| --- | Log | opened Mon Jun 11 00:00:59 2007 |
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| 00:23 | <blathijs> | omg: http://nanahara.student.utwente.nl/~matthijs/Onweer/closeup.php?filename=images/990%20The%20Day%20After.jpg |
| 00:23 | <boekabart> | jeeeseens! |
| 00:24 | <boekabart> | plons |
| 00:24 | <boekabart> | that's something else than a 'wisselstoring' (switch breakdown) for a change! |
| 00:25 | <boekabart> | blathijs: you made it yourself? |
| 00:25 | <boekabart> | no 'broodje puntmuts' today i'm guessing! |
| 00:25 | <blathijs> | yes, just got tipped off by my girlfriend (who is in the train on the picture) and rode there to make them :-) |
| 00:25 | <blathijs> | boekabart: Fortunately, it's underneath the tracks, so the trains still ride as normal |
| 00:26 | <blathijs> | though there is not really any easy way to get from one side of the track to the other, now |
| 00:26 | <Gekko> | http://etc.bbqsrc.org/mrxvt.png |
| 00:27 | <blathijs> | hmm, hadn't really thought about Broodje Puntmuts yet... The damage in their shop must be awful.. |
| 00:27 | <boekabart> | while the iron is hot: care to comment on the coding style of my deep-water patch: http://www.tt-forums.net/download.php?id=72432 |
| 00:27 | <blathijs> | heh :-) |
| 00:28 | <boekabart> | :D |
| 00:29 | <boekabart> | probably that was not a correct english expression, though |
| 00:29 | <blathijs> | isn't the assert in IsWater weird? |
| 00:29 | <boekabart> | neh |
| 00:29 | <boekabart> | :) |
| 00:30 | <blathijs> | There is also a "IsWaterTile" or something? |
| 00:30 | <boekabart> | the NAME is |
| 00:30 | <boekabart> | IsClearWaterTile |
| 00:30 | <blathijs> | yeah, that was my second thought :-) |
| 00:30 | <blathijs> | and the comment at IsCanal is also weird |
| 00:30 | <boekabart> | actually IsWater isn't used and weird |
| 00:30 | <blathijs> | you should use /** style comments above functions to say what they do, too |
| 00:30 | <boekabart> | eh, true :P |
| 00:31 | <Maedhros> | if statements should either have brackets or all be on one line |
| 00:33 | <boekabart> | anyway those map accessor 'IsSomethings' are weird: some assume tiletype before they check subtype, some check |
| 00:34 | <Maedhros> | make_canal |= (TileHeight(tile) > _current_sealevel); <-- it's a bool, so (imo) you shouldn't use | with it |
| 00:34 | <boekabart> | should be ||= |
| 00:36 | <blathijs> | boekabart: Those assumptions are fine, but they should be clearly documented I guess |
| 00:36 | <boekabart> | IsWater is and was the same as IsClearWaterTile except the latter checks the TileType to be water, the former asserts it to be |
| 00:37 | <blathijs> | though reading assumptions from function names is better |
| 00:37 | <boekabart> | agree |
| 00:37 | <boekabart> | I didn't like either of the names, not too clear at all |
| 00:37 | <blathijs> | boekabart: Why do you call DoClearSquare instead of MakeWater when removing an oil rig from deep water? |
| 00:37 | <boekabart> | not from deep water |
| 00:38 | <boekabart> | when lowering sea level (scen edit), it 'dries up' all the water at the old sea level |
| 00:38 | <boekabart> | maybe a <= or >= would be clearer, but the other case shouldn't happen I think |
| 00:39 | <boekabart> | if it would make water, that water would flood the whole map again |
| 00:40 | <blathijs> | hmm.. |
| 00:40 | <blathijs> | Anyway, the first half looks fine to me |
| 00:41 | <blathijs> | haven't really checked for coding style (since I'm not really used to ottd coding style anymore), but looks like a decent patch to me |
| 00:42 | <boekabart> | ok, thanks |
| 00:42 | <boekabart> | thanks for the help guys. I'm going to check the oilrig thing just to be sure. |
| 00:43 | <boekabart> | btw that assert is not even duplicate, GetWaterTileType doesn't assert tiletype==MP_WATER :| |
| 00:43 | <boekabart> | though i guess it should |
| 00:45 | <boekabart> | Maedhros: "Maedhros: if statements..." <- where was that? |
| 00:46 | <Maedhros> | + if (_game_mode != GM_EDITOR) |
| 00:46 | <Maedhros> | + return 0; |
| 00:46 | <Maedhros> | for example :) |
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| 00:46 | <boekabart> | that 2nd line is NOT ok? |
| 00:47 | <boekabart> | that sucks, how does one ever put a breakpoint on just the 'true' case then :| |
| 00:47 | <boekabart> | (in msvc, that is) |
| 00:47 | <Maedhros> | boekabart: no, it should either be if (_game_mode != GM_EDITOR) return 0, or you should have brackets around the statement |
| 00:47 | <boekabart> | Maedhros: ok |
| 00:47 | <boekabart> | fair enough |
| 00:48 | <boekabart> | is this ok: + if (_current_sealevel > 0 && |
| 00:48 | <boekabart> | + ((TileX(ti->tile) == MapMaxX() - 1) || (TileY(ti->tile) == MapMaxY() - 1))) { |
