Config
Log for #openttd on 31st January 2010:
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04:30:50  <Diablo-D3> hey all
04:31:08  <Diablo-D3> is the 1.0 betas supposed to automatically download opengfx/sfx?
04:43:57  <SirSquidness> I don't think so
04:44:09  <Diablo-D3> ahh
04:44:56  <SirSquidness> They're downloadable from the website somewhere
04:46:47  <Diablo-D3> yeah I just did
04:46:49  <Diablo-D3> also
04:47:02  <Diablo-D3> this is insane, it wont let me buy a bus
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05:03:51  <Diablo-D3> there we go
05:37:01  <Rubidium> Diablo-D3: the Windows installer gives you an option to automatically download OpenGFX and OpenSFX; the rest doesn't
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06:25:25  <Diablo-D3> Rubidium: ahh
06:25:30  * Diablo-D3 is playing an all vehicle game
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07:17:01  * Diablo-D3 mehs and adds a few trains
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07:39:11  <peter1138> andythenorth, it might with pikka's tai. lots of pubs with that...
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08:23:31  <Terkhen> good morning
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09:16:41  <andythenorth> morning
09:17:42  <andythenorth> annoying as neob might be, I'm 99% certain he's right about this grf list thing
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10:15:54  <planetmaker> morning
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10:24:48  <planetmaker> tralalala http://wiki.ttdpatch.net/tiki-index.php?page=Action0Railtypes <-- please correct any gross mistakes, peter1138 ;-)
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10:26:08  <peter1138> thanks pm
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10:27:02  <andythenorth> drat, I misread that as Action0RoadTypes :P
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10:37:41  * andythenorth wonders what to code today.
10:38:45  <TrueBrain> morning!
10:39:24  <andythenorth> 'morning' appears to be coded already.  my one here is working ok anyway
10:40:03  <TrueBrain> in that case, write me a cell-cluster system which is redundant and allows crossmoving with as little latency as possible
10:40:45  <andythenorth> umm....can that be done with nfo varaction 2?
10:40:53  <TrueBrain> not a chance on earth
10:46:08  * Alberth wonders whether 2 computers running in sync would fit that requirement
10:46:32  <TrueBrain> they are cells ... and a cluster ... redundant .. yeah, it would, tnx Alberth :)
10:47:01  <Rubidium> TrueBrain: look at UMTS
10:48:50  <roboboy> cyou
10:49:45  * Rubidium wonders what changeyou.com has to do with it
10:51:04  * andythenorth really puzzled about whether to include a Fuel Depot in FIRS
10:53:07  <Alberth> isn't there already a fuel depot in a grf?
10:53:41  <andythenorth> PBI has one
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11:05:58  <TrueBrain> Rubidium: most likely UMTS is a bit overkill ;)
11:06:32  <Alberth> you never know how much redundancy you need ;)
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11:13:02  <OsteHovel^Atom> what is needed to port OpenTTD to a new platform like Android(ARM) ?
11:13:42  <Rubidium> a compiler and knowledge of the android APIs
11:13:43  <OsteHovel^Atom> Like we can compile SDL to work on Android..
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11:14:09  <Rubidium> and some knowledge on how to hack several pieces of code to compile for android
11:15:46  <Rubidium> although if it's Linux based it should be as trivial as installing the required libraries and development headers in such a way that OpenTTD's configure can find them
11:17:25  <OsteHovel^Atom> hmm is SDL enouch to get a "working" openttd running?
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11:18:55  <OsteHovel^Atom> or i rewrite the sentence: can openttd run with only the SDL libraries and it dosent have any other dependencies to get it "running" ?
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11:19:22  <Sacro> http://i.imgur.com/Lf3wN.jpg
11:19:30  <OsteHovel^Atom> omg im hopeless in writing complicated sentences...
11:19:40  <TrueBrain> OsteHovel^Atom: just try it ;)
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11:19:54  <OsteHovel^Atom> ;)
11:20:00  <TrueBrain> it is not needed, but you also might want libpng, libz, and more of those
11:20:03  <TrueBrain> the configure will tell you
11:20:23  <OsteHovel^Atom> aaa that i know ;) but i woundered of the Required dependenies...
11:20:29  <OsteHovel^Atom> thanks btw ;)
11:20:36  <OsteHovel^Atom> i might try to get atleast something working ;)
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11:26:34  <Rubidium> if only Oste would like... read the readme
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11:36:52  <Rubidium> OsteHovel^PDA: the required libraries and such are described in the readme
11:37:01  <OsteHovel^PDA> Ok
11:37:03  <OsteHovel^PDA> Thanks ;)
11:37:37  <Rubidium> under the 'Compiling: Required/optional libraries' section, which ought to be reasonably easy to find
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11:43:08  <OsteHovel^PDA> Thanks rubidium i found it ;)
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11:56:47  <Muxy> Hi there, i heard of extending the track type. What kind of new track is in project ?
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11:57:09  <peter1138> none
11:58:32  <Muxy> i was thinking of wooden tracks... no ?
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12:00:39  <planetmaker> Go, make such newgrf, Muxy
12:01:11  <Muxy> yeap, could be amazing, with wooden engines driven by pre-historic people
12:03:09  <OsteHovel^PDA> You thinking about very slow moving trains?
12:04:23  <__ln__> Schwebebahn is also obviously missing.
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12:56:54  <CIA-1> OpenTTD: peter1138 * r18971 /trunk/src/train_cmd.cpp: -Fix: Train acceleration for original acceleration model wasn't updated if the train's power changed.
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13:17:41  <CIA-1> OpenTTD: peter1138 * r18972 /trunk/src/ (newgrf.cpp rail.h table/railtypes.h train.h train_cmd.cpp): -Add: [NewGRF] Per-rail type speed limits.
13:17:47  <andythenorth> industry naming question...which makes more sense:
13:17:52  <andythenorth> "Lumber Treatment Plant"
13:17:58  <andythenorth> "Lumber Preserving Plant"
13:18:05  <andythenorth> "Lumber Treatment Works"
13:18:08  <andythenorth> "Creosote Plant"
13:18:17  <andythenorth> "Timber Treatment Plant"
13:18:22  <andythenorth> ??
13:18:39  <planetmaker> what's input, what's output?
13:18:44  <Terkhen> hmmm... what does it do?
13:19:14  <andythenorth> Input: Lumber, Chemicals.  Output: Engineering Supplies
13:19:30  <andythenorth> (pit props, poles, railroad sleepers, wooden piling etc)
13:20:28  <Eddi|zuHause> i have no idea what that is...
