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Log for #openttd on 28th April 2006:
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00:07:36  *** Born_Acorn [n=bornacor@AC8D6533.ipt.aol.com] has quit []
00:09:10  <RichK67> tada!! http://www.tt-forums.net/viewtopic.php?p=435759#435759   snow in temperate, with TGP terrain :)
00:14:48  <Belugas_Gone> wow!
00:15:00  <Belugas_Gone> I am... impressed :)
00:18:16  <RichK67> oops - missed the graphics file
00:19:21  <RichK67> ty belugas... ive not tried combining the two, but it does work nicely together
00:20:34  <RichK67> im thinking of including this in TGP, however it does require some of M.Blunck's graphics in a smaller neat package (MB gave permission as long as I included copyright notice)... its also embedded in the .grf as well
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00:23:26  <glx> RichK67: I like it :)
00:24:41  <RichK67> great - nice thing is it works with savegames too... load one in, and it snows up... ok existing houses arent converted, but over time, they become the snow versions as they are replaced
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00:25:50  <black_Nightmare> correct me if I'm wrong but so basically all artworks (with exception of if you load your own gfrs for different vehicles) in openttd are from ttdx right?
00:26:38  <RichK67> yes, and are covered by the original TTDX copyright
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00:27:11  <black_Nightmare> hmm thanks
00:27:12  <RichK67> even if you edit them (severely), they are still derivative works
00:27:39  <black_Nightmare> think that maybe tomorrow or something I'll see about getting my hand on trying draw some custom buildings for towns just to see how that would turn out
00:28:37  <black_Nightmare> oh and btw richk..I noticed one of your map while going through a few of what was in the 'new map' list :p
00:28:58  <RichK67> if you would like a mini-project, i need snowy versions of the temperate industries... lose the hard-coded green base tiles, and snow up the buildings a bit :)
00:29:17  <black_Nightmare> heheh...we'll see
00:30:11  <RichK67> yeah, i have 4 maps in there; africa, canyonero, delta, & great lakes
00:30:33  <black_Nightmare> yeah 'canyonero' was the one I looked at for a moment :p
00:30:45  <black_Nightmare> anyway...one thing I've been wondering about
00:30:51  <RichK67> its from a terrain map of the grand canyon
00:31:23  <RichK67> with a few tweaks for playability (the lake in the top right doesnt exist)
00:31:26  <black_Nightmare> are industries simply originally coded that you have to hit certain tiles to be able to use them?  (like I noticed sometimes a rail station wouldn't serve a oil refinery even if its radius touches it .. weird
00:32:29  <RichK67> there are "active" parts of several industries... you need to cover the furnace to get steel from a steel mill for instance
00:32:41  <black_Nightmare> hm that figures
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00:39:16  <Belugas_Gone> RichK67 ping
00:41:01  <black_Nightmare> richk...
00:41:29  <RichK67> hi
00:41:45  <black_Nightmare> how difficult could it be to alter an existing industry?  (eg change coal mine to supply cement instead for dumb example)
00:41:49  <RichK67> sorry - off looking at notepad2... really cool
00:41:58  <Belugas_Gone> and usefull ;)
00:42:10  <black_Nightmare> seeing how there are two different banks -- one that requires diamond alone and one that supply&demand diamond altogether
00:43:14  <Belugas_Gone> black_Nightmare, i'm working on it, step by step
00:43:22  <black_Nightmare> really? hm nice
00:43:22  <Belugas_Gone> it is called... newindustries!
00:43:33  <RichK67> in theory the cargo scheme is quite open... there are only 30 or so cargos, and its stored in a byte... but its a bit of a mess, and needs a reorganisation... the map already supports extra graphics
00:43:45  <black_Nightmare> because I could image a different type of map copying the temperate terrians&trains but having complete different freights
00:43:54  <black_Nightmare> ;)
00:45:23  <RichK67> its pretty easy to do a straight... coal for cement change - you can overwrite the graphics in trg1r.grf, and rename the strings... but doing coal AND cement is a whole different ball game
00:46:04  <black_Nightmare> heh makes me thinking...
00:46:33  <Belugas_Gone> industries can accept and produce up to 3 different cargo each.
00:46:44  <Belugas_Gone> not curently, but it  is faisable.
00:46:55  <Belugas_Gone> sorry..
00:46:59  <Belugas_Gone> produce 2, accept 3
00:47:32  <black_Nightmare> accept 3...just like the existing goods factory right?
00:47:38  <black_Nightmare> livestock+grain+steel>>goods
00:47:46  <Belugas_Gone> but it does not have to stay that way  ;)
00:47:49  <Belugas_Gone> yes, exaclty
00:47:58  <black_Nightmare> here's a strange thought...
00:48:04  <RichK67> belugas: how easy would it be to separate out the cargo-type collisions (eg. Cargo 9: paper in arctic, oil in temp)??
00:48:41  <Belugas_Gone> yeag... same ids...
00:48:50  <Belugas_Gone> don't know yet.
00:49:10  <Belugas_Gone> food for thoughs...
00:49:13  <RichK67> yup - i wonder whether we can abandon the internal OTTD ids and use the TTDP ones
00:49:25  <Belugas_Gone> those are TTDP
00:49:26  <RichK67> we already use a translation table between them
00:49:46  <black_Nightmare> if you can make 3000+ population city accept 'autos' then you could have one factory that would require steel (which you must get from iron ore mines through steel mill as normal) and rubber (copied from tropical map) and oil (from the existing oilwell&oil rig) to produce autos
00:50:16  <RichK67> yup, possibilities are tantalising :)
00:50:18  <black_Nightmare> just a random thought...that is if the fix someone made (I forgot who) let you mix different buildings from the 4 map types into one single map anyhow
00:50:28  <black_Nightmare> I mean rubber plants don't exist in the temperate map anyhow
00:51:28  <RichK67> no problem from a graphics POV - i did a test where i replaced the temperate iron ore mine with the gold mine... works fine
00:51:43  <RichK67> however the cargos they use are the problem
00:51:55  <black_Nightmare> heh..tell you what I think....
00:52:58  <black_Nightmare> I kinda like the tropical map but think it maybe could use just a few small imrovements there and there
00:53:28  <black_Nightmare> not to mention that perhaps the villages could be a tad larger to start with too (many times <100 population ones are difficult to get any profit from)
00:53:52  <black_Nightmare> the engines themself....okay but I personally dunno about liking certain ones.....or maybe thats just me :p
00:54:16  <black_Nightmare> say...
00:54:16  <RichK67> nah - i dont like them either - too american for me
00:54:24  <black_Nightmare> richk..is it possible to edit the engine numbers themself?
00:54:45  <RichK67> you can use the tropicsetw.grf  ... very nice selection of truly tropical engines
00:54:49  <black_Nightmare> and btw the reason I'm so-so on the tropical engines is because some of them I don't mind but others I find too alike to others or just aren't up to it
00:55:18  <RichK67> yup - only about 10 different ones... use tropicsetw.grf ... about 30 types :)
00:55:25  <Belugas_Gone> i am dreaming of towns on pilloti, in the middle of the water...
00:55:37  <black_Nightmare> richk...well...one engine I do kinda like tho is...
00:55:45  <Belugas_Gone> i know, nothing to do with your discussion...
00:55:52  <black_Nightmare> that little chugging midcab engine thats very cheap to buy
00:56:13  <black_Nightmare> works well for short distance line between two small towns (just one mail and pass cars....thats all)
00:56:17  <RichK67> belugas: try TGP with water set to High... lots of small islands :)
00:56:38  <black_Nightmare> richk...so is it possible to edit the engine numbers themself (eg their speed/etc) or not possible yet?
00:57:04  <glx> you can modify them in the source
00:57:06  <RichK67> yeah, but there isnt a nice interface to use (with OTTD)....
00:58:03  <black_Nightmare> glx..hm ok because I think certain engines could use a bit of changes there and there ... or maybe thats just me
00:58:04  <RichK67> glx: its the sort of info that should be read from a "vehicles.ini" file :)
00:58:39  <black_Nightmare> vehicles.ini ? wheres that
00:58:45  <black_Nightmare> only see vehicles.h or vehicles.c
00:58:47  <glx> but the values are the same as in original TTD, so I don't see why you want to change them
00:58:54  <Belugas_Gone> in RichK67's imagination :)
00:58:55  <RichK67> doesnt exist... it would be nice though
00:59:02  <black_Nightmare> lol ok rich
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00:59:44  <RichK67> to me, most data should be non-encrypted and easy to manipulate
00:59:53  <Belugas_Gone> compilage time
01:00:00  <black_Nightmare> ughh where was that list of vehicles on wiki again.. :-S
01:00:42  <RichK67> i loved Europa Universalis... hundreds of .txt and .csv files you could modify to your hearts content... made making custom versions a doddle
01:01:01  <black_Nightmare> nevermind found it now
01:01:33  <RichK67> even the savegame was a 3mb .txt file.... game broken?? edit it in wordpad :)
01:02:19  <black_Nightmare> what I meant by 'too alike' is...
01:02:51  <RichK67> 55mph/65mph/60mph/70mph/70mph
01:02:52  <black_Nightmare> eg the Centennial verus the 2-unit Turner Turbo ... the Centennial has more hp and is just a single unit so .. why do we even have the Turner Turbo engine anyhow?
01:03:13  <black_Nightmare> neverminding the speed difference....that could be 'corrected' lol
01:03:18  <RichK67> some engines just not worth updating
01:03:49  <RichK67> centennial for freight, TT for passengers
01:03:49  <black_Nightmare> well.. the MJS250 was what I meant by the little midcab engine anyhow
01:05:08  <RichK67> yeah - one of those saved my life in one game... i was going under... sold *everything* and built a short coal line with 1 mjs250... in 20yrs I had 70+ trains, and making millions
01:05:31  <black_Nightmare> I usually skip the SH40 when breakdowns are enabled...like in this order most of the times SH30>>SH125>>AsiaStar
01:05:56  <black_Nightmare> reliability is one reason
01:07:24  <RichK67> yeah - i dont think i will ever voluntarily use the original sets again... (maybe on network games)... .personal preference is UKRS for temperate, CanadianSet for arctic, tropicset for tropical, planeset in all, newships in all, uk_hovs_bus in temperate
01:08:01  <black_Nightmare> if I could have my own pick on how to reuse the various original engines you may see very weird trains from me :p
01:09:06  <RichK67> i would just love to have an APT-E to use .... 140mph passenger in 1975 :)
01:10:09  <black_Nightmare> there's the SH125 in '78 no? :p hehe (201km/h)
01:10:35  <RichK67> on one test run, it tackled the largest hill on UK mainline; Shap.... hit bottom of hill at 89mph.... crested top doing 137mph!!!
01:11:37  <black_Nightmare> oh and btw...I've sometimes wanted to have the MJS250 on the temperate map ... I mean refitting one dmu engine (no wagons) just sometimes seem weird but then one or two wagon is too little for any of the temperate engines to be able to get good profit from at all (well except the 'Hendry 25' maybe)
01:12:24  <RichK67> APT-E was a one-off... IC125s were everywhere, and a bit dull after they limited their speeds to 125mph max... used to do 144mph
01:12:59  <black_Nightmare> yeah InterCity for one example..right?
01:14:18  <RichK67> gotta go... im falling asleep here
01:14:23  <RichK67> cya tomorrow
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01:14:57  <black_Nightmare> anyone awake? :p
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01:52:37  <CIA-3> glx * r4602 /trunk/station_cmd.c: - Fix: an assertion triggered when building a station near the south corner of the map (appeared in r4367)
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02:09:43  <Azio> Heh
02:09:53  <Azio> i had a similar problem with /airport.c iirc
02:10:02  <Azio> or somewhat.
02:10:04  * Azio cant remember
02:10:06  <Azio> i did paste earlier
02:10:21  <Azio> <Azio> dbg: Cannot move further on Airport...! pos:4 state:14
02:10:21  <Azio> <Azio> dbg: Airport entry point: 16, Vehicle: 3041
02:10:21  <Azio> <Azio> openttd: aircraft_cmd.c:1655: AirportMove: Assertion `0' failed.
02:10:21  <Azio> <Azio> Aborted
02:10:21  <Azio> <Azio> Bug?
02:10:23  <Azio> ahh :D
02:10:50  <glx> not really similar :)
02:11:40  <glx> which version?
02:15:54  <glx> Azio: I suggest you to submit a bug report about this on http://bugs.openttd.org
02:16:15  <glx> also add a savegame if possible
02:17:49  <Azio> :D
02:17:57  <Azio> Yeah sure that's no problem at all
02:18:23  <Azio> i had built 200 planes or so
02:18:33  <Azio> and many airports
02:18:50  <Azio> >£1bil by 2017, so i think that has contributed to it,
02:18:59  <Azio> ill try get it done in a little bit, if not definately by tomorrow
02:19:04  <Azio> installing Debian across a cluster
02:19:07  <Azio> *whimpers
02:19:18  <Azio> slowly albeit as im having to dig out hdd's or buy stuff of ebay :P
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03:18:07  * Vornicus downloads the latest Mini_IN and builds a build for Mac
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03:36:15  * Vornicus sends it off to richk.
03:42:56  <coppercore> any of you know anything about fish/aquariums?
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05:09:26  <hector3d> morning
05:32:45  <CIA-3> tron * r4603 /branch/bridge/ (36 files in 4 dirs): Sync with trunk up to r4602
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06:52:08  <TSC> Who do I tell if the SVN YAPF branch just crashed on me?
06:52:27  <Noldo> KUDr
06:52:34  <KUDr> here
06:53:06  <KUDr> what compiler/os
06:53:06  <TSC> openttd: yapf/follow_track.hpp:45: bool CFollowTrackT<Ttr_type_, T90deg_turns_allowed_>::Follow(TileIndex, Trackdir) [with TransportTypes Ttr_type_ = TRANSPORT_RAIL, bool T90deg_turns_allowed_ = false]: Assertion GetTileTrackStatus(m_old_tile, TT()) & TrackdirToTrackdirBits(m_old_td)) != 0' failed.
06:53:17  <TSC> Linux, gcc 4
06:53:46  <KUDr> TSC: try to get revision 4589
06:54:01  <TSC> I'm not sure if I'll be able to reproduce it
06:54:12  <KUDr> there were 3 commits changing makefile
06:54:26  <KUDr> and they were not tested on linux/gcc
06:54:43  <KUDr> it was for OSX and maybe there are some problems
06:54:51  <KUDr> hmm
06:55:27  <KUDr> was it new game or some older savegame?
06:56:07  <TSC> An existing save game
06:56:18  <TSC> Which autosave is the most recent? 0 or 15?
06:56:19  <KUDr> long time after load?
06:56:24  <TSC> A while, yes
06:56:33  <KUDr> the top on the list
06:56:35  <TSC> I was in the middle of demolishing track, if that would make a difference
06:56:45  <KUDr> aha
06:56:47  <KUDr> yes
06:57:18  <KUDr> looks like train was going into track that doesnt exist any more
06:57:41  <KUDr> but asserts can happen only in debug build
06:57:44  <TSC> I don't think a train would have been, but the pathfinder might have been looking there
06:57:45  <KUDr> is it debug?
06:58:03  <KUDr> hmm
06:58:12  <TSC> It says it's stripped
06:58:35  <KUDr> what s 'stripped'?
06:58:47  <TSC> No debugging symbols
06:58:55  <TSC> How can I tell if it's a debug version?
06:58:59  <KUDr> but asserts are active
06:59:21  <KUDr> this assert is not anything dangerous
06:59:33  <KUDr> but i am wondering that i never had it
06:59:48  <KUDr> in linux dunno
07:00:01  <KUDr> i am stupid windoze mouse clicker
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07:00:41  <TSC> I can't make it trigger the assertion again
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07:00:52  <KUDr> hmm
07:01:23  <KUDr> then it is difficult
07:01:34  <TSC> Yeah ):
07:01:37  <KUDr> try to remove _DEBUG
07:01:46  <KUDr> and suppress asserts
07:01:51  <TSC> What is the assertion supposed to be checking?