| 00:48 | <boekabart> | the ( and ) on different lines? |
| 00:48 | <Maedhros> | yeah, that's o |
| 00:48 | <Maedhros> | k |
| 00:49 | <boekabart> | KTHX |
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| 01:01 | <boekabart> | blathijs: where I used to live in bucharest, with every good rain, the street in front of my flat would flood about 1 meter (it was at the bottom of a hill). Always a laugh. (water never entered the building, luckily) |
| 01:02 | <@peter1138> | :o |
| 01:03 | <boekabart> | peter1138: did you see the pic blathijs posted? |
| 01:03 | <@peter1138> | yes |
| 01:03 | <@peter1138> | any 'before' shots? :p |
| 01:04 | <blathijs> | no, sorry :-) |
| 01:04 | <blathijs> | I'll take them when the water is gone ;-p |
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| 01:12 | [~] | boekabart wonders if there's any breakfast better than coffee and cookies ('speculaas') |
| 01:15 | <Smoovious> | anyone know off-hand, what year the first road vehicles start showing up in default road vehicle list? |
| 01:17 | <Smoovious> | I suppose if you wanted to get to the other track bad enough, you could always take a quick swim |
| 01:18 | <boekabart> | Smoovious: i'm afraid homeless and drunks to take leaks in those tunnels at night... all that piss is still in there now :) |
| 01:18 | <Rubidium> | http://stationsweb.brinkster.net/enschededrienerlo/afb2.jpg <- that's the station when it's dry |
| 01:19 | <boekabart> | spacious! |
| 01:20 | <Smoovious> | yeah, but if you wanted to bad enough I suppose you'd overlook that :D |
| 01:23 | <boekabart> | i think i'd rather climb the fence and look left and right twice, before crossing the track |
| 01:24 | <Rubidium> | I'd rather take the train to the next station and then take either the bus from there or the (same) train back ;) |
| 01:24 | <boekabart> | i'm guessing also road tunnels under the tracks are blocked? |
| 01:28 | <Smoovious> | well, I like train a lot, so I'd probably extend my riding time too |
| 01:28 | <hylje> | interesting |
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| 01:48 | <TheJosh> | hey. |
| 01:48 | <TheJosh> | whats the best way to handle failure of a malloc call? |
| 01:48 | <boekabart> | it should never fail |
| 01:48 | <valhallasw> | add more memory? ;) |
| 01:49 | <hylje> | CALL IT AGAIN |
| 01:49 | <valhallasw> | while (!(a=malloc(10))); |
| 01:49 | <boekabart> | but seriously, it can only fail if you allocate way too much in one go, or allocate too often and don't free |
| 01:50 | <TheJosh> | in a loop could cause an infinate loop |
| 01:50 | <boekabart> | TheJosh: valhallasw was NOT serious |
| 01:50 | <hylje> | well you dont want it to fail? |
| 01:50 | <boekabart> | (but he was funny) |
| 01:50 | <TheJosh> | im sayinf _if_ it fails (say for the person who is playing on a mobile phone) |
| 01:51 | <TheJosh> | sayinf = saying |
| 01:51 | <boekabart> | TheJosh: Too much relies on malloc never failing |
| 01:51 | <TheJosh> | aka dont worry? |
| 01:51 | <boekabart> | it just shouldn't |
| 01:51 | <blathijs> | Usually stuff handles it nicely I think? Return CMD_ERROR? |
| 01:51 | <hylje> | what if some flavour of stdlib malloc fails most of the time |
| 01:51 | <boekabart> | blathijs: i'm not so sure about that |
| 01:51 | <Noldo> | TheJosh: just don't assert |
| 01:52 | <TheJosh> | blathijs: the code is usually called before or very near to there being a gui |
| 01:52 | <boekabart> | anyway, if you make a patch that makes it happen, see if you don't accidentaly alloc to much to often or so. |
| 01:52 | <TheJosh> | should i just do a printf? |
| 01:53 | <TheJosh> | it will allocate about 34 x 30 bytes initially, but that could grow to about 34 x 1000 bytes, depending on the size of the game |
| 01:53 | <hylje> | well |
| 01:53 | <hylje> | you dont want to make hueg games on silly hardware |
| 01:53 | <Noldo> | TheJosh: check how it's done elsewhere? |
| 01:54 | <boekabart> | it's only 71 mallocs in the entire game, not too much work to check them out |
| 01:54 | <boekabart> | i recall some do check, but most don't |
| 01:54 | <hylje> | (you just grepped?) |
| 01:54 | <blathijs> | TheJosh: What are the mallocs for? |
| 01:55 | <boekabart> | hylje: actually i fart-ed |
| 01:55 | <TheJosh> | the texteffect array |
| 01:55 | <boekabart> | (fart @ sourceforge) |
| 01:55 | <TheJosh> | texteffects are the rising monies |
| 01:55 | <hylje> | RISING MONIES |
| 01:55 | <hylje> | D: |
| 01:55 | <TheJosh> | and im making the array dynamic, because loading indicators use that array, and |
| 01:56 | <TheJosh> | it needs to work with games like pile, but not use stacks of ram for small games |
