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00:03:57 *** tokai [n=tokai@p54B82547.dip0.t-ipconnect.de] has quit ["It's like, wah."] 00:07:18 *** Harteex [n=Harteex@reactos/translator/Harteex] has left #openttd [] 00:12:43 *** Meznev [i=Elshar@just.another.lame.unix-admin.com] has quit [Read error: 110 (Connection timed out)] 00:15:11 *** Forexs [i=Forexs@x1-6-00-0f-b5-14-63-5f.k136.webspeed.dk] has quit [Read error: 104 (Connection reset by peer)] 00:19:18 *** BJH_ [n=chatzill@e176127059.adsl.alicedsl.de] has quit ["ChatZilla 0.9.61 [Mozilla rv:1.7.12/20050915]"] 00:19:37 <CIA-3> glx * r4372 /branch/yapf/Makefile: [YAPF] - Fixed MINGW compilation and simplified unittest compilation 00:20:38 *** Richk67 [n=RichK67@194.164.100.143] has quit [] 00:38:22 *** ohyeah_ [n=ohyeah@ns.spirit.ee] has joined #openttd 00:38:33 *** ohyeah [n=ohyeah@ns.spirit.ee] has quit [Read error: 104 (Connection reset by peer)] 01:06:31 *** Alltaken [n=chatzill@blender/artist/allTaken] has joined #openttd 01:10:44 *** Torrasque [n=jerome@146.126.76.83.cust.bluewin.ch] has quit ["Ex-Chat"] 01:14:48 *** KritiK [i=Maxim@ppp24-194.pppoe.mtu-net.ru] has quit ["Miranda IM! Smaller, Faster, Easier. http://miranda-im.org"] 01:31:38 *** Eddi|zuHause [i=johekr@p54B775D5.dip.t-dialin.net] has joined #openttd 01:31:51 *** christooss [n=matic@clj20-83.dial-up.arnes.si] has quit [Read error: 110 (Connection timed out)] 01:52:47 *** Eddi|zuHause [i=johekr@p54B775D5.dip.t-dialin.net] has quit [Read error: 110 (Connection timed out)] 01:54:16 *** Eddi|zuHause2 [i=johekr@p54B771B5.dip.t-dialin.net] has quit [Read error: 110 (Connection timed out)] 01:59:50 *** sk [n=sk@nat-wh-1.rz.uni-karlsruhe.de] has quit ["using sirc version 2.211+KSIRC/1.3.11"] 02:04:38 *** Eddi|zuHause [n=johekr@p54B76BC4.dip.t-dialin.net] has joined #openttd 02:17:06 *** glx [i=glx@bny93-6-82-245-156-124.fbx.proxad.net] has quit ["Bye!"] 02:39:31 *** Andrew67 [n=andrew67@206.248.80.224] has quit ["Leaving"] 02:41:47 *** fusey [n=fusion@220.142.171.66.subscriber.vzavenue.net] has quit ["Peace and Protection 4.22"] 02:57:02 *** fusey [n=fusion@220.142.171.66.subscriber.vzavenue.net] has joined #openttd 03:57:27 *** Smoky555 [n=Smoky555@sagitta.internal.vlink.ru] has joined #openttd 04:20:20 *** Alltaken [n=chatzill@blender/artist/allTaken] has quit [Read error: 104 (Connection reset by peer)] 05:19:25 <CIA-3> tron * r4373 /trunk/tunnelbridge_cmd.c: 05:19:25 <CIA-3> Rewrite GetSlopeZ_TunnelBridge() and slightly change its behavior: 05:19:25 <CIA-3> - Report the correct z alongside the ramp when a foundation is present 05:19:25 <CIA-3> - Always report the z under the bridge for a bridge middle part, except if the z hack is used 05:19:25 <CIA-3> This should fix some weird behavior of the tile selector near bridges 05:26:38 <CIA-3> tron * r4374 /trunk/ (road.h road_map.h tunnelbridge_cmd.c): Never directly commit something you prepared the evening before, mysteriously it will break in the morning, fix r4373 05:26:42 <Tron> FSCK 05:27:04 <Tron> those two files were not intended 05:27:54 <TSC> Oops (: 05:28:05 * peter1138 suggests waking up again :) 05:28:08 <TSC> Looks like you'll need another embarrassing log message 05:29:10 <Tron> no, the change is correct, i'll leave it as it is 05:33:09 *** Alltaken [n=chatzill@blender/artist/allTaken] has joined #openttd 05:47:23 <peter1138> hmm 05:53:44 *** RoySmeding [n=Roy@c514451cb.cable.wanadoo.nl] has joined #openttd 05:56:34 <stillunknown> @peter1138: i will give you a new roadveh accel patch, it was still a bit wrong (found out when i seperated them) 05:57:29 *** StarLite [n=Star@StarLite.xs4all.nl] has quit ["En KLAP.. de klaptop is dicht..."] 05:57:38 *** StarLite [n=Star@StarLite.xs4all.nl] has joined #openttd 05:59:32 *** Alltaken [n=chatzill@blender/artist/allTaken] has quit [Connection timed out] 06:03:16 *** Alltaken [n=chatzill@blender/artist/allTaken] has joined #openttd 06:03:46 *** RoySmeding [n=Roy@c514451cb.cable.wanadoo.nl] has quit ["kthxbye"] 06:07:14 *** Wolfensteijn [n=wolf@a61229.upc-a.chello.nl] has joined #openttd 06:32:51 *** Alltaken [n=chatzill@blender/artist/allTaken] has quit [Connection timed out] 06:33:54 *** Alltaken [n=chatzill@blender/artist/allTaken] has joined #openttd 06:50:15 <Naksu> http://www.thepcspy.com/kittenauthtest haha 06:50:17 <Naksu> kitten auth 06:50:22 <Naksu> why didn't i think of that? 06:52:28 *** AciD [n=gni@unaffiliated/acid] has quit [Read error: 113 (No route to host)] 06:53:04 <TSC> That's brilliant 06:55:27 *** dst_ [n=_dst@A.dhcp.studentenwerk-bielefeld.de] has joined #openttd 07:02:28 *** Aankhen`` [n=pockled@203.101.29.167] has joined #openttd 07:08:28 <peter1138> hmm 07:08:39 <peter1138> very tired suddenly :/ 07:11:00 *** Scia [n=sciapode@AveloN.xs4all.nl] has joined #openttd 07:16:20 <MiHaMiX> peter1138: suddenly? ;-0 07:23:47 *** Alltaken [n=chatzill@blender/artist/allTaken] has quit ["Chatzilla 0.9.70 [Firefox 1.5.0.1/2006011112]"] 07:28:07 <Celestar> yo 07:29:46 <Celestar> bah 07:30:03 <Celestar> I wish C understood 42 <= foo <= 1701 07:31:03 <peter1138> heh 07:31:08 <peter1138> MiHaMiX: yes 07:33:04 <Celestar> peter1138: when RichK joins, tell him I'm working on the station sort thingy. 07:47:07 <MiHaMiX> peter1138: drink a coffee or a tea :) 07:49:51 *** Angst [n=Angst@p54945CD3.dip.t-dialin.net] has joined #openttd 07:50:27 <Darkvater> 22:45 < glx> Darkvater: ping < ping-reply 07:51:07 <Celestar> Tron: emergency-ping 07:51:33 <KUDr> morning guys 07:51:57 <Celestar> Z computation under bridges is faulty. 07:52:21 *** jong [n=jong@flipflip.student.utwente.nl] has joined #openttd 07:53:24 <Celestar> VERY faulty 07:53:34 *** thgergo [n=th_gergo@dsl51B78967.pool.t-online.hu] has joined #openttd 07:54:05 *** jong [n=jong@flipflip.student.utwente.nl] has quit [Remote closed the connection] 07:54:32 *** jong [n=jong@flipflip.student.utwente.nl] has joined #openttd 07:55:24 <Darkvater> peter1138: did you do anything about the minimap-zoom? Or the state it is in 07:55:28 <Darkvater> morning @all btw 07:55:34 <Celestar> peter1138: he did :) 07:56:00 <Celestar> Darkvater: he did :) 07:56:14 *** WolfLaptop [n=wolf@213.196.14.87] has joined #openttd 07:56:35 <Celestar> http://bugs.openttd.org/task/112 <= PLEASE LET ME KILL HIM 07:57:13 <peter1138> heh 07:57:21 <MiHaMiX> Celestar: lol :) 07:57:23 <peter1138> which bit of z computation is faulty? 07:57:37 <peter1138> admittedly, i've only tested it with trains 07:58:11 <Celestar> peter1138: DCC 07:58:26 <Darkvater> Celestar: wakie, wakie ;) 07:58:39 <Darkvater> MiHaMiX: you have 2 days left :P 07:58:42 <peter1138> crap 07:58:44 <peter1138> 9:02 07:58:46 <peter1138> i should be at work :P 07:59:20 <peter1138> oh, 8:59... but still... 07:59:28 <MiHaMiX> Darkvater: yes, I know 08:00:33 <Celestar> peter1138: comments? 08:03:40 <Celestar> Tron: http://bugs.openttd.org/task/116 08:04:02 <Celestar> ok 08:04:09 * Celestar goes back to cleaning up the signal code. 08:04:14 *** Cheery [i=Henri@a81-197-60-217.elisa-laajakaista.fi] has joined #openttd 08:06:14 <CIA-3> celestar * r4375 /trunk/rail_cmd.c: -Codechange: Move the signal drawing bit to an own function and rename DrawSignalHelper to DrawSingleSignal 08:07:21 *** FauxFaux1 is now known as FauxBOT 08:07:42 *** FauxBOT is now known as FauxFaux| 08:10:44 *** FauxFaux| is now known as FauxFaux 08:13:01 *** Scia [n=sciapode@AveloN.xs4all.nl] has quit [Remote closed the connection] 08:16:18 *** ^Cartman^ [n=Eric_Car@ti100710a081-6310.bb.online.no] has joined #openttd 08:17:02 <peter1138> Celestar: none, i went to work 08:17:20 <Celestar> peter1138: I see 08:17:34 <Celestar> use tracker item 116 08:19:09 *** tokai [n=tokai@p54B82547.dip0.t-ipconnect.de] has joined #openttd 08:20:47 <peter1138> http://www.tt-forums.net/files/scr15_161.png 08:20:49 <peter1138> damn 08:20:54 <peter1138> i need to finish it off :) 08:21:18 <Naksu> what? 08:21:19 <Celestar> that is NOT ottd :) 08:21:24 <peter1138> clearly not 08:21:26 <Naksu> you can build railroad over tunnels now? 08:21:28 <Celestar> the pylons are drawn all fucked up. 08:22:23 <Celestar> peter1138: finish what of? 08:22:25 <Celestar> f 08:22:29 <peter1138> newstations 08:22:44 *** dst_ [n=_dst@A.dhcp.studentenwerk-bielefeld.de] has quit [Remote closed the connection] 08:22:47 <Celestar> The Patch has rails over tunnel entrances? :o 08:23:19 <Darkvater> Celestar: you can see just from the title-bar's extended brown thingie it's not ottd 08:23:28 <Celestar> Darkvater: oh that too 08:23:38 <Celestar> Darkvater: notice the bottom right hand corner. 08:23:51 <Celestar> er 08:23:56 * Celestar looks at his hands 08:24:02 <Celestar> bottom left hand corner 08:24:25 <Darkvater> what am I seeing? 08:24:34 <Celestar> note the tunnel entrances. 08:24:48 <peter1138> oskar's tunnel hack 08:24:53 <peter1138> it's ugly 08:25:07 <Darkvater> oh that, the rail floating in mid-ari? 08:25:14 <Darkvater> looks..eh funky 08:25:28 <Celestar> peter1138: all it needs is a proper sprite 08:25:33 <peter1138> yeah 08:25:54 <Celestar> we really need to get these bridge thingies working. 08:26:25 <peter1138> branch! 08:26:27 <peter1138> hmm 08:26:35 <Celestar> peter1138: first we needa finish map accessors. 08:26:43 <peter1138> i fixed triggers in my new resolver... i'd missed a ~ o_O 08:26:54 <Celestar> hehe 08:26:58 <peter1138> so that works now, and fixes a few bugs 08:27:01 <Celestar> now much of newstats or working at the moment? 08:27:06 <peter1138> (ukrs standard five is the right colour) 08:27:33 <peter1138> not much at all 08:27:46 <peter1138> i need to implement varactions and callbacks for stations 08:28:05 <CIA-3> celestar * r4376 /trunk/ (npf.c rail.h rail_cmd.c): -Codechange Renamed GetSignalState to GetSignalStateByTrackdir 08:28:07 <peter1138> (already written once, just need transferring) 08:29:42 <peter1138> http://www.tt-forums.net//files/germany_longmap_637.png 08:29:42 <peter1138> heh 08:29:44 <peter1138> "longmap" 08:30:49 <MiHaMiX> Any opinion on this: (see the idea at the bottom-part): http://wiki.openttd.org/index.php/Talk:Industries_Buildings_%28New_Graphics%29 08:32:10 <Darkvater> you call THAT a longmap? 08:32:11 *** Mucht|zZz [n=Mucht@chello080109200215.3.sc-graz.chello.at] has quit ["I'll be back!"] 08:32:28 <Darkvater> I guess they never heard of a 64*2048 map then ^^ 08:33:05 <Celestar> what does this have to do with Germany 08:33:07 <Celestar> apart from the names? 08:33:55 <Darkvater> MiHaMiX: good idea, but undoable in current code 08:34:14 *** Wolfensteijn [n=wolf@a61229.upc-a.chello.nl] has quit [Read error: 110 (Connection timed out)] 08:34:28 <MiHaMiX> Darkvater: really? :-( 08:34:35 <Celestar> he wants what? 08:34:50 <MiHaMiX> Celestar: shall we have different industry buildings for the same industry type based on the production rate? I mean, a power station with just a few wagons of coal monthly should be much smaller than a bigger one with hundreds of wagons of coals monthly. And so on, for raw-material producing industries as well, I mean, coal-mines, farms, sawmills, etc.. 08:35:16 <MiHaMiX> Celestar: just like the company HQ 08:35:21 <Celestar> I think not that would be TOO difficult 08:35:31 <Darkvater> MiHaMiX: well, it is doable if it is coded. You can always set tile's to industry type, etc. 08:35:32 <Celestar> but we first need to de-map the code. 08:35:34 <MiHaMiX> Celestar: but? 08:35:38 <Darkvater> but it needs serious work 08:36:24 <peter1138> if we implement newgrf industries that'll allow different graphics based on ... other things 08:36:40 <MiHaMiX> Darkvater: I haven't told it would be piece of cake :) 08:38:33 <Celestar> BAH 08:38:47 <Celestar> the signal code is ugly 08:39:23 <peter1138> clean up the m23 bollocks! 08:39:30 <peter1138> that so doesn't need to be there 08:41:00 <Celestar> peter1138: I'm about to. 08:43:28 <peter1138> now, how do i get this 85kb patch down to reasonable chunks... 08:44:47 <Celestar> peter1138: how much would be working then ? :) 08:45:18 <peter1138> there wouldn't be much noticable change 08:45:25 <peter1138> except less warnings on some newgrfs 08:45:33 <Celestar> ok :P 08:45:49 <Celestar> a 85kB patch for reducing warnings? or is it a rewrite of something? 08:47:33 <Darkvater> Celestar: it's if (warning) {do nothing; return;} 08:48:09 <peter1138> hehe 08:48:11 <peter1138> it's a rewrite 08:50:55 <peter1138> hmm, 67KB 08:51:09 <peter1138> load of vcproj changes o_O 08:51:17 <Celestar> peter1138: what enables us this rewrite? 08:54:39 <stillunknown> does svn use anything but <<<<< and >>>>> for listing conflicts? 08:54:58 <stillunknown> (i resolved the conflict but it still claims it exists) 08:56:26 <Rubidium> stillunknown: you have to tell svn that the conflict is resolved (svn resolved <filename>) 08:56:44 <Celestar> stillunknown: svn resolved <filename> 08:58:07 <MiHaMiX> stillunknown: svn resolved <file> 08:58:09 <MiHaMiX> ahh 08:58:28 <MiHaMiX> I should've read the whole history before replying :) 09:00:11 <Celestar> crappy crap 09:01:33 *** Tobin [n=Tobin@c211-28-197-129.eburwd7.vic.optusnet.com.au] has quit [] 09:01:50 <stillunknown> thank you, i can't remember ever needing to do that, but maybe this was the first time that i had fix conflicts on my test svn server 09:02:45 *** Cipri [n=cipri@a47034.upc-a.chello.nl] has quit [Read error: 104 (Connection reset by peer)] 09:03:33 * peter1138 shuffles functions around 09:05:58 *** test [n=test@stargate.fastweb.it] has joined #openttd 09:06:03 <test> hey 09:06:15 <Darkvater> hi test, got a question for ya 09:06:21 <test> wow me? 09:06:48 <Darkvater> test: you had a test-program to flood the server with players. I had a look at it but can't really see a way of preventing that in any way 09:07:00 <test> the fake players bug 09:07:11 *** christooss [n=matic@clj20-83.dial-up.arnes.si] has joined #openttd 09:07:13 <test> as you can see all the games have this problem 09:07:21 *** e1ko [n=31k0@a02-0432c.kn.vutbr.cz] has joined #openttd 09:07:27 <Darkvater> test: I mean sure, you can filter for connect-time, but then you can build in a timeout 09:07:33 <Celestar> aRGH 09:07:34 <Darkvater> test: only thing that worked was ban :) 09:07:43 <test> ban or IP limiting 09:07:43 <Celestar> MiHaMiX: can we change the coloring on Flysprach anyhow? 09:07:49 <test> connections per ip limiting 09:07:59 <Celestar> conns per IP makes sense. 09:08:09 <Celestar> but it needs to be adjustable. 09:08:11 <Celestar> (NAT) 09:08:14 <Darkvater> you can fake IP's 09:08:23 <test> no you can't, it's TCP 09:08:33 <Celestar> Darkvater: in TCP that is kind of difficult 09:08:57 <test> but also on UDP is difficult, think to the challenge parameter in the Quake engine for example 09:09:51 <MiHaMiX> Celestar: colors of what? :DDD 09:10:06 <MiHaMiX> Celestar: of course, we can. someone just needs to create a different css file :) 09:10:13 <Darkvater> hmm 09:10:27 <MiHaMiX> Darkvater: you forgot to send your requests on flyspray 09:10:39 <Darkvater> MiHaMiX: no, didn't forget them 09:10:42 <Darkvater> didn't write :) 09:10:47 <MiHaMiX> ok :) 09:10:55 <stillunknown> anyone know where GetSignalState is defined? 09:10:58 <test> anyway Dark can you keep me update about the situation of the other two vulnerabilities I reported? the latest nightly build (4336?) is still vulnerable 09:11:07 <Darkvater> test: which one(s)? 09:11:10 <Celestar> MiHaMiX: can we improve Flyspray somehow once WT2 is done? 09:11:50 <test> clients kicked to the main menu through malformed UDP and server termination through garbage data 09:11:56 <test> (like long nicknames) 09:12:11 <test> all the 3 bugs I reported can be tested with my usual tool 09:12:39 <CIA-3> celestar * r4377 /trunk/ (rail_cmd.c rail_map.h): -Add and make use of a function that finds out whether a signal is an entry or and exit signal to a presignal block (as combos act as both) 09:12:43 <Darkvater> hmm, I think I fixed the long-nicknames one 09:12:56 <Darkvater> test: the UDP thing I donnu, haven't looked at it 09:13:03 <Celestar> test: Darkvater: maybe we should make a "multiplayer" section for the problem reports? 