| --- | Log | opened Sun Jul 01 00:00:15 2007 |
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| 03:11 | <kaan> | goodmorning |
| 03:13 | <stillunknown> | Anyone know good reading material on performance optimisation? |
| 03:13 | <hylje> | no |
| 03:14 | |-| | toresbe [~toresbe@64.80-203-20.nextgentel.com] has joined #openttd |
| 03:14 | <toresbe> | Hey guys :) |
| 03:14 | <hylje> | hi |
| 03:14 | [~] | toresbe checked out of SVN, heh. |
| 03:14 | <toresbe> | Kaboom! |
| 03:15 | <hylje> | soooo you are a code object? |
| 03:15 | <toresbe> | No, I just checked OpenTTD out of SVN to try that build. It went kaboom. |
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| 03:15 | <toresbe> | openttd: /home/toresbe/ottd-svn/trunk/src/player.h:241: Player* GetPlayer(PlayerID): Assertion `( (uint)((i) - (PLAYER_FIRST)) < ((uint)((sizeof(_players)/sizeof(_players[0])))) )' failed. |
| 03:15 | |-| | Thomas[NL] [~thomas@vdburgt.xs4all.nl] has joined #openttd |
| 03:15 | <toresbe> | for the record. |
| 03:16 | <hylje> | that looks like a legitimate error |
| 03:16 | <toresbe> | Well, it's from SVN. It's trivially reproducible. Scenario editor > load scenario :) |
| 03:16 | <hylje> | id believe r10210 broke it |
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| 03:17 | <hylje> | with that type changing |
| 03:17 | <toresbe> | also, the pixmaps are on crack - where there should be arrows, there are now flags |
| 03:18 | <toresbe> | If I can be of any help, let me know. I have marginal competence in C++, but I should have nothing but time today, so... |
| 03:19 | <hylje> | you can help by tracking down which revision broke it |
| 03:19 | <hylje> | svn log src/player.h |
| 03:22 | <Alanin> | being back in few minutes |
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| 03:27 | <@peter1138> | it's known |
| 03:29 | <toresbe> | hylje: OK, noted, thanks. I'll do that in the future. |
| 03:30 | <toresbe> | Hrm. A weird problem, this time with the 0.5.2 release. When I use the UK NewGRF, I get new locomotives for maglev.. but that's all I get. No cars, no nothin'. |
| 03:31 | <hylje> | working as intended |
| 03:31 | <hylje> | ukrs maglevs come in whole vehicles |
| 03:31 | <@peter1138> | correct |
| 03:31 | <toresbe> | In whole vehicles? I see... |
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| 03:32 | <caladan> | so you dont get coal train traveling at 500km/h |
| 03:32 | <@peter1138> | toresbe: yeah, you buy the engine and the wagons come with it |
| 03:33 | <toresbe> | aha |
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| 03:34 | <toresbe> | Gack. They're only 10 long. |
| 03:34 | <toresbe> | I'll have to buy a bunch of them to push my kind of traffic... |
| 03:34 | <stillunknown> | I wish the map array had space to store information about the shape of tiles. |
| 03:34 | <caladan> | then use monorails :-) |
| 03:34 | <@peter1138> | stillunknown: shape? they're all square... |
| 03:35 | <hylje> | toresbe: well you do have to buy a lot of wagons for that kind of traffic anyway |
| 03:35 | <stillunknown> | I mean if it's flat, max_height and min_height. |
| 03:35 | <hylje> | toresbe: and you can chain those things as if those were wagons |
| 03:35 | <toresbe> | hylje: aaah! |
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| 03:37 | <stillunknown> | Or at least if it's flat tile, which cover a lot of situations. |
| 03:39 | <toresbe> | Hrm. Does it only carry goods? |
| 03:39 | <toresbe> | Or can I somehow change that to, say, wood? |
| 03:39 | <stillunknown> | You're not supposed to use maglev's for cargo. |
| 03:40 | <toresbe> | Really? |
| 03:40 | <toresbe> | It says "refittable" but I'm not quite sure how one goes about doing that. |
| 03:40 | <hylje> | you can refit it to goods and foods |
| 03:40 | <hylje> | and thats about it |
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| 04:01 | <eekee> | stillunknown: why that restriction? |
| 04:02 | <hylje> | because it doesnt make sense really |
| 04:02 | <toresbe> | why doesn't it? |
| 04:02 | <hylje> | too heavy |
| 04:02 | <eekee> | heheh |
| 04:02 | <hylje> | maglev relies on the fact stuff doesnt hit the bottom |
| 04:03 | <toresbe> | yeah, but in-game... |
| 04:03 | <eekee> | give me a sec, looking up the Japanese maglev test track site |
| 04:03 | <hylje> | ukrs is a realistic set |
| 04:03 | <hylje> | the default grf allow you to haul bugger all on whatever |
| 04:03 | <toresbe> | "bugger all" is a colloquialism for "nothing" |
| 04:04 | <hylje> | context is a fun thing |
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| 04:07 | <eekee> | Can't find the specific referance (It's too early for me) but I'm pretty sure somewhere on here http://www.rtri.or.jp/rd/maglev/html/english/maglev_frame_E.html it mentions the capacity of the maglev to carry over 40 tonnes, which is clost to the maximum weights of many of the OTTD wagons anyway |
