| --- | Log | opened Wed Mar 12 00:00:17 2008 |
| --- | Day | changed Wed Mar 12 2008 |
| 00:00 | <DaleStan> | Sometimes, yes, but not always. You can, for example, set "autorenew 0", in which case vehicles will be auto renewed 0 months after they reach their max age, or you can set "autorenew off", in which case vehicles will not be autorenewed. |
| 00:00 | <stevenh> | ie. the difference between null and 0 |
| 00:01 | <Eddi|zuHause3> | well, yes, but then you have to reserve another value for "off" (like "255") |
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| 00:01 | <Eddi|zuHause3> | in the end, you still have to save that value somewhere |
| 00:02 | <@glx> | EXE = $(shell ( [ \( $(ISCYGWIN) -eq 1 \) ] || [ \( $(ISMSYS) -eq 1 \) ] ) && echo .exe ) <-- like this? |
| 00:02 | <DaleStan> | No, you use an array of 256 bits for the on/off settings, and then put the value, if necessary, and un-magic-valued, in some other location. |
| 00:02 | <DaleStan> | Yes, glx. |
| 00:03 | <Eddi|zuHause3> | well, yes, but then it would be inconsequent to not allow this bitmask be read by grfs |
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| 00:05 | <DaleStan> | Parts of that bitmask are available, as action 7 var 85. However, reading the values was invented much more recently, so instead of the on/off setting of unifiedmaglev, GRFs get to read the low and high bits of the unifiedmaglev setting. |
| 00:06 | <@glx> | EXE could be removed ans replaced with REL_EXE |
| 00:08 | <stevenh> | DaleStan, can you please make sense of this: "Converts the maglev engines to monorail and moves to 3rd railtype" ... ie. using maglev graphics but monorail coding (movement/accel/etc) ? |
| 00:08 | <DaleStan> | To facilitate this, "unifiedmaglev off" sets unifiedmaglev's value to 3, until/unless a (post-config-read) check of electrifiedrailways changes it to 1. |
| 00:09 | <stevenh> | so the X2001 will be available on maglev track along with the maglevs and use monorail graphics if I set it to "1" |
| 00:10 | <Eddi|zuHause3> | so then "3" should be the reported value by ottd? |
| 00:10 | <stevenh> | Eddi|zuHause3, and it is. |
| 00:10 | <Eddi|zuHause3> | (since electrified railway is irrelevant) |
| 00:11 | <DaleStan> | Yes, I guess so. So unifiedmaglev also changes whether the third railtype gets the (user-specified) monorail acceleration setting, or the (independent user-specified) maglev acceleration setting. And stop calling "third" "monorail" or "maglev" The track type is "third", regardless of the track sprites it uses. |
| 00:11 | <stevenh> | but for backwards compatibility-sake, the value cannot be 3 in TTDP if elrails is on. |
| 00:11 | <Eddi|zuHause3> | but what is the problem with that? |
| 00:13 | <DaleStan> | Because the grfs get both bits, but there has never been any reason to check more than one of them, once it is confirmed that elrails is on. Usually this comes first, and then the grf will use one of those bits to determine whether the value is 1 or 2, and then change the correct track sprites. |
| 00:13 | <Eddi|zuHause3> | "3" means "monorail stays monorail and maglev stays maglev", what would possibly be a reason to change that? |
| 00:13 | <stevenh> | Well, to tell the truth, I've never hit the situation and therefore don't know. |
| 00:14 | <Eddi|zuHause3> | DaleStan: so the grf is badly coded, why should we care? |
| 00:14 | <DaleStan> | That's not badly coded. That's the way things have worked for 5+ years. |
| 00:14 | <Eddi|zuHause3> | yes, and 1900 is a leap year since 20 years |
| 00:15 | <DaleStan> | Furthermore, that's the way the documentation says it works, and the documentation, above all else, is the final arbiter on how things work. |
| 00:15 | <@glx> | interesting discussion, but I need to sleep :) |
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| 00:16 | <Eddi|zuHause3> | at some point you get to the situation when "stick to the old ways at all costs" is not worth it anymore |
| 00:17 | <Eddi|zuHause3> | just add "this does not work in openttd" to the specs, and you are done... |
| 00:18 | <DaleStan> | Which is the point when you bump the version number in the action 8, or add a flag elsewere so the GRFs can explicitly specify that they understand the new behaviour. |
| 00:20 | <Eddi|zuHause3> | imho, when you said "unifiedmaglev is always on if electrifiedrailway is on" in the grf specs you put implementation details into the specification, this is bound to cause trouble once such a rather arbitrary limitation is lifted |
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| 00:36 | <Eddi|zuHause3> | also, ottd behaviour is like this for 2 years now... it should have been changed back then |
| 00:36 | <Eddi|zuHause3> | (i mean the grf spec) |
| 00:37 | <Sacro> | g'night chaps |
