Log for #openttd on 20th March 2006:
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00:12:15  * SimonRC guessed correctly
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00:15:05  <SimonRC> hi
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02:58:37  <ThePizzaKing> wow, compiling on Linux is so much faster that doing it under MinGW on Windows
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03:11:07  <DJFire> lol
03:11:21  <DJFire> welcome to the world of linux :-P
03:11:52  <ThePizzaKing> yeah, Linux is pretty awesome
03:12:42  <DJFire> im currently linuxless... unfortunatly
03:13:00  <DJFire> might install knoppix on my PSP...
03:13:27  <ThePizzaKing> I installed it yesterday morning and spend a few hours last night and this morning trying to get the wireless card working
03:13:44  <ThePizzaKing> turns out somehow it had been turned off in BIOS
03:13:49  <DJFire> yeah, i call that fun with linux drivers
03:13:58  <DJFire> lol
03:15:04  <glx> I always have fun with sound card configuration
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04:08:36  <EternalDecoy> does anyone know what port(s) OTTD uses/needs open?
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04:33:52  <Smoky555> morning :)
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04:41:25  <Smoky555> is it possible to join branch/PBS and branch/elrail in to one?
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05:19:05  <Tobin> Smoky555: You mean on you're local machine?
05:19:39  <Tobin> Smoky555: It'd be a lot of work. They both change some of the same things.
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07:15:28  <peter1138> morning
07:16:02  <Tron> morning peter1138
07:16:04  <peter1138> should we make pause_on_join enabled by default?
07:16:10  <Tron> did you look at the terraform issue already?
07:16:15  <peter1138> i've looked at it, yues
07:16:24  <Tron> and?
07:16:31  <Tron> "it's cute"
07:16:34  <peter1138> :D
07:16:43  <peter1138> well i needed to sleep, heh
07:17:00  <Tron> fair enough
07:17:38  <Tron> all i can say is i fixed it in r526 and in r3228 it reappears
07:18:48  * Vornicus looks, sees that someone asked a question that was never answered.
07:18:55  <Tron> and i'm damn glad that at least once i didn't break it again (;
07:18:58  <Vornicus> ED|Sleep: 3979 is the port OTTD uses.
07:19:23  * Vornicus needs to submit a bug report, now that he thinks about it.
07:19:25  <peter1138> heh
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07:25:11  * Vornicus tries to remember his thrice-damned SF account name, gets it on like the fifth try.
07:26:38  <peter1138> use
07:26:46  <peter1138> (unless it's not for ottd, heh)
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07:32:02  <Vornicus> oh, okay.
07:33:56  * Vornicus ponders whether he should actually put his real name in the register thingy.
07:35:22  <Vornicus> okay, flyspray is giving me errors.
07:35:25  <Vornicus> Notice: Undefined variable: register_text in /www/ on line 607
07:35:26  <Vornicus> Notice: Undefined index: project_title in /www/ on line 607
07:35:26  <Vornicus> Notice: Undefined index: flyspray_userid in /www/ on line 264
07:35:26  <Vornicus> Your confirmation code has been sent. Please follow the instructions contained in the message.
07:36:14  <hylje> well
07:36:21  <hylje> post a bug report
07:37:43  <Vornicus>
07:38:57  <hylje> :D
07:39:35  * Vornicus makes sure it's still in the latest.
07:41:48  * Vornicus doesn't see a reason for it not to be, the video subsystem hasn't been touched.
07:45:24  <peter1138> Tron:
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07:46:49  <Vornicus> okay, still in 3988 when I compile...
07:47:40  <Vornicus> and the 3985 official nightly.
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07:51:36  * Vornicus posts a bug report!  Gasp and Tarnation!
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07:53:48  <peter1138> bjarni's domain :)
07:54:27  <Vornicus> Once in a while I feel sorry for Bjarni, having to deal with all the stupid shit I come up with.
07:54:56  <peter1138> org.ludde-ottd, hehe
07:55:13  <Vornicus> REading the crash log I see.
07:56:28  <peter1138> looks like a null pointer to me
07:56:46  <Vornicus> That is indeed what it looks like.
07:57:15  <Vornicus> If I were any good with SVN I'd search back until I found one that doesn't crash.
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07:57:38  <peter1138> i take it alt-enter doesn't work either
07:58:07  * Vornicus doesn't think there's a fullscreen button in the Mac build, but hey, he'll try it.
07:58:47  * Vornicus finds one - ctrl-enter - and tries it, and lo, it does indeed crash.
07:58:59  <peter1138> DarkSSH: (as well)
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08:08:13  <Tron> peter1138: hmhm, shouldn't the check before already catch that case?
08:09:27  <peter1138> no, it's rotated
08:10:18  <Tron> ?
08:10:33  <peter1138> these are tilehs that are allowed, not disallowed
08:10:49  <Tron> i remember fixing this very bug
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08:11:55  <Tron> somehow this test looks a bit duplicated
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08:16:20  <peter1138> perhaps
08:16:23  <peter1138> but it works
08:16:26  * peter1138 > off
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08:21:54  <Celestar> hi peops
08:23:46  <ThePizzaKing> hi Celestar
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08:29:01  <SimonRC> hmm
08:29:09  <SimonRC> Is there a map editor for this thing?
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08:29:46  <SimonRC> Some of the junction examples I have seen look like they were prepared with a special editor of some kind.
08:30:11  <SimonRC> e.g. the terrain is really flat
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08:41:03  <Vornicus> There's the scenario editor.
08:41:38  <Vornicus> "Create Scenario" on the main menu.
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08:54:00  <peter1138> there's a terrain levelling tool ingame too ;p
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08:58:14  <peter1138> Bjarni: bug for you :)
09:01:02  <Celestar> peter1138: do you know anything about OPF?
09:02:06  <peter1138> overseas pakistanis foundation?
09:02:57  <Celestar> Old Pathfinder
09:03:55  <peter1138> yeah
09:04:01  <peter1138> if that's what you call it now :)
09:04:37  <Bjarni> 	<peter1138>	Bjarni: bug for you :) <-- I can't handle a bug report with so little info :p
09:04:56  <Celestar> I do.
09:05:04  <Celestar> ok do you know anything about it? ;)
09:05:12  <peter1138> Bjarni: on bugs :)
09:05:52  <peter1138> a little
09:06:07  <Celestar> peter1138: "we" need to make it railtype-aware.
09:06:41  <CIA-5> celestar * r3989 /branch/elrail/ (42 files in 6 dirs): [elrail] Merge from trunk: revisions 3928:3988
09:07:58  <peter1138> ah
09:09:29  <peter1138> hmm, i take it that npf is, then
09:09:38  <peter1138> anyway
09:09:42  <peter1138> trains don't use the old pathfinder
09:11:09  <Celestar> NTP
09:11:14  <Celestar> and NPF
09:11:20  <Celestar> NPF is railtype-aware
09:11:22  <Celestar> NTP is not.
09:11:25  <peter1138> yeayh
09:11:26  <peter1138> -y
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09:12:16  <Noldo> what are the reasons not to use NPF at the moment?
09:12:27  <Celestar> Noldo: performance.
09:12:35  <peter1138> Celestar: what's tpf->tracktype?
09:12:53  <Celestar> peter1138: TRANSPORT_RAIL TRANSPORT_ROAD ...
09:13:16  <peter1138> oh, does what it says :)
09:13:21  <Celestar> ^^
09:13:30  <Celestar> hm ..
09:13:45  <Celestar> pathfind.c:310 .. somewhere there maybe.
09:14:25  <Vornicus> Bjarni: bug for you! <--- is that enough info?
09:14:26  <Vornicus> :)
09:14:35  <Celestar> hey Vornicus
09:14:42  <Bjarni> Vornicus: read what I just wrote in it
09:15:34  <Vornicus> BAH
09:15:55  <Bjarni> so you are using some sort of Intel mac, right?
09:16:18  <Vornicus> Nope.
09:16:22  <Bjarni> o_O
09:16:26  <Bjarni> then we are screwed
09:16:40  <Vornicus> More info on my new comment.
09:18:15  <Bjarni> now this is one of the weird bugs
09:18:18  <Bjarni> it works for me
09:18:43  <Vornicus> Beans.
09:19:19  <DarkSSH> hmm peter1138: are you sure that's a proper fix?
09:19:36  <DarkSSH> peter1138: Tron added dangslopes and dangslopes2 just for this reason
09:19:53  <Vornicus> dangslopes?
09:19:54  <Celestar> wtf is a dangslope?
09:20:03  <Celestar> bah NTP is evil :S
09:20:43  <KUDr> Celestar: do it on NPF first, so I can see what it will need from new PF i am working on
09:20:53  <Bjarni> interesting. The nightly build crashes, but not the one I compiled myself
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09:22:50  <DarkSSH> FS#80 . Crash when switching from windowed to fullscreen  <-- Bjarni: UTF-8 problem? :)
09:22:55  <Celestar> KUDr: no need to.
09:23:00  <Celestar> KUDr: NPF already works..
09:23:06  <KUDr> OK
09:23:35  <Vornicus> The nightly and all the ones I've built crash.
09:23:55  <DarkSSH> what's 1   org.ludde-ottd.ludde-ottd <-- this doing there?
09:24:24  <Bjarni> DarkSSH: I'm pretty sure it's not
09:24:37  <Vornicus> if you can zip your build up and DCC it to me I can test it on my machine.
