| --- | Log | opened Sun Jun 10 00:00:25 2007 |
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| 01:32 | <CIA-1> | OpenTTD: miham * r10079 /trunk/src/lang/ (bulgarian.txt catalan.txt estonian.txt): |
| 01:32 | <CIA-1> | OpenTTD: -Update: WebTranslator2 update to 2007-06-10 08:31:40 |
| 01:32 | <CIA-1> | OpenTTD: bulgarian - 29 fixed by thetitan (29) |
| 01:32 | <CIA-1> | OpenTTD: catalan - 1 fixed by arnaullv (1) |
| 01:32 | <CIA-1> | OpenTTD: estonian - 159 changed by kristjans (159) |
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| 02:42 | <stillunknown> | KUDr_wrk: do you work on sundays as well? |
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| 02:49 | <Phazorx> | stillunknown: may be you know |
| 02:49 | <Phazorx> | how can i get cghangelog |
| 02:49 | <Phazorx> | full since 8900 ? |
| 02:50 | <hylje> | svn log |
| 02:51 | <Phazorx> | no sn here |
| 02:51 | <Phazorx> | svn |
| 02:51 | <Phazorx> | canyou cat it to me somehow plz hylje ? |
| 02:52 | <hylje> | maybe |
| 02:53 | <Phazorx> | it's for our bug which came back |
| 02:53 | <Phazorx> | i want to track the release where it got fixed |
| 02:53 | <hylje> | 8900-HEAD? |
| 02:54 | <Phazorx> | more like tail |
| 02:54 | <hylje> | 1-8900? |
| 02:54 | <Phazorx> | i assuem it grows incremeantaly |
| 02:54 | <Phazorx> | 8900-now |
| 02:54 | <hylje> | HEAD is now |
| 02:54 | <Phazorx> | 8900-tail |
| 02:54 | <Phazorx> | ahh |
| 02:54 | <Phazorx> | 8900-head |
| 02:54 | <Phazorx> | sry |
| 02:56 | <hylje> | http://media.hylje.fi/8900-HEAD-changelog.txt |
| 02:57 | <Noldo> | does constructing waypoint cost money? |
| 02:58 | <stillunknown> | Noldo: I think so, why wouldn't it cost money? |
| 02:58 | <Noldo> | I just had an unsure feeling about it |
| 02:59 | <Phazorx> | hylje you remember PS37 bug, reversing trains longer than station? |
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| 03:45 | <Noldo> | I wonder why SubtractMoneyFromAnyPlayer(...) is static |
| 03:49 | <@Bjarni> | maybe because it's only called from one file? :) |
| 03:49 | <@Bjarni> | use static whenever possible. It helps the linker |
| 03:51 | <Noldo> | hmm |
| 03:53 | <Noldo> | it is called from that file yes, but there is a need in one place elsewhere |
| 03:55 | <@Bjarni> | are you sure? |
| 03:55 | <Noldo> | and the need is removed by some nice tricery of temporarily assinging the _current_player global to something else |
| 03:55 | <@Bjarni> | if you need it in another file (in your patch), then consider if you decided on the right design, if you really need it and if so, remove the static if you have to |
| 03:56 | <Noldo> | and then using SubtractMoneyFromPlayer function |
| 03:57 | <Noldo> | well it's just a little thing and has nothing to with the thing I'm really doing |
| 03:57 | <ln-> | why wouldn't you too temporarily assign something to _current_player. |
| 03:57 | <@Bjarni> | if it's unrelated, you shouldn't touch it |
| 03:57 | <@Bjarni> | at least not in the same diff |
| 03:59 | <@Bjarni> | actually I think it's a good idea to keep SubtractMoneyFromAnyPlayer() within a well defined area of the code. We wouldn't want a bug in say roadveh_cmd.cpp to take money from the wrong player |
| 03:59 | <Noldo> | true |
| 04:00 | <@Bjarni> | right now roadveh_cmd.cpp works on current player being set when calling commands or by v->owner.... kind of tricky to mess that up |
| 04:00 | <@Bjarni> | I mean to mess it up unintentionally |
| 04:08 | <@Bjarni> | hmm |
| 04:08 | <@Bjarni> | maybe SubtractMoneyFromAnyPlayer() should be a private function in the player struct... |
| 04:09 | <@Bjarni> | but this was coded when it was C only and it works |
| 04:10 | <@Bjarni> | well, at least SubtractMoneyFromAnyPlayer() could do with an enum... it's full of magic numbers |
| 04:10 | <stillunknown> | Bjarni: why was m7 put in a seperate struct? |
| 04:11 | <@Bjarni> | err |
| 04:11 | <@Bjarni> | good question |
| 04:11 | <@Bjarni> | I guess it could be some memory management so it's made like that in order not to waste memory while keeping it at a high speed |
| 04:11 | <@Bjarni> | high speed access, that is |
| 04:12 | <stillunknown> | So, i did remember correctly, was unsure. |
| 04:12 | <@Bjarni> | if I recall correctly, the struct is optimised for 32 bit CPUs... adding m7 would waste a lot of memory because then the struct's total size wouldn't be a multiply of 32 bits |
| 04:13 | <@Bjarni> | you can check this very easily... is the struct a multiply of 4 bytes :) |
| 04:13 | <stillunknown> | it would have become 10 or 12 bytes iirc |
| 04:13 | <stillunknown> | |
| 04:14 | <@Bjarni> | besides it doesn't matter much as the code shouldn't access it directly anyway and it's not that tricky to ensure that the access functions can deal with this correctly |
| 04:14 | <stillunknown> | Bjarni: Do you know why most people here are very wary of community made patches? |
| 04:15 | <@Bjarni> | efficient memory is important if the game should keep working on old hardware or small devices like PSP |
| 04:16 | <stillunknown> | Is that the anser to my last question? |
| 04:16 | <@Bjarni> | no |
| 04:17 | <@Bjarni> | it's really time consuming to read somebody else's diff files and understand them. Usually it doesn't stop there because a fair amount of them are crap, some needs improvements and only a few can be committed unmodified |
