Config
Log for #openttd on 4th December 2006:
Times are UTC Toggle Colours
00:01:20  <Maedhros> good night
00:01:46  <peter1138> yeah, what to doo... hmm
00:02:00  <peter1138> and what were the consequences...
00:02:01  <peter1138> oh yes
00:02:14  <peter1138> and why did i have a true/false value?
00:02:26  <Darkvater> to reset to defaults?
00:02:36  <peter1138> oh
00:02:40  <peter1138> one makes it blank
00:02:47  <peter1138> one gives the newgame settings
00:02:54  <Darkvater> yes
00:02:57  *** Maedhros [~jc@host81-157-251-74.range81-157.btcentralplus.com] has quit [Quit: night]
00:02:59  <Darkvater> comments are severly lacking it seems
00:03:02  <peter1138> i can't remember why though
00:03:08  <peter1138> bah :P
00:03:18  * Darkvater recommends to sleep on it :)
00:05:31  <peter1138> hmm, intro game is loaded with a blank config...
00:06:28  <peter1138> as is initial 64x64 world
00:06:49  <Darkvater> is that bad?
00:06:54  <peter1138> no
00:06:56  <peter1138> that's good
00:07:50  <Bjarni> hmm
00:07:57  <Darkvater> ugh this send to depots is pretty slow...on my debug build it pauses already for 1-2 seconds with 30 trains
00:08:04  <Bjarni> I wonder what would happen if we completely skip the iconv conversion
00:08:47  <Darkvater> Bjarni: why is iconv broken for you?
00:09:21  <Bjarni> good question
00:09:41  <Darkvater> I think you should be more worried about that
00:09:43  <peter1138> my iconv has no knowledge of UTF-8-MAC
00:10:04  <Bjarni> UTF-8-MAC is a format Apple added to their distributions
00:10:19  <peter1138> of iconv?
00:10:27  <Bjarni> yeah
00:10:37  <Bjarni> they added iconv by default in OSX
00:10:39  <Darkvater> hmm what is a good font for the newspaper?
00:10:45  <Bjarni> times?
00:11:05  <Darkvater> that looks a bit crappy
00:11:18  <Bjarni> Helvetica? (real life newspapers used to use helvetica for disasters)
00:11:18  <Darkvater> large_font = Times New Roman Bold size 16
00:11:28  <PandaMojo> Fixed my build script (as much as anyone can fix such a broken toolset -- http://www.rafb.net/paste/results/E2sd1197.html)
00:11:36  <Darkvater> or the font might be too small
00:11:57  <Bjarni> Darkvater: it's not MY iconv, that's broken. It's the mac port in general, so it's the trunk, that does something incorrectly
00:12:02  <Bjarni> but I'm not sure what
00:12:20  <Darkvater> yank FS2OTTD from oepnttd and make a test-app
00:12:33  <Darkvater> although if it says conversion not supported then iconv init fails already
00:13:11  <peter1138> right
00:13:13  <peter1138> sleepy time
00:13:17  <Darkvater> gn :)
00:14:53  <Bjarni> yeah, the init fails, so we are giving it the wrong arguments
00:14:59  <Bjarni> at least I presume that is the problem
00:15:21  <Darkvater> don't think we are cause it works here
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00:16:18  <Bjarni> I think the problem is how we convert from the internal OTTD string system to the charset that HFS+ uses
00:16:22  <Darkvater> Bjarni: just do iconv_open("UTF-8", "UTF-8-MAC")
00:16:48  <Darkvater> and the other way around
00:17:58  <Bjarni> right now I will test what happens if I just skip the conversion
00:18:21  <Bjarni> it might not be needed after the UTF-8 branch was merged
00:18:27  <Naksu> there's a mac-version of UTF8?
00:18:38  <Bjarni> sort of
00:18:44  <Darkvater> wasn't MAC using a special UTF8 version which is some hacked UNICODE thingie?
00:19:00  <Bjarni> the real name is decomposed UTF-8, where "normal" UTF-8 is precomposed UTF-8
00:19:16  <Bjarni> Apple is not the only one to use decomposed UTF-8 though
00:19:49  <Bjarni> so I don't know why Apple decided to add the keyword UTF-8-MAC
00:20:02  <Darkvater> cause they feel superiour
00:20:03  <Darkvater> -u
00:20:17  <Naksu> maybe they wanted something others could remember them from
00:20:56  <Naksu> also, what's the difference between pre- and decomposed utf-8?
00:21:34  <Bjarni> ok, skipping the conversion converts the saved "ü" to "uš"
00:21:55  <Darkvater> so apparently we shouldn't skip it ;p
00:21:56  <Bjarni> the filename shows ü in finder though
00:22:22  <Bjarni> and when displaying it, it converts "š" to "?"
00:22:44  <Bjarni> so "Mär" is saved correctly, but displayed as "Ma?r" when loading
00:22:53  <Naksu> http://en.wikipedia.org/wiki/UTF-8#Java <- my brain hurts
00:23:16  <PandaMojo> Great, back to square one.
00:23:19  <Bjarni> the functionality when clicking the file is not affected though
00:23:40  <Bjarni> like it was when we only used 8 bit chars in OTTD (the game would fail to save)
00:23:46  <PandaMojo> It's still complaining about libc.lib, even though I've got projects now successfully compiling against the static versions of OTTD :-/
00:24:03  <Darkvater> the other libs?
00:24:46  <Bjarni> Naksu: http://developer.apple.com/qa/qa2001/qa1235.html <-- read this instead. It looks like this could be the solution for us. We only need to convert when loading filenames, not when saving. The filehandling API converts for us if needed
00:24:48  <PandaMojo> I guess, even though it still spits out missing freetype symbols when I blacklist libc.lib
00:24:50  <Darkvater> Bjarni: so you're saying that apple is so fucking braindead they can't convert from the propetiary utf8 to normal utf8?
00:25:08  <PandaMojo> Which is odd, considering those other libs have not changed.
00:25:15  <PandaMojo> Since I last successfully built on this system.
00:25:40  <Bjarni> I'm not sure what goes on here, but I presume that there is a simple solution somewhere... I just don't know it
00:25:49  <Bjarni> also there is a simple explanation... and I don't know it
00:26:04  <Darkvater> When working within Mac OS you will find yourself using a mixture of precomposed and decomposed Unicode. For example, HFS Plus converts all file names to decomposed Unicode, while Macintosh keyboards generally produce precomposed Unicode.
00:26:07  <Naksu> Bjarni: for the record, i'm the useless guy who's sort-of participating in the discussion out of boredom, not because i have something to contribute :)
00:26:14  <Darkvater> eg meaning: we don't have a fucking clue what we're doing
00:26:50  <Bjarni> Naksu and Darkvater appears to just have said the same thing
00:26:52  <Bjarni> sort of anyway
00:27:27  <Naksu> Darkvater: that's just plain evil
00:27:31  <Bjarni> Naksu: well, if you understand the link I gave you, then you could be of great help
00:27:37  <Darkvater> well anyways, gn all :)
00:28:14  <Bjarni> well, right now we need to convert decomposed UTF-8 to precomposed UTF-8 when loading filenames
00:28:34  <Gonozal_VIII> why not save Maerz instead of März?
00:29:05  <Naksu> because you lose information then :)
00:29:07  <Bjarni> Gonozal_VIII: because that's the worst we could do after switching to unicode
00:29:16  <Bjarni> it kind of spoils the whole idea of unicode
00:29:58  <Brianetta> Do people think that additional rail types, for things like the 1.5KV EM2 loco, would be a good idea?
00:30:26  <Brianetta> I have these lovely EM2 things, and I shouldn't be able to run them on my 25KV lines (:
00:31:19  <Naksu> how about... after 50 years, the 1.5kv lines become a national treasure and cant be destroyed? :)
00:31:58  <Gonozal_VIII> a rail type with 2 parallel one way tracks on the same square like roads would be cool
00:32:44  <Naksu> Gonozal_VIII: think the train sprites are wider than half a square
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00:33:12  <Naksu> so you'd have your trains derail when they meet :)
00:34:24  <Gonozal_VIII> not for the normal trains... for the small truck sized ones
00:34:43  <Bjarni> narrowgauged trains?
00:34:49  <Gonozal_VIII> yep :-)
00:35:05  <Naksu> btw
00:35:11  <Naksu> how much can you mod the game using a grf?
00:35:21  <Bjarni> what's so special about 1,5 kv catenary?
00:35:23  <Brianetta> Naksu: Trains will fit perfectly two-to-a-square
00:35:40  <Brianetta> Bjarni: It's not special, it's incompatible
00:35:40  <Naksu> can you modify train running costs or maintenance costs for tracks?
00:35:47  <Brianetta> We should have third rail, too (:
00:36:10  <Naksu> or have i totally misunderstood what a grf is?
00:36:42  <Bjarni> <Naksu>	how about... after 50 years, the 1.5kv lines become a national treasure and cant be destroyed? :) <-- I asked because of that question
00:36:51  <Brianetta> oh
00:36:56  * Brianetta shrugs
00:36:58  <Bjarni> not because I'm unaware of the difference between 1,5 kv and 25 kv ;)
00:37:05  <Brianetta> I think the local Metro is 1.5KV
00:37:24  <Naksu> Bjarni: i wasn't serious :)
00:37:26  <Sacro> Brianetta: id love to have more rail types, id like to see 3 and 4 rial
00:37:28  <Sacro> *rail
00:38:01  <Brianetta> Yeah, Tyne & Wear Metro is the only 1.5KV system in the UK now.
00:38:05  <PandaMojo> You wouldn't think a nonexistant library would cause such problems, but zlibstat.lib won't work without LIBC.lib on the "Ignored Libraries" list, and Freetype won't work with it on said list >_<.
00:38:14  <Sacro> Brianetta: thought Wikipedia said that
00:38:19  * PandaMojo will just get the useful thing later
00:38:21  <Bjarni> they screwed up at one time in Denmark. They moved a 1,5 kV DMU to a 25 kV area (planned, pulled by diesel) and when they moved it back, they declared that they were back in 1,5 kV land
00:38:27  <Bjarni> turned out that they were wrong
00:38:42  <Brianetta> bang?