07:02:03  <KUDr> that before moving
07:02:10  <KUDr> you stay on valid track
07:02:48  <TSC> So I just happened to destroy the track in the area it was examining, maybe?
07:02:48  <KUDr> GetTileTrackStatus(m_old_tile, TT()) <--- existing tracks
07:03:04  <KUDr> TrackdirToTrackdirBits(m_old_td) <-- your track
07:03:27  <KUDr> aha!!!
07:03:31  <KUDr> I KNOW
07:03:34  <KUDr> TRANKX
07:03:41  <KUDr> it will be my mistake
07:03:44  <TSC> ?
07:03:49  <KUDr> the segment was cached
07:03:53  <TSC> Oh
07:03:56  <KUDr> it is a caching problem
07:04:14  <KUDr> OK, i will look at it Saturday
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07:04:22  <TSC> Thanks
07:04:31  <KUDr> no, i thank you
07:04:33  <TSC> It must be pretty hard to trigger, or someone else would have noticed before
07:04:41  <KUDr> you are first who reported it
07:04:56  <TSC> Those bugs are a real pain
07:04:56  <KUDr> every new day the cache is deleted
07:05:10  <KUDr> so clear track at the beginning of segment
07:05:26  <KUDr> and clear only one tile with junction
07:05:35  <KUDr> that is in the expected path
07:05:46  <KUDr> and pathfinder will trigger it
07:06:20  <KUDr> i must do cache deleting on every track layout change
07:06:28  <KUDr> not only every day
07:06:35  <KUDr> it is my mistake
07:06:44  <KUDr> i wanted to save some work
07:06:53  <Noldo> KUDr: you don't need to smash the whole cache do you?
07:06:53  <KUDr> and now i see it was mistake
07:07:20  <KUDr> Noldo: i duuno all segments that were touched by the change
07:07:27  <TSC> I can't get it to trigger again
07:07:31  <Noldo> that sound right
07:07:32  <KUDr> at least this player will lost cache
07:07:33  <Noldo> +s
07:07:43  <KUDr> but now i have only one global cache
07:07:50  <KUDr> later it will be per player
07:08:23  <KUDr> TSC: it is OK
07:08:32  <TSC> Ok (:
07:08:43  <KUDr> I probably know what is the reason
07:09:27  <peter1138> morning
07:09:29  <TSC> That's good
07:09:54  <KUDr> Noldo: and smashing whole cache costs few miliseconds (like 30 ms for large network to rebuild the cache(
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07:10:10  <KUDr> morning
07:11:28  <Noldo> well, you'll have to balance finding the right segments vs. smashing the whole cache
07:12:06  <KUDr> Yes
07:12:19  <KUDr> i tried to calculate
07:12:36  <KUDr> effort to delete it selectively would cost more
07:12:48  <KUDr> as now it works as linear array
07:13:07  <KUDr> otherwise it must allocate space for each segment
07:13:17  <KUDr> and overhead would cost more
07:14:32  <CIA-3> peter1138 * r4604 /trunk/ (newgrf_spritegroup.c newgrf_spritegroup.h): - Set correct svn properties
07:14:38  <KUDr> TSC: if you will see another bug today, please report it there: http://www.tt-forums.net/viewtopic.php?t=24703&sid=950898567aeb890258103957df86165c
07:14:44  <TSC> Ok
07:14:46  <KUDr> I will be off till evening
07:15:02  <KUDr> we are moving company to new address so
07:15:07  <KUDr> no internet
07:15:16  <peter1138> there's a yapf section on bugs.openttd.org too
07:15:25  <KUDr> really?
07:15:28  <KUDr> hehe
07:15:40  <KUDr> ok, also good place
07:17:07  <KUDr> peter1138: i don't see it there?
07:17:19  <peter1138> it was a version
07:17:24  <peter1138> i've done it as a category now
07:17:59  <KUDr> still don't see it
07:18:01  <peter1138> hmmm
07:18:12  <KUDr> do i have access to it?
07:18:22  <KUDr> or is it secret?
07:18:29  <peter1138> 's not secret
07:18:41  <peter1138> maybe you need to relogin... praps
07:18:50  <KUDr> ll try
07:18:56  <peter1138> it's at the bottom of the category list on new task
07:19:07  <peter1138> you're set as the owner
07:19:25  <KUDr> YES
07:19:32  <KUDr> it is there after relogin
07:19:36  <KUDr> heh
07:19:37  <peter1138> ^^
07:19:38  <peter1138> how strange
07:19:43  <KUDr> it is nice bug
07:20:42  <KUDr> OK, YAPF works prfectly and can go to production: "Your search returned no results."
07:20:48  <peter1138> lol
07:21:47  <TSC> Two of my forests are producing more than 1000 tonnes of wood per month
07:21:49  <TSC> Is that normal?
07:22:01  <KUDr> sometimes
07:22:08  <valhallasw> if you know how to grow them... yes
07:22:09  <KUDr> after long time
07:22:15  <TSC> Yeah, it has been a long time
07:22:19  <TSC> And I'm servicing them well
07:22:35  <valhallasw> rating @ 85% and no trains waiting = production explosion
07:22:49  <KUDr> hmm
07:22:53  <TSC> No trains waiting?
07:23:11  <valhallasw> waiting trains drop production
07:23:22  <valhallasw> don't ask me why, but it is what we noticed @ openttdcoop
07:23:30  <TSC> Hmm
07:24:01  <peter1138> valhallasw: at exactly 85% or 85%+?
07:24:03  <Celestar> I'm back
07:24:13  <TSC> I thought having waiting trains helped to increase the rating
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07:24:27  <peter1138> 735 lines, 25 KB for this new code ^^
07:24:56  <peter1138> waiting trains are bad from a passenger point of view
07:25:00  <peter1138> but for freight...
07:25:28  <valhallasw> peter1138: I'm not sure, but 85% is about what you get with no trains waiting
07:25:46  <valhallasw> TSC: the _rating_ increases, but _production_ decreases
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07:28:11  <Zahl22> hmm what happened to the signal gui? did you discard it? is it still under development?
07:28:30  <Celestar> ok as I have received no negarive feedback about the stuff I've placed yesterday, I'll put the 0.5.0 expected features and release scheme on the forums, k?
07:28:39  <Celestar> Zahl22: no I have it in mind, and I want it in 0.5.0
07:28:58  *** Zahl22 is now known as Zahl
07:29:03  <Zahl> ah ok :)
07:29:26  <Zahl> was just askin because it is a year old or so and still not integrated
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07:29:46  <Celestar> Time's been busy :/
07:29:57  <MeusH> hello
07:30:35  <KUDr> <Celestar> I'm back <-- wb. Plese manage new YAPF bugs to come to bugs.openttd.org Category=YAPF. I will be off till evening. Thanks
07:30:51  <Celestar> is there already such a category?
07:31:06  <KUDr> yes peter1138 made one
07:31:11  <Celestar> good.
07:31:15  <KUDr> thanks to him
07:31:20  <Celestar> as soon as I find stuff, I'll have it sorted
07:31:25  * KUDr must go
07:31:30  <Celestar> have fun moving
07:31:39  <KUDr> thanks
07:32:15  <Celestar> peter1138: you around?
07:32:22  <peter1138> onpe
07:32:43  <Celestar> bad then
07:32:49  <Celestar> I'll just assign a bug report to you :
07:32:51  <peter1138> what if i was?
07:33:11  <Celestar> if you were here, I'd kindly ask you to investigate bug report 142
07:34:00  <Celestar> I know it's difficult to solve, but it is kinda annoying
07:34:16  *** Aankhen`` [n=pockled@203.101.2.100] has joined #openttd
07:35:41  <Celestar> and as there is no negative information on the backport, I'll begin backporting a few things
07:39:52  <Naksu_> haha
07:40:07  <Naksu_> i solved my problem with the microsoft print migrator
07:40:11  *** Naksu_ is now known as Naksu
07:40:28  <Zahl> Naksu: using an undocumented switch? :P
07:40:41  <Naksu> nay
07:44:02  <Naksu> opened it in w32dasm, located the CreateWindowExW call for the main window and changed the dwStyle from (WS_POPUWINDOW | WS_TILEDWINDOW) to (WS_POPUPWINDOW | WS_DISABLED |WS_CLIPSIBLINGS | WS_CLIPCHILDREN) :)
07:44:08  <Naksu> in a hex editor
07:44:34  <Naksu> took a bit of a research tho :(
07:44:57  <Naksu> it'd be nice to add a switch for that tho
07:45:11  <Zahl> hehe true
07:45:38  * Celestar begins backporting
07:45:58  <CIA-3> celestar * r4605 /branch/0.4/ (27 files in 3 dirs): (log message trimmed)
07:45:58  <CIA-3> -Backported revisions 4304, 4309, 4310, 4312, 4313, 4314 from trunk (chatbox-related stuff)
07:45:58  <CIA-3>  -The chat box' parent window (the main toolbar, wtf?) doesn't care for the WE_ON_EDIT_TEXT_CANCEL event, so don't send one. This code looks like it was mindlessly copy&pasted from the query box
07:45:58  <CIA-3>  -The initial string of the chat box is always the empty string, so don't jump through hoops to check if nothing was entered and simplify the code
07:46:00  <CIA-3>  -The chat box has no visible window title, therefore remove the string
07:46:02  <CIA-3>  -Calculate the maximum pixel width of the entered text in the chat box from the "text box"-widget instead of hardcoding an arbitrary - and wrong - number
07:46:05  <CIA-3>  -The parent window of the chat box is always the main toolbar (?!), therefore don't pass this information as parameter
07:47:53  <Naksu> i'm gonna see if i can patch the GetCommandlineW call to add a new switch, and then add a conditional main window creation
07:48:13  <CIA-3> celestar * r4606 /branch/0.4/vehicle.c:
07:48:13  <CIA-3> -Backported r4341 from trunk:
07:48:13  <CIA-3>  -(FS#101) When a player got bankrupt, slots were not cleared, because vehicles got deleted directly by DeleteVehicle
07:48:29  <Zahl> this would be a bit more complicated than your current fix :P
07:49:20  <Naksu> i know
07:49:38  <Naksu> i know in theory what i need to do tho
07:50:44  <Naksu> i need to find a hole large enough to fit most of the GetCommandlineW handling logic, and another one for the CreateWindowExW call
07:51:20  <Zahl> afaik you can just add new code at the end of the exe and place jump somewhere
07:51:28  <Naksu> i can?
07:51:42  <CIA-3> celestar * r4607 /branch/0.4/npf.c:
07:51:42  <CIA-3> -Backported r4389 from trunk:
07:51:42  <CIA-3>  -Fix: [NPF] Don't mark tiles when debugging in multiplayer, this will cause desyncs
07:52:41  <Zahl> at least adding stuff at the end doesn't break the exe so i don't know why you shouldn't place some additional code there
07:52:49  <Naksu> ah
07:52:54  <Naksu> well i could try
07:53:12  <CIA-3> celestar * r4608 /branch/0.4/ (network_data.c network_udp.c):
07:53:12  <CIA-3> -Backported r4413 from trunk:
07:53:12  <CIA-3>  -Fix: fixed a bug which pushed the client back to the main menu when a
07:53:12  <CIA-3>  server is in the mainserver-list which sends out illegal signals. Many
07:53:12  <CIA-3>  tnx to 'test' for finding and isolating the problem.
07:53:13  <CIA-3>  -Fix: also specify the problem a bit better
07:53:27  <Zahl> you could test it with something simple first ;)
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08:02:55  * Celestar thinks his request to peter1138 caused immidieate fainting :P
08:13:06  <Zahl> i thought this only happens when someone says newgrf
08:14:18  <Naksu> lies
08:14:25  <Naksu> newgrf is peter1138's pet project
08:14:58  <Celestar> ^^
08:21:23  <Celestar> blathijs: you there?
08:21:31  <blathijs> Celestar: sortof
08:21:37  <blathijs> about to leave, but wazzup?
08:21:45  <Celestar> http://bugs.openttd.org/task/13 <= what about this? will it happen or not?
08:21:50  <Celestar> if not, can we release it?
08:23:06  <Celestar> s/release/remove
08:23:21  <peter1138> -t doesn't appear to work
08:28:20  <Celestar> http://bugs.openttd.org/task/135 <= can we close this?
08:29:32  <peter1138> yes
08:29:46  <peter1138> that was in trunk for about 2 or 3 revisions
08:29:53  <peter1138> if that
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08:40:46  <peter1138> Darkvater: if (startdate != (uint)-1) _patches.starting_date = startdate;
08:40:52  <peter1138> should that be _patches_newgame?
08:40:55  <blathijs> Celestar: yes, it will happen. I should be able to find some time for it next week
08:41:24  <Celestar> blathijs: that is post 0.5.0 stuff?
08:41:27  <peter1138> oh, _patches_newgame doesn't exist there
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08:43:03  <blathijs> Celestar: dunno, what was our schedule for 0.5?
08:43:08  <blathijs> Celestar: RC at mid-may, right
08:43:09  <blathijs> ?
08:43:14  <Celestar> nah later.
08:43:25  <Celestar> http://www.fvfischer.de/ottd_features
08:43:33  <Celestar> we already have many many things for 0.5.0
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08:43:50  <blathijs> so, the gant chart is off ;-)
08:44:04  <Celestar> well, the gantt chart was a suggestion
08:44:09  <blathijs> ah
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08:44:34  * blathijs is off now
08:44:34  <blathijs> cya
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08:51:05  <Celestar> flyspray is slow
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09:00:04  <MeusH> I'll update http://wiki.openttd.org/index.php/New_Features_Since_0.4.7
09:00:11  <MeusH> soon
09:00:42  <ln-> http://people.freebsd.org/~phk/dlink/
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09:20:33  <blathijs> Naksu: wtf?
09:20:34  <blathijs> uh
09:20:36  <blathijs> ln-: wtf?
09:21:53  <ln-> elaborate
09:23:09  <blathijs> :-)
09:23:16  <blathijs> ln-: What's the story to that?
09:23:29  <blathijs> D-link configged some random NTP server by default?
09:23:34  <blathijs> without permission?
09:25:23  <peter1138> clever
09:25:32  <Naksu> every vendor seems to do that
09:25:52  <Naksu> belkin at least did it
09:26:23  <Naksu> and fixed it in a firmware patch that added random pop-up ads iirc
09:26:34  <Naksu> users rejoiced
09:27:22  <blathijs> wtf? Random popup ads from your router?
09:27:37  <blathijs> That sounds like sue-able material...
09:27:42  <Naksu> indeed
09:27:58  <Naksu> let me look it up
09:28:49  <Naksu> http://www.theregister.co.uk/2003/11/07/help_my_belkin_router/
09:29:31  <Naksu> The router would grab a random HTTP connection every eight hours and redirect it to Belkin.s (push) advertised web page.
09:29:35  <Naksu> :)
09:30:54  <ledow> If I'd had one, I'd have grabbed a random Belkin router every eight hours and redirected it through their window.
09:31:03  <Jango> NTP's a little more subtle than pop-up ads
09:31:06  <Jango> ledow: lol
09:31:28  <Naksu> Jango: no, not really
09:31:42  <Naksu> imagine an user getting a pop-up ad every 8 hours
09:31:43  <ledow> They were flooding this guy's NTP server though, one that he has customers who PAY for who couldn't get one cos D-link routers (who didn't pay him) were flooding his connection.
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09:32:00  <Naksu> now imagine thousands of routers hammering one tiny ntp server every 5 sec
09:32:17  <Jango> Naksu: well, i meant from the user's POV really
09:32:51  <ledow> It's always said that you should ask permission for using any NTP server that isn't marked as "open".  Most are "open if you tell us beforehand" and so on but they didn't even bother to ask
09:32:52  <Jango> btw, i think d-link should pay him - it would only seem fair
09:33:15  <Jango> it's too late for d-link to change the software
09:34:06  <Naksu> ledow: for a router you cant use one single ntp server
09:34:12  <blathijs> Jango: that's probably part of the "amicable resolution"
09:34:29  <Naksu> http://en.wikipedia.org/wiki/NTP_vandalism :)
09:34:37  <ledow> Naksu: No, but you should ALWAYS ask permission and never use high strata servers unless you are serving LOTS of clients.
