Log for #openttd on 11th August 2008:
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00:00:59  *** KritiK [] has quit [Quit: Leaving]
00:02:29  <fmauNeko> somebody could get grfcodec working on linux x86_64 ?
00:04:02  <Sacro> fmauNeko:  yes
00:04:04  <Fennec> if you give it the right compile flags it might be convinced to work
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00:05:18  <Fennec> -m32 in particular
00:05:22  <Fennec> if I recall correctly
00:05:26  <fmauNeko> hmm
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00:10:10  <fmauNeko> Fennec: thx ;)
00:18:39  <Fennec> did it work? :)
00:18:49  <fmauNeko> yeah :)
00:18:55  * Fennec watched an x86-64 box and did school assignments on it from time to time
00:19:09  <Fennec> including the kind with pre-provided static libraries :P
00:28:31  <Eddi|zuHause> [10.08.2008 17:49] * peter1138 has discovered that 2.7m long planks of wood fit in his car... if I open the glove box. <- in germany, cargo can stick 1m out of the back of the car
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00:35:33  * fmauNeko was worndering if a grf file would be enough to add a button in a toolbar :p
00:37:04  <Eddi|zuHause> yay, another hornet...
00:37:16  <Eddi|zuHause> their nest is like 3m from my window
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01:29:49  <fmauNeko> Makefile:81: *** multiple target patterns.  Stop.
01:29:50  <fmauNeko> :'(
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02:07:23  <Belugas_Gone> [20:35] * fmauNeko was worndering if a grf file would be enough to add a button in a toolbar :p  <---  it's not the job of grfs to add buttons to the game
02:07:31  <Belugas_Gone> n fact, grfs cannot do that
02:08:04  <fmauNeko> yeah :D
02:08:20  <fmauNeko> i'm trying to patch the code :p
02:08:50  <Belugas_Gone> which on? grfcodec's or ottd's
02:08:58  <Belugas_Gone> and for what purpose?
02:09:52  <Phantasm>
02:11:37  <fmauNeko> Belugas_Gone: ottd, and i'm trying to make highways
02:14:06  <Belugas_Gone> good luck.  first, what is the difference (in your mind) with current (one-way) roads?
02:15:09  <fmauNeko> the selection of line numbers
02:17:33  <Belugas_Gone> hu?
02:18:27  <Belugas_Gone> ---read as ----  what the hell are you talking about
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06:08:22  <peter1138> Eddi|zuHause, yeah, but then I'd've needed straps to hold the boot hatch down.
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07:15:41  <Wolf01> hello
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07:29:29  <Ammler> he, how to remove a ban?
07:30:08  <doc|work> a ban? from where?
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07:50:15  <planetmaker> g'day
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07:55:34  <Celestar> hey
07:55:51  <planetmaker> moin Celestar :)
07:56:12  <Celestar> ey planetmaker I had a quessie for you
07:56:16  <planetmaker> or rather "GrÌß Gott"?
07:56:31  <Celestar> or that (=
07:57:10  <planetmaker> :)
07:57:37  <Celestar> what's the carbon content of Mars? Any different from earth?
07:57:57  <planetmaker> uh... no idea. So the assumption that it's approx. the same should be fine.
07:58:10  <Celestar> that's enough for me
07:58:11  <planetmaker> There's no reason Earth should be enriched in it.
07:58:28  <Celestar> Just wondering whether one could produce polymers on Mars with the resources available
07:58:44  <Celestar> peter1138: how is it going?
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08:03:11  <planetmaker> Celestar: I guess you could produce polymers. But(!) C might be harder to obtain as it is not bound by any biosphere.
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08:03:56  <Celestar> planetmaker: well apart from the CO2 in the atmosphere
08:04:03  <Celestar> but that's not much C
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08:04:25  <planetmaker> well... all oil has been biosphere, too. :)
08:04:44  * planetmaker wonders where most C is bound in...
08:04:55  <Celestar> planetmaker: yeah I wonder that as well
08:05:11  <Celestar> dunno the composition of the soil my heart :P
08:05:15  <Celestar> Rubidium: you around?
