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Log for #openttd on 27th February 2010:
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00:42:12  <Zuu> Ah, nice a curling game where I can understand both teams :-)
00:42:35  <Zuu> (sweden vs canada)
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01:49:27  <sparr> Rubidium: Thanks for pointing out the distribution of parameters for MoveGoodsToStation.  I was stupidly considering mostly high numbers, as in monthly values, without thinking that the function is called with 2.5 days worth of production
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01:52:31  <sparr> is the date available globally?
01:52:36  <sparr> the in-game date, that is
01:54:40  <Eddi|zuHause> _tick_counter, probably
01:55:24  <sparr> the weird behavior of MoveGoodsToStation at low values is due to it using integer math.  this explains why people often see splits even worse than expected, because at very low values as much as a 50% additional bias can be introduced
01:56:52  <sparr> would it be feasible to use something like _tick_counter to control rounding the results?
01:57:36  <Eddi|zuHause> spontaneously looks like the wrong approach
01:57:38  <sparr> that is, if the result should be 2.8, then it is 2 for _tick_counter%5==0, 3 for all other ticks
01:58:30  <Eddi|zuHause> MoveGoodsToStation is likely called every 256 ticks
01:59:09  <Eddi|zuHause> ao this pseudo-rounding might be biased for some values
01:59:32  <sparr> well, knowing how often it's called, divide out that factor first?
01:59:57  <Eddi|zuHause> some instances of the daylength patch used improved rounding measures
02:00:06  <Eddi|zuHause> you might want to look up those...
02:00:06  <Sacro1> Sacro's daylength patch?
02:00:09  <sparr> interesting, I shall investigate
02:00:30  <Eddi|zuHause> no, not Sacro's daylength patch :p
02:01:05  <Eddi|zuHause> but possibly Wolf01's daylength patch?
02:02:54  <sparr> if movegoodstostation is called 12 times per month, the second place station would get no goods at all if the production is below about 18 per month...  isn't 19 the lowest production?
02:03:54  <sparr> Rubidium: I agree that many people are complaining about the overall state here.  I'd love to see the function massively overhauled.  I think the /2 penalty is definitely wrong when two stations are tied, and it seems unfair in a 100:99 situation as well.
02:07:38  <Eddi|zuHause> i think the lowest default production is 4 per 256-tick period (about 32 per month)
02:07:48  <Ammler> grad Sweden :-)
02:07:56  <Eddi|zuHause> but newgrfs might produce any number of items
02:07:59  <Ammler> grat*
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02:09:39  <Belugas> youm te doum
02:11:02  <Belugas> my computer choked and froze.  might have asked too much of poor old clunker...
02:11:27  <Eddi|zuHause> i have the same problem occasionally
02:11:37  <Belugas> multi-tracking, emailing, ripping  dvd...
02:12:04  <Belugas> that's ba, isn't it?
02:12:21  <Belugas> wish for a real machine...
02:12:32  <Eddi|zuHause> last time i was doing video conversion
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02:31:20  <Belugas> so... commun denominator :)
02:31:38  * Belugas goes back to music editing
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03:23:49  <notjotham> is there a way to disable coal or power stations?
03:31:44  <notjotham> are there any must-have newgrafs?
03:37:22  <welshdragon> grab the openttdcoop grfpack, it has everything
03:37:51  <welshdragon> and yes, you can wholly disable industries, but not specific industries
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04:21:24  <Wolf01> 'night
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05:12:33  <notjotham> does distance that the station is from the goods source (my station has only 1 square of cachement touching the forest) affect anything
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08:01:23  <andythenorth> morning
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08:31:33  <sparr> notjotham: some tiles of some industries only produce or accept or neither.  also in a city each building produces and partially accepts separately, so you need to cover as many as possible in the first case, and some minimum # in the second.
08:32:35  <notjotham> cheers sparr
08:33:33  <sparr> also, and this is a crazy broken bit imho...  for 'accepts', every tile in between the spread parts of a station counts
08:33:43  <sparr> even if neither part of the station has coverage over the tile in question
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08:35:46  <Terkhen> good morning
08:37:50  <andythenorth> morning
08:38:50  <sparr> is it?