| 04:08 | <stillunknown> | But only insane people transfer bulk goods by maglev. |
| 04:08 | <toresbe> | in-game as well? Why is this? |
| 04:09 | <Gekkko`> | stillunknown: you mocking me again? |
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| 04:09 | <Gekkko`> | My entire network is maglev. |
| 04:09 | <eekee> | no, only insane people deny facts of mag-lev capacity because "mag-lev is special" >:D |
| 04:09 | <Gekkko`> | ph |
| 04:09 | <Gekkko`> | oh* |
| 04:09 | <Gekkko`> | you're saying that it wouldnt hold that many goods |
| 04:09 | <Gekkko`> | because the magnets wouldnt hold the tonnes? |
| 04:10 | <stillunknown> | By bulk goods i mean coal, oil, etc. |
| 04:11 | <stillunknown> | Not the goods called goods. |
| 04:11 | <Gekkko`> | I come in half way through teh argument |
| 04:11 | <eekee> | well an open waggon is pretty stupid, yeah... |
| 04:11 | <Gekkko`> | you're saying that its insane because it's physically impossible/ |
| 04:11 | <eekee> | oh eck, so did I |
| 04:12 | <stillunknown> | Just impractical. |
| 04:12 | <stillunknown> | Just like carrying coal with an airplane. |
| 04:14 | <eekee> | airplanes are much smaller capacity |
| 04:15 | <stillunknown> | But for maglev you'd have to put the coal into containers. |
| 04:15 | <stillunknown> | Or something like that, also coal benefits from >200 kph travel speeds. |
| 04:15 | <stillunknown> | *benefits little |
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| 04:19 | <eekee> | just need a lid on the existing containers |
| 04:21 | <eekee> | mew, I was wrong about the tonnage, in a way. Current maglev cars can weigh 40 tonnes empty, allowing (I think) 28 tonnes of capacity, but "experts are confidant that this will improve" |
| 04:21 | <eekee> | ..in 10 years or so |
| 04:22 | <hylje> | :o |
| 04:22 | <hylje> | so first cargo maglevs should show up in 2020? |
| 04:22 | <eekee> | prolly lol |
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| 04:27 | <toresbe> | A |
| 04:27 | <toresbe> | oppsie |
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| 04:30 | <stillunknown> | Were can i find the DoCommand function? |
| 04:30 | <stillunknown> | (it doesn't seem to be in any header file) |
| 04:31 | <stillunknown> | Found it. |
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| 04:42 | |-| | Wolf01 [~wolf01@host161-229-dynamic.5-87-r.retail.telecomitalia.it] has joined #openttd |
| 04:42 | <Wolf01> | hello |
| 04:43 | <SmatZ> | hello Wolf01 |
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| 04:55 | <Thomas[NL]> | any progress on brickland? |
| 04:56 | <Wolf01> | no |
| 04:57 | <kaan> | hi Wolf |
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| 05:10 | <Chris82> | hi guys :) |
| 05:11 | <Chris82> | can somebody check the following savegame: |
| 05:11 | <Chris82> | http://openttd.sandra-bullock.co.uk/public/save/stability-test-crashing-r10387-Trunk.sav |
| 05:11 | <Chris82> | it keeps crashing after a little while, when you click windows it crashes quicker than when you do nothing |
| 05:11 | <Gekkko`> | memory leak? |
| 05:11 | <Gekkko`> | malloc() borked? |
| 05:11 | <Chris82> | I have no idea :p that's why I asked if somebody can check it out |
| 05:12 | <Chris82> | I have 37 billion in that game and world population is 14,6 mio so it's pretty massive |
| 05:12 | <Gekkko`> | well I wont. |
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| 05:30 | <SmatZ> | Chris82: I get SIGFPE , will test with debugging enabled |
| 05:31 | <Chris82> | k thx :) |
| 05:34 | <SmatZ> | Program received signal SIGFPE, Arithmetic exception. |
| 05:34 | <SmatZ> | [Switching to Thread 46971218706544 (LWP 6362)][Switching to Thread 46971218706544 (LWP 6362)] |
| 05:34 | <SmatZ> | 0x000000000042d278 in CargoList::InvalidateCache (this=0x11e3438) at /mnt/svn/openttd/trunk/src/cargopacket.cpp:355 |
| 05:34 | <SmatZ> | days_in_transit = dit / count; |
| 05:34 | <SmatZ> | ^^^ there is the problem |
| 05:35 | <SmatZ> | dit = count = 0 |
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| 05:36 | <@peter1138> | hmm, that shouldn't happen |
| 05:38 | <Chris82> | well it happens |
| 05:38 | <Chris82> | and the savegame is from Trunk r10387 without patches |
| 05:39 | <@peter1138> | clearly, but it shouldn't :) |
| 05:39 | <Chris82> | I first thought these late game crashes were caused by some patch in ChrisIN, but as this test has shown the problem occurs in Trunk games as well |
| 05:43 | <Chris82> | btw... shouldn't 0 / 0 work in some cases? |
| 05:43 | <SmatZ> | happens for station at xy=173859, x=803, y= 169 |
| 05:43 | <Chris82> | I thought division by 0 is only illegal when you divide something != 0 by 0 |
| 05:43 | <Chris82> | is that an AI station or one of my own? |
| 05:43 | <stillunknown> | Does the new hashmap store subtiles when on a 64x64 map? |
| 05:44 | <Prof_Frink> | Chris82: And what value should 0/0 give? |
| 05:44 | <Chris82> | 0 |
| 05:44 | <Prof_Frink> | lies |
