Log for #openttd on 28th February 2006:
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02:34:48  <Belugas> I hate Linux sometimes...
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06:14:45  <CIA-5> tron * r3683 /trunk/industry_cmd.c: Get rid of another FindLandscapeHeight()
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08:13:21  <CIA-5> peter1138 * r3684 /trunk/ (engine.h newgrf.c): - NewGRF: Support loading of miscellaneous flags (not used yet)
08:16:05  <CIA-5> peter1138 * r3685 /trunk/table/engines.h: Include a file missed from r3684...
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08:58:43  <Celestar> Darkvater: echo-request
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09:04:26  <peter1138> and thusly, i return
09:04:39  <guru3-laptop> the matter is thus and thus is the matter?
09:04:58  *** Xeryus|sleep is now known as XeryusTC
09:06:05  <Celestar> peter1138: I need some testing of my new multistop system. feel like experimenting?
09:06:37  <peter1138> sure
09:08:03  <Celestar> great
09:08:25  <peter1138> bear in mind i do have to do *some* work though ;)
09:08:37  <Celestar> I took the day off today :)
09:08:44  <peter1138> hehe
09:08:45  <guru3-laptop> x)
09:08:46  <peter1138> i should do that
09:08:47  <guru3-laptop> i was wondering
09:09:10  <guru3-laptop> what i can't believe
09:09:13  <guru3-laptop> is that it's snowing now :(
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09:09:25  <guru3-laptop> last day of febuary
09:09:25  <guru3-laptop> and it's snowing
09:09:56  <Celestar> peter1138: wait wrong diff
09:10:04  <peter1138> heh
09:10:09  <peter1138> you found the debug bug though... :)
09:10:25  <guru3-laptop> :o
09:10:28  * guru3-laptop has nothing useful to contribute :(
09:10:35  <Celestar> taken dis one
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09:11:31  <peter1138> ooh, you upped the limit too, heh
09:11:52  <guru3-laptop> from 8 to ... ?
09:12:08  <peter1138> 16
09:12:16  <guru3-laptop> woah nice
09:12:22  <guru3-laptop> finally that game with 200 trucks
09:12:25  <guru3-laptop> will have some purpose
09:14:59  <Celestar> peter1138: guru3-laptop that is just one single enum
09:15:16  <Celestar> it works with 70 stations as well
09:15:20  <Fujitsu> peter1138, what have you done?
09:15:22  <guru3-laptop> well
09:15:26  <guru3-laptop> i like having more statiosn
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09:15:42  <peter1138> what have *i* done?
09:15:50  <peter1138> Celestar: yeah, i know :)
09:16:02  <peter1138> Celestar: looking through the diff it looks good
09:16:18  <Celestar> good good.
09:16:31  <Celestar> it only requires that all stops are connected to the road network and are reachable.
09:16:58  <guru3-laptop> what happens if they aren't?
09:17:06  <Celestar> if you run with -d ms=4 you get tons of output
09:17:48  <Celestar> guru3-laptop: some vehicle will circle endlessly trying to find a way to their non-reachable stations. but unless the pathfinders are fixed/modified there's no way around it I fear
09:17:58  <guru3-laptop> oh
09:18:00  <guru3-laptop> well
09:18:04  <guru3-laptop> serves the builder right then
09:18:30  <Celestar> and you will have some jams because if the station is full, the other vehicles will wait
09:18:53  <guru3-laptop> but do waiting vehicules screw it up now?
09:18:56  <Celestar> no
09:19:00  <Celestar> shouldn't anymore
09:19:07  <Celestar> want the diff to test?
09:19:24  <Celestar> bah, my lappie only draws 85% CPU with openttd
09:19:29  <Celestar> stupid stupid drivers
09:19:44  <guru3-laptop> i don't have a new version to test with, sorry Celestar
09:19:51  <guru3-laptop> im on my laptop over gprs and downloading isn't really an option
09:20:01  <Celestar> well it is 2 kb I think
09:20:16  <Celestar> oh no
09:20:16  <guru3-laptop> but id need to dl source off of svn
09:20:17  <Celestar> 10kB :o
09:20:23  <Celestar> oh that is sub-optimal
09:20:54  <Celestar> peter1138: I could use some assistance tho
09:20:57  <guru3-laptop> and i don't have svn :(
09:22:02  <peter1138> hmm?
09:22:17  <Celestar> peter1138: in roadveh_cmd.c use line 1592 instead of 1593. I wonder why the pathfinder fails more often than not, especially when v->direction is even (0, 2, 4, 6)
09:22:31  <peter1138> hmm
09:22:52  <Celestar> I have nfi about npf so I figured I'll ask you :)
09:23:33  <Celestar> oh cool my X server just eats 300MB of memory
09:23:41  <Celestar> (I mean X server, not KDE)
09:24:09  <guru3-laptop> 300MB?
09:24:11  <Celestar> yeah
09:24:11  <guru3-laptop> ftw?
09:24:16  <guru3-laptop> i run Xgl at home
09:24:19  <guru3-laptop> and it doesn't even eat that much
09:24:20  <Celestar> Xorg here
09:24:23  <peter1138> it's well known that X's memory usage looks higher than it is
09:24:36  <peter1138> it usually includes things like video card memory and agp gart...
09:24:37  <Celestar> RES not VIRT...
09:24:45  <peter1138> hmm
09:25:53  <guru3-laptop> i must say tho
09:25:56  <guru3-laptop> Xgl + Compiz
09:25:57  <guru3-laptop> is pretty fun ><
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09:27:46  <Celestar> peter1138: might be the OGL emulation
09:28:02  <Celestar> OK I'll be off a bit.
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09:28:27  <Celestar> peter1138: I'd be fabulous if you had a peek at the NPF quirks I'm experiencing there :)
09:28:37  <Celestar> s/I'd/it'd/
09:30:03  <peter1138> you think i know npf, just because i added a loads of stuff to it to make bridges over diag tracks work?
09:30:06  <peter1138> ;)
09:30:39  <Celestar> well DO they work, btw?
09:30:59  <Celestar> peter1138: you know at least more than I do :)
09:31:02  <blathijs> hey, what NPF quirks?
09:31:39  <Celestar> blathijs: I'll send you a diff.
09:31:58  <peter1138> Celestar: yeah, they did. mostly.
09:32:18  <Celestar> in roadveh_cmd.c, line 1592, NPF likes not to find a path if v->direction is even.
09:32:23  <peter1138> i hit the problem of tiletrackstatus not being directional
09:32:25  <Celestar> peter1138: "did" ? what happend to them?
09:32:31  <Celestar> ah I see
09:32:39  <peter1138> well, the patch is somewhere here, but pretty old
09:32:44  <Celestar> is that effort being pursued at the moment ? ;)
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09:33:13  <Celestar> blathijs: if you find why that is the case, tell me. use my mail. I needa hit the road
09:33:16  <Celestar> will be online this afternoon
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09:51:12  <TrueLight> Bjarni: ping
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10:20:04  <Tron> 10:22 < Celestar> peter1138: in roadveh_cmd.c use line 1592 instead of 1593. I wonder why the pathfinder fails more often than not, especially when v->direction is even (0, 2, 4, 6)
10:20:11  <Tron> i think i saw that phenomen before
10:20:26  <Tron> though with trains
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11:33:15  <Darkvater> Celestar: echo-reply
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11:47:42  <peter1138> hmm, thinking about caching a vehicle's colour map in GetVehiclePalette(), but it's const...
11:48:00  <peter1138> kind of annoying o_O
11:49:15  <CIA-5> tron * r3686 /trunk/road_cmd.c:
11:49:15  <CIA-5> Dispel some strange magic regarding level crossings and foundations:
11:49:15  <CIA-5> if a level crossing is on a sloped tile, it has to be on a level foundation
11:55:05  <peter1138> hmm, level crossings on a slop
11:55:07  <peter1138> *slope
11:55:20  <peter1138> that would either be the road or the rail has a camber
11:55:22  <peter1138> not good :)
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12:19:05  <peter1138> hmm
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12:20:36  <peter1138> PALETTE_SPRITE_WIDTH... i need to up it from 11 to 15. it appears to work fine, but can anyone forsee any hidden problems?
12:21:36  <peter1138> hmm, maybe not that much higher
12:22:02  <peter1138> at least 13. hmm.
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13:18:17  <CIA-5> tron * r3687 /trunk/road_cmd.c: Complete some bits I missed whenn adding accessor functions for road types and pieces
13:18:41  <peter1138>
13:19:32  <peter1138> hmm, binary file, doh
13:25:57  <Eddi|zuHause2> [28.02. 12:58] <peter1138> that would either be the road or the rail has a camber <- hmm... actually it could be a tile that has a higher level edge at the top and the bottom, and a lower level edge at the right and the left, so all adjacent tiles would be suitable (is that correct spelling?) for an appropriate foundation to continue the rail/road
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13:26:42  <peter1138> Eddi|zuHause2: if there's a foundation then there isn't a slope...
13:27:18  <Eddi|zuHause2> ah... it was meant that way ;)
13:27:32  <Eddi|zuHause2> then i got it wrong, sorry :)
13:27:47  <peter1138> :)
13:29:24  * Vornicus fiddles with foundations, finds that there is a way to make a square with foundations on all four sides.
