Config
Log for #openttd on 9th February 2007:
Times are UTC Toggle Colours
00:00:06  <Sacro> but i have west ^ and north \/
00:00:09  <Rubidium> no, one the ceiling ofcourse, much easier to read it from your bed that way :)
00:00:15  <Rubidium> s/one/on/
00:00:30  <Eddi|zuHause2> no, if you have it on a desk, you usually have ^ up, \/ down
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00:01:10  <Eddi|zuHause2> · east, x west
00:01:16  <Sacro> :o
00:01:36  <Eddi|zuHause2> (that is the official notation)
00:02:02  <Eddi|zuHause2> x if the arrow is going away from you
00:02:10  <Eddi|zuHause2> · if it is coming towards you
00:02:16  <Digitalfox> Could you people help with this topic.. http://www.tt-forums.net/viewtopic.php?t=30349
00:02:19  <Sacro> i know :p
00:02:22  <Digitalfox> Thanks :)
00:02:23  <Sacro> im noy dupid
00:02:27  <Sacro> though i cant type
00:02:42  <Eddi|zuHause2> i will not accept that statement unproven...
00:02:44  <Digitalfox> It's about the "Official release" and "Full Release"
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00:31:05  <KeeperOfTheSoul> interesting, is there a particular problem with two stations having the same name?
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00:33:37  <Rubidium> KeeperOfTheSoul: it would show up multiple times in the station list
00:33:45  <Rubidium> but technically it shouldn't matter
00:34:07  <KeeperOfTheSoul> that's what I thought, since I found a way to get duplicate names
00:34:43  <Rubidium> those aren't duplicate to OpenTTD though :)
00:34:47  <KeeperOfTheSoul> heh
00:34:59  <KeeperOfTheSoul> they look the same to the user :)
00:35:12  <Rubidium> assuming you 'renamed' the station in-game ofcourse
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08:58:32  <CIA-1> OpenTTD: celestar * r8648 /trunk/os/ (linux/ mandrake/ suse/ suse/openttd.spec): -Codechange: Renamed os/linux to os/mandrake because that's what is is about. Added another spec file for suse (early version) which will be used to create rpms
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09:30:05  * Tobin waves
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10:01:27  <Wolf01> hi!
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10:03:43  <Desolator> OTTD crashed
10:03:44  <Desolator> http://www.tt-forums.net/viewtopic.php?p=551920
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10:09:32  <ThePizzaKing> Wait, a bog?
10:10:33  <Smoovious> what's a bog?
10:11:10  <Rubidium> Smoovious: a poorly drained usually acid area rich in accumulated plant material, frequently surrounding a body of open water, and having a characteristic flora (as of sedges, heaths, and sphagnum)
10:11:19  <ThePizzaKing> I don't know, but there's on in autoreplace (according to that link)
10:11:35  <ThePizzaKing> s/on/one
10:12:04  * Rubidium wonders why one would autoreplace ships in a bog though :)
10:12:25  <ThePizzaKing> a good question
10:13:31  <Smoovious> wierd...
10:13:46  <Smoovious> next thing he'll be trying to say his computer is being infested with insects
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10:52:30  <CIA-1> OpenTTD: rubidium * r8649 /branches/0.5/ (31 files in 2 dirs): [0.5] -Fix (8630): accidentally removed strings that were still in use for by 0.5 and forgot to add new languages to langs*.vcproj.
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11:04:35  <tokai> when i u click "search servers" in LAN mode there is a stray dbg message in RC5. maybe should be fixed.
11:05:22  <Rubidium> what kind of debug message?
11:07:33  <Rubidium> ah, I see; that one has been there for ages
11:08:56  <tokai> seems it confuses some morphos players:)
11:09:12  <tokai> on morphos it opens an extra window for stdout/err in that case:)
11:10:00  <Rubidium> ah, ok
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11:13:07  <CIA-1> OpenTTD: rubidium * r8650 /branches/0.5/network_udp.c: [0.5] -Fix: 'Searching Server' is not worthy of debug level 0, as this opens an extra window on MorphOS for no reason.
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11:14:42  <tokai> Rubidium: thx:)
11:15:10  <boekabart> rubidium: so is that fix going into RC6? :)
11:15:25  <tokai> 0.5.0 final is next i heard:)
11:15:43  <Rubidium> tokai: I said 'hopefully' :)
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11:17:13  <Eddi|zuHause3> and that change does not apply to trunk?
11:17:53  <Rubidium> no, as it isn't level 0 in trunk anymore, probably changed during some refactoring
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11:48:55  <Brianetta> tokai: Any release candidate hopes to be final, but each remains only a candidate.  The release of 0.5.0 will be the last release candidate, unchanged except for the version number.
11:49:41  <Brianetta> So, either RC5 will become the release, or a later one will.  If RC5 has bugs, there will be an RC6.
11:51:25  <Eddi|zuHause3> tagging 0.5.0 just means "we're tired of this, the next RC will be called 0.5.1"
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12:05:58  <tokai> Brianetta: ah.. good to know. I'm not so much in this unix versions scheme thingy. on amigaos your program just has a version and a revision. if you find a bug you bump the revision: 1.0 1.1 1.2 ... 1.12 1.13 etc. :) if its contains majore new things you bump the version and revision resets to zero.
12:06:25  <Brianetta> That's how Linux stuff works
12:06:31  <Brianetta> with the exception of a stable release
12:06:37  <tokai> but it has 4 levels:)
12:06:43  <tokai> crazy:)
12:06:49  <Brianetta> Stable releases are intended to be free from all but the most minor bugs
12:07:10  <Brianetta> Version 1.0 is traditionally the first feature-complete release
12:07:54  <Brianetta> 0.5 is a stable release, and after it's released, any amendments will be 0.5.1, 0.5.2... 0.5.138 ... etc
12:08:01  <Brianetta> but they will have the same feature set
12:08:45  <Brianetta> My own project, autopilot, has version numbers as you describe
12:08:50  <tokai> Brianetta: but what difference does it make to just bump the build instead releasing release candidates? ppl will just use latest version anyway usually
12:09:04  <Brianetta> It's a matter of pride
12:09:11  <Brianetta> The release candidates aren't "versions"
12:09:18  <Brianetta> they're candidates to be that version
12:09:30  <Rubidium> tokai: about 50% of the servers is still 0.4.8
12:09:30  <tokai> ah.. so unix programmers are chickens:) I see:P
12:09:35  <Brianetta> no
12:09:41  <Brianetta> actual development is continuing in parallel
12:09:56  <roboboy> I read that as Brianettum
12:09:58  <Brianetta> the trunk revision is more advanced, with more features
12:10:18  <Brianetta> and nightly build of trunk are available
12:10:36  <Brianetta> but 0.5 will be free of obvious bugs
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12:10:57  <Rubidium> look for example at samba; it has 3.x.y for it's current stable stuff, but they are already working (for quite some time on) 4.0.0, which will be a completely different architecture.
12:11:23  <Brianetta> Or the Linux kernel itself
12:11:28  <Rubidium> and the 3.x.y version is still being developed too, i.e. the x is incremented sometimes
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12:14:23  <roboboy> gnight
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14:08:20  <Wolf01> bbl
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14:13:07  <Belugas> Tron : Ping
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14:27:03  <HMage> omg - http://media.www.studentprintz.com/media/storage/paper974/news/2007/01/23/Opinion/Scientists.Cure.Cancer.But.No.One.Takes.Notice-2667600.shtml
14:27:26  <Brianetta> http://petitions.pm.gov.uk/maglev/
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16:02:11  <ln-> Bjarni: http://www.iltasanomat.fi/uutiset/ulkomaat/uutinen.asp?id=1315468
16:03:27  <Bjarni> oh, so that's what it looks like
16:03:39  <Bjarni> I heard it on the radio and thought "wtf"
16:04:24  <Eddi|zuHause> and i look at this and say "wtf"... so what is the difference?
16:10:34  *** Osai [~Osai@pD9EB43DA.dip.t-dialin.net] has joined #openttd
16:10:47  <Bjarni> the difference is that some Swedes have complained about that video
16:11:09  <Bjarni> 1: they talked about a Danish video that 7 million people have seen (but not me)
16:11:32  *** YOYO [~YOYO@ip51cc9a76.speed.planet.nl] has joined #openttd
16:11:35  <Bjarni> 2: some Swedes have complained about a movie recorded in Denmark and is on a Danish homepage
16:11:40  <YOYO> Hello
16:11:56  <Bjarni> 3: I don't get that video based on what they said about it
16:11:56  <YOYO> im looking for Brainetta :) is he here?
