| --- | Log | opened Thu Jun 21 00:00:21 2007 |
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| 00:34 | <mic> | hello, i have 2 a little simple questions about build under slopes :) |
| 00:34 | <eekee> | hihi! -- under? |
| 00:34 | <mic> | 1) should we make puchased land slopable? |
| 00:35 | <mic> | 2) should we make canals slopable? |
| 00:35 | <Gekkko> | 1) yes, 2) no |
| 00:35 | <Gekkko> | water can't run up hills |
| 00:35 | <Gekkko> | and it would all rush down hill |
| 00:36 | <Gekkko> | you could make a kind of conveyer belt |
| 00:36 | <mic> | canals have edge |
| 00:36 | <eekee> | What do you meqan by slopable? |
| 00:37 | <eekee> | *mean |
| 00:37 | <mic> | slopable like build-on-slopes for roads and rails |
| 00:37 | <mic> | and stations |
| 00:37 | <mic> | (you can build them on slopes) |
| 00:37 | <eekee> | Ah ;) hmmm, I'm not sure |
| 00:39 | <eekee> | It's a question of realism, for me: Would the weight of the water be too much for the earth-works? |
| 00:42 | <eekee> | As to purchased land, I'd like to see it stay purchased when you raise or lower the terrain. Is that what you meant? |
| 00:42 | <bencvt> | i agree with eekee... canals with sidings would look odd |
| 00:43 | <bencvt> | eekee: mic's talking about this patch... http://www.tt-forums.net/viewtopic.php?t=32622 |
| 00:43 | <eekee> | *click* |
| 00:43 | <mic> | sloped puchased land http://img452.imageshack.us/my.php?image=purchasedlandonslopewx7.png |
| 00:44 | <bencvt> | mic = Ev?i |
| 00:44 | <bencvt> | purchased land on slopes looks fine |
| 00:44 | <mic> | i am his PR representative =) |
| 00:45 | <bencvt> | heh |
| 00:45 | <mic> | "I'd like to see it stay purchased when you raise or lower the terrain" -- good idea i think :) |
| 00:46 | <mic> | but it is sold by now (( |
| 00:46 | <bencvt> | separate patch tho |
| 00:48 | <mic> | i meant actually... should other players be allowed to dig under puchased land (if it does not land's slope)? |
| 00:48 | <Gekkko> | is the sloped land purchase a small patch? |
| 00:48 | <bencvt> | i think so |
| 00:49 | <Gekkko> | might be inserted easily |
| 00:49 | <Gekkko> | if it doesnt require much management |
| 00:49 | <bencvt> | r/i think so/mic: i think so |
| 00:49 | <mic> | it is part of mine :) it is only display different - it draws foundation, nothing more |
| 00:50 | <mic> | but other player may dig purchased in a such way that it block (future) station exit |
| 00:51 | <eekee> | good question! |
| 00:51 | <eekee> | oops, didn't see the scroll |
| 00:51 | <mic> | e.i. you wont be able to build station for which you bought the land |
| 00:51 | <mic> | scroll? :) |
| 00:52 | <bencvt> | do you have a screenshot of such a scenario? |
| 00:52 | <bencvt> | i think i know what you're saying but i'm a visual kinda guy |
| 00:52 | <eekee> | I didn't see the scroll-bar wasn't all the way down |
| 00:52 | <mic> | ah |
| 00:52 | <eekee> | sorry |
| 00:56 | <mic> | here http://img443.imageshack.us/my.php?image=purchasedlandonslope2vy1.png |
| 00:58 | <bencvt> | how's the end result any different than if blue bought those two tiles without digging down? |
| 00:59 | <eekee> | I don't like the idea of dig-under for purchased land |
| 00:59 | <mic> | you can not build road/rail/depot-exit/station-exit facing cliff |
| 01:00 | <bencvt> | ah, gotcha |
| 01:00 | <mic> | cliff->breakaway |
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| 01:01 | <mic> | then digging purchased land is crap probably :) |
| 01:02 | <bencvt> | yeah |
| 01:02 | <bencvt> | otoh, disallowing digging around bought land makes the buy land tool seem even more powerful |
| 01:03 | <bencvt> | in comparison to, e.g., rails |
| 01:04 | <mic> | what to do then you may suggest? ) |
| 01:05 | <bencvt> | the 2nd option... disallow digging around bought land |
| 01:05 | <bencvt> | imho. |
| 01:05 | <mic> | as it is now ) |
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| 01:10 | <Phazorx> | got interesting bug |
| 01:10 | <CIA-1> | OpenTTD: miham * r10240 /trunk/src/lang/ (11 files): (log message trimmed) |
| 01:10 | <CIA-1> | OpenTTD: -Update: WebTranslator2 update to 2007-06-21 08:03:49 |
| 01:10 | <CIA-1> | OpenTTD: american - 30 fixed, 1 changed by WhiteRabbit (31) |
| 01:10 | <CIA-1> | OpenTTD: bulgarian - 1 fixed by thetitan (1) |
| 01:10 | <CIA-1> | OpenTTD: dutch - 1 fixed by habell (1) |
| 01:10 | <CIA-1> | OpenTTD: estonian - 25 fixed by kristjans (25) |
| 01:10 | <CIA-1> | OpenTTD: french - 1 fixed by glx (1) |
| 01:10 | <Phazorx> | any of decs available |
| 01:10 | <Phazorx> | to join coopers game? |
| 01:10 | <Phazorx> | devs |
| 01:10 | <eekee> | grr, keyboard died |
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| 01:24 | <mic> | canals on slopes |
| 01:24 | <mic> | http://img452.imageshack.us/my.php?image=canalsonslopesmk1.png |
| 01:25 | <mic> | need to edit pathfinding also :( |
| 01:25 | <mic> | how about this? :) |