13:20:46  <andythenorth> http://www.wheeler-con.com/treat/pages/bridlbr.html
13:21:04  <andythenorth> oops, wrong link sorry
13:21:05  <andythenorth> http://www.wheeler-con.com/treat/index.html
13:21:19  <andythenorth> It replaces the FIRS engineering yard, which had some problems
13:22:19  <SpComb^> Output: 2x4's
13:22:32  <andythenorth> SpComb^: :D
13:25:10  <Sevalecan> "Lumber Burning Furnace"
13:29:46  <Terkhen> I'm between "Lumber Treatment Plant" and "Lumber Treatment Works"
13:30:21  <planetmaker> "Big Boys Toyshop" :-P
13:30:45  <andythenorth> Lumber Treatment Plant is my preferred
13:32:45  <planetmaker> One of those two which Terkhen said
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13:35:55  <andythenorth> It seems in the US "Wood Preserving Plant" is more common, but I think it's confusing (it doesn't accept Wood for starters)
13:36:48  <planetmaker> and besides you're in the UK :-P
13:38:14  <SpComb^> Temperate = the UK, Arctic = Canada, Desert/Tropical = South America
13:38:22  <planetmaker> And having at least one input in the name is better than one which is not accepted
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13:56:49  * andythenorth wonders whether to try and make FIRS power plants do anything more interesting than consume unlimited amounts of coal :o
13:58:46  <OsteHovel^PDA> Make powerlines to the city to get soe
13:58:53  <OsteHovel^PDA> Some streetlights working...
14:00:58  <andythenorth> neither of those are possible currently :)
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14:07:17  <Alberth> produce batteries :p
14:08:17  <planetmaker> hehe :-)
14:08:39  <Ammler> find some bugs, which crashes openttd, then crash it, when you don't supply it with power...
14:08:44  <planetmaker> just introduce the cargo "Watt"
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14:09:20  <planetmaker> and if you live on the North Sea, you can go beyond the dike and grab a few kilo watts :-P
14:09:41  <planetmaker> (works better in the German language)
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14:09:58  <Coco-Banana-Man> hehe
14:11:16  <OsteHovel^PDA> ;)
14:12:54  <OsteHovel^PDA> Is there a way to make dual(two one way and two the other way) railways and the trains infact use both of the lines not just the one thats shortest?
14:14:04  <Zuu> Make them equaly expansive to use?
14:14:16  <Zuu> (expansive to the path finder)
14:14:57  <Zuu> given that there is no trains on the two paths. With trains in the way and red signals on one track, the other will become cheaper.
14:15:16  <OsteHovel^PDA> Ok ;)
14:15:32  <OsteHovel^PDA> You suggest making long segments between ligjts?
14:15:35  <OsteHovel^PDA> Lights*
14:15:41  <OsteHovel^PDA> Signals*
14:16:10  <OsteHovel^PDA> I may just try it out anyway... much easier that way i think....
14:16:19  <OsteHovel^PDA> Thanks anyway Zuu ;)
14:16:34  <Zuu> For this case,  I don't know what a good signal distance is. However in general keep a constant signal distant not neccesarily very small.
14:17:15  <Zuu> If you have a signal distance of 4 or 5 clear tiles you will be able to make tunnels/bridges much easier without having a bottle neck there.
14:17:32  <OsteHovel^PDA> ok ;)
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14:18:44  <Eddi|zuHause> my signal distance is usually train length x1.5
14:19:05  <Eddi|zuHause> so for 8 tile trains that makes 12 tile signal distance
14:19:56  * andythenorth still not convinced neob is wrong
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14:22:05  <TrueBrain> whoho, never finished a project in so little time, never wrote such ugly code, never made such ugly interface ... but I did it, in time, within the requirements of the project .. now lets never look back to it
14:25:15  <Alberth> andythenorth: with respect to grf-crawler being not very friendly, he is right
14:25:56  <Alberth> TrueBrain: time to play a openttd game :p
14:26:06  <TrueBrain> hmm
14:26:08  <TrueBrain> tempting, for some reason
14:26:13  <Terkhen> TrueBrain: that could be applied to most of my practices for university
14:26:25  <TrueBrain> Terkhen: well, mostly I pay a tiny bit more attention to my work
14:26:29  <TrueBrain> but this was so idiotic ...
14:27:01  <TrueBrain> I am just REALLY happy I know a few frameworks inside out :)
14:27:42  <Alberth> that seems to be a gap in my education :)
14:29:52  <TrueBrain> I hate it that my Mac attached a directory of 2.5GB just because I double clicked on it unintentionally ...
14:30:40  <peter1138> it whated?
14:30:49  <peter1138> and why are you using a mac? :s
14:31:02  <jonty-comp> why not
14:31:02  <TrueBrain> I have been for the last 4 months
14:38:50  <valhallasw> TrueBrain: sounds like human computer interaction :p
14:39:15  <TrueBrain> valhallasw: nope
14:39:16  <peter1138> so we have two mac-using devs who don't fix mac problems ;)
14:39:17  <TrueBrain> HCI was nice
14:39:58  <TrueBrain> @cakc 13 * 4500
14:40:01  <TrueBrain> @calc 13 * 4500
14:40:01  <DorpsGek> TrueBrain: 58500
14:40:47  <TrueBrain> valhallasw: HCI is like: get Fons on your side, and it is a walk in the park; did an amazing project, still proud at it :)
14:40:52  <valhallasw> hehe
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14:43:03  <peter1138> HCI? Fons?
14:43:12  <TrueBrain> class, teacher
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14:50:43  <Hirundo> Is it possible to delete a non-AI company in single player (for debugging purposes) ?
14:51:01  <Eddi|zuHause> i don't think so
14:52:45  <planetmaker> reset_company?
14:57:13  <Hirundo> MP only, that's the problem :( and MP doesn't allow cheating to get stuff done
14:58:08  <Ammler> Hirundo: many cheats you can enable in SP and use in MP
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15:03:22  <Zuu> Also it might be possible that the cheats has DoCommands that are network compatible but it is just that you can't bring up the window in MP, in that case it would probably be one or two lines of code to change.
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15:06:27  <Ammler> if you play MP alone, you can't desync.
15:07:41  <planetmaker> sure. If you run a dedicated server and one or more clients, you can desync.
15:08:08  <planetmaker> even with non-dedicated and more than one instance of OpenTTD. Al on one computer
15:08:14  <Ammler> well, I meant one client which is both
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15:29:13  <OsteHovel^Atom> Is this game "English (UK)" default?
15:29:24  <OsteHovel^Atom> like becouse i saw English (US) on the transelation page...
15:29:46  <PeterT> all languages are on the translation page
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15:30:00  <OsteHovel^Atom> ok ;)
15:30:23  <TrueBrain> English UK is default, but on startup it tries to detect the right language
15:30:40  <OsteHovel^Atom> ok ;)
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15:30:56  <OsteHovel^Atom> Sadly my language Norwegian is just missing 2 strings...
15:31:10  <TrueBrain> why sadly? That is a good thing :)
15:31:19  <OsteHovel^Atom> ye... but if it has been 0% i coud have helped ;)
15:31:26  <SirSquidness> OsteHovel^Atom: be the one to fill in those two strings and complete the set!
