| --- | Log | opened Mon Feb 18 00:00:35 2008 |
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| 03:13 | <dih> | sup :-) |
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| 03:15 | <Gonozal_VIII> | trying to update some oldish patches |
| 03:19 | <Gonozal_VIII> | hmmm strange |
| 03:19 | <Gonozal_VIII> | some of the viewpoints are not redrawn |
| 03:20 | <Gonozal_VIII> | they don't get set to dirty |
| 03:25 | <Gonozal_VIII> | only 32 of them are |
| 03:25 | <Noldo> | :) |
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| 03:42 | <Gonozal_VIII> | yay a working patch |
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| 04:16 | <CIA-1> | OpenTTD: peter1138 * r12172 /trunk/src/newgrf_gui.cpp: -Codechange: Allow buttons to resize in NewGRF settings window |
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| 04:56 | <Morloth> | Morning! |
| 04:56 | <Gonozal_VIII> | hi |
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| 05:12 | <Gonozal_VIII> | http://www.tt-forums.net/viewtopic.php?f=33&t=36127 |
| 05:12 | <Gonozal_VIII> | all new! teh yays! |
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| 05:21 | <Morloth> | hail t3h patches! :) |
| 05:22 | <dih> | hello Belugas :-) |
| 05:23 | <@peter1138> | ... where ... |
| 05:23 | <Gonozal_VIII> | dih does that |
| 05:23 | <Gonozal_VIII> | all the time... |
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| 05:26 | <@peter1138> | Oh, I see... |
| 05:28 | <dih> | what?? |
| 05:29 | * | peter1138 has posted an updated version of engine pools to his webspace. |
| 05:29 | <Gonozal_VIII> | hmmm |
| 05:29 | <dih> | what do i do Gonozal? |
| 05:30 | <Gonozal_VIII> | [11:22:40][11:22:40] <dih> hello Belugas :-) <-- that |
| 05:30 | <dih> | yes - because he likes using tab completion even for a 3 letter nick |
| 05:31 | <dih> | and then he gets Diabolic-Angel :-P |
| 05:32 | <@peter1138> | Who never speaks. |
| 05:33 | <dih> | aye |
| 05:33 | <Diabolic-Angel> | I'm just throwing in some flames now and then |
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| 05:44 | <Gonozal_VIII> | [11:29:09][11:29:09] * @peter1138 has posted an updated version of engine pools to his webspace. <-- where would one find that? |
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| 05:48 | <Gonozal_VIII> | peter1138? |
| 05:48 | <@peter1138> | In the usual place. |
| 05:48 | <Gonozal_VIII> | i know of no such place |
| 05:49 | <Gonozal_VIII> | yay food |
| 05:53 | <dih> | sounds like you have someone to cook for you.... |
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| 05:56 | <Morloth> | btw, you were right about using DC_QUERY_COST last night peter1138 :) |
| 05:57 | <@peter1138> | Nice guess ;) |
| 05:57 | <Gonozal_VIII> | yep, grandma cooked today :-) |
| 05:57 | <Morloth> | Damn, still tired. Worked till 5 a.m. in the morning last night :X |
| 05:57 | <Gonozal_VIII> | now where is that mysterious "usual place"? |
| 05:57 | <Morloth> | Gonozal_VIII: You wouldn't be Italian would you? ;) |
| 05:58 | <Gonozal_VIII> | austrian... |
| 05:58 | <Morloth> | k :) |
| 06:00 | <Morloth> | Last night I couldn't attach patches to posts on bugs.openttd.org. Is this fixed now? |
| 06:02 | -!- | Greyscale is now known as Greysc[a]le |
| 06:04 | <Gonozal_VIII> | :-/ looked all of peters forum posts containing the word "engine" but still can't find it |
| 06:04 | <Gonozal_VIII> | +at |
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| 06:12 | <Gonozal_VIII> | nothing in the forum, nothing on flyspray, nothing in google... mentioned once in the wiki but no link... |
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| 06:15 | <Vikthor> | Gonozal_VIII: http://fuzzle.org/o/ |
| 06:15 | <Gonozal_VIII> | fuzzle? now how on earth should i have guessed that |
| 06:15 | <Gonozal_VIII> | thanks |
| 06:15 | <Vikthor> | You have not tried to search logs of this channel ;) |
| 06:16 | <Gonozal_VIII> | oh... |
| 06:16 | -!- | Greysc[a]le is now known as Greyscale |
| 06:18 | <Gonozal_VIII> | peter, i guess after all that work you put into hiding that patch as far away as possible, you don't want me to include it in my patchpack, right? |
| 06:22 | <@peter1138> | It's not hidden, it's plainly there in sight. |
| 06:23 | <Noldo> | now that's a hair well split |
| 06:24 | <@peter1138> | Gah, someone needs to make a ship set that starts in a useful timeframe. |
| 06:24 | <Gonozal_VIII> | i changed newships to start in 1873 |