09:35:50  <ledow> End of that same article - D-Link abusing strata-1 servers when they shouldn't.
09:38:21  <ledow> Personally, I use four NTP servers at manchester university but at work I always use pool.ntp.org" target="_blank">pool.ntp.org - you never need to be THAT accurate and pool.ntp.org" target="_blank">pool.ntp.org is basically just a lot of other people running NTP servers on their home machines etc.
09:39:06  <Zahl> "Second, it polls the server at one second intervals until it receives a response."
09:39:14  <Zahl> thats cool... very clever
09:39:36  <ledow> Oh,dear.  That'll make you popular. :-)
09:40:05  <Zahl> i wonder how people that do so stupid things can actually produce a workung router
09:40:11  <Triffid_Hunter> heh yeah i had a few d-link machines try that one on me.. they're terribly easy to crash though, so no big deal ;)
09:40:51  <Triffid_Hunter> i just cat /dev/urandom | nc <ip> ftp & cat /dev/urandom | nc <ip> telnet until it stopped
09:41:03  <ledow> lol
09:41:35  <Triffid_Hunter> some of the nessus scan modules crash em too
09:42:03  <ledow> There was once a model that you could crash with nmap - that was fun when you were trying to diagnose network problems.
09:42:11  <Triffid_Hunter> and then there's the fact that they crash by themselves every couple days anyway
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09:52:57  <Celestar> back
09:53:21  <Celestar> http://bugs.openttd.org/task/142 <= should we fix this for 0.4.8 ?
09:53:36  <Celestar> I'd say yes if you ask me
09:53:41  <Celestar> peter1138: opinions on that?
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09:58:16  <black_Nightmare> is 'year of availability' in tunnelbridge_cmd.C meant in a 19xx format like eg if it says 'o' then that would mean 1900
09:58:19  <black_Nightmare> correct?  just checking
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10:00:05  <black_Nightmare> hey drp--
10:05:05  <Celestar> what was the last time that RichK showed up?
10:05:46  <black_Nightmare> yesterday night I saw him..... (I'm on east coast north america)
10:06:31  <Rubidium> about 11 hours ago he came online and left about 9 hours ago
10:07:00  <black_Nightmare> 9hr..sounds reasonable
10:07:51  <Celestar> hm I needa talk to him.
10:12:54  * Vornicus needs him to read his email!
10:13:04  <black_Nightmare> celestar mind if I ask a quick question? ;)
10:13:14  <Celestar> go ahead
10:16:07  <black_Nightmare> you ever seen the concrete bridge?
10:16:21  <black_Nightmare> I'm not sure I ever noticed it but now I see its in the bridge list in this text file
10:16:42  <Celestar> I don't understand the question?
10:18:57  <black_Nightmare> sorry never mind it then :p
10:19:11  <Celestar> I've seen all 13 bridges.
10:33:06  * Vornicus points out that "seen" doesn't exactly describe the extent to which Celestar has dealt with the bridges in this game.  "applied considerable modifications to" might be more correct.
10:37:44  <Darkvater> morning
10:38:07  <Darkvater> he forgot to turn on the alarm and the next thing I notice is that I woke up at noon ^^
10:39:04  <Darkvater> Celestar: you might've missed it but can you post those files into your ottd/ subdirectory? It is browsable so we don't need to remember exactly what the url's are
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10:55:06  <Celestar> stupid switch
10:55:49  <Celestar> back btw
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11:02:53  <Celestar> Zahl: I very much like your buoy ide
11:02:55  <Celestar> a
11:03:17  <Zahl> :)
11:04:29  <Rubidium> Does anyone know why ConvertIntDate is so complicated when the only passed values are 1920-2090? ConvertIntDate's parameter is either _patches.starting_date or _patches.colored_news_date
11:04:51  <Celestar> "expandibility"
11:04:52  <Celestar> ?
11:06:20  *** Nubian [n=nubian@mrkvovy.kokotko.sk] has quit [Remote closed the connection]
11:08:10  <Rubidium> but then x < 1920 returns invalid, 1920 <= x <= 2090 returns about x * 365 and 2090 < x < 65536 returns x <- i.e. it can do unexpected things if you supply a 'date' <= 2090 which the function sees as a year
11:08:21  <Celestar> hmpf
11:08:27  <Celestar> I want 32bit dates in 0.5.0
11:08:33  * Celestar adds this to the tracker
11:09:15  <Rubidium> Celestar: I've updated peter1138's past 2090 patch and this is one of the more tricky functions to 'convert'
11:10:23  <Celestar> ok
11:10:36  <Celestar> Rubidium: is it on the track already? if not could you create an item (with due version 0.5.0)
11:10:54  <Rubidium> you can supply YYYYMMDD, like 20060428 and it parses that, but imagine you are in the year 0, you can have 00000101 (which is 101 as in int), so it parses it as a year
11:11:41  <Celestar> ...
11:11:45  <Celestar> we need a goddamn date struct
11:12:16  <Rubidium> well, I rather remove the ConvertIntDate because of this issues and just create a ConvertYearToDate
11:12:39  <Rubidium> btw, current diff: http://rubidium.student.utwente.nl/openttd/past2090-4608.diff
11:16:56  <Rubidium> Celestar: would it be a good idea to create a past2090 or 32bitsdates (or whatever name) branch of this?
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11:17:17  <Celestar> Rubidium: dunno.
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11:19:23  <Darkvater> Celestar: you might've missed it but can you post those files into your ottd/ subdirectory? It is browsable so we don't need to remember exactly what the url's are
11:23:42  <Darkvater> am I on ignore mode?
11:23:49  * Darkvater slaps someone randomly
11:24:15  <Zahl> ouch
11:24:27  <Darkvater> I seem to have hit someone
11:24:28  <Darkvater> *sorry*
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11:25:19  <Zahl> hehe :p
11:25:58  <Brianetta> boing
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11:31:12  <Celestar> DAMNIT
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11:33:03  <blathijs> Celestar: hmm?
11:36:06  <Darkvater> Celestar: did you rad what I said?
11:36:37  <Celestar> Darkvater: about the files?
11:36:42  <Darkvater> yes
11:36:55  <Celestar> blathijs: about the ship problem with NPF? can we just disable NPF for ships for the time being?
11:37:03  <Celestar> Darkvater: I'll do that over the weekend.
11:37:12  <Darkvater> ?
11:37:22  <Darkvater> it's just 2 seconds work ;)
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11:56:39  <blathijs> Celestar: probably...
11:57:08  <blathijs> Celestar: Though you may want to reenable the "station too far away" check then
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12:05:42  <Celestar> yes.
12:05:53  <Celestar> blathijs: any chance for you to do it in the next couple of days?
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12:21:47  <Darkvater> Celestar: ok, got the full list of backported revisions, lemme clean them up and RFC
12:24:30  <Celestar> Darkvater: http://www.fvfischer.de/ottd/backport_info <= you have read that?
12:25:32  <Darkvater> yes but it is incomplete and faulty at places
12:26:26  <Celestar> Darkvater: some things I have already ported
12:26:26  <Celestar> :)
12:26:30  <Celestar> but only few:(
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12:35:14  <Darkvater> Celestar: http://www.tt-forums.net/viewtopic.php?p=435302#435302
12:35:55  <Darkvater> Celestar: donnu why you backported 4304,4309,4310,4312 and 4313 though. It was only code cleanup
12:38:23  <Celestar> Darkvater: and a problem with buffer overflows.
12:38:39  <Celestar> was easier to backport the stuff before as well
12:38:48  <Celestar> KUDr: you there?
12:39:10  <Celestar> BAH
12:39:13  <Celestar> combo signals SUCK
12:39:38  <Darkvater> Celestar: no because you don't know what they introduce
12:40:09  <KUDr> Celestar: back
12:40:37  <Celestar> KUDr: in YAPF, two-way and one-way signals just have different penaties, comparable to NPF?
12:40:59  <KUDr> no, they have now same penalties
12:41:01  <Celestar> or is it the same as OPF? with one-way never choose and two-way always choose?
12:41:06  <Celestar> ah ok.
12:41:07  <KUDr> but i can change it
12:41:30  <KUDr> i would like to have it more as OPF
12:41:40  <KUDr> it would be similar to TTDP
12:41:56  <KUDr> so u can choose how u like it
12:42:35  <KUDr> not like one-way never
12:42:38  <Celestar> I see
12:42:43  <Celestar> good
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12:42:50  <KUDr> but two way-always
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12:43:07  <KUDr> so prefer loop instead of waiting for two-way one
12:44:03  <Celestar> ok
12:44:21  <Celestar> how do we solve the combo-signal problem?
12:44:35  <KUDr> combo is a problem?
12:44:39  <Celestar> big one
12:44:45  <KUDr> explain
12:44:54  <peter1138> maybe fixing the kick-off would help
12:45:03  <Celestar> peter1138: nope, both signals go green
12:45:50  <peter1138> the moment one train goes into the block, the combo-signal should go red
12:45:57  <peter1138> hmm
12:46:04  <Celestar> http://www.fvfischer.de/sigtest.sav
12:46:09  <Celestar> load game, unpause
12:46:10  <Celestar> watch
12:47:20  <Celestar> peter1138: on another not. observe the year and the vehicles you can build in the maglev depot.
12:47:23  <Celestar> note*
12:47:29  <Darkvater> peter1138: "r4414              - actionA in initialization stage " < does this need backporting? skip ActionA in init stage?
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12:48:22  <peter1138> can do
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12:49:22  <Celestar> peter1138: dunno what to make of that
12:49:49  <KUDr> Celestar: hmm, i see - do you have idea how to solve it?
12:50:05  <Celestar> KUDr: not yet.
12:50:26  <KUDr> so wait for PBS
12:50:26  <Celestar> KUDr: I'm not sure why both trains enter the block
12:50:41  <Celestar> how would PBS solve that problem?
12:50:55  <KUDr> the right one goes first, the left one second
12:51:08  <KUDr> PBS with presignals
12:51:16  <Celestar> KUDr: but WHY? if the right train enters the block, the left one should be read.
12:51:20  <Celestar> red*
12:51:25  <KUDr> train reserves whole path to the platform
12:51:33  <KUDr> so the other one can't enter
12:51:59  <Celestar> (=
12:52:05  <Darkvater> can I make a suggestion? (totally OT btw). When we fix bugs of which we know in which revision they were added, please add that revision in the commit log. Makes it a lot easier to look through for backporting for example
12:52:35  <KUDr> combo sreads the green
12:52:38  <KUDr> not the red
12:52:44  <KUDr> spreads
12:53:04  <KUDr> so green is forwarded
12:53:15  <KUDr> red only when all paths are red
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12:53:37  <KUDr> like red = 0, green = 1, and function is OR
12:54:22  <KUDr> PBS would solve it easily
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12:54:36  <peter1138> these signal setups used to work...
12:54:44  <Celestar> peter1138: afaik no
12:54:55  <Sacro> afternoon all
12:55:10  <KUDr> Sacro: you too
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12:55:49  <TPK|Sleep> Night all
12:55:54  <KUDr> Celestar: if you delat the right train, then it works fine
12:56:03  <KUDr> delat->delay
12:56:47  <Darkvater> why is FS so slow?
12:58:45  <Brianetta> FS?
12:58:49  <Brianetta> Oh, swat
12:58:51  <Sacro> flightsim?
12:58:55  <Sacro> ah, that one :)
12:59:13  <black_Nightmare> one complex signal question if anyone mind? :p
12:59:15  <Brianetta> http://www.groupboard.com/
12:59:24  <Brianetta> That's something OpenTTD devs could make use of
12:59:51  <Brianetta> Have a look on the demo board (:
12:59:54  <Sacro> black_Nightmare: ask away
13:00:27  <Celestar> back later
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13:01:36  <black_Nightmare> since it looks like trains are able to 'look ahead' from what I've heard of in here before...I had to wonder....
13:01:46  <black_Nightmare> couldn't they 'look ahead' on 2-way signals?
13:02:39  <black_Nightmare> like eg one 2-track line between two stations (one north, one south) .. and a train is heading toward north one on left track so.. a train existing north station would see this train (instead of just the green signal) and take other track instead
13:02:50  <tokai|mdlx> Brianetta: urg.. it depends on java, so its completly useless;)
13:02:57  <black_Nightmare> I mean... many real mainlines are 2-way signalled so... why couldn't openttd trains do this too?
13:03:15  <hylje> openttd trains dont have humans commanding them
13:03:26  <Sacro> im hoping that with yellow signals and speed signs implemented, that will be possible
13:03:29  <hylje> and we dont really have a timetable thing here
13:03:37  <Sacro> and of course PBS
13:03:43  <black_Nightmare> I know but if you could do the 'look ahead' code together with 2-way signals......it could work perhaps
13:04:04  <black_Nightmare> just a thought
13:04:14  <Celestar> KUDr: then it happens later again
13:04:26  <hylje> look ahead as in letting several trains go to the same direction in the same 2way-signaled route
13:04:32  <hylje> but not letting other trains block them
13:06:16  <KUDr> Celestar: yes, it happens always, when the right train is handled first (has lower index)
13:06:22  <Brianetta> tokai: THere's a Javascript one.
13:06:47  <Brianetta> It's just handy for showing signals etc
13:06:49  <black_Nightmare> let me try draw a quick diagram and perhaps it'll also show what I was wondering about doing
13:06:53  <Brianetta> and drawing arrows (:
13:07:07  <black_Nightmare> lol :->
13:07:11  <black_Nightmare> give me a moment anyhow
13:07:12  <Brianetta> It's better that it's Java, rather than kwhiteboard that requires KDE
13:07:20  <Brianetta> At least te Windows users get a look-in
13:07:51  <KUDr> Celestar: then we need two combo types: one as now (logical OR) and one new (logical AND or FORWARD RED)
13:08:05  <hylje> groupboard looks so web 1.0
13:09:10  <Brianetta> hylje: I'm not trying to sell groupboard in particular, just the idea
13:09:14  <Brianetta> It was just first in Google
13:11:26  <KUDr> Celestar: or just two PRESIG_ENTER signals (OR and AND)
13:11:53  <Darkvater> okay peeps I am out, going to Koninginnenach *D
13:12:04  <Darkvater> don't do anything bad while I am away, ok? ^^
13:12:05  <KUDr> DV: enjoy
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13:13:00  <Sacro> Darkvater: dont do anything we wouldnt do
13:14:54  <Celestar> back
13:15:16  <Celestar> KUDr: somehow that stuff with lower index doesn't make any sense?
13:15:35  <KUDr> why?
13:15:44  <KUDr> i think it is the reason
13:15:53  <KUDr> not solution
13:16:07  <Celestar> yeah I think you're right, but its not good anyway.
13:16:09  <Celestar> (=
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13:16:20  <KUDr> the right solution would be PBS
13:17:01  <Zahl> pbs will never get integrated :-D
13:17:12  <Celestar> Zahl: I think you're wrong here (=
13:17:19  <KUDr> heh
13:17:27  <Zahl> maybe... i like to be pessimistic :P
13:17:27  <KUDr> very wrong
13:17:47  <KUDr> Zahl: look at YAPF
13:18:01  <KUDr> it is the first step tovards PBS
13:18:05  <Celestar> KUDr: what are your plans with YAPF fo the next week?
13:18:17  <Zahl> well i didnt follow development for a year now i think
13:18:27  <KUDr> i must cleanup the code
13:18:38  <Zahl> there was also a working version of pbs back then, what happened to it? =)
13:18:40  <black_Nightmare> here we are: http://web.ncf.ca/fg438/quicknotes.GIF
13:18:45  <KUDr> then we can put it into trunk
13:18:48  <black_Nightmare> going take picture off account soon anyway so have a look now
13:19:25  <Celestar> KUDr: well go ahead then (=
13:19:42  <KUDr> ok
13:20:14  <KUDr> first i must fix this morning's bug
13:20:22  <KUDr> with cache lifetime
13:20:37  <KUDr> i would appreciate help with it
13:20:47  <KUDr> as i know nothing about commands
13:20:59  <Celestar> KUDr: go and ask questions.