16:12:01  <Brianetta> No
16:12:02  <Brianetta> I'm not here
16:12:07  <Brianetta> I'm over there -->
16:12:11  <Brianetta> next channel
16:12:11  <YOYO> can i speak you in private plz :)
16:12:18  *** Brianetta was kicked from #openttd by Bjarni [now he isn't here]
16:12:20  <Bjarni> :P
16:12:24  <YOYO> :P
16:12:25  <YOYO> lol
16:12:29  *** Brianetta [~brian@82-39-52-234.cable.ubr03.benw.blueyonder.co.uk] has joined #openttd
16:12:31  <Brianetta> )-:
16:12:37  * Brianetta flicks bogeys at Bjarni
16:12:53  <Eddi|zuHause> i have never seen so much op abuse in my life
16:13:05  <Brianetta> YOYO: In channel's fine
16:13:09  <YOYO> ok
16:13:24  <YOYO> you know i posted about an IP thats sending packages?
16:13:30  <Brianetta> Yes, you did
16:13:38  <YOYO> well i tracked it
16:13:41  <YOYO> and this is the source
16:13:42  <Brianetta> Well done (:
16:13:52  <YOYO> hostname sarah.ppcis.org
16:13:58  <Brianetta> Interesting
16:14:07  <YOYO> idd
16:14:33  <Eddi|zuHause> so this is like "i get hacked by someone at 'localhost'"?
16:14:36  <Brianetta> The only UDP packets my server is sending on that port are to the master server, and packet type 1 to servers
16:14:44  <YOYO> hmmm
16:14:46  <Brianetta> with that CGI based thing
16:15:01  <YOYO> its sending through verious ports
16:15:02  <Brianetta> You probably use my little graphic in your forum signatures?
16:15:07  <YOYO> last port is 1896
16:15:12  <Brianetta> The source port will change, yes
16:15:17  <YOYO> indeed
16:15:28  <Brianetta> but only one packet type is ever sent
16:15:37  <YOYO> hmmm
16:15:50  <Brianetta> Of course, you're free to look at the source
16:16:00  <YOYO> the consoles on both servers are almost full with the report: Recieved invalid packet type 173
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16:16:41  <YOYO> hmm any idea why it keeps spamming my pc?
16:16:45  <Brianetta> http://ppcis.org/standard/banner/banner.tcl
16:17:30  <Brianetta> puts $server_socket [binary format sc 3 0]
16:17:35  <Brianetta> That's the only thing it sends
16:17:51  <Brianetta> Three bytes
16:18:03  <Brianetta> 00, 03, 00
16:18:15  <Brianetta> a 16 bit int and a char
16:18:15  <YOYO> hmmm dont believe its the banner cause i get the messages since i started the server today
16:18:19  <Rubidium> and none of the bytes will ever be 173, even when the bits are send in the reverse order
16:18:27  <YOYO> and i have the banner for more then 3 weeks now
16:18:41  <Brianetta> Give me a minute
16:18:44  <YOYO> k
16:18:47  <Brianetta> I'm going to log on as root
16:18:54  <Brianetta> and make sure there's nothing od running
16:18:55  <YOYO> we landed around port 1900
16:19:18  <YOYO> k ty :)
16:21:12  <CIA-1> OpenTTD: rubidium * r8651 /trunk/src/ (town.h town_map.h): -Codechange: group the functions related to getting and setting the town index and move one function that is not related to the map array out of town_map.h.
16:22:55  <Brianetta> YOYO: Which port?
16:23:01  *** valhallasw [~valhallas@a62-251-30-68.adsl.xs4all.nl] has quit [Ping timeout: 480 seconds]
16:23:01  <YOYO> last port 1920
16:23:09  <Brianetta> :1848 is closest
16:23:17  <Brianetta> and that's a listener
16:23:21  <YOYO> :S
16:23:27  <Brianetta> and it's an openttd server
16:23:42  <YOYO> last ports in console: 1909 to 1920
16:24:17  <YOYO> 1921 3 times now
16:24:42  <Brianetta> OK, I have the sniffer going
16:25:01  <Brianetta> | UDP (105 bytes) from 84.163.104.50:3979 to 87.117.209.194:1924 on eth0       |
16:25:07  <YOYO> port 1924 on the moment
16:26:00  <YOYO> not my IP btw
16:26:02  <Brianetta> Invalid or not, your server responded with a 105 byte packet
16:26:07  <Brianetta> not yours
16:26:15  <Brianetta> right
16:26:15  <YOYO> nope not my IP
16:26:24  <YOYO> mine according to Master server
16:26:26  <YOYO> 81.204.154.118
16:26:39  <Brianetta> | UDP (113 bytes) from 81.204.154.118:3978 to 87.117.209.194:1926 on eth0      |
16:26:44  <Brianetta> Again, your'e responding
16:26:56  <Brianetta> It looks like legitimate OpenTTD traffic from here
16:26:59  <YOYO> thats mine
16:27:04  <YOYO> but the first isnt
16:27:30  <YOYO> hmm what can create that link?
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16:27:45  <Brianetta> My graphic CGI or a player
16:27:50  <Brianetta> since there are no players on my server
16:27:53  <Brianetta> it's the CGI
16:28:02  <Desolator> did any developer see my bug report?
16:28:05  <YOYO> hmmm
16:28:17  <YOYO> strange never hade it before untill this morning
16:28:33  <Brianetta> Nothing changed
16:28:35  <YOYO> both my RC 5 and RC3 picked up that report
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16:29:00  <Brianetta> Can you try to capture the packet you receive?
16:29:05  <YOYO> how?
16:29:12  <YOYO> not that good in networks :)
16:29:17  <Brianetta> use a sniffer program
16:29:49  <YOYO> i will search
16:29:58  <Brianetta> wait a second
16:30:05  <YOYO> can i run such computer on any PC in the network or does it have to be the server it self?
16:30:08  <YOYO> k
16:31:02  <Brianetta> http://ppcis.org/standard/udp_info.cgi?ip=81.204.154.118&port=3978
16:31:04  <Brianetta> http://ppcis.org/standard/udp_info.cgi?ip=81.204.154.118&port=3979
16:31:21  <Brianetta> Refresh those URLs and see if they generate your warning
16:32:18  <YOYO> k lemme see
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16:35:01  <YOYO> hmm Server 2 seems to respond on it indeed
16:35:35  <Brianetta> Well, we know the cause
16:35:43  <Brianetta> My Tcl script confuses the server a little
16:35:55  <Brianetta> but it gets a response, because the page is populated with those data
16:35:58  <YOYO> seems yes :)
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16:36:24  <YOYO> lemme see what happends if i restart the empty server
16:36:57  <YOYO> ok should be out now
16:37:00  <YOYO> and restarting
16:37:21  <Brianetta> http://ppcis.org/standard/screenshot.png
16:37:22  <Brianetta> sweet
16:38:05  <Rubidium> a screenshot of a part of a station?
16:38:39  <YOYO> hmmm didnt help
16:38:56  <YOYO> Server 2 again recieves an invallid packet type 173
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16:44:19  <YOYO> port 2339
16:46:49  <Rubidium> Brianetta: does it send the type 173 (if you check it with the sniffer)?
16:47:22  <Brianetta> Rubidium: I don't believe so, but I don't have a very good network monitor on there
16:48:40  <YOYO> should i run a sniffer?
16:49:12  <Brianetta> If you like
16:49:32  <YOYO> can it run on any PC on the network or does it have to run on the server it self?
16:49:52  <Brianetta> It's easiest to run it on the server
16:51:47  <YOYO> k hold on
16:53:26  <YOYO> hmmm
16:53:30  <YOYO> where to look for?
16:53:49  * Brianetta is attempting to compile snort
16:55:24  * Belugas attemps to snore while compiling
16:55:43  <YOYO> lol
16:55:56  <YOYO> strange the Sniffer doenst get youre IP adress :s
16:56:50  <Brianetta> Does it give any ip address?
