| --- | Log | opened Thu Jan 03 00:00:22 2008 |
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| 01:55 | <peter__> | gid moaning |
| 01:56 | <Gonozal_VIII> | evening |
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| 03:26 | <peter__> | hmm, overrides not working :o |
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| 04:03 | <peter__> | pom te pom |
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| 04:32 | <Digitalfox_> | Good morning :) |
| 04:32 | <peter__> | yes |
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| 05:30 | <Gonozal_VIII> | no, it's late at night |
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| 05:31 | <Gonozal_VIII> | GPT |
| 05:31 | <Gonozal_VIII> | gonos personal time |
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| 05:44 | <Gonozal_VIII> | now i can't get that song out of my head... i'm gonna be by the proclaimers... |
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| 06:18 | <Eddi|zuHause3> | good moaning indeed... |
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| 06:24 | <Vikthor> | Jdu do školy, čau |
| 06:25 | <Gonozal_VIII> | ? |
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| 06:54 | <nordenm> | Just came by to thank Bjarni for the excellt mac os x port and the autoreplace-function that saved me several hours today :) |
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| 08:55 | <@Belugas> | good day all |
| 08:55 | <Noldo> | good day |
| 08:55 | <novotv6_> | and good day to you Belugas |
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| 08:59 | <peterbrett> | what's the git clone url for the repos? |
| 08:59 | <Digitalfox_> | Good afternoon Belugas ;) |
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| 09:00 | <peterbrett> | nm, got it |
| 09:04 | <CIA-1> | OpenTTD: belugas * r11747 /trunk/ (readme.txt src/misc_gui.cpp): -Change: Return of the prodigal son (or something). Little update (but highly noticed) on the OpenTTD Team |
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| 09:17 | |-| | mode/#openttd [+v glx] by ChanServ |
| 09:21 | <Arbitrary> | hmm - shouldn't "refit train" update the total cargo details? |
| 09:24 | <Maedhros> | it does here... |
| 09:25 | <Arbitrary> | nope, I have to swap off onto a different tab and back again before the display updates |
| 09:26 | <Arbitrary> | r11744 |
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| 09:29 | <Maedhros> | hmm, oh yes, i have come across this one before |
| 09:29 | <Maedhros> | the window is only refreshed if either the first vehicle is refitted, or some of the train details like total power change |
| 09:31 | <Maedhros> | i've got it fixed in my refit patch locally, so i didn't see it this time ;) |
| 09:32 | <Arbitrary> | :) |
| 09:33 | <CIA-1> | OpenTTD: belugas * r11748 /trunk/src/ (newgrf.cpp table/sprites.h): |
| 09:33 | <CIA-1> | OpenTTD: -Codechange: Remove magic numbers introduced on r11746 and r11727 |
| 09:33 | <CIA-1> | OpenTTD: -Codechange: A few bad coding style inadvertendly applied too |
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| 10:28 | <dih> | anybody here familir with supybot? |
| 10:28 | <skidd13> | dih: what's the problem? |
| 10:29 | <dih> | i am failing to get ChannelLogger (database version) to work |
| 10:30 | <skidd13> | dih: Hmm, then I can't help you ;) sry |
| 10:31 | <dih> | np - thanks though :-) |
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| 11:26 | <UnderBuilder> | what can I do for don't get bored while playing ottd? |
| 11:28 | <hylje> | elaborate |
| 11:28 | <hylje> | do you want to get bored |
| 11:28 | <hylje> | or to not get bored |
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| 11:37 | <@Belugas> | I guess he means "What should I do for not getting bored while playing ottd?" |
| 11:37 | <@Belugas> | or something |
| 11:37 | <@Belugas> | i do ot know how to answer that one... On my side, i'd code something, or bug fix ^_^ |
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| 11:44 | <hylje> | http://img.4chan.org/b/src/1199375689174.jpg |
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| 12:00 | <pavel1269> | hi |
| 12:08 | <SmatZ> | hi pavel1269 |
| 12:09 | <pavel1269> | hi SmatZ :) |
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| 12:12 | <nordenm> | is there any way to upgrade trains from electrical to monorail by using the "replace train"-thingy? |
| 12:13 | <hylje> | no |
| 12:13 | <Eddi|zuHause> | no |
| 12:13 | <pavel1269> | no :) |
| 12:13 | <Eddi|zuHause> | you are too slow for this world :p |
| 12:13 | <hylje> | slowpoke |
| 12:13 | <nordenm> | baah |
| 12:13 | <nordenm> | that stinks :P |
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| 12:14 | <Eddi|zuHause> | just use a newgrf set... they usually don't have monorail at all... |