09:25:03  <DarkSSH> Bjarni: well worth a shot :)
09:25:25  <DarkSSH> Vornicus: did you find the exact revision it crashes at?
09:25:51  <Bjarni> hint: try the one that optimised the cocoa video driver
09:26:07  <Bjarni> I'm pretty sure I know what line it crashes in
09:26:07  <Vornicus> No sir.  I haven't been able to do so because of version incompatibilities in the external files.
09:26:19  <DarkSSH> heh
09:26:31  <Bjarni> the issue is that I have no idea why it works sometimes and fails sometimes
09:26:42  <Vornicus> specifically (dun-dun DAAAAAH!) language packs.
09:29:52  <Naksu> i see some people love the wtf
09:29:53  <Naksu>
09:30:35  <Celestar> this will be more troubleful than I thought :S
09:32:07  <Bjarni> Vornicus: btw since you got two CPUs, you should use the -j option when running make. I worked on getting the makefile to work with that, so you might as well use it ;)
09:32:48  <peter1138> DarkSSH: no, i'm not sure it's a proper fix, but it does fix it
09:33:10  <Celestar> we talking about the signal fix?
09:33:15  <DarkSSH> because the dangslopes2 is made especially for this
09:33:21  <DarkSSH> just mode is different somehow
09:33:42  <DarkSSH> Celestar: no, terraform bug
09:33:44  <Vornicus> I should use that, yes.
09:33:52  <Vornicus> Thank you for telling me about it.
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09:33:56  <Celestar> DarkSSH: I see.
09:34:06  <DarkSSH> peter1138: which reminds me. Did you pick a fix yet for the signals? ;)
09:34:09  <Vornicus> wtf does dangslopes do?
09:34:09  <peter1138> DarkSSH: remember, this is a special case for terraforming when there is one track bit on the tile
09:34:22  <peter1138> dangerous slopes -- slopes you can't have track on
09:34:32  <DarkSSH> Celestar: build top-horizontal track and terraform-down the south-corner twice
09:34:36  <peter1138> or rather, can't terraform
09:34:47  <peter1138> DarkSSH: not just that, it works for all combinations
09:34:50  <DarkSSH> peter1138: I see the point, but the old code was especially there for this case
09:34:55  <peter1138> no it wasn't
09:34:56  <DarkSSH> and it worked in all cases
09:34:58  <Vornicus> (on the other hand, bjarni, I like being able to work on my computer while the thing makes, and using both for one job makes everything else sluggish.
09:34:58  <Celestar> DarkSSH: checking
09:35:07  <peter1138> the existing code is for lowering the corner that the track is on
09:35:13  <DarkSSH> peter1138: dangslopes2 was, no?
09:35:15  <peter1138> this code is for lowering the opposite corner
09:35:27  <DarkSSH> hmm, so how come it worked?
09:35:36  <Bjarni> Vornicus: then that's your choice. Sometimes you just want a fast compilation, sometimes you want free CPU time
09:35:42  <Celestar> DarkSSH: that is .. suboptimal?
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09:35:53  <DarkSSH> Celestar: just a bit
09:36:01  <Celestar> DarkSSH: what revision did cause that?
09:40:22  <Celestar> someone with knowledge about NTP. HELP ME
09:40:35  <peter1138> DarkSSH: magic
09:40:44  <peter1138> it's still magic, just different magic
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09:41:50  <DarkSSH> Celestar: 3288 I think
09:42:00  <DarkSSH> but the weird thing is I don't see how it caused that
09:42:13  <peter1138> i can
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09:42:27  <peter1138> well, sort of
09:42:29  <DarkSSH> peter the magician ;)
09:42:34  <peter1138> and this fixes it :P
09:42:40  <peter1138> i even tested it ;)
09:43:26  <DarkSSH> Celestar: I mean 3228
09:43:28  <Celestar> peter1138: what does?
09:43:50  <peter1138>
09:44:36  <Celestar> ah
09:47:26  <Celestar> DarkSSH: I'm analyzing the revision in question
09:50:54  <peter1138> i admit, i know how terrafix.diff fixes it, but i don't know why 3228/3249 broke it
09:51:41  <Bjarni> Vornicus: try this binary instead and see what happens
09:52:15  <Celestar> 3228 broke it.
09:52:19  <Celestar> and I'll find out why.
09:52:59  <Bjarni> Vornicus: are you still here?
09:54:52  <Vornicus> yes.
09:54:58  <Vornicus> bah
09:54:59  <Bjarni> DCC timeout :(
09:55:10  <Vornicus> sorry, sometimes my system forgets to tell me.
09:55:14  <Bjarni> like a few sec before you replied
09:55:21  <Vornicus> or, tells me, but hides the window before I see it.
09:56:10  <Bjarni> it took a little to build because I built one binary, then I did it all over WITHOUT G5 specific code ;)
09:58:11  <peter1138> Celestar: there could well be a better fix too...
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09:59:19  <Celestar> peter1138: I have a slight hunch.
09:59:25  <Celestar> stby verifying my theory
10:03:29  <Celestar> peter1138: I'm not getting your modification in 3228 ...
10:03:47  <Celestar> skip_clear has been introduced for tunnels ?
10:04:00  <Bjarni> Vornicus: now it's interesting to see what happens when you try this binary
10:06:03  <Celestar> DarkSSH: peter1138: I don't see why you don't see why r3228 introduced that bug.
10:06:07  <Celestar> ...
10:06:12  <Celestar> great sentence
10:06:15  <SimonRC> note to self: check productivity of an indstry before building station.
10:06:35  <SimonRC> do not build 4-track ro-ro stations for 35T/month woods
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10:15:02  <SimonRC> hmm, does 0.4.5 have higher processor requirements that
10:17:00  <SimonRC> It seems to be more jerky
10:17:08  <peter1138> no
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10:27:12  <Celestar> peter1138: I'm getting there
10:27:17  <peter1138> yeah
10:27:22  <peter1138> i know why it broke it now ;p
10:27:24  <peter1138> however
10:27:29  <Celestar> and why?
10:27:45  <peter1138> want to come up with a better overall fix? heh
10:27:52  <Celestar> possibly. yes
10:27:52  <peter1138> (cos i'm stuck at work :/)
10:27:57  <Celestar> so am I :P
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10:28:33  <Celestar> peter1138: elaborate on the problem please
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10:33:47  <Celestar> well peter1138 I might HAVE a better fix ;)
10:34:27  * Celestar goes testing it
10:35:02  <Celestar> anyone on openttd now, has patch/build abilities and is NOT at work? ;)
10:35:12  <peter1138> good, becuase i think mine is broken in another way, but i can't test it
10:35:50  <Celestar> peter1138: in 3227, you don't modify the tile_table. in 3228 you do.
10:36:01  <Celestar> I think that's what fucks it up.
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10:38:06  <Celestar> peter1138: if you move the tile_table stuff in the if (!skip_clear) block, it works.
10:38:31  <peter1138> yeah
10:38:42  <peter1138> but then you can terraform tunnels
10:39:15  <Celestar> what do you mean?!
10:39:45  <Celestar> I cannot terraform tunnels
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10:41:20  <Brianetta>
10:41:38  <peter1138> nice
10:42:04  <Celestar> peter1138: specify "you can terraform tunnels"
10:42:39  <Celestar> I cannot terraform tunnels in 3227
10:42:54  <Vornicus> Bjarni:  I have just tested it, it fails.
10:43:21  <Bjarni> o_O
10:43:30  <peter1138> Celestar:
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10:43:34  <Celestar> note to all: Tunnel sprites are totally fucked up
10:43:48  <Celestar> peter1138: Cheery
10:43:53  <Celestar> peter1138: Checking
10:44:21  * Vornicus is :(tastic about this.
10:44:32  <Bjarni> Vornicus: it works just fine here
10:45:12  <Bjarni> I'm out of time now
10:45:19  <Bjarni> I will look at this later
10:45:30  <Celestar> peter1138: that calls for special treatment.
10:46:05  <Bjarni> bbl
10:47:12  <Vornicus> ok
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10:49:09  <Celestar> this whole terraforming crap is very very magical :S
10:50:31  <Celestar> peter1138: what EXACTLY are dangslopes?
10:50:40  <Celestar> I mean what do we need them for?
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11:00:28  <Celestar> peter1138: I might have a fix ..
11:02:00  <Celestar> if it works, that is ;)
11:08:39  <Celestar> peter1138: getting there
11:10:03  * SimonRC thinks he has found a bug in 0.4.5 that wasn't in
11:10:16  <Celestar> SimonRC: post it  :)
11:10:24  <SimonRC> wheree?
11:11:29  <Celestar>
11:11:33  <Celestar> and a short summary here.
11:12:04  <SimonRC> hmm, directs me to sourceforge
11:12:56  <Celestar> lwllwww
11:13:04  <Celestar>                
11:13:06  <Celestar> there
11:18:04  <peter1138> or just tell us, heh
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11:18:17  <SimonRC> do I have to sign up to report on
11:18:17  <SimonRC> ?
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11:21:49  <SimonRC> It seems so.
11:22:08  <SimonRC> Well in that case, someone with an account already can report the bug for me.