16:57:11  <YOYO> yeah my internal and 88.196.137.84
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16:57:22  <YOYO> last could be the player on my server
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16:57:33  <Brianetta> Well, refresh those URLs I gave you
16:57:39  <Brianetta> That'll send the packets to you
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17:00:04  <Brianetta> Well, snort failed
17:00:09  <Brianetta> not that I know how to use it
17:00:31  <YOYO> as far as i can see the renewall of the pages doenst allert the sniffer
17:00:45  <Brianetta> You should see something
17:00:47  <YOYO> only IP's are the intern and that outside one
17:00:56  <Brianetta> Remember, it's UDP
17:01:01  <Brianetta> so you won't see a connection
17:01:06  <Brianetta> UDP is single packets only
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17:02:34  <YOYO> ah gotcha
17:02:45  <YOYO> yep youre IP is in there
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17:04:36  <Brianetta> OK, I'm a-sniffing
17:05:38  <Brianetta> unalocated.leighctc.kent.sch.uk.3981
17:05:49  <Brianetta> I wonder if that school knows they're running a server...
17:06:01  <YOYO> lol
17:07:20  <YOYO> lot of UDP's are passing
17:07:52  <YOYO> hmmm whats this
17:08:26  <YOYO> Source 192.168.2.1
17:08:31  <YOYO> aint that an internal ip?
17:08:37  <Brianetta> yes
17:08:39  <Rubidium> looks like it
17:08:40  <YOYO> if so it isnt my network range
17:08:48  *** Eddi|zuHause [~johekr@p54B77FE6.dip.t-dialin.net] has quit [Ping timeout: 480 seconds]
17:08:55  <Brianetta> It's between you and the internet, then
17:08:58  <YOYO> mine is ranging around the 10.0.0.***
17:09:07  <Brianetta> Might even be on the other side of your router, but within your ISP
17:09:19  *** GoneWacko [~gonewacko@h157014.upc-h.chello.nl] has quit [Ping timeout: 480 seconds]
17:09:20  <YOYO> hmmm port 1900
17:09:36  <Brianetta> OK
17:09:42  <YOYO> Destination IP 239.255.255.250
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17:13:42  <YOYO> hmm youre request comes in at the regular gaming ports
17:13:51  <Brianetta> yes
17:13:53  <YOYO> but seems to leave at a different one
17:13:56  <Brianetta> yes
17:14:40  <Brianetta> origin port doesn't matter an awful lot
17:14:50  <Brianetta> but replies must go to it
17:15:02  <YOYO> hmm any idea why my server is acting like this?
17:15:19  <Brianetta> 17:15:15.336460 IP sarah.ppcis.org.2676 > ip51cc9a76.speed.planet.nl.3978: UDP, length: 3 0x0000:  4500 001f 0000 4000 4011 2554 5775 d1c2  E.....@.@.%TWu.. 0x0010:  51cc 9a76 0a74 0f8a 000b cd5f 0300 00    Q..v.t....._...
17:15:25  <Brianetta> That's a packet I sent you
17:15:33  <Brianetta> The last three bytes are the content
17:15:39  <Brianetta> the rest is headers, etc
17:15:52  <Brianetta> 0300 00
17:15:56  <Brianetta> That's normal
17:15:58  <Brianetta> but this:
17:16:05  <Brianetta> 17:15:42.656063 IP sarah.ppcis.org.2677 > ip51cc9a76.speed.planet.nl.3978: UDP, length: 1 0x0000:  4500 001d 0000 4000 4011 2556 5775 d1c2  E.....@.@.%VWu.. 0x0010:  51cc 9a76 0a75 0f8a 0009 c662 0a         Q..v.u.....b.
17:16:10  <Brianetta> 0a
17:16:12  <Brianetta> length 1
17:16:19  <Brianetta> I've no idea
17:16:32  <YOYO> hmmm see the 0300 00 bit here
17:17:24  <YOYO> but that last one not on the moment
17:17:40  <Brianetta> That last one isn't a valid openttd packet
17:17:50  <Brianetta> a valid one has at least two bytes
17:17:50  <YOYO> hmmm
17:17:58  <Brianetta> and if it only has two bytes, it has no content
17:18:11  <Brianetta> so three bytes is really the minimum
17:18:17  <Brianetta> a one-byte packet is meaningles
17:18:20  <YOYO> so my Server is handeling youre request on a wron way?
17:18:24  <Brianetta> no
17:18:33  <Brianetta> I don't know where that other packet is coming from
17:18:39  <YOYO> hmmm
17:18:46  <YOYO> not from me or is it?
17:19:09  <Brianetta> It's to you
17:19:19  <YOYO> hmmm
17:19:57  <Brianetta> Every single one sends it
17:20:00  <Brianetta> aha
17:20:07  <Brianetta> I think I have it
17:20:19  <YOYO> ah :)
17:20:20  <Brianetta> 0a
17:20:26  <Brianetta> it's so damned obvious
17:20:28  <Brianetta> it's a newline
17:20:40  <YOYO> uhh maybe for you but doenst say much to me :)
17:20:48  <Brianetta> It's ascii 10
17:21:04  <YOYO> a web lang?
17:21:07  <Brianetta> Ctrl-J
17:21:14  <Brianetta> Carriage return
17:21:26  <YOYO> is that for me?
17:21:34  <Brianetta> It shouldn't be being snet
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17:22:04  <YOYO> hmmm
17:22:59  <Brianetta> ok
17:23:08  <Brianetta> There
17:23:09  <Brianetta> All fixed
17:23:23  <Brianetta> Man I'm a lame-ass
17:23:34  <YOYO> yeah :)
17:23:40  <Brianetta> oy
17:23:47  <YOYO> see the sniffer react but the server console stays empty
17:23:47  <Brianetta> you can't agree unless you know what happened (:
17:24:01  <YOYO> :P
17:24:26  <Brianetta> Is that you refreshing?
17:24:28  <YOYO> well its gone ty Branetta :)
17:24:35  <YOYO> yeah a few times
17:24:39  <Brianetta> OK (:
17:24:46  <YOYO> but the console stays clear now :)
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17:25:11  <Brianetta> Tash
17:25:14  <Brianetta> very brief
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17:28:18  <Brianetta> Rubidium: Sorted.  I forgot to supress the newline on Tcl's puts function, when writing the packet to the socket.  This resulted in a second packet with only a newline in it.  I imagine the 173 came from junk, as OpenTTD read past that single byte.  Is there an overflow exploit risk, do you think?
17:30:25  <YOYO> oww Brianetta you dont have to answer the PM now :P
17:30:37  <Brianetta> YOYO: Yeah, I figured that out (:
17:30:42  <YOYO> :)
17:30:49  <Brianetta> In any case, I wouldn't have known
17:30:55  <Brianetta> because I don't use Windows
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17:31:04  <YOYO> wel would probally never noticed :)
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17:33:20  <YOYO> k having dinner cya and ty again brianetta
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17:40:48  <Wolf01> ciao!
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17:43:17  <stillunknown_> So, what's new?
17:43:46  <Brianetta> Just a new RC
17:44:50  <Rubidium> Brianetta: there is no overflow exploit risk, it will read a maximum amount of data per packet and the packetsize will always be truncated to the packetsize
17:45:34  *** bubersson [~bubersson@mnisek.casablanca.cz] has joined #openttd
17:46:19  <bubersson> Is this sea-level road a bug or a feature?? http://img253.imageshack.us/img253/9240/bug06fw0.png
17:47:21  *** McHawk_away is now known as McHawk
17:47:35  <McHawk> rehi
17:48:15  <Eddi|zuHause> bubersson: it's sea level canals, that is a feature
17:49:14  <bubersson> Eddi|zuHause: ok, because i do like like it ;)
17:51:49  <bubersson> it screenshoted from new miniIN http://nightly.openttd.org/MiniIN/files/ (I know.. a little advert, but someone may not notice bout miniIN RC5)
17:54:00  <Rubidium> bubersson: feature
17:54:40  <Rubidium> though it is also in all RCs for 0.5.0
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18:01:58  <CIA-1> OpenTTD: rubidium * r8652 /branches/newhouses/docs/Howto_compile_lng_files_from_CLI.txt: [NewHouses] -Fix (7730): a file was not removed (moved properly) during the sync.