| 06:25 | <Gonozal_VIII> | because serbian railset starts in 1873... |
| 06:26 | <Gonozal_VIII> | O_o |
| 06:26 | <Gonozal_VIII> | i've downloaded a test version of some tool i needed for uni stuff.. |
| 06:26 | <Gonozal_VIII> | now the company i downloaded it from wants to give me free cebit tickets |
| 06:27 | <Gonozal_VIII> | hmmm aren't all tickets free there :S |
| 06:29 | <@peter1138> | Heh |
| 06:29 | <Gonozal_VIII> | hehe, free free stuff |
| 06:29 | <@peter1138> | YAY FOR PBS |
| 06:29 | <Gonozal_VIII> | yay for pbs indeed |
| 06:29 | <Morloth> | :) |
| 06:34 | <pm|away> | Gonozal_VIII:: Cebit tickets certainly aren't free: http://www.cebit.de/tickets |
| 06:34 | <Gonozal_VIII> | oh... |
| 06:35 | <Gonozal_VIII> | that's more than free |
| 06:35 | <Gonozal_VIII> | 17 euro... |
| 06:35 | <pm|away> | yeah. starting at 17€ only for weekend. The company will give you probably business cards valid on any day - 33€ worth. |
| 06:36 | <pm|away> | I'd say: take the offer, if you're interested :D |
| 06:37 | <Gonozal_VIII> | i'm not planning on going there |
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| 06:40 | <Gonozal_VIII> | is it intended, that you can activate the dynamic engine pool only through editing the cfg file? |
| 06:40 | -!- | Greyscale is now known as Greysc[a]le |
| 06:40 | <@peter1138> | Gonozal_VIII, well, I couldn't be arsed doing the GUI bit originally... |
| 06:41 | <Gonozal_VIII> | ah i see i see |
| 06:44 | <Gonozal_VIII> | nice |
| 06:44 | <Gonozal_VIII> | oh... |
| 06:44 | <Gonozal_VIII> | assertion |
| 06:44 | <Gonozal_VIII> | deactivated a grf |
| 06:45 | <Gonozal_VIII> | index < this->GetSize() |
| 06:48 | <Gonozal_VIII> | changing grfs in running game no goody |
| 06:48 | <CIA-1> | OpenTTD: peter1138 * r12173 /trunk/src/newgrf_config.cpp: -Cleanup: Minor codestyle fixes. |
| 06:48 | <@peter1138> | Quite. |
| 06:49 | <@peter1138> | "You are about to make changes to a running game; this can crash OpenTTD. Are you absolutely sure about this?" |
| 06:51 | <Gonozal_VIII> | i read that^^ but it used to work |
| 06:54 | <Morloth> | Code code code.... We should ask for donations :) |
| 06:55 | -!- | Greysc[a]le is now known as Greyscale |
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| 07:06 | <Gonozal_VIII> | hmmm notgood, vehicle tab is full |
| 07:07 | <Gonozal_VIII> | now do i resize the configure patches window or put it somewhere else... |
| 07:11 | <Gonozal_VIII> | i move disable electric rails to construction :D |
| 07:11 | <Gonozal_VIII> | i'm so many intellent :D |
| 07:14 | <@peter1138> | That's why I didn't add it ;) |
| 07:14 | <Gonozal_VIII> | works fine now :-) |
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| 07:21 | <Gonozal_VIII> | Message subject: enginepool settings gui |
| 07:21 | <Gonozal_VIII> | From: Gonozal_VIII |
| 07:21 | <Gonozal_VIII> | Sent at: Mon Feb 18, 2008 1:20 pm |
| 07:21 | <Gonozal_VIII> | To: peter1138 |
| 07:21 | <Gonozal_VIII> | :-) |
| 07:22 | <@peter1138> | Well I don't need to worry about it, as in trunk there is a space in the vehicle patches tab now ;) |
| 07:22 | <@peter1138> | Also I might just make it dynamic. |
| 07:22 | <@peter1138> | (The window) |
| 07:23 | <Gonozal_VIII> | trunk doesn't have timetable seperation, right... |
| 07:23 | <@peter1138> | Nope. |
| 07:24 | <Gonozal_VIII> | anyways.. you wouldn't mind if i released a version of my patchpack that includes your enginepool? |
| 07:29 | <@peter1138> | No... |
| 07:29 | <Sacro> | Gonozal_VIII: is tht a question, or are you waving your hand jedi style? |
| 07:29 | <Gonozal_VIII> | hehehe |
| 07:29 | <Sacro> | peter1138: you wouldn't mind me borrow your credit card would you? |
| 07:30 | * | Sacro waves hand |
| 07:30 | <Gonozal_VIII> | yay :-) mergered |
| 07:32 | <Gonozal_VIII> | will work nicely with the build and refit patch |
| 07:32 | <Morloth> | ^^ |
| 07:32 | <Sacro> | Gonozal_VIII: SERVAR! |
| 07:33 | <@peter1138> | Sacro, as I don't have one... |
| 07:33 | <Gonozal_VIII> | servar :S |
| 07:33 | -!- | Greyscale is now known as Greysc[a]le |
| 07:35 | <Gonozal_VIII> | btw does anybody know what that is? http://www.tt-forums.net/viewtopic.php?p=664586#p664586 |
| 07:36 | <CIA-1> | OpenTTD: peter1138 * r12174 /trunk/src/settings_gui.cpp: -Codechange: Make the patches window dynamically resize to the largest patch tab, so adding patch options is simply a case of adding to the lists. |
| 07:36 | <Gonozal_VIII> | wow |
| 07:36 | <Gonozal_VIII> | that was fast |