09:13:33 <test> Dark: I saw the comment on the SVN about UDP being fixed 09:13:40 <test> I talk about over a week ago 09:14:22 <Celestar> ok so much for the presignal shit 09:14:50 <MiHaMiX> Celestar: of course we can 09:14:57 <Darkvater> test: oh, I think I missed that one then. But I know I fixed the nickname thing (eg more likely it is validated) 09:15:00 <MiHaMiX> Celestar: i'm already waiting a list of requests from Darkvater 09:15:18 <test> Dark test my tool versus the Windows nightly build 09:15:29 <Darkvater> test: your random nickname is too lenient though :P. It should just pick a random 0-255 range instead of the string-table you got there 09:15:51 <Celestar> MiHaMiX: ETA of WT2? :) 09:16:06 <Darkvater> test: will do tonight 09:16:20 <test> eh eh eh it's a simple function I use everywhere eh eh 09:16:43 <test> ok Dark, anyway if you have doubts you can also contact me via mail 09:18:02 <MiHaMiX> Celestar: will open WT2 this week, and I can work on flyspray right after (if I don't have an extra work at workplace) 09:18:10 <MiHaMiX> Celestar: but WT2 is still far from finish 09:18:38 <Darkvater> test: will do :) 09:18:39 <MiHaMiX> Celestar: it'll just be opened, but there'll be lots of future changes before I can say WT2 is finished :) 09:18:46 <Celestar> MiHaMiX: ok :) 09:22:45 <stillunknown> what's WT2? 09:23:46 <MiHaMiX> stillunknown: WebTranslator2 09:24:26 <MiHaMiX> stillunknown: a wab-based facility for translating OpenTTD 09:24:50 <test> well, I return to work (ah ah ah) probably I will return this afternoon to know if there are updates 09:24:57 <test> BYEZ 09:25:07 <MiHaMiX> test: bye 09:25:30 *** test [n=test@stargate.fastweb.it] has left #openttd ["Leaving"] 09:25:51 *** RichK67 [n=RichK67@talk-210-66.talkadsl.com] has joined #openttd 09:31:30 <stillunknown> @peter1138: seperate physics patches: http://www.tt-forums.net/viewtopic.php?p=428913#428913 09:31:51 *** TL|Away is now known as TrueLight 09:32:48 <stillunknown> helle TL 09:32:51 <stillunknown> *hello 09:33:03 <Celestar> one might wonder why dock_gui.c depends on rail_map.h :S 09:33:16 <Celestar> I'm beginning to hate it again :P 09:33:32 <stillunknown> just remove it and see if it breaks :-) 09:34:42 <peter1138> 62KB 09:34:59 <peter1138> one might wonder why my lunchbox is empty 09:35:00 <Celestar> stillunknown: I'll try to do some de-headering later on. 09:35:41 <stillunknown> @peter1138: ??? 09:36:13 * peter1138 compilifies 09:36:29 <CIA-3> celestar * r4378 /trunk/ (rail_cmd.c rail_map.h): -Add and make use of an accessor function two-way => one-way => one-way => two-way signal cycling 09:36:41 <Celestar> and 6 more map accesses down 09:37:27 <MiHaMiX> peter1138: what? compilify? 09:38:32 <MiHaMiX> peter1138: btw, your lunch-box is empty, and I left mine at home :-( 09:38:52 * MiHaMiX is starving :-( 09:40:44 <Darkvater> I'm starving as well :( 09:40:49 <Darkvater> one more hour until lunch 09:40:51 <Celestar> that makes 4 of us. 09:41:11 <Darkvater> this is very troubling 09:41:20 <MiHaMiX> poor openttd developers.. they don't have food to eat :( 09:41:44 <MiHaMiX> shall we put some newsitem into the main page asking users to send us some.. food? :D 09:42:20 <pasky> you should then also devise a rationing system for supporting poor retired developers! 09:42:21 <peter1138> o_O 09:43:09 <MiHaMiX> pasky: okay, you'll have share on the donations we'll receive 09:43:20 <stillunknown> developers are strange creatures indeed :-) 09:43:36 * RichK67 is happy - i just finished a bacon roll ;) 09:43:48 <Celestar> hey RichK67 :) 09:43:51 * peter1138 has no cash for the van either 09:44:06 <Celestar> RichK67: yes, I'll add the sortable station list later. 09:44:30 <Celestar> back later 09:44:32 <RichK67> great 09:44:54 <Celestar> but you can add it,so it gets tested 09:49:16 <peter1138> bah, 75KB 09:49:22 <peter1138> (forgot to add new files) 09:49:41 <stillunknown> what is 75 KiB? 09:53:11 *** omay [n=omay@dslb-088-072-043-050.pools.arcor-ip.net] has joined #openttd 09:53:52 <omay> hi i downloaded some newgrf files, i can see them in openttd in the newgrf menu, bug somehow i can't activate them 09:54:35 <omay> how i must activate the changes? 09:54:38 <Darkvater> which ones? 09:54:52 <Darkvater> you don't need any activation, they just work (tm) 09:54:56 <stillunknown> have you changed openttd.cfg and included them? 09:54:59 *** christooss [n=matic@clj20-83.dial-up.arnes.si] has quit [Read error: 104 (Connection reset by peer)] 09:55:04 <Darkvater> i can see them in openttd in the newgrf menu, bug somehow i can't activate them 09:55:47 <omay> i downloaded them from http://www.ewetel.net/~michael.blunck/ttd/ 09:55:48 * stillunknown misread, sorry 09:56:11 * peter1138 ponders ripping that gui out 09:57:01 <stillunknown> let's hope you don't want to make openttd gui-less :-) 09:57:06 <omay> maybe they are not compatible with opentttd? 09:57:56 <omay> there is a read quadrat before each of them 09:58:01 <stillunknown> which grf's did you get? 09:58:19 <omay> all of them 09:59:09 <Darkvater> omay: if you are using the dbset for example, it only works in the temperate climate 09:59:24 <Darkvater> some will not even work 09:59:38 <omay> ah my error 09:59:43 <omay> some changes were done 10:00:07 <stillunknown> newgrf implementation in openttd is not complete 10:00:19 <omay> e.g i have new trains ;) 10:00:47 <stillunknown> UKRS, united kingdom renewal set is nice imo 10:01:16 <stillunknown> arctic set and tropic set for those two climates 10:01:29 <stillunknown> newships 10:01:49 <stillunknown> there's an aircraft set which name i don't remeber now 10:03:29 <Darkvater> I am really bumming uzurpator disappeared 10:03:45 <Darkvater> the refurbished tropic set started out to look really really nice 10:04:30 <omay> do you have some links for me with cool new grfs? 10:04:43 <peter1138> at least the current one works now 10:04:44 <Darkvater> omay: try out grfcrawler (google for it) 10:05:01 <Darkvater> peter1138: yeah :) 10:05:04 <peter1138> grfcrawler.tt-forums.net 10:07:50 *** christooss [n=matic@clj20-83.dial-up.arnes.si] has joined #openttd 10:12:17 *** Netsplit kornbluth.freenode.net <-> irc.freenode.net quits: izhirahider, Zerot, Kalpa, MagicJohn, Kjetil, vrak, michi_cc, Rubidium, valhallasw, blathijs, (+1 more, use /NETSPLIT to show all of them) 10:13:52 *** Netsplit over, joins: vrak 10:13:52 *** tokai [n=tokai@p54B82547.dip0.t-ipconnect.de] has quit [Read error: 104 (Connection reset by peer)] 10:13:56 *** Netsplit over, joins: blathijs 10:14:00 *** Netsplit over, joins: Kalpa 10:14:06 *** Netsplit over, joins: tokai|ni, MagicJohn, Rubidium, Zerot, izhirahider, valhallasw, michi_cc, Kjetil 10:14:06 *** valhalla1w [n=valhalla@dsl68-30.fastxdsl.nl] has joined #openttd 10:14:15 *** Rubidium [n=rubidium@rubidium.student.utwente.nl] has quit [Remote closed the connection] 10:14:28 *** izhirahider [n=izhirahi@unaffiliated/izhirahider] has quit [Remote closed the connection] 10:14:47 *** Rubidium [n=rubidium@rubidium.student.utwente.nl] has joined #openttd 10:15:04 *** izhirahider [n=izhirahi@unaffiliated/izhirahider] has joined #openttd 10:22:08 <omay> Darkvater: it's only a search site, i aksed for some grfs to tried out and they are good 10:22:22 <omay> i mean, that you allready tried out 10:23:14 *** Rexxie [n=rexxars@rexxars.e43-sw5.tg06.gathering.org] has joined #openttd 10:24:25 <Darkvater> omay: ? 10:24:56 <omay> Darkvater: i asked for grfs that you play allready, that works, and that are fine for you 10:25:25 <Darkvater> ah for me? 10:25:46 <Darkvater> right now I use tropicset, eurorads, newships and airplaneset 10:25:53 <Darkvater> or something, donnu what it's exactly called 10:26:18 <Darkvater> you could try the ukrs set, a lot of people use it for MP in ottd 10:27:25 <peter1138> dbsetxl, arctic renewal work well 10:27:33 <peter1138> ussetw works, i haven't extensively tested it though 10:27:38 <Darkvater> <-- food 10:28:13 *** valhallasw [n=valhalla@dsl68-30.fastxdsl.nl] has quit [Connection timed out] 10:28:49 *** Tobin [n=Tobin@c211-28-197-129.eburwd7.vic.optusnet.com.au] has joined #openttd 10:32:41 *** Mucht [n=Mucht@chello080109200215.3.sc-graz.chello.at] has joined #openttd 10:35:09 * peter1138 ponders a refit feature 10:37:55 *** Torrasque [n=jerome@233-86.0-85.cust.bluewin.ch] has joined #openttd 10:39:10 *** Netsplit kornbluth.freenode.net <-> irc.freenode.net quits: ShadowJK 10:39:58 *** BJH [n=chatzill@e176127059.adsl.alicedsl.de] has joined #openttd 10:44:10 <Celestar> hey peops 10:44:50 <omay> Darkvater: hm, i tried it, but only the trains are new 10:45:05 <Celestar> enlighten me, if a signal is red, the corresponding bit in the map array is clear? 10:45:37 <omay> industries, roads, builds are all the same 10:46:23 <peter1138> Celestar: sounds about right 10:47:38 *** tokai [n=tokai@p54B82547.dip0.t-ipconnect.de] has joined #openttd 10:57:10 <stillunknown> http://www.ttdpatch.net/newgrf.html <-- European roadset, works as far as i know 10:59:00 <blathijs> Celestar: Isn't that cleary documented in landscape.html? 10:59:10 *** ShadowJK [n=jk@ludicrous.sby.abo.fi] has joined #openttd 10:59:22 <blathijs> typedef enum SignalStates { SIGNAL_STATE_RED = 0, SIGNAL_STATE_GREEN = 1, 10:59:23 <blathijs> } SignalState; 10:59:32 <blathijs> Celestar: so, yes :-) 11:00:07 <stillunknown> http://www.tt-forums.net/viewtopic.php?t=20781 <-- new town buldings 11:00:11 <stillunknown> @omay 11:01:11 *** tokai|3 [n=tokai@p54B82547.dip0.t-ipconnect.de] has joined #openttd 11:01:32 <stillunknown> what happens if you make signal state a uint and use -1 for yellow, would that be possible? (or -1 for red, 0 for yellow, and 1 for green) 11:01:58 <blathijs> no 11:02:10 <hylje> yes 11:02:12 <blathijs> you could use 2 bits for it instead of 1, and make yelllow 2 or something 11:02:13 <hylje> ? 11:02:49 <blathijs> stillunknown: why would you want to use -1 anyway? Just make a enum for it and don't care about actual values, right? 11:03:46 * stillunknown is not so well versed in c and assumed that even when states are identified by string, they always get an integer as identifier too 11:04:15 <stillunknown> string could be the wrong word though, not sure about the name :-) 11:04:31 <blathijs> a constant would be better :-) 11:04:58 <blathijs> but using -1 would not be useful, since these values don't get stored in a (u)int, but get bitpacked in the map array 11:05:06 <blathijs> iow, there is only one bit for signal state 11:05:21 <stillunknown> time to expand to 2 bits :-) 11:07:00 <peter1138> easier said than done, of course 11:08:34 <stillunknown> maybe there isn't a way to be able to create a second bit which represents yellow signal and slowly implement the code to recognize that bit 11:09:03 <stillunknown> a system with multiple state bits for a signal 11:10:08 <Celestar> blathijs: we need to de-map the code first 11:10:09 <stillunknown> does c allow for arrays where if you call the array without any argument you get the 0 spot 11:10:15 <stillunknown> ? 11:10:35 <Celestar> without any arguemnt you get the address. 11:11:39 <blathijs> Celestar: yes, I know 11:12:11 <Celestar> and I'm currently working on it as fast as possible. 11:12:19 <Celestar> faster actually, because I'm spending time on it I shouldn't. 11:12:44 <stillunknown> signal states and the likes is tied into tileproperty instead of object property? 11:12:58 <Celestar> stillunknown: there is no "signal" object. 11:13:59 *** tokai|ni [n=tokai@p54B82547.dip0.t-ipconnect.de] has quit [Connection timed out] 11:18:31 <stillunknown> if anyone where aircraft autoreplace is done (not the sending to depot, that i did find), i 11:18:44 *** Netsplit kornbluth.freenode.net <-> irc.freenode.net quits: Zerot, Kjetil, michi_cc, ShadowJK, MagicJohn 11:18:58 <stillunknown> would appreciate knowing that 11:19:00 *** Netsplit over, joins: ShadowJK, MagicJohn, Zerot, michi_cc, Kjetil 11:19:44 *** ThePizzaKing [n=thepizza@c211-28-155-182.eburwd2.vic.optusnet.com.au] has joined #openttd 11:23:53 <RichK67> still: try in aircraft_cmd.c there should be an "arrive at hangar" process, and i would guess the hook to the replace mechanism is in there 11:26:24 <Darkvater> which is waaaay to fscking ugly and I blame Bjarni for it 11:38:52 <peter1138> heh 11:39:03 <Celestar> static void AircraftEnterHangar(Vehicle *v) 11:39:22 <peter1138> it's way lower than that ;p 11:39:44 <peter1138> it's called from CallVehicleTicks() 11:40:21 <Darkvater> WHAT are you searching for/ 11:42:45 <RichK67> stillunknown was looking for where aircraft autoreplace is done; its almost certainly in VehicleServiceInDepot called from ServiceAircraft 11:44:19 <RichK67> hmmm... maybe not 11:44:21 <Celestar> .oO(this replace code is all over the place) 11:46:21 <Celestar> bah 11:46:25 <Celestar> I cannot see any fences :o 11:47:03 <Celestar> EVERY FUCKING FILE depends on rail_map.h :S 11:48:00 *** Mucht [n=Mucht@chello080109200215.3.sc-graz.chello.at] has quit ["I'll be back!"] 11:49:09 *** Mucht [n=Mucht@chello080109200215.3.sc-graz.chello.at] has joined #openttd 11:49:46 <RichK67> actually thats a point.... any chance of having the "fuck"s removed from the SVN source? 11:50:55 <Celestar> RichK67: which ones? :o 11:52:11 <MiHaMiX> network.c: // This means we fucked up and the server closed the connection 11:52:11 <MiHaMiX> rail_cmd.c: /* XXX: Why the fuck do we remove these thow signals first? */ 11:52:30 <RichK67> 5 programs: network.c, rail_cmd.c, npf.c, and ai.default.c, ai.trolly.c 11:52:36 <MiHaMiX> network.c:241: // This means we fucked up and the server closed the connection 11:52:36 <MiHaMiX> rail_cmd.c:1008: /* XXX: Why the fuck do we remove these thow signals first? */ 11:53:12 <MiHaMiX> ai/default/default.c:2110: AI is so fucked up that fixing this small thing will probably not solve a thing 11:53:15 <MiHaMiX> ai/default/default.c:3008: AI is so fucked up that fixing this small thing will probably not solve a thing 11:53:19 <MiHaMiX> ai/trolly/trolly.c:1261: // There is a possibility that the route is fucked up... 11:53:29 <Celestar> hm... 11:53:31 <MiHaMiX> Binary file data/sample.cat matches 11:53:33 <MiHaMiX> :DDDD 11:53:51 <Darkvater> fuck it 11:54:00 <MiHaMiX> RichK67: i can't find it at npf.c 11:54:09 <Darkvater> one most be allowed to express his/her own feelings about the code 11:54:29 <RichK67> its part of the old pbs code.... 11:54:29 <RichK67> * this point.... 11:54:29 <RichK67> * BUT, you have to have a pretty fucked up junction layout for this to happen, 11:54:29 <RichK67> * so we'll just stop this train, the user will eventually notice, so he can fix it. 11:55:20 <RichK67> sure, snafu fine, hell fine (imo), but for a public project, fuck is counter to the "PG" ethos of TT 11:55:49 <Celestar> vici@galadriel:[/home/vici/openttd/trunk]> svn blame network.c rail_cmd.c ai/default/default.c ai/trolly/trolly.c | grep fuck | awk '{print }' | sort | uniq -c 11:55:50 <Celestar> 1 matthijs 11:55:51 <MiHaMiX> RichK67: have you ever grepped "fuck" in the linux kernel source? 11:55:53 <Celestar> 4 truelight 11:56:06 <Celestar> 4 of 5 occurences by TrueLight 11:56:09 <MiHaMiX> lol :)) 11:56:12 * Celestar slaps TrueLight 11:56:16 <RichK67> lol 11:56:35 <TrueLight> I fuck a lot in general 11:56:42 <RichK67> lucky man 11:56:45 <TrueLight> ;) 11:56:51 <TrueLight> okay 11:56:56 <TrueLight> that wasn't the intention of the line 11:57:10 <Celestar> of what line? :P 11:57:12 <MiHaMiX> :)))))) 11:57:27 <TrueLight> but 3 of them are in ai code 11:57:28 <TrueLight> no wonder 11:57:32 <TrueLight> I mean, come on, it is fucked :) 11:57:39 * Darkvater concurs 11:57:53 <Darkvater> RichK67: how many PG players do you see hacking away at the openttd codebase? 11:57:56 <RichK67> suggestions: SNAFU, "messed up", "why on earth", etc. 11:58:03 <Darkvater> it's not like fuck is visible anywhere in the code 11:58:10 <CIA-3> celestar * r4379 /trunk/ (rail_cmd.c rail_map.h): -Codechange: Add and make use of map accessor functions concerning rail ground types 11:58:19 <Darkvater> we even had some lkasjdf098e2jr-tard censor out townnames like 'cuntville' 11:58:26 <Celestar> MiHaMiX: : 11:58:27 <Celestar> vici@galadriel:[/usr/src/linux]> grep -Ri fuck * | wc -l 11:58:27 <Celestar> 57 11:58:41 <MiHaMiX> Celestar: that's what I told :) 11:59:01 <TrueLight> So we should rate the linux kernel PG :) 11:59:04 <MiHaMiX> Celestar: everyone has 'fuck' in his/her source 11:59:04 <RichK67> sure... its just a question.... i was just suprised when one of my .patch builds had a fuck comment in one of the quoted lines 11:59:20 <Celestar> vici@galadriel:[/home/vici/openttd/trunk]> svn log | grep -i fuck | wc -l 11:59:21 <Celestar> 3 11:59:28 <Celestar> TrueLight: please modify those entries ;)( 11:59:39 <TrueLight> Celestar: give us the full lines 11:59:44 <Darkvater> screw that, don't do it TrueLight ! 