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13:21:12  <Sacro> bj
13:21:14  <Sacro> :S
13:21:16  <Sacro> bk :)
13:21:16  <KUDr> i need a callback for each trak layout/clear/change command
13:21:56  <Celestar> hm?
13:22:22  <KUDr> i can add that function, but dunno, where i should call it from
13:22:29  <peter1138> lots of places
13:22:45  <KUDr> i need at least player ID + tile
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13:22:58  <KUDr> hmm
13:23:01  <Celestar> well each Command gets a tileindex anyway.
13:23:08  <KUDr> yes this is what i was afraid of
13:23:10  <Celestar> and you can stuff playerID into p1.
13:23:17  <KUDr> that will need to be on many places
13:23:18  <black_Nightmare> hope anyone see what I meant by 2-way signals + lookahead altogether
13:23:25  <peter1138> they're run as the appropriate player
13:23:27  <Celestar> black_Nightmare: yeah.
13:23:35  <Brianetta> Are the map accessors completed?  They'd be a sensible play to send a semaphore
13:23:38  <Celestar> KUDr: what kinda command do you need?
13:23:41  <Brianetta> s/play/place
13:23:44  <Brianetta> /
13:23:56  <peter1138> Celestar: he doesn't need a command. he needs a function called from lots of existing commands
13:23:56  <Celestar> Brianetta: no, but there's progress.
13:24:13  <KUDr> Celestar: i need to be notified of any track layout change
13:24:14  <Celestar> peter1138: will that's not much of a problem?
13:24:20  <Celestar> there aren't THAT many commands in the game
13:24:21  <peter1138> nope
13:24:22  <black_Nightmare> ok ty celestar
13:24:23  <KUDr> also about signal changes
13:24:51  <glx> KUDr: check in rail_cmd.c
13:24:59  <KUDr> hmm
13:25:01  <Celestar> KUDr: signal changes?
13:25:11  <KUDr> i checked, but feel stupid
13:25:24  <glx> track/signal changes are in rail_cmd.c
13:25:38  <Celestar> KUDr: command.c:164
13:25:42  <KUDr> yes if you CTRL+click or just remove or build signal
13:25:43  <Celestar> KUDr: this lists all the commands :)
13:25:51  <KUDr> yes
13:25:57  <KUDr> all related to rail
13:26:00  <Celestar> no
13:26:03  <KUDr> also depots
13:26:05  <KUDr> stations
13:26:06  <Celestar> command.c:164 lists ALL the commands (=
13:26:08  <KUDr> waypoints
13:26:11  <KUDr> etc
13:26:12  <Celestar> all ~100
13:26:19  <KUDr> hmm
13:26:29  <KUDr> this is what i don't like
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13:26:40  <Brianetta> methinks the map accessors would have been a nice prerequisite (:
13:26:49  <Celestar> Brianetta: for what?
13:26:59  <Brianetta> Celestar: Seeing when things were changed
13:27:04  <glx> CmdBuildSingleRail CmdRemoveSingleRail CmdBuildSingleSignal CmdRemoveSingleSignal
13:27:27  <peter1138> hmm
13:27:29  <peter1138> or
13:27:32  <Celestar> those are the main commands.
13:27:34  <Brianetta> Of course, if the accessors aren't going to be permanent, it's not productive
13:27:35  <KUDr> glx: hmm
13:27:36  <peter1138> you could rely on updatesignals
13:27:46  <peter1138> as that is called for each command that affects track layout
13:27:57  <KUDr> updatesignals? wtf?
13:28:06  <Celestar> there are many "holes" in the MCT
13:28:08  <KUDr> green to red and so?
13:28:11  <peter1138> SetSignals
13:28:17  <glx> peter1138: updatesignals is half-broken :)
13:28:54  <peter1138> vehicle.h:void SetSignalsOnBothDir(TileIndex tile, byte track);
13:28:56  <KUDr> peter1138: good idea
13:28:58  <peter1138> why is that in vehicle.h?
13:28:59  <KUDr> will check it
13:29:08  <Celestar> 22 of them.
13:29:17  <Celestar> peter1138: dunno. change it :)
13:29:17  <KUDr> sh*t
13:29:25  <Celestar> glx: what is broken about it?
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13:29:43  <glx> some bugs with signal and depots (FS#109)
13:29:46  <peter1138> setsignalsonboth dir is called when track is modified, and when trains pass signals (iirc)
13:29:53  <peter1138> so it should be suitable
13:30:03  <peter1138> yeah, that's gettiletrackstatus b0rkedness
13:30:29  * Brianetta pencils "b0rkedness" into the margin of his dictionary
13:30:46  <Celestar> glx: that's another problem :)
13:31:26  <glx> yes :) the function by itself should be good to say something changed
13:31:28  <KUDr> SetSignalsOnBothDir(tile, track) - if it is called also when train passes the signal, the i can't hook it
13:32:08  <Celestar> I've come to the conclusion that there is no simple solution to the combo signal problem.
13:32:31  <peter1138> KUDr: i'm not sure it is actually
13:32:50  <KUDr> ok, will try BP
13:33:40  <KUDr> yes:
13:33:40  <KUDr>   P:\Proj\SVN\OpenTTD\yapf\cur\train_cmd.c(3091):		SetSignalsOnBothDir(v->tile, FIND_FIRST_BIT(v->u.rail.track));
13:33:40  <KUDr>   P:\Proj\SVN\OpenTTD\yapf\cur\train_cmd.c(3105):				SetSignalsOnBothDir(v->tile, 0);
13:33:40  <KUDr>   P:\Proj\SVN\OpenTTD\yapf\cur\train_cmd.c(3106):				SetSignalsOnBothDir(endtile, 0);
13:33:40  <KUDr>   P:\Proj\SVN\OpenTTD\yapf\cur\train_cmd.c(3111):				SetSignalsOnBothDir(v->tile, 1);
13:33:41  <KUDr>   P:\Proj\SVN\OpenTTD\yapf\cur\train_cmd.c(3112):				SetSignalsOnBothDir(endtile, 1);
13:34:18  <Celestar> peter1138:  KUDr: there is no way that the information "train has passed the right signal" can propagate to the left signal.
13:34:45  <peter1138> KUDr: that lot is *all* for the special case of removing the last crashed wagon of a crashed train
13:35:00  <KUDr> Celestar: you are right probably
13:35:20  <Celestar> so we need PBS
13:35:35  <Jango> btw, has anyone ever looked at coding a "double-track" layer tool - where you can lay two tiles worth of track at a time?
13:35:49  <Celestar> otherwise multi-entrace systems are useless.
13:35:51  <Celestar> Jango: nope.
13:35:52  <KUDr> peter1138: ok, then it should be fine
13:36:02  <Sacro> Jango: that would be nice
13:36:05  <Celestar> peter1138: why do we need like 5 occurences?
13:36:24  <Jango> yes, i was thinking - what are the things that slow people down when building
13:36:34  <Jango> 1) terraforming - equals tool is brilliant
13:36:45  <Celestar> KUDr: when coding PBS, bear in mind to make 2-way stations work (=
13:36:45  <Jango> 2) building track - a bit slow but 100x quicker than Loco :)
13:36:55  <Jango> 3) signalling - hence we need autosignal patch
13:37:06  <KUDr> Celestar: yes, it will be headache
13:37:21  <Celestar> Jango: 1) needs to work for vertical and horizontal directions as well.
13:37:24  <Zahl> btw. what happened to hackykid's pbs, has it been discarded?
13:37:35  <Celestar> Zahl: there were issues.
13:37:38  <Jango> will you be able to presignal PBS blocks?
13:37:38  <Celestar> with many a crashed train
13:37:52  <Celestar> will you NEED to have presignal PBS blocks?
13:38:18  <KUDr> Jango: we will see what will be possible
13:38:24  <Sacro> Celestar: yes please :)
13:38:28  <KUDr> it will need lot of thinking
13:38:29  <Jango> Celestar: i think it would be less easy to do a dual track layer for horiz and vert
13:38:33  <Celestar> I would think PBS is used for EVERY block?
13:38:48  <Celestar> always.
13:39:01  <Sacro> but its nice to block a train from entering a block if the next block isnt clear
13:39:02  <KUDr> Celestar: yes, probably there will be "GLOBAL PBS" option
13:39:06  <Jango> Celestar: yes, what happens if you have 2 filled tracks in a station, you don't want your incoming train going into the junction AT ALL
13:39:10  <Celestar> KUDr: it should be allways.
13:39:12  <Jango> you need it to wait
13:39:13  <blathijs> yay...
13:39:15  <KUDr> for each player or so
13:39:27  <KUDr> Celestar: always?
13:39:30  <blathijs> updated my memory pool patch, which lagged behind a thousand revisions
13:39:36  <blathijs> only 30 files with conflicts :-)
13:39:43  <Sacro> blathijs: nice one :)
13:39:46  <Celestar> KUDr: basically, I think to make PBS working well, you need to reserve the idea of signalling.
13:39:48  <Jango> KUDr: when would you ever NOT want PBS?
13:40:12  <Celestar> first select path, then set signals accordingly.
13:40:12  <Jango> and i think depots should have presignals inside them
13:40:27  <Celestar> Jango: first, depots need to be of sensible size.
13:40:31  <Jango> haha, true
13:40:32  <KUDr> Jango: there are players that never used it and are satisfied
13:40:51  <Jango> KUDr: that is true, but it is possible to be more than satisfied
13:40:59  <Celestar> KUDr: the train needs to look ahead at least breaking-distance * 3.
13:41:09  <Celestar> to have some kinda realistic slowdown.
13:41:10  <Jango> if PBS worked well, then it can only be an improvement
13:41:28  <KUDr> yes
13:41:31  <Brianetta> Just as long as the mistake of making all PBS blocks act as presignaled blocks isn't repeated
13:41:33  <KUDr> true
13:41:48  <Celestar> Brianetta: true.
13:41:55  <Jango> working out a strategy for signalling is going to be a minefield
13:42:17  <Celestar> but I don't want any trains anymore that have to stop from 300km/h with less than 4 tiles.
13:42:20  <Celestar> within*
13:42:27  <Brianetta> Jango: The tutorials I've read for Patch signalling are clear - if it works like Patch does, we'll have something good
13:42:40  <Celestar> TTDP
13:42:45  <Celestar> TTDP's PBS has issues.
13:42:46  <Brianetta> Yes
13:42:51  <Brianetta> Does it?
13:42:56  <Celestar> so I'm told.
13:43:00  <Brianetta> I wasn't aware - I have only read tutorials, not played it
13:43:08  <Celestar> it still doesn't allow two-way stations.
13:43:10  <black_Nightmare> celestar...I rather like train to go fast for as long as they can hehe
13:43:18  <Celestar> black_Nightmare: nope.
13:43:33  <Brianetta> Trains need to brake
13:43:39  <Celestar> if a train "sees" a red signal 5 tiles ahead, it should slow.
13:43:39  <Brianetta> Locomotion has that aspect spot-on
13:43:46  <Celestar> Brianetta: yes.
13:43:52  <Celestar> Brianetta: the only good thing about Lomo :)
13:43:58  <blathijs> Sacro: *ouch*, 150 conflicts...
13:43:59  <Sacro> why not have yellow signals?
13:44:01  <Brianetta> Celestar: And being able to drive (:
13:44:15  <Celestar> Brianetta: but in Lomo, the train sets the signals.
13:44:24  <Brianetta> Sacro: Shouldn't make any difference.  Even with yellows, a red could be a surprise.
13:44:25  <Sacro> blathijs: time to revert svn till it works ;)
13:44:46  <Celestar> Jango: the signalling strategy is closely connected to the "default-red" or "default-green" question.
13:44:53  <Sacro> i think trains should have realistic braking from yellow signals, and if the red appears too soon, it goes through it
13:45:00  <black_Nightmare> celestar..at least put a patch option to turn that on or off? ;)
13:45:08  <Brianetta> Trains should never voluntarily proceed past a red
13:45:13  <blathijs> Sacro: how do you mean?
13:45:15  <Celestar> black_Nightmare: turn what on?
13:45:29  <Celestar> Jango: and I have a clear idea about a strategy.
13:45:35  <Brianetta> Sacro is right
13:45:40  <black_Nightmare> I oftenly have several short trains chasing others sometimes so having one that wouldn't go fast up to a red signal might not be my liking
13:45:46  <Brianetta> If you can't slow your train down, it goes through a red
13:45:47  <Sacro> blathijs: IRL if you place signals too close, a train won't have time to slow down, i'd like to see tht in OpenTTD, longer signalling blocks needed for faster trains
13:45:49  <Brianetta> This can lead to accidents
13:45:50  <black_Nightmare> because oftenly as soon as the train almost touches the red signal that turns green
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13:46:02  <Celestar> Brianetta: not with the default-red idea.
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13:46:33  <Brianetta> Still not sure what default-red and -green imply
13:46:36  <blathijs> Sacro: I meant about the svn reverting ;-)
13:46:37  <Celestar> Brianetta: basically (Without PBS) there can, at any given time, only be ONE green signal into a given block.
13:46:50  <Brianetta> That's fine
13:46:58  <Celestar> Brianetta: that's default-red
13:47:04  <Brianetta> Seems good to me
13:47:06  <Zahl> good point
13:47:27  <Brianetta> although you'd have trouble doing it, I think
13:47:33  <Sacro> blathijs: rather than upgrade your patch to HEAD, downgrade HEAD to your patch :)
13:47:41  <Celestar> so all signals are red by default :) when a train drives, it looks ahead. if it finds the next block to have no green signal into it, it switches its own signal to green.
13:47:52  <Brianetta> That's good
13:47:55  <blathijs> Sacro: well, I would like to commit the patch sometime soon, so no worky ;-)
13:47:55  <Celestar> in THAT way, you never need to update more than one signal at a time.
13:48:42  <Brianetta> indeed.  However, if on another track, the train is approaching too fast, the signal is red, and the train might not be able to stop.  In this case, the player made a mistake, and the player is responsible for the collision, if any
13:48:44  <ledow> I think there should be an OpenTTD Traffic - like Kernel Traffic and Wine Traffic - something that sums up all the new patches, ideas, graphics, contoversies for each month.  It's taking me forever to catch up on the forums each week.
13:48:50  <Sacro> i still like the idea of having trains missing reds, also having proper home and distant semaphores
13:48:58  <Jango> in a situation like this: http://www.djnn.co.uk/pbsmainline.png (where destination is the same for all four tracks) - are we going to make sure that the path chosen is the most direct, or the one that least conflicts with other paths?
13:49:01  <Sacro> ledow: maybe a wiki page?
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13:49:12  <Brianetta> Sacro's right about distant semaphore
13:49:18  <Jango> Sacro: with all the patches posted?
13:49:26  <Brianetta> You can make your train slow down a lot earlier if you duplicate the signal as a warning
13:49:35  <Jango> i think that a decent patch repository would be a good idea
13:49:50  <Celestar> as soon as a train enters the block, set the (Then only) green signal into the block to red.
13:49:54  <Sacro> Jango: with a rundown of all the hot topics and updates, and anything else, maybe even  a newsletter via e-mail
13:49:59  <Celestar> nice side effects: no more recursive signal setting.
13:50:03  <glx> Jango: richk67 made one I think
13:50:06  <Celestar> ideas?
13:50:09  <Celestar> comments?
13:50:15  <Celestar> KUDr: you there?
13:50:20  <Sacro> Brianetta: it'd be great with lovely yellow distant signals
13:50:28  <Celestar> advance signals?
13:50:30  <Brianetta> Celestar: If a block only has one possible entrance, the signal should show green
13:50:36  <Brianetta> unless occupied
13:50:48  <Brianetta> because long, empty tracks *do* show green all the way
13:50:53  <Celestar> Brianetta: true.
13:51:15  <Sacro> Celestar: a distant signal shows green if the next home is green, and yellow if the next home is red
13:51:18  <Celestar> Brianetta: but that is easy to find out.
13:51:21  <Jango> Sacro: someone would have to make themselves responsible
13:51:28  <Celestar> Sacro: the colors are question of implementation.