08:05:40  <Rubidium> I think so
08:06:29  <Celestar> Rubidium: the fullload game you showed me: WFM :/
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08:09:15  <planetmaker> Celestar: limestone, dolomite, CO2, methane is quoted as most abundand representation on wiki
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08:11:54  <Celestar> planetmaker: well, obtaining it from limestone and dolomite is easily possible. So you'd get Fe, C for normal structures, Mg for real lightweight system ..
08:12:48  <planetmaker> yeah. most of regolith is (Mg,Fe)2SiO4, which is overly abundant... so, no principal ressource problems, I guess :)
08:13:01  <planetmaker> Planning a new house of yours? ;)
08:13:38  <Celestar> kind of
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08:14:17  <Rubidium> Celestar: okay, I looked at the savegame again and now it seems to not occur anymore... !but! ... every time I load the savegame the wagons that are loaded and the amount they are loaded with differs slightly
08:14:28  <Celestar> hm??
08:14:32  * Celestar checks
08:16:05  <Rubidium> 30, 30, 24, 20, 25, 25, 25, 25 vs 30, 30, 22, 20, 25, 25, 25, 25 vs 30, 30, 30, 20, 20, 27, 25, 25, 25
08:16:59  <Rubidium> see the train with the label "first" on the track "above" it
08:17:31  <Celestar> Rubidium: that is _very_ interesting
08:17:55  * Celestar wonders how that is caused
08:19:08  <Rubidium> any of: the routing tables not being cleared properly, the sorting of the routing tables depends on malloced memory, the sorting is unstable and the pivot is chosen randomly, ...
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08:21:02  <Celestar> Rubidium: checking (=
08:23:44  <peter1138> Heh
08:23:54  <peter1138> Companies House is strange...
08:24:00  <peter1138> "The WebCHeck service is available from Monday to Saturday 7.00am to 12 Midnight UK Time"
08:24:13  <peter1138> Because servers can't run 24/7?
08:24:24  <Celestar> hah
08:24:38  <Celestar> peter1138: anything I need to pull/merge?
08:24:46  <Noldo> so they can reboot nighttime and you can't whine
08:24:57  <peter1138> Er, I think there was but it's at home.
08:25:24  <peter1138> Nothing major though
08:25:36  <Celestar> k
08:26:12  <Celestar> GetVehicleOrder(v, v->cur_order_index)->GetNextUnloadingOrder()->GetDestination();
08:26:15  <Celestar> er .. sorry :P
08:26:20  <Celestar> meant to paste that in gdb (=
08:26:37  <Celestar> doesn't work anyway :S
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08:27:02  * Celestar recompiles with debug 3
08:27:22  <Rubidium> :O slowness
08:27:49  <Celestar> er what?
08:27:57  <Rubidium> debuglevel 3
08:30:04  <Celestar> yeah
08:30:39  <Gekz_> does it even run full speed on a good computer with debug 3?
08:30:50  <Celestar> Gekz_: no problems
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08:31:03  <peter1138> enable-debug 3 or debug_level 3?
08:31:07  <peter1138> Totally different ;)
08:31:43  <Celestar> peter1138: --enable-debug=3
08:31:55  <Celestar> it cannot run full speed with debug_level 7 for me
08:31:57  <peter1138> *nod*
08:32:05  <Celestar> because the terminal is too slow to print all the chars (=
08:32:11  <peter1138> Yup.
08:32:45  <Gekz_> Celestar: openttd > somefile.txt
08:32:48  <Gekz_> >_>!
08:32:52  <Celestar> Gekz_: >&
08:32:55  <Gekz_> erm
08:32:57  <Gekz_> yeah
08:33:00  <Celestar> because debug prints to stderr (=
08:33:00  <Gekz_> lol
08:33:04  <Gekz_> I forgot that
08:33:16  <Celestar> sometimes, I do too (=
08:36:25  <Gekz_> stop reversing the happy faces
08:36:27  <Gekz_> it breaks my brain
08:36:41  <Rubidium> (:
08:37:12  <Gekz_> fucking
08:37:16  <Gekz_> :<
08:37:56  <peter1138> >:
08:38:12  <Gekz_> how unlike friends.
08:44:57  <Celestar> Rubidium: mah, the station has 148 cargopackets :P
08:46:12  <Celestar> AW SHIT
08:46:27  <Gekz_> O.o!
08:46:30  <Gekz_> what
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08:47:09  <Celestar> I coded some total crap :P
08:49:04  <Gekz> Nice.