11:59:49 <MiHaMiX> even in WT2 11:59:54 <Celestar> I was kidding TrueLight :P 12:00:02 <MiHaMiX> though in an external code (menu) 12:00:03 <MiHaMiX> menu/src/PieNG.js:7: // fucked-up browser (Internet Explorer for Windows) 12:00:07 <MiHaMiX> menu/src/.svn/text-base/PieNG.js.svn-base:7: // fucked-up browser (Internet Explorer for Windows) 12:00:09 <TrueLight> Celestar: I truely wonder what lines the word fuck was named 12:00:11 <RichK67> lol.... at this point the dev team self-destructs in an orgy of fighting ;) 12:00:26 <Celestar> -Fix: made the waypoint struct a bit more logic (no bit-fucking) 12:00:26 <Celestar> -Fix: Saving a game fucked up the industries.. sorry ;) 12:00:27 <Celestar> -Fix: [ 1092499 ] Copy order was fucked up, because memcpy said 12:00:32 <TrueLight> big-fucking is correct english 12:00:43 <TrueLight> I believe I wrote all 3 of them :s 12:00:44 <Celestar> small-fucking is not? 12:00:45 <Celestar> :P 12:00:56 <blathijs> Celestar: what is WT2? 12:00:56 <MiHaMiX> bbl, boss :) 12:01:03 <TrueLight> yeah, all 3 are on my name :) 12:01:05 <Celestar> yes TrueLight a 3 of them :) 12:01:10 <MiHaMiX> blathijs: WT2 = WebTranslator2 12:01:15 <TrueLight> that is kind of bad ;) 12:01:16 <blathijs> ah, right 12:02:31 <RichK67> bbl - to spread trouble ;) 12:02:47 <Celestar> one of the "fuck" comments is even fucking wrong. 12:03:08 <RichK67> fuck, no way 12:03:18 <Celestar> the one in rail_cmd.c 12:03:35 <Darkvater> MiHaMiX: I have one of thise comments as well 12:03:44 <Darkvater> website/style.css:159 12:03:58 <RichK67> yeah, that was the one that popped into my .patch.... i couldnt understand it either ;) 12:04:14 <Darkvater> you were working on the website? 12:05:32 <RichK67> TL: how soon can we have the mini IN compile farm build working? the patch is nearing completion - 19 patches so far 12:05:53 <TrueLight> RichK67: ah, I will try to fix that tomorrow 12:06:06 <TrueLight> today I am rather busy :) 12:06:28 <blathijs> mini IN? 12:06:40 <RichK67> great... do i need to create a webpage for it (like the nightly build page), or should that go on the actual OpenTTD site? 12:07:01 <RichK67> mini IN - yeah, slightly less "mini" ... more like "maxi" now ;) 12:07:34 <blathijs> what is it? 12:07:35 <blathijs> IN? 12:07:37 <RichK67> a new integrated nightly - restores PBS, and adds a whole load of new patches - airports, terrain generator, etc. 12:08:13 <blathijs> ah, Integrated Nightly 12:08:47 <Celestar> so. 12:08:55 <Celestar> what about the idea to place signals on the tile edge? 12:09:47 *** orudge [n=orudge@res05-ocr2.res.st-and.ac.uk] has quit [Read error: 104 (Connection reset by peer)] 12:09:57 <RichK67> could get very messy - signals at top of one tile, and bottom of next 12:10:17 <blathijs> neh, there is just one border to place them on 12:10:19 <Celestar> RichK67: will not be possible. 12:10:32 <Celestar> because all signals would be pointing into the tile. 12:10:46 <blathijs> oeh, nice approach :-) 12:10:58 <RichK67> ok - yeah, i can imagine that 12:11:05 <Celestar> and we only have 4 edges 12:11:11 <Celestar> so we need not more than 4 signals 12:11:29 <Celestar> but that is very far future :( 12:11:47 <RichK67> hmm... we have 6 track directions though 12:11:48 <blathijs> I seem to remember that having some catches, but in general, I think it is a viable idea 12:12:04 <peter1138> 6 directions, but only 4 exits 12:12:11 <blathijs> RichK67: well, we have 6 tracks and 12 trackdirs, to be exact :-) 12:12:20 <blathijs> indeed 12:12:39 <blathijs> Celestar: But, you're working towards this a little with more map accessors? 12:12:43 <RichK67> all true.... i need food... must go feed.... 12:12:50 <RichK67> bbl 12:12:53 <peter1138> only problem i can see is it is a major change to the map, heh 12:12:53 <CIA-3> celestar * r4380 /trunk/rail_cmd.c: -Codechange: Make use of GetTrackBits where appropriate 12:13:03 <peter1138> what about signal type? 12:13:06 *** RichK67 is now known as RichK67|away 12:13:15 <Celestar> blathijs: the only thing that is a problem is converting old savegames. 12:13:36 <blathijs> Celestar: Saying it's a problem is an understatement 12:13:42 <blathijs> since that implies there is a solution ;-p 12:13:46 <Celestar> blathijs: there is :) 12:13:52 <blathijs> yeah, probably 12:13:56 <Jaraziah> Afternoon all :D 12:14:18 <peter1138> no signal / light signal / semaphore signal, red / green (/ yellow?), normal, presig 1, 2 or 3... 12:14:19 <blathijs> Celestar: its probably not even that hard I think 12:14:23 <Celestar> I still have 155 map acessors here 12:14:28 <Celestar> blathijs: as I said, it is doable. 12:14:38 <Celestar> I'll be working towards it after 0.5.0 is released. 12:15:03 <blathijs> peter1138: I think the map changes are not even that major. AFAICS you don't need extra bits 12:15:33 <Celestar> you wouldn't 12:15:42 <Jaraziah> Sub-tropical map, the year is 1990... e-rail cant be placed o.O while we can use e-rail in temperate 12:15:50 <blathijs> perhaps a few to make it nicer :-) 12:15:58 <blathijs> different types of signals on a tile and stuff like that 12:15:59 <Celestar> Jaraziah: that's because you don't have electric engines at all :) 12:16:08 <Celestar> blathijs: that is for later then. 12:16:10 * Jaraziah slaps forhead 12:17:23 <blathijs> Celestar: dunno, you might wanna do that right at once 12:17:24 <Jaraziah> Celestar : And euhm... thats bound to a year ? 12:17:39 <blathijs> though extending it later wouldn't pose extra problems I think (compatability wise and so) 12:18:08 <Darkvater> Jaraziah: don't think tropical climate has any electric engines whatsoever 12:18:25 <Jaraziah> ~.~ 12:19:36 <Darkvater> unless you use the tropicset 12:21:01 <peter1138> Celestar: with tileedge signals, haven't different type signals becomes important 12:21:17 <peter1138> err s/haven't/having 12:21:37 <Celestar> peter1138: possibly, yes. 12:21:44 <Celestar> peter1138: and we want signals in stations. 12:21:51 <peter1138> presignals mainly, heh 12:21:52 <Celestar> (at least later on) 12:22:11 <peter1138> or ending up with semaphore on one side and light on the other side of a twoway signal 12:22:24 <Celestar> Jaraziah: I *hope* to have 0.5.0 somewhere mid-summer. 12:22:41 <Celestar> peter1138: that is but a question of bits. 12:22:45 <CIA-3> celestar * r4381 /trunk/rail_cmd.c: -Codechange: Forgot an occurence for rail ground types 12:22:48 <peter1138> yeah 12:23:11 <peter1138> hmm 12:23:39 <peter1138> is it okay to use 'struct' with a pointer type to avoid having to include the definition of that struct in files that don't need it? 12:23:51 <Jaraziah> Celestar: o.O 12:24:41 <CIA-3> celestar * r4382 /trunk/rail_cmd.c: -Codechange: Make use of SetSignalType where appropriate 12:25:25 <Celestar> peter1138: are you currently messing around in DrawTile_Track? 12:26:13 <peter1138> no 12:26:14 <peter1138> but 12:26:20 <peter1138> image += (image < _custom_sprites_base) ? rti->total_offset : GetRailTypeInfo(GetRailType(ti->tile))->custom_ground_offset; 12:26:23 <peter1138> is dumb ;) 12:26:34 <peter1138> should be : rti->custom_ground_offset; 12:27:29 <Celestar> huh? 12:27:35 <Celestar> ah! 12:27:48 <Celestar> instead of GetRailTypeInfo(GetRailType(ti->tile)), but rti ? 12:27:52 <peter1138> yesh 12:27:56 <peter1138> my change ;p 12:28:02 <Celestar> do it 12:29:39 <peter1138> ok 12:30:33 <peter1138> ffs 12:30:38 <peter1138> got servers behaving like yoyos :/ 12:31:05 <Jaraziah> yoyo's.. lolz, how that so 12:31:23 <peter1138> no, yoyos 12:31:28 <peter1138> and worse 12:31:32 <peter1138> i've eaten all the food i got 12:31:46 <Jaraziah> depends how mutch food you had stored ;P 12:32:02 *** Alltaken [n=chatzill@blender/artist/allTaken] has joined #openttd 12:32:10 <peter1138> 2 sandwiches, a sausage, a chicken thigh, and a peanut kitkat 12:33:24 <CIA-3> peter1138 * r4383 /trunk/ (rail_cmd.c station_cmd.c waypoint.c): - Codechange: Remove extraneous code from 4354; no need to get RailTypeInfo when we already have it... 12:33:47 <Jaraziah> ow that reminds me >.< is it like posible to say how to call filename for a ss from a consol ? instead of getting like 'screenshot #3.png' 12:34:09 <peter1138> why does that remind you? :P 12:34:51 *** ThePizzaKing [n=thepizza@c211-28-155-182.eburwd2.vic.optusnet.com.au] has quit ["And he disappears, like a fox, in the night."] 12:35:30 *** Smoky555 [n=Smoky555@sagitta.internal.vlink.ru] has left #openttd [] 12:35:58 <Jaraziah> thinking of food.. visualize... images.. 12:36:01 <Jaraziah> nvm >.< 12:36:04 <Jaraziah> lest not go there lol 12:37:24 <peter1138> ok 12:37:43 * peter1138 considers spending the whole afternoon monitoring servers 12:37:56 <Jaraziah> as long as it aint mine ;) 12:38:13 <Jaraziah> <- runs -=BRP=- Free World 12:44:08 *** RichK67|away is now known as RichK67 12:44:30 * Jaraziah woders if should up to nigtly... 12:44:54 *** DJGummikuh [n=joey@clx-ac2-247-3.westend.com] has quit [Read error: 110 (Connection timed out)] 12:48:34 <Celestar> peter1138: why? 12:48:37 <Celestar> peter1138: does it pay off? 12:50:42 <CIA-3> celestar * r4384 /trunk/ (rail_cmd.c rail_map.h table/track_land.h): 12:50:42 <CIA-3> -Codechange: rail drawing code 12:50:42 <CIA-3> -Added a function to obtain the axis of a waypoint 12:50:42 <CIA-3> -Moved the waypoint layout tables from the depot layout tables into an own one 12:50:42 <CIA-3> -Use GetRailTileSubtype 12:50:59 <RichK67> peter1138: if you are changing the bitmap for signals, please leave room for PBS before using up all bits ;) 12:52:23 *** Spoco [n=Spoco@dsl-083-102-071-182.lohjanpuhelin.fi] has joined #openttd 12:53:50 <peter1138> i'm not touching signals 12:53:55 <peter1138> Celestar: because they're flapping 12:54:16 <Jaraziah> Dit any of you see my lil bug report? just curios >.< 12:54:43 <Celestar> which one? 12:54:50 <Jaraziah> #115 12:55:44 *** sw4y [n=sw4y@212.24.150.227] has joined #openttd 12:56:01 <Celestar> is this a bug or a feature request? 12:56:06 <peter1138> what's the difference between all our seq structs? 12:56:10 <peter1138> DrawTrackSeqStruct 12:56:14 <peter1138> DrawTileSeqStruct ... 12:56:22 <peter1138> the latter is used for newstations 12:56:26 <peter1138> but what's the difference? 12:56:54 <Jaraziah> it kinda a bug, as long as i by hand not kick the inactive user it stays in and the frame-lag counter keeps going up 12:57:23 <peter1138> and i see elrail has its own one 12:57:37 <peter1138> (sortablespritestruct) heh 12:57:51 <Celestar> peter1138: there are more afaik. 12:59:17 <CIA-3> celestar * r4385 /trunk/ (landscape.c openttd.h): -Codechange: remove map5 from the TileInfo struct as it is now unused. This effort is starting to pay off ... 12:59:43 <Celestar> }o/ 12:59:46 <Celestar> \o/ 13:00:00 <RichK67> ouch... that ones gonna hurt TGPerlin :( 13:00:09 <Celestar> RichK67: it is? 13:00:12 <Celestar> sworry 13:00:22 <Celestar> why? 13:00:26 <RichK67> thats ok... its up to me to keep my code inline with yours 13:00:37 *** glx [i=glx@bny93-6-82-245-156-124.fbx.proxad.net] has joined #openttd 13:00:38 <Celestar> RichK67: is the diff on the track? 13:00:41 <Celestar> tracker* 13:00:57 <peter1138> we should unify them 13:00:59 <RichK67> nope... dunno... 13:01:02 *** Rexxie [n=rexxars@rexxars.e43-sw5.tg06.gathering.org] has quit [Read error: 110 (Connection timed out)] 13:01:14 <peter1138> most are the same 13:01:23 *** Alltaken [n=chatzill@blender/artist/allTaken] has quit ["Chatzilla 0.9.70 [Firefox 1.5.0.1/2006011112]"] 13:01:24 <Celestar> peter1138: just with a different arrangement :P 13:01:27 <peter1138> ah, some include groundsprite 13:01:28 <peter1138> yes 13:01:38 <peter1138> the ones that have a groundsprite then include the other type. hmm. 13:01:54 <peter1138> so really we just need two types 13:01:55 <RichK67> i usually find it ok enough to see what has changed, work out the new format required, and update. 13:02:51 <Celestar> RichK67: can you send me TGPerlin please? 13:02:58 <Celestar> I'm getting curious :) 13:04:59 <XeryusTC> Celestar: http://xeryustc.cjb.net/OpenTTD there is a old version there 13:05:05 <RichK67> celestar: http://www.tt-forums.net/viewtopic.php?p=405297#405297 its a little out of date (ie.< 1 month old ;) ) 13:05:55 <RichK67> im up to about 3j maybe 3k on my home (dev) system 13:06:48 *** Andrew67 [n=andrew67@206.248.80.224] has joined #openttd 13:07:28 <blathijs> Celestar: w00t, death to the TileInfo struct! ;-) 13:07:30 <Celestar> RichK67: how fast is that patch compared to the current generator? 13:07:36 <Celestar> blathijs: working on it ;) 13:07:57 <MiHaMiX> back 13:07:58 <Celestar> RichK67: you want comments? 13:08:03 <MiHaMiX> it was a long meeting 13:08:03 <RichK67> very very very fast 13:08:48 *** Rexxie [n=rexxars@rexxars.e43-sw5.tg06.gathering.org] has joined #openttd 13:09:03 <RichK67> i did a test for 2048x2048.... original:2'58", old terragenesis: 2'59", new TGP: 0'35" 13:09:04 <MiHaMiX> http://www.bash.org/?400459 :DDDDD 13:09:22 <Celestar> what hardward? 13:09:23 <Celestar> e 13:09:24 <RichK67> celestar: comments 13:09:33 <Celestar> ok. 13:09:36 <Celestar> I'll start from the top ;) 13:10:06 <RichK67> i have a P4 3.0, lots of memory. but even so, it was same machine for all 3, and TGP was 5x faster 13:10:18 <MiHaMiX> hmm 13:10:18 <MiHaMiX> http://www.nforce.nl/ 13:10:21 <MiHaMiX> :) 13:10:26 <Celestar> industry_cmd.c:optional:we should maybe see/decided whether some industries can be on non-flat patches. 13:10:56 <Celestar> intro_gui.c:you have trailing newlines. (around line 74). 3 of them. 13:11:14 <RichK67> oops - major fault then ;) 13:11:29 <Celestar> well, trailing newlines cannot be committed 13:11:51 <Celestar> landscape.c: "math.h" should be <math.h> imho. 13:12:08 <RichK67> ok 13:12:17 <Celestar> landscale.c: all these functions should (possibly) go into an own file. 13:12:35 <Celestar> landscape.c:indendation done by spaces instead of tabs. 13:12:54 <RichK67> you want by spaces or by tabs? 13:12:54 <Celestar> + return (int)(temp_perlin_value); 13:12:55 <Celestar> +}¬ 13:12:59 <Celestar> trailing newline 13:13:27 <Darkvater> http://xeryustc.cjb.net/OpenTTD/Bild1.jpg ,-- cool terrain 13:13:32 <RichK67> hmmm... can you emai/l/pm me with these? 13:13:44 <Celestar> ok. 13:14:10 <Celestar> Darkvater: that a DNA profile :P 13:15:10 <XeryusTC> yup 13:15:18 <XeryusTC> converted it from "tiff" to jpg for Celestar :P 13:17:01 <Celestar> RichK67: there are not many conflicts. 13:17:07 <Celestar> RichK67: general discussion: 13:17:23 <Celestar> 1) I'm not sure why we need a patch option, and not make TGP the only generator 13:17:38 <Celestar> 2) When you generate, can we have some kind of progress bar? ;) 13:18:06 * glx thinks 2) is a good idea 13:18:10 <Darkvater> 3) definitely needs a gui 13:18:23 <Celestar> Darkvater: a GUI is there. 13:18:32 <Darkvater> there is? got pic? 13:18:43 <Celestar> http://www.tt-forums.net/viewtopic.php?p=405297#405297 13:19:18 <Celestar> I need someone to come up with a good indea on how to deal with TileLoop_Station and AnimateTile_Station. 13:19:33 <RichK67> i want to add a couple of extra "new game" options; 13:19:38 <Darkvater> aaah, i see 13:19:41 <blathijs> what's TGP? 13:19:42 <RichK67> 1) take terrain from PNG map 13:19:47 <blathijs> ah 13:19:48 <blathijs> nvm 13:19:54 <Darkvater> it'd need all the changes from the difficulty options though somehow 13:19:59 <RichK67> 2) read terrain from scenario 13:20:07 <Celestar> RichK67: there's no need for 2). 13:20:11 <Celestar> "Start new game" does that. 13:20:30 *** RoySmeding [n=Roy@c514451cb.cable.wanadoo.nl] has joined #openttd 13:20:36 <RichK67> DV: already sorted... it reads/updates both _patches, and _patches_newgame 13:21:25 <RichK67> celestar: what i mean is to allow a prepared terrain without towns, and New Game adds towns and industries... current Start New Game wont handle a scenario with no towns 13:22:24 <Celestar> true 13:22:24 <peter1138> Celestar: what's up with them 13:22:26 <peter1138> ? 13:22:45 <Celestar> peter1138: how to do them a bit prettier. 