Config
Log for #openttd on 17th March 2006:
Times are UTC Toggle Colours
00:02:15  <Darkvater> <-- sleep
00:02:39  *** dp_ [n=dp@p54B2F088.dip.t-dialin.net] has joined #openttd
00:03:26  <Fujitsu> Bye.
00:06:11  <Sacro> people leaving :(
00:07:20  <BurtyB> they dont love you anymore
00:07:51  <Sacro> nobody loves me
00:08:26  <Sacro> at this rate im going to have to pay people for love
00:08:39  <BurtyB> its easier
00:09:08  <Sacro> yeah, now to find someone remotely attractive
00:09:39  <Sacro> are newcastle lasses nicer than hull ones?
00:14:46  <BurtyB> dunno never dated one... only one i tried got drunk and bit holes through my shirt
00:15:09  <Patrick`> was PBS taken out after 0.4.5?
00:15:15  <Patrick`> I just imported a map and it worked fine
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00:17:49  <Sacro> Patrick`: before, it converts PBS to presig-combos
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00:32:58  <Sacro> evening Belugas
00:33:05  <Sacro> night Belugas, and everyo else
00:34:05  <Belugas> hello Sacro :)
00:34:31  <Belugas> bback
00:34:39  <Sacro> hey, fraid my brothers just about to kick me off
00:35:04  <Sacro> night
00:35:07  *** Sacro [n=Sacro@adsl-83-100-141-94.karoo.KCOM.COM] has quit [" HydraIRC -> http://www.hydrairc.com <- 100,000+ downloads can't be wrong"]
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00:38:47  <MrPoppit> hola
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00:39:38  <Patrick`> huh
00:39:44  <DJFire> ?!?
00:39:53  <Patrick`> PBS appears in the signal rotation and they seem to work like PBS
00:39:57  <Patrick`> and yet it's 0.4.5
00:40:16  <DJFire> site down? :(
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00:40:34  <Patrick`> oops, no
00:40:38  <Patrick`> I just can't count to three
00:40:42  <Patrick`> disregard that, I suck
00:49:38  <Vornicus> pff
00:50:30  <Kalpa> You suck cocks, rite.
00:50:54  <Kalpa> You do realize that after bash, you just can't start a sentence with 'disregard' and also include 'suck' in it :(
00:51:43  <TL|Away> Clearly you can
00:54:23  * Kalpa slaps Kalpa perfectly with a large cod, sending head over the heels.
00:54:28  <Kalpa> What I meant, was:
00:54:29  <Kalpa> Disregard that, I suck cocks.
00:55:53  <TL|Away> poor thing, you want to talk about it?
01:00:14  <Kalpa> It's 3AM and I should stop playing galciv2
01:00:55  <Kalpa> So I'll go sleep instead of share my bash-induced fantasies of man-part sucking with some random dude(tte?) called Truelight tonight.
01:01:00  *** Fujitsu is now known as CommGamesAudienc
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01:01:12  <Kalpa> Also my jokes are going worse and worse aren't they.
01:01:37  <TL|Away> yup
01:01:40  <TL|Away> night
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01:10:18  <RichK> are the forums down atm? i cant seem to connect to them
01:15:37  <Fujitsu> All OpenTTD-related servers are down...
01:15:52  <RichK> aww.... shame
01:16:08  <RichK> thanks. i wont try to get on every 2 mins then ;)
01:17:50  <TL|Away> All OpenTTD-related servers are working ;)
01:18:15  <RichK> yup... web back now :) :)
01:20:03  <Belugas> it is about time !  ;)
01:20:13  <Belugas> tks TL|Away
01:20:54  <TL|Away> ;)
01:20:56  <TL|Away> night all
01:21:05  <glx> night TL|Away
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01:48:55  <DJFire> ouchie
01:49:30  <ThePizzaKing> hi DJFire
01:50:00  <DJFire> whats with win32 nightlys lately?
01:50:22  <ThePizzaKing> what's wrong with them?
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02:26:06  <DJFire> last nightly for windows was a few days ago....
02:28:24  <DJFire> http://nightly.openttd.org/devs/mingw32msvc/compile.log  <-- :(
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06:26:48  <CIA-5> tron * r3912 /trunk/ (npf.c rail.h rail_cmd.c rail_map.h): Move the signal type enum and GetSignalType() to rail_map.h; also add SetSignalType() and use the functions
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06:42:27  * Vornicus yays for tron!
06:43:17  * Vornicus generally enjoys seeing patches from tron, because they are an interesting look into the innards of the game.
06:44:00  <hylje> you can see the innards yourself too
06:44:04  <Vornicus> yes.
06:44:18  <Vornicus> But then I have to look at /all/ the innards.
06:44:59  <Vornicus> Which are frightening, and liable to eat my brain.
06:45:28  <Vornicus> With tron's patches, I get to see the little stuff that goes on in there.
06:48:27  <Vornicus> without having it eat my brain.
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06:50:42  <BurtyB> you must be a bad taste fan with all this talk of eating brains
06:51:36  <Vornicus> no, I just dislike having my vital organs consumed.
06:53:04  <hylje> you should learn 2 be eaten
07:02:39  <CIA-5> tron * r3913 /trunk/ (rail.h rail_map.h waypoint.h): Move declarations to rail_map.h so rail.h is dependent on rail_map.h and not the other way round
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07:35:21  <Darkvater> http://nightly.openttd.org/devs/error.log
07:35:33  <Darkvater> who broke mingw compiling?
07:35:35  <peter1138> fuck
07:35:50  <peter1138> legacy doom crashed and i'm stuck at 320x200 :/
07:35:53  <MiHaMiX> uhh
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07:36:48  <Tron> peter1138: xrandr -s 0
07:36:54  <MiHaMiX> morphos is also broken
07:37:09  <MiHaMiX> amd64_dedicated, too
07:37:46  <MiHaMiX> morphos_dedicated and osx_dedicated are also failed
07:37:51  <Darkvater> and osx dedictaed :)
07:38:15  <peter1138> sorted
07:38:16  <MiHaMiX> I already told :P
07:38:29  <Darkvater> TL|Away: know anything about it?
07:38:31  <Darkvater> :)
07:38:33  <peter1138> hmm, now why does gnome terminal + screen + irssi fuck up for me?
07:38:51  <MiHaMiX> peter1138: define your problem?
07:39:02  <Darkvater> BECAUSE IT'S GNOME
07:39:09  <Darkvater> damn those caps
07:39:22  <peter1138> it keeps clearing the screen and putting the last irc line at the bottom
07:39:29  <MiHaMiX> /kick Darkvater Don't shout! :D
07:39:33  <peter1138> s/screen/window
07:40:02  <MiHaMiX> peter1138: ^A d, type reset, then screen -Dx
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07:45:48  <peter1138> hmm
07:45:58  <peter1138> not understanding moving stuff from rail.h -> rail_map.h
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07:47:35  <peter1138> railtype is not a map property...
07:48:19  <MiHaMiX> peter1138: is your terminal works better now?
07:48:26  <peter1138> seems to be
07:49:36  <MiHaMiX> ok
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07:54:31  <Matt-W> Darkvater: GUI in C++? Woohoo!
07:54:58  <Darkvater> wow, that was a big lag :p
07:55:07  <Matt-W> I just got out of bed!
07:55:11  <Matt-W> Not even had breakfast yet
07:55:46  <Matt-W> If I can use C++ that makes things much easier
07:57:25  <Tron> peter1138: you are right, this will be changed again, but atm i have to avoid cyclic dependencies
07:57:33  <peter1138> fair enough
07:57:45  <peter1138> dependencies are always a bitch :(
07:58:11  <Tron> that's because the current state is very inconsistent
07:58:25  * Matt-W goes to get breakfast
07:58:42  * peter1138 nods
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08:01:57  <CIA-5> Darkvater * r3914 /trunk/ (saveload.h settings.c): - Properly implement SDT(G)_CONDNULL macro's without special cases (add flag SLF_CONFIG_NO and empty string as name)
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08:04:54  <Celestar> morning troop
08:05:14  <peter1138> morning
08:05:35  <ThePizzaKing> morning Celestar
08:06:30  <Celestar> I have an RFC
08:06:58  <CIA-5> Darkvater * r3915 /trunk/ (saveload.c settings.c): - Savegame version 23: Do not save the autosave interval anymore with savegames. Some people should be very happe atm ;)
08:07:58  <Celestar> Darkvater: peter1138: Tron: elrails as patch option or permanent?
08:08:11  <peter1138> hehe, i was just thinking about that too
08:08:17  <Darkvater> Hmm I wonder. I'd like to add 32bytes of padding at the end of the patches list so you don't have to increase the savegame version for adding new patches
08:08:43  <Celestar> Darkvater: I wouldn't object.
08:08:58  <Celestar> peter1138: I'm not favouring the "patch setting" thing tbh
08:09:00  <Darkvater> but to do this properly, it'll  break every svaegame made since 0.4.5 (where the PATS chunk is introduced
08:09:14  <peter1138> Celestar: it would make it a bit messy
08:09:32  <Celestar> peter1138: not much.
08:09:39  <Celestar> but .. a bit :)
08:09:57  <Darkvater> Celestar: it depends. Some peeps realle don't like the mess that the wires are so they won't be able to m ake electric loco's
08:10:14  <Celestar> Darkvater: we could disable the display :P
08:10:26  <Celestar> Darkvater: and use third rail :)
08:10:36  <Darkvater> but you vcan't build el on non0-el rails no?
08:11:06  <Celestar> Darkvater: not that a moment ..
08:11:32  <Celestar> Darkvater: but mainly you could just un-constify _railtypes.
08:11:46  <Darkvater> so about my question? What is the sentiment?
08:12:17  <Darkvater> I can fix it with a hack so you can stiull load the oldetr games and remove after 0.4.5.1
08:13:04  <Celestar> dunno about the code, but adding 32 bytes seems reasonable imho
08:13:51  <Darkvater> ok
08:13:53  <Matt-W> how many bytes for each new patch? how long would 32 bytes give us?
08:13:57  <Darkvater> ok
08:14:05  <Darkvater> most patches are bools
08:14:13  <Darkvater> so that's 32 patches
08:14:14  <Celestar> so 32 patches.
08:14:23  <Celestar> we will HOPEFULLY never add 32 more patch options.
08:14:23  <Darkvater> buit uint32 patches is only 8
08:14:39  <Celestar> mesa hates patch settings
08:14:48  <Darkvater> So I'd say an average of 20 patches
08:15:11  <Celestar> we need a discussion which patch settings are NOT needed anymore
08:15:12  * Fujitsu would certainly prefer it if it were optional.
08:16:08  <Celestar> we have a number of patches that are simple superfluous (sp?)
08:16:28  <Fujitsu> There are quite a number, yes.
08:16:31  * Fujitsu looks.
08:16:51  <Darkvater> hmm donnu though
08:17:10  <Darkvater> they look superflouous but very handy in MP where you might want to restrict things
08:17:13  <Celestar> Interface: Show speed, Long Date and if you ask me the show town population as well.
08:17:25  * Matt-W puts his patch into bugs.openttd.org like someone in his awaylog said
08:17:54  <Matt-W> Celestar: what gets me is why aren't they just in the options window?
08:18:01  <Fujitsu> Servicing when breakdowns at none...
08:18:03  <Fujitsu> Yes.
08:18:19  <Fujitsu> it would be nice to integrate everything... Make it look less hackish.
08:18:20  <peter1138> Matt-W: because adding stuff to the options window requires messing with the gui...
08:18:21  <Matt-W> It's a leftover from TTDPatch isn't it?
08:18:27  <Matt-W> peter1138: then I'll fix it!
08:18:31  <Celestar> Matt-W: I think we should abolish the "Patch Window" alltogether.
08:18:48  <Matt-W> Celestar: hurrah!
08:18:49  <Celestar> and either place things in "difficulty" or in "options".
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08:19:07  <peter1138> and what do we do with bj...
08:19:11  <peter1138> oh hello bjarni
08:19:26  <Fujitsu> Options should have been redesigned at the start of OTTD, to allow flexibility and less hackishness.
08:19:26  <Celestar> peter1138: no it doesn't. Just move all the Options into the Patches and rename patches to "Game Options"
08:19:44  <Bjarni> hi peter1138
08:20:00  * Celestar is not sure whether Fujitsu knows about the start of OTTD
08:20:13  <Bjarni> btw why do we call them patches?
08:20:21  <Fujitsu> Well, I mean when it was realised that it would likely get some options.
08:20:43  <Fujitsu> A term imported from TTDPatch, I assume.
08:20:44  <Bjarni> I mean we didn't patch our binary, but we coded stuff in the source, hence it's features/options, not patches
08:21:00  <peter1138> heh
08:21:02  <Celestar> yeah
08:21:10  <Darkvater> bleh gotta go to work
08:21:16  <Bjarni> bye Darkvater
08:21:21  <Fujitsu> Bye.
08:21:25  <Celestar> cu later Darkvater
08:21:31  <Darkvater> oh well, I'll just imitate peter1138 there ;p
08:21:38  <Matt-W> bye
08:22:02  <peter1138> heh
08:22:04  <peter1138> STAY!
08:22:17  <Bjarni> ok
08:23:15  * Matt-W wonders for GUI in C++ what compilers would need to be able to compile it
08:23:32  <Celestar> gcc
08:24:07  <peter1138> valid c++ ;)
08:24:16  <Matt-W> peter1138: yeah but which valid C++?
08:24:32  <Matt-W> I mean, can I comfortably aim for sort of GCC 3.2 levels of goodness?
08:24:43  <Celestar> Matt-W: let me see
08:25:00  <peter1138> if ms vc will handle it...
08:25:10  <Celestar> MSVC sucks
08:25:10  <Matt-W> which version of vc?
08:25:14  <Matt-W> yes it does!
08:25:26  <Celestar> an frankly, we don't need it. we have other compilers for windows that work :P
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08:25:59  <Matt-W> So if it breaks hideously in MSVC... we don't care
08:27:07  <Celestar> generating gcc bug report.
08:27:26  <KUDr> Matt-W: try to name C++ headers *.hpp so everybody can see, that it can't be included from *.c
08:27:34  <Matt-W> KUDr: good idea
08:27:44  <KUDr> i do it too
08:27:50  <Matt-W> I assume that means use *.cpp for C++ source, not .cc
08:28:00  <Celestar> known gcc bugs for c++:
08:28:08  <Celestar> 3.1.1: 3
08:28:10  <Hinrik> Celestar: how about renaming "Patches" to "Advanced" and moving it into the "Options" section?