08:49:13  <Gekz> Can I code crap too?
08:52:48  <Celestar> Rubidium: can you pull again and re-try?
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09:04:25  <Rubidium> Celestar: seems to work now
09:04:32  <Gekz> git
09:04:33  <Gekz> gitgitgit
09:04:43  <Gekz> git push, git pull, git off my lawn
09:05:02  <Celestar> Rubidium: awesome ;)
09:05:19  <Celestar> this is the last day I'm here for almost a week, we'd need to playtest today in the network (=
09:05:20  <Rubidium> yup, I'd prefer git too
09:05:37  <Rubidium> because it doesn't consume memory like hg does
09:06:08  <Gekz> lulz hg
09:06:14  <Gekz> mercurial isnt as bad as monotone
09:06:15  <Gekz> >_>
09:06:22  <Rubidium> hg sync with svn leaks 1-4 MB per revision
09:07:00  <Rubidium> git leaks nothing (or at least so near nothing that it isn't noticable in 14000 commits)
09:07:55  <Rubidium> got to reboot hg every night so it doesn't get OOMed by itself
09:08:13  <Gekz> lol.
09:08:37  <Rubidium> git is "still" using only 840 kiB since August 2nd
09:08:44  <Gekz> Lol.
09:08:46  <Gekz> nice.
09:08:55  <Celestar> yeh yeh
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09:21:53  <peter1138> But hg is easier to use ;)
09:23:49  <peter1138> Right, I reckon I should be okay to load labels in reservation, and the rest in activation.
09:25:44  <peter1138> Hmm, I need to specify more sprites.
09:25:57  <Celestar> peter1138: ?
09:26:11  <peter1138> I've been working on NewGRF rail types.
09:26:15  <Celestar> ha ;)
09:26:21  <Celestar> what about NewGRF_ports :P
09:26:42  <peter1138> That probably needs rewriting ;)
09:26:47  <peter1138>
09:27:03  <Celestar> peter1138: "probably"?
09:27:15  <peter1138> I've not looked at it for ages.
09:27:20  <Celestar> k
09:27:21  <Celestar> (=
09:28:08  <peter1138> Hmm, I guess I should allow custom catenary too
09:28:18  <peter1138> I wonder how many sprites are needed that for...
09:28:32  <peter1138> Ah ha, I can investigate the wiki :D
09:30:03  <Celestar> peter1138: <= comments?
09:30:19  <peter1138> tif?
09:30:31  <peter1138> Ah ha
09:30:47  <peter1138> Good enough for me :)
09:30:58  <Celestar> cool
09:31:40  <peter1138> 48 sprites needed in TTDPatch for overhead wires... did we add any?
09:34:14  <Celestar> sure?
09:34:43  <peter1138> I thought we did something special with tunnels or bridges, but it looks like we still use 48 sprites.
09:35:37  <Celestar> nah we use theirs basically
09:35:46  <Celestar> I kind of tried to emulate their behaviour
09:36:20  <Rubidium> peter1138: the special's for tunnels and bridges are in TTDP too
09:36:39  <peter1138> Ah, right.
09:36:42  <peter1138> Good.
09:36:48  <Celestar> bridges too?
09:37:23  * peter1138 considers specifying more sprites for bridge surfaces.
09:37:33  <peter1138> Just in case we ever have diagonal bridges...
09:38:01  <Celestar> possibly (=
09:38:18  <peter1138> < What am I missing?
09:38:26  <peter1138> Oh... Icons :o
09:39:24  <Rubidium> I'd keep snowy and desert ground separated
09:39:37  <Rubidium> so multiclimate maps remain fairly easily possible
09:39:41  <peter1138> Hmm, okay.
09:40:38  <Rubidium> though... that'd mean a cargo ID per climate + snow + desert
09:40:56  <peter1138> Well
09:41:11  <peter1138> We could just make it an overlay system, and only have one set.
09:41:21  <Noldo> what are you working on?
09:41:25  <peter1138> Although that wouldn't really work for tunnels.
09:43:40  <peter1138> Noldo: "Railtypes" in the URL might give it away.
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09:45:24  <Celestar> we'd just need to give each cargotype a unique ID
09:45:27  <Celestar> but we're limited to 32
09:46:21  <peter1138> Hmm?
