll go back to Windows 98 :p |
| 07:46 | <hylje> | or just go ubunt |
| 07:46 | <hylje> | u |
| 07:46 | <Nickman> | yeah |
| 07:46 | <Rubidium> | OwenS: you should not add code to the map accessors |
| 07:46 | <Nickman> | only problem with linux is that my webcam isn't supported... :( |
| 07:46 | <hylje> | oh noes! |
| 07:46 | <Nickman> | yeah |
| 07:46 | <Nickman> | but it's the only thing :D |
| 07:47 | <Nickman> | and it sucks |
| 07:47 | <Nickman> | my girlfriend likes to webcam so... |
| 07:47 | <hylje> | go get a generic webcam and you're all set |
| 07:48 | [~] | OwenS hooks CmdRemoveSingleSignal |
| 07:48 | <Wolf01> | you might check this: HasSignalOnTrack(tile, track) |
| 07:49 | <Nickman> | what you mean with a generic one? |
| 07:49 | <Wolf01> | a logitech one ;) |
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| 07:49 | <OwenS> | Nickman: Ones which are rebranded by tonnes of companies :P |
| 07:50 | <Nickman> | I have one from Logitech... I would think they would be the ones with the most support :D |
| 07:50 | <Zuu> | Wolf01: Logitech Quick cam 5000 does not work ... |
| 07:50 | <Nickman> | but I guess I was wrong :) |
| 07:50 | <Nickman> | I have the 4000 one |
| 07:51 | <Zuu> | Well, the kernel module detects it after lot of work but the v4l-part don't work. |
| 07:51 | <Wolf01> | i have the lego webcam which is logitech compatible and works very well and almost driver-less ;) |
| 07:51 | <Nickman> | I did get it to work under ubuntu and aMSN |
| 07:51 | <Nickman> | but it only works once and then it stops... |
| 07:51 | <OwenS> | Wolf01: Thats not the one from the old mindstorms set is it? |
| 07:51 | <Nickman> | and that one time is during setup :D |
| 07:51 | <Nickman> | yeah |
| 07:51 | <Wolf01> | yes is that |
| 07:51 | <Nickman> | that one was cool! |
| 07:51 | <OwenS> | The quality on that always sucked for me... |
| 07:52 | <Nickman> | yeah, quality wasn't that good, but it looks cool ;) |
| 07:52 | <Nickman> | I have a great webcam, but it has little to no support under linux which sucks! |
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| 07:52 | <Wolf01> | it was cool because it can follow my head automagically XD |
| 07:53 | <Nickman> | :D |
| 07:53 | <OwenS> | Wolf01: Which model RCX did you have? =P |
| 07:53 | <Wolf01> | 1.5 and 2 |
| 07:53 | <OwenS> | 1.0 =P |
| 07:53 | <Wolf01> | 1.0 was cool, it had the external power connector |
| 07:53 | <OwenS> | Actually, it sits above my head |
| 07:53 | <OwenS> | RCX 1.0? =S |
| 07:54 | <Wolf01> | it doesn't? |
| 07:54 | <OwenS> | It does, I forgot =P |
| 07:54 | <OwenS> | Serial number 036022 =P |
| 07:55 | [~] | Zuu goes out to the park to play beach volley ball :) |
| 07:56 | <OwenS> | Now, my question is, whats the correct way to add an extra hunk of data to the save file? |
| 07:57 | <+glx> | first step is savegame bump |
| 07:57 | <OwenS> | So theres no support for adding extra hunks in a given version? =( |
| 07:58 | <Nickman> | Maybe the savegame format should be changed to some XML format, that way you wont have to change the version anymore? |
| 07:58 | <OwenS> | XML? Eww! |
| 07:58 | <Nickman> | you can just check if everything is tehre |
| 07:58 | <Nickman> | :D |
| 07:58 | <OwenS> | I'm thinking of making it more IFF like |
| 07:58 | <Nickman> | IFF? |
| 07:58 | <OwenS> | Interchange File Format |
| 07:58 | <+glx> | and have very huge savegames |
| 07:59 | <OwenS> | http://www.szonye.com/bradd/iff.html <- Very old |
| 08:00 | <OwenS> | Store a list of chunks and their lengths, then the data in the chunks themselves. If the version doesn't understand a given chunk, bail out |
| 08:01 | <Nickman> | :) |
| 08:02 | <Rubidium> | OwenS: IFF looks like our savegame format |
| 08:03 | <OwenS> | It does? =O |
| 08:03 | <OwenS> | Hmm, a comment in saveload.cpp mentions RIFF... Riff is IFF, just with reversed byte orders |
| 08:03 | <Rubidium> | chuncks which then contain arbitrary data |
| 08:06 | <Nickman> | so, when will someone start a threaded OTTD? :D:D |
| 08:06 | <Nickman> | Or a multi core based version |
| 08:06 | <Nickman> | :p |
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| 08:07 | <Rubidium> | Nickman: when somebody can do all the game logic in the same order (on all clients/servers) and parallel |
| 08:08 | <Nickman> | :D |
| 08:08 | <Nickman> | It would actually mean a whole rewrite I guess :) |
| 08:08 | <OwenS> | Rubidium: I'm guessing I create a ChunkHandler and register it somewhere |
| 08:08 | <Rubidium> | Nickman: that's not a whole rewrite anymore. It's just starting from scratch. |
| 08:09 | <Nickman> | hehe indeed :D |
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| 08:31 | <TheJosh> | when games are saved, are the various structs etc just serialised? is there a way to add a parameter without killing the savegame? i probably dont need the parameter saved anyway |
| 08:33 | <@peter1138> | if you just add it to a struct then it won't matter |
| 08:33 | <TheJosh> | basically i am modifying AddTextEffect, so i can create another text effect for my train load info, but i am passing back an int handle so i can update the text effect later. i need to save this int handle in the train struct, but i dont want to kill the savegame. |
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| 08:36 | <TheJosh> | thanks |
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| 08:42 | <izhirahider> | Can anyone show me a screenshot of a freight tram in OpenTTD? |
| 08:42 | <izhirahider> | How do they differ from a regular tram |
| 08:43 | <@peter1138> | presumably in graphics |
| 08:43 | <@peter1138> | and they carry freight instead of passengers |
| 08:43 | <TheJosh> | whats an articulated vehicle? |
| 08:43 | <@peter1138> | a vehicle that comes in multiple parts |
| 08:43 | <TheJosh> | cool |
| 08:43 | <Jerub> | TheJosh: like a bus with 6 axels and an acordian section |
| 08:43 | <Jerub> | (in australia we call them banana busses) |
| 08:44 | <TheJosh> | i call them bendy busses (you from australia Jerub?) |
| 08:44 | <Jerub> | yes. |
| 08:44 | <TheJosh> | that would look cool when it goes around a corner |
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| 08:44 | <TheJosh> | are they NewGRF only? |
| 08:45 | <Joriz_laptop> | Are there trams in OpenTTD? I thought they were only in locomotion |
| 08:45 | <Nickman> | they are in OpenTTD since a couple of days :) |
| 08:45 | <Nickman> | in the nightlies |
| 08:45 | <Joriz_laptop> | oh k |
| 08:45 | <Joriz_laptop> | are there screens in the forum |
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| 08:46 | <izhirahider> | Not much |
| 08:47 | <izhirahider> | But I can only spot regular trams (for passangers) not cargo (or freight) |
| 08:47 | <izhirahider> | I assume freight trams == cargo-other-than-passangers trams? |