08:40:04  <TrueBrain> and a bloody good one if you ask me
08:41:18  <sparr> good to hear
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09:03:18  <Rubidium> you had your first period?!?
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10:22:11  <CIA-2> OpenTTD: alberth * r19269 /trunk/src/ (3 files): -Codechange: PerformIndustryTileSlopeCheck() returns a succeeded or failed command.
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10:43:53  <Phazorx> is there much diff in map part of the game between current revs and 7.3 ?
10:45:18  <Phazorx> how safely i can import a map made with 191XX into 7.3, considering it's blank map pretty much
10:46:07  <Rubidium> that's going to be a mess I fear
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10:46:15  <Rubidium> it's not only the map that changed
10:47:02  <Rubidium> but then the question is "what is pretty much blank"?
10:47:22  <Phazorx> Rubidium: generated map
10:47:30  <Phazorx> no vehicles
10:47:36  <Phazorx> or anything esl playermade
10:47:52  <Rubidium> so it has (at least) towns and industries
10:48:02  <Rubidium> with the possibility of stations (oil rigs)
10:48:03  <Phazorx> and trees :)
10:48:19  <Alberth> would the random generator seed be portable?
10:48:31  <Rubidium> Alberth: not that portable :)
10:48:36  <Phazorx> Alberth: well it has been touched by scenario editor
10:48:42  <Phazorx> and not generated from seed
10:48:45  <Phazorx> based on height map
10:49:17  <Rubidium> Phazorx: just do a diff of docs/landscape.html and src/saveload to see what needs to be changed. I fear it's quite a lot
10:49:34  * Alberth has different ideas about "generated map" apparently.
10:50:39  <Phazorx> are where some hacks/tools i can use just to try importing wo recompiling?
10:50:52  <Rubidium> Alberth: take non-native English speaker's text with a grain of salt
10:51:15  <Rubidium> Phazorx: yes, but recompiling/messing with OpenTTD's code is easier
10:51:37  <Phazorx> Rubidium: it isnt if you lack compiling facility on the spot
10:51:46  <Phazorx> i am trying to figure out a way of demoing something
10:51:51  <Phazorx> which is no my pc
10:52:19  <Phazorx> so deplying mingw/svn and then messing with patching may be more time consuming that remaking the map
10:52:24  <Alberth> starting again from the heightmap seems the best option to me
10:52:48  <Rubidium> anyway, because you asked: select the "none" savegame format in the config file, save the savegame (this saves it uncompressed). Now get hexedit and remove/add/change everything needed to make it a 0.7.3 savegame.
10:54:03  <Rubidium> anyhow, why the need for 0.7.3?
10:54:07  <Phazorx> Rubidium: i take it if there is more than version it aint worth it
10:54:27  <Phazorx> Rubidium: demo is for someone who has 7.3 patched binary
10:54:50  <Rubidium> oh, so it might not even load a 0.7.3 savegame...
10:54:57  <Rubidium> have you tested that already?
10:55:13  <Phazorx> that worked
10:55:23  <Phazorx> doesnt prove anything tho
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11:16:14  * OwenS wonders WHY his server has dropped off the internets
11:17:57  <OwenS> pdns_server is running
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11:19:11  <OwenS> Reachable by ping
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11:21:01  <OwenS> Hmm. My slave nameservers are responding that they don't know about it. Time to file  a support ticket
11:26:39  <planetmaker> I'm lost in regex: grep -Ri -o -e '[a-zA-Z/\-_0-9]\+\.pcx' sprites/nfo/* gives me sprites/nfo/wagons/tanklong.pnfo:l/wood.pcx instead of the expected sprites/pcx/wagons/silo-l/wood.pcx
11:27:07  <planetmaker> I somehow fail to escape(?) the "-". But I don't quite see where or how
11:28:50  <planetmaker> or is the problem that "-" is not considered part of a word (grep -o)?
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11:31:53  <frosch123> you have to put the "-" at the start or end of [ ] instead of excaping
11:32:29  <planetmaker> thanks :-) That does the job nicely.
