Log for #openttd on 5th December 2006:
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00:00:04  <Bjarni> and should we do it in some p2p way so people already in the game will send them?
00:00:32  <Brianetta> Can download from other players, or from the server if that fails
00:00:58  <glx> implements bittorrent in ottd :)
00:01:04  <Bjarni> ok
00:01:11  <Bjarni> you do it :P
00:01:18  <glx> no way :)
00:01:49  <Bjarni> even though it might not be a bad idea if we start to use 32 bit graphics, larger sprites and more angles. The graphic files will increase in size
00:02:00  <Bjarni> new idea
00:02:20  <Bjarni> we can ask ludde to include a bit of utorrent in OpenTTD to handle this (and only this)
00:03:38  <Bjarni> a file needs to be approved by the central server to allow p2p interactions (to prevent screwed up people from sharing pron/illegal stuff and so on though our great game)
00:04:07  <Bjarni> only a simple version would be needed and no user interaction is needed either
00:05:37  <Brianetta> Central server?
00:05:41  <Brianetta> Which central server?
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00:06:50  <Brianetta> A better idea might be to have a signature system
00:07:18  <Brianetta> where a central key is used to sign a grf as allowed for automatic copy
00:07:32  <Brianetta> no grf is signed without the author's permission
00:07:53  <Brianetta> unfortunately, GPL3 will insist that all keys are available, which hammers that on the noggin
00:08:42  <Brianetta> Anyway, a central server is not a good idea, for some poeple play ona LAN
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00:20:08  <izhirahider> Bjarni> the question is who will give bandwidth to do so? sourceforge, google?
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00:51:22  <Bjarni> the central server could be the server everybody connects to, kind of like a torrent tracker.... in fact it could be a torrent tracker
00:51:53  <Bjarni> as for LAN... well, if could warn that the central server is out of reach and that no verification can be made
00:52:13  <Noldo> verification of what?
00:52:56  <Bjarni> that it's a real grf file and not some bonehead, who tricked you to download... something that could be a trojan horse
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00:53:00  <Eddi|zuHause2> that the file can be legally distributed
00:53:06  <Bjarni> read back ;)
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00:53:59  <Eddi|zuHause2> i am pretty sure that some grf authors would mind if their file gets sent around without their admission
00:54:18  <Bjarni> p2p got a bad reputation due to illegal activities, but the idea is good. If we implement anything like p2p, we should protect ourselves against RIAA attacks by such a system
00:54:43  <Bjarni> they are willing to sue if the software is just capable of doing illegal copying
00:55:36  <Bjarni> <Eddi|zuHause2>	i am pretty sure that some grf authors would mind if their file gets sent around without their admission <-- good point, which is also why a positive list of files to distribute should be added if we do this
00:55:43  <Triffid_Hunter> bah, sneakernet is capable of illegal copying yet they haven't tried to outlaw physical media and roads yet
00:56:05  <Bjarni> ever been to Australia?
00:56:06  <Eddi|zuHause2> the idea is actually not bad, the grf server (like the masterserver) has a list of grf files that are allowed for free distribution
00:56:25  <Eddi|zuHause2> and only those files may be automatically downloaded
00:56:54  <Eddi|zuHause2> it does not have to provide the files itself
00:56:55  <Bjarni> they are talking about a possible new law right now that makes it illegal to own hardware capable of making pirated copies. Some politicians are against that proposal since it will outlaw all computers, VCRs and so on
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00:57:53  <Bjarni> the file itself is downloaded from some user so we don't have to use a lot of bandwidth on it. All we need to do is to ensure that the file being transferred is not modified
00:58:21  <Noldo> maybe it's just me, but there isn't really that much free content to distribure to make any such system more than useless
00:58:23  <Eddi|zuHause2> well, grfs are identified by md5sum
00:59:11  <Eddi|zuHause2> and md5sum is a pretty good measurement against modification
00:59:37  <Noldo> and the exact hash used is not really important
00:59:42  <Bjarni> Noldo: there are different versions of grf files and say a new version of a certain set it updated, somebody will update and host a server and the clients will just download it from that guy instead of rushing to the server where it's hosted
01:00:34  <Bjarni> which will remove the need for the casual client player to ensure that he is always up to date. The game can do that for him
01:01:09  <Eddi|zuHause2> i am sure there are enough gpl (or compatible) grfs out there
01:01:22  <Noldo> Eddi|zuHause2: enough for what?
01:01:26  <Bjarni> removing the load from the fileservers and put it on the users is more important as grf files becomes 32 bit and may have more sprites if we make vehicles turn in say 5° instead of 45°
01:01:43  <Eddi|zuHause2> where "enough" = ">0"
01:01:49  <Noldo> Eddi|zuHause2: blah
01:02:24  <Bjarni> if we build the system for those distributions, the sets will show up and ask to be accepted
01:02:50  <Bjarni> and eventually we will have a lot of files
01:02:51  <Eddi|zuHause2> just take for example brianettas ukrs server
01:03:09  <Bjarni> or peter1138's
01:03:25  <Bjarni> oops, didn't actually mean to highlight him :/
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01:04:05  <Bjarni> well, if one of them updates a grf, all the clients will not have to open a web browser and find the updated grf. The game can do that for them and they save a lot of time
01:04:07  <Eddi|zuHause2> instead of installing a password, and pointing the people to the website, which might scare away some less frequent players
01:04:22  <Eddi|zuHause2> they would just get sent the necessary grfs automatically
01:04:56  <Noldo> how do other games do it?
01:05:10  <Bjarni> we would need a bandwidth management system so people will not time out of servers when they upload files to other people
01:05:20  <Eddi|zuHause2> i do not know other games
01:05:25  <Noldo> some fps' have the server tell the clients they need to download something
01:05:29  <Bjarni> Noldo: that's not the question. The question is how do WE want to do it ;)
01:05:40  <Eddi|zuHause2> WC3 has all such data stored in the map, afaik
01:06:04  <Bjarni> WoW got their own bittorrent client build in
01:06:13  <Noldo> wouldn't it be easiest to make the server give the client the torrent file and work it from there?
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01:06:39  <PandaMojo> Noldo: Sure, but you might not get maximum bandwidth utilization if the server's on a skinny pipe
01:06:52  <Bjarni> then we would be back at the situation where a server can distribute copyrighted grf files
01:07:01  <PandaMojo> Ooh, that too :-/
01:07:09  <Bjarni> yeah and the server can be overloaded
01:07:19  <Noldo> how big are the files?
01:07:32  <PandaMojo> Hmm.  I wonder if there's any handy torrent libraries?
01:08:05  <Noldo> the grfs and they torrents
01:08:16  <Triffid_Hunter> PandaMojo: like libtorrent?
01:08:21  <Bjarni> I wonder if we should talk to ludde about this. I mean he did make utorrent after he made OpenTTD
01:08:24  <PandaMojo> Triffid_Hunter: Exactly :)
01:08:33  <Bjarni> he might be interested in this project
01:08:49  <Noldo> if you do it some other way than startking from the server you are basically quessing that the user might need this and that maybe those too
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01:09:26  <Noldo> it doesn't really differ from distributing some official grfs with openttd
01:10:40  <Bjarni> yeah, somebody might figure out a way to distribute the TTD grf files if we let the end user control everything
01:10:59  <Bjarni> PandaMojo: btw I closed your bug report
01:11:25  <PandaMojo> Good, the gradual transfers should've fixed that
01:11:59  <Noldo> if it would be server specific thing it would be also easy to make a server for testing some development stage of a grf
01:12:04  <Bjarni> PandaMojo: not that one :P
01:12:18  <Bjarni> <-- this one
01:12:19  <PandaMojo> Oh, the destroying vehicles crash?
01:12:30  <Bjarni> the iconv stuff
01:12:31  <Noldo> if it's global then that kind of thing would need the same work as grfs now
01:12:53  <PandaMojo> oooh, yes that one got fixed too :P
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01:14:03  <Bjarni> still, I got no idea why fink demands to install it's own iconv when OSX got one already... and why we can't get it to link to the OSX one when fink got the dev package installed
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01:14:55  <Bjarni> anyway removing the fink dev package of iconv solved it
01:15:57  <PandaMojo> Oh yeah, where's the OpenTTD "useful" package?
01:16:06  <Bjarni> on sourceforge
01:16:20  <Bjarni> goodnight
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01:16:52  <PandaMojo> No results were found to match your current search criteria.
01:16:54  <PandaMojo> :-/
01:17:06  <PandaMojo> oh, search server timed out
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01:21:31  <PandaMojo> Oh now this is just ass...
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01:23:57  <PandaMojo> The hell?  the freetype headers are different?
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01:27:12  <PandaMojo>, it looks like openttd links against the non-default linking convention of freetype ~_~
01:27:18  <PandaMojo> No wonder I was having issues
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01:30:00  <PandaMojo> time to see if this change breaks my other projects >_>
01:30:21  <PandaMojo> yep.
01:30:37  <PandaMojo> *sigh*
01:59:23  * PandaMojo completely isolates openttd-useful-1.2 from the rest of his build environment, modifying OpenTTD's solutions to defer to it
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02:41:17  <CIA-1> belugas * r7365 /branches/newhouses/ (newgrf_town.c table/town_land.h):
02:41:17  <CIA-1> {newhouses] -Fix(r7359-r6832): flags12 is a byte, while the offset 0x92 was a byte, in origina; game. Adjust in consequence
02:41:17  <CIA-1> -Fix(r6512): some starting dates were wrongly set.
02:43:19  <Belugas_Gone> for those who care : while the offset 0x92 was a byte  ----> while the offset 0x92 was a WORD
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07:11:23  <jotham_> what does 'Default service interval for trains: 150 days/%' mean?
07:15:05  <ThePizzaKing> jotham_: When you build a new train, it's service interval will be set to 150 days
07:15:16  <ThePizzaKing> (If servicing is enabled of course)
07:15:47  <jotham_> oh i see, i was thinking servicing an industry
07:16:19  <jotham_> if a train has low reliability, like for instance the '40s have lower reliability usually than the '30s (electrics) can i do anything to change that?