| 05:44 | <SmatZ> | stillunknown: no |
| 05:44 | <SmatZ> | as far as i know :) |
| 05:44 | <stillunknown> | So updating the hashmap when entering a new tile should be ok? |
| 05:44 | <Chris82> | well that's what our math prof said :( |
| 05:44 | <Prof_Frink> | Well, he's wrong |
| 05:44 | <Prof_Frink> | 0/0 is undefined |
| 05:45 | <Chris82> | gtk so division by 0 is an exception in every case |
| 05:46 | <SmatZ> | peter1138: count overflows 65535 -> 0 |
| 05:47 | <SmatZ> | Drunningworth falls' passangers, there are too many |
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| 05:47 | <@peter1138> | stillunknown: no |
| 05:47 | <@peter1138> | 65535? :o |
| 05:47 | <stillunknown> | no to what? |
| 05:47 | <@peter1138> | oh |
| 05:47 | <@peter1138> | to the first question :) |
| 05:48 | <@peter1138> | so yes to the second |
| 05:48 | <SmatZ> | peter1138: there are about 65532 passangers and then the game crashes, so most likely overflow and then division by 0 |
| 05:48 | <@peter1138> | hmm, count is 32 bit |
| 05:49 | <Chris82> | OMG =O |
| 05:49 | <Chris82> | there are really that many passengers lol |
| 05:49 | <Chris82> | I thought there can't be more than 4095 at one station |
| 05:49 | <SmatZ> | uint16 count; ///< The amount of cargo in this packet |
| 05:49 | <SmatZ> | it is not |
| 05:49 | <@peter1138> | oh |
| 05:50 | <@peter1138> | the packet itself |
| 05:50 | <@peter1138> | hmm |
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| 05:50 | <@peter1138> | then either it needs to be uint32, or just split it into 2 packets. hmm. |
| 05:51 | <Chris82> | yeah that station is the problem I just had the station open and when it hit 65532 fatal application failure |
| 05:54 | <@peter1138> | cargopacket.cpp:231 |
| 05:54 | <@peter1138> | - if ((*it)->SameSource(cp)) { |
| 05:54 | <@peter1138> | + if ((*it)->SameSource(cp) && (*it)->count + cp->count <= 65535) { |
| 05:54 | <@peter1138> | i think |
| 05:54 | <@peter1138> | (mmm, magic numbers) |
| 05:55 | <SmatZ> | well, count+count will everytime <= 65535, I think |
| 05:55 | <SmatZ> | if they are uint16 |
| 05:55 | <@peter1138> | should be promoted to int |
| 05:55 | <toresbe> | Hrm. |
| 05:55 | <@peter1138> | might need to force it i guess |
| 05:56 | [~] | toresbe has a problem with openttd (this time it's rail infrastructure ;) |
| 05:56 | <toresbe> | I have a problem with that there are too many trains pulling out of a very busy traffic artery. |
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| 05:56 | <SmatZ> | (*it)->count + cp->count <= (*it)->count would be enough :) |
| 05:57 | <SmatZ> | *> |
| 05:57 | <SmatZ> | >=, not <= |
| 05:57 | <SmatZ> | because sum of two numbers cannot be lower than any of them |
| 05:57 | <SmatZ> | but promoting them to int would be faster... so why not :) |
| 05:59 | <SmatZ> | peter1138: or you may limit the number of units in one packets to 32767 |
| 05:59 | <@peter1138> | damn that game is slow :p |
| 05:59 | <SmatZ> | :D |
| 06:01 | <eekee> | toresbe: ehhh.. get inventive with junctions? That can be quite a puzzle ^_^' |
| 06:03 | <Chris82> | my save is slow? Yeah it runs with "normal speed" when I hit fw :D |
| 06:03 | <eekee> | lol |
| 06:03 | <Chris82> | i.e. I don't see a difference between fw and normal speed |
| 06:03 | <Zavior> | How is that |
| 06:03 | <Chris82> | I think I will put limit town growth in the next IN, these 100k cities don't make sense :D |
| 06:04 | <eekee> | wai not? |
| 06:04 | <stillunknown> | Chris82: You probably have a faster computer than peter1138. |
| 06:04 | <Chris82> | well you can never handle the amount of passengers/mail that city produces |
| 06:04 | <eekee> | hrm |
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| 06:05 | <Chris82> | and it's really hard to build any industry railways when the map is full of cities |
| 06:05 | <Chris82> | ah but I just remember I have set 1 in 1 towns become cities |
| 06:05 | <eekee> | I'm always wanting ttd to be harder |
| 06:06 | <Chris82> | what happens actually when I set this to 1 in 2 ? I mean what is defined as a town, and what a city |
| 06:07 | <@peter1138> | i'm guessing my pc doesn't like the 1,665 road vehicles |
| 06:07 | <eekee> | crap, ottd forces it's window size after the window manager tells the new window what to use. That means it's a pain with tiling window managers, and I'm making a new tiling WM which hasn't yet got a facility for forcing windows to size. |
| 06:07 | <eekee> | (might be an SDL thing) |
| 06:08 | <@peter1138> | yet another tiling wm? :) |
| 06:08 | <SmatZ> | peter1138: FindRoadVehToOvertake is still using the old hash table |
| 06:08 | <eekee> | peter1138: I only ever found one sane one, & that now has a wierd license (ion) |
| 06:09 | <@peter1138> | SmatZ: hmm, no it's not, but it is only 'scanning' one tile. |
| 06:10 | <eekee> | well, sane ~= intuitive, to me, plus I didn't like wmii's rotation of windows |
