Log for #openttd on 11th June 2007:
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02:39:26  <Smoovious> hmm... how does openttd distinguish 2 different grf's with the same ID#... (UK Renewal Train Set v3.03 and v3.04 have the same ID#)
02:40:30  <glx> md5 is different
02:41:12  <glx> but if they have the same grfid, they should be compatible
02:42:06  <Smoovious> hmm... I'm reorganizing my newgrf's so I don't have to keep swapping files for different servers... like, keeping 4 different versions of AV8, for instance...
02:43:25  <Smoovious> so... if 2 GRF's have the same ID#, the MD5 will be compared too, and the one with the matching MD5 will be used if possible, and if no match is found, it'll fall back to the one that matches only the ID#?
02:48:38  <glx> yes it tries grfid + md5, then grfid
02:49:30  <Smoovious> okee, good 'nuff. :) thnxy
02:50:43  <glx> but problems can happen if the grf author did a major change in the new version without updating the grfid
02:51:29  * Smoovious nods.
02:51:44  <Smoovious> that's ok... worry about that if it comes up...
02:52:38  <Smoovious> just got tired of switching grf files all the time between my release, nightly, miniin, and personal build, installs of openttd... and different games needing different versions, so renaming the filenames to include their version #'s too
02:53:09  <Smoovious> so I don't have to mess around with it anymore
02:53:15  <Smoovious> :)
02:53:54  <Smoovious> like... I got 4 different versions of AV8... and one game in the list I was going to check out, is using a version of AV8 I don't have... :)
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04:53:25  <CIA-1> OpenTTD: maedhros * r10089 /trunk/src/ (newgrf_commons.cpp newgrf_station.cpp):
04:53:25  <CIA-1> OpenTTD: -Fix (r10040): Use GetTileZ instead of GetClearGround in GetTerrainType as
04:53:25  <CIA-1> OpenTTD: GetTileZ is valid for any tile type. Also use GetTerrainType for stations.
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05:23:30  <blathijs> omg:
05:23:53  <boekabart> jeeeseens!
05:24:01  <boekabart> plons
05:24:31  <boekabart> that's something else than a 'wisselstoring' (switch breakdown) for a change!
05:25:01  <boekabart> blathijs: you made it yourself?
05:25:28  <boekabart> no 'broodje puntmuts' today i'm guessing!
05:25:29  <blathijs> yes, just got tipped off by my girlfriend (who is in the train on the picture) and rode there to make them :-)
05:25:52  <blathijs> boekabart: Fortunately, it's underneath the tracks, so the trains still ride as normal
05:26:15  <blathijs> though there is not really any easy way to get from one side of the track to the other, now
05:26:59  <Gekko>
05:27:06  <blathijs> hmm, hadn't really thought about Broodje Puntmuts yet... The damage in their shop must be awful..
05:27:07  <boekabart> while the iron is hot: care to comment on the coding style of my deep-water patch:
05:27:39  <blathijs> heh :-)
05:28:05  <boekabart> :D
05:29:09  <boekabart> probably that was not a correct english expression, though
05:29:28  <blathijs> isn't the assert in IsWater weird?
05:29:35  <boekabart> neh
05:29:36  <boekabart>  :)
05:30:00  <blathijs> There is also a "IsWaterTile" or something?
05:30:01  <boekabart> the NAME is
05:30:12  <boekabart> IsClearWaterTile
05:30:17  <blathijs> yeah, that was my second thought :-)
05:30:37  <blathijs> and the comment at IsCanal is also weird
05:30:38  <boekabart> actually IsWater isn't used and weird
05:30:53  <blathijs> you should use /** style comments above functions to say what they do, too
05:30:53  <boekabart> eh, true :P
05:31:26  <Maedhros> if statements should either have brackets or all be on one line
05:33:52  <boekabart> anyway those map accessor 'IsSomethings' are weird: some assume tiletype before they check subtype, some check
05:34:15  <Maedhros> make_canal |= (TileHeight(tile) > _current_sealevel); <-- it's a bool, so (imo) you shouldn't use | with it
05:34:31  <boekabart> should be ||=
05:36:47  <blathijs> boekabart: Those assumptions are fine, but they should be clearly documented I guess
05:36:48  <boekabart> IsWater is and was the same as IsClearWaterTile except the latter checks the TileType to be water, the former asserts it to be
05:36:59  <blathijs> though reading assumptions from function names is better
05:37:15  <boekabart> agree
05:37:32  <boekabart> I didn't like either of the names, not too clear at all
05:37:38  <blathijs> boekabart: Why do you call DoClearSquare instead of MakeWater when removing an oil rig from deep water?
05:37:52  <boekabart> not from deep water
05:38:13  <boekabart> when lowering sea level (scen edit), it 'dries up' all the water at the old sea level
05:38:39  <boekabart> maybe a <= or >= would be clearer, but the other case shouldn't happen I think
05:39:26  <boekabart> if it would make water, that water would flood the whole map again
05:40:50  <blathijs> hmm..
05:40:59  <blathijs> Anyway, the first half looks fine to me
05:41:23  <blathijs> haven't really checked for coding style (since I'm not really used to ottd coding style anymore), but looks like a decent patch to me
05:42:08  <boekabart> ok, thanks
05:42:48  <boekabart> thanks for the help guys. I'm going to check the oilrig thing just to be sure.
05:43:29  <boekabart> btw that assert is not even duplicate, GetWaterTileType doesn't assert tiletype==MP_WATER :|
05:43:41  <boekabart> though i guess it should
05:45:22  <boekabart> Maedhros:  "Maedhros: if statements..." <- where was that?
05:46:32  <Maedhros> +	if (_game_mode != GM_EDITOR)
05:46:33  <Maedhros> +		return 0;
05:46:51  <Maedhros> for example :)
05:46:56  <boekabart> that 2nd line is NOT ok?
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05:47:25  <boekabart> that sucks, how does one ever put a breakpoint on just the 'true' case then :|
05:47:29  <boekabart> (in msvc, that is)
05:47:34  <Maedhros> boekabart: no, it should either be if (_game_mode != GM_EDITOR) return 0, or you should have brackets around the statement
05:47:40  <boekabart> Maedhros: ok
05:47:43  <boekabart> fair enough
05:48:09  <boekabart> is this ok: +				if (_current_sealevel > 0 &&
05:48:09  <boekabart> +					((TileX(ti->tile) == MapMaxX() - 1) || (TileY(ti->tile) == MapMaxY() - 1))) {
05:48:19  <boekabart> the ( and ) on different lines?
05:48:45  <Maedhros> yeah, that's o
05:48:46  <Maedhros> k
05:49:01  <boekabart> KTHX
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06:01:47  <boekabart> blathijs: where I used to live in bucharest, with every good rain, the street in front of my flat would flood about 1 meter (it was at the bottom of a hill). Always a laugh. (water never entered the building, luckily)
06:02:38  <peter1138> :o
06:03:26  <boekabart> peter1138: did you see the pic blathijs posted?