| 07:37 | <@peter1138> | That should make your life a little tiny bit easier ;) |
| 07:38 | <Gonozal_VIII> | but i think electric rails fits better in the construction tab anyways |
| 07:40 | <Gonozal_VIII> | and it works :D |
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| 07:43 | <White_Rabbit> | why can't I forbid towns to build roads in the scenario editor? what if I want to build roads for the town manually, and then simply press the expand button without having to deal with messy road junctions that the town creates? |
| 07:44 | <Gonozal_VIII> | 2*2 or 3*3 isn't messy... |
| 07:44 | <frosch123> | Wasn't there a patch option to disable road building for towns, or does that work only ingame? |
| 07:45 | <White_Rabbit> | I'd still prefer to have greater control over the roads, Gonozal |
| 07:46 | <White_Rabbit> | somwetimes I wonder how Jim Powers does it.. |
| 07:46 | <@peter1138> | frosch123, "The town layout "no more roads" isn't valid in the secnario editor" |
| 07:47 | <White_Rabbit> | I think Belugas disabled that, but I never got to read the reason, and now I've lost track of his post |
| 07:48 | <Gonozal_VIII> | the dynamic resizing works fine but the window appears on a different position now |
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| 07:51 | <Gonozal_VIII> | ah.. that 50 pixel top part is centered |
| 07:53 | <Gonozal_VIII> | but only on opening, if you resize the game window it centers |
| 07:53 | -!- | Brianetta [~brian@77-103-231-158.cable.ubr05.benw.blueyonder.co.uk] has joined #openttd |
| 07:55 | <@peter1138> | Ah... |
| 07:55 | <@peter1138> | hmm |
| 07:55 | <@peter1138> | I shall need to fix that then :o |
| 07:58 | <@peter1138> | Hmm, what is it that repositions them when the game window is resized... |
| 08:07 | <@peter1138> | Oh my, that's nasty... |
| 08:08 | <Gonozal_VIII> | calculate the size earlier? |
| 08:08 | <@peter1138> | Wouldn't help. |
| 08:11 | <Eddi|zuHause3> | several windows get centered when the game window is resized |
| 08:12 | <Gonozal_VIII> | configure patches window gets centered when you open it too... but it seems to use the wrong size now |
| 08:12 | <Gonozal_VIII> | when it's centered because of game window resize it uses the right size |
| 08:13 | <Gonozal_VIII> | and now i'll try the stuff you wrote about middlestop... |
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| 08:14 | <Morloth> | Whoohooo, my pathfinding is working quite nicelly :). It only fails on really mountainous maps, can't figure out yet how to check if a road from A -> B can actually be build :/ |
| 08:15 | <Gonozal_VIII> | does it build on slopes? |
| 08:15 | <Morloth> | yeah |
| 08:16 | <Morloth> | but if it crosses a road on a slope it sometimes fails, still have to figure out how to catch or check for this |
| 08:16 | <Gonozal_VIII> | aaaand does it reuse existing roads? |
| 08:17 | -!- | LordAzamath [~LordAzama@ip208.cab23.ltln.starman.ee] has joined #openttd |
| 08:17 | <LordAzamath> | hello |
| 08:17 | <Gonozal_VIII> | hi |
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| 08:18 | <Morloth> | Gonozal_VIII: yeah, that too :) |
| 08:18 | <Morloth> | I'll post a screenshot I just took |
| 08:19 | <Morloth> | http://aycu25.webshots.com/image/44264/2005007153102605196_rs.jpg |
| 08:19 | <Gonozal_VIII> | hehe |
| 08:19 | <Morloth> | So it's working quite nice, except for mountain maps :/ |
| 08:20 | <CIA-1> | OpenTTD: peter1138 * r12175 /trunk/src/settings_gui.cpp: -Fix (r12174): Ensure the patches window is centred properly. |
| 08:20 | <Gonozal_VIII> | yay fixed |
| 08:20 | <@peter1138> | Gonozal_VIII, it got centred to the initial size which is for no options at all, hehe... |
| 08:21 | <@peter1138> | Now... |
| 08:21 | <@peter1138> | Why did I do w->top = w->top - instead of w->top -= ... |
| 08:21 | <@peter1138> | Oh well ;) |
| 08:22 | <Gonozal_VIII> | fix for the fix?^^ |
| 08:22 | <@peter1138> | Doesn't matter, hehe |
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| 09:15 | <LordAzamath> | hmm.. What an idea... |
| 09:16 | <LordAzamath> | to be able to make completely random maps |
| 09:16 | <LordAzamath> | so all settings in world generation would be randomized too |
| 09:16 | <LordAzamath> | not only random seed |
| 09:17 | -!- | Greysc[a]le is now known as Greyscale |
| 09:18 | <@Belugas> | boff... |
| 09:18 | <LordAzamath> | ? |
| 09:19 | <LordAzamath> | did you just smoke Belugas? ^^ |