08:28:12  <Celestar> 3.2.3: 5
08:28:12  <KUDr> i develop on VC8.0 and then test on gcc and works fine with stl too
08:28:24  <Celestar> 3.3.6: 3
08:28:31  <Celestar> 3.4.6: 0
08:28:36  <Matt-W> KUDr: nice
08:28:38  <KUDr> use 4.0.1
08:28:40  <Celestar> 4.0.3: 11
08:28:45  <Celestar> 4.1.1: 1
08:28:49  <Celestar> 4.2.0: 21
08:28:56  <Matt-W> my main Linux box is using 3.4.something
08:29:01  <Matt-W> which should be quite sufficient
08:29:02  <Celestar> so any of these versions will do fine.
08:29:20  <Celestar> do NOT use: 4.1.0, 4.0.0, 3.4.0
08:29:24  <Matt-W> Celestar: like I was even going to consider using anything less than 3.2
08:29:54  <Celestar> currently known bugs in 'gcc': 3142 :o
08:30:14  <Matt-W> Bear in mind that GCC is about six compilers and a big pile of libraries
08:30:24  <Matt-W> there's a lot of code for there to be bugs in
08:30:25  <Celestar> Matt-W: and about 25 versions.
08:30:56  <Celestar> I mean this report starts with verion 0.15
08:31:02  <Patrick`> 2.95? because it might produce better sounding LAME encodes
08:31:11  <Matt-W> urgh 2.95's C++ sucks
08:31:30  <Matt-W> oh must remember, needs to work with 4.0 for people using OS X Tiger to compile
08:31:31  <Celestar> 2.95.3, rock solid, but old
08:31:37  <Patrick`> people who purposely use obsolete versions of things because they "feel" the code is better just make me want to pound a tent peg into a soft part with a mallet
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08:32:09  <Matt-W> Patrick`: unlike avoiding 4.x until it actually works really well, which is simply common sense
08:32:14  <Celestar> there's no much reason to use 2.95.3
08:32:20  <Celestar> Matt-W: 4.x works well.
08:32:35  <KUDr> yes, 4.0 is fine
08:32:37  <Celestar> 4.0.1 is decent, so is 4.0.3-
08:32:39  <Fujitsu> I use 4.x here.
08:32:45  <Fujitsu> 4.0.3 at current time.
08:32:49  <Celestar> 4.1.1 is ok.
08:33:06  <Matt-W> It'll still take a while before Gentoo switches over
08:33:08  <Celestar> I also have a svn checkout of 4.2.0 here.
08:33:40  <Celestar> BAH
08:33:59  <Celestar> some of these people in Eastern Germany REALLY need their brains checked :S
08:34:02  <Matt-W> Still a bunch of software that doesn't compile with it because the software's wrong
08:34:14  <Matt-W> anyway, C++ for the GUI wootness
08:34:30  <Fujitsu> Good.
08:34:40  <Fujitsu> It makes OOing easier. Vastly.
08:34:42  <Celestar> 4.2.0 enters stage 3 today \o/
08:34:52  <Matt-W> Naturally :-)
08:35:14  * Matt-W does a little happy dance
08:35:32  <Matt-W> I could've done it in C... but last night's experiments were demoralising
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08:36:07  <Matt-W> Just so much effort involved in the simplest things
08:37:03  <Fujitsu> Yes.
08:37:17  <Fujitsu> OO in C is painful and anti-productive.
08:37:28  <Matt-W> It's okay... if you use GObject
08:37:43  <Matt-W> But only because other people have done most of the sweating for you
08:39:21  <Celestar> well you don't code OO in C
08:39:27  <Celestar> use ObjC or C++
08:40:23  <Fujitsu> ObjC is BAD!
08:40:38  <peter1138> i for one will be unhappy if it doesn't compile in ms vs
08:40:46  <peter1138> dv also
08:40:59  <peter1138> but
08:41:02  * peter1138 -> work
08:41:03  <peter1138> :)
08:41:05  <Hinrik> dv?
08:41:06  <Matt-W> I promise not to use any GNU C++ extensions
08:45:22  <coppercore> ansi C FTW
08:46:38  <Matt-W> not for this
08:48:58  <Celestar> well.
08:49:06  <Celestar> stupid MSVC doesn't work with ANSI C
08:49:10  <Celestar> :P
08:49:13  <Celestar> let alone C99
08:49:40  <Matt-W> It's the 'MS' bit which makes this less than surprising
08:49:49  <Celestar> yeah
08:52:36  <peter1138> i guess the main reason i like vs 2005 is the intellisense...
08:52:48  <peter1138> == lazyitis
08:54:53  <Celestar> what about switching the default compiler for windows (for ottd) to icc?
08:55:22  <Celestar> wtf is Intellisense?
08:55:59  <Hinrik> http://en.wikipedia.org/wiki/IntelliSense
08:56:20  <Celestar> oh MAN.
08:56:23  <Celestar> even vim has that.
08:56:33  <Celestar> only it doesn't make such a hype about it.
08:57:27  <Celestar> whoa SHIT
08:57:40  <Celestar> what the Fuck?
08:57:46  <Hinrik> hm?
08:57:47  <Fujitsu> ?
08:57:47  <Celestar> I'm just trying to compile trunk with icc
08:58:16  <peter1138> vim has that? heh
08:58:26  <peter1138> it made no hype so i didn't know about it?
08:58:38  <Celestar> peter1138: there's some plugin you need to activate.
08:58:59  <Celestar> good news: compiling ottd with icc results in a usable binary.
08:59:06  <Celestar> bad news: > 10.000 warnings
08:59:14  <Fujitsu> Hah
08:59:18  <peter1138> http://insenvim.sourceforge.net/
08:59:20  <peter1138> that?
08:59:31  <Celestar> peter1138: there are several
08:59:33  <peter1138> ah
09:00:00  <Bjarni> what is icc?
09:00:05  <Celestar> Intel C Compiler.
09:00:09  <Fujitsu> Yuck.
09:00:17  <Celestar> prolly the fastest C compiler for x86 platforms.
09:00:21  <Bjarni> why did you use that one?
09:00:33  <peter1138> Celestar: xing was the fastest mp3 encoder...
09:00:36  <Bjarni> and is the binary faster?
09:00:37  <Celestar> Bjarni: out of interest.
09:00:39  <Patrick`> smeg!
09:00:40  <peter1138> d'oh
09:01:03  <Celestar> Bjarni: depends. I'm on an AMD Athlon 64, so I expect the answer to be no.
09:01:09  <Celestar> but it is a good compiler
09:01:30  <Celestar> not outstanding, but does a decent job.
09:01:57  <Celestar> so warnings are bogus tho :S
09:07:33  <Celestar> icc is very very strict with variable types
09:08:06  * Celestar reduces level to "warn"
09:12:16  <Celestar> that results in 6000 lines of warning
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09:21:23  <Bjarni> bbl
09:23:27  <Celestar> Tron: ping.
09:23:56  <Celestar> peter1138: ping too.
09:24:52  <Matt-W> strictness with variable types is good
09:25:07  <Matt-W> One reason I like C++ :-)
09:25:56  <Celestar> yah but icc complains about losing significant bits with "char func(int foo) {return foo & 0xFF;}
09:26:32  <Matt-W> Well it's a valid concern
09:27:02  <peter1138> heh
09:27:03  <peter1138> pong?
09:27:23  * Matt-W is also a Haskell programmer, so isn't really one to advocate weak type checks
09:28:51  <Fujitsu> Haskell!
09:28:59  <Celestar> peter1138: we have some inconsitency with PlayerID and Owner
09:30:52  <peter1138> hmm
09:31:16  <Celestar> for example:
09:31:23  <Celestar> static inline bool IsTileOwner(TileIndex tile, Owner owner)
09:31:30  <Matt-W> Fujitsu: yes, Haskell
09:31:31  <peter1138> so we do
09:31:34  <Celestar> but mostly, we don't pass anything of type "Owner"
09:31:39  <Celestar> most we pass a PlayerID
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09:32:22  <Celestar> +ly
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09:35:51  <peter1138> ffs
09:37:13  <Celestar> what?
09:37:40  <peter1138> this code sucks
09:37:43  <Celestar> for gcc, that all seems to be an int.
09:37:55  <Celestar> what? the whole codebase? ;)
09:38:37  <Darkvater> Matt-W: it should work with MSVC6 preferrably, but definitely in vs2003 and up
09:38:39  <peter1138> yes
09:38:44  <peter1138> except the bits i've added ;p
09:38:54  <peter1138> (i'm not talking about ottd)
09:39:27  <Matt-W> Darkvater: well I'll try, I don't have MSVC so other people will have to check that as things progress
09:39:41  <Matt-W> But I'll get an idea of what will work with it as we go I guess
09:39:47  <Celestar> Matt-W: what are you planning to code in the first place?
09:40:14  <peter1138> http://wiki.openttd.org/index.php/GUI_Redevelopment
09:40:15  <peter1138> :)
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09:40:51  <_Luca_> Morning
09:40:55  <Matt-W> Celestar: less hair-tearing sort of GUI
09:41:08  <Matt-W> in a considered and possibly incremental way (but possibly not)
09:41:21  <Celestar> Matt-W: are we talking about the GUI only, or also about the main display?
09:41:47  <Matt-W> We're talking about the way that the gui is implemented inside OpenTTD
09:41:58  <Celestar> "not pretty" comes to my mind
09:42:07  <Matt-W> lol that's one way to put it
09:42:11  <Celestar> Matt-W: PM
09:42:36  <peter1138> sekrit messages!
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10:01:39  * peter1138 yawns
10:01:44  <peter1138> i need a holiday
10:02:42  <Qball> so you can do more ttd coding?
10:03:45  <Darkvater> Qball: no, less :P
10:03:50  <Celestar> hr hr
10:04:02  <Celestar> so what about elrails. Patch setting or not?!
10:05:09  <Darkvater> I think it needs a setting. Just a setting to turn off visuals won't do because people will get confused
10:05:09  <Qball> no holliday for you then
10:05:22  <Darkvater> setting to unify elrails and normal rails
10:06:28  <Celestar> Darkvater: and how to make sure that setting is not modifyable during the game?
10:07:24  <Darkvater> Celestar: that's their problem. But why should it be unmodifiable?
10:07:43  <Darkvater> only unified -> split should be a problem...and it's their problem if they do it
10:08:12  <Celestar> Darkvater: well, aren't other settings fixed in the game?
10:09:03  <Darkvater> no, you can change all settings
10:09:14  <Celestar> not all.
10:09:22  <Celestar> some difficulty settings are locked.
10:09:28  <Celestar> and some options are locked as well
10:09:38  <Darkvater> but not patches
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10:10:34  <CIA-5> tron * r3916 /trunk/ (9 files): Get/Set the rail type by [GS]etRailType{Crossing,OnBridge,}()
10:11:29  <Celestar> hm..
10:11:33  <Celestar> I hate the idea of YAPS
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10:12:11  <Celestar> hey _Luca1
10:12:17  <_Luca1> ;)
10:12:23  <_Luca1> hello
10:12:53  <_Luca1> I am signed in on my laptop using opera - but I usually close the tab without thinking
10:15:42  <_Luca_> Righty - back in bed now
10:15:52  <_Luca_> How is elrails coming along?
10:15:59  <Celestar> _Luca_: well
10:16:14  <Celestar> _Luca_: have a problem whether to make it fixed or optional
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10:16:51  <_Luca_> yeah
10:17:11  <Celestar> and I will kind of oppose the patch setting idea.
10:17:24  <_Luca_> i would say always allow building of elrails, but an option of whether or not electric trains can run on normal rails - maybe a difficulty setting?
10:17:44  <Celestar> hm ..
10:17:48  <Celestar> sounds like not bad an idea.
10:18:21  <_Luca_> my ideas are never bad - except the one I had that ended up me getting suspended from college for 3 days
10:18:27  <Celestar> rofl
10:18:30  <Celestar> what the hell did you do?
10:19:03  <_Luca_> in simple terms hack the college network - but the network folders were just hidden, and they didn't have any passwords
10:19:34  <Celestar> hr hr
10:19:40  <Celestar> Windows Crap I assume?
10:19:43  <_Luca_> uh ha
10:19:59  <peter1138> lets hide the shares with $!
10:20:13  <_Luca_> they didn't even do that
10:20:19  <_Luca_> they just hid the my network places thing
10:20:23  <Darkvater> pathetic
10:20:40  <_Luca_> so open a folder dialouge box - access to the network
10:20:53  <_Luca_> they didn't seem to understand that I helped them, but oh well
10:21:18  <Celestar> hr hr
10:21:25  <Celestar> some people really need to get a fucking life.
10:21:44  <Celestar> ok who can encode / decode a grfs for me?
10:23:52  <Patrick`> luca, peter
10:23:55  <Patrick`> I have those patches
10:24:02  <_Luca_> eh?
10:24:08  <Celestar> what patches?
10:24:17  <Patrick`> kickoff fix and the signal gui from revision 3005
10:24:30  <Patrick`> you seemed interested when I mentioned I had them yesterday
10:24:33  <Celestar> yeah
10:24:42  <Celestar> post there somewhere for peter1138 and me :)
10:24:48  <Patrick`> http://patrickthomson.ath.cx/ottd/kickoff_fix.diff
10:24:49  <Patrick`> and
10:24:57  <Patrick`> http://patrickthomson.ath.cx/ottd/siggui0.3005.diff
10:25:32  <Celestar> Patrick`: the kickoff problem will be remedied by peter1138's acceleration patch. peter1138 I wanted to talk about that with you for a sec?
10:25:45  <Patrick`> ok, then it's moot
10:25:53  <Celestar> but siggui .. good :)
10:26:07  <peter1138> hmm?
10:26:31  <Celestar> peter1138: in the new accell patch, how will you handle curves?
10:26:56  <Patrick`> oh, yeah, curve handling would be nice not to change too much ...
10:27:13  <Celestar> I agree with Patrick` here :)
10:27:23  <Patrick`> for pirely selfish reasons, all my junctions are crafted to give no slowdown
10:27:26  <Patrick`> *purely
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10:27:31  <peter1138> it should be similar
10:27:40  <Patrick`> oop, gotta go
10:27:44  <peter1138> i'm currently converting it back to using km/h instead of m/s
10:27:49  <Celestar> so you also have kind of a "virtual curve radius" ?
10:28:38  <peter1138> yes
10:28:56  <Celestar> excellent.
10:29:00  <Celestar> whats the ETA? :P
10:29:16  <Darkvater> peter1138: can you give priority to the signal-bug? :)
10:29:27  <Darkvater> Tron: can you fix up the trees bug you were talking about?
10:29:38  <Darkvater> cause we can then release 0.4.5.1 over the weekend hopefully :)
10:29:44  <peter1138> Darkvater: well, not currently
10:29:49  <Celestar> Darkvater: what else needs fixing?
10:29:50  <peter1138> i'm *currently* doing work stuff
10:30:18  <Celestar> Darkvater: I mean do we have any showstoppers as of now?
10:30:41  <Darkvater> peter1138: shame on you!
10:30:47  <peter1138> Darkvater: but still, my solution hasn't changed since sigbug.diff / sigbug2.diff
10:30:58  <Celestar> what is the problem?