13:31:52  <peter1138> yeah
13:32:02  <peter1138> useful ;p
13:32:21  <Vornicus> not useful, really, unless you're fiddling with graphics.
13:32:43  <Eddi|zuHause2> you mean as an elevated tile in the middle of a plain?
13:32:58  <Eddi|zuHause2> how would that work?
13:33:00  <Vornicus> no, not like that.
13:33:11  <Eddi|zuHause2> or like the tile i mentioned above
13:33:19  <Vornicus> Though I bet I could almost make that.
13:33:20  <peter1138> heh, embankments like that could be useful
13:34:26  <Vornicus> but what I did was made a little canyon.
13:34:48  <Vornicus> then you've got these tiles with heights like 1 0 1 0 as you go around them clockwise...
13:35:02  <Vornicus> and then any train track put into that thing will give you a foundation on each side.
13:35:40  <Eddi|zuHause2> yeah, that's what the one i talked about 10 minutes ago
13:35:58  <Eddi|zuHause2> that did not make sense (grammar wise)
13:36:00  <peter1138> anyone want to test that patch above?
13:36:07  <peter1138> the grf file needed is
13:38:46  *** mode/#openttd [-o Darkvater] by Darkvater
13:46:46  *** mode/#openttd [-o peter1138] by peter1138
13:48:26  <Celestar> yo
13:48:48  <Celestar> Tron: did you find out what caused that behaviour?
13:49:13  <Celestar> Darkvater: need feedback :P
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13:51:18  <Tron> 14:43 -!- Darkvater is away: tennis
13:52:32  <peter1138> hmm, someone grabbed it
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13:54:21  <Celestar> blathijs: SYN
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14:14:38  <Belugas> A question to Devs :
14:14:54  <Belugas> tfc is about to create the branch in trunk.
14:15:27  <Belugas> We wold like to know what is going to be the best way of doing for migrating the code from gpmi to openttd/branch/tfc_newmap
14:15:43  <Belugas> file based, one after the other?
14:16:08  <Belugas> Or patch based covering more then one file
14:16:57  <Belugas> I'm asking because of history concern as well as operation wise
14:17:57  <Tron> svn cp from trunk, optionally with revision, then add the changes you like/need/want. you should have done that 24hours ago. Darkvater wants to talk to you, btw
14:20:07  <Belugas> he did :) thus the reaction.  We wanted to take care of the concerns both you and him showed before bringing everything in openttd/branch/tfc
14:20:22  <Belugas> Call it caring too much, I guess :)
14:20:35  <Belugas> And it is why I've kept on synching, by the way
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14:35:07  * peter1138 remembers his first commit...
14:35:13  <peter1138> fixing the giant screenshot o_O
14:38:05  <TrueLight> hehe: importing a crashed SVN and with that making me the owner of r1 ;)
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14:40:23  <TrueLight> hmmz
14:40:32  <Tron> peter1138: fixing?
14:40:32  <TrueLight> most likely OpenTTD will need a configure script if it wants to use the nightly-system
14:40:52  <Tron> no autohell! o_O
14:41:11  <TrueLight> That depends fully on the writer of the configure-script
14:41:18  <peter1138> Tron: it was broken for non-square maps
14:41:26  <TrueLight> if I do it it will be simple and fast, only giving stuff to Makefile.config
14:41:29  <peter1138> yeah, autoconf sucks, sorry...
14:41:49  <TrueLight> configure itself has _nothing_ to do with auto-shit
14:42:21  <Tron> peter1138: i'm not too sure how sensible giant screenhots are
14:43:11  <peter1138> not really, but it works now
14:43:28  <Tron> TrueLight: what exactly is going to change to make that necessary?
14:43:51  <TrueLight> Tron: currently every target has their own Makefilie.confg, which is copied before compiling
14:43:54  <TrueLight> hacked sdl-config files
14:43:56  <TrueLight> and more of that shit
14:44:01  <Tron> and i had enough failing configures and wading through thousands of lines of scripts to fix the bogus errors, thanks
14:44:03  <TrueLight> totally focused on jsut working with OpenTTD
14:44:07  <TrueLight> totally non-compatible
14:44:14  <TrueLight> and if someone makes a new Makefile.config version
14:44:15  <TrueLight> it fucks up
14:44:23  <TrueLight> Tron: so, you make a better configure
14:44:25  <TrueLight> simple as that
14:44:34  <TrueLight> most configure files I make are around 100 files
14:44:36  <Tron> i never needed one
14:44:40  <TrueLight> where the switch takes the most room :p
14:45:02  <ln-> i object using autoconf!
14:45:24  <TrueLight> It is really funny... I start about configure, and the one after the other starts about autoconf and his friends...
14:45:26  <TrueLight> weird people
14:45:38  <TrueLight> anyway, this Makefile.config shit takes too much of my time
14:46:08  <peter1138> 100 lines, not 100 files, i hope
14:46:12  <TrueLight> lol
14:46:14  <TrueLight> I hope so too
14:47:12  <TrueLight> Anyway, I tell you guys now already, then later on it won't be a suprise
14:47:20  <peter1138> well, configure is usually made by autoconf... or maybe i've missed something
14:47:44  <TrueLight> Just in your mind ;)
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14:48:39  <TrueLight> btw, one very big flaw in Makefile-stuff: it depends on SDL-CONFIG
14:48:45  <TrueLight> if SDL-CONFIG is empty, it triggers a rebuild
14:48:53  <TrueLight> (filling SDL-CONFIG)
14:48:59  <TrueLight> a bitch on MacOSX target
14:49:09  <TrueLight> (or even on Windows target)
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14:49:59  <Tron> configure scripts are usually created by autoconf
14:50:32  <TrueLight> That doesn't mean that it is always true.. in fact, the most applications I work with, don't use autoconf or any of his friends
14:50:44  <TrueLight> but useless conversation
14:51:27  <TrueLight> example of a configure: capture params, make --setting=value to became SETTING=value, call make updateconf <all settings>
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14:59:44  <blathijs> Celestar: Service unavailable, try again later
14:59:59  <blathijs> (I'm off to catch my train to a birthday in 2 minutes)
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15:02:18  <sulai> hi
15:05:18  <peter1138> maybe instead of pinging on irc we should use email... ;)
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16:15:20  <Osai> hi all
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17:27:09  <Darkvater> Celestar: here
17:29:43  <Darkvater> this clock here is totally off ;(
17:29:50  <Darkvater> 16:30 < Darkvater> Celestar: here
17:29:52  <Darkvater> :s
17:29:59  <Darkvater> Belugas: so, how's the branch coming up?
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17:31:23  <Belugas> Little questions to devs around before diving in the sharks pool :
17:31:24  <Belugas>
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17:32:33  <Belugas> And don't toise a coin or a dice :)
17:32:46  <Belugas> toise ?
17:32:56  <Darkvater> toss
17:33:07  <Belugas> :) gracias
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17:46:02  <Tron> 1c is not sensible, there's a switch in the Makefile for that
17:46:39  <Tron> i think 1a is the right choice (i left out way too many assertions, so far)
17:46:55  <Darkvater> yaay, we had the same answer :P
17:47:07  <Belugas> that is a concensus so far.
17:47:29  <Tron> Darkvater: what do i win?
17:47:41  * Belugas sends a kiss
17:47:43  * Darkvater gi
17:47:46  <Darkvater> dammit
17:48:07  <Darkvater> I wanted to send l'kiss :)
17:48:07  <Born_Acorn> lets finished the sentence!
17:48:19  * Born_Acorn spek engrish
17:48:21  <Tron> 3 yes (at least that's what mine are doing, though i left out .extra so far, that's a bit more magic)
17:48:21  <peter1138> right, i'm off... back later :)
17:48:28  <Born_Acorn> going home?
17:49:09  <Darkvater> bye bye peter1138
17:49:14  <Belugas> indeed Tron
17:49:18  <Belugas> have fun :)
17:49:19  <Darkvater> it seems you did more work@work than usual :P
17:49:35  <Darkvater> I wonder if I should send this channel's logs to his ISP ^^
17:50:04  <Darkvater> Tron: 3a, let's play it safe :)
17:50:40  <Belugas> and just add the no extra thing on proposal...
17:50:43  <Tron> 4 a drastic change (like changing a normal road tile to a level crossing) should be handled as completly assigning new tile data ( <--- is this a valid example? )
17:51:11  <Tron> Belugas: i think we should leave out .extra for now
17:51:45  <Belugas> indeed tron, both for extra and your diff
17:51:57  <Darkvater> is AXIS_X the same as ROAD_X?
17:52:01  <Tron> no
17:52:16  <Tron> ROAD_X is ROAD_NE | ROAD_SW
17:52:22  <Tron> that's road bits
17:52:26  <Tron> AXIS is just a direciton
17:52:31  <Tron> AXIS is just a direction
17:52:32  <Darkvater> ah
17:52:46  <Belugas> the point for 4) is to make a difference between Make(this) and Set(that).
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17:52:57  <Belugas> as you clearly showed n your diff
17:53:00  <Tron> or rather an axis, not a direction, therefore i called it axis
17:56:38  <Tron> 6 my vote goes for c, i guess
17:57:21  <Tron> should be decided on a use-basis
17:57:49  <Tron> i guess there is need for a function to return the rail bits for specifically normal rail tiles
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17:57:49  <Tron> but
17:58:30  <Tron> there's also need for a function which returns you the rail bits, no matter what tile type it is (for water it would return 0 then, etc.)