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11:47:28  <OwenS> Grr. Apparently Edinburgh University have sent me a message through their system (Why? Why not just use UCAS, or *shock* E-Mail?!) but the system is down till Monday
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12:12:13  <CIA-2> OpenTTD: alberth * r19270 /trunk/src/ (industry_cmd.cpp lang/english.txt): -Codechange: Forward CommandCost results through CreateNewIndustryHelper().
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12:21:45  <CIA-2> OpenTTD: alberth * r19271 /trunk/src/lang/english.txt: -Fix (r19270): Secondary error messages start with ... .
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12:29:57  <CIA-2> OpenTTD: alberth * r19272 /trunk/src/ (5 files in 2 dirs): -Doc: successfull -> successful.
12:30:24  <welshdragon> hmm
12:30:32  <welshdragon> no CIA-1 :/
12:30:39  <welshdragon> when did he die?
12:30:41  * yorick kills CIA-2
12:30:41  * CIA-2 dies
12:30:50  <Alberth> it changes identity every now and then
12:30:53  <welshdragon> heh
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12:32:44  <Wolf01> hello :P
12:32:52  <yorick> hello :P
12:34:03  <Eddi|zuHause> welshdragon: might be load balancing or general maintenance reasons to take one bot out of the channel and send another one
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12:49:00  <planetmaker> http://pastebin.ca/1813362 <-- aaarg!
12:50:39  <Terkhen> http://devs.openttd.org/~terkhen/IMGP2059.JPG <-- anyone has ever seen a connector like this one? I suspect it is not standard at all
12:51:26  <planetmaker> Once. Now. In the image you posted ;-)
12:51:33  <Terkhen> :P
12:51:44  <yorick> Terkhen: what's it from?
12:52:02  <Terkhen> a really old laptop
12:52:23  <ashb> power?
12:52:24  <yorick> then it looks like a power connector of some really old laptop
12:52:49  <ashb> Terkhen: are you after a replacement or just enlightenment?
12:53:55  <Terkhen> http://devs.openttd.org/~terkhen/IMGP2063.JPG <-- I have two identical laptops, but only one working charger
12:54:07  <ashb> nice luggable
12:54:13  <yorick> hmm I do know the laptop
12:54:28  <yorick> at least, I know someone who knows the laptop
12:54:47  <frosch123> it has a colour display
12:55:39  <Eddi|zuHause> a 1-colour display? :p
12:55:59  <Terkhen> it's only black and white
12:56:09  <Terkhen> "white"
12:56:09  <Eddi|zuHause> someone put tip-ex on the keyboard :p
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12:56:33  <yorick> Terkhen: http://www.old-computers.com/forum/forum_posts.asp?TID=1695
12:56:49  <Terkhen> yes, that's my last attempt
12:57:24  <yorick> it's not like these things get easier over time :)
12:57:54  <Terkhen> I couldn't fix the second laptop then
13:00:22  <Eddi|zuHause> welshdragon: for your amusement: number of consecutive messages by CIA bots in this channel: http://paste.openttd.org/225035
13:01:02  <Terkhen> oh, well... if it is not standard I don't think I'll be able to get a second charger :/
13:05:26  <Rubidium> it doesn't look standard at all :(
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13:05:40  <roboboy> ello
13:06:11  <Rubidium> I remember something similar with 4 instead of 6 'connections', but can't remember what kind of hardware that was for
13:09:19  <Wolf01> hi Terkhen, many thanks for the drag&drop roadstops :)
13:12:33  <Terkhen> I still have the connector from the broken charger, I'll ask if it could be adapted when I have time
13:12:45  <Terkhen> hello Wolf01, thank you for the initial updated patch :)
13:13:48  <Rubidium> Terkhen: if you know the output voltage etc. of the charger (and what's positive/ground/whatever) you might use another 'old' unused charger, do some wire stripping and make something that works :)
13:16:20  <Terkhen> I could get that data from the working charger
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13:17:48  <Terkhen> I have never done anything like that... I don't know if I'll dare try it once it's done
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13:51:23  <CIA-2> OpenTTD: alberth * r19273 /trunk/src/ (station_cmd.cpp waypoint_cmd.cpp): -Codechange: Return station joining error message when error is detected.
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14:03:19  <CIA-2> OpenTTD: alberth * r19274 /trunk/src/station_cmd.cpp: -Codechange: CmdBuildAirport() returns the 'too spread out' error via CommandCost, if needed.
