Log for #openttd on 10th April 2006:
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00:01:08  <Eddi|zuHause2> Richk67: when are you gonna post the updated diff?
00:03:03  <Eddi|zuHause2> and what does it take to change it so current savegames can be loaded?
00:03:11  <Richk67> about 3 seconds ago ;)
00:03:49  <Richk67> dunno - its a fairly major change in saveload - i just dont go there ;)
00:04:18  <Richk67> current status of mini IN:
00:04:20  <Richk67> Already included:
00:04:20  <Richk67> PBS - old code updated to r4341. Many thanks to Thief^ and Splatman.
00:04:20  <Richk67> TerraGenesis Perlin - total rewrite of landscape generation. It may have problems with small maps 64x64 becoming all water (high water is more like an "islands" setting Wink ). Includes latest 09/04 coastline mod.
00:04:20  <Richk67> Speed Signs - sort your mainlines by the speed of the trains
00:04:20  <Richk67> 6 New Airports - multi-helipads, multi-runways, 2 long thin airports in both directions (N/S, W/E).
00:04:22  <Richk67> PNGload v11
00:04:24  <Richk67> Dither Desert/Rocks (in scenario generator)
00:04:26  <Richk67> More diesel smoke
00:04:28  <Richk67> Improved Acceleration
00:04:30  <Richk67> More Responsive Economy
00:04:32  <Richk67> Planeset v1.2 (r4303)
00:05:17  <Eddi|zuHause2> what's the Planeset v1.2?
00:05:50  <Eddi|zuHause2> does that interfere with the planesetw-ottd.grf?
00:05:53  <Richk67> allows use of the Planeset 1.2 newgrf ... lots of different aircraft etc.
00:06:03  <Richk67> total replacement... much better
00:06:30  <Richk67> includes zeppelins, ruslans, ospreys
00:06:55  <Eddi|zuHause2> hmz.. i seem to only have 1.0
00:07:01  <Eddi|zuHause2> gonna fetch a new one
00:07:05  <Richk67> info:
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00:10:48  <Richk67> gotta go
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00:21:17  <kbrooks> howe many bus stops max do you think i should do incity?
00:22:34  <Eddi|zuHause2> well... if you got one on every tile, that should be too many ;)
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00:27:43  <Eddi|zuHause2> main_gui.c: In function `ScenEditLandGenWndProc':
00:27:43  <Eddi|zuHause2> main_gui.c:1552: error: `SLD_LOAD_PNG' undeclared (first use in this function)
00:28:07  <Eddi|zuHause2> someone obviously forgot an ifdef with_png there!
00:28:18  <Eddi|zuHause2> (in the integrated nightly patch)
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00:33:53  <kbrooks> how doi i find out a town's boundaries?
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00:34:41  <Eddi|zuHause2> by using the ? tool
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06:22:46  <SpComb> hmm
06:22:54  <SpComb> quakenet doesn't seem to be fixing itself
06:25:00  <peter1138> is it broken?
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06:30:30  <SpComb> netsplit since an hour
06:30:33  <SpComb> still ongoing
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07:10:28  <Celestar> morning
07:11:43  <ThePizzaKing> morning Celestar
07:12:18  <jnmbk> in which file is the code for automaticly selecting game language stands(I'm thinking of a automatic selection of town name generation)?
07:13:30  <Celestar> const char *GetCurrentLocale(const char *param)
07:13:33  <Celestar> try this function.
07:16:03  <CIA-5> tron * r4342 /trunk/ (38 files in 3 dirs):
07:16:03  <CIA-5> Change the first two parameters of commands - virtual pixel coordinates of the tile to operate on - to a TileIndex
07:16:03  <CIA-5> Remove DoCommandByTile(), because now it does the same as DoCommand()
07:16:42  <Celestar> that's a bigass commit
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07:17:11  <Celestar> BAH why does konqueror just need about 15 seconds to render a webpage?*
07:17:18  <peter1138> it's just big boned
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07:19:58  <Celestar> Tron_: communication request.
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07:20:31  <Tron> *yawn*
07:20:36  <Celestar> morning.
07:20:51  <Celestar> I have suggestions for shoving some of the map bits around
07:22:28  <Celestar> me->loo();
07:23:53  <jnmbk> there is a real bug at settings.c line 1156 - danish isn't added and when we restart game it returns to swedish....
07:24:41  <jnmbk> or swiss :)
07:24:52  <peter1138> and bjarni didn't spot that?
07:24:56  <peter1138> what kind of danish person is he
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07:36:00  <Celestar> peter1138: train_cmd.c:3200 .. what about this line? remove it?
07:37:11  <Celestar> it's been disabled for ages.
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07:44:17  <Tron> Celestar: the whole function is a congomerate of special cases /:
07:48:07  <Celestar> yeah
07:51:39  <peter1138> hmm
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07:51:48  <peter1138> yeah
07:52:32  <Celestar> is it me or is _ffb_64 kind of stupid?
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07:54:22  <Celestar> static inline int myabs(int a) { if (a<0) a = -a; return a; } <= why FFS do we need this?
07:56:27  <FauxFaux> Heh.
07:56:52  <Celestar> I mean why revent the wheel?
07:57:32  <FauxFaux> I'd suggest that it was faster if I could think of a situation in which it should be..
07:59:04  <Celestar> it's not.
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08:04:59  * stillunknown saw an npf patch which uses floating point math :-)
08:05:54  <stillunknown> he already told it could cause desyncs in network games :-|
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08:11:52  <peter1138> celestar: static line?
08:12:18  <Celestar> peter1138: what do you mean?
08:12:33  <Celestar> peter1138: I mean why do we need the whole function?
08:18:36  <peter1138> *inline
08:18:41  <peter1138> shrug
08:20:23  <Celestar> great
08:20:28  <peter1138> hmm?
08:20:42  <Celestar> abs is an stdlib function, I see no reason for not using it.
08:20:49  <peter1138> we do
08:22:00  <Noldo> but are not goinf to share it with the rest of us?
08:22:19  <peter1138> ?
08:23:26  <Celestar> owner = -1; :S
08:24:52  <Celestar> I hate this friggen gotos in the code.
08:26:10  <peter1138> remove them? :)
08:26:31  <Celestar> first of all I'm removing code from TPFMode2
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08:27:56  <jnmbk> Should I report the little bug I mentioned before or someone is taking care of it?
08:29:25  <Celestar> report
08:29:27  <Celestar> always report
08:29:28  <jnmbk> ok
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08:41:28  <Celestar> pathfind.c is full of voodoo.
08:41:37  <Celestar> static const uint16 _tpfmode1_and[4] = { 0x1009, 0x16, 0x520, 0x2A00 };
08:46:48  <Celestar> KUDr: how's YaPF coming along?
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08:49:53  <stillunknown> maybe pathfind.c is still a gift from the assembly past of ttd
08:52:29  <Celestar> "maybe"? :)
08:53:11  <stillunknown> it's possible that someone codes in voodoo, but unlikely
08:55:49  <stillunknown> i do wonder how ttdpatch gets all those features, because i assume that ttdpatch is coded in assembly
08:56:07  <Celestar> it is.
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08:56:28  <stillunknown> patchman must have a lot of time :-)
08:59:25  <stillunknown> ofcource openttd is crossplatform and less of a resource hog :-)
09:00:31  <Celestar> TTDPatch is a resource hog?
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09:01:58  <stillunknown> it's been a while since i've used windows for tdd, but i remember it as being slow, maybe i accociated resource hog with that
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09:04:05  <stillunknown> openttd (it was half way through 0.3.x) was much snappier when i switched
09:04:58  <Celestar> unless you have 2048x2048 maps :)
09:06:03  <stillunknown> 2048x2048 maps have a load time which is a few seconds longer, saving is considerably longer
09:07:43  <Celestar> only if you enable savegame compression
09:08:22  <peter1138> try that in a network game :)
09:08:29  <peter1138> over dialup
09:08:42  * stillunknown has to correct: a 2048x2048 takes 6 seconds longer(total about 9 seconds) than a 1024x1024 map
09:08:45  <Celestar> well, I didn't say DO IT :)
09:08:50  <stillunknown> to generate
09:09:18  <Celestar> but it is rather amazing how little memory openttd uses
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09:10:51  <stillunknown> 19 mb is less than what a(the one i use) frontend for music player deamon uses :-|
09:11:35  <peter1138> "My idea is to create a dedicated server with a sort of world map (maybe 20480 by 20480 or even greater)"
09:11:38  <peter1138> hee hee
09:12:14  <stillunknown> who's the funny person?
09:12:24  <Celestar> peter1138: that would work if the server only computes the game state.
09:12:29  <Vornicus> 2048x2048 is huge enough for a world map.
09:12:44  <Vornicus> the Africa map is only 512x512 but is incredibly huge.
09:13:33  <Celestar> hm
09:14:10  <Celestar> a full 256x256 map needs about 8% CPU (when it is downclocked to 1GHz)
09:14:21  <Celestar> NPF running
09:14:45  <peter1138> MMOTTD
09:14:47  <Vornicus> (that said, it would be nice to have a whole-world map)
09:19:08  <Celestar> DAMNIT
09:19:15  <Celestar> I have a tif here that I cannot open :o
09:19:25  <Celestar> ok .. 16 tifs
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09:21:28  <Vornicus> (but to do so I think we'd need to be able to put all three non-toy landscapes on the map at once and not have it called cheating.)
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09:22:33  <Celestar> Vornicus: I've already done efforts in that direction.
09:22:40  <Celestar> but it is difficult
09:22:45  <Celestar> we need more map bits.
09:23:03  <Celestar> once 0.5.0 is released, we gotta find out how to expand the map a bit.
09:23:12  <Vornicus> mmmm
09:25:45  <TL|Away> peter1138: that is an old idea from me :'( In fact, I have how it can be done drafted down in a pretty nice detail :)
09:25:48  <TL|Away> Far from impossible :)
09:26:31  <Celestar> typedef struct Tile { int:5 height_n; int:2 offset_e; int:2 offset_s; int:2 offset_w; int:4 type; uint64 data; };
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09:30:13  <peter1138> hmm
09:30:58  * stillunknown just read a forum post by truelight and he said a group is rewriting openttd, is this true?