06:03:47  <peter1138> yes
06:03:53  <peter1138> any 'before' shots? :p
06:04:07  <blathijs> no, sorry :-)
06:04:14  <blathijs> I'll take them when the water is gone ;-p
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06:12:38  * boekabart wonders if there's any breakfast better than coffee and cookies ('speculaas')
06:15:56  <Smoovious> anyone know off-hand, what year the first road vehicles start showing up in default road vehicle list?
06:17:15  <Smoovious> I suppose if you wanted to get to the other track bad enough, you could always take a quick swim
06:18:07  <boekabart> Smoovious: i'm afraid homeless and drunks to take leaks in those tunnels at night... all that piss is still in there now :)
06:18:48  <Rubidium> <- that's the station when it's dry
06:19:14  <boekabart> spacious!
06:20:40  <Smoovious> yeah, but if you wanted to bad enough I suppose you'd overlook that :D
06:23:42  <boekabart> i think i'd rather climb the fence and look left and right twice, before crossing the track
06:24:18  <Rubidium> I'd rather take the train to the next station and then take either the bus from there or the (same) train back ;)
06:24:57  <boekabart> i'm guessing also road tunnels under the tracks are blocked?
06:28:26  <Smoovious> well, I like train a lot, so I'd probably extend my riding time too
06:28:36  <hylje> interesting
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06:48:36  <TheJosh> hey.
06:48:49  <TheJosh> whats the best way to handle failure of a malloc call?
06:48:58  <boekabart> it should never fail
06:48:59  <valhallasw> add more memory? ;)
06:49:08  <hylje> CALL IT AGAIN
06:49:33  <valhallasw> while (!(a=malloc(10)));
06:49:50  <boekabart> but seriously, it can only fail if you allocate way too much in one go, or allocate too often and don't free
06:50:04  <TheJosh> in a loop could cause an infinate loop
06:50:17  <boekabart> TheJosh: valhallasw was NOT serious
06:50:18  <hylje> well you dont want it to fail?
06:50:39  <boekabart> (but he was funny)
06:50:43  <TheJosh> im sayinf _if_ it fails (say for the person who is playing on a mobile phone)
06:51:04  <TheJosh> sayinf = saying
06:51:06  <boekabart> TheJosh: Too much relies on malloc never failing
06:51:16  <TheJosh> aka dont worry?
06:51:18  <boekabart> it just shouldn't
06:51:23  <blathijs> Usually stuff handles it nicely I think? Return CMD_ERROR?
06:51:39  <hylje> what if some flavour of stdlib malloc fails most of the time
06:51:45  <boekabart> blathijs: i'm not so sure about that
06:51:48  <Noldo> TheJosh: just don't assert
06:52:19  <TheJosh> blathijs: the code is usually called before or very near to there being a gui
06:52:24  <boekabart> anyway, if you make a patch that makes it happen, see if you don't accidentaly alloc to much to often or so.
06:52:30  <TheJosh> should i just do a printf?
06:53:14  <TheJosh> it will allocate about 34 x 30 bytes initially, but that could grow to about 34 x 1000 bytes, depending on the size of the game
06:53:21  <hylje> well
06:53:31  <hylje> you dont want to make hueg games on silly hardware
06:53:38  <Noldo> TheJosh: check how it's done elsewhere?
06:54:18  <boekabart> it's only 71 mallocs in the entire game, not too much work to check them out
06:54:31  <boekabart> i recall some do check, but most don't
06:54:49  <hylje> (you just grepped?)
06:54:58  <blathijs> TheJosh: What are the mallocs for?
06:55:06  <boekabart> hylje: actually i fart-ed
06:55:11  <TheJosh> the texteffect array
06:55:12  <boekabart> (fart @ sourceforge)
06:55:23  <TheJosh> texteffects are the rising monies
06:55:38  <hylje> RISING MONIES
06:55:39  <hylje> D:
06:55:41  <TheJosh> and im making the array dynamic, because loading indicators use that array, and
06:56:21  <TheJosh> it needs to work with games like pile, but not use stacks of ram for small games
06:57:02  <boekabart> std::list?
06:57:09  <TheJosh> huh?
06:57:54  <boekabart> (you might want to use std:: to not re-invent the wheel)
06:58:09  <boekabart> standard template library
06:58:28  <valhallasw> svn doesnt support rename, right?
06:58:36  <boekabart> it does
06:58:37  <TheJosh> valhallasw: yes svn move
06:58:57  <valhallasw> k, good
06:59:08  <TheJosh> boekabart: does std:list work with structs or only classes
06:59:13  <boekabart> valhallasw: do it directly on the repo though, not on the working copy
06:59:22  <boekabart> svn move on WC is same as delete/add
07:00:17  <boekabart> TheJosh: i think it's stl, not std (my bad) i'm quite sure with anything. = but not an stl expert myself
07:00:25  <valhallasw> boekabart: er? how?
07:00:51  <TheJosh> valhallasw: svn move is a add and a delete operation (but it preserves histories)
07:01:00  <boekabart> svn move svn:// svn://
07:01:28  <boekabart> valhallasw: it will become a 'commit'
07:01:31  <valhallasw> k
07:01:46  <boekabart> then svn up to update your WC, of course
07:02:04  <boekabart> valhallasw: you can do folders too of course
07:02:17  <boekabart> but always do it directly in repo...
07:02:35  <valhallasw> k
07:02:37  <valhallasw> thx
07:02:40  <boekabart> np
07:02:44  <Maedhros> are you sure? copy at least works perfectly well in the working copy...
07:03:12  <boekabart> if I do a svn copy in WC, the repo does not know the origin of that file
07:03:18  <valhallasw>     WC  -> WC:   move and schedule for addition (with history)
07:03:18  <valhallasw>     URL -> URL:  complete server-side rename.
07:03:35  <boekabart> (then that may be a windows problem??)
07:03:51  <valhallasw> no
07:04:47  <boekabart> hm! just did a test, and indeed, it keeps history with svn cp
07:04:56  <boekabart> even on windows. :)
07:05:26  <valhallasw> locally?
07:05:38  <valhallasw> or does svn cp just ping the server? ;)
07:05:44  <boekabart> yes, i did svn cp file.cpp filex.cpp
07:06:16  <boekabart> still, i prefer the server side rename. does local rename work for moving files/folders far far away too?
07:06:42  <TheJosh> doesnt it do a server side rename when you do a svn update?
07:07:20  <boekabart> apparently (now) it does (when svn commit after the svn cp/mv)
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07:31:55  <TheJosh> *** glibc detected *** corrupted double-linked list: 0x0834c778 ***
07:31:59  <TheJosh> what does this mean?