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14:17:44  <CIA-2> OpenTTD: alberth * r19275 /trunk/src/ (station_cmd.cpp waypoint_cmd.cpp): -Codechange: CanExpandRailStation() returns a CommandCost.
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14:24:31  <Wolf01> I'll update the sloped stations patch for roadstops only
14:31:02  <Eddi|zuHause> sloped roadstops make way more sense than sloped railstations
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14:34:53  <Wolf01> the main problem is how to check what I'm building, roadstop or roadstation?
14:35:27  <Wolf01> in the previous patch I used a parameter, but it's not a nice solution
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14:45:32  <SpComb^> I want diagonal bridges :(
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14:45:54  <yorick> I want the moon on a stick :(
14:46:57  <ashb> i want to be able to build up the other type of slopes :)
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14:47:31  <yorick> I want to be able to poke people with the moon :)
14:48:18  <Wolf01> I want to roundhouse kick people in the face over tcp-ip
14:48:36  <Prof_Frink> I want to go back to the lands of ice and (not too much) snow.
14:49:14  <yorick> I want to go back to the moon.
14:49:49  <planetmaker> aren't you from Mars? :-P
14:50:03  <Prof_Frink> Let's dig a tunnel to the centre of the moon.
14:50:14  <yorick> planetmaker: it's the same...remember ;)
14:51:11  <yorick> Prof_Frink: then lets sail to the moon through the tunnel
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15:14:20  <Terkhen> Wolf01: what do you mean with roadstops and roadstations?
15:15:52  <Wolf01> roadstops are the drive through ones, roadstations are the others
15:16:29  <Rubidium> oh, call them terminal and roro road stops :)
15:20:33  <Terkhen> CmdBuildRoadStop already has that parameter and passes it to other functions, I don't know a nicer solution
15:21:05  <Wolf01> yes, I noticed it, the code has changed a lot since r15400 :P
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16:27:28  <CIA-2> OpenTTD: terkhen * r19276 /trunk/src/station_cmd.cpp: -Fix [FS#3649](r19229): Newly built road stops were not always repainted.
16:27:40  <CIA-2> OpenTTD: rubidium * r19277 /trunk/src/economy.cpp: -Fix [FS#3646]: [NewGRF] Ensure prices can't be set to zero. Zero prices break a lot of the internal logic to determine whether something has been done.
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16:41:25  <CIA-2> OpenTTD: rubidium * r19278 /branches/1.0/src/ (56 files in 5 dirs):
16:41:25  <CIA-2> OpenTTD: [1.0] -Backport from trunk:
16:41:25  <CIA-2> OpenTTD: - Feature: BaNaNaS support for music sets (r19262)
16:41:25  <CIA-2> OpenTTD: - Fix: [NewGRF] Ensure prices cannot be set to zero. Zero prices break a lot of the internal logic to determine whether something has been done [FS#3646] (r19277)
16:41:25  <CIA-2> OpenTTD: - Fix: 'Cannot build <industry> here... <industry> in the way' showed the to-be-built industry twice, instead of the to-be-built industry and the industry that's in the way [FS#3618] (r19265)
16:41:26  <CIA-2> OpenTTD: - Fix: strgen segfaults when trying to lookup the command for a non-existing command (r19264)
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16:56:57  <zachanim1> well, those are some interesting title games
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17:06:26  <IPG> yeah, i did the whole langfile's revision :D
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17:26:26  <Rubidium> IPG: the amount you've changed shows that it must've been in not such a good state :)
17:26:36  <IPG> yes...
17:26:42  <IPG> there was many little things
17:27:13  <IPG> there was some problems commented on the thread
17:27:19  <IPG> and I did found some others
17:27:44  <IPG> there was some mistranslations
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17:43:07  <CIA-2> OpenTTD: alberth * r19279 /trunk/src/ (station_cmd.cpp town.h town_cmd.cpp): -Codechange: CheckIfAuthorityAllowsNewStation() returns CommandCost.
