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Log for #openttd on 27th September 2006:
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00:01:03  *** DaleStan [~Dale@74.132.200.55] has joined #openttd
00:04:26  *** lws1984 [~lwslade@ip68-9-157-1.ri.ri.cox.net] has joined #openttd
00:06:17  *** DaleStan_ [~Dale@74.132.200.55] has quit [Ping timeout: 480 seconds]
00:07:28  *** [F] [~f@pool-70-110-28-229.washdc.fios.verizon.net] has joined #openttd
00:07:47  <[F]> hey guys, I'm on ArchLinux and I'm having trouble running openttd. Whenever I ./openttd I get the following error
00:07:53  <[F]> Your sample.cat file is corrupted or missing!
00:07:53  <[F]> Error: Cannot open file 'data/sample.cat'
00:07:53  <[F]> openttd: openttd.c:76: error: Assertion `0' failed.
00:08:02  <[F]> sample.cat is not in data/
00:08:08  <[F]> but i don't know where to grab it from.
00:08:11  <glx> you need to put it there
00:08:19  <[F]> where can I find it?
00:08:31  <glx> it's a file from an original TTD
00:08:49  <glx> so it's on your TTD cd
00:08:57  <[F]> I don't have any TTD cds.
00:08:59  <Born_Acorn> You need to get it from the disc or your favourite abandonware thread.
00:09:09  <[F]> Do I need to have this CD to play the game?
00:09:16  <Born_Acorn> Or the TT-Forums thread to download a copy.
00:09:29  <Eddi|zuHause2> no, only the files from the CD
00:09:39  *** DaleStan_ [~Dale@74.132.200.55] has joined #openttd
00:09:44  <[F]> because I have never purchased or played TTD before.
00:09:46  <Born_Acorn> http://www.tt-forums.net/viewtopic.php?t=3407 <-- "Transport Tycoon Deluxe"
00:10:00  *** Guest56 [Gono@N808P030.adsl.highway.telekom.at] has joined #openttd
00:10:11  <Born_Acorn> (Windows is preferable, because the colours don't screw up)
00:10:51  <Eddi|zuHause2> is there a DOS-port of ottd?
00:10:51  <[F]> so download any of the links under "Transport Tycoon Deluxe (Windows):"?
00:11:25  <Eddi|zuHause2> if you are really lucky, you find a "data files only" link
00:11:31  <Eddi|zuHause2> that should suffice
00:11:51  <Eddi|zuHause2> and if anyone asks, you did not get this info from us ;)
00:12:15  <[F]> this is a .zip file, by the way. I'm on linux, all i need to do is unzip ttd-win.zip and grab the sample.cat, put it in data/ and then delete everything else in ttd-win.zip?
00:12:38  <Eddi|zuHause2> no, you need all files from the data directory
00:12:54  <[F]> alright. there are already a few things in my data/
00:13:02  <[F]> autorail.grf  dosdummy.grf   openttd.grf   trkfoundw.grf
00:13:02  <[F]> canalsw.grf   nsignalsw.grf  opntitle.dat
00:13:08  <glx> you need tr*r.grf from TTD too
00:13:09  <Eddi|zuHause2> and for music, all .gm files
00:13:27  <Eddi|zuHause2> those are additional files, that were not part of TTD
00:13:30  *** Gonozal_VIII [Gono@M3092P030.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds]
00:13:32  <glx> check the readme :)
00:14:06  <Eddi|zuHause2> but the original TTD graphic files are copyright protected, and thus cannot be distributed with the game (which is under GPL)
00:14:49  <[F]> i see, and all these files just get dumped into data/ right?
00:14:50  <cantares> warum der rechtinhaber die nicht freigibt ist mir raetselhaft.. o.o
00:15:14  <Eddi|zuHause2> cantares: weil keiner so richtig zugibt, daß er die rechte hat
00:15:25  <cantares> Hmm wenn sie keiner hat.. hmm
00:15:37  <cantares> Dann geb ich sie einfach frei *lol* *rofl*
00:15:40  *** DaleStan [~Dale@74.132.200.55] has quit [Ping timeout: 480 seconds]
00:16:51  <[F]> do all the tr*r.grf files get placed into data/ ?
00:16:57  <glx> yes
00:18:10  <[F]> glx: alright i've copied over sample.cat and 6 tr*r.grf files (there are a ton more but they don't fit the tr*r.grf category)
00:18:20  *** Guest56 is now known as Gonozal_VIII
00:18:27  <glx> the count is right
00:18:58  <Eddi|zuHause2> cantares: naja, irgendjemand hat sie... nur war derjenige nicht so interessiert, das eindeutig zu klären (nach ein paar firmenaufkäufen hat das einige male gewechselt)
00:19:14  <cantares> nach wieviel jahren sind die gemeinfrei ?
00:19:19  <Eddi|zuHause2> 70
00:19:22  <Eddi|zuHause2> oder sowas
00:19:23  <cantares> oh riesig
00:19:57  <cantares> weil irgendwie sehen die ganzen manuell nachgemachten irgendwie.. scheisse aus.. o.o
00:20:54  <cantares> es ist dann irgendwie nimmer TTD irgendwie..
00:21:57  <Eddi|zuHause2> naja, bei dem ganzen newgrf kram gibts ganz verschiedene qualität
00:23:59  <cantares> ich koennte mir so eine darwinia - like grafik vorstellen
00:24:06  <cantares> so bissl futuristisch technologisch
00:24:13  <Born_Acorn> It's all gobbledy gook to me!
00:24:16  * Born_Acorn goes mental
00:24:16  <ln-> THAT'S IT, play.com won't deliver outside UK with the pound prices anymore.
00:24:55  <Born_Acorn> Make them.
00:24:58  <Born_Acorn> Write a letter
00:25:09  <Born_Acorn> an angry letter
00:25:21  <Born_Acorn> That's what I'd do.
00:25:24  <cantares> oder ein ganzes thema mit so grafik..
00:25:29  <Born_Acorn> I once wrote to the BBC
00:25:32  <CIA-2> bjarni * r6516 /trunk/depot_gui.c:
00:25:32  <CIA-2> -Fix r6513: killed warnings about two variables being used uninitialized
00:25:32  <CIA-2>  This is not even correct since it's set in if (a) and later used in another if (a), but GCC didn't detect that
00:25:42  * Born_Acorn eats CIA-2
00:25:42  * CIA-2 tastes crunchy
00:25:49  <cantares> und man liefert dann daten.. in einem rechner :p
00:26:11  <Belugas_Gone> Eddi|zuHause2, cantares, i know you enjoy speaking german, but you should wait when the channel gets deserted please.
00:26:16  <Belugas_Gone> or do that in private
00:26:20  <Born_Acorn> Don't we have any language rules in this channel?
00:26:21  <Belugas_Gone> it will be appreciated
00:26:41  <Born_Acorn> We should. It just gets confusing when everyone speaks their own language.
00:26:42  <cantares> sorry, if i would wirte that in english it would take hours..
00:27:34  <Bjarni> 	<Born_Acorn>	Don't we have any language rules in this channel? <-- there is rules. Languages that I don't understand is banned
00:27:47  <Bjarni> I didn't see anybody violate that ;)
00:28:00  <Belugas_Gone> i understand that.  I do have some conversation in french with anouther dev, but i keep that in a private channel, cantares
00:28:25  <Belugas_Gone> it is more polite for those who do not understand your language
00:29:05  <cantares> i was thinking about a theme for ottd where everything looks like "darwiania"(if someone knows that game) ... or like in the film tron.. and the industries are computerhardware parts... o.o
00:29:19  <Born_Acorn> I lurrrrrrve Darwinia.
00:29:23  <Born_Acorn> Bring on Defcon!
00:29:34  <cantares> defcon is out i think ?
00:29:38  <Born_Acorn> Friday.
00:29:43  <ln-> speaking dutch has been widely accepted.
00:29:55  <Born_Acorn> It comes out then!
00:30:29  <cantares> Born_Acorn: you've preordered it ?
00:30:35  <Eddi|zuHause2> what exactly is this film "Tron" about, that everyone always speaks of?
00:31:00  <ln-> it's a Disney® film that takes place in virtual reality.
00:31:17  <ln-> does everyone always speak of it?
00:31:38  <Eddi|zuHause2> often enough that i always ask me the question: "do i know it?"
00:31:58  <Bjarni> actually we got an "English only" rule
00:32:13  <Bjarni> but I'm not banning people the moment they violate it ;)
00:32:17  <cantares> eddi: Wikipedia is your friend :)
00:32:23  <Bjarni> goodnight
00:32:25  *** Bjarni [~Bjarni@0x53588af9.virnxx14.adsl-dhcp.tele.dk] has quit [Quit: Leaving]
00:32:53  <ln-> gah, i was about to say something in pseudo-danish and now he's gone.
00:34:32  <Belugas_Gone> tron was a good movie, a precursor in computer animated stuff
00:34:37  <Belugas_Gone> quite ingenious
00:35:05  <Belugas_Gone> a scheme like tron in ottd would be ... puzling to say the least
00:35:12  <Belugas_Gone> grr... +z
00:35:25  <Belugas_Gone> i wonder if tron would play tron ;)
00:35:48  *** DaleStan_ is now known as DaleStan
00:36:07  <cantares> but it is a way to make the game fully GPL, and make the original grf files optional somehow o.o
00:36:18  * kbrooks links ln- to everyone
00:36:39  * lws1984 unlinks himself
00:37:50  <Belugas_Gone> i agree.  but unlinking the game from current grfs plus creating a totally new world would require lot, and i mean a LOT of work
00:38:47  <cantares> i don't realy understand what is in the GRF-files... o.o isn't it only the grafics?
00:39:46  <Belugas_Gone> yes
00:39:53  <Belugas_Gone> there are two tpes of grf files
00:40:14  <Belugas_Gone> the original ones and the newgrf ones.
00:40:44  <Belugas_Gone> the original are just a coleection of images, while the newgrf have some type of coding to add extra features
00:41:25  <Belugas_Gone> so, i should have said yes and no ;)
00:42:07  <cantares> if the orig. are only images.. than there are just a big bunch of images that must be replaced with GPL ones..
00:44:48  <Belugas_Gone> 4792, to be precise
00:45:01  <Belugas_Gone> a BIG bunch, yes
00:45:10  <Eddi|zuHause2> yes, but nobody does the work to replace 5000 images in 8bpp graphics, when we are switching to 32bpp "soon"
00:45:46  <Belugas_Gone> "soon" as in... no idea when ;)
00:45:56  <cantares> 32 bpp with nes graphics wich looks like "no-ttd" ?
00:47:02  <Belugas_Gone> what has been done so far tends to respect the look of originl game.
00:47:12  <Belugas_Gone> look in the graphics forum,
00:47:21  <Belugas_Gone> blender topic, iirc
00:48:06  <Eddi|zuHause2> gna... video cutting is a pain... i need a "auto cut commercials" script...
00:54:36  *** spkka [~squarepus@cp510420-a.venlo1.lb.home.nl] has joined #openttd
00:54:57  <ln-> it's not so simple to draw 5000 sprites from scratch, i suppose.
00:55:04  <spkka> lol
00:55:08  <spkka> hi
00:55:30  <spkka> do i need ttd patch to import new graphics?
00:55:50  <spkka> if i recode the grf file and load ttd again its not showing the new ones
00:56:46  <lws1984> .....are you using openttd or TTDPatch?
00:57:40  <spkka> im havin the version r6472MiniIn
00:59:41  <Belugas_Gone> spkka, or you're not telling ottd you have new grf files, or your modification is wrong.
00:59:55  <Belugas_Gone> even miniIN can deal with newgrf
01:00:02  <spkka> k
01:00:12  <spkka> so i replaced the grf files right
01:00:19  <Belugas_Gone> with what>
01:00:21  <Belugas_Gone> ?
01:00:27  <spkka> with the wizard thing
01:00:36  <Belugas_Gone> wisard??
01:00:48  <spkka> grfwizard
01:00:51  <spkka> someone linked me to it
01:01:03  * Belugas_Gone does not know that
01:01:08  <spkka> but anyways
01:01:44  <spkka> im replacing the grf tho
01:02:07  <spkka> so i guess im not telling ottd im using new grf files?
01:03:10  <lws1984> wiataminute.. GRFWizard?
01:03:13  <spkka> ye
01:03:18  <Belugas_Gone> i'm just puzzled as what the grfwizard is doing...
01:03:25  <lws1984> did you make new grpaphics for a GRF?
01:03:30  <lws1984> Belugas_Gone: it's a GRF encoding tool
01:03:38  <spkka> yes
01:03:41  <Belugas_Gone> if you've created new grf files, you have to tell ottd about them
01:03:43  <spkka> i edited the pcx
01:03:46  <Belugas_Gone> ho.. i see
01:03:47  <spkka> en recoded it to grf
01:03:54  <spkka> how do i tell it?
01:03:55  <spkka> :P
01:04:03  <lws1984> well, do the stats change?
01:04:11  <lws1984> and have you read the TTDPatch wiki?
01:04:14  <Belugas_Gone> you changed trg1r.grf?  or which other file?
01:04:16  <lws1984> it tells you a lot on GRF-making
01:04:19  <spkka> yes the file gets bigger
01:04:25  <spkka> yes belugas trg1r
01:04:44  <spkka> lws1984, yes i saw it
01:04:47  <Belugas_Gone> and you placed it at the same exact place as it was before?
01:04:52  <spkka> i did what it says
01:04:59  <spkka> yes belugas
01:05:18  <Belugas_Gone> what did you changed? an image of what?
01:05:22  <spkka> yep
01:05:29  <spkka> the passanger bus
01:05:35  <spkka> passenger*
01:05:42  <spkka> first one
01:06:17  <Belugas_Gone> do you have any other grf specified in the [newgrf] section of openttd.cfg?
01:06:33  <Belugas_Gone> or any at all...
01:06:48  <cantares> there are TO many programming languages...
01:07:04  <cantares> which one is good.. o.o
01:07:15  <cantares> with which of them should i work with o.o
01:07:19  <Eddi|zuHause2> never ask this question ;)
01:07:37  <Eddi|zuHause2> everyone will praise you their own favourite language
01:07:44  <Eddi|zuHause2> without any supporting reasons
01:07:44  <spkka> hehe
01:07:58  <spkka> belugas i cant see anything with grf in it
01:08:00  <cantares> i like python o.o
01:08:17  <Eddi|zuHause2> (similar if you ask for linux distributions, or media players, or whatever)
01:08:21  <Belugas_Gone> and in fact, it is the correct answer :  the language you like :)
01:08:52  <Eddi|zuHause2> basically, any language between haskell and brainfuck...
01:09:16  <Eddi|zuHause2> depending on what you want to do, there are better or worse languages
01:09:32  <Belugas_Gone> spkka : in that case, i cannot help you.  it's supposed to work.  Have you closed and restarted ottd?
01:09:55  <spkka> yes
01:10:07  <spkka> i think i need to delete it and reinstall actually
01:10:31  <spkka> i downloaded this ttdpatch 2.0 crashes aswell
01:10:44  <spkka> gamegfx.exe not founf :O
01:11:06  <Eddi|zuHause2> ttdpatch is something entirely different to openttd
01:11:17  <spkka> k
01:11:58  <Eddi|zuHause2> (from the main concept... they are both trying to improve TTD, though)
01:12:20  <spkka> k
01:12:25  <spkka> so whats the difference?
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01:12:55  <spkka> nevermind tho
01:13:10  <spkka> so how do yu change graphics for openttd?
01:13:21  <spkka> like import the newgrf back?
01:14:01  <Belugas_Gone> the language written, the concept and the objectives, the crew, quite a lot of different features...
