Config
Log for #openttd on 16th January 2010:
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00:08:03  <Rexxars> man
00:08:12  <Rexxars> first of all, I'm drunk, sorry
00:08:44  <Rexxars> anywho.. I work as a consultant, and was recently hired by this company in our nations capital
00:09:14  <Sevalecan> this is a fascinating story.
00:09:22  <Rexxars> so I came to this place, and after a while I got talking with some of the people who work there.. turns out like 50% of these people have played openttd
00:09:26  <Rexxars> how awesome is that?
00:09:47  <Rexxars> I've got an ottd game lined up this wednesday, couldnt be more excited tbh
00:09:56  <Rexxars> high five anyone? o/
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00:10:11  <Sevalecan> \o
00:10:55  <Rexxars> awesomesauce
00:11:26  <Eddi|zuHause> is there spam in that?
00:11:39  <Rexxars> hpow is that spam?
00:12:18  <Rubidium> so 50% of drunk people have played OpenTTD?
00:12:29  <Rubidium> then the drunk people issue is highly overrated :)
00:13:12  <Rexxars> no, that wasnt the point... these people are not drunk
00:13:39  <Eddi|zuHause> so you know more people that played openttd than are drunk?
00:13:47  <Rexxars> right now?
00:13:53  <Rexxars> probably
00:14:22  <SmatZ> hehe
00:14:56  <Rexxars> wait, no
00:15:26  <Rexxars> ah fuck it, this is going nowehere... I was making a point that it was awesome how many people play ottd these days ^^
00:15:34  <SmatZ> no? it's friday evening!
00:15:50  <SmatZ> :o)
00:15:59  <Eddi|zuHause> friday is feed the trolls day?
00:16:45  <Rubidium> but... it's saturday...
00:16:53  <Rubidium> or at least, that's what screen's telling me
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00:17:37  <SmatZ> right, though... it still belongs to friday, it will be saturday when I wake up on saturday :-p
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00:17:51  <SmatZ> last time I woke up was friday
00:21:17  <Eddi|zuHause> i think the concept of "midnight" as end of day has faded during the last century
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00:22:00  <Eddi|zuHause> starting with the widespread introduction of electric light, culminating in worldwide realtime communication
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02:03:54  <Eddi|zuHause> guru3 is having problems, apparently...
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02:16:57  <fjb> Not enough meditation?
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04:06:08  <Sevalecan> hmmm... my trains don't appear to go into depots for maintenance during their extremely long trek?
04:06:24  <Sevalecan> is it because there are depot orders in the queue(they refit at each end)? :P
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04:47:29  <Sacro> Sevalecan: yes
04:49:31  <Sevalecan> is there a way to get it to maintain as needed without sending it to a "nearest" or specific depot right after a stop even so?
04:51:02  <Sacro> Not sure I'm afraid
04:51:05  <Sacro> i'm trired
04:51:07  <Sacro> *tired
04:51:08  <Sevalecan> oh well
04:51:09  * Sacro sleeps
04:51:12  <Sevalecan> night
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09:15:15  <Terkhen> good morning
09:17:06  <Sevalecan> good afternight
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09:24:34  <andythenorth> morning
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09:27:04  <Rubidium> it's morning already?
09:28:16  <andythenorth> sleepless night?
09:29:14  <Rubidium> no, just bad that I need to go to the shops to get something to eat next few days
09:29:47  <Rubidium> especially when my bed is at such a nice temperature
09:33:04  <peter1138> hmm, i wonder where i can find XP professional media...
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09:40:08  <HackaLittleBit> good moaning
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09:42:33  <HackaLittleBit> rubidium: signal.cpp is complaining, you took out #include "company_base.h" on line 472
09:43:09  <HackaLittleBit> 	assert(Company::IsValidID(owner));
09:44:07  <Rubidium> huh?
09:44:35  <Rubidium> I did what? http://hg.openttd.org/openttd/trunk.hg/file/tip/src/signal.cpp#l19
09:45:03  <HackaLittleBit> the assert on line 472 triggers
09:45:11  <peter1138> company_base.h wasn't removed...
09:45:37  <HackaLittleBit> because you took out company_base.h header file
09:45:49  <HackaLittleBit> from the includes
09:45:53  <peter1138> it was added, not removed
09:46:00  <HackaLittleBit> hu
09:47:22  <peter1138> http://vcs.openttd.org/svn/changeset/18809/trunk/src/signal.cpp
09:47:23  <peter1138> ^ see
09:48:12  <Eddi|zuHause> HackaLittleBit: maybe you saved an older version after updating?
