| --- | Log | opened Sun Feb 24 00:00:34 2008 |
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| 03:25 | <Wolf01> | hello |
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| 03:26 | <yorick> | hello |
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| 05:27 | <Yorick> | dbg: [misc] Your script made an error: the index 'FindRoute' does not exist :( |
| 05:31 | <Yorick> | hmm...why isn't that pathfinderStupid working |
| 05:31 | <Yorick> | I know it wouldn't be connecting things |
| 05:31 | <Yorick> | biut it should not throw me an error |
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| 05:42 | <LordAzamath> | hello |
| 05:43 | <Yorick> | hello |
| 05:43 | * | Yorick needs some help with NoAI |
| 05:44 | <LordAzamath> | It seems I never become fond of TTDP... I just tried to start a new game, but then I found building rail very slow when compared to autorail tool in Open... |
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| 06:15 | <Yorick> | how about making chat possible in Single Player? |
| 06:16 | <Yorick> | chatting with AI's :) |
| 06:16 | <Wolf01> | yes, why not, and why not make the AI able to reply at you? |
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| 06:16 | <Yorick> | NoAI :) |
| 06:17 | <Wolf01> | i already had some troubles with megahal, he started to think and tried to take control of my pc |
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| 06:54 | <Yorick> | is there anyone that can help me with NoAI? |
| 06:55 | <Gekz> | No. |
| 06:55 | <Yorick> | is there anyone that can slap TrueBrain awake then? |
| 06:55 | <Yorick> | he's back into NoAI for the moment |
| 06:56 | <SpComb> | don't think he does IRC anymore |
| 06:56 | <SpComb> | oh, he does, but just not this channel |
| 06:57 | <SpComb> | /whois TrueBrain shows #openttd.noai |
| 06:57 | <Yorick> | I tried contacting him on openttd.noai |
| 06:57 | <ln-> | send him snail mail. |
| 06:58 | <Yorick> | huh? |
| 06:59 | <ln-> | http://nl.wikipedia.org/wiki/Post_%28brief%29 |
| 06:59 | <Yorick> | too slow |
| 07:02 | <Gonozal_VIII> | tnt post? sounds dangerous |
| 07:03 | <Yorick> | hehe |
| 07:04 | <Yorick> | it was first PTT Post, then TPG Post, and now TNT Post |
| 07:04 | <Yorick> | they can't choose the name |
| 07:04 | <Gonozal_VIII> | i don't know what language that is but i can read a lot of it :-) |
| 07:04 | <Yorick> | dutch? |
| 07:05 | <Gonozal_VIII> | maybe |
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| 07:20 | <blathijs> | Gonozal_VIII: Dutch and German are pretty similar :-) |
| 07:21 | <globester> | alike, not similar :/ |
| 07:21 | <Yorick> | :/ |
| 07:24 | <Yorick> | ah please...there must be someone that can help me with NoAI |
| 07:24 | <Gekz> | Dutch and german are not similar |
| 07:25 | <Gekz> | they are as similar as German and English |
| 07:25 | <Gekz> | Germanic. |
| 07:25 | <Gekz> | that's it. |
| 07:25 | <globester> | do you think sim city 3000 will work on my poor laptop? :/ |
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| 07:26 | <Gekz> | lol |
| 07:27 | <blathijs> | Actually, I really can't find any notable difference in meaning between alike and similar... |
| 07:27 | <blathijs> | Gekz: And actually, German and Dutch are more similar than English and Dutch at any rate... |
| 07:28 | <Gekz> | blathijs: depends on what you call similar. |
| 07:28 | <blathijs> | Easy to understand one if you know the other :-) |
| 07:28 | <Gekz> | lol |
| 07:28 | <globester> | i think similar also includes grammar |
| 07:28 | <globester> | which is quite different between dutch and german |
| 07:28 | <blathijs> | Perhaps "Easy" isn't exactly the right work, though |
| 07:29 | <globester> | but most european languages are similar |
| 07:29 | <blathijs> | Then I should say similar in vocabulary |
| 07:29 | <blathijs> | :-) |
| 07:29 | <globester> | exceptions being magyar and finnish |
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| 07:30 | <Gonozal_VIII> | magyar? |
| 07:31 | <Gonozal_VIII> | ah, hungarian |
| 07:31 | <blathijs> | Is Magyar the Hungarian name for Hungarian? |
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| 07:33 | <globester> | i think it's the name of the people living there |
| 07:33 | <globester> | atleast historically |
| 07:34 | <globester> | you'll see them as magyar on older maps |
| 07:34 | <globester> | atleast up to 1919 i think |
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| 07:53 | <Ammller> | Hey, is there a general switch to bring more brightness in GRFs? |
| 07:53 | <Ammller> | OpenGFX seems so darf |
| 07:53 | <Ammller> | dark |
| 07:54 | <Gonozal_VIII> | change the brightness of your screen... |