17:59:09  <Darkvater> pathfinder kinda stuff?
17:59:17  <Tron> the latter, yes
17:59:38  <Tron> either we explicitly have such a function or the pathfinder has to implement it internally
17:59:54  <Belugas> I see
18:00:16  <Darkvater> well if you have the specific types already written, it's not much work to write the higher-level function
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18:00:32  <Tron> the AI could be interested in such a generic function, too, maybe
18:00:56  <KUDr> Tron: like GetTrackStatus() ?
18:00:59  <Tron> (at least for roads)
18:01:16  <Tron> GetTrackStatus is a bit ambivalent, because it's heavily abused
18:02:32  <Belugas> What would be the rule of thunm to use then, for "6-c) Usage based" ?
18:02:33  <Tron> it's sometimes used not to get the available paths, but to get the transport bits, which then again needs another layer of hacks
18:03:27  <Tron> 7 i have to confess that i like switch()es
18:04:38  <Tron> so my vote is for b
18:04:42  <Belugas> I go along.  RoadTypes is a good example (although i'm still not confortable with the name but.. wahtever)
18:05:12  <Tron> not that signals is a kind of middle-thing regarding generecity/specificity (are those even words?)
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18:05:25  <Tron> it would call something like IsSignalGreen()
18:05:45  <Tron> it would be only allowed for rail types (everything else -> assert)
18:06:17  <Tron> but you don't have to care whether there are signals at all. if there are none you get GREEN as answer
18:06:21  <Belugas> because Green is the only state that is required to go further....
18:06:57  <KUDr> not always
18:07:00  <Tron> but that's just a rough sketch, i haven't thought about rails thoroughly so far
18:07:08  <KUDr> PBS will break that
18:08:46  <Tron> i guess that's one more item for the to-be-decided-on-use list
18:10:28  <Belugas> Tron, you didn't commented 2) and 5)
18:10:41  <Belugas> DV suggested 5c)
18:10:45  <Tron> my main goal is not to have exact and strict one-size-fits-all rules, that won't work - not at least because games are more artifacts than rules (ever played magic or something like that? it's almost exclusivly artifacts)
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18:11:42  <Tron> i want to have meaningful names in the source, so i can easily work with that and don't have to think about what & 8 could mean in this context
18:12:26  <Belugas> agreed, i think it is partly the general feeling we wanted to bring in
18:12:39  <Tron> ok, 2 and 5 ....
18:15:33  <Tron> hm, i tend twoards 2b (though that particular example maybe won't exist), maybe a is sensible in some cases, don't know right now
18:17:30  <Tron> 5 we probably can paint several bike sheds with that one
18:18:10  <Vornicus> what's all this stuff with numbers?
18:18:23  <Tron>
18:18:34  <Belugas> bike sheds??? That is an expression I really don't understand ...
18:18:42  <Belugas> You mean... long discussions?
18:19:15  <Vornicus> aha.
18:20:44  <Tron>
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18:22:02  <Tron> putting all the stuff in a subdir has a certain appeal
18:23:12  <Tron> or just plain station.h? but when i look into that file... it's already rather long
18:23:16  <Belugas> Bike shed... Nice one:)  Thanks for the URL.
18:23:50  <Tron> b and c are more or less the same
18:23:57  <Vornicus> It's bikeshedtastic.
18:25:33  <Belugas> The general idea would rather be : do we need to visually identify this file as been a map accessor one.
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18:26:34  <Belugas> since map accessors change the code a bit, it is easier to find your way in, kind of
18:26:59  <Tron> having all map/tile related station functions in one file and the highler level functions in another has some advantages
18:27:00  <Bjarni> hi people
18:27:03  <Bjarni> did I miss anything important today?
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18:27:45  <Belugas> yes, your turn to the "Answer the Questions" game :)
18:27:57  <Belugas>
18:29:45  <Belugas> Tron, so you're suggesting another scheme to 5)?
18:30:03  <Tron> no
18:30:30  <Bjarni> 5: c sounds like the best one, but I'm open for reasons to do it any other way
18:31:01  <Belugas> so far, it is getting toward a concensus
18:31:30  <Tron> ok, that may not be, someone has to violently disagree now
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18:31:56  <Rubidium> about the assertions, is DISABLE_ASSERTIONS/NDEBUG turned on when building a release?
18:32:18  <Tron> yes
18:32:43  <KUDr> but the old rail.h will be removed
18:33:56  <Belugas> by your stuff you mean?
18:34:06  <Rubidium> KUDr I would leave rail.h for for example RailTileInfo, as it has nothing to do with the map
18:34:12  <KUDr> no, by you
18:34:29  <KUDr> so we will have two "rail.h" files?
18:35:06  <Belugas> "rail.h" and "map/rail.h"
18:35:12  <KUDr> hmm
18:35:18  <KUDr> will be confusing
18:37:46  <Belugas> once you know what map directory stands for, maybe it would not be that confusing.
18:37:51  <Belugas> I think...
18:38:16  <hylje> its always confusing if you ask the right persons
18:38:51  <Belugas> on the other hand, there is town_cmd.c, town_land.h, town.h, as in example.
18:38:52  <Bjarni> then we will not ask Horse
18:38:53  <KUDr> confusing looking for includes as #include "rail.h" will include which one?
18:39:30  <Belugas> #include "rail.h"  != #include "map\rail.h"
18:39:43  <Bjarni> maybe it should be map/rail_map.h then
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18:40:01  <Belugas> Then, why the map directory?
18:40:01  <KUDr> of course, but what file will be include by '#include "rail.h"'?
18:40:29  <Bjarni> Belugas: to ensure that we don't have a million files in the trunk
18:40:43  <Tron> in the normal source dir? ./rail.h
18:40:49  <KUDr> i would prefer to not have the same name. I am not against "map/rail.h"
18:40:51  <Tron> in map/ ? map/rail.h
18:40:55  <Rubidium> KUDr the file that is in the directory of the file that includes rail.h
18:41:02  <KUDr> but then old rail.h should be renamed
18:41:16  <Bjarni> yeah we can rename it
18:41:25  <Belugas> Mmmmm... as a gathering... yeah... So it could be b) And c)
18:41:54  <Rubidium> when in root you have rail.h and map/rail.h, in map/ you have (in same order) ../rail.h and rail.h
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18:42:29  <KUDr> Rubidium: yes, but problem is this " when ..."
18:42:41  <Belugas> but more like "map/rail_map.h", since suffixes are more commun then prefixes in trunk
18:42:52  <KUDr> so you must look around to understand
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18:43:21  <Belugas> bike shed :)
18:43:26  <Bjarni> Belugas: that's to make it easier to use CLI. rai+tab is easier than map_rai+tab
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18:52:58  <Belugas> So it could be  5 d) Move them to map/rail_map.h  ?
18:54:08  <KUDr> or let it rail.h but rename old one (i don't know)
18:55:25  <Celestar> Darkvater: still around?
18:55:26  <KUDr> "rail.h" -> "track.h" ?
18:55:27  <Tron> ok, you guys fully understood what bikeshed painting is
18:55:31  <Rubidium> KUDr then you do not know that it is about rail accessors
18:56:06  <Belugas> yes Tron, perfect example :)
18:56:23  <Celestar> blathijs: SYN
18:56:23  <KUDr> Rubidium: look into old rail.h and will see that track.h is more appropriate
18:56:24  <Rubidium> secondly RailtypeInfo would not fit in "track.h"
18:56:31  <Tron> ok, we leave it as it is for now
18:56:42  <Tron> if a header gets too long, we can still split it
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18:57:00  <Celestar> what are you gonna do to my RailtypeInfo?
18:57:01  <Celestar> peter1138: ping
18:57:18  <Belugas> peter1138 is gone swimming
18:57:18  <Rubidium> Celestar use it in an argument :)
18:57:48  <Belugas> agreed Tron
18:58:22  <KUDr> Rubidium: as i understand the topic, the new map/rail.h will contain all rail accessors
18:59:00  <Rubidium> well, that's one of the ideas
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19:00:21  <Rubidium> and I would like to have the accessors split from the rest of the application (kind of seperation of concerns), but it might be good to define the enums and typedefs etc. in the current rail.h
19:04:55  <Darkvater> Celestar: yes
19:05:54  <Darkvater> 17:38 < KUDr> so we will have two "rail.h" files?
19:05:54  <Darkvater> 17:38 < Belugas> "rail.h" and "map/rail.h"
19:06:17  <Darkvater> hmm, perhaps this is not such a good idea. MSVC goes nuts if two files have the same name even if they are in different directories
19:06:39  <KUDr> yes
19:07:00  <KUDr> i didn't want to argue by MSVC :)
19:07:59  <Darkvater> but to answer your question "rail.h" will look for rail.h in the current directory (the directory whre the source file is). It's always been like that :)
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19:09:04  <KUDr> Darkvater: but if I am in different dir (like /ai)? then it will depend on ...?
19:09:14  <Darkvater> ?