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15:51:48  <OsteHovel^Atom> wow i got hello world to work on android ;)
15:52:08  <OsteHovel^Atom> now im trying to compile openttd dedicated server ;)
15:52:26  <OsteHovel^Atom> infact its not a big deal about android its just a gnu linux kernel on a ARM ;)
15:52:44  <TrueBrain> then OpenTTD should work just fine
15:52:57  <blathijs> OsteHovel^Atom: Why would you want to have a dedicated server on your phone?
15:53:05  <TrueBrain> blathijs: for on the road! :p
15:53:06  <blathijs> Apart from pure coolness, of course :-)
15:53:33  <OsteHovel^Atom> becouse im gonna test if i get it working ;)
15:53:41  <OsteHovel^Atom> before i start fissing around with SDL and suchs
15:54:03  <blathijs> Ah, that makes sense :-)
15:54:22  <OsteHovel^Atom> but its no point just having dedicated server on a phone.. i get that...
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15:57:14  <PeterT> Is there anyway to do "git pull" without having to type "git pull git://git.openttd.org/openttd/trunk.git"?
15:57:22  <TrueBrain> yes
15:57:27  <PeterT> you would think it remembers the repo that it originally pulled from
15:57:51  <PeterT> TrueBrain?
15:59:54  <blathijs> PeterT: If you cloned, it should work right away
16:00:11  <blathijs> PeterT: You could try "git remote add origin git://git...etc"
16:01:40  <PeterT> remote origin already exisists
16:01:43  <PeterT> *exists
16:02:32  <PeterT> then "git pull origin" outputs something like "You asked to pull from the remote 'origin', but did not specifiy a branch to merge..."
16:03:16  <PeterT> then "git pull origin trunk" says "fatal: Couldn't find remote ref spec"
16:03:23  <PeterT> * remote ref trunk
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16:04:58  <PeterT> is the origin the same for all branches?
16:05:12  <PeterT> I don't want the trunk branch to pull from fonso's git repository
16:05:16  <blathijs> PeterT: Think so. I guess it is named "master", not "trunk"
16:05:40  <OsteHovel^Atom> my first build diddent work so well.. it diddent work at all.. but anyway trying again with static as i forgot that the first time...
16:05:44  <blathijs> PeterT: Uh, I think you can specify a remote per branch
16:08:18  <PeterT> I'll have to deal with this later
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16:40:44  <Eddi|zuHause> PeterT: likely you want to pull origin/cargodist
16:42:42  <Ammler> but doesn't the cargodist repo already have a merged branch?
16:44:33  <Ammler> oh, he wants to update it with trunk himself :-o
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16:48:53  <fonsinchen> forget it, petert. There are lots of changes in smallmap_gui.cpp. I have to take a closer look at it.
16:49:20  <welshdragon> he pinged out
16:56:18  <planetmaker> hm... the railtype documentation pages don't show up in the newgrf wiki's table of contents. And I cannot figure out how to do that
16:56:36  <planetmaker> My assumption is, that it needs a wiki's admin intervention. Can anyone confirm that?
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17:05:46  <jonty-comp> hmm, an OpenTTD for PocketPC 1.0 from 2005
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17:06:24  <jonty-comp> oh, it's the esoftinteractive one
17:09:26  <TrueBrain> dont get us start talking about that :p
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17:42:30  <welshdragon> my BANANAS is borked
17:43:29  <Eddi|zuHause> that grammar is weird... :p
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17:44:47  <welshdragon> Eddi|zuHause: f u
17:45:11  <Eddi|zuHause> yes, i am fine, thank you.
17:46:30  <welshdragon> so, why can I not see the Online Content?
17:49:02  * Hirundo grabs his crystal ball
17:49:27  <Eddi|zuHause> most likely your firewall blocks some outgoing ports
17:49:46  <welshdragon> Eddi|zuHause: it's a uni network
17:49:52  <welshdragon> it's to be expected
17:50:05  <Eddi|zuHause> then bad luck
18:00:43  <planetmaker> Eddi|zuHause: you're perfectly right. Currently the game gets easier wrt higher inflation costs
18:00:48  <planetmaker> not much, but slightly
18:01:46  <Eddi|zuHause> @calc 0.025**170
18:01:46  <DorpsGek> Eddi|zuHause: 0
18:01:51  <Eddi|zuHause> @calc 1.025**170
18:01:51  <DorpsGek> Eddi|zuHause: 66.536065591
18:02:00  <Eddi|zuHause> @calc 1.015**170
18:02:00  <DorpsGek> Eddi|zuHause: 12.5668717331
18:02:01  <Rubidium> planetmaker: that is ofcourse excluding the loss of value of money
18:02:08  <planetmaker> Rubidium: no
18:02:16  <planetmaker> well... yes
18:02:33  <Rubidium> but yes, the profit margins are better
18:02:52  <planetmaker> though 2.60 vs. 2.65 in 100 years is not very significant
18:03:33  <planetmaker> @calc 2.65/2.60
18:03:33  <DorpsGek> planetmaker: 1.01923076923
18:03:42  <planetmaker> 2% more difficult in easy mode
18:04:05  <Rubidium> the profit margin is 2% less
18:04:17  <planetmaker> yeah
18:04:49  <Rubidium> however, 100 in cash is only worth 96 the next year for hard or 98 for easy
18:05:16  <Eddi|zuHause> Rubidium: but that hardly matters with the current monetary game balance
18:05:29  <Rubidium> so... if you spend the income immediately 'hard' is easier, if you need wait till you have enough money hard is probably as easy as easy
18:05:41  <planetmaker> yeah
18:05:44  <Rubidium> i.e. the extra profit cancels out the devaluation of money
18:06:02  <planetmaker> but makes it quite not a difficulty setting :-)
18:06:21  <Rubidium> blame Chris
18:06:29  <Eddi|zuHause> i think my suggestion would work...
18:06:30  <planetmaker> bad bad Chris :-P
18:06:45  <Rubidium> or I would say to Christians: "that's how God wanted it"
18:06:52  <planetmaker> hehe
18:07:08  <Eddi|zuHause> especially for the bank loan the interest rate should be increased
18:08:39  <Eddi|zuHause> currently, repaying bank loan is totally irrelevant. you just max out the loan and go on your way of earning the big bucks
18:09:16  <Eddi|zuHause> with high loan rates, you have to look that your first lines are really profitable
18:10:17  <planetmaker> Eddi|zuHause: planes ;-)
18:11:59  <Andel> random question
18:12:07  <Andel> how can I remove an ai in a network game
18:12:17  <planetmaker> stop_ai
18:12:21  <Andel> ta
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18:26:53  <Eddi|zuHause> @calc (106/109)**170
18:26:53  <DorpsGek> Eddi|zuHause: 0.00869946299532
18:27:26  <Eddi|zuHause> planetmaker: i'm not entirely sure what you calculated there
18:29:28  <Eddi|zuHause> dollhouse is strange...