| 01:27 | <@peter1138> | heh, ugly :) |
| 01:29 | <mic> | is it a good idea or crap? ) |
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| 01:32 | <mic> | heh you are right, ships are going uphill-canals easily (without editing pathfinding) :)) |
| 01:33 | <hylje> | :o |
| 01:33 | <hylje> | can you make locks work on slopes too? |
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| 01:35 | <mic> | not understood - lock are at slopes already |
| 01:36 | <hylje> | i mean on foundationed slope |
| 01:36 | <mic> | lock need 2 flat cells - you want them sloped? |
| 01:36 | <hylje> | drag some railway on a diagonal slope, and you see what i mean |
| 01:38 | <mic> | again not :) |
| 01:38 | <mic> | explain please ) |
| 01:39 | <Phazorx> | peter1138: http://openttdcoop.ppcis.org/blog/files/phazorx/11.PNG |
| 01:39 | |-| | lordofthepigs [~lordofthe@125.33.225.203] has joined #openttd |
| 01:39 | <Phazorx> | hylje: you'll like this |
| 01:39 | <lordofthepigs> | Hello! |
| 01:40 | <hylje> | well normally locks are placed on a "normal" slope: let's say it's positioned like this: | |
| 01:40 | <lordofthepigs> | Can anyone explain to me how to use the new vehicle groups interface? |
| 01:40 | <mic> | you mean drag rail at 45 to slope? |
| 01:40 | <hylje> | no |
| 01:40 | <lordofthepigs> | I don't understand how to add vehicles to a group |
| 01:40 | <mic> | continue |
| 01:40 | <Phazorx> | exit/combo pre-signal above tunnel is giving false reading to enter signal |
| 01:40 | <hylje> | but to have full use of the foundationed canal, locks should be able to be built on not only |, but diagonal (\ and /, respectively) slope too |
| 01:42 | <mic> | diagonal: 1 or 3 spikes? |
| 01:42 | <mic> | or any? |
| 01:42 | <hylje> | spikes? |
| 01:43 | <Noldo> | Phazorx: what happens if you remove the rail that goes in the same direction with the tunnel? |
| 01:44 | <mic> | i think i understood :) |
| 01:44 | <mic> | yes, lock can be slopes too, but it also need to be coded :) |
| 01:44 | <Gekkko> | Phazorx: wtf two lights? |
| 01:44 | <Gekkko> | how do you do that?! |
| 01:45 | <Gekkko> | I know newgrf |
| 01:45 | <Gekkko> | I ask stupid questions, i should just ask where to get it |
| 01:45 | <Phazorx> | Noldo: what do you mean' |
| 01:45 | <Phazorx> | Gekkko: dont get ur queastion |
| 01:45 | <Gekkko> | http://openttdcoop.ppcis.org/blog/files/phazorx/11.PNG |
| 01:45 | <Gekkko> | theres signals with two lights |
| 01:45 | <Gekkko> | instead of just one |
| 01:45 | <Noldo> | Gekkko: presignals, old as hell |
| 01:45 | <Phazorx> | have you hear about presignals>? |
| 01:45 | <Gekkko> | no, I'm too young :P |
| 01:46 | <Noldo> | Phazorx: the on top of the tunnel going in the same direction as the tunnel on a square diagonally adjacent to the buggy signal |
| 01:47 | <Phazorx> | Noldo: it is a part of priority window |
| 01:47 | <Phazorx> | it i remove it construction does not work |
| 01:48 | <@peter1138> | lordofthepigs: drag from the vehicle list to the group list |
| 01:48 | <Noldo> | Phazorx: then move it so that it doesn't fit the tunnel entrance |
| 01:48 | <Phazorx> | Noldo: i removed it - doesnt matter |
| 01:48 | <Noldo> | Phazorx: ok |
| 01:49 | <Phazorx> | oops it does when a train passes |
| 01:49 | <lordofthepigs> | peter1138: Did you end up implementing the cool feature that would let you group vehicles based on their orders? |
| 01:49 | <Phazorx> | but then construction does not work |
| 01:49 | <Phazorx> | now |
| 01:49 | <Phazorx> | if i remove tunnel under light |
| 01:49 | <Phazorx> | not the one aboe that track |
| 01:49 | <Phazorx> | it is fixed |
| 01:49 | <@peter1138> | not me |
| 01:49 | <Phazorx> | light = semaphore |
| 01:50 | <@peter1138> | got it |
| 01:50 | <@peter1138> | that bug was fixed, but only for normal signals it seems |
| 01:50 | <mic> | hylje: i am concerned if i should code sloped canals as well as other will like it and it would be included anywhere :) |
| 01:50 | <@peter1138> | and i didn't get it because i copied your 1.png, not 11.png |
| 01:50 | <Phazorx> | peter1138: i have normal signal there |
| 01:51 | <Phazorx> | one that shows the bug at least |
| 01:51 | <@peter1138> | hmm? |
| 01:51 | <@peter1138> | no it's a presignal |
| 01:51 | <Phazorx> | the one that stays red at 11.png |
| 01:51 | <Phazorx> | i figured that |
| 01:51 | <Phazorx> | one above tunnel |
| 01:51 | <@peter1138> | if you change it to a normal signal it doesn't stay red |
| 01:51 | <@peter1138> | therefore |
| 01:52 | <Phazorx> | it does here :/ |
| 01:52 | <@peter1138> | the bugfix only worked for normal signals. hmm. |
| 01:52 | <Phazorx> | wait peter1138 is it a fix for one which is red or for one which is above tunnel ? |
| 01:52 | <@peter1138> | hmm |
| 01:53 | <@peter1138> | hmmmmmm |
| 01:53 | <Phazorx> | the save i have, with untouched tunnels has it with any combination of types of signals |