00:38:54  <Bjarni> can anybody imagine what it looks like to fry a train? :)
00:39:15  <Bjarni> also it expected DC, but got 50 Hz AC
00:39:23  <Sacro> Bjarni: wow...
00:39:27  <Gonozal_VIII> vacuum tubes with maglev trains inside that go really fast^^
00:39:45  <glx> Bjarni: isn't it 50 2/3 Hz ?
00:40:04  <Bjarni> no, it's 50 Hz, just like in the normal power supply
00:40:14  <Bjarni> the trick is that it's the same, so it's the same powergrid
00:40:19  <Bjarni> which makes it cheaper
00:40:38  <Bjarni> 50 Hz and 16 2/3 Hz are in use
00:40:50  <glx> hehe I mixed them :)
00:41:25  <Bjarni> generating those are done by using synchronous generators running at 3000 and 1000 RPM
00:41:53  <Bjarni> you see, one round generates one sine, so 60 RPM is 1 RP/sec, which is 1 Hz
00:41:55  <glx> anyway many engines can run with both
00:42:22  <Naksu> many engines can run with anything
00:42:23  <Bjarni> today yes, a few years ago, no
00:42:52  <Bjarni> now most new engines are AC-DC-AC engines and that conversion can be done on different frequencies
00:43:34  <Bjarni> so if they can manage the different voltage (25 kV and 15 kV), then they are good to go
00:44:17  <glx> I can't remember which one, but a TGV series can use four systems
00:44:49  <glx> should be Thalys PBKA
00:45:14  * Bjarni can't tell a TGV from a TGV
00:45:24  * lws1984 can
00:45:26  <glx> not the same livery :)
00:46:06  <Bjarni> TGV got different liveries?
00:46:16  <Bjarni> there is the orange one and the gray one
00:46:21  <Bjarni> anything else?
00:46:32  <Bjarni> at least I think there is a gray one
00:46:43  <lws1984> yes, there's a gray-and-blue one
00:46:44  <glx> they are now all gray
00:46:45  <lws1984> then a red one
00:46:55  <Bjarni> red?
00:46:59  <glx> lws1984: there are 3 grays :)
00:46:59  <Bjarni> never seen that one
00:47:09  <lws1984> glx: indeed
00:47:30  <Bjarni> wow, what an imagination... 3 different liveries... all gray
00:47:58  <glx> TGV-Atlantique, TGV-Reseau and TGV-Duplex (but this one is easy to differentiate :) )
00:48:24  <lws1984> yeah, if you can't pick out a Duplex, then you're blind.
00:48:50  <jotham_> i think i need to set up java vnc so my mate and i can play transport tycoon at work
00:48:59  <Brianetta> http://en.wikipedia.org/wiki/List_of_current_systems_for_electric_rail_traction
00:49:04  <glx> Thalys uses TGV-Reseau in red livery
00:49:13  <Bjarni> http://www.traintesting.com/images/TGV%201977.jpg <- that's the livery I know
00:49:23  <Brianetta> We can't have that many railtypes...
00:49:59  <Bjarni> Siemens streetcar Berlin-Lichterfelde 1881-1891, current fed through the running rails! <-- sounds... unsafe
00:50:06  <Bjarni> then again, it's only 180 V
00:50:12  <lws1984> Bjarni: it's a pretty livery, too, i wish they hadn't killed it
00:50:52  <glx> Bjarni: I don't think there are ornage TGV left (they repainted them when they open the TGV line Lyon-Marseille IIRC)
00:51:34  <Brianetta> Bjarni: That's what we call, "Hornby system"
00:51:58  <Brianetta> Bed time for me
00:52:25  <Bjarni> they repainted them???
00:52:46  <Bjarni> then they are just as stupid as the railroads here
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00:52:54  <glx> yes and renew the interior too (was 80's style)
00:54:38  <Bjarni> I like how two diesel locomotives had a close encounter on a switching yard and had to be repainted and they picked the one that was the most likely to be the new one (since they had decided they should have a new one, but not which one). It ended up being a different one, so those two engines were the only one to have the all red locomotive livery
00:55:21  <Bjarni> they repainted one of them, but the last time I saw the other one, it was still in all red livery
00:55:52  <Bjarni> the now a bit (in)famous ME 1511
00:56:39  <Bjarni> now they painted most (all?) of them blue!
00:56:42  <Bjarni> why blue?
00:56:49  <Bjarni> this is NOT Sweden
00:57:58  <glx> http://fr.wikipedia.org/wiki/Image:5397_OL.jpg <-- those are still in use :)
00:58:08  <Naksu> the trains are in all random colours @ finland
00:58:46  <Bjarni> Naksu: we are not talking about graffiti liveries :P
01:01:22  <Gonozal_VIII> everything red & white here
01:02:18  <Naksu> Bjarni: you should make that a feature in ottd
01:02:53  <Naksu> if a train enters a station in a town where you've done excess terraforming then there's a chance your train switches colours
01:02:55  <Bjarni> just looked at the SNCF print and I remembered when I wrote an assignments about railroads (I could pick any topic). Somebody else in the class picked the same and "copied" a lot of my work, but failed in the list of national railroad names, so he wrote SBNC or something instead and since the whole class could read all assignments afterwards, it was declared that the other guy was right without anybody checking
01:03:38  <Bjarni> so I wrote it right, he copied it incorrectly and because he did that, people claimed that I made a mistake due to the mismatch. Now how fair is that???
01:04:02  <Naksu> meh
01:04:07  <Naksu> 03:04 here
01:04:09  <Naksu> i think i need sleep
01:04:20  <Bjarni> for the record:
01:04:31  * Bjarni bans all usage of graffiti in the game
01:04:43  <Gonozal_VIII> 02:04 here but sleep sounds good
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01:05:00  <Bjarni> it's a real pain to get off :(
01:05:12  <Naksu> naw
01:05:20  <Naksu> just blast it with a sand blower thingy
01:05:42  <Bjarni> you know, graffiti showed up on a newly painted tender here
01:05:46  <Gonozal_VIII> blast it with a bomb thingy :-)
01:06:12  <Naksu> hm
01:06:14  <glx> there are anti-graffiti paints
01:06:25  <Bjarni> so not only did they waste the paint guys work, they also took money away from the work on the steam locomotive
01:06:46  <Bjarni> not to mention the mood of the unpaid labour
01:07:14  <Bjarni> graffiti painters should remove it themselves.... with their bare hands
01:07:17  <Naksu> it'd be nice to invent a compound that has an explosive effect when sprayed on
01:07:36  <Bjarni> they can stop when it's off or they have no nails left... whatever comes first
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01:07:59  <Bjarni> yeah, kills graffiti painters.... I would buy it and spray on everything
01:08:02  <Naksu> so you could smear that stuff into those tanker thingies
01:08:10  <Naksu> and the problem would solve itself
01:08:15  <Bjarni> I mean, I would put that compount on everything
01:08:20  <Naksu> altho
01:08:30  <Naksu> there's still a lot more retardry people can do
01:08:34  <Naksu> like my brother
01:08:46  <Naksu> who broke a fucking flagpole
01:09:55  <Naksu> well, sleep
01:09:56  <Naksu> gn
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01:24:27  <Bjarni> I leave for a moment and I miss asking for a great story :(
01:24:41  <Bjarni> how do you even manage to break a flagpole???
01:26:54  <Bjarni> I mean we didn't even break ours when we cut down a 10 meter high tree and it got the great idea to fall in the direction it was supposed to (and also being pulled towards) and then turn like 30-40° and hit the flagpole right on. Also the only fork on the tree managed to lock on to the flagpole so it was damn hard to get down after that, but the flagpole survived
01:31:03  <Bjarni> goodnight
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02:30:52  <Tefad> are there any docs for the heightmap?
02:31:21  <Tefad> every time i create one, the first entry above sealevel is height at height 3 instead of 1
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02:31:47  <Tefad> eh i lied..
02:31:56  <Tefad> weirdness is going on
02:35:23  <Tefad> cool.
02:35:49  <Tefad> i have hawaii (not best quality) in 1024x512 heighmap.
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04:12:22  <Tefad> how many height levels are there?
04:17:12  <Tefad> i'm going with 16 including sea level.
04:23:11  <CIA-1> miham * r7346 /trunk/lang/ (11 files in 2 dirs): (log message trimmed)
04:23:11  <CIA-1> WebTranslator2 update to 2006-12-04 05:22:02
04:23:11  <CIA-1> american - 5 fixed by WhiteRabbit (5)
04:23:11  <CIA-1> brazilian_portuguese - 1 fixed by tucalipe (1)
04:23:11  <CIA-1> bulgarian - 5 fixed by groupsky (5)
04:23:12  <CIA-1> catalan - 1 fixed, 3 changed by arnaullv (4)
04:23:12  <CIA-1> croatian - 186 fixed, 111 changed by knovak (297)
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05:36:40  <Rubidium> Tefad: what colors are you using for the heightmap?
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05:51:26  <Tefad> hi
05:51:32  <Tefad> colors? grayscale
05:51:54  <Tefad> i've tried 8bit and 4bit colormaps
05:52:20  <Tefad> 4bit is just as good, allows me to have more control, and is smaller
05:52:39  <Tefad> however, before i made a custom palette, 8bit was easiest : D
05:52:59  <Rubidium> for 4bits every color should be a different heightlevel
05:53:05  <Tefad> righto
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05:53:13  <Tefad> i've had good results so far
05:53:26  <Rubidium> and the first color in the heightmap = sea level, second color, 1 above sea level etc
05:54:05  <Tefad> the code for going 8bit->4bit is pretty good
05:54:23  <Tefad> though the resizing or whatever goes on could use improvement
05:55:15  <Tefad> i make sure my images are the same size as a map, after experimenting ; )
05:55:30  <Rubidium> resizing is just a stupid algorithm as it's better to make the source heightmap to a particular size (more control)
05:55:42  <Tefad> also the game seems to have different ideas as to what X and Y are
05:56:05  <Rubidium> you can change that (a little) with the rotation setting
05:57:08  <Tefad> ohh i see now
05:57:15  <Tefad> i thought that was to do with the colormap : x
05:58:11  <Rubidium> no, the OTTD maps are <> and the heightmap [] so you have to rotate the 45 degrees either clockwise or counterclockwise
05:58:27  <Tefad> i understand that much
05:58:31  <Tefad> now anyway
05:59:03  <Tefad> i do have some experience with graphics/coding/ottd ; )
05:59:48  <Rubidium> anyway, got to go, bye!