| 04:18 | <stillunknown> | Bjarni: have you seen the hashmap improvement patch? (does it stand a chance?) |
| 04:18 | <@Bjarni> | if we just accepted them without the time consuming parts, then our code would become really unstable and much harder to read |
| 04:19 | <@Bjarni> | I didn't read it, but I think it has a good chance of getting added whenever it's completely done. Last time I checked, it still lacked a bit of work |
| 04:19 | <@Bjarni> | but that wasn't yesterday |
| 04:20 | <stillunknown> | I have improved the parts that were unclear to me, but what defines completely done in this case? |
| 04:21 | <Noldo> | It seems I didn't break anything |
| 04:22 | <Noldo> | AIs are crazy on a small map :D |
| 04:23 | <Noldo> | it terraforms so much it looks like the ground is alive |
| 04:25 | <blathijs> | Bjarni: Could you remove the old debian packages from SF? |
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| 04:37 | <CIA-1> | OpenTTD: bjarni * r10080 /trunk/src/players.cpp: -Cleanup: replaced magic numbers in SubtractMoneyFromAnyPlayer() with enum values |
| 04:38 | <@Bjarni> | silly... we used the enum elsewhere, but when reading the flag, it used magic numbers |
| 04:38 | <@Bjarni> | blathijs: sure |
| 04:38 | <blathijs> | Bjarni: Thanks :-) |
| 04:39 | <@Bjarni> | done |
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| 04:56 | <@Bjarni> | <Noldo> It seems I didn't break anything <--- I find that hard to believe... everybody breaks something. It's just a matter of time before the obscene new bug is found |
| 04:56 | <Noldo> | that's why there is the 'seems' word |
| 04:57 | <@Bjarni> | like the first version of autoreplace. It crashed in MP if the lag was too big |
| 04:57 | <@Bjarni> | like if a train completely left a depot before the command was executed (it was issued when it entered) |
| 04:58 | <@Bjarni> | so short trains and/or really bad lag crashed the games |
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| 04:58 | <kaan> | morning all |
| 04:58 | <@Bjarni> | naturally I never found that bug when testing locally |
| 04:58 | <@Bjarni> | it's not morning at all |
| 04:58 | <@Bjarni> | :p |
| 04:58 | [~] | Bjarni wrote his first svn entry at 6:18 today |
| 04:59 | <@Bjarni> | not OTTD though :/ |
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| 05:03 | [~] | kaan thinks Bjarni needs to get a sence of sleeping the real morning away on sundays |
| 05:04 | <@Bjarni> | me too |
| 05:04 | <@Bjarni> | but I woke up and couldn't sleep |
| 05:04 | [~] | boekabart did, but didn't want to |
| 05:04 | <@Bjarni> | too hot |
| 05:04 | <boekabart> | lost half a day :( |
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| 05:05 | <kaan> | hehe, when you live by the lake and forest its nice and warm, not hot and dreadfull :D |
| 05:06 | <@Bjarni> | the same should be true when living at the sea :s |
| 05:06 | <@Bjarni> | but not today |
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| 05:06 | <@Bjarni> | wb Noldo |
| 05:06 | <kaan> | Bjarni: where do you live? |
| 05:06 | <Noldo> | I decided to ^S my irssi |
| 05:07 | <@Bjarni> | @home |
| 05:07 | <@Bjarni> | :p |
| 05:07 | <kaan> | oh, that famous spot near the sea :P |
| 05:07 | <@Bjarni> | I'm not stupid enough to give away my address in here... people could show up in person to try to make me do stuff to the code |
| 05:08 | <@Bjarni> | I can imagine some people, who might do that :( |
| 05:08 | <kaan> | I was thinking more like what country or sea ;) |
| 05:08 | <@Bjarni> | Denmark |
| 05:08 | <@Bjarni> | you should use /whois and you would have known :p |
| 05:09 | <kaan> | I dont use /whois, its never reiable |
| 05:09 | <kaan> | *reliable |
| 05:09 | <@Bjarni> | btw how can you be in Denmark and NOT be somewhat close to sea... ;) |
| 05:09 | <@Bjarni> | but it's pretty close |
| 05:09 | <kaan> | easy, take a look at nørup ;) |
| 05:09 | <kaan> | islands or mainland? east or west coast? |
| 05:10 | <@Bjarni> | you replaced sea with sø.... error in translation xD |
| 05:10 | <kaan> | hehe |
| 05:10 | <@Bjarni> | well |
| 05:11 | <@Bjarni> | if I decided to cut some trees and stuff, then I would be able to see Sweden from here |
| 05:11 | <kaan> | ok, thats the problem then |
| 05:11 | <kaan> | east coast in calm winds |
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| 05:11 | <kaan> | too much heat builds up :) |
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| 05:13 | <kaan> | ok, all of you guys with a personal vendetta against bjarni, go to sweeden and look for places where you can see denmark ;) |
| 05:13 | <@Bjarni> | shit |
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| 05:14 | <@Bjarni> | that would be like 90% of everybody on the other side >_< |
| 05:14 | <kaan> | And now they know where to look ;) |
| 05:14 | [~] | Bjarni decides to hide in Sweden and watch the people looking for him in Denmark |
| 05:14 | <kaan> | nice plan |
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| 05:16 | <mikk36> | lol |
| 05:16 | <mikk36> | what do you have against Bjarni, kaan ? |
| 05:16 | <kaan> | nothing much, i treat everyone like that :P |
| 05:17 | <mikk36> | so you have a vendetta against me too ? |
| 05:17 | <@Bjarni> | sure |
