| --- | Log | opened Sat Feb 09 00:00:49 2008 |
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| 02:48 | <Wolf01> | hello |
| 02:49 | <@peter1138> | Morning. |
| 02:49 | <LordAzamath> | hello |
| 02:49 | <LordAzamath> | Can somebody explain me this: http://wiki.ttdpatch.net/tiki-index.php?page=Action0Objects |
| 02:50 | <LordAzamath> | As I can understand, you can define new objects like like current lighthouses there |
| 02:50 | <DaleStan> | Ask Oskar (eis_os) |
| 02:50 | <@peter1138> | You would be able to if it had been finished. Possibly even if it had been started. |
| 02:51 | <DaleStan> | It's his baby, and only he has any clue what's going on there. |
| 02:51 | <LordAzamath> | so it's just documentation, but no features yet? |
| 02:52 | <DaleStan> | The loaders for props 08..0A are present in Patch, but I suspect they load the data into what might as well be /dev/null |
| 02:53 | <LordAzamath> | hmm.. ok |
| 02:53 | <LordAzamath> | so I'll drop new Objects atm :P |
| 02:54 | <@peter1138> | Why/how do people twist things so? |
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| 02:55 | <@peter1138> | I had PM asking me if they can use more than 116 train IDs in OpenTTD and TTDPatch... |
| 02:56 | <LordAzamath> | khmkhm engine pools khmkhm |
| 02:57 | <@peter1138> | :o |
| 03:00 | <LordAzamath> | btw, how ready are you with it? |
| 03:02 | <@peter1138> | I gave up. Those bastards didn't want it in trunk! |
| 03:03 | <@peter1138> | (Not really) |
| 03:03 | <LordAzamath> | ^^ |
| 03:04 | <LordAzamath> | hmm.. peter1138 can you give me a link to that diff? I want to compile that patch to see what it really does... |
| 03:05 | <@peter1138> | Compiling it won't tell you anything... |
| 03:05 | <LordAzamath> | grr |
| 03:05 | <LordAzamath> | and play it |
| 03:05 | <LordAzamath> | too |
| 03:05 | <LordAzamath> | :P |
| 03:06 | <LordAzamath> | or actually.. |
| 03:06 | <LordAzamath> | I'll better learn more nfo today :D |
| 03:07 | * | LordAzamath is trying to get a simple animation |
| 03:09 | <@peter1138> | Vehicle animation? |
| 03:10 | <LordAzamath> | kinda |
| 03:11 | <LordAzamath> | a plane which has a flag when it flies |
| 03:11 | <LordAzamath> | and that flag is animated |
| 03:11 | <LordAzamath> | dih once asked if I could do it :P |
| 03:11 | <LordAzamath> | and it's a good thing o learn too |
| 03:12 | <LordAzamath> | Am I right when I should just define a set of sprites for animation with action1, give it an ID with action2 and then use it somehow? |
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| 03:13 | <@peter1138> | Well you'll need a varaction 2 to select which animation frame to draw. |
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| 03:13 | <LordAzamath> | var2 frightnens me |
| 03:13 | <@peter1138> | Probably either the tick counter or the movement counter |
| 03:13 | <LordAzamath> | but I'll be brave |
| 03:14 | <@peter1138> | Tick counter'll be constant speed, movement counter will vary with vehicle speed. |
| 03:14 | <@peter1138> | There are some ginormous pigeons in my garden. |
| 03:15 | <LordAzamath> | movement counter is this? http://wiki.ttdpatch.net/tiki-index.php?page=VarAction2Vehicles#Motion_counter_46_ |
| 03:18 | <@peter1138> | http://www.tomshardware.co.uk/Skulltrail-QX9775-D5400XS-Octo-Core,review-30180.html |
| 03:18 | <@peter1138> | :o |
| 03:18 | <@peter1138> | I need one! |
| 03:19 | <@peter1138> | Yes it is that, although possibly it doesn't work for aircraft. |
| 03:19 | <@peter1138> | Tick counter will. |
| 03:19 | <LordAzamath> | ok |
| 03:19 | <LordAzamath> | then I'll use tick counter |
| 03:20 | <@peter1138> | :o |
| 03:20 | <@peter1138> | 124% of an estimated 8k tonnes transported |
| 03:21 | <LordAzamath> | well... it's estimated |
| 03:21 | <@peter1138> | I guess their estimate was shit :) |
| 03:26 | <LordAzamath> | perhaps |
| 03:38 | <LordAzamath> | but at first I'll try to understand how to make different graohics for flying/landed planes |
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| 03:48 | <Roujin> | hi there |
| 03:53 | <LordAzamath> | hi Roujin |
| 04:05 | <Roujin> | hm gotta go again ^^ cheers Lord, good luck with your projects. OpenGFX ftw ;) |
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| 04:53 | <LordAzamath> | hmm.. |
| 04:53 | <LordAzamath> | http://paste.openttd.org/530 |