13:22:55 <Darkvater> RichK67: no I mean you have difficulty options with the settings of water, terrain, etc. 13:23:01 <peter1138> ah 13:23:12 <Darkvater> RichK67: if you have a GUI you want the settigs all there and not in the difficulty settings 13:23:15 <peter1138> at least it's a switch block instead of cascading ifs ;) 13:23:28 <Celestar> again: we don't need 2 terrain generators, do we? 13:23:34 <RichK67> on your 2 main discussion points; 1) that decision is totally up to the devs. 2) progress bar is ok, but may slow down generation 13:23:40 <Darkvater> the old one had its charms ;) 13:23:51 <Celestar> Darkvater: does it? 13:24:05 <Celestar> Darkvater: it took as a long time to make it work decently with large maps. 13:24:13 * Celestar can remember waiting for like 20 minutes for a map. 13:24:18 <RichK67> DV: GUI all sorted... see http://www.tt-forums.net/viewtopic.php?p=405297#405297 first pic 13:24:21 <Darkvater> yeah, it worked for 10 years didn't it? 13:24:41 <Celestar> why- 13:24:42 <Celestar> WHY 13:24:45 <Darkvater> what would rule though is real lakes. lakes higher than lvl1 :) 13:24:55 <Celestar> WHY does EVERY file depend on rail_map.h 13:25:00 <RichK67> DV... yeah - high level water :) 13:25:03 <Celestar> Darkvater: THAT should not be difficult. 13:25:12 <Darkvater> RichK67: and your snow idea of course :) 13:25:27 <peter1138> rail.h:#include "rail_map.h" 13:25:28 <Darkvater> RichK67: yes, seen it. But they are now double here and in diff options 13:25:32 <RichK67> problem is when someone deletes the retaining wall, and the water floods everywhere 13:25:33 <peter1138> player.h:#include "rail.h" 13:25:40 <peter1138> vehicle.h:#include "rail.h" 13:25:42 <Darkvater> ok, perhaps not a pre for TG, but definitely needing a serious thinkover 13:25:49 <CIA-3> celestar * r4386 /trunk/ (rail_cmd.c rail_map.h): -Codechange: Add and make use of IsCustomWaypoint 13:25:49 <peter1138> that's why 13:26:31 <Darkvater> RichK67: it could be made so retaining wall cannot be removed...for the time being at least 13:26:58 <RichK67> DV. sure... if you like I could remove them from difficulty options ;) but thats definitely a devs choice. i didnt want to make TGP too disabling of existing features 13:27:29 <RichK67> lol - this is getting confusing... two convos with same guy ;) 13:28:15 <valhalla1w> Darkvater: [krvabo]alfred_judocus_kwak_s1e01nl.avi :Y) 13:28:24 <RichK67> DV: re snow... i havent had time to look at it 13:29:01 <Darkvater> valhalla1w: ? 13:29:26 <valhalla1w> you're not going to tell me you have never watched it? 13:29:53 <Darkvater> RichK67: even then, new-game GUI and diff-window need to be merged. that's why I brought it up. But it's definitely not a pre for TG 13:29:59 <Celestar> back in 5 13:30:30 <RichK67> DV: re high level water. the problem is in the water_tick code that spreads water. if we restrict it that water does NOT flow downhill, then lakes can be terraformed at high level 13:30:33 <Darkvater> RichK67: it only needs to update _patches_newgame though. All the rest is handled by ottd as far as I know 13:30:36 <Darkvater> valhalla1w: no haven't 13:31:12 <Darkvater> RichK67: there is absolutely no code about water flooding down. there aren't even 'river'-water graphics 13:31:38 <RichK67> DV: i had all sorts of problems with it. as i use the same dialog for new game and for scenario generator, one needed _patches_newgame, the other _patches... daft system if you ask me ;) 13:31:40 <valhalla1w> O_o 13:32:41 <Darkvater> ah 13:32:47 <stillunknown> is the state currently defined for existing tiles(with height info) or for every height level of "tiles"? 13:32:51 <Darkvater> RichK67: you could pointerize it as I did with the patches-gui 13:33:01 <RichK67> DV: see my africa scenario to see how i had to use canals for Lake Victoria etc... looked ok in the end, but would be MUCH better with real shorelines 13:33:33 * RichK67 blushes... dont really understand pointers.... im still fairly new to C (since Oct05) 13:33:58 <blathijs> The thing with high water, is that it is currently used to make canals 13:34:14 <blathijs> they are just water tiles that are above sea level 13:34:32 <Darkvater> that's the only advantage lomo has over us...real water 13:34:46 <stillunknown> pointers are variables that don't have a defined length as far as i know, but i don't really understand them either :-) 13:35:01 <peter1138> pointers point 13:35:06 <Darkvater> pointers are just variables that point somehwere 13:35:34 *** stavrosg [n=stavrosg@athedsl-19769.otenet.gr] has joined #OpenTTD 13:35:39 <Darkvater> if I am a pointer and I point to RichK67 and someone kicks me, I kick RichK67 13:35:46 <Darkvater> but if I point to stillunknown, I kick him 13:36:16 <RichK67> so its like passing vars by reference rather than by value 13:36:20 <Noldo> stillunknown: defined lenght? 13:36:27 <stillunknown> so basicly multiple pointers in the same function could be used and influenced by one variable? 13:36:41 <Darkvater> other way around stillunknown 13:36:50 *** DaleStan [n=Dale@12-202-240-195.client.insightBB.com] has quit [Read error: 110 (Connection timed out)] 13:36:57 <Noldo> RichK67: that and you can do pointer artihmethics 13:36:58 <Darkvater> I can have peter1138 point to you, who'll also kick you 13:37:12 <Darkvater> RichK67: that is a use, yes 13:37:28 <stillunknown> Noldo: forget it 13:37:44 * stillunknown doesn't really know 13:38:56 <stillunknown> int variable = 1; 13:39:15 <stillunknown> int *pointer = variable; 13:39:22 <stillunknown> variable = 10; 13:39:28 <stillunknown> pointer = 10? 13:39:34 <Noldo> that will segfault 13:39:36 <glx> *pointer =10 13:39:51 <Celestar> wwwback 13:39:57 <Celestar> Darkvater: we can also have real water. 13:40:06 <Celestar> I mean we already have water tiles above sea level 13:40:11 *** Andrew67 [n=andrew67@206.248.80.224] has quit ["Leaving"] 13:40:21 *** Andrew67 [i=andrew67@206.248.80.224] has joined #openttd 13:40:30 <hylje> water simulation ftw? 13:40:35 <XeryusTC> a variable stores a value, a pointer stores the memory address of the value. probably doesn't help :P 13:40:54 <hylje> have springs around the terrain and water flowing from em 13:41:01 <Darkvater> Celestar: we have 1) no code for downhill-flooding 2) no depth information 13:41:18 <stillunknown> wouldn't it be easier to expand the map array, then to hack a load of features into it? 13:41:22 <blathijs> we would need water heights for that 13:41:32 <Darkvater> canals are just a hack imho 13:41:38 <Darkvater> in their current state 13:41:43 <blathijs> but, that is exactly what the new map array was designed to do 13:41:47 <Darkvater> based off of the patch hack 13:41:51 <Darkvater> yep 13:41:51 <blathijs> using stacked tiles, one for the bottom, one for the water 13:42:03 <hylje> while you hax the map arrays, allow for several layers of rail 13:42:07 <hylje> for signals etc 13:42:28 <blathijs> hylje: how do you mean, several layers? 13:42:28 <Celestar> Darkvater: the water tile type has enough bits free to store that information, right? 13:42:49 <hylje> blathijs: signals and junctions in tunnels for instance? 13:43:03 <Celestar> that will not work that easily 13:43:07 <hylje> although its a trivial feature 13:43:08 <Celestar> unless we have 128 bits per tile. 13:43:28 <hylje> it would be quite neat 13:43:29 <blathijs> Celestar: hmm, since the bottom itself is never used, except for when the water is gone, it could be hacked over the current watertiles :-) 13:43:30 <RichK67> by definition, a water tile has nothing else in it (ok some have coast)... use some of the spare bits (you only need 4) to use as water depth 13:43:30 <stillunknown> isn't it possible to create parrallel systems, one which defines an endless array of states for each cube in ottd space and the old system to do everything that hasn't been converted? 13:43:46 <Celestar> stillunknown: you cannot have a 3D map. 13:44:02 <blathijs> hylje: yes, that is thought about and taken care of in the new map design. 13:44:20 <hylje> good 13:44:29 <Celestar> only the new map design ... 13:44:31 <blathijs> RichK67: you need more, since the water can become more than 1 tile deep 13:44:43 <hylje> its good to have some efforts to remove barriers and restrictions 13:44:55 <stillunknown> what i mean: lets say you have water at level 5, and next to it a tile with water at level 4 and 5 13:45:00 <RichK67> blathijs: yeah, use 4 bits = depth 0-15 13:45:06 <stillunknown> that would be a waterfall of some kind 13:45:16 <Celestar> hylje: it is all not that easy with savegame compatibility in mind 13:45:21 <blathijs> also, you need to store the shape of the bottom below the water, since that is not necesarily flat 13:45:28 <hylje> Celestar: yep legacy stuff is annoying for restructuring 13:45:42 <blathijs> RichK67: if you want flooding, you want to be more granular than whole tiles 13:45:48 <Celestar> but we plan not to break it. 13:46:03 <Celestar> blathijs: than use 8 damn bit 13:46:06 *** Andrew67 [i=andrew67@206.248.80.224] has quit ["Ping Timeout"] 13:46:15 <Celestar> water has 32 bits free at the moment. 13:46:29 <Celestar> 16 if we store depot information. 13:46:34 <RichK67> i dont think its worth the coding effort to create an effect that will be much easier in newmap 13:46:47 <Celestar> what's the newmap we're talking about? :P 13:46:47 <stillunknown> is it a huge overhead to make the basis of a system to store much more map related data parralell to the old system, because moving everything over instantly is impossible? 13:47:51 <stillunknown> *parallel 13:48:02 <Celestar> ? 13:48:30 *** Andrew67 [i=andrew67@206.248.80.224] has joined #openttd 13:48:34 <stillunknown> let's say you make an array to store data for tiles(each layer) 13:48:50 <blathijs> stillunknown: moving over instantly is possible (that is, in a few weeks probably), but not with the current code 13:49:08 <hylje> #define instantly few weeks 13:49:13 <blathijs> since you get stuck in rewriting incomprehensible pieces of code instead of converting them 13:49:59 <Celestar> you guys must know more than I do about a map rewrute 13:50:02 <Celestar> rewrite* 13:50:05 <hylje> should this newmap support 3d some day 13:50:15 <Darkvater> it won't 13:50:28 <Celestar> you mean 3D graphics? 13:50:29 <hylje> if someone is arsed enough to create a fun engine 13:50:41 <Darkvater> it won't 13:50:45 <stillunknown> then how can stuff like bridges over eachother be supported? 13:50:48 <hylje> very well 13:51:19 <blathijs> stillunknown: it should, yes 13:51:24 <Noldo> stillunknown: with a 2.5D map 13:51:41 <blathijs> Celestar: The last attempt for newmap conversion, still has a solid design which I refer to 13:52:05 <Celestar> blathijs: the design needs improvement imho 13:52:41 <Darkvater> it was confusing yes..but current abstraction is also confusing ;) 13:52:47 <blathijs> Celestar: on what areas? 13:52:57 <Darkvater> getrailtype, getrailtiletype, getrailtracktype, getrailtiletracktypebytile 13:52:59 <Darkvater> jeuzus 13:53:10 <Celestar> blathijs: there were too many different things that referred to a square piece with stuff on it. 13:53:18 <blathijs> hehe 13:53:21 <Celestar> Darkvater: that's an intermediate step. 13:53:31 <RichK67> bbl 13:53:34 <blathijs> We had one coordinate system too much, I think 13:53:35 *** RichK67 [n=RichK67@talk-210-66.talkadsl.com] has quit [] 13:53:50 <Celestar> TileStack Tile* and what not all. 13:54:44 <Celestar> IF a rewrite is done, WHY do we need tiles at all? 13:54:50 <Celestar> I see no reason. 13:54:59 <blathijs> what would we need then? 13:55:12 <Celestar> just free-form coordinates 13:55:44 <Celestar> store landscape as bezier surfaces and tracks as bezier curves 13:56:08 <blathijs> I think Railroad Tycoon did something like that? 13:56:15 <blathijs> I remember finding it sucky.. 13:56:22 *** DaleStan [n=Dale@12-202-240-195.client.insightBB.com] has joined #openttd 13:56:28 <Celestar> dunno 13:56:31 <Celestar> you mean RRT2? 13:56:33 <Celestar> or 3? 13:56:36 <blathijs> think 2 13:56:54 <Noldo> RRT2 has some kind of tile structure 13:57:00 <blathijs> Celestar: still, moving away from tiles to something so radically different is a few orders more complex to change that stacked tiles 13:57:15 <blathijs> s/that/than/ 13:57:48 <Celestar> well ... :) 13:58:12 <Celestar> still. 13:58:15 <Noldo> and it's quite a lot of calculating 13:58:27 <Celestar> Noldo: depends on who does the calculating :) 13:58:38 <Celestar> the nice thing about openttd is the efficiency. 13:58:43 <Celestar> we should keep that. 13:58:46 <Noldo> what are the options? 13:59:04 <Celestar> Noldo: for display? the GPU does a fucking good job rendering those :) 13:59:05 <Eddi|zuHause> the worst problem with interpolated tracks is usually the user interface 13:59:40 <Eddi|zuHause> that is always either too messed up or too unfunctional 13:59:47 <Noldo> Celestar: uuh, nice eye candy 13:59:49 <Celestar> but that would need a more or less state-of-the-art computer. 13:59:57 <blathijs> Celestar: The advantage of tiles that you can properly design junctions and all 13:59:59 <hylje> fork a hi-def ottd? 14:00:37 <Celestar> hylje: we don't have the manpower. 14:00:44 <hylje> very well 14:01:18 <Eddi|zuHause> maybe we should think about getting womanpower ;) 14:03:20 <Celestar> who is currently actively developing stuff in trunk? 14:03:42 <XeryusTC> Celestar: according to the logs, you :P 14:03:54 <Celestar> lol 14:04:10 <Celestar> I can't fork me :P 14:04:37 <XeryusTC> get a girlfriend ;) 14:04:41 <Celestar> I have one. 14:04:46 <Celestar> no need for a second. 14:05:08 *** Osai [n=Osai@p54B3584B.dip.t-dialin.net] has joined #openttd 14:05:09 <XeryusTC> hehe :) 14:05:23 <Celestar> Darkvater: and: we're (almost) finished with abstracting the map. 14:05:38 <blathijs> getting more girlfriends won't help on the free time department 14:05:40 <blathijs> on the contrary 14:05:54 <Celestar> blathijs: amdahl's law? ;) 14:05:59 <XeryusTC> blathijs: it helps forking yourself ;) 14:06:00 <blathijs> what? 14:06:11 <Celestar> more girlfriend == more management problems? :P 14:06:24 *** Mucht [n=Mucht@chello080109200215.3.sc-graz.chello.at] has quit ["I'll be back!"] 14:06:27 <blathijs> XeryusTC: I'm not really sure if they like it if you refer to that as "forking" 14:06:47 <Celestar> we really need to get rid of RailTypeSubtypes :S 14:06:55 <Celestar> and a "signal" rail type. 14:07:13 <Celestar> I still have 18 map accesses left in rail_cmd.c however. 14:07:20 <XeryusTC> blathijs: you're probably right 14:07:34 <Celestar> lol 14:07:54 <blathijs> Celestar: You mean Depots and Waypoints should get their own railtype? 14:07:56 <blathijs> uh 14:07:58 <blathijs> tiletype? 14:08:27 <glx> they could 14:09:40 <Celestar> blathijs: no 14:09:48 <Celestar> blathijs: but Waypoints should not be a subtype of depots. 14:10:10 <blathijs> true 14:10:10 <Celestar> blathijs: in npf.c, there's stuff blocked out (line 477). what to do with it? 14:10:29 <blathijs> but, depot is a subtype of rail right now, isn't it? 14:10:36 <Celestar> blathijs: yes. 14:10:37 <blathijs> which is pretty weird, but ok-ish 14:10:50 <blathijs> in a way, a waypoint is a subtype of rail, not of depot I think? 14:11:09 <Celestar> waypoints and depot are both the same subtype of rail. 14:11:26 <blathijs> Celestar: did I #if that out? 14:11:28 <Celestar> and then waypoints and depot are another subtype of the waypoint_depot subtype. 14:11:32 <Celestar> blathijs: I'm not sure. 14:11:40 <blathijs> checking 14:11:50 <Celestar> 2473 matthijs #if 0 14:11:52 <Celestar> yes you did 14:11:59 <glx> blathijs: you did (it's based of one of my patch) 14:12:05 <blathijs> hmm, I did 14:12:13 <blathijs> - Fix: [ 1203769 ] [NPF] NPF tries to plan over bridges, through tunnels, over level crossings of other players. (glx) 14:12:17 <blathijs> that's the one I guess 14:12:29 <glx> yes 14:13:40 <Celestar> so can I remove that code bit? 14:14:36 <blathijs> yes 14:15:03 <blathijs> ooh, we've got an Axis type? 14:15:05 <blathijs> how nice :-) 14:15:53 <Celestar> blathijs: ok removing 14:17:17 <CIA-3> celestar * r4387 /trunk/npf.c: 14:17:17 <CIA-3> -Codechange: Use map accessors even for debugging purposes (npf). 14:17:17 <CIA-3> -Codechange: Removed unused code from NPF 14:17:21 <Celestar> note to self: rename SetGroundType to SetRoadGroundType. 