| 12:14 | <Eddi|zuHause> | and maglev only for passengers and consumer goods |
| 12:15 | <nordenm> | but I want to see my gorgeous train network converted to maglev :/ oh well |
| 12:15 | <DaleStan> | And the few that do have monorail don't have maglev at all. |
| 12:16 | <hylje> | does newgrf even support rail+elrail+mono+maglev |
| 12:16 | <peter_> | yes |
| 12:16 | <DaleStan> | newgrf does support all four types, but TTDPatch does not. |
| 12:18 | <DaleStan> | TTDPatch will combine one or both of rail+elrail and mono+maglev into a single system. |
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| 12:29 | <Wolf01> | hello |
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| 12:59 | <pavel1269> | yaay, my RR works :P now just GUI :o) |
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| 13:28 | <Sacro> | hmm |
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| 13:29 | <@Belugas> | hey Sacro |
| 13:29 | <@Belugas> | pavel1269, RR ? |
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| 13:30 | <pavel1269> | Belugas: Route REsctrictions |
| 13:31 | <pavel1269> | programmable signals |
| 13:31 | <@Belugas> | ha |
| 13:31 | <@Belugas> | ok |
| 13:31 | <@Belugas> | intersting |
| 13:31 | <pavel1269> | but ... hehe ... one-way signals have bug :( |
| 13:31 | <pavel1269> | repairing atm |
| 13:32 | <@Belugas> | gaaa.. wanted to test something, and i forgot what :( |
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| 14:00 | <pavel1269> | btw, anyone know what change/do to kill this: |
| 14:00 | <pavel1269> | LINK : ..\objs\Win32\Debug\\openttd.exe not found or not built by the last incremental link; performing full link |
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| 14:03 | <+glx> | that's not a problem |
| 14:03 | <+glx> | you don't need to kill it |
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| 14:04 | <peter__> | it's annoying if it should be able to do an incremental link though |
| 14:04 | <Arbitrary> | is it my imagination or does visual studio have the slowest linker known to man? |
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| 14:04 | <peter__> | Arbitrary, it does a lot of optimization during linking |
| 14:04 | <+glx> | for release builds yes |
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| 14:27 | <peter__> | hi |
| 14:28 | <Tekky> | hi peter :) |
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| 14:30 | <Eddi|zuHause> | hi Tekky (!) |
| 14:31 | <Eddi|zuHause> | did you get further with your realistic signalling? |
| 14:32 | <Tekky> | hi, yes, I have gotten further and I also have written some code. However, I don't want have a working version yet and I don't want to write any more code until the issues are sorted out that are discussed in these two threads: |
| 14:33 | <Tekky> | http://www.tt-forums.net/viewtopic.php?f=32&t=31172 |
| 14:33 | <Tekky> | http://www.tt-forums.net/viewtopic.php?f=33&t=14154&start=440 |
| 14:34 | <Tekky> | My main concern is compatibility with traditional OpenTTD signalling. |
| 14:35 | <hylje> | (!) |
| 14:36 | <hylje> | looks great |
| 14:36 | <Tekky> | I don't want to create a fork of OpenTTD that would split the OpenTTD community, by forcing people to only either use the traditonal signals or the new PBS signals, but not both. |
| 14:36 | <hylje> | i'd think a better (optional) design is better than pure tradition |
| 14:37 | <@Belugas> | wrong, hylje |
| 14:37 | <@Belugas> | it's better to support both, in my opinion |
| 14:38 | <Sacro> | hey Tekky! :D |
| 14:38 | [~] | Sacro has been fiddling with the signals |
| 14:38 | <peter__> | especially with something as fundamental as signals |
| 14:38 | <@Belugas> | or at least, make it so that new system emulates the old system on demand... |
| 14:38 | [~] | Belugas nods at peter__ |
| 14:39 | <Tekky> | hi Sacro :) |
| 14:39 | <Eddi|zuHause> | if it's too much of a hassle to support a mixture, only support one version depending on (per player?) setting |
| 14:39 | <@Belugas> | it all depends on how the systems are implemented... |
| 14:40 | <@Belugas> | if it is some kind of pluggable objects, it should be fine to support 2, 3 ,a gazillion systems |
| 14:41 | <hylje> | country support, incompatible systems >:) |
| 14:41 | <Eddi|zuHause> | yeah, it'd be best if all current networks would be usable with the new signalling system |
| 14:41 | <hylje> | (but a new replacement is better than nothing at all) |
| 14:42 | <@Belugas> | ... |
| 14:42 | <@Belugas> | a new replacement.... we have an old replacemtn? |
| 14:42 | <Tekky> | I had initally planned to offer only limited support for tradititional signals, as described in this post: |
| 14:42 | <Tekky> | http://www.tt-forums.net/viewtopic.php?p=626039#p626039 |
| 14:42 | <@Belugas> | or we have nothing at all.... |