09:31:32  <Vornicus> "rewriting"?
09:32:03  <stillunknown> An other important note: OpenTTD with GPMI enabled AIs is also on a hold. Currently we are rewriting OpenTTD from scratch with a small group, but this time GPMI enabled, meaning it will be very modular and compact. But, that is an other story... Smile
09:32:10  <stillunknown>
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09:54:31  <TL|Away> stillunknown: that is true yes, else I won't write it, will I? :p
09:57:02  <Celestar> ^^
09:58:40  <RichK67> hi truelight - how would this IN branch you suggested work? im concerned i will be left "holding baby" of trying to keep all the IN patches in sync with the trunk developments
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10:13:33  <stillunknown> a branch frequently will have to be merged with the trunk to be able to put the patches in the trunk once they reach the desirable quality
10:14:34  <stillunknown> instead of keeping the patches up-to-date to the trunk, you keep the entire branch up-to-date to the trunk
10:14:53  <RichK67> in other words, tons of work
10:16:07  <stillunknown> you will need the support of the patch authors to do their part and keep it working, the only advantage is that you will get less patch conflicts
10:16:33  <stillunknown> and other people can help which you can't with a local copy
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10:18:30  <stillunknown> if a patch lacks someone to support it problems crop up, then it could be a lot of work
10:18:44  <stillunknown> *if problems
10:18:45  <RichK67> true, but in some ways i would prefer them to keep their patches up to date, and when its IN time, they get merged then. otherwise, if many devs are updating the same branch, it could get very disorganised
10:21:18  <Celestar> RichK67: I think not.
10:21:22  <stillunknown> there is one option that you make a branch for each patch and a master branch that is updated less frequently with all the patches
10:21:34  <Celestar> I mean 100 people working on the same branch is usually no problem ..
10:22:41  <TL|Away> Celestar: if, and only if, it is coordinated a bit
10:22:50  <TL|Away> else they will changes things of eachother, breaking stuff :p
10:23:02  <RichK67> yup - thats my fear
10:23:08  <Celestar> ay
10:23:25  <TL|Away> RichK67: what I can suggest is this: when it is 'IN' time, you get the current trunk, apply the patches to it, copy all data to a branch, apply it to there, and we compile that branch
10:23:41  <TL|Away> although
10:23:46  <TL|Away> it can even be without the branch part
10:23:50  <TL|Away> where you make 1 patch out of many patches
10:23:53  <RichK67> some of the changes in the last 850 have been major - and have meant every patch needs a rewrite (eg. change to settings vars)
10:23:55  <TL|Away> and we can compile that in the compile-farm
10:24:35  <stillunknown> svn uses cheap copies, why not branch for each major patch, and create a masterbranch for the INs
10:24:38  <RichK67> TL: that is how i thought it would work - pretty much as it is at the moment, except i keep a local copy
10:25:32  <TL|Away> RichK67: if you can supply me with a patch which applies to a certain revision ('svn diff' gives the right format to figure that out automaticly), I can provide you with binaries of all known targets
10:25:36  <RichK67> still: almost all the patches have some conflicts with each other, eg. in english.txt, settings.c, etc... and so quite a bit of work is needed to carefully merge
10:25:39  <TL|Away> (known to the nightly-system :p)
10:26:02  <TL|Away> btw, you want to keep them as seperate patches
10:26:13  <TL|Away> else applying it to the trun kwill most likely never happen :)
10:26:20  <TL|Away> (for the logic reasons :))
10:26:45  <TL|Away> stillunknown: I suggested that some while ago, to give anyone who is interested a branch which he can keep up to date, or not (his choice) and let him work on his patch there
10:26:51  <TL|Away> makes working much easier
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10:27:15  <RichK67> TL: are you in a way suggesting that the IN becomes the test-bed for patch approval into the trunk?
10:27:29  <TL|Away> RichK67: no
10:27:38  <TL|Away> I just want to help you out in the compile-sequence
10:27:46  <TL|Away> making it a bit more available then just windows
10:28:19  <stillunknown> atm IN's are almost a fork, they do very little to the main codebase on the long run
10:28:36  <TL|Away> I would absolutely vote for an unstable branch or what ever to test new features, but I am a retired dev in here, so I won't do anything for or about it :)
10:28:47  <RichK67> okies - but there is no need to "keep separate patches to apply it to trunk"
10:29:03  <RichK67> lol - thats the style ;)
10:29:14  <TL|Away> RichK67: what I ment was, don't mix the patches and that you starts keeping them up to date as one big patch
10:29:22  <TL|Away> forgetting about the seperated patches
10:29:25  <stillunknown> it is smart to do that, because 15 patches are not going to instantly merged as one
10:29:57  <TL|Away> But okay, if you have a patch or what ever to be compiled, and you want it compiled, just let me know :)
10:30:10  <stillunknown> and i think that if you deal with overlap with patches once, most will never cause an issue again, but i might understand svn poorly
10:30:29  <RichK67> TL: so once ive got it as a single big patch, you suggest i maintain as one big, rather than trying to keep developments separate
10:30:32  <TL|Away> I currently have my hands full planning this rewrite :p Hehe :)
10:30:43  <TL|Away> RichK67: okay, I wasn't clear at all
10:30:53  <TL|Away> RichK67: I ment: you give me 1 big patches, were all the seperate patches are merged
10:30:57  <RichK67> still: true, i would agree there.
10:31:06  <stillunknown> what he means, i think is keep the patches seperate and only make it combined for IN's
10:31:07  <TL|Away> but if you fix a bug in some of them, make sure the seperate patches get the fix too
10:31:11  <RichK67> TL: yup, thats what i thought
10:31:15  <TL|Away> because the odds that 1 big patch gets applied
10:31:20  <TL|Away> is... 1 in a million ;)
10:31:38  <TL|Away> the chance a patch get applied to any project, is 1:((LINES/100)^2) ;)
10:31:48  <RichK67> "but if you fix a bug in some of them, make sure the seperate patches get the fix too" ... ouch... workload!
10:31:51  <TL|Away> in here that 100 number is a bit smaller ;)
10:31:59  <TL|Away> RichK67: so just tell the original writer you ahve a bug ;)
10:32:11  <RichK67> yup - that would work
10:32:14  <TL|Away> stillunknown: that was exactly what I ment :)
10:32:25  <TL|Away> but wha tI have seen in the last attempt to this
10:32:29  <TL|Away> the integrated blabla
10:32:33  <TL|Away> that in there bugs were fixed
10:32:39  <TL|Away> and the small patches were no longer visible
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10:33:17  <stillunknown> so basicly keep every patch up-to-date with trunk (with the help of original author) and keep an complete branch up-to-date with the patches
10:33:34  <TL|Away> exactly :)
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10:33:35  <stillunknown> never make bugfixes in the master branch
10:33:37  <RichK67> last full IN; i built & updated each patch individually (all 28 of them!), and then applied all together. very minor conflicts
10:33:45  <TL|Away> isn't much work for RichK67, and works the best :)
10:34:16  <TL|Away> So they did a good job ;) (the 28 patch writers :p)
10:34:39  <RichK67> nope - I did a good job - some took over 1hr to get to merge
10:34:55  <RichK67> some were *very* out of date
10:35:10  <TL|Away> I mean, if there were very little conflicts
10:35:14  <TL|Away> they did it nicely
10:35:17  <TL|Away> not rewriting tons of code :p
10:35:18  <Vornicus> stillunknown: "never make bugfixes in the master branch" would work if there were no bugs currently in trunk.
10:35:38  * Celestar punches Matlab
10:35:38  <stillunknown> the very reason to use svn, because once you've adapted patches to merge into a master branch, you will only need to merge the changed in the patches
10:35:47  <Vornicus> that's not likely to happen in anyone's lifetime
10:35:52  <RichK67> the only real conflicts were the expected ones in english.txt, settings.c, etc
10:36:00  <TL|Away> Vornicus: clearly you missed a part of the story
10:36:09  <Celestar> RichK67: but those are very easy to merge
10:36:13  <RichK67> yup
10:36:16  <Vornicus> clearly.
10:36:44  <stillunknown> @Vornicus: i think those patches should go to a main dev and be put into trunk
10:36:49  <TL|Away> but okay, this should be a good hint to #openttd devs, that it is said that someone can make a combined patch version of OpenTTD, which has 28 (!!) patches, which people like and want ;)
10:36:59  <TL|Away> said = sad
10:37:03  <RichK67> TL: if you prepare a branch for the IN, i can start uploading to it - ive got 10 patches integrated (inc pbs)
10:37:27  <stillunknown> wrong approach imo
10:37:32  <TL|Away> RichK67: so you want the branch? Hehe, now I am confused :p I thought you were going to do it in 1 patch
10:37:52  <RichK67> i want to be master of the bracn
10:38:06  <RichK67> branch, not have lots of devs messing in
10:38:16  <TL|Away> Now I am confused :(
10:38:16  <TL|Away> hehe
10:38:21  <TL|Away> let's take a PM, easier talking :)
10:38:28  <RichK67> okies
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10:39:08  <stillunknown> i would like to comment that if you don't keep seperate branches for each patch, you'll never be able to seperate them
10:39:12  <stillunknown> again
10:40:07  <TL|Away> stillunknown: that was my whole point too yes
10:40:10  <RichK67> just compare the code in the source patch, to the actual codelines in the IN code... no problems for me :)
10:40:21  <stillunknown> that's not the svn way
10:40:34  <stillunknown> svn has many advantages which make life easier
10:40:54  <peter1138> we could just go through the list of patches and see what is and isn't suitable to have in trnuk
10:41:13  <Celestar> peter1138: I've already selected a number of patches that I shall merge
10:41:15  <TL|Away> peter1138: that sounds like a _very_ good idea
10:41:33  <stillunknown> most patches are long and need extensive testing
10:41:34  <Celestar> so don't merge again :)
10:41:41  <peter1138> one of the main problems is the large number of 'patch' options added
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10:41:58  <Celestar> we don't need any more patch options.
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10:42:29  <peter1138> quite
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10:43:00  <Celestar> I'm already busy smallmap zoom and sortable station lists.