| 01:54 | <Phazorx> | and with last oen being combo or exit |
| 01:54 | <Phazorx> | only way to fix it temporary is removing middle or last one |
| 01:54 | <Phazorx> | perma fix is removing the tunnel |
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| 01:55 | <dihedral> | good morning ladies :-) |
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| 01:57 | <@peter1138> | ok |
| 01:57 | <@peter1138> | that's ... strange |
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| 01:58 | <@peter1138> | the buggy one only gets stuck if the signal on the tunnel is a presignal |
| 01:59 | <Phazorx> | and bug occurs only if tracks above tunnels are goign in same direction as tunnel |
| 01:59 | <@peter1138> | huh? |
| 02:00 | <Phazorx> | if they are changed to lead to the lane instead of crossing it |
| 02:00 | <@peter1138> | oh, yes, them |
| 02:00 | <Phazorx> | it fixes the issue |
| 02:00 | <Phazorx> | i think signals logic somhoe sees tunnels as linking factor |
| 02:01 | <Phazorx> | if tracks above are somewhat connecttable from brid viewpoint |
| 02:03 | <Noldo> | shouldn't it use the same track following thing as the train itself? |
| 02:04 | <Phazorx> | ??? |
| 02:04 | <Ailure> | hmmm |
| 02:08 | <hylje> | how's yiff.grf going off? D: |
| 02:08 | <Ailure> | :p |
| 02:10 | <mic> | am i the only who have noticed that half-desert with something built on it, is drawn as green? |
| 02:10 | <Ailure> | no |
| 02:11 | <mic> | it is a feature or unfixable bug? |
| 02:12 | <Ailure> | neither |
| 02:13 | <Ailure> | more like |
| 02:13 | <Ailure> | limitation of the game engine |
| 02:13 | <Ailure> | It's related to how the array works |
| 02:14 | <mic> | hm, i see |
| 02:16 | <Phazorx> | peter1138: i take it you dont need the save |
| 02:26 | <@peter1138> | mmm, bacon |
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| 02:44 | <Maedhros> | good morning |
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| 02:53 | <dihedral> | morning |
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| 03:45 | <mic> | i think headers in openttd are veeeeerrry bloated |
| 03:45 | <mic> | am sure, reducing headers will reducin compilation time 5-50 times |
| 03:46 | <mic> | *will reduce |
| 03:46 | <hylje> | really? |
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| 03:47 | <mic> | c file include 3 headers... they include 10 header ... they include 50 header... they include ALL header |
| 03:47 | <mic> | as result ALL source files are compiles will ALL headers inside |
| 03:48 | <mic> | with thousands useless typedef, prototypes, templates, inline function, enums etc etc etc and only 1% of it is used |
| 03:49 | <hylje> | :o |
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| 03:49 | <hylje> | propagation is evil |
| 03:50 | <@peter1138> | not all |
| 03:50 | <@peter1138> | many though |
| 03:50 | <Biff> | hmm, only takes 30 seconds to compile anyway |
| 03:51 | <Biff> | could you save that much? |
| 03:51 | <@peter1138> | for you :p |
| 03:51 | <Biff> | correct :p |
| 03:51 | <@peter1138> | takes 5 or 6 minutes for me |
| 03:51 | <Biff> | really? |
| 03:51 | <Biff> | Oo |
| 03:52 | <Biff> | for me i think the problem is compiling over nfs |
| 03:53 | <Biff> | it may take longer over nfs, 30seconds is local disk |
| 03:55 | <Biff> | hmm, takes alot longer on a p4 2.8 |
| 03:56 | <Biff> | i've heard the same about compiling on bsd vs compiling on linux, that bsd is alot faster, because they have much smaller headers |
| 03:56 | <Biff> | real 2m12.612s |
| 03:57 | <@peter1138> | tron put it down to fork time or something like that |
| 04:12 | <Biff> | fork time? |
| 04:12 | <Biff> | fork time is 0 isnt it? |
| 04:24 | <@peter1138> | nothing is 0 time |
| 04:24 | <Sionide> | hrm |
| 04:25 | <Sionide> | i got some errors from clear_cmd.cpp i think |
| 04:25 | <Sionide> | from r10240 |
| 04:28 | <@peter1138> | cool |
| 04:28 | <@peter1138> | i like how informative "some errors" is |
| 04:29 | [~] | Sionide pastebins it |
| 04:30 | <Sionide> | peter1138, http://pastebin.ca/580957 |
| 04:30 | <Sionide> | that's trying r10236 |
| 04:30 | <@peter1138> | 10:23 < Sionide> from r10240 |
| 04:30 | <@peter1138> | bzzt |
| 04:30 | <@peter1138> | 10236 is not 10240 |
| 04:31 | <@peter1138> | use 10240 |
| 04:31 | <Sionide> | yeah i tried 10236 cos that was the revision mentioned on the forums |
| 04:31 | <Sionide> | ok |
| 04:31 | <@peter1138> | always use latest |
| 04:31 | <@peter1138> | it's not going to be removed |
| 04:31 | <@peter1138> | (unless it's pbs, hah) |
| 04:32 | <Sionide> | reload |
| 04:32 | <Sionide> | http://pastebin.ca/580960 |
| 04:32 | <Sionide> | oh it's a new url *shrug* |
| 04:32 | <Sionide> | there |
| 04:32 | <Sionide> | 10240 |
| 04:33 | <Maedhros> | have you got any local changes in there? |
| 04:33 | <Sionide> | not that i know of |
| 04:34 | <Maedhros> | run svn diff to find out ;) |