| 06:11 | <Chris82> | }; < does such a semicolon make sense in any situation? |
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| 06:11 | <@peter1138> | end of a struct/class |
| 06:11 | <SmatZ> | peter1138: you are right, it is not |
| 06:13 | <@peter1138> | hmm |
| 06:13 | <@peter1138> | looks like it 'manually' scans two tiles anyway |
| 06:19 | <stillunknown> | peter1138: That is needed, otherwise vehicles may stall behind another. |
| 06:19 | <stillunknown> | It was added at the same time the new hashmap was added. |
| 06:20 | <@peter1138> | hmm? |
| 06:20 | <stillunknown> | looks like it 'manually' scans two tiles anyway |
| 06:20 | <@peter1138> | r3510 is a little bit before the new hashmap |
| 06:21 | <stillunknown> | It is? |
| 06:21 | <stillunknown> | I remember making that change locally not so long ago. |
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| 06:48 | <Chris82> | if (ret.GetCost() == 0) |
| 06:48 | <Chris82> | return CMD_ERROR; |
| 06:48 | <Chris82> | is that obsolete? |
| 06:48 | <Chris82> | it is used for the Signal auto complete |
| 06:49 | <Chris82> | and I have a problem with it... when I have like 2000 money left and auto completion would cost 60k it also builds all signals and subtracts 60k |
| 06:49 | <Chris82> | although it should only build signals for max. 2k |
| 06:51 | <eekee> | shouldn't it refuse to build any signals & pop up one of those red boxes? |
| 06:51 | <Chris82> | well either that or build as many possible |
| 06:51 | <Chris82> | but it builds all and subtracts more money than I have as a result |
| 06:51 | <Chris82> | so the error checking if there's enough money is not working |
| 06:53 | <eekee> | if (ret.GetCost() == 0) <== that's your test line? |
| 06:53 | <Chris82> | I assume it is |
| 06:54 | <Chris82> | http://www.sandra-bullock.co.uk/openttd/rail_cmd.txt |
| 06:54 | <Chris82> | in this part of code the error must be |
| 06:55 | <eekee> | I would have thought it should be: if (ret.GetCost() < 0) |
| 06:57 | <Chris82> | uhm < sounds more logical yeah I'll test it :D |
| 06:57 | <Gekko[PDA]> | <= |
| 06:58 | <eekee> | Oh wait |
| 06:58 | <eekee> | that's the cost, not the cast there would be after the operation |
| 06:59 | <eekee> | might be correct to leave that alone and add some code to check if the player can afford it |
| 07:00 | <Chris82> | changing it from == to < didn't change anything at all anyway |
| 07:00 | <Chris82> | strange |
| 07:01 | <Gekko[PDA]> | lol. |
| 07:01 | <eekee> | not so strange. Cloning trains was implemented without any check for cash available, at first |
| 07:02 | <Gekko[PDA]> | hacks. |
| 07:02 | <eekee> | I think the if (ret.GetCost() == 0) |
| 07:03 | <Thomas[NL]> | what happened to http://dev.openttd.org/~belugas/Industries/ :( ? |
| 07:03 | <eekee> | er, I think that line is there for when there isn't enough length for any more signals |
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| 07:04 | <eekee> | heheh, oh dear |
| 07:14 | |-| | Progman [~progman@p57A1C6CD.dip.t-dialin.net] has joined #openttd |
| 07:19 | <@peter1138> | Druningworth Falls: 65,550 passengers |
| 07:19 | <@peter1138> | hmm |
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| 07:20 | <WuZuul> | Anyone else had any problems with bridges with the latest ottd? |
| 07:20 | <Chris82> | peter1138: Did you fix it? :D |
| 07:20 | <@peter1138> | seems like it |
| 07:20 | <Chris82> | cool |
| 07:20 | <Chris82> | WuZuul: Except for many clipping errors no. |
| 07:20 | <@peter1138> | though it's clearly a bug that it has so many passengers |
| 07:21 | <WuZuul> | Chris82, when I build a bridge over water, the trains wont go over it.. They jsut turn around like there wouldn't be any track |
| 07:21 | <Chris82> | Yeah I thought so too, I was thinking there is a fix limit at 4095 |
| 07:21 | <@peter1138> | that was removed |
| 07:21 | <WuZuul> | And if I builda a bridge accross another railway, the trais still crash :D |
| 07:21 | <@peter1138> | but those stations have a rating of around 30% |
| 07:21 | <WuZuul> | trains even.. |
| 07:21 | <Chris82> | electriefied trains and the bridge is normal rail? |
| 07:21 | <WuZuul> | Steam trains and any bridge |
| 07:22 | <@peter1138> | 0.5.3RC1 is broken, yes |
| 07:22 | <WuZuul> | Thought something like that |
| 07:22 | <WuZuul> | So guess I will revert to the older one then |
| 07:22 | <@peter1138> | yup |
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| 07:23 | |-| | mode/#openttd [+v glx] by ChanServ |
| 07:24 | <Chris82> | what might cause this bug that there are so many passengers? |
| 07:24 | <Chris82> | I obviously had it in a few games already, because this is not the first game crashing this way |
| 07:24 | <Chris82> | maybe a bug specific to AI stations? |
| 07:25 | <@peter1138> | possible, they do get strange bonuses... |
| 07:25 | <CIA-1> | OpenTTD: peter1138 * r10404 /trunk/src/cargopacket.cpp: -Fix (r10266): Adding a cargo packet to cargo list could overflow. Now we detect this and just leave the cargo in its own packet. |