| 04:54 | <LordAzamath> | it should replace Bakewell Cotzwald graphhics... |
| 04:54 | <LordAzamath> | but it doesn't :( |
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| 05:03 | <LordAzamath> | renum doesn't complain on anything.. |
| 05:12 | <LordAzamath> | ok, I changed one thing, it now works |
| 05:12 | <LordAzamath> | but still, it uses wrong sprites |
| 05:15 | <LordAzamath> | for directions.. |
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| 05:34 | <LordAzamath> | hmm.. fault found :) |
| 05:34 | <LordAzamath> | and fixed |
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| 05:47 | <Gonozal_VIII> | can i do char x = some_integer_between_0_and_9 + '0'; ? |
| 05:53 | <GT> | Depends on what you want to achieve |
| 05:53 | <Gonozal_VIII> | i want to convert 0-9 to '0' - '9' |
| 05:54 | <hylje> | itoa |
| 05:54 | <Gonozal_VIII> | itoa? |
| 05:55 | <GT> | orudge: char x[20]; sprintf(x, "%d", int_to_convert); |
| 05:55 | <GT> | mmm, or seems to convert to orudge automagically |
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| 06:00 | <Forked> | yawn |
| 06:00 | <Gonozal_VIII> | hi |
| 06:00 | <Forked> | urgh.. mornin |
| 06:01 | <Gonozal_VIII> | not really morning for me, i didn't sleep yet |
| 06:02 | <Forked> | it's noon here.. just trying to wake up and make what little remains of last night go away :) |
| 06:02 | <Gonozal_VIII> | 12:02 |
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| 06:08 | <Gonozal_VIII> | c++ vars are so complicated :-/ |
| 06:10 | <Gonozal_VIII> | how the hell do i return a string |
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| 06:28 | <LordAzamath> | action4 doesn't work for me :(... |
| 06:28 | <Eddi|zuHause3> | strings are pointers |
| 06:28 | * | LordAzamath is going bughunting |
| 06:29 | <Eddi|zuHause3> | or in openttd, strings are referenced by string ids |
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| 06:39 | <yorick> | hello |
| 06:40 | <yorick> | Gonozal_VIII: I've read the logs, it seems that svn diff wasn't comparing them correctly or I didn't do it correctly. |
| 06:47 | * | LordAzamath succeeded |
| 06:47 | * | LordAzamath is going to try harder stuff |
| 06:48 | <LordAzamath> | like caalbacks and stuff |
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| 06:58 | <LordAzamath> | <Sprite-number> * <Length> 02 <feature> <set-id> <type> <variable> <varadjust> [<operator> <variable> <varadjust>]... <nvar> (<set-id> <low-range> <high-range>){n} <default> |
| 06:58 | <LordAzamath> | what is <type> there? |
| 06:59 | <LordAzamath> | I can'r find reference anywhere :( |
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| 07:03 | <yorick> | Gonozal_VIII |
| 07:03 | <yorick> | ? |
| 07:03 | <Gonozal_VIII> | hmm? |
| 07:03 | <yorick> | Gonozal_VIII: I've read the logs, it seems that svn diff wasn't comparing them correctly or I didn't do it correctly. |
| 07:03 | <Gonozal_VIII> | yes |
| 07:04 | <yorick> | I've just modified your patch now |
| 07:04 | <Eddi|zuHause3> | LordAzamath: we have a saying in germany: "Wer lesen kann, ist schwer im Vorteil" |
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| 07:04 | <Eddi|zuHause3> | http://wiki.ttdpatch.net/tiki-index.php?page=VariationalAction2 <- how about the entry that says "type"? |
| 07:05 | <Eddi|zuHause3> | " The access type specifies both the size of the variable access, and selects between general variables and the object's innate variables, or variables of a specific "related" object." |
| 07:05 | <LordAzamath> | I ***always*** miss that part :( |
| 07:05 | <LordAzamath> | :( |
| 07:05 | <LordAzamath> | but thanks |
| 07:06 | <Eddi|zuHause3> | wuargh... TTDP scares me |
| 07:07 | <Eddi|zuHause3> | their AI places airports on slopes |
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| 07:14 | <LordAzamath> | humm... I think I'm getting somewhere... the variable is 44, because I want to have different sprites when it's above ground (plane).. |
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| 07:18 | <LordAzamath> | ok and now I'm stuck again.. :( |
| 07:18 | <xand> | hi... is it possible to disable a) the news messages that popup at the bottom of the screen (they are constant on a large map) and b) industry opening/closure? I can't see options for either |
| 07:19 | <LordAzamath> | yes |
| 07:19 | <LordAzamath> | at configure messages |