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06:27:33  <pv2b> is there any way to change the password of another company on the server, if you're the admin?
06:31:06  <Eddi|zuHause2> save and reload -> all passwords are gone
06:36:18  <pv2b> that's one way, yeah.
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07:19:29  <Tefad> ok, now i have mid-atlantic USA into 2048x2048
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08:12:05  <CIA-1> peter1138 * r7347 /trunk/lang/russian.txt: -Translations: Use correct plural type for Russian
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08:30:12  <CIA-1> peter1138 * r7348 /trunk/ (13 files): -Feature: Initial support for saving NewGRF settings with savegames. Back up your savegames...
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09:22:17  <peter1138> Darkvater: uh oh
09:22:27  <peter1138> Darkvater: sprite font fallback for win32 not working?
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10:32:45  <peter1138> hmm
10:34:20  <Rubidium> hmmm
10:44:22  <CIA-1> peter1138 * r7349 /trunk/newgrf_config.c: -Fix (r7348): Stripping data path didn't work for absolute paths.
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10:47:40  <jotham_> how come the trains sometimes decide to go down a line that has nothing to do with them
10:48:06  <jotham_> hum wonder if i can screenshot this
10:49:31  <Sacro> jotham_: just post your save
10:49:44  <Sacro> are you using OPF/NTP/NPF/YAPF?
10:50:13  <jotham_> http://rafb.net/paste/results/cUcfBM30.html
10:50:26  <jotham_> i have that setup, with 2 trains, and lights
10:50:38  <jotham_> sometimes the farm->factory train decides to go down the road to the town
10:50:47  <jotham_> causing the factory->town train to get fucked up
10:51:02  <jotham_> i'm using the old path finding...but still it's kinda odd
10:51:18  <jotham_> is it because the nearest shed might be down one of those forks?
10:51:23  <Sacro> OPF is odd
10:51:29  <Sacro> yeah, thats probably it
10:51:34  <peter1138> put the depot in the middle, heh
10:51:35  <jotham_> OPF = original path finding?
10:51:38  <peter1138> and use NPF or YAPF
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10:51:50  <jotham_> i can't change the pathing on a running game can i (multiplayer)
10:52:01  <Sacro> only if its your server
10:52:05  <jotham_> it is
10:52:10  <Sacro> then yeah
10:52:18  <jotham_> ok, so what pathing should i use
10:52:26  <jotham_> YAPF = yet Another path finder?
10:52:29  <Sacro> yup
10:52:38  <jotham_> man my acronym foo is holding up strong
10:52:48  <peter1138> YAPF is preferred, if your version contains it
10:53:20  <jotham_> hum i only have NPF
10:54:11  <peter1138> you're using a release then :)
10:54:49  <SpComb> Logs: http://zapotek.paivola.fi/~terom/logs/openttd
10:54:49  <Sacro> !logs
10:55:02  <Sacro> hmm...strange, saw my wifi drop yet im still here
10:55:46  <jotham_> whoa, eveyrthings screwie now, wierd
10:56:06  <jotham_> all my trains ended up on one line when i changed the pathing
10:56:07  <CIA-1> rubidium * r7350 /trunk/misc_gui.c: -Fix: do not handle the save game/scenario filename edit box when loading a game/scenario/heightmap.
10:57:52  <Darkvater> wow a new hilight to my working day
10:58:27  <Darkvater> sitting in front of the pc for 1.5 hours waiting for windows to install managed updates, reboot, install some more, and reboot once again...
10:58:29  <Brianetta> Darkvater: Highlight?  (:
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10:59:25  <Darkvater> hilight
10:59:39  <peter1138> Darkvater: regarding console loading, ConLoad sets SM_LOAD
10:59:42  <Sacro> Darkvater: highlight :)
10:59:47  <Darkvater> hilight!
11:00:01  <Sacro> thats just saying hello with a torch
11:00:08  <jotham_> could a town hate me because i accidentally impacted its ability to expand?
11:00:13  <jotham_> i have no idea hwy this town hates my guts
11:01:57  * Brianetta highlights Darkvater
11:02:01  <Brianetta> Darkvater: THis is one
11:02:06  <Brianetta> Darkvater: So is this
11:02:29  <Brianetta> jotham_: It hates you because you killed trees and changed the scenery
11:02:41  <jotham_> i replanted all the trees, and it was a looong time ago
11:02:42  <jotham_> :\
11:02:48  <jotham_> god damn liberals
11:03:07  <Brianetta> liberals would have wished you all the best
11:03:19  <Brianetta> liberty is about freedom to build railways
11:03:27  <jotham_> heh!
11:03:46  <Sacro> http://www.civfanatics.net/uploads9/Star_trek_map2.jpg OH WOW
11:03:58  * Brianetta is a liberal democrat
11:04:03  * Sacro is too
11:04:22  <Brianetta> That's a party we have here in the civilised part of the world (:
11:04:34  <Rubidium> Darkvater: http://rubidium.student.utwente.nl/openttd/constify.diff <- would that be a good thing to do?
11:05:46  <jotham_> i'm from the uncivilised feral lands of the far south
11:06:03  * Brianetta shudders
11:06:05  <Sacro> norfolk?
11:06:09  <jotham_> so what can i do to get cuddles from this town?
11:06:11  <Brianetta> suffolk, you prat
11:06:13  <jotham_> kiwistan
11:06:24  <peter1138> Rubidium: doesn't it change stuff in the Window? hence const is not right?
11:06:25  <peter1138> or...
11:06:30  <Sacro> Brianetta: they're both southern
11:06:36  <peter1138> oh it's not directly in the window any more
11:06:45  <Brianetta> Sacro: t'was meant to be a witty riposte
11:06:52  <Sacro> ahh..
11:07:06  * Brianetta peruses the screenshots forum
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11:07:38  <Darkvater> Rubidium: let's see
11:07:39  <Rubidium> peter1138: it changes stuff in w->widget[x]
11:08:22  <Darkvater> don't think the diff's a good way to go
11:08:35  <peter1138> it's not really const
11:08:52  <peter1138> just possible due to the way the data is stored
11:08:54  <Darkvater> while it may technically be correct it does change your window. The const is there also for us saying: 'I guarantee you I will not change a thing'
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11:09:09  <Darkvater> hi Belugas_Gone
11:09:23  <Rubidium> so it would only be valid on the Is... ones
11:09:34  * peter1138 mutters about microsoft programs ignoring the font smoothing settings
11:09:48  <Darkvater> yes, is or get
11:09:53  <Darkvater> set definitely not
11:10:23  <Rubidium> ok
11:10:38  <Darkvater> well in general anything that changes; just querying
11:10:58  <Darkvater> did bjarni figure out why his iconv cannot convert UTF8 to UTF8-MAC?
11:12:19  <peter1138> UTF-8-MAC doesn't exist :D
11:12:37  <Darkvater> he
11:12:46  <Darkvater> I wonder how he came up with that then ;p
11:13:30  <Brianetta> infra++
11:13:53  <peter1138> only thing i can think of is some versions of iconv on OSX include UTF-8-MAC
11:13:57  <peter1138> but it's not there by default
11:14:14  <Rubidium> Darkvater: maybe from http://en.wikipedia.org/wiki/UTF-8#Mac_OS_X
11:14:24  <Darkvater> hurray for Apple of also starting to force you using their API...
11:14:34  <peter1138> like microsoft? ;p
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11:15:50  <Darkvater> yes
11:18:53  <Rubidium> Darkvater: http://rubidium.student.utwente.nl/openttd/widget_rework.diff <- what it does is adding a widget_count variable to windows, so we can check that when we want to change/query a widget (SetWidget(Disabled/Lowered/...)State); this would have made us aware of problems like r7350 and r7328. Furthermore it uses the new variable a few times instead of checks like widget.type != WWT_LAST.
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11:22:35  <Darkvater> Rubidium: I know what utf8-mac is (decomposed vs precomposed) but find it hard that their iconv implementation couldn't convert to and from
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11:24:13  <Darkvater> Rubidium: how would that handle dynamic assignment of widgetdescs to a window?
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11:25:27  <Rubidium> hmm, where is that done?
11:26:14  <Rubidium> not via 'void AssignWidgetToWindow(Window *w, const Widget *widget)' ?
11:26:33  <Darkvater> it's not done? good :)
11:28:20  <Darkvater> why did you change the widget-pointer parameter into a window and an index?
11:29:25  * peter1138 ponders that big scrollbar change...
11:29:26  <Rubidium> cause I always found IsWidgetLowered and IsWindowWidgetLowered duplicates of eachother
11:30:19  <Darkvater> well it does save typing and additional indirection when you already have the widget
11:30:40  <Darkvater> eg you could do loops just wi++ instead of always going through the indeces
11:32:30  <Darkvater> me needa some food though :)
11:32:55  <peter1138> hmm
11:33:21  * peter1138 ponders saving of newgrf settings
11:33:26  <peter1138> in config file
11:34:10  <Rubidium> maybe, though the indirection you lose with going through the indices you gain by not dereference when checking different wi->type != WWT_LAST
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11:42:58  <Rubidium> in other words, I don't think the huge gain by using for (index = 0, wi = w->widget; wi->type != WWT_TYPE; index++, wi++) { .. }' outweighs 'for (index = 0; index < w->widget_count; index++) { wi = &w->widget[i]; .. }'
11:43:50  <Rubidium> anyway 'huge' performance gain versus readability (I shouldn't hit enter before I'm finished typing)
11:44:42  <Rubidium> so, I don't think the difference in performance outweighs the difference in readability
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12:13:11  <peter1138> http://fuzzle.org/o/grm.png
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12:25:45  <Darkvater> Rubidium: you wouldn't be using index of course, only wi++
12:28:04  <Darkvater> some checking would be nice of course to guard from stupid programmer mistakes
12:28:07  <jotham_> is there a tactic to taking away the resources from anothr person in multiplayer? my friend and i are playing and he seems to have taken all my iron ore, i don't see whats different between our stations
12:28:28  <Naksu> service the station more frequently
12:28:42  <jotham_> we both have 2 trains stopped at all times pretty much
12:28:49  <jotham_> 4 8 length trains for 1 mine heh
12:28:56  <Naksu> advertise in the iron mine's home town or buy exclusive transporting rights
12:29:24  <jotham_> yeah there is no buy button, so i must not have that turned on
12:29:37  <Naksu> or you dont have enoughm oney :)
12:29:56  <jotham_> i mean there is no button
12:30:46  <jotham_> so i just run an advertising campaign in the city?