13:51:29  <Jango> it'd be a nice idea in theory
13:51:31  <Sacro> Jango: im considering it now
13:51:35  <Jango> good :)
13:51:38  <Brianetta> Any signal block can have a count of entrances given to it
13:51:49  <Brianetta> and that only needs to be updated during track construction
13:52:05  <Celestar> Brianetta: the game has no concept about a "signal block"
13:52:10  <Jango> just a table with a row per patch (author, latest rev, link to patch, possibly compile exe) would be good
13:52:11  <Brianetta> Oh
13:52:19  * Brianetta exhibits genuine surprise
13:52:27  <Celestar> Brianetta: it just knows about signals.
13:52:34  <KUDr> Celestar: back
13:52:35  <Celestar> and lots and lots of recursive handling.
13:52:40  <Celestar> KUDr: ah nice
13:52:40  <Brianetta> yuck
13:52:43  <Celestar> KUDr: PM
13:52:49  <KUDr> ok
13:52:50  <Brianetta> Celestar: That needs rewriting, perhaps?
13:52:55  <Celestar> Brianetta: that's how CS started.
13:52:57  <Celestar> Brianetta: possibly.
13:52:59  <Celestar> in some way
13:53:42  <Jango> signalling is the one REALLY interesting area in ttd
13:53:46  <Jango> it's one of the reasons we play it
13:53:50  <Brianetta> because that's really prerequisite to my suggestion of having level crossing barriers drop when the signal block is occupied
13:53:58  <Celestar> Brianetta: a train would never enter a block with multiple entrances unless the entrance needed it free.
13:54:21  <Brianetta> Didn't parse that, Celestar
13:54:37  <Celestar> Brianetta: nvm
13:54:52  <Celestar> Brianetta: a signal block with 1 entrance and > 1 exits would default to red or green?
13:55:01  <Brianetta> Green
13:55:21  <Jango> providing that > 1 exit was green
13:55:27  <Brianetta> Jango: NO!
13:55:34  <Brianetta> If that's the case, we presignal it
13:55:35  <Jango> why not
13:55:46  <Jango> so you want to keep the idea of a specific presignal
13:55:52  <Celestar> Brianetta: the idea is to get rid of presignals if possible (=
13:56:03  <Brianetta> Trains should be allowed to proceed
13:56:29  <Brianetta> The only time I would want a train to stop is if it didn't matter which way the train went
13:56:32  <Jango> that introduces the concept of a presignalled PBS block and an unpresignalled PBS block
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13:56:42  <Celestar> we'Re not talking about PBS blocks
13:56:42  <Jango> which would probably act completely differently
13:56:54  <Brianetta> If the train is going to turn left, and the left exit is clear, it should proceed
13:56:56  <Celestar> wait peops.
13:57:01  <Celestar> I'll put this into some file
13:57:07  <Brianetta> In fact, it should proceed if the left exit isn't clear
13:57:17  <Jango> shall we temporarily go to a #openttd.signal channel or something
13:57:21  <Brianetta> It should proceed regardless
13:57:25  <Jango> just so we don't spam everyone else to death
13:57:32  <Brianetta> If you like
13:57:41  <Brianetta> We can set up a whiteboard somewhere, is possible
13:57:52  <Brianetta> so that people can draw examples
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13:58:00  <Jango> we can post pngs from the game?
13:58:12  <Brianetta> nope - I'm at work
13:58:15  <Brianetta> I can't run games (:
13:58:17  <Jango> me too :)
13:58:18  <Jango> i can
13:58:28  <Zahl> you could use the java whiteboard from aboves link :D
13:58:42  <Brianetta> I posted that.  Some people disliked it
13:58:58  <Zahl> there are like 8 users drawing, but we are enough people to do a whiteboard overtake :>
13:59:08  <Brianetta> We can set up a new one
13:59:15  <Brianetta> The demo one has people cearing it etc
13:59:18  <Brianetta> clearing
14:00:44  <blathijs> hmm, I grepped the diff for conflicts too
14:00:53  <blathijs> there were only 75 instead of 150
14:00:59  <blathijs> and I got 61 left...
14:01:06  <KUDr> blathijs: not so bad
14:01:53  <Brianetta> Setting up a board
14:03:29  <Brianetta> http://openttdcoop.ppcis.org/whiteboard/
14:03:32  <Brianetta> Java required
14:03:44  *** DaleStan_ [n=Dale@12-202-240-195.client.insightBB.com] has joined #openttd
14:03:45  <Brianetta> Password is signals
14:03:54  *** DaleStan [n=Dale@12-202-240-195.client.insightBB.com] has quit [Nick collision from services.]
14:04:41  <Sacro> ahh fluff, another PHP infinate loop killing firefox
14:05:09  <Brianetta> PHP infinite loops shouldn't kill the browser
14:05:22  <glx> but JS loop can :)
14:06:09  <KUDr> wrong password
14:06:14  <KUDr> signals
14:06:19  <Jango> failing for me too
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14:07:01  <Brianetta> hmm
14:09:04  <Celestar> hm :
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14:09:36  <Brianetta> OK, I vote we look for another whiteboard provider
14:09:38  <Sacro> hmm, that was annoying
14:09:48  <Brianetta> because this one doesn't seem to work
14:10:08  <KUDr> hmm
14:12:33  <Sacro> gah, killed by php
14:12:39  <Zahl> is there a setting to disable elrails?
14:12:49  <glx> no
14:13:05  <glx> but why would you disable elrails?
14:13:17  <Zahl> i dont like the seperation
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14:15:45  <Brianetta> How do you plan to feed your electric trains?
14:16:04  <Zahl> like i did before ;)
14:16:11  <Zahl> wireless =)
14:16:31  <blathijs> Darkvater: Why do depots get a StationID instead of a DepotID?
14:17:18  <blathijs> Darkvater: You changed the Depot->index from uint16 to StationID in r4131, but why not introduce a DepotID?
14:18:59  <blathijs> Darkvater: hmm, there was no StationID prior to that revision at all, it seem
14:19:00  <blathijs> s
14:19:24  <KUDr> Signals: http://xythos.webex.com , choose Unlisted Meetings / enter number: 566215513 / password: signals
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14:20:07  <Celestar> ok I must go
14:20:14  <KUDr> heh
14:20:22  <Celestar> KUDr: Darkvater: blathijs: Brianetta: others: http://www.fvfischer.de/ottd/ottd_signal.pdf
14:20:24  <KUDr> i have meeting for you
14:20:53  <Celestar> RFC on that docuemnt
14:20:58  <Celestar> document.
14:21:00  <KUDr> Celestar: ok, later
14:21:03  <Celestar> write emails or PMs
14:21:10  <KUDr> ok
14:21:33  <KUDr> ok, canceling meeting
14:21:39  <Celestar> should mean only one signal type needed
14:22:06  <blathijs> Darkvater: hmm, no, there was. It was just in a differnt file..
14:22:40  <blathijs> Celestar: yay for latex ;-)
14:23:04  <blathijs> Celestar: You should probably define block in that document too
14:23:50  <blathijs> oh
14:23:51  <blathijs> wait
14:23:51  <blathijs> nvm
14:24:19  <Sacro> blathijs: Darkvater has gone out :)
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14:25:45  <blathijs> Sacro: I'll hear the answer in due time :-)
14:26:05  <blathijs> Celestar: You'r basically saying that a train can never change it's path inside a block, you know that?
14:30:37  <Sacro> it should be able to shouldnt it?
14:32:34  <Brianetta> Celestar: We have a whiteboard
14:32:42  <Brianetta> and we're on #openttd.signal
14:33:23  <Jango> ] <Celestar> ok I must go
14:33:53  <Brianetta> Oh, right
14:34:01  <Brianetta> That was before the last thing he said to me (:
14:35:06  <blathijs> 47 left
14:39:07  <blathijs> hey, somebody removed my extremely hacky "stopall" console command? ah...
14:39:48  <Sacro> blathijs: yeah
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14:48:59  <blathijs> 35 left...
14:49:45  <glx> blathijs: it's in debug now
14:50:26  <blathijs> glx: in debug what?
14:50:33  <glx> stopall
14:50:55  <blathijs> I didn't say "what is in debug?" ;-p
14:51:09  <blathijs> what is "debug", such that there can be console commands "in" it?
14:51:58  <glx> r4518 and r4558
14:53:02  <glx> stopall is now only available in debug build
14:53:08  <blathijs> ah :-)
14:53:26  <blathijs> well, I noticed it completely dissappearing from console_cmds
14:53:40  <blathijs> but it didn't
14:53:45  <blathijs> it got moved within the file it seems
15:02:06  <blathijs> Who implemented the memory pool clean callback a few weeks back?
15:02:19  <blathijs> and something with newStation speclists?
15:02:38  <glx> peter1138 ?
15:02:54  <blathijs> yes
15:02:57  <blathijs> peter1138: *ping*
15:03:05  <blathijs> just svn blamed him
15:04:17  <peter1138> yes/
15:04:29  <blathijs> peter1138: what's the deal with those speclist?
15:04:50  <blathijs> AFAICS, they are freed when a train station is removed, and when a pool is cleaned
15:05:19  <blathijs> but, this means that stations can be without a speclist if there is still another transport type present or something?
15:05:41  <peter1138> yes
15:05:59  <peter1138> as stationspecs only apply to train stations (currently)
15:06:18  <blathijs> so, they get reallocated if a train station is built?
15:06:19  <peter1138> == newstations
15:06:24  <peter1138> yes
15:06:28  <blathijs> AFAICS, you might free null values currently
15:06:57  <peter1138> is that a problem?
15:07:07  <blathijs> hmm, good point :-)
15:07:24  <blathijs> since you don't free values twice...
15:07:47  <blathijs> k, I think I know enough, thanks
15:31:52  <blathijs> peter1138: In vehicle.c, AfterLoadVehicles, there used to be a single FOR_ALL_VEHICLES loop
15:32:18  <blathijs> peter1138: but in r3571 you added another (and in r4150 Celestar too)
15:32:28  <blathijs> any idea why those three loops cannot be just one?
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15:46:16  <blathijs> peter1138: Do you happen to know if v->subtype is used for other vehicle types than trains?
15:46:39  <peter1138> aircraft
15:46:44  <blathijs> also, articulated engines are train-only, right?
15:46:55  <peter1138> yeah
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15:47:36  <fgd> can any1 help me
15:47:44  <blathijs> since DeleteVehicle asks IsArticulatedEngine without checking if it is actually a train
15:47:52  <blathijs> fgd: possibly, with what?
15:47:59  <peter1138> the single loop was wrong
15:48:09  <fgd> i cant create a server i actually do but its always offline cant make it online
15:48:25  <glx> firewall/router ?
15:48:30  <fgd> it actually shows in the server list at http://www.openttd.org/servers.php?show_offline=yes but its offline
15:48:45  <blathijs> peter1138: single loop?
15:48:55  <peter1138> in afterloadvehicles
15:48:57  <fgd> i have firewall but i opened the port
15:49:05  <peter1138> hmm
15:49:06  <Brianetta> ANybody with an interestin in signalling, we're debating on #openttd.signal
15:49:16  <peter1138> the extra loop i added improved performance considerably
15:49:23  <peter1138> the extra loop celestar added fixed a bug
15:49:30  <blathijs> peter1138: okay, but is there any reason to have three seperate loops?
15:49:37  <blathijs> can't it just be one loop?
15:49:38  <black_Nightmare> one question if anyone mind...what think of if you could remove someone's eclusive rights (without getting your own) in any city?
15:49:40  <peter1138> no
15:49:49  <blathijs> peter1138: they are interdependent?
15:50:04  <blathijs> fgd: both TCP and UDP?
15:50:44  <peter1138> most of that code updates cached vehicle information
15:51:02  <peter1138> if it's all in one loop, it just creates the cache and then resets it as it goes along
15:51:12  <peter1138> the first loop is to ensure it's reset
15:51:24  <Belugas> Anyone, by any chance, have a version available of table/build_industry.h dating fron the previous svn?
15:51:31  <peter1138> the second loop is to update the cache info
15:51:39  <peter1138> the third loop uses the cached info
15:52:16  <peter1138> you can combined the second and third loops, but it is slow. that is why they were split
15:52:44  <blathijs> peter1138: okay, thanks :-)
15:52:56  <MeusH> back
15:53:14  <peter1138> (slow as in, on large maps, 25 seconds to complete, instead of about half a second)
15:54:09  <Eddi|zuHause> [28.04. 17:48] <blathijs> also, articulated engines are train-only, right? <- there should be articulated trucks
15:54:38  <glx> same for buses
15:55:29  <peter1138> that's a future possibility
15:55:30  <peter1138> but
15:55:34  <KUDr> they trow passengers?
15:56:07  <Eddi|zuHause> i did not get that one, KUDr
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15:59:08  <blathijs> w00t
15:59:11  <blathijs> no more conflicts
15:59:17  <blathijs> let's *try* to compile now...
15:59:28  <peter1138> -               has_artic_part = EngineHasArticPart(v);
15:59:28  <peter1138> +               has_artic_part = v->type == VEH_Train && EngineHasArticPart(v);
16:00:54  <blathijs> peter1138: yes, but don't bother I think
16:01:07  <blathijs> I'll change some stuff about pool cleanup anyway
16:01:08  <peter1138> k
16:01:21  <blathijs> so that code will probably move somewhere else
16:02:00  <blathijs> hmm, the code broke at the first file it tried to commit ;-)
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16:16:40  <Jurist> slm
16:16:43  <Jurist> türk var mý millet
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16:23:02  <MeusH> yeah, nice one
16:31:51  <Sacro> that aint englush
16:32:09  <Belugas> nope, not even english ;)
16:32:24  <Sacro> ah leave me alone :)
16:32:30  <Belugas> lol
16:33:01  *** Cheery [i=Henri@a81-197-22-81.elisa-laajakaista.fi] has quit [Read error: 104 (Connection reset by peer)]
16:37:10  <blathijs> oeh, a few files compiled :-D
16:43:44  *** Jango [n=Jango@mettab.demon.co.uk] has quit ["Using KVIrc 3.0.1 'System Virtue'"]
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17:01:53  <MeusH> can I download videos from videos.google.com?
17:02:02  <MeusH> s/videos/video
17:03:16  <Eddi|zuHause> what kind of question is that?
17:04:57  <Born_Acorn> A compound one.
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17:05:01  *** mode/#openttd [+o Bjarni] by ChanServ
17:05:06  <jnmbk> meush: look at the right side of the page while watching video :)
17:06:29  <MeusH> thanks
17:06:43  <MeusH> you know, I mean I'd like to have it as .avi or .mpg or .mov on my HDD
17:06:58  <MeusH> thanks a lot
17:07:24  <jnmbk> I just saw that button yesterday
17:08:40  <Eddi|zuHause> last time i checked, i could not even view videos from google ;)
17:09:04  <MeusH> there are great videos
17:09:13  <Bjarni> MeusH: do I really read this one right? http://www.macworld.pl/ftp/mac/programy/879/OpenTTD.0.4.5.html
17:09:20  <Bjarni> I think they don't like OTTD o_O
17:09:30  <MeusH> but damn, I can't share with you since you don't know Polish
17:09:35  <MeusH> hmm, I'll take a look at it Bjarni
17:11:01  <MeusH> what's wrong with it besides poor review?
17:11:22  <Bjarni> I have no idea. I don't know Polish
17:11:50  <MeusH> allright, they call it strategy
17:11:52  <MeusH> it's 0.4.5
17:12:15  <MeusH> hmm what's "scaling train models"?
17:12:34  <Bjarni> in OTTD? I have no idea
17:13:44  <MeusH> "customized to work as universal application"
17:13:52  <MeusH> do they mean "it's cross-platform"?
17:14:16  <Bjarni> no, it means it's a universal binary (runs on both PPC OSX and x86 OSX)
17:14:32  <jnmbk> maybe they mean multilingual
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17:15:32  <Born_Acorn> wiw,
17:15:33  <Born_Acorn> wow
17:15:34  <Born_Acorn> http://shelleytherepublican.com/2006/04/linux-european-threat-to-our-computers.html
17:15:48  <Eddi|zuHause2> we had that yesterday already ;)
17:15:51  <Bjarni> at least they noticed that 0.4.5 is a universal binary. I read another site, that claimed that it was added in 0.4.7 and that it was not present in 0.4.5
17:15:59  <Born_Acorn> Well now you have it again!