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18:04:18  <Desolator> hello!
18:04:23  <Desolator> any developers online?
18:07:03  <Rubidium> I'm not going to debug savegames with any users custom builds.
18:07:19  <CIA-1> OpenTTD: rubidium * r8653 /branches/newhouses/src/ (newgrf.cpp town_cmd.cpp town_map.h): [NewHouses] -Cleanup: @result -> @return, comment style, spaces before function definitions.
18:12:19  <Wolf01> have somebody set up an svn server under windows without apache?
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18:18:40  <Ailure> I think I got a classmate addicted to openTTD
18:18:53  <Ailure> I probably spent more time helping him with some advanced features
18:18:57  <Ailure> than on the lecture itself
18:19:10  <Ailure> (we were not doing anything anyway, just setting up some UML thing in netbeans)
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18:41:45  <Belugas> hello peter1138
18:42:03  <Belugas> welcome among the addicted :)
18:42:11  <peter1138> hullo
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18:43:50  <KD19> hello there
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18:44:14  <KD19> Why is there no replays feature?
18:44:18  <KD19> That adds so much to a multiplayer game!
18:44:28  <KD19> (forgive me if it's there or and I missed it)
18:44:30  <peter1138> who what?
18:44:39  <peter1138> what is a 'replays' feature?
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18:44:48  <KD19> well
18:44:54  <KD19> you load it and it plays
18:44:56  <KD19> for you
18:45:00  <KD19> the game
18:45:10  <KD19> at x1 x2 x4 x8 x16 etc speeds
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18:45:19  <KD19> then you can show games you played to your friends
18:46:46  <Ailure> hmmm
18:46:51  <Ailure> seeing how openTTD multiplayer works
18:46:51  <peter1138> doesn't seem very useful to me
18:46:57  <Ailure> that actually a quite possible feature
18:47:07  <KD19> Of course it's possible
18:47:16  <Ailure> Infact, that's how emulators do it
18:47:28  <KD19> in it's most basic form it's as simple as recording initial state and recording all network traffic
18:47:31  <Ailure> I mean, the way openTTD does multiplayer
18:47:35  <Ailure> reminds me how most emulators do it
18:47:38  <Ailure> over the internet
18:47:41  <KD19> ah : )
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18:47:55  <Ailure> and it's also the same way some emulators records movies
18:47:57  <Ailure> such as zsnes
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18:48:11  <KD19> I know nothing yet of OpenTTD internals
18:48:18  <KD19> just remember playing the real thing long time ago
18:48:20  <Ailure> I would actually think it's fun to see a game being replayed from start to end
18:48:22  <KD19> somebody said it now had multiplayer
18:48:28  <KD19> yeah! : D
18:48:39  <KD19> I think basically you just keep a list of actions
18:48:44  <KD19> same things you send of the network
18:48:49  <Ailure> well
18:49:03  <Ailure> it just need to record
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18:49:06  <Ailure> what actions happens on what frames
18:49:13  <KD19> ya
18:49:17  <KD19> that's how a lot of games do it
18:49:19  <Ailure> That's what multiplayer works infact
18:49:22  <KD19> and record the chat
18:50:04  <Ailure> heh that's easy
18:50:12  <KD19> ^^
18:50:23  <Ailure> I think Brianetta does that on his servers even
18:50:33  <KD19> ah
18:50:42  <KD19> record it in the replay file
18:50:43  <KD19> ^^
18:50:46  <KD19> with proper frames
18:50:48  <KD19> so chat plays back too
18:51:04  <Ailure> unfortuantly I only know how it would be done theortically :P
18:51:09  <KD19> It's good way to prevent abuse too
18:51:16  <KD19> ah
18:51:17  <KD19> then
18:51:25  <KD19> you're already halfway there
18:51:31  <KD19> : P
18:51:34  <KD19> I'm willing to help but I'm completely new to opentdd internals
18:51:56  <KD19> maybe you can post it to a mailinglist
18:51:59  <KD19> ; )
18:52:22  <Ailure> Neither do I
18:52:26  <Ailure> I mostly peeked around in the source
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18:53:28  <KD19> It's really funny
18:53:35  <Ailure> I have experienced with both assembly and Java
18:53:39  <Ailure> but not much with C++
18:53:40  <KD19> usually the community builds a replay host somewhere
18:53:47  <KD19> and replays get rated
18:53:49  <KD19> etc
18:53:52  <KD19> the speed-up is essential though
18:53:59  <KD19> hehe
18:54:09  <Ailure> how many frame are a day now?
18:54:25  <Ailure> or what about a year?
18:55:23  <KD19> no clue...
18:55:24  <KD19> : P
18:55:37  <KD19> aren't there any developers here?
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18:55:50  <KD19> Belugas, Bjarni, Darkvater, glx, tokai --- Ping!
18:56:55  <KD19> hehe
18:58:14  <Belugas> pong
18:58:52  <KD19> hey
18:58:55  <KD19> are you a developer?
18:59:07  <Belugas> sometimes, when life permits it yes
18:59:21  <KD19> : (
18:59:23  <KD19> is that often?
18:59:31  <KD19> Is life permitting
18:59:36  <Belugas> since last december, not really ;)
18:59:46  <KD19> aww
18:59:54  <KD19> You got married last december? ; )
18:59:55  <Belugas> but go on, how can i be of help?
19:00:13  <KD19> ah, do you think a replay feature would be a nice addition?
19:00:21  <Belugas> nope
19:00:24  <KD19> I find it odd it hasn't been brought up before! (and implemented)
19:00:28  <KD19> aww
19:00:29  <KD19> why?
19:01:12  <Belugas> too much work to record everything that the user will do, too less gain out of it
19:01:18  <Belugas> in my humble opinion
19:01:25  <KD19> Ah..
19:01:33  <Belugas> egladil started a patch about that a while ago, though
19:01:42  <Belugas> jut don't remember how far he went
19:01:43  <KD19> you only have to hook slightly above the network layer
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19:01:53  <KD19> you're already record everything the user does
19:01:56  <KD19> to sent it over the network ; )
19:01:59  <Belugas> hehe
19:02:03  <KD19> make a local copy + of what you receive
19:02:16  <KD19> And the gain.. I think is enormous
19:02:21  <KD19> usually replay communities form
19:02:32  <Belugas> looks like you've got yourself a very good work assigment :)
19:02:36  <KD19> is egladil stopped working on it?
19:02:39  <KD19> sure
19:02:56  <peter1138> yeah, like doom... where a replay lasts 30 seconds...
19:02:59  <Belugas> i do think that egladil has some real life issues as well as a lot of 32bp to work on
19:03:14  <KD19> peter1138 30 seconds? What do you mean?
19:03:26  <KD19> peter1138 games don't last 30 seconds!!!
19:03:40  <KD19> hmm
19:03:42  <peter1138> anyway, i'm off
19:03:45  <Belugas> game != replay...
19:03:53  *** peter1138 [~peter1138@217.151.109.196] has quit []
19:04:05  <KD19> The point of a replay is to replay the game...
19:04:11  <Brianetta> Ailure: I do what on my server?
19:04:18  <KD19> record chat
19:04:20  <KD19> : )
19:04:31  <Ailure> Or I thought he did
19:04:46  <Brianetta> I could, but I don't
19:04:56  <Brianetta> well, my IRC client could log it, too
19:04:56  <KD19> Brianetta what is your opinion?
19:05:02  <Brianetta> on what?
19:05:09  <Brianetta> All I saw is the line that had my name in
19:05:13  <KD19> Do you think a replay feature would be good?
19:05:25  <KUDr> KD19: the biggest problem with replay is that it works only with exactly the same game version
19:05:33  <KUDr> like MP
19:05:34  <KD19> KUDr ah : )
19:05:39  <Brianetta> Replay
19:05:44  <Belugas> KD19, we do have a lot of stuff on our workload.  If you think it might be usefull, go ahaed and code it if you want.  Nobody's going to stop you.
19:05:45  *** Wolf01|AWAY is now known as Wolf01
19:05:45  <Brianetta> as in, a demo recording?
19:05:52  <KUDr> this is something we can't workaround
19:06:05  <KD19> KUDr I think we can. Let me think about this for a while.