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| 07:26 | <@peter1138> | hmm, my rubadub is ginormous |
| 07:27 | <Chris82> | errrrm there is a bad bug in r10403/4 |
| 07:27 | <Chris82> | I can't build erail |
| 07:28 | <Chris82> | it's disabled in the GUI |
| 07:28 | <Chris82> | no matter if I enable/disable it in patch options |
| 07:28 | <@peter1138> | works for me |
| 07:29 | <Chris82> | uhm when can you build erail? |
| 07:29 | <Chris82> | oh lol I had DB Set XL disabled :D |
| 07:29 | <@peter1138> | when erail engines are available |
| 07:29 | <Chris82> | I am not used to no erail available in 1950 lol |
| 07:30 | <Gekko[PDA]> | arctic has no erail |
| 07:32 | <Chris82> | :'( grrr I don't get this auto signal bug fixed |
| 07:32 | <Chris82> | it's obviously more complicated than fixing diagonal levelling |
| 07:33 | <Gekko[PDA]> | make it find banko - cost |
| 07:33 | |-| | Nickman changed nick to Nickman^Away |
| 07:33 | <Gekko[PDA]> | if < 0 than error |
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| 07:36 | <stillunknown> | peter1138: Do you have any idea why some savegames do trigger CheckSaveameVersion() and why some don't? |
| 07:36 | <+glx> | because they don't have the same version |
| 07:37 | <stillunknown> | I just added a new version, 70, so no existing savegame should have that? |
| 07:38 | <@peter1138> | mmm, fresh spring onions |
| 07:38 | <@peter1138> | stron g |
| 07:39 | <Gekko[PDA]> | freak lol |
| 07:39 | <@peter1138> | what? |
| 07:39 | <Gekko[PDA]> | put the,m in a dip |
| 07:39 | <Gekko[PDA]> | now. |
| 07:39 | <Gekko[PDA]> | :o |
| 07:39 | <@peter1138> | too late, gone :D |
| 07:39 | <Gekko[PDA]> | noooooo |
| 07:40 | <@peter1138> | lovely yummy spring onions |
| 07:40 | <Gekko[PDA]> | lol chives |
| 07:40 | <Gekko[PDA]> | i eat white onion like an apple |
| 07:41 | <Gekko[PDA]> | tried to eat a clove of garlic once |
| 07:41 | <@peter1138> | fresh garlic is nice but a little bit too strong |
| 07:41 | <Gekko[PDA]> | i was licking the roof of bmy mouth for 6 hours |
| 07:48 | <stillunknown> | peter1138: any idea what in savegame version 42 could cause the function to return? |
| 07:48 | <stillunknown> | (with opntitle.dat) |
| 07:50 | <stillunknown> | function = AfterLoadGame() |
| 07:50 | <stillunknown> | Since i see not returns. |
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| 07:52 | <Chris82> | what is the variable for the money that's available to me? |
| 07:52 | <+glx> | p->money ? |
| 07:52 | <Chris82> | thx |
| 07:54 | <+glx> | GetPlayer(_local_player)->player_ money or GetPlayer(_current_player)->player_money |
| 07:57 | <stillunknown> | I found it myself, my problem. |
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| 08:00 | <@peter1138> | heh |
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| 08:00 | <Gekko[PDA]> | obviously they can. |
| 08:00 | <Gekko[PDA]> | irssi would have to get 10k a week. |
| 08:01 | <hylje> | most of the irssi downloads are downstream |
| 08:01 | <hylje> | distributor packages |
| 08:02 | <Gekko[PDA]> | still 10k a week |
| 08:04 | [~] | eekee wonders what xchat & pidgin (formerly gaim) get |
| 08:04 | <Gekko[PDA]> | xchat sucks |
| 08:05 | <Gekko[PDA]> | pidgin rules |
| 08:05 | <eekee> | heheh |
| 08:05 | <eekee> | my friend swears by xchat, but I've tried it &.. meh. |
| 08:06 | <eekee> | I've been using gaim, but it's teh freakahzoidal with a barebones window manager and I'm currently making a window manager, so it's back to irssi |
| 08:06 | <hylje> | is that bad? |
| 08:09 | <eekee> | hylje: if you're using a bare-bones window manager, yeah |
| 08:10 | <eekee> | actually most gtk apps seem to be dumping their transient windows in odd places with my wm, so I guess I'll have to fix something there. Probably need to be more evil about controling the windows |
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| 08:30 | <stillunknown> | peter1138: are you around for a question (no bugs or anything like that ;-) )? |
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| 09:50 | |-| | UnderBuilder [~chatzilla@168.226.106.208] has joined #openttd |
| 09:51 | <UnderBuilder> | I was playing on a server when a player named jasperwillem entered |
| 09:51 | <UnderBuilder> | fortunately it is other jasper as it seems, because he is building railways |
| 09:55 | |-| | skidd13 [~skidd13@p548A5DAB.dip.t-dialin.net] has joined #openttd |
| 09:57 | <UnderBuilder> | also a suggestion: is inside the plans of economy balancing adding mantenaince costs to purchased land? |
| 09:57 | <UnderBuilder> | suggestion->question |
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| 10:21 | <kaan> | UnderBuilder: look in the pdf for that, its all there |
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| 10:54 | <prottt> | hi |