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| 01:53 | <stevenh> | ok, so that means the devs should look at the current catenary on third rail type patch and tell me what they think :) |
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| 04:30 | <Celestar> | morning |
| 04:33 | <larsemil> | morn |
| 04:35 | <@peter1138> | La de la de la |
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| 04:47 | <Rubidium> | Celestar two days in a row? What's happened? :) |
| 04:48 | <CIA-1> | OpenTTD: miham * r12361 /trunk/src/lang/ (16 files): (log message trimmed) |
| 04:48 | <CIA-1> | OpenTTD: -Update: WebTranslator2 update to 2008-03-12 09:46:45 |
| 04:48 | <CIA-1> | OpenTTD: brazilian_portuguese - 2 fixed by fukumori (2) |
| 04:48 | <CIA-1> | OpenTTD: bulgarian - 3 fixed, 1 changed by kokobongo (3), thetitan (1) |
| 04:48 | <CIA-1> | OpenTTD: catalan - 2 fixed by arnaullv (2) |
| 04:48 | <CIA-1> | OpenTTD: czech - 2 fixed by Hadez (2) |
| 04:48 | <CIA-1> | OpenTTD: danish - 15 fixed by ThomasA (15) |
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| 05:23 | <@peter1138> | Pom te pom... |
| 05:30 | * | peter1138 updates his GRF rail types ideas... |
| 05:30 | <@peter1138> | The one that gives us 16 rail types... |
| 05:31 | <@peter1138> | And screw TTDPatch's unifiedmaglev setting |
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| 05:46 | <@peter1138> | (By that I mean I'm not going to let it hold us back, heh) |
| 05:50 | <Gonozal_VIII> | right, why hold back good stuff in open because of some strange cheat in patch |
| 05:51 | <Celestar> | Rubidium: nothing. I hope I'll have a bit more time at my hands |
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| 05:52 | <@peter1138> | Hmm, regarding FS#1831/FS#1847, could we just add some magic to the registry lookup? |
| 05:52 | <Celestar> | registry? |
| 05:52 | <@peter1138> | I closed FS#1831 as I was unaware that the registry bit was done in our code :o |
| 05:53 | <Gonozal_VIII> | yay magic |
| 05:53 | <@peter1138> | Celestar: used by determinerevision.vbs when compiling under MSVC... |
| 05:53 | <@peter1138> | (i.e. safe for us sensible people to ignore) |
| 05:54 | <@peter1138> | # Hang on to your ego |
| 05:54 | <Celestar> | uh huh |
| 05:54 | <larsemil> | i found a bug. after ZZZzzz comes up i have to change cursor manually(like choosing a road) for it to change back |
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| 06:20 | <yorick> | indeed, PCX with 32pbb totaly fails |
| 06:20 | <yorick> | bpp* |
| 06:20 | <@peter1138> | Hmm? |
| 06:21 | <yorick> | try to make a screenshot with the 32bpp-anim blitter enabled |
| 06:21 | <yorick> | in pcx |
| 06:21 | <yorick> | it can't save 32bpp in 8bpp files ;) |
| 06:21 | <@peter1138> | Ah. |
| 06:22 | <yorick> | fullscreen aswell |
| 06:22 | * | peter1138 doesn't use 32bpp, so isn't bothered ;p |
| 06:23 | <yorick> | I guess if you set fullscreen bpp to 32, it would work for fullscreen |
| 06:24 | <yorick> | I guess you need another screenshot format, for if game isn't built with png |
| 06:24 | <yorick> | jpg at quality 10? |
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| 06:24 | <yorick> | full, that is |
| 06:25 | <yorick> | bmp is kinda stupid on *nix |
| 06:25 | <stevenh> | to all, what would be the damage of changing the realistic acceleration patch boolean to a uint8? |
| 06:25 | <@peter1138> | Er, why? heh |
| 06:25 | <stevenh> | will ottd read that the ini has now a 'bad' value and use the default? |
| 06:25 | <stevenh> | i would like to make it cover maglev as well |
| 06:26 | <@peter1138> | 'realistic' needs revamping as it's shit anyway |
| 06:27 | <@peter1138> | stevenh: most likely, yes. |
| 06:27 | <Celestar> | peter1138: hey hey :P |
| 06:28 | <@peter1138> | Celestar :D |
| 06:28 | <Celestar> | it'S the best we had at that time :P |
| 06:29 | <@peter1138> | Did you write it? Er, sorry ;) |
| 06:29 | <Celestar> | ;) |
| 06:29 | <stevenh> | hmmm.... i'm no physicist... |
| 06:30 | <stevenh> | but it'd be nice to get whatever we have on shinkansen.. i mean.. maglev anyway... |
| 06:30 | <@peter1138> | Oh |
| 06:30 | <@peter1138> | Then I think that's inappropriate. |
| 06:30 | <@peter1138> | You're applying realistic acceleration to shinkansen, not maglev. |
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| 06:31 | <stevenh> | isn't that a good thing? |
| 06:31 | <Celestar> | what's so bad about the realistic acceleration? |
| 06:31 | <@peter1138> | You're thinking TTDPatch ;) |
| 06:31 | <Celestar> | I mean it's been tampered with often enough :P |
| 06:31 | <stevenh> | possibly? |
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| 06:32 | <Gonozal_VIII> | maglev doesn't have friction stuff |
| 06:32 | <@peter1138> | Celestar: massive acceleration at low speed seems unfitting for freight, at least. |
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| 06:32 | <yorP> | }| |
| 06:32 | <stevenh> | so you think the current maglev accel is good for shinkansen? ... i'm lost yet again. |