| 01:57 | <boekabart> | std::list? |
| 01:57 | <TheJosh> | huh? |
| 01:57 | <boekabart> | (you might want to use std:: to not re-invent the wheel) |
| 01:58 | <boekabart> | standard template library |
| 01:58 | <valhallasw> | svn doesnt support rename, right? |
| 01:58 | <boekabart> | it does |
| 01:58 | <TheJosh> | valhallasw: yes svn move |
| 01:58 | <valhallasw> | k, good |
| 01:59 | <TheJosh> | boekabart: does std:list work with structs or only classes |
| 01:59 | <boekabart> | valhallasw: do it directly on the repo though, not on the working copy |
| 01:59 | <boekabart> | svn move on WC is same as delete/add |
| 02:00 | <boekabart> | TheJosh: i think it's stl, not std (my bad) i'm quite sure with anything. = but not an stl expert myself |
| 02:00 | <valhallasw> | boekabart: er? how? |
| 02:00 | <TheJosh> | valhallasw: svn move is a add and a delete operation (but it preserves histories) |
| 02:01 | <boekabart> | svn move svn://svn.openttd.org/trunk/src/some_file.c svn://svn.openttd.org/trunk/src/other_name.cpp |
| 02:01 | <boekabart> | valhallasw: it will become a 'commit' |
| 02:01 | <valhallasw> | k |
| 02:01 | <boekabart> | then svn up to update your WC, of course |
| 02:02 | <boekabart> | valhallasw: you can do folders too of course |
| 02:02 | <boekabart> | but always do it directly in repo... |
| 02:02 | <valhallasw> | k |
| 02:02 | <valhallasw> | thx |
| 02:02 | <boekabart> | np |
| 02:02 | <Maedhros> | are you sure? copy at least works perfectly well in the working copy... |
| 02:03 | <boekabart> | if I do a svn copy in WC, the repo does not know the origin of that file |
| 02:03 | <valhallasw> | WC -> WC: move and schedule for addition (with history) |
| 02:03 | <valhallasw> | URL -> URL: complete server-side rename. |
| 02:03 | <boekabart> | (then that may be a windows problem??) |
| 02:03 | <valhallasw> | no |
| 02:04 | <boekabart> | hm! just did a test, and indeed, it keeps history with svn cp |
| 02:04 | <boekabart> | even on windows. :) |
| 02:05 | <valhallasw> | locally? |
| 02:05 | <valhallasw> | or does svn cp just ping the server? ;) |
| 02:05 | <boekabart> | yes, i did svn cp file.cpp filex.cpp |
| 02:06 | <boekabart> | still, i prefer the server side rename. does local rename work for moving files/folders far far away too? |
| 02:06 | <TheJosh> | doesnt it do a server side rename when you do a svn update? |
| 02:07 | <boekabart> | apparently (now) it does (when svn commit after the svn cp/mv) |
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| 02:31 | <TheJosh> | *** glibc detected *** corrupted double-linked list: 0x0834c778 *** |
| 02:31 | <TheJosh> | what does this mean? |
| 02:32 | <@peter1138> | it broke |
| 02:32 | <TheJosh> | duh |
| 02:32 | <@peter1138> | you freed something twice |
| 02:32 | <hylje> | you have a corrupted double-linked list at 0x0834c778 |
| 02:32 | <boekabart> | hylje: really? |
| 02:32 | <hylje> | i'm fairly sure |
| 02:32 | <TheJosh> | peter1138: i havent written any code that does a free |
| 02:32 | <TheJosh> | only realloc |
| 02:33 | <boekabart> | do you do ptr = realloc( ptr, new_size ); ?? |
| 02:33 | <boekabart> | (don't forget the ptr = in front!!) |
| 02:33 | <boekabart> | if you don't you will end up free-ing ptr more than once |
| 02:33 | <TheJosh> | _text_effect_list = (TextEffect*) realloc(_text_effect_list, _num_text_effects * sizeof(TextEffect)); |
| 02:34 | <boekabart> | looks ok on first sight... |
| 02:34 | <TheJosh> | and appeared to work (one realloc worked, or so by debugging messages said) |
| 02:43 | <boekabart> | how do i 'collect' all tiles occupied by one industry? |
| 02:44 | <Phazorx> | is sunloadale save made with same release fixable? |
| 02:44 | <boekabart> | please not a foreach( tile ) if (getstationbytile(tile) == same_station ) |
| 02:45 | <Noldo> | no because that's for stations |
| 02:45 | <boekabart> | well actually it's only for oilrig |
| 02:46 | <boekabart> | does oilrig have 6 station tiles or 1 station tile and 5 industry tiles? |
| 02:48 | <TheJosh> | dunno |
| 02:49 | <TheJosh> | why dont you look at the 8 (or 4) tiles around the tile, and see if they are in the oilrig and not in a small temp array. then if they are in the oilrig, (but not in the array) check around that tile too |
| 02:49 | <TheJosh> | thats one way that avoids a map scan |
| 02:50 | <TheJosh> | also allows for odd-shaped industries (NewGRF?) |
| 02:51 | <Noldo> | floodfill would work |
| 02:52 | <boekabart> | hmm , what happens currenly when deleting an oilrig, does it turn into water immediately or just the top tile, and the rest floods? |
| 02:52 | [~] | boekabart builds a trunk version |
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| 03:04 | <Noldo> | what are you tinkering with? |