09:48:30  <HackaLittleBit> my fault damned
09:48:47  <HackaLittleBit> sorry to wake you up guys
09:51:33  <Eddi|zuHause> err... "make: *** /home/johannes/spiele/OpenTTDx/trunk/objs/debug: Datei oder Verzeichnis nicht gefunden.  Schluss." <- something's not working with the "this checkout was moved within the directory structure" detection
09:53:01  <Eddi|zuHause> it seems to work after the second try...
09:54:15  <Rubidium> yeah, more or less a somewhat unresolvable issue with make; if you do the reconfigure and remake the Makefile it will still execute the old makefile
09:55:21  <Rubidium> especially because calling the 'source' Makefile's location in code in the old Makefile
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10:13:25  <peter1138> so when do we switch to cmake or waf? heh
10:16:08  <Rubidium> why not ant?
10:16:50  <Rubidium> although... we could simplify the compiling significantly by ditching the crap that's needed for Mac OS X cross compiling
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10:45:23  <Nite_Owl> Hello all
10:49:51  * Tera plays TTD theme *tadadada dada daaa dadadada daaa DA DA*
10:50:27  * SpComb fines Tera for an unlicensed public performance of a copyrighted work
10:52:36  <Eddi|zuHause> over here, you can play unlicensed music, as long as you fill out the GEMA sheet
10:52:59  <Terkhen> what text editor do you use on linux for C++?
10:53:14  <Eddi|zuHause> they'll then tell you how much you have to pay depending on potential audience and stuff...
10:53:35  <Eddi|zuHause> Terkhen: i use Kate
10:54:16  <SpComb> vim
10:56:09  <Terkhen> I'm trying kate right now, there's a few details I don't like but it is way better than gedit
10:57:58  <Terkhen> vim seems to have a steep learning curve, I'm looking for something simpler
10:58:57  <Terkhen> I should give it a try when I have more time, I heard it can do anything
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11:09:03  * roboboy wonders if it would even be possible to allow veiwing of tunnels as they are but in a quasi underground mode
11:09:27  <roboboy> ie so that one can place where a train is in a long tunnel easily
11:10:34  <roboboy> I don't want anything fancy like rct's underground mode as thats nie on impossible with the current code
11:12:17  <Alberth> why is 'somewhere in the tunnel' not good enough?
11:13:19  <Eddi|zuHause> roboboy: there were some attempts at a "terrain slicing" (i.e. "paint everything up to height X"(
11:17:49  <Bluelight> What config parameter sets the size of the map og game creation?
11:17:55  <Bluelight> In the config file..
11:18:20  <Eddi|zuHause> size is 2^map_x*2^map_y
11:18:52  <Bluelight> If I want 1024 in one direction what whould that be then?
11:19:05  <Eddi|zuHause> 2^10
11:19:20  <Eddi|zuHause> so map_x=10
11:19:42  <Eddi|zuHause> allowed range is 6..11
11:20:27  <Bluelight> So 11 is 2048?
11:20:32  <Bluelight> And 9 is 512?
11:20:44  <Alberth> @calc 2^11
11:20:44  <DorpsGek> Alberth: Error: Something in there wasn't a valid number.
11:20:55  <Alberth> @calc 2**11
11:20:55  <DorpsGek> Alberth: 2048
11:20:56  <Eddi|zuHause> @calc 2**11
11:20:56  <DorpsGek> Eddi|zuHause: 2048
11:21:17  <Alberth> seems that way :)
11:21:24  <Bluelight> Cool
11:21:31  <Bluelight> Thanks a lot.. :)
11:21:52  <Alberth> that will be 5 euro
11:22:02  <Bluelight> He he he....
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12:09:41  <peter1138> hmm, what's the purpose of the articulated buses in egrvts?
12:10:03  <peter1138> a 1980 double-decker takes 72 passengers and goes 45mph
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12:10:14  <Nite_Owl> to carry more passengers ??