| 14:42 | <@Belugas> | i am confused |
| 14:43 | <Tekky> | However, DaleStan was not happy with that idea :) He wants full support :) |
| 14:43 | <@Belugas> | he's not alone in that matter :) |
| 14:44 | <Tekky> | Well, exotic things like priority lines will not work, but I think most layouts will still work. |
| 14:44 | [~] | DaleStan has very bad memories of last time someone said "Oh, PBS will magically work, and doesn't need this complicated presignal stuff". |
| 14:44 | <Sacro> | DaleStan: yes, it was a bit... |
| 14:45 | <Sacro> | broken :) |
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| 14:45 | [~] | Sacro will bbl |
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| 14:46 | <Tekky> | Maybe I should just try to implement my method with limited compatibility for traditonal signalling and see whether this limited support is sufficient. |
| 14:48 | <Tekky> | I think that most station and track layouts will work with my limited support for traditonal signalling, as described in this post |
| 14:48 | <Tekky> | http://www.tt-forums.net/viewtopic.php?p=626039#p626039 |
| 14:48 | <peter__> | DaleStan, i remember suggesting it be ripped out too ;) |
| 14:48 | <Noldo> | is the pbs working in a pbs only environment? |
| 14:48 | <@Belugas> | pbs is only available in a ttdp environnement |
| 14:49 | <@Belugas> | so, yes |
| 14:49 | <peter__> | heh |
| 14:52 | <Tekky> | Noldo: I have no working code yet, because I first need to settle how traditonal signals are to be handled. |
| 14:52 | <hylje> | TTD signals |
| 14:53 | <Noldo> | pbs signal works like an exit signal when entering pbs and as a pre signal when leaving? |
| 14:53 | <Tekky> | yes, my main concern right now is backward compatibility. |
| 14:54 | <DaleStan> | Noldo: why not "PBS" and "presignal" work entirely independently? |
| 14:55 | <Noldo> | you mean that one user can only have one or the other? |
| 14:55 | <hylje> | the systems are hard to make work together |
| 14:56 | <hylje> | also the benefit might not be anything special |
| 14:57 | <Eddi|zuHause> | i agree with the above post (afaik that was even my suggestion back then) |
| 14:58 | <Eddi|zuHause> | if you hit an exit signal, reserve another part of the track |
| 14:59 | <Noldo> | that is basically the same as treating them like normal piece of track |
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| 15:02 | <nimrod> | hi |
| 15:02 | <nimrod> | hi to all |
| 15:02 | <hylje> | helo |
| 15:03 | <Tekky> | hi nimrod |
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| 15:04 | <Tekky> | the main problem is that traditional TTD signalling works with "blocks". However, my PBS signals work with individual track segments, which can be reserved by a train or not. Therefore, these two signalling types are not very compatible. |
| 15:05 | <Noldo> | don't worry about the blocks |
| 15:05 | <hylje> | well |
| 15:05 | <hylje> | when the fundamentals conflict |
| 15:05 | <hylje> | the new style should override |
| 15:06 | <Noldo> | think how in your system it is possible to make a thingie that is functionally as similar as possible to a pre signal |
| 15:07 | <Noldo> | there is no problem with the basic signals, right? |
| 15:07 | <DaleStan> | <Noldo> you mean that one user can only have one or the other? <-- No, I mean that there are 8 types. PBS may be added to any of the current 4 signal types, resulting in a total of 8 types, and presignal systems will continue to behave like presignal systems, regardless of the presence or absence of the PBS bit. |
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| 15:09 | <DaleStan> | <Tekky> Therefore, these two signalling types are not very compatible. <-- "Not compatible within a single block", you mean. Why you have some blocks that are reserved section by section, and other blocks that are "reserved" as a single unit? |
| 15:09 | <DaleStan> | *Why can't you have |
| 15:12 | <Tekky> | DaleStan: Yes, that is possible. But my main concern is how to handle the area between the PBS- and non-PBS area, i.e. the behavior when entering and leaving a PBS area. |
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| 15:12 | <DaleStan> | If the signal the train is about to pass is a PBS signal, do the PBS thing. If it's a non-PBS signal, do the non-PBS thing. |
| 15:14 | <Noldo> | Tekky: your system does only need one type of signal? (let's forget the unsafes for a little while) |
| 15:14 | <peter__> | it's not just train behaviour |
| 15:14 | <peter__> | there's the routines that update signal state |
| 15:16 | <Eddi|zuHause> | i would do away with the block behaviour altogether, and then introduce "compatibility" signals, that simulate the block behaviour, and while that switch is activated, maybe disable some of the more advanced new signal behaviours (e.g. different levels of "weak reservations") |