| 10:54 | <prottt> | i have a little problem with bridges |
| 10:55 | <prottt> | the trains fall through them |
| 10:56 | <hylje> | :o |
| 10:56 | <hylje> | we have a physics engine? |
| 10:56 | <prottt> | so i cant make bridges over water and on land it must have railway under it |
| 10:56 | <prottt> | i added some newgrf stuff |
| 10:57 | <prottt> | but when i remove them then its not helping |
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| 10:59 | <prottt> | any suggestions ? |
| 10:59 | |-| | Thomas[NL] [~thomas@vdburgt.xs4all.nl] has joined #openttd |
| 10:59 | <colle> | known problem in 0.5.3-rc1 I think |
| 10:59 | <prottt> | ouh okey |
| 10:59 | <colle> | read something about it in the forums |
| 10:59 | <prottt> | ty |
| 11:00 | <colle> | http://www.tt-forums.net/viewtopic.php?t=32799 |
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| 11:02 | <kaan> | I updated the autoslopes patch http://www.tt-forums.net/viewtopic.php?p=603183#603183 |
| 11:11 | <@peter1138> | http://i27.photobucket.com/albums/c186/jonf45/P10105132.jpg |
| 11:11 | <@peter1138> | ^ struck by 0.5.3-rc1 |
| 11:11 | <kaan> | hehe |
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| 11:13 | <kaan> | I was wondering if it is wasted work i did on autoslopes |
| 11:13 | <kaan> | will it get considered for trunk if whipped into shape? |
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| 11:39 | <Kosma> | a quick question: is it possible to use multiplayer without UDP? |
| 11:39 | <hylje> | you need udp to detect servers |
| 11:39 | <hylje> | if you add servers manually, you might not need it |
| 11:39 | <hylje> | im not sure |
| 11:39 | <caladan> | well, i tried |
| 11:39 | <caladan> | it just says the server is offline |
| 11:40 | <caladan> | so maybe there's some workaround... |
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| 11:48 | <@peter1138> | try "connect ip" from the console |
| 11:49 | <Kosma> | network game connection lost |
| 11:53 | <caladan> | hmm, it seems to work |
| 11:53 | <caladan> | i already given up and shut down server, but now it works with connect |
| 11:55 | <caladan> | peter1138: thx :-) |
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| 12:11 | <CIA-1> | OpenTTD: rubidium * r10405 /trunk/src/rail_gui.cpp: -Fix [FS#972]: do not try to determine the default railtype in the scenario editor. |
| 12:13 | <kaan> | so noone can answer my question above? |
| 12:17 | <hylje> | i think if you bring the patch to coding standards and poke the devs enough |
| 12:17 | <hylje> | youll get it |
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| 12:18 | <Rubidium> | the real question is whether the design of that autoslope patch is/was sound |
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| 12:19 | <Rubidium> | I haven't looked thoroughly at the patch at all |
| 12:20 | <kaan> | ok, thanks for the answer :) |
| 12:21 | <CIA-1> | OpenTTD: rubidium * r10406 /trunk/src/ (industry.h industry_cmd.cpp): -Fix [FS#968]: only industries in the temperate climate should be affected by the "do not increase production" flag. |
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| 13:09 | <toresbe> | OK, SVN's stopped crashing. :) |
| 13:09 | <toresbe> | Wow. the SVN version is even more awesome. |
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| 13:13 | <CIA-1> | OpenTTD: miham * r10407 /trunk/src/lang/ (7 files): (log message trimmed) |
| 13:13 | <CIA-1> | OpenTTD: -Update: WebTranslator2 update to 2007-07-01 20:12:34 |
| 13:13 | <CIA-1> | OpenTTD: brazilian_portuguese - 2 fixed by tucalipe (2) |
| 13:13 | <CIA-1> | OpenTTD: catalan - 2 fixed by arnaullv (2) |
| 13:13 | <CIA-1> | OpenTTD: hungarian - 2 fixed by miham (2) |
| 13:13 | <CIA-1> | OpenTTD: italian - 1 changed by lorenzodv (1) |
| 13:13 | <CIA-1> | OpenTTD: japanese - 4 fixed by ickoonite (4) |
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| 13:52 | <Wolf01> | -Fix (r10266): Adding a cargo packet to cargo list could overflow. Now we detect this and just leave the cargo in its own packet. |
| 13:52 | <Wolf01> | which mean? |
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| 13:53 | <+glx> | you get 2 packets if it overflows |
| 13:53 | <Rubidium> | that coalescencing algorithm doesn't merge two cargopackets when they would overflow the "count" variable in the cargo packet |
| 13:54 | <Wolf01> | thanks glx :) (sorry Rubidium, too complex yours :P) |
| 13:55 | <Rubidium> | I'm trying to increase your vocabulary ;) |
| 13:55 | <Wolf01> | yeah i really need it :D |
| 13:56 | <Wolf01> | i think coale..whatisit mean really old, isn't it? |
| 13:56 | <Rubidium> | http://m-w.com/cgi-bin/dictionary?va=coalescence |
| 13:57 | <Rubidium> | and especially 2a |
| 13:58 | <Wolf01> | aaah, i read coal and i associated with coal age :P |
| 14:01 | <Wolf01> | back to work, i made a new preview of my brickland tiles, now i have 3 of 4 stages of the bulldozed land |
| 14:04 | <@peter1138> | heh |
