Log for #openttd on 30th November 2006:
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00:12:39  <HMage> flac --version
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01:59:56  <kampasky> would anyone have a problem with changing the limit of airports per town from 2 to say 2*int(population/10000)?
02:00:37  <kampasky> int(population/10000)+1, of course ;)
02:12:33  <Belugas> i have a plan for airports.
02:12:46  <Belugas> based on date, type and population
02:13:30  <Belugas> ie you could have two small airpots but only one big per town,
02:13:51  <Belugas> or just helipad/port and no small airport etc...
02:13:51  <jotham> cool
02:14:16  <Belugas> it's stilla project, no code has been done yet, just some sketches on paper
02:14:19  <Belugas> just in case i forgot
02:14:32  <Belugas> which hapens often ;)
02:15:00  <kampasky> nice
02:15:19  <kampasky> but I'm not sure it's really a good thing
02:15:52  <kampasky> since suddenly (i) the rules become more complicated (ii) if it's also based on date, could it happen that at date X the player could've built the airport but not the next day anymore?
02:15:56  <kampasky> I don't really like that
02:16:13  <kampasky> I'd personally prefer something that's simple, since then it's also easy to understand and adapt to for the players
02:17:44  <Belugas> well... sorry to say, but i don't like either the simplistic option you've offered, since it is not realistic.  The size of the airport matters as much as the population
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02:18:22  <Belugas> the way you present it, as long as the town reahes a certain popultaion, it will receives an airport, no matter how big it is?
02:18:25  <Belugas> naaaa...
02:19:06  <DaleStan_> The smaller airports should also count less toward the limit than the larger airports.
02:19:20  <Belugas> TTDPatch has an algo that resembles a bit my idea.  It is based on the level of noise an airport produces.  Towns allow a certain amount of noise.  pick the airport accordingly
02:19:30  <Belugas> indeed DaleStan
02:20:05  <jotham> to be honest, it'd suck if all cities were garanteed to get an airport
02:20:39  <jotham> a certian amount of abiguity about what is happening helps a game
02:20:48  <Belugas> who said anything about warranty?
02:21:13  <kampasky> hmm, that makes sense
02:21:17  <Belugas> the same rules of local autorities will apply, just a new layer
02:22:03  <Belugas> but don't get enthusiast, not a single line of code is wriiten yet, and not until jan 2007, at the earliest
02:22:16  <Belugas> hehhe...maybe earlier if i get fired ;)
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02:24:18  <Belugas> poor DaleStan :( must be a real pain in the ****
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02:24:24  <Belugas_Gone> night all
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02:26:40  <kampasky> Belugas_Gone: oh, you're wrong on that one ;)
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02:48:26  <kampasky> bah
02:48:28  <kampasky> 03:46 < kampasky> Belugas_Gone: what would you think about ?
02:48:31  <kampasky> 03:46 < kampasky> perhaps the values should be adjusted, this is still a wild initial guess
02:48:34  <kampasky> 03:47 < kampasky> and it means that e.g. you can't build a large airport in a city with population<3000
02:48:37  <kampasky> Belugas_Gone: ...and to make sure you got highlighted... :)
02:48:45  <kampasky> (I made my last commit too long ago to remember/know what review / commit policy procedures are currently in place, so I'll refrain from committing it for now, since it's rather impactful)
02:49:32  <glx> yeah would be better to ask other devs tomorrow :)
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02:51:27  <kampasky> (just for the sake of it, I'd selfishly like to commit it myself though ;)))
02:52:10  <DaleStan> kampasky: Try using more noise limits and then increasing the noisiness of the airports. Provides finer control.  (I think patch allocates 9 units per city, with heliports taking 1 unit, small APs taking 3 and large APs 4.)
02:52:59  <DaleStan> And make sure that you won't run off the end of the noise-units array at an oil rig. I think their st->airport_type is either 15 or 31.
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03:00:53  <kampasky> 15, but I don't think CMD_BUILD_AIRPORT is ever called on oil rigs, at least didn't noticce it in the grep output
03:01:06  <kampasky> more fine-grained limits would be good I suppose, yes
03:01:58  <kampasky> (and yes, in reality the noise values for giant airports should be larger but I think that'd affect gameplay too much)
03:08:35  <DaleStan> <kampasky> 15, but I don't think CMD_BUILD_AIRPORT is ever called on oil rigs <-- Wouldn't the FOR_ALL_STATIONS try to check the noise value for every rig "in" the city?
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04:24:10  <DannyA> Hey, I'm taking a look at the improved loading cpu use bug. Is there any way I can get profiler type info using MSVS2005 pro?
04:24:34  <DannyA> Or another tool?
04:25:53  <DannyA> DaleStan, you there at the mo?
04:26:04  <DaleStan> DannyA: Yep.
04:26:26  <DannyA> Any ideas about the profiler thing?
04:26:27  <DaleStan> But I don't know much about profiling.
04:27:07  <DannyA> Me either. Anyone else here who might?
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04:29:17  <DaleStan> Try grepping for TIC or TOC, and then doing svn ann (TortoiseBlame) to figure out who committed those macros, and/or their instantiations.
04:30:12  <DannyA> Huh? Tick Toc Tortoise? :)
04:31:03  <DaleStan> TIC and TOC are the macros that Open uses for some of its profiling code.
04:31:53  <DaleStan> And TortoiseSVN's equivalent to svn ann (aka svn blame) is TortoiseBlame.
04:33:57  <DannyA> Ah right, Found the macros. Relavent name - TortoiseBlame Thanks
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07:04:53  <peter1138> TIC(); ... code ...; TIC("identifier", iterations);
07:04:57  <peter1138> errr
07:05:03  <peter1138> TOC for the second one
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07:07:51  <peter1138> kampasky: why add a global for that?
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07:57:33  <CIA-1> miham * r7293 /trunk/lang/ (6 files in 2 dirs): (log message trimmed)
07:57:33  <CIA-1> WebTranslator2 update to 2006-11-30 08:56:49
07:57:33  <CIA-1> brazilian_portuguese - 4 fixed by tucalipe (4)
07:57:33  <CIA-1> catalan - 4 fixed, 31 changed by arnaullv (35)
07:57:33  <CIA-1> croatian - 13 fixed by blozo (13)
07:57:34  <CIA-1> french - 4 fixed by glx (4)
07:57:34  <CIA-1> german - 1 fixed by Neonox (1)
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08:06:38  <CIA-1> miham * r7294 /trunk/lang/hungarian.txt:
08:06:38  <CIA-1> WebTranslator2 update to 2006-11-30 09:06:04
08:06:38  <CIA-1> hungarian - 1 changed by miham (1)
08:08:34  <Tron> MiHaMiX: 1 changed? i see multiple removals
08:09:11  <Tron> pretty much exactly these which were added in 7293
08:12:17  <peter1138> morning tron
08:12:21  <Tron> morning peter1138
08:24:46  <MiHaMiX> Tron: yes, the svn server was slow to spread the tick about the update, that's why I'll revoke the last commit
08:25:00  <Tron> ?