| 15:17 | <DaleStan> | Maybe I'm just too TTDPatch-centric, but what does PBS have to do with the signal state? Either the signal is red or the signal is green. PBS only changes whether the train will pass the signal, not what state the signal shows. |
| 15:18 | <Eddi|zuHause> | and that is the wrong approach |
| 15:18 | <Eddi|zuHause> | the signal should show the state that the train will obey to |
| 15:18 | <Eddi|zuHause> | if the signal shows red, then the train must stop |
| 15:18 | <Eddi|zuHause> | if the signal shows red, then the train goes through |
| 15:18 | <Eddi|zuHause> | s/red/green |
| 15:19 | <Eddi|zuHause> | so the signal must pay attention to what train is trying to go through |
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| 15:20 | <Eddi|zuHause> | the "compatibility signal" then knows "oh, that train wants to go to X/Y/Z, whatever, i don't care" |
| 15:20 | <DaleStan> | So change how PBS signals update. Why does this change how the non-PBS signals update? And why does this have to be fixed concurrently with implementing PBS? |
| 15:21 | <Eddi|zuHause> | you suggest "implement the new system, let the old code handle the old system" |
| 15:21 | <Eddi|zuHause> | i suggest "implement the new system, remove the old code, and let the new system simulate the behaviour of the old system" |
| 15:22 | <Noldo> | I agree |
| 15:22 | <DaleStan> | Because your solution is so much easier than mine? |
| 15:22 | <Noldo> | and it's not even that hard |
| 15:22 | <peter__> | why haven't you written it then? :) |
| 15:22 | <Eddi|zuHause> | no, because it is The Right Thing(tm) |
| 15:24 | <DaleStan> | So the The Right Thing is also to have everyone run one processor that can execute all instructions from all other processors in the world? |
| 15:24 | <peter__> | mmm, mame :D |
| 15:24 | <Eddi|zuHause> | noboddy said that... |
| 15:24 | <Noldo> | pre/combo signal show green only when a path to a safe stoping signal signal has been reserved so that the path goes through an exit signal |
| 15:26 | <Eddi|zuHause> | DaleStan: but do 64 bit processors have a 32 bit processor built inside, or rather a 32 bit emulation layer? |
| 15:27 | <DaleStan> | But you said that having both old things and new things is bad, and the new thing should instead simulate the old thing. Therefore any new $FOO should be able to simulate all old @FOO. Why does this change when $FOO = "processor" and @FOO contains both "PPC" and "x86"? |
| 15:29 | <Eddi|zuHause> | where do you think you have seen a "change"? |
| 15:30 | <DaleStan> | Because there are, to my knowledge, no processors that can execute both x86 and PPC binaries, and, to my knowledge, no one who thinks that such processor should exist. |
| 15:32 | <Eddi|zuHause> | but it is a totally different scenario, to create the appropriate analogy, you have $FOO = "new openttd signals" and @FOO = {"old openttd signals", "TTDPatch signals"} |
| 15:32 | <Eddi|zuHause> | we should not attempt that |
| 15:33 | <hylje> | perl |
| 15:33 | <Eddi|zuHause> | if AMD creates a new generation of 64 bit processors, they are designed to run code that could run on old AMD 32 bit processors |
| 15:33 | <Eddi|zuHause> | not some other company's PPC processors |
| 15:34 | <Eddi|zuHause> | likewise, simulating TTDP's PBS implementation was never the question |
| 15:34 | <DaleStan> | And you have old things and new things, and the new things that can't do what the old thing does. But you just said that new things should emulate the old things. |
| 15:36 | <Eddi|zuHause> | AMD's 32 bit processors could not run PPC programs |
| 15:36 | <Noldo> | but only the features |
| 15:36 | <Eddi|zuHause> | why should AMD's 64 bit processors do? |
| 15:36 | <Eddi|zuHause> | that is NOT part of "simulate the old behaviour" |
| 15:37 | <Noldo> | not the hacks that are possible only be relying on the details of the implementation |
| 15:37 | <Tekky> | <DaleStan> Maybe I'm just too TTDPatch-centric, but what does PBS have to do with the signal state? Either the signal is red or the signal is green. PBS only changes whether the train will pass the signal, not what state the signal shows. <-- In my new PBS system, signals will react to trains and trains instead of vice-versa. For example, all signals will show red by default and |
| 15:37 | <Tekky> | will only show green when a train has reserved a route past the signal. |
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| 15:37 | <pavel1269> | gn |
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| 15:38 | <Tekky> | whoops, I made a little mistake in my last message. Here it is again: In my new PBS system, signals will react to trains instead of vice-versa. For example, all signals will show red by default and will only show green when a train has reserved a route past the signal. |