| 06:32 | <Celestar> | er why? |
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| 06:32 | <@peter1138> | stevenh: no |
| 06:32 | <Celestar> | the SKS acclerates like every other train |
| 06:33 | <Celestar> | (electric) |
| 06:33 | <Yorick> | electrician failed at replacing a light bulb |
| 06:33 | <@peter1138> | stevenh: but I think there are better ways to change it than hacking it in as a patch option. |
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| 06:33 | <Celestar> | maglevs have a completely different acceleration |
| 06:33 | <@peter1138> | For example... |
| 06:33 | <@peter1138> | My future plan: http://wiki.openttd.org/index.php/Peter1138/Railtypes |
| 06:34 | <@peter1138> | (Yes, I did just add the acceleration property now ;)) |
| 06:35 | <Yorick> | peter1138 seems to have an idea/patch for everything... |
| 06:35 | <Yorick> | <yorick> but bjarni finishes things :) |
| 06:36 | <stevenh> | peter1138, that all looks neat |
| 06:36 | <stevenh> | i remember being in this exact situation when coding trams |
| 06:36 | <stevenh> | Oskar said to wait for newroutes... i... started anyway |
| 06:36 | <stevenh> | i'll sit down and shut up this time. |
| 06:36 | <Celestar> | does Bjarni still exist? |
| 06:36 | <Yorick> | sure |
| 06:37 | <stevenh> | can I please make TE show for third rail though? |
| 06:37 | <@peter1138> | TE? |
| 06:37 | <stevenh> | oh... it wont be calculated anyway... |
| 06:37 | <stevenh> | tractive effort, or whatever it is |
| 06:37 | <@peter1138> | stevenh: i started that as oskar seems to have stopped developing for ttdpathc. |
| 06:38 | <@peter1138> | ah, well te won't be used |
| 06:38 | <@peter1138> | not while it's using maglev acceleration, heh |
| 06:38 | <Celestar> | how'S The Patch doing? |
| 06:38 | <stevenh> | yeah, exactly... the main goal of the japanset coder was to get TE to show... |
| 06:38 | <stevenh> | but that's pointless if the rest isn't enabled. |
| 06:38 | <@peter1138> | Celestar: freight acceleration: i think the problem is just because trains *can* accelerate fast, doesn't mean they do |
| 06:38 | <@peter1138> | i may be wrong, i'm not a train spotter, heh |
| 06:39 | <Celestar> | peter1138: I can conduct a field test if you wish. There's a hugeass freight station round the corner |
| 06:39 | <stevenh> | seems turning realistic_accel to a uint8 breaks save-game compatibility anyway |
| 06:40 | <@peter1138> | also, feel free to add any further ideas to that page :) |
| 06:40 | <Celestar> | http://maps.google.com/?ie=UTF8&ll=48.19513,11.499478&spn=0.004777,0.009999&t=h&z=17 |
| 06:40 | <stevenh> | let me get an idea of the entirety of ottd first |
| 06:40 | <Celestar> | :) |
| 06:40 | <Celestar> | there |
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| 06:40 | <@peter1138> | Celestar: bah, they're not accelerating at all :) |
| 06:40 | <stevenh> | Celestar, shite, that's awesome |
| 06:41 | <Celestar> | peter1138: just click-and-drag |
| 06:41 | <@peter1138> | hehe |
| 06:41 | <Celestar> | stevenh: that's one of the freight terminals in town |
| 06:41 | <Celestar> | http://maps.google.com/?ie=UTF8&ll=48.145608,11.698658&spn=0.002391,0.005&t=h&z=18 |
| 06:41 | <Celestar> | this is the other one |
| 06:42 | <stevenh> | neeeat... |
| 06:42 | <stevenh> | my town has a branch of a branch and a pax service twice daily |
| 06:42 | <Celestar> | http://maps.google.com/?ie=UTF8&ll=48.140873,11.554313&spn=0.002391,0.005&t=h&z=18 |
| 06:43 | <Celestar> | and that'S the main passenger terminal |
| 06:43 | <stevenh> | for the capital of a country.. that's pretty lame |
| 06:43 | <Celestar> | stevenh: what country is that :P |
| 06:43 | <@peter1138> | http://maps.google.com/maps?f=q&hl=en&geocode=&ie=UTF8&ll=51.814216,-0.817682&spn=0.001509,0.003648&t=h&z=18 |
| 06:43 | <@peter1138> | my local rubbish ;) |
| 06:43 | <stevenh> | australia. |
| 06:43 | <Celestar> | peter1138: TA DAA |
| 06:44 | <stevenh> | peter1138, why does everyone always leave me with huge decisions? :) |
| 06:45 | <@peter1138> | like what? heh |
| 06:45 | <stevenh> | for now, compatibilty reasons... can you throw in the catenary on third rail patch? |
| 06:45 | <stevenh> | like not being able to enable realistic accel, because it'd be way smarter to help with railtypes |
| 06:45 | <@peter1138> | ah |
| 06:46 | <@peter1138> | Celestar: impressive isn't it :o |
| 06:46 | <@peter1138> | stevenh: well, i think we're not doing anything new for 0.6... bug fixes only |
| 06:46 | <@peter1138> | but otherwise your patch is now fine as the test is in one place -- it'll be easy enough to change it later to do what we want. |
| 06:47 | <Celestar> | peter1138: mightily impressive |
| 06:47 | <stevenh> | okey dokey. |
| 06:47 | <stevenh> | http://maps.google.com/maps?f=q&hl=en&geocode=&q=Canberra+ACT,+Australia&ie=UTF8&ll=-35.319135,149.15185&spn=0.006863,0.01133&t=h&z=17 |