08:25:12  <Tron> slow to what?
08:25:20  <MiHaMiX> Tron: to notify WT2 about the changes
08:25:33  <Tron> wtf?
08:26:01  <Tron> that's no reason to do random changes in the repo
08:26:17  <MiHaMiX> Tron:  you don't understand the whole process behind WT2
08:26:37  <MiHaMiX> Tron: it's completely understandable
08:26:42  <peter1138> unfortunately not
08:26:49  <MiHaMiX> Tron: even more, predictable
08:26:58  <peter1138> is there a chance that the code could end up in our regular svn some day?
08:27:10  <roboboy> hello peoples
08:27:22  <Tron> i don't understand it and i don't want to
08:27:27  <Tron> it's a secondary system
08:27:29  <CIA-1> miham * r7295 /trunk/lang/hungarian.txt: [Translations] Reverted last commit
08:27:46  <Tron> primary is svn, everything else is below that, far below
08:28:21  <Tron> there's no reason to alter the svn repo to fix anything in a secondary system
08:28:34  <MiHaMiX> peter1138: yes, of course, if proc06 will no longer be available for us, I'll move the source repo to our svn server. but until then I don't want to
08:28:41  <Tron> especially if this change does something, undos it and redos it again
08:29:05  <Tron> from the pov of the repo it is plain confusing
08:29:25  <MiHaMiX> Tron: could you please not bother me anymore this morning about that one faulty commit. I know why it happened and I can promise it won't happen again. Let it be enough.
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08:31:29  <peter1138> heh
08:32:38  <peter1138> over the top
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09:02:27  <peter1138> hmm
09:02:29  <peter1138> power cuts
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09:09:23  <peter1138> # i like driving in my car
09:09:27  <peter1138> it's not quite a jaguar
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09:28:21  <peter1138> hmm
09:28:30  * peter1138 ponders fixing the scrolling dropdown list
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09:46:04  <Darkvater> morning
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09:48:58  <peter1138> h'lo
09:52:08  <Darkvater> lol
09:52:10  <Darkvater> Anychance we will see a YDL 5.0 Linux Port for Ps3 of this popular title.?
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10:02:28  <Darkvater> hmm was that mihamix that just got annoyed?
10:03:37  <Darkvater> who even
10:04:30  <hylje> i think ottd ppc runs as is on ps3 linux
10:04:49  <hylje> would do better with more threading
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10:08:54  <peter1138> huh?
10:10:03  <hylje> cell is a hueg multiprocessor
10:10:28  <Darkvater> hylje: openttd does *NO* multithreading
10:11:10  <peter1138> ish
10:11:28  <peter1138> game saving
10:11:39  <peter1138> and the stuff for gui niceness for map generation
10:11:51  <peter1138> but that's not really multithreading
10:12:54  <hylje> hylje> would do better with more threading
10:12:56  <Darkvater> that's about 0.1% of actual gameplay
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11:04:08  <kampasky> hylje: afaik it's not really that simple, the bunch of extra cores aren't general-purpose CPUs and you have to write special code to make use of them
11:04:47  <kampasky> and it's specialized on massive vector operations and such, not of much use for openttd I suppose
11:05:03  <kampasky> (actually, IIRC someone here was doing some nifty stuff with massive vector operations ;)
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11:10:47  <Darkvater> DannyA: VS2005 can do profiling&instrumentation
11:11:05  <DannyA> The Pro version?
11:11:14  <DannyA> Help said only available in Team
11:11:52  <hylje> :o
11:12:10  <Darkvater> I didn't say pro or team
11:12:12  <Darkvater> ;p
11:12:57  <DannyA> I think I found what's wrong anyway, but my C skills aren't good enough to fix it.
11:13:17  <peter1138> what's wrong then?
11:13:51  <DannyA> I think it's the embedded for loops to work out whether a vehicle should load or not.
11:14:08  <DannyA> Let me find it again...
11:14:33  <peter1138> i don't know what "it" is here
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11:16:16  <DannyA> Hang on hang on... :) there's a loop in LoadUnloadVehicle() which I think may go through all the cars in a train, and in this loop it calls LoadWait(v,u) which also has another for loop going through cars again. I think with 100 cars, maybe it does 10000 checks...
11:16:53  <Darkvater> is that HEAD or some patch?
11:16:58  <DannyA> Head
11:17:04  <Darkvater> bummer :(
11:17:21  <DannyA> It works ok if you turn off improoved loading.
11:19:05  <DannyA> I think a good way to do it would be to set up a queue of vehicle pointers for each cargo type at a station. Have the trains which are waiting for cargo add their wagons to these queues, then when cargo arrives at the station it can put it in the first vechicle in the queue with no need for checking and loops etc. But this is too big a change for me now.
11:19:58  <DannyA> Also it would be easy to change the order which things are loaded for new features etc..
11:20:01  <peter1138> hmm, so this problem is only noticable with long trains...?
11:20:42  <DannyA> Yeah that's right
11:21:34  <DannyA> I put a bug report on the tracker with a save game etc if you want to see it for yourself.
11:24:09  <DannyA> The other thing, I checked the OpenTTDUseful archive, but the LibC.lib I was missing was not in it.
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11:26:56  <Darkvater> DannyA: copy all the files in there to your include/lib directory (of course the ones you need only) and recompile
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11:30:01  <DannyA> I'm not sure that is going to help. I did this when I set it up a week or so back, and it compiles fine as long as I set the project linker to exclude libc.lib. I'm suspicious this is ment to be installed with the platform SDK, and is not in my path since I've got SDK_R2, or because the install is stuffed from when I tried to install team without uninstallin pro.
11:30:32  <DannyA> I've got to go and have tea, I'll be back later
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11:32:54  <Darkvater> DannyA: trust me, I have it set up the same and it works. KUDr had problems with LIBC, got the useful file and it works
11:33:44  <Darkvater> DannyA: you just need to put it to the proper place. I have it in programfiles\visual2005\VC\include and \bin but you can put it anywhere as long as you add the path to the include/lib path of VS
11:33:59  <Darkvater> DannyA: make sure you remove the old ones so that you only have *1* copy available
11:34:32  <kampasky> Sso, second try:
11:34:38  <kampasky> Opinions?
11:34:51  <peter1138> worse :P
11:35:07  <peter1138> airport_noise should be variable in the AirportFTAClass strcut
11:35:10  <peter1138> struct
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11:35:28  <kampasky> why???
11:35:38  <kampasky> sorry, wanted just a single question mark ;)
11:35:45  * kampasky eyes his irssi
11:36:35  <kampasky> it doesn't really have anything to do with the Finite sTate mAchine :)
11:37:12  <Darkvater> kampasky: because it belongs to the airport data and this way newgrf users when newairports are done can specify the airport-noise-level themselves
11:37:38  <kampasky> hmm, I'd rename AirportFTAClass to AirportClass then
11:41:19  <kampasky> should I commit that separately?