12:31:17  <peter1138> there's the "buy exclusive rights" thing ;)
12:31:31  <peter1138> also build statues in the industry's associated town
12:31:38  <peter1138> that whacks your rating up a lot
12:31:46  <jotham_> where are statues?
12:31:49  <peter1138> s/statues/a statue/
12:31:55  <peter1138> in the town window
12:32:03  <peter1138> same place as advertising
12:32:07  <jotham_> yeah i don't have any of that stuff
12:32:12  <jotham_> i think it's not in this version
12:36:53  <peter1138> you must be using something ancient then
12:37:08  <jotham_> OpenTTD 0.4.9
12:37:09  <jotham_> er
12:37:11  <jotham_> 0.4.8
12:37:19  <peter1138> like, non-ttd
12:37:43  <Tefad> hehe
12:37:51  <Tefad> maybe he doesn't have enough funds
12:38:06  <peter1138> maybe
12:38:21  <peter1138> or doesn't know where they are
12:39:56  <Tefad> heeee
12:41:29  <jotham_> you mean in the menu where it says small campaign, medium, large eh
12:41:42  <jotham_> yeah i've never seen anything other than those 3
12:42:00  <jotham_> oh well bed time, stayed up way to late playing this with my friend :p
12:42:08  <Darkvater> jotham_: how much money do you have?
12:42:28  <jotham_> i quit, but i had less than 200k
12:42:37  <Darkvater> how much is a large campaign?
12:42:38  <jotham_> we were making about 800-900k a year
12:42:41  <jotham_> 66k
12:42:56  <Darkvater> hmm don't think you had enough money for exclusive transport rights
12:43:05  <jotham_> the statue is what interested me
12:43:14  <jotham_> oh well
12:43:16  <jotham_> night
12:44:06  <peter1138> statue is about 200k iirc
12:44:56  <mikk36> hey :)
12:45:15  <mikk36> question: can i get old vehicles back to the list after they expired ?
12:45:26  <mikk36> changing the option did not seem to work
12:45:34  <Darkvater> type 'resetengines' in console
12:45:39  <mikk36> thanks
12:45:53  <mikk36> damn
12:45:59  <mikk36> says it's forbidden in multiplayer
12:46:18  <Darkvater> yes
12:46:27  <mikk36> and why ?
12:46:54  <mikk36> any technical reasons ?
12:47:03  <Darkvater> the command is more of a hack
12:47:05  <peter1138> it would need syncing across all clients
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12:47:13  <peter1138> and the server
12:48:04  <mikk36> well, i have access to the server console...
12:51:05  <Darkvater> unless you change the source you cannot do it
12:51:58  <Darkvater> hmm we could add the resetengines procedure to the _patches.vehicles_expore callback function. Since KUDr_wrk made it so those get executed everywhere, it should play along nicely
12:54:16  <peter1138> depends if you want it to happen then, heh
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13:01:31  <mikk36> another question: is it possible to remove password from someone's company ?
13:02:07  <mikk36> i really need it :P
13:02:12  <Darkvater> M  12/ 4  1.3312 o_O dollar is really falling
13:02:25  <mikk36> 1 train went nuts and it really stops the whole system (shared tracks)
13:02:35  <Darkvater> only Friday it was 1.30
13:03:15  <Darkvater> you can't remove pw save for saving game and reloading server; then all pw's are reset
13:03:44  <mikk36> hmm, ok
13:04:10  <mikk36> what was the command-line option to load a save ?
13:06:25  <Darkvater> 'load' perhaps?
13:06:31  <Darkvater> just a wild guess
13:20:27  <CIA-1> peter1138 * r7351 /trunk/rail_gui.c: -Fix (r6619): Disabled platform length and numbers were not reset for the default station.
13:21:22  <Rubidium> Darkvater: I can imagine that IsWidget(Hidden|Disabled) are 'better' for a few select cases (only in window.c and widget.c), but I think those functions should not be used by any other file than window.c and widget.c.
13:21:52  <Rubidium> and should therefore not be in window.h
13:22:03  <Darkvater> wtf i was just going to type you something ;p
13:22:10  <Darkvater> you must be psychic
13:22:59  <Rubidium> 'big brother' would be a more logical explanation :)
13:23:27  <Darkvater> Rubidium: you can go ahead I guess. They could probably be made local to those files if really needed
13:23:58  <Rubidium> should I split the patch into multiple smaller pieces, or is it small enough?
13:24:18  <Darkvater> for example in your diff line ~147 you moved the disabled check above the widget-assignment to guard against out-of-bounds array access. But that is totally unneccessary since GetWidgetFromPos already checks for that
13:24:38  <peter1138> Surgestions!
13:25:07  <Darkvater> you can if you want, split this and window constness
13:25:53  <Darkvater> peter1138: didn't you pist a pic of the gui earlier today? I seem to have missed it
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13:27:00  <peter1138> http://fuzzle.org/o/grm.png
13:27:01  <peter1138> that one?
13:27:13  <Darkvater> ah yes
13:27:27  <peter1138> with working status ;)
13:28:09  <Darkvater> ah additional text for zhe colour-boilnd?
13:28:09  <peter1138> i'm unifying grffile->flags and grfconfig->flags
13:28:12  <Darkvater> eh blind
13:28:14  <Darkvater> not boiled
13:28:25  <peter1138> yes
13:29:09  <Darkvater> we need clickable URL's ;p
13:29:29  <Darkvater> how does set parameters look? Simple editbox? why is it disabled?
13:29:46  <peter1138> simple edit box
13:29:53  <peter1138> because you can't change anything in game
13:30:04  <Darkvater> ah
13:30:26  <peter1138> could be supported
13:30:34  <peter1138> the grfs would need reloading
13:30:41  <peter1138> not a huge problem
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13:30:44  <Darkvater> +syncing
13:30:50  <peter1138> yeah
13:31:03  <peter1138> if i allow that i wouldn't allow it in a network game :)
13:32:09  <Darkvater> ah, hmm. put it on a todo list then as something perhaps interesting
13:32:45  <Darkvater> what is the role of the [newgrf] section in openttd.cfg now? Same as with _patches? Default files for new games?
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13:34:55  <peter1138> default for new games, yes
13:36:24  <Darkvater> does 'remove' remove from list and reload grf's?
13:36:38  <Darkvater> oh wait, it'snot supported ingame
13:37:02  <CIA-1> rubidium * r7352 /trunk/ (window.c window.h):
13:37:02  <CIA-1> -Codechange: add widget_count parameter to the window.
13:37:02  <CIA-1> -Codechange: check whether widget indices are valid for all the (Set|Is)WindowWidget(Disabled|Lowered|Hidden) and related functions.
13:37:28  <Darkvater> hmm it might be advantegous to support it. You don't want to start a new game just cause you found a new infra-landscape
13:38:14  <Darkvater> o_O
13:38:24  <Darkvater> tfarago@arrakis:~/openttd> make
13:38:24  <Darkvater> ===> Compiling language czech
13:38:24  <Darkvater> lang/czech.txt:24: FATAL: Invalid case-name 'big'
13:38:56  <Rubidium> 07:11 < MiHaMiX> Rubidium: next commit to czech will fix them
13:39:03  <CIA-1> rubidium * r7353 /trunk/window.h: -Codechange: constify Window* in IsWindowWidget(Lowered|Hidden|Disabled)
13:39:07  <Brianetta> infra++
13:39:22  <Brianetta> I get around the many-newgrfs problem by having many config files
13:39:39  <Brianetta> I have openttd-peter.cfg, openttd.cfg, openttd-newgrfs.cfg, etc
13:39:48  <Darkvater> wonder why it broke...
13:40:08  <Brianetta> So much easier than that silly comment-out-the-lines suggestion in the wiki
13:40:32  *** scia [~scia@AveloN.xs4all.nl] has joined #openttd
13:40:39  <Brianetta> especially since my peter one has the fuzzle server details in it (:
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13:44:15  <peter1138> heh
13:45:27  <CIA-1> peter1138 * r7354 /trunk/ (newgrf.c newgrf.h newgrf_config.c newgrf_config.h): -Codechange: Remove grffile->flags and use grfconfig->flags exclusively. Update action 7/9 now that we know if GRFs are disabled.
13:46:19  <CIA-1> rubidium * r7355 /trunk/ (graph_gui.c main_gui.c order_gui.c window.c): -Codechange: replace 'for (i = 0; w->widget[i].type != WWT_TYPE; i++)'-type for loops with 'for (i = 0; i < w->widget_count; i++)'-type for loops
13:46:33  <peter1138> Darkvater: it's easy to allow
13:47:23  <peter1138> i'd have to tweak it to do the loading, but not that much trouble
13:48:11  <Darkvater> let's crystallize this first, then we'll see if the tweaking should go into RC1 or only later
13:48:57  <Darkvater> gdb ./openttd
13:49:01  <Darkvater> h
13:49:03  <Darkvater> jezus
13:49:41  <peter1138> hmm?
13:49:43  <mikk36> uhm, ok
13:49:56  <mikk36> i tried to put the server up in my own computer
13:50:00  <mikk36> still getting desync on join
13:50:22  <mikk36> A64 3200+, 1gig PC2700...
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13:53:10  <mikk36> w00t
13:53:11  <mikk36> error :D
13:53:34  <mikk36> !AiChooseShipToReplaceWith
13:53:49  <mikk36> just opened that multiplayer savegame in my own comp
13:54:29  <Darkvater> it isn't a new game you've used is it? Probably a scenario from TTDLX?