17:16:00  <Bjarni> it was added in 0.4.5. Read the changelog ;)
17:17:08  <Eddi|zuHause2> maybe they confused universal binary with triple binary?
17:18:32  <peter1138> bah, placing stations in the artic climate is... a pain
17:18:53  <Eddi|zuHause2> why?
17:19:03  <peter1138> all those hills ;p
17:23:52  <Eddi|zuHause2> bah, i hate 10MBit networks :(
17:24:01  <Eddi|zuHause2> they are slower than the hdd
17:24:26  <jnmbk> peter1138: you should see my last game: http://img234.imageshack.us/img234/3291/morlaixtransport5mar19643nb.png
17:24:47  <peter1138> no signals? ;p
17:25:36  <jnmbk> It's under construction
17:25:53  <Eddi|zuHause2> 90° curve?
17:26:06  <glx> jnmbk: french town names?
17:26:29  <jnmbk> :)
17:26:36  <Eddi|zuHause2> what is YTL?
17:26:47  <jnmbk> turkish lira
17:27:19  *** sw4y [n=sw4y@snat2.arachne.czfree.net] has joined #openttd
17:28:07  <jnmbk> btw it's a 64x64 fun game with one town
17:28:47  *** Morlark [n=Sean@82-71-32-147.dsl.in-addr.zen.co.uk] has joined #openttd
17:28:59  <Eddi|zuHause2> i have had quite similar stations
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17:55:15  <Eddi|zuHause2> hm... my brother brought this game... "Transport Gigant"... anyone knows if it is any good?
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18:07:08  <Sacro> depends what you like
18:10:12  <Eddi|zuHause2> looks like "yet another tt3d attempt"
18:13:15  <Born_Acorn> Its 2D.
18:13:24  <Eddi|zuHause2> even worse :p
18:13:28  <Born_Acorn> http://www.tt-forums.net/viewforum.php?f=23
18:13:40  <Eddi|zuHause2> hm... where did they put the manual?
18:13:58  <Born_Acorn> Its been out a long while. The manual is probably pdf on the disc by now.
18:14:24  <Eddi|zuHause2> yeah, found it
18:14:39  <Eddi|zuHause2> but gonna watch cold case now ;)
18:18:20  *** mode/#openttd [+o Darkvater] by ChanServ
18:39:57  <Bjarni> wtf is wrong with the guy Born_Acorn linked to????
18:39:59  <Bjarni> "If you see a company using Linux, it may be that they have not paid for this software. Report them to the Business Software Alliance who have the legal authority to inspect any company's computers for illegal programs like Linux."
18:40:12  <Bjarni> "... illegal programs like Linux"
18:40:28  <MiHaMiX> Bjarni: that was a sentence from a blog I paste
18:40:47  <MiHaMiX> Bjarni: http://shelleytherepublican.com/2006/04/linux-european-threat-to-our-computers.html
18:41:05  <Bjarni> ok, then Born_Acorn pasted the same URL as you just did
18:41:06  <XeryusTC> that one is pretty old by now :P
18:41:07  <hylje> Bjarni: troll
18:42:12  <MiHaMiX> XeryusTC: You are visitor number: 362708 :)
18:42:46  <XeryusTC> :?
18:43:26  <MiHaMiX> XeryusTC: on the above site :)
18:45:11  <Bjarni> http://no.wikipedia.org/wiki/OpenTTD <-- the guy, who wrote this aims it almost exclusively at the fact that 32 bit graphics are planned sometimes in the future
18:45:13  <Bjarni> :D
18:45:52  <Bjarni> not anything that we got now like multiplayer, PBS/presignals, clone vehicles or anything like that
18:46:40  <XeryusTC> there aint a dutch wikipedia article about openttd :(
18:48:54  <MiHaMiX> XeryusTC: nor hungarian :-(
18:49:00  <XeryusTC> http://www.blogger.com/profile/15400082
18:50:07  <Born_Acorn> Bjarni, it must be fake. Blogger.com is a Linux hosted site.
18:50:54  <XeryusTC> Born_Acorn: the writer didn't know that
18:51:32  <Sacro> and the pics contain newgrfs
18:54:41  <XeryusTC> lol, the writer of that site says that harry potter is equivalent to satanism
18:54:54  <Born_Acorn> Since when was IE7 beta 2 out? The horroor!
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18:55:25  <MiHaMiX> XeryusTC: :D
18:55:40  <Born_Acorn> Thats nonsense.
18:55:44  <XeryusTC> http://shelleytherepublican.com/2006/04/harry-potter-hogwarts-express-to-hell.html#links
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18:55:58  <Born_Acorn> Harry Potter is satan. All that witchcraft and hokus pokus!
18:56:23  <XeryusTC> When faced with this powerful Evil, Harry does not pray for God's help; In fact there is not one mention of God or Jesus Christ in the entire series of books. Instead, Harry and his magical acolytes rely on disobedience and witchcraft to defeat all of Voldermort's plots.
18:56:49  * XeryusTC guesses that the guy lives somewhere north of texas :)
18:57:30  *** Qball_ is now known as Qball
18:59:57  <MiHaMiX> XeryusTC: actually, it's a woman
19:00:17  <MeusH> yeah, Sexmission (anyone here saw that movie? :P)
19:00:35  <MiHaMiX> MeusH: that's a definitely good movie :)
19:00:46  <MiHaMiX> MeusH: polish sci-fi, if I recall correctly
19:00:59  <MeusH> yeah
19:01:04  <MeusH> very old one
19:01:08  <MeusH> but a funny one :)
19:01:54  *** Born_Acorn [n=bornacor@AC8D6533.ipt.aol.com] has quit []
19:04:19  <XeryusTC> this is so funny, the tristan guy says that bill clinton is the second worse enemy of the us because he would be a liar and an oral sex fetishist :')
19:04:36  <MeusH> XD
19:04:42  <MiHaMiX> :DD
19:04:46  <MeusH> funny thing happened today
19:04:59  <MeusH> I was walking in the centre of town, the market square, with my friends
19:05:09  <MeusH> and we see lots of riots
19:05:19  *** Born_Acorn [n=bornacor@AC8D6533.ipt.aol.com] has joined #openttd
19:05:33  <MeusH> we weren't sure if they were pro- or antihomosexualism
19:05:43  <MeusH> so I asked some policeman
19:05:49  <MeusH> they were anti
19:06:12  <MeusH> we were walking on the street, anyway, and they walked the opposite direction
19:06:30  <MeusH> after a minute or two, we saw heavy armored police walking behind the people
19:06:58  <MeusH> I got a bit chilled when I saw fully armed squad of policemen just in front of me
19:07:08  <MeusH> later I got on TV
19:07:18  <MeusH> I walked behind the reported and waved my hand
19:07:22  <MeusH> reporter*
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19:07:31  <MeusH> then I was almost stunned
19:07:40  <Born_Acorn> Then my head went BOOM.
19:08:06  <MeusH> ~8 minivan police cars full of armored policemen ran just near me
19:08:16  <MeusH> someone was hit by the mirror
19:08:37  <MeusH> anyway, we went back to see what's happening
19:08:41  <MeusH> and it was true mess
19:08:45  <MeusH> blood and stuff
19:08:56  *** Bjarni [n=Bjarni@0x5358904a.virnxx14.adsl-dhcp.tele.dk] has quit ["Leaving"]
19:08:58  <MeusH> and everybody was hitting gays
19:09:22  <MeusH> some policemen were fighting with hetero, but almost everybody was fighting with gays
19:09:25  <Qball> hitting or hitting on?
19:09:40  <Sacro> its always best to check
19:09:45  <MeusH> fighting with bare hands/sticks/baseball bats
19:10:06  <XeryusTC> they were anti homesexualism?
19:10:10  <MeusH> plot: never, never let two demostrations at time. Especially one pro- and one con- something
19:10:22  <MeusH> there were two groups of rioters
19:10:38  <MeusH> and they met at one junction
19:11:08  *** thgergo [n=th_gergo@dsl51B78808.pool.t-online.hu] has joined #openttd
19:11:10  <XeryusTC> painfull
19:11:19  <MeusH> http://images.google.pl/images?q=zakaz%20peda%C5%82owania&oe=UTF-8
19:12:07  <MeusH> this all is sick
19:13:50  <Sacro> no anal in the street?
19:14:34  <Sacro> ive never seen a sign like that round here, im guessing people are just too prudish to try
19:17:33  <MeusH> :P
19:18:37  <XeryusTC> http://shelleytherepublican.com/2006/04/important-tool-in-battle-against.html <- this one is really good :')
19:18:53  *** RichK67 [n=RichK67@194.164.100.143] has joined #openttd
19:18:56  <KUDr> but closed already
19:19:48  <XeryusTC> heya RichK67
19:20:08  <RichK67> howdy
19:21:26  <RichK67> ping Darkvater
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19:24:38  <Eddi|zuHause2> sometimes one wonders what kind of people are allowed to spread their "opinion" through the internet...
19:25:21  <RichK67> human beings really....
19:25:31  <ln-> you'd like to limit people's right to express their opinions?
19:25:59  <Qball> didn't bush say that once.
19:26:30  <Eddi|zuHause2> no... i want to be fed with such hilarious material further ;)
19:26:52  <Eddi|zuHause2> always useful for a good laug ;)
19:26:58  <Eddi|zuHause2> *laugh
19:33:38  <Eddi|zuHause2> btw. certain kinds of opinions should really be forbidden to be spread... but this one does not fall into that category
19:33:52  <hylje> spot the troll
19:34:06  <XeryusTC> <Eddi|zuHause2> btw. certain kinds of opinions should really be forbidden to be spread... but this one does not fall into that category <- they think the same way in china :)
19:34:31  <Eddi|zuHause2> the subtile difference is how far you go with that...
19:34:54  <XeryusTC> true, but is basicly the same
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19:37:05  <Eddi|zuHause2> for example, in germany it is widely accepted that the spread of nazi-propaganda should be forbidden
19:37:28  <Eddi|zuHause2> (which it is)
19:37:30  <black_Nightmare> nazi?  I don't know much about them but I really don't like them for sure
19:37:30  <Celestar> so?
19:37:39  <black_Nightmare> and that holocast.... ^_^
19:37:43  <Celestar> KUDr: ping
19:37:49  <KUDr> pong
19:38:07  <Celestar> did you read that little pdf of mine?
19:38:12  <Zahl> the problem is that people have different opinions on which opinions should not be allowed to spread :P
19:38:14  <KUDr> yes
19:38:19  <Celestar> comments?
19:38:24  <XeryusTC> Eddi|zuHause2: what do you think about my somewhat anti democratic opinion then :)
19:38:39  <KUDr> Celestar: #openttd.signal
19:38:40  <Eddi|zuHause2> i don't know your opinion
19:39:36  <XeryusTC> lets say, democracy doesn't work, 3 men dictatorship is better if you try to keep it in the democratic spirit
19:39:38  <RichK67> while people have an means of communication, any opinion can be spread... who knows maybe someone will spread the opinion that G.W.Bush is doing a good job... any takers.....              silence... :)
19:40:30  <XeryusTC> there are people that think that bush does a good job
19:40:52  <RichK67> yeah, but they're mostly americans ;)
19:40:57  <Eddi|zuHause2> yes, but 99% of these live in the US ;)
19:41:05  <XeryusTC> true
19:41:05  <RichK67> LOL
19:41:07  <Celestar> heya RichK67
19:41:30  <RichK67> hi celestar - im on verge of splitting TGP into the separate files you recommended
19:41:43  <Celestar> RichK67: cool stuff.
19:41:56  <Celestar> RichK67: does TGP contain a png-import function by itself?
19:42:02  <RichK67> btw on line feeds... what do you want??? CR/LF, or LF?
19:42:09  <Celestar> RichK67: don't care.
19:42:12  <RichK67> no it doesnt
19:42:12  <Celestar> unix doesn't care
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19:46:57  <RichK67> celestar: i cant find that list of changes you wanted in TGP... can you email them to me??
19:47:16  <Celestar> RichK67: I dunno if I have them.
19:47:25  <Celestar> RichK67: gimme link to the patch and I'll read through it once again :)
19:47:38  <Brianetta> re all
19:48:00  <RichK67> ill prepare up a new patch for you once ive split tgp from landscape.c
19:48:10  <Brianetta> Celestar: MBS = PBS on simple blocks (:
19:48:50  <Celestar> RichK67: great :)
19:48:50  <RichK67> do you want me to hard-replace the old map generator, and make OTTD have TGP only?
19:49:04  <Celestar> RichK67: is there any reason why one would want to have the old map generator?
19:49:40  *** Tron [n=tron@p54A3EBEE.dip.t-dialin.net] has quit [Read error: 110 (Connection timed out)]
19:49:52  <CIA-3> peter1138 * r4609 /trunk/ (newgrf_engine.c newgrf_engine.h): - NewGRF: give GetCustomEngineSprite the correct return type
19:49:56  <RichK67> some people may want it. (personally i cannot imagine why anyone would want the old, but some people like square blocks for hills ;) )
19:50:21  <Celestar> RichK67: for the time being, leave it in.
19:50:25  <Celestar> we can still remove it later
19:51:11  <RichK67> ok - yeah, i just wrap it in a "if (!_patches.use_tgp) ... do old way ... else ... do tgp
19:51:26  <black_Nightmare> I like the map generator :p
19:51:31  <RichK67> ty
19:51:50  <black_Nightmare> makes for interesting quick games on 128x128 maps...I mean...when I'm not feeling like multiplayer at all but more of just throw down random profits on my own
19:51:52  <RichK67> needs a little work to vary the height at the edge of map... too many cliff faces
19:52:48  <RichK67> next build may include snow in temperate :)
19:54:12  <RichK67> Celestar - do you need an updated 6new_airports ?? I have one up to last nights build... and im on holiday when you are testing the patches!! (great timing huh!)
19:54:37  <peter1138> hmm, i need to try out this tgp thing
19:54:47  <Celestar> RichK67: just gimme a list with all the patch you want read :)
19:54:50  <Celestar> and I see what I can do :)
19:55:45  <RichK67> peter: check out TGP with Temperate Snow... very pretty :)    http://www.tt-forums.net/viewtopic.php?p=435759#435759
19:56:25  <peter1138> saw it
19:56:38  <CIA-3> peter1138 * r4610 /trunk/train_gui.c: - If a wagon has a capacity of 0 (zero), display it in the purchase list as N/A.
19:56:45  <RichK67> slight oops on the food thing tho!! ill have to strip that out :)
19:56:55  <peter1138> heh
19:57:03  * Brianetta gigllkes out loud at RichK67's exasperated response to another DaleStan pedantologue
19:57:42  <RichK67> i made it so towns in temperate snow needed food - but no food in temperate climate!! oops!
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19:58:38  <Brianetta> RichK67: Make it so they need livestock instead (:
19:58:39  <black_Nightmare> :p
19:58:39  <Brianetta> raw meat
19:58:51  * Vornicus shows up
19:58:52  <RichK67> brianetta: i have given up trying to take the guy seriously.... if OTTD was as long in the tooth as TTDP it would have all the newgrf support he worships ... and more!
19:59:11  <RichK67> brianetta: veggies would object ;0
19:59:14  <hylje> :D
19:59:16  <RichK67> ;) even
19:59:25  <hylje> goods
19:59:46  <Vornicus> RichK, did you get my email?
19:59:48  <RichK67> goods - yeah that will be fine
20:00:13  <RichK67> vorn: yeah, ive just not posted it yet... i was a bit wiped out yesterday
20:00:23  <Vornicus> coolbeans
20:00:56  <Vornicus> Note that this one has the data files built in.