07:18:29  <ThePizzaKing> When a train is serviced, its reliability is restored to its maximum possible value for that vehicle.  so the more often the engines are serviced the higher their average reliability will be
07:18:49  <jotham_> hum
07:19:01  <ThePizzaKing> but you can't change the maximum reliability of an engine (as far as I know)
07:19:09  <jotham_> so a train with a reliability of say 75% should probably be serviced every 120 days or so
07:20:07  <ThePizzaKing> I don't usually play with breakdowns enabled so it doesn't really affect me
07:20:58  <ThePizzaKing> You can also change the service intervals into a percentage, so when an engine's reliability reaches that value it will go in for a service
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07:36:45  * PandaMojo is writing masochistic code
07:38:29  * PandaMojo thinks his error is that a ? b : c ? d : e evaluates to (a ? b : c) ? d : e instead of his prefered a ? b : (c ? d : e)
07:42:47  <PandaMojo> Still no orbits, guess that's *not* it.
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08:13:08  <peter1138> hmm
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08:18:59  <peter1138> boo, only getting 820KB/s :(
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08:20:58  <Dr_Jekyll> it's a little hard for me to understand what i read when it is wrote in english, therefore i'm too lazy for searching all the boards of ottp for the newstations gfx - someone got a link for me?
08:23:09  <peter1138>
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08:28:45  <Dr_Jekyll> hehe big thx - that's what i was looking for
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08:48:35  <jotham_> why would my aircraft keep crashing
08:49:49  <jotham_> and it keeps saying the aircraft have too few orders...but they have a route
08:50:11  <peter1138> 1) don't send large fast planes to small airports
08:50:22  <peter1138> 2) make sure the route is not to the hangar
08:51:27  <jotham_> damn
08:52:13  <jotham_> 95 person Yate Aerospace YAC1-11 (max speed 952km/h) too fast for a small airport huh
08:52:29  <jotham_> guess i'm screwed then, since i bet my whole game on this strategy
08:58:36  <Brianetta> Yes
08:58:39  <Brianetta> You're screwed
08:58:57  <Brianetta> You're trying to land a large jet liner on Bob's field
08:59:14  <jotham_> but there are no smaller planes
08:59:27  <Brianetta> Think slower, not smaller
08:59:53  <Brianetta> It's counter-intuitive, ubt faster planes need longer runways to land, not to take off
09:00:16  <jotham_> all the planes are 952k/h
09:00:23  <jotham_> except the Yate Haugan
09:00:32  <Brianetta> You have two choices
09:00:40  <jotham_> i've replaced 3 of the 5 airports
09:00:45  <Brianetta> 1. Use the setting that stops the prop planes going out of date.
09:00:59  <Brianetta> 2. Use an aircraft set which contains modern, slower planes.
09:02:14  <Brianetta> I'm off to work.  Back soon.
09:02:21  <jotham_> cheers
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09:19:22  <CIA-1> Darkvater * r7366 /trunk/order_gui.c: -Fix: Out of bounds widget access when accessing orders window of other players.
09:20:02  <peter1138> morning lord vater
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09:22:55  <Darkvater> morning :)
09:23:11  <Darkvater> hmm bjarni's gone again...
09:23:41  <Darkvater> at least I solved the ic onv problem for him even without having an osx :O
09:24:25  <Darkvater> :O
09:24:36  <Darkvater>
09:24:41  <Darkvater>
09:24:54  <Darkvater> they've tested openttd on the ps3 ^^
09:29:59  <lolman> Morning Darkvater :)
09:30:36  <lolman> Fancy translating?
09:32:30  <lolman> From what I can barely seems as though it was "barely playable"
09:32:52  <Darkvater> neither dutch or gewrman is good?
09:33:15  <lolman> English*
09:33:17  <lolman> Nope, I'm not fluent in anything except Englisg
09:33:27  <lolman> Pre-correcting ;-)
09:33:32  <lolman> It's the future :D
09:33:52  <Darkvater> they're saying the ps3 has horrible performane, comparable with p3 800mhz
09:34:05  <lolman> Bloody hell...that's bad
09:34:13  <Darkvater> even openttd is unplayable they say
09:34:36  <Darkvater> in the thread I also read that they ran a fully unoptimized build :O
09:34:52  <Darkvater> and ran with timidity most likely
09:35:00  <jotham_> can you take valuables on any kind of ship?
09:35:57  <Darkvater> only 256MB mem and a usb HD, even an ancient k7-800 has faster disk throuughput
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09:36:39  <lolman> Apologies
09:36:48  <lolman> I saw up to the K6-3 thing
09:36:57  <Darkvater> he als says at ythe end: buy a used pc on ebay for maybe 100$ moreand it works better and uses less power
09:37:17  <Darkvater> 10:35 <@Darkvater> only 256MB mem and a usb HD, even an ancient k7-800 has faster disk throuughput
09:37:25  <lolman> Ah, k7
09:37:59  <peter1138> Darkvater: ancient k7-800?
09:37:59  <peter1138> :(
09:38:36  <Darkvater> that's what he says
09:38:57  <peter1138> you're saying my pc is old :(
09:39:00  <peter1138> anyway
09:39:00  <Darkvater> meine USB-Festplatte lieferte auch nur knapp 18MB/s wo 35MB/s selbst
09:39:00  <Darkvater> an meinem uraltem K7-800 normal sind
09:39:08  <Darkvater> uraltem :p
09:39:09  <peter1138> i guess the PS3 is optimised for 3D bollocks or something
09:39:09  <Naksu> well
09:39:20  <Naksu> i'm guessing ottd is running on one of those bonuscores
09:39:31  <lolman> peter1138: it's based on the global branch prediction :(
09:39:52  <peter1138> so the '360 is still viable
09:39:56  <peter1138> hmm
09:40:05  <peter1138> ottd on a wii
09:40:06  <peter1138> with a wiimote
09:40:13  <peter1138> wonder how that'd work
09:40:19  <Darkvater> I think if you jkill timidity it should run just fine
09:40:46  <Darkvater> whenever I run ottd woth timidity: openttd cpu 30%, timidity 70%
09:41:59  <peter1138> heh
09:42:45  <Naksu> can you define affinity for linux processes?
09:42:55  <Darkvater> I've fixed the newswindow crash o/
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09:42:58  <lolman> Yeah, nice numbers
09:43:08  <lolman> Lower the number, the higher the priority
09:43:15  <Naksu> they'd probably get better performance if they moved the ottd process into the cell ppe
09:44:29  <Naksu> since it's much more like a conventional CPU
09:44:42  <Naksu> (even has branch prediction)
09:45:06  <Naksu> but meh, i'll be taking a 80 km trip now, see you in a few hours :)
09:45:12  <Naksu> or rather, 80+80
09:45:25  <Triffid_Hunter> I thought branch prediction was a compiler feature
09:46:24  <peter1138> it's a cpu feature that the compiler can know about to perform optimisation
09:46:36  <lolman> Triffid_Hunter: the processor needs support
09:47:57  <Triffid_Hunter> oh.. I thought it was just the compiler working out which branches would be taken most often so it can order the conditions in such a way that it usually takes less cycles than without
09:52:35  * lolman pleads ignorance
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09:56:07  <Tobin> Avast!
09:56:20  <Brianetta> Yarr
09:56:28  <lolman> Avast ye!
09:57:12  <lolman> Muder on the high seas, cap'n!
09:57:46  <lolman> BBS
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10:28:14  <Darkvater> << anyone care to test?
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10:28:29  <Darkvater> for example with FS#332
10:28:44  <tormentum> argh i would mate, but i'm about to leave on a 5 hour road trip
10:28:55  <tormentum> walking out the door in 20 mins
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10:32:09  <tormentum> catcha all later :)
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10:37:23  * Rubidium has a hard time reproducing the bug in an unpatched openttd :(
10:43:27  * Rubidium seems to be a problem that is not triggered on a unix build with or without DEBUG being set
10:43:36  <Darkvater> Rubidium: easy
10:44:11  <Darkvater> Rubidium: open game, goto station cunnington woods
10:44:16  <Brianetta> heh
10:44:17  <Darkvater> (a little bit to the north-east)
10:44:19  <Brianetta> cunnington
10:44:20  <Brianetta> heh
10:44:25  <Darkvater> open message history window
10:44:26  <Brianetta> fnarr fnarr
10:44:42  <Darkvater> click on station and send all road-vehicles to the depot (station>truck icon>send to depots)
10:45:16  <Darkvater> it'll crash within 10 seconds
10:45:19  <Rubidium> ah
10:45:27  <peter1138> hmm
10:45:30  <Rubidium> that works :), or rather, crashes
10:45:34  <peter1138> how can i invoke an error window...
10:45:34  <Darkvater> :)
10:45:43  <Darkvater> peter1138: ALT+0
10:46:02  <peter1138> er, yeah
10:46:04  <peter1138> thanks
10:46:07  <peter1138> not quite what i meant
10:46:16  <Darkvater> :)
10:46:32  <Darkvater> whe, that main-window looks really weird now with the hanging quit-button appendix
10:47:10  <peter1138> heh
10:47:51  <Rubidium> Darkvater: no more crashes, but also no notices anymore
10:48:25  <Darkvater> Rubidium: the notices was actually a bug
10:48:44  <Darkvater> Rubidium: just look at the depot get a notice for vehicle 14 but not for 8 (unpatched)
10:49:18  <Rubidium> true
10:49:30  <Darkvater> anyways, I thought of that too... I'll add a call to addnewsitem in the replace function if the vehicle was sent to a depot
10:49:44  <Darkvater> it's just... well need to figure out how to do nicely
10:49:53  * Darkvater hates autoreplace/autorenew; such a mess
10:56:43  <peter1138> Message: Cannot add file. A file with the same GRF ID is already in the list.
10:56:50  <peter1138> i need some better text for that
10:57:17  <Darkvater> Cannot add file: duplicate GRF ID
10:57:48  <peter1138> :D
10:58:01  <Rubidium> or remove the files that are already added from the list
10:58:26  <peter1138> no
10:58:46  <peter1138> i wouldn't like that
10:59:30  <Rubidium> show a 'flag' to before them that they are already included and don't allow to add them?
11:00:36  <peter1138> that's a lot of list trawling
11:01:06  <Darkvater> just silently ignore the duplicate?