| 04:37 | <Sionide> | i see some changes |
| 04:37 | <Sionide> | changes to english.txt, clear_cmd.cpp, viewport.cpp, signs_gui.cpp, signs.h, signs.cpp and main_gui.cpp |
| 04:38 | <@peter1138> | heh |
| 04:38 | <@peter1138> | revert them then |
| 04:42 | <Sionide> | :s |
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| 04:45 | <@peter1138> | or fix the conflicts |
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| 04:47 | <TheJosh> | hey all |
| 04:47 | <TheJosh> | anyone with svn access want to make a few dollars? |
| 04:47 | <hylje> | :o |
| 04:47 | <hylje> | monies |
| 04:48 | <TheJosh> | do you have svn access hylje? |
| 04:48 | <hylje> | yes but not to ottd, apart from anon |
| 04:48 | <TheJosh> | ung |
| 04:49 | <TheJosh> | i have svn access to a project at work, but that doesnt help here |
| 04:49 | <hylje> | D: |
| 04:51 | <TheJosh> | i guess the only thing I can do is fix a heap of bugs in FlySpray, then my patches will get to the top quicker |
| 04:51 | <TheJosh> | well im off |
| 04:51 | <hylje> | :o |
| 04:51 | <TheJosh> | cya all |
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| 04:54 | <Sionide> | wtf? |
| 04:54 | <Noldo> | don't ask |
| 04:54 | <TrueBrain> | too bad |
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| 04:55 | <dihedral> | lol |
| 04:56 | <dihedral> | that was actually quite cute |
| 04:56 | <dihedral> | TrueBrain: may i bother you for a bit? |
| 04:56 | <TrueBrain> | you can try |
| 04:56 | <TrueBrain> | I won't respond if I don't have time :) |
| 04:57 | <dihedral> | could you have a look at http://openttdlib.dihedral.de/docs/ |
| 04:57 | <dihedral> | and http://openttdlib.dihedral.de/example.php |
| 04:57 | <dihedral> | if dns should hot have propagated fully yet, http://joshua.dihedral.de/openttdlib is a symlink :-) |
| 04:58 | <TrueBrain> | delays in new subdomains are rare :) |
| 04:58 | <TrueBrain> | so first urls work fine |
| 04:59 | <TrueBrain> | what did WizKid ever do for the lib? |
| 04:59 | <dihedral> | i have no idea - but you said in a comment that you continued the work from WizKid |
| 04:59 | <TrueBrain> | WizKid only made the site-design |
| 04:59 | <TrueBrain> | once |
| 04:59 | <TrueBrain> | a draft |
| 04:59 | <TrueBrain> | he wasn't a PHP coder :) |
| 05:00 | <TrueBrain> | so you can safely remove it |
| 05:00 | <dihedral> | shall do :-) |
| 05:02 | <dihedral> | anything else? |
| 05:02 | <TrueBrain> | Mwhahaha :) |
| 05:02 | <TrueBrain> | the documentation is very nice |
| 05:02 | <TrueBrain> | just remove WizKid from all the pages :p |
| 05:03 | <TrueBrain> | really nice job on the docs, easy to read, should be easy for everyone to add |
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| 05:04 | <dihedral> | thanks |
| 05:05 | <dihedral> | then after i have removed those references i shall make a zip and put it in the forums :-) |
| 05:05 | <TrueBrain> | sounds like a plan :) |
| 05:07 | <dihedral> | truelight or truebrain befor the at? |
| 05:15 | <mic> | i made some script to analyze how many headers are included from each source file |
| 05:16 | <mic> | here is example part of results for openttd: |
| 05:16 | <mic> | excuse me for spam :) |
| 05:16 | <mic> | heightmap.cpp: 14 direct includes, 43 total includes. |
| 05:16 | <mic> | ship_gui.cpp: 14 direct includes, 50 total includes. |
| 05:16 | <mic> | fileio.cpp: 9 direct includes, 16 total includes. |
| 05:16 | <mic> | window.cpp: 15 direct includes, 34 total includes. |
| 05:16 | <mic> | unmovable_cmd.cpp: 21 direct includes, 44 total includes. |
| 05:16 | <mic> | map.cpp: 8 direct includes, 12 total includes. |
| 05:16 | <mic> | order_gui.cpp: 24 direct includes, 48 total includes. |
| 05:16 | <mic> | newgrf_sound.cpp: 9 direct includes, 36 total includes. |
| 05:16 | <mic> | water_cmd.cpp: 26 direct includes, 56 total includes. |
| 05:16 | <mic> | economy.cpp: 38 direct includes, 70 total includes. |
| 05:16 | <mic> | news_gui.cpp: 16 direct includes, 39 total includes. |
| 05:16 | <mic> | vehicle_gui.cpp: 30 direct includes, 59 total includes. |
| 05:16 | <mic> | 50 includes! |
| 05:16 | <Rubidium> | mic: we know that very well |
| 05:17 | <Rubidium> | but decreasing that dependency is pretty hard to do |
| 05:17 | <blathijs> | mic: there's 70 includes for economy.cpp even :-) |
| 05:18 | <Rubidium> | and the real problem is that most includes are included for their type definitions and not the inlined functions they contain, whereas the headers need to include other headers for the inline functions |
| 05:18 | <blathijs> | Rubidium: We could simply put everything in one big cpp file: No more includes! |
| 05:19 | <ln-> | that's onviously the best solution. |
| 05:19 | <blathijs> | (in other words, having many includes might also be because the declarations are properly divided into very small pieces, not neccesarily bad) |