10:43:19  <peter1138> i've already done smallmap zoom, with integers
10:43:24  <peter1138> (and i said so, heh)
10:43:45  <peter1138> (probably needs tidying up now)
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10:44:07  <RichK67> since there are a lot of devs here, can i suggest something.... ;)
10:44:13  <TL|Away> I think you guys  needs to use flyspray a bit more
10:44:13  <Celestar> peter1138: could you upload it to the tracker in question?
10:44:16  <TL|Away> to communicate who ois doing what ;)
10:44:34  <peter1138> yah
10:44:38  <Celestar> peter1138: thanks.
10:44:43  <Celestar> TL|Away: I'm already doing so.
10:44:51  <TL|Away> Celestar: but clearly peter1138 isn't ;)
10:45:02  <Celestar> (=
10:45:10  <RichK67> a lot of people are having problems now that the config is saved as packed data in each save file - it means that only savegames made with exactly that patch can load
10:45:21  <TL|Away> stillunknown: to get back to the problem above, RichK67 ment, as far as I understood from his PM, that he just wants a place to upload his patch so it can be compiled :)
10:45:31  <Celestar> RichK67: I don't get that comment.
10:45:42  <TL|Away> RichK67: if one of the devs allow it, we can give you a, where you can upload your patches?
10:45:55  <igor2_off> >TL> strange, i wanted the same ~ a year ago :)
10:45:56  <RichK67> richk67 - with an h ;)
10:46:01  <peter1138> done
10:46:02  <TL|Away> igor2_off: ssstttt
10:46:06  <igor2_off> :>
10:46:07  <TL|Away> RichK67: sorry :)
10:46:18  <TL|Away> RichK67: so bug peter1138 and Celestar about that, if you like that :)
10:46:33  <TL|Away> (I like archiving patches in a decent way.. and the forum isn't that way ;))
10:46:54  <Celestar> WTF is :P
10:47:21  <stillunknown> let me know what richk67 ends up doing, otherwise i will have a request or two :-)
10:47:28  <TL|Away> Celestar: eeuhh.. where have you been? I talked about that 20 times or something? ;) Every dev can get a space there to start openttd related material
10:47:31  <RichK67> celestar: when any save-required patch setting is added, it breaks the ability to load older games without the setting.... but if the data was saved like in the config.cfg file, it could be "read" and the matching vars could be made equal
10:47:48  <TL|Away> Celestar: the idea was to avoid people doing that on their own space, like peter1138 and Tron do, which I personally hate, because you never remember the URL
10:47:56  <TL|Away> (centralizing it is called)
10:48:00  <TL|Away> but you guys never wanted it
10:48:36  <Celestar> TL|Away: I have never been asked actually.
10:48:48  <TL|Away> Celestar: I did ask you, even tiwce (one via mail, one via IRC :))
10:49:01  <TL|Away> I asked every dev
10:49:01  <Celestar> TL|Away: I can't remember then :P
10:49:06  <TL|Away> every single one of them :)
10:49:12  <TL|Away> only it was an opt-in, not an opt-out system
10:49:18  <TL|Away> Darkvater, Bjarni and I have accounts
10:49:22  <Celestar> <= how do I ADD anything?
10:49:25  <TL|Away> so clearly it is a problem on your side ;)
10:49:30  <RichK67> celestar: i liked TL's idea - i would appreciate having a location where i can drop the IN patch, so that it can be grabbed and compiled by the compile farm
10:49:31  <Celestar> possibly :)
10:49:33  <TL|Away> Celestar: ask Darkvater for an account :)
10:49:42  <Celestar> TL|Away: I have an account.
10:49:45  <TL|Away> then login
10:49:49  <TL|Away> ;)
10:49:49  <Celestar> I'm logged in :P
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10:49:53  <TL|Away> Then press POST
10:50:09  <TL|Away> Come on, you can do better then that :)
10:50:13  <TL|Away> I have to go
10:50:16  <TL|Away> back in 2 hours
10:50:22  <TL|Away> RichK67: let me know the outcome (via PM :))
10:50:23  <Celestar> UHHH
10:50:25  <Celestar> found it.
10:50:30  <RichK67> lol - ok
10:50:37  <stillunknown> if i want to make a draft of my "branch" ideas, what would be best, forum, bug tracker?
10:50:56  <TL|Away> stillunknown: and a mail to the maillist :)
10:51:09  <RichK67> Dev forum
10:51:57  <stillunknown> i'll start with dev forum and once it takes shape i'll move it
10:53:43  <Celestar> Once and For All: 1) I have no problem with people getting dev accounts and keeping them as long as said person is active.
10:54:01  <Celestar> 2) I have no problem with an arbitrary number of branches maintained by an arbitrary number of people.
10:54:28  <Celestar> 3) I will NOT merge a 3000+ line diff to trunk in one swoop. The small a diff/patch is, the easier it is go get in.
10:55:16  <peter1138> and 4) don't put english in the non-english translation files
10:55:38  <peter1138> put that comes under 3, as it makes the patch massive too, heh
10:55:40  <peter1138> *but
10:55:50  <RichK67> celestar: i have no intention of ever asking for the IN patches to be added to trunk.... that is up to the individual patch developers - but it may be a good testbed
10:56:20  <Celestar> RichK67: I agree.
10:57:29  <RichK67> however, i can even argue against it being a worthwhile testbed - all it proves is that a patch works with all the other patches. it doesnt prove that against the core trunk it is fully ok
10:57:56  <Celestar> the IM branch should be synced regularly
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10:58:39  <RichK67> yeah - if this were set up, i could manage weekly updates at least. or if the trunk is moving fast, perhaps more often than that
10:59:03  <izhirahider> Is there some sort of place where people can drop in patches for the devs to see?
10:59:24  <RichK67> for my own sanity i would want to keep the changes small, rather than like this 850+ jump im trying to cope with now
11:00:19  <Celestar> izhirahider: yes.
11:00:42  <stillunknown> <-- idea in a few lines
11:00:46  <RichK67> izhira: officially you can put them on the sourceforge system, but the devs are busy, and i think the best place is both there *and* on the Dev forum
11:01:01  <Celestar> RichK67: NOT!!! sourceforge
11:01:04  <Celestar> sourceforge is CLOSE
11:01:06  <Celestar> D
11:01:46  <izhirahider> RichK67: the dev forum is ?
11:02:34  <stillunknown> yes
11:02:39  <izhirahider> ok
11:03:42  <RichK67> oops... ok.... in that case Celestar, can you put something to that effect in a sticky on the Dev forum
11:05:23  <Celestar> RichK67: oh there isn't yet?
11:05:47  <Celestar> RichK67: I wish I could log in :S
11:05:52  <Celestar> RichK67: doing that later.
11:06:51  <Naksu> Celestar: maybe you could start a shitmagnet-projet
11:06:56  <Naksu> like... OpenTTD 2
11:07:19  <Naksu> make it a "testbed" for large diffs
11:07:33  <stillunknown> OpenTTD 2 would suggest a fork
11:07:44  <Naksu> the end result being a "game" that doesnt work in any ways
11:07:45  <igor2_off> :>
11:07:52  <Naksu> except maybe on some weird platform
11:07:59  <Naksu> like os/2
11:09:01  <RichK67> hmm... helpful :P
11:10:41  <stillunknown> @Richk67
11:12:26  <RichK67> still: it still requires the original author to be maintaining. i do think there should be a "home" for all patches to make access & reference easier
11:14:02  <RichK67> the way it has worked so far has been fine generally. when ive found major flaws in integrating an old patch, ive let the patch author know; and sometimes provided them with an updated diff to verify against
11:14:39  <CIA-5> peter1138 * r4343 /trunk/vehicle_gui.c: [Autoreplace] Fix drawing of train list for outdated engines. Fixes FS#106
11:14:45  <RichK67> however, some patches are *very* big - eg. subsidiaries, year>2090, etc.
11:15:31  <peter1138> and one of those is made by a dev
11:15:35  <peter1138> and the dev didn't commit it
11:15:39  <peter1138> must tell you something
11:15:46  <peter1138> (it's big, heh)
11:16:00  <RichK67> lol - i wonder who that could be ;)
11:16:53  <Celestar> hm ..
11:16:56  <RichK67> btw, how well up-to-date is 2090?? i must say its breadth frightens me; effectively modifying every date variable & usage
11:17:04  <Celestar> we still have 5 release breakers in the code.
11:17:28  <peter1138> quite a bit behind now
11:17:42  <RichK67> nothing since 3464?
11:17:56  <RichK67> (late jan)
11:18:06  <Celestar> peter1138: that diff that you uploaded is old.
11:18:09  * Celestar goes bumping
11:18:40  <peter1138> fairly
11:18:43  <peter1138> 31st march
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11:19:40  <peter1138> hmm
11:19:44  <peter1138> you're right
11:19:46  <peter1138> i updated it
11:19:47  <peter1138> hmm
11:19:49  <peter1138> maybe i left it at home
11:19:59  <Celestar> peter1138: I'm updating it.
11:20:19  <peter1138> there was a fundamental change i made to it thugh
11:20:25  <peter1138> dunno if it's in that version or after :/
11:20:30  <peter1138> i need a tracker just for myself ;p
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11:20:56  <Celestar> peter1138: well then ssh to your home comp and find out! :)
11:21:00  <RichK67> lol
11:21:03  <peter1138> the original patch, 1 was 100%, 0.5 was 200%. when i converted it to ints, it became 100 is 100%, 50 is 200%. i later changed it to 100 is 100%, 200 is 200%
11:21:13  <peter1138> Celestar: i would... if i hadn't turned it off
11:21:14  <peter1138> hmm
11:21:18  <peter1138> i could... go home and turn it on
11:21:23  <Celestar> Wake on LAN?
11:21:43  <peter1138> doubt it
11:21:49  <peter1138> wouldn't know how
11:21:54  <Celestar> I use WON over phone
11:22:06  <peter1138> hmm
11:22:12  <peter1138> i can go and get food too.  hmm.
11:23:17  <Celestar> call sister "please switch on my computer"
11:24:55  <peter1138> sister? heh
11:25:31  <Celestar> mother / dad / living individual
11:25:44  <peter1138> well, my missus will be at work too
11:26:07  <RichK67> hmm... my cat has been known to switch a machine off.... (walked on "sleep" button on keyboard ;) )
11:26:10  <igor2_off> train your dog to turn on your comp on command :>
11:26:17  <Celestar> peter1138: any problem with the sortable station list?