12:10:20  <peter1138> a 1990 articulated takes 70 passengers and goes 42 mph
12:10:41  <Nite_Owl> Well - variety then
12:11:06  <peter1138> also it costs more to buy and run
12:11:33  <peter1138> hmm, loading speed might be different... that's never shown in the gui
12:12:30  <Nite_Owl> passengers do not have to climb to the top of the bus
12:12:33  <Rubidium> peter1138: my personal experience with articulated busses and especially bi-articulated busses is that they can driver *much* faster through a city than an unarticulated bus
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12:16:13  <Rubidium> although I have to agree that in OpenTTD cornering speed is kinda fixed
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12:49:01  <thingwath> would it be possible to allow much faster loading/unloading of longer articulated bus than a double-decker, in openttd? That could be an advantage for them... (for city mass transit use)
12:53:01  <peter1138> that is already possible, yes
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12:54:12  <Eddi|zuHause> i wish it said the loading speed in the buy window
12:56:28  <peter1138> i was thinking that
12:56:37  <peter1138> not sure how to express it
12:58:01  <Nite_Owl> how is it expressed in the nfo code
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12:59:32  <Nite_Owl> i.e. - does a certain value equal a certain speed
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13:01:18  <Nite_Owl> then a certain range of values would be considered slow, the next up slightly less slow, etc.
13:01:47  <Rubidium> but what is slow?
13:01:59  <Rubidium> what's fast for a RV can be slow for a ship
13:02:52  <Rubidium> what about 'n' per day?
13:02:58  <Nite_Owl> Ahhh - so then the values are global across all vehicle types
13:03:20  <frosch123> compute mean, median, standard derivation, and use the quantiles to express the speed :p
13:05:51  <Nite_Owl> can that be done in the background and then have something a bit more meaningful expressed to the player
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13:08:45  <Nite_Owl> anyone know if Galactic Civilizations II is a worthwhile game
13:10:07  <|Terkhen|> I still have to find a 4x MOO-like game better than MOO 2 :/
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13:10:16  * Nite_Owl is updating his software library to fit the new PC
13:10:56  <Nite_Owl> I still have MOO 2 but have yet to see if it will work on Windows 7
13:11:26  <Eddi|zuHause> moo2 works best in dosbox
13:11:30  <Nite_Owl> I did get Civilization III to work
13:11:38  <Eddi|zuHause> we even played multiplayer a few weeks ago
13:12:06  <Nite_Owl> I have a Windows 95 version of MOO 2
13:12:25  <Nite_Owl> actually I think it is both 95 and DOS
13:14:15  <Nite_Owl> I was also looking at F1 games, I have Grand Prix 3, and was looking to get Grand Prix 4. Amazon has it for 0.00 !!!!
13:14:23  <Terkhen> anyone has tried FreeOrion?
13:15:02  <Nite_Owl> never heard of it (activates Google)
13:15:24  <Terkhen> I'll try it after exams
13:15:33  <Terkhen> I miss that kind of games
13:16:13  <frosch123> moo2 works best in 98 vm :p
13:17:44  <Eddi|zuHause> Nite_Owl: yes, the only difference between win95 and dos moo2 is the .exe, the CD contains both
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13:18:31  <Eddi|zuHause> frosch123: have you tried multiplayer over network before you judged "best"?
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13:19:20  <frosch123> i player it multiplayer only once, and i concluded that turn-based games are not suitable for multiplayer
13:20:33  <Eddi|zuHause> frosch123: well, i tend to be the one that finishes the turn last... so it's kind of beneficial for me to have turn based games ;)
13:21:03  <Eddi|zuHause> on real time games i tend to be crushed by people who control the game more efficiently...
13:21:33  <Rubidium> turn based openttd :)
13:21:44  <SpComb> PBIMTTD
13:21:54  <Eddi|zuHause> Rubidium: well, i just don't play multiplayer openttd ;)
13:22:09  * SpComb doesn't play competitive multiplayer openttd
13:22:24  <SpComb> co-op with a friend is fine though
13:22:31  <SpComb> although that does have certain conflicts
13:22:45  <Eddi|zuHause> i suggested to the people cooperative openttd, but they weren't convinced...