| 05:21 | <mic> | simply suggestion: make functions not-inline :) it is doubtful if they speed up anything ) |
| 05:21 | <mic> | but it will speed up compile a lot |
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| 05:22 | <Rubidium> | mic: function call versus "return _m[x].m2". I really think that matters a lot |
| 05:23 | <Rubidium> | mic: I can assure you that they speed things up considerably |
| 05:23 | <ln-> | seeing some sort of graph of the include relations would be more interesting than just numbers. |
| 05:25 | <mic> | if you need inlines, compile with -O3 not -O2 then, and remove impilcit inlines |
| 05:26 | <Rubidium> | mic: you still need to put them in the headers |
| 05:27 | <mic> | no, compiler make small functions inline |
| 05:27 | <mic> | for -O3 |
| 05:28 | <Rubidium> | not when they are in a different compilation unit (gcc isn't that smart yet AFAIK) |
| 05:28 | <mic> | shit |
| 05:31 | <@peter1138> | easy |
| 05:31 | <@peter1138> | cat *.h *.cpp > onebigsource.cpp |
| 05:31 | <TrueBrain> | dihedral: truelight@ |
| 05:32 | <blathijs> | Rubidium: That requires changes in the linker and the object format, so won't really work |
| 05:32 | <blathijs> | Rubidium: Though there is some work in that area for template instantiations in the linker, might be related |
| 05:33 | <TrueBrain> | [12:21][12:21] <mic> simply suggestion: make functions not-inline :) it is doubtful if they speed up anything ) <- just for fun run OpenTTD with ./configure, and one time with CFLAGS="-fno-inline" ./configure |
| 05:33 | <TrueBrain> | see if it matters :) |
| 05:33 | <Rubidium> | I'd really like an optimization at link time. That way we can put all declarations in headers and the implementations of even the easiest map accessor functions in .cpp |
| 05:34 | <@peter1138> | make them defines! |
| 05:34 | <mic> | err speed? compare speed of binary? |
| 05:34 | <TrueBrain> | Rubidium: would take for EVER! :) |
| 05:34 | <TrueBrain> | mic: try comparing in-game speed, might be useful :) |
| 05:35 | <TrueBrain> | but what peter1138 suggests might work best Rubidium ;) |
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| 05:36 | <@peter1138> | use c#! no headers at all ;) |
| 05:36 | <TrueBrain> | @kick peter1138 |
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| 05:39 | <@peter1138> | how does gcc treat it if you specify multiple source files in one go? |
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| 05:43 | <Tefad> | er? |
| 05:43 | <@peter1138> | hmm? |
| 05:43 | <Tefad> | gcc foo.c bar.c bas.c -o exec ? |
| 05:43 | <@peter1138> | yes |
| 05:44 | <Tefad> | i'm confused |
| 05:44 | <@peter1138> | why? |
| 05:44 | <Tefad> | treat.. what |
| 05:44 | <@peter1138> | "compilation units" |
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| 05:45 | <Tefad> | it.. compiles them |
| 05:45 | [~] | Tefad shrugs |
| 05:45 | <@peter1138> | clearly you are not the person to answer the question then :) |
| 05:45 | <TrueBrain> | clearly |
| 05:45 | [~] | Tefad shrugs |
| 05:45 | <Tefad> | i'm not sure what the question is |
| 05:46 | <Tefad> | it certainly doesn't treat the files with pesticides.. |
| 05:46 | <Tefad> | what i mean is i lack clear context |
| 05:53 | <mic> | "<ln-> seeing some sort of graph of the include relations would be more interesting than just numbers." -- graph is about 1 Mb, still cannot make picture (several minutes already) :) |
| 06:00 | <@peter1138> | 11:25 < mic> no, compiler make small functions inline |
| 06:00 | <@peter1138> | 11:25 < mic> for -O3 |
| 06:00 | <@peter1138> | 11:26 < Rubidium> not when they are in a different compilation unit (gcc isn't that smart yet AFAIK) |
| 06:00 | <@peter1138> | Tefad: that's the context |
| 06:01 | <Tefad> | ah ha |
| 06:01 | <Tefad> | gcc lacks a few things |
| 06:01 | <Tefad> | mostly relating to optimization |
| 06:02 | <@peter1138> | i was wondering if it knew how to handle it if it was told to compile all source at once |
| 06:03 | <Tefad> | perhaps if all the files were concatenated |
| 06:03 | <Tefad> | i think that's how some projects mangle their files |
| 06:03 | <mic> | noooo )) |
| 06:03 | <@peter1138> | hehe |
| 06:03 | <Tefad> | (KDE maybe?) |
| 06:03 | <@peter1138> | would take a while to compile :) |
| 06:07 | <Rubidium> | ooh, nice |
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| 06:07 | <hylje> | :o |
| 06:10 | <Maedhros> | kdeenablefinal is a killer... it took 1.5Gb of ram + swap to compile kmail |
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| 06:11 | <mic> | sorry i can not make graph :) |
| 06:12 | <mic> | -dev-hda6 5779468 5485944 0 100% - |
| 06:14 | <@peter1138> | hehe |
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| 06:26 | <mic> | "_headers_dependency_graph.png: PNG image data, 96341 x 1321, 4-bit colormap, non-interlaced" --- so, i think headers dependency graphs drawing is bad idea )) |
| 06:26 | <hylje> | :o |
