Log for #openttd on 31st January 2007:
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00:00:02  <Bjarni> <-- I know some guys, who are trying to build that one as a model
00:00:20  <voodoo070> wicked lookin
00:00:38  <caladan> it looks like a lot of work...
00:00:39  <Bjarni> scale 1:10 or something
00:00:39  <voodoo070> im not that much of a train lover, but those old steam things look best imho
00:00:50  <voodoo070> nice design
00:00:52  <Bjarni> real steam
00:01:01  *** Dextro [~dextro@] has quit [Remote host closed the connection]
00:01:29  <caladan> huh, all those problems with high preasure and so on...
00:01:35  <caladan> and here something early-electric:
00:01:37  <Bjarni> yeah
00:01:49  <voodoo070> yeah but on a model you can make the boiler walls unrealistically thick
00:01:51  <Bjarni> I think they are aiming at 9 kg/cm^2 or something
00:02:16  <Bjarni> which means they needs approval to be heated up, just like real steam locomotives
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00:03:05  <caladan> true, and if scale is 1:10 then volume of bolier is like 1:1000
00:03:32  <Bjarni> note: the 4-4-0 American design only had a boiler pressure of 8 kg/cm^2 or something
00:03:58  <voodoo070> i wouldnt mess about with untested high pressure vessels anyway :)
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00:04:12  <Bjarni> and 100 km/h is within reach when using a boiler pressure of 12 kg/cm^2
00:04:17  <Bjarni> so 9 is a decent pressure
00:04:27  <voodoo070> lol
00:04:31  <voodoo070> racing train :)
00:04:46  <voodoo070> too bad they dont race trains
00:04:54  <voodoo070> they race trucks.. why not trains :P
00:04:55  <Bjarni> they used to
00:05:39  <voodoo070> yeah i know
00:05:53  <Bjarni> In the 1930s or something, they had a schedule to start two identically train from Copenhagen at the same time. They tried to see who could arrive first at the next station
00:06:05  <Bjarni> at a regular basis
00:06:10  <Bjarni> but it was not official
00:06:12  <Bjarni> they just did it :P
00:06:17  <voodoo070> yeah i saw a docu bout the UK
00:06:20  <voodoo070> where they did the same
00:06:24  <voodoo070> at the very start
00:06:29  <voodoo070> narrow rail
00:06:41  <voodoo070> inventors trying to best eachother
00:07:25  <Bjarni> <-- they used locomotives like this one
00:07:33  <Bjarni> odds are that this one have been racing as well
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00:07:55  <caladan> LOL, the dir name couldne be longer?? :P
00:08:05  <Bjarni> I think it could
00:08:10  <Bjarni> but I don't see the point
00:08:31  <Bjarni> it tells when and where the picture is taken
00:08:54  *** Frostregen [] has quit [Ping timeout: 480 seconds]
00:09:02  *** Frostregen_ is now known as Frostregen
00:09:10  <caladan> dir -> fotografierafdamplokomotiverltrp
00:09:24  <Bjarni> btw it's a nice engine. It's a 1000 HP tank engine with a max speed of 90 km/h
00:09:41  <Bjarni> well, it tells what it is
00:09:59  <Bjarni> photos of steam locomotives "ltrp"
00:10:10  <Bjarni> I don't get the last 4 letters though
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00:10:29  <caladan> ok:D
00:10:37  <Bjarni> you might have seen this design before
00:10:48  <Bjarni> even though you likely don't remember it
00:11:24  <Bjarni> in James Bond octopussy, there is a circus train where a lot of action takes place. It's pulled by a locomotive of this design
00:11:43  <caladan> Hmm, these shields look familiar
00:12:04  <Bjarni> so it was a Danish locomotive, built in Denmark, recorded in England and they claim it to take place in Germany and that it's a German train
00:12:14  <Bjarni> that's simple, right?
00:12:36  <Bjarni> err, you have seen those smoke shields before???