07:32:11  <peter1138> it broke
07:32:16  <TheJosh> duh
07:32:23  <peter1138> you freed something twice
07:32:27  <hylje> you have a corrupted double-linked list at 0x0834c778
07:32:41  <boekabart> hylje: really?
07:32:49  <hylje> i'm fairly sure
07:32:51  <TheJosh> peter1138: i havent written any code that does a free
07:32:57  <TheJosh> only realloc
07:33:16  <boekabart> do you do ptr = realloc( ptr, new_size ); ??
07:33:24  <boekabart> (don't forget the ptr = in front!!)
07:33:39  <boekabart> if you don't you will end up free-ing ptr more than once
07:33:43  <TheJosh> _text_effect_list = (TextEffect*) realloc(_text_effect_list, _num_text_effects * sizeof(TextEffect));
07:34:10  <boekabart> looks ok on first sight...
07:34:42  <TheJosh> and appeared to work (one realloc worked, or so by debugging messages said)
07:43:10  <boekabart> how do i 'collect' all tiles occupied by one industry?
07:44:06  <Phazorx> is sunloadale save made with same release fixable?
07:44:10  <boekabart> please not a foreach( tile ) if (getstationbytile(tile) == same_station )
07:45:31  <Noldo> no because that's for stations
07:45:51  <boekabart> well actually it's only for oilrig
07:46:06  <boekabart> does oilrig have 6 station tiles or 1 station tile and 5 industry tiles?
07:48:21  <TheJosh> dunno
07:49:47  <TheJosh> why dont you look at the 8 (or 4) tiles around the tile, and see if they are in the oilrig and not in a small temp array. then if they are in the oilrig, (but not in the array) check around that tile too
07:49:58  <TheJosh> thats one way that avoids a map scan
07:50:27  <TheJosh> also allows for odd-shaped industries (NewGRF?)
07:51:17  <Noldo> floodfill would work
07:52:51  <boekabart> hmm , what happens currenly when deleting an oilrig, does it turn into water immediately or just the top tile, and the rest floods?
07:52:58  * boekabart builds a trunk version
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08:04:10  <Noldo> what are you tinkering with?
08:04:22  <boekabart> deep seas
08:04:48  <boekabart> actually, higher sea level so you can tunnel under it
08:11:01  <Nickman> and, how is it going? :)
08:12:35  <TheJosh> is OpenTTD threaded?
08:14:32  <boekabart> no
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08:14:39  <boekabart> only compressing savegame
08:14:46  <boekabart> and generating world is fibered
08:14:58  <boekabart> and stop there, discussion held too often already :)
08:16:20  <TheJosh> i thouth that the case, i just wanted to check
08:18:31  <TheJosh> hey i just got a YAPF assertion
08:18:41  <Biff> TheJosh: _num_text_effects * sizeof(TextEffect)?
08:18:50  <Biff> did _num_text_effects increase?
08:18:56  <TheJosh> Biff: yes
08:19:02  <Biff> ok
08:19:36  <TheJosh> YAPF assertion =>
08:25:48  <peter1138> BUG tracker =>
08:28:19  <Nickman> !help
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08:54:19  <Maedhros> TheJosh: with the savegame in that bug report, how can we reproduce the assert?
08:54:35  <Maedhros> ... those bug reports now ;)
08:56:38  <TheJosh> sorry
08:56:51  <TheJosh> i had only added 1 line to the game
08:57:12  <TheJosh> and it crashed
08:59:53  <Maedhros> ok, but we need step-by-step instructions on how to reproduce it in order to fix it :)
09:01:07  <boekabart> TheJosh: can you get the failed assertion with a clean trunk version?
09:01:26  <TheJosh> boekabart: ill try
09:02:33  <TheJosh> there is a good chance this error will not surface itself again, probably just a bad fluke
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09:07:06  <kaan> mornings
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09:13:12  <TheJosh> sorry, cant reproduce
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09:16:56  <Maedhros> TheJosh: ok, i'm going to close it as "Unreproducable" then - if it happens again though, feel free to reopen it
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09:29:22  <TheJosh> Maedhros: thanks. how have you been?
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10:01:27  <CIA-1> OpenTTD: truelight * r10090 /trunk/config.lib: -Add: add --with-distcc to configure, to enable distcc compiles. Not used by default
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10:19:35  <TrueBrain> lalala
10:26:47  * valhallasw generates some evil noise
10:27:02  * TrueBrain kicks valhallasw
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10:27:09  <TrueBrain> welcome pro
10:27:21  * valhallasw sighs and continues with astrophysics
10:27:25  <TrueBrain> valhallasw: enjoy :p
10:29:19  <CIA-1> OpenTTD: rubidium * r10091 /trunk/ ( config.lib): -Add: make time detection whether you are using -jN when having distcc enabled.
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13:32:03  <SpComb> Logs:
13:32:03  <Sacro> !logs
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13:38:24  <CIA-1> OpenTTD: truelight * r10096 /trunk/src/ (9 files in 2 dirs): -Fix r10092: freetype bypassed the Blitter::Encode, making fonts look weird
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14:00:31  <CIA-1> OpenTTD: maedhros * r10097 /trunk/src/ (21 files in 2 dirs):
14:00:31  <CIA-1> OpenTTD: -Feature: Add support for articulated road vehicles, or callbacks 11 and 17 for
14:00:31  <CIA-1> OpenTTD: road vehicles for those who prefer the technical explanation.
14:00:49  <Maedhros> callback 16, rather ;)
14:01:54  <Digitalfox> Articulated road vehicles, very cool ;) Nice work Maedhros ..
14:03:12  <peter1138> :D
14:03:15  <peter1138> feature day :D
14:03:43  <boekabart> peter1138: why don't you join that fun :)
14:04:48  <hylje> choo choo
14:04:58  <Belugas> because peter1138 does not know which one to choose, of the countless uncommited patches he has done ;)
14:05:03  <hylje> articulated RVs!
14:05:09  <hylje> choo choo indeed!
14:05:52  <peter1138> hehe
14:06:03  <Nickman> haha :D
14:06:30  <Nickman> peter1138: do the "new blitters" also give a performance increase or just coede sepparation?
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14:07:08  <peter1138> code separation
14:07:35  <Nickman> so no changes in performance?
14:07:57  <Digitalfox> time to use kaan tool, compile and test this feature :)
14:08:34  <Nickman> are there any GRF's that have the articulated road vehicles?
14:09:04  <Rubidium> only trams IIRC
14:09:06  <Maedhros> hirotram.grf is the only (released) on i know of ('tis the first google result)
14:09:12  <Maedhros> *one
14:09:14  <Nickman> :D
14:09:52  <Digitalfox> George long buses, don't use this feature??