13:55:00  <mikk36> it's a random gen'd map, player to year 2066, with miniIN 7311, opened in 7344 now
13:55:17  <Darkvater> ah miniin
13:55:32  <mikk36> i aint complaining, just letting u know
13:55:41  <Darkvater> no use letting us know
13:55:55  <mikk36> hm ok :P
13:56:10  <mikk36> well, ai shouldn't be touched anyway in miniin ?
13:57:17  <CIA-1> rubidium * r7356 /trunk/ (widget.c window.c window.h):
13:57:17  <CIA-1> -Codechange: replace 'for (i = 0, wi = w->widget; wi->type != WWT_LAST; i++, wi++)' type for loops with 'for (i = 0; i < w->window_count; i++) { wi = &w->widget[i];'-type for loops for better readability.
13:57:17  <CIA-1> -Codechange: use IsWindowWidget(Disabled|Hidden) in favor of IsWidget(Disabled|Hidden).
13:58:16  <Darkvater> Rubidium: isn't r7356 the same as  7355?
13:58:50  <Rubidium> no, in 7355 there was no need for wi = &w->widget[i] (so the less controversial changes)
13:59:04  <Darkvater> ah
13:59:13  <Rubidium> now we can easily revert r7356 if it's proven to be too slow
13:59:25  <Brianetta> mikk36: OpenTTD devs don't know what might be changed in MiniIN.  Since the code has been very significantly changed, it's simply not worth assuming that any MiniIN bugs are in trunk.
13:59:33  * Darkvater wonders what WWT_TYPE is
13:59:52  <Rubidium> a typo :)
14:00:16  <Darkvater> Rubidium: performance impact will be about 0% since those loops compared to pathfinding or vehicles is non-existent
14:01:02  <Rubidium> that's true
14:04:12  <Rubidium> http://rubidium.student.utwente.nl/openttd/rail_cmd_accessor.diff <- removes a pair of direct map accesses
14:05:53  <Darkvater> focus people :)
14:06:09  <Darkvater> this is not really the time for random cleanup-commits
14:06:33  <mikk36> Brianetta
14:06:48  <mikk36> could u give me the openttdcoop files ?
14:07:39  <Brianetta> mikk36: Not easily.  They're available from tt-forums.
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14:12:32  <Darkvater> Rubidium: regarding that patch...we have nothing better than looping the var and counting the bits?
14:13:26  * peter1138 ponders committing this GUI
14:14:15  <Darkvater> what is the subject of thy pondering?
14:14:59  <mikk36> uhm, newgrfs went where ?
14:15:03  <mikk36> root or data?
14:15:07  <peter1138> data
14:15:28  <Rubidium> don't think so, though... Intel wants to add a 'pop counter' to it's SSE4 instruction set
14:16:28  <Rubidium> could use the 'for_each_bit' macro, but it's essentially the same
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14:16:39  <Darkvater> hmm it basically counts the number of rail pieces on the track right?
14:16:45  <Darkvater> s/track/tile/
14:16:51  <Rubidium> yes
14:16:57  <Darkvater> don't we have a function for that?
14:17:08  <peter1138> Darkvater: http://fuzzle.org/o/grfgui/1.png
14:17:12  <peter1138> is that acceptable?
14:17:41  <peter1138> some had reservations, personally i like the quit button being on its lonesome
14:17:42  <Darkvater> then we could do for (i = count(track); i != 0; i--) {} and cost += _prices.rail * count(track);
14:18:06  <Darkvater> I would prefer that personally
14:18:23  <Darkvater> hmm
14:18:49  <Darkvater> peter1138: ttdp has it in 'game options' but I think that's too hidden
14:18:58  *** Belugas_Gone is now known as Belugas
14:19:21  <Darkvater> ottd has the quit button on the left side though ;p
14:19:54  <Darkvater> I think 1.png is doable unless you have other proposals forme
14:20:25  <peter1138> left side? hmm?
14:20:48  <Darkvater> I prefer right as well though
14:21:12  <peter1138> you're right about lists btw
14:21:20  <peter1138> a lot of this gui code is nasty list manipulation...
14:21:30  <peter1138> maybe i should be an array, heh
14:21:30  <peter1138> *it
14:21:48  <peter1138> then i'd be complaining about reallocs etc
14:22:00  <Darkvater> CBlobT
14:22:05  <peter1138> later
14:22:43  <Darkvater> hmm
14:22:47  <Darkvater> ' Do a conditional sum depending on a possible whole host of parameters
14:22:47  <Darkvater> ' The format is as such:
14:22:47  <Darkvater> ' InputRange to check, [Comparator], DataRange to check against,
14:22:48  <Darkvater> ' ... [previous three repeated ad infinitum], DataRange to sum
14:22:54  <Darkvater> what the hell does this mean?
14:22:58  <peter1138> "foo"
14:23:14  <Darkvater> I wrote it a year ago and have no idea whatsoever how I used it ;p
14:23:53  * Darkvater writes a new function that probably does exactly the same :)
14:26:07  <Rubidium> Darkvater: for (i = count(track); i != 0; i--) won't work for the last hunk of that diff
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14:26:44  <Darkvater> Rubidium: why? Does it make a difference in what order you remove the track-pieces (i)?
14:27:11  <Rubidium> it is important which piece of rail you try to remove
14:27:33  <Rubidium> and i, in that loop, is the TRACK_DIR
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14:28:01  <Darkvater> hmm, judging from the diff only it removes all tracks
14:28:07  <Darkvater> I should probably look at source
14:28:11  <CIA-1> peter1138 * r7357 /trunk/ (8 files in 2 dirs): -Codechange: new NewGRF set up window which allows modification of NewGRF settings.
14:29:20  <Darkvater> hehe
14:29:21  <Darkvater>    /* XXX: Why the fuck do we remove these thow signals first? */
14:29:31  <Darkvater> I bet that was a Celestar comment
14:30:31  <CIA-1> peter1138 * r7358 /trunk/ (openttd.vcproj openttd_vs80.vcproj): -Codechange: add newgrf_gui.c to MS project files
14:30:35  <Rubidium> good question, as DoCommand(tile, 0, i, flags, CMD_REMOVE_SINGLE_RAIL); removes them and lets you pay for them
14:31:17  <Darkvater> why this elaborate loop to remove *ALL* pieces instead of all at once?
14:32:21  <Rubidium> because there is no CMD_REMOVE_ALL_RAIL
14:33:10  <Darkvater> what is the actual use of this function? dynamite removes all; bulldozer removes only a single piece
14:33:58  <Rubidium> it is the Clear_Tile function, so the 'remove all' (dynamite) function
14:34:10  <Darkvater> o_O
14:35:15  <Rubidium> http://rubidium.student.utwente.nl/openttd/how_about_this.diff
14:35:28  <Rubidium> untested though
14:36:21  <Rubidium> ok, it seems to work correctly
14:36:39  <peter1138> how_about_this
14:36:44  <peter1138> you're naming your diffs like mine...
14:36:54  <Darkvater> hmm, donnu
14:37:07  <Darkvater> what does svn blame say? Best to leave this piggy alone until after 0.5
14:37:12  <Darkvater> don't want any nasty surprises
14:41:45  * Brianetta argues with SHADOW-XIII on #tycoon about why a PSP port isn't a viable propostion
14:42:20  <Brianetta> Being a PSP owner, naturally I'd love it, but it's a trusted platform.  Nothing runs without either Sony's approval or a cracked OS.
14:42:45  <hylje> i approve of a handheld port for ottd
14:42:58  <Brianetta> Yeah
14:43:02  <Brianetta> Trouble is, I have PSP or Palm
14:43:08  <Brianetta> Neither are capable of running OpenTTD
14:43:21  <Brianetta> My PocketPCs are all a bit knackered
14:43:47  <Rubidium> Darkvater: the 'great' distinction between signalled and non-signalled is since r1567, the for (i = 0; track != 0; i++, track >>= 1) is since r1
14:46:34  <Darkvater> hacky... :)
14:46:58  <hylje> magic numbers!
14:50:55  <pv2b> yy
14:51:05  <pv2b> i've found a savegame that will predictably and repeatedly crash
14:51:26  <Darkvater> pv2b: do you want a cookie?
14:51:42  <pv2b> Darkvater: maybe after you persuade me to send it somewhere :-)
14:51:45  <Brianetta> I bet I could make such a saved game given a few mins with hexed
14:51:48  <Darkvater> hehe :)
14:51:58  <Darkvater> pv2b: what kind of crash and what version?
14:52:02  <pv2b> Brianetta: except i this one was found in the wild
14:52:15  <pv2b> Darkvater: a hang, on mac os x, on 0.4.8
14:52:42  <pv2b> actually, i might have found two bugs in one shot
14:52:47  <pv2b> let me try something
14:53:38  <pv2b> yeah
14:53:52  <pv2b> first bug, the assertion failed window doesn't pop up properly whne openttd is in fullscreen on os sx
14:53:55  <pv2b> os x
14:54:18  <Darkvater> ok, next one
14:54:27  <pv2b> second bug, the assertion fails as follows:
14:54:29  <Darkvater> that's bjarni's thing
14:54:57  <pv2b> AircraftController in aircraft_cmd.c (line 771) "v->u.air.pos < GetAirport(st->airport_type)->nofelements"
14:55:13  <pv2b> might be a typo in there somewhere but the filename and line number are correct
14:55:39  <Darkvater> the second one is more interesting...post it on bugs.openttd.org
14:55:48  <pv2b> can you post attachments?
14:55:51  <Darkvater> yes
14:56:12  <pv2b> should i post the first one too, or will you talk to bjarni?
14:56:36  <Darkvater> you can post the first one as well and assign it to bjarni
14:56:46  <pv2b> should I include an entire set of autosave files?
14:56:49  <pv2b> or just the last one?
14:56:55  <pv2b> i figure an entire set might help with regression testing
14:57:20  <Darkvater> last one for the time being, then I'll check it and tell you if more are needed
14:57:25  <pv2b> oh wait a minute. aircraft. what was the last thing pertaining to aircraft i did.