10:31:03  <Darkvater> Celestar: just these i was aware of, and some fonts crashes but I almost got that
10:31:13  <Darkvater> http://darkvater.openttd.org/missing_glyphs.png
10:31:21  <peter1138> Celestar: http://195.112.37.102/ottd/sigbug1.png http://195.112.37.102/ottd/sigbug2.png
10:31:30  <Darkvater> I also heard some rumours about interfering signals and tunnels below but I am not sure
10:31:34  <peter1138> Celestar: fixes: http://195.112.37.102/ottd/sigbug.diff or http://195.112.37.102/ottd/sigbug2.diff
10:31:42  <Celestar> peter1138: checking
10:32:00  <Celestar> peter1138: number 1 is not a bug.
10:32:05  <peter1138> no :)
10:32:12  <peter1138> it's a step :)
10:32:14  <Celestar> number 2 is :P
10:32:27  <Celestar> why 2 fixes?
10:33:04  <peter1138> i often have multiple goes ;p
10:33:25  <Celestar> peter1138: how long did the problem exist?
10:33:42  <peter1138> i don't know
10:33:49  <peter1138> probably a long time
10:33:54  <Celestar> lets see
10:34:09  <Celestar> ok I'm being evil now
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10:37:09  <_Luca_> touch pad being gay
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10:38:18  <Celestar> peter1138: I'm backtracking
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10:41:19  <Celestar> bug did exist in r1000
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10:41:43  <Celestar> so it IS old
10:43:11  <Celestar> has even existed it seems.
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10:44:56  <peter1138> r1? heh
10:45:27  <FauxFaux> The original game? ;)
10:45:27  <Celestar> nah
10:45:33  <Celestar> but r400 or something.
10:45:41  <Celestar> didn't check earlier because game segfaults
10:50:03  <peter1138> heh
10:52:02  <Celestar> Skipped 'bridge_map.c' <= I wish svn gives a reason for that :S
11:06:56  <Darkvater> Celestar: it already exists so can't add it again
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11:21:15  <Darkvater> ok who fucked up the makefile system?
11:21:37  <Celestar> er what?
11:21:39  <FauxFaux> Me, it was me!
11:21:48  <Darkvater> CTRL+C doesn't want to abort compiling and the damn thing is obsessive about recalculating the dependencies of all files and recompling all if I only changed one file
11:21:52  <Darkvater> very, very annoying!
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11:22:36  <CIA-5> celestar * r3917 /branch/elrail/ (40 files in 7 dirs): [elrail] Merge from trunk: 3881:3916
11:23:10  <Celestar> CTRL+C works for me
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11:23:17  <Darkvater> this is retarded. I quit a file in vi (unchanged) with :wq and it thinks it has changed :s
11:23:22  <Darkvater> doesn't here
11:24:07  <BurtyB> if its unchanged why not quit with :q
11:24:08  <Celestar> Darkvater: because :w changes the timestamp
11:24:48  <Darkvater> so? MSVC doesn't recompile the whole dman thing
11:24:52  <Hinrik> w overwrites file with the buffer no matter what :P
11:25:18  <Darkvater> pfft..my fault then
11:25:21  <Darkvater> still retard
11:26:24  <BurtyB> how it retard.. it does exactly what you told it
11:26:54  * Matt-W likes programs that do what he says
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11:32:11  <peter1138> heh
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11:34:18  <Celestar> er fook
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11:38:14  <Celestar> ok.
11:38:30  <Celestar> with rev 3917 you will not be able to load old elrail savegames.
11:38:31  <Celestar> but ok.
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11:38:41  <Celestar> it's nightlies and experimental.
11:39:23  <Celestar> so people have bad luck. :P
11:39:43  <Celestar> we need to merge once .1 has been released.
11:42:22  <Celestar> Darkvater: any eta on that?
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11:45:04  <Celestar> yo tron_
11:48:48  <CIA-5> celestar * r3918 /branch/elrail/ (openttd.c saveload.c):
11:48:48  <CIA-5> [elrail]
11:48:48  <CIA-5> -Fix: Revert part of previous commit to not break savegame compatibility while this branch is not merge.
11:48:48  <CIA-5>  After a merge, savegames create with this branch will no longer be loadable.
11:48:48  <CIA-5> -Fix: Don't use a variable of type "TileIndex" to loop through Engines. Not pretty.
11:50:48  <Eddi|zuHause2> how hard would it be to do a savegame converter?
11:51:18  <peter1138> he
11:51:18  <Celestar> Eddi|zuHause2: I think not hard, but it cannot be in the normal code.
11:51:51  <Eddi|zuHause2> yes, i understand that ;)
11:52:30  <Celestar> because the game engine knows nothing about branches :)
11:53:07  <Celestar> er peops.
11:53:35  <Celestar> how would it be if we maintained unique savegame revisions on a repository-wide level, not on a branch-wide level?
11:54:44  <CIA-5> celestar * r3919 /branch/elrail/openttd.c:
11:54:44  <CIA-5> [elrail]
11:54:44  <CIA-5> -Codechange: Modify the load conversion policy: If one electric engine is found, convert all rails to elrails.
11:54:44  <CIA-5>  Otherwise, leavel all rails untouched.
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11:55:24  <Sacro> morning all
11:55:30  <Celestar> morning one
11:55:32  <_Luca_> only just
11:55:51  <_Luca_> but morning anyway
11:56:00  <Sacro> its not often im awake in mornings
11:56:13  <_Luca_> fair enough
11:56:43  <peter1138> Celestar: we'd need a new scheme for that
11:58:04  <Celestar> yeah we would
11:58:18  <Celestar> like clearly posting when savegame revision is bumped in a commit.
11:58:28  <egladil> a suggestion: why not include a branch specific string in the savegame version? (would be good for people creating patches too)
11:58:31  <Celestar> or a pre-commit hook.
11:58:39  <Celestar> egladil: yeah.
11:58:47  <Celestar> tron_: you around?
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12:13:11  <peter1138> http://www.kuro5hin.org/story/2006/3/14/175929/544
12:13:12  <peter1138> o_O
12:14:39  <tron_> Celestar: your last commit is incorrect
12:15:01  <Celestar> it is :o?
12:15:15  <tron_> it's a edgecase, but still
12:15:23  <Celestar> tron_: shoot?
12:15:34  <tron_> if there's a monorail track but no electric engines
12:15:43  *** Morlark| is now known as Morlark
12:15:48  <tron_> then the monorail track will not be a monorail track anymore after loading
12:15:57  <tron_> because it stays type 1
12:16:06  *** Morlark is now known as Morlark|
12:16:07  <Celestar> er
12:16:14  <tron_> also put at least a break in the vehicle loop
12:16:22  <Celestar> this is MORE than an edgecase.
12:16:28  <tron_> or move the entire conversion loop in there and break
12:16:33  * Celestar will fix that
12:17:12  <tron_> forget my last sentence
12:17:14  <Celestar> tron_: do we have some GetTrackBitForTunnel or something?
12:17:17  *** Morlark| is now known as Morlark
12:17:19  <Celestar> tron_: forgotten.
12:17:31  <tron_> but the break thing still holds
12:17:34  <tron_> what do you need it for?
12:17:59  <Celestar> why break? I still needa convert all other vehicles.
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12:19:01  <tron_> hm, true
12:19:18  <tron_> i should've known, i wrote those lines
12:19:48  <tron_> set a flag to change rail type 0 and change all other types unconditionally
12:20:17  <CIA-5> celestar * r3920 /branch/elrail/elrail.c: [elrail] Use the nifty functions in bridge_map.h instead of hand-brewn bitmagic
12:20:18  <Celestar> will do.
12:20:20  <Celestar> right now :)
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12:21:28  <Celestar> RFC about the repository-wide savegame revisions or branch strings in savegame revision?
12:22:15  <FauxFaux> This be a period of transition, screw everything and fix it when it's all back together!
12:22:17  <Eddi|zuHause2> i like the 2nd version (not that this would matter :p)
12:23:20  <_Luca_> peter1138	http://www.kuro5hin.org/story/2006/3/14/175929/544 <--- lmao
12:29:05  <Eddi|zuHause2> sick!
12:29:27  <Eddi|zuHause2> there might be people under 18 in here ;)
12:29:56  <ZsoL> huh.
12:31:52  <Sacro> damn you Bjarni, i seem to be in qdb.us/queue again
12:32:31  <Sacro> and its giving my IP away
12:34:38  <Darkvater> 12:42 < Celestar> Darkvater: any eta on that? <-- I was hoping weekend-time
12:37:08  <CIA-5> celestar * r3921 /branch/elrail/openttd.c:
12:37:08  <CIA-5> [elrail]
12:37:08  <CIA-5> -Fix: Revert the crap I've made in 3919 (because it downgrades monorail and maglev if no electric engine is found)
12:37:08  <CIA-5>  and reimplement it properly. (Thanks Tron for pointing this out)
12:37:23  <Darkvater> Celestar: don't think repository-wide savegame versions should be used. A branch is for experimenting and people should know that. If it breaks, eg if we break it, it's not our fault
12:37:37  <Celestar> well was just an idea.
12:37:55  <Celestar> again I need someone to decode and encode grfs.
12:38:10  <Sacro> Celestar,
12:38:14  <Celestar> or someone who can tell me howta do it on DOS/Windows free environment.
12:38:19  <Sacro> Celestar: cant you use grfcodec?
12:38:36  <Celestar> Sacro: apart from the fact that I dunno how to use it...
12:38:40  <Darkvater> Celestar: yes, get grfcodec
12:38:42  <Darkvater> then
12:39:02  <Darkvater> grfcodec -d -p 2 <myfile>.grf
12:39:04  <Darkvater> it decodes it
12:39:06  <Sacro> http://www.ttdpatch.net/grfcodec/grfcodec_0_97-src.zip
12:39:07  <Darkvater> encode it with
12:39:16  <Darkvater> grfcodec -e <myfile>.grf
12:39:35  <Darkvater> decoding creates a SPRIES/ folder with a pcx (image) file and an nfo file which controls stuff
12:41:10  <Celestar> ok
12:41:14  <Celestar> how do I edit the nfo stuff?
12:41:21  <Darkvater> vi
12:41:29  <Celestar> oh
12:41:31  <Celestar> text :)
12:41:31  <Sacro> nooooooooo, vi is evil
12:41:32  <Darkvater> what do you want to change/add?
12:41:47  <Celestar> Darkvater: I'm going to do the bridge stuff a bit more pretty than The Patch
12:42:07  <Celestar> Darkvater: need the NFO spec :)
12:42:14  <Darkvater> just gfx? Cause then it's easy. Just x-pos/y-pos x-offs/y-offs and x/y-size
12:42:24  <peter1138> shouldn't be any NFO in there
12:42:30  <Darkvater> anything else and you should read up on the NFO spec on wiki.ttdpatch.org
12:43:09  <Celestar> ok.
12:43:13  <Celestar> just ggx
12:43:14  <Celestar> gfx
12:43:20  <peter1138> try not to be too incompatible though, as there are replacement graphic sets ...
12:43:55  <Darkvater> and ... Celestar which grf file are you working on?
12:45:09  <Celestar> elrailsw.grf
12:45:13  <Darkvater> ok
12:45:15  <Celestar> creating new sprites
12:45:39  <_Luca_> Eddi|zuHause2	there might be people under 18 in here <--- i am :P
12:45:56  <Eddi|zuHause2> even worse :p
12:46:00  <Celestar> these nifty little numbers above sprites, are they in the data file or are they created automagically?
12:47:31  <_Luca_> Eddi|zuHause2: Soon I will be 18 though, not soon enough though :(
12:47:44  <_Luca_> Until them I am stuck on £4.90/hour
12:47:59  <FauxFaux> "minimum wage"++
12:48:24  <_Luca_> well the wage I am getting is good compared to most other people my age
12:48:59  <Sacro> when im on network fitting i get paid £10/hour
12:49:28  <_Luca_> I sit on my arse all day in a supermarket
12:49:34  <Celestar> er.
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12:50:18  <_Luca_> :P
12:50:43  <Darkvater> Celestar: automatic
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12:50:45  <_Luca_> Anybody who is good at VB: When using a for each loop on  an array, is there a way to get the current array index?
12:50:57  <Celestar> Darkvater: cooly wooly :)
12:51:07  <Sacro> _Luca_: which one?
12:51:39  <_Luca_> VB .Net
12:51:51  <Sacro> i meant supermarket, im thinking about the VB question
12:51:53  <_Luca_> :p
12:51:55  <Celestar> tron_: ping --priority=critical
12:51:55  <_Luca_> Tesco
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12:52:06  <Sacro> hehe, scary place, where abouts?
12:52:15  <_Luca_> Deepest Dorset
12:52:44  <Sacro> oooh arr, Dorrrrset :P
12:53:02  <_Luca_> Daaarrrrssset
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12:53:17  <_Luca_> I don't really have much of an accent though as my parents were from London
12:53:19  <Sacro> i used to work in t'Asda in 'Ull
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12:53:51  <_Luca_> fun?
12:54:04  <Sacro> yeah, i enjoyed it, might go back there
12:54:38  <Darkvater> Celestar: Shin Chan? :)
12:56:31  <Celestar> Darkvater: problem (show stopper): build monorail, build bridge over monorail, remove bridge.
12:57:50  <Celestar> anything special that needs to be in the first few sprites?
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12:59:54  <Celestar> this is FREAKY
13:00:06  <Celestar> a bridge is not drawn in the middle of a tile :S
13:00:14  <Sacro> lol
13:00:43  <Brianetta> needs "bridge out" signs
13:00:50  <Brianetta> It's very Evil Dead
13:01:43  <Sacro> could have fun in Newcastle with "bridge out" signs
13:02:03  <Sacro> would they stop, or just floor it and hope though
13:02:05  <hylje> <- This way
13:02:09  <hylje> No, that way ->
13:02:31  <Brianetta> We have a bridge out
13:02:33  <Sacro> or maybe neither
13:02:41  <BurtyB> Brianetta still?
13:02:49  <Brianetta> The road deck of the High Level bridge is missing
13:02:55  <Sacro> missing?
13:02:59  <Darkvater> Celestar: showstopper in trunk?
13:03:02  <BurtyB> see i told you it was iffy Brianetta ;)
13:03:04  <Brianetta> BurtyB: Keeps slipping.  Current guess is May 2008
13:03:14  <hylje> :D
13:03:16  <Sacro> did someone steal it?
13:03:24  <Celestar> Darkvater: yes.
13:03:31  <Celestar> Darkvater: see above
13:03:32  <Brianetta> No, it was removed with authority
13:03:41  <hylje> :E
13:03:43  <Brianetta> The original timbers were a bit soft, apparently
13:03:52  <Brianetta> Since it was a Stephenson bridge, that's old
13:04:10  <Sacro> yeah, IIRC ive been over it
13:04:15  * BurtyB hates it
13:04:19  <Brianetta> It's still open to trains
13:04:34  <Brianetta> BurtyB: They closed the pedestrian access last week
13:04:40  <Brianetta> Now I have to go the long way to work
13:04:50  <Sacro> get the train across
13:04:52  <BurtyB> awe you use the the red one?