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14:10:05  <Maedhros> nope
14:10:08  <Digitalfox> ok
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14:15:37  <peter1138> Digitalfox: nope, they were made before artic RVs were written
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14:22:20  <peter1138> when ameecher is ready it will be
14:22:20  <Digitalfox> The set looks great, from screenshots and tracking table :)
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14:22:48  <Digitalfox> Do you think, since you are the one who coded and ameecher draw it, it could be part of openttd by default?
14:23:17  <CIA-1> OpenTTD: rubidium * r10098 /trunk/src/ (ai/default/default.cpp table/ai_rail.h): -Codechange: bilbo cared about the performance of the AI with respect to the airport placement, so he rewrote the aircraft handling of the AI; now it can actually make lots of money again :)
14:23:41  <hylje> what
14:23:44  <hylje> ai feature
14:23:47  <hylje> zomg monies
14:23:48  <peter1138> wtf
14:23:52  <peter1138> who uses the AI? :p
14:24:06  <glx> bilbo does :)
14:24:16  <Rubidium> I wanted to say that :(
14:24:20  <boekabart> Rubidium: what did bilbo DO to you???
14:24:26  <hylje> send a patch?
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14:24:41  <TrueBrain> and money
14:24:42  <TrueBrain> lots of it!
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14:24:50  <Rubidium> he made a patch for something so completely rotten that it couldn't get any worse
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14:24:57  <TrueBrain> good point :)
14:25:01  <boekabart> very
14:25:11  <boekabart> like TrueBrain just did :)
14:25:34  <TrueBrain> I did what?
14:25:51  <CIA-1> OpenTTD: belugas * r10099 /trunk/src/industry_cmd.cpp:
14:25:51  <CIA-1> OpenTTD: -Fix(r9867, FS860): Use the specs of the to-be-created industry instead of the scanned industry
14:25:51  <CIA-1> OpenTTD: Spotted by Oxygene
14:25:54  <boekabart> TrueBrain:  the gfx stuff. sucked, so couldn't get worse
14:26:03  <TrueBrain> it could
14:26:10  <TrueBrain> I showed that clearly :)
14:26:10  <boekabart> well AI could too
14:27:02  <Rubidium> 3 AI actually making money from the start is very very odd ;)
14:29:04  <Sacro> oooh
14:29:07  <Sacro> 10099
14:29:32  <hylje> binary combo next up
14:29:33  <Sacro> whats new in r100100 ?
14:29:39  <boekabart> 100100??
14:29:39  <Sacro> hylje: next 2
14:29:40  <hylje> 10100 ;)
14:29:47  <Sacro> err... yes
14:29:49  <Sacro> 10100
14:30:29  <hylje> the y2k problems were silly
14:30:32  <hylje> 1999 -> 19100
14:30:48  <oxygene_> hehe
14:34:10  <Eddi|zuHause3> hey, those were great :p
14:36:24  <SpComb^_> Logs:
14:36:24  <Sacro> !logs
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14:42:16  <Digitalfox> This articulated feature rocks.. The trams look great with it..
14:42:41  <boekabart> Digitalfox: what tram set?
14:42:51  <Digitalfox> hirotram
14:42:59  <Digitalfox>
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14:44:03  <boekabart> KTHX
14:44:31  <Digitalfox> It's a shame that no other set's use it.. :(
14:45:01  <Maedhros> they'll get there - until recently it was pretty unstable in ttdpatch, and obviously non-existant in openttd
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14:45:34  <Digitalfox> Let's hope more coders start using it :)
14:45:40  <CIA-1> OpenTTD: truelight * r10100 /trunk/src/blitter/8bpp_optimized.cpp: -Fix r10093: some code now became obsolete as it never did something
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14:55:27  <Belugas> maybe it would be pay-back time and start trolling in TTDPatch's forums : We have stable trams!!!
14:55:31  * Belugas hides
14:55:42  <hylje> :o
14:55:42  <TrueBrain> Is your name DaleStan?
14:55:56  <Biff> trams in openttd?
14:56:16  <hylje> "Hi. We have trams that work, articulated too! Thanks!"
14:58:59  <peter1138> we had trams for ages
14:59:02  <peter1138> at least a week
14:59:21  <kaan> so aticulated trams are in trunk now?
14:59:36  <hylje> pretty much
14:59:39  <kaan> nice
15:00:33  * kaan fires up bottd
15:01:08  <hylje> implement an articulated tram network in the title screen!
15:01:17  <kaan> 19 revisions since last night? did you all go mad or something?
15:01:24  <hylje> merge time
15:01:28  <Eddi|zuHause3> yes, muahahaha!!
15:01:34  <hylje> true
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15:04:33  <Eddi|zuHause3> if i find a decent tram set, i should do a tram only game...
15:04:55  <Eddi|zuHause3> at least i will not need PBS then :)
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15:05:07  <hylje> o yea
15:05:17  <hylje> happy dedicated tram networks!
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15:06:17  <Eddi|zuHause3> it would be totally great with passenger destinations, delivering with inner-city trams to the main station etc.
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15:09:47  <hylje> trams are like trains but without signs
15:09:51  <hylje> in a good way too? :>
15:10:04  <hylje> oh and smaller space and speed
15:10:51  <Eddi|zuHause3> trams have lower speed and shorter stop distance
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15:11:27  <Eddi|zuHause3> i.e. train stations have (usually) a longer distance than tram stops
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15:13:53  <CIA-1> OpenTTD: truelight * r10101 /trunk/ (7 files in 3 dirs): -Codechange: the class is named 8bppSimple, so name the files like that too
15:15:09  <CIA-1> OpenTTD: truelight * r10102 /trunk/src/blitter/ (8bpp_debug.hpp 8bpp_optimized.hpp 8bpp_simple.hpp): -Documentation: @file header was wrong
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15:16:33  <kaan> hmmm, aticulated trams are nice but i think i found a bug ;)
15:17:01  <Eddi|zuHause3> better than if you not found that bug :)
15:17:34  <kaan> so who wants a save file?
15:17:48  <Maedhros> moi, please :)
15:17:53  <kaan> DCC?
15:18:22  <Maedhros> i don't think i've ever got it set up properly, so http if you can
15:18:45  <kaan> ok, ill post it in the general/trams in trunk
15:18:59  <Maedhros> what's the bug, anyway?
15:19:08  <kaan> tram stuck in a corner
15:19:15  <kaan> trying to go forward
15:21:36  <Nickman> that's just the dtupidity of trams :p
15:21:41  <Nickman> don't make dead ends for trams
15:21:55  <Nickman> it's not a real bug...
15:22:09  <Nickman> just a probem with their pathfinder ;)
15:22:48  <Maedhros> not even that, but a deliberate design decision
15:22:59  <Maedhros> (ooh, alliteration!)
15:23:09  <Nickman> :p
15:23:18  <Nickman> why is it a design decision?