| 09:20 | <@Belugas> | nope |
| 09:20 | <@Belugas> | long time i did, in fact |
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| 09:20 | <@Belugas> | and if i'd smoked, it would have been poff |
| 09:20 | <@Belugas> | not boff |
| 09:20 | <LordAzamath> | what's the 'buff' for then? |
| 09:20 | <@Belugas> | your random idea |
| 09:20 | <LordAzamath> | u=o |
| 09:20 | <@Belugas> | boff |
| 09:20 | <LordAzamath> | and that means? |
| 09:21 | <@Belugas> | not interesting idae |
| 09:21 | <@Belugas> | boring |
| 09:21 | <@Belugas> | boff |
| 09:21 | <LordAzamath> | :( |
| 09:22 | <@Belugas> | sorry... |
| 09:23 | <Gonozal_VIII> | could be useful for a server that restarts with a random map every x years |
| 09:23 | <@Belugas> | someone asked me to react more when an idea caomes up... |
| 09:23 | <Gonozal_VIII> | but for single player... nah |
| 09:23 | <@Belugas> | seems it is not always a wanted behavuour ;) |
| 09:23 | <@Belugas> | i had a much better idea on HOW to DO signals on bridges ;) |
| 09:24 | <Gonozal_VIII> | :O |
| 09:24 | <Gonozal_VIII> | signals on bridges!!! and in tunnels!!! givegivegive |
| 09:24 | <Gonozal_VIII> | ^^ |
| 09:24 | <@Belugas> | gimmegimmegimme! |
| 09:26 | <LordAzamath> | ...and Belugas points to the hungry birds pic... ^^ |
| 09:26 | <Gonozal_VIII> | in theory a single bit on every bridgehead/tunnel entry could be enough |
| 09:26 | <@Belugas> | wrong at Gonozal_VIII |
| 09:27 | <Yexo> | Gonozal: how about one-way/two-way signals? |
| 09:27 | <Gonozal_VIII> | bit set on the left bridgehead... one way signals from left to right with signal drag distance |
| 09:27 | <Gonozal_VIII> | signal on the right end... one way other direction |
| 09:27 | <Gonozal_VIII> | both bits... two way |
| 09:27 | <Gonozal_VIII> | -signal + bit |
| 09:27 | <Yexo> | but that means if you change the signal drag distance all your signals on bridges will change |
| 09:28 | <Gonozal_VIII> | yes |
| 09:28 | <Yexo> | that's not good if you have two networks on the same map with different signal distance |
| 09:28 | <Eddi|zuHause3> | Gonozal_VIII: the problem is not how to place signals on the bridge, the problem is how to make the trains recognize them |
| 09:28 | <Yexo> | for example some feeder lanes to a large network |
| 09:28 | <Yexo> | and IIRC the state of the signals is stored in the map array |
| 09:28 | <Eddi|zuHause3> | trains only recognise signals when moving between tiles |
| 09:28 | <Eddi|zuHause3> | but the tile does not change while on the bridge |
| 09:29 | <Gonozal_VIII> | hmm |
| 09:29 | <+glx> | Gonozal_VIII: and how do you know if a signal is red or not? |
| 09:29 | <Eddi|zuHause3> | that's the exact reason why the custom bridgeheads project was cancelled |
| 09:29 | <White_Rabbit> | cancelled? :( |
| 09:30 | <@Belugas> | Eddi|zuHause3, i think i've solved already hotw to put signals on bridges :) |
| 09:30 | <Eddi|zuHause3> | well, marked as "impossible with the current system" |
| 09:30 | <@Belugas> | YOU'RE NOT :D |
| 09:30 | <Eddi|zuHause3> | i'm not what? |
| 09:30 | <Yexo> | Belugas: and how would you do it? |
| 09:30 | <@Belugas> | Yexo, there are many ways to store values, map is just one suppor ;) |
| 09:31 | <@Belugas> | Eddi|zuHause3, not you, put signals on bridge... |
| 09:31 | <@Belugas> | well... |
| 09:31 | <Eddi|zuHause3> | Belugas: what about SmatZ's flexible tunnel/bridge work? |
| 09:31 | <Yexo> | creating a new pool of bridges and store an id at each of the bridge heads? |
| 09:31 | * | Belugas shuts up |
| 09:34 | * | Belugas shuts up but smiles |
| 09:34 | <@Belugas> | :) |
| 09:34 | <@Belugas> | :D |
| 09:35 | <Yexo> | so you're going that way? then custom bridgeheads will be easy |
| 09:36 | * | Belugas shuts up but smiles |
| 09:36 | <Yexo> | :) |
| 09:46 | <Eddi|zuHause3> | anyone got a pencil? |
| 09:46 | * | Belugas silently passes his pencil to Eddi|zuHause3 |
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| 09:50 | <@peter1138> | Custom bridge heads were easy back in r2800 |
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| 09:53 | <Yexo> | and what changed that they're not so easy now? |
| 09:55 | <@Belugas> | Tron and Celestar changed the way they were done, basically |
| 09:56 | <Yexo> | can someone give me some help with my programmable waypoints patch? |
| 09:57 | <Yexo> | I would like to change it from waypoints to signals, so it would become more like routing restrictions from the patch |