| 03:04 | <boekabart> | deep seas |
| 03:04 | <boekabart> | actually, higher sea level so you can tunnel under it |
| 03:11 | <Nickman> | and, how is it going? :) |
| 03:12 | <TheJosh> | is OpenTTD threaded? |
| 03:14 | <boekabart> | no |
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| 03:14 | <boekabart> | only compressing savegame |
| 03:14 | <boekabart> | and generating world is fibered |
| 03:14 | <boekabart> | and stop there, discussion held too often already :) |
| 03:16 | <TheJosh> | i thouth that the case, i just wanted to check |
| 03:18 | <TheJosh> | hey i just got a YAPF assertion |
| 03:18 | <Biff> | TheJosh: _num_text_effects * sizeof(TextEffect)? |
| 03:18 | <Biff> | did _num_text_effects increase? |
| 03:18 | <TheJosh> | Biff: yes |
| 03:19 | <Biff> | ok |
| 03:19 | <TheJosh> | YAPF assertion => http://paste.openttd.org/93 |
| 03:25 | <@peter1138> | BUG tracker => http://bugs.openttd.org/ |
| 03:28 | <Nickman> | !help |
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| 03:54 | <Maedhros> | TheJosh: with the savegame in that bug report, how can we reproduce the assert? |
| 03:54 | <Maedhros> | ... those bug reports now ;) |
| 03:56 | <TheJosh> | sorry |
| 03:56 | <TheJosh> | i had only added 1 line to the game |
| 03:57 | <TheJosh> | and it crashed |
| 03:59 | <Maedhros> | ok, but we need step-by-step instructions on how to reproduce it in order to fix it :) |
| 04:01 | <boekabart> | TheJosh: can you get the failed assertion with a clean trunk version? |
| 04:01 | <TheJosh> | boekabart: ill try |
| 04:02 | <TheJosh> | there is a good chance this error will not surface itself again, probably just a bad fluke |
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| 04:07 | <kaan> | mornings |
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| 04:13 | <TheJosh> | sorry, cant reproduce |
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| 04:16 | <Maedhros> | TheJosh: ok, i'm going to close it as "Unreproducable" then - if it happens again though, feel free to reopen it |
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| 04:29 | <TheJosh> | Maedhros: thanks. how have you been? |
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| 05:01 | <CIA-1> | OpenTTD: truelight * r10090 /trunk/config.lib: -Add: add --with-distcc to configure, to enable distcc compiles. Not used by default |
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| 05:19 | <TrueBrain> | lalala |
| 05:26 | [~] | valhallasw generates some evil noise |
| 05:27 | [~] | TrueBrain kicks valhallasw |
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| 05:27 | <TrueBrain> | welcome pro |
| 05:27 | [~] | valhallasw sighs and continues with astrophysics |
| 05:27 | <TrueBrain> | valhallasw: enjoy :p |
| 05:29 | <CIA-1> | OpenTTD: rubidium * r10091 /trunk/ (Makefile.in config.lib): -Add: make time detection whether you are using -jN when having distcc enabled. |
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| 06:51 | <CIA-1> | OpenTTD: truelight * r10092 /trunk/ (22 files in 5 dirs): |
| 06:51 | <CIA-1> | OpenTTD: -Codechange: code-seperated the spriteloader and blitter from the rest of the code |
| 06:51 | <CIA-1> | OpenTTD: -Add: make it possible to pick your own blitter (-b <blitter>, -h for overview) |
| 06:51 | <CIA-1> | OpenTTD: -Add: added a new optimized 8bpp blitter (default, caches sprites of all zoom-levels) |
| 06:51 | <CIA-1> | OpenTTD: -Add: added a debug 8bpp blitter and a very slow normal 8bpp blitter |
| 06:51 | <TrueBrain> | so, there you have it! :p |
| 06:52 | <Noldo> | what is it? |
| 06:52 | <hylje> | blitterz |
| 06:53 | <hylje> | blit blit |
| 06:53 | <Eddi|zuHause3> | blitzers? |
| 06:53 | <hylje> | yarr |
| 06:53 | <Eddi|zuHause3> | the guys that catch you speeding? |
| 06:53 | <TrueBrain> | run: ./openttd -b 8bpp-debug, and you will see :) |
| 06:55 | <@peter1138> | it's pretty :D |
| 06:55 | <@peter1138> | beats that caps-lock thing any day ;) |
| 06:55 | <TrueBrain> | Yup :) |
| 06:55 | <Kjetil> | Compile faster god damnit *kicks his laptop* |
| 06:56 | [~] | Sionide also kicks his |
| 06:57 | <Kjetil> | OoO pretty colours |
| 06:59 | <CIA-1> | OpenTTD: truelight * r10093 /trunk/src/ (sound.cpp texteff.cpp viewport.cpp zoom.hpp): -Revert: removed 16x zoom-out as it is broken beyond repair |
| 07:01 | <Sionide> | aw :( |
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| 07:09 | <oxygene_> | hi |
| 07:10 | <TrueBrain> | hello oxygene_ |
| 07:10 | <oxygene_> | i think i found a trivial bug (one-line fix). shall i file a bug or bug a dev directly? |
| 07:10 | <TrueBrain> | do it via http://bugs.openttd.org/ |
| 07:10 | <TrueBrain> | good for our bug-fix-stats :) |