15:24:12  <Rubidium> trams can't turn when there is not track to turn
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15:24:56  <Rubidium> and when a tram reaches such place it's either a network that is broken by design or a tram that doesn't have any orders
15:25:40  <Rubidium> the pathfinders know pretty well that they can't turn there
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15:28:33  <kaan> Maedhros:
15:28:56  <kaan> ok, then the bug is that it doesnt get out of there even when i give it orders :P
15:29:22  <peter1138> it can't
15:29:46  <peter1138> solution for the moment: don't fuck up your tram network
15:29:52  <Nickman> yep, design flaw ;)
15:30:15  <kaan> oh well, now i went and made a nice post for nothing :P
15:31:48  <Nickman> ;)
15:31:52  <kaan> maybe you should activate the reverse vehicle button for trams as a temp solution?
15:33:34  <glx> kaan: but it can't reverse :)
15:34:56  <oxygene_> so you're doomed with such a situation?
15:36:01  <kaan> glx: oh, then never mind, ill just go along now ;)
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15:43:11  <mikk36> o.O
15:43:54  <mikk36>
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16:19:08  <kaan> mikk36: so you are basicly mindcontrolled?
16:19:28  <mikk36> am i ? :)
16:19:54  <kaan> oh noes, i failed in giving the order correctly
16:20:10  <Bjarni> that's no problem
16:20:20  <Bjarni> I did that all day
16:20:25  <kaan> phew
16:20:59  <kaan> ok, im going for pita kebab now, see ya all later :)
16:22:22  <ln-> how much does it cost?
16:23:28  <kaan> 30DKK
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16:38:01  <ln-> ok, a little cheaper than here.
16:38:07  <ln-> usually.
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16:41:48  <CIA-1> OpenTTD: maedhros * r10103 /trunk/src/rail_gui.cpp: -Fix (r10086): TrackBitsToTrack doesn't cope well with TRACK_BIT_NONE (e.g. non-rail tiles), so use FindFirstTrack instead.
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16:47:14  <blathijs> Maedhros: What use is it to place signals on non-rail tiles?
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16:48:12  <mikk36> o.O
16:48:37  <Maedhros> blathijs: none at all, but this is before everything gets passed to the DoCommand, which provides the error
16:48:43  <Sacro_> wtf?
16:48:54  <blathijs> Maedhros: "the error" ?
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16:49:12  <Maedhros> "Can't {place,remove} signals {,from } here"
16:49:28  <blathijs> ah
16:49:36  <blathijs> like that...
16:50:28  <blathijs> hmm, then this looks like an acceptable solution
16:50:37  <blathijs> looked a bit weird at first
16:52:13  <Maedhros> :)
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17:35:09  <Wolf01> hello
17:35:23  <peter1138> hi
17:35:47  <kaan> hey wolf
17:36:21  <Wolf01> i'm waiting for the VS2005, a friend of mine has it, then i'll start to work on the WM5 port
17:36:23  <Wolf01> :)
17:37:31  <moe> anyone here from norway?
17:40:22  <Wolf01> i think yes, they are shy ;)
17:41:59  <moe> heh seems so =P
17:42:10  <Wolf01> boekabart, the edit button exists in the forums :P
17:43:07  <Wolf01> but you made a good work with that patch
17:43:57  <MiHaMiX> evenin'
17:44:12  <Wolf01> hello
17:45:44  <boekabart> Wolf01: the edit button?
17:45:58  <CIA-1> OpenTTD: miham * r10104 /trunk/src/lang/ (7 files): (log message trimmed)
17:45:58  <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2007-06-11 19:45:13
17:45:58  <CIA-1> OpenTTD: catalan - 4 changed by arnaullv (4)
17:45:58  <CIA-1> OpenTTD: czech - 3 fixed, 1 changed by Hadez (4)
17:45:58  <CIA-1> OpenTTD: danish - 2 fixed by MiR (2)
17:45:59  <CIA-1> OpenTTD: dutch - 1 fixed by habell (1)
17:45:59  <CIA-1> OpenTTD: estonian - 2 fixed, 15 changed by kristjans (17)
17:46:15  <Wolf01> yeah, you made 7 post in a row :P
17:46:34  <boekabart> Wolf01: actually I used it the last 3 times :)
17:48:18  <Wolf01> the my suggestion is to have the first post of the topic as "informations and download links" place, so you need only to place a new link there if you want to keep all the old revisions of the patch
17:49:58  <boekabart> Wolf01: good idea, i sometimes do that too ;)
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18:11:07  <ln-> omg, there'll be a a windows version of Safari.
18:14:06  <Phazorx> glx are you around?
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18:50:19  <CIA-1> OpenTTD: truelight * r10105 /trunk/src/spritecache.cpp: -Fix r10092: fix sprite 4845 till 4881 (inclusive), so they store the data as on the disk in the memory, as the old landscape generate assumes this. Talking about ugly hacks...
18:51:30  <Nickman> ln-: indeed there will be :)
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18:57:50  <glx> [20:14:14] <Phazorx> glx are you around? <-- now I am :)
18:58:56  <ln-> [11/Jun/2007:21:58:16 +0300] "GET / HTTP/1.1" 200 2873 "-" "Mozilla/5.0 (Windows; U; Windows NT 5.0; fi) AppleWebKit/522.11.3 (KHTML, like Gecko) Version/3.0 Safari/522.11.3"
18:59:20  <Phazorx> glx: was wondering if you can make a build of nightly + hash optimization patch
18:59:45  <Phazorx> but i already got one... however would be intersting to see if ming version is different from VC one
19:00:20  <glx> it shouldn't :)
19:00:51  <Phazorx> i wont see unless there is a big diff
19:01:09  <glx> where is the patch?
19:01:34  <Phazorx>
19:01:48  <Phazorx> i got ~500% improvement on huge game
19:02:01  <Phazorx> compared to 300% for stillunknown's version
19:02:26  <Bjarni> stillunknown said that the improved hash looked better than his solution
19:03:18  <Phazorx> he was correct
19:03:27  <Phazorx> i wonder if they can be combined for even more effect
19:03:40  <Phazorx> and e should bump 5000 train limit :)
19:03:42  <Phazorx> we
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19:05:59  <Bjarni> you can test it
19:06:09  <Bjarni> apply both patches and recompile
19:07:01  <peter1138> stillunknowns patch has known (heh) problems
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19:08:30  <glx> Phazorx:
19:09:54  <Phazorx> thank you much
19:10:17  <Phazorx> i'm interesting in testing but can not compile
19:10:28  <Phazorx> unless glx wants to make another one :)
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19:11:35  <glx> Can't you use BuildOTTD for that?
19:12:04  <Bjarni> BuildOTTD?
19:12:15  <Bjarni> we got such a thing running again?