11:26:46  <SimonRC> "Occasionally, the mouse cursor changes to the ZZZZ, but does not change back.  In the Ratpoison window manager, which maintains seperate cursor positions for each window, this bug can be reproduced fairly reliably by a month-change while the game window is not visible.  Workaround: click on a tool that changes the mouse cursor appearance, and the cursor will change appearance as expected."
11:27:04  <SimonRC> category: UI, severity: minor
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11:30:37  <Celestar> peter1138: my first idea would be to revert 3228
11:32:49  <peter1138> and then?
11:33:02  <Celestar> find some better solution to the tunnel problem? ;)
11:33:21  <Celestar> or rewrite the whole Terraform stuff because it's a mess :P
11:34:55  <peter1138> or apply that fix to get the bug out the way, and then figure out a better way? heh
11:35:08  <tron_> Celestar: it's also dead slow
11:35:16  <tron_> did i miss something important?
11:36:18  <Celestar> tron_: yes.
11:37:07  <Celestar> build a tile with TRACK_BIT_UPPER and raise the southern corner a couple of times
11:39:28  <Celestar> peter1138: I seem to have a fix.
11:39:39  <Celestar> who is maintaining our flyspray stuff?
11:40:26  <tron_> Celestar: i reported that regression
11:40:32  <Celestar> tron_: you did?
11:40:41  <Celestar> when where?
11:40:47  <Celestar> tron_:  I have a fix.
11:40:48  <peter1138> to me, heh
11:40:51  <tron_> yesterday, in the morning
11:40:59  <tron_> or maybe it was saturday in the evening
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11:41:12  <tron_> to peter and to dv
11:41:34  <tron_> mainly to dv to stop the release
11:42:12  <Celestar> ahh nice showstopper
11:42:20  <Celestar> tron_: you got 10-15 minutes?
11:42:49  <tron_> <DarkSSH> peter1138: Tron added dangslopes and dangslopes2 just for this reason <--- i just added the latter, the former was "always" there
11:42:52  <tron_> Celestar: sure, mom
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11:43:06  <Celestar> I've removed dangslopes* ....
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11:48:56  <Celestar> the fix is actually shorter than the original code ..
11:49:22  <SimonRC> "Supply problems cause to announce immenent closure."
11:49:28  <Celestar> direction = ts->direction, r; <= and I HATE these kind of variable declarations.
11:49:32  <SimonRC> (It had closed already, wahtever it was)
11:50:04  <SimonRC> I would say that that message was due to a GC bug, but there isn't one.
11:51:06  <peter1138> Celestar: heh :)
11:51:14  <peter1138> Celestar: what's the correct fix then? :)
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11:51:43  <Celestar> peter1138: can you accept dCC?
11:51:48  <peter1138> yeah
11:52:19  *** Zingaporekid is now known as Skiddles^
11:52:48  <peter1138> can't you use gettileslope there?
11:52:53  <Celestar> peter1138: nope.
11:53:02  <Celestar> peter1138: because the tile is not yet modified...
11:53:18  <Celestar> neither are the adjacent tiles.
11:53:40  <peter1138> Celestar: tunnels can only be damaged by direction == -1, no?
11:53:46  <Celestar> but I'm going to unify GetTileSlope and that code snippet ..
11:53:48  <Celestar> peter1138: yes.
11:53:50  <peter1138> oh, track too. yes. sillyme
11:54:11  <Celestar> no track can be damaged in both directions ..
11:54:57  <peter1138> still looks like nasty special casing for railways ;)
11:55:19  <Celestar> but less nasty.
11:55:24  <Celestar> with less arrays.
11:55:45  <peter1138> yeah
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12:07:56  <MiHaMiX>
12:08:39  <Vornicus> ooh, hypnotising.
12:09:02  <peter1138> quite big
12:09:30  <MiHaMiX> yes :)
12:09:34  <MiHaMiX> airbus a380 :)
12:09:36  * Skiddles^ scuttles off for quite some time
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12:10:06  <Celestar> that'S not even the biggest engine anyway
12:10:11  <Celestar> it's only 116 inch
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12:11:32  <MiHaMiX> _only_ :DD
12:11:32  <Celestar> and it's a british engine ;)
12:12:38  <Celestar> MiHaMiX: the GE90-115B is 128 inch
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12:23:27  <Brianetta> That guy is standing closer to the back of the engine.  Perspective makes it look bigger.
12:24:04  <Brianetta> It's framed such that the guy is close to the bottom of the frame, which makes the engine look very low, too.
12:24:28  <Brianetta> You can see his real relative position by his reflection - he's past the trailing edge, easily.
12:26:42  <peter1138> hmm
12:28:29  <DarkSSH> MiHaMiX: ping
12:28:52  <DarkSSH> MiHaMiX: did you turn on non-registered bug-reports on flyspray?
12:29:18  <MiHaMiX> DarkSSH: no, not yet, since you asked me not to do it yet.
12:29:55  <DarkSSH> yes I did!
12:30:38  <DarkSSH> well I think I did
12:30:43  <DarkSSH> can't find it in these logs
12:30:50  <DarkSSH> but I have logs all over the place :(
12:30:50  <MiHaMiX> DarkSSH: no, you didn't. I have logs to prove it.
12:30:51  <MiHaMiX> :P
12:31:01  <DarkSSH> but I wanted to
12:31:04  <MiHaMiX> lol
12:31:09  <DarkSSH> which you opposed on the grounds of spam
12:31:15  <DarkSSH> and you have the logs to prove it
12:31:34  <MiHaMiX> DarkSSH: AFAIR, you gave me the priorities: 1: translator, 2: flyspray
12:32:14  <DarkSSH> ok, if it is that much work, I'll maintain the priorities :)
12:32:27  <DarkSSH> but if not, priorities just changed baby ^;
12:32:30  <DarkSSH> fuckin...brb
12:32:57  <MiHaMiX> lol
12:32:57  <MiHaMiX> :)
12:33:03  <DarkSSH> stupid dutch keyboard crap
12:33:04  <DarkSSH> ble
12:33:05  <DarkSSH> h
12:34:00  <Cipri> Keyboards that stick to the default dutch layout are Satans Keyboard *sagenods*
12:34:31  <MiHaMiX> DarkSSH: 20:30 <DarkSSH> neh, egesz jol mukodik, inkabb koncentralj a translatorra :)
12:34:53  <DarkSSH> ok and now the part that proves I asked for it :)
12:35:26  <MiHaMiX> there's no such part :PP
12:35:34  <DarkSSH> bull
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12:35:40  <DarkSSH> just you wait till I get home!
12:36:00  <MiHaMiX> DarkSSH: by the time you got home, your logs will be lost :)
12:36:36  <DarkSSH> no I don't trim them :)
12:36:57  <MiHaMiX> but i will :DD
12:37:02  <DarkSSH> I have 18MB of logs of #warcraft3 and #tft alone...all bullshit :). And a ton of #openttd
12:37:10  <DarkSSH> you can't, my box is hack-proof!
12:37:10  <peter1138> heh
12:37:29  <DarkSSH> eg. it is turned off :'p
12:37:33  <peter1138> hehe
12:37:51  <MiHaMiX> DarkSSH: and does your box resist to a termo-nuclear rocket? :P
12:38:03  <DarkSSH> you have one?
12:38:28  <DarkSSH> this sucks though. I came back to my old workplace to do some improvements for turns out they eh 'lost' half my work
12:38:33  <MiHaMiX> no, but the systems which gueards there rockets are on the internet :D
12:38:48  <DarkSSH> so I have to redo a ton of work
12:38:56  <peter1138> DarkSSH, celestar's patch:
12:38:57  <MiHaMiX> ahh, that's never nice :(
12:41:00  <Celestar> DarkSSH: you there?
12:41:06  * DarkSSH is not here
12:41:13  <DarkSSH> hmm, does the diff work?
12:41:14  <Celestar> peter1138: there is a more recent one. wait
12:41:45  <peter1138> DarkSSH: i've not tested it
12:41:47  <DarkSSH> I think it'd be probably better to put the rail-way-specific part into rail_cmd.c no?
12:41:48  <peter1138> k
12:41:54  <Celestar>
12:43:11  <Celestar> DarkSSH: It does The Right Thing (TM) .. hopefully
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12:44:17  <DarkSSH> GetTileh(uint n, uint w, uint e, uint s, uint *h)
12:44:19  <DarkSSH> \o/
12:44:27  <DarkSSH> oh
12:44:32  <DarkSSH> we already had this function
12:44:35  <Celestar> no.
12:44:38  <Celestar> we didn't, did we?
12:44:40  <DarkSSH> nevertheless \o/
12:44:46  <DarkSSH> well not functionized ;)
12:44:50  <Celestar> right ;)
12:44:51  <DarkSSH> but in GetTileSlope()
12:45:16  <DarkSSH> I think uint is a bit of an overkill, but ok ;)
12:45:35  <Celestar> HELL. I need some cables put in place, and our workers are on strike.
12:47:16  <peter1138> byte's enough, no?
12:48:33  <Celestar> as what?
12:48:42  <Celestar> uints == faster.
12:53:54  <Celestar> DarkSSH: any chance to test for you?
12:55:09  <SimonRC> Celestar: Cables?  Workers?