| 07:19 | <LordAzamath> | ok actually 'Message settings' |
| 07:20 | <LordAzamath> | in drop down menu from the second last button on main toolbar |
| 07:20 | <LordAzamath> | in-game |
| 07:20 | <xand> | ah... was looking in the settings menu |
| 07:20 | <xand> | thanks |
| 07:21 | <CIA-5> | OpenTTD: smatz * r12093 /trunk/src/station_cmd.cpp: -Fix: do not set station owner for buoys when merging company |
| 07:23 | <xand> | LordAzamath: do you know if the industry opening/closure can be changed? |
| 07:23 | <LordAzamath> | can be |
| 07:23 | <LordAzamath> | you mean messages? |
| 07:24 | <LordAzamath> | there is option 'open/close industries' |
| 07:24 | <LordAzamath> | set it off |
| 07:25 | <xand> | no, prevent industries closing down or new ones opening |
| 07:27 | <Eddi|zuHause3> | only by grf |
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| 07:28 | <Eddi|zuHause3> | or use the cheat to adjust production values manually |
| 07:30 | <@Belugas> | xand, no way of preventing closure/appearance of industries, apart write a grf that does that. |
| 07:30 | <LordAzamath> | or use a patch... |
| 07:31 | <LordAzamath> | btw, Belugas, Eddi|zuHause3 or someone, are you familiar with varAction2? |
| 07:31 | <xand> | hmm |
| 07:31 | <Eddi|zuHause3> | LordAzamath: you have a REAL question for once? |
| 07:31 | <@Belugas> | internal code wise yes, nfo wise no, LordAzamath |
| 07:31 | <LordAzamath> | hmm.. |
| 07:31 | <@Belugas> | and /me is going back to real life |
| 07:31 | <LordAzamath> | then I'll ask Eddi :P |
| 07:31 | <@Belugas> | bye for now |
| 07:32 | <LordAzamath> | bye |
| 07:32 | <Eddi|zuHause3> | Belugas: i can't get the office buildings to appear in TTDP |
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| 07:32 | <LordAzamath> | Eddi|zuHause3: I'm trying to get a grf, so that a plane on ground has one sprites, and other when flying |
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| 07:32 | <xand> | and you can't rotate the map like you can in locomotion? |
| 07:33 | <LordAzamath> | I have defined two sets with action1 |
| 07:33 | <Eddi|zuHause3> | xand: no |
| 07:33 | <LordAzamath> | and I'm stuck with var2 |
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| 07:33 | <LordAzamath> | <Sprite-number> * <Length> 02 <feature> <set-id> <type> <variable> <varadjust> <nvar> (<set-id> <low-range> <high-range>){n} <default> |
| 07:34 | <LordAzamath> | -1 * 00 02 03 0a 03 44 ... |
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| 07:34 | <LordAzamath> | is what I have understood (possibly wrong..) |
| 07:34 | <LordAzamath> | so what do I have to do with varadjust? |
| 07:35 | <urlauber> | is there a way to disable those "dbg: [NET][UDP] Queried from..." messages in a dedicated server? |
| 07:35 | <Eddi|zuHause3> | "type" must be one of 81, 85, 89 |
| 07:35 | <Eddi|zuHause3> | or 82, 86, 8A |
| 07:36 | <LordAzamath> | why not Vehicles (00-03) First vehicle of consist |
| 07:36 | <Eddi|zuHause3> | no, that table only explains what "related object" means |
| 07:37 | <LordAzamath> | a ok.. |
| 07:37 | <LordAzamath> | so what should I use? |
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| 07:37 | <Eddi|zuHause3> | 81: this object, byte |
| 07:37 | <Eddi|zuHause3> | 82: related object, byte |
| 07:37 | <Eddi|zuHause3> | 85: this object, word |
| 07:37 | <Eddi|zuHause3> | etc. |
| 07:38 | <LordAzamath> | hmm.. because it's about plane, I thikn it's 81 then |
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| 07:40 | <LordAzamath> | but variable is 44... |
| 07:40 | <LordAzamath> | right? |
| 07:40 | <Eddi|zuHause3> | well, it depends on the size of the variable |
| 07:40 | <Eddi|zuHause3> | e.g. variable 44 is size DWord |
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| 07:40 | <Eddi|zuHause3> | so you need type 89 |
| 07:40 | <LordAzamath> | oih |
| 07:41 | <LordAzamath> | ok.. why do I need varadjust? |
| 07:41 | <LordAzamath> | it says for better ranges |
| 07:41 | <Eddi|zuHause3> | to mask out the bits that do not interest you |
| 07:41 | * | LordAzamath is completely lost |
| 07:41 | <Eddi|zuHause3> | like if you only want the height, and not the target airport, you mask out the airport bits |
| 07:42 | <Eddi|zuHause3> | say value of var 44 is 0x12345678, and 56 are the height bits |
| 07:42 | <Eddi|zuHause3> | then you mask the value with 0x0000FF00 |
| 07:43 | <Eddi|zuHause3> | and then rightshift 8 bits |