00:12:45  <Bjarni> I thought they were custom designed
00:12:48  <Bjarni> for this engine
00:13:00  *** Sacro [Ben@] has quit [Ping timeout: 480 seconds]
00:13:05  <caladan> hmmm
00:13:15  <caladan> they were used in pre WWII time in poland
00:13:19  <Bjarni> you see, it got the front custom designed after it appeared that it had serious smoke issues when driving in tunnels
00:13:20  <caladan> as some kind of experiment
00:14:54  <Bjarni> how did it go?
00:15:18  <caladan> Im not sure...
00:15:23  <Bjarni> this is a pre WWII locomotive, so it's likely from the same time
00:15:25  <caladan> lemme check, maybe i can find it
00:15:56  <Bjarni> the design is from 1923, but they started out without those smoke shields. They were added later, but I don't know how much later
00:16:06  <Bjarni> but it was before 1930
00:16:25  <caladan> got books about Steam Engines
00:16:32  <caladan> no ctrl+f there :/
00:17:02  <Sacro_> Bjaaaaaaaaaaarni!
00:21:18  <Bjarni> hmm
00:21:25  <Bjarni> actually they added them rather late
00:21:32  <Bjarni> 1935-39
00:21:52  <Bjarni> which means they had severe smoke issues and had to drive blindly for more than 10 years o_O
00:22:02  <caladan> yep...
00:22:07  <caladan> cant find it..
00:22:17  <Bjarni> then again, I'm not sure they had signals in the tunnel back then
00:22:20  <Bjarni> they do now
00:22:33  <Bjarni> they got funny signals in there
00:22:59  <Bjarni> you see, they lack room for signals, so they are actually just coloured lightbulbs on the wall
00:23:09  <caladan> hehe
00:23:51  <Bjarni> which is one of the reasons why locomotive drivers aren't allowed to be colourblind
00:24:16  *** Sacro_ is now known as sacro
00:24:19  <caladan> well, having all those semaphores with different order of lights...
00:24:19  *** sacro is now known as Sacro
00:24:40  <caladan> it can be from one light to 5 lights and additional one in poland i guess
00:27:15  <Bjarni> well
00:27:22  <Bjarni> signals can be a bit complex
00:27:32  <Bjarni> but green means go and red means stop
00:27:36  <Bjarni> at least most of the time
00:27:39  <caladan> :D
00:27:48  <caladan> and pulsing yellow means something else
00:27:59  <Bjarni> we don't have that here
00:28:07  <Bjarni> but yellow means slow down
00:28:07  <caladan> and yellow means something else to freight train and something else for passanger train
00:28:10  <Bjarni> well
00:28:14  <Bjarni> we do have flashing yellow
00:28:27  <Bjarni> it means slow down at next signal (it could be red)
00:28:50  <Bjarni> used when the next signal is in a curve or some other location, that's hard to see
00:28:51  <caladan>
00:29:02  <caladan> yep, something like presignal :D
00:29:10  <caladan> there you go polish signals
00:29:47  <Bjarni> actually directly translated, we do call them presignals
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00:29:58  <Bjarni> the exception is that a presignal here can't show red
00:30:10  <Bjarni> so you can never be forced to stop
00:30:25  <Bjarni> it can however tell you to except a red signal
00:30:26  <caladan>
00:30:43  <caladan> we call em like repeating signals, to show they repeat sometings that's ahead
00:31:25  <Bjarni> we got "dublicated" signals as well. They always show the same
00:31:25  <caladan> and there are also signals for manoeuvring
00:32:04  <Bjarni> like if there is a road right after a curve, there is a signal to indicate if the barriers are in place and it's safe to move on
00:32:13  <Sacro> arrghh, not polish signals
00:32:14  <caladan>
00:32:18  <Sacro> they are the work of the devil
00:32:33  <caladan> those at bottom show if crossing with road is ok
00:32:38  <caladan> white - all ok, full speed
00:32:42  <Bjarni> if the curve makes it impossible to see the signal in reasonably time, then there are two of them, one at the road itself and one just before the curve
00:32:43  <caladan> orange/yellow, slow down
00:33:11  <Bjarni> heh
00:33:19  <Bjarni> we also use white for crossing roads
00:33:25  <Bjarni> and yellow for slowing down
00:33:30  <caladan> only on fast lines, like > 100km/h
00:33:44  <Bjarni> do you also use red for disallowing passing signals?