14:17:52 <blathijs> :-) 14:18:00 <Celestar> 141 map accessors left. 14:18:12 <Celestar> in .c files 14:18:57 <blathijs> including the map accessor functions? Probably not :-) 14:18:59 <Darkvater> is NPF still making tiles bare when the debug-level is set high enough? 14:19:04 <Celestar> Darkvater: yes. 14:19:14 <Darkvater> that is very bad 14:19:27 <Celestar> only if npf debug level is high enough :P 14:19:27 <Darkvater> donnu how many times I kicked blathijs for it :) 14:20:10 <Celestar> we also have 12 map accessors in .h files left 14:20:20 <Celestar> (not counting the map accessors themselves) 14:25:32 <Celestar> where's Belugas_Gone ? :P 14:26:02 <glx> [15:07:13] <Belugas_Gone> have to move my butt to a customer's location :( 14:26:02 <glx> [15:07:29] <Belugas_Gone> Will be at the office in an hour or more... 14:26:11 <Celestar> ok. 14:26:36 <Celestar> .oO(We should move the loading of non-current savegames to oldloader.c) 14:26:45 *** tomahawk [n=tomahawk@abrb141.neoplus.adsl.tpnet.pl] has joined #openttd 14:27:04 *** sw4y [n=sw4y@212.24.150.227] has quit [Remote closed the connection] 14:31:20 <Celestar> goto make_red; 14:31:25 <Celestar> make_red: 14:31:28 <blathijs> Darkvater: It's a pretty useful debug tool, though 14:31:31 <Celestar> if ((bit & m2) == 0) continue; 14:31:50 <glx> Celestar: check the rewrite of this part in tfc_newmap 14:32:07 <Celestar> glx: good idea 14:32:20 *** jong [n=jong@flipflip.student.utwente.nl] has quit [Read error: 104 (Connection reset by peer)] 14:33:24 <glx> accessors' names are different dut the idea is the same 14:33:50 <Celestar> it seems so yes. 14:33:59 <Darkvater> blathijs: yes but it should NOT change the tile-type 14:34:56 <Celestar> Darkvater: it doesn't? 14:35:02 <Darkvater> it changes it to bare 14:35:06 <Darkvater> which CAN desync MP games 14:35:09 <Celestar> only the ground type. 14:35:11 <blathijs> ah, yes 14:35:15 <blathijs> it can desync, yes 14:35:33 <Celestar> debug levels < 9 should not desync imho. 14:35:45 <Celestar> apart from the fact that RELEASE desync as well 14:35:55 <Celestar> glx: ah nice. will bear that in mind. 14:35:58 <blathijs> thing is, it's a first-line debug tool, not a level 9 debug tile ;-) 14:36:06 <blathijs> how do I tell we're in multiplayer? 14:36:15 <Celestar> if _networking I think 14:36:17 <blathijs> _network_game or something? 14:36:30 <blathijs> ah, yes 14:36:45 <blathijs> since it isn't really useful for multiplayer anyway 14:36:58 <blathijs> ie, NPF debugging is probably done local anyway 14:37:23 <Darkvater> blathijs: no, forget about that, it should not change the ground type at all ever 14:37:48 <glx> Darkvater: how can we see what it does then? 14:38:00 <blathijs> Darkvater: why not? 14:38:11 <Darkvater> because it's horribly ugly 14:38:13 <Celestar> WTF is unittest? 14:38:17 <Celestar> KUDr: 14:38:19 <glx> Darkvater: do you prefer a lot of red squares? 14:38:23 <blathijs> Darkvater: I could code some funky tile marking feature, but this is easier 14:40:17 *** TrueLight is now known as TL|Away 14:40:33 <Darkvater> glx: would probably be a lot better code-wise 14:40:49 <Darkvater> Celestar: small tests that test parts of your code independently for input and corner-cases 14:41:08 <Darkvater> so you instantly know that if one test fails that you broke something 14:42:07 *** Cipri [n=cipri@a47034.upc-a.chello.nl] has joined #openttd 14:42:58 <blathijs> Darkvater: Still, I'm gonna commit the don't mow grass when networking 14:43:06 <blathijs> Since I'm not gonna code something more advanced forthis 14:43:17 <Celestar> Darkvater: er WHAT? 14:43:38 *** sw4y [n=sw4y@212.24.150.227] has joined #openttd 14:44:49 <Darkvater> Celestar: unittest 14:45:10 <Celestar> Darkvater: I didn't understand your response 14:45:20 <Darkvater> Celestar: he. wikipedia it :) 14:45:50 *** Qball [n=qball@ipd50a4125.speed.planet.nl] has quit ["leaving"] 14:46:01 <Celestar> No page with that title exists. 14:46:45 <Celestar> so how can I benchmark YaPF? 14:46:46 <Celestar> :) 14:46:46 *** qball [n=qball@ipd50a4125.speed.planet.nl] has joined #openttd 14:46:57 <Darkvater> http://en.wikipedia.org/wiki/Unit_test 14:48:03 <Celestar> make: Circular unittest <- unittest dependency dropped. 14:48:07 *** Tobin [n=Tobin@c211-28-197-129.eburwd7.vic.optusnet.com.au] has quit [] 14:48:32 <glx> Celestar: sorry maybe I broke something 14:55:16 <CIA-3> glx * r4388 /branch/yapf/Makefile: [YAPF] - My previous commit broke unittest for linux 14:58:51 <Celestar> looks googo 14:58:53 <Celestar> good 14:59:00 <hylje> googol 14:59:25 <Celestar> this "D" is a funny language 14:59:38 <hylje> what about "E"? 14:59:45 <Celestar> dunno if that exists ;) 14:59:51 <blathijs> D? 14:59:59 <Celestar> http://www.digitalmars.com/d/ 15:00:33 <blathijs> wtf are hpp files? 15:00:42 <glx> c++ header 15:00:45 <Celestar> headers for c++ 15:02:05 <blathijs> ah, yes 15:05:27 *** Belugas_Gone is now known as Belugas 15:07:16 *** Mucht [n=Mucht@chello080109200215.3.sc-graz.chello.at] has joined #openttd 15:08:30 <CIA-3> matthijs * r4389 /trunk/npf.c: -Fix: [NPF] Don't mark tiles when debugging in multiplayer, this will cause desyncs. 15:08:50 <CIA-3> celestar * r4390 /trunk/tunnelbridge_cmd.c: -Codechange: Upon merging elrails, one direct map access to the railtype went unnoticed... 15:09:12 <Celestar> hr hr 15:09:15 *** Sacro [i=Ben@adsl-213-249-223-92.karoo.KCOM.COM] has joined #openttd 15:10:31 <Sacro> morning all 15:13:21 *** Cipri [n=cipri@a47034.upc-a.chello.nl] has quit [] 15:13:33 <Celestar> TL|Away: ping 15:13:44 <TL|Away> Celestar: pong, kind of 15:14:19 <Celestar> TL|Away: if bug #116 is not closed before 20:00CEST, we need to halt the nightly production. 15:14:57 <TL|Away> good luck in doing so 15:15:29 <Celestar> hm :P 15:15:32 <Celestar> ok 15:15:35 <Celestar> you need to halt it :P 15:15:36 <TL|Away> how long is this bug there? 15:15:41 <Celestar> TL|Away: since this morning 15:15:49 <TL|Away> then revert the buggy commit ;) 15:15:50 <TL|Away> haha 15:15:56 <TL|Away> Celestar: the nightlies aren't something that is supposed to be stable 15:16:01 <TL|Away> or something people should update to every night 15:16:06 <TL|Away> it are test-versions 15:16:06 <Celestar> true 15:16:09 <TL|Away> unstable releases 15:16:20 <TL|Away> and I think it is silly to go in all kind of ways to avoid a faulty nightly 15:16:23 <TL|Away> we had enough of those ;) 15:16:30 <TL|Away> but if you really want, we can of course disable cron 15:16:48 <Celestar> TL|Away: I'll see what I can do before that. 15:17:53 *** WolfLaptop [n=wolf@213.196.14.87] has quit ["( www.nnscript.de :: NoNameScript 3.81 :: www.XLhost.de )"] 15:18:10 *** Mucht is now known as Mucht|zZz 15:19:34 <glx> ===> Compiling tunnelbridge_cmd.c 15:19:34 <glx> tunnelbridge_cmd.c: In function `DrawTile_TunnelBridge': 15:19:34 <glx> tunnelbridge_cmd.c:936: error: syntax error before '==' token 15:19:34 <glx> tunnelbridge_cmd.c:936: warning: empty body in an if-statement 15:19:34 <glx> make: *** [tunnelbridge_cmd.o] Error 1 15:19:52 <TL|Away> Celestar: I think glx just found the problem ;) 15:20:06 <Celestar> TL|Away: what problem? 15:20:07 *** dp__ [n=dp@p54B2DE4A.dip.t-dialin.net] has joined #openttd 15:20:13 <TL|Away> ....... 15:20:15 <TL|Away> oh my! 15:20:17 <TL|Away> Bad memory? 15:20:21 <TL|Away> faulty RAM? 15:20:23 <Celestar> damnit 15:20:35 <Celestar> er wait 15:20:38 <glx> Celestar: remove a ) 15:21:36 <CIA-3> celestar * r4391 /trunk/tunnelbridge_cmd.c: -Fix: faulty ")" in previous commit 15:23:14 <blathijs> Celestar: You did compile the code before committing, didn't you? 15:23:34 <CIA-3> celestar * r4392 /trunk/tunnelbridge_cmd.c: -Codechange: Use water map accessors in bridge code 15:23:40 <Celestar> blathijs: yes. 15:23:51 <blathijs> then wth? 15:23:54 <Celestar> blathijs: then I had the source open in one window and the commit message in the other 15:24:02 <blathijs> ah 15:24:04 <blathijs> I see 15:24:09 <Celestar> which is not a good idea it seems. 15:24:48 <Jaraziah> see it this way, the more commits the faster we reach v0.5 15:25:07 <peter1138> the more commits the more changes ;p 15:25:21 <Jaraziah> :P that to... 15:26:57 <Jaraziah> Hows the monitoring going peter 15:31:34 <qball> 0.5 will it have peter's newstations? 15:32:10 *** XeryusTC is now known as Xeryus|Food 15:34:46 <Celestar> qball: yes. 15:34:53 <Celestar> and more. 15:34:54 <qball> cool 15:34:59 <qball> (bout time) 15:38:46 *** dp-- [n=dp@p54B2FF17.dip.t-dialin.net] has quit [Read error: 110 (Connection timed out)] 15:38:46 *** dp__ is now known as dp-- 15:44:29 *** RoySmeding [n=Roy@c514451cb.cable.wanadoo.nl] has quit ["kthxbye"] 15:47:00 <glx> Celestar: bug #116 is weird 15:47:12 <Celestar> is that so? 15:47:24 <hylje> you all are weird so whats the matter 15:58:05 *** Sacro [i=Ben@adsl-213-249-223-92.karoo.KCOM.COM] has quit [Read error: 104 (Connection reset by peer)] 15:59:53 <KUDr_wrk> [16:40:18] <Celestar> KUDr: <- PONG 16:00:58 <Celestar> KUDr_wrk: is there any kind of performance test/debugging/whatever for YaPF? it seems to work fine. 16:01:09 <KUDr_wrk> ~ 16:01:13 <KUDr_wrk> console 16:01:27 <KUDr_wrk> there are times, open nodes, closed nodes 16:01:31 <KUDr_wrk> for npf 16:01:33 <glx> KUDr_wrk: yapf fails to use borders 16:01:34 <KUDr_wrk> and yapf 16:01:43 <KUDr_wrk> borders? 16:01:53 <Celestar> KUDr_wrk: with -d yapf=4 or something? 16:02:02 <KUDr_wrk> no 16:02:03 <glx> the water tiles in map border 16:02:08 *** Scia [n=sciapode@AveloN.xs4all.nl] has joined #openttd 16:02:33 <KUDr_wrk> glx: yes - NE and NW edges are disabled 16:02:49 <KUDr_wrk> Celestar: only open console and shpuld see debug 16:02:56 <KUDr_wrk> no swicthes 16:03:23 <Celestar> KUDr_wrk: a nice 16:03:37 <KUDr_wrk> Yapf type 0 = NPF 16:03:56 <KUDr_wrk> 1 - YAPF(12) 16:04:02 <KUDr_wrk> 2 - YAPF(4) 16:04:16 <glx> type 1 tries to go through land 16:04:17 <KUDr_wrk> (number) means number of nodes on each tile 16:04:31 <KUDr_wrk> glx: 1 should be the same as NPF 16:04:37 <KUDr_wrk> does the same 16:04:50 <KUDr_wrk> there is limit for number of searches 16:04:51 <glx> not on my test map 16:04:56 <KUDr_wrk> default = 10000 16:05:15 <Celestar> ok. 16:05:15 <KUDr_wrk> glx: upload this map somewhere please 16:05:17 *** jnmbk [n=jnmbk@85.97.91.16] has joined #openttd 16:05:24 <Celestar> runs take up to 8ms. 16:05:38 <KUDr_wrk> Celestar: depends on that limit 16:05:49 <KUDr_wrk> increase the limit and will take more 16:05:50 <Celestar> whatever is default 16:06:00 <KUDr_wrk> 10000 is default 16:06:03 <Celestar> hm .. 16:06:05 <Celestar> 16ms 16:06:15 <KUDr_wrk> which type? 16:06:28 <Celestar> 1 16:06:31 <KUDr_wrk> try 2 16:06:39 <Celestar> well 16:06:46 <KUDr_wrk> it covers 3x bigger area 16:06:47 <Celestar> 80% if runs are "0ms" 16:06:51 <KUDr_wrk> with the same limit 16:07:10 <KUDr_wrk> 0ms means very short distance 16:07:18 <Celestar> or very fast computer :P 16:07:30 <KUDr_wrk> I can change resolution to us 16:07:42 <glx> KUDr_wrk: http://glx.dnsalias.net:8080/openttd/yapf_test.sav <-- available when I'm online :) 16:07:56 <KUDr_wrk> but generally it is 5x faster on 10000 and 10x faster on limit 100000 16:08:03 <KUDr_wrk> glx: thanx 16:08:54 <Celestar> what do the numbers mean? 16:09:02 <Celestar> KUDr_wrk: faster than what? 16:09:12 <KUDr_wrk> Celestar: than NPF 16:09:22 <Jaraziah> cry... 16:09:22 *** tokai [n=tokai@p54B82547.dip0.t-ipconnect.de] has quit [Read error: 104 (Connection reset by peer)] 16:09:35 <KUDr_wrk> the number is max number of closed nodes 16:09:40 <Celestar> KUDr_wrk: NPF is rather broken with ship 16:09:40 <KUDr_wrk> in Astar algo 16:09:48 <KUDr_wrk> no 16:09:57 <KUDr_wrk> there is "optimization" 16:10:02 <KUDr_wrk> this limit 16:10:13 *** tokai [n=tokai@p54B82547.dip0.t-ipconnect.de] has joined #openttd 16:10:16 <KUDr_wrk> otherwise it can take minutes across long map 16:10:42 <KUDr_wrk> so it computes until it reaches the max number of closed nodes 16:10:55 <KUDr_wrk> then it takes the best one 16:11:22 <KUDr_wrk> so sometimes it can go in-land into blind channel-river 16:11:49 <Celestar> glx: the ship on that game needs up to 12ms for a PF run ? 16:11:50 <KUDr_wrk> and yapf 1 is now the same (at least very similar) 16:12:21 <KUDr_wrk> the value in config is: npf_max_search_nodes 16:12:34 <KUDr_wrk> but it is applied on new map only 16:12:43 <KUDr_wrk> as it is saved in savegame 16:12:50 <KUDr_wrk> |shit| 16:15:04 <KUDr_wrk> glx: yes - this is the NE border problem 16:15:15 <KUDr_wrk> I will look at it at home 16:15:33 <glx> looks like a bug for me :) 16:15:33 <Celestar> KUDr_wrk: is it faster than the OLD PF? ;) 16:15:51 <KUDr_wrk> glx: yes, it can be treated as bug 16:16:16 <KUDr_wrk> Celestar: no idea, but it had hard coded max distance 16:16:31 <KUDr_wrk> so its not a competition 16:18:27 <Celestar> I'm creating 100 ships and see what happens :) 16:18:45 <KUDr_wrk> Celestar: good 16:19:02 <KUDr_wrk> I will create two more types today 16:19:12 <KUDr_wrk> with disabled 90deg turns 16:19:18 <KUDr_wrk> it was there 16:19:27 <KUDr_wrk> but NPF doeasn have it 16:19:42 <KUDr_wrk> so i removed it to be able to compare it better 16:20:15 <Celestar> HAHAHAH 16:20:16 <KUDr_wrk> glx: try to make NE channel 2 tiles wide and ship will go 16:20:27 <KUDr_wrk> Celestar:? 16:20:30 <glx> I know, I tried 16:21:19 <Celestar> KUDr_wrk: http://www.fvfischer.de/ship.png 16:21:19 <KUDr_wrk> ok, glx: thank you a lot 16:21:27 <KUDr_wrk> for that bug report 16:21:28 <Eddi|zuHause> iirc, the border tiles were never real water tiles 16:21:32 <Eddi|zuHause> just looked like them 16:21:36 <KUDr_wrk> will try to fix it today 16:21:59 <KUDr_wrk> heh 16:22:04 <peter1138> overlapping ships? heh 16:22:10 <KUDr_wrk> Celestar: it train on the water 16:22:17 <glx> the funny thing with this is when you let the ship go in this 1 tile channel (using type 0) then set type 1 or 2, it will go forward and backward continuously 16:23:31 <KUDr_wrk> Celestar: how about that 90deg turns? Should they be disabled or not? 16:23:59 <stillunknown> depends what the turning radius is :-) 16:24:23 <Eddi|zuHause> some ships should be able to turn on the spot 16:24:41 <Celestar> KUDr_wrk: optional 16:24:52 <Celestar> (yes, but for old savegames the need to be allowed) 16:25:00 <Celestar> ok 100 ships eat 10% CPU :o 16:25:14 <KUDr_wrk> Celestar: 1 tile channels are dead for such ship 16:25:25 <Celestar> KUDr_wrk: why? 16:25:51 <KUDr_wrk> they cant turn 16:26:00 <KUDr_wrk> to find another way 16:26:06 <KUDr_wrk> they need 3 tiles 16:26:14 <KUDr_wrk> non90deg 16:26:24 <Celestar> well, then they should not turn, but move to the end of the channel. 16:26:32 <Celestar> is there such a function/option? 16:26:36 *** |Jeroen| [n=jeroen@dD57729A7.access.telenet.be] has joined #openttd 16:26:40 <KUDr_wrk> and when end is also 1 tile wide? 16:26:46 <KUDr_wrk> not now 16:26:57 <Celestar> then $USER_ERROR 16:27:02 <KUDr_wrk> i can do that @ evening 16:27:04 <KUDr_wrk> OK 16:27:04 <Eddi|zuHause> they turn around like trains maybe? 16:27:12 <Celestar> hm 16:27:23 <Celestar> 1000 ships would load this CPU 16:27:29 <KUDr_wrk> Eddi: yes 16:27:55 <KUDr_wrk> Celestar: yes, it is without path caching 16:28:05 <KUDr_wrk> plain pathfinder 16:28:20 <Eddi|zuHause> not that this is actually any kind of realistic anyway ;) 16:28:22 <KUDr_wrk> so should i remember the path for ships? 16:28:31 <Celestar> with YAPF 2 16:28:35 <Celestar> with YAPF1 I need 90% 16:28:40 <Celestar> 70% 16:28:54 <stillunknown> maybe a dynamic range limit, make the pathfinder slightly worse if many ships are in extistance 16:28:55 <KUDr_wrk> YAPF2 seems to be more effective 16:29:01 <KUDr_wrk> one node is: 16:29:12 <KUDr_wrk> YAPF1: Tile + Trackdir 16:29:16 <Celestar> YAPF0 is normal pathfinding? 16:29:23 <KUDr_wrk> YAPF2: Tile + DiagDir 16:29:32 <KUDr_wrk> YAPF0 is NPF 16:29:40 <KUDr_wrk> or normal 16:29:42 <KUDr_wrk> yes 16:29:50 <Celestar> hm.. 16:30:04 <KUDr_wrk> what NPF eats? 16:30:09 <Celestar> here, YAPF2 10%, NPF 25%, YAPF1 70% 16:30:23 <KUDr_wrk> crazy 16:30:45 <glx> so YAPF2 seems better than NPF 16:30:50 <KUDr_wrk> Celestar and times? 