| 09:58 | <Yexo> | but for that I need to store 2 ID's in the map array |
| 09:59 | <CIA-1> | OpenTTD: smatz * r12176 /trunk/src/sound.cpp: -Codechange: one division less when playing sounds (patch by Dominik) |
| 10:00 | <@peter1138> | 2? |
| 10:00 | <@peter1138> | There's not enough room for one let alone two :o |
| 10:00 | <Yexo> | yes, there can be two signals on one tile |
| 10:00 | <@peter1138> | Hmm |
| 10:00 | <Yexo> | there is enough room for one if I can shift some data from m2 to m7 |
| 10:01 | <Gonozal_VIII> | shifty |
| 10:01 | <Yexo> | Or if I can move out all signals related data to an extern struct, I'd fit |
| 10:01 | <Yexo> | but I think that'd hurt speed a lot |
| 10:02 | <frosch123> | Yexo: Why do you need 2 ids? Just store the info for both signals in the external table |
| 10:02 | <@peter1138> | In my version of restrictions I just used waypoints like you. |
| 10:02 | <Gonozal_VIII> | would be ok with diagonal waypoints |
| 10:03 | <Yexo> | that's not the same Gonozal_VIII |
| 10:03 | <Yexo> | as you can't have a waypoint and signals on one tile |
| 10:03 | <Yexo> | for example the free tile before stations |
| 10:04 | <Yexo> | frosch123, that's also possible, but'll give very messy code |
| 10:04 | <Yexo> | but perhaps that's the best option |
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| 10:05 | <frosch123> | Alternative you can store the index of the second signal in the information for the first signal |
| 10:06 | <@Belugas> | nnaaaa.... just add a new byte :S |
| 10:06 | <Yexo> | two new bytes I'd need :) |
| 10:06 | <@peter1138> | Add enough memory to store all the restrictions! |
| 10:07 | <Yexo> | that's just about 100 bytes x2 :) |
| 10:08 | <@peter1138> | I ought to finish the GUI on mine. |
| 10:09 | <Yexo> | I will go try to move all signal bits from m2 to m7 |
| 10:10 | <Yexo> | what files should I like at to start with? |
| 10:11 | <@peter1138> | Why not just use m7? |
| 10:11 | <@Belugas> | it was a joke... |
| 10:11 | <Yexo> | because I'd like more then just 9 bits? |
| 10:11 | <@peter1138> | Moving stuff around does not give you more bits. |
| 10:12 | <@peter1138> | You've got 22 bits to play with. |
| 10:12 | <Gonozal_VIII> | defragmenting :-) |
| 10:12 | <Yexo> | I know |
| 10:12 | <Yexo> | Gonozal_VIII, that's what I was up to |
| 10:12 | <Yexo> | but I realise now that's give problems with old savegames |
| 10:13 | <@peter1138> | I'd use m7 0-7 | m2 8-15 |
| 10:13 | <Yexo> | I'll do that |
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| 10:16 | <Yexo> | is this (http://paste.openttd.org/599) the right coding style for switch? |
| 10:16 | <@peter1138> | Almost. |
| 10:16 | <@peter1138> | Add a blank line after the break |
| 10:16 | <Yexo> | ok |
| 10:20 | <@Belugas> | and comments! |
| 10:20 | <Yexo> | I know :) |
| 10:20 | <Yexo> | I need lots more comments in my code |
| 10:23 | <Eddi|zuHause3> | comments are overrated ;) |
| 10:23 | <Eddi|zuHause3> | better is self-commenting code ;) |
| 10:23 | <Yexo> | some comments above each function about what is does is very handy |
| 10:24 | <Yexo> | comments within functions only when the function is large or obscure |
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| 10:24 | <Gonozal_VIII> | int number; //this is a number |
| 10:24 | <+glx> | silly comment |
| 10:25 | <blathijs> | hehe |
| 10:25 | <blathijs> | It should also be ///< |
| 10:25 | <+glx> | too much comments kill comments |
| 10:25 | <Gonozal_VIII> | what is that ///< stuff anyways? |
| 10:25 | <blathijs> | Gonozal_VIII: Doxygen |
| 10:26 | <Eddi|zuHause3> | like that hex-converter in 3000 lines |
| 10:26 | <Eddi|zuHause3> | each line is commented with 3 line comments ;) |
| 10:26 | <blathijs> | Gonozal_VIII: It tells doxygen to parse the comments when producing API docs |
| 10:29 | <Gonozal_VIII> | x = (5 / 2) * 2 // x == 4 ///< here is a very useful comment |
| 10:30 | <Gonozal_VIII> | like that? |
| 10:30 | <Gonozal_VIII> | or doesn't look for that stuff inside comments? |
| 10:30 | <Yexo> | //< is only used for declarations, or not? |
| 10:30 | <Yexo> | so more like: |
| 10:31 | <Gonozal_VIII> | ah |
| 10:31 | <Yexo> | int x; ///< x will be maximum speed |
| 10:31 | <Gonozal_VIII> | icic |
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| 10:46 | <Morloth> | Arg! Where can I find the max speed of a vehicle when he's driving on a flat surface?? |