| 07:11 | <TrueBrain> | (and if it isn't as trivial as you think, it leaves room for conversation) |
| 07:11 | <oxygene_> | indspec->accepts_cargo[0] == indspec->accepts_cargo[0] && ( |
| 07:11 | <oxygene_> | looks quite trivial to me |
| 07:11 | <oxygene_> | inside a if-statement check |
| 07:13 | <oxygene_> | you can't fund industries within 14 tiles distance to any other industry (regardless of the "conflicting" field) |
| 07:13 | <oxygene_> | because the code always thinks that any industry within this distance accepts the same as the industry to place |
| 07:14 | <TrueBrain> | I truely wonder why people ask a question, and ignore the answer anyway |
| 07:14 | <TrueBrain> | why ask it in the first place? |
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| 07:17 | <oxygene_> | right, may asking was stupid. i was about to file it but though that 5 lines on irc wouldn't hurt |
| 07:17 | <oxygene_> | *maybe |
| 07:18 | <TrueBrain> | you only make the mistake that you assume the person working on that code is around and will read this. Where a bugreport will be read by him as others can point him to it. Pointing to an IRC conversation is much harder |
| 07:18 | <TrueBrain> | so I suggest to use the bug-tracker, but feel free to ignore the suggestions. |
| 07:18 | <oxygene_> | i wanted to file it anyway. |
| 07:21 | <oxygene_> | my explanation was just an answer to " (and if it isn't as trivial as you think, it leaves room for conversation)", but never mind |
| 07:21 | <Rubidium> | well, it is most certainly not a one-line fix, that I'm sure of |
| 07:23 | <Maedhros> | 3 lines by the looks of it, though i'll wait for Belugas to be sure ;) |
| 07:24 | <TrueBrain> | I rest my case ;) |
| 07:24 | <oxygene_> | i'm not a openttd dev |
| 07:25 | <oxygene_> | but it looks to me like you need to take the type of "i" and get the industry spec and get the accepted_cargo from it |
| 07:25 | <oxygene_> | i'm filing... |
| 07:25 | <oxygene_> | so let it be 3 or 4 lines then. whatever ;) |
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| 07:30 | <oxygene_> | http://bugs.openttd.org/task/860 |
| 07:37 | <@peter1138> | -- indspec->accepts_cargo[0] == indspec->accepts_cargo[0] && ( |
| 07:37 | <@peter1138> | + indspec->accepts_cargo[0] == GetIndustrySpec(i)->accepts_cargo[0] && ( |
| 07:37 | <@peter1138> | probably that, no? |
| 07:38 | <@peter1138> | weird though |
| 07:40 | <@peter1138> | heh, not quite ;p |
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| 07:40 | <@peter1138> | i->type |
| 07:41 | <oxygene_> | does only the first accepted cargo needs to be checked? |
| 07:42 | <oxygene_> | not sure what the intention of the game is |
| 07:42 | <@peter1138> | apparnetly |
| 07:44 | <CIA-1> | OpenTTD: rubidium * r10094 /trunk/src/lang/ (bulgarian.txt galician.txt portuguese.txt): -Fix: some really broken strings got in. |
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| 07:49 | |-| | mode/#openttd [+v glx] by ChanServ |
| 07:51 | <CIA-1> | OpenTTD: truelight * r10095 /trunk/src/blitter/8bpp_optimized.cpp: -Fix: avoid reading outside the buffer because of scaling problems |
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| 08:32 | <Sacro> | !logs |
| 08:32 | <SpComb> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
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| 08:38 | <CIA-1> | OpenTTD: truelight * r10096 /trunk/src/ (9 files in 2 dirs): -Fix r10092: freetype bypassed the Blitter::Encode, making fonts look weird |
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| 08:46 | |-| | Osai^zZz changed nick to Osai |
| 09:00 | <CIA-1> | OpenTTD: maedhros * r10097 /trunk/src/ (21 files in 2 dirs): |
| 09:00 | <CIA-1> | OpenTTD: -Feature: Add support for articulated road vehicles, or callbacks 11 and 17 for |
| 09:00 | <CIA-1> | OpenTTD: road vehicles for those who prefer the technical explanation. |
| 09:00 | <Maedhros> | callback 16, rather ;) |
| 09:01 | <Digitalfox> | Articulated road vehicles, very cool ;) Nice work Maedhros .. |
| 09:03 | <@peter1138> | :D |
| 09:03 | <@peter1138> | feature day :D |
| 09:03 | <boekabart> | peter1138: why don't you join that fun :) |
| 09:04 | <hylje> | choo choo |
| 09:04 | <@Belugas> | because peter1138 does not know which one to choose, of the countless uncommited patches he has done ;) |
| 09:05 | <hylje> | articulated RVs! |
| 09:05 | <hylje> | choo choo indeed! |
| 09:05 | <@peter1138> | hehe |
| 09:06 | <Nickman> | haha :D |
| 09:06 | <Nickman> | peter1138: do the "new blitters" also give a performance increase or just coede sepparation? |
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| 09:07 | <@peter1138> | code separation |