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13:23:10  <SpComb> it can be a pain if you have a couple people playing with different styles
13:23:34  <peter1138> coop openttd can be fun
13:23:37  <peter1138> not openttdcoop though ;p
13:24:14  <Eddi|zuHause> well, the others were not really experienced
13:24:20  <SpComb> well, even openttdcoop has some variation on their styles
13:24:39  <SpComb> not all their games are the same
13:24:52  <SpComb> http://wiki.openttdcoop.org/Gametypes
13:25:25  <peter1138> IS2+CD is basicaly designed for coop play, heh
13:25:26  <SpComb> (e.g. http://wiki.openttdcoop.org/Gametype:Eye_Candy )
13:25:51  <SpComb> peter1138: well, if you can get the people to build some kind of cohesive networks together
13:25:58  <SpComb> it requires some rules/leadership/discipline
13:26:37  <peter1138> has to be people you know, of course
13:29:08  <Ammler> yes, that is why openttdcoop needs the rules, some rules are also like tips for newbies
13:29:09  <Eddi|zuHause> we also tried MAX multiplayer, but one of the people got really pissed about it really fast, so we stopped :p
13:30:25  <peter1138> MAX?
13:30:45  <Ammler> 16 companies?
13:31:16  <SpComb> I really liked the game I played with a friend over christmas, but the way that basically ended up working out was me playing the absolute dictator, so it's not that great a concept :P
13:33:09  <Ammler> he, that is how the public openttdcoop games work too, just you elect the dictator at game start (plan) :-)
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13:36:16  <SpComb> except in this case there's no plan, the focus is on organic growth :P
13:36:18  <roboboy> gnight
13:37:15  <peter1138> my game plan: find larger cities, build a route between them, preferably encompassing smaller towns
13:38:00  <SpComb> this is with DBSetXL + 4x daylength thrown in... game starting in 1921
13:42:21  <Nite_Owl> Free Orion is not worth it yet - still in early Alpha
13:42:25  <SpComb> so a painfully slow game
13:43:20  <Nite_Owl> many feature not yet even implimented - screen shots look nice though
13:43:28  <Nite_Owl> *features
13:44:20  <Nite_Owl> The only thing that makes me question Galactic Civilizations II is the lack of tactical combat
13:45:19  <Terkhen> I'll have to keep waiting then
13:45:26  <Nite_Owl> other than that it looks fine and is fairly cheap
13:47:27  <Nite_Owl> I also have a real good attack copter sim that I have see if I can get working
13:47:49  <Nite_Owl> plus redownloading all of the add ons
13:48:17  <Eddi|zuHause> <peter1138> MAX? <- you don't know "M.A.X. - Mechanized Assault and Exploration"?
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13:52:37  <CIA-2> OpenTTD: frosch * r18822 /trunk/src/ (4 files in 2 dirs): -Codechange: Rename YAPF-related container classes and their members to better fit other container classes. (skidd13)
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13:58:17  <SpComb> but more players != good, always
13:58:36  <SpComb> and Singaporekid needs to learn how to not build track that blocks D:
13:58:41  <SpComb> a bunch of his stations are deadlocked
13:58:52  <Singaporekid> but
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14:02:35  <CIA-2> OpenTTD: frosch * r18823 /trunk/src/misc/ (array.hpp fixedsizearray.hpp): -Codechange: Some uints for unsigned ints. (skidd13)
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14:12:30  <CIA-2> OpenTTD: frosch * r18824 /trunk/src/misc/ (array.hpp fixedsizearray.hpp): -Codechange: Turn some public members into protected ones. (skidd13)
14:17:15  <CIA-2> OpenTTD: frosch * r18825 /trunk/src/misc/fixedsizearray.hpp: -Codechange: Sometimes code is shorter if you do not use a function for deduplication. (skidd13)
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14:22:33  <CIA-2> OpenTTD: frosch * r18826 /trunk/src/ (4 files in 2 dirs): -Codechange: Unifiy return value of (SmallArray|FixedSizeArray)::(Append|AppendC) with other containers. (skidd13)
14:23:55  <evilNirvana> wow
14:24:04  <evilNirvana> i'ts compiling first try
14:24:15  <evilNirvana> i must have done something wrong
14:24:26  <Eddi|zuHause> frosch123: was that an undeduplication? :p
14:24:40  <Rubidium> yeah, you've either followed the manual or you're not using Windows
14:25:36  <evilNirvana> Rubidium: Linux-Debian, and i just wget && tar zxf && ./configure --enable-dedicated && make
14:26:01  <evilNirvana> and it's working. ._.