19:06:12  <Ailure> [20:05] <KUDr> KD19: the biggest problem with replay is that it works only with exactly the same game version
19:06:17  <Ailure> That's usually the case with most games
19:06:21  <Ailure> that supports playback
19:06:22  <KD19> KUDr worst case scenario is store version in the replays.
19:06:34  <KUDr> no
19:06:37  <KD19> KUDr (and have seperate playback routines for each version)
19:06:40  <KUDr> it doesn't help
19:06:58  <KD19> ah
19:07:00  <KD19> care to explain?
19:07:09  <KD19> How often is a new version released that breaks the replays?
19:07:10  <KUDr> newer game version have usually different begavior
19:07:30  <KUDr> and you can't make the code compatible with all older versions
19:07:44  <KD19> In another game I keep a patcher around to patch to older versions to watch replays
19:07:46  <KUDr> nighly
19:07:51  <KD19> ah~
19:08:04  <KD19> That would need some work then. Now I see why it hasn't been done yet
19:08:09  <KUDr> any change to any logic would break it
19:08:33  <KUDr> only comments or formal changes don't influence it
19:08:40  <KD19> hmmmm
19:09:04  <KD19> <haven't looked at the code>
19:09:13  <KD19> logic goes through a central engine, right?
19:09:25  <KUDr> every other changes would then need to be conditional
19:09:36  <KUDr> central engine?
19:09:44  <KD19> hmm
19:09:44  <KUDr> there is nothing like that
19:09:47  <KD19> well : )
19:09:52  <KD19> I guess waht I am saying is
19:09:53  <KD19> how large % is
19:09:55  <KD19> logic
19:09:56  <KD19> in the code
19:09:57  <KD19> ?
19:10:04  <KUDr> any change in the code could break the MP compatibility
19:10:14  <Belugas> in every corner available ;)
19:10:14  <KUDr> the same it would be with reply
19:10:29  <Belugas> every section of the code has some kind of logic level
19:10:41  <KUDr> 90% of changes are in the logic
19:11:01  <KD19> hm
19:11:19  <KUDr> simply it is impossible to keep it compatible across versions
19:11:33  <KUDr> the cost would be inacceptable
19:11:51  <KD19> I see
19:11:55  <KUDr> and such replay that is broken every night makes no sense
19:11:55  <KD19> it's not as quick a hack as I thought
19:12:02  <KD19> yeah
19:12:35  <KD19> It's not as easy as I figured
19:12:38  <KD19> I will get aquainted with OpenTDD source and look into it personally.
19:12:53  <Belugas> and deeply...
19:13:19  <KUDr> if you bring some usable idea how to cross this problem, we can do
19:13:34  <KD19> hope so ^^
19:13:40  <KUDr> good
19:14:00  <Belugas> I wonder if the benefits of the feature would outgain the work involvefd
19:14:25  <KUDr> simple replay take not so much work
19:14:34  <KD19> Personally I value a replay feature highly
19:14:39  <KUDr> only the problem is that it would be useless
19:15:15  <KD19> so I will do it myself. Apparently the work involved is large enough that I can't expect anyone else to do it, so I will have to learn the source.
19:15:23  <KD19> I'm positive that we can find a workaround
19:15:42  <KUDr> ok, good luck
19:15:49  <KD19> anyway.. if I fail we are no worse off, right? ; )
19:15:49  <KUDr> and enjoy it
19:15:59  <KUDr> yes
19:16:07  <KUDr> any idear are welcome
19:16:12  <KD19> I don't really have a clue of the full challenge, since I don't know how openttd works
19:16:14  <KUDr> ideas
19:16:21  <KD19> I can give better status once I learn it
19:16:34  <KUDr> good
19:17:22  <KD19> Basic idea what I'm thinking about now (lot of work)
19:17:34  <KD19> is to build another layer between logic and what happens
19:17:47  <KD19> logic -> chooses action -> action gets executed
19:17:51  <KD19> then you can record the actions.
19:18:25  <KD19> That would require a complete rework of design and every new feature would addition would require extra work
19:18:35  <KD19> but perhaps some abstractions can simplify it a bit
19:18:36  <KUDr> this is how it works already (at least in MP)
19:18:40  <KD19> anyway, I don't know the code at all
19:19:14  <KUDr> so the amount of work is not so big
19:19:27  <KD19> ah if that is true, then logic changes only choose a different action, and you can still record the actions.
19:19:37  <KD19> but when you obsolete an action, you can't throw it out
19:19:41  <KD19> : )
19:19:44  <KD19> that's the loss
19:19:52  <KUDr> not in SP, but it is easy to switch
19:20:11  <KD19> hmm
19:20:26  <KUDr> in MP mode all actions are serialized and sent to the server
19:20:39  <KUDr> and server distributes it with the frame number
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19:20:51  <KD19> Then what do you mean all changes in logic break replays?
19:21:04  <KUDr> so all clients can execute it at exactly the same game time
19:21:11  <KUDr> yes
19:21:22  <KD19> how do they break it?
19:21:27  <KUDr> any change in logic changes the timing
19:21:38  <Ailure> they do stuff diffrently?
19:21:41  <KUDr> so train can be at different position and so on
19:21:45  <Ailure> and the game won't be the same on all clients
19:22:14  <KD19> KUDr yeah what I mean is, put actions between that too
19:22:21  <KUDr> all clients must do the same actions at the same time and the rest is on the game logic that must be also the same
19:22:23  <Ailure> reminds me on old Doom replays
19:22:26  <KD19> put a layer in between
19:22:26  <Ailure> if you used the wrong version
19:22:33  <Ailure> the desync could be rather funny after awhile
19:22:50  <KD19> Put an abstraction in between, so that you don't break compatibility across versions
19:22:56  <KD19> at least for playback
19:22:58  <KD19> can be a lot of work in some cases though
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19:23:14  <KUDr> it doesnt help to put another layer there
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19:23:38  <KUDr> this layer will never be so smart to corect the logic differencies
19:23:38  <Ailure> well heh
19:23:43  <Ailure> if a replay feature was ever implented
19:24:00  <KD19> KUDr hmmm
19:24:01  <Rubidium> the replay would be broken after a few revisions
19:24:33  <KUDr> yes, this is what KD19 doesn't want to understand
19:24:34  <Ailure> Or rather, old movie files would be heh
19:24:46  <KD19> well, it's no use if they break overnight
19:24:50  <KD19> we have to find a work-around
19:25:06  <Rubidium> KD19: there is no workaround except not changing the code!
19:25:17  <Ailure> yeah
19:25:19  <KD19> Rubidium there's always a workaround : )
19:25:30  <KUDr> no
19:25:37  <Smoovious> KD19... some things you can't work around
19:25:39  <KUDr> not in this case
19:25:56  <Rubidium> KD19: keeping old routines into infinity is the other one, which is even worse than not changing the code
19:25:58  <Ailure> I woukdn't mind a simple replay feature, but making it work over revisions would require like
19:26:00  <Ailure> 100x more work
19:26:08  <KD19> Rubidium that's worse case : )
19:26:11  <KD19> worst case
19:26:21  <KD19> I'm thinking about solution~
19:26:41  <Rubidium> there is no other solution
19:26:47  <Ailure> I might look into it later as well, but i'm not as optimistic about it. :P
19:27:04  <KD19> other solution is create abstraction layer at low level, but that will grow replay size significantly, and it's a lot of work
19:27:25  <KUDr> KD19: you don't need to understand the OpenTTD code to see that it is impossible
19:27:42  <Ailure> Anyway, going for a bit
19:27:49  <Ailure> gonna get some CD-r's
19:27:53  <Rubidium> KD19: oh, you want to make replay as incremental diffs of savegames?
19:28:04  <KD19> hm
19:28:13  <KD19> no~
19:28:22  <KD19> well depends on how savegames work : P
19:28:25  <KD19> I don't think so
19:28:51  <Rubidium> there is no level between sequential commands and sequential (diffs between) savegames
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19:30:10  <KD19> this is a challenge, yes.