14:57:37  <pv2b> ah yes, i started autoreplacing the,
14:57:48  <pv2b> let me try stopping it and seeing if it still crashes 10 days in
14:57:56  <Darkvater> why doesn't that surprise me?... autoreplace
14:58:46  <pv2b> nope, that did not cause the problem it seems
14:59:05  <pv2b> i'll keep a zip with the autosave files around just in case
15:00:00  <Darkvater> great :)
15:00:25  <pv2b> yay
15:00:30  <pv2b> there's a bug in the bug tracking system
15:00:32  <pv2b> i'm on a roll
15:01:05  <pv2b> Notice: Undefined variable: register_text in /www/openttd.org/bugs/scripts/modify.php on line 607
15:01:08  <pv2b> Notice: Undefined index: project_title in /www/openttd.org/bugs/scripts/modify.php on line 607
15:01:11  <pv2b> i get that when trying to register a new account :-)
15:01:14  <pv2b> Notice: Undefined index: flyspray_userid in /www/openttd.org/bugs/includes/notify.inc.php on line 264
15:02:05  <peter1138> Brianetta: shadow-xiii used to be *the most* anti-ottd person you'd ever seen
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15:04:32  <mikk36> can i change difficulty from console ?
15:04:36  <peter1138> no
15:04:40  <mikk36> damn
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15:08:35  <mikk36> erm
15:08:36  <mikk36> ok
15:08:38  <mikk36> fun :D
15:08:47  <mikk36> nightly 7130 with some grf's
15:08:55  <mikk36> max_companies = 1
15:09:01  <mikk36> and now there are 2/1 companies :D
15:09:34  <peter1138> heh
15:10:09  <pv2b> Darkvater: hwo do you attach files?
15:10:20  <Brianetta> peter1138: He's a bit of a nob.
15:10:24  <Darkvater> there is some upload field/button there
15:10:30  <pv2b> no there isn't
15:10:34  <pv2b> maybe if you're a registered user
15:10:38  <Darkvater> yes
15:10:42  <pv2b> but as i pointed out earlier, the register function is broken
15:11:24  <Darkvater> then we'll have to wait until it's fixed
15:11:41  <pv2b> there's another way
15:11:45  <pv2b> can you attach files after the bug has been posted?
15:12:15  <pv2b> in that case, i could post the bug anonymously, send you the savegame, and have you attach it
15:13:54  <Darkvater> I think you can yes
15:14:01  <Darkvater> but you'll have to wait till this evening
15:14:10  * Darkvater is not in a position to post attachments
15:14:21  <pv2b> in that case i'll upload it on HTTP or something
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15:31:02  <Darkvater> http://news.com.com/2100-1029_3-6140191.html
15:31:03  <Darkvater> :O
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15:35:43  <pv2b> there we go. 4 bug reports posted.
15:36:02  <pv2b> Darkvater: heh, i've seen that kind of phone on sale in spy shops
15:36:10  <pv2b> usually a modded low-end nokia that functions as a bug even when powered down
15:36:15  <pv2b> so i can't say i'm surprised
15:37:09  <pv2b> only way you can be kinda sure it's really powered down is to remove the battery. only way to be really sure there isn't a backup battery is, well, to leave the cell phone out of microphoneshot of important conversations
15:37:38  <Darkvater> i guess you'll be able to bay tin-foil boxes soon to put your mobile in
15:37:46  <Darkvater> buy
15:38:24  <pv2b> http://www.antikprat.se/shop/product_info.php?cPath=34&products_id=76&osCsid=6efd7821459a7addafc84838657804e4
15:38:27  <pv2b> there we go :-)
15:38:58  <scia> just remove the batteries
15:39:15  <pv2b> scia: what if there's a seperate backup battery for hte bug transmitter+
15:39:45  <scia> yes, "what if" :p
15:39:59  <pv2b> hell, if i were to make a cell phone bug, that's what i'd do
15:40:34  <scia> remove that one too then :D
15:40:47  <pv2b> you'd have to, like, open the phone first
15:40:57  <pv2b> it's not going to be user-removable
15:42:05  <pv2b> and you'd have to know there is a bug on your phone
15:42:08  <pv2b> i guess that's the main point
15:45:18  <scia> it just isn't fun to be a criminal anymore :(
15:45:20  * scia quits
15:45:21  <scia> :p
15:46:01  <Brianetta> peter22minutesto12 (:
15:46:31  <scia> (: :)
15:46:40  <scia> bbl
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15:46:57  <CIA-1> rubidium * r7359 /branches/newhouses/newgrf_town.c: [NewHouses] -Fix: ttdpatch vars are little endian.
15:47:00  <Faux> Whilst it's relatively quiet around here, does anyone know what happened to the GPMI stuff?
15:51:31  <Naksu> gpmi=
15:51:36  <Naksu> `?
15:51:55  <peter1138> there is no gpmi
15:52:07  <peter1138> you must be imagining it
15:52:48  <Darkvater> http://www.tt-forums.net/viewtopic.php?t=28759
15:52:51  <Darkvater> he it never is good
15:53:15  <Darkvater> gradual loading doesn't mean 1-vehicle at a time or does it?
15:53:58  <hylje> it shouldnt
15:53:58  <peter1138> no
15:54:07  <peter1138> but the old improved loading algorithm does
15:54:27  * Darkvater wonders what 'improved' is about it :)
15:54:28  <peter1138> ok
15:54:35  <Darkvater> ok now that was some great english right there
15:54:38  <peter1138> the *real* point is to load up one vehicle at a time
15:54:59  <peter1138> so you don't have 4 trains waiting and then all leaving at once
15:55:05  <Faux> peter1138: Aww, if it'd worked it could have been awesome. :)
15:55:08  <hylje> load one vehicle faster than the rest
15:55:24  <Darkvater> peter1138: I know..the question is why it is 'improved' ;)
15:55:32  <Darkvater> it's more like 'different'
15:56:10  <hylje> if one vehicle was to be loaded at a time, it shouldnt be slow
15:56:24  <hylje> if it was, hueg stations would be kinda useless
15:57:20  <Darkvater> hylje: the point of the patch is usually for stations that are empty, or are not able to satisfy the demand from trains in a single 'tick'
15:57:44  <Darkvater> hylje: because then without the patch all trains would load for let's say 95% and stay there for 2 more months to get the remaining 5% and leave all at once
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15:58:10  <hylje> yeah.
15:58:33  <hylje> if the loading was gradual (like 20 items at a time), the trains would need to wait so much longer there
15:59:16  <Darkvater> well not that much since they have to wait for fill-up anyways
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16:01:07  <hylje> in the case of secondary industry?
16:02:10  <Darkvater> no I mean gradual+improved
16:02:19  <Darkvater> "We're sorry, but an error unrelated to your query has occurred."
16:02:24  <Darkvater> oh joy...
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16:14:28  <CIA-1> glx * r7360 /trunk/lang/ (28 files in 2 dirs): -Cleanup r7357: Update STR_NEWGRF_FILENAME and STR_NEWGRF_GRF_ID in all languages
16:21:55  <Brianetta> What's the recommended tab-stop distance for openttd code?
16:24:04  <Naksu> Brianetta: just use the one you like, they'll tell you if you've done something wrong :)
16:24:09  <Naksu> altho
16:24:14  <Brianetta> They won't
16:24:24  <Naksu> there are some code style outlines in the wiki i think
16:24:28  <Brianetta> I'm altering my tab script so that it shows code pasted to the channel better
16:24:47  <Brianetta> I used to get a I instead of a tab
16:25:08  <Brianetta> "This script replaces the evil inverted 'I' with a configurable number of whitespaces"
16:25:27  <glx> 2 should be enough :)
16:29:41  <peter1138> i use 4
16:36:54  * Sacro uses 4 also
16:38:38  <Belugas> i'm fine with 2, both in Delphi and OpenTTD
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16:42:23  <tosse> hi, is it ok to ask questions about how to do things ingame here?
16:44:38  <Belugas> of course, tosse
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16:47:10  <tosse> im quite a ttd noob..    i have a train which can carry both steel and wood
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16:47:33  <tosse> at one station i want it to load sttel and transfer wood thats going to another station
16:47:58  <tosse> and at the other one i want to load the wood and unload the steel
16:50:45  <Progman> load wood again or unload it at the second station?
16:52:48  <tosse> first station: load steel and transfer wood (to be taken by another train to another station, and then to another staiton to the final destination)
16:53:03  <tosse> second station: load wood and unload steel
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16:54:40  <Belugas> orders are commun to the overall train, not specific to the cargos nor wagons.
16:54:58  <Belugas> so, why don't you use two trains instead?
16:55:21  <Belugas> or, as i do, if the distance is not too far between your two stations, use trucks?
16:55:37  <tosse> ok, so it cant be done the way i want?
16:56:17  <DannyA> Have you looked at http://wiki.openttd.org/index.php/Transfer_order%2C_setting_up_feeder_systems tosse? There's some stuff about setting up transfers etc.
16:57:01  <tosse> DannyA: yeah, but it doesnt seem to let me transfer and load at the same station
17:01:42  <DannyA> Yeah, I think you need two trains to do that.
17:01:55  *** LaPingvino [~chatzilla@82-171-74-245.dsl.ip.tiscali.nl] has joined #openttd
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17:05:17  <DannyA> KUDr, you around today?
17:05:25  <KUDr_wrk> always
17:05:32  <KUDr_wrk> but busy
17:05:43  <DannyA> as always too I spose
17:05:55  <KUDr_wrk> yep
17:06:28  <DannyA> I was thinking about adding a new penalty/patch for yapf to help with merging...
17:07:05  <KUDr_wrk> you have sources so play with it
17:07:25  <KUDr_wrk> when you will have patch, we can ask others if they like it
17:07:41  <KUDr_wrk> and if yes, we can add it
17:08:15  <DannyA> Something where if the segment merged with another, it would look down the other way and see if there are any red signals the same distance away from the merge - if that makes sense
17:09:12  <KUDr_wrk> smells like cooperative signals
17:09:24  <DannyA> stinky?
17:09:27  <KUDr_wrk> choosing which train will go first
17:09:50  <KUDr_wrk> this is now waiting for newsig
17:09:59  <Sacro> newsig?
17:10:17  <KUDr_wrk> where signal will hold some info about reservations
17:10:22  <hylje> magic sig
17:10:23  <KUDr_wrk> newsignals
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17:12:08  <DannyA> i thought I might be able to hack together something which would work with things as they are now by penalising based purely on distance.