| 07:43 | <@peter1138> | Eddi|zuHause3, you can use 81 on a dword variable |
| 07:43 | <Eddi|zuHause3> | peter1138: yes, i know |
| 07:43 | <@peter1138> | you just end up with 8 bits after shifting and masking |
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| 07:46 | <xand> | hmm, I downloaded this patch, and it wants to patch a .cpp file, but all the source files are .c... http://www.tt-forums.net/viewtopic.php?f=33&t=34310 |
| 07:46 | <hylje> | all the source files are .cpp |
| 07:46 | <hylje> | (in general) |
| 07:46 | <Eddi|zuHause3> | xand: new patches won't apply against 0.5.3 |
| 07:47 | <xand> | hylje: not in the source I downloaded.. they're all .c |
| 07:47 | <hylje> | then it's rather old |
| 07:47 | <Eddi|zuHause3> | xand: you got 0.5.x source, get newer one |
| 07:47 | <xand> | I see |
| 07:48 | <LordAzamath> | hmm.. so shift num would be 02, because I want the third value? |
| 07:48 | <@peter1138> | shift is in bits |
| 07:48 | <LordAzamath> | which means? |
| 07:49 | <Eddi|zuHause3> | each hex digit represents 4 bits |
| 07:49 | <LordAzamath> | oh I see |
| 07:50 | <LordAzamath> | 8 bits not 4 |
| 07:50 | <LordAzamath> | 1f couldn't be 4 in the other way |
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| 07:51 | <LordAzamath> | so the shift num should be 17, to get to third byte? |
| 07:53 | <Eddi|zuHause3> | "1F" is two hex digits |
| 07:53 | <Eddi|zuHause3> | "1" and "F" |
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| 07:54 | <Eddi|zuHause3> | LordAzamath: depends on from which side they count, but sensible values are either 8 or 16 |
| 07:55 | <LordAzamath> | shift-num and AND-mask are? |
| 07:55 | <LordAzamath> | and mask you said is 00 00 ff 00 |
| 07:55 | <LordAzamath> | but what I'll finally write to shift num |
| 07:56 | <Eddi|zuHause3> | you probably need to reverse endianness |
| 07:56 | <LordAzamath> | 00 ff 00 00 |
| 07:56 | <@peter1138> | 17? heh |
| 07:57 | <Eddi|zuHause3> | and shift num you can probably ignore, if you only want to test "0 or not 0" |
| 07:57 | <LordAzamath> | ignoring means that I'll write there? 00? |
| 07:58 | <Eddi|zuHause3> | yes |
| 07:58 | <LordAzamath> | hmm what about this: [<add-val> <divide-val>/<modulo-val>] |
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| 07:59 | <Eddi|zuHause3> | ignore |
| 07:59 | <fjb> | Hello |
| 08:00 | <LordAzamath> | this time ignore means, I'll jsut not write it? |
| 08:00 | <Eddi|zuHause3> | yes |
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| 08:01 | <LordAzamath> | and nvar is 01, because I check one range, if it's not on air, I'll use default :P |
| 08:01 | <LordAzamath> | right? |
| 08:01 | <Eddi|zuHause3> | no, other way round |
| 08:02 | <LordAzamath> | ? |
| 08:02 | <Eddi|zuHause3> | you check the range if it is on the ground (between 0 and 0) |
| 08:02 | <Eddi|zuHause3> | and use default if you are in the air |
| 08:02 | <LordAzamath> | but still 0 yes? |
| 08:02 | <LordAzamath> | 01 * |
| 08:02 | <Eddi|zuHause3> | yes |
| 08:02 | <Eddi|zuHause3> | one range, plus default |
| 08:03 | <LordAzamath> | brb /dog walking/ |
| 08:11 | <LordAzamath> | ok back |
| 08:12 | <LordAzamath> | now to this part (<set-id> <low-range> <high-range>){n} |
| 08:13 | <LordAzamath> | set ID let's put 0b |
| 08:13 | <LordAzamath> | because it optional what I'll set it |
| 08:13 | <LordAzamath> | isn't it? |
| 08:14 | <LordAzamath> | low and high ranges are 00 both |
| 08:14 | <LordAzamath> | because I want it to be exactly 0 |
| 08:14 | <LordAzamath> | yes? |
| 08:14 | <LordAzamath> | but what is that {n} ? |
| 08:15 | <LordAzamath> | I guess it's for 'You repeat the sequence of <set-id> <low-range> <high-range> as often as <nvar> specifies.' |
| 08:15 | <LordAzamath> | and default would be.. let's say 0c |
| 08:16 | <LordAzamath> | now I'll define two normal action2s, one for 0b, other for 0c |
| 08:16 | <LordAzamath> | Eddi|zuHause3, am I right |
| 08:18 | <LordAzamath> | or do I have to define two normal action2s before var2? |
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| 08:21 | <xand> | not sure what I'm doing wrong... trying to compile 0.6.0 beta3 on debian but when I try to run openttd it says: "openttd: /home/alex/openttd-0.6.0-beta3/src/openttd.cpp:111: void error(const char*, ...): Assertion `0' failed."... I have followed the instructions at http://wiki.openttd.org/index.php/Compiling_on_Linux |