18:29:59  <Eddi|zuHause> i suggest watching in this order: 1x01-12, 2x01-12, 1x13, 2x13
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18:45:37  <CIA-1> OpenTTD: translators * r18973 /trunk/src/lang/ (5 files):
18:45:37  <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
18:45:37  <CIA-1> OpenTTD: catalan - 6 changes by arnau
18:45:37  <CIA-1> OpenTTD: hebrew - 8 changes by dnd_man
18:45:37  <CIA-1> OpenTTD: italian - 2 changes by lorenzodv
18:45:38  <CIA-1> OpenTTD: lithuanian - 12 changes by BlinK_
18:45:38  <CIA-1> OpenTTD: portuguese - 6 changes by JayCity
18:47:57  <planetmaker> Eddi|zuHause: the numbers I give is what the first line says: (cost/income)^(n-1)
18:48:19  <planetmaker> e.g. the reciproce value of what you calculated ^^
18:48:48  <planetmaker> @calc (109/106)**100
18:48:48  <DorpsGek> planetmaker: 16.2953340414
18:49:23  <Eddi|zuHause> yeah, i should concentrate a little more :p
18:50:03  <Eddi|zuHause> and you meant "i.e.", not "e.g." ;)
18:51:00  <planetmaker> i.e. = in exemplum. e.g. = example given. Not much difference, is there?
18:51:19  <planetmaker> or is my dictionary wrong?
18:51:22  <frosch123> quite
18:51:27  <frosch123> i.e. = id est
18:52:21  <planetmaker> he. Thx :-)
18:52:26  <__ln__> planetmaker: e.g. = exempli gratia
18:53:08  <Eddi|zuHause> in general, you say "i.e." for "it means" and "e.g." for "for example"
18:53:10  <planetmaker> I should hand in my Abitur...
18:53:27  <planetmaker> 6 year Latin obviously without any effect :-P
18:53:29  <Eddi|zuHause> Abitur has nothing to do with knowledge :p
18:53:47  <planetmaker> s/hand in/return/
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18:55:17  <Eddi|zuHause> planetmaker: "i.e." == "d.h.", "e.g." == "z.B."
18:55:30  <planetmaker> yeah. I see that _now_ ;-)
18:55:36  <__ln__> however... english only! not latin!
18:55:43  <planetmaker> tsk
18:55:57  <Eddi|zuHause> __ln__: it's in the english dictionary, so it is english.
18:56:21  <Eddi|zuHause> the "not <other language>" part is an imagination of yours
18:57:00  <Eddi|zuHause> a phrase might very well be meaningful in more than one language at the same time
18:57:01  <planetmaker> yeah, since a few years ago a freak handed in his disseration at Heidelberg university in Latin they removed that obviously old text passage in the examination rules which allowed that... They didn't find a person for a long time to examine the thesis.
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18:57:57  <Eddi|zuHause> haha, our rules allow german or english...
18:59:44  <planetmaker> same here
19:03:07  <__ln__> what about the sources used in theses?
19:04:37  <Alberth> what about them?  It is allowed to reference to a source written in another languages afaik.
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19:08:16  <__ln__> and it's no problem if an important source of yours is in Inari Sami language?
19:09:27  <__ln__> (300..400 living speakers in the world)
19:10:37  <planetmaker> Denying sources in other languages is like denying 90% of the world exist and can think and work scientificly
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19:12:42  <__ln__> planetmaker: ain't that the modern approach, denying the idea that anyone writes in other than english.
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19:14:29  <planetmaker> That's a different statement
19:16:09  * planetmaker also writes in English
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19:19:14  <Alberth> __ln__: I don't think that is a problem. You as author of the thesis should have no problem explaining that source.
19:19:17  <Zuu> Sometimes you don't have English sources as an option, and only sources of <some language> are available.
19:21:05  <Eddi|zuHause> how are you writing a thesis about early sumeria if you can't cite sumerian or babylonian sources? :p
19:21:50  <Eddi|zuHause> especially if your thesis is about translating one of these documents
19:22:28  <Eddi|zuHause> clearly, you aren't going to find a sumerian native speaker any time soon :p
19:22:44  <__ln__> Eddi|zuHause: what, are you saying the glorious civilization of sumeria and babylon did not use english like everyone else?!
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19:23:05  <Eddi|zuHause> __ln__: you are watching too much stargate :p
19:23:19  <TrueBrain> or you too little
19:23:35  <__ln__> actually i watched the movie on blu-ray a couple of days ago, but never watched a single episode of the tv series.
19:24:16  <Zuu> Oh, is there also a stargate movie?
19:24:32  <Eddi|zuHause> __ln__: weird... because the movie actually emphasised on the language barrier, while the series ditched that for practical reasons
19:24:47  <Eddi|zuHause> Zuu: in what world are you living?
19:24:51  <TrueBrain> one?
19:24:53  <Zuu> Earth
19:25:12  <Eddi|zuHause> stargate was a movie that got turned into a series later
19:25:34  <Zuu> Okay, I've only seen them when they are aired on TV.
19:25:43  <Eddi|zuHause> (opposing to most other developments where a series got turned into a movie)
19:25:57  *** Terkhen [~Terkhen@73.69.220.87.dynamic.jazztel.es] has joined #openttd
19:26:01  <Zuu> And it is more like, lets see what is on TV now, oh, nothing better than stargate, lets watch it then..
19:26:10  <Eddi|zuHause> (like star trek, x-files, ...)
19:27:21  <__ln__> actually i liked the movie... it's not absolutely fantastic, but better than could be expected from Roland Emmerich.
19:28:40  <Eddi|zuHause> but if you didn't ever watch the series, you missed half of Richard Dean Anderson's carreer...
19:28:42  <Prof_Frink> Eddi|zuHause: Or those that went from a radio play to a series of books to a TV series to a towel to a movie.
19:29:29  <Eddi|zuHause> Prof_Frink: i'm not familiar with that history...
19:30:04  <Eddi|zuHause> Prof_Frink: from my point of view, that turned from a couple of in-jokes in programming languages to a movie :p
19:30:33  <Prof_Frink> The original is the best.
19:31:48  <__ln__> Zuu: there; it's even inexpensive: http://www.amazon.com/Stargate-Extended-Blu-ray-Kurt-Russell/dp/B000HIVOI2
19:32:44  <Eddi|zuHause> really? i would have expected them to charge exorbitant prices for something that was released in 1992 and shown 10 times on free-tv
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19:33:03  <Prof_Frink> Eddi|zuHause: So you wouldn't even have recognised the scene with two Marvins in
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19:33:18  <Eddi|zuHause> Prof_Frink: no, i only heard about it from second hand
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19:35:43  <__ln__> i started watching the movie, and for some reason subtitles weren't enabled at first, and the first things actors said were in swedish, and i was thinking wtf.
19:36:09  <Eddi|zuHause> hm... let me search the movie...