00:33:46  <Bjarni> :)
00:34:18  <Bjarni> we don't have special signals for higher speed
00:34:33  <caladan> we do
00:34:42  <caladan> and those flashing green lights mean like
00:34:49  <caladan> no more than 100km/h
00:34:57  <Bjarni> if you go faster than x, then you have to be told in advance what the next signal tells you
00:34:59  <caladan> it depends what kind of line
00:35:22  <Bjarni> but even if you go like 40 km/h, those signals can be used if it's hard to see the signal or something
00:35:26  <caladan> normal thing, yellow warns of red, but sometimes if it flashes, it means something different
00:36:15  <Bjarni> if we get a flashing red signal, then it means that something is broken in the signal system
00:36:25  <Bjarni> I have never actually seen that in real life
00:36:26  <caladan> look here:
00:36:40  <caladan> it means, at this signal no more than 100km/h
00:36:48  <caladan> and next one 40 or 60km/h :D
00:37:01  <caladan>
00:37:06  *** ufoun [] has quit [Ping timeout: 480 seconds]
00:37:12  <Bjarni> oh, we got "speed messages" like that as well
00:37:18  <caladan> this one says: pass this signal at 40km/h and then go as fast as you can
00:37:21  <Bjarni> they are just "sub signals"
00:37:32  <Bjarni> like a white sign under the signal
00:38:06  <caladan> we can have flashing lights and orange or green bar under signal..
00:38:18  <caladan> strange, never remebered what all these things do
00:38:55  <Bjarni> I like this message "allowed to pass at max 40 km/h and make sure to stop when you reach a red signal or stop sign because there can be a danger right after it"
00:39:16  <Bjarni> like it's not important to stop at red signals if you haven't got this message :D
00:39:32  <caladan> hehe :D
00:40:20  <caladan> i must say, one funny thing about polish railways is that we have a lot of signals for steam engines
00:40:31  <Bjarni> the idea is that it's used when you want to say join two DMUs. One enters the track and then this signal is used to allow the next one to enter the same track. The stop signal between those two lacks a safety distance so it's possible that there is a train 1 meter after the red signal
00:40:32  <caladan> and for well, unsnowing tracks
00:40:59  <Bjarni> normally there is a safety distance, just in case you get brake failures (like wet leaves on the track and so on)
00:41:16  <caladan> hmm, never seen something like that...
00:41:20  <voodoo070> lol wet leaves
00:41:26  <voodoo070> they make the wheels square lol :P
00:41:30  <caladan> they can be really slippery :P
00:41:41  <voodoo070> dutch railsroads have been complaining bout it a while back
00:41:42  <Bjarni> voodoo070: it's actually a serious issue
00:41:52  <voodoo070> breaking on wet leaves makes the wheels square
00:41:55  <voodoo070> cause of the sliding
00:42:07  <voodoo070> they had to do lots of wheel reshaping
00:42:09  <voodoo070> i guess ;)
00:42:14  <caladan> it depends what kine of wheels you got
00:42:19  <Bjarni> accelerating on wet leaves makes the wheels go round and round and the train... it's not accelerating
00:42:38  <caladan> there are two kinds as you probably know
00:42:49  <Bjarni> there are the round one and ?