01:15:15  <Belugas_Gone> well... trg1r.grf is not a good think to mess with.  All newgrf are ready to use by both games. A lot will work with ottd, all will work with ttdpatch
01:15:45  <Belugas_Gone> you can find them looking around the forums, mainly in graphics topic, on ttdpatch
01:16:29  <spkka> ye i saw that
01:17:27  <Belugas_Gone> once yo've found the grf of your dreams, edit openttd.cfg, add a [newgrf] section, write down the filename of it, as well as its location relative to the data folder of openttd, and you're on your own
01:17:39  <Belugas_Gone> after restarting the game, of course
01:17:48  <spkka> k
01:18:00  <spkka> so let think bout this
01:18:07  <spkka> trg1r is my fav huh
01:18:09  <Belugas_Gone> there are plenty HowTos on the forum too
01:18:20  <spkka> ye i know but its freeekin slow belugas
01:18:21  <spkka> :P
01:18:33  <Belugas_Gone> everything has a price :(
01:18:37  <spkka> haha
01:18:38  <spkka> true
01:18:43  <spkka> openttd.cfg yu say
01:21:20  <spkka> how do you add the newgrf section
01:21:34  <spkka> search on forums :(
01:21:42  <Belugas_Gone> with a simple texteditor.  just type [newgrf]
01:21:47  <Belugas_Gone> on a new line
01:22:02  <Belugas_Gone> and write down the names below it
01:23:09  <Belugas_Gone> slowliness of the forums is a problem somehow is arealdy trying to fix
01:23:21  <Belugas_Gone> and i'm confident he will succeed
01:23:27  <spkka> hehe nice
01:25:10  <spkka> custom grf has invalid format
01:34:13  <kbrooks> bed
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01:41:56  <Belugas_Gone> what gfr did you tried?
01:42:20  <Belugas_Gone> i find forums to be quite fast, by the way, right now
01:43:20  <spkka> ye
01:43:23  <spkka> im checkin it
01:43:36  <spkka> all forums say ttdpatch is made for grf's :P
01:43:49  <spkka> so i tried starting it but now the patch is not working
01:43:55  <spkka> http://www.tt-forums.net/viewtopic.php?t=26797&postdays=0&postorder=asc&start=20
01:44:04  <spkka> exact same error then he has
01:44:25  <Belugas_Gone> well.. normal, ttdpatch team made the newgrf format ;)
01:44:29  <spkka> i dun hav the gamegfx.exe and the ttdload(W).ovl
01:44:33  <Belugas_Gone> we are implementing it...
01:49:25  <Belugas_Gone> gamegfx and ttdload is for ttdpatch
01:49:36  <Belugas_Gone> totally useless for ottd
01:50:09  <Belugas_Gone> and some grf are not working in ottd, because the features they implement is not coded yet in ottd...
01:50:23  <Belugas_Gone> so, it is possible they don't work
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01:53:30  <Belugas_Gone> dbsetxl should work quite fine, planeset too
01:53:36  <Belugas_Gone> there are plenty more
01:54:51  <Belugas_Gone> bye, work calls me
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01:58:11  <spkka> see ya
01:58:16  <spkka> thnx for the help
02:00:21  <Belugas_Gone> np
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02:58:27  <cantares> party...
02:58:38  <cantares> Great wine... great beer.. great music...
02:58:42  <cantares> Life is great...
02:58:49  <lws1984> beer is good!
02:58:54  * lws1984 is quite drunk
02:58:59  * cantares is too
02:59:00  <cantares> o .o
02:59:07  <cantares> how much you have drunk
02:59:08  <cantares> ß
02:59:11  <cantares> ß
02:59:12  <cantares> ?
02:59:15  <lws1984> eh... about 20 bottles of Heineken
02:59:25  <cantares> 20 bottles?
02:59:30  <lws1984> aye
02:59:32  <cantares> this evening ?
02:59:41  <lws1984> well, starting about noon or so
02:59:56  <cantares> impressive i must say..
03:00:02  <cantares> to you drink regulary ?
03:00:19  <lws1984> depends on how I feel :p
03:00:27  <lws1984> actually, usually just a beer with dinner
03:00:33  <lws1984> but I'm going to be away from home for a while
03:00:53  <cantares> how much is in a bottle of heineken ?
03:00:54  <cantares>  o.o
03:00:55  <lws1984> and the best way to start a buisness trip is to get drunk the night before the first day without nothing to do
03:01:00  <cantares> 0.33 l ?
03:01:19  <lws1984> aye, i do believe so
03:01:50  <cantares> evil... i just get 6 bottles ( 3 litres ) of beer and i am done... o.o
03:02:04  <cantares> how much percent of vol. alc. does your heineken have?
03:02:21  *** fusey [fusion@69-160-51-207.ontrca.adelphia.net] has quit [Quit: Peace and Protection 4.22]
03:02:47  <lws1984> eh.. not sure
03:02:54  <lws1984> you expect me to be able to figure that?
03:03:00  <cantares> just look on the bottle :p
03:03:05  <lws1984> i'm too drunk to remember where my calculator is!
03:03:11  <lws1984> bottle....
03:03:13  <lws1984> oh yeah,
03:03:16  * lws1984 loooks
03:03:18  <cantares>  ;)
03:03:33  <cantares> If iam drunk i always in control of myself...
03:03:46  <cantares> if i wouldn't i wouldn't drink...
03:03:56  <lws1984> well, I'm quite in control of myself
03:04:04  <cantares> i see isee ;) :)
03:04:05  <lws1984> just have trouble remembering things
03:04:18  <cantares> remebering issnt so important
03:04:21  <cantares> just LIFE !!
03:04:32  <cantares> Life is important...
03:04:46  <cantares> not remebering stuff or school  stuff...
03:04:51  <cantares> Math... *LOL*
03:04:56  <cantares> grammar.. or such stuff...
03:05:02  <cantares> Just LIFE... o.o
03:05:16  <lws1984> well, it helps to remember which button is the power button and which is the voulme button :p
03:05:20  <lws1984> damn, print is too small
03:05:24  <lws1984> my glasses are broken
03:05:29  <lws1984> so I can't really read that well
03:05:52  <cantares> heineken in germany have around 5% vol. alc.
03:06:08  <lws1984> hmm
03:06:48  <cantares> I drink good wine from macedonia... o.o
03:07:02  <cantares> ok, it is DAMN cheap wine...
03:07:06  <cantares> but it works ;)
03:07:27  *** fusey [fusion@69-160-51-207.ontrca.adelphia.net] has joined #openttd
03:07:40  <cantares> Heyho! fusey! ?  :D
03:07:44  <cantares> how are you ?
03:08:02  <fusey> fantastic
03:08:03  <fusey> yourself?
03:08:16  <cantares> too
03:08:24  <cantares> why youre fantastic ?
03:08:40  <fusey> why not be
03:08:47  <fusey> i could have it a lot worse :)
03:08:53  <cantares> shure
03:09:06  <fusey> and you?
03:09:08  <fusey> haha
03:09:13  <cantares> i may dont have the drugs i need. o.o
03:09:15  <cantares> but i have !
03:09:20  <cantares> so i am great ! :D
03:09:23  <cantares> *dance*
03:09:42  <fusey> haha
03:10:32  <cantares> you like ottd ?
03:10:47  <fusey> most definitely. for.. at leats 4 years now
03:10:56  <fusey> on top of when TTD came out
03:11:12  <cantares> i loved tt from the first game i played...
03:11:19  <cantares> then i loved ttd...
03:11:32  <cantares> then i loved ttd+ttdpatch...
03:11:50  <cantares> after all of that i still love OpenTTD:...
03:12:01  <fusey> thats a whole lotta lovin
03:12:04  <cantares> Great game... :)
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03:13:02  <fusey> it is!
03:13:39  <cantares> in the tradional tt.. you've connected a coal mine with a powerplant.. and the coal mine increased its output till infinity.. taht was nice....
03:14:26  <fusey> yea i miss that ... i thought there was talk of increasing productiont hough
03:16:50  <CIA-2> belugas * r6517 /branches/newhouses/ (10 files):
03:16:50  <CIA-2> [newhouses] -Feature: add more bits to the map array.
03:16:50  <CIA-2> Tile member "extra" is now known as m6 and has 8 fully functionnal bits, compared to 2.
03:16:50  <CIA-2> Tile member m7 (byte) has been added.
03:16:50  <CIA-2> -Codechange: the scheme of house construction and lift movememt has been improved, for less bits wasting
03:16:52  <CIA-2> -TODO: Documentation to reflect those changes
03:17:12  <cantares> in TT you could have 4 rails of MAGLEV with trains between mine and plant without any waiting..
03:17:27  <cantares> so no signaling...
03:17:43  <cantares> just trains on one rail per train..
03:17:49  <cantares> no far distance...
03:18:00  <cantares> not very realistic though... but cool!
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03:20:58  <cantares> Culture Shock!
03:22:12  <cantares> i waering mid priced jeans.. cheap shoes.. cheap shirts.. cheap stuff at all.. but an expesive watch... o.o
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07:10:45  <Sacro> Bjarni!
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07:14:39  <Bjarni> Sacro!
07:15:00  <peter1138> morning
07:15:12  <peter1138> shall i pull a sicky?
07:16:28  <Sacro> peter1138: yes, and do news hounds
07:18:19  <peter1138> heh, full debug of those grfs loading is 2MB
07:18:51  <peter1138> dbg: [custom/pb_ukrs.grf:25][Notice] GRFDataBlock: block name 'crosschime.wav'...
07:18:58  <peter1138> dbg: [custom/pb_ukrs.grf:25][Notice] LoadGRFSound: channels 1, sample rate 11025, bits per sample 8, length 21620
07:19:06  <peter1138> :D
07:19:47  <Sacro> and do they play?
07:19:55  <peter1138> of course
07:20:41  <Sacro> yay
07:20:43  <Sacro> commit them!
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07:23:41  <CIA-2> bjarni * r6518 /trunk/ (6 files):
07:23:41  <CIA-2> -Codechange: unified the vehicle refit windows
07:23:41  <CIA-2>  This was requested by peter1138
07:23:53  <Bjarni> Sacro: ok, I committed it
07:24:12  <Sacro> Bjarni: thats not it :(
07:24:25  <Sacro> or at least... it doesnt look like it
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07:26:13  <Sacro> oh well, i best be off into college
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07:31:04  * peter1138 adds the sounds to all vehicle types
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07:56:04  <Bjarni> <Sacro>	oh well, i best be off into college <-- that's the line I never thought I would see
08:00:40  *** eleusis [~eleusis@l2-202-89-172-35.arach.net.au] has joined #openttd
08:00:45  <peter1138> Bjarni
08:00:47  <peter1138>  	297	            if (DoCommandP(v->tile, v->index, WP(w,refit_d).cargo, NULL, command))
08:00:50  <peter1138>  	298	              DeleteWindow(w);
08:00:56  <peter1138> either put it on one line, or use { }
08:01:43  <eleusis> :)
08:02:27  <peter1138> Bjarni: it's no good, when that's the only issue i could find ;)
08:03:48  <Bjarni> heh
08:05:29  *** guru3_ is now known as guru3
08:06:43  <CIA-2> bjarni * r6519 /trunk/vehicle_gui.c: -Code cleanup r6518: changed a line to apply to the coding style
08:07:57  <peter1138> hehe
08:08:45  <Bjarni> peter1138: I looked at the code and figure that it will not be that tricky to modify it to handle any number of cargos (with a scrollbar, if needed)
08:08:59  <peter1138> Bjarni: correct
08:09:08  <peter1138> Bjarni: this paves the way for adding cargo subtypes
08:09:08  <Bjarni> just tell me if you need such a change and I can code it in no time
08:09:14  <peter1138> i.e. doing it once instead of four times
08:09:31  <peter1138> well, yes, we do need it scrollable
08:09:47  <peter1138> and it might as well be resizeable, for that matter
08:10:00  <Bjarni> yeah
08:10:08  <Bjarni> not that tricky to do
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08:20:56  <peter1138> the list can become massive :)
08:21:59  <Bjarni> but not bigger than a scrollbar can handle it
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08:22:28  <Bjarni> but we should not just write all of them at once if we got say 200 different types of cargo
08:22:49  <Bjarni> the code can be made to handle it, but it would be a poor user interface
08:23:11  <Bjarni> and we should not add that many cargo types, but with newgrf people might be able to get that many
08:23:41  <peter1138> well, there won't be that many
08:24:03  <peter1138> but with subtypes, you get different choices for a particular cargo
08:24:16  <peter1138> used by dbsetxl to provide different colours
08:24:26  <peter1138> it would be nice to have a preview shown, heh
08:24:34  <Bjarni> oops
08:24:39  <peter1138> hmm?
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08:24:45  <Bjarni> something went wrong here
08:25:02  <Bjarni> the TV tuner (watching news) stopped working and says no signal
08:25:11  <Bjarni> and signal strength dropped to 0%
08:25:22  <Bjarni> I think the transmitter died :(
08:25:41  <peter1138> or the receiver...
08:26:44  <Bjarni> well, if the receiver died, then I can just get a new one for free. It's just a few months old
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08:37:34  * peter1138 wonders how to implement sound priority
08:37:45  <peter1138> currently, if there are too many sounds playing, it just won't play a new one
08:38:13  <peter1138> i need to check for a playing sound that's a lower priority
08:38:27  <peter1138> but also, should it check how long is left
08:38:29  <peter1138> alternatively
08:38:38  <peter1138> i could just increase the number of mixer channels, heh
08:39:23  <Bjarni> after a little investigation it turns out that it's the transmitter. All signals from the same transmitter are gone while they are ok from other transmitters
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08:42:12  <peter1138> hmm
08:42:18  <peter1138> you vandal
08:45:27  <CIA-2> bjarni * r6520 /trunk/depot_gui.c: -Fix r6515: "start all" and "stop all" buttons in depot windows are now disabled if you do not own the depot
08:45:42  <Bjarni> just realised that might be a good idea ;)
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08:53:11  <peter1138> lol
08:53:12  <peter1138> yeah
09:03:20  <Zaviori> :D
09:07:10  <Bjarni> actually I don't think clicking the buttons would actually do anything, but now they are disabled. The actual command checks for ownership and this is just a GUI thing
09:08:04  <peter1138> nodnod
09:08:09  <peter1138> at least, it better check ;)
09:08:45  <Darkvater> \o/ /me has fixed his linux
09:08:50  <Darkvater> (morning @all)
09:08:59  <peter1138> hello darkvater
09:15:32  <Darkvater> Bjarni: I think your function IsWholeTrainInDepot() both wrong and superflouos
09:15:43  <Darkvater> Bjarni: see 833:static int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped)
09:16:34  <Darkvater> Bjarni: please also check all user input! mainly p1 and p2 of CmdMassStartStopVehicle
09:16:48  <Darkvater> p2 ^
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09:18:49  <Darkvater> Bjarni: in the for loop why check for v->vehstatus() when your IsWholeTrainInDepot() also checks for it
09:20:35  <Nigel> redundancy?
09:21:03  <Darkvater> yes, redundant
09:21:06  <Darkvater> thanks Nigel :)
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09:21:21  <Nigel> i like redundancy
09:21:46  <Nigel> but yeah, something like that i guess it's a pain
09:22:23  <Nigel> i'd say remove the v->vehstatus() from the for loop (assuming it's not needed for anything else) because you may want to use IsWholeTrainInDepot() elsewhere
09:23:27  <Darkvater> well obviously
09:23:29  <Nigel> so that way, in the end for saving a line of code (about 20-25 bytes depending on the indentation etc ;) per call)
09:23:40  <Nigel> errr s/for/your/
09:24:19  <Nigel> oh forgetful me, you said it's checking for it, so your most likely saving more around 30-40 bytes ;)
09:32:28  <peter1138> who cares about bytes in the source ;p
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09:34:21  <Darkvater> Bjarni: r6515: use a SPR_SELL_VEHICLE or something for 0x2A9 in the depot-gui sell button
09:34:21  <peter1138> hmm, i wonder what happened to jez
09:35:10  <Darkvater> the face-gay?