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| 07:56 | <@peter1138> | Redraw the graphics so they're not so dark... |
| 07:56 | <Ammller> | thanks anyway :P |
| 07:56 | <@peter1138> | (...and brown) |
| 07:56 | <Ammller> | then, this is wanted? |
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| 07:57 | <@peter1138> | Is what wanted? |
| 07:58 | <Ammller> | that openGFX are much darker/browner then original? |
| 07:58 | <@peter1138> | I assume it is, as that is how they have been drawn. |
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| 09:22 | <DaleStan> | <LordAzamath> It seems I never become fond of TTDP... I just tried to start a new game, but then I found building rail very slow <-- Just drag the four real rail-tools. No need for a fifth one. (and learn your [1]-[4] keyboard shortcuts) |
| 09:26 | <Gonozal_VIII> | keyboard shortcuts suck |
| 09:27 | <Gonozal_VIII> | can't support my head with my hand while using them |
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| 09:35 | <LordAzamath> | DaleStan: I quite realised those 1-4 keyboard buttons.. But it's easier to not have them all, and then I realised I hadn't allowed building on steep slopes, so I quit :P |
| 09:35 | <LordAzamath> | ok.. bbl |
| 09:39 | <DaleStan> | No, it's much easier to have them. Autorail requires too much precision in your clicking when you want just a single tile of track. |
| 09:43 | <Gonozal_VIII> | so? |
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| 09:44 | <Gonozal_VIII> | you don't have to use it if you're not able to move your mouse precisely enough |
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| 09:54 | <Eddi|zuHause2> | i occasionally get misplaced rail bits, but autorail is definitely easier than 1-4 keyboard shortcuts |
| 09:54 | <Eddi|zuHause2> | it's worse with autoroad, because that does not show the road piece you are going to build |
| 09:55 | <Eddi|zuHause2> | that should really be fixed before 0.6 |
| 09:56 | <Gonozal_VIII> | yep |
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| 10:17 | * | peter1138 does not use autorail, heh |
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| 10:19 | <moa3333> | Hello, i like openttd very much. I have Ubuntu Hardy amd64. Could you release a deb package for amd64 please for the last beta like you did for the previous ones or give me some hints on how to do it myself? |
| 10:20 | <Yorick> | svn co svn://svn.openttd.org/trunk |
| 10:20 | <Yorick> | ./configure && make |
| 10:21 | <Sacro> | Yorick: that is not the beta |
| 10:21 | <toet> | jkpl; |
| 10:21 | <Sacro> | beta is svn://svn.openttd.org/tags/0.6.0-beta4 |
| 10:21 | <Sacro> | i think :s |
| 10:22 | <Sacro> | blathijs: who does the amd64 debs ? |
| 10:22 | <blathijs> | yes, it is |
| 10:22 | <Sacro> | zomg, he's actually here :) |
| 10:22 | <blathijs> | Sacro: I do, as soon as my laptop is repaired :-) |
| 10:23 | <moa3333> | ok i'll try that |
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| 10:24 | <blathijs> | moa3333: You are probably better off doing dpkg-buildpackage -uc -us -b instead of ./configure && make |
| 10:25 | <blathijs> | moa3333: Requires you to install dpkg-buildpackage and do an "apt-get build-dep openttd" |
| 10:26 | <blathijs> | Then do "svn export svn://svn.openttd.org/tags/0.6.0-beta4" to get the source |
| 10:26 | <blathijs> | Then do "cd 0.6.0-beta4; mv os/debian debian" to get the debian packaging info in the right place |
| 10:26 | <Eddi|zuHause2> | Gonozal_VIII: i have a request for the next patch pack version, split up the new files from the patched files |
| 10:26 | <blathijs> | Then "dpkg-buildpackage -uc -us -b" should build a .deb for you |
| 10:27 | <Sacro> | how complex |
| 10:27 | <Sacro> | Arch you just grab the PKGBUILD and type "makepkg" |
| 10:28 | <Gonozal_VIII> | somebody should just add blank files with those names to trunk^^ |
| 10:28 | <Sacro> | ?why |
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| 10:28 | <Gonozal_VIII> | because that problem would be solved then |
| 10:28 | <Gonozal_VIII> | revert would blankify them again |
| 10:28 | <moa3333> | blathijs blathijs ok |
| 10:29 | <UnderBuilder> | anyone wants to do blankish ttd files for the OpenGFX proyect? |
| 10:29 | <blathijs> | Sacro: The mv step is mainly because openttd policy needs all os-specific stuff in os/ |
| 10:29 | <UnderBuilder> | now there is only trg1r but what about the others? |
| 10:29 | <@peter1138> | UnderBuilder, simple enough for you to create one |
| 10:30 | <blathijs> | Sacro: And by default, Debian isn't supposed to building from source :-) |