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| 08:22 | -!- | mode/#openttd [+v glx] by ChanServ |
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| 08:24 | <Horscht> | I was wondering how I would be able to make openttd (currently using the 6.0 beta 3) to not create an Openttd folder in the "my documents" folder on windows (XP SP2), but instead make it look for the config in the folder i installed it to. I am asking this, because i want my openttd to be "portable". I have simply unzipped it to a USB stick and would like to be able to run it from there, carying my config with me etc. |
| 08:24 | <Horscht> | how would I go about doing that? |
| 08:24 | <@peter1138> | move the config to your folder |
| 08:25 | <Horscht> | would that work? If I went to another PC, it would aotumatically detect itß |
| 08:25 | <Horscht> | and it would not create an openttd folder in "my documents"? |
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| 08:26 | <Eddi|zuHause3> | LordAzamath: the normal action 2 must be defined before the varaction2 |
| 08:26 | <LordAzamath> | ok |
| 08:27 | <Sacro> | argh |
| 08:27 | * | Sacro slaps exaile |
| 08:27 | <Sacro> | it has an eminiem fetish >< |
| 08:27 | -!- | Yorick|AFK is now known as Yorick |
| 08:27 | <Yorick> | back |
| 08:27 | <Horscht> | wow, great. Thank you, didn't think it would be that easy, peter1138 |
| 08:29 | <LordAzamath> | Eddi|zuHause3: Thanks ALOT. now renum doesn't complain either :) |
| 08:30 | <LordAzamath> | but one thing is that why did I have to define ranges as Dwords? |
| 08:30 | <LordAzamath> | 00 00 00 00 |
| 08:30 | <LordAzamath> | instead of 00? |
| 08:31 | <Yorick> | Gonozal_VIII : the gonozalIN with truckdriver security and newstations pbs reservation state: http://paste.openttd.org/533 |
| 08:31 | <Eddi|zuHause3> | because you used type 89 (dword) |
| 08:31 | <LordAzamath> | ok |
| 08:31 | <LordAzamath> | but didn't I mask it out? |
| 08:31 | <Yorick> | hmm |
| 08:31 | <Yorick> | didn't copy it all |
| 08:31 | <Eddi|zuHause3> | yes, but masking only sets them 0, not make them disappear |
| 08:32 | <LordAzamath> | but right shift? ah yea, I didn't use it |
| 08:32 | <+glx> | even shifting won't change the var size |
| 08:32 | <LordAzamath> | so it is as such: 21 * 23 02 03 0a 89 44 00 00 ff 00 00 01 0b 00 00 00 00 00 00 00 00 00 0c 00 |
| 08:32 | <LordAzamath> | and renum doesn't complain :) |
| 08:33 | <Gekz> | I want to hug your bhlood! |
| 08:33 | <Gekz> | blood! |
| 08:33 | <Gekz> | lol. |
| 08:33 | <Sacro> | i think i've lost my grfcodec PKGBUILD D: |
| 08:33 | <Gekz> | noooo |
| 08:33 | <Gekz> | grfcodec? |
| 08:33 | <Sacro> | yes |
| 08:33 | <Gekz> | which is? |
| 08:34 | <Yorick> | Gonozal_VIII ? the new patch is @ http://rapidshare.de/files/38531031/GonozalIN-r12092_truckdriver_security_newstations_pbsreservation.patch.html |
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| 08:36 | <LordAzamath> | :o |
| 08:36 | <LordAzamath> | it doesn't work :( |
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| 08:43 | <Sacro> | svn co is slooooooooooooow d: |
| 08:43 | <Sacro> | 12 minutes now i think |
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| 08:45 | <LordAzamath> | Eddi|zuHause3, can you give me some more hints http://paste.openttd.org/534 |
| 08:46 | <LordAzamath> | it only uses default 0c |
| 08:46 | <LordAzamath> | whichever altitude plane has |
| 08:47 | <Eddi|zuHause3> | then maybe it was the wrong bitmask ;) |
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| 08:48 | <LordAzamath> | 00 00 ff 00 shows only 0b |
| 08:48 | <LordAzamath> | I tried it |
| 08:48 | <LordAzamath> | or it doesn't change anything,,, |
| 08:49 | <LordAzamath> | because original gfx are the same for plane 05 |
| 08:49 | <+glx> | it should do 00 00 xx 00 |
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| 08:53 | <LordAzamath> | glx: but in little endian it should be 00 ff 00 00.. |
| 08:53 | <LordAzamath> | or not? |
| 08:54 | <+glx> | yes |
| 08:54 | <LordAzamath> | well, it is |
| 08:55 | <Sacro> | mmm |
| 08:55 | <Sacro> | 1 minute for ./configure && make -j2 |
| 08:55 | <Sacro> | 4.453 sys |
| 08:55 | <LordAzamath> | but it never seems to get to stae, where min altitude and max altitude are 0 |
| 08:55 | <LordAzamath> | I mean to ground |
| 08:56 | <LordAzamath> | state* |