09:47:16  <peter1138> Cargo types should be modified by GRF...
09:47:43  <Celestar> point taken
09:48:11  <Celestar> peter1138: we should make a (mental) list what missing until we can merge cargodest into trunk
09:48:42  <Rubidium> a proper desync test
09:49:19  <Rubidium> a review of the code
09:49:52  <Rubidium> a flame of boost (it gives me a lot of warnings because they use deprecated stuff)
09:51:41  <peter1138> Hmm, doesn't for me.
09:52:10  <Rubidium> /usr/include/c++/4.3/backward/backward_warning.h:33:2: warning: #warning This file includes at least one deprecated or antiquated header which may be removed without further notice at a future date. Please use a non-deprecated interface with equivalent functionality instead. For a listing of replacement headers and interfaces, consult the file backward_warning.h.
09:53:47  <Celestar> Rubidium: we need to decide whether to put boost and a requirement (and adjust the configure scripts), or add the boost stuff to our repo (the licensing allows this)
09:54:01  <Celestar> s/and/as
09:54:22  <peter1138> Well in theory you can do everything using the existing data in the station and order pools, but that may be less efficient..
09:54:52  <Rubidium> I'd go for the latter, i.e. add the needed part of boost to our repository
09:55:04  <Rubidium> so we don't get desyncs because someone has a newer/older version of boost
09:55:10  <Celestar> Rubidium: I concur
09:55:12  <Progman> you fixed the bug routing edges got removed when autoreplace (try to) appears?
09:55:29  <Celestar> Progman: not yet.
09:55:31  <peter1138> Autoreplace has bigger problems than that.
09:55:36  <Rubidium> Progman: fixing that requires autoreplace to be fixed before
09:55:40  <Celestar> Progman: it's still on my list, but I'm putting this on hold
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09:55:50  <Celestar> I agree with Rubidium on that one (=
09:56:01  <peter1138> Hmm, I guess cursors and icons can go in the same lump.
09:56:12  <peter1138> So, 10...
09:56:14  <Celestar> frosch said something about rewriting autoreplace (=
09:56:31  <peter1138> Or do we have a separate cursor/icon for each railtype for depots?
09:57:16  <Peer> Is there an OpenTTD repo?
09:57:28  <peter1138> Yes.
09:57:32  <Peer> rly?
09:57:33  <Progman> svn, hg, whatever you want
09:57:45  <Peer> no, aptitude.
09:58:05  <Peer> \dpkg/yum/yast/etc
09:58:08  <Rubidium> Peer: use debian/contrib
09:58:10  <Progman> Peer:
09:58:17  <Celestar> Who's the head of NoAI these days?
09:58:33  <Progman> I guess truebrain
09:59:37  <Rubidium> Peer: and it is in ubuntu/multiverse and in gentoo
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09:59:47  <peter1138> Hmm, yes, and there's a tunnel icon, and convert rail icon...
10:00:23  <HttpError> indeed
10:00:42  <HttpError> but i belive the ubuntu/multiverse is out dated.
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10:01:13  <Rubidium> then slap them to upgrade
10:01:37  <Rubidium> or just install the debian package that's on sourceforge
10:02:01  <HaloMaster> :/
10:02:21  <Celestar> Rubidium: what's your idea of "a proper desync test" ?
10:02:31  <peter1138> All this nick changing is making me dizzy...
10:02:35  <Celestar> I mean just playing or something?
10:02:45  <peter1138> Celestar, openttdcoop ;)
10:02:46  <HaloMaster> soz, tryna find my registered nick
10:02:50  <HaloMaster> found it
10:03:00  <Rubidium> Celestar: as peter1138 said
10:03:24  <Celestar> peter1138: Rubidium: good idea
10:03:29  <peter1138> Hmm, a depot is just two sprites, isn't it?
10:03:34  <Celestar> yes peter1138
10:03:43  <Celestar> so Brianetta is my man, right?
10:03:43  <Rubidium> peter1138: depending on the orientation
10:03:49  <peter1138> Oh, that depends on direction :p
10:03:52  <Rubidium> it's 6 in total
10:03:52  <peter1138> Hmm...