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19:39:23  <Eddi|zuHause> __ln__: the tv recording i have here starts with a scene in egypt... how would swedish fit in there?
19:39:40  <__ln__> Eddi|zuHause: that's part of the wtf.
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19:40:24  <__ln__> the stargate is being lifted up, and the professordude and someone else are wondering aloud what it is.
19:42:07  <Eddi|zuHause> well, obviously they translated that into german...
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19:44:42  <__ln__> see; another reason to get the american blu-ray release -- hear swedish as it was meant to.
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19:58:19  * SpComb^ wonders at PeterT's win23 build
19:58:25  <PeterT> which one?
19:58:29  <PeterT> win23?
19:58:30  <SpComb^> is this 23-bit arch compatible with my 32-bit cpu?
19:58:39  <SpComb^> http://www.tt-forums.net/viewtopic.php?p=852463#p852463
19:59:03  <PeterT> there, problem solved
20:01:12  <PeterT> SpComb^: Done
20:01:23  <SpComb^> PeterT: also, you seem to be missing source?
20:01:29  <PeterT> What source?
20:01:44  <PeterT> You can get the source from fonso's git repo
20:02:17  <SpComb^> hmm... true, I guess
20:03:12  <SpComb^> but a little iffy
20:03:25  <SpComb^> what if fonso's git repo goes down?
20:03:35  <PeterT> Unforunate
20:03:39  <PeterT> then I will stop making binaries
20:04:03  <Andel> what was that remove ai from network game command again please someone?!
20:04:03  <Andel> lol
20:04:05  <PeterT> Do you post source?
20:04:05  <SpComb^> when I attach binaries to my build posts on tt-forums, I attach the .patch first, and then only upload the .zip once that's there :P
20:04:07  <Andel> didn't write it down
20:04:20  <PeterT> .patch != source
20:04:54  * SpComb^ wonders what the `make bundle` variant for source tarballs is
20:05:20  <Andel> !logs
20:05:24  <Andel> @logs
20:05:25  <PeterT> SpComb^: Patch is now at dev site
20:05:28  <Andel> logs...?
20:05:39  <SpComb^> Andel: nananana
20:05:41  <SpComb^> Andel: stop_ai
20:05:49  <PeterT> http://irclogs.qmsk.net/channels/openttd
20:06:03  <Andel> thanks SpComb^
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20:22:44  <TrueBrain> hi Noldo :) Didn't you had any more to say then 'done'? I was expecting more ;) :p
20:25:38  <Noldo> TrueBrain: sorry, I started thinking so hard I forgot to make the actual comments ;)
20:25:55  <TrueBrain> ghehe :)
20:26:01  <TrueBrain> so now I expect a long long email ;) :p
20:26:04  <Noldo> (as if)
20:26:39  <TrueBrain> tsss
20:28:02  <planetmaker> Concerning bananas: assume I have a newgrf with grfID=01. Can I use the same project and upload a newgrf with grfID=02 and call it a new version? Or would I have to create a new project on bananas for that?
20:28:49  <CIA-1> OpenTTD: frosch * r18974 /trunk/src/ (command.cpp road_cmd.cpp): -Fix [FS#3578]: CMD_BUILD_ROAD missed CMD_AUTO. Also do not access tiles anymore after clearing them; that fails either in test or exec run.
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20:48:44  <andythenorth> today is....releasey
20:49:26  <PeterT> really?
20:49:31  <PeterT> andythenorth: Why so?
20:49:32  <andythenorth> new FISH, new HEQS
20:49:43  <PeterT> new FIRS!
20:49:45  <andythenorth> no
20:49:46  <PeterT> new bandit!
20:49:48  <andythenorth> no
20:49:55  <PeterT> no?
20:50:05  <andythenorth> FIRS gets closer to a release
20:51:20  <PeterT> I've only played with it once
20:51:22  <andythenorth> frosch123 et al....the 'magic tile' FF used in water industries for clearance...can that be used on land?
20:51:29  <PeterT> I should play with FIRS, FISH, and HEQS
20:51:32  <andythenorth> if no-one knows, I can just test.
20:51:49  <PeterT> andythenorth: Join #OpenTTDMegaClan, we have a "clan-server" game going on which (I think) uses FISH
20:51:51  <PeterT> it's quite fun
20:51:57  <PeterT> it's CargoDist && IS
20:52:07  <frosch123> andythenorth: it checks for water
20:52:13  <frosch123> what do you want to do with it on land?
20:52:28  <frosch123> 		if (gfx == GFX_WATERTILE_SPECIALCHECK) {
20:52:30  <frosch123> 			if (!IsTileType(cur_tile, MP_WATER) ||
20:52:31  <frosch123> 					GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
20:52:33  <frosch123> 				return false;
20:52:34  <frosch123> 			}
20:52:36  <frosch123> 		} else {
20:52:46  * SpComb^ slaps frosch123 around a bit with a large pastebin
20:53:00  <frosch123> only 6 lines
20:53:11  <SpComb^> 4 lines is the limit, anything over 5 lines is waaay too much
20:53:14  <frosch123> i said the whole day almost nothing
20:53:23  <frosch123> and tb already overtook me on the spam charts
20:53:27  <SpComb^> 5 lines is the limit how much you can flood in one go in the IRC protocol, usually
20:55:22  <CIA-1> OpenTTD: frosch * r18975 /trunk/src/ (command.cpp command_type.h road_cmd.cpp): -Cleanup: CMD_REMOVE_ROAD is unused.
20:56:00  <andythenorth> frosch123: I want to ensure clearance around an industry when it's built
20:56:37  <CIA-1> OpenTTD: frosch * r18976 /trunk/src/unmovable_cmd.cpp: -Fix: Estimating the cost of removing statues could clear the presence flag in the town.
20:56:38  <frosch123> well, it checks for water, not clear land
20:57:05  <frosch123> else you need to use the location callback
20:57:08  <frosch123> 0x29 or so
20:57:24  <andythenorth> I could do that, but the checks look like they would be very....intricate
20:57:45  <frosch123> 0x28 btw
20:58:09  <andythenorth> is the water tile special check one of those 'magic' things that can't be easily extended?
20:58:44  <frosch123> the question is, how it should be extended :)
20:59:17  <frosch123> on land there are hundreds of things to check, like trees, fields, plain land, ...
20:59:30  <frosch123> the water check is only there, because original oilrig uses it
20:59:32  <andythenorth> good point
21:00:40  <PeterT> andythenorth: Are you going to register at clanmega.warlink.eu
21:01:16  <andythenorth> frosch123: I need to check for house tiles, industry tiles, and maybe objects.  I don't care about anything else.
21:01:19  <frosch123> sounds like only underaged are allowed to register there
21:01:28  <planetmaker> :-D
21:01:34  <andythenorth> another way of putting it would be 'is this tile buildable?'
21:02:10  <frosch123> andythenorth: well, use cb 28, var 62, and check the tileclass for clear, tree, ... and whatever :)
21:03:16  <andythenorth> far as I can see, that will get me the northernmost tile, but not any others?