19:09:35  <Darkvater> if I am in ai/default.c and I include "rail.h" it looks for ai/rail.h which probably will not be there
19:09:43  <Darkvater> so you would do "../map/rail.h"
19:10:10  <Darkvater> #include " " is always relative to the source file you are working on
19:10:13  <KUDr> but with msvc it will still work (msvc will choose one)
19:10:32  <Darkvater> msvc will do the right thing
19:10:51  <Darkvater> it will not choose one, it will choose the one you told it to use :)
19:10:52  <KUDr> "relative" to any file that was already included
19:11:03  <Darkvater> now if you would use #include < > that's a different storey
19:11:19  <KUDr> no only "  "
19:11:29  * Darkvater is confused now
19:11:34  <KUDr> msvc will look for other dirs too
19:11:43  <Darkvater> not if you do " "
19:11:48  <KUDr> if you #include "rail.h"
19:11:51  <Darkvater> at least it didn't do that for me
19:11:53  <KUDr> try it
19:12:11  <KUDr> VS2003 does it
19:12:16  <Born_Acorn> Celestar, how is Erails going? Sorry to be nosey, but I heaven't heard about it in a long while
19:12:55  <Tron> Celestar had this real life thingie recently
19:13:13  <Tron> i hope it isn't contagious
19:13:20  <Darkvater> KUDr: don't think so.
19:13:21  <Darkvater> c:\Documents and Settings\tomi\Desktop\ottd-dev\misc_gui.c(10): fatal error C1083: Cannot open include file: 'sprites.h': No such file or directory
19:13:34  <Darkvater> if I do #include "sprites.h" instead of #include "table/sprites.h"
19:14:03  <Tron> you can specify paths where it will look for files
19:14:14  <Darkvater> yeah ok
19:14:21  <Darkvater> but I don't think that was the question
19:14:56  <Darkvater> tools > options > projects > vc++ directories
19:14:57  <Tron> well, if you don't specify a path it won't be searched
19:15:06  <Born_Acorn> Tron, it might be you next! Going "out" instead of working on OTTD
19:17:10  <Darkvater> brb
19:17:23  <hylje> darkvater does it covertly!
19:18:04  <Born_Acorn> He is going "out"! stop him!
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19:40:06  <Darkvater> hehe
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19:52:23  <Darkvater> Celestar: ping ping-reply
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19:54:36  <Eddi|zuHause> ping must be the most common word on this channel ;)
19:54:46  <hylje> pong
19:54:47  <BurtyB> it should be moo
19:55:17  <Tron> Belugas: is something going to happen tonight?
19:55:44  <Eddi|zuHause> what would this channel have to do with Master Of Orion, BurtyB?
19:55:57  <Tron> damn fine game
19:56:32  <BurtyB> moo moo moo moo moo moo moo
19:57:34  <hylje> cows say moo
19:57:53  <Eddi|zuHause> not in germany...
19:57:59  <Belugas> If you want it to start tonigh, Tron, I'll do it right away.
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19:58:15  <Eddi|zuHause> in germany, cows say muh
19:58:17  <Belugas> man.. there so many T* names in here...
19:58:27  <Bjarni> Eddi|zuHause: be careful or the Psilon will use their high tech weapons on you for insulting them
19:58:45  <hylje> ion cannons
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19:59:16  <Eddi|zuHause> ion cannons suck, they don't work on space monsters
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19:59:41  <Bjarni> stellar converter
19:59:48  <Eddi|zuHause> (at least in moo2)
20:00:00  <Bjarni> they made a 2nd one???
20:00:09  <hylje> yes they do, when you give enough power for it
20:00:15  <Eddi|zuHause> they made moo3 even, but it sucks
20:00:22  <Bjarni> hehe
20:00:26  <Bjarni> I tried all 3
20:00:41  <Bjarni> they are... well not closely related
20:01:03  <Bjarni> I mean it's not like civ1, civ2 and civ3... it was a new gameplay each time
20:01:12  <Bjarni> for better or for worse
20:01:23  <hylje> civ4 :]
20:01:33  <Bjarni> ...
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20:02:21  <Bjarni> actually moo3 didn't suck... it was just a whole lot different from what people expected to see so they got disappointed compared to their expectations
20:03:04  <Bjarni> when you actually learn what goes on, it's a nice game, but it's not like it's related to the other moo games
20:03:08  <Tron> a game you don't loose by just clicking next turn doesn't suck?
20:03:13  <Bjarni> they could have called it something else
20:03:30  <Bjarni> o_O
20:04:05  <Bjarni> you don't lose if you just click next turn all the time???
20:04:13  <Bjarni> never tried that strategy
20:04:19  <Bjarni> sounds boring
20:04:32  <Bjarni> also sounds like a low level
20:04:36  *** Zr40_ [] has joined #openttd
20:05:08  <hylje> you can eventually get wins in wc3 by leaving every game in bnet
20:05:36  <Bjarni> sounds like a bug
20:05:39  <hylje> no
20:05:41  <hylje> works as intended
20:05:48  <hylje> it matches you against other lossbotters
20:06:06  <hylje> and when they quit faster than you, poof you got a win
20:06:20  *** Zr40 [] has quit [No route to host]
20:06:43  <Bjarni> haha
20:07:01  *** Zr40_ is now known as Zr40
20:07:02  <Bjarni> not even the greatest software can beat stupidity for gaming
20:07:32  <hylje> foolproof is a myth
20:07:40  <hylje> because fools are so clever
20:09:21  * Bjarni points to Horse
20:09:36  <Bjarni> "I know it's impossible, but how do I do it?"
20:09:41  <Bjarni> :D
20:10:14  <hylje> :]
20:10:33  <hylje> dont disencourage them, they might actually solve it
20:11:34  <Bjarni> in the case of Horse, I don't think so
20:11:36  <Eddi|zuHause> who is that ominous Horse guy?
20:11:43  <CIA-5> belugas * r3688 /branch/tfc_newmap/: Branching to create map accessors
20:12:05  <hylje> Eddi|zuHause: a horse?
20:12:20  <Bjarni> once he tried to apply a patch though fink commander (some GUI frontend for fink, an apt-get for OSX)
20:12:30  <Bjarni> and then he didn't understand why he could not do that
20:12:30  <hylje> ..:)
20:12:58  <Belugas> Ok.  Branch is created.  As for bringing the stuff in, i'
20:13:13  <Bjarni> he posted that on the forum and he clearly showed that he thought he was doing the right thing, but he just missed the last 5% to get the game to compile
20:13:17  <Bjarni> or something like that
20:13:23  <Belugas> ll start it when wife and kid are asleep
20:13:35  *** Belugas is now known as Belugas_Gone
20:13:44  <Bjarni> Belugas_Gone: don't drug them
20:13:55  <Belugas_Gone> Hehehe...
20:13:57  <Belugas_Gone> bye
20:14:59  <Bjarni> <--- too easy :D
20:15:41  <hylje> :E
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20:16:28  *** tokai|noir is now known as tokai|tv
20:16:45  <Bjarni> tokai|tv is on TV???
20:16:53  <hylje> omg
20:17:17  * Bjarni removes that from the list of stuff, that makes him special
20:17:22  <Bjarni> hmm
20:17:27  <tokai|tv> Bjarni: i was once.. but psst! :) but no.. i just watch tv now and want to shut up some queries that way:) ppl usualy don't check away flag ;)
20:17:59  <tokai|tv> damn.. now i'm talking here... bbl
20:18:09  <hylje> they will check away when it floods their query windows
20:18:44  <Bjarni> hehe
20:18:58  <Bjarni> he was considered away in my eyes since he didn't say anything :p
20:19:09  *** Qrrbrbirlbel_ is now known as XXAL
20:19:39  <hylje> its fun to ask someone a question
20:19:59  <hylje> then bitch about nobody being here and signoff
20:20:02  <hylje> all under 15 sec
20:20:08  <Bjarni> lol
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20:24:32  <Born_Acorn> argh. global message spamming
20:25:12  <Bjarni> you know lilo
20:25:24  *** _Luca_ [n=opera@] has joined #openttd
20:26:06  <hylje> everyone should have in on ignore already
20:26:13  <hylje> him *
20:28:00  <hylje> rule #1 of coding. never look at your own code.
20:30:00  <Bjarni> been there. Done that
20:30:13  <Bjarni> then I decided to go to bed
20:31:03  <Eddi|zuHause> i always understand what my code does ;)
20:31:17  *** BJH [] has joined #openttd
20:31:27  <Bjarni> lol, guess what I just did
20:31:30  <_Luca_> whoa intel mac minis are expensive...
20:31:37  <Bjarni> o_O
20:31:42  <Bjarni> intel mac mini?
20:32:00  <_Luca_> yep
20:32:02  <_Luca_> new out today
20:32:22  <Eddi|zuHause> actually... i found this PDF a while ago... which was a solution to an excercise in processor architecture lesson
20:32:25  <Bjarni> damn, I almost missed that
20:32:29  <_Luca_> also been released is a 0 speaker
20:32:46  <Eddi|zuHause> it was a program in some kind of play-assembler...
20:33:02  <Eddi|zuHause> and i lost the description of the commands
20:33:15  <Eddi|zuHause> so i had to guess what commands like "LODL 1" do
20:34:12  <Eddi|zuHause> but i did find out what that program was doing after a while ;)
20:35:39  <Bjarni> oh I tried something like that too
20:36:04  <Bjarni> I found a piece of PPC ASM on the net and then I looked up each command to figure out what it did
20:36:55  <Bjarni> in the end, it was: do {read a -> a1, read b->b, read a->a2 } while (a1 != a2)
20:37:22  <Bjarni> it actually makes sense since a and b is the time register in the CPU and it is to get the time
20:37:34  <Bjarni> to time how long it takes to execute a piece of code
20:38:24  <Bjarni> we will add this to the trunk eventually (when Darkvater is done with the timing stuff)
20:38:31  <Bjarni> oh that reminds me
20:38:59  <Bjarni> Darkvater: you said you would commit it "tomorrow".... which would then be last Sunday....