| 06:47 | <stevenh> | that group of rolling stock you can see in that shot is the railway museum |
| 06:47 | <stevenh> | that i help volunteer with... |
| 06:47 | <Celestar> | http://maps.google.com/?ie=UTF8&ll=48.353682,11.781979&spn=0.038101,0.079994&t=h&z=14 <= I prefer this |
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| 06:47 | <@peter1138> | weird, that one looks like a model |
| 06:48 | <Celestar> | which one? |
| 06:48 | <@peter1138> | the railway museum |
| 06:48 | <@peter1138> | i think it's the colouring |
| 06:48 | <Celestar> | stevenh: that's a hugeass station (= |
| 06:49 | <@peter1138> | when do we get airports like that in ottd? :D |
| 06:49 | <Yorick> | newgrfports? |
| 06:49 | <Celestar> | peter1138: well the thing is, it uses as much space as a 50k town, do we want airports that large? |
| 06:49 | <Celestar> | I mean this thing already has 2 railway station (and a 3rd in planning) |
| 06:49 | <stevenh> | peter1138, is there a branch for railtypes? |
| 06:50 | <Yorick> | no |
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| 06:52 | <Yorick> | nooo |
| 06:52 | <Yorick> | not the lobster |
| 06:53 | <lobster> | shush, you rectum-faced pygmy |
| 06:54 | <Yorick> | remove that quit message, please |
| 06:54 | <lobster> | no |
| 06:54 | <Yorick> | stop calling me a vagina, please |
| 06:55 | <lobster> | no |
| 06:55 | <lobster> | i see no reason why not |
| 06:56 | <lobster> | anyway |
| 06:56 | * | lobster returns to bed |
| 06:56 | <Yorick> | ok, then do it :) |
| 06:56 | <lobster> | moar sleep |
| 06:56 | <Yorick> | if you see no reason why not... |
| 06:57 | * | Yorick eats lobster |
| 06:59 | <stevenh> | ugh... what can i help with then? ... pretends to go tinker pixels for the japset. |
| 06:59 | <@peter1138> | stevenh: no, i have a mercurial repo, but i don't get on with it too well. so just some patches, heh |
| 07:00 | <Yorick> | the canal lock middle part could be made slope-sensitive |
| 07:00 | <Yorick> | frees 2 bits! |
| 07:01 | <@peter1138> | heh |
| 07:01 | <@peter1138> | for what? |
| 07:01 | <Yorick> | for freeing bits for later |
| 07:01 | <@peter1138> | Not much point in doing it unless you have a use for them. |
| 07:03 | <Yorick> | I want to check how many bits would be needed for lively rivers |
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| 07:03 | <@peter1138> | Yorick: do you think the current 42 bits free isn't enough? |
| 07:03 | <@peter1138> | Oh, -8 |
| 07:03 | <Celestar> | bits bits bits |
| 07:03 | <Celestar> | :P |
| 07:03 | <@peter1138> | Yorick: do you think the current 36 bits free isn't enough? |
| 07:04 | <@peter1138> | Celestar: yeah, let's just add another uint32 to the map array ;) |
| 07:04 | <Celestar> | \o/ |
| 07:04 | <Yorick> | heh, we'll see |
| 07:05 | <@peter1138> | (For a modern computer capable of running a 2048² map, another 16MB isn't a lot...) |
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| 07:05 | <Yorick> | it should contain flow units, depth, reference id to local authority, flow direction, flow state |
| 07:05 | <@peter1138> | LA is 16 bits :o |
| 07:06 | <@peter1138> | Why is that needed? |
| 07:06 | <Yorick> | something should protect it... |
| 07:06 | <Yorick> | ability to form lakes, terraform |
| 07:06 | <Yorick> | changing width |
| 07:06 | <Gonozal_VIII> | what does that have to do with local authority? |
| 07:07 | <Gonozal_VIII> | not needed imho |
| 07:07 | <Yorick> | maybe "river controlling unit"? |
| 07:07 | <@peter1138> | Trees affect the LA, but don't have a reference to it. |
| 07:07 | <Yorick> | "Lakes and rivers have their own entities like town authorities. This entity decides how the river or lake expands or shrinks depending on water surplus or lack of. Every tile knows its related lake or river." |
| 07:07 | <Gonozal_VIII> | you misunderstood that |
| 07:07 | <Gonozal_VIII> | that means that they act on their own |
| 07:08 | <Yorick> | real rivers don't think, do they? |
| 07:08 | <@peter1138> | Oh, so LA does not mean local authority in the usual sense? |
| 07:08 | <Yorick> | no |
| 07:08 | <Gonozal_VIII> | river id |
| 07:08 | <@peter1138> | seems silly. |
| 07:08 | <Gonozal_VIII> | or something like that |
| 07:08 | <@peter1138> | What happens when rivers merge or fork? |
| 07:09 | <Gonozal_VIII> | they don't fork |
| 07:09 | <Yorick> | or merge |
| 07:09 | <Gonozal_VIII> | if they merge, water input is merged too |
| 07:09 | <Yorick> | only merging into sea ;) |
| 07:09 | <@peter1138> | LA wise. |
| 07:09 | <Yorick> | sea is some kind of black hole |
| 07:09 | <Gonozal_VIII> | i guess the part after the merge gets a new id then |
| 07:09 | <@peter1138> | Uh, rivers should merge... |
| 07:09 | <Yorick> | it can take as much flow units as it wants |
| 07:10 | <@peter1138> | And rivers can fork. |
| 07:10 | <Gonozal_VIII> | not really |