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11:26:44  <peter1138> haven't looked atit
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11:27:06  <Celestar> I mean with the idea.
11:27:10  <peter1138> removes globals... good
11:27:12  <peter1138> oh
11:27:12  <peter1138> no
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11:28:12  <peter1138> god our gui code is horrible :(
11:28:28  <Celestar> yes
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11:31:20  <RichK67> one small gui thing that i feel is superfluous - in 4th line of a gui, you set the panel size. in the command build for the gui call, you send this same value + 1. its a pain keeping the two in step; surely the gui code could work out the screen area it needs from that 4th line??
11:32:20  <Naksu> no
11:33:03  <Naksu> if addition was something computers were meant to do, they'd have an instruction for it
11:35:05  <RichK67> actually - having said that, i instantly then found some guis where the panel is not in 4th position, but it still holds true that the gui height is +1 to the largest Y position in the gui definition
11:35:30  <RichK67> eg... (sorry for semi-spam)
11:35:31  <RichK67> static const Widget _about_widgets[] = {
11:35:31  <RichK67> {   WWT_CLOSEBOX,   RESIZE_NONE,    14,     0,    10,     0,    13, STR_00C5,                         STR_018B_CLOSE_WINDOW},
11:35:31  <RichK67> {    WWT_CAPTION,   RESIZE_NONE,    14,    11,   419,     0,    13, STR_015B_OPENTTD,     STR_NULL},
11:35:31  <RichK67> {      WWT_PANEL,   RESIZE_NONE,    14,     0,   419,    14,   271, 0x0,                                        STR_NULL},
11:35:33  <RichK67> {      WWT_FRAME,   RESIZE_NONE,    14,     5,   414,    40,   245, STR_NULL,                         STR_NULL},
11:35:36  <RichK67> {    WIDGETS_END},
11:35:38  <RichK67> };
11:35:40  <RichK67>
11:35:42  <RichK67> static const WindowDesc _about_desc = {
11:35:44  <RichK67>      WDP_CENTER, WDP_CENTER, 420, 272,
11:36:20  <RichK67> the 271 in the WWT_PANEL line is echoed by the 272 in the WindowDesc definition (superfluous imo)
11:37:18  <peter1138> could be automagic i suppose
11:37:50  <peter1138> however
11:37:57  <peter1138> we'd be better off reimplementing it
11:38:43  <Naksu> reimplement it as is
11:39:04  <peter1138> er, sure
11:39:59  <Naksu> done yet?
11:40:04  <peter1138> finishe
11:40:30  <peter1138> i can't be bothered to commit it though
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11:44:49  <RichK67> no commitment ;)
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11:49:07  * peter1138 wonders why check_length is a macro instead of a function... oh well
11:50:22  <blathijs> peter1138: probably as a speed optimization ;-p
11:50:39  <peter1138> uhm
11:51:07  <peter1138> it's in the newgrf loader, so i hardly think that matters :)
11:51:12  <blathijs> possibly to prevent the passing of the "where" string on every check? ;-)
11:51:43  <Celestar> :o
11:51:53  <Celestar> blathijs aslo has a bunch of tracker items
11:52:10  <blathijs> probably :-)
11:53:15  <peter1138> passing a pointer to a char * ? oh no ;p
11:53:30  <peter1138> er, -*
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12:07:44  *** mode/#openttd [+o Darkvater] by ChanServ
12:07:49  *** mode/#openttd [-o Darkvater] by Darkvater
12:07:49  <Darkvater> hi
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12:10:08  <peter1138> morning
12:12:12  <Darkvater> how was the weekend? :)
12:13:32  <izhirahider> Is the web-translated still the prefered way to do translations, or common patches will do?
12:13:51  *** Tefad_ [] has quit [Remote closed the connection]
12:14:10  <Darkvater> izhirahider: no, webtranslator only please
12:14:21  <Darkvater> hmm, MiHaMiX is it finished?
12:15:08  <izhirahider> Ah, I made a patch yesterday, but I guess I should use the web translator then. Is it up-to-date with svn?
12:15:51  <Darkvater> " Translator under reconstruction"
12:15:59  <Darkvater> don't think it's working right now :(
12:17:48  <Celestar> hi Darkvater
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12:19:47  <Darkvater> hi Celestar :)
12:20:31  <Celestar> hows stuff?
12:20:35  <Celestar> g2g for a minute
12:25:38  <Darkvater> he ;p
12:28:49  <Matt-W> lo
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12:31:47  <peter1138> IConsoleAddSorted is a monster
12:32:02  <Matt-W> It won't be the only function that's a monster
12:32:42  <peter1138> it's not a function
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12:34:36  <TL|Away> back
12:35:58  <Zr40> wb, TL|Away
12:36:08  <CIA-5> tron * r4344 /trunk/ (landscape.c rail_cmd.c tunnelbridge_cmd.c): Use tile coordinates or even TileIndices instead of virtual tile coordinates where it suffices.
12:36:22  <TL|Away> (zit je lekker in de trein, heeft iemand geen kaartje bij d'r, EN geen ID.... 15 min op blauw gewacht :()
12:36:34  <Zr40> ..
12:36:34  <TL|Away> (sorry, frustrations, I refuse to translate.. typical NS problems (dutch railway)
12:36:55  <Zr40> summary: someone without a ticket causing delays
12:36:56  <Darkvater> TL|Away: don't ya just love it :)
12:37:04  <TL|Away> Darkvater: yeah :(
12:37:07  <TL|Away> Lucky, I had my laptop
12:37:13  <TL|Away> and I had SG: SG1 with me
12:37:16  <TL|Away> so I had something to do
12:37:19  <blathijs> :-)
12:37:41  <TL|Away> but every idiot has to know by now to have an ID with you!
12:37:56  <Zr40> shouldn't you be coding? :D
12:37:56  * Zr40 runs
12:38:01  <igor2_off> hehe :)
12:38:11  <TL|Away> I don't code
12:38:14  <TL|Away> I watch my screen
12:38:18  <TL|Away> and see chars coming
12:38:21  <TL|Away> then I press compile
12:38:22  <TL|Away> and it runs
12:38:24  <TL|Away> works every time
12:38:25  <TL|Away> :p
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12:38:39  <Zr40> well, whatever you do ;)
12:39:16  <TL|Away> and now I finish watching SG1 :)
12:39:22  <RichK67> TL/Celestar: where should i upload the IN patch so that the compile farm can build it?
12:39:38  <TL|Away> RichK67: did Celestar or who ever agree on giving you an account on
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12:40:00  <RichK67> discussion sort of tailed off once you left
12:40:05  <TL|Away> hehe
12:40:09  <TL|Away> put presure on them
12:41:25  <FauxFaux> (RichK67: Hint, say "yes") :P
12:41:32  <TL|Away> RichK67: upload them to some place, I don't care where :p Just let me know the place :)
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12:44:24  <RichK67> yes? ;)
12:45:01  <RichK67> TL: ok... i have some webspace at, but havent populated it with any pages yet
12:45:10  <RichK67> some = 6Gb
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12:45:23  <TL|Away> RichK67: or put it on the forum for now
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12:48:08  <Celestar> TL|Away: scrollback
12:48:21  <TL|Away> Celestar: no, I only work in summaries
12:48:23  <Celestar> TL|Away: to about 12:55
12:48:45  <Celestar> 12:55 <@Celestar> Once and For All: 1) I have no problem with people getting dev accounts and keeping them as long as said person is active.
12:48:48  <Celestar> 12:55 <@Celestar> 2) I have no problem with an arbitrary number of branches maintained by an arbitrary number of people.
12:48:52  <Celestar> 12:56 <@Celestar> 3) I will NOT merge a 3000+ line diff to trunk in one swoop. The small a diff/patch is, the easier it is go get in.
12:48:54  <TL|Away> Celestar: that still isn't a yes or a no
12:48:56  <TL|Away> that is a general
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12:51:20  <Celestar> TL|Away: ok. I hereby forgo my right to decide whether any individual gets a dev arround or a branch. if someone wants a branch, give it to him as long as your have server resources.
12:51:23  <RichK67> TL: current patch is on the forum - first post of mini IN thread
12:51:24  <Celestar> ;)
12:51:31  <Celestar> was that clear?
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12:52:55  <TL|Away> Celestar: okay, but what I want, is that a dev has to approve any request. As I am not part of the active developing, I want one of you guys to approve every single request :) (I don't want to interface with users ;))
12:53:03  <TL|Away> that anyway, is the idea :)
12:53:28  <Kalpa> w00t
12:53:31  <Kalpa> 0xf00d
12:53:37  <Kalpa> ->
12:54:08  <RichK67> lol => "I don't want to interface with users"   the cry of a true developer ;)
12:54:49  <Celestar> TL|Away: why do you need my approval?
12:59:10  <TL|Away> Celestar: again, I am not part of the active developing of OpenTTD. I can't judge was is wrong and what is right
12:59:13  <TL|Away> for that, we have you guys :)
13:00:18  <blathijs> is it me, or does not exist?
13:00:27  <TL|Away> blathijs: it is you
13:00:48  <TL|Away>
13:01:13  <blathijs> matthijs@katherina:~$ wget --server-response
13:01:18  <blathijs>   Location:
13:01:34  <blathijs> ah, only for userdirs :-)
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13:01:51  <TL|Away> ;)
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13:10:31  <Sacro> afternoon all
13:19:18  <Celestar> TL|Away: give him a branch if he wants a branch
13:20:08  <TL|Away> Celestar:  ;)
13:24:51  <Sacro> give him a rope too, he can hang himself from it
13:32:15  <RichK67> O.o
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13:45:37  <TL|Away> bye all :)
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14:27:29  <CIA-5> celestar * r4345 /trunk/ (industry_cmd.c table/build_industry.h table/industry_land.h): -Codechange: Similar to airport tiles, rename _industry_map5_ arrays to _industry_sections
14:29:57  <Celestar> guys please test: when a train drives up the northern end of a bridge, there's a drawing problem.
14:32:18  <XeryusTC> Celestar: i just saw that happening :)
14:32:28  <Celestar> XeryusTC: saw what happening?