20:39:13  *** |Jeroen| [] has quit ["Leaving"]
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20:41:26  <Bjarni> now they ship a mono core of their dual core CPU  o_O
20:47:44  <Born_Acorn> Lets petition for OpenTTD to get added to Xfire :p
20:47:59  <Bjarni> Xfire?
20:48:06  <Bjarni> is that related to X-files?
20:48:13  <hylje> no
20:48:18  <hylje> instant messenging
20:48:29  <Born_Acorn> Its a big gamers instant stat and game logging service thingy
20:48:42  <Bjarni> never heard of i
20:48:44  <Bjarni> t
20:48:44  <Born_Acorn> s/stat/message
20:48:51  <Born_Acorn>
20:50:08  *** stavrosg [] has joined #OpenTTD
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20:51:35  <Born_Acorn> rofl.
20:51:42  <Born_Acorn> Someone wants Locomotion added.
20:52:07  *** Mucht [] has quit ["I'll be back!"]
20:54:19  <Born_Acorn> hmm. four OpenTTD threads already.
20:55:22  *** bociusz [] has joined #openttd
20:55:28  *** Coder`TuX [n=codertux@] has quit ["Windows, the best game ever: Try to see how many blue screens you can get per hour and then try to beat that record!"]
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21:03:38  *** Scia [] has quit ["kwiet"]
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21:06:23  <Bjarni> Born_Acorn: the rofl part really is bumpity-bump and so on
21:06:28  <Bjarni> by one person :)
21:07:02  <hylje> bumpity bump
21:07:04  <hylje> :]
21:07:06  *** sw4y [] has quit ["Odletam do paralelniho vesmiru..."]
21:08:05  <DaleStan> Darkvater: <-- Huh? So a 255 in the first element means "never take this branch",  not "select a terminal"? If so, where are the "select a terminal" instructions in the country airport FTA?
21:10:14  <Darkvater> Bjarni: commit what? ah timer..yes
21:10:56  <Darkvater> DaleStan: no. 255 in the first element means that from that given position an airplane can go several ways depending on its state
21:12:00  * Bjarni expects the timer stuff in the nightly build today
21:12:35  <Darkvater> DaleStan: <-- position 36 will have 255 in heading of first element then next elements of 2, 23 and 12
21:13:19  <Darkvater> DaleStan: select a terminal happens inside the depot OR after landing
21:13:50  <Darkvater> that is in states HANGAR and ENDLANDING/HELIENDLANDING if I remember correctly
21:14:13  *** stavrosg [] has quit ["doritos"]
21:14:22  <DaleStan> Then (1) what, if anything  is the significance of varying non-255 values in for heading in the first element, and (2) why doesn't this start with a 255? {10,FLYING,NOTHING_block,15}, {10,LANDING,0,11}, {10,HELILANDING,0,20}
21:14:40  <Darkvater> DaleStan: because it is a special state, called FLYING
21:15:12  <Darkvater> the first element can either be 0 (only one choice), 255 (multiple choices) and SOME_STATE
21:15:25  <Darkvater> SOME_STATE means that when the plane is here the 'callback' function is executed
21:15:59  <Darkvater> probably 0, and 255 could become the same but (at the time) this was easier to code
21:16:20  <Darkvater> eg just check if heading is 0, then we have no choice or if 255 look what choices we have
21:16:23  <Darkvater> this versus
21:16:41  <Darkvater> check first state, check next state and see if it's index is the same as the first states
21:17:09  <Darkvater> hmm which is bullshit :P
21:17:16  <Darkvater> donnu why I coded it that way anymore
21:17:27  <Darkvater> because the states with the same index are a linked list
21:19:39  *** Jenkz [] has quit [Read error: 104 (Connection reset by peer)]
21:19:54  <CIA-5> tron * r3689 /trunk/ (rail_cmd.c road.h road_cmd.c tile.h): Add functions to turn a tile into either a normal road tile, a level crossing or a road depot
21:20:58  <DaleStan> So, is  "temp = Airport->layout[v->u.air.pos].next_in_chain;" (airport_cmd.c:1764) what skips the first entry when doing 255 checking?
21:22:05  <Darkvater> DaleStan: that is terminal-groups
21:22:18  <Darkvater> for finding terminals
21:22:38  <Darkvater> DaleStan: you probably thinking of aircraft_cmd.c:1632 for movement
21:23:57  <Darkvater> the first-entry is not skipped. It is just as valid as any other entry
21:24:30  <DaleStan> It looks to me like the check for "no more options exist" is "current->next_in_chain == NULL" not "current->heading!=255".
21:24:41  <Darkvater> yes
21:24:50  <Darkvater> 20:20 < Darkvater> donnu why I coded it that way anymore
21:25:13  <Darkvater> 255 is actually not even used, you can substitute the 255's in the first entry with zeros if you like
21:25:16  <Darkvater> hehe
21:25:56  * Darkvater checks
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21:27:12  <Darkvater> ah it's only needed for building the structre in memory
21:27:17  <Darkvater> but that's easy to solve
21:28:03  <peter1138> hello
21:28:18  <Bjarni> hi peter1138
21:28:31  <Darkvater> hmm, it needs a bit thinking to solve. Need to rewrite the AirportTestFTA() logic
21:28:39  <Darkvater> hi petrus
21:28:48  <Bjarni> petrus???
21:28:53  <DaleStan> So a 255 in the first entry *used* to mean "more options exist", but now it just means "never take this branch"?
21:29:12  <Darkvater> DaleStan: where did you come up with "never take this branch" ?
21:29:30  <Darkvater> 255 in the first entry *means* "more options exist"
21:29:39  <Darkvater> (but it is unused)
21:29:41  <peter1138> Celestar: pong
21:30:08  <peter1138> Born_Acorn: how's the waypoints? :D
21:30:15  <Born_Acorn> On the net!
21:30:16  <Darkvater> Darkvater: the 255 is only there for the current code in AirportTestFTA() to run correctly.
21:30:45  <peter1138> Darkvater: so dalestan is kindly providing our airport spec?
21:30:54  <DaleStan> Because 255 is not normally a valid heading, and usually out-of-range values are used for either flags or making sure an equality test fails.
21:31:08  * Brianetta lands in a roflcopter
21:31:36  <Darkvater> peter1138: seems so :)
21:31:40  <peter1138> cool :)
21:31:42  <hylje> o rly
21:31:49  <Darkvater> DaleStan: yes, think of it as a flag
21:32:17  <Darkvater> DaleStan: but you might just forget the 255 because it is not used in the code. It is only used to check if the FTA is at least semantically correct
21:32:36  <Darkvater> peter1138: although with all the NFO magic he is speaking of I have no idea :P
21:33:43  <peter1138> :)
21:35:11  <Darkvater> DaleStan: don't forget to add the 'entrypoint' into the newgrf spec
21:35:36  <Darkvater> eg at which position an airplane coming into airport control will enter
21:35:55  <peter1138> now, multiples of those would be nice...
21:36:19  <Darkvater> the FTA is not restricting that :)
21:36:19  <peter1138> it seems strange have two runways but only one plane being able to land at a time...
21:36:39  <Darkvater> peter1138: no, if you have 2 runways (landing) 2 planes can land at the same time
21:36:45  <peter1138> hmm
21:36:58  <Darkvater> I coded that and I think even tested it
21:36:59  <peter1138> so runways are always either landing or takeoff?
21:37:03  <Darkvater> but it needs generalisation
21:37:05  <Darkvater> no
21:37:05  <DaleStan> Currently, the entry point is there, in the form of setting both the AMED_TAKEOFF and AMED_LAND bits for the entry position, since I don't see any other reason for someone to set both of those bits.
21:37:07  <peter1138> oh
21:37:23  <hylje> id <3 a flexible airport system
21:37:33  <Darkvater> peter1138: if the FTA is coded that way that 2 positions specify a landing-strip
21:37:38  <hylje> runways, depots, terminals one by one
21:37:55  <peter1138> right
21:38:03  <Darkvater> DaleStan: isn't that kinda hackish?
21:38:04  <peter1138> hmm, ok. 2cc...
21:38:23  <Darkvater> ok it saves 1 byte...but seems bleh
21:38:35  <Darkvater> and then you have to figure out runtime which position that is and save it yourself
21:38:48  <Darkvater> no use in recalculating it every time somebody wants to go to the airport
21:39:45  <peter1138>
21:39:50  <peter1138> (i should set a vhost on that...)
21:39:59  <peter1138>
21:40:22  <DaleStan> It guarantees that you can't set an out-of range entry position, and (since I use AMED_HELI_RAISE|AMED_HELI_LOWER for the chopper entry postion) provides different entry points for the planes and choppers.
21:41:07  <Darkvater> the FTA already has different entry points for planes/choppers
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21:41:13  <DaleStan> OTOH, it doesn't guarantee that an entry position will be set, and it doesn't guarantee that multiple entries won't be set.
21:41:38  <Darkvater> I still like an explicit entry-prop better
21:41:43  <DaleStan> Where? I didn't see that in AirportFTAClass_Constructor.