14:26:09  <glx> of course it works
14:26:14  <evilNirvana> wait
14:26:15  <Eddi|zuHause> evilNirvana: occasionally you want to make sure you have stuff like zlib-devel installed
14:26:20  <evilNirvana> i ctrl-c'd it
14:26:35  <evilNirvana> forgot to tell it to use 8 threads
14:26:58  <evilNirvana> Eddi|zuHause: i have zlib. i do IRCd devel and a lot of compiling
14:27:40  <Eddi|zuHause> i think zlib is the only really vital dependency, everything else should be fairly optional
14:27:53  <evilNirvana> [SRC] Compiling window.cpp
14:27:54  <evilNirvana> [SRC] Linking openttd
14:27:54  <evilNirvana> make[1]: Leaving directory `/home/ottd/openttd-1.0.0-beta2/objs/release'
14:27:54  <evilNirvana> ottd@rachael:~/openttd-1.0.0-beta2$
14:27:54  <Eddi|zuHause> especially for dedicated
14:27:56  <evilNirvana> wow
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14:28:31  <Eddi|zuHause> but ./configure should tell you hints about optional stuff that is missing
14:28:56  <Rubidium> Eddi|zuHause: configure fails fatally if you don't have zlib (and recently liblzo2) and you don't use --without-zlib / --without-liblzo2
14:29:26  <glx> beta1 and beta2 are not impacted by liblzo2
14:29:59  <evilNirvana> make clean all install -j8
14:30:04  <evilNirvana> heh
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14:30:46  <glx> no need to install :)
14:31:17  <evilNirvana> but
14:31:18  <evilNirvana> but
14:31:21  <evilNirvana> my prefix!
14:31:24  <evilNirvana> :'(
14:31:34  <glx> you didn't set it in configure?
14:31:46  <evilNirvana> i did
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14:45:46  <Tepo99> hi
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14:46:33  <Alberth> hi
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15:11:35  <SpComb> Singaporekid: Duckship
15:11:45  <Singaporekid> D:
15:11:59  <evilNirvana> D:
15:13:09  <jonty-comp> :D
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15:24:13  <CIA-2> OpenTTD: alberth * r18827 /trunk/src/smallmap_gui.cpp: -Fix: Center main window using smallmap widget edge coordinates.
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16:45:12  <CIA-2> OpenTTD: frosch * r18828 /trunk/src/misc/fixedsizearray.hpp: -Fix (r18823): Decrementing uints is different to ints.
16:52:16  <Hirundo> what are the units of TIC/TOC? (profiling macros)
16:54:19  <Rubidium> CPU ticks
16:54:34  <Rubidium> i.e. clock cycles
16:55:12  <Hirundo> so there are around 2.5*10^9 of those per second on the average PC?
16:55:36  <arachnist> depends on what you call an average pc
16:55:36  <peter1138> no, only on the PC that was measured on
16:56:14  <peter1138> you can use it for comparing benchmarks from a single machine
16:56:18  <Rubidium> and whether the cpu runs at max speed or in speedstep/coolnquiet etc. mode
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16:56:22  <peter1138> results from different machines are meaningless
16:56:47  <peter1138> well, mostly
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16:58:54  <Hirundo> I'm not intending to do any cross-PC benchmarking, just trying to translate LARGE_NUMBER into something I can comprehend
16:59:28  <evilNirvana> LARGE_NUMBER is what,
16:59:43  <Rubidium> cpu cycles isn't comprehendable?
17:01:31  <Rubidium> now converting the number of cpu cycles into number of ops... that would be interesting :)
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17:47:38  <CIA-2> OpenTTD: peter1138 * r18829 /trunk/src/mixer.cpp: -Codechange: Don't free memory from within audio mixer callback handler as it may be required to be real-time safe.
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18:18:26  <Mega> for anyone intreste we are playing a cargodist&IS patch online > see here how to join : http://clanmega.warlink.eu/viewtopic.php?f=16&t=5 ;D cya
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18:20:58  <Eddi|zuHause> hm... the title screen could use what's known in the model railway as "shadow station" [i.e. secret underground paths that store lots of different trains who can pop out at random tunnel entrances]
18:21:36  <peter1138> they're called depots
18:21:48  <KenjiE20> we used to call them Fiddle Yards
18:22:03  <Rubidium> and the shadows are just whatever place is outside of the map
18:22:06  <Eddi|zuHause> peter1138: not entirely, because they can't magically jump to other depots
18:22:50  <Eddi|zuHause> Rubidium: problem is, you have plenty of non-visible space on the top and left, but the bottom and right might eventually become visible on huge screens
18:22:52  <Bluelight> Yea, how does that work?
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18:23:54  <Bluelight> Damn I'm tired.. :p
18:23:59  <Eddi|zuHause> and one can't timetable depot visits...