| 07:10 | <Yorick> | is DoDryUp for tiles with ships on it working? |
| 07:11 | <Yorick> | I think the water should be removed and the ship crashed |
| 07:11 | <Gonozal_VIII> | only the end has the ability to expand as long as it's not blocked |
| 07:11 | <Gonozal_VIII> | that's the flooding part... the rest is just flowing |
| 07:12 | <Yorick> | assert(IsCoast(tile)); <-- probably not then |
| 07:12 | <@peter1138> | http://www.dkimages.com/discover/previews/796/5103201.JPG |
| 07:12 | <Yorick> | if its blocked, it forms a nicce lake |
| 07:12 | <Gonozal_VIII> | yes but after the valley is filled up, it only escapes in one direction, no fork |
| 07:12 | <@peter1138> | That's a fork. |
| 07:12 | <Forked> | huh |
| 07:13 | <@peter1138> | :D |
| 07:13 | <Gonozal_VIII> | i know what you mean peter but that would be difficult to implement |
| 07:13 | <Forked> | peter1138: it didn't trigger my hilight, I just randomly looked at the channel =p |
| 07:13 | <Gonozal_VIII> | for the basic stuff that's not needed, can be added later |
| 07:13 | <Yorick> | now you may tell me how RAIL TILES should be able to dry up |
| 07:13 | <@peter1138> | rail tiles are dry. |
| 07:13 | <@peter1138> | So there you are. |
| 07:13 | <Yorick> | assert(GetRailGroundType(tile) == RAIL_GROUND_WATER); |
| 07:14 | <Gonozal_VIII> | that's shore |
| 07:14 | <@peter1138> | Oh, magic shores :o |
| 07:14 | <Gonozal_VIII> | if that dries up, rail doesn't have to be changed |
| 07:15 | <Gonozal_VIII> | it's either a foundation or a bridgehead |
| 07:15 | <Yorick> | normal water tiles should be able to dryup aswell |
| 07:15 | <Yorick> | crashing any ships on them |
| 07:16 | <Gonozal_VIII> | that can all be added later |
| 07:18 | * | peter1138 wonders if varaction2 rails are feasible. |
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| 07:18 | <Gonozal_VIII> | action 2 stuff should work on action a thingies |
| 07:18 | <@peter1138> | Pardon? |
| 07:19 | <Gonozal_VIII> | random or situation based replacement of original sprites, not only for new spritesets |
| 07:20 | <@peter1138> | That's no feasible. |
| 07:20 | <@peter1138> | +t |
| 07:20 | <Gonozal_VIII> | why not? |
| 07:20 | <@peter1138> | Well, why bother? |
| 07:20 | <Gonozal_VIII> | for example random terrain sprites instead of the same on every tile |
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| 07:21 | <@peter1138> | If you're doing varaction 2, just use an action 1 instead of action a... |
| 07:21 | <Gonozal_VIII> | huh? |
| 07:22 | <Gonozal_VIII> | that works? |
| 07:22 | <@peter1138> | action a is required for terrain only because nobody has coded terrain to use action 1/2/3 |
| 07:22 | <@peter1138> | (probably that would be very slow) |
| 07:22 | <Gonozal_VIII> | 32bpp stuff is very slow too |
| 07:23 | <Yorick> | coast with railtrack, why not remove the whole coast there? |
| 07:23 | <@peter1138> | Yorick: I assume because it was only recently added? |
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| 07:23 | <@peter1138> | Though I don't knwo. |
| 07:23 | <Gonozal_VIII> | it floods and it could have a different foundation where you see the coast or something... |
| 07:23 | <@peter1138> | (What about half rail/half water tiles?) |
| 07:24 | <Yorick> | FLOOD_ACTIVE: 'single-corner-raised'-coast, sea, sea-shipdepots, sea-buoys, sea-docks (water part), rail with flooded halftile |
| 07:24 | <Yorick> | FLOOD_DRYUP: coast with more than one corner raised, coast with rail-track, coast with trees |
| 07:25 | <@peter1138> | Gonozal_VIII: so write a patch to make terrain drawing using action 1/2/3... |
| 07:25 | * | Gonozal_VIII hides somewhere |
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| 07:29 | <Yorick> | station tiles m5 road stops bit 00..05, wouldn't that only need 3 bits? 2 bits are 4 exit possiblities, bit 3 for drive-through checking, if bit 3 is set, bit 1 and 2 act as direction |
| 07:29 | <@peter1138> | http://www.youtube.com/watch?v=oOGJLoVi-Bg |
| 07:30 | * | Celestar was thinking the time of bit-saving was over :P |
| 07:30 | <Celestar> | peter1138: work safe? |
| 07:30 | <@peter1138> | Yes |
| 07:31 | <Celestar> | omg |
| 07:31 | <Yorick> | 000: exit towards NE,010: exit towards SE,110: exit towards SW,100: exit towards NW,011: drive through X,101: drive through Y |
| 07:32 | <Yorick> | you should ban yourself now :) |
| 07:32 | <Yorick> | hmm...nvm |
| 07:32 | <Yorick> | no offtopic youtube links thingy has been removed |
| 07:32 | <Celestar> | what was the name of the UK show where they do all kinds of funky stuff to cars? |
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| 07:35 | <Yorick> | railway station platforms could be autodetected :) |
| 07:35 | <@peter1138> | what? |
| 07:36 | <Yorick> | you're using 7 bits for it now |
| 07:36 | <Yorick> | 8* |
| 07:36 | <@peter1138> | Only 3 bits are needed for that. 8 bits is a leftover from when the station type was not stored. |