| 10:30 | <UnderBuilder> | but how I create a blank sample.cat? |
| 10:30 | <Eddi|zuHause2> | touch sample.cat |
| 10:30 | <@peter1138> | "touch sample.cat" |
| 10:31 | <UnderBuilder> | I'm on windows... |
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| 10:31 | <Yorick> | so? |
| 10:31 | <blathijs> | right click -> create new -> text document |
| 10:31 | <blathijs> | then rename to sample.cat |
| 10:31 | <Sacro> | blathijs: neither is Arch :) |
| 10:32 | <Sacro> | but it is designed in such a way that you can if you so wish |
| 10:32 | <blathijs> | You'll have to have "hide extentions for known file types" turned off :-) |
| 10:32 | <Eddi|zuHause2> | i had "touch" even on Novell DOS |
| 10:32 | <blathijs> | Sacro: Ah, never used Arch :-) |
| 10:32 | <Sacro> | so if you want to do -Omg-Optimizd and -funroll-loops |
| 10:32 | <Sacro> | you can |
| 10:32 | <Sacro> | its a very lovely distro |
| 10:32 | <Vikthor> | Sacro: Isn't PKGBUILD something alike gentoos ebuild? |
| 10:33 | <Sacro> | similar idea |
| 10:34 | <Eddi|zuHause2> | gnah... i don't have 7z... |
| 10:35 | <UnderBuilder> | I did so, but the game crashed while I was testing in toyland |
| 10:35 | <Vikthor> | Then this -- (16:27:46) Sacro: Arch you just grab the PKGBUILD and type "makepkg" -- does not hold, making .deb is more like writing ebuild/PKGBUILD |
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| 10:36 | <+glx> | Eddi|zuHause2: http://sevenzip.sourceforge.net/ |
| 10:36 | <Eddi|zuHause2> | yes, and sourceforge does work horribly in konqueror |
| 10:36 | <blathijs> | Vikthor: No, that would be building a debian/ subdir |
| 10:36 | <Sacro> | Vikthor: why is it? |
| 10:37 | <Sacro> | PKGBUILD, e-build, spec file |
| 10:37 | <Sacro> | all the same idea |
| 10:37 | <Sacro> | but PKGBUILD is the easiest format i've yet seen |
| 10:37 | <Vikthor> | blathijs: Ahh yes, my fault |
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| 10:37 | <UnderBuilder> | the game crashes when I use blank grf files |
| 10:37 | <Sacro> | ooh, there is an openttd-beta 0.6.0_beta4-1 |
| 10:38 | <blathijs> | Sacro: hmm? |
| 10:38 | <Sacro> | http://aur.archlinux.org/packages/openttd-beta/openttd-beta/PKGBUILD <- look how easy that is |
| 10:38 | <Sacro> | blathijs: arch has openttd, openttd-beta and openttd-svn |
| 10:38 | <blathijs> | ah, the arch package :-) |
| 10:38 | <Sacro> | all have different binaries and different /usr/share locations |
| 10:41 | <blathijs> | ah, that's kinda nice :-) |
| 10:41 | <Sacro> | yep |
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| 10:58 | <moa3333> | ok thank you, i have finished creatind the deb package |
| 10:58 | <blathijs> | nice :-) |
| 10:59 | <moa3333> | if you want i can sent it to you, i hope it works on debain, it works on Ubuntu Hardy |
| 10:59 | <blathijs> | moa3333: I'll just wait until my laptop comes back. I build the official deps in a clean Debian stable chroot, which ensures the dependencies are correct |
| 11:01 | <moa3333> | ok |
| 11:01 | -!- | wolfryu is now known as Wolfensteijn |
| 11:01 | <moa3333> | anyway, i love this game! |
| 11:03 | <globester> | i dislike vista, it won't let me play dos games :( |
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| 11:04 | <Yorick> | google is not letting me search for A* |
| 11:05 | <Sacro> | Astar |
| 11:06 | <Yorick> | already got it |
| 11:07 | <+glx> | globester: try dosbox |
| 11:07 | <globester> | yeah, that works, but it won't let me install sc2000 :( |
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| 11:09 | <Gonozal_VIII> | sc2000 is a dos game? |
| 11:10 | <ln-> | yes. |
| 11:10 | <globester> | it's from 93 |
| 11:10 | <+glx> | there's a win95 version |
| 11:13 | <globester> | i might try mortal kombat |
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| 11:29 | <UnderBuilder> | why openttd crashes when I use blank grf files? |
| 11:30 | <@peter1138> | Because it expects a GRF file. |
| 11:30 | <@peter1138> | sample.cat can be an empty file, but the GRFs must be formatted correctly. |
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| 11:40 | <Eddi|zuHause2> | UnderBuilder: decode the original grf, replace the pcx with an empty one of same size, reencode grf |
| 11:40 | <UnderBuilder> | hmmm... is that legal? |
| 11:40 | <LordAzamath> | Eddi|zuHause2: Then he'll get white screen :P |
| 11:41 | <Eddi|zuHause2> | UnderBuilder: you can also write up all sprite sizes by hand... |
| 11:41 | <LordAzamath> | UnderBuilder: Try this: http://www.tt-forums.net/viewtopic.php?p=651825#p651825 |
| 11:42 | <Eddi|zuHause2> | LordAzamath: he is trying to do the same for the other files |