17:12:36  <DannyA> Does the newsignals include moving them to tile edges?
17:12:53  *** |Jeroen| [~jeroen@dD5772982.access.telenet.be] has joined #openttd
17:14:50  <KUDr_wrk> as first step probably
17:15:08  <KUDr_wrk> you can try anything
17:15:27  <KUDr_wrk> newsignals should not stop you
17:15:35  * KUDr_wrk is going home...
17:20:59  <tosse> another question..  if i have 3 towns on a line and have busses set up between the left and middle and middle and right, should i also set up busses between the left and right or will they go there automatically?
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17:26:23  <smeding> i don't think the passengers in OpenTTD give a shit where they go
17:26:27  <smeding> but i'm not sure
17:26:32  <hylje> they dont
17:26:35  <smeding> so don't use what i say as a definitive source
17:26:45  <hylje> you can haul them locally or around the world
17:26:45  <tosse> ok  :)
17:26:52  <hylje> no one cares
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17:27:09  <hylje> you just get better profit for longer routes
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17:29:17  <Wolf01> ello
17:31:48  <peter1138> hmm
17:31:49  <peter1138> lagged
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17:38:48  <Maedhros> hello
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17:45:16  <Wolf01> :'( stupid dslinux without bash
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17:50:37  <Sacro> "Einzelne" <- any germans?
17:51:27  <gigajum> need a translation?
17:52:52  <Sacro> gigajum: would be nice
17:52:56  <gigajum> several
17:53:09  <Sacro> hmmmm...
17:53:17  <Sacro> i should probably send the page through babelfish
17:53:28  <gigajum> :)
17:54:49  <CIA-1> glx * r7361 /branches/MiniIN/lang/ (bulgarian.txt ukrainian.txt): [MiniIN] -Fix r7244: restore bulgarian and ukrainian languages
17:55:06  <glx> thanks gigajum :)
17:55:46  <Brianetta> Sacro: dict.leo.org
17:55:57  <Sacro> Brianetta: ooh thanks
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18:14:52  <mikk36> hey again :)
18:15:10  <mikk36> question: in the coop games u do those remote blocks for trainstations
18:15:10  <mikk36> how ?
18:16:03  <Progman> mean pre-signals?
18:16:14  <mikk36> no
18:16:32  <mikk36> remote station blocks to get assured goods acceptance etc
18:17:12  <Progman> aaa stationwalk
18:17:36  <Progman> build just a 1x1-tile-station at your station
18:17:47  <Progman> and continue this if you reach the town or whatever you want
18:17:55  <Progman> then delete the old tiles of the station
18:18:02  <mikk36> hmm, ok
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18:54:37  <peter1138> Darkvater, ping?
18:55:06  <Darkvater> pong
18:55:14  <peter1138> Rubidium's been hard at work
18:55:17  <peter1138> http://mickysoft.nl/openttd/server_detail.php?id=7563
18:57:17  <CIA-1> Darkvater * r7362 /trunk/fontcache.c:
18:57:17  <CIA-1> -Fix (r7337): Free the freetype face after any possible error. For win32 do not use the
18:57:17  <CIA-1>  last font in the registry if no suitable font is found.
18:58:20  <Darkvater> looking nice Rubidium (peter)
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19:06:27  <jotham_> heh, my country has a shortage of 20 cent coins
19:07:05  <Nigel> jotham_, so does *my* country
19:07:20  <jotham_> pfft
19:07:22  <Nigel> :P
19:07:23  <jotham_> you wish
19:07:45  *** Mucht_ [~Mucht@p57A0D074.dip.t-dialin.net] has quit [Ping timeout: 480 seconds]
19:07:59  <jotham_> what's #linode
19:08:01  <Nigel> Reserve Bank are idiots, they should be fired
19:09:50  *** lolman [~john@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd
19:09:58  <Maedhros> hmm. the grf saveload stuff really doesn't like ccol2w.grf... (grfid = FFFFFFFF, md5sum = "0" * 32)
19:10:15  <jotham_> damn was hoping it was linODE
19:10:25  <jotham_> not that i was particularly sure what linODE would be
19:10:26  <Maedhros> although there doesn't seem to be any difference if i get rid of it entirely anyway
19:10:37  <peter1138> there's no reason to include ccol2w.grf ...
19:11:13  <Maedhros> fair enough (i think it's probably left over from when the ukrs said it was required)
19:11:25  *** |Jeroen| [~jeroen@dD5772982.access.telenet.be] has quit [Ping timeout: 480 seconds]
19:14:37  <Darkvater> what's ccol?
19:14:58  <Maedhros> adding a newgrf doesn't seem to make it visible in the list unless you close and reopen the window though
19:15:29  <peter1138> Darkvater: 2nd company colour support for ttdpatch
19:16:16  <Darkvater> don't we have that file?
19:16:31  <peter1138> something similar, yes
19:16:42  <peter1138> so there's no need for it for us :)
19:16:57  * Maedhros deletes it, in that case :)
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19:21:02  * peter1138 wonders if Maedhros's gradual loading fixes got committed
19:21:11  <Maedhros> not yet
19:22:09  *** |Jeroen| [~jeroen@dD5772982.access.telenet.be] has joined #openttd
19:22:36  <Maedhros> (back in a bit - cooking)
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19:38:31  <jotham_> man i had a fucking dream about the statue option
19:38:46  <jotham_> my dreams have been really banal lately, i must be working too much
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19:43:35  <Bjarni> you had a dream about OpenTTD???
19:44:06  <jotham_> yeah had a few
19:44:14  <jotham_> i haven't had much of a life lately :p
19:44:31  <Bjarni> I can see that :P
19:44:45  <hylje> :D
19:45:54  <Bjarni> at one time, I was working on a certain feature (forgot which one) and as a result, I stared at the same window over and over until I got it right. Once it was ok, I went to bed and when I closed my eyes, I saw that window
19:46:03  <Bjarni> then I decided that I had been working too hard on it
19:46:06  <hylje> what
19:46:11  <hylje> you solve problems in your dreams
19:46:27  <Bjarni> actually I do
19:46:39  <Bjarni> the kick button could show up in my dreams
19:46:43  <Darkvater> Bjarni: any progress on utf8-mac?
19:46:52  <hylje> so you could get kicked from your own sleep?
19:47:08  <Bjarni> no, because I have not had time to look at it today
19:47:23  <hylje> look at it before going to sleep
19:47:25  * Darkvater suggest to find time to look at it :)
19:47:27  <Bjarni> hylje: it was more like kicking everybody else while I sleep
19:47:35  <jotham_> often if i have a software engineering problem and i am not happy with the sollutions i have, i will sleep on it and find them resolve themselves the next day
19:47:44  <Darkvater> < hockey
19:48:13  <Bjarni> *	Darkvater suggest to find time to look at it :) <-- I know one solution... get the planet to rotate slower so I get more hours each day
19:48:28  <hylje> that would be horrible!
19:48:45  <Bjarni> unless Darkvater can get that to work, I don't think I will get the time that's needed to solve this issue anytime soon
19:48:59  <Bjarni> hylje: yeah, but it would be the thing I need to do this
19:49:07  <Bjarni> I didn't say it would be a nice solution
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19:50:51  * Bjarni looks around for an innocent fool... err bright individual to solve the decomposed->precomposed issue
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19:51:29  <DoZzzZzzy> whats the server command to turn on realistic acceleration for trains??
19:53:01  *** Digitalfox [~digitalfo@bl8-41-26.dsl.telepac.pt] has joined #openttd
19:55:29  <Digitalfox> Hi.. I downloaded last nightly 7362.. And since there were big changes in newgrf, i made a backup of my game before applying this new build.. And the result was a pretty messy newgrf loading.. :) Anyway just wanted to say that the new newgrf manager is pretty cool.. Nice work team and peter ;)
20:00:00  *** Progman [~progman@p57A1E939.dip.t-dialin.net] has quit [Remote host closed the connection]
20:01:33  <peter1138> messy?
20:01:39  <peter1138> so, er, is it good or bad? :P
20:02:06  <DoZzzZzzy> whats the server command to turn on realistic acceleration for trains??
20:02:06  <Bjarni> Digitalfox: thank you. It's always nice when people like what we do :D
20:02:26  <Bjarni> DoZzzZzzy: I can't remember :/
20:02:32  <DoZzzZzzy> AAAH!
20:02:34  <DoZzzZzzy> =(
20:02:44  <peter1138> patch something 1
20:02:55  <peter1138> patch realistic_acceleration 1
20:04:20  <Digitalfox> well it didn't loaded correctly some newgrf buildings.. I'm trying to figuring it out..
20:04:37  <Digitalfox> That last answer was for pete ;)
20:05:15  * Maedhros returneth
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20:06:20  <Digitalfox> It looks like newtown_415.grf isn't loading properly
20:06:33  <Digitalfox> some buildings don't show up
20:08:18  *** |Jeroen| [~jeroen@dD5772982.access.telenet.be] has quit [Quit: Whoopsy]
20:08:23  <DoZzzZzzy> ty peter1138!!! :D
20:08:24  <peter1138> i don't know what that is
20:08:50  <peter1138> either it loads or it doesn't o_O
20:08:54  <peter1138> hmm
20:08:58  <peter1138> where can i get a copy?
20:09:59  <peter1138> http://www.tt-forums.net/viewtopic.php?t=20781
20:10:00  <peter1138> that?
20:10:06  <peter1138> hmm, yes
20:10:30  <Digitalfox> yes.. The traffic set doesn't load too..
20:11:24  <Digitalfox> here for the traffic set http://users2.tt-forums.net/ttdur/ttdur.htm
20:11:50  <Digitalfox> maybe it's just me :|
20:12:00  <peter1138> that page keeps loading up advertisements...
20:12:47  <Digitalfox> what??? :| It's the page from TTD Urban renewal
20:12:53  <peter1138> yes
20:13:06  <Digitalfox> the page it's working fine here
20:13:09  <peter1138> it works fine
20:13:13  <peter1138> but pops up an advert
20:13:26  <Digitalfox> strange with firefox 2, no popup
20:14:07  <DaleStan> Not here either. FF 1.5 doesn't report that it blocked a popup, and Adblock doesn't report that it blocked anything.