09:35:14  <Darkvater> eh guy
09:36:41  <peter1138> lol
09:36:41  <peter1138> yeah
09:36:52  <Darkvater> hmm why is the depot unification so cumbersome? Isn't it easier to make 4 widget-tables instead of magicking around moving the widgets?
09:37:01  <Darkvater> which nobody will ever figure out how it looks
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09:39:18  <Bjarni> it's actually not that tricky
09:40:03  <Darkvater> that makes no difference, it's still pretty hard to visualize this way
09:40:49  <Bjarni> you define how it looks for ships (I used that one as a template) and then it resizes to the right and down based on the different sizes of the matrix
09:41:17  <Bjarni> I have no problems using this and it's even easier than editing 4 widget arrays
09:44:50  <Darkvater> I doubt that
09:46:50  <Bjarni> DrawStringCentered(150, 25, STR_DEPOT_SELL_ALL_VEHICLE_CONFIRM, 0); <-- why does that line fail with an invalid string error?
09:47:10  <Bjarni> the string is ok. I just tried displaying it in the widget array
09:47:23  <Darkvater> bad parameters?
09:48:32  <Bjarni> hmm, is it x,y for the screen or the window?
09:49:53  <Darkvater> window of course
09:50:36  <Bjarni> hmm
09:50:42  <Bjarni> then what could be wrong...
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09:50:57  <Bjarni> x,y is inside the window, the string is in english.txt
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09:51:04  <Darkvater> debug?
09:51:10  <Bjarni> I do not use the colour as the string starts with {BLACK}
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09:51:33  <Darkvater> are you adding a confirmation window?
09:51:40  <Bjarni> yes
09:52:35  <Bjarni> I'm looking into the "sell all" button request and I don't want people to complain that they clicked it by accident ;)
09:52:36  <Darkvater> would be much better if it were made a general one
09:52:49  <Darkvater> he, imho that's their problem
09:53:01  <Darkvater> if that were the case we could add confirmation windows to about every action
09:53:43  <Bjarni> no. Most stuff is undoable in a moment
09:53:50  <Bjarni> selling all vehicles in a depot is not
09:54:05  <Bjarni> or might not be
09:54:05  <Darkvater> oh really?
09:54:17  <Darkvater> how is 'sending all vehicles to depot' undoable for example?
09:54:30  <Darkvater> how is demolishing houses undoable?
09:54:34  <Bjarni> no and only Born_Acorn complained about that :P
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09:59:47  <Brianetta> undo is a feature for those who don't think
10:01:08  <Bjarni> yeah
10:01:49  <Bjarni> we also got a confirm for quitting the game
10:01:57  <Brianetta> That's fair enough
10:02:09  <Brianetta> It's easy to miss that whilst you're trying to save
10:02:38  <Bjarni> I think that's just as fair as confirming a "sell all vehicles in depot" command
10:02:39  <Brianetta> although it's bloody annoying when it confirms a window-manager colose request.
10:03:04  <Bjarni> Brianetta: you do know that enter confirms quit, right? :)
10:03:21  <Brianetta> Bjarni: When I close in this manner, it's rarely the window with focus
10:03:33  <Bjarni> ahh
10:03:44  <Brianetta> When I'm logging out, I Alt-F4 every window
10:03:52  <Brianetta> and tht's usually quick
10:03:56  <Brianetta> not to mention left-handed
10:04:01  <Brianetta> unless openttd is opn
10:04:26  <Brianetta> So yeah, confirm close is a pain in the butt
10:04:59  <peter1138> yeah, but it's also a pita if you happened to click on the close button accidentaly
10:05:19  <Brianetta> peter1138: That goes for every application. It's something I learned not to do a very long time ago.
10:05:20  <peter1138> at least it doesn't confirm when on the intro screen :)
10:05:46  <Brianetta> Browsers and shells all die without confirmation
10:05:52  <Brianetta> as does my email app
10:05:54  <Darkvater> I think it's unneeded to confirm selling all vehicles. This keeps the game consistent with all other actions
10:06:01  <Darkvater> Brianetta: opera asks you if you are sure about quitting
10:06:04  <Brianetta> ew
10:06:08  <Darkvater> (but you can turn that off)
10:06:16  <Brianetta> I'd be back to Firefox in an instant
10:06:18  <Darkvater> it's mainly because it's also a download manager
10:06:22  *** Belugas_Gone [~Jfranc@216.191.111.226] has quit [Ping timeout: 480 seconds]
10:06:27  <Brianetta> shouting "How DARE you presume" at it
10:06:32  <peter1138> i hate games that confirm multiple times, and then show an advertising banner for 15 seconds...
10:06:34  <Brianetta> Like MSN Messenger in Windows
10:06:38  <Darkvater> and my sister likes to close the browser when she's done, fucking up me downloads :s
10:06:58  <Bjarni> actually the main reason for the confirm is that I'm out of room to write "sell all" on a button. It will have to be a small one with an icon
10:07:03  <Brianetta> I do big downloads with curl or wget, depending on filesize
10:07:14  <Bjarni> I haven't really figured out which one yet though
10:07:15  <Brianetta> wget has a 2GB limit, so curl for DVD ISOs
10:07:48  <peter1138> ahhh, the days when wget outputted a . for each kilobyte
10:08:25  <Darkvater> Bjarni: a small-icon for sell-all?
10:08:40  <Darkvater> that's pretty bad design
10:08:45  <Darkvater> I hope it's at least bigger than those 16x16 icons
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10:10:50  <Brianetta> Since when was "Crashing Planes" an OpenTTD problem?
10:10:57  <Brianetta> I thought it was perfectly normal.
10:11:19  <Darkvater> since some people think: 'disasters off' == no planes crashing
10:11:32  <Bjarni> 	<Darkvater>	I hope it's at least bigger than those 16x16 icons <-- then tell me where to place it ;)
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10:11:37  <Darkvater> disaster == ufo,bomb,zeppelin
10:11:46  <Darkvater> Bjarni: in the depot window
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10:11:52  <Bjarni> :P
10:11:56  <Darkvater> you should've thought about that before writing the feature
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10:12:05  <Bjarni> WHERE in the depot window
10:12:38  <peter1138> where 'some people' == GEFORCE or whatever his name is
10:13:02  <peter1138> Bjarni: add it to an... advanced tab!
10:13:15  <Darkvater> the depot window has 2 buttons now 'sell (single)', 'sell all', so probably there
10:13:27  <Darkvater> whatever happened to 'sell all' on non-train depot windows?
10:13:43  <Darkvater> I haven't compiled and run the game since a week so I haven't seen
10:13:46  <Darkvater> anyone got a picca/
10:14:15  <Bjarni> the graphics looks 100% alike after the unification
10:14:29  <Bjarni> but I did add the two new buttons
10:14:37  <Bjarni> yeah, I can make a screenshot
10:14:38  <Darkvater> so there is a 'sell' and 'sell whole' for all vehicles?
10:14:40  <Bjarni> one sec
10:14:54  <Bjarni> 	<Darkvater>	so there is a 'sell' and 'sell whole' for all vehicles? <-- no, they look like they did before
10:15:07  <Bjarni> the dynamite button is hidden for non-trains
10:15:08  <Darkvater> oh good :)
10:16:09  <Darkvater> guys, which camera to buy? Canon Ixus 65 or Fuji F30?
10:16:10  <Darkvater> http://www.dpreview.com/reviews/compare_post.asp?method=sidebyside&cameras=canon_sd630%2Cfuji_finepixf30&show=all
10:16:57  <Bjarni> http://devs.openttd.org/~bjarni/depot.png
10:17:33  <Bjarni> the horizontal scrollbar is also hidden for non-trains (as you can see)
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10:18:09  <Darkvater> the flag buttons are nice, just make sure you don't put the 'sell all vehicles' anywhere around those buttons
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10:18:26  <Bjarni> :)
10:19:22  <Bjarni> I can put it below the sell button, but then I will need to make the window at least 3 rows high
10:19:36  <Bjarni> (which certainly is an option)
10:20:54  *** Tron_ [FqtBSN4f@nat-1.rz.uni-karlsruhe.de] has joined #openttd
10:21:05  <peter1138> hello tron_
10:22:05  <Darkvater> hiya Tron_
10:22:31  <Darkvater> hiya Belugas_Gone
10:24:15  * Darkvater checks if he is on ignore ;p
10:27:51  <Brianetta> How easy would it be to code a Locomotion-style self-drive feature, so you can try to manually drive your train about your own network?
10:28:13  <Brianetta> Does OpenTTD have the necessary slider control?
10:28:56  <Darkvater> < lunch
10:34:33  <peter1138> Brianetta: well, it has scroll bars, but...
10:35:07  <Brianetta> That would be a hack and a half.
10:35:28  <Brianetta> That was the thing I liked most about Locomotion
10:35:36  <Brianetta> Driving your train
10:35:48  <Brianetta> Actually slowing down for signals
10:35:56  <Darkvater> bleh, lunch postponed
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10:51:30  <peter1138> boo
10:51:52  <Brianetta> oob
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11:00:24  * Born_Acorn is £180 closer to being a zillionaire!
11:00:43  <lws1984> yay!
11:00:59  <Born_Acorn> argh. Taskbar no worky.
11:01:24  * Born_Acorn ends explorer
11:01:29  * Born_Acorn ends lws1984
11:01:36  <peter1138> Born_Acorn: donate! for newsounds!
11:02:08  <Born_Acorn> that's bribery!
11:02:13  *** Born_Acorn [~bornacorn@zernebok.com] has left #openttd []
11:02:14  <peter1138> yes!
11:02:24  *** Born_Acorn [~bornacorn@zernebok.com] has joined #openttd
11:02:28  <peter1138> yes!
11:02:29  <Born_Acorn> argh Ctrl+C'd
11:02:34  <peter1138> har har
11:02:49  <lws1984> can I uneat myself?
11:03:00  <lws1984> err.. unend?
11:03:17  <eleusis> rofl
11:03:19  <eleusis> uneat
11:03:32  <lws1984> well, it looked  like he said eat
11:03:47  <peter1138> yes, Born_Acorn's a pervert
11:03:48  <Born_Acorn> Taskbar is still broked. :(
11:04:04  <Born_Acorn> reboot!
11:09:12  <Born_Acorn>  This woman on telly had 16 tyres slashed!
11:09:17  *** lws1984 [~lwslade@ip68-9-157-1.ri.ri.cox.net] has quit [Quit: Train Vroom Vroom :D]
11:09:17  <Born_Acorn> She must have had a long car.
11:10:44  <Bjarni> http://devs.openttd.org/~bjarni/depot_buttons.diff <-- do anybody care to test this one and tell me if it is good or bad to resize the depot buttons like this?
11:11:16  <Bjarni> I grew tired of the actually pretty small buttons when resizing to a large window ;)
11:12:08  <Born_Acorn> I need a screenshot so I can give my professional opinion!
11:12:22  * Born_Acorn is a professional with the look and feel of the TTD world.
11:12:25  <Born_Acorn> I have a PhD
11:15:00  <Bjarni> http://devs.openttd.org/~bjarni/small_window.png
11:15:01  <Bjarni> http://devs.openttd.org/~bjarni/large_window.png
11:15:11  <Bjarni> notice the change of size of the buttons when resizing
11:16:46  <Bjarni> Born_Acorn: so what does your PhD tell you? :)
11:17:06  * Born_Acorn gives thumbs up
11:18:02  <Born_Acorn> We should steal the larger red/green flags from RollerCoaster Tycoon. :p
11:19:01  * Born_Acorn always puts his tank engines in reverse for the cool effect..
11:19:51  <Bjarni> http://www.student.dtu.dk/~s991088/BR01_reversed.png <-- then what about this one?
11:19:53  <Bjarni> :D
11:20:07  <Bjarni> it's too buggy to be committed though :(
11:21:20  <peter1138> is that the reversing hack, or real reversing?
11:21:26  <peter1138> the reversing hack was easy to implement, but shit
11:21:33  * peter1138 wonders where his patch went
11:22:18  <Bjarni> I tried to do it for real, but it ended up being more or less like a hack. I could control-click the vehicle though to make it reverse
11:22:46  <Bjarni> but the code ended up getting messy and I will never commit it. It will have to be done in another way
11:23:04  <peter1138> heh
11:23:10  <Bjarni> but the screenshot is real. I didn't use photoshop or anything like that
11:23:20  <peter1138> the hack is the newgrf 'feature' that draws different graphics depending on the train's direction
11:23:32  <peter1138> easy for us to do, but not very... pleasing
11:23:41  <Bjarni> I didn't do that
11:23:50  <Bjarni> I really made code to turn the engine around
11:24:00  <Bjarni> no newgrf stuff
11:24:01  <peter1138> yeah, that will be cool
11:24:05  <peter1138> i know :)
11:24:07  <peter1138> i tried it
11:24:15  <peter1138> but didn't get very far, nor did i plan it
11:24:23  <Bjarni> but the problem is that the tender is then the front engine and needs to get the orders and all the other stuff
11:24:43  <Bjarni> so it's really messy moving all that data back and forth when turning
11:25:39  <peter1138> try a different method
11:25:54  <peter1138> hmm, n
11:25:56  <peter1138> i dunno
11:25:58  <peter1138> it's a pita :)
11:26:01  <Bjarni> you mean switching sprites?
11:26:05  <peter1138> nono
11:26:11  <peter1138> it needs to be done properly
11:26:17  <peter1138> which is why i didn't commit the patch i now can't find
11:27:20  <Bjarni> what we need to do is to make a pool of vehicles (we got that) and a pool of vehicle controllers and then move the controlling stuff into the the control pool. Doing it this way will allow us to just move the pointer into the other vehicle
11:27:25  <Bjarni> but it's a lot of work
11:28:00  <Bjarni> we need to find other benefits from doing that to justify so much work
11:30:25  <CIA-2> miham * r6521 /trunk/lang/ (8 files): (log message trimmed)
11:30:25  <CIA-2> WebTranslator2 update to 2006-09-27 13:29:33
11:30:25  <CIA-2> catalan - 4 fixed by arnaullv (4)
11:30:25  <CIA-2> czech - 4 fixed by Hadez (4)
11:30:25  <CIA-2> dutch - 4 fixed by habell (4)
11:30:25  <peter1138> heh
11:30:26  <CIA-2> french - 4 fixed by glx (4)
11:30:26  <CIA-2> hungarian - 4 fixed by miham (4)
11:34:31  <CIA-2> bjarni * r6522 /trunk/depot_gui.c:
11:34:31  <CIA-2> -Feature: [depot window] the buttons are now "scaled" resized
11:34:31  <CIA-2>  This means that "Build vehicle", "Clone vehicle" and "Location" will always fill the space from the left window border to the resize button and they are equal in size
11:34:31  <CIA-2>  The sell button will also use all the space between the start/stop buttons and the resize button and for trains, the sell button is split into two buttons in equal sizes
11:34:32  <CIA-2>  This will prevent the issue where a small window is resized into a large one and the buttons remains pretty small
11:34:32  <CIA-2> -Codechange: [depot window] The enum with widget names is now changed into automatic numbering so all lines will not have to be changed each time a new widget is added
11:34:48  <Bjarni> it's Born_Acorn approved, so it can't be bad ;)
11:35:08  <Born_Acorn> I have a PhD
11:35:16  <SpComb> I have a pHd
11:35:25  <Born_Acorn> In TTDlookin'goodability
11:35:39  <Born_Acorn> SpComb, nobody cares what you have!