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| 10:47 | <Morloth> | I can ask for the value of RoadVehInfo->max_speed, but this isn't the correct value |
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| 10:47 | <Yexo> | v->cached_max_speed? |
| 10:48 | <Morloth> | Hmmz... let's check :) |
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| 10:53 | <Gonozal_VIII> | 17:47:14 < Morloth> I can ask for the value of RoadVehInfo->max_speed, but this isn't the correct value <-- even if you multiply it by 1.6? |
| 10:54 | <Morloth> | Wel, yes. The speed in the gui says : 48 km/h. But max_speed = 96 |
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| 10:54 | <Morloth> | I could divide in by 2, but I would have no idea what I'm doing |
| 10:54 | <Gonozal_VIII> | hmm |
| 10:56 | <Morloth> | SetDParam(1, rvi->max_speed * 10 / 32); << I could find this, but it doesn't give the correct value. |
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| 10:58 | <Gonozal_VIII> | did i mention that imperial units suck and that they should be removed from everywhere in the code because of that? |
| 10:58 | <Morloth> | Gonozal_VIII: No, but I do agree :) |
| 10:59 | <Gonozal_VIII> | grfs have vehicle speed in km/h, the game converts that to something close to mph, calculates everything with that and then converts back to km/h |
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| 11:02 | <LordAzamath> | whoa, LordAzamath pings out soon |
| 11:02 | <LordAzamath> | a blackout |
| 11:02 | <LordAzamath> | or something like that |
| 11:02 | <LordAzamath> | I thought I was LordAzamath_ now :D |
| 11:02 | <Gonozal_VIII> | who's lordazamath? never heard of that guy |
| 11:03 | <LordAzamath> | aka LA[lord] |
| 11:03 | <LordAzamath> | ^^ |
| 11:03 | <Gonozal_VIII> | nope, doesn't ring a bell |
| 11:03 | <LordAzamath> | Gonozal_VIII: You mistyped his name.. |
| 11:03 | <LordAzamath> | that's why.. |
| 11:03 | <Gonozal_VIII> | did not |
| 11:04 | <Eddi|zuHause3> | did too |
| 11:04 | <Gonozal_VIII> | did not |
| 11:04 | <Eddi|zuHause3> | did too |
| 11:04 | <Gonozal_VIII> | did not |
| 11:04 | <Eddi|zuHause3> | i have no time for this... |
| 11:04 | <LordAzamath> | have too |
| 11:04 | <Gonozal_VIII> | oooh |
| 11:04 | <Gonozal_VIII> | compile of your new patch thingy finished... |
| 11:04 | <LordAzamath> | Gonozal_VIII: Capital letters, do these ring a bell? |
| 11:04 | <Gonozal_VIII> | an hour ago or something^^ |
| 11:06 | <Gonozal_VIII> | hmmm |
| 11:06 | <Gonozal_VIII> | that's borken |
| 11:06 | <Gonozal_VIII> | slows down way too much |
| 11:08 | <Gonozal_VIII> | maglev thingy one tile long on a 7 tile station, comes in with 643, slows down to 49 on the first station tile, 24 on the second, 8 on the third, stops at the fourth |
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| 11:08 | <LordAzamath> | nope, that's your eyes being slow |
| 11:09 | <Gonozal_VIII> | and the sprite is misaligned :S |
| 11:09 | <Gonozal_VIII> | that's the old lev4 chimera.... |
| 11:10 | <Gonozal_VIII> | how can that have misaligned sprites |
| 11:10 | <@peter1138> | Sometimes the original graphics are misaligned... |
| 11:10 | <@Belugas> | Yexo, your ruleset... poolitem... could it be done in a better way, i guess |
| 11:10 | <@Belugas> | Yexo : |
| 11:10 | <@Belugas> | + RuleType rule_type[MAX_RULES]; |
| 11:10 | <@Belugas> | + Compare rule_cmp[MAX_RULES]; |
| 11:10 | <@Belugas> | + int32 rule_value[MAX_RULES]; |
| 11:10 | <@Belugas> | + uint8 rule_depth[MAX_RULES]; |
| 11:10 | <@Belugas> | + int32 rule_data[MAX_RULES]; |
| 11:10 | <@Belugas> | sucks |
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| 11:10 | <@Belugas> | make a structure instead |
| 11:10 | <Yexo> | I had that first, but then I had problems with saving |
| 11:11 | <Gonozal_VIII> | class |
| 11:11 | <Yexo> | struct/class, the same thing |
| 11:11 | <Gonozal_VIII> | but struct sounds so old fashioned |
| 11:11 | <Yexo> | First I had a struct Rule |
| 11:11 | <@Belugas> | plenty of examples in the code... |
| 11:11 | <CIA-1> | OpenTTD: smatz * r12177 /trunk/src/ (13 files): -Codechange: use 'side' parameter in GetTileTrackStatus so there can be less checks in pathfinders for depots/stations/tunnels/bridges |
| 11:11 | <Yexo> | saving a rule[20] or so? |
| 11:13 | <Yexo> | Can you give me some some of the code where that is done? |
| 11:13 | <Yexo> | I couldn't find it last time I searched |
| 11:14 | <Yexo> | and I guess I'll have to split progsignal.cpp/h in multiple files |