21:41:50  <Darkvater> 1. it doesn't mess with either the AirportMovingData or the FTA
21:41:52  <guru3> peter1138: "Absolutely nothing to see here." ><
21:41:55  <Darkvater> 2. no need to calculate
21:42:13  <peter1138> quite
21:42:22  <Darkvater> DaleStan: indeed. Sorry my fault :)
21:42:48  <Darkvater> but adding it is easy
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21:43:51  <Born_Acorn> Whats going to happen about this max helipads on an airport being 2?
21:44:05  <Born_Acorn> Seems like a strict limit
21:44:19  <DaleStan> <Darkvater> and then you have to figure out runtime which position that is and save it yourself <-- Don't you save the entry point anyway when constructing the FTA? I will split it into a new prop, though.
21:44:59  <Darkvater> DaleStan: but then it would mean calculating it on construction :)
21:45:25  <DaleStan> Born_Acorn: My current format allows for up to 128 terminals+pads. (No clue if said format will actually be implemented, though.)
21:45:27  <Darkvater> DaleStan: and even then you cannot guarantee anything about it. Only that it is not out of bounds, but you get the same information after you have constructed the FTA
21:45:51  <Darkvater> DaleStan: I read about the 128+128 part. Isn't it a bit drastic?
21:46:05  <Darkvater> I'd say 64+192 is a better solution
21:46:24  <Darkvater> if you have many terminals you will have an AWFUL lot of positions
21:46:40  <DaleStan> 64 terminals and 192 special headings? How many special headings can there possibly be?
21:46:41  <Darkvater> hell, international isn't that big but it already has 51 positions
21:46:52  <Darkvater> oh, misunderstood you
21:46:59  *** tank_ is now known as tank
21:52:03  <peter1138> hmm
21:52:27  <KUDr> can i disturb?
21:52:45  <KUDr> <- guys, can you please review piece of code for a style?
21:52:49  <Darkvater> disturbing it is
21:53:58  <Darkvater> class CBinaryHeapT
21:53:59  <Darkvater> {
21:54:01  <Darkvater> one line
21:54:13  <Darkvater> is alignment done with spaces and indentation with tab?
21:54:21  <KUDr> yes
21:54:36  <Darkvater> if(IsFull()) return false;
21:54:50  <Darkvater>  for(int par <-- space for (int par
21:55:18  <Darkvater> Titem* first = &m_it <-- Titem *first
21:55:19  <Darkvater> the *
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21:56:20  <KUDr> Darkvater: ok, thanks
21:56:27  <Darkvater> hmm are you using new/delete or malloc/free?
21:56:48  <Darkvater> a bit confusing to see both
21:56:51  <KUDr> normally new/delete, but this case is like pool
21:57:04  <KUDr> I construct items explicitly
21:57:05  <Darkvater> bool IsFull() const; <-- is this some strange syntax?
21:57:09  <KUDr> when they are added
21:57:14  <Darkvater> const bool IsFull()
21:57:15  <Darkvater> ?
21:57:23  <KUDr> no
21:57:29  <peter1138> anyone get a chance to spot obvious flaws in 2cc? heh
21:57:33  <KUDr> const means no member is modified
21:57:37  <peter1138> (though i guess it's pretty tiny)
21:58:01  <KUDr> peter1138: tiny?
21:58:11  <Darkvater> KUDr: ah. ok
21:58:24  <peter1138> KUDr: the patch
21:58:33  <Darkvater> IsFull(void) <-- do we still use this for C++ or the void is left out?
21:58:39  <Darkvater> Tron: ? (see up)
21:58:40  <KUDr> ah, didn't read first line :)
21:59:01  <Darkvater>  if(m_items[child <-- space and break on the same line
21:59:12  <KUDr> ok
21:59:19  <Darkvater> eg space in general between if/for/while whatever and (
21:59:24  <Darkvater>  while (child < m_size)
21:59:25  <Darkvater>         {
21:59:26  <Darkvater> same line
21:59:39  <Darkvater> don't ask me why but functions have the { on a new line
21:59:41  <KUDr> i know, but it is difficult for me
21:59:43  <Darkvater> everything else on the same
21:59:51  <KUDr> always forget
21:59:56  <peter1138> heh
22:00:09  <peter1138> i stick to ottd style now, heh
22:00:12  <Darkvater> int                     m_size;  <-- so many spaces?
22:00:22  <Darkvater> or just pastebin screwin gup
22:00:24  <peter1138> i end up with massive svn logs on other projects due to whitespace changes...
22:00:38  <Darkvater> hehe
22:00:50  <KUDr> can remove some spaces, yes
22:01:42  <Darkvater> +(SPR_2CCMAP_BASE + colour + colour * 16) : (0x307 + colour); <-- peter1138 is 0x307 some magic colour?
22:02:12  <KUDr> hmm, doesn't look nice:
22:02:12  <KUDr> class CBinaryHeapT {
22:02:12  <KUDr> private:
22:02:23  <peter1138> yes
22:02:30  <peter1138> hmm, i'm sure i put a comment in about that
22:02:35  <Darkvater> peter1138: why did you remove GetEnginePalette and GetVehiclePalette from vehicle.h and into vehicle.c?
22:03:29  <peter1138> because i'll need to use INVALID_ENGINE in them at some point
22:04:12  <peter1138> maybe i can leave that til later
22:06:31  <peter1138> i worked backwards from a more complex patch
22:07:47  <Darkvater> :)
22:08:19  *** ^Cartman^ [] has quit ["Que?"]
22:09:47  <Born_Acorn> are runways in the other direction such as this possible?
22:10:27  <Darkvater> DaleStan: It turns out I was using 255 in the airport code indeed. It was to signify that there are other choices. I have removed it locally but still need to decide if it was a good choice or not
22:10:44  <Darkvater> Born_Acorn: don't think the direction matters
22:11:34  <Darkvater> Born_Acorn: airport looks nice, although the middle-3 terminals are a real congestion
22:11:40  <peter1138> minimal changes:
22:12:25  <Darkvater> +/* XXX Magic 0x307 should perhaps be a define elsewhere? */
22:12:27  <Darkvater> hehe
22:12:37  <Born_Acorn> DaleStan, I know, how would they get in? :p
22:12:38  <peter1138> it's used in a few places throughout the code
22:12:39  <Darkvater> so what is it?
22:12:44  <Born_Acorn> *Darkvater
22:12:45  <peter1138> and 775 is used
22:12:56  <peter1138> it's the first company colour map sprite
22:13:02  <peter1138> blue
22:13:04  <Darkvater> GetNonSprite(0x307 + i)
22:13:08  <Darkvater> sounds promising
22:13:19  <Darkvater> ah
22:13:41  <Darkvater> peter1138: well giving it a name would be nice
22:13:56  <Darkvater> or at least changing the 775 into 0x307 or vv so all have the same
22:14:22  <peter1138> yeah
22:14:59  *** tokai|tv [] has quit ["Don't give me logic, give me emotions!"]
22:15:07  <Born_Acorn> Can you set different stating points on the runway for different speeds of plane? (Like slow Vicker Viscounts get off the runway earlier than a Boeing 747)
22:15:38  <Bjarni> <-- wtf is DmitryKo thinking?
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22:16:39  <Darkvater> Born_Acorn: no
22:16:43  <Darkvater> at least not now
22:17:27  <Bjarni> 3D game like engine with hardware acceleration and 3D stereo?
22:17:45  <Bjarni> what year do he think such stuff would be ready? 2030?
22:17:54  <coppercore> i say
22:17:56  <coppercore> if it isn't broke
22:17:57  <coppercore> DONT
22:17:59  <coppercore> FUCKING
22:18:01  <coppercore> FIX IT
22:18:31  <coppercore> but that's just me.
22:18:34  <Born_Acorn> very nice.
22:18:46  <Born_Acorn> Darkvater: too bad. that could be a real congestion helper
22:19:24  <BurtyB> moo Brianetta u see my PM?
22:19:30  <Darkvater> Born_Acorn: well all it needs is more states, which DaleStan and rickh67 are determined to put in
22:19:50  <Darkvater> of course things would become a bit more complicated..but alas
22:19:55  <Darkvater> oh
22:19:58  <Darkvater> DaleStan: which reminds me
22:20:03  <DaleStan> It's not like there's any lack of space in that heading byte.
22:20:11  <Bjarni> coppercore: actually it's not just you. Remember that DmitryKo claimed that threading is not supported on UNIX
22:20:24  <Darkvater> DaleStan: every state needs a callback function :)
22:20:29  <Bjarni> he lacks a feeling with how the computer world works
22:20:36  <coppercore> define threading
22:20:38  <coppercore> please
22:20:43  <Bjarni> :)
22:20:52  <Darkvater> so if we have 128 states we have to make 128 callbacks for it, or at least a stub until it is clear what they mean
22:20:56  <coppercore> just to be clear
22:21:25  <Bjarni> each thread runs in parallel, just like two apps. They might talk to each other, but that's not needed
22:21:38  <Bjarni> also the system shows it as one app only
22:22:13  <Bjarni> I don't know if that is a good description, but it's not wrong
22:22:25  <Darkvater> now you have to define thread :)
22:22:34  <coppercore> a program can open threads to process more than one thing at a time essientally
22:22:36  <coppercore> right?