11:39:38  <peter1138> boo, i changed some langs and it's taking ages to compile ;(
11:39:43  <peter1138> (never mind that i'm at work ;p)
11:41:35  <peter1138> 6522 :D
11:41:50  <peter1138> not quite as useful as a 6502, but...
11:45:30  <CIA-2> peter1138 * r6523 /trunk/ (lang/english.txt player_gui.c): - 'Feature'/'Fix': Add tooltips to the new company colour window
11:46:02  <Brianetta> Frank Miller's 300 is being filmed
11:51:20  <Eddi|zuHause3> Bjarni: while you are fiddling with the depot... how about a "upgrade all" button?
11:51:37  <Eddi|zuHause3> (to use with the autoreplace rules)
11:52:53  <Bjarni> good idea
11:53:06  <Bjarni> hmm
11:53:16  <Bjarni> I'm seriously running out of room in those windows :(
11:53:59  <peter1138> manualised autoreplace? :P
11:54:02  <peter1138> how would that work?
11:54:12  <peter1138> as things get autoreplaced when entering a depot...
11:54:18  <peter1138> hmm, i suppose you could just trigger that, i guess
11:55:08  <Eddi|zuHause3> yeah, quite often i wanted to replace a train that was already in the depot, but to trigger the autoreplace it had to leave and reenter...
11:56:06  <Eddi|zuHause3> also with that button, i could gather all trains i want in a depot, press pause, change the replace rules, upgrade, and remove the rules again, so other trains do not get affected
11:57:06  <peter1138> hmm
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12:07:49  <Born_Acorn> Ooh. What did that?
12:10:24  <peter1138> you did
12:11:04  <peter1138> 13:07 -!- Born_Acorn [~bornacorn@zernebok.com] has quit [Quit: I smell]
12:11:24  <SpComb> Logs: http://zapotek.paivola.fi/~terom/logs/openttd
12:11:24  <Born_Acorn> !logs
12:11:36  <Born_Acorn> har har.
12:12:08  <Born_Acorn> I thought someone had haxored me bouncer the, just to say I can smell.
12:15:01  <peter1138> :/
12:16:16  <Born_Acorn> peter1138, ponder committing newsounds more,!
12:17:42  <CIA-2> bjarni * r6524 /trunk/ (train.h train_cmd.c vehicle.c):
12:17:42  <CIA-2> -Code cleanup r6515: cleaned up the command to start/stop all vehicles in a depot.
12:17:42  <CIA-2>  IsWholeTrainInDepot() is removed as CheckTrainInDepot() could be used instead
12:17:42  <CIA-2>  Cleaned up the check to see if a vehicle is valid for start/stop
12:18:21  <peter1138> ok
12:18:25  * peter1138 ponders
12:19:01  * peter1138 ponders
12:19:14  <Bjarni> stop pondering and do something about it
12:19:20  <TheMask96> lol :))
12:19:37  <peter1138> Born_Acorn told me to ponder
12:19:47  <Bjarni> either commit it or figure out what's left to do before committing it
12:19:50  <Born_Acorn> But Bjarni > Born_Acorn.
12:19:58  <Born_Acorn> Therefore listen to Bjarni!
12:20:16  <Bjarni> <peter1138>	Born_Acorn told me to ponder <-- I outrank Born_Acorn and I tell you to stop wasting time pondering
12:20:28  <peter1138> ok
12:20:33  <peter1138> i'll go back to work
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12:46:49  <peter1138> or something
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12:52:39  <Darkvater> peter1138: good concentration ;)
12:53:31  <peter1138> like apple juice?
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12:54:35  <Darkvater> ugh, all of them are gross
12:54:40  <peter1138> hmm?
12:55:06  <Darkvater> did you know that both apple-juice and orange-juice are first harvested, then squeezed out, then frozen?
12:55:20  <peter1138> yeah, so?
12:55:26  <Darkvater> After that they get shipped to Europe/US, wherever where they are defrosted, added with water and sold
12:55:30  <Darkvater> brrr
12:55:47  <pv2b> Darkvater: makes sense
12:56:02  <pv2b> that's probably what's known as orange juice fro mconcentrate.
12:56:15  <pv2b> unlike the more expensive juices you can buy which are actually squeezed locally
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12:56:24  <Darkvater> yeah right...
12:56:36  <Darkvater> NO juice is squeezed locally
12:56:48  <Darkvater> except the ones you buy yourself of course
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12:57:07  <peter1138> buying fruit to juice it is bloody expensive :/
12:57:30  <peter1138> copella is decent stuff
12:57:42  <pv2b> Darkvater: well, in sweden, we have  one brand called brämhults. theytake in fresh fruit, and then distribute the juice from brämhult ( i think it's in southern sweden... )
12:57:44  <peter1138> well, it appears so
12:57:57  <pv2b> Darkvater: it's expensive, though. around 20 kr for 0.5 liter.
12:58:12  <Darkvater> non-euro price, cannot compute
12:58:16  <Darkvater> segmentation fault
12:58:18  <pv2b> just under 2 euro.
12:58:25  <Darkvater> :O
12:58:41  <peter1138> yeah, well, even the crap fizzy stuff is expensive these days :/
12:59:21  <pv2b> Darkvater: but well, no, it's not pressed locally in Stockholm if that's what you mean, but it's rpressed in the same country. it all depends how you dewfine "local" i guess
13:00:34  <Darkvater> local == less than 10m away :P
13:00:54  <Darkvater> hehe, but that bramhults stuff seems tasty
13:00:57  <peter1138> 10 metres!
13:00:58  <peter1138> heh
13:01:04  <Darkvater> just a tad on the expensive side
13:01:48  <ln-> 30 feet
13:01:59  <Darkvater> feet o_O'
13:02:00  <CIA-2> bjarni * r6525 /trunk/depot_gui.c: -Codechange r6513: altered how to control how to move widgets around in the window. Hopefully it's a bit easier to understand now
13:02:10  <peter1138> i have two of them
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13:03:19  <ln-> i was merely converting 10 metres to feet for the non-SI minority
13:03:37  <pv2b> feet smell
13:03:45  * Darkvater concurs
13:04:10  <peter1138> at least do it right
13:05:51  <Darkvater> OMG
13:05:56  * Darkvater needs to buy a PS2
13:05:59  <Darkvater> http://games.kikizo.com/news/200609/071.asp
13:06:32  <Darkvater> the HD version running at 1280x720 is absolutely stunning (ingame)
13:06:39  <Darkvater> ..
13:06:44  * Darkvater also needs to buy a new TV
13:06:48  <peter1138> PS2 does HD?
13:07:08  <Darkvater> PS3
13:07:22  <Darkvater> 3
13:07:29  <Born_Acorn> with a 3?
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13:07:54  <Born_Acorn> madness!
13:08:20  *** ChrisM87 [~ChrisM@p54AC7802.dip.t-dialin.net] has joined #openttd
13:08:29  <peter1138> but will it be any better than the '360
13:08:36  <Born_Acorn> How old is the protagonist now?
13:08:38  <Born_Acorn> 92?
13:08:47  *** Belugas_Gone is now known as Belugas
13:08:56  <Born_Acorn> Do you play the game from a wheel chair this time around? :p
13:09:10  <Darkvater> peter1138: the PS3 does 1080p
13:09:40  <Darkvater> today they also dropped the price to only 0 or something
13:09:46  <Darkvater> in Japan
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13:12:11  <peter1138> does --> will do ;p
13:12:23  <Darkvater> he
13:12:27  <Born_Acorn> They dropped it a few days ago, actually. :p
13:12:27  <Darkvater> sadly
13:12:33  <peter1138> they've dropped the price, but it's not released? huh?
13:12:44  <Darkvater> pre-price :)
13:12:50  <Born_Acorn> peter1138, the just announced a drop in the RRP
13:13:38  <Born_Acorn> I think all this console stuff is madness. But those Wii fans mostly.
13:13:51  <Born_Acorn> "Omg, the 'troller is completely new!"
13:14:07  <Born_Acorn> "It's the only reason I'm getting a wii"
13:16:20  <Darkvater> and of course http://www.bright.nl/ps3-vs-wii
13:16:22  <Belugas> [06:25] <@Darkvater> hiya Tron_
13:16:22  <Belugas> [06:25] <@Darkvater> hiya Belugas_Gone
13:16:22  <Belugas> [06:27] * @Darkvater checks if he is on ignore ;p
13:16:22  <Belugas> Nice... Darkvater is talking to ghosts! hehehe ;)
13:16:40  <Born_Acorn> not that video again!
13:18:07  <Born_Acorn> Shouldn't both ladies be speaking unintelligible Japanese anyway?
13:18:38  <Born_Acorn> :p
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13:36:19  <Belugas> Darkvater : about the replace icons, reducing the original icons to fit 16x16, unless done by hand, is almost impossible
13:37:05  <Belugas> one of the reasons is that the original replace cursors are not the same size, as i'm sure you've noticed already ;)
13:42:12  <Darkvater> Belugas: that is exactly what I have asked from people
13:42:21  <Darkvater> to do it by hand, since automatically it fails
13:42:28  <hylje> why sprites
13:42:28  <Darkvater> (or make new ones of course)
13:42:35  <hylje> when you could just implement vector gfx
13:42:55  <Darkvater> hylje: do you want DirectX10 with that as well?
13:43:15  <hylje> sure, but i have little direct use of dxx on linux
13:44:05  <hylje> (i prefer ogl)
13:44:16  <Belugas> we tried, Darkvater, both my wife and i .
13:44:42  <Belugas> so, unless an artist can give it a try...
13:44:56  <Darkvater> you're not an artist :O? :)
13:45:05  <hylje> vector graphics! compositing!
13:45:11  <hylje> 3d landscape!
13:45:21  <hylje> ragdoll physics!
13:45:22  <SpComb> svg OpenTTD!
13:45:23  <hylje> AJAX!
13:45:26  <Darkvater> cause I tried as well, but well, you know Belugas how that turned out
13:45:26  <SpComb> Java!
13:45:30  <Darkvater> kick!
13:45:38  <SpComb> there's not ajax in ottd, it sucks :(
13:45:52  <Noldo> ajax?
13:45:54  <Born_Acorn> SpComb thinks ottd sucks!
13:46:03  <Born_Acorn> "ottd, it sucks :(" <-- Proof!
13:46:31  <Belugas> me? artist?  far from it... on guitar maybe, in a pool too... but with drawing?  naaaaaa
13:48:52  <Darkvater> Belugas: ah. From the email I thought that you were gonna give the pixels to some artists to play around with
13:48:57  <Darkvater> that is what I gathered
13:52:43  <peter1138> i have food :D
13:54:02  <CIA-2> bjarni * r6526 /trunk/depot_gui.c:
13:54:02  <CIA-2> -Codechange: [depot window] the train only widgets are now resized depending on the size of other widgets
13:54:02  <CIA-2>  This will ensure that say the horizontal scrollbar is as wide as the matrix even if only the matrix is altered in size
13:54:02  <CIA-2>  This is meant to make it easier to add more widgets without coding a lot of vehicle type specific stuff (you should still check all windows though)
13:54:59  * Darkvater whistles innocently about 4 different widget tables
13:55:42  <Belugas> Darkvater, i never said anyting about artist, i said i have resources ;)
13:56:22  <Darkvater> well resources == human resources; human resources == artist << what I assumed with respect to the subject
13:57:00  <Belugas> nope... resources == ways to do stuff, in my mind
13:59:28  <peter1138> hmm, anyone fancy syncing the bridge branch?
13:59:32  <peter1138> no?
14:01:51  <peter1138> ooh, some conflicts
14:02:04  <Darkvater> the magic-bridges branch?
14:02:11  <peter1138> yeah
14:02:18  <peter1138>   27470  123933 1256431
14:02:24  <peter1138> maybe syncing all in one go is a bad idea ;)
14:02:38  <peter1138> only 4 conflicts, though
14:02:46  <Darkvater> that's about nothing
14:03:36  <Brianetta> Won't Tron pull it again?
14:04:12  <Darkvater> thre's nothing wrong with syncing
14:04:16  <Darkvater> although
14:04:31  <hylje> sync bridges plx
14:04:43  <Darkvater> Tron, Tron_: is it safe to sync bridge-branch? Eg got any conflicting local changes?
14:05:19  <CIA-2> bjarni * r6527 /trunk/depot_gui.c:
14:05:19  <CIA-2> -Codechange: [depot window] added asserts to ensure that widget names, widget array and array of resize info stays the same length
14:05:19  <CIA-2>  Really bad stuff will happen if one of them contains a different number of widgets ;)
14:05:19  <CIA-2>  This is meant as a protection against incorrect additions of code rather than verifying that the current code works
14:06:10  * peter1138 ponders protection against incorrect bjarni
14:06:25  * Darkvater sells protection against bjarni
14:06:36  <Bjarni> sure I can handle this manually now, but say somebody shows up in a year or more and breaks this
14:07:00  <hylje> s/somebody/Bjarni/
14:07:13  <Bjarni> or if I should alter this in a year or more and I have forgotten how important it is to ensure that they are the same length
14:07:34  <peter1138> :)
14:07:41  <Bjarni> it's not only protection against bugs made by me, but everybody ;)
14:07:43  <peter1138> you'll find out when it crashes ;p
14:07:57  <peter1138> have you added the scrollbar and resizing yet?
14:08:19  <Bjarni> what do you mean?
14:08:23  <peter1138> oh
14:08:26  <peter1138> wrong window :)
14:08:31  <peter1138> the refit window, hehe
14:08:34  <Bjarni> hehe
14:08:43  <Bjarni> ahh, that kind of wrong window XD
14:09:02  <Bjarni> no. Do you think I should do it now?
14:09:24  <peter1138> well
14:09:26  <peter1138> no
14:09:28  <peter1138> whenever you like
14:09:33  <peter1138> but i'd like it :)
14:09:40  <peter1138> how about you code it
14:09:43  <peter1138> and give me the patch
14:09:47  <peter1138> and i can say it's my work?
14:09:53  <Bjarni> ok
14:09:53  <hylje> :o
14:10:01  <Bjarni> err
14:10:02  <Bjarni> wait
14:10:02  <hylje> what about resizing of vehicle replacing
14:10:18  <peter1138> isn't that resizable?
14:10:22  <Bjarni> I meant you can test it together with your patch before any of it is committed
14:10:30  <Bjarni> hylje: it can be resized
14:10:31  <peter1138> hehe
14:10:37  <Bjarni> but only vertically
14:10:50  <Bjarni> it would make little sense to resize it vertically anyway
14:11:00  <hylje> horizontal more like
14:11:10  <hylje> big vehicles and long names
14:11:20  <Darkvater> why not vertically?
14:11:21  <Bjarni> typo :)
14:11:30  <Darkvater> not everyone uses only 2-3 types of vehicles
14:11:42  <Darkvater> but I thought it was already resizable
14:11:51  <Bjarni> it can resize to display more rows of vehicles
14:12:11  <Bjarni> but it can't make each line longer
14:12:15  <Bjarni> I think that is the request here
14:12:21  <Darkvater> longer?
14:12:26  <Bjarni> wider
14:12:26  <Darkvater> horizontal resize?
14:12:29  <Bjarni> yeah
14:12:40  <Darkvater> you explain difficultly ;)
14:13:00  <Bjarni> hylje: I don't think that will happen unless a whole lot of stuff is recoded first, like engine drawing and such
14:13:22  <Bjarni> the code is a mess due to lack of single functions to handle this in a nice way
14:13:50  <hylje> a chance for real cool widgetry
14:13:53  <Darkvater> I wonder who wrote that code...