| 08:57 | <LordAzamath> | so 00 00 00 00 and 00 00 00 00 are wrong |
| 08:58 | <LordAzamath> | can anyone give me a hint what are right values there? |
| 08:59 | <+glx> | well your code returns 00 0B for range 00 00 00 00 - 00 00 00 00 |
| 08:59 | <LordAzamath> | yes |
| 09:00 | <LordAzamath> | I thought it was ground |
| 09:00 | <LordAzamath> | but is it perhaps 01 00 00 00? |
| 09:00 | <LordAzamath> | or what is the right value? |
| 09:01 | <LordAzamath> | I thought it was ground, because it should be height 0.. |
| 09:05 | <LordAzamath> | Aircraft info (44) ormat: xxxxhhtt(available from 2.0.1 alpha 48)hh is the height of the aircraft above ground, or more properly above the height of its shadow. Buildings, including the heliport, don't count as "ground", i.e. to get the height above a heliport, you have to subtract the heliport height from hh.tt is the type of the current airport: 0=small, 1=large, 2=heliport, 3=oil rig. The current airport is the target airport for airc |
| 09:05 | <LordAzamath> | t. |
| 09:05 | <LordAzamath> | but it doesn't say, what is the height of airport/ground.. |
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| 09:08 | <+glx> | try 00 00 00 00 04 00 00 00 |
| 09:08 | <xand> | can I make a vehicle wait for full loads of all cargo types? |
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| 09:09 | <LordAzamath> | yes, you can |
| 09:09 | <+glx> | disable "full load of any" |
| 09:09 | <Forked> | urrgh |
| 09:10 | <xand> | thanks |
| 09:11 | <LordAzamath> | glx, doesn't work |
| 09:11 | <LordAzamath> | I even tried ff 00 00 00 for the second value, still doesn't work |
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| 09:13 | <+glx> | give me your grf, I'll try in debug mod :) |
| 09:14 | <+glx> | to see what value it is |
| 09:18 | <xand> | nooo it crashed |
| 09:19 | <xand> | dragging track removal tool onto a tunnel = game quits with "Aborted" :| |
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| 09:23 | <+glx> | known |
| 09:23 | <+glx> | fixed in nightlies |
| 09:26 | <Gonozal_VIII> | why are there 6 newlines at the end of main_gui.cpp? |
| 09:26 | <Sacro> | Gonozal_VIII: good luck |
| 09:27 | <+glx> | Gonozal_VIII: only 3 for me |
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| 09:28 | <Yorick> | how do you manage to disconnect so often? |
| 09:29 | <Gonozal_VIII> | other guy on router downloading stuff... |
| 09:29 | <Gonozal_VIII> | all the time |
| 09:29 | <Yorick> | so? |
| 09:29 | <Gonozal_VIII> | router doesn't like that |
| 09:29 | <Yorick> | is that a problem for your connection? |
| 09:29 | <Yorick> | aaw |
| 09:29 | <Yorick> | go buying another one |
| 09:29 | <Gonozal_VIII> | drops ping stuff or something, no idea |
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| 09:30 | <Forked> | urrrgh! stupid dsl modem |
| 09:30 | <Forked> | or at least the wlan part of it |
| 09:34 | <Yorick> | http://wiki.openttd.org/index.php/OpenTTDDevBlackBook/Patches/AddPatchOption <-- is this thing uptodate? |
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| 09:35 | <Yorick> | it seems like the variable.h stuff has been moved to settings_type.h |
| 09:36 | <Eddi|zuHause3> | then update it |
| 09:36 | <Yorick> | I'm not sure of it... |
| 09:37 | <Yorick> | there is no typedef struct Patches { in settings_type.h |
| 09:37 | <Yorick> | I'll grep for it |
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| 09:38 | <Yorick> | ah, that probably changed too |
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| 09:51 | <Gonozal_VIII> | daylength 255 is fun :-) |
| 09:53 | <Forked> | 255 eh |
| 09:54 | <Gonozal_VIII> | yep :-) i changed the upper limit from 30 to 255 |
| 09:54 | <Gonozal_VIII> | and added time display to the status bar |
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| 09:58 | <Eddi|zuHause3> | but weren't there already "value out of range" errors with the current maximum? |
| 09:58 | <Sacro> | 2 loud crunches there |
| 10:00 | <Yorick> | I'm working on a "Enable rail crossing sound" patch option |
| 10:00 | <Sacro> | Yorick: why? |
| 10:00 | <Sacro> | there are a few already |
| 10:00 | <Sacro> | none will get commited |
| 10:00 | <Yorick> | because I want one |
| 10:00 | <Sacro> | use the grf :s |
| 10:00 | <Yorick> | and I want to learn coding openttd |
| 10:00 | <Yorick> | nah...too easy |