22:22:42  <Bjarni> oh, I should have said:
22:22:43  <Bjarni> #define thread
22:22:45  <Bjarni> :p
22:22:55  <Darkvater> empty?
22:23:03  <Bjarni> coppercore: yeah, something like that
22:23:09  <Bjarni> well, it's defined
22:23:12  <Bjarni> I was told to define it
22:23:22  <Bjarni> now you can use #ifdef thread
22:23:24  <peter1138> if ((((((face >> 7) ^ face) >> 7) ^ face) & 0x8080000) == 0x8000000)
22:23:26  <Darkvater> yes but it has no meaning :)
22:23:26  <peter1138> nice brackets...
22:23:45  <Bjarni> Darkvater: I was not told to make sense ;)
22:24:29  <Bjarni> coppercore: right now the game saves uncompressed in the RAM, then it starts a new thread to compress the file in the background and save it while the game continues
22:24:39  <Bjarni> this prevents freezes each time autosave kicks in
22:24:39  <DaleStan> Darkvater:  Specifying an undef heading is an error. Whether its undef because no terminal exists there (00..7F) or its undef because there's no such state (80..FF) does not matter; it's an error in both cases. This means that callback functions do not have to be implemented until the state is defined.
22:24:48  <Bjarni> hence the doing stuff in parallel part
22:24:55  <coppercore> right
22:25:06  <DaleStan> (or "... This should mean that ...")
22:25:07  <coppercore> and UNIX (Sco, FreeBSD, etc..) all support that
22:25:08  <CIA-5> belugas * r3690 /branch/tfc_newmap/ (functions.h landscape.c tile.h):
22:25:08  <CIA-5> [tfc_newmap] Moving IsValidTile from landscape.c to tile.h
22:25:08  <CIA-5> tfc_s0_p00
22:25:14  <Darkvater> DaleStan: well just as long as you use states sequentially. Eg not state 0 and 99 :)
22:25:16  <coppercore> hell, almost every os in exsistence supports it
22:25:28  <coppercore> if it doesn't support it, it's unused or very old
22:25:32  <Darkvater> Belugas_Gone: tfc_s0_p00??
22:26:17  <Bjarni> coppercore: think of it this way: a server is likely to have a thread just to listen for new incoming requests while other threads handles the actual server functions.... all the OSes you see running servers likely supports threads too ;)
22:26:40  <Bjarni> which means only really old OSes got a problem with it
22:26:44  <coppercore> of couse
22:26:44  <Bjarni> hmm
22:26:45  <DaleStan> How hard would it be, then, to split things into two state classes; one for 00..7F (all the terminals) and another for 80..FF (the special states)?
22:26:46  <coppercore> *course
22:27:00  <coppercore> it's called... Multitasking :P
22:27:03  <coppercore> or Multithreading
22:27:04  <coppercore> or both
22:27:16  <Bjarni> that's not 100% the same
22:27:31  <Darkvater> DaleStan: easy. We can have two callback tables. terminals (which is btw the same for all now :P) and one for states just offset by -0x80
22:27:39  <Bjarni> multithreading is multitasking within one app while multitasking is running several apps at once
22:28:01  <Darkvater> DaleStan: eg aircraft_cmd.c:1569-1576
22:28:41  <BurtyB> hrm if you say app=executable that makes more sense
22:28:44  <Bjarni> o_O
22:28:58  <DaleStan> Good. Because that's the current plan, and with the exception of (FE/FF, which are not states at all), all states will be defined incrementally from one of those two classes.
22:29:04  <Bjarni> I just told why we could not use the replace between train types patch and then somebody writes:
22:29:11  <DaleStan> s/the/my/
22:29:12  <Bjarni> This Patch is realy realy usefull.
22:29:15  <Bjarni> And it would be great if this would be included, in next IN
22:29:23  *** eQualizer [] has quit [Read error: 110 (Connection timed out)]
22:30:29  <Darkvater> DaleStan: what's FE/FF?
22:31:09  <DaleStan> FE is a special case for the terminal group selection, and FF is the TO_ALL heading.
22:31:19  <Belugas_Gone> Darkvater : tfc_s0_p00 is the first step of the merging process we have designed (Rubidium to be precise)
22:31:37  <Belugas_Gone> so to keep in reference, I tough it would be good to keep it with commits
22:31:40  <Darkvater> Belugas_Gone: it sounds like tfc_is_so_poo
22:32:51  * peter1138 wonders what PALETTE_TO_COLORS is for
22:33:17  <peter1138> it's not used anywhere, heh
22:33:31  <Bjarni> peter1138: I guess it have something to do with the palette
22:33:47  <blathijs> Celestar: pong
22:33:52  <peter1138> cheers bjarni :P
22:34:09  <Bjarni> blathijs: I should remind you of something, but now I forgot what :p
22:34:19  <Bjarni> oh yeah, the warnings
22:34:44  <peter1138> hmm
22:34:52  <Bjarni> I got those annoying warnings in npf.c
22:34:59  <peter1138> segfault from make o_O
22:35:04  <Bjarni> o_O
22:35:16  <Bjarni> try to debug it
22:35:26  <peter1138> nah
22:35:31  <peter1138> just started it again and it works ;p
22:35:34  <Bjarni> make a debug build and run it in gdb
22:35:44  <peter1138> of make? heh
22:35:49  <Bjarni> yeah
22:35:52  <Bjarni> why not?
22:35:59  <peter1138> cba
22:36:15  <Bjarni> and then fix the error and you can submit a patch for it
22:36:25  <Bjarni> and become famous as a brilliant coder
22:36:29  <peter1138> well, it's not consistent
22:36:34  <peter1138> so i think my computers about to die
22:36:44  <Bjarni> nice way to trick people to believe a lie :p
22:36:57  <Bjarni> oh faulty RAM
22:37:00  <Bjarni> that could explain it
22:37:36  <Bjarni> once I knew a guy, who could explain everything with faulty RAM
22:38:13  <Bjarni> my computer booted too slow: it had faulty RAM and I should do something about it while the warranty still lasted
22:38:33  <Bjarni> and he had no comment when I fixed a software issue and it booted in no time
22:38:38  <Bjarni> :)
22:39:21  <blathijs> Bjarni: ah, yes. Remind me again later :-)
22:39:29  <blathijs> terrible case of Real Life right now
22:40:44  *** eQualize1 is now known as eQualizer
22:41:01  * Bjarni runs away
22:41:10  <Bjarni> it might be contagious
22:41:22  <Bjarni> hmm
22:41:48  <Bjarni> to ensure my geekhood, I better spend all of tomorrow in the lab
22:41:55  <blathijs> :-)
22:42:00  <Bjarni> just like I did yesterday
22:42:25  <peter1138> so something like
22:42:59  * Vornicus thinks his video card has faulty ram.  if you do too much at once it goes *foom* very very quickly.
22:43:16  <Vornicus> like, I can't play Far Cry, it crashes on the second frame.
22:43:42  <Bjarni> either that or something else
22:43:55  <Bjarni> like the heatsink fell off
22:43:57  <Bjarni> or bad driver
22:44:07  <Vornicus> Well.
22:44:35  <Vornicus> For about four months the fan didn't work and I didn't realize it.  I've since fixed the fan.
22:44:37  *** Angst [] has quit ["n8"]
22:45:09  * Vornicus 's video card is teh suck.
22:45:18  <Vornicus> For a while there I couldn't play Spider Solitaire.
22:45:25  <Bjarni> the chip might break due to that and now even trough you cool it enough, it's already damaged
22:45:32  <Vornicus> I know.
22:45:44  <Vornicus> But, I cannot afford a new card.
22:45:55  <Bjarni> usually they got some thermal sensor to freeze before that happens, but sometimes that fails
22:46:56  <Darkvater> peter1138: -				DrawSprite(high+((val1 * 12 >> 4) + (0x32B | PALETTE_MODIFIER_COLOR)), x, y);
22:46:59  <Darkvater> +				DrawSprite(high+((val1 * 12 >> 4) + 0x32B), x, y);
22:47:04  <Darkvater> ?
22:47:09  <Darkvater> what happened to the modifier?
22:47:26  <peter1138> it's in the PALETTE_TO_* stuff
22:47:44  <peter1138> dubious brackets there, heh
22:47:44  <Bjarni> magic number warning
22:47:46  <Darkvater> yes but all you have left is the same magic number
22:48:02  <Darkvater> and I don't see the modifier_ coming back
22:48:15  <peter1138> PALETTE_TO_BROWN            = PALETTE_RECOLOR_SPRITE(0x314),
22:48:52  <Darkvater> so eh what is its reference to 0x32B?
22:49:07  <peter1138> that's a regular sprite num :)
22:49:26  <Darkvater> (0x32B | PALETTE_MODIFIER_COLOR) <-- I had this, now I have 0x32B
22:49:59  <peter1138> 0x32B is the first set of eyes
22:50:15  <peter1138> it's not shifted to be a palette map
22:50:19  <peter1138> (fortunately, heh)
22:50:23  <Darkvater> I think some second type of PLAYER_SPRITE_COLOR(colour) would be nice for situations like +ormod = (ind->color_map + PLAYER_COLOURS_START) << PALETTE_SPRITE_START;
22:50:38  <peter1138> yeah, that's true
22:50:40  <Darkvater> so you are saying  | PALETTE_MODIFIER_COLOR there was faulty?