| 05:17 | <@Bjarni> | we all do |
| 05:17 | <mikk36> | :) |
| 05:17 | <mikk36> | at least i'm not different from you then :P |
| 05:17 | <@Bjarni> | hmm |
| 05:18 | <mikk36> | in that matter :P |
| 05:18 | <kaan> | consider me the great equaliser ;) |
| 05:18 | <Noldo> | what was the svn command to use when conflict has been resolved |
| 05:18 | <@Bjarni> | svn up? |
| 05:18 | <@Bjarni> | svn commit? |
| 05:18 | <@Bjarni> | svn diff? |
| 05:18 | <@Bjarni> | what do you want to do? :) |
| 05:18 | <ln-> | svn resolved |
| 05:18 | <kaan> | svn --help |
| 05:19 | <mikk36> | hehe |
| 05:19 | <Noldo> | missed the d |
| 05:20 | <kaan> | oh well |
| 05:20 | <kaan> | i have this idea that i cant seem to get mysefl to start implementing |
| 05:21 | <kaan> | if i bother you guys with it i might do it |
| 05:21 | <kaan> | the idea is to make two classes: DepotBackup and VehicleBackup |
| 05:22 | <kaan> | They would be used when cloning vehicles and upgrading them across tracktypes and so on |
| 05:23 | <@Bjarni> | cloning across tracktypes? |
| 05:23 | <@Bjarni> | wouldn't that be autoreplace across tracktypes? |
| 05:23 | <@Bjarni> | and I wondered about that as well |
| 05:23 | <@Bjarni> | well |
| 05:23 | <@Bjarni> | sort of the samem |
| 05:23 | <@Bjarni> | *same |
| 05:24 | <kaan> | the idea is that you can create a VehicleBackup with a Vehicle as parameter and then it saves all the data, this makes the backup able to return the cost for several operations on that vehicle, like cloning or upgrading replacing and so on |
| 05:24 | <@Bjarni> | it should be two depots next to each other and a train entering one depot would be replaced to the other type in the other depot |
| 05:24 | <@Bjarni> | I just can't get assed to code it :p |
| 05:24 | <kaan> | and if there is money enough it can also execute the wished operation |
| 05:25 | <kaan> | Bjarni: that where the DepotBackup class comes into play |
| 05:26 | <@Bjarni> | have you seen how autoreplace works? |
| 05:26 | <@Bjarni> | it's a vehicle by vehicle action |
| 05:27 | <kaan> | if you use the upgrade tool on a depot then it will make a DepotBackup that in turn will make VehicleBackup of all vehilcles in the depot and then if all things are alright you can destroy the original depot and place a new one and populate it with upgraded vehicles |
| 05:28 | <kaan> | no i havent, and its entirely on purpose |
| 05:28 | <kaan> | im writing a new solution to an old problem ;) |
| 05:28 | <@Bjarni> | so if the train enters a depot, then get the money from selling it (before selling it), then move though it vehicle by vehicle to generate the new train in the other depot and then it was done, move the cargo, sell the old train and repay the price of the old train (you started by borrowing it and now you get the money again by selling, so to avoid double payment) |
| 05:29 | <@Bjarni> | it something goes wrong, then it can just sell the new train and report an error and the old train is untouched |
| 05:29 | <@Bjarni> | if done correctly, then this can be done for free so the money is also untouched |
| 05:30 | <kaan> | the whole idea was to make a "backup" that you can test to see if all things go well before actually doing any changes in the game world |
| 05:30 | <mikk36> | Bjarni, what would u say for the minimum requirements of openttd ? |
| 05:31 | <@Bjarni> | mikk36: depends on the map size and such... I used to run it on a 266 MHz PPC.... worked ok for decent screen sizes and map sizes, but it was more or less maxed out so fast forward gained max 10% speed |
| 05:31 | <mikk36> | with gui |
| 05:31 | <stillunknown> | mikk36: Depends on many factors (i know i'm not Bjarni). |
| 05:31 | <mikk36> | i tried it on 1Ghz Athlon, G400, 1GB ram and it was pure laghell, already at the start screen |
| 05:32 | <@Bjarni> | maybe the game is a bit more demanding today... it has been a while since I used that computer |
| 05:32 | <kaan> | Bjarni: besides, i was thinking of using the same money buffer as the replace function has |
| 05:32 | <@Bjarni> | 1 GHz should be enough |
| 05:32 | <stillunknown> | http://bugs.openttd.org/task/853 <-- bug on the hashmap patch |
| 05:32 | <mikk36> | well, i got only maybe max 15fps out of it on the start screen |
| 05:32 | <stillunknown> | mikk36: what OS do you run? |
| 05:33 | <mikk36> | ~800x600 or whatever that default screensize |
| 05:33 | <mikk36> | xp pro |
| 05:33 | <@Bjarni> | stillunknown: it's a patch, not a bug... see task type |
| 05:33 | <@Bjarni> | default is 640x480 |
| 05:33 | <mikk36> | well, that then |
| 05:33 | <mikk36> | i |
| 05:33 | <@Bjarni> | I used OSX 10.2.8 |
| 05:33 | <stillunknown> | But it's still on a bugtracker ;-) |
| 05:33 | <mikk36> | m on 1600x1200 at my work |
| 05:33 | <mikk36> | i'm* |
| 05:33 | <@Bjarni> | stillunknown: it's on our task tracker ;) |
| 05:34 | <mikk36> | editing pdf's relatively easily |
| 05:35 | <@Bjarni> | kaan: how do you plan on making the cache.... I would like to see that |
| 05:35 | <mikk36> | has anyone else testid openttd on a matrox card ? |
| 05:35 | <mikk36> | tested* |
| 05:35 | <kaan> | cashe? |
| 05:35 | <@Bjarni> | I know, but how? |
| 05:35 | <kaan> | what cashe? |
| 05:35 | <@Bjarni> | the vehicle backup thing |
| 05:36 | <kaan> | oh |