00:42:58  <voodoo070> in belgium all wheels are square
00:43:01  <caladan> :D
00:43:07  <caladan> one kind is monolithic
00:43:16  <caladan> whole wheel is cast of one piece of metal
00:43:37  <caladan> and in poland we often use wheels on which you have to put some rings
00:44:01  <Bjarni> it's actually really bad not to use rings
00:44:11  <caladan> and if train brakes or in any ways makes wheel less round, you can just heat the wheel and take that ring from it
00:44:18  <caladan> repair and put it on again
00:44:35  <Bjarni> the rings are actually made soft on purpose to get worn faster. It's cheaper to replace wheel rings than tracks
00:44:49  <caladan> also true
00:44:58  <Bjarni> and replacing wheel rings is cheaper than replacing whole wheels
00:45:25  <caladan> that is the main problem in warsaw's undeground :D
00:45:32  <caladan> we had some trains from russia
00:45:42  <caladan> and these had thiso rings :/
00:46:03  <caladan> then someone smart said: hey, those were our enemies for so long, lets buy from france :/
00:46:14  <caladan> and they bought alstoms :/
00:46:26  <Bjarni> actually if the wheel is damaged and needs repair, you can just drive it on top of a (some machine I don't know the English name for) and then the wheel will be turned and it will slowly take off the metal until it's round again
00:46:40  <Bjarni> you don't even have to take off the axle anymore :D
00:46:42  <caladan> yep, like peeling the weel :D
00:47:14  <caladan> so now it costs a lot of money to repair that alstom, they have problems with brakes and with doors...
00:47:37  <Bjarni> 	<caladan>	then someone smart said: hey, those were our enemies for so long, lets buy from france :/ <-- sounds like USA. They drive in the right side because UK drives in the left one
00:47:40  <caladan> the good thing about products made in russia is that they are really HARD to break ;]
00:47:48  <Bjarni> and they didn't want to do the same
00:48:01  <voodoo070> ?
00:48:12  <voodoo070> or they suddenly had some sort of brick him their head
00:48:21  <voodoo070> and they finally chose to to The Right Thing (TM)
00:48:24  <voodoo070> :P
00:48:28  <voodoo070> to do even
00:49:07  <Sacro> mmmmmmm boobies
00:49:11  <voodoo070> maybe somewhere in the next 200 years itll happen again and theyll switch to metric :P
00:49:25  <Bjarni> 	<caladan>	the good thing about products made in russia is that they are really HARD to break ;] <--- yeah. Durability and reliability are valued high in Russia
00:49:43  <caladan> look at AK-47
00:49:53  <Bjarni> also they tend to be cheap
00:49:54  <caladan> simple but accurate
00:49:56  <caladan> cheap
00:49:59  <caladan> easy to repair
00:50:06  <Bjarni> AK-47 is not accurate
00:50:10  <caladan> it is
00:50:12  <voodoo070> yeah but thats 1 of the only good things they made
00:50:15  <voodoo070> and no not very accurate..
00:50:18  <Sacro> not on semi auto it aitn
00:50:23  <voodoo070> just very durable
00:50:28  <Bjarni> it just fires 100 bullets/minute, which is good enough even though it got a hard time aiming
00:50:32  <Sacro> guy on tv tried to shoot a transit van at 100 yards and coudnt
00:50:40  <Bjarni> it's accurate in single shot mode though
00:50:41  <caladan> ;]
00:50:57  <caladan> My father is a soldier, he hits man-like target at 50m with pistol ;]
00:51:17  <caladan> i wouldnt be sure he cant hit van at 100m with damn ak47
00:52:06  <Bjarni> in fully auto mode?
00:52:41  <Bjarni> auto mode works because the bullets goes everywhere, so all your enemies have to take cover
00:52:51  <Bjarni> a single shot kills one guy and then the rest can shoot you
00:53:24  <Bjarni> surprisingly it's not always about killing all of the enemies as fast as possible
00:53:34  <caladan> nope
00:53:35  <caladan> single shot
00:53:43  <Sacro> Bjarni: i dont think ak47 has full auto
00:53:46  <Bjarni> if you can make sure they can't fire on you, then you can buy some time
00:53:51  <Sacro> only semi auto
00:54:01  <caladan> accuracy isnt measured in auto mode ;]
00:54:11  <caladan> come one, all automatic weapns have to "kick"
00:54:13  <Bjarni> and for good reason
00:54:22  <caladan> it's the way they work
00:55:03  <caladan> it aint true that you can hold arm in front of you and fire in auto mode
00:55:13  <Bjarni> fully auto mode is when you pull the trigger and then it keeps on firing until you release right?