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12:56:10  <Celestar> working @ a uni department
12:56:59  * SimonRC tries to remember how to delete some signals without deleting the track
12:59:30  <DarkSSH> Celestar: work :(
12:59:37  <DarkSSH> Celestar: at home ~evening
13:03:11  <Celestar> DarkSSH: I could commit it now, but I'd prefer waiting for additional testing to be done (could not find a problem myself here)
13:03:25  <Celestar> or do you want me to go ahead .
13:08:32  <DarkSSH> I'll have a lookie later on.
13:08:38  <DarkSSH> release is probably tomorrow anyways
13:08:56  <DarkSSH> we need peter to pick one of his fixes for the signal-bug :)
13:09:00  <DarkSSH> <-- going home
13:09:02  <Celestar> DarkSSH: I'd need a go ahead before 1700 ;)
13:09:40  <Celestar> otherwise you'd need to commit in my name
13:10:43  <peter1138> -rw-r--r--  1 root root 23538376704 2006-03-10 02:48 slon.log
13:10:45  <peter1138> that's a bit big
13:11:24  <peter1138> i'm not even going to attempt to open that, heh
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13:19:50  <Tefad> PBS removed because it was too buggy or something?
13:20:00  <Brianetta> Tefad: Basically.
13:20:09  <Tefad> (just finished reading assload of svn updates)
13:20:15  <Brianetta> heh
13:20:21  <Brianetta> PBS has a branch of its own
13:20:25  <Tefad> right
13:20:28  <Celestar> KUDr is working on a new implementation.
13:20:30  <Brianetta> I don't know how well it's progressing.
13:20:55  <Tefad> much of the svn updates were about OSX it seems
13:21:20  <Tefad> and code prettiness
13:22:16  <LadyHawk> sorry i'm not up to date anymore.. but is PBS fixed or removed in the newest release?
13:22:25  <Tefad> hmm has there always been stereo based on screen position?
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13:22:49  <LadyHawk> oh nm
13:22:53  <Celestar> LadyHawk: still removed.
13:22:53  <LadyHawk> didnt read ><
13:23:04  <Celestar> I hope KUDr is making progress.
13:23:07  <LadyHawk> aww
13:23:28  <LadyHawk> me too then, i like PBS
13:23:42  <Celestar> me too.
13:23:45  <Brianetta> I like elrails more
13:23:47  <Celestar> but there were many problems with it.
13:24:01  <Celestar> Brianetta: elrails are doing nice progress on my end ;)
13:24:06  <LadyHawk> i only knew of a few..
13:24:09  <Tefad> ok time for powernap then dentist appt
13:24:18  <Tefad> (should it be the other way around?)
13:24:21  <Brianetta> Celestar: Get some new binaries released so that I can update my server
13:24:22  <LadyHawk> and another newb question im sure you guys have had a lot.. how's the new graphics coming?
13:24:32  <LadyHawk> as far as i remember i thought it was said the new graphics would be in this release
13:24:35  <Celestar> Brianetta: I cannot release binaries, other people will have to do that.
13:24:47  <Brianetta> Poke TrueLight (:
13:24:55  <Celestar> LadyHawk: somehow alltaken disappeared.
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13:25:36  <LadyHawk> so everything you guys had is gone? or is there still someone working on it?
13:25:52  <peter1138> we never had any graphics, heh
13:25:53  <Celestar> LadyHawk: I'm not sure.
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13:26:12  <LadyHawk> setback :(
13:26:19  <Brianetta> There's progress in the forum
13:26:24  <Brianetta> but it's slow and slow
13:27:32  <Celestar> well, still lacking manpower
13:33:08  <Matt-W> Need artists!
13:34:00  <Celestar> Matt-W: you do? ;:)
13:34:05  <CIA-5> tron * r3990 /trunk/road_cmd.c: Remove another call to FindLandscapeHeight()
13:34:21  <Matt-W> Celestar: no, you do!
13:34:46  <Matt-W> I'm way way way way WAY before any sort of artistic requirement at the moment
13:35:59  <Matt-W> but OpenTTD needs artists for our own graphics set
13:36:24  <peter1138> can you draw a typeface?
13:36:29  <peter1138> we need that kind of stuff too
13:36:38  <Celestar> why not use common fonts?
13:36:51  <peter1138> well, could do
13:37:04  <Noldo> Matt-W: artists that don't have trouble with gpl are harder to come by than coders
13:37:07  <Matt-W> can't draw a typeface
13:37:19  <Matt-W> Noldo: yeah, true
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13:43:14  <Celestar> peter1138: when will you get home from work?
13:43:36  <peter1138> in about 4 hours
13:44:17  <Celestar> that's almost as bad as me :P
13:45:47  <Celestar> Tron_: SYN
13:45:56  <Tron> hm?
13:46:57  <Celestar> Tron_: I've tested my diff in about 150 different situations, and found no problem ..
13:47:25  <Celestar> so I believe it works.
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13:48:25  <Celestar> MiHaMiX: do you maintain the Flyspray stuff?
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13:54:37  <Celestar> ok WHY isn'T this stupid AI building trains :S
13:54:50  <Matt-W> because it's stupid?
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13:58:58  <peter1138> Celestar: in elrails?
13:59:01  <peter1138> or just normal... heh
13:59:05  <Celestar> peter1138: yeah, working on it.
14:00:01  <peter1138> because the arrays in landscape_const.h don't take account of the new railtype
14:00:06  <peter1138> (perhaps)
14:00:11  <peter1138> i have a fix for this
14:00:27  <Celestar> it builds elrails.
14:00:49  <peter1138> yes
14:01:07  <Celestar> AH!
14:01:28  <peter1138> simple fix:
14:01:36  <peter1138> better fix:
14:02:02  * SimonRC hopes that you guys knew what you were doing whe you wrote the pre-signalling code
14:02:19  <SimonRC> I've just built a block with 3 entrances and 4 exits
14:02:29  <Brianetta> SimonRC: Feek free to test it.
14:02:29  <peter1138> the better fix makes it choose based on vehicle information instead of using the magic tables
14:02:34  <SimonRC> intertwined in the most ridiculous manner
14:02:35  <peter1138> hence it also works with newgrf wagons
14:03:01  * Brianetta rebuilds his server at 3990
14:03:06  <Celestar> ok
14:03:07  <Brianetta> That'll shut bobingabout up.
14:05:13  <Celestar> peter1138: did you ever TEST that patch?
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14:06:32  <Celestar> peter1138: wee it works
14:07:40  <Celestar> bah
14:07:51  <Celestar> the AI is really sometimes overdoing the factories.
14:07:58  <Celestar> 5 trains for a 90/90 farm :S
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14:11:24  <peter1138> Celestar: which patch?
14:12:26  <Jang-> i loathe playing with AI
14:12:48  <Jang-> in fact, the single worst thing in Loco (for me) was the AI
14:12:56  <peter1138> no
14:13:02  <Jang-> oh, and the signalling :/
14:13:06  <peter1138> the worst thing in Loco was... err... can i have a list?
14:13:19  <Jang-> and the fact that the processor was always running at 100%
14:13:36  <Jang-> man, Loco could have been so good
14:13:53  <Jang-> except for a list as long as both of our arms combined
14:15:12  <Diablo-D3>
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14:16:13  <LadyHawk> i hate the roller coaster tycoon type building of the stuff
14:16:31  <Diablo-D3> LadyHawk: heh
14:16:34  <peter1138> i dunno, the ttdpatch version of that works
14:16:37  <peter1138> er, works ok
14:16:37  <Diablo-D3> thats the part of rollercoaster tycoon I like
14:16:43  <peter1138> but in lomo it sucked
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14:17:31  <LadyHawk> in roller coaster tycoon i think it's neccessary to have it like that cuz it gives you some idea of where the rollercoaster goes.. but in locomotion.. it's just plain annoying
14:17:46  <Diablo-D3> locomotion, however, sucks
14:17:52  <Diablo-D3> and it isnt a chris sawyer game
14:17:58  <Diablo-D3> and afaik he hates it too
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14:22:50  <blathijs> LadyHawk: In rollercoaster tycoon it works because the coaster can only go one way
14:22:58  <Diablo-D3> blathijs: actually
14:22:59  <Diablo-D3> two ways
14:23:16  <blathijs> Diablo-D3: You know what I mean
14:23:27  <Diablo-D3> well, Im not sure what you meant
14:23:41  <blathijs> rollercoasters have no junctinos
14:23:44  <Diablo-D3> ahh.
14:23:48  <blathijs> s/ino/ion
14:23:53  <Diablo-D3> yeah, that'd be bad
14:24:09  <Diablo-D3> speaking of which
14:24:12  <Diablo-D3> I need to work on segal more
14:24:16  <blathijs> which is the sole reason the building style works out..
14:24:25  <peter1138> what is segal?
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14:25:30  <Diablo-D3> Simple Enhanced Game Assembly Layer
14:25:51  <peter1138> Celestar?
14:25:56  <Diablo-D3> basically, I want to take sdl, mash it up, add tons of shit
14:26:06  <Diablo-D3> and then turn it into something that allows me to take over the world.
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14:29:48  <peter1138> sounds like a plan
14:29:56  <Diablo-D3> yeah
14:29:58  <Diablo-D3> see
14:30:03  <Diablo-D3> the problem with sdl, imo, is the lack of OO
14:30:15  <Diablo-D3> but everyone's answer to that is their lameass c++ fetishes
14:30:57  <Diablo-D3> So, yeah, instead, I'm basically rewritting SDL in objc, and making the internals modular enough to be able to extend with a simple plugin system
14:30:58  <Vornicus> I use SDL in C++, but I don't do much low-level wrapping of it.