| 05:36 | <stillunknown> | mikk36: You have official drivers installed for your card? |
| 05:36 | <mikk36> | ofc |
| 05:36 | <kaan> | linked lists mostly |
| 05:37 | <@Bjarni> | but the vehicles are in the pool system... |
| 05:37 | <kaan> | oh, but im not going anywhere near using the Vehicle class for anything but reading existing vehicles |
| 05:38 | <@Bjarni> | then how will you restore your backup? |
| 05:38 | <kaan> | VehicleBackup will be your basic wagon or whatever |
| 05:39 | <@Bjarni> | how about storing the vehicle struct and then use memcpy to get everything? |
| 05:39 | <kaan> | DepotBackup::CloneVehicle(Vehicle v) |
| 05:39 | <@Bjarni> | you would have to deal with vehicle pointers though if you do that |
| 05:39 | <kaan> | oh, right ;) |
| 05:40 | [~] | Bjarni wonders if this can be applied to autoreplace without making it too slow |
| 05:40 | <kaan> | Im thinking that it will not be any kind of optimised code, but rather made to be easy to understand as these operations dont occour often |
| 05:41 | <@Bjarni> | wrong |
| 05:41 | <kaan> | autoreplace is one usecase this should work on |
| 05:41 | <@Bjarni> | it will happen all the time when somebody switches from one railtype to another |
| 05:41 | <stillunknown> | Striving for optimized code is always, but do keep it understandable. |
| 05:41 | <kaan> | all the time, as in every 5 minutes? |
| 05:42 | <stillunknown> | kaan: Imagine if a lot of features were coded with the same idea. |
| 05:42 | <@Bjarni> | as in "happens in bursts, which can make slow clients in MP drop because they can't keep up" |
| 05:42 | <kaan> | good point |
| 05:43 | <stillunknown> | Also keep in mind it should run on slower platforms. |
| 05:43 | <kaan> | this approach is mostly a memory expensive one rather than cpu expensive |
| 05:43 | <stillunknown> | How memory expensive? |
| 05:43 | <@Bjarni> | if the server is too slow, then it will delay sending "move to next tick" commands |
| 05:44 | <@Bjarni> | if a client is too slow, but the server can keep up, then the client has no way to tell that it's behind the action and it drops |
| 05:44 | <@Bjarni> | because of that we should try to even the load |
| 05:44 | <@Bjarni> | over many ticks if possible |
| 05:44 | <kaan> | that would be possible with this approach |
| 05:45 | <kaan> | you can restrict the making of backups to X per tick |
| 05:45 | <@Bjarni> | this is why autoreplace is nice... it works on VehicleEnterDepot() and odds are that it's limited how many vehicles that enters a depot during the same tick |
| 05:46 | <stillunknown> | mikk36: I hope you find out what your problem is. |
| 05:46 | <kaan> | but that would destroy the transaction idea |
| 05:46 | <mikk36> | i most propably won't |
| 05:46 | <@Bjarni> | yeah |
| 05:46 | <mikk36> | because i'll upgrade my work computer in max 2 weeks |
| 05:47 | <@Bjarni> | this is why two depots next to each other and an action on VehicleEntersDepot() would help... only one train enters the same depot every tick |
| 05:48 | <@Bjarni> | and then you wouldn't need a backup because you just delay selling the old one until the new one is complete |
| 05:48 | <kaan> | one of the ideas in this was to unify the way these kinds of actions is handled |
| 05:50 | <@Bjarni> | using autoreplace for this as well would unify it, but it would need some work on the autoreplace code to make this work |
| 05:50 | <kaan> | maybe its time i look at the existing code |
| 05:50 | <@Bjarni> | autoreplace_cmd.cpp |
| 05:51 | <kaan> | ill have a look :) |
| 05:51 | <@Bjarni> | I moved it to a file of it's own not long ago |
| 05:52 | <CIA-1> | OpenTTD: rubidium * r10081 /trunk/src/ (ai/default/default.cpp town_cmd.cpp): -Fix [FS851]: towns/AIs didn't build bridges anymore (boekabart). |
| 05:53 | <@Bjarni> | hmm |
| 05:53 | <@Bjarni> | I wonder how the backup idea would work on autoreplace in general |
| 05:53 | <@Bjarni> | I mean if it would be faster or slower |
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| 05:54 | <kaan> | that iompossible to say before i get around to implementing something that works ;) |
| 05:54 | <@Bjarni> | yeah |
| 05:55 | <@Bjarni> | but having a backup command would solve many of my newGRF compatibility issues as I can just presume it works and if it fails, then revert |
| 05:55 | <kaan> | thats one major selling point i guess :) |
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| 05:59 | <@Bjarni> | I wondered about how to make the backup, but just making a linked list (or actually an array of the correct length... we know the needed length when backing up) might do the trick if handled correctly |
| 05:59 | <@Bjarni> | but it would have to do way more than you just mentioned :/ |
| 05:59 | <@Bjarni> | or else it will fuck up |
| 06:00 | <kaan> | Id prefer <List> as you can iterate over it |
| 06:00 | <@Bjarni> | since it's a fixed size, you should use vector. It's like an array, but you can iterate over it and extend it if needed |
| 06:00 | <kaan> | yes, there would have to be all kinds os securty checks and bell and whistles |
| 06:01 | <kaan> | ok then, i give in ;) |
| 06:02 | <kaan> | I was thinking that once you have a backup in hand, then you can ask it to simulate varius operations and return the cost, or even if its possible |