20:02:34  <RichK67> ah - ok. i will change the comment then.. .uploading now
20:05:00  <CIA-3> peter1138 * r4611 /trunk/ (newgrf_engine.c newgrf_spritegroup.c): - NewGRF: introduce new vehicle sprite group resolver code. This also fixes some known bugs (e.g. the 'Standard Five' in UKRS is now the correct colour)
20:05:53  <RichK67> woohoo!!! you fixed the train colour :) :)
20:06:49  <RichK67> vornicus: thanks... posted your build
20:07:13  <Vornicus> coolbeans
20:07:18  <Vornicus> I said that
20:07:20  <RichK67> im amazed with r4593.. .up 2 days, and 45 downloads of the full suite :)
20:07:21  <Vornicus> yey thank you
20:07:57  <peter1138> but it's old ;)
20:08:00  <RichK67> im going to write a very very useful patch this weekend... :)
20:08:20  <RichK67> lol - well my 6new_airports patch is r4611 ;)
20:10:02  *** tokai|mdlx [n=tokai@p54B81692.dip0.t-ipconnect.de] has quit [Read error: 104 (Connection reset by peer)]
20:10:48  <RichK67> its really hard keeping up with you guys... especially Prolific Peter ;)
20:11:47  <peter1138> yeah, well
20:11:49  <peter1138> now i've done that
20:12:00  <peter1138> i'm doing the same for the station stuff
20:12:07  <peter1138> == closer to newstations
20:12:36  <Celestar> newstations newstations newstations
20:12:54  <Vornicus> marsha marsha marsha?
20:12:57  <RichK67> ooooh  yeahhh  Duffman!
20:20:30  <RichK67> Celestar: latest 6 new airports uploaded... can you review please? :)    http://www.tt-forums.net/viewtopic.php?p=423544#423544
20:20:53  <Celestar> will do
20:21:19  <Celestar> can't promise I'll commit today (=
20:21:49  <RichK67> lol - no commitment then ;)
20:22:08  <Celestar> ^^
20:22:13  <Qball> RichK67: how long have you been waiting to use that.
20:22:18  <Brianetta> RichK67: Perhaps towns above the snowline need coal, for heating?
20:22:44  <Qball> well bed time.
20:22:52  <XeryusTC> Brianetta: and towns below it need it for barbequeing? :P
20:22:54  <RichK67> nah - i think its got to be goods
20:22:57  <RichK67> LOL
20:23:00  <Brianetta> (:
20:23:01  <hylje> towns above the snowline should spawn energy plants
20:23:14  <Celestar> RichK67: ?
20:23:16  <hylje> giving the town heat n electrisity
20:23:21  <Celestar> Error: Cannot open file 'data/airports.grf'
20:23:34  <hylje> think water towers in desert
20:23:40  <Celestar> what do we need that for?
20:23:42  <Brianetta> Goods is good - they're either made of farm stuff (ie food), oil (for heating) or wood (for, er, heating)
20:23:55  <Celestar> different ground tiles?
20:23:59  <hylje> Brianetta: or stee
20:24:19  <Brianetta> Celestar: Runways can go other-way-up and there are more depot orientations
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20:24:36  <Brianetta> hylje: Oh yeah... not much use, that
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20:26:05  <MeusH> Celestar: also the ground sprite is fixed, so there are no dark spots visible
20:26:12  <hylje> but coal should have more destinations
20:26:21  <MeusH> like Steel Mill
20:26:27  <RichK67> ok - nearly... sorry MeusH i forgot to update with your ground tile
20:26:30  <Celestar> hm....
20:26:35  <XeryusTC> MeusH: you took the words right out of my mouth :)
20:26:41  <MeusH> :)
20:26:48  <RichK67> hmm... Coke :)
20:26:50  <MeusH> hylje: that's the work for re-balancing team
20:26:55  <MeusH> read: Celestar
20:27:04  <hylje> nerfbat
20:27:50  <Celestar> what?
20:28:55  <hylje> maybe there could be a plant transforming wood into powerplant-compatible pellets
20:28:59  <hylje> hmm
20:29:12  <hylje> would need art and such
20:29:22  <MeusH> 32bpp + rebalancing IMO
20:29:47  <hylje> loads of more plants and raw materials
20:30:05  <Celestar> RichK67: some airports I like, some not :)
20:30:10  <hylje> the more choice the better? :>
20:31:01  <RichK67> celestar: just personal preference, or problematic?
20:31:24  <Celestar> you mean code wise? no
20:31:33  <Celestar> (haven't looked at the code yet)
20:31:53  <Celestar> 3 airports get an A, 1 gets a B, 2 get an F :P
20:32:13  <RichK67> no, i meant the airport styles... if you think some of the designs are no good, .... ooo... F... which? (District by any chance?)
20:32:31  <Celestar> RichK67: yes. district
20:32:37  <RichK67> both?
20:32:45  <Celestar> yeah kinda.
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20:33:54  <Celestar> and I fail to see what they offer compared to the Metro airport.
20:33:57  <RichK67> im not wedded to those... they are my lowest rated as well... top Intercon, Commuter, Helistation... then Helidepot, and 2xDistricts is my own preference order
20:34:12  <RichK67> long thin design really - thats all
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20:34:32  <Celestar> Commuter is great.
20:34:38  <Celestar> Helistuff is great.
20:34:44  <Celestar> intercont is good.
20:34:47  <RichK67> commuter has about capacity of Metro airport
20:35:10  <RichK67> very short taxiing, so it rolls quickly
20:35:25  <Celestar> yeah.
20:35:48  <Celestar> intercont has one thing that bugs me alittle and one thing that bugs me a bit more (but can be changed easily)
20:35:59  <RichK67> i just wish there were more helis in the game, and more post-2000 helis... reliability of Guru is awful after about 2030
20:36:13  <Celestar> RichK67: that'll come.
20:36:14  <RichK67> ok - fire away - easy one?
20:36:35  <Celestar> easy one: runways are too short ^^
20:36:41  <Celestar> should be 7 tiles or even 8.
20:36:52  <RichK67> hmm... makes it a very big area then
20:36:56  <Celestar> at least the takeoff runways.
20:37:09  <Celestar> RichK67: international airports ARE big.
20:37:27  <Celestar> we're talking 50+km^2 for KDEN for example.
20:37:32  <RichK67> currently 6 - yes, easy to change... just need to add 16 per tile to most movement locations
20:37:50  <Celestar> RichK67: background: wanna introduce runways lengths.
20:38:01  <Brianetta> The long ones are good for gaps between cities in late game
20:38:06  <Celestar> and an intercont airport without the big birds would kinda suck.
20:38:35  <Celestar> ^^
20:39:14  <RichK67> i think 8 is feaseable... landing can be shorter if you like... i would then pad with grass verges where necessary
20:39:28  <Celestar> RichK67: great.
20:39:37  <black_Nightmare> richk...you know what I actually would have liked now that I keep thinking about it here now?
20:39:56  <Celestar> RichK67: have you looked at real airport layouts for something like district?
20:40:22  <RichK67> nope - i just wanted to fit an airport into only 3 tiles wide ;)
20:40:36  <Celestar> I think 4 tiles but much shorter would be better (=
20:40:46  <RichK67> its called commuter ;)
20:41:00  <Celestar> yeah (=
20:41:03  <Celestar> and I love that airport (=
20:41:18  <Brianetta> I think that there's no reason for there to be fewer airports
20:41:34  <Brianetta> aside form the airport dialogue being cluttered
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20:41:40  <RichK67> i always thought it daft that you didnt have dedicated helipads on the City, Metro airports
20:41:43  <Brianetta> and that could have a drop-down list selector
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20:42:16  <RichK67> drop down will be more compact, until you click the list, and it spews southwards ;)
20:42:23  <Brianetta> Yey!
20:42:35  <Eddi|zuHause2> what's KDEN?
20:42:59  <Celestar> Eddi|zuHause2: Denver International Airport
20:43:18  <black_Nightmare> remake the 3 small airplanes to last forever with good reliability (at least 80% if you get me) then copy the small airport and cut the non-hanger buildings off then remove one tile width...so it then becomes like 2x4 with an aged light brown pavement colour to it (like its been worn for a long time and never ever repaved you know?)
20:43:42  <black_Nightmare> probably good enough for just one or two small airplanes to serve a tiny town (especially in tropical maps too)
20:44:01  <Eddi|zuHause2> black_Nightmare: check out the planeset
20:44:05  <Celestar> RichK67: http://www.airliners.net/open.file/0666673/L/ <= city north of that airport has ~40.000 inhabitants :)
20:44:07  <RichK67> hmmm... dirtstrip graphics ;)
20:44:15  <Eddi|zuHause2> it has a lot of planes for small airports
20:44:21  <black_Nightmare> the hanger would be rotated 90 degree
20:44:27  <black_Nightmare> eddi.....where?
20:44:41  <Eddi|zuHause2> i'd search the forum
20:44:42  <Celestar> RichK67: for ideas: http://www.airliners.net/search/photo.search?album=5766
20:45:02  <RichK67> 2 main runways, each with 2 dedicated taxiways... OTTD overkill ;)
20:45:11  <Eddi|zuHause2> you might need the planeset-patch (or the mini-IN, which contains it)
20:45:18  <Celestar> http://www.airliners.net/open.file/0890664/M/ <= THIS is an airport.
20:45:26  <Celestar> RichK67: yeah I know (= and yet it's clogged :S
20:45:39  <Celestar> RichK67: count number of runways on above link ^^
20:45:52  <black_Nightmare> eddi....where still?
20:46:14  <RichK67> Celestar: im not wanting to build new ones ATM... i will amend existing ones, or remove ones (district can go), but i dont have time right now to build new ones
20:46:14  <Eddi|zuHause2> you DO know how to use the search button?`
20:46:18  <Celestar> http://www.airliners.net/open.file/0888999/L/ <= KDEN
20:46:21  <black_Nightmare> eddi..yeah but search where?? lol
20:46:26  <Celestar> RichK67: no problem.
20:46:41  <Brianetta> district ):
20:46:44  * Brianetta mourns
20:46:46  <Celestar> RichK67: If you could just modify intercont. I'd add them one-by-one anyways once I've finished reading through them. (=
20:47:33  <Celestar> http://www.airliners.net/open.file/0768711/L/ <= the second one with 7 runways.
20:47:48  <RichK67> dulles looks doable though
20:47:58  <Vornicus> ah, ssh, where would I be without you?
20:48:04  <Celestar> RichK67: some airport with 2 crossing runways would be fun ^^
20:48:13  <Vornicus> Richk67, mini_IN just went blooie building a 2048x2048 map.
20:48:15  <Celestar> "shooting the gap" state machine (=
20:48:22  <RichK67> yeah, and you can code it Celestar ;)
20:48:35  <Celestar> RichK67: maybe I will, maybe I will.
20:48:40  <Celestar> I have one prototype somwhere.
20:48:48  <Celestar> prolly about revision 1500
20:48:55  <CIA-3> peter1138 * r4612 /trunk/ (station.h station_cmd.c): - NewStations: add random bits (for graphic variation) to stations
20:48:56  <RichK67> vorn: TGP? do you remember what seed?
20:49:13  <Vornicus> no I don't.
20:49:13  <Celestar> random bits?
20:49:31  <Vornicus> but it was 2048x2048 mountainous very dry very rough
20:49:43  <peter1138> Celestar: persistent random data do provide variety
20:49:48  <Celestar> ah
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20:49:54  <peter1138> *to
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20:50:00  <RichK67> TGP isnt truly random... but you can have 65535 maps :)
20:50:18  <Vornicus> now trying again, with seed 3304, and it not on fullscreen.
20:50:32  <RichK67> waits 35 secs ;)
20:51:07  <Triffid_Hunter> wouldn't it be 65536 maps? 0 is a number after all ;)
20:51:28  <RichK67> i use 0 to indicate "pick a random number" for the dedicated server
20:51:37  <Vornicus> currently hung.
20:51:39  <Triffid_Hunter> ah
20:52:15  <RichK67> vorn: is this MiniIN r4593?
20:52:26  <Vornicus> Yes.
20:52:28  <Vornicus> But there it goes.
20:52:40  <RichK67> dies or ok?
20:52:52  <Vornicus> it's fine now
20:53:21  <RichK67> what climate?
20:53:23  <Vornicus> Looks like it just takes a while.
20:53:26  <Vornicus> Mountainous
20:53:28  <Vornicus> Er
20:53:30  <Vornicus> Arctic
20:53:33  <RichK67> ta
20:53:45  <Celestar> hmmm...
20:53:47  <Vornicus> Would be nice to have a little status thingy.
20:53:56  <Celestar> at least in the debugger (=
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20:54:32  <Vornicus> say, like, "generating terrain..." and then "placing towns..." and then "placing industries..."
20:54:47  <Vornicus> so it doesn't look like it's hanging
20:55:09  <Eddi|zuHause2> RichK67: can you change the random placement, that towns are more likely created near coast or in valleys, rather than on top of hills?
20:55:45  <black_Nightmare> lol...
20:55:48  <black_Nightmare> why not hills?
20:55:57  <black_Nightmare> it makes it more interesting to build road vehicles up there
20:56:07  <Celestar> because towns do not normally appear on mountaintops.
20:56:15  <Eddi|zuHause2> it is more natural
20:56:19  <RichK67> hmm... it is being slow... ahh... i think im generating an old map!
20:56:25  <Celestar> ^^
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20:56:49  <Celestar> RichK67: TGP is up to date?
20:56:53  <Celestar> where's a linke?
20:56:55  <Celestar> link*
20:57:05  <black_Nightmare> celestar....
20:57:13  <Celestar> yes?
20:57:14  <black_Nightmare> some real towns do live on or near top of mountains in some places
20:57:18  <Celestar> SOME
20:57:19  <black_Nightmare> usually small anyhow
20:57:26  <black_Nightmare> so I don't see why not in openttd too :p
20:57:28  <black_Nightmare> heheh
20:57:29  <RichK67> hmm... i can upload a fresh one
20:57:32  <Eddi|zuHause2> i said "more likely"
20:57:41  <Eddi|zuHause2> that still means, that "some" can be on hills
20:57:46  <peter1138> oh dear
20:57:55  <peter1138> this newstations will, um, muck up PBS
20:58:17  <Celestar> peter1138: ?
20:58:27  <Celestar> I cannot remember having seen PBS in trunk?
20:58:33  <peter1138> used up all the currently free map bits
20:58:43  <Celestar> all?
20:58:48  <peter1138> yes, all
20:58:57  <Celestar> (does the patch have more bits than we do?:o)
20:59:06  <peter1138> yes, actually
20:59:08  <RichK67> nooooooooooooooooooooooooo   there go my speed signs :(
20:59:08  <Celestar> ?
20:59:28  <Celestar> peter1138: how so?
20:59:31  <Brianetta> Speed signs are important
20:59:40  <black_Nightmare> one question...
20:59:41  <RichK67> http://www.tt-forums.net/viewtopic.php?p=405297#405297   new TGP posted
20:59:44  <Celestar> thanks
20:59:51  <black_Nightmare> where is openttd.cfg located in the nightly build folder?
21:00:09  <peter1138> Celestar: they added L6 and L7
21:00:18  <black_Nightmare> I only see openttd.grf which I'm sure isn't it
21:00:22  <Celestar> peter1138: uh huh.
21:00:42  <Eddi|zuHause2> openttd.cfg is always in the same folder as the exe
21:00:45  <RichK67> 1 known bug: industry placement routine can lower a town tile "killing" the town centre road tile
21:00:45  <Celestar> we need to finally finish map accessors and increase map size.
21:00:55  <Eddi|zuHause2> it might be missing, if so, start and quit the game
21:00:58  <Eddi|zuHause2> and it is generated
21:01:00  <peter1138> we've changed m2 from a byte to a word, but we've also used the space in there for larger indices
21:01:08  <black_Nightmare> eddi....ohh ok...ty
21:01:10  <Brianetta> Eddi|zuHause2: Unless specified elsewhere (:
21:01:19  <black_Nightmare> needed to download three new grf's for a particular server
21:01:25  <Celestar> where's Tron_ ?
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21:01:32  <peter1138> RichK67: speed signs use bits in a *station* tile?
21:01:35  <black_Nightmare> was just trying to follow brianetta's website instructions you know
21:01:47  <Brianetta> http://ppcis.org/nightly/
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21:02:06  <black_Nightmare> brianetta..yeah thats the one that told me to go into openttd.cfg anyhow
21:02:14  <Celestar> Belugas: how's things concerning map cleanup? anything you're up to? and I think I should look at?