| 14:05 | <@peter1138> | Rubidium: it was either that or make the count uint32 |
| 14:05 | <@peter1138> | which seemed silly to me |
| 14:12 | <CIA-1> | OpenTTD: rubidium * r10408 /trunk/src/ (16 files): -Codechange: make GetImage a class method of Vehicle instead of Get(Aircraft|RoadVeh|Ship|Train)Image. |
| 14:14 | [~] | stillunknown smells local copy conflicts coming soon |
| 14:14 | <Rubidium> | with a little luck it will merge nicely |
| 14:15 | <stillunknown> | I've overhauled a lot of the vehicle handling stuff, so i will have to do some stuff manually i think. |
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| 14:25 | <CIA-1> | OpenTTD: rubidium * r10409 /trunk/src/ (11 files): -Codechange: replace (Aircraft|RoadVeh|Ship|Train)_Tick with a Tick method in the Vehicle class. |
| 14:25 | <stillunknown> | :-( |
| 14:25 | <stillunknown> | Is it possible to skip a revision altogether, aka reverse patch it? |
| 14:26 | <Sacro|Laptop> | stillunknown: what do you mean? |
| 14:28 | <Eddi|zuHause3> | patch -r? |
| 14:28 | <stillunknown> | I have a class based vehicle tick implemented in my local copy. |
| 14:28 | <Eddi|zuHause3> | or -R? |
| 14:28 | <stillunknown> | I have no use for another one. |
| 14:29 | <stillunknown> | Does svn have a facility for this, since that would be preferred. |
| 14:31 | <Eddi|zuHause3> | svn diff > tmpfile && svn revert -r . && svn up && svn diff -r HEAD:PREV > tmpfile2 && patch -p0 < tmpfile2 && patch -p0 < tmpfile |
| 14:31 | <Eddi|zuHause3> | you might have to switch HEAD and PREV |
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| 14:33 | <@peter1138> | or just work your patch around trunk :p |
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| 14:34 | <stillunknown> | peter1138: not very usefull, since my level of integration is much greater |
| 14:35 | <stillunknown> | This looks like one of my first steps. |
| 14:36 | <stillunknown> | I'm currently performance optimizing my train controller. |
| 14:36 | <stillunknown> | So nobody write a new train controller ;-) |
| 14:36 | [~] | Smoovious starts working on his controller as ordered |
| 14:37 | <stillunknown> | Not that happens often, since it's not easy. |
| 14:37 | <@peter1138> | i've probably got several uncommitted controllers, knowing me |
| 14:38 | <stillunknown> | I'm having decent results. |
| 14:39 | <stillunknown> | *I'm getting |
| 14:39 | <stillunknown> | Although they vary, on some games i can get a cpu reduction of 50%. |
| 14:39 | <@peter1138> | interesting |
| 14:39 | <stillunknown> | But i have this game called the SML testcase, which has 1000 maglev trains. |
| 14:39 | <stillunknown> | And i only recently managed to shave a few perfect of that. |
| 14:40 | <@peter1138> | i now have a test game with 440 trains |
| 14:40 | <@peter1138> | and 1550 road vehicles |
| 14:41 | <stillunknown> | Although to remove a bottleneck i did have to cache some data. |
| 14:41 | <mikk36> | lol |
| 14:41 | <mikk36> | http://bash.org/?777977 |
| 14:42 | <stillunknown> | In the map, so at the end, we'll have to have a long talk about what and how to do. |
| 14:42 | <stillunknown> | Because the patch is huge (>100 KiB) |
| 14:42 | <stillunknown> | But i'm not done optimizing just yet. |
| 14:44 | <@peter1138> | yeah, my bridges-over-diagonal-rail patch was huge |
| 14:45 | <Smoovious> | mikk36: hahaha... that's just perfect. :D |
| 14:45 | <mikk36> | ;) |
| 14:46 | <@peter1138> | wtf, kids do that? |
| 14:46 | <mikk36> | i dno,haven't noticed here |
| 14:47 | <Smoovious> | people's kids are pretty huge monsters, with parents deluded with the 'not MY kid' syndrome which lets them get away with everything, and they aren't going to do shit about it... |
| 14:47 | <Smoovious> | serves her right... |
| 14:47 | <Eddi|zuHause3> | must be american kids... |
| 14:48 | <mikk36> | yeah |
| 14:48 | <Eddi|zuHause3> | or with "alternative" upbringing methods |
| 14:48 | <Smoovious> | what's she gonna say... he forced his leg into her kids mouth and made the kid bite down?! |
| 14:48 | <mikk36> | :P |
| 14:49 | <Smoovious> | the 'alternative' methods are actually better... at least there is a method... these problem kids are raised with the 'I don't give a fuck' method |
| 14:49 | <Eddi|zuHause3> | honestly, i have never seen that kind of kids |
| 14:50 | <Smoovious> | yeah, well, unfortunately, the way things are going to make corporal punishment akin to child abuse, it is only gonna get worse |
| 14:51 | <Smoovious> | a kid is out of control, and her mother puts the kid over her lap and spanks him there on the spot, and the next thing she knows, she's spending a couple years defending herself t hrough t he c ourts for child abuse allegations and child services gets involved and everything else |
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| 14:51 | <Smoovious> | they've SOOO lost touch with reason |
| 14:51 | <@peter1138> | hmm |