10:03:55  <Celestar> peter1138: let's say.. MAX two sprites
10:04:13  <Rubidium> the NE and NW ones have 1
10:04:13  <Celestar> two for the ones faced southish, one for the northish depots
10:04:22  <peter1138> Right, so 6 sprites in total for depots.
10:04:27  <Celestar> "northish" .. can you say that 10 times fast?
10:04:45  <peter1138> It comes out like "nor fish" though.
10:04:47  * Rubidium assigns Microsoft Bob to that task
10:05:53  <Forked> MS Bob <3
10:05:59  <Forked> I wonder if it works in vista x64
10:06:03  <peter1138> Currently the level crossing lights/barriers are assigned by the roadside type. Should we keep that?
10:06:15  <Noldo> no
10:06:46  <Rubidium> action 2 it!
10:07:02  <peter1138> I'm avoiding varaction2 ;)
10:07:16  <Rubidium> then action 0 it ;)
10:07:19  <peter1138> :o
10:07:25  * Celestar still wonders whether to tackle NewGrfPorts after cargodest
10:07:25  <Rubidium> one for both road sides
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10:07:52  <Rubidium> Celestar: if you do multistop after cargodest and before newgrfports it fine by me ;)
10:08:00  <peter1138> The question I'm asking is should it be defined by road or by rail?
10:08:28  <Celestar> Rubidium: I will
10:08:33  <peter1138> Hmm, I suppose newgrfports makes multistop for ports unnecessary?
10:08:48  <peter1138> Hmm, depends how flexible sea ports will be.
10:09:14  <Rubidium> peter1138: action0levelcrossingbarriers
10:09:33  <peter1138> But action 0 doesn't do anything with sprites.
10:09:51  <Rubidium> peter1138: action<whatever's the right number>levelcrossingbarriers
10:10:16  <peter1138> Well...
10:10:27  <peter1138> ActionAnything is missing the point of the question ;)
10:11:18  <Rubidium> I reckon the crossings belong more to the road
10:11:26  <peter1138> Hmm, 12 sprites for PBS reservation... Are they only used for reservation?
10:11:42  <Celestar> Rubidium: I've already got the WIP by mart3p that he did about multistop and he apoliziged that he didn't take care about it after the DTRS have been finished (=
10:11:42  <peter1138> Oh... 12...
10:11:48  <Rubidium> currently yet
10:11:48  <peter1138> I guess that's 4 for each rail type?
10:12:11  <Rubidium> *yes and yes
10:12:12  <peter1138> So it's just slope overlays...
10:12:16  <Rubidium> yup
10:12:22  <peter1138> So I can just add them to the existing overlays!
10:12:26  <Rubidium> yes
10:12:27  <peter1138> How obvious.
10:13:00  *** fmauNekAway is now known as fmauNeko
10:13:06  <peter1138> Technically you could draw all tracks using those 10 overlay sprites.
10:13:11  <peter1138> But it would look pretty ugly.
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10:13:31  <Rubidium> even bridges
10:13:36  <Rubidium> and probably tunnels too
10:13:46  <Rubidium> with some chop half of the sprite magic
10:14:28  * peter1138 ponders...
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10:15:10  <Rubidium> though the chop half of the sprite magic is already in trunk (for halftile foundations)
10:15:18  <peter1138> *nod*
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10:17:44  <SmatZ> I have a code for sprite generating in runtime (for partially snowy tiles, so they work with newgrfs)
10:17:49  <SmatZ> not in trunk
10:17:58  <peter1138> Hmm, level crossing overlay... do we want to allow for diagonal crossings?
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10:18:17  <peter1138> Which is another 4 sprites, I believe.
10:18:31  <SmatZ> isn't the problem lack of space in the map array?
10:18:48  <SmatZ> if we want to reserve space for 3rd road type the way it is done now
10:18:54  <peter1138> I don't know.
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10:19:46  <Roujin> huh? talking about additional road types?
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10:19:49  <peter1138> SmatZ, I am writing down my NewGRF specification for rail types, in the process trying to remove some limitations.
10:20:21  <Roujin> the map array has already all the bits for a third road type reserved
10:20:50  <peter1138> Yes, apparently taking the space that was used by the diagonal crossing patch.
10:21:26  <Roujin> ah
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10:21:54  <Rubidium> level crossings still have some free mapspace
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10:22:35  <Rubidium> so diagonal crossings isn't a mapspace issue
10:23:32  <peter1138> SmatZ, basically I need to do this specification so that we don't end up having to do it TTDPatch's way which will not be flexible enough.