11:01:14  <peter1138> i can disallow clicking the add button
11:01:40  <roboman> gnight
11:01:51  <peter1138> Darkvater: annoying... you'd click on add and it would go through and not do it... with no notification
11:01:53  * Darkvater folds out bed for roboman and puts out the lights
11:02:10  <Darkvater> peter1138: ah, I was thinking of leaving it out of the list
11:02:12  *** roboman is now known as robobed
11:02:15  <robobed> thanx
11:02:26  <Darkvater> :)
11:03:34  <peter1138> i think a message some where (either before or after trying) is appropriate
11:03:54  <peter1138> any faithful wikiers fancy updating this?
11:04:29  <Darkvater> ah, do the message then when clicking the 'add' button
11:04:49  <Darkvater> that is when you actually do the check so it'd be appropiate there
11:05:46  *** Belugas_Gone [~Jfranc@] has quit [Ping timeout: 480 seconds]
11:09:24  <peter1138> Born_Acorn!
11:09:59  <peter1138> hmm
11:10:09  <Darkvater> he
11:10:10  <peter1138> i'm thinking perhaps the Add button shouldn't close the window
11:10:42  <Darkvater> unless you can multi-select ;p
11:10:59  <peter1138> yeah, that's a bit harder to implement than not closing the window :)
11:11:50  <Darkvater> anyone against committing that fix?
11:12:32  <peter1138> if it works, no :)
11:12:51  <Darkvater> it *appears* to work
11:13:28  <CIA-1> peter1138 * r7367 /trunk/ (lang/english.txt newgrf_gui.c): -Codechange: prevent adding files where the GRF ID is already in the list
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11:28:26  <lolman> Ello :)
11:29:35  <lolman> My Ubuntu install is screwed :-\
11:30:20  *** ThePizzaKing [] has quit [Ping timeout: 480 seconds]
11:32:41  <lolman> So...I'm gonna try Arch...reduce the amount oc packages installed...stick to ones I need
11:34:13  <lolman> of*
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11:36:39  <lolman> Neonox: ello
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11:48:25  <Darkvater> this news system stinks on all sides :s
11:49:09  <peter1138> remove it :D
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11:49:24  <Darkvater> its logic completely escapes me
11:49:29  <lolman> Bah :P
11:49:43  * lolman kicks Sixth Form net connection
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11:51:33  <CIA-1> Darkvater * r7368 /trunk/news_gui.c: -Fix: [FS#332] Vehicle Deletion Crash [News Window Related?] (r3757).
11:52:32  <Brianetta> Does ttd use an event loop?
11:52:45  <lolman> Was that the bug you were on about earlier Darkvater?
11:52:53  <Brianetta> or is it all just a massive loop with cases?
11:53:11  <Darkvater> lolman: which one?
11:53:27  <lolman> Darkvater: the newswindow one
11:53:28  <peter1138> Brianetta: yes
11:53:34  <Darkvater> lolman: yes
11:53:47  <Brianetta> peter1138: Which question were you answering? (:
11:53:52  <lolman> seemed happy to have fixed it :)
11:56:44  <Darkvater> well's still messyish
11:57:29  <lolman> I wouldn't know much about that...not a coder/programmer :(
11:58:24  *** LaPingvino [] has quit [Quit: Chatzilla 0.9.77 [Firefox 2.0/2006101023]]
11:59:12  <lolman> And I don't have a copy of the source to hand sixth form :P
11:59:48  <CIA-1> Darkvater * r7369 /trunk/news_gui.c:
11:59:48  <CIA-1> -Cleanup: Some coding style, usage of increaseIndex and decreaseIndex to loop through the
11:59:48  <CIA-1>  fifo-array-buffer, typo's.
12:04:19  *** Spoco [] has joined #openttd
12:04:55  <lolman> Ello Spoco :)
12:05:23  <Spoco> Hey
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12:09:09  <peter1138> Chuntfingbourne
12:09:42  <Tobin> A seaside resort, isn't it?
12:09:56  <peter1138> well, lakeside :)
12:17:48  <CIA-1> Darkvater * r7370 /trunk/news_gui.c: -Cleanup: Use NewsID instead of byte for news identifiers, and some minor other things
12:18:14  <peter1138> hmm, tractive effort of the original vehicles is huge
12:19:46  *** Wolfy [] has quit [Ping timeout: 480 seconds]
12:20:58  <Brianetta> peter1138: Do steam engines have more TE than early diesels?
12:22:31  * lolman disappears
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12:25:27  <peter1138>
12:26:59  <Darkvater> don't think it's gonna make it up the hill
12:27:53  <peter1138> Brianetta: for newgrf sets, probably
12:28:11  <peter1138> the early electrics in the ukrs addon have fairly low TE
12:28:59  <peter1138> hmm
12:29:16  <peter1138> the EE1 can't go up that slope either
12:29:46  <Brianetta> That's good
12:30:00  <Brianetta> It might stop me scrapping 100% of my steam fleet in a year
12:30:03  * peter1138 tries the 0-8-0 heavy freight
12:30:26  <peter1138> not looking good
12:30:46  <peter1138> maybe freight trains 5 is too much with TE :)
12:31:01  <Brianetta> I'm not sure about this freight trains setting
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12:32:14  <Brianetta> How do you choose how many wagone a wagon is?
12:32:26  <Brianetta> Does it include mail and valuables?
12:32:40  <Brianetta> I prefer a wagon to just... be a wagon.
12:34:21  <peter1138> hah
12:34:26  <peter1138> with freght trains 1
12:34:29  <peter1138> the EE1 gets up it easily
12:34:44  <peter1138> TE is 125kN
12:35:43  * peter1138 tries the 89kN 0-6-0 tank
12:35:58  <peter1138> that makes it up
12:36:02  <peter1138> but slows to 10 mph
12:36:44  <mikk36> hmm, problem
12:37:10  <mikk36> build 7130... (same as coop was)
12:37:21  <mikk36> can't get goods out of factory
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12:54:00  <DannyA> Hi, Can anyone help me setup svn so modifications I make to trunk are comitted to local svn repository while maintaining the link to trunk? I also would like to use another patch, but have this excluded from any diffs I make against trunk if this is possible.
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12:59:24  <blathijs> DannyA: Do you run linux?
12:59:52  <blathijs> DannyA: SVK is an svn-based tool which does exactly what you want
12:59:58  <DannyA> Nah blathijs, WinXP. I got TortioseSVN installed.
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13:01:47  <blathijs> DannyA: I'm not sure TortoiseSVN can do that, though I don't use it myself
13:02:08  <DannyA> Can you do it with a linix svn client?
13:03:47  <DannyA> If running Subversion from would be any use
13:04:00  <DannyA> +I'm wondering...
13:04:24  <blathijs> nope, you can't do it with commandline svn either (AFAIK)
13:05:02  <DannyA> Ok, thanks.
13:05:12  <peter1138> you can run your own svn server
13:05:18  <peter1138> but you'd have to keep syncing it manually
13:05:43  <peter1138> wouldn't be fun
13:05:57  <DannyA> Can this import the logs & comments from the remote repository? This is where tortise fell over.
13:06:28  <DannyA> And the revision numbers were different...
13:07:34  <blathijs> DannyA: You might be better of asking around in #tortoisesvn, or whatever they use for communication
13:08:33  *** DaleStan_ [~Dale@] has joined #openttd
13:09:11  <DannyA> The effort is growing... Think I'll just stick with doing it the long way. Thanks guys
13:09:20  *** Vikthor [] has joined #openttd
13:10:32  <DannyA> And girls too I guess if there are any... :)
13:11:58  <peter1138> DannyA: no, it wouldn't
13:12:31  <Darkvater> hmm have we noticed that if there is a news message and you click it away it still takes ages for the next one to appear if there are many after each other?
13:14:05  <Darkvater> << how do we feel about this one?
13:14:33  <Darkvater> test it with patch and without patch when sending a lot of vehicles to the depot for example. When a news-window pops up,click it away (close or spacebar)
13:14:51  *** DaleStan [~Dale@] has quit [Ping timeout: 480 seconds]
13:15:17  <Darkvater> without the patch it's entirely possible that if a lot of news happens at the same time, some will never be shown because by the time they're shown they've already expired
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13:27:41  <Darkvater> or we don't want to be spammed with all the news messages ;p
13:27:55  <Darkvater> eg; this is 'bug' #255
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13:28:35  * HMage would like an option to have longer message history and ability to prevent some of the news from appearing there in the history to avoid spamming
13:28:58  <hylje> you can hide some news in the message config
13:29:15  <HMage> there's a message history, and they still appear there.
13:29:44  <HMage> and if I've missed, for example, some vehicle crash, it'll be lost quickly there in economy change news.
13:32:47  <hylje> k
13:33:36  <Darkvater> HMage: MAX_NEWS 60?
13:39:37  <HMage> is that a define?
13:40:08  <HMage> well, yes, 60 is not enough. on 1024x1024 maps there are so many economy change news each month they'll spam a lot.
13:44:52  * HMage tries to change that define
13:45:24  <hylje> i think economy news should be consolidated to larger issues
13:45:43  <hylje> once a month between budget popups perhaps
13:47:34  <HMage> another stats graph window mayhaps? summed industry production levels each month. and add "Production change: +12%" to each industry window.
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13:48:30  <hylje> yeah. newspaper with economy pages :>
13:50:10  <HMage> "World economy this month. Highest production raise this time are in Cooltown Mines - 55% up! Most notable production drop happened on Moria Woods - 88% down."
13:52:31  <HMage> "46% of the industries went up, 38% - down. 26% remain at previous production levels."
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13:58:01  <CIA-1> rubidium * r7371 /masterserver/ (mysql.cpp mysql.h udp.cpp): [MasterServer] -Fix: buffer overflows on mysql_real_escape_string
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14:04:37  <CIA-1> matthijs * r7372 /trunk/ (17 files in 3 dirs): - CodeChange: Rename all GetXXXArraySize() functions to GetNumXXX() and add GetMaxXXXIndex() functions. This prepares for the new pool interface.
14:05:13  <Darkvater> blathijs: do keep in mind we're releasing 0.5
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14:17:01  <peter1138> Darkvater: what's on the list now?
14:18:23  <Darkvater> I need to add the 'build vehicle' button back to the vehicle list, bjarni came up with, seemingly a year old possible desync issue, and perhaps what's on FS
14:22:10  <Darkvater> god this news history really is crap :s
14:22:20  * Darkvater slaps dominik
14:22:42  <Darkvater> peter1138:
14:24:45  <peter1138> bjarnied
14:27:15  <CIA-1> peter1138 * r7373 /trunk/newgrf_gui.c: -Codechange: when removing a GRF from the list, make the next one selected, or the previous file if the last item is being removed. This makes clearing the list easier.