13:04:56  <Brianetta> I go down the Castle Starirs to the quayside, and over the swing bridge
13:05:01  <Brianetta> then up the hill past the Hilton
13:05:15  <Brianetta> so yeah, the red one with the blue top
13:05:17  <BurtyB> :o down and up.. that sounds like excersise
13:05:30  <Brianetta> BurtyB: It's that or go over the Tyne Bridge
13:05:37  <Brianetta> which is level and high, but far away
13:05:48  * BurtyB would opt for the red one
13:05:52  <Brianetta> and windy as bobingabout's butt
13:06:01  <Sacro> Brianetta: you aint met him
13:06:19  <Brianetta> Sacro: I'm assuming that area is windy because of all the talking
13:06:27  <Brianetta> and I'm sure he does much of his talking from that area
13:06:35  <Brianetta> and he KEEPS ON PMing me
13:06:42  <Sacro> hmm, im avoiding him as i borrowed a harddrive and he wants it back
13:06:43  <Brianetta> on MSN
13:06:56  <Sacro> i use /block
13:07:06  <Brianetta> I haven't ever had to do that
13:07:15  <Brianetta> I thought just being really caustic would deter him
13:07:20  <Brianetta> but he seems oblivious
13:07:32  <Brianetta> Anyway
13:07:36  <Brianetta> I spent ?800 last night
13:07:44  <Sacro> you'd be surprised, ive known him since 2000. spent 2 years at college with him, its best to just ignore him
13:08:23  <BurtyB> Brianetta yikes... on something small?
13:08:43  <Brianetta> BurtyB: Yeah... pounds per gram, this was the most expensive thing I've ever touched.
13:08:50  <BurtyB> hehe :)
13:09:00  <Sacro> midget prostitutes?
13:09:08  <Brianetta> Sacro: More expensive.
13:09:19  <Sacro> midget escort?
13:09:22  <Brianetta> Sacro: More expensive.
13:09:27  <Sacro> hmm
13:09:31  <BurtyB> escorts cost more than prostitutes?
13:09:35  <FauxFaux> Siamese midget prostitutes?
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13:10:33  <Sacro> BurtyB: im not sure, go out and research!
13:10:36  <Brianetta> It works out at about ?250 per gram
13:10:47  <Brianetta> That's on a par with crack cocaine
13:10:57  <_Luca_> youch
13:11:08  <_Luca_> i hope you really needed it
13:11:26  <Sacro> it'll end up being powedered asparin
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13:13:05  <Brianetta> Wow
13:13:18  <Brianetta> I can't believe it's worth its weight in crack
13:13:24  <Sacro> world of warcraft?
13:13:33  <Brianetta> That's one of those things you wish you could un-learn
13:13:55  <Brianetta> Sacro: No really, I spent ?800 last night.
13:14:02  <Brianetta> You really think that was on a computer game?
13:14:02  <_Luca_> are you going to tell us?
13:14:10  <BurtyB> i think i can guess
13:14:19  <Brianetta> I think anybody could guess, if they tried.
13:14:27  <BurtyB> indeed
13:14:40  <Sacro> hmm, i cant feel my arse
13:14:45  <_Luca_> lol
13:15:05  <Celestar> BAH is it me or does the bridge pillar draw code suck?=
13:15:23  <Brianetta> It sucks.  It defies all laws of geometry, and therefore cannot be trusted.
13:15:25  <_Luca_> have the gaps been fixed yet - if not, yes
13:16:17  <Darkvater> Celestar: hmm, probably poke Tron about it. he's been busy with bridges
13:17:08  <Celestar> Darkvater: about what?
13:18:38  <Matt-W> Ow. My brain.
13:19:34  <Darkvater> Celestar: the bridge thing
13:22:11  <_Luca_> haha - a friend from college has finally got his broadband connection working at home
13:22:22  <_Luca_> he has been paying £35 a month for at least 6 months
13:22:39  <Celestar> Darkvater: yeah
13:25:56  <peter1138> hmm
13:26:51  <Darkvater> so where is this Tron person?
13:27:09  <Darkvater> it seems he get up at 7AM and then goes to sleep by 10AM or something :)
13:27:21  <Celestar> 5AM and 10AM :P
13:28:58  <CIA-5> tron * r3922 /trunk/tunnelbridge_cmd.c: Fix copy&pasto in r3916 (Slowly it's getting a bad habit)
13:30:41  <Celestar> tron_: :)
13:30:56  <Darkvater> see, he just has us on ignore or something
13:31:15  <tron_> irssi doesn't beep
13:31:31  <Darkvater>  <Darkvater> http://darkvater.openttd.org/missing_glyphs.png
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13:31:38  <Darkvater> hmm
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13:31:55  <Celestar> Tron: I've found the reason for the bridge drawing code to lie
13:32:02  <Darkvater> are you with or without _
13:32:15  <Tron> i'm here
13:32:22  <Tron> Celestar: *listen*
13:33:47  <Celestar> Tron: check for example tunnelbridge_cmd.c:1037. It is obvious that the bridge is 16 units long (x dir), but only 11 pixels wide (y dir). So for the bridge to be centered, the sprite should obviously been drawn at ti->y + 2. But as it is not, we have to offset the perspetive problem with the faulty z value.
13:34:49  <peter1138> i started a new bridge drawing code
13:34:58  <peter1138> using correct dimensions
13:35:09  <peter1138> it sill suffers from the 8px height problem though
13:35:12  <peter1138> *still
13:37:48  <Celestar> what problem?
13:38:07  <Celestar> Tron: replace the line in question by: AddSortableSpriteToDraw(image, ti->x + 2, ti->y + 2, 16, 11, 1, z + 4);
13:38:13  <Tron> Celestar: z is the problem, not x or y
13:38:59  <Tron> the problem is the internal sprite offset in relation with the z coordinate
13:39:36  <Tron> each sprite has a x and y (monitor coordinates, not the x and y for AddSortable...()) attached to it
13:39:45  <Tron> "x and y offset"
13:40:28  <Tron> and these offsets are chosen that way so giving a bridge a z + 5 coordinate fits
13:41:03  <Celestar> I can'T see no offset in the bitmap?
13:41:09  <Tron> so the sprite sorter thinks the bridge bounding box begins 5 height units above the ground
13:41:20  <Tron> Celestar: they are in the nfo
13:41:59  <Tron> the last two numbers in a line, iirc
13:42:48  <Brianetta> bbl
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13:43:04  <Celestar> then we somehow have to modify that data :)
13:43:30  <peter1138> Tron: actually, at least one of the bridge sprites has a x/y delta that extends in the wrong direction
13:44:38  <Tron> peter1138: ?
13:45:13  <peter1138> hmm, can't remember exactly
13:46:07  <Tron> and how/where can you see that problem?
13:46:30  <peter1138> i had a patch that drew all the bounding boxes
13:46:36  <peter1138> can't find that either :/
13:46:58  <peter1138> one of the boxes extended from the edge of the bridge to further out, instead of underneath
13:47:38  <peter1138> of course, this only affects the sorter, not the actual display
13:47:50  <peter1138> i think i solved it by allowing negative deltas
13:47:52  <Celestar> well, that's why we might have to correct manually.
13:48:18  <peter1138> and i don't think this would affect the elrail problem
13:48:26  <peter1138> or whatever we're talking about :)
13:49:48  <Tron>  think the problem is the sprites are made that way that you have to specify a bounding box starting 5 above the ground to get the correct display
13:49:57  <peter1138> yeah
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13:50:25  <peter1138> adjust the sprite offset a little and that should be fixable
13:50:33  <peter1138> but of course, it breaks compatibility
13:50:36  <peter1138> hmm
13:50:58  <peter1138> maybe if the bounding box is separated from the sprite drawing origin
13:51:12  <peter1138> i.e. draw the sprite at 5, but make the bounding box start at 8
13:51:21  <peter1138> or... would that not help at all
13:51:29  <Tron> i thought about that, too
13:51:45  <Tron> but then i see no point in the sprite offset
13:52:15  <peter1138> well, perhaps we can change the offset
13:52:20  <peter1138> and draw it at 8
13:53:39  <Tron> the height of the bounding boxes of sloped bridge ramps should be reduced to 1 to avoid a grahpical glitch of vehicles disappearing behind it while driving up
13:53:46  <Tron> (but that's another problem)
13:53:53  <Celestar> Tron: the correct display is not only dependent on the z value.
13:54:10  <Tron> Celestar: elaborate
13:54:12  <Celestar> if you increase z by N and x and y by N/2, the display seems still correct.
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13:55:45  <Tron> of course it does
13:56:24  <Tron> isometric projection of a 3d space into a 2d plane
13:56:48  <Tron> and you just described the projection rule
13:57:01  <Tron> or part of it
13:57:27  <Celestar> yeah
13:57:36  <Celestar> but we have to change whatever crap is drawn there methinks
13:57:39  <Tron> one z unit in the 3d space is one pixel up on your monitor
13:57:54  <Tron> one x is two to the left and one down
13:58:01  <Tron> one y is two to the right and one down
13:58:41  <Celestar> I'm aware of that
13:59:10  <Tron> but that doesn't solve the problem
13:59:31  <Tron> if you counter-adjust x and y to compensate for the z change you introduce other artifacts
14:00:14  <Celestar> well, then we have to correct that on sprite load.
14:00:28  <Tron> (x and y of the bounding box, not x and y of the sprite internal offset)
14:02:12  * peter1138 dynamically allocate _dirty_blocks
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14:04:13  <Celestar> I'm open for any kind of suggestion there.
14:04:55  <peter1138> what does ttdp do? :)
14:05:11  <Celestar> peter1138: it doesn't draw overhead wires under bridges at all.
14:05:43  <peter1138> doesn't it? hmm
14:09:09  <Tron> peter1138: http://www.tt-forums.net//files/scr5_157.png
14:09:39  <peter1138> hmm
14:09:41  <peter1138> yeah
14:09:46  <peter1138> looks ok for one height level
14:09:51  <peter1138> but sucks for more
14:09:56  <peter1138> maybe you could do that
14:10:07  <peter1138> only draw if it's 2 or more height levels
14:10:22  <Celestar> that's not much of a deak.
14:10:24  <Celestar> deal.
14:10:40  <peter1138> getting the height would be a pain though
14:11:02  <Tron> GetBridgeHeight()?
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14:13:19  <Celestar> peter1138: as Tron said.
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14:16:57  <Darkvater> bleh
14:18:00  <Darkvater> the only way I can add SDT_CONDNULL() to add patches without increasing savegame number and breaking every game is by using today's nightly as an intermediary with which you cannot load games saved with today's nightly
14:18:16  <Darkvater> and if you want to use tomorrow's nightly you need to convert your savegame with today's nightly
14:18:28  <Darkvater> at least if you care about your savegames being preserved
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14:22:01  <Tron> ftp://tron.homeunix.org/ottd/bridges.png <--- the magenta dot in the sprites is the origin
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14:23:11  <Darkvater> so any comments?
14:23:48  <Darkvater> The problem arises from the fact that we'd like to add new patches as SDT_VAR for example and not as SDT_CONDVAR. This is possible because the PATS chunk is a new chunk with a clean sheet
14:24:05  <Darkvater> I just 'screwed' up (forgot to add the empty at the end) when I implemented this
14:24:06  <Celestar> Tron: and why kinda crappy origin is that?
14:24:30  <Tron> how should /I/ know?
14:24:47  <Celestar> Tron: how did you add the magenta dot?
14:25:06  <Darkvater> hmm... or shall I just skip loading the whole PATS chunk for today's nightly? Then still you have to save the game in today's to convert and tomorrow's will be all fine
14:25:07  <Tron> it's called counting
14:25:17  <Celestar> Tron: very advanced :)
14:25:29  <glx> Darkvater: anyway windows nightly are currently broken
14:25:39  <Darkvater> glx: that's not my fault
14:25:40  <Darkvater> but
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14:25:55  <Sacro> hmm, bounce
14:25:58  <Darkvater> let's ask TL|Away
14:26:07  <glx> I know
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14:32:02  <peter1138> i wish i knew where my bounding box stuff went
14:32:38  <peter1138> ah, found it
14:32:57  <peter1138> maybe i should update it
14:33:03  <peter1138> it contains stuff that's committed, heh
14:33:40  <peter1138> that 16, 11 i changed to 16, -11
14:33:56  <Celestar> I hate 2D drawing code.
14:34:57  <Darkvater> so no comments about the patch thing?
14:35:24  <Celestar> Darkvater: sorry, was busy. What patch thingy?
14:36:20  <Darkvater> the CONDNULL thingie to add patches without increasing savegame version
14:37:34  <Celestar> you have my vote.
14:37:43  <Darkvater> for which implementation? :)
14:38:08  <Celestar> let me read the backlog
14:38:28  <Darkvater> if I do nothing all nightly-saves since the PATS chunk was added will be unusable
14:38:33  <Darkvater> I can do 2 things
14:38:55  <Celestar> go ahead
14:39:01  <Darkvater> 1. just don't load the PATS chunk in today's nightly. Fixes problem but you lose all saved patch settings
14:39:05  <Darkvater> or
14:39:17  <Darkvater> 2. *cast* magic with ugly code and make it work
14:39:25  <Celestar> 1 > 2
14:39:53  <Darkvater> but with both you will need today's nightly for example to convert your savegame's for tomorrow's
14:42:07  <Darkvater> so one vote for #1?
14:42:31  <Darkvater> but then it would be pleasant to eh....get the nightly system to work :)
14:42:34  <Celestar> I'd rather have a the users have the work then to have ugly code for one nightly.
14:42:57  <Tron> 3. ignore anything after the last release and only make loading of 0.4.5 and before work
14:43:36  <Tron> s/any/every/
14:43:38  <Darkvater> Tron: yes, that is a possibility but I am not too happy about it. It is the test-base we are talking about :)
14:46:55  <peter1138> http://195.112.37.102/ottd/bounding.diff heh
14:48:32  <Tron> interesting
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14:49:51  <Tron> peter1138: i have severe graphics glitches with this, is this correct?
14:50:41  <peter1138> dunno, i've not tested it, heh
14:50:46  <Tron> peter1138: i hardly see any bounding boxes which are remotly close to a sprite
14:51:01  <peter1138> lol
14:51:06  <peter1138> i fucked that up then :-)
14:51:29  <Tron> hm, i think all non-ground sprites get drawn at the wrong position
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14:52:32  <Tron> and zooming out leads to a segfault
14:53:27  <peter1138> ok, ignore that then
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14:57:39  <peter1138> oh, found it
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14:59:32  <Matt-W> argh, another seminar
14:59:38  <Matt-W> my brain can't cope with all these clever people
15:03:06  <ln-> relaxing to be here for a change then? :)
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15:03:34  <peter1138> clearly you should be planning the gui, heh
15:04:15  <Darkvater> amen
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15:05:32  <peter1138> are we doing fixed pixel positions or packing box style?