14:13:55  * Darkvater hides
14:14:20  <Bjarni> actually I used the build window code, and I wonder who wrote it to become that messy...
14:14:23  * Bjarni hides
14:15:01  <Bjarni> I recall something about somebody bitching about using newgrf to recode wagons into engines and that it made the drawing code a whole lot more messy
14:15:44  <Bjarni> that is the first place to start a cleanup. Make a nice function that both build vehicle and the autoreplace window can use
14:16:25  <Bjarni> when we got that to work, we can talk about cleaning the code enough to make it resizeable in both directions
14:16:35  <hylje> and when rewriting that make it easily migratable to 3d
14:16:36  <Bjarni> I'm not doing it before that happens
14:16:48  * Bjarni slaps hylje
14:16:54  <hylje> :o
14:17:01  * hylje eats said trout
14:17:14  <Bjarni> why should we migrate to 3D?
14:17:32  <hylje> for cool effects
14:17:36  <hylje> and realism
14:17:43  <hylje> up to scale stuff = win
14:17:58  <ln-> for 3D models of naked chicks
14:18:02  <hylje> that too
14:19:42  <Bjarni> if that happens, then I would be totally lost in the graphics
14:19:50  <Bjarni> right now at least I understand the sprites
14:20:59  <hylje> people are already making models for trains for instance
14:20:59  <Bjarni> err, I somewhat understands the sprites ;)
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14:22:25  <Bjarni> hylje: ahh those. They don't plan to make them 3D in the game. They are made in 3D with a lot of polygons and then the sprites should be made from screenshots. It's easier to make 32 bit graphics that way as somebody got the idea that we should also increase the number of directions when turning vehicles
14:22:57  <Bjarni> making one model and turning it to make say 30 sprites is a whole lot easier than drawing a sprite from 30 angles
14:23:14  <hylje> 3d models can be spritified and offer a good foundation for a 3d engine
14:23:31  <hylje> most commercial sprite-based games did use models to draw the sprites
14:23:34  <hylje> at least the later ones
14:24:48  <Bjarni> well, if you can manage to make an OpenGL graphic engine in OpenTTD that works at the current speed, then I will not try to stop you
14:25:09  <Bjarni> just... it should be able to use the current sprites as well as new ones
14:25:10  <hylje> i believe it could work faster provided a 3d card exist
14:25:19  <hylje> s
14:25:40  <Bjarni> we decided that we want the classic look and feel to the game
14:25:43  <hylje> and yes, i have some plans for this, not just the code
14:25:48  <Bjarni> so it's not about making a full 3D game
14:26:02  <hylje> old sprites will be usable, otherwise the transition would be a pain
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14:26:09  <Bjarni> yeah
14:26:35  <hylje> at first there should not be a need to do any advanced stuff like perspective, it breaks sprites too
14:26:48  <Bjarni> don't do a guyver_
14:27:01  <hylje> naa. ill need to study opengl first
14:27:24  <Bjarni> he made OpenTTD use OGL to display graphics. He hardcoded it to windows, turned the screen upside down and it ran at like 2 fps
14:27:29  <hylje> but i could publish a 3d draft
14:27:40  <hylje> ie. how it could be done
14:27:40  <Bjarni> then he fixed the upside down thing and left
14:28:03  <Bjarni> the speed issue was never solved and it was still hardcoded to windows
14:28:06  <Darkvater> yeah, that was funny
14:28:39  <hylje> also a new map array could be one thing that needs to be finalised before 3d
14:28:50  <Bjarni> why?
14:29:33  <hylje> well
14:29:48  <hylje> there might be some useful features in it to exploit 3d stuff
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14:30:14  <hylje> say, half-transparent ground to show trains in tunnels below?
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14:30:43  <Bjarni> currently the map array is all about access functions. If you really want to store something, now is the time to tell us ;)
14:30:48  <Darkvater> and that can't be done afterwards?
14:31:01  <Bjarni> ohh, making use of the alpha channel. That sounds cool
14:31:02  <hylje> could be better to know what to expect from map array
14:31:13  <hylje> ie. multiple ground levels?
14:31:36  <hylje> allowing for bendy tunnels and bridges
14:31:40  <Bjarni> we will get multiple tiles on each tile eventually
14:32:45  <Brianetta> Only problem with these high-detail 3D rendered images for sprites is that the steam engines will look odd gliding along without the wheel connectors turning.
14:33:16  <Bjarni> Brianetta: we can fix that and made the models moving
14:33:23  <hylje> and besides
14:33:27  <Bjarni> we already got animated sprites for moving
14:33:31  <Bjarni> based on vehicle speed
14:33:34  <hylje> we're a long way from zoomed in stuff
14:33:46  <peter1138> animation is possible :D
14:33:48  <Bjarni> faster speed -> faster animation so the wheels rotate faster
14:34:01  <Bjarni> well, the patch got it. We will get it eventually ;)
14:34:02  <peter1138> of course, you need tons more sprites :/
14:34:14  <Brianetta> I have disk space (:
14:34:15  <peter1138> Bjarni: my newsounds stuff adds the bits that the animations use
14:34:27  <Bjarni> nice
14:34:35  <Bjarni> Brianetta: I was about to say the same
14:35:19  <peter1138> hmm, wonder if i should save it
14:35:33  <peter1138> the patch doesn't...
14:36:03  <Bjarni> why should it be saved?
14:36:24  <Bjarni> the savegame would be bigger and what would the benefit be?
14:36:28  <Darkvater> you want to save newshounds?
14:37:11  <peter1138> no, the motion counter
14:37:21  <peter1138> Bjarni: bigger by a whole 32 bits per vehicle. hmm.
14:37:36  <peter1138> it'll elliminate possible desync excuses
14:37:45  <Bjarni> good point
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14:38:11  <Darkvater> peter1138: how would it desync?
14:38:26  <Darkvater> peter1138: it uses localrandom if using any random or not?
14:38:29  <Bjarni> also it might look odd when you load if all motion counters are reset and everything runs in perfect sync for a while
14:39:23  <Bjarni> sync as in all say steam locomotive wheels is at the same place of rotating
14:39:24  <Darkvater> look odd? it doesn't change anything visually
14:39:34  <Bjarni> not yet
14:39:42  <Darkvater> it's SOUND
14:39:50  <Bjarni> but it's the same that's used for animated sprites
14:39:54  <Bjarni> once we get that one
14:40:23  <Bjarni> it may SOUND odd if all locomotives makes sounds in sync
14:40:27  <Bjarni> ;)
14:40:46  <peter1138> Darkvater: no, it uses 'system' random, heh
14:41:02  <peter1138> Bjarni: only if you play with multiple clients running ;p
14:41:13  <Darkvater> peter1138: ay...it shouldn't should it?
14:41:33  <peter1138> yeah, it could conceivably affect the game
14:41:45  <hylje> oo, ambient sounds?
14:41:55  <peter1138> i don't think anything using soundeffects uses randomness for it though
14:42:36  <peter1138> Darkvater: with some features we don't support yet, things like maxspeed could be determined based on a random value
14:42:49  <peter1138> unlikely, but possible
14:43:43  <Bjarni> how about somebody decides to use the motion counter to modify the max speed like if the vehicle is really giving all it can handle
14:43:47  <Darkvater> does not compute
14:43:48  <Bjarni> that would need saving
14:44:03  <Darkvater> so you're saying newgrf's newsounds feature influences certain game aspects like speed?
14:44:30  <peter1138> no, newgrf features in general
14:44:50  <Bjarni> yeah, totally. Trains accelerate faster when making sounds :P
14:44:55  * Bjarni hides
14:45:13  <Darkvater> peter1138: yes, of course. So you probably use a random deeply hidden within newgrf-generic code?
14:45:23  <peter1138> yeah
14:45:30  <Darkvater> Bjarni: well i eat slower when i make sounds
14:45:33  <Darkvater> so it's certainly possible
14:45:52  <Bjarni> diesel engines tend to make more sounds when accelerating faster
14:46:19  <Bjarni> higher RPM = more explosions/sec
14:47:27  <Darkvater> peter1138: hmm...well it shouldn't matter because sounds aren't influencable locally, but then it needs saving
14:47:43  <Darkvater> or have some kind of distinction on calling random for certain features.
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14:48:27  <peter1138> not possible :)
14:48:32  <peter1138> i'll leave it for now
14:48:36  <peter1138> i don't think it'll cause problems
14:48:47  <peter1138> adding 1 save var isn't going to hurt though
14:49:11  <Darkvater> yeah, then definitely save it
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15:09:08  <Nicd`> so, I upgrade the OS X version by just dragging the new one over the old one (overwriting)?
15:09:15  <Bjarni> yes
15:09:35  <Bjarni> that's all you need to do
15:10:18  <Nicd`> I know it is the standard procedure for upgrading but you can never be too sure :)
15:10:37  <Bjarni> if you are unsure you could have read the docs
15:10:46  <Bjarni> I wrote it somewhere
15:10:50  <Bjarni> I think
15:12:28  <Nicd`> I can't find a mention of that
15:12:33  <Bjarni> hmm
15:13:04  <Bjarni> I did write it *somewhere*
15:15:19  <KUDr_wrk> hmm "assert(e >= SHIP_ENGINES_INDEX && e < SHIP_ENGINES_INDEX + lengthof(_ship_vehicle_info));" while cloning a train
15:15:59  <Bjarni> KUDr_wrk: I found a memory leak in YAPF today
15:16:14  <Bjarni> the game leaked 4,1k in FollowRail or something like that
15:16:16  <KUDr_wrk> Bjarni: good, give me it..
15:16:40  <Bjarni> well, I found it with malloc debug. I have no idea how to fix it :(
15:17:05  <KUDr_wrk> aha so you don't know where it was allocated?
15:17:21  <Bjarni> <KUDr_wrk>	hmm "assert(e >= SHIP_ENGINES_INDEX && e < SHIP_ENGINES_INDEX + lengthof(_ship_vehicle_info));" while cloning a train <-- how did you clone it. With the depot button or in the train window?
15:17:24  <KUDr_wrk> how many of such blocks was there?
15:17:46  <KUDr_wrk> depot button + holding ctrl
15:18:02  <KUDr_wrk> then pointing to train and bum
15:18:15  <Bjarni> currently we got a leak in NPF and then the YAPF one I noticed today. We are not leaking memory anywhere else
15:18:37  <Bjarni> I think I know what went wrong
15:18:43  <Nicd`> hmph :/ OpenTTD doesn't want to play the music files
15:18:49  <KUDr_wrk> if it is one block per whole game it is not leak
15:21:09  <KUDr_wrk> Bjarni: my cloned train is a ship
15:22:18  <Bjarni> Nicd`: make a gm dir next to the app and place the gm files in it
15:22:23  <Bjarni> it should work
15:22:27  <Bjarni> it works here ;)
15:22:40  <Bjarni> 	<KUDr_wrk>	Bjarni: my cloned train is a ship <-- yeah, I found the offending line
15:22:44  <Bjarni> I think
15:23:01  <KUDr_wrk> where it is?
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15:23:10  <Bjarni> depot_gui.c
15:23:43  <Bjarni> oops, just noticed something
15:23:45  <Nicd`> Bjarni, I've done that
15:23:58  <hylje> hah
15:24:02  <Nicd`> should the music files have .mid or .gm -extensions?
15:24:05  <Bjarni> my commit with the asserts... I tested it with asserts disabled :(
15:24:09  <Bjarni> .gm
15:24:32  <Nicd`> .mid recognised them but didn't play, with .gm, it doesn't even see the files :o
15:25:30  <Nicd`> maybe I'll just play my own music then
15:25:58  <peter1138> the game wants with .gm
15:27:00  <KUDr_wrk> Bjarni: this one?
15:27:01  <KUDr_wrk> void CcCloneVehicle(bool success, TileIndex tile, uint32 p1, uint32 p2)
15:27:01  <KUDr_wrk> {
15:27:01  <KUDr_wrk> 	if (!success) return;
15:27:01  <KUDr_wrk> 	CcCloneShip(true, tile, p1, p2);
15:27:02  <KUDr_wrk> }
15:27:21  <KUDr_wrk> it assumes that all vehs are ships?
15:28:49  <peter1138> what?
15:28:50  <peter1138> lol
15:28:51  <CIA-2> bjarni * r6528 /trunk/depot_gui.c: -Fix r6527: fixed an off by one error in an assert
15:29:16  <Bjarni> NEVER test if asserts are written correctly if you have assert disabled in Makefile.config
15:29:22  <peter1138> i think you're missing a switch ;)
15:29:24  * Bjarni wonders how long it was disabled
15:29:30  <Bjarni> peter1138: yeah
15:29:37  <Bjarni> I don't know why I missed that one
15:29:42  <Bjarni> but it should be easy to solve
15:29:48  <peter1138> yeah
15:29:53  <peter1138> funny though :P
15:40:58  <CIA-2> bjarni * r6529 /trunk/ (aircraft.h depot_gui.c roadveh.h train.h):
15:40:58  <CIA-2> -Fix r6513: [depot window] added missing switch in CcCloneVehicle()
15:40:58  <CIA-2>  The result of this missing switch was asserts in some cloning conditions (not all) (spotted by KUDr)
15:43:27  <KUDr_wrk> hmmmm: warning C4013: 'CcCloneRoadVeh' undefined; assuming extern returning int
15:43:27  <KUDr_wrk> 2>depot.c
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15:43:49  <KUDr_wrk> oops: depot_gui.c
15:44:18  <KUDr_wrk> warning treated as error - no 'object' file generated
15:46:07  <peter1138> bjarni :P
15:46:25  <peter1138> quantity not quality day today ;)
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15:46:39  <KUDr_wrk> :) missing #include "roadveh.h"
15:47:04  <CIA-2> bjarni * r6530 /trunk/depot_gui.c: -Fix r6529: added missing header file (oops)
15:56:41  <Born_Acorn> Bjarni, you going for most commits in a day award? :p
16:01:25  <Bjarni> actually I would prefer that I'm not the one with most progress
16:01:30  <Bjarni> specially on a day like this
16:01:45  <Bjarni> because that would indicate that we progress really fast ;)
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16:07:10  <CIA-2> miham * r6531 /trunk/lang/ (catalan.txt german.txt unfinished/greek.txt):
16:07:10  <CIA-2> WebTranslator2 update to 2006-09-27 18:06:40
16:07:10  <CIA-2> catalan - 8 fixed by arnaullv (8)
16:07:10  <CIA-2> german - 12 fixed by Neonox (12)
16:07:10  <CIA-2> greek - 716 fixed by thanoulas (439), gonik (277)
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16:18:46  <cantares> moin
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16:26:15  <Wolf01> hi
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16:44:23  <Eddi|zuHause3> ugh... wolves always appear in packs...
16:44:39  * Eddi|zuHause3 gets scared
16:45:39  <Wolf01> where is my best friend sacro?
16:45:59  <Eddi|zuHause3> he said he was moving out, or something
16:46:12  <Eddi|zuHause3> or going to college
16:46:13  <Eddi|zuHause3> or both
16:55:51  <Belugas> or uni?
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16:56:46  <hylje> YAPF takes station length into account?
16:56:56  <hylje> so i could have a variable-length station
16:57:27  <Eddi|zuHause3> yes
16:57:44  <Eddi|zuHause3> a train will try to choose the platform it best fits in
16:58:03  <Eddi|zuHause3> with large penalties for too short platforms, and smaller penalties for too long platforms
16:58:51  <Eddi|zuHause3> problem is: if all long platforms are already taken, the next long train will inevitably go into the short platform, instead of waiting outside the station
16:59:17  <Eddi|zuHause3> there is no way to tell it to wait.