| 11:42 | <UnderBuilder> | that's only trg1r.grf |
| 11:42 | <LordAzamath> | Easy.. |
| 11:42 | <LordAzamath> | decode, open pcx in Gimp |
| 11:42 | <LordAzamath> | select all, and unselect the white area |
| 11:43 | <LordAzamath> | and then fill evrything with 0000ff |
| 11:43 | <LordAzamath> | All sprites get transparent |
| 11:43 | <+glx> | LordAzamath: no need to unselect white area ;) |
| 11:43 | <Eddi|zuHause2> | that is almost exactly what i said... only a dozen times more complicated |
| 11:43 | <LordAzamath> | It looks nicer |
| 11:44 | <LordAzamath> | btw, I've got a problem |
| 11:44 | <LordAzamath> | actionF |
| 11:44 | <+glx> | you can redecode it after to gave it nice ;) |
| 11:44 | <Eddi|zuHause2> | and the palette entry is relevant, not the RGB value |
| 11:44 | <LordAzamath> | Eddi|zuHause2: But that doesn't matter that palette entry is blue? |
| 11:45 | <LordAzamath> | it's just easier for me to say that way |
| 11:45 | <+glx> | what's your problem with actionF ? |
| 11:46 | <LordAzamath> | http://paste.openttd.org/641 |
| 11:46 | <Eddi|zuHause2> | Gonozal_VIII: you said you have a grf for invisible fences, is that available somewhere? |
| 11:46 | <@peter1138> | Sprite sizes and offsets are not important... |
| 11:46 | <LordAzamath> | I defined one big set |
| 11:46 | <Gonozal_VIII> | i what huh? |
| 11:46 | <LordAzamath> | and want to use it like 'set''-''set' |
| 11:46 | <@peter1138> | So you can make a replacement GRF that is not based on the original at all... |
| 11:46 | <LordAzamath> | whereas the set is the same |
| 11:46 | <Eddi|zuHause2> | Gonozal_VIII: yes, i am pretty sure it was you |
| 11:47 | <Gonozal_VIII> | ah.. transrapid set does that... but that's just replacing the fence sprites with empty ones |
| 11:47 | <LordAzamath> | But it doesn't randomize for the second time.. |
| 11:47 | <Gonozal_VIII> | -set |
| 11:47 | <Gonozal_VIII> | transrapid track grf thingy^^ |
| 11:47 | <Eddi|zuHause2> | do you have a standalone version of that? |
| 11:48 | <Gonozal_VIII> | patch graphics section in the forum.. |
| 11:48 | <Gonozal_VIII> | http://www.tt-forums.net/viewtopic.php?f=26&t=34753 |
| 11:51 | <LordAzamath> | to put it into other words... I have defined a bunch of names like this abc, where b sometimes is and sometimes isn't (empty). For example it comes up Turi. Now I want to make some names with - mark too.. But it always comes Turi-Turi in that way not for example Turi-Viljandi ... |
| 11:51 | <LordAzamath> | abc-abc |
| 11:51 | <LordAzamath> | It doesn't randomize twice.. |
| 11:51 | <LordAzamath> | To get that effect, I should define whole list twice... |
| 11:52 | <LordAzamath> | so abc-def |
| 11:52 | <LordAzamath> | But that's twice the size and I hope there are better ways |
| 11:52 | <+glx> | LordAzamath: each name uses only one uint32 value |
| 11:52 | <LordAzamath> | which means? |
| 11:53 | <+glx> | the "randomisation" is based on bit start and bit count |
| 11:53 | <+glx> | so abc will always give the same result |
| 11:53 | <LordAzamath> | but every time activated, it gives different results... |
| 11:54 | <LordAzamath> | Is there a way then to have multiple IDs for one set? |
| 11:54 | <LordAzamath> | Or do I have to have duplicates for that? |
| 11:56 | <+glx> | each part will give the same text for a given uint32 |
| 11:56 | <LordAzamath> | I really don't want to define it twice :( |
| 11:57 | <+glx> | it's the only way, and it should use different bits for the second definition |
| 11:57 | <+glx> | else you'll get the same text |
| 11:57 | <LordAzamath> | All actions have used different bits atm.. |
| 11:57 | <LordAzamath> | All actionFs |
| 11:57 | <LordAzamath> | in that file |
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| 11:58 | <+glx> | but when you reuse 0a 0b and 0c, they reuse the same bits and give the same result |
| 11:58 | <LordAzamath> | But how many bits are there avilable at all? 32? |
| 11:58 | <+glx> | yes 32 |
| 11:58 | <LordAzamath> | but that's bad... |
| 11:58 | <+glx> | the town name is this 32bit number |
| 11:59 | <LordAzamath> | Because I have already used 23 bits |
| 11:59 | <@peter1138> | 2^32 town names should be enough for everyone! |
| 11:59 | <LordAzamath> | or I'm done something wrong |
| 11:59 | <@peter1138> | 23 seems rather high... |
| 11:59 | <@peter1138> | Well, depends how many options you have :) |
| 11:59 | <LordAzamath> | http://paste.openttd.org/641 |
| 11:59 | <LordAzamath> | many! |
| 12:00 | <Eddi|zuHause2> | hm... my grfcodec stopped working... |
| 12:00 | <LordAzamath> | Eddi|zuHause2: ?? |
| 12:00 | <+glx> | 3d 00 06 should be enough for the first set |