15:11:42  <ln-> Bjarni: bang
15:14:22  <DjViper> http://www.tothegame.com/screenshot.asp?id=5169
15:16:25  <peter1138> Tron_: new diff that works now ;)
15:16:56  <Celestar> hm..
15:17:02  <Eddi|zuHause2> the textures look a little cheap, DjViper
15:17:07  <Celestar> make -j seems to have little effect
15:18:03  <peter1138> nice sharp corners, heh
15:18:53  <DjViper> Eddi|zuHause2: yep
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15:24:59  <Tron> peter1138: i still see severe graphics glitches in the main menu
15:25:35  <Tron> peter1138: i see no difference to before
15:27:18  <peter1138> hmm
15:27:23  <peter1138> i suspect running svn diff would help, yes.
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15:27:27  <peter1138> done it now o_O
15:28:56  <Tron> looks good now
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15:30:03  <Patrick`> someone port ottd to ajax and web 2.0, I'm in a public computer lab and I'm bored
15:30:17  <hylje> that would involve javafying
15:30:20  <Darkvater> Patrick`: put it on your USB stick
15:30:21  <Tron> hmhm, something strange is going on with trees
15:30:24  <FauxFaux> Patrick`: Heh, you can get an ajax vnc client.
15:30:30  <Celestar> wtf is Web 2.0 really?
15:30:31  <Tron> not all seem to have BBs
15:30:33  <Born_Acorn>  Should erails get their own Autorail GUI graphics?
15:30:38  <Darkvater> BBs?
15:30:44  <Tron> Bounding Box
15:30:46  <FauxFaux> Celestar: Marketing :p
15:30:51  <Darkvater> ah
15:30:54  <Tron> it's not one tree per tile either
15:31:01  <Darkvater> it's 4 max
15:31:03  <Tron> sometimes there are multiple BBs per tile
15:31:17  <Tron> i know there are at most 4 trees per tile
15:31:31  <Patrick`> Darkvater: I left it at home
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15:31:43  <Patrick`> Darkvater: believe me, I reached for my pocket instinctively
15:31:53  <Patrick`> I also have openoffice and my half-done essay
15:32:09  <Tron> %./openttd
15:32:09  <Tron> Assertion failed: (index < pool->total_items), function GetItemFromPool, file pool.h, line 51.
15:32:09  <Tron> Abort (core dumped)
15:32:11  <Tron> peter1138: ?!
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15:32:20  <Tron> (when zooming out)
15:32:51  <Tron> now it just hangs
15:33:07  <Patrick`> did anyone ever ... care ... (fix?) my bizzarely totally obscure bug?
15:33:09  * Patrick` searches
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15:33:23  <Tron> peter1138: you seem to write somewhere wher you shouldn't write
15:33:43  <peter1138> seems to
15:33:46  <Patrick`> compile with cygwin, set window dimensions to be a multiple of eight (I think, 1024x768 did it), switch the map to industry view, and drag to the bottom-*right* corner
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15:33:53  <Patrick`> most obscure bug EVER
15:33:55  <peter1138> it doesn't scale on zoom
15:34:11  <peter1138> Patrick`: is that *still* there?
15:34:21  <Patrick`> peter1138: I think so, I'll check
15:34:32  <Patrick`> it was given a priority of less than nothing so I'm assuming so
15:34:40  <Patrick`> since it's totally bizzarely abjectly obscure
15:35:58  <Tron> Patrick`: you didn't tell us what happens
15:36:09  <Patrick`> Tron: oh, segfault
15:36:24  <Patrick`> basically I fixed it by using 1024x769
15:36:31  <Tron> it's not a multiple of eight, it happens when the frame buffer is a multiple of a page
15:36:44  <Patrick`> aaaah, that's what it was
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15:38:21  <Tron> peter1138: do you remember the bridge with the wrong BB?
15:40:43  <Tron> peter1138: or do you mean the ramps in general?
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15:45:54  <peter1138> i remember now
15:45:57  <peter1138> it only affects tall bridges
15:46:56  <Tron> the BBs for pillars seem to be totally off
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15:47:07  <peter1138> the extra pillars are 40 pixels height and come out from the bridge
15:47:13  <peter1138> *high
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15:49:16  <ln-> peter1138: the OTTD window doesn't have an icon. please fix it.
15:49:55  <Celestar> :S
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15:51:24  <Celestar> Tron: elrails under bridges now draws nicely.
15:51:41  <Tron> how?
15:51:50  <Celestar> Tron: I've made sprites that have a "gap"
15:52:02  <Celestar> well, not the sprites, the wires.
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15:52:35  <peter1138> heh
15:55:05  <Celestar> RFC: www.fvfischer.de/elbridge.bmp
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15:55:34  <Darkvater> bmp?
15:55:45  <Celestar> I was too lazy to change the option :P
15:55:48  <Tron> does this work on all bridges?
15:55:57  <Celestar> Tron: I'm just figuring this out
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15:56:29  <C-Otto> btw: http://lists.freedesktop.org/archives/xorg/2006-March/013898.html
15:56:42  <C-Otto> my performance issue with openttd seems to be caused by the nvidia driver
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15:56:56  <C-Otto> http://lists.freedesktop.org/archives/xorg/2006-March/013855.html
15:56:58  <C-Otto> that is my original post
15:57:42  <Darkvater> Celestar: what gaps?
15:58:03  <Celestar> Darkvater: logically, the wire is "above" the bridge.
15:58:35  <Darkvater> ah...bad eyes me has
15:59:32  <Celestar> Tron: nope. suboptimal results are still produced for some bridges :S
16:00:16  <Tron> the best solution would be to fix the bounding boxes of bridges, but that is non-trivial
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16:00:43  <Celestar> RFC: www.fvfischer.de/elbridge.png
16:00:57  <Celestar> Tron: those are the results for individual bridge types.
16:01:32  <guru3> doesn't look too bad
16:01:56  <Celestar> could be worse
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16:02:03  <guru3> yeah
16:02:10  <Celestar> Tron: other solution is to leave out the wire alltogether.
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16:02:42  <Celestar> which option is to be preferred?
16:03:00  <guru3> i think looking at it like that is fine myself
16:03:19  <Celestar> guru3: I'll show you the other option
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16:03:36  <guru3> ok
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16:04:35  <Celestar> http://www.fvfischer.de/elrail2.png
16:04:57  <Celestar> Tron: Darkvater: peter1138 for the time being it will be one of these two options. which one to use?
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16:05:41  <guru3> i way prefer option 1
16:05:49  <peter1138> does it draw the full wire for high bridges?
16:05:54  <Celestar> elrail2.png is the Patch way to do it. elbridge.png is my way
16:05:57  <Celestar> peter1138: yes it does
16:06:31  <peter1138> can i make it easily changable? heh
16:06:50  <peter1138> i'm thinking if someone comes along and wants to use a different set of graphics, it'll need to do it the ttdpatch way
16:07:06  <peter1138> hmm
16:07:10  <Celestar> peter1138: different set of wire graphics?
16:07:18  <peter1138> or just end up with the wrong tiny bit of wire for bridges
16:08:41  <Celestar> it also draws the full wire with transparent buildings on.
16:08:51  <peter1138> heh
16:09:12  <ln-> iron and copper ore are not present in same scenarios, are they?
16:09:14  <guru3> you can't just draw the wire and then draw the bridge on top of it?
16:09:28  <Celestar> guru3: because the original sprites are fucked up.
16:09:40  <peter1138> Celestar: http://ttd.tycoonez.com/?id=42&lang=cs
16:09:49  <peter1138> ln-: no
16:09:58  <peter1138> different climate
16:10:31  <Celestar> peter1138: then he'll have the wrong near the bridge.
16:10:36  <peter1138> yeah
16:10:36  <Celestar> +bit
16:10:41  <ln-> ok, so it shouldn't make big difference if I translate them both with the same word..
16:10:42  <Celestar> I think THAt is bearable.
16:10:43  <guru3> well
16:10:53  <guru3> i think ppl will live with it whichever way
16:11:02  <Celestar> I still have one config that fails tho.
16:11:08  <peter1138> that massive lorry going under an 8px bridge looks funny :)
16:11:25  <Celestar> a bridge of height 2 over a tile with slope 3 fails.
16:11:32  <Celestar> s/slope/tileh
16:11:47  <Darkvater> <-- going home :)
16:12:16  <Celestar> or generally speaking:
16:12:28  <Celestar> bridges of height 2 over "up" and "down" tiles look not so good.
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16:13:56  <Celestar> Tron: peter1138: Darkvater: http://www.fvfischer.de/elbridge2.png <= how does such a config look in The Patch please?, and RFC :)
16:14:49  <blathijs> damn
16:14:58  <blathijs> I've just slept 17 hours straight...
16:15:47  <Patrick`> blathijs: best hangover cure in the world
16:16:07  <blathijs> not even
16:16:14  <peter1138> hmm
16:16:17  <blathijs> I haven't drunk any alcohol last week
16:16:45  <blathijs> but I slept 13 hours (total) in the 4 nights before
16:16:50  <blathijs> of which 11 in the first 2 nights...
16:17:00  <Celestar> exams comin up?
16:18:49  <Celestar> so
16:18:52  <Celestar> preferred options?
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16:19:20  <Celestar> I could improve things for sloped stuff under bridge anyway.
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16:21:34  <Patrick`> use differential calculus.
16:22:18  <blathijs> Celestar: No, puzzling game done
16:22:27  <blathijs> Celestar: "We will not go to sleep until the puzzle is done"
16:22:41  <blathijs> which normally works rather well, but this year the puzzles were extremely difficult
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16:27:13  <ln-> MiHaMiX: ping
16:30:05  <ln-> MiHaMiX: could you commit this, please: http://users.utu.fi/lanurm/ottd/finnish.txt  (or someone else)
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16:30:35  <Celestar> http://www.fvfischer.de/elrail.diff <= RFC
16:30:37  <Celestar> ok goin
16:30:40  <Brianetta> re
16:33:12  <eQualizer> 18:18:01 <blathijs> I haven't drunk any alcohol last week <--- I haven't drunk for about 3 months now \o/
16:33:28  <eQualizer> Or used any drugs
16:33:55  <blathijs> eQualizer: me neither I guess ;-)
16:34:13  <DjViper> Ive never used alcohol
16:34:17  <DjViper> or drugs
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16:34:50  <eQualizer> And yes, I'm adult, so it's not because I can't get any. :p
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16:35:07  <DjViper> same here
16:35:09  <DjViper> 25
16:37:54  <MiHaMiX> I haven't drunk alcohol .. in 5 days. But the last time before sunday was a year back or so..
16:38:25  <MiHaMiX> and well, I never drink more than a half glass of wine or so
16:39:02  <MiHaMiX> 26yrs old, btw
16:39:33  <Belugas>  old... I would not call this old...
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16:41:10  <MiHaMiX> Belugas: yes, i don't think about myself az an old man, but you know, how english language works :D
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16:47:07  <Belugas> Hehehe  I know... just goofing, don't worry :)
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16:49:00  <ln-> MiHaMiX: are you sober enough to commit: 18:30 < ln-> MiHaMiX: could you commit this, please: http://users.utu.fi/lanurm/ottd/finnish.txt
16:51:11  <MiHaMiX> ln-: please wait a little, i'll commit after I checked that, but not earlier than I come back from shopping to a nearby Lidl
16:52:56  <ln-> fine
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17:22:40  <Darkvater> <-home
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18:04:31  <Bjarni> "i supose that is true." <-- wtf is bobingabout thinking?
18:05:16  <Bjarni> I pointed out a fact about the code I wrote and he said that like it was a question if it's a correct statement
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18:50:43  <Darkvater> hmm, is there a chance of proper nightlies today?
18:52:15  <DJFire> no.. LOL
18:53:04  <Eddi|zuHause> did anybody fix the reason why the last ones failed?
18:53:56  <TL|Away> I shot Bjarni, dunno if it helped enough though
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18:54:45  <CIA-5> Darkvater * r3923 /trunk/settings.c:
18:54:45  <CIA-5> - [Pathces/HACK]: Add 32 empty bytes at the end of the patches chunk in the
18:54:45  <CIA-5> savegame to not to have to increase the savegame version every time we add one;
18:54:45  <CIA-5> at least for a while. To not break in-between nightlies a temporary hack is
18:54:45  <CIA-5> done. So make sure to upgrade to this nightly before you upgrade to newer ones.
18:54:46  <CIA-5> Releases are unaffected
18:55:12  <TL|Away> Darkvater: wtf?!
18:55:21  <TL|Away> I thought there was an agreement last time that we would remove all NULL-stuff
18:55:34  <TL|Away> because we have more then enough revisions :s
18:55:44  <TL|Away> sometimes, you guys really really do suprise me
18:55:46  <TL|Away> what ever...
18:55:48  <Darkvater> but it sucks always writing bla_COND()..
18:55:57  <Darkvater> and I don't remember the remove all NULL-stuff
18:55:58  <TL|Away> aaawwwwwhhhh, poor thing!
18:56:18  <TL|Away> yeah, check last meeting
18:56:20  <TL|Away> but do what ever you want
18:57:07  <Darkvater> nobody ever said anything like this when I asked for comments/feedback
18:57:39  <TL|Away> Darkvater: any idea what the intension and reason of the other revision system of savegames was?
18:57:49  <TL|Away> to avoid such lame hacks like empty null-pools
18:57:57  <TL|Away> because it gave more problems then it really helped out
18:58:33  <Darkvater> I was under the impression that it was to get rid of major/minor
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18:58:53  <TL|Away> haha, and what good would that do, if it wouldn't do something else?
18:59:03  <TL|Away> just getting ride of major/minor would be a bit wasting time
18:59:12  <TL|Away> But I am gone, dancing time
18:59:32  <Darkvater> did anyone else had the same thoughts or am I the only missing out the intentions?
18:59:37  <Darkvater> TL|Away: have a nice dancing ;)
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19:02:36  <Darkvater> so, anyone else?
19:03:33  <Bjarni> o_O
19:03:39  <Bjarni> TL|Away is dancing?
19:04:06  <Bjarni> is that just a random thing or is it related to the fact that Celestar is dancing too?
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19:04:51  <Belugas> spread rumours : Celestar is dancing with TL|Away
19:05:13  <Bjarni> I didn't say that
19:05:35  <Belugas> Can't I make silly jokes sometimes?