19:30:16  <KD19> I was very wrong in assuming quick hack
19:31:03  <Rubidium> sequential commands will work perfectly if you replay with exactly the same version
19:31:10  <KD19> yeah
19:31:17  <KD19> but if it breaks overnight it's no use
19:31:55  <KD19> even if people only upgrade between releases, it would be nice to be compatible with old versions
19:34:57  <KUDr> then whole game (all procedures) would need to be there several times
19:35:10  <KUDr> and linked dynamically together
19:35:24  <KD19> KUDr that's the worst case solution
19:35:28  <KD19> it's still possible
19:35:34  <KD19> by using a plugin system
19:35:35  <KD19> and keeping around the old plugins
19:35:38  <KD19> they're not that big
19:35:42  <KUDr> something like that game containing whole SVN history and compiler
19:35:49  <KD19> but.. it's not an elegant solution
19:36:00  <KUDr> it is even not possible
19:36:22  <KUDr> the game would occupy 100GB on your HDD
19:36:22  <KD19> Basically, you could put an interpreter that takes really basic commands, then have a compiler translate the higher level actions to the lower-level commands. This engine wouldn't have to change often, and the logic would only have to emit different low-level commands.
19:36:41  <Rubidium> the nicer solution would be to let the user download the older version to replay a specific replay
19:36:50  <KUDr> yes
19:37:05  <KUDr> do old game replays with old binaries
19:37:13  <Rubidium> KD19: 'really basic command' translates into saving the diffs between savegames between frames
19:37:15  <KD19> Rubidium.. yes that's what I mean. You put the engine in plugins, and when it's an old replay, he downloads the plugin for an old engine (perhaps temporarily)
19:38:47  <KD19> Rubidium really? Aren't you exaggerating a bit : (
19:39:19  <KD19> For example, flash translates higher level commands into lower level commands, and it's still quite powerful. Flash games can have their logic changed, and flash version changes only rarely.
19:39:20  <Rubidium> no, as a command is translated directly to changes in the savegame
19:39:24  <KD19> Still, it can make very diverse games with powerful logic
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19:41:37  <Rubidium> KD19: those 'lower level commands' would translate to changes to internal structures in OpenTTD.
19:42:24  <KD19> hm
19:44:16  <KUDr> yes, this can work
19:44:24  <KUDr> but would be much more work
19:44:32  <Desolator> has anyone seen my bug report?>
19:44:39  <KUDr> than just catch and save commands
19:44:45  <Desolator> http://bugs.openttd.org/task/604
19:45:20  <KD19> yeah
19:46:34  <KUDr> then it would be good to implement it together with 'undo' commands
19:46:52  <KUDr> as most of the code would be the same for both
19:46:55  * Desolator waits
19:47:06  <KUDr> Desolator: ask Bjarni
19:47:11  <KUDr> it is his part
19:47:44  <Desolator> sent him a query
19:49:07  <KUDr> then you can continue waiting i guess :)
19:51:01  <Desolator> I'm currently talking with him
19:51:08  <KUDr> good
19:51:46  *** XeryusTC [~irc@217.123.58.238] has joined #openttd
19:52:05  <KUDr> hi XeryusTC
19:52:11  <Desolator> Not usre what it might be, all I can say is that YAPF & NPF make the game slows down when I have shis
19:52:13  <Desolator> *ships
19:52:14  <KUDr> how is TE going?
19:52:25  <XeryusTC> KUDr: it is not being worked on by me atm
19:52:31  <XeryusTC> i was working at TRoS though :P
19:52:53  <KUDr> hmm 'TRoS' ?
19:53:06  <XeryusTC> The Realms of Sawan, TE's engine
19:53:09  <Desolator> BTW, who is working on PSB signals?
19:53:12  <KUDr> ahh
19:53:43  <KUDr> Desolator: i think nobody atm
19:54:41  <Desolator> Alright, I'll say here then...the usual signals could be PSB directly
19:55:04  <XeryusTC> Desolator: yes, if you code PBS
19:55:33  <Desolator> With Green, Yellow, Red, red = no pass, yellow = PBS, green = safe
19:55:40  <Desolator> XeryusTC: Wish I knew C++
19:55:46  <KUDr> this is the expected direction with newsignals
19:56:07  <Desolator> good
19:56:07  <KUDr> that all signals will work as PBS
19:56:36  <Desolator> though they seem unrealistic, yellow makes it be quite realistic
19:57:07  <KUDr> why?
19:57:24  <Desolator> what train driver would pass a danger signak?
19:57:25  <KUDr> you don't have yellow on normal signal in real life
19:57:27  <Desolator> *signal
19:57:31  <KUDr> byt they are PBS
19:57:43  <XeryusTC> KUDr: they do here, it means that the next signal is red
19:57:56  <KeeperOfTheSoul> gives trains time to slow down
19:57:58  <Desolator> Yes, yellow is for cars, but in OTTD cars can't crash in each other, so signals are useless
19:57:58  <KUDr> it is something else
19:58:01  <XeryusTC> which means that the train has to start slowing down
19:58:20  <KUDr> here only few signals have also yellow
19:58:32  <Desolator> PBS would be pretty realistic if trains would slow down and go at reduced speed
19:58:32  <KUDr> as it is useless
19:58:35  <Ailure> I like the idea of yellow signal = train slowing down
19:58:41  *** michi_cc-away is now known as michi_cc
19:58:54  <KUDr> driver can't slowdown if he is not sure that he will need to stop
19:58:59  <Ailure> only becuse seeing faster trains speeding up and stopping competly
19:59:04  <KeeperOfTheSoul> Desolator: why? in reality trains wouldn't ever need pbs since the tracks are only linked in one direction
19:59:04  <KUDr> it would be too expensive
19:59:05  <Ailure> before a slow train
19:59:08  <Ailure> is painful :/
19:59:48  <Desolator> PBS graphics in TTDPatch look like road rignals :S
19:59:53  <KUDr> Ailure: this needs even different solution
19:59:59  <Desolator> This game me an idea of a truck locomotive!
20:00:00  <Ailure> In reality, trains wouldn't be be able to run through it's own vans ;)
20:00:17  <KUDr> heh
20:00:30  <Desolator> Ailure: True, that makes me have some good funb with a train with 500
20:00:37  <Desolator> *500+ vans
20:00:46  <Ailure> why vans?
20:00:49  <KUDr> true, but then all pathfinders must be 'own wans' aware
20:00:49  <Ailure> why not engines? ;)
20:00:53  * Ailure digs through screenshots
20:01:07  <Desolator> Too expensive when I wanna do that
20:01:37  <Desolator> KUDr, I must say that YAPF rocks, why isn't it for planes?
20:01:45  <Desolator> they go funny on airports
20:01:49  <KUDr> planes?
20:01:52  <Ailure> http://194.47.44.229/openTTD/Denville%20Transport,%2031st%20May%201950.png
20:01:59  <Desolator> yes
20:02:08  <Ailure> I never tried to make it drive into itself though
20:02:14  <KUDr> planes don't use pathfinder
20:02:23  <KUDr> this is made different way
20:02:27  <Ailure> why would they need to?
20:02:31  <Desolator> They should use one...they go funny on airports
20:02:34  <Ailure> they can just go straight to a certain destination
20:02:42  <Desolator> Ailure: LMFAO!
20:02:45  <Bjarni> planes looks at where they are and where they want to go and plot a line, right?