00:55:15  <caladan> you would shoot in 2 seconds at the ceiling
00:55:20  <caladan> yep
00:55:35  <Bjarni> semi auto is auto loading when you let go of the trigger, so you can push and pull it quickly
00:56:01  <caladan> hmm, i guess that semi auto is burst of some length
00:57:05  <caladan> hmm, nope your right
00:57:12  <caladan> semiauto is with reloading
00:57:54  <Bjarni> AK-47 got a spring, that's pushed backwards by the explosion in the bullet when firing. The movement of the spring will then throw out the empty shell and load a new bullet. Then the spring moves forward and hits the new bullet and is pushed backwards again
00:58:06  <Bjarni> I can't see why that should stop before it's out of ammo
00:58:34  <Bjarni> well, the barrel could overheat, but that's it
00:58:40  <caladan> there are to things to be done
00:58:43  <caladan> 1) reaload bullet
00:58:56  <caladan> 2) fire it, it means hit it's end with hmm "iglica" :D
00:59:15  <caladan> there's a switch, you use it to redirect gases
00:59:28  <caladan> so in semiauto gases from prev bullet do only reload
00:59:55  <caladan> and in auto they also cause next shot
01:00:05  <Bjarni> gasses?
01:00:18  <Bjarni> I think AK-47 is pure mechanical movements
01:00:21  <caladan> nope
01:00:28  <caladan> all auto relies on gasses
01:01:27  * Digitalfox hides before shots are fired..
01:01:30  <Bjarni> it works with bullets containing regular gun powder, right?
01:01:44  <caladan> yep
01:02:02  <Bjarni> the gun powder explodes when hit hard with that metal thing
01:02:10  <caladan> aha
01:02:20  <Bjarni> the metal thing is then pushed backwards when the powder explodes
01:02:29  <Bjarni> where is the gas in this?
01:02:36  <caladan> hmm, not like this
01:02:48  <caladan> you got explosion and the volume of gas increases
01:02:51  <glx> gas propulses bullet
01:02:58  <caladan> it throws the bullet from barrel
01:03:12  <Bjarni> that's an explosion, right
01:03:13  <caladan> the there's a hmmm, pipe from barrel to spring
01:04:01  <caladan> when bullet passes certain point, the gas goes thru that pipe and throws away what was left of ammo, reloads next bullet and if you want full auto, takes that metal thing back
01:04:13  <caladan> and pulled trigger releases it once again
01:05:06  <Digitalfox> When i was doing my time at portugal army, i shot several times with a automatic G3.. And no way most of people can fire more than one bullet in a couple of seconds.. Automatic firing is hard to mantain the G3 in safe position
01:06:02  <caladan> Rifle automatic works on gas returning principle threw the channel in the barrel's wall. Barrel's channel is locked by a turning lock. AK-47 executes single or automatic fire.
01:07:04  <caladan>
01:07:07  <caladan> dodge that :D
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01:08:35  <voodoo070> you're talking bout the same thing
01:08:42  <voodoo070> the explosion = expanding gas
01:08:46  <caladan> yep
01:09:08  <caladan> but look here:
01:09:15  <caladan> <@Bjarni> the metal thing is then pushed backwards when the powder explodes
01:09:15  <caladan> 01:51 <@Bjarni> where is the gas in this?