19:05:54  <Bjarni> it's what I meant, but I didn't say it
19:05:56  <Bjarni> you did
19:06:03  <Bjarni> you will be kicked when they return :p
19:06:07  <Bjarni> not me
19:06:36  *** glx is now known as glx|away
19:06:38  <Bjarni> Darkvater: I thought we agreed on REMOVING the null stuff
19:06:43  <Belugas> Hehehe
19:06:49  <Bjarni> heh, glx takes cover
19:07:08  <Darkvater> Bjarni: please, I want serious replies
19:07:18  <Bjarni> ok
19:07:29  <Bjarni> Darkvater: why did you add it?
19:08:15  <Darkvater> did we or did we not agree on it?
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19:08:18  <vrak> is there a list or some such of what patches went into the latest release ?
19:08:53  <Bjarni> 	<Darkvater>	nobody ever said anything like this when I asked for comments/feedback <-- that is the way it works here. I asked for feedback on a certain patch and nobody said anything even though I posted it on flyspray, in here and on the mailinglist
19:09:02  <Bjarni> I mentioned it several times in here
19:09:16  <Bjarni> when I committed it after more than a month, it was attacked the next day
19:09:29  <Bjarni> because it was built on the wrong idea
19:09:44  <Bjarni> well, at least according to the feedback
19:09:46  <Darkvater> :)
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19:12:09  <Bjarni> Darkvater:
19:12:09  <Bjarni> @@ -1563,6 +1564,9 @@
19:12:09  <Bjarni>  	/* Copy over default setting since some might not get loaded in
19:12:09  <Bjarni>  	 * a networking environment. This ensures for example that the local
19:12:09  <Bjarni>  	 * signal_side stays when joining a network-server */
19:12:09  <Bjarni> +	size_t length = SlGetFieldLength();
19:12:11  <Bjarni> +	for (; length != 0; length--) SlReadByte();
19:12:13  <Bjarni> +	return;
19:12:15  <Bjarni>  	_patches = _patches_newgame;
19:12:18  <Bjarni>  	LoadSettings(_patch_settings, &_patches);
19:12:21  <Bjarni>  }
19:12:23  <Bjarni> when is
19:12:25  <Bjarni>  	_patches = _patches_newgame;
19:12:27  <Bjarni>  	LoadSettings(_patch_settings, &_patches);
19:12:30  <Bjarni> called?
19:12:34  <Bjarni> you placed it after a return
19:13:03  <Bjarni> an unconditional return, that is
19:13:04  <Darkvater> *sigh*
19:13:06  <Darkvater> read the LOG
19:14:18  <Bjarni> I did
19:14:22  <Bjarni> and I just reread it
19:14:49  <Darkvater> conclusion? :)
19:15:04  <Bjarni> yeah, I got: ?
19:15:19  <Bjarni> we don't load patch settings anymore?
19:15:32  <Darkvater> that is an incomplete conclusion
19:16:01  <Bjarni> hmm
19:16:22  <Bjarni> we don't load patch settings anymore because you like to mess around saveload.c?
19:16:40  <Darkvater> almost
19:17:08  <Bjarni> we don't load patch settings anymore because you like to break old savegames by weird additions?
19:17:26  <Darkvater> kinda
19:17:46  <ln-> Bjarni: i think there's a bug in the OS X version that prevents you from saving the game if your company name has umlauts.
19:18:07  <Bjarni> ln-: LOL
19:18:14  <Bjarni> you could be right
19:18:35  <Bjarni> actually you are right if you include your name in the savegame name
19:19:05  <Bjarni> <ln->	Bjarni: i think there's a bug in the OS X version that prevents you from saving the game if your company name has umlauts. <-- misread company for computer at first glance, hence the LOL
19:19:55  <Bjarni> oh, now I forgot to take a closer look at the updated patch :(
19:20:16  <hylje> you appear to misread stuff a lot
19:21:01  <Bjarni> hylje: yeah, specially when I got my mind on something else
19:21:15  <Bjarni> no, I don't have porn here. Stop those comments Darkvater
19:21:25  <hylje> really?
19:22:16  <Bjarni> porn is for the ignorant people, who believe they see real stuff. It have nothing to do with the real world
19:22:48  <coppercore> indeed
19:22:49  <Bjarni> real life girls don't have boobs that are so big that they can't walk normally though a door
19:22:57  <coppercore> rofl
19:23:00  <BurtyB> sure it does.. they get paid in the real world for doing it
19:23:03  <hylje> i believe there is more "normal" pr0n too
19:23:04  <Darkvater> ot *has*
19:23:18  <Darkvater> it even
19:24:00  <Bjarni> Darkvater: see what you did!
19:24:10  <Bjarni> now the channel is talking about porn and boobs
19:24:19  <hylje> great
19:25:08  <Bjarni> the next person to talk about porn or boobs will be kicked
19:25:19  <Bjarni> or will have to send the boobs to me
19:25:48  <hylje> by mail+
19:26:07  <Bjarni> actually I meant real life boobs
19:26:13  <coppercore> what about in person?
19:26:22  <peter1138> hello
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19:26:31  <hylje> well
19:26:31  <Bjarni> I see you sent me peter1138
19:26:35  <Bjarni> that's no good
19:26:58  * Bjarni kicks you
19:27:17  <hylje> oh noes
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19:31:45  <ln-> Bjarni: if there will be a release soon, would it not be nice to fix this ridiculously old bug...
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19:33:56  <Darkvater> Tron: ping
19:34:03  <hylje> *echo*
19:34:18  <Darkvater> Tron: http://www.tt-forums.net/viewtopic.php?p=417833#417833 <-- does this stack-trace tell you something?
19:37:15  <vrak> is pbs in 0.4.5 ?
19:37:35  <Darkvater> no
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19:38:41  <Bjarni> ln-: where is that patch of yours?
19:39:25  <Bjarni> will there be a release soon?
19:40:16  <Bjarni> Darkvater just borked savegame loading to make room for his future additions. I don't think that indicates a release anytime soon
19:40:35  <Darkvater> I ain't borked anything
19:40:41  <Darkvater> and what do you want a release for?
19:40:45  <Darkvater> half-working elrails?
19:41:16  <peter1138> any improvements on my signal bug patch?
19:41:41  <Bjarni> Darkvater: improved cocoa video driver
19:41:52  <Bjarni> well, more like <ln->	Bjarni: if there will be a release soon...
19:42:10  <Bjarni> then I replied that I don't think we will release anytime soon
19:42:29  <peter1138> bug fix release :D
19:42:37  <Darkvater> peter1138: a bugfix release stands different from the release bjarni is thinking about
19:42:45  <peter1138> yes
19:43:06  <Brianetta> elrails++
19:43:09  <Bjarni> I'm not really thinking about any type of release right now
19:43:12  <Brianetta> They work, so that's fine
19:43:34  <Darkvater> peter1138: http://www.tt-forums.net/viewtopic.php?p=417833#417833 <-- don't think this is our kind of crash
19:43:42  <Bjarni> I think we should add elrails when they are done and then wait like a week to see if anything shows up and then release if the source is still good
19:44:07  <Brianetta> Could do with another binary release
19:44:17  <Brianetta> Gives me an excuse to fix my server
19:44:38  <peter1138> hmm
19:44:48  <peter1138> Darkvater: doesn't look like it
19:45:36  <Darkvater> I just got told off by TrueLight about the SDT_CONDNULL thing
19:45:48  <Darkvater> add it or don't add it?
19:45:55  <Darkvater> I mean remove it or leave it now :P
19:46:22  <Bjarni> I don't get that commit
19:46:51  <Bjarni> I think it adds what we wanted to get rid of
19:46:52  <peter1138> hmm?
19:47:43  <peter1138> is that the NullStruct stuff?
19:47:59  <peter1138> i was under the impression that was... deprecated
19:48:09  <Bjarni> same here
19:48:18  <Bjarni> TL|Away thought so too
19:48:28  <Bjarni> but Darkvater told us otherwise
19:48:30  <Darkvater> ah ok then
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19:49:15  <Woody4u> hi question: how can i disable in a runnign game the autosave function?
19:49:27  <Darkvater> wrench > options
19:49:32  <peter1138> Celestar: http://www.tt-forums.net/files/frudington_transport_12th_feb_1979_445.png
19:49:42  <Woody4u> a runnign multiplayer headleas game
19:49:42  <peter1138> http://www.tt-forums.net/files/ind8_162.png
19:49:51  <Darkvater> Woody4u: dedicated?
19:49:53  <peter1138> our wires are a couple of pixels lower?
19:50:06  <Woody4u> Darkvater: yes
19:50:22  <Darkvater> ah, you don't
19:50:40  <Woody4u> only with restart?
19:50:47  * peter1138 svn ups his elrail directory
19:51:59  <Woody4u> Darkvater: only with restart of the game?
19:52:05  <peter1138> i see the merge has gone wrong...
19:52:07  <peter1138> make: *** No rule to make target `bridge_map.o', needed by `openttd'.  Stop.
19:52:16  <CIA-5> Darkvater * r3924 /trunk/settings.c: - Revert r3923, apparently we are not fond of CONDNULL() structs :)
19:52:54  <peter1138> it's partly what should a default value be
19:52:58  <peter1138> hmm
19:53:16  <peter1138> why did DEP run when i copied that file over?
19:54:33  <Woody4u> again: is changing of the autosave value only possibill with restarting in a dedicated game? yes or no?
19:56:01  <Darkvater> Woody4u: yes
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19:58:29  <Woody4u> Darkvater: thx
19:58:49  <_Luca_> OMG! It is St. Patricks Day and I have not touched a single beer today!
19:58:56  <hylje> OMG !
20:00:16  <peter1138> is it?
20:00:28  <peter1138> i just had a bbq stuff chicken thigh
20:00:35  <peter1138> must be friday...
20:00:36  <hylje> bbq
20:00:42  <peter1138> +ed
20:00:44  <hylje> omg wtf bbq !
20:00:47  <hylje> :]
20:00:50  <Bjarni> <_Luca_>	OMG! It is St. Patricks Day and I have not touched a single beer today! <-- it is?
20:01:04  <hylje> "is it friday?"
20:01:20  <Bjarni> so it's a green day today
20:01:32  <Woody4u> openttd relay need a tiny nifty amdin interface curses based
20:01:36  <Bjarni> I better hide before all the green ones join this channel
20:01:39  <Woody4u> for the headless games
20:02:12  <peter1138> apparently it is. hmm.
20:04:37  *** XeryusW3 is now known as XeryusTC
20:07:19  <Darkvater> Woody4u: dedicated :) not headless
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20:14:41  <Woody4u> Darkvater: this game dont have a head ;p
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20:20:14  <Tron> Darkvater: eh... what's the particular symptom?
20:20:40  <Darkvater> Tron: gamecrash? :)
20:20:47  <Tron> that's not very informative
20:21:02  <Darkvater> yer, I've just remembered, for some strange reason, i had a game the crashed on me while i was trying to upgrade a route, kept constantly crashing likw what you are describing, it could be the path finder.
20:21:04  <Tron> at least the error number would be something
20:21:18  <Darkvater> ah
20:21:26  <Darkvater> the ususe
20:21:35  <Darkvater> Unhandled exception at 0x7c910c27 in crash.dmp: 0xC0000005: Access violation reading location 0x01c1a005.
20:21:38  <Darkvater> usual
20:22:08  <Tron> 0xC0000005 is the windows way of saying SIGSEGV
20:22:53  <Tron> 0x01C1A005 is a _very_ low address
20:22:55  <Darkvater> yes but it's happening outisde openttd, in ntdll
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20:23:31  <Tron> that's below 30MB, usually there's nothing there
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20:23:58  <peter1138> i wish ottd was as fast on linux/X as it is in windows
20:25:46  <Tron> hm?
20:25:57  <peter1138> it's a lot smoother for me in windows
20:26:50  <peter1138> (and i do have palette animation disabled, heh)
20:31:33  <Darkvater> Tron: yes, but is it OpenTTD's fault or windows's?
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20:31:59  <Tron> there's not enough information available
20:32:36  <Darkvater> what kind of more information would be needed?
20:32:37  <Tron> but as it is a crash somewhere in the memory allocator i'd guess some buffer overrun corrupted memory allocation metadata
20:32:50  <Darkvater> ah...could be
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20:34:35  <Tron> Celestar: http://tt-forums.net/viewtopic.php?t=24000 <--- would you please tell them to stop talking nonesense?
20:34:50  <Tron> (you wanted to do this yesterday)
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20:37:29  <Bjarni> make: *** No rule to make target `bridge_map.o', needed by `openttd'.  Stop.
20:37:33  <Bjarni> who broke elrails?
20:37:49  <Bjarni> or more improtant: are anybody working on fixing it?
20:37:56  <Bjarni> *important
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20:42:19  <Celestar> back
20:43:35  <Tron> Celestar: you forgot to merge bridge_map.c or something
20:43:38  <Celestar> Tron: whom exactly are you referring to?
20:43:43  <Celestar> Tron: er ?
20:44:12  <Tron> %pwd
20:44:12  <Tron> /usr/home/tron/projekte/ottd/ottd/branch/elrail
20:44:12  <Tron> %gmake
20:44:12  <Tron> gmake: *** Keine Regel vorhanden, um das Target »bridge_map.o«,
20:44:12  <Tron>   benötigt von »openttd«, zu erstellen.  Schluss.
20:44:21  <Celestar> GNAH
20:44:27  <Prof_Frink> y'what, eh?
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20:44:58  <Tron> Prof_Frink: it's the same message as bjarni just posted, just in german
20:45:08  <Tron> bad german, that is
20:45:28  <Eddi|zuHause> i've seen worse german ;)
20:46:10  <Celestar> Tron: adding the file
20:46:43  <Tron> Darkvater: i think you switched the service intervals for aircrafts and ships
20:46:55  <CIA-5> celestar * r3925 /branch/elrail/bridge_map.c: [elrail] Forgot to add a file during a merge
20:46:58  <Celestar> back in 5
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20:53:42  <Bjarni> 	<Eddi|zuHause>	i've seen worse german ;) <-- I have heard worse German. I once saw a bit of Star Trek TNG in German sync
20:53:54  <Bjarni> somehow it felt like video/audio desync
20:54:21  *** jnmbk [n=ugur@85.96.161.235] has joined #openttd
20:54:40  <Eddi|zuHause> hehe :)
20:55:03  <Belugas> Don't worry... French version was as bad.  I'm glad I could have seen it all in english :)
20:55:23  <Bjarni> heh
20:55:24  <Darkvater> Tron: you're right
20:55:36  <Celestar> we..
20:55:43  <Celestar> Star Trek in French is kinda sweet
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20:55:58  <Bjarni> I tend to prefer original audio when I understand the original language
20:56:00  <Belugas> TNG or original?
20:56:03  <Tron> Terminator in French is _really_ funny
20:56:11  <Celestar> Tron: what about that diff I mentioned earlier?
20:56:16  <Celestar> Tron: yah! LOL
20:56:18  <Belugas> Tron : Yeah!