11:42:26  <Darkvater> well whatever you do, not atm
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11:43:25  <peter1138> vim station_cmd.c
11:43:26  <peter1138> :1673
11:43:28  <peter1138> er
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11:43:29  <peter1138> :)
11:43:32  <lolman> :)
11:43:35  <lolman> Ello :)
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11:43:52  <lolman> Ello my home box :P
11:45:23  <peter1138>
11:45:34  <peter1138> data, thus, is stored with the rest of the airport type data...
11:45:50  <peter1138> either way, AirportClass isn't much of a better name than AirportFTAClass
11:47:38  <peter1138> and post 0.5, of course
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12:04:10  <DannyA> Darkvater: Moving those files (overwrite old ones) fixed that thanks, Can you tell me how though please? I didn't find any reference to libC.lib.
12:13:48  <HMage> DannyA: LIBC is a standard C library, static linking version
12:14:37  <HMage> the openttd-useful files were compiled with static C library
12:14:59  <HMage> and the project file is using either multithreaded C library or multithreaded DLL C library
12:15:49  <DannyA> So the old files were compiled with dependancies on libc.lib?
12:16:12  <HMage> yes, I would worry about that if I were pedantic
12:17:57  <DannyA> Yeah that sounds good to me, thanks
12:18:28  <HMage> if you want, you can recompile those libraries (libpng, zlib, freetype) yourself and use the same C runtime library that openttd project uses
12:18:38  <DannyA> As long as I can compile it, I'm happy not having any idea how it compiles... :)
12:19:11  <DannyA> Ah no thanks. I'de rather concentrate on picking up the syntax better than worrying about that.
12:21:59  <DannyA> Actually, I'de rather not learn any C at all, and just wait for you guys to port it over to c#;)
12:23:45  <Darkvater> DannyA: the old libraries were linked with the single-threaded library. The new ones in the useful file with multi-threaded (libcmt.lib)
12:24:13  <DannyA> Right, got it. Thanks.
12:24:20  <Darkvater> ah HMage already answered it partly
12:30:09  *** You're now known as SpComb
12:41:30  <DannyA> Peter1138, Darkvater, what do you think we should do about the loading problem?
12:42:37  <Darkvater> sourcefile/line?
12:44:44  <DannyA> economy.c:1305
12:47:27  <DannyA> I don't mind leaving it how it is, I would just like to know what the plan is.
12:51:06  <Darkvater> hmm /me needs new source
12:51:10  <Darkvater> a1
12:51:53  <KUDr_wrk> whole "improved loading" is crappy
12:53:03  <DannyA> That's my thoughts too. I sugested earlier haveing a queue of vehicle pointers for each cargo type at each station, and having the trains add their cars to the queue if they need to wait.
12:53:30  <KUDr_wrk> it can't handle properly huge amounts of goods - one train is waiting due to "just loaded something penalty" while other trains are waiting for this train to load and goods amount increases and increases... (and rating decreases...)
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12:58:07  <DannyA> KUDr_wrk, Something else I've noticed is that if the look_ahead_max_signals is set to 0 trains seem to have trouble finding a path. I just had a look at this now, and couldn't see any reason why this would occur. The collection thing of look ahead penalties didn't mind not being added to, and the signal penalty code just came back with 0 which correct I beleive.
12:59:20  <KUDr_wrk> DannyA: you test it under conditions it was not designed for
12:59:31  <KUDr_wrk> it must be at least 1
12:59:36  <DannyA> Thats good testing right?
13:00:05  <KUDr_wrk> if it was not designed for that condition, that this testing is useless
13:00:09  <Darkvater> KUDr_wrk: you can enforce a min/max in settings.c in the setting description
13:00:27  <KUDr_wrk> Darkvater: yes, i will
13:01:25  <Darkvater> that won't stop pepole from putting 0 in there of course, but ingame it'll use 1 and once yo quit ottd it'll be 1 in file as well
13:01:46  <DannyA> Yeah fair enough. It's min is 0.
13:02:57  <DannyA> Haven't tried the max though KUDr_work, yet... ;)
13:04:05  <DannyA> The reason I found this was because there were situations when I wanted to turn it off, so just set it to 0.
13:04:07  <KUDr_wrk> if you put there big values you'll have slower pathfinding as it will not use cached segments at all
13:04:39  <KUDr_wrk> you should set polynomial to produce 0
13:04:59  <DannyA> mmm yeah that makes sense.
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13:07:47  <DannyA> It's working really well though. I've been using the look-ahead to implement priority merging for a main line junction by finding a path back down the track the wrong way, then being diverted over a slope after it branches. Much better than using pre-signals since you don't have to worry about the presignal blocks interfering with eachother, and there is no extra pre-signal track.
13:09:39  *** GoneWacko [] has quit [Ping timeout: 480 seconds]
13:09:40  <DannyA> Also, you don't have trains stopping at the entry signal as it turns red just as the trains turns that way.
13:10:01  <KUDr_wrk> DannyA: i don't understand it but i am glad that it works :)
13:11:52  <DannyA> I'll probably post one of the games some time when I get bored of trying ideas.
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13:52:36  <CIA-1> KUDr * r7296 /trunk/settings.c: -Fix: [YAPF] setting yapf.rail_look_ahead_max_signals to zero causes YAPF to behave incorrectly. Set its min value to 1. (Danny)
13:55:15  <Darkvater> 4
13:55:17  <Darkvater> dammit
13:55:54  <peter1138> 5!
13:55:59  <peter1138> actually, you're 7
13:56:01  <peter1138> but there you go
13:56:36  * Darkvater points at mr evil here above
13:57:32  <Darkvater> oh, they're having 'in her majesty's secret service' tonight/tomorrow on tv...Kojak as Mr. Evil and a ton of killer-virus-spreading-babes on the top of Jungfra
13:57:35  <Darkvater> u
13:57:52  <Darkvater> or whichever glacier-filled top of Swiss mountain itw as
13:58:44  <peter1138> i got mial!
13:58:50  <peter1138> but it was from kudr :/
13:58:55  <peter1138> no offence
13:59:31  <KUDr_wrk> sorry, but 3 is enough for me just now
13:59:39  <KUDr_wrk> i am sleepy
14:00:46  * Darkvater gives KUDr_wrk some coffee
14:00:54  <KUDr_wrk> thanks
14:01:05  <Darkvater> KUDr_wrk: how sleepy/bored/busy are you? ;)
14:01:22  <KUDr_wrk> bit busy and very sleepy
14:01:47  <KUDr_wrk> do you need something?