| 10:02 | <+glx> | if it can be done with grfs, your patch will never go in trunk :) |
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| 10:02 | <Yorick> | I know |
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| 10:03 | <Yorick> | but that is like needing to have knowledge just to disable the annoying crossing sound |
| 10:03 | <Yorick> | +it won't work in MP or title screens |
| 10:05 | <Yorick> | wouldn't it be nice to have a sound tab with a whole bunch of choices: "Enable rail crossing sound", "Enable new vehicle sound", "Enable sound for leaving train" |
| 10:06 | <Yorick> | so you can have the news sound, but not the crossing sound or the "Oooooohhhh" sound |
| 10:07 | <CIA-5> | OpenTTD: smatz * r12094 /trunk/src/ (7 files): -Codechange: use DC_BANKRUPT command flag when removing player property to allow further fixes |
| 10:13 | <Yorick> | how can I access a patch value? |
| 10:16 | <Yorick> | as, using _patches. |
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| 10:19 | <+glx> | in console? |
| 10:20 | <Yorick> | found it |
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| 10:31 | <Yorick> | http://paste.openttd.org/536 <-- does anyone know what I've been doing wrong? |
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| 10:41 | <Eddi|zuHause3> | why mixup between "play" and "enable"? |
| 10:41 | <Yorick> | where? |
| 10:41 | <Yorick> | ah |
| 10:41 | <Eddi|zuHause3> | in settings_gui.cpp |
| 10:42 | <Yorick> | thanks |
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| 10:45 | <Yorick> | it works now :) |
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| 11:18 | <Roujin> | hello there |
| 11:19 | <Yorick> | hello |
| 11:19 | <Roujin> | if any dev reads this, i'd like to know if the change made to the sign transparency option was intended or is a bug |
| 11:20 | <Yorick> | what rev? |
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| 11:21 | <Roujin> | meaning 'x' toggles sign transparency as well - that was different some time ago and comments in transparency_gui.cpp say it should still NOT be switched by 'x' |
| 11:21 | <Roujin> | erm.. rather long ago i think |
| 11:21 | <Yorick> | isn't that above the file? |
| 11:21 | <Roujin> | i think it came with introduction of the transparency gui |
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| 11:21 | <Yorick> | !openttd commit 12022 |
| 11:22 | <@DorpsGek> | Yorick: Commit by belugas :: r12022 /trunk/src (4 files in 2 dirs) (2008-01-30 17:36:28 UTC) |
| 11:22 | <@DorpsGek> | Yorick: -Revert(r12018): Invisible trees are now separate from the building concept. |
| 11:22 | <@DorpsGek> | Yorick: So when you want invisible trees, just select the option of the same name in the Patch Options and toggle transparency of trees. |
| 11:22 | <@DorpsGek> | Yorick: More to come on the saga of Invisibility. So stay tuned. |
| 11:22 | <@DorpsGek> | Yorick: Commit by belugas :: r12018 /trunk/src (3 files) (2008-01-30 03:34:24 UTC) |
| 11:22 | <@DorpsGek> | Yorick: -Fix(FS#1721,r9563): Restore initial intent on the invisible tree while transparent building patch setting |
| 11:24 | <Roujin> | that's not related |
| 11:27 | <Yorick> | 12022 is the lastest change to tranparency_gui |
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| 11:28 | <Roujin> | I mean the option "transparent signs", that used to be independent from all other transparency and not toggled by 'x'. The comments in the code still say it should be like this, but it isn't. If this is a bug i made a little patch to fix it here: http://www.tt-forums.net/viewtopic.php?f=32&t=31432&p=663907#p663907 |
| 11:28 | <Roujin> | <Yorick> 12022 is the lastest change to tranparency_gui <-- i know, it was before this |
| 11:28 | <Roujin> | i think it was introduced back when the transparency gui was introduced |
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| 11:36 | <@Belugas> | why should it be independant from toggling, Roujin? |
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| 11:50 | <Roujin> | Belugas: because in my opinion (and the one who started the topic of my link above, so i'm not alone with this opinion), transparent signs is a choice one does for himself one time (which do i like better?) and keeps it like this all the time |
| 11:51 | * | Yorick agrees |
| 11:51 | <Roujin> | that was how it was like before introduction of the transparency gui, and that is what the comments say in transparency_gui.cpp |