| 11:15 | <@Belugas> | question is... you already have a pool. Why do you need a bunch of arrays for each rule? |
| 11:16 | <Yexo> | Well, I could use a pool of rules (instead of a pool of rulesets), but then it'd be very hard to keep the display as it is |
| 11:16 | <Yexo> | I'd have to change to a routing restrictions gui (and/or are before any of the actual rules) |
| 11:17 | <Yexo> | and I don't like that prefix notation. |
| 11:17 | <Yexo> | Or I could cache the ruleset the user is editing in a structure kinda like it is now |
| 11:18 | <@peter1138> | My version is at http://fuzzle.org/o/restriction6.diff |
| 11:18 | <@peter1138> | GUI needs work, heh... |
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| 11:21 | <@Belugas> | Yexo, changing the behaviour of widgets with that argument stuff seems a bit strange for me. I mean, it will only be used for that purpose |
| 11:21 | <@peter1138> | Belugas, that's because the code is from before my drop down list changes |
| 11:22 | <Yexo> | indeed |
| 11:22 | <Yexo> | Around that time I proposed a new dropdown list system and a few days later peter1138 came with the new system |
| 11:22 | <Yexo> | I already changed that in my code, but I haven't uploaded that yet |
| 11:22 | <@Belugas> | ho... |
| 11:22 | <@Belugas> | well... |
| 11:22 | * | Belugas shuts up |
| 11:25 | <Yexo> | peter1138, if I read your diff correctly, it's only possible to have one restriction per tile? |
| 11:25 | <@peter1138> | You misread it, then. |
| 11:26 | <Yexo> | I'll try again :) |
| 11:26 | <@peter1138> | + Restriction *next; ////< Next restriction in list |
| 11:27 | <Yexo> | I just saw it |
| 11:28 | <Yexo> | But you create some linked list of rules instead of a tree like I do |
| 11:30 | <@peter1138> | Yeah |
| 11:31 | <Yexo> | Anyway, I got to go now |
| 11:31 | <Yexo> | See you |
| 11:35 | <Morloth> | bb |
| 11:35 | <CIA-1> | OpenTTD: smatz * r12178 /trunk/src/train_cmd.cpp: -Codechange: use the 'side' parameter in TrainController and TrainCheckIfLineEnds to simplify the code |
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| 11:46 | <@Belugas> | pfff.. redoing logs from r12138 to head |
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| 11:56 | <@peter1138> | Redoing? |
| 11:57 | <LordAzamath> | I think it's a typo for removig :D ^^ |
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| 11:57 | <LordAzamath> | removing* |
| 11:59 | <@peter1138> | No... |
| 12:01 | <@Belugas> | doing logs instead... |
| 12:01 | -!- | Brianett1 is now known as Brianetta |
| 12:01 | <@Belugas> | but performing once more the log deciphering-reformating task |
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| 12:01 | -!- | Frostregen [~sucks@dslb-084-058-121-147.pools.arcor-ip.net] has quit [Read error: Operation timed out] |
| 12:02 | -!- | Frostregen_ is now known as Frostregen |
| 12:02 | -!- | Danielsonkc [DanielRobe@CPE-65-28-30-222.kc.res.rr.com] has joined #openttd |
| 12:03 | <Danielsonkc> | hello |
| 12:03 | <Gonozal_VIII> | hi |
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| 12:04 | <Danielsonkc> | Im trying to auto replace my vehicles. If I do not have a new model vehicle than the ones im using than i can't auto replace. any advice? |
| 12:04 | <Danielsonkc> | newer' |
| 12:04 | <Gonozal_VIII> | that's autorenew then |
| 12:09 | <Danielsonkc> | but when my vehicles are old and the model offered to autorenew is an older than the model I already have what do i do then? |
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| 12:09 | <Gonozal_VIII> | no what you're looking at is autoreplace |
| 12:09 | <Gonozal_VIII> | autorenew happens automatically if you have the patch settings right |
| 12:09 | <Vikthor> | Now that you mention it, is there a way to replace(for new model) a locomotive, but only when the old is really old? |
| 12:10 | <Gonozal_VIII> | not that i know of... |
| 12:11 | <Gonozal_VIII> | but the value decrease is linear so it doesn't really matter |
| 12:11 | <Vikthor> | What I mean is combining both autorenew and autoreplace |
| 12:11 | <Gonozal_VIII> | (if you sell a vehicle after half its lifespan, it still has half the value) |
| 12:11 | <Gonozal_VIII> | i know what you mean |
| 12:12 | <Danielsonkc> | how do i do that- I already autoreplace with newer models when they come out, my problem is - no new versions of vehicles are coming out and now i can't autorepair. When I look at avalible vehicles it shows newer vehicle options but when i go into the depot to replace them they option of the newer vehicles is no longer there |