| 15:39 | <Eddi|zuHause> | <Tekky> will only show green when a train has reserved a route past the signal. <- exactly, and you can simulate the old behaviour by reserving ALL tracks behind the signal, instead of just the ones the train is going to pass |
| 15:39 | <Tekky> | My new signalling system is therefore train-driven and not signal-driven. |
| 15:39 | <DaleStan> | Which can actually be done in TTDPatch, with PBS and a bit of signal programming. It's quite possible to use programmable signals to make a signal always show red. This is not obviously useful, but PBS allows a train to pass a red signal if it can find a path to its destination. |
| 15:40 | <Eddi|zuHause> | "but PBS allows a train to pass a red signal" <- and that is wrong |
| 15:40 | <Eddi|zuHause> | a train may never ever pass a red signal |
| 15:41 | <Eddi|zuHause> | if i want to program a signal as always red, then i mean that track should never be used until i reprogram that signal |
| 15:41 | <Noldo> | I don't actually see any need to simulate the old behaviour in the lets-reserve-everything way |
| 15:41 | <Eddi|zuHause> | Noldo: i was merely stating that as a possibility |
| 15:41 | <DaleStan> | Fine. I was hoping I could gloss over silly implemetation details like that. "But PBS allows a train to pass a signal that was red before the path reservation succeeded." Better? |
| 15:41 | <Noldo> | it's enough that the real features of presignal system are there in the new system too |
| 15:42 | <Eddi|zuHause> | DaleStan: that is a totally different sentence |
| 15:42 | <Eddi|zuHause> | if a path reservation succeded, the signal should turn green |
| 15:42 | <Eddi|zuHause> | except if i told the signal to never turn green |
| 15:43 | <Eddi|zuHause> | (i.e. unpassable track) |
| 15:43 | <Eddi|zuHause> | in that case, the pathfinder should not even attempt to reserve that track |
| 15:44 | <Eddi|zuHause> | (the use of that is "trains should not pass this track, but i do not want to remove it, in case i need it later") |
| 15:44 | <DaleStan> | <Eddi|zuHause> except if i told the signal to never turn green< -- But you didn't. Not entirely, anyway. You also told it to "behave like a PBS signal." And "behave like a PBS signal" means, "regardless of any other instructions, allow a train to pass if it can find a path." If you want an impassible signal, you have to remove "behave like a PBS signal" from the equation |
| 15:46 | <Eddi|zuHause> | but, there is no reason for a standard game (i.e. not an ultra-traditionalist or a heavy-signal-abuse game) to even have a "behave like PBS" switch |
| 15:46 | <Eddi|zuHause> | because that should be the natural behaviour of a signal |
| 15:47 | <Eddi|zuHause> | together with "show red if no path is reserved" |
| 15:51 | <DaleStan> | So signal-abuse games won't work on new versions of OpenTTD? That would be a bug, not a feature. |
| 15:52 | <Eddi|zuHause> | i already gave the solution for that |
| 15:52 | <Eddi|zuHause> | have a switch "use compatibility signals", which then changes the track reservation algorithm of the standard signals |
| 15:53 | <SmatZ> | I didn't read all the text you have written - but isn't the red or green for PBS signals just a cosmetic feature? |
| 15:54 | <DaleStan> | But what happens on MP games where some want compatibility signals and others want PBS? |
| 15:54 | <hylje> | the server owner decides |
| 15:54 | <Eddi|zuHause> | DaleStan: like YAPF settings, these can be player based |
| 15:56 | <DaleStan> | SmatZ: Basically, yes. In fact, the red/green state is cosmetic for all signals. All that is really relevant is the presence or absense of a signal, and under what circumstances it would allow a train to pass. Whether it would allow a completely non-existent train to pass were it to materialize right now is uninteresting. |
| 15:57 | <Noldo> | no it's not cosmetic in the presense of presignals |
| 15:57 | <DaleStan> | If they are player-based, then one player chooses new, and another player joins the company and chooses compatibility. |
| 15:57 | <Eddi|zuHause> | DaleStan: that is up to the players to fight out... |
| 15:57 | <Noldo> | the behaviour of presignals depends on the the states of other signals |
| 15:57 | <DaleStan> | Yes, it is. If there is no train, whether the train could pass is uninteresting, and if there is a train, then you look to see whether or not it is passing. |
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| 15:58 | <DaleStan> | Having the state displayed to the player does not change how the game works internally. |
| 15:58 | <SmatZ> | DaleStan: that is a deep thought... we can have game without any signals when there is "working PBS" (virtual signal on each trackdir) |