14:31:10  <Diablo-D3> Vornicus: theres lots of fucking morons that do
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14:31:26  <Diablo-D3> forgetting that using a C api in apps is a perfectly valid way of doing c++ apps.
14:31:43  <Diablo-D3> people who use c++, on the whole, are fucking idiots.
14:32:13  <peter1138> heh
14:32:20  <Diablo-D3> So, hopefully, by finishing segal, and making it popular, I'll make a whole generation of objc coders.
14:32:31  * KUDr_wrk is fucking idiot
14:32:37  <Diablo-D3> You know why objc rocks, btw?
14:32:38  <Vornicus> I use C++ because it allows me to think the way I think.
14:32:47  <Diablo-D3> Its thought out like C is
14:32:50  <Vornicus> ObjC doesn't rock.
14:32:55  <Diablo-D3> you have to actually work at it to do something stupid.
14:33:07  <Vornicus> It is slapped together and inconsistent, even more than C++ is.
14:33:13  <Diablo-D3> Vornicus: lol?
14:33:21  <Diablo-D3> objc was designed by someone who actually knows how languages work.
14:33:26  <Vornicus> So was C++.
14:33:31  <Diablo-D3> not really
14:33:36  * peter1138 discovers more food
14:33:41  <Diablo-D3> C++ was designed by someone who hates the computer industry.
14:33:46  <Vornicus> ObjC was written by somebody who had a Smalltalk fetish.
14:33:53  <Diablo-D3> whats wrong with smalltalk?
14:34:06  <Diablo-D3> smalltalk is widely held as one of the best OO designs.
14:34:16  <Tron> guys, language wars over there please --->
14:34:24  <Diablo-D3> where ---> is ##oss-politics
14:34:28  <Diablo-D3> and yes, the channel exists
14:34:41  <Tron> then flame there
14:34:47  <peter1138> double # ? hm
14:35:31  <peter1138> oh, another lilo-ism i guess
14:36:04  <Vornicus> frankly though, I don't like ObjC for the same reason I don't like PL/SQL: it feels like it wants to be two entirely different languages.  I don't like C++ much either, but at least it feels like one language.
14:36:10  <Diablo-D3> peter1138: yeah =/
14:36:20  <Diablo-D3> Vornicus: thats why I hate c++
14:36:28  <Diablo-D3> it tries to OO in a C syntax style
14:36:31  <Diablo-D3> and totally fucks it up.
14:39:18  <Vornicus> In any case.  C++ is used a lot, and because it's used a lot, it will continue to be used a lot.  I like it because I can think in it, unlike C, unlike Java.  though really I do my thinking in Python, but I can't use that because nobody gets the libraries right.
14:39:40  <Diablo-D3> Well, Im the exact opposite
14:39:45  <Diablo-D3> I cant think in C++
14:39:46  <Diablo-D3> it makes no sense
14:42:27  * tokai likes oop in c :)
14:42:43  <Vornicus> and folks like tokai just plain /scare/ me.
14:43:14  <tokai> well.. c++ is ugly.. and objc is not available for morphos :)
14:45:20  <tokai> <- it is usable imho (oop in c with macros)
14:46:41  <Diablo-D3> tokai: doesnt morpos use gcc?
14:46:57  <tokai> yes.
14:47:05  <Diablo-D3> then it can use objc.
14:47:26  <tokai> well.. noone tried and prolly will not work together with os includes:)
14:47:42  <tokai> everything is c based anyway.
14:47:52  <Diablo-D3> ... so?
14:47:52  <tokai> system and minds of his developers:)
14:47:58  <Diablo-D3> objc requires a c based os =P
14:48:12  <Diablo-D3> but yeah, all you do is compile gcc with objc support enabled, and use gnu's objc runtime
14:49:38  <tokai> worth a try if some time is left:)
14:53:45  <Brianetta> Is thre any way to check out an SVN source tree as a tarball?  I can't SVN as such through this firewall.
14:57:54  <DarkSSH> Brianetta: nightly source
14:58:03  <Brianetta> DarkSSH: Elrails.
14:58:13  <Diablo-D3> hah hah you said El.
14:58:27  <Brianetta> *whoosh*
14:58:37  <Brianetta> That was what you just said, as it went over my head.
14:58:40  <DarkSSH> hmm
14:58:45  <DarkSSH> Brianetta: if you gimma minute
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14:59:06  <Brianetta> wait
14:59:14  <Brianetta> I can check it out on my server and then SFTP it
14:59:29  <Diablo-D3> hah hah you said SFTP
14:59:41  * Brianetta throws a peanut to Diablo-D3
14:59:53  * Diablo-D3 ducks
15:00:14  <Brianetta> You don't want peanut?  Have a banana.
15:00:16  <DarkSSH> Brianetta: want SVN info as well?
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15:00:35  <Brianetta> DarkSSH: No, I'm just trying to build a one-off client at work.  Very naughty.
15:00:46  <DarkSSH> ok
15:00:49  <Brianetta> I can get it by SFTP
15:01:15  <Diablo-D3> Brianetta: Im allergic to peanuts =/
15:01:46  <DarkSSH>
15:01:51  <Brianetta> (:
15:01:53  <Brianetta> yey
15:01:54  <Brianetta> tvm
15:02:10  <Diablo-D3> whats an elrail anyhow?
15:02:25  <Brianetta> a rail that carries coulombs
15:02:31  <Diablo-D3> ?
15:02:40  <Brianetta> lots of coulombs
15:03:08  <SimonRC> How about a "leave station when another train of this type enters or when full" option?
15:03:26  <Hinrik> Diablo-D3: electric railway
15:03:31  <Diablo-D3> ahh.
15:03:35  <Diablo-D3> openttd has that now?
15:03:40  <Brianetta> It's a branch
15:03:48  <Brianetta> but it's coming on really quickly
15:03:51  <Brianetta> Celestar's leading it
15:05:08  * Brianetta peruses the changelog
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15:08:25  <Matt-W> Hmm there was disliking of C++ going on while I wasn't looking
15:08:29  <Matt-W> I'm very disappointed
15:09:37  <Vornicus> SimonRC: I have been begging for that for ages.
15:10:02  <peter1138> Matt-W: do it!
15:10:08  <peter1138> Matt-W: got any plans yet?
15:10:11  <DarkSSH> which remind me
15:10:23  <DarkSSH> Matt-W: if you are serious, don't hesitate for a branch/
15:10:26  <Brianetta> Hmm, game load failed
15:10:29  * Brianetta starts fresh
15:10:38  <Diablo-D3> hrm
15:10:42  <Matt-W> Am serious, just finishing off something else first, which should be done this week or next
15:10:47  <Diablo-D3> you know what I wanna do at some point?
15:11:01  <Diablo-D3> make bigger maps useful
15:11:39  <Brianetta> Define useulf.
15:11:41  <Brianetta> er
15:11:45  <Brianetta> Define useful.
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15:20:16  <SpComb> hmm
15:20:25  <SpComb> freenode > quakenet
15:21:17  <Vornicus> cheese > crackers
15:21:40  <Diablo-D3> but cheese goes well with crackers.
15:21:46  <Vornicus> yes.
15:21:53  <Vornicus> does freenode go well with quakenet?
15:21:55  <Diablo-D3> freenode doesnt go well with quakenet
15:22:18  <Vornicus> oh.
15:22:20  <Vornicus> dang.
15:22:28  <Matt-W> cheese + crackers > either by itself
15:23:09  <Celestar> back
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15:25:35  <Matt-W> I got another friend playing OpenTTD
15:25:50  <Matt-W> unfortunately he was having trouble making money with coal trucks unloading at a steel mill
15:26:03  <Diablo-D3> rotfl.
15:26:12  <Diablo-D3> why the hell would he do that?
15:26:22  <Matt-W> because steel mills need to heat the ore
15:26:30  <Matt-W> it's logical,e xcept that he forgot to check with the game if it was right
15:26:31  <Diablo-D3> but that requires openttd to be intelligent.
15:26:46  <Matt-W> well no, it would just require us to code steel mills to accept coal
15:27:16  <Diablo-D3> but that'd be lame
15:28:11  <Matt-W> not necessarily
15:28:29  <Celestar> great
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15:29:08  <Matt-W> after redirecting his lorreis to a power station he started making a profit though, and was happy
15:29:38  <Diablo-D3> hah you said lorries
15:29:51  <Matt-W> ...and?
15:30:11  <Diablo-D3> thats british!
15:30:20  <Matt-W> Well that would be because I am British
15:30:33  <Diablo-D3> hah you're british!
15:31:06  <Matt-W> hah you're an idiot!
15:31:24  <Matt-W> that's just ridiculous, really
15:31:59  <Diablo-D3> Yeah, me being an idiot really is a ridiculous notion. Tea and scones anyone?
15:32:44  * SimonRC finds out that removing a little track can improve his train network greatly.
15:33:18  <Diablo-D3> <Brianetta> Define useful.