01:09:29  <voodoo070> gas is everywhere in everything
01:09:36  <voodoo070> if its not we call it vaccuum :P
01:09:38  <Bjarni> now I get it
01:09:45  <caladan> it's not direct explosion that makes it draw back and get another bullet
01:09:50  <Bjarni> voodoo070: I know :P
01:09:59  <caladan> than animation is nice :D
01:10:48  <Bjarni> also it makes more sense this way
01:11:20  <Bjarni> I always wondered how they constructed those metal thingies to move backwards when they don't in normal firearms
01:11:50  <caladan> pistols can also be automatic, like UZI's
01:11:56  <caladan> UZIs, damn... :/
01:12:38  *** gass [~any@] has quit [Ping timeout: 480 seconds]
01:12:47  <Bjarni> I know
01:13:00  <Bjarni> but normal firearms needs reloading
01:13:21  <caladan> yep...
01:17:49  <caladan> anyone uses nts3g here?
01:18:18  <caladan> ntfs3g
01:18:20  <Bjarni> the colt pistol (forgot the name), that's famous for the gun from the westerns needed the cock (that's the name of the metal thing... I think) to be pulled backwards each time
01:18:27  <Bjarni> <-- nice video
01:18:59  <Bjarni> they drop an AK47 in water and run it over with a car and it can still shoot
01:19:10  <Bjarni> while being wet
01:19:23  <Bjarni> water running out of it while firing o_O
01:19:24  <caladan> why should it?
01:19:34  <caladan> shouldnt it i meant?
01:20:04  <Bjarni> well, wet powder is of no usage, which actually tells more about the bullets than the gun
01:20:07  <Bjarni> I think
01:20:18  <caladan> true
01:20:21  <Bjarni> being run over tells that the gun can survive stuff
01:20:23  <caladan> and bullets are seled well
01:20:45  <voodoo070> actually water can make more delicate mechanics go wrong, but the gun isnt very delicate
01:20:45  <voodoo070> :P
01:21:15  <Bjarni> water can make it rust, but that's not an issue the same day
01:21:40  <voodoo070> guns need to be cleaned after use anyway
01:22:18  <Bjarni> correction: guns should be cleaned once in a while
01:22:27  <Bjarni> it's not the same as they are cleaned
01:23:51  <voodoo070> if i used 1 in a professional fashion, i'd make sure its clean and functional.. each time :P
01:25:23  <caladan> its more impressive with sand
01:26:47  <Bjarni> hmm
01:26:49  <KeeperOfTheSoul> hmm, does pixel doubling (ctrl+d) in windows not work with fullscreen?
01:27:17  <Bjarni> some guy is desperate. Now I got like 10 mails today telling how to get cheap viagra
01:27:26  <Bjarni> wtf should I buy that for???
01:28:46  <Bjarni> in fact, for all the sender knows about me, I could be a child
01:28:56  <Bjarni> which would make those mails illegal
01:29:11  <Bjarni> they are illegal anyway, but it would make them severely illegal
01:29:53  <Bjarni> not to mention: who would spend money on buying pills on the internet with no info on what they contain at all???
01:30:02  <caladan> hehe
01:30:10  <KeeperOfTheSoul> yay, doubling doesn't work fullscreen, so I havn't broken it :)
01:30:11  <caladan> dont ask us, we get the same mails as you do :P
01:30:20  <KeeperOfTheSoul> i fixed it my resizing issue, now it stores the windowed size seperatly to the fullscreen resolution in windows using directx
01:30:34  * KeeperOfTheSoul is happy, that was anoying me
01:30:49  <Bjarni> *her
01:30:51  <Bjarni> :P
01:32:31  <caladan> hmm, did anyone here use ntfs-3g?
01:32:57  <KeeperOfTheSoul> is there some proper way that I should store video driver capabilities?
01:33:31  <Bjarni> in the cfg file?