18:23:59  * Rubidium ponders whether he should design an intro game too
18:24:29  <Alberth> I was also considering doing that
18:24:34  <Eddi|zuHause> it'd be waaay more fun with grfs...
18:24:46  <peter1138> alas...
18:24:51  <Rubidium> Eddi|zuHause: but you already have 6 GRFs you can choose from!
18:24:52  <Eddi|zuHause> 80% of all new features are grf-related...
18:25:12  <Eddi|zuHause> Rubidium: i have two static newgrfs ;)
18:25:18  <peter1138> submit a patch to allow it ;)
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18:30:27  <Eddi|zuHause> peter1138: the two problems would be gracefully falling back to default graphics, and notifying the user to get the grfs from bananas
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18:45:36  <CIA-2> OpenTTD: translators * r18830 /trunk/src/lang/ (5 files): (log message trimmed)
18:45:36  <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
18:45:36  <CIA-2> OpenTTD: croatian - 36 changes by
18:45:36  <CIA-2> OpenTTD: finnish - 2 changes by jpx_
18:45:36  <CIA-2> OpenTTD: french - 1 changes by glx
18:45:38  <CIA-2> OpenTTD: german - 1 changes by planetmaker
18:45:38  <CIA-2> OpenTTD: hungarian - 2 changes by IPG
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19:08:46  <CIA-2> OpenTTD: rubidium * r18831 /trunk/src/ (5 files in 4 dirs):
19:08:46  <CIA-2> OpenTTD: -Change [FS#3537]: do not go into the crashlog handler in case loading a
19:08:46  <CIA-2> OpenTTD: savegame misses with missing NewGRFs. This way the load game crash handler gets
19:08:46  <CIA-2> OpenTTD: better visibility and the user is instructed to find the missing NewGRFs before
19:08:46  <CIA-2> OpenTTD: filing a bug report
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19:24:31  * peter1138 suspects there is no need for a jack audio driver
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19:25:07  <Rubidium> peter1138: doesn't sdl do that?
19:27:49  <peter1138> not in debian
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19:28:48  <peter1138> it was easy to make one, but i don't see much point in actually adding it :)
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20:01:32  <sawtooth> i do run jack from time to time but not 100% of the time.  I mainly start it up to run the linux version of Pianoteq.
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20:04:00  <peter1138> pianoteq is good stuff
20:04:58  <PeterT> Terkhen here?
20:05:03  <Terkhen> yes
20:05:08  <Terkhen> Terkhen is here
20:05:10  <PeterT> I'm testing your batch scripts now
20:05:17  <PeterT> wanna go into another channel?
20:05:33  <Eddi|zuHause> "1 x AMD PC QUAD PHENOM 9650 4GB 500GB 9500GT-1GB Computer" <-- how much do you think is that worth nowadays?
20:06:59  <Bluelight> Kr. 8.000,-
20:07:15  <Eddi|zuHause> Bluelight: not sure if that tells me anything :p
20:07:54  <thingwath> norwegian money, obviously
20:09:36  <Eddi|zuHause> 8000 Norwegische Kronen = 979,641986 Euro <-- that's a little much, don't you think?
20:10:16  <Eddi|zuHause> last time i saw a computer worth 1000 euro, the euro did not even exist...
20:11:22  <peter1138> a lot cost that
20:11:25  <peter1138> but not worth it
20:11:51  <Eddi|zuHause> anyway, the offer is 360EUR, and i want to know if that's fair
20:13:15  <thingwath> I'd buy it for that price. :) Even though... is there any warranty?
20:13:51  <heffer> i'd go for 420EUR :D
20:14:22  <Eddi|zuHause> i'd expect so, looks like a commercial offer to me...
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20:52:02  <CIA-2> OpenTTD: frosch * r18832 /trunk/src/ (3 files in 2 dirs): -Fix: some indentation whitespace.
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21:00:10  <CIA-2> OpenTTD: peter1138 * r18833 /trunk/src/mixer.cpp: -Cleanup: Const-ness and style
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21:38:19  <Rhamphoryncus> my computer's a quad 9550.  Twice the ram but no dedicated video card
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22:01:47  <CIA-2> OpenTTD: rubidium * r18834 /trunk/src/ (fileio.cpp network/core/os_abstraction.h): -Fix [FS#3538]: compilation failed on OpenBSD (matze)
22:05:36  <Tera> okey there's something weird in the Oil Refinerys catchment area.