14:27:32  <peter1138> slow!
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14:42:30  <blathijs> Darkvater: No functional changes yet
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14:45:45  <blathijs> Darkvater: But I finally had some spare time, so I thought to put it to good use
14:46:32  <Darkvater> :)
14:47:05  <blathijs> Darkvater: Would it perhaps be time to start the 0.5 branch soon, then?
14:47:32  <Belugas> hey blathijs, can you spare me a bit of time?
14:47:39  <blathijs> Belugas: probably
14:48:04  <blathijs> Though $gf is having driving exam right now, so I'll be afk from the moment she walks in :-)
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14:48:54  <Darkvater> blathijs: yes, right after we release RC1
14:49:01  <Belugas> it was a joke, blathijs...
14:49:03  <Darkvater> I mean at the moment
14:49:09  <Belugas> i'm on high stresss right now ;)
14:49:30  <blathijs> Belugas: I can spare you a bit of my time, I can't transfer it to you, though ;-p
14:49:39  <Belugas> heheh
14:49:45  <Belugas> thanks anyway
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14:52:18  <blathijs> Darkvater: What's left for rc1?
14:52:57  <Darkvater> bjarni came up with some desync issue that has been there apparently for a year orso, so we'll need to look into that
14:53:16  <Darkvater> besides that we need a glance through new FS bugs to see if any interesting ones popped up
14:53:19  <blathijs> can't we put out rc1 while we look at the issue?
14:53:45  <blathijs> though RC are supposed to ready for release, of course...
14:53:46  <hylje> desync issue? great
14:53:47  <Darkvater> we should look at it first
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15:00:36  <peter1138> it's a setting desync. doesn't actually result is network desyncs
15:00:50  <hylje> k
15:04:49  <peter1138> i need to finish of newgrf saveload :o
15:05:08  <Brianetta> peter1138: You're my favourite dev
15:05:17  <Brianetta> Darkvater: You're my favourite dev team leader
15:05:26  *** Sacro [~Ben@adsl-83-100-152-233.karoo.KCOM.COM] has joined #openttd
15:05:39  <Darkvater> ?
15:05:45  *** StarLite [] has joined #openttd
15:05:50  <Brianetta> Just wanted you to feel included (:
15:06:08  <Darkvater> that's nice of you :)
15:07:47  <SpComb> Logs:
15:07:47  <Sacro> !logs
15:09:43  * peter1138 wonders where to put the button in the multiplayer window
15:09:50  <peter1138> cos was a quick hack
15:10:50  <Darkvater> hmm good question
15:12:18  *** DaleStan_ is now known as DaleStan
15:12:44  <Brianetta> Leave it there (with a 1px space between) and fill the other empty button space with "bookmark this server"
15:12:52  <Brianetta> which would pop it into the config file (:
15:14:00  <Brianetta> haec omnibus vobis sunt (:
15:14:11  <Brianetta> Hoverbuses
15:14:13  <Brianetta> Hovertrucks
15:14:27  * peter1138 also wonders how to allow for upgrading of grfs
15:14:51  <Brianetta> How do you mean?
15:15:04  <Brianetta> UKRS gor upgraded and my saved games all had the wrong vehicles and funny stats
15:15:07  <peter1138> well currently you're stuck with what you started with
15:15:08  <peter1138> hmm
15:15:17  <peter1138> there is that argument
15:15:44  <Brianetta> My gemini maglevs were flatbed trailers, with passenger wagons sandwiched between.
15:15:50  <peter1138> heh
15:16:23  <peter1138> no afternoon posts? :(
15:16:30  <Brianetta> I'd say, just treat upgrades as different grfs, because they probably are.
15:16:47  <peter1138> well it's not such a problem
15:16:56  <peter1138> as long as you keep the old versions around :)
15:17:16  <Brianetta> If it's something like viaduct getting a graphical makeover, perhaps an override feature.  It's not urgent, though.
15:17:46  <Brianetta> Click the red dot to turn it blue by filename alone
15:17:46  *** Eddi|zuHause [] has quit [Ping timeout: 480 seconds]
15:18:10  <Brianetta> with a dialogue, "are you sure you want to use a different version?"
15:20:14  <blathijs> 15:53 <@Darkvater> we should look at it first <-- Agreed
15:20:26  <blathijs> Bah, $gf failed here driving exam...
15:21:15  <Darkvater>
15:21:18  <Darkvater> whohoo
15:22:14  <Darkvater> good think autoreplace remains so fucked up
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15:22:50  <Darkvater> blathijs: first time?
15:23:00  <Darkvater> peter1138: I like what brianetta said
15:23:10  <blathijs> Darkvater: yes
15:23:29  <peter1138> we need some globals somewhere to allow that
15:23:44  <Darkvater> for which?
15:23:46  <Brianetta> globals?  Just update the checksum withthe one from the file.
15:23:48  <Darkvater> 'bookmark server'?
15:24:10  <peter1138> short cut for add server, i guess :)
15:24:21  <Brianetta> yes
15:24:30  <Brianetta> "Add to favourites..."
15:24:32  <Darkvater> but no global is needed for that :)
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15:24:39  <peter1138> indeed
15:24:51  <Darkvater> I think 'Bookmark' is better (shorter)
15:25:01  <Brianetta> and less IE
15:25:04  <peter1138> heh
15:25:19  <peter1138> on loading a game, we fail in AfterLoadGame() if the grfs don't match
15:25:27  <Darkvater> hmm, I gotta go for a few, and then need more looking into the news-history cause it still ain't perfect
15:25:30  <peter1138> straight after that it then loads the intro game
15:25:41  <Darkvater> can someone, not peter, cause he's busy, look through FS if anything interesting popped up?
15:25:42  <peter1138> wiping out the bad config and clearing all windows
15:25:48  <HMage> less M$ I would dare to say
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15:41:12  * HMage compiles using msvc8express under VMWare
15:41:43  <Sacro> HMage: err...
15:41:45  <Sacro> why?
15:42:17  <HMage> I don't want to install it on my main OS, it interferes with audio engineering software
15:44:01  <Sacro> ahh
15:46:53  <HMage> fortunately, VMware behaves itself cleanly
15:47:16  <HMage> so the ever sensetive audio software works ok
15:50:15  <HMage> plus I have the benefit for having the visual studio always open under vmware, once I'm finished there I just suspend the VM, that takes a lot faster.
15:50:30  <HMage> didn't benchmark that, but feels like 10x faster
15:51:07  <izhirahider> Where can I find NewGRF's to add to OpenTTD to test the interface?
15:52:09  <HMage> izhirahider: try
15:53:24  <DannyA> HMage: Is the map panning working ok in the VMWare your running?
15:54:00  <HMage> didn't test now, but last time I checked - it behaves weird (vmware tools are installed)
15:55:06  <Brianetta> izhirahider:
15:56:09  <HMage> woah, that's a pretty useful URL Brianetta. Thanks!
15:56:20  * HMage wonders why he hadn't found a link to that before
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16:06:42  <Maedhros> hi
16:06:50  <Bjarni> greetings friendly people
16:07:34  <Brianetta> greetings
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16:07:41  <Brianetta> I shall be off soon
16:07:44  <Brianetta> off to the doctor
16:07:54  <Brianetta> to have myself poked and prodded in a professional capacity
16:08:16  * Bjarni pokes Brianetta
16:08:24  * Bjarni prods Brianetta
16:08:25  * Brianetta is pre-poked
16:08:27  <izhirahider> Brianetta, thanks
16:08:29  * Brianetta is pre-prodded
16:08:30  <Bjarni> now you can stay here
16:08:41  <Brianetta> izhirahider: No problem
16:08:48  <izhirahider> are any sort of GRF being included in the game in the near future?
16:09:11  <Bjarni> we already got some files in the distributions
16:10:45  <izhirahider> I see. I'm still trying to figure out what's this all about
16:11:46  <Brianetta> newgrf is the modification format
16:12:15  <Brianetta> Main problem with distribution is that they're covered by copyright on an individual basis
16:12:29  <Brianetta> and sometimes it's not clear what the license is
16:17:52  * LaPingvino wants to know whether it's somehow possible to delete only a part of a station...
16:18:04  <peter1138> yes, it is
16:18:39  <LaPingvino> how?
16:19:03  <hylje> use the bulldozer
16:19:53  <LaPingvino> i see, tnx :)
16:20:46  <izhirahider> how about enlarge/shrink a station without having to nuke it first?
16:21:09  <hylje> build another station next to it
16:21:17  <izhirahider> same question as to add/remove a single lane in a rail station
16:21:54  <izhirahider> No, the first question is to enlarge it in size.
16:21:56  <peter1138> same answer
16:22:04  <izhirahider> hmmm
16:22:06  <peter1138> how to enlarge a station: build onto it
16:22:13  <peter1138> or next to it
16:22:51  <peter1138> are you one of those players that copies the AI and never experiments?
16:23:38  <izhirahider> I'm more concerned with translating than playing lately :)
16:24:00  <izhirahider> but I got it as to how to enlarge it. Removing with the bulldozer I still don't get it
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16:24:43  <peter1138> station tool -> bulldozer -> remove bits
16:25:25  <DannyA> Are there plans to make the buldozer dragable? Would be good I think.
16:25:50  <izhirahider> thanks
16:26:02  *** Sacro [~Ben@adsl-83-100-152-233.karoo.KCOM.COM] has joined #openttd
16:26:17  <LaPingvino> it depends on the tool u use it on whether it's dragable or not...
16:26:29  <LaPingvino> and the dynamite is dragable anyway
16:28:24  <LaPingvino> anyway, some other thing... unicode support works in the last nightly/ies, but how can I change the font so that I can actually see those characters
16:28:30  <DannyA> For removing large sections of station. It's a bit of a pain in the butt having to remove each tile individually.