21:03:30  <andythenorth> hang on, I'll screenie, it might become more obvious my intention
21:03:55  <frosch123> http://hg.openttd.org/openttd/trunk.hg/file/127281a91de6/src/tile_type.h#l36 <- using var 62, you can specify an signed offset relative to the north tile, and then check the "landscape class". see TileType enum
21:04:58  <andythenorth> ok, that might do it.  I wasn't sure that var would be available if the industry wasn't built.  Meanwhile:
21:04:58  <andythenorth> http://tt-foundry.com/misc/location_suck.png
21:05:00  <frosch123> so you would check bits 24..27, and allow only classes 0 and 4
21:05:26  <frosch123> it is available, at least the specs say so :)
21:06:02  <frosch123> [22:06] <andythenorth> http://tt-foundry.com/misc/location_suck.png <- you build them like that, right? that was no random
21:06:05  <PeterT> If I want to change the revision number, do I edit ottdres.rc.in, or rev.cpp.in?
21:06:20  <andythenorth> no that's what the world generator has placed
21:06:23  <frosch123> you pass the revision to configure
21:06:37  <frosch123> no idea about win
21:06:56  <andythenorth> that screenie is with industry level 'normal' btw
21:07:03  <frosch123> so, world generation likes puzzling :)
21:07:07  <andythenorth> try building a route through that bit of landscape :|
21:10:20  <andythenorth> http://tt-foundry.com/misc/location_suck_2.png
21:11:26  <planetmaker> PeterT: neither
21:11:27  <andythenorth> this one is pretty epic:
21:11:29  <andythenorth> http://tt-foundry.com/misc/location_suck_3.png
21:11:36  <planetmaker> you just configure another version
21:11:40  <PeterT> planetmaker: Which one would I edit?
21:12:30  <frosch123> andythenorth: hmm, if it happens that often, maybe ottd should generally not place industries next to each other
21:13:08  <frosch123> i only encountered that problem yet with lots of ecs vectors and high industry count
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21:14:09  <planetmaker> petert if you really want to edit the source, rev.cpp.in is the right place, though. AFAIK.
21:14:26  <PeterT> how else could I do it with MSVC?
21:15:32  <Zuu> You can hack the script that determines the version.
21:15:55  <PeterT> findversion.sh?
21:16:00  <Zuu> I've used that method to play with some of my client-only patches in MP
21:16:05  <Zuu> Indeed, that file.
21:16:09  <andythenorth> frosch123: I can tweak down the probability for each industry, but then players who choose 'low' may not get industries built at all
21:16:10  <glx> no the .vbs
21:16:29  <Zuu> Oh, and yes, glx is right about the extension
21:16:30  <frosch123> andythenorth: those probabilities are only relative
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21:16:54  <frosch123> you cannot control the number of industries with them, only in which ratios they appear
21:17:27  <andythenorth> mmm....which means on some maps, with low probabilities, some industries aren't built (I tested a few weeks ago) :)
21:17:42  <andythenorth> the 'force one instance' flag is either not infallible, or I used it wrong!
21:18:03  <andythenorth> probability scales with map size...so small maps have more problems
21:18:46  <PeterT> thanks glx and Zuu
21:18:52  <andythenorth> but if it's relative across industries, would reducing probability for industry x increase probability of industry y?
21:18:54  <PeterT> the .vbs is changed every nightly then?
21:19:38  <PeterT> I'm sorry, but I don't see what to change
21:19:39  <glx> no it does the same as findversion.sh
21:19:59  <glx> but you can also just edit the .in
21:20:08  <PeterT> ok
21:21:01  <Zuu> The findversion script is not updated a lot, I mainly hacked away that it added the 'M' to modified builds but still used the svn revisions.
21:21:19  <glx> Zuu: that one is easy :)
21:21:29  <glx> add a ' on a line
21:21:31  <PeterT> I'm wondering if you could add "REVISION=rXXXXX" into the pre-processory definitions
21:22:13  *** HerzogDeXtEr [~Administr@89.246.186.236] has quit [Ping timeout: 480 seconds]
21:22:18  <Zuu> PeterT: A better name of it would be to set the version string rather than the revision.
21:22:38  *** OsteHovel^Atom [~Oste@160.205.16.62.customer.cdi.no] has quit [Remote host closed the connection]
21:22:54  <glx> anyway the vbs doesn't use preprocessor stuff :)
21:25:08  <TrueBrain> who here wrote in erlang?
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21:28:35  <PeterT> hi fonsinchen
21:29:02  <planetmaker> if you add an "en" to the end of the question, I could answer 'yes', TrueBrain ;-). But then it'd be a town in South Germany :-P
21:29:22  <fonsinchen> hi
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21:31:30  <Alberth> TrueBrain: isn't that some form of lisp?
21:31:49  <TrueBrain> some sort, yes
21:32:07  <Alberth> so basically just functional programming
21:33:02  <TrueBrain> erlang is built to give stability
21:33:19  <TrueBrain> reloading on the fly, crashing is local, clear error handling, microthreading
21:33:22  <TrueBrain> all native in the language
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21:37:12  <Alberth> not sure how that makes it more stable, but ok
21:38:06  <TrueBrain> hehe :) You can reach uptimes of 99.9999999% (Ericson) with it :p
21:38:15  <TrueBrain> Ericson ATM have that uptime, they claim
21:38:18  <fonsinchen> petert, isn't that r18972? You've written r18942 in the thread.
21:41:52  <TrueBrain> whoho! OpenDUNE 0.2 is released :)
21:42:18  <Eoin> DUNE
21:42:20  <Eoin> what is this Dune
21:42:24  <Alberth> \o/    Congratulations!!
21:42:28  <TrueBrain> a very old game :)
21:42:39  <Alberth> Eoin: the first RTS game
21:42:41  <TrueBrain> http://www.opendune.org/ for more info
21:43:59  <Eoin> made by westwood?
21:44:05  <Eoin> they made original C+C didnt they
21:44:14  <TrueBrain> Dune2 is pre-C&C
21:44:19  <TrueBrain> it is THE first RTS
21:44:21  <Eoin> ah
21:44:28  <Eoin> well id expect it to be good then
21:44:31  <glx> and yes they made C&C IIRC
21:44:41  <planetmaker> yeah... when it came out it was like wtf? That's awesome!
21:44:45  <ccfreak2k> They did.
21:44:54  <ccfreak2k> Command & Conquer used the Dune 2 engine for the most part.