20:56:30  <Celestar> "Die Hard" in french was cool also :)
20:56:33  <Tron> Celestar: i'm just home for about half an hour
20:56:41  <Eddi|zuHause> Terminator... well... Schwarzenegger does not even do the german sync himself...
20:56:54  <CIA-5> Darkvater * r3926 /trunk/settings.c: - [Patches]: Switched string for ship and aircraft replacement, and also forgot to put back the callback function. Thanks Tron
20:57:06  <Bjarni> there is a new Danish invention that can make a computer learn how a face looks like when it talks (analyse for different kind of sounds) and then alter the face on video to fit speech of a new language
20:57:11  <Belugas> Maybe Schwarty forgot his german :)
20:57:16  <Celestar> Tron: ah I see
20:57:24  <Eddi|zuHause> that's because he speaks austrian dialect... every german would laugh off the instant he heard that ;)
20:57:41  <Bjarni> 	<Eddi|zuHause>	Terminator... well... Schwarzenegger does not even do the german sync himself... <-- LOL
20:57:44  <Belugas> Celestar : strangely enough, I've never seen Die Hard(s) in english, only on french
20:57:49  <Belugas> So Can't te;;
20:58:15  <Celestar> dunno
20:58:17  <Bjarni> I have never heard/seen Die Hard, so I can't tell either
20:58:48  <peter1138> it's pretty rubbish
20:59:00  <Eddi|zuHause> i have seen some french parody "Die not so hard" (or something like that) :)
20:59:10  <Tron> Celestar: svn pl bridge_map.c
20:59:20  <Eddi|zuHause> (in german sync)
20:59:20  <Prof_Frink> peter1138: It's better when Hans Gruber is a CompSoc member :p
20:59:27  <Tron> (shouldn't svn merge take care of all these details?)
21:00:07  <peter1138> heh
21:00:13  <Celestar> Tron: er FUCK
21:00:32  <peter1138> ...
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21:01:43  <Tron> Celestar: no, thank you, i prefer females
21:02:06  <Kuja^> lol
21:03:03  <Prof_Frink> Tron: didn't you hear about Celestar's op?
21:03:21  <Eddi|zuHause> btw: [17.03. 09:36] <Celestar> some of these people in Eastern Germany REALLY need their brains checked :S <- did you have anyone particular in mind there? :)
21:03:30  <hylje> *.de
21:05:20  <Bjarni> peter1138: newgrf_engine.c:556: failed assertion `group->type == SGT_REAL'
21:05:25  <Bjarni> I tried the US train set
21:05:35  <Bjarni> it happened after a while in main menu
21:06:14  <Bjarni> peter1138: any idea why this happened?
21:06:58  <peter1138> usually an handled var action
21:07:55  <Bjarni> dbg: [ussetw.grf:6317][Error] VehicleMapSpriteGroup: Invalid special sprite length 6 (expected 7)!
21:07:55  <Bjarni> dbg: [jcindstaw.grf:2][Fatal] Requires at least pseudo-TTDPatch version 2.0.1 alpha 55 vcs 3.
21:07:55  <Bjarni> dbg: [ussetw.grf:6317][Error] VehicleMapSpriteGroup: Invalid special sprite length 6 (expected 7)!
21:07:55  <Bjarni> dbg: [jcindstaw.grf:2][Fatal] Requires at least pseudo-TTDPatch version 2.0.1 alpha 55 vcs 3.
21:08:13  <Bjarni> I guess it don't like the jcindstaw.grf
21:08:27  <peter1138> yeah, we don't support newstations yet
21:09:16  <Celestar> Eddi|zuHause: yes. people who are now going to Karlsruhe to fight BBI :S
21:09:30  <Bjarni> peter1138: any idea when we will get support for them?
21:11:04  <peter1138> "at some point"
21:11:10  <Bjarni> heh
21:11:20  <Bjarni> that will be before 2020 in my calendar
21:11:34  <Bjarni> bbl, going to try without newstations
21:11:43  <peter1138> it's not that :)
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21:13:13  <Prof_Frink> < Born_Acorn> peter1138! newstations!
21:13:49  <peter1138> hehehe
21:13:57  <Celestar> what are newstations?
21:14:48  <peter1138> stations that are new
21:14:50  <Bjarni> hmm
21:14:54  <peter1138> *hide*
21:15:04  <Bjarni> now I got a segmentation fault when switching to fullscreen
21:15:04  <tokai> openttd in 1680x1050 looks fun... anyone uses it with 1900x1200 ? :)
21:15:07  <Bjarni> something is not right
21:15:46  <Prof_Frink> tokai: any res over 800x480 is overkill
21:15:58  <Celestar> tokai: I have tried it with 2560x1024
21:16:00  <hylje> 1600x1200 :<
21:16:21  <Celestar> currently on my notebook, so I'm restricted to 1400x1050.
21:16:36  <tokai> Prof_Frink: why that? your monitor can't display more? :)
21:16:41  <hylje> what about spanning openttd around the cube in xgl
21:16:49  <Prof_Frink> My other monitor can't ;)
21:17:10  <hylje> easy 4096x768
21:17:21  <hylje> with monitor res of 1024x768
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21:18:01  <Prof_Frink> hylje: use enlightenment's implementation of workspaces and have 8192x768
21:18:09  <hylje> :]
21:18:19  <Celestar> vertical scrolling is VERY slow on 2560x1024.
21:19:34  <Prof_Frink> Or even stretch it over 8x8 workspaces instead of 8x1...
21:19:42  <Celestar> I mean it eats more CPU than an OpenGL scene with 4 million tris
21:19:58  <Prof_Frink> That wouls be *nuts*
21:20:29  <hylje> nuts yes, but useful?
21:21:19  <Prof_Frink> Use...ful?
21:21:24  <Prof_Frink> Explain.
21:22:02  <peter1138> 21:08 <@Bjarni> it happened after a while in main menu
21:22:17  <peter1138> that's strange... shouldn't be any custom gfx there
21:28:21  <CIA-5> belugas * r3927 /branch/elrail/bridge_map.c: [elrail] Set properties Id and eolstyle on bridge_map.c
21:30:48  <Tron> Belugas: thanks
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21:33:06  <Belugas> np :)
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21:33:28  <Belugas> I just forgot to mention your name tron, sorry
21:33:42  <Tron> why? where?
21:34:02  <Belugas> on previous commit.  You raised it with "svn pl..."
21:34:11  <Darkvater> http://darkvater.openttd.org/missing_glyphs.png
21:34:29  <Tron> nah, mere nothing
21:34:37  <Darkvater> hmm, crappy picture, double-sized :s
21:36:28  * Vornicus plays ottd at 1024x768.
21:36:52  <Darkvater> ok reload
21:37:34  <Eddi|zuHause> i always play double sized
21:37:45  <Belugas> Darkvater : drawn by hand?
21:38:00  <Darkvater> after all the complaints by Tron, yes :)
21:38:53  <Belugas> "3" does not look fine.  A bit shrinked. The rest is cool
21:39:17  <Darkvater> it's a power of 3
21:41:10  <Eddi|zuHause> Celestar: you said that the rails would not get upgraded when no electric engine is present... why does the opening screen have elrails then? it's arctic, there should not be electric engines (or am i missing something?)
21:41:36  <Belugas> Darkvater : I understand that.  But compare 3 to 2.  2 is larger, well... feels larger
21:42:00  <Darkvater> it's not
21:42:06  <Celestar> Eddi|zuHause: well. as long as there are engine of engclass 2 ...
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21:43:12  <Eddi|zuHause> Darkvater: the 3 really looks ugly...
21:43:30  <Belugas> Darkvater : sorry to contredict you, 2 is larger by one pixel
21:43:41  <Darkvater> Tron: save me!
21:43:41  <Bjarni> <peter1138>	that's strange... shouldn't be any custom gfx there <-- yeah and I got crashes after I removed newstations as well
21:43:47  <Bjarni> but not after I started the game
21:43:55  <Tron> Celestar: maybe you should check for electric engines on conventional rail
21:43:56  <Tron> Darkvater: ?
21:44:04  <Bjarni> btw I got the new roads in main menu
21:44:22  <Celestar> Tron: ?
21:44:23  * Bjarni hits the disk icon and saves Darkvater
21:44:34  <Tron> Celestar: conversion
21:44:45  <hylje> new roads
21:44:47  <hylje> :o
21:44:53  <Bjarni> hylje: US set
21:44:58  <hylje> k
21:45:11  <Bjarni> it appears to work just fine
21:45:13  <Tron> Celestar: only convert conventional rails to electrified rails if there is a electric engine for conventional rails
21:45:25  <Bjarni> except some very little iron ore wagon carries 30 tons
21:45:26  <Tron> Celestar: and discard engines which run on mono/maglev
21:45:34  <Bjarni> I think it should have carried less than that
21:46:14  <CIA-5> celestar * r3928 /branch/elrail/ (bridge_map.h elrail.c tunnelbridge_cmd.c):
21:46:14  <CIA-5> [elrail]
21:46:14  <CIA-5> -Codechange: Unstaticized GetBridgeHeight and modified it that it only requires a TileIndex as parameter (not a TileInfo).
21:46:14  <CIA-5> -Feature: Wires are now drawn below high bridges. Cannot draw below normal bridges because the sprites (and their bounding boxes) are fully messed up in the original data files.
21:46:15  <CIA-5> -Fix: Minor pylon-drawing problems caused by GetRailTrackBitsUniversal
21:46:19  <CIA-5> -Cleanup: Reduce the number of parameters for GetRailTrackBitsUniversal
21:46:37  <Celestar> Tron: you mean there are non-normal engines with engclass 2?
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21:47:07  <Eddi|zuHause> [17.03. 22:46] <CIA-5> -Feature: Wires are now drawn below high bridges. Cannot draw below normal bridges because the sprites (and their bounding boxes) are fully messed up in the original data files. <- does that apply for newbridges also?
21:47:20  <Bjarni> actually they claim that it should carry 30 tons
21:47:45  <Bjarni> which means I can carry like 120 tons for one tile of wagons or 180 tons for a 2 tile long train
21:47:52  <Bjarni> somehow that feels wrong
21:48:08  <Bjarni> but it's a glitch in the grf file, not OTTD
21:48:10  <Osai> hi all
21:48:29  <Bjarni> hylje: http://www.as-st.com/ttd/newusa/
21:48:35  <Bjarni> in case you want to try as well
21:48:39  <CIA-5> celestar * r3929 /branch/elrail/ (settings.c tunnelbridge_cmd.c): [elrail] Merge from trunk: revisions 3916:3928. Sorry for this mini-merge, but I needed a critical bug fix for bridge removal
21:48:40  <hylje> k
21:48:52  <Celestar> Eddi|zuHause: I'm not sure. Give me a newbridges grf and I'll tell you.
21:49:19  <Tron> Celestar: all monorail and maglev engines
21:50:09  <Celestar> Tron: yeah I just saw it :/ Where in RailVehicleInfo is the tracktype :S
21:50:45  <Tron> it's in engine_info (don't ask)
21:50:50  <Celestar> er ... ok :S
21:52:04  <Celestar> v->u.rail.railtype I guess :)
21:52:25  <Tron> that's a cached copy, should probably be removed
21:52:49  <Eddi|zuHause> Celestar: isn't that online somewhere?
21:53:04  <Celestar> Eddi|zuHause: I'm not sure.
21:53:15  <Celestar> Tron: currently, I'm using that, assuming it is correct. :)
21:53:17  <Eddi|zuHause> i must have got it from somewhere ;)
21:53:31  <Celestar> Eddi|zuHause: I'm not sure where.
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21:53:42  <Celestar> Tron: ok with using that?
21:54:19  <Eddi|zuHause> i believe it was the forum
21:55:26  <Celestar> hm.. there is no GetEngineInfo
21:55:51  <Tron> Celestar: s/no // s/Info//
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21:56:20  <Eddi|zuHause> is the elrail branch supposed to crash with my savegame?
21:56:56  <Celestar> Eddi|zuHause: it is possible that old savegames have problems. I haven't checked.
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21:57:18  <Eddi|zuHause> well... old = from this evening ;)
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21:58:09  <Eddi|zuHause> even worse... the mouse pointer disappears, when assertions get shown
21:58:34  <Celestar> Eddi|zuHause: pass me the savegame then
21:59:33  <Eddi|zuHause> http://www.tt-forums.net/viewtopic.php?p=203935#203935 <- here's the newbridges
22:00:25  <Celestar> Eddi|zuHause: if this is just a grf, I assume the problem is the same.
22:00:47  <Eddi|zuHause> yes, it is
22:00:57  <Celestar> Eddi|zuHause: I'll check
22:03:58  <Celestar> Eddi|zuHause: they seem not to work properly?
22:04:34  <Eddi|zuHause> www.informatik.uni-halle.de/~krause/Johannes Transporte, 2. Nov 1969.sav <- savegame that crashes (contains elrails) older savegames without erails load fine, as far as i can tell
22:05:27  <Eddi|zuHause> i have had no (real) problems with them...
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22:06:33  <Celestar> Eddi|zuHause: Tron: newgrf bridges seem to be working properly?
22:06:43  <Tron> Celestar: i don't know
22:06:52  *** Spoco [i=Spoco@dsl-083-102-066-52.lohjanpuhelin.fi] has quit []
22:07:16  <Celestar> Tron: it seems so
22:07:26  <peter1138> should they not?
22:07:32  *** MeusH [n=kvirc@host-ip18-138.crowley.pl] has joined #openttd
22:07:34  <Celestar> peter1138: well, normal bridges don't
22:07:37  <MeusH> hello
22:07:43  <peter1138> o_O
22:07:50  <peter1138> shouldn't have any affect...
22:07:54  <Celestar> peter1138: see the BB problem.
22:08:08  <peter1138> new bridges can't change the bounding box
22:08:14  <peter1138> only the sprites
22:08:17  <Celestar> yeah
22:08:22  <Celestar> will check later
22:09:03  <Celestar> Tron: could you check openttd.c:1254? I needa leave
22:09:41  <Tron> :q
22:09:49  <Tron> ENOTVI
22:09:59  <Celestar> ENEITHERVIM
22:10:17  * peter1138 wonders why e->railtype is ever saved anyway
22:10:24  <peter1138> (or any of e)
22:10:30  *** Angst [n=Angst@p5494790E.dip.t-dialin.net] has quit [""cal 9 1752""]
22:10:41  <Celestar> peter1138: not sure either
22:11:07  <peter1138> (and also, why is railtype in e? heh)
22:11:12  <peter1138> (i patched that, but...)
22:11:13  <Tron> peter1138: or the bounding of vehicles ...
22:11:29  * peter1138 hides from the bounding of vehicles
22:11:36  <Tron> +box
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22:14:25  <MeusH> hey MiHaMiX
22:15:29  *** _Luca_ [n=thelucst@84.51.135.171] has joined #openttd
22:16:02  <MeusH> _Luca_ didn't saw the message :)
22:16:08  <MeusH> we did it MiHaMiX!