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| 06:02 | <@Bjarni> | it would be hard to simulate |
| 06:02 | <@Bjarni> | ... or would it |
| 06:03 | <hylje> | transaction-based replacing! |
| 06:03 | <kaan> | not if its the same code that actually does the work when you turn simulate off ;) |
| 06:03 | <hylje> | now with military grade reliability! |
| 06:03 | <kaan> | hylje: yup ;) |
| 06:03 | <@Bjarni> | the problem with the simulation is the pool thing |
| 06:04 | <kaan> | i dont know one bit about the pool, please tell me what the problem is? |
| 06:04 | <@Bjarni> | whenever you buy something, it will end up in the pool |
| 06:04 | <@Bjarni> | when you sell something, it's presumed to be in the pool |
| 06:05 | <@Bjarni> | think of the pool as a giant <List> |
| 06:05 | <@Bjarni> | we just made custom code to handle it to make it faster |
| 06:05 | <kaan> | ok, then waht is the problem, every backup object isnt in the pool |
| 06:05 | <blathijs> | Bjarni: It's more like an array than a List, since every item has an index |
| 06:05 | <@Bjarni> | it contains all vehicles in the game (we use 16 bit VehicleIDs, so it's 64000 player vehicles+ some reserved stuff) |
| 06:05 | <@Bjarni> | blathijs: right.. good point |
| 06:06 | <@Bjarni> | all the functions to build and sell vehicles interacts with the pool and presumes that the vehicle is inside the pool |
| 06:07 | <kaan> | yes ... |
| 06:07 | <@Bjarni> | so mixing an external list with the pool would be bad |
| 06:07 | <kaan> | abstraction is key |
| 06:07 | <@Bjarni> | making a backup would most likely be just that |
| 06:08 | <@Bjarni> | the ability to store the info on the vehicles |
| 06:08 | <kaan> | the backup isnt real in any sence, but a real vehilche can be made with the data in the backup |
| 06:08 | <Noldo> | blueprint? |
| 06:09 | <kaan> | its just a matter of making the conversion at the right time :) |
| 06:09 | <@Bjarni> | the backup would contain the vehicle struct. Restoring the backup would be to request x free slots in the pool (it's returned as an array with a pointer to each free place), so it can be copied back into the pool |
| 06:10 | <@Bjarni> | so it would likely be like: backup, work on original. If it fails, then sell original and request X free places in the pool to restore the vehicle. Fix the pointers as it's likely not in the same location in the pool anymore |
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| 06:11 | <@Bjarni> | also cash flow should be 0, so you have to pay -income from selling the old train |
| 06:11 | <@Bjarni> | doing it any other way would likely cause more problems than it will solve |
| 06:11 | <kaan> | VehicleBackup::ProduceVehicle(VehicleType, TrackType, CargoRefit) soemthing like that, mind the pseudocode ;) |
| 06:12 | <@Bjarni> | if the vehicle struct is stored in the backup, then we store everything you just wrote as arguments |
| 06:13 | <kaan> | well in talking conversion they might differ in the new version |
| 06:13 | <@Bjarni> | so it's just store, and when reverting, it's moving the data back and setting up the next and first pointers |
| 06:13 | <@Bjarni> | and it will be 100% like the old one |
| 06:13 | <kaan> | well, thats drifting a bit far from my original thought now ;) |
| 06:14 | <@Bjarni> | err, every single vehicle pointer in the restored train should be checked |
| 06:14 | <@Bjarni> | dualheaded engines would need to set up a pointer to the other end as well |
| 06:14 | <@Bjarni> | <kaan> well, thats drifting a bit far from my original thought now ;) <-- maybe, but it's drifting towards something that might actually work |
| 06:15 | <kaan> | thats one way to look at it :P |
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| 06:15 | <kaan> | anyway, im glad that i seem to have inspired you |
| 06:16 | <Noldo> | I managed to get rid of _yearly_expenses_type |
| 06:16 | <blathijs> | Bjarni: What exactly would a "vehicle backup" be? |
| 06:16 | <blathijs> | a vehicle that doesn't really exist but can be cloned? |
| 06:16 | <@Bjarni> | both yes and no |
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| 06:17 | <kaan> | as i read bjarni its a placeholder for vehicledata that you can use to restore a vehicle |
| 06:18 | <@Bjarni> | instead of doing a whole lot of magic checks to estimate if a replace can take place, then it can copy all the vehicle structs into a vector and then just try to replace. If it fails, then it should sell all the vehicles in question and restore the original based on the data in the vector |
| 06:18 | <@Bjarni> | then the magic would be to ensure that no vehicle pointers messes up and that the total costs ends up as 0 |
| 06:19 | <blathijs> | ah, to prevent autoreplace from failing |
| 06:19 | <@Bjarni> | the alternative would be to work on autoreplace whenever a new newGRF feature breaks it |
| 06:19 | <blathijs> | how exactly does NewGRF break autoreplace? Introduce unanticipated costs? |
| 06:20 | <@Bjarni> | well, it will ensure that in the eyes of the user, nothing happened if the replaced failed |
| 06:20 | <@Bjarni> | <blathijs> how exactly does NewGRF break autoreplace? Introduce unanticipated costs? <-- no. The last bug I fixed was due to the new engine that had the restriction that it couldn't be joined with the cars |