14:32:35  <XeryusTC> the drawing problem
14:32:49  <XeryusTC> it draws the bridge ramp in front of the train
14:32:54  <Celestar> XeryusTC: have you been able to identify a revision?
14:33:19  <XeryusTC> newest + terragenesis perlin + planeset patch + improved npf patch
14:33:35  <XeryusTC> well not newest
14:33:36  <Celestar> well it happens with trunk.
14:33:45  <Celestar> "improved NPF" ?
14:33:59  <XeryusTC> i think it was r4342
14:34:20  <XeryusTC>
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14:35:06  <Celestar> floating point numbers?
14:37:55  <Celestar>
14:37:57  <Celestar> there we go
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14:44:23  <XeryusTC> Celestar: it happened on the nw ramp here
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14:47:31  <Celestar> BAH matlab is so slow here :S
14:48:24  <Eddi|zuHause> RichK67: i had a problem compiling your IN
14:48:27  <Eddi|zuHause> [10.04. 02:30] <Eddi|zuHause2> main_gui.c: In function `ScenEditLandGenWndProc':
14:48:27  <Eddi|zuHause> [10.04. 02:30] <Eddi|zuHause2> main_gui.c:1552: error: `SLD_LOAD_PNG' undeclared (first use in this function)
14:48:27  <Eddi|zuHause> [10.04. 02:31] <Eddi|zuHause2> someone obviously forgot an ifdef with_png there!
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14:58:15  <RichK67> strange - compiled fine here
14:59:30  <RichK67> ah... i compile with PNG set - so i wouldnt see the error as SLD_LOAD_PNG gets defined in my compile
15:00:11  * RichK67 puts official announcement hat on....
15:00:33  <RichK67> Mini IN must be compiled with WITH_PNG:=1 in your Makefile.config
15:00:55  <RichK67> tada... problem solved ;)
15:00:57  <glx> you can add a png check in png load part
15:01:19  <glx> like the check for screenshots code
15:01:45  <Eddi|zuHause> no, you have to ask the author of the patch to add that #ifdef WITH_PNG there
15:01:56  <RichK67> i blame Dalestan myself ;) ;)
15:02:05  <Eddi|zuHause> personally, i just commented that line out
15:02:08  <Eddi|zuHause> and it worked fine
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15:04:20  <RichK67> hmm... be aware that that cripples the ability to load landscapes from PNG files...
15:05:29  <Celestar> Belugas: ping
15:05:40  <Belugas> pong
15:05:54  <Celestar> how/why did you get rid of that one parameter in MakeIndustryTileBigger
15:05:54  <Belugas> You rang?
15:06:17  <Belugas> give me a minute
15:06:41  <Celestar> ah
15:06:45  <Celestar> I thin I see it :)
15:07:19  <Belugas> Why : not needed since it it now within  construction stage calculus
15:07:32  <Celestar> yeah see it
15:07:38  <Belugas> ok
15:07:51  <Celestar> looks nice :)
15:07:53  <Celestar> commit it?
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15:07:57  <Belugas> Ok
15:08:48  <Celestar> at least _I_ have no objections :)
15:08:48  <Eddi|zuHause> RichK67: yes, but i am not planning to use that anyway ;)
15:09:43  <RichK67> eddi: bah... all that hard work, and this is how users repay me .... ;) :P :)
15:09:59  <CIA-5> belugas * r4346 /trunk/ (disaster_cmd.c industry_cmd.c industry_map.h): CodeChange : Add and Use Accessors to Industry's Stage and Counter construction. Removed last direct map access from Disaster_cmd.c as well. Based on work from Rubidium in tfc_newmap
15:10:04  <Belugas> There you go
15:10:33  <Eddi|zuHause> well... you could help me setting it up to compile with png instead... but not now, i got to go
15:11:03  <RichK67> if you use cygwin, png doesnt work on it
15:11:10  <RichK67> it does on mingw32
15:11:53  <Eddi|zuHause> i use mingw32
15:12:10  <Eddi|zuHause> but if i enable with_png, it gives a linking error...
15:12:22  <RichK67> just need to download libpng .... i googled for it
15:12:41  <RichK67> and install in correct mingw32 directory
15:12:55  <Eddi|zuHause> ===> Linking openttd.exe
15:12:56  <Eddi|zuHause> c:\programme\mingw\bin\..\lib\gcc\mingw32.4.2\..\..\..\..\mingw32\bin\ld.exe:
15:12:56  <Eddi|zuHause> cannot find -lintl
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15:14:33  <RichK67> hmm... do you have libpng.a in your /mingw32/lib directory?
15:15:04  <glx> RichK67: it's libintl.a his problem
15:15:05  <Eddi|zuHause> yes
15:15:21  <Eddi|zuHause> but i really need to get going
15:15:46  <RichK67> hmmm.... i dont even have that!
15:16:24  <RichK67> sounds like its an international char support lib or something
15:17:43  <glx> my libpng just use -lpng12 -lz -lm
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15:23:32  <Jang-> every asleep?
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15:29:08  <Celestar> yes Jang-
15:29:52  <Jang-> hi Celestar
15:29:54  <Jang-> how's things?
15:30:21  <Celestar> too busy for my taste
15:31:12  <Jang-> at work?
15:31:48  <Jang-> RichK67: nice scenario btw, i've been having a go at Canyonero
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15:32:23  <Jang-> if you can get your terragenesis patch to produce stuff like that eventually, that'd be great ;)
15:34:35  <Celestar> Jang-: yeah
15:34:55  <RichK67> jang: thanks. its simply a map of the grand canyon, with a few tweaks in the SE corner of the map ;)
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15:35:29  <RichK67> "simply" being many hours gluing together terrain map data ;)
15:35:44  <Celestar> we need a way to import a heightmap
15:35:59  <RichK67> PNGload does it well - its in the mini IN
15:37:09  <RichK67> what i want to do - and i'll have a fiddle with it soon - is to be able to start a new game with the terrain from a PNGload, but with random towns & industries :)
15:37:18  <Jang-> i think the mini IN is becoming in danger of being more interesting than the vanilla openttd
15:37:20  <RichK67> that would make country maps replayable
15:37:50  <Celestar> Jang-: why is that dangerour?
15:37:52  <Celestar> ous*
15:38:01  <Jang-> it was irony
15:38:03  <RichK67> my view is that mini IN is a testsite for patches, without disturbing the main development
15:38:45  <Jang-> my view is that there are some patches which are good, but the devs don't have time to integrate them into the trunk
15:39:06  <Jang-> and the "danger" is that these will eventually get lost as people lose enthusiasm for coding
15:39:11  <RichK67> it gives an opportunity for patches to reach a wide audience and get a good soak testing - without putting the burden on the developers
15:39:21  <Jang-> yes, i fully agree with doing the IN
15:39:23  <Jang-> it's a nice idea
15:39:47  <Celestar> damnit
15:39:50  <Celestar> I just ripped my jeans
15:39:50  <Jang-> but, there needs to be an initiative at some point to integrate the soaked patches
15:39:57  <Jang-> Celestar: been there, done that :(
15:40:05  <Jang-> i've ruined 2 pairs in the last few weeks
15:40:13  <Jang-> i've only got one pair of casual trousers left
15:40:19  <Jang-> need to go shopping :S
15:41:11  <Celestar> me too
15:41:16  <Celestar> but I don't see any time
15:41:16  <Jang-> RichK67: would you prefer to have several people "maintaining" the IN on a branch?
15:41:22  <Celestar> unless I do airport-shopping
15:41:29  <Jang-> where are you going?
15:42:26  <Jang-> RichK67: i'll have to dig out a patch i did once which allowed the user to see the catchment area of a station AFTER it was built
15:42:28  <RichK67> jang: not really - i think it would be hard to coordinate
15:43:04  <Jang-> ok, i'll take your word for it, since you've already had to piece together these patches
15:43:11  *** Jang- is now known as Jango
15:43:15  <RichK67> jang: interesting one - i have to admit occasionally hovering the build airport over an existing one to check its catchment
15:43:29  <Jango> yeah, i originally wrote it for newmap
15:43:35  <Jango> but, as you know, that died :S
15:43:41  <XeryusTC> Jango: if you can find it i would be happy to test it :)
15:43:59  <Jango> some people (Celestar and Truelight) did some reallly nice helper functions which i made use of
15:44:03  <Jango> lol XeryusTC
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15:45:51  <XeryusTC> ?
15:46:36  <Jango> "if i can find it"
15:46:42  <Jango> that of course, is the issue
15:47:52  <Belugas> Jango : newmap died?  tfc_newmap died?
15:49:48  <Jango> nah oldnewmap
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15:50:50  <Darkvater> peter1138: ping
15:54:55  <izhirahider> Darkvater: 12:15 <   Darkvater> " Translator under reconstruction" <-- where did you read that ?
15:55:03  <Darkvater> @topic
15:56:09  <peter1138> pong
15:56:30  <Darkvater> peter1138: you had this really great picture once of some newgrf coupled with new tracks and tunnel entrances?
15:56:35  <Darkvater> Know where it is?
15:56:41  <Celestar> ?
15:56:53  <Celestar> now that we have elrails, we need high-speed rails as next
15:56:53  <Darkvater> I'm thinking about updating the screenshots section of the website and would love to use it
15:57:12  <Darkvater> Celestar: no, we need elevated monorail ^^
15:57:16  <peter1138> yeah
15:57:59  <peter1138>
15:58:01  <peter1138> one of those
15:58:15  <Darkvater> YES, omg YES
15:58:17  <Darkvater> shit, caps
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15:58:43  <Darkvater> peter1138: are those real ingame pics though or just your private dev-pics?
15:59:05  <izhirahider> Darkvater: right, sorry :)
15:59:11  <Celestar> peter1138: we should include those newgrifx.
16:00:03  <Darkvater> what we need is a better database of newgfx. Thre's grfcrawler, but it's non-full
16:00:14  <Darkvater> and has no information about openttd-comaptibility
16:01:19  <Celestar> the screenshots looks years ahead of Lomo :P
16:01:26  <Celestar> ...
16:01:32  <Celestar> I wonder how 32bpp is going...