20:03:00  <Desolator> yes, AFAIK
20:03:16  <Bjarni> no obstacles to avoid so a strait line should always be the shortest
20:03:25  <KeeperOfTheSoul> i like the idea of path finding for planes, then towns could institute no fly zones and things :)
20:03:45  <Desolator> but in real-life, planes go directly on the airport, not taking unnecessary paths
20:03:53  <Bjarni> planes would be able to hit each other in mid air, so they need to avoid each other
20:04:02  <Desolator> ships too
20:04:08  <Bjarni> <Desolator>	but in real-life, planes go directly on the airport, not taking unnecessary paths <-- no
20:04:12  <Desolator> its' weird to see them passing through each other
20:04:25  <Desolator> Bjarni, I mean stupid patch
20:04:28  <Desolator> *paths
20:04:36  <Desolator> I'll make a screen-shot
20:04:45  *** GoneWack1 [~gonewacko@d130006.upc-d.chello.nl] has joined #openttd
20:04:47  <Bjarni> planes plot a course going from A to B though "corridors", so they go A->C->D->B
20:05:28  <Bjarni> this is used to control the flow of aircraft. If they all move at the same speed and in the same direction, the risk of collisions aren't that great
20:05:53  <Bjarni> but it means that they have to ensure that those corridors do not cross (in the same height)
20:06:15  <XeryusTC> <Desolator> but in real-life, planes go directly on the airport, not taking unnecessary paths <- there are waiting lines at airports, and also waiting spots in mid country
20:07:11  <XeryusTC> there was a plane crash ones because the plane was waiting it mid air for more than 2 hours
20:07:26  <XeryusTC> and it ran out of fuel just before it reached the airport, where it had to wait even more
20:07:58  <KeeperOfTheSoul> that sounds like the pilot didn't notify atc correctly or language problems with atc
20:08:05  <Bjarni> stupid air traffic controller
20:08:06  *** Mucht_ [~Mucht@p57A0DE8C.dip.t-dialin.net] has joined #openttd
20:08:12  <Bjarni> he should be aware of such issues
20:08:33  <XeryusTC> the pilots said that they needed priority, not that there was an emergency
20:08:35  <Bjarni> language problems could also be a part of it
20:08:41  <XeryusTC> that was the tower controls defence
20:09:42  *** MUcht [~Mucht@p57A0CE6E.dip.t-dialin.net] has quit [Read error: Operation timed out]
20:10:27  <KD19> What is the legal status on OpenTTD btw?
20:10:47  <KD19> Even though I despise of copyright law, it is fact, and it seems OpenTTD does infringe it.
20:10:50  <Brianetta> OK, How do I load a scenario from the command line?
20:10:58  <Brianetta> Because RC4 did it OK
20:10:59  <Desolator>  here is what i mean
20:11:03  <Brianetta> but RC5?  oh no
20:11:17  <Rubidium> Brianetta: nothing should have changed to that
20:11:27  <KUDr> KD19: why do you think so?
20:11:36  <KD19> ah~
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20:11:44  *** GoneWack1 is now known as GoneWacko
20:11:59  <Desolator> ...hmmm...copies link
20:11:59  <Brianetta> hmm
20:12:06  <KD19> It is a deliberate clone
20:12:15  <Desolator> http://tinypic.com/view/?pic=2dj293p here
20:12:18  <KD19> It's very dirty room
20:12:51  <KD19> To do it cleanly, one usually disassembles, write spec, and have another guy work off the spec. That decreases liability significantly
20:12:53  <KUDr> KD19: clone... hmm... hard to prove
20:13:22  <Rubidium> Brianetta: it seems to work for me
20:13:38  <KD19> KUDr actually openTTD history is well documented
20:13:43  * Desolator says the pkanes should take a good path, but also avoid http://en.wikipedia.org/wiki/Tenerrife_dissaster
20:14:02  <KUDr> KD19: we all think so, but it is not enough
20:14:08  <Digitalfox> KD19: I don't think that anyone cares about the legal stautus.. Microprose was bought by another company, and that company doesn't care about TTO or TTD..
20:14:24  <KUDr> current SVN doesn't contain the original code
20:14:34  *** KD19 [~KD19@tor-irc.dnsbl.oftc.net] has quit [Remote host closed the connection]
20:14:42  <Digitalfox> KD19: We are talking about a game with 11 years
20:15:06  <Rubidium> KUDr: SVN has never contained original code
20:16:08  <Digitalfox> KD19: And unless some company makes the 10 or 20 aniversary of tto or ttd no company cares more about tt, it's not being sold anymore ( maybe in ebay only )
20:16:19  *** Desolator [Desolator@86.126.43.192] has quit [Quit: bye]
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20:16:38  <Rubidium> Digitalfox: that link is wrong, and it was simply human error; starting take off when you do not have clearance
20:16:40  <KD19> oops~
20:16:44  <KD19> sorry ^^
20:17:13  <KD19> Is debian still hosting openttd?
20:17:32  <Noldo> still?
20:17:50  <KD19> oh
20:17:53  <Wolf01> gnight
20:17:55  <Digitalfox> Rubidium: I didn't post any link it was Desolator :)
20:17:56  <KD19> has debian ever hosted openttd?
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20:18:05  <Rubidium> oh, sorry :)
20:18:17  <Digitalfox> Rubidium: no problem ;)
20:18:32  <Rubidium> KD19: no, but that is due to the original graphic files
20:18:50  <KD19> yeah
20:18:55  <KD19> that annoys me too ^^
20:19:04  <KD19> WIP right?
20:20:42  <Rubidium> if someone comes up with a free sprite replacement pack for _all_ sprites in the original files, the problem would be solved
20:22:16  <KUDr> yes
20:22:23  <KUDr> it would be great
20:22:36  <KUDr> then nobody can complain anymore
20:23:10  <XeryusTC> http://en.wikipedia.org/wiki/Avianca_Flight_52 <- that was the plane crash i was talking about before
20:23:15  <Digitalfox> Could things like ttrs3 and other set's work that way?? It would be just like a free sprite replacement..
20:23:41  <Brianetta> OK, every time I load a game or a scenario I get the title scenario
20:23:43  <Brianetta> Fort Pondworth Falls Transport
20:24:05  <Rubidium> non-ASCII characters in the path and using windows?
20:24:09  <Brianetta> Linux
20:24:14  <Digitalfox> Offcourse the owners would have to gice their permission, but i guess the problem would go away :)
20:24:19  <Digitalfox> give
20:24:38  <Brianetta> svn://svn.openttd.org/tags/0.5.0-RC5
20:25:56  <Rubidium> Brianetta: really strange, as it works flawlessly on my Linux
20:26:08  <Brianetta> Rubidium: I can't get it going properly at all )-:
20:26:13  <Brianetta> This is dediated build
20:26:21  <Brianetta> I might have to just download the binary
20:26:29  <Brianetta> because I've rebuilt it many times now
20:27:08  <Rubidium> well, lets try it with dedicated on my linux (recompile in progress :))
20:29:26  <CIA-1> OpenTTD: rubidium * r8654 /branches/newhouses/ (123 files in 15 dirs): [NewHouses] -Sync with trunk r8540:r8651.
20:30:44  <XeryusTC> woow :D
20:31:34  <hylje> omg
20:33:11  <Rubidium> Brianetta: it seems to work properly for my dedicated build too
20:33:53  <Brianetta> So why do I keep getting the title screen as the scenario?
20:34:11  <Brianetta> OK
20:34:17  <Brianetta> How did you buildit?
20:34:26  <Brianetta> Because I'm obviously getting something very wrong
20:34:37  <Brianetta> Revision: 8653
20:34:40  <Brianetta> Is that correcT?
20:35:14  <Rubidium> svn info, is the URL tags/0.5.0-RC5, then any revision > 8640 is good (i.e. last changed rev should be 8640)
20:35:28  <Brianetta> Last Changed Rev: 8640
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20:35:46  <Brianetta> Yes, that's the tag
20:38:55  <Rubidium> Brianetta: weird, _very_ weird
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20:39:47  <Brianetta> Want to take a look?
20:41:21  <Rubidium> why not?
20:41:39  <Brianetta> I need an ssh key
20:41:42  <Brianetta> a public one
20:41:48  <Brianetta> then youlo can jump in
20:41:52  <Rubidium> hmm
20:42:21  <Rubidium> where to get that :)
20:42:39  <Rubidium> ~/.ssh/id_rsa.pub?
20:42:40  <Brianetta> You use ssh?
20:42:42  <Brianetta> yeah
20:42:46  <Brianetta> that's fine
20:42:49  <Brianetta> paste the contents
20:43:04  <Rubidium> http://rubidium.student.utwente.nl/openttd/id_rsa.pub
20:43:33  *** |2rB [~Twofish@195.204.107.4] has quit [Ping timeout: 480 seconds]
20:43:42  <Brianetta> ok
20:43:46  <Brianetta> autopilot@ppcis.org
20:44:09  * Ailure yawns
20:44:09  <Brianetta> just connect and run screen -x
20:44:30  <Rubidium> someone has a very small screen  :)
20:44:37  <Ailure> Bored D:
20:44:51  <Brianetta> I can see what you're doing (:
20:45:09  <Brianetta> You can grow the screen if you like
20:46:15  <Ailure> shit haha
20:46:25  <Ailure> Brianetta freaked me out before I realized what he talked about
20:46:50  <Ailure> Running x-server remotly? Or what are you people doing. D:
20:47:51  *** Sacro [~ben@87.102.80.3] has quit [Read error: Operation timed out]
20:48:06  <Ailure> and bah, no intresting servers up
20:48:25  *** davis [~rofl@dtmd-4db5ce2b.pool.einsundeins.de] has joined #openttd
20:54:45  <Smoovious> just for sake of conversation, what qualifies a server as 'interesting' to you, Ailure?