| 06:26 | <hylje> | that's kind of large! |
| 06:26 | <mic> | i can't open it :) |
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| 07:19 | <Ailure> | http://194.47.44.201/bigtruck.PNG |
| 07:20 | <Ailure> | I should use this somewhere |
| 07:20 | <Ailure> | 10 points for anyone who knows the joke |
| 07:26 | <Rubidium> | long vehicles are ugly, unless they are articulated vehicles? |
| 07:26 | <hylje> | mm |
| 07:26 | <hylje> | articulated trucks |
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| 07:37 | [~] | TrueBrain makes a dance: prelimary testing shows 32bpp-anim is faster in palette animation over 8bpp-optimized :) :) :) :) |
| 07:37 | <CIA-1> | OpenTTD: truelight * r10241 /trunk/src/ (11 files in 2 dirs): |
| 07:37 | <CIA-1> | OpenTTD: -Codechange: CopyToBuffer now produces a buffer that is unreadable from outside the blitter, so the blitter can store anything he likes |
| 07:37 | <CIA-1> | OpenTTD: -Codechange: added CopyImageToBuffer, which produces a readable buffer for screenshots |
| 07:37 | <CIA-1> | OpenTTD: -Fix: 32bpp-anim now holds animation on transparent objects to avoid strange graphical effects |
| 07:37 | <CIA-1> | OpenTTD: -Fix: 32bpp-anim now works correct on mouse-movement (it holds the palette animation correctly) |
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| 07:42 | |-| | mode/#openttd [+v glx] by ChanServ |
| 07:43 | <Ailure> | [14:23][14:23] <Rubidium> long vehicles are ugly, unless they are articulated vehicles? |
| 07:43 | <Ailure> | wtf |
| 07:43 | <Ailure> | xD |
| 07:43 | <Ailure> | More ted stevens |
| 07:43 | <Ailure> | :p |
| 07:43 | <Ailure> | oh well |
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| 07:45 | |-| | Sug [~graeme@88-104-118-19.dynamic.dsl.as9105.com] has joined #openttd |
| 07:45 | <CIA-1> | OpenTTD: truelight * r10242 /trunk/src/blitter/32bpp_anim.cpp: -Fix: avoid a segfault if you move your mouse at startup with 32bpp-anim |
| 07:49 | <Noldo> | :) |
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| 07:56 | <Chris82> | hi :) |
| 07:56 | <Chris82> | just a quick question, what is this timetable thing in the latest trunk? |
| 07:59 | <SmatZ> | hello, since r10207, I can't destroy anything ( I have over 1<<32 Euros ) |
| 08:00 | <SmatZ> | "Not enough cash - requires e288" |
| 08:00 | <SmatZ> | probably known problem... |
| 08:03 | <Rubidium> | SmatZ: does the patch of FS#904 solve that issue? |
| 08:04 | <Noldo> | Chris82: check who committed it and ask him |
| 08:05 | <SmatZ> | Rubidium: I will try |
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| 08:08 | <Rubidium> | Chris82: check the forum first |
| 08:09 | <SmatZ> | Rubidium: I can't make it compile... |
| 08:09 | <Chris82> | kk Rubidium |
| 08:10 | <Rubidium> | SmatZ: which one did you take? |
| 08:11 | <SmatZ> | Rubidium: I used both, I will try only the first now |
| 08:12 | <SmatZ> | Rubidium: when applied only the mo_money_r10239.diff , it works |
| 08:13 | <SmatZ> | it seems to correct this problem |
| 08:13 | <Rubidium> | ok, that's all I need to know |
| 08:15 | <dihedral> | guys, check it out, OpenTTDLib with it's first release :-) |
| 08:15 | <dihedral> | http://www.tt-forums.net/viewtopic.php?p=599640#599640 |
| 08:16 | <hylje> | :o |
| 08:18 | <Rubidium> | dihedral: I think you have to document those [vehicle] arrays a little (what index refers to what vehicle type) |
| 08:19 | <dihedral> | that's on the todo list :-) |
| 08:19 | <dihedral> | also fetching newgrf data is still to be done |
| 08:20 | <Rubidium> | that's tricky |
| 08:20 | <dihedral> | why is that |
| 08:21 | <Rubidium> | UDP packets are not certain to arrive -> retries etc. |
| 08:21 | <Rubidium> | on the other hand, you can do quite a lot of caching of newgrf data |
| 08:21 | <dihedral> | its the same for all the other queries that are made |
| 08:21 | <dihedral> | only using udp |
| 08:22 | <Rubidium> | true, but when the first query fails, you've got nothing. When the newgrf query fails you've got half of the information |
| 08:22 | <dihedral> | what do you mean? |
| 08:22 | <dihedral> | i get one packet with newgrf names and one packet with the md5 sums? |
| 08:27 | <Rubidium> | in the "normal" query packet you only get the md5 sum + grf id |
| 08:27 | <dihedral> | that's enough is it not? |
| 08:27 | <Rubidium> | retrieving the name of the newgrf needs to be done using another query |
| 08:27 | <Rubidium> | dihedral: grf id + md5sum says nothing to users |
| 08:27 | <dihedral> | unless there is a mapping somewhere (newgrf crawler?) |
| 08:27 | <Rubidium> | grfcrawler doesn't map md5sums nor has all grf ids |
| 08:27 | <dihedral> | well - i shall give up after trying a few times :-) |
| 08:27 | <Rubidium> | dihedral: http://www.openttd.org/server_detail.php?id=4826 <- click on search for all above GRFs and you'll see that quite a few aren't in grfcrawler |
| 08:27 | <dihedral> | yes i know that, which is quite sad actually :-P |