| 11:52 | <Roujin> | the widget list is seperated by comments in two blocks: /* Widgets not toggled when pressing the X key */ and /* Widgets toggled when pressing the X key */ |
| 11:54 | <Roujin> | in this thread i also posted a more elaborate idea for the transparency window which could allow everyone to set "locks" for himself to choose which options are toggled by 'x' (non-locked) and which ones are not (locked) |
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| 11:57 | <@peter1138> | <Roujin> i think it was introduced back when the transparency gui was introduced |
| 11:57 | <@peter1138> | no it wasn't |
| 11:57 | <@peter1138> | it was broken after that |
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| 11:59 | <Roujin> | does that mean it was not intentional? |
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| 12:01 | <Roujin> | if so, i can offer my little patch, that makes the sign transparency option independent again from toggle transparency (link posted above) |
| 12:01 | <@peter1138> | well i and wolf01 did it that way originally intentionally |
| 12:03 | <Roujin> | i see.. so you don't want to change it back i guess? then what about the other idea I wrote in that thread (with the locks) |
| 12:07 | <Roujin> | well at least i'm not the only one who'd like to set this option and have it not toggle when pressing 'x' |
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| 12:09 | <Wolf01> | i made a patch to save the transparency between sessions in the .cfg, so you can save them and toggle only the ones you use offten |
| 12:09 | <@peter1138> | they are saved now, aren't they? |
| 12:10 | <Wolf01> | yes, but differently as i intended when i made the patch |
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| 12:12 | <Roujin> | well, this only helps when one does not touch the 'x' constantly but sets transparency to one setting and keeps it like this all the time |
| 12:14 | <Roujin> | I like to play with trees and houses and stuff, except when I'm building something and don't see anything. Then I set most of the stuff to transparent (and I want that on 'x', not have to click one by one in the gui) and build. After that, I turn it visible again. |
| 12:14 | <Roujin> | Except two options: Signs (i want them always transparent), and loading indicators (i want them always visible) |
| 12:15 | <Wolf01> | loading indicators should be removed from there |
| 12:15 | <Wolf01> | they have their own patch setting, and is not a transparency |
| 12:16 | <Roujin> | i agree |
| 12:17 | <Roujin> | one could put it in the dropdown though. and remove transparent houses and transparent signs as these are in the gui when we're at it. |
| 12:18 | <Wolf01> | and another thing, i change transparencies all the time, so i don't need them saved, sometimes i need transparent trees, other times i need transparent houses, so i use very often the ctrl+number shortcuts, but i often enable more than one transparency and i want that X clear all the transparencies, that's why i made a widget to save them only if the player wants it |
| 12:18 | <Yorick> | I think it would be a good idea to make a patch option "pathfinder to use for ..." instead of "Enable YAPF for Ships" and "Enable NPF (overrides NTP)" |
| 12:19 | * | Yorick has just done a grepping action that made some 1,08gb file... |
| 12:20 | <Yorick> | grepping for SND_15_BEEP is bad |
| 12:21 | <Roujin> | wolf01: where's that widget? |
| 12:21 | <Wolf01> | on my patch |
| 12:21 | <Roujin> | ah |
| 12:22 | <Wolf01> | is still under work, but i don't have time to fix it and maintain it |
| 12:22 | <Roujin> | is that a candidate for trunk when fixed? |
| 12:23 | <Roujin> | in other works are you doing substantial work on transparency that's likely to go into trunk? |
| 12:23 | <@peter1138> | :o |
| 12:23 | <@peter1138> | 305% of an estimated 8k tonnes transported |
| 12:24 | <Yorick> | erm...no so strange |
| 12:24 | <Yorick> | 1264% of an estimated 16,000k litres transported ;) |
| 12:24 | <Roujin> | thats 24,04k tonnes :> |
| 12:24 | <Wolf01> | when i do some work, i always submit it to developers, and they often modify the patch heavily (like peter1138 did with the first version of the transparency patch) |
| 12:25 | <Roujin> | damn miscalculated :P |
| 12:25 | <Yorick>< |