20:14:26  <Maedhros> galeon reported that it blocked a popup, here
20:14:51  *** |Jeroen| [~jeroen@dD5772982.access.telenet.be] has joined #openttd
20:14:52  <Naksu> um
20:14:58  <Naksu> adblock not reporting is a feature
20:15:05  <Naksu> mainly because it blocks something from every page
20:15:27  <DaleStan> I checked the list of Blockable elements and nothing was listed as blocked.
20:16:03  <Digitalfox> with ie6 SP2 no popup.. :|
20:16:19  <DaleStan> When I go to, eg aol.com, it lists several doubleclick.net scripts as blocked.
20:16:58  <Digitalfox> eheheh, no spyware in your pc peter?? ;)
20:21:33  <peter1138> Digitalfox: both those grfs appear to work fine for me
20:21:50  <peter1138> and no, it's unlikely
20:22:03  <peter1138> could be the counter, as that uses javascript from a third party site
20:22:32  <peter1138> also the stats link doesn't work
20:22:39  <peter1138> looks fairly likely
20:23:03  <Digitalfox> ok.. Maybe it has something to do with my newgrf combination.. Going to do some more tests.. :)
20:23:44  <peter1138> now to fix the gui bugs
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20:28:20  <CIA-1> peter1138 * r7363 /trunk/newgrf_gui.c: -Fix (r7357): Update count of NewGRFs when adding an file
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20:28:34  <Coiote> OMGGGG
20:28:50  <Coiote> how can i play TTD on net?
20:29:10  <hylje> you click on the multiplayer button
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20:32:31  <lolman> Ello all :)
20:34:11  <Bjarni> lol
20:34:37  *** Jaffa [~Jaffa@84-12-174-187.dyn.gotadsl.co.uk] has joined #openttd
20:34:42  <lws1984> hiya lolman
20:35:37  <lolman> Ello lws1984 :)
20:36:53  <lolman> Ello Bjarni ;-)
20:44:49  * lolman gives up on Photoshop CS2 on WINE
20:47:49  <jotham_> heh CS2 runs like a dog on the machines and OSes it was designed for
20:47:53  <jotham_> let alone an emulator
20:50:39  <CIA-1> peter1138 * r7364 /branches/newhouses/newgrf_house.c: -Codechange: add missing stdafx.h include
20:52:41  <DaleStan> jotham_: wine is not an emulator. :p
20:57:09  <jotham_> dude
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20:58:14  <jotham_> for the purpose of my sentence it is a suitable facsimile
20:58:41  <jotham_> but i appreciate without emulation wine would be a winner
20:58:46  <jotham_> :-D
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21:23:13  <dh2k3> hi anybody know how to resolve dysync errors on multiplayer with custom grfs installed?
21:25:44  <dh2k3> hello? anybody home?
21:26:01  <hylje> sync the grfs
21:26:04  <dh2k3> am using OTTD version 0.4.8
21:26:12  <hylje> make sure everyone is using the exact same grf
21:26:18  <hylje> in the same order in cfg
21:26:20  <dh2k3> the grfs are synced and correctly added in the openttd.cfg
21:26:37  <peter1138> use the latest nightly :D
21:26:39  <hylje> then try saving-restarting-loading the server
21:26:55  <hylje> it itself might be out of sync
21:27:09  <dh2k3> sorry peter1138 my friends refuse to use beta versions of the game and would rather use a stable version ie: 0.4.8
21:27:31  <peter1138> so stable you get desyncs :D
21:29:59  *** tommylommykins [~Tom@62-30-54-65.cable.ubr02.soli.blueyonder.co.uk] has joined #openttd
21:30:00  <Belugas> dh2k3, nightlies are better by definition, since they are constantly get improved...
21:30:15  <dh2k3> heya tommylommykins
21:30:54  <tommylommykins> Evenin
21:31:05  <Wolf39_7> When Jesus died, it took him 3 days to respawn... that IS lag <- looool
21:31:26  <Wolf39_7> again this stupid nick? ò_O
21:31:29  *** Wolf39_7 is now known as Wolf01
21:31:52  <hylje> learn2keepnick
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21:42:01  <Wolf01|AWAY> 'night all
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22:01:15  <Brianetta> Nearly half-way to one!
22:03:04  *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has joined #openttd
22:11:20  <peter1138> hmm?
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22:40:01  <Eddi|zuHause2> [18:50] <Sacro> "Einzelne" <- any germans? <- if you ever ask such a question again, give context...
22:40:16  <Eddi|zuHause2> german is extremely contextsensitive
22:40:29  <Eddi|zuHause2> you can rarely translate a word by itself
22:40:52  <Eddi|zuHause2> (and keep the correct meaning)
22:42:50  * Brianetta runs his script that both fetches the latest nightly source code and compiles it
22:43:03  <Brianetta> Oooh, I see it's been another languages day
22:46:13  <Maedhros> night
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23:17:49  <Darkvater> hmm so
23:17:58  <Darkvater> Bjarni: any luck fixing utf8-mac?
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23:25:55  <Bjarni> no
23:26:35  <Darkvater> can you at least run iconv from the command prompt and convert something?
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23:32:59  <Bjarni> hmm
23:33:30  <Bjarni> if I write iconv and use UTF-8-MAC, it's not supported. If I write /usr/bin/iconv, it is
23:33:50  <Darkvater> you had this problem before didn't you?
23:34:08  <Bjarni> I think so, but I also think I solved it
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23:34:28  <Darkvater> some fink thingie, removing that iconv
23:34:35  <Bjarni> I think the problem now is that OpenTTD picks the wrong one
23:34:57  <Bjarni> I just tried to get fink to remove it and then it said:
23:34:57  <Bjarni> WARNING: libiconv is essential, skipping.
23:34:57  <Bjarni> Nothing removed
23:35:07  <Darkvater> dammit, czech isn't still fixed :s
23:35:14  <Bjarni> so we will have to figure out how to get the makefile to pick the right one
23:35:25  <Darkvater> well that would be you :)
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23:38:26  <Bjarni> btw I had a surprise the other day. The server guys finally fixed my email account and I got more than 100 svn commit messages in my inbox
23:39:25  <Darkvater> shit happens ;p
23:39:40  <Brianetta> I like this automatic grf thing
23:39:55  <Bjarni> I read 20 and then I kind of fast forwarded through them
23:40:03  <Brianetta> although I had to use md5sum to determine *which* of various UKRSs the server wanted...
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23:40:55  <Darkvater> Bjarni: you did remove the 'bad' iconv the last time you had the problem though
23:41:25  <Darkvater> Bjarni: but just to test, hardcode to use /usr/bin/iconv in the makefile..or the development libraries for it cause it seems you have the wrong one
23:42:06  <Brianetta> Is there a way to specify additional data directories?  For example, to include different versions of a grf?
23:43:35  <Darkvater> it will scan all directories  recursively inside the data/ dir
23:43:48  <Bjarni> Brianetta: you can compile to use two different dirs, but it will not work as you want it to
23:43:59  <Bjarni> it checks one and if the filename is there, it will forget about the other one
23:44:25  <Brianetta> ):
23:44:31  <Brianetta> I have two UKRSs that I regularly use
23:44:50  <Brianetta> fuzzle.o (peter1138's server) uses the beta, and #openttdcoop uses the stable
23:44:55  <Brianetta> same filename ):
23:45:00  <Darkvater> Brianetta: what is the problem? The list shows all grf files you have there and you pick the one you need for a new game
23:45:05  <Bjarni> ahh, removing libiconv-dev in fink is allowed (but not iconv itself for some reason) and now it links to the right one :D
23:45:12  <glx> Brianetta: same grfid and md5sum too?
23:45:26  <Bjarni> and it looks right too
23:45:35  <Darkvater> Brianetta: put one in one directory and the other in a different one; or just rename one of them
23:45:51  * Bjarni goes to update the wiki page about compiling OpenTTD on mac
23:45:56  <Brianetta> Are they determined just by checksum?
23:46:01  <Darkvater> Bjarni: also close the bugreport
23:46:09  <Bjarni> yeah, that too
23:46:10  <Brianetta> glx: The checksums differ
23:46:16  <Bjarni> Brianetta: I think so
23:46:24  <Bjarni> try it
23:46:26  <Brianetta> Does it look in subdirectories?
23:46:29  <Bjarni> worst case: it fails
23:46:51  <Bjarni> it's not like your computer breaks if it fails to find the right grf file
23:47:00  <Darkvater> Brianetta: right now the only check is md5sum
23:47:12  <Darkvater> Brianetta: just told you, all directories recursively in the data/ dir
23:47:33  <Brianetta> Oh, that works well
23:47:37  <Brianetta> I can rename the files
23:47:43  <Brianetta> pb_ukrs2.grf (:
23:48:05  <Brianetta> This is very cool.
23:48:18  <Brianetta> So, I bever need to choose different openttd.cfg files again?
23:48:24  <Brianetta> er, never, eevn
23:48:43  <Darkvater> just for default grf files (eg ones you want always loaded for a new game)
23:49:01  <Brianetta> That rocks.  Who did that?  They need pizza.
23:51:28  * Darkvater points in the general direction of peter1138
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23:52:03  <Darkvater> gn all :)
23:52:34  <Brianetta> night Darkvater
23:52:45  *** YogSothoth [~john@lns-bzn-61-82-250-77-238.adsl.proxad.net] has quit [Ping timeout: 480 seconds]
23:55:06  * Brianetta frowns
23:55:29  <Brianetta> peter1138: You have a different ukwaypointsw.grf to me.  It never used to matter!
23:56:58  <Bjarni> ok, one bug report closed
23:57:05  <Bjarni> and wiki updated
23:57:21  <Brianetta> Bah, peter1138, the grfs on your web site are read-only
23:59:10  <Bjarni> now we could do with some clever coding guy, who wants to code a feature to download missing grf files when needed
23:59:40  <Bjarni> the question is who will give bandwidth to do so?
23:59:44  <Brianetta> Hmm, my copy of the grf is the same size as peter's one on his web page
23:59:55  <Brianetta> but has a different checksum to the one on his server.

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