| 12:00 | <Eddi|zuHause2> | it does not output anything |
| 12:00 | <@peter1138> | LordAzamath, that only need 16 bits... |
| 12:01 | <+glx> | then 0B 07 04 |
| 12:01 | <LordAzamath> | glx, before renum complained, but I'll see now, maybe I can optimize :) |
| 12:02 | <+glx> | 0x3d = 11 1101 so 6 bits are enough :) |
| 12:02 | <LordAzamath> | :) |
| 12:02 | <UnderBuilder> | I am on windows, I only have got mspaint |
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| 12:03 | <LordAzamath> | ok.. all others are minimized.. |
| 12:04 | <LordAzamath> | and that still gives me 22 bits used... |
| 12:04 | <@peter1138> | UnderBuilder, context? |
| 12:04 | <UnderBuilder> | and last version of gimp for windows is outdated |
| 12:05 | <+glx> | and? |
| 12:05 | <+glx> | it's still works |
| 12:07 | <LordAzamath> | hmm.. now I seem to have only* 20 bits.. :( |
| 12:09 | <+glx> | each abc uses 16 bits |
| 12:10 | <+glx> | you can have def using the other 16 bits |
| 12:11 | <LordAzamath> | but then I have to change the current one to use only 16 bits.. After a small recalculation, it uses 21 currently.. |
| 12:12 | <LordAzamath> | I know one part, where I could get one bit :P |
| 12:12 | <+glx> | hmm right a itself is 16 bits |
| 12:12 | <LordAzamath> | WAIT |
| 12:13 | <+glx> | b is the - part |
| 12:13 | <LordAzamath> | no, don't wait. |
| 12:13 | <LordAzamath> | B is the optional middle part |
| 12:14 | <+glx> | yes you have a-a or a |
| 12:14 | <LordAzamath> | argghh. I got confuzed.. |
| 12:15 | <LordAzamath> | but I want a-a or a where a!=a |
| 12:15 | <LordAzamath> | :P |
| 12:15 | <+glx> | 0C -> 0A 0B -> 0A - 0A |
| 12:15 | <LordAzamath> | yes.. |
| 12:16 | <LordAzamath> | I got confuzed by my own code |
| 12:16 | <+glx> | and 0A always give the same result for a given number |
| 12:16 | <LordAzamath> | hmm.. I want 64 bits ^^ |
| 12:17 | <+glx> | you won't have 64bits :) |
| 12:17 | <LordAzamath> | ever? |
| 12:17 | <+glx> | 32 bits are enough if you use them correctly |
| 12:17 | <Eddi|zuHause2> | hm... generating map takes forever... |
| 12:17 | <+glx> | you can reuse some bits too |
| 12:17 | <LordAzamath> | how? |
| 12:18 | <LordAzamath> | wait, I'll guess |
| 12:18 | <LordAzamath> | I can use the same bits for different base actionFs? |
| 12:18 | <Eddi|zuHause2> | 32 bits should be enough for everyone |
| 12:18 | <LordAzamath> | so a and b can share bits? |
| 12:19 | <+glx> | they can yes |
| 12:19 | <LordAzamath> | but... that solves my problem, doesn't it? :O |
| 12:20 | <+glx> | you still need to duplicate 0A if you want 0A-different 0A |
| 12:20 | <LordAzamath> | yes, but then I have atleast half of the bits available |
| 12:22 | <LordAzamath> | wait.. it doesn't..hmm gotta think |
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| 12:23 | <+glx> | the hard part is to find a bit combination giving the best "random" result |
| 12:24 | <LordAzamath> | how many bits does the second sprite take? |
| 12:24 | <LordAzamath> | exactly 16 |
| 12:24 | <+glx> | hmm in your 0A third part there are a many duplicates |
| 12:24 | <+glx> | are they really needed? |
| 12:25 | <LordAzamath> | I could remove them and add the probability into.. |
| 12:25 | <LordAzamath> | I would use exactly 32 bits :P |
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| 12:28 | <Eddi|zuHause2> | wahh... generating map takes really forever... |
| 12:28 | <+glx> | using newindustries I guess ;) |
| 12:28 | <Eddi|zuHause2> | also generating towns took already forever |
| 12:29 | <+glx> | how many of them? |
| 12:29 | <Eddi|zuHause2> | 1kx2k map, many towns |
| 12:29 | <Eddi|zuHause2> | it said something around "xxx / 1500" in the status window |
| 12:30 | <+glx> | the more towns, the more time needed as a townname can be the same for many uint32 |
| 12:30 | <+glx> | and duplicates are not allowed |
| 12:30 | <Eddi|zuHause2> | it is now at industries "5061 / 5856" |
| 12:30 | <LordAzamath> | hmm.. now I have another problem... :( |
| 12:30 | <LordAzamath> | http://paste.openttd.org/642 |
| 12:31 | <LordAzamath> | It now works but for example all towns which start with Kei will get the addition... |
| 12:31 | <LordAzamath> | same for kun |
| 12:31 | <LordAzamath> | and Kärd |
| 12:32 | <LordAzamath> | and Must, Mäe |
| 12:32 | <LordAzamath> | eg.. |
| 12:32 | <Eddi|zuHause2> | and industries slows down towards the end... |
| 12:32 | <LordAzamath> | So it's not SO random... |
| 12:33 | <+glx> | nobody said it was random |
| 12:33 | <Eddi|zuHause2> | why would a number series "11111111111111111111111111111111111111111" be not random? |
| 12:33 | <+glx> | the name parts are deterministic |