| 09:07 | <Nickman> | so no changes in performance? |
| 09:07 | <Digitalfox> | time to use kaan tool, compile and test this feature :) |
| 09:08 | <Nickman> | are there any GRF's that have the articulated road vehicles? |
| 09:09 | <Rubidium> | only trams IIRC |
| 09:09 | <Maedhros> | hirotram.grf is the only (released) on i know of ('tis the first google result) |
| 09:09 | <Maedhros> | *one |
| 09:09 | <Nickman> | :D |
| 09:09 | <Digitalfox> | George long buses, don't use this feature?? |
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| 09:10 | <Maedhros> | nope |
| 09:10 | <Digitalfox> | ok |
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| 09:15 | <@peter1138> | Digitalfox: nope, they were made before artic RVs were written |
| 09:16 | <Sacro> | hahaha, DaleStan got pwned... |
| 09:16 | <Digitalfox> | peter1138: ah ok, you see, since george v4 set, has some big buses, i thought they would benefict from this :) |
| 09:17 | <+glx> | Sacro: in dual screen thread? |
| 09:18 | <@peter1138> | Digitalfox: yeah, they would |
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| 09:18 | <@peter1138> | Digitalfox: but this stuff needs special coding, heh |
| 09:18 | <@peter1138> | ukts uses it :D |
| 09:18 | <Digitalfox> | ok :) |
| 09:18 | <@peter1138> | yay, now i don't need a custom build to test it |
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| 09:20 | <Digitalfox> | peter1138: Need some help testing your new tram set? ;) |
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| 09:21 | <@peter1138> | not yet :) |
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| 09:21 | <@peter1138> | when ameecher is ready it will be |
| 09:21 | <Digitalfox> | The set looks great, from screenshots and tracking table :) |
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| 09:22 | <Digitalfox> | Do you think, since you are the one who coded and ameecher draw it, it could be part of openttd by default? |
| 09:23 | <CIA-1> | OpenTTD: rubidium * r10098 /trunk/src/ (ai/default/default.cpp table/ai_rail.h): -Codechange: bilbo cared about the performance of the AI with respect to the airport placement, so he rewrote the aircraft handling of the AI; now it can actually make lots of money again :) |
| 09:23 | <hylje> | what |
| 09:23 | <hylje> | ai feature |
| 09:23 | <hylje> | zomg monies |
| 09:23 | <@peter1138> | wtf |
| 09:23 | <@peter1138> | who uses the AI? :p |
| 09:24 | <+glx> | bilbo does :) |
| 09:24 | <Rubidium> | I wanted to say that :( |
| 09:24 | <boekabart> | Rubidium: what did bilbo DO to you??? |
| 09:24 | <hylje> | send a patch? |
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| 09:24 | <TrueBrain> | and money |
| 09:24 | <TrueBrain> | lots of it! |
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| 09:24 | <Rubidium> | he made a patch for something so completely rotten that it couldn't get any worse |
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| 09:24 | <TrueBrain> | good point :) |
| 09:25 | <boekabart> | very |
| 09:25 | <boekabart> | like TrueBrain just did :) |
| 09:25 | <TrueBrain> | I did what? |
| 09:25 | <CIA-1> | OpenTTD: belugas * r10099 /trunk/src/industry_cmd.cpp: |
| 09:25 | <CIA-1> | OpenTTD: -Fix(r9867, FS860): Use the specs of the to-be-created industry instead of the scanned industry |
| 09:25 | <CIA-1> | OpenTTD: Spotted by Oxygene |
| 09:25 | <boekabart> | TrueBrain: the gfx stuff. sucked, so couldn't get worse |
| 09:26 | <TrueBrain> | it could |
| 09:26 | <TrueBrain> | I showed that clearly :) |
| 09:26 | <boekabart> | well AI could too |
| 09:27 | <Rubidium> | 3 AI actually making money from the start is very very odd ;) |
| 09:29 | <Sacro> | oooh |
| 09:29 | <Sacro> | 10099 |
| 09:29 | <hylje> | binary combo next up |
| 09:29 | <Sacro> | whats new in r100100 ? |
| 09:29 | <boekabart> | 100100?? |
| 09:29 | <Sacro> | hylje: next 2 |
| 09:29 | <hylje> | 10100 ;) |
| 09:29 | <Sacro> | err... yes |
| 09:29 | <Sacro> | 10100 |
| 09:30 | <hylje> | the y2k problems were silly |
| 09:30 | <hylje> | 1999 -> 19100 |
| 09:30 | <oxygene_> | hehe |
| 09:34 | <Eddi|zuHause3> | hey, those were great :p |
| 09:36 | <Sacro> | !logs |
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| 09:36 | <SpComb^_> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
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| 09:42 | <Digitalfox> | This articulated feature rocks.. The trams look great with it.. |
| 09:42 | <boekabart> | Digitalfox: what tram set? |
| 09:42 | <Digitalfox> | hirotram |
| 09:42 | <Digitalfox> | http://www.tt-forums.net/viewtopic.php?t=24536&postdays=0&postorder=asc&start=0 |
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| 09:44 | <boekabart> | KTHX |