21:02:18  <RichK67> i needed to use 2 bits somewhere... i initially used m4, but PBS used those, so i moved to m2.15/14
21:02:57  <peter1138> m2 of *station* tiles?
21:03:15  <black_Nightmare> brianetta..I don't see a '[newgrf]' in that file..I have to add it new to the bottom I guess?
21:03:17  <peter1138> heh
21:03:23  <Brianetta> Yes, if it isn't there
21:03:30  <Brianetta> Just paste all *four* lines
21:03:30  <glx> Celestar: I though you were working on signals cleanup
21:03:41  <peter1138> well, i'm using all bits of stations now, heh
21:03:46  <Celestar> glx: I was on two business trips the past 10 days.
21:03:48  <Brianetta> Celestar: Would you like a log of earlier?
21:03:58  <Celestar> Brianetta: not really (=
21:03:59  <peter1138> if pbs comes back it can use bit 7 of m4, or something
21:04:40  <RichK67> ok - now im worried... TGP on 2048x2048 is still at it.... but the 512x512 generated in about 4 secs
21:04:45  <black_Nightmare> brianetta... is 'player_name = ' the name that is given to you for chat/manager when you go in multiplayer right?
21:04:48  <black_Nightmare> just wanting be sure
21:05:14  <glx> black_Nightmare: you don't need to set it in openttd.cfg
21:05:17  <Brianetta> Yes.  You can change it in the game, though
21:05:19  <RichK67> ahh... sorry peter... m2 of rail tiles
21:05:31  <black_Nightmare> I'll just set it in openttd.cfg since I'm there (lazy) :p
21:05:44  <black_Nightmare> ok now to load it again and try
21:06:19  <Celestar> glx: I hope to find some time early next week.
21:06:34  <Celestar> glx: but there are bugs to fix for 0.4.8 backporting to do and release.
21:06:49  <glx> I can look at it too :)
21:07:15  <Celestar> glx: I'd apprecieate it. at least some of it (=
21:09:41  <black_Nightmare> heh I see you on map now brianetta :p
21:10:05  <glx> Celestar: http://glx.dnsalias.net:8080/openttd/depot_signal(109).diff <-- seems to work for FS#109
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21:11:09  <Celestar> glx: but not if you have the depot in the other direction, right?
21:12:14  <Celestar> glx: but the general approach is apparently correct (=
21:12:25  <Celestar> we need a "DepotDirToTrackBit" function
21:12:43  <glx> I don't see any problem with other direction
21:12:54  * Celestar goes checking
21:13:25  <glx> I just modify the "signal" value for depot
21:14:12  <Celestar> hm ..
21:14:30  <Celestar> glx: I don't see a problem in trunk either :o
21:15:31  <glx> hmm?
21:16:09  <RichK67> quick question - if i divide an int by 10, does C view result as an int (good), or as a temporary float (bad)??
21:16:22  <Celestar> ah found it.
21:16:27  <Celestar> RichK67: int.
21:16:29  <gradator> RichK67: int
21:16:40  <Celestar> RichK67: do NOT use floats in the game loop.
21:16:50  <RichK67> cool - hopefully my counter will work then... i dont
21:18:03  <Vornicus> int.
21:19:17  <Vornicus> Note however that floating point division is usually faster than integer division, in systems where both are native... but it's also less accurate
21:20:39  <Celestar> glx: * 0x101 is NOT the signal state :)
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21:21:06  <peter1138> it's the track state
21:21:27  <peter1138> the track state is used by the pathfinder when updating the signal state
21:21:37  <Celestar> glx: and I assume that fix might have side-effects of unknown order of magnitude (like trains not being able to enter a depot or something)
21:21:38  <glx> Celestar: it's aabbccdd so I just don't set aabb so no signal state
21:21:54  <Celestar> * 0x101 sets "cc" to the value of "dd" ...
21:23:07  <glx> btw GetTileTrackStatus_* are really hard to follow :)
21:23:12  <Celestar> it leaves aabb untouched (=
21:23:48  <Brianetta> Can OpenTTD stop seeding new trees once it reaches 40% coverage perhaps?
21:24:05  <Brianetta> New starters in the 90s have a hell of a job with cash and ratings
21:24:37  <RichK67> hmm... you need the Acid_Rain_patch ;)
21:24:39  <Celestar> Brianetta: add feature request (with explanion of why it is needed)
21:25:13  <Celestar> peter1138: what about "newtiletypes" ?
21:25:50  <RichK67> cool - TGP has a % counter :)   ok, only in the stderr output, but at least it works
21:26:42  <Celestar> ok I'm out.
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21:26:49  <Celestar> will do some coding tomorrow I hope (=
21:26:56  <XeryusTC> RichK67: nice, now a GUI and a cancel button :)
21:27:15  <Celestar> that's close to impossible
21:27:17  <Celestar> (=
21:27:26  <Celestar> unless you rewrite vast parts of the gui.
21:27:35  <glx> Celestar: hmm I see what could be wrong in my patch
21:27:43  <peter1138> it pretty much relies on there being an active map, no?
21:27:46  * Vornicus yays for % thingies
21:27:46  <RichK67> fascinating... the delay is not in TGP... it generated the map for 2048x2048 in 25 secs... now it is slowly trying to place towns, industries, trees, etc...
21:27:50  <Celestar> and believe me, I've tried it HARD
21:28:02  <Celestar> RichK67: yes, that's usually the MUCH slower part
21:28:21  <Celestar> :o
21:28:29  <Celestar> 1.8" HDDs have 60GB these days
21:28:52  <RichK67> hmm... maybe i have to improve that part then... its way too slow ATM
21:29:19  <Celestar> no even 80GB
21:30:04  <Celestar> holy fuck my server in the basement has 40GB :S
21:30:05  <glx> Celestar: ok my patch is not as good (works for 1 dir not for the other :) )
21:30:11  <Celestar> glx: see? ;)
21:30:26  <Celestar> ok I'm off. need sleep
21:30:36  <glx> good night Celestar
21:30:46  <RichK67> cya celestar
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21:33:07  <CIA-3> peter1138 * r4613 /trunk/newgrf_station.h: - NewGRF: fix two struct declarations
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21:44:02  <Born_Acorn> newstations woo!
21:47:37  <MeusH> the newstations era has begun
21:47:53  * MeusH lol
21:49:35  <Sacro> really? hmmm
21:50:26  <Vornicus> This is the dawning of the age of newstations?
21:51:33  <Born_Acorn> No, it was just a newgrf commit to a newgrf station file.
21:51:45  <Born_Acorn> We have newgrf waypoints to maintain!
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21:53:51  <RichK67> ouch.. that jump to 4611 hurt miniIN bad :(     time to fix it
21:54:00  <Rubidium> RichK67: still interested in the past2090 patch for the 'mini' IN?
21:55:20  <RichK67> sort of - can you download the MiniIN, and review the other patches to see how the dates need handling in them? probably looking through the patch file will work...
21:55:53  <RichK67> MiniIN is over 500k, and there will be a ton of dates that will slip through unchanged
21:56:52  <Rubidium> most should be rather easy to fix
21:58:19  <RichK67> a list of the changes i need to make in my patch would be good... so i apply your 2090 patch, and then manually edit the list changes
21:58:23  <CIA-3> belugas * r4614 /trunk/ (5 files in 2 dirs):
21:58:23  <CIA-3> CodeChange : Cleanup of industry_cmd (Step-4).
21:58:23  <CIA-3> Removing the _industry_type_costs in favor of IndustrySpec.cost_multiplier;
21:58:23  <CIA-3> In order to let industry_gui use the GetIndustrySpec accessor,
21:58:23  <CIA-3> some structs had to be moved in industry.h
21:58:27  <Rubidium> a quick scan showed that only your 6 airports patch needs little tweaking
21:58:47  <RichK67> yeah - availability dates
21:58:51  <Rubidium> change would be '_date >= ...' -> '_cur_year >= ...'
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21:59:25  <Rubidium> rest looks pretty save
21:59:53  <glx> Rubidium: and using real year no?
21:59:59  <Rubidium> btw, the most recent diff: http://rubidium.student.utwente.nl/openttd/past2090/past2090-4613.diff <- should also apply to 4611
22:00:13  <Rubidium> yes
22:01:34  <Born_Acorn> Log:
22:01:34  <Born_Acorn> - NewStations: add random bits (for graphic variation) to stations
22:01:37  <Born_Acorn> Newstations!
22:01:38  <Born_Acorn> woo!
22:02:24  <stillunknown> i have seen many student.utwente.nl coming by lately
22:04:04  <RichK67> thanks rubidium... i will take a look sometime late this weekend
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22:05:24  * XeryusTC is back
22:10:11  <Rubidium> RichK67: ok, I do not know whether I can update the patch the coming few days, but I will try to (if I can get an internet connection while abroad); will be back in about 5 days. Any bug reports can be done to past 2090 thread, #143 @ bugs.openttd.org and I'll look through your nightly thread for quirks
22:10:46  <RichK67> ah - ok... im then away for 2 weeks
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22:15:13  <Rubidium> I'm going to sleep, if you have time and read/applied the diff and have questions, you can ask them (via PM) and I'll try to answer/fix them in the morning (before I leave)
22:15:45  <RichK67> unlikely i think... im shattered too, and will head to sleep soon
22:19:15  *** Maedhros [n=jc@gentoo/developer/Maedhros] has quit ["g'night"]
22:20:35  <MeusH> goodbye
22:20:42  <MeusH> have a nice time RichK67
22:20:46  <MeusH> cya later
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22:31:52  <black_Nightmare> *is having way too much fun with the nightly build on brianetta's server :))
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22:33:33  <Sacro> black_Nightmare: it is addictive
22:34:28  <Sacro> Brianetta: where'd i go?#
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22:36:31  <black_Nightmare> sacro...I really love the new engines/etc mainly
22:36:34  <black_Nightmare> and the electric rail!
22:36:59  <black_Nightmare> any bugs...I guess I'll sure be mentioning it here :->
22:37:32  <black_Nightmare> hmm say....
22:37:37  <black_Nightmare> here's a question re electric rails....
22:38:03  <black_Nightmare> could it be that you have two electrified stations and between them is dual mainlines with one leg being standard and other leg being electric....
22:38:13  <black_Nightmare> would that mean could have a slow diesel and fast electric engine between same stations?
22:38:29  <black_Nightmare> (adding a waypoint for the diesel so it doesn't use the electric rails)
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22:41:25  <Sacro> bk
22:42:56  <Brianetta> black_Nightmare: You have > £40,000
22:44:13  <black_Nightmare> I noticed...still waiting :p
22:44:19  <black_Nightmare> need the $ for many cars
22:44:28  <Brianetta> You have the cash
22:44:32  <Brianetta> oh
22:44:40  <Brianetta> You need a DVT on your class 91 rake
22:44:49  <Brianetta> so slap a mail coach as the trailing car
22:45:56  <black_Nightmare> its gec-a actually ;)
22:46:00  <Brianetta> Meh
22:46:17  <Brianetta> You should upgrade the 125s then
22:46:25  <Brianetta> cos class 91s are clever in UKRS
22:46:29  <Brianetta> http://www.tt-forums.net/viewtopic.php?p=400058#400058
22:46:33  <Brianetta> That is implemented
22:46:49  <black_Nightmare> heh one moment then ;)
22:48:02  <Brianetta> Bye Sacro
22:48:10  <RichK67> bah!  im baffled.... ive created a new file with a gui in it... ive placed a ref to the gui in functions.h ... but other files still cant see it... get a linking error "undefined reference to ShowTerrainProgress" ... what else do i need?? ive modelled it on AskExitToGameMenu  but it still cant see it
22:48:16  <Sacro> Brianetta: why the pause?
22:48:26  <Brianetta> Sacro: You've disconnected
22:48:39  <Brianetta> Client #19 is dropped because the client did not respond for more than 4 game-days
22:48:39  <Brianetta> *** Sacro has left the game (connection lost)
22:48:39  <Sacro> Brianetta: makes sense
22:48:46  <glx> RichK67: missing .c in makefile
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22:49:09  <RichK67> d'oh!
22:50:06  <glx> you added a new .c I guess :)
22:50:50  <RichK67> yup - tgp_gui.c
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23:01:04  <glx> RichK67: does ShowTerrainProgress do what I think it does ?
23:02:33  <RichK67> well it would if i could get the darn thing to show up... .i just need to markwholescreendirty i think
23:02:53  <RichK67> nope
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23:03:50  <RichK67> i cant get the window to appear at front during execution of a different routine... once generation has finished, the window appears ??? :(
23:04:26  * SimonRC goes to bed.
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23:08:19  <ln-> there's still no icon.
23:09:24  <glx> RichK67: can I see your code?
23:09:31  <RichK67> sure
23:09:38  <RichK67> pm?
23:09:47  <glx> yes
23:12:10  <RichK67> ok pmed
23:12:37  <ln-> code is supposed to be Free as in speech.
23:12:57  <Vornicus> As opposed to free as in willy?
23:13:26  <XeryusTC> RichK67: what is the problem, is the window not being rendered?
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23:16:47  <Eddi|zuHause2> hm... the DBSetXL is clearly lacking doubledecker passenger wagons
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23:18:01  <RichK67_> back
23:18:46  <RichK67_> glx: i think my code may not be problem... mouse freezes during map creation... so screen probably isnt being refreshed at all
23:19:11  <glx> oh yes
23:19:22  <Eddi|zuHause2> http://www.bahnbilder.de/name/einzelbild/number/54510/kategorie/Deutschland%7EWagen%7EDoppelstockwagen/offset/0.html
23:19:32  <XeryusTC> RichK67_: that is mostly the problem with single threaded programs :)
23:20:07  <RichK67_> yeah, but i should be able to call the routine directly and force a redraw when i want one
23:20:13  <Eddi|zuHause2> RichK67_: you probably need to jump out of your function inbetween, to show update
23:20:55  <RichK67_> i just dont know which routine to call
23:21:00  <Eddi|zuHause2> or throw some kind of paint event manually
23:21:30  <RichK67_> paints require the screen to be refreshed to show it... usually not a problem
23:21:35  <CIA-3> KUDr * r4615 /branch/yapf/ (8 files in 2 dirs): [YAPF] Fix: Cost cache now invalidates when track layout changes (thanks TSC for reporting the problem)
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23:30:35  <Eddi|zuHause2> wow... you don't see those very often anymore
23:30:37  <Eddi|zuHause2> http://www.bahnbilder.de/name/einzelbild/number/10576/kategorie/Deutschland%7EWagen%7EDoppelstockwagen/offset/0.html
23:31:35  <Eddi|zuHause2> that was like the first generation of (east german) doubledecker wagons
23:33:15  <black_Nightmare> heh I kinda have similar (probably newer tho) model train thing of these
23:33:19  <black_Nightmare> 2 cars to one unit
23:34:44  <Jpl_> that one looks ergonomic... ;)
23:36:01  <Eddi|zuHause2> those are driving around since the 70s or so
23:37:50  <Eddi|zuHause2> being east german is a reason to not be included in the DBSet, but the DB uses them a lot since the reunification
23:38:08  <Eddi|zuHause2> and the dbset also has the east german BR 250
23:38:17  <Eddi|zuHause2> http://www.ewetel.net/~michael.blunck/ttd/br250_2.html
23:38:44  <Jpl_> while waiting for DRSet...
23:41:49  * Sacro has spotted a bug in latest nightly
23:41:55  <Eddi|zuHause2> hm... a DRSet on top of the DBSet might be intresting
23:44:16  <Eddi|zuHause2> it doesn't need much... a few engines (especially russian diesel engines), doubledecker wagons, and a few alternative liveries
23:48:30  <Jpl_> russian diesel engines <3
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23:55:09  <Sacro> how do u upgrade electric trains>
23:55:40  <glx> what do you mean?
23:55:43  <Brianetta> You mean the track?
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23:58:15  <Sacro> dropdown :D
23:59:47  <glx> ha autoreplace :)

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