| 12:33 | <LordAzamath> | yeah.. thats the minus side of reusing the bits.. |
| 12:34 | <+glx> | yes |
| 12:34 | <+glx> | you just need to find which bits are better to reuse |
| 12:34 | <Eddi|zuHause2> | gah... next time i won't do many industries... |
| 12:35 | <+glx> | LordAzamath: but if you can reduce the duplicates in third part, you may free 1 or 2 bits |
| 12:35 | <Eddi|zuHause2> | it now takes like 10 seconds for each new industry |
| 12:35 | <Eddi|zuHause2> | and there are still 700 to go |
| 12:35 | <LordAzamath> | But then the (high) probability of la endings won't be so high.. I can live with that :D |
| 12:36 | <+glx> | you can refine it later ;) |
| 12:36 | <LordAzamath> | ? |
| 12:37 | <+glx> | first step is to have enough bits for every parts, then you can increase the third part to have a better distribution for endings |
| 12:38 | <LordAzamath> | well.. it seems I'll free atleast two bits from the third part :D |
| 12:40 | <Eddi|zuHause2> | i think i overdid it with the industries... |
| 12:40 | <@peter1138> | Mmm, garlic.. |
| 12:40 | <Eddi|zuHause2> | and some of the fishing grounds are called oil field |
| 12:40 | <+glx> | only the station |
| 12:41 | <Eddi|zuHause2> | yes, but it's silly |
| 12:41 | <LordAzamath> | :O |
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| 12:42 | <LordAzamath> | After removing duplicates, I end up having 47 different definitions at 3rd part... |
| 12:42 | <LordAzamath> | which still makes 6 bits |
| 12:42 | <LordAzamath> | as it was before |
| 12:42 | <LordAzamath> | so it's not possible to gain from there.. But then, I think I can live with it.. |
| 12:43 | <+glx> | there were only 8 duplicates? |
| 12:43 | <LordAzamath> | no.. |
| 12:43 | <LordAzamath> | hmm.. wrong calculation |
| 12:43 | <LordAzamath> | I freed one bit |
| 12:44 | <LordAzamath> | total number is now 31 |
| 12:44 | <+glx> | so 2 bits freed |
| 12:44 | <+glx> | as you have 2 third parts |
| 12:44 | <LordAzamath> | yes |
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| 12:45 | <LordAzamath> | so I have now bits FF and 0F free :D |
| 12:45 | <+glx> | maybe using the last bit of each part as first bit for the next part may work |
| 12:46 | <LordAzamath> | but... I am using it, am I not? |
| 12:47 | <LordAzamath> | 16+4=1a and 1a is the next bit.. |
| 12:47 | <LordAzamath> | I'm using.. |
| 12:47 | <+glx> | currently you do 00-05, 06-09 and 0A-0F (in the pasted nfo) |
| 12:47 | <LordAzamath> | oh ok..a |
| 12:47 | <LordAzamath> | well renum complains |
| 12:47 | <+glx> | you can try 00-05, 05-08, 08-0D |
| 12:48 | <@peter1138> | Hmm... |
| 12:48 | <@peter1138> | Make it 64 bit ;) |
| 12:48 | <LordAzamath> | peter1138: I already suggested :D :D |
| 12:48 | <+glx> | renum may warn you, but you have the right to do it :) |
| 12:49 | <+glx> | making it 64 bit won't happen soon (as the actionF spec says it's 32 bit) |
| 12:50 | <+glx> | and Random() is a 32 bits value |
| 12:50 | <@peter1138> | Strange isn't it, that apparently 4.2 thousand million combinations isn't enough... |
| 12:51 | <LordAzamath> | strange indeed |
| 12:52 | <LordAzamath> | and peter1138, it is enough |
| 12:52 | <LordAzamath> | now |
| 12:52 | <UnderBuilder> | is there any products appart of antiviruses of trend micro? |
| 12:53 | <UnderBuilder> | I think hotmail uses it as antivirus |
| 13:03 | <UnderBuilder> | I read in gnu's page that I should boycott it but I don't know what things use products from trend micro |
| 13:09 | <LordAzamath> | *uck |
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| 13:09 | <LordAzamath> | Where do I have to change bit to the free one to get rid of that badbad thing? |
| 13:10 | <globester> | hm, the simcity2000 scene seems pretty dead |
| 13:10 | <Sacro> | OpenSK2K! |
| 13:11 | <Gonozal_VIII> | sk? |
| 13:11 | <LordAzamath> | SC2K* :P |
| 13:12 | <globester> | there's such a thing? |
| 13:12 | <globester> | :( |
| 13:12 | <LordAzamath> | lincity |
| 13:12 | <UnderBuilder> | how do I tell GIMP to select all the image that isn't color #000000 or #0000ff? |
| 13:13 | <Gonozal_VIII> | the button with the coloured squares |
| 13:13 | <LordAzamath> | shift-o is shortcut |
| 13:14 | <LordAzamath> | in the start you select all and then deselect with that tool |
| 13:33 | <LordAzamath> | heh.. I've got another idea... Half Life 2 style town names ^^ |
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| 13:33 | <LordAzamath> | City 17; City 14; City 1; City 12 :P |
| 13:40 | <@peter1138> | Inspired... |
| 13:42 | <NukeBuster> | ls |
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| 13:49 | <Eddi|zuHause2> | UnderBuilder: why would you need that? |