16:59:30  <hylje> i figured
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17:00:24  <hylje> ty
17:00:25  <peter1138> hmm
17:00:44  <Eddi|zuHause3> i'd like an order system where i could tell the train to only use platform x through y
17:01:29  <hylje> NewOrders
17:02:31  <Eddi|zuHause3> the problem is, it needs too many options to be useful, and so it gets too complicated
17:03:36  <Eddi|zuHause3> you need high priority (primary) platforms, low priority (alternative) platforms, platforms to completely avoid, take only even/odd platforms
17:04:08  <Eddi|zuHause3> and that's only the options i could imagine
17:04:20  <Eddi|zuHause3> there are certainly more that are wanted
17:05:21  *** jonty-comp [~Jonty@88-107-55-64.dynamic.dsl.as9105.com] has quit [Ping timeout: 480 seconds]
17:08:42  <Bjarni> http://devs.openttd.org/~bjarni/new_depot_window.png <-- do anybody have a good idea on what icon to put on that button?
17:08:45  <Eddi|zuHause3> the worst problem with that is that you need a way to handle new platforms automatically
17:08:52  <Bjarni> clicking it will sell all the vehicles in the depot
17:09:17  <Eddi|zuHause3> two dynamite thingies?
17:09:35  <Eddi|zuHause3> (or better 3)
17:09:51  <Nicd`> mushroom cloud?
17:10:21  <Bjarni> actually I was wondering about one that's already in the game so I can add it quickly
17:10:51  <Bjarni> I would like to commit this patch and then I could post a request for ideas in the graphic forum
17:10:57  <Eddi|zuHause3> repeat the dynamite sprite multiple times?
17:11:05  <Bjarni> not possible
17:11:15  <Bjarni> I can only draw one sprite
17:11:17  <KUDr> yes, double dynamite
17:12:29  <Belugas> what about dynamite and garbage can?
17:12:44  <Belugas> advantage of been consistent...
17:12:44  <peter1138> last time i play simutrans, trains could only use a specific platform in the order, and none of the others. it was a right pain
17:12:56  <eleusis> :)
17:13:05  <Bjarni> peter1138: yeah
17:13:09  <Eddi|zuHause3> yeah, i noticed that, too... i hated it
17:13:31  <peter1138> i presume they fixed that
17:14:20  <eleusis> can openttd use simutrans data files?
17:15:11  <peter1138> no
17:15:27  <peter1138> they are specifically designed to be a pain to reverse engineer, as i understand it
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17:16:15  <eleusis> wtf
17:16:18  <Eddi|zuHause3> hm... my copy of simutrans is from 3. 2. 2002 ;)
17:16:28  <peter1138> heh
17:16:36  <peter1138> eleusis: for copyright porpoises
17:16:57  <eleusis> what copyright purposes? >_>
17:18:51  <peter1138> ...
17:18:58  <peter1138> artists like to keep copyright on their images
17:19:15  <peter1138> they think that the moment anyone can access their data, someone will steal it
17:19:17  <eleusis> i know what copyright is
17:19:39  <eleusis> hm
17:20:30  <eleusis> i'd check the simutrans site, but my isp is being really crap atm.. >_>
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17:20:56  <Bjarni> http://devs.openttd.org/~bjarni/depot_idea_coins.png <-- what do you think of this?
17:21:09  <peter1138> no
17:21:20  <Born_Acorn> Sell vehicle?
17:21:23  <peter1138> i don't like coins
17:21:37  <Born_Acorn> Return vehicle for cash deposit refund button?
17:21:47  <eleusis> lol
17:21:54  <Bjarni> sell all vehicles in the depot button
17:22:05  <bananafly> If anyone was looking for a nightly server, I just put one up. Will be up for at least 2 hours.
17:22:12  <Belugas> i dont like it either Bjarni
17:22:14  <Bjarni> and I would like to figure out what to draw on that button, at least until something better shows up
17:22:28  <Bjarni> ok, the coin idea is dead
17:22:34  <peter1138> i think it's a lazy button ;p
17:23:19  <Bjarni> I waited for ages for the clone button. I don't think we should wait ages for this one to be committed, so we should find something now, at least as temp until somebody draws a good one
17:23:32  <peter1138> ask in the forum :)
17:24:13  <eleusis> dynamite with multiple trains
17:24:30  <eleusis> "dynamite the whole lot!"
17:24:46  <Born_Acorn> Ask for anything new and you get fifty crap two-colour MS Paint creations.
17:25:17  <bananafly> Mine will have at least 4 colous
17:25:30  <bananafly> But, yes, it would be crappy and mspain
17:25:32  <Bjarni> yeah, I will ask in the forum, but I would like something useful so I can commit this (and change it when I get the real sprite)
17:25:58  <eleusis> you don't like the dynamite with multiple trains idea? :P
17:26:28  <Bjarni> well
17:26:30  <Born_Acorn> You should lay the dynamite icon over one over the four vehicle sprites using codinations.
17:26:45  <Born_Acorn> Therefore no new sprites needed. :p
17:26:51  <eleusis> what's a codination?
17:26:57  <Bjarni> there is such a button in each depot type, so if we should use multiple trains, we should have one for each vehicle type
17:27:12  <eleusis> ah
17:27:46  <Bjarni> it's not a problem to draw a different sprite for each vehicle type, but...
17:27:48  <Born_Acorn> It's what you get to write when you become a Developifer
17:27:53  <Bjarni> is it worth it? :)
17:27:57  <Bjarni> and it's inconsistent
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17:28:30  <eleusis> you mean, code -_-
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17:29:19  <Bjarni> it always end up like this. Whenever I need a new sprite for a button... I'm fucked :(
17:29:31  <Sacro> Bjarni: wish i got fucked as easily :(
17:29:33  <Bjarni> 1: I'm not sure what to add
17:29:46  <bananafly> 2: You can't paint?
17:29:56  <Bjarni> 2: I need to edit a grf file to add it and grfcodec is still not ported to OSX
17:30:16  <eleusis> solution: fix grfcodec!
17:30:25  <Bjarni> it's not that simple
17:30:36  <Bjarni> and it will not solve 1
17:30:59  <eleusis> 1 is easy.. put in some text and let someone else fix it later :P
17:31:23  <Born_Acorn> hmmm
17:31:41  * Born_Acorn wonders if he can copy and paste something using existing GUI pieces.
17:32:31  <Bjarni> <eleusis>	1 is easy.. put in some text and let someone else fix it later :P <-- actually a NULL sprite is also an option
17:32:38  <Bjarni> then nothing will be drawn, just the background
17:32:49  <eleusis> heh
17:33:03  <Bjarni> bbl
17:33:06  <eleusis> but then people don't know what the button does
17:33:12  <Bjarni> I guess it will not make it for the nightly build today
17:33:21  <eleusis> until they click the button, or look at the code
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17:42:12  <valhalla1w> !seen truelight
17:42:14  <_42_> valhalla1w, truelight is on #openttd.tgp right now.
17:42:17  <valhalla1w> doh.
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17:50:13  <Bjarni> back
17:54:16  <Sacro> Bjarni: whats the patch?
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17:56:46  <Born_Acorn> http://graphics.bornacorn.com/gui.png <-- Bjarni, quick (but slower than usual) cut and paste job
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17:59:06  <Born_Acorn> Besides, Bjarni, as long as the button is documented well and has a tooltip, people shouldn't have a problem finding out what it does.
18:01:29  *** Nicd` [nicd@a80-186-106-191.elisa-laajakaista.fi] has quit [Quit: zoom]
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18:02:31  * peter1138 has a small, useless, inconsequential patch he might apply
18:02:42  <Born_Acorn> news hounds!
18:03:03  <Eddi|zuHause3> second earring ;)
18:04:43  <Bjarni> <Born_Acorn>	Besides, Bjarni, as long as the button is documented well and has a tooltip <-- not only is there a tooltip, it also got a confirm window telling what you are doing and tooltips on the confirm and cancel buttons in that window
18:05:01  <Bjarni> the problem is not if people can figure out what it does, it's what looks right in the window
18:05:26  <hylje> put a goatse button there and everyone instantly knows what it does
18:05:42  <Bjarni> no
18:06:01  <Bjarni> on purpose I don't know what such a button looks like
18:06:12  <Bjarni> judging from bash.org, it's something to avoid
18:06:14  <hylje> you better not know.
18:06:40  <Bjarni> Born_Acorn: actually I don't like your sprites
18:06:52  <Bjarni> dual dynamite would be better
18:07:00  <Bjarni> or dual trashcans
18:07:27  <hylje> a pack of dynamite
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18:07:37  <Bjarni> also an option
18:08:49  <hylje> oh wow
18:08:56  <hylje> an easter egg of win
18:09:11  <hylje> if you have the pack of dynamite selected for too long, it explodes
18:09:15  <Bjarni> did MS start to call bugs for easter eggs?
18:09:42  <hylje> features
18:09:48  <Bjarni> hmm
18:09:50  <Wolf01> there are no bugs, are features... for hackers but are features
18:10:28  <Bjarni> a pack of dynamite it is
18:10:40  <Bjarni> if somebody can draw it, that is ;)
18:11:17  <eleusis> dynamite with multiple vehicles, dammit :P
18:11:28  <hylje> copy&paste current dynamite sprites on each other
18:11:38  <hylje> and position them neatly
18:11:52  <hylje> then have a binding wire around it
18:12:11  <Bjarni> that sounds like a plan
18:12:15  <Bjarni> do it ;)
18:12:18  <hylje> no
18:12:27  <hylje> if i was to do it i wouldnt have told you
18:12:39  <Bjarni> Born_Acorn: I got a task for you
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18:14:17  <peter1138> Born_Acorn: "woo!"
18:14:48  <Prof_Frink> peter1138: News Hounds
18:14:52  * Sacro *coughs* news hounds
18:15:03  <Sacro> Born_Acorn: new sounds needs testing i think
18:15:08  <Born_Acorn> I task? For I?
18:15:11  <Born_Acorn> *A task
18:15:24  <Bjarni> [20:11:28] 	<hylje>	copy&paste current dynamite sprites on each other
18:15:24  <Bjarni> [20:11:37] 	<hylje>	and position them neatly
18:15:24  <Bjarni> [20:11:52] 	<hylje>	then have a binding wire around it
18:15:47  <Born_Acorn> Onto Vehicles?
18:16:12  <Born_Acorn> I tried that before. The Dynamite obscures the whole vehicle.
18:16:31  <Bjarni> no vehicles, just multiple sticks of dynamite
18:16:35  <Born_Acorn> Ahh, mae a Pack of dynamite.
18:16:55  * Born_Acorn food currently
18:17:04  <CIA-2> peter1138 * r6532 /trunk/ (19 files): - Feature: Add support for NewGRF sound effects. Currently sound priority isn't supported.
18:18:39  <Bjarni> priority is not supported... does that mean that it can decide to use the sound of the driver farting instead of using the horn when somebody is on the track?
18:18:44  <Prof_Frink> peter1138: Is that a newsounds I see before me?
18:19:03  <peter1138> Bjarni: it means stuff
18:19:05  <hylje> no, NewGRF sound effects
18:19:13  <peter1138> hylje: indeed!
18:20:11  <Sacro> is that not NEWS HOUNDS :D
18:20:53  <peter1138> who knows
18:21:11  <peter1138> how long should one steam new potatos for?
18:21:21  <SpComb> 20 minutes!
18:21:31  <Bjarni> 10 hours
18:21:35  <Sacro> peter1138: depends on the size of the potatoe
18:21:42  <SpComb> I think 20 minutes is about right
18:21:52  <Bjarni> that depends on the size
18:22:02  <SpComb> closer than 10 hours
18:22:36  <Bjarni> actually you should boil it. Potatoes contains a toxic something that is broken up to non-toxic stuff when boiled
18:22:48  <SpComb> :o
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18:22:58  <Noldo> wtf are you talking about
18:23:03  <Bjarni> never eat raw potatoes
18:23:18  <Sacro> i do
18:23:23  <Noldo> peter1138: stop when they are ready :)
18:23:24  <Bjarni> you can cook them and cool them down if you need them cold, but don't eat them raw
18:23:29  <peter1138> Bjarni: only if they go green
18:23:33  <SpComb> raw potatoes are good
18:23:39  <peter1138> but steaming cooks them, so...
18:23:57  <Bjarni> green is the discarding colour
18:24:02  <peter1138> yup
18:24:29  <Bjarni> but it actually also applies to the normal coloured parts. It's not healthy to eat them raw
18:24:39  <peter1138> well, they don't taste nice
18:24:42  <peter1138> and they're a bit hard
18:24:59  <SpComb> "Because of the health risks consuming pyrithryns entails, including stomach discomfort, nausea, erosion of the stomach lining, and intestinal cancer, with prolonged consumption of poorly cooked potatoes, one should not eat potatoes raw."
18:25:14  <Sacro> o_O
18:25:23  <SpComb> http://en.wikipedia.org/wiki/Potato#General_Methods
18:26:00  <Born_Acorn> crap
18:26:10  <Born_Acorn> I've ran out of things to prompt peter1138 with. :(
18:26:12  <SpComb> http://en.wikipedia.org/wiki/Potato#Toxic_compounds_in_potatoes
18:26:21  <Born_Acorn> He's committed everything!
18:27:14  <SpComb> diagonal road crossings
18:27:20  <Sacro> Born_Acorn! MiniIN syncage!
18:27:21  <Prof_Frink> peter1138! jointhettdpatchdevteam!
18:27:53  <peter1138> so basically we shouldn't eat potatos ;(
18:28:05  <Sacro>  /me has just had chips :(
18:28:11  <SpComb> potatoes kill!
18:28:13  <Prof_Frink> Potatoes are evil
18:28:37  <Born_Acorn> The lack of potatoes killed some Irish!
18:28:38  <Prof_Frink> Proof: Google is not a potato. Google is not evil. Therefore, potatoes are evil.
18:28:38  <Sacro> so is hydrogendioxide :(
18:28:41  <Born_Acorn> They are evil!
18:29:03  <Prof_Frink> Sacro: D'ya mean dihydrogen monoxide?
18:29:15  <Prof_Frink> HO2 wouldn't really work
18:30:02  <Born_Acorn> hmmm. Hot Dogs and Chip shop chips.
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18:30:15  <Sacro> Prof_Frink: errrm... yes
18:31:06  <Born_Acorn> H20!
18:31:27  * peter1138 burps loudly and wakes up the neighbourhood
18:31:33  <peter1138> ('cept it's only 7:30)
18:31:50  <Born_Acorn> Past your bedtime peter1138?
18:31:52  * Born_Acorn hides
18:31:57  <peter1138> yeah
18:32:11  <Born_Acorn> Damn you and your agreements!
18:32:15  * Born_Acorn shakes fists
18:32:18  <peter1138> hah
18:32:27  * Born_Acorn releases the Sacros
18:32:37  <Born_Acorn> news acros!
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18:40:57  <Prof_Frink> peter1138! NewIndustries!
18:41:12  <Prof_Frink> Born_Acorn: Stick that in yer | and smoke it
18:42:30  <peter1138> NewHouses!
18:42:35  <peter1138> Trams!
18:44:12  <Born_Acorn> peter1138! Trams!
18:44:21  <peter1138> o_O
18:44:27  <SpComb> Trams!
18:44:28  <ln-> Trams mentioned!
18:44:37  <SpComb> ooh yay trams!
18:44:44  <SpComb> I want vertical trams
18:44:47  <Born_Acorn> trams!
18:44:53  *** Born_Acorn is now known as Generic_Crowd
18:44:53  <SpComb> Born_Acorn! BF2!
18:44:55  <Wolf01> magic bridges+custom bridgeheads and oneway roads first
18:44:56  <Generic_Crowd> trams, yay!