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18:01:09  <sparr> Rubidium: would it be unacceptable to use something like _tick_counter to fake rounding in MoveGoodsToStation?  that is, if 2.8 goods should be moved, then move 2 on ticks that are a multiple of 5 and 3 on other ticks?
18:03:29  <OwenS> Yay! My bytecode compiler seems to be working :-)
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18:45:48  <CIA-2> OpenTTD: translators * r19280 /trunk/src/lang/ (10 files): (log message trimmed)
18:45:48  <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
18:45:48  <CIA-2> OpenTTD: catalan - 10 changes by arnau
18:45:48  <CIA-2> OpenTTD: esperanto - 89 changes by Ailanto, kristjan
18:45:48  <CIA-2> OpenTTD: finnish - 1 changes by jpx_
18:45:50  <CIA-2> OpenTTD: greek - 17 changes by vesnikos
18:45:50  <CIA-2> OpenTTD: hebrew - 1 changes by dnd_man
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18:57:27  <CIA-2> OpenTTD: rubidium * r19281 /trunk/src/lang/hungarian.txt: -Fix (r19280): typo in Hungarian caused compile failure of the language
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18:58:51  <glx> IPG: be careful ;)
18:58:58  <IPG> yes
18:59:12  <IPG> omg
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18:59:16  <glx> strange WT3 accepted it
18:59:17  <IPG> i just see
18:59:25  <IPG> hmm
19:02:28  <Rubidium> Terkhen: WT3 is barfing on something again :(
19:02:36  <IPG> hm, sorry
19:02:39  <IPG> :S
19:02:48  <IPG> i did not realized that
19:05:29  <frosch123> quite some nicks start with T
19:05:59  <Rubidium> ah yes... TrueBrain: WT3 is barfing on something
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19:10:31  <OwenS> I can't help but feel that Boost may be being a bit silly when it generates 4kb long symbol names...
19:12:18  <ashb> which part of boost? each library is largely separate
19:12:46  <OwenS> ashb: boost::variant mainly
19:13:00  <ashb> never used that one
19:13:35  <FauxFaux> 27/19:13:11 <FauxFaux> boost faq
19:13:36  <FauxFaux> 27/19:13:13 <nolyc> Yes! Boost will do that.
19:13:37  <OwenS> "boost::variant<long, double, AS::String, boost::detail::variant::void_, boost::detail::variant::void_, ......." is the start of the demangled name :p
19:13:51  <ashb> heh.
19:14:50  <OwenS> It doesn't help that I have some triply nested variants, and each variant takes up to 20 parameters, producing those monstrosities :-P
19:15:20  <ashb> :D
19:15:29  <ashb> gSTLFilt.pl might be in order
19:15:35  <ashb> it doesn't deal with boost very much tho
19:15:44  <ashb> OwenS: that or Gcc 4.5
19:15:53  <ashb> suposedly it doesn't display default template params
19:15:59  <ashb> which would probably cut it down by a lot
19:16:45  <OwenS> That would be somewhat of a relief, the only issue then being the 5 calls required to invoke a visitor on a variant - when you're implementing a program which walks a tree of them recursively ;-)
19:17:37  <ashb> "Doctor it hurts when I do this..." :)
19:17:44  <ashb> aka meta the fuck out of it ;)
19:18:03  <OwenS> It still hurts less than my old inheritance based tree did :p
19:18:42  <ashb> faster?
19:18:54  <ashb> i.e. why did you switch?
19:20:45  <OwenS> Because the old interface was quite painful to use. The new one is only painful to implement (Done!) and when you forget to define a callback (So just copy and paste them from an existing implementer :P )
19:20:57  <ashb> ah
19:21:23  <OwenS> Also, it makes it much easier for me to make a, say, tree walker which only concerns itself with expressions
19:25:10  <OwenS> (Such as the constant folder
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19:46:25  <Timmaexx> Hello,
19:46:37  <Timmaexx> found a failure in current nightly
19:46:50  <Timmaexx> which is some minutes old
19:47:41  <Timmaexx> I'm using Ubuntu 9.10 32bit, and if i click on search servers programm shuts down
19:48:49  <Timmaexx> someone there?
19:49:02  <frosch123> confirmed
19:50:41  <Timmaexx> nice
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19:53:49  <CIA-2> OpenTTD: alberth * r19282 /trunk/src/vehicle.cpp: -Doc: Add some doxygen doc markup.