| 13:49 | <Eddi|zuHause2> | the white parts are ignored by grfcodec, so they can be any colour you want |
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| 13:56 | <Eddi|zuHause2> | hm... with the paxdest, what is the critical mass for a tram system to get self-sustainable? |
| 13:56 | <Gonozal_VIII> | depends on the running costs and difficulty and all that stuff |
| 13:56 | <Eddi|zuHause2> | i connected two adjacent cities of 4k inhabitants each |
| 13:57 | <Eddi|zuHause2> | and then two lines within each city |
| 13:57 | <Gonozal_VIII> | that should work fine... |
| 13:58 | <Eddi|zuHause2> | at least tram systems finally make sense ;) |
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| 14:53 | <ln-> | http://bp1.blogger.com/_CQ-1j2sdWlE/R8AOosuB87I/AAAAAAAAAas/Tm7JI7jD0AA/s1600-h/b2pack.jpg |
| 14:55 | <@peter1138> | Very stealth... |
| 14:56 | <Gonozal_VIII> | how should it be stealth in bright daylight? paint it skyblue?^^ |
| 14:57 | <@peter1138> | Chameleon? |
| 14:58 | <UnderBuilder> | http://www.tt-forums.net/viewtopic.php?p=667800#p667800 |
| 14:58 | <Gonozal_VIII> | that's not a b2 underbuilder |
| 14:59 | <UnderBuilder> | b2? |
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| 14:59 | <Gonozal_VIII> | pasting offtopic stuff like that is bad :P |
| 14:59 | <UnderBuilder> | not offtopic |
| 15:00 | <UnderBuilder> | they are void grf files |
| 15:00 | <Gonozal_VIII> | ooooh stealth grf, i see |
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| 15:01 | <UnderBuilder> | Soeb did one better |
| 15:06 | <@peter1138> | 198KB for a blank GRF? :o |
| 15:06 | <Gonozal_VIII> | lots of blank :-) |
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| 15:09 | <Szundi> | Hi! |
| 15:09 | <Szundi> | Please help me. I want to play with my friends over the Internet, and I need an option to set the game speed to 10 times SLOWER than the normal |
| 15:09 | <Szundi> | so we can play a game for a week |
| 15:10 | <Szundi> | and everyone can manage his/her company when he/she wants |
| 15:10 | <@peter1138> | Search tt-forums for the daylength patch |
| 15:10 | <Szundi> | for example 1-2-3 per day |
| 15:10 | <Szundi> | ah, thanks! |
| 15:12 | <@peter1138> | michi_cc, why does YAPP reserve paths through crashed trains? |
| 15:14 | <Tefad> | because it's fun that way |
| 15:14 | <@peter1138> | :o |
| 15:14 | <Tefad> | you know you love it when you have a 10 train pileup |
| 15:15 | <@peter1138> | Not. Really. |
| 15:15 | <Tefad> | mmm does the daylength patch slowdown train cleanups? |
| 15:15 | <Tefad> | that would suck |
| 15:15 | <Tefad> | it'd literally take hours of real time to fix that : x |
| 15:16 | <@peter1138> | Good start to a day :( |
| 15:17 | <+michi_cc> | peter1138: only if these trains didn't have a reservation |
| 15:19 | <+michi_cc> | peter1138: and changing that would mean lots of calls to VehicleFromPos which probably isn't very cpu-friendly |
| 15:23 | <@peter1138> | Well it's undesirable... |
| 15:23 | <@peter1138> | However, an alternative is for crashed trains to reserve their track. |
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| 15:27 | * | NukeBuster is away: Gone |
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| 15:32 | <@peter1138> | If you could implement that, that'd be grand... |
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| 15:33 | <+michi_cc> | peter1138: well, a train crash in a pbs block should (barring bugs of course) never happen on it's own, so it could be considered a kind of user error. And then it's the question of how idiot-proof the game should be again. |
| 15:33 | <@peter1138> | Yes |
| 15:33 | <@peter1138> | I made a mistake and crashed two trains. |
| 15:33 | <@peter1138> | Then along comes another one and it goes into them... |
| 15:34 | <@peter1138> | Your argument is flawed as generally trains will crash only if they didn't reserve a path. Therefore, you'll end up with a cascade of crashed trains... |
| 15:34 | <@peter1138> | And reserving the track of a crashed train shouldn't be too complex. |
| 15:35 | <+michi_cc> | but trains will only not have reserved a track by pressing force proceed or doing some track remodelling |
| 15:35 | <@peter1138> | Yes, |
| 15:35 | <@peter1138> | I have no objection to my first two trains crashing. |
| 15:36 | <@peter1138> | But from the users' point of the view the third train should've waited at a signal. |
| 15:36 | <+michi_cc> | implementing it is certainly not difficult, but might still not solve the problem: what to do when the trains crash *after* a third train already has reserved some conflicting track? |