16:31:08 <KUDr_wrk> but both should be better 16:31:20 <Celestar> 1-2ms 16:31:24 <Celestar> on 2 16:31:32 <Celestar> 3-4ms on 1 16:31:48 <glx> YAPF1 is unable to find path on my test map 16:31:54 <Celestar> glx: yes. 16:32:02 <Celestar> how about a larger map? 16:32:08 <Celestar> or let me see. 16:32:12 <Celestar> I have a nice test :) 16:32:23 <KUDr_wrk> OK guys i will move my body home now 16:32:34 <KUDr_wrk> bbs (30 mins) 16:32:36 <Celestar> the DEATHTEST :P 16:32:47 <Jaraziah> o.0 16:33:40 <Celestar> with no path, 16:33:45 <Celestar> YAST2 35% 16:33:49 <Celestar> YAPF2 35% 16:33:54 <Celestar> YAPF1 80% 16:33:57 <Celestar> NPF 80% 16:34:57 <stillunknown> const byte _signal_along_trackdir[] = { 16:34:57 <stillunknown> 0x80, 0x80, 0x80, 0x20, 0x40, 0x10, 0, 0, 16:34:57 <stillunknown> 0x40, 0x40, 0x40, 0x10, 0x80, 0x20 16:34:57 <stillunknown> }; 16:34:58 <Jaraziah> Celestar, maybe weird question. One of the players on my server asked if Night mode works.. i had to awser 'no idee never seen it' is there a 'Night' mode in it even ? 16:35:32 <stillunknown> could anyone interpretate this for me? (why are there so many values for example)? 16:35:37 <glx> Jaraziah: the answer is "no" 16:35:48 <Celestar> Jaraziah: there are NIGHT newgrfs 16:35:52 <Celestar> stillunknown: yes. 16:36:11 <Celestar> if you go in a certain TrackDir, it shows the valid signal for you. 16:36:15 <Jaraziah> okie dokie :) 16:36:18 <Celestar> (stored in m3) 16:36:27 <Celestar> stillunknown: but, I'm just rewriting it. 16:37:23 <stillunknown> aren't there too many for 8 directions of track? 16:38:00 <Celestar> 6 directions 16:38:04 <Celestar> 6 tracks 16:38:12 <Celestar> and each track can be used in 2 directions 16:38:14 <Celestar> makes 12. 16:38:35 <stillunknown> and the two 0's? 16:38:43 <Celestar> unused Trackdirs 16:38:44 <glx> trackdir 7 and 8 are for easy math 16:39:06 *** qball_ [n=qball@ipd50a4125.speed.planet.nl] has joined #openttd 16:39:16 <glx> so you can reverse trackdir using ^8 16:39:24 * peter1138 -> home 16:40:19 *** qball [n=qball@ipd50a4125.speed.planet.nl] has quit [Nick collision from services.] 16:40:23 <stillunknown> ^8 is shifting 8 positions for all byte declarations? 16:40:25 *** qball_ is now known as qball 16:41:21 <Darkvater> ^8 is Xor-ing with 8 16:41:21 <glx> no ^8 is xoring the bit 3 16:41:37 <Darkvater> >>, << is bitshifting 16:41:38 *** Forexs [i=Forexs@x1-6-00-0f-b5-14-63-5f.k136.webspeed.dk] has joined #openttd 16:41:54 <Celestar> hm :S 16:42:26 <Celestar> why do I get YAPF console output with YAPF disabled? :o 16:42:26 * stillunknown goes to look what the difference between xor and or is 16:42:58 <Celestar> OR: 1+1=1, XOR 1+1=0 16:43:05 <Darkvater> stillunknown: or is a simple inclusive or. If either ones or both are 1 the output is one 16:43:18 <Darkvater> stillunknown: with xor the output is one if the the two values are different 16:43:28 <stillunknown> i still don't see the purpose of the 8th 0 bit 16:43:38 <Celestar> easy: 16:43:43 *** Xeryus|Food is now known as XeryusTC 16:44:05 <Celestar> (a^b)^b=a 16:44:23 <stillunknown> lol 16:44:32 <Celestar> so you can use XOR to toggle stuff. 16:44:46 <stillunknown> what a strange way to denounce xor 16:45:20 <Celestar> there are processors that do hardly anything but XOR: 16:45:24 <Celestar> mainly RAID chips. 16:46:30 <stillunknown> so basicly you're doing: (this will not be c style, but you'll understand 16:46:59 <Celestar> KUDr_wrk: it seems performance is worsening over time 16:47:56 <stillunknown> for (( i=1; ${#_signal_along_trackdir[]}; i++ )) do 16:48:15 <stillunknown> for (( j=1; ${#_signal_along_trackdir[]}; j++ )) do 16:48:48 <stillunknown> if (( variable1 == variable2 && i != j )) 16:48:49 <stillunknown> then 16:48:55 <Celestar> ? 16:49:00 <stillunknown> valid = variable2 16:49:04 <stillunknown> fi 16:49:07 <stillunknown> doen 16:49:09 <stillunknown> *done 16:49:12 <stillunknown> done 16:49:15 <stillunknown> that's a xor? 16:49:23 <stillunknown> in the way you use it? 16:49:32 <glx> xor is xor :) 16:49:56 <Celestar> in the way we use it, every number from 0 to 7 is gets 8 added and any number from 8 to 15 gets 8 substracted. 16:50:26 <Celestar> BAH 16:50:35 <Celestar> the console needs more CPU than YAPF with 100 ships :P 16:51:32 *** AciD [n=gni@tehpwnz.org] has joined #openttd 16:51:52 <Celestar> .oO(is A* an optimal pathfinder for ships?) 16:53:22 <stillunknown> anyone know a c tutorial that has a good explanation of byte declerations, because obviously i'm missing something :-) 16:53:33 <Celestar> hm? 16:54:28 <Darkvater> stillunknown: you mean bit :) 16:55:26 <stillunknown> i still don't understand how a 0 can helo you differentiate between anything, but i'll let it sink in 16:55:29 <stillunknown> *help 16:56:33 <stillunknown> then again 0x80, 0x40 means little to me as well 16:56:52 <Celestar> 0x80 == 128 16:57:06 <Celestar> it'S just hexadecimal representation. 16:57:18 <Celestar> KUDr_wrk: something is weird 16:57:36 <Celestar> KUDr_wrk: I let a game run, and I start with 8% CPU usage, now I'm up to 50%. 16:58:28 <Celestar> and the load average is very high. 16:58:45 <Celestar> ... 16:58:54 <Celestar> I suppose YAPF doesn't thread does it .. 17:00:05 <stillunknown> 0x80 == 128 <-- 128 is a 16^4, where's the 4? 17:00:18 <Eddi|zuHause> hm... there was talk about lakes earlier today... how about a "lake/river" tile that works like a canal tile, just has a "natural" shoreline? 17:00:32 <Celestar> 0x80 is 80 hexadecimal. 17:00:48 <Celestar> "0x" means hexadecimal 17:01:08 <glx> 0x80 = 1000 0000 in binary 17:01:15 <KUDr> back 17:01:21 <Eddi|zuHause> 128=16^4? where do you get that from? 17:01:44 <glx> 128=2^7 17:01:53 <Celestar> 16*16*16*16 that 16 to the 3 17:01:54 <Celestar> 4 17:01:55 <Celestar> * 17:01:58 <stillunknown> in hex each bit has 16 states, so 1000 17:02:00 <Celestar> 65536 17:02:11 <stillunknown> the 4 comes from the 4th position of the 1 17:02:44 <KUDr> <Celestar> why do I get YAPF console output with YAPF disabled? :o <- NPF stats 17:03:00 <Eddi|zuHause> i see a mixture of ^ (XOR) and ^ (Power) coming 17:03:03 *** tokai|noir [n=tokai@p54B8508B.dip0.t-ipconnect.de] has joined #openttd 17:03:36 <blathijs> stillunknown: actually, 0x80 == 8 x 16 + 0 x 1 17:03:39 <stillunknown> correction 10000, i forgot 16^0 bit :-) 17:03:53 <stillunknown> sorry, i use ^ as power 17:03:56 <blathijs> it's just accidental that it's 16 ^ 4 I think 17:04:10 <blathijs> hmm 17:04:17 <blathijs> it's not even 16 ^ 4 :-) 17:04:20 <Eddi|zuHause> anyway... 16^4 is far from 128 17:04:36 <Celestar> 16^4 is 2^16 17:04:39 <Celestar> so 65536 17:04:59 <Eddi|zuHause> and 16 xor 4 is 20 ;) 17:05:06 <Celestar> KUDr_wrk: performance seems to take a hit when a toggle between 0, 1 and 2 often. 17:05:12 <stillunknown> not used to hex, but it would be 80 17:05:22 <stillunknown> duh :-| 17:05:29 <Celestar> just like 20 xor 4 is 16 17:06:00 <Eddi|zuHause> if the bits of a and b do not overlap, then a XOR b is the same as a+b 17:06:17 <Celestar> http://en.wikipedia.org/wiki/XOR 17:06:21 <Eddi|zuHause> where + means arithmetic + 17:06:42 <Eddi|zuHause> + is even more overloaded than ^ ;) 17:07:41 <Celestar> XOR is addition without carry 17:07:56 *** tokai|ni [n=tokai@p54B8508B.dip0.t-ipconnect.de] has joined #openttd 17:08:14 <Eddi|zuHause> yes, XOR is the addition in (F_2)^n 17:08:17 <Celestar> XOR is often use to clear a register for example :) 17:08:26 <Celestar> because a^a = 0 17:08:31 <Eddi|zuHause> where F_2 is the Galois Field with 2 elements 17:08:33 <stillunknown> a xor outputs 1 or 0, i don't see how 7^8=1 != 15 17:08:55 <Celestar> stillunknown: anything in the computer output 1 or 0. 17:09:06 <Celestar> 7^8 = 15 17:09:07 <Celestar> :) 17:09:18 <Celestar> because 0111 ^ 1000 = 1111 17:09:44 <stillunknown> (just read that part, i'm not used to binary operations) 17:10:02 <Eddi|zuHause> write the bitmasks of 7 and 8 under each other 17:10:04 <Eddi|zuHause> 0111 17:10:06 <Eddi|zuHause> 1000 17:10:19 <Eddi|zuHause> and now count the number of 1's in each column 17:10:23 <Eddi|zuHause> (where 2=0) 17:10:28 <stillunknown> some cpu's have fpu's, do they output only 0 and 1 as well ?:-) 17:10:28 <Eddi|zuHause> you get 17:10:30 <Eddi|zuHause> 1111 17:10:50 <Eddi|zuHause> yes, they do... only large numbers of 1's and 0's 17:11:19 <Celestar> 32 or 64 mostly 17:11:36 <Eddi|zuHause> Intel FPUs use 80 bit i believe 17:11:52 <Celestar> Eddi|zuHause: most compilers don't however. 17:12:09 <Celestar> for most compilers, long double == double. 17:12:16 <Eddi|zuHause> that was not the question ;) 17:12:25 <blathijs> stillunknown: a floating point number is just a integer together with the position of the decimal point 17:12:44 <Celestar> blathijs: nice way to put it :P 17:13:34 <stillunknown> is the map array actually one array? 17:13:44 <Eddi|zuHause> that is a pretty vague abstraction ;) 17:14:11 <Celestar> it is an array of structs. 17:14:39 *** orudge [n=orudge@res05-ocr2.res.st-and.ac.uk] has joined #openttd 17:14:42 <Eddi|zuHause> IEEE floating point numbers have a little more than ints with position... they have signed zero, infinity, "Not a Number" (NaN) 17:15:24 <Celestar> afaik, not all have signed zero 17:15:30 <Celestar> at least not all archs have it 17:16:14 <Eddi|zuHause> the IEEE standard defines it 17:16:23 <stillunknown> /** Bitfield corresponding to Track */ 17:16:23 <stillunknown> typedef enum TrackBits { 17:16:23 <stillunknown> TRACK_BIT_X = 1U << TRACK_X, 17:16:23 <stillunknown> TRACK_BIT_Y = 1U << TRACK_Y, 17:16:23 <stillunknown> TRACK_BIT_UPPER = 1U << TRACK_UPPER, 17:16:24 <stillunknown> TRACK_BIT_LOWER = 1U << TRACK_LOWER, 17:16:26 <stillunknown> TRACK_BIT_LEFT = 1U << TRACK_LEFT, 17:16:28 <stillunknown> TRACK_BIT_RIGHT = 1U << TRACK_RIGHT, 17:16:30 <stillunknown> TRACK_BIT_CROSS = TRACK_BIT_X | TRACK_BIT_Y, 17:16:32 <stillunknown> TRACK_BIT_HORZ = TRACK_BIT_UPPER | TRACK_BIT_LOWER, 17:16:34 <stillunknown> TRACK_BIT_VERT = TRACK_BIT_LEFT | TRACK_BIT_RIGHT, 17:16:36 <stillunknown> TRACK_BIT_3WAY_NE = TRACK_BIT_X | TRACK_BIT_UPPER | TRACK_BIT_RIGHT, 17:16:38 <stillunknown> TRACK_BIT_3WAY_SE = TRACK_BIT_Y | TRACK_BIT_LOWER | TRACK_BIT_RIGHT, 17:16:38 <glx> STOP 17:16:40 <stillunknown> TRACK_BIT_3WAY_SW = TRACK_BIT_X | TRACK_BIT_LOWER | TRACK_BIT_LEFT, 17:16:42 <stillunknown> TRACK_BIT_3WAY_NW = TRACK_BIT_Y | TRACK_BIT_UPPER | TRACK_BIT_LEFT, 17:16:44 <stillunknown> TRACK_BIT_ALL = TRACK_BIT_CROSS | TRACK_BIT_HORZ | TRACK_BIT_VERT, 17:16:46 <stillunknown> TRACK_BIT_MASK = 0x3FU 17:16:48 <stillunknown> } TrackBits; 17:16:50 <stillunknown> what do those U 17:16:52 <stillunknown> 's 17:16:54 <stillunknown> mean? 17:16:55 <glx> unsigned 17:16:55 <Eddi|zuHause> spam!! 17:17:01 <Celestar> "U" means the number is unsigned. 17:17:15 <Eddi|zuHause> wether the arcitectures handle the standard correctly is an entirely different chapter :P 17:17:16 <glx> stillunknown: never do that again :) 17:18:34 <blathijs> Eddi|zuHause: That's just special interpretation of a few values ;-p 17:18:40 *** tokai [n=tokai@p54B82547.dip0.t-ipconnect.de] has quit [Connection timed out] 17:18:46 *** tokai|3 [n=tokai@p54B82547.dip0.t-ipconnect.de] has quit [Success] 17:18:59 <blathijs> hey, we've got extra trackbits? 17:20:54 <Celestar> blathijs: yah, 17:21:04 <Celestar> one is used for bridges I think 17:21:42 <stillunknown> what do track bits do, because the bitshifting indicates some kind of relation to length of a trackpiece with a rotation of 0 17:23:20 <glx> stillunknown: example: you have a trackdir 6, then corresponding trackdir bit is 2^6 17:23:32 *** DJ_Mirage [n=djmirage@biggetje.xs4all.nl] has joined #openttd 17:23:43 <Vornicus> the track bits describe which specific parts of a tile have track on them. 17:23:47 <glx> btw 6 is a bad example 17:23:57 <blathijs> heh 17:23:58 <blathijs> indeed 17:24:11 <Vornicus> 6 is a bad example because there's six track bits, and they're numbered 0-5. 17:24:22 <glx> I know :) 17:24:40 * Vornicus was explaining to stillunknown. 17:24:43 *** Jenkz [n=nobody@80-192-44-21.stb.ubr05.dund.blueyonder.co.uk] has joined #openttd 17:25:12 *** Mukke [n=Mukke@x1-6-00-13-8f-3d-00-a9.k146.webspeed.dk] has joined #openttd 17:26:00 <CIA-3> KUDr * r4393 /branch/yapf/water_cmd.c: [YAPF] Fix: GetTileTrackStatus_Water() now returns correct values when tile is on NE or NW map edge 17:26:44 <stillunknown> so 0<TRACKBIT_X<5, what does TRACK_X do? 17:27:11 *** sw4y [n=sw4y@212.24.150.227] has quit ["Odletam do paralelniho vesmiru..."] 17:27:20 <blathijs> KUDr: Interesting solution :-) 17:27:55 <blathijs> KUDr: all other pathfinders have some artificial check for this I think 17:28:07 <CIA-3> KUDr * r4394 /branch/yapf/yapf/yapf_ship.cpp: [YAPF] Fix: YAPF behavior on NE and NW map edge (thanks to glx for reporting the bug) - uses fixed GetTileTrackStatus_Water() [r4393] 17:28:42 <KUDr> blathijs: yes, but this is only the correct solution 17:29:01 <KUDr> fix it where the problem source is 17:29:10 <KUDr> not to fix consequencies 17:29:56 *** tomahawk [n=tomahawk@abrb141.neoplus.adsl.tpnet.pl] has quit [Remote closed the connection] 17:30:04 <blathijs> KUDr: yes, indeed 17:30:10 <blathijs> bah, I should have thought about that ;-p 17:30:21 <Celestar> TL|Away: when is the nightly created? 17:30:33 <glx> blathijs: you missed a lot of things in npf :) 17:30:57 <Eddi|zuHause> 20:00CEST 17:31:03 <glx> !time 17:31:04 <jmp_ghli> >glx> Wed Apr 12 19:31:35 CEST 2006 17:31:14 <Celestar> so I have 28 minutes to fix the bug :P 17:32:14 <Vornicus> stillunknown: track_x is 0, track_y is 1... 17:32:19 <glx> Celestar: I've done some test and it seems the train on the bridge and the one under have the same z_pos, but I don't know why 17:32:32 <Vornicus> track_bit_* are powers of two. 17:32:33 <stillunknown> TRACK_BIT_X = 1U << TRACK_X <-- itsn't this a strange way to store the coordinate 17:32:49 <glx> it's not a coordinate 17:33:08 <stillunknown> length? 17:33:14 <Celestar> yes glx 17:33:23 <glx> it's a way to pack all tracks in one byte 17:34:28 *** SchAmane [n=schamane@p5498CAE9.dip.t-dialin.net] has joined #openttd 17:34:28 <Vornicus> It's not a length either. 17:34:52 <Vornicus> What it is is a little flag (this stuff is in each tile) that says "this tile has a track in this part of itself" 17:37:06 <stillunknown> i'll take your word for it(because i don't how the size and position of one tile is dealt with) 17:37:19 <Vornicus> It's a bigass array. 17:37:28 <Vornicus> Each tile has its own place in the array. 17:37:38 <Vornicus> This stuff is stored per tile, and all the tiles are the same size. 17:37:49 <glx> stillunknown: check docs/landscape.html 17:41:07 <blathijs> stillunknown: Tracks, trackdirs and trackdirbits are all about tracks on a given tile 17:41:25 <stillunknown> thank you glx, it just makes me wonder, why isn't a m6, m7, etc added 17:41:27 <Vornicus> http://vorn.dyndns.org/~vorn/ottd/trackbits.png 17:41:31 <blathijs> If you have some rail tile, you need to be able to keep track of the tracks on it 17:42:04 <Celestar> hmm .... 17:42:07 <Celestar> 16 minutes 17:42:32 <blathijs> stillunknown: There are 6 different tracks per tile: One along the X and Y axis of the map (diagonal on your screen), two horziontal on your screen, two vertical 17:42:47 <blathijs> stillunknown: These are the TRACK_X, TRACK_Y, etc constants 17:42:48 <MiHaMiX> Celestar: what is 16 minutes? 17:42:51 <stillunknown> i mean m6, etc to add extra data 17:43:04 <blathijs> stillunknown: well, we already added some 17:43:15 <Vornicus> m6 etc would break the savegame format forever. 17:43:22 <glx> yes _m[].extra 17:43:24 <blathijs> stillunknown: but you don't want to add more and more data, since it takes up quite some space 17:43:55 <stillunknown> and there's more efficient way of storing it? 17:44:43 <Vornicus> Depending on what it is, yes. 17:45:05 <Vornicus> You don't add stuff to tiles to give an industry production, because industries are few and far between. 17:45:38 <Vornicus> You don't add stuff to tiles to help the pathfinder, because unless you're absolutely nutbar you're not going to cover every single tile with track. 17:45:52 *** omay [n=omay@dslb-088-072-043-050.pools.arcor-ip.net] has quit [Remote closed the connection] 17:46:12 <Celestar> MiHaMiX: to the nightly 17:46:24 <Vornicus> --and indeed there's more efficient ways of storing pathfinder data anyway. 17:46:37 <Vornicus> ways that don't think about individual tiles. 17:46:52 <MiHaMiX> Celestar: ahh 17:46:53 <CIA-3> KUDr * r4395 /branch/yapf/ship_cmd.c: [YAPF} Fix: NPF stats in debug builds display 0 instead of node numbers 17:47:05 <glx> Celestar: do you know when this bug appeared ? 