15:33:27  <Diablo-D3> rail costs half as much
15:33:33  <Diablo-D3> trains go twice as fast
15:33:37  <Diablo-D3> map is twice as big
15:33:41  <Matt-W> SimonRC: don't get too enthusiastic, you need to keep some of it
15:34:03  <Diablo-D3> half as many resources
15:34:06  <Diablo-D3> half as many towns
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15:35:59  * peter1138 attempts to learn c++
15:37:04  <Matt-W> aaah C++. Tis fun, but you'll tear all your hair out a few times
15:37:07  <Matt-W> Especially with templates
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15:37:19  <MeusH> trebla
15:37:21  <MeusH> hi
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15:54:28  <guru3> Bjarni: OS X 10.2.8 inspired art:
15:54:45  <Matt-W> peter1138: has your brain exploded yet?
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16:00:54  <peter1138> no
16:01:15  <peter1138> not yet
16:02:31  <`Prof> Hehe.
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16:04:13  <Matt-W> peter1138: that's encouraging
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16:20:40  <CIA-5> belugas * r3991 /trunk/table/town_land.h: -Fix : Last remaining separation of SpriteID from Palette
16:24:13  * SimonRC likes Yate Haugan.
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16:26:03  <SimonRC> Although they're all horribly old by 2015
16:26:08  <SimonRC> and keep breaking down
16:27:12  <Eddi|zuHause2> what is a yate haugan again?`
16:27:30  <Eddi|zuHause2> (i never got used to those screwed up names)
16:27:35  <SimonRC> Concorde.
16:27:53  <SimonRC> Yate Haugan is a much better name IMHO.
16:28:18  <Eddi|zuHause2> is that supposed to mean anything?
16:28:36  <DarkSSH> hmm what is the SQL command to get all the tables in a database?
16:28:41  <SimonRC> well, it is made by the Yate Aircraft company, IIRC>
16:28:43  <SimonRC> .
16:28:47  <Tron> there is no such SQL command
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16:29:04  <Tron> it depends on the RDMS you're using
16:29:05  <DarkSSH> hmm, internal stored procedure then?
16:29:10  <DarkSSH> mysql
16:29:10  <Tron> nope
16:29:10  <SimonRC> The Dinger 1000 looks much uglier.
16:29:22  <Tron> dunno, look in the docu how you get this information
16:29:33  <DarkSSH> ;0
16:29:35  <DarkSSH> ;)
16:30:10  <DarkSSH> Tron: reminds me. I had Bjarni test my iconv patch and het gets at times an error 92 from iconv() ENOPROT or something 'no protocol'? Any idea what that might be
16:30:36  <DarkSSH> also my iconv (at home) expects a non-const inbuf
16:30:37  <DarkSSH> tfarago@Arrakis:~> iconv --version
16:30:37  <DarkSSH> iconv (GNU libc) 2.3.4
16:31:06  <Tron> as i said: it's a bug in glibc
16:31:47  <Tron> 92 is EPROTO
16:32:08  <SimonRC> ah, another problem:  Cloned aircraft really should have shared orders.
16:32:11  <DarkSSH> but what error?
16:32:25  <Prof_Frink> SimonRC: I believe ctrl-clone shares orders
16:32:32  <DarkSSH> he could convert all files nicely except for 'ao' it was I believe
16:32:38  <Prof_Frink> much as ctrl-goto shares
16:32:45  <Tron> iconv isn't supposed to generate that error
16:32:59  <DaleStan> Do any other vehicles share orders when cloning? (Or do aircraft not copy orders either?)
16:33:11  <Tron> did the function return something to indicate an error? otherwise the value of errno is stale
16:33:20  <DarkSSH> Tron: well yes that's what puzzled me, don't see it in man
16:33:30  <DarkSSH> it returned (size_t)(-1)
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16:35:12  <Tron> i'd need to see the code. i have no time to investigate on the problem atm
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16:37:03  <Celestar> Tron: DarkSSH shall I commit that fix now or not?
16:37:22  <DarkSSH> Tron: it's ok. I'll bring it up later, no time for ottd :(
16:37:43  <DarkSSH> Celestar: shit, haven't tested it. But I'll trust you on thisone
16:37:59  <Celestar> DarkSSH: if not, you can still commit a fix-fix-fix ;)
16:38:05  <Celestar> because this one is a fix-fix
16:38:24  <peter1138> mysql has "show tables" for that
16:38:42  <DarkSSH> peter1138: yes I hoped it was that..but it isn't cause I am using hsqldb
16:38:44  <DarkSSH> but found it
16:38:47  <DarkSSH>  \dt
16:39:31  <peter1138> oh, i was imagining you saying mysql then :)
16:39:39  <Tron> Celestar: couldn't test it. well, if it works at least it is good enough for the release
16:39:48  <DarkSSH> peter1138: no
16:39:49  <Tron> \dt - psql uses that, too
16:40:01  <Tron> 17:29 < DarkSSH> mysql
16:40:28  <DarkSSH> thought it would be the same syntax ;p
16:40:40  <Celestar> Tron: I DO hope so.
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16:42:29  <MiHaMiX> Celestar: yes, i do
16:42:31  <Belugas> "show tables name" in Interbase looks like "SELECT RDB$RELATION_NAME FROM RDB$RELATIONS WHERE RDB$SYSTEM_FLAG = 0"
16:43:10  <Celestar> MiHaMiX: can you set me as admin somewhere?
16:43:26  <DarkSSH> Celestar: go, commit
16:43:51  <CIA-5> celestar * r3992 /trunk/ (clear_cmd.c rail_cmd.c tile.c tile.h viewport.c):
16:43:51  <CIA-5> -Fix: Rewrote the code to determine whether a rail-tile can be terraformed.
16:43:51  <CIA-5> Fixes a bug where you could terraform a tunnel (fixed by r3228, but reverted that one)
16:43:51  <CIA-5> Fixes a bug introduced by r3228 which allowed steep rail tiles resulting in ... unwanted effects such as display artifacts.
16:43:51  <CIA-5> That means the terraform feature should not work as intended; it also uses _valid_tileh_slopes to determine valid configurations instead of hand-brewn stuff.
16:43:54  <CIA-5> TODO: _terraform_err_tile and similar TileIndices should have INVALID_TILE as "unused", not 0. (0 is a valid tile).
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16:44:22  <MiHaMiX> Celestar: maybe :D
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16:46:28  <Tron> Celestar: "... terraform feature should _not_ work as intended ..."
16:46:36  <Celestar> ARGGGHHH
16:46:41  <Celestar> I should type more slowly :S
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16:47:34  <CIA-5> celestar * r3993 /branch/elrail/ (5 files in 3 dirs): [elrail] Made the AI elrail-aware. Instead of fixed tables, use a function to find the optimal vehicle (peter1138)
16:47:34  <Prof_Frink> Ooh, nearly at r4k
16:47:36  <Celestar> ok I'm going home.
16:47:51  <Celestar> thanks peter1138 for that one
16:48:04  <Celestar> cu later
16:49:49  <MiHaMiX> Celestar: you are admin now
16:50:46  <Belugas> MiHaMiX, did you received my email?
16:50:57  <MiHaMiX> Belugas: yes, i did, now i'm reading it
16:51:03  <Belugas> ok
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16:52:27  <Celestar> MiHaMiX: thanks
16:52:42  <Celestar> Tron: DarkSSH: please report any found problems to my e-mail or dump it here.
16:55:01  <DarkSSH> kk
17:07:32  <DarkSSH> j203j423
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17:18:16  <Tron> Celestar: look at the edge of the map
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17:21:30  <Tron> Celestar: i guess the change to viewport.c wasn't inteded to be commited
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18:12:30  <peter1138> lol, that's a nice pattern :)
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19:15:11  <MeusH> hi
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19:39:32  <Patrick`> minimum profit for vehicles over 2 years old: is that total lifelong profit or "profit last year" ?
19:39:38  <Patrick`> in calculating ratings
19:39:53  <Patrick`> 'cause I have some trains that take 2 years to do a cargo cycle
19:40:06  <Patrick`> *player ratings
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19:48:02  <peter1138> profit last year
19:49:07  <SimonRC> Darnit, you guys/gals/other are almost as omniconsiderant as the Nethack Dev Team.
19:49:25  <Patrick`> well, that blows it
19:49:39  <Patrick`> mogul status requires me to not have any trains that take more than 1 year per cycle
19:49:46  * SimonRC has just found the "wagon removal" option for engine replacement.
19:49:48  <Patrick`> which means carefully balancing numbers of trains per status
19:50:01  <Patrick`> SimonRC: yeah, it made my day when I got it
19:50:11  <Patrick`> autoreplace was still buggered when I went on hiatus last year
19:50:18  <Patrick`> Bjarni: good work, btw
19:50:49  <SimonRC> Another thing to consider is a better depot-namign system.
19:51:49  <SimonRC> "Brentwood Train Depot #4" is rather clearer than "Brentwood Train Depot"
19:52:01  <SimonRC> (I don't have a bug-tracking account :-( )
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19:52:43  <Bjarni> Patrick`: you have no idea how hard it was to code
19:52:56  <Bjarni> and neither did I when I started :s
19:53:20  <Patrick`> Bjarni: still, thank god
19:53:40  <Patrick`> the realisation that anyone hard core enough to use autoreplace is using homogenous trains *anyway*
19:53:48  <peter1138> claiming all the glory, eh? :p
19:54:01  <Patrick`> other than my amusing "whoops, 900 tons of grain" incident
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19:56:19  <SimonRC> Patrick`: what happened there?