| 15:37 | <+michi_cc> | so it's not possible the reserve all tiles occupied by the trains? |
| 15:37 | <+michi_cc> | s/the/to/ |
| 15:38 | <+michi_cc> | would be no problem if the third crash is also considered acceptable |
| 15:38 | <@peter1138> | But in that case the third train will not have a signal to wait behind, it will already be moving. Personally I consider that acceptable. |
| 15:41 | <+michi_cc> | if that's acceptable, I will implement it |
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| 15:53 | <@peter1138> | And, well, so much for trying to play without track highlighting on :) |
| 15:53 | <@peter1138> | It makes me forget that I'm using PBS, hehe... |
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| 15:57 | <Tefad> | so pbs is back in main? |
| 16:00 | <Eddi|zuHause2> | <peter1138> However, an alternative is for crashed trains to reserve their track. <- what i always say, trains should at any time reserve the tracks they are on... |
| 16:01 | <@peter1138> | But that makes skip-signals way too safe ;) |
| 16:04 | <Eddi|zuHause2> | something uses awfully much CPU power... paxdest? industry animation? |
| 16:05 | <@peter1138> | Who knows? Nobody knows! |
| 16:06 | <@peter1138> | Not until someone feels like doing some profiling... |
| 16:06 | <SmatZ> | gprof knows |
| 16:07 | <CIA-1> | OpenTTD: truebrain * r12232 /branches/noai/bin/ai/wrightai/main.nut: [NoAI] -Fix: various of fixes for wrightai (mostly finished all XXX / TODO) (yorick) |
| 16:07 | <Vikthor> | I would say let only crashed train reserve their track, maybe after few ticks(let say signalmen take some time to notice, and after that they are notified and won't send trains to crash site) |
| 16:14 | <Wolf01> | 'night |
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| 16:15 | <CIA-1> | OpenTTD: truebrain * r12233 /branches/noai/src/ai/api/ (ai_list.hpp ai_tilelist.hpp): [NoAI] -Fix: document that AITileList and AIList start empty on creation (request by Progman) |
| 16:27 | <Sacro> | Vikthor: a signalmn would notice as his track circuits wouldn't clear |
| 16:27 | <Sacro> | either that or the headcode wouldn't advance |
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| 16:47 | <CIA-1> | OpenTTD: glx * r12234 /trunk/os/macosx/plistgen.sh: -Fix [FS#1798]: Mac OSX bundle display name should be 'OpenTTD' (oVRoM) |
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| 16:50 | <Eddi|zuHause2> | hm... one year over, max loan used up... now it's gonna show if my system is profitable |
| 17:01 | <UnderBuilder> | is there any servers with the 'no more roads' option? |
| 17:05 | <CIA-1> | OpenTTD: truebrain * r12235 /branches/noai/src/ai/api/ (ai_abstractlist.cpp ai_abstractlist.hpp): |
| 17:05 | <CIA-1> | OpenTTD: [NoAI] -Fix: don't segfault if you do a Next() on an empty list (tnx Progman) |
| 17:05 | <CIA-1> | OpenTTD: [NoAI] -Fix: warn people if they forget Begin() before Next()/HasNext() |
| 17:07 | <+glx> | michi_cc: this executable thing is really needed? |
| 17:09 | <+michi_cc> | glx: MSVC is complaining everytime again. probably not when checking out with Tortoise, but via Cygwin or git it's not working otherwise |
| 17:09 | <+glx> | that's weird |
| 17:09 | <+glx> | but ok |
| 17:10 | <CIA-1> | OpenTTD: truebrain * r12236 /branches/noai/ (24 files in 4 dirs): [NoAI] -Change: [API CHANGE] All valuators are now in the notation: AI<type>List_v<Valuator>. Example: AIVehicleList_vAge |
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| 17:13 | <CIA-1> | OpenTTD: truebrain * r12237 /branches/noai/ (bin/ai/regression/regression.nut src/ai/ai_squirrel.cpp): [NoAI] -Fix: don't force the existance of a 'constructor' (tnx Progman) |
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| 17:14 | <@peter1138> | nini |
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| 17:14 | <Gonozal_VIII> | ni! |
| 17:14 | <Vikthor> | ni! |
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| 17:16 | <CIA-1> | OpenTTD: glx * r12238 /trunk/projects/ (determineversion.vbs generate.vbs): -Change [FS#1800]: set svn:executable property for *.vbs (michi_cc) |
| 17:20 | <+michi_cc> | thanks glx |
| 17:20 | <CIA-1> | OpenTTD: glx * r12239 /trunk/src/rail_map.h: -Fix [FS#1800] (r9729): inverted comments for SetRailType() and GetTrackBits() (michi_cc) |
| 17:26 | <Eddi|zuHause2> | hm... bad... the vehicles make profit, but not enough to pay the interest... |
| 17:28 | <Gonozal_VIII> | then make them make more profit!^^ |
| 17:30 | <CIA-1> | OpenTTD: truebrain * r12240 /branches/noai/src/ai/api/ai_abstractlist.cpp: [NoAI] -Fix r12235: minor typo (glx) |
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