17:47:52 <CIA-3> KUDr * r4396 /branch/yapf/yapf/yapf_ship.cpp: [YAPF] Fix: memory leak in performance timer 17:49:13 <Celestar> yes 17:49:18 <Celestar> 4363 glx 17:49:42 <glx> :) 17:51:11 <Celestar> 4373 17:51:13 <Celestar> sorry 17:51:16 <Celestar> ok I have a quick-fix 17:51:38 <MiHaMiX> hmm 17:51:47 <MiHaMiX> letás do a reallz quick string commit 17:51:51 <MiHaMiX> let's 17:51:57 <MiHaMiX> s/z/y/ 17:52:35 <Eddi|zuHause> s/z/y/?? use different keyboard layout? 17:52:48 <hylje> azerty? 17:53:23 <Eddi|zuHause> no... qwertz usually causes y/z mistakes ;) 17:53:35 <Celestar> !time 17:53:35 <jmp_ghli> >Celestar> Wed Apr 12 19:54:06 CEST 2006 17:53:54 <CIA-3> miham * r4397 /trunk/lang/hungarian.txt: [WT2] Commiting hungarian changes 17:53:58 <Eddi|zuHause> stretching it to the last second? ;) 17:54:11 <Celestar> WORKING ON IT 17:54:14 <MiHaMiX> quertz 17:54:32 <MiHaMiX> coool, it's worked :) 17:54:59 <MiHaMiX> ok folks, let's wait for the nightlies :D 17:55:13 <MiHaMiX> 4minutes 40 seconds 17:55:34 <Celestar> how much in sync is that clock? 17:56:00 <stillunknown> 4:00 remaining 17:56:04 <Eddi|zuHause> it's a quartz clock? ;) 17:56:33 <glx> [19:53:47] <jmp_ghli> >Celestar> Wed Apr 12 19:54:06 CEST 2006 17:56:51 <MiHaMiX> Eddi|zuHause: :P 17:57:07 <MiHaMiX> Wed Apr 12 19:57:02 CEST 2006 17:59:00 <CIA-3> celestar * r4398 /trunk/tunnelbridge_cmd.c: -Fix: Quick and Dirty solution for FS#116. Just for the nightlies 17:59:03 <Celestar> PHEW 17:59:18 <Celestar> !time 17:59:18 <jmp_ghli> >Celestar> Wed Apr 12 19:59:49 CEST 2006 17:59:21 <MiHaMiX> Celestar: is it compile? 17:59:34 <Celestar> we'll know soon :P 17:59:34 *** |MeusH| [n=MeusH@host-ip18-138.crowley.pl] has joined #openttd 17:59:41 <Celestar> ok guys. 17:59:42 *** |MeusH| is now known as MeusH 17:59:44 <MeusH> hello 17:59:45 <Celestar> enough for me today 17:59:47 <Celestar> going home. 17:59:52 <MeusH> cya Celestar 17:59:52 <MiHaMiX> Celestar: bye :) 17:59:58 <MiHaMiX> MeusH: hi :) 18:00:00 <MeusH> Does anyone here use TortoiseSVN? 18:00:04 <blathijs> cya, Celestar 18:00:10 <MeusH> How can I prevent it from updating all branches? 18:00:27 <MeusH> i.e. I'd like it download just /trunk/ directory 18:00:38 <Eddi|zuHause> just click on the branch you want to update? 18:00:59 <glx> MeusH: what url did you set for the checkout ? 18:01:16 <MeusH> svn://svn.openttd.org 18:01:29 <MeusH> oh, I should use svn.openttd.org/trunk? 18:01:33 <glx> yes 18:02:10 <Eddi|zuHause> just rightclick on the trunk directory 18:02:16 <Eddi|zuHause> and click update there... 18:02:29 <Eddi|zuHause> then it just takes the updates from the trunk 18:02:35 <Eddi|zuHause> and leaves the other ones unchanged 18:02:40 <MeusH> thanks :) 18:02:43 <MeusH> thanks a lot 18:06:17 <Eddi|zuHause> urgs... something conflicts with the speed signals... 18:06:23 <KUDr> hmm: [19:05:06] <Celestar> KUDr_wrk: performance seems to take a hit when a toggle between 0, 1 and 2 often. <<-- I can't reproduce it 18:06:51 <MeusH> Something is wrong with my MSVC++6.0 18:07:01 <MeusH> It crashes when loading .dsw file 18:07:11 <MeusH> so I can't even try to compile 18:07:24 <KUDr> MeusH: yes - M$ is the wrong thing on it 18:07:40 <MeusH> progress bar shows 100%, I see "loading dependencies" and it crashes 18:07:53 <MeusH> however, before reinstalling windows, it was working properly 18:08:01 <MeusH> and I've got no idea what's wrong 18:08:01 <KUDr> MeusH: on sources from trunk? 18:08:14 <MeusH> yes 18:08:16 <MeusH> strgen.dsw doesn't work, too 18:08:31 <MeusH> I'd like to find some .dsw to check if it's OpenTTD or MS 18:08:43 <KUDr> create another one 18:08:44 *** KritiK [i=Maxim@ppp85-140-192-108.pppoe.mtu-net.ru] has joined #openttd 18:09:17 <KUDr> and add the ottd projects into it 18:09:33 <MeusH> allright 18:09:35 <MeusH> good idea 18:10:56 <CIA-3> belugas * r4399 /trunk/ (industry_cmd.c industry_map.h): CodeChange : Add and make use of [G|S]etIndustryAnimationLoop accessors. 18:11:41 <MeusH> so, creating .dsw went fine 18:11:55 <MeusH> It crashed when I was importing .dsp (project file) 18:12:04 <KUDr> which one 18:12:04 *** jnmbk [n=jnmbk@85.97.91.16] has quit [Remote closed the connection] 18:12:29 <MeusH> trunk/openttd.dsp 18:12:48 <KUDr> will try it 18:12:52 <MeusH> thanks 18:13:28 <MeusH> oh, when loading .dsp directly into MSVC, it works fine. I mean, it asks me if I want to load .dsw or cancel operation 18:13:37 <MeusH> loading .dsw means crash 18:13:52 <KUDr> hmm 18:14:19 <KUDr> here it works fine 18:14:28 <KUDr> so it must be on your side 18:14:59 <MiHaMiX> who want r4400? :)) 18:15:19 <KUDr> hehe 18:15:56 *** RoySmeding [n=Roy@c514451cb.cable.wanadoo.nl] has joined #openttd 18:16:50 <MeusH> I'll try r3059 (at least I know once it worked for me) 18:17:29 <MeusH> damn, it's updating scenarios right now :| 18:17:42 <MeusH> hey devs, it has been said that scenarios will not be in the trunk 18:18:13 <MeusH> ohh silly me, ignore above message :( 18:19:41 <Darkvater> Celestar: .. 18:20:08 <Darkvater> Celestar: you really don't, even SHOULDN'T commit ugly hacks just to get the nightly working. That is not the purpose of the nightlies 18:20:47 <Belugas> Yeah... 4400... I leave that for real devs :) Restraining myself hehehe... 18:21:08 <MiHaMiX> who knows the TV serie "The 4400" ? 18:21:21 <MiHaMiX> we should dedicate the next commit to them :DDD 18:23:57 <MeusH> hmm I'll reinstall MSVC because I recently uninstalled WinXP SP2 18:24:09 <MeusH> This damn thing messed with my internet settings 18:24:27 <MeusH> all OSs are screwed up 18:25:18 <MeusH> these user friendly (windows) are so stupid, and these better systems (linux) require hours of learning and megabytes of data to compile a simple thing like OpenTTD 18:26:44 *** Wolfensteijn [n=wolf@a61229.upc-a.chello.nl] has joined #openttd 18:28:09 <MeusH> brb 18:28:14 *** MeusH [n=MeusH@host-ip18-138.crowley.pl] has quit ["Goodbye"] 18:29:01 <peter1138> lol 18:30:37 *** stavrosg [n=stavrosg@athedsl-19769.otenet.gr] has quit [Read error: 110 (Connection timed out)] 18:37:20 <izhirahider> lol 18:40:27 <Vornicus> Neal Stephenson describes the various OSes as cars, and describes Linux as a tank. The only problem? I don't know how to drive a tank. 18:41:48 *** Red518 [n=Red@81-86-117-11.dsl.pipex.com] has quit [Read error: 110 (Connection timed out)] 18:42:53 <Tron> compiling ottd on FreeBSD isn't really hard: cd /usr/ports/games/openttd && make install clean 18:49:56 *** |MeusH| [n=MeusH@host-ip18-138.crowley.pl] has joined #openttd 18:50:03 *** |MeusH| is now known as MeusH 18:50:04 <MeusH> hello 18:50:40 <hylje> if linux is a tank, *BSD should be a F-22 18:51:10 <Tron> ? 18:52:03 * MiHaMiX is looking for someone who used to use translator.openttd.org and volunteer to test WT2 18:52:27 <Tron> "guinea pig" is the term you're looking for 18:52:53 <MiHaMiX> ?? 18:53:34 *** _Red [n=Red@81-86-117-11.dsl.pipex.com] has joined #openttd 18:53:59 <CIA-3> KUDr * r4400 /branch/yapf/yapf/yapf_ship.cpp: [YAPF] Code cleanup: each YAPF based pathfinder has now its own static method ChooseShipTrack() 18:54:44 <MiHaMiX> kudr taken r4400 :) 18:54:52 <Tron> in german it's "Versuchskaninchen", direct translation would be something like "test rabbit" 18:55:08 <MiHaMiX> ahh 18:55:26 <izhirahider> that rules me out 18:56:00 <blathijs> MiHaMiX: r4444 is way better :-) 18:56:12 <hylje> 4567 18:56:32 <CIA-3> KUDr * r4401 /branch/yapf/ (15 files in 3 dirs): Sync with trunk (4369:4400) 18:56:35 <MeusH> MiHaMiX I can test WT2, altough I did not use former translator 18:56:55 <Tron> MiHaMiX: what's the hungarian term? 18:57:26 <Tron> %svn log -r 1337 18:57:26 <Tron> ------------------------------------------------------------------------ 18:57:26 <Tron> r1337 | tron | 2005-01-03 13:56:22 +0100 (Mo, 03 Jan 2005) | 3 lines 18:57:27 <Tron> ^^ 18:57:51 <MiHaMiX> Tron: "próbababa" maybe 18:58:04 *** Born_Acorn [n=bornacor@ACD6058E.ipt.aol.com] has joined #openttd 18:58:06 <MiHaMiX> MeusH: ok, let's see then :) 18:58:19 <Tron> maybe? 18:58:25 <MiHaMiX> blathijs: well, you maybe don't know the series 'The 4400' 18:58:36 <Tron> you're hungarian, you should know! 18:59:18 <MiHaMiX> Tron: I can't recall any particular term for testers. Próbababa is the plastic human body used to stand at shopwindows wearing different clothes 18:59:34 <peter1138> dummy 18:59:37 <Vornicus> mannequin? 18:59:56 <MeusH> yeah manekin the dude 19:00:09 <XeryusTC> MiHaMiX: how do you call crash test dummies then? 19:00:24 <Belugas> XeryusTC : a band :) 19:00:30 <hylje> band names are not translated! 19:00:32 <hylje> generally 19:00:38 <XeryusTC> Belugas: that's right :) 19:00:41 <KUDr> "test rabbit" = kiserleti nyul 19:00:47 <MiHaMiX> aaaaaaaaaaaa 19:00:49 <peter1138> hmm hmm hmm 19:00:51 <MiHaMiX> really :) 19:00:52 <MeusH> MiHaMiX: does "baba" mean "female" or "grandma"? 19:00:58 <MiHaMiX> kísérleti nyúl 19:01:01 <KUDr> virgin 19:01:02 <hylje> me baba ^^ 19:01:07 <MiHaMiX> this is a definitive term for test rabbit :D 19:01:07 <XeryusTC> but i meant the crash test dummies they put in a car and then drive the car into a concrete block 19:01:09 <hylje> me eat potals 19:01:11 <MeusH> cool 19:01:14 <hylje> me want itamz 19:01:24 <hylje> me whirl ^^^ 19:01:27 <MiHaMiX> KUDr: how did you know this?? :)) 19:01:35 <hylje> okay enough korean diablo impersonation 19:01:40 <KUDr> my wife is hungarian 19:01:42 <MiHaMiX> MeusH: baba mens little child :) 19:01:51 <MiHaMiX> KUDr: ahh, send her to my greeting :D 19:02:17 <KUDr> baba small child but also play toy 19:02:40 <KUDr> MiHaMiX: thanx - delivered 19:02:58 <MiHaMiX> MeusH: so, PM :) 19:03:23 <MeusH> okay 19:04:00 <MiHaMiX> http://moon.bibl.u-szeged.hu/Szeged.arviz.2006.04.12/ 19:04:21 <MiHaMiX> the situation is a bit scary... the river Tisza is going to flood us :-( 19:04:57 <hylje> omg zerg rush kekeke ? 19:05:16 <MiHaMiX> hylje: parse error. 19:05:32 <CIA-3> tron * r4402 /trunk/tunnelbridge_cmd.c: Fix a faulty entry in the table for slopes under bridges, remove a now unnecessary test which hid the faulty entry till now and undo r4398 (don't do this!) 19:06:08 *** BJH_ [n=chatzill@e176098164.adsl.alicedsl.de] has joined #openttd 19:06:19 <stillunknown> would it be resource consuming to have a 2048x2048 matrix with each element containing an int32? 19:06:54 <blathijs> MiHaMiX: yes, I do, but still I find 4444 cooler ;-) 19:07:22 <MiHaMiX> blathijs: ok :) I must admin that 4444 looks nicer, but 4400 is somewhat rounder :) 19:08:00 <blathijs> true 19:08:04 <stillunknown> (assuming 90% of the matrix will only have one bit) 19:10:35 <stillunknown> forgot it 19:11:46 <Sionide> http://burningtshirt.co.uk/tshirtview.php?view=D4242 19:11:51 <Sionide> i want one! <_< 19:12:20 <blathijs> stillunknown: yes, it would 19:12:48 <blathijs> it would take 2^11 * 2^11 * 4 bytes == 2 ^ 24 bytes == 16 MB 19:13:28 <Vornicus> The current map array is 7 bytes long or 28MB for a full-size map. 19:13:43 <stillunknown> i figured that out too, i was thinking of ways to reduce the size of the map array 19:14:11 <Tron> Vornicus: it's 7 for very small values of 8 19:14:11 <Vornicus> There isn't much you can do to reduce the size of the map array. All seven bytes are used. 19:14:28 <Vornicus> ...It's 7 in the landscape thingy. 19:14:40 <Tron> it's 8 19:15:09 <Tron> you can trust me, i'm the one who fiddles with the map structure most often 19:15:20 <Vornicus> okay. What's the 8th byte used for then? 19:15:39 <stillunknown> is it possible to make a matrix style storage, but leave it 90% empty 19:15:41 <Tron> one of the attriubtes - m2 - isn't a byte 19:15:51 <Vornicus> right, I see that. 19:15:56 <stillunknown> but still be able to store matrix[n.m] 19:15:59 <Vornicus> But there's only 6 attributes. 19:16:06 <Vornicus> stillunknown: no. 19:16:11 <Tron> only if 6 equals 7 19:16:21 <Tron> typedef struct Tile { 19:16:21 <Tron> byte type_height; 19:16:21 <Tron> byte m1; 19:16:21 <Tron> uint16 m2; 19:16:22 <Tron> byte m3; 19:16:24 <Tron> byte m4; 19:16:26 <Tron> byte m5; 19:16:28 <Tron> byte extra; 19:16:29 <Vornicus> but there's only six attributes listed. 19:16:30 <Tron> } Tile; 19:16:34 <Tron> 7 19:16:38 <Tron> count the lines 19:16:45 * XeryusTC sees 7 19:16:51 <Vornicus> I'm looking at doc/landscape_grid.html 19:17:00 <Tron> rule 1: documentation lies 19:17:04 <glx> so 8 bytes because uint16 19:17:15 <Vornicus> But this is why I'm asking what the seventh thing is used for. 19:17:16 <XeryusTC> doc is always outdated *points @ openttd.gpmi* 19:17:28 <Vornicus> Because it's not listed. 19:17:30 <Tron> only 58 bits of the 8 bytes are saved, though 19:18:14 <Tron> the upper 6 bits of the extra attribute aren't saved 19:18:34 <glx> those bits are unused 19:18:45 <Vornicus> So what's the lower 2 bits for then? 19:18:46 <stillunknown> if a tile is empty, will all bytes still be ocupied? 19:18:51 <stillunknown> (with dummies) 19:18:54 <Vornicus> define "empty" 19:19:00 <stillunknown> just ground 19:19:05 <stillunknown> one or two bytes used 19:19:13 <stillunknown> to define form and type 19:19:20 <stillunknown> and owner 19:19:40 <glx> yes but a tile has fixed storage size, whatever can be on it 19:19:45 *** BJH [n=chatzill@e176127059.adsl.alicedsl.de] has quit [Read error: 110 (Connection timed out)] 19:19:58 <Vornicus> We'd lose performance making it a sparse matrix. 19:20:42 <Vornicus> because too often we need to talk about an item by its coordinates, and with an array we get constant time access to an object by coordinates. 19:20:53 <stillunknown> then what is going keep the new map array small, but still expandable? 19:21:34 <glx> which new map array? 19:21:36 <Tron> 1 or 2 bytes for clear tiles? clear tiles use 34bits 19:21:46 <Tron> 30 if it's not a farm field 19:22:42 <stillunknown> the new map array scheduled for 0.5 or 0.6 19:22:53 <stillunknown> (which is a long way from now i know) 19:23:25 <Vornicus> it will be, um. bigger. 19:23:31 <glx> stillunknown: let's finish removal of all direct map access first 19:23:31 <stillunknown> (otherwise i don't see why just expanding the map array won't do the trick) 19:23:33 <Vornicus> if it needs to be. 19:24:14 <stillunknown> is everything being moved to a group of functions who deal with acces? 19:24:40 <Vornicus> yes. 19:24:59 <Vornicus> But this doesn't let us save space; the performance of the game requires constant-time access. 19:25:21 <peter1138> is space even a problem? heh 19:25:35 <glx> only for old machines 19:25:46 *** |VillageIdiot| [n=jurgen@d51A43FD0.access.telenet.be] has joined #openttd 19:25:57 <peter1138> are there many people with less than 256MB memory these days? 19:26:19 <XeryusTC> peter1138: you might get in trouble when running a dedicated server and a client on the same machine 19:26:27 <peter1138> i do anyway 19:26:32 <peter1138> memory isn't the problem for me, heh 19:27:24 <XeryusTC> there are still people that think they can run ottd on a 133mhz pentium with 32mb ram ;) 19:27:31 <stillunknown> @Vornicus: but then you can change the functions without breaking the entire game 19:27:34 <peter1138> ttdpatch is for them ;p 19:28:05 <glx> ttdpatch is slower than ottd on my PII 233 19:28:34 <Vornicus> Yes, but you can't change the functions too much. 19:29:11 <Vornicus> You still need to read the data essentially as written in the savegame, and you still need need NEED need need to have constant-time access. 19:30:23 <Tron> it isn't as much about changing as about easily being able to figure out what happens where 19:30:28 *** _Red [n=Red@81-86-117-11.dsl.pipex.com] has quit [Remote closed the connection] 19:31:04 *** RoySmeding [n=Roy@c514451cb.cable.wanadoo.nl] has quit ["kthxbye"] 19:31:20 <Vornicus> So Tron, what are the two used Extra bits used for? 19:32:19 <peter1138> some bollocks about trees in the desert climate 19:32:27 <Belugas> Get and Set the type of trpical zone, Vornicus : tile.h:117..133 19:32:48 <Belugas> [S|G]etTropicZone 19:33:14 <Belugas> TROPICZONE_DESERT or TROPICZONE_RAINFOREST 19:37:17 <Belugas> damn... forgot what i was doing o_O 19:37:17 *** Cheery [i=Henri@a81-197-60-217.elisa-laajakaista.fi] has quit ["Leaving"] 19:37:32 <Eddi|zuHause> then it wasn't important 19:39:40 <peter1138> yeah 19:41:32 <Belugas> Je vous emm.... 19:41:38 <Belugas> Hem... 19:41:44 <Belugas> If you say so :) 19:41:44 *** ^Cartman^ [n=Eric_Car@ti100710a081-6310.bb.online.no] has quit [Connection reset by peer] 19:41:53 <glx> Belugas: reste poli :D 19:42:25 <Belugas> ben quoi??? Can't I have a little fun now and then? Hehehe 19:42:39 <peter1138> no 19:42:44 <peter1138> never 19:43:05 <Vornicus> aha 19:55:41 *** kujeger [i=kujeger@kujeger64.e65-sw6.tg06.gathering.org] has joined #openttd 19:56:47 <Belugas> Yes, peter1138. We are slaves serving the users heheheh 19:57:53 *** dmitr [i=dmitr@87.240.5.203] has joined #openttd 19:58:22 <dmitr> hello, how can i set map size on dedicated server in linux??? 