10:23:44  <peter1138>
10:23:50  <peter1138> ^ Is quite horrible and very limiting.
10:23:56  <peter1138> And is also unimplemented.
10:25:09  <peter1138> It misses the 'single ID per rail/road type' concept which imho is quite necesary.
10:25:12  <peter1138> +s
10:25:33  <peter1138> Rubidium, so I should allow for it, do you think?
10:26:08  <Rubidium> yes, or at least not disallow it
10:26:17  <peter1138> I've added it in the spec :)
10:27:32  <Rubidium> what about autorail overlay sprites?
10:27:45  <peter1138> Does that matter?
10:28:01  <peter1138> Does it need differentiating?
10:28:18  <Rubidium> maybe someone wants to make the distance between the two rails smaller for narrow gauge or make it a single line for monorail or something like that
10:28:57  <Rubidium> basically action 5 type 13
10:29:14  <peter1138> .... 55 .... ?
10:29:24  <peter1138> How is there 55!?
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10:30:46  <Rubidium> different slopes
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10:31:25  <peter1138> Hmm, well, I'll add it. I guess I'll need a to make a reference on the layout of sprites within each section.
10:31:29  <Rubidium> "invalid pieces" for certain slopes where a train can't run
10:31:34  <peter1138> Ah, right.
10:31:55  <peter1138> We should make normal rail building use autorail sprites too.
10:32:00  <Celestar> hey Brianetta
10:32:11  <peter1138> But that's a different issue :)
10:32:19  * Rubidium agrees on that
10:32:23  <SmatZ> peter1138: looks interesting, though it looks a lot of work :)
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10:32:41  <Brianetta> hi Celestar
10:32:43  <peter1138> SmatZ, which are you looking at, my specification or that newroutes?
10:33:10  <Celestar> Brianetta: we could use your help ;)
10:33:27  <Celestar> Brianetta: you're running the ottdcoop right?
10:33:28  <SmatZ> peter1138: I haven't seen your specification
10:33:33  <peter1138>
10:33:38  <peter1138> ^ Much saner, imho.
10:33:38  <SmatZ> thanks :)
10:33:44  <Brianetta> Celestar: I'm running the web site
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10:34:18  <Celestar> Brianetta: who's running the servers?
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10:34:30  <Brianetta> Not sure
10:34:34  <Celestar> hm
10:34:45  <planetmaker> Hm... I thought, Brianetta, one of the servers is also on your box?
10:34:49  <Celestar> cuz we'd like to have big test with cargodest
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10:35:02  <Rubidium> Celestar: /join #openttdcoop
10:35:11  <planetmaker> Otherwise they're Ammler's and Phoenix_the_II's servers. But you may just ask #openttdcoop :P
10:35:32  <Gekz> someone needs a server?
10:35:33  <HaloMaster> hey, i can do a server if you need
10:35:37  <Gekz> lol
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10:36:42  <HaloMaster> i can give you root on it for a few days
10:38:45  <HaloMaster> or even keep it, im not using it for much.
10:40:07  <Brianetta> planetmaker: Used to be, certainly
10:40:36  <HaloMaster> Celestar?
10:40:58  <planetmaker> I guess we found a server :)
10:41:10  <HaloMaster> where?
10:41:19  <planetmaker> our dev server
10:41:26  <HaloMaster> oh
10:41:33  <HaloMaster> i have a server you can use
10:41:37  <planetmaker> seems somewhat appropriate :)
10:41:42  <HaloMaster> on a 100mb line
10:41:42  <Celestar> HaloMaster: I have a server (=
10:41:51  <Celestar> HaloMaster: the problem is players (=
10:42:02  <HaloMaster> ill play, i just need the files
10:42:08  <Noldo> Celestar: when?
10:42:23  <Celestar> Noldo: When the boost thing is solved and we have nightlies
10:42:27  <Celestar> sometime this week I guess
10:42:30  <HaloMaster> Celestar: Just pm me and ill give you the details to my server
10:44:35  <Roujin> by the way the -m grep option that is used there seems to be non-standard, as a google search revealed
10:44:42  <Celestar> peter1138: we should decide on a boost version at some point
10:44:43  <Noldo> Celestar: what is the boost thing about?