18:45:01  *** Generic_Crowd is now known as Born_Acorn
18:45:13  <SpComb> Born_Acorn! BF2! now! With or without you!
18:45:28  <Born_Acorn> no!
18:45:39  <Prof_Frink> peter1138! ttdpatchfeaturecompatibility!
18:45:40  <SpComb> without you then
18:46:32  <Bjarni> anybody working on the dynamite thing?
18:46:32  <peter1138> oh yeah
18:47:03  <CIA-2> peter1138 * r6533 /trunk/newgrf.c: - Fix (r6532): Somebody forgot to add newsounds to the ttdpatch flags...
18:47:17  <peter1138> (not that anything checks it)
18:48:26  <Belugas> yes, Bjarni, i'm ready to push the trigger now... The bank shold blow up anytime soon!
18:48:41  <Belugas> Making a big HOUND!
18:49:16  <peter1138> it'll be in the news
18:50:03  <Bjarni> ...
18:50:05  <Bjarni> see
18:50:34  <Bjarni> I code something and when it gets to somebody making a sprite for it, I can just sit here and wait forever :(
18:51:11  <peter1138> sorry, i can't draw
18:51:20  <Prof_Frink> Born_Acorn can draw
18:51:29  <Belugas> sorry, i can't OTTD right now
18:51:37  <Bjarni> Born_Acorn wimped out it seems
18:51:50  <Belugas> 1001001
18:51:54  <Belugas> ?
18:51:55  <Belugas> oups..
18:52:07  <Bjarni> hmm
18:52:12  <Bjarni> will that spriteID do?
18:52:43  <peter1138> Born_Acorn already did it
18:52:48  <peter1138> but you rejected his offering
18:52:50  <Bjarni> they suck
18:53:49  <Bjarni> I think I will commit this one without a sprite and then post a request in the graphics forum. Then people can play a bit with it and get ideas and we will see what happens
18:54:12  <Bjarni> we will have to discard 95% of the feedback, but the remaining 5% might be useful and we only need one sprite
18:56:04  <Born_Acorn> They don't suck, they just lack the meaning!
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18:56:29  <Bjarni> sorry
18:56:31  <Born_Acorn> I'm not finished yet.
18:56:34  <Bjarni> that's what I meant
18:56:37  <Belugas> Why not a bank of some sort...  Like ... immense cash income!
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18:56:47  <Born_Acorn> This touchpad makes things slooooow.
18:57:25  <Bjarni> Belugas: that's what I thought about the coins. That didn't work as well as I had hoped :/
18:57:47  <Belugas> coins is not as meaningfull as a bank, imho
18:57:57  <Belugas> nor as.. rich :)
18:58:11  <Bjarni> but if you got enough coins...
18:58:15  <Belugas> i mean... can you buy a house with coins?
18:58:24  <Belugas> would require a train to carry it
18:58:26  <Bjarni> if you got enough coins...
18:58:39  <Bjarni> that depends on what coins you use
18:58:42  <Belugas> ho... no... you're selling them all.. no more trians to carry the coins!!
18:58:49  <Bjarni> if they are solid gold, then no
18:59:08  <Belugas> ouch.. damned heavy.. gold...
18:59:14  <Belugas> diamonds, maybe>?
18:59:45  <Bjarni> do you think it would make sense to put diamonds on that button? :P
19:00:01  <Belugas> naaaa... :)
19:00:06  <Belugas> thus the bank
19:00:15  <Born_Acorn> Bjarni, the dynamite design is flawed. It'd need some sort of completely new graphics.
19:00:36  <Born_Acorn> Making it look like a bundle makes it too wide!
19:01:09  <Belugas> i agree with the man
19:06:28  <Bjarni> I think I should just commit it without any sprite at all and then ask in public for a sprite and see what happens
19:06:43  <Bjarni> not putting in a sprite at all will make people busy
19:07:01  <Born_Acorn> You'll get really poo designs!
19:07:12  <Bjarni> yeah
19:07:16  <Bjarni> and I will reject them
19:07:20  * Born_Acorn has a PhD, and can professionally say it.
19:07:43  <Bjarni> if I only get bad designs, then the result will be the same as now: I lack a sprite
19:08:21  <Bjarni> it's like lotto. Odds are that you should not do it, but some people do it anyway because even though it's against the odds, they might get lucky
19:11:22  <Born_Acorn> http://graphics.tt-terminal.co.uk/dynamite.png
19:11:41  <Born_Acorn> That's what happens when making bundles.
19:12:03  <Born_Acorn> Blergh
19:12:03  <Born_Acorn> http://graphics.bornacorn.com/dynamite.png
19:12:11  * Born_Acorn fixes the subdomains
19:13:30  * Belugas likes middle one
19:15:48  <Born_Acorn> It's Bjarni that matters. Personally, I think they look strange.
19:16:32  * Belugas shuts up and goes debugging
19:16:57  <Born_Acorn> No need to shut up! I didn't mean to snub you. D:
19:18:10  <Maedhros> huh. does anyone have a copy of ttrs2w.grf, or know where i can download it?
19:21:22  <Belugas> i do Maedhros
19:21:27  <Belugas> Born_Acorn, joking ;)
19:21:46  <Bjarni> Born_Acorn: that looks... odd
19:21:46  *** lws1984 [~lwslade@ip68-9-157-1.ri.ri.cox.net] has joined #openttd
19:22:01  <Belugas> Maedhros, sending now...
19:22:09  <Maedhros> Belugas: yay! it seems to have vanished from everywhere in favour of ttrs3 ...
19:22:15  <Bjarni> I was actually more thinking like putting them like \ and then you can see the end of them
19:22:24  <lws1984> Sacro!
19:22:36  <Belugas> i fear ttrs3 a bit... too much new stuff...
19:23:05  *** SpComb [terom@zapotek.paivola.fi] has joined #openttd
19:23:30  <Maedhros> Belugas: got it, merci boucoup :)
19:23:34  <SpComb>  :o
19:23:38  *** Mucht|zZz [~Mucht@chello080109200215.3.sc-graz.chello.at] has quit [Quit: I'll be back!]
19:23:44  <Belugas> sa fait plaisir :)
19:25:08  <Noldo> what is plaisir?
19:25:08  <Born_Acorn> Bjarni, any other ideas I could bootstrap together for you to see?
19:26:12  *** Mucht [~Mucht@chello080109200215.3.sc-graz.chello.at] has joined #openttd
19:26:25  <Bjarni> I don't know how easy it is to make, but I was thinking about placing the dynamite like "\", so it's possible to see the fuses coming out of the ends and then stack say 3 of them
19:26:25  *** Mucht is now known as Mucht|zZz
19:27:02  <Bjarni> that way it should be clear that it's 3 round things and not... I'm not sure what to call the other one :p
19:27:25  <Bjarni> looks like a single item, that's somewhat oddly shaped or something
19:27:48  <Bjarni> do you get what I mean?
19:27:55  <Born_Acorn> No. :p
19:28:16  <Born_Acorn> Like "\" makes no sense to me! D:
19:29:59  <Bjarni> you put them like /
19:30:05  <Bjarni> I think about turning them \
19:30:20  <Bjarni> and then tilt them so you can see the round end of each of them
19:30:35  <Prof_Frink> Born_Acorn: Put them like .|.
19:31:24  <Bjarni> you mean we should add a sprite of two round dots and a long stick between them? :)
19:31:41  <Born_Acorn> Like a giant Pen..
19:31:42  <Born_Acorn> cil!
19:32:37  <Bjarni> hey, you can draw a one eyed monster eating the vehicles
19:33:53  <Born_Acorn> I don't know. Completely new graphics always don't look cool. :(
19:34:17  <peter1138> pikka's do :D
19:34:19  <Born_Acorn> (in a "fit in with rest of stuff" way)
19:34:25  <Neonox> damn. my new laptop arrives tomorrow. and i am not at home!!!  i have to work the whole day!!  that is not fair!!!
19:34:27  <Born_Acorn> except Pikka'.
19:35:13  <ln-> pretty expensive: http://www.play.com/Music/CD/CART/3-/1117587/-/Product.html?cur=258   (switch to euro prices)
19:35:45  <ln-> pretty cheap: http://play.com/Electronics/Electronics/RGNNR/3-/1099706/Toshiba_Satellite_Pro_L100_Celeron_M_360_1_4_GHz_Notebook_Laptop/Product.html
19:36:23  <Prof_Frink> ln-: Well, it's celery-powered
19:37:41  <Sacro> whooo News Hounds :D
19:37:55  <CIA-2> maedhros * r6534 /branches/newhouses/ (newgrf.c table/town_land.h town.h town_cmd.c): [NewHouses] -Feature: Add support for newgrf Action 4 and most of Action 0 for newhouses (feature 07)
19:38:09  <Born_Acorn> yay!
19:38:16  <Born_Acorn> newhouses!
19:38:27  <Prof_Frink> Born_Acorn: Branch
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19:38:36  <Born_Acorn> Well no duh!
19:40:23  <Sacro> Born_Acorn: wheres the news hounds thread?
19:43:51  <Born_Acorn> I don't know?
19:43:54  <Born_Acorn> Make one!
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19:45:11  <neglesaks> hey Bjarni
19:45:21  <Belugas> Weee!!! A1 Maedhros :D
19:45:33  <Sacro> Bjarni is not here... please leave a message
19:46:17  <neglesaks> ok.... your doctor told me to say that your genital herpes is in a bad way, so you need to get some meds, soon
19:46:37  *** TinoM [~Tino@i5387C756.versanet.de] has quit [Quit: Verlassend]
19:46:53  <Sacro> neglesaks: your message has been recieved... thank you for calling... have a nice day now
19:46:58  <neglesaks> :D
19:48:14  <Belugas> Maedhros: I've almost finished the landscape.html rework. Might commit it tonight
19:48:19  <Belugas> well... my tonight :S
19:49:52  <Maedhros> hehe, my very early morning ;)
19:50:02  *** Frostregen [SADDAM@dslb-084-058-138-096.pools.arcor-ip.net] has quit [Ping timeout: 480 seconds]
19:50:04  <Belugas> yup :)
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20:04:42  <peter1138> i wonder how long this "Crashing planes" thread will go on
20:05:33  <kbrooks> what thread?
20:05:40  <kbrooks> forum thread?
20:05:44  <peter1138> http://www.tt-forums.net/viewtopic.php?t=27555
20:11:07  * Born_Acorn updates his SVN version!
20:11:22  <peter1138> hee
20:11:27  *** DJ_Mirage [~martijn@biggetje.xs4all.nl] has quit [Quit: Probably doing something else]
20:11:33  * Born_Acorn makes!
20:11:49  <peter1138> you have a compiler now? o_O
20:12:26  <hylje> its not like gcc is hard to obtain
20:12:34  <Born_Acorn> cigarette win.
20:12:53  <Born_Acorn> (cygwin)
20:13:18  <Born_Acorn> peter1138, I always use a compiler when a feature is intro'd
20:13:35  <kbrooks> heh
20:19:13  <Born_Acorn> eww. UKRS steam trains make noise far too frequently!
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20:21:44  <CIA-2> maedhros * r6535 /branches/newhouses/ (newgrf.c newgrf_spritegroup.h):
20:21:44  <CIA-2> [NewHouses] -Feature: Add support for newgrf Action 2 and 3 for feature 07.
20:21:44  <CIA-2> This should be usuable for feature 09 (NewIndustries) too.
20:21:44  <CIA-2> This may not be complete, or even a sensible way to go about going this, so please feel free to change it.
20:22:55  <Maedhros> gah. s/going/doing/
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20:39:31  <CIA-2> miham * r6536 /trunk/lang/ (9 files in 2 dirs): (log message trimmed)
20:39:31  <CIA-2> WebTranslator2 update to 2006-09-27 22:37:14
20:39:31  <CIA-2> american - 12 fixed by WhiteRabbit (12)
20:39:31  <CIA-2> estonian - 31 fixed by vermon (31)
20:39:31  <CIA-2> german - 1 changed by Neonox (1)
20:39:32  <CIA-2> greek - 70 fixed, 53 changed by thanoulas (123)
20:39:32  <CIA-2> italian - 8 fixed by sidew (8)
20:39:50  <peter1138> more :P
20:44:08  *** Belugas is now known as Belugas_Gone
20:44:17  <Belugas_Gone> bye guys
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20:44:48  <CIA-2> maedhros * r6537 /branches/newhouses/ (5 files): [NewHouses] -Feature: Add an (incomplete) sprite resolver, and a DrawNewHouseTile() function to use it.
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20:51:49  <Born_Acorn> yay more newhouses!
20:52:11  <Sacro> :o
20:52:13  <Sacro> newstuffs :D
20:55:42  <Darkvater> what's up with this insignificant 6532?
20:55:49  <Darkvater> I thought we were doing serious commits today
20:55:53  <Darkvater> not jokes like r6532
20:57:02  <Sacro> Darkvater: :o newsounds are great
20:57:24  <Darkvater> it smells
20:57:36  <Sacro> oooh, newsmells
20:57:42  <Sacro> i can see that being interesting
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20:59:53  * Darkvater wants newsmells
21:00:04  <Sacro> peter1138! newsmells!
21:01:04  <peter1138> :/
21:03:37  <Darkvater> peter1138: hehe, another string-as-integer-abuse ;)
21:03:37  *** Sacro [~ben@adsl-213-249-240-194.karoo.KCOM.COM] has quit [Read error: Connection reset by peer]
21:03:49  <Darkvater> switch (tag) { ^__^
21:04:20  <peter1138> oh, yeah :P
21:04:34  <CIA-2> maedhros * r6538 /branches/newhouses/ (6 files in 2 dirs):
21:04:34  <CIA-2> [NewHouses] -Feature: Add support for colouring buildings, including callback 1E.
21:04:34  <CIA-2> Unfortunately, attempting to use the callback crashes the game, so it's commented out for now.
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21:06:17  <Darkvater> peter1138: I'd rather see those abuses swapped, but would be a waste of computation powah for internal data only
21:07:02  <peter1138> yeah
21:07:19  <peter1138> i remember the last time one of those was swapped...
21:07:35  <peter1138> ended up reading 4 times too much data ;)
21:07:41  <Darkvater> newgrf.c:834?
21:08:10  <peter1138> near there, yeah, hehe
21:08:27  <peter1138> oh yeah, load it into a var first. hmm.
21:08:45  <Darkvater> yep, macro problems :P
21:08:48  <Darkvater> remember now
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21:10:55  <Darkvater> peter1138: how about making GetNumOriginalSounds() inline in sound.h?
21:11:54  <peter1138> could do. it's not used that often
21:12:10  <peter1138> (as in, not hundreds of times a second)
21:13:02  <CIA-2> maedhros * r6539 /branches/newhouses/town.h: [NewHouses] -Fix: Add a function prototype that had been missed.
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21:14:01  <Darkvater> peter1138: well, can't judge from the diff, but it's used in quite a lot of FOR_EACH_OBJECT loops
21:14:20  <Darkvater> but oh well
21:15:38  <peter1138> only on load :)
21:15:44  <peter1138> still
21:15:55  <peter1138> nothing to stop improvements being made
21:16:10  <peter1138> i didn't want it languishing on my dying harddrives for another 6 months...
21:17:06  <Darkvater> Maedhros: r6534 TownHouseChangeInfo(); isn't 'int i' being uninitialized the whole time?
21:17:30  <Darkvater> or is the variable for FOR_EACH_OBJECT?