14:02:14  <Darkvater> nah, just rest :)
14:02:21  <peter1138> well
14:02:23  <KUDr_wrk> ok, thanks
14:02:27  <peter1138> debjarniizing patch :)
14:02:36  <KUDr_wrk> its ready
14:02:51  <KUDr_wrk> but you don't like it
14:03:15  <peter1138> i didn't like the C blob implementation
14:03:39  <KUDr_wrk> yes but the C++ uses the same header/data layout
14:03:43  <peter1138> yeah
14:03:49  <peter1138> but it's already there
14:03:59  <KUDr_wrk> yes and not only there
14:04:10  * peter1138 wonders if generic cpp code in /yapf should be moved somewhere better
14:04:13  <KUDr_wrk> it is on many places in many companies
14:04:18  <peter1138> ++++
14:04:20  <peter1138> heh
14:04:25  <KUDr_wrk> should be
14:04:31  <KUDr_wrk> it is good idea
14:04:42  <peter1138> well, post 0.5
14:04:50  <peter1138> save messing around with too much
14:04:54  <peter1138> that's my job with grf saveload
14:05:01  <KUDr_wrk> ok
14:12:29  *** Belugas_Gone is now known as Belugas
14:13:14  <peter1138> so... will you do it?
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14:19:25  <KUDr_wrk> i can
14:19:32  <KUDr_wrk> just now?
14:20:43  <KUDr_wrk> what directory name?
14:24:23  <peter1138> hmm?
14:24:23  <KUDr_wrk> ./generic ?
14:24:24  <peter1138> no
14:24:29  <peter1138> i mean the debjarnizing
14:24:34  <KUDr_wrk> aha
14:24:49  <KUDr_wrk> i must take it from home...
14:26:51  <Darkvater> remember the engine sorting to put back the ID sorter since newgrf can mix that up
14:27:47  <peter1138> hmm
14:27:56  <peter1138> is the sorting staying or going?
14:28:12  <Darkvater> staying
14:28:19  <Darkvater> at least that's what I always though
14:28:21  <Darkvater> +t
14:28:22  <peter1138> good
14:30:43  <Darkvater> just that KUDr_wrk removed the 'sort-by-id-when-equal' from the sorter under the assumption that the ID's were added consequtively
14:31:28  <peter1138> hmm
14:41:05  <Darkvater> anyone running windows?
14:41:19  <Darkvater> can he/she gimme unicows.lib? :)
14:42:06  <KUDr_wrk> i have some
14:42:22  <KUDr_wrk> can i send you it using DCC?
14:42:50  <Darkvater> website would be better :)
14:43:02  <Darkvater> or send it through to TrueBrain imm :)
14:43:36  <KUDr_wrk> hmm
14:43:46  <Darkvater> but hang on a sec
14:43:50  <KUDr_wrk> i don't have one here
14:44:18  <KUDr_wrk> 300 kB zipped or 2.2 MB plain
14:46:44  <KUDr_wrk>
14:46:53  <KUDr_wrk>
14:47:12  <KUDr_wrk> should be readable for "public"
14:48:42  * HMage listens to Markus Schulz
14:51:35  <Brianetta> Marriage banns posted (:
14:52:07  * Belugas listens to Sigur Rós again and again
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14:59:55  <Hadez> Hi all.
15:01:32  <KUDr_wrk> hi you
15:02:44  <Hadez> I'm just looking for MiHaMiX. Wasn't he talking about any problems with syncing WT2 database with my SVN changes?
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15:13:45  <mikk36|lap> w00t
15:13:51  * mikk36|lap is in train :)
15:14:41  <peter1138> hmm
15:14:44  * peter1138 is in england
15:15:08  <mikk36|lap> well.. in train driving 180km to another country :)
15:15:19  <mikk36|lap> 1st class wagon
15:15:25  <mikk36|lap> wifi internet etc
15:15:53  <peter1138> in /a/ train
15:16:27  <mikk36|lap> yayah..
15:16:30  <mikk36|lap> i know:P
15:16:54  <mikk36|lap> anyway, going to restart.. win is fked somehow...
15:16:58  <mikk36|lap> system process eats cpu
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15:20:04  <Eddi|zuHause2> it is win, what does he expect? :p
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15:46:57  <CIA-1> rubidium * r7297 /branches/makefile_rewrite/src/ (25 files in 4 dirs): [MakefileRewrite] -Sync: with trunk r7274:7296.
15:55:44  <CIA-1> rubidium * r7298 /branches/makefile_rewrite/projects/ [MakefileRewrite] -Fix: the vcproj generator did not function when ran outside of the projects directory.
16:03:28  <CIA-1> KUDr * r7299 /trunk/ (10 files in 2 dirs):
16:03:28  <CIA-1> -CodeChange: Train and Aircraft Build window GUI code simplified a bit:
16:03:28  <CIA-1> - using one engine list instead of 3
16:03:28  <CIA-1> - removed engine filters (loco, wagons, helicopters, etc.)
16:03:28  <CIA-1> - EngineList code isolated from GUI (moved to helpers.cpp - reusing CBlobT code which does exactly what is needed for EngineList)
16:03:30  <CIA-1> - removed unnecessary "optimization" (rebuild and sort engine list on each WE_PAINT)
16:04:17  <CIA-1> KUDr * r7300 /trunk/lang/ (20 files): -Fix: (r7299) removed unused strings from lang files
16:05:03  <Rubidium> Darkvater: why is unicows only a dependency for Debug|Win32 in openttd.vcproj?
16:10:27  <Rubidium> and why is the IgnoreDefaultLibraryNames different for Debug|Win32 and Release|Win32?
16:13:29  <Belugas> And why do I have to specify LIBC.lib in both of these settings?
16:14:06  <Belugas> and why am i watching IRC while I should be working like a raging bull???
16:16:50  *** lolman_ is now known as lolman
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16:27:28  <peter1138> KUDr_wrk: $Id$ & svn properties
16:32:28  <KUDr_wrk> ahh
16:32:42  <KUDr_wrk> yes, later...
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17:12:15  <CIA-1> KUDr * r7301 /trunk/helpers.cpp: -Fix: (r7299) Forgotten $Id$ and eol-style (peter1138)
17:14:10  *** Rens2Sea is now known as Rens2Eat
17:19:39  <Darkvater> home :)
17:19:58  <Darkvater> Rubidium: hmm I thought I added it to both debug/release of openttd.vcproj
17:20:08  <Darkvater> Belugas: because you need the new file
17:20:10  <Darkvater> KUDr_wrk: \o/
17:20:36  <Belugas> did it, Darkvater and it does not change a thing
17:21:04  <Belugas> although i'm not too sure of what i do on each and every day, currently
17:21:15  <Belugas> might give it another shot tonigh
17:21:20  <Darkvater> it does change it, otherwise you did it wrongly
17:21:31  <Belugas> that  too
17:21:53  <KUDr> Darkvater: also home, but awaiting long phone call..