| 09:44 | <Digitalfox> | It's a shame that no other set's use it.. :( |
| 09:45 | <Maedhros> | they'll get there - until recently it was pretty unstable in ttdpatch, and obviously non-existant in openttd |
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| 09:45 | <Digitalfox> | Let's hope more coders start using it :) |
| 09:45 | <CIA-1> | OpenTTD: truelight * r10100 /trunk/src/blitter/8bpp_optimized.cpp: -Fix r10093: some code now became obsolete as it never did something |
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| 09:55 | <@Belugas> | maybe it would be pay-back time and start trolling in TTDPatch's forums : We have stable trams!!! |
| 09:55 | [~] | Belugas hides |
| 09:55 | <hylje> | :o |
| 09:55 | <TrueBrain> | Is your name DaleStan? |
| 09:55 | <Biff> | trams in openttd? |
| 09:56 | <hylje> | "Hi. We have trams that work, articulated too! Thanks!" |
| 09:58 | <@peter1138> | we had trams for ages |
| 09:59 | <@peter1138> | at least a week |
| 09:59 | <kaan> | so aticulated trams are in trunk now? |
| 09:59 | <hylje> | pretty much |
| 09:59 | <kaan> | nice |
| 10:00 | [~] | kaan fires up bottd |
| 10:01 | <hylje> | implement an articulated tram network in the title screen! |
| 10:01 | <kaan> | 19 revisions since last night? did you all go mad or something? |
| 10:01 | <hylje> | merge time |
| 10:01 | <Eddi|zuHause3> | yes, muahahaha!! |
| 10:01 | <hylje> | true |
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| 10:04 | <Eddi|zuHause3> | if i find a decent tram set, i should do a tram only game... |
| 10:04 | <Eddi|zuHause3> | at least i will not need PBS then :) |
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| 10:05 | <hylje> | o yea |
| 10:05 | <hylje> | happy dedicated tram networks! |
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| 10:06 | <Eddi|zuHause3> | it would be totally great with passenger destinations, delivering with inner-city trams to the main station etc. |
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| 10:09 | <hylje> | trams are like trains but without signs |
| 10:09 | <hylje> | in a good way too? :> |
| 10:10 | <hylje> | oh and smaller space and speed |
| 10:10 | <Eddi|zuHause3> | trams have lower speed and shorter stop distance |
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| 10:11 | <Eddi|zuHause3> | i.e. train stations have (usually) a longer distance than tram stops |
| 10:13 | |-| | SpComb^_ changed nick to SpComb |
| 10:13 | <CIA-1> | OpenTTD: truelight * r10101 /trunk/ (7 files in 3 dirs): -Codechange: the class is named 8bppSimple, so name the files like that too |
| 10:15 | <CIA-1> | OpenTTD: truelight * r10102 /trunk/src/blitter/ (8bpp_debug.hpp 8bpp_optimized.hpp 8bpp_simple.hpp): -Documentation: @file header was wrong |
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| 10:16 | <kaan> | hmmm, aticulated trams are nice but i think i found a bug ;) |
| 10:17 | <Eddi|zuHause3> | better than if you not found that bug :) |
| 10:17 | <kaan> | so who wants a save file? |
| 10:17 | <Maedhros> | moi, please :) |
| 10:17 | <kaan> | DCC? |
| 10:18 | <Maedhros> | i don't think i've ever got it set up properly, so http if you can |
| 10:18 | <kaan> | ok, ill post it in the general/trams in trunk |
| 10:18 | <Maedhros> | what's the bug, anyway? |
| 10:19 | <kaan> | tram stuck in a corner |
| 10:19 | <kaan> | trying to go forward |
| 10:21 | <Nickman> | that's just the dtupidity of trams :p |
| 10:21 | <Nickman> | don't make dead ends for trams |
| 10:21 | <Nickman> | it's not a real bug... |
| 10:22 | <Nickman> | just a probem with their pathfinder ;) |
| 10:22 | <Maedhros> | not even that, but a deliberate design decision |
| 10:22 | <Maedhros> | (ooh, alliteration!) |
| 10:23 | <Nickman> | :p |
| 10:23 | <Nickman> | why is it a design decision? |
| 10:24 | <Rubidium> | trams can't turn when there is not track to turn |
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| 10:24 | <Rubidium> | and when a tram reaches such place it's either a network that is broken by design or a tram that doesn't have any orders |
| 10:25 | <Rubidium> | the pathfinders know pretty well that they can't turn there |
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| 10:28 | <kaan> | Maedhros: http://www.tt-forums.net/viewtopic.php?p=595690#595690 |
| 10:28 | <kaan> | ok, then the bug is that it doesnt get out of there even when i give it orders :P |
| 10:29 | <@peter1138> | it can't |
| 10:29 | <@peter1138> | solution for the moment: don't fuck up your tram network |
| 10:29 | <Nickman> | yep, design flaw ;) |
| 10:30 | <kaan> | oh well, now i went and made a nice post for nothing :P |
| 10:31 | <Nickman> | ;) |
| 10:31 | <kaan> | maybe you should activate the reverse vehicle button for trams as a temp solution? |