01:34:14  <KeeperOfTheSoul> this one isn't configurable, its set by the video driver in XXXStart, at the moment I've just got it as a bool in gfx
01:35:20  <Bjarni> then you decide how to handle your own hack
01:35:52  <KeeperOfTheSoul> i was just checking that there wasn't some official way to do this
01:36:32  <Bjarni> the official way of storing settings is to save them in openttd.cfg
01:36:54  <Bjarni> it can store bools if you like
01:38:11  <KeeperOfTheSoul> but it's not really a setting, i've changed the way the resolution drop-down in the settings works, but the video driver needs to support the change, if it does it sets the flag in XXXStart, if the flag is false then the settings uses the old method of working for other drivers to remain compatible
01:39:10  <Bjarni> so you mean you run a test when starting the game to see if it's supported?
01:39:51  <KeeperOfTheSoul> yup, if not the new method of working wouldn't work, and thus the user wouldn't be able to change the resolution correctly
01:40:36  <Bjarni> well, you figure it out
01:40:39  <Bjarni> I'm out of here
01:40:43  <Bjarni> goodnight
01:40:44  <caladan> me too...
01:40:47  <KeeperOfTheSoul> cya
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01:40:49  <caladan> got to sleep sometimes
01:40:52  <caladan> gn
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04:20:43  <Eddi|zuHause3>
04:29:02  <ln->
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04:35:00  <CIA-1> OpenTTD: tron * r8474 /trunk/src/ (roadveh_cmd.cpp station.h station_cmd.cpp):
04:35:00  <CIA-1> OpenTTD: -Fix
04:35:00  <CIA-1> OpenTTD: Turn GetPrimaryRoadStop() into a method of struct Station
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05:01:31  <CIA-1> OpenTTD: tron * r8475 /trunk/src/ (oldloader.cpp station.h station_cmd.cpp):
05:01:31  <CIA-1> OpenTTD: -Fix
05:01:31  <CIA-1> OpenTTD: Remove the unused remnants of blocked_months_obsolete
05:08:09  <CIA-1> OpenTTD: tron * r8476 /trunk/src/ (station.h station_cmd.cpp):
05:08:09  <CIA-1> OpenTTD: -Fix
05:08:09  <CIA-1> OpenTTD: Remove the unused remnants of {bus,truck}_stop_status_obsolete
05:08:09  <CIA-1> OpenTTD: (though I wonder a bit why this information doesn't get converted on load *shrug*)
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05:27:38  <Eddi|zuHause4> ln-: sorry, some keystrokes must have ended up in the wrong window
05:27:52  <Eddi|zuHause4> (in this case a space and return)
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06:25:50  <CIA-1> OpenTTD: tron * r8477 /trunk/src/ (oldloader.cpp openttd.cpp station.h station_cmd.cpp):
06:25:50  <CIA-1> OpenTTD: -Fix
06:25:50  <CIA-1> OpenTTD: -Codechange: Remove the unnecessary attributes Station::{bus,lorry}_tile_obsolete by replacing them with a scan of the map for existing road stops when loading old savegames
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08:00:33  <Wolf01> morning
08:02:45  <peter1138> yessir
08:11:32  <Maedhros> good morning
08:11:47  <caladan> morning
08:14:59  <Eddi|zuHause4> *yawn*
08:15:49  <caladan> I slept only for 6 hours :/
08:16:10  <Eddi|zuHause4> i didn't
08:16:23  <Eddi|zuHause4> i honestly tried
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09:10:48  <Darkvater> morning
09:12:43  <peter1138> yes
09:16:56  <Darkvater> strange anwser :)
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09:17:56  <Wolf01> yeah, my server is broken -.-
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09:33:04  <Wolf01> wtf? the firewall noticed an attack to the server from the router and blocked it for 2 minutes
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09:38:29  <Darkvater> 10:11 <Darkvater> holy crap
09:38:29  <Darkvater> 10:11 <Darkvater> you were awake at 5am? :O
09:38:40  <Darkvater> eek :O
09:38:42  <Darkvater> bad pasta
09:39:03  <Tron_> 0431
09:39:27  <Darkvater> Tron_: brr
09:39:31  <peter1138> pasta?
09:39:33  <peter1138> oh
09:39:34  <peter1138> paste
09:39:55  <Tron_> mmhhh... pasta
09:40:47  <caladan> im hungry too...