| 07:37 | <Yorick> | 00..01 open platform 02..03 open platform with station building 04....07 roofed platform |
| 07:37 | <@peter1138> | Exactly. 3 bits. |
| 07:37 | <Celestar> | that's 3 bits |
| 07:37 | <Yorick> | hmpf |
| 07:37 | <Celestar> | 8 states |
| 07:37 | <Yorick> | :( |
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| 07:39 | <@peter1138> | Why :( ? |
| 07:40 | * | Yorick had it wrong |
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| 07:42 | <Celestar> | sh |
| 07:42 | <stevenh> | mofo...there needs to be more oranges in the TTD palette |
| 07:42 | -!- | Gekz [~brendan@cpe-121-217-242-204.nsw.bigpond.net.au] has joined #openttd |
| 07:43 | <@peter1138> | And people still aren't making 32bpp sets for OpenTTD :o |
| 07:44 | <stevenh> | it's happening slowly... |
| 07:44 | <stevenh> | it's still too soon... |
| 07:44 | <stevenh> | you know the rule... you can't just stop supporting 'the other one' |
| 07:44 | <@peter1138> | Well there's the whole "must replace everything!!!" stuff... |
| 07:44 | <Yorick> | problem is the insane amounts of cpu use for me with 32bpp |
| 07:45 | <@peter1138> | But no 32bpp stuff to go along with a NewGRF. |
| 07:45 | <Yorick> | only applying a new gui makes the mouse go stuck |
| 07:45 | <@peter1138> | Huh? |
| 07:46 | <Yorick> | ^^ |
| 07:46 | <Yorick> | it doesn't use SDL for that, does it? |
| 07:46 | <@peter1138> | For what? |
| 07:46 | <Yorick> | for drawing 32bpp |
| 07:47 | <@peter1138> | SDL is basically used for setting up a drawing surface. |
| 07:47 | <Yorick> | even when there are no 32bpp sprites seen, the cpu use is high |
| 07:47 | <@peter1138> | (Unless you're using GDI...) |
| 07:48 | <Yorick> | yes, sprite_cache_size is set to 64 ;) |
| 07:48 | <@peter1138> | Seems to use a very similar amount of CPU for me. |
| 07:48 | <@peter1138> | (With no 32bpp sprites loaded) |
| 07:48 | <Yorick> | it takes 34% with 32bpp, and 1% without |
| 07:48 | <@peter1138> | With trunk? |
| 07:48 | <Yorick> | yes |
| 07:49 | <@peter1138> | Windows? GDI? |
| 07:49 | <@peter1138> | Might be a problem there. Under SDL it is fine. |
| 07:49 | <Yorick> | dunno |
| 07:50 | <Yorick> | how do I put it on sdl? |
| 07:50 | <@peter1138> | -v sdl |
| 07:50 | <@peter1138> | (Probably needs compiling for it) |
| 07:50 | <Yorick> | "there is no such video driver" |
| 07:51 | <Yorick> | and how do I compile for it on mingw? |
| 07:51 | <@peter1138> | No idea :) |
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| 07:53 | <Yorick> | how do I do that in general? |
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| 07:55 | <@peter1138> | It may be on the wiki. |
| 07:55 | <Yorick> | at least libsdl.org has instructions :) |
| 07:57 | <Yorick> | great...there is no configure script |
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| 08:01 | -!- | mode/#openttd [+v tokai] by ChanServ |
| 08:04 | -!- | Osai is now known as Osai^Work |
| 08:05 | -!- | Osai^Work is now known as Osai^Work`off |
| 08:06 | <@peter1138> | Pom te pom |
| 08:06 | <@peter1138> | Silly work... requiring me to work indeed :( |
| 08:08 | <Gekz> | I swear the internet is all Germans and lolcats. |
| 08:09 | <keyweed> | spaskatze? |
| 08:09 | <Gekz> | ja, |
| 08:09 | * | peter1138 adds two more properties to railtypes |
| 08:10 | <Yorick> | for? |
| 08:12 | <@peter1138> | speed related |
| 08:12 | <@peter1138> | If we can add railtypes, why not add speed limits for them? |
| 08:12 | <@peter1138> | Seems to be a wanted feature. |
| 08:14 | * | Yorick needs GetCurrentBpp |
| 08:15 | <@peter1138> | Isn't there one? |
| 08:15 | <@peter1138> | int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth(); |
| 08:15 | <Yorick> | could be |
| 08:18 | <Yorick> | there :) |
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| 08:18 | <Yorick> | switching blitters ingame is not possible, is it? |
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| 08:20 | <Yorick> | short int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();? |
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| 08:27 | <Yorick> | console cmd "script" --> "log"? |
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| 08:29 | <stevenh> | night |
| 08:29 | -!- | SmatZ [~smatz@a40-prg1-5-107.static.adsl.vol.cz] has joined #openttd |
| 08:30 | <Yorick> | morning |
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| 08:30 | <keyweed> | afternoon |
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| 08:36 | <@peter1138> | Yorick: could be if you wrote supporting code for it, heh |
| 08:37 | <@peter1138> | You'd need to half-reset the spritecache though |
| 08:37 | <Yorick> | huh? |
| 08:37 | <@peter1138> | Hmm/ |
| 08:37 | <@peter1138> | ? |
| 08:37 | <SmatZ> | !logs |
| 08:37 | <SpComb> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
| 08:37 | <Yorick> | where are you talking about? |