22:50:51  <peter1138> no, just misleading
22:51:00  <peter1138> the PALETTE_MODIFIER_COLOR is for the "high" variable
22:51:08  <Darkvater> unused in essence?
22:51:09  <peter1138> maybe i should redo that lot :)
22:51:18  <peter1138> no
22:51:29  <peter1138> i just moved the place where it's set
22:51:34  <Darkvater> ok
22:51:37  <Darkvater> then say that :)
22:51:39  <peter1138> from the DrawSprite lines to the assignment of high
22:51:47  <peter1138> i'll rename some vars...
22:52:00  <peter1138> maybe some enums for those magic sprite values too :)
22:52:27  <peter1138> that palette mapping is to provide eye colour :)
22:53:06  <Bjarni> LOL, I made OTTD too fast
22:53:23  <Bjarni> now it's not possible to scroll around in fast forward
22:53:31  <Bjarni> you end up in the other end of the map in no time
22:54:16  <Bjarni> well, better that than fast forward didn
22:54:19  <Bjarni> 't work
22:54:35  *** Mucht is now known as Mucht|zZz
22:56:20  *** eQualizer [] has quit ["Dippadippa. Shellin vaihto ->"]
22:58:48  *** eQualizer [] has joined #openttd
22:58:51  *** wonea [] has joined #openttd
22:59:42  <peter1138> ok
22:59:58  <peter1138> those different numbers appear to be for male/female & black/white
23:00:02  *** XeryusTC is now known as Xeryus|ZzZ
23:04:16  <peter1138> maybe this lot should be another patch, heh
23:08:47  <Darkvater> :)
23:09:08  <wonea> anyone know of good start guide to manually installing software for a complete linux newbie?
23:09:14  * peter1138 reuploads -- that should be clearer
23:09:49  <peter1138> there are more magic sprite nums there though
23:11:40  *** wonea [] has left #openttd ["Leaving"]
23:11:40  * peter1138 -> bed
23:16:06  <Darkvater> oh KUDr
23:16:20  <Darkvater> KUDr: we usually do #ifdef FILENAME_EXTENSION and
23:16:28  <Darkvater> #endif /* FILENAME_EXTENSION */
23:16:36  <Darkvater> KUDr: regarding the style
23:17:02  <KUDr> yes
23:17:05  <KUDr> it is so
23:17:11  <KUDr> .hpp
23:17:45  <Darkvater> yea, so MYHEADER_HPP
23:19:05  <KUDr> #ifndef  BINARYHEAP_HPP
23:19:05  <KUDr> #define  BINARYHEAP_HPP
23:19:05  <KUDr> #endif //BINARYHEAP_HPP
23:19:07  <Darkvater> no
23:19:15  <Darkvater> #endif /* BINARYHEAP_HPP */
23:19:16  <Darkvater> :)
23:19:18  *** Brianetta [] has quit ["Tschüß"]
23:19:21  <KUDr> hmm
23:19:30  <KUDr> ok, if it must be :)
23:19:52  <KUDr> #endif /* BINARYHEAP_HPP */
23:20:12  <Darkvater> yes :)
23:20:36  <KUDr> are you kidding me ? :)
23:21:01  <Darkvater> no?
23:21:02  <Darkvater> why
23:21:18  <KUDr> and what about using #pragma once
23:21:26  <KUDr> instead of #ifndef
23:21:47  <Bjarni> I wondered about that too, but I'm not sure it works on all platforms
23:22:00  <KUDr> I can try g++
23:22:07  <Darkvater> portability issues
23:22:14  <Darkvater> not recognised by all preprocessors
23:22:23  <KUDr> ok
23:22:28  <KUDr> so #endif /* BINARYHEAP_HPP */
23:22:32  <KUDr> :)
23:22:33  <Darkvater> #pragma once
23:22:34  <Darkvater> This pragma was once used to tell the preprocessor that it need not include a file more than once. It is now obsolete and should not be used at all.
23:23:15  <KUDr> didn't know that
23:28:11  <Bjarni> actually I didn't know that either
23:28:22  <Bjarni> I thought it was a new thing they were introducing
23:28:48  <KUDr> yes and irix C++ knows that too
23:29:03  <ln-> Darkvater: gcc 3.x complained about it, gcc 4 doesn't, it's once again an accepted method.
23:30:43  <Darkvater> ln-: well let's stick to the safe side :)
23:30:44  *** DJ_Mirage [] has quit [Read error: 104 (Connection reset by peer)]
23:32:17  <Darkvater> 01243   if (pfile->buffer->prev == NULL)
23:32:18  <Darkvater> 01244     cpp_error (pfile, CPP_DL_WARNING, "#pragma once in main file");
23:32:22  <Darkvater> this is GCC4 source
23:33:14  <KUDr> hmm
23:33:35  <Bjarni> we can't use something that
23:33:47  <Bjarni> 's unsupported by GCC 3.x
23:33:52  <Bjarni> that would leave Owen out
23:34:01  <Bjarni> he got 3.3 for Darwin
23:34:22  <ln-> Darkvater: what's a main file?
23:34:38  * Bjarni wonders who got the bright idea to place "'" next to enter
23:34:49  <Bjarni> I hit enter twice today when I needed '
23:34:51  <Bjarni> :(
23:35:16  <Darkvater> ln-: no idea. it's in directives.c:1244
23:35:16  <KUDr> you are too fast
23:36:06  * KUDr wishes you all good night
23:36:07  <Bjarni> no, the keys just move around
23:36:16  <Bjarni> ohh that reminds me
23:36:17  <Darkvater> gn KUDr :)
23:36:47  <Darkvater> I think you even get a warning about it with -Wpragma_once or something
23:36:55  <Bjarni> a local radio station had a practical joke where they moved around the sounds that appeared when the host pressed the buttons
23:37:08  <Bjarni> sounded really funny when he searched for the right sound :p
23:38:00  <Bjarni> DaleStan: cheater :p
23:38:18  <Bjarni> besides your cheating would crash the game
23:38:37  <Darkvater> ?
23:38:40  <DaleStan> It would?
23:38:45  <Bjarni> somehow I wonder if people really read everything I write before replying on the forum
23:38:51  <ln-> Darkvater: ah, it seems that warning is given if you have placed #pragma once in a non-header file.
23:39:27  <Darkvater> could be :)
23:39:41  <Darkvater> but if I search gcc and once it says everywhere it's deprecated
23:39:41  <Bjarni> DaleStan: yeah, it used to crash normal autoreplace. There is no reason to believe this patch could do it any better
23:40:01  <Bjarni> deprecated....
23:40:33  <DaleStan> But nothing is getting replaced. All the same vehicles remain, with all the same stats; they just run on different tracks now.
23:40:36  <Bjarni> the cocoa video driver works fine on PPC, but when you compile it on i686, it gives shitloads of warnings about relying on deprecated functions :(
23:41:09  <ln-> Darkvater: i googled about it last summer, and I found some source that said it's not deprecated anymore in gcc4.
23:41:17  <Bjarni> DaleStan: and replacing a steam locomotive+tender to monorail, the tender will go away
23:41:32  <Bjarni> or one of the units got a different length, which could be enough
23:42:23  <ln-> this is new:
23:42:24  <Bjarni> it's totally unsafe just to wonder about replacing/building/removing vehicles outside depots
23:42:42  <DaleStan> Again, no replacing. The engine and the tender both stay; they just run on monorail now, and the length callback does not get called (since it didn't just exit a depot)
23:44:47  <Bjarni> ln-: cool, we need the last part too
23:44:53  <Bjarni> though I don't know how yet
23:45:04  <Bjarni> we need it for DMU and steering cars
23:45:36  <Bjarni> DaleStan: it will be called.... by the screen drawing stuff
23:46:09  <Bjarni> it crashes in a failure to draw the train
23:47:04  <Bjarni> I worked for months on solving this issue in autoreplace... I know what it is about
23:47:11  <DaleStan> Well then, the screen-drawing stuff is broken. The length callback, by definition, may only be called when rearranging a train in a depot or when a train leaves a depot.
23:47:18  <Bjarni> we should NOT include any new stuff that is this dangerous to game stability
23:48:23  <DaleStan> TTDPatch has had a working Cht:Tracks for quite some time now, so there must be a safe solution.
23:48:43  <Bjarni> that's because they allow steam to run on maglev
23:48:51  <Bjarni> they don't replace the train itself
23:49:10  <Bjarni> we don't want that solution either
23:49:19  <DaleStan> And that's what Cht:tracks does. It does not replace the train.
23:49:23  <ln-> Bjarni: btw, driving trains has been declared silly, and something that will never happen in OTTD.
23:49:55  <Bjarni> ln-: I didn't mean actual driving. I meant more like we need reverse instead of turn around
23:50:42  <ln-> yes, that would be nice, i agree.
23:51:19  <ln-> and, the thing that i have said many times: the whole train shouldn't turn around at the end of the line, just the locomotive should jump from one end to another.
23:52:35  <ln-> teleport
23:56:12  <Turulo> does anyone know how can i set a wellcome message on a dedicated server when a player joins?
23:57:24  <Darkvater> I think it was on_client.scr
23:57:54  <ln-> and welcome is spelled with just one l
23:58:34  <Turulo> nice, thanks Darkvater
23:58:49  <Turulo> ok thanks also for the correction :P

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