| 10:33 | <+glx> | kaan: but it can't reverse :) |
| 10:34 | <oxygene_> | so you're doomed with such a situation? |
| 10:36 | <kaan> | glx: oh, then never mind, ill just go along now ;) |
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| 10:43 | <mikk36> | o.O |
| 10:43 | <mikk36> | http://en.wikipedia.org/wiki/Neurocam |
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| 11:19 | <kaan> | mikk36: so you are basicly mindcontrolled? |
| 11:19 | <mikk36> | am i ? :) |
| 11:19 | <kaan> | oh noes, i failed in giving the order correctly |
| 11:20 | <@Bjarni> | that's no problem |
| 11:20 | <@Bjarni> | I did that all day |
| 11:20 | <kaan> | phew |
| 11:20 | <kaan> | ok, im going for pita kebab now, see ya all later :) |
| 11:22 | <ln-> | how much does it cost? |
| 11:23 | <kaan> | 30DKK |
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| 11:38 | <ln-> | ok, a little cheaper than here. |
| 11:38 | <ln-> | usually. |
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| 11:41 | <CIA-1> | OpenTTD: maedhros * r10103 /trunk/src/rail_gui.cpp: -Fix (r10086): TrackBitsToTrack doesn't cope well with TRACK_BIT_NONE (e.g. non-rail tiles), so use FindFirstTrack instead. |
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| 11:47 | <blathijs> | Maedhros: What use is it to place signals on non-rail tiles? |
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| 11:47 | |-| | mode/#openttd [+o orudge] by ChanServ |
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| 11:48 | <mikk36> | o.O |
| 11:48 | <Maedhros> | blathijs: none at all, but this is before everything gets passed to the DoCommand, which provides the error |
| 11:48 | <Sacro_> | wtf? |
| 11:48 | <blathijs> | Maedhros: "the error" ? |
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| 11:49 | <Maedhros> | "Can't {place,remove} signals {,from } here" |
| 11:49 | <blathijs> | ah |
| 11:49 | <blathijs> | like that... |
| 11:50 | <blathijs> | hmm, then this looks like an acceptable solution |
| 11:50 | <blathijs> | looked a bit weird at first |
| 11:52 | <Maedhros> | :) |
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| 12:35 | <Wolf01> | hello |
| 12:35 | <@peter1138> | hi |
| 12:35 | <kaan> | hey wolf |
| 12:36 | <Wolf01> | i'm waiting for the VS2005, a friend of mine has it, then i'll start to work on the WM5 port |
| 12:36 | <Wolf01> | :) |
| 12:37 | <moe> | anyone here from norway? |
| 12:40 | <Wolf01> | i think yes, they are shy ;) |
| 12:41 | <moe> | heh seems so =P |
| 12:42 | <Wolf01> | boekabart, the edit button exists in the forums :P |
| 12:43 | <Wolf01> | but you made a good work with that patch |
| 12:43 | <MiHaMiX> | evenin' |
| 12:44 | <Wolf01> | hello |
| 12:45 | <boekabart> | Wolf01: the edit button? |
| 12:45 | <CIA-1> | OpenTTD: miham * r10104 /trunk/src/lang/ (7 files): (log message trimmed) |
| 12:45 | <CIA-1> | OpenTTD: -Update: WebTranslator2 update to 2007-06-11 19:45:13 |
| 12:45 | <CIA-1> | OpenTTD: catalan - 4 changed by arnaullv (4) |
| 12:45 | <CIA-1> | OpenTTD: czech - 3 fixed, 1 changed by Hadez (4) |
| 12:45 | <CIA-1> | OpenTTD: danish - 2 fixed by MiR (2) |
| 12:45 | <CIA-1> | OpenTTD: dutch - 1 fixed by habell (1) |
| 12:45 | <CIA-1> | OpenTTD: estonian - 2 fixed, 15 changed by kristjans (17) |
| 12:46 | <Wolf01> | yeah, you made 7 post in a row :P |
| 12:46 | <boekabart> | Wolf01: actually I used it the last 3 times :) |
| 12:48 | <Wolf01> | the my suggestion is to have the first post of the topic as "informations and download links" place, so you need only to place a new link there if you want to keep all the old revisions of the patch |
| 12:49 | <boekabart> | Wolf01: good idea, i sometimes do that too ;) |
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| 13:11 | <ln-> | omg, there'll be a a windows version of Safari. |
| 13:14 | <Phazorx> | glx are you around? |
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| 13:50 | <CIA-1> | OpenTTD: truelight * r10105 /trunk/src/spritecache.cpp: -Fix r10092: fix sprite 4845 till 4881 (inclusive), so they store the data as on the disk in the memory, as the old landscape generate assumes this. Talking about ugly hacks... |
| 13:51 | <Nickman> | ln-: indeed there will be :) |
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| 13:57 | <+glx> | [20:14:14][20:14:14] <Phazorx> glx are you around? <-- now I am :) |
| 13:58 | <ln-> | [11/Jun/2007:21:58:16 +0300][11/Jun/2007:21:58:16 +0300] "GET / HTTP/1.1" 200 2873 "-" "Mozilla/5.0 (Windows; U; Windows NT 5.0; fi) AppleWebKit/522.11.3 (KHTML, like Gecko) Version/3.0 Safari/522.11.3" |
| 13:59 | <Phazorx> | glx: was wondering if you can make a build of nightly + hash optimization patch |
| 13: |