16:01:41  <Darkvater> comparing ottd with lomo is an insult
16:01:45  <Darkvater> (to openttd that is)
16:04:02  <Darkvater> *OMG* this africa scenario rules
16:04:07  <Celestar> Darkvater: link?
16:04:12  <Darkvater> now that I am not coding I have time to finally play openttd :)
16:04:16  <Darkvater> Celestar: it's included
16:04:23  <Celestar> it IS?
16:04:23  <Celestar> where?
16:04:28  <Darkvater> with the release
16:05:19  <Celestar> I have no releases :P
16:05:33  <Darkvater>
16:06:29  * RichK67 grins :)
16:06:55  <stillunknown> 32bpp branch is not perfect yet and is about 1,5-2 weeks behind on trunk
16:07:03  <stillunknown> the dev is gone for the week
16:07:11  <Celestar> RichK67: wow that kind of rocks :)
16:07:15  <RichK67> Africa + ME took me about 10 x 6hr days... maybe more
16:07:29  <Darkvater> it's droolingly good
16:07:38  <Celestar> RichK67: why?
16:08:09  <RichK67> now peter sorted newgrf, the tropicsetw can work with it... beyer garretts hauling long coal in south africa :)
16:08:14  <Darkvater> too bad there is no incentive at all to start devving all those little island-towns ^^
16:09:13  <Darkvater> hmm, do we have zoomable-minimap yet?
16:09:16  <RichK67> celestar: its accurate... i had to write a dither-desert patch to allow me to paint stippled desert patterns... just the terrain took 3-4 6hr days
16:09:29  <RichK67> placing the towns was about 4 days
16:09:30  <Celestar> RichK67: are all those created using the terragenesis patch.
16:09:38  <RichK67> no - thats pngload
16:09:50  <Celestar> RichK67: I think you could just use a map, scan it to png, and then load it?
16:10:14  <RichK67> yeah, but it doesnt colour in the desert - its all green
16:10:27  <Celestar> if you have a physical map? :o
16:11:04  <RichK67> doesnt help - pngload only handles height levels in shades of grey, not vegetation
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16:11:12  <Darkvate1> bleh, stupid wlan
16:11:50  <RichK67> im considering doing the same thing for the USA, but with a 2048x1024 height map....
16:12:24  <RichK67>
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16:16:19  <Celestar> looks really really nice
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16:17:13  <Celestar> RichK67: I'd prefer Temperate for US
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16:17:54  <RichK67> i have a whole suite of PNGs, for alsorts of places - GB, western europe, meditteranean, turkey, USA, malaysia, japan... if i can get the "Use PNG for New Game Terrain" working, then everyone can play them
16:18:21  <Celestar> that feature would be a must :)
16:18:53  <RichK67> celestar: i want to do temperate for US, but with high-level snow... (just cosmetic - not the industries) ... when i get the chance, i'll see what changes are needed to support it
16:19:13  <Celestar> RichK67: too many.
16:19:24  <Celestar> we need to make the map multi-climate
16:19:40  <RichK67> booyah!!
16:20:11  <RichK67> i think its doable, but i want to take care
16:20:38  <RichK67> at the mo, im too busy with mini IN, TGP, SpeedSigns, etc etc etc
16:20:42  <RichK67> oh and work ;)
16:20:50  <CIA-5> belugas * r4347 /trunk/ (industry.h industry_cmd.c): CodeChange : Renamed IndustryType to IndustryLifeType. Cleanup step toward bringing accessors [G|S]etIndustrype
16:21:43  <RichK67> bang... TGP just broke ;)    thanks belugas ;)   (i think i used that function ;) )
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16:23:05  <stillunknown> enhanced smooth economy has taken a dive too
16:23:48  <Belugas> Function?  I Ain't changed a function....  Sorry if I did :(
16:24:32  <Belugas> OUps... typoed comment : "[G|S]etIndustryType"
16:24:54  <RichK67> lol  - im partially kidding - i think i updated TGP to use [G|S]etIndustryType  but its a moving target ;)
16:27:07  <stillunknown> @RichK67: what did you end up deciding to do? (are you just going to use the ottd nightly compile farm or more?)
16:27:54  <RichK67> still: i have a space where i can upload the patch; TL is setting up the compile farm to take the patch from there and build it
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16:29:27  <stillunknown> does anyone have the problem that with tropicstw.grf the engine's have the wrong icons?
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16:29:55  <stillunknown> (an old steamer that looks like an SH40 for example)
16:31:01  <RichK67> looked ok to me last time i checked it. if using it with one of the scenarios (eg. Africa), set up your newgrf, load the scenario in the editor, resave it, and then do Play Scenario. it should correct the grfs
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16:34:25  <stillunknown> maybe i got some strange old version, i got the one from ttdpatch new graphics and that works
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16:36:50  <peter1138> Matt-W: any gui progress?
16:37:00  <peter1138> (progress includes just plans, heh)
16:37:36  <RichK67> yeah, it was a bit of a flaky set, but its nice to have the triple-part beyer-garretts :)#
16:38:21  <peter1138> stillunknown: no, that was an ottd bug
16:38:30  <peter1138> fixed in 0.4.5 iirc
16:38:43  <peter1138> it also made it crash, heh
16:38:58  <RichK67> yeah, if you scrolled down the trainlist ;)
16:39:44  <peter1138> yup
16:39:53  <Celestar> hm ...
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16:40:57  <stillunknown> i was using this mornings svn
16:41:48  <peter1138> oh
16:42:17  <peter1138> well it sounds like that bug
16:42:19  <peter1138> but ...
16:42:24  <peter1138> that was a while ago
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16:43:32  <stillunknown> @peter1138: i assume that if the physics patches were split into truck and train the chance of inclusion would be bigger on the long run?
16:43:40  <peter1138> yeah
16:43:44  *** Xeryus|food is now known as XeryusTC
16:43:44  <peter1138> but
16:43:50  <peter1138> i've got the train one on its own anyway
16:44:06  <XeryusTC> hi all
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16:44:21  <peter1138> i need to make sure it does the right thing, though
16:44:43  <stillunknown> maybe i'll ask for two seperate branches, to let it mature
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16:45:16  <stillunknown> i too am worried that it's not perfect yet
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16:56:03  <Darkvater> peter1138: have you thought about a feature of allowing some newgrf's to differ between clients in MP games?
16:56:16  <Darkvater> eg sets that only replace graphics, but no functionality
16:56:32  <Darkvater> perhaps this could be done by checking what actions the grf has
17:00:04  <Darkvater> <--food
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17:04:50  <Celestar> bah
17:04:54  <Celestar> I need BPMstupid
17:05:01  <Celestar> aka BPMStudio
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17:17:46  <RichK67> see ya laters folkies
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17:19:43  <peter1138> Darkvater: yes
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17:23:43  <johnny83> !list
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17:41:11  <Celestar> ok I'm off
17:41:27  <Celestar> if Tron emits a signal, please point him to
17:41:28  <Celestar> thanks
17:41:30  <Celestar> bye
17:42:09  <Tron> Celestar: old bug
17:43:10  * Vornicus imagines Tron IRCing in Morse Code.
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18:34:06  <Celestar> Tron: but what does cause it, any idea?
18:34:15  <Tron> sure
18:34:42  <Tron> the bounding box of the bridge ramp intersects with the bounding box of the vehicle
18:34:42  <Celestar> ok then /me forgets about that bug.
18:35:01  <peter1138> heh
18:35:22  <Celestar> so.
18:35:34  <Tron> one solution would be to make the BB of the ramp very low
18:35:47  <Celestar> but?
18:36:13  <Tron> i don't know if this could cause other problems
18:36:45  <Celestar> Tron: I've done some investigations about pathfind.c and have a *very* vague idea about what that flag does.
18:37:24  <Tron> if your vague idea contains the word "magic" then i don't want to know about it
18:37:40  <Celestar> it basically marks all tiles that have been searched in order not to search them again
18:38:22  <Celestar> so it can find a depot that is far away, and then will never find a nearby depot again.
18:38:36  <Celestar> Tron: pathfind.c is full of dark magic
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18:38:53  <Tron> it's "deep magic" not "dark"
18:39:06  <Celestar> no no no
18:39:06  <hylje> malicious magix
18:39:07  <Celestar> DARK
18:39:16  <Celestar> as in "evil"
18:39:20  <Tron> alternative term: "heavy wizardy"
18:39:54  <Celestar> Tron: on the bright side, we can sooner or later get rid of "map5" in TileInfo
18:40:03  <Celestar> hardly any refereces left
18:40:29  <Vornicus> Wait.
18:40:40  <Celestar> ?
18:40:40  <Vornicus> pathfind.c can cast the cruciatus curse?
18:40:51  <Celestar> Vornicus: it does every time you look at it.
18:40:52  <Tron> i want to slowy and most cruelly kill the guy who wrote HandleOnEditText()
18:41:13  <Vornicus> guess it's better than avada kedavra
18:41:16  <Celestar> I want to slowly and most curelly kill the guy who wrote 50% of this code :)
18:41:39  <Tron> please don't use svn ann to figure that out
18:41:55  * Celestar puts his ex-girlfriend upon the guy who wrote HandleOnEditText
18:42:11  <Tron> because i somehow have the feeling the percentage of lines i touched last comes close to that figure
18:42:34  <Celestar> Tron: nope.
18:42:39  <Celestar> Tron:  I meant the other 50% :P
18:43:04  <Celestar> tpf.var2 = HASBIT(flags, 15) ? 0x43 : 0xFF; <= this is cool for example.
18:43:22  <Celestar> even better is the comment describing that line:
18:43:28  <Celestar>  /* 0x8000 */
18:43:37  <peter1138> o_O
18:44:03  <Celestar> Tron: if you don't object, I'll commit the map-saveload move around?
18:44:11  <Tron> this is so evident and self-explanatory the comment isn't even needed
18:44:47  <Tron> does it do anything besides moving the code?
18:44:58  <Celestar> static const uint16 _tpfmode1_and[4] = { 0x1009, 0x16, 0x520, 0x2A00 }; <= sometimes this code cannot hide its origins.
18:45:11  <Tron> looks like TrackDirBits
18:45:17  <Celestar> Tron: yes. it groups the map chunks into an own chunk handler.