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| 08:30 | <CIA-1> | OpenTTD: glx * r10243 /trunk/src/video/win32_v.cpp: -Fix: crash when resizing with 32bpp and 'broken' display with 'non-standard' resolutions |
| 08:31 | <CIA-1> | OpenTTD: truelight * r10244 /trunk/src/ (blitter/32bpp_anim.cpp blitter/32bpp_anim.hpp texteff.cpp): -Fix: make sure to let 32bpp-anim report the increased buffer-size it needs |
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| 08:47 | <AntB> | is there any comprehensive downloadable guides on making new GRF |
| 08:48 | <@peter1138> | well you can download the specifications |
| 08:48 | <@peter1138> | but it's not really a guide |
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| 08:53 | |-| | Frostregen_ changed nick to Frostregen |
| 08:56 | <AntB> | I think i got the specs. I downloaded what was in the package what was on the TTDPatch site |
| 08:57 | <CIA-1> | OpenTTD: truelight * r10245 /trunk/src/blitter/ (7 files): -Codechange: added GetName also to all Blitters, instead of only the Factory |
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| 09:00 | |-| | mode/#openttd [+v peter1138] by ChanServ |
| 09:06 | <Ailure> | http://194.47.44.201/openTTD/Ailuro%20Transports,%2015th%20Jan%202038.png |
| 09:06 | <Ailure> | hehe |
| 09:06 | <Ailure> | talk about overkill |
| 09:06 | <hylje> | thats some trucks |
| 09:06 | <SmatZ> | :) |
| 09:06 | <Ailure> | Taken for long time ago too |
| 09:06 | <Ailure> | I was messing aroudn in mini-in |
| 09:06 | <@peter1138> | yeah, miniin :p |
| 09:06 | <Ailure> | exprimentating with the subsidaries patch |
| 09:06 | <Ailure> | yeah |
| 09:06 | <Ailure> | Diagonal tracks over road |
| 09:06 | <hylje> | why didnt that get trunked |
| 09:06 | <Ailure> | and the diffrent coloured aircrafts on the airport |
| 09:06 | <Ailure> | It was fun, but miniin was too unstable for my taste |
| 09:06 | <Ailure> | so I only used it for one game |
| 09:07 | <Ailure> | I liked the track sharing part of subsidaries patch |
| 09:07 | <Ailure> | I always wanted to run a multiplayer game where severeal companies shares a track |
| 09:07 | <dihedral> | will diagonal tracks over road ever get trunked? |
| 09:08 | |-| | Chris82 [~chris@p579E1E15.dip.t-dialin.net] has joined #openttd |
| 09:08 | <Ailure> | well they're kinda less needed now though |
| 09:08 | <Chris82> | hi |
| 09:08 | <Ailure> | since you can do bridges over diagonal rails |
| 09:08 | <Ailure> | or hell, over any combination of rails |
| 09:08 | <dihedral> | :-P |
| 09:09 | <Ailure> | I remember putting insane setups below rail before |
| 09:09 | <Ailure> | for fun |
| 09:09 | <Chris82> | what's a possible reason that a server is shown as offline here http://www.openttd.org/servers.php although it's online for an hour already (svn build) |
| 09:09 | <dihedral> | config setting? |
| 09:09 | <dihedral> | advertise? |
| 09:09 | <Chris82> | well I use the same config settings on all my servers, and the others are all shown |
| 09:10 | <dihedral> | udp port to the game closed? |
| 09:10 | <Chris82> | advertise and stuff is properly set |
| 09:10 | <Rubidium> | the udp query packets couldn't reach it for several times |
| 09:10 | <Chris82> | nope, firewall doesn't block the port |
| 09:10 | <Chris82> | is there a console command to re-advertise? |
| 09:10 | <dihedral> | what game ist it (address?) |
| 09:10 | <Chris82> | 85.190.1.233 and port let me check |
| 09:10 | <Rubidium> | Chris82: it will readvertise every 15 minutes |
| 09:12 | <Chris82> | port 63514 (Experimental Endless Game) |
| 09:12 | <Chris82> | the 0.5.2 servers all advertise fine |
| 09:12 | <Ailure> | http://194.47.44.201/openTTD/Sentwood%20Transport,%208th%20Feb%201920.png |
| 09:12 | <Ailure> | I made lots of silly setups like this one |
| 09:12 | <Ailure> | becuse it's fun to do stuff that used to be impossible for over a decade |
| 09:12 | <SmatZ> | :) |
| 09:12 | <dihedral> | is the game paused? |
| 09:12 | <Chris82> | yes it's paused |
| 09:12 | <Chris82> | is that the reason? |
| 09:12 | <Ailure> | a paused server shouldn't make any diffrence |
| 09:13 | <dihedral> | i dont know - just saw the game data did not change |
| 09:13 | <Ailure> | some servs are paused all the time << |
| 09:13 | <Ailure> | until a player comes along |
| 09:13 | <dihedral> | true |
| 09:13 | <Chris82> | yeah the server started in paused state |
| 09:13 | <Chris82> | Ailure: True, my 0.5.2 are configured that way |
| 09:13 | <Chris82> | so this shouldn't be the problem |
| 09:13 | <dihedral> | nope |
| 09:13 | <dihedral> | and i can reach your game on udp... |
| 09:14 | <dihedral> | just wait another 10 - 15 mins |
| 09:15 | <dihedral> | should running newgame not also advertise? |
| 09:15 | <Chris82> | I tried to restart a few times, and the server is now running for like 2 hours already |