21:45:00  <Eoin> oooh
21:45:03  <Eoin> you need the original
21:45:11  <Eoin> + the manual for security questions :D
21:45:15  <planetmaker> yeah
21:45:18  <glx> of course :)
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22:02:06  <PeterT> sorry about that, fon
22:02:09  <PeterT> sorry about that, fonso
22:02:31  <SpComb^> tsk, this is why you use a script to name your builds
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22:09:08  <Xaroth> Eoin: the manual can be found online, paper decays :)
22:10:46  <Eoin> hehe
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22:17:21  <Eddi|zuHause> <frosch123> i only encountered that problem yet with lots of ecs vectors and high industry count <-- openttd should scale back the amount of industries generated when more industry types are available, so the total number of industries is the same. like if you have 12 industry types, and generate 4 of each, you get 48. now when you have 24 industry types you should only generate 2 of each, not 4 of each, so the total is again 48
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22:37:33  <CIA-1> OpenTTD: terkhen * r18977 /trunk/src/viewport_type.h: -Doc: Add comments to ViewportDragDropSelectionProcess.
22:41:00  <Terkhen> good night
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23:03:20  <Luukland> Hmmmm, guys I am experiencing some trouble with modifying pricebase.h, on the current server I use, clients that joined got synced with these values, but with current trunk they dont, I also tried going back in time to r18888, but that is also not working... Might someone know what is wrong?
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23:08:29  <Eddi|zuHause> several server-side "abuses" have been fixed in trunk...
23:08:40  <SmatZ> like r18950
23:08:55  <SmatZ> but you say even r18888 doesn't work... then I don't know
23:09:22  <Luukland> Might be the new libary
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23:10:31  <Luukland> I am trying to run some nice servers here, but you dev's seem to be working hard onto fixing the holes we use in our server settings to make the game more interesting
23:10:33  <Eddi|zuHause> lzo is only used for very old savegames
23:10:41  <SmatZ> anyway, quite long time ago, frosch changed the behaviour of prices
23:10:59  <SmatZ> they are no longer saved in savegame, and are computed from base price and inflation
23:11:12  <SmatZ> you should use BasePriceMod (or so) GRF
23:11:55  <SmatZ> http://grfcrawler.tt-forums.net/details.php?do=details&id=276
23:12:39  <TrueBrain> quote of the day: STOP FIXING THE SECURITY HOLES! :p
23:13:08  <Luukland> Well I wouldn't call it SECURITY holes, I would call it settings to make the game interesting
23:13:23  <SmatZ> hehe
23:13:30  <Luukland> Is there a way to file for an objection against a certain change in source?
23:13:36  <Eddi|zuHause> "lack of boundary checking" is quite certainly a "security" hole
23:13:58  <TrueBrain> Eddi|zuHause: don't call it like that, before you know it, it is a CVE again :p
23:14:15  <TrueBrain> Luukland: sure: http://bugs.openttd.org/ :)
23:14:38  * SmatZ readies his "Deny" button
23:14:52  <TrueBrain> it is his freedom to complain, our freedom to deny :)
23:15:00  <SmatZ> I suppose that thing won't be reverted, as it simplified game logic
23:15:01  <SmatZ> hehe
23:15:29  <TrueBrain> there are more legit ways to alter those values :)
23:16:23  <Luukland> Well if you just click deny it has no point in making an entry is there?
23:17:53  <SmatZ> I can't promise anything
23:18:07  <Luukland> But you forgot to fix some other bugs then guys, I can now create a game, which after saving and reloading, has totally different settings
23:18:35  <Luukland> due to the "running costs and inflation" calculation
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23:20:43  <SmatZ> can it cause crash?
23:21:09  <SmatZ> forcing values to be in bounds solved possible crashes from modified savegames
23:21:43  <Luukland> if you enable certain values; e.g. only the price values to be out of bounds
23:21:51  <Luukland> I do not see how a crash can occure
23:22:00  <Luukland> yet all other values might be hazardous
23:22:20  <SmatZ> some setting values are used to index an array
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23:22:36  <SmatZ> so if they were out of bounds, it could cause invalid memory access
23:22:50  <Luukland> I am not familiar with the term "array"
23:23:19  <SmatZ> nevermind :)
23:23:46  <Luukland> are u referring to int with numbers higher than amount of bites available?
23:24:46  <Zuu> He is refering to having a list of thing. For example a list of vehicles. Then you use an index to access eg vehicle # 3.
23:25:10  <Zuu> If you change that index to be greater than the last vehicle in the list you will try to access something that does not exist.
23:25:28  <Zuu> In C++ you will try to access memory that is used by something else.
23:26:38  <Luukland> I see, but I do not speak of making extra entries, I am just speaking of solid values
23:27:15  <Eddi|zuHause> Luukland: fact is, you have actually no clue, if your changed values are affecting other things deep in the code that you are not aware of
23:27:44  <TrueBrain> besides all that .. there is a legit way of changing those values, and he wants to do it via a non-legit way .. the solution seems obvious to me :)
23:27:47  <Zuu>  The problem that SmatZ is talking about is that if you change the value of something, that value might be used as an index in an array at some place in the code.
23:27:48  <Eddi|zuHause> and "but we never had problems" is not an argument
23:28:14  <Luukland> Eddi, you are taking it personal again, please be kind
23:28:16  <SmatZ> :)
23:28:41  <Eddi|zuHause> this is not personal, it's an absolutely objective observation...
23:29:09  <Eddi|zuHause> _nobody_, not even the devs, can guarantee anything like that
23:29:13  <Rubidium> yeah, MiniIN doesn't desync
23:29:19  <SmatZ> :-p
23:29:22  <Luukland> We could donate to you the patch that made it possible to change these settings, from cfg and advanced settings
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23:29:58  <Luukland> If you could include it of course, everyone could use the settings they like
23:30:12  <Luukland> why need a newgrf if it can be coded (in an easy way)
23:30:49  <Eddi|zuHause> why code it if you can provide a newgrf (in an easy way)?
23:31:42  <Eddi|zuHause> don't even need permission from a dev for a newgrf
23:31:57  <Eddi|zuHause> and it's guaranteed to work in the future
23:32:04  *** Fast2 [~Fast2@p57AF9675.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds]
23:32:44  <Luukland> The patch I am talking about makes it easier for the user to select their settings (favorite)
23:33:13  <Luukland> a newgrf would require the knowledge of parameters, and could prove to be quite difficult if willing to change minor values of 48 solids
23:33:33  <TrueBrain> so we need a website which makes such a grf
23:33:35  <TrueBrain> seems easy to do :)
23:33:59  <Eddi|zuHause> well, please, post the patch to the usual places and be prepared for a "yet another advanced setting" discussion...
23:34:45  <Luukland> Truebrain, then again, creating a patch would solve the need of a grf AND a website
23:34:56  <Eddi|zuHause> but you have the right to remain silent. every word that you say from now can be used against you.
23:35:19  <TrueBrain> Luukland: let me think .. an already available legit way, or yet another hack to allow something ..hmm ...