| 12:12 | <+glx> | wrong depot type? |
| 12:13 | <Danielsonkc> | noppers, i think i found a glitch in autoreplace |
| 12:13 | <+glx> | there's a dropdown box in bottom |
| 12:13 | <+glx> | to select railtype |
| 12:13 | <Gonozal_VIII> | nonono, you're still mixing up autoreplace with autorenew |
| 12:14 | <Danielsonkc> | difference? |
| 12:14 | <Gonozal_VIII> | autorenew is replacing with the same vehicle type, autoreplace is replacing with different type |
| 12:14 | <Danielsonkc> | ohhh |
| 12:15 | <Danielsonkc> | so how do i autoreplace? |
| 12:15 | <Gonozal_VIII> | autorenew :-) |
| 12:15 | <Danielsonkc> | right |
| 12:15 | <Gonozal_VIII> | that happens automatically |
| 12:15 | <+glx> | only if enabled |
| 12:16 | <Gonozal_VIII> | you can set it the time when it happens from 12 month befor up to 12 month after it reaches its max age |
| 12:16 | <Gonozal_VIII> | -it |
| 12:16 | <Danielsonkc> | mine was set at 6 months like normal - then i set it to 0 is that my problem autorenew after 0 months old? |
| 12:17 | <Gonozal_VIII> | no, 0 means the same month it reaches its max age |
| 12:17 | <Danielsonkc> | so it should be working |
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| 12:18 | <Gonozal_VIII> | there's a button autorenew vehicle when it gets old |
| 12:18 | <Gonozal_VIII> | that has to be active |
| 12:18 | <Danielsonkc> | located? in patches |
| 12:18 | <Gonozal_VIII> | right above the month... |
| 12:21 | <Gonozal_VIII> | a combination of autoreplace and autorenew could really be nice for some more (attention, bad word following) realism... not all vehicles would be replaced at once then |
| 12:21 | <ln-> | where can i find 4x03? |
| 12:21 | <Gonozal_VIII> | ? |
| 12:21 | <Sacro> | Frostregen: that's no PBS bug, you've not done the layout right |
| 12:22 | <Gonozal_VIII> | always signal after station |
| 12:22 | <Danielsonkc> | thank you thank you, gonozal |
| 12:22 | <Gonozal_VIII> | always signal everywhere trains should stop... |
| 12:25 | <Gonozal_VIII> | what are you talking about ln? |
| 12:25 | <+michi_cc> | Sacro: actually, the wrong track reservation is a PBS bug. You're right about why the train doesn't leave the depot though. |
| 12:26 | <Gonozal_VIII> | isn't that triangular track piece the one the signal is on? that one should be reserved.. |
| 12:27 | <Sacro> | michi_cc: i didn't view the save, but the station needs starter signals |
| 12:29 | <+michi_cc> | Sacro: the problem with the station is that it only has one signal after the platforms that acts as a safe stopping point. The second train can't exit the depot as long as the only safe point is still blocked by the first train. |
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| 12:30 | <Gonozal_VIII> | that's new, they just entered end crashed while exiting before |
| 12:30 | <Gonozal_VIII> | :-) |
| 12:30 | -!- | pm|away is now known as planetmaker |
| 12:34 | <@peter1138> | Hmm |
| 12:34 | <@peter1138> | I just noticed that vehicles say "Waiting for free path" in the status bar :D |
| 12:34 | -!- | ben_goodger [~ben@host86-153-46-84.range86-153.btcentralplus.com] has joined #openttd |
| 12:34 | <Gonozal_VIII> | oh, nice |
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| 12:36 | <LordAzamath> | peter1138: When did that change take place? :D |
| 12:36 | <yorick> | v3 |
| 12:36 | <yorick> | erm...4 |
| 12:36 | <@peter1138> | Well I didn't notice it in v3... |
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| 12:42 | * | LordAzamath is compiling 12178 |
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| 12:54 | <White_Rabbit> | anyone feel like playing a multiplayer game? |
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| 13:03 | <Danielsonkc> | is 2051 the end? I know you can pick start date so does that mean there is no end date parsay? |
| 13:03 | <Danielsonkc> | anyone... anyone... buler? |
| 13:03 | <Danielsonkc> | buler? |
| 13:05 | <Danielsonkc> | momma talkin to me tryin to tell me how to live |
| 13:05 | -!- | UFO64 [UFO64@john-michael-murray.um.maine.edu] has joined #openttd |
| 13:06 | <Axamentia> | Afaik 2051 is the game end date |
| 13:06 | <Axamentia> | I know you can end earlier |
| 13:06 | <Axamentia> | But you can still keep playing after scoring |
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| 13:08 | <Danielsonkc> | thanx |
| 13:08 | -!- | |