17:22:55  <Darkvater> Rubidium: yea, seems that slipped :s
17:24:15  <Darkvater> Rubidium: ignoredefaultlibrarynames you mean in VS2005? Cause the headers are in MT-Release and not ignoring that in Debug mode, where MT-Debug is used makes VS whine
17:24:49  <Rubidium> ah, ok
17:25:07  <Darkvater> the openttd.vcproj dependency in release mode is my fault
17:28:23  *** mikk36|lap [] has quit [Ping timeout: 480 seconds]
17:33:44  <HMage> well, according to MSDN, the whining that VS does has a reason, it's not safe for multithreading.
17:34:21  <Darkvater> HMage: using ReleaseMT with DebugMT build?
17:34:33  <HMage> mixing C runtime libraries is not safe.
17:34:55  <HMage> that what MSDN says. I didn't check that myself, though. And you know how MSDN is authorative for some topics :)
17:35:00  <HMage> how much*
17:35:03  <Darkvater> ah well...
17:36:11  <CIA-1> glx * r7302 /branches/MiniIN/ (61 files in 4 dirs): [MiniIN] -Sync with trunk r7269:r7301
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17:39:42  <Noldo> would it be possible to sync all branches in one revisiom?
17:39:44  <Noldo> *n
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17:44:18  <Wolf01> ello
17:44:31  <peter1138> hmmm
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18:07:07  <peter1138> KUDr_wrk: why did you remove the "optimisation" ?
18:07:19  <peter1138> it is actually worth doing
18:07:44  <SpComb> because once we finish the port of OpenTTD to python performance isn't a problem anymore
18:08:05  <hylje> :o
18:08:06  <HMage> lol
18:08:17  <HMage> how about LISP?
18:08:30  <hylje> python is close enough to that
18:09:56  * HMage would die to see a working BASIC implementation :)
18:10:07  <hylje> visual basic
18:10:34  <HMage> "shoot yourself in a foot"
18:10:46  <HMage> gun.shoot(foot)
18:10:46  <hylje> foot in yourself shoot
18:11:02  <HMage> er, mine wasn't not basic
18:11:05  <hylje> import Gun
18:11:07  <HMage> wasn't basic*
18:11:11  <hylje> gun = Gun()
18:11:19  <hylje> import foot
18:11:23  <hylje> gun.shoot(foot)
18:11:26  <hylje> there.
18:11:38  <HMage> hylje: import Gun. the USA policy prohibits gun import.
18:11:50  <hylje> domestic imports, fyi
18:12:06  <HMage> well, that was a bad attempt to joke
18:12:46  * HMage wanders off to look at obfuscated C code contest entires
18:14:10  *** hylje [hylje@] has quit [Server closed connection]
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18:14:28  <hylje> what
18:16:07  <HMage> #define null a(x);}a(char*x){write(1,x,strlen(x));try;try;try;try;
18:16:15  <CIA-1> peter1138 * r7303 /trunk/train_gui.c: -Codechange: Sort wagon list as well as engine list.
18:16:52  *** riot [] has joined #openttd
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18:16:55  <riot> hi.
18:19:11  <riot> i don't have the necessary data-files in my original transport tycoon directory. What now?
18:20:50  <glx> which files are missing?
18:20:52  <peter1138> obtain the necessary data-files
18:21:51  *** Rens2Eat is now known as Rens2AFK
18:23:02  <riot> i have just trtitle.grf, trend.grf, trhcom.grf and some .cat-files
18:23:26  <glx> you need transport tycoon DELUXE
18:23:35  <CIA-1> peter1138 * r7304 /trunk/train_gui.c: -Codechange: Reinstate caching of sorted purchase list. Dropping from 9m to 1.5m cycles for a redraw of a full list is not frivolous.
18:23:47  <riot> oh, this ain't deluxe?! oh.. OH.
18:24:06  <riot> right.. dumb shit.. HMM
18:24:16  <peter1138> heh
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18:33:33  <riot> ok. i think, i found a copy. Hope the floppies still work.. =)
18:33:47  <riot> where exactly was the difference to the deluxe variant?
18:34:14  <glx> not the same game
18:35:02  <riot> but it almost looks the same?!
18:35:31  * riot is confused now.
18:35:50  <|Jeroen|> look can be deceiving
18:37:00  <riot> well, i'll see for a surprise. I played the non-deluxe here pretty often.
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18:48:10  * Brianetta pokes peter1138 with a new nightly
18:48:11  <CIA-1> peter1138 * r7305 /trunk/build_vehicle_gui.c: -Codestyle: Indentation fixes
18:48:37  <Brianetta> I guess there'll be another in an hour or two...
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18:49:43  <peter1138> 10 minutes isn't it?
18:50:08  <peter1138> oh
18:50:12  <peter1138> 15:10
18:50:26  <lolman> Oh noes...
18:51:38  <hylje> oh noes
18:55:24  <Sacro> oh noes :(
18:55:25  <peter1138> oh yes!
18:55:28  <Sacro> ma pc is le borked :(
18:55:51  <peter1138> oh no
18:55:57  <peter1138> the new highly expensive one?
18:56:14  <Sacro> yep
18:56:21  <webfreakz> what's the problem?
18:56:35  <Sacro> webfreakz: well... the ram timings are wrong, and when i set them right, it locks up
18:56:35  <peter1138> i ate it
18:56:48  <Sacro> i think one of the sticks is broken
18:57:14  <webfreakz> Sacro: try testing your memory with MEMTEST and check on the WWW if there are any similair problems with your motherboard + RAM sticks
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18:57:41  <Sacro> webfreakz: well memtest86+ has it does as DDR123 @ 160Mhz
18:57:48  <Sacro> with CAS of 7-4-7
18:57:54  <Sacro> which is nowhere near right
18:58:04  <webfreakz> i don't know anything about RAM timings
18:58:08  <Belugas> Sacro : MON pc ;)
18:58:14  <Sacro> Belugas: ?
18:58:16  <webfreakz> but DDR123 @ 160Mhz sounds totally crap :P
18:58:55  <Sacro> yeah, its DDR6400 @ 800Mhz
18:58:56  <lolman> Sacro, ma = female noun thingy in french
18:59:10  <lolman> Sacro, BIOS time :)
18:59:17  <Sacro> lolman: ive updated the BIOS
18:59:26  <lolman> I meant go in and check settings
18:59:33  <webfreakz> check the qualified vendor list on the page of your MOBO vendor ;)
19:00:17  <peter1138> maybe sacro's pc is female
19:00:32  <webfreakz> he can't handle females? :P
19:00:50  <Sacro> lolman: bios reports 5-5-5-22-T2
19:00:51  <peter1138> they run away too fast :(
19:00:55  <Sacro> and cpu-z confirms that
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19:01:17  <lolman> Sacro, hmm
19:01:19  <peter1138> so memtest liez
19:01:44  <lolman> Memtest never liez
19:01:47  <Belugas> [13:57] <Sacro> ma pc is le borked :(  <--- "Mon" pc... pc is masculine, in french.  ma is used for feminine :)
19:01:49  <Belugas> haaa
19:01:51  <Belugas> never mind
19:01:57  <hylje> har har
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19:02:14  <peter1138> i was kidding ;)
19:02:18  <lolman> It simply misreads :P
19:02:24  <peter1138> win32 nightly built :D
19:02:37  <webfreakz> Belugas: what's a 'ordinateur' then?