20:54:58  <Ailure> newGRF's
20:54:58  <Ailure> D:
20:55:05  <Ailure> I'm bored on the orginal vehicle set
20:55:10  <davis> :s
20:55:10  * Smoovious nods.
20:55:17  <Smoovious> my server is using newgrf's. :D
20:55:32  <Smoovious> and no ships, cuz it makes the game too sluggish
20:55:39  <Ailure> Well I kinda only looked at 0.5.0 with RC5
20:55:50  <Ailure> I thought it only get's sluggish if you turn YAPF for ships on
20:55:52  <Smoovious> ahh. I haven't upgraded yet until the current game ends
20:56:09  <Smoovious> it still gets sluggish if I have it off too... just not as much so
20:56:12  <hylje> :o
20:56:32  <Smoovious> but then I'm using 1kx1k maps too :D
20:56:40  <KD19> ok
20:56:50  <KD19> I'll probably hopelessly fail
20:56:51  <KD19> but I'll give it a shot
20:56:53  <Smoovious> well... 1023x1023 maps (0-1022)
20:57:02  <KD19> you probably have me have me popping in here with questions over the next few months
20:57:07  <KD19> : P cya : )
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20:57:34  <Brianetta> Rubidium: Any thoughts?
20:57:40  <Rubidium> not at this moment
20:57:50  <Smoovious> stab KD19?
20:58:04  <Rubidium> however, not I can reproduce it :)
20:58:27  <Ailure> hehe
20:58:27  <Ailure> reminds me about my classmate
20:58:31  <Ailure> who asked why his game went so sluggish
20:58:49  <Ailure> he was using a 2048x2048 map
20:58:50  <Ailure> xD
20:58:53  <davis> hm i noticed
20:58:54  <Ailure> on a rather crappy laptop
20:58:59  <davis> my nick isnt reserved anymore
20:59:00  <davis> great
20:59:01  <davis> :D
20:59:20  <Smoovious> granted, my running on a P3/733 has something to do with it too, but the ships are just using way more power for pathfinding than everything else combined... so... .. .
21:00:08  <Brianetta> make clean failed to remove all .o files
21:00:12  * Brianetta rms them
21:00:19  <Smoovious> like, running 1000 road vehicles, makes the game crawl compared to early-game... but just a few ships brings it to its knees
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21:03:59  <Rubidium> Brianetta: looks like it only happens with -D; will investigate it later tonight :)
21:04:15  <Brianetta> Rubidium: Cool; I'll do a random game for now.
21:04:23  *** Sacro [~ben@87.102.80.3] has joined #openttd
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21:37:25  <Belugas> byebye, have a nice weekend
21:42:12  <Rubidium> Brianetta: that problem with loading scenarios/games from the command prompt for dedicated servers seems to be in 0.5.0-RC4 and trunk too
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22:04:03  <Rubidium> Brianetta: I found the reason
22:04:42  <Rubidium> it looks like it doesn't load the savegame because the GRFs do not (exactly) match
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22:07:16  <Brianetta> Rubidium: I thought it did a magic load?
22:07:32  <Rubidium> except when in 'networking mode'
22:07:43  <Rubidium> and server apparently is networking mode too :)
22:08:15  <KeeperOfTheSoul> damn those networked servers
22:08:38  *** Osai^2 [~Osai@pD9EB43DA.dip.t-dialin.net] has joined #openttd
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22:13:16  <ln-> oh, the video is available too: http://www.iltasanomat.fi/videot/?id=1315490
22:15:45  <Brianetta> dbg: [NET] Sync error detected!
22:16:15  <Brianetta> That's what I get when I give up and try to play the title screen
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22:16:25  <Brianetta> It clearly doesn't load its grfs
22:17:05  <Rubidium> it gives you the title screen as game?
22:18:35  <Rubidium> hmm, it does
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22:20:28  <Desolator> O.o
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22:52:54  <Brianetta> Rubidium: Hopefully the last release candidate... devs should know better than to put stuff like that in writing!
22:54:10  <Rubidium> well, I don't know what problems might arrive when just continueing to load the savegame when in 'network_server' mode
22:54:42  <Rubidium> but in my opinion, it should just load old scenarios and such for a network server too, i.e. it should only fail for network clients
23:01:57  * Brianetta nods
23:02:17  <Brianetta> Well, if it's any help, it all worked flawlessly in RCs 1-4
23:02:25  <Brianetta> so some backport broke it
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23:02:57  <Rubidium> do you have exactly the same GRFs in both directories?
23:03:30  <Brianetta> which both?
23:03:46  <Rubidium> RC4/data and RC5/data
23:04:37  <Brianetta> AV8 was updated, thinking about iut
23:05:26  <Brianetta> but that doesn't help when the server fails to load its own saved game
23:05:45  <Brianetta> and that was an RC5 random game that didn't laod
23:06:01  <Brianetta> so the players are on their second game this evening
23:06:18  <Rubidium> that's very weird
23:06:20  <Smoovious> how long ago was av8 updated?
23:06:21  <Brianetta> I know
23:06:31  <Brianetta> Smoovious: Yesterday, I think
23:06:45  <Smoovious> okee, thanky... >scribbles on his to-do<
23:09:53  <Rubidium> Brianetta: nothing changed with respect to GRFs/loading files _except_ sending and checking the GRF IDs and checksums before downloading the map
23:10:17  <Rubidium> but that does not have any influence on your loading problems
23:13:13  <Brianetta> In which case, I shall just have to get the binary version from the download page
23:13:22  <Brianetta> Not something I've ever done before!
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23:14:27  <Rubidium> Brianetta: that most likely doesn't solve it
23:15:34  <Brianetta> oh
23:15:38  <Brianetta> well, not to worry
23:16:04  <Brianetta> I'll look at it again tomorrow
23:16:12  <Brianetta> with another new scenario
23:16:55  <Brianetta> So how does it manage to load up the title screen as a scenario?
23:17:14  <Brianetta> Weirder than that, how does it do that after a TGP generation obviously takes palce?
23:19:06  <Rubidium> Brianetta: don't know
23:19:50  <Brianetta> (:
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23:24:14  <izhirahider> TTD had a 'Demo' mode, where we could see how to jump start on the basics. Is there something like this (online or as a patch) for OpenTTD, that I can show someone new to the game?
23:25:44  <Brianetta> No, sorry
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23:34:52  <izhirahider> I see
23:35:49  <izhirahider> thanks
23:36:38  <CIA-1> OpenTTD: rubidium * r8655 / (76 files in 10 dirs): [32bpp] -Sync r7900:8032 from trunk.
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23:41:22  <Sacro> izhirahider: there was a patch actually
23:41:50  <CIA-1> OpenTTD: rubidium * r8656 /branches/32bpp/src/ (316 files in 11 dirs): [32bpp] -Sync r8033 from trunk.
23:50:29  <DaleStan> http://www.tt-forums.net/viewtopic.php?p=552184#552184 <-- Your brain isn't the only one that hurts, Sacro.
23:52:42  <Sacro> DaleStan: oh im glad :)
23:57:36  <KeeperOfTheSoul> heh, why do so many people think changing an applications language is a trivial task?
23:58:31  <Bjarni> I wondered about that quote (even before it became a quote), but decided to ignore it
23:58:51  <Bjarni> even the basic idea of it hurts
23:58:57  <Smoovious> lets switch to Dibol. :)
23:59:07  <Bjarni> using java.... when we have a perfectly good C/C++ code
23:59:20  <Smoovious> java?
23:59:21  * Bjarni sets Smoovious to ignore
23:59:25  <Smoovious> ick...
23:59:34  <Smoovious> ok, no dibol... how about PL/1?
23:59:48  <Bjarni> try the link DaleStan posted

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