| 06:21 | <@Bjarni> | and because of that, the user noticed two half trains in the depot, both stopped |
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| 06:21 | <@Bjarni> | if the backup was in place, then it would notice the problem, sell everything, pay back the income from the selling and restore the original vehicle |
| 06:21 | <@Bjarni> | nomatter what went wrong |
| 06:22 | <blathijs> | Can't you simply create the new train first, then if that worked, sell the old train? |
| 06:22 | <kaan> | Its a good solution to that specific problem :) |
| 06:22 | <Noldo> | does vehicle purchase price change when bying and selling vehicles? |
| 06:23 | <@Bjarni> | blathijs: not if I only has to replace a few units of a long train, say like 2 engines in a 10 unit train... the rest should remain the same |
| 06:23 | <@Bjarni> | Noldo: not if the age is 0 |
| 06:23 | <@Bjarni> | which it would be in this case |
| 06:24 | <@Bjarni> | blathijs: I tried making a brand new train and a few other ideas like it... they all failed |
| 06:24 | <kaan> | oh, i have to go or ill mis my workout |
| 06:24 | <kaan> | see ya later :) |
| 06:24 | <@Bjarni> | you don't need a workout in order to code |
| 06:24 | <@Bjarni> | :p |
| 06:25 | <kaan> | no, its entirely for the benefit of women |
| 06:25 | <@Bjarni> | ahh |
| 06:25 | <@Bjarni> | then it makes sense |
| 06:25 | <@Bjarni> | sort of |
| 06:25 | <kaan> | ;) |
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| 06:26 | <@Bjarni> | Alltaken! |
| 06:26 | <@Bjarni> | long time no see |
| 06:26 | <@Bjarni> | nice to see you again :) |
| 06:26 | <@Bjarni> | hmm |
| 06:26 | <Alltaken> | hi Bjarni |
| 06:27 | <@Bjarni> | Alltaken is in the winter time... maybe it's a decent temperature at your place :) |
| 06:27 | <blathijs> | ey Alltaken |
| 06:27 | <@Bjarni> | unlike here :s |
| 06:28 | <Noldo> | Plaah, my computer can't take the heat :/ |
| 06:28 | <Alltaken> | its 8 degrees max today |
| 06:28 | <Alltaken> | nice and cold |
| 06:28 | <@Bjarni> | then I guess you don't have hardware overheating issues right now |
| 06:29 | <@Bjarni> | Noldo: my computer can... except for the TV tuner >_< |
| 06:30 | <Noldo> | the other one that tries it's best to work like a server is not in any problems |
| 06:34 | <Alltaken> | Bjarni: well i have heaters turned on everywhere so yeah :D |
| 06:34 | <Alltaken> | i recently moved down south in my country, so i am prety close to antarctica now. nice and cold. perhaps i will get snow where i live for the first time in my life |
| 06:34 | <@Bjarni> | no snow???? |
| 06:35 | <@Bjarni> | that's... inhuman conditions :o |
| 06:36 | <stillunknown> | Noldo: Is your computer undercooled or just poor hardware? |
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| 06:36 | <Wolf01> | hello |
| 06:36 | <@Bjarni> | last winter we had some snowplow trains that derailed due to a whole lot of compressed snow |
| 06:36 | <@Bjarni> | I think two of them derailed |
| 06:37 | <@Bjarni> | btw we lost our last commercially driven steam locomotive when it derailed with a snowplow |
| 06:37 | <@Bjarni> | ... in 1979 |
| 06:38 | <@Bjarni> | it's actually not that long ago we used steam |
| 06:39 | <Noldo> | stillunknown: undercooled |
| 06:40 | <stillunknown> | Noldo: then i suggest you fix it sometime soon ;-) |
| 06:40 | <stillunknown> | I have a low airflow system, but it's holding up quite well. |
| 06:41 | <stillunknown> | I must admit ambient temperatures have not exceeded 27-28 degrees C yet. |
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| 07:20 | <@Bjarni> | if it's a low noise system people want, then they should use temperature controlled fan speeds |
| 07:20 | <@Bjarni> | this way it will usually not make a lot of noise while they can still keep cool on a hot day |
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| 07:23 | <geoffk> | northbridge and use a system thats not overpowering its not needed for most things |
| 07:23 | <geoffk> | i can get by on PIII works to do anythign i need to |
| 07:24 | <geoffk> | i could use slower but restrictive of what desktop i can run |
| 07:25 | <geoffk> | having said that dont rush out to buy a pIII scram is like gold dust now |
| 07:25 | <geoffk> | sdram* |
| 07:27 | <geoffk> | i've even had problems buying fans to and heatsinks fit on some low end old systems |
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| 07:59 | <stillunknown> | Bjarni: a well designed system doesn't even need high speed fans at all |
| 08:02 | <stillunknown> | Unless ofcource it get's really hot (35 degrees C for example). |
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| 08:08 | <@peter1138> | get's? |
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| 08:19 | <Noldo> | which parts of the code make use of c++ features? |
| 08:20 | <hylje> | yapf |
| 08:26 | <Rubidium> | Noldo: lots of parts |
| 08:27 | <Noldo> | I noticed some :: in vehicle stuff |
| 08:27 | <Rubidium> | and it's not easy to tell you which ones exactly |
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| 08:38 | <Wolf01> | ooook, now that i have my new ipaq with windows mobile 5 i must look for a mobile ottd version |
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| 08:41 | <Wolf01> | how much old is this? http://handheld.softpedia.com/get/Games/Strategy/Open-TTD-for-Pocket-PC-11622.shtml |