19:02:50  <Belugas> masculine too
19:03:03  <webfreakz> exactly the same?
19:03:11  <Belugas> yes
19:03:22  <Belugas> un/mon pc, un/mon ordinateur
19:03:59  <Belugas> and mon travail/work is calling me ;)
19:04:20  <peter1138> mon ordinateur est merde
19:04:48  <webfreakz> :)
19:04:49  <glx> "mon ordinateur merde" or "mon ordinateur est cassé"
19:04:58  <webfreakz> :D
19:05:06  <Belugas> ou "mon ordinateur est une merde"
19:05:12  <peter1138> heh
19:05:14  <glx> yeah that too
19:05:19  <peter1138> damn literal translations
19:05:20  <webfreakz> je taime mon ordinateur
19:05:26  <webfreakz> il est perfectement
19:05:36  <glx> j'aime...
19:05:39  <glx> il est parfait
19:05:56  <webfreakz> je ne comprends pas :P
19:07:56  <Noldo> That sentance I know
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19:14:46  <riot> heeeyay!! Runs! Wow.
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19:28:22  <Rubidium> michi_cc: ping
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19:37:20  <CIA-1> KUDr * r7306 /trunk/build_vehicle_gui.c: -Codechange: constness (Darkvater)
19:37:37  <lolman> Oh noes...
19:38:03  <hylje> oh yess
19:38:12  <lolman> :)
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19:56:03  <Wolf01> maybe now it remember a decent nick
19:59:34  * peter1138 restarts his server
19:59:44  <peter1138> Wolf01, you told it to remember me?
20:00:01  <Wolf01> no, my mirc client
20:00:09  <Wolf01> remembers stupid nicks
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20:06:00  <Wolf01> oooh i found the right position for the wifi antennas
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20:06:13  <peter1138> hello tron
20:06:16  <Ailure> "i believe AI in openttd can be finished if and only if openttd.gpmi is released."
20:06:16  <peter1138> er
20:06:19  <peter1138> w/w
20:06:19  <Ailure> gpmi?
20:08:46  <Ailure> heh I prboably should check through the code for the New AI one of thoose days
20:08:59  <Ailure> Just want to fix the minor fact that it seems to stop working after awhile. D:
20:11:53  *** Eddi|zuHause2 [] has joined #openttd
20:19:23  <Brianetta> The number of servers with a leading ! in the name is sad
20:19:33  <HMage> anyone knows if there's a good reason not to modify performance rating money goals according to inflation?
20:20:04  <HMage> Brianetta: to fix that you should sort by number of players by default :)
20:20:09  <Brianetta> ew
20:20:16  <Brianetta> that'd give you the fuill servers first
20:20:29  <HMage> and filter out full servers
20:20:40  <HMage> (with an option to disable filters)
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20:21:08  <Rubidium> just sort on the number of player modulo the maximum number of players
20:21:11  <salkku> hello
20:21:48  <peter1138> sort on first ascii letter :D
20:22:00  <peter1138> or, uh, unicode, i guess o_O
20:22:40  <peter1138> yay for transparent terminals
20:22:44  <salkku> i just installed openttd and opened a ttdlx savegame in it... my problem is that i cant buy any monorail cars
20:23:14  <salkku> only the locomotives.. any ideas?
20:26:21  <salkku> ?
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20:40:41  <Ailure> [21:21] <HMage> Brianetta: to fix that you should sort by number of players by default :)
20:40:41  <Ailure> [21:22] <Brianetta> ew
20:40:41  <Ailure> [21:22] <Brianetta> that'd give you the fuill servers first
20:40:41  <Ailure> [21:22] <HMage> and filter out full servers
20:40:45  <Ailure> well heh
20:40:55  <Ailure> or the full servers being last in the list?
20:41:48  <Brianetta> aye
20:43:52  <salkku> any ideas for my problem or have i misread the manual?
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20:44:37  <Ailure> reminds me
20:44:44  <Ailure> that I might want to play some multiplayer openTTD later today
20:44:52  <Darkvater> salkku: try going into the console and type 'resetengines'
20:44:53  <Ailure> maybe I just go join a random server
20:45:07  <Eddi|zuHause2> grr... what is my internet connection trying to tell me with "pppd[0]: Timeout waiting for PADO packets" :(
20:45:10  <Ailure> I would love playing an anarchy type server for once
20:45:10  <salkku> i'll try that.. what does it do?
20:45:16  <Ailure> or Deathmatch as someone called it xD
20:45:48  <Ailure> rofl
20:45:55  <Ailure> passworded game
20:46:01  <Ailure> with a company named "Nigga stole my train"
20:46:02  <Ailure> nice
20:46:27  <Ailure> oh
20:46:30  <Ailure> there's a deathmatch server up
20:46:31  <Ailure> hmmm
20:46:51  <hylje> :o
20:47:06  * Ailure joins it
20:47:13  <Ailure> hmm
20:47:15  <Ailure> that's a small map
20:47:19  <Ailure> but this is going to be a intresting game
20:48:22  <CIA-1> rubidium * r7307 /branches/newhouses/ (125 files in 7 dirs): [NewHouses] -Sync with trunk r7191:7306.
20:48:25  <peter1138> interesting
20:48:29  <peter1138> what revision is that?
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20:49:48  <Eddi|zuHause2> i'd guess 0.4.8
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20:50:51  <Ailure> yeah 0.4.8
20:51:30  <peter1138> ah
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20:52:37  <Ailure> that's gotta be the most pathetic monorail line I ever built
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20:54:56  <KUDr> Darkvater, peter1138: << this should simlify the sorting code even more - is it correct?
20:55:54  <Ailure> do'h
20:55:57  <Ailure> I forgot about subsidaries
20:55:58  <Ailure> oh well
20:57:20  <Ailure> hmm
20:57:34  <Ailure> I think I read somewhere about how to increase the production of a industry
20:57:36  <Ailure> but I forgot how
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20:58:39  <peter1138> enable it in the cheat menu
20:58:41  <Darkvater> hmm KUDr it removes the number-sorder
20:58:53  <Darkvater> sorter even
20:58:59  <KUDr> no
20:59:21  <peter1138> i think it makes it always sort on number
20:59:22  <KUDr> it is there on first place
20:59:26  <hylje> :o
20:59:36  <Ailure> peter: Not through the cheat menu
20:59:49  <Ailure> something relatd to station ratings
20:59:56  <peter1138> to increase production, provide a good service
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21:00:03  <peter1138> buying a statue in its town helps...