19:12:56  <glx> kaan's tool to build openttd using mingw (it can apply 1 patch)
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19:15:28  <Phazorx> glx: need 2 patches and dont have ming
19:15:35  <Phazorx> thanks for your build tho
19:16:23  <kaan> mingw comes with BuildOTD, you just have to go in the correct folder and start the commandline for msys and you are all set
19:17:44  <Phazorx> i shall try
19:17:52  <Maedhros> kaan: nice post in the feeder systems thread :)
19:18:07  <kaan> thanks, i try to keep it simple ;)
19:20:47  <kaan> Phazorx: start a separate chat with me if you need help with that :)
19:20:53  <Phazorx> kk
19:21:01  <Phazorx> i dealt with ming before tho
19:21:13  <Phazorx> neverseen bottd however
19:22:18  <Phazorx> saving on one of my saves with really thick ML - 1100% compared to 10048
19:22:34  <kaan> basicly its a mingw/msys environment with the packages needed for ottd and then a small c# program to drive a userinterface that peeps can figure out how to use
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19:23:53  <Phazorx> hmm... any idea why i get "Game Load Filed" with multiple saves of another game?
19:24:13  <TrueBrain> no zlib? Custom patch?
19:24:30  <Phazorx> both cuztom patches
19:24:53  <Phazorx> 10048M to 10104M
19:25:00  <Maedhros> the other one probably had a savegame bump in it
19:25:02  <TrueBrain> doesn't mean a lot ;)
19:25:19  <Phazorx> savegame bump?
19:25:39  <Phazorx> TrueBrain: these are stock + stillunknown's patch and stock + peter1138's patch
19:26:29  <TrueBrain> we can't help you with custom patches
19:26:46  <Phazorx> but what can be the reason?
19:27:01  <glx> the build I made for you doesn't have a savegame bump
19:27:07  <TrueBrain> savegame bumps mostly are the reason
19:27:25  <Phazorx> can you elaborate on what is the savegame bump please?
19:28:19  <Bjarni> something new is added to the savegame, so the savegame version is newer
19:28:31  <TrueBrain> or of the older savegame the version is newer
19:28:44  <TrueBrain> or the savegames were broken, always
19:28:48  <Bjarni> since the game don't know the structure of future versions, then it can't load a version newer than the newest one when it was built
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19:29:15  <Bjarni> we do try to make it able to load older versions whenever possible
19:29:40  <peter1138> i think there was a savegame bug in a few revisions
19:29:42  <peter1138> might be that
19:29:56  <CIA-1> OpenTTD: rubidium * r10106 /trunk/src/ai/default/default.cpp: -Fix (r10098): there's always a compiler complaining about something...
19:30:20  <peter1138> i don't bump the version, dunno about stillunknown
19:30:39  <Bjarni> stillunknown did
19:30:43  <Bjarni> in his diff
19:30:52  <peter1138> then that could be it
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19:33:57  <Phazorx> hmm...  can that be suppressed somehow?
19:34:16  <Maedhros> no
19:34:39  <Maedhros> it means the savegame contains something that your version of openttd doesn't know how to handle
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19:35:42  <glx> IIRC stillunknown used some bits in maparray
19:41:11  <peter1138> i need to do some benchmarking with different HASH_RES values
19:41:37  <Phazorx> peter i need more trains to be able to show performance difference
19:41:50  <Phazorx> it tends to get to fraction of percents looks like it
19:42:06  <Phazorx> and it would be nice to override tyhat somehow
19:42:18  <Phazorx> cuz i'm pretty sure it is just a bump rather than actual difference
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20:00:22  <moe> is it possible to have 2 players in 1 company?
20:00:27  <peter1138> yes
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20:00:48  <moe> cool
20:00:55  <bob27> hello
20:01:14  <glx> moe: you can have up to 10 players in 1 company :)
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20:33:31  <moe> so 8*10 palyers possible?
20:33:31  <moe> or max 10 players in game
20:33:54  <Sacro> Bjarni:
20:33:58  <Sacro> and anyone else :
20:33:59  <Sacro> :p
20:34:26  <glx> moe: max is 10 clients, but they can all be in the same company
20:34:46  <moe> =/
20:37:32  <ln-> can i ask a stupid off-topic question?
20:37:46  <peter1138> are there other sorts?
20:37:53  <glx> what is the topic?
20:38:00  <ln-> peter1138: stupid on-topic ones..?
20:38:05  <ln-> probability.
20:38:18  <geoffk> i dont think off topic is a problem in channels so long as it don't get in the way of the topic
20:38:20  <Biff> is there trams in openttd now?
20:38:30  <Biff> people talked about it earlier
20:38:34  <glx> in trunk yes
20:39:15  <ln-> let's roll two dices; what's the probability that the larger number is exactly 3?
20:39:18  <Biff> oh
20:39:20  <Biff> i see
20:39:24  <Biff> but no trams
20:39:39  <Biff> i cannot build it, but maybe it wont work in an old savegame
20:39:53  <glx> you need a grf with tram vehicles
20:40:05  <Sacro> ln-: err... 1/6x2/6
20:40:12  <Sacro> 3 in 36?
20:40:28  <peter1138> < multitrack drift again
20:40:53  <glx> hmm I already saw this picture in this channel
20:40:58  <Biff> hmm, like what?
20:41:21  <ln-> Sacro: 1/6 times 2/6 is 3/36 in sacroan algebra?
20:41:45  <Sacro> yes :p
20:42:01  <Sacro> i fail at probabilities
20:42:03  <ln-> but i have the answer here, too, and it's supposed to be 5/36, and right now i'm unable to figure out why.
20:43:32  <Rubidium> ln-: that can't be right, there's a 2 in 36 chance it happens, unless the dice are flawed
20:44:10  <Sacro> yes, 2 in 36
20:44:13  <Sacro> 1x2 = 2 :p
20:44:32  <Rubidium> Sacro: and for 11 ?
20:44:40  <Sacro> Rubidium: 11?
20:44:51  <Rubidium> what's the chance you've got 11 when throwing two dice?
20:44:58  <Sacro> 2/36
20:45:03  <Sacro> either 5 and 4
20:45:06  <Sacro> or 4 and 5
20:45:12  <glx> (1,3) (2,3) (3,1) (3,2) (3,3) out of all possibilities
20:45:14  <Sacro> no...
20:45:15  <Rubidium> but what has the 1x2 to do with it?
20:45:18  <Sacro> 2 dice
20:45:25  <Sacro> thus 12 outcomes
20:45:31  <Sacro> ><
20:45:34  * Sacro is confused
20:45:39  <Sacro> 36 outcomes
20:45:42  <Sacro> 2 of them are 11
20:45:47  <Sacro> this 2 out of 36
20:46:04  <Sacro> Rubidium: chances of one die being 3 = 1/6
20:46:15  <Sacro> chances of the other die being 1 or 2, = 2/6
20:46:24  <ln-> hmmm, i think glx has a plausible theory there...