| 08:42 | <Rubidium> | pre 0.5.0 |
| 08:43 | <Wolf01> | this mean that i must set up a compiler for windows mobile |
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| 08:45 | <Rubidium> | ask them |
| 08:45 | <Wolf01> | brrr the WM5 SDK is 175MB |
| 08:47 | <Wolf01> | maybe i can become the official WM5 port maintainer :D |
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| 08:48 | <Noldo> | :) |
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| 09:04 | <@Bjarni> | <Wolf01> maybe i can become the official WM5 port maintainer :D <-- that would be nice |
| 09:04 | <@Bjarni> | specially if the port is a port and not a hack like the one you just linked to |
| 09:04 | <@Bjarni> | they screwed up the window GUI code to make it work |
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| 09:06 | <Wolf01> | i don't have enough knowledge to change massively the code to make it work, but i'll try to get it work as it is |
| 09:06 | <@Bjarni> | the general problem is that some windows are too big to fit on the screen |
| 09:07 | <@Bjarni> | how big is your monitor? |
| 09:07 | <@Bjarni> | resolution, not inches :) |
| 09:07 | <Wolf01> | mmm |
| 09:07 | <Wolf01> | 240x320 |
| 09:07 | <@Bjarni> | can't it be turned into 320x240? |
| 09:08 | <Wolf01> | yes, if i rotate the pda |
| 09:08 | <@Bjarni> | anyway OpenTTD is designed with 640x480 in mind so some windows default size is like 400 pixels high/wide |
| 09:08 | <Wolf01> | the camera software works in 320x240, so it shouldn't be a problem |
| 09:09 | <@Bjarni> | well, if you get it working, then we can talk about the window sizes |
| 09:09 | <@Bjarni> | it's the same issue on PSP and it more or less works |
| 09:10 | <Wolf01> | another problem is that i don't have enough buttons |
| 09:10 | <@Bjarni> | hmm |
| 09:10 | <@Bjarni> | how many do you have? |
| 09:10 | <Wolf01> | i have only the directional pad, and some other buttons around |
| 09:10 | <Wolf01> | but i think they are binded to the phone functions |
| 09:11 | <Wolf01> | as i saw that only 2 buttons were customisable |
| 09:11 | <@Bjarni> | that would be enough |
| 09:11 | <@Bjarni> | mouse + button + control |
| 09:11 | <Wolf01> | if you want to look at it, is the ipaq rw6815 |
| 09:12 | <Wolf01> | the mouse can be used with the touch screen |
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| 09:13 | <@Bjarni> | then it's easy |
| 09:13 | <kaan> | 4,5 tons later .... |
| 09:13 | <kaan> | im feeling a bit used :P |
| 09:13 | <@Bjarni> | the mouse is the touch screen, you have 4 direction keys, that can be used for control and stuff |
| 09:13 | <@Bjarni> | touching the screen is the same as a click |
| 09:14 | <Kjetil> | (tapping should equal a click) |
| 09:15 | <Phazorx> | ping peter1138 |
| 09:15 | <@Bjarni> | we have different drivers to translate keyboard input (like different drivers for mic, video, sound and so on). We can just map the direction keys to keys we need, such as shift, control and so on |
| 09:16 | <@Bjarni> | tab = click, hold on the screen = hold down the mouse button |
| 09:18 | <@Bjarni> | kaan: so you saw a lot of bouncing boobs and sweaty asses? |
| 09:18 | <Wolf01> | 85% of the SDK :P |
| 09:19 | <hylje> | DS port of ottd D: |
| 09:19 | <Sacro> | boobs? |
| 09:20 | <Wolf01> | we talk of sex and then Sacro popups... |
| 09:20 | <@Bjarni> | yeah |
| 09:21 | <hylje> | highlight |
| 09:21 | <@Bjarni> | I think it highlights on boob, sex and so on |
| 09:21 | <Sacro> | nope |
| 09:21 | <Sacro> | only highlights on Sacro |
| 09:21 | <Wolf01> | yes |
| 09:22 | <Wolf01> | we don't believe it |
| 09:22 | <@Bjarni> | Sacro: I don't trust that... you always show up whenever a word like that is mentioned |
| 09:22 | <Sacro> | Bjarni: i happened to be following the channel |
| 09:23 | <@Bjarni> | idle bastard |
| 09:23 | <@Bjarni> | peeping tom |
| 09:23 | <Sacro> | i idle in a few channels |
| 09:23 | <@Bjarni> | lurker |
| 09:23 | <@Bjarni> | since you always do that, then you have to spend a great deal of time lurking |
| 09:23 | <hylje> | LURK MOAR |
| 09:25 | <kaan> | actually i was almost alone in there |
| 09:25 | <kaan> | a shame really |
| 09:26 | <kaan> | there was nice aiconditioning |
| 09:28 | <@Bjarni> | they are tending some AI? |
| 09:30 | <Wolf01> | doh, i need visual studio |
| 09:31 | <Wolf01> | i hope the express edition is enough |
| 09:32 | <@Bjarni> | it would be nicer if the makefile could do the trick :/ |
| 09:34 | <Wolf01> | i hope also that the free disk space is enough! |
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| 09:36 | <@Bjarni> | 128 mb... should be overkill |
| 09:36 | <@Bjarni> | but then again you likely want to have other stuff on it as well |
| 09:37 | <@Bjarni> | 416 MHz... might have an issue with background saving |
| 09:37 | <@Bjarni> | I mean it could slow down |
| 09:39 | <hylje> | priority! |
| 09:39 | <@Bjarni> | or take more than a month to save |
| 09:39 | <@Bjarni> | on the other hand it shouldn't play big maps |
| 09:40 | <+glx> | <Wolf01> i hope the express edition is enough <-- no it isn't |
| 09:40 | <Wolf01> | -_- |
| 09:40 | <hylje> | enjoy your crippled software |