22:17:19  * MeusH should hide from _Luca_ and go to bed
22:17:21  <MeusH> cya
22:17:23  *** MeusH [n=kvirc@host-ip18-138.crowley.pl] has quit ["KVIrc 3.2.0 'Realia'"]
22:17:45  <_Luca_> I bet _Luca1_ did though ;)
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22:22:36  <peter1138> woo
22:22:38  <peter1138> animated!
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22:44:34  <Bjarni> peter1138: animated what?
22:45:59  <Born_Acorn> Newstations?
22:46:14  <Born_Acorn> (21:11:57) <Bjarni> bbl, going to try without newstations
22:46:17  <Born_Acorn> newstations!
22:47:02  <Bjarni> animated new stations?
22:47:16  <peter1138> no
22:47:18  <peter1138> animated vehicles
22:47:26  <peter1138> in the us set
22:47:28  <Bjarni> that's nice too
22:47:39  <peter1138> Bjarni: this crash basically means i need to work on the grf saveload section
22:47:58  <peter1138> however
22:48:00  <CIA-5> Darkvater * r3930 /trunk/ (settings.c settings.h settings_gui.c): - [Patches] Change the GUI-patch options from indeces to string representations. Not only makes this the part more humanly readable, but saves us from rewriting the whole index when a patch is added/removed/changed
22:48:13  <peter1138> sleepy time :)
22:48:17  <Bjarni> here is the weird thing: I have been playing since I last said anything in this channel and it ran perfectly
22:48:26  <Bjarni> well, found one issue
22:48:47  <peter1138> what's that?
22:48:52  <Bjarni> we need to be able to turn an engine around when it's not first in a train
22:49:22  <Bjarni> it looks silly to have the gasolin powered DMU (is that GMU?) facing the same direction when you have one in each end
22:49:48  <Bjarni> they did have one in each end because they could not reverse polarity in the traction engines, so they could not reverse
22:49:49  <peter1138> oh
22:49:52  <peter1138> that's easy enough
22:50:16  <Bjarni> so they had two of them and only use one at any one time
22:50:35  <Bjarni> yeah, it's simple to change direction it faces (I think)
22:50:38  <peter1138> 0xFD = custom sprite. make 0xFE = custom sprite in reverse (dir + 4) % 8
22:50:44  <peter1138> (i think)
22:51:05  <Bjarni> err
22:51:19  <peter1138> hmm
22:51:21  <peter1138> not even that
22:51:26  <peter1138> just a flag somewhere would do
22:51:27  <Bjarni> I meant a general one, not a custom sprite only thing
22:51:33  <peter1138> yeh
22:51:53  <Bjarni> so it needs a bool (or a bit if I can find a flag) to set it
22:51:56  <Bjarni> that's not the issue
22:52:06  <Bjarni> the issue is that depots should draw it in reverse as well
22:52:18  <Bjarni> and general drawing should do that too
22:52:50  <peter1138> not really an issue
22:53:11  <Bjarni> good
22:53:16  <Bjarni> it is for me :/
22:53:28  <peter1138> i need a flag though. hmm
22:53:33  <peter1138> VehStatus is full
22:53:34  <peter1138> otoh
22:53:38  <peter1138> it only applies to trains
22:53:54  <Bjarni> my first idea would be the train struct
22:53:57  <Eddi|zuHause> ermm... shouldn't something like this already exist?
22:53:58  <peter1138> VRF_...
22:54:23  <Eddi|zuHause> i mean, the back part of DMUs is reversed already usually...
22:54:34  <peter1138> not at all
22:54:35  <Bjarni> Eddi|zuHause: DMUs got one sprite for each end
22:54:46  <Bjarni> one got white lights and the other one got red lights
22:55:03  <Eddi|zuHause> really? never noticed that ;)
22:55:13  <Bjarni> they look similar, but they are different sprites
22:56:33  <peter1138> how should we reverse the vehicle?
22:56:59  <Bjarni> I don't know, but it should be done in depots
22:57:04  <peter1138> yeah
22:57:33  <Bjarni> I wondered about adding a button where you could drag it onto and then it turned around
22:57:50  <glx> if I remember it's done by moving with CTRL in ttdp, but I'm not sure
22:58:21  <Bjarni> glx: it is (I think), but moving + control makes it move the vehicle AND everything after it in OpenTTD
22:58:34  <Bjarni> so that key/mouse combo is in use already
22:58:45  <peter1138> yeah
22:58:53  <peter1138> but ctrl-click != ctrl -> moving
22:59:14  <Bjarni> good point
22:59:34  <Eddi|zuHause> what does ctrl+move do?
22:59:37  <Bjarni> control click is likely the best we can do
22:59:44  <Bjarni> Eddi|zuHause: try it
23:00:10  <Bjarni> it will make the vehicle + all the vehicles behind it move instead of just the one you drag
23:00:18  <Eddi|zuHause> ah
23:00:29  <Eddi|zuHause> nice feature ;)
23:00:31  <C-Otto> http://hello.eboy.com/eboy/wp-content/uploads/2006/03/MCS_singapore_19.1t.png
23:00:32  <Bjarni> useful for moving say 10 cars from one engine to another
23:00:32  <C-Otto> nice.
23:01:30  <Bjarni> C-Otto: thanks for a completely random pic totally out of context ;)
23:01:43  <Eddi|zuHause> C-Otto: i kinda miss the point :p
23:01:53  <C-Otto> Bjarni: np
23:01:59  <C-Otto> it reminds me of openttd
23:02:00  <C-Otto> so :>
23:02:42  <Bjarni> I fail to be reminded
23:02:56  <Bjarni> so it do not remind people of OpenTTD
23:02:57  <Eddi|zuHause> i miss that connection also
23:03:17  <Bjarni> Eddi|zuHause: there are none. I just stated that as a channel law
23:03:22  <peter1138> there is a connection
23:03:28  <peter1138> someone had far too much free time
23:03:36  <Bjarni> lol
23:03:54  <Eddi|zuHause> now that you mention... ;)
23:04:05  <Bjarni> btw something interesting have happened at uni
23:04:10  * peter1138 waits for bjarni's patch to compile
23:04:40  <Bjarni> there is this guy, who was really hooked on WoW and played like daily
23:04:47  <Bjarni> now he plays it far less
23:04:59  <Bjarni> he learned about OpenTTD instead
23:05:29  <Bjarni> peter1138: nice
23:06:09  <Bjarni> <peter1138>	someone had far too much free time <-- actually that pic is well just a pic. OpenTTD have told me a lot about programming
23:06:17  <Bjarni> s/told/learned
23:06:36  <Bjarni> hmm, still not a good sentence
23:06:42  <Bjarni> well, you know what I mean ;)
23:06:43  <peter1138> lol
23:06:57  <peter1138> it doesn't work too well with articulated engines ;p
23:07:09  <Bjarni> lol
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23:07:34  <Bjarni> try to get it to work on none-articulated engines first
23:07:38  <peter1138> that works
23:07:51  <Bjarni> then prevent articulated engines from doing this and commit it
23:07:56  <Bjarni> so I can use it
23:07:56  <peter1138> heh
23:08:00  <peter1138> this is a hack currently
23:08:06  <Bjarni> oh
23:08:07  <peter1138> it changes the direction within the gui code
23:08:09  <peter1138> not using a comman
23:08:12  <peter1138> *command
23:08:20  <peter1138> otoh
23:08:51  <peter1138> http://195.112.37.102/ottd/vrfrev.diff
23:08:55  <peter1138> ^ it's pretty small
23:09:56  <glx> I just found the same place to store the flag
23:10:05  <Bjarni> heh
23:10:24  <peter1138> heh
23:10:56  <Bjarni> crap, vehicle.h makes a whole lot of files recompile :(
23:11:02  <peter1138> haha
23:11:10  <peter1138> that's what took so long :)
23:11:15  <peter1138> anyway
23:11:28  <peter1138> nn
23:11:37  <Bjarni> night peter1138
23:12:04  <glx> night peter1138
23:12:34  <glx> yeah it's a really small diff for a "big" change
23:14:03  <Bjarni> it's a lot of code to recompile for so few line changes
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23:14:45  <glx> changes in tile.h are worse
23:15:08  <Bjarni> oh and it will not transmit the reverse on network games
23:15:14  <glx> and I remember when I was debugging some code in rail.h for tfc
23:15:23  <Bjarni> heh
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23:16:29  <glx> flags are not send trough network?
23:16:39  <glx> *sent
23:16:49  <Eddi|zuHause> i suppose it's too much of a hack ;)
23:17:02  <Bjarni> not automatically
23:17:18  <Tron> <peter1138> http://195.112.37.102/ottd/vrfrev.diff <--- ReverseDir()
23:17:41  <Bjarni> you have to use DoCommand() to change something in sync on all computers
23:19:02  <glx> so this little patch is just like a proof of concept to show it's not too hard to do
23:19:15  <Bjarni> something like that
23:19:27  <Bjarni> also it actually worked in my game :)
23:19:49  <glx> single player never desync :)
23:20:00  <Bjarni> heh
23:20:07  <Bjarni> now that would be bad if they did :p
23:22:22  <Eddi|zuHause> the game would have to go schitzo in order to do that ;)
23:23:13  <CIA-5> Darkvater * r3931 /trunk/main_gui.c: - [ 1451726 ] Use sprite names in main_gui.c instead of numbers (matthewwalton)
23:24:04  <Bjarni> heh, found a new bug in that patch
23:24:33  <Bjarni> I revered a steam engine and the smoke started to come out of the cab instead of the funnel :D
23:24:40  <glx> lol
23:24:50  <glx> the smoke is not reversed
23:25:01  <Celestar> Darkvater: ok. what needs to be done for release?
23:25:06  <Bjarni> it's a hack after all
23:25:34  <Darkvater> Celestar: signals,trees,glyphs
23:25:38  <Bjarni> Celestar: are we releasing soon?
23:25:46  <Celestar> I hope so.
23:25:50  <Bjarni> I mean usually we don't talk about releases
23:26:02  <Bjarni> we did ok without releases for more than half a year :p
23:26:25  <Darkvater> Celestar: I have peter set on signals, who can't decide which patch to use, trees are tron's work and I did glyphs but the gfx of it needs approval
23:26:36  <Celestar> what is the problem with trees?
23:26:41  <Darkvater> donnu
23:26:46  <Darkvater> :p
23:26:55  <Darkvater> Tron: what's the problem with the trees?
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23:35:00  <Bjarni> what is the issue with signals?
23:35:17  <Celestar> BAH
23:35:24  <Celestar> GetBridgeLength is a WEIRD function.
23:35:28  <CIA-5> Darkvater * r3932 /trunk/lang/german.txt: - In lack of the webtranslator, introducing the mantranslator. [ 1439921 ] German translation (wikipedian)
23:35:53  <Darkvater> Bjarni: don't update correctly when removing crossing
23:36:01  <Bjarni> ahh
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23:36:40  <Bjarni> ok, now I got this patch to make steam locomotives make steam from the funnel instead of the cab when reversing :)
23:37:49  <Bjarni> now it just needs to put the tender in front of the engine when reversing. It looks silly the way it is drawn right now
23:38:00  <Bjarni> oh and make it network safe
23:38:35  <glx> you modify u.rail.cached_vis_effect while changing the flag?
23:38:47  <Bjarni> no
23:39:08  <Bjarni> I modified x,y in HandleLocomotiveSmokeCloud if the flag is set
23:39:18  <Bjarni> err
23:39:20  <Bjarni> HandleLocomotiveSmokeCloud()
23:39:21  <glx> better
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23:40:25  * Eddi|zuHause doesn't understand the need of ()
23:40:29  <Bjarni> I actually did so for all vehicle types, but it appears that only steam uses x,y and diesel/electric always emit smoke/sparks from the middle?
23:40:44  <Bjarni> Eddi|zuHause: () indicates that it's a function
23:40:49  <Bjarni> easier to read
23:40:51  <Eddi|zuHause> i know
23:41:38  <Eddi|zuHause> i meant the need in C-style languages...
23:42:10  <Eddi|zuHause> a compiler would be able to find out wether an identifier is a function by looking up the definition
23:42:26  <Eddi|zuHause> why the () to discriminate between variables and functions then?
23:42:38  <glx> for human it's easier
23:43:23  <Eddi|zuHause> i don't think so...
23:43:56  <glx> vb mix usage of () (depends if the call should return something or no
23:44:25  <Eddi|zuHause> that sounds even more stupid :p
23:44:34  <glx> btw its ms
23:45:50  <Bjarni> the idea is that if I write something in this channel, if I add () to it, everybody will instantly know that I'm talking about a function even without knowing the function
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23:46:11  <Eddi|zuHause> i grew up with pascal... so i have no problem with functions not having ()
23:46:19  <Bjarni> we got so many functions that we know for sure that we can find one that somebody in here never noticed
23:46:54  <Bjarni> Eddi|zuHause: I learned Pascal before any other language. Luckily I forgot most of it :p
23:47:03  <glx> same for me :)
23:47:04  <ln-> even before danish?
23:47:04  <CIA-5> Darkvater * r3933 /trunk/network_gui.c: - [ 1439907 ] Increase client list window width so at least most languages fit (wikipedian).
23:47:44  <Eddi|zuHause> "at least most" <- wtf? :p
23:47:48  <Bjarni> ln-: yeah, I became a hardcore software developer before I could speak any human language
23:47:51  <glx> hmm indeed I started by learning amstrad basic
23:48:14  <glx> but it's not a language :)
23:48:41  <Bjarni> I tried basic on C64, but I just copied code without really understanding it, so I would not say that it really counts
23:48:59  <Eddi|zuHause> i actually started with dbase ;)
23:51:13  <Eddi|zuHause> and i don't understand what everyone has against pascal...
23:52:07  <Eddi|zuHause> i hate the C style for so many things that i am used from pascal...
23:52:09  <ln-> well pascal certainly has to be easier than danish
23:52:55  <Eddi|zuHause> *used to from* [english is weird)
23:53:09  <ln-> anyway, just a moment ago I was watching "V for Vendetta" at the cinema, and it was a very nice motion picture.
23:53:37  <Eddi|zuHause> what's that film about?
23:53:47  <Eddi|zuHause> the title sounds familiar
23:56:29  *** Born_Acorn [n=bornacor@ACC843BD.ipt.aol.com] has quit []
23:57:26  <ln-> Plot Outline: A shadowy freedom fighter known only as "V" uses terrorist tactics to fight against his totalitarian society. Upon rescuing a girl from the secret police, he also finds his best chance at having an ally.
23:57:47  <ln-> produced by the Wachowski brothers
23:58:12  *** dp_ [n=dp@p54B2F084.dip.t-dialin.net] has joined #openttd
23:58:48  <Eddi|zuHause> that are the matrix guys...
23:59:08  <ln-> correctomundo
23:59:37  <Eddi|zuHause> i probably just saw a trailer for the film...

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