21:00:15  <Ailure> hmm
21:00:19  <Ailure> eh good serviec is enough
21:00:24  <Ailure> I noticed it just increasd production
21:00:27  <Ailure> to be somewhat decent
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21:01:49  <Darkvater> where does it sort by number?
21:02:09  <KUDr> EngList_Sort(&bv->eng_list, TrainEnginesThenWagonsSorter);
21:02:13  <KUDr> line 405
21:02:33  <KUDr> after patch applied
21:03:24  <KUDr> the additional if(r == 0) is only in TrainEnginesThenWagonsSorter()
21:03:25  <Darkvater> hmm how do you let it sort by other criteria then?
21:03:38  <Darkvater> probably not in diff which is why I find it so confusing
21:03:53  <KUDr> TrainEnginesThenWagonsSorter is always first sort and then the custom one
21:04:51  <Darkvater> ah
21:05:06  <Darkvater> I guess it's better than putting it in every sorter
21:05:42  <KUDr> i think so - maybe bit slower, but less code
21:06:35  <peter1138> as long as you don't remove the cache again ;)
21:07:04  <Darkvater> the whole point of making the explicit engine-list was to cache it :)
21:07:10  <KUDr> what cache?
21:08:06  <peter1138> well
21:08:18  <peter1138> don't rebuild the list on each redraw
21:09:08  <KUDr> aha but redraw occurs only when window is invalidated or not?
21:09:14  <peter1138> no
21:09:25  <peter1138> redraw happens very much more frequently
21:09:38  <Ailure> blah
21:09:41  <Ailure> wish there was more players
21:09:41  <KUDr> ahh
21:09:44  <peter1138> several times a second
21:09:47  <KUDr> then it was mistake
21:09:49  <Ailure> didn't take much time before my operating profit
21:09:51  <Ailure> became the highest
21:10:06  <peter1138> i think the aircraft one still needs fixing
21:10:09  <Ailure> I beat a company who's been around for six years
21:10:10  <Ailure> me one
21:10:11  <Ailure> D:
21:10:23  <jotham> Ailure: that's because you are fucking awesome
21:10:33  <KUDr> the removed "optimization" was about the "buildvehicle_d::data_invalidated"
21:10:34  <jotham> Ailure: for your next task: world peace
21:10:59  <Darkvater> KUDr: redraw happens every time you move/resize the window or something moves 'behind' it
21:10:59  <peter1138> i just call the build function in each place instead
21:11:01  <peter1138> +ed
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21:11:54  <KUDr> understand
21:12:15  <Eddi|zuHause2> "world peace" is an interesting goal to achieve on a "deathmatch" server :p
21:12:29  <jotham> why
21:12:39  <KUDr> then i really don't understand the purpose of buildvehicle_d::data_invalidated in Bjarni's code
21:12:42  <jotham> supreme control and then homogenisation is the key to peace
21:12:49  <jotham> when everyone is dead it is calm on the surface
21:12:58  <peter1138> KUDr: nobody understands the purpose of bjarni's code :)
21:13:07  <hylje> bjarni is the local WTF producer?
21:13:09  <KUDr> heh
21:13:18  <Darkvater> KUDr: it's an extra indirection to have extra code
21:13:20  <Darkvater> hylje: lol
21:13:32  <KUDr> i see
21:13:41  <KUDr> valid purpose :)
21:14:18  <peter1138> heh, hackykid liked to replicate code everywhere instead...
21:14:47  <Ailure> [22:12] <jotham> Ailure: that's because you are fucking awesome
21:14:47  <Ailure> [22:12] <KUDr> the removed "optimization" was about the "buildvehicle_d::data_invalidated"
21:14:47  <Ailure> [22:12] <jotham> Ailure: for your next task: world peace
21:14:54  <Ailure> Will do
21:15:07  <Ailure> Just going to purchase every tile avaible first :)
21:15:47  <hylje> :>
21:16:05  <peter1138> crop your copies :P
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21:33:21  <CIA-1> KUDr * r7308 /trunk/build_vehicle_gui.c: -Codechange: call GenerateBuildList() only when needed instead of on each redraw (peter1138)
21:34:45  <peter1138> is that "thanks to" or "blame"? ;-)
21:35:16  <glx> usually it's a thanks :)
21:35:18  <Darkvater> didn't you just change that in a commit peter1138 ?
21:35:29  <peter1138> Darkvater: i only did it for rail vehicles
21:35:34  <Darkvater> ah
21:35:35  <peter1138> cos i'm a train whore
21:36:08  <Darkvater> o_O rail-slut
21:36:43  <lws1984> *snicker*
21:36:44  <hylje> :o
21:37:01  <peter1138> you at the back!
21:37:13  <CIA-1> KUDr * r7309 /trunk/train_gui.c: -Codechange: sort train engines/wagons by number first and then by custom rule
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21:38:50  <Sacro> KuDr: having fun?
21:39:08  <KUDr> not much. Why?
21:39:27  <Sacro> KuDr: lots of commits
21:39:49  <KUDr> It was waiting for long time and then there was lot of mistakes
21:40:03  <KUDr> my mistakes
21:40:17  <Sacro> ah right
21:40:21  <KUDr> in ideal case it was one commit
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21:47:11  <CIA-1> peter1138 * r7310 /trunk/widget.c:
21:47:11  <CIA-1> -Codechange: Change scrolling dropdown box to use 1 scroll unit = 1 line
21:47:11  <CIA-1> of text, instead of 1 row of pixels. This fixes behaviour of scrolling
21:47:11  <CIA-1> with the scrollbar buttons and the mouse wheel.
21:48:06  <Darkvater> peter1138: what kind of scrolling dropdownbar do we have to test?
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21:49:33  <peter1138> language
21:49:37  <peter1138> at 640x480 anyway
21:49:44  <Darkvater> ah, right small resolution
21:49:45  <Darkvater> forgot
21:49:57  <peter1138> :)
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21:55:55  <CIA-1> glx * r7311 /branches/MiniIN/ (build_vehicle_gui.c train_gui.c widget.c): [MiniIN] -Sync with trunk r7301:r7310
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21:56:54  <Rexxie> how do you bring up the cheat menu again?
21:57:05  <glx> ctrl-alt-C
21:57:34  *** Belugas is now known as Belugas_Gone
21:58:24  <Rexxie> and if that doesnt work? (norwegian keyboard)
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22:01:04  <Darkvater> put the WINKEY into the combi
22:01:09  *** salkku [] has quit [Quit: Remember kids, being unique doesn't mean you are special.]