19:59:27  <Bjarni> he got 900 tons of grain capacity instead of what he wanted
19:59:30  <Bjarni> it seems
19:59:39  <Bjarni> maybe it lacked refitting :p
20:01:22  <SimonRC> I recall a phrase I saw somewhere: "A game is just a database with a pretty front-end."
20:01:41  <SimonRC> OTTD needs transactioning.
20:01:43  <SimonRC> :-)
20:02:04  <SimonRC> (I know, complete re-write, hence the smiley.)
20:03:20  <SimonRC> what's the source like?
20:04:00  <SimonRC> I was thinking I could beef up the tree randomisation algorithm, which produces distinctly stripy results ATM.
20:04:16  <SimonRC> (Tree-planting, that is)
20:05:20  <Bjarni> well
20:05:25  <Tron> Bjarni: write an a with a circle above (å)  into a text file and send the file to me, please
20:05:26  <Bjarni> the source if full of C code
20:05:40  <Bjarni> ok
20:07:35  <Bjarni> Tron: DarkSSH just managed to write a piece of code, that converts test UTF->ISO->UTF that works
20:08:08  <Bjarni> Tron: are you trying to do the same?
20:08:09  <Tron> hm, that's a normal å, not the combining version
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20:08:27  <Tron> i'd just use iconv (the program, not the library) to do this
20:09:27  <Bjarni> hmm
20:09:36  <Bjarni> can't get it to give me the combined one
20:09:51  <Bjarni> yet "cat å" opens the file å
20:10:22  <Tron> well, he said you had a file which failed to convert
20:10:38  <Bjarni> yeah, but then he changed the code a little and now it just works
20:10:44  <Bjarni> I can't get it to fail again
20:11:06  <Tron> he told a different story
20:11:10  <Bjarni> the question is why that change since he didn't change anything
20:11:30  <Tron> he said once you wrote your own test file, which failed to convert
20:11:40  <Tron> and then he sent you a test file, which worked
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20:12:14  <Tron> could you please tell me what's the correct story?
20:12:51  <Bjarni> it's correct but after I got his file, it started working for my own files as well o_O
20:13:06  <Bjarni> and the code should do the same, but somehow it's different
20:14:33  <Tron> what you're telling makes no sense to me
20:14:42  <Tron> either it is different or not
20:15:05  <Bjarni> yeah, it makes no sense
20:15:19  <Bjarni> I guess he did change something
20:15:35  <Bjarni> maybe without realising it
20:16:07  <Bjarni> #ifdef CORRECT_ICONV
20:16:07  <Bjarni> #undef CORRECT_ICONV
20:16:07  <Bjarni> #define CORRECT_ICONV const
20:16:07  <Bjarni> #else
20:16:07  <Bjarni> #define CORRECT_ICONV
20:16:08  <Bjarni> #endif
20:16:12  <Bjarni> he added this
20:16:40  <Bjarni> so it defined const if -DCORRECT_ICONV is used
20:16:53  <Bjarni> and then it just worked after I used that argument
20:17:52  <Tron> the other version simply fails to compile
20:23:41  <Patrick`> Bjarni: close
20:23:50  <Patrick`> I had a train with 5 livestock, 2 grain
20:23:56  <Patrick`> it was fine for the production values
20:24:03  <Patrick`> but when I refit and lost half the grain capacity ...
20:24:09  <Patrick`> it built up
20:24:52  <SimonRC> ah
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20:26:04  <Patrick`> that's a minority, 90% of my farm trains are homogeneous anyway
20:26:09  <Patrick`> and obviously the rest are as well
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20:58:09  <RichK__> hi - is brianetta alive tonite?
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21:08:45  <Brianetta> he is
21:09:03  <RichK__> hi
21:09:10  <RichK__> did you get my PM?
21:09:37  <Brianetta> I *just* did
21:09:46  <Brianetta> OK
21:09:51  <Brianetta> which version?
21:09:59  <Brianetta> nightly or stable?
21:10:06  <RichK__> its nightly ish
21:10:11  <RichK__> brb
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21:10:43  <RichK__> r3992
21:12:10  <Brianetta> Just dicking about with the server...
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21:13:00  <RichK__> hmm... bombs in 3993
21:13:15  <RichK__> SlGetoffs error
21:15:32  <Patrick`> request that the savegame compression thread be lower priority
21:15:36  <Patrick`> the game stutters during saving
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21:17:03  <Brianetta> You want 3992?
21:17:16  <RichK__> i think there may be a big problem
21:17:47  <RichK__> my patch adds entries in the config patches (only used on generate)
21:17:58  <RichK__> i think these get saved now :(
21:18:03  <RichK__> with the scenario
21:18:15  <RichK__> so it wont load unless the patches are identical
21:18:16  <Brianetta> So the clients need altering?
21:18:26  <Brianetta> If it's just the server I can patch it
21:18:31  <RichK__> if so, this is a MEGA snafu
21:19:11  <RichK__> games become no longer interchangeable - scenarios can only be designed in the published game
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21:19:30  <MeusH> cu
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21:22:33  <RichK__> hmm.... fresh 3993, all of my newly generated scenarios bomb
21:23:14  <Brianetta> Major downer
21:23:52  <RichK__> bigger than that... it means ANYTHING generated with ANY patch that has a config setting will NOT load on any other system
21:24:19  <RichK__> unless it is perfectly equally patched
21:24:39  <Patrick`> crikey
21:24:44  <Patrick`> aha
21:24:47  <Patrick`> I KNOW WHY THAT IS
21:24:56  * Brianetta flinches
21:25:02  <Patrick`> someone committed a patch that stopped savegames from overriding your patch settings
21:25:08  <Patrick`> therefore, it must also nail scenarios
21:25:23  <Patrick`> Bjarni: fix it?
21:25:40  <RichK__> that would do it ;)
21:25:57  <Brianetta> So Rich...
21:26:07  <RichK__> lol... yes? :)
21:26:08  <Brianetta> if you want to generate something fresh, go ahead
21:26:20  <Brianetta> Just let me know which rev you want
21:26:25  <Brianetta> and I'll compile it
21:27:00  <RichK__> whole point is it uses TG perlin... unless there is a fix, it wont load to clients.... maybe thats why lots of ppl have been desyncing lately
21:27:27  <Brianetta> You can't just generate a game, then save it?
21:27:41  <RichK__> patch settings in savegame
21:28:01  <Brianetta> So let's get this straight
21:28:12  <Patrick`> you save a game, it used to save patch settings as well
21:28:20  <Brianetta> If you have the wrong settings in your cfg, you can play until you desynch?
21:28:35  <Brianetta> That's a massive retrograde step
21:28:41  <RichK__> nk
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21:28:55  <Patrick`> anyone with cvs access: comments?
21:30:03  <RichK__> can someone test if ive got it right.... get latest SVN, patch something that has config settings, new game, save. then revert SVN, recompile, and see if it bombs?
21:30:03  <peter1138> hmm
21:30:17  <peter1138> it won't load, because the patch setting is stored in the game
21:30:22  <peter1138> er, savegame
21:30:38  <peter1138> they're bytepacked like everything else
21:30:52  <peter1138> maybe it should be a simple textbased "variable=value" list
21:31:12  <Patrick`> peter, thank god you're here
21:31:13  <Patrick`> take over
21:31:57  <RichK__> lol - sounds like the fix DV had to do to the config patches list ;)
21:32:07  <peter1138> yeah
21:32:34  <RichK__> lol... another RichK "I dont mean to be awkward ... but... " moment ;)
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21:34:02  <RichK__> if its bytepacked, does that mean the byte sequence has to be an exact parallel, or it doesnt load?
21:35:29  <peter1138> yes
21:36:11  <RichK__> ouch.. that would be it then! my patch adds 3 extra vars as parameters in the config for the TG Perlin generation
21:36:33  <RichK__> but they are only used at map gen time, so need not even be saved
21:36:38  <peter1138> mmm
21:36:43  <peter1138> irritating
21:36:50  <Patrick`> oh, right, I'm wrong
21:36:53  <RichK__> sorry :)
21:36:57  <Patrick`> well, better luck next time
21:37:00  <Brianetta> (:
21:37:20  <Brianetta> I have a server *poised* to start a UKRS game (:
21:37:26  <Brianetta> Or, to be patched
21:37:34  <RichK__> looks like its a no-go for the moment on testing it
21:37:47  <RichK__> do you want the latest patch to have a look?
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21:45:58  <Belugas> DaleStan : ping
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21:46:18  <DaleStan> Someone said my name?
21:46:23  <glx> RichK__: can I look your diff?
21:46:26  <Belugas> I did :)
21:46:42  <DaleStan> Of course, I went and closed the window immediately afterwards.
21:47:08  <Brianetta> [21:45] <Belugas> DaleStan : ping
21:47:19  <DaleStan> Belugas: pong
21:47:20  <RichK__> sure
21:47:30  <Belugas> Can you do PM DaleStan?
21:48:09  <glx> RichK__: where is it?
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21:48:20  <RichK__> ill pm to you
21:50:07  <RichK__> sorry - trillian vs nortonAV problem... whats your OTTD forums PM id?