19:58:26  <frosch123> hmm, "free(NULL)" is said to work, what about "delete NULL"?
19:58:52  <Rubidium> same too
19:58:53  <Yexo> good evening
19:59:09  <Yexo> delete NULL; is fine, otherwise I've written a lot of broken code for openttd :p
19:59:31  <frosch123> well, it crashes in ~GRFConfig :)
19:59:52  <Rubidium> frosch123: but is that because of NULL?
19:59:53  <andythenorth> evening
20:00:34  <IPG> so, what's up now with the translator? did I make a big trouble?
20:00:50  <Rubidium> IPG: still waiting on TrueBrain for that information
20:00:55  <IPG> okay
20:01:04  <Rubidium> it shouldn't break itself though :(
20:02:07  <IPG> I'm worried about it :S
20:02:18  <frosch123> ah, ZeroedMemoryAllocator does not zero for non-dynamic creation
20:03:18  <Rubidium> that sounds more plausible
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20:05:48  <frosch123> hmm, how to solve that... :s
20:06:01  *** guru3 [~guru3@2002:5ae3:813a::1] has quit [Ping timeout: 480 seconds]
20:12:31  <frosch123> though in this occurence GRFConfig is not needed, GRFIdentifier is enough
20:14:41  <TrueBrain> a History object of the Hungarian language got damaged
20:14:42  <TrueBrain> no idea why/how
20:15:50  <TrueBrain> hmm ... I hope those pending strings were committed :s
20:16:11  <TrueBrain> lucky I have someone to blame: Rubidium
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20:19:20  <Rubidium> yeah, ofcourse I'm to blame... I give people access to it
20:19:32  <Yexo> frosch123: I can find 3 places where GRFConfig is used as local variable (so not allocated via new), and all three could be rep[laced with GRFIdentifier
20:19:45  <frosch123> already compiling :)
20:19:51  <Rubidium> how it is with msu?
20:20:19  <IPG> I think I should apologize about it...
20:20:36  <TrueBrain> Rubidium: you made the correcting commit
20:21:02  <frosch123> http://devs.openttd.org/~frosch/diffs/grfidentifier.diff <- so, i guess something like that
20:22:00  <Yexo> yep, that looks fine
20:22:12  <frosch123> TrueBrain: looks like all strings were committed :)
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20:23:39  <frosch123> IPG: TrueBrain is happy about every bug :)
20:23:47  <IPG> huh
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20:26:55  <CIA-2> OpenTTD: frosch * r19283 /trunk/src/network/ (network_client.cpp network_udp.cpp): -Fix (r19256): GRFConfig is not zeroed for non-dynamic construction. GRFIdentifier is sufficient though.
20:27:10  <IPG> do the r19281 downloadable from openttd.org contains the fresh hungarian.lang?
20:27:22  <TrueBrain> frosch123: good
20:27:26  <frosch123> IPG: yes
20:27:33  <IPG> thx, then, I go to test
20:27:36  <frosch123> resp, it should :)
20:27:57  <IPG> :)
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20:38:16  <andythenorth> Expanding industries?  Doesn't totally suck
20:38:16  <andythenorth> http://www.tt-forums.net/viewtopic.php?p=860071#p860071
20:38:47  <andythenorth> I had an idea to allow FIRS industries to 'expand', but it would be faked by building industry tiles with nothing on them (just empty terrain)
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20:45:06  <frosch123> i placed that into the same pot as building custom farm tiles
20:45:18  <PeterT> "[15:44:49] <PublicServer> *** Game unpaused (not enough players)"
20:45:23  <PeterT> Will this ever be fixed?
20:54:02  <Eddi|zuHause> what kind of "fixed"?
20:54:06  <frosch123> fixed stuff sucks. you should make it dynamic
20:55:00  <frosch123> Eddi|zuHause: i guess mentioning the reason for unpausing when unpausing instead of citing the reason for pausing
20:55:32  <PeterT> Darkvater is back. http://www.tt-forums.net/viewtopic.php?p=858657#p858657
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20:56:21  <Eddi|zuHause> PeterT: that post is already a week old...