22:01:15  <Rexxie> ah, thanks :)
22:02:25  *** Neonox [] has quit [Ping timeout: 480 seconds]
22:08:37  <Wolf01> 'night
22:08:43  *** Wolf01 [] has quit []
22:17:14  <peter1138> nini
22:17:33  <Darkvater> nini
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22:23:04  <Darkvater> o_O
22:23:17  <CIA-1> Darkvater * r7312 /trunk/openttd.c:
22:23:17  <CIA-1> -Fix: When loading a game from a dedicated server the local player global variable was
22:23:17  <CIA-1>  wrongly set to 0. In theory this allowed a dedicated server to also play. I see no
22:23:17  <CIA-1>  history for this bug, but it has been there since the introduction of the dedicated
22:23:17  <CIA-1>  server probably. Thanks peter1138 for bringing it to my attention and thanks myself
22:23:18  <CIA-1>  for rewriting the code so this bug could surface ;p
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22:34:43  <Darkvater> hmm can someone tell me why we are recreating the buildlist when all you do is change the sort-criteria?
22:35:29  <KUDr> whats wrong on it?
22:35:47  <Darkvater> all the elements stay the same no change at all, only their order changes
22:36:16  <Darkvater> for that to do: remove 'all + add all + sort' is pretty unfriendly while all you need to do is 'sort'
22:37:11  <KUDr> unfriendly?
22:37:20  <KUDr> maybe not needed, yes
22:37:24  <Darkvater> well; let's say a waste of resources
22:37:35  <KUDr> but it takes few microseconds
22:37:45  <Darkvater> I was going to say: stupid, gay, bjarni but thought it a bit harsh
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22:38:12  <KUDr> no bjarni, kudr
22:38:52  <KUDr> i wanted to simplify it as much as possible so i included sorting into building the list
22:38:57  <Darkvater> ;)
22:39:01  <KUDr> it is gui code
22:39:16  <Darkvater> that doesn't mean it should be wasteful
22:39:18  <KUDr> don't forget that you never will see it in profiler
22:39:53  <KUDr> each line of code has you save bigger value than one microsecond
22:39:59  <KUDr> if it is in gui code
22:40:10  <KUDr> gui should be simple, not fast
22:40:13  <Darkvater> that doesn't parse ;p
22:41:00  <Darkvater> also, looking at generatebuildlist we assume engines are always *before* wagons in the train-table
22:41:08  <Darkvater> peter1138: can we assume that with newgrf?
22:41:58  <KUDr> no
22:42:04  <KUDr> it is sorted first
22:42:18  <KUDr> by engine/wagon
22:42:32  <Darkvater> ah, you're right about that :)
22:42:33  <KUDr> and by number
22:42:40  <Darkvater> good one, my fault
22:42:40  <KUDr> and then by criteria
22:43:13  <KUDr> and rebuilding is faster than sorting
22:43:37  <KUDr> so it really makes no sense to "optimize" this part
22:43:40  <Darkvater> he I doubt that
22:43:49  <Darkvater> rebuild+sort can never be faster then just sort
22:44:04  <Darkvater> than
22:44:08  <KUDr> but rebuild can be
22:44:17  <KUDr> + sort not
22:44:21  <KUDr> ofcourse
22:44:25  <Darkvater> there is no rebuild; there is only rebuild+sort
22:44:49  <KUDr> there is rebuild inside rebild + sort
22:45:04  <KUDr> the for loop
22:45:22  <Darkvater> KUDr: I think we're talking past each other ;p
22:46:09  <KUDr> maybe
22:46:57  <Darkvater> I'm saying rebuild is rebuild+sort as it is now. you're saying rebuild is faster than sort but the two things have nothing to do with each other :)
22:47:40  <KUDr> true, but if done together you don't need to call each one separatelly
22:47:49  <KUDr> so it is now made together
22:48:11  <Brianetta>
22:48:19  <Brianetta> How to drive a steam engine from the bac
22:48:21  <Brianetta> k
22:49:42  <Darkvater> yes; however doing this for the list-vehicles window could pose a "problem" when you have a zillion vehicles. You are right KUDr that it is a user-action and resort is not clicked a zillion times a second, but it does bother me a bit I'd say
22:51:32  <KUDr> 116 is the max, not zillion
22:51:43  <KUDr> in this case it should not bother you
22:52:04  <KUDr> if it was done so on existing vehicle list, then you are right
22:52:25  <KUDr> but number of engines you can build is quite limited
22:52:55  <KUDr> you can save few microseconds on each user click
22:53:26  <Darkvater> that is why I am not so stern in my rejection of this...however, it seems you also agree, that the existing vehicle list should be seperated? Would it not be best then to have a 'unified' way?
22:54:23  <KUDr> yes, when there will be something similar in how it is implemented, then i agree that it should be all the same
22:54:57  <Darkvater> :)
22:55:20  <Brianetta> Today I noticed that you could look at just locos or just wagons
22:55:23  <Brianetta> That was way cool
22:55:33  <KUDr> also agree that it can be optimizet a bit
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22:56:23  <KUDr> Brianetta: some people disliked it
22:58:35  <Brianetta> KUDr: Incredible.  They could just not use those buttons.
23:00:20  <Darkvater> hmm what happened to the train depot window?
23:00:25  <Darkvater> the strinsg are all icky
23:00:55  <KUDr> rebuild
23:01:02  <KUDr> i had it today too
23:01:07  <Darkvater> full rebuild?
23:01:09  <Darkvater> hmm
23:02:08  <KUDr> try it
23:02:14  <KUDr> for me it helped
23:03:16  <Darkvater> indeed :O
23:03:37  <KUDr> i dunno why
23:03:46  <KUDr> but VS does it sometimes
23:04:08  <KUDr> it is problem of incremental links
23:06:39  <KUDr> gn
23:06:41  <Darkvater> hm
23:06:44  <Darkvater> KUDr: wait :)
23:07:02  <KUDr> ok, still here
23:07:04  <Darkvater> there is this code in DrawTrainBuildWindow
23:07:08  <Darkvater>  /* Make sure that the selected engine is still in the list*/
23:07:15  <Darkvater> when can this be false?
23:07:35  <KUDr> i dunno
23:07:39  <Darkvater> lol
23:07:59  <Darkvater> I think this is a relic from the bjarni code when you could select only wagons or locos
23:08:00  <KUDr> when you magically lost the ability to build some engine
23:08:23  <KUDr> maybe you are right
23:08:34  <Darkvater> I'll just remove this and put the check in generatebuildlist()
23:08:48  <KUDr> but i didn't want to be responsible for this when it will be bug
23:09:00  <Darkvater> you can blame me ;)
23:09:05  *** XeryusTC [] has quit []
23:09:14  <KUDr> i don't blame anybody
23:09:29  <Darkvater> if it turns out it's still needed
23:09:32  <KUDr> i just want other don't blame me too often
23:09:39  <KUDr> then i feel bad
23:10:47  <KUDr> in original TTD there was something that old engines became unavailable
23:10:56  <KUDr> we don't have it now?
23:12:52  <KUDr> ok, i must go, gn all
23:24:33  <Darkvater> yes but then the list must be rebuilt anyways
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23:53:34  <Eddi|zuHause2> on rebuilding the list, does it meanwhile remember, which vehicle was selected before? or does it still just remember the line number?
23:53:58  <Naksu>

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