| 08:37 | <Yorick> | (now) |
| 08:37 | <@peter1138> | 12:16 Yorick> switching blitters ingame is not possible, is it? |
| 08:38 | <Yorick> | I wanted to check :) |
| 08:38 | <Yorick> | I don't even want it |
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| 08:41 | <Yorick> | no chinese language pack? |
| 08:42 | <Yorick> | ah, there |
| 08:42 | <@peter1138> | You'd need to restart the video driver too... heh |
| 08:42 | <@peter1138> | Who knows, maybe the OpenGL driver will become usable one day. |
| 08:49 | <Yorick> | I'm working on a isocode-NETLANG_* conversion |
| 08:50 | <Yorick> | so language could be sent over network |
| 08:50 | <Yorick> | and displayed in the client list, isn't that shiny? |
| 08:51 | <Yorick> | but I wonder if en_GB should be NETLANG_ANY or NETLANG_ENGLISH |
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| 09:01 | <Yorick> | how about http://pastebin.com/d789dcfb9 ? |
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| 09:17 | <Eddi|zuHause3> | * peter1138 wonders if varaction2 rails are feasible. <- you mean like customising pylon positions and stuff? |
| 09:17 | <@peter1138> | No, I mean chosing sprites to draw. |
| 09:19 | <Ammler> | drwxr-Sr-- 4 ottdcoop ottdcoop 4096 Mar 12 13:10 tags <-- what does "S" mean ? |
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| 09:24 | <Progman> | sticky but, but no +x |
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| 09:30 | <Ammler> | [14:24][14:24] <Progman> sticky but, but no +x <-- and that means? |
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| 09:30 | <Ammler> | take over the rights of folder? |
| 09:31 | <Progman> | new files got chgrp'ed to the directory group owner, yes |
| 09:31 | <Progman> | instead of the user default group id, so other users of the group can still work (and edit) with the files |
| 09:32 | <Ammler> | and how do I keep that "sticky" and add +x? |
| 09:32 | <Progman> | chmod g+x file? |
| 09:32 | <Ammler> | but then the "S" is gone |
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| 09:32 | <Progman> | it is? |
| 09:33 | <Ammler> | drwxr-xr-x 4 ottdcoop ottdcoop 4096 Mar 12 13:10 tags |
| 09:33 | <Progman> | and if you use g+s? |
| 09:34 | <Yorick> | hmm..._langpack appears to be global, but isn't |
| 09:34 | <Ammler> | Progman: doesn't change anything |
| 09:34 | <Progman> | http://nopaste.php-quake.net/19141 |
| 09:34 | <@peter1138> | Yorick, it is 'global' scope |
| 09:35 | <Progman> | thats how it works, you did something wrong ;) |
| 09:38 | <Ammler> | I did a+x, else is everything the same |
| 09:39 | <Progman> | what did you have and what did you want now? |
| 09:39 | <Ammler> | I had S and want s |
| 09:39 | <Ammler> | I have now x |
| 09:39 | <Ammler> | well |
| 09:39 | <Ammler> | no problem |
| 09:39 | <Ammler> | I don't need s |
| 09:40 | <Ammler> | that folder won't be written from server... |
| 09:40 | <Ammler> | was just wondering... |
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| 09:42 | <Yorick> | src/network/network_client.cpp:926: error: switch quantity not an integer }| |
| 09:43 | <Yorick> | since when does it have to be? |
| 09:43 | <@peter1138> | Hi glx |
| 09:43 | <@peter1138> | glx, is it possible to add the 64/32bit conversion shit to determineversion.vbs? |
| 09:43 | <+glx> | dunno |
| 09:44 | <@peter1138> | Just another registry look up if the first one returns... empty I assume. I don't really know how it all works. |
| 09:45 | <+glx> | neither do I |
| 09:46 | <+glx> | the problem is (as I understand it) 32bits app can't read 64bit registry |
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| 09:48 | <Yorick> | "On Windows x64, 32-bit programs aren't allowed to read and write in "HKLM\SOFTWARE". Instead they perform there actions in "HKLM\SOFTWARE\Wow6432Node". When running the determineversion.vbs from explorer, it gets executed by a 64-bit instance of the interpreter, and it executes normally." |
| 09:48 | <SmatZ> | install 32bit TortoiseSVN then |
| 09:48 | <Yorick> | "he script tries to find Tortoise by looking in the registry for the Key "HKLM\SOFTWARE\TortoiseSVN\Directory"." |
| 09:48 | <Yorick> | installing 32bit SVN fixes the problem |
| 09:49 | <Yorick> | it can't be done anyway else, I think |
| 09:49 | <Yorick> | Project Manager action pending. See the History tab for details. <-- what does that mean? |
| 09:50 | <SmatZ> | or TortoiseSVN can be patched to write to HKLM\SOFTWARE\Wow6432Node too |
| 09:50 | -!- | murray [murray@2001:470:1f0a:1be::beef] has quit [Ping timeout: 480 seconds] |
| 09:50 | <SmatZ> | but it's their job... |
| 09:50 | <Yorick> | open a bug report there |
| 09:50 | <+glx> | I may have found a solution :) |
| 09:50 | <SmatZ> | I do not have any problem with that... |
| 09:51 | <SmatZ> | glx: use 64bit application (cmd?) to access the registry? :) |