23:35:44  <Zuu> TrueBrain: Integrate that grf website with bananas and you have a killer service :-)
23:35:51  <TrueBrain> Zuu: agree'd :)
23:35:57  <TrueBrain> even better, integrate it with OpenTTD client :p
23:36:27  <Eddi|zuHause> and integrate a word and spreadsheet application as well, while you're at it
23:36:34  <Eddi|zuHause> and a google toolbar :p
23:36:38  <TrueBrain> consider it done :)
23:36:41  <Zuu> Including a human interface where you must type your wishes starting with "Oh OpenTTD I wish a NewGRF that ..." :-)
23:37:06  <rait> please don't :)
23:37:20  <TrueBrain> rait: you think we are serious .. why? :p
23:37:26  <Eddi|zuHause> mirror, mirror on the wall
23:37:39  <rait> yeah i soo tought you are serious :D
23:37:50  <TrueBrain> just checking ;)
23:37:51  <Zuu> Why not just integrate OpenTTD in emacs instead?
23:38:15  <TrueBrain> I already have a patch which allows OpenTTD to do HTTP calls .. so why not add a browser?
23:38:46  <TrueBrain> bit of HTML rendering ... allows all kinds of cool services :)
23:38:54  <TrueBrain> or look at Alberth to extend the GUI to load XML data? :p
23:39:11  <glx> yeah like clickable url in newgrf description
23:39:27  <Luukland> So all this was a joke TrueBrain? I am confused...
23:39:37  <Eddi|zuHause> TrueBrain: but please also CSS
23:39:38  * Zuu points at the FS task regarding detecting default browsers
23:39:39  <rait> why don't you just replace all these little busses and stuff with moving flash applets? :)
23:39:41  <TrueBrain> it is all a joke .. OpenTTD is a joke
23:40:00  <Eddi|zuHause> the cake is a lie.
23:40:03  <TrueBrain> we should follow FreeCIV, and allow the client via the website
23:40:19  <TrueBrain> then we too can make HTML5 benchmarks!
23:40:30  <TrueBrain> (which have nothing to do with HTML5 .. more with Javascript :p)
23:41:02  <Zuu> Or why not add an IRC client to OpenTTD ... hmm, but do we really want all OpenTTD users in this channel? :-p
23:41:21  <TrueBrain> we put them in #openttd.losers
23:41:30  <Eddi|zuHause> we also totally need a youtube interface, so people can export their games as videos, or download and watch tutorials
23:41:31  <Coco-Banana-Man> only 22 more users will fit here :P
23:41:54  <TrueBrain> and then we have to start paying?
23:42:34  <Eddi|zuHause> Coco-Banana-Man: you know the limit is only to prevent join-floods
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23:42:44  <Coco-Banana-Man> yes
23:42:44  <Zuu> hmm, that is a good use of your HTTP patch, add SSL support so we can integrate it with a credit card payment form. :-)
23:43:05  <TrueBrain> and after payment, you can use SO MUCH MORE COOL FEATURES!
23:43:09  <TrueBrain> like changing the base price ingame!
23:43:15  <TrueBrain> without NewGRF!
23:43:19  <TrueBrain> (now I am just mocking :p)
23:43:22  <Zuu> Yea, like requiring them to pay to use the cheat dialog.
23:43:44  <Eddi|zuHause> pay real money to get more ingame money!!
23:44:10  <Zuu> Indeed that must be a good idea with full curency support.
23:44:19  <Eddi|zuHause> 10EUR will get you one time use of the money cheat
23:44:40  <Eddi|zuHause> we will get soooo rich
23:45:07  <Zuu> And don't forget to change for landscaping. :-)
23:45:13  <Zuu> charge*
23:45:27  <Eddi|zuHause> exponentially! :p
23:45:41  <Luukland> Ah well, I will consult with the Server team first what our next step will be ;)
23:45:48  <Luukland> Thx for the info guys!
23:45:58  <TrueBrain> any time
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23:46:13  <TrueBrain> I love my job :)
23:46:26  <Eddi|zuHause> :)
23:47:37  <Yexo> I didn't read all of the discussion, but is he still complaining about r18950?
23:47:55  <TrueBrain> yup; that was the whole topic
23:48:01  <Yexo> haha, cool :)
23:48:07  <TrueBrain> you do know he always has one topic between joins/leaves, right?
23:48:17  <Yexo> yep
23:48:32  <Yexo> but I joined half-way the topic
23:49:59  <Rubidium> troll'n'whine while being stupid'n'arrogant
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23:51:54  <Zuu> Hi Yexo, as you might have seen at FS#3496 I've been able to suspend the AI just after the AILog call. I do this by using 100 000 opcodes. Do you have a better idea? I've seen there is a sq_suspendvm but it doesn't seam to actually suspend the AI.
23:52:29  <Yexo> you could check for AIObject::CanSuspend() and if that returns true then throw AI_Suspend()
23:52:36  <Yexo> or something like that, check AIController::Sleep()
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23:53:12  <Yexo> but your solution is better, with your solution it'll suspend as soon as possible
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23:53:59  <Zuu> I think I do call CanSuspend() before using the opcodes
23:54:44  <Yexo> you could always use the opcodes
23:55:01  <Yexo> instead of using 100.000 opcode you could use the setting for it
23:55:01  <TrueBrain> k .. I need to get some sleep .. enough for me to wake up tomorrow morning very early, not enough so I can sleep during class ...
23:55:02  <Zuu> A cleaner solution than using 100 000 opcodes would be to check the setting of how many opcodes that are allowed per tick and use that amount.
23:55:03  <TrueBrain> night all :)
23:55:21  <PeterT> Good night, TrueBrain
23:55:22  *** Neon [~Neon@dslb-088-069-239-068.pools.arcor-ip.net] has quit []
23:55:26  <PeterT> Good luck
23:55:34  <Yexo> Zuu: _settings_game.ai.ai_max_opcode_till_suspend
23:55:40  <Zuu> Yexo: Indeed (regarding the setting), I just didn't knew where to look for the setting or at what level I would find it.
23:55:43  <Zuu> Ok thanks.
23:55:54  <Yexo> include settings_type.h if it doesn't compile
23:55:54  <Rubidium> night TrueBrain
23:56:00  <Yexo> gn TrueBrain
23:56:48  <Zuu> Okay, I'll save our conversation and look into it later as I need to get to beed soon, and if I would start coding I would not get to bed any time soon. ;-)
23:57:02  <Yexo> good idea
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23:57:14  <Yexo> I'm off to bed too :)
23:57:15  *** amiles [~aj@78-86-188-187.zone2.bethere.co.uk] has joined #openttd
23:57:17  <Yexo> good night everyone
23:57:19  *** ajmiles [~aj@78-86-188-187.zone2.bethere.co.uk] has quit [Read error: Connection reset by peer]
23:57:21  <Zuu> Night Yexo
23:57:52  <SpComb^> where's all the love thy neighbour in this channel :(
23:58:22  *** roboboy [7248ea33@webchat.mibbit.com] has left #openttd []
23:58:31  <PeterT> I love you SpComb^
23:59:00  <SpComb^> quite

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