09:40:52  <Darkvater> toothpaste
09:41:02  <caladan> naaah, that aint edible :P
09:41:15  <Tron_> toothpasta?
09:41:40  <Darkvater> I smear it on my bread
09:42:35  <blathijs> "smear" ?
09:43:14  <Darkvater> campaign
09:43:22  <Darkvater> blathijs: so what about freetype support in the debs?
09:43:28  <Darkvater> did you compile it in or not?
09:44:31  <blathijs> not sure, haven't looked yet
09:44:34  <blathijs> I suppose I forgot
09:44:54  <Darkvater> can you look? :)
09:44:54  <Tron_> hm, removing the garbage should've reduced the size of struct Station by whopping 12 bytes
09:45:04  <Darkvater> but it didn't?
09:45:24  <Tron_> it did
09:45:41  <Tron_> it's still 344 bytes large, though (x86)
09:45:51  <Darkvater> the 'hm' and 'should've' were not entirely convincing
09:46:37  <Tron_> there's still much unecessary stuff around
09:47:07  <Tron_> if i'm not mistaken the bounding box of vehicles gets saved twice for special and disaster vehicles
09:48:20  <Darkvater> they are special *g*
09:48:22  * Darkvater hides
09:48:45  <peter1138> GoodsEntry is fairly large itself
09:48:57  <peter1138> and there're 12 of them in Station
09:49:54  <peter1138> some shuffling should reduce that size a bit
09:50:18  <peter1138> 20 bytes on my machine
09:50:37  <peter1138> hmm
09:50:40  <peter1138> ok, it won't
09:50:46  <peter1138> it stores 17 bytes, so...
09:50:56  <peter1138> might do for 64 bit machines though
09:55:50  <Tron_> well, size wasn't the primary concern
09:56:08  <Tron_> i just wanted to remove cruft
09:58:30  <Darkvater> << another convert? *D
10:00:21  <Darkvater> << hmm has "Can flood land by placing buoys on canals
10:00:34  <Darkvater> " been committed by celestar already or not?
10:00:36  <Darkvater> can't quite remember
10:04:59  * peter1138 kicks ci...
10:05:01  <peter1138> ah, not here
10:05:20  <Darkvater> ci?
10:05:25  <Darkvater> cilestar :P
10:05:32  <Tron_> just not in this channel
10:05:44  <peter1138> cia-1
10:05:46  <peter1138> or 2
10:05:48  <peter1138> or... yeah
10:05:54  <Darkvater> ah
10:05:57  <Darkvater> !openttd commit
10:06:01  <_42_> Commit by KUDr :: r8480 /trunk/src/lang/slovenian.txt (2007-01-31 09:54:35 UTC)
10:06:02  <_42_> -Fix [lang]: Error caused by missing case
10:06:30  <Darkvater> why does WT always screw up languages?
10:06:47  <Darkvater> doesn't it have some type of internal integrity check before committing/accepting changes?
10:06:55  <Darkvater> MiHaMiX: doesn't it have some type of internal integrity check before committing/accepting changes?
10:07:54  <Tron_> KUDr: i'm not sure if this change is correct
10:08:03  <Tron_> nothing uses this "3sk" case
10:08:09  <Tron_> just one string is defined with it
10:08:34  <KUDr_wrk> Tron_: you are probably right but at least it doesn't produce "Fatal error"
10:08:48  <Tron_> this approach is wrong
10:09:02  <Rubidium> the 'problem' here was that the cases were changed and that WT2 did not check whether the removed cases were actually removed from all strings
10:09:11  <Tron_> it's better if it's broken than something being hidden
10:09:25  <Rubidium> ok, it might be wise to run strgen over all files before committing it though
10:09:53  <Tron_> the slovenian users won't die of some terminal illness if their language isn't supported for a day
10:10:56  <KUDr_wrk> they also won't die if one word has improper case for a while