| 16:01 | <Noldo> | and the signal states in priorities are resting on imaginary trains taking paths that normal trains can't take |
| 16:01 | <SmatZ> | Noldo: well... priorities are a bit hacky thing :) but you are right |
| 16:03 | <SmatZ> | DaleStan: is it a problem to use different pathfinder and different signalling system for different players? based on for example _current_player and tile owner |
| 16:03 | <Eddi|zuHause> | anyway, what i am trying to say is we should "deprecate" the old signal behaviour, and only allow it on special demand (like the disable elrail switch) |
| 16:03 | <ln-> | who's familiar with Cocoa? (and is here) |
| 16:04 | <SmatZ> | Eddi|zuHause: once there is working PBS... :-) |
| 16:04 | <Eddi|zuHause> | SmatZ: pathfinder i don't know exactly, but all the yapf details (penalties etc.) are per company |
| 16:05 | <Eddi|zuHause> | KUDr designed the system exactly because every player can use the settings that fit best their network |
| 16:05 | <Eddi|zuHause> | and not depend on server settings |
| 16:07 | <SmatZ> | Eddi|zuHause: really? |
| 16:07 | <Eddi|zuHause> | yes. |
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| 16:09 | <SmatZ> | it is not in the player struct |
| 16:10 | <Eddi|zuHause> | i don't know how that is implemented, but it was said it does that... |
| 16:11 | <SmatZ> | only network server can change YAPF settings |
| 16:11 | <SmatZ> | but even if it was not implemented, it could be done... |
| 16:13 | <hylje> | aaaaa |
| 16:13 | <hylje> | serves me right for not autosaving |
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| 16:16 | <@Belugas> | night all, have fun |
| 16:19 | <hylje> | night |
| 16:31 | <Tekky> | <SmatZ> DaleStan: that is a deep thought... we can have game without any signals when there is "working PBS" (virtual signal on each trackdir) <--- Yes, this also exists in reality. For example, here in Germany, all trains that go beyond 160 km/h (100mph) don't obey any standard train signals. Instead, the train's maximum speed is at all times controlled by the CTC (centralized traffic control). |
| 16:32 | <Tekky> | See this wiki article for further information: http://en.wikipedia.org/wiki/LZB |
| 16:32 | <Tekky> | This could also be implemented into OpenTTD, but I think it would be boring. |
| 16:32 | <Tekky> | I prefer real signals :) |
| 16:36 | <SmatZ> | :-) |
| 16:36 | <Tekky> | However, such a feature would be cool to have, as a patch which can be disabled. |
| 16:36 | <hylje> | :o |
| 16:36 | <hylje> | progressive signalling |
| 16:36 | <Tekky> | yes. |
| 16:37 | <Eddi|zuHause> | "drive on sight" for trains <60km/h? |
| 16:38 | <Eddi|zuHause> | (also limited weight) |
| 16:38 | <hylje> | and non-passenger :) |
| 16:38 | <peter__> | no signals |
| 16:39 | <peter__> | disable collision detection |
| 16:39 | <peter__> | "fun" |
| 16:40 | <Tekky> | hehe, I once made a patch which disabled trains from obeying signals. I made all trains think that signals show green. Before I activated the patch, I had 140 trains on my network. A minute later, I had only about 4 or 5 trains on my network :) |
| 16:40 | <Eddi|zuHause> | yeah, only the "realism" part gets... "left on the track" (we germans say) |
| 16:40 | <hylje> | haha |
| 16:41 | <Eddi|zuHause> | Tekky: that probably beats Sacro's PBS experience ;) |
| 16:42 | <Tekky> | hehe, what did Sacro do? :) |
| 16:42 | <Eddi|zuHause> | i think it was Brianetta who made signal-free networks and relied on the timing of trains so they wouldn't collide |
| 16:43 | <Eddi|zuHause> | Tekky: due to PBS's implementation, crashed trains release their reservation before they are fully cleared, causing the next train to enter and collide with the remains |
| 16:43 | <Brianetta> | It was I |
| 16:43 | <Brianetta> | and it screwed up eventually |
| 16:43 | <Brianetta> | and once we had timetables, it tended to screw up even faster |
| 16:44 | <Eddi|zuHause> | haha ;) |
| 16:44 | <Tekky> | lol |
| 16:44 | <Brianetta> | OpenTTD's timetables are useless, because they can't do the one thing that timetables are really there for: |
| 16:44 | <Brianetta> | Guaranteeing a space for the next train |
| 16:44 | <Brianetta> | When my express arrives, I want the platform to be empty for it |
| 16:45 | <Brianetta> | I want trains to arrive no-earlier-than |
| 16:45 | <Brianetta> | but the timetables only work to no-later-than |
| 16:45 | <Eddi|zuHause> | yeah, timetables need synchronisation measures |
| 16:46 | |-| | Draakon [~chatzilla@88-196-111-164-dsl.trt.estpak.ee] has joined #openttd |
| 16:46 | <Draakon> | hello |
| 16:46 | <Eddi|zuHause> | what i found lacking was the ability to show times relative to another train, so i could not schedule "leave station when opposite train arrives" |