21:17:40  <peter1138> yes
21:17:48  <peter1138> the hidden var o_O
21:19:57  <Darkvater> :s
21:20:00  <Darkvater> damn I hate that
21:20:45  <peter1138> each to fix ;)
21:20:48  <peter1138> errrr
21:20:50  <peter1138> easy
21:21:32  <Darkvater> well donnu
21:21:47  *** smeding [~roysmedin@c514451cb.cable.wanadoo.nl] has quit [Remote host closed the connection]
21:21:53  <Darkvater> you can of course do FOR_EACH_OBJECT(var x) {}
21:22:03  <Darkvater> would be a lot nicer
21:22:10  <Darkvater> who came up with this macro?
21:22:46  <Darkvater> Maedhros: use typedefs whenever possible. eg r6535 not 'uint32 sprite' but 'SpriteID sprite'
21:22:57  <Darkvater> is he even here now?
21:24:16  <Maedhros> Darkvater: i am here, yes. i'm just splitting up the rest of what i've got so far
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21:24:59  <peter1138> yup
21:25:13  <Darkvater> peter1138: great newsounds :) Does UKRS do them?
21:25:25  <Darkvater> I'm gonna testdrive tomorrow :)
21:25:33  <Darkvater> Maedhros: have fun with newhouses :)
21:25:51  <Darkvater> Darkvater: Weren't you going to sleep?
21:25:53  <Maedhros> Darkvater: the thing about that uint32 is that it isn't just a sprite - it contains various other things as well :-/
21:26:07  <cantares> can someone type some "umlaute" i've updated my mirc version o.o
21:26:10  <Darkvater> then it shouldn't be called 'sprite'
21:26:17  <Darkvater> áöéü9öá89úü98ö
21:26:22  <cantares> nice
21:26:23  <cantares> its working
21:26:37  <Darkvater> mirc....
21:26:51  <Darkvater> not even worth saying a single word about it
21:26:55  <peter1138> PalSpriteID perhaps? heh
21:26:57  <Darkvater> gn people :)
21:27:01  <peter1138> damn, lagged :/
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21:27:12  <peter1138> i had a whole screenful come in in 1 second
21:27:18  <Sacro> w00t, got mysql ssh tunnel working
21:27:33  <glx> cantares: ?????????? :)
21:28:10  <glx> weird my client don't like when I mix charset
21:28:16  <glx> ???????
21:28:44  <Triffid_Hunter> mine doesn't mind ;)
21:29:01  <peter1138> Maedhros: your definition for the spritegroup is wrong
21:29:16  <glx> indeed it seems I must configure something
21:31:24  <Maedhros> peter1138: is it? :(
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21:32:26  <Born_Acorn> peter1138 is a playa hater. Always got something to say about people's sprite definitions.
21:32:32  <peter1138> heh
21:32:41  <peter1138> no, it's just missing bits
21:34:43  <Maedhros> ah. which bits? :-P
21:35:13  <peter1138> hmm, i'm reading it ;p
21:35:18  <CIA-2> maedhros * r6540 /branches/newhouses/ (newgrf_house.c newgrf_house.h town.h town_cmd.c):
21:35:18  <CIA-2> [NewHouses] -Feature: Add a set of functions for storing the number of each house id.
21:35:18  <CIA-2> This is recalculated on load currently and while it makes loading games and generating maps slightly slower,
21:35:18  <CIA-2> it's much faster than recalculating the values every time, especially when creating a new map.
21:35:21  *** ChrisM87 [~ChrisM@p54AC7802.dip.t-dialin.net] has quit [Remote host closed the connection]
21:37:13  <CIA-2> maedhros * r6541 /branches/newhouses/ (newgrf_callbacks.h town_cmd.c): [NewHouses] -Feature: Add support for callback 17, whether to allow building a house or not.
21:37:34  <Born_Acorn> Damn, man, you work fast!
21:37:50  <Born_Acorn> All these callbacks in one evening!
21:37:53  <Maedhros> hehe, i've been working on this for over a month
21:38:09  <Maedhros> i've just finished committing everything i've done so far :)
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21:40:34  <peter1138> Born_Acorn's going to explode
21:40:47  * Born_Acorn explodes
21:40:51  <lws1984> *BOOM*
21:40:59  * lws1984 picks up Born_Acorn's pieces and sells them on the black market
21:41:03  <peter1138> Born_Acorn: do-do!
21:41:26  <Born_Acorn> It's more like chchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchchch
21:41:32  <Sacro> wow, sshfs is brilliant
21:41:39  <peter1138> not with the diesels :D
21:41:55  <peter1138> they seriously rock
21:41:57  <Born_Acorn> Pikka should make the train sounds skip a few ticks
21:42:10  <Sacro> peter1138: lets have a nice big UKRS server for newsounds testing :d
21:42:12  <Sacro> *:D
21:42:22  <peter1138> but the nightly doesn't have newsounds ;(
21:42:41  <Born_Acorn> Run 6533
21:43:04  <Sacro> peter1138: well errm... use the latest trunk, and make a windows binary available
21:43:09  <Sacro> for newsoundage testing
21:47:12  <peter1138> Born_Acorn's got a windows build...
21:47:15  <peter1138> cygwin'd
21:47:30  <Born_Acorn> with the win of the cyg
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22:02:03  <peter1138> nini
22:02:24  <Ben_123> hiya
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22:10:16  <Wolf01> 'night
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22:29:54  <mikk36> hey :)
22:30:01  <mikk36> can anyone help me with iostream ?
22:30:29  <Sacro> cout >> yes
22:30:48  <mikk36> i need to make cout spit out õüäö letters
22:30:57  <Sacro> hmm
22:31:37  <pv2b> that's not difficult
22:31:39  <pv2b> just do it
22:31:51  <pv2b> the problem is that you need the strings to match the encoding of your terminal
22:33:31  <mikk36> erm...
22:35:49  <Bjarni> did anybody come up with a good sprite yet?
22:36:45  <Bjarni> also I see that I leave for a few hours and all sorts of weird people enter the channel and says weird stuff o_O
22:36:58  <mikk36> for example: Välju -> ä is shown as the SUM symbol
22:38:53  <Bjarni> I guess nobody showed up with a sprite :(
22:44:44  <CIA-2> bjarni * r6542 /trunk/ (6 files in 2 dirs):
22:44:44  <CIA-2> -Feature: [depot window] added a "sell all vehicles in depot" button
22:44:44  <CIA-2>  It's right below the sell button (sell whole chain button for trains)
22:44:44  <CIA-2>  It's still missing a sprite. That one will be added as soon as anybody draws something we can use
22:44:44  <CIA-2>  To make room for this button, all depots except train depots now opens with an additional row and can't be resized shorter than that
22:45:01  <mikk36> hmm.. seems it's Vista-only problem
22:45:10  <mikk36> i can't even type in õ in vista console
22:45:15  <mikk36> while i can in XP's console
22:45:21  <Sacro> :o i actually saw a "Vista premium ready" sticker ona  laptop earlier
22:45:52  <ln-> mikk36: õ is not in the charset that the console uses.
22:46:05  <ln-> is it codepage 850 or something..
22:47:13  <mikk36> err.. how do i check it +
22:47:14  <mikk36> ?
22:47:27  <mikk36> the codepage
22:48:21  <ln-> dunno :/
22:49:36  *** woodwizzle [~corey@user-0c6scrp.cable.mindspring.com] has joined #openttd
22:50:37  <Ben_123> Bjarni: I found an egladil, yey!
22:51:03  *** lws|Away is now known as lws1983
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22:52:07  <woodwizzle> I've played openttd in the past but I just now discovered the work towards a new tileset using blender... flippin' sweet
22:52:53  <Ben_123> can you model and texture?
22:53:32  <woodwizzle> I've done some work in blender before, but I'm not really up to par with the content I've seen on there so far
22:53:45  <woodwizzle> I'm prolly a much better texturer than modeler though
22:54:05  <ln-> Ben_123: where was he hiding?
22:54:10  <Sacro> gah >< why can nobody spell WorNley court right
22:54:14  <Sacro> its NOT WORMLEY
22:54:19  <Ben_123> in sweedon
22:54:21  <mikk36> and another question: how do i compile my lil' proggie so that i can run it on a different system ?
22:54:35  <Sacro> mikk36: compile it on another system?
22:55:08  <Ben_123> woodwizzle: see if anyone wants stuff textured and then give it a bash
22:55:20  <mikk36> i mean when i compile it on my vista, how do i make the same exe run on my xp Ž
22:55:21  <mikk36> ?
22:55:24  <ln-> egladil: have you looked at the cocoa patch?
22:55:32  <Sacro> mikk36: they are probably binary compatible
22:56:36  <mikk36> ?
22:56:51  <mikk36> The system cannot execute the specified program.
22:57:25  <glx> maybe linked against wrong runtime
22:58:20  <glx> msvcrt.dll is available on all windows
22:59:37  <mikk36> so what do i have to do to get it running ?
23:01:33  <glx> check the dependancies with http://www.dependencywalker.com/
23:02:26  <Bjarni> <Ben_123>	Bjarni: I found an egladil, yey! <-- even without setting up an egladil trap????
23:03:49  <mikk36> glx, it's offline
23:04:05  <Bjarni> http://www.tt-forums.net/viewtopic.php?p=497184#497184 <-- now we will see what happens
23:04:33  <glx> mikk36: download depends.exe and run it on your XP :)
23:05:08  <mikk36> from where ?
23:05:22  <glx> the link I gave yoy
23:05:25  <glx> *you
23:05:30  <mikk36> gives timeout
23:05:41  <glx> works for me
23:05:52  <mikk36> well, not for me
23:06:38  <mikk36> http://www.dependancywalker.com/
23:06:41  <mikk36> !!!
23:06:44  <glx> mikk36: http://glx.dnsalias.net:8080/depends21_x86.zip
23:07:51  <mikk36> and what do i do with it ?
23:08:47  <glx> uncompress it and run "depends your_program.exe"
23:09:55  <mikk36> is not openable in winxp at all
23:10:04  <mikk36> i ran it on vista (where i compiled it)
23:10:21  <mikk36> KERNEL32.DLL
23:10:23  <mikk36> MSVCP80D.DLL
23:10:25  <mikk36> MSVCR80D.DLL
23:10:27  <mikk36> MSVCRT.DLL
23:10:29  <mikk36> NTDLL.DLL
23:10:31  <mikk36> PRAKS3.EXE
23:11:07  <glx> hmm do you have MSVC*80D.DLL on XP too?
23:11:50  <mikk36> hmm, no :P
23:11:58  <mikk36> 71 is last
23:12:26  <glx> try to compile it without those :)
23:12:32  <mikk36> how ?
23:12:49  <glx> project options I guess
23:14:26  <mikk36> and there ?
23:15:02  <Ben_123> bjarni: well i trapped him in a small box filled with letters
23:15:18  <glx> mikk36: I'm not an MSVS specialist
23:15:22  <mikk36> bah
23:15:27  <mikk36> anyway, good night :)
23:15:33  <glx> nigh
23:15:35  <glx> +t
23:16:07  <Ben_123> i poked him, and he said hes gunna aim to get it so that the first graphics can be displayed in a fortnight
23:16:15  <KUDr> mikk36: C/C++ -> Code Generation -> Runtime Library
23:16:37  <KUDr> what value is there?
23:16:54  <glx> the specialist is here :)
23:17:48  <KUDr> looks like debug build and using DLL CRT instead of statically linked
23:19:06  <Bjarni> Ben_123: that is good news
23:20:11  <Ben_123> yeah, i recon ill stick something in the blend post thing, cause maybe some people will start moddeling again
23:20:50  <Ben_123> i recon in a month there could be a complete original set, default building status, and most viecles, if people went nuts
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23:25:28  <mikk36> KUDr, multi-threaded debug dll (/MDd)
23:25:36  <Bjarni> people on the forum are nuts
23:25:40  <Bjarni> I have seen that several times
23:25:52  <Bjarni> the question is if they are nuts in the right way ;)
23:26:12  <Ben_123> controlled nuts
23:26:43  <Ben_123> is the forum more nuts than here?
23:26:58  <Sacro> sometimes
23:27:14  <KUDr> mikk36: remove the "dll" from it
23:27:25  <Bjarni> all the really obscene ideas originate on the forum
23:27:41  <KUDr> and the same for release -only "Multithreaded" there
23:27:48  * Sacro wants NewSmells still
23:30:01  <Ben_123> not shore what ideas are suggested in here, so i can't really make a comparison, but most ideas arnt too obscene
23:30:32  <mikk36> still the same, KUDr
23:31:00  <Ben_123> the ones where people cant understand why you cant rotate the curent sprites seem kinda strange though
23:31:00  <KUDr> mikk36: can't be
23:31:11  <KUDr> did you recompile ? :)
23:31:48  <mikk36> yes
23:31:49  <KUDr> what compiler?
23:31:51  <mikk36> Error: At least one required implicit or forwarded dependency was not found.
23:31:51  <mikk36> Error: The Side-by-Side configuration information in "c:\documents and settings\administrator\desktop\PRAKS3.EXE" contains errors. This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem (14001).
23:32:07  <mikk36> from depends
23:32:31  <KUDr> you use vista CRT
23:32:37  <mikk36> and depends shows missing ?
23:32:40  <KUDr> it has many more APIs
23:32:58  <mikk36> ??
23:33:01  <KUDr> you must use statically linked CRT
23:33:21  <KUDr> do you compile on vista?
23:33:58  <mikk36> yes
23:34:26  <KUDr> can you send me the project files?
23:34:50  <mikk36> the whole big folder ?
23:34:51  <mikk36> ok
23:35:18  <KUDr> reduce it (delete .ncb, debug directory etc.)
23:35:28  <KUDr> cleanup
23:37:17  <KUDr> or try to make release build if you want to run it on another PC
23:37:44  <KUDr> debug build must run on PC with the proper debug environment
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23:42:13  <mikk36> err
23:42:19  <KUDr> ?
23:42:24  <mikk36> can't compile non-debug version
23:42:29  <mikk36> gives lots of errors
23:42:34  <KUDr> hmm
23:42:55  <KUDr> so repair it first
23:43:27  <KUDr> is it from compiler or linker?
23:43:53  <mikk36> linker
23:44:31  <KUDr> what symbols?
23:44:50  <mikk36> http://stuff.mikk36wow.dyndns.org/praks3.rar
23:44:50  <KUDr> missing or redundant?
23:45:27  <mikk36> for example: praks3.obj : error LNK2005: "public: class std::basic_istream<char,struct std::char_traits<char> > & __thiscall std::basic_istream<char,struct std::char_traits<char> >::operator>>(double &)" (??5?$basic_istream@DU?$char_traits@D@std@@@std@@QAEAAV01@AAN@Z) already defined in msvcprtd.lib(MSVCP80D.dll)
23:45:59  <KUDr> remove msvcprtd.lib from libraries
23:46:13  <KUDr> it is debug lib
23:46:27  <KUDr> and using dll
23:49:03  <KUDr> hmm praks3.rar is incomplette
23:49:26  <KUDr> "unexpected end of archive"
23:49:49  <KUDr> but there is only debug dir
23:49:59  <KUDr> this you should remove
23:50:03  <mikk36> weird
23:50:07  <KUDr> and send me the rest
23:50:13  <KUDr> .vcproj
23:50:17  <KUDr> .sln
23:53:01  <mikk36> http://stuff.mikk36wow.dyndns.org/praks3.rar
23:54:32  <SpComb> Logs: http://zapotek.paivola.fi/~terom/logs/openttd
23:54:32  <Sacro> !logs
23:54:39  <Sacro> hmm, im still here then
23:55:28  *** Osai [~Osai@p54B35C2C.dip.t-dialin.net] has quit [Quit: Osai]
23:56:48  <KUDr> mikk36: can you accept dcc?
23:58:05  <KUDr> mikk36: now it works for me
23:58:50  <KUDr> Sending request
23:58:50  <KUDr> Awaiting reply

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