| 09:52 | <Yorick> | http://issues.tortoisesvn.net/ |
| 09:52 | <@peter1138> | Hmm, then I misunderstood it some more :) |
| 09:52 | <+glx> | no a special flag (but I don't know if it's possible in vbs) |
| 09:52 | -!- | Draakon [~chatzilla@88-196-103-43-dsl.trt.estpak.ee] has joined #openttd |
| 09:53 | <Draakon> | hello |
| 09:54 | -!- | murray [murray@2001:470:1f0a:1be::beef] has joined #openttd |
| 09:57 | <Yorick> | so I can't switch according to strings ?! |
| 09:58 | <SmatZ> | Yorick: in C/C++? |
| 09:58 | <Yorick> | C++ |
| 09:58 | <SmatZ> | you are comparing pointers then |
| 09:58 | <SmatZ> | use strcmp() |
| 09:59 | <Yorick> | hmm...I'll put a paste |
| 09:59 | <Yorick> | http://paste.openttd.org/984 |
| 10:00 | <+glx> | that's not c++ code :) |
| 10:00 | <Yorick> | its in a c++ file |
| 10:00 | <Yorick> | :) |
| 10:01 | <Yorick> | then tell me how to do it |
| 10:01 | <SmatZ> | Yorick: most likely it won't work - the only case it would work would be if _langpack->isocode was a pointer to one of those strings :) |
| 10:01 | <Yorick> | _langpack.isocode, it should have been |
| 10:01 | <SmatZ> | if they were merged by optimisiation with another string with the same text.. so it coule be addressable |
| 10:01 | <SmatZ> | blah blah :) |
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| 10:02 | <SmatZ> | Yorick: do a static table |
| 10:02 | <SmatZ> | and use strcmp() on it |
| 10:02 | * | Yorick does not know what that means yet |
| 10:02 | <SmatZ> | like |
| 10:03 | <SmatZ> | struct LangCodes { const char *langstring; uint8 netlang; }; |
| 10:03 | <SmatZ> | and then make array of LandCodes |
| 10:03 | <SmatZ> | g |
| 10:03 | <SmatZ> | or if anyone has a better solution... |
| 10:04 | <SmatZ> | (better LangMapping or so, not plural) |
| 10:05 | * | Belugas kinda rememebers having a code like that in some newgrf_text files... |
| 10:05 | <Yorick> | you guys let me figure out it doesn't work every time, don |
| 10:06 | <Yorick> | t you? |
| 10:06 | <@Belugas> | no... true... you shold bring up the ideas, and we should code them right away... |
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| 10:07 | <@Belugas> | Yorick, look at newgrf_text.cpp:97 you might find it usefull |
| 10:07 | <Yorick> | I ok |
| 10:08 | -!- | lobster is now known as crabster |
| 10:08 | -!- | crabster is now known as lobster |
| 10:09 | -!- | HerzogDeXtEr [~Flex@89.246.169.84] has joined #openttd |
| 10:10 | <Yorick> | }| |
| 10:13 | <Eddi|zuHause3> | EInvalidSmilie |
| 10:14 | -!- | NukeBuster [~wouter@a62-251-21-79.adsl.xs4all.nl] has left #openttd [] |
| 10:14 | * | Yorick is happy with his text editor with macros! |
| 10:19 | <lobster> | !logs |
| 10:19 | <SpComb> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
| 10:21 | -!- | LordAzamath [~questionm@ip52.cab21.ltln.starman.ee] has joined #openttd |
| 10:22 | <Yorick> | LordAzamath! |
| 10:22 | <LordAzamath> | Yorick! |
| 10:22 | <LordAzamath> | ... |
| 10:23 | <LordAzamath> | hello |
| 10:23 | <Yorick> | hello |
| 10:23 | <lobster> | arghueh, more pygmys |
| 10:23 | <lobster> | !seen Lakie |
| 10:23 | <lobster> | hmm, no patchbot here eh |
| 10:23 | <LordAzamath> | @seen lakie |
| 10:23 | <@DorpsGek> | LordAzamath: I have not seen lakie. |
| 10:23 | <lobster> | bloody stupid |
| 10:23 | <lobster> | ah |
| 10:24 | <lobster> | how rare though, "Dorpsgek" |
| 10:24 | <lobster> | t'is village idiot |
| 10:24 | <lobster> | in Dutch |
| 10:24 | <Yorick> | true |
| 10:24 | <lobster> | as you are most likely aware of |
| 10:24 | <LordAzamath> | who |
| 10:24 | <Yorick> | it's truebrain's bot |
| 10:24 | <Yorick> | * |
| 10:24 | <lobster> | gah |
| 10:24 | -!- | ben_goodger [~ben@host217-44-84-254.range217-44.btcentralplus.com] has quit [Quit: Ex-Chat] |
| 10:24 | * | lobster heads off |
| 10:25 | <Draakon> | @seen dih* |
| 10:25 | <@DorpsGek> | Draakon: dih* could be dih (15 hours, 3 minutes, and 47 seconds ago), dih_ (3 weeks, 0 days, 20 hours, 26 minutes, and 55 seconds ago), dihedral (8 weeks, 0 days, 23 hours, 12 minutes, and 47 seconds ago), dihedral_ (16 weeks, 6 days, 18 hours, 36 minutes, and 2 seconds ago), dihedral|work (19 weeks, 0 days, 5 hours, 16 minutes, and 37 seconds ago), dihedral|lunch (19 weeks, 1 day, 2 hours, 33 minutes, and 44 seconds (1 more message) |
| 10:25 | <Celestar> | . |
| 10:26 | <Yorick> | try @more |
| 10:26 | <Celestar> | @seen richk* |
| 10:26 | <@DorpsGek> | Celestar: richk* could be RichK67 (28 weeks, 4 days, 14 hours, 43 minutes, and 51 seconds ago) or RichK67_ (31 weeks, 0 days, 14 hours, 55 minutes, and 57 seconds ago) |
| 10:26 | <LordAzamath> | Draakon: You can also try an h :P |
| 10:26 | <Draakon> | why needed? |
| 10:26 | <LordAzamath> | delete the space :P |
| 10:26 | <Draakon> | who the heck is SpBot in this channel? |
| 10:27 | <SmatZ> | !logs |
| 10:27 | <SpComb> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
| 10:27 | |