20:56:48  <frosch123> actually tb's post is more fun. i am waiting for bilbo to reply something .p
20:57:44  <PeterT> Perhaps an update to his patchpack
20:58:54  * andythenorth ponders using timetables for once
20:59:49  <PeterT> No, don't
20:59:53  <PeterT> they are made to explode
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21:05:27  <CIA-2> OpenTTD: rubidium * r19284 /branches/1.0/src/lang/ (39 files in 2 dirs): [1.0] -Backport from trunk: language updates
21:05:38  <glx> so the script still works :)
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21:06:39  <Rubidium> glx: yeah, although... it doesn't work with cases
21:06:55  <Rubidium> so I just did a manual diff after removing the added strings in trunk :)
21:06:59  <glx> cases are bitches ;)
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21:07:41  <Rubidium> but the diff was ~1 MiB so I thought it was time to already commit this bunch
21:08:01  <IPG> re, i've been crashed
21:08:20  <frosch123> did you press "search servers" ?
21:08:48  <Timmaexx> hehe
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21:12:58  * andythenorth wishes there was a way to shift vehicles between depots
21:13:05  <andythenorth> 'wormhole'
21:13:17  <andythenorth> there would be some obvious problems :|
21:13:20  <frosch123> how about clone and sell?
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21:30:01  <Timmaexx> g'n8
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21:43:03  <IPG> yo8!
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21:49:07  <SpComb^> http://yzzrt.qmsk.net/~terom/stuff/s2c7_epic.png <-- Chapter 7 done \o/
21:50:06  <SpComb^> red ended up having quite a few generals in his HQ
21:50:30  <SpComb^> http://yzzrt.qmsk.net/~terom/stuff/s2c7_final.png <-- yellow was a bit more of a walk-over, though :)
21:50:33  <frosch123> anyone plays that game withou fast forward?
21:50:45  <SpComb^> I doubt it
21:51:34  <frosch123> oh right, the fields were quite stupid in 2
21:51:48  <Yexo> what game is that actually?
21:51:54  <frosch123> settlers 2
21:52:00  <SpComb^> Settlers II - Gold Edition
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21:52:08  <OwenS> Hmm, compiler, why are you outputting a Sub instead of a Jmp? :-S
21:52:10  <Eddi|zuHause> i usually don't play fast forward...
21:52:16  <Nite_Owl> Hello all
21:52:20  <SpComb^> I suspect the campaigns are a little different in the GE than the vanilla one
21:52:41  <Eddi|zuHause> gold edition has the viking campaign
21:52:47  <SpComb^> I had way more than enough gold to myself here, all the walkthroughs talk about having to go get it from the enemies
21:53:18  <Eddi|zuHause> you seriously need a walkthrough for siedler? :p
21:53:35  <SpComb^> I don't want to play each mission twice
21:54:02  <SpComb^> the walkthroughs just tell you what general strategy you need
21:54:32  <Eddi|zuHause> there are different strategies? :p
21:55:07  <Eddi|zuHause> i thought it's "expand till you meet the enemy, and hope you have your economy running by then"
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21:55:10  <SpComb^> there's some useful things to know, like does the AI attack you outright, or can you just catapult him
21:55:28  <SpComb^> in most of the missions, the AI won't attack you until you attack them
21:55:44  <Eddi|zuHause> frosch123: what's wrong with the fields?
21:55:56  <frosch123> they don't disappear by themself
21:56:07  <Eddi|zuHause> they do, but it takes a while
21:56:24  <frosch123> they do in settler 1
21:56:38  <Eddi|zuHause> they disappear faster in 1, yes
21:56:59  <Eddi|zuHause> sometimes before the farmer can get to them...
21:57:43  <frosch123> in 1 the fields are independent from the farmer :p you can place the farms as dense as you like, one field can be served by lots of farmers
21:58:11  <Eddi|zuHause> in 2 you need about 3 fields per farmer
21:58:33  <Eddi|zuHause> in 1 you needed more space
21:59:21  <SpComb^> I tend to be way over-sparse with farms
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22:00:50  <Eddi|zuHause> you can't have enough farms
22:01:14  <frosch123> in 1 you can :)
22:03:39  <Eddi|zuHause> seriously, i never managed to get grain stored in the headquater
22:04:20  <Eddi|zuHause> does s2gold already have the concept of "evacuate building"?