22:06:07  <Tera> if I build a station 3 blocks away from it, it catches good but not oil. 2 blocks away it accepts oil as well.
22:06:19  <Tera> s/good/goods
22:06:33  <Rubidium> only a few tiles of the whole refinery accept the oil, not all tiles
22:07:01  <Tera> is that intended?
22:07:24  <frosch123> use the landarea-information tool under the questionmark to discover which tiles
22:07:53  <Tera> thanks. I figured it out already. I'm just wondering is this intended ;) I guess so
22:10:04  <Tera> too bad you can't refit airplanes to oil, hah
22:10:31  <Tera> although it's not that unrealistic as there are tanker planes.
22:10:59  <fjb> They are usually not used to transport oil to a refinery.
22:11:42  <fjb> Some planes of av8 are refittable to everything.
22:15:15  <CIA-2> OpenTTD: peter1138 * r18835 /trunk/src/mixer.cpp: -Fix: Large sounds could still cause an overflow with high sample rates, causing them to be cut off.
22:16:40  <CIA-2> OpenTTD: rubidium * r18836 /trunk/src/ (rail_cmd.cpp train.h train_cmd.cpp): -Codechange: make TrainUpdateSpeed a class function and update some comments (Terkhen)
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22:17:07  <peter1138> (i.e. if samplerate was higher than 65535... heh)
22:17:25  <Rubidium> oh... you need 96000 Hz?
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22:18:02  <peter1138> i don't, but it's nice to make it work
22:18:09  <peter1138> 88200, 96000, 192000 etc ;)
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22:19:51  <peter1138> actually i tend to run at 11025
22:20:13  <peter1138> i had crackly audio with 44100 sometimes
22:20:36  <peter1138> seems like sdl's audio stuff doesn't recover from xruns
22:20:42  <peter1138> either that or dodgy alsa drivers, i suppose
22:22:37  <peter1138> hehe, that sample rate conversion code is so dirty :)
22:22:46  <peter1138> still, nice and fast
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22:26:10  <CIA-2> OpenTTD: frosch * r18837 /trunk/ (9 files in 3 dirs): -Codechange: Rename DrawStationTileSeq() to DrawCommonTileSeq() and move it to separate file.
22:26:39  <Eddi|zuHause> <peter1138> 88200, 96000, 192000 etc ;) <-- you want dogs to listen to your music? :p
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22:27:24  <Tera> fjb: av8?
22:27:58  <peter1138> Eddi|zuHause, 192000 is a marketing gimmick, yes
22:28:25  <fjb> Tera: a plane grf.
22:28:42  <Tera> that makes sense
22:28:51  <Terkhen> using hg resolve, is there any way to show unresolved conflicts?
22:29:30  <Eddi|zuHause> hg status?
22:29:49  <Terkhen> I mean something like rej files when using patch
22:30:12  <Eddi|zuHause> the diff should contain ">>>>>>" and "<<<<<" lines
22:30:17  <CIA-2> OpenTTD: rubidium * r18838 /trunk/src/ (settings.cpp table/settings.h train.h train_cmd.cpp): -Codechange [FS#3524]: reorganisation of the train acceleration code plus some minor optimisations (Terkhen)
22:30:45  <Terkhen> forget it, the conflicts are gone :P
22:30:57  <Eddi|zuHause> hehe :p
22:31:48  <Eddi|zuHause> i rarely deal with patches that are likely to conflict...
22:32:16  <Eddi|zuHause> my patches tend to be very short...
22:32:32  <Rubidium> mine too... after I commit them :)
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22:32:37  <Xaroth> while(1) die();
22:32:49  <Eddi|zuHause> once a patch of mine was committed after one year, and i totally forgot about it ;)
22:33:35  <Terkhen> :)
22:33:39  <Terkhen> I should make shorter patches too
22:34:24  <Eddi|zuHause> i had a patch that was valid over 10000 revisions with only three conflicts ever
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22:34:47  <Eddi|zuHause> [the fourth being the patch made obsolete]
22:39:38  <Rubidium> let me guess, I broke it all of the times?
22:39:56  <peter1138> sprite.c is back!
22:40:10  <peter1138> after... 3 1/2  years of being gone
22:40:17  <Eddi|zuHause> Rubidium: not sure about the third time...
22:41:17  <Eddi|zuHause> it was some renaming of a variable in a context line, but i don't remember what it was...