16:28:43  <LaPingvino> languages like russian become ?'s to me... :S
16:31:44  <HMage> LaPingvino: if you want russian, search for "russianw.grf" file on - it's updated for unicode
16:35:13  <glx> LaPingvino: just set *_font in openttd.cfg
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16:40:20  <LaPingvino> glx: thank you very much! :)
16:40:40  *** LaPingvino [] has quit [Quit: Chatzilla 0.9.77 [Firefox 2.0/2006101023]]
16:41:11  * HMage tries openttd.cfg
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16:41:37  <CIA-1> matthijs * r7374 /trunk/date.c: - CodeChange: Replace call to GetVehiclePoolSize() by GetMaxVehicleIndex().
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16:47:56  <Eddi|zuHause> imho, openttd must offer glyphs for all characters used in the lang files, before 0.5
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16:50:02  <Bjarni> why?
16:50:44  <Eddi|zuHause> because otherwise you will get hundreds of bug reports "i get a lot of ? when i set xy-language"
16:51:00  <Bjarni> we could rely on freetype for certain languages
16:51:10  <Eddi|zuHause> e.g. turkish and czech town names
16:51:26  <Bjarni> but if it's a translation that's already there and it's one or just a few chars, that's missing, then we can add them
16:51:43  <Bjarni> but we will not start to make all Russian, Chinese and Japanese chars
16:51:59  <HMage> why not?
16:52:08  <Eddi|zuHause> no, not make, russianw.grf already exists, it just needs to be included
16:52:22  <Bjarni> good point
16:52:32  <Bjarni> but not chinese.grf
16:52:42  <hylje> installation options
16:52:47  <Eddi|zuHause> well, you might leave that to the chinese translators ;)
16:52:58  <HMage> is chinese language included with openttd?
16:53:11  <Eddi|zuHause> not that i know of
16:53:19  <Bjarni> I don't know when it will be, but currently it's not
16:53:42  <HMage> another way is to provide defaults for *_font options
16:54:11  <Eddi|zuHause> it's definitely worth a README entry
16:54:56  <glx> users asking about "problems" like these never read README :)
16:55:12  <Eddi|zuHause> yes, i am aware of that ;)
16:55:31  <Eddi|zuHause> but it might help those who do
16:55:33  <HMage> well, I don't think that missing glyph issue is that trivial
16:58:42  <HMage> plus, I believe that the person who made russianw.grf didn't draw them, he generated that somehow.
17:03:53  <HMage> peter1138: did you generate the russianw.grf from some other font?
17:05:35  <peter1138> yes
17:05:45  <peter1138> it came from an existing russian.grf
17:05:56  <peter1138> possibly from the tddrussia stuff
17:06:11  <peter1138> i didn't change any sprites, heh
17:06:25  <peter1138> just changed it to use the unicode glyph stuff
17:06:35  <HMage> I see
17:06:56  <peter1138> tahoma bold looks nicer though :)
17:08:42  <peter1138> you can always draw something better
17:08:44  <peter1138> i am no artist
17:10:32  <HMage> well, it fits very nicely to english letters in looks. (At least the small font one) and I like it that way - it feels TTD'ish. Tahoma bold is just a font I've seen so much already...
17:10:59  <peter1138> hehe
17:12:22  <CIA-1> miham * r7375 /trunk/lang/ (9 files in 2 dirs): (log message trimmed)
17:12:22  <CIA-1> WebTranslator2 update to 2006-12-05 18:07:02
17:12:22  <CIA-1> american - 22 fixed, 2 changed by WhiteRabbit (24)
17:12:22  <CIA-1> brazilian_portuguese - 23 fixed by tucalipe (23)
17:12:22  <CIA-1> bulgarian - 22 fixed, 2 changed by groupsky (24)
17:12:24  <CIA-1> catalan - 23 fixed, 31 changed by arnaullv (54)
17:12:24  <CIA-1> croatian - 203 fixed, 2 deleted, 27 changed by knovak (232)
17:13:03  <peter1138> hmm, still you czech update
17:13:06  <peter1138> errr
17:13:09  <peter1138> s/you/no/
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17:34:06  <CIA-1> belugas * r7376 /branches/newhouses/newgrf_town.c: [newhouses] -Fix(r7365): Big-endian was really little-endian, fake is now proper
17:36:13  <Belugas> now... where is that list of supported newgrf stuff i've started...
17:36:44  <peter1138> the wiki one?
17:37:34  <Belugas> there is  one on wiki already?  Didn't knew...  The one i've started on my own
17:37:41  <Belugas> got to check the wiki then
17:37:48  <Bjarni> :p
17:37:48  <peter1138> heh
17:37:56  <peter1138> "didn't know"
17:38:04  <peter1138> Bjarni, fixed that bug yet?
17:38:16  <Bjarni> I looked at the wiki the other day. It contains a lot of stuff that I were unaware that anybody had written
17:38:20  <Bjarni> what bug?
17:38:23  <Belugas> yes Mister Teacher :D
17:38:23  <Bjarni> the iconv one?
17:38:40  <peter1138> no, the one you posted on flyspray
17:38:47  <peter1138> autoreplace setting desync
17:39:13  <Bjarni> well
17:39:23  <Bjarni> as I wrote, I don't have time to fix it right now :P
17:39:50  <Bjarni> unless somebody figures out a place to write the new setting inside the game as a quick (and temp) solution
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17:40:44  <Maedhros> peter1138: any chance you could commit ?
17:40:53  <Bjarni> I want to do a real solution, but it will take me ages to do based on the amount of coding time I have available :(
17:41:31  <peter1138> yeah, irc time really eats into coding time :(
17:41:40  <peter1138> ;p
17:42:59  <Bjarni> that's not what I meant
17:43:19  <Bjarni> I mean I code something for uni these days
17:43:46  <Bjarni> so whenever I'm not dead tired and able to code, I got to code non-OTTD stuff
17:45:11  <Bjarni> <-- I can confirm this one. I don't think the autoreplace code causes this, but instead failure to release the vehicle from the mouse pointer when it's deleted, so the same could happen if two players control the same company
17:46:59  <peter1138> Maedhros: what's the commit message? ;p
17:47:18  <Bjarni> commit requested by Maedhros
17:47:22  <Bjarni> what else? :P
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17:47:39  <peter1138> ok
17:48:23  <Maedhros> well, it stops you being able to pay for cargo twice, and also means that stations will always accept $cargo after a train has tried to load there
17:48:32  <Maedhros> both only problems if you're using gradual loading
17:48:56  <Belugas> That's a helll of a long commit message :D
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17:49:47  <Wolf01> evening
17:50:03  <Maedhros> ok, "Don't pay for cargo twice, and always notify the station the train was present when using gradual loading" :-P
17:50:19  <Maedhros> where "train" should be vehicle, really
17:53:49  <CIA-1> peter1138 * r7377 /trunk/ (economy.c vehicle.h): -Fix (r7326): With gradual loading, make sure cargo is only paid for once, and always notify the station the vehicle was present. (Maedhros)
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17:54:25  <Maedhros> peter1138: gracias :D
17:54:42  <Bjarni> Maedhros: only English is allowed in this channel
17:55:02  <Bjarni> gracias is not a valid English word and because of that, it's banned :P
17:55:23  <Maedhros> haha
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17:57:05  <Bjarni> ever since people decided to start to use Hungarian exclusively in this channel, we had to add this rule and enforce it
17:57:47  <peter1138> hmm
17:58:35  <peter1138> Maedhros: seems to be another bug with loading :/
17:58:47  * peter1138 experiments
17:59:35  <Maedhros> gah! what is it?
18:02:04  <peter1138> to do with full load any
18:03:13  <peter1138> yes
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18:03:51  <peter1138> if full load any is on then it does that
18:04:10  <Maedhros> it does what? ;)
18:04:18  <peter1138> it loads until one is full
18:04:19  <peter1138> however
18:04:33  <peter1138> mail and passengers load at 5 per tick
18:04:41  <peter1138> mail capacity 35, passenger capacity 40
18:04:47  *** Jezral [] has quit [Quit: ) - (]
18:04:51  <peter1138> the mail will be fully loaded at 35
18:04:57  <peter1138> and then it'll leave
18:05:18  <peter1138> even though there are passengers there to fill up the carraiges
18:06:07  <peter1138> happens only with full load orders
18:06:24  <peter1138> technically it's right, but it should be able to fill the whole thing
18:07:03  <Maedhros> ah, i see
18:10:21  <Maedhros> hmm. that's not easy to fix...
18:12:39  <Bjarni> no, no no
18:12:44  <Bjarni> I will never do that again
18:12:55  <Bjarni> I just started a new game in toyland by default :(
18:13:01  <Bjarni> it hurt my eyes
18:13:08  <Bjarni> I was about to test something
18:13:22  <Bjarni> and it failed... since I never got that far before quitting :P
18:14:15  <ln-> the toyland could be removed altogether.
18:17:20  <smeding> i hate it too
18:18:29  <Noldo> are the kind of normal graphics going to be loaded via newgrf interfece someday?
18:18:30  <hylje> no
18:18:37  <hylje> put toyland as the default tileset
18:21:36  <ln-> what would the pope say about that?
18:22:18  <smeding> "fuck toyland, it hurts my eyes" or something
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18:36:14  <MUcht> does anyone know if there will ever be x86_64 nighlies again?
18:36:15  <mikk36> hey again :)
18:36:20  <mikk36> got a problem here
18:36:53  <mikk36> none of the factories (tested factory and steel mill) in a place won't produce anything
18:37:08  <mikk36> nightly 7130 savegame... doesn't work in 7362 either
18:38:07  <mikk36> using openttdcoop grf's
18:41:59  <Sacro> MUcht: OS?
18:42:09  <MUcht> Sacro: Linux
18:42:19  <Sacro> MUcht: hmm, i think i can do that
18:42:26  <Sacro> but whats wrong with i686?
18:42:48  <MUcht> /OTTD-linux-i686-nightly-r7362> ./openttd
18:42:48  <MUcht> ./openttd: error while loading shared libraries: cannot open shared object file: No such file or directory
18:42:52  <MUcht> I have no idea what it is
18:42:58  <MUcht> I have the expat-things installed
18:43:09  <MUcht> possibly some missmatch with i386 and _64?
18:43:18  <MUcht> since the libs are all for _64
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18:47:58  <Sacro> its more likely to be different lib versions
18:48:01  <Sacro> cant you compile yourself?