| 09:15 | <Chris82> | just checked netstat, the port is definitely reachable |
| 09:16 | <dihedral> | netstat does not include possible firewall settings! |
| 09:16 | <Chris82> | is it maybe because the version of the server changed very often the last days? |
| 09:16 | <Ailure> | hmm |
| 09:16 | <Ailure> | wonder what I should try in my next game |
| 09:16 | <Ailure> | xd |
| 09:16 | <Ailure> | I have no idea what type of game I want to do |
| 09:17 | <Chris82> | netstat -an should show me all opened ports? |
| 09:17 | <Biff> | no, openttd doesnt work today :( |
| 09:17 | <Chris82> | when they're firewalled they're not open |
| 09:17 | <Rubidium> | Chris82: it's just that some packet got lost when your server was queried by the masterserver (at least if other servers from you are shown at the server list) |
| 09:18 | <dihedral> | btw: its written Experimental |
| 09:18 | <Chris82> | oops yeah |
| 09:19 | <dihedral> | your game aint even in the offline list :-P |
| 09:19 | <Chris82> | Experimantal Endless Game Offline < I see it there tho? |
| 09:20 | <Chris82> | just renamed the server and restarted, maybe it works now |
| 09:20 | <Rubidium> | Chris82: what ports does your firewall let through? |
| 09:20 | <Biff> | hmm, newest openttd does nothing when i start it |
| 09:20 | <dihedral> | searched for experimEntal :-P |
| 09:21 | <Biff> | even --help does nothing, just returns |
| 09:21 | <Chris82> | well it's configured to allow the openttd.exe, so it allows dynamically any port that openttd wants to use |
| 09:21 | <TrueBrain> | Biff: try -h |
| 09:21 | <dihedral> | i was able to query i... |
| 09:21 | <TrueBrain> | Chris82: use a port < 60000 |
| 09:21 | <Biff> | magne@mean:~/src/openttd/bin$ openttd -h |
| 09:21 | <Biff> | magne@mean:~/src/openttd/bin$ |
| 09:21 | <Biff> | nothing :/ |
| 09:21 | <TrueBrain> | Biff: try ./openttd -h |
| 09:22 | <Chris82> | is it bad to use such a high port number? all my servers have a port > 60000 |
| 09:22 | <Biff> | hmm, that worked for some strange reason (it points to the same binary) |
| 09:22 | <Biff> | but ./openttd does not work |
| 09:22 | <TrueBrain> | it should be alright, but > 60000 is normally used for MASQUARADE |
| 09:22 | <TrueBrain> | Biff: there is a big difference between 'openttd' and './openttd' |
| 09:22 | <Biff> | TrueBrain: yes, i know |
| 09:22 | <Chris82> | I'll remember that :) will be easy to change them |
| 09:22 | <TrueBrain> | see if it works, just a guess |
| 09:23 | <Biff> | but the one found in path is a script which starts the same binary |
| 09:23 | <Biff> | but ./openttd doesnt work, just returns |
| 09:23 | <TrueBrain> | run ./openttd -d |
| 09:23 | <Rubidium> | Biff: but if ./openttd doesn't work, the script isn't going to work either |
| 09:23 | <Rubidium> | is there actually an executable ./openttd? |
| 09:23 | <Biff> | yes, else it would say command not found |
| 09:24 | <Biff> | -d also just returns |
| 09:24 | <Rubidium> | how large is the binary? |
| 09:24 | <TrueBrain> | ./openttd -d9 |
| 09:24 | <@peter1138> | -d does nothing on its own |
| 09:24 | <Biff> | i'll try recompilng |
| 09:24 | <TrueBrain> | peter1138: yeah, I forgot :) |
| 09:24 | <@peter1138> | TrueBrain: i thought it defaulted to max to be honest |
| 09:25 | <Chris82> | hmmm I just noticed some weird output on the console when starting the server |
| 09:25 | <hylje> | -d99999999999 |
| 09:25 | <Biff> | that created a lot of output |
| 09:25 | <Chris82> | first it says [net] listening on x.x.x.x:port |
| 09:25 | <Chris82> | then [udp] .... same ip and port |
| 09:25 | <Chris82> | and then another time [udp] listening on port 0.0.0.0:0 |
| 09:26 | <TrueBrain> | Biff: so the binary works ;) Now find what fails :p :p |
| 09:26 | <Biff> | http://discrete.eimot.no/~magne/openttd/debug.txt |
| 09:26 | <TrueBrain> | Biff: dedicated server compile? |
| 09:26 | <Biff> | hmm, Custom .grf has invalid format |
| 09:26 | <@peter1138> | dbg: [driver] Successfully probed video driver 'null' |
| 09:26 | <Biff> | hmm |
| 09:26 | <TrueBrain> | Biff: as you don't have sdl compiled |
| 09:27 | <TrueBrain> | so what you expect OpenTTD to do? |
| 09:27 | <@peter1138> | please compile with a video driver :p |
| 09:27 | <Biff> | i did make clean; make |
| 09:27 | <TrueBrain> | try ./configure --with-sdl |
| 09:27 | <Biff> | maybe i should try configure |
| 09:27 | <Biff> | i compiled on a machine without x earlier, but i didnt run configure first, hmm |
| 09:28 | <dihedral> | i always compile on a machine with no x |
| 09:28 | <Biff> | but thanks |
| 09:28 | <Biff> | yeah, i guess you just need the sdl libraries, which is probably missing |
| 09:29 | <dihedral> | nono - YOU need the sdl libraries... i already have them :-P |
| 09:29 | <Biff> | yeah, but my server doesnt |
| 09:29 | <Biff> | so it must have executed ./configure by itself or something |
| 09:29 | <TrueBrain> | Biff: it doesn't |
| 09:29 | |