| 09:41 | <@Bjarni> | it should be way easier to get it working on nokia S770 and similar (like S800... I think it's named). They have no screen size issues and uses gcc for compiling |
| 09:42 | <@Bjarni> | I hate when you pay for some hardware and then you have to pay for a compiler as well |
| 09:42 | <Sacro> | there already is a UIQ3 port |
| 09:42 | <Sacro> | but they haven't released source |
| 09:42 | <@Bjarni> | UIQ3? |
| 09:42 | <Sacro> | symbian |
| 09:43 | <Sacro> | http://my-symbian.com/forum/viewtopic.php?t=30981 |
| 09:44 | <Noldo> | it's conceptually in the same level Series40 and 60 |
| 09:44 | <Sacro> | i'd like it on my S60 |
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| 09:44 | |-| | DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has joined #openttd |
| 09:45 | <Sacro> | "Unfortunately language file isn't simple text file and I don't know how to edit it." ← methinks he isn't looking hard enough |
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| 09:46 | <Wolf01> | is still possible to use strgen.exe to compile language files on the fly? |
| 09:46 | <Sacro> | yeah i think so |
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| 09:47 | <@Bjarni> | strgen would make the lng file from a txt file when you execute it with the right arguments... nobody tells you to do it when compiling the OpenTTD binary |
| 09:47 | <@Bjarni> | we scripted it to do so to make it easier, but you can do it later if you like |
| 09:48 | <Wolf01> | i think i need to buy VSstandard from bittorrent |
| 09:49 | <@Bjarni> | I heard that they have nice opening hours... like they are open on normal sundays |
| 09:50 | <Wolf01> | i heard it too |
| 09:52 | <Wolf01> | if it will satisfy me enough i'll go buy the hardware edition, call this a tryout :D |
| 09:52 | <@Bjarni> | I think many people think like that |
| 09:52 | <@Bjarni> | a whole lot of them forget the last part when the "trial period" runs out |
| 09:54 | <@peter1138> | :o |
| 09:54 | <@peter1138> | i ought to try testing it on my pocket pc device again |
| 09:55 | <@Bjarni> | as I said earlier, it's way easier when you can just use GCC and other free to download software |
| 09:55 | <@Bjarni> | you don't even have to think about making demos and so on |
| 09:55 | <@peter1138> | cross compiling to pocketpc was a bitch last time i tried ;) |
| 09:55 | <Wolf01> | i have a lot of original products, and now that i have enough money i can buy other original products (i'm trying to replace the whole pirate section) |
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| 09:57 | <@Bjarni> | what I really hate about commercial products is that I usually lack behind in gaming and when I realise some game would be cool, it's already out of the shops :( |
| 09:57 | <@Bjarni> | I even ended up searching for a game where the company went bankrupt once |
| 09:57 | <@Bjarni> | I guess I should have bought it earlier :p |
| 09:58 | <@peter1138> | what, like TTD? |
| 09:59 | <Wolf01> | i'm still loking for TTDX |
| 09:59 | <Wolf01> | *looking |
| 09:59 | <Sacro> | peter1138: you are wanted in #tycoon |
| 10:00 | <Wolf01> | about games, i wait 'til their price is <=15€, and then i purchase them with the probability of 95% |
| 10:00 | <@peter1138> | netsplit'd :/ |
| 10:00 | <Noldo> | any devs who have warm feelings about getting rid of _yearly_expences_type global variable? |
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| 10:03 | <@peter1138> | hmm, is pocketpc little or big endian... |
| 10:03 | <Wolf01> | very little endian :P |
| 10:04 | <@peter1138> | ... |
| 10:04 | <Wolf01> | which cpu uses? |
| 10:04 | <@peter1138> | arm |
| 10:04 | <@Bjarni> | windows... sounds like little endian |
| 10:04 | <@Bjarni> | and I think arm is little endian |
| 10:04 | <hylje> | arm can be either |
| 10:05 | <ln-> | and leg? |
| 10:05 | <hylje> | head |
| 10:05 | <Wolf01> | yeah... arm can be both |
| 10:06 | <ln-> | so can powerpc. |
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| 10:13 | <@Bjarni> | usually PowerPC is big endian though |
| 10:14 | <@Bjarni> | some of them (like PPC405) has a flag to set endianess. If you write little endian code for it, set it to little endian and if you has some big endian code, then toggle that flag |
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| 10:22 | <Wolf01> | Bjarni, i must wait and purchase VS2005 :( |
| 10:25 | <skidd13> | peter1138: I rewrote my patch about the text from the order caption widget. Are you ok with it (cause you're native english and me not ;) )? http://www.tt-forums.net/viewtopic.php?t=31074&start=41 |
| 10:26 | <Wolf01> | ah, Sacro (tits, to get your attention) about my friend who is unable to compile successfuly ottd, he tried with -d but it doesn't say a word... |
| 10:28 | <Wolf01> | with the nightly binary it complaints about language file errors |
| 10:28 | <Sacro> | hmmm |
| 10:28 | <Sacro> | it should return some messages |
| 10:28 | <Wolf01> | but the revision is the same |
| 10:29 | |-| | TinoM| changed nick to TinoM |
| 10:30 | <Eddi|zuHause3> | Wolf01: you have to copy all files from the nightly archive, not just the binary |
| 10:31 | <Wolf01> | the nightly works |
| 10:31 | <Eddi|zuHause3> | Wolf01: are you sure it's not a dedicated build? |
| 10:31 | <Wolf01> | but the compiled version no |
| 10:32 | <Wolf01> | what's |