18:48:06  <Sacro> *the source :p
18:48:52  <Eddi|zuHause> or you could try symlinking to
18:49:48  <Eddi|zuHause> it might work, but it is kinda dangerous if you don't know what you are doing
18:50:09  <MUcht> this very much seems to apply to me in this case
18:50:31  <MUcht> nah I will just compile the nigthly by myself
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19:06:57  <Eddi|zuHause> i have a suggestion concerning that exit button in the main menu
19:07:01  <Eddi|zuHause> center it, and make it red
19:07:32  <Eddi|zuHause> being this asymmetric, it looks odd
19:08:39  <Maedhros> peter1138: i think this fixes the problem you found:
19:08:39  *** MUcht [] has quit [Ping timeout: 480 seconds]
19:08:49  <Maedhros> the variable name sucks, though ;)
19:11:27  <Eddi|zuHause> Maedhros, you have a clue about railway crossings? i encountered this in the MiniIN: [it happens only on straight crossings, but might be related to the diagonal crossings patch]
19:11:54  <Eddi|zuHause> (the catenary is not drawn)
19:12:11  *** Neonox [] has quit [Ping timeout: 480 seconds]
19:13:04  <Maedhros> Eddi|zuHause: not a clue, i'm afraid. does it happen with any other crossing, or using any other roadset or catenary set?
19:13:28  <Eddi|zuHause> it happens also with default roads and default catenary
19:21:16  <Ailure> hmm
19:21:33  <Ailure> I should look through the Swedish translation of openTTD again someday
19:21:49  <Ailure> I usually use the UK English one, but I do remember some... oddball choice of grammar. D:
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19:32:15  <Ailure> I also love how the AI seems to handle the multi-level bridges
19:32:18  <Ailure> but in a wrong way to
19:34:11  <Brianetta> I keep getting desunc ):
19:34:35  <Ailure> one wierd case of desyncs
19:34:38  <Ailure> which I never figured out
19:34:43  <Ailure> I had for about a month ago
19:34:55  <Ailure> I suspected it was the tcp/ip part of Windows that went wonky
19:35:03  <Ailure> since random programs lost connection to the internet
19:35:07  <Ailure> and this was solved by a restart
19:35:12  <Ailure> which also solved the desyncing D:
19:35:27  <Brianetta> Desync is caused by the game state in your client being different from the game state on the server
19:35:38  <Brianetta> Nothing to do with TCP/IP
19:35:46  <Ailure> well then I have no idea why it did taht
19:35:49  <Ailure> actually, it didn't say desync
19:35:54  <Ailure> it was just "disconnected"
19:35:59  <Ailure> so probably more like lag
19:36:19  <Ailure> I just remember it wrong heh
19:38:21  <Brianetta> 19:36 <sandbox> Mikk36 has joined the game
19:38:21  <Brianetta> 19:36 <sandbox> Mikk36: well...
19:38:21  <Brianetta> 19:37 <sandbox> Mikk36: i'm in :)
19:38:21  <Brianetta> 19:37 <sandbox> Mikk36: no desync
19:38:21  <Brianetta> 19:37 <sandbox> Mikk36 has left the game (desync error)
19:38:36  <Ailure> <haha
19:38:44  <mikk36> with seconds version is better
19:38:57  <mikk36> (21:36:24) (+sandbox) Mikk36: no desync
19:38:57  <mikk36> (21:36:28) (+sandbox) Mikk36 has left the game (desync error)
19:39:16  <Ailure> how far have that sandbox game lapsed?
19:39:22  <mikk36> 1981 ?
19:39:28  <Ailure> ah
19:39:40  <mikk36> and systems are not up'n'running
19:41:32  <Brianetta> So
19:41:40  <Brianetta> WhyTF are we getting desyncs?
19:42:48  <Ailure> Maybe the server turned partly sentient, and runs the machine code insturctions however it likes
19:42:51  <Ailure> leading to desyncs
19:43:29  <Ailure> hmm
19:43:36  <Ailure> wonder if I should try a "no industries" game
19:46:02  <Maedhros> Brianetta: which server / version (s) ?
19:46:30  <Ailure> ..
19:46:35  <Ailure> I love how openTTD puts like
19:46:38  <Ailure> four towns next to each other
19:46:57  <Ailure> I wish I could have a very low amount for towns D:
19:51:52  <Tefad> you can
19:51:57  <Tefad> make your own scenario
19:52:17  <Tefad> and then just poke the create-random-town button a couple of times
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19:52:32  <Tefad> however, realize you might be limiting the number of industries
19:52:43  <Ailure> I might do that
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19:54:56  <Brianetta> Maedhros: It's #openttdcoop, and it's 7362
19:55:19  <Ailure> also manually placed a few towns
19:55:25  <Ailure> in a few intresting locations
19:56:22  <HMage> Darkvater: who wrote the networking code? Maybe there would be an option to log a reason of desync? (vehicle type X number Y, for example)
19:58:01  <Ailure> love the newhouses build
19:58:06  <Rubidium> HMage, that error would always tell you: 'pseudo random value does not match', in case of what is, in OTTD's terms, a desync
19:58:09  <Ailure> just got a town with a stock exhange and hospital
19:58:15  <Ailure> and a cottage
19:58:17  <Ailure> xD
20:07:24  *** Belugas is now known as Belugas_Gone
20:07:27  <Belugas_Gone> see you
20:10:35  <Maedhros> later, Belugas_Gone
20:11:35  <peter1138> Maedhros: 404?
20:13:29  <Maedhros> peter1138: yeah, i took it off again due to brokenness and me cooking rather than fixing it ^_^
20:13:58  *** XeryusTC [] has quit [Ping timeout: 481 seconds]
20:14:09  <peter1138> ah
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20:22:41  <CIA-1> peter1138 * r7378 /trunk/train_cmd.c:
20:22:41  <CIA-1> -Fix (r2428): Don't update vehicle images when turning a train around.
20:22:41  <CIA-1> During this procedure the train is split into parts which can result in
20:22:41  <CIA-1> incorrect images being used.
20:28:47  <CIA-1> glx * r7379 /branches/MiniIN/ (96 files in 6 dirs): [MiniIN] -Sync with trunk r7330:r7378
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21:26:23  <Ailure> hmm
21:26:28  <Ailure> is there any industry
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21:26:33  <Ailure> that dosen't get built automatically?
21:26:44  <Hadez> Hi all :-)
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21:26:57  <Rubidium> Ailure: lumber mill in tropical
21:27:06  <Ailure> That's about it?
21:27:06  <Ailure> s
21:27:07  * Hadez has, as usual, a problem.
21:27:15  <Ailure> Since i'm going to start with no industries :p
21:27:23  <Ailure> so well
21:27:30  <Ailure> a better formulated question would be
21:27:35  <Ailure> which ones that is generated during gameplay
21:27:51  <glx> Hadez: czech translator ?
21:27:52  <Bjarni> Hadez: we can only help you with OpenTTD related issues, not mental ones :P
21:28:04  <Rubidium> everything except oil rigs and lumber mills I *think*
21:28:15  <Hadez> Has anyone seen MiHaMiX recently? WT2 hasn't updated czech langfile completely yet :-(
21:28:21  <Brianetta> Is there any way to force a grf to be activated?
21:28:24  <Hadez> glx: Yes.
21:28:26  <Ailure> oil rigs appear by themself
21:28:30  <Bjarni> I saw this not long ago
21:28:34  <Bjarni> ... when he went to bed
21:28:55  <glx> Hadez: so I guess you know about the FATAL in czech.txt compilation
21:28:58  <Brianetta> peter1138: ping
21:29:23  <Hadez> Yes, ##case defs got replaced by the old ones from not-updated DB.
21:29:46  <Darkvater> HMage: if it were only so simple...
21:29:50  <Bjarni> write a bug report on it then. He will notice that one
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21:30:02  <Bjarni> and it's a bug to mix up old and new databases
21:30:21  <Hadez> Okay, I'll write to him.
21:30:23  <Bjarni> just remember to mark it wt2 and not OpenTTD ;)
21:30:33  <Bjarni>
21:30:37  * Darkvater is pretty pissed about czech
21:30:48  <Darkvater> visual studio won't even compile unless I remove the czech file
21:30:50  <Hadez> Bjarni: Thanks for advice :-)
21:31:15  <Brianetta> Guys, if I have a cosmetic-only grf, can I force its use in a multiplayer game?
21:31:19  * Hadez is sorry about that.
21:31:26  <Brianetta> I like dutch catenary, because I can actually see it
21:31:47  <Brianetta> I use dto be able to simply list it in my config
21:31:49  <Brianetta> but no more ):
21:31:52  <Bjarni> Hadez: not your fault and since you try to solve the issue, nobody blames you
21:31:54  <Darkvater> dammit, the printer just died. Only 2 year old canon, and cannot even turn it on :(
21:32:14  <Bjarni> 2 years and 5 days, right?
21:32:43  <Darkvater> no 7 days
21:32:46  <Bjarni> try a known good cable and known good power outlet
21:32:58  <Darkvater> 28 november 2005
21:32:58  <Belugas_Gone> HP. cannot kill those machines :)
21:33:01  <CIA-1> glx * r7380 /branches/newhouses/ (117 files in 7 dirs): [newhouses] -Sync with trunk r7306:r7378
21:33:09  * Bjarni knows of a case where the power outlet died and the printer repairman showed up
21:34:46  <Darkvater> !openttd commit 7378
21:34:48  <_42_> Commit by peter1138 :: r7378 /trunk/train_cmd.c (2006-12-05 20:22:14 UTC)
21:34:50  <_42_> -Fix (r2428): Don't update vehicle images when turning a train around.
21:34:52  <_42_> During this procedure the train is split into parts which can result in
21:34:54  <_42_> incorrect images being used.
21:35:53  <Bjarni> Darkvater: on the good side, I think I know what causes the crash when a vehicle is autoreplaced. It's actually not caused by autoreplace itself, but autoreplace just made it way easier to trigger. The problem is that the vehicle is not released from the mouse when it's deleted and then it drags an invalid vehicle and the game dies
21:36:01  <Bjarni> and I think I got a fix
21:36:10  <Bjarni> half a fix. It's not done ;)
21:36:58  <Darkvater> Bjarni: there is no crash, there is only an assertion so I think the input parameters are not checked correctly
21:37:54  <glx> Bjarni: do you know that autoreplace gui has problems with wagons and elrails ?