10:44:55  <Celestar> Noldo: it's a library we use for cargodest
10:45:15  <Noldo> That much I knew
10:45:31  <Celestar> Noldo: we're using the boost graph library (BGL) that is for, doh, graphs
10:45:48  <Noldo> but what it the 'thing' about it that needs solving?
10:46:17  <Celestar> Noldo: er ... basically how to include it in openttd
10:46:22  <Roujin> they want to include the necessary files so that users don't have to install it externally
10:46:26  <peter1138> Celestar, I'd say "latest", to be honest. It can be updated later then, too...
10:46:34  <Celestar> Noldo: currently preferred option is svn:externals
10:46:59  <Celestar> peter1138: you mean HEAD at time of checkout or HEAD of now?
10:47:53  <Celestar> Rubidium: you said you wanted a code review. Wanna do one? :P
10:49:27  <peter1138> Celestar, as long as it's always the same for a given OpenTTD revision...
10:51:25  <Celestar> peter1138: yeah
10:51:34  <Celestar> peter1138: I'll try to identify a good and working boost revision
10:51:39  <Celestar> got a C++ question:
10:53:09  <Celestar> I have class foo { virtual void f() = 0; }; class bar : public foo { virtual void f() { DoSummin(); } }; class qux : public foo { void f() { DoSummin(); } };
10:53:23  <Celestar> what's the difference between bar::f and qux::f
10:53:25  <Celestar> ?
10:55:49  <Noldo> the DoSummin is a static function or const in terms of this
10:56:34  <Celestar> or rather: when I should use one or the other?
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10:59:41  <Progman> Celestar, peter1138: something new to pull for paxdest?
11:00:07  <planetmaker> Celestar: when you have a version which you want to run on our dev server, please just say so and then tell me where from :)
11:00:26  <Celestar> Progman: since when?
11:00:31  <Celestar> planetmaker: will do so
11:00:50  <planetmaker> having it as svn branch indeed would be easiest for me - I know how to handle that :)
11:00:51  <Progman> around the 7. and 8. Aug
11:01:20  <planetmaker> (or as patch to trunk)
11:01:41  <Celestar> Progman: quite some fixes
11:01:43  <planetmaker> and I'm quite looking forward :D
11:02:25  <Roujin> Celestar: the income/transfer display is not fixed yet, right?
11:02:29  <Celestar> planetmaker: let's hope there aren no desyncs
11:02:40  <planetmaker> :) I do!
11:02:46  <Celestar> Roujin: no because I'm not quite sure what is actually going wrong
11:03:11  <Celestar> Roujin: if you have a savegame, it'd be awesome
11:03:16  <Celestar> Roujin: is it reproducible?
11:03:31  <Roujin> it seems to happen all the time at my game...
11:03:50  <Progman> how do I check which revision I got in the hg checkout?
11:04:14  <Progman> as there is no "hg info" o_O
11:05:19  <Progman> got it (..somehow) with hg heads
11:06:29  <Roujin> then again.. I'm not sure I'm really running the newest version since it said after pulling that i have to run "hg update" to get a working copy, which I haven't done
11:07:13  <Roujin> and right now my turtoiseHQ freezed :/
11:07:17  <Roujin> *HG
11:07:49  <Progman> Roujin: I got 19509:d2c82481a3b6 from Fri Aug 08 18:20:11 2008 +0100, check if you got a newer one ;)
11:08:50  <Progman> hmm, its eating cpu usage like hell
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11:09:53  <Celestar> it is?
11:09:57  <Celestar> how big is the game?
11:10:40  <Progman> ~100 trains with ~100 stations
11:10:41  <Celestar> Progman: there have been HUGE performance increases since then ;)
11:11:11  <Progman> so, 19509:d2c82481a3b6 isn't the newest update?
11:12:06  <Roujin> what number is that anyways oO
11:12:18  <Celestar> peter1138: Rubidium: when declaring a virtual function in a derived class, should we mark it with /* virtual */ and if so, declaration only or declaration and definition?
11:12:22  * Progman shrugs
11:12:22  <Celestar> Progman: nope
11:12:30  <Progman> how to get the newest?
11:12:39  <Celestar> the number is revision_number:SHA1hash