18:45:30  <Celestar> which is transparent to the savegame revision
18:46:02  <Tron> hmhm
18:46:14  <Tron> does it guarantee the map is loaded/saved early?
18:46:20  <Tron> there's some code depeding on that
18:46:40  <Celestar> it is loaded first
18:46:54  <Tron> the loading order is dictated by the savegame
18:47:01  <Tron> so saving is the crucial part
18:47:34  <Celestar> it is saved first :)
18:47:47  <Richk67> guys - is there any chance of reworking the config-in-savegame, so that it loads more intelligently on systems - ie. rather than pack the bits/bytes, use plaintext for the config save in savegames; we can then "read" the saved config line-by-line and match up with the client config, rather than just barfing with a SlGetOffs != whatever...
18:48:02  <Celestar> becuase it is the first chunk
18:48:17  * Celestar goes verifying
18:50:35  <Celestar> Tron: maybe I should split it. move first, group later.
18:50:43  <peter1138> Richk67: the saveload code contains revisions...
18:53:05  <Richk67> but if i add a super-set of configs (ie. nothing has been lost, my client has *more*), it still refuses to load a game that has less configs (even if I have all of the ones that were saved)... i know this is NOT an issue for the trunk/main releases, but its an absolute pig for anyone who ever plays with a patch installed
18:53:29  <glx> Richk67: you need to increment savegame revision
18:53:46  <Celestar> Tron: what is the CH_PRI_ stuff? it seems not to be used.
18:54:48  <glx> Richk67: indeed it's not the solution, because the config loading is still the same
18:55:00  <Richk67> glx: but current system assumes a constant set of patches; i think it should be more flexible than this, and work out what its got, and whether it is enough to work
18:55:39  <peter1138> save it as an ini file in a chunk, heh
18:55:49  <Richk67> glx: sure, if there is something missing, then dont load. but if you have more than enough....
18:55:52  <Richk67> peter: exactly
18:56:03  <Richk67> then parse it as its loaded
18:58:25  <Celestar> this saveload code is weird.
18:58:34  <Celestar> WHY is the chunk ID saved as uint32?
18:58:39  <Celestar> and not char[4] ?
18:59:09  <peter1138> probably 1 uint32 is easier to deal with than 4 chars...
18:59:13  <glx> because char is bad
18:59:13  <Richk67> because chars are not necessarily 8 bits on some platforms??
18:59:38  <Celestar> glx: I'd say saving a string as uint32 is worse.
18:59:52  <Richk67> damn - docommandbytile has gone.... that snafus TGPerlin :(
19:00:09  <glx> Richk67: just rename it DoCommand and it works
19:00:11  * Celestar has doubts that platforms who don't have 8-bit chars will NOT run openttd.
19:00:13  <Tron> %s/DoCommandByTile/DoCommand/g
19:00:24  <Celestar> s/NOT//
19:00:38  <Richk67> DoCommand, not DoCommandP ??
19:00:54  <Tron> yes
19:01:10  <Tron> DoCommandByTile was just a wrapper around DoCommand
19:01:13  <Vornicus> At least most things understand ASCII when they see it.
19:01:23  <Tron> what does a terrain generator need DoCommand anyway?
19:01:35  <Tron> btw: i clearly stated that in the commit log
19:01:38  <glx> for levelling land
19:03:54  <Celestar> ok
19:03:57  * Celestar needs to go.
19:04:13  <Richk67> its during the industry placement system
19:04:19  <Celestar> I will not be able to do much openttd coding till April 27th.
19:04:29  <Celestar> I hope to find a map-access-free code by then ;)
19:05:06  <Celestar> so guys, but some effort in this :P
19:05:18  <Belugas> Mmmmhh....
19:05:30  <Celestar> I'd also like to have a feature definition for 0.5.0 by Mid/End May
19:05:30  <Belugas> commitage :)
19:07:09  <Celestar> cu tomorrow
19:07:26  <Belugas> good night
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19:33:34  <XeryusTC> for those interested:
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19:36:31  <guru3> snazzy
19:37:29  <gigajum> :)
19:37:33  <gigajum> looks not bad
19:37:44  <guru3> looks really cool to me
19:38:16  <gigajum> if it works as it looks it's great
19:39:49  <guru3> seems down right cool
19:40:06  <gigajum> but that AI can still be stupid ... ok AI is always stupid
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19:41:14  <hylje> artificial stupidit
19:41:14  <hylje> y
19:41:34  <guru3> still really cool
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19:42:01  <XeryusTC> thank you :)
19:42:29  <XeryusTC> but an AI is as intelligent as it's programmer, in this case that isn't really intelligent ;)
19:42:37  <gigajum> lol
19:42:40  <gigajum> :)
19:43:57  <guru3> lol
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19:53:52  * MiHaMiX is here
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19:59:44  * XeryusTC greets MiHaMiX
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20:02:22  <MiHaMiX> XeryusTC: :)
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20:13:55  <izhirahider> MiHaMiX: hi. How ais the translation process working these days?
20:14:06  <izhirahider> *is
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20:15:47  <MiHaMiX> izhirahider: WT2 will be opened this week, let it be enough for now :)
20:16:09  <MiHaMiX> izhirahider: I'm still working on it, since I had no chance to do a single keystroke on the weekend
20:16:51  <izhirahider> MiHaMiX: when it's finished, please drop a note on the channel :)
20:17:00  <izhirahider> I'd like to chip in
20:17:15  <MiHaMiX> izhirahider: ok, I'll do that, of course.
20:17:22  <MiHaMiX> izhirahider: even more, I'll modify to topic, too ;D
20:17:42  <MiHaMiX> izhirahider: furthermore, the address of the translator will change as well :)
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20:27:22  <MiHaMiX> peter1138: are you around?
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20:27:52  <MiHaMiX> peter1138: if yes, could you please tell me something about the new {FORCE} param? What does it do, what should I know about it, etc..
20:28:49  <peter1138> it will do a similar job as {POWER} and {VELOCITY}
20:29:06  <MiHaMiX> peter1138: and what is FORCE? :)
20:29:42  <peter1138> use the force
20:29:43  <peter1138> um
20:30:01  <MiHaMiX> newton?
20:30:05  <Nubian> star wars
20:30:10  <peter1138> yeah
20:31:33  <Kalpa> Luke.
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20:33:27  <stillunknown> @peter1138: i'm thinking about asking for 3 branches(roadvehaccel, trainaccel and a combined patch (with more patches in the future maybe)), because i really like what the physics patches, but knowing that they are not fully ready/tested/etc
20:35:31  <stillunknown> this way the two can be easily kept apart and still have a combined something to actually use
20:37:10  <MiHaMiX> stillunknown: and 4 other branch with 4 minor differences ;)
20:37:43  <stillunknown> they are not exactly minor
20:38:21  <stillunknown> if it were a small patch i would ask to put it in trunk
20:38:29  <MiHaMiX> okay, but you see my point? Why not making all the changes in 1 branch?
20:38:45  <MiHaMiX> stillunknown: and make it configurable which one to use?
20:39:00  <stillunknown> later on the individual patches can be merged easier
20:39:06  <stillunknown> you mean ingame?
20:39:16  <CIA-3> tron * r4348 /trunk/ (rail.h road_map.h): Move IsLevelCrossing() from rail.h to road_map.h
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20:40:18  <MiHaMiX> stillunknown: yes
20:40:55  <stillunknown> ingame you can choose if you want railaccel, roadaccel, if tilting trains should have speed advantage in corners, and if train and truck maximum speeds should be ignored
20:41:25  <stillunknown> (and let the "physics" deal with the maximum speed)
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20:42:47  <stillunknown> but the combined patch is more than 2500 lines
20:43:06  <stillunknown> which makes the chance of an instant merge 0%
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20:46:40  <CIA-3> tron * r4349 /trunk/ (npf.c rail.h): Remove GetCrossingTransportType(), it's slightly overkill
20:46:57  <hylje> what? overkill is fun
20:47:17  <MiHaMiX> hylje: you mean 0verkill? that was a nice game, indeed :)
20:47:39  <MiHaMiX> stillunknown: ok, I see now :)
20:48:01  <MiHaMiX> stillunknown: but it would be still much better if the users could choose in-game whether they want real physics
20:48:16  <stillunknown> they can
20:48:18  <MiHaMiX> stillunknown: so I prefer an in-game patch cofig window ;)
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20:48:38  <stillunknown> this is purely about increasing merging chances and maintainabilty
20:48:49  <stillunknown> ingame you can choose if you want railaccel, roadaccel, if tilting trains should have speed advantage in corners, and if train and truck maximum speeds should be ignored
20:49:04  <stillunknown> (and let the "physics" deal with the maximum speed)
20:49:30  <MiHaMiX> stillunknown: I can read :)
20:49:50  <MiHaMiX> stillunknown: you don't need to tel me things two times
20:50:04  <stillunknown> i misunderstood you
20:50:25  <MiHaMiX> stillunknown: no prob :)
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20:54:53  <peter1138> hmm
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21:00:58  <CIA-3> belugas * r4350 /trunk/ (industry.h industry_cmd.c industry_map.h smallmap_gui.c): CodeChange : Add and use accessors [G|S]etIndustrype. Define and use IndustryGfx type instead of uint
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21:01:11  <C-Otto> hi there
21:01:16  <C-Otto> i'd like to play in 3200x1200 (performance issues solved)
21:01:30  <C-Otto> what do i have to change in the code besides default_resolutions[]?
21:01:45  <C-Otto> i have strange video errors in the right part (right to 1920 pixels) and whenever some window pops up
21:02:42  <Sionide> crikey
21:02:49  <Sionide> you have monitor(s) that support that resolution?
21:03:07  *** Belugas is now known as Belugas_Gone
21:03:13  <C-Otto> 2x NEC 2180UX :>
21:03:17  <C-Otto> 21,3" TFT with 1600x1200 each
21:03:19  <Sionide> nice
21:03:26  <C-Otto> yes.
21:03:29  <Sionide> but you have performance problems?