21:40:09  <Darkvater> << this picture is soooo awesome
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21:41:00  <hylje> :o
21:41:05  <Bjarni> crash/assert... still it should not be there
21:41:51  <Darkvater> of course it shouldn't. But if you properly check p1, p2 the code will never get there...only my suspicion though
21:41:54  <Bjarni> glx: yes and I planned on a fix for it by cleaning up the autoreplace GUI (much needed), but there is no way I can make it before 0.5.0
21:47:21  <Bjarni> Darkvater: this got nothing to do with p1 and p2 as it asserts just before it reaches DoCommandP()
21:47:41  *** Hadez [] has quit [Quit: Chatzilla 0.9.77 [Firefox 2.0/0000000000]]
21:47:41  <Bjarni> and it asserts on vehicle type is 0
21:47:43  <Darkvater> it asserts inside a DoCommand no?
21:47:48  <Bjarni> no
21:48:09  <Darkvater> so where does it assert?
21:48:10  <Bjarni> it asserts in the depot GUI code
21:48:16  <jotham_> Darkvater: wow that's cool
21:48:43  <jotham_> Darkvater: how do i enable that?
21:48:52  <Darkvater> you don't
21:49:07  <Bjarni> jotham_: that's a secret :P
21:49:16  <jotham_> ok
21:49:29  <Bjarni> because it's not OpenTTD... at least I don't think so
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21:49:47  <jotham_> oh
21:49:47  <peter1138> pong
21:50:30  <jotham_> you guys are cruel
21:50:44  <Hadez> Bjarni: I can't believe it. I really chose the bug to be WT2's. Could I ask you to fix it? Thank you.
21:51:03  <Darkvater> jotham_: it's not released
21:52:01  <Darkvater> this so bizarre
21:52:15  <Darkvater> why does the first click for 'send all X to depot' take ages, but the second and third not?
21:53:11  *** BJH2 [] has quit [Quit: ChatZilla 0.9.61 [Mozilla rv:1.7.12/20050915]]
21:57:29  <Hadez> Bjarni: ping
21:57:34  *** Hadez [] has quit [Quit: Chatzilla 0.9.77 [Firefox 2.0/0000000000]]
21:57:46  <Darkvater> jotham_:
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22:00:58  <Brianetta> peter1138: this auto-newgrf thing
22:02:19  <CIA-1> maedhros * r7381 /branches/newhouses/ (openttd.c saveload.c): [NewHouses] -Fix (r7380): Reinstate the savegame bump. (Goodbye old savegames made with this branch; it was nice knowing you...)
22:02:28  <Nigel> oh god, i hate snowy websites
22:02:47  <peter1138> yes, allowing additional grfs is planned
22:02:52  <Brianetta> Cool (:
22:03:11  <Brianetta> cos the default catenary is really hard to spot sometimes
22:03:17  <Brianetta> specifically, gaps in it
22:03:22  <Brianetta> and the dutch one rocks
22:05:51  <jotham_> cheers Darkvater
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22:13:39  <Darkvater> hmm what font is the newspaper font?
22:13:44  <CIA-1> maedhros * r7382 /branches/newhouses/misc.c: [NewHouses] -Fix (r7381): ... and the other one I missed.
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22:30:54  <Darkvater> wb KUDr_wrk
22:30:59  <KUDr> thanks
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22:31:31  <CIA-1> Darkvater * r7383 /trunk/news_gui.c: -Codechange: fix up typo in news-gui s/MoveToNexItem/MoveToNextItem/.
22:31:47  <Maedhros> night
22:32:00  <peter1138> nini too
22:32:13  <Darkvater> nightie
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22:35:33  <CIA-1> Darkvater * r7384 /trunk/news_gui.c:
22:35:33  <CIA-1> -Fix: No vehicle was removed in DeleteVehicleNews when the fifo-array was full. Update the
22:35:33  <CIA-1>  bound conditions of the loop, add an assert and also update _current_news when needed. (r3757)
22:35:47  <Darkvater> that should sort it out finally
22:37:03  * Darkvater looks at train_engine_drawing_loop and faints
22:37:12  <Darkvater> static void train_engine_drawing_loop(int *x, int *y, int *pos, int *sel, EngineID *selected_id, RailType railtype, uint8 lines_drawn, bool is_engine, bool show_cars, bool show_outdated, bool show_compatible)
22:38:02  <Rubidium> just a mere eleven parameters...
22:38:07  * DaleStan re-attaches his jaw.
22:38:25  <Darkvater> judging from the comment above, it's Bjarni
22:38:29  <blathijs> Darkvater: We should really remove some of those parameters
22:38:31  * Darkvater frowns at Bjarni
22:38:40  <blathijs> And pass them in global variables instead
22:38:41  <blathijs> ;-p
22:39:27  <glx> or replace bools by flags
22:40:07  <Rubidium> or you can replace the last 7 parameters with one uint32 p5
22:40:08  <Bjarni> Darkvater: that function is already marked for rewrite on my TODO list... when I get time to do so
22:40:13  <Eddi|zuHause> or group some things into structs
22:40:41  <Bjarni> it can be done much simpler if I rely on other stuff I added after I committed the last change to that function
22:40:51  <CIA-1> bjarni * r7385 /trunk/ (depot.h depot_gui.c vehicle.c):
22:40:51  <CIA-1> -Fix: FS#418 Deleting Train in depot with autoreplace failes
22:40:51  <CIA-1>  This turned out to be due to continue to drag the old vehicle, that autoreplace sold
22:40:51  <CIA-1>  This could also be triggered if more than one player used the same company
22:40:51  <CIA-1>  Now deleting a vehicle will remove all depot highlights of that vehicle
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22:42:48  <Darkvater> Bjarni: wouldn't it have been easier to just do a return on default?
22:43:23  <Bjarni> no
22:43:36  <Bjarni> because then the vehicle would still be on the mouse pointer
22:43:57  <Bjarni> I tried that
22:43:59  <Darkvater> call resetobject in default?
22:45:21  <Bjarni> actually I plan on calling this function when vehicles leaves the depot as well because then the vehicle can stay on the mouse pointer as well
22:46:25  <Darkvater> I don't see the point in having the game suddenly remove my pointer and start screwing around
22:46:33  <Darkvater> as long as the command fails it's all ok
22:47:14  <Bjarni> it will only remove the vehicle from your mouse pointer if the vehicle in question is sold
22:47:30  <Bjarni> I would consider it a bug if the sold vehicle could stay on the mouse pointer
22:47:35  <Darkvater> and why should it?
22:47:50  <Darkvater> I would not consider it a bug until the game doesn't crash or does something stupid
22:48:02  <Bjarni> then consider it a GUI bug
22:48:08  <Bjarni> or interface bug
22:48:10  <Darkvater> it's not a bug
22:48:29  <Bjarni> I think so
22:48:40  <Bjarni> and we are back to disagreeing :(
22:49:09  <Bjarni> and we can repeat ourselves all night, but that would be pointless
22:49:21  <Darkvater> do you know what you have just done with the commit?
22:49:37  <Bjarni> I solved a bug
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22:49:44  <Darkvater> destroyvehicle is called for *EVERY* vehicle deletion including that of smoke, effects, and what not
22:50:00  <Darkvater> having loop every fucking window on every fucking destroy plays really nice with performance
22:50:01  <Bjarni> hmm
22:50:04  <Darkvater> that's what you did
22:50:12  <Bjarni> let's move it to the sell commands then
22:50:26  <Bjarni> or rather, I should
22:50:34  <Darkvater> I am even not happy about DeleteVehicleNews() being in there
22:50:57  <Darkvater> that's why I said of putting that in default:
22:51:29  <Bjarni> agreed. We should make a delete vehicle function and delete player vehicle function. The last will remove news and so on and then call delete vehicle
22:51:47  *** Sacro [~ben@adsl-83-100-152-233.karoo.KCOM.COM] has joined #openttd
22:51:48  <Bjarni> or something
22:52:05  <Bjarni> anyway, I will move the new function to the sell commands instead
22:52:10  <Darkvater> probably seperate vehicle types special and normal
22:52:14  <Darkvater> but that won't happen now
22:52:19  <Bjarni> agreed
22:52:34  <Darkvater> which sell command? Having it in 4 places instead of one?
22:53:17  <Darkvater> doing all the extra work of looking up window, doing whatnot when it can only happen from only 1 place in the GUI, right there at default: NOT_REACHED();
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22:58:42  <HMage> amusing... This one - and this one - (left) is the same actor. I didn't recognize when I watched both movies.
22:59:23  <Darkvater> ah Silent Hill
22:59:44  <Darkvater> was a pretty good movie until the demon bitch came up and started tentaclizing the mob
22:59:59  <CIA-1> bjarni * r7386 /trunk/ (6 files):
22:59:59  <CIA-1> -Codechange r7385: moved deletion of the vehicle highlight from DeleteVehicle to the sell commands as they are not called as often
22:59:59  <CIA-1>  Also added a return to the window loop prevent looking at the rest of the windows once the right depot window is found
23:00:06  <HMage> yep, from that moment it was way too japanese-ish
23:00:56  <Darkvater> Bjarni: very good bjarni,very very good
23:00:59  <Darkvater> *sarcasm*
23:01:11  <Bjarni> it's a good thing you told us it's the woman on the left. I might have mistakenly thought that she played Picard :P
23:01:11  <Darkvater> you really do not listen, do you?
23:01:56  <Bjarni> I plan on fixing the bugs I can see in the code, not work around them and leave garbage on the screen
23:02:44  <Darkvater> what is not a fix by doing: 							default: WP(w, depot_d).sel = INVALID_VEHICLE; ResetObjectToPlace(); return;
23:02:49  <Darkvater> (a bit nicer of course)
23:02:59  <Darkvater> let me tell you again: THAT IS THE ONLY PLACE THIS CAN HAPPEN
23:03:12  <jotham_> for such a prolific progress bar user, microsoft is really terrible at making them meaningful if it has anything to do with their file system
23:03:32  <Naksu> btw
23:03:34  <Naksu> vista is horrid
23:03:40  <Triffid_Hunter> jotham_: that's because windows can't count
23:03:44  <Darkvater> even if it is not the only place in the future, adding it there in the GUI since it is only triggerable in the GUI is far more preferred than what you just came up with
23:03:54  <Bjarni> the issue is that the vehicle will remain on the mouse pointer if the removal of the vehicle is postponed until clicking
23:04:25  <jotham_> i haven't been exposed to vista
23:04:31  <Bjarni> hmm
23:04:50  <Bjarni> is there a quick way to tell if a vehicle is dragged by the mouse pointer?