20:46:26  <Sacro> you multiply, and get 2/36
20:46:44  <Rubidium> hmm, I misread ln-'s question
20:47:00  <Rubidium> glx is right
20:47:14  <Biff> cool, its like buses only slower
20:47:17  <Biff> :P
20:47:21  <ln-> merci
20:47:28  <glx> de rien :)
20:49:56  <Eddi|zuHause3> it's totally obvious, isn't itß
20:50:06  <Eddi|zuHause3> s/ß/?/
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20:51:00  <ln-> it's been too long since i last played with probabilities.
20:51:20  <glx> yeah I forgot all the formulas
20:51:38  <ln-> (i won't tell anyone i have an exam tomorrow.)
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20:54:11  <Biff> hmm, the tram crashed with the bus
20:54:50  <Maedhros> how do you mean crashed? exploded crashed, or just stopped?
20:54:56  <Biff> just stopped
20:55:21  <Biff> and the tram is now stuck on a square with no tramway in that direction
20:56:16  <Sacro>
20:56:43  <Biff>,%2011th%20Feb%202027.png
20:56:51  <glx> Sacro: nice one :)
20:56:53  <peter1138> Sacro: heh, was on that exact same one
20:56:58  <Biff> near "Gløslia West" station
20:57:09  <Sacro> peter1138: disturbly, a few of us where :\
20:57:44  <glx> Biff: of course, you need to build the 'half' track so it can turn around
20:57:46  <Biff> building some extra tramway it moved
20:58:10  <Biff> oh, but i didnt think the corner would be built
20:58:21  <Biff> in the direction without further tramway
20:58:23  <Sacro>
21:17:26  <CIA-1> OpenTTD: peter1138 * r10107 /trunk/src/ (blitter/8bpp_optimized.hpp openttd.cpp): -Fix (r10092): Missing 'i' in 'optimized'
21:25:42  <kaan> nice catch
21:26:22  <Eddi|zuHause3> isn't it supposed to be "optimised"?
21:27:10  <peter1138> doesn't bother me
21:27:15  <peter1138> the missing i did though ;p
21:29:41  <Bjarni> <Sacro> Bjarni: <-- I see that you tried real life MS train sim
21:29:50  <Bjarni> luckily there are no cars on the road
21:30:07  <Sacro> its a detour
21:30:50  <Bjarni> it's a tram
21:30:55  <Bjarni> trackless tram XD
21:31:08  <Eddi|zuHause3> it's called a bus :)
21:31:20  <Bjarni> a bus with buffers?
21:31:32  <Bjarni> well
21:31:43  <Eddi|zuHause3> try out something new every day :)
21:32:06  <Bjarni> looking at the track, it appears to be somewhat old and not in mint condition
21:32:26  <Bjarni> it derailed outside the picture... for all we know, the track entering the crossing is broken
21:32:43  <Eddi|zuHause3> yeah, that was my thought as well
21:33:18  <Bjarni> maybe somebody added pavements or something
21:33:22  <Bjarni> besides it's a light vehicle
21:33:39  <Bjarni> it didn't matter as much if it were a 100+ ton locomotive
21:33:48  <Bjarni> <-- now this one is odd
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21:34:28  <Bjarni> <-- Sacro is taking driving lessons?
21:34:37  *** aimes is now known as KristjanS
21:34:48  <Bjarni> <-- and pilot lessons
21:34:56  <Sacro> why always me :(
21:35:04  <Bjarni> the world is getting more scary the better you know Sacro
21:35:24  <Bjarni> <Sacro> why always me :( <-- we know you say that when it happened
21:36:05  <Bjarni> <-- LOL. Look at the back and then the passenger seat :D
21:39:14  <Bjarni> <-- I don't think that was the intention XD
21:40:19  <Bjarni> hmm
21:40:23  <Bjarni> did you guys leave?
21:40:34  <KristjanS> yes
21:40:39  <KristjanS> :D
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21:42:05  <Bjarni> <-- I hate when that happens
21:42:26  <Bjarni> I haven't actually seen it in real life, but I know it happens once in a while and it's a mess every single time
21:43:08  <KristjanS> that's a good feature idea for OpenTTD LoL
21:43:20  * Bjarni knows a driver, who actually did this
21:43:29  <Bjarni> with a DMU
21:43:46  <Bjarni> well... know him like I know who he is
21:43:52  <Eddi|zuHause3> happened multiple times with my model trains
21:44:15  <Bjarni> model train incidents are easier to fix than real life trains
21:44:30  <Bjarni> the tracks were blocked until they found a crane strong enough to lift the DMU
21:44:31  <Eddi|zuHause3> :p
21:44:41  <Bjarni> he managed to jam it real good
21:45:11  <peter1138> in a model train you just reverse it, heh
21:46:05  <peter1138> also the bogies would let it go on at an angle anyway
21:46:14  <Bjarni> also the issue of "shit, the engine is in the wrong end of the train" isn't such an issue for model trains either
21:51:08  <Bjarni> <-- hmm... is this photoshop or a picture from just the right moment....
21:51:29  <KristjanS> nice :D
21:52:09  <peter1138> photoshop
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21:53:05  <KristjanS> yes, it's photoshop :p still nice'
21:53:13  <Wolf01|AWAY> 'night
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21:53:26  <Eddi|zuHause3> it's pretty definite photoshop :p
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21:55:27  <Bjarni> I thought so too
21:55:54  <Bjarni> <-- and people said that it's a disadvantage to be overweight :D
21:56:05  <Bjarni> I don't think a skinny person could do this
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22:00:09  <Bjarni> <-- wtf... nice teacher o_O
22:00:35  <Bjarni> one km is more than a mile and he gives detention to the student, who claims this to be incorrect
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22:03:44  <XeryusTC> Bjarni: old
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22:05:01  <Bjarni> hopefully
22:05:09  <Bjarni> yet it's the first time I saw it
22:05:49  <ln->
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22:10:23  <Bjarni> I used to shut up about the teachers making mistakes because they didn't like that :s
22:10:45  <Bjarni> and that made them reply that I was incorrect in front of the class
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22:44:33  <Eddi|zuHause3> i always pointed out if the teacher was wrong
22:44:51  <Eddi|zuHause3> they usually did not like that, but i did not care :p
22:47:06  <Bjarni> it was a whole new experience to start at uni
22:47:36  <Bjarni> if the teacher was corrected, he became happy because it showed that the student understood the stuff on the blackboard
22:49:46  <Eddi|zuHause3> uni wasn't all that different from school
22:50:06  <Bjarni> it is to me
22:50:17  <Eddi|zuHause3> most of the things they taught in the first 2 semesters i already had at school
22:50:28  <Bjarni> I never messed around with robots in school ;)
22:50:41  <Bjarni> actually that's not true
22:50:47  <Eddi|zuHause3> i never messed around with robots in university :p
22:50:52  <Bjarni> we once tried some lego robots
22:51:33  <Bjarni> mindstorm before it was named mindstorm and it was in mid 90s or something
22:51:41  <Bjarni> looked totally different
22:53:15  <Eddi|zuHause3> i never had mindstorms
22:53:32  <Eddi|zuHause3> i only had pneumatic lego stuff
22:54:03  <glx> I have both generations of pneumatic
22:54:15  <Bjarni> you will never get too old for coding, so it's a good excuse for buying lego today
22:54:46  <Bjarni> <glx> I have both generations of pneumatic <-- me too... makes it even more fun when I combine them on the same tube system (yes, it can work if you know how to do it)
22:56:41  <Eddi|zuHause3> hm, how insane am i if i listen to a song the 160th time in a row?