21:03:35  <Belugas_Gone> Good night
21:03:35  <C-Otto>
21:03:44  <C-Otto> i had issues, including (system) crashes
21:03:56  <C-Otto> but that was solved a few minutes ago (with the help from some nvidia guy)
21:04:03  <C-Otto> the composite option for Xorg is not that nice :>
21:04:11  <C-Otto> after switching it off everything worked
21:04:18  <izhirahider> C-Otto: Using fluxbox? :)
21:04:21  <C-Otto> yes
21:04:28  <Sionide> hmm weird
21:04:42  <C-Otto> Sionide: yes, that is why i now have an internal support case at nvidia :))
21:05:58  <C-Otto> do you have logs of this channel?
21:06:04  <C-Otto> the resolution question was answered before
21:06:07  <C-Otto> i remember that
21:06:13  <C-Otto> but i don't remember the answer
21:07:28  <Sionide> err i do yeah but i don't have much experience with fiddling with Xorg
21:07:40  <Sionide> usually i find it's a bad idea to mess about with it ;) it works fine on my laptop so *shrug8
21:07:42  <Sionide> *
21:07:43  <C-Otto> i am talking about openttd
21:07:55  <C-Otto> it's inside openttd's source
21:07:57  <hylje> modular xorg in gentoo -- hf with around 100 hard-masked packages
21:08:10  <Sionide> oh right
21:08:18  <C-Otto> ah, found it
21:08:25  <C-Otto> openttd.h
21:08:29  <C-Otto> MAX_SCREEN_WIDTH
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21:11:52  <MiHaMiX> ahh
21:11:56  <MiHaMiX> 14 kept, 409 deleted
21:12:06  <MiHaMiX> Finally I came across my emails :)
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21:15:46  <DJGummik1h> hey folks I have a problem
21:15:54  <DJGummik1h> I am talking in the wrong channel ^^
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21:16:16  <XeryusTC> DJGummik1h: that is indeed a problem :)
21:16:22  <hylje> ha
21:16:45  <DJGummik1h> ^^
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22:34:38  <Eddi|zuHause> hm... that is a funny behaviour...
22:34:42  <Eddi|zuHause> i have a train
22:34:52  <Eddi|zuHause> it's engine has max speed of 80
22:34:57  <Eddi|zuHause> the wagons have 60
22:35:10  <Eddi|zuHause> while going out of a depot, that train went 67
22:35:39  <glx> the speed should not exceed 60 I think
22:35:51  <Eddi|zuHause> i know, but it did ;)
22:36:05  <glx> I think speed in depot is hardcoded
22:48:45  <Kalpa> Could be.
22:49:58  * Eddi|zuHause decides it was a bad idea to use a goods wagon for mail transportation
22:58:20  * Kalpa agrees with Eddi|zuHause
23:00:04  <Eddi|zuHause> no... not in the way you might think... the goods van (2 axle) is refitable to mail... it is then twice as large as the standard mail van (2 axle), but runs only 60km/h
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23:13:25  <izhirahider> how do you "refit" a van?
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23:16:52  <Richk67> oops - belugas' made a snafu in industry_cmd.c
23:18:10  <Eddi|zuHause> what exactly is a snafu??? ... i just got a plain conflict ;)
23:18:41  <Richk67> lol - look up snafu, or watch "Saving Private Ryan"
23:19:23  <Eddi|zuHause> hm... there is a difference... the bank from trunk is not_closable, and the bank of my local copy is production
23:19:27  <Richk67> IT_BANK has been renamed to IT_BANK_TEMP in industry.h, but not carried to all occurrences in industry_cmd.c
23:19:46  <kbrooks> brb.
23:20:41  <Richk67> its ok at r4347, but broken by r4350
23:20:41  <peter1138> which particular occurrences?
23:20:54  <Richk67> line 1741
23:21:07  <peter1138> of?
23:21:15  <Richk67> industry_cmd.c: In function `ExtChangeIndustryProduction':
23:21:16  <Richk67> industry_cmd.c:1741: error: `IT_BANK' undeclared (first use in this function)
23:21:26  <peter1138> that's not in trunk
23:21:42  <Richk67> oh yes it is  :)
23:21:45  <peter1138> industry_cmd.c:1741 is "if (i->produced_cargo[0] != CT_INVALID) {"
23:22:04  <peter1138> grep IT_BANK *.c
23:22:07  <peter1138> er :)
23:22:16  <Richk67> sorry - its part of my miniIN build... the line number may be different
23:22:29  <Richk67> but its not miniIN code
23:22:33  <Richk67> its trunk
23:22:36  <peter1138> lists IT_BANK_TEMP and IT_BANK_TROPIC_ARCTIC once each
23:22:38  <peter1138> it's not
23:23:25  <glx> Richk67: you resolved a conflict in a bad way again
23:23:38  <glx> like in english.txt I think
23:23:46  <peter1138> and haven't learnt to use svn diff, i guess
23:23:58  <Richk67> sorry - i didnt resolve a thing
23:23:59  <peter1138> because it should be pretty obvious what is and isn't in trunk
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23:24:22  <Richk67> i did SVN update only - so it aint my fault guv
23:24:48  <glx> btw I'm compiling r4350, so I'll see if there's a bug
23:25:01  <Eddi|zuHause> Richk67:
23:25:02  <Eddi|zuHause> +				if (i->type == IT_BANK && _opt.landscape == LT_NORMAL) new = clamp(new, 0, 48);
23:25:02  <Eddi|zuHause> +				if (i->type == IT_BANK && _opt.landscape == LT_DESERT) new = clamp(new, 0, 6);
23:25:17  <glx> it's not in trunk :D
23:25:22  <Richk67> ive d/l 4350 clean... its ok in clean.... thats weird then - an svn update not merging right
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23:25:27  <Eddi|zuHause> line 1847 of mini_in_r4341_699.patch
23:25:39  <Richk67> 4341 is old
23:25:39  <peter1138> Richk67: svn update won't magically fix the patches you have applied
23:26:19  <Richk67> no, but it should tell me if the source has changed, and affects an area - you know, warn me of conflicts -- it didnt
23:26:49  <Eddi|zuHause> conflict is only if the same line got changed by 2 different people
23:27:00  <Eddi|zuHause> not if an identifier got renamed ;)
23:27:41  <Eddi|zuHause> SVN has absolutely no way of knowing that this line is affected by a change at a totally different line
23:27:49  <Richk67> got it - its not caught by trunk because its in the smooth_economy patch
23:28:20  <Richk67> eddi - renaming an identifier is enough... hell, putting an extra space in is enough
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23:29:47  <Richk67> ok - fixed, compiling now
23:29:57  <Eddi|zuHause> like i said... SVN does not know about identifiers
23:30:11  <Eddi|zuHause> it only knows about line numbers
23:30:28  <Richk67> yeah, SVN is a purely character recogniser
23:30:41  <Eddi|zuHause> btw. your patch as a pretty annoying flaw...
23:31:03  <Richk67> well, you can ************ fix it then,
23:31:18  <Eddi|zuHause> if pbs.c already exists, it attaches it again, so you get the text twice
23:31:37  <peter1138> uh
23:31:40  <Richk67> THAT IS THE WAY SVN DOES IT.... DONT BLAME ME!"!!!!!!!!!!!!!!!!!!!!!
23:31:42  <peter1138> that happens with all patches that add files
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23:31:53  <peter1138> remove pbs.c first ;p
23:32:12  <peter1138> calm down calm down ay ay ay
23:32:18  <Eddi|zuHause> yes, i suppose that it always does that... that does still not change the fact that it is annoying
23:32:33  <peter1138> it is not a fault of the patch though
23:32:34  <Richk67> not the only thing round here then ;)
23:32:46  <Richk67> users... who'd have them ;)
23:32:51  <peter1138> digusting things
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23:36:55  <flam3r> help plz plz
23:36:56  <flam3r> Makefile:228: *** You need to have SDL installed in order to run OpenTTD on UNIX.
23:36:56  <flam3r> [23:34] <rkjaran> tja, setja upp SDL? :)
23:37:08  <flam3r> ohh I am so sorry
23:38:37  <Eddi|zuHause> i would suggest going to
23:38:55  * peter1138 would suggest kicking the authors of the software he's got to use
23:38:55  <flam3r> Ok the problem is that I amd trying to Install OpenTTD on FC5 and I get this error: You need to have SDL installed. What is SDL ?
23:38:59  <peter1138> (but that won't help you)
23:40:01  <Eddi|zuHause> google -> sdl maybe?
23:40:21  <flam3r> :S tryed it
23:40:26  <flam3r> tried *
23:41:30  <flam3r> Is there no one here who knows how to install OpenTTD for Linux? If so, why does this channel exist????
23:42:03  <flam3r> sry for my english I'm Icelandic
23:42:06  <Richk67> to service your every wish and desire oh master
23:42:55  <tank> flam3r: 01:40 < Eddi|zuHause> google -> sdl maybe?
23:43:02  <tank> flam3r: install the sdl packages of FC5
23:43:26  <flam3r> :S
23:43:28  <glx> sdl-devel indeed for compilation
23:45:17  <glx> flam3r:
23:45:37  <flam3r> found it on rpmfind :D
23:45:53  <Richk67> also try this link:    useful advice
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23:48:26  <izhirahider> flam3r: yum install sdl-devel
23:48:33  <izhirahider> flam3r: that's it
23:49:56  <flam3r> No Match for argument: sdl-devel
23:50:05  <izhirahider> sorry, it's SDL not sdl
23:50:09  <izhirahider> SDL-devel
23:50:36  <flam3r> got it
23:51:44  <izhirahider> SDL is a library used by many games out there, strange you're missing it
23:52:21  <izhirahider> Well, maybe what you're really missing is just SDL-devel, ok
23:52:56  <flam3r> I also need libsvn or something
23:53:59  <glx> you only need svn if you want to checkout openttd source
23:54:09  <flam3r> ok
23:54:36  <glx> but it's not needed if you compile release or nightly source
23:54:44  <flam3r> ok :D
23:55:38  <izhirahider> if you want to checkout svn, just yum install subversion
23:56:21  <izhirahider> but it's only needed if you don't mind to test the latest bu..features of the game :)
23:56:45  <flam3r> does everythi
23:56:51  <flam3r> sry
23:57:07  <flam3r> is there a command to choose your own install place?
23:57:37  <izhirahider> depends. Are you going with the openttd release?
23:58:33  <flam3r> well I like the builds a lot more than the stable one. I have played this game with nigthly builds on Windows for a while

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