| 16:47 | <Tekky> | hi Draakon |
| 16:47 | <Eddi|zuHause> | so the trains always locked up on the single-track sections |
| 16:48 | <Eddi|zuHause> | timetables could have been a static solution for that |
| 16:48 | <Draakon> | pavel are you here? |
| 16:48 | <Brianetta> | I want timetables to have a basic "leave at <time>" capability |
| 16:48 | <Eddi|zuHause> | but without synchronisation, it can't do that |
| 16:48 | <Brianetta> | and there to be a pseudo-clock |
| 16:48 | <Brianetta> | not a time relative to the last time the train fucked up / got stopped / manually reset |
| 16:49 | <Eddi|zuHause> | yeah |
| 16:50 | <Tekky> | Once my new PBS system is running, the signalling system will be train-driven and no longer signal-driven, as it is now. Therefore, I plan to introduce programmable trains in contrast to TTDPatch's programmable signals. Programmable trains seem more meaningful than programmable signals in a network which is train-driven and not signal-driven. Maybe the timetables could be |
| 16:50 | <Draakon> | what train set should i use for "World Scenario": UKRS, USSet, DBSet, TTDOriginal(not maglev&monorail? |
| 16:50 | <Tekky> | implemented as programmable trains? |
| 16:50 | <Eddi|zuHause> | "train 1 leave station A at 9:00", "train 2 leave station B at 10:00", "train 1 and train 2 meet at station C at 12:00" |
| 16:51 | <Brianetta> | Tekky: I have no idea what you're talking about |
| 16:51 | <Draakon> | about PBS |
| 16:51 | <Tekky> | Brianatta: Do you know TTDPatch's programmable signals? |
| 16:51 | <Brianetta> | Draakon: PBS doesn't explain anything |
| 16:51 | <Eddi|zuHause> | Tekky: yes, trains should choose which signal to go to, not signals choose where the train should go |
| 16:52 | <Brianetta> | Tekky: Nope. |
| 16:52 | <Draakon> | you dont? |
| 16:52 | <Draakon> | :O |
| 16:52 | <Brianetta> | What> |
| 16:52 | <Draakon> | i thought you did |
| 16:52 | <Brianetta> | I use Linux, so I play OpenTTD |
| 16:52 | <Draakon> | but anyway what train set should i use for "World Scenario": UKRS, USSet, DBSet, TTDOriginal(not maglev&monorail? |
| 16:52 | <Eddi|zuHause> | Draakon: all 4 :p |
| 16:53 | <Eddi|zuHause> | plus tropic set, australian set, japan set, ... |
| 16:53 | <Draakon> | cant |
| 16:54 | <Eddi|zuHause> | and before you start, implement different namespaces for vehicle IDs for each grf |
| 16:54 | <Draakon> | as use of multiple sets future has not been coded yet |
| 16:55 | |-| | Farden [~jk3farden@AMontsouris-156-1-66-72.w90-24.abo.wanadoo.fr] has quit [Ping timeout: 480 seconds] |
| 16:55 | <Draakon> | or do you have a patch that adds that feature? |
| 16:56 | <Eddi|zuHause> | why would i? i told you to implement it first ;) |
| 16:57 | <Draakon> | i dont know how |
| 16:57 | <Wolf01> | 'night |
| 16:57 | |-| | Wolf01 [~wolf01@87.13.70.189] has quit [Quit: Once again the world is quick to bury me.] |
| 16:58 | <Eddi|zuHause> | then you have a task, go for it ;) |
| 16:59 | <Draakon> | nah |
| 17:00 | <Draakon> | i let others to do it |
| 17:00 | <Eddi|zuHause> | that's not the way how opensource works ;) |
| 17:01 | <Draakon> | i dont know how do code |
| 17:01 | <Eddi|zuHause> | then what are you doing here? |
| 17:01 | <Eddi|zuHause> | go learn it! |
| 17:01 | <Tekky> | hehe :) |
| 17:01 | <Draakon> | no |
| 17:04 | <Draakon> | are there any ways to get TTD on mobile phone? |
| 17:05 | <pv2b> | Draakon: that'd be a very involved task. typically mobile phones only run software written in java (mobile edition) |
| 17:06 | <pv2b> | there was a port of openttd to maemo (nokia's OS for internet tablet) at one point, but i think it's dead |
| 17:06 | <pv2b> | maemo is based on linux and x11, so that wasn't *too* hard |
| 17:06 | <pv2b> | also, i guess it wouldn't be impossible to port it to a platform like openmoko either, if somebody wanted to do it. |
| 17:07 | <Draakon> | k |
| 17:07 | <peter__> | nokia's internet table isn't a mobile phone, heh |
| 17:07 | <pv2b> | peter__: no, but it's the closest thing to a mobile phone openttd has ever run on to my knowledge |
| 17:07 | <pv2b> | unless it runs on some other kind of PDAs |
| 17:08 | <pv2b> | speaking of that, i guess it might be portable to windows mobile, i dunno |
| 17:08 | <pv2b> | or even to symbian, but i doubt there's SDL for any of those |
| 17:12 | <peter__> | it runs on my pocketpc pda/phone thing |
| 17:12 | <peter__> | it's crap though |
| 17:13 | <Draakon> | how can SVN download for example r8000 files from svn.openttd.org/trunk as there are latest revision files? |
| 17:15 | <pv2b> | Draakon: custom http headers i guess, not sure. |
| 17:15 | <+glx> | pv2b: it should be possible to have a windows mobile build with a little work |
| 17:15 | <Eddi|zuHause> | Draakon: svn co -r XXXX? |