| 14:51 | <@peter1138> | oh yes, smacking is now taboo isn't it? |
| 14:51 | [~] | Smoovious rolls h is eyes. |
| 14:52 | <Smoovious> | hey, when I was in school, I got paddled by the principal a few times... which I deserved... didn't scar me for life... |
| 14:52 | <mikk36> | paddled by the principal o.O |
| 14:53 | <Smoovious> | but in the past generation, it seems people's backbones has been weeded out of the genetic pool... |
| 14:53 | <Smoovious> | remember that story in the news about this one teen who was going to get caned in a different country? |
| 14:54 | <Smoovious> | like... hell, he could have gone to jail... he could h ave got a h arsher punishment, but all he was gonna get was a caning and be done with it right then and there... but no... it got dragged out and dragged out and dragged out as t he parents thought it to be too harsh |
| 14:55 | <Smoovious> | maybe if they had given their kid a spanking or two growing up, the kid wouldn't have been caned then |
| 14:55 | [~] | Smoovious rolls his eyes. |
| 14:55 | [~] | toresbe rolls his eyes at Smoovious' cluelessness |
| 14:55 | <stillunknown> | What's caning? |
| 14:56 | <toresbe> | stillunknown: they beat you with a cane. |
| 14:56 | <toresbe> | The Singaporean style leaves you with fairly obvious scars. |
| 14:56 | <Smoovious> | being smacked on the ass with a cane... same as paddling, but with a cane |
| 14:56 | <Smoovious> | that's too bad |
| 14:57 | <Eddi|zuHause3> | what's a cane? |
| 14:58 | <stillunknown> | A walking stick. |
| 14:58 | <Smoovious> | a type of stick |
| 14:58 | <Prof_Frink> | I dunno, kids these days |
| 14:58 | <Smoovious> | generally, thinner than a walking cane, for punishment purposes |
| 14:58 | <toresbe> | If you're going to stray off topic, can you please not be this militantly clueless? |
| 14:59 | <mikk36> | i haven't got beaten with a cane |
| 14:59 | <mikk36> | rather with a belt |
| 14:59 | <Smoovious> | the whole point of punishment is to have a consequence the kid doesn't want to get... and a 'time out' just doesn't cut it |
| 14:59 | <Smoovious> | nothing militant about it |
| 14:59 | <mikk36> | yup |
| 14:59 | <Smoovious> | and I'd say you're the clueless |
| 14:59 | <toresbe> | no, the point of punishment is to prevent the kid from doing it again |
| 14:59 | <Smoovious> | have you ever even caned someone? I have... |
| 15:00 | <mikk36> | toresbe, the point is to make the kid scared of getting punished |
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| 15:00 | <toresbe> | Smoovious: Not like the Singaporean do it. It is after all a rather serious punishment there, that should tell you something. |
| 15:00 | <toresbe> | mikk36: No, it isn't. |
| 15:00 | <mikk36> | so that he drops the idea of making stupid things |
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| 15:00 | <toresbe> | ah, christ. I can't deal with this kind of cluelessness. |
| 15:00 | <Smoovious> | mikk36... I've had the hand-spank, paddles, belts... and I deserved every one of em |
| 15:01 | <mikk36> | i've had them too |
| 15:01 | <mikk36> | also deserved them |
| 15:01 | <Smoovious> | toresbe... if the point of punishment isn't to have someone be scared of being punished, then you tell us... what is the point? |
| 15:01 | <Eddi|zuHause3> | you should not have that kind of discussion here... |
| 15:01 | [~] | Smoovious shrugs. |
| 15:02 | <mikk36> | Eddi|zuHause3, because there are kids here ? :) |
| 15:02 | <Eddi|zuHause3> | no, because it is off topic |
| 15:02 | <mikk36> | this is the current topic :P |
| 15:02 | <Eddi|zuHause3> | and you are going nowhere |
| 15:02 | <mikk36> | it's a side-topic :) |
| 15:03 | <mikk36> | to relax our minds from openttd :P |
| 15:03 | <Smoovious> | give us an ottd topic, and we'll be happy to immediately switch back |
| 15:03 | <toresbe> | Smoovious: The fear of punishment works very poorly as an incentive not to do stupid things. |
| 15:03 | <mikk36> | well, it worked for me |
| 15:03 | <Smoovious> | toresbe... now who's clueless... .. . |
| 15:03 | <Sacro> | me! |
| 15:03 | <Smoovious> | where do you think that 'fear' comes from... a 'time-out'?! |
| 15:03 | <toresbe> | Smoovious: I can back this up with statistics. Can you? |
| 15:04 | <mikk36> | toresbe, what is the reason for not robbing the bank for you ? |
| 15:04 | <toresbe> | mikk36: Because I have a sense of decency. |
| 15:04 | <Smoovious> | oh yeah... statistics... |
| 15:04 | <Smoovious> | reason trumps statistics any day |
| 15:04 | <mikk36> | and what makes robbing a bank a not decent action ? |
| 15:04 | <mikk36> | for you |
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| 15:05 | <toresbe> | Smoovious: Congratulations, you've just invoked reason and discarded it in the same sentence. |
| 15:05 | <toresbe> | mikk36: the fact that the money doesn't belong to me. |
| 15:05 | <Smoovious> | statistics != reason |
| 15:05 | <Eddi|zuHause3> | toresbe: so it wo |