19:58:33 <DaleStan> vi openttd.cfg 19:58:47 <dmitr> thee is no option like map size 19:59:49 <glx> map_x = 6 19:59:49 <glx> map_y = 6 19:59:49 <glx> means 64*64 20:00:09 *** Scia [n=sciapode@AveloN.xs4all.nl] has quit [Remote closed the connection] 20:00:52 <dmitr> hmm, and how to calculate the size? 20:00:58 *** DJ_Mirage [n=djmirage@biggetje.xs4all.nl] has quit [Read error: 104 (Connection reset by peer)] 20:01:02 <dmitr> 9,9 is 512x512 ? 20:01:28 <glx> yes 20:01:44 <glx> 512 = 2^9 20:01:51 <dmitr> ok ,thx. 20:01:56 <CIA-3> belugas * r4403 /trunk/ (station_cmd.c station_map.h): CodeChange : Add GetStationGfx and make use of [G|S]etStationGfx accessors. Also, use GetStationGfx instead of directly accessing the map for functions in station_map.h 20:02:55 <Belugas> wow! Station_cmd.c is map access free :) 20:03:55 *** dmitr [i=dmitr@87.240.5.203] has left #openttd [] 20:04:22 <MiHaMiX> grat:) 20:04:25 <MiHaMiX> great :) 20:06:38 <XeryusTC> gratz 20:08:22 <stillunknown> if anyone's working on the floating trains going under bridge bug 20:08:33 *** sk [n=sk@nat-wh-1.rz.uni-karlsruhe.de] has joined #openttd 20:08:46 <stillunknown> the train thinks it's on the bridge, because it's obeying the speed limit 20:09:07 *** _Red [n=Red@81-86-117-11.dsl.pipex.com] has joined #openttd 20:13:30 *** zen-- [n=zen@88-196-39-11-dsl.noe.estpak.ee] has joined #openttd 20:15:56 <stillunknown> ignore that, that's not a trunk flaw 20:18:08 *** |Jeroen| [n=jeroen@dD57729A7.access.telenet.be] has quit ["Whoopsy"] 20:18:36 *** MeusH is now known as MeusH[away] 20:20:55 *** |VillageIdiot| [n=jurgen@d51A43FD0.access.telenet.be] has quit ["Leaving"] 20:33:11 <CIA-3> belugas * r4404 /trunk/station_map.h: Reverted part of r4403. GetRailStationAxis need assertion on IsRailwayStation. Thanks glx for spotting it 20:33:24 *** Andrew67 [i=andrew67@206.248.80.224] has quit ["Leaving"] 20:34:31 <SimonRC> Is there a fix for "Can't Get There From Here" around anywhere? 20:35:05 <CIA-3> miham * r4405 /trunk/lang/ (french.txt polish.txt): 20:35:05 <CIA-3> WebTranslator2 automatic commit 20:35:05 <CIA-3> [french] 1 string has been fixed by Belugas 20:35:05 <CIA-3> [polish] 36 strings has been fixed, 3 strings has been updated by meush 20:37:04 <Belugas> My name appears on commits quite a lot today o_O 20:37:19 <MiHaMiX> indeed :D 20:37:35 <glx> wow WT2 says who does what 20:38:01 <MiHaMiX> glx: yes, since every information is recorded in DB :) 20:38:26 <glx> good if you want to slap the one who made a mistake :) 20:38:30 <MiHaMiX> glx: even changes in english.txt which doesn't cause layout change :) 20:38:37 <MiHaMiX> glx: lol :D 20:39:21 <peter1138> MiHaMiX: 1 string has, 36 strings *have* ;-) 20:39:40 <MiHaMiX> peter1138: ok, thanks 20:39:52 <MiHaMiX> peter1138: i'm too tired probably because it slipped my mind 20:44:00 *** orudge [n=orudge@res05-ocr2.res.st-and.ac.uk] has quit ["brb"] 20:45:49 *** orudge [n=orudge@res05-ocr2.res.st-and.ac.uk] has joined #openttd 20:46:03 *** Aankhen`` [n=pockled@203.101.29.167] has quit ["Sleep [Time wasted online: 13hrs 43mins 43secs]"] 20:46:14 *** mode/#openttd [+o orudge] by ChanServ 20:47:09 *** Bjarni [n=Bjarni@0x53588a85.virnxx14.adsl-dhcp.tele.dk] has joined #openttd 20:47:11 *** mode/#openttd [+o Bjarni] by ChanServ 20:47:17 <Bjarni> I'm not dead 20:47:30 <Bjarni> but everybody even thinking otherwise will be 20:48:00 *** Wolfensteijn [n=wolf@a61229.upc-a.chello.nl] has quit [Read error: 110 (Connection timed out)] 20:48:17 <Bjarni> now the question is: did the channel die? 20:48:25 <MiHaMiX> Bjarni: no 20:48:37 *** johnny83 [n=chatzill@P4ee5.p.pppool.de] has joined #openttd 20:48:42 <Bjarni> \o/ 20:48:44 <MiHaMiX> Bjarni: the channel is definitely living :) 20:48:52 <SimonRC> Bjarni: why, what happened to you? 20:48:58 <Bjarni> heh, I got a PM about a translator account 20:49:14 <Bjarni> <SimonRC> Bjarni: why, what happened to you? <-- a fate worse than death 20:49:17 <Bjarni> ... offline 20:50:00 <Eddi|zuHause> oh... i had that feeling for a few minutes yesterday night... 20:50:26 <Eddi|zuHause> it was freaking scary 20:50:40 <Belugas> Hey Bjarni. My sympathies :) 20:51:22 <MiHaMiX> peter1138: are you around? 20:51:24 <Bjarni> wow, people wrote a lot of the forum since Friday. There is no way that I'm going to read all of that 20:51:25 *** Belugas is now known as Belugas_Gone 20:51:31 <MiHaMiX> Belugas_Gone: bye:) 20:51:43 <Bjarni> specially considering the general quality of forum posts :p 20:51:52 <Bjarni> anything interesting happened? 20:52:00 *** Tron_ [n=tron@p54A3E1BC.dip.t-dialin.net] has joined #openttd 20:52:01 <MiHaMiX> Bjarni: forward all translator account requests to me pls 20:52:13 <MiHaMiX> Bjarni: WT2 will be opened this week, probably at friday 20:52:38 <MiHaMiX> anyone having experience tracking down a nasty DHTML bug or a browser bug? 20:53:47 <CIA-3> KUDr * r4406 /branch/yapf/rail_map.h: [YAPF] Fix: added missing typecasts (C++ compliance) 20:55:22 <glx> ===> Compiling language polish 20:55:22 <glx> lang/polish.txt:2810: FATAL: invalid argidx -1 20:55:32 <CIA-3> KUDr * r4407 /branch/yapf/ (settings.c yapf/yapf_ship.cpp yapf.txt): [YAPF] two additional YAPF types added (with disabled 90-deg. turns) for ships 20:56:05 <MiHaMiX> hmm 20:56:28 <glx> btw strgen still gives wrong line number 20:56:37 <MiHaMiX> STR_MAGLEV_VEHICLES :Pojazdy Maglew 20:56:44 <MiHaMiX> yes, definitely 20:57:25 <MiHaMiX> could someone fix strgen? :DD 20:58:54 <peter1138> MiHaMiX: yes 20:59:14 <peter1138> as in, i'm around, not, i will fix strgen ;p 21:00:26 <MiHaMiX> peter1138: well, I wanted to ask something, but if you accept to fix strgen I'll delay my original question :) 21:04:20 *** Tron [n=tron@p54A3CEA2.dip.t-dialin.net] has quit [Nick collision from services.] 21:04:22 *** Tron_ is now known as Tron 21:04:38 *** mode/#openttd [+o MiHaMiX] by ChanServ 21:05:14 <peter1138> +STR_WAGONS :Wagon{P "" y ow} 21:05:24 <MiHaMiX> peter1138: this is the bug? 21:05:28 <peter1138> yes 21:05:46 <MiHaMiX> peter1138: hmm.. in my concern, this string is correct 21:05:50 <peter1138> no 21:05:56 <peter1138> there's no argument for the plural 21:05:57 <MiHaMiX> peter1138: it confirms the plural setting (7) 21:05:58 *** Jenkz [n=nobody@80-192-44-21.stb.ubr05.dund.blueyonder.co.uk] has quit [] 21:06:29 <MiHaMiX> peter1138: there _is_ argument for the plural, AFAIK 21:06:40 <MiHaMiX> peter1138: plural setting 7 means 3 plural forms 21:06:52 <peter1138> no argument in the string, i mean 21:07:14 <MiHaMiX> no argument in the string? 21:07:22 <MiHaMiX> what do you mean by this? 21:07:34 <peter1138> STR_QUANTITY_BATTERIES :{COMMA} bateri{P a e i} 21:07:35 * MiHaMiX 's IQ is rapidly decreasing at late evening 21:07:40 <peter1138> {COMMA} is the argument 21:07:41 <MiHaMiX> ahh 21:07:43 <MiHaMiX> I see 21:07:45 <MiHaMiX> :) 21:07:56 <peter1138> without that number there's nothing to be plurarl 21:07:59 <peter1138> plural 21:08:08 <peter1138> but why is the line number wrong... hmm :) 21:08:20 <peter1138> out by 10 21:09:00 <MiHaMiX> hmm.. good to know 21:09:22 <MiHaMiX> I can implement a bit more strict rules on plural 21:09:43 <glx> 2810 is the line in english.txt 21:10:00 <MiHaMiX> but I still don't understand why does WT2 didn't notice it.. WT2's langchecker is based on strgen 21:10:07 <peter1138> ah. hm. 21:10:10 *** Spoco [n=Spoco@dsl-083-102-071-182.lohjanpuhelin.fi] has quit [] 21:10:19 <MiHaMiX> I mean, classes/Language/Checker.php is a PHP5 rewrite of strgen 21:11:31 <CIA-3> miham * r4408 /trunk/lang/polish.txt: [Language update by miham] Quick fixed polish.txt 21:14:12 <MiHaMiX> ok, going to sleep, I'm pretty tired :) 21:14:49 *** SchAmane [n=schamane@p5498CAE9.dip.t-dialin.net] has quit [Read error: 110 (Connection timed out)] 21:15:21 *** SchAmane [n=schamane@p5498D7F2.dip.t-dialin.net] has joined #openttd 21:16:44 <peter1138> MiHaMiX: what was the other question? ;p 21:19:54 <peter1138> actually 21:19:56 * peter1138 -> sleep 21:20:55 *** Angst [n=Angst@p54945CD3.dip.t-dialin.net] has quit [""cal 9 1752""] 21:21:00 *** MeusH[away] is now known as MeusH 21:21:01 <MeusH> hey 21:22:25 *** Pixelz [n=pix@pix.pp.se] has quit [Remote closed the connection] 21:23:08 *** Pixelz [i=pix@pix.pp.se] has joined #openttd 21:32:22 *** norbert79 [n=Norbi@3e44ab2c.adsl.enternet.hu] has joined #openttd 21:32:24 <norbert79> Hello 21:32:50 *** Torrasque [n=jerome@233-86.0-85.cust.bluewin.ch] has quit [Remote closed the connection] 21:34:02 <SimonRC> norbert79: hi 21:34:37 <norbert79> Hello SimonRC 21:35:32 <Jaraziah> off to bed ;) 21:35:53 <norbert79> Now? 21:36:08 *** Jaraziah [n=yare@cc66454-a.ensch1.ov.home.nl] has quit ["Zzz"] 21:36:11 <norbert79> Quite early 21:36:31 *** thgergo [n=th_gergo@dsl51B78967.pool.t-online.hu] has quit [Read error: 104 (Connection reset by peer)] 21:39:06 * SimonRC goes to bed 21:40:38 <norbert79> You too? 21:40:45 <norbert79> Dang, I will be left here alone 21:42:25 *** ^Cartman^ [n=Eric_Car@ti100710a081-6310.bb.online.no] has joined #openttd 21:42:53 <XeryusTC> no you wont 21:43:30 <norbert79> Luckily :) 21:46:27 *** johnny83 [n=chatzill@P4ee5.p.pppool.de] has quit ["Chatzilla 0.9.72 [Firefox 1.5.0.1/2006011112]"] 21:52:00 <Darkvater> gn all 21:52:01 *** Darkvater [n=tfarago@tin.liacs.nl] has quit ["leaving"] 22:02:24 <XeryusTC> http://www.bash.org/?43242 lol 22:03:19 *** Tobin [n=Tobin@c211-28-197-129.eburwd7.vic.optusnet.com.au] has joined #openttd 22:04:27 *** Mukke [n=Mukke@x1-6-00-13-8f-3d-00-a9.k146.webspeed.dk] has quit [] 22:06:35 *** e1ko [n=31k0@a02-0432c.kn.vutbr.cz] has quit ["Chatzilla 0.9.67+ [SeaMonkey 1.0/2006013012]"] 22:08:35 *** Jango [n=kvirc@puritan.demon.co.uk] has joined #openttd 22:09:16 <Jango> you know, ttd is really fun.... i've kinda got hooked on it again :S 22:09:47 *** Richk67 [n=RichK67@194.164.100.143] has joined #openttd 22:10:07 <Richk67> hi all 22:10:58 <XeryusTC> hi Richk67 :) 22:12:01 <izhirahider> Jango: same here :) 22:15:42 <XeryusTC> "once you pop, you can't stop" 22:15:49 <Jango> so true 22:15:54 <Jango> and i started in 1994 22:15:55 <Jango> :/ 22:16:15 <Jango> i find it amazing that this game is still so playable after almost 12 years 22:16:34 <XeryusTC> the good games were made back then 22:16:41 <XeryusTC> now it's only about graphics 22:16:47 <Jango> i can't think of another game that is THIS good - and obviously the additions of the patch and hacks help 22:17:21 *** Tobin [n=Tobin@c211-28-197-129.eburwd7.vic.optusnet.com.au] has quit [] 22:17:44 <Richk67> even with all these 3d strategy, etc.... i still get out Panzer General (1994) for a cracking game 22:18:31 <norbert79> Ehm 22:18:40 <norbert79> You should check Steel panthers World at War 22:18:40 *** tokai|noir [n=tokai@p54B8508B.dip0.t-ipconnect.de] has quit ["It's like, wah."] 22:18:47 <norbert79> SP-Main battle Tank 22:18:49 <norbert79> SP-WW2 22:18:58 <norbert79> If you like turn based games too 22:19:03 <XeryusTC> heh, RA2 is still beter then generals too :) 22:19:56 <Richk67> i liked the abstraction in PG... Steel Panthers was a bit too detailed, and i didnt root for my troops as much... it was prettier, but less involving 22:20:54 <norbert79> Steel Panthers is for hardcores only :) 22:21:04 <norbert79> because of the high detail of information 22:21:41 <norbert79> I use to play it a LOT 22:21:49 <norbert79> Have Steel Panthers 1 and 3 in Original version 22:22:28 <norbert79> But I have just played Armagetron Advanced :) 22:22:43 <Jango> i'm just getting the Canyonero map, and then a new game beckons :) 22:22:58 <norbert79> Jango 22:23:05 <norbert79> Wanna have a Hungarian map? 22:23:18 <Jango> to test? 22:23:31 <Richk67> do you know why canyonero is called that ;) 22:23:34 <Jango> nope 22:23:40 <norbert79> No, I have found it on the web 22:23:42 <Jango> but i think it's become my favourite map :) 22:23:52 <norbert79> It is a quite good represantation of Hungary 22:23:53 <Richk67> other than it being the Grand Canyon.... 22:24:19 <norbert79> Jango, wanna try it? 22:24:34 <Jango> not now, i'm going to do canyonero 22:24:40 <Richk67> i was watching Simpsons... 22:24:50 <Jango> you realise this will be my second major game using it 22:24:52 <Richk67> and its the name of the big SUV that Marge gets 22:24:56 <Jango> there's just so much possibility 22:25:04 <Jango> ah right :) 22:25:14 <Richk67> thanks... appreciate it - have you tried Africa? 22:25:22 <Jango> i think i might have changed the start date tho! 22:25:26 <Jango> no, not yet 22:25:36 <Richk67> that i reckon took 60 hours! 22:25:40 <Jango> oh, and the currency :P 22:25:51 *** XeryusTC is now known as Xeryus|sleep 22:25:55 <norbert79> And I am just listening to Kraftwerk... Autobahn :) 22:25:57 <Jango> i'm just too used to UK money 22:36:43 <norbert79> bye 22:36:44 *** norbert79 [n=Norbi@3e44ab2c.adsl.enternet.hu] has quit ["Connection reset by beer"] 22:37:58 *** tokai [n=tokai@p54B83452.dip0.t-ipconnect.de] has joined #openttd 22:42:12 <Jango> did someone mess up the snow line? 22:42:36 <Jango> my railway tracks are going in and out of being in snow 22:42:59 <MeusH> winter time? ;) 22:43:30 <Jango> nope, i didn't think we had intermittent heater systems under our tracks 22:44:02 <Richk67> its light snow... every passing train blows it clear ;) 22:44:17 <Jango> must be something like that 22:44:47 <Jango> i'm sure it's been introduced recently 22:44:54 <Jango> my previous nightly didn't do this i think 22:47:02 <Eddi|zuHause> spontaneously i'd blame the map accessors for rail ground tiles ;) 22:49:08 *** tokai|ni [n=tokai@p54B8508B.dip0.t-ipconnect.de] has quit [Read error: 110 (Connection timed out)] 22:53:13 <Bjarni> o_O 22:53:26 <Bjarni> around 1500 pair of shoes have drifted on shore 22:53:46 <Bjarni> sometimes the news got some odd news 23:04:17 *** Born_Acorn [n=bornacor@ACD6058E.ipt.aol.com] has quit [] 23:06:48 *** Red222 [n=Red@81-86-117-11.dsl.pipex.com] has joined #openttd 23:07:05 <Richk67> bbl 23:07:09 <Richk67> quit 23:07:11 *** Richk67 [n=RichK67@194.164.100.143] has quit [] 23:07:52 <MeusH> bang, problem with WT2 23:11:18 <izhirahider> oh 23:15:28 *** zen-- [n=zen@88-196-39-11-dsl.noe.estpak.ee] has quit [Read error: 110 (Connection timed out)] 23:15:35 *** Jango [n=kvirc@puritan.demon.co.uk] has quit ["KVIrc 3.2.0 'Realia'"] 23:16:00 <^Cartman^> http://www.tt-forums.net/viewtopic.php?t=24531 ... 23:16:42 <^Cartman^> Someone here working on the "improved loading algorithm"? 23:16:48 <MeusH> what an improvement :) 23:17:25 <^Cartman^> Hehe 23:17:47 <^Cartman^> The example is not that good 23:18:39 <MeusH> but yeah I know what does he want 23:18:51 <MeusH> maybye cargo packets would change it, or a simple hack 23:19:18 <MeusH> but I'm sure it'll be done only when some developer does it 23:19:28 <MeusH> this part is harder 23:19:39 <^Cartman^> Yeah 23:22:30 *** _Red [n=Red@81-86-117-11.dsl.pipex.com] has quit [Read error: 110 (Connection timed out)] 23:28:54 *** SchAmane [n=schamane@p5498D7F2.dip.t-dialin.net] has quit [Read error: 104 (Connection reset by peer)] 23:32:09 *** BJH_ [n=chatzill@e176098164.adsl.alicedsl.de] has quit ["ChatZilla 0.9.61 [Mozilla rv:1.7.12/20050915]"] 23:36:50 <MeusH> \o/ all developers here (ohh, besides Darkvater) 23:36:57 <MeusH> pity they are asleep now 23:36:59 <MeusH> goodnight 23:37:11 <MeusH> cya MiHaMiX, read private chat 23:37:31 *** ^Cartman^ [n=Eric_Car@ti100710a081-6310.bb.online.no] has quit ["Que?"] 23:39:16 *** MeusH [n=MeusH@host-ip18-138.crowley.pl] has quit ["Goodbye"] 23:44:28 *** christooss [n=matic@clj20-83.dial-up.arnes.si] has quit ["Leaving."] 23:46:56 *** Forexs [i=Forexs@x1-6-00-0f-b5-14-63-5f.k136.webspeed.dk] has quit [Connection timed out] 23:59:26 <Bjarni> <MeusH> pity they are asleep now <-- I already stated that I don't want lies about me 23:59:28 <Bjarni> :p 23:59:31 <Bjarni> goodnight 23:59:41 *** Bjarni [n=Bjarni@0x53588a85.virnxx14.adsl-dhcp.tele.dk] has quit ["Leaving"]