| 17:15 | <pv2b> | one thing to remember though, openttd is bound to be rather crap on mobile devices as the architecture for multiplayer works now |
| 17:15 | <Eddi|zuHause> | or svn export |
| 17:16 | <pv2b> | the entire world has to be calculated locally for all players for them to sync up, for bigger games, a small device like a handheld might not be able to keep up, and it'll certainly suck quite a bit of battery |
| 17:17 | <pv2b> | that's also a problem that can't really be solved without some rather involved changes to openttd |
| 17:17 | <Draakon> | Eddi: i dint ask how i can to it, i asked how it is possibile to have 11719 revisions or more files there if trunk svn folder contains only latest revison files? |
| 17:17 | <pv2b> | Draakon: it doesn't contain only latest revision files, it *appears* to contain only latest revision files :-) |
| 17:18 | <Eddi|zuHause> | Draakon: it will have older files if they have not been changed in between |
| 17:18 | <pv2b> | hidden away are the diffs that you can apply backwards to get to whatever revision you can get, and the svn server will perform that for you, i guess |
| 17:18 | <Draakon> | then how is it all possibile? |
| 17:18 | <pv2b> | if you send the right commands to the web servder |
| 17:18 | <pv2b> | which a simple web browser won't |
| 17:18 | <Draakon> | k |
| 17:18 | <pv2b> | remember, there's more to a http request than "get this URL for me"... you can have lots of different fields in there, i'm not sure if that's how svn specifically operates. hell, grab a packet sniffer and find out :-) |
| 17:19 | <Draakon> | but STILL i want to know what train set should i use for "World Scenario": UKRS, USSet, DBSet, TTDOriginal(not maglev&monorail? |
| 17:19 | <+glx> | use what you want |
| 17:20 | <Draakon> | but what is the best? |
| 17:21 | <peter__> | all three! |
| 17:21 | <peter__> | oh wait, that's special |
| 17:21 | <pv2b> | Draakon: whatever you like the best. it's your scenario :-) |
| 17:21 | <Draakon> | it not mine |
| 17:22 | <UnderBuilder> | openttd in java mobile edition is impossible right? |
| 17:22 | <Draakon> | i dled off the internet :P |
| 17:22 | <Draakon> | peter__:whats special? |
| 17:22 | <+glx> | use all grfs at the same time |
| 17:22 | <Draakon> | erm |
| 17:22 | <Draakon> | wont work |
| 17:23 | <Draakon> | only one will then |
| 17:23 | <Eddi|zuHause> | UnderBuilder: not if you find a C++ to bytecode compiler, plus some libraries |
| 17:24 | <pv2b> | also, openttd is probably way too big for most mobile phones |
| 17:24 | <pv2b> | at the very least in cpu power requirements |
| 17:25 | <Rubidium> | it won't work on my mobile phone ever, that's for sure ;) |
| 17:25 | <Draakon> | eh it does work mostly but some needed wagons are missing |
| 17:25 | <pv2b> | Rubidium: heh, what do you have? :-) |
| 17:25 | <Draakon> | bwt guys i asked about TTD not OpenTTD |
| 17:25 | <Rubidium> | el-cheapo phone age 5 |
| 17:25 | <Eddi|zuHause> | cpu power is not really "required", it would just run slow... but memory is often a real limitation |
| 17:25 | <Draakon> | are there any ways to get TTD on mobile phone?<--- that was my question |
| 17:26 | <Rubidium> | i.e. only a few kbytes of storage for a few phone numbers |
| 17:26 | <pv2b> | Draakon: ah, in that case, hmm... well... not really. there isn't any source code for ttd. it was written in x86 assembler. cell phones don't run x86. |
| 17:26 | <UnderBuilder> | the DS port looks great |
| 17:26 | <pv2b> | that'd be even harder than gettingo penttd to run |
| 17:27 | <Draakon> | hehe we can run almost multiple sets at the time :D |
| 17:27 | <Draakon> | same time* |
| 17:27 | <Eddi|zuHause> | except if you could get vmware to run a virtual windows on your mobile phone :p |
| 17:27 | <pv2b> | unless..... you could get dosbox to run on your cell phone, and even then it'll suck |
| 17:27 | <pv2b> | Eddi|zuHause: dosbox, not vmware :-) |
| 17:27 | <UnderBuilder> | PSP or internet table? |
| 17:27 | <pv2b> | (does ttd run under dosbox?) |
| 17:27 | <Rubidium> | the dos version does |
| 17:27 | <peter__> | er |
| 17:27 | <peter__> | the nokia 9000 ran x86 |
| 17:28 | <Eddi|zuHause> | pv2b: but that'd be less a ressource hog :p |
| 17:28 | <Draakon> | weee |
| 17:28 | <peter__> | 9000 was a 386 |
| 17:28 | [~] | Draakon start playing with multiple sets now |
| 17:28 | <peter__> | 9110 was a 486 |
| 17:28 | <pv2b> | Eddi|zuHause: vmware won't run on a cell phone, it virtualizes. cell phones do not have x86 processors in hem. |
| 17:28 | <pv2b> | wel, yeah, except the early nokia communicators as peter__ says |
| 17:29 | <pv2b> | but then they had monochrome or grayscale screens at best. |
| 17:29 | <Eddi|zuHause> | i played TTO on my monocrome laptop... |
| 17:29 | <Draakon> | <