22:04:28  <frosch123> no, but thousands of bread and meat
22:05:50  <frosch123> in widelands i did not encounter that problem
22:05:53  <Eddi|zuHause> i usually run out of food
22:06:00  <Sacro> eugh, the s2 economy
22:06:13  <Eddi|zuHause> and when i try to balance that, i run out of tools
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22:09:39  <aditsu> hi
22:09:50  <PeterT> Hello aditsu
22:09:51  <aditsu> so many people here :)
22:10:06  <PeterT> compared to what?
22:10:17  <aditsu> compared to what I expected (first time here)
22:10:25  <PeterT> on #ubuntu at FreeNode, there are 1404 users
22:10:50  <aditsu> but ubuntu is a very popular linux distro, this is "just a game" :)
22:11:11  <aditsu> anyway, I have some questions.. such as: is it possible to replace vehicles automatically when they're too old?
22:11:33  <frosch123> yes
22:11:35  <PeterT> yse
22:11:37  <PeterT> *yes
22:11:38  <glx> autorenew
22:11:42  <PeterT> see advanced settings
22:11:44  <PeterT> what glx said
22:12:30  <aditsu> ah, it's something I have to enable
22:16:30  <aditsu> also I'm having a problem with crashing AIs whenever I load a game
22:16:45  <PeterT> You're having a problem with crashing AIs?
22:16:56  <PeterT> you sound like you're trying to crash them
22:17:22  <aditsu> no, every time I load a game, bam! crash message
22:17:32  <aditsu> after that, it works fine
22:17:51  <PeterT> Make sure you have the latest version of the AI, then try again
22:18:01  <PeterT> if it still has the error message, report it to the author
22:18:22  <PeterT> (take a screenshot, make sure you have the line numbers in them, [xxx])
22:19:04  <aditsu> oh, you thought I meant "I'm having a problem trying to crash AIs"? sorry, I guess my English is not perfect
22:20:15  <aditsu> I can try 0.7.5 then, it's not considered stable by my distro but I can install it
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22:20:40  <glx> did you download at least 1 AI ?
22:20:47  <aditsu> yes, a few
22:21:33  <glx> then report the problem to the AI author
22:22:32  <aditsu> all the AIs are pretty weak though :p
22:22:57  <aditsu> (the ones I've seen)
22:24:02  <frosch123> the ais have very different goals. "competitive" is not necessary one of them
22:24:54  <Yexo> how strong the AIs are also depends on your map settings
22:24:54  <Rubidium> aditsu: build a road only network with "rondje" as AI
22:25:09  <Yexo> the easier the settings, the harder it'll be to beat the AIs
22:25:53  <aditsu> I don't use road vehicles.. I think they suck (and they're also too easy to sabotage)
22:25:59  <Ammler> Yexo: remember the time you feared the AIs are too strong? :-D
22:26:23  <Yexo> yes :p
22:26:30  <Yexo> but I guess it really depends on who you ask
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22:27:18  <Rubidium> but... if you don't like the AIs, why not make one yourself?
22:28:04  <aditsu> I think it would require too much work
22:28:21  <Ammler> aditsu: or join MP servers...
22:29:40  <aditsu> yeah I guess I should try multiplayer, I wonder how that works (can you pause? what if somebody disconnects?)
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22:31:34  <glx> try it :)
22:31:41  <glx> but only the server can pause
22:32:27  <aditsu> sounds like a totally different game :)
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22:33:42  <aditsu> hm, no AI crash with 0.7.5, good
22:36:38  <aditsu> another question... are all those rail signals and complex station designs really that useful? I found that "1 train/track" can work well
22:37:27  <aditsu> (with no signals at all)
22:38:58  <aber> your tracks aren't long enough :)
22:39:23  <Rubidium> there'll be cases where you simply can't build more rail on the map, but with signals and different designs you can still improve the capacity of the whole network
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22:53:01  <aditsu> well, thanks for the help, and thanks a lot to the developers
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23:40:29  <Terkhen> good night
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