22:42:29  <peter1138> awww, spritegroup refcounting
22:42:32  <peter1138> those were the days
22:44:10  <frosch123> Eddi|zuHause: let's party :p
22:44:16  <CIA-2> OpenTTD: frosch * r18839 /trunk/src/ (5 files): -Codechange: Detriplicate drawing of spritelayouts in the GUI.
22:44:26  <Eddi|zuHause> YAAAY \o/
22:44:40  * Eddi|zuHause opens a bottle of Rotk?ppchen
22:45:06  <fjb> Igitt.
22:45:15  <Eddi|zuHause> screw you, r10000 party!
22:45:38  <Xaroth> o_O
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22:50:10  * andythenorth coding snowy industries
22:50:17  <andythenorth> snowline can't go down to coast level, right?
22:50:43  <AC6000> i don't believe so....
22:51:18  <Eddi|zuHause> i believe the wiki said something about "you can technically set this to 0, but _please_ don't do it as it'll cause a hell lot of glitches"
22:52:16  <andythenorth> that's fine, means no snow required for harbour etc
22:53:04  <CIA-2> OpenTTD: frosch * r18840 /trunk/src/ (road_cmd.cpp table/road_land.h): -Codechange: Use DrawCommonTileSeq[InGUI] for roaddepot drawing.
22:53:21  <frosch123> andythenorth: what about rivers
22:53:30  <frosch123> sea is not necessarily at level 0
22:53:30  <Eddi|zuHause> andythenorth: what if someone wants to build a harbour on a large river/lake?
22:53:55  <andythenorth> umm, and also canals.  In fact, I haven't tested canals with the fishing harbour.  No idea if they'll build
22:54:12  <andythenorth> I've never used rivers, so I tend to forget about them :o
22:54:22  <andythenorth> I should use rivers, they are a nice feature
22:54:31  <frosch123> if you use the watersprite as groundsprite of the industry tile, it will draw river/canal borders
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22:56:57  <andythenorth> my harbour doesn't seem to build on canals.  that's fine for me, wonder why though...?
22:57:26  <frosch123> correct slopes?
22:57:44  <frosch123> maybe you check for the slopes for shore-ness?
22:58:04  <peter1138> andythenorth, i think we made it check for height level 0
22:58:28  <andythenorth> that would make sense, and is fine in this case.  I think it also checks the tile for both water & land (i.e. coast)?
22:58:33  <frosch123> so build a canal/river at sea-level :p
22:59:03  <andythenorth> yup am doing
22:59:33  <andythenorth> canals don't drag rects, just lines :|
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23:00:04  <Eddi|zuHause> yeah, found that, too...
23:00:15  <Eddi|zuHause> but rivers drag rects, not lines...
23:00:15  <peter1138> by design
23:00:36  <peter1138> i don't know what design...
23:00:50  <Eddi|zuHause> peter1138: looks like an arbitrary restriction to me...
23:00:55  <peter1138> quite
23:00:57  <Terkhen> at the scenario editor, canal do rectangles too
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23:06:00  <andythenorth> flooding sea onto canal tiles is handled quite nicely
23:07:18  <andythenorth> good way to make port facilites eye candy
23:08:29  <Eddi|zuHause> yeah, people have (ab)used that for a while ;)
23:11:24  * Terkhen uploads a smaller patch this time
23:11:28  <andythenorth> fishing harbour does build on rivers in the scenario editor
23:11:34  <andythenorth> so I guess we need snow after all
23:12:04  <andythenorth> for that Siberian Lake scenario I'm sure someone is working on
23:12:54  <andythenorth> rivers look kind of sucky, should I be searching for a newgrf to improve them?
23:15:03  <peter1138> there's about 1, i think
23:15:19  <peter1138> by mb. i think it's on grfcrawler
23:15:22  <Terkhen> i think it only worked in temperate
23:15:49  <Eddi|zuHause> yeah, rivers(w).grf only works in temperate
23:15:54  <frosch123> opengfx also has nice rivers
23:16:00  <frosch123> for all climates :p
23:16:02  <Eddi|zuHause> but there was opengfx who also had rivers
23:16:46  <andythenorth> yup opengfx is much nicer
23:16:52  <andythenorth> for rivers
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23:17:58  <Eddi|zuHause> well, the "problem" with opengfx rivers is that they have very straight shores
23:18:13  <Eddi|zuHause> especially the rectangular corners
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23:34:08  <Terkhen> good night
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23:42:01  <andythenorth> time for sleep
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