23:05:21  * Bjarni takes a look
23:05:37  <Bjarni> even though I didn't find anything when I took a look before writing this
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23:08:40  <Darkvater> Bjarni: there isn't a nice way to tell, only magic globals
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23:11:13  <Darkvater> wth? I get an 'order refit failure stopped Train 1' error and my train doesn't even have orders?
23:11:21  <Bjarni> news_gui.c:284: failed assertion `_total_news == MAX_NEWS'
23:11:22  <Bjarni> o_O
23:11:28  <Darkvater> yeah I know :)
23:11:52  <Bjarni> known issue?
23:12:09  <Bjarni> heh, Darkvater found an interesting error message :p
23:12:17  <Darkvater> no idea
23:14:09  <Bjarni> I can reproduce it
23:14:41  <Darkvater> why does it even want to refit?
23:14:52  <Bjarni> good question
23:15:22  * Bjarni tries to reproduce that assert on a clean source
23:15:45  <Darkvater> no not the assert
23:15:46  <Darkvater> the refit
23:15:53  <Darkvater> I've already solved the assert locally
23:16:10  <Bjarni> you got a fix for it?
23:16:11  <Darkvater> 		t.refit_cargo	254 'þ'	unsigned char
23:16:20  <Darkvater> for the news assert yes
23:16:23  <Darkvater> not for refit
23:16:46  <Darkvater> cause I have no idea what kind of magic goes around in there
23:16:48  <Bjarni> then I will stop investigating the news assert
23:17:22  <Darkvater> seems like when no orders are present t.refit_cargo is reset to 0, when I delete an order, it isfreed? and has some random value
23:17:46  *** Sacro [~Ben@adsl-83-100-152-233.karoo.KCOM.COM] has joined #openttd
23:17:47  <Bjarni> 254 is 0xFE, which is CT_NO_REFIT
23:17:57  <Darkvater> ah
23:18:04  *** Nigel [] has quit [Ping timeout: 480 seconds]
23:18:17  <Darkvater> then I guess a vehicle is not built with v->current_order.refit_cargo = 254?
23:18:26  <Bjarni> it fucked up when somebody (not me) committed in the orders refit and started using CT_INVALID (0xFF) as no refit
23:18:39  <Bjarni> but I thought I solved that
23:19:00  <Bjarni> by verifying that the number is not higher than max cargo
23:19:37  <Bjarni> it should set refit_cargo to 254 when it should not refit
23:19:43  <Bjarni> 0 is passengers
23:20:34  <Bjarni> can you figure out where in the code it tries to refit?
23:20:53  <Bjarni> clearly somewhere it checks for 0xFF or something like that
23:21:03  <Darkvater> yep a new vehicle without orders doesn't have CT_NO_REFIT
23:21:12  <Darkvater> Bjarni: it is your code, isn't it? ;)
23:21:22  <Darkvater> vehicle.c:2533
23:21:25  <Bjarni> it was until other people started to mess with it :(
23:21:36  <Darkvater> I mean you should know where the refit code is :)
23:21:44  * HMage likes "svn blame"
23:22:51  <Bjarni> and what is t.refit_cargo at this place?
23:22:53  <Bjarni> 0?
23:22:56  <Bjarni> 254?
23:22:57  <Bjarni> 255?
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23:23:13  <Bjarni> should be one of the last two, and not 0
23:23:28  <Darkvater> 0
23:23:32  <Darkvater> obviously
23:23:37  <Bjarni> hmm
23:24:16  <Darkvater> I think in CmdBuild....vehicle() something along the lines of v->current_order.refit_cargo = CT_NO_REFIT; should be set for all vehicles
23:24:21  <Darkvater> same for refit_subtype I think
23:24:56  <Bjarni> I will take a look. You just fix that news assert so I verify that my new patch works and then I take a look at this
23:25:10  <Wolf01> 'night
23:25:16  *** Wolf01 [] has quit []
23:25:34  <Darkvater> or something, or current order needs updating when checking it in some loop
23:25:35  <Darkvater> donnu
23:25:44  <Bjarni> I don't think we should bother with refit_subtype. It's never touched unless refit_cargo is set to something. When refit_cargo is set to not refitting, it will not even read the subtype
23:26:25  <Darkvater> that's your thingie I have no idea about refit orders
23:26:32  <Bjarni> and you assign those two vars in pairs. You can't set one of them without setting the other one
23:26:46  <Bjarni> at least that's how I remember it
23:28:59  <Bjarni> hmm
23:29:13  <Bjarni> I can't reproduce getting refit failure for no orders
23:29:26  <Darkvater> build train, start it
23:29:36  <Bjarni> did that
23:29:37  <Darkvater> when it's outside the depot send it to depot
23:31:07  <Darkvater> after you give it an orderand delete it, it doesn't happen anymore cause deleting order properly sets current_order
23:31:23  <Bjarni> now it happened
23:31:49  <Bjarni> it only happens when it got no orders and I send it to the depot and tell it to stop in the depot
23:32:08  <Darkvater> that's exactly what I said :)
23:32:14  <Darkvater> 00:29 <@Darkvater> build train, start it
23:32:16  <Darkvater> 00:29 <@Darkvater> when it's outside the depot send it to depot
23:32:17  <Bjarni> it it should just move on, I don't get it and if it got no orders, but drives into the depot, nothing happens either
23:32:39  <CIA-1> KUDr * r7387 /trunk/lang/czech.txt: -Fix: czech lang file compilation error
23:32:40  <Darkvater> looking at code it only refits if it has depot-orders
23:32:44  <Darkvater> KUDr: THANK YOU
23:32:50  <Bjarni> I mean... what's so different from send to depot and send to depot and stay that would make it show up in only one of them....
23:32:52  <KUDr> np :)
23:32:59  <Darkvater> KUDr: finally....mihamix promised that about 2 days ago...
23:33:00  <Bjarni> \o/
23:33:09  <Darkvater> Bjarni: ?
23:33:22  <Bjarni> no more Czech error
23:35:09  <Darkvater> Bjarni: sendtodepot&stay is the same as (order)gotodepot as far as concerning the code there: if (v->current_order.type == OT_GOTO_DEPOT) {
23:35:16  <Darkvater> vehicle.c:2524
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23:37:18  <CIA-1> Darkvater * r7388 /trunk/news_gui.c:
23:37:18  <CIA-1> -Fix (r7384 / r7368 / r3757): When adding a new news item for the first time (_latest_news
23:37:18  <CIA-1>  is INVALID_NEWS), make it the value of _oldest_news, not zero as DeleteVehicleNews can
23:37:18  <CIA-1>  change _oldest_news. Also remove the (i == INVALID_NEWS) return 0; guard from increaseIndex
23:37:18  <CIA-1>  as it's only used in 2 places, nowhere else.
23:37:43  <Darkvater> ok this should really be the last one concerning news
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23:42:36  <Bjarni> found a solution to the wrong refit "order" when going to depots
23:42:53  <Darkvater> got diff? :)
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23:44:40  <Bjarni> I just added "v->current_order.refit_cargo = CT_INVALID;" when setting the goto depot in current order
23:44:46  <Bjarni> pretty simple really
23:44:59  <Darkvater> hmm
23:45:05  <Darkvater> you mean in a forced-goto?
23:45:10  <Darkvater> don't think that is the solution
23:45:25  <Bjarni> I only got it in forced goto depot
23:45:33  <Darkvater> what if your current order is a goto-depot order with a refit? Forcing the clearing of this flag will not refit your vehicle
23:47:19  <Bjarni> it will only clear the flag if you order it to goto depot and current order is not goto depot
23:47:56  <Bjarni> then it clears current order (resets cargo_refit... apparently) and I set it again
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23:48:27  <Darkvater> isn't it easier to correctly set v->current_order when you build the vheicle?
23:48:56  <Bjarni> the problem is not when you build the vehicle, but when you click goto depot
23:49:08  <Bjarni> that is the place it get set incorrectly
23:49:28  <Darkvater> hmm ah
23:49:35  <Darkvater> which code is that? (file:line)
23:50:37  <Bjarni> the issue is that once you order your train to go to depot (or any other vehicle for that matter), you have no control of what is left in cargo_refit
23:50:59  <Bjarni> so yes, it could be set when building the vehicle, but then you can mess with orders and the issue returns
23:51:17  <Darkvater> where is that code?
23:51:33  <Bjarni> train_cmd.c around line 2050
23:51:57  <Bjarni> in the DC_EXEC if, I added it after the p2 if
23:52:00  <Bjarni> it works
23:52:30  <Darkvater> ah yeah, that's that's the right place in that block
23:52:52  * Darkvater wonders... is the CmdSendXXXToDepot() very similar?
23:53:01  <Bjarni> when I added the two bytes, we talked about naming and so on because they can be used for different tasks when refit is not possible, so eventually we can set all sorts of info in there and we got no control over the content when we give this order
23:53:08  <Darkvater> It might be worth putting this into a function than having it replicated 4 times
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23:53:18  <Bjarni> *	Darkvater wonders... is the CmdSendXXXToDepot() very similar? <-- so do I
23:53:19  *** YogSothoth [] has quit [Ping timeout: 480 seconds]
23:53:56  <Bjarni> either make only one function or a sub function all of them call for the shared code
23:54:22  <Bjarni> the best solution will be clear for whoever decides to spend time reading all 4 of them
23:54:31  * Darkvater appoints Bjarni :)
23:54:44  <Bjarni> I typoed 43... I don't think we will ever get that many vehicle types :P
23:55:03  <Darkvater> train/road seems similar regarding a few of current_order
23:55:09  * Bjarni writes a note about remembering to take a look at this... in March 2007
23:57:11  <CIA-1> bjarni * r7389 /trunk/ (aircraft_cmd.c roadveh_cmd.c ship_cmd.c train_cmd.c): -Fix: when forcing a vehicle to go to a depot, clear refit orders from current orders (caused refit error popup when not having no orders)
23:57:29  <Bjarni> one bug down
23:57:32  <Bjarni> 5252 more to go :P
23:57:40  <Bjarni> (including all the unknown ones)

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