21:50:18  <glx> glx
21:50:24  <RichK__> doh
21:50:40  <hylje> captain obvious
21:52:15  <glx> RichK__: reading :)
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21:56:45  <Belugas> DaleStan_ : :) That is what I just found.  Thanks.  I might give it a try, it has been a long time I wanted to un-hardcode airports.  Thanks
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21:56:59  <glx> RichK__: I had a quick look: the 3 patches you add are only for map generation, right?
21:57:32  <RichK__> yup
21:57:55  <glx> so use the 'S' flag for all
21:58:19  <glx> this way they are not saved in the savegame, nor sent through network
21:59:15  <RichK__> ah... interesting... ok... ill mod... nice thing about TGPerlin is that I can enter the same seed and get the same map out again ;)
22:00:09  <glx> if you use ottd randomization, it's normal
22:00:29  <RichK__> yup - should be unchanged
22:00:52  <RichK__> so do i set it to S or to N??
22:01:08  *** tokai [] has quit ["It's like, wah."]
22:01:13  <glx> #define S SLF_SAVE_NO | SLF_NETWORK_NO
22:01:17  <glx> so S
22:01:32  <RichK__> okies
22:01:44  <glx> you only save iy in config file
22:01:50  <glx> s/iy/it
22:02:04  <RichK__> lol
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22:05:47  <Celestar> hi peops
22:06:23  <glx> RichK__: another little thing, please use tabs at begining of line, and spaces in middle of lines for alignements
22:07:13  <Celestar> any feedback on 3992?
22:09:28  *** sw4y [] has joined #openttd
22:10:25  <RichK__> i always use tabs at start of line - in middle i use tabs generally too... any tabs at start i dont think are me! :)
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22:11:10  <glx> tabs at start are good, but it's better to use spaces in middle
22:11:35  <RichK__> glx - you are a genius - the S on the two vars makes it load in the nightly :)
22:12:20  <RichK__> brianetta : ping
22:12:30  <Brianetta> pong
22:12:33  <RichK__> hiya
22:12:38  <RichK__> it works in the nightly now
22:12:41  <Brianetta> OK
22:12:44  <RichK__> shall i resend?
22:12:51  <RichK__> r3993 btw
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22:13:12  <Celestar> r3992 and r3993 are identical in the trunk
22:13:13  <Brianetta> sarah(brian)~/openttd-svn% svn up                              pts/7 OK 10:12PM
22:13:13  <Brianetta> At revision 3993.
22:13:41  <Brianetta> Was 3992 the nightly?
22:14:00  <glx> Celestar: yes but the network code don't know that :)
22:14:01  <RichK__> yup - i got r3993, but no comment listed by tortoise for 3993
22:14:09  *** Spoco [] has quit []
22:14:15  <Celestar> 3993 was in the elrail branch, RichK__
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22:15:09  * Brianetta compilalates
22:16:37  <RichK__> interesting... when i SVN Update, tortoise reports as "at 3993", but lists messages for 3992.... i didnt realise it sort of reported cross-branches
22:17:50  <RichK__> brianetta - dont compile my patch in, unless you change the use_terragenesis, and oil_refinery_limit vars in settings.c to "S" in 3rd param
22:17:56  <peter1138> branches are just directories in svn
22:18:43  <Celestar> RichK__: that's one of the main difference between svn and cvs
22:19:12  <RichK__> okies... as long as i need not worry about it ;)
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22:22:47  <Celestar> RichK__: you need not ;)
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22:29:13  <Brianetta> RichK__: Your patch is not compiled in.  Game is up with UKRS.
22:29:27  <RichK__> yay... ill be right there....
22:30:11  * Brianetta compiles himself a client
22:30:18  <RichK__> protected!
22:30:55  <Brianetta> renewal
22:31:00  <RichK__> ahh
22:33:10  <glx> cool assertion failed
22:33:28  <RichK__> hmm... tileh?
22:33:39  <glx> yes something like that
22:33:47  <glx> didn't read it well
22:34:08  <RichK__> try again.... its ok for me so far, but i hate the red "space"
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22:37:55  <glx> and I think I was right :)
22:37:57  <RichK__> glx: you need UKRS for this one
22:37:58  <glx> desync
22:38:28  <RichK__> im using the 10/1/06 build
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22:42:26  <glx> I can't find it :(
22:43:03  <RichK__> ill pm it to you
22:43:57  <RichK__> try his website
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22:44:13  <RichK__> even im not up to date!
22:44:53  <glx> yeah I saw this site but the only available is 13/02/06
22:46:06  <DarkSSH> what's this with the patches problem?
22:46:22  <DarkSSH> consider every patch added to the savegame format as a new savegameversion, which it actually
22:46:25  <DarkSSH> is
22:46:36  <DarkSSH> it is perfectly logical older clients CANNOT load newer versions
22:46:58  <glx> indeed it was a "no need to save" patch
22:47:05  <RichK__> but it prevents scenario creation on anything but vanilla system
22:47:15  <RichK__> true
22:47:20  <DarkSSH> 23:10 < glx> tabs at start are good, but it's better to use spaces in middle <-- correction. MANDATORY to use spaces in middle
22:47:41  <glx> I'm not an official :)
22:47:41  <RichK__> probably 90% RichK foulup... glx sorted vars problem for me
22:48:36  <DarkSSH> RichK__: well you don't need to save the TG-perlin patch setting anyways, so that's no problem :)
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22:53:15  <glx> ok there's a bug in small map
22:54:41  <glx> or maybe the map used cause the bug
22:55:08  <Patrick`> glx: what sort of bug?
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22:55:23  <glx> assert
22:55:46  <Patrick`> is that like the windows version of a segfault or something?
22:55:53  <Brianetta> no
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22:55:59  <Patrick`> ah
22:56:07  <Patrick`> so it couldn't be the same as the ones I know about then
22:56:11  <glx> it only segfault if I ignore it :)
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22:56:29  <Patrick`> what circumstances does it happen in?
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22:57:47  <RichK__> we're reloading the map... it wasnt UKRS saved, so we were missing engines
22:58:08  <RichK__> brianetta : new map on its way in PM
22:58:54  <glx> the assert only happens in this network game
22:59:28  <RichK__> could be a map problem.... if you can get it repeatable, that would be great
22:59:31  <RichK__> ish
23:00:06  <glx> when I move in the smallmap in land owner mode
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23:00:24  <RichK__> interesting
23:01:05  <RichK__> ahh... i wonder if the MP_VOID at the edge has got snaffed
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23:02:34  <glx> yeah easy to reproduce
23:02:52  <RichK__> wowsers!! i came, you left!
23:03:15  <glx> I have a debug build
23:03:21  <glx> let me track it
23:03:35  <Patrick`> glx: ah
23:03:36  <RichK__> confirmed.... IsTile(MP_VOID)....
23:03:41  <glx> yes
23:03:56  <RichK__> okies... that will be my code...
23:03:57  <glx> weird my debugger crashed
23:06:04  <glx> RichK__: yes it should be your code because I'm unable to reproduce with my games
23:06:37  <RichK__> yeah, im just trying to tie down to either industry location or TGP
23:07:30  <RichK__> tgp
23:10:04  <RichK__> nearly got it
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23:17:28  <Brianetta> glx
23:17:36  <glx> many desync
23:17:36  <Brianetta>
23:17:44  <Brianetta> make sure you have all three grfs
23:17:53  <RichK__> 3 grfs?
23:18:11  <Brianetta> ukrs, hovs and viaduct
23:18:17  <glx> latest version indeed
23:18:34  <glx> RichK__: you send me a wrong grf :)
23:19:01  <RichK__> not having a good night!!
23:20:15  <RichK__> got it... just need to rebuild
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23:27:10  <RichK__> darkssh : ping
23:27:56  <glx> it's fun to have maglev in 1948 :)
23:28:35  <RichK__> glx: do you know whether anything has changed about setting the border tiles to MP_VOID?
23:28:50  <RichK__> when i do, it becomes a black space
23:29:00  <DarkSSH> RichK__: I am here but not available for any real discussion sorry :( Struggling with some school stuff atm
23:29:06  <RichK__> okies
23:29:14  <DarkSSH> border tiles were always MP_VOID
23:29:21  <glx> hmm I don't really know about MP_VOID
23:29:39  <RichK__> is it just top/left edge, or all edges?
23:30:12  <DarkSSH> all edges
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23:30:15  <DarkSSH> I think
23:30:23  <RichK__> okies
23:30:28  <DarkSSH> don't know honestly :(
23:31:55  <glx> RichK__: MP_VOID, // invisible tiles at the SW and SE border
23:33:03  <RichK__> its weird - my routine that set edges to MP_VOID is now blanking the tiles along SW edge - that causes CTD
23:33:21  <RichK__> yet the routine hasnt changed since all the other working versions of TG
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23:33:50  <RichK__> and is cut/paste from PNGmap patch
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23:41:33  <DarkSSH> *pom*pom* OSX now has proper UTF-8 support
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23:44:08  <DarkSSH> not even a comment? I am apalled
23:46:51  <Eddi|zuHause> i couldn't care less about OSX ;)
23:47:02  * DarkSSH slaps Eddi|zuHause
23:47:03  * Eddi|zuHause slaps DarkSSH back with some suitable device
23:47:05  <Eddi|zuHause> that the kind of comment you wished? ;)
23:47:17  <DarkSSH> but this also means that we can have proper UTF-8 filenames for linux
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23:47:29  <DarkSSH> cause right now any saves I make with weird chars just end up like boxen
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