22:56:55  <glx> ready for commit :)
22:57:18  <Eddi|zuHause3> !openttd commit me
22:57:58  <Bjarni> I once built a compressor like device. It consisted of an electric engine, a whole lot of gears to increase the force and in the end, it had a cranked axle with two old type pneumatic devices (angled 180° from each other). Each of them was connected to a device that could take air in from the outside and when it pushed the air the other way, it went into the tube system. I connected both outputs and I had a constant supply of air a
22:57:58  <Bjarni> nd due to the gearing, it could build up pressure if needed
22:58:20  <peter1138> OpenTTD: peter1138 * r10108 /trunk/src (Eddi|zuHause3): -Fix: infinite loop
22:58:42  <Eddi|zuHause3> :p
22:58:48  <Bjarni>  <Eddi|zuHause3> hm, how insane am i if i listen to a song the 160th time in a row? <-- that depends on the song. If it's Spice Girls, then yes
22:58:49  <glx> there is a compressor system with a small pump but I never tried it
22:59:30  <Bjarni> I never tried the official compressor either. That's why I built my own. It worked rather well even though it did shake somewhat and was a bit noisy
23:00:10  <Bjarni> the pistons did move slowly, yet with great force so the whole system moved a bit on the floor when it reached the end
23:00:26  <Eddi|zuHause3> the song is called "Overfire" from "T.H.C."
23:01:17  <Bjarni> it wasn't as balanced as I had hoped because the resistance was much greater when compressing than when taking in new air from the outside... I expected that, but it spoiled my balance plan anyway :s
23:02:07  <Bjarni> "great force" is relative to what forces you expect coming from lego, not great force in general ;)
23:03:07  <glx> pneumatic was not very reactive
23:03:52  <Bjarni> you needed to build up pressure to make it respond quickly... I think having the air tank would help somewhat
23:04:15  <Bjarni> and using bigger pipes would also help
23:04:34  <Bjarni> placing the handle close to the controlled device also increased reaction speed
23:06:00  <Bjarni> I once wondered about making a device that could turn pressure into rotations again... it ended up becoming rather huge and it never worked reliably
23:06:19  <Bjarni> I think I lacked enough stuff to build it from
23:06:43  <Bjarni> the idea was that the rotations should turn the handles back and forth
23:07:09  <glx> yeah always some parts missing :)
23:07:16  <Eddi|zuHause3> hm, you just need two other pistons and mount them 90° apart on a wheel
23:07:19  <moe> there is no vehicle for fruits
23:07:41  <glx> moe: in standard set?
23:08:03  <Eddi|zuHause3> and then control the handles that switch around the air direction in the pistons
23:08:13  <Eddi|zuHause3> from that wheel
23:08:27  <moe> for the tropical i think
23:08:34  <Bjarni> <Eddi|zuHause3> hm, you just need two other pistons and mount them 90° apart on a wheel <-- yeah, but then I needed the stuff to control it by the rotation they generated and I needed all the stuff to generate the pressure (the compressor I mentioned before)
23:08:52  <moe> you have fruit plantage but not the truck for
23:09:02  <peter1138> fruit truck is there
23:09:17  <peter1138> 2 trucks and 1 wagon
23:09:28  <moe> gmm
23:09:32  <moe> hmm
23:09:37  <moe> at what year?
23:09:56  <peter1138> first truck comes in at 1935
23:10:38  <Bjarni> goodnight
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23:11:07  <moe> strange
23:11:12  <moe> seems one set kills it
23:12:09  <peter1138> ah, so you are using newgrf then
23:12:23  <moe> grain ==maize but food =/ fruits
23:14:03  <glx> should have a refit option then
23:14:15  <moe> seems its a grf
23:14:27  <moe> and nope there was no refit option
23:14:41  <moe> just need to find out which grf it is
23:14:49  <peter1138> ...
23:14:56  <peter1138> how many vehicle grfs would you want loaded...
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23:16:45  <moe> 2 bus + a tram
23:16:59  <moe> some station ones + stolen tree
23:17:15  <moe> loaded a grf ottd package but didnt use all
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23:37:20  <eekee> Anyone else here play a tiny map with only one town? I'm getting told "too many stations in this town" & wondering if there's anything I can do about it
23:46:07  <Eddi|zuHause3> there is a fixed number of station names
23:46:22  <Eddi|zuHause3> try to rename a station
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23:50:04  <eekee> Eddi|zuHause3: Already did
23:50:38  <Eddi|zuHause3> then i don't know any further
23:52:51  <KristjanS> i'm having an oil refinery
23:52:57  <KristjanS> that accepts oil only on one side
23:53:09  <KristjanS> my station touches the refinery but it doesn't accept it :p
23:53:28  <glx> not all tiles accept oil
23:54:02  <KristjanS> :p shouldn't it accept it all around the refinery though?
23:55:34  <KristjanS> now it accepts, but the tile didn't show up first as it would accept it
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23:57:59  <KristjanS> hey lolman
23:58:05  <lolman> Ello
23:58:07  <KristjanS> do you lolcode? 8^)
23:58:19  <lolman> I don't, unfortunately
23:58:28  <Belugas> KristjanS, only some tiles, not all the tiles do accept oil.  it's how the game is done
23:58:40  <Belugas> and it is the same for all the industry tiles
23:58:52  <Belugas> not all accept what the industry needs
23:59:18  <KristjanS> it's still weird
23:59:21  <Belugas> the best way for you to determine, use the query tool and click on each of the tiles of the industry
23:59:23  <Belugas> you will see
23:59:26  <Belugas> no it's not weird.
23:59:30  <Belugas> it is normal
23:59:39  <KristjanS> on one side the radius for accepting is 1 square, on two sides it is 3 and one it is 1
23:59:45  <KristjanS> one it is 4*
23:59:45  <KristjanS> :p
23:59:52  <Smoovious> any way I can give $ to a company that's offline? don't want someone to go bankrupt
23:59:59  <Belugas> it is not all the part of an industry that can deal with the stuff

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